Omniverse 2
Omniverse 2
Omniverse 2
”
“Who’s a better fighter? Batman or Captain
America?”
Although a rank of 7 is defined as “the peak of human achievement” in an ability on the Ability Benchmarks table, a character
with an ability rank greater than 7 isn’t necessarily “non-human,” merely superhuman in comparison to ordinary people. Many
“normal human” characters in the comics have truly superhuman abilities, particularly mental abilities. A character can have a
superhuman ability rank without necessarily being anything other than an amazingly talented, well-trained human being. The
limit of what “normal” people can accomplish is up to the Gamemaster and depends very much on the style of the game.
MAGNETO 6 NIGHTWING 72 PUNISHER 136
MYSTIQUE
SABRETOOTH
8
9
ROBIN (DICK GREYSON) 74 QUASAR 138
ONSLAUGHT 10
NOVA 76 RA’S AL GHUL 140
MAN-THING 12 ODIN 78 UBU 142
BALDAR 80 TAlIA 143
MANGOG 14 ENCHANTRESS 81
RED RONIN 144
HEIMDALL 82
MARTIAN MANHUNTER 16 LOKI 82 RED SONJA 146
MEPHISTO 18 SIF
FANDRAL
83
84 ROBOCOP 148
SATANNISH 20
MICHAEL MYERS 22
HOGUN
DESTROYER
84
85
SELENE 150
MICHAEL MYERS RETURNS 24 FAFNIR 86 SENTRY 152
MIDGARD SERPENT 87
ROB ZOMBIE’S
DOCTOR SAMUEL LOOMIS
25
26 SURTUR 88 SEVENTH VOYAGE OF SINBAD 154
YMIR 89 SINBAD 155
LAURIE STRODE 27 GENIE 155
JASON VOORHEES 29 ONE MILLION YEARS B.C. 90 PRINCESS PARISA 156
JASON VOORHEES 29 LOANA 90 SAKURAH 156
JASON UPDATE 30 TUMAK 91 CYCLOPS 157
JASON X 30 ALLOSAURUS 93 DRAGON 157
PINHEAD 30 ROC 158
HANNIBAL LECTOR 32 ORION 94 SKELETON 159
GHOSTFACE 33 PARALLAX 96 SHAPER OF WORLDS 160
MON-EL 34 PARALLAX (JORDAN) 97 KUBIK 161
DAXAMITE 36 GLORIAN 162
ANDROMEDA 37
PHANTOM STRANGER 98 SHARKS 164
MONSTERS 38 PHOENIX FORCE 100 BULL 164
DARK PHOENIX 102 GREAT WHITE 165
CREATURE FROM THE
PHOENIX 103 JAWS 165
BLACK LAGOON 38 MEGALODON 166
DRACULA 39 PITT 104 TIGER 167
VAMPIRES
FRANKENSTEIN MONSTER
40
41
PREDATOR 106 GIANT SQUID 168
OCTOPUS 168
BRIDE OF FRANKENSTEIN 42 PREHISTORIC MONSTERS 108 PIRANHA 169
GHOSTS 43 ARGENTINOSAURUS 108 PIRANHA MUTANT 169
MUMMY
WEREWOLF
41
44
BRACHIOSAURUS
BRONTOSAURUS
109
109
SHE-HULK 170
LYRA 172
ZOMBIE 46 PARASAUROLOPHUS 110 ORIGINAL 173
ANKYLOSAURUS 111
MONSTERS ON THE LOOSE 48 STEGOSAURUS 112
SENSATIONAL 174
BEAST FROM 20,000 SHE-RULK 175
TRICERATOPS 113
FATHOMS 48
TYRANNOSAURUS REX 114 SHERLOCK HOLMES 176
CLOVERFIELD 49
GORGO 50
GWANGI 116 SHOGUN WARRIORS 178
JURASSIC PARK T. REX 117 COMBATRA 179
IT CAME FROM BENEATH
VASTATOSAURUS REX 118 DANGARD ACE 180
THE SEA 51
GORGOSAURUS 119 RAYDEEN 180
TARANTULA 51
THEM 52
DASPLETOSAURUS
TARBOSAURUS
119
120
SILVER SURFER 182
YMIR 53
ALLOSAURUS 120 SIX MILLION DOLLAR MAN 184
MONSTERS STEVEN KING 54 CARCHARODONTOSAURUS 121 BIONIC WOMAN 185
BARLOW
CARRIE
54
55
CERATOSAURUS
GIGANOTOSAURUS
121
122
SKAAR 186
CHRISTINE 56 SPINOSAURUS 123 SKULL THE SLAYER 188
CUJO 57 TYRANNOTITAN
DEINONYCHUS
124
125
SNAKE PLISSKEN 190
MR. MAJESTIC 58 VENATOSAURUS 125 SNAKES 192
MR. MXYZPTLK 60 DEVIL DINOSAUR 126 ANACONDA
ASIAN COBRA
192
193
MOON-BOY 127
MS. MARVEL 62 DUNKLEOSTEUS 128 BLACK MAMBA 193
BINARY 64 PIRANHADON 129 BUSHMASTER 194
CAROL DANVERS 65 DIAMONDBACK 195
PREDATOR X 129
FER DE LANCE 196.
NEW GENESIS 66 ELASMOSAURUS 130 SAW-SCALED VIPER 199
HIGHFATHER 67 QUETZALCOATLUS 131 TAIPAN 200
LIGHTRAY
THE SOURCE
68
69
PROEMIAL GODS 132 TITANOBOA 201
AEGIS 133 SOLARIS 202
NICK FURY 70 TENEBROUS 134 SOLOMON GRUNDY 204
SPAWN 206 SWAMP THING 288 WATCHER 358
SPECTRE 208 TARZAN 290 ARON 359
PERSONALITY
Magneto’s chief goal has always been to safeguard
mutantkind. Over the years, he has tried many methods
to achieve this goal, but his dedication to it has never
wavered. Magneto is a strong-willed, domineering
individual who strives always to be in control of his
surrounds.
Magneto has never considered himself evil, because he
fights for what he believes is the greater good – and if he
must do evil acts to attain his goal, so be it – the old saw
that ends justify means.
REAL NAME: MAX EISENHARDT
POWERS AND ABILITIES OCCUPATION: TERRORIST, CONQUEROR, ACTIVIST
Magneto controls all forms of magnetism, allowing him to BASE: MOBILE AFFILIATION: BROTHERHOOD OF EVIL
shape and form metal at will, erect powerful force fields, MUTANTS, NEW MUTANTS, HELLFIRE, X-MEN
enhance his physical strength, even manipulate the iron
in people’s blood. This ability extends even to normally
HEIGHT: 6’ 2 WEIGHT: 180 LBS
non-magnetic metals like Adamantium. Magneto can also EYES: BLUISH GRAY HAIR: SLIVER
use this ability to augment his physical strength.
MAGNETO PL13
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
2 3 3 3 3 7 2 10
POWERS SKILLS
Magnetic Control, Array (38 points) • 41 points Expertise: Computers 2 (+9), Expertise: Electronics 2 (+9),
• Create Objects: Create 19, Continuous, Innate, Movable, Expertise: Engineering 2 (+9), Expertise: Genetics 3 (+9),
Expertise: Robotics 2 (+9), Intimidation 6 (+15), Technology 3
Precise, Subtle, Limited by material rank and proximity of
(+10)
metals • 1 point
• Move Object 19, Damaging, Precise, Limited to Metal • 38 OFFENSE
points
INITIATIVE +3
• Perception Ranged Damage 13, Limited to metallic Magnetic Control Perception Ranged, Varies 19
constructs and objects • 1 point Unarmed +6 Close Damage 19/2*
• Nullify Electronics 19, Alternate Resistance (Fortitude), *Without Magnetic Control
Broad, Simultaneous, Affects Objects Only • 1 point
Force Field: Impervious, Immunity 20 (Life Support), DEFENSE
Protection 15 • 35 points DODGE 6 FORTITUDE 12
Flight: Flight 6 • 14 points PARRY 6 TOUGHNESS 18/3*
Energy Control: Array (24 points) WILL 13 *Without Force Field
• Ranged Energy Damage 11 (heat, light, ultraviolet, gamma
radiation, gravitons) • 24 points POWER POINTS
• Energy Damage 12 (heat, light, ultraviolet, gamma ABILITIES 66 SKILLS 10
radiation, gravitons) • 1 point POWERS 140 DEFENSES 26
Magnetic Detection: Senses 6 (Detect Movement, Accurate, ADVANTAGES 15 TOTAL 257
Extended, Radius, Ranged) • 6 points
Telepathic Projection: Mental Communication 2 •10 points
COMPLICATIONS
Astral Projection: Remote Sensing 2 (Visual, Auditory, Holocaust Survivor: Magneto has seen first hand the evil
Mental), Defenseless, Subtle 1 • 7 points that men do and sees the horrors of the Holocaust being
Costume: Impervious Toughness 4, Limited to physical repeated against the mutant community, and will do anything
attacks, Removable • 2 points to prevent it.
Relationship: Magneto’s relationships have been completely
ADVANTAGES usurped by his mission. Nonetheless, he maintains respect
Benefit 3 (Millionaire), Close Attack 3, Inspire, Inventor, for old friends become rivals, like Charles Xavier and the X-
Leadership, Languages (German), Ranged Attack 7, Men. He has worked with mutants like Emma Frost and
Teamwork Mystique.
However, her longtime duplicity was uncovered by Val
Cooper, who used this knowledge to force Mystique to
become part of the reorganized X-Factor. Her current
activities are unknown.
Raven is a self-serving opportunist, with a keen analytical
mind, who is always working to increase her power base.
She is a charismatic leader who works well with to others
but usually keeps her motives secret from her
teammates.
Though cold-hearted and manipulative, Raven has a soft
spot for rogue, her adopted daughter. She will not allow
rogue to be harmed and will help her when they are not
at cross-purposes. Raven is also the real mother of Kurt
Wagner (Nightcrawler). (Str6)
MYSTIQUE PL11
STR STA AGI DEX FGT INT AWE PRE
1 7 3 3 5 4 2 6
POWERS
Fast Healing: Immunity 3 (Aging, Disease, Poison),
Regeneration 2 - 5 points
Shape Shifter: Morph 3 (humanoids) -15 points
ADVANTAGES
MYSTIQUE Benefit (Alternate Identity), Defensive Attack, Defensive Roll
3, Improved Initiative, Languages 3 (English: native, 8
Raven Darkholm – Mystique - led a double life as a high-
ranking member of the Department of Defense – and as others), Move by Action, Ranged Attack 5, Precise Attack
leader of the second Brotherhood of Evil Mutants. Raven (Ranged, Concealment), Skill Mastery (Deception), Uncanny
was so adept at changing her appearance, most of her Dodge
partners in crime didn’t even realize she led a double life
– the one exception being Rogue, who Mystique raised
SKILLS
as a surrogate daughter. She also has been a lifelong Acrobatics 6 (+9), Athletics 6 (+7), Close Combat: Unarmed 4
associate of Magneto. (+9), Deception 7 (+11), Expertise: Military 6 (+10),
After a few clashes with the X-Men and other superhero Perception 6 (+8), Ranged Combat: Guns 7 (+10), Sleight of
groups, and spurred in part by the US government’s Hand 7 (+10), Stealth 7 (+10), Technology 3 (+7), Vehicles 5
launching of the mutant-tracking program, Project (+8)
Wideawake, Raven decided that times were growing too
dangerous for the Brotherhood to continue its criminal OFFENSE
activities. She approached Valerie Cooper, special INITIATIVE +3
assistant to the head of the National Security Council, Unarmed +8 Close Damage 1+
and offered the Brotherhoods’ the government.
Renamed ‘Freedom force, the members of the DEFENSE
Brotherhood were granted pardons and started careers DODGE 12 FORTITUDE 10
as superpowered government enforces. The team PARRY 12 TOUGHNESS 10/7*
served with distinction, if total ruthlessness, until it was WILL 8 *Without Defensive roll bonus
disbanded due to the members’ criminal moonlighting
and negative publicity from high-profile missions. POWER POINTS
Raven spent a brief period of time working with heroes ABILITIES 62 SKILLS 29
such as Wolverine, as well as cultivating schemes in the POWERS 20 DEFENSES 25
course of her job at the Department of Defense. ADVANTAGES 17 TOTAL 153
COMPLICATIONS SABRETOOTH PL11
Hatred: Mystique has spent much of her life enduring the
prejudice and hatred of normal humanity, and has learned to STR STA AGI DEX FGT INT AWE PRE
return all of it.
Relationships: Mystique is the mother of Nightcrawler, and 6 5 7 7 11 0 4 1
the adoptive mother of Rogue. She has worked in
partnership with Magneto and other mutants. POWERS
Claws: Strength-based Damage 2, Enhanced Advantage 4
POWER POINTS
ABILITIES 82 SKILLS 29
POWERS 22 DEFENSES 20
ADVANTAGES 12 TOTAL 165
COMPLICATIONS
Enemy: Wolverine
Bloodthirsty: Sabretooth is consumed with blood-lust – if he
can’t get paid for killing people, he goes out and does it on
his own. Unlike your typical serial killer, he has no ‘type’, and
will kill anyone available.
Relationships: Sabretooth’s bloodlust tends to minimize his
inter-personal relationships, but he has partnered with the
Constrictor on more than one occasion, and the Constrictor –
for some unspecified reason – seems to look after
Sabretooth like a crazy brother.
ONSLAUGHT PL16 ADVANTAGES
Inventor, Leadership, Languages (German), Range Attack 5
STR STA AGI DEX FGT INT AWE PRE
SKILLS
20 - 5 5 8 11 20 20 Expertise: Computers 2 (+13), Expertise: Electronics 2 (+13),
Expertise: Engineering 2 (+13), Expertise: Genetics 3 (+14),
POWERS Expertise: Robotics 2 (+13), Intimidation 6 (+30), Technology
Astral Body: Remote Sensing 22 (visual, auditory, mental), 3 (+14)
Defenseless, Subtle 1 • 111 points
Magnetic Control, Array (38 points) • 41 points OFFENSE
• Create Objects: Create 19, Continuous, Innate, Movable, INITIATIVE +3
Precise, Subtle, Limited by material rank and proximity of Alter Thoughts Perception Ranged, Affliction 22
Magnetic Control Perception Ranged, Varies 19
metals • 1 point
Mind Blast +10 Perception, Damage 22
• Move Object 19, Damaging, Precise, Limited to Metal • 38
(Resisted by Will)
points Mind Control Perception Ranged, 22
• Perception Ranged Damage 19, Limited to metallic Unarmed +8 Close, Damage 20
constructs and objects • 1 point
• Nullify Electronics 19, Alternate Resistance (Fortitude), DEFENSE
Broad, Simultaneous, Affects Objects Only • 1 point DODGE 6 FORTITUDE Immune
Force Field: Create 18, Impervious, Immunity 20 (Life PARRY 8 TOUGHNESS Immune
Support) • 38 points WILL 20
Flight: Flight 6 • 14 points
POWER POINTS
Energy Control: Array (24 points) • 25 points
ABILITIES 217 SKILLS 10
• Ranged Energy Damage 11 (heat, light, ultraviolet, gamma
POWERS 363 DEFENSES 6
radiation, gravitons) • 24 points ADVANTAGES 4 TOTAL 600
• Energy Damage 12 (heat, light, ultraviolet, gamma
radiation, gravitons) • 1 point COMPLICATIONS
Magnetic Detection: Senses 6 (Detect Movement, Accurate, Composite Psyche: Onslaught possesses the composite
Extended, Radius, Ranged) • 6 points memories and personalities of both Charles Xavier and
Mutant Detection: Senses 6 (Detect Mutant, Acute, Magneto.
Analytical, Extended, Radius, Ranged) • 6 points Energy Being: Onslaught is an Energy Being and, as such,
Psionic Detection: Senses 5 (Mental Awareness, Acute, is only vulnerable to dissipation. His energy is contained by
Armor composed of pure Psionic Energy (TOU 22). This
Analytical, Extended, Radius) • 5 points
armor also contains an Internal Dimension that acts as a
Psi-Screen: Immunity (Mental Effects), Sustained • 10 points prison (25 ranks) to those who Onslaught traps within
Telepathic Projection: Mental Communication 2 •10 points himself. Onslaught may access any powers of those trapped
Astral Projection: Remote Sensing 2 (Visual, Auditory, inside this pocket dimension as his own.
Mental), Defenseless, Subtle 1 • 7 points
Telepathy: Array (88 points) • 94 points
• Alter Thoughts: Perception Ranged Affliction 22 (Resisted ONSLAUGHT
by Will; Dazed, Stunned, Transformed), Progressive, When Professor Charles Xavier (See entry for: X-Men:
Continuous • 88 points Professor X) telepathically rendered Magneto catatonic,
• Mind Blast: Mental Blast 22 • 1 point he unknowingly absorbed Magneto’s dark ego.
• Telepathic Communication: Area Mental Communication Magneto’s negative emotions merged with Xavier’s
4, Selective • 1 point
suppressed urges, forming a powerful, dormant psionic
entity - the self-dubbed Onslaught.
• Mental Invisibility: Concealment 10, Resistible by Will • 1
Rising anti-mutant hysteria, combined with the Legacy
point
Virus casualties and Xavier’s failure to rehabilitate
• Mental Probe: Mind Reading 22, Cumulative, Subtle • 1 Sabretooth, all compounded Xavier’s frustration, and
point when anti-mutant humans killed a young mutant named
• Mind Control: Mind Control 22 • 1 point Dennis Hogan near the Xavier Institute, Onslaught finally
• Telekinesis: Move Object 2, Close • 1 point awakened within Xavier. This powerful new being
decided to achieve Xavier’s dream of peaceful
mutant/human coexistence by utilizing the
interdimensional firm Landau, Luckman & Lake’s warp
portals to bond humanity into a collective intelligence. To
this end, Onslaught attempted to generate fear to
heighten psionic activity. In Vancouver, B.C., Onslaught
sought to recruit Xavier’s step-brother Cain Marko, the
criminal Juggernaut. When Marko declined, Onslaught
mentally blocked Juggernaut from remembering its true
identity, and magnetically threw him to New Jersey.
Learning the mutant-hunting Sentinels-automations could
store psionic energy, Onslaught abducted several
scientists in order to create a Sentinel army. Soon after,
Xavier encountered X-Man (Nate Grey) on the astral
plane, who pulled Xavier’s astral form into the physical
world. Onslaught thus escaped Xavier’s mind, but was
still “tethered” to Xavier.
To assist in disseminating his hyper-psionic energy,
Onslaught enlisted the mutant teleporter, Gateway, to
abduct the psionic mutant, Chamber. It also sent the
armored mutant Post to “test” the X-Men and Cable, and
recruited and empowered several other mutants such as
the Blob, Mimic and Holocaust as pawns against the X-
Men.
Now fully possessing Xavier, Onslaught revealed the
Professor’s suppressed darker memories to Jean Grey,
hoping to recruit her Phoenix Force experience to gain
more power. Rejecting Onslaught, Jean Grey removed
the Juggernaut’s mental block, discovering that
Onslaught was, in fact, Xavier. In retaliation, Onslaught
then trapped Juggernaut’s consciousness inside Marko’s
own empowering Ruby of Cytorrak. In an effort to further
maximize its abilities, Onslaught then created the child-
like psionic projection, Charlie, in order to befriend and
capture vastly powerful mutant child, Franklin Richards
(See entry for: Fantastic Four: Franklin Richards). While Thor and Storm attempted to minimize the
As Xavier, Onslaught attempted to lead the X-Men to war resultant cataclysmic damage, the Hulk asked Jean Gray
against humanity. When the X-Men resisted, Onslaught to telepathically turn off his Bruce Banner personality,
revealed itself and attempted to destroy them. Onslaught resulting in a Hulk with unlimited rage-fuelled strength
then mentally enslaved the Hulk and sent him after who attacked and shredded Onslaught’s psi-armor. The
Cable, but Cable and Storm freed the Hulk’s mind and armor exploded releasing energy that separated the Hulk
recruted the green giant as an ally against Onslaught. from his human side. Onslaught itself became a being of
Onslaught then captured X-Man, adding both his and pure mental energy, immune to physical harm, but Thor
Franklin’s psionic powers to its own. It sent the Sentinels attempted to disrupt Onslaught’s energy form, attacking
to Manhattan to sow panic, creating a Central Park from within, apparently sacrificing himself, and the other
citadel, and unleashed an electromagnetic pulse, shutting Avengers, the Fantastic Four, and several non-mutant
down the city’s power gird. The X-Men, now allies, followed suit, weakening the entity further. As
accompanied by the Fantastic Four, the Avengers, and Onslaught dissipated, both Franklin Richards and X-Man
even villains like Doctor Doom, opposed Onslaught,. But were rescued.
after the Thunder God, Thor, freed Xavier, Onslaught Though believed dead, the heroes were actually
became even more powerful. transported to a pocket universe (Heroes Reborn)
Concluding that no one on Earth was worthy to live, subconsciously created by Franklin where they briefly
Onslaught decided to obliterate humanity as a whole encountered a manifestation of Onslaught, heralding the
and created a second sun. possibility of the entity’s eventual return. (Str190)
Mangog, or "The Mangog" as it originally referred to
itself, is the sum total of all the hatred of a billion, billion
beings – an alien race that was once destroyed by Odin,
father of Thor, and ruler of the Asgardian Gods.
Imprisoned deep beneath Asgard, the Mangog was
accidentally freed by the Rock Troll Ulik, and the creature
went on a rampage, waging war against Asgardian Gods
– and Thor and Odin, in particular - on multiple
occasions.
The Mangog proved to be physically almost
unstoppable, and it has usually only been defeated by
exploiting the Mangog's dependence on psychic energies
(such as hatred, fear, or desire for vengeance) felt by
other sentient beings to sustain itself. Without such a
source, the Mangog will shrink down to near nothingness.
While the Mangog’s nihilistic, destructive nature usually
predisposes that it act independently, it did once align
itself with the Mad Titan, Thanos, in one of the Titan’s
numerous quests for universal domination and/or
destruction, but they were both ultimately stopped by
Thor.
It is possible that the Thunder God might have recently,
finally ended the threat of the Mangog once and for all -
having inherited the Odin Force during Ragnarok – the
Asgardian Doomsday – Thor simply dissipated the
Mangog’s energies with a wave of his hand. The Mangog
has not been seen since the destruction of Asgard –
although, as Asgard has, itself been resurrected, it is
possible the Mangog could as well..
The exact nature of the Mangog has never actually been
fully revealed and is somewhat unclear. The creature has
often been called a demon, suggesting that it is a
supernatural being parasitically dependent on the mystic
and psionic energies of other sentient beings. It is also
possible that the Mangog is a minor abstract entity
incarnating the hatred experienced by the alien race from
which it first sprang, and eventually, by its own POWERS AND ABILITIES
independent being.
If that proves to be the case, then the Mangog may The Mangog's draws his powers from mystical and
actually be an avatar of the conceptual entity, Master psionic energies that are manifested in hatred and
Hate, in a manner that is similar to the relationship vengeance. He possesses vast superhuman strength that
between the godlike, mystical entity, Cytorrak, and the easily exceeds that of Thor. He is able to manipulate vast
mutant Juggernaut. (Str250/500) amounts of mystical energy. The Mangog's very life is
connected to the energies that he feeds from. Mangog
PERSONALITY will shrink or seemingly vanish if deprived of those
mystical and psionic energies.
The Mangog is a creature of pure hate and destruction.
Literally formed by the psychic energy of the hatred of a
billion, billion beings, the Mangog expresses itself only REAL NAME: MANGOG
through violence. Its goal is always simple destruction, OCCUPATION: SEEKER OF VENGEANCE
and the acquisition of personal power, only to further BASE: NONE AFFILIATION: NONE
spread more destruction. The Mangog also bears a great
personal hatred for Odin and Thor, and for Asgardians in
HEIGHT: 12’ WEIGHT: 3,500 LBS
general. EYES: BROWN HAIR: NONE
MANGOG PL18
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
23 23 5 4 10 0 -1 1
POWERS DEFENSE
Invulnerability: Immunity 10 (Life Support), Impervious DODGE 10 FORTITUDE 25
Toughness 18 • 28 points
PARRY 10 TOUGHNESS 23
Mystical Energy Control: Energy Control 24 (Variable
WILL 11
Power, Any Powers with the Magical Descriptor) – 168 points
7 14 -2 1 8 -4 2 11
POWERS DEFENSE
Burning Touch: Damage 10, (Limited to whoever knows DODGE 2 FORTITUDE 14
fear) • 40 points PARRY 6 TOUGHNESS 14
WILL 6
Emotion Detection: Mind Reading 14, Effortless, Subtle 2,
Limited to Emotions, Limited to Surface Thoughts, POWER POINTS
Permanent; Impervious Will 6 • 34 points ABILITIES 76 SKILLS 5
Vegetable Form: Healing Factor (Regeneration) 4 POWERS 106 DEFENSES 8
Impervious Toughness 15 • 28 points ADVANTAGES 2 TOTAL 137
Oozing: Insubstantial 1 • 4 points
COMPLICATIONS
ADVANTAGES Monstrous Appearance: The Man-thing is a particularly ugly
Improved Hold, Tracking apparition, and most people will react to him in horror, which
is unfortunate, as fearful emotions prompt him to attack.
SKILLS Vulnerability: The Man-Thing is dependent upon the swamp,
Intimidation 3 (+13), Stealth 6 (+4) losing 2 ranks of STR, STA, & FGT each week spent away
from it. If his STR drops to –5 ranks, he becomes comatose
POWERS until returned to his normal environment.
INITIATIVE -2 Whatever Knows Fear Burns at the Touch of the Man-
Burning Touch Damage 10 Thing: Sensing fear will cause the Man-Thing to attack, and
Unarmed +8 Close Damage 7 will activate his ‘Burning Touch’ on contact.
16 10 2 2 8 3 4 3
POWERS OFFENSE
Flight: Flight 13 (16,000 MPH) • 26 points INITIATIVE +2
Martian Durability: Protection 3, Impervious 3, Immunity 10 Martian Vision +10 Ranged, Damage 11
(Life Support) • 16 points Unarmed +12 Close Damage 16
Martian Morphology: Array (20 points)
• Intangibility: Insubstantial 4, Dynamic • 21 points DEFENSE
• Density: Protection 2, Impervious Toughness 12, DODGE 12 FORTITUDE 13
Sustained, Dynamic • 2 points PARRY 13 TOUGHNESS 13
Invisibility: Visual Concealment 4, Dynamic • 2 points WILL 12
• Shapeshifting: Morph (any form) 4, dynamic • 2 points
Martian Senses: Senses 6 (Extended Vision 2, Mental POWER POINTS
Awareness, Vision Penetrates Concealment) • 7 points ABILITIES 96 SKILLS 30
Martian Strength: Enhanced Strength 4, Limited to Lifting POWERS 144 DEFENSES 29
(Lifting Str20; 25,000 tons) • 4 points ADVANTAGES 6 TOTAL 305
Telepathy: Mental Communication 5, Mind Reading 11 • 42
points
COMPLICATIONS
Enemies: The Martian Manhunter’s foes include the Human
ADVANTAGES Flame (who wears a special suit that can project fire), the
Contacts, Great Endurance, Leadership, Power Attack, Master Gardener and his Lizard-Men, and the evil genius
Teamwork, Trance Professor Hugo. He has confronted a number of rogue
members of his own race as well, including the warlike White
SKILLS Martians and his own brother, Malefic.
Close Combat: Unarmed 4 (+12), Insight 8 (+12), Intimidation Power Loss: Loss of powers and reduction of STR and STA
5 (+8), Investigation 10 (+13), Perception 8 (+12), Persuasion to 2 when exposed to fire.
5 (+8), Ranged Combat: Marian Vision 8 (+10), Stealth 4 Prejudice: Often feels isolated among humans, a ‘stranger in
(+6), technology 4 (+7), Vehicles 4 (+6) a strange land.’
OTHER MARTIANS
J’onn later learned he was not the sole survivor of the J’onn partially to deal with her. D’Kay managed to hide
Martian race. His twin brother, Ma’alefa’ak, is a mutant, (and murder) for years using her powers before J’onn
born without telepathic abilities. This turned him into a discovered her existence.
sociopath incapable of empathy and he engineered The Justice League also encountered a group of White
H’ronmeer’s Curse, a telepathic plague that wiped out Martians, warlike cousins of the peaceful Green Martians.
Martian civilization. Malefic (as he became known on They escaped from exile to the dimension known as the
Earth) was the sole survivor, living hidden in the ruins of Still Zone and attempted to deceive humanity by posing
Mars for centuries, until he learned his missing twin was as alien super heroes called the Hyperclan (each using
alive on Earth. Malefic’s abilities and traits are similar to just one or two of their wide array of Martian powers).
those of the Martian Manhunter, save that he has no The Justice League exposed their plan and used their
telepathic powers and is immune to fire. vulnerability to fire to defeat and re-imprison them.
The first use of Dr. Erdel’s device brought a female The White Martians possess all of the same powers as
Green Martian named D’Kay to Earth. A psychotic serial J’onn, though their “natural” form is more bestial and
killer, D’Kay went on a rampage and Erdel summoned warlike.
Mephisto is a powerful extra-dimensional demon that
rules over a pocket dimension, which he refers to as
"Hell” - although it is apparently not the 'Hell of the
Judaeo-Christian religion, Mephisto likes to maintain the
illusion that he is, in fact, the Christian "Devil", in order to
exploit the fears of humans, whom he consequently finds
much easier to corrupt. At times, therefore, Mephisto has
variously referred to himself or allowed himself to be
called by the names, “Mephistopheles," "Satan," and
“Beelzebub."
Mephisto's domain is inhabited by himself, the lesser
supernatural beings that serve him, and the astral forms,
or ‘souls’, of certain deceased humans, which inhabit the
bodies of demons, which have been specially altered to
resemble the souls' mortal human forms.
Because he draws his power from the souls he
imprisons, Mephisto is constantly striving to add new
souls to his collection, the more powerful the soul the
better. Mephisto prefers human souls, though he will
often go after those of extra-terrestrials as well. Indeed,
he has made repeated attempts to break the will and
enslave the soul of the being known as the Silver Surfer.
He has also made attempts to take possession of the
soul of the Asgardian Thor.
The human stunt cyclist Johnny Blaze once made a pact
with Mephisto, exchanging his soul in return for
Mephisto's saving the life of Blaze's grandfather. Before
Mephisto could take possession of Blaze’s soul, however,
a woman named Roxanne Simpson arrived and recited a
special spell of banishment which she had stumbled
across in an occult tome. Mephisto was forced to flee
without Blaze's soul, but not before grafting the essence
of the demon Zarathos on to Blaze’s body, causing Blaze
to become the composite being known as the Ghost
Rider.
Mephisto is sometimes impersonated by lesser Demons
who imitate his form. This explains the stories of many
Earth adventures who claim to have defeated Mephisto Galactus on even-terms in his home realm in a battle said
"easily." (Str85) to have threatened the universe. However, due to the
nature of his being – a parasitic demon – Mephisto tends
PERSONALITY to operate on a much lower power-level (see Satanic
Limitations below)
The very definition of devilish, Mephisto is diabolically X-Level: The stat-box is for Mephisto as a playable
cunning, manipulative and evil. He is motivated entirely PL19 entity. At X-level, he ranks as a PLX2 entity - all
by increasing his power base through the collection of Powers and Abilities are assumed to be 20 with a +20
souls, and he take a special pleasure in double-edged bonus for each X-rank (20x2=40) on all rolls.
‘bargains’ with mortals.
16 16 9 12 10 13 13 15
POWERS DEFENSE
Devil’s Insight: Senses 20 (Awareness - Cosmic, Divine, DODGE 14 FORTITUDE Immune
and Magical, All Extended 2) • 20 points PARRY 12 TOUGHNESS 18
Fire And Brimstone: Movement 3 (Dimension Travel, WILL 15
Limited: cannot enter Earth’s Dimension), Increased Mass 5 •
11 points POWER POINTS
Hell Lord: Immunity 30 (Fortitude Effects), Protection 2 • 32
ABILITIES 208 SKILLS 47
points
POWERS 353 DEFENSES 12
Hellfire: Energy Control 25 (Variable Power, Any Powers
ADVANTAGES 20 TOTAL 640
with the Magical Descriptor), Transform 25 • 300 points
ADVANTAGES COMPLICATIONS
All-Out Attack, Assessment, Benefit 12 (Hell Lord), Hell Lord: One of the highest levels of Demon, Mephisto
Connected, Die Hard, Great Endurance, Power Attack, Well- rules a sub-dimension called Hell, where he imprisons and
Informed tortures the souls of mortals, feeding on their torment. The
more souls he collects, the greater his power.
SKILLS Home Field Advantage: Within his home realm, Mephisto
Close Combat: Unarmed 2 (+12), Deception 25 (+38), may alter reality as he chooses with Perception Ranged
Expertise: History of Creation 17 (+25), Insight 12 (+25), Continuous Transform 25.
Intimidation 10 (+25), Perception 10 (+25), Persuasion 15 Lord of Lies: Mephisto will always keep his literal word,
(+35), Ranged Combat: Sorcery (Flame/ Energy Blast 3
although usually by deliberately twisting the truth
(+12)
Satanic Limitations: Mephisto is bound by traditional
OFFENSE Devilish strictures – for example, he cannot affect free will,
and other typical Satanic plot devices. Because he draws
INITIATIVE +7
power from souls, he has shown a specific weakness to the
Hellfire +12 Ranged, Damage 25
Unarmed +12 Close Damage 16 Infinity Soul Gem.
EVIL INCARNATE
Originally created and destroyed by the Infinity Being,
before the birth of the Marvel Multiverse, Mephisto, in his
own unique way, functions like his own abstract entity –
as the embodiment of complete and pure evil – and as
such, he continues to manifest over time and in different
forms, each incarnation with different origins (which
explains the myriad stories told about Mephisto – and BY
him), but as long as true evil exists – that is to say, as
long as moral beings exist with the choice between good
and evil – this being will exist in one form or another.
In this sense, Mephisto might be considered a purer Devil
than the Judaeo-Christian fallen angel treatment afforded
to the DC Universe’s Lucifer Morningstar. In such a case,
if Mephisto is somehow destroyed, the Absolute Evil that
he represents will manifest in a new incarnation, adapting
similar form and function of Mephisto, with more or less
equal stats and Powers, along with all of Mephisto’s
memories, including his myriad origins
SATANNISH SATANNISH PLX2/PL19
Another face of evil in the Marvel Universe is Satannish
– another Hell Lord, and fierce and bitter rival of STR STA AGI DEX FGT INT AWE PRE
Mephisto. The Hell Lords arose in their present form 19 16 12 12 10 13 13 15
from the primeval concentration of energy left behind
when Demogorge drove the Elder gods from Earth POWERS
billions of years ago. That energy eventually manifested
Demon’s Insight: Senses 13 (Awareness - Cosmic, Divine,
as demons, shaped by the unconscious desires of their
and Magical, All Extended 2) • 13 points
earliest sentient worshipers. Unlike other Hell Lords,
Fire And Brimstone: Movement 3 (Dimension Travel,
Satannish seems to have some parental (possibly
Limited: cannot enter Earth’s Dimension), Increased Mass 5 •
figurative) relationship with Dormammu, lord of the Dark
11 points
Dimension, who Satannish secretly served and received
tutelage from. Like Mephisto, Satannish rules his own Hell Lord: Immunity 30 (Fortitude Effects), Protection 2 • 32
hellish spirit realm, populated by damned souls, most of points
who were enslaved through bargains they struck with Hellfire: Energy Control 25 (Variable Power, Any Powers
Satannish (the ‘Devil”) while alive. Satannish has long with the Magical Descriptor), Transform 25 • 300 points
menaced humanity in many ways and sometimes
empowers human agents, usually in exchange for their
ADVANTAGES
souls or some other service. (Str100) All-Out Attack, Assessment, Benefit 12 (Hell Lord),
X-Level: Satannish is PLX2 (20x2=40) Connected, Die Hard, Great Endurance, Power Attack, Well-
Informed
SKILLS
Close Combat: Unarmed 2 (+12), Deception 17 (+30),
Expertise: Occult 17 (+30), Insight 12 (+25), Intimidation 20
(+25), Perception 12 (+25), Persuasion 12 (+30)
OFFENSE
NITIATIVE +12
Hellfire +12 Ranged, 25
Unarmed +12 Close Damage 19
DEFENSE
DODGE 12 FORTITUDE Immune
PARRY 12 TOUGHNESS 18
WILL 15
POWER POINTS
ABILITIES 220 SKILLS 46
POWERS 346 DEFENSES 16
ADVANTAGES 20 TOTAL 648
COMPLICATIONS
Hell Lord: One of the highest Demons, Satannish rules a
sub-dimension called Hell, where he imprisons and tortures
the mortal souls. The more souls he collects, the greater his
power.
Satanic Limitations: Satannish is bound by traditional
Devilish strictures – he can’t affect free will, for example. He
will always keep his literal word, although usually by twisting
the truth
X-Level: The stat-box is Satannish as a playable PL19. His
X-Level is PLX2 - all Powers and Abilities are assumed to be
20 with a +20 bonus for each X-rank (20x2=40) on all rolls
Thog: Thog is another Hell Lord, who came t rule the
THE HELL LORDS neither realm of Sominus, which was the dark reflection
After the Demogorge’s massive battle with the Elder of the benevolent yet enigmatic Therea, a realm ruled by
Gods, the remaining massive primeval energy the god-dogs, Zokk and Maftra. There may be a familial
concentration eventually gave rise to the Hell Lords – relationship to the monstrous Thaug and Thog who exited
‘Class 2’ demons – shaped by the unconscious desires of circa 10,000 BC. Over thirty years ago, Thog was one of
their earliest human worshipers. Capitalizing on the the Hell Lords who pooled their resources t create a Son
human belief in a single lord of evil – most specifically the of Satan, with the intent of using him to amass power,
Christian Devil – these demons often called themselves resulting in the births of Hellfire, Hellstrom, and Satana.
‘Satan’ and referred to their home realms as ‘Hell’. Hell In recent years, Thog was also one of the Hell Lords who
Lords include Marduk Kurios (Satan) Baphomet, used the Six-Fingered Hand (another group of lesser
Mephisto, Satannish, among others. demons) in an effort to merge Hell and Earth.
Some Hell Lords apparently came from differing origins,
such as those cast down from Heaven, including
Asmodeus, Beelzeboul, and Lucifer.
It has been theorized that, regardless of their origin, Hell
Lords represent a force – possibly a non-sentient force of
nature – representing ultimate evil. It is also suspected
that, at times, some or all of the Hell Lords have existed
as a ‘gestalt’ Satan, although most often they have
campaigned and competed against each other for mortal
souls.
Each Hell Lord tempts mortal beings to sin so that when
they die, their soul will be forfeit to that Hell Lord, who
gains power via the number of souls contained within his
‘Hell’, as well as via worshipers. The Hell Lords have
also parented direct offspring, sometimes with other
demons, and sometimes with humans.
Fallen gods and angels who have degenerated into
demons are generally considered to be Class 2 demons,
although the distinction between dark or evil gods and
demons is often unclear. Some gods of death or evil
remain gods despite their cruel and destructive behavior
– possibly this has to do with the parasitical nature of the
Class 2 demon which feeds upon souls.
Satan: The Hell Lord known as ‘Satan’ was once
worshiped by pre-Cataclysm humanity (10.000 BC)
humanity to the ancient Sumerians, as Marduk Kurios. As
the Annukaki (Mesopotamian) gods withdrew from Earth
due to waning worship, Kurios tempted several with
everlasting power, though those who accepted eventually
degenerated into demons. Kurios took the name, ‘Satan’
– the Hebrew word for ‘Adversary’ – and like his brethren,
would claim to be that being, and named his realm, ‘Hell’.
Alliances were made with the other demon-lords across
countless realms, forming the Lords of the Splinter
Realms, who would gather together to discuss subjects of
mutual importance. These Hell Lords competed with
various angels (as well as with each other) for mortal
souls.
Satan is the Hell Lord associated with parenting Daimon
Hellstrom, Satana, and Hellfire (although several Hell
Lords participated), and is also the Hell Lord who led the
merging of Earth and the Hellish realms.
On Halloween Eve, when he was just six years old,
Michael Myers donned a mask and stabbed his teen- REAL NAME: MICHAEL MYERS
aged sister to death after seeing her have sex with her OCCUPATION: FUGITIVE, MENTAL PATIENT
boyfriend. Lapsing into a silent, near-comatose state, BASE: HADDONFIELD AFFILIATION: NONE
Michel was sent to Smith’s Grove Institution under the
care of Dr. Sam Loomis, who spent eight years trying to
HEIGHT: 6’ WEIGHT: 190 LBS
reach him, and another seven trying to keep him locked EYES: BLUE HAIR: BROWN
up, because he: realized that what was living behind this
boy’s eyes was purely, and simply… evil. POWERS AND ABILITIES
Michael waited patiently, never talking, not even moving,
until Halloween night, on the fifteenth anniversary of his Although some believe his powers to be supernatural - an
sister’s murder, when he escaped back to his hometown ancient Celtic pagan ritual – Michael, in fact, has no
of Haddonfield. While hiding in his old abandoned family superhuman powers, with all of his abilities deriving from
house, he was attracted by the teen-aged Laurie Strode, the depths of his madness. Through years of focus in a
and began following her about town. trancelike state, for one night a year – Halloween (and
As evening set, Laurie and her girlfriends split up into often for a few days leading up to it) - Michael manifests
baby-sitting jobs (with the studious Laurie being saddled seemingly superhuman durability and strength - like a
with the charges of her friends, who left Laurie behind to PCP overdose’s ability to run around for hours, hopped
go trysting with their boyfriends). But these sitters were up, after taking what should have been instantly fatal
in for a very nasty Halloween trick as the now-grown bullet wounds. On this one night a year, it would take
Michael Myers begin a systematic series of murders, something like a beheading to kill him outright.
seemingly targeted around Laurie. After discovering her After each Halloween excursion, Michael will often go into
friends, butchered and elaborately displayed, Laurie another trancelike state, especially if he has taken
found the masked madman pursuing her as well. In serious damage – even slipping into a coma. He
desperation, Laurie stabbed her assailant repeatedly, possesses the curious ability to lie immobile for years at a
seemingly killing him, only to see him rise and attack her time without the atrophy of his tendons and muscles.
again. She was saved at the last moment as Doctor
Loomis, who had pursued Michael from Smith’s Grove,
shot his former patient six times in the chest, blowing him
back out of second story window.
Michael was not, however, lying in the grass, when they
looked outside. With Myers still on the loose, Loomis
sent Laurie off to the hospital, while he continued the
search with police. Over the course of the evening, he
discovered the reason for Michael’s unrelenting pursuit of
Laurie – as it turned out she was actually Michael Myers’
younger sister. Unfortunately, Loomis’ fears were well-
founded as Michael tracked Laurie to the hospital,
initiating a new string of murders there. Loomis once
again interceded at the last moment, this time igniting an
explosion that engulfed both Michael and himself.
(Str10/20)
PERSONALITY
Michael is an absolute emotionless blank, with nothing
within him, neither conscience nor reason, even remotely
human. He never talks, and will sit motionless for years at
a time, but this is not catatonia, but inhuman patience,
because in truth, he is a relentless predator who will
persist over decades. He will act to cover his face if his
mask is removed. Michael is also quite clever, and very
subtle, slipping upon victims as if invisible, often teasing
them with stealthy sounds.
MICHAEL MYERS PL9
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
3 5 3 3 8 1 6 12
POWERS DEFENSE
Psychopathology: Immunity 30 (Fortitude effects, Limited to DODGE 8 FORTITUDE 7
Halloween season), Immortality 15 (Limited to Halloween PARRY 8 TOUGHNESS 7/5*
Night only), Super-Strength 3 (Limited to Halloween season, WILL 11 *Without Defensive Roll bonus
Lifting Str6, 1.5 tons) • 63 points
POWER POINTS
EQUIPMENT ABILITIES 82 SKILLS 19
Cutlery Knife: Damage 2, Crit. 19-20 • 4 points POWERS 63 DEFENSES 12
ADVANTAGES 26 TOTAL 202
ADVANTAGES
All-out Attack, Close Attack 2, Diehard, Defensive Roll 2, COMPLICATIONS
Eidetic Memory, Equipment 1, Evasion, Extraordinary Effort, Madness: Michael Myers is insane to the point of a
Fearless, Hide in Plain Sight, Improved Critical (Knives), suspected supernatural curse. He is completely emotionless,
Improved Initiative, Luck, Move-by Action, Redirect, Set-up, mute, and acts as a complete, seemingly catatonic blank
Startle, Trance, Ultimate Effort except on the Halloween nights where he indulges his
murderous rampages.
SKILLS Masked Killer: Part of Michael's pathology is wearing
Deception 1 (+13), Insight 9 (+8), Intimidation 8 (+19), Halloween mask and he will act to replace it if removed.
Perception 10 (+16), Stealth 10 (+13) Nemesis: Dr. Samuel Loomis
Obsession: Michael is obsessed with killing his sister – all
OFFENSE his sisters, any one who REMINDS him of his sister, and
INITIATIVE +9 anyone who gets in his way.
Knife +10 Damage 8/5*, Crit. 19-20 Relationships: Michael Myers has one living relative, his
Unarmed +10 Damage 6/3* sister Laurie Strode, and pretty much his entire motivation in
*Without Psychopathology bonus life is to kill her.
THE BOOGEYMAN
Michael Meyers is theoretically only a crazy man, with no
genuine superhuman powers, and all of his perceived
metahuman abilities deriving from the depths of his
madness – sort of like a addict on PCP can break
handcuffs and ignore gunshots that would otherwise be
instantly fatal.
There are, however, those that believe Michael’s powers
to be supernatural, the manifestation of a curse based on
an ancient Celtic pagan ritual – one of those that has
come to believe this (at least in parts 4-6) is Michael’s
own psychiatrist, Doctor. Samuel Loomis.
In any case, Michael Myers’ humanity has long since left
him, and whether his powers are simply the
manifestations of his psychopathology, or a genuine
supernatural evil, Michael functions as a the purist
boogeyman, seemingly unkillable, relentless, with nothing
within him neither conscience or reason even remotely
human
MICHAEL MYERS RETURNS MICHAEL MYERS RETURNS PL10
John Carpenter wrote the first two scripts so I consider
these two to be ‘official’ continuity (even though STR STA AGI DEX FGT INT AWE PRE
Carpenter himself said that the plot device of Laurie 7 7 3 3 8 1 6 12
Strode being Michael Myers’ sister was just bullshit he
made up for the sequel). After part two (and the abortive POWERS
attempt at an anthology approach in part three), Michael
Psychopathology: Immunity 30 (Fortitude effects, Limited to
was revived, revealing that his sister, Laurie, was now
Halloween season), Immortality 15 (Limited to Halloween
dead from a car accident, and he was now after his Night only) • 60 points
young niece, Jamie (and her babysitters). This continuity
ended with part six, after Jamie was killed, leaving EQUIPMENT
Michael chasing after HER baby daughter, and eventually
Cutlery Knife: Damage 2, Crit. 19-20 • 4 points
having Michael’s abilities attributed to supernatural ritual.
Part seven, however, was treated as a direct sequel to ADVANTAGES
part two, ignoring the four-through-six continuity, and
All-out Attack, Close Attack 3, Diehard, Defensive Roll 2,
finding Laurie Strode, alive and well, living under an Eidetic Memory, Equipment 1, Evasion, Extraordinary Effort,
assumed identity, with a teen-aged son. This Michael Fearless, Hide in Plain Sight, Improved Critical (Knives),
actually managed to finally kill Laurie at the beginning of Improved Initiative, Luck, Move-by Action, Redirect, Set-up,
part eight (evidently representing Jamie Lee Curtis’ effort Startle, Trance, Ultimate Effort
to remove herself from the series), leaving him to chase
down Busta Rhymes, Tyra Banks, and their teen-aged SKILLS
reality-show cast. (Str25) Deception 1 (+13), Insight 9 (+8), Intimidation 8 (+19),
Perception 10 (+16), Stealth 10 (+13
POWERS AND ABILITIES
OFFENSE
When Michael returned in Halloween 4, as well as parts 5 INITIATIVE +9
and 6, he was presented as genuinely superhuman, Knife +10 Damage 9, Crit. 19-20
unkillable and with far beyond human strength Unarmed +10 Close Damage 7
DEFENSE
DODGE 8 FORTITUDE 9
PARRY 8 TOUGHNESS 7
WILL 11
POWER POINTS
ABILITIES 94 SKILLS 19
POWERS 60 DEFENSES 12
ADVANTAGES 26 TOTAL 209
COMPLICATIONS
Curse of the Thorn: The Michael Myers that appeared in
parts 4-6 was the product of the Curse of the Thorn, which
was deliberately cast upon him by a college of Dr. Samuel
Loomis, Dr. Wynn, and his pagan cult.
The Curse of the Thorn wiped away Michael's humanity and
gave him superhuman powers. He is a completely
emotionless, mute, and acts as a complete blank except on
the Halloween nights where he indulges his murderous
rampages.
Nemesis: Dr. Samuel Loomis
Obsession: As part of his curse, Michael is obsessed with
killing his sister – all his sisters, any one who REMINDS him
of his sister, and anyone who gets in his way. As part of the
sacrificial ritual of the Thorn, any family relation would be
likewise slain.
POWERS AND ABILITIES
ROB ZOMBIE’S MICHAEL MYERS
In Rob Zombie’s update, Michael Myers is specifically not Rob Zombie’s Michael Myers is a 7’ 5” giant, whose
a supernatural force, and all his seemingly metahuman natural monstrous strength is augmented by his sheer
abilities are attributable to his sheer size, his maniacal madness, which also gives him a high level of natural
wiles, or the luck of the Devil. Similarly, Rob Zombie’s resistance to physical punishment or injury. He is also
Michael has an explainable psychopathology that sly in the nature of a stalking predator.
resulted from a desperately dysfunctional childhood,
rather than the inexplicable madness of John Carpenter’s
version. As such – and despite appearances – there is a MICHAEL MYERS ROB ZOMBIE PL9
human being with emotions behind Zombie’s Michael
Myers mask, and there are certain pathos to his ulterior STR STA AGI DEX FGT INT AWE PRE
motivations beyond his psychopathology. His initial 6 6 2 2 8 1 6 6
intention towards his younger sister, Laurie, was not to
kill her, but simply to be with her – the one innocent POWERS
member of his family. It was only after she betrayed him
Psychopathology: Immunity 30 (Fortitude effects, Limited to
– by stabbing him – that he reverted to type. Likewise, Halloween season) • 30 points
his escape from the sanitarium was triggered by the
retirement of his Doctor, Sam Loomis – lashing out at EQUIPMENT
having been deserted. (Str20)
Cutlery Knife: Damage 2, Crit. 19-20 • 4 points
ADVANTAGES
All-out Attack, Close Attack 2, Diehard, Equipment 1,
Extraordinary Effort, Fearless, Hide in Plain Sight, Improved
Critical (Knives), Improved Initiative, Luck, Set-up, Startle,
Trance, Ultimate Effort
SKILLS
Deception 2 (+8), Insight 4 (+10), Intimidation 11 (+17),
Perception 8 (+14), Stealth 8 (+10)
OFFENSE
INITIATIVE +9
Knife +10 Damage 8, Crit. 19-20
Unarmed +10 Close Damage 6
DEFENSE
DODGE 6 FORTITUDE 7
PARRY 8 TOUGHNESS 6
WILL 11
POWER POINTS
ABILITIES 74 SKILLS 17
POWERS 30 DEFENSES 10
ADVANTAGES 15 TOTAL 146
COMPLICATIONS
Madness: Michael is an almost pure psychopath; his urge to
torture and kill has almost completely eroded all other parts
of his personality, to the point where he will attempt to kill any
living being he comes across.
Nemesis: Dr. Samuel Loomis
Obsession: Michael is obsessed with killing his last
remaining sister, bringing his family back together again in
death, and he will kill anyone who gets in his way
DOCTOR LOOMIS PL6 DOCTOR LOOMIS
Like Van Helsing and Dracula, Doctor Samuel Loomis
STR STA AGI DEX FGT INT AWE PRE is the nemesis to the Michael Myers boogeyman – and it
0 2 2 2 0 4 4 2 is as much Donald Pleasence convincing portrayal as
Loomis, and his unforgettable dark soliloquies – ashen-
EQUIPMENT faced, in the moonlight – ' the blackest eyes... the Devil's
Pistol: Ranged Damage 4 • 4 points eyes' – that elevated the first Halloween to classic status.
At first obsessed with curing his young, seemingly near-
ADVANTAGES comatose patient, Loomis began to realize that this
Equipment 1. Leadership, Luck, Ranged Attack 2 absence of humanity was growing out of the body of a
child into a man – and worse, that there was some dark
SKILLS purpose behind those black eyes. From that point
Expertise: Psychiatry 8 (+12), Insight 8 (+12), Perception 7 forward, Loomis made it his personal responsibility to
(+11), Ranged Combat: Pistol 1 (+3), Persuasion 8 (+10) keep the evil he saw growing before him contained, and
when Myers escaped, on the 15th anniversary of his
OFFENSE sister's murder, Loomis followed him to Haddonfield,
INITIATIVE +2 interrupting a new series of murders and saving the life of
Pistol +5 Ranged, Damage 4, Crit. 19-20 teen-aged babysitter, Laurie Strode. However, even after
Unarmed +0 Ranged, Damage 0 getting shot out of second story window, Myers was not
yet ready to die, escaping and tracking young Laurie to
DEFENSE the local hospital, initiating another string of murders,
DODGE 4 FORTITUDE 3 before once again being stopped by Loomis, who ignited
PARRY 4 TOUGHNESS 2
WILL 8 an explosion in a room full of gas, killing them both.
Loomis, however, was brought back along with Michael
POWER POINTS Myers himself with the new continuity of Halloween 4,
ABILITIES 32 SKILLS 16 (their apparent deaths explained by the toss-off line, 'both
POWERS 0 DEFENSES 11 of them nearly burned to death'), and Donald Pleasence
ADVANTAGES 5 TOTAL 64 continued to play the role until his death, after filming part
6. ending the continuity, although later sequels continued
COMPLICATIONS to use Loomis' dialogue in voice-overs. (Str6)
Cult of the Thorn: In the Halloween 4-6 continuity, Dr.
Loomis, former college, Dr. Wynn, turned out to be the
instigator of it all – the leader of the Cult of the Thorn who
performed an ancient pagan ritual to cast the spell of evil on
young Michael Myers.
Nemesis: Michael Myers
Obsession: Loomis was first obsessed with curing Michael
Myers, then became obsessed with keeping him locked up
forever.
Relationships: Loomis' assistant, Marion Wittington
continued to look after him into his old age.
ADVANTAGES
Close Attack 3, Diehard, Improved Critical (Finger Knives),
Improved Initiative, Move-by Action, Redirect, Set-up, Startle
SKILLS
Deception 8 (+10), Insight 4 (+5), Intimidation 12 (+14),
Perception 4 (+5), Stealth 6 (+6)
OFFENSE
INITIATIVE +5
Finger Knives +6 Damage 5, Crit. 19-20
Reality Alteration +10 Perception Range Damage 10
JASON VOORHEES
Born on Friday the 13 th, Jason Voorhees was deformed
from birth and constantly tormented by other children as
a freak. At 11 years old, while attending ‘Camp Crystal
Lake, Jason drowned, due to the negligence of two camp
councilors who were smoking pot and having sex instead
of watching over him. His mother, Pamela Voorhees, a
cook at the resort, murdered both councilors and spent
two decades stalking anyone who dared set foot on the
site. In 1979, an attempt to reopen Camp Crystal Lake
set Mrs. Voorhees on a murderous rampage, killing all
but one of the councilors, a young woman who managed
to decapitate Mrs. Voorhees with her own machete.
What happened next is unclear – somehow Jason
himself witnessed this killing – whether he was alive all
along, living secretly in woods, or if he was drowned at
the bottom of the lake (as mirrored in the recurring
dreams of the one lone survivor of Mrs. Voorhees’
murder spree) and then somehow supernaturally revived
and aged to manhood – but in either case, it was now
Jason who stalked Crystal Lake, first tracking down the
young woman who killed Pamela Voorhees and
murdering her, and then systematically killing anyone SKILLS
who dared enter Crystal Lake (or just happened to cross Deception 5 (+7), Insight 4 (+4), Intimidation 12 (+14),
his path) – a rampage of slaughter that lasted more than Perception 4 (+4), Stealth 5 (+6)
two decades, with victims numbering in the hundreds.
Jason Voorhees went on to usurp Michael Myers’ place OFFENSE
as the iconic killer in a mask – whereas Halloween’s INITIATIVE +5
Michael Myers origin was only ambiguously supernatural Machete +6 Damage 10, Crit. 19-20
in most films, Jason quickly evolved into what became Unarmed +6 Close Damage 7
the caricature of the genre – relentless, super-strong, and
unkillable (or briefly killable, whereupon he would sit back DEFENSE
up and come at you again), with no personality, who DODGE 6 FORTITUDE 10
walks after you rather than running. (Str25) PARRY 6 TOUGHNESS 7
WILL 4
JASON VOORHEES UPDATE PL7 109 POINTS Defense: Dodge 8, Parry 8, Fortitude 10, Toughness 8, Will
5
Abilities: Str 4 Sta 4 Agi 1 Dex 1 Fgt 3 Int 0 Awe 0 Pre 2
Totals: Abilities 56 + Powers 54 + Advantages 19 + Skills 15
Powers: Psychopathology: Immunity 30 (Fortitude effects) + Defenses 11 = 154
Equipment: Machete: (Damage 3, Crit. 19-20)
Advantages: All-out Attack, Close Attack 3, Diehard, Eidetic
Memory, Equipment 2, Extraordinary Effort, Fearless, Hide in
PINHEAD
The Cenobites are extra-dimensional beings who appear
Plain Sight, Improved Critical (Machete), Improved Initiative, in the works of Clive Barker, including the novella The
Luck, Move-by Action, Redirect, Set-up, Startle, Ultimate Hellbound Heart and the nine Hellraiser films. They are
Effort also mentioned, in passing, in the novel Weaveworld, in
which they are referred to as “The Surgeons.”
Skills: Deception 5 (+7), Insight 4 (+4), Intimidation 12 (+14),
Perception 4 (+4), Stealth 5 (+6) Cenobites vary in number, appearance, and motivations,
depending on the medium (film, comicbook, etc.) in which
Offense: Initiative +5, Machete +6 (Damage 7, Crit. 19-20), they appear. The involvement of multiple parties in the
Unarmed +6 (Close, Damage 4)
Defense: Dodge 6, Parry 6, Fortitude 7, Toughness 4, Will 5
Totals: Abilities 30 + Powers 30 + Advantages 19 + Skills 15
+ Defenses 14 = 109
JASON X
Eventually the Federal government stepped in on the
case of Jason Voorhees, capturing him and attempting to
execute him on several occasions, before realizing his
unkillable nature. The decision was made to put him into
cryogenic freeze – an attempt that trapped both Jason
and his latest would-be victim in suspended animation for
500 years.
Eventually resurrected on a futuristic space-station,
Jason promptly went on another murderous rampage,
before crash-landing on remote a campsite area of ‘Earth
2’.
production of Hellraiser films and comics (many DEFENSE
eschewing the creative supervision of Clive Barker) has
DODGE 6 FORTITUDE 12
led to varying levels of consistency regarding the
PARRY 6 TOUGHNESS 9
canonical aspects of their philosophies and abilities. The WILL 9
only constants are that they take the form of ritually
mutilated creatures with varying degrees of human POWER POINTS
characteristics, and that they can only reach Earth's ABILITIES 36 SKILLS 31
reality through a schism in time and space, which is POWERS 94 DEFENSES 3
opened and closed using an innocuous-looking puzzle ADVANTAGES 11 TOTAL 177
box called the Lament Configuration.
Captain Elliott Spencer became the lead Cenobite COMPLICATIONS
"Pinhead" in 1921 when he opened the Lament Nemesis: Kirsty Cotton
Configuration puzzle box. He was originally known as the Obsession: Suffering
"Lead Cenobite", but was officially named "Pinhead" in Puzzle Box: The Lament Configuration puzzle box summons
Hellraiser II. His motives have varied from a harvester of the Cenobites whenever it is solved. It is the only way
Cenobites may traverse the dimensional corridors to reach
souls in I and II, to a harbinger of an Apocalypse in III and
Earth.
IV, to a tormentor of the wicked in V to VIII. (Str32)
ADVANTAGES
Close Attack 3, Diehard, Improved Critical (Chains),
Improved Initiative, Move-by Action, Quick Draw, Redirect,
Set-up, Startle
SKILLS
Deception 8 (+16), Expertise: Occult 7 (+18), Insight 7 (+18),
Intimidation 11 (+23), Perception 9 (+20), Persuasion 10
(+22), Ranged Combat: Chains 3 (+9), Stealth 6 (+6)
OFFENSE
INITIATIVE +9
Hooks +11 Close Damage 11
Tendril Chain +11 Close (Reach 2), Damage 12
Unarmed +6 Close Damage 7
HANNIBAL LECTER SKILLS
Deception 12 (+16), Expertise: Psychiatry 8 (+12), Insight 8
Silence of the Lambs ushered in the new era of
(+16), Intimidation 12 (+14), Perception 6 (+14), Ranged
boogeyman – jettisoning the supernatural for the
Combat: Guns 6 (+6), Sleight of Hand 6 (+9), Stealth 8 (+9)
psychological; enter: Doctor Hannibal ‘The Cannibal’
Lecter (with an excruciatingly diabolical portrayal by OFFENSE
Anthony Hopkins) – a mixture of traits of different real-life INITIATIVE +9
serial killers, with emphasis on the forensic investigative Knife +6 Damage 4, Crit. 19-20
aspects. Hopkins’ Lecter was countered by Jodie Foster’s Unarmed +6 Close Damage 2
brilliant turn as Agent Clarice Starling (the new genre’s
version of the Jamie Lee Curtis babysitter). Lecter’s DEFENSE
brilliance combined with a seeming total villainy made DODGE 8 FORTITUDE 3
him the most iconic villain since Darth Vader, prompting PARRY 8 TOUGHNESS 3
author Thomas Harris to write two more sequels (and WILL 8
movie plans for the prequel, Red Dragon – already filmed
once as Manhunter) – although none of the follow-ups POWER POINTS
carried the eerie power of Silence of the Lambs. The ABILITIES 46 SKILLS 33
horrible ending of the novel, Hannibal, where Lecter POWERS 0 DEFENSES 14
ADVANTAGES 18 TOTAL 110
psychologically transforms Starling into his cannibal
consort, wasn’t even allowed in Hollywood – particularly COMPLICATIONS
as Starling had become a popular feminist icon - and was
Enemies: Jack Crawford, Dr. Frederick Chilton
altered for the movie version. The series further wilted as Nemesis: Will Graham
Lecter eventually followed the pattern of many popular Obsession: Lecter’s psychopathological ‘trigger’ is rudeness
villains, as he developed sympathetic, even noble – particularly bullying rudeness - prompting horribly savage,
qualities – usually only killing people who had it coming. murderous impulses, often manifesting as human butchery
A psychological motivation for his cannibalistic and cannibalism, made worse by the cool intelligent mind that
guides these impulses. A more subtle manifestation of his
tendencies was also retroactively applied – he had been
madness is his gleeful joy in causing psychic agony, and
forced by Nazis to eat his own sister as a child – again, playing horrific jokes, like feeding human meat to unwitting
diluting the inexplicable madness that made the original dinner guests, or convincing someone to swallow their
portrayal so frightening. Nevertheless, Silence of the tongue or cut off their own face.
Lambs retains a certain reverence – a genuinely scary Relationships: Hannibal Lecter’s social contacts vanished
movie that endures to this day. (Str7) after his conviction, but he developed a relationship with
Clarice Starling, eventually corrupting her and converting her
POWERS AND ABILITIES to his madness, joining him as a cannibal fugitive. Early in his
life, Lady Murasaki was important to him, and as a child, he
Doctor Hannibal Lecter was an extremely intelligent, was devoted to his sister Mischa, whose murder was the root
highly-educated, and well-cultured man of the most cause of all his later psychopathology – after she was killed
exquisite tastes. He had professional expertise in for food by Nazi panzers who invaded his family house – and
multiple fields. On top of it was a sly, cunning, and a who fed her to young Hannibal as well.
penetrating aura of fear, which he would gleefully turn to
his advantage.
GHOST-FACE PL6
STR STA AGI DEX FGT INT AWE PRE
2 2 2 2 4 2 2 2
EQUIPMENT
Cutlery Knife: Knife (Damage 2, Crit. 19-20), • 4 points
A traveler from the twentieth century, Lar Gand hails from
the planet Daxam, which orbited a red sun similar to that
of Krypton. An astronaut and explorer, Lar’s spaceship
crash-landed in Smallville after his ship’s fuel cells were
damaged by a solar flare. Suffering from amnesia and
developing powers similar to Superman’s as a result of
exposure to Earth’s yellow sun, Lar Gand was
discovered by Clark Kent. Mistaking him for
a fellow Kryptonian and thus a possible
relative, Clark named him Mon-El
until his real name could be
discovered.
Following an accidental exposure
to lead, a substance that is fatal to
Daxamites, Lar’s memories returned. Aware
that his friend was dying from the toxic
substance, Clark sent Lar to the Phantom
Zone in a bid to save
his life.
Several years later, Mon-El was released from
the Phantom Zone by Superman and provided
with a lead serum that had been secretly left in
the past by Legion of Super-Heroes members.
Mon-El served as a super hero in the twenty-first
century for some time, and even helped humanity
colonize the worlds that would eventually become
members of the United Planets in accordance with
instructions left for him by the Legion of the Super-
Heroes. Eventually Mon-El became immune to the POWERS AND ABILITIES
effectiveness of the lead serum and had to return to the
Phantom Zone, where he lived on in the timeless limbo. Daxamites are theorized to be an offshoot of the
Centuries later a new serum was created for Mon-El by Kryptonian race. As such, they manifest similar powers
Brainiac 5 (see Vol. 1), and he was freed from the under a yellow sun. Mon-El has tremendous strength,
Phantom Zone to join the Legion of Super-Heroes. speed and stamina. He is virtually invulnerable and can
Recognized as one of the three most powerful members move at super-speed, faster than the eye can follow. His
of the Legion, he even served two terms as team leader. senses are greatly enhanced, particularly his vision and
Mon-El fell in love with Shadow Lass (Tasmia Mallor) and hearing. He can see and hear over great distances, peer
the pair married, but they had a rocky relationship despite through solid objects with his X-ray vision, see in the
their love for each other. Their marriage ended tragically infrared spectrum and down to the microscopic, and hear
when Mon-El died during the Magic Wars. He was in the ultrasonic bandwidth.
resurrected by the Time Trapper to be used as a Mon-El can also project a beam of pure heat from his
replacement for the villain’s own waning body, but Mon-El eyes, as well as a powerful burst of ‘super-breath’ that is
killed him and returned to serve with the Legion. also capable of super-cooling objects, instantly forming
(Str98/200) ice from moisture in the air.
Daxamites are vulnerable to lead in the way Kryptonians
PERSONALITY are to Kryptonite.
18 13 2 2 8 4 3 3
POWERS OFFENSE
Flight: Array (30 points) INITIATIVE +2
• Flight 15 (64,000 MPH) • 30 points
• Quickness 7, Stacks with Super-Speed; Speed 15 Heat Vision +10 Ranged Damage +13
(64,000MPH) - 1 point Unarmed +8 Close Damage 18
• Movement 15 (Space Travel) • 1 point
Heat Vision: Ranged Damage 13 (heat) • 26 points DEFENSE
Invulnerability: Protection 4, Impervious Toughness 17;
Immunity 5 ((Cold, Heat, Pressure, Radiation, Vacuum) • 26 DODGE 8 FORTITUDE 14
points PARRY 8 TOUGHNESS 17
Super-Senses: Senses 15 (Acute and Extended Hearing, WILL 12
Extended Vision 3, Infravision, Microscopic Vision 4, Ultra-
Hearing, Vision Penetrates Concealment [except lead’ • 15
points POWER POINTS
Super-Speed: Quickness 8 • 8 points ABILITIES 106 SKILLS 22
Super-Strength: Enhanced Strength 4, Limited to Lifting POWERS 96 DEFENSES 17
(Lifting Str22; 100,000 tons) • 4 points
ADVANTAGES 14 TOTAL 255
EQUIPMENT
Flight Ring (Communication 5 (subspace radio, Anywhere,
COMPLICATIONS
Limited to Distress Signal –3), Flight 7 (250 MPH) Motivation—doing Good: Mon-El is driven to do the right
Telepathic Ear Plug (Comprehend 3 (Languages), Mental thing and help however he can.
Communication 1 (Close Range)); Transsuit (Immunity 9 (Life Power Loss: Mon-El loses his powers and his Str and Sta
Support, except for starvation and thirst)
are reduced to 2 under a red sun, like that of Daxam, and
ADVANTAGES other effects draining or interfering with the energies of the
yellow sun can deprive him of his powers;
Benefit (Legion Membership), Equipment 8, Extraordinary
Relationships: Mon-El and Shadow Lass care deeply for
Effort, Inventor, Power Attack, Seize Initiative, Ultimate Effort
one another.
(Toughness checks)
Vulnerability: Mon-El is as vulnerable to magic as anyone
SKILLS else. His Toughness is not Impervious against magical
attacks.
Expertise: Daxam 5 (+9), Expertise: Medicine 8 (+12),
Expertise: Phantom Zone 5 (+9), Expertise: Science 5 (+9), Weakness: Mon-El (periodically) suffers from a weakness to
Ranged Combat 8 (+10), Technology 5 (+9), Treatment 8 lead, which is identical to Superman’s weakness to Green
(+12) Kryptonite.
ANDROMEDA PL13
STR STA AGI DEX FGT INT AWE PRE
17 12 2 2 4 5 5 2
POWERS
Flight: Array (30 points)
• Flight 15 (64,000 MPH) • 30 points
• Speed 15 (64,000 MPH) • 1 point
• Movement 1 (Space Travel 1) • 1 point
Heat Vision: Ranged Damage 14 (heat) • 28 points
Invulnerability: Protection 4, Impervious Toughness 16;
Immunity 10 (Cold, Heat, Pressure, Radiation, Vacuum) • 30
points
Super-Senses: Senses 15 (Acute and Extended Hearing,
Extended Vision 3, Infravision, Microscopic Vision 4, Ultra-
Hearing, Vision Penetrates Concealment [except lead]) • 15
points
Super-Speed: Quickness 8 • 8 points
Super-Strength: Enhanced Strength 4, Limited to Lifting
(Lifting Str21; 50,000 tons) • 4 points
Monsters come in many forms – they can be aliens,
supernatural or prehistoric creatures, or normal animals
grown to unusual size, but with the common thread that
something has caused them to be hostile to humans –
angry over an invasion of territory, or just big and hungry.
Some monsters are genuinely evil creatures, whereas
others are simply creatures who have been taken out of
their native habitat. A lot of them seem to like human
women, hence an innumerable number of horror movie
posters and comic covers with some shambling
monstrosity lumbering off with some unconscious lovely
in its arms. Some of the most famous representatives of
the most common archetypes are detailed below.
(Specific monsters like King Kong and Godzilla - and
other Kaiju - are detailed elsewhere, as are animal
characters like Jaws, and Prehistoric Monsters like T.
rex)
ADVANTAGES
Animal Empathy, Diehard, Improved Critical (Unarmed),
Fascinate, Fearless, Improved Hold, Improved Initiative,
Instant Up, Power Attack, Startle
SKILLS
Close Combat: Unarmed 4 (+13), Deception 10 (+22),
Expertise: Arcane Lore 20 (+22), Insight 6 (+18), Intimidation
10 (+22), Investigation 8 (+11), Perception 8 (+20),
Persuasion 12 (+24), Stealth 8 (+18)
OFFENSE
INITIATIVE +14
Unarmed +13 Close Damage 7, Crit. 19-20
DEFENSE
DODGE 12 FORTITUDE Immune
PARRY 12 TOUGHNESS 11
WILL 13
POWER POINTS
ABILITIES 112 SKILLS 43
POWERS 179 DEFENSES 6
ADVANTAGES 10 TOTAL 350
Professor Abraham Van Helsing. Van Helsing and his
descendants would continue to be a constant foil for the
Vampire-King, even after he was repeatedly resurrected,
destroyed, and resurrected again, all the way into modern
days.
Dracula has had dealings with a wide-variety of
characters, everything from other classic monsters, like
Frankenstein’s Monster and the Wolf-Man, to skirmishes
with super-heroes like Batman, Doctor Strange and Thor.
He had a regular series at Marvel – who presented a very
iconic version of the character, very compatible with both
literary and film versions – as well as more watered-down
versions in other vampire-themed universes like Buffy the
Vampire Slayer and Vampirella.
Count Dracula is more an actual classic character than a
monster, often presented as lovelorn and charming, as
well as being a courageous warrior, and even heroic.
The version presented here is the classic Count Dracula,
which would be compatible with the Marvel Universe
version, as well as either the Universal or Hammer
studios’ film adaptations – a genuine monster – a
vampire with blood on his mind, and a true villain,
although a villain, like Doctor Doom, with a little bit of
class. (Str25)
VAMPIRES
VAMPIRES PL8 156 POINTS
Abilities: Str 6 Sta - Agi 10 Dex 2 Fgt 7 Int 0 Awe -3 Pre -2
Powers: Children of the Night: (Summon Animals 2 (Bats,
Rats, or Wolves; Horde, Mental Link, Multiple Minions 6 (64
minions), Mesmerism: Mind Control 2 (people they have
bitten), Undead: (Immortality 10 (Not When Staked or
Beheaded), Immunity 30 (Fortitude), Protection 6
(Impervious, Limited: Not Versus Blessed, Magical, or Silver VAMPIRES
Weapons), Regeneration 5 (Source: Blood), Vampire Bite:
Weaken Stamina 7, Limited to Draining 1 rank per round, A vampire is an undead creature who feeds upon living
Requires Grab, Wall-Crawling: Movement 1 (Wall-Crawling human blood. Traditional vampires are out-and-out
1) monsters who take human guises in order to bait their
Advantages: Animal Empathy, Diehard, Improved Critical victims. Newly-raised vampires are usually little more
(Unarmed), Fascinate, Improved Hold, Improved Initiative, than animalistic predators, but will regain bits of their
Instant Up, Power Attack, Startle living personality as they emerge from death into their
Skills: Close Combat: Unarmed 3 (+10), Intimidation 5 (+15),
unlife. Very old vampires may gain more powerful
Perception 8 (+18), Stealth 9 (+16) abilities, some even approaching Dracula himself, and
will often surround themselves with vampire minions (and
Offense: Initiative +14, Unarmed +10, Close Damage 6, Crit
sometimes a human 'familiar'). Many modern treatments
19-20
emphasize the sexual nature of the vampire – the ‘good
Defense: Dodge 12, Parry 10, Fortitude Immune, Will 2, guy’ vampire popular in modern Gothic teen-fiction – but
Toughness 6
traditionally, any sexuality exhibited by a vampire was
Totals: Abilities 40 + Powers 85 + Advantages 9 + Skills 12 purely predatory in nature – simply a ruse to get their
+ Defenses + 10 = 156 victim to drop their guard. Newly-raised vampires will
Complications: Vampiric Weakness: Fatal Vulnerability to often target family members and people they knew in
sunlight (-8) (destroyed after 10 rounds), Holy Items (dazed their past life. The evil nature of vampires is exhibited in
for one round by losing an opposed Presence check), and their inability gaze on religious symbols. (Str20)
Addiction (Blood).
FRANKENSTEIN MONSTER
FRANKENSTEIN MONSTER PL10
STR STA AGI DEX FGT INT AWE PRE
8 9 1 0 6 -1 0 1
POWERS
Made Of Corpses: Immunity 12 (Cold and Heat Damage,
Fatigue, Pressure), Protection 1, Regeneration 5 •18 points
Monstrous Brute: Giant Fists (Close Damage 1), Enhanced
Strength 1, (Limited to Lifting, Lifting Str9; 12 tons, Limited to
when exposed to excessive electricity), Improved Critical
(Strength-based damage) • 3 points
ADVANTAGES
All-out Attack, Diehard, Fearless, Improved Critical, Improved
Hold, Power Attack
SKILLS
Close Combat: Unarmed 4 (+10), Intimidation 9 (+10),
Perception 5 (+6), Ranged Combat: Throwing 8 (+9)
OFFENSE
INITIATIVE +1
Throw +10 Ranged, Damage 8 Crit. 19-20
Unarmed +10 Close Damage 9 Crit. 19-20
DEFENSE
DODGE 8 FORTITUDE 12
PARRY 8 TOUGHNESS 10
WILL 8
POWER POINTS
ABILITIES 48 SKILLS 27
POWERS 21 DEFENSES 20 of Boris Karloff’s cinematic version – articulate and self-
ADVANTAGES 5 TOTAL 121 educated – but it is the interpretation of Karloff that has stood
the test of time, with subsequent versions paying dutiful
COMPLICATIONS homage to the signature neck bolts and, particularly, the
squared head, making the Frankenstein Monster one of the
Obsessive Hatred: The Monster has vowed to first punish most universally recognized fictional characters in history,
and then destroy his creator. Doctor Victor Von Frankenstein ranking easily with the likes of Superman, Godzilla, or even
Outcast: The Frankenstein Monster is hated and feared Mickey Mouse.
wherever he goes.
Phobia: Due to unfortunate experience, the Monster has
developed an irrational fear of fire FRANKENSTEIN MONSTER
Suspended Animation: The Monster has been known to
survive in the ice for years at a time. One dark winter night, a being composed of human
corpses was brought to life by the brilliant young student
ICONIC MONSTER of natural sciences, Victor Frankenstein. Frankenstein
The Frankenstein Monster is one corner of the horror trinity – had discovered the secret of bestowing life. He had
next to Dracula and the Wolf-Man – and he is the template invaded a realm of power reserved for the gods, bringing
for every brutish, hulking, friendless monster that ever down on himself and those he loved their curse and
lumbered off of page or screen. Jack Kirby openly said he unrelenting punishment. Frankenstein sees his creation
based his original Hulk drawings upon the visage of the come to life, and immediately realizes the depth of his sin
Frankenstein Monster. The original character in Mary
Shelley’s novel was somewhat different than the brutish hulk and folly. He runs away.
The monster survives, a new Adam, the first and only one
of his kind. With the awakening emotions of a man in the BRIDE OF FRANKENSTEIN
body of a monster, he finds he had no place in the world.
Wherever he turns he is met with fear and loathing. His BRIDE OF FRANKENSTEIN PL8 72 POINTS
pain at rejection changes into consuming hatred. His one Abilities: Str 6 Sta 5 Agi 1 Dex 0 Fgt 4 Int 0 Awe 0 Pre 1
reason for living is to avenge himself on his maker. Powers: Made Of Corpses: Immunity 12 (Cold and Heat
Tormented becomes tormentor. The fate of these two Damage, Fatigue, Pressure), Protection 1, Regeneration 5
entities, bound in the roles of creator and created, moves Monstrous-Strength: Enhanced Strength 1, Limited to
to a destiny of mutual destruction. Frankenstein’s’ family Lifting (Lifting Str8; 6 tons, Limited to when exposed to
is ravished, beginning with the death of his young cousin excessive electricity)
William, and ending with the murder of his bride, Advantages: None
Elizabeth, on their wedding night. Realizing his fate,
Skills: Perception 5 (+6)
Frankenstein begins the pursuit of his monster, which
takes them to the edge of the habitable world and into the Offense: Initiative +1, Unarmed +4, Close Damage 6
Arctic Circle. Young Frankenstein dies. The monster Defense: Dodge 6, Parry 6, Fortitude 10, Will 6, Toughness
bids a heartrending farewell to his now dead creator. 6
Boarding a small ice raft, he disappears over the horizon
Totals: Abilities 32 + Powers 19 + Advantages 0 + Skills 5 +
of the barren wasteland “soon… lost in darkness and
Defenses + 16 = 72
distance.” (Str30)
Complications: Reluctant Bride: Although she was created
to be the bride for the lonely monster, the female creature
was horrified by the monstrous brute, and then by her own
stitched body.
BRIDE OF FRANKENSTEIN
Two men and one being – a nightmarish, misshapen
thing – are gathered together in an isolated tower. The
tower has been fitted as an elaborate laboratory. The
two men work intensely over a shrouded, still figure
stretched out on an operating table. The third being
present, the monster, watches them, unmoving, totally
absorbed. His ugly face is even more distorted by the
unaccustomed emotion of hope. The three are nearing
the end of their frighteningly strange task. It is the middle
of the night, and outside the tower, the heavens seem to
protest what is occurring with a savage thunder and
lightning storm. Suddenly, the lightning strikes, and
electricity is sent coursing through the still figure on the
table. It moves. It is alive. The Frankenstein monster
has a Bride.
Doctor Frankenstein does not go through with the
creation of a mate for his monster in Mary Shelly’s
original novel – it was the movies that brought her to life –
a monster Eve to go with the man-made Adam. In the
film version, Doctor Frankenstein consents to make a
female companion for his monster, hoping for freedom
from his self-inflicted curse. The monster’s Bride is a
frightening combination of grotesqueness and beauty, as
she begins to move stiffly. She is another being pieced
together from dead bodies, and brought back to unnatural
life. Her hauntingly lovely face is modeled after the
ancient Egyptian bust of Nefertiti.
As the storm reaches a crescendo, the Bride is led
toward the monster in a mockery of a wedding ceremony.
Doctor Frankenstein has indeed compounded the horror
of his first creation. As the Bride views her prospective
husband for the first time, she hisses and screams. She
is terrified by the sight of the monster and then of her own
stitched body.
And so, the Frankenstein monster’s tragedy is now
complete as he meets the ultimate rejection of his own
kind. A single tear moves down his cheek as he tells her,
“We belong dead.” He presses a lever and he, his Bride,
and the laboratory are engulfed in a fiery explosion.
(Str20)
GHOSTS
GHOSTS PL2
STR STA AGI DEX FGT INT AWE PRE
- - - - - 0 0 0
POWERS
Ghost Form: Concealment 10 (Total), Continuous,
Permanent, Insubstantial (Incorporeal) 4, Continuous, GHOSTS
Permanent • 40 points
Possession: Mind Control 2 (Limited to body the ghost is Ghosts are discorporated spirits whose bodies have
inhabiting) • 8 points died. The reasons these spirits have not moved on can
Telekinesis: Move Object 2 (Limited to the Will score of each vary – usually relating to some unfinished business from
individual ghost) • 4 points. their past life – vengeance, or debt, or even love. Ghosts
are only as evil as the individual person was in life, so
ADVANTAGES there are often ‘good ghosts’ who warn loved ones of
Fascinate, Startle impending dangers.
Because it has no physical body, a ghost’s effect on the
SKILLS physical plane is minimal – not much more than
Intimidation 6 (+6), Perception 8 (+8), Stealth 10 (+17) appearing and sometimes talking to the living. But
stronger-willed ghosts can manifest as poltergeists. Most
OFFENSE poltergeists are generally limited to mild telekinetic
INITIATIVE +0 effects, like closing doors or knocking over lamps (and
Telekinesis +0 Variable Effect 2 leaving gooey ectoplasmic residue), although much more
powerful examples are known – capable of actual
DEFENSE physical assault. There is the unfortunate abiding factor
DODGE - FORTITUDE Immune that violent emotions tend to produce more powerful and
PARRY - TOUGHNESS Immune violent spirits. (StrN/A)
WILL 2
WEREWOLF
WEREWOLF PL10
STR STA AGI DEX FGT INT AWE PRE
7 9 7 2 8 -2 10 7
POWERS
Animal Senses: Senses 4 (Extended Hearing,) Low-Light
Vision, Scent, Tracking • 4 points
Claws: Strength-based Damage 2, Penetrating 3 • 5 points
Supernatural Invulnerability: Immunity 20 (Disease,
Poison); Impervious Toughness 6 (non-silver weapons),
Regeneration 2 • 28 points
ADVANTAGES
All-out Attack, Animal Empathy, Diehard, Improved Critical
(Claws), Improved Initiative, Instant Up, Power Attack
SKILLS
Athletics 4 (+12), Close Combat: Claws 2 (+10), Intimidation
6 (+16), Perception 8 (+18), Stealth 10 (+17)
The werewolf is usually afflicted with this curse through
OFFENSE the bite of another werewolf (or sometimes by the
INITIATIVE +11 blooming of Wolf’s Bane – which can all be traced back
Claws +10 Close, Damage 9, Penetrating 3, Crit 19-20
to a witch’s curse, which is believed to be the original
DEFENSE source of Lycanthropy). Surviving the attack, the
DODGE 10 FORTITUDE 12
innocent victim might proceed with a normal life, but with
PARRY 10 TOUGHNESS 9 the next full moon, they will transform into a savage
WILL 4 monster, forced to hunt for human flesh. In some cases,
werewolves gain control over their transformations –
POWER POINTS embracing the wolf, and by doing so, may maintain their
ABILITIES 96 SKILLS 15 normal intelligence in wolf form. Certain charms and
POWERS 37 DEFENSES 7 spells have been known to free werewolves from their
ADVANTAGES 7 TOTAL 162 curse, but in most cases, the only freedom for the victim
of Lycanthropy usually lies in death. Traditionally, the
COMPLICATIONS only way a werewolf can die is by a wound from a pure
Curse of the Werewolf: Anyone that the werewolf injures silver weapon. (Str25)
with its bite will be infected with the Lycanthropic curse.
Involuntary Transformation: The werewolf’s transform-
mation is triggered by the full moon, although certain FAMOUS WEREWOLVES
individual lycanthropes have been known to transform
spontaneously or even at will. In such cases, these An American Werewolf in London: A pair of traveling
werewolves will retain a degree of their human intellect, college students on vacation in the English highlands,
although still becoming murderous and animalistic. strayed off onto the moors, one full moon night, and
Power Loss: The werewolf loses all powers in its human became the victim of an attack by a local werewolf. One
form, although some retain Animal Senses at 1 rank. of them was killed but the other was saved when the
attacking werewolf was shot dead by villagers (no silver
WEREWOLF bullets required here). But the damage was done. After
being nursed back to health by a sexy young nurse, the
A werewolf is a person that is transformed via an ancient survivor was visited by the ghost of his dead friend, who
curse into a bloodthirsty wolf – usually an anthromorphic warned him that he was now a werewolf and would
wolf-hybrid. In most cases, the werewolf is a victim, with change on the next full moon. Sure enough, come the
no control over his transformations, who continually moon, the young man changed, going on a murderous
suffers with the. knowledge that he is an inhuman rampage, that was finally stopped when he was shot by
killer – a monster. London police.
An American Werewolf in Paris: Before he was killed,
the young Lycanthropy-stricken college student from An
American Werewolf in London, slept with his nurse,
leaving her with a daughter, who became a werewolf in
her teens (and grew into another sexy young nurse). Her
stepfather, a French scientist, trying to cure her,
accidentally developed a serum that stimulated the
change – which was then stolen by a gang of French
hooligans who had become werewolves by stealing the
young nurse’s blood.
Yet another young American student, smitten with the
attractive, but lycanthropic nurse, and likewise stricken
with the werewolf curse himself, intervened, killing the
gang of hoodlum werewolves, managing at the same
time to cure both himself and his girl of their own
affliction.
The Howling: A clan of werewolves living at a
psychological-retreat camp up in the woods off the coast
of California. These werewolves were affected by silver
but could transform at any time they wished, retaining
their normal intelligence.
The Wolf-Man: The most famous werewolf of all was SKILLS
Lawrence Talbot, bitten by a gypsy werewolf while
traveling in London. After going on a murderous None
rampage, he was beaten to death by his own silver-
handled cane, wielded by his own father. Unfortunately,
OFFENSE
Larry’s curse was not over, and he returned as the Wolf- INITIATIVE +1
Man on many occasions. The Wolf-Man was the movie Unarmed +0 Close Damage 1
Zombie Bite +0 (Affliction +13, Weaken, DC 17)
that first invented the plot-device of werewolves changing
during the full-moon. DEFENSE
DODGE 0 FORTITUDE Immune
ZOMBIE PARRY
WILL
1
Immune
TOUGHNESS 4
POWERS COMPLICATIONS
Undead: Immunity 30 (Fortitude effects), Protection 4 • 34 Cannibalistic Hunger: Zombies are driven solely by the
points desire to consume living human flesh. There’s literally
Zombie Bite: Weaken Stamina (Zombie-Virus) 13 • 13 nothing else to them. The very odd individual zombie will
points occasionally demonstrate certain levels of awareness, and
they have been known to act in groups, but even these
ADVANTAGES individuals are still little more than flesh-hungry monsters.
None
ZOMBIE
Zombies are animated corpses, traditionally brought to
life through voodoo, for use as minions. Modern
zombies, however, are primarily based on the George
Romero’s Night of the Living Dead series, where the
original cause was a virus brought back with space
wreckage. Romero’s zombies were cannibalistic flesh-
eaters, single-mindedly preying upon living humans, in a
world where the zombie-virus seemed to have spread to
all humans, so that anybody that died, regardless of
cause, became a zombie after death unless destroyed.
In Zach Snyder’s remake, the virus had to be transmitted
via a zombie bite. In either case, a zombie bite is lethal
within a very short period – either through infection or the
work of the virus. Zach Snyder’s zombies also retain
more hand-eye coordination, able to actively run down
victims, as opposed to Romero’s slow, shambling
invalids. In both cases, the worst threat zombies pose is
how quickly the infection spreads, with whole cities, and
even countries, transformed into mindless, undead
cannibals in a frighteningly short time. Because zombies
are already dead, they have few vulnerable spots, but
Romero established that rupturing the brain would
permanently destroy them (although the Return of the
Living Dead copy-cat series featured zombies without this
weakness). Decapitation that left the brain intact would
leave the head alive, but not the body. (Str6)
MORE FAMOUS MONSTERS Invisible Man: Jack Griffin, a scientist experimenting with
a new drug – Monocane – tests it upon himself, and it
Doctor Jekyll and Mr. Hyde: Dr. Henry Jekyll, causes him to become invisible – with the side effect of
respected doctor of science, conscious of both good and causing madness. Realizing such power could allow him
evil in his personality, succeeds in isolating the evil to rule the world, Griffin attempts to find a way to become
essence of his soul. Using a potion developed in his invisible at will – efforts which are met with repeated
laboratory, Jekyll begins alternating between two men failure. Unable to become visible, hiding within bandages
who are one in his physical being. Evil takes the form of and clothing, the madness eventually overwhelms Griffith
the physically and spiritually distorted Mr. Hyde. and he rips off his bandages and terrorizes the town. He
Previously, Hyde had been the beast in every man, is chased by police, who are able to shoot him dead,
controlled by the sense of good. To Jekyll’s horror, when his footprints in the snow give away his presence.
however, with its unrestricted freedom, the evil side of Mr. Phantom of the Opera: The Phantom of the Opera was
Hyde grows stronger than the good. Jekyll is left an insane and terribly disfigured man, who haunted toe
powerless to control the transformations. Paris opera house. Having escaped from Devil’s Island
Finally, Hyde commits murder for pleasure. At this he roams freely through the huge old building,
ultimate sin against mankind and himself, Dr. Jekyll takes honeycombed with rooms and passages, making it his
poison to destroy Hyde. Dying, he burns his notes and own. He plays his music in the underground cavern
formulas, leaving only a dairy with a warning to others, which is his home, filling those who hear with chilling
that it is an unpardonable sin to tamper with the soul and horror. His passion for music becomes personified in an
destiny. obsessive love for a beautiful young opera star with a
Hunchback of Notre Dame: The bells of the Cathedral magnificent voice. One evening, as she performs, this
of Notre Dame summoned medieval Paris to both strange man releases a chandelier from the concert hall
celebration and dreadful reckoning – the stage for a ceiling and sends it crashing down on the audience.
confrontation between good and evil. Trapped between During the ensuing horror and confusion, he kidnaps the
these two forces is Quasimodo, the hunchbacked bell singer, taking her to his secret quarters beneath the
ringer of Notre Dame. Death, thought to be dumb and opera house. The Phantom is gentle with his captive,
horribly ugly, Quasimodo is ward to Claude Frollo, a trying to win her confidence and affection. The masked
server priest and master. madman begs the girl to sing for him. She complies and
During a holiday festival, Claude Frollo sees Esmerelda, the Phantom accompanies her with hauntingly e\eerie
an incredibly lovely gypsy girl and becomes obsessed organ music. The singer, almost as curious as she is
with her. At the priest’s orders, Quasimodo becomes frightened, furtively approaches her captor. As the aria
both kidnapper and jailer to Esmerelda. But Quasimodo, rises to its climax, she snatches the mask from his face,
in turn, becomes captive to Esmerelda’s gentle to reveal the hideous face of a living skeleton.
goodness. He had known only jeers and repulsion He
had been the distorted shadow of Claude Frollo, a
sinister figure moving through the alcoves of the
cathedral, indistinguishable from the protecting stone
gargoyles.
In a classic beauty and the beast situation, Esmerelda
introduces Quasimodo to emotions he had never
experienced – kindness and love. This awakening is
followed quickly by the perception of evil. Frollo,
incensed at the fascination he feels for Esmerelda and
tortured by guilt, blames his confused state on witchcraft.
Esmerelda is condemned to be hung as a witch.
Quasimodo finds Claude Frollo and throws him from the
top of the cathedral. As Frollo falls, Quasimodo
witnesses the death of Esmerelda below with stunned
helplessness. He then disappears.
Years later, as men search the vaults of the dead, they
come upon two skeletons, one clasping the other. The
embracing skeleton was crippled. When they tried to
detach the skeleton from the one it embraced, it crumbled
to dust.
The giant ‘Monster on the Loose’ was a mainstay of the
fifties – a relatively modern entry into the pantheon of
monsters; while the giant beast has always been a
common figure in historical literature, the giant rampaging
beast was dependent upon the inception of modern
civilization – the rise of great cities to be destroyed by
some giant force of nature – sometimes prehistoric, often
brought about by human meddling in the natural world –
or, of course, by nuclear radiation.
The first Giant Monster appeared in the Lost World, when
an escaped Brontosaurus ran amok through London.
This was followed a few years later by the true
grandfather of the genera, the mighty ape, King Kong
(See primary entry for: King Kong), who rampaged
through New York. Numerous dinosaurs and other
monsters followed Kong – most significantly, the Beast
From 20,000 Fathoms, which was the first of the giant
dinosaurs to be revived by the quasi-sorcerous powers of
nuclear radiation – a template that became a staple of the
genera, as radioactivity was blamed for everything from
reviving dinosaurs, to causing mutations, to swelling
insects and spiders to colossal proportions, to simply
pissing off some giant creature that was already there –
and igniting its own offshoot genera in Japan with
Godzilla (See primary entry for: Godzilla), – directly
inspired by both King Kong and the Beast – and the
mighty Japanese Kaiju. (See primary entry for: Godzilla:
Kaiju).
Giant Monsters endure to this day, enjoying a resurgence
since the debut of the Jurassic Park series, along with
remakes of King Kong and Godzilla, as well as homage’s
like Cloverfield. The most popular and iconic Giant
Monsters are detailed below. Specific groupings of Giant
Monsters like dinosaurs (See individual entry for:
Prehistoric Monsters), are covered under their own BEAST FROM 20,000 FATHOMS PL14
headings.
STR STA AGI DEX FGT INT AWE PRE
DEFENSE
DODGE 0 FORTITUDE 20
PARRY 2 TOUGHNESS 16
WILL 2
POWER POINTS
ABILITIES 10 SKILLS 5
POWERS 58 DEFENSES 16
ADVANTAGES 4 TOTAL 93
COMPLICATIONS
Plague: The Rhedosaurus’ blood is a carrier of a prehistoric
plague, deadly to humans. Any attack on the Beast that
draws blood, exposes the surrounding area to 12 ranks of
Affliction with dazed and hindered, stunned and immobilized,
linked with Weaken Stamina.
CLOVERFIELD ADVANTAGES
All-Out Attack, Diehard, Great Endurance, Fearless,
Cloverfield: In 2008, New York was attacked by an
entirely new giant monster – apparently an alien creature Improved Grab, Improved Hold, Power Attack
that arrived on Earth in the form (or on the back of) a
meteorite that landed in the Hudson River. Growing
SKILLS
quickly to the size of a skyscraper, the monster attacked Intimidation 18 (+118)
the city.
The creature’s rampage was recorded for posterity by a OFFENSE
video camera found in the wreckage near Central Park. INITIATIVE +0
Munitions proved ineffective against the monster and all Unarmed +8 Close Damage 21
of Manhattan Island was sacrificed in an all out air-strike,
although it is unclear whether this attack killed the
DEFENSE
monster or just caused it to retreat. In the wake of ‘Zilla’, DODGE -3 FORTITUDE 21
PARRY -1 TOUGHNESS 21
in 1998, Cloverfield was one of the first American Kaiju.
WILL 2
(Str200)
POWER POINTS
ABILITIES 24 SKILLS 8
POWERS 91 DEFENSES 8
ADVANTAGES 7 TOTAL 195
COMPLICATIONS
Angst: It was never specifically stated, but the Cloverfield
Monster’s rampage was suggested to be a newborn looking
for its mother – a reverse Gorgo, so to speak.
Parasites: The Cloverfield Monster is crawling with 4 foot,
arachnid like parasites that plant eggs in unwary hosts. Str 2,
Sta 2.
GORGO
After the eruption of an undersea volcano, a gigantic
monster – a sixty-foot semi-aquatic theropod, - begin
terrorizing coastal English towns. The creature is
captured and put on display in London as ‘Gorgo’. It is
discovered, however, that the beast – big as it is – is
only a baby, leading to uneasy speculation of a parent
creature over 200’ tall.
Mama Gorgo soon appears, searching for her infant,
stomping London flat in the process. The adult Gorgo
shrugs off all modern weapons, and there is no choice
except to just release the creature’s offspring, at which
point, the two Gorgos simply retreat into the sea.
Gorgo is one of the higher-quality of the giant-rampaging-
monster filicks. With ‘suit-mation’ comparable to the
original Godzilla, Gorgo also introduces a new plot device
ADVANTAGES
to the genre – rather than a monster created by radiation, All-out Attack, Fast Grab, Improved Critical (Teeth), Power
or angered by some human affront to nature, Mama Attack
Gorgo is simply searching for her young – a variation that
would become a mainstay of the creature feature for
SKILLS
years to come. Gorgo is also notable as a British entry to Close Combat: Teeth 1 (+9), Perception 7 (+8), Expertise
a genre primarily dominated by American and Japanese (Survival) 4 (+6)
creatures and can conditionally qualify as a 'Kaiju'.
(Str200)
OFFENSE
INITIATIVE +1
Unarmed +9 Close Damage 20
GORGO PL15 DEFENSE
STR STA AGI DEX FGT INT AWE PRE DODGE -1 FORTITUDE 20
PARRY 1 TOUGHNESS 21
20 20 1 2 8 -3 3 0 WILL 8
OFFENSE
INITIATIVE +4
Tentacles +10 Close (Reach 20) Damage 20
DEFENSE
DODGE -5 FORTITUDE 20
PARRY -1 TOUGHNESS 14
WILL 2
POWER POINTS
ABILITIES 0 SKILLS 6
POWERS 44 DEFENSES 10
ADVANTAGES 5 TOTAL 65
TARANTULA
Tarantula: In tandem with the new generation of giant
monsters, was the archetype of the mad scientist – in this
case, a scientist preoccupied with creating extra-large
mutations – guinea pigs the size of dogs, bugs the size of
cats and, of course, a giant tarantula.
When the scientist’s former colleague attacks him (and
injects him with his own formula), the tarantula escapes,
growing ever larger, rampaging across the countryside,
attacking farms, eating cattle and people.
The serum-infected scientist, meanwhile, begins to
cellularly-deteriorate, going insane (or rather 'more
insane', considering that he had walked in under the
template of 'mad scientist' in the first place) - also
attacking people. He is eventually killed while his giant
arachnid creation is finally deposed of with napalm
bombs. (Str47)
THEM
Them: ‘Them’ was a colony of giant ants created by –
believe it or not – exposure to atomic radiation. First
discovered in New Mexico, wrecking havoc, the colony is
destroyed – except for two queens, who escape. One
queen starts a new colony on a sea-going freighter, but is
killed. The other nearly starts another colony in the Los
Angeles sewers, but is wiped out with machine guns and
flamethrowers. (Str35)
THEM PL8
STR STA AGI DEX FGT INT AWE PRE
9 9 1 -1 3 - 1 -
POWERS
Growth 9 (Permanent) • 18 points
Mandibles: Close Damage • 2 points
ADVANTAGES
STR STA AGI DEX FGT INT AWE PRE Fast Grab
12 12 1 -1 8 - 1 - SKILLS
POWERS Close Combat: Mandibles 1 (+4), Perception 6 (+6)
Growth 12 (Permanent) • 24 points
Venomous Bite: Affliction 16 (Resisted by Fortitude; Dazed,
OFFENSE
Stunned) Weaken Stamina 16 • 32 points INITIATIVE +1
Wall-Crawling: Movement 2 (Wall-Crawling 2) • 2 points Mandibles +4 Close Damage 11
Webs: Snare 15 (Resisted by Dodge; Hindered and
Vulnerable, Defenseless and Immobilized) • 45 points DEFENSE
DODGE 5 FORTITUDE 9
ADVANTAGES PARRY 5 TOUGHNESS 9
Fast Grab WILL -
DEFENSE
DODGE -1 FORTITUDE 12
PARRY -1 TOUGHNESS 12
WILL -
POWER POINTS
ABILITIES -12 SKILLS 5
POWERS 103 DEFENSES 6
ADVANTAGES 1 TOTAL 103
OTHER GIANT BUGS SKILLS
After prehistoric beasts, giant insects and spiders were Close Combat 2 (+10), Perception 6 (+7), Expertise
(Survival) 4 (+6)
some of the more popular recurring monsters – earning
the generation the title of ‘Big Bug’ era. OFFENSE
Black Scorpion: One of Willis O’Brien’s latter-day
INITIATIVE +0
features – unique in the genre in that human sin plays no Teeth +10 Close Damage 12
part in the swarm of giant scorpions - they emerge from Unarmed +10 Close Damage 10
an erupting Mexican volcano. They are eventually
beaten back by the army. DEFENSE
Deadly Mantis: Back to the atomic testing to create a DODGE 4 FORTITUDE 12
giant Preying Mantis. A flying creature, the Deadly PARRY 8 TOUGHNESS 12
Mantis opens up hostilities, knocking Air Force jets from WILL 2
the sky. After a widespread rampage, the creature finally POWER POINTS
settles down to nest in the Holland Tunnel in New York
ABILITIES 12 SKILLS 6
City, whereupon it is killed with cyanide gas bombs
POWERS 30 DEFENSES 19
ADVANTAGES 3 TOTAL 70
YMIR
The Yimr, from 20, 000, 000 Miles To Earth. was another
Ray Harryhausen creation – a creature brought to Earth,
crash-landing in a rocket returning from the first manned
space ship to Venus. The creature – a bizarre hybrid of a
tyrannosaur’s legs, a human torso, and the head of –
well, a scaly walrus –hatches from a small gelatinous
egg, and escapes. Although only two foot tall at
hatching, exposure to Earth’s oxygen-rich atmosphere
causes it to quickly grow to dinosaurian proportions.
