Omniverse 2

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“Who’s stronger? Superman or the Hulk?


“Who’s a better fighter? Batman or Captain
America?”

The Omniverse Sourcebook is a compilation of


characters from all the universes, all the movies and TV
shows, Marvel and DC Comics, classic fiction, and even
the real world, all quantified and measured against each
other. The stat system is formulated on the Mutants and
Masterminds 3rd Edition Role-Playing game, providing a
stat system that compares varying abilities, as well as
allowing the characters to actually be played against
each other – Superman can actually fight the Hulk… or
Godzilla, or Darth Vader.
The stats are, whenever possible, directly from ‘official’
sources for licensed characters. When these are
insufficient or unavailable, original text is supplied,
supplemented with judicious artistic license. ABILITY BENCHMARKS
COMBAT ROUND RANK
-5
DESCRIPTION
Completely inept or disabled
Who Goes First?: D-20 Dice Roll plus Initiative – high
score goes first each turn. -4 Weak; infant
-3 Younger child
How Do You Fight?: First opponent attacks with their -2 Child, elderly, impaired
Unarmed Fighting score, plus the Dice Roll. -1 Below average; teenager
0 Average adult
The opponent’s defense is their Parry score plus 10 1 Above average
points. If the striker’s score is higher than the 2 Well above average
defender’s, he has scored a hit. 3 Gifted
4 Highly gifted
If the defender survives the hit, they take their turn, 5 Best in a nation
repeating the above process. If both combatants are still
6 One of the best in the world
conscious, repeat until someone wins.
7 Best ever; peak of human achievement
How Much Did It Hurt?: The damage of the strike is 8 Low superhuman
determined by the attacker’s Strength + 15 points. The 10 Moderate superhuman
defender must beat that total with a combination of their 13 High superhuman
Toughness score and a Dice Roll. If they fail, they suffer 15 Very high superhuman
damage, and are –1 on all future Dice Rolls that 20 Cosmic
determine damage. 23 Titans, Major gods
25 Skyfather
Every 5 points the defender’s Toughness Roll fails by, 30 Minor Omnipotent, up to galactic effect
adds one-degree of failure. When an opponent fails by 4 40 Major Omnipotent, up to universal effect
degrees, they are unconscious. 50 Universal Power
55 Multiversal Power
NOTE: Combatants may supplement their basic abilities 60 Megaversal Power
with strategy. See: Battle Tactics & Combat Maneuvers. X Omniversal Power

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

SPHINX 210 JANE PORTER 291 WATCHMEN 360


KORAK 292 COMEDIAN 361
SPIDER-MAN 212 ELEPHANT 292 DOCTOR MANHATTAN 361
MARY JANE 214 LION 293 NITE OWL 362
OZYMANDIAS 363
SPIDER-WOMAN 216 MANGANI 293
RORSCHACH 363
JULIA CARPENTER 218 TERMINATOR 294 SILK SPECTRE 364
STAR CONQUEROR 220 SARAH CONNER 296 WENDIGO 366
STAR FIRE 222 TERMINUS 298 WHALES & DOLPHINS 368
STAR TREK 224 THANOS 300 DOLPHIN 368
COSMIC CUBE 302 KILLER WHALE 369
CAPTAIN KIRK 225 ORCA 370
WRAITH FORM 303
DOCTOR MCCOY 226 SPERM WHALE 371
COSMIC EGG 303
MR. SPOCK 227 MOBY DICK 371
INFINITY GAUNTLET 304
LT UHURA 228 BLUE WHALE 372
INFINITY BEING 306
MR. CHEKOV 228 HUMPBACK WHALE 373
HEART OF THE UNIVERSE 306
MR. SCOTT 229
MR. SULU 229
SKREET 307 WILD ANIMALS 374
TERRAXIA 308 GRIZZLY BEAR 374
YEOMAN RAND 230
THANOSI ARMOR 310 KILLER GRIZZLY 375
U.S.S. ENTERPRISE 231
THANOSI MYSTIC 310 EAGLE 375
STAR WARS 232 THANOSI OMEGA 311 HORSE 376
DARTH VADER 233 THANOSI WARRIOR 311 FUNNEL-WEB SPIDER 377
DEATH STAR 235 THANOSI X 311 TIGER 378
HAN SOLO 235 WOLF 378
CHEWBACCA 236 THING FROM ANOTHER WORLD 312 WOLVERINE 379
LUKE SKYWALKER
OBI-WAN KENOBI
236
238
THOR 314 WITCHBLADE 380
KING THOR 316
PRINCESS LEIA
R2-D2 AND C-3PO
239
240
ERIC MASTERSON 317 WOLVERINE 382
ANAKIN SKYWALKER 242
THUNDERSTRIKE
HERALD OF GALACTUS
317
318
WONDER WOMAN 384
MACE WINDU 243 POST-CRISIS 386
RED NORVELL 319
OBI-WAN KENOBI 244 PRE-CRISIS 387
YODA 244 THUNDRA 320 POWER OF THOR 388
COUNT DOOKU 246 SUPER WOMAN 389
DARTH MAUL 247 TIME MACHINE 322 LYNDA CARTER 390
EMPEROR 248 WEENA 323 WITCHBLADE 391
MORLOCKS 324 ARTEMIS 392
STRANGER 250 TIME TRAVELER 325 HIPPOLYTA 393
SUB-MARINER 252 TITANIA 326 TROIA 394
WONDER GIRL 395
SUPERGIRL 254 TOR 328 X-MEN 396
POWERGIRL 256
PRE-CRISIS 257
TRIGON 330 COLOSSUS 397
MATRIX 258 RAVEN 332 CYCLOPS 398
JEAN GRAY 398
EARTH ANGEL 259 TROYJANS 334 PROFESSOR X 399
LINDA DANVERS 259 ARMAGEDDON 335 ROGUE 400
TRAUMA 335
SUPERMAN 260 STORM 401
EARTH-2 263 TUROK 336 WHITE QUEEN 402
EARTH-PRIME
SUPERBOY-PRIME
264
265
VALIDUS 338 YUGA KAHN 404
KINGDOM COME 266 PRE-CRISIS 339 ZATANNA 406
1,000.000 PRIME
ORIGINAL
267
268
VALKYRIE 340 ZEUS 408
PRE-CRISIS 269 VAMPIRELLA 342 APHRODITE
APOLLO
410
411
ULTRAMAN
BLUE ENERGY
270
271
VENOM 344 ARES 412
HERALD OF GALACTUS 272 CARNAGE 346 ATHENA 413
HERA 414
POWER OF THOR 273 VISHANTI 348 HERMES 414
LOIS LANE 274
KRYPTO 275 WARLORD 350 PLUTO 415
CYBORG-SUPERMAN 278 SHAKIRA 352 POSEIDON 416
ERADICATOR 279 TARA 352 ZEUS DC 418
STEEL 281
SUPERBOY (KON-EL) 283
WAR OF THE WORLDS 354 ARES
CIRCE
420
421
MARTIANS 355
SUPREME 284 MARTIAN WAR MACHINE 356 HERACLES 422
SUPREMA 287 GEORGE HENDERSON 357 ZORRO 424
Magneto is an extraordinarily complex person. He has
always been devoted to the protection and preservation
of mutantkind. For the longest time Magneto, who
suffered through the concentration camps of the Third
Reich, sought to protect mutantkind by dominating the
non-mutant human majority. He was the X-Men's first foe
and the first major evil mutant known to the world.
Ruthless would be an apt phrase to describe him in those
days.
Because of his crimes, he is wanted worldwide as a
criminal (though a world court has found him "not
responsible" he Is still considered a fugitive from the law
in many countries).
Recently, though, Magneto has had a change of heart.
Maybe he is mellowing with age, or possibly he now
realizes that one of the reasons mankind hates mutants
more than ever before is because he gave criminal
reasons for those who had open minds to hate, or maybe
Professor Xavier's plea for him to take over the X-Men
and guide the New Mutants forced him to alter his views.
Whatever the reason, Magneto has recently made a
serious attempt to peacefully coexist with humankind and
to curb his powers in battle so the results are less lethal.
Now, under the guise of Michael Xavier, Charles's
cousin, Magneto acts as the mentor and teacher of the
New Mutants and coordinator of the X-Men.
Magneto has two children, the Scarlet Witch and
Quicksilver, but they are not even close enough to be
considered contacts. The others he has worked
with in the past, like the members of the original
Brotherhood of Evil Mutants, are neither friends
nor enemies to him. (Str8)

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

SABRETOOTH (Improved Critical 4: Claws) - 6 points


Enhanced Senses: Senses 8 (Accurate, Acute, Extended
Descended from a variant wolf-like strain of humanity and Tracking Smell, Danger Sense [olfactory], Extended
known as the ‘Lupine’, Victor Creed suffered an abusive Hearing, Low-Light Vision), Enhanced Advantage 1 (Uncanny
childhood at the hands of a father disgusted by his feral Dodge) - 9 points
nature. As an adult, he took the name ‘Sabretooth’, and Healing Factor: Enhanced Advantage 1 (Diehard); Immunity
eventually served as part of a Special Forces team with 3 (Aging, Disease & Poison—both Limited [halve rank of
the mutant, Wolverine. It is clear, however, that the two effect]); Regeneration 4 - 7 points
have along standing mutual hatred, and Sabretooth once
murdered a woman whom Wolverine loved.
ADVANTAGES
Sabretooth is recognized in the underground and Agile Feint, All-out Attack, Animal Empathy, Defensive Roll 3,
mercenary circles as a hired killer and assassin, one Diehard, Improved Critical (Claws), Improved Initiative,
known for his love of hunting his prey. He has worked Instant Up, Power Attack, Uncanny Dodge
alone and with other supervillains, most notably with
Sinister as the head of the marauders – famous for
SKILLS
slaughtering the underground mutants called the Acrobatics 1 (+8), Athletics 6 (+11), Close Combat: Claws 3
Morlocks. Sabretooth took great pleasure in this (+14), Close Combat: Unarmed 3 (+14), Expertise: Military 1
assignment, and enjoys reminding others of his part in (+1), Expertise: Streetwise 8 (+8), Intimidation 16 (+17),
Perception 8 (+12), Stealth 10 (+17), Vehicles 2 (+9)
the massacre
At one point Professor Xavier took Sabretooth into the X- OFFENSE
Men’s home, hoping he could be cured of his murderous
INITIATIVE +10
impulses. The attempt failed utterly and Sabretooth is
Claws +14 Close, Damage 8, Crit 19-20
once again a foe of the X-Men, especially Wolverine.
Unarmed +14 Close Damage 6
Creed also served with X-Factor during the time that
Mystique was associated wit that group. X-Factor tried DEFENSE
to control Sabretooth’s feral instincts with an inhibitor
DODGE 14 FORTITUDE 10
collar around his neck.
PARRY 14 TOUGHNESS 8/5*
(Str20)
WILL 9 *Without Defensive roll bonus

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

ADVANTAGES POWER POINTS


ABILITIES 192 SKILLS 20
All-Out Attack, Die Hard, Extraordinary Effort, Fearless, Great
POWERS 96 DEFENSES 10
Endurance, Improved Critical (Talons), Power Attack
ADVANTAGES 6 TOTAL 324
SKILLS
COMPLICATIONS
Close Combat: Unarmed 2 (+12), Expertise: Mystical Lore 8
(+9), Expertise: Magic 6 (+7), Intimidation 12 (+32), Enemies: Odin, Thor, gods of Asgard
Perception 6 (+14), Ranged Combat: Magic Blast 6 (+11) Psionic Vampire: All Mangog’s Powers and Abilities are
directly dependent upon his ability to feed upon psionic
OFFENSE energy – drawing upon the hate of a ‘billion, billion beings’. If
INITIATIVE +5 this power is nullified, Mangog loses 1 rank in all abilities and
Magic Blast +11 Ranged Damage 24 powers each turn, and suffers 1 rank of Shrinking. When
Unarmed +12 Close Damage 23 Mangog’s Shrinking reaches -5, he vanishes into nothing.
Ted Sallis first came to prominence in government circles
as the chief chemist working on "Project Sulfur," a U.S.
Army research program aimed at developing a means to
survive bio-chemical warfare. Sallis developed "Serum
SO-2,' which would have succeeded in immunizing
human beings to all toxic biochemicals, but the
mutagenic effects of the serum would have transformed
people into monsters. The serum was never put into
production.
After Project Sulfur was shut down, Sallis was reassigned
to "Project Gladiator," a research program under the
auspices of S.H.I.E.L.D., which was aimed at recreating
the lost "super-soldier" serum that had spawned Captain
America during World War II. Working separately from his
colleagues, who included Doctors. Wilma Calvin and
Barbara Morse (Mockingbird), Sallis evidently attempted
to use a modified version of his own SO-2 formula as the
basis for a new super-soldier serum. He was close to
success when he was betrayed into the hands of the
scientific Hydra-offshoot, the subversive Advanced Idea
Mechanics by his wife, Ellen.
Perhaps already suspecting betrayal, Sallis had earlier
destroyed his notes. To guarantee that the secret would
not fall into AIM's hands, Sallis injected himself with the
only existing sample of his modified Super Soldier serum,
and fled into the nearby swamp. Sallis should have died,
but over the course of several hours, mystical forces
combined with chemical science to transform him into the
monstrous, misshapen creature who would be dubbed
the Man-Thing.
The substance of Sallis's body was eaten away and
replaced by vegetable matter. Though he mimics the
form of humanity to a large extent, he can no longer be
considered human. Though he retains Ted Sallis's soul,
and rudimentary vestiges of Sallis's intellect, he cannot
be said to be truly intelligent
Since the time of his creation, the Man-Thing has served
as the guardian of the "nexus of realities," an
Interdimensional focal point which has manifested itself in
the middle of the Man-Thing's swamp. Though the Man-
Thing's adventures have occasionally drawn him away
from the swamp, he has always returned, and it is said
that he is destined to remain the guardian of the nexus on
this plane of existence for as long as the nexus manifests
itself in this reality. (Str25)
.
PERSONALITY REAL NAME: TED SALLIS
The Man-Thing is a nearly mindless creature, motivated OCCUPATION: GUARDIAN OF THE NEXUS OF REALITIES
by empathic emotional stimuli rather than actual thought. BASE: EVERGLADES SWAMP NEAR THE NEXUS OF
He is the guardian of the Nexus of Realities, but certainly REALITIES
has no knowledge of his role. He is drawn to pleasant HEIGHT: 7 WEIGHT: 500 LBS.
emotions, while negative emotions cause pain and
provoke him to violence. EYES: RED HAIR: NONE
MAN-THING PL10
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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.

POWERS AND ABILITIES


The Man-Thing crudely mimics human form, but consists
of swamp matter, like moss and fibrous weeds, giving
him superhuman strength and making him extremely
difficult to injure – he has no vital points, bullets pass
through him, and he will grow back any lost body parts.
This same insubstantial quality allows him to ooze
through or around openings or barriers such as wire
mesh or steel bars.
The Man-thing is highly sensitive to emotions, and violent
emotions cause him pain, prompting him to attack its
source. Fear, in particular, causes him to secrete a
sulfuric acid-like chemical that causes a fearful person to
burst into flame – whatever knows fear, burns at the
touch of the Man-Thing.
The Man-Thing’s unique mystical-chemical physiology
makes him dependent on swamp environments, like the
Florida Everglades, and prolonged separation from the
swamp could cause him to die, although he recovers
quickly once he is returned to the swamp.
The Man-Thing is mostly non-sentient, although he does
sometimes ‘recognize’ emotional patters of people he has
met before.
Dr. Erdel’s experimental teleportation beam transported
the Martian J’onn J’onzz to Earth. The shock of a face-to-
face encounter with a true alien gave Erdel a fatal heart
attack, leaving J’onn a stranger in a strange land. Using
his telepathic and shape-changing abilities, he managed
to blend in and conceal his true nature. He eventually
adopted the identity of John Jones, a police detective,
and covertly used his Martian powers to fight crime and
protect the innocent from harm.
The Martian Manhunter found his first true colleagues
and friends on Earth upon joining the Justice League of
America. Although initially suspicious of a telepathic,
shape-changing alien who seemed to come up with a
new power every week, the other members came to
accept J’onn as one of their own. This helped to cushion
the terrible blow when he learned Dr. Erdel’s device
transported him not only through space, but millennia
through time. Mars is a dead world, and J’onn’s people,
including his wife and child, are long gone.
J’onn chose to focus his energies on his adopted world
and his family within the JLA. Various incarnations of the
team have relied upon him as their best strategist and
organizer, with his ability to keep members in telepathic
contact over great distances. He has also explored Earth,
taking on many human guises of different races, genders
and nationalities, operating in areas of the world largely
ignored by other heroes. J’onn J’onzz is sober and
serious, but also deeply compassionate. (Str85) display an even greater range of effects than usual.
Some of his potential stunts include:
PERSONALITY • Using his Martian Morphology array for virtually any sort
of effect based on changing his physiology, from
In spite of his alien nature (or perhaps because of it) he Elongation or shifting around his physical traits, to
sees all life as worth saving. His telepathic abilities make changing his size or chemical composition, or even
him an understanding listener and advisor, and he’s a altering the structure of his brain to affect his thinking in
brilliant strategic thinker and team coordinator. In spite of different ways (granting him Enhanced Awareness,
his close friendships on Earth, J’onn carries a deep Insight, or Perception, for example).
sense of loneliness for the life he left behind on Mars. • Stunts involving his Telepathy, ranging from Afflictions
(like Mind Control or altering memories, something J’onn
POWERS AND ABILITIES is normally reluctant to do) to Illusions (Resisted by Will
and Selective).
The Martian Manhunter is one of the most powerful • Stunts based on his Martian Strength, suitable for any
heroes in the world: the early members of the Justice extremely strong hero (see the Powerhouse archetype in
League used to joke how there seemed to be no end to DC Adventures for some examples).
J’onn’s powers. He is nearly as strong, fast and tough as • Using the psychokinetic nature of his Flight and Martian
Superman or Wonder Woman, and also has virtually Vision for power stunts such as move Object effects or
complete mental control over his physiology. He can Flight that Affects Others.
change shape and become intangible or invisible at will.
J’onn is also a powerful and skilled telepath, able to read
minds, communicate mentally over great distances and REAL NAME: J’ONN J’ONZZ
even influence the minds of others to a degree. J’onn’s OCCUPATION: DETECTIVE, ADVENTURER
primary weakness is fire, which robs him of his powers BASE: EARTH AFFILIATION: JUSTICE LEAGUE
and renders him as vulnerable as an ordinary human.
In addition to his regular set of powers, J’onn has
HEIGHT: 6’ 7” WEIGHT: 300 LBS
considerable potential for power stunts, allowing him to EYES: RED HAIR: NONE
MARTIAN MANHUNTER PL14
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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.

POWERS AND ABILITIES REAL NAME: MEPHISTOPHELES


OCCUPATION: RULER OF HELL
Mephisto is an X-character, able to wield magical powers BASE: HELL AFFILIATION: HELL LORDS
on a cosmic level. As a Hell-Lord (see below), is powers
are tied to his realm ‘Hell’, and within his home
HEIGHT: 6’ 6” (VARIES) WEIGHT: 310 LBS (VARIES)
dimension he commands absolute power – he has faced EYES: WHITE (NO PUPILS, VARIES) HAIR: BLACK (VARIES)
MEPHISTO PLX2/PL19
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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.

ROB ZOMBIE'S LOOMIS


Rob Zombie's ugly and dysfunctionally sadistic take on the
Michael Myers tale presents Sam Loomis as an arrogant,
self-promoting opportunist, who exploits the Myers tragedy
for personal fame, in fact, triggering Myers' subsequent
rampage in Haddonfield, by abandoning his patient with his
resignation, and only belatedly awakens to his responsibility,
once Myers escapes. Despite Malcolm McDowell's energetic
efforts in the part – effective at moments as he draws upon a
similar role as HG Wells chasing Jack the Ripper, in 1979's
Time After Time – but (like nearly every other character in the
update besides Michael himself), he still comes across as
unlikable, invoking little sympathy when he is killed at the end
of both Zombie's remakes of Halloween 1 AND 2.
LAURIE STRODE PL3 LAURIE STRODE
Laurie Strode is the younger sister of Michael Myers –
STR STA AGI DEX FGT INT AWE PRE born two years before he was committed, but was
-1 0 2 2 0 2 2 2 brought to Smith's Grove to meet her now-ten year-old
brother just before their parents died in a car wreck, and
ADVANTAGES Laurie was adopted by the Strodes. Outwardly awkward
Attractive, Beginner’s Luck, Defensive Roll 2 and shy (played by long, fallow Jamie Lee Curtis, whose
mother, actress Janet Leigh, was famously victim to
SKILLS 'Psycho's Norman Bates), Laurie is the soul survivor of
Expertise: Literature 2 (+4), Insight 3 (+5), Perception 3 (+5) Meyers' killing spree – and even manages to land what
should have been killing blows on her attacker on two
OFFENSE occasions – a knitting needle in the neck and a knife in
INITIATIVE +2 the chest. Then, after being rescued and sent to the
Unarmed +0 Close, Damage -1 hospital, she must fend him off again, after Michael tracks
her down, this time shooting him in both eyes, before Dr.
DEFENSE Loomis sets the place on fire.
DODGE 4 FORTITUDE 2 Laurie was killed off in a car wreck for part 4, leaving
PARRY 4 TOUGHNESS 2/1^ Myers chasing Laurie's daughter, who he kills in part 6.
WILL 4 *Without Defensive roll bonus Laurie was brought back in H20, in a new continuity (with
a passing reference to her 'faked death'), but was again
POWER POINTS killed in part 8. She returned once more for Halloween
ABILITIES 18 SKILLS 4 2018, which jettisoned all continuity after part 1, including
POWERS 0 DEFENSES 11
ADVANTAGES 4 TOTAL 36 the entire plot-device (introduced by John Carpenter in
part 2) that Laurie was Michael Myers' sister. (Str4)
COMPLICATIONS
Boogeyman's Sister: Laurie Strode was the quintessential
victim who is pursued obsessively by a relentless masked
psycho. Targeted due to a resemblance to the sister Michael
Myers murdered 15 years before – an idea developed by
John Carpenter in part 2 when it was revealed that Laurie
was actually a sister of Michael herself. Later portrayals of
Laurie even hinted at psychosis in Laurie herself – especially
the Rob Zombie version – and she has actually been killed
off in the series at least twice – resurrected nearly as often as
Michael himself. 2018's Halloween, a direct sequel to part 1,
ignores even the continuity of part 2, and Laurie is no longer
Myers' sister, but is still targeted obsessively, 40 years later.
Traumatized: In the continuity of Halloween H20, Halloween
Resurrection, and 2018's Halloween, Laurie suffers from
post-traumatic shock, and a drinking problem in H20.
Tough Chick: While originally the archetype of the helpless
teenage baby-sitter, later portrayals, particularity Halloween
2018, gave Laurie weapons and survivalist skills. .
NOTE: Pundits have variously attempted to attribute to
Laurie Strode, both misogyny and female empowerment –
both navel fluff, as her image is helpless vulnerability, simply
for the purpose of making the story scarier.

ROB ZOMBIE'S LAURIE


Rob Zombie's Laurie is initially a 'modern' updated teenager
– sassy, with inappropriate sexual dialogue in front of her
parents type-stuff, although this deteriorates quickly in
Zombie's sequel, with traumatized Laurie, in punked-out
Goth, displaying psycho tendencies of her own, murdering
Dr. Loomis and being committed herself – or shot dead by
police in the Director's cut, closing the circle on Michel Myers'
vision, reuniting their family in death.
FREDDY KRUGER DEFENSE
DODGE 8 FORTITUDE 5
Freddy Kruger was a serial child murderer who was
PARRY 6 TOUGHNESS 5
freed by the courts on a technicality, at which point the
WILL 8
neighborhood parents of Elm Street gathered together to
bring Kruger to private justice, trapping him in an old POWER POINTS
boiler room and setting it on fire. But Kruger’s spirit, ABILITIES 36 SKILLS 18
endured, coming back in the dreams of the children of POWERS 144 DEFENSES 14
Elm Street. Kruger gained power from their fear and ADVANTAGES 10 TOTAL 224
once his victims begin to believe in him – he could
actually kill them within their dream. COMPLICATIONS
After a series of murders, one of the Elm Street kids, 16 Obsession: Freddy was a filthy child-murderer who was
year-old Nancy Loomis, discovered her own mother was himself murdered by a lynch mob of angry townsfolk – the
one of the conspirators who had hunted Kruger down. parents of his victims – who trapped him in an old boiler room
Having already lost several friends, Nancy set a trap for and burned him alive. In his demonic spirit existence, he
stalks the surviving children of Elm Street, and anyone else
the Dream Stalker, setting her alarm to wake her up, just
who happens to dream about him.
at the moment she grabbed Kruger in the dream – One, Two, Freddy’s Coming for You: In order for Freddy
bringing him into the real world where he could be killed. to kill a victim, they must have at least heard his name and
Nancy seemingly triumphed when she realized Freddy can then begin to dream about him. Once the victim believes
Kruger only existed because of her fear, and that if she in the dream, the effects of the dream – i.e. the mortal
wasn’t afraid of him, he couldn’t hurt her, and Kruger was wounds – can directly affect their walking selves.
Nemesis: Nancy Thompson
banished. Briefly, it seemed everything was over.
Phobia: Freddy has a fear of fire.
Unfortunately, all it takes is for someone to dream of him, Pulled From a Dream: If a victim wakes from a dream while
to fear him again. Freddy has returned to stalk the physically touching Freddy, he is brought into the waking
dreams of the Elm Street kids many times. (Str10) world, dropping his Reality Manipulation powers to 0 ranks,
and losing his Immortality and Immunity. If he is killed in this
FREDDY KRUGER PL10 situation, he stays dead until someone dreams about him.

STR STA AGI DEX FGT INT AWE PRE


3 5 2 2 3 1 1 2
POWERS
Finger Knives: Damage 2, Crit. 19-20 • 4 points
Reality Alteration: Variable 10, Limited to Dream World,
Cannot affect the real world besides killing his victim. Power
drops to 0 if he is brought to the real world • 70 points
Vengeful Spirit: Immortality 20 (Limited to living in people’s
dreams), Immunity 30 (Fortitude), Regeneration 5 (limited to
Dreamworld) • 70 points

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 PL9 POWER POINTS


ABILITIES 42 SKILLS 15
STR STA AGI DEX FGT INT AWE PRE POWERS 60 DEFENSES 13
ADVANTAGES 19 TOTAL 149
7 7 1 1 3 0 0 2
COMPLICATIONS
POWERS
Nemesis: Tommy Jarvis
Curse of Crystal Lake: Immunity 30 (Fortitude effects), Phobia: Because of his own drowning, Jason has a fear of
Immortality 15 • 60 points water – sometimes to the point of paralysis – and he has
been killed more than once by drowning, which seems to
EQUIPMENT dramatically slow his regeneration powers.
Machete: Damage 3, Crit. 19-20 • 6 points Obsession: Jason’s sole motivation is to punish the
counselors of Camp Crystal Lake for letting him drown
ADVANTAGES (because they were off smoking pot and having sex), and for
All-out Attack, Close Attack 3, Diehard, Eidetic Memory, killing his mother (even though that was, admittedly, a self-
Equipment 2, Extraordinary Effort, Fearless, Hide in Plain defense thing, since his mother was actually the first Crystal
Sight, Improved Critical (Machete), Improved Initiative, Luck, Lake killer, but Jason took it bad). He is not picky, however,
Move-by Action, Redirect, Set-up, Startle, Ultimate Effort and is happy to act out on pretty much anyone.
During this film, Jason was exposed to ‘re-fit’ technology,
CURSE OF CRYSTAL LAKE augmenting him with bionics and bio-mechanics, turning
The exact nature of Jason’s curse isn’t clear, with some him into a super-murdering cyborg. (Str30)
believing it the result of demon possession, with others
contending it’s a curse upon Crystal Lake itself. It is also
possible that different supernatural sources have animated
Jason at different times JASON X PL10 154 POINTS
Abilities: Str 8 Sta 8 Agi 2 Dex 2 Fgt 6 Int 0 Awe 0 Pre 2

JASON UPDATE Powers: Psychopathology: Immunity 30 (Fortitude effects)


Equipment: Machete: (Damage 3, Crit. 19-20)
In the manner of Rob Zombie’s Michael Myers, Jason
Voorhees was given a modern, supposedly grounded-in- Advantages: All-out Attack, Close Attack 3, Diehard, Eidetic
reality style update. Like Zombie’s Myers, the new Jason Memory, Equipment 2, Extraordinary Effort, Fearless, Hide in
has dispensed with the supernatural aspect, establishing Plain Sight, Improved Critical (Machete), Improved Initiative,
Jason as simply a large, powerful maniac. Luck, Move-by Action, Redirect, Set-up, Startle, Ultimate
Unfortunately, overt homage to the trappings of the genre Effort
serve to undermine this effort in terms of the film’s
realism – especially in terms of characters and plot, Skills: Deception 5 (+7), Insight 4 (+4), Intimidation 12 (+14),
making this just another Friday the 13th movie, albeit one Perception 4 (+4), Stealth 5 (+6)
with high production values. (Str14) Offense: Initiative +6, Machete +9 (Damage 11, Crit. 19-20),
Unarmed +9 (Close, Damage 8)

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)

PINHEAD PL12 LEATHERFACE


Bubba Sawyer is ‘Leatherface’ of the infamous Texas
STR STA AGI DEX FGT INT AWE PRE Chainsaw Massacre series, which created the ‘Redneck
Cannibal Torture Family’ genre – replacing the slick,
9 9 6 7 6 8 11 12 shadowy terror of Halloween, and the gaudy gore of
Friday the 13th, with a sick, twisted sadism. Leatherface
POWERS wears a mask of skinned human faces and murders
Sorcery (105 points) people with a chainsaw. He is part of a family of
Chains: Extra Limbs 4 (Tendrils STR 10), Improved Grab, backwater psychos who trap, torture and butcher unwary
Improved Trip, Reach 2 • 7 points
travelers. Based loosely on the real-life case of Ed Gein.
Hooks: Claws 2 Strength-based Damage 2 (can be used
Leatherface: Str 4 Sta 3 Agi 0 Dex 0 Fgt 5 Int -1 Awe 0
with Tendrils or Unarmed attacks) • 2 points
Pre 0; Initiative +0, Chainsaw +6 (Damage 8, Crit. 18-20),
Immortality: Enhanced Advantage 1 (Diehard); Immunity 3
Unarmed +5 (Close, Damage 4); Dodge 6, Parry 6,
(Aging, Disease & Poison—both Limited [halve rank of
effect]); Regeneration 10 • 11 points
Fortitude 7, Toughness 3, Will 3; PL7
Senses: Senses 4 (Empathy, Limited to experiencing
another’s sensations) • 4 points
Sorcerous Creation: Create 19 (Animate objects) • 48
points
Telekinesis: Perception Range Move Object 11 • 22 points

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.

HANNIBAL LECTER PL7


STR STA AGI DEX FGT INT AWE PRE
2 1 0 3 3 4 8 2
ADVANTAGES
All-out Attack, Close Attack 3, Daze (Deception), Eidetic
Memory, Fascinate (Deception), Fearless, Improved Critical
(Knives), Improved Initiative, Luck, Move-by Action, Redirect,
Set-up, Skill Mastery (Deception), Startle, Taunt, Trance
SCREAM ADVANTAGES
Close Attack 2, Diehard, Defensive Roll 2, Equipment 1,
Ghostface is the masked killer of varying identities in the
Evasion, Hide in Plain Sight, Improved Critical (Knife),
Scream movie series. Regardless of who is behind the Improved Initiative, Luck, Move-by Action, Redirect, Set-up,
mask, the Ghostface killer operates by first taunting and Startle
terrorizing victims with cell phone calls, utilizing a voice-
changing device to hide their true identity. They all wear SKILLS
the same black-robed costume with its distorted ghost- Deception 8 (+10), Insight 3 (+5), Intimidation 8 (+10),
like face, and utilize a hunting knife as a murder-weapon. Perception 3 (+5), Stealth 8 (+10)
In each case, the Ghost-face killer has selected groups of
victims, based on varying relationships to the killer’s OFFENSE
primary target – young Sidney Prescott, who progresses INITIATIVE +4
through the series from the stereotypical good-girl victim, Knife +6 Damage 4, Crit. 19-20
Unarmed +6 Close Damage 2
to the stereotypical veteran survivor. The first three
Ghost-face murder sprees center on the murder of DEFENSE
Sidney’s adulterous mother. In the first case, the killer DODGE 8 FORTITUDE 6
turns out to be Sidney’s boyfriend, Billy Loomis (who’s PARRY 6 TOUGHNESS 2
father was one of Sidney’s mother’s affairs) along with WILL 6
Billy’s patsy-buddy Stu Macher.
The second Ghostface killer turned out to be Billy’s own POWER POINTS
mother, seeking revenge after Sidney killed both Billy and ABILITIES 39 SKILLS 15
Stu in self-defense. Billy’s mother likewise utilized a POWERS 4 DEFENSES 16
patsy – film-student, Mickey, who she killed herself once ADVANTAGES 16 TOTAL 90
he’d done her dirty work. COMPLICATIONS
The third Ghostface murders were committed by Sidney’s
Nemesis: Sidney Prescott.
long-lost brother, Roman Bridger – the progeny of one of
her mother’s affairs – who turned out have been the one
that actually killed their mother, and was the one that
recruited Billy Loomis and Stu Macher in the first series of
murders.
A fourth Ghostface killer turned out to be Sid’s own niece
– who's own psychotic rampage was a bid to gain fame
as the ‘new heroine survivor’. (St8)

POWERS AND ABILITIES


The Ghostface persona remains the same whoever dons
the mask, operating with the same modis operendi of
phone calls, usually within an environment with a wide
variety of potential suspects to hide among. Regardless
of the killer’s stats in their secret identity, Ghostface
always has the same general abilities - all the standard
slasher skills, including abnormal durability, physical
strength, and an almost supernatural stealth.

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.

Lar Gand is one of the most dedicated of heroes, with a


fortitude that allowed him to survive in the Phantom Zone REAL NAME: LAR GAND
for centuries and maintain his sanity. His heroic legend OCCUPATION: LEGIONNAIRE BASE: 30TH CENTURY
has spanned centuries. He his brave, committed, and AFFILIATION: LEGION OF SUPERHEROES
selfless, a capable leader or team member, whatever is
needed, Mon-El is the very caricature of the iconic
HEIGHT: 6’ 1” WEIGHT: 165 LBS
superhero. EYES: BLUE HAIR: BLACK
MON-EL PL13
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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.

SUN-DIPPED DAXAMITE PL14


Like Kryptonians, a Daxamite’s powers come from their MON-EL (SUN-DIPPED) PL14 • 262 POINTS
bodies’ ability to absorb the energy of yellow suns. By STR 19 STA 15 AGL 2 DEX 2 FGT 8 INT 4 AWE 3 PRE 3
absorbing intense amounts of solar energy – such as they Powers: Heat Vision: Ranged Damage 19, Invulnerability:
might receive by flying directly into the sun – Daxamites can Impervious Toughness 19, Super-Strength: Enhanced
temporarily increase their powers – presumably in the same Strength 4, Limited to Lifting (Lifting Str23; 200,000 tons)
manner as Superman, who has been known to move planets. (StrX1)
As a power stunt, Daxamites might ‘push’ their powers Offense: Initiative +2, Heat Vision +10 (Ranged, Damage
beyond their normal levels, although this is dangerous 18), Unarmed +8 (Close, Damage 19)
because, after this boost, they become weakened in all Defense: Dodge 8, Parry 8, Fortitude 16, Toughness 18, Will
powers and abilities by an amount equal to the boost 12
received, leaving them vulnerable. Mon-El's sun-dipped stats Totals: Abilities 112 + Powers 97 + Advantages 14 + Skills
are to the right. 22 + Defenses 17 = 262
DAXAM Skills: Close Combat: Unarmed 5 (+7), Expertise: Science 6
(+9), Ranged Combat: Heat Vision 6 (+8), Technology 6 (+9),
A large, high-gravity world, which orbits a red sun named Vehicles 2 (+4)
Valor, Daxam is otherwise hospitable, similar to Earth in
Offense: Initiative +2, Heat Vision +8 (Ranged, Damage
terms of atmosphere and climate. The inhabitants are 12),Unarmed +7 (Close, Damage 17)
distantly related to the Kryptonians, but the exact
relationship is unknown. One legend states they are a Defense: Dodge 6, Parry 7, Fortitude 12, Toughness 16, Will
long-lost colony of Krypton, while another version of the 10
history posits their ancestors as peaceful exiles from a Totals: Abilities 84 + Powers 84 + Advantages 0 + Skills 13 +
then-warlike Krypton who mated with the original Daxam Defenses 15 = 202
natives. Like their distant kinsmen, Daxamites gain Complications: Power Loss: Daxamites lose their
super-abilities under a yellow sun, and they acquire these superhuman attributes and powers under a red sun. Attacks
powers at a far faster rate. But while Kryptonians with the “red solar radiation” descriptor are automatically
continue to increase in power over their lifetimes, Penetrating against Daxamites, and their Toughness is
Daxamites reach the limits of their powers much sooner, reduced to +6 against such attacks. Weakness: Exposure to
the element lead is highly toxic to Daxamites even when
“topping out” at levels below Kryptonian maximums.
empowered by a yellow sun.
Daxamites are also limited by a severe biological flaw:
exposure to lead causes immediate weakness, and
prolonged exposure means death. This prevents all but
the bravest Daxamites from venturing beyond the
ANDROMEDA
Laurel Gand, Andromeda, is a Daxamite member of the
boundaries of their own solar system for fear of death,
Legion of Super-Heroes. She was introduced to the team
though the race has interstellar flight technology. This
during their initial draft, but later had to leave due to her
attitude has been inculcated over generations, leading to
conflicting relationship with the White Triangle.
isolationism and xenophobia among the Daxamites. Mon-
Laurel Gand spent most of her life in a White Triangle
El, a.k.a. Lar Gand, is the rare Daxamite explorer who
community, being indoctrinated in the "horrors" of
dared to leave the planet.
interspecies co-operation before the Triangle's political
Daxamite medical and genetic technologies are among
clout led her to become the Daxamite representative in
the best in known space. Bioengineering has made them
the Legion. Away from Daxam's red sun, she gained
longer-lived, healthier, and more attractive than most
powers similar to Superman's, but the race-wide
humanoids, but they lack genetic diversity. Otherwise, the
hypersensitivity of Daxamites to lead that meant even
Daxamite civilization is not as advanced as was Krypton
minuscule amounts could prove fatal even to a powered-
before that world’s destruction (they never developed
up Daxamite, forcing her to wear a transuit at all times.
Phantom Zone portals or Eradicator-level artificial
This did not trouble her, since it meant she never had to
intelligence, for example).
actually touch any non-Daxamites.
Daxamite ‘advisors’ participated in an invasion of Earth,
Her Triangle-derived beliefs hampered her effectiveness
along with several other races, at the behest of the
as a Legionnaire, thanks to her reluctance to physically
Dominion. Though they initially feared humanity as a
engage with any enemies, but the real problems started
threat, the Daxamites came to respect the people of
after she let several Triangle members go after a
Earth and were instrumental in thwarting the invasion
mugging, shortly after which they beat and almost killed
with the powers they gained under the yellow sun of the
Triad. Angered more for their defiance of her than for the
Earth.
beating, when she was ordered away to prevent the
Composite Man gaining her powers, she flew after them.
DAXAMITE PL12 - 202 POINTS Immediately, they tore her transuit and directly exposed
her to lead, and she barely managed to turn them over to
Abilities: Str 17 Sta 12 Agi 2 Dex 2 Fgt 6 Int 3 Awe 2 Pre 2
the Science Police before crashing through the walls of
Powers: Flight (Array (28 points), Flight 14 (32,000 MPH); Legion HQ.
AE: Speed 14 (32,000 MPH)); Heat Vision (Ranged While Brainiac 5 worked on devising an anti-lead serum,
Damage 12); Invulnerability (Immunity 5 (Cold, Heat, he confronted her about her beliefs, and after discovering
Pressure, Radiation, Vacuum), Protection 4, Impervious
Toughness 16); Super-Senses (Senses 15 (Extended the serum Vril Dox, his direct ancestor, had created for
Hearing 2, Extended Vision 3, Infravision, Microscopic Vision Valor and tailoring it to her genetic structure to allow it to
4, Vision Penetrates Concealment (except lead), Ultra- work properly on her (much to her surprise, as she had
hearing)); Super-Speed (Quickness 5); Super-Strength been taught that all members of the same race were
(Enhanced Strength 4, Limited to lifting (lifting Str 21; 50,000 identical), he forced her to confront the fact that he
tons) wasn't her inferior before giving her the serum.
While this was happening, however, Shrinking Violet ADVANTAGES
discovered a White Triangle necklace in her room and
connected it to the group which had assaulted Triad and Attractive, Languages (Daxamite), Move-by Action,
destroyed Trom, telling the rest of the team. Interpose, Power Attack
Confined to quarters after an unsuccessful attempt by SKILLS
Cosmic Boy to have her removed from the team, she
used her super-senses to see Ambassador Roxxas Close Combat: Unarmed 2 (+6), Expertise: Daxam 8 (+10),
Expertise: Ranged Combat: Heat Vision 6 (+8), Perception 8
gloating, but he managed to bully her into giving him the
(+10), Persuasion 4 (+7), Technology 3 (+5)
anti-lead serum. Taking it himself and giving it to four
other Daxamites, they proceeded to cause mass OFFENSE
destruction on Earth. When Andromeda herself
INITIATIVE +2
confronted Roxxas over what he was doing and had Heat Vision 8 Ranged, Damage 14
made her do, she was almost defeated when Violet Unarmed +8 Close Damage 17
began thrashing around in his head, before coming out
and telling Andromeda to take him down. As she DEFENSE
pummelled him repeatedly, he destroyed the covering of DODGE 10 FORTITUDE 13
an "atomic furnace", and both were thought to have died PARRY 10 TOUGHNESS 16
in the resulting inferno (causing Brainiac 5 severe WILL 12
depression). Only Cosmic Boy was told that she had
survived and voluntarily exiled herself to Planet Hell. POWER POINTS
Later, she was brought out of exile by Live Wire after ABILITIES 100 SKILLS 16
Cosmic Boy told him where she was as part of a way to POWERS 116 DEFENSES 20
build up a "Legion Rescue Squad", and she was awed by ADVANTAGES 5 TOTAL 257
Valor, himself being another member. However, she
declined to rejoin the Legion after the Squad had served
COMPLICATIONS
its purpose, preferring to head off into deep space. Relationships: Andromeda has been a member of the
Sisters of the Eternal Cosmos, and the Legion of Super-
Although Andromeda was erased from history because of
heroes. She is a descendant of Lar Gand (Valor/Mon-El).
the Infinite Crisis, she reappeared with the Legion during Weaknesses: Daxamite weakness to lead and magic.
Final Crisis: Legion of Three Worlds, and she appears White Triangle: Andromeda grew up in a Daxamite racist
alongside Legionnaires who would never have otherwise cult known as the White Triangle, which left her with bigoted
been chronologically teammates with her, such as the attitudes that took her some time to get over.
second Kid Quantum.. (Str90/98)

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)

CREATURE FROM THE BLACK LAGOON


CREATURE FROM THE BLACK LAGOON PL8
STR STA AGI DEX FGT INT AWE PRE
7 6 2 1 5 -3 1 -3
POWERS
Amphibious: Swimming 1 • 1 point
Scaly Hide: Protection 1 • 1 point CREATURE FROM THE BLACK LAGOON
Senses 1 (Low-Light Vision, Scent) • 1 point
The Creature from the Black Lagoon, or ‘Gillman’ was
Claws: Strength-based Damage 3 • 3 points
discovered in 1954 by a research crew in the Amazon. A
ADVANTAGES bizarre humanoid fish, the Creature reacted to the
humans’ presence at first with territorial aggression, and
All-out Attack, Fast Grab, Favored Environment (Water),
then with apparent mating interest to the crew’s one
Improved Hold, Power Attack
female member (a hot brunette who brazenly hops
SKILLS overboard in a white one-piece, dead in the middle of the
Close Combat: Claws 1 (+6), Perception 5 (+6), Stealth 4
Amazon, for an afternoon swim, while the Creature ogles
(+5) her below – a scene, by the way, that was mirrored shot
for shot in the opening attack scene in JAWS). After the
OFFENSE scientists attempt to capture the Creature, the Gillman
INITIATIVE +2 seals off the river, and starts killing off the crewmen one
Claws +6 Close Damage 10 by one, and kidnaps the woman. The crew rescues her,
shooting the Creature in the process, apparently killing it.
DEFENSE The Creature turned up alive and well, however, a few
DODGE 3 FORTITUDE 9 years later, on a second Amazon mission, this one
PARRY 5 TOUGHNESS 7 succeeding in capturing the Gillman, bringing him back to
WILL 2 the States, and putting him on display in an aquatic park.
POWER POINTS The Creature naturally escaped (kidnapping another hot
babe – this one a blond), before once again being shot,
ABILITIES 35 SKILLS 5 and stumbling into the ocean, once again being
POWERS 6 DEFENSES 5
ADVANTAGES 5 TOTAL 53 presumed dead.
The Gillman was discovered alive, however, and was
COMPLICATIONS captured swimming off the coast where he had been
Mating Urge: The Gilman seems to like human women. last seen. This time his captors operated on him,
removing his gills and adding artificial lungs, in bizarre COMPLICATIONS
attempt to turn him into a man. He again escaped – after
kidnapping yet one more helpless babe – and escaped to Nemesis: Professor Abraham Van Helsing.
the ocean, where – since he no longer possessed gills – Enemies: A multitude of vampire hunters and, in the modern
he presumably drowned, as he has not been seen since. age, many superheroes as well.
(Str25) Vampiric Weakness: Fatal Vulnerability to sunlight (-8)
(destroyed after 10 rounds), Holy Items (dazed for one round

DRACULA by losing an opposed Presence check), and Addiction


(Blood).