After efforts to capture the creature fail, the Ymir
rampages through the city of Rome – battling army forces
(and a pretty good-sized elephant) on the way to a Kong-
like showdown from the towers of the Coliseum, where
the creature is killed with bazookas. (Str38)
NOTE: Trivia point – the Ymir’s ball-and-socket skeleton
was salvaged to serve as the skeleton for Harryhausen's
Cyclops in the 7th Voyage of Sinbad (See entry for: 7th
Voyage of Sinbad: Cyclops).
YMIR PL11
STR STA AGI DEX FGT INT AWE PRE
8 6 0 1 8 -2 1 -3
POWERS
Growth: Growth 8 (Innate; Permanent, Limitation: within an
oxygen-rich environment only) • 16 points
Scaly Hide: Protection 6 • 6 points
Senses 4 (Low-Light Vision, Scent, Track) • 4 points
Teeth: Strength-based Damage 2 • 4 points
ADVANTAGES
All-out Attack, Fast Grab, Power Attack
In modern horror fiction, Stephen King separates from
the rest as the most identifiable, iconic creator.
Predominantly an author (with a few unfortunate attempts
at directing, and even more as screen-writer), Stephen
King has created some of the most genuinely scary tales,
switching freely from nominal science fiction, to stone
reality, to openly supernatural, King at his best manages
that most delicate of maneuvers – the suspension of
disbelief. While countless movies have now been made
from his work, and King himself has seemingly burnt
through all his best stuff (his new stuff is over-written
short-stories, with dalliances into Tolkienesque alternate
Earth stores), his early books, such as ‘Salem’s Lot,
Christine, Cujo, the Dead Zone, Firestarter, The Stand,
and most particularly, the excruciatingly eerie Pet
Semetery, still resonate today. A few, of his more famous
creatures are detailed here:
BARLOW
When author, Ben Mears, returned to his childhood home
of Jerusalem’s Lot, to exorcise a few demons lingering
from a seemingly paranormal encounter in a local horror
house, he hardly expected to find worse demons waiting
for him there.
But the sleepy little town of ‘Salem’s Lot had been
infested with a nest of vampires. Attracted to the evil
aura of the very house that haunted Ben’s childhood, the
king-vampire, Barlow, had settled into the bedroom
community under the auspice of a mysterious business
owner, rarely seen – and only at night. And then people
begin to disappear.
Ben Mears finds himself unexpectedly pitted against a
growing plague of undead, and worse, Barlow has
become aware of him and his small local band of ghost BARLOW PL10
hunters. And one by one, Barlow picks them off, starting
with Ben’s girlfriend, Susan, transforming her into a STR STA AGI DEX FGT INT AWE PRE
vampire. Ben, himself, is forced to put a stake through
her heart. 7 - 10 4 8 2 10 10
Outmaneuvered at every turn, Ben and his only surviving
ally, a young boy, Tommy, who had lost his parents to the
POWERS
king-vampire – finally discover Barlow’s secret lair, only Children of the Night: (Summon Animals 2 (Bats, Rats, or
minutes before dawn. Ben manages to stake the king- Wolves; Horde, Mental Link, Multiple Minions 6 (64 minions) •
vampire, even at the moment Barlow sits up in his coffin. 16 points
Upon the death of Barlow, Ben and Tommy flee town, King Vampire: Mind Control 10 (Limited to vampires and
which has fallen completely to the undead. He returns people he has bitten), Protection 2 • 42 points
Shape-Shifter: Shapeshift 3 (limited to bats, rats, wolves or
months later, during the dry season, and sets the place
mist form), Form of Mist (Insubstantial 2) • 34 points
afire, reenacting a wildfire that burned the town half-a-
Spider-Climb: (Movement 1 (Wall-crawling) • 2 points
century before, and then left ‘Salem’s Lot behind for
Undead: (Immortality 10 (Not When Staked or Beheaded),
good.
Immunity 30 (Fortitude), Protection 8 (Impervious, Limited:
Jerusalem’s Lot became a ghost town - no one knew Not Versus Blessed, Magical, or Silver Weapons),
what really happened, just a town that withered away, it’s Regeneration 10 (Source: Blood) • 68 points
people moved on. But it is shunned by neighboring Vampire Bite: Weaken Stamina 8, Limited to Draining 1 rank
towns - and no one goes there at night. (STR26) per round, Requires Grab • 8 points
ADVANTAGES incident, plots revenge – arranging a rigged vote to put
Carrie on stage as Prom Queen, in order to dump a
Animal Empathy, Diehard, Improved Critical (Unarmed), bucket of pig’s blood on her head. Not the least of it is
Fascinate, Fearless, Improved Hold, Improved Initiative,
the violent resistance of Carrie’s mother. Events are
Instant Up, Power Attack, Startle
tragically poignant as Carrie is led on stage, in a moment
SKILLS of almost stunned happiness, only to have the bucket
dumped on her head. The crowd erupts in laughter –
Close Combat: Unarmed 4 (+12), Deception 10 (+20),
apparently unaware the falling bucket has just killed
Expertise: Arcane Lore 18 (+20), Insight 6 (+16), Intimidation
Tommy Ross - and Carrie loses it – her telekinetic ability
10 (+20), Investigation 8 (+10), Perception 8 (+18),
running wild, she literally pulls the entire building down,
Persuasion 12 (+22), Stealth 8 (+18)
sets it on fire, and burns it to the ground. Carrie returns
OFFENSE home, only to be fatally stabbed by her mother. She kills
INITIATIVE +14
her mother, stopping her heart, butt dies in the arms of
Unarmed +12 Close Damage 7, Crit 19-20 Sue Snell. (Str4)
DEFENSE
DODGE 12 FORTITUDE Immune
CARRIE PL5
PARRY 12 TOUGHNESS 10
WILL 11 STR STA AGI DEX FGT INT AWE PRE
POWER POINTS -1 -1 0 1 -1 0 0 0
ABILITIES 82 SKILLS 42 POWERS
POWERS 163 DEFENSES 7
ADVANTAGES 9 TOTAL 311 Telekinesis: Move Object 10 • 20 points
COMPLICATIONS ADVANTAGES
Nemesis Ben Mears None
Enemies: A local band of vampire-hunters, headed by
Father Callahan, of the ’Salem’s Lot Catholic church. SKILLS
Vampiric Weaknesses: Vampires have a dependence on Expertise: Bible Verse 4 (+4), Expertise: Sewing 4 (+4),
blood (-2 points), along with a weakness to holy symbols Perception 8 (+8)
(dazed for one round by losing an opposed Presence check
(-3 points), and a fatal vulnerability to sunlight (-8) (destroyed
after 10 rounds.
CARRIE
Carrie White was the browbeaten daughter of a wildly
fanatical and often abusive mother. Her strange dress
and manner naturally also made her an outcast at school
– and hers is your basic existentially miserable existence.
Carrie, however, is also possessed of a latent telekinetic
ability, which intensifies after her first menstrual period –
a terrifying experience to the naive Carrie, who is
completely ignorant of the feminine cycle and believes
she dying when she starts bleeding in the school shower
after gym class. The other girls are disgusted and pelt
her with tampons, chanting for her to ‘plug it up;’
This horrible experience sets off a chain of events,
starting when the girls – several of the most popular girls
in school are punished, and one of them, a girl named
Susan Snell, is genuinely remorseful and attempts to
make amends to Carrie by having her popular boyfriend,
Tommy Ross, escort Carrie to the prom. But one of the
other girls, Chris Hargensen, suspended over the shower
OFFENSE
INITIATIVE +0
Telekinesis Perception Ranged Affliction 10
Telekinesis Move Object 10
DEFENSE
DODGE 0 FORTITUDE 0
PARRY 0 TOUGHNESS -1
WILL 0
POWER POINTS
ABILITIES -1 SKILLS 4
POWERS 20 DEFENSES 0
ADVANTAGES 0 TOTAL 23
hoodlums involved are killed in vicious, murderous, hit
COMPLICATIONS and runs – leaving red paint chips in their skin. And
Fanatical Mother: Carrie was raised in virtual social during this same period, Christine is miraculously
seclusion, by her near-lunatic mother, crippling her social restored as good as new – including the lack of damage
skills. from any possible hit and run. Arnie is also confirmed by
Outcast: Largely because of her upbringing, Carrie is a police to have airtight alibis for the nights of the crimes,
perpetual outcast. and therefore couldn’t be involved – unless Christine was
driving herself. Arnie’s friend Dennis, fresh out of the
DEFENSE DEFENSE
DODGE 4 FORTITUDE Immune DODGE 4 FORTITUDE 5
PARRY 6 TOUGHNESS 7 PARRY 4 TOUGHNESS 3
WILL 13 WILL 3
POWER POINTS POWER POINTS
ABILITIES 60 SKILLS 21 ABILITIES 14 SKILLS 4
POWERS 47 DEFENSES 5
POWERS 4 DEFENSES 7
ADVANTAGES 8 TOTAL 141
ADVANTAGES 4 TOTAL 34
COMPLICATIONS COMPLICATIONS
Relationships: Christine’s only contacts are with owners
who have been possessed by Christine’s demonic female Rabid: Cujo was once a big friendly family pet, until he
presence, like Roland LeBay and Arnold Cunningham chased a rabbit into a hole filled with rabid bats. Once the
disease infected him he became a bestial, 200lb monster
attacking anyone in sight. His bite was infectious for rabies
CUJO at 7 ranks.
Cujo is a big, friendly St. Bernard, family pet of a rural
mechanic, who has the misfortune of chasing a rabbit into
a hole inhabited by a troop of rabies-infected bats. The
200 lbs. dog is infected, and winds up killing his owner as
the disease takes hold. Worse, a young mother with her
4-year-old son, arrives on the property, just as her car
seizes up, breaking down right in front of the dead
mechanic’s workshop. She and her son are trapped
inside the broken-down car by the rabid dog, with no one
knowing where they are, and with a deadly July heat
wave beating down upon them. As her son begins to
succumb to heat and dehydration, the young mother
faces off the rabid St. Bernard with a broken baseball bat,
nearly at the cost of her life. But while she succeeds in
killing the disease-maddened dog, even as her husband
arrives on the scene with police, it is to no avail as her
little boy has already died. (Str10)
CUJO PL4
STR STA AGI DEX FGT INT AWE PRE
3 3 1 0 3 -3 2 -2
POWERS
Senses 3: (Low-light Vision, Scent, Track). • 3 points
Teeth: Strength-based Damage 1 • 1 point
ADVANTAGES
All-out Attack, Fast Grab, Improved Trip, Power Attack
SKILLS
Perception 4 (+6), Stealth 4 (+5)
Lord Majestros was stranded on Earth along with his
fellow Kherubim thousands of years ago as a result of a REAL NAME: LORD MAJESTROS OF KHERA
run-in with Daemonites in Earth-space. At the time of the OCCUPATION: PROTECTOR, WARLORD, SUPERHERO
crash to Earth, Majestic was a great and powerful BASE: NORTH GREENLAND, SMITHSONIAN INSTITUTE
Kherubim warlord and commander. Once on Earth, he
devoted his life not only to the battle against the
AFFILIATION: TEAM 1, WILDCATS, SAVANT GARDE
Daemonites, but to fight the fight against evil in all its HEIGHT: 6’ 3” WEIGHT: 225 LBS
forms. Majestros has fought on the side of good for so EYES: BLUE HAIR: BLACK
long that his exploits have been the basis of many myths
and legends. He was seen defending Christians from
lions at the Roman Coliseum when the WildC.A.T.s went POWERS AND ABILITIES
back in time and he was also a member of The Big Three
(along with The High and Maximum Man), a team that Majestic possesses great strength, speed, flight, genius-
fought during World War II. Though he has been a hero level intellect, micro-vision, ice-breath, the ability to
for thousands of years, he only became a ‘superhero’ in survive in space, and is invulnerable to conventional
the forties, and he is best known in the Wildstorm weaponry. He can also project energy from his eyes and
universe for his adventures in the forties, fifties and hands. Like all Kherubim, he is enormously long-lived if
sixties. not immortal. While most of the Kherubim Pantheon have
As Mr. Majestic, he was a member of the International most of these powers, Majestic’s levels are much higher
Operations' super-secret Team 1 in the early sixties but than any other Kherubim It has been said he was
he left the public eye after the team’s first catastrophic enhanced by the alien, D'rahn – beings capable of
mission. A Daemonite named Helspont tried to start a prompting evolution - in a called ‘Enlightenment’, but
nuclear war between the most powerful nations on Earth there are no other details.
so the planet would be empty for the Daemonites. Lord
Emp persuaded the head of International Operations to
make a super-powered team to combat the Daemonite
force on US soil.
As a part of Team 1, Majestic fought alongside Zealot,
John Colt, Think Tank Slay, and Isaiah King. As soon as
the team was formed, they were sent into battle against
Helspont, who had seized control of a US missile base.
As Helspont got ready to launch a missile, Team 1
arrived and a battle ensued. Team 1 was vastly
outnumbered and things quickly escalated out of control.
Helspont himself was locked in battle with Mr. Majestic
and during the fight, he launched the missile. Fortunately,
Team 1 member, Regimen, jumped on the missile and
destroyed it as it flew, and was killed in the process.
After the disaster that was Team 1, Majestros spent 30
years keeping a low profile somewhere above the Arctic
Circle, away from the problems of the world, although
he was eventually persuaded by Savant to rejoin the
reformed Wildcats team. (Str100)
PERSONALITY
Although brave and heroic, Majestros is also militaristic,
arrogant and brutal. He believes his powers make him a
superior being, and that it is his responsibility to protect
lesser, weaker beings. Majestros has admitted to
imprisoning and brutally punishing villains without the
formality of a fair trial, and usually doesn’t have very
much patience for the sensibilities of those he is pledged
to protect.
MR. MAJESTIC PL16
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
19 14 2 2 10 5 5 10
POWERS OFFENSE
Flight: Array (30 points) INITIATIVE +2
• Flight 15 (64,000 MPH) • 30 points
Heat Vision +10 Ranged Damage +15
• Quickness 7, Stacks with Super-Speed; Speed 15 (64,000
MPH) - 1 point Unarmed +12 Close Damage 19
• Movement 15 (Space Travel) •1 point
Heat Vision: Ranged Damage 15 (heat) • 30 points DEFENSE
Invulnerability: Protection 4, Impervious Toughness 18; DODGE 12 FORTITUDE 15
Immunity 10 (Life Support) • 32 points PARRY 12 TOUGHNESS 18
Super-Senses: Senses 15 (Acute and Extended Hearing, WILL 17
Extended Vision 3, Infravision, Microscopic Vision 4, Ultra-
Hearing, Vision Penetrates Concealment [except lead’ • 15 POWER POINTS
points
Super-Speed: Quickness 8 • 8 points ABILITIES 134 SKILLS 28
Super-Strength: Enhanced Strength 4, Limited to Lifting POWERS 120 DEFENSES 25
(Lifting Str23; 200,000 tons) • 4 points ADVANTAGES 11 TOTAL 318
ADVANTAGES COMPLICATIONS
Benefit 4 (Kherubim Lord), Extraordinary Effort, Inspire, Arrogance: Because of his birthright and the super-human
Languages (Kherubim), Leadership, Power Attack, Seize
abilities that come with it, Majestros believes himself
Initiative, Ultimate Effort (Toughness)
inherently superior to pretty much everyone, and this leaves
SKILLS him somewhat callous to those normal mortal humans that he
Close Combat: Unarmed 2 (+12), Expertise: Daemonites 4 protects.
(+9), Expertise: Kherubim history 8 (+13), Expertise: Science Enemies: Daemonites
10 (+15), Ranged Combat: Heat Vision 8 (+10), Perception 8 Relationships: Majestic has a tumultuous past with
(+13), Persuasion 8 (+18), Technology 8 (+14) Nemesis, Savant, and Zealot.
SUPERMAN ANALOGUE
Mr. Majestic is one of a number of deliberate Superman-
analogues – presented almost as Elseworlds versions –
from several different comic labels – in the case of Mr.
Majestic he is even drawn with identical features to
Superman.
The listed stats are essentially Superman with a number
of Majestros specific skills – a higher fighting score, with
adjustments to Dodge/Parry and Will, to reflect his
militarized background. But as Mr. Majestic is pointedly
intended to be a Superman-clone of the different
incarnations for Superman would be perfectly acceptable
– particularly if Superman himself is appearing in the
story with Majestros – minus Kryptonian-oriented
drawbacks – Red Sun radiation, Kryptonite, vulnerability
to magic, etc. – substituting Mr. Majestic’s own Skills and
Complications.
In his youth, a Fifth-Dimensional being was summoned
from his home world of Zrfff to the Third Dimension by
occultists. Ignoring the requests of the occultists, the
being took advantage of the journey to conduct some
serious scholarly studies on the inhabitants of the lower
dimension, and at a Halloween party encountered
Superboy, Robin and Impulse.
Realizing that the Fifth-Dimensional being had crossed
not only dimensional barriers but come forward in time,
the young heroes informed the being that he was the
same one who in the past had bedeviled the world’s
greatest hero, Superman.
Eventually convinced of the necessity of the task, this
being adopted a sense of humor based on classic Third-
Dimension slapstick comedy films before journeying back
in time and adopting a new name for itself based upon
random keys struck on a nearby keyboard: ‘Mxyzptlk’
Since that time, Mr. Mxyzptlk has returned regularly to
practice his wit upon the heroes of the Third Dimension,
often for his own enjoyment but also to help them be POWERS AND ABILITIES
better heroes— or at least achieve as great a destiny as
might be expected of lower beings. Mr. Mxyzptlk can make nearly anything happen with little
Mr. Mxyzptlk has also hinted that his ability to travel freely more than a thought, a PLX character that functions more
through time has allowed him to practice and ply his as a plot device and an obstacle to be overcome than
humor across thousands of years of human history, and someone to be defeated. In the past, he has even used
he has often been mistaken for trickster gods such as his abilities to nearly effortlessly overcome even other
Loki, Coyote and Anansi. (Str4) PLX characters, for example, containing the Spectre.
Superman once believed that the abilities of Mr. Mxyzptlk
PERSONALITY were magical, explaining the great effect they could have
on him. Mxyzptlk has refuted that several times, saying
Mr. Mxyzptlk is a practical joker on a universal scale, and that his abilities are natural to the creatures of the Fifth
the creatures of the Third Dimension are his preferred Dimension but scientific in nature. However, as other
audience. While he is mostly concerned with amusing near-magical creatures in the Third Dimension have been
himself, he often tries to convince those who disagree discovered to originate in the Fifth, it may simply be that
with his humor to laugh it off and get in on the joke. the science of the Fifth Dimension is so advanced (or so
Though he sees Third-Dimensional creatures as lower different) as to be indistinguishable from magic in the
beings, Mxyzptlk does have a fondness for Superman Third. Further, effects that interfere with magic have been
and a few others, in the same way a child loves his shown to affect Mxyzptlk, such as the time when magic
favorite toys. was drained away from Metropolis and left him wandering
Despite the chaos he sows wherever he goes, Mr. the streets unable to remember how to return to the Fifth
Mxyzptlk does not act randomly. He often tries to frame Dimension.
his actions in a Third-Dimensional context, whether in an Mxyzptlk often uses his abilities to animate otherwise
attempt to teach the lower beings a lesson, get across a inanimate objects, from mannequins to entire buildings.
message, or just entertain them. If his jokes are However, on a whim he has changed the way the laws of
sometimes hard to follow, he simply explains that Fifth- physics operate and even created substitute realities
Dimensional logic doesn’t always carry over into the Third nearly indistinguishable from the real thing.
Dimension.
While Mr. Mxyzptlk's jokes are often disruptive and
sometimes destructive, only rarely are they truly REAL NAME: MXYZPTLK
dangerous and hardly ever deadly. When one of his jokes OCCUPATION: IMP
comes to an end or he is compelled to return to the Fifth BASE: THE FIFTH DIMENSION AFFILIATION: NONE
Dimension, Mxyzptlk always undoes all of the chaos he HEIGHT: 3’ 6” WEIGHT: 59 LBS
has caused and returns everything to the way it was
before. EYES: PURPLE HAIR: WHITE
MR. MXYZPTLK PLX3/PL25
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
-1 10 7 7 3 2 2 5
POWERS COMPLICATIONS
Reality Manipulation: Variable Power 40, Ranged Affliction Kltpzyxm: If Mr. Mxyzptlk can be tricked into saying his
40 (Resisted by Fortitude, Transformed) • 340 points name backwards, he is compelled to return to the Fifth
Dimension and must remain there for ninety days.
ADVANTAGES Impractical Joker: Mr. Mxyzptlk sees his forays outside the
All-Out Attack, Power Attack, Ultimate Effort (Powers) Fifth Dimension as great fun, both for himself and for those
whose lives he is disrupting. It’s often hard to convince him
SKILLS that his jokes might be causing pain or difficulty, and he
accuses anyone who points this out of trying to “ruin the fun.”
Insight 6 (+8), Perception 8 (+10) Despite the many times Superman has been the target of
Mxyzptlk’s jokes, the imp still sees the hero as a friend and
OFFENSE has even used his powers to put heroes such as Superman
INITIATIVE +7 and Batman through great challenges to prepare the heroes
for approaching universal crises. Mxyzptlk also has a friendly
Reality Manipulation Perception Range Damage 40
rivalry with fellow other-dimensional prankster Bat-Mite, and
Unarmed +3 Close Damage -1 enjoys pitting his sense of humor against that of the Joker
and the Prankster.
DEFENSE Despite his protests that he is the hero’s friend, Superman
DODGE 7 FORTITUDE 12 sees Mxyzptlk as an annoyance to be banished back to the
PARRY 7 TOUGHNESS 10 Fifth Dimension as soon as possible. The same is true for
nearly anyone in the Third Dimension who Mxyzptlk
WILL 7
considers a friend.
Relationship: In the Fifth Dimension, Mxyzptlk has a “quinto-
POWER POINTS partner”—a girlfriend—named Gsptlsnz. Back in the Fifth
ABILITIES 70 SKILLS 6 Dimension, Mxyzptlk is hated by Mixyezpitellik, a “Vowelled
POWERS 320 DEFENSES 6 Knight of Order” who uses his magical powers to keep the
ADVANTAGES 3 TOTAL 405 Ultraman of Earth-3 in check
QUINTESSENTIAL X-CHARACTER
Mr. Mxyzptlk can essentially do anything he wants – the
stats given are for use against other X-level characters,
and even these are arbitrary, subject to the judge’s
discretion – Mxyzptlk is not in the same league as the
Presence, for example, but he has been shown to contain
the power of the Spectre (who himself varies
dramatically) and has he has been shown on at least one
occasion to be capable of affecting reality on a universal
level.
It is possible that Mxyzptlk's abilities fluctuate, as the true
nature of 5th Dimensional science remains something of a
mystery, more akin to magic.
X-Level: The stat-box is Mr. Mxyzptlk as a playable
PL20. His X-level is PLX3 - all Powers and Abilities are
assumed to be 20 with a +20 bonus for each X-rank
(20x3=60) on all rolls. NOTE: Some versions of Mxyzptlk
(usually humor-mag-type stories) have presented him as
high as PLX4 (20x4=82).
Although herodom is a long strange trip for anyone, Carol
Danvers has unquestionably had the most bizarre ride. REAL NAME: CAROL DANVERS
She has, at time commanded god-like power, while at OCCUPATION: SUPERHERO, FORMER NASA AGENT
other times battled alcoholism, as well as being stripped, BASE: NEW YORK CITY AFFILIATION: AVENGERS
not only of her powers but her very identity.
Carol was a top-notch intelligence agent for the U.S. Air
HEIGHT: 5’ 11” WEIGHT: 124 LBS
Force for several years, before moving on to become EYES: BLUE HAIR: BLOND
chief of security at NASA. There, she met the Kree
Captain Mar-Vell and was exposed to the Kree Psyche- PERSONALITY
Magnetron at his secret base on Earth. The radiation
from the device augmented her genetic structure, Carol is a recovering alcoholic and she often seems
granting her superhuman strength, invulnerability, flight, uncertain of herself, hiding her flaws and frailties from her
and a ‘Seventh Sense.’ She took the name Ms. Marvel teammates. She covers this insecurity with showiness in
in honor of Captain Mar-Vell and fought crime with her battle. She sometimes talks to herself to bolster her
new abilities. courage.
Carol moved to New York City, became an editor at a
women’s magazine, and joined the Avengers. Shortly
thereafter, Immortus’ son Marcus seduced her, and
brought her to Limbo as part of a creepy escape scheme,
and impregnated her – with himself. When Carol left
Limbo, he was born and grew up fast – so fast, in fact,
that he turned to dust.
Feeling violated and angry at the Avengers for allowing
her fate, Carol was hardly back before Rogue of the X-
Men stole all her powers and memories. Now a
powerless amnesiac, Carol stayed with the X-Men while
Professor Xavier helped restore her lost memories.
Traveling in space with the X-Men led to Carol’s capture
by the alien Brood, who used an evolution ray on her,
giving her a whole new set of cosmic energy-based
powers. She changed her heroic name to Binary and
joined the Starjammers for outer-space adventures.
Binary came back to Earth to help out during Operation:
Galactic Storm and was nearly killed.
Following that, she decided to stay on Earth. Due to
manipulations by Morgan Le Fay, the white hole from
which Carol drew her Binary powers began to contract.
As a result, those powers have faded and they now
operate at a level similar to what they were before they
were stolen.
Taking the new name Warbird, Carol joined the Avengers
when they restated the team, although her out-of-control
need to prove herself has frequently led to friction with
team leader Captain America. Carol eventually quit the
team when the group held a formal inquiry into her
actions.
Carol now usually operates under her Ms. Marvel name –
although lately, she has been using the moniker ‘Captain
Marvel’, due to her S.H.I.E.L.D. rank – and she has had
various attachments to other super-groups, including the
all-female Lady Liberators, organized by the She-Hulk.
Carol also she retains tenuous relations with the
Avengers and she is still considered an ally in a crisis.
(Str45)
MS. MARVEL PL11
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
11 9 2 2 7 2 3 3
POWERS POWER POINTS
Flight: Flight 7 (240 MPH) •14 points ABILITIES 78 SKILLS 33
Energy Control: Energy Absorption 15, Energy Blast: POWERS 64 DEFENSES 16
Ranged Damage 13 • 41 points ADVANTAGES 8 TOTAL 199
Invulnerability: Impervious Toughness 9 • 9 points
COMPLICATIONS
ADVANTAGES Addiction: Carol is an alcoholic and has been out of control
Attractive, All-out Attack, Defensive Attack, Distract in the past, nearly leading to the end of her career, and
(Intimidation), Improved Hold, Power Attack, Ranged Attack, causing her expulsion from the Avengers.
Teamwork
Energy Absorption: Possibly as a result of the genetic
SKILLS tampering of the alien Brood, Ms. Marvel has shown the
ability to absorb excessive energy – such as from a nuclear
Acrobatics 8 (+10), Athletics 2 (+13), Close Combat:
Unarmed 2 (+9), Deception 4 (+7), Expertise: Journalism 6 blast – and channel it into a single power feat, as was the
(+8), Expertise: Military 7 (+9), Insight 3 (+6), Intimidation 6 case when she once knocked out the Sentry.
(+9), Investigation 5 (+7), Perception 3 (+6), Persuasion 4 Power Loss: Carol Danvers has gone through a wide range
(+7), Ranged Attack (Blasts) 2 (+9), Stealth 5 (+7), Treatment of changes, from her early non-powered adventures, to
3 (+5), Vehicles 7 (+9) powered-Kree suits, her first Ms. Marvel powers via
irradiation from Kree technology, her transformation to the
OFFENSE cosmically-powered Binary by the Brood, to the eventual
INITIATIVE +2 reduction of these powers to their current levels – right about
Energy Blast +9 Ranged Damage 13
where they were during her initial Ms. Marvel days.
Unarmed +9 Close Damage 11
Contacts: Carol Danvers, in all of her incarnations, has a
DEFENSE wide range of contacts ranging from the space-faring
DODGE 10 FORTITUDE 10 Starjammers, to the U.S. Military and NASA, and the alien
PARRY 10 TOUGHNESS 9 Kree, along with a variety of super-hero groups, including the
WILL 7 Avengers and the X-Men.
ADVANTAGES
Acrobatics 8 (+10), Athletics 2 (+19), Close Combat:
Unarmed 2 (+9), Deception 4 (+7), Expertise: Journalism 6
(+8), Expertise: Military 7 (+9), Insight 3 (+6), Intimidation 6
(+9), Investigation 5 (+7), Perception 3 (+6), Persuasion 4
(+7), Ranged Attack (Blasts) 2 (+9), Stealth 5 (+7), Treatment
3 (+5), Vehicles 7 (+9)
SKILLS
Athletics 2 (+19), Deception 4 (+6), Expertise: Business 6
(+8), Insight 6 (+8), Intimidation 6 (+8), Perception 6 (+8),
Persuasion 4 (+6), Ranged Combat: Heat Vision 7 (+9),
Technology 7 (+9)
OFFENSE
INITIATIVE +3
Energy Blast +9 Ranged Damage 16
Starburst Burst Area Damage 20
Unarmed +9 Close Damage 17
DEFENSE
DODGE 10 FORTITUDE 18
PARRY 10 TOUGHNESS 15
WILL 7
POWER POINTS
ABILITIES 100 SKILLS 33
POWERS 118 DEFENSES 19
ADVANTAGES 6 TOTAL 278
COMPLICATIONS
Addiction: Alcoholism.
Power Loss: During her tenure as Binary, Carol had to
periodically revert to human form (STR 1, STA 2).
Relationships: As Binary, Carol was allied with the space-
faring Starjammers, as well as the X-Men.
Sworn Enemies: The Brood.
CAROL DANVERS POWER POINTS
ABILITIES 44 SKILLS 33
Since her wild career as a meta-human, it’s easy to forget
Carol started out as a very human, very capable, POWERS 0 DEFENSES 18
ADVANTAGES 5 TOTAL 107
experienced adventurer in her own right. She was a
skilled fighter pilot, and a veteran intelligence agent – COMPLICATIONS
comparable to the Black Widow – and boasted an
Addiction: Alcoholism.
impressive level of hand-to-hand fighting skills. In fact, in
Contacts: Carol Danvers, in all of her incarnations, has a
her early adventures with Captain Mar-Vell, Carol was an
wide range of contacts ranging from the space-faring
early example of the chick-who-can-do-it-better-than-the-
Starjammers, to the U.S. Military and NASA, and the alien
guys sidekick to the metahuman Kree warrior-hero, Mar- Kree, along with a variety of super-hero groups, including the
Vell. Avengers and the X-Men. She is currently affiliated with
In general, Carol was basically a high-end genetic S.H.I.E.L.D.
specimen (which later would enable the alien Brood to
turn her into Binary), although a long period of
imprisonment at the hands of KGB left her physically and
psychologically damaged – the exact details of her ordeal
remain unexplored but possibly contributed to her bouts
with alcoholism in subsequent years. In cases where she
has lost her powers, she retains most of her past skills.
(Str6)
ADVANTAGES
Attractive, All-out Attack, Defensive Attack, Distract
(Intimidation), Equipment 1, Improved Hold, Power Attack,
Ranged Attack, Teamwork
SKILLS
Acrobatics 8 (+10), Athletics 2 (+3), Close Combat: Unarmed
2 (+9), Deception 4 (+7), Expertise: Journalism 6 (+8),
Expertise: Military 7 (+9), Insight 3 (+6), Intimidation 6 (+9),
Investigation 5 (+7), Perception 3 (+6), Persuasion 4 (+7),
Ranged Attack (Pistol) 2 (+9), Stealth 5 (+7), Treatment 3
(+5), Vehicles 7 (+9)
OFFENSE
INITIATIVE +3
Pistol +9 Ranged, Damage 3
Unarmed +9 Close Damage 1
DEFENSE
DODGE 10 FORTITUDE 5
PARRY 10 TOUGHNESS 2
WILL 7
There exists a dimensional gulf normally traversable only
through the powerful teleportation technology known as a
Boom Tube. Untold ages ago, this gulf was inhabited by
a race known as the “Old Gods,” who fought a
cataclysmic war that ultimately destroyed their home, the
planet Urgrund.
From the shattered remnants of Urgrund, two worlds
eventually developed—dread Apokolips and idyllic New
Genesis. The New Gods, inheritor race to Urgrund’s lost
power, developed on these planets. The various
members of the New God race that lived on each of
these worlds found themselves at odds, as the lords of
Apokolips have always hungered for absolute power,
while the New Gods on New Genesis want peace and
freedom, as guided by the benevolent cosmic
consciousness called the Source.
Several wars have been fought between the two worlds,
wars separated by uneasy détentes of varying duration
and at least one lengthy truce that required the exchange
of hostages: Darkseid’s son, Orion, traded to New
Genesis and Highfather’s son, Scott Free, to Apokolips.
This truce lasted until Scott Free escaped to Earth as
Mister Miracle.
Separated from these two camps are Metron and The
Black Racer. Metron is the ultimate explorer, born of
neither world. In his Mobius Chair, he scours the depths
and corners of all of creation in the pursuit of knowledge
and the advancement of his intellectual curiosity. Though
more often allied with the interests of New Genesis—as
the pursuit of knowledge requires freedom first—Metron
has nonetheless worked with Darkseid when he deemed
the goal worthy. The Black Racer is not precisely one of
the New Gods, but rather a mortal vessel chosen as the
avatar of inevitable death; the current vessel is an alongside the New Gods against Darkseid when needed.
Earthman, an otherwise-paralyzed American soldier New Genesis is led by Highfather (Str47), once the
named Willie Walker who becomes a figure feared by warrior Izaya whose wife was lost to the raid, which
even the New Gods when called to his duties. started the hostilities with Apokolips that ultimately
resulted in Darkseid maneuvering onto his world’s throne.
HOME OF THE NEW GODS As the wielder of the Golden Staff, Highfather is the
chosen of the Source and acts as his people’s spiritual
The paradisiacal antithesis to Apokolips’ hellish guide in addition to their physical head of state. When
demeanor, New Genesis itself is covered completely in needed he can call on a variety of powerful agents
lush and beautiful, unspoiled forest, towering mountains, among his people, New Gods honored to help New
and crystal pure oceans. The surface of the planet is left Genesis:
untrammeled by the New Gods who call the world home.
Instead, they soar above in the clouds, living in the flying
city called Supertown. Beneath them on the planet proper BASE: NEW GENESIS
are the Primitives, mortals who have chosen to live in the KNOWN MEMBERS: BIG BARDA, HIGHFATHER, ORION,
wilderness, and Forager’s people, semi-insectoid life LIGHTRAY, MISTER MIRACLE, LONAR, HIMON, FASTBAK, THE
evolved from micro-organisms that live beneath the
surface; often dismissively called “Bugs” by Orion and FOREVER PEOPLE
other arrogant residents of Supertown, Forager’s people HEADQUARTERS: NEW GENESIS
and their rulers, Queen-Widow and Prime-One, VEHICLES: VARIABLE SPACE AND LAND CRAFT
contribute to New Genesis’ well-being, even fighting
• Orion, son of Darkseid and Tigra, prophesized to
destroy his father in an epic final battle. HIGHFATHER PL16
• Lightray, courageous solar-powered companion of
Orion, whose spirit soars as high as his body flies. STR STA AGI DEX FGT INT AWE PRE
• Mister Miracle and Big Barda, Highfather’s son and 12 14 2 2 12 10 10 6
daughter-in-law, both escapees from Apokolips with
personal axes to grind against Granny and Darkseid. POWERS
• Lonar and the Old God steed Thunderer, fearless
Agent of the Source (Feature 1 (Connection to the Source),
explorers. Senses 1 (Cosmic Awareness) • 2 points
• Himon, former teacher to Metron and one of the Immortality (Immunity 2 (Aging, Disease) • 2 points
inventors of the Boom Tube technology, now hidden Golden Staff Removable (-10 points) • 12 points
guerilla instructor ensconced on Apokolips itself. • Cosmic Blast (Ranged Damage 18, Accurate 2 • 18 points
• Fastbak, young poet and lover of all things speed. • Healing 9 (Energizing, Restorative; Persistent) • 1 point
• The Forever People (Mark Moonrider, Serafin, • Teleport 12 (Extended) • 1 point
Beautiful Dreamer, Big Bear, and Vykin the Black), a • Transform 7 (anything to anything) • 1 point
group of special New Gods picked by the Source and Immunity 10 (Life Support) • 1 point
raised together who can combine mental power to Mother Box (Feature 2 (Intelligence); Healing 8; Movement 3
summon forth Source-empowered infinity Man (Space Travel); Removable (-4 points) • 20 points
(ironically, Darkseid’s brother Drax, saved from death by Telepathy (Mental Communication 5, Mind Reading 8) – 36
the Source and given power greater even than Darkseid’s points
own) from the other-dimensional world Adon.
ADVANTAGES
Benefit 5 (Status—Leader of New Genesis), Close Attack 2,
Connected, Fascinate (Persuasion), Inspire, Leadership
SKILLS
Skills: Acrobatics 4 (+6), Athletics 4 (+16), Expertise: The
New Gods 6 (+16), Expertise: Tactics 2 (+12), Insight 8
(+18), Perception 8 (+18), Persuasion 8 (+14), Ranged
Combat: Cosmic Blast 8 (+10), Technology 5 (+15),
Treatment 5 (+15)
OFFENSE
INITIATIVE +4
Cosmic Blast +14 Ranged, Damage 18
Golden Staff +14 Close, Damage 14
Unarmed +14 Close, Damage 12
DEFENSE
DODGE 14 FORTITUDE 14
PARRY 14 TOUGHNESS 14
WILL 18
POWER POINTS
ABILITIES 136 SKILLS 29
POWERS 104 DEFENSES 22
ADVANTAGES 11 TOTAL 302
COMPLICATIONS
Complications: Motivation—responsibility: Highfather is
the leader of New Genesis
Responsibility: Highfather is the agent of the Source and
vague cosmic rules sometimes limit his choices and actions.
Weakness: All New Gods find the substance Radion
potentially lethal.
LIGHTRAY PL12 244 POINTS Totals: Abilities 92 + Powers 88 + Advantages 14 + Skills 22
+ Defenses 28 = 244
Abilities: Str 6 Sta 7 Agi 5 Dex 5 Fgt 6 Int 6 Awe 6 Pre 5 Complications: Doing Good: Lightray’s overriding
Powers: immunity 10 (Aging, Cold, Heat, Pressure, kindheartedness leads him to always do right by others, even
Radiation, Vacuum, Disease, Poison, Suffocation (All)); Solar his enemies. Weakness: The mysterious substance Radion
Energy Control: Array (48 points): flight 24 (32,000,000 is potentially lethal to Lightray, as to the other New Gods.
MPH, Dynamic), AE: Solar energy Beam (Ranged Damage
12, Dynamic), AE: Solar Light Beam (Ranged Affliction
12(Resisted by Fortitude; Visually Impaired, Visually
Disabled, Visually Unaware), Cumulative, Dynamic), AE:
LIGHTRAY
As children, Sollis and his best friend Orion were
Holograms (Illusion 10 (Visual), Area 2 (30 feet), Dynamic),
attacked by Apokoliptian soldiers, and their solar-energy
AE: Miniature Sun (Environment 12 (Bright Light),
Dynamic), AE: Movement 1 (Space Travel 1, Dynamic); blasts left Sollis comatose. When he recovered, however,
Mother Box (Removable (–5 points): Boom Tube (Space the ever-benevolent Sollis found he had gained the
Travel 3); intelligence (Feature 2); restoration (Healing 8) power to manipulate solar energy and fly at incredible
speeds.
Advantages: Agile Feint, Defensive Roll 3, Diehard, Evasion
2, Ranged Attack 7 Now known as Lightray, he uses these powers in the
New Gods’ endless struggle with Apokolips, and briefly
Skills: Acrobatics 10 (+15), Close Combat: Unarmed 6 (+12), served alongside his old comrade Orion in the JLA.
Expertise: Science 8 (+14), Technology 12 (+18), Vehicles 8
Lightray is compassionate and patient. He is friendly,
(+13)
even to his foes, often protecting innocent bystanders
Offense: Initiative +5, Solar Energy Beam +12 (Ranged, before they are even aware they are in danger.
Damage 12), Solar Light Ray +12 (Ranged, Affliction 12), Lightray talks constantly of friendship and love, and has
Unarmed +12 (Close, Damage 6)
even learned to get along with Orion, despite their
Defense: Dodge 14, Parry 14, Fortitude 11, Toughness contrasting natures, and is always looking out for his
10/7*, Will 13 *Without Defensive Roll. friend. (Str20)
THE SOURCE DEFENSE
DODGE 25 FORTITUDE Immune
GAEA PLX1/PL17 PARRY
WILL
25
25
TOUGHNESS 50
STR STA AGI DEX FGT INT AWE PRE POWER POINTS
50 50 25 25 25 25 25 25 ABILITIES 500 SKILLS 50
POWERS 755 DEFENSES 0
POWERS ADVANTAGES 35 TOTAL 1340
Manifestation of the Universe: Variable 50 (Any Powers
with the Cosmic Descriptor, Limitation: drops to 40 within the KNOWLEDGE OF ALL THAT IS
physical universe), Immunity 30 (Fortitude effects),
Impervious Toughness 50 • 320 points The Source is said to contain the ultimate knowledge of
Omnipresence: Teleport 50 • 100 points the universe. To gain advice from the Source requires an
Omniscience: Communication 50, Comprehend 50, Mind Awareness Check at DC 20. Malevolent or power-
Reading 50, Senses 50 (Awareness) • 400 points
mongering characters require an AWE check at DC 30,
ADVANTAGES while Highfather himself may petition the Source with a
DC 15.
All-Out Attack, Assessment, Benefit 25 [Status (The Source),
Connected, Contacts, Eidetic Memory, Fearless, Jack of All The clarity of the Source’s advice depends upon the
Trades, Power Attack, Ultimate Effort (Powers), Well- success of the AWE check – while the Source’s counsel
Informed is always cryptic it will become clearer, the better the
result.
SKILLS The Source may also be contacted directly through the
Expertise (All fields) 25 (+50), Insight 25 (+50), Intimidation ‘Source Wall’ – the Final Barrier located at the edge of
25 (+50), Perception 25 (+50) the Promethean Galaxy, at the very edge of the universe,
although accomplishing this is a practically
OFFENSE insurmountable Dimensional Travel feat with a DC of 50,
INITIATIVE +25 with failure indicating that whoever makes the attempt
Cosmic Energy +25 Ranged Damage 50 becomes trapped in the Source Wall for all time.
Unarmed +25 Close Damage 50 (Str5000)
Nick Fury joined the U.S. Army as a soldier during World
War Two. He quickly proved himself to be an
outstanding leader and military commander. He led a
specially trained team called the ‘Howling Commandos’,
whose daring deeds often proved the critical factor in
helping the Allies win their battles against the Axis
powers.
During this time, Nick was exposed to the Infinity
Formula, which inhibited the aging process and has kept
his body in peak physical condition to this day.
Sgt Fury rose in rank throughout the Cold War and
beyond. The newly promoted Col. Fury was named as
the Director of S.H.I.E.L.D., a covert organization that
went through many changes in its long history. In it’s
current incarnation, S.H.I.E.L.D (Strategic Hazard
Intervention Espionage Logistics Directorate) is a
somewhat independent organization, answerable only to
the UN’s Security Council.
Nick Fury served as S.H.I.E.L.D.’s director until his
supposed death at the hands of the Punisher. Fury
eventually resurfaced but ended up going underground
after the Metahuman Registration Act was enacted, and
the Tony Stark (Iron Man) was instated as the new
Director of S.H.I.E.L.D., igniting the superhuman Civil
War.
Fury has since returned to a leadership role at
S.H.I.E.L.D and is considered the top guy in the
espionage game and generally considered the official
authority most metahuman-affairs must answer to. (Str9)
PERSONALITY
Nick is the classic cigar-chompin’ howling commando,
confident, proud, honorable, wise, independent, tough,
efficient, take charge-type who never forgets. Despite his
rough edged charm, he has a lazes-swift, canny, cunning
mind, honed through nearly a century of experience in
multiple wars.
3 4 4 4 10 4 4 1
POWERS OFFENSE
Infinity Formula: Immunity 1 (Aging) • 1 point INITIATIVE +4
Needle Gun +11 Ranged, Damage 31
EQUIPMENT Unarmed +14 Close Damage 3
Needle Gun: Ranged Damage • 3 points
DEFENSE
ADVANTAGES DODGE 10 FORTITUDE 8
Assessment, Benefit 4 (Status – Director of S.H.I.E.L.D.), PARRY 12 TOUGHNESS 4/4*
Connected 3, Contacts, Defensive Roll 3, Equipment 1, WILL 8 *Without Defensive roll bonus
Evasion, Improved Critical (Needle Gun), Improved Disarm,
Improved Initiative, Inspire, Interpose, Leadership,
POWER POINTS
Takedown, Teamwork ABILITIES 68 SKILLS 45
POWERS 1 DEFENSES 16
SKILLS ADVANTAGES 21 TOTAL 152
Acrobatics 7 (+11), Athletics 5 (+9), Close Combat: Unarmed COMPLICATIONS
4 (+14), Deception 8 (+12), Expertise: Espionage 8 (+12),
Contacts: Nick Fury is THE spy and has contacts literally
Expertise: Military 8 (+10), Insight 8 (+12), Intimidation 7 (+8), everywhere.
Perception 8 (+12), Persuasion 8 (+12), Ranged Combat Enemies: HYDRA, AIM
(Guns) 7 (+11), Stealth 6 (+10), Treatment 3 (+7), Vehicles 4 Responsibility: Nick Fury literally takes on the wight of the
(+8) world.
S.H.I.E.L.D. EQUIPMENT
As director of S.H.I.E.L.D. , Nick Fury has access to
some of the most advanced technology available,
everything from Stark Industries weaponry, Reed
Richard’s-designed spacecraft, to alien artifacts.
Basically, assume that any sort of equipment Nick needs,
S.H.I.E.L.D. can get it.
Nick personally doesn’t tend to overload himself with
weaponry, usually only carrying his side-arm ‘Needle
Gun.’
The son of John and Mary Grayson, young Richard
“Dick” Grayson was the third part of his family’s circus
aerialist act, “the Flying Graysons.” When gangsters
working for mob boss, Tony Zucco, attempted to extort
protection money from the owner of Haley’s Circus, the
gangsters chose to offer an example of what could
happen without their protection, and sabotaged the
trapeze wires with acid. Dick’s parents fell to their deaths
during their act. When Batman investigated the murder,
he felt sympathy for the boy’s plight and agreed to take
on Grayson as his aide and partner.
Adopting the masked identity of Robin, the Boy Wonder,
Dick Grayson worked and trained alongside Batman for
years, maintaining a secret identity as Bruce Wayne’s
ward. Robin also worked in various capacities with a
team of young heroes and sidekicks, the Teen Titans,
usually as the team’s leader. This experience increased
his confidence and ability to both lead and work within a
team.
As he grew older, Dick became increasingly restive and
resentful of Batman’s treatment of him as a “junior”
partner, given his experience and abilities. This
eventually led to an end to their partnership. Dick
adopted the costumed identity of Nightwing and
continued to work with the Teen Titans out of New York
City.
Following a break up of the Titans, Nightwing moved to
the city of Blüdhaven, situated upriver from Gotham City
and reputed (if possible) to be even more riddled with
crime. Because he wanted to work within the system as
well as outside it, Grayson chose to become a police
officer and join the Blüdhaven Police Department in his
secret identity. His primary foe during this time was the POWERS AND ABILITIES
super-criminal Blockbuster, an influential crime-boss in
Blüdhaven who operated from the center of a wide web Nightwing is an extraordinarily skilled crime fighter,
of influence. trained since childhood as a detective and martial artist
Having grown up in the super hero community, Dick (unarmed styles as well as escrima stick-fighting). He is
Grayson knows virtually everyone. He worked with (and one of the greatest living acrobats, even more skilled
led) the Teen Titans for some time, and has since worked than his mentor, Batman, and a natural leader, able to
with many members of the Justice League. Nightwing’s inspire and organize a team. He uses a wide range of
closest allies are from his time in Gotham City, including equipment, and is somewhat less reliant on gadgets than
Oracle (Barbara Gordon), and he can rely on his former Batman. His primary weapons are a set of throwing disks
mentor Batman and the boy who replaced him as Robin. and a pair of escrima sticks, but he often prefers to fight
(Str10) unarmed. Nightwing gets around by moving across
rooftops (aided by a swing cable) or on a customized
motorcycle.
PERSONALITY
Batman’s work to prevent young Dick Grayson from
being consumed by vengeance was a success: REAL NAME: RICHARD ‘DICK’ GRAYSON
Nightwing is surprisingly light-hearted and well-adjusted. OCCUPATION: POLICE OFFICER, CRIME-FIGHTER
Though he has his bouts of intensity and stubborn BASE: BLÜDHAVEN AFFILIATION: TEEN TITANS, BATMAN
determination, Nightwing retains the sense of humor he
exercised when he was Robin. He’s a natural leader with
HEIGHT: 5’ 10” WEIGHT: 175 LBS.
a good understanding of what motivates people. EYES: BLUE HAIR: BLACK
NIGHTWING PL10
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
3 3 6 4 10 3 4 4
EQUIPMENT OFFENSE
Flashlight: Feature 1 (Illumination) • 1 point INITIATIVE +11
Grapple Gun: Movement 1 (Swinging) • 2 points Escrima Sticks +14 Close Damage 6
Mini-Tracers: feature 1 (Tracking) • 1 point Throwing Disks +14 Ranged, Damage 5
Rebreather: Immunity 2 (Suffocation), Limited • 1 point Unarmed +15 Close Damage 3
WEAPONS: ARRAY • 12 POINTS
Taser: Ranged Affliction 4 (Resisted by Fortitude Dazed, DEFENSE
Stunned, Incapacitated) • 8 points DODGE 14 FORTITUDE 8
Escrima Sticks: Strength-based Damage 3 • 1 point PARRY 12 TOUGHNESS 6/3*
Throwing Discs: Strength-based Ranged Damage 2 • 1
WILL 12 *Without Defensive roll bonus
point
VEHICLE: MOTORCYCLE • 10 POINTS POWER POINTS
Medium, STR 1, SPD 6, DEF 0, TOU, Navigation System
ABILITIES 74 SKILLS 71
ADVANTAGES POWERS 2 DEFENSES 23
ADVANTAGES 45 TOTAL 213
Agile Feint, Close Attack 4, Connected, Contacts, Defensive
Attack, Defensive Roll 4, Equipment 5, Evasion, Hide in Plain COMPLICATIONS
Sight, Improved Initiative, Improvised Tools, Instant Up, Jack-
of-all-trades, Languages 4, Move-by-Action, Power Attack, Enemy: Blockbuster, crimelord of Bludhaven
Precise Attack (Ranged, Concealment), Quick Draw, Ranged Relationships: Nightwing has various past romantic
Attack 5, Redirect, Seize Initiative, Set-up, Skill Mastery relationships, but difficulty in maintaining a present one,
(Acrobatics), Skill Mastery (Investigation), Takedown, although Starfire is one of his primary on again, off again past
Tracing, Uncanny Dodge, Well-informed flames.
GADGETS GALOR
Nightwing, like Batman and Robin, makes use of various equipment and crime fighting gadgets. Although Dick Grayson doesn’t
rely on equipment as much, he still has access to a lot of it. The list provide her is just an example of Nightwing’s typical and
often-used gear.
The Game Master may wish to allow for the reallocation of Nightwing’s 25 points worth of equipment from his Equipment
advantage in-between adventures or even parts of an adventure, depending on the character’s access to equipment caches and
similar resources. For example, in the past, Nightwing as substituted glider wings (Flight with the Gliding modifier) for his grapple
gun, and swapped out different weapons in his Weapons Array. See Batman and Robin for some examples of other equipment
he might use. Similarly, he has used a “Nightbird” car rather than a motorcycle on occasion.
At the least, Nightwing (and similar equipment-carrying heroes) can spend hero points to have and use alternate items of
equipment as power stunts
ROBIN PL8 POWER POINTS
ABILITIES 64 SKILLS 58
STR STA AGI DEX FGT INT AWE PRE POWERS 0 DEFENSES 20
ADVANTAGES 35 TOTAL 177
2 1 6 4 8 3 4 4
EQUIPMENT
Binoculars: Extended Vision 1 • 1 point
Bo Staff: Strength-based Damage 2 • 2 points
Costume: Protection 1 • 1 point
Grapple Gun: Movement 1 (Swinging) • 2 points
Mini-Tracers: Feature 1 • 1 point
UTILITY BELT: ARRAY • 12 POINTS
• Bolos: Ranged Affliction 4 (Resisted by Dodge; Hindered
and Vulnerable, Defenseless and immobilized) • 12 points
• Batarangs: Strength-based Ranged Damage 1 • 1 point
• Flash Bombs: Ranged Burst Area Affliction 4 (Resisted by
Fortitude; Visually Impaired, Visually Disabled, Visually
Unaware) • 1 point
• Sleep Gas Pellets: Ranged Cloud Area Affliction 4
(Resisted by Fortitude; Fatigued, Exhausted, Asleep) • 1
point
• Smoke Bombs: Cloud Attack 4 • 1 point
• Tear Gas Pellets: Ranged Cloud Area Affliction 3, Extra
Condition (Resisted by Fortitude; Dazed and Visually
Impaired, Stunned and Visually Disabled, Incapacitated) • 1
point
VEHICLE: MOTORCYCLE • 10 POINTS
Medium, Str 1, Spd 6, Def 0, Tou 8, Navigation System
ADVANTAGES
Beginner’s Luck, Close Attack 4, Defensive Attack, Defensive
Roll 3, Equipment 7, Evasion, Hide in Plain Sight, Improved
Initiative, Improvised Tools, Instant Up, Languages 4, Move-
by Action, Power Attack, Precise Attack (Close;
Concealment), Quick Draw, Redirect, Set-up, Takedown,
Teamwork, Tracking, Uncanny Dodge
SKILLS
Acrobatics 8 (+14), Athletics 8 (+10), Close Combat:
Unarmed 1 (+13), Deception 8 (+11), Expertise: Criminology
8 (+11), Expertise: Streetwise 6 (+10), Insight 8 (+12),
Intimidation 6 (+10), Investigation 10 (+13), Perception 8
(+12), Persuasion 6 (+10), Ranged Combat: Throwing 7
(+13), Stealth 8 (+14), Sleight of Hand 6 (+10), Technology 6
(+9), Treatment 4 (+7), Vehicles 8 (+14)
OFFENSE
INITIATIVE +9
Bo Staff +12 Close Damage 4
Batarang +13 Ranged, Damage 3
Unarmed +13 Close, Damage 2
DEFENSE
DODGE 14 FORTITUDE 8
PARRY 12 TOUGHNESS 5/2*
WILL 12 *Without Defensive roll bonus
OTHER ROBINS
There have been several Robins over
the course of Batman’s career. The
game traits listed for Robin can serve for most
of the others who have carried the name and worn
the uniform, although Dick Grayson is a better acrobat,
Jason Todd a better thief, and Damian Wayne a better
martial artist (but less capable investigator).
DAMIAN WAYNE
The son of Bruce Wayne and Talia (Rā’s al
Ghül’s daughter), Damian was genetically
designed, grown in an artificial womb and raised by
the League of Assassins. Talia eventually revealed his
existence to Batman and left Damian in his father’s care
as a distraction. Spoiled and vicious, Damian proved
quite a handful, though he sincerely wished to earn his
father’s approval.
JASON TODD
A Street kid from the East End of Gotham, Jason Todd
first met Batman while trying to steal the tires off the
Batmobile. When Jason’s father, Willis, ended up
working for Two-Face, Batman took Jason in and saw the
potential for channeling the boy’s anger into something
productive. The Joker later kidnapped Robin, beat him
severely, and left him trapped with a time bomb, which
killed him. The intervention of cosmic forces and Rā’s al
Ghül’s Lazarus Pit restored Jason to life, but twisted his
sanity, leading him to adopt the identity of the Red Hood.
TIM DRAKE
Tim Drake and his parents met “the Flying Graysons” at
the Haley Circus when Tim was a child. Looking up to the
older Dick Grayson, Tim never forgot the tragedy of the
death of Dick’s parents at the hands of criminals.
Years later, Tim deduced that Robin, the Boy Wonder,
was actually Dick Grayson, after seeing him on television
per-forming an acrobatic maneuver Grayson performed mantle of Robin again. Using Robin’s uniform, Tim saved
at the circus. He reasoned that Batman must then be Batman and Nightwing from Two-Face. Although initially
Gray-son’s guardian, Bruce Wayne. The realization about reluctant, Batman eventually agreed to take Tim on and
his heroes inspired Tim to study hard in school and train him as his new partner.
under-take training in disciplines like martial arts, NOTE: Other individuals have taken the mantel of
acrobatics, and criminology. ‘Robin’, albeit for brief periods, or in alternate future
After the apparent death of Jason Todd, the second timelines. Stephanie Brown has alternatively taken the
Robin, Tim sought out Dick Grayson and revealed his identity of both Batgirl and a female version of Robin. In
knowledge of his secret identity to try and convince him the Dark Knight Returns reality, a young girl named
to become Robin again. He argued that Batman Carrie Kelley took the mantel. Conversely, different
needsa partner to help rein in his darker tendencies. Robins have occasionally taken the mantel of the
Grayson agreed to help, but refused to take on the Batman, himself.
Once an underachieving teenager on Earth, Richard
Rider was chosen by the dying alien, Rhomann Dey, a
member of the interstellar Nova Centurions, as an
emergency replacement to destroy the alien warlord,
Zorr. Granted a small fraction of the ‘Nova Force’ with
powered the Nova Corps, Rider begin fighting crime on
Earth until forming the super-powered group, the
Champions, to defend the planet Xandar during the
Skrull-Xandar War. When the Skrulls were finally
defeated, Rider stepped down from active Nova service
so he could return to Earth. After the near-total
destruction of Xandar by Nebula, Rider regained his
Nova powers and resumed his career as an Earthly
superhero, eventually helping to rebuild Xandar and the
Nova Corps. Stripped of his Nova rank and powers again
for disobeying his superiors, Rider ultimately regained his
Nova role while helping to save Earth from the Dire
Wraith queen Valx. More recently, Rider was the sole
survivor when the Annihilation Wave wiped out the Nova
Corps. Now serving as host body to both the Xandarian
Worldmind and the totality of the Nova Force, Rider had
now become one of the most powerful heroes in space,
assuming a role of galactic leadership, rebuilding the
Nova Corps, and forming the Guardians of the Galaxy,
with the veteran hero Peter Quill, once known as Star
Lord, to address maters of cosmic importance. (Str95)
PERSONALITY
Richard Rider is young and brash, but his battles against
such awesome threats as the Annihilation Wave and the
Cancerverse, have hardened him into a cool-headed,
experienced war-veteran. He is dealing with his new role
of cosmic leadership as best he can.
17 14 3 2 8 0 0 0
POWERS OFFENSE
Nova Armor: Removable (-21 points) INITIATIVE +3
• Armor: Protection 1, Impervious Toughness 13 • 25 points Nova Force +10 Ranged Damage +18
• Flight: Flight 8 (500 MPH) • 16 points Unarmed +10 Close Damage 17
• Comm System: Radio Communication 2 • 8 points
DEFENSE
• Life Support System: Immunity 10 • 10 points
DODGE 10 FORTITUDE 14
Nova Force: Array (38 points) PARRY 10 TOUGHNESS 15
• Energy Blast: Ranged Damage 18 • 36 points WILL 6
• Flight 14 (32,000) Movement 4 (Environmental Adaptation -
Zero-G, Space Travel 4) • 1 point
POWER POINTS
• Gravimetric Pulse: Area Damage 18 • 1 point ABILITIES 88 SKILLS 28
POWERS 90 DEFENSES 15
• Stargates: Movement 3 (Dimension Travel), Teleport
ADVANTAGES 7 TOTAL 228
Attack 20 (4,000 miles), Dimensional 3, Homing 12,
Reversible • 1 point COMPLICATIONS
Worldmind: Comprehend Languages 3 (speak all, Enemy: Nova has personal animosity with Annihilus.
understand all); Communication 1 (mental); Enhanced Relationships: Richard Rider is partners with Peter Quill
Advantages 6 (Assessment, Beginner’s Luck, Eidetic (Star-Lord), and has romantic associations with both
Namorita and the warrior woman, Gamora. He has a
Memory, Jack-of-all-trades) • 27 points younger brother, Robbie, who has become active in the new
Nova Corp. He has many contacts in the space-faring
ADVANTAGES community, including Gladiator of the Sh'iar, the Silver
Benefit 2 (Nova Prime), Contacts, Fearless, Leadership, Surfer, Beta Ray Bill, Ronan, and Rocket Raccoon.
Power Attack, Ranged Attack 4 Reputation: Since the Annihilation crisis, Nova has gained
an interstellar reputation as a soldier and leader.
SKILLS Responsibility: As prime host of the Nova Force and its last
surviving member, Richard feels a personal responsibility to
Close Combat: Unarmed 4 (+10), Intimidation 20 (+20), carry on their ideals, defend the galaxy, and rebuild the Nova
Perception 6 (+9), Ranged Combat: Throwing 10 (+10) Corps.
PERSONALITY
Odin’s primary concern is the safety of Asgardians, but
since he recognizes the ties between humans and
Asgardians, he will protect the Earth if major disaster is
imminent. To Asgardians, he is a stern but loving father.
He shares a mutual hatred with Surtur
13 18 2 3 12 8 20 20
POWERS OFFENSE
All-Father: Senses 30 (Awareness 3: Cosmic, Divine, INITIATIVE +2
Magical; All Extended 5), Precognition (Limited to important Gungnir +10 Ranged Damage 15-27
events) • 28 points Odin Force +15 Ranged Damage 25
Dimensional Travel: Movement 3 (Dimension Travel), Thrudstock +12 Close Damage 15-27
Increased Mass 5 • 11 points Unarmed +12 Close Damage 13-23
Immortal: Immunity 30 (Fortitude), Protection 2 • 32 points
Odin Force: Sorcery 25 (Variable Power, Any Powers with DEFENSE
the Magical Descriptor), Physical Boost: Enhanced Stamina DODGE 12 FORTITUDE Immune
7, Enhanced Strength 10, Limited (draining, temporary; PARRY 14 TOUGHNESS 18*/25
duration of scene), Transform 25 • 317 points WILL 20 *Without Odin Force
COUNCIL OF SKYFATHERS
As the planet Earth is pivotal along the dimensional axis, it has spawned several pantheons of gods in its parallel divine
dimensions – races of gods, demons, and monsters, all drawing strength from the worship of humanity, as well as the mystical
power of the planet itself. Each of these races of gods exist in their own dimensions, parallel with, and sometimes crossing over
to, Earth, and each godly realm mirrors the mainstream universe in their own ways – from stories of Creation to Armageddon –
as well as caretakers of their realms – much as the primal powers of the universe such as Order and Chaos, Death and Eternity,
dictate reality, so do the forces of magic hold sway over the realms eternal. And as the mainstream universe has caretakers
such as Galactus and the Celestials, so do the godly realms are guarded by the Skyfathers – the godly kings of their pantheons –
deities such as the American Indian spirit, Manitou, Svarog of Russia, the Celtic god Nuada, Osiris of Egypt, the Mayan god,
Itzamna, Tezcatilpoca, the Aztec deity, and of course, Odin of Asgard and Zeus of Olympus. These god-kings formed a kind of
divine United Nations, which eventually developed into a true alliance, when all the Earthly pantheons aligned against the
judgment of Earth by the Celestials.
This council also keeps contacts with the godly pantheons and the Skyfathers of other worlds, although few planets command the
number of godly races as Earth. There have even been cases where the sum total of all these godly pantheons energy have
been united – or corrupted as was the case when the Chaos King, Mikaboshi nearly destroyed all of reality.
As the most powerful of Earth’s Skyfathers – and probably the most powerful of all the non-Earthly pantheons as well – Odin
tends to act as the defacto leader of the Council, although Zeus of Olympus commands authority as well
Is it more tolerable to face an eternity of struggle, with no
prospect of rest, or to live with the knowledge that death
will come in a few short years?
Whichever one likes, it is certainly preferable to the
certain doom awaiting Asgardian gods. They have lived
for millennia in expectation of Ragnarok, the last
cataclysmic battle which will destroy their world. Their
world is a cold, bitter, hard place, and one which will
ultimately end in despair and defeat.
The Asgardian gods choose to meet this gloomy fate with
courage and zeal. Even in the face of certain defeat, they
consider battle the one noble pursuit. They have made
their society one of warriors. They derive their greatest
pleasures from drinking and eating, friendship, avenging
wrongs, fighting bravely for no other purpose, and
outwitting strangers.
Along with five other races, the Asgardians inhabit a
dimension system consisting of the Nine Worlds (see the
illustration inside the front cover). The Asgardian gods
inhabit the region known as Asgard.
BALDAR
The gods of Asgard have long regarded Balder as, next
to Thor, their noblest member and greatest warrior. He
has earned this reputation over the ages through his
many compassionate deeds and courageous
undertakings. Fortunately, there is no jealousy between
Asgard's greatest warriors, for Thor and Balder are great
friends.
Early in Balder's life, Odin commanded his wife Frigga to
make Balder invulnerable to harm, for it had been
prophesied that Balder's death would help trigger
Ragnarok. Frigga accordingly cast spells protecting
Balder from harm by any animate or inanimate thing. The
BALDAR PL13 208 POINTS
sole exception was mistletoe, the omission of which Abi: Str 13 Sta 10 Agi 4 Dex 4 Fgt 11 Int 1 Awe 2 Pre 10
seems to be a necessary side effect to the spell. Powers: Immortal: Immunity 11 (Aging, Life Support),
Loki, ‘the god of mischief, learned of this weakness and, Impervious Toughness 30 (Limited to Asgard, Limited to non-
seeking to bring about Ragnarok, tricked the blind god mistletoe), Enhanced Strength 3, Limited to Lifting (Lifting
Hoder into shooting Balder with a mistletoe-tipped arrow. Str16; 1600 tons)
Although the arrow fatally wounded Balder, Equipment: Sword: Strength-based Damage 3
Odin prevented his death by placing him in suspended
Advantages: Benefit 1 (Asgardian god), Die Hard,
animation. While in this state, Balder's spirit journeyed to Equipment 1, Fearless, Great Endurance, Improved Initiative
Hel, one of the Asgardian realms of the dead. There, 3, Leadership, Seize Initiative
Balder witnessed the horrors endured by the spirits of
many he had slain in battle. After Odin finally restored Skills: Athletics 5 (+18), Close Combat: Sword 1 (+12),
Expertise: Asgardian Lore 14 (+26), Expertise: Military 10
Balder fully and recalled the young god's soul from Hel, (+22), Perception 12 (+24)
Balder's hair turned white as a result of what he had
witnessed. Offense: Initiative +7, Sword +12, Close Damage 14,
A short while later, the Nornheim Queen and sorceress Unarmed +11, Close Damage 13
Karnilla, who had long been in love with Balder, trapped Defense: Dodge 12, Parry 12, Fortitude 14, Will 12,
him into a vow of marriage. In order to save Balder from Toughness 10
this undesired marriage, his beloved Nanna sacrificed her Totals: Abilities 110 + Powers 44 + Advantages 10 + Skills
life. (Str50) 21 + Defenses 23 = 208
ENCHANTRESS PL13 191 POINTS
Abilities: Str 11 Sta 7 Agi 4 Dex 4 Fgt 4 Int 2 Awe 6 Pre 9
Powers: Eldritch Kiss: Affliction 16 (Resisted by Will;
Entranced, Stunned, Controlled), Progressive, Limited to
males, Grab-based; Immortal: Immunity 11 (Aging, Life
Support), Protection 2; Magic: 26–point Array, AE: Magic
Blast: Ranged Damage 13, AE: Magic Detection:
Enhanced Perception 2 Linked to Senses 10 (Detect Magic,
Accurate, Acute, Analytical, Extended 3, Radius, Ranged),
AE: Paralysis: Affliction 12 (Resisted by Will; Hindered,
Immobile, Paralyzed), Progressive, AE: Teleportation:
Teleport 12, Change Direction, AE: Thought-Casting:
Mental Communication 3, Limited to Sending, AE: Mystic
Shield: Protection 7, Impervious, Sustained
Advantages: Artificer, Attractive, Connected, Daze
(Deception), Fascinate (Deception), Ritualist
Skills: Deception 10 (+14), Expertise: Magic 16 (+18), Insight
6 (+12), Intimidation 4 (+8), Perception 4 (+10), Persuasion
14 (+18), Ranged Combat: Magic 6 (+10), Treatment 7 (+9)
Offense: Initiative +7, Eldritch Kiss, Close, Affliction 16,
Magic +10, Ranged, Damage 16 plus others, Unarmed +4,
Close Damage 11
Defense: Dodge 4, Parry 4, Fortitude 11, Will 12, Toughness
14/7**Without Mystic Shield
Totals: Abilities 47 + Powers 95 + Advantages 6 + Skills 33 +
Defenses 10 = 191
Complications: Obsession: The consummate ‘bad-girl’
Amora has thing for her primary enemy – Thor; Phobia: The
Enchantress is terribly afraid of being physically injured
HEIMDALL
Renowned for his heightened perceptions, Heimdall was
appointed by Odin to be sentry of the Rainbow Bridge.
For millennia, he remained at his post, venturing from it
but once on a mission from Odin. Now that the bridge
has been destroyed, Heimdall stands at Asgard’s gates.
(Str50)
Offense: Initiative +3, Magic +11, Ranged, Damage 15 plus Advantages: All-Out Attack, Attractive, Die Hard, Equipment
others, Unarmed +8, Close Damage 13 1, Extraordinary Effort, Fearless, Great Endurance, Improved
Critical (Enchanted Sword), Power Attack, Seize Initiative
Defense: Dodge 10, Parry 10, Fortitude 11, Will 16,
Toughness 14/11**Without Mystic Shield Skills: Athletics 1 (+12), Close Combat: Enchanted Sword 1
(+11), Expertise: Asgardian Lore 5 (+6), Intimidation 5 (+9),
Totals: Abilities 114 + Powers 150 + Advantages 8 + Skills Perception 4 (+8), Ranged Combat: Spear 5 (+10)
30 + Defenses +23 = 325
Offense: Initiative +5, Enchanted Sword +11, Close Damage
Complications: Enemy: Thor; God of Mischief: Loki is the 14, Unarmed +11, Close Damage 11
God of Mischief, so lies and schemes are part of his nature.
He is particularly obsessed with the defeat of Thor. Defense: Dodge 10, Parry 11, Fortitude 11, Will 8,
Toughness 11/9* (*Without Armor)
Totals: Abilities 100 + Powers 12 + Advantages 10 + Skills
SIF 11 + Defenses +8 = 141
Sif is a warrior goddess of Asgard and the sister of
Heimdall, the guardian of the Rainbow Bridge. She was
trained from an early age to be a Shield Maiden, which is
why she is one of the most accomplished swords-women
in the realm. As a child, she was a playmate to both Thor
and Loki, though she preferred Thor's company to that of
his adoptive half-brother's. Eventually, when they
reached adolescence, Thor and Sif fell in love.
Determined to ruin his hated brother's happiness, Loki
cut off Sif's golden hair while she slept.
Thor immediately realized that Loki must have been
responsible and demanded that he restore her hair. Loki
sought o u t the dwarves Brokk and Eitri and asked them
to create new hair for Sif. However, Loki was either
unwilling or unable to pay the dwarves for their work, so
they made Sif's hair grow back black as night. Thor found
her even more beautiful with black hair, so Loki's plan
failed.
Thor and Sif were parted for a short time while Sif began
her training in earnest, and while Thor went to Earth to
humility. Eventually, Odin arranged for them to meet
again and they became lovers and companions.
Hogun is quiet and reserved, keeping his own council
WARRIORS THREE and speaking only when he must. His respect and
friendship are difficult to earn, but once he has given
FANDRAL PL13 146 POINTS them, he will go to great lengths to protect his friends. He
Abil: Str 11 Sta 10 Agi 4 Dex 4 Fgt 11 Int 1 Awe 2 Pre 3 is stoic and sour in the best of times – rarely seen to
smile – and downright grim in crisis. (Str45)
Powers: Immortal: Immunity 11 (Aging, Life Support),
Impervious Toughness 2, Enhanced Strength 3, Limited to
Lifting (Lifting Str14; 400 tons) VOLSTAG PL13 146 POINTS
Equipment: Sword: Strength-based Damage 3 Abil: Str 12 Sta 12 Agi 2 Dex 2 Fgt 10 Int 1 Awe 2 Pre 2
Advantages: Attractive, Benefit 1 (Asgardian god), Die Powers: Immortal: Immunity 11 (Aging, Life Support),
Hard, Equipment 1, Fearless, Great Endurance, Improved Impervious Toughness 4, Enhanced Strength 3, Limited to
Initiative 3, Leadership, Seize Initiative Lifting (Lifting Str15; 800 tons)
Skills: Acrobatics 5 (+9), Athletics 7 (+18), Close Combat: Equipment: Sword: Strength-based Damage 3
Sword 1 (+12), Expertise: Military Tactics 5 (+6), Perception
5 (+8) Advantages: All-Out Attack, Benefit 1 (Asgardian god), Die
Hard, Equipment 1, Fearless, Great Endurance, Leadership,
Offense: Initiative +7, Sword +12, Close Damage 14, Power Attack, Seize Initiative
Unarmed +11, Close Damage 11
Skills: Athletics 5 (+17), Close Combat: Sword 1 (+11),
Defense: Dodge 12, Parry 13, Fortitude 13, Will 4, Expertise: Expertise: Military Tactics 4 (+6), Intimidation 4
Toughness 10 (+6), Perception 4 (+5), Persuasion 4 (+1)
Totals: Abilities 92 + Powers 16 + Advantages 11 + Skills 12 Offense: Initiative +7, Sword +11, Close Damage 14,
+ Defenses 15 = 146 Unarmed +10, Close Damage 12
ADVANTAGES
All-Out Attack, Diehard, Great Endurance, Improved Grab,
Power Attack
SKILLS
Intimidation 6 (+20), Perception 1 (+10), Ranged Attack (Fire
Breath) 9 (+10)
OFFENSE
INITIATIVE +1
Fire Breath +10 Ranged Damage 13
Unarmed +11 Close Damage 20
DEFENSE
DODGE -2 FORTITUDE 20
PARRY 7 TOUGHNESS 20
WILL 11
POWER POINTS
ABILITIES 86 SKILLS 8
POWERS 181 DEFENSES 12
ADVANTAGES 5 TOTAL 298
22 23 1 1 12 2 8 14 OFFENSE
INITIATIVE +1
POWERS Heat Vision +12 Ranged Damage 19
Growth: Groundstrike (Burst Area Affliction 12, Resisted by Unarmed +12 Close Damage 22
Fortitude; Vulnerable, Defenseless, Involuntary with every DEFENSE
footstep), Growth 28 (Innate; Permanent), Strike 8 • 76 points
DODGE -4 FORTITUDE 23
Heat Vision: Ranged Damage 19 - 38 points PARRY -2 TOUGHNESS 23
Invulnerability: Immunity 10 (Life Support), Impervious WILL 11
Toughness 15 - 40 points
Senses: Senses 4 (Low-Light Vision, Scent) • 4 points POWER POINTS
Serpent That Encircles the World: Extra Limbs 1 (Tail) ABILITIES 54 SKILLS 13
Illation 19 (Affects Corporeal; the Midgard Serpent casts an POWERS 234 DEFENSES 16
illusion around his body so mortals cannot perceive it as it ADVANTAGES 17 TOTAL 343
encircles the Earth • 76 points
COMPLICATIONS
ADVANTAGES Enemies: Odin, Thor
End of the World Prophecy: The Serpent and Thor are
All-Out Attack, Diehard, Great Endurance, Fearless, prophesied to battle upon Ragnarok. According to legend,
Improved Grab, Power Attack Thor will slay the Serpent, walk ten steps and die himself.
MIDGARD SERPENT
Jormungand, the Midgard Serpent, was the offspring of
Loki and of the sorceress Angerboda.
Believing that Jormungand was a danger to Asgard,
Odin, banished the Serpent to the depths of the oceans.
Jormungand not only survived, but grew enormous
enough to encircle the entire Earth. It was prophesied
that on the day of Ragnarok, Odin's son Thor, would kill
the Midgard Serpent. But then Thor himself would die as
a result of the Midgard Serpent's venom.
In recent times, attempting to thwart the prophecies
Jormungand engaged Thor in a tremendous battle
ensued, which ended when Thor used his full strength of
his enchanted hammer Mjolnir to deliver the death blow
to Jormungand.
Presumably, by slaying the Midgard Serpent, Thor has
escaped his own prophesied fate of being killed by
Jormungand. Ragnarok, if it ever comes, will take place
in a way somewhat different form the way it has been
foretold. (Str225)
Surtur is an enormous fiery demon native to the
dimension of Asgard. With evil intelligence and vast
SKILLS
power, Surtur was one of the major elemental forces of Close Combat: Twilight 2 (+14), Expertise: Muspelheim Lore
8 (+12), Intimidation 20 (+40), Perception 4 (+24), Ranged
evil that Asgardians feared. He was a mystical being Combat: Twilight 8 (+9), Ranged Combat: Fire Blast 8 (+9)
whose existence predated that of Odin himself. Over
1,000 feet tall and wielding a huge fiery sword, he was OFFENSE
once imprisoned by Odin at the Earth's core. Along with INITIATIVE +1
Ymir the Frost Giant and the Midgard Serpent, Surtur Fire Blast +9 Ranged Damage 30
was the most powerful of Asgard's native enemies. Twilight +14 Close Damage 30
Surtur has been freed from imprisonment a few times Twilight +9 Ranged Damage 39
over the years. The first time the Asgardian god of Unarmed +12 Close Damage 26
mischief, Loki set him free to wreak havok on Earth. The
next time Surtur was set free by Marduk of the Sons of
DEFENSE
Satannish, a cult of human demon-worshippers. Surtur DODGE -3 FORTITUDE Immune
PARRY 2 TOUGHNESS 26
was banished to some unnamed netherworld at the end WILL 15
of that encounter, but appeared, yet again, in one of
Asgard’s greatest battles when Surtur hatched a plan to POWER POINTS
lure Asgard's armies to Earth leaving the city vulnerable ABILITIES 122 SKILLS 26
to attack. He crossed Bifrost with his newly forged POWERS 174 DEFENSES 15
Twilight blade believing Asgard to be defenseless; but ADVANTAGES 24 TOTAL 361
Odin, Thor and Loki were there to stand agianst him. The
victory did not come easy though, as Odin and Surtur COMPLICATIONS
both fell into a dimensional rift. Enemies: Thor, gods of Asgard
Surtur apparently died along with the Asgardians during Nemesis: Odin Obsession: Surtur is obsessed with fulfilling
Ragnarok. It remains to be seen whether he will return his destiny to bring about Ragnarok, the destruction of both
Asgard and Midgard (Earth).
now that Asgard has been resurrected. (Str600)
Fire Demon: Str 14, Sta 14, Agi 4, Dex 4, Fgt 12, Int 0,
Awe 0, Pre 1; Immunity 30 (Fort), Init 4, Dodge 8, Parry 8,
SURTUR PLX2/PL24 Fort 14, Tou 14X-Level: The stat-box is Surtur as a playable
PL24. Its X-Level is PLX2 - all Powers and Abilities are
assumed to be 20 with a +20 bonus for each X-rank
STR STA AGI DEX FGT INT AWE PRE (20x2=40) on all rolls.
26 26 1 1 12 4 15 20
POWERS
Fire Demon’s Body: Growth 22, Immunity 30 (Fortitude),
Impervious Toughness 25 • 99 points
Fire Control: Array (70 points)
• Fire Blast: Ranged Damage 30 • 60 points
• Fire Elementals: Summon 8 (120 points), Mental Link,
Ranged, Broad Variable Type (Fire), Limited to animating fire
• 1 point
Dimensional Travel: Movement 2 (Dimension Travel),
Increased Mass 5 • 9 points
EQUIPMENT
Sword of Doom ‘Twilight’: Ranged Damage 39 (Fire Blast),
Indestructible, Removable (-2 points) Strength-based
Damage 4 • 2 points
ADVANTAGES
All-Out Attack, Benefit (Ruler of Muspelheim), Die Hard,
Equipment 16, Extraordinary Effort, Fearless, Great
Endurance, Leadership, Power Attack
Except for the fire demon Surtur, Ymir is the oldest
known being in the Nine Worlds. Asgardians believe that
DEFENSE
millennia ago warm air from the realm of fire, DODGE -3 FORTITUDE Immune
PARRY -1 TOUGHNESS 21
Muspelheim, crossed a dimensional barrier into the WILL 5
location of the magical Well of Life. Tons of ice from
Niffleheim, the realm of ice and cold, formed above the POWER POINTS
well. The Well of Life transformed these tons of ice into ABILITIES 22 SKILLS 14
the living, sentient Ice Giant Ymir. POWERS 143 DEFENSES 12
Ymir then populated Nihieheim with the race of Ice ADVANTAGES 9 TOTAL 200
Giants. The young god Odin and his brothers Viii and Ve
fought a war against the Ice Giants and slew Ymir for the COMPLICATIONS
first time. He managed to draw his body back together Enemies: Thor, gods of Asgard
and resurrect himself. Meanwhile, the surviving Ice Nemesis: Odin
Giants scattered and created a race of descendants, Frost Giant: STR 14, STA 14, AGI 0, DEX 0, FGT 10, INT
which eventually became the Frost Giants. Ymir and the -1, AWE -1, PRE 1; Immunity 30 (Fortitude), Protection 2 Init
Asgardians have conflicted many times since then. 4, Dodge 6, Parry 6, Fort 14, Tou 14
Each time, the Asgardians have apparently defeated the
Ice Giant for good only to have him return to menace
them once more. Fortunately for Asgard, Ymir is not
particularly cunning and usually attempts to win his
battles through brute force. (Str200)
YMIR PL18
STR STA AGI DEX FGT INT AWE PRE
21 21 0 0 11 -1 1 1
POWERS
Frost Giant’s Body: Growth 22 (Innate; Permanent),
Immunity 30 (Fortitude), Impervious Toughness 21 • 95
points
Ice Generation: Create 19, Innate, Permanent, Alternate
Effect (Environment 9 - cold 2) • 38 points
EQUIPMENT
Ice Club: Strength-based Damage 3, Feature (Requires rank
19 Strength to lift), Easily Removable • 4 points
ADVANTAGES
All-Out Attack, Benefit 2 (Ruler of Niffleheim), Die Hard,
Equipment 1, Extraordinary Effort, Fearless, Great
Endurance, Leadership, Power Attack
SKILLS
Intimidation 20 (+21), Ranged Combat: Throwing 9 (+10)
OFFENSE
INITIATIVE +0
Ice Club +11 Close Damage 25
Throw + 10 Ranged, Damage 21
Unarmed +11 Close Damage 22
One Million Years B.C. is the story of Tumak and Loana.
Tumak is a member of the violent Rock Tribe who is cast
into exile, after a confrontation with his father, Akhoba,
the chief – much to the delight of his jealous brother,
Sakanna, who had long desired both the favor Tumak
had always held with his father, as well as Tumak’s
woman, Napondi.
Cast out into the prehistoric wilderness (which contains
giant lizards, spiders, and dinosaurs, but oddly, no
prehistoric mammals). Near starvation, he collapses on
the beach, and is found by Loana and her sisters, of the
peaceful Shell Tribe. The young cave-maidens take
Tumak back to their tribe and they nurse him back to
health.
The mistrustful Tumak is confused by the Shell Folk’s
amicable ways, and although he demonstrates the worth
of his own rough background when he kills a renegade
Allosaur that attacks the tribe, Tumak is once again
exiled as his brutish behavior, inevitably leads him into a
near-death fight with Loana’s brother, Ahot. Loana,
however, chooses to accompany Tumak into the
prehistoric wilderness, and she leaves the Shell Folk
behind.
Meanwhile, back with the Rock Tribe, Tumak’s father has
broken his leg and become lame, leaving the tribe to the
rule of Tumak’s brutal younger brother, Sakanna. While
fleeing the scene of monstrous battle between a
Triceratops and a giant Ceratosaurus, Loana is set upon
by Sakanna and his hunting party. Tumak rushes to her
defense, defeating his brother and assuming leadership
of the Rock Tribe, although Loana stops Tumak from
killing his recaltrant brother.
Tumak’s return sparks other rivalries as well when
Tumak’s former mate, Napondi, nearly kills Loana in
jealousy, and Loana is forced to learn the rough ways of
the Rock Tribe in order to defend herself. Tumak,
however, intervenes before Loana is forced to kill her
rival, showing that he has learned from the kindness of
LOANA
the Shell Tribe as well. Meanwhile, Sakanna plots to kill
Tumak and regain leadership.
Loana, however, is absconded by a giant Pteranodon, Loana is the first (chronologically anyway) ‘good-girl-
which nearly feeds her to a nestful of young, before being who-liked-the-bad-boy’ in history. Immortalized forever
dropped into the ocean as the Pteranodon itself is by Raquel Welch, Loana remains the cave-woman to be
attacked by another giant pterosaur. Washing ashore, measured by, and her iconic pose still graces calendars
Loana returns to her people, convincing the Shell Tribe to and posters everywhere. And like all ‘good-girls’, when
follow her and aid Tumak against Sakanna’s rebel push comes to shove, she’s got true grit too – able to
faction. hold her own against the tough chicks from Tumak’s
A battle erupts between the two tribes - including a final tribe. (Str6)
duel between Tumak and Sakanna - which is interrupted
by a massive volcanic eruption and convergent
earthquake, that destroys the Rock Tribe’s caves, and SETTING: STONE AGE
leaves straggling survivors from both tribes, to be led by BEST-KNOWN CHARACTERS: AHOT, AKHOBA,
Tumak and Loana out of the crumbling ruins, back out LOANA, NAPONDI, SAKANNA, TUMAK
into the harsh prehistoric world.
GENRE: SCIENCE FICTION
LUANA PL5 DEFENSE
DODGE 6 FORTITUDE 2
STR STA AGI DEX FGT INT AWE PRE PARRY 4 TOUGHNESS 4/1*
WILL 5 *Without Defensive roll bonus
1 1 1 2 2 1 1 0
POWER POINTS
POWERS ABILITIES 18 SKILLS 20
Cavewoman: Enhanced Skills 4 (Acrobatics 1, Survival 2, POWERS 10 DEFENSES 12
Stealth 1, Limited to Jungle environments), Movement 3 ADVANTAGES 6 TOTAL 66
(Safe Fall, Sure-Footed 2) • 10 points
COMPLICATIONS
EQUIPMENT Exile: Voluntary. Loana chose to leave her people and go
Knife: Strength-based Damage 2 • 2 points with Tumak when the Shell Tribe expelled him.
Spear: Strength-based Damage 3 • 3 points Naive: As a member of the peaceful Shell Tribe, the brutal
ways of Tumak’s Rock Tribe are foreign to her.
ADVANTAGES
Agile Feint, Attractive, Defensive Roll 3, Equipment 1
TUMAK
SKILLS Tumak – your basic caveman, cast as the ‘guy from the
Acrobatics 3 (+4), Athletics 2 (+3), Expertise (Jungle) 2 (+4), wrong side of the tracks’ (played by John Richardson,
Expertise (Survival) 3 (+5), Insight 4 (+5), Perception 6 (+7), who is a historical footnote compared to Rachel Welch’s
Persuasion 8 (+8), Ranged Attack (Spear) 3 (+5), Stealth 8 iconic Loana) - the archetype that no girl who likes the
(+13) bad-boy can resist – rough-edged, but who proves his
brave heart… after she gets him to clean up his act.
OFFENSE (Str9)
INITIATIVE +1
Knife +2 Close, Damage 3, Crit 19-20
Spear +5
Unarmed +2
Ranged, Damage 4, Crit. 19-20
Close Damage 1
TUMAK PL7
STR STA AGI DEX FGT INT AWE PRE
2 3 2 2 6 1 1 1
POWERS
Caveman: Enhanced Skills 4 (Acrobatics 1, Survival 2,
Stealth 1, Limited to Jungle environments), Movement 3
(Safe Fall, Sure-Footed 2) • 10 points
EQUIPMENT
Knife: Strength-based Damage 2 • 2 points
Spear: Strength-based Damage 3 • 3 points
ADVANTAGES
Agile Feint, Close Attack 2, Defensive Roll 3, Equipment 1
SKILLS
Acrobatics 3 (+5), Athletics 2 (+5), Expertise (Jungle) 2 (+3),
Expertise (Survival) 3 (+4), Insight 4 (+5), Perception 5 (+6),
Persuasion 3 (+4), Ranged Attack (Spear) 3 (+5), Stealth 8
(+10)
OFFENSE
INITIATIVE +1
Knife +8 Close, Damage 4, Crit 19-20
Spear +5 Ranged, Damage 5, Crit. 19-20
Unarmed +8 Close Damage 2
DEFENSE
DODGE 8 FORTITUDE 3
PARRY 8 TOUGHNESS 63*
WILL 6 *Without Defensive roll bonus
POWER POINTS
ABILITIES 36 SKILLS 17
POWERS 10 DEFENSES 13
ADVANTAGES 7 TOTAL 83
COMPLICATIONS
Enemies: Sakanna, Akhoba
Exile: Tumak manages to get himself kicked out of both his
home tribe, and the Shell Tribe.
Relationships: Tumak was once favored by his father
Akhoba, before his exile, and his mate, Napondi, pines for his
return. Loana, however, is Tumak’s primary relationship.
CAVE-DWELLERS
Ahot: Ahot is the hunt leader of the Shell Tribe and the
brother of Loana. He shares the peaceful beliefs of his
tribe and is mistrustful of the violent Tumak. Use
Tumak’s stats with –1 to Fgt, and Close Attack.
Akhoba: Akhoba is Tumak’s father and the leader of the
Rock Tribe. Brutal and violent, he rules with an iron fist.
Use Tumak’s stats, +1 to Str, Fgt, and Close Attack, and
–1 to Int.
Napondi: Napondi was Tumak’s mate until his exile.
Most beautiful of her brethren, she is immediately
accosted by Sakanna, Tumak’s brother, once Tumak is
gone. Upon Tumak’s return, Napondi is fiercely jealous
of Loana. Use Loana’s stats (-1 to Int).
Sakanna: Sakanna is the older brother of Tumak. Less
favored by their father, Sakanna hates Tumak
vindictively, coveting everything Tumak has, brutally
claiming Tumak’s mate, Napondi, after his brother’s exile,
and attempting to do the same to Loana after Tumak’s
return. After Akhoba is injured and maimed, Sakanna
assumes leadership of the Rock Tribe. Use Tumak’s
stats, -1 to Int.
PREHISTORIC CREATURES
The prehistoric fauna of One Million Years B.C. is a
decidedly fanciful vision - mixing animals of various time
periods, as well as gargantuan examples of
contemporary animals, while managing to avoid any
actual stone-age creatures. Nonetheless, One Million
Years B.C. remains a quite popular dinosaur-flick,
featuring some of the most effective work of stop-motion
master, Ray Harryhausen.
ADVANTAGES
All-out Attack, Improved Grab, Improved Initiative
SKILLS
Perception 8 (+10), Expertise (Survival) 4 (+6)
OFFENSE
INITIATIVE +3
Teeth +7 Close Damage 12
DEFENSE
DODGE 4 FORTITUDE 10
PARRY 6 TOUGHNESS 9
WILL 2 Ceratosaurus: The Ceratosaurus featured in the film is
much larger than an actual ceratosaur – filling the role of
POWER POINTS T. rex opposite the Triceratops. Use stats for
ABILITIES 18 SKILLS 8 Giganotosaurus (see entry for Prehistoric Monsters:
POWERS 26 DEFENSES 6 Giganotosaurus)
ADVANTAGES 3 TOTAL 63 Giant Lizard: Perhaps as an homage to the original One
Million B.C., One Million Years B.C. features a giant
The Allosaurus that attacks the Shell Tribe is a lizard, which chases Tumak out of the Rock Tribe’s lands.
somewhat diminutive version of the species, perhaps a Giant Spider: Along with the giant lizard, a giant
juvenile. (Str30) tarantula prowls the prehistoric landscape (use stats for:
Brontosaurus: The mighty Brontosaurus has only a Monsters on the Loose: Tarantula)
cameo appearance in the final version of the film, Triceratops: The temperamental three-horned
although the original ending featured the giant beast Triceratops kills the abnormally-sized Ceratosaurus, in an
attacking both tribes. For budget reasons this scene exciting death-fight, after the flesh-eater draws its
was scrapped and replaced with a volcanic eruption (see attention from Loana and Tumak. (See entry for:
entry for: Prehistoric Monsters: Brontosaurus). Prehistoric Monsters: Triceratops)
Orion was born to Darkseid, the Lord of Apokolips, and
his wife Tigra. Shortly after his birth, Orion was fostered
to New Genesis as part of a peace treaty brokered
between Darkseid and Highfather of the New Gods.
Rather than growing up on Apokolips’ constant diet of
cruelty and darkness, the young Orion found himself
loved and well-treated by his foster family. After a period
of adjustment, Orion became one of New Genesis’
fiercest warriors. His love of battle and barely contained
rage earned him the nickname “Dog of War.”
Orion is fated to kill his father, Darkseid, in an epic battle
in the fire pits of Apokolips. This is a fate he accepts and
often anticipates. On several occasions, it seemed that
final battle was in progress, but the true time for that
showdown is unknown.
At times Orion has come to Earth to oppose the plots and
agents of Darkseid. He often uses the alias O’Ryan
during these trips and allies himself with various
superheroes and ordinary folk who have encountered his
father’s forces. During two of these trips, he joined the
Justice League of America. It was during his second stint
with that team when he and Big Barda helped defeat
Maggedon, a war machine of the Old Gods that nearly
destroyed the Earth.
During the events leading up the Final Crisis, Orion
confronted his father and supposedly killed him. Shortly
afterward, Orion was found dead on Earth, shot by a
Radion bullet fired backward in time to murder the Dog of
War. When Darkseid was reborn and attempted to
conquer Earth, Batman used that same bullet to kill him.
This supposedly fulfilled the prophecy of Darkseid being
destroyed by his own son, albeit indirectly. After the Final
Crisis, many of the New Gods were reborn but Orion was
not among them. It seems unlikely the multiverse has subtlety to those better suited to its uses. Orion has a
seen the last of him or that his final battle against tendency to be intolerant toward those he sees as weak,
Darkseid has truly come to pass.(Str85) such as the Bug People of New Genesis. However, he
will change his mind when shown the nobility and bravery
PERSONALITY of a person or culture—a characteristic that sets him
worlds apart from his tyrannical sire. While stubborn and
Orion is many ways his father’s son. He is prone to far from subtle, Orion is neither a thug nor an idiot.
brooding, dark moods, and violence. His rage makes him So great is the rage and anger in Orion’s soul that it
a powerful and unrelenting combatant, but also makes sometimes bubbles to the surface and shows in his
him reckless. Orion is equal parts heroic warrior and features; his skin turns grayish and his features become
wrathful warlord. Orion is famed for his tenacity and dark and ugly. Orion’s Mother Box can be used to return
unwavering devotion to destroying Darkseid and his him to his usual appearance. Orion tempers his raging
minions. Unlike many heroes, Orion has no trouble using inner demons with a strong sense of honor and duty.
lethal force. He will not wantonly murder, but he will lay
waste to whole armies if the need arises and feel no
remorse for his actions. REAL NAME: ORION, O’RYAN, DOG OF WAR
In truth, Orion often feels revulsion at the darker part of OCCUPATION: WARRIOR AFFILIATION: NEW GODS
his soul and fears becoming a monster like his father. BASE: SUPERTOWN, NEW GENESIS
This self-loathing and fear of becoming evil drives him
to fight the armies of Apokolips with even greater
HEIGHT: 6’ 6” WEIGHT: 295 LBS
savagery. He prefers to meet force with force, leaving EYES: RED HAIR: REDDISH BLOND
ORION PL14
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
16 15 5 3 12 3 4 12
POWERS OFFENSE
Astro-Harness: 66 points, Removable (–13 points) • 53 INITIATIVE +1
points Astro-force: Array (30-points) Astro Blast +12 Ranged Damage 15
• Astro-Blast: Ranged Damage 15 • 30 points Unarmed +12 Close Damage 16
• Astro-Barrage: Ranged Damage 10, Multiattack • 1 point
• Tractor Beam: Move Object 15, Continuous, Limited to DEFENSE
towing/pushing • 1 point
Flight: Flight 12 (8,000 MPH), Movement 5 (Dimensional DODGE 13 FORTITUDE 15
Travel: New Genesis/Apokolips, Environmental Adaptation: PARRY 13 TOUGHNESS 15
Zero-G, Space Travel 3) • 34 points WILL 12
Dog of War: Power-lifting 5 (Lifting Str 21; 50,000 tons);
Regeneration 2 • 7 points POWER POINTS
Immortal: Immunity 11 (Aging, Life Support), Impervious ABILITIES 118 SKILLS 18
Toughness 10 • 21 points POWERS 101 DEFENSES 18
Mother Box: Boom tube (Space Travel 3); intelligence ADVANTAGES 15 TOTAL 270
(Feature 2); Restoration (Healing 8); Removable (–5 points)
• 19 points COMPLICATIONS
Enemies: Orion is the sworn enemy of his father Darkseid,
ADVANTAGES his minions, and all other enemies of New Genesis. He will
All-out Attack, Diehard, Extraordinary Effort, Fearless, Great not voluntarily avoid combat with or retreat from such foes.
Endurance, Move-by Action, Power Attack, Ranged Attack 5, Face of Rage: Orion is prone to berserker rages and
Seize Initiative, Takedown, Ultimate Effort (Toughness) explosive outbursts, especially if facing hated foes. During
these periods, his features take on a dark, twisted
SKILLS appearance reflecting his parentage. This causes Orion to
automatically fail any social interaction tests that rely on
Athletics 6 (+22), Expertise: Tactics 7 (+8), Intimidation 10 persuasion, diplomacy, or subtlety. This effect lasts until he
(+14), Perception 4 (+7), Ranged Combat: Astro-Harness 4 takes a standard action to use his Mother Box to calm his
(+7), Vehicles 5 (+8) rage and restore his “Face of Peace.”
DEFENSE
DODGE 12 FORTITUDE 11
PARRY 10 TOUGHNESS 14/2*
WILL 25 *Without Force Field
POWER POINTS
ABILITIES 51 SKILLS 33
POWERS 157 DEFENSES 42
ADVANTAGES 3 TOTAL 275
COMPLICATIONS
Obsession: As Parallax, Hal Jordan is obsessed with
restoring Coast City, and punishing the Cyborg for its ruin,
and is willing to destroy the existing universe in favor of a
reality that fits his sense of justice.
The Phantom Stranger’s true origins are unknown. One
story says he was a nomad who committed suicide but
was barred from entering the afterlife, cursed to forever
be a part of humanity but ever separate from it as he
works to turn humanity
from evil one soul at a time. Another story claims the
Stranger is the legendary Wandering Jew, helping society
as best he can while forever walking the earth. A third
story claims the Stranger was one of a group of scientists
who studied the end of the previous universe, and was
reborn as the Stranger following the
Big Bang. The tale that is one
most commonly told is that
the Stranger was once
an angel who refused
to choose a side
during Lucifer’s
rebellion and was
condemned to live
alone for all time.
Any one of these stories may be true.
Or, given the strange events that draw the
Stranger, they may somehow all be true.
All that’s known for certain is that when events
are at their most dire, when forces beyond mortal
imagination conspire to destroy humanity, the Phantom
Stranger appears at a crucial moment to provide the
counsel needed to protect the innocent.
The Phantom Stranger has guided many
champions of good, but has been of
particular assistance to magical heroes
such as those who make up the Sentinels of Magic. POWERS AND ABILITIES
He’s also close to the mystic Madame Xanadu, with
whom he enjoys a friendship that has stretched across The Phantom Stranger possesses immense power. Chief
centuries. Along with John Constantine, Doctor Occult among his abilities is knowledge of every person and
and Mister E, the Stranger is part of the “Trenchcoat event occurring across the multiverse. He can travel
Brigade” who induct young magicians into the ways of space, time, and dimensions without limit, and bring
magic. In the Ninth Age of Magic, the Stranger was an others to where they are needed. He is immortal and
ally of the Lords of Order and part of the circle of cosmic ageless, with only his white hair and blank eyes betraying
powers—the Stranger, Zeus, the wizard Shazam, his mystical nature. He can dispel nearly any spell or
Highfather, and the Oan Guardian Ganthet—known as illusion, and fire mystical blasts that can threaten even
the Quintessence. Following recent events and the birth the most powerful creatures.
of the Tenth Age of Magic, it’s unclear if the Stranger X-Level: The stat-box is the Stranger as a playable
maintains any of his connections, or if he too has been PL20. His X-level is PLX2 - all Powers and Abilities are
reborn. (Str6) assumed to be 20 with a +20 bonus for each X-rank
(20x2=40) on all rolls.
PERSONALITY
The Phantom Stranger is an enigmatic presence that REAL NAME: UNKNOWN
usually vanishes as soon as he provides whatever OCCUPATION: MYSTICAL GUIDE AND GUARDIAN
information or assistance he deems necessary. While BASE: MOBILE AFFILIATION: QUINTESSENCE
friendly to those he assists, he is rarely casual, always HEIGHT: 6’ 2” (VARIES) WEIGHT: 185 LBS (VARIES)
driven by his mission to protect innocents and preserve
the universe. EYES: WHITE HAIR: WHITE
PHANTOM STRANGER PLX2/PL20
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
1 20 4 4 7 15 20 25
POWERS DEFENSE
Awareness: Senses 19 (Awareness - Cosmic, Divine, and DODGE 7 FORTITUDE Immune
Magical, All Extended 2; Precognition) • 19 points PARRY 7 TOUGHNESS 20
WILL 20
Dimensional Travel: Movement 3 (Dimension Travel) • 6
points POWER POINTS
Immortal: Immunity 30 (Fortitude) • 30 points ABILITIES 192 SKILLS 15
Sorcery: Energy Control 30 (Variable Power, Any Powers POWERS 260 DEFENSES 6
with the Magical Descriptor) • 210 points ADVANTAGES 21 TOTAL 494
ADVANTAGES COMPLICATIONS
All-Out Attack, Assessment, Benefit 10 (Cosmic Entity), Enemies: Among beings on his level of power, the Stranger
Connected, Diehard, Fearless, Great Endurance, has had ongoing disagreements with the Spectre, struggling
Leadership, Power Attack, Power Attack, Ultimate Effort to keep the spirit of vengeance under control when it is
without a host and guide the Spectre’s human hosts in
(Powers), Well-Informed
keeping its power in check. Eclipso has also shown a
SKILLS particular dislike for the Stranger since the Stranger foiled the
demon’s attempts to trigger a nuclear holocaust.
Expertise (All fields) 10 (+25), Insight 10 (+30), Intimidation 5 Enigma: The motivations and agenda of the Phantom
(+30), Perception 5 (+30) Stranger are as mysterious as his background, but he
typically battles the forces of dark magic and defends the
OFFENSE innocent against their power.
Counselor: While he possesses immense mystical power
INITIATIVE +7 and incredible knowledge, the Stranger is forbidden to
Magic Blast +10 Ranged, Damage 30 directly interfere in the course of history. He is compelled to
Unarmed +7 Close Damage 1 counsel the champions of humanity.
STRANGER RELATIONS
The Phantom Stranger has guided many champions of
good, but has been of particular assistance to magical
heroes such as those who make up the Sentinels of
Magic. The Stranger is also close to the mystic Madame
Xanadu, with whom he enjoys a friendship that has
stretched across centuries.
Along with John Constantine, Doctor Occult and Mister E,
the Phantom Stranger is part of the “Trenchcoat Brigade”
who induct young magicians into the ways of magic and
mysticism.
In the Ninth Age of Magic, the Stranger was an ally of the
Lords of Order and part of the circle of cosmic powers –
the Stranger, Zeus, the wizard Shazam, Highfather, and
the Oan Guardian Ganthet – that is known as the
Quintessence.
Following recent events and the birth of the Tenth Age of
Magic, it’s unclear if the Phantom Stranger maintains
any of his connections, or if he too has been reborn in
another form.
The Phoenix Force is the embodiment of the cycle of
Creation, Destruction and Rebirth, deriving its power from
the psyche of all living things that have ever existed, or
ever will exist, in the Universe. The Phoenix has been
called life incarnate. Inherent in its nature is the fact that
the Phoenix always rises from the Ashes. It has been
suggested that the Phoenix was instrumental and the
simultaneous destruction and creation of the modern
universe, (along with the creation of the cosmic space
god known as Galactus who now maintains the Cosmic
Balance). In essence, the Phoenix is the spark of life
generated by the Creation Event, the power generated by
the cycle of destruction and renewal, igniting the life force
of Eternity. Like Eternity himself, the current incarnation
of Phoenix itself must die, and be reborn in within the
new cosmos.
In the modern universe (possibly due to the addition of
Galactus to the Cosmic Balance), the Phoenix Force may
usually only manifest itself on the material plane through
an Avatar, (preferably an ‘Omega Mutant’ – a Psychic
with high-ranking abilities) perhaps not taking its true
form until the universal cycle of destruction comes round
once again.
It has also been suggested that the World Devouring
Galactus is also somehow involved in this process – and
would, by some accounts, at the universe’s end, absorb
all the life-energy of the cosmos – which could be
interpreted as the Phoenix Force – perhaps becoming a
form of shell for the Phoenix, creating the new ‘Cosmic
Egg’ that will birth the next universe (see entry for:
Galactus). (Str1000)
PERSONALITY
The Phoenix is the fire of life and passion as well as
destruction. In it’s pure form it is simply a force of nature
that embodies these traits – in a mortal host, it brings
these emotions to the surface, and while love and
passion are great, wrath and destruction are part of what
the Phoenix does too, so the Phoenix avatars tend to X-Level: The stat-box is for the Phoenix as a playable
keep their emotions on a tight reign, lest the Phoenix PL20/PL25 entity. If presented as an X-level character, it
Force overreact for them. ranks as a PLX3 entity – all Powers and Abilities are
assumed to be 20 with a +20 bonus for each additional
POWERS AND ABILITIES X-rank (20x3=60) on all rolls.
30 30 10 10 10 24 24 24
POWERS OFFENSE
Flight Of The Phoenix: Flight 20 (Space Travel 10), Teleport INITIATIVE +10
25 • 90 points Phoenix Force +10 Ranged Damage 30-40
Phoenix Force: Energy Absorption 30, Energy Control 30 Unarmed +10 Close Damage 30
(Variable Power: Any Powers with the Cosmic Descriptor) •
240 points DEFENSE
Psyche Of All Living Things: Communication 30,
Comprehend 30, Mind Reading 30, Senses 30 (Cosmic DODGE 10 FORTITUDE Immune
Awareness) • 270 points PARRY 10 TOUGHNESS 30
Rise From The Ashes: Immortality 2, Immunity 30 (Fortitude WILL 24
effects), Impervious Toughness 30 • 64 points
Wellspring Of Life: Enhanced Traits 10 (Phoenix Force), POWER POINTS
Activation (Standard), Check Required (Will DC 20), ABILITIES 316 SKILLS 27
Unreliable (10 rounds), Limited: any power used above 35 POWERS 674 DEFENSES 0
risks the Phoenix Force becoming destructive and out of ADVANTAGES 30 TOTAL 1057
control • 10 points
ADVANTAGES COMPLICATIONS
Reservoir Of Life To Come: The Phoenix Force cannot
All-Out Attack, Assessment, Benefit 20 [Status (Cosmic manifest itself in the modern universe without an avatar
Entity), Connected, Contacts, Eidetic Memory, Fearless, Jack (preferably an ‘Omega’ mutant of high level psionic abilities)
of All Trades, Power Attack, Ultimate Effort (Powers), Well- or it will draw upon the lifeforce of future generations.
Informed Weakness: The Phoenix Force seems susceptible to magic
and psionic attacks. This weakness has manifested in
SKILLS different ways, and the GM may interpret this freely – all
Expertise (All fields) 10 (+30), Insight 12 (+36), Intimidation Magic/Psionic attacks that score are Critical Hits, eliminating
16 (+40), Perception 16 (+40) Immunity versus magic, etc.
SKILLS
Insight 8 (+10), Intimidate 13 (+25), Perception 6 (+21),
Persuasion 5 (+35), Ranged Combat: Telekinesis 2 (+10),
Ranged Combat: Phoenix Force 2 (+10), Treatment 4 (+7),
Vehicles 8 (+16)
OFFENSE
INITIATIVE +8
Mental Blast +10 Ranged, Damage 30-40
Phoenix Force +10 Ranged, Damage 30-40
Unarmed +10 Close, Damage 8
DEFENSE
DODGE 10 FORTITUDE 23
PARRY 10 TOUGHNESS 30/14*
WILL 19 *Without Force Field
POWER POINTS
ABILITIES 188 SKILLS 24
POWERS 711 DEFENSES 12
ADVANTAGES 18 TOTAL 973
PHOENIX SKILLS
Insight 8 (+10), Intimidate 12 (+24), Perception 6 (+18),
The Phoenix Force would eventually return to Earth,
Persuasion 18 (+30), Ranged Combat: Telekinesis 7 (+10),
where it resurrected Jean Grey • who was currently dead Ranged Combat: Phoenix Force 7 (+10), Treatment 4 (+7),
• and possessed her. The Phoenix set out in search of Vehicles 8 (+11)
her former lover, Scott Summers (Cyclops) to feed off the
energy of his optic blasts, but became confused by OFFENSE
Jean's emotions and believed she was in love with Scott. INITIATIVE +10
When she realized Scott was now in love with Emma Phoenix Force +10 Ranged Damage 30-40
Frost, the Dark Phoenix persona threatened to emerge in Mental Blast +10 Ranged Damage 30-40
Jean herself.
After a series of desperate efforts to contain the Phoenix,
DEFENSE
including Wolverine killing her several times, Jean DODGE 8 FORTITUDE 19
PARRY 8 TOUGHNESS 30/14*
trapping herself in a glacier, the Phoenix Force jumping
WILL 11 *Without Force Field
into Emma Frost, and parts of the X•Men being trapped in
a Shi'Ar•generated event horizon, POWER POINTS
Jean Grey, with emotional support of all the X•Men finally ABILITIES 78 SKILLS 35
managed to assert herself and gain control of the POWERS 711 DEFENSES 22
Phoenix. Jean then declared that she and the Phoenix ADVANTAGES 12 TOTAL 855
Force were now merged into a single entity, and that she
had transcended into the ‘White Phoenix of the Crown’.
COMPLICATIONS
(Str4) Relationships: As Jean Gray, Phoenix’ primary relationships
X•Level: Phoenix is PLX3 (20x3=60) are with her husband, Scott Summers (Cyclops), Wolverine
and the X-Men.
ADVANTAGES
All•out Attack, Assessment, Attractive, Diehard, Improved
Initiative, Languages (Sign Language), Power Attack,
Leadership, Teamwork, Trance, Power Attack, Ultimate
Effort (Powers)
When Allen and Annie Bracken were on their way to a
hospital, they were abducted by the Creed. Zoyvod took
one of the eggs from Annie and sent it back to earth. The
Creed genetically altered the egg so that he would
become a weapon for the Creed – the monster called
Pitt.
One day Pitt woke up and broke free. His escape attempt
was halted by his half-brother Wroth. Believed dead,
Pitt’s body was to be dumped, but on his way to the
dump, however, Pitt awoke and attacked his pilot. In self-
defense, the pilot shot Pitt out of the vessel.
After that, Pitt lived in the wild for a while, learning how to
survive and fight. He was eventually caught and trained
by Quagg, the pilot who was supposed to dump him. For
years, Pitt was the personal assassin for Zoyvod until one
day he went to the planet Chakra, where Pitt's mind was
merged with the mind of a young boy named Jereb. This
changed him, and Pitt fled his homeworld. Zoyvod
immediately went after Pitt as he headed back to Earth.
Pitt ended up in a subway station in New York, where he
saved his half-brother Timmy. After that, Pitt lived on the
streets for a while, trying to adapt to his current situation.
After a while, the Creed arrived on Earth because of the
fact that Pitt and Timmy's DNA were very similar to the
Creed target Timmy. Pitt, sensing something was wrong,
rushed to Timmy.
Pitt battled the aliens and during the battle, Jereb left
Pitt's mind and entered Timmy's. Jereb was a child
blessed with a very strong spirit and using this spirit
Timmy was able to defeat Zoyvod. This ended the battle
between Pitt and the aliens.
Timmy was soon kidnapped by the Creed. Pitt turned to
the New York-based superhero team Axiom for help.
Wroth teamed up with the leader of the Axiom, Professor
Holdsworth, and they struck a deal: Holdsworth could
have the power of Timmy in exchange for Wroth being
able to have Pitt. Their plan failed, however and Wroth
fled the scene. He returned later only to be defeated by a
Zoyvod- controlled Pitt. States Army sent soldiers to kill Pitt. The battle ended
Due to the war between the Creed and the Cenobite, Pitt with Pitt killing all of the soldiers and then heading
would have been attacked by the Cenobite had they towards the White House. Once there, he killed a body
found him on Earth. The Cenobite, Eurial therefore hid double of President Clinton.
him in Shimmerspace until they were gone. Pitt somehow found out about the Think Tank being
There, Pitt again met Jereb. While in Shimmerspace, behind it all and went to the Crossbow Technologies
Jereb could see all time at once: past, present, and building where he killed their leaders, the Guileys.
future. He told Pitt some of the things that would happen (Str98/150)
to him. Pitt was only in Shimmerspace for a very short
period of time, but when he came out, five years had
passed on Earth. REAL NAME: PITT
While Pitt had been in Shimmerspace, an organization OCCUPATION: FORMER ASSASSIN OF THE CREED EMPIRE
bent on world domination known as the Think Tank had BASE: MOBILE AFFILIATION: NONE
created clones of Pitt to do their bidding.
One of these clones was sent to steal some alien
HEIGHT: 7’ WEIGHT: 1000 LBS
artifacts from a military installation. In reaction, the United EYES: RED HAIR: BLACK
PITT PL15
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
18 18 0 0 6 0 8 1
POWERS OFFENSE
Empathy: 18 (Limited to Timothy Bracken, drops to 0 with INITIATIVE +3
everyone else) • 18 points Throw +10 Ranged, Damage 18-20
Shockwave: Burst Area Damage 12, Limited: Both Pitt and Unarmed +10 Close Damage 18-20
his targets must be in contact with the ground • 12 points
• Groundstrike: Burst Area Affliction 10, (Resisted by DEFENSE
Fortitude; Dazed, Stunned), Instant Recovery, Limited DODGE 8 FORTITUDE 18
Degree, Limited: Both Pitt and his targets must be in contact PARRY 8 TOUGHNESS 18
with the ground • 1 point WILL 8
Leaping 10 • 10 points
Super-Stamina: Immunity 12 (Cold and Heat Damage, POWER POINTS
Fatigue, Pressure), Healing Factor (Regeneration) 5, ABILITIES 106 SKILLS 15
Impervious Toughness 15 • 32 points POWERS 83 DEFENSES 7
Super-Strength: Enhanced Strength 2, plus Enhanced ADVANTAGES 4 TOTAL 215
Strength 3, Limited to Lifting (Lifting STR23; 200,000 tons),
Limited to when in pain, may only increase 1 point per round COMPLICATIONS
• 5 points Relationships: Pitt’s sole relationship is his connection with
Timothy Bracken. Timothy Bracken: Str -2 Sta -1 Agi 0 Dex
ADVANTAGES
0 Fgt 0 Int 0 Awe 1 Pre 12 Reality Manipulation: Energy
All-out Attack, Fearless, Improved Hold, Power Attack
Control 20 (Variable, Any Powers with the Cosmic
SKILLS Descriptor), Dodge 4, Parry 4, Fortitude 2, Will 8, Toughness
-1
Close Combat: Unarmed 4 (+10), Insight 6 (+14), Intimidation
9 (+10), Perception 5 (+13), Ranged Combat: Throwing 6 Temper: A typical Hulk-clone, Pitt has the traditional hair-
(+8) trigger temper of his character type
PERSONALITY
Pitt is a typically bad-tempered rampaging monster, with
an appropriately torturous background. While his trials
have left him a ferocious, scarred combatant, he has is
neither vicious nor cruel, and will protect innocents, and
battle those who would victimize them. He is totally
focused on the protection of his half-twin, Tommy, with
whom he shares an empathic bond..
PERSONALITY
The Predators have never shown
individual personality beyond their
obsession with hunting and hand-to-
hand combat. They don’t take
losing easily and will happily
destroy entire cities, including
themselves if it means denying
PREDATOR PL11
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
8 7 5 5 10 1 2 2
POWERS OFFINSE
Discus Razor: Strength based Ranged Damage 2 • 2 points INITIATIVE +8
Discus Razor + 11 Ranged, Damage 10
Helmet: Concealment 4 (All Visual), Blending, Senses 4
Retractable Spear +10 Close Damage 11
(Analytical Vision, Extended, Infrared Vision), Removable (- Shoulder Laser +11 Ranged, Damage 11
1): • 7 points Unarmed +11 Close Damage 8
Shoulder Laser: Ranged Damage 11, Easily Removable (-6) Wrist Claw +11 Close Damage 10
• 18 points
Wrist Claw: Strength based Damage 2 • 2 points
DEFENSE
DODGE 10 FORTITUDE 12
EQUIPMENT PARRY 12 TOUGHNESS 10/7*
WILL 6 *Without Defensive Roll bonus
Retractable Spear: Strength-based Damage 3 • 3 points
DIFFERENT PREDATORS
All Predators are not created equal. Besides the caste
system, of elite hunter killers, there are different
specialties among the ‘elite’ Predators. Some are hunt
leaders, who lead experienced raids on highly dangerous
prey – such as raiding an Aliens’ nest to steal their
Queen for breeding purposes. Others lead parties of
young, unblooded Predators. Other Predators are
considered warriors, who specialize in hand-to-hand
combat. ‘Cleaner’ Predators exist for assassination
purposes (such as the elimination of any Predator/Alien
hybrids that are ever created.
Different physical types of Predators also exist, some
with distinct morphological differences like enlarged
mandible claws. This might be a racial variation, or even
species separation. It could also represent an elite
physical class – like horn-racks on dominant elk or deer.
The novels by Dark Horse, called Predators ‘Yautja’, and
established that male Predators were smaller than
females, although this has not been developed in the
films.
Dinosaurs and other giant Prehistoric Monsters are
commonly the minions of monster-makers who have
resurrected them using cloning (Jurassic Park), or time-
manipulating villains able to bring them from the distant
past into the present. They also show up in “Lost World”
scenarios where the heroes visit places where the giant
reptiles still thrive (King Kong, Lost World, The Valley
of Gwangi) or end up stranded in the distant past.
Though dinosaurs are threatening on their own merits,
some villains may specifically grant them other powers as
well.
The major plant eating groups are the Sauropodon-orpha
- an offshoot of the Saurischia (theropods) - and includes
the pro-sauropods and the Sauropods (brontosaurs)
themselves; all the rest fall into the Ornithischia (bird-
hipped).
The first Ornithischia group is the Thyreophora (armored
dinosaurs), which include the stegosauria and the
anklosauria. Next is the Marginocephalia (ridge-headed
dinosaurs), which are the ceratopsians and the
pachycephlosauria. Last is the Ornithopoda (beaked-
dinosaurs), which include the hadrosauridae and early
primitive forms.
Predatory dinosaurs are all theropods, although there are
a select few vegetarians among the bunch. The
theropods are part of the ‘lizard hipped’ Saurichia branch
of the Dinosauria; this branch includes all the Theropods,
and also the giant sauropods. The Theropods include
the ceratosaurs, megalosaurs (primitive carnosaurs),
allosaurs (advanced carnosaurs) and Ceolurosaurs
(tyrannosaurs, ostrich-mimics, and sickle claws)
Ironically, it is the lizard-hipped branch, not the ‘bird- BIGGEST OF THEM ALL?
hipped’ Ornithischia, branch, that actually evolved into to
birds. The largest dinosaur ever was unquestionably a
Dinosaurs are now commonly known to have given rise sauropod – one of the massive, long-necked ‘Thunder-
to birds. In fact, it is often heard these days that Lizards’ made famous by ‘Brontosaurus’ (unfortunately
dinosaurs are, in fact birds themselves. This is not known in modern days by it’ s ‘scientifically correct’
precisely true. Birds are dinosaurs. But all Dinosaurs are moniker, ‘Apatosaurus’) – but the question of which one
not birds any more than all mammals are bats – but bats of these was the biggest of all remains open to
are indeed mammals. The lineage of birds however, conjecture.
stems directly from the theropod branch, and their kinship The two primary varieties of sauropod were the slender,
is obvious – theropod legs and their two-legged posture long-necked, long-tailed Diplodocids, and the heavier-
show a strong resemblance to modern birds – particularly bodied, short-tailed and more-upright Brachiosaurids –
big ground birds, such as ostrich, with most differences which eventually developed into the truly gigantic
being attributable to the specializations of birds to flight Titanosaurs.
and then readapting to the ground. Diplodocus was traditionally considered the longest of
Dinosaurs filled every ecological niche during the course dinosaurs – at 90-plus feet – but at twelve tons, it was
of their hundred and fifty million year reign, everything far-outweighed by the massive Brachiosaurus (Str43),
from top predator to herd animal, but other denizens co- at up to 40 tons. Later discoveries of both species’
existed amongst the rule of the dinosaurs, particularly the descendants, however, far eclipsed either.
seas, which were dominated by myriad giant reptiles, and ‘Supersaurus’ was a Diplodocid over 100 feet. But it was
the flying pterosaurs which ruled the skies. The best- the discovery of the Cretaceous descendants of the
known examples of each major branch of Prehistoric brachiosaurs – the Titanosaurs – that showed how really
Monsters are detailed here. massive some dinosaurs became.
Argentinosaurus
(Str45) was among
the largest, credited with weights of over
100 tons – and it has gained popular support as the
largest known dinosaur, with a general assumption that
if it wasn’t, than the largest would likely be a related
titanosaur of some form. But ironically, it might be the
slender Diplodocids that achieved not only the longest,
but also the heaviest species ever. Fragmentary remains
suggest that Amphicoelias altus might have attained 200’,
and 150 tons – rivaling the size of a blue whale – possibly
the largest animal that has ever existed.
NOTE: Many of the largest specimens of sauropods are
literally known from a single bone, and estimates of their
true size is conjecture based upon more complete fossils
from related species.
ARGENTINOSAURUS
ARGENTINOSAURUS PL9 BRACHIOSAURUS
STR STA AGI DEX FGT INT AWE PRE BRACHIOSAURUS PL9
12 11 -2 -1 4 -5 2 0 STR STA AGI DEX FGT INT AWE PRE
POWERS 11 10 -2 -1 4 -5 2 0
Growth: Growth 12 (Innate; Permanent) • 24 points
Scaly Hide: Protection 4 • 4 points POWERS
Senses 4 (Low-Light Vision, Scent, Track) • 4 points
Growth: Growth 11 (Innate; Permanent) • 22 points
Trample: Area Damage 12 (Limited to targets underfoot) •
12 points Scaly Hide: Protection 4 • 4 points
Senses 4 (Low-Light Vision, Scent, Track) • 4 points
ADVANTAGES Trample: Area Damage 12 (Limited to targets underfoot) •
All-out Attack, Power Attack 12 points
SKILLS ADVANTAGES
Perception 4 (+6), Expertise (Survival) 4 (-1) All-out Attack, Power Attack
OFFENSE SKILLS
INITIATIVE -2
Trample Close, Damage 12 Perception 4 (+6), Expertise (Survival) 4 (-1)
DEFENSE OFFENSE
DODGE -1 FORTITUDE 15 INITIATIVE -2
PARRY -1 TOUGHNESS 15 Trample Close, Damage 11
WILL 2
DEFENSE
POWER POINTS DODGE -1 FORTITUDE 15
ABILITIES -8 SKILLS 4 PARRY -1 TOUGHNESS 13
POWERS 44 DEFENSES 10
WILL 2
ADVANTAGES 2 TOTAL 51
THUNDER-LIZARD
One of the most famous dinosaurs in the world, the name
‘Brontosaurus’ has, in modern times fallen into disuse
as the rules of nomenclature favor the name
‘Apatosaurus’. When the species was discovered,
confusion over similar specimens resulted in more than
one generic name being assigned to the species… and
the older name is the one favored. It’s unfortunate for a
number of reasons, not the least being the fact that it
renders one of the first, best-known species illegitimate –
besides the fact that ‘Brontosaurus’ is simply the better
name - the ‘Thunder Lizard’ – certainly a better moniker
than ‘Apatosaurus’ - the ‘Deceptive Lizard.’
Considering that the rules of nomenclature are in place to
honor the individual who identified the species, and the
fact that Professor Charles Marsh coined both names, it
would more greatly honor the man (rather than the rule),
by favoring the more famous name.
BRONTOSAURUS Brontosaurus is one of the stockiest versions of the
elongated Diplodocid sauropod form, and the name
BRONTOSAURUS PL9 became synonymous with colossal size – for the better
part of a century it was only rivaled in size by the heavier
STR STA AGI DEX FGT INT AWE PRE Brachiosaurus and the longer Diplodocus. It is possible
that the gigantic Diplodocid, Amphicoelias altus, at nearly
11 9 -2 -1 4 -5 2 0 200 feet represents a branch of the stockier branch of
elongated sauropods – in which case, Brontosaurus
POWERS relatives still represent the very largest of Dinosaurs.
Growth: Growth 10 (Innate; Permanent) • 20 points (Str42)
Scaly Hide: Protection 3 • 3 points
Senses 4 (Low-Light Vision, Scent, Track) • 4 points
Trample: Area Damage 11 (Limited to targets underfoot) •
11 points
ADVANTAGES
All-out Attack, Power Attack
SKILLS
Perception 4 (+6), Expertise (Survival) 4 (-1)
OFFENSE
INITIATIVE -2
Trample Close, Damage 11
DEFENSE
DODGE -1 FORTITUDE 15
PARRY -1 TOUGHNESS 12
WILL 2
POWER POINTS
ABILITIES 12 SKILLS 8
POWERS 25 DEFENSES 7
ADVANTAGES 4 TOTAL 66
DUCKBILL DINOSAURS
The ‘duckbills’ were one of the most successful groups of
herbivorous dinosaurs in the Late Cretaceous.
Descended from the iguanodonts, duckbills were once
believed to be marsh dwellers but are now known to be
herd animals like deer and antelope. Lacking the obvious
weaponry of the ceratopsians or ankylosaurs, duckbills
were nonetheless capable of defending themselves with
their massive tails and probably could deliver damaging
kicks with their rear legs like a modern horse. Some
species also grew quite large.
ADVANTAGES OFFENSE
All-out Attack, Power Attack INITIATIVE +0
Club Tail +6 Close Damage 14
SKILLS Unarmed +6 Close, Damage 9
Perception 4 (+6), Expertise (Survival) 4 (+0)
DEFENSE
OFFENSE DODGE 2 FORTITUDE 12
INITIATIVE -2 PARRY 4 TOUGHNESS 12/14*
Unarmed +6 Close, Damage 9 WILL 2 *Armor Plates
OFFENSE
INITIATIVE -2
Tail +6 Close Damage 14
Unarmed +6 Close, Damage 9
DEFENSE
DODGE 2 FORTITUDE 12
PARRY 4 TOUGHNESS 10/12*
WILL 2 *Back Plates
POWER POINTS
ABILITIES 4 SKILLS 7
POWERS 33 DEFENSES 12
ADVANTAGES 2 TOTAL 58
TERROR CROCODILE
Stegosaurus was one of the first examples of
dinosaurian defense weaponry taken to extreme, with its
lethal tail spikes and, of course, its spectacular back
plates. The purpose of these plates, has been much
debated, with some contending they were for display
only, others suggesting that they functioned as an
exterior thermostat, similar to an African elephant’s ears.
ARMORED DREADNAUGHT Their edges, however, were quite sharp, so it is likely that
the stegosaur’s bizarre ornaments fulfilled all three
The tank-like Ankylosaurus sprang up in the Late purposes – and living in the same environment as the
Cretaceous, adapting heavy, spiked, tortoise-like armor, Jurassic allosaurs, defense was a likely a priority in any
and a massive club tail – well-suited to sharing an case. Stegosaurus also claims the dubious honor of
environment with T. rex. One swipe from the clubbed tail being the stupidest of dinosaurs, with its brain famously
could easily break a tyrannosaur’s leg, and it is believed being the size of a walnut. (Str35)
T. rex fed less frequently on Ankylosaurus than other
herbivorous dinosaurs.
STEGOSAURUS
STEGOSAURUS PL10
STR STA AGI DEX FGT INT AWE PRE
9 6 0 -2 3 -4 1 -4
POWERS
Back Plates: Protection 6, Limited to back • 6 points
Growth: Growth 7 (Innate; Permanent) • 14 points
Scaly Hide: Protection 4 • 4 points
Senses 3 (Low-Light Vision, Scent, Track) • 3 points
Spiked Tail: Strength-based Damage 4, Reach 2 • 6 points
ADVANTAGES
All-out Attack, Power Attack
ULTINATE DEFENSE
Predator/prey biomechanics have never been more
evident than between the two deadliest rivals
in the dinosaur world – T. rex and
Triceratops. At no time in history have
two opponents ever developed such devastating
weaponry. Amusingly, some have suggested that
Triceratops’ massive horns and shield were intended
merely for display.
While many animals do have adaptations for an
intimidating bluff, they are low-energy-cost appendages,
not heavy-duty fixtures anchored in bone – those have
practical, utilitarian use. A cobra hood, for example, is for
display, or a lion’s mane. Horns, on the other hand, are
for fighting; and while they certainly can be used for
intimidation or inter-species combat, pity the wolf who
doubts the practical use of a deer’s spikes. And besides
the simple presence of Triceratops’ robust, six-foot horns,
there is also the specific angle in which they evolved -
TRICERATOPS right into the belly of a Rex.
Some have also suggested that Triceratops’ neck frill was
TRICERATOPS PL11 too thin to act as a shield. This overlooks the obvious.
No doubt the frill was an effective display – but it also
STR STA AGI DEX FGT INT AWE PRE provided anchor points for the muscles that powered the
10 7 0 -2 4 4 2 0 head and its lethal horns. It was also right over the neck
- it would have had to serve as a shield whether it was
POWERS intended to or not. And the supposed frailty of the shield
is actually similar to the sturdy but economically light skull
Growth: Growth 8 (Innate; Permanent) • 16 points
Scaly Hide: Protection 4 • 4 points
of T. rex itself. Like an oyster shell or an eggshell, the frill
Senses 4 (Low-Light Vision, Scent) • 4 points was quite strong in certain directions, with good tensile
Shield: Protection 6, Limited to head and neck • 11 points strength.
‘Three Horned Face’: Strength-based Damage 4, The shield was also quite sharp, and Just as the horns of
Penetrating 10 • 14 points the Triceratops are angled unerringly at the T. rex’ belly,
the shield is positioned in such a way that it would slash
ADVANTAGES any attacking T. rex that went for its neck right across the
All-out Attack, Improved Critical (Horns), Power Attack face and eyes. So, while perhaps more lightly
constructed than first suspected, the Triceratops’ frill was
SKILLS quite a functional defensive shield. (Str40)
Perception 8 (+10), Expertise (Survival) 4 (+0)
OFFENSE
INITIATIVE +0
Horns +7 Close Damage 14 (Penetrating 10) Crit. 19-20
DEFENSE
DODGE 2 FORTITUDE 13
PARRY 4 TOUGHNESS 11/13*
WILL 2 *Shield
POWER POINTS
ABILITIES 8 SKILLS 4
POWERS 27 DEFENSES 12
ADVANTAGES 2 TOTAL 53
Tyrannosaurus rex was among the last of the dinosaurs
to evolve, flourishing near the very End of the Dinosaurs’ REAL NAME: TYRANNOSAURUS REX (GENUS-SPECIES)
reign. The thesis-statement of theropod evolution, the T. OCCUPATION: TOP PREDATOR
rex was the largest of the fleet-footed and strong-jawed BASE: PREHISTORIC NORTH AMERICA
tyrannosaur-clan, which ruled North America during the
Late Cretaceous.
HEIGHT: 18’ WEIGHT: 6 – 8 TONS
The tyrannosaurs were mostly wiped out at the end of the EYES: RED HAIR: NONE
Cretaceous period, along with the rest of the Dinosaurs,
over sixty-million years ago. Isolated pockets have
survived, however, and continue to exist in various places
around the world – notably on Skull Island the Japanese
Islands, Pellucidar, Skartaris and the
Savage Land. There were also
once rumors of a small population
living in the American Southwest
near the end of the 19th Century.
T. rex’ relative youth in the
fossil beds has also preserved
a significant amount of DNA
material, which has facilitated
efforts at modern- day cloning. (Str40)
PERSONALITY
T. rex has been speculated as a temperamental
sort, prone to interspecies conflict. Modern
examples, cloned and remnant species,
demonstrate high levels of aggression,
although are known to respond to scent
and other stimuli like dogs, their human
handlers learning to curb their natural
aggression with the proper movements
and manners.
10 9 0 -1 8 -4 3 0
POWERS OFFENSE
Growth: Growth 8 (Innate; Permanent) • 16 points INITIATIVE +4
Scaly Hide: Protection 2 • 2 points Teeth +8 Close Damage 14 (Penetrating 10) Crit. 19-20
Senses 4 (Low-Light Vision, Scent, Track) • 4 points
DEFENSE
Teeth: Strength-based Damage 4, Penetrating 10 • 14 points
DODGE 5 FORTITUDE 12
ADVANTAGES PARRY 7 TOUGHNESS 11
WILL 3
All-out Attack, Improved Critical (Teeth), Improved Grab,
Improved Initiative, Power Attack POWER POINTS
SKILLS ABILITIES 18 SKILLS 6
POWERS 36 DEFENSES 15
Perception 8 (+11), Expertise (Survival) 4 (+0) ADVANTAGES 5 TOTAL 80
POWER POINTS
GWANGI PL11 ABILITIES 16 SKILLS 6
POWERS 36 DEFENSES 16
STR STA AGI DEX FGT INT AWE PRE ADVANTAGES 5 TOTAL 79
10 8 0 -1 8 -4 3 0
ALLOSAURUS OR T. REX?
POWERS
Gwangi is often referred to as an Allosaurus, because
Growth: Growth 8 (Innate; Permanent) • 16 points
Willis O'Brien labeled him as one in the original script
Scaly Hide: Protection 2 • 2 points back in the forties. However, O'Bie apparently didn't draw
Senses 4 (Low-Light Vision, Scent, Track) • 4 points much distinction between the big theropods, because he
Teeth: Strength-based Damage 4, Penetrating 10 • 14 points also referred to the T. rex in King Kong as an ‘allosaur’ on
set. In point of fact, both the Kong rex and Gwangi
ADVANTAGES himself (including the version created for the aborted
All-out Attack, Improved Critical (Teeth), Improved Grab, forties movie) were all based on the same iconic Charles
R. Knight painting of T. rex – instantly recognizable due
Improved Initiative, Power Attack
to the eye incorrectly placed in one of the nasal sockets,
SKILLS and thus too far forward on the skull – a trait also
reflected in the Rhedosaurus' head from Beast From
Perception 8 (+11), Expertise (Survival) 4 (+0) 20,000 Fathoms.
JURASSIC PARK T. REX OFFENSE
INITIATIVE +4
The now world-famous Jurassic Park was the first known
attempt at cloning extinct creatures for profit. Teeth +8 Close Damage 14 (Penetrating 10) Crit. 19-20
Unfortunately, as is often the case when profit is the
motivating factor, corners tend to get cut in order to
DEFENSE
maximize the bottom line. Glitches inevitably result, and DODGE 5 FORTITUDE 12
in this case, you had an island full of dinosaurs with PARRY 7 TOUGHNESS 11
jumbles of interacting DNA from a myriad of different WILL 3
creatures. These dinosaurs showed varying mutations; POWER POINTS
the T. rex demonstrated amphibian-style blindness to
moving objects, and the Velociraptors actually developed ABILITIES 18 SKILLS 6
POWERS 36 DEFENSES 15
the frog-like ability to change sex. More unfortunately
ADVANTAGES 5 TOTAL 80
than that, the construction standards of the zoo itself
represented more corner-cutting and the animals COMPLICATIONS
eventually escaped. All the animals in the park were
Genetic Abnormalities: The JP T. rex demonstrated
destroyed, but it has since been revealed that other amphibian style blindness to non-moving prey – a reflection
islands were used as genetic breeding warehouses, of the frog DNA used to create many of the Jurassic Park
retaining dinosaur populations of their own. This is to say dinosaurs. It is possible that this created problems with the
nothing of animals that may have escaped to the T. rex’ normally highly acute sense of smell as well. The
mainland. (Str40) Velociraptors also demonstrated amphibian gender-shifting
although this was never shown for T. rex.
Lysine Deficiency: All the dinosaurs at Jurassic Park were
PERSONALITY genetically designed to be unable to produce the amino-acid
lysine, so that, if they were to escape the island, they would
The Jurassic Park T. rex was a typical monster on the
quickly die without supplements. Nature solved the problem
loose. The mated pair on Site B demonstrated parental for them, however, with the herbivores eating high-lysine-
care, traveling many miles to search out a lost infant – content vegetation, while the carnivores ate the herbivores.
shown by both parents, as the male also demonstrated
aggressive protective instincts. The Jurassic Park T. rex
were also territorial and appeared to pair-bond. It is
unknown if this was true in historical tyrannosaurs, or a
reflection of the bio-genetic engineering that created
them.
ADVANTAGES
All-out Attack, Improved Critical (Teeth), Improved Grab,
Improved Initiative, Power Attack
SKILLS
Perception 8 (+11), Expertise (Survival) 4 (+0)
VASTASAURUS REX PL11 VASTAT0SAURUS REX
Vastatosaurus rex is a modern remnant dinosaur
STR STA AGI DEX FGT INT AWE PRE species descended from the prehistoric Tyrannosaurus
10 9 0 -1 8 -4 3 0 rex, and has been discovered inhabiting any of a series
of islands along the pacific chain. Most famous of these
POWERS was the notorious ‘Skull Island’ – home of the mighty
giant gorilla, known as ‘King Kong.’ Skull Island is
Growth: Growth 8 (Innate; Permanent) • 16 points believed to be the primary source of most of the
Scaly Hide: Protection 2 • 2 points prehistoric throwback species in evidence today;
Senses 4 (Low-Light Vision, Scent, Track) • 4 points protected by volcanic gases from the climate change that
Teeth: Strength-based Damage 4, Penetrating 11 • 154 killed the rest of the dinosaurs, the island had become a
points literal Lost World, a place where Mesozoic evolution had
continued unabated.
ADVANTAGES Because of its isolation, there was little infiltration from
All-out Attack, Improved Critical (Teeth), Improved Grab, invasive modern animals, save for the ‘Kong’ ape-
Improved Initiative, Power Attack species, which was apparently introduced, several million
SKILLS years ago. On Skull Island, the giant gorillas and the
Vastatosaurus were deadly enemies – fact, the V. rex
Perception 8 (+11), Expertise (Survival) 4 (+0) species seemed to have won the ages-long rivalry as
Kong himself was apparently the last surviving member
OFFENSE of his species. Skull Island eventually sank into the sea,
INITIATIVE +4 but remnant animals have been discovered on other
Teeth +8 Close Damage 14 (Penetrating 10) Crit. 19-20 islands – particularly those near the isles of Japan….
where the nuclear testing was done during the fifties
DEFENSE NOTE: V. rex also retains the characteristic forward-
DODGE 5 FORTITUDE 12 oriented eye of the Charles R. Knight painting, consistent
PARRY 7 TOUGHNESS 11 with both Gwangi and the original Kong rex.
WILL 3
POWER POINTS
ABILITIES 18 SKILLS 6
POWERS 37 DEFENSES 15
ADVANTAGES 5 TOTAL 81
PERSONALITY
Vastatosaurus rex was the apex predator on the
legendary Skull Island. Extremely heavily built
descendants of Cretaceous tyrannosaurs, the
Vastatosaurus were pack hunters that traveled in family
groups, and were very territorial, with both the raptor-like
Venatosaurus and the giant Megaprimatus kong apes
that shared the island.
Like another remnant species, Gwangi of Lost Valley, the
teen-aged juvenile Vastatosaurus rex demonstrated a
tendency to charge literally anything that moved, not
even waiting to swallow it’s current mouthful, before
chasing off after something else – possibly suggesting
that the slightly under-sized Gwangi, might have also
been a fast-growing juvenile.
The Vastatosaurus also seemed to really like the smell of
human beings, chasing them, Hail Mary, right off the
edges of cliffs. (Str40).
OTHER TYRANNOSAURS
GORGOSAURUS PL11 77 POINTS
Abilities: Str 9 Sta 8 Agi 0 Dex -1 Fgt 8 Int -4 Awe 3 Pre 0
Powers: Growth: Growth 7 (Innate; Permanent), Scaly
Hide: Protection 2, Senses 4 (Low-Light Vision, Scent,
Track), Teeth: Strength-based Damage 4, Penetrating 8
Advantages: All-out Attack, Improved Critical (Teeth),
Improved Grab, Improved Initiative, Power Attack
Skills: Perception 8 (+9), Expertise (Survival) 4 (+6)
Offense: Initiative +4, Teeth +8, Close Damage 13
(Penetrating 8) Crit. 19-20
Defense: Dodge 6, Parry 8, Fortitude 12, Will 3, Toughness
10
Totals: Abilities 18 + Powers 32 + Advantages 5 + Skills 6 +
Defenses + 16 = 77
Gorgosaurus libratus (sometimes synonymous with
‘Albertosaurus) is a smaller, faster, earlier relative of T.
rex. It is the first true giant of the clan, with typical large
head, reduced forelimbs, and adaptations for speed.
Adult Gorgosaurus were likely the fastest runners of any
large theropod. It’s teeth were more blade-like than T.
rex, and it’s general structure was more gracile than it’s DASPLATOSAURUS PL11 78 POINTS
contemporary tyrannosaur cousin, Daspletosaurus, Abilities: Str 9 Sta 8 Agi 0 Dex -1 Fgt 8 Int -4 Awe 3 Pre 0
suggesting that the Gorgosaurus specialized in hunting
the abundant hadrosaurs, as opposed to the heavy-duty Powers: Growth: Growth 7 (Innate; Permanent), Scaly
Hide: Protection 2, Senses 4 (Low-Light Vision, Scent,
horned ceratopsians, which would have been specialty of
Track), Teeth: Strength-based Damage 4, Penetrating 9
the Daspletosaurus. (Str35)
Advantages: All-out Attack, Improved Critical (Teeth),
Improved Grab, Improved Initiative, Power Attack
Skills: Perception 8 (+9), Expertise (Survival) 4 (+6)
Offense: Initiative +4, Teeth +8, Close Damage 13
(Penetrating 9) Crit. 19-20
Defense: Dodge 5, Parry 7, Fortitude 12, Will 3, Toughness
10
Totals: Abilities 18 + Powers 33 + Advantages 5 + Skills 6 +
Defenses + 16 = 78
ADVANTAGES
All-out Attack, Improved Grab, Improved Initiative
SKILLS
Perception 8 (+10), Expertise (Survival) 4 (+6)
OFFENSE
INITIATIVE +3
Claws +7 Close Damage 12
Teeth +7 Close Damage 13
DEFENSE
DODGE 4 FORTITUDE 12
PARRY 5 TOUGHNESS 11
WILL 2
POWER POINTS
ABILITIES 14 SKILLS 6
POWERS 26 DEFENSES 13
ADVANTAGES 3 TOTAL 62
DEFENSE
DODGE 4 FORTITUDE 12
PARRY 4 TOUGHNESS 10
WILL 2
POWER POINTS
ABILITIES 14 SKILLS 6
POWERS 24 DEFENSES 13
ADVANTAGES 3 TOTAL 60
3 3 2 0 7 -4 3 0
VENATOSAURUS PL10 71 POINTS
POWERS Abilities: Str 7 Sta 7 Agi 2 Dex 0 Fgt 8 Int -4 Awe 3 Pre 0
Claws: Strength-based Damage 4 • 4 points
Leaping: Leaping 1 • 1 point Powers: Claws: Strength-based Damage 4, Growth: Growth
Scaly Hide: Protection 2 • 2 points 3 (Innate; Permanent), Leaping: Leaping 1, Scaly Hide:
Senses 3 (Low-Light Vision, Scent, Track) • 3 points Protection 1, Senses 3 (Low-Light Vision, Scent, Track),
Teeth: Strength-based Damage 3 • 3 points Teeth: Strength-based Damage 3
ADVANTAGES
Fast Grab, Improved Critical (Claws), Improved Grab,
Improved Initiative
SKILLS
Perception 8 (+11), Expertise (Survival) 4 (+6), Stealth 4 (+8)
OFFENSE
INITIATIVE +2
Claws +8 Close Damage 7 Crit. 19-20
Teeth +8 Close Damage 6
DEFENSE
DODGE 8 FORTITUDE 7
PARRY 8 TOUGHNESS 5
WILL 3
Devil Dinosaur is a mutant Tyrannosaurus rex from a
parallel reality (Earth 78411), closely associated with the REAL NAME: DEVIL DINOSAUR
mainstream Marvel Universe, wherein dinosaurs and OCCUPATION: TOP PREDATOR, ADVENTURER
hominids existed side-by-side. The nature of Devil’s BASE: SAVAGE LAND, THE VALLEY OF THE FLAME
mutation is unknown, although it is known that the
creatures of his Valley were experimented on by
HEIGHT 25’ WEIGHT: UNREVEALED
Celestials. Devil was also exposed as a hatchling to a EYES YELLOW HAIR: NONE
chemical bath of lava, which burned his skin red. In any
case, Devil is far stronger, more intelligent, and more the two realities (including an instance where Godzilla –
durable than any normal T. rex. shrunk to T. rex size was transported to the Valley of the
Devil’s story begin when his mother was attacked and Flame), so that Devil Dinosaur and Moon Boy eventually
killed by the vicious group of hairy hominids known as the found their way to Marvel Earth, living for a time incognito
‘Killer Folk’, who then turned upon Devil and his fellow in downtown Manhattan (or as incognito as a 25 foot T.
hatchlings. The Killer Folk killed all of Devil’s brothers rex can be), although they eventually settled in the more
and sisters, but found Devil himself a handful; unable to congenial, dinosaur-inhabited Savage Land, where he
kill him with their spears, they forced him into the has had amicable dealings with Ka-Zar. (Str42)
chemical rich lava, and left him for dead. Devil was
rescued, however, by Moon Boy – a member of the PERSONALITY
‘Small Folk’ – another, more peaceful group of hominids
sharing the Valley – who nursed him back to health. Devil Dinosaur is a T. rex first, albeit a super-intelligent
Devil Dinosaur and Moon Boy adopted each other after one. He doesn’t normally eat hominids unless they upset
that, and Devil grew to be the mightiest creature in the him – the Killer Folk he will attack and kill on sight. Devil
Valley of the Flame. The close association of Earth is devoted to Moon Boy, although he is intelligent enough
78411 to the mainstream Marvel Universe, however, to align and cooperate with other humans and creatures
caused a lot of cross-dimensional instability between as well.
.
DEVIL DINOSAUR PL13
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
11 11 3 3 8 0 3 1
POWERS DEFENSE
Growth: Growth 8 (Innate; Permanent) • 16 points DODGE 6 FORTITUDE 16
Scaly Hide: Protection 3 • 3 points PARRY 6 TOUGHNESS 14
WILL 8
Senses 4 (Low-Light Vision, Scent, Track) • 4 points
Teeth: Strength-based Damage 5, Penetrating 10 • 15 points POWER POINTS
ADVANTAGES ABILITIES 48 SKILLS 7
POWERS 38 DEFENSES 18
All-out Attack, Fast Grab, Fearless, Improved Critical (Teeth), ADVANTAGES 7 TOTAL 118
Improved Grab, Improved Initiative, Power Attack
COMPLICATIONS
SKILLS Enemies: Killer Folk.
Close Combat: Teeth 2 (+10), Perception 8 (+9), Expertise Relationships: Devil’s primary relationship is with his
(Survival) 4 (+6) companion, the young hominid, Moon Boy, although now that
he has relocated in the Savage Land on mainstream Marvel
OFFENSE Earth, he has contacts with Ka-Zar the Savage and Shanna
INITIATIVE +6 The She-Devil, and had one surprisingly amicable
Teeth +10 Close Damage 16 (Penetrating 10) Crit. 19-20 partnership with Godzilla..
DUNKLEOSTEUS
DUNKLEOSTEUS PL8
STR STA AGI DEX FGT INT AWE PRE
9 6 1 1 4 -5 1 -4
POWERS
Growth: Growth 6 (Innate; Permanent) • 10 points
Thick Hide: Protection 3 • 3 points
Senses 2 (Low-Light Vision, Scent) • 2 points
Swimming 4 (8 MPH) • 2 points
Teeth: Strength-based Damage 4 • 4 points one fiftieth of a second - which created a strong suction
force, pulling fast prey into its mouth. Usually a fish has
ADVANTAGES either a powerful bite or a fast bite, but not both. This is
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab, possible due to the unique engineering design of its skull
Improved Critical (Bite) 4, Power Attack
and the different muscles used for opening and closing,
SKILLS and it made this fish into one of the first true apex
Athletics 4 (+6), Close-Combat: Bite 1 (+3), Perception 5 (+6) predators seen in the vertebrate fossil record.
Dunkleosteus was a placoderm, a diverse group of
OFFENSE armored fishes that dominated aquatic ecosystems
INITIATIVE +1 during the Devonian, from 415 million to 360 million years
Bite +3 Close Damage 13 (Penetrating 8) Crit. 19-20 ago. Dunkleosteus' bladed jaws suggest that it was
Trample Close, Damage 12 among the first vertebrates to use rapid mouth opening
and a powerful bite to capture and fragment evasive prey
DEFENSE prior to ingestion.
DODGE 0 FORTITUDE 10 To determine the bite force, scientists used the fossilized
PARRY 0 TOUGHNESS 9 Dunkleosteus skull to recreate the musculature of the
WILL 2 ancient fish. This biomechanical model showed the jaw's
POWER POINTS force and motion, and revealed a highly kinetic skull
driven by a unique mechanism based on four rotational
ABILITIES -2 SKILLS 5
joints working in harmony. The extinct fish had the
POWERS 19 DEFENSES 8
ADVANTAGES 4 TOTAL 35.. strongest bite of any fish ever, and one of the strongest
bites of any animal, rivaling the bites of large alligators
and Tyrannosaurus rex. Thus, Dunkleosteus was able to
BIGGEST OF THEM ALL? feast on armored aquatic animals that also lived during
Dunkleosteus terrelli lived 400 million years ago, grew the Devonian, including sharks, arthropods, ammonoids,
up to 33 feet long and weighed four tons. This predator's and others protected by cuticle, calcium carbonate, or
bite was remarkably powerful – the bladed dentition dermal bone.
focused the bite force into a small area, the fang tip, at an Dunkleosteus could eat anything in its environment. The
incredible force of 80,000 pounds per square inch. bladed jaws, capable of ripping apart prey larger than its
This fish could also open its mouth very quickly - in just own mouth, was a feature sharks didn't develop until 100
million years later. (Str35)
PIRANHADON
PIRANHADON PL9
STR STA AGI DEX FGT INT AWE PRE
11 9 3 2 4 -5 1 -4
POWERS
Growth: Growth 8 (Innate; Permanent) • 16 points
Thick Hide: Protection 2 • 2 points
Senses 2 (Low-Light Vision, Scent) • 2 points
Swimming 4 (8 MPH) • 2 points
Teeth: Strength-based Damage 4 • 4 points
ADVANTAGES
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab,
Improved Critical (Bite) 4, Power Attack
SKILLS
Athletics 4 (+6), Close Combat: Bite 1 (+3), Perception 5 (+6)
OFFENSE
INITIATIVE +2
Bite +3 Close Damage 15 (Penetrating 8) Crit. 19-20
Slam +4 Close Damage 11
DEFENSE PREDATOR X
DODGE
PARRY
0
0
FORTITUDE
TOUGHNESS
11
12 PREDATOR X PL12
WILL 2
STR STA AGI DEX FGT INT AWE PRE
POWER POINTS 11 7 2 2 4 -4 -1 -3
ABILITIES 12 SKILLS 5
POWERS 25 DEFENSES 3 POWERS
ADVANTAGES 4 TOTAL 45
Growth: Growth 8 (Innate; Permanent) • 16 points
Thick Hide: Protection 6 • 6 points
SKULL ISLAND RIVERMONSTER Senses 1 (Low-Light Vision, Scent) • 1 point
The giant Piranhadon is a prehistoric remnant species Swimming 4 (8 MPH) • 2 points
native to the infamous Skull Island, a fifty-foot long fish Teeth: Strength-based Damage 5 • 5 points
resembling Dunkleosteus in appearance, although the
Piranhadon is a fresh-water river-dweller, as opposed to ADVANTAGES
ocean-going Dunkleosteus. Piranhadon also does not All-out Attack, Fast Grab, Improved Hold (Teeth), Power
possess the heavily armored hide common among the Attack
Devonian-era sea creatures, and neither does it possess
the bladed jaws of Dunk, suggesting that it was not as SKILLS
strong a biter either – at least proportionately, because
Athletics 4 (+6), Close Combat: Bite 3 (+7), Perception 5 (+6)
Piranhadon was much larger than Dunkleosteus, and its
needle-studded mouth could open nearly 180 degrees, OFFENSE
giving it a fearsome gape, for biting largish prey. Its size
and aggressive nature make it extremely dangerous to INITIATIVE +2
human-sized prey. Piranhadon was also known to chase Teeth +8 Close Damage 16
its victims up onto shore like a Killer Whale. (Str42) Slam +8 Close Damage 11
DEFENSE
DODGE 4 FORTITUDE 13
PLESIOSAURS
PARRY
WILL
4
2
TOUGHNESS 13 ELASMOSAURUS PL8
POWER POINTS STR STA AGI DEX FGT INT AWE PRE
ABILITIES 10 SKILLS 6 9 6 2 2 4 -4 1 -3
POWERS 30 DEFENSES 17
ADVANTAGES 4 TOTAL 67 POWERS
Growth: Growth 6 (Innate; Permanent), Protection 2 • 14
PREDATOR X points
Senses 2 (Low-Light Vision, Scent) • 2 points
Predator X was an enormous pliosaur – sort of an Swimming 4 (8 MPH) • 2 points
evolutionary opposite of the long-necked plesiosaurs. Long-Neck: Improved Grab, Reach 2 • 3 points
Pliosaurs were essentially giant reptilian seals, with the Teeth: Strength-based Damage 2 • 2 points
jaw structure of crocodiles. Although some size
estimates have been exaggerated, Predator X likely ADVANTAGES
reached lengths of fifty-feet or more, and is easily in All-out Attack, Fast Grab, Improved Hold (Teeth), Power
contention as one of the largest predators in Earth Attack
history. Pliosaurs, like seals, were highly maneuverable,
and combined with their croc-like jaws, they would have SKILLS
been capable of very active hunting. Assuming that its Athletics 4 (+6), Close Combat: Bite 1 (+3), Perception 5 (+6)
jaws had similar leverage to the modern crocodile,
Predator X would have also had one of the most powerful OFFENSE
bites ever, comparable to the giant white shark, INITIATIVE +2
Megalodon. (Str42) Bite +3 Close Damage 11
Slam +4 Close Damage 11
DEFENSE
DODGE 4 FORTITUDE 10
PARRY 4 TOUGHNESS 8
WILL 2
POWER POINTS
ABILITIES 10 SKILLS 5
POWERS 25 DEFENSES 3
ADVANTAGES 4 TOTAL 43
ADVANTAGES
Fast Grab, Improved Hold (Beak), Move-By Action
SKILLS
Perception 6 (+9), Stealth 4 (+5)
OFFENSE
INITIATIVE +2
Beak +2 Close Damage 7
DEFENSE
OTHER SEA-MONSTERS DODGE
PARRY
6
4
FORTITUDE
TOUGHNESS
9
6
Ichthyosaurus: A wide-ranging group of sea-going WILL 2
reptiles, analogous to modern sharks or dolphins.
Although there is fragmentary evidence of giant POWER POINTS
specimens most known ichthyosaurs were around ten to ABILITIES 12 SKILLS 5
twelve feet. An Ichthyosaurus would stat similar to a POWERS 15 DEFENSES 12
similarly – sized shark with the added complication of ADVANTAGES 3 TOTAL 49
being air-breathing reptiles, forced to periodically return
to the surface, although at least one species, FLYING GIANTS
Shastasaurus pacificus, approached Megalodon-
proportions (Growth 8), its narrow jaws possibly making The great pterosaurs were flying reptiles that ruled the
analogous to the modern sperm whale. skies throughout the Mesozoic era, most spectacularly in
Orthocones are a branch of Cephalopod mollusks that the scaled-up versions of sea-birds with the largest being
existed during the Late Ordovician and early Silurian, Pteranodon and the gigantic Quetzalcoatlus with its 40'
470-440 million years ago. ‘Orthocone’ refers to the long wingspan. Certain species had different adaptations,
straight shell that housed the mantel (body), giving the such as Rhamphorhynchus whose bill was filled with
creature the appearance of a long, cone-shaped, needle-like teeth for catching fish. (Str20)
armored squid. The largest known species, like
Cameroceras, are the size of modern giant squid. (Add
Protection 2 and Impervious Toughness 8)
Tylosaurus: Tylosaurus is a forty-foot, five-ton
mosasaur, a group of sea-reptiles related to modern
monitor-lizards, with eel-like bodies and barracuda-like
jaws. Tylosaurus was the largest known with stats similar
to Predator X with –2 ranks from STR and STA..
NOTE: The scientists at 'Jurassic World' genetically
engineered a giant mosasaur well over a hundred feet
long. No known sea-creature of any era grew to be that
large. Use Predator X' stats with +2 to STR and STA.
The specific origins of the cosmic entities known as the name, and include: Diablari the Bringer of Chaos: Brio of
Proemial Gods is still shrouded in mystery but it is Life, tasked with the welfare of fledgling life-forms; Aegis
known that they were a nearly omnipotent group of of All Sorrows, tasked with culling the living universe of
beings that were born in the wake of the Creation Event divergences and aberrations; Tenebrous of the Darkness
that birthed the current Marvel Universe. In the timeless Between, tasked with the Black – the living matter the
void following the initial birth, there was chaos, and the binds the universe and makes it whole; and Antiphon the
universe was formless and without intent. Cosmic Overseer, who was tasked with monitoring overall
Consonance demanded that there be order to balance Cosmic Consonance.
chaos, and as the modern cosmos coalesced into a These beings and their brethren shepherded the
functioning universe, the Proemial Gods emerged as burgeoning cosmos, maintaining the delicate balance
caretakers of the cosmic balance. between order and chaos. But as the young universe
From their initial creation the Proemial Gods were without
will or awareness, being simply the physical
manifestations of the tasks set before them, existing
BASE: THE LIVING UNIVERSE
purely to serve the living universe. However, over the KNOWN MEMBERS: AEGIS ANTIPHON, BRIO, DIABLERI,
following millennia, as the universe developed, this TENEBROUS, SEVEN OTHER UNNAMED MEMBERS
cosmic purpose evolved into self-awareness and each HEADQUARTERS: NONE
developed a form and personality suited to their function.
Only a few of these Proemial Gods are known by
VEHICLES: NONE
expanded and flourished, life began to thrive throughout
the cosmos. As new life-forms begin to take shape, their
own choices and actions taken grew to serve cosmic
consonance all on their own. It followed that the role of
the Proemial Gods was becoming obsolete. With the
birth of life, the age of the Proemial Gods was coming to
an end.
But as self-awareness had now evolved into these great
beings, a portion of their number refused to see
their age ended. Led by Diableri of Chaos, a faction of
these beings revolted against the works of Creation,
seeking to rework the cosmos in their own image. The
Proemial Gods were set against one another in a great
war that might have been lost but for the intervention of
the World Devourer, Galactus.
Galactus, a servant of the cosmic consonance separate
from the Proemial Gods, slew Diablari, and imprisoned
the only other two survivors of the cosmic rebellion, the
beings known as Aegis of All Sorrows and Tenebrous of
the Darkness Between, within the cosmic prison known
as Kyln. Over the following millennia, the Proemial Gods
were lost from universal memory.
Recently, however, the Kyln was shattered by the
Annihilation Wave, freeing both Aegis and Tenebrous.
They immediately embarked on a vengeance crusade
against Galactus, and resumed their own plans to
remake the universe. Although Galactus’ herald, the
Silver Surfer, seemed to have destroyed these last two
Proemial Gods once and for all, both Aegis and
Tenebrous appeared as part on the united front of
AEGIS PLX3/PL23 1116 POINTS
celestial entities, this time allied with Galactus and the A: Str 29 Sta 29 Agi 7 Dex 7 Fgt 10 Int 23 Awe 23 Pre 23
Celestials against the mutual threat of the invading Powers: Cosmic Entity: Immunity 30 (Fortitude), Impervious
Cancerverse’s powerful Galactus Engine (See entry for: Toughness 29, Proemial God: 245-point Array, AE: Cosmic
Galactus: Galactus Engine). Aegis was once again Energy: Energy Control 35 (Variable–Cosmic Descriptor),
seemingly killed and Tenebrous presumed killed, but both AE: Energy Absorption: Energy Absorption 35 (Variable,
have returned from seeming destruction before… which Adds to all Abilities and Powers), AE: Transform: Transform
35, Space Fight: Flight 20 (Space Travel 10), Teleport 30,
begs the question about Diableri and the rest of the Omniscience: Communication 30, Comprehend 30, Mind
Proemial Gods… Reading 20, Senses 30 (Cosmic Awareness), Summon 30
X-Level: The stat-boxes are the Proemial Gods at a (Brethren)
playable PL23. At X-level, they are PLX3 - all Powers
Advantages: All-Out Attack, Assessment, Benefit 35 [Status
and Abilities are assumed to be 20 with a +20 bonus for
(Proemial God), Connected, Contacts, Eidetic Memory
each X-rank (20x3=60) on all rolls. Equipment X, Fearless, Inventor, Jack of All Trades, Power
Attack, Ranged Attack 3, Ultimate Effort (Powers), Well-
AEGIS Informed
Skills: Close Combat: Unarmed 2 (+12), Expertise 9 (+35),
Aegis of All Sorrows was tasked with culling the living
universe of divergences and aberrations. Imprisoned by (Chemical, Electronic, Mechanical, Structural) Intimidation 9
(+35), Technology 6 (+34)
Galactus for millennia, she was repulsed at the random
nature of evolution in the modern universe. She was Offense: Initiative +7, Cosmic Energy +10 (Ranged Damage
seemingly destroyed when the Silver Surfer lured her into 35), Unarmed +12 (Close Damage 29)
the ‘Crunch’, but turned up alive and well in the battle Defense: Dodge 12, Parry 12, Fortitude Immune, Toughness
against the Galactus Engine. She was again destroyed 29, Will 23
in this conflict. It remains to be seen if she will return.
Totals: Abilities 302 + Powers 697 + Advantages 54 + Skills
(Str900) 13 + Defenses + 7 = 1116
Complications: Allies: Aegis allied with fellow Proemial
Gods, Tenebrous, and Diablari, along with a number of
unspecified brethren in the ancient war of the Proemial Gods.
In dire straits, like the war against the Cancerverse, she has
allied with the space-gods known as Celestials and even
Galactus himself. Enemy: Galactus; Giant: Aegis appears as
an armored giant with Growth 20, but this is an X-level
manifestation with no effect on her abilities.
TENEBROUS
Tenebrous of the Darkness Between, ‘tasked with the
black’ – the living matter that binds the universe and
makes it whole – joined with Diableri against universal
consonance. Although apparently destroyed by the
Silver Surfer, who trapped him in the energies of the
Crunch, Tenebrous was nevertheless present in the
battle against the Cancerverse’s Galactus Engine. His
fellow Proemial God, Aegis, was destroyed in the conflict
with Tenebrous missing in action. (Str1000)
PERSONALITY
The Punisher is a man driven by his hatred for criminals,
like those who killed his family. He is often judge, jury,
and executioner of people he deems as having broken
the law. His obsession with his own brand of justice
sometimes brings him into conflict with heroes who deem
his actions as criminal. Frank Castle is a bitter man with
no joy or happiness left in him.
3 3 5 5 12 1 2 1
EQUIPMENT OFFENSE
Automatic Pistols: Blast 3 (Extras: Multiattack) • 9 points INITIATIVE +9
Automatic Rifle: Blast 5 (Multiattack) • 20 points Automatic Pistols +13 Ranged, Damage 3, Crit. 19-20
Automatic Rifle +13 Ranged, Damage 5, Crit. 19-20
Grenades: Blast 7, Burst Area, Ranged Damage • 21 points
Grenades +13 Burst Area, Ranged Damage 7
Rocket Launcher: Ranged Damage 9, Burst Area Damage Rifle +13 Ranged, Damage 5, Crit. 19-20
7 (Limited to Five Shots) • 26 points Rocket Launcher +13 Ranged, Damage 9, Crit. 19-20
Flare Grenades: Dazzle Visuals 4 (Extras: Area- 30ft. Burst) Unarmed +15 Close Damage 3, Crit. 19-20
(Diminished Range -1) • 11 points
Standard Rifle: Blast 5 (Feats: Extended Range 2) • 12
DEFENSE
points DODGE 12 FORTITUDE 8
PARRY 12 TOUGHNESS 5/3*
Tear Gas Grenades: Affliction 4 (Dazed & Vision
WILL 8 *Without Defensive roll bonus
Impaired/Stunned & Disabled/Incapacitated) (Extra
Condition, Ranged) (Diminished Range -1) • 11 points POWER POINTS
ADVANTAGES ABILITIES
POWERS
66
0
SKILLS
DEFENSES
31
18
Accurate Attack, All-Out Attack, Assessment, Close Attack ADVANTAGES 46 TOTAL 161
(Melee) 3, Defensive Roll 2, Equipment 15, Improved Aim,
Improved Critical 4 (Guns), Improved Critical (Unarmed) 2, COMPLICATIONS
Improved Initiative, Luck, Jack-of-all-Trades, Mastery Enemies: The Kingpin, the mob, any and all criminals
(Military), Quick Draw, Ranged Attack 8 Nemesis: Jigsaw
Obsession: Punishing criminals for the deaths of his family
SKILLS Relationships: The Punisher has shunned most
relationships since the deaths of his family. He worked with
Athletics 7 (+10), Close Combat: Unarmed 3 (+15), the hacker Microchip for a time until killing him for his own
Deception 4 (+5), Expertise: Military 8 (+9), Insight 8 (+10), criminal activity. He has had limited partnerships with
members of the superheroic community, such as Spider-
Investigation 6 (+7), Perception 5 (+7), Persuasion 4 (+5), Man, Daredevil, and Wolverine, among others, although
Sleight of Hand 2 (+7), Technology 8 (+10), Vehicles 7 (+12) these are strained due to the Punisher’s lethal methods.
Once a lowly agent of S.H.I.E.L.D., Wendell Vaughn's life
changed when he donned a pair of Quantum Bands to
protect the devices from falling into the clutches of A.I.M.
agents. He found that once he put the devices on he
could control the energies the wristbands tapped into
better then any of the other S.H.I.E.L.D. agents that had
previously tried it. Nick Fury then recruited Wendell for
S.H.I.E.L.D.‘s Super-Agent program.
During a trip into space to learn the origins of the
Quantum bands, Quasar was contacted by Eon, the
guardian of Cosmic Awareness. He appointed Quasar
the Protector of the Universe (inheriting the title from the
now deceased Mar-Vell (Captain Marvel) and charged
him with the task of preventing his murder. Quasar failed
to save Eon, but stopped his killer, Maelstrom from
collapsing the universe into a giant black hole.
Quasar had long been an admirer of the Avengers and
was honored when Captain America asked him to join the
team. However, he found that his duties as Protector of
the Universe prevented him from giving the team his all.
When the creature known as Ego attempted to swallow
up the Earth into itself, Quasar absorbed Ego into his
Quantum Bands. To guard against Ego being released,
Quasar has been forced to exile himself into space.
Despite this, he remains one of the better-connected
heroes on Earth or space, and he has amassed a wide
dossier of contacts over the course of his extensive
including Makkari, Deathurge, the Blue Shield, Firelord,
Squadron Supreme, the Stranger, Jack of Hearts,
Moondragon, and many others.
While battling the Annihilation Wave alongside Nova,
Quasar was killed by Annihilus. The Quantum Bands--
and the mantle of Quasar--were then transferred to
Phyla-Vell.
Wendell was eventually restored to life in a Quantum
Energy form thanks to the scientists of Project Pegasus.
(Str5)
PERSONALITY
Wendell feels insecure as a superhero, even after a
distinguished tour with the army and S.H.I.E.L.D. and has
doubts about his duty as Protector of the Universe.
Nevertheless, he had been given the burden and lives up
to the responsibility.
1 2 2 2 5 1 4 4
POWERS OFFENSE
Quantum Bands: 132 points, Removable (-25 points) • 89 INITIATIVE +6
points Force Blast + 10 Ranged, Damage 16
Flight: Flight 14 (32,000 MPH), Movement 4 (Environmental Unarmed +5 Close Damage 1
Adaptation – Zero G, Space Travel 3) • 36 points
Force Field: Protection 12, Impervious; Immunity 10 (Life DEFENSE
Support) • 34 points
Force Manipulation: Array (38 points) DODGE 9 FORTITUDE 8
• Force Blast: Ranged Damage 16 • 32 points PARRY 9 TOUGHNESS 12/2*
• Force Constructs: Create 16, Dynamic • 2 points WILL 7 *Without Quantum Bands
• Lifting: Move Object 16, Dynamic • 2 points
• Force Bubble: Affects Others, Burst Area, and Range on POWER POINTS
Immunity 10 (Life Support) • 2 points
Scanning Beam: Senses 6, (Analytical Auditory, Chemical, ABILITIES 40 SKILLS 25
and Visual) • 6 points POWERS 89 DEFENSES 16
ADVANTAGES 6 TOTAL 176
ADVANTAGES
COMPLICATIONS
Connected, Power Attack, Ranged Attack 3, Teamwork
Idealist: Quasar is an old-fashioned idealist, and believes
SKILLS heroes should behave altruistically for the benefit of others.
Insecurity: Despite a distinguished tour at S.H.I.E.L.D.,
Athletics 4 (+4), Deception 2 (+3), Expertise: Espionage 6 Wendell still feels insecure as a super hero and questions
(+7), Expertise: Military 6 (+7), Intimidation 6 (+10), his worthiness to wear the Quantum Bands, although, since
Investigation 5 (+6), Perception 4 (+8), Persuasion 5 (+8), they have now become permanently attached he doesn’t
Ranged Combat: Energy Control 5 (+10), Technology 2 (+3), have much choice.
Vehicles 5 (+7) Responsibility: Protector of the Universe
PERSONALITY
Having vastly extended his own life, Rā’s al Ghūl is
arrogant in the extreme. With the benefits of his age and
experience, he considers himself superior to nearly
everyone. Thus, it is only natural that he can see and
understand things they cannot, and has the will to take
action where others hesitate. Though he claims to have
the best interests of the world at heart, Ra’s cares
nothing for individual human lives, save for the small
handful of people he respects. Even those—like his
beloved daughter Talia—cannot be allowed to stand in
the way of his plans.
4 5 3 4 14 9 5 7
EQUIPMENT OFFENSE
Sword (Strength-based Damage 3, Improved Critical) • 4 INITIATIVE +7
Sword +20 Close, Damage 7, Crit. 18-20
points
Unarmed +14 Close Damage 4
ADVANTAGES
DEFENSE
Accurate Attack, Assessment, Benefit 6 (The Demon’s DODGE 12 FORTITUDE 11
Head), Close Attack 4, Connected, Contacts, Defensive PARRY 14 TOUGHNESS 8/5*
Attack, Defensive Roll 3, Diehard, Equipment X*, Fearless, WILL 14 *Without Defensive Roll.
Great Endurance, Improved Critical (Sword), Improved
POWER POINTS
Defense, Improved Initiative, Inspire, Inventor, Jack-of-all-
ABILITIES 102 SKILLS 55
trades, Languages 5 (16 languages), Precise Attack (Close, POWERS 0 DEFENSES 24
Cover), Quick Draw, Ranged Attack 5, Startle, Takedown, ADVANTAGES 44 TOTAL 225
Weapon Bind, Well-informed
COMPLICATIONS
*Rā’s al Ghūl has as many ranks of Equipment as needed
Arrogance: Ra’s believes he knows what is best for
SKILLS everyone and the world, and that he alone has the will to do
what must be done to save it.
Acrobatics 3 (+6), Athletics 6 (+10), Close Combat: Sword Legacy: Ra’s is obsessed with his own mortality and the
2(+16), Deception 8 (+15), Expert: Biology 10 (+19), Expert: legacy he must leave to a worthy successor.
Criminal 15 (+24), Insight 8 (+13), Intimidation 8 (+15), Minions: Rā’s al Ghūl controls a vast global network of
followers called the Demon. The League of Assassins (made
Investigation 10 (+19), Perception 8 (+13), Persuasion 8
up of some of the most deadly killers in the world) is but a
(+15), Sleight of Hand 6 (+10), Stealth 4 (+7), Technology 4 part of this organization. Rā’s al Ghūl can be expected to
(+13), Treatment 6 (+15), Vehicles 4 (+8) have virtually any sort of mundane resource at his command.
ARCH-ENEMY
Ra’s Al Ghūl’s greatest and most persistent foe is the
Batman, whom he calls the “Detective” out of respect for
his intellect and deductive skills. Ra’s Al Ghūl’ has tried
on a number of occasions to convince the Dark Knight
Detective to become his successor and eventual heir to
his criminal empire.
Despite the Caped Crusader's continuing opposition tol
his plans, Rā’s al Ghūl has continued to pursue the Dark
Knight as a potential heir, particularly since his daughter
Talia is enamored of the Detective. Batman has always
refused such offers, branding himself Ra’s al Ghūl’s
enemy.
Due to his ambitions for global depopulation of humanity,
Rā’s al Ghūl has also been put into conflict with many of
the world’s other superheroes, particularly Batman’s
crime-fighting partners and his teammates in the Justice
League.
UBU LEAGUE OF ASSASSINS
Ubu is Ra’s al Ghūl’s loyal and omnipresent bodyguard The League of Assassins was founded hundreds of years
and strong-arm man. Tall, bald and massively muscled, ago by the immortal Rā’s al Ghūl as part of his large and
he typically stands with his arms folded and face fixed in shadowy organization known only as “the Demon.” As
a disapproving stare. Ubu says little, except to Rā’s al Ghūl’s own name meant “the Demon’s Head,” the
acknowledge his master’s commands, and is utterly loyal league he founded chose to call itself “the Demon’s
to Ra’s. (Str17) Fang.”
Over the centuries, the League of Assassins was
responsible for thousands of killings, and the payment for
UBU PL8 - 93 POINTS each murder added to the vast coffers of the Demon.
Abilities: Str 5 Sta 5 Agi 1 Dex 2 Fgt 9 Int 0 Awe 1 Pre 1 Some League assassins followed the orders and
methods of Doctor Ebeneezer Darrk, who used
Advantages: All-out Attack, Chokehold, Defensive Roll 2,
ambushes and deathtraps, while others trained in martial
Fast Grab, Great Endurance, Improved Grab, Improved Hold,
Improvised Weapon, Interpose, Power Attack, Takedown arts under the tutelage of Rā’s al Ghūl’s father, the
immortal Sensei.
Skills: Athletics 4 (+9), Close Combat: Unarmed 2 (+11), The League of Assassins marked for death any member
Insight 4 (+5), Intimidation 6 (+7), Perception 4 (+5), Ranged
assassin who failed in their mission, and they would be
Combat: Throwing 6 (+8), Treatment 2 (+2), Vehicles 4 (+6)
given as targets to apprentices hoping to qualify for
Offense Initiative +1, Unarmed +11 (Close Damage 5) League membership. Other League hopefuls were
Offense Initiative +1, Unarmed +11 (Close Damage 5) initiated into its ranks after they successfully made a
Defense: Dodge 8, Parry 9, Fortitude 10, Toughness 7/5*, major killing in public, as when the assassin known as the
Will 6 *Without Defensive Roll Hook killed circus acrobat Boston Brand (leading to the
Totals: Abilities 48 + Powers 0 + Advantages 12 + Skills 16 birth of Deadman); Hook would later go on to join the
+Defenses 17 = Total 93 League’s elite as one of Rā’s al Ghūl’s Seven Men of
Death.
Complications: Disability: Osiris cannot walk in his mortal
The Demon’s Head requires the League to supply
form. Guilt: Osiris is overcome by the guilt of accidentally
killing the Persuader. Power Loss: Osiris loses his powers members for and train the Tribe of Ubu, Rā’s al Ghūl’s
and reverts to his mortal form when he speaks Black Adam’s personal protectors. Yet in hopes of creating an even
name. Relationship: Osiris is very close to his sister, Isis, more loyal and capable bodyguard, Rā’s assigned
and his brother-in-law, Black Adam. League assassin David Cain to a long-term project that
led to Cain recruiting the deadly Lady Shiva and fathering
a daughter, Cassandra (See primary entry for: Lady
Shiva).
Cassandra Cain was raised by her father to be the
Demon’s personal guard, assisted in her training by a
member of the League named Alpha.
After Nyssa al Ghūl killed her father, she founded her
own League of Assassins and lured Cassandra Cain
away from the role she had chosen as Batgirl (See
individual entry for: Batgirl: Cassandra Cain) to lead the
new League.
After the League of Assassins assisted the Society of
Super Villains in a worldwide prison break, Cassandra
Cain abandoned the League and control was retaken by
Rā’s al Ghūl’s other daughter Talia, who had Nyssa killed
by Lady Shiva as part of her preparation to resurrect her
father.
Following his eventual rebirth, Rā’s al Ghūl once again
promptly seized control of the League of Assassins, and
despite a blow dealt to the organization by Tim Drake in
his Red Robin guise, the Demon continues to use his
Fangs to spread death and terror all around the entire
globe.
TALIA
Of Rā’s al Ghūl’s various children, only his daughter Talia
has been her father’s true and dutiful servant. Raised as
a part of her father’s criminal organization, “the Demon’s
Daughter” learned everything she needed to become a
worthy successor, from combat to leadership and, most
of all, unquestioning loyalty to her father.
Things changed when Dr. Darkk, a member of the
League of Assassins, betrayed Ra’s and attempted a
coup. He took Talia prisoner, but Batman rescued her.
From that time on, she was captivated by the Dark Knight
Detective. Talia later shot and killed the traitor Darkk to
save Batman’s life.
Talia's father engineered the kidnapping of Batman's
partner, Robin, telling Batman that Talia herself had also
been abducted, as part of an elaborate scheme to test
Batman’s worthiness to marry his daughter and therefore
become his heir.
In spite of his attraction to Talia, the Dark Knight refused
al Ghūl’s offer. Since then, Talia has constantly been torn
between her love for the Batman and her loyalty to her
father.
Furthermore, Talia and the Batman’s doomed romance
has also produced a child, a son who Talia named
Damien and she kept hidden from Bruce Wayne for
several years, before eventually leaving him in his
father’s care.
But even this seemingly innocent act was a double-sided
Machiavellian plot, however, as Talia had intended
Damien’s sudden appearance to distract Batman from
the activities of the Demon and the League of Assassins.
(Str7)
20 - 0 0 6 - 1 -
POWERS OFFENSE
Armor: Protection 20, Impervious Toughness 12 • 32 points INITIATIVE +0
Flight: Flight 6 (120 mph) • 6 points Solar Blade +10 Damage 19, Crit. 19-20
Growth: Groundstrike (Burst Area Affliction 10, Resisted by Unarmed +10 Close Damage 20
Fortitude; Vulnerable, Defenseless, Involuntary with every Weapons Systems +10 Ranged Damage
footstep), Growth 18 (Innate; Permanent), Strike 6 • 52
points DEFENSE
Robot: Immunity 30 (Fortitude) • 30 points DODGE 0 FORTITUDE Immune
Weapons Systems: Array (40 points) PARRY 0 TOUGHNESS 20
• Laser Gattling Gun: Ranged Damage 19 • 38 points WILL Immune
• Solar Blade: Damage: 19 (DC 20; Penetrating 12) • 1 point
• Power Blaster: Ranged Damage 19 • 1 point POWER POINTS
ABILITIES -26 SKILLS 12
ADVANTAGES POWERS 164 DEFENSES 16
All-Out Attack, Great Endurance, Favored Foe (Kaiju), Power ADVANTAGES 4 TOTAL 169
Attack
COMPLICATIONS
SKILLS Giant Robot: Red Ronin, no matter who is piloting him, falls
Close Combat 4 (+10), Intimidation 10 (+10) Ranged into the category of ‘Kaiju’, and tends to cause panic
Combat: Weapons Systems 10 (+10) wherever he appears.
Red Sonja was the child of a partially disabled veteran
turned farmer. She desired to learn the ways of
swordplay, and was jealous of her brother who had the
opportunity to learn. Everything change, however, when
she was but sixteen, and a band of armed men came to
the family farm demanding her father rejoin the King's
army. When he refused, Sonja's family was slaughtered,
and Sonja herself suffered the humiliation of being gang-
raped and left for dead.
Surviving and wearing vengeance, Sonja was met by an
unknown goddess who granted her strength and skill at
arms. Now she was the warrior woman who would
become known as ‘Red Sonja’ and she set out upon a
vengeance quest after the men who slaughtered her
family and abused her, swearing that no man would have
her who could not defeat her in fair combat, carving out a
name for herself throughout the Hyperborean era that
rivaled that of Conan the Barbarian. (Str8)
PERSONALITY
The ‘She-Devil with a Sword’ pretty much covers it – and
if it didn’t, her fiery red mane and blade-laden figure
should fill in the gaps. Having suffered such terrible
abuse and humiliation at the hands of men, Red Sonja is
hellbound and determined to prove herself the better of
any man, on their own terms, whether it’s out-drink or
out-fight.
Red Sonja has embraced the rogue’s life of thievery and
violence, and she wears her scant armored bikini on her
spectacular figure as a virtual provocation to any man
that might dare challenge her sword for a shot at her
body.
Despite her life as a rogue, however, she can be drawn
into causes if they seem just, particularly if they involve
the subjugation of women.
2 3 5 7 14 2 3 2
EQUIPMENT OFFENSE
Bow and Arrows: Ranged Damage 3 • 3 points INITIATIVE +9
Battle-Ax +16 Close Damage 5, Crit. 19-20
Battle-Ax: Strength-based Damage 3 • 3 points
Bow +15 Ranged, Damage 5, Crit. 19-20
Chain Mail: Protection 3 • 3 points Sword +18 Close Damage 5 Crit. 19-20
Sword: Strength-based Damage 3 • 3 points Unarmed +14 Close Damage 2
ADVANTAGES DEFENSE
Accurate Attack, All-out Attack, Attractive 2, Defensive Roll 4, DODGE 14 FORTITUDE 11
PARRY 14 TOUGHNESS 10/7*/3**
Diehard, Equipment (Sword and Armor), Extraordinary Effort,
WILL 18 *W/Armor**W/Defensive roll bonus
Fearless, Great Endurance, Improved Critical (Battle Ax,
Bow, Sword), Improved Defense, Improved Initiative, POWER POINTS
Languages (Hyperborean), Precise Attack (all)
ABILITIES 74 SKILLS 27
POWERS 0 DEFENSES 08
SKILLS ADVANTAGES 20 TOTAL 129
Acrobatics 4 (+8), Athletics 8 (+10), Close Combat: Battle-Ax
2 (+16), Close Combat 3, Deception 8 (+11), Expertise: COMPLICATIONS
Survival 4 (+5), Intimidation 4 (+7), Perception 6 (+8), Celibacy: Red Sonja has sworn that no man may have her
Ranged Combat: Bow 8 (+15), Stealth 8 (+12) unless he can best her in fair combat first.
Alex Murphy was a Detroit police officer in the near
future. Recently transferred to the violent Metro West REAL NAME: ALEX MURPHY
precinct, Murphy engaged in a high-speed chase and OCCUPATION: POLICE OFFICER
cornered a group of drug dealers led by Detroit crime BASE: DETROIT AFFILIATION: DETROIT POLICE DEPT
boss Clarence Boddicker. Following the group into an
abandoned steel mill, Murphy was caught, tortured and
HEIGHT: 6’ WEIGHT: 300 LBS
brutally murdered by Boddicker and his gang. EYES: BLUE HAIR: NONE (FORMERLY BROWN)
Murphy was rushed to the operating table, where he was
declared dead; however, mega-corporation Omni POWERS AND ABILITIES
Consumer Products (OCP), which had recently taken
over operation of Detroit's law enforcement, had other Robocop retains Alex Murphy’s police training and
plans for him. Bob Morton, an executive in the Security experience, combined with enhanced cybernetic strength,
Concepts division, used Murphy for his Robocop reflexes, and durability. His targeting systems allow for
program. Combining state-of-the-art technology, armor pinpoint accuracy with his high-powered weaponry. He
and weaponry, OCP merged Murphy's mind with may interface with any computer network he can access,
machinery to create Robocop, a crime-fighting cyborg. and he may record and play back any imagery –
OCP programmed Robocop with three Prime Directives: including memories – he has seen.
serve the public trust, protect the innocent, and uphold
the law. A fourth, unknown directive remained hidden in
his programming. At first, Robocop cleaned up crime in
Detroit and had citizens cheering and criminals on the
run. Before long, however, Alex Murphy's memories
began to haunt the cyborg. Searching for clues to his
past, Robocop rediscovered memories of his happy
family life and his murder at the hands of Boddicker's
gang.
Robocop tracked down Boddicker's henchmen on a
quest for Boddicker himself. He soon learned that the
corruption extended to Dick Jones, the Vice President of
OCP, who was working with Boddicker. While attempting
to arrest Jones, Robocop's Fourth Directive activated and
prevented him from taking action against any senior OCP
official. Jones attacked Robocop with his own mechanical
enforcement droid, ED-209.
With the help of Murphy's old partner, Anne Lewis,
Robocop escaped capture and returned to the steel mill
where Murphy had first encountered Boddicker's gang.
Jones ordered Boddicker to destroy Robocop and a
climactic showdown ensued. Robocop and Lewis took
out Boddicker's thugs and finally, Boddicker himself.
Robocop then returned to OCP and, after a hostage
standoff, was able to kill Jones when the senior OCP
executive fired him. (Str30)
PERSONALITY
Since Alex Murphy's "resurrection" as Robocop, the
struggling influences of man and machine that comprise
the cyborg have presented his greatest challenge.
Haunted by memories of his family and the knowledge of
what it was like to touch and love others, Robocop also
knows that he can never be human again. However,
through his experiences, he has learned to regain as
much of his humanity as possible.
ROBOCOP PL10
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
8 - 1 1 10 2 0 2
POWERS DEFENSE
Robotic Body: Protection 10, Impervious Toughness 9 • 19 DODGE 8 FORTITUDE 2
points PARRY 10 TOUGHNESS 10
• Comm System: Radio Communication 2 • 8 points WILL 5
• Sensors: Senses 8 (Accurate Radio Extended 3 (Radar),
Darkvision, Direction Sense, Distance Sense, Infravision, POWER POINTS
Time Sense, Ultra- Hearing) • 8 points
• Targeting Computer: Enhanced Ranged Attack 4 • 4 ABILITIES 66 SKILLS 15
points POWERS 81 DEFENSES 14
Robot: Immunity 30 (Fortitude) • 30 points ADVANTAGES 14 TOTAL 190
Machine Pistol: Ranged Damage 6 •12 points
COMPLICATIONS
ADVANTAGES Flashbacks: Robocop suffers Flashbacks to his life before
Accurate Attack, Improved Aim, Improved Initiative, Ranged his cybernetic conversion.
Attack 2, Power Attack, Quick Draw, Precise Attack 3 Prime Directives: Robocop has been programmed with four
(Ranged; Cover), Ranged Attack 4 prime directives, and any attempt to act against these
directives, will cause his system to initiate immediate shut-
SKILLS down:
Expertise: Law Enforcement 5 (+7), Intimidation 10 (+12), 1) Serve the Public Trust
Investigation 4 (+4), Perception 4 (+4), Ranged Combat: 2) Protect the Innocent
guns 2 (+14), Vehicles 5 (+10) 3) Uphold the Law
4) Do not take action against any executive member of OCP
OFFENSE (this directive overrides all others)
INITIATIVE +4 Property of OCP: Robocop is considered to be a machine,
Machine Pistol +14 Ranged Damage 6 owned by OCP, who can do whatever they wish with or to
Unarmed +10 Close Damage 8 him.
Selene was born to a Hungarian family. Her father was a
well-known blacksmith who helped design a fortress for a
general named Viktor. The fortress was actually a
dungeon intended for the imprisonment of the Werewolf,
William Corvinus, condemned for his bloody and
destructive behavior and to keep Vampire Elder Markus
under Viktor's control.
After Lycans purportedly killed her family, Selene was the
only one left alive who had walked through the corridors
of the fortress. However, she did not know that her family
was slain by Viktor himself, and believed Viktor had
saved her from the Lycans. Viktor only let her live
because of resemblance to his deceased daughter. The
night of her family's murder she was made into a vampire
by Viktor.
Selene became a Death Dealer, fighting against the
Lycans for vengeance on the atrocities she believed they
had committed against her family. She also exiled the
Official Historian, Andreas Tanis, on Viktor's orders.
Many years later (shortly before the events portrayed in
Underworld) she became an object of romantic interest
for Kraven, the Coven's regent, however she did not
reciprocate his advances.
After a confrontation with the Lycan hitman Raze, Selene
discovered what was supposedly a Lycan lair. She was
angry when Kraven dismissed her claims, not knowing
that Kraven was in league with the Lycan leader Lucian in
a bid to take over the control of the vampire realm from
the Elders. She tracked down Michael Corvin, who she
believed the Lycans had an interest in.
Against the sacred rules of The Vampire Covenant,
Selene and Michael, who was infected with the
lycanthropy virus, fell in love. She awakened Viktor from
his deep slumber, believing that only he has the power to .
deal with the conspiracy between Kraven and Lucian.
She then led a mass assault on the Lycans' underground
bunker.
After Michael was shot by Kraven, Selene was forced to POWERS AND ABILITIES
infect Michael with her vampire strain, thus making him
the first hybrid, a Lycan dominant hybrid. She also Selene was originally a normal vampire, dependent upon
learned the truth about her family's killer from Kraven, blood, and unable to survive in direct sunlight Underworld
and she struck Viktor down while the Elder was vampires have no weakness against religious symbols,
preoccupied with fighting Michael. She then retrieved but are vulnerable to wood and silver. She has
Sonja's pendant, carrying on her legacy. (Str20/26) superhuman strength, durability and agility, all of which
increase dramatically after drinking the blood of the Elder,
PERSONALITY Alexander, as well as losing her vulnerability to sunlight.
5 6 5 5 7 2 2 2
POWERS DEFENSE
Vampire: Immunity 30 (Fortitude), Impervious Toughness 6 DODGE 11 FORTITUDE Immune
(limited to non-silver weapons), Regeneration 5 (limited to PARRY 11 TOUGHNESS 9/6*
when not staked or beheaded) • 40 points WILL 8 *Without Defensive roll bonus
Vampire Bite: Weaken Stamina (blood drain) 1 • 1 point
Wall-Crawling: Movement 1 (Wall-Crawling 1) • 1 point POWER POINTS
ABILITIES 70 SKILLS 33
EQUIPMENT POWERS 42 DEFENSES 16
ADVANTAGES 16 TOTAL 132
Automatic Pistol: Ranged Damage • 3 points
ADVANTAGES COMPLICATIONS
Blood of the Elder: After drinking the blood of an Elder,
Animal Empathy, Defensive Roll 2, Diehard, Equipment 1,
Selene inherited his power, giving her STR 7, STA 10, AGI 7,
Improved Critical (Unarmed), Fearless, Improved Hold,
and DEX 7. Her Regeneration increases to 7, and she loses
Improved Initiative, Instant Up, Power Attack, Ranged Attack her fatal vulnerability to Sunlight
2, Startle Enemies: Lycans. Vampires have been at war with the
werewolves for centuries and, as a vampiric Death Dealer,
SKILLS Selene’s main purpose in life was to kill them. Recent
Close Combat: Unarmed 4 (+11), Deception 6 (+9), revelations, however, have eroded her confidence in the truth
Expertise: Arcane Lore 10 (+12), Insight 6 (+8), Intimidation 6 of her mission.
(+8), Investigation 6 (+8), Perception 6 (+8), Persuasion 8 Relationships: Selene is close with the Lycan/Vampire
(+10), Ranged Combat: guns 7 (+14), Stealth 6 (+11) hybrid, Michael Corvin. She has recently discovered she has
a daughter, with Michael named Eve. Her father figure was
OFFENSE the vampire Elder, Viktor, before she discovered it was he
who slaughtered her family.
INITIATIVE +14 Vampiric Weaknesses: Vampires have a dependence on
Pistol +14 Ranged, Damage 3 blood (-2 points) and a fatal vulnerability to sunlight (-8)
Unarmed +11 Close Damage 5, Crit 10-20 (destroyed after 10 rounds.
PERSONALITY
Robert Reynolds is a schizophrenic personality with
three distinct personas; the Sentry represents the
idealized, ultimate good; the Void represents absolute
villainy; Bob Roberts is the average man. It ended
up being proven that the Void was the true personality,
and the Sentry was a fictional personality, invented
as a psychic failsafe.
SENTRY PL16
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
22 18 2 2 6 10 8 10
POWERS OFFENSE
Energy Blast: Ranged Damage 22 (heat) • 44 points INITIATIVE +2
Flight: Array (30 points) Energy Blast +10 Ranged Damage +22
Unarmed +10 Close Damage 22
• Flight 15 (64,000 MPH) • 30 points
• Quickness 15, Speed 15 (64,000 MPH) • 1 point DEFENSE
Invulnerability: Impervious Toughness 18; Immunity 10 (Life
DODGE 10 FORTITUDE 22
Support) • 28 points PARRY 10 TOUGHNESS 18
Super-Senses: Senses 15 (Acute and Extended Hearing) • WILL 10
15 points
Super-Speed: Quickness 8 • 8 points POWER POINTS
Super-Strength: Enhanced Strength 3, Limited to Lifting ABILITIES 156 SKILLS 13
(Lifting Str25; 800,000 tons) • 2 points POWERS 129 DEFENSES 16
ADVANTAGES 9 TOTAL 323
EQUIPMENT
HEADQUARTERS: WATCHTOWER * 25 PTS
COMPLICATIONS
Large; Tough 10; Features: Communications, Computer, Nemesis: The Void. The Sentry is unique in that he is his
Defense System, Holding Cells, Infirmary, Isolated, own nemesis. The Void is the Sentry’s darker personality,
Laboratory, Library, Living Space, Power System, Security that manifests as a separate amorphous being whenever the
System Sentry loses control – which the Sentry risks any time he
uses any of his powers at over 18 ranks (see ‘Power of a
ADVANTAGES Million Exploding Suns’). The Void has identical stats and
powers as the Sentry with the addition of Elongation 4, Morph
Connected, Equipment 5, Extraordinary Effort, Inspire, Power
2
Attack
Relationships: The Sentry’s primary relationship is with his
wife Linda. He has a particular friendship with the Hulk.
SKILLS Secret Identity: The Sentry’s human form is Robert
Close Combat: Unarmed 4 (+10), Expertise: Physical Reynolds. Reynolds has STR 0, STA 1, FGT 2, INT 2, AWE
Sciences 2 (+12), Ranged Combat: Energy Blast 8 (+10), 2, and PRE 2 with corresponding adjustments to his other
Perception 4 (+12), Persuasion 8 (+18) ranks.
SINBAD PL11
STR STA AGI DEX FGT INT AWE PRE
2 3 4 4 7 1 2 3
EQUIPMENT
Sword: Strength-based Damage 3 • 3 points
ADVANTAGES
Agile Feint, Close Attack (Melee) 3, Benefit 2 [Status
GENIE
The Genie of the lamp is a young boy named Baronni,
(Captain of 7 Seas), Defensive Roll 2, Equipment 1, fated to be trapped within his lamp, only to be released to
Improved Initiative, Luck, Skill Mastery (Sailor) do the bidding of whoever holds the lamp. Baronni is
eventually freed by Sinbad and Parisa, becoming their
SKILLS cabin boy, and rewarding them with the treasure of the
Acrobatics 8 (+12), Athletics 8 (+10), Close Combat: Sword 7 Cyclops. (Str5)
(+17), Expertise: Navigation 8 (+10), Insight 3 (+5),
Investigation 4 (+5), Perception 7 (+9), Stealth 3 (+7)
GENIE PL11 142 POINTS
OFFENSE Abilities: Str 0 Sta 1 Agl 0 Dex 1 Fgt 5 Int 3 Awe 4 Pre 30
INITIATIVE +7 Powers: Magic: Variable Power 12 (Limited to doing the
Sword +17 Close Damage 5 Crit. 19-20 bidding of whoever holds the lamp, must be summoned by
incantation – see Complications below)
Unarmed +7 Close Damage 2
Advantages: Benefit 5 (Genie)
DEFENSE
Skills: Expertise: Magic 8 (+13), Insight 8 (+12), Intimidation
DODGE 11 FORTITUDE 3 4 (+7), Perception 6 (+10), Persuasion 4 (+7)
PARRY 11 TOUGHNESS 5/3*
WILL 6 *Without Defensive roll bonus Offense: Initiative +0, Magic, Area Affliction (Varies) 10
Defense: Dodge 6, Parry 6, Fortitude 8, Toughness 0, Will 5
POWER POINTS
Totals: Abilities 34 + Powers 84 + Advantages 5 + Skills 15 +
ABILITIES 52 SKILLS 24 Defenses 14 = 142
POWERS 0 DEFENSES 17
ADVANTAGES 12 TOTAL 105 Complications: Incantation: To use the power of the Genie,
the wielder of the Magic Lamp must rub the lamp while
COMPLICATIONS speaking the incantation, “From the land beyond, beyond,
From the world past hope and fear, I Bid You Genie, Now
Enemies: Sakurah. Cyclops. Appear,” Promise of Freedom: The Genie’s freedom is
Relationships: Sinbad is engaged to Parisa Princess of prophesied by the cryptic phrase, “When the big that was
Baghdad. small, again becomes tall, into the fiery river you must fall.”
PRINCESS PARISA PL2 28 POINTS
-PL2 28 Str
Abilities: POINTS
-1 Sta 0 Agi 1 Dex 1 Fgt 0 Int 1 Awe 1 Pre 1
Advantages: Attractive, Benefit 2 (Princess)
Skills: Insight 4 (+5), Perception 4 (+5), Persuasion 5 (+17),
Stealth 4 (+6)
Offense: Unarmed 0, Close Damage -1
Defense: Dodge 4, Parry 3, Fortitude 1, Will 5, Toughness 0
Totals: Abilities 6 + Powers 2 + Advantages 3 + Skills 8 +
Defenses +10 = 29
Complications: Relationships: Princess Parisa is the
bride-to-be of Sinbad, and the daughter of the Caliph of
Baghdad. Shrinking: While under Sakurah’s spell, Parisa has
Shrinking 20, that can only be reversed by powder from a
Roc’s egg.
CYCLOPS
The Cyclops is the signature Harryhausen monster – his
unique design, with his horned head and satyr-legs made
the Cyclops the most popular among Colossa’s denizens.
The original Cyclops of Greek myth were Titan children of
Chronos. A one-eyed giant called the Cyclops also
menaced Odysseus in Homer’s The Odyssey – a
shepherd who feeds on Odysseus’ crew. Harryhausen’s
Cyclops is a brutish, ogre, intelligent enough to create
cages, and collect treasure, but still a monster with no
apparent language. NOTE: Fan Trivia: The armature for
the Cyclops was taken from Harryhausen’s Venusian
Ymir from 20,000,000 Miles to Earth (See entry for
Monsters on the Loose: Ymir). (Str36)
CYCLOPS PL11
STR STA AGI DEX FGT INT AWE PRE
9 9 1 1 8 0 0 0 POWER POINTS
ABILITIES 32 SKILLS 5
POWERS POWERS 101 DEFENSES 11
ADVANTAGES 7 TOTAL 156
Growth: Growth 7 (Innate; Permanent) • 14 points
Horn: Strength-based Damage 2 • 2 points COMPLICATIONS
Thick Hide: Protection 2 • 2 points Enemies: The Cyclops tribe’s only enemy on their native
island is the sorcerer, Sakurah, who kept a guardian Dragon
ADVANTAGES to slay any Cyclops who dared trespass. The Cyclops have
come to know Sinbad as an enemy as well
All-out Attack, Fast Grab, Fearless, Improved Grab, Improved One-Eyed: Because they only have one eye, blinding attacks
Hold are particularly detrimental to the Cyclops
SKILLS
Close Combat (Horn) 2 (+10), Close Combat (Unarmed) 2 DRAGON
(+10), Perception 4 (+8), Expertise (Survival) 4 (+4) The mighty fire-breathing Dragon is Sakurah’s guard
beast against the island’s tribe of Cyclops. The dragon is
OFFENSE chained at the entrance to Sakurah’s cave, in front of his
INITIATIVE +1 castle. A winch system controls the monster's chain
Horn +10 Close Damage 11 length, along passage to the castle, but as Sinbad
Unarmed +10 Close Damage 9 escapes with the Magic Lamp, the dragon snaps its
chain, pursuing Sinbad and Parisa to the mouth of the
DEFENSE cave, almost right underfoot of a giant Cyclops. The
dragon and the Cyclops immediately engage in battle and
DODGE 4 FORTITUDE 11
the one-eyed monster is quickly vanquished. Sakurah
PARRY 8 TOUGHNESS 11
leads the dragon after Sinbad to the beach, directly into
WILL 5
the path of Sinbad’s giant crossbow. (Str40)
DRAGON PL11
STR STA AGI DEX FGT INT AWE PRE
10 6 1 1 8 -4 1 -3
POWERS
Fire Breath: Ranged Damage 8 • 26 points
Growth: Growth 8 (Innate; Permanent) • 16 points
Scaly Hide: Protection 8 • 8 points
Senses 4 (Low-Light Vision, Scent, Track) • 4 points
Teeth: Strength-based Damage 4 • 12 points
ADVANTAGES
All-out Attack, Fast Grab, Fearless, Improved Critical (Teeth),
Power Attack, Ranged Attack 5 (Fire Breath)
SKILLS
All-out Attack, Fast Grab, Fearless, Improved Critical (Teeth),
Power Attack, Ranged Attack 5 (Fire Breath)
OFFENSE
INITIATIVE +1
Fire Breath +6 Ranged Damage 8
Teeth +8 Close Damage 14
DEFENSE
DODGE 4 FORTITUDE 16
PARRY 6 TOUGHNESS 14
WILL 2
POWER POINTS
ABILITIES
POWERS
20
66
SKILLS
DEFENSES
8
20
ROC
ADVANTAGES 10 TOTAL 124 The giant Roc is an eagle-like bird which, on Colossa,
boasts two-heads. The potion to reverse the spell on
Princess Parisa comes from the egg of a Roc.