DRACULA PL12 DRACULA


STR STA AGI DEX FGT INT AWE PRE
Dracula, Lord of the Undead, was born Vlad Tepes, a
7 - 10 4 9 2 12 12 14th Century Transylvanian prince. In life, he was a fierce
warrior and a cruel ruler – known as ‘The Impaler’ for his
POWERS habit of staking enemies (and subjects who displeased
Children of the Night: (Summon Animals 2 (Bats, Rats, or him) like trees outside his castle, and he was given the
Wolves; Horde, Mental Link, Multiple Minions 6 (64 minions) • name, ‘Drak-ul’ – ‘son of the Devil’. Stories differ as to
16 points how Dracula became a vampire, but he was first
Lord of the Vampires: Mind Control 12 (Limited to vampires encountered in modern times in the late 1800’s, after
and people he has bitten), Protection 2 • 51 points buying property in London, intending to set up a power
Shape-Shifter: Shapeshift 3 (limited to bats, rats, wolves or base in the world’s then-most prosperous city. He was
mist form), Form of Mist (Insubstantial 2) • 33 points stopped on that occasion (and temporarily killed) by
Spider-Climb: (Movement 1 (Wall-crawling) • 2 points
Undead: (Immortality 10 (Not When Staked or Beheaded),
Immunity 30 (Fortitude), Protection 9 (Impervious, Limited:
Not Versus Blessed, Magical, or Silver Weapons),
Regeneration 10 (Source: Blood) • 69 points
Vampire Bite: Weaken Stamina 8, Limited to Draining 1 rank
per round, Requires Grab • 8 points

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

POWER POINTS MUMMY


ABILITIES -25 SKILLS 0
POWERS 52 DEFENSES 2 MUMMY PL6
ADVANTAGES 2 TOTAL 6
STR STA AGI DEX FGT INT AWE PRE
COMPLICATIONS
Poltergeists: Stronger-willed ghosts have a Telekinesis rank 7 - -1 -1 1 -1 -1 1
equal to their WILL score, manifesting as Poltergeists.
NOTE: Some 'poltergeists' associated with the harassment of
POWERS
particular individuals may actually be demons (non-human Undead: Immunity 30 (Fortitude effects), Protection 8 – 38
evil spirits). points
ADVANTAGES MUMMY
All-out Attack, Diehard, Fearless, Improved Hold, Power A mummy is a preserved corpse, embalmed by the
Attack
forgotten technique of the ancient Egyptians. As
SKILLS archaeologists uncovered the tombs of this exotic
civilization, an astounded world was able to view a body
Close Combat: Unarmed 4 (+5), Intimidation 9 (+10), Ranged
Combat: Throwing 5 (+4) still whole after centuries of burial. As in most cultures,
the burial places of the ancient Egyptians were sacred,
OFFENSE protected by a curse. And it came to pass, whether by
INITIATIVE -1 prophecy or chance, that the curse of the ancient gods
Throw + 4 Ranged, Damage 7 did haunt the men who disturbed the tombs. The legend
Unarmed +5 Close Damage 7 of the living dead began.
The reanimated mummy of monster lore is an
DEFENSE enormously powerful being swathed in moldy strips of
DODGE 4 FORTITUDE Immune burial cloth. With the help of the Scroll of Thoth – a
PARRY 4 TOUGHNESS 8 supernatural incantation spoken by Isis to raise Osiris
WILL 3
from the dead – and the sacred Tana leaf, mummies
POWER POINTS disturbed in their graves returned to life to punish the
sacrilege. In 1932, the 3700 year-old, mummified body of
ABILITIES 0 SKILLS 11
POWERS 35 DEFENSES 12
High Priest Im-Ho-Tepp was aroused from his long sleep,
ADVANTAGES 5 TOTAL 66 and set about seeking his reincarnated love, Princess
Anck-es-en-Amon. He found her living happily in a
COMPLICATIONS modern world and with no conscious memory of her past
Sorcery: When he was alive, Im-Ho-Tepp demonstrated life. He kidnapped her and through hypnosis, drew her
formidable magical powers. If his consciousness were to back through the centuries to a vision of her previous life.
awaken sufficiently from his death, then these magical In doing so, Im-Ho-Tepp employed the powers of his
powers would operate at 10 ranks. Also, all his mental Priesthood, but in using his power for unholy ends, he
abilities would increase by +3, and his Power Level increases offended the goddess Isis. Anck-es-en-Amon implored
to 12. He also gains 4 ranks of magic Expertise. Isis to save her and Im-Ho-Tepp was returned to dust.
(Str25)

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

ZOMBIE PL7 POWER POINTS


STR STA AGI DEX FGT INT AWE PRE ABILITIES -30 SKILLS 0
POWERS 48 DEFENSES 1
1 - 1 -1 1 - -1 - ADVANTAGES 0 TOTAL 19

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

BEAST FROM 20,000 FATHOMS 17 14 1 -2 8 -4 3 0


Atomic testing awakened the Beast From 20,000 POWERS
Fathoms, ushering in a new era of rampaging giant
Aquatic: Immunity 3 (Cold, Heat, Pressure), Movement 1
beasts, awakened or created by radiation. A giant
‘Rhedosaurus’ – a T. rex’ head on the body of a (Environmental Adaptation – Aquatic), Swimming 6 • 5 points
Dimetrodon – the beast is first spotted in the arctic, and Growth: Growth 16 (Innate; Permanent) • 32 points
then (ala Godzilla) begins attacking boats as it makes its Scaly Hide: Protection 2 • 2 points
way down the coast to New York. Announcing its Senses 4 (Low-Light Vision, Scent, Track) • 4 points
presence with an effective nighttime assault on a lonely Teeth: Strength-based Damage 3, Penetrating 10 • 13 points
lighthouse (after the Ray Bradbury story on which the film
was based), the monster soon attacks the mainland. ADVANTAGES
Worse, it turns out to carry a prehistoric plague, which it All-out Attack, Fast Grab, Improved Critical (Teeth), Power
releases in its blood, ruling out munitions. The beast is Attack
eventually killed with a radioactive isotope fired out of a
bazooka by soldier riding kamikaze on a giant roller SKILLS
coaster. (Str90) Perception 6 (+7), Expertise (Survival) 4 (+6)
OFFENSE
INITIATIVE +1
Teeth +8 Close Damage 20 (Penetrating 10) Crit. 19-20

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.

ICONIC MONSTER ON THE LOOSE


The Beast From Twenty Thousand Fathoms is a linchpin
creature in the history of cinema for a number of reasons
- not only was it the first solo venture for the young
CLOVERFIELD MONSTER PL15
special effects wizard, Ray Harryhausen, it spawned STR STA AGI DEX FGT INT AWE PRE
entire genres of monster movies – the ‘big bug’ pictures
of the fifties, and combined with a concurrent re-release 21 21 1 1 8 -3 3 0
of the 1933 King Kong was the direct inspiration for
Godzilla himself. POWERS
The creature’s unique appearance was equally iconic, its Aquatic: Immunity 12 (Cold, Heat, Pressure, Radiation),
Tyrannosaurian head based on one of the most famous Movement 1 (Environmental Adaptation – Aquatic),
works of dinosaur artist, Charles R. Knight – the lizard- Swimming 6 • 14 points
like version of the T. rex head, instantly identifiable due to Growth: Groundstrike (Burst Area Affliction 10, Resisted by
the eye being mistakenly placed too far forward – the Fortitude; Vulnerable, Defenseless, Involuntary with every
same T. rex upon which was based both the King Kong footstep), Growth 20 (Innate; Permanent), Strike 6 • 54 points
T. rex and Gwangi. Invulnerability: Impervious Toughness 19 • 19 points
Senses: Senses 4 (Low-Light Vision) • 4 points

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

POWERS POWER POINTS


Aquatic: Immunity 3 (Cold, Heat, Pressure), Movement 1 ABILITIES 28 SKILLS 6
(Environmental Adaptation – Aquatic), Swimming 6 • 5 points POWERS 33 DEFENSES 16
ADVANTAGES 4 TOTAL 87
Growth: Groundstrike (Burst Area Affliction 10, Resisted by
Fortitude; Vulnerable, Defenseless, Involuntary with each COMPLICATINS
footstep), Growth 18 (Innate; Permanent), Strike 6 • 50 points
Relationships: Gorgo is extremely maternal. It guards its
Scaly Hide: Protection 1 • 1 point young attentively and will actively seek out hatchlings if lost
Senses 4 (Low-Light Vision, Scent, Track) • 4 points or separated
IT CAME FROM BENEATH THE SEA IT CAME FROM BENEATH THE SEA PL15
More atomic testing created the giant mutant octopus
from It Came From Beneath The Sea. Just like the STR STA AGI DEX FGT INT AWE PRE
mighty Kraken of legend, the giant mollusk terrorized the 17 13 2 3 8 -3 3 0
Pacific, and was large enough to, not only take down
entire Navy Destroyers, but actually terrorize the entire POWERS
city of San Francisco – it’s giant tentacles reaching out
Growth: Growth 18 (Innate; Permanent) • 36 points
across the whole city, tearing down buildings, as well as
Ink Cloud: Concealment 4 (sight, 20 ft; limited to
the iconic Golden Gate Bridge. The creature is
underwater) • 8 points
eventually disposed of by the Navy with torpedoes. Senses 2 (Low-Light Vision, Scent) • 2 points
Another adventure from Ray Harryhausen - a special Swimming 4 (8 MPH) • 2 points
effects master with an eye to frugality, in terms both of Tentacles: Extra Limbs 4 (8 tentacles), Claws 3 • 8 points
expediency, as well as a budget – and a popular bit of
trivia is that ‘It’ was actually a five-tentacled creature, and ADVANTAGES
not technically an ‘octopus’, as Harryhausen had shaved Accurate Attack, Diehard, Fast Grab, Improved Attack,
off a couple of tentacles to streamline the tedious and Improved Hold
painstaking process of stop-motion animation – similar to
Mickey Mouse’s three-fingered hand. Since the creature SKILLS
is usually at least partially submerged, the absence of Athletics 4 (+6), Close Combat: Tentacles 2 (+10),
three tentacles is never obvious. (Str88) Perception 5 (+6)

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

TARANTULA PL10 Wall-Crawling: Movement 2 (Wall-Crawling 2) • 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 -

SKILLS POWER POINTS


Close Combat: Venomous Bite 1 (+4), Perception 4 (+5), ABILITIES -12 SKILLS 5
Stealth 2 (+3), Ranged Attack (Webs) +2 (+3) POWERS 22 DEFENSES 6
ADVANTAGES 1 TOTAL 22
OFFENSE
INITIATIVE +1
Venomous Bite +4 Affliction +16, Weaken Stamina
Webs +6 Ranged Affliction 15

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

CHRISTINE hospital and hobbled on crutches, suspects the truth – as


does Arnie’s now-ex-girlfriend, Leigh Cabot – and the two
Christine was a red and white, 1957 Plymouth Fury, set about plotting the destruction of Christine – as well as
discovered by perpetual teen-aged loser, Arnie succumbing to feelings for each other – an affair that is
Cunningham, a mechanical wizard who falls in love with soon discovered by Arnie, instigating a final showdown
the old wreck of a car, and buys it from it’s creepy, with Christine at a secluded local garage, whereupon
grungy old owner, Despite the vigorous protests of his Leigh and Dennis manage to crush Christine to scrap
controlling parents, and the concerned advice of his one with a giant sewage disposal truck. Arnie is also killed –
and only friend – a popular football player named, Dennis in a car wreck with is mother, in the book, struggling with
– Arnie plunges obsessively into the restoration of the old the spirit of LeBay – dying in Christine’s driver’s seat in
Plymouth. Over the following weeks, Dennis becomes the film by John Carpenter. (Str35)
more and more concerned as Arnie begins treating the
car more and more like a person. Moreover, the normally
shy inoffensive Arnie begins to more and more resemble CHRISTINE PL9
the personality of the previous owner – a mean old
bastard named LeBay – who Dennis discovers had died STR STA AGI DEX FGT INT AWE PRE
almost immediately upon selling Arnie his car – a man 9 - 2 2 5 0 10 10
with an unsavory past. Arnie’s morphing personality sent
several events into motion – first the deteriorating POWERS
relationship with his parents, aggravating a situation with
Demonic Possession: Possession: Affliction 10 (Resisted
a group of former bullies, and – perhaps most
by Will, Compelled, Controlled), Affects Corporeal 10,
significantly – attracting the attention and affection of
Cumulative, Insidious, Subtle 2, Limited to men • 12 points
Leigh Cabot – the prettiest girl in school – who Dennis
Hell Car: Immunity 30 (Fortitude), Protection 3,
also has a reluctant crush on. But Dennis is taken out of Regeneration 6 (limited to when moving), Speed 6 • 35
the equation, after breaking his leg in a game, and being points
bedridden for the next several weeks.
Throughout it all, the restoration of Christine continues ADVANTAGES
until, in seemingly impossible short order, the old Fury is Diehard, Fascinate, Fearless, Improved Initiative, Instant Up,
restored to a near-showpiece – until the group of bullies – Move-By Action, Power Attack, Startle
led by the thuggish Buddy Repperton – trash the car to
junk… and that’s when people begin dying. SKILLS
Within weeks of the vandalism, all three of the Insight 6 (+18), Intimidation 10 (+21), Persuasion 6 (+17)
OFFENSE OFFENSE
INITIATIVE 6 INITIATIVE +1
Runover Close, Damage 9 Teeth +3 Close Damage 4

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.

POWERS AND ABILITIES


As Ms. Marvel (or ‘Captain Marvel’), Carol has
superhuman strength and durability. She also has the
ability to fly and fire high-impact concussive energy
blasts. She can also absorb energy and temporarily
amplify her powers. Carol is also a trained pilot.
Carol’s abilities have gone through a wide range of
changes, from her early non-powered adventures, to
powered, Kree super-suits, her first Ms. Marvel powers
acquired through irradiation from alien Kree technology,
her transformation to the cosmically-powered Binary by
the Brood, to the eventual reduction of these powers to
their modern levels – right about where they were during
her initial Ms. Marvel days. During her tenure as Binary,
Carol had to periodically revert to human form and
excessive release of energy would spontaneously cause
this transformation.
BINARY PL14 BINARY
Carol’s cosmic stint as Binary earns her a mark as one
STR STA AGI DEX FGT INT AWE PRE of the most powerful non-entity beings in space,
17 14 2 2 7 2 3 3 comparable to the Silver Surfer. In addition to Herald-
level strength, she also could survive in open space, and
POWERS fire potent blasts of energy. There was a finite amount of
time in which she could stay in her Binary form, usually
Flight: Flight: Flight 18 (500,000 mph) Movement 4
(Environmental Adaptation — Zero-G, Space Travel 4) • 36
directly related to her energy expenditure, although it was
points never precisely determined at what point she burned out.
Energy Control: Energy Absorption 16, Energy Blast: She could also release all of her energy at once in the
Ranged Damage 16 • 32 points form of a star-blast, after which she would revert back to
Invulnerability: Protection 1, Impervious Toughness 9 • 10 her human form. During her tenure as Binary, Carol had
points her human-level stats (see Carol Danvers below).
Starburst: Burst Area Damage 20 (Limited to one blast, (Str90)
causes transformation to human form) • 38 points

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)

CAROL DANVERS PL6


STR STA AGI DEX FGT INT AWE PRE
1 2 2 2 7 2 3 3
EQUIPMENT
Pistol: Ranged Damage • 3 points

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.

POWERS AND ABILITIES


Nick Fury is the head guy in the spy game, and is the
authority that guys like Captain America answer to, so
he’s got extremely high-level pull – the president answers
this guys phone calls. Because of the Infinity Formula,
Fury’s aging has slowed to a crawl, and he retains the
fitness of a trained athlete and solder. His extended
lifespan has allowed him to develop his fighting skills to a REAL NAME: NICHOLAS JOSEPH FURY
high degree, as well as granting him a wealth of real-
world experience that few can match. He has all the
OCCUPATION: DIRECTOR OF S.H.I.E.L.D.
commando skills, including weapons, vehicles, BASE: NEW YORK CITY AFFILIATION: S.H.I.E.L.D.
demolitions, as well as experience in a wide-variety of HEIGHT: 6’ 1” WEIGHT: 221 LBS.
high tech. Not the least of his abilities is his personality,
being the quintessential natural leader.
EYES: BROWN HAIR: BROWN, WHITE TEMPLES
NICK FURY PL10
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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.

SKILLS Rivalry: Nightwing lives in Batman’s shadow, having a need


to prove himself as capable as his mentor
Acrobatics 8 (+18), Athletics 10 (+13), Close Combat:
Secret Identity: As Richard Grayson, officer of the
Unarmed 1 (+15), Deception 8 (+12), Expertise: Criminology
Blüdhaven Police Department.
10 (+13), Expertise: Streetwise 10 (+13), Insight 10 (+14),
Intimidation 8 (+12), Investigation 12 (+15), Perception 10 Shadow of the Bat: Nightwing still lives in the shadow of his
(+14), Stealth 10 (+16), Sleight of Hand 8 (+12), Technology mentor, the Batman, and is determined to prove himself a
8 (+11), Treatment 6 (+9), Vehicles 8 (+12) hero in his own right.

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.

POWERS AND ABILITIES


Richard Rider is currently the host body to both the
Xandarian Worldmind (giving him access to the sum total
of Xandarian knowledge and culture) and the Nova
Force, the energy which empowered the Nova Corps,
tremendously augmenting his strength and durability, and
enabling him to generate near-limitless amounts of
energy for space flight, force blasts, gravimetric pulses,
and space warps.
As a Nova Centurion, Rider originally wielded only a tiny
fraction of the Nova Force, but after the destruction of the
Corps, he now wields the Force in its entirety. The vast
REAL NAME: RICHARD RIDER
mental and physical strain of his new powers, is OCCUPATION: NOVA PRIME, INTERGALACTIC SOLDIER
managed in part thanks to the guidance of the BASE: NU-XANDAR, FORMERLY THE PLANET XANDAR
Worldmind, as well as Rider’s specially modified Nova AFFILIATION: NOVA CORP, GUARDIANS OF THE GALAXY
uniform that helps regulate his vast energies. The suit
also provides an uplink to the Worldmind as well as
HEIGHT: 6’ 1” WEIGHT: 190 LBS
protection in space. EYES: BROWN HAIR: BROWN
NOVA PL14
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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.

THE NOVA FORCE


The Nova Force is a nearly limitless energy source based on the fundamental force of gravity distributed by the Xandarian
Worldmind to members of the Nova Corps. The Nova Force once powered the entire Nova Corps throughout the galaxy, and now
having been focused into one single host in the person of Richard Rider, it is possible for him to raise his abilities above the listed
stats – potentially significantly higher – even into the X-ranks for single feats – although the increase puts an increased strain on
his psyche, and Rider is reluctant to attempt such high-level feats for fear of the potential destruction should he lose control of the
Nova Force – which he has at least once in the past..
Richard Rider is currently recruiting new members for a new Nova Corp. As Nova Prime, Rider may gift the Nova Force to others
and as he gradually rebuilds the Nova Corps, his personal powers are reduced – although he may pull the totality of the Nova
Force back into himself for emergencies.
As a Nova Centurion, Richard Rider’s Nova abilities were: Str 8 Sta 10 Agi 3 Dex 2 Fgt 6 Int 0 Awe 0 Pre 0; Initiative +3, Nova
Force +8 (Damage 13), Unarmed +8 (Close, Damage 8); Dodge 6, Parry 6, Fortitude 10, Toughness 9, Will 6; PL11. As Richard
Rider, his human stats are: STR 3, STA 3, FGT 6, INT 0, AWE 0, and PRE 0 with corresponding adjustments to his skill ranks
and defenses
Millennia ago, Odin, the grandson of the first Asgardian,
and his brothers Vili and Ve, explored the nine worlds
until reaching Muspleheim – here they encountered
Surtur, the fire demon, and learned that he intended to
destroy Asgard. Vili and Ve sacrificed themselves to stop
him, allowing Odin to return to rule Asgard.
Odin married fellow Asgardian. Frigga, deciding that his
heir should combine the powers of both Asgard and
Earth, he mated with the Earth Goddess, Gaea, to
produce Thor, the God of Thunder. Odin also adopted the
orphaned Loki after his parents were slain in battle.
In modern times, Odin forged the Destroyer in an effort to
protect humanity from the judgment of the Celestials,
drawing the spirits of all Asgardians into the Destroyer
armor to battle the Celestial Host. Despite the Destroyer’s
awesome power, it was roundly defeated (although the
Celestials eventually ruled in Earth’s favor due to the
offering of Earth Goddess, Gaea).
Although getting on in years, Odin remains watchful of
the prophesied Ragnarok – the destruction of both
Asgard and Midgard. (Str50)

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

POWERS AND ABILITIES


As ruler of Asgard, Odin is the wielder of the Odin Force,
which grants him sorcererous powers, making him likely
the most powerful of the active Skyfathers, and granting
him the ability do nearly anything he wishes. Some of the
more common uses of his power are the casting of
illusions – such as his own image – across inter-stellar or
inter-dimensional distances. Odin can also endow objects
with great powers, such as when he created Thor’s
Hammer, Mjolnir, and the enchanted suit of armor called
the Destroyer, designed as a weapon to repel the might X-Level: The stat-box is for Odin as a playable PL20
Celestials. entity. As an X-level character, he ranks as a PLX2
Odin also has the ability to absorb all Asgardian life entity - all Powers and Abilities are assumed to be 20
forces into himself and join their Abilities’ ranks with his, with a 20-point bonus for each additional X-rank
such as when he drew all the souls of Asgard into the (20x2=40) on all rolls.
Destroyer armor while battling the Celestial Host.
The Odin Force is keyed to Asgard, and if Asgard is
destroyed, or if Odin is cut off from it somehow – REAL NAME: ODIN
separated by dimensions, for example - his sorcery OCCUPATION: RULER OF ASGARD
powers drop dramatically. Use of the Odin Force is also BASE: ASGARD AFFILIATION: SKYFATHERS
fatiguing, and use at its highest levels will force Odin to HEIGHT: 6 ’ 9” (VARIES) WEIGHT: 650 LBS. (VARIES)
periodically go into his ‘Odin-Sleep’ to recharge his
resources. EYES: BLUE HAIR: WHITE
ODIN PLX2/PL20
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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

EQUIPMENT POWER POINTS


Body Armor: Impervious Toughness 20 • 20 points ABILITIES 192 SKILLS 22
POWERS 388 DEFENSES 12
Scepter ‘Thrudstock’: Indestructible, Removable (-2 points)
ADVANTAGES 33 TOTAL 647
Strength-based Damage 2 • 2 points
Spear, "Gungnir": Indestructible, Removable (-2 points), COMPLICATIONS
Strength-based Ranged Damage 2 • 2 points
Enemy: Surtur, Ymir.
ADVANTAGES Relationships: Odin is All-Father to his entire race, but his
primary relationships are with his wife, Frigga, and his sons,
All-Out Attack, Benefit 12 (Ruler of Asgard), Die Hard,
Thor and Loki. As possibly the most powerful active god on
Equipment 12, Extraordinary Effort, Fearless, Great
Endurance, Leadership, Power Attack, Range Attack 3, Well- Marvel Earth, Odin also holds a leadership position among
Informed the ‘Skyfathers’ of other godly pantheons.
Responsibility: Odin is the Ruler of Asgard and considers
SKILLS its protection – along with Midgard (Earth) and the Nine
Expertise: Asgardian Lore 8 (+16), Expertise: Magic 6 (+26), Worlds - his personal responsibility.
Intimidation 5 (+25), Perception 10 (+30), Ranged Combat: Temper: While slow to anger, Odin’s temper can have
Gungnir 5 (+10), Ranged Combat: Odin Force 10 (+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.
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

ENCHANTRESS slain in the process. Amora’s fear of danger grew to


While still an adolescent, Amora ran away to the land of phobic proportions, until Thor took pity on her and
the Norns and apprenticed herself to Karnilla, a powerful became her guardian. The two grew close without the
sorceress in the Asgardian dimension. There, she need of Amora’s magical powers.
studied all forms of Asgardian magic until Karnilla Then frost giants captured Amora amid the chaos of the
expelled her for being to undisciplined. psychic menace Onslaught. She eventually used her
Amora started her self-serving manipulation of men at magic to escape and returned to Earth. Discovering Thor
that time and Odin eventually banished her from Asgard was missing, she sought the company of other
for her crimes. Feeling she needed protection from the Asgardians. Her spell transported her to the nearest of
dangers of the Nine Worlds, she seduced the powerful her kind, placing her among gods who had been turned
Skurge the Executioner, and he became her valiant and into mortals by Odin’s magic. Almost despite herself,
tireless defender. Amora subsequently took part in the dangerous efforts of
In recent centuries, Amora has come into conflict with the gods to reclaim their status and defeat the
Thor, the Avengers, and even Dr. Strange. In such machinations of Set.
situations, she usually extricates herself from the The Enchantress is a scheming, hedonistic opportunist
dangerous and leaves erstwhile allies to take the brunt of who puts her own safety, comfort, and happiness ahead
the heroes’ righteous wrath. of everything. She lives for the attention of males and will
When the fire giant, Surtur, attacked Asgard, Amora go out of her way to seduce a man who has struck her
revealed a heroic side that no one had though existed, fancy. Despite being an extremely capable sorceress,
standing with the gods in the defense of the Nine Worlds. she has a pathological fear of being in physical danger,
The Executioner tired of her manipulative ways shortly so she will always have a powerful male nearby to protect
after this, joined Thor in battle against Hela, and was her. (Str42)
LOKI
Loki is the son of an Asgardian maiden and a frost giant
king of Jotunheim, a neighboring realm to Asgard. Odin,
the ruler of the Norse gods, adopted Loki and raised him
as his own son, alongside Odin’s true son, Thor. Loki
grew up constantly jealous of Thor’s accomplishments
and dedicated himself to the one art Thor did not master:
sorcery. Loki has grandly attempted many times to usurp
the throne of Asgard for himself but has been defeated
each time.
Since Thor became a hero on Earth, Loki’s only goal has
been to kill his brother. His various schemes have
always failed but often have lasting effects – for example,
the villain called the Absorbing Man still troubles Earth’s
heroes due to Loki’s actions. One of Loki’s schemes that
backfired was when he manipulated Thor, Iron Man,
along with the Wasp and Ant-Man, into attacking the Hulk
– in instance that resulted in all four heroes joining
together to found the first Avengers team – a grouping
Loki regrets to this day.
Loki continues to be Thor’s biggest foil. Whenever
troubles arise in the golden realm of Asgard or in Thor’s
life, Loki is sure to be involved. (Str49)

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)

HEIMDALL PL14 188 POINTS


Abil: Str 13 Sta 13 Agi 2 Dex 2 Fgt 12 Int 1 Awe 2 Pre 1
Powers: Immortal: Immunity 11 (Aging, Life Support),
Impervious Toughness 3, Senses: 19 (Acute and Extended
Hearing, Extended Vision 3, Infravision, Microscopic Vision 4,
Ultra-Hearing), Enhanced Strength 3, Limited to Lifting
(Lifting Str16; 1600 tons)
Equipment: Sword: Strength-based Damage 3
Advantages: All-Out Attack, Assessment, Benefit 2 (Sentry
of Asgard), Die Hard, Equipment 1, Extraordinary Effort,
Fearless, Great Endurance, Improved Initiative, Power Attack
Skills: Athletics 7 (+20), Expertise: Asgardian Lore 19 (+20),
Intimidation 15 (+16), Perception 19 (+20)
Offense: Initiative +3, Sword +12, Close Damage 16,
Unarmed +12, Close Damage 13
Defense: Dodge 10, Parry 14, Fortitude 15, Will 12,
Toughness 13
Totals: Abilities 92 + Powers 36 + Advantages 11 + Skills 30
+ Defenses +22 = 188
Sif is a brave and honorable warrior, loyal to her people
LOKI PL14 325 POINTS to the end. She is a mighty fighter, but at the same time
Abil: Str 13 Sta 11 Agi 3 Dex 4 Fgt 8 Int 4 Awe 2 Pre 12 she can be compassionate and merciful. Even during a
time when she believed herself to be a mortal, she
Powers: Immortal: Immunity 11 (Aging, Life Support), continued to display these noble qualities - adapting the
Impervious Toughness 2; Mental Abilities: 23–point Array,
AE: Enhanced Senses: Remote Sensing 23 (visual, identity of a brave and incorruptible police detective. She
auditory, mental), Defenceless, Subtle 1, Dimensional 3, AE: has long loved Thor, and greatly admires his nobility and
Suggestion: Perception Ranged Area Affliction (Limited to courage. (Str42)
subtle suggestion) 6, AE: Thought Casting: Mental
Communication 5, Dimensional; Sorcery: Energy Control 15
(Variable Power, Any Powers with the Magical Descriptor) SIF PL13 141 POINTS
(Limited: all effects only last if Loki concentrates on them)
Abil: Str 11 Sta 9 Agi 5 Dex 4 Fgt 10 Int 1 Awe 4 Pre 4
Advantages: Artificer, Benefit 2 (God of Mischief),
Connected, Daze (Deception), Die Hard, Fascinate Powers: Immortal: Immunity 11 (Aging, Life Support),
(Deception), Ritualist Impervious Toughness 2; Super-Strength: Enhanced
Strength 3, Limited to Lifting (Lifting Str14; 400 tons)
Skills: Deception 7 (+19), Expertise: Magic 10 (+14), Insight
8 (+10), Intimidation 8 (+20), Perception 4 (+14), Persuasion Equipment: Body Armor: Protection 2; Enchanted Sword:
8 (+20), Ranged Combat: Magic 8 (+11), Sleight of Hand 6 Dimensional Travel: Movement 3 (Dimension Travel),
(+10) Indestructible, Easily Removable, Strength-based Damage 3

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

Defense: Dodge 8, Parry 12, Fortitude 13, Will 7, Toughness


Fandral is called the Dashing for his handsome features 12
and charming smile. His flashy fighting style is well-
Totals: Abilities 86 + Powers 18 + Advantages 9 + Skills 11 +
known around Asgard. Fandral is a fierce, brave warrior,
Defenses +15 = 146
who is fearlessly willing to lay down his life for Asgard,
and absolutely faithful to his fellow Warriors Three.
(Str44)

HOGUN PL13 143 POINTS


Abil: Str 11 Sta 11 Agi 3 Dex 3 Fgt 12 Int 1 Awe 2 Pre 2

Powers: Immortal: Immunity 11 (Aging, Life Support),


Impervious Toughness 2, Enhanced Strength 3, Limited to
Lifting (Lifting Str14; 400 tons)

Equipment: Mace: Strength-based Damage 2

Advantages: Benefit 1 (Asgardian god), Die Hard,


Equipment 1, Fearless, Great Endurance, Improved Initiative
3, Leadership, Seize Initiative

Skills: Athletics 7 (+18), Close Combat: Mace 3 (+15),


Expertise: Military Tactics 6 (+7), Intimidation 7 (+9),
Perception 5 (+7)
Offense: Initiative +7, Mace +12, Close Damage 13,
Unarmed +12, Close Damage 11

Defense: Dodge 10, Parry 13, Fortitude 14, Will 5,


Toughness 11
Totals: Abilities 90 + Powers 16 + Advantages 9 + Skills 9 +
Defenses +14 = 147
ULTIMATE WEAPON OF THE GODS DESTROYER PLX3/PL24 204 POINTS
Long ago, the space gods known as the Celestials Abilities: Str 24 Sta - Agi 5 Dex 5 Fgt 12 Int - Awe 0 Pre -
conducted genetic experiments on Earth’s humanity. The
Powers: Enchanted Armor: Immunity 30 (Fortitude),
gods that looked after the Earth knew that with the Protection 34, Impervious Toughness 40, Energy
Celestials eventual return, there would be a judgment Manipulation: 29–point Array, AE: Disintegration Blast:
that would decide the planet’s fate. If humanity was Weaken Toughness 27 (Extra: Ranged, Affects Objects,
deemed unworthy, Earth would be destroyed. The Concentration, Flaw: Activation - Standard action), AE:
Destroyer was created, by the command of Odin, as a Energy Blast: Ranged Damage 25, AE: Molecular
weapon to use against the nearly-omnipotent Celestials. Conversion: Ranged Affliction 27 (Resisted by Fortitude;
Impaired, Disabled, Transformed), AE: Transmutation
Odin, Zeus, and all other leading Earth gods transferred a Beam: Ranged Transform 27 (anything into anything)
portion of their power into the construct, which gave it
incredible strength and energy manipulating powers. Advantages: All-Out Attack, Great Endurance, Power
Attack, Ranged Attack 5
Odin then had the Destroyer sealed within a temple, out
of reach until the purpose it was designed for could be Skills: Close Combat: Unarmed 4 (+16), Intimidation 30
implemented. (+30) Ranged Combat: Disintegration Blast 6 (+16)
For many years, the Destroyer remained lifeless until a Offense: Initiative +0, Energy Blast +10 (Ranged Damage
vengeful Loki destroyed the plateau to reveal the temple +25), Disintegration Blast +16 (Ranged Damage +27),
inside, activating the Destroyer for a number of evil Unarmed +16 (Close Damage 24)
schemes. Thor finally gave the Destroyer to Galactus to Defense Dodge 12, Parry 14, Fortitude: Immune, Toughness
act as his herald, but Loki eventually stole it back to use 34, Will: Immune
against Thor in another sinister plot by first using Balder
Totals: Abilities 32 + Powers 139 + Advantages 4 + Skills 20
and then Thor, himself, to animate the armor. However,
+ Defenses + 9 = 204
while Thor’s essence animated the Destroyer he was
able to gain control of the Destroyer through tremendous
will power. Odin has also projected himself into the armor
and has taken control but without any struggle making
him, Thor and Loki the only individuals that were able to
suppress the Destroyer’s consciousness.
Eventually, the Celestials returned to Earth, ready to pass
judgment, and. Odin transferred all of the Asgardians
(except Thor’s) life essences into himself and then into
the armor causing it to grow to a tremendous size.
Wielding the Odinsword and attacked the Celestials. But
despite its overwhelming power, the Destroyer could not
do any significant damage to the all-powerful Celestials. .
The Celestials melted the Destroyer into slag and
Arishem, the leader of the Celestials on Earth, melted the
Odinsword down to nothing. But the Celestials were then
petitioned by Gaea, with twelve humans that possessed
incredible powers as an offering to illustrate the potential
of humanity. These ‘Young Gods’ were taken by the
Celestials to be trained in the use of their powers, and the
Earth was spared.
The life forces of the Asgardians were saved by Thor and
the other Earth gods, but the slagged remains of the
Destroyer were subsequently stolen and repaired it
through mysticism, and the armor has been activated by
various individuals over the years, all becoming
dangerous and destructive.
Recently, Odin activated the armor to fend off the World
Devourer, Galactus, although the battle was interrupted
and the Destroyer was never tested against the
Devourer. (Str400).
FAFNIR PL16
STR STA AGI DEX FGT INT AWE PRE
20 20 1 1 11 2 8 14
POWERS
Growth: Growth 17, Strike 6 • 40 points
Fire Breath: Ranged Damage 13 • 26 points
Hypnotism: Mind Control 15 (limited to only action that
round) • 45 points
Illusion: Illusion 8 (sight and hearing) • 16 points
Invulnerability: Immunity 10 (Life Support), Impervious
Toughness 13 • 23 points
Senses: Senses 4 (Low-Light Vision, Scent) • 4 points
Tail: Strength-based Damage, Improved Grab, Improved
Trip, Reach 4 • 7 points

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

FAFNIR Ancients and transformed into a powerful dragon.


An unknown number of centuries ago, Fafnir was the In recent years, an earthquake released the dragon,
king of Nastrond, a land on the other-dimensional Fafnir, who subsequently battled the Warriors Three
continent of Asgard. When his people defied Odin, lord of before coming to Earth, and engaging with Thor in a
Asgard, it provoked Odin to the point that he lay waste to titanic battle thourgh New York’s South Bronx. Using the
the entire land of Nastrond and Fafnir was sentenced to enchanted spear of the viking, Eilif, the Thunder God
death. However Fafnir managed to escape death by drove it into Fafnir’s body, slaying the dragon at last.
using a mystical pool within Nastrond’s Cave of the (Str150)
MIDGARD SERPENT PL17 SKILLS
Intimidation 10 (+25), Perception 6 (+14), Ranged Attack
STR STA AGI DEX FGT INT AWE PRE (Heat Vision) 10 (+11)

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.

ALLOSAUR: ONE-MILLION YEARS B.C. PL10


STR STA AGI DEX FGT INT AWE PRE
8 8 0 1 7 -4 3 0
POWERS
Claws: Strength-based Damage 4 • 4 points
Growth: Growth 7 (Innate; Permanent) • 14 points
Scaly Hide: Protection 1 • 1 point
Senses 3 (Low-Light Vision, Scent, Track) • 3 points
Teeth: Strength-based Damage 4 • 4 points

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.”

POWERS AND ABILITIES


Orion possesses incredible strength and stamina. He is a
superhumanly skilled warrior and veteran of countless
battles. He can regenerate from terrible injuries, and his
regenerative abilities can be augmented by the use of his
Mother Box. In addition to his physical might, Orion
controls a cosmic energy called the Astro Force. He can
channel this power through a special Astro-Harness for a
variety of effects including flight and energy projection.
Only Orion seems to be able to safely and reliably
access this energy. Like all his fellow New Gods, Orion is
immortal.
Like all New Gods, Orion is vulnerable to attacks from the
substance Radion. This element is incredibly rare and its
origins are unknown. However, attacks made with a
Radion weapon bypass Orion’s Impervious extra for his
Toughness and long-term exposure to large quantities of
the element can prove fatal.
Parallax is a demonic parasitic entity dating back to the
dawn of time. This parasite was the sentient embodiment
of fear, traveling from world to world and causing entire
civilizations to destroy themselves. The Guardians of the
Universe imprisoned Parallax within the Central Power
Battery on Oa using fear's opposite energy, willpower,
along with the aid one of the fear's counterparts, Ion.
Parallax had lain dormant for billions of years, its true
nature hidden by the Guardians to prevent anyone from
trying to free it.
Being yellow in color, Parallax eventually came to be
referred to as simply "the yellow impurity", a flaw, whose
nature was kept secret from the Corps, that made their
rings useless against the color yellow: Parallax weakened
its power over the corresponding spectrum; hence, only
someone with the willpower to overcome great fear could
master the power ring. Thus, when recruiting new Green
Lanterns, the Guardians were careful to look for recruits
that could do this. When the renegade Sinestro was later
imprisoned in the Power Battery himself, his Qwardian
yellow power ring tapped into Parallax's power and
awakened it.
Since Sinestro harbored hatred for Hal, Parallax chose
Jordan as its tool to free itself. Parallax apparently spent
years influencing Jordan, causing him to experience
increasing self-doubt as well as causing his hair to
prematurely whiten at the temples. Jordan's grief over the entity's influence as Rayner was a Green Lantern who
destruction of Coast City let Parallax influence Jordan's understands fear alongside with his strong will. Despite
subsequent murderous activity, his apparent killing of being possessed by Parallax, the positive aspect of
Sinestro (actually a hard light construct) and Jordan's Jordan's personality would resurfaces occasionally,
destruction of the Central Power Battery. eventually leading the infected Jordan to use Parallax's
After it was learned something amiss was happening on powers to reignite the Sun during the event known as
Oa, a task force (as shown in the Emerald Fallout series), The Final Night and later aiding the universe's greatest
which consisted of Guy Gardner, Wonder Woman, heroes to stop the rogue angel Asmodel from raising Hell
Captain Atom, Alan Scott, The Martian Manhunter, Ferrin to Earth and Heaven on Day of Judgment . Jordan's
Colos of the Darkstars and Arisia, ventured to Oa to infected soul later bonded with The Spectre, who
discover the cause of Guy Gardner's visions of its eventually expelled Parallax from Jordan. The Spectre
destruction that were brought about by him wielding itself left to move onto the next human host. Ganthet
Sinestro's power ring (which was also fueled by the guided Jordan's soul back to his own body, preserved
power expelled by the Guardians, their rings, batteries, or after Jordan reignited the Sun. His soul and thoughts
Parallax himself). On Oa, the task force confronted Hal, finally gaining clarity for the first time in years, Jordan
but he easily defeated them. Only Alan Scott and Guy was resurrected, again taking his place as a Green
Gardner were even able to manage to get a hit on Lantern. Together, Kyle Rayner and fellow Green
Jordan. Guy proved to be the most effective against Lanterns John Stewart, Guy Gardner, a resurrected
Jordan because he could absorb the enegy that Jordan Kilowog and Ganthet imprisoned the parasite back in the
was using against him in the battle. But Jordan still Central Power Battery on Oa.
managaed to quickly overpower Guy and destroy his
Qwardian power ring and send the whole task force (who
were all knocked out from the beating that Parallax gave REAL NAME: PARALLAX ENTITY
them) back to Earth. OCCUPATION: EMBODIMENT OF FEAR, PARASITE
Since Parallax was gone from the Oan Power Battery, BASE: NONE AFFILIATION: NONE
the final power ring conferred to Kyle Rayner did not HEIGHT: VARIES WEIGHT: VARIES
have any weakness against yellow. The young ring
bearer also had some limited resistance to the fear EYES: YELLOW HAIR: NONE
PARALLAX: HAL JORDAN PL18 Parallax Entity: In its pure form, the Parallax Entity has the
following abilities: Str 3 Sta 3 Agi 3 Dex 3 Fgt 5 Int 15 Awe
15 Pre 25 Cosmic Entity: Immunity 30 (Fortitude Effects),
STR STA AGI DEX FGT INT AWE PRE
Impervious Toughness 16, Energy Control 19 (Variable
2 2 2 3 5 1 3 3 Power, Any Powers with the Cosmic Descriptor),
Embodiment of Fear: Mind Control 19 (Limited to Emotion
POWERS Control): Fear; Dodge 10, Parry 10, Fort 25, Toughness 16,
Power of Oa: 162 points Will 25
Flight: Flight 14 (32,000 MPH), Movement 4 (Environmental
Adaptation – Zero G, Space Travel 3) • 36 points Despite this re-introduction of the "yellow impurity", which
Force Field: Protection 15, Impervious; Immunity 10 (Life is now referred to as the Parallax Fear Anomaly, the
Support) • 37 points power rings' weakness against yellow no longer applies,
Force Manipulation: Array (56 points) as experienced wielders are now able to consciously
• Force Blast: Ranged Damage 25, Dynamic • 60 points
recognize its source, and overcome the fear associated
• Force Constructs: Create 25, Dynamic • 2 points
with it. It is still, however, a considerable weakness for
• Lifting: Move Object 25, Dynamic • 2 points
new GL recruits, who are ignorant of the impurity's nature
• Force Bubble: Affects Others, Burst Area, and Range on
or of how to combat it. During training, new recruits' rings
Immunity 10 (Life Support) • 2 points
• Mobile Constructs: Create 12, Moveable, Dynamic • 2 may falter at times against yellow objects, or when a
points recruit is experiencing panic or fear.
Scanning Beam: Senses 6, (Analytical Auditory, Chemical, Recently, the Sinestro Corps captured Kyle Rayner with
and Visual) • 6 points the intention of making him Parallax's new host. Kyle had
Super-Speed: Quickness 17 • 17 points his powers drained out of him by Sinestro himself, and
was immediately taken over by Parallax. Parallax then
ADVANTAGES clothed itself in a new uniform, which appeared as a
Fearless, Teamwork, Ultimate Effort (Will Checks) combination of the Sinestro Corps' uniform, Kyle's
original Green Lantern costume and the armor Hal
SKILLS Jordan wore as Parallax and returned to Qward with the
Athletics 4 (+6), Close Combat: Unarmed 3 (+8), Deception 4 Sinestro Corps. Parallax was made a herald of the reborn
(+&), Expertise: Law Enforcement 8 (+9), Expertise: Military 8 Anti-Monitor within Victoria's soul. With the aid of Hal
(+9), Insight 8 (+1), Investigation 4 (+5), Perception 4 (+7), Jordan, Guy Gardner, and John Stewart, Kyle was able
Persuasion 4 (+7), Ranged Combat: Power Ring 7 (+10), to overcome the Parallax possession and the entity was
Vehicles 12 (+15) trapped within the four Earth-Lanterns Power Batteries.
The effects of Parallax within the four Power Batteries
OFFENSE has yet to be revealed. (Str9)
INITIATIVE +2
Force Blast +10 Ranged, Damage 25
Unarmed +8 Close Damage 2

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.

The Phoenix Force is the embodiment of the concepts of


Creation and Destruction, deriving its power from the REAL NAME: PHOENIX FORCE
Psyche of all living things in the Universe. Avatars of the OCCUPATION: EMBODIMENT OF CREATION AND
Phoenix Force have faced off with the likes of the DESTRUCTION
Celestials and Galactus. Some common manifestations
of the Phoenix’ power are concussive energy blasts and BASE:: THE UNIVERSE AFFILIATION: NONE
energy absorption on a massive scale. It is believed the HEIGHT: INAPPLICABLE WEIGHT: INAPPLICABLE
Phoenix’ ultimate purpose is to burn away old universes, EYES: INAPPLICABLE HAIR: INAPPLICABLE
making way for the new.
PHOENIX PLX3/PL25
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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.

THE PHOENIS ALWAYS RISES FROM THE ASHES


The Phoenix Force is the embodiment of the concepts of PHOENIX FORCE (DESTROYER) PLX2-PLX4
Creation and Destruction, deriving its power from the Phoenix Force: Energy Absorption X2-X4, Energy Control
psyche of all living things in the Universe – reputed to be X2-X4 (Variable Power: Any Powers with the Cosmic
Descriptor),
the nexus of all psionic energy that is, was, or ever will
Offense: Initiative X2-X4, Phoenix Force X2-X4 (Ranged,
be. Damage X2-X4)
By its very nature, the Phoenix Force is instrumental in
the continuing cycle of the destruction and rebirth of NOTE: Should the Phoenix Force draw upon its
Eternity – the sentience o the universe itself (see entry Enhanced Traits and raise its abilities over 35, it risks
for: Eternity) – at the moment of the universe’s cyclical becoming out of control. If this occurs, all its abilities
demise, the Phoenix Force will burn away the old revert to X-rank, starting at X2, and building up through
universe. The Phoenix itself will die as a result of this X3 until culminating at X4, and it will began to burn away
action, but will it will be reborn again into the burgeoning the universe if it is not stopped.
universe anew. NOTE: The Phoenix' relation to Galactus, a being
The Phoenix Force is fiery passion and, even when it instrumental in universal renewal, is uncertain. The
operates through Avatars (see: Dark Phoenix, and relationship could be described with Galactus as a gear
Phoenix below) those mortals that it touches are in the universal engine (Eternity), the Phoenix the energy
possessed with the desire to let the Phoenix burn as created by that engine, and Death the dissipation of that
brightly as it can and fulfill its cycle of destruction and energy. Thus, it would be the Trinity of Eternity, Death,
rebirth. and Galactus that creates the Phoenix Force.
DARK PHOENIX PLX3/PL20/PL25 COMPLICATIONS
Relationships: As Jean Gray, Phoenix’ had relationships
STR STA AGI DEX FGT INT AWE PRE with Scott Summers (Cyclops), Wolverine and the X-Men.
8 14 8 8 10 1 15 25
POWERS DARK PHOENIX
When Jean Grey was dying on a space shuttle, her mind
Mental Awareness: Senses 30 (Mental Sense, Radius) • 30 called out for help and the Phoenix Force answered,
points. apparently transforming Jean into Phoenix. The Phoenix
Phoenix Force: Energy Absorption 30, Energy Control 30 remained with the X-Men for only a short time. After an
(Variable Power, Any Powers with the Cosmic Descriptor) • encounter with the Hellfire Club and manipulation by
240 points Mastermind and the White Queen, the Phoenix was
Telekinesis: Move Object 30, Accurate 4 • 64 points. transformed into their Black Queen. She broke free of
Telekinetic Field: Protection 30, Impervious, Sustained control, but had been transformed into Dark Phoenix.
(Limited: cannot stack with STA) • 60 points. Dark Phoenix fled into space, devouring the sun of the
Telekinetic Levitation: Flight 20 (Space Travel 10), Teleport D'Bari system annihilating the five billion inhabitants of its
30 • 90 points fourth planet, and destroyed a nearby Shi'Ar vessel
Telepathy: Mind Reading 30 Linked to Area Mental before returning to Earth where she was defeated in
Communication 2 • 60 points psionic combat by Professor X, and regained control.
• Telepathic Illusion: Illusion 30 (all senses), Resisted by It was not to last – the X-Men were abducted by the
Will, Selective •1 point Shi'Ar and put on trial by combat, and Jean was forced to
• Mental Blast: Perception Range Damage 30, Resisted by kill herself before she again became Dark Phoenix.
Will • 1 point All was not as it seemed, however; it turned out that the
Wellspring of Life: Enhanced Traits 10 (Phoenix Force Phoenix Force had created a duplicate body of Jean,
Limited: any power used above 35 risks the Phoenix Force believed itself to be Jean, and acted in her place while
becoming destructive and out of control • 10 points the real Jean lay in a coma in the ocean, where the
Avengers and Fantastic Four later found her, allowing
ADVANTAGES Jean to rejoin the X-Men, although the Phoenix would
All-out Attack, Assessment, Attractive, Diehard, Improved eventually find her (see: Phoenix, below) (Str30)
Initiative, Languages (Sign Language), Power Attack, X•Level: Dark Phoenix is PLX3 (20x3=60)
Leadership, Ranged Attack 3, Teamwork, Trance, Power
Attack, Ultimate Effort (Powers)

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.

PHOENIX PL16 PLX3/PL20/PL25


STR STA AGI DEX FGT INT AWE PRE
-1 14 3 3 5 1 2 12
POWERS
Mental Awareness: Senses 30 (Mental Sense, Radius) • 30
points.
Phoenix Force: Energy Absorption 30, Energy Control 30
(Variable Power, Any Powers with the Cosmic Descriptor) •
240 points
Telekinesis: Move Object 30, Accurate 4 • 64 points
Telekinetic Field: Protection 30, Impervious, Sustained
(Limited: cannot stack with STA) • 60 points
Telekinetic Levitation: Flight 20 (Space Travel 10), Teleport
30 • 90 points
Telepathy: Mind Reading 30 Linked to Area Mental
Communication 2 • 60 points
• Telepathic Illusion: Illusion 30 (all senses), Resisted by
Will, Selective •1 point
• Mental Blast: Perception Range Damage 30, Resisted by
Will • 1 point
Wellspring of Life: Enhanced Traits 10 (Phoenix Force),
Limited: any power used above 30 risks the Phoenix Force
becoming destructive and out of control • 10 points

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..

POWERS AND ABILITIES


Pitt’s unusual brain chemistry responds to pain as a
stimulant instead of a deterrent, so the more he hurts, the
stronger and more durable he gets, and the harder he
fights. He has retractable claws on his hands, and razor-
sharp teeth, as well as heightened regenerative powers.
He has low-level empathic abilities as well, that are
stronger with his half-twin, Timothy Bracken.
The Predators are alien hunters who scour the galaxies
seeking the ultimate in dangerous prey. They possess REAL NAME: UNKNOWN
advanced survival and weapon technology, notably light- OCCUPATION: HUNTER/WARRIOR
bending camouflage as well as wrist-mounted explosives BASE: MOBILE ACROSS SPACE
capable of obliterating entire cities. The Predators are
vicious, warlike creatures but also have a code of honor.
HEIGHT: UNREVEALED WEIGHT: UNREVEALED
Predators have appeared periodically on Earth for EYES: RED HAIR: BLACK
hundreds of years, and two became known late in the
20th century. One landed in the jungles of Central an opponent a victory. On the other hand, they respect
America in the late 1980s, where it stalked and killed a similar qualities in other beings and have demonstrated
team of human commando soldiers. One soldier, warlike honor and nobility.
however, Major Dutch Schaefer, succeeded in mortally
injuring the creature, although Schaefer barely escaped POWERS AND ABILITIES
when the Predator activated his wrist explosive.
Schaefer's account led to the creation of a government Predators possess great strength, agility and durability,
group, headed by Peter Keyes, tasked with finding more as well fanged mandibles and claws. They prefer hot
such alien beings. Another Predator appeared in Los environments for their hunts, and their culture provides
Angeles in the late 1990s during a brutal heat wave and a them intensive training in hunting and survival
massive surge in gang violence. This Predator killed techniques, as well as hand-to-hand combat. Although
some two-dozen people and was stalked by both Peter they prefer a hands-on approach, they are an advanced
Keyes and local policeman, Michael Harrigan. The culture with a wide variety of weapons at their disposal.
Predator was killed by Harrigan
On board its ship, hidden beneath the city's streets.
Harrigan was then confronted by other members of
the creature's tribe, but Rather than finish off Harri-
gan, the beings took their fallen brethren,
gave an 18th-century firearm to Harrigan as
a token of respect, and launched into
space.
The Predators have also occasionally
used the Earth, as well as other
planets, as breeding ground for the
vicious parasitical ‘Aliens’
species – considered in
Predator culture a rite of
passage hunting the universe’s
mos t dangerous prey, and the
Predators have therefore
contributed t to the spread of the
Alien plague across the stars.
The Predators have also adapted
alien worlds as ‘game reserves’
where they stock dangerous prey,
including humans. (Str27)

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

ADVANTAGES POWER POINTS


ABILITIES 80 SKILLS 37
Assessment, Close Attack 1, Defensive Roll 3, Diehard,
POWERS 29 DEFENSES 13
Equipment 1, Fearless, Improved Aim, Improved Initiative, ADVANTAGES 16 TOTAL 125
Quick Draw, Ranged Attack 6, Tracking)
COMPLICATIONS
SKILLS
The Most Dangerous Game: The Predator’s entire culture is
Athletics 4 (+11), Expertise: Hunting 12(+13), Insight 1 (+5), hunting dangerous prey – the nastier the better, up to and
Intimidation 8 (+10), Perception 7 (+11), Stealth 8 (+12), including the biomechanical xenomorphs of the Alien series.
Technology 8 (+10), Treatment 5 (+7), Vehicles 1 (+6) Their social hierarchy is based on 1-on-1 personal combat.

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

COMPLICATIONS POWER POINTS


Enemy: Giganotosaurus. The largest animal to ever walk ABILITIES -8 SKILLS 4
the Earth, was stalked by the largest land carnivore. Battles POWERS 38 DEFENSES 10
between these titans must have been truly Earth-shattering.. ADVANTAGES 2 TOTAL 46.
POWER POINTS
ABILITIES -10 SKILLS 4
POWERS 38 DEFENSES 12
ADVANTAGES 2 TOTAL 46

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.

HORNED & ARMORED DINOSAURS


ANKYLOSAURUS PL10
STR STA AGI DEX FGT INT AWE PRE
6 6 0 -2 6 -4 2 0
POWERS
DUCKBILL DINOSAURS Armor Plates: Protection 8, Limited to back • 8 points

PARASAUROLOPHUS PL9 Growth: Growth 7 (Innate; Permanent) • 14 points


Scaly Hide: Protection 6 • 6 points
Senses 3 (Low-Light Vision, Scent, Track) • 3 points
STR STA AGI DEX FGT INT AWE PRE
Club Tail: Strength-based Damage 4, Reach 1 • 6 points
9 8 0 -1 6 -4 2 0
ADVANTAGES
POWERS All-out Attack, Power Attack
Growth: Growth 7 (Innate; Permanent) • 14 points
Scaly Hide: Protection 2 • 3 points SKILLS
Senses 4 (Low-Light Vision, Scent, Track) • 4 points Perception 8 (+10), Expertise (Survival) 4 (+0)

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

DEFENSE POWER POINTS


DODGE 4 FORTITUDE 12 ABILITIES 6 SKILLS 4
PARRY 4 TOUGHNESS 10 POWERS 28 DEFENSES 12
WILL 2 ADVANTAGES 2 TOTAL 62
SKILLS
Perception 8 (+10), Expertise (Survival) 4 (-1)

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.

POWERS AND ABILITIES


Tyrannosaurus rex was the largest of the
tyrannosaurs and the most powerful of the
flesh-eating dinosaurs – probably the
most powerful land-based predator ever.
Among the last of the dinosaurs to evolve,
the tyrannosaurs were highly specialized,
being the fastest of the theropods, retaining
adaptations for speed even at their largest size. They
were also typified by reduced, two-clawed forelimbs,
focusing all the predatory firepower into the head. .
Tyrannosaurs in general, but most particularly, T. rex
itself, represent the most powerful biters in terrestrial
predator history, eclipsing the bite forces of even other
theropods, combined with armor-piercing teeth designed
to scoop out large chunks of flesh, usually enough to kill
even large prey in a single strike.
Tyrannosaurs had olfactory senses similar to modern
vultures, and in the case of T. rex, binocular vision.
TYRANNOSAURUS REX PL11
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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

KING OF THE TYRANT LIZARDS


Despite the recent discovery of larger theropods –
Giganotosaurus, and possibly Carcharodontosaurus and
Spinosaurus, the mighty T. rex remains the single most
destructive predatory force that ever evolved on land. In
spite of its great size, Tyrannosaurus retained
adaptations for speed similar to its ostrich-mimic
relatives, and while it's top ranges are debated, it is
certainly the fastest animal for its size ever evolved. It
also developed forward-facing eyes, giving it advanced
binocular vision, and was the largest-brained of all
dinosaurs, so it had an intellectual edge over the
competition as well.
It was its jaws, however, that truly separated the
Tyrannosaurus rex from the field. The extreme skull
strength of T. rex far outclassed any of the other
contenders, its wide, heavily reinforced skull and neck
boasting muscles nearly as powerful as its legs. And as
opposed to the slashing blades of the narrow-skulled,
allosaurian Giganotosaurus, T. rex’ banana-thick teeth,
arranged like a sharpened ice-cream scoop that actually
bit OUT huge chunks of flesh, combined with its thick,
muscular neck, gave the Tyrannosaurus an attack similar
to a charging Great White Shark – a massively
destructive first strike – an especially devilish variation of
the theropod attack and retreat strategy that would have
left T. rex’ prey completely incapacitated or dead – a
necessary adaptation considering the large and
dangerous horned dinosaurs that comprised the bulk of
its prey.
GWANGI
Gwangi was a remnant tyrannosaur-species that
managed to survive until nearly modern times in an
isolated valley in a remote corner of the Grand Canyon.
The factors resulting in the survival of Gwangi and a
number of other saurian species has never been fully
investigated. The exact location of the valley itself has
been lost to time, and it is presumed that most of the
remaining relic species were those that were killed over
the course of events that led to the capture, and eventual
demise of Gwangi himself.
Gwangi was a somewhat lighter, faster, and highly
aggressive species, perhaps changed even less from
ancestral tyrannosaurs than the Vastatosaurus of
Skull Island. Interestingly, Gwangi was identified
as an allosaur in early reports, but Professor
Raymond Harryhausen, who is
the world’s leading expert on
the relic creatures of Gwangi's
‘Forbidden Valley’ has recently
confirmed Gwangi’s tyrannosaurian
lineage.
(See Allosaurus or T. rex) (Str38)
OFFENSE
PERSONALITY INITIATIVE +4
Gwangi was a highly energetic, particularly aggressive Teeth +8 Close Damage 14 (Penetrating 10) Crit. 19-20
creature, attacking any creature he happened to come
across, often not even bothering to eat one kill – even DEFENSE
one as large as a Styracosaurus or an elephant - before DODGE 5 FORTITUDE 12
charging off after something else. Gwangi was extremely PARRY 7 TOUGHNESS 10
territorial as well. WILL 3

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.

JURASSIC PARK T. REX PL11


STR STA AGI DEX FGT INT AWE PRE
10 9 0 -1 8 -4 3 0
POWERS
Growth: Growth 8 (Innate; Permanent) • 16 points
Scaly Hide: Protection 2 • 2 points
Senses 4 (Low-Light Vision, Scent, Track) • 4 points
Teeth: Strength-based Damage 4, Penetrating 10 • 14 points

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

Daspletosaurus torosus is considered by some the first


and smallest of the Tyrannosaurus genus, which it would
share with the Asian Tarbosaurus (Tyrannosaurus) battar
and Tyrannosaurus. rex itself. While this likely over-
simplifies the genera, Daspletosaurus torosus, is still the
first of the ‘heavy-duty’ super-skulled tyrannosaurs –
representative of the evolutionary trend towards
increasingly powerful, strong-jawed predators, adapting
specifically to hunt the dangerous horned ceratopsians,
while its more lightly-built cousin, Gorgosaurus libratus
preyed on hadrosaurs – a notion supported by population
studies, showing a corresponding predator prey ratio.
(Str36)
OTHER THERAPODS
The tyrannosaurs had plenty of company in the giant,
toothy, rampaging monster category; some of their more
notorious compatriots are listed below:

ALLOSAURUS PL10 60 POINTS


Abilities: Str 9 Sta 8 Agi 0 Dex -1 Fgt 7 Int -4 Awe 2 Pre 0
Powers: Claws: Strength-based Damage 3, Growth:
Growth 7 (Innate; Permanent), Scaly Hide: Protection 2,
Senses 3 (Low-Light Vision, Scent, Track), Teeth: Strength-
based Damage 3
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 12
Defense: Dodge 4, Parry 6, Fortitude 10, Will 2, Toughness
10
Totals: Abilities 14 + Powers 25 + Advantages 3 + Skills 6 +
TARBOSAURUS PL11 78 POINTS Defenses + 12 = 60
Abilities: Str 10 Sta 8 Agi 0 Dex -1 Fgt 8 Int -4 Awe 3 Pre 0 Allosaurus is the generic theropod, without the
Powers: Growth: Growth 8 (Innate; Permanent), Scaly specializations that define the others. It was the first giant
Hide: Protection 2, Senses 4 (Low-Light Vision, Scent, of the advanced Carnosaurs and its descendants, the
Track), Teeth: Strength-based Damage 4, Penetrating 9 carcharodonts, were the largest theropods ever. With
Advantages: All-out Attack, Improved Critical (Teeth), Allosaurus, the carnosaurs split off from the coelurosaurs,
Improved Grab, Improved Initiative, Power Attack the group that eventually produced the tyrannosaurids.
NOTE: Fragmentary evidence suggests individual
Skills: Perception 8 (+9), Expertise (Survival) 4 (+6)
allosaurs achieved sizes approaching T. rex – perhaps
Offense: Initiative +4, Teeth +8, Close Damage 15 separate species – Allosaurus amplexus, or
(Penetrating 9) Crit. 19-20 Saurophaganax maximus. Add Growth 8, at PL11.
Defense: Dodge 5 Parry 7, Fortitude 12, Will 3, Toughness (Str35)
10
Totals: Abilities 16 + Powers 35 + Advantages 5 + Skills 6 +
Defenses + 16 = 78
Tarbosaurus bataar was the Asian cousin of T. rex.
Beyond minor differences in the skull, Tarbosaurus is a
virtual duplicate of T. rex, and likely would have been
assigned to the genus Tyrannosaurus if it had been found
in America. Some researchers still believe the two
species should be reclassified as co-generic –
Tyrannosaurus bataar – a lion versus a tiger separation.
On the other hand, T. bataar does have a narrower skull,
with a probably less-powerful bite, along with more
bladelike teeth – perhaps a specialization in hunting the
medium-sized sauropods that shared its habitat versus
the ceratopsians that T. rex preyed upon. The Asian
predator is also somewhat smaller, probably due to its
more arid environment, and is a couple of million years
more ancient, so most modern scientists maintain the
separate genus for Tarbosaurus.
competition. Carcharodontosaurus was similar to its
cousin, Giganotosaurus with its ‘shark-like’ bladed
teeth, set in a long narrow jaw, which would have
delivered huge ragged wounds to the gigantic 50-100
ton titanosaurs (sauropods) that comprised the bulk of its
prey.

CERATOSAURUS PL9 57 POINTS


Abilities: Str 8 Sta 8 Agi 0 Dex -1 Fgt 7 Int -4 Awe 2 Pre 0
Powers: Claws: Strength-based Damage 3, Growth:
Growth 7 (Innate; Permanent), Scaly Hide: Protection 1,
Senses 3 (Low-Light Vision, Scent, Track), Teeth: Strength-
based Damage 3
Advantages: All-out Attack, Improved Grab, Improved
Initiative

CARCHARODONTOSAURUS PL10 62 POINTS Skills: Perception 8 (+10), Expertise (Survival) 4 (+6)


Offense: Initiative +3, Claws +7, Close Damage 11, Teeth
Abilities: Str 10 Sta 9 Agi 0 Dex -1 Fgt 7 Int -4 Awe 2 Pre 0 +7, Close Damage 11
Powers: Claws: Strength-based Damage 2, Growth: Defense: Dodge 5, Parry 6, Fortitude 10, Will 2, Toughness
Growth 8 (Innate; Permanent), Scaly Hide: Protection 2, 9
Senses 3 (Low-Light Vision, Scent, Track), Teeth: Strength-
based Damage 3 Totals: Abilities 12 + Powers 24 + Advantages 3 + Skills 6 +
Defenses + 12 = 57
Advantages: All-out Attack, Improved Grab, Improved
Initiative Ceratosaurus nasicornis was the most primitive group
Skills: Perception 8 (+10), Expertise (Survival) 4 (+6) of large theropods, with thick, yet flat ribs, four-fingered
hands, and big teeth. This famous dinosaur is known for
Offense: Initiative +3, Claws +7, Close Damage 12, Teeth its nose horn, which was not a hunting weapon, but some
+7, Close Damage 13
speculate it was used for inter-species head-butting.
Defense: Dodge 4, Parry 5, Fortitude 12, Will 2, Toughness Ceratosaurs survived all the way to the end of the
11 Dinosaurs, ruling the southern continent in the form of
Totals: Abilities 14 + Powers 26 + Advantages 3 + Skills 6 + Carnotaurus. (Str30)
Defenses + 13 = 62

GUINNESS WORLD RECORD HOLDER...


… as the largest land predator of all time, the African
Carcharodontosaurus saharicus was actually edged
out of the number one spot by its closely related South
American cousin, Giganotosaurus carolini (although there
was undoubtedly some overlap in size range between the
two similar species), but was nevertheless still one of the
biggest killers of all time – equal in size or even larger
than the biggest specimens of T. rex.
Interestingly, Carcharodontosaurus shared its habitat with
one of the other contenders for ‘largest land predator of
all time’ the poorly known Spinosaurus aegyptiacus –
which might have attained the greatest length (if not
weight) of any theropod. The presence of two large
predators is unusual, and it is suspected that the top
predator of large land game was the huskier
carcharodont, while the more lightly built spinosaur was
a fish-eater, thus not putting the two into direct
GIGANOTOSAURUS
GIGANOTOSAURUS PL10
STR STA AGI DEX FGT INT AWE PRE
10 9 0 -1 7 -4 2 0
POWERS
Claws: Strength-based Damage 2 • 2 points
Growth: Growth 8 (Innate; Permanent) • 16 points
Scaly Hide: Protection 2 • 2 points
Senses 3 (Low-Light Vision, Scent, Track) • 3 points
Teeth: Strength-based Damage 3 • 3 points

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

LARGEST LAND PREDATOR OF ALL TIME


Giganotosaurus carolini is the current title-holder as the providing a mountain of meat with little risk and little
largest meat-eating dinosaur of all time, displacing the physical contact.
century-long reign of the mighty Tyrannosaurus rex. Giganotosaurus carolini and its closely related
Giganotosaurus (Gigantic-lizard), stretching over 45 feet carcharodont cousins (See Carcharodontosaurus and
in body length, with evidence of individuals even larger, Tyrannotitan), represented the evolutionary culmination
edges Tyrannosaurus by several feet and as much as 2 of the allosaur-carnosaur lineage. Their general,
tons. superficial resemblance to Tyrannosaurus rex, with their
While Giganotosaurus might have lacked the extreme large heads and reduced forelimbs, represented parallel
skull-strength characteristic of the tyrannosaurids, this evolution – and it had scientists fooled for a while,
giant carnosaur's blade-like teeth, set in its nearly six foot believing that the ever-increasing skull size and shrinking
skull, were designed to take down the largest prey arms of the carnosaurs had led directly to T. rex itself.
animals that ever existed – the fantastic 100 ton Modern Claudistic analysis, however, eventually revealed
titanosaur sauropods. Employing a strategy similar to the tyrannosaurs to actually be a sister group to the
modern Komodo dragons, the Giganotosaurus would carnosaurs, that split-away in the Mid-Late Jurassic
attack and retreat – possibly in packs – falling back to period, remaining small until their rise late in the
wait as the slashing wounds would fester, leaving the Cretaceous, after the virtual extinction of the carnosaurs.
prey to grow weak and die over the following days (Str40)
SPINOSAURUS river-hunting fish-eater – a giant stork, with gharial-type
jaws and long arms and claws that could catch fish in the
SPINOSAURUS PL10 manner of a bear catching salmon. So while, it is possible
Spinosaurus was the largest of theropods, it probably
was not the most powerful. (Str39)
STR STA AGI DEX FGT INT AWE PRE
10 8 0 -1 7 -4 2 0
JP SPINOSAURUS PL11 65 POINTS
POWERS Abilities: Str 11 Sta 9 Agi 0 Dex -1 Fgt 8 Int -4 Awe 2 Pre 0
Claws: Strength-based Damage 3 • 3 points
Powers: Claws: Strength-based Damage 3, Growth:
Growth: Growth 8 (Innate; Permanent) • 16 points Growth 8 (Innate; Permanent), Scaly Hide: Protection 4,
Scaly Hide: Protection 2 • 2 points Senses 3 (Low-Light Vision, Scent, Track), Teeth: Strength-
Senses 3 (Low-Light Vision, Scent, Track) • 3 points based Damage 2
Teeth: Strength-based Damage 2 • 2 points
In Jurassic Park III, it was revealed that on the Site B
ADVANTAGES island, there was a Spinosaurus that had apparently been
Fast Grab, Improved Grab, Improved Initiative genetically-enhanced to be much stronger than a true
Spinosaurus, This Spinosaurus (which we’ll call
SKILLS Spinosaurus superior), demonstrated impossible
Perception 8 (+10), Expertise (Survival) 4 (+6) durability as the slender-necked creature first survived a
full-on bite from a Tyrannosaurus rex and then,
OFFENSE seemingly effortlessly, broke the tyrannosaur’s own thick,
INITIATIVE +3 bulldog neck. In fact, it was said that the scent of a T .rex
Claws +7 Close Damage 13 actually attracted the super-Spino. (Str42)
Teeth +7 Close Damage 12

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

LARGEST THEROPOD OF ALL?


Spinosaurus aegyptiacus is only known from a few
fragmentary fossils, the bulk of which were destroyed
during WWII and only photographs remain.
Nevertheless, extrapolation from related species puts
Spinosaurus firmly among the leading contenders for
largest land predator of all time. High-end estimates
suggest lengths over sixty feet.
On the other hand, while Spinosaurus probably attained
the greatest overall body length, it was a much more
lightly-boned creature than Tyrannosaurus. rex or any of
the large carcharodont carnosaurs, such as
Giganotosaurus, Carcharodontosaurus, Mapusaurus, or
Tyrannotitan, and its skull was long and slender –
seemingly unsuited for tackling large prey. And because
it shared its habitat with Carcharodontosaurus, it has
been suggested that Spinosaurus actually occupied a
different ecological niche than top predator – possibly a
A NEW CONTENDER
TYRANNOTITAN
Tyrannotitan is yet another big carcharodont from Late
TYRANNOTITAN PL10 Cretaceous South America. Fragmentary remains
suggest sizes easily comparable with the closely-related
STR STA AGI DEX FGT INT AWE PRE Giganotosaurus, making Tyrannotitan a very viable
10 9 0 -1 7 -4 2 0 contender for the title of largest land predator of all time.
Tyrannotitan is only one of the big carcharodonts that are
POWERS being discovered on both southern continents. Of the
Claws: Strength-based Damage 2 • 2 points five best-known so far are, Acrocanthosaurus – similar of
Growth: Growth 8 (Innate; Permanent) • 16 points
size to Daspletosaurus, and possessing a pronounced fin
along its spine - Giganotosaurus and Tyrannotitan – the
Scaly Hide: Protection 2 • 2 points
two largest, both of similar size - and
Senses 3 (Low-Light Vision, Scent, Track) • 3 points
Carcharodontosaurus and Mapusaurus – both slightly
Teeth: Strength-based Damage 3 • 3 points
smaller than the other two, but all as large or larger than
ADVANTAGES the largest species of tyrannosaur.
All carcharodonts are similar of form, with reduced
All-out Attack, Improved Grab, Improved Initiative
forearms and large heads – a common evolutionary
SKILLS parallel with the tyrannosaurs, although the carcharodont
carnosaurs retained the bladed teeth of their allosaurian
Perception 8 (+10), Expertise (Survival) 4 (+6)
ancestors, rather than the thick spikes of T. rex. – an
OFFENSE adaptation that seems consistent with predation upon
sauropods. (Str40)
INITIATIVE +3
NOTE: Although the carcharodonts seem to be the group
Claws +7 Close Damage 12
that produced the individuals that carried the greatest
Teeth +7 Close Damage 13
average body weight (depending upon how robust the
DEFENSE largest examples of Spinosaurus prove to be), the
discovery of Tyrannotitan and others – such as giant
DODGE 4 FORTITUDE 12
examples of Torvosaurus – from the primitive
PARRY 5 TOUGHNESS 11 megalosaur/carnosaurs, and fragmentary remains of
WILL 2 giant theropods from other groups, suggest that each
POWER POINTS branch produced its own giants, and all capped out
roughly at the size of a big carcharodont, and none
ABILITIES 14 SKILLS 6 known got any larger than that. Moving beyond the
POWERS 26 DEFENSES 13 carcharodonts in the search for larger predators, and you
ADVANTAGES 3 TOTAL 62 move beyond land into the sea.
POWER POINTS
ABILITIES 30 SKILLS 6
POWERS 13 DEFENSES 10
ADVANTAGES 4 TOTAL 67

THE DEADLY RAPTORS


The sickle-clawed dromaeosaurs have become famous,
as ‘Velociraptor’ - the name of the primary villain in
Jurassic Park, although the actual animal Michael
Crichton based the creature on was given the genus
name Deinonychus. Dinosaur researcher, Gregory Paul,
however, lumped Deinonychus in with the genus
Velociraptor and Crichton followed this in his book.
Like the tyrannosaurs, dromaeosaurs are very uniform,
with long, large clawed forelimbs, rather slender, but still
strong jaws with teeth that seem adapted for grabbing
and holding, turning the killing action over to the powerful
kicking legs with their signature Sickle-claws on each foot
Deinonychus antirrhopus is the ‘Raptor’ from Jurassic
Park. It is a wolf-sized predator that predates the other
two genus members, implying that the species grew
smaller with time, perhaps because of competition with
the smaller tyrannosaurids. (Str10)
VELOCIRAPTOR AND THE SICKLE-CLAWS A remnant dromaeosaur species was discovered on the
infamous Skull Island in modern times. ‘Venatosaurus’
DEINONYCHUS PL8 was much larger than any other known dromaeosaur,
and competed with the juvenile tyrannosaurs native to the
STR STA AGI DEX FGT INT AWE PRE island. (Str25)

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..

POWERS AND ABILITIES


Devil Dinosaur is a giant Tyrannosaurus rex and has
natural abilities of scent and vision, as well as the
dangerous weaponry of his jaws. Besides the natural
size and strength of a giant dinosaur, Devil’s mutation
also grants him hominid-level intelligence, as well as
making him much stronger and more durable than any
normal T. rex.
MOON BOY PL4 60 POINTS
MOON BOY Abilities: Str 2 Sta 3 Agi 6 Dex 6 Fgt 3 Int 3 Awe 1 Pre 0
Moon Boy is one of the Small Folk tribe, a small, timid Advantages: Animal Empathy, Evasion
group of hominids native to Earth 78411, who were
constantly terrorized, both by the neighboring Killer Folk, Skills: Acrobatics 3 (+9), Expertise (Jungle) 3 (+6), Expertise
(Jungle) 3 (+6), Perception 2 (+5)
and the Valley’s prehistoric monsters.
Moon Boy’s friendship with Devil Dinosaur actually Offense: Initiative +6, Unarmed +3 (Close Damage 2)
served to alienate him from his timid kinsmen, who feared Defense Dodge 9, Parry 4, Fortitude 3, Toughness 3, Will 1
the giant ‘Devil Beast’ – even though Devil often
Totals: Abilities 48 + Powers 0 + Advantages 2 + Skills 6 +
protected them from the Valley’s many dangers, the
Defenses + 4 = 60
Small Folk tended to view the giant dinosaur’s presence
as asking for trouble. Complications: Sidekick: Moon Boy is Devil Dinosaur’s
Moon Boy has been a constant companion to Devil sidekick, and he comes in well on the low side of the
partnership. Time Lost/Exile: Moon Boy is an outcast from
Dinosaur. He is also a convenient liaison should Devil
his tribe in his native universe, and a hairy pre-Neanderthal
require the aid of human heroes like Ka-Zar or Spider- hominid in the mainstream Marvel Universe, although he is a
Man. (Str7) bit more at home in the Savage Land.
It is in the prehistoric seas that dwelt the most terrifying
monsters the Earth ever produced. The role of top
predator has variously been claimed by giant sharks like
the Megalodon (see entry for: Sharks: Megalodon),
giant fish, various branches of reptiles, or even
prehistoric whales. As the biosphere of prehistoric Earth
produced much larger land creatures than modern times,
the prehistoric seas produced truly gigantic predators, the
likes of which the planet (hopefully) will never see again.

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

PREHISTORIC SEA SERPENT


Plesiosaurs were the classic prehistoric ‘sea-serpent’ with
long, snake-like necks and seal-like bodies – the exact
opposite body design of the contemporary pliosaurs and
their crocodile jaws, plesiosaurs were fish eaters,
combining a similar, seal-like agility in swimming, with a
darting head and a mouthful of needle-sharp teeth at the
end of a neck that, in some. species, exceeded the length
of its entire body. Although plesiosaurs were not
designed as large game hunters, the largest examples,
such as the forty-foot, four-ton Elasmosaurus, would
have eaten prey the size of modern seals. Nevertheless,
their long necks would have left them vulnerable to attack
from the big pliosaurs in their environment and they
have, in fact, been found in pliosaur-stomachs. (Str34)
PTEROSAURS
QUETZALCOATLUS PL5
STR STA AGI DEX FGT INT AWE PRE
6 6 2 0 2 -4 2 0
POWERS
Flight: Flight 3 (16 MPH, Wings) • 3 points
Growth: Growth 4 (Innate; Permanent) • 8 points
Senses 3 (Low-Light Vision, Scent) • 3 points
Beak: Strength-based Damage 1 • 1 points

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)

TENEBROUS PLX3/PL23 1120 POINTS


A: Str 30 Sta 30 Agi 7 Dex 7 Fgt 10 Int 24 Awe 24 Pre 24
Powers: Cosmic Entity: Immunity 30 (Fortitude), Impervious
Toughness 30, Proemial God: 245-point Array, AE: Cosmic
Energy: Energy Control 35 (Variable–Cosmic Descriptor),
AE: Energy Absorption: Energy Absorption 35 (Variable,
Adds to all Abilities and Powers), AE: Transform: Transform
35, Space Fight: Flight 20 (Space Travel 10), Teleport 30,
Omniscience: Communication 30, Comprehend 30, Mind
Reading 20, Senses 30 (Cosmic Awareness), Summon 30
(Brethren)
Advantages: All-Out Attack, Assessment, Benefit 20 [Status
(Proemial God), Connected, Contacts, Eidetic Memory
Equipment X, Fearless, Inventor, Jack of All Trades, Power
Attack, Ranged Attack 3, Ultimate Effort (Powers), Well-
Informed
Skills: Close Combat: Unarmed 2 (+12), Expertise 9 (+35),
DIABLERI
(Chemical, Electronic, Mechanical, Structural) Intimidation 9 Diableri of Chaos – because order unchecked leads to
(+35), Technology 6 (+34) entropy – was the first of the Proemial Gods to rebel
against universal consonance. His purpose having
Offense: Initiative +7, Cosmic Energy +10 (Ranged Damage
35), Unarmed +12 (Close Damage 30)
evolved into dark ambition, Diableri refused to see
himself diminished by obsolescence as the time of the
Defense: Dodge 12, Parry 12, Fortitude Immune, Toughness Proemial Gods ground to its end – he sought to remake
30, Will 23 the universe in his image. To this end, through guile and
Totals: Abilities 306 + Powers 698 + Advantages 54 + Skills cant, Diableri corrupted the purpose of the Proemial
13 + Defenses + 7 = 1120 Gods and many came to embrace his dark ambition -
Complications: Allies: Tenebrous allied with fellow foremost among them, Tenebrous of the Darkness and
Proemial Gods, Aegis, and Diablari, along with a number of Aegis of All Sorrows. The Proemial Gods were set
unspecified brethren in the like the war against the against each other, there was war… and gods died.
Cancerverse, he has allied with the space-gods known as Dialberi’s blind ambition his undoing, because he brought
Celestials and even Galactus himself; Enemy: Galactus; the war to Galactus, who proved of greater purpose and
Giant: Tenebrous appears as an armored giant with Growth
greater power, slaying Diableri, and imprisoning
20, but this is an X-level manifestation with no effect on his
abilities. Tenebrous and Aegis.
OTHER KNOWN PROMIAL GODS
Antiphon the Overseer: First among equals – tasked
with monitoring cosmic consonance. Antiphon took no
side during the War of the Proemial Gods – similar and
appearance and function to a modern-day watcher,
Antiphon was apparently the only other survivor of the
conflict besides Aegis, Tenebrous, and Galactus himself.
He was also, likewise, imprisoned by the Devourer –
perhaps because of his cosmic obsolescence – but was
shown to have been killed when his cosmic prison, the
Kyln, was destroyed in the Annihilation Wave.
Brio of Life: Brio of Life was tasked with the welfare of
all fledgling lifeforms. It is unknown which side she took
during the war, but her only existing images suggest –
form fitted to function – a more benevolent entity, similar
to Gaea, than the destructive natures of Aegis, Diableri,
and Tenebrous.
CHAOS SPRITES Other Proemial Gods: There are at least seven other
known Proemial Gods, although none of the others were
It was through Diableri that the Chaos Sprites came to
ever described by name. All were presumed to have
be – beings born of chaos, tiny winged pixies, powerful
been killed in the war except for those imprisoned at the
beyond measure, they were Diableri’s eyes and ears –
Kyln.
minute sentinels tasked by their master to sow chaos and
order – serving cosmic consonance as it was. The Chaos
Sprites were evidently wiped out in an event the Proemial
God, Aegis, referred to as ‘The Purge.’ The only known
surviving Chaos Sprite in the modern universe is the
space outlaw and sometime partner of Thanos, Skreet
(See entry for: Thanos: Skreet).
Frank Castle was a captain in the United States Marine
Corps and served five years in the Vietnam War. For REAL NAME: FRANK CASTLE
heroism in the line of duty, he was twice decorated with OCCUPATION: VIGILANTE, FORMER MARINE
both the Bronze and Silver Star, and four times with the BASE: NEW YORK CITY AFFILIATION: FORMER MARINE
Purple Heart. Several years after the American
involvement in Vietnam ended, he ran special training
HEIGHT: 6’ 1” WEIGHT: 200 LBS
missions for Marine commandos in the upper New York EYES: BLUE HAIR: BLACK
areas.
While on leave, he took his wife and his two small LRPA (Long Range Patrol) training, he is well-versed in
children to Central Park in New York City for a picnic. the arts of warfare and hand-to-hand combat. Armed
There, Castle’s wife and children happened upon the solely with conventional weapons and motivated by a
scene of a mob killing on the Sheep’s Meadow green. fanatical hatred for criminals like those who murdered his
Fearing witnesses, the mobsters murdered Castle’s wife family, the Punisher has single-handedly incapacitated up
and children and then escaped. Traumatized, Castle to a dozen well-armed and experienced opponents in a
deserted the Marines, just before he was to be awarded single encounter and escaped uninjured.
the Presidential Medal of Freedom.
Castle dropped out of sight for a few months, but then
resurfaced to conduct a one-man war on crime
throughout New York City. He outfitted himself with
assorted weapons and a battlesuit with a large death’s
head on the chest. He sought out and executed criminals
he believed had some association with the gangsters
who killed his family, and the news media named him the
‘Punisher’.
A concerned NYPD detective named John Laviano
identified the game who slew the Punisher’s wife and
children as the Bruno Costa family, brother of a powerful
Maggia boss on the East Coast. Unfortunately, Costa’s
alibis were supported b enough alleged ‘witnesses’ to
make prosecution impossible. Since the law’s hands
were tied, the Punisher used the information Laviano had
gathered to hunt down Costa’s gang and kill them.
Thus began the Punisher’s career as a vigilante, a self-
proclaimed enemy of criminals. He has both clashed and
cooperated with other costumed crimefighters, such as
Spider-Man and Daredevil, who disapprove of his violent,
often lethal methods. (Str10)

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.

POWERS AND ABILITIES


The Punisher is a seasoned combat veteran of
exceptional skill. A former US Marine Captain with a
distinguished combat record, and having undergone
SEAL training, UDT (Underwater Demolition Team) and
PUNISHER PL11
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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.

POWERS AND ABILITIES REAL NAME: WENDELL VAUGHN


Quasar’s powers all stem from his Quantum Bands, OCCUPATION: PROTECTOR OF THE UNIVERSE, S.H.I.E.L.D.
which allow him the ability to fly, travel through space, AGENT
project bursts on energy, force fields, create force BASE: NEW YORK CITY AFFILIATION: S.H.I.E.L.D.
objects. His abilities as a Quantum energy being have yet
to be fully cataloged, and this state might not be
HEIGHT: 5’ 10” WEIGHT: 168 LBS
permanent. EYES: BLUE HAIR: BLOND
QUASAR PL13
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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

EON: UNIVERSAL CUSTODIAN EON PLX2/PL20 799 POINTS


Eon is a sentient quasi-physical entity,of great power and Abil: Str 15 Sta 30 Agi -1 Dex 7 Fgt 5 Int 22 Awe 25 Pre 25
knowledge of the cosmos. Almost as old as the universe Powers: Cosmic Energy: Variable Power 30,(Variable
itself, Eon was among the first sentient entities formed in Power, Any Powers with the Cosmic Descriptor), Immunity 30
after the Big Bang and has existed for 8 billion years. (Fortitude), Impervious Toughness 30, Cosmic Senses:
Eon claims to be the offspring of Eternity, and seems to Communication 25, Comprehend 25, Mind Reading 20,
be a cosmic custodian that monitors life in the universe. Senses 25 (Cosmic Awareness), Space Flight: Flight 20
He is also believed to be responsible for certain (Space Travel 10), Teleport 30
phenomena on Earth – a planet that lies along the Advantages: All-Out Attack, Assessment, Benefit 12 (Status:
Celestial Axis. Eon apparently had something to do with Cosmic Custodian), Connected, Contacts, Eidetic Memory,
other dimensions in which beings of godlike powers Fearless, Jack of All Trades, Power Attack, Ultimate Effort
dwell. In most of these dimensions, the Celestial Axis (Powers), Well-Informed
manifests itself as a physical object, such as the the Skills: Expertise (All fields) 15 (+37), Insight 15 (+40),
World Tree in Asgard. Eon's principle function is to Intimidation 15 (+40), Perception 15 (+40)
nurture the evolution of sentient life in the universe and Offense: Initiative +10, Energy +10 (Ranged Damage 30)
maintain conditions conducive to life within the universe,
utilizing agents like Quasar and Captain Mar-Vell. Defense Dodge 10, Parry 10, Fort Immune, Tou 30, Will 25
Recently, Eon was killed and its off-spring, Epoch has Totals: Abilities 246 + Powers 485 + Advantages 22 + Skills
taken his place. 30 + Defenses 16 = 799
The man now known as Rā’s al Ghūl was born centuries
ago in the Arabian Peninsula, part of a wandering tribe of REAL NAME: UNKNOWN
nomads. Interested in science from an early age, the OCCUPATION: CRIMINAL MASTERMIND
young Ra’s left his tribe to live in a city, where he became BASE: VARIOUS AFFILIATION: LEAGUE OF ASSASSINS
a scientist and physician. There he discovered the life-
renewing secret of the Lazarus Pit, which he used to
HEIGHT: 6’ 5” WEIGHT: 215 LBS
save the life of the prince of the city. EYES: GREEN HAIR: BROWN
Unfortunately, the process also drove the prince mad and
he murdered al Ghūl’s wife Sora, framing the physician
for the crime. Fleeing the city, Ra’s used his scientific which he has used to maintain his youth and vitality for
knowledge to infect the prince and his people with a centuries. The pits are kept in secret locations around the
plague. When called upon to help treat them, he killed the world, the secret of their making closely guarded. The
prince and king and led his desert tribe to sack and Lazarus Pit is largely a plot device for Ra’s (and those he
destroy the city. favors). Gamemasters wanting to mechanically reflect the
Armed with the secret of the Lazarus Pit, the former Pit’s capabilities can add Immortality 18 to the villain’s list
physician founded a worldwide organization known as of traits, Limited to having access to a Lazarus Pit and
“the Demon,” calling himself “the Demon’s Head” (or Rā’s with the Side Effect that immersion in the Pit causes
al Ghūl in Arabic). He traveled the world, gathering temporary madness (a rank 18 Affliction).
knowledge and fighting in various wars and conflicts. By
the dawn of the industrial age,
Rā’s al Ghūl became convinced that humanity was
largely a plague upon the Earth that was destroying the
natural environment. He built up the Demon as a
powerful worldwide criminal conspiracy, using the League
of Assassins (or “the Demon’s Fang”) to eliminate his
enemies and earn further wealth and reputation for
himself and his organization.
By the modern era, Rā’s al Ghūl was ready to launch his
master plan to save the Earth by “culling” the vast herd of
humanity. (Str12)

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.

POWERS AND ABILITIES


Rā’s al Ghūl is a brilliant and cunning man with centuries
of experience, making him a master of many scientific
disciplines and a skilled warrior and leader. He controls a
vast criminal organization, armed with the wealth and
resources accumulated over many lifetimes.
His greatest resource is the Lazarus Pit, a mixture of
chemicals able to restore life and health to the dead
RA’S AL GHUL PL14
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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)

POWERS AND ABILITIES


Talia is a skilled fighter, investigator and athlete, as well
as a cunning tactician and administrator. She sometimes
uses the name “Talia Head” (a play on her father’s title) in
public, and has the vast resources of al Ghūl’s Skills: Acrobatics 8 (+12), Athletics 8 (+10), Close Combat:
organization at her disposal. Unarmed 2 (+12), Deception 8 (+12), Expertise: Criminal
8(+13), Insight 6 (+8), Intimidation 6 (+10), Investigation 8
(+13), Perception 8 (+10), Persuasion 6 (+10), Ranged
TALIA PL8 - 160 POINTS Combat: Guns 4(+8), Sleight of Hand 4 (+8), Stealth 6 (+10),
Technology 4 (+9), Treatment 4 (+9), Vehicles 4 (+8)
Abilities: Str 2 Sta 3 Agi 4 Dex 4 Fgt 10 Int 5 Awe 2 Pre 4
Offense: Initiative +8, Pistol +12 (Ranged, Damage 3),
Equipment: Light Pistol (Ranged Damage 3), 9 points of Unarmed +12 (Close, Damage 2)
other equipment
Defense: Dodge 10, Parry 10, Fortitude 7, Toughness 6/3*,
Advantages: Accurate Attack, Assessment, Attractive, Will 9*Without Defensive Roll
Benefit 5 (The Demon’s Daughter), Connected, Contacts,
Totals: Abilities 68 + Powers 0 + Advantages 28 + Skills 47 +
Defensive Attack, Defensive Roll 3, Equipment 3, Improved
Defenses 17 = Total 160
Defense, Improved Initiative, Inspire, Precise Attack
(Ranged; Cover), Quick Draw, Ranged Attack 4, Takedown, Complications: Conflicted Loyalties: Talia is in love with
Well-informed Batman, but loyal to her father.
Red Ronin was a giant robot built as an anti-Godzilla-
weapon, by Dr. Yuriko Takiguchi at Stark Industries. A
S.H.I.E.L.D. operative was originally supposed to pilot the
giant automation, but Dr. Takiguchi’s grandson, Robert –
sympathetic to the monster, Godzilla (see entry for:
Godzilla: Marvel) that Red Ronin had been built to
destroy – sneaked aboard and activated the robot,
calibrating its cybernetic systems to himself, and went off
to battle Godzilla himself, with the intent of driving the
monster off without killing him.
Over the following months, Red Ronin battled both
against and beside Godzilla – often against other giant
monsters - and Godzilla began to acknowledge the giant
robot – and apparently Robert Takiguchi, himself, as an
ally and a friend. The unusual partnership was cut short,
however, during the battle with the Mega-Monsters – war-
beasts of the invading alien, Megans – when the Red
Ronin robot was decapitated, injuring young Robert and
leaving Godzilla to defeat the alien monster menace on
his own.
The robot was returned to Stark Industries for repair, and
chief engineer, Dr. Earl Cowan – who like many of Stark’s
employees, seemed a few bits shy of a byte – decided to
pilot the robot off to Russia and incite World War III –
reasoning that humanity would only unite against a larger
threat, like a nuclear holocaust. Fortunately, enroute to
Russia, he flew over New York, attracting the attention of
the Avengers, who managed to carve Red Ronin up with
its own laser blade.
There was another near-disaster when Red Ronin’s torso
was on display at an expo. The giant robot’s arms went
wild, and only the timely intervention of the Wasp –
tearing up Red Ronin’s delicate wiring system from inside
- was able to prevent potentially hundreds of deaths.
(Str190)
NOTE: There is an alternate future in which Tony Stark POWERS AND ABILITIES
adapts the Red Ronin robot as sort of a giant Iron Man
armor for use as a weapon against the giant, omnipotent Red Ronin is controlled by a cybernetic helmet keyed to
space gods known as the Celestials (See entry for: its pilot. The cockpit is located in the head, and most of
Celestials), who were bent on destroying the planet. the weapons systems are housed in its enormous shield
– particularly the giant laser sword and various lasers and
PERSONALITY missiles. Human-sized people can gain access to Ronin
through either the hatches in the feet or the emergency
Red Ronin has the personality of whoever is operating escape door at the back of the head. Red Ronin can fly
the machine at the time, although it does seem to have at least at jet speeds.
some form of rudimentary mental ability, and has been .
known to be ambulatory without an operator.
Rob Takiguchi was a brave, adventurous kid, who was REAL NAME: RED RONIN
deeply sympathetic to and attempted to befriend the giant OCCUPATION: ANTI-KAIJU COMBAT AUTOMATION
Kaiju, Godzilla. BASE: DETROIT AFFILIATION: S.H.I.E.L.D.
Doctor Earl Cohen was a paranoid, doomsday-crier who,
despite his doctorate, didn’t seem to realize the most HEIGHT: 148’ WEIGHT: 25,000 TONS
direct rout to Russia from the United States is over the EYES: NONE HAIR: NONE
North Pole.
RED RONIN PL15
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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.