Unfortunately, while acquiring the shell, Sinbad’s hungry
crew also discover a giant Roc chick, the size of an
elephant, and quickly slay the young bird for food –
which, of course, brings the wrath of the mother Roc
down upon them, killing several of Sinbad’s men before
they can make their escape. (Str35)
ROC PL9
STR STA AGI DEX FGT INT AWE PRE
9 11 3 0 3 -4 1 0
POWERS
Growth: Growth 8 (Innate; Permanent) • 16 points
Claws: Strength-based Damage 1 •1 points
Flight: Flight 3 (16 MPH, Wings) • 3 points
Senses 2 (Extended Vision, Low-light Vision) • 3 points
Two-Headed: Extra Limbs 2 (Two Heads) • 2 points
ADVANTAGES
Fast Grab
SKILLS
Close Combat: Claws 4 (+7), Perception 6 (+7).
OFFENSE
INITIATIVE +3
Claws +7 Close Damage 10
DEFENSE
DODGE 4 FORTITUDE 11
PARRY 4 TOUGHNESS 11
WILL 2
POWER POINTS
ABILITIES 14 SKILLS 5
POWERS 25 DEFENSES 11
ADVANTAGES 1 TOTAL 56
SKELETON
Kerwin Mathews’ Sinbad is reminiscent of Errol Flynn,
and the film is particularly famous for the sword-duel with
the living skeleton that Sakurah animates with his magic.
Between the impressive pantomime of Mathews and the
painstaking stop-motion animation that matched the
model skeleton to the live action, it was an
OFFENSE
unprecedented feat in special effects. INITIATIVE +1
Sword +10 Close Damage 4 Crit. 19-20
The rave-reviews of the exciting sequence made the
Unarmed +4 Close Damage 1
animated sword-fight a staple of later Ray Harryhausen
pictures, from the three ghouls in Sinbad and Eye of the DEFENSE
Tiger, to the stone statue of the goddess Kali in Golden
DODGE 8 FORTITUDE Immune
Voyage of Sinbad, and, most spectacularly, with the
PARRY 8 TOUGHNESS 4
battle against the seven skeleton in Jason and the WILL Immune
Argonauts. (Str6)
POWER POINTS
SKELETON PL7 ABILITIES
POWERS
-13
31
SKILLS
DEFENSES
5
11
ADVANTAGES 0 TOTAL 34
STR STA AGI DEX FGT INT AWE PRE
1 - 1 -1 4 - -1 - OTHER CREATURES
POWERS Sirens: Because the voyage to Colossa is so dangerous,
Sinbad musters a crew of murderous prisoners, who
Sword: Strength-based Damage 3, Removable (-2 points) •
promptly mutiny taking Sinbad and his men prisoner.
1 point
The mutiny, however, is short lived when a storm takes
Undead: Immunity 30 (Fortitude effects) • 30 points
the ship past an island of wailing sirens that drives the
ADVANTAGES crew mad. In their madness, they release Sinbad and his
men to save the ship.
None Snake-woman: As a display of his magic cal powers,
SKILLS Sakurah transforms Parisa’s handmaiden, Sadi, into a
blue, four-armed snake-woman who performs an exotic
Close Combat: Sword 6 (+10) dance.
Thousands of years ago, the warlike alien Skrulls began
to experiment with opening portals to other dimensions.
They managed to tap into a realm of amazing power –
later to be known as the ‘Dimension of the Beyonders’
(see entry for: Beyonder) – and draw forth from it an
energy they called the ‘X-Element’, which they contained
within a small force construct called the Cosmic Cube.
Whoever controlled the Cube had power like unto a god,
for it had the ability to manipulate realty, and could
accomplish literally almost anything the wielder could
imagine.
The Cosmic Cube’s first controller was the Skrull
emperor, who used it to make himself a living god.
Unbeknownst to it creators, though, the Cosmic Cube
was slowly gaining sentience, copying thoughts and
ideas from the mind of the emperor onto its own blank
consciousness. Eventually, it became power-hungry in
its own right and made a bid for control of the Empire.
This resulted in a war that brought the Skrull Empire
down into barbarism, which took a thousand years to
recover.
Once free from the emperor, the Cube went its own way.
It gave itself a body – part Skrull, part Cube – and
traveled the galaxy in pursuit of its new passion – building
worlds. Unfortunately, the newly born ‘Shaper of
Worlds’ had no imagination or vision of its own. Instead,
it had to rely on others for ideas, which it would then
make real.
The Shaper eventually took on a human apprentice,
named Thomas Gideon, who came to be known as POWERS AND ABILITIES
Glorian, to aid it in its world-shaping.
In the meantime, back on Earth, the criminal organization The Shaper is an evolved Cosmic Cube with reality
A.I.M. had created a second Cosmic Cube, which was manipulation powers capable of altering reality on a
subsequently used by such evil beings as the Red Skull, planetary scale, although the size of the area and the
Thanos, and the Hate-Monger. Knowing what evil could time it takes to enact changes affect how long the effect
befall the galaxy should this new Cosmic Cube retain too lasts (Restoring an area to a natural state is quicker).
many of the attitudes it had picked up from these evil While the Shaper’s powers are often believed to be
men, the Shaper of Worlds claimed the second Cube, illusion, as they come from a subject’s imagination,
cleansing it of all its evil imprints. This second Cube reality is, at least on some level, altered. The Shaper is
eventually evolved into the cosmic being Kubik (See immortal, nearly indestructible, capable of teleporting
entry for: Kubik below) (Str50) universal distances, and while not truly telepathic, can
perceive the dreams of others for his shaping purposes.
PERSONALITY X-Level: The stat-box is the Shaper as a playable PL20.
At X-level, he is PLX2 - all Powers and Abilities are
Initially the Shaper of Worlds was driven by intense assumed to be 20 with a +20 bonus for each X-rank
curiosity about the dreams and ambitions of others, (20x2=40) on all rolls.
primarily because he himself had been denied the gift of
dreams or imagination.
The Shaper of Worlds is quite single-minded about his REAL NAME: UNREVEALED, POSSIBLY INAPPLICABLE
purpose in life – he wants to build worlds, but needs the OCCUPATION: REALITY MANIPULATOR
ideas of others to make it happen. Since the birth of BASE: MOBILE AFFILIATION: CUBE BEINGS
Kubik, the Shaper has taken the role of mentor to this HEIGHT: 18’ (VARIES) WEIGHT: 18 TONS (VARIES)
new entity, recognizing the truism that with great power
comes great responsibility. EYES: BLUE HAIR: NONE
SHAPER OF WORLDS PLX2/PL20
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
13 15 -1 7 10 20 20 25
POWERS OFFENSE
Cosmic Entity: Immunity 30 (Fortitude Effects), Impervious INITIATIVE +3
Toughness 16 • 46 points Illusion Perception Range Damage 28
He Who Makes Dreams Live: Illusion 50 (All Senses), Area Reality Warping +11 Ranged 28, Varies
2, Independent, Continuous, Increments (Reverse Fade), Unarmed +12 Close Damage 13
Linked Perception Ranged Damage 28 • 243 points
DEFENSE
Omniscience: Communication 23, Comprehend 23, Mind
DODGE 12 FORTITUDE Immune
Reading 23, Senses 23 (Cosmic Awareness) • 297 points
PARRY 12 TOUGHNESS 15
Reality Warping: Energy Control 28 (Variable Power, Any WILL 20
Powers with the Cosmic Descriptor) • 196 points
Space Cruiser: Flight 20 Movement 3 (space travel 3) • 66 POWER POINTS
points ABILITIES 218 SKILLS 28
POWERS 883 DEFENSES 13
ADVANTAGES ADVANTAGES 41 TOTAL 1183
All-Out Attack, Assessment, Benefit 18 [Status (Cosmic
COMPLICATIONS
Entity), Connected, Contacts, Eidetic Memory, Fearless,
Dream Weaver: the Shaper has no imagination and depends
Improved Initiative Jack of All Trades, Power Attack, Ranged
on the dreams and ideas of others to form templates for his
Attack 12, Ultimate Effort (Powers), Well-Informed world-shaping. Once he finds a template, he begins to warp
reality until it corresponds with the illusions. If he should find
SKILLS a mind that wishes to be king of the world, reality is suitably
Expertise (All fields) 10 (+30), Insight 10 (+30), Intimidation manipulated. The Shaper is particularly attracted by
11 (+35), Perception 20 (+40) grandiose, interesting and unusual dreams.
KUBIK ….
The Cosmic Cube that eventually became the being Man, the Beyonder was transformed into a new female
Kubik, was originally created by the scientists of AIM for cosmic being, calling itself Kosmos, (See primary entry
purposes of world domination, before being stolen by the for Beyonder: Kosmos) a being which Kubik mentored
Red Skull as a part of his own nefarious plans, and then in order to instill the same sort of psychologically-limiting
again by Thanos. The Cube Being known as the Shaper strictures that limit a Cosmic Cube’s reality manipulation
of Worlds finally intervened, cleansing the young Cube’s abilities, although this effort was apparently a failure as
nascent memory lest its still-forming sentience be the personality of Kosmos eventually eroded into insanity.
influenced by such evil beings. The Cube eventually NOTE: The mortal form of Kosmos was recently killed,
matured, transforming itself into the being that now called during the Annihilation Wave crisis which, theoretically,
itself Kubik. should have released the full power of the Beyonder back
The Shaper took to mentoring Kubik and the two next into the universe. It is unknown is this actually occurred,
appeared on Earth to deal with the Beyonder (see entry but neither the Beyonder nor Kubik have been heard from
for: Beyonder), whose omnipotent powers were causing during the time since – although it's possible this could
universal havoc. Having assumed mortal form, the have something to do with the adult Beyonders' plot to
Beyonder – a ‘child unit’ of the omnipotent beings known destroy the Multiverse. (Str65)
as Beyonders (see entry for: Beyonder: Beyonders) – X-Level: The stat-box is Kubik as a playable PL20. At
had narrowed the scope of its power, and Kubik was able X-level, he is PLX2 - all Powers and Abilities are
to defeat him. assumed to be 20 with a +20 bonus for each X-rank
Reclaiming the power that had split off into the Molecule (20x2=40) on all rolls.
SKILLS
Close Combat 2 (Unarmed), Expertise (All fields) 5 (+30),
Insight 5 (+30), Intimidation 7 (+35), Perception 15 (+40)
OFFENSE
INITIATIVE +7
Reality Warping +11 Ranged 28, Varies
Unarmed +12 Close Damage 14
DEFENSE
DODGE 12 FORTITUDE Immune
PARRY 12 TOUGHNESS 15
WILL 20
POWER POINTS
ABILITIES 262 SKILLS 17
POWERS 674 DEFENSES 6
ADVANTAGES 43 TOTAL 1002
COMPLICATIONS
Relationships: Kubik has predominantly interacted with his
fellow Cube Being, the Shaper of Worlds. After he was
hatched from the Cosmic Cube, Kubik was mentored by the
Shaper. When the Beyonder assumed its ‘Kosmos’ identity,
. Kubik mentored Kosmos in return.
GLORIAN
Billionaire’s son Thomas Gideon was dying of radiation
poisoning when he was discovered by the Shaper of
Worlds, who had been attracted by his dreams. The
Shaper took young Thomas Gideon and cured him of his
fatal disease, transformed him into a golden cosmic
being, unleashing his true potential. As Glorian, he
KUBIK PLX2/PL20 committed himself to learning the Shaper's skills.
Unlike the Shaper, who was cold and unimaginative,
STR STA AGI DEX FGT INT AWE PRE Gideon was an Earthling at heart. He had all the
curiosities and weaknesses associated with the humans
14 15 7 7 10 20 20 25 of Earth.
Glorian attempted to cure the monster known as the Hulk
POWERS by giving him his heart's desire. This effort failed
Cosmic Entity: Immunity 30 (Fortitude Effects), Impervious miserably. The Hulk was manipulated by the demon
Toughness 16 • 46 points Satannish, who was after Glorian's soul. In the end, the
Omniscience: Communication 23, Comprehend 23, Mind Hulk intervened on behalf of Glorian, and saved him from
Reading 23, Senses 23 (Cosmic Awareness) • 297 points Satannish's devilish scheme.
Reality Manipulation: Energy Control 28 (Variable Power, Glorian left Earth for a time, to contemplate the full scope
Any Powers with the Cosmic Descriptor) • 231 points of his powers, he later returned to Earth and helped a
Space Travel: Flight 20 (Space Travel 10), Teleport 30 • 100 group of young mutants called Generation X, who were
points lost at sea.
Recently Glorian appeared on the planet of Godthab
ADVANTAGES Omega. The planet had become the home to some of the
All-Out Attack, Assessment, Benefit 18 [Status (Cosmic universes’ most powerful beings. Glorian decided to
Entity), Connected, Contacts, Eidetic Memory, Fearless, transform this world into his greatest creation. It would be
Improved Initiative Jack of All Trades, Power Attack, Ranged through this accomplishment that he would prove himself
Attack 4, Ultimate Effort (Powers), Well-Informed to the Shaper of Worlds.
COSMIC CUBES
Cosmic Cubes are vastly powerful artifacts capable of
altering reality in response to the wishes of the beings
who wield them. A Cosmic Cube is created by forming a
‘metasingularity’, or gray hole, that serves as an opening
to the ‘Dimension of the Beyonders’ – godlike beings who
dwell in a dimension adjacent to the Negative Zone. (See
entry for: Beyonder: Beyonders). When a gray hole is
opened, ‘X-Element’ is drawn from the Beyonders’
dimension, and stored in a perfect cube of force,
designed specifically to contain it - Cosmic Containment
Units, or ‘Cosmic Cubes’ (See entry for: Thanos:
Cosmic Cube).
In truth, these Containment Units are actually eggs that
eventually hatch into cosmic beings capable of
manipulating reality, (See entries for: Shaper of Worlds
and Kubik). Until it matures, however, a Cosmic Cube is
a weapon of vast potential. The exact limits of a Cube’s
power are not clearly defined although they are
theoretically limited only by the psyche of its wielder.
In order to transform the planet, he needed more power
While a Cube’s maximum range of effect is generally
and thought that he had found it in the exiled Kree,
thought to be roughly equivalent to a solar system, they
Ronan the Accuser, using Ronan’s unbridled power to
have been used to overcome (or at least usurp the power
sculpt the world in his own image. After Ronan’s vicious
of) even beings as powerful as Galactus and Eternity.
battle with Gamora, leader of the Graces, Glorian was
NOTE: The good and evil alternate selves of the being
able to complete his plan.
known as Adam Warlock (See entries for: Infinity
Glorian transformed Godthab Omega from chaos and
Watch: Adam Warlock, Magus, and the Goddess)
turmoil into a place of peace and calm. It was to be his
collected Cosmic Cubes from several different
redemption from past failures and his independence from
dimensions – not all of which were cubes, with some
his master the Shaper of Worlds. His triumph was short
being pyramids, globes, etc. – and combined them for
lived due to the invasion of the Annihilation Wave. In a fit
even greater effects, most dramatically when the
of anger and disappointment, Glorian managed to defeat
Goddess collected thirty units into the immensely
the invaders by causing a massive explosion at the cost
powerful Cosmic Egg (See entry for: Thanos: Cosmic
of his mind. Ronan and Gamora left him staring vacantly
Egg).
into his Cosmic Cube. (Str4)
BULL SHARK
BULL SHARK PL5
STR STA AGI DEX FGT INT AWE PRE
4 3 1 1 2 -5 1 -4
POWERS
Thick Hide: Protection 2 • 2 points
Senses 2 (Low-Light Vision, Scent) • 2 points
Swimming 4 (8 MPH) • 2 points
Teeth: Strength-based Damage 3 • 3 points
ADVANTAGES
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab,
Power Attack MOST DANGEROUS SHARK IN THE WORLD?
SKILLS The pugnacious bull shark is different from almost all
Athletics 4 (+5), Close Combat: Bite 1 (+3), Perception 5 (+6) other shark species in its ability to live in both fresh water
rivers and lakes as well as the open ocean, which not
OFFENSE only allows it to proliferate world-wide, in a range of
INITIATIVE +2 habitats, it also places it right next to areas of high human
Bite +3 Close Damage 7 habitation. Unfortunately, the shark’s aggressive attitude,
Slam +4 Close Damage 4 combined with its size and propensity to take largish
prey, results in more attacks attributed to this species
DEFENSE than any other, as well as the highest percentage of
DODGE 4 FORTITUDE 6 fatalities. In fact, it is believed that the infamous series of
PARRY 4 TOUGHNESS 5 New Jersey attacks in 1916 – the ones that served as the
WILL 2 inspiration for ‘JAWS’, and originally attributed to the
Great White Shark - were more likely carried out, at least
POWER POINTS in part, by a bull shark. While a bull shark cannot bite
ABILITIES 12 SKILLS 6 with the authority of a big white, its nasty temper
POWERS 17 DEFENSES 13 combined with its frequent proximity to humans, makes
ADVANTAGES 4 TOTAL 55 this species the most dangerous in the world. (Str20)
GREAT WHITE SHARK
GREAT WHITE SHARK PL9
STR STA AGI DEX FGT INT AWE PRE
9 8 2 2 4 -5 1 -4
POWERS
Growth: Growth 5 (Innate; Permanent) • 10 points
Thick Hide: Protection 2 • 2 points
Senses 2 (Low-Light Vision, Scent) • 2 points
Swimming 4 (8 MPH) • 2 points
Teeth: Strength-based Damage 4, Penetrating 8 • 12 points
ADVANTAGES
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab,
Improved Critical (Bite), Power Attack
SKILLS
Athletics 4 (+6), Close Combat: Bite 1 (+5), Perception 5 (+6)
OFFENSE
INITIATIVE +2
Bite +5 Close Damage 13
(Penetrating 8) Crit. 19-20
Slam +4 Close Damage 9
DEFENSE JAWS
DODGE 4 FORTITUDE 11
PARRY 4 TOUGHNESS 10 JAWS PL11
WILL 2
STR STA AGI DEX FGT INT AWE PRE
POWER POINTS
ABILITIES 14 SKILLS 5 10 9 2 2 4 -4 1 -4
POWERS 28 DEFENSES 9
ADVANTAGES 6 TOTAL 62 POWERS
Growth: Growth 6 (Innate; Permanent) • 12 points
WHITE DEATH Thick Hide: Protection 3 • 3 points
Senses 2 (Low-Light Vision, Scent) • 2 points
The Great White Shark is the largest, most powerful of Swimming 4 (8 MPH) • 2 points
predatory sharks and the primary apex predator in its Teeth: Strength-based Damage 4, Penetrating 8 • 12 points
environment – with the exception of the Killer Whale, the
white shark is the top predator in the ocean, designed to ADVANTAGES
hit and incapacitate large prey in a single shot. The white All-Out Attack, Diehard, Extraordinary Effort, Fast Grab,
shark usually targets surface prey, striking from below Improved Critical (Bite) 2, Power Attack
with a massively destructive first bite that ether kills or
cripples its target, to be finished off at the shark’s leisure. SKILLS
Considering that the prey animals are nimble and often Athletics 4 (+6), Close Combat: Bite 3 (+7), Perception 5 (+6)
dangerous creatures like seals and tusked walrus, this
allows the shark to avoid potential injury from its prey. OFFENSE
The white shark’s propensity for surface prey has, INITIATIVE +2
unfortunately, led it to target humans from time to time – Bite +7 Close Damage 14
notably surfers and kayakers, whose shadows on the (Penetrating 9) Crit. 18-20
surface resemble the shadow of a seal. (Str30) Slam +4 Close Damage 10
DEFENSE
DODGE 4 FORTITUDE 12
PARRY 6 TOUGHNESS 12
WILL 2
POWER POINTS
ABILITIES 18 SKILLS 6
POWERS 32 DEFENSES 8
ADVANTAGES 9 TOTAL 81
MEGALODON
MEGALODON PL11
STR STA AGI DEX FGT INT AWE PRE
11 11 2 2 4 -5 1 -4
POWERS
Growth: Growth 8 (Innate; Permanent) • 16 points
Thick Hide: Protection 2 • 2 points
Senses 2 (Low-Light Vision, Scent) • 2 points
Swimming 4 (8 MPH) • 2 points
Teeth: Strength-based Damage 5, Penetrating 10 • 15 points
ADVANTAGES
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab,
Improved Critical (Bite) 4, Power Attack
SKILLS
Athletics 4 (+6), Close Combat: Bite 1 (+5), Perception 5 (+6)
OFFENSE OFFENSE
INITIATIVE +2 INITIATIVE +2
Bite +5 Close Damage 16 Bite +3 Close Damage 10
(Penetrating 10) Crit. 16-20 Slam +4 Close Damage 7
Slam +4 Close Damage 11
DEFENSE
DEFENSE DODGE 2 FORTITUDE 7
DODGE 2 FORTITUDE 11 PARRY 2 TOUGHNESS 6
PARRY 2 TOUGHNESS 13 WILL 2
WILL 2
POWER POINTS
POWER POINTS ABILITIES 12 SKILLS 5
ABILITIES 12 SKILLS 8 POWERS 19 DEFENSES 7
POWERS 25 DEFENSES 7 ADVANTAGES 5 TOTAL 39
ADVANTAGES 4 TOTAL 66
TIGER SHARK 2), as well as what was likely the greatest historical man-
eater, the Oceanic White-tip (use Bull Shark stats) – the
TIGER SHARK PL7 aggressive, ocean-going species that would have been
responsible for old maritime shipwreck disasters, where
people in the hundreds were torn apart by sharks.
STR STA AGI DEX FGT INT AWE PRE
7 6 1 1 2 -5 1 -4
POWERS
Growth: Growth 5 (Innate; Permanent) • 10 points
Thick Hide: Protection 2 • 2 points
Senses 2 (Low-Light Vision, Scent) • 2 points
Swimming 4 (8 MPH) • 2 points
Teeth: Strength-based Damage 3 • 3 points
ADVANTAGES
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab,
Power Attack
SKILLS
Athletics 4 (+5), Close Combat: Bite 1 (+3), Perception 5 (+6)
OTHER DANGEROUS SEA CREATURES
GIANT SQUID PL7
STR STA AGI DEX FGT INT AWE PRE
7 7 4 4 3 -4 1 -4
POWERS
Growth: Growth 5 (Innate; Permanent) • 10 points
Ink Cloud: Concealment 4 (Visual, Cloud Area, Limited to
Underwater • 8 points
Senses 2 (Low-Light Vision, Scent) • 2 points
Swimming 4 (8 MPH) • 2 points
Tentacles: Extra Limbs 4 (10 tentacles), Claws 1 • 5 points
human victims (usually hapless squid fisherman who fall
ADVANTAGES in among them while feeding) to pieces.
Accurate Attack, Diehard, Fast Grab, Improved Grab, The recently discovered, and even more massive,
Improved Hold Colossal Squid (Mesonychotaithis hamiltoni) is not as
long as the Giant Squid, but is much heavier, up to
SKILLS 16,000 lbs, with a short squat body, and vicious hooks on
Athletics 4 (+6), Close- Combat: Tentacles 1 (+7), Perception the tentacles – possibly a more direct analogue to the
5 (+6) Humboldt Squid, and perhaps an even likelier candidate
for the real life Kraken.. (Str25)
OFFENSE
INITIATIVE +4
Tentacles +7 Close (Reach 4) Damage 7 OCTOPUS PL5 49 POINTS
Abilities: Str 2 Sta 2 Agi 4 Dex 4 Fgt 3 Int -4 Awe 2 Pre -4
DEFENSE Powers: Ink Cloud: Concealment 4 (Visual, Cloud Area,
DODGE 4 FORTITUDE 9 Limited to Underwater, Senses 2 (Low-Light Vision, Scent),
PARRY 8 TOUGHNESS 7 Swimming 4 (8 MPH).: Extra Limbs 4 (8 tentacles)
WILL 2 Advantages: Accurate Attack, Fast Grab, Improved Grab,
Improved Hold
POWER POINTS Skills: Athletics 4 (+6), Close Combat: Tentacles 1 (+7),
ABILITIES 16 SKILLS 5 Perception 5
POWERS 27 DEFENSES 17 Offense: Initiative +4, Tentacles +7, Close (Reach 2) Damage
ADVANTAGES 8 TOTAL 76 2
Defense: Dodge 4, Parry 8, Fortitude 3, Will 2, Toughness 2
TERROR CROCODILE Totals: Abilities 18 + Powers 16 + Advantages 2 + Skills 5 +
Defenses + 6 = 49
The giant squid is the source of the ancient ‘Kraken’
legend, a tentacled sea-monster, capable of sinking Octopus are another branch of diverse tentacled
ships. While the true giant squid (Architeuthis dux) does mollusks, some of which, like the Giant Pacific Octopus
not measure up to the giant Kraken, it is still a potentially (Paroctopus apollyon), can grow as large as 13’ in
lethal creature. Ranging from 25–35’ with exceptional circumference (tentacles spread). They are distinct from
individuals reaching 45’ or more (although it should be squid in having only eight tentacles, which surround a
noted that over half of this is the two longest tentacles, round, pouch-like body, as opposed to the arrow-shaped
and that the body mantle itself is more in line with the mantel of the squid.
size of a large shark – up to 7’, and 600 lbs), the giant Octopus are also much less aggressive than squid, and
squid is the largest invertebrate, and while little is known considered less dangerous (although some, like the Blue
of this creature, smaller relatives like the Humboldt squid, Ringed Octopus are venomous: Affliction 4). Like squid,
at 6’, are voracious and dangerous predators, with hooks octopus are among the most intelligent invertebrates.
on their tentacles, known to attack in packs, tearing (Str8)
PIRANHA PL4
STR STA AGI DEX FGT INT AWE PRE
-4 -1 1 2 1 -5 1 -4
POWERS
Shrinking: Shrinking 12 (Innate; Permanent) • 12 points
Mass Attack: Burst-Area Damage 8 (Limited to groups of
100 or more; drops to 3 groups of 50 • 8 points
Senses 1 (Low-Light Vision, Scent) • 1 point
Swimming 2 (4 MPH) • 2 points
Teeth: Strength-based Damage 2 • 2 points
ADVANTAGES
All-out Attack, Fast Grab, Fearless, Improved Critical (Bite)
SKILLS
Close Combat: Teeth 4 (+5), Perception 5 (+1), Stealth 3 (+4)
OFFENSE
INITIATIVE +1
Mass Attack Burst Area Damage 8 or less
Teeth +5 Close Damage-2
DEFENSE
DODGE 8 FORTITUDE 1
PARRY 7 TOUGHNESS -1
WILL 2 PIRANHA MUTANT PL5 50 POINTS
POWER POINTS Abilities: Str -3 Sta -1 Agi 1 Dex 2 Fgt 1 Int -4 Awe 1 Pre -
ABILITIES -4 SKILLS 6 Powers: Shrinking: Shrinking 12 (Innate; Permanent) ,
POWERS 25 DEFENSES 16 Mass Attack: Burst-Area Damage 8 (Limited to groups of
ADVANTAGES 4 TOTAL 47 100 or more; drops to 3 groups of 50, Senses 1 (Low-Light
Vision, Scent), Swimming 2 (4 MPH), Teeth: Strength-based
Damage 2
FEROCIOUS FISH
Advantages: All-out Attack, Fast Grab, Fearless, Improved
The infamous piranha, are small (1 to 2 feet) razor- Critical (Bite)
toothed fish, known for mass attacks, that strip hapless Skills Close Combat: Teeth 6 (+7), Perception 5 (+1), Stealth
victims to bones in minutes. While threat from piranha is 3 (+4)
overblown, they are extremely dangerous in the dry-
Offense: Initiative +1, Mass Attack, Burst Area Damage 8 or
seasons, when river levels drop and they are trapped and less, Teeth +7, Close Damage-2
starving in isolated pockets of water. Serrasalmus
nattereri has the worst reputation. (Str2) Defense: Dodge 8, Parry 7, Fortitude 2, Will 2, Toughness -1
Totals: Abilities -2 + Powers 25 + Advantages 4 + Skills 6 +
Defenses + 17 = 50
PERSONALITY
Gamma-irradiated blood has been kind to Jennifer
Walters. She loves being the She-Hulk. Her strength
and size give her the freedom to be bold and confident, in
stark contrast to the mousy introvert she was in her
normal human form. She is also quite sharp at her law
practice, although her seven-foot tall frame and green
skin can be a distraction in the courtroom.
Jen doesn’t have quite the anger issues that her cousin,
the Hulk, does but she can still be a bit temperamental
and upholds the family tradition by being prone to
slugging solutions
16 11 2 2 6 2 2 1
POWERS OFFENSE
Adrenaline Surge: Enhanced Strength 1, plus Enhanced INITIATIVE +2
Strength 4, Limited to Lifting (Lifting Str21; 50,000 tons), Throw +9 Ranged, Damage 16-17
Limited to when afraid, may only increase 1 point per round • Unarmed +9 Close Damage 16-17
5 points
Shockwave: Burst Area Damage 10, Limited: Both the She-
DEFENSE
Hulk and her targets must be in contact with the ground • 10 DODGE 10 FORTITUDE 12
PARRY 10 TOUGHNESS 11
points
WILL 6
• Groundstrike: Burst Area Affliction 10, (Resisted by
Fortitude; Dazed, Stunned), Instant Recovery, Limited POWER POINTS
Degree, Limited: Both the She-Hulk and her targets must be
ABILITIES 84 SKILLS 18
in contact with the ground • 1 point POWERS 48 DEFENSES 17
Leaping 8 • 8 points ADVANTAGES 4 TOTAL 188
Super-Stamina: Immunity 12 (Cold and Heat Damage,
Fatigue, Pressure), Healing Factor (Regeneration) 4, COMPLICATIONS
Impervious Toughness 9 • 25 points Enemy: Titania.
ADVANTAGES Power Loss: The She-Hulk’s Human form is that of Jennifer
Walters
All-out Attack, Attractive, Improved Hold, Power Attack Relationships: The She-Hulk is close to her cousin, Robert
Bruce Banner (a.k.a. the Hulk), is a member of the Avengers
SKILLS and past member of the Fantastic Four, so she has a wide
Close Combat: Unarmed 3 (+9), Expertise: Law 8 (+10), range of contacts within the super-hero community,
Intimidation 6 (+7), Perception 6 (+8), Persuasion 6 (+7), particularly female heroes. She has also had romantic
Ranged Combat: Throwing 7 (+9) dalliances with the likes of Starfox and Hercules
SKILLS
Intimidation 6 (+7), Perception 5 (+6), Persuasion 6 (+7),
Ranged Combat: Throwing 6 (+9)
OFFENSE
INITIATIVE +2
Throw +9 Ranged, Damage 14-16
Unarmed +10 Close Damage 14-16
DEFENSE
DODGE 10 FORTITUDE 12
PARRY 10 TOUGHNESS 10
WILL 6
POWER POINTS
ABILITIES 94 SKILLS 10
POWERS 50 DEFENSES 11
ADVANTAGES 4 TOTAL 169
COMPLICATIONS
Power Loss: In direct contrast to the rest of the Hulk clan,
Lyra gets weaker as she gets angrier, dropping 1 point per
round to a low of STR 9. STA 7
Relationships: Lyra has contacts with her mother Thundra,
and the Hulk family.
Time-Lost: Lyra comes from an alternate future and is
unfamiliar with modern society.
SHE-HULK (ORIGINAL) PL11 ORIGINAL SHE-HULK
The original She-Hulk was essentially a watered-down
STR STA AGI DEX FGT INT AWE PRE female version of her cousin. She tended to think of her
13 10 2 2 6 1 2 1 two personas as separate people, and her
transformations were similarly involuntary episodes
POWERS based on stress. She also ran around in torn clothes,
and like the Hulk, was generally at odds with most of the
Adrenaline Surge: Enhanced Strength 3, plus Enhanced
Strength 2, Limited to Lifting (Lifting Str18; 6,000 tons),
super-heroes she encountered, and was distrusted by the
Limited to when afraid, may only increase 1 point per round • law. Towards the end of her series first run, the She-Hulk
5 points began to morph into her own character, the turning point
Shockwave: Burst Area Damage 10, Limited: Both the She- being when she gained control over her transformations.
Hulk and her targets must be in contact with the ground • 10 Instead of the worsening multiple personality disorder of
points her rampaging cousin, Jennifer’s human and She-Hulk
• Groundstrike: Burst Area Affliction 10, (Resisted by personalities became one and the same, launching her
Fortitude; Dazed, Stunned), Instant Recovery, Limited into her Sensational She-Hulk era (see below).
Degree, Limited: Both the She-Hulk and her targets must be (Str49/80)
in contact with the ground • 1 point
Leaping 8 • 8 points
Super-Stamina: Immunity 12 (Cold and Heat Damage,
Fatigue, Pressure), Healing Factor (Regeneration) 4,
Impervious Toughness 9 • 25 points
ADVANTAGES
All-out Attack, Attractive, Improved Hold, Power Attack
SKILLS
Expertise: Law 8 (+9), Intimidation 6 (+7), Perception 6 (+7),
Persuasion 6 (+7), Ranged Combat: Throwing 4 (+6)
OFFENSE
INITIATIVE +2
Throw +6 Ranged, Damage 13-16
Unarmed +6 Close Damage 13-16
DEFENSE
DODGE 10 FORTITUDE 12
PARRY 10 TOUGHNESS 10
WILL 6
POWER POINTS
ABILITIES 74 SKILLS 15
POWERS 49 DEFENSES 17
ADVANTAGES 4 TOTAL 159
COMPLICATIONS
Enemy: Nicolas Trask
Power Loss: Human form of Jennifer Walters
Relationships: The She-Hulk is close to her cousin, Robert
Bruce Banner (a.k.a. the Hulk), She has a tumultuous
relationship with her father, Morris.
Savage She-Hulk: During her initial transformations, the
She-Hulk lost –1 to her INT, and was more extroverted and
temperamental. After gaining control of her transformations,
she retained her full intelligence in both forms.
SHE-HULK (SENSATIONAL) PL13 SENSATIONAL SHE-HULK
From the time that she first joined the Fantastic Four and
STR STA AGI DEX FGT INT AWE PRE her association with the Avengers, the She-Hulk emerged
14 11 4 4 6 2 2 1 from the half-savage female Hulk-analogue, in torn
clothes, into a foxy cosmopolitan superheroine about
POWERS town, driving flying Cadillacs, and hobnobbing with a
who’s-who list of super-hero celebrities, cementing
Adrenaline Surge: Enhanced Strength 3, plus Enhanced
Strength 2, Limited to Lifting (Lifting Str19; 12,000 tons),
herself as her own brand of new-age lady super-hero.
Limited to when afraid, may only increase 1 point per round • She also renewed her law-practice – now permanently in
5 points her She-Hulk form, she became a legal representative
Shockwave: Burst Area Damage 10, Limited: Both the She- specializing in meta-human affairs. In fact, this is the
Hulk and her targets must be in contact with the ground • 10 version of the She-Hulk that endures to this day, minus
points the power-up to her modern levels – although it could be
• Groundstrike: Burst Area Affliction 10, (Resisted by said that these stats represent her as she seems to be
Fortitude; Dazed, Stunned), Instant Recovery, Limited portrayed in her modern cross-title Avengers/FF
Degree, Limited: Both the She-Hulk and her targets must be appearances, as opposed to how she seems in her own
in contact with the ground • 1 point books. In either case, She-Hulk is the physically
Leaping 8 • 8 points strongest Marvel super-heroine, and one of the most
Super-Stamina: Immunity 12 (Cold and Heat Damage, powerful heroes on
Fatigue, Pressure), Healing Factor (Regeneration) 4, Earth. (St60/90)
Impervious Toughness 9 • 25 points
ADVANTAGES
All-out Attack, Attractive, Improved Hold, Power Attack
SKILLS
Close Combat: Unarmed 2 (+8), Expertise: Law 8 (+10),
Intimidation 6 (+7), Perception 6 (+7), Persuasion 6 (+7),
Ranged Combat: Throwing 6 (+8)
OFFENSE
INITIATIVE +2
Throw +8 Ranged, Damage 14-17
Unarmed +8 Close Damage 14-17
DEFENSE
DODGE 10 FORTITUDE 12
PARRY 10 TOUGHNESS 11
WILL 6
POWER POINTS
ABILITIES 88 SKILLS 17
POWERS 49 DEFENSES 16
ADVANTAGES 4 TOTAL 174
COMPLICATIONS
Enemy: Titania.
Power Loss: Human form of Jennifer Walters
Relationships: The She-Hulk is close to her cousin, Robert
Bruce Banner (a.k.a. the Hulk), is a member of the Avengers
and a sometime member of the Fantastic Four, so she has a
wide range of contacts within the super-hero community,
particularly female heroes. She has also had romantic
dalliances with the likes of Starfox and Hercules.
SHE-RULK PL12 SHE-RULK
Betty Ross Banner was the wife of Bruce Banner, and
STR STA AGI DEX FGT INT AWE PRE only daughter of the renowned General Thaddeus E.
16 11 2 2 6 0 0 0 "Thunderbolt" Ross. She was believed dead, murdered
by the Abomination, who used the high levels of gamma
POWERS radiation in his own blood to poison her (making it appear
to be the fault of the Hulk). Betty was placed in cryogenic
Shockwave: Burst Area Damage 10, Limited: she and her
suspension by her father.
targets must be in contact with the ground • 10 points Red She-Hulk first appeared after the emergence of the
• Groundstrike: Burst Area Affliction 10, (Resisted by Red Hulk – who turned out to be Betty’s father, General
Fortitude; Dazed, Stunned), Instant Recovery, Limited Ross. ‘She-Rulk’ came into conflict with Red Hulk
Degree, Limited: she and her targets must be in contact with (‘Rulk’”, who was hunting the mercenary Domino, after
the ground • 1 point she witnessed him transform from his human form. Their
Leaping 8 • 8 points encounter ended with Red She-Hulk kicking Red Hulk off
Super-Stamina: Immunity 12 (Cold and Heat Damage, the Empire State Building. She-Rulk engaged with a
Fatigue, Pressure), Healing Factor (Regeneration) 4, number of battles with the Hulks, but after Skaar stabs
Impervious Toughness 9 • 25 points her with his sword, she reverts back to her human form,
Super Hot: Energy Aura: Damage 6, Enhanced Heat Aura
revealing that she is Betty Ross. Betty explains that she
was brought back to life - having been put 'on ice' by her
12 (Limited to when angry, Side-Effect- Fatigue • 60 points.
father after her death - thanks to various experiments by
ADVANTAGES the Intelligencia that mutated her into She-Rulk. She
begs Bruce to allow her to die, but instead transforms
All-out Attack, Attractive, Benefit 1 (General ’'Thunderbolt
back into the Red She-Hulk, healing her injuries.
'Ross' Daughter), Fearless, Improved Hold, Power Attack, As She-Rulk, Betty is wildly irrational, creating a wedge
Ranged Attack 8 with Bruce. It has however, actually brought her closer to
her husband as the Hulk, and she has operated with the
SKILLS highly-volatile ‘Hulk Family’ ever since. (Str80/100)
Close Combat: Unarmed 2 (+8), Expertise: Computers 4
(+4), Expertise: Espionage 3 (3), Intimidation 6 (+6), SHE GETS EVEN HOTTER
Perception 3 (+3), Persuasion 6 (+6), Ranged Combat:
Firearms 8 (+10), Combat: Throwing 6 (+8) She-Rulk has the same powers as the Red Hulk, with the
ability to absorb forms of energy besides just gamma
OFFENSE radiation (like the Cosmic Power of the Silver Surfer). If
INITIATIVE +3 she absorbs an energy source of at least 16 ranks, she
Throw +8 Ranged, Damage 16 gains Enhanced Strength 1, plus Enhanced Strength 2
Limited to Lifting (Lifting STR19, 12,000
Unarmed +8 Close Damage 16
tons).
DEFENSE
DODGE 8 FORTITUDE 12
PARRY 8 TOUGHNESS 11
WILL 3
POWER POINTS
ABILITIES 74 SKILLS 19
POWERS 114 DEFENSES 12
ADVANTAGES 14 TOTAL 203
COMPLICATIONS
Power Loss: She-Rulk’s Human form is Betty Ross Banner
Relationships: Betty’s main relationships are with her
husband, Bruce Banner (the Hulk), and her father General
Thunderbolt Ross (Rulk).
Sherlock Holmes was born in England in the year 1854.
Little is known of his family background, save that he is REAL NAME: SHERLOCK HOLMES
the grand nephew of the French artist Emile Jean Horace OCCUPATION: PRIVATE DETECTIVE
Vernet. It is also known that in his younger years, Holmes BASE: LONDON AFFILIATION: PARTNER OF DR. WATSON
attended at least one of the country's leading universities,
though it cannot be ascertained whether he was an
HEIGHT: UNREVEALED WEIGHT: UNREVEALED
alumnus of Oxford, Cambridge, or both. His older brother EYES: BROWN HAIR: BLACK
Mycroft, born 1847, whom Sherlock always considered to
be even more intellectually gifted than himself, would The Von Bork case seems to have been Sherlock
spend much of his life serving on Her Majesty's Secret Holmes's last bow. Following the arrest, Holmes returned
Service. to his life of seclusion in Sussex to live out his life in
At the age of 20, Holmes was to find his life's calling. For peace and solitude, keeping bees and eventually
it was in that year that he began his illustrious career as publishing a manual on the subject. The details of his
the world's first consulting detective, taking his first death are not known, but he lives on to this day through
case...which his future friend and companion Dr. John the records of his thrilling cases, and will always be
Watson would come to title, in his chronicles of Holmes's remembered and regarded as the "World's Greatest
endeavors, "The Adventure of the Gloria Scott." His study Detective". (Str8)
of science at university having informed his already keen
mind and powers of observation, Holmes employed a
process of deductive reasoning in his work, with great
success.
In 1881, Holmes's professional relationship with Dr. John
Watson began. Watson would come to assist Holmes in
hundreds of investigations throughout their years
together at Holmes's flat in 221B Baker Street, London,
where both were attended by the landlady, Mrs. Hudson.
In 1887, Watson began publishing his accounts of these
adventures with "A Study In Scarlet." Over the years, The
Strand Magazine would carry many tales of Holmes's
baffling cases and brilliant insight, and he would become
recognized across the globe as one of the world's finest
analytical thinkers, often aiding Scotland Yard in their
investigations, in addition to his own private consulting
practice.
In 1891, Sherlock Holmes was apparently killed in
Switzerland, when he and his cunning adversary,
Professor James Moriarty, locked in combat, tumbled
from the heights of the Reichenbach Falls into the waters
below. No body was ever recovered, however, and
Holmes shocked Watson and the world at large by
resurfacing in 1894 and returning to public practice,
explaining that he'd faked his death and remained in
hiding for three years in order to elude Moriarty's criminal
associates.
In 1895, after his miraculous return from the watery
grave, Holmes was given a private audience with Her
Majesty, Queen Victoria, in honor of his service to Crown
and Country. In 1902, he was offered Knighthood, but
declined. He retired to Sussex in 1904, having left behind
a legacy unrivaled in the annals of criminal investigation.
But even in "retirement" Holmes would again come to the
aid of his country as the First World War approached. In
1914, at the age of 60, he was instrumental in the capture
and arrest of a Prussian spy known as Von Bork.
SHERLOCK HOLMES PL10
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
2 3 3 4 4 8 7 7
EQUIPMENT OFFENSE
Encyclopedia: Enhanced Advantages Expertise (Anthro- INITIATIVE +11
pology, Geography, and History) 5 • 18 points Fighting Sticks +10 Close Damage 4
Magnifying Glass • 2 points Pistol +8 Ranged, Damage 3
Pistol: Ranged Damage • 3 points
Unarmed +10 Close Damage 2, Crit, 19-20
Fighting Sticks: Strength-based Damage 2 • 1 point
ADVANTAGES DEFENSE
Agile Feint, Close Attack 4, Benefit (World Famous DODGE 12 FORTITUDE 3
Detective), Defensive Roll 2, Equipment 5, Improved Critical PARRY 11 TOUGHNESS 5/3
(Unarmed) 2, Improved Feint, Improved Initiative, Jack-of-all- WILL 12 *Without Defensive roll bonus
Trades, Ranged Attack (Pistol) 4, Skill Mastery (Investigate),
Well-Informed POWER POINTS
ABILITIES 79 SKILLS 42
SKILLS POWERS 0 DEFENSES 22
Athletics 2 (+4), Close Combat: Fighting Sticks 2 (+10), ADVANTAGES 24 TOTAL 165
Deception 8 (+16), Close Combat: Unarmed 2 (+10),
Deception 8 (+16), Expertise (Chemistry, Poisons) 6 (+14), COMPLICATIONS
Expertise (19th Century Crimes) 6 (+14), Expertise
(Criminology) 8 (+16), Expertise (Violinist) 4 (+12), Enemy: Professor Moriarty
Investigation 12 (+20), Insight 12 (+20), Perception 12 (+20), Relationships: Partner of Dr. Watson, Occasional dalliance
Persuasion 4 (+12), Sleight of Hand 4 (+7), Stealth 4 (+7) with Irene Adler
ADVANTAGES
All-Out Attack, Great Endurance, Favored Foe (Kaiju), Power
Attack
SKILLS
Close Combat 5 (+10), Intimidation 10 (+10) Ranged
Combat: Weapons Systems 10 (+10)
OFFENSE
INITIATIVE 0
Chest Laser +10 Ranged Damage 19
Finger Missiles +10 Ranged Damage 7
Flying Fist +10 Ranged Damage 12
Delta-V One +9 Ranged Damage 7
Skyskater Two +10 Close Damage 12
Earthmover Three +10 Ranged Damage 7
Groundrover Five +10 Ranged Damage 7
Unarmed +10 Close Damage 20
DEFENSE
DODGE 0 FORTITUDE Immune
PARRY 0 TOUGHNESS 20
WILL Immune
POWER POINTS
ABILITIES -28 SKILLS 12
POWERS 183 DEFENSES 16
ADVANTAGES 4 TOTAL 184
Dreadnought-Titan Mode: Flight 7 (250 mph), Movement 1
(underwater), Protection 4, Impervious Toughness 16 • 22
points
Weapons Systems: Array (38 points)
• Eyes Lasers: Ranged Damage 12 • 1 point
• Shield: +3 Active Defense • 1 point
• Photon blasts: Ranged Damage 19 • 38 points
ADVANTAGES
All-Out Attack, Great Endurance, Favored Foe (Kaiju), Power
Attack
SKILLS
Close Combat 4 (+10), Intimidation 10 (+10) Ranged
Combat: Weapons Systems 10 (+10)
OFFENSE
INITIATIVE 0
Unarmed +10 Close Damage 20
Weapons Systems +10 Ranged Damage 19
DEFENSE
DODGE 0 FORTITUDE Immune
PARRY 0 TOUGHNESS 20
WILL Immune
POWER POINTS
ABILITIES -28 SKILLS 12
POWER POINTS
ABILITIES -28 SKILLS 12
POWERS 185 DEFENSES 16
ADVANTAGES 4 TOTAL 189
COMPLICATIONS
Richard Carson: STR 2, STA 3, AGI 3, DEX 2, FGT 4, INT
1, AWE 2, PRE 2; Athletics 6 (+8), Acrobatics 6 (+9),
Vehicles 9 (+12), Init 1, Dodge 6, Parry 6, Fort 3, Tou 3
ADVANTAGES
All-Out Attack, Great Endurance, Favored Foe (Kaiju), Power
Attack
SKILLS
Close Combat 4 (+10), Intimidation 10 (+10) Ranged
Combat: Weapons Systems 10 (+10)
OFFENSE
INITIATIVE 0
Unarmed +10 Close Damage 20
Weapons Systems +10 Ranged Damage 19
Norrin Radd of the planet, Zenn-La, was an explorer and
inventor. When the world-eater, Galactus, intended to
consume Zenn-La, Norrin offered himself as a sacrifice
for his world. He volunteered to become a herald for
Galactus, scouting out uninhabited worlds that would
quell the Ravager’s Hunger. As he had never had a
Herald, Galactus agreed and transformed the Zenn-
Lavian into the being known as the Silver Surfer.
The Surfer served Galactus faithfully for many decades,
until Galactus’ Hunger finally drew him towards Earth.
Upon meeting humans, including Alicia Masters and the
Fantastic Four, the Surfer realized that he could not allow
his master to destroy the Earth. He betrayed his master
and fought alongside the heroes of Earth against
Galactus.
To punish his Herald for his betrayal, Galactus erected a
powerful force field around the Earth that held the
traitorous Surfer captive there for many years – during
which time he formed numerous contacts with the
metahuman population – particularly the Fantastic Four
and the Defenders. The Surfer eventually escaped Earth
and wound up aiding Galactus against the Skrull Empire,
for which the Devourer pardoned the Surfer and gave him
his freedom.
The Surfer explored the universe for a time, looking for
purpose, trying to atone for the billions that had died
while he was Galactus’ Herald. But responsibility to the
universe always brought him back into service for the
World Devourer, in one way or another. Recently, the
Surfer has voluntarily resumed his duties as Herald, as it
has been proven time after time that his best service to
the universe is to guide Galactus’ appetites away from
inhabited worlds. (Str98/150)
PERSONALITY
The Surfer’s cosmic awareness makes him aloof by
nature, and his cosmic perspective makes him somewhat
naive in the ways of mortals. He is burdened by guilt at
the lives he has allowed to be destroyed at the hands of
Galactus. Nonetheless, he remains pure of heart, and The Surfer also possesses Cosmic Senses sufficient to
incorruptible, and an endlessly questing explorer. track a grain of sand through space, enabling him to find
favorable planets for Galactus’ Hunger at the farthest
POWERS AND ABILITIES reaches of the cosmos. His cosmic awareness also
gives him a limited amount of prescience and
The Silver Surfer possesses vast cosmic power granted clairvoyance.
him by Galactus. He has the ability to channel ambient
cosmic energy into concussive force blasts, or to
restructure molecules at will. He can generate beams of
REAL NAME: NORRIN RADD
energy from his hands with sufficient force to level a large OCCUPATION: HERALD OF GALACTUS, FORMER SCIENTIST
city. He can survive in open space and has no need to BASE: MOBILE AFFILIATION: GALACTUS
eat or breath. With his board, he can travel freely HEIGHT: 6’ 2’” WEIGHT: 210 lbs
through hyperspace and may, in fact, be one of the
fastest moving objects in the cosmos.
EYES: SILVER HAIR: NONE
SILVER SURFER PL15
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
18 14 2 4 8 2 11 5
POWERS OFFENSE
Cosmic Awareness: Comprehend Languages 3 (speak all, INITIATIVE +2
understand all); Communication 1 (mental); Enhanced Cosmic Blast +11 Ranged, Damage 19
Awareness 6; Senses 1 (Cosmic Awareness) • 23 points Unarmed +10 Close Damage 18
The Power Cosmic: Array (38 points)
DEFENSE
• Cosmic Blast: Ranged Damage 19 • 38 points
DODGE 14/12* FORTITUDE 16
• Cosmic Senses: Senses 32 (Acute, Ranged, and Tracking
PARRY 14/12* TOUGHNESS 16
Detect Life, Extended Detect Life 28) • 1 point WILL 11 *Without Surfboard
• Healing: Healing 19 • 1 point
• Matter Manipulation: Transform 19 (anything into POWER POINTS
anything.) • 1 point ABILITIES 116 SKILLS 28
Silver Skin: Protection 2, Impervious Toughness 18; POWERS 138 DEFENSES 16
ADVANTAGES 6 TOTAL 304
Immunity 10 (Life Support) • 30 points
Surfboard: Enhanced Defense 2 (Dodge/Parry), Tou 16;
COMPLICATIONS
Feature 1 (Remote Control), Flight 20 (2,000,000 MPH),
Guilt: The Silver Surfer suffers tremendous guilt and moral
Platform, Movement 4 (Environmental Adaptation — Zero-G, conflict over the billions of lives Galactus took during the
Space Travel 4), Removable (-7 points) • 43 points Surfer’s tenure as Herald, nevertheless serving loyally,
acknowledging that Galactus’ serves cosmic consonance
ADVANTAGES Relationship: The Surfer’s primary contact as Herald is
Agile Feint, Assessment, Evasion, Extraordinary Effort, Galactus, who he has served for centuries at a time. The
Surfer also has contacts with most of the other current and
Move-By Action, Power Attack
former Heralds, as well as the Avengers, the Fantastic Four,
and is a member of the sometime-superhero group the
SKILLS Defenders, along with Doctor Strange, Ghost Rider, the Hulk,
Acrobatics 3 (+20), Expertise: Astronomy 20 (+22), Close and Namor.
Combat: Unarmed 2 (+10), Expertise: Physics 4 (+14), Naive: Despite his time as Herald, the Surfer remains
Perception 6 (+17), Persuasion 4 (+14), Ranged Combat: surprisingly innocent – particularly to those with malevolent
Cosmic Blast 9 (+11) intentions..
2 3 2 2 4 1 2 1
POWERS DEFENSE
Bionic Man: Array (6 points) DODGE 8 FORTITUDE 3
PARRY 8 TOUGHNESS 3
• Enhanced Strength 6: Limited to Legs and Right Arm • 6
WILL 6
points
• Bionic Eye: Senses 2 (Darkvision, Extended Vision), POWER POINTS
Infravision, • 1 point ABILITIES 34 SKILLS 18
• Bionic Legs: Leaping 2, Speed 6 • 2 points POWERS 9 DEFENSES 14
ADVANTAGES 2 TOTAL 76
ADVANTAGES
COMPLICATIONS
Benefit (Special Agent), Jack-of-all-Trades
Relationships: Steve Austin was romantically involved with
SKILLS Jamie Summers, the Bionic Woman, and they eventually
married and had a son who also became cybernetically
Athletics 4 (+6), Close Combat: Unarmed 3 (+7), Deception
enhanced. Steve is close friends with Dr. Rudy Wells, and
4 (+5), Expertise: Espionage 8 (+9), Expertise: Military 4
his supervisor, Oscar Goldman.
(+5), Investigation 4 (+5), Vehicles 7 (+9) Self-Loathing: Deep down, Steve hates his bionic implants
and considers himself a freak.
OFFENSE Spy or Assassin: The novel version of Steve Austin is a
INITIATIVE +2 ruthless killer. The TV show featured a reluctant nice-guy
Unarmed +7 Close Damage 2/8 spy.
17 17 0 0 6 0 0 0
POWERS SKILLS
Shockwave: Burst Area Damage 12, Limited: Both Skaar Close Combat: Unarmed 2 (+10), Insight 6 (+8), Intimidation
and his targets must be in contact with the ground • 12 points 9 (+9), Perception 5 (+8), Ranged Combat: Throwing 8 (+8),
• Groundstrike: Burst Area Affliction 10, (Resisted by Technology 4 (+4)
Fortitude; Dazed, Stunned), Instant Recovery, Limited
Degree, Limited: Both Skaar and his targets must be in
OFFENSE
INITIATIVE +3
contact with the ground • 1 point
Battle-Ax +8 Close Damage 20-22 Crit. 18-20
Leaping 12 • 12 points
Earthquake Burst Area, Damage/Affliction 19
Super-Stamina: Immunity 12 (Cold and Heat Damage,
Resisted by Dodge; both Burst
Fatigue, Pressure), Healing Factor (Regeneration) 5, Area 2 or other effects)
Impervious Toughness 15 • 32 points Lava Area Affliction 19
Adrenaline Surge: Enhanced Stamina 1, Enhanced Sword +8 Close Damage 20-22 Crit. 18-20
Strength 2, plus Enhanced Strength 2, Limited to Lifting Throw +8 Ranged, Damage 17-19
(Lifting STR21; 50,000 tons), Improved Critical 2 (Strength- Crit. 18-20
based damage), Limited to when angry, may only increase 1 Unarmed +10 Close Damage 17-19 Crit. 18-20
point per round • 7 points
DEFENSE
The Old Power: Array (19 points)
DODGE 8 FORTITUDE 17-18
• Earth Control: Move Object 19 (Limited: Must be contact
PARRY 8 TOUGHNESS 17-18/19*
with the ground) • 19 points WILL 8 *With Old Power
• Earthquake: Burst Area Damage 19 Linked to Burst Area
Affliction 19 (Resisted by Dodge; Vulnerable, Defenseless), POWER POINTS
Limited Degree; both effects are Selective, Limited: Both ABILITIES 86 SKILLS 17
Skaar and target must be in contact with the ground) • 1 point POWERS 87 DEFENSES 9
• Lava: Area Affliction 19 • 1 point ADVANTAGES 11 TOTAL 200
• Stone Form: Feature 1 (Transform instantly), Protection 2,
Limited: May not be used when Adrenaline Surge is active •
COMPLICATIONS
1 point Obsession: At one time, Skaar was primarily motivated by
the the desire to kill his father, the Hulk, blaming him for his
• Super-Strength: Enhanced Strength 7, (Limited to Lifting,
tragic childhood. Skaar seems to have worked through this
Lifting Str24; 400,000 tons), (Limited: Must be contact with
particular issue.
the ground, may not be used when Adrenaline Surge is Power Loss: Skaar can voluntarily transform into human-
active; 1 turn only) • 1 point form, a young boy approximately 12 years-old with stats of
STR 0, STA 1, FGT 2, and AWE 3 with corresponding
EQUIPMENT adjustments to his sill ranks and defenses
Battle Ax: Strength-based Damage 3 • 3 points Relationships: Skaar has contacts with the ‘Hulk Family’,
including his father, Bruce Banner, the Hulk, his second
Sword: Strength-based Damage 3 • 3 points
cousin Jennifer Walters, the She-Hulk, Betty Ross Banner,
ADVANTAGES She-Rulk, Rick Jones, A-Bomb, and his brother Hiro-Kala.
Temper: Skaar has inherited his father’s quick fuse to go
All-out Attack, Close Attack 2, Diehard, Equipment 2,
along with his strength.
Fearless, Improved Critical 2 (Strength-based Damage), Young: Despite his strength, Skaar is mentally still just a
Improved Hold, Power Attack, Ultimate Effort Strength) child.
James Scully is a trained soldier turned superhero who
wears a Scorpion power belt that enhances his strength
and durability. The belt also has preservative effects on
his body's metabolism. On one occasion, Scully was able
to funnel energy into explosive force. The full capabilities
of the belt are unknown. After returning from Viet Nam,
Scully was convicted of the accidental killing of his drug-
addicted brother, who attacked him with a knife while
high; the chartered plane transporting him and several
others was caught in a time/space warp over the
Bermuda Triangle and ended up crashing in an unknown
location which appeared to incorporate elements from
various points in Earth's history (centered around the
mysterious Tower of Time) as well as
artifacts left by alien races (including
the power belt).
Scully and his companions were eventually rescued by
the Thing of the Fantastic Four. He served in Doctor
Druid's team of occult investigators the Shock Troops
alongside Shadowoman and N'Kantu, the Living Mummy.
He was attempting to find a way to remove the power
belt which had recently been damaged and had
altered his appearance. His skin had
become transparent showing only a green
glowing skeleton. During this time, he
adopted the alias of the obscure
Golden Age hero, the Blazing
Skull. He crossed paths with
heroes such as Quasar and
Captain America while a
member of the team.
Eventually, Doctor Druid was able to restore Scully to his
normal appearance and he left the team. Sometime later, POWERS AND ABILITIES
attempts to remove the belt caused him lose the youthful
metabolism the belt provided. He gained weight and lost James Scully is a skilled pilot, and a trained soldier,
much of the physical shape the belt had kept him at over proficient with weapons and unarmed combat. His alien
the years. While serving as a bodyguard, he met and had ‘Scorpion Belt’ enhances his physical strength,
an adventure with the Avenger, Hawkeye. Scully has sufficiently to kill a fully-grown Tyrannosaurus rex with his
since returned to the Bermuda Triangle with Lee bare hands. The belt has also shown limited energy-
Forrester. (Str9/38) projecting abilities, as well as a force field, although
Scully has not learned how to control these. For a brief
PERSONALITY period, the belt caused an odd effect that rendered his
skin invisible and causing his skeleton to glow, although
Scully is a Viet Nam-era war-vet, and is full of the this has since returned to normal. In normal
rebelliousness of the time-period. He is courageous to circumstances, Scully cannot remove the belt.
the point of recklessness, and his temper can often get
the better of him. He feels personal guilt over the
accidental death of his brother, and is reluctant to take
REAL NAME: JAMES SCULLY
responsibility for others. Scully was also deserted by his OCCUPATION: ADVENTURER, FORMER NAVY PILOT
wife after serving time as a POW in ‘Nam, leaving with BASE: MOBILE, FORMERLY PREHISTORIC PAST
trust issues, as well as being generally bitter and cynical. AFFILIATION: U.S. AIR FORCE, SHOCK TROOP
He has always had a problem with authority figures,
made worse from his time as a fugitive over the death of
HEIGHT: 6’ 2” WEIGHT: UNREVEALED
this brother. EYES: BROWN HAIR: RED
SKULL THE SLAYER PL10
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
3*/10 3*/7 4 4 8 1 2 1
POWERS DEFENSE
Scorpion Power Belt: Unremovable; Enhanced Stamina 3, DODGE 10 FORTITUDE 3/10
Strength 7, (Lifting Str 10; 25 tons), Immunity (Aging) • 11 PARRY 10 TOUGHNESS 10/6*/3**
points WILL 8 **Without Belt
**Without Defensive roll bonus
ADVANTAGES
All-out Attack, Defensive Roll, Power Attack, Takedown POWER POINTS
ABILITIES 52 SKILLS 19
SKILLS POWERS 22 DEFENSES 12
Athletics 5 (+8/+15), Close Combat: Unarmed 2 (+10), ADVANTAGES 4 TOTAL 109
Expertise: Military 4 (+5), Insight 4 (+6), Intimidation 5 (+6),
Ranged Combat (Firearms) 6 (+10), Stealth 7 (+10), COMPLICATIONS
Vehicles 6 (+10)
Fugitive: Jim Scully is wanted for the self-defense murder of
his drug-addicted younger brother.
OFFENSE Relationships: While trapped in the Earth’s past, Jim Scully
INITIATIVE +4 was associated with Ann Reynolds, Jeff Turner and Dr.
Unarmed +10 Close Damage 3/10 Raymond Corey.
A convicted bank robber and highly trained mercenary,
Snake Plissken was arrested for robbing the Federal
Reserve in Atlanta, Georgia in 1997. However, he was
offered a presidential pardon if he agreed to rescue the
President of the U.S. whose plane had crashed in the
middle of New York Cit, which was now a maximum
security prison.
Unbeknownst to Plissken, however, was a catch.
Surreptitiously injected with an device that would kill him
in twenty three hours, The only way to survive was
another injection during the last fifteen minutes of the
twenty three hours – and conditional to receiving this
injection was that he rescue the President and a tape
recording containing vital classified information that could
end the ongoing world war. Armed with technical gear
and weapons including a Suppressed Scoped Mac-10,
Scoped Magnum, throwing knifes, Glider, and other tools,
Snake managed to rescue the President, and received
his life-saving injection. Plissken, However, destroyed
the tape recording as he walked away into the night.
In 2013, Plissken - now the most wanted criminal in the
world – was again arrested for a list of crimes. Similarly to
his adventure in New York, given a virus unknowingly
and ordered by the President to retrieve a "black box"
from his daughter in Los Angeles, which was no longer
part of the U.S. and was where immoral citizens were
deported. Again, Plissken accomplished his mission,
receiving the life-saving antidote, but used the retrieved
the "black box", shut down all of Earth's technology.
(Str9)
PERSONALITY
True to his namesake, Snake Plissken is mean as a
snake. The very caricature of the emerging breed of anti-
hero, Snake is completely immoral, happy to kill
opponents, with utter contempt for authority, or even
civilization itself. He speaks in a quiet, hissing rasp, with
a perpetual scowl. He does have a small soft spot for
people who display courage and selflessness, suggesting
the more base qualities of human nature are what fire his
cynicism.
3 3 3 4 7 2 3 3
EQUIPMENT DEFENSE
Pulse Rifle: Ranged Damage • 5 points DODGE 11 FORTITUDE 3
PARRY 11 TOUGHNESS 5/3*
ADVANTAGES WILL 7 *Without Defensive roll bonus
Agile Feint, Close Attack (Melee) 3, Benefit (Street-cred),
Defensive Roll 2, Equipment 1, Improved Critical (Unarmed) POWER POINTS
2, Improved Initiative, Luck, Jack-of-all-Trades, Mastery
(Espionage), Skill Mastery (Technology) ABILITIES 56 SKILLS 23
POWERS 0 DEFENSES 16
SKILLS ADVANTAGES 18 TOTAL 113
Athletics 4 (+7), Close Combat: Unarmed 3 (+10), Deception
4 (+7), Expertise: Military 6 (+8), Insight 8 (+11), Investigation COMPLICATIONS
4 (+6), Perception 4 (+7), Persuasion 4 (+7), Ranged
Mean as a Snake: Snake Plissken is just flat out the
Combat: Pulse Rifle, 8 (+11), Technology 8 (+10), Vehicles 6
(+9) meanest son of a bitch going. He also has a problem with
authority figures.
OFFENSE Reputation: For good or bad, Snake’s reputation precedes
INITIATIVE +6 him – he is known among both military, law enforcement, and
Pulse Rifle +11 Ranged, Damage 5 underworld circles, and rumors about him abound – for
Unarmed +10 Close Damage 3 example, he was widely rumored to be dead.
Snakes are relative latecomers on the evolutionary scale,
arising from lizards in the Late Cretaceous, some 90
million years ago. These were creatures who evolved
specifically to hunt the population of small-bodied
mammals that ran underfoot throughout the Age of the
Dinosaurs – slim-bodied and legless, able to chase
burrowing animals right down the subterranean
holes that had been their sanctuary - and
perhaps this is the racial memory that
prevails even today with their two-
legged hominid descendants. While
the majority of snakes are non-
venomous, and most are too small
to be dangerous, all snakes are
predatory, and a few are large
enoughto prey on humans. The real
danger, however, from snakes, is from
venom – anywhere from forty to fifty
thousand people are killed by snakes yearly.
ANACONDA
ANACONDA PL7
STR STA AGI DEX FGT INT AWE PRE BIGGEST SNAKE IN THE WORLD…
4 2 0 1 0 -4 1 -4 … but not the longest. That honor goes to the
Reticulated Python, which might genuinely reach 30’.
POWERS The Anaconda (Eunectes murinus) rarely grows larger
Amphibious: Swimming 1 • 1 point than 18’ – while rumored exceptional individuals have
Constrictor’s Coils: Strength-based Damage 4 (limited: been reported at 25’ or more, I have not been able to find
Suffocation only, must score a successful grapple), a confirmed 20 footer. The remote watery haunts of the
Protection 1 • 5 points amphibious Anaconda make it more secretive by nature,
Senses 2 (Infra-Vision, Scent) • 2 points so records are unreliable, but the largest specimens
probably attain at least 20’ – which is still far less than a
ADVANTAGES big Reticulated Python.
Chokehold, Fast Grab, Improved Hold (Coils), Improved On the other hand, the Anaconda is a much bulkier snake
Initiative, Startle
- an 18’ Anaconda can weigh as much as a 24’ python –
SKILLS an on-camera measurement of a wild 19 footer recorded
a weight of 250 lbs. So, it is likely that the very largest
Close Combat: Coils 5 (+5), Perception 5 (+6), Stealth 4 (+5)
Anacondas exceed the Reticulated Python in pure body
OFFENSE mass, possibly 300 lbs or more.
INITIATIVE +4
Due to its size, the Anaconda is also one of a small
Coils +5 Close Damage 8 number of constrictors that are capable of swallowing
humans. Again, because of the backwater areas where
DEFENSE humans are likely to encounter anacondas, official
DODGE 5 FORTITUDE 4 records are sketchy, but it’s almost certain to have
PARRY 5 TOUGHNESS 3 happened, and locals relate tales of Anaconda attacks.
WILL 2 Like crocodiles, Anacondas attack at the water’s edge,
although, unlike crocs, they generally don’t go after prey
POWER POINTS they can’t swallow whole, and so are inherently less
ABILITIES 0 SKILLS 7 dangerous. Also, Anaconda's hunt much less frequently,
POWERS 8 DEFENSES 13 than crocodiles, as a single meal will last them for
ADVANTAGES 5 TOTAL 33
months. (Str12)
ASIAN COBRA
ASIAN COBRA PL6
STR STA AGI DEX FGT INT AWE PRE
-5 0 1 2 3 -4 2 0
POWERS
Venomous Bite: Affliction 6 (Resisted by Fortitude; Dazed,
Stunned, Incapacitated, Paralyzed) Weaken Stamina 6 • 12
points
Senses 1 (Low-Light Vision, Scent) • 1 points
ADVANTAGES
Fast Grab, Improved Initiative, Startle
SKILLS
Close Combat: Bite 3 (+6), Perception 5 (+6), Stealth 4 (+5)
OFFENSE
INITIATIVE +6
Venomous Bite +6 (Affliction +6, Weaken, DC 17)
ADVANTAGES
THE MOST DANGEROUS SNAKE IN THE WORLD
Fast Grab, Improved Initiative, Startle
When it gets down to brass tacks, when encountered,
one on one, compared to any other snake in the world, SKILLS
the Black Mamba must rank as the worst of the lot. It’s Close Combat: Bite 4 (+7), Perception 5 (+6), Stealth 4 (+6)
combination of size – longer than any other venomous
snake in Africa – speed (fastest snake in the world), a OFFENSE
nervous, nasty disposition, and an extremely virulent, INITIATIVE +6
fast-acting venom (close to 100 percent fatality rate Venomous Bite +7 (Affliction +4, Weaken, DC 17)
without treatment), separates this species from the rest.
Even the vaunted Australian Taipan – similar of form and
DEFENSE
temperament, and possessed of even more potent DODGE 5 FORTITUDE 2
PARRY 5 TOUGHNESS 1
venom drop for drop – is not as large, nor can its thicker
WILL 2
frame mimic the undulating whiplashing strike of the pool-
cue-thin Black Mamba. And once you’ve reached the POWER POINTS
toxicity levels in the venom of these species, it becomes
ABILITIES -3 SKILLS 7
a question of which can strike you easier – since the POWERS 10 DEFENSES 11
slightest scratch from the fangs of either one can kill you ADVANTAGES 3 TOTAL 28
within minutes.
Fortunately, neither the Black Mamba or the Taipan
are common species, with few bites attributed to LARGEST VIPER IN THE WORLD
either. In terms of practical killers, the highest
The legendary Bushmaster (Lachesis muta muta) is the
human toll comes from more minor-league
largest venomous snake in the Americas – up to 12’ –
species, such as the Russell’s Viper, the
and is the largest of all pit-vipers (although the Eastern
Saw Scaled Viper, and the various species of
Diamondback Rattlesnake may exceed it in weight). It is
Asian cobras, which each kill upwards of ten
a secretive snake, living deep in remote forests, so it
thousand people every year. (Str1)
actually causes few bites compared to Central and South
America’s Lance-headed pit-vipers, but a bite from a
Bushmaster – particularly in the remote territory where
it’s likely to occur – can easily be lethal. Given its size
and long fangs, a Bushmaster can inject a flood of tissue-
destroying venom. While lab tests indicate its toxicity is
fairly mild, bites have a lopsidedly high mortality – as high
as 80%, even with antivenin. It could be that victims
bitten in remote areas were treated too late, or perhaps
Bushmaster toxicity is underrated; they don’t do well
in captivity and toxicity of milked specimens might
be affected. In any case, there is a saying in the
region: “If a Bushmaster bites you, go sit under a
tree, because in a few minutes you will be dead.” (Str3)
PIT-VIPER: STATE OF THE ART
The Rattlesnake represents the most highly evolved line
of venomous snakes. Everything about viper evolution
has epitomized in this snake. Both fangs and venom are
an improvement over their more primitive cousins. Unlike
the short, rooted fangs of the cobra, the viper’s hinged
fangs allow them to be nearly the length of the head, a
living hypodermic needle that penetrates deep and
delivers an enormous volume of venom – a hemotoxic
venom that begins digestion even before the prey is
swallowed. This trait makes it both better and worse than
cobra/mamba venom – the tissue-destroying method
works slower on a human-sized victim, leaving you more
time to seek treatment, as opposed to a mamba’s
paralyzing neurotoxin that might suffocate you in minutes.
But the cobra/mamba bite is sometimes almost painless,
and if you get treatment, you can walk away as good as
new. A viper bite is tremendously painful, and you might
end up losing an arm.
The Rattlesnake is the thesis statement of vipers – the
advanced ‘pit-viper’ model sensory equipment, combined
DIAMONDBACK RATTLESNAKE with an actual rattle – an evolutionary culmination of a
tail-shaking defensive behavior used in dozens of
DIAMONDBACK RATTLESNAKE PL6 different species of snakes – an effective warning that
most animals respect.
STR STA AGI DEX FGT INT AWE PRE The Eastern Diamondback is the largest rattlesnake, and
the heaviest pit viper, heavier-bodied than the
-2 1 2 -2 3 -4 1 -3 Bushmaster (although large King Cobras probably are
heavier overall). The Western Diamondback is slightly
POWERS smaller with identical stats. The irascible Cascabel – the
Venomous Bite: Affliction 4 (Resisted by Fortitude; Dazed, Neotropical Rattlesnake of Latin America, is nearly as
Stunned, Incapacitated, linked with Damage 1) Weaken large, with a particularly foul temper and a venom reputed
Stamina 6 • 8 points
to be the most venomous of pit vipers. (Affliction 5) (Str3)
Senses 2 (Low-Light Vision, Scent) • 2 points
ADVANTAGES
Fast Grab, Improved Initiative, Startle
SKILLS
Close Combat: Bite 4 (+7), Perception 5 (+6), Stealth 4 (+6)
OFFENSE
INITIATIVE +6
Venomous Bite +7 (Affliction +4, Weaken, DC 17)
DEFENSE
DODGE 5 FORTITUDE 2
PARRY 5 TOUGHNESS 1
WILL 2
POWER POINTS
ABILITIES -3 SKILLS 7
POWERS 10 DEFENSES 11
ADVANTAGES 3 TOTAL 28
FER DE LANCE
FER DE LANCE PL6
STR STA AGI DEX FGT INT AWE PRE
-2 1 2 -2 3 -4 1 -3
POWERS
Venomous Bite: Affliction 4 (Resisted by Fortitude; Dazed,
Stunned, Incapacitated, linked with Damage 1) Weaken
Stamina 6 • 8 points
Senses 2 (Low-Light Vision, Scent) • 2 points
ADVANTAGES
Fast Grab, Improved Initiative, Startle
SKILLS
Close Combat: Bite 4 (+7), Perception 5 (+6), Stealth 4 (+6)
OFFENSE
INITIATIVE +6
Venomous Bite +7 (Affliction +4, Weaken, DC 17)
SKILLS
Close Combat: Bite 4 (+7), Perception 5 (+6), Stealth 4 (+6)
OFFENSE
INITIATIVE +6
Venomous Bite +7 (Affliction +6, Weaken, DC 17)
DEFENSE
DODGE 6 FORTITUDE 2
WORST BITE OF ALL PARRY 6 TOUGHNESS 1
WILL 2
The Gaboon Viper (Bitis gabonica) is the nastiest
expression of the viper bite, combining horribly damaging POWER POINTS
hemotoxin with the neurotoxic qualities of a cobra, all
delivered with the longest fangs of any in the serpent ABILITIES 0 SKILLS 6
POWERS 13 DEFENSES 12
world. A squat, 5’ snake, its fangs are over 2” – capable
ADVANTAGES 3 TOTAL 34
of causing serious physical damage – a captive Gaboon
was once found dead, with its fangs buried in its own
back. Its venom has been described by survivors as KING OF THE VENOMOUS SNAKES
painful as ‘putting one’s hand into a fire and being unable
to take it out’ – even morphine is useless. Gaboons also The King Cobra (Ophiophagus hannah) is the largest of
inject the largest quantity of venom of any known snake all venomous snakes, with exceptional individuals verified
and while untreated mortality is unknown, it would to exceed 18 feet. It is also possibly the most formidable
presumably almost always be fatal, as survivors often of ALL snakes, being among the short list of serpents
require amputation. capable of killing elephants.
Fortunately, the Gaboon Viper is not aggressive – it is, in The King Cobra also happens to be a snake-eater, with a
fact, a sluggish snake that often must be actually stepped venom that is particularly lethal to reptiles, so any of the
on before it will strike. Unfortunately, it can be almost other contenders for the title of ‘most dangerous snake’
invisible with its colorful leaf-like patterns and its would probably be eaten if paired in a cage with a King
tendency is to hunker down rather than actively retreat. Cobra, including all but the largest constrictors. And
Its body is the thickest of any viper, which also gives it a while specialization for reptiles makes its venom a bit less
powerful, lighting fast strike. toxic to mammals than some other elapids like the Black
Despite its formidable weapons, the Gaboon Viper’s Mamba or the Taipan, due to its size, the King Cobra can
scarcity makes it responsible for few bites. However, it inject a flood of venom, easily many times the lethal dose
does have a very common smaller cousin, the Puff for a human in a single bite.
Adder, that is a leading cause of snakebite in Africa. While mortality for King Cobra bites is low – primarily
(Str3) because this snake often ‘dry-bites’ (no venom) –
chances of fatalities increase sharply when
envenomation is severe, because, just like the Black
KING COBRA Mamba and the Taipan, the King Cobra’s venom is also a
fast-acting neurotoxin that can get you in trouble too
KING COBRA PL7 quickly to allow for treatment.
On the other hand, the disposition of the King Cobra is far
STR STA AGI DEX FGT INT AWE PRE less volatile than other contenders, with some localized
0 1 0 -1 4 -4 1 -3 cultures actually handling them almost casually.
Unfortunately, being among the most intelligent of
POWERS snakes, the King Cobra is also the only snake known to
guard its nests – in which case it gets very aggressive,
Venomous Bite: Affliction 6 (Resisted by Fortitude; Dazed,
Stunned, Incapacitated, Paralyzed) Weaken Stamina 6 • 12 known to attack and even chase after anyone who
points approaches, without provocation, apparently with the
Senses 1 (Low-Light Vision, Scent) • 1 points intent of killing them. (Str5)
DEFENSE
DODGE 6 FORTITUDE 2
PARRY 6 TOUGHNESS 3
WILL 2
POWER POINTS
ABILITIES 0 SKILLS 7
POWERS 7 DEFENSES 13
ADVANTAGES 5 TOTAL 32
RETICULATED PYTHON
RETICULATED PYTHON PL7
STR STA AGI DEX FGT INT AWE PRE
4 2 0 1 0 -4 1 -4
POWERS
Constrictor’s Coils: Strength-based Damage 4 (limited:
Suffocation only, must score a successful grapple),
Protection 1 • 5 points
Senses 2 (Infra-Vision, Scent) • 2 points
ADVANTAGES
Chokehold, Fast Grab, Improved Hold (Coils), Improved
Initiative, Startle
SKILLS
Close Combat: Coils 5 (+5), Perception 5 (+6), Stealth 4 (+5)
OFFENSE
INITIATIVE +4
Coils +5 Close Damage 8
master or a King Cobra, the Russell’s Viper is,
unfortunately very common within a large range. Tens of
thousands of people in Asia die of snake bite every year,
and even though the Russell’s mortality rate is low, its
victim count is high, at least ten thousand deaths a year
are attributed to this snake. Other species that claim
large numbers of victims – likewise due to a combination
of abundance and proximity to humans – are the Saw-
Scaled Viper of Africa, the Asian Cobra and all its sub-
species, and to a slightly lesser degree the Central
American Lanceheads, all are responsible for
comparable fatalities to the Russell’s Viper, numbering in
the thousands. (Str1)
ADVANTAGES ADVANTAGES
Fast Grab, Improved Initiative, Startle Fast Grab, Improved Initiative, Startle
SKILLS SKILLS
Close Combat: Bite 4 (+7), Perception 5 (+6), Stealth 4 (+6) Close Combat: Bite 4 (+4), Perception 5 (+6), Stealth 5 (+12)
OFFENSE OFFENSE
INITIATIVE +6 INITIATIVE +6
Venomous Bite +6 (Affliction +4, Weaken, DC 17) Venomous Bite +4 (Affliction +4, Weaken, DC 17)
DEFENSE DEFENSE
DODGE 4 FORTITUDE 2 DODGE 6 FORTITUDE 2
PARRY 4 TOUGHNESS 0 PARRY 6 TOUGHNESS -2
WILL 2 WILL 2
POWER POINTS
ABILITIES -3 SKILLS 6
POWERS 10 DEFENSES 10
ADVANTAGES 3 TOTAL 25
SKILLS
Close Combat: Bite 4 (+8), Perception 5 (+6), Stealth 4 (+6)
OFFENSE
INITIATIVE +6
Venomous Bite +7 (Affliction +9, Weaken, DC 17)
DEFENSE
DODGE 6 FORTITUDE 3
PARRY 6 TOUGHNESS 0
WILL 2
POWER POINTS
ABILITIES -6 SKILLS 7
POWERS 19 DEFENSES 12
ADVANTAGES 3 TOTAL 33
TITANOBOA
TITANOBOA PL9
STR STA AGI DEX FGT INT AWE PRE
8 6 0 1 0 -4 1 -4
POWERS
Amphibious: Swimming 1 • 1 point
Constrictor’s Coils: Strength-based Damage 4 (limited:
Suffocation only, must score a successful grapple), Growth 4,
Protection 1 • 13 points
Senses 2 (Infra-Vision, Scent) • 2 points
ADVANTAGES
Chokehold, Fast Grab, Improved Hold (Coils), Improved
Initiative, Startle
SKILLS
Close Combat: Coils 5 (+5), Perception 5 (+6), Stealth 4 (+5)
OFFENSE
INITIATIVE +4
Coils +5 Close Damage 12
DEFENSE
DODGE 3 FORTITUDE 6
PARRY 3 TOUGHNESS 7
WILL 2
POWER POINTS
ABILITIES 16 SKILLS 7
POWERS 6 DEFENSES 9 Boomslang: The Boomslang has been rated by some
ADVANTAGES 5 TOTAL 61 sources as the most toxic snake, drop for drop. It does,
however, have a primitive, rear-fanged venom delivery
BIGGEST SNAKE THAT EVER LIVED system (Bite 2), so it has low fatalities among victims. It
is not aggressive but if its venom does happen to get into
Titanoboa lived in the lush swamps of Prehistoric South you, a very small amount is required to kill (Venom 8).
America in the era just after the demise of the dinosaurs. Burmese and Rock Pythons: These two species of
At fifty feet it ranks as the largest snake known to science constrictor have both been known to attain 20 feet (Coils
– a giant constrictor analogous to the modern Anaconda, 7), with the Burmese being the larger of the two, whereas
similarly ruing a habitat it shared with giant caiman the Rock Python is known for a particularly nasty temper.
crocodiles, which probably comprised a portion of Both species have invaded the Florida Everglades.
Titanoboa’s prey. (Str30) Sea-Snake: The Sea-Snakes are another highly
venomous species (Venom 9), that tally few victims due
OTHER DANGEROUS SNAKES to their in offensive nature, small amount of venom
injected, and the slow-acting nature of its venom. If it
The snakes listed above have the worst reputations, but does happen to be aggressive, however, human beings
there are a number of other species that can also be are at a serious disadvantage when they are encountered
potentially as lethal as any in the world. in their native underwater environment.
Solaris (also known as Solaris the Tyrant Sun) was a
sentient, artificial sun created in the 20th century and a
recurring nemesis of Superman - known in the 853rd
century as Superman Prime (See entry for: Superman:
Superman One Million Prime). When Superman-Prime
retired, Solaris tested his heir, Superman Secundus;
exerting a neutron gravity pull, attempting to wrench the
very planets from their paths, into its own orbit.
Superman Secundus defeated Solaris and, since then,
Solaris has been in a perpetual battle with every
generation of the Superman dynasty.
In the 25th century, Solaris went mad and launched a
scorched earth campaign, bent on reducing Earth to
smolders, but was stopped by Superman and that era's
Justice League, by being driven into the Earth's oceans
and its artificial flame smothered.
In the early 29th century, Solaris returned from exile in
deep space, at the forefront of a marauding army of
sentient comets. On this occasion, it took the Justice
League and the Legion of Super-Heroes to defeat Solaris
and its army.
By the 505th century, the Solaris-Superman conflict
reached a terrible climax as the artificial sun unleashed a
cancer plague created by bombarding the Solar System
with waves of deadly radiation. The Superman of the
505th century, with aid from the 4th Singularity and
Gravity Witch, took the battle to Solaris. The Singularity
and the Witch collapsed whole spatial dimensions to
create countless hordes of duplicate Supermen to distract PERSONALITY
Solaris while allowing the 505th century Superman to
make a daring invasion inside of the artificial sun itself Solaris is an evil, inhuman intelligence, dedicated to
and was successful in reprogramming Solaris into a amassing personal power and destroying its enemies. It
benevolent being (at the cost of his life). In effect, Solaris looks upon organic beings as either servants or
became a willing tool in the hands of those who protect pestilence to be eradicated. Despite being an unloving
the Solar System and remained incapable of computer, Solaris’ is hate-filled and vengeance driven,
independence for millennia. particularly against the Superman Dynasty.
When Vandal Savage discovered a sample of Kryptonite
on Mars (where it was left by the 853rd century Starman POWERS AND ABILITIES
in the 20th century) and gave it to Solaris, the artificial
sun intended on using the Kryptonite to finally kill Solaris’ biosphere is composed of star-intensity solar
Superman One Million-Prime. In a final attack, Solaris flame, which it can project in devastating blasts. It has
fired the Kryptonite at Superman One Million-Prime just powers of mind control and computer interface, as well as
before he emerged from his isolation in the Solar massive abilities to manipulate natural forces like gravity.
System's sun. It can project a force-field and its inner-core is protected
But unbeknownst to Solaris, the Kryptonite was, in reality, by invulnerable armor plating.
actually a disguised Green Lantern Ring - the culmination .
of a secret conspiracy originated in the 20th century that
created a foolproof plan for finally stopping Solaris. REAL NAME: SOLARIS
After Solaris was severely weakened by the Justice OCCUPATION: SECOND SUN TO SOL SYSTEM
League's Green Lantern (Kyle Rayner), Superman One BASE: ALTERNATE EARTH AFFILIATION: NONE
Million-Prime, now armed with the Green Lantern Ring,
ultimately destroyed Solaris by forcing the sun to cave in HEIGHT: UNREVEALED WEIGHT: UNREVEALED
on itself and become a less malicious form of matter. EYE: BLUE HAIR: NONE
(Str30)
SOLARIS PL20
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
25 - 0 - 12 13 8 11
POWERS OFFENSE
Artificial Sun: Growth 25, Immunity 30 (Fortitude), INITIATIVE +0
Impervious Toughness 19 (Limited to Core) • 99 points Fire Blast +12 Ranged Damage 25
Fire Blast: Ranged Damage 25 • 50 points Energy Sheath +12 Close Damage 28
Energy Sheath: Energy Aura (Fire) 28, Protection 4 • 116
points DEFENSE
Flight: Flight 20 (Limited to Space Travel 10) • 40 points DODGE -12 FORTITUDE Immune
Technology Control: (All powers Limited to Technology) PARRY 0 TOUGHNESS 25
Communication 19, Comprehend 19, Mind Control 13, Mind WILL 17
Reading 19 • 204 points
POWER POINTS
ADVANTAGES ABILITIES 108 SKILLS 19
All-Out Attack, Assessment, Eidetic Memory Fearless, Power POWERS 509 DEFENSES 9
Attack, Ultimate Effort (Powers), Well-Informed ADVANTAGES 7 TOTAL 652
SKILLS COMPLICATIONS
Expertise 9 (+27), (most scientific areas), Intimidation 17 Obsession: Solaris is obsessed with destroying Superman
(+28), Ranged Combat (Fire Blast) 12 (+12) One-Million-Prime.
Many years ago, vain and wealthy merchant Cyrus Gold
was murdered, his body dumped into Slaughter Swamp
near Gotham City. Mystical forces in the swamp
attempted to trans-form Gold into a new incarnation of
Earth’s plant elemental, but because Gold did not die by
fire as required, the process was only partially successful.
Decades later, a massive, shambling figure rose from the
swamp, killing a pair of escaped convicts and stealing
their clothes. He adopted the name Solomon Grundy
from the children’s rhyme (“Solomon Grundy, born on a
Monday...”) and embarked on a series of
crimes in Gotham. The first Green Lantern (Alan
Scott) confronted Grundy, who was resistant to his
Power Ring, being a creature of plant matter.
The creature was defeated and apparently
destroyed when hurled beneath a train.
However, the undead Grundy rose from the murky
waters of the swamp again and again over the years,
fighting Green Lantern and his teammates in the Justice
Society. He worked with various incarnations of the
Injustice Society and, years later, fought Gotham City’s
protector, Batman.
Solomon Grundy has been destroyed numerous times
over the past several decades, each time eventually
reappearing, sometimes slightly different in personality,
attitude, and looks. Typically, Grundy is a nearly mindless
creature, driven by base instincts like greed and anger.
He hides out in swamps, wilderness, or sewer tunnels,
stealing more out of habit than any real need, and
sometimes working at the behest of some new “friend” or
ally.
Other incarnations have shown the potential for empathy
(particularly towards a pretty female face) and even
kindness. Some even have a greater degree of intellect
and sophistication, although they are also often the most PERSONALITY
cruel and evil.
Solomon Grundy’s power level has also varied somewhat Solomon Grundy’s personality is much like that of a child:
in his different incarnations, allowing a DC adventures he desires positive attention, but is easily angered. When
Gamemaster to grant the villain a higher or lower power the brute’s temper flares, he flies into a destructive rage,
level than given here (which is fairly typical for his smashing and attacking everything in sight. Sometimes
appearances). Grundy can be calmed down, but more often he simply
Solomon Grundy’s ability to return from the dead is more fights until a stronger force overcomes him or he is
of a plot device than a real power. It seems to take otherwise defeated.
considerable time before the creature rises once again Some versions of Solomon Grundy demonstrate more
from the swamp where he was “born,” typically longer intellect and sophistication (or at least self-control) but he
than specified for the Immortality power, essentially only is still usually defined by his rages.
in-between stories. Plus nothing thus far has been able to
prevent Grundy’s eventual resurrection. Still, if the GM
wishes, assign Solomon Grundy at least 1 rank in REAL NAME: NONE
Immortality to reflect this capability. OCCUPATION: NONE BASE: NONE
Solomon Grundy is typically a pawn or hireling for other AFFILIATION: INJUSTICE SOCIETY, INJUSTICE LEAGUE
villains. He has worked with incarnations of the Injustice
Society on occasion, but the lone creature has few, if
HEIGHT: 7’ 5” WEIGHT: 517 LBS
any, true allies. (Str75) EYES: WHITE HAIR: WHITE
SOLOMON GRUNDY PL13
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
15 15 0 0 6 -2 0 0
POWERS DEFENSE
Impenetrable Hide: Impervious Toughness 10 • 10 points DODGE 8 FORTITUDE Immune
PARRY 8 TOUGHNESS 15
Soulless: Immunity 5 (Control Effects) • 5 points
WILL 9
Unliving: Immunity 30 (Fortitude) • 30 points
POWER POINTS
ADVANTAGES ABILITIES 66 SKILLS 6
All-out Attack, Fearless, Improved Hold, Power Attack POWERS 45 DEFENSES 19
ADVANTAGES 4 TOTAL 140
SKILLS
Close Combat: Unarmed 4 (+10), Intimidation 8 (+8) COMPLICATIONS
Gullible: Grundy is often fooled into helping out a new
OFFENSE “friend.”
Immortal: Solomon Grundy always returens from the dead
INITIATIVE +1 (see below).
Unarmed +10 Close Damage 15 Monstrous: People will flee from Grundy on sight.
PERSONALITY
Spawn is a dark soul – having spent his life as an emotions of others. He can manipulate the elements and
assassin, and part of his death in Hell. He had genuine fly. He also wears a living, sentient symbiote suit -
love for his wife, which made his undead resurrection its ‘Leetha of the 7th House’ - that feeds from his
own unique Hell, upon discovering her married to his best necroplasm and he can mentally manipulate to manifest
friend. Spawn’s methods are cold-blooded and usually his cape, spikes, chains and other shapeshifting feats
lethal, although he does have a conscience and hates the without draining his necro-meter. Spawn can be killed by
Devil personally enough to do good just for spite. a holy weapon forged in Heaven or by necro-power. He is
also rendered mortal on Hallowed Ground or areas
POWERS AND ABILITIES immune to Hell’s power.
8 10 5 5 10 1 1 4
POWERS OFFENSE
Symbiotic Suit: 160 points INITIATIVE +8
Chain: Strength-based Damage 2, Improved Grab, Improved Chain +14 Close (Reach 2), Damage 10
Trip, Reach 2 • 6 points Magic Blast +8 Ranged, Damage 17
Immortality 15; Immunity 12 (Cold and Heat Damage, Unarmed +10 Close Damage 8
Fatigue, Pressure), Impervious Toughness 3 Healing Factor
(Regeneration) 6 • 57 points DEFENSE
Magic: Enhanced Trait 5 (STR 13), Healing 10, Ranged DODGE 10 FORTITUDE 13
Damage 17 (Limited: any use over 14 risks a permanent 1 PARRY 12 TOUGHNESS 10
rank loss of WILL • 42 points WILL 8
Telepathy: Array (25 points)
• Mind Reading 12 • 24 points POWER POINTS
• Empathy: Senses 6 (Detect, Limited to hate, fear and pain) ABILITIES 99 SKILLS 25
• 1 point POWERS 157 DEFENSES 18
Teleportation: Teleport Attack 12 (16 miles) • 24 points ADVANTAGES 4 TOTAL 292
ADVANTAGES COMPLICATIONS
Fearless, Improved Initiative, Move by Action, Startle Enemies: Violator, Overtkill, Jason Wynn, the Devil
Troubled Soul: Spawn’s angst over his own murder, death
SKILLS and Hell and eventual resurrection only to discover his
Close Combat: Chain 4 (+14), Expertise: Magic 8 (+9), beloved wife married to his best friend has left him…
Insight 8 (+9), Intimidation 14 (+18), Perception 8 (+9), troubled.
Ranged Combat: (Magic Blast) 4 (+9), Vehicles 6 (+9) Weakness: Spawn can be permanently killed by decapitation
16 20 8 8 10 9 20 16
POWERS ADVANTAGES
Divine Perception: Senses 42 (Analytical on all Sight and Benefit 6 (Status: Wrath of God Incarnate), Daze
Awareness effects) Awareness 3 (Cosmic, Divine, Magical; (Intimidation), Extraordinary Effort, Fascinate (Intimidation),
Extended 5 on all Awareness effects), Counters All
Concealment on Sight and Hearing, Counters Illusion on Fearless, Seize Initiative, Skill Mastery (Intimidation)
Sight and Hearing, Analytical Detect Guilt, Postcognition
(Limited to the commission of crimes, sins, etc.), Tracking) • SKILLS
40 points Expertise: Heaven and The Presence 16 (+25), Expertise:
Otherworldly Being: Comprehend 11 (Animals (Speak To,
Supernatural World 16 (+25), Intimidation 12 (+28)
Understand), Languages (Read, Speak, Understand,
Understood), Objects, Plants, Spirits (Communicate,
Medium)); Immortality 16, Limited—Not if killed with Magic; OFFENSE
Morph 4 (Any Form), Continuous; Movement 6(Dimensional INITIATIVE +8
Travel 3, Space Travel 3) • 74 points Reality Manipulation Perception Ranged, Damage 18
Reality Manipulation: Array (135 points)
or other effects
• Microcosm: Illusion 15 (All senses), Area 3, Selective;
Dynamic • 135 points Unarmed +12 Close Damage 16
• Conjure from thin air: Continuous Perception Ranged
Create 18, Innate, Precise, Dynamic • 2 points DEFENSE
• Cruelly ironic Justice: Cumulative Perception Ranged DODGE 12 FORTITUDE Immune
Affliction 18 (Resisted by Will; Dazed, Stunned, PARRY 12 TOUGHNESS 20
Transformed), Precise, Subtle, Variable Descriptor 2 WILL 20
(Magical), Dynamic • 2 points
• Inescapable Punishment: Perception Ranged Damage
18, Variable Descriptor 2 (Magical), Dynamic • 2 point
POWER POINTS
• Nowhere to Hide: Remote Sensing 25 (All Visual and ABILITIES 214 SKILLS 22
Auditory), Simultaneous, Dimensional 3, Subtle, Dynamic • 2 POWERS 356 DEFENSES 6
points ADVANTAGES 12 TOTAL 610
• Reality Is As I Will It To Be: Perception Ranged
Continuous Transform 16 (Anything to Anything, 25 tons), COMPLICATIONS
Dynamic • 2 points
• World Walking: Teleport 20 (4,000 miles), Accurate, Attack Instrument of the Lord’s Will: The Spectre is bound to the
(plus self), Easy, Extended (1 million miles), Increased Mass role it plays and cannot set aside its duty regardless of what
20 (25,000 tons), Subtle 2 (World subtly shifts around a its hosts may want or need. A primal entity, it has little
passenger before they realize it), Dynamic • 2 points personal direction apart from its mandate and answers
Spectre: Concealment 10 (Limited to non-magical unswervingly to.
senses);Impervious Toughness 20; Immunity 110 (all Wrath is More than a Word: The Spectre is not actually an
Toughness and Fortitude effects; Limited to non-magical instrument of justice, but rather of a divine and decidedly Old
effects, Limited to half-strength on Toughness effects); Testament vengeance—compassion and forgiveness play
Insubstantial 4 (Continuous; Precise, Subtle 2) • 95 points little part in its actions.
PERSONALITY
As Spider-Man, Peter is wise-cracking and glib, prone to
taunting opponents, very different from his Peter Parker
persona, who is perpetually fretful and worried, often
frustrated by personal problems and responsibilities. In
direct contrast to Spider-Man’s devil-may-care attitude,
Peter’s personal life is marked with tragedy, and he is
constantly haunted by memories people he couldn’t save
and loved ones he has lost, all of which drives him to imminent danger. Spider-Man cannot be blindsided,
never again shirk the responsibility he has been given. while this power is active although certain villains such as
Venom and the Green Goblin, have established
POWERS AND ABILITIES immunities to it. The Spider-Sense has also been known
to fail when Spider-Man himself doesn’t perceive the
Spider-Man possesses the proportionate abilities of a threat as an enemy – such as when he was cracked over
spider, granting him both superhuman strength and the head with a crowbar by his own Aunt May, who didn’t
agility. He also has the ability to cling to walls like a know his real identity, and who believed Spider-Man
spider, and take forty-foot jumps. In the wrists of his himself was a villain, due to his negative media image.
costume are a pair of devices that shoot a stream of
ensnaring webbing. Spider-Man uses the webbing to
restrain opponents, make swing-lines, webbing shields or REAL NAME: PETER PARKER
saving nets, and shooting web missiles. OCCUPATION: FREELANCE PHOTOGRAPHER
Spider-Man’s most uncanny ability is his ‘Spider-Sense’ – BASE: NEW YORK CITY AFFILIATION: AVENGERS, FF
a danger sense that warns him with a buzzing feeling in
his head whenever danger threatens. The intensity of the
HEIGHT: 5’ 10’” WEIGHT: 165 LBS
buzzing is generally determined by the intensity of the EYES: HAZEL HAIR: BROWN
SPIDER-MAN PL13
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
10 8 13 11 9 3 6 1
POWERS DEFENSE
Spider-Sense: Senses 5 (Danger Sense, Detect Spider- DODGE 16 FORTITUDE 10
Tracers [Ranged, Tracking 2]) • 7 points PARRY 16 TOUGHNESS 10/8*
Strength of a Spider: Leaping 2 (30 ft) • 2 points WILL 10 *Without Defensive Roll
Wall-Crawling: Movement 2 (Wall-Crawling 2) • 2 points
Web-Shooters: Removable (-5 points) • 28 points POWER POINTS
• Spider-Webbing: Snare 11 (Ranged Cumulative Affliction; ABILITIES 122 SKILLS 27
Resisted by Dodge; Hindered and Vulnerable, Immobilized POWERS 42 DEFENSES 18
and Defenseless; Extra Condition, Limited Degree) • 33 ADVANTAGES 20 TOTAL 229
points
• Swing-Lines: Movement 1 (Swinging) • 2 points
COMPLICATIONS
Nemesis: Green Goblin (Norman Osborn)
ADVANTAGES Enemies: Extensive Rogues Gallery, including Dr. Octopus,
Venom, the Lizard, and many others
Agile Feint, Defensive Attack, Defensive Roll 2, Evasion,
Relationships: Spider-Man’s primary relationships are with
Extraordinary Effort, Improved Grab, Instant Up, Improved
his wife Mary Jane Watson-Parker, and his Aunt May Parker.
Defense, Improved Initiative 3, Inventor, Move-By Action,
He has a romantic past with the Black Cat and has partnered
Takedown 2, Taunt, Ultimate Effort (Dodge/Parry), Uncanny
at one time or another with almost every hero in comics.
Dodge Reputation: Spider-Man is mistrusted by the general public,
partly due to unfortunate circumstances and his mysterious
SKILLS nature, but mostly due to the constant persecution of J.
Acrobatics 10 (+23), Athletics 6 (+16), Close Combat: Jonah Jameson, editor of the New York Daily Bugle.
Unarmed 5 (+14), Expertise: Photography 6 (+9), Expertise: Responsibility: Spider-Man is the iconic symbol of Marvel’s
Science 8 (+11), Investigation 2 (+5), Perception 6 (+9), credo: ‘With great power comes great responsibility’
Stealth 3 (+16), Technology 8 (+11) Secret Identity: Peter Parker, photographer for the Daily
Bugle.
OFFENSE Unlucky: No one gets the bad breaks like Spider-Man, from
INITIATIVE +1 matters of the heart, finance, personal tragedies, or simply
Unarmed +14 Close Damage 10 getting beat-up by the most villains, and/or misguided, would-
Web-Shooters +13 Ranged, Affliction 11 be allies.