POWERS AND ABILITIES


Red Sonja is one of the greatest swordsmen of her era,
comparable to Conan himself. She also gives up nothing
to the mighty Cimmerian in her skills as a thief. Besides
her weapons talents, Sonja is also skilled in hand-to-hand
combat, and is a skilled horseman as well. Although she
tends to be a loner, or work in small groups, she does
have the command capabilities to lead large armies, and
is a savvy tactical thinker.
Red Sonja also seems to possess some sort of mystical
or psychic attachment with modern day actress, Mary REAL NAME: SONJA
Jane Watson-Parker, the wife of Peter Parker – the OCCUPATION: THIEF, WARRIOR
Amazing Spider-Man (see entry for: Spider-Man: Mary BASE: HYPERBOREA AFFILIATION: NONE
Jane Watson), as on more than one occasion, the spirit
of Sonja has possessed Mary Jane’s body, manifesting
HEIGHT: UNREVEALED WEIGHT: YOU ASK
Red Sonja’s own form in modern times. EYES: BLUE HAIR: RED
RED SONJA PL12
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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.

Selene is cold and aloof, full of hatred and vengeance


against the ‘Lycans’ – the vampire’s age-old werewolf
REAL NAME: SELENE
enemies. Learning the truth, not only her origin, but the OCCUPATION: DEATH DEALER BASE: MOBILE
war against the Lycans, however, has caused her to affiliation: FORMERLY
AFFILIATION: FORMERLYTHETHEVAMPIRE
VAMPIRECOVEN
COVEN
question everything she ever believed. She has feelings HEIGHT: 5/ 8” WEIGHT: 125 LBS.
for the Lycan-hybrid, Michael, and is learning feelings for
her previously unknown daughter, Eve.
EYES: BROWN HAIR: BLACK
SELENE PL10
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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.

UNDERWORLD WEREWOLVES AND VAMPIRES …


The vampires and werewolves of Underworld are a werewolf. There are also examples of hybrids between
physical match for typical examples (see individual the two ‘species’ – there are creatures who have been
entries for Monsters: Vampires and Monsters: created by such things as a vampire bite on a werewolf,
Werewolves). The primary differences are the absence or by a werewolf impregnating a vampire – or a werewolf-
of religious trappings in the case of the vampires, who HYBRID impregnating a vampire. Hybrids have generally
have no weakness against religious totems, as well as proved to be much more powerful than normal members
retaining most of their human personalities in their of their individual species, and gain the abilities of both
vampire state. It is also unclear whether or not the tribes.
vampires in Underworld reality are actually ‘undead’ so Elder werewolves and vampires are also much more
much as simply mutated to a more powerful form – powerful than others of their kind – in the case of the
Selene was able to become pregnant and give birth, Lycans, much larger as well. Elder examples of both
indicating that the ‘vampires’ are living beings. species can similarly pass their higher-level powers on to
The werewolves are more traditional lycanthropes, others.
leaning more toward the incarnation seen in films like The ability to crossbreed, as well as amplifying their
The Howling, where the werewolf can change into its natural powers suggests a historical relation between the
bestial form at will, and retains its normal intelligence as a Underworld creatures.
In an effort to get high, drug addicted teenager Robert
Reynolds drank an experimental serum intended to REAL NAME: ROBERT REYNOLDS
duplicate the ‘Super Solder’ formula that created Captain OCCUPATION: SUPERHERO, WRITER
America, only 100,000 times more powerful, and BASE: NEW YORK CITY AFFILIATION: AVENGERS
Reynolds was transformed into the Sentry. As theorized
at the time, the serum moved his molecules an instant
HEIGHT: 6’ WEIGHT: 1.94 LBS
ahead of the current timeline resulting in a hyper state of EYES: BLUE HAIR: BLONDE
consciousness. This is not, however, the true source of
the Sentry’s incredible might – it was only what allowed POWERS AND ABILITIES
him to tap into the cosmic energy of the malignant force
of nature known as the Void The Sentry has high-level superhuman strength and
Robert Reynolds was a schizophrenic drug-addict, and durability, as well as the ability to channel vast amounts
when he drank the serum than first transformed him into of cosmic energy. He also has superhuman speed,
the Sentry it was, in fact, the villainous form of the Void vision and hearing powers, as well as an uncatalogued
that actually manifested first – the TRUE personality of list of mental abilities. The Void has all the Sentry’s
Robert Reynolds. powers but manifests as an amorphous shadow that
The Void, however, is not simply a reflection of Robert may stretch and elongate.
Reynolds’ dark half, but is a malevolent force all on its
own – a cosmic, or even biblical force of nature, even
described as an ‘Angel of Death’. In either case, it follows
that the Sentry identity itself was a fictional one - an
idealized heroic persona created out of Reynolds’ own
subconscious fear and human guilt and was also the
identity embraced by his conscious mind.
Reynolds’ own schizopheenia, however, allowed the Void
to operate, despite – in fact because of the existence of
the Sentry - whenever Reynolds transforms into the
Sentry, his dark side gains physical life in the form of the
Void. Although, the Sentry and the Void are the same
person, the Void actually manifests into the physical
world.
Worse, the Void-personality can potentially take over
Reynolds' mind entirely, erasing the idealized Sentry
persona, and releasing the full power of the Void.
In an effort to stop his dark side, Reynolds, working
with Dr. Strange and Reed Richards, erased all
knowledge of the Sentry from the world including
himself, hoping to eliminate the danger of the Void.
This ultimately proved futile, however, and both the
Sentry and the Void personalities reemerged. Finally
faced with releasing the full power of the Void, Thor and
the Avengers were forced to kill Reynolds, shutting off the
power of the Void, and throwing Reynolds’ body into the
sun. (Str300/500)

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.

POWER OF A MILLION EXPLODING SUNS PLX2


The Sentry formula allows Robert Reynolds to tap into SENTRY (UNLEASHED) PL17 (PLX2) • 335 POINTS
the primal malignant power of the force of nature known
STR 24 STA 20 AGL 2 DEX 2 FGT 6 INT 10 AWE 8 PRE 10
as the Void. The stats above are as his standard Powers: Energy Blast: Ranged, Damage 24,
operating maximums, but if he chooses, he can draw Invulnerability: Impervious Toughness 20, Super-Strength:
even more energy, (+2 ranks to STR, STA, Energy Blast, Enhanced Strength 1, Limited to Lifting (Lifting Str25;
Impervious Toughness), at the risk of personality of the 800,000 tons) (StrPLX2)
Void supplanting the Sentry completely. Offense: Initiative +2, Heat Vision +10 (Ranged, Damage
X-Level: At its peak, the unfettered power of the Void can 24), Unarmed +11 (Close, Damage 24)
Defense: Dodge 10, Parry 10, Fortitude 24, Toughness 20,
be considered an X-trait – he is said to have faced-off Will 10
Galactus. If the GM wishes, the Sentry may be portrayed Totals: Abilities 142 + Powers 144 + Advantages 13 + Skills
as PLX1 at base level – all Powers and Abilities are 26 + Defenses 21 = 335
assumed to be 20, while escalating to PLX2 if he draws Complications: Malignant Force: The Void is a malignant
upon extra energy – all Powers and Abilities are assumed force. The Sentry personality acts as a bulwark against the
to be 20 with a 20-point bonus for each additional X-rank Void’s release into the universe as an X-level power, whose
purpose seems simply to cause death and destruction.
(20x2=40) on all rolls.
While Sinbad and his men are on their way to Baghdad,
transporting the Princess Parisa – Sinbad’s bride-to-be,
in an arrangement that will secure peace between her
kingdom and his - the ship encounters the isle of
Colossa. Sinbad and his men are attacked by a gigantic,
one-eyed Cyclops, and are saved by mysterious
magician Sokurah, who appears and uses a magic lamp
to protect Sinbad's men. But during the escape, Sokurah
loses the lamp to the Cyclops. Desperate to retrieve it, he
tries to persuade Sinbad to return to Colossa -- but
Sinbad won't jeopardize the safety of the princess or the
success of his mission.
In order to force Sinbad to return to Colossa, for the
lamp, Sokurah reduces the Princess Parisa to only
inches by means of a magical spell – and the only way to
return her to normal is a potion that requires the shell
from the egg of the giant Roc -- which resides on
Colossa.
With a crew made up of a only a handful of his bravest
men, combined with some of the most desperate convicts
in the King’s prison, Sinbad has to contend with potential
mutiny at every turn, and the men are driven almost to
madness by sirens before they even reach Colossa.
Arriving on the island, this time armed with a giant
crossbow, Sinbad and his men seek out the giant Roc
egg, but soon encounter another giant Cyclops, who
attempts to roast Sinbad’s men on a spit. Sinbad
manages to blind the monstrous Cyclops, and then leads
him over the edge of a cliff. Sinbad recovers the magic
lamp from the Cyclops’ treasure. The tiny Princess On the beach, the dragon is slain with the giant
Parisa slips inside the lamp, and meets the genie trapped crossbow, and the beast collapses upon Sakurah in its
within, and the two become friend, the genie vowing to death throws, killing the sorcerer once and for all. As
help Sinbad if he can in exchange for granting the genie they prepare to sail home, the genie appears once again,
freedom. freed from his lamp, acting as their new cabin boy – and
Desiring the power of the lamp, Sakurah kidnaps the having stocked the ship with the unlimited wealth of the
Princess, taking her to his castle, which is defended by a Cyclops treasure.
giant dragon. Having gained the shell of the Roc, Sinbad NOTE: The 7th Voyage of Sinbad was one of Ray
agrees to turn the lamp over on the condition that Harryhausen’s most popular films, with the Cyclops
Sakurah lift the Princess’ spell. Sakurah restores Parisa becoming perhaps his signature character It also
to normal, but when Sinbad refuses to return the lamp represents the turn from the ‘Monster on the Loose’ films
until they are out of danger, Sakurah brings to life a that had dominated his career, and opened up an entirely
sword-wielding skeleton to attack Sinbad. Shattering the new direction for the stop-motion genera – the
skeleton on the castle steps, Sinbad and the Princess mythological fantasy, which eventually culminated in
flee the castle with the lamp, but Parisa realizes that the Clash of the Titans. The skeleton fight was one of the
fiery lava below the castle is the ‘fiery water’ from the most complex special effects scenes ever done, - topped
genie’s spell of freedom. Although the genie’s power is only by Harryhausen himself, with SIX animated
greatly needed, Sinbad nevertheless keeps his promise skeletons in his later film, Jason and the Argonauts.
to free the genie and tosses the lamp into the lava.
Sinbad and Parisa, however, are confronted by another
Cyclops as they escape from Okra’s cave, and are nearly SETTING: ARABIAN KNIGHTS
caught in a battle between the Cyclops and the escaped BEST-KNOWN CHARACTERS: CYCLOPS, DRAGON, PRINCESS
guard dragon. The dragon kills the Cyclops, whereupon PARISA, SINBAD, SOKURAH, TWO-HEADED ROC
Sakurah leads the monster after Sinbad and the
Princess.
GENRE: ARABIAN KNIGHTS
SINBAD
The great Arabian hero, Sinbad, is a popular character in
Ray Harryhausen’s fantasy adventures, appearing in no
less than three major features, beginning with the 7th
Voyage of Sinbad, The Golden Voyage of Sinbad, and
Sinbad and the Eye of the Tiger. Sinbad is a
swashbuckling adventurer, with an abundance of exotic
monsters and villains. The Harryhausen features were
instrumental in recreating the Arabian Knights tales as
part of an emerging fantasy/adventure genre, rather than
the girly, strip-artist shtick that had long been the staple.
(Str8)

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.

PRINCESS PARISA SAKURAH


Princess Parisa is Sinbad’s fiancé, and daughter of the Sakurah is an evil magician, Sinbad discovers living on
Caliph of Baghdad, and their marriage will bring the Island of Colossa, who had come there seeking the
peace between their two countries. power of a genie in a magic lamp. Sinbad first
When she is shrunk to doll-size by encounters Sakurah as the magician attempts to steal the
the magician, Sakurah, she lamp from the treasure of the Cyclops. Fleeing from the
manages to use her tiny size to angry one-eyed giant, Sakurah is saved by Sinbad and
her advantage, befriending the his men, but loses the lamp as they flee the Island.
genie within his own lamp, Determined to return and gain possession of the lamp,
and learning for Sinbad the Sakurah casts an evil spell upon Princess Parisa,
talismanic phrase that allows the Sinbad’s fiancé, causing her to shrink to a few inches tall
holder of the lamp to use its – a spell that can only be broken by powder from the
power. Parisa is also esponsible eggshell of a Roc – a giant two-headed bird living on
for freeing the genie from his Colossa, forcing another mission to the island. (Str6)
curse. (Str4

SAKURA PL8 81 POINTS


Abilities: Str 1 Sta 1 Agl 0 Dex 4 Fgt 0 Int 3 Awe 4 Pre 3
Advantages: Ritualist, Seize Initiative, Set-up, Trance, Well-
informed
Skills: Deception 5 (+8), Expertise: Magic 12 (+15),
Expertise: Medicine 8 (+11), Insight 8 (+12), Perception 8
(+12), Persuasion 4 (+7), Sleight of Hand 6 (+9), Treatment 7
(+10)

Offense: Initiative +0, Magic, Area Affliction (Varies),


Unarmed 0, Close Damage 1
Defense: Dodge 5, Parry 5, Fortitude 5, Toughness 3/1, Will
5
Totals: Abilities 32 + Powers 0 + Advantages 5 + Skills 29 +
Defenses 15 = 81
Complications: Practical Magic: Sakurah is a skilled
magician, although he possess no inherent powers of his
own, utilizing potions to produce most of his feats.
CREATURES OF COLOSSA
The island of Colossa is a land of wonders – magical
artifacts and mineral riches, but populated by giant
monstrous creatures, including the tribe of giant one-eyed
Cyclops, the monstrous two-headed Roc, as well as
fearsome dragons

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)

GLORIAN PL16 300 POINTS


Abilities: Str -1 Sta 1 Agi 2 Dex 2 Fgt 0 Int 0 Awe 11 Pre 1
Powers: Rainbow Bridge: Burst Area Flight 13, Burst Area
Immunity 10 (life support), Burst Area Movement 2 (space
travel); Reality Manipulation: Energy Control 25 (Variable
Power, Any Powers with the Cosmic Descriptor)
Advantages: Benefit 2 (Shaper’s Apprentice), Range Attack
5
Skills: Insight 4 (+15), Perception 10 (+21), Persuasion 6
(+7)
Offense: Ranged Affliction 7, Ranged, (Varies) 25
Defense: Dodge 4, Parry 4, Fortitude 10, Will 11, Toughness
1
Totals: Abilities 32 + Powers 240 + Advantages 7 + Skills 10
+ Defenses +16 = 307
Sharks are among the oldest and most successful
predators on the planet, dating back some 300 million
years. Although they have gone through many stages of
evolution, their basic cartilage skeleton and general form
has remained largely unchanged. Individual species
represent some of the largest, most terrifying predators to
ever exist on the planet. In modern times, they remain
the dominant predator in the sea, in virtually every ocean
in almost every niche.
Although their human toll is relatively low, sharks are also
one of mankind’s most deep-seeded fears. While no
species of shark treats humans as its primary prey, even
small ones have wicked teeth, capable of delivering a
nasty bite, and many of the larger species can kill and
even eat humans who happen to chance into their
territory. Some of the most dangerous species are
detailed here.

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

GIANT MAN-EATING SHARK


Jaws is the generic name given to any of a gigantic strain
of Great White Shark, documented along the eastern
seaboard during the seventies and eighties. Thought by
some to be mutants or possibly a prehistoric throwback
species, these sharks were particularly aggressive and
remarkably intelligent, showing deliberate and vindictive
behavior even against specific individuals. When the first
of their number was killed by Amity Police Chief, Martin
Brody, other individuals surfaced, all targeting humans in
general, but Chief Brody and his family members in
particular. In fact, these sharks have demonstrated the
somewhat inexplicable ability to psychically sense
members of the Brody clan – even in-laws – over
thousands of miles. (Str38)

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

THE 'OTHER' GIANT MAN-EATER


ULTIMATE JAWS
After the Great White Shark, the Tiger Shark is the
Megalodon was the largest shark ever to exist, and largest predatory shark in the sea. Although slimmer of
possibly the largest predator of all time, rivaling the build than the White, the Tiger still reaches lengths of 18
Sperm Whale and probably exceeding Predator X. A feet or more, and is the largest member of the
scaled-up model of the Great White, Megalodon was Charcharhinids – the family of sharks that includes the
similarly adapted for explosive attacks from below, pugnacious Bull Shark. Although not specialized for
adapting the massively destructive ‘first bite’ strategy of large-bodied prey like the White Shark, the Tiger is one of
its modern cousin to whales instead of seals. the most indiscriminate predators among sharks, feeding
Megalodon’s jaws likely represent the most destructive on anything from turtles to fish to seals to any non-edible
attack of any predator, land or sea, in Earth history. piece of junk that happens to be floating around the
Estimates of Megalodon’s size have varied – it had ocean - most famously being the particular species cut
proportionately larger teeth than Great Whites, throwing open in JAWS to find it had eaten a car license plate.
off the rough rule that 2” of tooth equals 10' of shark – a 7 (Str25)
in Meg tooth likely indicated a 50' length, not 70'. (Str42) NOTE: Other Charcharhinids dangerous to humans are
the slender Blue Shark, various reef sharks (all Str 3, Sta

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

There are varying examples of mutant piranha – not all


from the same source. The original mutants (Str2) were
a weapons experiment, bred to withstand cold, toxins,
and salt-water. An offshoot of this experiment, crossbred
with flying fish, added Flight 0. Recently, a batch of
prehistoric piranha were released from an ocean trench,
adults of which had STR 2, STA 1, AGI 2, and FGT 4.
(Str10)
Jennifer Walters is the cousin of Bruce Banner, the
Incredible Hulk. She was enjoying a successful, if
unspectacular law practice in California when she
suffered a near-fatal bullet wound. Bruce gave her a
transfusion of his own blood to save her life. The
gamma-irradiated blood triggered Jen’s transformation
into the seven-foot, superhumanly strong She-Hulk
Unlike her cousin, Jennifer could control her
transformations. Also, unlike her cousin, Jennifer
enjoyed being the She-Hulk. For a while she could
transform back into her normal form at will, but she has
since lost that ability. Since she likes the power and
strength of her new form, this doesn’t bother her one bit.
She-Hulk is one of the most active and mobile people in
the superhero community. During the Thing’s absence,
she served as a member of the Fantastic Four; she also
spent a great deal of time as an Avenger, and has her
own splinter group of superheroines, the Lady Liberators.
She is an advocate for the superheroes in and out of the
courtroom, and she currently works as a legal adviser for
the Heroes for Hire. (Str80/90)

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

POWERS AND ABILITIES


As the She-Hulk, Jennifer possesses superhuman
strength and durability, and the ability to leap great Not the least of Jennifer’s abilities is her legal-training -
distances (although not quite up to the level of her she is a practicing lawyer, and she can be every bit as
cousin). Unlike her cousin, she retains her normal dangerous in a courtroom as she is on the battlefield –
intelligence in both forms. and this is a skill that carries to both identities. Jennifer
The She-Hulk also undergoes an adrenaline surge has actually been tapped for her attorney's skills by the
comparable to the Hulk’s, with the difference being that Living Tribunal itself – the adjudicator of the entire
her Adrenaline Surge is activated by fear rather than multiverse.
anger, giving her exponentially increasing strength. Once
she reaches a certain level – perhaps simply via tapping
into her animal brain – her mental capacity starts to suffer RE REAL NAME: JENNIFER WALTERS
– losing intelligence points, and she becomes susceptible OCCUPATION: LAWYER, ADVENTURER
to panicked rages. BASE: NEW YORK CITY AFFILIATION: AVENGERS, FF
The She-Hulk has also received a fair amount of training
in hand-to-hand combat, from such sources as Captain
HEIGHT: 6’ 7” WEIGHT: 670 LBS
America and Gamora of the Infinity Watch. EYES: GREEN HAIR: GREEN
SHE-HULK PL13
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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

THE HULK'S COUSIN


Just being the Hulk’s cousin carries a certain stigma,
which has sometimes put her at odds with some of her
other super-hero friends, as does her loyalty to her
cousin. Then there have been times where the She-Hulk
herself has become a rampaging monster in her own
right, suffering the same sort of mental deterioration –
down to the same savage, broken-English speaking
brutishness as the Hulk – usually directly in relation to
increased-adrenaline generated strength – the inherently
unpredictable and potentially dangerous nature of the
power that goes with being a ‘Hulk’.
And this naturally breeds the distrust that just goes with
being part of the Hulk family because, despite her regular
status with the Avengers, Tony Stark nullified her powers
during the ‘World War Hulk’ crisis, and only returned
them when she agreed to aid in the stand against her
own cousin.
SHE-HULK (LYRA) PL13 LYRA
Lyra is from an alternate future and is the genetically
STR STA AGI DEX FGT INT AWE PRE engineered daughter of Thundra and the Hulk. Lyra was
14 10 4 4 10 2 1 2 dispatched back in time in a last ditch attempt to prevent
the extinction of her people - seeking the greatest hero of
POWERS the era—however, because in her own time, the warring
tribes of men had taken former heroes such as
Gamma Chi: Enhanced Strength 2, plus Enhanced Strength
Wolverine, and Sentry as symbols to continue their war
2, Limited to Lifting (Lifting Str19; 12,000 tons), Limited to
on the ‘Femizons’, Lyra hoped to kill their greatest hero,
when very calm, may only increase 1 point per round • 5
and rob them of their totem.
points
She came into conflict with the original She-Hulk
Shockwave: Burst Area Damage 10, Limited: Both the She-
(Jennifer Walters), but the Sentry (believing himself the
Hulk and her targets must be in contact with the ground • 10
‘greatest hero’ she is looking for) intervened. But Lyra
points told the Sentry that the name of that ‘hero’ was Norman
• Groundstrike: Burst Area Affliction 10, (Resisted by Osborn. Further, when Lyra finally managed to confront
Fortitude; Dazed, Stunned), Instant Recovery, Limited Osborn, she revealed that her mission was not to kill him,
Degree, Limited: Both the She-Hulk and her targets must be but to breed with him. Upon kissing him, she recalled all
in contact with the ground • 1 point the evil he would be responsible in the future and refused
Leaping 8 • 8 points to go through with it. With the aid of Jennifer Walters,
Super-Stamina: Immunity 12 (Cold and Heat Damage, Lyra managed to escape , and Since then, she has joined
Fatigue, Pressure), Healing Factor (Regeneration) 4, forces with her ‘father’ the Hulk, and the rest of the ‘Hulk
Impervious Toughness 9 • 25 points Family’. (Str60/90)
ADVANTAGES
All-out Attack, Attractive, Improved Hold, Power Attack

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

PERSONALITY Robert Downey Jr.’s interpretation reintroduced Holmes’s


proclivities for intoxicants – both alcohol and some not so
Whimsical and witty, even prone to mischievousness, savory – making him prone to drunken carousing and
Holmes is restless, constantly looking to stimulate his brawling.
intellect. His absolute awareness of his surroundings, Holmes is also a bit socially inept, and at times is petulant
and his utter mental superiority makes dealing with and impatient with people of less mental ammunition that
normal folks sometimes difficult, which is why he tends to he – which is almost everybody. Holmes’ distrust of
cling to those people who interest him. women is also highlighted – and perhaps given actual
cause – through his relationship with Irene Adler.
POWERS AND ABILITIES
Besides being the World’s Greatest Detective, Holmes is
well-read on virtually every literary, scientific, or
philosophical subject available in his time. He is a
proficient practitioner of various Asian martial arts styles,
as well as being a violinist and connoisseur of the
performing arts.

WORLD'S GREATEST DETECTIVE


Sherlock Holmes is a synonym for the word ‘Detective’.
The image of the pipe-smoking sleuth, with a violin on his
chin is the iconic vision, although the character has
complex level of eccentricities, that are perhaps
compounded by his formidable intellectual powers.
The Shogun Warriors were created by a mysterious
group called the Followers of the Light. Human operators
were chosen from all around the world to operate the
massive robots in order to battle evil. The three Shogun
Warriors were, Raydeen, piloted by Richard Carson, an
American stuntman, Combatra, piloted by Genji Odashu,
a Japanese test pilot, and Dangard Ace, piloted by
Ilongo Savage, an oceanographer from Madagascar.
The Followers of the Light were the generational nemesis
of the evil forces of Lord Maur-Kon – an evil warlord
presiding over the ‘Followers of the Dark’ – and the
Shogun Warrior robots were created to battle the giant
monsters Lord Maur-Kon used as war-machines. The
human pilots had been recruited to face of the latest
offensive from Lord Maur-Kon, and a series of battles
with Maur-Kon’s giant marching bestiary erupted over the
following months.
Although this had been intended by Maur-Kon as a final
victory, in the end, the Shogun Warriors beat back the
assault, seemingly vanquishing Maur-Kon and the
Followers of the Dark for good.
The victory, however, was unfortunately short-lived, as
the Shogun Warriors' mentors, the Followers of the Light,
were destroyed by the Primal One and his followers – a
hostile alien force that had decided Earth's technology
had outpaced its morality, and so was therefore
determined to destroy the Shogun Warriors as well as
other powerful humans, including Reed Richards and
Tony Stark.
Acting on their own now, the Shogun Warriors discovered
the alien force used robot warriors that dwarfed their own
powers, and it was only though with the aid of the
Fantastic Four that the Primal One’s forces were
defeated.
All three Shogun Warriors were eventually destroyed by
another giant robot, The Samurai Destroyer, created by a POWERS AND ABILITIES
criminal engineer who had stolen the blueprints for the
original Shogun Warriors. Again with the aid of the The Shogun Warriors are giant, human-piloted, nearly
Fantastic Four, the villain was captured and the rogue indestructible robots, designed specifically to combat
robot destroyed. giant monsters. Each is armed with a unique array of
With the destruction of their own robots, the Shogun weapons (see individual entries). All three Shoguns can
Warrior pilots, Richard, Genji, and Ilongo, presumably combine to create the Power Triangle Fist, a
returned to their normal lives. devastatingly powerful energy blast (see below).
NOTE: The giant Stark Industries construct, the anti-
Godzilla robot, known as Red Ronin, was active during
this period (See Entries for: Red Ronin, and Godzilla: REAL NAME: COMBATRA, DANGARD ACE, RAYDEEN
Marvel). Though similar of scale, and consistently
fighting similar-type monsters and aliens over the same OCCUPATION: ANTI-KAIJU COMBAT AUTOMATION
general time frame, neither Godzilla nor Red Ronin had BASE: SANCTUARY OF LIGHT
any known interaction with the Shogun Warriors, AFFILIATION: FOLLOWERS OF THE LIGHT
although they did share the common opponent of Doctor HEIGHT: 148’ WEIGHT: 25,000 TONS
Demonicus – an evil genius who, like Lord Maur-Kon,
engineered an army of giant monsters to use as weapons EYES: NONE HAIR: NONE
of conquest.
COMBATRA PL15 COMPLICATIONS
Genji Odashu: STR 0, STA 2, AGI 2, DEX 2, FGT 2, INT 2,
STR STA AGI DEX FGT INT AWE PRE AWE 2, PRE 2; Vehicles 12 (+14), Init 2, Dodge 6, Parry 5,
Fort 2, Tou 2
20 - 0 0 5 - 0 -
POWERS COMBATRA
Armor: Protection 20, Impervious Toughness 12 - 32 points Combatra is piloted by test-pilot, Genji Odashu and the
Growth: Groundstrike (Burst Area Affliction 10, Resisted by robot’s design is characterized by its ability to split into
Fortitude; Vulnerable, Defenseless, Involuntary with every five different parts, able to attack on several fronts, or
footstep), Growth 18 (Innate; Permanent), Strike 6 • 52 points even different regions. Genji piloted the head while the
Robot: Immunity 30 (Fortitude) • 30 points other components were operated by Centrons, robots
Weapons Systems: Array (38 points) capable of reading Genji’s thoughts and responding to
• Chest Laser: Ranged Damage 19, Burst Area 9 • 38 points her mental commands. (Str190)
• Finger Missiles: Ranged Damage 7, Burst Area 4 • 1 point
• Flying Fist: Ranged Damage 12 • 1 point
Separation-Attack Mode: Array (25 points)
• Delta-V One: (Head): Flight: Flight 9 (1.000 mph), Ranged
Damage 7, Burst Area 9 • 25 points
• Skyskater Two (Upper Torso): Flight 9 (1.000 mph),
Ranged Damage 12 •1 point
• Earthmover Three (lower Torso): Impervious Toughness
12 Ranged Damage 9 • 1 point
• Turbostreaker Four (Legs): R Flight: Flight 9 (1.000 mph),
Ranged Damage 7 • 1 point
• Groundrover Five (Feet): Impervious Toughness 12
Ranged Damage 9 • 1 point

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

DANGARD ACE POWERS


ADVANTAGES
188
4
DEFENSES 16

Dangard Ace was piloted by oceanographer, Ilongo


Savage – probably the most reluctant member of the COMPLICATIONS
team. Dangard Ace unique function was to transform into Ilongo Savage: STR 2, STA 2, AGI 2, DEX 2, FGT 4, INT 2,
the Dreadnaught Titan mode, a massive, tank-like
AWE 2, PRE 2; Expertise: Science (oceanography) 8 (+10),
construct with increased durability, and the ability to fly at
Vehicles 8 (+10), Init 1, Dodge 4, Parry 4, Fort 2, Tou 2
a higher rate than its normal robot form, as well as acting
as a giant submarine. Dangard Ace can combine with
the other Shogun Warriors to create the Power Triangle
Fist. (Str190)
RAYDEEN
Raydeen was the first of the Shogun Warriors
encountered in modern times. It is the fastest of the
DANGARD ACE PL15 three, able to assume the supersonic Firehawk formation.
Raydeen’s turbo-speed design well-suits the personality
STR STA AGI DEX FGT INT AWE PRE of its reckless, devil-may-care pilot, stuntman, Richard
Carson – easily the most enthusiastic member of the
20 - 0 0 5 - 0 - team.
Raydeen is also the most specifically designed for hand-
POWERS to-hand combat out of all the Shogun Warriors, being
Armor: Protection 20, Impervious Toughness 12 • 32 points armed with a shield and blade, besides its standard array
Flight: Flight 6 (120 mph) • 12 points of lasers, finger missiles, and Cybernetic Bow that fires
Growth: Groundstrike (Burst Area Affliction 10, Resisted by giant explosive arrows. Raydeen’s signature weapon is
Fortitude; Vulnerable, Defenseless, Involuntary with every its Screaming Hawk missile, fired from the chest. Along
footstep), Growth 18 (Innate; Permanent), Strike 6 • 52 points with the other Shogun Warriors, Raydeen may combine
Robot: Immunity 30 (Fortitude) • 30 points to create the Power Triangle Fist. (Str190)
DEFENSE
DODGE 0 FORTITUDE Immune
PARRY 0 TOUGHNESS 19
WILL Immune

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

POWER TRIANGLE FIST


All three Shogun Warrors can combine to create the
Power Triangle Fist – Area Burst Damage 25. All three
RAYDEEN PL15 robots must join one hand and take one round to power
up. After this blast all three robots will require a period to
STR STA AGI DEX FGT INT AWE PRE recharge before they can attempt to combine again.
20 - 0 0 5 - 0 -
POWERS
Armor: Protection 20, Impervious Toughness 12 - 32 points
Flight: Flight 9 (1.000 mph) (Flaws: ‘Firehawk form only,
reduced to 6 in standard form), Movement 1 (Space Travel 1)
• 20 points
Growth: Groundstrike (Burst Area Affliction 10, Resisted by
Fortitude; Vulnerable, Defenseless, Involuntary with every
footstep), Growth 18 (Innate; Permanent), Strike 6 • 52 points
Robot: Immunity 30 (Fortitude) • 30 points
Weapons Systems: Array (47 points)
• Cybernetic Bow: Ranged Damage 19, Burst Area 9 • 47
points
• Shield: +3 Active Defense • 1 point
• Breaking Blade: Penetrating 16 Strength Damage • 1 point
• Finger Missiles: Ranged Damage 7, Burst Area 4 • 1 point
• Screaming Hawk: Ranged Damage 19 • 1 point

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..

EARTHBOUND COSMIC SURFER


As punishment for his betrayal, Galactus imprisoned the
Silver Surfer on Earth, surrounding the planet with an SILVER SURFER ANNIHILATION PL16 (PLX1) • 334 POINTS
invisible force field that only affected the Surfer. Despite STR 19 STA 15 AGL 2 DEX 4 FGT 8 INT 2 AWE 11 PRE 10
near-constant efforts to breach the barrier, the Surfer was Powers: The Power Cosmic: Array (40 points), AE:
trapped on Earth for several years, attempting dimensional Cosmic Blast: Ranged Damage 20
short-cuts around the barrier, absorbing the Hulk’s gamma
energy in an effort to boost his own power enough to break If the Silver Surfer can tap into a large energy source, like a
right through. While he sometimes gained brief success, sun, he may temporarily add ranks to his Power Cosmic,
circumstances always forced him back behind the although a boost over 20 requires a Toughness check
impenetrable barrier. The method that finally worked, against the rank of the Power Source or suffer damage
however, was when he attempted to leave Earth without his In the Annihilation Wave Crisis, Galactus reclaimed the Silver
board – after the Thing suggested that if Galactus removed
Surfer as his Herald, boosting his Power Cosmic enough to
his ‘space-time powers’ the barrier would affect the artifact
that gave him his flight. Finally freed, the Surfer promptly set destroy entire planets. The Surfer still serves as Herald,
out to make peace with Galactus, who finally relented and although seems to have returned to his standard power
removed the barrier altogether. levels.
"Steve Austin, astronaut; a man barely alive. Gentlemen,
we can rebuild him. We have the technology. We have
the capability to build the world's first bionic man. Steve
Austin will be that man. We can make him better than he
was before. Better, stronger, faster."
The Six Million Dollar Man was based on the novel
Cyborg by Martin Caidin, is the former astronaut Steve
Austin who is severely injured in a rocket crash and is
“rebuilt” in a title-giving operation that costs six million
dollars. His right arm, both legs and the left eye are
replaced by "bionic" implants that enhance his strength,
speed and vision far above human norms: he can run at
speeds of 60 miles per hour (100 km/h), and his eye has
a 20:1 zoom lens and infrared capabilities. He uses his
enhanced abilities to work for the OSI (Office of Scientific
Intelligence) as a secret agent (and as a guinea pig for
bionics).
The series was quite popular during its run, and produced
a number of bionic spin-off characters, including the
Bionic Woman (See Below), a bionic dog, and even a
bionic Sasquatch – a creation of investigative aliens living
in the northern woods. The series is iconic for its slow-
motion bionic visuals and sound effects as well as a
series of catchphrases from the opening narrative
(above).
Steve Austin returned in the eighties for a series of made-
for-television bionic movies, where he and Jamie
Summers (the Bionic Woman) are revealed to have a
son, who likewise experiences an accident which
requires bionic implants and prosthetics (amped-up
versions of his parents’), as well as featuring Sandra
Bullock in an early role as a new bionic woman. The
Bionic Woman series introduced a cybernetic army of evil POWERS AND ABILITIES
‘Fembots’ designed to look like human women but were
simply robotic constructs. Steve Austin was a pilot and astronaut, before being
The series’ primary supporting characters were Austin’s granted bionic legs, right arm (left arm in the novels – no
supervisor, Oscar Goldman (who read the show’s coherent reason for the change), and a left eye bionic
opening narrative) and his physician, Dr. Rudy Wells, eye (right eye in the literary version). His legs allowed
who oversaw the medical details of Austin’s bionic him to run over 60 MPH and leap upwards of two-stories.
implants. (Str27/8) His bionic arm gave him great strength (and was
equipped with a poison dart gun in the novels that
PERSONALITY portrayed Austin as a ruthless killer), and his eye gave
him telescopic vision - unlike the novel, which was
Steve Austin’s personality on the television show differed equipped with a camera and a laser but had no visual
dramatically from the character in the original Martin capabilities, was removable, and left him blind in that eye.
Caidin’s novels. Caidin’s Austin is a ruthless, cold-
blooded killer – very much embracing the role of secret-
agent hitman.
REAL NAME: JAMES SCULLY
The Steve Austin of the Six Million Dollar Man television OCCUPATION: ADVENTURER, FORMER NAVY PILOT
show was pointedly against killing, and was only a BASE: MOBILE, FORMERLY PREHISTORIC PAST
reluctant agent – more in line with the typical, likeable AFFILIATION: U.S. AIR FORCE, SHOCK TROOP
good-guy adventurer rather than the violent anti-hero of
the Cyborg novels. In both versions, Austin has
HEIGHT: 6’ 2” WEIGHT: UNREVEALED
moments of revulsion of his own bionic implants. EYES: BROWN HAIR: RED
SIX MILLION DOLLAR MAN PL8
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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.

BIONIC WOMAN BIONIC WOMAN PL6 60 POINTS


In 1975, a two-part episode of the Six-Million Dollar Man,
"The Bionic Woman" introduced Jaime Sommers, a pro Abilities: Str 0 Sta 2 Agi 2 Dex 2 Fgt 2 Int 1 Awe 2 Pre 0
tennis player who rekindled an old romance with Austin,
only to suffer a parachuting accident resulting in her also Powers: Bionic Woman: 7-point Array, AE: Enhanced
being given bionic parts. Unfortunately, Jaime's body Strength 7: Limited to Legs and Right Arm, AE: -Bionic
"rejected" her bionics and she died. Ear: Senses 2 (Acute and Extended Hearing), AE: -Bionic
The character was very popular, however, and the next Legs: Leaping 2, Speed 6
season it was revealed that Jaime Sommers had actually
survived (saved by an experimental cryogenic procedure) Advantages: Benefit (Special Agent)
and given her own popular adventure series, The Bionic
Woman where she likewise perfomed as an agent for Skills: Athletics 4 (+4), Close Combat: Unarmed 2 (+4),
Oscar Goldman, and the Office of Scientific Intelligence, Deception 5 (+5), Expertise: Espionage 4 (+5), Expertise:
occasionally partnering with Steve Austin. Tennis 4 (+5), Investigation 3 (+4), Vehicles 3 (+5)
Steve Austin and Jaime Sommers both returned in three
subsequent made-for-television movies: The Return of Offense: Initiative 2, Unarmed 4, Close Damage 0/7
the Six Million Dollar Man and the Bionic Woman (1987),
Defense: Dodge 7, Parry 7, Fortitude 3, Will 5, Toughness 2
Bionic Showdown (1989) and Bionic Ever After? (1994) in
which Austin and Sommers finally marry. They also have
Totals: Abilities 22 + Powers 10 + Advantages 1 + Skills 13
a son who has his own souped-up bionic implants
+ Defenses +14 = 60
(Str22/7)
Skaar was son of the Hulk and Caiera the Oldstrong.
After Caiera's death, a cocoon containing Skaar fell into
the lake of fire, and Skaar emerged from the cocoon,
grown to an adult, wielding enough strength to defeat
Axeman Bone and his dragons with his bare hands.
Skaar learned to speak after meeting Princess Omaka
and the two joined forces. Eventually, Skaar gained the
Old Power but, soon after, became allied with the evil
Red King and the people who considered Skaar a savior,
including Omaka, lost faith in him and allied themselves
with Axeman Bone.
With the Old Power, Skaar could see acts of murder
committed by everyone on the planet and intended to kill
Axeman Bone and his followers. The Silver Surfer
interceded, removing Skaar’s Old Power and revealing
that Galactus was coming to consume Sakaar. He
offered Skaar the chance to evacuate the planet,
becoming a hero to the universe, as Sakaar would sate
Galactus' hunger for thousands of years.
Caiera's spirit spoke to Skaar, asking him to give up his
rage for the good of the people but Skaar instead
proceeded into battle. Caiera used her Old Power to
return in a stone form, defeating Skaar, who revealed his
plan to kill everyone he deemed evil.
Caiera, offering him one last chance at redemption, .
forced the Silver Surfer, (who was controlled by an
Obedience Disk), to strip Skaar of his Old Power and
bring him to Galactus - a being who had killed billions - in
order to truly grasp the consequences of his plans. The
Surfer sent Skaar back to Sakaar and, believing Skaar
had changed, Caiera returned his Old Power to him.
Instead of evacuating the people, however, Skaar used
the Old Power to destroy the Stone Ships, dooming POWERS AND ABILITIES
everyone on the planet, believing the planet and Caiera's
soul were more important than its people. He gave the Skaar inherited the Hulk’s great strength, including his
Silver Surfer an ultimatum - spare Sakaar or he would adrenaline surge, invulnerability, superhuman healing,
use the Old Power to increase Galactus' hunger, causing and ability to leap great distances. Skaar also inherited
him to consume every planet with the Old Power. The the Old Power, a mystical attempt to recreate the Power
Surfer left, but informed everyone on the planet how Cosmic by tapping into biospheric energy of planets.
Skaar's actions would kill billions. Caiera renounced Skaar may channel the tectonic energies of planets,
Skaar as her son, exiling him from the planet. She then granting him mastery over earth and stone. He can break
absorbed Sakaar's Old Power and waited for Galactus to or mend the earth as he sees fit, turn his body to stone,
consume her. and call up magma from the depths. He can also channel
Upon Skaar's exile from his planet, he was warped to kinetic energy into his physical abilities, raising his
Earth, where he met and eventually joined forces with his strength for as long as he is contact with the Earth. Skaar
father, the Hulk. (Str90/150/300) cannot combine this power with his adrenaline surge.

PERSONALITY REAL NAME: SKAAR


Skaar was born heir to both the rage that dominated the OCCUPATION: ADVENTURER
psyche of the Incredible Hulk, as well as the serenity of BASE: MOBILE AFFILIATION: HULK FAMILY
Caiera the Oldstrong. And despite his great power, he is
still really only a child, on his own from birth, who is only
HEIGHT: 9’ 5” WEIGHT: 1500 LBS
now learning to trust others. EYES: GREEN HAIR: BLACK
SKAAR PL15
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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.

POWERS AND ABILITIES


Snake is highly trained in close combat, demolitions,
weapons, espionage, and military tactics – a practical REAL NAME: S.D. ROBERT ‘SNAKE’ PLISSKEN
nightmare resume’ for someone who decides to go OCCUPATION: MERCENARY, FORMER SPECIAL FORCES
rogue. He is also an accomplished pilot, as well as
extremely athletic and resistant to pain. His only
AGENT, FORMER PILOT
weakness is his one blind eye, covered with an eye- BASE: MOBILE AFFILIATION: NONE
patch, although it seems his marksmanship and pilot HEIGHT: 5’ 9” WEIGHT: 168 LBS
abilities are as finely tuned as ever. Besides his training, EYES: GRAY-BLUE HAIR: BROWN
he has extensive contacts and street cred.
SNAKE PLISSKEN PL8
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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)

DEFENSE Cobra venom is generally fast-acting neuro-


DODGE 6 FORTITUDE 2 toxin, causing paralysis of the respiratory,
PARRY 6 TOUGHNESS 0 circulatory, or nervous system (or even all
WILL 2 three), although some species demonstrate
hemotoxic tissue-destroying qualities as well. Many
POWER POINTS species of cobras have adapted the ability to spit venom
ABILITIES -3 SKILLS 6 – a highly effective defensive use of its venom as the
POWERS 13 DEFENSES 11 cobra invariably targets its antagonist’s eyes, causing
ADVANTAGES 3 TOTAL 30 pain and rank-intensity blindness. (Str1)

THE DEADLY COBRA…


… is the quintessential image of the deadly snake – the
BLACK MAMBA
seven-step snakes – as in that’s how many steps you BLACK MAMBA PL8
take before you die after being bitten. The cobra-clade
(elapids) includes the deadliest of the deadly, including STR STA AGI DEX FGT INT AWE PRE
the Black Mamba, the Taipan, the Kraits, the mighty King
Cobra, along with the myriad species of true cobras.
-5 0 2 3 4 -4 1 3
While the literature often cites the Russell’s Viper or the POWERS
Saw Scaled Viper as the individual species that cause
Venomous Bite: Affliction 8 (Resisted by Fortitude; Dazed,
the most worldwide human fatalities, the Asian Cobra –
Stunned, Incapacitated, Paralyzed) Weaken Stamina 8 • 16
considering all its sub-species – also kills easily in the points
ten-thousand-range every year. In Africa, there are Senses 1 (Low-Light Vision, Scent) • 1 points
several different species of cobra that, together, take a
similar toll, so it’s likely that - even considering their ADVANTAGES
virtual absence in the New World (the elapids
Fast Grab, Improved Initiative, Startle
represented only by the diminutive, albeit deadly, coral
snake) – cobras of one stripe or another probably SKILLS
represent the greatest threat of snakebite
Close Combat: Bite 4 (+8), Perception 5 (+6), Stealth 4 (+6)
worldwide.
OFFENSE
INITIATIVE +6
BUSHMASTER
Venomous Bite +8 (Affliction +8, Weaken, DC 17) BUSHMASTER PL6
DEFENSE STR STA AGI DEX FGT INT AWE PRE
DODGE 7 FORTITUDE 3
PARRY 7 TOUGHNESS 0 -2 1 2 -2 3 -4 1 -3
WILL 2
POWERS
POWER POINTS Venomous Bite: Affliction 4 (Resisted by Fortitude; Dazed,
ABILITIES -2 SKILLS 7 Stunned, Incapacitated, linked with Damage 1) Weaken
POWERS 17 DEFENSES 12 Stamina 6 • 8 points
ADVANTAGES 0 TOTAL 37 Senses 2 (Low-Light Vision, Scent) • 2 points

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)

DEFENSE GABOON VIPER


DODGE
PARRY
5
5
FORTITUDE
TOUGHNESS
2
1
GABOON VIPER PL6
WILL 2 STR STA AGI DEX FGT INT AWE PRE
POWER POINTS -2 1 2 -2 2 -4 1 -3
ABILITIES -3 SKILLS 7
POWERS 10 DEFENSES 11 POWERS
ADVANTAGES 3 TOTAL 28 Venomous Bite: Affliction 6 (Resisted by Fortitude; Dazed,
Stunned, Incapacitated, linked with Damage 1) Weaken
Stamina 6 - 12 points
THE MOST DANGEROUS VIPER Senses 2 (Low-Light Vision, Scent) • 2 points
The Bothrops genus, or ‘Lance-head’ vipers are a group ADVANTAGES
of closely related, bad-tempered, long-fanged, medium to
large pit vipers, and most of them are very venomous, Fast Grab, Improved Initiative, Startle
with nasty, tissue-destroying venom. Although only the SKILLS
slender-bodied Bothrops lanceolatus is technically correct
as the ‘Fer-de-lance’, the snake normally associated Close Combat: Bite 6 (+8), Perception 5 (+6), Stealth 4 (+6)
with the generic name is the larger, stockier, and much OFFENSE
more aggressive Bothrops asper (as well as the closely
INITIATIVE +6
related, possible sub-species, B. atrox). Bothrops asper
Venomous Bite +8 (Affliction +6, Weaken, DC 17)
takes all the worst traits of vipers to their extreme – its
combination of large size, aggressive (described by some DEFENSE
handlers as ‘psychotic’) disposition, large fangs capable DODGE 4 FORTITUDE 2
of injecting an enormous flood of highly toxic venom, as PARRY 6 TOUGHNESS 1
well as its abundance in human habitats, make this snake WILL 2
among the deadliest in the world. Its strike zone exceeds
that of other vipers and it is known to aggressively chase POWER POINTS
antagonists. Its venom can easily be fatal without ABILITIES -4 SKILLS 9
treatment, and even with with antivenin, severe tissue POWERS 14 DEFENSES 10
damage is common, often requiring amputations. (Str3) ADVANTAGES 3 TOTAL 32
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 +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

GIANT MAN-EATING SNAKE...


… even longer than the legendary Anaconda, the
Reticulated Python is the most dangerous of the large
constrictors, and is the main culprit in most genuine
cases of humans, not just being killed, but actually
EATEN by giant snakes. This is true for two reasons –
the first being simply that they are large enough to do so.
Secondly, the Retic’s favored prey are monkeys - chases
‘em right up into the trees. In the same way that a surfer
on the surface resembles a seal to a white shark, a
human being is even more similar to the python’s normal
prey, and the snake is less particular than the shark in
the first place. Simply put, they see us as food. Snakes
like the Reticulated Python were what left the innate
horror of serpents in our primate ancestors. And you can
still see it in the way a reticulated python will look at you –
like he’s happy to see you… but not in a good way.
(Str11)

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)

RUSSELL’S VIPER SAW-SCALED VIPER


RUSSELL’S VIPER PL5 SAW-SCALED VIPER PL4
STR STA AGI DEX FGT INT AWE PRE STR STA AGI DEX FGT INT AWE PRE
-5 0 2 -2 3 -4 1 -3 -5 0 2 -2 0 -4 1 -3
POWERS POWERS
Venomous Bite: Affliction 4 (Resisted by Fortitude; Dazed, Venomous Bite: Affliction 4 (Resisted by Fortitude; Dazed,
Stunned, Incapacitated, linked with Damage 1) Weaken Stunned, Incapacitated, linked with Damage 1) Weaken
Stamina 6 • 8 points Stamina 6 • 8 points
Senses 2 (Low-Light Vision, Scent) • 2 points Senses 2 (Low-Light Vision, Scent) • 2 points

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

BIGGEST KILLER OF ALL?


The Russell’s Viper is a notoriously bad-tempered
snake, small to medium-sized, with a hemotoxic venom
that, among other things, causes kidney failure. And
while this snake is not so deadly as the Black Mamba or
the Taipan, and not so large or formidable as a Bush-
POWER POINTS DEADLIEST OF ALL?
ABILITIES -9 SKILLS 7 There are many experts who will tell you that the
POWERS 10 DEFENSES 11
ADVANTAGES 3 TOTAL 22
Australian Taipan (Oxyuranus scutellatus scutellatus) is
hands-down the deadliest snake in the world – easily as
dangerous as the Black Mamba. And the Taipan
AFRICA'S BIGGEST KILLER undoubtedly possesses all the attributes necessary – it is
a nasty-tempered, fast-moving aggressive snake, prone
… and sometimes considered the number one cause of
to strike repeatedly, with an incredibly virulent venom
snakebite death in the world (at least 20,000 a year, with
that, like the Black Mamba, nears a 100% fatality rate
5000 in India alone), the Saw-Scaled Viper (Echis
without treatment. In fact, the Taipan’s venom is even
carinatus) is a small snake, under 2’, but extremely
more potent drop for drop, with the smaller species – the
aggressive, striking quickly and repeatedly with little
Inland Taipan (Oxyuranus microlepidotus – Steve Irwin’s
provocation. It’s size makes its mortality rate fairly low
‘Fierce Snake’) – possessing drop for drop the deadliest
(untreated mortality about 20%), despite it’s potent
snake venom known.
venom, but its abundance (all over Africa and the Middle
However, the Inland Taipan is a rather mild-tempered
East) and constant proximity to human population centers
snake, that lives in extremely remote areas, and has yet
– very rural, 3rd World population centers – where it
to be conclusively implicated in a single fatality. The more
causes 90% of all bites – makes this viper perhaps the
dangerous species – and the snake normally associated
greatest worldwide threat from any individual species..
with the generic term 'Taipan' - is the larger (over 7’),
(Str1)
and MUCH meaner, Costal Taipan, possessing ‘only’ the
third most potent venom, but delivered in much more
TAIPAN copious quantities.
The Taipan and the Black Mamba resemble each other in
TAIPAN PL8 many ways, demonstrating a strong confluence in
evolution. They are physically similar, right down to the
STR STA AGI DEX FGT INT AWE PRE unique coffin-shape of their heads, their long bodies, and
slender, fast design, and – most importantly – their
-5 0 1 2 3 -4 1 3 exceptionally bad attitude, combined with an extremely
toxic and particularly fast-acting (and therefore especially
POWERS dangerous) venom.(Str1)
Venomous Bite: Affliction 9 (Resisted by Fortitude; Dazed, NOTE: On the same day as the 911 terrorist attacks, a
Stunned, Incapacitated, Paralyzed) Weaken Stamina 9 • 18 captive Taipan bit its handler in California, and the only
points
Senses 1 (Low-Light Vision, Scent) • 1 points
flight that day was from Venom 1 out of Florida to deliver
antivenom and save the man’s life.
ADVANTAGES
Fast Grab, Improved Initiative, Startle

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.

THE MANY LIVES OF SOLOMON GRUNDY


Solomon Grundy has risen from apparent death and
destruction many times, sometimes changed from his
prior form. In particular, he is sometimes stronger
(Strength 18, 19, or even as high as 20!) or more
intelligent (Intellect –1 or even 0). Grundy has
demonstrated a degree of Regeneration at times and—as
previously mentioned—essentially has a plot-driven
degree of Immortality, along with a form of energy
absorption/reflection abilities.
Although immune to most mortal concerns, Grundy has
demonstrated the ability to feel pain and discomfort
(which may be more a matter of Will for the creature than
Fortitude). The GM may permit some Fortitude
resisted effects to work on Grundy as Will resisted
because of this, depending on the effect and its
descriptors. Similarly, Grundy’s degree of resistance to
control effects and mental powers varies, although he is
often easily taken in by those he might believe are his
friends or allies.
In some instances, Grundy has been driven to pursue
Cyrus Gold’s unfinished business, going after
descendants of his enemies in that life, or even his own
progeny. When he possesses sufficient intelligence, he
sometimes seeks to put an end to his cycle of death and
rebirth, either enhancing his power to become truly
unkillable or ending his half-life existence once and for
all. Thus far, he has not been successful at either.
Albert Francis "Al" Simmons was born in Detroit,
Michigan as the second of three children (Marc, Al, and
Richard) to Matthew and Bernard Simmons. Simmons
was a very gifted officer of the United States Marine
Corps, where he attained the rank of Lieutenant Colonel.
He later joined the United States Secret Service, which
led to his transfer to the Central Intelligence Agency. In
the CIA, Simmons was recruited by Director Jason Wynn
into a special top-secret covert ops division known as the
U.S. Security Group, an elite task force with jurisdiction in
all domestic and foreign situation
Simmons was murdered during a mission in Botswana for
the USSG's Operation Knightstrike by fellow mercenary
Bruce Stinson (also known as Chapel), at the order of
Director Wynn, and was sent to hell because of his life as
an assassin. After arranging a deal with the being known
as Malebolgia, Simmons agrees to become a Hellspawn
in exchange for being allowed to see his wife, Wanda
Blake, one last time
Malebolgia returns Simmons to the world, but with little
memory, a badly burned and disfigured body, and his
newly acquired hell-spawn ‘Spawn’ powers. Overseen by
a demon known as The Violator (Clown) that monitors his
commitment to Malebolgia's pact, Simmons slowly
realizes that five years have passed since his death. After
deciding to seek out Wanda for his one final visit, he
shape-shifts his body but discovers his powers cannot
indefinitely maintain his former appearance. After locating
her, Simmons discovers that his wife has since married
his best friend, Terry Fitzgerald, and the two have a
daughter, Cyan.
Emotionally shattered at his discovery, Simmons is left
with the choice of whether or not to fulfill his agreement
with Malebolgia. (Str30/48)

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.

Spawn's powers are derived from the necroplasm that


makes up his body. This grants him superhuman REAL NAME: AL SIMMONS
strength, agility, stamina, and healing. His necroplasm OCCUPATION: HELLSPAWN, FORMERLY CIA, SOLDIER
also gives him necro-magic, a variety of supernatural BASE: DETROIT AFFILIATION: 8TH CIRCLE OF HELL
powers including teleportation, phasing, resurrecting the
dead, necro-energy blasts, biological manipulation, and
HEIGHT: 6’ 2” WEIGHT: 234/450 LBS
unleash the very fury of Hell through his body, his EYES: BROWN/GREEN HAIR: BLACK/NONE
SPAWN PL13
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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

SYMBIOTIC LIVING SUIT:


All of Spawn’s abilities come from his living Symbiotic
Suit. Without the suit, Spawn becomes a shriveled
corpse. The suit is actually a separate living entity,
capable of feeling pain and emotion. While the host
assumes a dominant role over the suit’s actions, it will
often act on its own, usually to protect is wearer. It is also
capable of evolving and maturing over time, developing
newer and greater power stunts.
The origins of the Spectre entity are open to dispute, with
some believing it to be one of the archangels performing
the duties for which it was created, while others hold that
it is a fallen angel that repented and accepted the role as
the Lord’s instrument of wrath as penance. It is known
that Eclipso preceded the Spectre in the role before being
stripped from the office for corrupting its mandate, and
that the entity has been joined with a number of mortal
hosts over the eons in order to maintain perspective for
its pursuit.
Immediately prior to WWII Jim Corrigan, a murdered
policeman with a black-and-white moral code became
host to the entity, and during this partnership, the Spectre
allied with the JSA for many adventures over the
decades. After many years, Corrigan finally came to
peace with his fate and his soul moved on, leaving the
Spectre temporarily without a host. Hal Jordan took up
the mantle and for a while transformed the role to Spirit of
Redemption rather than Vengeance. This created
problems with the fundamental nature of the entity, and
when Jordan also moved on, he left the Spectre entity
susceptible to manipulation by an Eclipso-possessed
Jean Loring, resulting in a brutal campaign of terror
directed at users of magic on Earth and many associated
realms. Finally provoked into destroying the Lord of Order
known as Nabu the Wise, an act of such magnitude it
could not be ignored by The Presence, the entity again
was forcibly bound to a recently murdered policeman,
Crispus Allen of the Gotham City Police Department.
Allen is slowly learning to cope with his new existence
and responsibilities, as well as coming to grips with his
full powers. (Str85) reality is merely clay in the Spectre’s hands, to reshape
at will. An eternal being, the Spectre is practically
PERSONALITY indestructible against any mundane threat and most
arcane ones. His senses border on the omniscient and
As the Angel of Vengeance, the Spectre’s core his physical form is infinitely mutable. His signature
personality is elemental, an unforgiving force of nature ability, however, is the transformation of the guilty and
absolutely relentless in its pursuit of its brutal duty to their surroundings into instruments of justice running the
punish the guilty. When combined with a host, Spectre is gamut from animate scissors to transforming targets into
more a gestalt, subsuming many of the host’s own candles and “lighting” them.
personality traits in tandem with its own and exaggerating X-Level: The stat-box is the Spectre as a playable
others (such as Corrigan’s anger and sense of PL18/PL25. His X-level is PLX3 - all Powers and
righteousness or Jordan’s sometimes reckless certainty). Abilities are assumed to be 20 with a +20 bonus for each
X-rank (20x3=60) on all rolls
POWERS AND ABILITIES
The primary statistics here represent the Spectre at the REAL NAME: UNKNOWN, POSSIBLY ‘RAGUEL’ OR ‘AZTAR’
upper end of what can reasonably be expressed with OCCUPATION: SPIRIT OF THE LORD’S VENGEANCE, THE
actual numbers, and even they are flexible, as the WRATH OF GOD, SEVENTH OF THE SEVEN MOST HIGH
Spectre can stunt pretty much anything from his array
and has, ranging from Growth (capping bonuses at his
BASE: MOBILE AFFILIATION: QUINTESSENCE, JSA
PL) and hefty Move Object effects, to monstrous Nullify HEIGHT: 6’ 1” (VARIES) WEIGHT: 184 LBS (VARIES)
effects and even Healing effects over large areas. EYES: WHITE (GREEN) HAIR: NONE (RED)
This represents the fact that most of what we consider
SPECTRE PL18/PLX3/PL25
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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.

WRATH OF GOD INCARNATE


There have been times in the career of the Spectre when he has achieved a level of power second only to The Presence that
created him. Those heady times have generally been right before hubris combined with failures in action or judgment caused him
to be punished by The Presence and knocked back down to a level that allows him to be more easily defeated. During those
heights of ability, the Spectre is the very definition of a PLX or plot device character rather than a character with enumerated
stats. He has whatever numbers the Gamemaster chooses to use at that level, assuming the Gamemaster chooses to use
numbers at all—after all, why bother working out the Strength trait necessary to hold open black holes, the Move Object rank
needed to juggle stars, or the Transform rank used in turning an entire layer of Hell into a pretty meadow with dancing unicorns
when you can simply describe it as happening. Against other PLX characters, raise Reality Manipulation to 34 ranks, and
Benefit 20 at PL25 to represent this incarnation of the Spectre.
The man who would become the Sphinx was the chief
wizard in the court of the ancient Egyptian Pharaoh
Ramses II, and in fact a mutant. When the wizard's
abilities proved inferior to the powers demonstrated by
Moses the leader of the captive Israelites, Ramses
banished the wizard. After years of wandering, the wizard
happened upon a temple of unknown origin, and
discovered the mystical Ka stone.. The moment he
touched it to his forehead, the Ka stone affixed itself to
him and imbued him with immortality and vast
superhuman powers. The wizard assumed the name of
the Sphinx and spent the next 5,000 years traveling the
Earth without purpose, involving himself in whichever
endeavors of mankind struck his fancy.
Eventually the Sphinx despaired over his immortal life
and began to search for a means to free himself from the
Ka stone and find a way to die. Hearing of a mystical
entity called Sayge, he traveled to the Himalayan
mountains, but the enigmatic Sayge refused to help him,
and tormented him with his predictions of the Sphinx's
destiny of eternal life..
By the 20th century, the Sphinx had probed thousands of
minds in search of a means of ending his life, but to no
avail, until he tapped the mind of Richard Rider, a Nova
Centurion, and the Sphinx learned of Xandar from the
"living computer" Quasimodo. The Sphinx pressed Rider
and a number of the latter's allies and opponents into
accompanying him to Xandar.
Reaching Xandar, the Sphinx absorbed the sum total of
that world's accumulated knowledge by absorbing it from
Xandar's central computer. The Sphinx also absorbed
tremendous amounts of energy from the planet-sized
computer. Now, at last, the Sphinx had sufficient
knowledge and power to end his life. However, he
abandoned his goal of suicide, and instead decided to
return to Earth to destroy it. Learning of his intent, the PERSONALITY
superhuman champions known as the Fantastic Four
contacted the World Devourer, Galactus, and bargained Throughout most of his long life, the Sphinx was
with him to battle the Sphinx. The Fantastic Four believed obsessed with finding a way to end his immortal life. He
that only a being as mighty as Galactus could defeat the found eternal life to be utterly without meaning. He spent
Sphinx, who was now vastly more powerful than ever much time seeking release from the Ka stone’s influence.
before. After absorbing the power of the Xandar computer, the
Galactus agreed, under the condition that he be freed Sphinx forgot his thoughts of suicide. He now wanted
from his vow never to consume the Earth. Galactus more power to conquer and destroy. The Sphinx was
defeated the Sphinx, and stripped him of his added very vengeful, never forgetting a slight. He hates the
power from the computer system of Xandar, plucked the Fantastic Four and Galactus.
Ka stone from his forehead, crushed it, and used his
immense powers to dispatch the Sphinx back in time to
relive his life over and over eternally in a ‘time-loop’ – REAL NAME: UNREVEALED
supposedly to repeat his failures over and over OCCUPATION: WIZARD, CONQUEROR
throughout eternity. The Sphinx did, however, eventually BASE: MOBILE AFFILIATION: NONE
escape the time loop when he met his past self, and the HEIGHT: 7’ 2” (VARIES) WEIGHT: 450 LBS. (VARIES)
two Sphinx’s managed to thwart Galactus’ plan, finally
altering his destiny. (Str40/900) EYES: RED HAIR: NONE
SPHINX PLX2/PL12/ PL20
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

10/29* 10/29* 8 8 10 8/20* 8/15* 8/20*


POWERS OFFENSE
The Ka Stone: Communication 11, Comprehend 11, Energy INITIATIVE +10
Control 10 (Variable Power, Any Powers with the Cosmic Cosmic Energy +10 Ranged Damage 10/29*
Unarmed +10 Close Damage 10/29*
Descriptor) Immortality 10, Immunity 30 (Fortitude),
Impervious Toughness 14, Mind Reading 10, Senses 10
(Cosmic Awareness), Teleport 11 • 252 points
DEFENSE
DODGE 11 FORTITUDE Immune
Xandarian Computer: Enhanced Traits 19 (STR STA, all
PARRY 11 TOUGHNESS 12/29*
Powers), Enhanced Traits 17 (INT, PRE), Enhanced Trait 7 WILL 15/20* *W/Xandarian Computer bonus
(AWA) • 295 points
POWER POINTS
ADVANTAGES ABILITIES 140 SKILLS 18
All-Out Attack, Assessment, Connected, Contacts, Eidetic POWERS 252/547*DEFENSES 10/8*
Memory, Fearless, Jack of All Trades, Power Attack, Range ADVANTAGES 8 TOTAL 428/731*
Attack 2, Ultimate Effort (Powers), Well-Informed
COMPLICATIONS
SKILLS Death Wish: Trapped by Galactus in a ‘time-loop’ of eternal
existence, the Sphinx originally sought cosmic-level power as
Expertise (Most Scientific Areas) 9 (+17/29), Insight 10 a means of ending his own life. Once the power was his,
(+18/25), Intimidation 7 (+15/29), Perception 10 (+18/25) however, he changed his mind.

POWERS AND ABILITIES


The Sphinx possessed a mystical stone that enabled him
to manipulate magical energy. The Ka stone provided
him with an array of powers, including mental
probes and the ability to absorb massive amounts of
energy, which he could channel into powerful blasts. The
Sphinx could also channel absorbed energy into both his
mental and physical abilities. This power apparently had
no limit on how much energy he could absorb. The
energy would eventually drain unless he drained energy
from an energy source over 20 ranks. In that case, the
energy could only be drained from him against his own
free will.
When the Sphinx absorbed the energy of the main
computer of Xandar, he grew tremendously in size and
his powers increased dramatically, to entity-levels
sufficient to allow him to engage the World Devouring
Galactus in battle. The second, higher set of ability and
power ranks represent the Sphinx’s power levels during
this period.
X-Level: The stat-box is the Sphinx as a playable PL20.
At the X-level, he is PLX2 - all Powers and Abilities are
assumed to be 20 with a +20 bonus for each X-rank
(20x2=40) on all rolls.
After being bitten by a radioactive spider, college student,
Peter Parker gained the proportionate strength and agility
of an arachnid. At first, he sought to use his newfound
powers for money and fame. Absorbed with his own
concerns, Peter neglected to stop a thief who was
running from the police. When the thief killed Peter’s
beloved Uncle Ben, Peter realized his mistake. Since
that day, Spider-Man has lived with the knowledge that,
with great power, must come great responsibility, and
that a hero cannot fail to use his powers for the good of
all.
Spider-Man has a powerful and extensive rogues gallery
of villains, most of whom have some personal reason to
hate him and to seek his downfall. His costumed life
frequently spills into his personal life, such as when the
villainous Doctor Octopus wooed his dear Aunt May, or
worse, when enemies like the Green Goblin or Venom
discovered his secret identity. He has lost many people
close to him, including his parents, his aunt and uncle,
and his girlfriend, Gwen Stacy.
Peter is married to model and actress, Mary Jane
Watson-Parker, who was aware almost from the
beginning of her husband’s ‘career’ as Spider-Man.
While she understands his need to be Spider-Man and
supports his crime-fighting efforts, MJ nevertheless fears
for Peter’s life every time he slings his webs across the
city. (Str38)

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

IRON-SPIDER ARMOR PL13 • 227 POINTS SPIDER-LIZARD PL13 • 220 POINTS


STR 12 STA 8 AGL 13 DEX 11 FGT 9 INT 3 AWE 6 PRE 1 STR 12 STA 12 AGL 12 DEX 2 FGT 9 INT -1 AWE 6 PRE 1
Powers: Protection 6, Energy Blast 12 Powers: Claws 2, Extra Limb 1 (Tail)
MARY JANE WATSON-PARKER
Mary Jane Watson-Parker is a successful model and
soap opera actress, who has overcome much adversity
to be where she is today. Her childhood was marred by a
cruel father who physically abused his wife. To cope, MJ
created a party-girl personality for all her friends at
school. She was always happy on the outside, with her
motto of "never miss a good time."
After her mother's death, she moved to New York City
and lived with her Aunt Anna. It was at this time that she
got involved with Peter Parker, Gwen Stacy, and the
other members of that crowd. Peter and Mary Jane
became friends over time, with Peter never guessing MJ
secret knowledge. Mary Jane Watson was the first
person to learn of Peter Parker's dual identity, but she
kept the information to herself for years.
After Gwen Stacy died, Peter and MJ started dating and
Peter actually asked her to marry him, but she refused.
Not long after the proposal, MJ left Peter's life for a time.
When they finally got back together, she revealed to
Peter that she had known his secret all along and she
told him of her past, something she had never confided to
anyone else. Building on this foundation of trust, they
became man and wife. (Str3)

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.

POWERS AND ABILITIES


A massive alien creature, Starro is tremendously strong REAL NAME: INAPPLICABLE, STARRO
and resistant to harm, made more so by its ability to OCCUPATION: CONQUEROR
absorb most forms of energy, redirecting it as blasts of BASE: UNIVERSALLY MOBILE AFFILIATION: NONE
power from the tips of its limbs or from its single great
eye. Like an earthly starfish, Starro can regenerate from
HEIGHT: 32’ (DIAMETER) WEIGHT: 6000 LBS
any portion of its body. EYES: RED WITH YELLOW IRIS HAIR: NONE
STAR-CONQUEROR PL15
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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.

PERSONALITY POWERS AND ABILITIES


Like most of her race, Starfire is very emotional—quick- Starfire’s Tamaranean physiology gives her the ability to
tempered and hot-blooded. This manifests as steadfast fly by harnessing solar energy. Starfire can subsist on
devotion to her friends, fiery passion for her lovers and sunlight alone as well as survive unaided in outer space
terrible wrath toward her enemies. Even after all her time for extended periods of time.
on Earth, Starfire is still adjusting to the comparatively Tamaraneans also have the ability to assimilate foreign
conservative attitudes and restrained emotions of its languages simply by touching a native speaker. – which
people. Starfire often accomplishes with a kiss – usually upon an
Starfire is most often associated with the Teen Titans and attractive male.
is on excellent terms with the team in all of its After being subject to Psion experimentation, Starfire’s
incarnations, and has a particular soft spot in her heart natural abilities were modified, allowing her to channel
for Nightwing. She recently developed a close friendship absorbed sunlight into concentrated energy blasts known
with Animal Man during a year when they were stranded as Starbolts.
in space. Starfire is also highly proficient in hand-to-hand combat,
Starfire has battled many enemies as a member of the having been trained by the Warlords of Okaara, granting
Teen Titans, most notably Brother Blood, Deathstroke, her warrior-skills, which she later honed in sparring
and Trigon. Her sister, Blackfire, remains Starfire’s sessions with her Titans teammate, Donna Troy (See
greatest personal enemy. entry for” Wonder Woman: Troia).
For generations, Star Trek has been synonymous
with science fiction. Debuting in 1966, the series
chronicled the adventures of crew of the Starship
Enterprise and its five-year mission to seek out and
discover new life and new civilizations - to boldly go
where no man has gone before (updated in modern
times to a more politically correct ‘no one has gone
before’). With space effects that still more or less
hold up today (with reasonably good alien and live
action effects as well… for the times any way), the
show has cast a vision of an idealized possible future
for generations since.
A sign of the times, the United Federation of Planets is
devoted to discovery – albeit, through a strictly formalized
military chain of command, the show is ground breaking
on a number of levels, every thing from its introspective
storylines, to social and racial issues (first white guy and
a black chick to make-out on TV). But most importantly,
the show succeeded because of the entertaining and
enduring interaction between a cast of icon-making
characters – a flaw in the more modern follow-up series
The confident and confrontational Captain Kirk is a
swaggering, womanizing pulp-hero, perfectly countered
by his emotionless, half-alien first officer, Mr. Spock, as
well as his fretful, temperamental First medical officer,
Doctor McCoy. The supporting cast were all memorable
and quirky in their own way, and before the series was
done, most of them had catch-phrases – sometimes
several – that were as recognizable as the show itself,
and instantly identifiable with the character that said it –
everything from “Fascinating,” “He’s dead, Jim,” to “Live
long and prosper,” or “Captain, I can’t push it any faster!!”
And God-forbid someone gives you a red shirt – it was
proven early on that the guy in the red shirt dies.
It was largely the absence of most of these elements that
proved the downfall of the first attempt to bring the series Recently, the original characters have been brought back
to the big screen, in the high-budget but disappointing with new actors in the original roles – well-received and
‘Star Trek: The Motion Picture’, but the series found its entertaining films that pay proper homage to all the things
cinematic stride with the widely popular sequel, ‘Star that made the original series great. Time travel has, of
Trek II: The Wrath of Kahn’ – a return to all the old course, created a whole new alternate universe for this
banter, and a whole new set of catch-phrases – “The new Starship Enterprise and its crew, and presumably all
needs of the many, outweigh the needs of the few, or the the old foes in new forms – all the old catchphrases
one,” – which would become a high-point of contention picking up right where they left off – including, of course,
throughout the rest of the series – and of course, “Kaaaahhhnnn!!!”
“KAAAAHHHNNN!!!”
Star Trek enjoyed resurgence on television as well,
starting in the eighties, with a new cast of characters, BASE: STARFLEET, 23RD CENTURY EARTH
generational descendants of the first series. The new BEST-KNOWN CREW MEMBERS: CAPTAIN JAMES T.
series did well, spawning a series of others, and an KIRK, DOCTOR LEONARD ‘BONES’ MCCOY, LIEUTENANT
expanding 'Star Trek' universe, that now had specific NYOTA UHURA, MR. PAVEL CHEKOV, MR. MONTGOMERY
'eras'. Although few of these characters achieved the SCOTT, MR. HIKARU SULU, YEOMAN JANICE RAND
status of any of the first series’, except among “trekkies”
– of note were Captain Jean Luc Piccard, the heroic
HEADQUARTERS: STARSHIP ENTERPRISE
Klingon, Warf, and the android, Data. VEHICLES: STARSHIP ENTERPRISE
CAPTAIN KIRK CAPTAIN KIRK PL10
James Tiberius Kirk is the Captain of the USS
Enterprise, - a perfect representative of the times – a STR STA AGI DEX FGT INT AWE PRE
confident, old-style hero, big on regulations as they 3 3 3 4 7 2 2 3
pertain to ideals, but ever ready to bend the rules when
they hamper those same ideals. Although he respects EQUIPMENT
the Prime Directive of non-interference, he’s been known
Communicator: Communication 3 • 6 points
to tip the odd tyrannical dictator or two. A classic,
Phaser: Ranged Damage 10 • 20 points
swaggering womanizer, Kirk is the quintessential sailor
with a girl in every port – with an affinity for exotic alien ADVANTAGES
woman – particularly green chicks. His philandering
Agile Feint, Close Attack (Melee) 3, Benefit 3 [Status
ways, however, have never affected him on the job,
(Captain of the Starship Enterprise), Defensive Roll 2,
either in his concentration, focus, or the loyalty of his Equipment 6, Improved Initiative, Luck, Jack-of-all-Trades,
crew. The total dedication to his Captain’s duties and Ranged Attack (Phaser) 6, Skill Mastery (Military Tactics),
responsibility to those under his command, has given him Skill Mastery (Technology) Well-Informed
a crew that trusts him eminently. Among his most valued
confidants is the half-Vulcan, Mr. Spock, with whom he SKILLS
has shared a long, and often rocky friendship, as the Athletics 8 (+11), Attractive 2, Close Combat: Unarmed 3
bombastic Kirk aggravates the logic-trained Vulcan’s half- (+10), Connected, Deception 12 (+14), Expertise (Military
human side, while Spock’s deliberate lack of emotion Tactics) 14 (+16), Fearless, Insight 2 (+14), Perception 10
grates on the passionate Kirk. The third corner of the (+14), Persuasion 5 (+7), Stealth 2 (+7), Technology 8 (+12),
interior Star Trek triangle, is Kirk’s other closest Vehicles 3 (+6)
confidant, Doctor Leonard ‘Bones’ McCoy – whose
pacifist, heart-on-his-sleeve nature matches and opposes OFFENSE
both the emotionless Spock INITIATIVE +5
The later films explored some of Kirk’s more serious Phaser +10 Ranged, Damage 10
issues – including a lovechild the with Dr Carol Marcus – Unarmed +10 Close Damage 3
a son named David, who was tragically killed by Klingons
after only knowing Kirk himself for a short time. (Str9) DEFENSE
DODGE 11 FORTITUDE 3
PARRY 10 TOUGHNESS 6/3*
WILL 8 *Without Defensive roll bonus

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.

MR. SCOTT MR. SULU


Mr. Montgomery Scott is Chief of Engineering and his Mr. Hikaru Sulu was born in San Francisco. The half-
technical wizardry has saved the ship many times. Filipino, half-Japanese lieutenant has a wide range of
Known for his uncanny ability to stretch the laws of expertise in botany, fencing, ancient weaponry, and is an
physics up to and beyond their breaking point, Scotty has advanced judo practitioner. His job aboard the ship is
a particular affinity for the starship, Enterprise, showing helmsman - in charge of navigation on the starship
open hostility to ‘upgrades’ on the starship design like the Enterprise.
Excelsior, and famously started a brawl with a roomful of Although Mr. Sulu remained one of Captain Kirk’s core
Klingons when they dared call the Enterprise as ‘a ‘crew’, and would accompany Kirk on his private agenda
garbage scow’. An old-time traditional Scotsman, found excursions – often in defiance of Starfleet, Sulu, himself,
of drink and revelry, a bit soft on the ladies, While Scotty was eventually promoted to Captain and given a ship of
is prone to throw a punch, he is a disciplined officer, third his own – the ‘upgraded’ U.S.S. Excelsior – often
in command of the Enterprise. (Str9) providing high-powered and vital back-up support for Kirk
during the Enterprise’s later-day missions. (Str7)
MR. SCOTT PL8 95 POINTS
Abilities: Str 3 Sta 3 Agi 2 Dex 2 Fgt 4 Int 2 Awe 2 Pre 2 MR. SULU PL8 81 POINTS
Equipment: Communicator: Communication 3, Phaser: Abilities: Str 2 Sta 2 Agi 3 Dex 3 Fgt 5 Int 2 Awe 2 Pre 2
Ranged Damage 10
Equipment: Communicator: Communication 3, Phaser:
Advantages: Equipment 6, Skill Mastery (Engineering/ Ranged Damage 10
Physics)
Advantages: Equipment 6
Skills: Close Combat 3 (+7), Deception 8 (+10), Expertise:
Skills: Close Combat: Fencing 4 (+9), Close Combat:
Engineering 14 (+16), Expertise: Physics 14 (+16), Expertise:
Perception 6 (+8), Persuasion 6 (+8), Ranged Combat: Unarmed 4 (+9), Deception 6 (+8), Expertise: Physical
Phaser 4 (+7), Technology 14 (+16) Vehicles 4 (+7) Sciences 8 (+10), Perception 6 (+8), Persuasion 2 (+8),
Ranged Combat: Phaser 4 (+7), Vehicles 8 (+11)
Offense: Initiative +3, Phaser +7, Ranged, Damage 10,
Unarmed +7, Close, Damage 3 Offense: Initiative +3, Phaser +7, Ranged, Damage 10,
Unarmed +9, Close, Damage 2
Defense: Dodge 7, Parry 7, Fortitude 3, Will 6, Toughness 3
Defense: Dodge 8, Parry 8, Fortitude 3, Will 5, Toughness 2
Totals: Abilities 40 + Powers 0 + Advantages 7 + Skills 37 +
Defenses +11 = 95 Totals: Abilities 42 + Powers 0 + Advantages 6 + Skills 21 +
Defenses +12 = 81
Complications: Scotty, I Need Warp Sped in 2 Minutes
Or We’re All Dead: Scotty is an engineering miracle worker, Complications: Ambitious: Out of all the crew of the
known for coming up with jury-rigged solutions on the fly. Enterprise, Sulu most wanted a command of his own.
YEOMAN RAND
Yeoman Janice Rand served as assistant to Captain
James T. Kirk aboard the USS Enterprise in the first half
of the first season of The Original Series and was the
closest to an on-board romance that Kirk carried on
during his tenure on the Enterprise – something that
never quite materialized on-screen (and rumors persist
that Rand’s presence crimped Kirk’s action as a
womanizer).
Of all the original personal, Yeoman Rand has become
‘the lost crew-member’, as her tenure on the Enterprise
was brief, disappearing halfway through the first season,
although she made cameo appearances in later-day
series, as well as films.
During the Enterprise’s V’ger mission, Janice Rand
served planet-side as a transporter operator and non-
commissioned officer, although she was eventually
promoted to Chief Petty Officer and was stationed in San
Francisco along with her former Enterprise shipmate, Dr.
Christine Chapel.
Janice Rand eventually went on to serve as the
communications officer aboard the USS Excelsior under
Captain Sulu.
Rand’s abrupt departure from the bridge of the starship
Enterprise was eventually explained when Rand confided
to her current Captain Sulu that she left Starfleet because
she had become pregnant and left active duty to raise her
daughter, Annie. The child's father was, according to
Rand, a "Starfleet officer on the fast track to greatness"
who never knew about the child. Tragically, Annie
became ill and died at the tender age of two. After this
traumatic event, Janice Rand rejoined Starfleet. (Str5)

YEOMAN RAND PL8 47 POINTS ALLIES AND ENEMIES


Abilities: Str 0 Sta 0 Agi 2 Dex 2 Fgt 0 Int 2 Awe 2 Pre 2 Gorn: Gorn’s are reptilian humanoids of comparable
intelligence to humans, as well as Starfleet-level
Equipment: Communicator: Communication 3, Phaser:
Ranged Damage 10 technology. Despite their intelligence, Gorn’s are known
for their savage and warlike culture. Gorn’s were first
Advantages: Attractive, Equipment 6 encountered when they attacked an outlying Federation
Skills: Deception 8 (+10), Perception 6 (+8), Persuasion 6 outpost, although war was averted through the
(+8), Ranged Combat: Phaser 2 (+4), Vehicles 2 (+4) intervention of the entity-like ‘Metrons.’
Offense: Initiative +2, Phaser +5, Ranged, Damage 10,
PL10: Str 9 Sta 8 Agi 0 Dex 0 Fgt 5 Int 1 Awe 1 Pre 0 :
Unarmed +0, Close, Damage 0 Protection 1, Teeth and Claws: Close Damage 2,
Initiative +4: Claws +9. Damage 11, Disruptor +10,
Defense: Dodge 3, Parry 3, Fortitude 2, Will 4, Toughness 0 Ranged, Damage 10, Unarmed +10, Close Damage 2,
Totals: Abilities 20 + Powers 0 + Advantages 7 + Skills 12 + Dodge 6, Parry 6, Fortitude 10, Will 6, Toughness 9
Defenses +8 = 47 Kahn: Kahn was the result of a genetic experiment
Complications: Relationships: Janice Rand was originally designed to produce a super-human. Unfortunately, his
presented as the love interest for Captain Kirk, on the super-intellect produced super-ambition, resulting in
Enterprise, although their relationship never overtly Kahn and his crew seeking dictatorial power. Kahn and
manifested on screen. The Lost Crew Member: Yeoman his crew were defeated and put into suspended
Rand disappeared from the Enterprise halfway through the animation, where they were discovered and revived by
first season.
the crew of the Enterprise, inadvertently releasing Kahn’s
wrath upon the galaxy. Kahn considers Jim Kirk his
greatest enemy – a feeling that is wholly reciprocated.
Kahn was killed in the Genesis Wave, although it remains
to be seen if this will play out in the new restructured
reality.
PL10: Str 7 Sta 5 Agi 4 Dex 4 Fgt 8 Int 5 Awe 2 Pre 4:
Initiative +7: Unarmed +10, Close Damage 7, Dodge 10,
Parry 10, Fortitude 9, Will 8, Toughness 5
Klingons: Klingons are a warlike alien race that are
traditional enemies of the Federation. A peace treaty in
the New Generation series brought the Klingons into the
Federation, although tension between the cultures
remains.
PL10: Str 6 Sta 5 Agi 2 Dex 2 Fgt 7 Int 1 Awe 1 Pre 1,
Disruptor +10, Ranged, Damage 10, Unarmed +10,
Close Damage 6, Dodge 6, Parry 8, Fortitude 9, Will 6,
Toughness 5
Romulans: Romulans are believed to be an offshoot of
the Vulcan race, although they have embraced an
emotional, warlike culture, and remain enemies of the
Federation.
PL10: Str 7 Sta 5 Agi 3 Dex 3 Fgt 5 Int 3 Awe 3 Pre 3,
Disruptor +10, Ranged, Damage 10, Unarmed +8, Close
Damage 7, Dodge 10, Parry 10, Fortitude 9, Will 8,
Toughness 5
U.S.S. ENTERPRISE
U.S.S. Enterprise: As iconic as any of the characters is
the Starship Enterprise; home, headquarters, and
symbol, the Enterprise itself is revered by Captain Kirk
and his crew as the finest ship in the fleet. (Str180)

U.S.S. ENTERPRISE 144 POINTS


Size: Awesome STR 22 SPD 16 (125,000 MPH) DEF 0 TOU 18
Features: Communications, Computer, Fire Prevention System,
Gym, Hangar, Holding Cells, Infirmary, Laboratory, Library,
Living Space, Navigation System, Personnel, Security System
Powers: Deflector Shields: Enhanced Defenses 7 (Dodge 7),
Protection 3 Impervious Toughness 10, Impulse Engines 21-
point Array, AE: Transporter Room: Burst Area Selective
Extended Teleport 7 (120 miles), Limited to Extended, Limited
Location: To anywhere, back to the ship, AE: Hyperspace
Drive: Movement 2 (Space Travel) Long-Distance Trans-portal
Room: Burst Area Selective Teleport 7 (0.5 miles), Limited
Location: To anywhere, back to the ship,; Warp Drive: Flight 16
(125,000 MPH); Tractor Beam: Feature 1 (A starship of this
scale is equipped with a tractor beam that allows it to exert
strength at range to push, pull, or hold objects in relation to itself.
Treat this as a Move Object effect at the rank of the ship’s
Strength value); Weapons Systems: 40-point Array, AE:
Phaser: Ranged Damage 15, Penetrating 10, AE: Photon
Torpedoes: Ranged Damage 15, Burst Area (5 ranks only),
Homing
Totals: Abilities 7 + Powers 117 + Features 13 + Defenses 3 =
140

U.S.S. Excalibur: The sometime rival starship, Excalibur


is an upgrade, fitted with 'trans-warp drive' (Flight 18).
A LONG TIME AGO… way back in 1977… the coolest
movie ever came out.
Star Wars. Not ‘Chapter 4: A New Hope’ – ‘Star Wars’ –
and it changed things forever.
It’s difficult to impress upon a new generation raised in
the aftermath of Star Wars, what it was like the first time.
To us – a generation to whom Star Trek represented
high-tech effects and show-era Godzilla was an
acceptable standard – this was something never before
seen. Those that were there will never forget the first
beating war drums as the first rolling prologue scrolled
across the starscape – then dropping to an orbit view of
the planet below… followed by the monstrous Star
Destroyer flying in from overhead.
And moments after that, the first look at Darth Vader.
A grand space opera, borrowing freely from such pulp-
era epics as Flash Gordon and Buck Rogers, with heavy
overtones of Lord of the Rings, the story deals with the
adventures of young Luke Skywalker and his battle
against the evil Galactic Empire.
Orphaned, raised by his uncle Owen, a simple farmer on
the desert planet Dune – sorry, Tatooine – and longing
for adventure, twenty-year-old Luke’s life changes forever
when he discovers two ‘droids, R2-D2 and C-3PO,
fleeing from Darth Vader and the Empire, and bringing
with them a holographic distress signal from the beautiful
Princess Leia, along with her heartfelt plea, “Help me,
Obi Wan Kenobi. You’re my only hope.”
Entranced by the lovely young Princess, and recognizing
the name ‘Kenobi’ from an old desert vagrant called ‘Ben’
Kenobi – Luke sets out in search of the old man – only
narrowly escaping the Empire’s Storm Troopers, in
pursuit of the ‘droids, who kill everyone on Luke’s farm,
including his aunt and uncle. Arriving upon the destroyed remains of Alderaan, the
Discovering Luke’s adopted family’s death, old Ben Millennium Falcon is immediately caught in the Death
Kenobi acknowledges himself to be the former Jedi Star’s powerful tractor beam, and taken on board.
Knight, ‘Obi-Wan’ – and reveals to Luke clues about his Sneaking past security in stolen Storm Trooper uniforms,
past. Luke’s father had also been a Jedi, betrayed and the would-be rescuers escape into the space station,
murdered by a young pupil of Obi Wan’s, Darth Vader, wherein, Obi Wan separates from rest in order to
who helped the Emperor hunt down and destroy the last deactivate the tractor beam and allow them to escape.
of the Jedi. Having nowhere else to go, Luke agrees to Plugging into the Death Star’s computer banks, however,
aid Obi Wan in rescuing the Princess, and to learn the R2-D2 discovers Princes Leia has been interned on
ways of the mystical ‘Force’. board. With promises of monetary reward, Luke coerces
Chartering the speedster spaceship, the Millennium Han Solo and Chewbacca to aid him in rescuing the
Falcon, from a local space-smuggler, Han Solo and his
giant apelike, Wookie sidekick, Chewbacca, Luke and
Obi Wan set off for Princess Leia’s home-planet of SETTING: A LONG TIME AGO, IN A GALAXY FAR, FAR
Alderaan. AWAY
Unbeknownst to them, however, Princess Leia has been
captured by Darth Vader, identified as part of the Rebel BEST-KNOWN CHARACTERS: ARTOO DETOO, CHEWBACCA,
Alliance against the Empire, and the planet Alderaan DARTH VADER, LUKE SKYWALKER, OBI WAN KENOBI,
itself has become victim to the Empire’s newly unveiled PRINCESS LEIA ORGANA, SEE THREEPIO
ultimate weapon, the moon-sized, planet-destroying GENRE: SCIENCE FANTASY
space-station, the Death Star.
Princess – an effort which quickly deteriorates into a
running gun battle with storm-troopers all throughout the
space station.
Meanwhile, Darth Vader has discovered Obi Wan
deactivating the tractor beam, and engages his former
mentor in a lightsaber duel that culminates on the flight
decks, as Kenobi’s companions attempt to re-board the
Millennium Falcon.
Obi-Wan is struck down by Vader before Luke’s horrified
eyes, but it is only the old man’s clothes that fall to the
ground, his body disappears. Almost simultaneously, a
ghostly voice speaks out in Luke’s mind, exhorting him to
run. The remaining group flees aboard the Falcon and
escapes the Death Star, battling past a squadron of Tie-
Fighters, and fleeing into hyperspace.
It is only a temporary reprieve, however, as the Death
Star is now on the trail of the Rebel base. Mounting a
defense based on blueprints downloaded from R2-D2,
the Rebel forces discover that the mighty planet-
destroying death star has a single chink in its armor – like
a dragons’ missing scale there is a ventilator shaft, less
than two meters wide, leading to the central
reactor of the station – a target that can only be hit
with single-pilot fighters.
With things looking grim, Han Solo quickly grabs his
reward and flees the planet, while Luke joins the
rebel fighter squadrons, engaging the oncoming
Death Star before it can get into firing range.
Darth Vader, discovering the danger in the
Rebel strategy, leads his own group of Tie-
Fighters, and wipes out nearly the entire Rebel
squadron except for Luke. With Vader hot on his
heels, and the ventilation target in sight, Luke is again
visited by the voice of Ben Kenobi, urging him to use the
Force.
With a last-second change of heart, Han Solo comes
swooping in with the Millennium Falcon, crippling Darth DARTH VADER
Vader’s ship, allowing Luke to fire the final shot, Even more than Luke Skywalker, Darth Vader has come
destroying the Death Star. to be the face of the Star Wars saga – retroactively re-
Vader’s ship is last seen spinning off into space. christened the rise, fall, and redemption of Anakin
The last scene is an awards ceremony. Vader’s still out Skywalker – and who could forget THAT little revelation:
there, and so is the Empire. But the good guys won “No, Luke, I am your father.” That was as far as they
today. should have taken it – because that moment worked –
Credits, starscape, and war drums. and rather than the feeble ‘point of view’ excuse, Obi
That was how it began. That’s how it was the first time – Wan should have just told Luke he lied to spare him. In
how one generation will always remember it. And even any case, by the end of both trilogies, Darth Vader was
though we all know now what was to come, the re- the primary character upon which the entire story turned
releases, the re-edits, the prequels, ret-cons, the ‘truth’ – a prophesied force-wielder of unparalleled power,
from ‘a different point of view’ – and of course the destined to bring balance, but only at great cost. And in
ghastly, love-triangle and it’s brother-sister solution (more the end, it is indeed Vader, not Luke who kills the
on that later) – nothing changes how it was for us way Emperor, ending the reign of the Sith.
back then – the beginning of a cultural phenomenon that But that all came later – the transformation into the hero
would last for generations, something special we would only after becoming perhaps the most iconic villain in
never forget. history. In 1977, Darth Vader was not ‘Anakin Skywalker’
(see primary entry for Jedi Knights: Anakin Skywalker),
fallen hero – he was the most evil villain in the galaxy,
powerful, destroying entire planets. Hollywood muscle
man Dave Prowse, in the Vader armor, with the heavy
intones of James Earl Jones (integrated with that creepy
mechanical breathing), combined to create a charisma
that propped him from simply the henchmen Lucas
originally created him to be – into not just the best-known,
but the primary character in the series. Starscapes on
posters featured Vader’s ominous mask looming across
the horizon of space.
The pure villain held though the first sequel (and in the
wonderful in-between Star Wars story – the first follow-up
novel, Splinter of the Mind’s Eye, by Allen Dean Foster) SKILLS
and who can forget the climactic moment when Luke and Acrobatics 8 (+13), Athletics 8 (+17), Close Combat:
Darth finally faced each other – gettin' ready to go down Lightsaber 3 (+14), Close Combat: Unarmed 3 (+14),
(an element taken from Foster’s novel, as was the Expertise: Jedi Lore 2 (+8), Insight 4 (+16), Intimidation 12
(+20), Perception 4 (+16), Persuasion 2 (+10), Stealth 5
swamp-planet Degabah) – with Luke firing up his
(+10), Technology 8 (+12), Vehicles 12 (+17)
lightsaber tense and ready, while Vader’s blade seems to
ignite almost casually, in sinister, mocking insolence. OFFENSE
Vader’s character was not as damaged as Luke’s by
INITIATIVE +5
Lucas’ retroactive plot devices; in fact, besides being Force Blast +10 Ranged, Damage 6
elevated to the central role of final hero, Anakin Force Choke Perception Range, Affliction 4
Skywalker seems to follow the pattern that should have Lightsaber +14 Damage 10 (Penetrating) Crit. 18-20
been repeated with Luke – dealing with a love interest Unarmed +14 Close Damage 7
that endangers his future as a Jedi.
But that’s all back-fill, added later – it was the scary villain DEFENSE
there first – Darth Vader, not Anakin. Such a good bad DODGE 12 FORTITUDE 10
guy they had to make him the hero. (Str25) PARRY 14 TOUGHNESS 10/7*
WILL 12 *Without Defensive roll bonus

DARTH VADER PL12 POWER POINTS


ABILITIES 114 SKILLS 33
STR STA AGI DEX FGT INT AWE PRE POWERS 97 DEFENSES 13
ADVANTAGES 18 TOTAL 275
7 7 5 5 11 2 12 8
COMPLICATIONS
POWERS Enemy: Almost the entire galaxy, but particularly Luke
Skywalker, Obi Wan Kenobi, Han Solo, Princess Leia and the
Force Sensitive: Danger Sense 3, Detect 6 (Limited to other
Rebel Alliance
Force-Wielders only), Precognition 3 • 21 points Relationships: Darth Vader’s primary relationship is as
Jedi Mind Trick: Mind Control 8 (Limited to those of lower Apprentice to the Emperor, although he wishes to convert his
INT than Vader) • 32 points son Luke to the Dark Side to overthrow the Emperor.
Leaping: Leaping 3 (60 feet) • 3 points More Machine than Man: Vader’s armor is a life-support
system. If he were to remove it, he would die.
Lightsaber: Damage: 10 (DC 20; Penetrating 10), Improved
Skywalker Legacy: As the 'chosen one', Vader my utilize the
Critical 2, Easily Removable (-4 points) • 8 points Second Chance Advantage at the GM's discretion.
Telekinesis: Choke (Affliction 4), Force Blast (Ranged
Damage 6), Perception Range Move Object 10 • 30 points A DARK SHADOW OF HIS FORMER SELF
Using the Force: Enhanced Advantages:Improved Defense, Before the injuries that transformed him into Darth Vader,
Ultimate Effort (Aim, Dodge/Parry) • 3 points Anakin Skywalker was considered the most powerful Force-
manipulator ever known. However, the physical damage that
ADVANTAGES resulted in the replacement of most of his body with
cybernetic parts, greatly reduced his abilities – estimated at
Agile Feint, Assessment, Defensive Attack, Defensive Roll 3, 75%-80% of his original potential. Nevertheless, Vader is still
Improved Defense, Power Attack, Quick Draw, Ranged a powerful Sith Lord, and a High-Level Master of the Force,
Attack 5, Takedown, Ultimate Effort (Aim, Dodge/Parry) making him a dangerous opponent for almost anyone
DEATH STAR 168 POINTS
Size: 6 STR 33 SPD 16 (125,000 MPH) DEF 0 TOU 25
Features: Communications, Computer, Fire Prevention
System, Gym, Hangar, Holding Cells, Infirmary, Laboratory,
Library, Living Space, Navigation System, Personnel,
Security System
Powers: Giant Battle Station: Force Shields: Enhanced
Defenses 7 (Dodge 7), Protection 25, Impervious Toughness
10; Space Travel 21-point Array, AE: Hyperspace Drive:
Movement 2 (Space Travel) Long-Distance Trans-portal
Room: Burst Area Selective Teleport 7 (0.5 miles), Limited
Location: To anywhere, back to the ship, Hyper-Space
Drive: Flight 16 (125,000 MPH); Tractor Beam: Feature 1
(the Death Star has a tractor beam that allows it to exert
strength at range to push, pull, or hold objects in relation to
itself, as a Move Object effect at Strength value); Primary
Weapon: Ranged Damage 25; Penetrating, Weapons
Systems”: Ranged Damage 15, Penetrating 10,
Totals: Abilities 8 + Powers 144 + Features 13 + Defenses 3
= 168

Death Star: The Death Star is the Empire’s ultimate


weapon, a gigantic moon-sized space station, capable of
destroying entire planets. After the first Death Star was
destroyed, the Emperor ordered the construction of an
even larger, more powerful Death Star, without the fatal
ventilator shaft flaw – unfortunately for the Empire, this
massive station was never competed; although its
weapons systems were operational, the exterior structure something what would have played better had they not
was never finished, allowing small fighters, accompanied simply eliminated the entire conflict with the brother/sister
by the Millennium Falcon, to be able to destroy the main retcon of Luke and Leia. Ironically, although the move
reactor directly. (Str300) ended up influencing the series on a very structural level,
TIE-FIGHTER: Equivalent to a Space Fighter (see the the Han/Leia romance plot device was inserted to
Gadgets & Gear chapter) Speed 14, Energy Blast 12, reinstate Han into the main drama, as Lucas’ more low-
Torpedoes 12 budget sequel ideas hadn’t required any recurring
characters besides Luke and Leia – or robots and villains

HAN SOLO in armor.