‘THE STRONGEST
DIFFERENT SPIDER-MEN
ONE THERE IS’ PL16/PLX1
Throughout his career, Spider-Man has undergone some
COSMIC SPIDER-MAN PL20 (PLX1) • 458 POINTS
extreme, albeit temporary, changes. He has grown two-
extra arms (Extra Limbs 2), become a Spider-Hulk a STR 25 STA 14 AGL 13 DEX 11 FGT 9 INT 3 AWE 10 PRE 1
Powers: Captain Universe: Variable Power Energy
Spider-Lizard, or even when he was augmented with of
Manipulation 20, Flight 10, Protection 6, Senses: Vision 15
the mysterious Captain Universe, becoming Cosmic
Spider-Man. He has even been temporarily replaced by SPIDER-HULK PL13 • 222 POINTS
a clone – in fact believing himself to BE the clone. STR 13 STA 13 AGL 5 DEX 5 FGT 9 INT -2 AWE 6 PRE 1
Likewise, he has lost his powers (STR 2, STA 3, AGL 4 Powers: Invulnerability: Healing Factor (Regeneration) 5,
DEX 4), as well as utilized powered Iron-Spider Armor Impervious Toughness 12
MAY PARKER
May Parker was widowed on the night that the hero
Spider-Man was born. Her husband Ben was shot and
killed by a burglar, a man that her nephew, Peter Parker,
could have stopped days before in the guise of Spider-
Man. May has lived off of her Social Security checks and
occasional help of Peter ever since that night. She is a
plucky woman who has endured much hardship in life,
yet she continues to look on the positive side of events.
One of the reasons that Peter Parker keeps Spider-Man's
identity a secret is to protect his aunt. He believes that
the revelation would be too much of a shock for her
MARY JANE PL4 29 POINTS system to take. May has always professed an intense
dislike for Spider- Man until very recently, when the web-
Abilities: Str -1 Sta 0 Agi 1 Dex 1 Fgt 0 Int 1 Awe 1 Pre 2
slinger saved her and Mary Jane from the criminal
Advantages: Attractive, Benefit 1 (actress, model Vulture.
Skills: Expertise (Actress) 3 (+4), Insight 3 (+4), Investigate
4 (+7), Perception 3 (+4), Persuasion 6 (+8)
Offense: Initiative +1, Unarmed 0, Close Damage -1
HARRY OSBORN
Harry Osborn first encountered Peter Parker in college
Defense: Dodge 2, Parry 2, Fortitude 2, Will 5, Toughness 0
and held an instant dislike for the distant bookworm. He
Totals: Abilities 10 + Powers 0 + Advantages 2 + Skills 10 + got over that first impression and they became close
Defenses +7 = 29 friends, eventually sharing an apartment together. Harry
Complications: Relationships: Mary Jane is the wife of is currently married to Liz Alien and has a young son,
Spider-Man, providing all the angst that goes with it, Norman.
everything from being a regular hostage/damsel in distress, Harry's father was the original Green Goblin, starting a
combined with her constant fear for her husband’s own life. tradition that Harry has unfortunately carried on. Harry
became drug-addicted in his college years, but was Doc Ock who knocked thedebris loose), althugh she
helped through that time by his friends and counseling. eventually came to forgive Spider-Man, realizing he was
When he witnessed his father’s death, as the Green not responsible for her father's death.
Goblin, during a battle with Spider-Man however, his In the end, however, Spider-Man’s enemies cuaght up
delicate mental state broke and Harry spiraled into the with Gwen as well, when she was caputured by the
depths of madness, taking up his father's ways. Green Goblin. Spider-Man came to the rescue, battling
Spider-Man defeated the new Goblin, but it took years for the Goblin, but unfortunately Peter was ill, and unable to
Harry to cope with his problems. He eventually stop the Goblin from pushing Gwen Stacy off the top of a
recovered, married, took over Osborn Industries, Inc., bridge, Spider-Man managed to catch Gwen by her leg
and had a son. with a string of web, initially believing he had saved her,
The specter of the Green Goblin has never fully left him, but when he pulled her back up, he realized the sudden
however, and he always seems to eventually revert back stop in midair had snapped her neck and killed her. Peter
to his evil persona, returning to plague Spider-Man again. almost killed the Green Goblin in retaliation, holding back
at the last moment, although the Goblin’s own treachery
caused him to be impaled by his own Glider, dying
J. JONAH JAMESON (temporaily) anyway.
J. Jonah Jameson, ‘JJJ’, is the Publisher of the Daily NOTE: Gwen’s death was a major event in comics – a
Bugle, NOW and Woman Magazines. Jonah has been defining moment in the career of Spider-Man (and one
the publisher of the Daily Bugle for at least as long as that paved the way for Peter’s relationship with Mary
Peter Parker has been wearing his Spider-Man suit. Jane Watson,who fans seemed to like better anyway). It
Jonah has consistently maintained an adversarial remains one of the more heartfelt tradedies in Marvel
viewpoint about costumed adventurers in general and history. Unfortunately, recent stories have retroactivaly
Spider-Man in specific. Jameson has been against trashed Gwen’s character – actually establing that Gwen
Spider-Man since the web-slinger's first public had an affair with the Green Goblin – who fathered a pair
appearance on television, and he isn't shy about letting of twins with her (who became super-villains intheir own
his opinions be known to his readership. The Daily Bugle right) – one of the worst retcons in history – up there with
led a campaign against Spider- Man for years, decrying Bobby Ewing’s dream season, and the Luck/Leia
the costumed adventurer's actions in bold headlines on brother/sister thing – trashing the memory of Gwen into a
page one. Even if Spider- Man had saved the lives of betrayer who would sleep with your worst enemy.
many people, the Bugle somehow put a twist on the story
that placed the hero in an unflattering way. Over the
years, Jonah has even hired people specifically to
discredit Spider- Man, even going as far as
commissioning an inventor to create a robot 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..
GWEN STACY
Gwen Stacy was Peter Parker’s first true love. They met
as undergraduates at Empire State University. Initially,
Peter's problems as Spider-Man caused him to ignore
her advances, and Gwen was insultedby his aloofness,
but eventually romance developed. Gwen, a science
major, seemed to appreciate Peter's intellectual
personality, different from that of jocks like Flash
Thompson and preppies like Harry Osborn..
Their romance became threatened when her father,
Police Captain George Stacy, was killed by falling debris
during a battle between Spider-Man and Doctor Octopus.
Gwen initally blamed Spider-Man (even though it was
Jessica Drew is the daughter of Jonathan Drew, research
partner to Dr. Herbert Edgar Wyndham. When young
Jessica suffered uranium poisoning in 1931, Dr. Drew
was forced to inject her with his untested spider serum
and seal her in a genetic accelerator. In stasis for
decades, her aging greatly slowed, she awoke with no
memories of her own past. Briefly cared for by the
Evolutionary's cow-woman assistant Bova, Jessica
sought human company in a nearby village where she
accidentally killed her first lover with her new bioelectric
powers. Fleeing a vengeful mob, she was rescued by
Count Otto Vermis, who molded her into the terrorist
organization Hydra's newest assassin. As 'Arachne', she
fought S.H.I.E.L.D. director Nick Fury, who revealed
Vermis as a cold-blooded killer.
Jessica returned to England where Modred the Mystic
helped her shake off Hydra's brainwashing. She also
allied with the sorcerer Magus, and earned the enmity of
the powerful time-spanning sorceress Morgan Le Fay.
Now working as 'Spider-Woman', Jessica eventually
moved to Los Angeles where she worked as a bounty
hunter alongside Scotty McDowell before Nick Fury
helped her secure private investigator credentials. She
lost her immunity power saving Giant-Man from radiation
poisoning, and a battle with Morgan stranded Jessica on
the astral plane until she was rescued by the Shroud, the
Avengers and Doctor Strange. Later, Jessica and her
friend, B-grade actress Lindsay McCabe, moved to
Madripoor, where they often teamed with Wolverine.
Jessica was drawn to New York when her powers were
stolen by Doctor Octopus' Spider-Woman (Charlotte
Witter). Following Charlotte's defeat at the hands of
Mattie Franklin (herself a self-styled Spider-Woman),
Jessica once more regained her uncanny abilities
accepting an offer from Hydra while working as a double
agent for Nick Fury. After seventeen months of
procedures, she emerged more powerful than ever, now POWERS AND ABILITIES
capable of fully flying (rather than just gliding on air
currents). After serving with Captain America, Iron Man, Jessica possesses superhuman strength, the ability to
Spider-Man, Wolverine, and Luke Cage as the Avengers cling to walls like a spider, and the ability to fire a bio-
formed in the aftermath of M-Day, Jessica left the team electric ‘venom’ blast. The blast is draining and takes
after the Superhuman Registration Act divided the some time to recharge. She is able to fly by gliding on
heroes. She ultimately decided to ally herself with webbed attachments under her arms on her costume.
Captain America's anti-registration team, and is currently She also involuntarily releases pheromones that promote
part of the unsanctioned Avengers. (Str32) lust in men and fear in women. Jessica has extensive
training in spying and espionage.
PERSONALITY
Jessica’s strange upbringing, brainwashed-espionage REAL NAME: JESSICA DREW
background, and the fact that she constantly releases OCCUPATION: SUPER-HEROINE, PRIVATE EYE
hormones that promote lust in men and fear in women, BASE: MOBILE AFFILIATION: AVENGERS
have left her a spooky, witchy-woman type. This was
more of an issue in civilian life. Now that she’s back in
HEIGHT: 5’ 10” WEIGHT: 133 LBS
action with other metahumans it’s less noticeable. EYES: GREEN HAIR: AUBURN, DYED BLACK
SPIDER-WOMAN PL10
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
9 4 5 6 5 1 4 2
POWERS DEFENSE
Spider-Costume: Flight (Gliding) 4 (30 MPH) • 4 points DODGE 10 FORTITUDE 8
Spider-Pheromones: Affliction 3, Dazed/Compelled; PARRY 10 TOUGHNESS 7/4*
(Limited: Emotion Control - pleasure in men, fear in women, WILL 10 *Without Defensive Roll
uncontrollable) • 6 points POWER POINTS
Strength of a Spider: Leaping 2 (30 ft) • 2 points
ABILITIES 72 SKILLS 26
Wall-Crawling: Movement 1 (Wall-Crawling 1) • 1 point
POWERS 31 DEFENSES 20
Venom Blasts: Ranged Damage 9 • 18 points ADVANTAGES 15 TOTAL 154
ADVANTAGES COMPLICATIONS
Attractive, Connected, Defensive Roll 3, Evasion, Improved Secret Identity: Jessica Drew
Initiative, Move-By Action, Ranged Attack 4, Uncanny Dodge Power Loss: At times Jessica has lost her Venom Blast, and
her physical abilities dropped to human-levels (STR 2 STA 2)
SKILLS Enemies: HYDRA
Relationships: Spider-Woman has wide contacts in
Acrobatics 5 (+10), Close Combat: Unarmed 3 (+8), SHIELD, and the super-hero community. She has special
Expertise: Espionage 6 (+7), Investigation 3 (+4), Perception contacts with Spider-Man, Wolverine, and has dated Tony
3 (+7), Persuasion 3 (+5), Ranged Combat: Venom Blasts 4 Stark (Iron Man)
Reputation: In keeping the tradition of the Spider-folk,
(+10), Stealth 3 (+8), Technology 2 (+3)
Spider-Woman is regarded with general distrust among the
public and super-hero community alike. Partly this is due to
SKILLS her brain-washing by Hydra, and her background in
INITIATIVE +12 espionage. Her uncontrollable, pheromone effect is also a
Pheromones Area Affliction, 3 wild-card. She was also once impersonated for an extended
time by an alien Skrull
Venom Blast +10 Close Damage 9 Unlucky: Like her namesake Spider-Man, Jessica tends to
Unarmed +8 Close Damage 9 get the bad breaks.
OTHER SPIDER-WOMEN
Jessica Drew is not the only young woman to use the
moniker, ‘Spider-Woman’. After Jessica lost her powers,
and retired from crime-fighting to become a more
conventional private invetigator, a young, single-mother
named Julia Carpenter (see stat box below) took the
name. Carpenter operated as Spider-Woman for a
number of years, before she also briefly retired before re-
emerging , and taking the new name ‘Arachne’.
The ‘Spider-Woman moniker was next taken by Mattie
Franklin. The name was also later co-opted by the villain,
Charlotte Witter.
Jessica Drew eventually regained her powers, and came
out of retirement and is she is acting as the current
Spider-Woman.
JULIA CARPENTER Her super-heroics also took its toll on her personal life,
when Julia couldn’t explain her activities as Spider-
An athletic young single mother, Julia Carpenter was Woman, and the courts gave custody of her daughter to
drawn into a covert double life by an old college friend, her ex-husband. Eventually, Julia was forced to retire
Val Cooper. Julia needed a better paying job, and Val, after a crippling attack by the criminal Spider-Woman,
who was then serving as government liaison to the super Charlotte Witter, who drained away Carpenter's
team X-Factor, offered her work for a top secret superhuman powers. Julia is currently working in Denver
government commission if she could get way to after regaining custody of her daughter. (Str30)
Washington for a few days.
The job turned out to basically be a guinea pig. After a
series of injections and then an ‘accidental’ mix-up, Julia JULIA CARPENTER PL10
found herself with superhuman strength and agility.
Moreover, she was able to stick to walls and fire a psionic STR STA AGI DEX FGT INT AWE PRE
webbing. Julia was offered a regular job with the
Commission but, before accepting, she went home to
8 4 9 6 3 1 0 3
Denver, whereupon the entire city was transported to a
distant galaxy during the Beyonder’s ‘Secret Wars’.
POWERS
To everyone’s surprise, Julia held her own with the Psychic-Webbing: Movement 1 (Swinging), Snare 11
veteran heroes in that conflict. She performed so well (Ranged Cumulative Affliction; Resisted by Dodge; Hindered
that Val offered a job with Freedom Force - a and Vulnerable, Immobilized and Defenseless; Extra
government-backed group of mutant ex-villains, who Julia Condition, Limited Degree) • 34 points
was forced to betray when they captured the Avengers. Strength of a Spider: Leaping 2 (30 ft) • 2 points
She later joined the West Coast Avengers. Wall-Crawling: Movement 2 (Wall-Crawling 1) • 2 points
ADVANTAGES
Attractive, Connected, Defensive Roll 4, Evasion, Improved
Initiative, Move-By Action, Ranged Attack 4, Uncanny Dodge
SKILLS
Acrobatics 3 (+12), Close Combat: Unarmed 3 (+6),
Expertise: Espionage 3 (+4), Investigation 2 (+3), Perception
3 (+7), Persuasion 3 (+6), Stealth 2 (+11), Technology 2 (+3)
OFFENSE
INITIATIVE +12
Psychic Webbing +9 Ranged, Affliction 11
Unarmed +6 Close Damage 8
DEFENSE
DODGE 11 FORTITUDE 6
PARRY 9 TOUGHNESS 8/4*
WILL 6 *Without Defensive Roll
POWER POINTS
ABILITIES 72 SKILLS 14
POWERS 34 DEFENSES 18
ADVANTAGES 16 TOTAL 153
COMPLICATIONS
Relationships: Julia’s most important relationship is with her
daughter, Rachel. As Spider-Woman, she also has contacts
with Omega Flight as well as both the Avengers and West
Coast Avengers
Secret Identity: Julia Carpenter
MATTIE FRANKLIN
When Jeremy Franklin declined an invitation from former
business associate Norman Osborn to participate in
the arcane ritual called the Gathering of the Five, his
precocious 15-year old daughter, Mattie, took his
place. The mystical Gathering required five
participants: three were granted power, knowledge or
immortality, while two were cursed with insanity or
death. Mattie received the gift most coveted by
Osborn, power, while Osborn was driven more deeply
insane. Mattie disguised herself as her role model,
Spider- Man, calling herself Spider-Woman.
Unfortunately, Charlotte Witter, granddaughter of
Madame Web, genetically manipulated by Doctor
Octopus, sought to claim the Spider-Woman name,
siphoning the powers from former Spider-Women
Jessica Drew and Julia Carpenter as well as Mattie
herself. Guided by Madame Web, the three former CHARLOTTE WITTER
Spider-Women located Charlotte, and by force of will, The granddaughter of the clairvoyant Madame Web,
Matte reabsorbed her powers, as well as the powers of Charlotte Witter was a fashion designer who also dealt in
the other two Spider-Women. illegal markets, bringing her into contact with Dr.
Mattie stayed in New York to pursue her role as the Octopus. Sensing latent psychic powers in Witter,
sole Spider-Woman. Aided by Madame Web and Octopus kidnapped her and conducted genetic testing
Drew, but Gradually, her borrowed powers returned to using spider DNA, transforming her into a spider-human
their owners, including Witter and Mattie was later hybrid. Octopus conditioned her through torture, sensory
seduced into a dark world of drugs by her boyfriend deprivation and starvation until she obeyed his every
Dennis "Denny" Haynes, who used Mattie's own flesh command, so long as he provided her with a steady diet
to produce the drug called MGH or Mutant Growth of human blood. Taking the name "Spider-Woman,"
Hormone, temporarily granting the user superhuman Witter attacked both Jessica Drew and Julia Carpenter –
powers. With Madame Web's aid, Mattie was rescued the first two women to use the name - absorbing their
by Jessica Drew and Jessica Jones. Mattie has been powers, as part of Dr. Octopus’s larger plan to kill Spider-
in counseling, and has not pursued super-heroic Man.
activities since this tragedy. After the attacks on Jessica and Julia, Spider-Man set out
to protect 15-year-old Mattie Franklin, the current
"Spider-Woman". Witter attacked them both, but Spider-
Man escaped with the injured Mattie, placing a Spider-
Tracer on Witter to follow her movements.
Operating from an abandoned Greenwich Village
brownstone, Witter began kidnapping men on which to
feed while Madame Web assembled the heroic,
depowered Spider-Women to capture her. Tracking
Witter's psychic emanations, Mattie and Jessica
battled her, and Mattie mystically absorbed all of the
power that Witter had stolen from the others. Reuniting
with Octopus, Witter realized that she still had psychic
control over the spider legs that were now attached to
Mattie Franklin's back, and she forced Mattie to attack
Spider-Man against her will until Madame Web
severed the psychic link. Witter was placed in Web's
care as she slowly siphoned her powers back,
although she eventually escaped, attacking Spider-
Man again. Witter's powers were finally rendered
dormant after Spider-Man and Mattie defeated her.
Millions of years ago, a star-shaped race of aliens left its
homeworld on the far end of the universe and set out
across the stars. Solitary nomads, enormous mother
stars traveled alone through space until they found a
world with sentient creatures.
Dropping down from orbit, the motherstar would release
millions of starrophyte spores that rained down to fall
upon the creatures below. When a living, sentient
creature touched the starrophyte, the spore would attach
itself and the creature would become a slave of Starro,
mentally dominated by the motherstar.
Settling in to rule over the world, the motherstar would
eventually give birth to a clutch of new motherstars, who
would fight until only one survived, to then be sent out
into the stars in search of the next world Starro would
conquer.
Drawn to Earth by a probe destroyed by the Justice
League, a Star Conqueror forced everyone in North
America into a dreaming state, intent on breaking their
wills, before having the rest of its kind repeat the process
around the globe.
The JLA’s response was two-fold. A team led by
Superman entered the Dreaming with the aid of the
Sandman (See Endless: Dream: Daniel), to save all
those imprisoned there by the Star Conqueror and
eventually the heroes' actions allowed them to shake off
its effects.
A second team, led b the Martian Manhunter, initiated
telepathic contact with the Conqueror, and forced it to
send a warning signal to the rest of its kind. Thus
convinced Earth was unsuitable for their uses, the Star
conquerors abandoned their takeover attempt. Starro
remains at large, however and is likely to be a threat in
the future. (Str60)
PERSONALITY
Starro is an arrogant being, treating all other life as
subservient to its needs, and confident in its power to
conquer and dominate other worlds. It considers its
conquest part of a “greater good” of bringing order to a
chaotic cosmos. It takes what it wants without remorse
and only a clearly superior threat can cause it to retreat,
since the only instinct stronger than conquest in Starro’s
psyche is survival.
14 14 2 2 10 10 10 4
POWERS OFFENSEa
Domination: Perception Ranged Affliction 15 (Resisted by INITIATIVE +5
Will; Dazed, Stunned, Controlled), Progressive, Reaction Energy Absorption +10 Ranged, Damage 16, Fades
(when Starrophyte grabs target) Linked to Mind Reading Unarmed +10 Damage 14
15(Limited—Controlled victims only) •120 points
Energy Absorption: Immunity 20 (Energy Damage); DEFENSE
Ranged Damage 16, Accurate 4, Fades • 40 points
DODGE 6 FORTITUDE 14
Giant Alien Starfish: Extra Limbs 3 (5 manipulator limbs);
PARRY 6 TOUGHNESS 16
Growth 8, Innate, Permanent • 20 points
WILL 16
Invulnerability: Immortality 1; Immunity 10 (Life
Support);Impervious Toughness 10; Protection 2;
Regeneration 5 • 29 points
POWER POINTS
Star-Flight: Flight 10 (2,000 MPH); Movement 2 (Space ABILITIES 100 SKILLS 7
Travel 2) • 24 points POWERS 422 DEFENSES 14
Starrophyte invasion: Summon 6, Horde, Mental Link, ADVANTAGES 19 TOTAL 522
Multiple Minions 10 (1,024 PL6 minions); Remote Sensing 25
(Visual), Simultaneous, Medium: Starrophytes • 189 points COMPLICATIONS
Obsession: Order and control.
ADVANTAGES Power Loss: The chemical quicklime automatically counters
Fast Grab, Improved Grab, Improved Hold, Inspire 5, Starro’s Domination power.
Leadership, Seize Initiative Vulnerability: Starro is vulnerable to cold attacks. Starro’s
Invulnerability does not apply, and both Starro and his
SKILLS starrophytes suffer an additional degree of effect from cold
Expertise: Science 8 (+18), Intimidation 4 (+12), Perception 2 effects (including a first degree even with a successful
(+12) resistance check).
Koriand’r was born the younger of two daughters to King
Myand’r of planet Tamaran. Because her older sister,
Komand’r, suffered from a childhood defect that deprived
her of the Tamaranean ability to process sunlight for flight
and thus was deemed unfit to rule, Koriand’r became first
inline to the Tamaran throne as well as the object of her
sister’s hatred and resentment. Komand’r attempted to
kill Koriand’r when the two were under the tutelage of the
Warlords of Okaara. For this act, Koriand’r was banished
from Tamaran. She chose to ally with the Citadel, a race
of conquerors who had warred with Tamaran for over a
century.
Armed with Komand’r’s knowledge of Tamaran, the
Citadel overwhelmed Tamaran’s defenses. King Myand’r
was forced to sue for peace at the cost of Koriand’r’s
freedom. For six years, Koriand’r suffered torture and
humiliation at the hands of Gordanian slavers, who were
allies of the Citadel. An attack by the Psions resulted in
the capture of both sisters. Unaware of Tamaran
physiology and their innate ability to absorb and convert
solar energy, the Psions conducted solar absorption
experiments on the sisters. They thus unwittingly
handed Koriand’r the keys to her freedom. She
took advantage of a Citadel attempt to
rescue Komand’r to free herself using her
newly developed Starbolts, and com-
mandeered a ship to escape to the
nearest inhabited planet, Earth.
There, Starfire was among the young
new heroes recruited by Raven to
form a new team of Teen Titans to
battle her demonic father, Trigon. The
Titans helped Starfire fend off the slavers
sent to recapture her and later returned
with Starfire to Tamaran to free her people
from the Citadel. Starfire battled her sister,
now known as Blackfire, for leadership of
Tamaran, but the people ultimately chose
Komand’r as their ruler. Despite several obstacles
along the way, including Starfire’s brief political marriage
to a Tamaranean prince, a romance has developed
between Starfire and Nightwing that continues to rekindle
sporadically even to the present day.
The Titans underwent many membership changes over
the years, but Starfire was one of the more constant
figures on the roster, eventually becoming a mentor to
the next generation of teen Titans that featured a brand
new Robin, Wonder Girl, Superboy, and Kid Flash.
During the ‘Infinite Crisis’, Starfire was stranded in a REAL NAME: KORIAND’R
distant galaxy with Adam Strange and Animal Man. The OCCUPATION: TAMARAN PRINCESS, FASHION MODEL
trio was forced to spent the better part of a year returning BASE: MOBILE AFFILIATION: TEEN TITANS
to Earth in their damaged ship, encountering such
obstacles as Lobo and being hounded by Lady Styx. .
HEIGHT: 6’ 4” WEIGHT: 152 LBS
(Str40) EYES: GREEN HAIR: AUBURN
STARFIRE PL11
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
10 10 5 5 10 1 3 3
POWERS OFFENSE
Language Assimilation: Comprehend Languages 2 (Speak INITIATIVE +9
Starbolts +10 Ranged Damage +12
and Understand all languages), Quirk (Requires Physical
Unarmed +12 Close Damage 10
Contact to “Learn”) • 3 points
Solar Conversion: Flight 10 (2,000 MPH) • 20 points DEFENSE
Solar Sustenance: Immunity 10 (Life Support), Limited DODGE 12 FORTITUDE 12
PARRY 12 TOUGHNESS 10
(Requires sunlight); Regeneration 2, Source (Sunlight) • 6
WILL 8
points
Star Bolts: Ranged Damage 12 • 24 points
POWER POINTS
ABILITIES 94 SKILLS 18
ADVANTAGES POWERS 64 DEFENSES 16
ADVANTAGES 9 TOTAL 190
Agile Feint, All-out Attack, Attractive 2, Improved Initiative,
Leadership, Move-by Action, Power Attack, Teamwork COMPLICATIONS
Enemy: Starfire’s sister, Blackfire, has a lifelong hatred for
SKILLS her.
Acrobatics 5 (+10), Close Combat: Unarmed 2 (+12), Power Loss: During any prolonged period without exposure
to sunlight, Starfire loses her Flight and Starbolts powers
Expertise: Modeling 7 (+8), Intimidation 8 (+11), Perception 4 Relationship: On-again, off-again romance with Nightwing.
(+7), Persuasion 5 (+8), Ranged Combat: Starbolts 5 (+10) Temper: Starfire has a very short fuse.
POWER POINTS
ABILITIES 54 SKILLS 30
POWERS 0 DEFENSES 18
ADVANTAGES 29 TOTAL 131
COMPLICATIONS
Enemies: Kirk’s career left enemies all across known space,
particularly within the Romulan and Klingon empires.
Relationships: Captain Kirk’s most enduring relationships
are with the tightly knit band that comprised his crew, in
particular Dr. Leonard McCoy, the half-human Vulcan, Mr.
Spock, and the loyal band that included, Mr. Sulu, Mr. Scott,
Mr. Chekov, Lt. Uhura, and (until her resignation) Yeoman
Rand.
Womanizer: Captain James T. Kirk literally has a girl in
every port with a certain penchant for green chicks – and left
at least one love child, with Doctor Carol Marcus. There
were rumors that Yeoman Rand chose to leave her duties on
the Enterprise because of an unexpected pregnancy.
DOCTOR MCCOY DOCTOR MCCOY PL8
Dr. Leonard "Bones" McCoy is the senior medical
officer of the Starship Enterprise, and one of Captain STR STA AGI DEX FGT INT AWE PRE
Kirk’s most trusted friends. Coming from old country 3 3 3 4 7 2 2 3
tradition, McCoy has old-school beliefs and pacifistic
values, providing Kirk with a decidedly non-militaristic EQUIPMENT
perspective during times of crisis. Nevertheless, McCoy
is also a brave and as willing to risk or even give his life Communicator: Communication 3 • 6 points
as any soldier for a just cause, and will go to extremes to Phaser: Ranged Damage 10 – 20 points
save life. His emotional, highly moral viewpoints find a
constant foil in the person of Mr. Spock, whose deliberate
ADVANTAGES
Vulcan rejection of emotion in favor of logic bothers Equipment 6, Luck, Ranged Attack (Phaser) 4, Skill Mastery
McCoy on a gut level. In spite of this abrasion, however, (Life Sciences), Skill Mastery (Medicine) Well-Informed
McCoy’s friendship with Spock is nearly as great as with
Kirk, perhaps because Bones senses the interior conflict SKILLS
between Spock’s human and Vulcan natures, and Connected, Expertise (Medicine) 14 (+18), Insight 2 (+6),
recognizes that the exterior logic masks emotion as deep
Perception 10 (+12), Persuasion 5 (+7), Technology 8 (+12),
as his own.
Vehicles 3 (+4)
McCoy’s medical skills are legendary within Starfleet,
especially considering the bizarre and deadly ailments he
has been forced to deal with in the unexplored territories
OFFENSE
of outer space. INITIATIVE +5
(Str6) Phaser +5 Ranged, Damage 10
Unarmed +0 Close Damage 1
DEFENSE
DODGE 6 FORTITUDE 2
PARRY 6 TOUGHNESS 2
WILL 6
POWER POINTS
ABILITIES 32 SKILLS 21
POWERS 0 DEFENSES 15
ADVANTAGES 13 TOTAL 81
COMPLICATIONS
I’m a Doctor not a Geologist: Dealing with so many
different lifeforms, and all the different alien diseases
encountered in space, Doctor McCoy finds himself having to
treat ailments no one has ever seen, often requiring a lot of
collateral knowledge well outside traditional medicine.
He’s Dead Jim: McCoy is at heart a pacifist who bleeds for
every life he can’t save, often putting him out of place in a
military setting.
Relationships: ‘Bones’ McCoy is one of Captain Kirk’s most
trusted friends and confidants, and often acts as a moral
compass in perilous times. McCoy has a cantankerous but
loyal relationship with the half-Vulcan Mr. Spock, whose
deliberately emotionless logic rankles McCoy’s heart-on-his-
sleeve personality.
MR. SPOCK MR. SPOCK PL10
Mr. Spock is caught between two worlds, the son of a
Vulcan ambassador and a human woman, raised on STR STA AGI DEX FGT INT AWE PRE
Vulcan, where he was an outcast, taught to hate the 7 5 3 5 5 4 4 4
emotions that were as much a part of him as his
humanity. Ironically, it was his rocky-at-first friendship POWERS
with the bombastic Captain Kirk that finally taught him not
Green Blooded Vulcan: Regeneration 1 • 1 point
to just accept the fact of his own emotions but to actually
Vulcan Mind Meld: Mind Reading 9 (Limitation: requires
learn the value of them – not just as a supplement o his physical contact) • 18 points
Vulcan logic, but in some ways actually an advantage Vulcan Nerve Pinch Strength-based attack 1 (Limitation:
over pure logic – even though Spock is a capable induces unconsciousness only), Penetrating 4 • 5 points
strategist on his own, he has learned much from the
canny, unpredictable mind of James Kirk. His second EQUIPMENT
closest friend, with whom he once trusted his ‘katra’ – his Communicator: Communication 3 • 6 points
soul ‘ is the highly emotional Dr. McCoy, is also his Phaser: Ranged Damage 10 • 20 points
greatest foil on the Enterprise, who is impatient with
Spock’s deliberate attempts to suppress his own feelings. ADVANTAGES
Besides being an extremely knowledgeable scientist, Close Attack (Vulcan Nerve Pinch) 3, Equipment 6, Fearless,
Spock possesses the strength of a Vulcan, along with Luck, Jack-of-all-Trades, Ranged Attack (Phaser) 6, Skill
specialized fighting techniques like his famous ‘Vulcan Mastery (Science), Skill Mastery (Technology), Well-Informed
Nerve Pinch. (Str25)
SKILLS
Close Combat: Unarmed 3 (+8), Connected, Deception 6
(+10), Expertise (Diplomacy) 8 (+14), Expertise (Vulcan Lore)
14 (+18), Expertise ((Science) 14 (+18), Insight 2 (+14),
Perception 10 (+14), Persuasion 5 (+7), Stealth 2 (+8),
Technology 8 (+12), Vehicles 3 (+6)
OFFENSE
INITIATIVE +3
Nerve Pinch +8 Close, Affliction 8 (Penetrating 4)
Phaser +9 Ranged, Damage 10
Unarmed +8 Close Damage7
DEFENSE
DODGE 10 FORTITUDE 9
PARRY 10 TOUGHNESS 5
WILL 12
POWER POINTS
ABILITIES 74 SKILLS 38
POWERS 33 DEFENSES 24
ADVANTAGES 21 TOTAL 190
COMPLICATIONS
Relationships: Spock’s closest contacts are the crew of the
Starship Enterprise, Captain Kirk and Doctor Leonard McCoy
in particular. He has somewhat strained relations with his
father Sarak.
Half-Breed: Half-human, half-Vulcan, Spock has seen a lot
of bigotry in both cultures
Temper: For a supposedly emotionless guy, Spock can have
a violent temper.
CREW MEMBERS LIEUTENANT UHURA PL8 64 POINTS
Though crew members came and went (some faster than Abilities: Str 0 Sta 0 Agi 3 Dex 3 Fgt 0 Int 2 Awe 2 Pre 2
others depending upon whether or not they were wearing
Equipment: Communicator: Communication 3, Phaser:
a red shirt) a certain core-group emerged as the crew of Ranged Damage 10
the Starship Enterprise – all iconic figures in their own
way. These were the crew members that usually Advantages: Attractive, Equipment 6, Skill Mastery
(Languages)
appeared in every show, and in most of the movies that
Skills: Deception 3 (+5), Expertise: Electronic 8 (+10),
dealt with the original crew. These were the crew that
Expertise: Languages 12 (+14), Expertise: Music 6 (+8),
served under Captain Kirk, and looked to him as a leader Perception 6 (+8), Persuasion 6 (+8), Ranged Combat:
and their Captain for nearly the rest of their lives, freely Phaser 2 (+5), Vehicles 2 (+5)
risking their lives at his requests, trusting with unflinching
Offense: Initiative +3, Phaser +5, Ranged, Damage 10,
loyalty that Kirk’s wiles would pull them all through –
Unarmed +0, Close, Damage 0
which most often, he did.
Defense: Dodge 5, Parry 5, Fortitude 3, Will 5, Toughness 0
LIEUTENANT UHURA
Totals: Abilities 24 + Powers 0 + Advantages 8 + Skills 22 +
Defenses +16 = 64
Lt. Nyota Uhura is the Communications Officer aboard Complications: Relationships: In the new continuity, Lt
the bridge of the Starship Enterprise, and her familiarity Uhura has a romantic relationship with Mr. Spock.
with interstellar languages is central to its communication
efforts with foreign colonies. She is from Africa and
speaks Swahili as well as English and her name means
freedom. Uhura was one of the first black television
MR. CHEKOV
Mr. Pavel Chekov is security chief and tactical officer on
characters to be presented in a non-traditional role of the Enterprise, and also sometimes fills in for Mr. Spock
servant or maid, as well as being the recipient of the first as science officer. Mr. Chekov is Russian and is proud of
televised inter-racial kiss - from Captain Kirk, of course. his heritage, often his homeland. Chekov is also known
In the modern revamp of the series Kirk is presented as for his Tonto-like proclivity to be the one that manages to
actively having pursued Uhura during their cadet days, take a bad beating, be captured, or badly injured – he’s
with her completely rebuffing his efforts. She is also the Enterprise’s resident fall-guy. Mr. Chekov has also
shown to be romantically involved with Mr. Spock, been known to be a bit hot-tempered, especially in the
although this was never shown in the original series. defense of his crewmates or his Captain.
Uhura is one of the core members of the Enterprise crew NOTE: Mr. Chekov was not an original cast-member,
that continued to follow Kirk on his escapades beyond although his absence was explained as having been a
their five-year mission. (Str5) lower-rank crew member after ‘Wrath of Kahn’. (Str6)
MR. CHEKOV PL6 67 POINTS
Abilities: Str 1 Sta 2 Agi 2 Dex 2 Fgt 3 Int 2 Awe 2 Pre 1
Equipment: Communicator: Communication 3, Phaser:
Ranged Damage 10
Advantages: Equipment 6
Skills: Close Combat 2 (+5), Deception 4 (+6), Expertise:
Computers 6 (+8), Expertise: Engineering 6 (+8), Expertise:
Tactics 4 (+6), Perception 6 (+8), Persuasion 6 (+9), Ranged
Combat: Phaser 4 (+6), Vehicles 2 (+4)
Offense: Initiative +2, Phaser +6, Ranged, Damage 13,
Unarmed +5, Close, Damage 1
Defense: Dodge 6, Parry 6, Fortitude 3, Will 5, Toughness 2
Totals: Abilities 30 + Powers 0 + Advantages 6 + Skills 20 +
Defenses +11 = 67
Complications: Fall Guy: If someone is going to get beat-
up, shot, or otherwise injured, it’s likely to be Chekov.
OFFENSE
INITIATIVE +6
Blaster +10 Ranged, Damage 10
Unarmed +7 Close Damage 2
DEFENSE
DODGE 10 FORTITUDE 3
PARRY 10 TOUGHNESS 6/3*
WILL 6 *Without Defensive roll bonus
POWER POINTS
ABILITIES 40 SKILLS 28
POWERS 0 DEFENSES 24
ADVANTAGES 33 TOTAL 125
COMPLICATIONS
Enemies: Darth Vader, Jabba the Hut
Price On His Head: Han owes Jabba the Hut enough to
have every bounty hunter in the galaxy on his tail.
Obsession: The Millennium Falcon. Han gains +4 for his
pilot skill (or any other relevant skill) when flying the
Millennium Falcon.
Relationships: Han is the partner of Chewbacca the
Wookie, and his circle of contacts include Luke Skywalker,
Princess Leia and the Rebel Alliance.
ADVANTAGES
Agile Feint, Assessment, Defensive Attack, Defensive Roll 3,,
Improved Defense, Power Attack, Quick Draw, Ranged
Attack 6, Takedown, Ultimate Effort (Aim, Dodge/Parry)
SKILLS
Acrobatics 8 (+13), Athletics 8 (+10), Close Combat:
Lightsaber 3 (+12), Close Combat: Unarmed 1 (+10),
Expertise: Jedi Lore 4 (+6), Insight 2 (+12), Perception 2
(+12), Persuasion 2 (+10), Stealth 2 (+7), Technology 8
(+12), Vehicles 6 (+11)
OFFENSE
INITIATIVE +5
Force Blast +10 Ranged, Damage 3
Force Choke Perception Range, Affliction 4
Lightsaber +12 Damage 10 (Penetrating) Crit. 18-20
OBI WAN KENOBI Unarmed +10 Close Damage 2
Obi Wan Kenobi, once a respected name in the galaxy, DEFENSE
a Jedi Master of high-regard, is now old ‘Ben’ Kenobi –
DODGE 14 FORTITUDE 7
an outlaw living in the Tatooine mountains. The shabby PARRY 12 TOUGHNESS 6/3*
old desert rat was, before the rise of the sinister Galactic WILL 10 *Without Defensive roll bonus
Empire, one of the greatest warriors of the Old Republic.
Even now in his old age, his mastery of the mysterious POWER POINTS
‘Force’ - the energy that binds all living things together - ABILITIES 87 SKILLS 23
still makes him a threat to the sovereignty of the Empire. POWERS 61 DEFENSES 16
When Luke Skywalker searches him out, Obi Wan ADVANTAGES 18 TOTAL 195
resumes his struggle against the Empire, and particularly
against his former pupil, Darth Vader. He convinces
COMPLICATIONS
Luke to join him, telling Luke how Vader ‘betrayed and ‘Ben’ Kenobi: As ‘Old Ben’ Obi Wan’s STR, STA, AGI are all
murdered’ his father. Although Ben is eventually struck reduced by 2 ranks, and this TOU to 5/2*
down by Vader, his spirit returns to guide Luke in times of Enemy: Darth Maul, Count Dooku, General Grievous
danger. In fact, Obi Wan is one of the only human Relationships: Qui-Gon Jinn, Anakin Skywalker, Yoda,
characters, besides Vader himself, to appear in all six Mace Windu and the Jedi Council. Shorty before his death
films in the series. (Str6) (and after) his contacts were Luke Skywalker and his allies.
PRINCESS LEIA PL10
STR STA AGI DEX FGT INT AWE PRE
0 2 2 3 3 2 3 3
EQUIPMENT
Blaster: Ranged Damage 10 • 20 points
ADVANTAGES
Agile Feint, Attractive, Benefit 3 [Status (Princess),
Connected, Defensive Roll 3, Equipment 4, Fearless,
Ranged Attack: Blaster 6
SKILLS
Acrobatics 8 (+10), Athletics 8 (+8), Close Combat: Unarmed
3 (+6), Expertise: Politician 4 (+6), Insight 2 (+5), Perception
2 (+5), Persuasion 2 (+5), Stealth 2 (+4), Technology 8 (+10),
Vehicles 3 (+5)
OFFENSE
INITIATIVE +2
Blaster +9 Ranged, Damage 10
Unarmed +5 Close Damage 2
DEFENSE
DODGE 6 FORTITUDE 3
PARRY 5 TOUGHNESS 5/2*
WILL 8 *Without Defensive roll bonus
POWER POINTS
ABILITIES 36 SKILLS 21
POWERS 0 DEFENSES 12
ADVANTAGES 15 TOTAL 84
COMPLICATIONS
Allies: Leia’s circle of allies and friends include, Luke
Skywalker, Han Solo and Chewbacca, R2-D2 and C-3PO
PRINCESS LEIA Enemy: Darth Vader
Flashbacks: Leia’s torture at the hands of Darth Vader and
Princess Leia, the very young, fiery tempered senator the subsequent destruction of her home planet, Alderaan,
from the planet Alderaan, has been using her political have resulted in traumatic flashbacks that can sometimes
position to secretly gather information against the Empire crack through her normal tough façade and cause hysterics.
– most particularly concerning the Emperor’s plans to
build the giant planet-destroying battle station, the Death
Star.
The strong-willed, intelligent Princess has been a unifying
force in bringing about the rebellion against the
oppression of the powerful Galactic Empire. Captured by
Vader and the evil Governor Grand Moff Tarkin, Princess
Leia refuses under torture to give up the location of the
Rebel Base to the Empire, and is forced to watch as her
own home planet is destroyed.
Leia’s most important contribution to the rebellion,
however, is bringng Luke Skywalker - who is dazzled by
the Prinxss’ beuity - into the her cause, sealing the fate of
the Galactic Empire. (Str5)
R2-D2 AND C-3PO
R2-D2 (Artoo Detoo) is a meter-high, cylindrical robot
whose face is a mass of computer lights surrounding a
single radar eye. A sophisticated computer repair and
information retrieval robot, Artoo can only speak in a
series of electronic sounds. Brave and feisty by nature,
Artoo has been a long-standing ally to the Jedi Knights,
and a long-time companion to C-3PO. (Str10)
ANAKIN SKYWALKER
When the Jedi Master, Qui-Gon Jinn discovered young
Anakin Skywalker living as a slave boy on Tatooine, he
believed the boy had the potential to be the most
powerful Force-user ever, and perhaps was even the
Chosen One of an ancient Jedi prophecy, and vowed to
train Anakin in the Jedi arts, and after Qui-Gon’s death,
Anakin was Apprenticed to Jinn’s former apprentice, Obi-
Wan Kenobi.
Despite his formidable abilities, however, the Jedi Council
remained cautious of Anakin. The boy was haunted by
his past, and as he grew, Anakin became headstrong and
temperamental. And Despite the strict rules of the Jedi
Code, he fell in love with and secretly married Senator
Padmé Amidala.
It was his love for Amidala that tipped Anakin on the
fateful road to the dark side of the Force – haunted by
visions of her eminent death, Anakin was willing to go to
any length to protect his wife, who by now as pregnant,
as he was willing to listen to the wiles of the deadly Sith
Lord, Darth Sidious, who had engendered Anakin’s BASE: THE CAPITAL PLANET CARUSCANT
confidence in the guise of Chancellor Palpatine. Sidious BEST-KNOWN MEMBERS: ANAKIN SKYWALKER, LUKE
manipulated Anakin, first into slaying Jedi-Master, Mace
Windu, and swearing allegiance to the Sith. Upon his
SKYWALKER, MACE WINDU, OBI-WAN KENOBI, QUI-GON
conversion to the dark side, it wound up being his own JINN, YODA
hand that killed his beloved Amidala, sealing his fate, and BASE: JEDI TEMPLE
cementing his final transformation into Darth Vader. VEHICLES: VARIOUS LAND AND SPACECRAFT
(Str8)
ANAKIN SKYWALKER PL12 258 POINTS
Abilities: Str 2 Sta 2 Agi 5 Dex 5 Fgt 9 Int 2 Awe 15 Pre 8
Powers: Force Sensitive: Danger Sense 3, Detect 6
(Limited to other Force-Wielders only), Precognition 3 Jedi
Mind Trick: Mind Control 6 (Limited to those of lower INT
than Anakin); Leaping: Leaping 3 (60 feet); Lightsaber:
Damage: 10 (DC 20; Penetrating 10), Improved Critical 2,
Easily Removable (-4 points); Telekinesis: Choke (Affliction
4), Force Blast (Ranged Damage 6), Perception Range Move
Object 9; Using the Force: Enhanced Advantages
(Improved Defense, Ultimate Effort (Aim, Dodge/Parry)
Advantages: Agile Feint, Assessment, Defensive Attack,
Defensive Roll 3, Improved Defense, Power Attack, Quick
Draw, Ranged Attack 5, Takedown, Ultimate Effort (Aim,
Dodge/Parry)
Skills: Acrobatics 8 (+13), Athletics 8 (+10), Close Combat:
Lightsaber 4 (+13), Close Combat: Unarmed 3 (+12),
Expertise: Jedi Lore 2 (+8), Insight 4 (+19), Intimidation 8
(+16), Perception 4 (+19), Persuasion 2 (+10), Stealth 4 (+9),
Technology 8 (+12), Vehicles 11 (+16)
Offense: Initiative +5, Force Blast +9, Ranged, Damage 6,
Force Choke, Perception Range, Affliction 4, Lightsaber +13,
Damage 10 (Penetrating) Crit. 18-20, Unarmed +12, Close
Damage 2
Defense: Dodge 14, Parry 14, Fortitude 7, Will 12,
Toughness 6/3* Without Defensive roll bonus cresting the edge of the dark side. It was his decision to
kill the Emperor that caused Anakin Skywalker to draw
Totals: Abilities 95 + Powers 92 + Advantages 17 + Skills 33
+ Defenses +19 = 258 his own saber against him, killing Windu and prompting
Anakin’s transformation into Darth Vader. (Str9)
Complications: Enemy: Count Dooku, General Grievous;
Relationships: Anakin is close to R2-D2 and C-3PO, his
mentors Obi Wan Kenobi and Yoda, and particularly Padme
Amadala. He is also mentored by Chancellor Palpatine.
MACE WINDU PL13 260 POINTS
Skywalker Legacy: As the 'chosen one', Anakin my utilize Abilities: Str 3 Sta 3 Agi 5 Dex 5 Fgt 12 Int 2 Awe 10 Pre 8
the Second Chance Advantage at the GM's discretion.
Powers: Force Sensitive: Danger Sense 3, Detect 6
The Chosen One: Anakin Skywalker was prophesized to be (Limited to other Force-Wielders only), Precognition 3 Jedi
the one who would ‘bring balance to the Force’, and Mind Trick: Mind Control 8 (Limited to those of lower INT
generally considered the most powerful Force-wielder ever than Windu); Leaping: Leaping 3 (60 feet); Lightsaber:
known, potentially far more powerful even than Yoda or Damage: 10 (DC 20; Penetrating 10), Improved Critical 2,
Emperor Palpatine. He never developed these abilities fully Easily Removable; Telekinesis: Choke (Affliction 4), Force
– he was still young when he fell to the Dark Side, suffering Blast (Ranged Damage 7), Perception Range Move Object
the injuries that transformed him into Darth Vader – 10; Using the Force: Enhanced Advantages (Improved
diminishing his abilities to an estimated 75 of his original Defense, Ultimate Effort (Aim, Dodge/Parry)
potential. The Jedi-prophecy was eventually fulfilled, albeit
Advantages: Agile Feint, Assessment, Defensive Attack,
not before the deaths of billions. But in the end, it was indeed
Defensive Roll 3, Improved Defense, Power Attack, Quick
Anakin Skywalker who finally slew the Emperor, insuring the
Draw, Ranged Attack 5, Takedown, Ultimate Effort (Aim,
final victory of the Jedi and the fall of the Sith, restoring
Dodge/Parry)
balance to the Force.
Skills: Acrobatics 8 (+13), Athletics 8 (+11), Close Combat:
Lightsaber 3 (+15), Close Combat: Unarmed 1 (+13),
MACE WINDU Expertise: Jedi Lore 8 (+10), Insight 8 (+18), Perception 6
(+16), Persuasion 4 (+14), Stealth 6 (+11), Technology 8
A grim Jedi Master with a purple-bladed lightsaber, Mace (+12), Vehicles 6 (+11)
Windu was second-highest ranking member of Jedi
Offense: Initiative +5, Force Blast +10, Ranged, Damage 7,
Order. Windu had little tolerance for the failings of the
Force Choke, Perception Range, Affliction 4, Lightsaber +15,
Senate, arguments of politicians or the opinions of Damage 10 (Penetrating) Crit. 18-20, Unarmed +13, Close
rebellious Jedi. He was also more prone to aggression, Damage 3
Defense: Dodge 14, Parry 12, Fortitude 7, Will 10,
Toughness 6/3* Without Defensive roll bonus
OBI WAN KENOBI PL11 194 POINTS
Abilities: Str 2 Sta 2 Agi 5 Dex 5 Fgt 9 Int 2 Awe 10 Pre 8
Totals: Abilities 95 + Powers 93 + Advantages 17 + Skills 33
+ Defenses +19 = 290 Powers: Force Sensitive: Danger Sense 2, Detect 6
(Limited to other Force-Wielders only), Precognition 2 Jedi
Complications: Enemy: Count Dooku, General Grievous; Mind Trick: Mind Control 2 (Limited to those of lower INT
Relationships: Jedi Council than Anakin); Leaping: Leaping 3 (60 feet); Lightsaber:
Damage: 10 (DC 20; Penetrating 10), Improved Critical 2,
Easily Removable (-4 points); Telekinesis: Choke (Affliction
OBI WAN KENOBI 3), Force Blast (Ranged Damage 3), Perception Range Move
Object 3; Using the Force: Enhanced Advantages
Also known as the "Negotiator," Obi-Wan Kenobi kept a (Improved Defense, Ultimate Effort (Aim, Dodge/Parry)
cool head in the thick of combat. Obi-Wan was never at a
loss for a quick word of wisdom or humor. He served as a Advantages: Agile Feint, Assessment, Defensive Attack,
Defensive Roll 3, Improved Defense, Power Attack, Quick
General in the Republic’s army, with Clone Commander Draw, Ranged Attack 5, Takedown, Ultimate Effort (Aim,
Cody often at his side. Dodge/Parry)
For over a decade Obi-Wan guided young Anakin
Skills: Acrobatics 8 (+13), Athletics 8 (+10), Close Combat:
Skywalker on the path to Jedi Knighthood. Having to rein
Lightsaber 3 (+12), Close Combat: Unarmed 1 (+10),
in the adventure-seeking youth made Obi-Wan wise -- Expertise: Jedi Lore 4 (+6), Insight 2 (+12), Perception 2
and cynical -- beyond his years. True to his role, Obi-Wan (+12), Persuasion 2 (+10), Stealth 2 (+7), Technology 8
recognized both Anakin's strengths and weaknesses, and (+12), Vehicles 6 (+11)
it was this, combined with his quick-wits that allowed him Offense: Initiative +6, Force Blast +10, Ranged, Damage 5,
to defeat his apprentice, when Anakin was initially Force Choke, Perception Range, Affliction 3, Lightsaber +12,
converted to the Dark Side. Damage 10 (Penetrating) Crit. 18-20, Unarmed +10, Close
Following the tragedy of the Clone Wars, and the rise of Damage 2
the Galactic Empire, Obi-Wan was one of the few Defense: Dodge 14, Parry 12, Fortitude 7, Will 10,
surviving Jedi. He hid on Tatooine, living in exile while Toughness 6/3* Without Defensive roll bonus
keeping a watchful eye over Luke Skywalker, Anakin's
Totals: Abilities 88 + Powers 50 + Advantages 17 + Skills 23
son who was also strong in the Force. (Str8) + Defenses +16 = 194
Complications: Enemy: Darth Maul, Count Dooku, General
Grievous; Relationships: In his youth, Obi Wan’s was close
to his mentor, Qui-Gon Jinn, his Padawan, Anakin Sky-
walker, along with Yoda, Mace Windu and the Jedi Council.
After his exile, shortly before his death (as well as after) he
had contacts with Anakin’s son, Luke and his friends.
YODA
Grand Master of the Jedi Council, Yoda trained Jedi for
over 800 years. He is wise in the ways of the Force,
though his small size causes many to underestimate him.
Yoda prefers meditation and reflection, spending his time
pondering the mysteries of the Force. In his long life, he
witnessed the decay of the Galactic Republic, and saw
the Jedi Order transform from peacekeepers to battlefield
commanders in the Clone Wars. Despite his pacifist
nature, when needed, Yoda wields a lightsaber like a
spinning, whirling dervish. A stern instructor, Yoda
nonetheless has a mischievous sense of humor.
At the moment of the coup that destroyed the Jedi, Yoda
engaged the Emperor in an epic battle of the two most
experienced and powerful Force-wilders alive – a conflict
which he ultimately lost. With the rise of the Emperor and
Galactic Empire, Yoda fled into exile on the swamp-
planet, Degabah, end awaited the arrival of a new Jedi to
rekindle a new hope in the galaxy.
This ‘New Hope’ eventually appeared – ironically in the
person of Anakin Skywalker’s own son, Luke. After the
death of Obi-Wan Kenobi, who had taken Luke as his
student, Yoda took over his training, teaching Luke the
ways of the Force and preparing the young man for his
final confrontation with his father – now Darth Vader - and
the evil Emperor. Yoda died shortly after completing
Luke’s training. (Str3)
DARTH VADER
In the end, the Star Wars saga is the story of Darth
Vader – the rise, fall, and redemption of Anakin
Skywalker (See individual entries for Anakin Skywalker
and Darth Vader).
Vader has two specific sets of stats – the first being the
brief period after his initial conversion to the Dark Side,
and the second after sustaining the injuries in battle with
Obi-Wan Kenobi that turned him into his armored,
cybernetic form. For the early period, simply apply the
stats for Anakin Skywalker. NOTE: Although Anakin
Skywalker was considered the most potent force-welder
ever, he lost much of that potential with his injuries, so
even though his physical stats increased, and his
experience widened with his training, he never again had
quite the same sheer power to draw upon.
20 21 6 6 10 17 16 20
POWERS OFFENSE
Cosmic Entity: Immunity 30 (Fortitude Effects), Impervious INITIATIVE +7
Toughness 18 • 48 points Cosmic Energy +10 Ranged Damage 20
Energy Manipulation: Energy Control 20 (Variable Power, Unarmed +12 Close Damage 20
Any Powers with the Cosmic Descriptor) • 140 points
Omnipresence: Teleport 25 • 50 points DEFENSE
Omniscience: Communication 20, Comprehend 20, Mind DODGE 12 FORTITUDE Immune
Reading 20, Senses 20 (Awareness) • 180 points PARRY 12 TOUGHNESS 21
WILL 17
ADVANTAGES
All-Out Attack, Assessment, Benefit 15 [Status (Cosmic
POWER POINTS
Entity), Connected, Contacts, Eidetic Memory, Fearless, Jack ABILITIES 242 SKILLS 12
POWERS 358 DEFENSES 7
of All Trades, Power Attack, Ranged Attack 4, Ultimate Effort ADVANTAGES 39 TOTAL 658
(Powers), Well-Informed
COMPLICATIONS
SKILLS Deliberate Stranger: Origin stories differ for the Stranger is,
Close Combat 2 (Unarmed), Expertise (All fields) 6 (+23), by his nature, forever a Stranger – suggested so, by no less
Insight 7 (+23), Intimidation 3 (+23), Perception 8 (+23) than the Living Tribunal.
COSMIC ENHANCEMENT
STRANGER (ENHANCED) PL18/PLX1-PLX2
STR 22 STA 23 AGL 6 DEX 6 FGT 10 INT 17 AWE 16 PRE 20
Powers: Cosmic Entity: Immunity 30 (Fortitude Effects),
Impervious Toughness 20 Energy Manipulation: Energy
Control 22 (Variable Power, Any Powers with the Cosmic
Descriptor), Omnipresence: Teleport 25, Omniscience:
Communication 20, Comprehend 20, Mind Reading 20,
Senses 20 (Awareness)
Offense: Initiative 7, Cosmic Energy (Ranged, Damage 22,
Unarmed +12 (Close Damage 22)
Defense: Dodge 12, Parry 12, Fortitude Immune, Toughness
23, Will 17
Totals: Abilities 250 + Powers 364 + Advantages 39 + Skills
12 + Defenses 7 = 672
PERSONALITY
Namor is imperious and arrogant (a favorite catch-phrase
in battle is ‘Imperious Rex!’), although he has a seldom
seen dry wit. He is condescending to women, as well as
being both impetuous and temperamental. Namor's
primary motivation is always going to be the protection of
Atlantis.
15 10 5 2 10 1 3 5
POWERS DEFENSE
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement DODGE 10 FORTITUDE 14
1 (Environmental Adaptation – Aquatic), Protection 1, PARRY 10 TOUGHNESS 11
Impervious Toughness 5, Senses 1 (Low-Light Vision) • 12
WILL 8
points
Flight: Flight 5 (60 MPH) •10 points
Super-Strength: Enhanced Strength 1, plus Enhanced
POWER POINTS
Strength 2, Limited to Lifting (Lifting Str18; 6,000 tons), ABILITIES 92 SKILLS 19
Limited to when underwater • 3 points POWERS 29 DEFENSES 14
Swimming: Swimming 5 (60 MPH) • 5 points ADVANTAGES 15 TOTAL 169
ADVANTAGES COMPLICATIONS
All-out Attack, Animal Empathy, Benefit 3 (King of Atlantis), Relationships: Namor has a wife, Marinna, and is close with
Favored Environment (Aquatic), Improved Initiative,
his cousins Namora and Namorita. He has ties with the
Languages (Atlantean), Power Attack, Ranged Attack 5
Avengers and the loose-nit Defenders.
SKILLS Responsibility: As King of Atlantis, Namor’s first priority is
the ocean and its inhabitants
Athletics 4 (+18), Close Combat: Unarmed 2 (+12),
Temper: Namor is known for his fierce temper. His hybrid
Expertise: Atlantean Lore 7 (+8), Insight 3 (+9), Intimidation 7
(+12), Perception 5 (+8), Stealth 4 (+8), Technology 3 (+5), nature contributes to this, as too much time in or out of water
Vehicles 3 (+5) will cause bi-polar rages.
Weakness: Namor dehydrates when away from water for an
OFFENSE extended time, becoming impaired, with his STR and STA
INITIATIVE +8 steadily dropping until reaching 1 across the board.
Unarmed +12 Close Damage 15/16* Immersion in water immediately removes all accumulated
*Underwater only conditions.
ARMY OF SEA-MONSTERS
While Namor does not seem to have a direct telepathic
control of sea-life, he often uses armies of sea-beasts as
minions, presumably with simple herding tactics. His
most common war beasts are typical whales and other
normal sea-life, but for special occasions, he will awaken
his super-weapon, the gigantic whale monster, known as
Giganto
PERSONALITY
Supergirl is an ordinary teenager in many regards, but
has also seen more than her share of tragedy. Unlike her
cousin, she was raised on Krypton and remembers it,
making her a stranger to Earth and human customs. Kara
has lost both of her parents, and was forced to face the
loss of her home world again with the destruction of New
Krypton.
15 10 3 2 4 2 2 3
POWERS DEFENSE
Flight: Array (30 points) DODGE 10 FORTITUDE 12
• Flight 15 (64,000 MPH) • 30 points PARRY 10 TOUGHNESS 14
WILL 12
• Speed 15 (64,000 MPH) • 1 point
Heat Vision: Ranged Damage 12 (heat) • 24 points
Invulnerability: Protection 4, Impervious Toughness 14;
POWER POINTS
ABILITIES 82 SKILLS 21
Immunity 5 (Cold, Heat, Pressure, Radiation, Vacuum) • 23
POWERS 104 DEFENSES 25
points ADVANTAGES 3 TOTAL 235
Super-Senses: Senses 15 (Acute and Extended Hearing,
Extended Vision 3, Infravision, Microscopic Vision 4, Ultra- COMPLICATIONS
Hearing, Vision Penetrates Concealment [except lead’ • 15
Power Loss: Supergirl loses her powers under the light of a
points
red sun like that of Krypton (or when otherwise cut off from
Super-Speed: Quickness 8 • 8 points
solar energy for a long period) and her Str and Sta drop to 0.
Super-Strength: Enhanced Strength 3, Limited to Lifting
Relationships: Supergirl’s closest ally is her cousin,
(Lifting Str18; 6,000 tons) • 4 points
Superman, though she can count on other members of her
ADVANTAGES extended family as well, including Superboy. She has been a
member of the Teen Titans and the Legion of Super-Heroes,
Defensive Attack, Languages (Kryptonian), Move-by Action and worked with the Justice League.
Secret Identity: Linda Lang
SKILLS
Vulnerability: Supergirl is as vulnerable to magic. Her
Close Combat: Unarmed 5 (+9), Expertise: Krypton 10 (+12), Toughness is not Impervious against magical attacks.
Perception 8 (+10), Persuasion 6 (+9), Ranged Combat: Heat Weakness: Supergirl becomes weak when exposed to
Vision 8 (+10), Technology 5 (+7) Kryptonite.
Enemies: Supergirl’s most hated foe is Reactron, a
OFFENSE radioactive criminal from Earth responsible for the murder of
INITIATIVE +2 her father and the destruction of New Krypton. She has
Heat Vision +10 Ranged Damage +12 encountered a number of Superman’s long-time foes as well,
Unarmed +9 Close Damage 15 such as Luthor and Brainiac.
POWERS
Flight: Array (30 points) POWERGIRL
• Flight 15 (64,000 MPH) • 30 points Kara Zor-L is the last survivor of a Krypton from an
• Speed 15 (64,000 MPH) • 1 point alternate reality no longer in existence. When her reality
• Movement 1 (Space Travel 1) • 1 point ceased to exist in the terrible Crisis on Infinite Earths,
Heat Vision: Ranged Damage 15 (heat) • 30 points she, Psycho-Pirate, her cousin Kal-L (Superman of her
Invulnerability: Protection 4, Impervious Toughness 17; reality’s Earth), and Kal-L’s wife Lois were the only
Immunity 5 (Cold, Heat, Pressure, Radiation, Vacuum) • 26 survivors. Kara assimilated as best she could to the new
points reality, but the fluctuating nature of her existence and her
Super-Senses: Senses 15 (Acute and Extended Hearing, inability to remember her true origins made that difficult.
Extended Vision 3, Infravision, Microscopic Vision 4, Ultra-
More than once she hoped she had discovered her
Hearing, Vision Penetrates Concealment [except lead]) • 15
ancestry—another survivor of New Earth’s Krypton, or an
points
Atlantean from pre-cataclysmic times—and was
Super-Speed: Quickness 8 • 8 points
devastated to learn she was wrong. She joined the JSA
Super-Strength: Enhanced Strength 4, Limited to Lifting
(Lifting Str21; 50,000 tons) • 4 points
during, instinctively feeling a sense of belonging without
realizing it was an echo of her membership in the same
ADVANTAGES team in her original reality
Eventually, thanks to the cruel intervention of Psycho-
All-out Attack, Attractive, Improved Hold, Power Attack
Attractive, Close Attack 3, Connected, Fascinate 2 Pirate, Kara discovered her true origins. During recent
(Deception and Persuasion), Interpose, Power Attack events she finally reconnected with Kal-L, who was freed
from the pocket dimension that had isolated him and
SKILLS others since the end of the original Crisis. She regained
Athletics 2 (+19), Deception 4 (+6), Expertise: Business 6 her memories of a family life with him and Lois, only to
(+8), Insight 6 (+8), Intimidation 6 (+8), Perception 6 (+8), lose him soon after when he died helping his
Persuasion 4 (+6), Ranged Combat: Heat Vision 7 (+9), counterpart bring down the rampaging
Technology 7 (+9) Superboy- Prime.
(Str90/100
OFFENSE
INITIATIVE +3
Heat Vision +9 Ranged, Damage 15
Unarmed +9 Close Damage 17
DEFENSE
DODGE 9 FORTITUDE 16
PARRY 9 TOUGHNESS 17
WILL 10
POWER POINTS
ABILITIES 94 SKILLS 24
POWERS 115 DEFENSES 20
ADVANTAGES 5 TOTAL 262
COMPLICATIONS
Hot Body: Powergirl is not afraid to flaunt her female
attributes, which can cause unwanted distraction and allow
others to make ill-informed judgments of her character.
Power Loss: Power Girl loses her powers and her Str and
Sta are reduced to 1 and 2 respectively under a red sun.
SUPERGIRL PRE-CRISIS OFFENSE
INITIATIVE +3
The Pre-Crisis Kara Zor-El, was much like her modern
counterpart (albeit, much more powerful). Cousin of the Heat Vision +10 Ranged, Damage 20
Unarmed +9 Close Damage 23
Pre-Crisis Superman, Kara arrived in her spaceship when
she was 16. Taking the secret identity, ‘Linda Danvers’ DEFENSE
she joined the Superman Family as Supergirl.
DODGE 10 FORTITUDE 18
Supergirl spent a lot of time working with the Legion of
PARRY 10 TOUGHNESS 22
Superheroes in the 30th Century – and had a romance WILL 12
with Brainiac 5 – but she was also (after her cousin) the
most powerful member of the Justice League. This was POWER POINTS
shown in the Crisis on Infinite Earths when Kara nearly ABILITIES 134 SKILLS 16
defeated the Anti-Monitor single-handedly, although she POWERS 134 DEFENSES 21
tragically died in the effort, proving that her heroic spirit ADVANTAGES 5 TOTAL 310
was ultimately the greatest of her powers. (Str400)
COMPLICATIONS
PERSONALITY Power Loss: Supergirl loses her powers and her Str and Sta
are reduced to 0 under a red sun, like that of Krypton, and
Kara was a girl of her times. While she had tremendous other effects draining or interfering with the energies of the
powers, she remained a bit shy, reserved, and very much yellow sun can deprive her of her powers
in the shadow of her cousin. Her later stories in the late Relationships: Supergirl’s closest bond is with her cousin
70’s, before her untimely death, had her in her 20’s, Superman She has contacts with the Justice League, the 30 th
quietly dealing in her private life with a changing world’s Century Legion of Superheroes, particularly Brainiac 5.
expectations of women, careers and family. Secret Identity: Supergirl’s secret identity is Linda Danvers
Vulnerability: Supergirl is as vulnerable to magic as anyone.
ADVANTAGES
Attractive, Extraordinary Effort, Languages (Kryptonian),
Power Attack, Seize Initiative, Ultimate Effort (Toughness)
SKILLS
Close Combat: Unarmed 5 (+9), Expertise: Krypton 8 (+10),
Ranged Combat: Heat Vision 8 (+10), Perception 8 (+10),
Persuasion 4 (+7), Technology 3 (+5)
MATRIX PL12 OTHER SUPERGIRLS
Kara is not the only young woman to wear the name and
STR STA AGI DEX FGT INT AWE PRE mantle of Supergirl.
12 10 3 2 5 2 2 0 Matrix (Str47) was the creation of a parallel-Earth Lex
Luthor, an artificial life-form intended to travel and recruit
POWERS aid from other realities against escaped Phantom Zone
criminals. She possessed super strength and the ability
Shapeshift: Morph 4 (Limited to humanoid shapes) • 48
to fly like Superman, but was also a psychokinetic and
points
Super-Speed: Quickness 6 • 6 points
shape-shifter able to take on other appearances or
Telekinesis: Flight 12 (4000 MPH), Move Object 13, Ranged become invisible. “Mae” lived in Smallville with the Kents
Damage 13 • 76 points. for a time and became a hero in her own right.
Telekinetic Field: Protection 1, Impervious Toughness 8; Matrix later sacrificed herself to save the life of a young
Immunity 5 (Cold, Heat, Pressure, Radiation, Vacuum) • 14 woman named Linda Danvers, merging their physical
points forms and essences. This noble sacrifice resulted in the
creation of an “Earth-born angel” who operated as
ADVANTAGES Supergirl for a time, (Str48) possessing fiery wings and a
Defensive Attack, Move-by Action “shunt” Teleport effect. When Matrix and Linda were
separated, Linda retained some of Supergirl’s powers.
SKILLS (Str45)
Close Combat: Unarmed 5 (+10), Perception 8 (+10), After her defeat of the Carnivore, the Matrix was ripped
Persuasion 6 (+9), Ranged Combat: Telekinesis 7 (+10) away from the Earth Angel Supergirl, and Linda was left
alone. She eventually manifested some of the original
OFFENSE Matrix’ telekinetic powers, and continued as Supergirl for
INITIATIVE +3 a time, before finally lapsing into retirement (or possibly
Telekinesis +10 Ranged, Damage 13 into the Fallen Angel series). Linda was the last of the
Unarmed +9 Close Damage 12 Replacement Supergirls before the REAL Supergirl, Kara
Zor-El, Superman’s cousin from Krypton was finally
DEFENSE reintroduced into modern continuity.
DODGE 10 FORTITUDE 12
PARRY 10 TOUGHNESS 11
WILL 7
POWER POINTS
ABILITIES 76 SKILLS 13
POWERS 144 DEFENSES 19
ADVANTAGES 2 TOTAL 254
COMPLICATIONS
Relationships: Supergirl’s closest ally is Superman. She
was a member of the Teen Titans and Justice League of
Amazons. Early in her career, she was close to Lex Luthor.
REPLACEMENT SUPERGIRL
The Matrix Supergirl was an unfortunate twist on the
character, forced upon her due to the Post-Crisis editorial
decision from DC to make Superman the only survivor of
Krypton. But non-Kryptonian Supergirl, with no family ties to
Superman, is one thing. A shape-changing, protoplasmic
being is something different altogether, even if it was created
over the Matrix of an extra-dimensional Lana Lang. It was an
unattractive concept and was eventually abandoned, first for
the Earth Angel Supergirl, and finally a return to simply being
Superman’s Kryptonian cousin.
SUPERGIRL EARTH ANGEL PL13 SUPERGIRL LINDA DANVERS PL11
STR STA AGI DEX FGT INT AWE PRE STR STA AGI DEX FGT INT AWE PRE
13 11 3 2 5 2 2 3 11 10 3 2 5 2 2 2
POWERS POWERS
Angel Fire: Ranged Damage 15 • 30 points Super-Speed: Quickness 6 • 6 points
Shapeshift: Morph 4 (Limited to changing between Linda Telekinesis: Flight 12 (4000 MPH), Move Object 12, Ranged
Danvers and Supergirl) • 48 points Damage 12 • 72 points.
Super-Speed: Quickness 6 • 6 points Telekinetic Field: Protection 4, Impervious Toughness 8;
Telekinesis: Flight 12 (4000 MPH), Move Object 13, Ranged Immunity 5 (Cold, Heat, Pressure, Radiation, Vacuum) • 17
Damage 13 • 76 points. points
Telekinetic Field: Protection 4, Impervious Toughness 8;
Immunity 5 (Cold, Heat, Pressure, Radiation, Vacuum) • 17 ADVANTAGES
points. Defensive Attack, Move-by Action
Teleportation: Teleport 12, Dimensional 3 • 27 points
SKILLS
ADVANTAGES Close Combat: Unarmed 5 (+10), Perception 8 (+10),
Defensive Attack, Move-by Action Persuasion 6 (+9), Ranged Combat: Telekinesis 7 (+10)
SKILLS OFFENSE
Close Combat: Unarmed 5 (+10), Perception 8 (+10), INITIATIVE +3
Persuasion 6 (+9), Ranged Combat: Telekinesis 7 (+10) Telekinesis +10 Ranged, Damage 12
Unarmed +9 Close Damage 10
OFFENSE
INITIATIVE +3 DEFENSE
Angel Fire +10 Ranged Damage 13
DODGE 10 FORTITUDE 12
Telekinesis +10 Ranged, Damage 13
Unarmed +9 Close Damage 13 PARRY 10 TOUGHNESS 10
WILL 7
DEFENSE
DODGE 10 FORTITUDE 13
POWER POINTS
PARRY 10 TOUGHNESS 11 ABILITIES 76 SKILLS 13
WILL 7 POWERS 147 DEFENSES 19
ADVANTAGES 2 TOTAL 257
POWER POINTS
ABILITIES 78 SKILLS 13
POWERS 151 DEFENSES 19
ADVANTAGES 2 TOTAL 263
COMPLICATIONS
Fallen Angel: Linda Danvers was a corrupted soul, a cultist
who lay dying after being sacrificed to a demonic god. The
Matrix Supergirl merged their forms, saving Danvers' life and
soul, and they were turned into an ‘Earth-born Angel’. When
the Matrix was eventually separated from Linda, she lost her
Angelic power, but retained the Matrix’ Telekinesis.
Relationships: Linda was allied with Superman, the Teen
Titans, Justice League of Amazons, and the other two ‘Earth
Angels’, Blithe and Comet. Linda was also guided by a
strange boy named Wally, who claimed to be God. As ‘Earth
Angel’ she had a following – the ‘Church of Supergirl’.
Weakness: Supergirl’s Angel Fire is less effective vs. those
who are either pure of heart or completely lacking in guilt.
Rocketed from the dying planet of Krypton by his parents
Jor-El and Lara, the infant Kal-El was found and adopted REAL NAME: CLARK JOSEPH KENT, KAL-EL
by Jonathan and Martha Kent of Smallville, Kansas. They OCCUPATION: JOURNALIST
named him “Clark” and raised him as their own son. BASE: METROPOLIS AFFILIATION: JLA
The Last Son of Krypton developed amazing powers
under Earth’s yellow sun. His adoptive parents taught him
HEIGHT: 6’ 3” WEIGHT: 225 lbs
to use his powers responsibly, so the teen-aged Clark EYES: BLUE HAIR: BLACK
Kent helped people in secret, wearing a colorful costume
made from the blankets found in his escape rocket and POWERS AND ABILITIES
bearing the crest of the House of El, to conceal his true
identity. He also took to wearing glasses made from the Superman has many friends. After flirting with her for
rocket’s lenses to better separate “mild-mannered” Clark some time, he eventually revealed his true identity to Lois
Kent from his costumed alter ego. Clark’s secret Lane and proposed marriage. Both Clark and Superman
adventures came to an end when he moved to Metropolis are well known to the rest of the staff at the Daily Planet,
to begin working as a reporter at the Daily Planet, the including editor Perry White and photographer Jimmy
perfect place to find out about disasters and crimes as Olsen. Superman is widely respected by the world’s
they happened. heroes, and a regular member of the Justice League
His very public rescue of fellow reporter, Lois Lane, of America.
splashed his image across front pages and television
screens everywhere. Lois coined the name
‘Superman’ for her mysterious rescuer (based on the
similarity of his shield to the letter “S”) and
scored the first exclusive interview with the
Man of Steel, in which he revealed his extra-
terrestrial origins to the world.
Since then, Superman has been the favorite
son of Metropolis and become renowned
as the `world’s greatest hero, known all
throughout the galaxy and beyond. He
became a founding member of the Justice
League of America and has regularly served
on its roster.
Superman’s Kryptonian heritage is preserved
in his arctic Fortress of Solitude, including
various relics and technology from that
vanished world. The Fortress provides the
Man of Steel with a connection to his past, a
storehouse for dangerous items and a place to
be alone with his thoughts. (Str100/350)
PERSONALITY
Superman is described as “the Big Blue Boy Scout”
for good reason: he not only follows the ideals of
truth, justice and the American way, but lives them.
Even when driven to the edge by foes who have sought
to force him to abandon his principles, he has held true.
Superman’s greatest fault is actually that he tries to do
too much, and feels keenly responsible for every crisis
and disaster he cannot avert or every life that he cannot
save. Superman leads first by example, with courage,
compassion and selflessness, and he is an inspiration,
both to his heroic peers, and generations of future
heroes.
SUPERMAN PL15
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
19 14 2 2 8 5 5 10
POWERS OFFENSE
Flight: Array (30 points) INITIATIVE +2
• Flight 15 (64,000 MPH) • 30 points Heat Vision +10 Ranged Damage +15
• Quickness 7, Stacks with Super-Speed; Speed 15 (64,000 Unarmed +11 Close Damage 19
MPH) • 1 point
• Movement 15 (Space Travel) • 1 point DEFENSE
Heat Vision: Ranged Damage 15 (heat) • 30 points DODGE 10 FORTITUDE 15
Invulnerability: Protection 4, Impervious Toughness 18; PARRY 10 TOUGHNESS 18
Immunity 10 (Life Support) • 32 points WILL 15
Super-Senses: Senses 15 (Acute and Extended Hearing, POWER POINTS
Extended Vision 3, Infravision, Microscopic Vision 4, Ultra-
ABILITIES 130 SKILLS 26
Hearing, Vision Penetrates Concealment [except lead]) • 15
POWERS 120 DEFENSES 21
points ADVANTAGES 13 TOTAL 310
Super-Speed: Quickness 8 • 8 points
Super-Strength: Enhanced Strength 4, Limited to Lifting COMPLICATIONS
(Lifting Str23; 200,000 tons) • 4 points Power Loss: Superman loses his powers and his Str and Sta
are reduced to 3 under a red sun, like that of Krypton, and
EQUIPMENT other effects draining or interfering with the energies of the
HEADQUARTERS: FORTRESS OF SOLITUDE * 25 PTS yellow sun can deprive him of his powers
Huge; Tough 20; Features: Communications, Computer,
Relationships: Superman’s closest relationship is with his
Concealed 3, Defense System, Hanger, Holding Cells,
Infirmary, Isolated, Laboratory, Library, Living Space, Power wife, Lois Lane. Other important people in his life include his
System, Security System mother, Martha Kent, and friends and co-workers, Jimmy
Olsen, Perry White, and Catherine ‘Cat’ Grant
ADVANTAGES Responsibility: Superman feels a strong sense of
Connected, Equipment 5, Extraordinary Effort, Inspire, responsibility to use his powers for the benefit of all.
Languages (Kryptonian), Leadership, Power Attack, Seize Secret Identity: Clark Kent, mild-mannered reporter for the
Daily Planet
Initiative, Ultimate Effort (Toughness))
Vulnerability: Superman is as vulnerable to magic as
SKILLS anyone else. His Toughness is not Impervious against
magical attacks.
Close Combat: Unarmed 3 (+11), Expertise: Farming 4 (+9),
Expertise: Krypton 8 (+13), Expertise: Journalism 10 (+15), Weakness: Kryptonite
Ranged Combat: Heat Vision 8 (+10), Perception 8 (+13), World's Greatest Hero: Superman is an inspiration to all
Persuasion 8 (+18), Technology 3 (+8) other heroes.
75 YEARS OF SUPERMAN
Superman’s appearance has evolved over 75 years,
beginning in Action Comics #1, with mostly blue pajamas,
no boots, a red cape and an ‘S’ insignia over a small
black chest shield. By 1940, he had added the traditional
staples of red boots, with a yellow belt above red briefs.
The ‘S’ emblem had added a yellow perimeter, and his
hair sported its first spit-curl.
The basic standard for the next 70 years was set in 1941
with the first appearance of the traditional modern ‘S’
symbol – a stylized red ‘S’ over a yellow background and
a red boarder.
While his appearance continued to molt, DC would not
stray far from this look for nearly the entirety of
Superman’s career. The few exceptions have been
widely panned by fans – even such minor details as long
hair after his resurrection, not to mention the disastrous
‘Blue Energy’ arc, where the Man of Steel was
transformed into the Man of Energy with a blue and
white, lightning-styled uniform.
Superman has dabbled with other looks, usually some
form of Kryptonian gear, but has always returned to the
classic style.
The current ‘New 52’ Superman has – rather arbitrarily –
added a uniformed collar, a red belt, and removed the
red briefs. How long this newest deviation lasts remains
to be seen.
EARTH-2 EARTH-2 PL19
Earth 2 Superman: Kal-L was the Superman of Earth 2
in Pre-Crisis continuity, who was older than his Earth 1 STR STA AGI DEX FGT INT AWE PRE
counterpart having fought in World War II, so he is often 25 21 2 2 8 5 10 10
referred to as the ‘original hero’ (although this is
somewhat misleading as the concept of the parallel POWERS
universe was created to explain why a multi-decadal Flight: Array (48 points)
character like Superman could still be young in the • Flight 24 (32,000,000 MPH) • 48 points
sixties). In any case, Kal-L was a bit more old style, more • Quickness 10, Speed 20 (500,000 MPH) • 1 point
prone to punching first and not entirely against lethal Heat Vision: Ranged Damage 22 (heat) • 44 points
response if the situation calls for it. In fact, it was Kal-L Invulnerability: Protection 4, Impervious Toughness 24;
that struck the final blow that killed the Anti-Monitor Immunity 10 (Life Support) • 42 points
during the Crisis on Infinite Earths that destroyed all Pre- Super-Senses: Senses 15 (Acute and Extended Hearing,
Crisis realities. Extended Vision 3, Infravision, Microscopic Vision 4, Ultra-
Kal-L survived, however, in a pocket dimension, along Hearing, Vision Penetrates Concealment [except lead]) • 15
with his wife, Earth-2’s Lois Lane, Alexi Luthor (a Luthor points
descendant from Earth 3), and the Superboy from Earth- Super-Speed: Quickness 8 • 8 points
Prime, but the ‘first’ Superman, finally met his end when Super-Strength: Enhanced Strength 14, Limited to Lifting
he interceded to aid his modern counterpart from the (Lifting St r39; 12,000,000 kilotons) • 9 points
combined scheming of Alexi Luthor and Superboy-Prime,
who threatened to destroy all other realities in favor of
ADVANTAGES
their own. (Str475) Connected, Equipment 6, Extraordinary Effort, Inspire,
Languages (Kryptonian), Leadership, Power Attack, Seize
Initiative, Ultimate Effort (Toughness)
PERSONALITY
SKILLS
Kal-L was a much more gruff Superman, more in line with Close Combat: Unarmed 2 (+12), Expertise: Farming 4 (+9),
a John-Wayne-style hero. He didn’t mind breaking Expertise: Krypton 8 (+18), Expertise: Journalism 10 (+20),
rules or bloodying knuckles or noses. He Ranged Combat: Heat Vision 8 (+11), Perception 8 (+18),
tends to take the dead-up-the- Persuasion 8 (+18), Technology 6 (+16)
middle approach.
OFFENSE
INITIATIVE +3
Heat Vision +11 Ranged, Damage 22
Unarmed +12 Close Damage 25
DEFENSE
DODGE 10 FORTITUDE 21
PARRY 10 TOUGHNESS 25
WILL 17
POWER POINTS
ABILITIES 153 SKILLS 27
POWERS 163 DEFENSES 16
ADVANTAGES 14 TOTAL 372
COMPLICATIONS
Relationships: Superman is closest to his wife Lois Lane,
and his co-workers at the Daily Star, Jimmy Olsen and Perry
White. He once allied with Alexi Luthor and Superboy-Prime
Responsibility: Superman feels a strong sense of
responsibility to use his powers for the benefit of all.
Secret Identity: Clark Kent, mild-mannered reporter
Weaknesses: Standard Kryptonian weaknesses, to
Kryptonite, magic, and red sun radiation..
EARTH-PRIME PL19 as ‘fakes’, determined to destroy everything to recreate
‘Universe-Prime’.
Relationships: Superman-Prime’s insanity has precluded
STR STA AGI DEX FGT INT AWE PRE most relationships, even with allies.
Superboy-Prime: Str 24, Sta 20, Agi 2, Dex 2, Fgt 8, Int 1,
25 21 2 2 9 3 9 4 Awe 2, Pre 2, Flight 18, Heat Vision 20, Invulnerability:
Protection 4, Impervious Toughness 24, Senses 15,
POWERS Quickness 18, Enhanced Strength 12, Limited to Lifting
(Lifting Str36)
Flight (Array, 48 points)
• Flight 24 (32,000,000 MPH) • 48 points
EARTH-PRIME
• Movement 3 (Space Travel 3) • 1 point
• Quickness 10, Speed 10 (2,000,000 MPH) • 1 point
Heat Vision: Ranged Damage 22 (heat) • 44 points Superboy Prime (Str450) was the only survivor of Earth-
Invulnerability: Protection 4, Impervious Toughness 29; Prime and was drawn into the Crisis on Infinite Earths
Immunity 10 (Life Support) • 42 points
after his universe was destroyed. After the Crisis, he
Super-Breath: Alternate Effects of Str Damage (24 points)
• Cone Area Affliction 12 (freezing; Resisted by Fortitude; joined Alexi Luthor of Earth-3, Earth-2 Superman and his
Hindered, Immobile, Paralyzed) • 1 point wife, Lois Lane, exiled in a parallel dimension.
• Cone Area Move Object 20, Close Range, Limited to Driven insane by solitude, Superboy Prime plotted with
Pushing and Pulling • 1 point Alexi Luthor to recreate reality, and he killed Superboy-
Super-Senses: Senses 16 (Extended Auditory 4, Extended Conner Kent, many Teen Titans and Green Lanterns
Visual 4, Infravision, Microscopic Vision 4, Ultra-hearing, before being stopped by the Supermen of Earth 1 and 2,
Vision Penetrates Concealment (except lead)) • 20 points at the cost of Earth 2 Superman’s life.
Super-Speed: Quickness 10 (2,000,000 MPH) • 10 points Prime was jailed by the Guardians of the Universe in an
Super-Strength: Enhanced Strength 15, Limited to Lifting
artificial red sun, until the Sinestro Corps released him.
(Lifting Str 40; 25,000,000 kilotons) • 15 points
During the battle with Sinestro, one of the Guardians
ADVANTAGES used himself as a bomb and detonated himself, reducing
Superboy-Prime to atoms, which were reconstructed in
Equipment 5, Extraordinary Effort, Power Attack, Seize
Initiative, Ultimate Effort (Toughness) another universe, convincing him that the Multiverse had
been restored. His newly reconstructed body had also
SKILLS been aged into an adult. (Str500) He discovered,
Deception 2 (+6), Expertise: Comic Books 4 (+7), however, that his home universe 51 was indeed restored,
Intimidation 8 (+12), Perception 6 (+10), Ranged Combat: but had been destroyed by the warlord, Monarch. In fit
Heat Vision 8 (+10), Technology 2 (+5) of rage, Superman Prime confronted Monarch in a
monstrous battle before Prime ripped open Monarch's
OFFENSE armor that released an explosion that destroyed the
INITIATIVE +3 entire universe. Prime survived however,
Heat Vision +10 Ranged, Damage 22 being shunted off into a
Unarmed +9 Close Damage 25 parallel dimension. and has
reverted to his teen-aged
DEFENSE form.
DODGE 12 FORTITUDE 21
PARRY 12 TOUGHNESS 25
WILL 12
POWER POINTS
ABILITIES 128 SKILLS 15
POWERS 207 DEFENSES 24
ADVANTAGES 8 TOTAL 383
COMPLICATIONS
Power Loss: Superman-Prime has a finite supply of Oan
energy and when it is depleted, he will revert back to the
form of Superboy-Prime.
Obsession: Prime was driven insane by the destruction of
his entire universe during the Crisis on Infinite Earths, and
from the following years of solitude trapped in a parallel
dimension; he gave up all regard for life, becoming totally
deranged and murderous viewing all other universes
Responsibility: Superman feels a strong sense of
KINGDOM COME PL16 responsibility to use his powers for the benefit of all, and in
particular to help mainstream reality avoid his own future
STR STA AGI DEX FGT INT AWE PRE Secret Identity: Clark Kent in his home reality. ‘Uncle Clark’
in the mainstream universe
20 16 2 2 8 5 10 10 Vulnerability: Superman is as vulnerable to magic as
anyone else. His Toughness is not Impervious against
POWERS magical attacks.
Weakness: Kryptonite has no effect on Kingdom Come
Flight: Array (36 points)
Superman at his heightened levels.
• Flight 18 (64,000 MPH) • 36 points
• Quickness 18, Speed 18 (500,000 MPH) • 1 point
Heat Vision: Ranged Damage 20 (heat) • 40 points
Invulnerability: Protection 4, Impervious Toughness 23;
Immunity 10 (Life Support) • 37 points
KINGDOM COME
In the future, the Kingdom Come Superman has retired,
Super-Senses: Senses 16 (Acute and Extended Hearing, as the younger generation of metahumans has become
Extended Vision 3, Infravision, Microscopic Vision 4, Ultra-
Hearing, Vision Penetrates Concealment [except lead]) • 16 irresponsible and dangerous, losing regard for human
points life. But he returns from his self-imposed exile when one
Super-Speed: Quickness 10 • 10 points of the new breed of ‘heroes’ destroys Kansas in a nuclear
Super-Strength: Enhanced Strength 3, Limited to Lifting explosion. His return ignites a war between the old
(Lifting Str23; 200,000 tons) • 3 points generation of heroes and the young anarchists, a conflict
ADVANTAGES from which Superman emerges as a world leader, deified
Connected, Equipment 5, Extraordinary Effort, Inspire,
by some – unfortunately, one of his ‘disciples’ goes
Languages (Kryptonian), Leadership, Power Attack, Seize insane, blaming Superman for the destruction of Kansas,
Initiative, Ultimate Effort (Toughness) and is transformed into the powerful villain Gog, who
goes on a rampage across time, killing all versions of
SKILLS Superman he meets, and Superman is forced to travel
Close Combat: Unarmed 3 (+11), Expertise: Farming 4 (+9), back in time to enlist the aid of his modern-day
Expertise: Krypton 8 (+13), Expertise: Journalism 10 (+15),
counterpart to stop him. (Str200/350)
Ranged Combat: Heat Vision 8 (+10), Perception 8 (+18),
Persuasion 8 (+18), Technology 3 (+8)
POWERS AND ABILITIES
OFFENSE
INITIATIVE +2 Having been inactive for over ten years, the Kingdom
Heat Vision +10 Ranged, Damage 20 Come Superman has stored massive reserves of solar
Unarmed +11 Close Damage 20 energy, raising his primary abilities and enhancing all his
DEFENSE normal powers. These higher levels seem have
sustained over time, but it can be assumed there is at
DODGE 9 FORTITUDE 16
PARRY 9 TOUGHNESS 20 least some finite limit to this surplus.
WILL 16
POWER POINTS
ABILITIES 118 SKILLS 26
POWERS 142 DEFENSES 19
ADVANTAGES 13 TOTAL 312
COMPLICATIONS
Power Loss: Superman loses his powers and his Str and Sta
are reduced to 3 under a red sun, like that of Krypton, and
other effects draining or interfering with the energies of the
yellow sun can deprive him of his powers, having soaked up
a great deal of energy, the Kingdom Come Superman can be
away from yellow sunlight for an extended period before
suffering debilitation.
Relationships: Kingdom Come Superman has lost all his
allies and loved ones in his own time, and so he feels an
attachment for their mainstream counterparts. He has
contacts within the Justice Society and with the mainstream
Superman
ONE-MILLION PRIME PLX3/PL25 COMPLICATIONS
Relationships: Superman’s closest relationship is with his
STR STA AGI DEX FGT INT AWE PRE wife, Lois Lane (whom he resurrected personally), along with
his cousin Kara Zor-El, Kon-El, and all his surviving
30 25 2 2 8 25 25 25 descendants of the Superman Dynasty.
Responsibility: Superman feels a strong sense of
POWERS responsibility to use his powers for the benefit of all.
5th Dimensional Science: Reality Manipulation 40 (Variable Weakness: There is some evidence that a lingering
Power), Teleport 40 • 360 points vulnerability to Kryptonite exists, although at this stage, it’s
Flight: Array (40 points) really more of an irritant.
• Flight 20 (2,000,000 MPH) • 40 points
• Quickness 10, Stacks with Super-Speed; Speed 20
(2,000,000 MPH) • 1 point
Heat Vision: Ranged Damage 40 (heat) • 80 points
ONE-MILLION PRIME
Superman-One Million Prime’s Kryptonian physiology
Invulnerability: Protection 5, Impervious Toughness 30; was exposed to the infinite power of the Source, raising
Immunity 30 (Fortitude) • 65 points his natural abilities to entity-levels. The Source also
Magic: Magic 30 (Variable Power) • 210 points
established a mystic link between Kal-El and his progeny;
Power of the Source: Energy Absorption 40, Energy Control
all of Superman’s descendants can draw on his power
40 (Variable Power, Any Powers with the Cosmic
while he gains whatever abilities they acquire (for
Descriptor), Force Field 30, Time Travel 3, Transform 40 •
example, his descendant in the 67th century married the
516 points
Super-Senses: Senses 30 (Acute and Extended Hearing,
queen of the 5th Dimension, ‘GZNTPLZK’, who passed on
Detect Magic, Extended Vision 3, Infravision, Microscopic her abilities to their own son, who in turn gave Superman
Vision 4, Precognition 10, Ultra-Hearing, Vision Penetrates Prime the Reality Manipulation powers of a 5th
Concealment) • 30 points Dimensional Imp). Between this and various other
Super-Speed: Quickness 10 • 10 points sources, by the year One Million, Superman Prime has
Super-Strength: Enhanced Strength 10, Limited to Lifting acquired a multitude of powers, and may be considered
(Lifting Str 40; 400,000,000 kilotons) • 10 points able to do essentially anything he wants. (Str1000)
X-Level: The stat-box is Superman-Prime as a playable
ADVANTAGES PL25. His X-level is PLX3 entity - all Powers and Abilities
Connected, Extraordinary Effort, Inspire, Languages (All are assumed to be 20 with a +20 bonus for each X-rank
known interstellar), Leadership, Power Attack, Seize (20x3=60) on all rolls.
Initiative, Ultimate Effort (Toughness)
SKILLS
Close Combat: Unarmed 3 (+11), Expertise: (All fields) 10
(+35) Ranged Combat: Cosmic Blast 8 (+10), Ranged
Combat: Heat Vision 8 (+10), Perception 10 (+35),
Persuasion 8 (+33), Technology 9 (+34)
OFFENSE
INITIATIVE +2
Cosmic Blast +10 Ranged, Damage 40
Reality Manipulation Perception Range Damage 40
Unarmed +11 Close Damage 30
DEFENSE
DODGE 12 FORTITUDE 25
PARRY 12 TOUGHNESS 30
WILL 25
POWER POINTS
ABILITIES 284 SKILLS 26
POWERS 1322 DEFENSES 21
ADVANTAGES 8 TOTAL 1662
ORIGINAL ORIGINAL PL12
Original Superman: This is Supes as he was originally
portrayed, barring a brief period when he did not yet STR STA AGI DEX FGT INT AWE PRE
actually fly, but instead only ‘leaped in a single bound’. 11 9 3 3 8 3 5 5
Many of the mainstays, such a vulnerability to Kryptonite
and Magic, had not yet been established, nor had he yet POWERS
encountered any of the other iconic DC heroes. Flight: Array (22 points)
NOTE: This is not the Earth 2 Superman (See entry for: • Flight 11 (400 MPH) • 30 points
Superman: Earth-2), who retroactively adapted many of • Quickness 6, Stacks with Super-Speed;Speed 11 (400
the original Superman’s characteristics (older, Kal-El MPH) • 1 point
spelled ‘Kal-L’, slightly different stylized ‘S’) that had Invulnerability: Protection 2, Impervious Toughness 10;
evolved out of the mainstream version of the character, Immunity 10 (Life Support) • 22 points
and was established as the ‘first’ Superman, to explain Super-Senses: Senses 11 (Extended Vision 3, Infravision,
stories where Superman was fighting in World War II. Microscopic Vision 4, Vision Penetrates Concealment
(Str42) [except lead]) • 11 points
Super-Speed: Quickness 5 • 5 points
PERSONALITY Super-Strength: Enhanced Strength 1, Limited to Lifting
(Lifting Str12; 100 tons) • 1 point
The first Superman (latter adapted as the ‘Earth-2
Superman), is an old-school, 30’s-40’s-era tough guy, not ADVANTAGES
adverse to the breaking of rules or the bloodying of Connected, Extraordinary Effort, Inspire, Languages
knuckles or noses. He tends to take the dead- up-the- (Kryptonian), Leadership, Power Attack, Seize Initiative,
middle approach Ultimate Effort (Toughness)
SKILLS
Close Combat: Unarmed 4 (+12), Expertise: Farming 4 (+7),
Expertise: Krypton 8 (+11), Expertise: Journalism 10 (+13),
Ranged Combat: Heat Vision 7 (+10), Perception 7 (+12),
Persuasion 8 (+13)
OFFENSE
INITIATIVE +3
Heat Vision +10 Ranged, Damage 10
Unarmed +12 Close Damage 11
DEFENSE
DODGE 10 FORTITUDE 11
PARRY 10 TOUGHNESS 11
WILL 12
POWER POINTS
ABILITIES 82 SKILLS 24
POWERS 70 DEFENSES 16
ADVANTAGES 8 TOTAL 192
COMPLICATIONS
Power Loss: Superman loses his powers and his Str and
Sta are reduced to 3 under a red sun, like that of Krypton,
and other effects draining or interfering with the energies of
the yellow sun can deprive him of his powers
Relationships: Superman is closest to Lois Lane, and his
co-workers at the Daily Star, Jimmy Olsen and Perry White.
Responsibility: Superman feels a strong sense of
responsibility to use his powers for the benefit of all.
Secret Identity: Clark Kent, mild-mannered reporter.
POST-CRISIS PL15 POST-CRISIS
The Post Crisis Superman was commissioned writer/
STR STA AGI DEX FGT INT AWE PRE artist John Byrne’s effort to ‘Marvelize’ DC’s flagship hero
19 14 2 2 8 5 5 10 – a more realistic, sci-fi take. Byrne’s Superman was not
born on Krypton, but in a birthing matrix when his
POWERS spaceship landed on Earth, because Krypton was now
Heat Vision: Ranged Damage 15 (heat) • 30 points depicted as an antiseptic test-tube society. In the revamp
Super-Senses: Senses 15 (Acute and Extended Hearing, Kal-El was also the only surviving Kryptonian – jettisoning
Extended Vision 3, Infravision, Microscopic Vision 4, Ultra- Supergirl (now a shape-changing clone) and others,
Hearing, Vision Penetrates Concealment [except lead] • 15 establishing Kryptonians would die if they left Krypton –
points
hence the birthing matrix, and explaining why such a
Telekinesis: Array (32 points)
• Flight 15 (64,000 MPH) • 1 point powerful race hadn’t dominated the universe.
• Super•Speed: Quickness 15, Speed 15 (64,000 MPH) • 1 Superman’s powers were also dialed down from the
point planet-moving Pre-Crisis version, and added the wrinkle
• Space Flight Movement 15 (Space Travel) • 1 point that his abilities were actually telekinetically based – a
• Impenetrable Body Aura: Protection 4, Impervious concept Byrne had explored with Marvel’s ‘Gladiator’ –
Toughness 18; Immunity 5 (Cold, Heat, Pressure, Radiation,
Vacuum) • 3 points explaining why he could carry objects that should break
• Super-Strength: Enhanced Stamina 11, Enhanced under their own weight. His invulnerability was similarly a
Strength 16 plus Enhanced Strength 4, Limited to Lifting telekinetic ‘body aura’. While the revamped power-levels
(Lifting Str23; 200,000 tons), Limited to while flying, Improved have since been maintained, the TK aspect has largely
Critical • 34 points been discarded. (Str100/350)
ADVANTAGES
Connected, Equipment 5, Extraordinary Effort, Improved
Critical, Inspire, Languages (Kryptonian), Leadership, Power
Attack, Seize Initiative, Ultimate Effort (Toughness)
SKILLS
Close Combat: Unarmed 3 (+11), Expertise: Farming 4 (+9),
Expertise: Krypton 5 (+10), Expertise: Journalism 10 (+15),
Ranged Combat: Heat Vision 9 (+10), Perception 8 (+13),
Persuasion 8 (+18), Technology 3 (+8)
OFFENSE
INITIATIVE +2
Heat Vision +10 Ranged, Damage 15
Unarmed +11 Close Damage 19
DEFENSE
DODGE 12 FORTITUDE 15
PARRY 12 TOUGHNESS 18
WILL 15
POWER POINTS
ABILITIES 78 SKILLS 25
POWERS 84 DEFENSES 24
ADVANTAGES 13 TOTAL 224
COMPLICATIONS
Power Loss: Superman loses his powers and his Str and Sta
are reduced to 3 under a red sun, like that of Krypton, and
other effects draining or interfering with the energies of the
yellow sun can deprive him of his powers
Vulnerability: Superman is vulnerable to magic else. His
Toughness is not Impervious against magical attacks.
Weakness: Kryptonite
PRE-CRISIS PL19 PRE-CRISIS
Pre-Crisis Superman: Rocketed to Earth from the
STR STA AGI DEX FGT INT AWE PRE doomed planet of Krypton, baby Kal-El was found and
25 21 3 3 10 9 9 14 raised by a Kansas couple named Jonathan and Martha
Kent. Naming the infant Clark, the Kents soon discovered
POWERS their adopted son had powers far beyond those of mortal
Flight: Array (48 points)
men. Adopting the costumed identity of Superboy, he
• Flight 24 (32,000,000 MPH) • 48 points began a career that stretched all the way into the 30th
• Quickness 10, Speed 20 (2,000,000 MPH) • 1 point Century, with the Legion of Super-Heroes. During this
Heat Vision: Ranged Damage 22 (heat) • 44 points time, he reunited with his pet, the Kryptonian dog, Krypto,
Invulnerability: Protection 4, Impervious Toughness 25; and became arch-foes with Lex Luthor.