Oh yeah - in the famous cantina scene with Greedo,
Han Solo is the overconfident captain of the Millennium Jabba’s collector, Han shot first. (Str8)
Falcon, a Corellian pirate starship. Accompanied by his
wookie companion, Chewbacca (Str27), he plies his
mercenary trade outside the restrictive laws of the
HAN SOLO PL10
Empire. At times, his insanely reckless manner pushes
him into situations from which only his foolhardy courage STR STA AGI DEX FGT INT AWE PRE
can save him. 2 3 3 4 4 1 1 2
Han is drawn into the galactic conflict for reward –
enough cash to pay off a debt to local gangster, Jabba EQUIPMENT
the Hut – although his basic heroism is revealed at the Communicator: Communication 3 • 6 points
end, when he saves Luke Skywalker from Darth Vader. Blaster: Ranged Damage 10 • 20 points
His roguish nature is frowned on by Obi Wan, and sort of
an older brother Luke, and his role as both is affirmed ADVANTAGES
when his friction with Princess Leia is sparked in the Agile Feint, Connected, Defensive Roll 2, Equipment 17,
sequel into an affair – which at the time was perceived Fearless, Improved Initiative, Luck, Ranged Attack (Blaster)
by us in the audience as hitting on his little brother’s girl – 7, Skill Mastery (Spacecraft Mechanics)
SKILLS
Athletics 7 (+9), Close Combat: Unarmed 3 (+7), Deception 7
(+8), Expertise (Military Tactics) 5 (+6), Insight 2 (+4),
Perception 6 (+7), Persuasion 5 (+7), Stealth 5 (+8),
Technology 8 (+12), Vehicles 8 (+11)

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.

MILLENNIUM FALCON: Equivalent to a Space Fighter (see the


Gadgets & Gear chapter) Speed 14, Energy Blast 12,
Torpedoes 12

CHEWBACCA PL10 102 POINTS


Abilities: Str 8 Sta 7 Agi 2 Dex 3 Fgt 5 Int 1 Awe 0 Pre 1
Powers: Wookie Senses: Senses 2 (Low-Light Vision,
LUKE SKYWALKER
Luke Skywalker, a twenty year-old farmboy, on the
Scent); Thick Fur: Immunity 2 (Cold)
remote planet of Tatooine, yearning for a life of
Equipment: Laser Rifle: Ranged Damage 13 adventure, gets more than he bargained for with the
Advantages: Close Attack 3, Connected, Equipment 3, arrival of two ‘droids, R2-D2, and C-3PO, bearing a
Fearless, Ranged Attack (Laser Rifle) 6 cryptic message from the kidnapped Princess Leia,
propelling him into the middle of a interstellar war against
Skills: Athletics 6 (+14), Expertise (Spacecraft Mechanics) 8
(+9), Technology 8 (+9), Vehicles 8 (+10) the evil Galactic Empire.
As the forces of the Empire descend upon them, in
Offense: Initiative +6, Laser Rifle +7, Ranged, Damage 13 search of information possessed by the two ‘droids,
Unarmed 8, Close Damage 8
Luke’s entire family is killed, and the young man sets off
Defense: Dodge 8, Parry 8, Fortitude 10, Will 4, Tough 7 after the kidnapped Princess on a perilous rescue
Totals: Abilities 54 + Powers 4 + Advantages 13 + Skills 15 + mission with the aged Jedi Knight, Obi Wan Kenobi.
Defenses 16 = 102 Discovering his heritage to a powerful Jedi line, and
Complications: Enemies: Darth Vader, Jabba the Hut; learning of the ‘betrayal and murder’ of his own
Relationships: Partner of Han Solo. His contacts include father,Luke agrees to learn the ways of the mysterious
Luke Skywalker, Princess Leia and the Rebel Alliance. Force and become a Jedi like his father. (Str8)
LUKE SKYWALKER PL11
STR STA AGI DEX FGT INT AWE PRE
2 3 5 5 7 2 12 8
POWERS
Force Sensitive: Danger Sense 2, Detect 2 (Limited to other
Force-Wielders only), Precognition 2 • 14 points
Jedi Mind Trick: Mind Control 3 (Limited to those of lower
INT than Luke) • 12 points
Leaping: Leaping 3 (60 feet) • 3 points
Lightsaber: Damage: 10 (DC 20; Penetrating 10), Improved
Critical 2, Easily Removable (-4 points) • 8 points
Telekinesis: Choke (Affliction 4), Force Blast (Ranged
Damage 5), Perception Range Move Object 5 • 19 points
Using the Force: Enhanced Advantages (Improved
Defense, Ultimate Effort (Aim, Dodge/Parry) • 3 points SIBLING ISSUES – WORST RETCON EVER?
Purists may note that this write-up takes certain creative
ADVANTAGES license in Luke’s relationship categories. This is because this
Agile Feint, Assessment, Defensive Attack, Defensive Roll 3, is Luke Skywalker as he should have been – still the Jedi that
Improved Defense, Power Attack, Quick Draw, Ranged he became, but also the iconic character as he was
introduced – before the ridiculous brother/sister plot-twist with
Attack 6, Takedown, Ultimate Effort (Aim, Dodge/Parry)
Princess Leia - which still I refuse to recognize after 25 –plus
years. Come on, George – Luke was a GUY! He got in the
SKILLS fight in the first place because he thought Leia looked pretty
Acrobatics 8 (+13), Athletics 8 (+10), Close Combat: damn good in that hologram (and then there was that gaping
Lightsaber 5 (+12), Close Combat: Unarmed 3 (+10), stare in the ‘aren’t you a little short for a Storm-Trooper’
Expertise: Jedi Lore 4 (+6), Insight 2 (+14), Perception 2 scene; Or “What do you think of her, Han?” “I try not to, kid,”
(+14), Persuasion 2 (+10), Stealth 3 (+8), Technology 8 “Good.”). As one of the generation who grew up with Star
(+12), Vehicles 11 (+16) Wars, I could have handled the ‘Luke, I am your Father’ bit,
but we were all just the right age to have all our adolescent
OFFENSE Princess Leia fantasies turned into some sort of deviant
incest fetish right before our eyes – in fact, less than ten
INITIATIVE +5
minutes after Leia did her big appearance in her iconic metal
Blaster +10 Ranged, Damage 10 bikini.
Force Blast +10 Ranged, Damage 5 So, poof, Luke’s primary motivation is retconned away. An
Force Choke Perception Range, Affliction 4 awkwardly forced plot-twist, made worse by Obi Wan’s feeble
Lightsaber +12 Damage 10 (Penetrating) Crit. 18-20 “It was true from a certain point of view,” excuse. Really,
Unarmed +8 Close Damage 2 wouldn’t it have been better to simply say, “Luke, we lied to
you – we didn’t want you to know.” And dispensing with the
DEFENSE sister-twist, Luke’s relationship with Leia would have
DODGE 14 FORTITUDE 7 retroactively provided even more concern for Obi Wan and
PARRY 12 TOUGHNESS 6/3* Yoda – especially if Leia was to be the ‘other’– since it was
WILL 12 *Without Defensive roll bonus Anakin’s relationship with Padme – breaking the code of the
Jedi – that enabled his final conversion to Darth Vader. It
POWER POINTS would have also provided better cause for Luke’s outrage at
Vader’s threat to Leia, as Lucas’ formulated script reached
ABILITIES 87 SKILLS 28 the climactic duel in Return of the Jedi
POWERS 61 DEFENSES 18 Of course, we now have three prequels reinforcing this
ADVANTAGES 18 TOTAL 212 painful plot twist (and no George, you didn’t write it that way
from the beginning – I read the original script – Luke and Leia
COMPLICATIONS were treated as a love interest – and certainly not twins, as
Enemy: Darth Vader they were different ages). I suppose that, since it was Luke’s
Relationships: Luke’s circle of allies and friends include, last cinematic appearance, the dissolution of his character
matters less. But this is how I remember Luke Skywalker –
Han Solo and Chewbacca, R2-D2 and C-3PO, his mentors
the ‘Splinter of the Mind’s Eye’ generation’s Luke – a love-
Obi Wan Kenobi and Yoda, and particularly Princess Leia. struck youth, courting his Princess, becoming a Jedi Knight
Skywalker Legacy: As part of the Skywalker clan, Luke my and a revolutionary hero, almost as a secondary
utilize the Second Chance Advantage at the GM's discretion. consequence. Okay, end of rant.
OBI WAN KENOBI PL11
STR STA AGI DEX FGT INT AWE PRE
2 3 5 5 9 2 10 8
POWERS
Force Sensitive: Danger Sense 2, Detect 2 (Limited to other
Force-Wielders only), Precognition 2 • 14 points
Jedi Mind Trick: Mind Control 2 (Limited to those of lower
INT than Maul) • 8 points
Leaping: Leaping 3 (60 feet) • 3 points
Lightsaber: Damage: 10 (DC 20; Penetrating 10), Improved
Critical 2, Easily Removable (-4 points) • 8 points
Telekinesis: Choke (Affliction 3), Force Blast (Ranged
Damage 3), Perception Range Move Object 3 • 12 points
Using the Force: Enhanced Advantages: Improved Defense,
Ultimate Effort (Aim, Dodge/Parry) • 3 points

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)

R2-D2 PL3 87 POINTS


Abilities: Str 3 Sta - Agi -2 Dex 2 Fgt 2 Int 8 Awe 1 Pre -
Powers: Computer Interface: Computer Communication 2
(Limited: requires plug-in interface); Cutting Laser: Ranged
Damage 3; Robotic Body: Protection 5, Impervious
Toughness 9; Robot: Immunity 30 (Fortitude); Sensors &
Diagnostic Systems: Sensors 8 (distance sense, time sense,
analytical vision, extended vision, dark vision, infrared vision)
Advantages: Diehard, Eidetic Memory, Skill Mastery
(Computer Programming/Repair), Tracking
Skills: Expertise ((Computer Systems) 12 (+20), Expertise
(Repair) 12 (+20), Technology 12 (+20), Vehicles 4 (+4)
Offense: Initiative –2, Cutting Laser +2, Ranged Damage 1,
Unarmed +2, Close Damage 3
Defense: Dodge 0, Parry 2, Fortitude Immune, Will Immune,
SPLINTER OF THE MIND'S EYE Toughness 5
This version of Leia is how she was presented in the first
Totals: Abilities 0 + Powers 63 + Advantages 4 + Skills 20 +
sequel to Star Wars – the novel ‘Splinter of the Mind’s Eye’
Defenses 0 = 87
by Alan Dean Foster, who was commissioned by Lucas to
write a sequel to Star Wars. This was, however, before the C-3PO (See Threepio) is a tall robot with a gleaming
true magnitude of the first movie’s success became apparent. gold metallic surface. As a human-cyborg relations
Anticipating a low-budget sequel, Foster only brought back specialist, he translates thousands of Galactic languages,
two human characters (with the ‘droids and Vader being
including the electronic tongues spoken by many robots.
armored or robotic characters that could potentially be played
His foppish, timid nature is a direct contrast to his
by anyone), and set on a swamp planet (providing a foggy
confident companion Artoo Detoo, and he is only
background that wouldn’t call for expensive sets). Once the
reluctantly drawn into any sort of peril. (Str10)
success of Star Wars proved enough to justify a more
elaborate sequel, Lucas was able to bring back the full cast –
bringing Han Solo back into the loop by creating the infamous
love triangle with Leia and Luke that eventually ended in the
C-3PO PL3 76 POINTS
unfortunate brother/sister retcon (more on THAT debacle in Abilities: Str 3 Sta - Agi -1 Dex 2 Fgt 2 Int 11 Awe 0 Pre-
the Luke Skywalker entry). But Foster’s novel was popular, Powers: Language Banks: Enhanced Advantage 20
and despite Lucas’ general jettisoning of the story, certain (Languages); Robotic Body: Protection 5, Impervious
elements were retained – the swamp planet became Toughness 9; Robot: Immunity 30 (Fortitude); Sensors &
Degabah, the climactic fight with Darth Vader, the primitives Diagnostic Systems: Sensors 6 (distance sense, time sense,
that defeat the Storm Troopers. ‘Splinter of the Mind’s Eye’ is analytical vision, extended vision, dark vision, infrared vision
still considered canon within the official licensed Star Wars
universe, but the love interest between Luke and Leia is, for Advantages: Diehard, Eidetic Memory, Skill Mastery
obvious reasons, played down. (Languages), Skill Mastery (Protocol), Tracking
In any case, this is Leia as she was at the beginning – before Skills: Expertise ((Languages) 18 (+29), Expertise (Protocol)
any ridiculous sibling plot devices – when she and Luke were 18 (+29), Expertise (Science) 11 (+22), Technology 12 (+20)
a love interest – and really as she was presented for the
majority of the original series. Offense: Initiative -1, Unarmed 2, Close Damage 3
Jabba the Hut: A giant slug-like creature (although
simply humanoid in the original outtakes), Jabba is one of
the most powerful underworld figures in the galaxy, with a
bounty on Han Solo’s head, due to the debt incurred
when Solo dumped one of the Hut’s shipments during a
smuggling operation.
Jawas: Jawas are meter-high creatures who travel the
wastes of Tatooine collecting and selling scrap, scurrying
about in a rodent-like manner in rough–hewn cloaks,
jabbering in low guttural croaks and hisses.
Lando Calrissian: Lando Calrissian (introduced in the
first sequel, The Empire Strikes Back) was once owner of
the Millennium Falcon (lost in a poker game). A former
gambler, Lando had tried to go legit, overseeing the
Cloud City of Yavin - an effort that ended when the
Empire arrived looking for Han Solo, whereupon, Lando
joined up with the rebellion.
Tusken Raiders: Tusken Raiders, or ‘Sand-People’ are
large, strong creatures who pursue a nomadic existence
in some of Tatooine’s most desolate regions. Vicious
desert bandits, they fear little and make sudden raids on
local settlements. They are sub-human creatures who are
not to be trifled with.

Defense: Dodge 0, Parry 2, Fortitude Immune, Will Immune,


Toughness 5
Totals: Abilities 0 + Powers 41 + Advantages 6 + Skills 30 +
Defenses 0 = 76

ALLIES AND ENEMIES


Boba Fett: Boba Fett was a villain introduced in the first
sequel – one of the most legendary bounty hunters in the
galaxy, hired by both the Empire and Jabba the Hut to
capture Han Solo – an effort that succeeded, bronzing his
reputation even more, and earning him a spot on Jabba’s
private cruiser… where he ended up getting eaten by the
giant desert Sarlacc.
Governor Grand Moff Tarkin: Grand Moff Tarkin is the
governor of the Imperial Outland regions. His insatiable
political ambitions to become Emperor have driven him to
use ruthless means to quell the rapidly growing rebellion.
To this end, he has been given command of the Empire’s
ultimate weapon, the giant, planet-destroying battle
station, the Death Star, and the Emperor has assigned
Darth Vader to assist him.
Grand Moff Tarkin was killed at the very moment of the
Empire's impending triumph, as he prepared the Death
Star to destroy the rebel base on one of Yavin's moons,
only to have the station destroyed by Luke Skywalker.
The Jedi are a monastic spiritual organization that study,
serve and use a mystical power called the Force, and
their traditional weapon is the lightsaber, which emits a
controlled plasma flow in the shape of a sword. The Jedi
serve and protect the Galactic Republic from conflict or
governmental instability. As guardians of peace and
justice in the galaxy, they mediate peace negotiations
among planets and other factions and, if necessary, use
their formidable fighting skills, agility and wisdom to
quickly end unrest or neutralize dangerous individuals or
threats.
The Jedi are governed by a Council consisting of twelve
of the most wise and powerful members of the Jedi
Order. They are bound to a code of ethics, morality,
principles and justice. The Jedi are trained to use the
Force through passive meditation, practicing
selflessness, and commitment to justice, while rejecting
passion, fear, anger and hate. Their way of life contrasts
with their archenemies, the Sith, another monastic
organization who use the dark side of the Force to
achieve their goal of ruling the galaxy
The Jedi Temple is located in the capital planet of
Coruscant. It is the official headquarters of the Jedi
Order.

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)

YODA PL14 199 POINTS


Abil: Str-2 Sta -2 Agi 5 Dex 5 Fgt 13 Int 4 Awe 13 Pre 12
Powers: Force Sensitive: Danger Sense 4, Detect 6
(Limited to other Force-Wielders only), Precognition 4 Jedi
Mind Trick: Mind Control 10 (Limited to those of lower INT
than Yoda); Leaping: Leaping 3 (60 feet); Lightsaber:
Damage: 10 (DC 20; Penetrating 10), Improved Critical 2,
Easily Removable; Telekinesis: Choke (Affliction 5), Force
Blast (Ranged Damage 8), Perception Range Move Object
13; 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 7 (+12), Athletics 6 (+4), Close Combat:
Lightsaber 5 (+18), Close Combat: Unarmed 2 (+15),
Expertise: Jedi Lore 10 (+14), Insight 10 (+23), Intimidation 8
(+18), Perception 10 (+23), Persuasion 2 (+14), Stealth 4
(+16), Technology 8 (+12), Vehicles 6 (+11)
Offense: Initiative +5, Force Blast +10, Ranged, Damage 8,
Force Choke, Perception Range, Affliction 5, Lightsaber +18,
Damage 10 (Penetrating) Crit. 18-20, Unarmed +15, Close
Damage -2 legend. And when the Council ruled against Anakin’s
Defense: Dodge 16, Parry 14, Fortitude 1, Will 13, training, Qui-Gon pledged to train the boy himself,
Toughness 4/0* Without Defensive roll bonus relinquishing his current apprentice, Obi-Wan (declaring
him adequately trained). Unfortunately, Qui-Gon and Obi-
Totals: Abilities 96 + Powers 132 + Advantages 17 + Skills
39 + Defenses +15 = 199 Wan were subsequently drawn into a duel with the Sith
Lord, Darth Maul – apprentice of the shadowy Darth
Complications: Enemy: The Sith, Emperor Palpatine, Sidious, and Qui-Gon was slain. After dispatching Darth
Count Dooku, General Grievous; Relationships: Yoda’s
relationships are mostly within the Jedi community, Maul himself, Obi-Wan promised his dying master that he
particularly Obi Wan Kenobi, Mace Windu, and later, Luke would continue the training of Anakin Skywalker.
Skywalker. He is also on good terms with the Wookies. Qui-Gon’s story was not over, however; his spirit
discovered a way to communicate with the living world
through the Force, continuing to monitor the training of
QUI-GON JINN Anakin – watching aghast as the young Jedi’s anger
Qui-Gon Jinn: Qui-Gon Jinn was a powerful Jedi, known began to consume him, leading him inexorably on a path
to be somewhat of a rebel among the elite Jedi Council. to the Dark Side of the Force. But with the fall of the Jedi
It was he and his Padawan learner, Obi-Wan Kenobi that after the Clone Wars, and the conversion of Anakin
discovered the force-sensitive youth, Anakin Skywalker Skywalker to Darth Vader, Qui-Gon made contact with
living as a slave on the planet Tatooine. Realizing that Yoda, showing him how to appear as a shade to the
the boy had potential beyond any other Jedi ever known, living. Yoda trained Obi-Wan in these methods, allowing
Qui-Gon brought young Anakin before the Jedi Council, him to guide Anakin’s son, Luke, after Obi-Wan was
believing him to be the ‘Chosen One’ of ancient Jedi himself slain by Darth Vader.
Sith Lords or Dark Lords of the Sith, are the
archenemies of the Jedi and, are likewise, manipulators
of the Force. However, the Sith have embraced the Dark
Side. Traditionally Sith Lords use the title ‘Darth’ before
their Sith name, and like the Jedi, themselves, their main
weapon is the lightsaber. In modern times, Sith Lords
only exist two at a time - a master and an apprentice.
The Sith were created two thousand years before the
birth of Luke Skywalker with a rogue Jedi who believed
that the true power of the Force lay in its Dark Side, and
that denial of power was a waste. With the Jedi Council
of the time disapproving of such beliefs, the dissident
Jedi left the order, swearing vengeance against them.
Although alone at the beginning, this rogue Jedi soon
gained many followers – including other Jedi who agreed
with his views and beliefs.
However, the greed and hunger for power from its
members, inherent in embrace of the Dark Side of the
Force, was so great that the Sith order destroyed itself
from the inside. Weakened by infighting, the Sith were
easily wiped out by the Jedi. Still, in the midst of
destruction, one member was able to survive, a Sith Lord
named Darth Bane.
Learning from the order's past mistakes, Darth Bane was
the one responsible for the modern restructuring the Sith
so that there could only exist two members at a time: a
master and an apprentice. Bane also adopted cunning,
subterfuge, and stealth as fundamental tenets of the Sith
order.
Centuries later, a Sith Master named Darth Sidious,
known publicly as Senator Palpatine, carefully planned a
scheme to exact revenge against the Jedi and restore the
Sith’s control over the galaxy.
Through manipulation and guile, Darth Siddious set into
motion events that led to the Clone Wars, the destruction
of the Jedi Order, and the transformation of the Galactic Master of the secret clone army ordered by Jedi Master
Republic into the Galactic Empire. However, the Sith Sifo-Dyas on the planet Kamino from the Jedi Archives.
were not completely victorious; Darth Vader, the last Tyranus also secretly funded the clone army
apprentice of Darth Sidious, was redeemed by Luke During the battle, on the planet of Geonosis, Tyranus was
Skywalker, a Jedi Knight and son of Anakin Skywalker, confronted by the Jedi Obi-Wan Kenobi and Anakin
making him destroy his master, and with him, the Sith Skywalker, demonstrating formidable saber-skills by
order itself. defeating both Jedi, cutting off Anakin’s arm during the
battle. Dooku was, however forced into retreat by the
intervention of Yoda.
COUNT DOOKU
Following the death of Darth Maul, Lord Sidious turned to
the Jedi Master, Count Dooku as his new apprentice. BASE: MOBILE
Dooku was a powerful but disgruntled and ambitious KNOWN MEMBERS: COUNT DOOKU (DARTH TYRANUS),
Jedi, and Sidious was easily able to recruit him and turn DARTH BANE, DARTH MAUL, DARTH VADER, EMPEROR
him to the Dark Side.
Dooku took the tile of ‘Darth Tyranus’, and shortly after PALPATINE (DARTH SIDIOUS)
joining with Sidious, he was informed by his new HEADQUARTERS: VARIABLE
lead an army down to Earth to conquer its peoples and VEHICLES: VARIABLE
force them to worship the Olympians.
Count Dooku was eventually killed, however, as part of
COUNT DOOKU PL12 250 POINTS Darth Sidious’ plan to recruit Anakin Skywalker as his
Abil: Str 1 Sta 3 Agi 2 Dex 2 Fgt 10 Int 4 Awe 10 Pre 8 new Apprentice. Luring Skywalker and Obi Wan to his
ship with the ‘kidnapping’ of Chancellor Palpatine – in
Powers: Force Sensitive: Danger Sense 2, Detect 6 actuality, the Sith Lord, Darth Sidious himself – Dooku
(Limited to other Force-Wielders only), Precognition 3; Jedi
Mind Trick: Mind Control 2 (Limited to those of lower INT
was defeated and disarmed by the powerful young
than Dooku); Leaping: Leaping 3 (60 feet); Lightsaber: Anakin.
Damage: 10 (DC 20; Penetrating 10), Improved Critical 2, Count Dooku, however, was dumbstruck when Palpatine
Easily Removable); Sith Lightning: Ranged Damage 6; prompted Anakin to kill him in cold blood – which Anakin
Telekinesis: Choke (Affliction 4), Force Blast (Ranged promptly did, cutting the Sith Lord’s head off.
Damage 6), Perception Range Move Object 9; Using the Cast callously, and dismissively aside, Count Dooku had
Force: Enhanced Advantages (Improved Defense, Ultimate
been reduced to just another part of Sidious' plan for
Effort (Aim, Dodge/Parry)
pushing Anakin to the Dark Side, and asserting his own
Advantages: Agile Feint, Assessment, Defensive Attack, dominance over the galaxy. (Str6)
Defensive Roll 3, Improved Defense, Power Attack, Quick
Draw, Ranged Attack 5, Takedown, Ultimate Effort (Aim,
Dodge/Parry) DARTH MAUL PL13 231 POINTS
Skills: Acrobatics 8 (+10), Athletics 6 (+7), Close Combat:
Lightsaber 3 (+13), Expertise: Sith Lore 11 (+12), Insight 6 Abil: Str 7 Sta 7 Agi 7 Dex 7 Fgt 13 Int 2 Awe 10 Pre 4
(+16), Intimidation 10 (+18), Perception 4 (+14), Persuasion Powers: Force Sensitive: Danger Sense 2, Detect 6
2 (+10), Ranged Attack: Sith Lighting 8 (+10), Stealth 6 (+8),
(Limited to other Force-Wielders only), Precognition 2; Jedi
Technology 8 (+12), Vehicles 6 (+8)
Mind Trick: Mind Control 2 (Limited to those of lower INT
Offense: Initiative +6, Force Blast +10, Ranged, Damage 9, than Maul)); Leaping: Leaping 3 (60 feet); Lightsaber:
Force Choke, Perception Range, Affliction 4, Lightsaber +13, Damage: 10 (DC 20; Penetrating 10), Improved Critical 2,
Damage 10 (Penetrating) Crit. 18-20, Sith Lightning +10, Easily Removable; Telekinesis: Choke (Affliction 3), Force
Ranged, Damage 9, Unarmed +10, Close Damage 1 Blast (Ranged Damage 3), Perception Range Move Object 3;
Defense: Dodge 12, Parry 14, Fortitude 6, Will 12, Using the Force: Enhanced Advantages (Improved
Toughness 6/3 Without Defensive roll bonus Defense, Ultimate Effort (Aim, Dodge/Parry)
Totals: Abilities 80 + Powers 87 + Advantages 25 + Skills 39 Advantages: Agile Feint, Assessment, Defensive Attack,
+ Defenses 19 = 250 Defensive Roll 3, Improved Defense, Power Attack, Quick
Draw, Ranged Attack 5, Takedown, Ultimate Effort (Aim,
Complications: Enemy: Yoda, The Jedi; Relationships:
Count Dooku, or Darth Tyranus, was the apprentice of Darth Dodge/Parry)
Sidious, (who eventually became the Emperor). Acting as Skills: Acrobatics 10 (+17), Athletics 10 (+17), Close
such, he was aligned with General Grievous. Combat: Lightsaber 3 (+16), Close Combat: Unarmed 1
(+14), Expertise: Sith Lore 2 (+4), Insight 4 (+14), Intimidation
10 (+14), Perception 2 (+12), Persuasion 2 (+6), Stealth 4
(+11), Technology 8 (+10), Vehicles 6 (+13)
Offense: Initiative +10, Force Blast +12, Ranged, Damage 3,
Force Choke, Perception Range, Affliction 3, Lightsaber +16,
Damage 10 (Penetrating) Crit. 18-20, Unarmed +14, Close
Damage 7
Defense: Dodge 14, Parry 14, Fortitude 10, Will 9,
Toughness 8/5* Without Defensive roll bonus
Totals: Abilities 114 + Powers 58 + Advantages 17 + Skills
31 + Defenses 11 = 231
Complications: Enemy: The Jedi; Relationships: Darth
Maul’s primary relationship was with his mentor, Darth
Sidious. Star Wars Trivia: Darth Maul was briefly resurrected
through Sith sorcery in order to battle Darth Vader – an effort
by Sith followers to provide Emperor Palpatine with what they
perceived as a superior apprentice. Unfortunately for their
plans, Darth Vader slew Darth Maul.
EMPEROR PL14 333 POINTS
Abil: Str 1 Sta 2 Agi 5 Dex 5 Fgt 10 Int 3 Awe 13 Pre 8
Powers: Force Sensitive: Danger Sense 4, Detect 6
(Limited to other Force-Wielders only), Precognition 4; Jedi
Mind Trick: Mind Control 10 (Limited to those of lower INT
than the Emperor); Leaping: Leaping 3 (60 feet);
Lightsaber: Damage: 10 (DC 20; Penetrating 10), Improved
Critical 2, Easily Removable; Sith Lightning: Ranged
Damage 10; Telekinesis: Choke (Affliction 4), Force Blast
(Ranged Damage 8), Perception Range Move Object 13;
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 7 (+12), Athletics 6 (+4), Close Combat:
Lightsaber 7 (+17), Expertise: Sith Lore 12 (+15), Insight 10
(+23), Intimidation 10 (+18), Perception 10 (+23), Persuasion
8 (+16), Stealth 4 (+10), Technology 8 (+11), Vehicles 6
(+11)
Offense: Initiative +6, Force Blast +10, Ranged, Damage 8,
Force Choke, Perception Range, Affliction 4, Lightsaber +17,
Damage 10 (Penetrating) Crit. 18-20, Sith Lightning +10,
Ranged, Damage 10, Unarmed +10, Close Damage 1
Defense: Dodge 14, Parry 14, Fortitude 6, Will 13,
DARTH MAUL Toughness 6/2* Without Defensive roll bonus
Totals: Abilities 94 + Powers 155 + Advantages 17 + Skills
Darth Maul was a weapon forged for one purpose only –
the destruction of the Jedi. Maul’s master, Darth Sidious, 44 + Defenses 23 = 333
held no sentimental illusions about his apprentice – he Complications: Enemy: Yoda, The Jedi; Relationships:
was an instrument, and upon Maul’s death, Sidious cast The Emperor’s primary relationship is with his apprentice,
him aside like a broken blade, quickly finding a Darth Vader; although he had at least two apprentices before
replacement with Count Dooku. Vader, Palpatine spent several years securing Vader – then
Darth Sidious took Maul from his home planet, Irdonia, as Anakin Skywalker – to his side.
an infant, before the force-sensitive child was discovered
by the Jedi. Sidious was a cruel teacher – Maul endured
ever more brutal physical training, with terrifying EMPEROR
psychological indoctrination. In particular, Maul pushed In the tradition of the ancient Sith Lords, the man named
himself to become the best saber-fighter possible, Palpatine – the shadowy Darth Sidious – operated right
employing the dangerous, double-bladed lightsaber. under the noses of his Jedi enemies. He played his
Maul’s skills grew so that his heart burned with game without revealing a hint of his strategy, and his
anticipation when his master finally ordered him to hunt objective was nothing less than the domination of the
down two Jedi – Qui Gon Jinn, and Obi Wan Kenobi. entire galaxy.
After a brief, but savage skirmish on the planet Tatooine, Operating off the planet of Naboo, as the mild-mannered
Maul tracked the pair down on the planet Naboo. Senator Palpatine, Sidious schemed and plotted his way
Demonstrating incredible skill, Maul easily engaged both through the political system, while meanwhile executing a
Jedi, and slew Qui-Gon. However, Maul fatally series of clandestine machiavellian moves to initiate strife
underestimated the Master Jedi’s own apprentice, Obi- and unrest, inevitable leading to war. He trained an
Wan, who managed to cut the Sith Lord in half with a apprentice – Darth Maul – from birth to be his weapon
telekinetic saber-strike from behind. The death of Maul and enforcer. And it was the seemingly fateful setback of
turned Darth Sidious’ attention to the young Anakin Maul’s own death at the hands of the Jedi Padawan Obi-
Skywalker. (Str25) Wan Kenobi, that drew Sidious attention
battle, but by appealing to the last of the good in his
father, and it was Darth Vader himself – now finally
Anakin Skywalker again – who turned on the Emperor –
right at the moment of the Sith Lord’s final victory –
saving the life of his son, and although mortally wounded
himself, manages to kill Palpatine, tossing him down the
Death Star reactor, destroying the last of the Sith. (Str6)

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.

to a young force wielder, named Anakin Skywalker. A


child with potential like no other, Anakin was a perfect
target for corruption, and in the guise of senator
Palpatine, Darth Sidious began to wheedle his way into
the boy’s confidence, so that by the time he was a grown
man, Anakin considered Palpatine a friend and a mentor.
Creating events that led to the eminent possible death of
Anakin’s wife, Padme, Sidious manipulated a desperate
Anakin into actions – in Palpatine’s defense – that lead to
him to kill the Jedi Master, Mace Windu – setting
Skywalker on an irreversible path to becoming Darth
Vader.
With Darth Vader now by his side, Sidious became
Emperor, wiping the Jedi almost entire from existence in
a single well-planned coupe, with the only survivors being
Yoda and Obi-Wan Kenobi, both hidden away in exile.
The Emperor’s rule was absolute and unquestioned for a
generation, but in the end, it was the son of Anakin –
Luke Skywalker – who eventually toppled his rule.
Ironically, young Luke defeated the Emperor, not through
The cosmic entity known as the Stranger is a being of
great power, who wanders the universe as a cosmic
nomad, studying other beings for some unknown
purpose. No one is sure about his origins. The
Stranger once claimed to be a being created from all
the surviving inhabitants of his homeworld, Gigantus.
According to this story, the warlike alien Eternians
attacked Gigantus and the ensuing battle destroyed
both races. The last few Gigantiuns melded their
minds into one being in order to battle the Eternians
own gestalt-being, the Over-Mind. Calling himself
the Stranger, this new Gigantiun composite being
traveled into space and took up the work of his
lost people by studying the various life-forms
on the Galaxy.
The Silver Surfer eventually challenged the
Stranger on the truth of this tale, and the
Stranger admitted that the tale of Gigantus
was nothing more than a lie he concocted
to avoid questions, but was not forthcoming with the
actual truth.
The Living Tribunal has suggested that the Stranger
represents what could have been the Tribunal’s fourth
face – in opposition to his face that represents ‘Equity’,
representing the parts of the universe which stand apart
and outside the rest of the cosmos – although the
Tribunal has since apparently contradicted this.
At any rate, the Stranger initially became intrigued with
the planet Earth because of the modern proliferation of
super-powered individuals there. But, after encountering
the evil mutant, Magneto, the Stranger concluded that the
high concentration of super-beings posed an imminent POWERS AND ABILITIES
threat to the galaxy because of the potential for misuse of
power. But after he had nearly destroyed the Earth, the The Stranger possesses entity-level cosmic and psionic
Stranger decided that Magneto was not representative of power. He can manipulate and reorder matter, project
Earth and that its heroes were noble and their promise far large amounts of cosmic energy with great concussive
outweighed any possible threat. Since then, he has force. He can alter his own size, appearing anywhere
worked on the side of humanity, defending the Earth from six-foot to over sixty-feet, and can transform himself
against cosmic threats like the Over-Mind and Pluto. into pure energy. He can travel through space-warps and
For a time, the Stranger possessed one of the Infinity across dimensional barriers, allowing him to be virtually
Gems, augmenting his might dramatically, although, even anywhere in the universe almost instantaneously.
without it, he is still one of the universe’s most powerful Besides his natural powers, is also known to employ a
beings. He participated in along with the other cosmic wide variety of technological devices that can serve to
entities like Galactus and the Celestials in Eternity’s war temporarily augment or diversify his natural abilities. The
with Thanos during the Infinity Gauntlet crisis. Stranger is also apparently immortal, not appearing to
(Str150/200) age.

PERSONALITY REAL NAME: UNREVEALED


The Stranger is a deliberately enigmatic and mysterious OCCUPATION: UNREVEALED
cosmic who rarely explains his motives – particularly to BASE: MOBILE AFFILIATION: NONE
mortals - and even when he does, what he reveals may HEIGHT: 6’ (VARIES) WEIGHT: VARIES
not necessarily be the truth. Therefore, no one is certain
about the veracity of anything he says. EYES: BLACK HAIR: WHITE
STRANGER PLX1/PL17
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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

The Stranger can channel cosmic radiation, boosting


STR, STA, FGT, and all his powers up 2 ranks
temporarily to PL18 (how long this boost lasts is up to
GM’s discretion, but at least the duration of the scene).
He is usually presented as at least PLX1 and sometimes
as high as PLX2. In any incarnation, the Stranger is a
being of sufficient stature to warrant his inclusion in the
Living Tribunal's court, attended by the likes of Eternity,
Master Order, Lord Chaos, the Celestials and Galactus....
Namor is the son of a princess of the undersea kingdom
of Atlantis and a human man. He grew up believing that
the surface world was hostile to his people. When he
came to the surface in the 1940’s, he had war in mind.
Once convinced there was a more just war, the Sub-
Mariner joined the fight against the Axis powers, fighting
alongside Captain America and the other Invaders.
Toward the end of the war, Namor was stricken with
amnesia. He remained unaware of his true identity for
years and lived as a derelict in New York before finally
being discovered and restored to health by Johnny
Storm, the Human Torch.
The Sub-Mariner has been both enemy and ally to the
surface world. During his unstable periods, he tried to
conquer the world and even teamed up with Doctor
Doom. More often, Namor has fought to make certain
that his Atlantean people could live alongside humans.
Namor is fierce in his dedication to equality for Atlantis,
but has learned that he cannot achieve such equality by
force. He has served as a member of super teams such
as the Avengers and Defenders, and will always answer
a call for help from his old fighting partner, Captain
America.
Namor shares a strong attraction with Sue Richards of
the Fantastic Four, but that passion has also developed
into a mutual friendship. He was married to the late
amphibious alien Marrina. (Str70/90)

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.

POWERS AND ABILITIES


As a mutant human/Atlantean hybrid, Namor has the
ability to breath on both land and sea. He also has a
level of super-human strength comparable to the Thing
that waxes and wanes depending upon how much time
he spends in water – he is his strongest while he is
underwater. He also has the ability to fly (apparently due
to the vestigial Mercury-like wings on his ankles). Time
away from water is debilitating in the long term, and he
has been known to react to a surface-form of pressure-
REAL NAME: NAMOR MCKENZIE
induced psychosis, making him temperamental and OCCUPATION: RULER OF ATLANTIS
irrational. BASE: ATLANTIS
Namor is a confidant leader (King of Atlantis), as well as AFFILIATION: AVENGERS, DEFENDERS
being an experienced warrior, as well as one of the oldest
super-heroes, having been active since before the
HEIGHT: 6’ 2” WEIGHT: 310 LBS
Second World War. EYES: GREEN HAIR: BLUE-GREY
SUB-MARINER PL14
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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

GIGANTO PL16 • 213 POINTS


STR 22 STA 22 AGL 0 DEX 0 FGT 4 INT -1 AWE 1 PRE 0
Powers: Growth 22 (Innate; Permanent), Thick Hide:
Protection 2, Senses 4 ((Accurate Hearing, Low-Light Vision,
Ultra Hearing), Swimming 5 (16 MPH), Teeth: Strength-
based Damage 2
Offense: Initiative +3, Bite +6 (Close, Damage 24), Slam +6
(Close, Damage 22)
Defense: Dodge -8, Parry -5, Fortitude 23, Toughness 24,
Will 8
Totals: Abilities 96 + Powers 93 + Advantages 6 + Skills 10 +
Defenses 8 = 213
Kara Zor-El is the daughter of Alura and Zor-El, brother to
Superman’s father, Jor-El. Born in Argo City on Krypton,
Kara and other citizens of Argo survived the planet’s
destruction thanks to a powerful force field. Then Brainiac
attacked Argo, and Kara’s parents sent her in a small
spacecraft to Earth and safety, telling her to look after her
young cousin, Kal-El.
Kara’s ship was disabled and became trapped inside a
Kryptonite asteroid while Argo was added to Brainiac’s
collection of cities. The ship placed Kara in suspended
animation, allowing her to survive until the portion of the
asteroid in which she was trapped crashed in Gotham
City Bay.
Recovered and revived by Batman, Kara revealed her
origins to him and her now-adult cousin, Superman.
Though she is chronologically older than Superman, she
is physically and mentally still a teenager. After training in
the use of her Kryptonian powers with Wonder Woman
and the Amazons of Themyscira, Kara took on the mantle
and identity of Supergirl.
Since then, Supergirl has been reunited with her parents
and had to suffer losing them again: her father killed by
the radioactive mercenary Reactron, her mother
perishing in the destruction of New Krypton. She learned
the value of having a private life among ordinary humans,
and allowed Lana Lang to introduce her in Metropolis as
her niece, Linda Lang. (Str75/88)

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.

POWERS AND ABILITIES


Supergirl has the same Kryptonian powers as her cousin:
under Earth’s yellow sun, she has superhuman strength, complication when she realizes what she has done.
speed and invulnerability, enhanced senses, and the Supergirl’s player is encouraged to look for these
powers of flight and heat vision. Some have commented opportunities, while the Gamemaster should award hero
that Supergirl at times seems more powerful than even points when Supergirl’s inexperience or lack of control
Superman, but this is largely because she has less adds a complication to the overall story
training—and so less restraint—using her powers,
whereas Superman has spent much of his life learning to
keep his powers under control. REAL NAME: KARA ZOR-EL, LINDA LANG (EARTH NAME)
Supergirl is more likely to cut loose than her cousin, OCCUPATION: STUDENT, SUPERHERO
employing extra effort or making full use of her Strength BASE: METROPOLIS AFFILIATION: JLA, TEEN TITANS
or other powers, even in situations where restraint might
be more appropriate. This can create additional
HEIGHT: 5’ 7” WEIGHT: 110 LBS
complications for Kara, playing into her responsibility EYES: BLUE HAIR: BLOND
SUPERGIRL PL12
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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.