Immunity 10 (Life Support) • 38 points After the deaths of his adoptive parents, Clark moved to
Super-Senses: Senses 15 (Acute and Extended Hearing, Metropolis and became Superman. He took a job as a
Extended Vision 3, Infravision, Microscopic Vision 4, Ultra- reporter for the Daily Planet, was a founding member of
Hearing, Vision Penetrates Concealment [except lead]) • 15
the Justice League, and went on to become the premier
points
Super-Speed: Quickness 10 • 10 points
hero of Earth. He also learned he had a young cousin,
Super-Strength: Enhanced Strength 15, Limited to Lifting Kara (Supergirl). (Str500)
(Lifting Str 40; 25,000,000 kilotons) • 15 points
POWERS AND ABILITIES
ADVANTAGES
Connected, Equipment 5, Extraordinary Effort, Inspire, The Pre-Crisis Superman was similar to modern day
Languages (Kryptonian), Leadership, Power Attack, Seize Superman, except that his abilities approached entity-
Initiative, Ultimate Effort (Toughness) levels, able to move planets. He has also developed a
multitude of power stunts, everything from Super-
SKILLS Ventriloquism, to Time Travel. His invulnerability extends
Close Combat: Unarmed 2 (+12), Expertise: Farming 4 to his uniform, and his abilities do not seem to fluctuate
(+13), Expertise: Krypton 8 (+17), Expertise: Journalism 10
relative to solar-levels, although he retains the weakness
(+19), Ranged Combat: Heat Vision 8 (+11), Perception 8
(+17), Persuasion 8 (+22), Technology 6 (+15) to red sun radiation, Kryptonite and magic.
NOTE: Older, more cartoony versions of the Pre-Crisis
OFFENSE Superman have even higher – even ridiculous – power-
INITIATIVE +3 levels; he has literally sneezed away a solar-
Heat Vision +11 Ranged, Damage 22 system. Call this version of the Pre-Crisis
Unarmed +12 Close Damage 25 Superman PLX2.
DEFENSE
DODGE 12 FORTITUDE 21
PARRY 12 TOUGHNESS 25
WILL 17
POWER POINTS
ABILITIES 188 SKILLS 26
POWERS 171 DEFENSES 17
ADVANTAGES 13 TOTAL 415
COMPLICATIONS
Relationships: Superman is closest to, Lois Lane. Other
important people in his life are his friends and co-workers,
Jimmy Olsen, Perry White, and Catherine ‘Cat’ Grant
Responsibility: Superman feels a strong sense of
responsibility to use his powers for the benefit of all.
Secret Identity: Clark Kent, mild-mannered reporter for the
Daily Planet
Vulnerability: Superman is as vulnerable to magic. His
Toughness is not Impervious against magical attacks.
Weakness: Kryptonite
ULTRAMAN PL15 Vulnerability: Ultraman is vulnerable to magic. His
Toughness is not Impervious against magical attack.
Enemies: Ultraman has a personal animosity toward
STR STA AGI DEX FGT INT AWE PRE Superman. The two have battled several times since the
Justice League first battled the CSA, but while Ultraman
19 14 2 2 8 2 2 4 despises Superman as a weakling (normal humans do not
even fear the Man of Steel!), Superman has come out on top
POWERS in all their encounters.
Flight: Array (30 points)
ULTRAMAN
• Flight 15 (64,000 MPH) • 30 points
• Space Flight (Movement 1 (Space Travel))
• Ultra-Speed 15, Speed 15 (64,000 MPH) • 1 point Born an ordinary human, Lt. Clark Kent of the Antimatter
Heat Vision: Ranged Damage 15 (heat) • 30 points Earth space program gained his tremendous
Invulnerability: Protection 4, Impervious Toughness 18;
superhuman abilities when his spacecraft was destroyed
Immunity 10 (Life Support) • 32 points
Super-Senses: Senses 15 (Acute and Extended Hearing, and his body subsequently reconstructed by an alien race
Extended Vision 3, Infravision, Microscopic Vision 4, Ultra- (perhaps the Anti- Universe’s Kryptonians). But while his
Hearing, Vision Penetrates Concealment [except lead]) • 15 physical abilities were enhanced, he was left mentally un-
points stable, prone to psychotic behavior. His sheer power
Super-Speed: Quickness 8 • 8 points allowed him to become the top super-villain on Anti-
Super-Strength: Enhanced Strength 4, Limited to Lifting Earth, leader of the CSA, and de facto ruler of the world.
(Lifting Str23; 200,000 tons) • 4 points Though undeniably strong-willed, Ultraman rules the
Crime Syndicate more through sheer power and
ADVANTAGES intimidation than any skill at leadership. He routinely
Benefit 5 (CSA member), Connected, Equipment 5, terrorizes citizens of Antimatter Earth. (Str100/350).
Extraordinary Effort, Inspire, Leadership, Power Attack,
Seize Initiative, Ultimate Effort (Toughness))
POWERS AND ABILITIES
SKILLS
Close Combat: Unarmed 3 (+11), Expertise: Astronaut 4
The Antimatter counterpart to Superman lashes out
(+6), Streetwise 8 (+10), Science 8 (+10), Intimidation 8 whenever annoyed or frustrated. He has no qualms about
(+12), Ranged Combat: Heat Vision 8 (+10), Perception 5 committing mass murder or destruction for trivial reasons.
(+8), Technology 8 (+10), Vehicles 4 (+6) He amuses himself by randomly causing different forms
of havoc on the planet he rules. He is highly intelligent,
OFFENSE but bad-tempered, jealous, and insecure. Ultraman is
INITIATIVE +2 obsessed with Superwoman (Lois Lane), despite her
Heat Vision +10 Ranged, Damage 15 disgust with him. Though she apparently hates him,
Unarmed +11 Close Damage 19
Ultraman either convinced or coerced her into marriage.
DEFENSE Superwoman carries out an affair with Owlman to show
her contempt. As Ultraman and Owlman are rivals for the
DODGE 10 FORTITUDE 15
PARRY 10 TOUGHNESS 19 leadership of the Crime Syndicate, the illicit relationship
WILL 15 between the pair has only heightened Ultraman’s
simmering hatred for Owlman. This explosive triangle has
POWER POINTS continued for years, though the three continue to work
ABILITIES 106 SKILLS 28 well together.
POWERS 116 DEFENSES 24
ADVANTAGES 17 TOTAL 291
COMPLICATIONS
Power Loss: Ultraman loses his powers without regular
exposure to anti-kryptonite. He keeps pellets of the
substance in the compartments of his costume to maintain
his strength.
Relationships: Ultraman has a love/hate marriage with
Superwoman (who loathes him) and a rivalry with Owlman.
Secret: Ultraman has committed personally shameful acts
which he fears coming to light; Ultraman tolerates Owlman
on the Crime Syndicate because of threatened Internet
exposure.
DIFFERENT POWERS COMPLICATIONS
Containment Suit: Allows Superman to assume human
Over the years, although the Man of Steel has gone
form. Without the suit, Superman’s energy will disperse,
through many different incarnations, as well just as many effectively killing him
alternate universe versions – anything from a Barbarian Red and Blue Supermen: For a brief period, before his
Superman to a Super-Batman – but in most depictions, electro-magnetic powers finally faded for good, the Cyborg
he still had varying degrees of the same general power tampered with the Containment Suit, causing Superman split
set – even in his Elseworlds incarnations. There have, to into two energy beings, a red version and a blue one.
Both beings had identical powers but took on different
however, been times when the mainstream Superman
aspects of Superman’s personality, the red version
himself has either lost his powers, or had his traditional representing emotion and the blue the intellect
abilities supplemented or even replaced with different
ones entirely. A few more notable examples are detailed
here. BLUE-ENERGY SUPERMAN
Blue Energy Superman: After completely burning out
BLUE-ENERGY SUPERMAN PL15 his solar reserve in the extended absence of solar
radiation (after the attack of the Sun-Eater), and being
STR STA AGI DEX FGT INT AWE PRE the victim of a sorcerer’s spell, that put him dimensionally
‘out of phase’ left him unable to regain his powers,
3 10 2 2 8 5 5 10 Superman transported himself directly into the sun, in an
effort to forcibly recharge his cells. Instead, he was
POWERS transformed into an energy being, with control over
Electro-Magnetic Control: Array (44 points) Electro-Magnetic energies. The effect was not a stable
• Energy Blast: Ranged Damage 19 • 38 points one, leaving him completely without powers in his human
• Energy Drain: Weaken Electromagnetic Energy Powers 6, form, as well as the necessity of his Containment Suit, to
Broad (EM Energy), Concentration, Progressive • 1 point keep his atoms from dispersing in his energy form. He
Flight: Flight 15 (64,000 MPH) • 1 point
also soon developed the glitch of manifesting as two
• Growth: Growth 8 • 1 point
Phasing: Insubstantial 3, Concentration, Dynamic • 2 points Supermen, whenever he activated his powers – a Red
• Telekinesis: Perception Range Move Object 19 • 1 point and a Blue Superman – with the Blue form reflecting his
• Teleportation: Teleport 11 (8 miles), Accurate • 1 point intellectual side, and the Red form his emotional side.
One of the less popular incarnations of the Man of Steel,
ADVANTAGES and his normal powers soon returned. (Str14)
Connected, Equipment 5, Extraordinary Effort, Inspire,
Languages (Kryptonian), Leadership, Power Attack, Seize
Initiative
SKILLS
Close Combat: Unarmed 3 (+11), Expertise: Farming 4 (+9),
Expertise: Krypton 8 (+13), Expertise: Journalism 10 (+15),
Ranged Combat: Energy Blast 8 (+10), Perception 8 (+13),
Persuasion 8 (+18), Technology 3 (+8)
OFFENSE
INITIATIVE +2
Energy Blast +10 Ranged, Damage 19
Unarmed +11 Close Damage 3
DEFENSE
DODGE 10 FORTITUDE 10
PARRY 10 TOUGHNESS 10
WILL 15
POWER POINTS
ABILITIES 30 SKILLS 26
POWERS 44 DEFENSES 20
ADVANTAGES 12 TOTAL 192
HERALD OF GALACTUS
Herald of Galactus: Journeying to the Marvel Universe,
investigating the possible death of Krypton at the hands
of Galactus (a ruse by the villainous Cyborg-Superman),
Superman was taken into service as Herald to the planet-
killing space-god, raising his strength to ‘sun-dipped’
levels and gaining all the abilities of the Power Cosmic.
In claiming Superman as Herald, Galactus imposed mind
control to get his Kryptonian Herald to fulfill his duties, but
Superman’s repressed memories of Krypton’s
destruction, caused him to rebel the first time he led
Galactus to an inhabited planet. (Str350)
OFFENSE
INITIATIVE +2
Heat Vision +10 Ranged, Damage 15
Lightning +10 Ranged Damage 16
Mjolnir +11 Close Damage 21 Crit. 18-20
Mjolnir +10 Ranged Damage 21 Crit. 18-20
Shield (Close Combat) +11 Close Damage 20
Unarmed +11 Close Damage 19
DEFENSE
DODGE 10*/13 FORTITUDE 15
PARRY 10*/13 TOUGHNESS 18
WILL 15 *Without Shield
POWER POINTS
ABILITIES 130 SKILLS 26
POWERS 120 DEFENSES 21
ADVANTAGES 25 TOTAL 322
COMPLICATIONS
Not Quite Worthy: Superman was only allowed to wield
Mjolnir, and did not adapt Thor-regalia, godly traits or skills.
Weaknesses: Superman retained all of his normal
Kryptonian weaknesses, while wielding Mjolnir.
LOIS LANE PL3 63 POINTS
Abilities: Str 0 Sta 1 Agi 2 Dex 2 Fgt 0 Int 2 Awe 3 Pre 3
Advantages: Connected, Contacts, Improved Trip, Well-
informed
JIMMY OLSEN
James Bartholomew Olsen got his start at the Daily
Planet as a copy boy, idolizing the work of reporters like
Lois Lane. Eventually, Jimmy worked his way up to cub
reporter and freelance photographer working for the
Planet. During this time, he became acquainted with
Superman, and was the first photographer to capture the
Man of Steel’s picture for the press. That earned Jimmy
Olson a staff job at the Planet and the nickname
“Superman’s Pal.”More than any of the Man of Steel’s
other friends, Jimmy has been through his share of
LOIS LANE dangers and strange transformations. In the end, he
always returns to his normal, level-headed self. For those
Lois Lane: The daughter of General Sam Lane, Lois times when Jimmy gets in over his head, he has an
grew up as an “army brat” shuttled around to her father’s ultrasonic signal watch able to alert Superman of the
various military postings. Her childhood honed her danger and his whereabouts.
determination and hard-nosed edge, which she used to
good advantage upon becoming a journalist.
As a reporter for the Metropolis Daily Planet, Lois already
had a considerable reputation when she first met fellow
JONATHON AND MARTHA KENT
As a young married couple in Smallville, Jonathan and
reporter Clark Kent, and became famous as the first Martha Kent were driving home to their family farm when
person publicly rescued by Superman. Lois’ father firmly they were witness to the arrival of the escape rocket
believed aliens like Superman represented a threat to carrying the infant Kal-El. Finding a helpless baby inside
Earth. This led to General Lane’s involvement in attempts the rocket ship, Martha Kent immediately was taken with
to discredit and destroy Superman. After a long and him. The Kents decided to adopt the boy, and named him
friendly rivalry, Lois and Clark dated and became “Clark” in honor of Martha’s maiden name.
romantically involved. Clark revealed to her that he was Ma and Pa Kent had a considerable influence on young
Superman before proposing marriage. Since then, Lois Clark as he matured, teaching him their values and, later,
and Clark’s marriage has had its share of difficulties, but as his Kryptonian powers began to emerge, teaching him
their relationship remains strong. (Str3) restraint and responsibility. They helped Clark conceal
the truth about his origins, providing him with glasses Skills: Athletics 8 (+22), Close Combat: Super-Bite 2 (+8),
made from lens from his rocket and later a costume Intimidation 5 (+8), Perception 9 (+12), Ranged Combat:
made from blankets found in his ship, including his Heat Vision 8 (+8)
Kryptonian family crest. Offense: Initiative +4, Bite +9 (Damage 15), Heat Vision +8
The Kents remained a part of their son’s life after he left (Ranged Damage +14), Unarmed +6 (Close Damage 14)
Smallville to travel the world and eventually adopt the Defense: Dodge 10, Parry 10, Fortitude 14, Toughness 14,
public persona of Superman. Jonathan Kent suffered a Will 6
fatal heart attack during Brainiac’s attack on the Kent Totals: Abilities 86 + Powers 124 + Advantages 6 + Skills 16
farm, an attack made in retribution for Superman’s defeat + Defenses 11 = 243
of the alien android. Martha Kent still lives on the farm in
Complications: Canine Limitations: Krypto is a powerful,
Smallville with Connor Kent (Superboy) and Clark’s dog,
smart dog but he’s still a dog. He can’t talk, has no
Krypto. opposable thumbs and follows his animal instincts; Bad
Dog!: Krypto is fiercely protective of Superman and his
POWER POINTS
STR STA AGI DEX FGT INT AWE PRE ABILITIES 116 SKILLS 19
19 14 2 2 8 7 2 4 POWERS 214 DEFENSES 31
ADVANTAGES 13 TOTAL 393
POWERS COMPLICATIONS
Cyberpathy: Array (38 points)
Cyborg: Cyborg Superman’s body is largely mechanical, and
• Cyberpathy: Perception ranged Communication (Mental) 9,
cannot heal normally.
Limited to Machines, Comprehend 2 (Machines) • 38 points
Obsession: Cyborg Superman is driven by his hatred to
• Machine Animation: Summon 8 (120 points), Mental Link,
destroy Superman
Ranged, Broad Variable Type (Machines), Limited to
Power Loss: Because of his Kryptonian biological parts,
animating machines within range • 1 point
Cyborg Superman loses his powers under a red sun. Other
• Electronic Consciousness: Immortality 20, Limited to
effects draining or interfering with the energies of the yellow
having an electronic device to transmit consciousness into •
sun can also deprive him of his powers. The powers affected
20 points
this way are Flight, Super-Senses, Super-Speed, and Super-
Flight: Array (30 points)
Strength.
• Flight: Flight 15 (64,000 MPH) • 30 points
Weakness: Cyborg Superman suffers from a weakness to
• Space Flight: Movement 1 (Space Travel) • 1 point
kryptonite due to his Kryptonian DNA, the radioactive
• Speed: Speed 15 (64,000 MPH) • 1 point
remains of the planet Krypton. Kryptonite comes in a number
Heat Vision: Ranged Damage 15 • 30 points
of forms. Green kryptonite is by far the most common. Its
Invulnerability: Protection 2, Impervious Toughness 16,
radiation saps his Strength, Flight, Super-Senses, Super-
Immunity 7 (Cold, Heat, Pressure, Radiation, Suffocation
Speed, and Super-Strength, leaving him impaired, disabled,
(All), Vacuum) • 25 points
and eventually debilitated in terms of Strength and power
Super-Senses: Senses 15 (Acute and Extended Hearing,
effects. Long-term exposure (usually a matter of minutes,
Extended Vision 3, Infravision, Microscopic Vision 4, Ultra-
less for a large enough amount) imposes the dying condition
Hearing, Vision Penetrates Concealment (except lead)) • 15
and may lead to death.
points
Super-Speed: Quickness 8 • 8 points
Super-Strength: Enhanced Strength 4, Limited to Lifting
(Lifting Str 23; 200,000 tons) • 4 points
THE ERADICATOR
The device that would become known as the Eradicator
Technomorph: Array (39 points)
was originally built by an ancient race to preserve their
• Arm Blaster: Ranged Damage 19, Variable Descriptor
(Electromagnetic) • 39 points
culture. The device, accompanied by an exploration team
• Arm Snare: Cumulative Affliction 15 (Hindered and of its creators, arrived on Krypton. Kem-L, an ancestor of
Vulnerable, Defenseless and Immobile) Extra Condition, Superman, killed the explorers and reprogrammed the
Resisted by Dodge, Limited Degree • 1 point device to preserve his ideal of Kryptonian culture by
• Claws: Penetrating 19 on Strength damage • 1 point eradicating all others. One of the explorers, the Cleric,
survived Kem-L’s slaughter, and he left Krypton, taking
ADVANTAGES the Eradicator with him.
Benefit 10 (Grandmaster of the Highlords), Power Attack, For 200,000 years the Cleric kept the Eradicator with him
Seize Initiative, Ultimate Effort (Toughness) until they were both discovered by Superman on
Warworld. The Eradicator acted to protect Krypton’s last
SKILLS son, so the Cleric gave it to Superman, and then died.
Close Combat: Unarmed 3 (+11), Deception 8 (+12), Ranged Returning to Earth with Superman, the Eradicator caused
Combat: Technomorphed Weapons 8 (+11), Perception 9 a number of bizarre events. Superman threw the device
(+11), Technology 9 (+16) into the frozen wastes of Antarctica, where it built
the Fortress of Solitude. Mentally possessing two Connor allowed himself to be absorbed into the structure
scientists, the Eradicator forced them to build a portal to and merged with the original program. Suffering from a
the Phantom Zone through which it drew Kryptonian multiple personality disorder, the Eradicator program
artifacts to the Fortress. When Superman found that one struggled with Connor’s humanity for control of the
of his ancestors had created the Eradicator to preserve warsuit. Connor finally gained the upper hand and
Kryptonian culture, it tried to transform the Earth into New blasted off into space, vowing never to return to Earth.
Krypton, erasing Superman’s memories until Professor During its travels through the void, Connor’s
Hamilton restored them. Superman pursued the consciousness was subsumed into the primary program.
Eradicator into the Phantom Zone and learned from a Now insane, the Eradicator returned to Earth, bent on
projection of Kem-L that the House of El could issue convincing Earth’s populace to repent their sins.
commands to the device, but first had to endure a rite of Superman realized that the only way to help Connor was
passage. Completing the ritual, Superman ordered the to somehow separate his personality from the Eradicator
Eradicator to shut down and stored it in his fortress. program. Unable to find a way to achieve his goals,
Later, the Eradicator reactivated and altered Superman’s Superman immobilized the Eradicator in an absolute zero
personality to resemble a “perfect Kryptonian.” Regaining staging area in John Henry Irons’ Steelworks.
his senses when he tried to kill Ma and Pa Kent, Freed from this prison by super-villains, the Eradicator
Superman the Eradicator into the sun, where its physical was “jokerized” and went on a lunatic rampage until faced
form was destroyed. Its psyche survived in energy form by Superman and Krypto. The shock of discovering
and it attempted to convert the sun into a red dwarf like Krypto’s extra-dimensional origin was enough to re-
that of Krypton. Superman again foiled the Eradicator’s establish the Eradicator’s original cultural preservation
plan, with Professor Hamilton’s assistance. programming. To prevent the Eradicator from killing
On Superman’s demise at the hands of Doomsday, the Krypto, Superman placed the Eradicator in suspended
Eradicator used the stored ambient solar energy in the animation.
Man of Steel’s body to create a pseudo-organic body for The Eradicator has since reached balance with itself, and
itself, but the process led it to believe that it was actually adopted a new humanoid form, one that wears robes
Superman reborn. resembling those of the Science Guild on Krypton, and
This new Eradicator was extremely sensitive to normal aims to assist humanity. (Str100/350)
light, and had to wear protective goggles to see clearly.
The Eradicator returned to Metropolis, and even met with
Lois Lane, but told her he was unable to continue their
ERADICATOR PL14
relationship as the Kent aspect of his personality had
STR STA AGI DEX FGT INT AWE PRE
been destroyed, leaving only Superman.
Trying to prevent the destruction of Coast City by an alien 19 14 2 2 8 5 3 2
spacecraft, Eradicator faced Cyborg Superman and was
severely injured. Taken to the Fortress of Solitude, it POWERS
learned its true identity from the servitor robots who aided Energy Blast: Ranged Damage 16, Variable Descriptor (any
it. By this time, the real Superman had been revived, and energy) • 34 points
the Eradicator joined him in his battle against Cyborg Flight: Array (30 points)
Superman. Eradicator was seemingly killed when trying • Flight: Flight 15 (64,000 MPH) • 30 points
to shield the Man of Steel from a kryptonite-charged • Space Flight: Movement 1 (Space Travel) • 1 point
energy blast delivered by the cyborg. • Speed: Speed 15 (64,000 MPH) • 1 point
Following this death, the Eradicator was delivered to Invulnerability: Protection 4; Impervious Toughness 18;
S.T.A.R. Labs, where it merged with Dr. David Connor, Immunity 5 (Cold, Heat, Pressure, Radiation, Vacuum) • 27
who was dying of cancer. The new Eradicator joined the points
Outsiders and even worked with Superman on occasion.
Super-Senses: Senses 15 (Acute and Extended Hearing,
Connor struggled to control the Eradicator’s cultural
Detect 2 (extra dimensional beings, mental), Detect 2 (extra
preservation program, but still couldn’t prevent the death
dimensional gateways, mental), Extended Vision 3,
of his wife and the abandonment of his children.
Infravision, Microscopic Vision 4, Ultra-Hearing, Vision
The original Eradicator program still secretly existed in
Penetrates Concealment (except lead)) • 19 points
the Fortress of Solitude, and after the Fortresses’
Super-Speed: Quickness 12, Limited to mental tasks 4 • 10
destruction, the program again tried to brainwash
points
Superman via a figurine Lois Lane had salvaged from the
Super-Strength: Enhanced Strength 4, Limited to Lifting
ruins. When the primary program fused the ashes of the
(Lifting Str 23: 200,000 tons) • 4 points
Fortress into a colossal Kryptonian warsuit,
Vulnerability: Eradicator is as vulnerable to magic as
anyone else. His Toughness is not Impervious against
magical attacks. Weakness: Eradicator has a weakness to
kryptonite, the radioactive remains of the planet Krypton.
Kryptonite comes in a number of forms. Green kryptonite is
by far the most common. Its radiation saps his Strength,
Flight, Super-Senses, Super-Speed, and Super-Strength,
leaving him impaired, disabled, and eventually debilitated in
terms of Strength and power effects. Long-term exposure
(usually a matter of minutes, less for a large enough
STEEL
John Henry Irons was a brilliant heavy weapons-systems
designer for the ruthless AmerTek Company until he
realized the projects he was working on, the BG-90 and a
flying armor prototype, were being used in a way with
which he disagreed. Faking his own death, he moved to
Metropolis to start afresh and became a construction
worker—a new life that would have ended quickly if not
for Superman saving John from a fall.
During Superman’s disastrous clash with Doomsday
John Henry tried to assist the stricken hero, but was
ADVANTAGES buried alive when a building he was working on
Close Attack 3, Connected, Equipment 3, Improvised Tools, collapsed. Freeing himself, he pledged that he “must stop
Inventor, Leadership, Power Attack, Skill Mastery Doomsday.” He created a suit of powered armor and took
(Technology to the skies to continue Superman’s work as Steel.
Though he never claimed to be Superman, Lois Lane did
SKILLS at one point consider that John Henry might be housing
Close Combat: Unarmed 1 (+9), Expertise: Krypton 12 (+17), Superman’s soul.
Expertise: Scientist 7 (+12), Ranged Combat: Energy Blasts At first, Steel focused his attentions on stopping the
8 (+10), Perception 8 (+11), Technology 8 (+13) distribution and misuse of the BG-90, but soon become
involved in assisting a resurrected Superman against
OFFENSE Cyborg Superman’s plan to convert the Earth into a new
INITIATIVE +2 Warworld. John Henry left Metropolis and returned to
Energy Blast +10 Ranged, Damage 16 Washington D.C., reuniting with his family and continuing
Unarmed +8 Close Damage 9
his war against the gangs who were using his weapon
DEFENSE designs.
Much to Irons’ regret, his nephew Jamahl was a member
DODGE 10 FORTITUDE 15
of one of the gangs and was paralyzed by a stray bullet
PARRY 10 TOUGHNESS 18
WILL 12 during a confrontation. Embittered by his disability,
Jamahl revealed Steel’s secret identity to Hazard. In a
POWER POINTS final conflict with a cyborg created by Hazard, Steel
ABILITIES 110 SKILLS 22 teleported his armor away, revealing his identity to the
POWERS 126 DEFENSES 20 world at large. The Irons family was harassed by
ADVANTAGES 7 TOTAL 285 neighbors, assaulted by mobs and finally threatened by
Dr. Polaris, until they went into hiding.
COMPLICATIONS After battling a monstrous animated form of his powered
Obsessed: Eradicator is obsessed with preserving the armor, John Henry relocated to New Jersey with his
culture and knowledge of the planet Krypton, no matter how niece Natasha and built a less powerful version of his
little of it remains. armor. After joining the Justice League at the behest of
Power Loss: Eradicator loses his powers under a red sun. Batman, Steel faced many foes with that team. When he
Other effects draining or interfering with the energies of the
revealed that he had known Superman’s true identity for
yellow sun can deprive him of his Energy Blast, Flight, Super-
Senses, Super-Speed, and Super-Strength.
some time, the two became sometime partners.
During the Imperiex War, Steel was mortally wounded
and delivered by the Black Racer to Apokolips, where he powers were only temporary. By this time, Natasha had
was placed into the Entropy Aegis. come to her uncle with her own suspicions. Working as a
The Aegis proved to be a curse when it was discovered double agent, she was captured by Luthor. Steel led the
that it was consuming Steel’s soul. Eventually freed from Titans on an open assault of LexCorp. Luther, who had
the Apokoliptian armor, John Henry retired. During his gained powers similar to Superman with the Everyman
retirement, John Henry built a new Steel armor for his Project process, attacked John Henry but Natasha used
niece Natasha to continue his legacy. an electromagnetic pulse from Steel’s Kinetic Hammer to
Steel put on his armor once again to assist the JLA nullify Lex’s powers and incarcerate him. (Str45)
against the Secret Society of Super-Villains, even though
by this time he had become quite tired of the narcissistic
mindset of most modern heroes. He argued with Natasha STEEL PL12
on the subject and tried to prevent her from joining the
Teen Titans, going so far as to dismantle her armor. STR STA AGI DEX FGT INT AWE PRE
Natasha left John Henry and went straight into the 11 3 1 2 7 10 4 3
clutches of Lex Luthor’s Everyman Project.
In an attempt to repair their relationship, John Henry POWERS
approached Luthor to find out where he was hiding the Man of Steel armor: Communication (Radio) 3 (Area,
girl. When Irons threatened to kill Luthor, Natasha came Selective, Subtle); Enhanced Strength 8; Flight 10 (2,000
to Luthor’s aid, attacked her uncle and sent him flying into MPH); Immunity 13 (Computer Viruses, Fortitude-based Mind
Metropolis Bay. John Henry returned to his Ironworks and Control Afflictions, Life Support); Impervious Protection 7;
built a new suit of armor for Natasha, but recognized that Sustained Impervious Protection 4, Limited to Physical
events were too far gone for such a simple solution to Damage; Senses 7 (Direction Sense, Distance Sense,
Infravision, Low-light Vision, Radio, Time Sense, Ultravision);
create any real change in their relationship. Returning to Removable (-19 points) • 74 points
active duty, Steel soon learned that Luthor was able to Kinetic Hammer: Array (30 points), Feature 1 (Remote
negate any power granted by the Everyman Project. He Controlled), Removable (-6 points)
shared his discovery with the Teen Titans and they • EMP: Close Burst Area Nullify 10, Broad
began investigating the project, learning the Everyman (Electronics),Simultaneous • 30 points
• Electromagnetic Sensors: Sense 7 (Detect EM Energy,
Accurate, Acute, Analytical, Radius, Ranged) • 1 point
• Inertial damage field: Ranged Damage 14 • 1 points
ADVANTAGES
Close Attack 3, Connected, Equipment 3, Improvised Tools,
Inventor, Leadership, Power Attack, Skill Mastery
(Technology)
SKILLS
Expertise: Weapon Systems 10 (+20), Intimidation 6 (+9),
Perception 3 (+7), Ranged Combat: Hammer 8
(+10),Technology 10 (+20), Vehicles 3 (+5)
OFFENSE
INITIATIVE +10
Kinetic Hammer +10 Close, Damage 14
Kinetic Hammer +10 Ranged, Damage 14
Unarmed +10 Close Damage 11
DEFENSE
DODGE 10 FORTITUDE 12
PARRY 10 TOUGHNESS 14/10*
WILL 12 *Against energy attacks.
POWER POINTS
ABILITIES 87 SKILLS 23
POWERS 61 DEFENSES 16
ADVANTAGES 26 TOTAL 203
Superboy’s other powers come from his Kryptonian DNA
COMPLICATIONS and are similar to Superman’s. They are powered by the
Responsibility: Steel feels personally responsible for any of energy of a yellow sun, and include his heat vision as
his Inventions, and will do what it takes to stop them from well as portions of his strength, speed and his
being used inappropriately. invulnerability.
Stepping in: Steel first stepped up to the plate when Superboy’s powers are still maturing along with the rest
Superman was killed by Doomsday, and continues to step up of him. His Extraordinary Effort advantage reflects a
despite his personal health or well-being.. knack for developing impressive power stunts in times of
stress, as well as coming through at the last minute to
snatch victory from the jaws of defeat.
SUPERBOY Among other things, Superboy has displayed the
potential for ranged telekinesis, freezing superbreath, and
When Superman was believed killed by Doomsday,
the power to adapt his telekinetic field to shield himself
Project Cadmus attempted to replace him with a clone,
from magic, among other effects.
grown from a combination of human DNA and
artificially created Kryptonian genes. The resulting
“Experiment 13” escaped from Cadmus and tried to
replace Superman on his own.
Superman eventually returned, and Superboy (as he
became known) moved to Hawaii, where he was a local
hero for a time. He had further brushes with the
experiments of Project Cadmus, and dealt with a rogue
organization known as the Agenda, which created the
clone Match.
Superboy was one of the founding members of Young
Justice, where he met his friends Robin (Tim Drake),
Impulse and Wonder Girl. He later became one of the
first members of a new team of Teen Titans, alongside
Robin, Impulse (later Kid Flash) and Wonder Girl. He has
saved the world on a number of occasions, been to the
future and various parallel worlds, and even died for a
thousand years and been reborn.
Superman gave the young man the Kryptonian name
“Kon- El” and the secret identity of “Connor Kent,” Clark
Kent’s cousin, and considers him family. Superboy has
worked to live up to the legacy of the Man of Steel,
including attending high school in Smallville and living
with Martha Kent on the family farm. He has his work cut
out for him—especially since he learned his human DNA
came from none other than Superman’s arch-foe Lex
Luthor! Superboy works to be true to his heroic heritage
and to make his own destiny in the world. (Str9/75)
TACTILE TELEKINESIS
Superboy’s tactile telekinesis appears to be superhuman
strength (along with invulnerability and flight) but also
allows him to do some things sheer strength cannot. He
can disassemble machines and other objects he is
touching simply by willing it, extend the protection of his
telekinetic field over someone else, or project force down
into the ground to create a powerful shock wave. He
relies less on leverage or physical movement to exert
strength.
SUPERBOY PL12 ADVANTAGES
All-out Attack, Extraordinary Effort, Move-by Action, Second
STR STA AGI DEX FGT INT AWE PRE Chance (resist mind control), Taunt
12 12 3 4 4 1 6 10 SKILLS
Close Combat: Unarmed 5 (+9), Deception 4 (+6), Insight 4
POWERS (+6), Perception 6 (+8), Ranged Combat: Heat Vision 7 (+9)
Flight: Array (26 points)
• Flight 13 (30 miles per round) • 26 points
OFFENSE
• Speed 13 (30 miles per round) • 1 point INITIATIVE +10
Heat Vision +9 Ranged Damage +12
Heat Vision: Ranged Damage 12 (heat) • 24 points
Unarmed +9 Close Damage 15
Invulnerability: Protection 5, Impervious Toughness 12;
Immunity 5 (Cold, Heat, Pressure, Radiation, Vacuum) • 22 DEFENSE
points
DODGE 9 FORTITUDE 13
Super-Senses: Senses 7 (Acute and Extended Hearing,
PARRY 9 TOUGHNESS 15
Extended Vision 3, Infravision, Ultra-Hearing) • 7 points WILL 11
Super-Speed: Quickness 6 • 6 points
Super-Strength: Enhanced Strength 3, Limited to Lifting POWER POINTS
(Lifting Str18; 6,000 tons) • 3 points ABILITIES 76 SKILLS 13
Tactile Telekinesis: Array (15 points), Alternate Effects of POWERS 93 DEFENSES 24
Strength Damage, Feature 1: Can exert Strength without ADVANTAGES 5 TOTAL 211
moving • 1 point
• Disassemble: Transform 5 (assembled into disassembled), COMPLICATIONS
Continuous • 1 point Identity: Conner Kent, Smallville High School Student.
• Shield Others: • Protection 15, Affects Others Only • 1 Relationship: Conner has been romantically involved with
Cassie Sandsmark (Wonder Girl).
point
Secret: His connection to Lex Luthor sometimes makes
• Shockwave: • Burst Area Affliction 12, Extra Condition, Superboy doubt himself.
Limited Degree (Resisted by Fortitude; Dazed and Weakness: Kryptonite leaves Superboy impaired, disabled,
Vulnerable, Stunned and Defenseless), Limited (Superboy and eventually debilitated in terms of Strength and powers.
and targets must be touching the ground) • 1 point His condition becomes dying after a few minutes of exposure.
Supreme is a Superman-analogue created by Rob
Liefeld, with two distinct and dramatically different
histories. Supreme’s original origin was told through the
investigation of a reporter named Maxine Winslow. As the
story unfolds, it is learned that in 1937, a man named
Ethan Crane shot and killed two men in retaliation for the
rape of a 15 year-old girl. Crane was subsequently shot
by two police officers, but he survived and was sentenced
to life in prison. He gained his powers in prison, when the
government offered him a chance to participate in an
experiment to enhance humans in which the six previous
human guinea pigs had died. Unfortunately, Crane
perished like the others, but unlike the others, he came
back to life.
The outside world was strange and new to him. Making
his way to a church, Crane found sanctuary given by
Father Beam, and soon discovered some of his new
abilities. He took the name "Supreme," and upon hearing
about the ongoing war in Europe, he decided to do his
part. Not much was revealed about Supreme's work in
World War II, but it is known that he joined the Allies.
After the war ended, Supreme felt that he had done his
part, playing a Good Samaritan to society, and left Earth.
In reality, the accidental death of Father Beam at his
hands drove him away.
Supreme spent decades in space, fighting against
various threats on the side of an alien race known as the
Katellans He eventually returned to Earth in 1992 to find
a greatly changed society, complete with genetically
enhanced super-powered humans that could be found in
teams like Youngblood and Heavy Mettle. Supreme
became the field team leader of Heavy Mettle for a short
while, but soon left the position after defeating the villain,
Khrome.
When Supreme fought Thor over the possession of
Mjolnir, another character by the name of Enigma
acquired an alternate version of Supreme from an
alternate timeline, to be kept in storage in case Supreme
was defeated. Supreme eventually appeared to die in
battle with Lord Chapel, but he actually ended up
stranded on an alternate Earth. There, he spent several
years until the alternate Supreme, removed from this
reality by Enigma, returned and was overpowered by the
original Supreme. The original Supreme managed to
switch bodies with the alternate Supreme, thus restoring
his powers.
After a number of events involving Probe (Supreme's
daughter from the future), and Enigma, the original
Supreme, the alternate Supreme, Probe, and Enigma all REAL NAME: ETHAN CRANE
teamed together in order to defeat the evil Norse god OCCUPATION: EDITOR, ARTIST, SUPERHERO
Loki, whose machinations had been the cause of the BASE: OMEGAPOLIS, EARTH AFFILIATION: NONE
various shifts between realities. In the end, while Probe
remained on the alternate Earth, Supreme returned to
HEIGHT: 6’ 5” WEIGHT: 250 LBS
Earth. (Str125) EYES: BLUE HAIR: WHITE
SUPEREME PL16
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
20 16 2 2 8 5 5 10
POWERS DEFENSE
Flight: Array (30 points) DODGE 10 FORTITUDE 20
• Flight 15 (64,000 MPH) • 30 points PARRY 10 TOUGHNESS 20
WILL 12
• Quickness 7, Stacks with Super-Speed; Speed 15
(64,000MPH) • 1 point POWER POINTS
• Movement 15 (Space Travel) •1 point
ABILITIES 140 SKILLS 21
Heat Vision: Ranged Damage 15 (heat) • 30 points POWERS 124 DEFENSES 19
Invulnerability: Protection 4, Impervious Toughness 20; ADVANTAGES 10 TOTAL 314
Immunity 10 (Life Support) • 34 points
Super-Senses: Senses 15 (Acute and Extended Hearing, COMPLICATIONS
Extended Vision 3, Infravision, Microscopic Vision 4, Ultra- Arrogant: The early version of Supreme was colossally
Hearing, Vision Penetrates Concealment [except lead’ • 15 arrogant, believing himself a god, far above almost all other
points beings, and expected to be treated like it.
Super-Speed: Quickness 8 • 8 points Relationships: Supreme’s closest relationship is with his
Super-Strength: Enhanced Strength 4, Limited to Lifting wife, Diana Dane. He is also close with his sister, Sally
(Lifting Str24; 400,000 tons) • 4 points (Suprema). Radar, the Hound Supreme, is a loyal friend.
Religious Zealot: The Pre-Retcon Supreme was also
ADVANTAGES fanatically religious, seeing himself as an instrument of God’s
punishment and vengeance.
All-out Attack, Connected, Eidetic Memory, Extraordinary
Responsibility: Supreme feels a strong sense of
Effort, Inspire, Inventor, Leadership, Power Attack, Seize
responsibility to use his powers for the benefit of all.
Initiative, Ultimate Effort (Toughness)
Secret Identity: Ethan Crane, mild mannered artist for
SKILLS Dazzle Comics
Retroactive History: The shifting realities that changed
Close Combat: Unarmed 2 (+12), Expertise: Science 8 +13),
Supreme’s origin altered his stats subtly. The original
Ranged Combat: Heat Vision 8 (+10), Perception 8 (+13),
Supreme does not have Inspire, or Inventor, and is –3 to
Persuasion 8 (+18), Technology 8 (+13)
intelligence.
OFFENSE
INITIATIVE +2
Heat Vision +10 Ranged Damage +15
Unarmed +12 Close Damage 20
SUPERMAN ANALOGUE
Supreme, most particularly in his second incarnation, is a
deliberate Superman-clone. The listed stats primarily
reflect a Post-Ret-Con Supreme, which is specifically
based on a Pre-Crisis Superman – scaled down to fit
modern reality – but the substitution of any of the different
incarnations for Superman would be perfectly acceptable,
minus Kryptonian-oriented drawbacks – Red Sun
radiation, Kryptonite, vulnerability to magic, etc. – with a
few more added Supreme-oriented skills and
complications.
ALAN MOORE’S SUPREME favor of a super-powered android body. Still unable to
beat Supreme, he merged the android body with
Alan Moore was asked by Rob Liefeld to write further Supremium, but died again after he merged with the
adventures of Supreme. Moore agreed, on the condition Supremium...only to become the Supremium Man,
that he could throw out everything previously done with returning to Earth twice, and finally melting into a lump of
the character. Supremium - by an astonishing twist of fate, the very
This new version of Supreme was a more direct lump which landed as a meteor and gave Supreme his
Superman analogue - he had a secret identity as Ethan powers in the first place.
Crane, a mild-mannered artist for Dazzle Comics, who After Darius Dax died, he was sent to a place similar to
received his powers as a result of a childhood exposure the Supremacy, called Daxia. Every version of Dax
to a meteorite composed of pure Supremium, a meta- before him lived in Daxia, The combined intellect of the
element that can alter reality. When not saving the world Daxes let him cheat death once more and return to the
as the archetypal superhero, Crane illustrated the land of the living, certain to eventually return to plague
adventures of Omniman, a Supreme-like character Supreme once more.
undergoing a re-launch with a change of writers, Following the defeat of Darius Dax, Supreme would find
including a Lois Lane analogue, ‘Diana Dane’, whose an ember of Judy Jordan's consciousness still in her
growing romance with Crane was often threatened after body, which he then transferred to an android,
he would "get all weird and run away" - prompting Suprematon. Her new artificial body was endowed with
attempts to reconnect with her as Supreme (after superpowers, but Judy found trouble adjusting to another
arranging a meeting as Ethan), giving her a tour of the body and, having missed the last 20 years of her life. S-1,
Citadel to give her ideas for Omniman. the only other sentient Suprematon, would confess his
Supreme’s previous history was explained when love for Judy. S-1 changed his name to Talos, and the
Supreme returned to Earth from space and discovered two were married by Supreme in the Flying Citadel.
that, not only was he living in the most recent "revision" of The new super-couple left Earth behind in order to find an
reality, as it is an ever-changing story, but that there had uninhabited planet on which to live.
been many previous versions of himself. Retired
Supremes lived in another reality, dubbed the PERSONALITY
"Supremacy" by its inhabitants, an afterlife for characters
whose stories had come to an end. Supreme first Supreme was originally violent, and egotistical for a
suffered from amnesia, but quickly learned that his Superman archetype, but he was rebooted by Alan
returning memories were "backstory" that was gradually Moore to pay more direct tribute to the classic Silver Age
being filled in. As Supreme's memories "returned," the Superman mythos.
flashback sequences to Supreme's childhood and From the beginning, Superme's continuity varied from
previous adventures were told in the style of different story to story; at one point, he was an extremely religious
periods from comics' history. angel of vengeance, who cited Scripture to justify his
Supreme now also had a sister with identical powers, violent actions. At other times, Supreme considered
Suprema, and a super-powered dog, Radar the Hound himself to be a god, especially after defeating the Norse
Supreme, who was as intelligent as a human being, God of Thunder, Thor and claiming his mystical hammer,
though he still very clearly had a canine mindset; these Mjolnir.
two characters were clear references to Superman's
cousin Supergirl and his dog, Krypto. POWERS AND ABILITIES
Darius Dax was also introduced as a Lex Luthor-styled
evil genius who begrudged Supreme. Dax died twice in Supreme possess tremendous physical strength and
the series. The first time, he died in prison of lymphatic durability, as well as the ability to fly at great speed, and
cancer caused by exposure to Supremium. Before he travel unprotected in open space. He has high-intensity
died, Dax transferred a copy of his consciousness to heat beams which he can fire from his eyes, and can use
"micro-machines, no bigger than dust mites" which he his Superbreath as either a force attack or as a super-
concealed in a book. He mailed this book to Judy Jordan freezing attack.
(a Lana Lang analog) just before his death. When she In the rebooted version, Supreme also possesses a
opened the book, Judy inhaled the dust and the copy of super-intellect and advanced scientific knowledge (the
Dax's consciousness was transferred into her brain after Pre-Retcon Supreme has INT 2, AWE 2). The Post-
her own personality was erased. Retcon version also has extensive contacts and
Dax used Judy's body to trick Supreme and trap him in popularity that the arrogant and violent Pre-Retcon
his own prison. Dax went on to abandon Judy's body in version did not.
SUPREMA SUPREMA PL13
The biological future daughter of Glory and Supreme,
‘Probe’ (although she believed she was a test tube baby STR STA AGI DEX FGT INT AWE PRE
until Glory told her the truth) was erased from reality in 17 12 2 2 8 5 10 10
the reboot, although she still exists in the Supremacy.
In her place, Supreme's sister, Sally Crane, is Suprema. POWERS
When Darius Dax merged with the Supremium, he fell
Flight: Array (30 points)
through a crack in reality, emerging in the past, on Sally's
• Flight 15 (64,000 MPH) • 30 points
birthday, in front her house. Her proximity gave her white
• Speed 15 (64,000 MPH) • 1 point
hair, and she later learned she had similar powers as
• Movement 1 (Space Travel 1) • 1 point
well.
Heat Vision: Ranged Damage 14 (heat) • 28 points
When Supreme left Earth, Suprema took over in his
Invulnerability: Protection 4, Impervious Toughness 16;
absence. When Gorrl, the Living Galaxy, came seeking
Immunity 10 (Cold, Heat, Pressure, Radiation, Vacuum) • 30
revenge against Supreme and couldn't find him, he
points
threatened to absorb the Milky Way unless he was given
Super-Senses: Senses 15 (Acute and Extended Hearing,
a ‘companion’. Suprema volunteered if Gorrl would spare
the galaxy. Gorrl took her to the edge of a black hole Extended Vision 3, Infravision, Microscopic Vision 4, Ultra-
where time passed more quickly, so it was 30 years Hearing, Vision Penetrates Concealment [except lead]) • 15
before, Supreme finally came to rescue her - convincing points
Gorrl a human companion was unsuitable. Gorrl allowed Super-Speed: Quickness 8 • 8 points
her to leave and she was able to return home. (Str90) Super-Strength: Enhanced Strength 4, Limited to Lifting
(Lifting Str21; 50,000 tons) • 4 points
ADVANTAGES
Attractive, Defensive Attack, Move-by Action, Interpose,
Power Attack
SKILLS
Close Combat: Unarmed 5 (+9)), Perception 8 (+10),
Persuasion 6 (+9), Ranged Combat: Heat Vision 8 (+10)
OFFENSE
INITIATIVE +2
Heat Vision 10 Ranged, Damage 14
Unarmed +9 Close Damage 17
DEFENSE
DODGE 10 FORTITUDE 16
PARRY 10 TOUGHNESS 16
WILL 10
POWER POINTS
DODGE 10 FORTITUDE 16
PARRY 10 TOUGHNESS 16
WILL 10
COMPLICATIONS
Enemies: Darius Dax.
Secret Identity: Sally Crane. In her normal identity, before
gaining powers Sally had STR 0, STA 0, FGT 2, and AWE 3
with corresponding adjustments to her skill ranks and
defenses
Alec Holland, a brilliant plant biologist, was working alone
in the Louisiana swamps on a bio-restorative formula
designed to turn deserts into lush forests. In an effort to
steal the formula, rivals planted a bomb in Holland’s lab.
Covered with burning chemicals from the explosion, Dr.
Holland ran from the lab before collapsing into the waters
of the swamp.
From where Alec Holland fell, a humanoid form made up
of swamp plants arose. Initially, the “Swamp Thing” (as it
was known) thought it was Alec Holland, transformed by
the bio restorative formula and the explosion. In fact, the
Swamp Thing later learned that Alec Holland’s death—
death by fire and burial in the swamp—was merely part of
an ages old process to create a mystical plant elemental.
Holland was the physical template, and the Swamp Thing
possessed some of his memories and personality, but it
was a new entity. Other plant elementals have existed
throughout history, many eventually retiring to become a
part of the Parliament of Trees, their minds and spirits
active in the Green (the collective essence of all plant life)
while their physical forms become rooted.
Dwelling in the swamps of Houma, Louisiana, the Swamp
Thing became a protector against various forces—
mystical, infernal, and mortal—that threatened the Earth.
He clashed with Anton Arcane, and met and fell in love
with Arcane’s niece Abigail. After many challenges, the
couple was eventually married. (Str32)
PERSONALITY
Swamp Thing is a kind and gentle soul at heart, but still
has many of the memories and feelings of the man Alec He can control the growth of plants and animate and
Holland. He is sometimes caught between his human and control them. The Swamp Thing’s spirit form can travel
elemental natures and their conflicting tendencies. He is anywhere there is plant life, reconstituting a body out of
fiercely protective of those he cares about, as well as the the plants at his destination, even on other planets with
environment and the Green as a whole, but also plant life (and, occasionally, other time periods). This is
understands the value and potential of human life and how he “teleports” and is also the source of his
has opposed efforts to limit or wipe out humanity. He Immortality (if his body is destroyed, he can just make
prefers peaceful solutions, but will not hesitate to use another one). He sometimes exercises the bio-chemical
force if necessary. abilities of plants to produce scents, pollens or even fruits
with specific properties, from influencing insect life to
POWERS AND ABILITIES causing allergic reactions or even introducing
psychotropics into someone’s system. Most of these
The Swamp Thing is a plant elemental, technically a abilities are power stunts of the Swamp Thing’s Plant
disembodied spirit capable of inhabiting plant life and Control array.
creating a humanoid body for himself out of plants. His .
inhuman nature makes Swamp Thing extraordinary
strong and resistant to harm. His Immunity effect makes
REAL NAME: NONE, FORMERLY ALEC HOLLAND
him immune to the same things as plants; thus Swamp OCCUPATION: PLANT ELEMENTAL
Thing isn’t affected by diseases, toxins or other hazards BASE: HOUMA, LA AFFILIATION: PARLIAMENT OF
that affect animal life. Likewise he doesn’t need oxygen TREES
to breathe, but does need carbon dioxide. His plant
complication likewise makes him vulnerable to the same
HEIGHT: 7’ WEIGHT: 350 LBS
things as plants. EYES: RED HAIR: NONE
.
SWAMP-THING PL15
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
9 15 0 0 2 -4 2 11
POWERS POWERS
Plant Control: Array (45 points) Entangling Plants Ranged, Burst Area Affliction 15,
• Control Plants: Burst Area Move Object 15 • 45 points Dodge DC 25
• Entangling Plants: Ranged Burst Area Affliction 15
Unarmed +8 Close Damage 9
(Resisted by Dodge; Hindered and Vulnerable, Immobile and
Defenseless), Extra Condition, Limited Degree •1 point
• Plant Growth: Environment 15 (Impede Movement 1,
DEFENSE
Visibility 1, Continuous) • 1 point DODGE 8 FORTITUDE 15
Plant elemental: Immortality 19; Immunity 10 (see Powers PARRY 8 TOUGHNESS 15
&abilities); Impervious Toughness 12 • 60 points WILL 15
Sense the Green: Senses 3 (Environmental Awareness,
Acute, Analytical) • 3 points POWER POINTS
Travel through the Green: Teleport 14 (Accurate, Easy;
Limited to Extended, Medium: Plants); Space Travel 3 ABILITIES 84 SKILLS 15
(Medium: Plants) • 45 points POWERS 155 DEFENSES 22
ADVANTAGES 3 TOTAL 279
ADVANTAGES
Favored Environment (When surrounded by plant life),
COMPLICATIONS
improved Hold, Plant Empathy**As Animal Empathy, but with Elemental: A mystic elemental, Swamp Thing has a
plants. responsibility to the Green.
Plant: Swamp Thing is made up of plants and is affected by
SKILLS anything that affects plants
Close Combat: Unarmed 6 (+8), Expertise: The Green 12 Relationship: Swamp Thing has a wife (Abby) and a
(+16), Insight 4 (+11), Perception 8 (+15) daughter (Téfe).
Deep in the savage African jungle, the infant John
Clayton, the orphaned child of the Lord and Lady
Greystoke, was adopted and raised by the fierce she-
ape, Kala, of the tribe of Kerchak. There he had to learn
the secrets of the wild to survive – how to talk with
animals, to swing through the trees, and fight against the
great predators of the jungle.
Named, ‘Tarzan’ in the language of the great apes, he
grew to the strength and ferocity of his fellow apes. And
in time, his human intelligence promised him the kingship
of the tribe. He became truly Lord of the Jungle.
Then men entered his jungle, bringing with them the
wanton savagery of civilized greed and lust, and bringing
also young Jane Porter, the first white woman Tarzan
had ever seen. Now suddenly Tarzan had to choose
between two worlds.
Unfortunately, the other suitor for Jane’s hand was his
own cousin, William Cecil Clayton, who had also claimed
Tarzan’s title as the Earl of Greystoke.
Believing it was Jane Porter’s wish to be the Lady of
Greystoke, and believing himself too much a wild beast to
be Lord Greystoke himself, Tarzan kept his true birthright
secret.
It was only after his cousin’s unfortunate death, that
Tarzan claimed both his birthright, and Jane’s hand. The
two were finally married and moved the Greystoke estate
to Africa, where they had a son, Jack – Korak the Killer –
and despite Tarzan’s many adventures and cross-country
journeys, remained together ever since. (Str14)
PERSONALITY
Tarzan retains some of his noble heritage, even though
his upbringing was that of a wild beast. His wild training
did, however, serve to leave him completely absent of the
pettiness that dominates much of human behavior, beyond his skill with human languages, Tarzan also
leaving him unabashedly, and brutally honest, as well as grew up speaking the language of the apes, as well as
utterly fearless. Tarzan has strived to learn and adapt many other creatures (or lost human civilization)
the ways of civilized men, but is never more than a breath throughout the jungle. He can easily recruit herds of
away from the naked savage that killed lions in charging elephants, rhino, and other herd animals, gangs
barehanded combat and would rip your throat out with his of great apes, and even prides of lions, not to mention the
teeth. local native human tribes.
Tarzan is also skilled with the tools and weapons of the
POWERS AND ABILITIES African tribes, including knives, bows, lassos, and spears.
He has also been trained in the use of firearms and
Tarzan has the survival abilities of a jungle creature from swords.
birth, as well as highly developed senses of hearing and
smell. He has the acrobatic ability of a monkey and
strong enough to break a gorillas (or a lion’s) neck in a REAL NAME: JOHN CLAYTON
full nelson. He has near-metahuman endurance and OCCUPATION: EARL OF GREYSTOKE, LORD OF THE JUNGLE
tolerance for pain and discomfort. BASE: AFRICA AFFILIATION: WAZURI
Beyond his physical prowess is his laser-quick mind that
allowed him to survive and adapt in the wild, as
HEIGHT: 6’ WEIGHT: UNREVEALED
well as learning to read completely on his own. But far EYES: BLUE HAIR: BLACK
TARZAN PL12
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
4 4 7 7 12 3 8 8
POWERS OFFENSE
Lord of the Jungle: Enhanced Skills 6 (Acrobatics 2, INITIATIVE +10
Bow +11 Ranged, Damage 5, Crit. 19-20
Survival 2, Stealth 2, Limited to Jungle environments),
Knife +17 Close, Damage 6, Crit 19-20
Enhanced Skill 6 (Persuasion, Limited to Animals), Spear +11 Ranged, Damage 7, Crit. 19-20
Movement 4 (Safe Fall, Sure-Footed 2, Swinging) • 20 points Unarmed +17 Close Damage 4
EQUIPMENT DEFENSE
Bow: Ranged Damage 5 • 5 points DODGE 15 FORTITUDE 9
Knife: Strength-based Damage 2 • 2 points PARRY 15 TOUGHNESS 8/4*
WILL 12 *Without Defensive roll bonus
Spear: Strength-based Damage 3 • 3 points
JANE PORTER
Tarzan and Jane are one of the classic love-stories, as
familiar as Romeo and Juliet. Jane Porter was the very
model of early 20th century virtue and propriety, the
perfect woman to be swept away by the primitive jungle
savage.
While Jane spent most of her early years as a helpless
damsel in distress, her time as the wife of Tarzan of the
Apes toughened her up and she eventually became a
capable adventurer in her own right, her natural courage
combining with experience to give her a cool head in a
crisis.
Jane is devoted to her family, her husband and son, as
well as her doddering old father. She is also schooled in
etiquette, which is helpful for Lady Greystoke, especially
considering the Lord Greystoke was raised by apes.
(Str3)
JANE PORTER PL3 27 POINTS
Abilities: Str -1 Sta 0 Agi 1 Dex 1 Fgt 0 Int 1 Awe 1 Pre 1
Advantages: Attractive, Benefit 2 (Lady of Greystoke)
Skills: Insight 4 (+5), Perception 4 (+5), Persuasion 5 (+17),
Stealth 4 (+6)
Offense: Unarmed 0, Close Damage -1
Defense: Dodge 4, Parry 3, Fortitude 1, Will 5, Toughness 0
Totals: Abilities 6 + Powers 0 + Advantages 3 + Skills 8 +
Defenses +10 = 27
Complications: Relationships: Jane is the wife of Tarzan,
mother of Korak, and is close friends with Phillip D’Arnot
Responsibility: Being Tarzan’s wife makes her both the
Lady of Greystoke and Queen of the Jungle, and she takes
both seriously.
KORAK
Jack Clayton was the son of Tarzan and Jane. He was
kidnapped and taken to Africa, where he escaped and
was taught the ways of the jungle by the faithful ape,
Akut, taking the name Korak, the ‘Killer" in the language
of the Great Apes. As a teen, Korak rescued Meriem, a
pretty Arab girl, from a beating, and the two of them lived
wild in the forest for years before being separated. They
eventually reunited and married, having children of their
own – a son, Jackie, and a granddaughter, Dawn. Korak
was a worthy heir to the Lord of the Jungle, but was less
savage and more civilized than his father. (Str10)
Skills: Acrobatics 8 (+14), Athletics 10 (+13), Close Combat Advantages: All-out Attack, Great Endurance, Power Attack
(Unarmed) 4 (+14), Expertise (Jungle) 10 (+13), Expertise Skills: Close Combat (Tusks) 2 (+6), Perception 6 (+7),
(Survival) 10 (+13), Insight 4 (+10), Intimidate 9 (+15), Expertise (Survival) 4 (+2)
Investigate 4 (+7), Perception 6 (+14), Persuasion 4 (+10),
Ranged Attack (Thrown Weapons) 4 (+10), Stealth 8 (+14) Offense: Initiative +0, Trample +4 Area (Close, Damage 10),
Tusks +6, Close Damage 14
Offense: Unarmed +16, Close Damage 3
Defense: Dodge 0, Parry 0, Fortitude 9, Will 3, Toughness
Defense: Dodge 12, Parry 12, Fort 8, Will 8, Toughness 8/4 10
Totals: Abilities 44 + Powers 20 + Advantages 20 + Skills 41 Totals: Abilities 42 + Powers 35 + Advantages 3 + Skills 6 +
+ Defenses +14 = 140 Defenses + 6 = 92
It is one of the legends among the denizens of the African Tarzan’s relations with lions tended to be less than
jungle that Tarzan of the Apes made friends with ‘Tantor’ congenial. He did, however, bond with the great Golden-
the elephant. It is unknown how, but many nights, the maned lion, Jad Bal Jah, and has been known to
ape-boy could be seen riding through the moonlit jungle, coordinate with other lions briefly, usually for mutual
resting comfortably across Tantor’s mighty back. benefit. (Str22)
Tarzan’s friendship apparently extended to all elephants,
rather than any particular individual, and continued on to
his adulthood. Tantor is a good minion animal for Tarzan
GORILLA PL7 53 POINTS
to call upon should any be about. (Str38) Abilities: Str 7 Sta 5 Agi 3 Dex 1 Fgt 6 Int -2 Awe 1 Pre -1
Powers: Growth 4 (Innate; Permanent) Protection 1,
LION PL9 51 POINTS Senses 2 (Low-Light Vision, Scent,)
Abilities: Str 7 Sta 4 Agi 3 Dex 1 Fgt 6 Int -3 Awe 1 Pre 0 Advantages: Fast Grab, Improved Grab, Improved Hold
Powers: Growth 2 (Innate; Permanent, –1 active defenses Skills: Athletics 6 (+12), Perception 6 (+7), Expertise
included), Senses 2 (Low-Light Vision, Scent), Protection 2, (Survival) 4 (+2)
Claws: Strength-based Damage 2 Offense: Initiative +3, Unarmed 6, Close Damage 7
Advantages: All-out Attack, Fast Grab, Improved Hold Defense: Dodge 4, Parry 4, Fortitude 7, Will 2, Toughness 6
(Claws), Power Attack
Totals: Abilities 24 + Powers 12 + Advantages 3 + Skills 6 +
Skills: Close Combat: Claws 3 (+9), Perception 5 (+6), Defenses + 6 = 53
Stealth 8 (+11)
Offense: Initiative +0, Claws +9, Close Damage 9 Tarzan is generally associated with Gorillas, although
Defense: Dodge 6, Parry 6, Fortitude 6, Will 3, Toughness 6 the tribe of ‘Mangani’ that Tarzan grew up with, were
identified as a separate species from the Bolgani’ or
Totals: Abilities 30 + Powers 10 + Advantages 4 + Skills 8 + Gorilla. The difference between the two is described as
Defenses + 8 = 51 slight, and that an adult Mangani is a full equal of a
Bolgani, suggesting that the difference might be sub-
species, or possibly even racial. In any case, the stats
are identical for either one. (Str22)
The Terminator, T-800 Series Model 101, is an
infiltration unit, a cybernetic organism sent back in time
from a post-apocalyptic future in an effort to carry out
missions of either infiltration or assassination. It is living
tissue such as skin, hair, eyes, and fingernails grown
over a seemingly indestructible robot skeleton. In times of
extreme combat the metal skeleton can be seen where
patches of skin have been destroyed.
The T-800 Terminator was sent back from a future where
machines became artificially intelligent. A program of
artificial intelligence, known as Skynet developed by
Cyberdine systems, was incorporated into a United
States military program. However, Skynet had been
gaining more and more control and ultimately had access
to every computer on the planet. Once fully activated,
Skynet, acted systematically to eliminate what it
perceived as the only true threat: human beings
themselves. It launched nuclear weapons, killing
approximately 3 billion people in the initial attack and
started a new war between man and machine.
However, the humans united under a leader John
Connor, and beat back the machines. In desperation,
Skynet sent a T-800 Terminator back in time to kill John
Connor's mother, Sarah, before John was born. In a
counter move, John Conner sent back a soldier named
Kyle Reese to protect Sarah. Falling in love with Sarah,
Reese became John's father, and died defending Sarah
from the Terminator. Sarah survived and went into hiding.
(Str27)
PERSONALITY
The T-800 Terminator is relentlessly and single-mindedly
focused on accomplishing its programmed mission. The
Terminator is a machine and has no true emotions but,
as an infiltration unit, it is programmed to learn
mannerisms and personality quirks of the humans it
observes – usually bits of slang and one-liners. The T-
800 assigned to protect John Conner developed
personality traits mimicking paternal affection but this was
also a result of its programming, as it said itself, it was
incapable of such things.
8 - 5 5 10 8 4 0
POWERS OFFENSE
Cyborg: Protection 9, Impervious Toughness 9, Immunity 30 INITIATIVE +5
(Fortitude) • 49 points
Sensory Systems: Sensors 8 (distance sense, time sense, Pistol +13 Ranged, Damage 3
analytical vision, extended vision, dark vision, infrared vision) Shotgun +13 Ranged, Damage 5
• 8 points Unarmed +13 Close Damage 8
Computer Mind: Mental Quickness 6 • 6 points
Voice Manipulation: Feature 1 (mimicry) • 1 point
DEFENSE
EQUIPMENT DODGE 6 FORTITUDE Immune
Pistol: Ranged Damage 3 • 3 points PARRY 8 TOUGHNESS 9
Shotgun: Ranged Damage 5 • 5 points WILL Immune
TERMINATOR UPGRADES …
The T-800 was obsolete, almost from its inception, as T-X: When he was a young adult, believing he had
Skynet devised ever-more technologically advanced averted Judgment Day, John Conner fell off the grid, and
killing machines. Skynet, sent back an even more advanced Terminator
T-1000: In a second retroactive assassination attempt, model to kill his lieutenants. This time they sent a T-X,
Skynet sent back a new model, a T-1000 when John was programmed for cybernetic combat. "An anti-terminator
ten, and the humans again sent back a T-800 series terminator”, that possessed the ability to control other
Model 101 that Connor captured and re-programmed to machines, as well as armed with a particularly large
protect his younger self. This new terminator had hand-cannon.
abandoned the human-tissue covering (although this In a devastating blow in the future war, John himself had
technology was apparently retained for time-traveling just been killed by a T-800 Terminator, that had been
purposes, as there is a glitch in Skynet’s time-machine chose, despite its obsolescence due to John’s childhood
that ‘nothing dead will go’) – incorporating instead the father-figure association. John’s wife and chief
vastly superior ‘liquid metal’ – allowing the T-1000 to lieutenant, Katherine, in a retroactive attempt to save her
morph into any shape it sampled by physical contact, as husband, reprogrammed the T-800 who had killed him
well as melt back together after being blown to bits. The and sent it back in time to protect both John and her own
T-800 despite being an obsolete model, completed younger self.
its mission destroying the T-1000, and consequently The T-800’s mission of protection nearly failed, however,
self-terminated to eliminate any trace of the Terminator’s while battling the T-X, when the more advanced model
possible future. This was heartbreaking for John, for was able to reprogram the T-800 for assassination. The
whom the unfeeling machine had become a father- reprogrammed cyborg nearly killed John, but due toe
surrogate. conflicting mission objectives. John convinced it that it
was about to fail its mission, causing the T-800 power Sarah Connor was a 19-year-old waitress living in L.A.
down and reboot. In a final stand, it held off the T-X long when, one night, seemingly out nowhere, she was
enough for John to escape to safety in a fallout shelter. attacked by the first of the Terminators. Sarah was saved
The T-800 warned that "We will meet again" before by a young soldier, named Kyle Reese, who told her he
terminating the T-X and itself in the process. This final was sent by her unborn son from the future and that she
retroactive attack on John happened immediately before had been targeted for termination. Reece managed to
Judgment Day, the day when the bombs finally fell protect Sarah from the dogged T-800, but ends up being
fatally wounded himself. Sarah was left pregnant with
OFFENSE
INITIATIVE +4
Pistol +9 Ranged, Damage 3
Unarmed +8 Close Damage 1
DEFENSE
DODGE 5 FORTITUDE 3
PARRY 6 TOUGHNESS 4/1*
WILL 8 *Without Defensive roll bonus
POWER POINTS
ABILITIES 34 SKILLS 19
POWERS 0 DEFENSES 12
ADVANTAGES 8 TOTAL 73
COMPLICATIONS
Enemy: Skynet, Terminators
Relationships: Kyle Reece saved her from the first
Terminator, and left her with a son, John Conner – destined
to lead humanity to victory over the machines.
Traumatic Foresight: Sarah is haunted by visions of the
Terminator Apocalypse she is trying to both survive and
prevent.
– the nuclear war and the war against the machines. Judgment Day, Sarah Conner died of Leukemia, and
When she eventually succumbed to terminal leukemia John continued to live off the grid. In 2004, he crossed
she had at least lived long enough to see the original paths with Katherine "Kate" Brewster, John’s future wife,
1997 "Judgment Day" pass without incident. She was and first lieutenant, who had likewise been targeted for
cremated in Mexico. Her ashes were spread at sea while termination by the new model Terminator-killing T-X.
a casket containing a cache of weapons was placed for Both John and Kate were saved by another
John to find at a false grave site in accordance with her reprogrammed T-850 who revealed that Judgment Day
will, never truly believing that they had beaten Skynet, had not been prevented but merely delayed. Although
even at the end. (Str6) John and Kate attempted to halt the nuclear war, they
NOTE: In "Terminator: The Sarah Connor Chronicles" were instead trapped in an underground bunker where
timeline - picks up after "Terminator 2: Judgment Day" they were kept safe as Judgment Day came at last. It
and splits the timeline away from "Terminator 3: Rise Of was via the working radios in this bunker that John began
The Machines". Sarah and John continue with their lives his career as a military leader, now realizing he must
on the run, changing schools and towns all the time until cope with the changes to the future he was not prepared
they are approached by the cyborg, Cameron – modeled for
as a teen-aged female - in Red Valley, New Mexico. NOTE: In "Terminator: The Sarah Connor Chronicles
Cameron is assigned to protect Sarah and John, and (alternate timeline):" two years after Cyberdyne Systems'
helps them by traveling to 2007 via time machine. There destruction, John meets a beautiful girl named Cameron
Sarah, Cameron, John, and Derek Reese (Kyle Reese's Phillips, only later to be discover her to be a Terminator
older brother) try and find ways to stop Skynet from ever reprogrammed to protect him and his mother from a T-
being built. From Cameron, she learned of the her future 888. Learning that the Judgment Day was postponed to
death from cancer as she finds herself not only trying to April 21, 2011, Cameron led John and his mother to a
continue her missions to prevent Skynet's birth and bank, the Security Trust of Los Angeles, where The
preparing John's future role, but also preventing her own Resistance hid components of an isotope-fueled weapon
death as well. and a time displacement device. Using the time machine,
John, Sarah and Cameron traveled forward to 2007
where they can completely off the grid from Skynet and
JOHN CONNER the country's law enforcement agencies so they can
John Conner was born when his mother Sarah was concentrate on preventing Skynet's birth.
hiding off the grid after the attack of the first Terminator.
Sarah had left comfortable living behind in order to keep
John safe and to prepare him for his future role as the
leader of the human resistance in the war against the
machines. John spent his early years learning about
weapons, computer technology and espionage.
When Sarah Conner was captured after attempting to
blow up the Cyberdyne research facility in the early
1990s, John was seized by social workers who told him
that his mother's stories of a post-apocalyptic future were
delusions. Sarah was sent to a mental institution and
John to foster parents. Unable to believe his mother was
crazy, John became a juvenile delinquent. But when he
was twelve, he was confronted with the T-1000
Terminator that was sent to kill him. Realizing his
mother's stories were true, John and his protector, a
reprogrammed T-800, helped Sarah escape from the
mental institution.
During their time, together John projected paternal
emotions upon T-800 (nicknamed "Uncle Bob”), and
grieved once the T-900 was destroyed along with the T-
1000 and all of Cyberdyne's research, so that its
technology would not be discovered and used by others.
After August 29th, 1997 came and went with no
Millennia ago, the extraterrestrial Terminex race came
into conflict with the Celestials and were exterminated.
Before they perished, however, they engineered a life
form--the Termini--that would extract their revenge on the
Celestials and sent it into space.
Terminus begins as a microbe (Stage 1). When it finds
an inhabited planet, native lifeforms ingest the microbes
and change into robot versions of themselves (Stage 2).
The robots ingest metal and radioactive material, which
provide material and fuel to grow into larger robots (Stage
3). Several Stage 3 robots then merge together to form a
Terminus (Stage 4). When two Stage 4 Termini
encounter each other, one will ingest the other and
become an Ulterminus (Stage 5).
The first Terminus took shape on an unknown world. It
then embarked on its mission to find inhabited planets
and extinguish all life on them. The exact number of
planets is unknown, but after destroying Arianis Major,
Terminus fired a beam at Earth.
A century later, the beam reached its target. It etched a
message in the planet's surface in letters a half mile
wide: "I claim this world -TERMINUS." The Fantastic Four
encountered an alien scientist who had been Terminus's
slave but who had angered him and been punished.
Before he died, he revealed Terminus's history and
nature. The FF located Terminus as he prepared to
ravage Earth. Reed Richards managed to plant an
inertia-canceling gizmo on him, which sent him to the
center of the Earth.
Working its way back to the surface, Terminus created
some stage 1 microbes and released them near an active
volcano. It summoned its lance and finally reached the
surface, but Quasar and Spider-Man sent it into a solar
orbit outside the ecliptic, where it could not reach Earth.
Quasar also teleported its lance to the outer reaches of
the solar system.
Meanwhile, the stage 1 Termini reached the surface,
infecting several animals and humans, which progressed
to stages 2 and 3. While The Avengers fought these PERSONALITY
robots, Thor found Terminus floating in space but a
biological attack incapacitated him. Terminus used Thor's Terminus has all the charm of a raging hurricane. It
hammer, Mjolnir, as a power source to rebuild his lance views planets and their inhabitants as mere resources
and traveled to Earth. that he can exploit to its own ends. The fact that it must
The stage 3 Termini had now become a new stage 4, like destroy a world to mine its resources causes Terminus
the original Terminus - the two fought and the old no angst whatsoever. Imagine the most evil entrepreneur
Terminus consumed the new one, creating a stage 5 and strip mine operator you can. That's Terminus.
Ulterminus. Returning to its original mission, it prepared
to destroy Earth. The Avengers were unable to stop it.
Thor, however, recovered and mystically recalled Mjolnir REAL NAME: TERMINUS
(still inside Terminus) - Terminus along with it. OCCUPATION: SCAVENGER, BIO-WARFARE WEAPON
Without its power source, Terminus was forced to convert BASE: MOBILE AFFILIATION: NONE
its own mass into energy. Feeding on itself, it became a HEIGHT: 500’ (VARIES) WEIGHT: 1700 TONS (VARIES)
singularity (black hole) and vanished, seemingly
destroyed. (Str600) EYES: UNREVEALED HAIR: UNREVEALED
TERMINUS PLX2/PL19
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
26 26 -3 0 12 12 15 15
POWERS OFFENSE
Energy Lance: Array (56 points), Easily Removable (-22 INITIATIVE +3
points) • 34 points Energy Lance +10 Ranged Damage 27
• Disruption: Burst Area 3 Damage 27 (Burst Area 27, Unarmed +12 Close Damage 26
Damage 27) • 54 points
• Flight: Feature (independent flight), Flight 18 (Limited to DEFENSE
Energy Lance), Movement 1 (space travel 1, Limited to DODGE -3 FORTITUDE Immune
Energy Lance) • 1 point PARRY -3 TOUGHNESS 26
• Plasma Generation: Ranged Damage 27 • 1 point WILL 12
Exoskeleton Armor: Growth 30 (Limited: ranks over 16 do
not increase STR or STA), Immunity 30 (Fortitude), POWER POINTS
Impervious Toughness 23 • 111 points ABILITIES 200 SKILLS 33
Flight: Flight 18 (Space Travel 10), Teleport 25 • 86 points POWERS 231 DEFENSES 15
ADVANTAGES 11 TOTAL 490
ADVANTAGES
All-Out Attack, Assessment, Connected, Contacts, Eidetic COMPLICATIONS
Memory, Fearless, Inventor, Jack of All Trades, Power Strip-Miner: Terminus profits by stripping planets of all
Attack, Ultimate Effort (Powers), Well-Informed physical resources.
Gestalt: When one Stage 4 Terminoid meets and consumes
SKILLS another Stage 4 Terminoid, it transforms into a Stage 5
Expertise 10 (+30), (most scientific areas) Intimidation 23 Terminoid. A Stage 5 Terminus gains 35 ranks of Energy
(+38), Ranged Combat 13 (+10) (Lance), Technology 20 Absorption, +2 ranks to his INT, AWE, PRE, and the Energy
(+38) Lance’s Plasma Generation increases to 31
PERSONALITY
Thanos is most often motivated by his love for Death,
although he has been known to dabble in altruism for
purposes of self-discovery. In all cases, his motives must
be suspect due to his diabolical mind. Although most
often typified by a vile good-humor, Thanos’ wrath is
instantaneous and terrifying.
19 19 2 3 12 13 14 14
POWERS DEFENSE
Cosmic Energy Control: Array (49 points) DODGE 12 FORTITUDE 19
• Energy Blast: Ranged Damage 23 •46 points PARRY 12 TOUGHNESS 19
WILL 15
• Psionic Blast: Mental Blast 11 • 1 point
Immortal: Immunity 11 (Aging, Life Support), Impervious POWER POINTS
Toughness 16 • 27 points
ABILITIES 192 SKILLS 31
Teleportation: Teleportation 20 (4,000 miles), Dimensional POWERS 129 DEFENSES 17
3, Homing 12, Reversible • 55 points ADVANTAGES 34 TOTAL 373
ADVANTAGES COMPLICATIONS
Benefit 10 (Apostle of Death), Fearless, Inventor, Power Enemies: Thanos has made enemies across the entire
Attack, Takedown universe, and even heroes are likely to attack him on sight.
Enemy of my Enemy: Thanos has a remarkable ability, in
SKILLS times of crisis, to form short-term alliances with beings who
Close Combat: Unarmed 2 (+14), Deception 8 (+22), would otherwise attack him on sight.
Expertise: (most scientific areas) 10 (+23), Insight 10 (+24), Obsession: Thanos is obsessed with winning the heart of
Intimidation 14 (+28), Perception 4 (+18), Ranged Combat: Mistress Death – who appeared to Thanos as the most
beautiful woman in the universe, and Thanos’ entire
Energy Beams 8 (10), Technology 4 (+17), Vehicles 4 (+6)
existence ever since has all been about winning her heart.
OFFENSE Relationships: Besides his amorous preoccupation with
Death, Thanos does have contacts with Adam Warlock, the
INITIATIVE +2 Infinity Watch, Nova Corps, and Captain Mar-Vell
Energy Beams +10 Ranged, Damage 23 Reputation: Thanos’ reputation inspires fear across the
Unarmed +14 Close Damage 19 entire universe.
WRAITH-FORM PLX2/PL20
A: Str 25 Sta 25 Agi 14 Dex 14 Fgt 15 Int 15 Awe 15 Pre 15
COMPLICATIONS
HEART OF THE UNIVERSE PLX4/PL41 X-Level: Stats are the Heart of the Universe a playable
PL41. Its X-level is PLX4 - all Powers and Abilities are
STR STA AGI DEX FGT INT AWE PRE assumed to be 20 with a +20 bonus for each X-rank
- 56 - - - - - 25 (20x4=80) on all rolls.
The Heart of the Universe is the spark of Creation
POWERS ignited by the One Above All, and is the Wellspring of all
Wellspring of Creation: Variable Power 56 (All Powers), of Creation within the Marvel Multiverse. It is a non-
Immunity 30 (Fortitude effects), Impervious Toughness 56 • sentient power source of X rank (or the statted 56 for
478 points comparison with other high-level powers), and has
Omniscience: Communication 56, Comprehend 56, Mind demonstrated mastery over the Living Tribunal. It is
also from this wellspring that sprang the Infinity Being
Reading 56, Senses 56 (Awareness) • 504 points
that created the Marvel Multiverse,
ADVANTAGES Certain beings have attempted to harness the Heart of
the Universe. For many millennia, the members of the
All-Out Attack, Benefit 35 [Status (Ultimate Power), Power
Celestial Order jealously guarded access to the Heart of
Attack, Ultimate Effort (Powers)
the Universe for their own purposes, powering their
SKILLS technology and personal energies. Thanos of Titan
upped the ante when he merged with the Heart of the
Expertise (All fields) 56 (+56), Insight 56 (+56), Perception 56
Universe – absorbing it completely, becoming the master
(+56)
of the Marvel Multiverse.
OFFENSE Thanos ended up relinquishing this power, however, in
an effort to correct the damaging universal anomalies
INITIATIVE +7 created by numerous reality-altering events, ironically
Omnipotence Perception Range Damage 56 finding his most important role as a healer. (StrBY-1)
DEATH
The ultimate Femme Fatale, Mistress Death, appeared
to Thanos as the most beautiful woman in the universe,
and for Thanos, his entire existence ever since has all
been about winning her heart. Death, of course, played
hard to get, driving Thanos literally to rip the cosmos
apart, annihilating half the universe, as a tribute to her –
but Death always spurned his gifts, placing him through
ever-greater trials, always teasing, never, pleasing, not
even deigning to speak to him.
But it was through the lessons imposed upon him by his
dark mistress, that Thanos matured, and only when he
finally accepted the untamable chaos of her nature, truly
accepting her and loving her for who and what she truly
was, did she finally accept him as well. Upon Thanos’
death during the Annihilation Crisis, Mistress Death took
Thanos as her consort, perhaps granting the Mad Titan
his first taste of true happiness in his entire existence…
only to have it ripped away when he was resurrected by
Adam Warlock.
Thanos’ relationship with Mistress Death continues to SKREET
evolve, but she remains to this day, his only true love. Skreet is a ‘Chaos Mite’ – small, very powerful sprites,
(See primary entry for Death). created at the beginning of the universe by the Proemial
God, Diablari, the Bringer of Chaos, as sentinels. During
the War of the Proemial Gods, the Chaos Mites were
purged from the universe, but Skreet managed to hide
away, surviving for untold millennia, favoring the rougher
elements, learning untold bits of cosmic history first hand.
It was for this vast universal experience that Thanos
accepted Skreet as a sort of sidekick – a badass cosmic
Peter Pan and Tinkerbell. After the Kyln – a maximum-
security prison, powered by ‘The Crunch’ – the central
wheel of the universe – a facility capable of holding
Galactus-level beings – was breached by the Beyonder,
Thanos inadvertently released Skreet from an apparently
well-earned incarceration, whereupon she promptly
adopted Thanos as a partner – a position Thanos
tolerated, as he found himself impressed by her
combination of galactic knowledge as well as the power
she packed in such a small form – although she is only a
little over four inches tall and less than four ounces,
Skreet has engaged the Silver Surfer in battle for an
extended period and held her own, possessing the power
of space flight (apparently through energy generated by
her pixie-like wings), high levels of super strength and
durability, as well as high-intensity energy blasts. Skreet
quickly became a loyal, protective, sidekick, perched atop
Thanos’ shoulder, ever ready to leap to the attack or
defense.
Skreet remained steadfastly at Thanos’ side until he was
temporarily killed by Drax the Destroyer, after which she
partnered up with a new ‘keeper’ – the Earth-born,
runaway cosmic orphan, Cammi. (Str50)
SKREET PL14 316 POINTS
Abilities: Str 13 Sta 9 Agi 7 Dex 7 Fgt 10 Int 4 Awe 13 Pre 13
Powers: Energy Blast: Ranged Damage 17, Plasma Flight:
Flight 15 (64,000 MPH), Invulnerability: Impervious
Toughness 13; Immunity 11 (Aging, Life Support),
Shrinking: Shrinking 8 (Innate; Permanent, +4 defenses, +8
Stealth).), Normal Strength, Winged Flight: Flight 5, Wings
Advantages: Connected, Defensive Roll 3, Extraordinary
Effort, Fearless, Move-By Action, Power Attack, Takedown
Skills: Close Combat: Unarmed 2 (+12), Deception 8 (+15),
Expertise: (Ancient Universal History) 18 (+22), Insight 4
(+17), Intimidation 4 (+17), Perception 4 (+17), Ranged
Combat: Energy Beams 3 (+10), Technology 3 (+7)
Offense: Initiative +7, Energy Beams +10, Ranged, Damage
17, Unarmed +12 (Damage 13)
Defense: Dodge 14, Parry 14, Fortitude 13, Toughness
12/9*, Will 14 *Without Defensive roll bonus
Totals: Abilities 152 + Powers 115 + Advantages 10 + Skills
23 + Defenses 16 = 316
Complications: Been Around the Block: Skreet has been
around a LONG time – created by the Proemial God Diablari
at the universe’s infancy – and has a large reservoir of
universal knowledge, as well as contacts across the universe.
She has traveled in the company of Thanos of Titan as a kind
of a sidekick and has been aligned with the space-criminal,
Lunatik, as well as various other pirate/criminal operations in
the modern universe, although she has no particular
alignment with evil. In a nutshell, Skreet is a survivor first,
and has demonstrated a pronounced talent since literally the
beginning of time
Enemies: The Proemial Gods killed most of the Chaos Mites
except for Skreet herself. Lunatik has also made her list as
his betrayal resulted in her internment at the Kyln.
Offense: Initiative +2, Energy Beams +10, Ranged, Damage Offense: Initiative +2, Energy Beams +10, Ranged, Damage
20, Unarmed +14 (Close Damage 19) 20, Unarmed +14 (Close Damage 18)
Defense: Dodge 12, Parry 12, Fortitude 19, Toughness 20, Defense: Dodge 12, Parry 12, Fortitude 19, Toughness 19,
Will 15 Will 15
Totals: Abilities 192 + Powers 170 + Advantages 8 + Skills Totals: Abilities 192 + Powers 159 + Advantages 11 + Skills
31 + Defenses 17 = 417 31 + Defenses 17 = 399
THANOSI-OMEGA PLX2/PL20 448 POINTS THANOSI-WARRIOR PL17 400 POINTS
Abil: Str 32 Sta 32 Agi 2 Dex 3 Fgt 8 Int 12 Awe 12 Pre 12 Abil: Str 20 Sta 20 Agi 2 Dex 3 Fgt12 Int 10 Awe 10 Pre 14
Powers: Cosmic Energy Control: 60–point Array, AE: Powers: Flight: 30–point Array, AE: Flight 15 (64,000 MPH),
Force Field: Impervious Toughness 35; AE: Energy Blast: AE: Quickness 7, Stacks with Super-Speed; Speed 15 (64,0
Ranged Damage 30, AE: Psionic Blast: Mental Blast 20, MPH), AE: Movement 15 (Space Travel); Immortal:
Galactus-Clone: Growth 12, Immunity 30 (Fortitude), Immunity 11 (Aging, Life Support), Impervious Toughness 20;
Impervious Toughness 32, Space Flight: Flight 20 (Space Cosmic Energy Control: 46–point Array, AE: Energy Blast:
Travel 10), Teleport 30 Ranged Damage 20; AE: Teleportation: Teleport Attack 20
Equipment: Armor: Impervious Toughness 32, World (4,000 miles), Dimensional 3, Homing 12, Reversible
Ship: Equivalent to a Space Station: Elemental Converter: Advantages: Benefit 4 (Visage of Thanos), Fearless,
Energy Absorption 40 (Variable Power, Resistible by Will, Inventor, Power Attack, Takedown
Linked to Weaken 30, Energy Powers, and Stamina), Broad,
Precise, Simultaneous; Giant Space Ship: Growth 40, Skills: Close Combat: Unarmed 2 (+14), Deception 8 (+22),
Immunity 35 Protection 35, Impervious Toughness 25; Flight: Expertise: (most scientific areas) 10 (+20), Insight 10 (+20),
Flight 20 (Limited to Space Travel 10); Tractor Beam: Intimidation 14 (+28), Perception 4 (+14), Ranged Combat:
Telekinesis 30; Weapons: Ranged Damage 20 Energy Beams 8 (10), Technology 4 (+14), Vehicles 4 (+6)
Advantages: All-Out Attack, Benefit 12 (Visage of Galactus), Offense: Initiative +2, Energy Beams +10, Ranged, Damage
Equipment X, Fearless, Inventor, Jack of All Trades, Power 20, Unarmed +14 (Close Damage 20)
Attack, Ranged Attack 3, Takedown, Ultimate Effort (Powers)
Defense: Dodge 12, Parry 12, Fortitude 19, Tou 20, Will 15
Skills: Deception 8 (+20), Expertise: (most scientific areas)
10 (+22), Insight 10 (+22), Intimidation 14 (+26), Perception 5 Totals: Abilities 182 + Powers 162 + Advantages 8 + Skills
(+17), Ranged Combat: Energy Beams 5 (+10), Technology 31 + Defenses 17 = 400
4 (+16), Vehicles 4 (+6)
Offense: Initiative +2, Energy Beams +10, Ranged, Damage
30, Unarmed +8 (Close Damage 32) THANOSI-X PL15 400 POINTS
Defense: Dodge 12, Parry 12, Fortitude 19, Tou 19, Will 15 Abil: Str 17 Sta 17 Agi 2 Dex 3 Fgt 10 Int 13 Awe 15 Pre 15
Totals: Abilities 178 + Powers 227 + Advantages 22 + Skills Powers: Immortal: Immunity 11 (Aging, Life Support),
30 + Defenses 21 = 448 Impervious Toughness 16; Cosmic Energy Control: 46–
point Array, AE: Energy Blast: Ranged Damage 20; AE:
Complications: Imperfect Clone: The Omega was mute and
demonstrated sluggish reflexes and reaction time. And while
Teleportation: Teleport Attack 20 (4,000 miles), Dimensional
suffering Galactus' Hunger, the Omega could not absorb 3, Homing 12, Reversible; Telepathy: 30–point Array, AE:
planetary energies directly without the aid of its Space Ship. Alter Thoughts: Perception Ranged Affliction 15 (Resisted
by Will; Dazed, Stunned, Transformed), Progressive,
Continuous, AE: Mental Blast 15, AE: Telepathic
Communication: Area Mental Communication 4, Selective,
AE: Mental Invisibility: Concealment 10, Resistible by Will,
AE: Mental Probe: Mind Reading 15, Cumulative, Subtle,
AE: Mind Control: Mind Control 15, Psionic Detection:
Senses 15 (Mental Awareness, Acute, Analytical, Extended,
Radius), Psi-Screen: Immunity 10 (Mental Effects),
Sustained, Telekinesis: Move Object 2, Close
Advantages: Benefit 4 (Visage of Thanos), Fearless,
Inventor, Power Attack, Takedown
Skills: Close Combat: Unarmed 2 (+12), Deception 8 (+23),
Expertise: (most scientific areas) 10 (+23), Insight 10 (+25),
Intimidation 12 (+27), Perception 4 (+19), Ranged Combat:
Energy Beams 8 (10), Technology 4 (+17), Vehicles 4 (+6)
Offense: Initiative +2, Energy Beams +10, Ranged, Damage
20, Unarmed +12 (Close Damage 17)
Defense: Dodge 10, Parry 10, Fortitude 17, Tou 17, Will 15
Totals: Abilities 184 + Powers 161 + Advantages 8 + Skills
30 + Defenses 17 = 400
The Thing From Another World was first encountered
in 1982 by a Norwegian Antarctic research team, who REAL NAME: INAPPLICABLE
discovered a flying saucer that had been buried in the ice OCCUPATION: INAPPLICABLE
for a hundred thousand years. Unfortunately, the pilot BASE: MOBILE AFFILIATION: NONE
organism – a creature that cellularly infected and then
devoured other lifeforms, and then imitated them,
HEIGHT: VARIABLE WEIGHT: VARIABLE
absorbing all of their abilities and memories – infiltrated EYES: VARIABLE HAIR: VARIABLE
the team, infecting and killing almost all of them, before
nearly being destroyed itself when the surviving POWERS AND ABILITIES
Norwegians burned their own camp.
Escaping in the form of a dog, the Thing trekked out The Thing takes over its victim at a cellular level,
across the Antarctic ice towards an American theoretically being able to take over an organism by
encampment, stationed in the same region. Pursued in a infecting it with a single cell. It has been documented
helicopter by the two surviving Norwegians, who were that individual cells – such as a blood sample – will act
attempting to shoot it from the air, the creature independently if separated from the main body. The
nevertheless made it to the American camp. Thing can also draw upon features of any creature it has
The pursing helicopter crashed, killing the pilot, and the absorbed in the past – potentially limitless life-forms on
survivor was promptly shot by the Americans after he innumerable planets. The mass the Thing can assume
waded into their camp, shooting recklessly after the depends upon the mass of the victims it has consumed,
Thing-dog. and the creature has manifested into individual forms
Baffled at the Norwegians’ seeming madness, the larger than a farmhouse. The Thing also gains the
Americans investigated the burnt ruins of their camp, victim’s memories and knowledge when it assumes its
discovering charred remains of one of the burnt pieces of form, suggesting a wide breadth of universal knowledge,
the Thing. Taking it back with them, one of their besides allowing it to function more effectively as a
researchers analyzed the remains and realized the scope chameleon.
of the danger the Thing presented – by his calculations, .
the entire world population would be infected within
weeks were the Thing gain access to a populated area –
and so he began systematically destroying the camp,
crippling its vehicles, smashing their radios, suicidally
cutting off the frozen encampment’s access to the outside
world.
Unfortunately, the Thing – in the form of the dog – had
already infected several members of the team, and the
charred remains also proved to not be quite dead yet,
and the Americans were forced to burn their own camp to
the ground. With no shelter, the two survivors sat down
to wait and freeze to death in the ice – each wondering if
the other was really human. (Str30)
PERSONALITY
The Thing’s personality mimics whatever organism it is
imitating. It seems to have a communal mind, able to
break itself into separate creatures, and then rejoin
together again into one. A single cell will act
independently, of the whole, however – for example to
save its own life by jumping away from a hot needle – a
trait which has occasionally given away its cover. And
although it seems to be sentient, and capable of
apparently high-levels of technology – possibly an
absorbed trait – it is a pure predatory organism, that will
take over, devour, and destroy any population it
encounters.
THING FROM ANOTHER WORLD PL11
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
8 8 7 7 8 1 2 3
POWERS OFFENSE
Claws: Strength-based Damage 3, Varies based on INITIATIVE +7
Shapeshifting • 3 points Claws +10 Close Damage 11 (Varies)
Movement: Wallcrawling 2 • 4 points Tendrils +10 Close (Reach 2), Damage 10 (Varies)
Shapeshifting: Variable (Limited to imitating creatures it has
consumed) 10, Impervious Protection 2, Move Action • 72 DEFENSE
points DODGE 10 FORTITUDE 12
Tendrils: Strength-based Damage 2, Improved Grab, PARRY 10 TOUGHNESS 10
Improved Trip, Reach 2, Varies based on Shapeshifting • 6 WILL 10
points
POWER POINTS
ADVANTAGES
ABILITIES 90 SKILLS 33
Close Attack 2, Hide in Plain Sight (Dependent upon POWERS 85 DEFENSES 17
Shapeshifting), Precise Attack (Close, Cover) ADVANTAGES 4 TOTAL 229
SKILLS COMPLICATIONS
Acrobatics 5 (+12), Athletics 6 (+14), Expertise (Survival) 14 Relationship: The Thing has no known relations with any
(+15), Perception 9 (+10), Stealth 10 (+17) Deception 10 other species. In fact, it is unclear whether or not they view
(+14), Insight 6 (+9), Persuasion 6 (+8) themselves as separate beings
Thor is the son of Odin, lord of the Asgardian gods. Odin
raised him alongside his foster son Loki, although Thor’s REAL NAME: THOR ODINSON
power and popularity soon caused Loki to resent and OCCUPATION: GOD OF THUNDER
eventually hate him. Thor trained himself to become a BASE: ASGARD AFFILIATION: AVENGERS
mighty warrior and hero, soon outstripping the other
Asgardians in his strength and battle prowess.
HEIGHT: 6’ 6” WEIGHT: 640 LBS
Unfortunately, these feats of prowess were matched only EYES: BLUE HAIR: BLOND
by Thor’s headstrong ways and lack of humility,
culminating when he nearly started a war with the The Hammer Mjolnir gives him the ability to summon and
Asgardians’ long-time enemies, the Frost Giants. control storms (although he does seem to have some
For this hubris, Odin stripped Thor of his powers and inherit ability to control weather), open dimensional
memories and set him on Midgard (the Norse gods’ term apertures, and to fly. Thor is also heir to the Odin Force,
for Earth), as a mortal, the humble and lame of leg, Dr. which he may channel through Mjolnir.
Donald Blake. For many years, Thor believed he truly NOTE: Only the ‘worthy’, may lift Mjolnir against PLX2
was a mortal who could become Thor with the aid of the resistance. ‘Worthy’ is determined by the standards of
magical hammer, Mjolnir. Odin, and up to the GM, but should reflect ‘Thor’-type
Eventually, after adapting several other identities, Thor qualities of nobility and warrior’s mettle.
learned the truth, and he gave up his mortal identity,
although he still adapts mortal guises, such as
paramedic, Jake Olson, on order to remember his hard-
learned lessons of humility.
Though Thor is truly the God of Thunder, he has learned
to respect mortals and no longer sees them as inferior.
In fact, he often looks to his friend and fellow Avenger,
Captain America, for leadership and inspiration and he
looks upon Midgard as nearly as much a home as Asgard
itself. (Str95/150)
PERSONALITY
As the God of Thunder, Thor is as noble and majestic as
his name implies. Although he has a tendency to be
brash and headstrong, Thor believes the strong must
protect the weak, honorably and faithfully. To this end,
he guards the Earth from menaces of terrestrial and
supernatural origin. When speaking, Thor uses pseudo-
Shakespearean language, as befits his regal stature. His
friends call him ‘Goldilocks’ when he’s not mad.
18 16 3 3 12 1 1 3
POWERS OFFENSE
Immortality: Immunity 11 (Aging, Life Support), Impervious INITIATIVE +3
Toughness 10 • 21 points Lightning +12 Ranged Damage 16
Mighty Thor!: Enhanced Strength 4, Limited to Lifting (Lifting Mjolnir +12 Close Damage 20 Crit. 18-20
Str22; 100,000 tons) • 4 points Mjolnir +12 Ranged Damage 20 Crit. 18-20
Unarmed +12 Close Damage 18
Mjolnir: Array (32 points), Easily Removable (-16 points),
Feature 1 (Automatic Return after 1 round), Indestructible DEFENSE
• Flight: Flight 12 (8,000 MPH) • 1 point
DODGE 12 FORTITUDE 16
• God of Thunder: Environment 16 (Lighting, Rain, Thunder, PARRY 12 TOUGHNESS 16
Wind), Ranged Damage 16 • 32 points WILL 8
• Hammer of Thor: Strength-based Damage 2, Strength-
based Ranged Damage 2, Improved Critical 2 • 3 points POWER POINTS
• Spinning Shield: Impervious Toughness 16, Limited to ABILITIES 114 SKILLS 19
while spinning hammer • 1 point POWERS 49 DEFENSES 16
• Traverse Dimensions: Movement 3 (Dimension Travel), ADVANTAGES 19 TOTAL 217
Increased Mass 5 • 1 point
COMPLICATIONS
ADVANTAGES Enemy: Loki, Fafnir Midgard Serpent, Surtur, the
Benefit 5 (Prince of Asgard), Die Hard, Extraordinary Effort, Enchantress.
Fearless, Great Endurance, Improved Critical 2 (Mjolnir), Power Loss: Striking Mjolnir against a hard surface,
Power Attack, Ranged Attack 7, Seize Initiative, Takedown transforms Thor back and forth into his mortal form of Dr.
Don Blake. While he is in this mortal form, Mjolnir looks like
SKILLS a simple wooden cane. In times past, Thor would also revert
Athletics 2 (+20), Expertise: Asgardian Lore 8 (+9), to his mortal identity if separated from the Hammer for one
Expertise: Magic 6 (+7), Intimidation 12 (+15), Perception 6 minute.
(+7), Ranged Combat: Mjolnir 2 (+12), Ranged Combat: Responsibility: Thor takes personal responsibility for the
Lightning 2 (+12) protection of by Asgard and Midgard (Earth)
ADVANTAGES
Benefit 12 (Skyfather) Die Hard, Extraordinary Effort, Fearless,
Great Endurance, Improved Critical 2 (Mjolnir), Power Attack,
Ranged Attack 9, Seize Initiative, Takedown
SKILLS
Athletics 2 (+19), Expertise: Asgardian Lore 8 (+9), Expertise:
Magic 6 (+7), Intimidation 12 (+16), Perception 6 (+8)
OFFENSE
KING THOR
King Thor: Thor is destined to one day claim the throne
INITIATIVE +3 of Asgard, inheriting the Odin Force, becoming a
Mjolnir +12 Close Damage 20/27*/30** (Crit. 18-20) Skyfather – a godly king. There are a number of
Mjolnir +12 Ranged Damage 20/27*/30** (Crit. 18-20) alternate futures and realities where the Odinson has
Odin Force +12 Ranged Damage 25
Unarmed +12 Close Damage 18/25*/28** become King Thor – to greater or lesser success. In
*W/Odin Force **W/Arm of the Destroyer most cases, Odin has passed on certain strictures and
conditions to guarantee his son use the divine power
DEFENSE wisely – usually requiring that it be channeled through
DODGE 12 FORTITUDE Immune Mjolnir, and thus restricted to Odin's standards of
PARRY 12 TOUGHNESS 16*/25 worthiness. King Thor has also wielded other items of
WILL 20 *Without Odin Force power from Odin's war-chest, including the Odin Sword,
and portions of the Destroyer Armor – which he wore in
POWER POINTS one alternate future to replace his severed left arm.
ABILITIES 114 SKILLS 17
Thor has wielded the Odin Force in the mainstream
POWERS 505 DEFENSES 11
ADVANTAGES 30 TOTAL 893 reality on a number of occasions – notably when he
resurrected Asgard and Odin himself after a Ragnarok
COMPLICATIONS incident, although Odin has always reclaimed his throne
Asgard Unfettered: Thor wields the Odin Force through Mjolnir. and his power, and currently seems in no particular hurry
Without it, he reverts to his normal stats. to abdicate in favor of his head-strong son.
THOR: ERIC MASTERSON PL16
STR STA AGI DEX FGT INT AWE PRE
18 16 3 3 10 2 2 1
POWERS
Immortality: Immunity 11 (Aging, Life Support), Impervious
Toughness 10 - 21 points
Mighty Thor!: Enhanced Strength 4, Limited to Lifting (Lifting
Str22; 100,000 tons) • 4 points
Mjolnir: Array (32 points), Easily Removable (-16 points),
Feature 1 (Automatic Return after 1 round), Indestructible
• Flight: Flight 12 (8,000 MPH) • 1 point
• God of Thunder: Environment 16 (Lighting, Rain,
Thunder, Wind), Ranged Damage 16 • 32 points
• Hammer of Thor: Strength-based Damage 2, Strength-
based Ranged Damage 2, Improved Critical 2 • 3 points
• Spinning Shield: Impervious Toughness 16, Limited to
while spinning hammer • 1 point
• Traverse Dimensions: Movement 3 (Dimension Travel),
Increased Mass 5 • 1 point
ADVANTAGES
Die Hard, Extraordinary Effort, Fearless, Great Endurance,
Improved Critical 2 (Mjolnir), Power Attack, Ranged Attack 7,
Seize Initiative, Takedown THOR: ERIC MASTERSON
Eric Masterson was an architect, first granted the power
SKILLS of Thor to save his life after being mortally wounded by
Athletics 2 (+19), Expertise: Architecture 2 (+4), Intimidation the villain, Mongoose, and took the role full-time after the
12 (+13), Perception 6 (+8), Ranged Combat: Mjolnir 2 (+12),
real Thor's latest banishment. Masterson served as Thor
Ranged Combat: Lightning 2 (+12)
in some of the Avengers most epic battles, including the
OFFENSE Kree/Shi'ar War, and the Infinity Gauntlet/Infinity War
INITIATIVE +3
crisis. When Thor eventually reclaimed his power,
Lightning +12 Ranged Damage 16 Masterson was given a hammer of his own, and operated
Mjolnir +12 Close Damage 20 Crit. 18-20 for a time under the name Thunderstrike until his death
Mjolnir +12 Ranged Damage 20 Crit. 18-20 battling the curse of the Bloodaxe, (Str95)
Unarmed +12 Close Damage 18
ADVANTAGES
Die Hard, Extraordinary Effort, Fearless, Great Endurance,
Improved Critical 2 (Mjolnir), Power Attack, Ranged Attack 7,
Seize Initiative, Takedown
OFFENSE COMPLICATIONS
INITIATIVE +3 Odin Force: Although Asgard has been destroyed, alternate
Cosmic Blast +12 Ranged Damage 18 future versions of Thor have still been able to wield the Odin
Mjolnir +12 Close Damage 20 Crit. 18-20 Force through Mjolnir: Variable Power 25.
Mjolnir +12 Ranged Damage 20 Crit. 18-20 Worthy of Mjolnir: Initially, Thor operated as Herald to
Unarmed +12 Close Damage 18 Galactus without his hammer, but upon recovering it, he
Weather Manipulation Area, Ranged Damage 16+ found he was still worthy.
Thundra is a warrior woman and
time traveler from the 23rd century. In
the future society she hails from, Planet
Earth is now known as Femizonia, ruled by Amazon-like
female overlords (Femizons) who have conquered and
enslaved the male population. The former United States
is now the 'United Sisterhood Republic',
and Thundra is from the megalopolis of
'Milago', located in the United
Sisterhood's 'Midwestern Republic'.
Physically enhanced by genetic
childhood in engineering and
trained from combat, the
martial arts, and military
strategy, Thundra is the
Sisterhood's most formidable
warrior.
Thundra was sent to the 20th
Century to challenge the
Thing in one-on-one combat, believing him
To be the strongest male of all time, to prove once and
for all that women were superior, and finally end a
stagnant war between Femizonia and the warlike, male
dominated planet of Machus.
Thundra was briefly recruited into the group of
supervillains known as the Frightful Four. She had her
own agenda and had no real interest in the group,
ultimately switching sides and helping the Fantastic Four
defeat them.
She has battled alongside (and sometimes against) the PERSONALITY
Fantastic Four and the Avengers. At one point, she Thundra is confident, boastful, and even a little vain. She
became a professional wrestler training with 'The will readily challenge any being – particularly if they are
Grapplers', a group of superpowered female wrestlers. It male – who believes they are stronger than she is.
was revealed that the Grapplers were actually agents Hailing from a culture of women who have enslaved the
working for the Roxxon Oil, a multinational company male of the species, Thundra is simultaneously a strongly
covertly involved in developing advanced technology and feminist character yet at the same time a living illustration
weaponry. The Grapplers tricked Thundra into helping of the evils of feminism run wild.
them sabotage Project Pegasus, a prison/research facility Over the years, however, her antagonistic stance towards
built for housing supervillains, and she again came to men has softened somewhat, and she has become more
blows with the Thing. She was briefly allied with the nuanced, as shown by her continued association with
duplicate Hyperion while still in service to Roxxon, and predominantly male superhero groups such as the
later became the consort of the extra-dimensional warlord Fantastic Four, and in particular, she has a soft spot for
Arkon. the Thing. As she is a product of a savage, barbaric
However, Thundra has a special place in her heart for the society, Thundra is quite ready and willing to kill
Thing and the two have been involved in many opponents.
adventures. More recently, Thundra took cell scrapings
from the Hulk which were used by scientists in the future
to impregnate her and she later birth to a green skinned REAL NAME: THUNDRA
daughter, Lyra. Thundra has also partnered with the She- OCCUPATION: WARRIOR
Hulk’s loose-knit group of female super-heroes, the Lady
Liberators, and has some undisclosed arrangement with
BASE: MOBILE AFFILIATION: UNITED SISTERHOOD
General Thunderbolt Ross (possibly more metahuman HEIGHT: 7’ 2” WEIGHT: 350 LBS
procreation) in his identity as the Red Hulk. (Str48) EYES: GREEN HAIR: RED
THUNDRA PL13
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
13 9 6 4 10 0 1 0
POWERS OFFENSE
Chain: Affliction 13 (Resisted by Dodge; Hindered and INITIATIVE +8
Vulnerable, Defenseless and Immobile) • 6 points Chain +12 Ranged, Affliction 13, Resisted by Dodge
Shockwave: Burst Area Damage 10, Limited: Both Thundra Unarmed +12 Close Damage 13
and her targets must be in contact with the ground • 10
DEFENSE
points
DODGE 12 FORTITUDE 13
• Groundstrike: Burst Area Affliction 10, (Resisted by
PARRY 12 TOUGHNESS 9
Fortitude; Dazed, Stunned), Instant Recovery, Limited WILL 5
Degree • 1 point
POWER POINTS
Super-Stamina: Immunity 12 (Cold and Heat Damage,
ABILITIES 86 SKILLS 15
Fatigue, Pressure), Impervious Toughness 1 • 13 points
POWERS 30 DEFENSES 20
ADVANTAGES ADVANTAGES 9 TOTAL 160
SKILLS
None
OFFENSE
INITIATIVE +0
Unarmed -1 Close Damage -2
DEFENSE
DODGE 3 FORTITUDE 0
PARRY 3 TOUGHNESS -1
WILL 0
POWER POINTS
ABILITIES -1 SKILLS 0
POWERS 0 DEFENSES 8
ADVANTAGES 1 TOTAL 8
COMPLICATIONS
ELOI Enemy: Morlocks.
The Eloi are small, waif-like creatures, no more than four Relationships: Weena is a typical Eloi in all respects until
feet tall, who speak a ‘beautiful, musical’ language, and she is saved by the Time Traveler – an act of kindness that
spend their days lounging in the sun, dancing and reignites feeling of gratitude and concern within her –
playing, with plentiful fruits seemingly growing right off the perhaps something that potentially still exists in all Eloi.
vine. But their carefree existence is the placid façade of Traumatic Fear: All Eloi are terrified of the dark, as that’s
livestock. They show little concern for their own, content when the Morlocks are about.
to watch a young, Eloi woman drown, when saving her
was in easy reach. The Eloi are simple and childlike.
They also live in deathly fear of the dark, clustering
together at nights in large protective group shelters.
Weena: The Time Traveler makes one lone friend in his
future travels – the young Eloi woman who he saves from
drowning – an act that awakens dormant emotions of
gratitude in young ‘Weena’ and the little Eloi begins to
follow the Time Traveler as he explores the future world.
Weena, alone among the Eloi, shows genuine concern
for a man who had protected her, and she quickly
develops loyalty enough to stay by his side, even as he
ventures out into the darkened haunts of the Eloi’s
greatest fear – the Morlocks. But in the end, the Time
Traveler cannot protect her, and Weena is tragically
taken by the Morlocks, and then lost in a forest fire. As
the Time Traveler flees the future, he holds in his pocket
a handful of flowers given him by Weena – a comfort for
him now, suggesting that despite the horrors of this future
world, kindness and love would continue to exist in the
hearts of human kind. (Str3)
MORLOCKS PL3
STR STA AGI DEX FGT INT AWE PRE
-1 0 1 1 0 0 0 0
POWERS
Claws: Strength-based Damage 1 • 1 point
Movement: Wallcrawling 1 • 2 points
Subterranean Senses: Low-Light Vision 4 • 4 points
ADVANTAGES
Close Attack 2, Hide in Plain Sight (Limited to underground or
darkness), Precise Attack (Close, Cover), Tracking
SKILLS
Acrobatics 5 (+6), Athletics 3 (+2), Expertise (Mechanics) 8
(+8), Perception 10 (+10), Stealth 10 (+11)
OFFENSE
INITIATIVE +1
Club +2 Close Damage 1
Teeth +2 Close Damage 0
DEFENSE
DODGE 3 FORTITUDE 0
PARRY 3 TOUGHNESS 0
WILL 2
POWER POINTS
ABILITIES 2 SKILLS 16
POWERS 7 DEFENSES 7
MORLOCKS
ADVANTAGES 5 TOTAL 39
ADVANTAGES
Eidetic Memory, Equipment 2, Fearless, Inventor, Skill
Mastery (Science), Skill Mastery (Invention), Well-Informed
SKILLS
Expertise (Science) 12 (+16), Insight 8 (+10), Perception 10
(+12), Persuasion 5 (+7), Stealth 2 (+3), Technology 8 (+12)
OFFENSE
INITIATIVE +1
Unarmed +2 Close Damage 1
DEFENSE
DODGE 6 FORTITUDE 2
PARRY 6 TOUGHNESS 2
WILL 8
POWER POINTS
ABILITIES 34 SKILLS 22
POWERS 0 DEFENSES 15
ADVANTAGES 8 TOTAL 79
Mary MacPherran was living in the suburb of Denver,
Colorado that the Beyonder grabbed for his battleworld
during the Secret Wars. Doctor Doom offered her
powers if she would do his dirty work. She agreed, and
once she gained super strength and resistance, she
never looked back.
She trashed the She-Hulk the very
first time they met, but her self-
confidence was shattered when she
was subsequently soundly defeated by
Spider-Man – a beating that prompted a
Long-term irrational fear of the Amazing
Arachnid, that persisted for years,
despite her far-superior strength. This
phobia finally ended when Spider-Man
posed a threat to the Absorbing Man and
Titania, unthinking, ran to his aid.
Titania and the Absorbing Man were a long-
running, independent criminal couple, but
they also worked with the fourth Masters of
Evil team, in their efforts to destroy the Avengers
Mansion.
Although thuggish, Titania will occasionally work for the
greater good – particularly if her self-interest is at stake.
During the Onslaught Crisis, shortly before Thor’s
departure into Franklin Richards’ new alternate
universe, both she and the Absorbing Man swore to
him they would go straight. Although it was a
heartfelt statement at the time, the two quickly
backslid, without Thor himself around to ‘chaperone’
them.
Titania and the Absorbing Man eventually married,
although this does not affect their careers – criminal or
otherwise. Titania remains one of the more powerful
active villains, and may well be the strongest woman on
Earth. (Str90) as well as a high-degree of resistance to physical injury,
including resistance to military munitions, and is immune
PERSONALITY to most normal toxins, diseases, and extremes of
temperature.
Titania is not particularly deep and not very subtle, either. Titania has also developed into a fair hand-to-hand
Before gaining her powers, she was a small, weak combatant, although she is definitely a ‘brick’, with a
woman, and now that she is large and strong, she is fighting style heavily dependent on her strength, and she
determined to show everyone – particularly men – just will lose to an opponent that can simply overpower her.
how powerful she really is. She holds a particular grudge She can also be defeated by clever tactics, such as
against the She-Hulk. demonstrated by Spider-Man, that frustrate and confuse
Titania is loyal to her friend, Marsha Rosenburg her.
(Volcana), and she is very devoted to her hubby,
‘Crusher’ Creel (Absorbing Man) – she will viciously
pound anyone who hurts him.
REAL NAME: MARY MACPHERRAN
OCCUPATION: PROFESSIONAL CRIMINAL
POWERS AND ABILITIES BASE: MOBILE AFFILIATION: ABSORBING MAN
HEIGHT: 6’ 6” WEIGHT: 545 LBS
Titania has superhuman strength comparable if not
superior to the She-Hulk at her normal adrenaline-levels,
EYES: BLUE HAIR: REDDISH BLOND
TITANIA PL13
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
17 13 1 1 7 0 1 1
POWERS OFFENSE
Shockwave: Burst Area Damage 11, Limited: Both Titania INITIATIVE +2
and her target must be in contact with the ground • 11 points
• Groundstrike: Burst Area Affliction 10, (Resisted by Throw + 9 Ranged, Damage 17
Fortitude; Dazed, Stunned), Instant Recovery, Limited Unarmed +9 Close Damage 17
Degree, Limited: Both Titania and her target must be in
contact with the ground • 1 point
Super-Stamina: Immunity 12 (Cold and Heat Damage,
DEFENSE
Fatigue, Pressure), Impervious Toughness 11, Protection 1 • DODGE 8 FORTITUDE 13
20 points
PARRY 8 TOUGHNESS 14
ADVANTAGES WILL 5
All-out Attack, Attractive, Improved Hold, Power Attack
POWER POINTS
SKILLS ABILITIES 82 SKILLS 11
Close Combat: Unarmed 2 (+9), Intimidation 6 (+7),
POWERS 32 DEFENSES 11
Perception 4 (+3), Persuasion 4 (+5), Ranged Combat:
Throwing 8 (+9) ADVANTAGES 5 TOTAL 143
COMPLICATIONS
Arachnophobia: After suffering a humiliating loss to Spider-Man early in her career, Titania had an irrational fear of him for
many years afterwards, despite the fact that she far outmuscles the Amazing Arachnid.
Enemies: She-Hulk, Spider-Man
Obsession: Titania is obsessed with proving her strength, particularly against men.
Relationships: Titania is married to the Absorbing Man, and is good friends with Volcana. She seems to genuinely care about
them both.
PERSONALITY
Tor is unusual for a cavemen, displaying the first stirrings
of modern compassion as well as being more intelligent
than his peers. Having said that, he is a brutal savage, a
product of a world when combat was usually to the death,
and Tor has no compunction about dealing a killing blow
to either a human or an animal. Despite that, Tor can
actually be quite good-natured, even with a wry sense of
humor, and after his exile from his tribe, he made habit
out of helping other cave-folk from other tribes (often fur-
bikini-laden cave-women) in varying dangerous creating fishing nets, rods, traps and nooses. Not the
circumstances, anything from killing a rogue dinosaur, or least of his abilities are his intelligence and the strength
knocking off a cruel leader. of his personality. He is fair-minded and a natural leader,
tending to help those in need – particularly those who
POWERS AND ABILITIES deserve it.
5 5 5 5 10 2 3 2
POWERS OFFENSE
Caveman: Enhanced Skills 6 (Acrobatics 2, Survival 2, INITIATIVE +9
Stealth 2, Limited to Jungle environments), Enhanced Skill 6 Bow +10 Ranged, Damage 3, Crit. 19-20
(Persuasion, Limited to Animals), Movement 4 (Safe Fall, Knife +13 Close, Damage 7, Crit. 19-20
Sure-Footed 2, Swinging) • 20 points Spear +11 Ranged, Damage 8, Crit. 19-20
Unarmed +13 Close Damage 5
EQUIPMENT
Bow: Ranged Damage 5 • 5 points DEFENSE
Knife: Strength-based Damage 2 • 2 points DODGE 12 FORTITUDE 8
Spear: Strength-based Damage 3 • 3 points PARRY 12 TOUGHNESS 7/4*
WILL 8 *Without Defensive roll bonus
ADVANTAGES
Agile Feint, All-out Attack, Animal Empathy, Close Attack 3,
POWER POINTS
Defensive Roll 3, Diehard, Equipment 2, Improved Critical ABILITIES 74 SKILLS 52
(Knife), Improved Initiative, Instant Up, Power Attack, POWERS 0 DEFENSES 20
ADVANTAGES 23 TOTAL 169
Uncanny Dodge
SKILLS COMPLICATIONS
Exile: Because he killed a ranking member of his tribe, Tor
Acrobatics 3 (+8), Athletics 12 (+17), Close Combat has been exiled from his people
(Unarmed) 3 (+113), Expertise (Jungle) 13 (+15), Expertise Pet: ‘Chee Chee’ – a squirrel-monkey-type critter. Chee
(Survival) 13 (+15), Insight 4 (+7), Intimidate 10 (+14), Chee is quite danger-prone, usually in constant need of
Investigate 4 (+6), Perception 6 (+9), Persuasion 4 (+6), rescue.
Ranged Attack (Thrown Weapons) 6 (+11), Stealth 8 (+13) Temper: Tor is a caveman and acts like it
Thousands of years ago in another dimension, the last
inhabitants of a dying world called upon the dark forces
they worshiped to bring them a savior. Instead, the child
born to one of their own lashed out at birth to kill
everyone nearby. Yet, the child Trigon survived,
destroyed a planet before he was six and conquered
millions of worlds before the age of thirty. Along the way,
he fathered a child upon a woman named Arella, who fled
to a temple between dimensions called Azarath and gave
birth to a daughter named Raven.
Just as Trigon was running out of worlds to add to his
empire, he saw through the dimensional veil to discover
the planet Earth and an entire new universe of worlds to
conquer. As he planned a new campaign of conquest, his
daughter Raven journeyed to Earth and assembled a
young group of heroes—the Teen Titans. With the help of
the Titans and the sacrifice of her mother Arella, Raven
prevented Trigon from conquering Earth and fulfilled the
destiny planned for her by the goddess Azar, whose
peaceful followers in Azarath had long sought to destroy
Trigon’s evil.
When Trigon retreated to his home realm, weakened for
the first time in centuries by his defeat, the many worlds
he had conquered turned against him. Though Trigon
defeated and destroyed all his foes, the battle left him
further drained. When he once again turned his eyes to
Earth, he decided he needed the assistance of his
children—six sons, fathered like Raven upon cult
members. Though Trigon’s sons answered his call, at the
critical moment when he prepared to cross over to Earth
they seized his power for his own. When Trigon’s sons
attacked the Titans, Raven in turn appeared to join them
but betrayed them as they had their father, gathering her
father’s power and then expelling it.
Weakened like never before but proud of his offspring’s
will and treachery, Trigon waits in his barren realm,
waiting to recover his strength and planning his eventual
conquest of Earth. (Str500)
PERSONALITY
Trigon is evil personified. The only true emotion he feels
is hate, but he receives satisfaction that is close to
pleasure when causing pain, and will sometimes torture
his opponents rather than kill them outright in hopes of
corrupting their spirits and adding them to his forces after
breaking their will. From both those who serve him and
those who oppose him, Trigon demands both obedience
and subservience: anything less is a request to be REAL NAME: TRIGON
obliterated. Worlds conquered are allowed to survive, but OCCUPATION: INTERDIMENSIONAL CONQUEROR
only in utter and abject fealty to a god who demands BASE: INTERDIMENSINAL HELL AFFILIATION: NONE
regular sacrifices to prove loyalty. On worlds where
Trigon’s authority is challenged, the rebellion is destroyed
HEIGHT: VARIES WEIGHT: VARIES
along with the entirety of the planet. EYES: RED HAIR: WHITE
TRIGON PLX2/PL21
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
25 25 6 6 10 1 1 2
POWERS DEFENSE
Demon Body: Immunity 30 (Fortitude), Protection 5 • 35 DODGE 12 FORTITUDE Immune
points PARRY 12 TOUGHNESS 30
Dimensional Travel: Movement 3, Teleport 40, Dimensional WILL 19
3, (Dimension Travel), Increased Mass 5 • 94 points
Magic: Energy Control 30 (Variable Power, Any Powers with POWER POINTS
the Magical Descriptor), Transform 30 • 380 points
ABILITIES 228 SKILLS 36
Mind Control: Perception Range Affliction 40 (Resisted by
POWERS 625 DEFENSES 8
Will; Dazed, Compelled, Controlled), Subtle, Mental Blast 19 •
ADVANTAGES 8 TOTAL 879
116 points
ADVANTAGES COMPLICATIONS
All-Out Attack, Benefit (Conqueror), Connected, Die Hard, Unending Conquest: No matter how many different worlds
Great Endurance, Power Attack, Well-Informed he conquers, Trigon is never able to satisfy his lust for
conquest.
SKILLS Deadly Progeny: Trigon’s children—his daughter Raven and
Close Combat (Unarmed) 2 (+12), Deception 16 (+22), six sons—are powerful in their own right and the greatest
Expertise: Azarath 15 (+21), Insight 5 (+22), Intimidation 17 obstacles to his continued campaign of conquest, seeking
(+35), Perception 10 (+27), Persuasion 15 (+25), Ranged
either to rally forces to stand in his way (as Raven did when
Combat: Sorcery (Flame/ Energy Blast) 4 (+10)
she gathered the Teen Titans) or seeking to steal their
OFFENSE father’s power for their own, as did his sons.
Gigantic Demon: Trigon often appears as a giant (Growth 20
INITIATIVE +7
Energy Blast +10 Ranged Damage, 30 or higher), but this is a magical manifestation and does not
Unarmed +12 Close Damage 25 affect his other abilities.
OFFENSE
INITIATIVE +2
Empathy Powers +8 Ranged, Effect varies 12
Personal Dreamscape +8 Ranged, Illusion 10
Unarmed +8 Close Damage 0
DEFENSE
DODGE 8/15** FORTITUDE 8
PARRY 7/15** TOUGHNESS 5/1*
WILL 12 *Without Defensive Roll.
**With Ravensoul Shield
POWER POINTS
ABILITIES 36 SKILLS 33
POWERS 105 DEFENSES 25
ADVANTAGES 12 TOTAL 211
COMPLICATIONS
Power Loss: Raven’s Soul Self can be damaged or even
captured by an opponent using the right magic or amount of
power. In this case, she cannot use Soul Self Incarnate or the
powers in the Soul Self array. She languishes and may die if
forcibly separated from her Soul Self for too long.
Power Nexus: Because of her heritage and mystic
knowledge, Raven is the target of many supernatural forces
that wish to use her for their own dark purposes.
Powerful Empath: Raven’s self-control sometimes slips and
she becomes overwhelmed by ambient emotions, suffers
pain from very strong feelings around her, or she unwittingly
uses Emotion Manipulation and Numb Emotions on others.
She always regrets these lapses. Because she denied
herself any feelings until she was free from her father’s
influence, she is still confused by her own emotions and may
misinterpret what she and others around her feel.
Uncontrolled Precognition: When raven tries to use her
Trance or Ritualist advantages, or when she’s just trying to
sleep, she can receive precognitive flashes outside her
control that knock her out and abort her attempt to use her
powers and/or prevent any recovery from resting.
Trigon’s Firstborn: Raven’s dark nature can threaten to
dominate her personality. If giving in to darker emotions or
overpowered by demonic influence, she becomes the infernal ended the threat of the Church of Blood once and for all.
embodiment of Pride and it’s up to her friends to bring her
back. Raven eventually took the name Rachel Roth, and
enrolled in her local high school, as part of an effort to
RAVEN'S SOUL-SELF experience the life of a normal, American teen-aged girl.
While impressive, in terms of mechanics the raven-like During this time, Raven moved between the most recent
manifestation of Raven’s Soul Self is merely a visual, incarnation of the Teen Titans and her original friends,
narrative effect. The Soul Self array groups the more physical who were now adults. Because she discovered that she
of Raven’s powers, and its jet-black manifestation appears is not actually free of Trigon and may become the
when she uses them, covering each power’s area, and flying embodiment of the Sin of Pride if she is not careful, she
toward their target. While she can assume the shadow-
initially rejected a relationship with Beast Boy, but
raven’s likeness with the Soul Self Incarnate power, she
retains the use of all her powers in either shape. eventually accepted and reciprocated his love. (Str5)
The Troyjan empire was on the brink of collapsing before
Armageddon became ruler. Although he was just a boy,
Armageddon led his troops to countless victories,
conquering many galaxies and slaughtering entire solar
systems. At some point in time, the Troyjans encountered
Agamemnon, founder of the Earth group, the Pantheon,
and a deal was struck. In return for Troyjan science to
benefit him and his children with extraordinary long
lives, the
Troyjans could claim any of Agamemnon's
descendants as their own for whatever use they
desire. The Troyjans suffered a great loss during
a war with the Hulk and members of the
Pantheon when they insisted on rescuing their
kidnapped comrade, Atalanta. The loss did not come
in the form of a toppled kingdom, but rather with the
death of Armageddon's son, Trauma. Before he died,
Trauma asked for his foes to be given safe passage back to
Earth.
ARMAGEDDON
‘Arm’chedon’ was just a teenager when his father died in
a space battle, leaving him to assume the throne of the
Troyjan Empire. The monarchy was on the verge of
collapse, but Armageddon was a warrior-born. He led
his troops to countless victories over worlds across the
galaxy. Armageddon was so busy expanding his
kingdom, he did not even notice when his wife died in
childbirth after delivering twin sons. Even the boys'
education was left to his trusted friend and advisor, Lord broken armor, and it pierced his heart. As he was dying,
Vittio. Armageddon's sons would not be noticed again by Trauma asked his father to give Atalanta, and her friends,
him until a mission to Earth left one of them dead and the safe passage home, and Armageddon granted his son's
other in love with his twin's murderer. last wish. Armageddon didn't know how much he truly
Trauma, the son that survived, wanted to marry his cared for his son until he was gone.
brother's killer, Atalanta of the Pantheon, which made Several months later, Armageddon invaded Freehold, the
Armageddon think his son was a fool. However, he former home of the Leader, and he discovered a machine
hesitantly gave Trauma permission to do as he wished. to reanimate the dead. He intended to use the Hulk's
Trauma kidnapped Atalanta and brought her back to his power to activate the machine and bring Trauma back to
home world, and even Armageddon was impressed by life.
the physical appearance of the woman. Despite his first The Hulk agreed, but once he was strapped into the
thoughts on the subject, Armageddon was willing to stand machine, the Hulk forced too much of his energy into the
by his son's decision even when the Hulk, Silver Surfer machine which caused an overload followed by an
and the Starjammers stood in front of him demanding explosion. Trauma's body was incinerated in the blast,
Atalanta's release. To show just how serious he was, and even as Armageddon applauded Hulk's deception,
Armageddon fired cosmic blasts at both Hulk and the he still insisted the Hulk would one day die by his hand.
Surfer, holding them at bay. Only after Hulk convinced (Str100)
Trauma to meet him in personal combat did Armageddon
reluctantly release his hold on the Green Goliath.
Immediately after the Hulk was freed, the Pantheon BASE: TROYJAN EMPIRE
member Cassiopeia, liberated the Silver Surfer. The KNOWN MEMBERS: ARMAGEDDON, LORD VITO, TRAUMA
Surfer attacked Armageddon, but the sudden scream of HEADQUARTERS: TROYJAN THRONEWORLD
agony from Trauma stopped everyone in their tracks.
The Hulk had knocked Trauma onto a piece of his own VEHICLES: VARIED SPACE AND LANDCRAFT
ARMAGEDDON PL16
STR STA AGI DEX FGT INT AWE PRE
19 16 2 2 12 2 2 11
POWERS
Energy Blast: Ranged Damage 19 (Eye Beams or
Cybernetic Hand-Cannon) • 38 points
Invulnerability: Impervious Toughness 15; Immunity 10 (Life
Support) • 25 points
ADVANTAGES
Benefit 10 (Lord of Troyjan Empire), Fearless, Power Attack,
Takedown
SKILLS
Deception 8 (+10), Insight 8 (+10), Intimidation 10 (+21),
Perception 4 (+6), Ranged Combat: Energy Beams 10 (+12),
Technology 4 (+6), Vehicles 4 (+6)
OFFENSE
INITIATIVE +2
Energy Beams +12 Ranged, Damage 19
Unarmed +12 Close Damage 19
DEFENSE
DODGE 12 FORTITUDE 18
PARRY 12 TOUGHNESS 16
WILL 13 TRAUMA PL14 - 204 POINTS
POWER POINTS Abilities: Str 18 Sta 15 Agi 2 Dex 2 Fgt 8 Int 2 Awe 2 Pre 6
ABILITIES 130 SKILLS 24 Powers: Energy Blast: Close Damage 16 (Touch only);
POWERS 63 DEFENSES 21 Invulnerability: Impervious Toughness 15; Immunity 10 (Life
ADVANTAGES 13 TOTAL 252 Support)
Advantages: Benefit 5 (Troyjan Prince), Fearless, Power
COMPLICATIONS Attack, Takedown
Enemies: Armageddon has long-standing enmity with the Skills: Close Combat: Unarmed 2 (+10), Deception 4 (+6),
Pantheon who killed one of his sons, and for the Hulk, who Insight 8 (+10), Intimidation 8 (+14), Perception 4 (+6),
killed the other Technology 4 (+6), Vehicles 4 (+6)
Reputation: Armageddon is a galactic warlord with an Offense: Initiative +2, Cosmic Energy +10 (Close Damage
empire few interstellar forces have dared challenge.. 16), Unarmed +10 (Close Damage 18)
Defense Dodge 10, Parry 10, Fortitude 15, Toughness 15,
TRAUMA
Will 8
Totals: Abilities 110 + Powers 57 + Advantages 8 + Skills 17
Born the son of Armageddon, the unforgiving monarch of + Defenses +14 = 204
the Troyjan empire, Troh-Maw was instantly at a
disadvantage. Having a twin brother ro fight for the his Complications: Rivalry: – Trauma and his twin brother were
father’s attention made matters worse. Trauma and his constantly at each others throats, and after his twin was killed
he was just as dedicated to avenging his death, blaming the
brother had superhuman strength, became proficient at Pantheon in general, and Atalanta, in particular. Shotgun
all forms of combat, and both shared their race's ability to Bride: Trauma intended to take Atalanta as his bride,
channel and cosmic energy. (Str95) whether she liked it or not.
Turok was a pre-Columbian Native American) who,
along with his younger brother Andar, became trapped in
an isolated valley populated by dinosaurs, which they
refer to in general as "honkers", as well as by their most
obvious characteristics (Tyrannosaurs are called
"Runners", Pterosaurs are called "Flyers", Velociraptors
are "Screamers", Plesiosaurs are "Sea Demons",
Triceratops are "Rammers", etc.). Most stories involved
Turok and Andar seeking a way out. of "Lost Valley” –
something they never accomplished – at least until the
character was brought back by Valiant in 1993.
With the Valiant version of Turok, the concept and setting
were altered. Turok and Andar were now 18th century
Native Americans. The isolated valley became "The Lost
Lands" - a land where Demons, Dinosaurs and Aliens
flourished and where "Time has no meaning". A cosmic
anomaly caused time in The Lost Lands to move in a
self-contained loop (which meant that while millions of
years passed outside of it, inside it, time barely moved at
all). "Unity", a line-wide Valiant Comics crossover
storyline, altered the concept even further. The
crossover's main villain, a psychotic, super-powered
being known as Mothergod used the Lost Land as the
base of operations. She outfitted Dinosaurs with
intelligence-boosting implants, turning them into
"bionisaurs".
In the aftermath of the final battle between Mothergod
and Valiant Universe heroes, the Lost Lands began
to disappear. Turok and Andar were tossed into a post-
apocalyptic future Earth, and a group of bionisaurs made
it to Earth along with them. Following this, they became
ruthless hunters trying to contend with the demons
and aliens that exist in the future world as well as
various Lovecraftian abominations and high-tech
future warriors.
Mothergod had seized power in this future and, with the
help of The Campaigner, The Longhunter, Thunder (a
biomechanical Tyrannosaur) and Mantid (a 30-foot robot POWERS AND ABILITIES
praying mantis), had begun to rebuild her empire and
attempt to hunt down and kill Turok and Andar. (Str9) Turok has wilderness survival skills and is an
excellent shot with a bow. He keeps a quiver of ‘poison
PERSONALITY arrows’ dipped with juice from a berry native to Lost
Valley, that is capable of killing dinosaurs within seconds.
Conan is the archetype of the sword and sorcery hero – a After becoming lost in the time stream, Turok had access
mightily-muscled, fearless, adventurous, rogue, to advanced weaponry like exploding, ‘Mother-God
dedicated to immediate gratification and pleasure, Conan Arrows’.
enjoys battle as much as he enjoys the pleasures of
women and indulges in both as much as possible. He is
capable of unequaled acts of heroism, although his first REAL NAME: TUROK
motive is usually self-interest. Conan is loyal to trusted OCCUPATION: ADVENTURER, WARRIOR
friends, but his smoldering temper and dangerous BASE: LOST VALLEY, MOBILE AFFILIATION: MANDIN TRIBE
mercenary lifestyle make these few and far between. As
King Conan, he ruled with the simple and honest justice
HEIGHT: UNREVEALED WEIGHT: UNREVEALED
of a barbarian warrior. EYES: BROWN HAIR: BLACK
TUROK PL12/PL8
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
3 3 5 5 5 2 3 2
EQUIPMENT OFFENSE
Bow: Ranged Damage 5 • 5 points INITIATIVE +9
Knife: Strength-based Damage 2 • 2 points Bow +10 Ranged, Damage 3, Crit. 19-20
Mother-god Arrows: Ranged Damage 8, Burst Area 4 • 1 Poison Arrows +10 Ranged, Affliction +14, Weaken,
point DC 17)
Poison Arrows: Ranged Affliction 6 (Resisted by Fortitude; Mother-god Arrows +10 Ranged, Damage 8, Crit. 19-20
Dazed, Stunned, Incapacitated, Paralyzed) Weaken Unarmed +8 Close Damage 2
Stamina 14 • 28 points
DEFENSE
ADVANTAGES DODGE 12 FORTITUDE 7
Accurate Attack, Defensive Roll 3, Equipment 8, Improved PARRY 12 TOUGHNESS 6/3*
Aim, Improved Critical (Bow), Improved Initiative, Precise WILL 7 *Without Defensive roll bonus
Attack 2 (Ranged, Cover and Concealment), Ranged Attack
2, Quick Draw, Skill Mastery (Ranged Combat – Bow) POWER POINTS
ABILITIES 56 SKILLS 33
SKILLS POWERS 0 DEFENSES 22
ADVANTAGES 11 TOTAL 132
Acrobatics 4 (+8), Athletics 8 (+10), Close Combat:
Unarmed 4 (+8), Deception 8 (+11), Expertise: Survival 4
(+5), Insight 6 (+8), Intimidation 4 (+7), Investigation 6 (+7),
COMPLICATIONS
Perception 6 (+8), Ranged Combat: Bow 4 (+10), Stealth 8 Sidekick: Andar is Turok’s teenaged younger brother,
(+12) trapped with him in Lost Valley.
The monster known as Validus is one of the dangerous
oddities of the galaxy. His origins are unknown to the
general public, but his destructive power, whether brute
strength or the “mental
lightning” he projects from his brain, are
infamous. Efforts were underway to find
a means of destroying the captured
creature when the Legion recruited
him against the Sun-Eater.
Since then, Tharok has exerted
influence over Validus, using the
and monster as his strong-arm
enforcer to control the Fatal
Five.
In truth, Validus is the son of
Garth Ranzz (Lightning Lad)
and Imra Ardeen (Saturn Girl),
taken from the future by Darkseid
at the moment of his birth, and transformed
into a monster. Send backwards in time, Validus
menaces his own parents-to-be. Eventually released from
Darkseid’s “curse,” his true future remains to be seen.
(Str300)
PERSONALITY
Validus has very little true personality – he is nearly
mindless, a creature prone to violent, raging tantrums
rather than deliberately evil acts. That does not,
however, diminish the sheer destruction of which he is
capable.
PRE-CRISIS VALIDUS
The Pre-Crisis version of Validus was even more
powerful – in fact, he is considered the third most
powerful entity in the known universe, with his power
surpassed only by the Sun-Eater and Omega. The Pre- REAL NAME: GARTH RANZZ
Crisis Validus is certainly more powerful than any OCCUPATION: RAMPAGING MONSTER
individual Legionnaire, and it would take, at a bare BASE: MOBILE AFFILIATION: FATAL FIVE
minimum, the combined strength of Mon-El, Superboy,
and Ultra-Boy to even hope to be able to subdue him.
HEIGHT: UNREVEALED WEIGHT: UNREVEALED
(Str900) EYES: NONE HAIR: NONE
VALIDUS PL15
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
22 22 0 0 4 -2 1 1
POWERS DEFENSE
Giant: (Growth 16, Permanent, Innate) • 32 points DODGE 4 FORTITUDE 22
Indestructible: (Impervious Toughness 14) • 14 points PARRY 4 TOUGHNESS 22
Mental Lightning: (Line Area Damage 14, Penetrating 14, WILL 8
SKILLS COMPLICATIONS
Close Combat: Unarmed 4 (+8), Intimidation 0 (+9) Complications: Mindless (Validus is virtually incapable of
thinking or acting on his own without orders or direction),
OFFENSE Rage (Validus is filled with undirected rage and given to
INITIATIVE +1 rampages of destruction when provoked)
Mental Lightning Line Area Damage 14 Enemies: Although Validus has no direct animosity, the
Unarmed +8 Close Damage 22 Legion of Superheroes are his most constant opponents.
PERSONALITY
Since the Valkyrie’s spirit was united with her true body,
she has acted quite haughty and extremely proud and
arrogant. She has a lust for adventure that drove her to
leave Asgard. The Valkyrie has all of a warrior’s virtues,
and will do almost anything for those who have helped
her.
VALKYRIE PL13
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
11 8 4 3 10 1 2 1
POWERS OFFENSE
Immortality: Immunity 11 (Aging, Life Support), Impervious INITIATIVE +4
Toughness 2 • 13 points Dragonfang +12 Close Damage 14 Crit. 19-20
Super-Strength: Enhanced Strength 4, Limited to Lifting Spear +10 Ranged Damage 14 Crit. 19-20
(Lifting Str15; 800 tons) • 4 points Unarmed +12 Close Damage 11
Valkyrior Death Sense: Senses 4 (Precognition, Limited to
sensing a being’s approaching death) • 4 points DEFENSE
DODGE 10 FORTITUDE 11
EQUIPMENT PARRY 11 TOUGHNESS 14/8*
Body Armor: Protection 6 • 6 points WILL 5 *Without Armor
Dragonfang: Indestructible, Easily Removable, Strength-
based Damage 3 • 3 points POWER POINTS
Spear: Indestructible, Easily Removable, Strength-based ABILITIES 80 SKILLS 19
Ranged Damage 3 • 3 points POWERS 21 DEFENSES 14
ADVANTAGES 12 TOTAL 146
ADVANTAGES
All-Out Attack, Attractive, Die Hard, Equipment 3, COMPLICATIONS
Extraordinary Effort, Fearless, Great Endurance, Improved Enemy: Enchantress, Dragon of the Moon
Critical (Dragonfang), Power Attack, Seize Initiative Relationships: Valkyrie has connections in Asgard,
particularly with Thor, as well as the loose knit group of
SKILLS heroes known as the Defenders
Athletics 2 (+13), Close Combat 2 (+12), Expertise: Varying bodies: Valkyrie has inhabited a number of mortal
Asgardian Lore 5 (+6), Expertise (Valkyrior) 9 (+10), bodies, sometimes still claiming to be Brunnhilda, although
Intimidation 8 (+9), Perception 6 (+8), Ranged Combat: the Samantha Parrington incarnation seems to be only
Spear 6 (+10) possessed by Valkyrie’s power and not Brunnhilda herself
Vampirella is a sexy female vampire from ‘Drakulon’. In
this dark realm of Hell, blood flowed like water in huge
rivers and Vampirella depended on this blood for
sustenance. When she first came to Earth, she was
forced to drink the blood of humans to survive.
Vampirella was originally presented as an inhabitant of
the ‘planet’ Draculon, a world where people lived on
blood and where blood flowed in rivers. Draculon orbited
two twin suns that were causing droughts across the
planet, marking certain doom for Vampirella and her race.
The race of which Vampirella was born, the Vampiri,
were able to transform themselves into bats at will, sprout
wings when required.
But the Vampri were dying slowly due to the drying up of
Draculon’s blood. The last few of their race lay dying
when a spaceship from Earth crashed on the planet.
Vampirella, sent to investigate, was instead attacked b
the Earthmen. Upon retaliating, she discovers that the
astronauts had blood in their veins. Searching for a way
to allow her race to survive, she managed to pilot the ship
back to Earth where her adventures began.
This origin, however was rewritten, when it was
established Vampirella had been brainwashed by her
sister and brother. She learned that she was, in fact, the
daughter of Lilith, whom popular medieval Jewish lore
depicts as the first wife of Adam.
Lilith would not submit before Adam and was cast out of
Eden. She mated with demons in hell, giving birth to
vampires who would kill the offspring of Adam and Eve
on Earth. Later, she sought redemption from God and
gave birth to Vampirella, whom she sent to Earth to kill all
evil vampires. According to this account, Drakulon was a
part of Hell where Lilith lived and ruled.
Once on Earth, Vampirella was given a sacred mission – .
to rid the Earth of all vampires, the evil offspring of her
own mother Lilith! In this quest, she has faced off against
a number of powerful enemies, including the Blood Red POWERS AND ABILITIES
Queen, Hemorrhage and even the legendary Dracula
himself. Vampirella is one of the ‘new breed’ of vampire. She is
In a quest to discover her true origins, Vampirella wound without any of the traditional weaknesses of vampires –
up discovering that she is the first of a new breed of immune to sunlight, garlic, religious icons, or even holy
vampire, evolved for the new millennium – a "good" water. Although Vampirella does possess supernatural
vampire, who now specifically devotes her energies to strength, speed, and ferocity, as well as the ability to
eradicating the world of the homegrown "evil" kind. grow batwings, claws, or transform herself into a giant
(Str20) bat, her greatest power lies in her iconic beauty and
irresistible sensuality.
PERSONALITY
Although a ‘good’ vampire, and a force dedicated against
REAL NAME: VAMPIRELLA
true darkness, Vampirella still fits very much into the mold OCCUPATION: VAMPIRE SLAYER
of femme fatale – highly seductive – iconically so – as BASE: MOBILE AFFILIATION: NONE
well as highly lethal. She is dedicated to her mission to HEIGHT: 6’ WEIGHT: 125 LBS.
rid the world of ‘evil’ vampires, and she tends to see
things in terms of black and white.
EYES: GREEN HAIR: BLACK
VAMPIRELLA PL9
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
5 4 5 3 7 2 2 3
POWERS OFFENSE
Pseudo-Vampire: Immunity 30 (Fortitude), Protection 2 INITIATIVE +14
(limited to non-silver/wooden weapons), Regeneration 5 Claws +10 Close Damage 6 Crit. 19-20
(limited to when not staked or beheaded) Shapeshift 3 Unarmed +7 Close Damage 5
(limited to growing bat-wings and claws. Bat Wings: Flight 5
(60 MPH), Claws: Strength-based Damage 1 • 81 points
DEFENSE
Vampire Bite: Weaken Stamina (blood drain) 1 • 1 point DODGE 11 FORTITUDE Immune
PARRY 11 TOUGHNESS 6
Wall-Crawling: Movement 1 (Wall-Crawling 1) • 1 point
WILL 8
ADVANTAGES
POWER POINTS
Animal Empathy, Diehard, Improved Critical (Claws),
ABILITIES 62 SKILLS 23
Fascinate, Fearless, Improved Hold, Improved Initiative,
POWERS 79 DEFENSES 21
Instant Up, Power Attack, Startle ADVANTAGES 10 TOTAL 211
SKILLS COMPLICATIONS
Close Combat: Claws 3 (+10), Deception 6 (+9), Expertise: Enemies: Dracula, Mistress Nyx, Blood Red Queen of
Arcane Lore 10 (+12), Insight 6 (+8), Intimidation 6 (+8), Hearts, Hemorrhage
Investigation 6 (+8), Perception 6 (+8), Persuasion 8 (+10), Vampiric Weaknesses: Vampires have a dependence on
Stealth 6 (+11) blood (-2 points).
Eddie Brock was reported for The Daily,
Globe, traditional rival of The Daily Bugle.
Brock was known as an outstanding
reporter, uncovering obscure information
where no one else could. As his reputation
grew, Brock fond it harder and harder to live up it.
Eventually, he began fabricating small details,
and then entire stories. One of these fabrica-
tions was discovered by Peter Parker, a free-
lance photographer working for the Bugle.
The Bugle exposed the story, effectively
embarrassing the Globe, and ending Brock’s
career as a newspaper reporter
Some days earlier, a device of Doctor
Doom’s had penetrated the Baxter Building,
home of the Fantastic Four. The device
released from captivity, the alien costume that
Spider-Man had discovered during the first
‘Secret War’. Spider-Man had since abandoned
the symbiotic costume, as it was draining his
vitality, and asked the Fantastic Four to
keep it safe, as it was somehow ‘in love’
with Spider-Man and wished to rejoin with
him. The costume escaped and, while hunting for
Spider-Man, found Eddie Brock about to commit
suicide - it sensed Brock’s hatred of Parker, and bonded
with him, hoping to gain vengeance on Spider-Man for
spurning it. It gave Brock superhuman powers, with
which the pair hunted down Spider-Man (Knowing
Parker’s duel identity) and nearly killed him. Spider-Man
foiled their attempt by remembering the symbiote was
vulnerable to loud noise. Venom was arrested and sent
to the Vault, a maximum-security prison for super- another, Venom's main goal in life is to
powered felons. kill Spider-Man. Strangely enough, however,
Venom escaped and pursed vengeance. Parker’s wife, Venom holds innocence in high regard and will go out of
Mary Jane, encountered Venom at their apartment and his way to protect what he deems as danger to any
alerted her husband to the danger. Venom threatened to innocent beings.
harm Parker’s friends and family unless Spider-Man met
him for a showdown on the tip of Montauk. During the POWERS AND ABILITIES
encounter, Parker offered himself to the symbiote, who
still loved him, and the alien tried to sever its bond with The alien symbiotic costume gives Venom super-human
Brock – against Brock’s wishes. The strain proved to be strength superior to Spider-Man’s, as well as mimicking
too much and the pain of the attempt knocked both the Spider-Man’s webbing and ability to cling to walls. The
symbiote and Brock unconscious. Venom was taken into costume can change form to street clothes or blend into
custody once again, although he has returned to plague his environment. Venom is also immune to Spider-Man’s
Spider-Man on many occasions since. (Str42) spider-sense.
11 9 7 2 10 1 3 0
POWERS OFFENSE
Symbiote: Concealment 5 (Limited: Spider-Man’s Spider- INITIATIVE +7
Sense), Immunity 3 (breathing underwater, disease, toxins) • Unarmed +10 Close Damage 11
3 points Web-Shooters +10 Ranged, Affliction 12
Symbiotic Senses: Senses 4 (Danger Sense, Detect
Offspring [Ranged, Tracking 2]) - 16 points DEFENSE
Symbiotic Strength: Leaping 2 (30 ft) - 2 points
Shapeshifting: Variable 2 (Assumed forms), move action - DODGE 8 FORTITUDE 12
16 points PARRY 10 TOUGHNESS 9
Wall-Crawling: Movement 2 (Wall-Crawling 2) • 2 points WILL 9
Webbing: Snare 11 (Ranged Cumulative Affliction; Resisted
by Dodge; Hindered and Vulnerable, Immobilized and POWER POINTS
Defenseless; Extra Condition, Limited Degree) • 33 points ABILITIES 90 SKILLS 19
• Swing-Lines: Movement 1 (Swinging) • 2 points POWERS 73 DEFENSES 8
Teeth: Strength-based Damage 2 • 2 points ADVANTAGES 9 TOTAL 199
ADVANTAGES COMPLICATIONS
All Out Attack, Extraordinary Effort, Hide in Plain Sight,
Enemy: Spider-Man.
Improved Grab, Instant Up, Move-By Action, Power Attack,
Irrational Hatred: Venom REALLY hates Spider-Man.
Startle, Takedown
Power Loss: Without the Symbiote, Eddie Brock’s stats are
SKILLS STR 1, STA 1, and FGT 2, with corresponding adjustments
Acrobatics 3 (+10), Athletics 3 (+14), Expertise: Streetwise 2 to his sill ranks and defenses
(+3), Expertise: Journalism 4 (+5), Intimidation 6 (+6), Vulnerability: The Symbiote is particularly vulnerable to
Investigation 4 (+5), Perception 4 (+7), Ranged Combat: both sonics and fire. Sonics are resolved as a physical
Webbing 3 (+10), Stealth 8 (+15) attack
CARNAGE PL12 CARNAGE
Carnage was once a serial killer known as Cletus
STR STA AGI DEX FGT INT AWE PRE Kasady, and became Carnage after merging with the
12 10 8 2 7 1 3 0 offspring of the alien symbiote called Venom during a
prison breakout. The symbiote amplified his psychotic
POWERS nature making him even less mentally stable than he had
Symbiote: Concealment 5 (Limited: Spider-Man’s Spider-
been previously, and therefore even more dangerous.
Sense), Immunity 3 (breathing underwater, disease, toxins) • An interesting difference with Cleus' symbiote, however,
3 points is that, unlike Venom, Carnage is a singular entity,
Symbiotic Senses: Senses 4 (Danger Sense, Detect referring to himself as "I" instead of "We", because the
Offspring [Ranged, Tracking 2]) - 16 points symbiote has actually merged into Kasady's bloodstream.
Symbiotic Strength: Leaping 2 (30 ft)- 2 points Carnage is also the "father" of Toxin.
Shapeshifting: Variable 2 (Assumed forms), move action - An insight into Cletus' developmental psychology is
16 points demonstrated by an incident during his childhood: Cletus'
Claws: Strength-based Damage 2 • 2 points
father killed his wife (Cletus' mother) because she tried to
Wall-Crawling: Movement 2 (Wall-Crawling 2) • 2 points
Webbing: Snare 11 (Ranged Cumulative Affliction; Resisted
kill Cletus. Cletus then testified in court against him,
by Dodge; Hindered and Vulnerable, Immobilized and saying that he killed her for no reason, causing his father
Defenseless; Extra Condition, Limited Degree) • 33 points to be condemned to die by the electric chair as
• Swing-Lines: Movement 1 (Swinging) • 2 points punishment.
This is suggestive of young Cletus' relationship with his
ADVANTAGES mother, as he seems to retain feelings for her, even in his
All Out Attack, Extraordinary Effort, Hide in Plain Sight, Carnage identity, as indicated by the fact that he dug up
Improved Grab, Instant Up, Move-By Action, Power Attack, her grave at the end of his massacre through New York
Startle, Takedown City.
Kasady has also revealed that he killed his grandmother
SKILLS when he was younger, pushing her down a flight of stairs.
Acrobatics 3 (+11), Athletics 3 (+15), Expertise: Streetwise 2 Since the alien symbiote adapts to the host's personality,
(+3), Intimidation 7 (+7), Perception 4 (+7), Ranged Combat:
Webbing 2 (+10), Stealth 8 (+16)
the Carnage symbiote is affected by Kasady's insane
mind and lust for destruction.
OFFENSE Kasady has been separated and re-attached to the
INITIATIVE +8 symbiote multiple times, and the Carnage symbiote has
Claws +10 Close Damage 14 occasionally attached itself to other hosts, including the
Web-Shooters +10 Ranged, Affliction 12 Silver Surfer, Ben Reilly (the Scarlet-Spider, a clone of
Spider-Man), and Doctor Octopus.
DEFENSE Venom later attempted to absorb the Carnage symbiote
DODGE 9 FORTITUDE 12 for good, a period during which Kasady retained the
PARRY 10 TOUGHNESS 10 Carnage persona by costuming himself in red paint and
WILL 2 continuing his killing sprees (albeit as a powerless
human). This was short lived, however, as Kasady
POWER POINTS coincidentally found an exact replica of the symbiote in
ABILITIES 96 SKILLS 13 the Negative Zone.
POWERS 141 DEFENSES 24
As to whether or not the symbiote is a separate entity,
ADVANTAGES 6 TOTAL 280
"permanently" bonded, or his own blood mutated, has not
COMPLICATIONS been revealed. The symbiote once chose to leave
Enemy: Spider-Man, Venom Kasady and bond with Ben Reilly.
Psychopathology: Cletus Kasady is a psychopathic serial Kasady, without the symbiote, rapidly aged and his body
killer, whose insanity has been augmented to a bloodlusting quickly deteriorated. In this state, Kasady was barely able
madness by the symbiote. to function, having a hard time operating a sink, let alone
Power Loss: Without the Symbiote, Cletus Kasady’s stats being a threat. However, the symbiote eventually bonded
are STR 1, STA 1, and FGT 2, with corresponding with him again, just in time to save his life, regenerating
adjustments to his sill ranks and defenses
Vulnerability: The Symbiote is particularly vulnerable to
his health.
both sonics and fire. Sonics are resolved as a physical When the symbiote abandoned him yet again, this time to
attack. join with the Silver Surfer (transforming him into the
Carnage Cosmic), Kasady was left dying from an
accelerated form of stomach cancer (apparently a side-
effect of the symbiosis, also suffered by Eddie Brock, the
original Venom). However, when Venom ate the
symbiote, he did not deteriorate, indicating that perhaps
some fragments of the symbiote were left behind (enough
to sustain him but not enough to form the costume). This
may be backed up by the fact that Kasady seemed to
retain enhanced strength.
Later, Venom and Spider-Man had to team up to stop
Carnage. During this time, it was revealed that the
symbiote had become a part of Kasady's blood and was
irremovable from him. Kasady only needed to be cut for
the symbiote to flood out to become Carnage once again.
Unlike Venom, Carnage was less vulnerable to the high-
pitched sounds which would normally stop Venom,
however he was still vulnerable to intense heat.
Recently, Carnage was one of many super-villains trying
to escape from the Raft. He attempted to murder a
couple of helpless civilians who were there to meet
another inmate – the hyper-powerful being called the
Sentry, who then intervened and flew Carnage outside of
the Earth's atmosphere, where he ripped him apart.
Kasady was presumably killed and has not been seen
since (Str47)
PERSONALITY
Cletus Kasady is such a total, over-the-top psychopath,
he doesn’t really even qualify as a serial-killer, so much
as an out and out, homicidal maniac, attacking and
slaughtering literally anyone he comes across.
Carnage has occasionally partnered with other
psychopaths on murderous rampages, but despite any
pretense of camaraderie, Carnage will happily, even
eagerly turn on any erstwhile ‘teammates’, murdering OTHER SYMBIOTES
them just as readily as anyone else. He has The symbiote costumes have bonded with several other
demonstrated few other personality traits since becoming individuals since they were first encountered by Spider-
Carnage. Man on Battleworld (See entry for: Beyonder). Besides
Spider-Man himself, the symbiotes have bonded with the
POWERS AND ABILITIES villainous, Scorpion, Doctor Octopus, as well as alternate
reality versions of Spider-Man’s own daughter. The
The Carnage symbiote is the next genration mutation and Silver Surfer was also infected by the Carnage symbiote.
is both stronger than it’s parent Venom-symbiote, and In each case, the individual bonded by the alien symbiote
has enchanced abilities, able to fire solid blades. It is seemed to become irrational and the Carnage symbiote
also immune to sense from the parent symbiote, as well seemed to pass Cletus Kasady’s madness on to the next
as Spider-Man’s spider-sense. Like all other symbiotes, genration. When statting a new symbiote, apply the stats
Carnage’s costume can change form, acting as from the previous generation, plus any three new power
camalfogue, or street clothes. The symbiote is stunts and +1 rank of Str and Sta up to 15. (Powerful
vulnerable to sonics, but it has merged with Kasady’s characters like the Silver Surfer keep their original ranks
blood, so that, even should it be destroyed, all it takes is of Str and Sta.) In most cases, the symbiote will try to
for Kasady to bleed, to release the sybiote again. possess the host, often affecting the hosts personality,
As Carnage, Kasady abandoned any form of subtley, but and if seperated, the symbiote will seek its former host
as a human criminal he had standard street-skills. out – or previous hosts if it is unable to find them.
The Vishanti is a union of principalities - magical beings
that may share characteristics of gods and/or demons
and who typically grant power to beings who invoke them
- that is ancient, very powerful and has protected Earth's
dimension for untold eons. The Vishanti is either a single
entity with three distinct aspects or personalities or it is
composed of three
separate entities. Though beings such as these
transcend physical genders, Oshtur is
consistently referred to as a feminine
entity. She is also known as "omnipotent
Oshtur", though since she requested aid
from Strange, she is presumably not
omnipotent; however, the title may
indicate that she is the most powerful
of the Vishanti. Oshtur is also
called the ‘gracious lady’,
(perhaps indicating that she has
an especially kindly and noble
nature) and as the Lady of the
Skies. When she has appeared
Before lesser beings, Oshtur
Appears as a green or golden-
skinned woman, either bald, or with
long blue hair or with long strands of
ivy-like leaves on her head. Hoggoth is often called
"hoary Hoggoth", presumably indicating that he is of
great age; and as the "Lord of Hosts". Sorcerers speak
of "the hoary hosts of Hoggoth", sometimes invoking the
hosts themselves in casting spells. Agamotto usually
appears as a tiger or lion with burning eyes.
Working in unison, the Vishanti were apparently
responsible for the creation of the office of Sorcerer
Supreme, the being possessing the greatest mystic skill
and power in the universe. Thousands of years ago, the POWERS AND ABILITIES
human now known as the Aged Genghis sought out the
Vishanti, asking for knowledge and mystical power. The Oshtur, Hoggoth and Agamotto are each very powerful
Vishanti complied, requiring in return the Aged Genghis godlike entities capable of almost any feat imaginable –
would gather the most powerful mages on Earth every within his realm, Agamotto was able to battle Galactus to
century to test them for the title of Earth Dimension’s a standstill - as the Vishanti, they are nearly omnipotent.
Sorcerer Supreme who would be assigned to protect the Within the Vishanti’s magical realm, the major abstracts
Earth and its inhabitants from all mystic threats. are Order and Chaos, not Death and Eternity.
(Str500/650) X-Level: The stat-boxes are the Vishanti as playable
PL20-22. If presented as X-Level they rank as
PERSONALITY PLX2/PLX3 - all Powers and Abilities are assumed to be
20 with a +20 bonus for each X-rank 20x2=40/20x3=60)
When acting together as the Vishanti, all three members on all rolls.
appear as solemn, aloof, and detached. Individually, the
Vishanti do display different personality characteristics,
such as Oshtur’s ‘Gracious Lady’ persona. Agamotto is BASE: MOBILE
the most erratic of the three; he may be disinterested or KNOWN MEMBERS: AGAMOTTO, HOGGOTH, OSHTUR
protective; behaving kindly one moment and then cruelly HEADQUARTERS: UNKNOWN EXTRA-DIMENSIONAL REALMS
the next, much of his behavior may be role-playing to test
mortals.
VEHICLES: NONE
VISHANTI PLX2/PLX3*/PL20/PL22*
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
PERSONALITY
First and foremost, Travis Morgan is a warrior and a hero.
He cares about the welfare of his friends and
companions, tries to aid those in need, and is willing to
defend Skartaris from those who would subjugate and
destroy it.
However, he’s not perfect. As an eighty-three-year old POWERS AND ABILITIES
ex-fighter jock stuck in a younger body, some of
Morgan’s ideals and habits seem a bit out of date. That As his title implies, the Warlord is a skilled warrior and
said, the Warlord is not a bigot or a fool, he just marksman. He is also an able tactician and pilot. The
sometimes seems like a hero from an earlier age. Given strange time-bending nature of Skartaris has allowed him
the nature of the otherworldly realm he calls home, this is to cram the life experience of an octogenarian into a
rarely a problem. younger body.
Over the years, the Warlord has had many allies. These
include his wife Tara, his daughter Jennifer and his son
Tinder. In addition to his family, he is often accompanied REAL NAME: TRAVIS MORGAN
by the warrior-king Machiste, Russian-born Mariah, and OCCUPATION: KING OF SHAMBALLAH
the catlike Shakira. BASE: SKARTARIS AFFILIATION: SHAMBALLAH
The Warlord has fought many monsters, would-be
conquerors, and villains in his travels. Chief among these
HEIGHT: 6’ WEIGHT: 188 LBS
is the tyrant Deimos. EYES: BLUE HAIR: WHITE
WARLORD PL10
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
3 4 4 4 9 1 2 5
POWERS OFFENSE
Past Lives: Feature 1 (Reincarnation of other famous INITIATIVE +8
warriors) • 1 point 44 Automag +12 Ranged, Damage 4, Crit. 19-20
Sword +12 Close Damage 7 Crit. 19-20
EQUIPMENT Unarmed +9 Close Damage 3
.44 Magnum: Ranged Damage 4, Improved Critical • 9
points DEFENSE
‘Hellfire’ Sword: Strength-based Damage 4 (Limitation: must DODGE 12 FORTITUDE 9
draw blood every time it’s drawn • 4 points
PARRY 12 TOUGHNESS 6/4*
ADVANTAGES WILL 9 *Without Defensive roll bonus
TARA
Queen of the nation of Shamballah and wife of the
Warlord, Tara was one of the first non-hostile individuals
Travis Morgan met when he arrived in Skartaris. The two
quickly fell in love and eventually were married. The
couple has been separated more than once, often
thinking each other dead, but they always find each
other. In addition to being wife of the famous Warlord and
mother to his son, Joshua, Tara is a formidable warrior
and respected leader in her own right. Shortly after
Travis’ recent apparent demise, Tara gave birth to their
daughter, the magically gifted Morgana. (Str6)
MACHISTI
The Warlord’s best friend and king of the kingdom of Kiro,
Machiste met Travis Morgan when both were held
captive on a slave galley. Sold as gladiators, the pair led
a revolt and freed themselves and their fellow slaves.
Returning home to his kingdom, Machiste fell victim to a
cursed mystical axe. He became a bloodthirsty tyrant
until Morgan cut off his friend’s hand, freeing him from the
weapon’s spell. Grafting a spiked ball in place of his lost
hand Machiste joined the Warlord on many adventures. It
was during this time he met Mariah Romanov, with whom
he would become stranded in the past for a number of
strange adventures. Eventually the two fell in love and
returned to the present where they again aided Travis
Morgan in his efforts to protect the people of Skartaris.
ADVANTAGES
Accurate Attack, Fast Grab, Improved Grab, Improved Hold
Tracking
SKILLS
Close- Combat: Tentacles 1 (+4), Expertise (Mechanics) 8
(+9), Perception 8 (+8), Stealth 10 (+11), Vehicles 8 (+6)
OFFENSE
INITIATIVE +4
Tentacles +7 Close (Reach 4) Damage 7
DEFENSE
DODGE 0 FORTITUDE 0
PARRY 6 TOUGHNESS 1
WILL 2
SKILLS
Expertise (Astronomy) 8 (+11), Insight 4 (+6), Perception 5
(+7), Persuasion 3 (+4), Stealth 2 (+4), Technology 4 (+6)
OFFENSE
INITIATIVE +1
Unarmed +2 Close Damage 1
DEFENSE
DODGE 6 FORTITUDE 2
PARRY 6 TOUGHNESS 2
WILL 6
POWER POINTS
ABILITIES 32 SKILLS 13
POWERS 0 DEFENSES 12
ADVANTAGES 2 TOTAL 59
The Watchers were one of the first races to evolve in our
Universe. Originally, the Watchers decided to assist the
races around them to attain high levels of technology and
(they presumed) civilization. Unfortunately, their good
intentions were lost on some of their charges. One race
to whom they gave nuclear technology created genocidal
weapons, destroying two civilizations.
Shocked by the results of their interference, the Watchers
decided that they would only observe the universe and
never again directly interfere. They hold to this pledge
even when they are aware that incredible disaster results
from their inactivity. For example, a Watcher had the
chance to destroy a still-forming Galactus, fully aware of
the Devourer’s potential threat, but did nothing to
interfere, allowing Galactus to be unleashed upon the
universe.
Adult Watchers are assigned a star system to monitor for
developing life. A Watcher named ‘Uatu’ is stationed on
Earth’s moon. During his tenure, Uatu developed a
fascination and fondness for the boisterous human race
and began subtly – and then overtly - warning them of
menaces to Earth – violating his people’s oath of non-
interference.
Uatu’s most serious transgression, however, was when
the World-Devourer, Galactus, came to Earth for the first
time. Uatu went so far as to try and hide the planet from
Galactus surveillance, and actually face Galactus to
debate him why the Earth should be spared. In the end,
it was directly because of Uatu’s interference that the
planet survived when he sent one of the Fantastic four to
Galactus’ home base to acquire the ‘Ultimate Nullifier’ –
the only weapon in the universe capable of destroying the
planet eater.
Uatu was eventually put on trial by the other Watchers for
his many transgressions, although he was ultimately POWERS AND ABILITIES
released under his own cognizance, after vowing to never
violate his oath again. And while he has not committed Watchers possess vast mental, physical, and energy
any overt violations in the time since, Uatu has still made manipulation powers. They are telepathic, able to scan
his presence known in several critical situations, and or project thoughts into any sentient mind. They tend to
thereby arguably affecting these incidents’ outcomes. focus their energies into force fields and defensive
(Str75) illusions to hide their presence from mortals. They can
convert their bodies to energy and teleport universal
PERSONALITY distances. Watchers appear to be immortal.
X-Level: The stat-boxes are Watchers at a playable
As a Watcher, Uatu is deliberately aloof and mysterious. PL16/PL17. Their X-level is PLX1 - all Powers and
Among his own people, however, he is considered the Abilities are assumed to be 20.
Watcher’s equivalent of a juvenile delinquent. His years
of observing the Earth have given him a special fondness
for humans, especially the Fantastic Four. While Uatu is REAL NAME: UATU
careful to never directly aid them, he will often subtly OCCUPATION: OBSERVER
suggest where they might find solutions among his BASE: BLUE AREA OF THE MOON AFFILIATION: WATCHERS
possessions or powers. Occasionally Uatu will add
himself to a party as “an observer’, although he will not
HEIGHT: VARIABLE WEIGHT: VARIABLE
directly participate. EYES: WHITE WITH NO IRIS HAIR: NONE
WATCHER PLX1/PL17
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
15 17 9 10 25 25 25 25
POWERS OFFENSE
Immortal: Immunity 30 (Fortitude), Impervious Toughness 17 INITIATIVE +7
• 47 points Cosmic Energy +10 Ranged Damage 19
Energy Manipulation: Energy Control 19 (Variable Power, Unarmed +10 Close Damage 15
Any Powers with the Cosmic Descriptor), Force Field 7 • 158
points
DEFENSE
DODGE 10 FORTITUDE Immune
Flight: Flight 20 (Space Travel 10), Teleport 25 • 90 points
PARRY 10 TOUGHNESS 24/17*
Psionic Powers: Communication 31, Comprehend 31, Mind
WILL 17 *Without Force Field
Reading 22, Senses 19 (Awareness) • 249 points
DOCTOR MANHATTAN
In August 1959, John Osterman, a researcher at the Gila
Flats facility, was involved in an accident, which trapped
him in a chamber designed to remove the intrinsic field of
an object. Osterman was disintegrated, but somehow
reintegrated himself several months later. He had been
reborn as Doctor Manhattan, a being with phenomenal
powers who would change the world forever. (Str85)
RORSCHACH
Walter Kovacs was a garment worker who became
Rorschach in response to the immorality and
degradation he perceived (and experienced) in society.
When vigilantism was outlawed by the Keene Act in
1977, Rorschach refused to retire, becoming a wanted
criminal rather than compromising his beliefs. When
Adrian Veidt’s plan was eventually revealed, Rorschach
refused to let the murder of millions of people go
unpunished, and was therefore killed by Doctor
Manhattan. (Str9)
OZYMANDIAS
In 1966, Adrian Veidt, known as Ozymandias, realized RORSCHACH PL10 154 POINTS
that the world was heading towards an inevitable nuclear
Abilities: Str 2 Sta 3 Agi 3 Dex 3 Fgt 7 Int 4 Awe 7 Pre 7
confrontation and decided to do something about it. He
retired several months before the Keene Act in 1977, and Equipment: Flashlight: Feature 1 (Illumination); Grapple
set about building a worldwide corporation with the power Gun: Movement 1 (Wall-crawling)
and resources necessary to put his plan into action. He Advantages: Agile Feint, Close Attack 4, Defensive Attack,
seemingly succeeded but was reminded by Dr Manhattan Defensive Roll 3, Equipment 1, Improved Initiative, Improved
of the temporal nature of all things, a fact which left Veidt Trip, Move by Action, Power Attack, Skill Mastery
strangely disturbed and pensive. (Str12) (Intimidation), Takedown, Well Informed, Uncanny Dodge
Skills: Acrobatics 6 (+15), Athletics 8 (+8), Close Combat:
Unarmed 2 +(13), Deception 6 (+10), Expertise: Criminology
9 (+13), Expertise: Streetwise 13 (+20), Investigation 10
(+14), Insight 6 (+13), Perception 8 (+15), Persuasion 4
(+11), Sleight of Hand 6 (+9), Stealth 6 (+9)
Offense: Initiative +8, Unarmed +13, Close Damage 2
Defense: Dodge 12, Parry 14, Fortitude 9, Will 11,
Toughness 6/3* *Without Defensive roll bonus
Totals: Abilities 66 + Powers 0 + Advantages 18 + Skills 42 +
Defenses +28 = 154
Complications: Mistrust: As an outlaw vigilante,
Rorschach is largely distrusted and feared by the general
public; Obsession: Rorschach’s personality has been
completely absorbed by his crime-fighting persona, and he is
very likely insane; Relationships: Rorschach is a loner, but
has partnered with Nite Owl and the Silver Specter, and they
were all former members of the Watchmen, before the Keen
Act outlawed ‘Masks’; Reputation: Rorschach’s brutal, often
lethal methods have left him widely feared by both crooks
and cops alike.Secret Identity: Walter Kovacs.
SILK SPECTRE
Laurel Juspeczyk is the daughter of the Comedian and
the original Silk Spectre. She was trained by her mother
to become the second heroine to be known as the Silk
Spectre. She fell in love with Doctor Manhattan, and the
two remained together, even after Laurie retired from
crimefighting in 1977. As Doctor Manhattan grew more
distant from humanity, however, Laurie turned to Dan
Dreiberg for comfort, and the pair fell in love. Nite Owl
and Silk Spectre were last seen in their new identities as
Sam and Sandra Hollis, pondering a new adventuring
career together. (Str6)
SILK SPECTRE PL6 99 POINTS
Abilities: Str 1 Sta 1 Agi 3 Dex 3 Fgt 4 Int 2 Awe 2 Pre 1
Advantages: Advantages: Agile Feint, Attractive, Close
Attack 3, Defensive Attack, Defensive Roll 3, Improved
Disarm, Improved Initiative, Improved Trip, Move by Action,
Takedown, Uncanny Dodge
Skills: Acrobatics 4 (+6), Athletics 4 (+7), Close Combat:
Unarmed 4 +(10), Deception 4 (+6), Expertise: Investigation
4 (+8), Insight 6 (+9), Perception 6 (+8), Persuasion 6 (+7),
Sleight of Hand 4 (+6), Stealth 4 (+7)
Offense: Initiative +6, Unarmed +10, Close Damage 1
Defense: Dodge 13, Parry 12, Fortitude 8, Will 4, Toughness
4/1* *Without Defensive roll bonus
Totals: Abilities 34 + Powers 0 + Advantages 14 + Skills 23 +
Defenses +28 = 99
Complications: Relationships: Sally has a number of
dysfunctional relationships, most primarily with here daughter
Laurie. She has unexplored feelings for Hollis Mason, and a
much more troubled past with Comedian, who appealed to
her own repressed impulses, despite (or perhaps because)
once having tried to rape her. Secret Shame: The
Comedian is the father of Sally’s daughter.
SALLY JUPITER
Sally Jupiter was one of the original Minutemen, and the
original Silk Spectre. Known for her provocative dress,
Sally was attacked and nearly raped by the Comedian,
apparently igniting repressive dysfunctional lusts of her
own, because she eventually slept with him anyway,
causing a pregnancy and forcing her retirement.
Ashamed of her situation, and the circumstances that led
to it, Sally compensated by training her daughter Laurie
to take her place as a crimefighter. As she aged, Sally
Jupiter deteriorated into alcoholism (Use stats for Silk
Spectre).
HOLLIS MASON
Hollis Mason was the original Nite Owl, one of the
original group of costumed vigilantes known as the
‘Minutemen’ – which formed in response to the gangs in
New York that had taken to committing crimes disguised
in masks. After the Keen Act was passed, Mason
publicly came forward, revealing his civilian identity, and
writing a tell-all book about the Minutemen and his days
as a costumed adventurer. Hollis Mason was eventually
murdered by a street gang with a grudge against
Rorschach, believing Mason to be Rorschach’s partner,
the second Nite Owl, Daniel Dreiberg. (Use states for
Nite Owl).
The Wendigo is the result of an ancient curse laid down
by Elder Gods of Canadian folklore that transforms any
person who eats the flesh of another human being in the
Canadian wilderness into a massive, fur-covered
humanoid beast with fangs and razor sharp claws.
Recently, it has been revealed that a person can inherit
the curse of the Wendigo if he or she is bitten by the
beast and survives. All Wendigos possess sufficient
superhuman strength to lift up to 100 tons. Wendigos
have proven to stalemate an enraged Hulk.
Wendigos, in spite of their weight and
great size, also possess super-
human speed and stamina,
capable of exerting them-
selves for several days
before becoming tired.
The Wendigo also
Has an advanced
healing factor that is
capable of fully healing
almost any injury. The
only known method of
killing a Wendigo is to
remove the curse by sacrificing
a heart to the Elder Gods, whilst in
Canada. (NOTE: The Red Hulk [see
Entry for Hulk: Red Hulk] killed a
Wendigo by decapitation while in the
Canadian wilderness, although this was
a member of the unique ‘Pack of
Wendigos’ that manifested simultan-
eously, so it is unknown if this was
unique to that particular manifestation
of the curse). (Str80)
PERSONALITY
Regardless of the personality of the
curse victim, the Wendigo has but one
thought – to consume and eat human
beings. A mindless berserker, the Wendigo
will invariably attack any creature that crosses
its path.
15 15 2 2 6 -3 8 1
POWERS OFFENSE
Animal Senses: Senses 4 (Extended Hearing,) Low-Light INITIATIVE +6
Vision, Scent, Tracking • 4 points Claws +9 Close, Damage 17, Crit 19-20
Claws: Strength-based Damage 2, Penetrating 3 • 5 points
Unarmed +7 Close, Damage 15
Invulnerability: Immunity 20 (Disease, Poison); impervious
Toughness 10, Regeneration 5 • 35 points DEFENSE
DODGE 11 FORTITUDE 15
ADVANTAGES PARRY 11 TOUGHNESS 15
All-out Attack, Close Attack, Diehard, Improved Critical WILL 9
(Claws), Improved Initiative, Instant Up, Power Attack
POWER POINTS
SKILLS ABILITIES 92 SKILLS 15
Athletics 4 (+20), Close Combat: Claws 2 (+9), Intimidation 6 POWERS 44 DEFENSES 14
(+16), Perception 8 (+16), Stealth 10 (+12) ADVANTAGES 7 TOTAL 172
COMPLICATIONS
Curse of the Wendigo: Anyone that consumes human flesh in the Northern Canadian wilderness is possessed by the curse of
the Wendigo, transforming into a powerful flesh-eating albino monster that will kill and consume any human being it can find.
Power Loss: Usually the only way a victim is released from the curse is if another person resorts to cannibalism, transferring the
curse to the new victim. In certain cases, sorcerers of sufficient abilities have demonstrated the ability to lift the curse.
SKILLS
DOLPHINS Athletics 8 (+8), Close Combat: Unarmed 2 (+4), Perception
DOLPHIN PL3 8 (+9)
OFFENSE
STR STA AGI DEX FGT INT AWE PRE INITIATIVE +4
2 2 4 2 2 -2 1 0 Slam +4 Close Damage 2
POWERS DEFENSE
DODGE 4 FORTITUDE 3
Thick Hide: Protection 1 • 1 point PARRY 4 TOUGHNESS 3
Senses 4 ((Accurate Hearing, Low-Light Vision, Ultra WILL 3
Hearing) • 4 points
Swimming 6 (32 MPH) • 3 points POWER POINTS
ADVANTAGES ABILITIES 4 SKILLS 5
POWERS 10 DEFENSES 7
Fast Grab, Teamwork ADVANTAGES 5 TOTAL 48
SKILLS
Athletics 8 (+18), Close Combat: Unarmed 3 (+7), Perception
10 (+11)
OFFENSE
INITIATIVE +3
Bite +7 Close Damage 13
Slam +7 Close Damage 10
DEFENSE
DODGE 5 FORTITUDE 12
PARRY 6 TOUGHNESS 11
WILL 4
POWER POINTS
ABILITIES 40 SKILLS 21
POWERS 23 DEFENSES 14
ADVANTAGES 4 TOTAL 102
DOLPHINS
Dolphins are marine mammals closely related to whales WOLVES OF THE SEA
and porpoises. There are almost forty species of dolphin The killer whale (Orcinus orca), or orca, is a toothed
in 17 genera. They vary in size from the 1.2 m (4 ft) and whale belonging to the oceanic dolphin family. Orcas are
40 kg (90 lb) Maui's dolphin, up to the 9.5 m (30 ft) and found in all oceans, from the frigid Arctic and Antarctic
10-ton orca or killer whale. They are found worldwide, regions to tropical seas. Orcas as a species have a
mostly in the shallower seas of the continental shelves, diverse diet, although individual populations often
and are carnivores, eating mostly fish and squid. The specialize in particular types of prey. Some feed
family Delphinidae is the largest in the Cetacean order, exclusively on fish, while others hunt marine mammals
and evolved relatively recently, about ten million years such as pinnipeds, dolphins, and even large whales,
ago, during the Miocene. Dolphins are among the most often working in organized packs, earning them the
intelligent animals, and their often friendly appearance, nickname ‘Wolves of the Sea’. Orcas are regarded as
an artifact of the "smile" of their lip-line, and seemingly apex predators, lacking natural predators.
playful attitude have made them very popular in human Orcas often demonstrate uncanny
culture. (Str8) intelligence. They imitate others,
and deliberately teach skills to
KILLER WHALE their kin. The complex and
stable vocal and behavioral
KILLER WHALE PL10 patterns of different groups
of orcas appear to have
STR STA AGI DEX FGT INT AWE PRE no parallel outside
humans and
10 10 4 2 4 0 1 0 represent an
independent
POWERS evolution of
Growth: Growth 6 (Innate; Permanent) • 12 points culture.
Thick Hide: Protection 1 • 1 point (Str38)
Senses 4 ((Accurate Hearing, Low-Light Vision, Ultra
Hearing) • 4 points
Swimming 6 (32 MPH) • 3 points
Teeth: Strength-based Damage 3 • 3 points
ADVANTAGES
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab,
Improved Hold, Power Attack, Teamwork
DEFENSE
DODGE 5 FORTITUDE 12
PARRY 7 TOUGHNESS 11
WILL 5
POWER POINTS
ABILITIES 38 SKILLS 21
POWERS 26 DEFENSES 13
ADVANTAGES 4 TOTAL 102
OBESSION
Nickfin is a gigantic rogue bull Killer Whale, whose mate
was killed by fishermen. In a bizarre case of reverse-
Ahab, Nickfin pursued Captain Nolan and his crew, all the
way across the North Atlantic – actually managing to
destroy entire towns in the process – before finally killing
the Captain at the arctic pole. After Captain Nolan’s
death, Nickfin retired from active persecution of northern
coastal towns, but he still bears a grudge against
fishermen and humans in general. (Str40)
ORCA
ORCA PL11
STR STA AGI DEX FGT INT AWE PRE
10 10 4 2 4 0 1 0
POWERS
Growth: Growth 6 (Innate; Permanent) • 12 points
Thick Hide: Protection 1 • 3 points
Senses 4 ((Accurate Hearing, Low-Light Vision, Ultra
Hearing) • 4 points
Swimming 6 (32 MPH) • 3 points
Teeth: Strength-based Damage 4 • 4 points
ADVANTAGES
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab,
Improved Hold, Power Attack, Teamwork
SKILLS
Athletics 8 (+18), Close Combat: Unarmed 4 (+8), Perception
10 (+11)
OFFENSE
INITIATIVE +3
Bite +8 Close Damage 14
Slam +8 Close Damage 10
SPERM WHALE
SPERM WHALE PL10
STR STA AGI DEX FGT INT AWE PRE
11 11 0 0 4 -3 1 0
POWERS
Growth: Growth 11 (Innate; Permanent) • 22 points
Thick Hide: Protection 2 • 2 points
Senses 4 ((Accurate Hearing, Low-Light Vision, Ultra
Hearing) • 4 points
Swimming 5 (16 MPH) • 5 points
Teeth: Strength-based Damage 3 • 3 points
ADVANTAGES
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab,
Improved Hold, Power Attack
SKILLS
Athletics 8 (+8), Close Combat: Unarmed 2 (+6), Perception
10 (+11)
OFFENSE
INITIATIVE +3
Bite +6 Close Damage 14
Slam +6 Close Damage 11
DEFENSE
DODGE -3 FORTITUDE 12
PARRY 1 TOUGHNESS 13
WILL 4
MOBY DICK
POWER POINTS
ABILITIES 6 SKILLS 10
MOBY DICK PL12
POWERS 36 DEFENSES 8
ADVANTAGES 6 TOTAL 68 STR STA AGI DEX FGT INT AWE PRE
12 12 0 0 6 -3 1 0
DUCKBILL DINOSAURS
POWERS
The sperm whale (Physeter macrocephalus) or Growth 12 (Innate; Permanent) • 24 points
'Catodon' is the largest member of the toothed whales. It Thick Hide: Protection 3 • 3 points
is the only living member of genus Physeter, and one of Senses 4 ((Accurate Hearing, Low-Light Vision, Ultra
three extant species in the family, along with the pygmy Hearing) • 4 points
and dwarf sperm whales of the genus Kogia. Swimming 5 (16 MPH) • 5 points
Mature male sperm whales can reach 20.5 m (67 ft), with Teeth: Strength-based Damage 3 • 3 points
the head representing up to a third of its entire length. ADVANTAGES
The sperm whale feeds primarily on giant squid. Plunging
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab,
as far down into the depths as 3 km (9,800 ft) for prey, it
Improved Hold, Power Attack
is the deepest diving mammal. Its clicking vocalization, a
form of echolocation and communication, can be as loud SKILLS
as 230 decibels. underwater. It has the largest brain of
Athletics 8 (+8), Close Combat: Unarmed 2 (+7), Perception
any animal on Earth, five times heavier than a man's.
10 (+11)
(Str42)
OFFENSE BLUE WHALE
Bite +8
INITIATIVE +2
Close Damage 15
BLUE WHALE PL10
Slam +8 Close Damage 12 STR STA AGI DEX FGT INT AWE PRE
DEFENSE 12 12 0 0 3 -3 1 0
DODGE -3 FORTITUDE 16
PARRY 3 TOUGHNESS 14 POWERS
WILL 6 Growth 12 (Innate; Permanent) • 24 points
Thick Hide: Protection 3 • 3 points
POWER POINTS Senses 4 ((Accurate Hearing, Low-Light Vision, Ultra
ABILITIES 10 SKILLS 10 Hearing) • 4 points
POWERS 39 DEFENSES 13 Swimming 5 (16 MPH) • 5 points
ADVANTAGES 6 TOTAL 78
ADVANTAGES
COMPLICATIONS All-Out Attack, Diehard, Extraordinary Effort, Power Attack
Nemesis: Captain Ahab
Rogue: Moby Dick has a hatred of humans and whalers in SKILLS
particular, and will attack boats wherever he finds them. Perception 8 (+10), Expertise (Survival) 4 (-1)
OFFENSE
GREAT WHITE WHALE
INITIATIVE +0
Moby Dick was a gigantic albino sperm whale that Slam +5 Close Damage 12
prowled the Atlantic during the harum-scarum whaling DEFENSE
days of the 1850’s, sinking whaling vessels, and killing
entire crews. DODGE -4 FORTITUDE 12
PARRY -2 TOUGHNESS 14
The vengeful Captain Ahab, who lost a leg to the mighty WILL 4
whale, set sail the whaling ship, the Pequod, on a final
quest to destroy Moby Dick – an ill-fated mission that POWER POINTS
would eventually end in tragedy. Ignoring the advice of ABILITIES 6 SKILLS 10
his first mate, as well as fellow Captain Boomer of the POWERS 36 DEFENSES 4
whaling ship Rachel – who himself lost an arm to the ADVANTAGES 4 TOTAL 60
Great White Whale – Ahab pursued Moby Dick to a final
confrontation. His mad thirst for vengeance met its end THE LARGEST ANIMAL TO EVER EXIST
when he became trapped in harpoon ropes, bound to the
great whale’s hide. The blue whale (Balaenoptera musculus) belongs to a
Moby Dick himself was mortally wounded in the battle, suborder of baleen whales. At up to 30 m (98 ft) in length
but the mighty whale lasted long enough to sink the and 170 tons, it is the largest known animal to have ever
Pequod, killing its entire crew, save for one survivor – a existed. Like other baleen whales, its diet consists almost
young man named Ishmael, who related the story after exclusively of small crustaceans known as krill –
being rescued by Captain Boomer and the Rachel. technically a predator, but in reality, filling the niche of the
(Str45) oceanic grazer. (Str45)
OTHER BALEEN WHALES
Baleen whales come in many stripes, and exist in all
oceans. Their form is fairly consistent, although a HUMPBACK WHALE PL8 50 POINTS
number of specializations for varying lifestyles and Abilities: Str 11 Sta 11 Agi 0 Dex 0 Fgt 2 Int -3 Awe 1 Pre 0
environments have allowed for a number of visible
variations. The high arching mouths of the Right Whale Powers: Growth: Growth 12 (Innate; Permanent), Thick
(Baleena mysticetus), is instantly recognizable from the Hide: Protection 2, Senses 4 (Accurate Hearing, Low-Light
long, slender Fin Whale (Balaenoptera physalus), and Vision, Ultra Hearing), Swimming 5 (16 MPH)
the wide, wing-like pectoral fins of the Humpback Whale
(Megaptera novaeangliae), are instantly recognizable Advantages: All-Out Attack, Diehard, Extraordinary Effort,
from the slate, gray, uniform body of the Gray Whale Power Attack
(Eschrichtius robustus). A number of other species,
Skills: Athletics 8 (+18), Close Combat: Unarmed 2 (+4),
exist, but the following stats would apply for most of
Perception 10 (+11)
them. Their behaviors are also quite consistent, with the
big baleens occupying the ecological role of ‘grazers’ Offense: Initiative +0, Slam +4, Close Damage 11
even though they are technically preying upon living
animals in the form of krill. They are generally placid by Defense: Dodge -4, Parry -2, Fortitude 12, Will 4, Toughness
nature (making them easy targets for whalers),and are 13
less inclined to behave violently than toothed whales like
Totals: Abilities -4 + Powers 35 + Advantages 3 + Skills 10 +
the Sperm Whale. They are also considered to be
Defenses + 6 = 50
somewhat less intelligent than their toothed cousins.
(Str42)
Wild Animal characters can be minions, non-player
characters, or even protagonists themselves. An animal
is generally considered any non-human, non-plant-based
life; in game world, this can be extended to any non-
supernatural, non-alien, and non-mutant and apply only
to animals you might find in nature on modern Earth.
Animal types include the warm-blooded, furry mammals
(Mammalia), the warm-blooded, feathered birds (Aves),
as well as cold-blooded reptiles (Reptilia), amphibians
(Amphibia), fish (Agnatha, Chondrichthyes,
Osteichtheyes), mollusks (phylum Mollusca), as well as a
plethora of insects, arachnids, worms, and general
creepy-crawlies (Insecta, Arachnida, phylum Anneleda,
among others). Below are some of the more common,
well-known wildlife, and most likely to be encountered in
an adventure. Specific groups of animals such as
Crocodiles, Sharks, Snakes, and Whales and Dolphins,
are detailed under their own entries.
ADVANTAGES
All-out Attack, Fast Grab, Improved Hold, Power Attack
SKILLS
Athletics 6 (+14), Close Combat: Claws 4 (+7), Perception 4
(+5)
OFFENSE
INITIATIVE +0
EAGLE
Eagle is a common name for several genera of the bird
Claws +7 Close Damage 11 family Accipitridae. Most eagles occur in Eurasia and
Africa, with only two species (the Bald Eagle and Golden
DEFENSE Eagle) in the U.S. and Canada, nine species in Central
DODGE 4 FORTITUDE 10 and South America, and three species in Australia.
PARRY 5 TOUGHNESS 8 Eagles are large, powerfully built birds of prey, with a
WILL 3 heavy head and beak, with relatively longer and more
POWER POINTS evenly broad wings, and more direct, faster flight than
other raptors. Most eagles are larger than any other
ABILITIES 10 SKILLS 7 raptors apart from some vultures. Like all birds of prey,
POWERS 20 DEFENSES 18
eagles have very large hooked beaks for tearing flesh
ADVANTAGES 4 TOTAL 59
from their prey, strong muscular legs, and powerful
COMPLICATIONS talons. Eagles' eyes are extremely powerful, having up to
3.6 times human acuity, allowing them to spot potential
Man-Eater: The Killer Grizzly has tasted human flesh, and prey from a very long distance. The females of all known
become a man-eater. species of eagle are larger than the male. (Str3)
HORSE
The horse (Equus ferus caballus) is one of two extant
subspecies of Equus ferus, or wild horse. It is an odd-
toed ungulate mammal belonging to the taxonomic family
Equidae. Horses have evolved over the past 45 to
55 million years from small multi-toed creatures into the
large, single-toed animal of today. Humans began
domestication of horses about 4000 BC, which is
believed to have been widespread by 3000 BC. Horses in
the subspecies caballus are domesticated, although
some domesticated populations live in the wild as feral
horses. Horses' anatomy enables them to make use of
speed to escape predators and they have a well-
developed sense of balance and a strong fight-or-flight
response. Horses and humans interact in a wide variety
of sport competitions and non-competitive recreational
pursuits, as well as police work, agriculture,
entertainment, and warfare. (Str25)
HORSE PL5
STR STA AGI DEX FGT INT AWE PRE
EAGLE PL4 7 4 1 -4 2 -4 1 -3
STR STA AGI DEX FGT INT AWE PRE POWERS
-2 0 3 0 3 -4 1 0 Growth: Growth 4 (Permanent, Innate) • 8 points
Senses: Senses 2 (Extended Vision, Low-Light Vision) • 2
POWERS points
Speed 4 (30 MPH) • 4 points
Claws: Strength-based Damage 1 •1 points
Flight: Flight 3 (16 MPH, Wings) • 3 points
Senses 2 (Extended Vision, Low-light Vision) • 3 points
Shrinking 8 (Permanent; +4 defenses, +8 Stealth) • 8 points
ADVANTAGES
Fast Grab
SKILLS
Close Combat: Claws 4 (+7), Perception 6 (+7)
OFFENSE
INITIATIVE +3
Claws +7 Close Damage -1
DEFENSE
DODGE 7 FORTITUDE 2
PARRY 7 TOUGHNESS 0
WILL 2
POWER POINTS
ABILITIES 6 SKILLS 5
POWERS 10 DEFENSES 2
ADVANTAGES 1 TOTAL 48
ADVANTAGES
None
SKILLS
Perception 4 (+5)
OFFENSE
INITIATIVE +1
Unarmed +2 Close Damage 7
DEFENSE
DODGE 6 FORTITUDE 6
PARRY 6 TOUGHNESS 6
WILL 3
POWER POINTS
ABILITIES 30 SKILLS 8
POWERS 10 DEFENSES 11
ADVANTAGES 4 TOTAL 63
ADVANTAGES
All-out Attack, Fast Grab, Improved Hold (Claws), Power
Attack
SKILLS
Close Combat: Claws 3 (+9), Perception 5 (+6), Stealth 8
(+11)
WOLF PL5 WOLVERINE PL7
STR STA AGI DEX FGT INT AWE PRE STR STA AGI DEX FGT INT AWE PRE
2 2 2 0 3 -3 2 -2 1 2 3 1 6 -3 1 -2
POWERS POWERS
Senses: Senses 3 (Low-light Vision, Scent, Track) • 3 points Claws: Strength-based Damage 2 • 2 points
Speed 4 (30 MPH) • 4 points Senses 2 (Low-Light Vision, Scent) • 2 points
Teeth: Strength-based Damage 1 • 1 point Shrinking: Shrinking 4 (Permanent, Innate) • 4 points
ADVANTAGES ADVANTAGES
All-out Attack, Diehard, Improved Critical (Claws), Improved
Fast Grab, Improved Trip
Initiative, Instant Up, Power Attack
SKILLS SKILLS
Close Combat: Teeth 3 (+6), Perception 4 (+5), Stealth 4 (+6)
Athletics 3 (+4), Close Combat: Claws 4 (+10), Intimidation 6
(+4), Perception 4 (+5), Stealth 4 (+6)
OFFENSE
INITIATIVE +2 OFFENSE
Teeth +6 Close Damage 3 INITIATIVE +5
Claws +10 Close Damage 3
DEFENSE
DODGE 4 FORTITUDE 4 DEFENSE
PARRY 4 TOUGHNESS 2 DODGE 8 FORTITUDE 4
WILL 2 PARRY 8 TOUGHNESS 2
WILL 3
POWER POINTS POWER POINTS
ABILITIES 12 SKILLS 4
ABILITIES 12 SKILLS 4
POWERS 8 DEFENSES 5 POWERS 8 DEFENSES 2
ADVANTAGES 2 TOTAL 31 ADVANTAGES 2 TOTAL 76
PERSONALITY
Sara Pezzini is impulsive and hotheaded, but reliable.
She possesses an air of purity, which belies her more
dangerous, sensual nature, which only becomes obvious
when she activates the Witchblade.
The Witchblade also provides post-cognition powers,
POWERS AND ABILITIES generally used to give Sara flashbacks to events affecting
former users of the blade.
Before acquiring the Witchblade, Sara Pezzini was The Witchblade apparently also has vast, untapped
already a tough, competent, New York City cop and potential for Reality Warping that Sara has only begun to
Homicide detective. She is a capable hand-to-hand explore.
combatant, as well as being skilled with handguns.
The Witchblade provides Sara with a host of powers.
Among its more rudimentary abilities is to provide REAL NAME: SARA PEZZINI
mystical armor protection to its wearer. It can extend itself OCCUPATION: HOMICIDE DETECTIVE
over its host's entire form, providing Protection 4. BASE: NEW YORK CITY AFFILIATION: NYPD
Similarly, the Witchblade can take the form of an arm-
blade or sword – see Natural Weapons – or disguise
HEIGHT: 5’ 9” WEIGHT: 125 LBS.
itself as a bracelet. EYES: BLUE HAIR: BROWN
WITCHBLADE PL13
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
9 8 6 2 4 2 2 1
POWERS OFFENSE
The Witchblade Gauntlet: 92 points, Indestructible, INITIATIVE +6
Removable (-26 points) • 66 points Armblade +8 Close Damage 11
• Armblade or Sword: Strength-based Damage 2 • 2 points Energy Blast +10 Ranged, Damage 7
• Energy Blast: Ranged Damage 7 • 7 points Pistol +10 Ranged, Damage 4
• Evil Detection: Senses 7 (Accurate, Ranged Detect Evil, Tendril Whip +10 Close (Reach 2), Damage 4
Extended • 7 points Unarmed +8 Close Damage 9
• Shape-changing: Morph 4 (Limited to body armor,
Impervious Toughness 4; may morph into harmless-looking DEFENSE
bracelet) • 20 points DODGE 10 FORTITUDE 8
PARRY 10 TOUGHNESS 8
• Reality Manipulation: Variable Power 7 • 49 points
WILL 7
• Tendril Whip: Strength-based Damage 4, Improved Grab,
Improved Trip, Reach 2 • 6 points POWER POINTS
• Wall Crawling: Movement 1 (Wall-Crawling 1) • 1 point ABILITIES 72 SKILLS 29
POWERS 66 DEFENSES 15
ADVANTAGES ADVANTAGES 4 TOTAL 186
Attractive, Benefit (NYPD Homicide Detective), Quick Draw,
Power Attack COMPLICATIONS
Enemy: Kenneth Irons.
SKILLS
Power Loss: Without the Witchblade, Sara Pezzini has no
Acrobatics 6 (+11), Athletics 8 (+10), Close Combat:
powers and the abilities of an ordinary woman. Her Str, Dex
Unarmed 5 (+16), Deception 6 (+9), Insight 5 (+8),
and Agl are 0, and her Sta is 2
Intimidation 6 (+9), Investigation 6 (+8), Perception 8 (+11),
Persuasion 4 (+7), Stealth 7 (+12), Treatment 3 (+5), Responsibility: Wielder of the Witchblade
Vehicles 8 (+11) Secret Identity: Sara Pezzini, NYPD Homicide Detective
THE WITCHBLADE
The Witchblade is a mysterious semi-sentient, living
gauntlet that chooses one wielder in each generation for
the purpose of battling evil. The blade bonds itself to the
wearer and may manifest at the wielder’s will.
The Gauntlet is a powerful weapon whose full abilities
have not yet manifested and may only be used by women
of unmatched strength of mind, body and will – the blade
is semi-sentient and has been known to overwhelm its
host, and ‘possess’ them. Also notable among those who
have possessed/been possessed by the Witchblade is a
near-unparalleled beauty and almost smoldering
sexuality, indicating that the true power of the Gauntlet
lies not just in femininity but in the inherent power of
aggressive feminine sexuality.
Logan was born James Howlett, to a life of privilege in
Alberta, Canada, during the late 19th Century, the son of REAL NAME: JAMES HOWLETT, LOGAN
John and Elizabeth Howlett. Growing up, the sickly OCCUPATION: ADVENTURER, FORMER SOLDIER
James competed with ‘Dog’ the son of their cruel BASE: NEW YORK CITY AFFILIATION: X-MEN
groundskeeper, Thomas Logan, over the attentions of
James’ companion and tutor, Rose. Dog’s growing
HEIGHT: 5’ 3”’ WEIGHT: 195/300 LBS
obsession with Rose, finally caused him to attack her, EYES: BLUE HAIR: BLACK
prompting James’ father to fire Dog’s father – upon which
Thomas Logan – who had been having an affair with POWERS AND ABILITIES
Elizabeth Howlett – ended up shooting John Howlett.
The shock of seeing his father murdered caused young Wolverine has the ability to heal virtually any wound. It
James’ latent mutation to manifest, sprouting bone claws would take something like a decapitation to kill him
from his hands, attacking and wounding Thomas Logan outright. He also possesses extremely keen senses of
before retreating into the woods with Rose. hearing and smell, and has a strong affinity with animals
Taking the name ‘Logan’ to hide his identity, the frail boy – particularly predators. Wolverine also has foot-long,
grew into a strapping young man, who was given the retractable bone claws that are housed in his forearms.
nickname ‘Wolverine’ due to his tenacious ferocity and To top it all, his entire skeleton has been coated with
his affinity with wild animals. Eventually, however, Dog Adamantium, making his bones (and claws) virtually
tracked them down, and during a vicious battle, Logan unbreakable. Besides his physical abilities Wolverine
accidentally impaled Rose on his own claws, killing her. has vast experience in wilderness survival, espionage,
Grief-stricken, Logan fled into the woods, and his life hand-to-hand combat – particularly
since then remains shrouded in mystery. covert assassination.
It is known, however, that in the later half of the 20 th
Century, the Canadian government subjected Logan to a
bizarre battery of experiments intended to forge the
ultimate killing machine. Weapon X scientists grafted
the indestructible metal, Adamantium, to Logan’s
skeleton and bone claws, and introduced memory
implants that shaped his past to suit their ends.
These false memories have made it impossible for
Logan to discern facts from fiction in his past life.
Wolverine was working as an operative for the
Canadian government when he accepted an
Offer from Professor X to join the X-Men –
joining partly for Xavier’s vision for mutant’s
rights, and partly because of his attraction
to Jean Gray. During his time with the
X-Men, Logan has worked to regain his
lost memories, but virtually every answer
leads him to new questions. (Str10/16)
PERSONALITY
Wolverine is a fierce, ruthless fighter, struggling
to keep his bestial nature in check. Although brutal and
humorless with both friends and enemies, Logan has an
old-fashioned chivalrous streak when it comes to
women. His is a loner at heart, even going so far
as to establish a new identity as ‘Patch’ in the
Far East principality of Madripoor. Wolverine
is much older than he appears as his healing
factor retards his aging greatly; he is actually
over a hundred years old – something that is
both in his experience and his cynicism.
WOLVERINE PL12
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
4 4 7 7 11 1 10 7
POWERS OFFENSE
Adamantium Claws: Strength-based Damage 4, Penetrating INITIATIVE +10
6 Enhanced Advantage 4 (Improved Critical 4: Claws) • 14 Claws +16 Close, Damage 8, Crit 16-20
points Unarmed +14 Close Damage 5
Adamantium Skeleton: Strength-based Damage 1 (blunt
strikes), Enhanced Strength 1; Protection 1 • 5 points DEFENSE
Enhanced Senses: Senses 8 (Accurate, Acute, Extended DODGE 15 FORTITUDE 10
and Tracking Smell, Danger Sense [olfactory], Extended PARRY 15 TOUGHNESS 9/5*
WILL 11 *Without Defensive roll bonus
Hearing, Low-Light Vision), Enhanced Advantage 1 (Uncanny
Dodge) • 9 points
Healing Factor: Enhanced Advantage 1 (Diehard); Immunity
POWER POINTS
3 (Aging, Disease & Poison - both Limited to half-strength); ABILITIES 102 SKILLS 26
POWERS 97 DEFENSES 19
Regeneration 5 • 8 points
ADVANTAGES 11 TOTAL 255
ADVANTAGES
COMPLICATIONS
Agile Feint, All-out Attack, Animal Empathy, Close Attack 3,
Defensive Roll 4, Diehard, Improved Critical 4 (Claws), Mutant: As a mutant, Wolverine has experienced his share
Improved Initiative, Instant Up, Languages 3 (Chinese, of anti-mutant hatred and bigotry.
Nemesis: Sabertooth,
Japanese, Russian, Spanish, base: English), Power Attack,
Relationships: Wolverine is closely associated with the X-
Uncanny Dodge
Men, particularly Jean Gray. He has been romantically tied
to the assassin, Yukio, and the Japanese aristocrat, Mariko
SKILLS Yashida. He also has contacts with Nick Fury and various
Acrobatics 2 (+9), Athletics 6 (+10), Close Combat: Claws 2 other covert para-military organizations. Wolverine also has
(+13), Expertise: Military 4 (+5), Expertise: Streetwise 8 (+9), tentative contacts with Spider-Man, Ghost Rider and the Hulk
Intimidation 16 (+23), Perception 8 (+18), Stealth 10 (+17), Temper: Wolverine is known for his animalistic Berserker
Vehicles 2 (+5) rages
BONE CLAWS
Wolverine’s natural Claws are made of bone, and are part of
his mutation. Without their Adamantium coating, Logan’s
bones are no more durable than a normal man’s, although he
still heals damage just as quickly. At one point, his bones
were stripped of their metal coating by Magneto (see stat
box), although his Adamantium Skeleton was eventually
restored.