SUN-DIPPED SUPERGIRL PL13


Supergirl’s powers come from her ability to absorb the energy
SUPERGIRL (SUN-DIPPED) PL13 • 243 POINTS
of Earth’s yellow sun. By absorbing intense amounts of solar
energy – like she might receive from flying directly into the STR 16 STA 11 AGL 3 DEX 2 FGT 4 INT 2 AWE 2 PRE 3
sun – Supergirl can temporarily increase her powers. Powers: Invulnerability: Impervious Toughness 16, Super-
Similarly, as a power stunt, Supergirl can burn up her solar Strength: Enhanced Strength 4, Limited to Lifting (Lifting
stores and ‘push’ her powers beyond their normal limits, Str20; 25,000 tons)
although this is dangerous as she becomes weakened Offense: Initiative +2, Heat Vision +10 (Ranged, Damage
afterwards in all powers and abilities by an amount equal to 16), Unarmed +9 (Close, Damage 16)
his boost, leaving her vulnerable. Defense: Dodge 11, Parry 11, Fortitude 13, Toughness 15,
To reflect ‘Sun-Dipped’ Supergirl, GMs can use the Stat Box Will 12
provided, or substitute their own, although Supergirl is still a Totals: Abilities 86 + Powers 106 + Advantages 3 + Skills 21
teen and she has not been known to move planets like her + Defenses 27 = 243
cousin.
POWERGIRL PL13 Secret identity: Karen Starr
Stranger in a Strange Land: Powergirl is the last survivor of
her home planet and of her universe. She truly has no one
STR STA AGI DEX FGT INT AWE PRE else from either home, only counterparts of those with whom
she was once connected.
17 13 3 2 6 2 2 2 Temper: Power Girl is notorious for her temper.

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.

SUPERGIRL PRE-CRISIS PL16 Her Toughness is not Impervious vs. magic


Weakness: Kryptonite

STR STA AGI DEX FGT INT AWE PRE


23 18 2 2 4 6 2 6
POWERS
Flight: Array (48 points)
• Flight 24 (32,000,000 MPH) • 48 points
• Quickness 10, Speed 20 (2,000,000 MPH) • 1 point
Heat Vision: Ranged Damage 20 (heat) • 40 points
Invulnerability: Protection 4, Impervious Toughness 20;
Immunity 10 (Life Support) • 34 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 10 • 10 points
Super-Strength: Enhanced Strength 12, Limited to Lifting
(Lifting Str 35; 800,000 kilotons) • 8 points

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.

SUN-DIPPED SUPERMAN PL16/PLX1


Superman’s powers come from his ability to absorb the SUPERMAN (SUN-DIPPED) PL16 (PLX1) • 333 POINTS
energy of Earth’s yellow sun. By absorbing intense amounts STR 20 STA 16 AGL 2 DEX 2 FGT 8 INT 5 AWE 5 PRE 10
of solar energy – like from flying directly into the sun – Powers: Flight 18, Quickness 8, Speed 18 (500,000 MPH),
Superman can temporarily increase his powers – he has Heat Vision: 20, Invulnerability: Impervious Toughness 20,
been known to move planets. As a power stunt, he has also Super-Speed: 10, Super-Strength: Enhanced Strength 4,
shown the ability to ‘push’ his powers beyond their normal Limited to Lifting (Lifting Str24; 400,000 tons/StrX1)
limits, although this is dangerous as he becomes weakened Offense: Initiative +2, Heat Vision +10 (Ranged, Damage
afterwards in all powers and abilities by an amount equal to 20), Unarmed +11 (Close, Damage 20)
this boost, leaving him vulnerable – like when he temporarily Defense: Dodge 12, Parry 12, Fortitude 17, Toughness 20,
died battling the monster Doomsday. To reflect ‘Sun-Dipped’ Will 15
Superman, GMs can use the Stat Box provided, either with Totals: Abilities 134 + Powers 142 + Advantages 13 + Skills
Lifting Str24 or PLX1. 26 + Defenses 25 = 333
.
POWERS AND ABILITIES
Under a yellow sun like Earth’s, Superman’s Kryptonian
cells absorb solar energy to grant him tremendous
strength, speed and stamina. He is virtually invulnerable
and it takes a massive explosion or similar release of
energy to even knock him off his feet.
Superman can fly and move at super-speed, faster than
the eye can follow. His senses are greatly enhanced,
particularly his vision and hearing. He can see and hear
over great distances, peer through solid objects with his
X-ray vision, see in the infrared spectrum and down to
the microscopic, and hear in the ultrasonic bandwidth.
Superman can project a beam of heat from his eyes—his
“heat vision.” At the lowest levels, his eyes seem to glow
red as the object he is looking at heats up. At higher
levels, the heat beams are actually visible.
His super breath is a powerful blast of compressed air,
also capable of super-cooling objects, instantly forming
ice from moisture in the air.
The Man of Steel has used various other powers on
occasion. These are usually temporary abilities acquired
by circumstance or power stunts of his existing abilities.
The Gamemaster should handle these as regular power
stunts.

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)

SUPERMAN: HERALD OF GALACTUS PL16


STR STA AGI DEX FGT INT AWE PRE
20 16 2 2 8 5 11 10
POWERS
Cosmic Awareness: Comprehend Languages 3 (speak all,
understand all); Communication 1 (mental); Enhanced
Awareness 6; Senses 1 (Cosmic Awareness) • 23 points
Flight: Array (30 points)
• Flight 20 (2,000,000 MPH) • 30 points
• Quickness 10, Speed 20 (2,000,000 MPH) • 1 point
Heat Vision: Ranged Damage 20 (heat) • 40 points
Invulnerability: Protection 4, Impervious Toughness 22;
Immunity 10 (Life Support) • 37 points
Super-Senses: Senses 20 (Acute and Extended Hearing,
Extended Vision 3, Infravision, Microscopic Vision 4, Ultra- OFFENSE
Hearing, Vision Penetrates Concealment [except lead]) • 20
INITIATIVE +2
points Cosmic Blast +10 Ranged, Damage 20
Super-Speed: Quickness 10 • 10 points Unarmed +11 Close Damage 20
Super-Strength: Enhanced Strength 4, Limited to Lifting
(Lifting Str24; 400,000 tons) • 4 points DEFENSE
The Power Cosmic: Array (40 points) DODGE 12 FORTITUDE 17
• Cosmic Blast: Ranged Damage 20 • 40 points PARRY 12 TOUGHNESS 20
• Cosmic Senses: Senses 27 (Acute, Ranged, and Tracking WILL 15
Detect Life, Extended Detect Life 28) • 1 point
• Healing: Healing 20 • 1 point POWER POINTS
• Matter Manipulation: Transform 20 (anything into ABILITIES 136 SKILLS 26
anything) • 1 point POWERS 208 DEFENSES 20
ADVANTAGES 13 TOTAL 396
ADVANTAGES
Connected, Equipment 5, Extraordinary Effort, Inspire, COMPLICATIONS
Languages (Kryptonian), Leadership, Power Attack, Seize Relationships: As Herald, Superman’s only contact is
Initiative, Ultimate Effort (Toughness) Galactus, although in the Marvel Universe he has contacts
with both the Silver Surfer and the Fantastic Four.
SKILLS Secret Identity: Superman has no Secret Identity in the
Marvel Universe as he is believed to be just a comic-book
Close Combat: Unarmed 3 (+11), Expertise: Farming 4 (+9), hero.
Expertise: Krypton 8 (+13), Expertise: Journalism 10 (+15), Weaknesses: As Herald to Galactus, Superman is immune
Ranged Combat: Heat Vision 8 (+10), Perception 8 (+21), to Kryptonite, Red Sun radiation, and requires no yellow sun
Persuasion 8 (+18), Technology 3 (+8) to fuel his powers
SUPERMAN: POWER OF THOR PL16 HAMMER OF THOR
Mjolnir: Array (32 points), Easily Removable (-16 points),
STR STA AGI DEX FGT INT AWE PRE Feature 1 (Automatic Return after 1 round), Indestructible
• Flight: Flight 12 (8,000 MPH) • 1 point
19 14 2 2 8 5 5 10 • God of Thunder: Environment 16 (Lighting, Rain,
Thunder, Wind), Ranged Damage 16 • 32 points
POWERS • Hammer of Thor: Strength-based Damage 2, Strength-
based Ranged Damage 2, Improved Critical 2 • 3 points
Flight: Array (30 points) • Spinning Shield: Impervious Toughness 16, Limited to
• Flight 15 (64,000 MPH) • 30 points while spinning hammer • 1 point
• Quickness 7, Stacks with Super-Speed; Speed 15 (64,000 • Traverse Dimensions: Movement 3 (Dimension Travel),
MPH) • 1 point Increased Mass 5 • 1 point
• Movement 15 (Space Travel) • 1 point
Heat Vision: Ranged Damage 15 (heat) • 30 points SHIELD OF CAPTAIN AMERICA
Invulnerability: Protection 4, Impervious Toughness 18;
Shield of Captain America: Easily Removable (-2 points)
Immunity 10 (Life Support) • 32 points Impervious Toughness 17, Indestructible • 15 points
Super-Senses: Senses 15 (Acute and Extended Hearing, • Blunt Weapon: Strength-based Damage 1 • 1 point
Extended Vision 3, Infravision, Microscopic Vision 4, Ultra- • Thrown Weapon: Strength-based Ranged Damage 1,
Hearing, Vision Penetrates Concealment [except lead]) • 15 Ricochet 3 • 4 points
points • Defensive Weapon: Deflect 7, Enhanced Defenses 6
Super-Speed: Quickness 8 • 8 points (Dodge 3 and Parry 3) • 13 points
Super-Strength: Enhanced Strength 4, Limited to Lifting
(Lifting Str23; 200,000 tons) • 4 points

ADVANTAGES POWER OF THOR


Power of Thor: During the Avengers/JLA crossover,
Connected, Equipment 17, Extraordinary Effort, Inspire,
Languages (Kryptonian), Leadership, Power Attack, Seize Superman, briefly wielded both Captain America’s Shield
Initiative, Ultimate Effort (Toughness) and Thor’s Hammer – although the latter only
conditionally, as he did not adapt Thor’s appearance or
SKILLS dress, and did not gain Thor’s physical traits or skills. He
Close Combat: Unarmed 3 (+11), Expertise: Farming 4 (+9), was also allowed only one strike, after which he was
Expertise: Krypton 8 (+13), Expertise: Journalism 10 (+15), unable to lift the hammer a second time. (Str100/350)
Ranged Combat: Heat Vision 8 (+10), Perception 8 (+13),
Persuasion 8 (+18), Technology 3 (+8)

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

Skills: Athletics 3 (+4), Close Combat: Unarmed 3 (+5),


Deception 4 (+7), Expertise: Journalism 11 (+13), Insight
6(+8), Investigation 4 (+6), Perception 4 (+6), Persuasion 4
(+7), Stealth 4 (+5), Technology 2 (+4), Vehicles 3 (+5)
Offense: Initiative +1, Unarmed +5, Close Damage 0

Defense: Dodge 5, Parry 4, Fortitude 3, Will 3, Toughness 1


Totals: Abilities 26 + Powers 0 + Advantages 4 + Skills 24 +
Defenses + 9 = 63
Complications: Relationships: Lois is the wife of
Superman, and has close contacts at the Daily Planet,
including Perry White and Jimmy Olson. Danger Prone: Lois
is a regular hostage/damsel in distress – she is somewhat
danger-prone in addition to being extremely over-confident,
which tends to find her in dangerous situations, falling out
windows, etc.

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

KRYPTO THE SUPERDOG


family. He often reacts violently when his loved ones are in
danger; Good Dog!: Krypto is extremely loyal and devoted.
Krypto is a Kryptonian canine with powers beyond the He also likes kids and is generally good-natured;
realm of mortal dogs. He possesses all of Superman’s Kryptonian: Krypto is vulnerable to magic, red-sun radiation,
and Kryptonite just like Superman. Sun-Dipped Superdog:
powers in canine proportions while under a yellow sun, Krypto’s powers come from his body’s ability to absorb the
and all of the Man of Steel’s vulnerabilities. He is energy of Earth’s yellow sun. By absorbing intense amounts
exceptionally intelligent, approaching or reaching human of solar energy – such as he might receive by flying directly
intelligence. Despite this, he’s still a dog, with canine into the sun - Krypto can temporarily increase his powers.
instincts and limitations. But he’s a dog with heat vision, As a power stunt, he can ‘push’ his powers beyond their
and that’s pretty cool. normal levels, while still on Earth, although this is dangerous
because, after this boost, he becomes weakened in all
Krypto is totally devoted to Superman, Superboy and the powers and abilities by an amount equal to the boost he
rest of the Superman family. He was Jimmy Olsen’s dog received, leaving him vulnerable.
for a time, using the alias “Pal” to hide his identity. After a
rocky start with Lois Lane, the two have come to
appreciate and understand each other. Batman is also
fond of him, sometimes borrowing the animal when his
keen senses would be of use. After Krypto assisted
Superman in a terrible battle against the superhuman
Atlas, the citizens of Metropolis have come to view Krypto
as a proud addition to their city. Though the Legion of
Super-Pets isn’t yet officially established as existing on
Earth-0, Krypto was a founding member of previous
versions. (Str65/88)

KRYPTO PL12 - 243 POINTS


Abilities: Str 14 Sta 14 Agi 4 Dex 0 Fgt 6 Int -1 Awe 3 Pre 3
Powers: Dog (Shrinking 3, Innate, Normal Strength,
Permanent); Flight: Array: Flight 15 (64,000 MPH), AE:
Quickness 6, Stacks with Superspeed); Heat Vision:
Ranged Damage 14 (heat), Invulnerability: Impervious
Toughness 14; Immunity 10 (Life Support); Super-Bite
Strength-based Damage 1) Tracking, Vision Penetrates
Concealment (except lead) Super-Senses (Senses 18
(Acute and Extended Hearing, Acute and Extended Smell,
Extended Vision 3, Infravision, Microscopic Vision 4, Ultra-
Hearing, Super-Speed (Quickness 8); Super-Strength:
Enhanced Strength 4, Limited to Lifting (Lifting Str18; 6000
tons)
Advantages: All-out Attack, Close Attack, Interpose, Power
Attack, Startle, Ultimate Effort (Toughness checks)
After the Death of Superman at the hands of Doomsday,
(See entry for: Doomsday), four beings appeared in
Metropolis, each believed by some to be the Man of Steel
Reborn. Although the real Superman eventually
returned, these four are forever (for good or bad)
associated with his name.
The Death of Superman left a wake, culminating in
events that led to even more dire ramifications to the
entire DC Universe, beginning when the villainous, and
genocidal ‘Cyborg Superman’ (see below), destroyed
Coast City, the home town of Earth’s Green Lantern, Hal
Jordan (See entry for: Green Lantern), facilitating
Jordan’s possession by the fear-entity, Parallax, which
eventually culminated in a devastating universal ‘Crisis-
Event’, that actually destroyed and then rebuilt all of
reality, changing the Green Lantern Corps and the DC
Universe forever.
In addition, besides establishing the Cyborg as an
extremely powerful new villain, the "Reign of the
Supermen!" storyline also introduced two long-standing
super-hero characters, John Henry Irons, who would
adapt the code-name Steel, and a new Superboy (See
both entries below), who was in fact a partial clone of
both Superman and Lex Luthor.
Both went on to become powerful and respected
superheroes in their own right, always striving to live up
to the selfless example set by the Man of Steel. Upon
Superman’s resurrection, he accepted both Steel and
‘Kon-El’ as bearers of his symbol, and part of the
‘Superman Family’. The ‘Cyborg-Superman’, Hank
Henshaw, remains one of his deadliest and most
powerful arch-enemies.
Upon his return, Superman went through a rapid series of
changes (see Superman: 75 Years of Superman),
beginning with the shoulder-length long hair – apparently
an homage to the Christ resurrection symbol – to the
unfortunate fling with electrical energy-based powers
(See entry for: Superman: Blue Energy Form) – all the
while inevitably melding back into some of the more CYBORG-SUPERMAN
popular, traditional Pre-Crisis elements – everything from On Anti-Earth, young Thomas Wayne, Jr. saw his
a Kryptonian cousin, Supergirl (as opposed to a shape- Astronaut Hank Henshaw suffered exposure to a lethal
changing clone of an alternate reality’s Lana Lang dose of cosmic radiation during a routine flight when a
crossbred with an Earth-Born Angel – See entries for: solar flare bathed his shuttle with radiation and destroyed
Supergirl, and Supergirl: Earth Angel), as well as a his body but allowed his mind to survive and find refuge
Superdog (See entry for: Superman: Krypto). Perhaps in a LexCorp computer mainframe. Discovering he could
most significantly, after the reality-altering events set in control technology, Hank created a robot body, and
motion by his own death, Superman was actually once revealed himself to his wife, but the shock proved too
again born on Krypton, as opposed to a birthing matrix on much for her and she committed suicide.
Earth. With his burgeoning electronic status disrupting Earth’s
In fact, it was this second Crisis-Event – labeled ‘Infinite- communications networks, Henshaw downloaded his
Crisis’, set the pattern for a series of Crisis-Events, as consciousness into Superman’s birthing matrix which he
nearly an editorial mandate, that has continued literally to fashioned into a spaceship for himself and left to explore
this day. And all of it laid at the feat of the Death of the galaxy.
Superman. Exploring various planets, Hank bonded with a multitude
of life-forms in his travels to learn more about their
cultures and history. Hank finally arrived on a planet
controlled by the alien warlord Mongol, whom he
recruited as part of his plan to exact revenge against
Superman.
Returning to Earth, Henshaw learned of Superman’s
death at the hands of Doomsday. Deciding to destroy the
Man of Steel’s reputation, Hank used genetic material
from the birthing matrix and built himself a cyborg body.
Claiming he was Superman, Henshaw installed an
electronic warning device on Doomsday and imprisoned
him in space.
When Mongul’s spaceship arrived above Coast City to
begin converting Earth into a new Warworld, Henshaw
first prevented the Eradicator from stopping the
destruction of the city and then convinced the White
House that the Eradicator was responsible. Henshaw
then launched a nuclear warhead toward Metropolis, but
Superman, newly revived, stopped it. Superman defeated
the cyborg by shattering his metallic body, but Henshaw’s
consciousness fled to a device he had secreted on
Doomsday.
Escaping his imprisonment, Doomsday found his way to
Apokolips, where Henshaw created a new body for
himself and the two began a rampage on the planet until
Darkseid captured Henshaw with his Omega Beams and
imprisoned him in a small metallic orb to be used as a
weapon against Superman, but eventually released
Henshaw with the proviso that he would leave Apokolips
and never return.
Henshaw then joined an intergalactic tribunal that was
bringing Superman to trial for the crimes of his Kryptonian
ancestors. Betraying them, Henshaw attempted to
conquer their world and convert it into a new Warworld.
When Superman revealed Henshaw’s involvement in Having returned once again and in alliance with the
Coast City’s destruction, the tribunal instead found the Toyman, Hank devised a device to destroy Superman by
cyborg guilty of genocide and banished him beyond the dispersing the Kryptonian’s energy across the galaxy,
event horizon of a black hole. making it impossible for him to reform. The device
Henshaw was later discovered, by Hal Jordan, at the malfunctioned, causing Superman to split into two
Source Wall. In their confrontation, Henshaw was torn personas, Superman Red and Superman Blue, with the
apart by Hal’s representations of the Coast City victims, former eventually defeating him. Returning to space,
and Henshaw’s consciousness was absorbed into the Hank discovered the home world of the android
Godwave. Surviving as part of the Godwave, Henshaw Manhunters. Gathering together deceased Green
created a world made up of his memories. Superman Lanterns, he used their rings and Kryptonian technology
encountered this world and Henshaw used those to upgrade the Manhunters into Highlords. Hal Jordan
memories to torment the Kryptonian, but once again he and Arisia combined the power of their rings with a
was defeated. Unbeknownst to Superman, Henshaw had Highlord and destroyed Hanks organic components along
downloaded his consciousness into the Man of Steel’s with most of the Manhunters’ home world. The cyborg’s
containment suit and returned with him to Earth where he remains were then imprisoned on Oa. Freed by the
created a new body and posed as an art teacher with the Sinestro Corps, Hank was made a herald of the Anti-
intention of starting a new life. Monitor with the understanding that he would be
Despite this, Henshaw’s hatred for Superman caused him rewarded for his services with his greatest desire—a
to reveal his true identity, and his new body was final death. Wielding ten Qwardian power rings, Hank led
destroyed in the inevitable conflict. his Highlords to Earth and battled Superman again.
This time, Hank would have defeated Superman if Power OFFENSE
Girl and Supergirl had not come to the Man of Steel’s aid.
In the final encounter with the Anti-Monitor, Hank was INITIATIVE +2
Blaster +11 Ranged Damage +19
finally killed. Unfortunately, the Highlords, lost without
Unarmed +11 Close Damage 19
their leader, retrieved a fraction of Hank’s remains and
funneled a massive amount of energy into it, returning DEFENSE
Cyborg Superman to life. (Str100/350)
DODGE 14 FORTITUDE 15
PARRY 14 TOUGHNESS 16
CYBORG-SUPERMAN PL15 WILL 14

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

ADVANTAGES POWER POINTS


ABILITIES 106 SKILLS 47
Agile Feint, All-out Attack, Animal Empathy, Close Attack 5, POWERS 15 DEFENSES 20
Defensive Roll 4, Diehard, Equipment 2, Improved Critical ADVANTAGES 17 TOTAL 205
(Bow, Knife, Spear), Improved Initiative, Instant Up,
Languages 3 (Myriad of both human and animal languages),
COMPLICATIONS
Relationships: Tarzan is closest to his wife, Jane, but he
Power Attack, Uncanny Dodge
has multiple contacts both human and animal. His closest
SKILLS friend is Lt. Phillip D’Arnot, and he is King of the Wazuri
Tribe. La, High Priestess of Opar, is a sometime villain, is
Acrobatics 9 (+16), Athletics 12 (+16), Close Combat also a contact, as is nearly every animal in the jungle –
(Unarmed) 4 (+16), Expertise (Jungle) 13 (+16), Expertise particularly apes, elephants, and the black-maned lion, J’ad
Bal Ja.
(Survival) 13 (+16), Insight 4 (+12), Intimidate 12 (+22),
Responsibility: Tarzan considers the jungle his personal
Investigate 4 (+7), Perception 6 (+14), Persuasion 4 (+12), responsibility
Ranged Attack (Thrown Weapons) 4 (+13), Stealth 8 (+15) Temper: Tarzan is known for his Berserker rages.

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)

KORAK PL9 140 POINTS JUNGLE ANIMALS


Abilities: Str 3 Sta 4 Agi 6 Dex 6 Fgt 10 Int 3 Awe 6 Pre 6 Tarzan is ‘Lord of the Jungle’ and has used most jungle
creatures as allies or minions at one time or another.
Powers: Jungle Man: Enhanced Skills 6 (Acrobatics 2,
Survival 2, Stealth 2, Limited to Jungle environments),
Enhanced Skill 6 (Persuasion, Limited to Animals),
Movement 4 (Safe Fall, Sure-Footed 2, Swinging) – 20
ELEPHANT PL10 92 POINTS
points) Abilities: Str 10 Sta 9 Agi 0 Dex 1 Fgt 4 Int -4 Awe 1 Pre -2
Advantages: Agile Feint, All-out Attack, Animal Empathy, Powers: Largest Terrestrial Animal: Growth 8 (Innate;
Close Attack 4, Defensive Roll 4, Diehard, Improved Critical Permanent) Protection 1, Senses 3 (Low-Light Vision, Scent,
(Knife), Improved Initiative, Instant Up, Languages 3 (Myriad Track), Trample: Area Damage 10 (Limited to targets
of both human and animal languages), Power Attack, underfoot), Tusks: Strength-based Damage 4, Trunk: Extra
Uncanny Dodge Limb 1 (trunk)

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.

POWERS AND ABILITIES


The T-800 is combat android of great strength and
extraordinary durability. Its computer mind is a learning
neural processor, capable of retaining detailed files. A
Terminator also possesses high-level sensory equipment, REAL NAME: T-800 TERMINATOR UNIT
including infrared vision. The T-800’s robot body is OCCUPATION: INFILTRATION/ASSASSINATION
covered in living human tissue, a camouflage that was BASE: MOBILE AFFILIATION: SKYNET
discarded after this model in favor of the ‘liquid metal of
the T-1000 model. It may mimic different human voices
HEIGHT: 6’ 2” WEIGHT: 275 LBS
and other sounds. EYES: BLUE (RED) HAIR: BROWN
TERMINATOR PL11
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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

ADVANTAGES POWER POINTS


Close Attack 3, Diehard, Eidetic Memory, Equipment 2,
ABILITIES 80 SKILLS 34
Fearless, Improved Aim, Improved Critical (Guns), Power
Attack, Tracking POWERS 63 DEFENSES 1
ADVANTAGES 12 TOTAL 190
SKILLS
Athletics 8 (+17), Expertise: Infiltration 8 (+16), Insight 4 (+8), COMPLICATIONS
Intimidation 12 (+12), Investigation 8 (+18), Perception 4
That’s All He Does: The Terminator will relentlessly pursue
(+8), Ranged Combat: Guns 8 (+13), Technology 8 (+16),
Vehicles 8 (+13) its target regardless of obstacles or damage.

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

SARAH CONNER Reece’s child and bearing the knowledge of the


impending nuclear ‘Judgment Day’ and the war against
the machines.
SARAH CONNER PL6 After Reece’s death, Sarah went into hiding, learning
tactics of war and survival from anyone she could. But in
STR STA AGI DEX FGT INT AWE PRE her determination to somehow avert Judgment Day, she
1 1 3 3 4 1 2 2 bombed a computer factory and was arrested, deemed
criminally insane, and thrown into a mental hospital. She
EQUIPMENT escaped with the aid of her son John, now twelve years
old – and who was now being chased by an advanced
Shotgun: Ranged Damage • 5 points
Terminator (the T-1000) himself. John was also
Pistol: Ranged Damage • 3 points
accompanied by a second, reprogrammed Terminator
ADVANTAGES sent to protect him by John himself in the future, and who
aided them against the relentless T-1000.
Attractive, Defensive Roll 3, Equipment 2, Ranged Attack 2 Tracking down the supposed inventor of the Skynet
program, Sarah continued her efforts to prevent the
SKILLS impending Judgment Day. By, destroying the Cyber-
Athletics 4 (+4), Close Combat: Unarmed 4 (+8), Expertise: dine building, along with the remains of all three
Survival 6 (+7), Insight 3 (+5), Perception 7 (+11), Terminators, she managed to avert – or at least delay
Persuasion 4 (+6), Ranged Combat: (Guns) 6 (+9), Vehicles
4 (+7)

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

POWERS AND ABILITIES


Terminus is a Stage 4 Termini – a bio-warfare doomsday
weapon created by the long-extinct Terminex race as
revenge against the space gods known as the Celestials.
Terminus's outer shell is organic metal that can resist
almost any attack. Terminus can easily survive extremes
of temperature and pressure, from interstellar space to a
planet's core. It can also withstand cosmic-level impacts,
such as falling from orbit. This shell can repair itself.
Once inside, an attacker is besieged by its "immune
system," made up of giant insectile organisms.
Terminus's lance serves as weapon, energy conduit
and transportation including space travel. It fires energy
blasts of concussion and heat, and It can absorb the
energy of an entire planet It is 240' and made of the
same organic metal as Terminus' body, and is also
capable of self-repair. Terminus can recall the lance to
himself, but there seems to be a distance limit.
X-Level: The stat-box is Terminus as a playable PL19.
His X-level is PLX2 - all Powers and Abilities are 20 with
a 20-point bonus for each X-rank (20x2=40) on all rolls.
Thanos, is an Eternal, born on the artificial moon of
Titan, and through bio-genetic engineering, coupled with REAL NAME: THANOS
training, he enhanced his strength far beyond the normal OCCUPATION: APOSTLE OF DEATH
limit of an Eternal. BASE: MOBILE AFFILIATION: INFINITY WATCH
At some point in his youth, Thanos met the
personification of Death and fell in love with her. From
HEIGHT: 6’ 7” WEIGHT: 985 LBS
that moment, he devoted himself utterly to pleasing her, EYES: RED (NO PUPULS) HAIR: NONE
most often by destroying all life.
When he reached adulthood, Thanos left Titan and exist indefinitely in the vacuum of space. He also
traveled the galaxy, recruiting a mercenary army as he possesses an array of psychic powers, able to disorient
went. Then he returned to his home world, seized power, or mentally enslave others. He is also well- versed in
killing many of his own people in the process, including sorcery, mystical, and scientific knowledge from
his own mother. numerous universal and extra-dimensional sources.
After conquering Titan, Thanos turned his attention to Thanos greatest weapon, however, is his mind – he has
more ambitious goals. Utilizing the Cosmic Cube, seized a beyond genius-level intellect and has created both
universal power, but was thwarted by Captain Mar-Vell. weapons and life-forms of incredible complexity and
Later, he attempted to combine the all-powerful Infinity power. He is an unparalleled strategic thinker whose
Gems into one huge synthetic stone, but this time was motives are always suspect.
foiled by Adam Warlock and the Avengers.
Thanos was killed in the battle, but was eventually
resurrected by Death (who increased his natural abilities
to match his artificially enhanced stats), whereupon he
once more gathered the Infinity Gems – this time
assembling them into the omnipotent Infinity Gauntlet,
and annihilated half the population of the universe.
Thanos was barely stopped by the combined efforts of
Adam Warlock, Earth’s heroes, and a brigade of cosmic
entities including Galactus, the Celestials, and Eternity.
On yet another occasion, Thanos achieved ultimate
power with the Heart of the Universe, but this time
voluntarily gave up his power in order to repair the
damaged reality.
Thanos was again killed during the Annihilation Wave
crisis, and it seemed he might have finally achieved
peace by the side of his beloved Mistress Death but –
unfortunately – was once again resurrected during the
Cancerverse war; enraged at having been torn from his
love’s side, Thanos vowed dire vengeance against the
universe for returning him to his hellish life. (Str100/400)

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.

POWERS AND ABILITIES


Thanos has immense strength and durability, and can
channel cosmic energy into destructive blasts from his
hands and eyes. He does not appear to age and can
THANOS PL17
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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.

OUTSIDE THE LOOP OF DESTINY WEAPONS AND TECHNOLOGY


Due to a number of factors, not the least of which being Thanos possesses incredible armaments, ships, armies, and
the fact that he has been killed and then reincarnated on even armadas. Notable among these are several Sanctuary
several different occasions, Thanos is one of those Space Arks and the Dreadnought-666 warship. Mistress
unique beings who is ‘outside the loop of destiny’. What Death gifted Thanos with a mystic ‘Hoverchair’ that could
this means is simply that Thanos is a wild card – he can teleport interstellar distances and dimensional boundaries –
shield his thoughts from all but the most powerful this chair was destroyed but Thanos recreated it scientifically.
telepaths, and hide his presence from even entity-level
beings – he has successfully hid his presence from the DREADNOUGHT-666 PL20 (WARSHIP) • 92 POINTS
Size: Awesome STR: 22 Speed 20 (Flight) DEF: 0 TOU: 20
likes of Master Order and Lord Chaos. No less than
Features: Energy Cannon: Ranged Damage 25, Navigation
Eternity has said that the Titan’s actions cannot be System, Remote Control
predicted. It is in no small part due to this ability, to do
what no one else can and go where no one else can go, SANCTUARY II PL18 (SPACE ARK) • 87 POINTS
that Thanos has been so successful in multiple Size: Awesome STR: 22 Speed 20 (Flight) DEF: 0 TOU: 20
conquests of a universal scope. NOTE: Other beings who Features: Features: Navigation System, Remote Control,
share Thanos' unique ability to operate outside the realm Weapon Systems (Energy Blast) 20
of probability are his sometime ally/enemy Adam Warlock
(See: Infinity Watch: Adam Warlock) and possibly the HOVERCHAIR PL18 (SPACE ARK) • 100 POINTS
Size: Large STR: 4 Speed X3 (Teleportation Dimensional 3)
insectoid warlord from the Negative Zone known as
DEF: 0 TOU: 14 Features: Force Field 20 (Protection)
Annihilus (see: Annihilus).
Cube to ‘become’ the universe, assuming a non-physical
‘Wraith-form’ (Str500), able to control reality. Realizing
the source of Thanos’ power, the Kree hero, Captain
Mar-Vell, shattered the Cube, saving the universe.
Five Cosmic Containment units were used by Adam
Warlock’s evil dark half, the Magus, in a bid to acquire
the even more powerful Infinity Gauntlet – an effort
ironically blocked by Thanos himself, now aligned with
Warlock. The two also conspired to save the universe
from Warlock’s ‘good’ side – the fanatical being known as
the Goddess, who assembled thirty Cosmic Containment
units into the near-omnipotent Cosmic Egg (StrN/A) in
an scheme to cause all the stars in the universe to go
supernova, purging all ‘evil’ – which is implicit in life.
When the Goddess was defeated, all thirty units were
destroyed.
Described as pre-sentient, Cosmic Cubes have certain
self-imposed limitations and are not easily used for
massive reality disruptions or large-scale cosmic
destruction. Overcoming these limitations requires
supreme will on the part of wielder.

COSMIC CUBE PLX2/PL20


STR STA AGI DEX FGT INT AWE PRE
THE COSMIC CUBE - - - - - - - 25
A Cosmic Cube (StrN/A) is a vastly powerful artifact
capable of altering reality in response to the wishes of the POWERS
being who wields it. A Cosmic Cube is created by
Indestructible: Protection 12 • 12 points
forming a ‘metasingularity’, or gray hole, that serves as
Reality Manipulation: Variable Power 28 (Limited to twice
an opening to the ‘Dimension of the Beyonders’ – godlike
beings who dwell in a dimension adjacent to the Negative the wielder’s PRE), Ranged Affliction 28 (Resisted by
Zone. When the gray hole is opened, an unknown ‘X- Fortitude, Transformed) • 224 points
Element’ seeps from this alternate dimension into this
one, and is stored in a perfect cube of force, designed
ADVANTAGES
specifically to contain it - Cosmic Containment Units, or All-Out Attack, Power Attack, Ultimate Effort (Powers)
‘Cosmic Cubes’.
In truth, these Cubes are actually eggs that eventually
SKILLS
hatch into cosmic beings capable of manipulating reality, Perception 12(+12)
(See entries for: Shaper of Worlds and Kubik). Until it
matures, however, a Cosmic Cube is a weapon of vast OFFENSE
potential. The limits of a Cube’s power are not clearly INITIATIVE N/A
defined although they are theoretically limited only by the Reality Manipulation Perception Range Damage 28
psyche of its wielder. While a Cube’s maximum range of
effect is generally thought to be roughly equivalent to a DEFENSE
solar system, they have been used to overcome (or at DODGE N/A FORTITUDE N/A
least usurp the power of) even beings as powerful as PARRY N/A TOUGHNESS 12
Galactus and Eternity. WILL N/A
The true potential of the Cube as a dangerous weapon
was realized when a Containment Unit was acquired by POWER POINTS
Thanos of Titan, as part of one of his first nihilistic ABILITIES -20 SKILLS 6
attempts to destroy the universe in his ongoing quest to POWERS 236 DEFENSES 0
win the heart of Mistress Death. Thanos utilized the ADVANTAGES 3 TOTAL 266
COMPLICATIONS
Limitation: Cosmic Cubes are pre-sentient, with certain self-
imposed limitations (subject to the GM’s judgment), as well
as limited by the wielder’s own psyche. While normally
having influence extending no further than a solar system,
Cubes have used for universal-level feats. multiple cubes
have been also gathered together to magnify their power.
X-Level: The stats are for a Cosmic Cube as a playable
PL20 tool. At X-level, it is PLX2 - all Powers and Abilities are
assumed to be 20 with a +20 bonus for each X-rank
(20x2=40) on all rolls..

WRAITH-FORM PLX2/PL20
A: Str 25 Sta 25 Agi 14 Dex 14 Fgt 15 Int 15 Awe 15 Pre 15

Powers: Reality Manipulation: Variable Power 28, Ranged


Affliction 28 (Resisted by Fortitude, Transformed)
Advantages: Benefit 10 (Apostle of Death), Fearless,
Inventor, Power Attack, Takedown COSMIC EGG PLX4/PL33 351 POINTS
Skills: Deception 8 (+23), Expertise: (most scientific areas) Abilities: Str - Sta - Agi - Dex - Fgt - Int - Awe - Pre 25
13 (+28), Insight 8 (+23), Intimidation 15 (+30), Perception 25
(+40), Technology 13 (+28) Powers: Indestructible: Protection 12, Reality
Offense: Initiative +14, Reality Manipulation (Perception Manipulation: Variable Power 45 (Limited to twice the
Range Damage 28) wielder’s PRE), Ranged Affliction 45 (Resisted by Fortitude,
Transformed)
Defense: Dodge 25, Parry 25, Fortitude Immune, Toughness
25, Will 15 Advantages: All-Out Attack, Power Attack, Ultimate Effort
(Powers)
Totals: Abilities 276 + Powers 224 + Advantages 14 + Skills
37 + Defenses 13 = 564 Skills: Perception 20 (+20)
Complications: Power Loss: Thanos’ ‘Wraith-form’ powers
come from a Cosmic Cube. If it is destroyed, all its effects Offense: Initiative N/A, Reality Manipulation (Perception
vanish, including Thanos’ powers. Range Damage 45)
X-Level: The stats are Thanos’ Wraith-form as a playable
Defense Dodge N/A, Parry N/A, Fortitude N/A, Toughness
PL20. His X-level is PLX2 - all Powers and Abilities 20 with
12, Will N/A
+20 for each X-rank (20x2=40) on all rolls.
Totals: Abilities -20 + Powers 372 + Advantages 3 + Skills
10 + Defenses 0 = 351

Limitation: Cosmic Cubes are pre-sentient, with certain self-


imposed limitations (subject to the GM’s judgment), as well
as limited by the wielder’s own psyche. The Cosmic Egg is
the combined might of 30 Cosmic Cubes. Its Variable Power
and Ranged Affliction are capped at 45 unless the wielder
can override the combined willpower of the 30 Cubes that
form the Egg. If successful, the wielder is allowed a 55 rank
feat of any kind. As is the case with most X-rank beings,
rankings over 20 are usually only used when it becomes
important to measure the higher powers against each other,
or how far their influence actually extends. For example, in
the case of the Infinity Crusade, the Cosmic Egg begin the
story as an X power – but over the course of the story,
became a HIGHER X power.
X-Level: The stats are for the Cosmic Egg as a playable
PL33 tool. At the X-level, it ranks as PLX4 - all Powers and
Abilities are assumed to be 20 with a +20 bonus for each X-
rank (20x4=80) on all rolls.
The Infinity Gauntlet proved mightier than all the forces of
the universe combined, allowing Thanos to unseat
Eternity as the master of reality. Unfortunately, Thanos,
a victim of his own psychological doubts, lost possession
of the Gauntlet to Adam Warlock. Warlock himself was
then put on trial by Eternity and the other Cosmic Powers
of the universe, and brought before the Living Tribunal
for judgment. The Tribunal ruled against
Warlock, ordering him to disassemble
the Gauntlet and disperse the gems.
Rather than possibly destroying
reality in a battle with the Tribunal,
Warlock agreed and divided the gems
up amongst an oddball group uniquely
suited to guarding them (see the entry for
the ‘Infinity Watch’). In order to prevent
a resurgence of the Infinity Gauntlet affair,
the Tribunal also decreed that the gems could not
function as one, blocking their true potential.
Nevertheless, the gems were again reunited by the
Magus – Adam Warlock’s evil alter-ego – who nearly
INFINITY GEMS conquered all reality, foiled only when Warlock,
The Infinity or Soul Gems were once a single being of conspiring with Thanos, tricked the Magus with a replica
infinite power – ‘Infiniti’ - presumably the first sentience of the Reality Gem, leaving him with an incomplete
that developed within the Heart of the Universe. In the Gauntlet, and the Magus was defeated by Eternity.
pattern of Earth’s archangels, this lone being settled into Eventually, it was revealed that there was yet another
the Void and begin to Create. It created the multiverse, gem that no one knew about – the elusive Ego Gem – the
and all realities within. only gem that retained the consciousness of the
But unlike the hierarchy of angels descended from
Heaven, this being was sent into the new and empty
cosmos alone. It had no concept of an ‘other’ – the very
multiverse it had birthed was merely part of itself. In its
mind, this being was alone, isolated, and soon begin to
despair. And its final suicide released the specter of its
power into the myriad of realities that formed its very
being.
This was the birth of the Infinity Gems, aspects of which
were separated into each separate reality of the
multiverse. And when the Living Tribunal was appointed
by the One Above All to govern the multiverse in Infiniti’s
stead, one of the Tribunal’s main responsibilities was to
monitor the possible gathering together of the soul gems.
Thus, the secret of the gems went undiscovered for
untold millennia.
The Gems themselves were eventually found, although
their wielders did not perceive their true nature, or their
true potential, resulting in varying attempts to utilize the
gems as batteries of sorts, or even unconsciously
drawing upon their powers. It was not until Thanos of
Titan, gazing into the Infinity Well of Death’s Inner
Sanctum, finally perceived the infinite power that dwelled
within the gems. Thanos set about gathering the Infinity
Gems together, creating the all-powerful Infinity
Gauntlet.
original Infinity Being, and when it was added to the rest,
Infiniti was briefly resurrected, merging with the Celestial
Madonna known as Mantis.
Unfortunately, this composite being’s existence was
flawed, as the individual gems had gained sentience of
their own, corrupting the personality of Infiniti into the
destructive Nemesis. And although Nemesis wielded the
full power of the Infinity Gauntlet within the mainstream
universe, it was revealed that this was but one splintered
reality of what used to be Infiniti’s multiversal whole, and
therefore, Nemesis’ power (or that of the Infinity Gauntlet)
did not extend beyond its home reality. The conflict
created by the sentience within the other gems ultimately
led to Nemesis’ defeat and the destruction of the Ego
Gem.
Various versions of the Infinity Gauntlet have appeared
over the years. The extra-dimensional Council of Reeds
(alternate reality counterparts of the Fantastic Four’s
Reed Richards), utilized Infinity Gauntlets from several
different dimensions, and the secret Earth-based group of SKILLS
heroes, the Illuminati, has also wielded the Infinity Gems, Expertise (All fields) 55 (+55), Insight 55 (+55), Intimidation
albeit individually as sort of an Infinity Watch. The Infinity 30 (+55), Perception 50(+50)
Gems remain one of the ultimate powers in any reality.
(StrBY-1) OFFENSE
INITIATIVE N/A

INFINITY GAUNTLET PLX4/PL40 Cosmic Energy +25


Reality Manipulation
Ranged Damage 55
Perception Range Damage 55
Unarmed +25 Close Damage 55
STR STA AGI DEX FGT INT AWE PRE
DEFENSE
- - - - - - - 25
DODGE N/A FORTITUDE N/A
POWERS PARRY N/A TOUGHNESS 55
WILL N/A
Mind Gem: Indestructible, Variable Power 55. All Mental
Powers (Limited to wielder’s PREx2 unless backed by the POWER POINTS
Power Gem • 386 points
Power Gem: Indestructible, Enhanced Abilities 55 (All, ABILITIES -20 SKILLS 95
Limited to wielder’s PREx2 unless consciously aware of its POWERS 2040 DEFENSES 0
Power; abilities besides STA, STA, limited to 25) • 110 points ADVANTAGES 40 TOTAL 2155
Reality Gem: Indestructible, Variable Power 55 (All
Descriptors, (Limited to wielder’s PREx2 unless backed by COMPLICATIONS
the Power Gem • 386 points Limitation: The Infinity Gauntlet does not function outside its
Soul Gem: Indestructible, Variable Power 55. (All Will-based native reality
Powers, Limited to wielder’s PREx2 unless backed by the Ruling of the Living Tribunal: Due to the edicts of the
Power Gem • 386 points Living Tribunal, the Infinity Gems cannot work in conjunction
Space Gem: Indestructible, Variable Power 55. (All to create the all-powerful Infinity Gantlet, although this
Movement Powers, Limited to wielder’s PREx2 unless restriction has since been periodically subverted.
backed by the Power Gem • 386 points Sentience: The Infinity Gems have developed sentience of
Time Gem: Indestructible, Variable Power 55 (Limited to their own, and if their wielders are unwary, they can grow
manipulation of the time stream, Limited to wielder’s PREx2 parasitical upon their possessors, taking control of their
unless backed by the Power Gem • 386 points personalities..
The Ego Gem: If the Ego Gem is added to the others, the
ADVANTAGES corrupted personality of Infiniti, manifesting as the destructive
Nemesis, will impose itself upon the wielder of the Gauntlet
All-Out Attack, Assessment, Benefit 30 (Status: Wielder of X-Level: Stats are for the Infinity Gauntlet at a playable
the Infinity Gauntlet), Connected, Contacts, Eidetic Memory, PL40. Its X-Level is PLX4, with all Powers and Abilities are
Fearless, Jack of All Trades, Power Attack, Ultimate Effort assumed to be 20 with a +20 bonus for each X-rank
(Powers), Well-Informed (20x4=80) on all rolls
INFINTY BEING PLX4/PL20 1690 POINTS
A: Str 55 Sta 55 Agi 25 Dex 25 Fgt 25 Int 25 Awe 25 Pre 25

Powers: Omnipotence: Variable Power 55 (All Power


Descriptors), Immunity 30 (Fortitude effect), Impervious
Toughness 55, Omnipresence: Teleport 55, Omniscience:
Communication 55, Comprehend 55, Mind Reading 55,
Senses 55 (Awareness)

Advantages: All-Out Attack, Assessment, Benefit 30 [Status


(Creator of the Multiverse), Connected, Contacts, Eidetic
Memory, Fearless, Jack of All Trades, Power Attack, Ultimate
Effort (Powers), Well-Informed

Skills: Expertise (All fields) 30 (+55), Insight 30 (+55),


Intimidation 30 (+55), Perception 30 (+55)

Offense: Initiative +25, Cosmic Energy +25 (Ranged


Damage 55), Unarmed +25 (Close Damage 55)

Defense: Dodge 25, Parry 25, Fortitude Immune, Toughness


55, Will 25

Totals: Abilities 520 + Powers 1060 + Advantages 40 + DEFENSE


Skills 70 + Defenses 0 = 1690 DODGE N/A FORTITUDE Immune
PARRY N/A TOUGHNESS 56
X-Level: Stats are the Infinity Being as a playable PL40. At
WILL N/A
X-level, it is PLX4 - all Powers and Abilities are assumed to
be 20 with a +20 bonus for each X-rank (20x4=80) on all
rolls.
POWER POINTS
ABILITIES 102 SKILLS 84
POWERS 982 DEFENSES 0
HEART OF THE UNIVERSE ADVANTAGES 33 TOTAL 120

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.