16 14 10 8 14 4 5 4
POWERS OFFENSE
Amazon Bracelets: Impervious Toughness 8; Sustained, INITIATIVE +10
Removable (2 points) • 6 points Lasso +14 Ranged Move Object 16/Grab Bonus 16
Magic Lasso: Move Object 16 Linked to Ranged Affliction 16 Unarmed +14 Close Damage 16
(Resisted by Will; Compelled), Limited to Telling the Truth DEFENSE
(one degree, no other effects), Easily Removable (-24 points)
DODGE 16 FORTITUDE 14
• 40 points
PARRY 16 TOUGHNESS 14
• Quick Change: Feature 1 (change into Wonder Woman as WILL 13
a free action) • 1 point
Speed of Hermes: Flight 11 (2000 MPH) • 22 points POWER POINTS
Strength of Gaea: Enhanced Strength 6, Limited to Lifting ABILITIES 150 SKILLS 29
(Lifting Str22; 100,000 tons) • 6 points POWERS 75 DEFENSES 16
ADVANTAGES 17 TOTAL 287
EQUIPMENT
VEHICLE: INVISIBLE PLANE • 31 POINTS
COMPLICATIONS
Huge; Str 20, Def –4, Tough 20; Concealment 2 (visual): Enemy: Circe
Responsibility: To Themyscira
Flight 11 Power Loss: Due to a spell cast upon her by her foe Circe,
Wonder Woman is powerless and entirely human in her
ADVANTAGES Diana Prince identity. When human she must rely solely on
Animal Empathy, Attractive, Benefit (Ambassador of her considerable skills and determination, which have proven
Themyscira), Equipment 7, Languages 2, Ranged Attack 4, more than equal to the challenge.
Teamwork Secret Identity: Diana Prince, agent of the Department of
Metahuman Affairs. As Diana Prince, Wonder Woman has no
SKILLS powers and the abilities of an ordinary (if athletic and skilled)
woman. Str 2, Sta 3, Agi 4, Dex 4, Fgt 10, Int 4, Awe 5, Pre
Acrobatics 6 (+16), Athletics 4 (+20), Expertise: Mythology 8 4; Animal Empathy, Attractive, Languages 2, Ranged Attack
(+12), Insight 10 (+15), Intimidation 4 (+8), Investigation 6 4, Teamwork); Dodge 10, Parry 12, Fortitude 3, Will 13,
(+10), Perception 8 (+12), Persuasion 6 (+10), Ranged Toughness 3; Initiative +4, Hand Gun +10, Ranged,
Combat: Lasso 2 (+14), Vehicles 4 (+12) Damage 3, Unarmed +10, Close Damage
EQUIPMENT
VEHICLE: INVISIBLE PLANE • 31 POINTS
Huge; Str 20, Def –4, Tough 20; Concealment 2 (visual):
Flight 11
ADVANTAGES
Animal Empathy, Attractive, Benefit (Ambassador of
Themyscira), Equipment 7, Languages 2, Ranged Attack 4,
Teamwork
ADVANTAGES
Animal Empathy, Attractive, Benefit (Ambassador of
Themyscira), Equipment 7, Languages 2, Ranged Attack 3,
Teamwork
SKILLS
Acrobatics 6 (+13), Athletics 4 (+28), Expertise: Military 2
(+6), Expertise: Mythology 8 (+12), Insight 10 (+15),
Intimidation 4 (+8), Investigation 6 (+10), Perception 8 (+12),
Persuasion 8 (+10), Ranged Combat: Lasso 2 (+12),
Vehicles 4 (+12)
OFFENSE
INITIATIVE +7
Lasso +12 Ranged Move Object 16/Grab Bonus 16
Unarmed +12 Close Damage 20
DEFENSE
DODGE 14 FORTITUDE 16
PARRY 14 TOUGHNESS 16
WILL 8
POWER POINTS
ABILITIES 144 SKILLS 31
POWERS 69 DEFENSES 19
ADVANTAGES 16 TOTAL 279
COMPLICATIONS
Enemy: The Cheetah
Power Loss: If Wonder Woman’s wrists are bound by a
man, she is helpless to free them, losing all of her powers.
Secret Identity: Diana Prince
POWER OF THOR SKILLS
Acrobatics 6 (+16), Athletics 4 (+20), Expertise: Mythology 8
During the War of the Brothers (omnipotent guardians of
the DC/Marvel Megaverses) the super-beings of the two (+12), Insight 10 (+15), Intimidation 4 (+8), Investigation 6
realities were pitted against each other. While the (+10), Perception 8 (+12), Persuasion 6 (+10), Ranged
realities overlapped, Diana came upon Mjolnir, (lost by Combat: Lasso 2 (+14), Vehicles 4 (+12)
the Thor in his battle with Captain Marvel) and was
granted the Power of Thor. She did not keep this power
OFFENSE
long, however, relinquishing it in the spirit of fairness for INITIATIVE +10
her own cross-universal battle with Storm – which Diana, Lasso +14 Ranged Move Object 16/Grab Bonus 16
ironically, ended up losing - after giving up the power of Mjolnir +14 Close, Damage 18 Crit. 18-20
the Thunder God, she was defeated by Storm’s lightning Mjolnir +14 Ranged, Damage 18 Crit. 18-20
Lightning +14 Ranged Damage 16
bolts. (Str90/160)
Unarmed +14 Close Damage 16
EQUIPMENT
VEHICLE: INVISIBLE PLANE • 31 POINTS
Huge; Str 20, Def –4, Tough 20; Concealment 2 (visual):
Flight 11
HAMMER OF THOR
Mjolnir: Array (32 points), Easily Removable (-16 points),
Feature 1 (Automatic Return after 1 round), Indestructible
• Flight: Flight 12 (8,000 MPH) • 1 point
• God of Thunder: Environment 16 (Lighting, Rain,
Thunder, Wind), Ranged Damage 16 • 32 points
• Hammer of Thor: Strength-based Damage 2, Strength-
based Ranged Damage 2, Improved Critical 2 • 3 points
• Spinning Shield: Impervious Toughness 16, Limited to
while spinning hammer • 1 point
• Traverse Dimensions: Movement 3 (Dimension Travel),
Increased Mass 5 • 1 point
ADVANTAGES
Animal Empathy, Attractive, Benefit (Ambassador of
Themyscira), Equipment 11, Languages 2, Ranged Attack 4,
Teamwork
SUP[ERWOMAN PL15 SUPERWOMAN
Though a physical duplicate of Wonder Woman/ Princess
STR STA AGI DEX FGT INT AWE PRE Diana, Superwoman is the Lois Lane of Anti-Earth, a
16 14 10 8 14 2 4 6 notorious editor of the tabloid Daily Planet. Her history is
as largely unrevealed, but her abilities suggest she is an
POWERS Amazon. Though coerced into marriage by Ultraman,
Superwoman loathes Lt. Clark Kent, frequently threaten-
Gaze of Hyperion (Ranged Damage 14) • 28 points
ing to hang him with her magic lariat. She and Thomas
Magic Lasso (Move Object 16 Linked to Ranged Affliction
Wayne, Jr. are lovers, in part to spite her husband. As
16 (Resisted by Will; Compelled), Limited to Acting Out Lois Lane, she uses her journalism skills to gather
Hidden Desires (One Degree, no other effects), Easily blackmail evidence and spread damaging rumors against
Removable (-24 points) • 40 points her enemies. Her secret identity is known to Jimmy
• Quick Change: Feature 1 (change into Superwoman as a Olsen, a leering, simpering junior reporter known as
free action) • 1 point “Superwoman’s Snitch”, in marked contrast to
Speed of Metis: Flight 11 (2000 MPH) • 22 points Superman’s brave “Pal “ in the positive universe.
Strength of Atlas: Enhanced Strength 6, Limited to Lifting Once, Superwoman was believed to have given birth to
(Lifting Str22; 100,000 tons) • 6 points Ultraman’s child; this turned out to be a ploy by Brainiac
to inhabit a cloned body generated from the couple’s
ADVANTAGES DNA. She remains in a romantic triangle with her
Attractive 2, Benefit 5 (CSA member), Connected, husband and Owlman.
Languages 2, Ranged Attack 4, Teamwork Superwoman is a slave to her passions, alternately
angry, greedy, lustful, or playful. She has few qualms
SKILLS about undercutting her teammates or trying to make nice
with foes if circumstances turn against the Crime
Acrobatics 6 (+16), Athletics 4 (+20), Deception 6 (+12),
Syndicate. She plays the roles of femme fatale and fierce
Expertise: Mythology 4 (+6), Journalism 4 (+6), Streetwise
warrior princess equally well, as comfortable using her
4(+6), Insight 6 (+10), Intimidation 6 (+12), Investigation 6
femininity as she is her battle skills to defeat foes.
(+8), Perception 8 (+12), Persuasion 4 (+10), Ranged (Str85/95)
Combat: Gaze 2 (+10), Ranged Combat: Lasso 2 (+10)
OFFENSE
INITIATIVE +2
Gaze +14 Ranged, Damage 14
Lasso +14 Ranged Move Object 16/Grab Bonus 16
Unarmed +11 Close Damage 19
DEFENSE
DODGE 16 FORTITUDE 14
PARRY 16 TOUGHNESS 14
WILL 16
POWER POINTS
ABILITIES 148 SKILLS 31
POWERS 97 DEFENSES 20
ADVANTAGES 15 TOTAL 311
COMPLICATIONS
Relationships: Superwoman maintains a passionate but
erratic romance with Owlman and a dysfunctional marriage
to Ultraman.
Secret Identity: Lois Lane.
Quirk: Superwoman is a thrill seeker who will “try anything
once.”
WONDER WOMAN (LYNDA CARTER) PL10 TV SHOW
Wonder Woman was a popular show in the seventies,
STR STA AGI DEX FGT INT AWE PRE catapulting the actress in the title role – a buxom brunette
8/2* 8/3* 5 7 8 4 3 4 beauty named Lynda Carter – into iconic stardom, forever
to be associated with the role. The show is fairly light-
POWERS hearted 70’s fare – it never deteriorates to the burlesque
level of the 60’s Adam West Batman series, but is at least
Amazon Bracelets: Impervious Toughness 8; Sustained,
up there with Charlie’s Angles. The first season is set in
Removable (2 points) • 6 points
Magic Belt: Enhanced Strength 6, Enhanced Stamina 5
World War II, and begins with pilot, Major Steve Trevor,
(Lifting Str8; 6 tons) Removable (-2 points) • 11 points who crashes on Paradise Island, to be rescued by the
Magic Lasso: Ranged Affliction 10 (Resisted by Will; Amazon Princess Diana. Queen Hippolyta (played by
Compelled), Limited to Telling the Truth (one degree, no Cloris Leachman) initiates the contest among the
other effects), Easily Removable (-24 points) • 20 points Amazons over who will accompany Trevor back to ‘man’s
world’. The matter is decided through a ‘bullets and
EQUIPMENT bracelets’ ritual, which Princess Diana (competing in
VEHICLE: INVISIBLE PLANE • 31 POINTS disguise after being forbidden to enter the contest by her
Huge; Str 20, Def –4, Tough 20; Concealment 2 (visual): mother), earning the right to become Wonder Woman.
Flight 11 She is presented with a magic Lasso of Truth and a Belt
of Strength (TV Amazons are of normal human strength),
ADVANTAGES as well as invulnerable bracelets, and she joins Steve
Animal Empathy, Attractive, Benefit (Wonder Woman), Trevor fighting the Nazi’s (operating in secret under the
Equipment 7, Languages 2, Ranged Attack 4, Teamwork identity of Yeoman Diana Prince. The series eventually
faded as later episodes brought the series to modern
SKILLS times, with modern counterparts of the previous seasons’
Acrobatics 6 (+10), Athletics 4 (+7/12), Expertise: Mythology characters (such as Steve Trevor Jr.). (Str7/30)
8 (+12), Insight 10 (+13), Intimidation 4 (+8), Investigation 6
(+9), Perception 8 (+7), Persuasion 6 (+12), Ranged Combat:
Lasso 2 (+10), Vehicles 4 (+9)
OFFENSE
INITIATIVE +5
Lasso +10 Grab Bonus 10
Unarmed +10 Close Damage 10/2*
DEFENSE
DODGE 12 FORTITUDE 8
PARRY 10 TOUGHNESS 8/3*
WILL 8
POWER POINTS
ABILITIES 98/72* SKILLS 27
POWERS 37 DEFENSES 14/19*
ADVANTAGES 15 TOTAL 183/172*
*Without Magic Belt
COMPLICATIONS
Power Loss: As Diana Prince, Wonder Woman has no
powers and is simply an athletic and skilled woman. She
also seems to be a bit of a sucker for chloroform.
Relationships: In both identities, she is close friends with
Major Steve Trevor. She also partners with her little sister,
Wonder Girl. On Paradise Island, She has contacts with her
mother, Hippolyta and the Amazons.
WONDER WOMAN (WITCHBLADE) PL16 THE WITCHBLADE
The Witchblade is a weapon of vast potential, and only
STR STA AGI DEX FGT INT AWE PRE women of indomitable will may wield it; the semi-sentient
bladed gauntlet, raises Diana’s abilities to the levels above, is
16 14 10 8 14 4 5 4 nearly indestructible, and has the following powers:
The Witchblade Gauntlet: 92 points, Indestructible,
POWERS Removable (-26 points) • 120 points
• Arm blade or Sword: Strength-based Damage 2 • 2 points
Amazon Bracelets: Impervious Toughness 8; Sustained, • Energy Blast: Ranged Damage 13 • 13 points
Removable (2 points) • 6 points • Evil Detection: Senses 13 (Accurate, Ranged Detect Evil,
Magic Lasso: Move Object 16 Linked to Ranged Affliction 16 Extended • 13 points
(Resisted by Will; Compelled), Limited to Telling the Truth • Shape-changing: Morph 4 (Limited to body armor,
(one degree, no other effects), Easily Removable (-24 points) Impervious Toughness 4; may morph into bracelet) • 20
• 40 points points
• Reality Manipulation: Variable Power 13 • 91 points
• Quick Change: Feature 1 (change into Wonder Woman as
• Tendril Whip: Strength-based Damage 2, Improved Grab,
a free action) • 1 point Improved Trip, Reach 2 • 6 points
Speed of Hermes: Flight 11 (2000 MPH) • 22 points • Wall Crawling: Movement 1 (Wall-Crawling 1) • 1 point
Super-Strength: Enhanced Strength 4, Limited to Lifting
(Lifting Str22; 100,000 tons) • 6 points
OFFENSE
INITIATIVE +12
Arm blade +14 Close Damage 18
Energy Blast +14 Ranged, Damage 13
Lasso +14 Ranged Move Object 16/Grab Bonus 16
Tendril Whip +14 Close (Reach 2), Damage 18
Unarmed +14 Close Damage 16
DEFENSE
DODGE 16 FORTITUDE 14
PARRY 16 TOUGHNESS 14
WILL 13
POWER POINTS
ABILITIES 150 SKILLS 29
POWERS 75 DEFENSES 12
ADVANTAGES 17 TOTAL 294
COMPLICATIONS
Power Loss: Without the Witchblade, Wonder Woman
reverts back her normal stats (see primary entry) In her
Diana Prince identity, Wonder Woman has no powers and
the abilities of an ordinary (if athletic and skilled) woman.
She has Str 2, Sta 3 and her Dex and Agl are 4.
Responsibility: Wielder of the Witchblade
ARTEMIS ARTEMIS PL13
Artemis was born to the Bana-Migdhall tribe of
Amazons. Even as a very young woman she protested STR STA AGI DEX FGT INT AWE PRE
her tribe’s plan to go to war with the Amazons of 10 8 8 8 13 0 2 3
Themyscira, a plan made under the influence of the
sorceress Circe. After years of exile in a demon
dimension as a result of Circe’s machinations, the
POWERS
Amazons were returned home. Having seen a vision of Immunity 1 (Aging), Senses 1 (Mystic Awareness) • 1 point
Wonder Woman’s death, Hippolyta declared a new
contest for the role, and rigged it so Artemis would win.
EQUIPMENT
Artemis served as Wonder Woman and Themyscira’s Bow and Arrows: Ranged Damage 3 • 3 points
emissary until a conflict with the White Magician resulted Knives: Strength-based Damage 2 • 2 points
in her death, as Hippolyta had foreseen. Sword: Strength-based Damage 3 • 3 points
Artemis fought her way out of hell to return to the world of
the living, where she eventually became an ally of
ADVANTAGES
Princess Diana, and mentor and teacher to Cassie All-out Attack, Fearless, Improved Hold, Power Attack,
Sandsmark (Wonder Girl). She remains a high-ranking Ultimate Effort (Strength)
and influential Amazon and one of their greatest warriors. SKILLS
(Str37/55).
Acrobatics 4 (+12), Athletics 8 (+18), Expertise: Magic 4 (+4),
Expertise: Tactics 8 (+8), Insight 4 (+6), Intimidation 8 (+11),
Perception 6 (+8), Ranged Combat: Bows 4 (+12), Stealth 4
(+12), Treatment 2 (+2), Vehicles 2 (+8)
OFFENSE
INITIATIVE +8
Bow +13 Close Damage 13, Crit. 19-20
Knife +13 Close Damage 12, Crit. 19-20
Sword +13 Close Damage 13, Crit. 19-20
Unarmed +13 Close Damage 10
DEFENSE
DODGE 13 FORTITUDE 14
PARRY 13 TOUGHNESS 12/10*
WILL 11 *Without Defensive roll bonus
POWER POINTS
ABILITIES 104 SKILLS 27
POWERS 2 DEFENSES 18
ADVANTAGES 7 TOTAL 158
COMPLICATIONS
Amazon fury: Artemis is a trained warrior and directs her
fury into combat. Sometimes her temper gets away from her.
HIPPOLYTA PL12
STR STA AGI DEX FGT INT AWE PRE
9 9 5 4 12 3 3 5
POWERS
Immunity 1 (Aging) • 1 point
EQUIPMENT
Amazon Bracelets: Impervious Toughness 8; Sustained,
Removable (2 points) • 6 points
Sword: Strength-based Damage 3 • 3 points
ADVANTAGES
Attractive, Benefit 4 (Queen of Themyscira), Defensive
Attack, Defensive Roll 2, Languages
SKILLS
Acrobatics 6 (+11), Athletics 8 (+17), Expertise: History 10
(+13), Insight 8 (+11), Intimidation 4 (+9), Perception 5 (+8),
Persuasion 7 (+12), Ranged Combat: Throwing 6 (+11),
Vehicles 4 (+8)
OFFENSE
INITIATIVE +8
Sword +12 Close Damage 12, Crit. 19-20
Unarmed +12 Close Damage 9
TROIA PL13 TROIA
“Who is Donna Troy?” is a tricky question, even for her.
STR STA AGI DEX FGT INT AWE PRE She was originally a magical duplicate of the young
15 13 8 5 11 2 3 4 Princess Diana of Themyscira, created by the Amazon
sorceress Magala as a playmate for Diana, the only child
POWERS on the island. The villainess Dark Angel kidnapped
Donna, and put her through a series of “reincarnations.”
Amazon Bracelets: Impervious Toughness 8; Sustained, Thus, Donna Troy was initially an orphan with no past but
Removable (2 points) • 6 points Amazon-like powers, who became the heroine Wonder
Lasso of Persuasion: Move Object 15 Linked to Ranged Girl.
Affliction 15 (Resisted by Will; Dazed, Compelled, Controlled; She joined the Teen Titans and eventually married
Instant Recovery), Easily Removable (–18 points) • 27 points college professor Terry Long. The two of them had a son,
• Perfect imitation: Feature 1 (Perfectly imitate voices) • 1 Robert. Both her husband and son were killed in a
senseless car accident.
point
In another revealed life, Donna was “adopted” by the
Soaring: Flight 9 (1,000 MPH) • 18 points Titans of Myth, who empowered her, but also
Strength of the Titans: Enhanced Strength 4, Limited to manipulated her. She lost her powers and became a
Lifting (lifting Str 19; 12,000 tons) • 4 points Darkstar, but the organization was all but wiped out. And
so each existence Donna experienced ended in tragedy.
ADVANTAGES Initially, everyone believed Dark Angel mistook Donna for
Attractive, Teamwork Diana and was out for revenge against Hippolyta, as the
two had clashed during the World War II. Donna
SKILLS eventually learned, however, that Dark Angel was
Acrobatics 4 (+12), Athletics 4 (+19), Expertise: Mythology 6 another version of herself, from a prior multiverse. Saved
(+8), Expertise: Photography 8 (+10), Insight 7 (+10), from non-existence by the Anti-Monitor, she sought to
Perception 7 (+10), Persuasion 6 (+10), Ranged Combat: destroy Donna to avoid merging with her, as all of her
Lasso 6 (+11) other parallel selves had done. Once Dark Angel was
defeated, Donna became the sum total of her prior
OFFENSE existence, a living bridge to the former multiverse. Troy
INITIATIVE +8
has since encountered another Dark Angel in the new
Lasso +11 Ranged, Affliction 15, Resisted
multiverse, though it remains unknown if this is the same
Dark Angel or yet another unusual parallel. (Str70)
by Will (DC 25), Grab +15
Unarmed +11 Close Damage 15
DEFENSE
DODGE 13 FORTITUDE 13
PARRY 13 TOUGHNESS 13
WILL 13
POWER POINTS
ABILITIES 122 SKILLS 24
POWERS 58 DEFENSES 17
ADVANTAGES 2 TOTAL 223
COMPLICATIONS
Amazon fury: Troy is a trained warrior and directs her fury
into combat. Sometimes her temper gets away from her.
Difficult Past: Sometimes Donna’s past is unclear even to
her.
Multiversal Nexus: Troy is a bridge between different
worlds, which often pulls her into the middle of important,
world changing conflicts.
WONDER GIRL PL12
STR STA AGI DEX FGT INT AWE PRE
14 10 8 4 7 1 2 3
POWERS
Amazon Bracelets: Impervious Toughness 8; Sustained,
Removable (2 points) • 6 points
Magic Lasso: Move Object 12, Ranged Damage 12
(lightning, Requires Grab), Easily Removable (–14 points) •
22 points
Soaring: Flight 10 (2,000 MPH) • 20 points
Strength of Zeus: Enhanced Strength 3, Limited to Lifting
(Lifting Str 17; 3000 tons) • 3 points
ADVANTAGES
Attractive, Defensive Roll 2, Ranged Attack 4, Teamwork
SKILLS
Acrobatics 4 (+12), Athletics 4 (+18), Close Combat:
Unarmed 3 (+10), Expertise: Mythology 4 (+5), Insight 5 (+7),
Perception 5 (+7), Persuasion 5 (+8), Ranged Combat: Lasso
4 (+12)
OFFENSE
INITIATIVE +8
Lasso +12 Ranged, +12 Grab
Unarmed +10 Close Damage 14
DEFENSE
DODGE 12 FORTITUDE 12
PARRY 12 TOUGHNESS 12/10*
WILL 12 *Without Defensive Roll
JEAN GREY
After several years of working with Professor Xavier to
control her telekinetic abilities, Jean became the fifth
member of the original X-Men, adopting the codename,
Marvel Girl. She soon learned to use her telepathic
powers as well.
Jean and the X-Men flew a shuttle during a solar
radiation storm, but the pilot’s cabin was unshielded
against the deadly rays. Only Jean could both fly the
shuttle and shield it from radiation, but the storm
overpowered her. Somehow, the cosmic entity called the
Phoenix Force saved Jean's life and took on her form.
For an extended period, the Phoenix force actually took
Jean’s place among the X-Men, while unbeknownst to
anyone, Jean’s body lay cocooned at the bottom of JEAN GREY PL9 193 POINTS
Jamaica Bay. Abilities: Str -1 Sta 1 Agi 3 Dex 4 Fgt 2 Int 2 Awe 2 Pre 3
The tragedy that gripped the X-men is now legendary.
Powers: Mental Awareness: Senses 10 (Mental Sense,
The Phoenix Force transformed in the powerful Dark Radius), Telekinesis: Move Object 10, Accurate 4,
Phoenix entity, which destroyed a populated planet, Telekinetic Field: Protection 10, Impervious, Sustained,
prompting the spacefaring Shi’ar to condemn what they Telekinetic Levitation: Flight 5 (30 MPH), Telepathy: 22–
thought to be Jean. Operating with Jean’s personality point Array, AE: Mind Reading 11 Linked to Area Mental
and mind, the Phoenix committed suicide. Communication 2, AE: Telepathic Illusion: Illusion 10 (all
Then the real Jean emerged from the cocoon. After her senses), Resisted by Will, Selective, AE: Mental Blast:
Perception Range Damage 10, Resisted by Will
return, she joined X-Factor, then once again became an
X-Man. She and Cyclops married and retired from Advantages: Assessment, Attractive, Improved Initiative,
adventuring. Languages (Sign Language), Power Attack, Leadership,
Unfortunately, the Phoenix Force was not done with Ranged Attack 3, Teamwork, Trance, Power Attack, Ultimate
Effort (Powers)
Jean, remerging on numerous subsequent occasions,
threatening the universe more than once, and costing Skills: Insight 8 (+13), Perception 6 (+9), Persuasion 8 (18),
Jean her life more than once. (See Phoenix) (Str4) Ranged Combat: Telekinesis 4 (+7), Treatment 4 (+7),
Vehicles 8 (+11)
Offense: Initiative +4, Mental Blast +7, Ranged Damage 10
Defense: Dodge 8, Parry 8, Fortitude 2, Will 11, Toughness
1
Totals: Abilities 46 + Powers 98 + Advantages 13 + Skills 19
+ Defenses 17 = 193
Complications: Relationships: Jean Grey’s primary
relationships are with her husband, Scott Summers
(Cyclops), Wolverine and the X-Men.
PROFESSOR X
Charles Xavier was born with vast mental powers that he
learned to control fully only after many years. His interest
in his mutant powers led him to study biology and
genetics, eventually earning him several degrees in
various related fields. He soon became the world’s most
renowned expert on genetic mutation.
Experience led Charles to two conclusions: that mutants
must be trained to control their powers if they are ever to
be accepted, and that mutants who use their powers for
evil must be stopped.
To accomplish both goals, Charles established a school
and recruited five young mutants, who became the
original X-Men. He has since taken in many other
students as well and is the father of all the X-Teams as
well as the inspiration for mutant equality, even among
his most bitter rivals, like Magneto.
Professor X’s primary opponent over the years, has, in
fact, been Magneto – who once shared a similar dream to
Charles himself, but whose brutal life had taught him that
acceptance could only come through mutant dominance,
putting him forever at odds with his former friend.
Professor Xavier and Magneto together represent the
conflicting dreams and are the leaders of the two
polarized and warring mutant factions. (Str5)
ROGUE
Not much is known about Rogue’s early life, save that her
powers quickly taught her that she cold not touch anyone
without absorbing their memories. At some point, she
was found by Mystique, who took her under her wing and
made her a member of the Brotherhood of Evil Mutants.
During a battle with the original Ms. Marvel, Rogue
permanently absorbed Danvers’ powers and memories.
Still uncontrolled in her powers and unable to tell which
were her memories and which belonged to Danvers,
Rogue begged Professor X for help. He admitted her to
the X-Men and she has been a loyal, brave, and valuable
team member ever since. Rogue has received a great
deal of emotional support from the X-Men, which helps
her to deal with her inability to master her power. The
recent departure of Gambit from the team shortly after
Rogue absorbed some of his memories has disturbed
her, and her control over her powers has regressed a bit.
In a fight, Rogue is cocky and aggressive. The strength,
invulnerability, and flight she absorbed from Ms Marvel
put her at the forefront of any battle. She usually is
reluctant to steal anyone’s powers, given the emotional
PROFESSOR X PL12 201 POINTS toll it takes on her and the lingering fear that she might
absorb someone else’s psyche permanently.
Abilities: Str 0 Sta 3 Agi 0 Dex 2 Fgt 0 Int 8 Awe 11 Pre 12 (Str5/48)
Powers: Astral Body: Remote Sensing 23 (visual, auditory,
mental), Defenseless, Subtle 1, Telepathy: 30–point Array,
AE: Alter Thoughts: Perception Ranged Affliction 15
(Resisted by Will; Dazed, Stunned, Transformed),
Progressive, Continuous, AE: Mental Blast 15, AE:
Telepathic Communication: Area Mental Communication 4,
Selective, AE: Mental Invisibility: Concealment 10,
Resistible by Will, AE: Mental Probe: Mind Reading 15,
Cumulative, Subtle, AE: Mind Control: Mind Control 15,
Mutant Detection: Senses 15 (Detect Mutant, Acute,
Analytical, Extended, Radius, Ranged), Psionic Detection:
Senses 15 (Mental Awareness, Acute, Analytical, Extended,
Radius), Psi-Screen: Immunity 10 (Mental Effects),
Sustained, Telekinesis: Move Object 2, Close
Equipment: Hoverchair: Flight 5, Removable
Advantages: Equipment 2, Improved Initiative, Inventor
Skills: Expertise: Electronics 2 (+10), Expertise: Engineering
2 (+10), Expertise: Genetics 2 (+10), Persuasion 4 (+16),
Technology 3 (+11)
Offense: Initiative +4, Alter Thoughts, Perception Ranged,
Affliction 15, Mental Blast, Perception Ranged, Damage 15
(Resisted by Will), Mind Control, Perception Ranged, Mind
Control 15
Defense: Dodge 1, Parry 3, Fortitude 4, Will 11, Tough 3
Totals: Abilities 48 + Powers 107 + Advantages 13 + Skills
19 + Defenses 16 = 201
Complications: Disability: paralyzed, uses wheelchair or
‘Hover-Chair’
ROGUE PL9 247 POINTS
Abilities: Str 11 Sta 8 Agi 2 Dex 2 Fgt 4 Int 1 Awe 2 Pre 1
Powers: Flight: Flight 7 (240 MPH), Invulnerability,
Impervious Toughness 9, Power Absorption: Affliction 15
(Resisted by Fortitude, Dazed, Stunned, Incapacitated),
Progressive, Sustained, Sense-Dependent (Touch), Mind
Reading 15, Cumulative, Effortless, Close, Sense-Dependent
(Touch), Variable 15 (Absorbing Traits), Sense-Dependent
(Touch)
Advantages: Attractive, All-out Attack, Defensive Attack,
Distract (Intimidation), Improved Hold, Power Attack, Ranged
Attack, Teamwork
Skills: Acrobatics 8 (+10), Athletics 2 (+13), Close Combat:
Unarmed 2 (+7), Deception 4 (+6), Expertise: Journalism 6
(+7), Expertise: Military 7 (+8), Insight 3 (+5), Intimidation 6
(+7), Investigation 5 (+7), Language 2 (French, Russian,
French, Japanese, Shi’ar [Imperial and Common]), native:
English), Perception 3 (+6), Persuasion 4 (+7), (+9), Stealth 5
(+7), Treatment 3 (+4), Vehicles 7 (+9)
Offense: Initiative +2, Power Absorption, Close, Affliction 15,
Unarmed +7, Close Damage 11
Defense: Dodge 6, Parry 6, Fort 10, Will 5, Toughness 8
Totals: Abilities 66 + Powers 143 + Advantages 8 + Skills 21
+ Defenses 9 = 247
Complications: Don’t Touch: Rogue’s power is involuntary,
absorbing traits of anyone she makes skin-to-skin contact
with, and at least once, the absorption was permanent (when
she absorbed Ms. Marvel’s powers and personality).
Because the target’s personality is also absorbed, Rogue
must make a WILL check or the absorbed personality
becomes dominant. Power Loss: Rogue’s superhuman
physical abilities (aside from Power Absorption), are actually
Ms. Marvel’s powers. If she were to lose these abilities,
Rogues natural physical stats are STR 0, STA 2, AGI 2, DEX
2, FGT 2, and TOU 1, with no Flight or Invulnerability. She
also loses the Close Combat, Journalism and Military
Expertise, and Treatment Skills. Relationships: Rogue has her years with the X-men. She has shared leadership of
contacts with the X-Teams, particularly Wolverine, and is the the team with Cyclops, having shown hertalents for
daughter of the mutant villain, Mystique. tactics. Storm never summons her powers casually.
Since every use of her weather control ability affects
extant local weather patterns, she pays close attention to
STORM the possible effects such manipulation might cause. (this
The daughter of an African princess and an American distinguishes her from Thor, whose ability to summon
photojournalist, Ororo spent her early years in Cairo. A weather is magical and does not affect weather
bomb destroyed their house, killing her parents and elsewhere.) That said, Storm does not hesitate to
leaving Ororo trapped in the wreckage. That experience unleash the full potential of her power against her foes.
left her with a lingering fear of enclosed spaces. Shortly When she summons the full power at her command, it is
thereafter, Ororo was taken in by a master thief and easy to see why she was regarded as a goddess on her
quickly became the best child pickpocket in Cairo. native continent.
Ororo eventually traveled south as her weather control Storm eventually married T’challa – the Black Panther
powers began to emerge. She spent years on the and King of Wakanda, and has left the X-Men to be his
Serengeti Plain, worshipped as a goddess by the tribes. Queen. The two still travel to New York to regularly work
There, Professor X found Ororo and convinced her to join with the Fantastic Four, and Storm remains a staunch ally
the new X-Men. Storm has undergone many changes in of the X-Men in time of need. (Str5)
STORM PL9 199 POINTS
Abilities: Str 0 Sta 4 Agi 4 Dex 4 Fgt 5 Int 2 Awe 2 Pre 1
Powers: Weather Mastery: 22–point Array, AE: Weather
Control: Environment 11 (Cold 2, Heat 2, Impede Movement
2, Visibility 2), Selective, AE: Calming the Storm: Burst
Area Nullify Weather Effects 9, Simultaneous, Effortless, AE:
Lightning Bolt: Ranged Damage 11, AE: Wind: Element
Control (Air) 9, AE: Weather Prediction: Enhanced
Perception 8 Linked to Senses 4 (Precognition), Limited to
predicting weather up to three days, Resistance to Weather:
Immunity 10 (Weather effects), Half Effect, Flight: Flight 6,
Alternate Effect (Burst Area Flight 4, Affects Others,
Distracting)
Advantages: Attractive, Favored Environment (Air),
Improved Critical (Unarmed), Inspire, Leadership, Languages
2 (Kenyan, Russian), Teamwork
Skills: Acrobatics 3 (+7), Athletics 3 (+3), Close Combat:
Knife 2 (+7), Expertise: Thief 1 (+3), Insight 3 (+5),
Perception 4 (+5), Persuasion 1 (+2), Ranged Combat: Pistol
3 (+7), Sleight of Hand 3 (+7), Technology 1 (+3)
Offense: Initiative +4, Lightning Bolt +6, Ranged, Damage
11, Unarmed +5, Close, Damage 0, Wind, Perception,
Ranged 9
Defense: Dodge 7, Parry 7, Fortitude 7, Will 8, Toughness 4
Totals: Abilities 44 + Powers 121 + Advantages 8 + Skills 12
+ Defenses 14 = 199
Complications: Goddess: Storm is considered an African
tribal goddess. Mutant: As a mutant, Ororo has experienced
a lifetime of anti-mutant hatred and bigotry. Relationships:
Storm is the wife the Black Panther and has assumed the
role of Queen in the country of Wakanda. Ororo is also close
with the X-Men – particularly the veterans, Cyclops, Jean
Gray, Professor X, Kitty Pride, and especially Wolverine.
WHITE QUEEN
Emma Frost comes from an old-money Boston family.
Her parents committed the teenager when she heard
voices in her head. She used her powers to kill abusive
orderlies – and maybe even her parents. Emma parlayed
her family fortune into great wealth, becoming chief her power in the Hellfire Club ever be challenged.
stockholder and chairperson of Frost International, a Although Xavier and Emma initially viewed each other as
multi-billion dollar conglomerate. She then took over a enemies, their students started to form friendships, and
Massachusetts private school, creating her version of the enemies became allies.
Xavier’s Institute of Higher Learning. Emma’s life and school nearly collapsed when struggles
Emma’s beauty and talents brought her to the attention of within the Inner Circle claimed the lives of the Hellions.
the Hellfire Club. She was admitted to the Council of When the alien Phalanx attacked, she stood with the X-
Chosen, a secret cabal which conspired to achieve world Men who accepted her as a hero.
domination. She and the Black King seized control of the She renamed her school the Xavier School for Gifted
Council and renamed it the Inner Circle. This elite group Youngsters and she begin to train X-teams there. She
soon became a secret body of mutant power-mongers. has also began a relationship with Cyclops – a situation
At her school, Emma began to train young mutants. She which created turmoil upon the resurrection of Jean Grey
viewed her young Hellions as her trump card should and the Phoenix. (Str3/30)
WHITE QUEEN PL11 169 200 POINTS Defense: Dodge 3, Parry 3, Fortitude 0/10*, Will 12,
Toughness 1/10* *In diamond form
Abil: Str 0/8 Sta 0 Agi 1 Dex 2 Fgt 1 Int 3 Awe 11 Pre 4 Totals: Abilities 38/80 + Powers 101 + Advantages 5 + Skills
Powers: Diamond Form: Feature 1 (Transform instantly 17 + Defenses 5 = 169/200
from human to diamond), Enhanced Stamina 10, Enhanced Good Girl/Bad Girl: While Emma might not be bone-deep
Strength 8 (Lifting STR8; 6 tons), Protection 9, Impervious
evil, and has recently dallied more with the good side than
Toughness 9, Telepathy: 24–point Array, AE: Psionic
Bolts: Mental Blast 11, AE: Mental Probe: Mind Reading the bad, she maintains all the qualities of the villainess, she is
13, Cumulative, Subtle, AE: Project Images: Visual Illusion an arrogant, elitist, manipulative sex-pot. Relationship:
10, Selective, Resistible by Will, AE: Psionic Control: Nullify Emma has a love interest in Scott Summers (Cyclops), and
Psionics 11, Broad, Simultaneous, Sustained, AE: Sedation: has taken on a mentor relationship with a number of younger
Perception Ranged Affliction 12 (Resisted by Will; Fatigued, mutants, such as the Stepford Cuckoos. In the past she was
Exhausted, Asleep), Cumulative, Sustained, Limited to involved with Sebastian Shaw (The Black King), although her
unconscious targets, AE: Telepathic Contact: Area Mental betrayal of the Hellions has left this contact frayed, or
Communication 3, Selective, AE: Astral Sense: Enhanced possibly an enemy status. Right to Privacy: Emma’s one
Perception 3 Linked to Senses 1 (Astral Awareness), AE:
incorruptible belief is that everyone has a right to privacy,
Psionic Rapport: Mind Reading 12, Sensory Link, Limited to
Emotions, Limited to Surface Thoughts, Limited to willing particularly in their mind.
subject, AE: Pain: Affliction 12 (Resisted by Will; Dazed,
Stunned), Limited Degree, Mental Sense: Senses 7 (Mental
Awareness, Extended 6, Radius), Psi-Screen: Immunity 10
(Mental Effects), Half Effect
OTHER MEMBERS
Almost every mutant in the Marvel Universe has been
Advantages: Attractive, Benefit 3 (millionaire) Connected affiliated with the X-Men from time to time, even villains,
including Magneto and the Juggernaut.
Skills: Expertise: Business 3 (+9), Expertise: Education 3 Nightcrawler: Kurt Wagner - a kind, gentle, albeit
(+9), Expertise: Electronics 3 (+9), Insight 4 (+15),
demonic-looking mutant. The son of Mystique with
Intimidation 2 (+6), Investigation 6 (+7), Perception 7 (+11),
Persuasion 4 (+4), Technology 3 (+9)
teleportation powers, and heightened agility, and
prehensile tail.
Offense: Initiative +3, Psionic Bolt, Perception Ranged, Shadowcat: Kitty Pryde – the kid-sister of the group with
Mental Blast 11, Unarmed +1, Close, Damage 0/8 phasing power. Colossus’ love interest.
Yuga Khan was the most powerful New God and the
ruler of Apokolips for a long time. Yuga Khan was the REAL NAME: YUGA KAHN
former patriarch of Apokolips and its first ruler, whose OCCUPATION: TYRANT AND CONQUEROR
misguided attempt to unravel the unknowable mystery of BASE: APOKOLIPS AFFILIATION: NONE
the Source left him a helpless captive for countless
thousands of years. Yuga Khan's wife Heggra later died
HEIGHT: 8’ WEIGHT: 550 LBS
by the machinations of their son Uxas, known more EYES: RED HAIR: BLACK
prominently by the name Darkseid, who took control of
Apokolips, gaining the throne for himself in the process. POWERS AND ABILITIES
In the Promethean Galaxy, Yuga Khan broke his bonds,
and consumed the planet Velos. His return to living Yuga Kahn has all of the powers and abilities of his son,
existence constituted a greater threat to life than even his Darkseid, and more. He may warp space, manipulate
son Darkseid. Khan next destroyed a Thanagarian probe matter and energy, and travel across dimensions. He
station, which attracted the attention of Lar Gand, who can crate tremendous blasts of energy, that are capable
managed to save the lives of a few Thanagarians. After of destroying entire planets. He may also feed on the
draining another world and gaining more strength, Khan life-energy of planets, leaving
came to Apokolips. them smoldering husks. Yuga Khan
For the first time in his life, Darkseid knew fear, despite can fly, unprotected in open
his bravado of claiming Khan was the past and he was space, and is nearly
the future. Khan restrained him and sarcastically asked if invulnerable to most
he was going to hug his father. Khan reclaimed his physical harm. He
rulership over Apokolips, making life twice as hard on the also has formidable
populace. Desaad pledged his loyalty to him, telling him mental defenses
his service to Darkseid had been a lie. Khan reminded and is amazingly
him that he’d poisoned his beloved wife Heggra and Intelligent, although
disintegrated him there. he is less cunning
Khan cut off the Source, rendering Boom Tubes and than his son, Darkseid.
Mother Box inoperative. He would continue his quest to Because of his
find the nature of the Source, no matter the casualties. power, he tends
Commander Gideon launched an invasion of to act straight-
Apokolips,but Khan devastated all of his New Genesis forwardly rather
soldiers and killed Gideon. than through
Yuga Khan once again turned his attention to the Source complex
Wall, where Highfather tried to stop him, warning him of plans.
the limits of godhood. Khan ignored him, subsequently
transforming his body into primal energy so he could
enter the Source. His second attempt was no more
successful than his first, he was once again imprisoned in
the Promethean Galaxy. (Str98)
PERSONALITY
Yuga Kahn is undoubtedly the most fearsome and awe-
inspiring of the New Gods. It was his reign that turned the
planet Apokolips into smoldering ruins. His greed and
impudence grew as he sought out The Source – a search
that, if completed, would lead to the eventual destruction
of the universe.
Yuga Kahn's might dwarfs the other New Gods, even
Darkseid, and all seem to fear his horrifying wrath and
insatiable desire for power. However, his judgment is
often directed by his single-minded drive towards the
Source, and a raging arrogance that leads him to his own
ruin.
YUGA KAHN PL19
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
18 18 2 3 12 12 15 15
POWERS OFFENSE
Immortal: Immunity 11 (Aging, Life Support), Impervious INITIATIVE +2
Toughness 15 • 26 points Omega Beams +11 Ranged, Damage 28 plus others
Omega Force: Array (82 points) Unarmed +14 Close Damage 18
• Destruction: Ranged Damage 28, Dimensional 3, Homing
12, Reversible • 71 points
DEFENSE
• Pain: Ranged Affliction 28 (Resisted by Fortitude; Dazed, DODGE 12 FORTITUDE 18
Stunned), Concentration, Dimensional 3, Homing 12, PARRY 16 TOUGHNESS 18
WILL 20
Reversible, Limited to Two Degrees • 1 point
• Transportation: Teleport Attack 20 (4,000 miles), POWER POINTS
Dimensional 3, Homing 12, Reversible •1 point
ABILITIES 182 SKILLS 24
POWERS 103 DEFENSES 20
ADVANTAGES ADVANTAGES 13 TOTAL 342
Benefit 10 (New-God), Fearless, Power Attack, Takedown
SKILLS COMPLICATIONS
Arrogance: Yuga Kahn is supremely arrogant and confident
Close Combat: Unarmed 2 (+16), Deception 8 (+20), Insight in his position as a god.
8 (+20), Intimidation 14 (+29), Perception 4 (+16), Ranged Obsession: With discovering the Anti-Life Equation and
Combat: Omega Beams 8 (+10), Technology 4 (+16) extinguishing free will throughout the cosmos.
PERSONALITY
Zatanna may be the most well-adjusted member of the
world’s mystical community. Despite various tragedies
and setbacks, she retains both a sense of humor and a
zest for life that’s rare among magic-wielders. Her
performance career helps Zee keep things in perspective
and she genuinely enjoys showing off before an
audience. She is no-nonsense when dealing with
mystical threats, however, and quick to remind them she
has more than just card tricks up her sleeve.
0 2 2 4 2 3 4 4
POWERS DEFENSE
Magic: Array • 28 points DODGE 12 FORTITUDE 7
• Cigam Enogeb!: Nullify 14 (all Magic Effects) • 28 points PARRY 8 TOUGHNESS 2
• Dnuob Won Eb!: Ranged affliction 9, Extra Condition, WILL 13
Limited Degree (Resisted by Dodge; Hindered and
Vulnerable, Defenseless and Immobilized) • 1 point POWER POINTS
• Ekirts Cigam!: Ranged Damage 14 (magic), Dynamic • 1 ABILITIES 42 SKILLS 33
point POWERS 39 DEFENSES 30
• O Egnahc Otserp!: Ranged Affliction 9 (Resisted by ADVANTAGES 9 TOTAL 153
Fortitude; Dazed, Stunned, Transformed), Cumulative • 1
point COMPLICATIONS
• Raeppa!: Create 9, Continuous, Subtle • 1 point
Guilt: Over the death of her father, Zatara, who sacrificed
• Icetorp!: Deflect 14 • 1 point
himself to save her
• Em Tropsnart!: Teleport 14 (60 miles) • 1 point
Power Loss: Zatanna needs to speak aloud (and
Mystic Senses: Senses 4 (Detect Magic, Ranged, Acute,
backwards) to cast her spells “Zee” (as she is known to her
Analytical) • 4 points
friends) is among the most famous and powerful of the
ADVANTAGES mystical community, widely known and respected. She has a
number of contacts among that community, some of them
Artificer, Attractive, Connected, Defensive Attack,
friends of her father she has known since childhood.
Extraordinary Effort, Fascinate (Expertise: Performance),
She has had romantic relationships with John Constantine
Luck, Ritualist, Teamwork
and Dr. Thirteen in the past, and has known Bruce Wayne
SKILLS since before he began his career as Batman. She has been a
regular member of the Justice League and is their go-to
Deception 8 (+12), Expertise: Magic 12 (+15), Expertise:
Performance 8 (+12), Perception 6 (+10), Persuasion 6 expert on magic and the occult.
(+10), Ranged Combat: Magic 4 (+8), Sleight of Hand 10 Enemies: Zatanna has various mystical foes who consider
(+14), Treatment 4 (+7) her a threat and her role in the mystic community has earned
her the enmity of many practitioners of the dark arts. These
OFFENSE include the Warlock of Ys and Brother Night. She also helped
INITIATIVE +2 thwart the rogue Time Tailor Zor and the Sheeda. Catwoman
Magic +8 Ranged, Damage 14 plus others dislikes Zatanna, both for messing with her mind and as a
Unarmed +2 Close Damage 0 potential rival for Batman’s affections.
MAGIC TRICKS
Zatanna’s Magic array touches upon the basics of her potential. She can do a great deal with just the listed effects, particularly
Create, but she is also capable of a wide range of Magic power stunts, allowing her to whip up completely new spell effects at
will. This fits in with the fact that more complex and demanding magic tends to be tiring (the fatigue associated with extra effort for
power stunts). The more hero points Zatanna’s player builds up, the greater the variety of spells at her fingertips without any
fatigue. If the need is not immediate, Zatanna can also create and perform magical rituals. Her Magic Expertise bonus allows
Zatanna to routinely manage rituals with 15 power points worth of effects.
For a time, Zatanna’s Magic power was limited to effects with descriptors based around the primal elements of nature: air, earth,
fire, water, plants, weather, and so forth. She has since overcome this limitation.
Zatanna gets some opportunities to earn hero points, too, given that her defensive traits are well below her listed power level.
She’s capable of actively using Magic to deflect attacks, and of Creating barriers or the like, but otherwise has no special
defenses, particularly when it comes to close fighting. Additionally, she cannot use Magic if she is incapable of reciting her
backwards incantations, another complication that earns Zee’s player hero points.
If a player is able to quickly come up with a spell and recite it backwards—out loud—while playing Zatanna, consider awarding
the player a hero point for good roleplaying!
Zeus was the youngest son of Cronus, ruler
of the superhuman extra-dimensional race
of Titans, and his wife, the Titaness Rhea.
Cronus and Rhea were the offspring of the
Sky god Ouranos and the primeval Earth
goddess Gaea. (Ouranos and Cronus are
not to be confused with the Eternals Uranos
and Kronos). Cronus overthrew his father's
rule by fatally wounding him. The dying Ouranos
prophesied that Cronus would likewise be over-
thrown by one of his own children. As a result,
upon the birth of each of his own children,
Cronus had the infant imprisoned in Tartarus,
the most dismal sector of the extra-dimensional
underworld known as Hades. The offspring he
sent there were Pluto, Neptune, Hera, Demeter,
and Vesta. (Later, legends erroneously claimed that
Cronus had actually swallowed his children and
that they remained alive inside him until Zeus
released them).
Appalled at the mistreatment of their children,
Cronus's wife, Rhea concealed her sixth pregnancy
From him and secretly gave birth to Zeus on Mount
Lyceum in Arcadia, an area of the land now known as
Greece. Rhea gave the infant Zeus to the safekeeping of
Gaea, who hid the baby in the cave of Dicte on Aegean
Hill on the isle of Crete, where he was tended by various
minor goddesses.
Zeus grew to adulthood among the Shepard's of Mount
Ida, Crete, and then set about taking revenge on Cronus.
Zeus went down into Tartarus and freed his siblings, who
had all now grown to adulthood, Zeus also freed the three
one-eyed giants called Cyclopes and the three hundred- POWERS AND ABILITIES
handed giants called Hekatonchieres, all six of whom
Cronus had imprisoned there for fear they would help As King of Olympus, Zeus wields the power of a
overthrow him. The grateful Cyclopes taught Zeus how to Skyfather and is the most powerful of the Olympian gods.
wield his energy-manipulating powers in battle. Zeus and He has superhuman strength comparable to his son
his allies fought a ten-year war with the Titans, which Hercules and he may augment this immeasurably with
ended with Zeus's victory. He imprisoned most of the his magical powers. Zeus is immortal, not aging past
male Titans in Tartarus and established himself as maturity, and he wields immense energy manipulation
supreme ruler of the Olympian race. Today Zeus remains powers, which he most often releases as lightning bolts.
the ruler of the Olympian gods and of Olympus itself, and Zeus has limited precognitive abilities.
is a staunch ally of the Asgardians. He has set up the X-Level: The stat-box is Zeus as a playable PL20. His
Olympia Corporation to maintain a small presence on X-level is PLX2 - all Powers and Abilities are assumed to
Earth. (Str90/500) be 20 with a +20 bonus for each X-rank (20x2=40) on all
rolls.
PERSONALITY
Zeus is the very definition of the Olympian god, powerful, REAL NAME: ZEUS
passionate, and full of human vices and imperfections. OCCUPATION: RULER OF OLYMPIAN GODS
He is noble and proud but his wrath can be terrifying. An BASE: OLYMPUS AFFILIATION: OLYMPIAN GODS
unrepentant hedonist (like his son Hercules), Zeus is HEIGHT: 6’ 7” (VARIES) WEIGHT: 560 LBS (VARIES)
prone to drink, food, and revelry, and has a notorious
penchant for philandering EYES: BLUE HAIR: RED
ZEUS PLX2/PL20
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
17 20 9 9 15 13 16 15
POWERS OFFENSE
Dimensional Travel: Teleport 20 (4,000 miles), Dimensional INITIATIVE +9
Lightning +15 Ranged, Damage 25
3, Homing 12 • 55 points Unarmed +15 Close Damage 17-25
Immortal: Immunity 30 (Fortitude), Impervious Toughness 13
• 46 points DEFENSE
Lightning: Ranged Damage 25 • 50 points DODGE 12 FORTITUDE Immune
PARRY 15 TOUGHNESS 20*/25
Precognition: Senses 20 (Awareness - Cosmic, Divine, and
WILL 20 * Without Sorcery
Magical, All Extended 2; Precognition - Limited to general
trends; uncontrollable) • 18 points POWER POINTS
Skyfather: Sorcery 25 (Variable Power, Any Powers with the ABILITIES 228 SKILLS 32
POWERS 316 DEFENSES 7
Magical Descriptor), Physical Boost: Enhanced Stamina 5,
ADVANTAGES 21 TOTAL 607
Enhanced Strength 8 (Lifting Str25, 800,000 tons), Limited
(temporary; duration of scene) • 188 points COMPLICATIONS
Relationships: Zeus is King of the Olympian gods, and has
ADVANTAGES contacts with Skyfathers from other Pantheons like Odin. His
Benefit 15 (King of Olympus), Diehard, Fearless, Great closest contacts are his son Hercules, and his wife Hera.
Endurance, Leadership, Power Attack, Takedown Responsibility: Zeus is King of the Olympian Gods and
considers both Olympus and Earth his personal responsibility
SKILLS Temper: Zeus’ wrath is rightly feared by god and mortal
alike.
Deception 7 (+22), Expertise: Olympian Lore 11 (+25),
Womanizer: Zeus is a notorious hedonist, indulging in
Insight 9 (+25), Intimidation 10 (+25), Perception 9 (+25),
frequent adulterous affairs with both mortal women and
Persuasion 12 (+25), Ranged Combat: Lightning/Sorcery 6 goddesses, raising the ire of his wife, Hera, more than once.
(+15) legendary consequences.
COUNCIL OF SKYFATHERS
As the planet Earth is pivotal along the dimensional axis, it has spawned several pantheons of gods in its parallel divine
dimensions – races of gods, demons, and monsters, all drawing strength from the worship of humanity, as well as the mystical
power of the planet itself. Each of these races of gods exist in their own dimensions, parallel with, and sometimes crossing over
to, Earth, and each godly realm mirrors the mainstream universe in their own ways – from stories of Creation to Armageddon – as
well as caretakers of their realms – much as the primal powers of the universe such as Order and Chaos, Death and Eternity,
dictate reality, so do the forces of magic hold sway over the realms eternal. And as the mainstream universe has caretakers such
as Galactus and the Celestials, so do the godly realms are guarded by the Skyfathers – the godly kings of their pantheons –
deities such as the American Indian spirit, Manitou, Svarog of Russia, the Celtic god Nuada, Osiris of Egypt, the Mayan god,
Itzamna, Tezcatilpoca, the Aztec deity, and of course, Odin of Asgard and Zeus of Olympus. These god-kings formed a kind of
divine United Nations, which eventually developed into a true alliance, when all the Earthly pantheons aligned against the
judgment of Earth by the Celestials.
This council also keeps contacts with the godly pantheons and the Skyfathers of other worlds, although few planets command the
number of godly races as Earth. There have even been cases where the sum total of all these godly pantheons energy have
been united – or corrupted as was the case when the Chaos King, Mikaboshi nearly destroyed all of reality.
While near rivals in power, Zeus cedes general authority on the council to Odin – partly due to seniority, partly due to simply
preferring to avoid the responsibly – but nevertheless, the King of Olympus is a prominent voice among the Earth’s Skyfathers.
In the early ages of the Earth, a sentient life-force
developed and one day manifested itself into the being
Demiurge. He birthed the Elder Gods who eventually
warred among themselves until one of them, Atum,
transformed itself into Demogorge and devoured or
chased away all but himself and Gaea, also known as
Mother Earth. Atum would reform from the Demogorge
and leave the Earth, dispersing the energies he had
absorbed into the planet. When mankind eventually
began rising towards sentience, their dreams gave form
to the absorb energies; this transformed those who would
become the progenitors of mankind's gods, notably the
Olympians, regarded as deities by the peoples of Greece
and the Roman Empire.
Mythology holds that Gaea, the sole remaining Elder
God, gave birth to Ouranos. She then mated with him,
and they parented the Olympians, the Titans. They
resided in an inter-dimensional pocket universe in the city
known as Olympus, though the City's origins are
unrevealed. Ouranos was eventually slain by his son,
Chronus, who feared the same treatment from his own
children and he began imprisoning them in a dark
underworld known as Hades. Before Chronus could
similarly banish his sixth child, his wife Rhea fled through
a dimensional portal to Earth, arriving near Greece's
Mount Olympus, where the child was raised among the
shepherds. After reaching adulthood this child, Zeus, war between their peoples, they cooperated to alter the
freed his siblings Demeter, Hera, Poseidon, Pluto and minds of every warrior, leading each to believe briefly that
Vesta from Hades and led the war against their father, a they had won.
war they would eventually win. Zeus imprisoned most of The Celestials existence drew Zeus' attention to the
the surviving Titans in Hades and set himself up as ruler Eternals, a Celestial-manipulated offshoot of mankind
of Olympus, taking his sister Hera as his queen. Pluto with powers which made them seem godlike to humanity.
was asked to rule over the underworld and guard its Their City Olympia lay near Mount Olympus, and Zeus
prisoners, Poseidon was given dominion over Earth's and his daughter Athena met with the Eternals to
seas, Demeter was assigned to watch over the land, and negotiate a treaty by which the Eternals would act as
Vesta was to watch over the people. Zeus ruled a gods on Earth; despite their best intentions, this lead to
peaceful Olympus for centuries while he and his siblings repeated confusion between similarly named gods and
populated the realm through interbreeding with humans, Eternals, heightening each society's resentment of the
extradimensionals, Titans, and whatever else caught their other.
fancy. Select mortals or aliens were occasionally added When the time came for a final conformation with the
to the pantheon as well, sometimes further empowered Celestials, Zeus used his peoples' annoyance towards
by Zeus. the Eternals as motivation to lead them in an invasion of
Under the gods' watchful eyes, the Olympians flourished, Olympia, though he soon withdrew when it proved
especially the Greeks, Romans and Atlantean unprofitable
civilizations. The Olympians soon found themselves
drawn into conflict with other gods, in particular the
Asgardian gods of Northern Europe and the Ennead of BASE: MT OLYMPUS
Northern Africa; however, the coming of the world- KNOWN MEMBERS: APHRODITE, APOLLO, ARES, ARTEMIS,
threatening Celestials taught these gods that there were ATHENA, DIONYSUS, HEPHAESTUS, HERA, HERMES, PLUTO
greater threats to their world than each other, and Zeus
and his fellow leaders created the Council of Godheads (HADES), POSEIDON, ZEUS
and made a pact despite individual conflicts, the HEADQUARTERS: MOUNT OLYMPUS
pantheons would never go to war as a whole. When Zeus VEHICLES: MAGIC CHARIOTS, WINGED HORSES, ETC.
and the Asgardian leader Odin were unable to head off a
APHRODITE
One of the world’s most powerful, influential and
enduringly celebrated love goddesses, Venus was
originally known as Aphrodite by her earliest worshipers,
the ancient Greeks. When the generation of proto-
Olympian gods known as the Titans first seized power,
their leader Cronus defeated and castrated their peoples
previous ruler Ouranos (aka Uranus) and hurled the elder
god’s severed gonads into the sea, where the foam that
rose around them and took the form of a beautiful grown
goddess Aphrodite, who floated to the shore atop of a
huge scallop shell. (Str42)
APOLLO
peace), Easily Removable
Advantages: Attractive 2, Benefit 8 (Goddess of Love),
Diehard, Equipment 6, Fascinate (Seduction), Great Endurance
Apollo was the son of Zeus and his mistress Leto, Hera
prohibited Leto from giving birth on solid ground, so she
Skills: Deception 8 (+18), Expertise: Olympian Lore 12 birthed Apollo and his twin sister Artemis, on the floating
(+12), Insight 10 (+20), Intimidation 12 (+22), Perception 14 Island Delos, later secured with four pillars. Apollo and
(+24), Persuasion 12 (+22), Ranged Combat: Magic 3 (+10)
Artemis became archers and used arrows forged by
Offense: Initiative +7, Emotion Control +14, Perception Hephaestus to slay the Earth-serpent Python sent by
Range, Affliction 14, Magic +10, Ranged, Damage 13, Hera to attack their mother. Apollo was surprised when
Unarmed +0, Close Damage 11 his infant half-brother Hermes stole his scared cattle;
Defense: Dodge 10, Parry 10, Fortitude 11, Will 8, Hermes gave Apollo the Golden Lyre to make amends.
Toughness 9 Apollo fathered Asklepios, god of medicine, with Coronis,
daughter of the Lapiths' King Phlegyas. After a quarrel,
Totals: Abilities 110 + Powers 215 + Advantages 19 + Skills
Cupid (Eros) shot Apollo with the golden love arrow, and
35 + Defenses 14 = 393
the nymph Daphne with a lead arrow of indifference;
Complications: Relationships: Venus – or more properly, Apollo pursued Daphne, but she turned into a laurel tree
Aphrodite - is the daughter of Zeus and had had numerous – to avoid him. Over 2000 years ago, Apollo called the
sometimes incestuous – liaisons with many Olympian gods. seeress Sibylla of Rome to the temple shared with his
On Earth, she had an affair with publisher, W. P. Hammond.
sister. Apollo offered Sibylla godhood, but she asked to
Goddess of Love: Venus is a hedonist who prefers to be
fawned over, but she will take an interest in helping forlorn
remain within the temple; when later prophetess Thaleia
lovers find happiness. Temper: Venus is not a woman to predicated the "Black Oracle," when Earth-8146 ("Rome-
scorn. Venus: Aphrodite is not to be confused with the Siren World")'s Romans would threaten Earth-616, Apollo
calling herself, Venus (identical stats except drop all Powers decreed that Sibylla's ghost and Thaleia's corpse would
by 4 ranks) is otherwise a physical duplicate of Aphrodite. wait for a third Sibyl to help stop the oracle. (Str47)
APOLLO PL12 255 POINTS
Abil: Str 12 Sta 12 Agi 5 Dex 5 Fgt 10 Int 3 Awe 5 Pre 1
Powers: Immortality: Immunity 11 (Aging, Life Support),
Impervious Toughness 9, Light Emission: Visual Dazzle 18,
Heat Emission: Ranged Damage 18; Precognition:
Enhanced Perception 10 Limited to precognition and Senses
4 (precognition)
Advantages: Benefit 7 (Sun God), Die Hard, Fearless,
Great Endurance, Improved Initiative 3, Power Attack
Skills: Athletics 2 (+14), Expertise: Harp 3 (+6), Expertise:
Olympian Lore 8 (+13), Intimidation 10 (+11), Perception 6
(+11), Ranged Combat: Bow 7 (+12)
Offense: Initiative +8, Heat Emission +5, Ranged, Damage
18, Unarmed +10, Close Damage 12
Defense: Dodge 10, Parry 12, Fortitude 14, Will 8,
Toughness 12
Totals: Abilities 146 + Powers 65 + Advantages 15 + Skills
18 + Defenses 12 = 255
ARES
Ares is the son of Zeus, monarch of the Olympian Gods,
and his wife Hera. Ares was worshiped as the god of war
in both ancient Greece and ancient Rome. After the rise
of Christianity in the Roman Empire, Zeus allowed the
worship of the Olympians to die out, and Ares was no
longer allowed to act as patron god of warriors. As a
result, over the ensuing centuries Ares grew increasingly
dissatisfied with Zeus' rule. He has tried to conquer
Olympus on several occasions sometimes in league with
his uncle Pluto, god of the Olympian underworld. His half-
brother Hercules has opposed his attempts at conquest
almost every time sometimes with the help of his allies
including Thor the Asgardian god of thunder, and the
Avengers. Ares has hated Hercules since Hercules killed
Ares' monstrous Stymphalian birds during Hercules'
original twelve labors.
Ares has fought the Avengers on numerous occasions,
as well as his half-brother Hercules. Ares has also fought
the Champions, the Eternal Ikaris and a variety of other
denizens of Earth. Recently warriors from the East have
attacked Olympus and the Olympians have sought the
assistance of Ares. Ares who had retired from warfare
and the life of the gods has only recently joined the battle
due to the kidnapping of his son.
Wanting his son to live the life of a mortal instead of
under the rule of his father, Ares decided to raise his son
on Earth instead of Olympus. While at work Ares was
confronted by Ms. Marvel and Iron Man to register under
the Superhuman Registration Act and offered a job as an
Avenger. Ares agreed as long as they would match his
hourly pay. (Str90)
ARES PL16 233 POINTS
Abil: Str 17 Sta 14 Agi 3 Dex 2 Fgt 12 Int 0 Awe 2 Pre 3
Powers: Dimension Travel: Movement 3 (Dimension Travel
3) Flight 8; Immortality: Immunity 11 (Aging, Life Support),
Impervious Toughness 10, Regeneration 20, Super-
Strength: Enhanced Strength 4, Limited to Lifting (Lifting
Str21; 50,000 tons)
Equipment: Axe: Strength-based Damage 3; Spear:
Strength-based Damage 3
Advantages: All-Out Attack, Benefit 8 (God of War), Die
Hard, Equipment 2, Extraordinary Effort, Fearless, Great
Endurance, Improved Initiative 3, Leadership, Power Attack,
Seize Initiative
Skills: Athletics 2 (+19), Expertise: Olympus 11 (+11),
Expertise: War 14 (+14), Intimidation 14 (+17), Perception 6
(+6), Ranged Combat: Spear 7 (+10)
Offense: Initiative +6, Axe +12, Close Damage 20, Spear
+10, Ranged, Damage 20, Unarmed +12, Close Damage 17
Defense: Dodge 12, Parry 16, Fortitude 16, Will 10,
Toughness 14
Totals: Abilities 106 + Powers 55 + Advantages 21 + Skills
27 + Defenses 19 = 233
Complications: Enemy: Hercules. Relationships: Ares
has a thing for Aphrodite. Temper: As the god of War, Ares’
wrath is terrifying. Warmonger: As the God of War, Ares is
completely preoccupied with strife.
ATHENA
Athena is the daughter of Zeus and Metis, the Titaness
of wisdom and thought. Fearing the Fates' prophecy that
his child with Metis would one day surpass him, Zeus ATHENA PL13 217 POINTS
swallowed the pregnant Titaness whole in order to Abil: Str 11 Sta 11 Agi 5 Dex 5 Fgt 12 Int 12 Awe 3 Pre 10
prevent the birth. Born within Zeus, Athena eventually
Powers: Immortality: Immunity 11 (Aging, Life Support),
caused him such a headache that Zeus had Hephaestus Impervious Toughness 9
split his skull to relieve the pressure; Athena burst forth
fully grown and armored. Equipment: Bow and Arrows: Ranged Damage 3, Sword:
Strength-based Damage 3
Despite this dubious start, Zeus eldest daughter soon
became one of his most favored children and trusted Advantages: Attractive, Benefit 7 (Goddess of the Hunt),
advisers. As goddess of wisdom, and tactical, discipline Die Hard, Equipment 2, Fearless, Great Endurance,
warfare, Athena developed animosity towards Ares, who Improved Initiative 3, Leadership, Seize Initiative
represented savage war. Skills: Athletics 6 (+15), Expertise: Olympian Lore 14 (+26),
Athena is the most brilliant of the Olympians. Her Expertise: Military 10 (+22), Perception 12 (+24), Ranged
knowledge makes her their acknowledged expert on Combat: Bow 7 (+10)
everything. She balances her academic powers with Offense: Initiative +2, Bow and Arrow +10, Ranged Damage
martial skills. She is an expert in hand-to-hand combat 3, Sword +12, Close Damage 14, Unarmed +12, Close
and swordplay, and she is a better military strategist than Damage 11
Ares. Defense: Dodge 12, Parry 12, Fortitude 12, Will 8,
Athena’s calm, rational mind provides a needed balance Toughness 9
to the more tempestuous actions of her fellow gods.
Totals: Abilities 138 + Powers 21 + Advantages 18 + Skills
(Str45)
24 + Defenses 16 = 217
HERA PL10 137 POINTS
Abil: Str 11 Sta 10 Agi 2 Dex 2 Fgt 3 Int 3 Awe 1 Pre 3
Powers: Immortality: Immunity 11 (Aging, Life Support),
Impervious Toughness 9
Advantages: Attractive, Benefit 8 (Queen of the Gods), Die
Hard, Great Endurance, Leadership
Skills: Expertise: Olympian Lore 12 (+15), Intimidation 10
(+13), Perception 6 (+7), Persuasion 12 (+15)
Offense: Initiative +2, Unarmed +3, Close Damage 11
Defense: Dodge 10, Parry 10, Fortitude 12, Will 8,
Toughness 9
Totals: Abilities 70 + Powers 21 + Advantages 12 + Skills 19
+ Defenses 15 = 137
Complications: Jilted Wife: Hera resents hers husband
Zeus’ adultery, and this has made her a bitter goddess, who
occasionally tries to either prevent Zeus from wandering, or –
in her darker moods – to do away with his mistresses. For a
long time, she desired to kill Hercules (progeny of one of
Zeus’ affairs), although she has recently mellowed
somewhat, accepting him, albeit begrudgingly. NOTE: Hera
has occasionally demonstrated magical powers of
approximately 10 ranks. She rarely engages directly in
battle, so the full extent of her abilities is not clear.
HERA
The daughter of Titans, Cronus and Rhea, Hera - like her
older brothers and sisters - were swallowed by her father, HERMES
Cronus, in hopes of preventing the prophecy that Cronus Son of Zeus and the nymph Maia, eldest daughter of the
would be overthrown by one of his children. Their Titan Atlas and the sea nymph Pleione, Hermes was
youngest sibling, Zeus, eventually caused Cronus to mischievous from birth. Gifted with speed far superior
vomit them out, and the gods defeated the Titans. than any other Olympian god, the infant Hermes stole
Zeus courted Hera, although she initially rejected his sacred cattle from his elder half-brother Apollo without his
advances. When they were eventually wed, the mother realizing he had left. Although Apollo was furious
primordial Earth Mother, Gaea gave Hera a golden apple upon learning this, he forgave his younger brother after
tree, which was later relocated to her sacred orchard in receiving the Golden Lyre, created by Hermes. Hermes
the shadow of the enslaved Titan general, Atlas, where it became his father's official herald and Olympus'
was guarded by Atlas’ daughter, the Hesperides nymph. messenger upon reaching adulthood. (Str46)
Although their marriage was plagued with constant
bickering, often due to Zeus' frequent infidelities, Hera
tolerated his behavior for the most part. But she became
HERMES PL13 194 POINTS
incensed when he chose, by way of Athena's Abil: Str 12 Sta 12 Agi 10 Dex 2 Fgt 5 Int 3 Awe 1 Pre 0
maneuverings, to conceive his personal champion with Powers: Winged Sandals: (Removable: -2 points), Flight 11
the mortal woman, Alcmene, rather than with her. (4000 MPH), Movement 3 (dimension travel 3) Quickness 8,
Athena guided Alcmene to leave her son, Alcaeus, in a immortality: Immunity 11 (Aging, Life Support), Impervious
spot in which Athena led Hera. Athena convinced Hera to Toughness 9
give the foundling her divine milk, granting the boy
invulnerability before he bit down on her and she hurled Advantages: Benefit 7 (Messenger of the Gods), Die Hard,
him away. Upon learning the truth, Hera swore Extraordinary Effort, Great Endurance, Improved Initiative 3,
vengeance, and Alcmene renamed the baby Heracles Leadership, Seize Initiative
("the glory of Hera"), in a vain hope of avoiding Hera's Skills: Athletics 2 (+14), Expertise: Pharmacology 10 (+13),
wrath. (Str42) Persuasion 8 (+9), Perception 6 (+7), Treatment 10 (+13)
PLUTO PL16 451 POINTS
Ab: Str 18 Sta 20 Agi 9 Dex 9 Fgt 12 Int 12 Awe 12 Pre 14
Powers: Immortality: Immunity 30 (Fortitude), Impervious
Toughness 16, Sorcery: 20 (Variable Power, Any Powers
with the Magic Descriptor), Weaken Stamina 13 (Resisted by
Fortitude), Progressive
Equipment: Helmut of Invisibility: Visual Concealment 10
(Removable –2)
Advantages: All-Out Attack, Benefit 9 (Ruler of Hades), Die
Hard, Equipment 2, Extraordinary Effort, Fearless, Great
Endurance, Leadership, Power Attack, Seize Initiative
Skills: Athletics 2 (+20), Expertise: Olympian Lore 8 (+9),
Intimidation 8 (+20), Perception 12 (+24), Ranged Combat:
Magic Blast 2 (+11)
Offense: Initiative +2, Magic Blast +11, Ranged Damage 20,
Unarmed +12, Close Damage 18, Weaken Stamina, Ranged
Affliction and Weaken 13
Defense: Dodge 12, Parry 14, Fortitude Immune, Will 12,
Toughness 20
Totals: Abilities 212 + Powers 199 + Advantages 19 + Skills
16 + Defenses 5 = 451
Complications: Hell-Lord: Pluto is a stern and brooding
god. He actually enjoys his duties as Lord of the Dead. He
Offense: Initiative +15, Unarmed +5, Close Damage 12 resents the Olympians’ fall from power and blames Zeus for
this. Pluto sees himself as the rebellious savior of the
Defense: Dodge 16, Parry 16, Fortitude 18, Will 8, Olympians and the destroyer of later gods' religions and
Toughness 10 realms. He holds special grudges against Hercules for
daring to chain Cerberus and Thor for often opposing his
Totals: Abilities 90 + Powers 41 + Advantages 15 + Skills 18
schemes
+ Defenses 30 = 194
PLUTO
Hades – who in modern times, goes by his Roman name,
Pluto - is the eldest son of Cronus, ruler of the Titans,
and his wife Rhea. Fearing that he would be overthrown
by his offspring just as he overthrew his father Uranus,
Cronus imprisoned each of his children in Tartarus, the
darkest section of Hades, the Olympian underworld, as
soon as he or she was born.
Horrified, Rhea gave birth to Zeus without Cronus'
knowledge and raised him in secret. The adult Zeus
eventually overthrew Cronus and freed his siblings. After
the battle, Zeus imprisoned Cronus and the Titans in
Tartarus, and knowing they would need a strong warder,
assigned Pluto rule of the underworld, whereupon Pluto
made a pact with the cosmic entity, Death, and became
one of the so-called Death gods. Since then, Pluto has
periodically launched schemes to overthrow his brother's
rule and secure a larger piece of the cosmic pie for
himself and his true master, the mystic entity, Death (See
entry for: Death). (Str92)
decreed Namor the true ruler of Atlantis. Poseidon later
advised Namor of the true destiny of Atlantis. Later,
Poseidon healed a wounded Namor, and transformed a
drowning stallion into a giant seahorse.
Poseidon later abducted Namor from Atlantis to Hades at
the behest of Zeus, as Zeus blamed the Avengers for
Hercules' bad physical condition. However, Poseidon
was then forbidden to return to Earth by Zeus, despite his
objections due to his Atlantean worshipers.
Most recently, Poseidon, along with all the other
Olympian gods, have dwelt on Earth once more, following
the death of Zeus. In a weakened state, Poseidon was
abducted by Hippolyta and her Amazon warriors, at the
behest of Hera and Pluto, who forced him to cede his
shares of the Olympus Group to them, facilitating their
takeover of the Realm.
The Amazon princess Artume likewise forced from him
the location of the Omphalos. Poseidon was rescued
from Artume's clutches by Hercules, Namor, and
Namora, and now that Zeus has returned to the throne of
Olympus, presumably all territories have been restored
and everything is back to normal. (Str50)
17 20 9 9 15 13 16 15
POWERS OFFENSE
Dimensional Travel: Teleport 20 (4,000 miles), Dimensional INITIATIVE +9
3, Homing 12 • 55 points Lightning +15 Ranged, Damage 25
Unarmed +15 Close Damage 17-25
Immortal: Immunity 30 (Fortitude), Impervious Toughness 13
• 46 points DEFENSE
Lightning: Ranged Damage 25 • 50 points DODGE 12 FORTITUDE Immune
Precognition: Senses 20 (Awareness - Cosmic, Divine, and PARRY 15 TOUGHNESS 20*/25
Magical, All Extended 2; Precognition - Limited to general WILL 15 * Without Sorcery
trends; uncontrollable) • 18 points
POWER POINTS
Skyfather: Sorcery 25 (Variable Power, Any Powers with the
ABILITIES 228 SKILLS 32
Magical Descriptor), Physical Boost: Enhanced Stamina 5, POWERS 316 DEFENSES 2
Enhanced Strength 8 (Lifting Str25, 800,000 tons), Limited ADVANTAGES 21 TOTAL 602
(temporary; duration of scene) • 188 points
COMPLICATIONS
ADVANTAGES Relationships: King of Olympus and patron of the
incestuous family of Olympian gods, with contacts through
Benefit 15 (King of Olympus), Diehard, Fearless, Great
the entire realm, along with progeny of liaisons with mortal
Endurance, Leadership, Power Attack, Takedown women. Zeus is a member of the Quintessence (See below),
Responsibility: Zeus is King of the Olympian gods and
SKILLS considers both Olympus and Earth his personal responsibility
Deception 7 (+22), Expertise: Olympian Lore 11 (+25), Temper: Zeus’ wrath is rightly feared by god and mortal
alike.
Insight 9 (+25), Intimidation 10 (+25), Perception 9 (+25),
Womanizer: Zeus is a notorious hedonist, indulging in
Persuasion 12 (+25), Ranged Combat: Lightning/Sorcery 6 frequent adulterous affairs with both mortal women and
(+15) goddess, incurring the ire of his wife, Hera, more than once
QUINTESSENCE
Composed of the Phantom stranger, Ganthet of the
Guardians of Oa, Highfather of the New Gods, the Greek
god Zeus, and the wizard Shazam, the Quintessence
represents the some of the greatest cosmic powers in the
known universe. They serve as shepherds and guardians
of humankind and in ultimate destiny, guided by a
knowledge and morality that is beyond human
comprehension. They are, however, not infallible - it was
they who, in their arrogance, gave Minister William the
foreknowledge of the future, transforming him into the
vengeance-crazed Gog, the man who would murder
thousands of alternate –reality Superman in his belief that
the Man of Steel was an Antichrist.
Direct contact between the entire body of the
Quintessence and any of the human race is a rare event
indeed and one that usually portends for danger on a
universal scale.
ARES
Since the dawn of mankind, the irrepressible god of war
has worked from the shadows, fomenting innumerable
conflicts and scheming against his fellow Olympians.
Ares’ enmity for the Amazons dates back many
thousands of years to the moment of their creation.
Artemis, Ares’ sister, petitioned Zeus for the right to
create a race of women dedicated to peace and harmony
to guide mankind and foster loyalty to the gods.
Disgusted by Artemis’ plan, Ares counter-proposed to
lead an army down to Earth to conquer its peoples and
force them to worship the Olympians.
Once Ares lost this debate, the bitter war god began a
covert campaign to sabotage Artemis’ kind-hearted
endeavor. He eventually persuaded his half-brother
Heracles to make war on the Amazons. It was this
conflict that set in motion the chain of events that led
Hippolyta and her sisters to turn their backs on the affairs
of men and exile themselves to the paradise of
Themyscira.
Although Ares spent the last few millennia spreading
discord and engineering conflicts between great nations,
he has been forced to work through intermediaries,
exercising his influence with discretion. In particular, Ares
loathes Princess Diana of the Amazons, dispatched as
ambassador to “Man’s World” to foil his schemes.
Wonder Woman used her magic lasso to help Ares
understand how easily unchecked warfare between
modern armies could lead to the destruction of all
mankind. Subsequently, this would lead to the demise of
Ares and his fellow Olympians as well. In an attempt to
preserve both himself and his continued enjoyment of ARES PL16 431 POINTS
power, Ares has lowered the scale of his endeavors, but Abil: Str 16 Sta 16 Agi 5 Dex 5 Fgt 16 Int 6 Awe 10 Pre 6
not tempered their viciousness.
The modern era has led to more shifts in Ares’ power, Powers: Arsenal of Areopagus: Penetrating 16 on Strength
damage (Precise, Reach); Body of a God: Enhanced
resources, and status than all of the prior millennia Strength 4 (Lifting only, Lifting Str20; 25,000 tons),
combined. His “closest” children, Phobos, Deimos, and Immortality 16 (Limited to Non-magical Damage), Immunity
Harmonia have all perished in various conflicts (though 30 (Fortitude Effects), Morph 4 (Anything); Divine Armor:
this hasn’t stopped him from continuing to use others in Impervious on Toughness 16; Godly Magic: Array; - Divine
his scheming, such as Lycus, who Ares has sent to Flames: Ranged Damage 16, Indirect 3; - Divine Gifts:
cause Wonder Girl problems). Create 11, Continuous, Innate, Precise; -Divine Images:
Illusion 7, All Senses; -Divine Inspiration: Perception Area
Acting under the mortal guise of a crime lord, Ares had a
Affliction 16 (Resisted by Will; Dazed, Compelled,
child with the immortal witch, Circe. Finally, Ares Controlled), Limited to Negative Emotions Only ; -Divine
managed to add the mantle of God of Death to his Will: Transform 7, Anything into Anything ; Mind of a God:
purview after his uncle Hades was overthrown. Comprehend Languages 3, Immunity 10(Mental Effects,
Despite his apparent death in battle against Wonder Limited to Half Effect), Senses 12 (Divine awareness (Mental,
Woman, Ares is a god that actually possesses a degree Extended 3), True Sight (Vision Counters Concealment,
Vision Penetrates Concealment, Vision Counters Illusion)
of control over the powers of death and the Greek
afterlife. Just how permanent the mortal concept of Equipment: HEADQUARTERS: AREOPAGUS Size:
“death” is when dealing with gods is uncertain, and even Awesome Tou: 14 Features: Defense Systems (wards,
that concern assumes his physical death wasn’t an bindings, and monsters), Deathtraps, Dimensional Portal,
Holding Cells, Living Space, Personnel (thralls and bound
elaborate ruse or a means to a further magical
spirits), Isolated (pocket dimension), Security Systems 3
development. (Str80) (wards and spells, DC 30), Self-Repairing
Advantages: Accurate Attack, All-out Attack, Assessment, immortality. She attempted to destroy Wonder Woman to
Benefit 5 (Status and resources of Olympian god of war), prevent this, but failed. Since then, Circe has been a foe
Chokehold, Daze (Intimidate), Defensive Attack, Equipment of the Amazon Princess. She has provoked war among
4, Fascinate (Deception), Fearless, Improved Defense,
the different pantheons of gods and forged alliances with
Improved Critical 4 (Archaic Ranged Weapons), Improved
Critical 4 (Guns), Improved Critical 4 (Melee Weapons), others - such as Diana’s enemy the Cheetah - to gain
Improved Critical 4 (Unarmed), Improved Disarm, Power revenge. She took the lost Amazon tribe of Bana Mighdall
Attack, Precise Attack (Close, Concealment), Ritualist, and used them to cause strife on Themyscira. She even
Weapon Bind, Weapon Break cast a spell on New York City transforming all male
Skills: Athletics 4 (+20), Deception 12 (+18), Expertise: superheroes into bestia-morphs, but Wonder Woman and
Magic 6 (+12), Expertise: Olympus 12 (+18), Expertise: an alliance of super heroines defeated her. Perhaps her
Warfare 20 (+26), Insight 6 (+16), Intimidation 14 (+20), most cunning scheme was posing for a time as Diana’s
Perception 6 (+16), Persuasion 6 (+14), Stealth 4 (+9) friend Donna Milton, using magic to conceal her identity,
Offense: Initiative +5, Melee Weapons +16, Close, Damage making her believe she truly was Donna Milton, thus
16, Crit. 16-20, Ranged Weapons +16, Ranged, Damage fooling Wonder Woman’s Lasso of Truth. She proved too
varies, Crit. 16-20, Unarmed +16, Close, Damage 16, Crit. clever for her own good, however. Her Donna Milton
16-20 persona came to care for Diana as a friend and was able
Defense: Dodge 16, Parry 16, Fortitude 18, Will 14, to use Circe’s powers to save Wonder Woman from her
Toughness 16 enemies before Circe was forced to abandon the guise
and her scheme. She has continued to empower Diana’s
Totals: Abilities 160 + Powers 158 + Advantages 51 + Skills
45 + Defenses +17 = 431
enemies and seek means of humbling and destroying
Wonder Woman to ensure Hecate’s prophecy never
God of War, God of Death: Ares literally draws his strength comes to pass. Circe is a powerful sorceress, as her
from human conflict, misery, and destruction. As more and Magic Array demon-strates. She’s capable of virtually any
more soldiers are drawn to battle, the more powerful he
becomes. That’s why he spends so much effort fomenting other spell as a power stunt (given some extra effort) and
war and suffering. His ultimate aim is to accumulate enough often employs magical rituals as well. With her Expertise,
power to depose his father and claim Zeus’ throne for she can routinely come up with rituals with 18 power
himself. The statistics here depict Ares as he’s typically points of effect, more with some time and effort. (Str90)
encountered. During a major conflict, he benefits from a
constant minor advantage (a +2 bonus). In the midst of a
conflict on the scale of a World War, this becomes a constant
major advantage (+5 bonus). After assuming his uncle’s
former mantle as King of the Underworld, Ares also gains at
least one additional Alternate Effect to his array: a Summon
effect for bringing forth spirits, animated corpses, and other
forms of undead.
CIRCE
A devoted priestess of Hecate, Circe was chosen as the
vessel for her soul when the goddess began to fade into
obscurity and chose to leave the realm of gods and
mortals behind, although she also left a cryptic prophecy
that she would one day come to reclaim what she had
given. Now a godlike sorceress, Circe developed a habit
of turning men into animals or animal hybrids known as
“bestiamorphs.” Circe hated the Amazons’ philosophy of
peace, and influenced Ariadne to kill Queen Hippolyta’s
sister Antiope following the split between the Amazons
over vengeance against Heracles. Circe dwelled for
millennia on the Greek island of Aeaea, served by an
ancestral cult of her bestiamorphs. When Wonder
Woman visited Greece, Circe believed Hecate’s
prophecy was coming to pass and the Amazon would
claim the goddess’ soul from her, robbing her of her
immortality.
the gods punished Heracles by having him support the
CIRCE PL14 174 POINTS island. I wasn't until several millennia later that Wonder
Abilities: Str 0 Sta 3 Agi 2 Dex 3 Fgt 3 Int 3 Awe 4 Pre 4 Woman discovered what had been done to him. She
offered to share his burden, which he refused, feeling his
Powers: Immortality: Immunity 1 (Aging); Magic: Array;
-Magic Blast: Ranged Damage 17; -Bestiamorph: Ranged
punishment just. He did seek to apologize to Hippolyta.
Affliction 8 (Resisted by Will; Dazed, Compelled, The Gods, convinced that he had redeemed himself, took
Transformed), Progressive; -Mystic Passage: Teleport 11 (8 away his burden, allowing Heracles to leave the
miles), Accurate; -Spell of Sleep: Ranged Affliction 17 underworld. He was the first man to set foot on
(Resisted by Fortitude; Dazed, Stunned, Asleep); -Veil of Themyscira, and he immediately begged the Amazons
Illusion: Illusion 6 (all senses), Area 4, Selective; Mystic
for forgiveness.
Shield: Protection 8, Impervious, Sustained
Though some of the Amazons still harbored hatred for
Advantages: Artificer, Attractive, Connected, Daze their past rapes and humiliation, most of them were
(Deception), Fascinate (Deception), Ritualist moved by Heracles' newfound humility, and Queen
Skills: Deception 10 (+14), Expertise: Magic 15 (+18), Insight Hippolyta asked her people to search their hearts for the
6 (+10, Intimidation 4 (+8), Perception 4 (+8), Persuasion 10 strength to forgive, which they eventually did. Doing so
(+14), Ranged Combat: Magic 8 (+11), Treatment 7 (+10) herself, Hippolyta not only forgave, but shared a brief
Offense: Initiative +2, Magic +11, Ranged, Damage 17 plus romance with him before he left the mortal realm to return
others, Unarmed +3, Close 0 to his father in Olympus.
Defense: Dodge 13, Parry 10, Fortitude 11, Will 16, Later, Heracles appeared in the contemporary world and
Toughness 11/3* *Without Mystic Shield schemed to take revenge on the Amazons by seducing
Wonder Woman. He did this by making an agreement
Totals: Abilities 44 + Powers 55 + Advantages 5 + Skills 22
+ Defenses +38 = 174 with the mortal superhero Harold Champion. In exchange
for his identity, Heracles gave Champion admission into
Complications: Obsession: Circe is obsessed with Mount Olympus. Once this was agreed upon, Heracles
preventing Hecate’s prophecy from coming true, and also
with destroying Wonder Woman (whom she believes is
used the Mirror of Circe to alter his appearance into that
connected to the prophecy); Power Loss: Circe’s Magic has of Champion and proceeded to befriend Wonder Woman
no affect on, and is nullified by, the herb moly; Relationship: as a "new" friend. Heracles' identity was eventually
Perhaps the only person Circe cares for is her daughter, Lyta revealed and he resumed his life on Mount Olympus.
A revamped Heracles reappeared during the events of
One Year Later. Now shaven, his place had been
HERACLES renewed as a fellow agent of Olympus, who occasionally
Heracles was one the most famous heroes of ancient aided Diana and even replaced her in battle. He
times. He is the son of Zeus and the mortal woman temporarily set up his base in the Greek Embassy.
Alcmene. Among other exploits, he was a member of the As one of the occupants of Olympus who rejected
Argonauts that sailed under Jason. Though his worse Athena's decision to remove themselves from the mortal
crimes are forgiven, this has not stopped him from realm, Heracles journeyed to Tartarus in hopes of
occasionally working against the Amazons. recruiting Ares to aid him in returning to the mortal realm.
Seeking to punish the Amazons, Ares coaxed Heracles Instead, he found Circe who, upon hearing the demigod's
and his men to best Hippolyta and her warrior people. story and not wanting to spend eternity in limbo with
With Theseus in tow, he marched on their city, and met Athena, decided to partner with Heracles instead.
Queen Hippolyta outside the gates. He was not at all However, this didn't last long, as Circe betrayed him.
interested in peaceful negotiations, but was unable to With Diana's help, he was able to capture Circe, only to
defeat her in battle. Impressed, Hippolyta allowed the reveal his true motives: use her magical powers to
men to enter the city. transfer the power Circe had stolen and Wonder
They abused the opportunity, however, using to drug Woman's own powers to Heracles, himself, becoming a
their hosts' drinks; when all were asleep, Heracles made new god to rule over Earth.
his play. He chained and raped Hippolyta and stole her Using the Lasso of Truth, he tried to compel Circe to cast
girdle. He then returned to his homeland with Theseus, the spell, and Diana encourages her to answer the
escaping the wrath of the Amazons. He could not escape question. Circe, revealing that the only way to cast that
the wrath of the Gods. spell would be to reverse the original spell, and then re-
For breaking their oath to the gods, the Amazons cast the spell, returning their powers to their original
wereforced to guard Doom's Doorway on the newly made owners and returning Diana's role as Wonder Woman to
island Themyscira. What they did not know was that her. (Str95)
Complications: Enemy: Hera. Wonder Woman and the
Amazons. Relationships: Heracles has ‘history’ with
Hippolyta. Villainous Hero: Although Heracles is one of the
classic heroes of myth, the DC incarnation has been given a
villainous slant besides his animosity with Hera – patron
goddess of the Amazons – he and his men betrayed,
enslaved, and raped Hippolyta along with the rest of the
Amazons; this has been somewhat retconned with the
explanation that Heracles was under the influence of the War
God, Ares – and thus not responsible for his actions.
Nevertheless, Wonder Woman holds it against him and they
have been long-time antagonists, excepting a brief stretch
where Heracles attempted to seduce Diana under the guise
of the hero, Champion.
OLYMPUS
Mount Olympus was created at the same time as many
other pantheon’s homes following the release of the
universal Godwave that followed the destruction of the
Old Gods and their home (see New Gods in Heroes and
Villains, Vol 2 and The Fourth World in this chapter), but
was hidden from other godly observers by the goddess
Hecatet o allow the Olympians time to recover from the
struggle against the Titans. This did not protect them
forever, as Darkseid became aware of them and plotted
against the Olympians, weakening them through tricking
the Olympians into dividing themselves into both Greek
and Roman versions. Eventually, Darkseid invaded and
destroyed Mount Olympus (instantly rebuilt through the
will of Zeus) and later even captured and temporarily
replaced the Olympians with Granny Goodness in the
guise of Athena. At one point, the gods even abandoned
their ancient home to travel among the stars, though they
have since returned.
HERACLES PL15 159 POINTS The House of Hades is connected to Olympus via the
River Styx, which spans dimensions itself. The House of
Abil: Str 18 Sta 15 Agi 2 Dex 2 Fgt 12 Int 1 Awe 1 Pre 3 Hades is divided between Elysium and Tarturus, the
former paradise that rewards the good and faithful souls
Powers: Immortality: Immunity 11 (Aging, Life Support),
Impervious Toughness 6, Strength of Heracles: Enhanced of the Olympians’ ancient worshippers, the latter a terrible
Strength 4, Limited to Lifting (Lifting Str22; 100,000 tons) prison wherein the sinful souls from among the same
group are tortured (as are the titans and other enemies of
Advantages: All-Out Attack, Benefit (Prince of Olympus),
Die Hard, Extraordinary Effort, Fearless, Great Endurance,
the Olympians).
Power Attack, Seize Initiative There are many Olympian gods that have interacted with
the DC Universe besides the ones listed here. Unless so
Skills: Athletics 2 (+20), Expertise: Olympian Lore 8 (+9), specified, the stats listed under their Marvel counterparts
Intimidation 12 (+15), Perception 6 (+6), Ranged Combat:
Spears 6 (+9)
should be sufficient (See entry for: Zeus: Olympian
Gods). The same applies to any of their Roman
Offense: Initiative +2, Spears +9, Ranged Damage 21, counterparts (for example, in the DC Universe, Jupiter’s
Unarmed +12, Close Damage 18 stats would be identical to Zeus’). The DC Universe is
Defense: Dodge 10, Parry 12, Fortitude 15, Will 8, also home to other Pantheons of gods, like the
Toughness 14 Asgardians, although they have had less interaction with
Totals: Abilities 108 + Powers 21 + Advantages 8 + Skills 17
the people of modern Earth than the Olympians (use
stats for their Marvel counterparts. See entry for Odin:
+ Defenses +15 = 159yta
Asgardian Gods).
Don Diego de la Vega was born and raised in the
presidio of Los Angeles, California in the early 1800's.
During Diego's lifetime, the powerful Catholic missions
that once ruled the community were in decline, while
powerful ranchers such as Diego's father, Don Alejandro
Vega, gained more economic and cultural influence.
Don Alejandro raised Diego to be compassionate toward
all people no matter their class or station. And he later
sent his young son to university in Madrid with the
expectation that he would eventually become an
educated gentleman of the Spanish court. Diego thrived
in Madrid as a talented scholar and fencing champion
until he received an urgent letter from his father calling
him home.
During the voyage to California, Diego learned that a
despicable tyrant had declared military rule over Los
Angeles. The tyrant's ruthless and oppressive leadership
resulted in increased lawlessness, poverty and
oppression. Powerful men like Don Alejandro were
actively trying to resist the tyrant, but their efforts were
proving ineffective. Diego knew his father expected him
to join the fight, but he suspected the enemy would know
this as well. Convinced he would be more useful as a
vigilante, Diego decided to disguise himself as El Zorro
(The Fox), a mysterious masked avenger who rides by
night, while pretending to be a helpless, naive young fop
during the day. Diego decided no one - not even his
father - would know the truth except for his trusty servant
and accomplice Bernado, who pretended to be a deaf
mute.
Arriving in California, Diego deliberately established a
reputation for being weak and cowardly. He appeared
more interested in fashion and poetry than fencing or
politics, to the great disappointment of his father. The
citizens of Los Angeles came to view Diego as a
harmless yet rather exasperating dandy who spent his
days drinking at the tavern. Meanwhile, his alter-ego
Zorro struck fear into the hearts of criminals and soldiers
throughout the land, laughing zestfully while engaged in
swordplay, and slashing the letter Z into the flesh of those PERSONALITY
he defeated. Zorro soon became famous as a champion
of the poor and persecuted. Zorro is the quintessential swash-bucking adventurer,
As the myth of Zorro spread, the military targeted Zorro prone to acrobatic theatrics, daredevil heroics, and
as a dangerous outlaw and put a price on his head. taunting enemies. He is dedicated to the protection of
Diego and Bernardo found themselves going to great the weak. In his Don Diego de la Vega identity he feigns
lengths to protect Zorro's secret identity, including shallow cowardice.
utilization of secret passages and a subterranean cave
hidden within the Vega hacienda. To further ensure that
no one would suspect the truth, Diego befriended the REAL NAME: DON DIEGO DE LA VEGA
military officers at the tavern and often joined them in OCCUPATION: SPANISH NOBLEMAN, VIGILANTE
discussing strategies to defeat Zorro. Diego was able to BASE: LOS ANGELES AFFILIATION: NONE
maintain this charade for many years, though he did
eventually share his secret with those closest to him.
HEIGHT: UNREVEALED WEIGHT: UNREVEALED
(Str8) EYES: BLACK HAIR: BLACK
ZORRO PL11
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE
2 3 5 5 8 2 4 6
EQUIPMENT OFFENSE
Bullwhip: Strength-based Damage 2, Improved Grab, INITIATIVE +9
Improved Trip, Reach 2 • 6 points
Bullwhip +11 Close (Reach 2), Damage 4
Pistol: Ranged Damage • 3 points
Pistol +11 Ranged, Damage 3 Crit. 19-20
Sword: Strength-based Damage 3 • 3 points
Sword +17 Close Damage 5 Crit. 19-20
ADVANTAGES Unarmed +11 Close Damage 2
All Out Attack, Close Attack 3, Contacts, Defensive Roll 3,
Equipment 3, Hide in Plain Sight, Improved Disarm, Improved DEFENSE
Initiative, Luck, Languages 2 (English, Spanish), Power DODGE 12 FORTITUDE 8
Attack, Ranged Attack (Pistol) 6, Skill Mastery
PARRY 12 TOUGHNESS 6/3*
(horsemanship), Well-Informed
WILL 9 *Without Defensive roll bonus
SKILLS
POWER POINTS
Acrobatics 8 (+13), Athletics 8 (+10), Close Combat: Sword 4
(+17), Expertise: Horsemanship 8 (+11), Insight 3 (+6), ABILITIES 74 SKILLS 24
Investigation 4 (+7), Perception 7 (+10), Sleight of Hand 2 POWERS 0 DEFENSES 22
(+7), Stealth 4 (+9) ADVANTAGES 24 TOTAL 145
COMPLICATIONS
Enemies: Don Alcalde, Captain Ramon
Relationships: In both of his identities, Zorro romances, Lolita Pulid, an impovristhed noblewoman. Sargent Pedro Gonzales,
is Zorro's enemy and Diego's friend. Zorro is also aided in his exploits by his mute partner Bernardo, who also pretends to be
deaf.
Responsibility: Zorro has sworn to free the people of pre-colonial California from tyranny.
Secret Identity: Don Diego de la Vega
Trademark: The mark of the ‘Z’.
JES PL5
STR STA AGI DEX FGT INT AWE PRE
3 3 2 2 4 2 2 2
ADVANTAGES
Close Attack 2, Defensive Roll 2, Improved Critical
(Unarmed) 1, Improved Hold, Improved Initiative
SKILLS
Athletics 2 (+5), Deception 2 (+6), Expertise (Paleontology) 8
(+10), Expertise (Sociology) 6 (+8), Expertise (Science
Fiction, Superheroes) 6 (+8), Expertise (Artist, Writer) 7 (+9),
Investigation 2 (+4), Insight 3 (+5), Perception 3 (+5),
Persuasion 2 (+4)
OFFENSE
INITIATIVE +3
Unarmed +6 Close Damage 3 Crit.18-20
DEFENSE
DODGE 5 FORTITUDE 3
PARRY 5 TOUGHNESS 5/3*
WILL 7 *Without Defensive roll bonus
POWER POINTS
ABILITIES 42 SKILLS 21
POWERS 0 DEFENSES 11
ADVANTAGES 7 TOTAL 79
REAL NAME: UNREVEALED
COMPLICATIONS OCCUPATION: JACK OF MANY TRADES, MASTER OF NONE
Enemies: Too many to name. Could piss off a Buddhist
monk.
BASE: UNREVEALED
Babe Magnet: Unfortunately only works on women who are AFFILIATION: NONE, BURNED A LOT OF BRIDGES
married, ex-cons, have heavy drug habits, are involved in the HEIGHT 5' 10: WEIGHT 210 LBS
adult industries, are lesbians, witches, or raving psychopaths
(see ‘Enemies’ above) EYES: BLUE HAIR BROWN
Boxing is the sweet science, and battle is all about strategy. A fight is much more than two brutes exchanging blows back and forth – a
strong opponent may choose to grapple, or to lay back and wait for a haymaker. Likewise, a small, agile fighter may choose to play a
defensive ‘float like a butterfly’ strategy. A fighter with a strong chin may throw caution to the wind and attack with wild haymakers. You can
even gang-up on an opponent. Battle Tactics & Combat Maneuvers allow characters to adjust their strategies, based on their own strengths
and weaknesses, as well as the relative abilities of their opponents. NOTE: While any character can employ any combat maneuver they
choose, some characters have specific maneuvers listed under their advantages – in which case they receive up to +5 instead of +2
bonus/penalty when employing these tactics.
From Oa to Taa…
Excelsior!!!