TERREXIA PL14 179 POINTS


TERREXIA Abilities: Str 17 Sta 13 Agi 5 Dex 5 Fgt 8 Int 1 Awe 3 Pre 3
Terraxia was a woman brought to life by Thanos with the
Powers: Super-Stamina: Enhanced Stamina 14 Immunity
Infinity Gauntlet – a perfect woman (at least perfect for 12 (Cold and Heat Damage, Fatigue, Pressure), Impervious
Thanos), who he created to be his mate after being Toughness 14, Protection 2
rejected by Mistress Death. Terraxia’s devotion to
Advantages: All-out Attack, Attractive, Fearless, Improved
Thanos was total, and she was literally everything Hold, Power Attack
Thanos desired – a six-and-a-half foot, hot purple chick
who could tear the head off of Iron Man… but she wasn’t Skills: Close Combat: Unarmed 3 (+12), Intimidation 7 (+10),
Perception 4 (+7), Ranged Combat: Throwing 6 (+11)
Death.
Terraxia died only shortly after her creation, when Offense: Initiative +5, Unarmed +11 (Damage 17)
Thanos, in a moment of carelessness, lost the Infinity Defense: Dodge 10, Parry 10, Fortitude 13, Toughness 15,
Gauntlet to the space-pirate queen (and alleged Will 8
granddaughter of Thanos), Nebula. Nebula banished
Totals: Abilities 110 + Powers 42 + Advantages 5 + Skills 10
both Thanos and Terraxia into deep space. Thanos, who + Defenses 12 = 179
hadn’t the foresight to provide Terraxia with life-support
powers, was forced to watch her die, one of the few Complications: Thanos' Consort: Thanos used the Infinity
Gauntlet to create his perfect mate, a female lover/disciple
deaths that ever actually weighed upon Thanos’ own
who was totally devoted to him, fiercely protective, and
heart. (Str90). equally savage in battle.
THE INFINITY WATCH
When the Living Tribunal ordered Adam Warlock to give
up the Infinity Gauntlet, and divide the gems among
individual guardians, the Tribunal allowed Warlock to
decide who the custodians of the gems might be. Over
Eternity’s strenuous objections, Warlock chose as the
guardian of the Reality Gem, none other than Thanos
himself, making the Titan an official member of
Warlock’s closely-knit group called the Infinity
Watch. (See primary entry for: The Infinity
Watch).
Thanos has previous dealings with several
members of the group, most prominently
including the following:
Adam Warlock: Adam Warlock is a many-time
opponent and ally – having often been the primary
architect of the opposition forces that derailed Thanos’
own schemes for conquest – but the two share a mutual
respect at both the wiles and cosmic influence inherent in
the other, and have been steady allies, so long as
their exists a mutual threat (see primary entry for
Infinity Watch: Adam Warlock).
Drax: The monstrous Drax the Destroyer has been
the most persistent thorn in Thanos’ side ever since
his creation – a cosmic powerhouse on the level of the
Hulk, Drax was created by Chronos – the god
of Titan – for the sole purpose of killing Thanos,
and pursues his goal with zealot fury, ignoring
all considerations, even threats to the universe
itself. Drax did, in fact, once finally succeed in
his mission, ripping Thanos’ heart out at the
conclusion of the Annihilation Crisis, although
Thanos has once again been resurrected.
When Drax became the holder of the Power
Gem, his strength was increased to near infinite
levels. (See primary entry for Infinity Watch:
Drax the Destroyer)
Gamora: Gamora was Thanos’ ward – an
adopted daughter, who he raised to be his personal
assassin – specifically for the assassination of Adam interacting with Warlock or the Infinity Watch.
Warlock’s evil future self, the Magus – a goal she failed to Gamora was the recipient of the Time Gem. (See primary
realize. Gamora eventually betrayed Thanos, when she entry for Infinity Watch: Gamora)
realized his goal was universal genocide. There still
exists paternal feelings between the two. Gamora is one
of the extremely few beings in any reality to see the softer CAPTAIN MAR-VELL
side of Thanos – and she was actually featured in a Captain Mar-Vell: The Kree Soldier, Captain Mar-Vell
Christmas story with the two of them sharing the yuletide was a champion for galactic justice, an unwavering ally of
eve when Gamora was young – had presents and the Avengers, who saved the universe from the likes of
everything. Gamora retains her reputation to this day as Thanos on more than one occasion. Captain Mar-Vell
‘The Most Dangerous Woman in the Galaxy’, but mostly earned acolytes from heroic figures across the universe,
fights against the likes of Thanos, although, like Adam and even from enemies like Thanos, and entities like
Warlock, she has been known to reconnect with her Death herself, upon the Kree soldier’s untimely death
adopted father in a pinch, particularly while he was from cancer.
Thanosi are clones created by Thanos, to take on
specific, powerful opponents, and many have become
threats all on their own. Several experimental Thanosi –
patterned after Iron Man, Doctor Strange, Gladiator of the
Shi'ar, and Professor X – all escaped and embarked on a
universe destroying quest (involving a mysterious being
called Atlez, who in some unspecified manner, managed
the continuity of the universal continuum, and needed to
pass his role on to a successor) – forcing Thanos into an
alliance with a number of Cosmic heroes to stop them –
an engagement that climaxed with a battle with the
'Omega' a Thanosi designed to take on Galactus himself.
Although described as flawed and unfinished, Genis-Vell
and Thanos both claim the Omega's power doubles the
original (although why Thanos' DNA would enhance the
Omega is unclear, as Galactus far out-powers Thanos...
unless perhaps Thanos isolated the human essence of
Galan, and replaced THAT with his own, resulting in a
more physically powerful being. OR it could have been
that the Omega' had just devoured three planets). In any
case, the Omega is more limited – mute and sluggish of
movement, and instead of the true Power Cosmic, seems
to manipulate cosmic energy more like Thanos, swelled
to Galactus' proportions, lacking Galactus' semi-abstract-
qualities. In any case, Thanos kills his errant clone with a
planetary explosion that, unlike the real Galactus, the THANOSI-MYSTIC PL16 399 POINTS
Omega could not absorb without its ship. Abil: Str 18 Sta 18 Agi 2 Dex 3 Fgt 12 Int 13 Awe 15 Pre 14
Powers: Immortal: Immunity 11 (Aging, Life Support),
THANOSI-ARMOUR PL16 417 POINTS Impervious Toughness 16; Cosmic Energy Control: 46–
point Array, AE: Energy Blast: Ranged Damage 20; AE:
Abil: Str 19 Sta 19 Agi 2 Dex 3 Fgt 12 Int 13 Awe 14 Pre 14 Magic 33–point Array, AE: Astral Projection: Remote
Sensing 10, dimensional 2, noticeable (auditory, visual), AE:
Powers: Cyborg: Armor: Protection 1, Impervious, Boot
Blast: Ranged Damage 14 (Magic), Dynamic, AE:
Jets: Flight 8, Sensors: Senses 13 (Accurate Radio
Dimensional Travel: Movement 2 (mystical), Summon
Extended 3 (Radar), Darkvision, Direction Sense, Distance
Sense, Infravision, Time Sense, Ultra- Hearing), Tactical (People or Objects), AE: Levitation: Flight 9, Subtle,
Computer: Enhanced Dodge 2, Enhanced Fighting 2, Levitation, AE: Magic Shield: Force Field 14, AE: Mystic
Enhanced Ranged Attack 7, Immortal: Immunity 11 (Aging, Senses: Senses 4 (Detect Magic, Ranged, Acute,
Life Support), Impervious Toughness 16; Cosmic Energy Analytical), Teleportation: Teleport Attack 20 (4,000 miles),
Control: 46–point Array, AE: Energy Blast: Ranged Dimensional 3, Homing 12, Reversible
Damage 20; AE: Teleportation: Teleport Attack 20 (4,000 Advantages: Artificer, Benefit 4 (Visage of Thanos),
miles), Dimensional 3, Homing 12, Reversible Fearless, Inventor, Power Attack, Ritualist, Takedown,
Advantages: Benefit 4 (Visage of Thanos), Fearless, Trance
Inventor, Power Attack, Takedown Skills: Close Combat: Unarmed 2 (+14), Deception 8 (+22),
Skills: Close Combat: Unarmed 2 (+14), Deception 8 (+22), Expertise: Magic 23 (+24), Expertise: (most scientific areas)
Expertise: (most scientific areas) 10 (+23), Insight 10 (+24), 10 (+23), Insight 10 (+24), Intimidation 14 (+28), Perception 4
Intimidation 14 (+28), Perception 4 (+18), Ranged Combat: (+18), Ranged Combat: Energy Beams 8 (10), Technology 4
Energy Beams 8 (10), Technology 4 (+17), Vehicles 4 (+6) (+17), Vehicles 4 (+6)

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.

POWERS AND ABILITIES


Thor possesses the superhuman physical attributes of an
Asgardian, but as the son of Odin and Jord, elder
goddess of the Earth (Gaea), his strength is superior to
the vast majority of his race. Like all Asgardians, Thor is
extremely long-lived (although not immortal like the
Olympians), superhumanly strong (his strength is often
compared to the likes of the Incredible Hulk), is immune
to all diseases, and resistant to conventional injury. His
Asgardian metabolism gives him far greater than human
endurance at all physical activities. Trained in the arts of
war, Thor is a highly skilled warrior, proficient in hand-to-
hand combat, swordsmanship, and hammer throwing.
THOR PL16
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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)

ITEMS OF POWER THE ODIN FORCE


When faced with particularly dire, high-level threats, Thor will Thor is heir to the full might of Asgard, and in dire
sometimes armor up with items or weapons that augment his emergencies, he can draw upon the ‘Odin Force’ -
abilities or provide him with entirely new powers, placing him Variable Power 25 with the Magical Descriptor – and
beyond his normal Power Level limitations. As Prince of
channel this energy through Mjolnir in a 25-rank
Asgard, Thor has access to sufficient resources to challenge
X-level characters such as the Celestials, Galactus, or the
‘Godblast’, or into a single physical strike, both at
Phoenix Force. Some of his more established Items of Improved Critical 4. These attacks limited to ‘worthy’
Power are as follows: high-level threats (at least PL17), such as the Midgard
Belt of Strength: Enhanced Strength 2 (Lifting Str24; Serpent or Galactus, and Thor must take a Toughness
400,000 tons), Tiring (Raises PL to 17) • 2 points check against half his attack damage or be injured
Body Armor: Protection 6, Impervious (Raises PL to 17) • 6 himself.
points Such ‘Unfettered Might’ attacks effectively raise Thor to
Runes: Variable Power 25 (Variable Power, Any Powers
PL19. GMs can also treat this as PLX1 or even PLX2. If
with the Magical Descriptor) (Raises PL to 18) • 175 points
*NOTE: The GM may simply treat Thor’s abilities with these Odin is deceased,and as long as Asgard continues to
items as PLX1 – or PLX2 with the Runes. If utilizing the exist, Thor will inherit the Odin Force, becoming ‘King
Odin Force, Thor’s power level is PLX2 (see Odin Force) Thor' (see entry for: King Thor below).
KING THOR PLX2/PL20/PL21**
STR STA AGI DEX FGT INT AWE PRE
18 16 3 3 10 1 18 20
POWERS
All-Father: Enhanced Traits 17, Awareness, Presence, Senses
30 (Awareness 3: Cosmic, Divine, Magical; All Extended 5),
Precognition (Limited to major events) • 102 points
Arm of the Destroyer: Enhanced Strength 3, Indestructible,
Limited to left arm, Removable (-1 point) • 2 points
Immortal: Immunity 30 (Fortitude), Protection 2 • 32 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
Odin Force: Sorcery 25 (Variable Power, Any Powers with the
Magical Descriptor), Limited (must be channeled through
Mjolnir), Physical Boost: Enhanced Stamina 9, Enhanced
Strength 7, Limited (draining, temporary; duration of scene),
Transform 25 • 332 points

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

DEFENSE THUNDERSTRIKE PL14 177 POINTS


DODGE 11 FORTITUDE 16 Abilities: Str 13 Sta 12 Agi 3 Dex 3 Fgt 10 Int 2 Awe 2 Pre 1
PARRY 11 TOUGHNESS 16 Powers: Immortality: Immunity 11 (Aging, Life Support),
WILL 8 Impervious Toughness 8, Thunderstrike (identical to Mjolnir)
POWER POINTS Advantages: Fearless, Improved Critical 2 (Thunderstrike),
Power Attack, Ranged Attack 7, Takedown
ABILITIES 110 SKILLS 20
POWERS 49 DEFENSES 14 Skills: Athletics 2 (+19), Expertise: Architecture 4 (+6),
ADVANTAGES 19 TOTAL 212 Intimidation 12 (+13), Perception 6 (+8), Ranged Combat:
Mjolnir 2 (+12), Ranged Combat: Lightning 2 (+12)
COMPLICATIONS Offense: Initiative +2, Thunderstrike +12, Close Damage 15
Power Loss: Striking Mjolnir on a hard surface, transforms Crit. 19-20, Thunderstrike +12, Close Damage 15 Crit. 19-20,
Thor back and forth into his mortal form. He will revert to his Lightning +12, Ranged Damage 16, Unarmed +12, Close
mortal identity if separated from Mjolnir for one minute. Damage 13
Secret Identity: Eric Masterson must conceal not only his
civilian identity but also that he is not the original Thor. Defense: Dodge 11, Parry 11, Fortitude 12, Will 8, Tou 12
Single Dad: Eric's duties as Thor forced him to give up Totals: Abilities 92 + Powers 43 + Advantages 8 + Skills 20 +
custody of his son, Kevin, to his ex-wife. Defenses +14 = 177
THOR: RED NORVILLE PL16
STR STA AGI DEX FGT INT AWE PRE
18 16 3 3 10 1 1 3
POWERS
Belt of Strength Enhanced Strength 4, Limited to Lifting
(Lifting Str22; 100,000 tons) • 4 points
Iron Gloves: Immunity 11 (Aging, Life Support), Impervious
Toughness 10 • 21 points
War Hammer: 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

SKILLS THOR: RED NORVELL


Red Norvell: Every bit as brash and headstrong as Thor
Athletics 2 (+20), , Intimidation 12 (+15), Perception 4 (+5),
Ranged Combat: Mjolnir 2 (+12), Ranged Combat: Lightning himself, was Roger 'Red' Norvell, who made his way into
2 (+12) Asgard with a documentary crew (as part of a scheme by
Loki) where he fell in love with the goddess, Sif, who
OFFENSE rejected him in favor of Thor. Loki offered the smitten
INITIATIVE +3 Red the power to equal the Thunder God, with Thor's
Lightning +12 Ranged Damage 16 Iron Gloves and Belt of Strength – which, unknown to any
Mjolnir +12 Close Damage 20 Crit. 18-20 of them, had been instilled with a bit of Thor's essence in
Mjolnir +12 Ranged Damage 20 Crit. 18-20 a Machiavellian scheme on the part of Odin, to create
Unarmed +12 Close Damage 18 another Thor to die in his son's place, battling the
Midgard Serpent during Ragnarok. 'Red Thor' perished
DEFENSE fighting the serpent, and his spirit went to Valhalla.
DODGE 12 FORTITUDE 16
Red Norvell was restored, however, when Odin and Thor
PARRY 12 TOUGHNESS 16
WILL 8 had yet another falling out, this time over Thor's neglect
of Asgard in favor of Earth, so Odin replaced him with
POWER POINTS Red as Asgard's protector.
ABILITIES 114 SKILLS 14 Red Norvell was again slain, however, when still another
POWERS 49 DEFENSES 16 Ragnarok was brought about by the Olympian death god
ADVANTAGES 19 TOTAL 212 Seth, who claimed Red's spirit for his own, setting him to
find the other Norse gods (who Odin had hidden in mortal
COMPLICATIONS forms), so he could kill them. But upon finding them, Red
Hot For Sif: Red Norvell's primary motivation in becoming managed to resurrect the Asgardians, escaping Seth's
Thor was to romance Thor's girlfriend, the goddess, Sif. influence and thwarting the death god's plans. Red
Mad With Power: Initially after being transformed by Loki, Norvell was presumably slain with the Asgardians, in the
Red went mad and tried to kill Thor. latest Ragnarok, although it is unknown if he was
Rival Thunder God: While noble and heroic in his own right,
Red is jealous of Thor and Sif, and he is happy to pick a fight.
subsequently restored as well.(Str95)
THUNDERER: HERALD OF GALCTUS PL16
STR STA AGI DEX FGT INT AWE PRE
18 16 3 3 10 1 7 3
POWERS
Immortality: Immunity 11 (Aging, Life Support), Impervious
Toughness 10 • 21 points
Cosmic Awareness: Comprehend Languages 3 (speak all,
understand all); Communication 1 (mental); Enhanced
Awareness 6; Senses 1 (Cosmic Awareness) • 23 points
Cosmic Durability: Protection 2, Impervious Toughness 18 •
20 points
Cosmic Strength: Enhanced Strength 5, Limited to Lifting
(Lifting Str23; 200,000 tons) • 5 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, Stacks with Weather
Manipulation, capped by power level • 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 THUNDERER: HERALD OF GALACTUS
The Power Cosmic: Array (36 points) In an alternate 'What-f?' reality, Thor became Herald to
• Cosmic Blast: Ranged Damage 18 • 36 points Galactus after Loki conspired to bring the Devourer to
• Cosmic Senses: Senses 32 (Acute, Ranged, and Tracking, Asgard, forcing Thor to become his Herald to spare the
Detect Life, Extended Detect Life 28) • 1 point Golden Realm – and leaving Loki to seize the throne.
• Flight 14 (32,000) Movement 4 (Environmental Adaptation -
Zero-G, Space Travel 4) • 1 point
While faithfully guiding Galactus to devour lifeless or evil,
• Healing: Healing 18 • 1 point warlike worlds, Thor was alerted that Asgard had been
• Matter Manipulation: Transform 18 (anything into destroyed and that Loki ruled over its ruins Thor returned
anything.) • 1 point to Asgard, allowing Galactus to devour its remains rather
• Weather Manipulation: Environment 16 (Lighting, Rain, than see its memory despoiled, gaining back his Hammer
Thunder, Wind), Area Damage 16, Stacks with Mjolnir, in the process, and discovering his handling of the duties
capped by power level • 1 point
of Herald still made him worthy. (Str95)
ADVANTAGES
Die Hard, Extraordinary Effort, Fearless, Great Endurance, DEFENSE
Improved Critical 2 (Mjolnir), Power Attack, Ranged Attack 7, DODGE 13 FORTITUDE 18
Seize Initiative, Takedown PARRY 13 TOUGHNESS 18
WILL 10
SKILLS
Athletics 2 (+19), Expertise: Asgardian Lore 8 (+9), Expertise: POWER POINTS
Astronomy 10 (+11), Expertise: Magic 6 (+7), Intimidation 12 ABILITIES 114 SKILLS 24
(+16), Perception 6 (+14), Ranged Combat: Mjolnir 2 (+12), POWERS 112 DEFENSES 18
Ranged Combat: Power Cosmic 2 (+12) ADVANTAGES 16 TOTAL 284

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

Accurate Attack, All-out Attack, Attractive, Assessment, Great COMPLICATIONS


Endurance, Improved Initiative, Interpose, Leadership Allies: The Lady Liberators, Empress of the Sisterhood
Arrogant: Thundra is a female supremacist, contemptuous
SKILLS
of males and prone to underestimating them.
Athletics 4 (+17), Close Combat: Chain 2 (+12), Close Relationships: Thundra is friends with the She-Hulk, and
Combat: Unarmed 2 (+12), Expertise: Tactics 5 (+5), Insight has a soft spot for the Thing. She has a genetically
2 (+3), Intimidation 10 (+10), Perception 4 (+5) engineered daughter – Lyra – with the Hulk.

POWERS AND ABILITIES


Thundra possesses formidable superhuman strength as
well as a high degree of resistance to physical injury. In
her earlier appearances, it was suggested that she might
even be ‘stronger than the Thing’, although this was
apparently hyperbole, because her subsequent showings
have not borne this out.
Besides superhuman strength and durability, Thundra’s
speed, stamina, agility, and reflexes are all heightened to
the peak of natural human capability. Trained to be the
finest warrior of her time, Thundra possesses superior
fighting skills that compliment her already formidable
metahuman physical abilities.
Thundra is also trained in melee-styled weapons of war.
She is a skilled combatant with a sword, although her
weapon of choice is a length of chain, which she keeps
attached to a bracelet on her left forearm.
Thundra is also an effective, if ruthless, field commander,
although her hot-headedness tends to undermine her
leadership on a larger scale.
The Time Machine, by H. G. Wells, follows the Time
Traveler, a 19th century scientist, into the world of the
distant future, to the year 802701. His first impression of
this strange new world is that of an idyllic place, inhabited
by slight and beautiful versions of humanity. These
people, called the Eloi, thrive in their sunlit surroundings.
They are friendly, gentle, and unusually placid. The Time
Traveler initially accepts his surface impression of a
carefree, happy existence. However, a number of off-
notes begin to threaten this vision.
At one point, the Time Traveler witnesses a crowd of Eloi,
sitting in apparent lack of concern, as one of their own –
a young Eloi woman named, ‘Weena’ – is drowning right
in front of them. Realizing that no one is making the
slightest effort to rescue the helpless little thing, the Time
Traveler jumps in and saves her, after which, the little
Eloi women begins to follow him around, and he begins
to learn more of Eloi society.
He becomes aware of a second species of humanity
sharing the future Earth, apparently living underground,
only venturing to the surface in the dark of night. These
creatures are called Morlocks – hair, spider-like albinos,
fully accustomed to the dark world. As his knowledge of
the Eloi grows, the Time Traveler realizes that the Eloi
live in terror of these creatures, fearing to venture outside
after dark.
At first only curious, the Time Traveler becomes
desperate when he realizes that these subterranean
Morlocks have made away with his Time Machine
trapping him in the future. With the aid of Weena, he
begins to investigate, venturing down into the caverns
that house the Morlocks. Enclosed in the chill dampness,
he is suddenly aware of being surrounded. The Morlocks which rages out of control. The Morlocks, blinded by the
move in, touching and grasping. The Time Traveler is fire, are helpless. The Time Traveler manages to survive,
only saved when he strikes a match, blinding the but little Weena is dragged off by the Morlocks, and
creatures, allowing him to escape back to the surface. presumably dies in the fire.
The Time Traveler begins to understand the world of the In the morning, determined to retrieve his Time Machine
Morlocks and the Eloi. The Eloi had come t harmony with and escape this hellish future, the Time Traveler
their secure world. The Morlocks had the power of discovers his Time Machine set out as bait. With his last
machines in their underground caverns (which smelled few matches, he manages to hold off the Morlocks long
somewhat like blood). The Eloi were becoming enough to gain the safety of his machine and return to his
continually more passive and less intelligent in their own time. Once home, he finds his friends skeptical of
‘friendly’ world. his tale, despite the pocket full of futuristic flowers given
The Morlocks, on the other hand, were desperate and to him by Weena. Cynical of the modern world, the Time
vicious, having to contend with an underground food Traveler returns to his machine, determined to return with
shortage. Horrible comprehension comes to the time proof of his story, disappearing once again into time – a
Traveler. He only hints at his answer to the riddle of the journey from which he never returns.
Eloi’s fear: the Morlock is strong and desperate; the Eloi
in their almost unthinking complacency, remind him of
cattle. SETTING: FUTURE, YEAR 802701, 19TH CENTURY LONDON
Trapped out in the woods after dark, the Time Traveler BEST-KNOWN CHARACTERS: ELOI, MORLOCKS, TIME
lights a fire to protect himself and little Weena from the TRAVELER, WEENA
Morlocks, who now view him as an adversary. When the
Morlocks attack, the fire spreads, lighting a forest fire
GENRE: SCIENCE FICTION
WEENA PL1
STR STA AGI DEX FGT INT AWE PRE
-2 -1 0 0 -1 -1 0 -1
ADVANTAGES
Attractive

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

COMPLICATIONS The nocturnal Morlocks were one of the creepiest sci-fi


Enemy: the Time Traveler Eloi: The Morlocks tend to the bogeymen to come out of the classic era. “It looked so
needs of the Eloi – the offshoot of humanity that the Morlocks like a human spider”, the Time Traveler describes, “with
breed like cattle. Light Sensitivity: Morlocks are extremely their wide blinking eyes, and chinless faces.” The
sensitive to light – even a match-flame is sufficient to blind
them
Morlocks are small-bodied like the Eloi, perhaps only four
feet tall, but have become misshapen sub-humans due to
generations of labor, have gone albino from their life in
darkness, and blind in all but the faintest light. The
Morlocks, however, are not weak like the Eloi, and mob
upon the unsuspecting Time Traveler when he carelessly
walks into their clutches. The Morlocks' whole existence
is about cultivating the field lands above, and keeping
them populated with Eloi – the Morlocks’ primary food
source. (Str4)
NOTE: Although the Morlocks in the novel were small
creatures, dangerous only in numbers, cinematic
versions differ. The popular George Pal version featured
man-sized Morlocks (+2 to STR, STA) and Eloi that were
basically normal, albeit passive (and uniformly blond)
humans. A recent remake featured powerful gorilla-like
Morlocks. (+6 to STR, STA)
COMPLICATIONS
Curiosity Killed the Cat: The Time Traveler’s greatest gift is
also his greatest failing, as he often wanders into dangerous
situations, born of a need to know, combined with a 19th
Century morality that leaves him a bit too trusting.

THE TIME TRAVELER


The narrator of The Time Machine, who tells the story in
the form of an extended first-person quote, only refers to
the protagonist – apparently a friend and a scientific
colleague – as ‘The Time Traveler’.
The Time Traveler is, at least, a 19 th Century Englishman,
and inventor – a man of boundless curiosity, and
unmatched idealism. A man of his times, he is shocked
by the base nature of the future world he discovers, yet is
still heartened by the inherent optimism of his own time,
believing that humanity is good at heart – or at least
always has the potential for good within it. His ultimate
fate is left to the reader's imagination as the Time
Traveler is last seen by the narrator, as he prepares to
journey once again into the future, determined to bring
back proof of his journey, but this time he never returns.
(Str6)
NOTE: The George Pal production of The Time Machine
gave the Time Traveler the name of 'George Taylor', and
THE TIME TRAVELER PL5 introduced a romantic relationship with Weena, as the
Eloi in this version are essentially normal humans, albeit,
STR STA AGI DEX FGT INT AWE PRE pretty, exclusively blond and vapid. The Time Traveler
1 2 1 3 2 4 2 2 also manages to rescue Weena from the Morlocks, and
destroy their underground lair. And at the end, when he
EQUIPMENT returns to the future, it is to help the Eloi rebuild their
society.
Time Machine: Movement 3 (Time Travel) • 6 points

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.

TOUGHEST BABE AT THE BULLPEN


While Titania will beat up guys on general principals, her
real rivalry is with the She-Hulk, for no other reason (at
least on Titania’s part) than to show who’s the top chick
on the block – a enmity she initiated right from the start.
Titania’s first major battle after Doctor Doom granted her
super-strength, was with the She-Hulk – a battle that she
was winning handily when she was joined by several
other super-villains in beating the unfortunate She-Hulk
unconscious.
The two have battled many times since, and while results
have varied, it is still not clear who is the top lady
powerhouse at Marvel.
Tor the Caveman was a denizen of Joe Kubert’s World
of a Million Years Ago – a One Million Years B.C.-type
prehistoric world with a plethora of monsters from all time
periods, everything from giant bears, and Sabretooth
tigers to Brontosaurus and Tyrannosaurus rex. Tor is a
Conan-esque caveman, who stands apart from his tribe.
Besides his great strength, Tor exhibits, the first stirrings
on modern intelligence, breaking away from the savagery
of the animal, a trait which he demonstrates when he
saves a small, spider-monkey-like primate from the jaws
of giant plesiosaur – after which the little creature – which
Tor name’s ‘Chee Chee’ – adopts his caveman rescuer,
as a permanent partner, riding across Tor’s shoulder,
acting as scout and watchdog.
Tor’s compassion is no advantage in his prehistoric
world, however, and when he heroically saves a fellow
tribesman – Zul – from a hungry T. rex, against the
orders of the cruel hunt-leader, Klar, a resulting skirmish
(in which Tor decisively cleans Klar’s clock), he falls out
of favor with his tribe.
Klar, plotting revenge, captures Chee Chee, using the
little creature's shrieks to lure Tor into a trap. Tor,
however, is saved from Klar’s spear, by Tor’s friend, Zul.
Enraged, Klar crushes Zul’s skull with his stone hammer,
before Tor can intervene. Tor promptly returns the favor,
beating Klar to death with his bare hands. Tor is
banished for his actions, and he and Chee Chee leave
the tribe to face the dangers of the prehistoric world
alone. (Str16)

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.

Tor is a massively powerful caveman, with a nimble


agility that belies his size. He is a dangerously REAL NAME: TOR
formidable barehanded against almost any foe, but it He OCCUPATION: CAVEMAN
is also proficient with most other of the common weapons BASE: PREHISTORIC NORTH AMERICA AFFILIATION: NONE
of his day, from spears to stone clubs and knives. He
has also been shown to be proficient with a bow, as well
HEIGHT: UNREVEALED WEIGHT: UNREVEALED
as various tools related to hunting and survival – EYES: UNREVEALED HAIR: BLACK
TOR PL10
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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.

POWERS AND ABILITIES


Because he is empowered by pain, each world Trigon the
Terrible conquers gives him the strength to
mercilessly conquer 2 more—after conquering millions of
worlds, he has accumulated PLX-level power.
By will alone, Trigon can reshape any world he
touches, twisting it into a corrupted version of what it
once was, with walls and pillars made from the anguished
forms of those who have fallen before his power. With
only a fraction of his power, his death-stare can obliterate
any mortal instantly, or condemn them to an eternity of
agony.
X-Level: The stat-box represents Trigon as a playable
PL21 entity. At the X-level, he ranks as a PLX2 entity -
all Powers and Abilities are assumed to be 20 with a 20-
point bonus for each additional X-rank (20x2=40) on all
rolls. At higher levels, he has been PLX3.
RAVEN RAVEN PL10
Raven has a long and tumultuous history. It begins with
her mother, Angela Roth, a teenage runaway who found
refuge in the Church of Blood, where she became STR STA AGI DEX FGT INT AWE PRE
impregnated by the demon lord Trigon. Horrified by the 0 1 2 2 1 3 5 3
possibilities of what her child would be, Angela fled and
was welcomed in Azarath, a mystical realm home to a POWERS
pacifist civilization. Taking the name Arella, she gave
• Read emotions: Mind Reading 15, Subtle 2, Limited to
birth to Raven among the monks. Emotions; Senses 8 (mental; Extended Accurate Emotion
Raven was raised to keep her emotions under control in Awareness, Acute Mental Senses, Tracking (emotion
order to prevent her demonic heritage from gaining awareness), Magic Awareness) • 25 points
release. When she turned eighteen, she learned that • Ease Pain: Healing 22 (psychic), Persistent, Restorative
Trigon was her father and that he intended to invade (magic effects), Stabilize, Side-Effect 2 (suffer Affliction 10
(excruciating pain, Resisted by Will; Dazed and Dodge
Earth. Determined to stop her father, she contacted the
Impaired)) • 1 points
Justice League for help, but Zatanna detected her • Emotion Manipulation: Ranged Affliction 12 (psychic;
demonic essence and they refused to aid her. Resisted by Will; Entranced, Compelled, Controlled),
Distraught, Raven gathered a new Teen Titans team, Progressive, Limited (only instills emotions); Side-Effect
who agreed to help her and considered her (and each (Affliction 10 (nausea; resisted by Fortitude; Dazed and
other) as family. With the Teen Titans, Raven found the Attack Impaired)) • 1 point
emotional warmth she could not have in Azarath, but she • Inflict Pain and terror: Ranged Affliction 12 (psychic;
Resisted by Will; Attack Impaired and Dazed, Dodge
remained gloomy and detached as part of her self- Disabled and Stunned), Extra Condition, Limited Degree • 1
discipline. When Trigon finally made his move and point
kidnapped Raven, the Teen Titans fought and defeated • Numb emotions: Ranged Affliction 12 (psychic; Resisted
him, and Arella served as his guardian in an by Will; Entranced and Insight Impaired), Extra Condition,
extradimensional prison. Linked, Limited Degree 2 Linked to Nullify Mental Effects 12,
Raven’s control slipped a couple of times, revealing that Simultaneous (all emotion effects), Limited (emotion effects) •
1 point
Trigon could still influence her—though not control her—
• Personal Dreamscape: Ranged Illusion 10 (psychic, All
and he eventually escaped imprisonment, determined to Senses), Insidious, Precise, Limited to One Subject,
achieve his evil plan. He transformed Raven into a Reduced Range, Resistible (Will) • 1 point
demonic form, forcing her friends to kill her. Her death Flight: Flight 3 (16 MPH) • 6 points
freed the souls of the recently destroyed Azarath, who Soul Self: Magic Array (47 points)
used Raven as a channel to banish Trigon and return • Astral Projection: Remote Sensing 23 (astral travel; All
Senses), Feedback, Dimensional 2 (Magic
Raven to life, after which she vanished.
Dimensions),Limited—Physical body is Incapacitated, Limited
Brother Blood found her and used her to control Robin, —Cannot use Empathy array, Noticeable (Raven-shaped
but the Titans freed them both. Raven adopted a white Shadow)• 47 points
cloak as part of her costume, to represent her freedom • Mass Soul Jump: Area Burst 2 (60 feet) Teleport 7 (magic;
from her father’s influence. After many adventures with 120 miles), Accurate, Change Velocity, Extended, Selective,
her friends, Raven was once more overcome, this time by Limited to Extended • 1 point
the corrupted souls of Azarath, who awoke the demon • Dimensional Shift: Area Burst 2 (60 feet) Movement
2(magic; Dimensional 2 (Magical Dimensions)), Additional
side of her nature. The Titans, with the help of Arella, Ranks 8 (Limited to increase DC), Selective • 1 point
were able to cleanse the souls of Azarath by destroying • On raven Wings: Area Burst 2 (60 feet) Flight 3 (16
Raven’s body. MPH),Affects Others • 1 point
This essence of Trigon within Raven was thus freed and • Ravensoul Shield: Ranged Enhanced Defenses 15
took a sentient form through which he infected others (Dodge 7, Parry 8), Affects Others • 1 point
with his seed, but Starfire received the good side of • Soul Jump: Teleport 8 (magic; 1 mile), Accurate, Change
Direction, Change Velocity, Portal, Turnabout • 1 point
Raven’s nature, opening the way for Trigon’s eventual Soul Self Incarnate: Insubstantial 3 (psychic
defeat. energy),Activation (Move action); Feature (appear as a giant,
Raven’s spirit wandered the Earth until a new Brother raven like shadow); Enhanced Advantages 2 (Daze
Blood captured her and incarnated her in the body of a (Intimidation),Move-by Action) • 17 point
teenage girl, created by the Church’s blood magic,
with the intent of marrying her and unleashing ADVANTAGES
Armageddon. Her spirit cried out against this, reaching Accurate Attack, Daze (Intimidation), Defensive Roll 4,
her friends, who promptly rescued her and apparently. Fascinate
SKILLS
Close Combat: Unarmed 6 (+8), Deception 5 (+8), Expertise:
Magic 6 (+9), Expertise: Theology 6 (+9), Insight 12 (+17),
Intimidation 11 (+14), Perception 5 (+10), Persuasion 9
(+12), Ranged Combat: Empathy 6 (+8))

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.

POWERS AND ABILITIES


Validus possesses vast superhuman strength and
durability, far exceeding that of a Kryptonian or Daxamite
under a yellow sun. He can fly through space
unprotected, and travel inter-stellar distances. He can
also fire a ‘Mental Lightning Bolt’. Despite his great
physical might, he is nearly mindless, and while he
possesses formidable psychic defenses, if these
defenses are breached, he is susceptible to mind

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

Activation: Standard Action, –2 points) • 26 points POWER POINTS


Sealed Mind: (Immunity 10: Mental Effects) • 10 points
ABILITIES 32 SKILLS 2
ADVANTAGES POWERS 82 DEFENSES 27
ADVANTAGES 3 TOTAL 147
All-out Attack, Power Attack, Takedown

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.

VALIDUS PRE-CRISIS PL20 253 POINTS


Abilities: Str 29 Sta 30 Agi 0 Dex 0 Fgt 6 Int -2 Awe 1 Pre 1
Powers: Giant (Growth 17, Permanent, Innate);
Indestructible (Impervious Toughness 25); Mental
Lightning (Line Area Damage 20, Penetrating 20, Activation:
Standard Action, –2 points); Sealed Mind (Immunity 10:
Mental Effects)
Advantages: All-out Attack, Power Attack, Takedown
Skills: Close Combat: Unarmed 4 (+10), Intimidation 20
(+19)
Offense: Initiative +0. Mental Lightning, Line Area Damage
20, Unarmed +10 (Damage 29)
Defense: Dodge 6, Parry 6, Fortitude 30, Toughness 30, Will
10
Totals: Abilities 62 + Powers 142 + Advantages 3 + Skills 12
+ Defenses 34 = 253
Complications: Mindless: (Validus is virtually incapable of
thinking or acting on his own without orders or direction),
Rage: (Validus is filled with undirected rage and given to
rampages of destruction when provoked)
Brunnhilde was selected by Odin, monarch of the gods of
Asgard, to lead the Valkyrior, the Choosers of the Slain, a REAL NAME: BRUNNHILDE
group of warrior-goddesses who would appear over the OCCUPATION: CHOOSER OF THE SLAIN
battlefields of mortal worshipers of the Asgardian gods, BASE: ASGARD, NYC AFFILIATION: ASGARD, DEFENDERS
and choose which of the fallen were worthy to be taken to
Valhalla, the land of the honored dead within the
HEIGHT: 6’ 3” WEIGHT: 475 LBS
dimension of Asgard. Brunnhilde served Asgard as the EYES: BLUE HAIR: BLOND
most honored of the Valkyrior for centuries.
Brunnhilde and her fellow Valkyries continued to gather POWERS AND ABILITIES
heroic mortal warriors for Valhalla until roughly a
millennium ago, when Odin was forced to cease virtually As an Asgardian, Brunnhilde is extremely long-lived, and
all contact with the Earth in accordance with a pact he has superhuman strength and durability. She is an
and the leaders of Earth’s other godly pantheons had accomplished warrior, proficient with sword, spear, and
made with the nearly-omnipotent extraterrestrial unarmed combat. She wields the indestructible sword
Celestials. From then onward, mortals were off-limits, Dragonfang, carved from a dragon’s tooth, and has kept
and the Valkyries could only choose honored dead from the flying horse, Aragorn, as a mount (Flight 4, 30 mph).
fallen Asgardian warriors. As a Valkyrior, Brunnhilde can sense a ‘deathglow’
Unfortunately, in a tavern on the outskirts of surrounding anyone who is about to die, and when acting
Marmoragard, Brunnhilde encountered the Amora, the as a Valkyrie, her job is to escort the spirits of the
evil Enchantress, who by tempting the Valkyrie with a life honored dead to Valhalla. She can release their souls
of adventure, entrapped her within a mystic crystal of with a touch to end their suffering, or escort them to the
souls. realm of the dead personally.
While Brunnhilde’s body remained in suspended
animation, her immortal soul became Amora’s play thing,
and she sued Brunnhilde’s spiritual essence to give the
Valkyrie’s powers to herself or anyone she chose, usually
altering the recipient’s appearance to match that of
Brunnhilda herself. Among the recipients of Brunnhilde’s
power, who acted under the heroic name of the
‘Valkyrie’ are Barbara Norries, and socialite Samantha
Parrington.
When Barbara Norris’ body was murdered while in the
possession of the Valkyrie’s power, Brunnhilde’s spirit
was finally freed. With the help of Doctor Strange, she
regained her true body and full memory. Brunnhilde then
battled Amora, banishing her into the crystal of skulls in
which she herself had been trapped for so long. Then,
feeling estranged from Asgard and Odin in particular,
Brunnhilde chose to return to Earth with her mortal
friends, the Defenders.
Brunnhilde has since had further brushes with death,
including Ragnarok itself, and her power has also once
again manifested with her former host, Samantha
Parrington. On the other hand, death is never certain for
the Valkyrie. (Str45)

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.

PERSONALITY REAL NAME: EDWARD BROCK


Venom really hates Spider- Man! Fueled by Peter OCCUPATION: CRIMINAL, FORMER REPORTER
Parker's rejection of the alien symbiote and Brock's BASE: NEW YORK CITY AFFILIATION: NONE
hatred of Spider-Man because of the fact that he had
written stories claiming that the Sin-Eater was one
HEIGHT: 6’ 7” WEIGHT: 250 LBS
particular person when Spider-Man revealed him to be EYES: BLUE HAIR: REDDISH BLOND
VENOM PL11
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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

25/29* 25/29* 14 14 14 23/25* 23/25* 23/25*


POWERS OFFENSE
Mystic Entity: Concealment 10 (Limited to non-magical INITIATIVE +14
senses);Impervious Toughness 20; Immunity 110 (all Magical Blast +14 Ranged, 25/29*
Toughness and Fortitude effects; Limited to non-magical Unarmed +14 Close Damage 25/29*
effects, Limited to half-strength on Toughness effects);
Insubstantial 4 (Continuous; Precise, Subtle 2) • 95 points
Mystical Senses: Senses 25/29* (Awareness - Cosmic,
DEFENSE
Divine, and Magical, All Extended 2; Precognition - Limited to DODGE 14 FORTITUDE Immune
Important Events) • 25/29* points PARRY 14 TOUGHNESS 25/29*
Sorcery: Energy Control 25/29* (Variable Power, Any WILL 23/25*
Powers with the Magical Descriptor), Transform 25/29* •
300/348* points POWER POINTS
Dimensional Travel: Movement 3 (Dimension Travel,
Limited: cannot enter Earth’s Dimension), Increased Mass 5 • ABILITIES 353/405* SKILLS 30
11 points POWERS 379/427* DEFENSES 0
ADVANTAGES 25 TOTAL 783/883*
ADVANTAGES
All-Out Attack, Assessment, Benefit 15 (Magical Deities),
COMPLICATIONS
Connected, Contacts, Die Hard, Eidetic Memory, Great Trinity of the Vishanti: Hoggoth, Oshtur, and Agamotto,
Endurance, Jack of All Trades, Power Attack, Well-Informed form the mystical trinity, the Vishanti; acting together, they
use the second, higher stat set; individually, they have the
SKILLS lower stats. Like many supernatural beings, they operate out
of a sub-dimension – in the case of the Vishanti, the
Expertise: Magic 15 (+38/40*), Expertise: Occult 15 (+38/40),
dimension where Chaos and Order are the faces of Eternity,
Intimidation 15 (+38/40*), Perception 15 (+38/40*)
and gain +5 ranks to their abilities acting within their home
*Collective: When operating as the unified Vishanti dimension (PL20/24).
Years ago, Vietnam veteran Travis Morgan was shot
down while flying an espionage mission over the
U.S.S.R. Morgan’s plane passed over the North Pole and
came down in Skartaris, a strange realm of swords,
ancient science and sorcery.
In Skartaris, Morgan met the beautiful Princess Tara of
Shamballah before being enslaved by men in the service
of the tyrannical sorcerer, Deimos. Escaping, Morgan led
an army of freed prisoners, slaves and rebels against
Deimos.
During this time, he met several denizens of the
Skartaris, including his friend King Machiste and the
beautiful Russian archeologist, Mariah Romanov.
Eventually, he freed the people of Skartaris and was
declared their hero, the Warlord. Along with his queen,
Tara, Morgan now rules over the city-state of
Shamballah.
Since that time Travis Morgan has had numerous
adventures in his adopted home. Deimos has returned
from death multiple times and other threats have arisen
to plague the land. The bizarre way in which time works
in the realm has kept him young - he remains much as he
was when he arrived in Skartaris years ago. Morgan has
returned to “civilization” on several occasions, but he
always finds himself drawn back to the strange, mystical
land he now calls his home.
Recently, Morgan supposedly died and was replaced as
Warlord by his son, Joshua (see Tinder). How this affects
one possible future where he returns to the United States
to become president is unknown, but it is highly unlikely
the world has seen the last of Travis Morgan. (Str10)

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

Accurate Attack, All-out Attack, Benefit 4 (Warlord of POWER POINTS


Skartaris), Connected, Defensive Attack, Defensive Roll 2,
Equipment 3, Improved Aim, Improved Disarm, Improved ABILITIES 64 SKILLS 42
Initiative, Inspire, Languages (Skartaran), Leadership, Power POWERS 1 DEFENSES 23
Attack, Precise Attack (Close; Concealment), Quick Draw, ADVANTAGES 26 TOTAL 156
Ranged Attack 2, Takedown, Weapon Bind
COMPLICATIONS
SKILLS Enemies: The Warlord has fought many monsters, would-be
Acrobatics 2 (+6), Athletics 9 (+12), Close Combat: Sword 3 conquerors, and villains in his travels. Chief among these is
(+12), Deception 3 (+8), Expertise: Military 10 (+11), the sorcerer tyrant Deimos.
Expertise: Skartaris 9 (+10), Expertise: Survival 6 (+7), Motivation – responsibility: Morgan feels a strong sense of
Insight 6 (+8), Intimidation 7 (+12), Perception 6 (+8), duty to his family, friends, and the free peoples of Skartaris.
Persuasion 7 (+12), Ranged Combat: Guns 6 (+12), Stealth 2 Relationships: Tara (wife), Jennifer and Joshua (children),
(+6), Vehicles 8 (+12) and friends such as Mariah, Machiste and Shakira
SHAKIRA SHAKIRA PL8 155 POINTS
The enigmatic and sensual Shakira met Travis Morgan
Abilities: Str 2 Sta 2 Agi 7 Dex 4 Fgt 7 Int 0 Awe 1 Pre 1
during his adventures in Skartaris. Shakira has been a
constant companion to the Warlord ever since, attaching Powers: Claws (Strength-Based Damage 2); feline form
herself to him so naturally that even his wife Tara has (Morph 1 (Black Cat), Continuous; Linked Shrinking 6,
come to accept the relationship as inevitable. Shakira Continuous); Feline Grace (Enhanced Advantages 4 (Agile
Feint, Evasion, Skill Mastery (Acrobatics), Skill Mastery
refuses to reveal if she is a woman who turns into a cat or
(Athletics), Uncanny Dodge), Movement 2 (Safe Fall, Sure-
a feline somehow possessing the ability to take a Footed); Leaping 1; Speed 1 (4 MPH)); feline Senses
human form, instead saying “why spoil a thing by taking (Senses 2 (Low-Light Vision, Acute Smell)
away all the mystery?” In any case, she is a
fearsome fighter and skilled huntress. She has Advantages: Agile Feint, All-out Attack, Attractive, Defensive
Attack, Defensive Roll 2, Evasion, Hide in Plain Sight,
recently begun to travel with Morgan’s son Joshua
Improved Critical (Claws), Improved Defense, Improved
since he became new Warlord. (Str7)
Initiative, Luck 2, Move-by Action, Ranged Attack 1, Skill
Mastery (Acrobatics),
Skills: Acrobatics 7 (+14), Athletics 5 (+8), Close Combat:
Claws 4 (+11), Close Combat: Swords 1 (+8), Deception 7
(+8), Expertise: Skartaris 5 (+6), Insight 4 (+5), Intimidation 5
(+6), Perception 8 (+9), Persuasion 7 (+8), Sleight of Hand 4
(+8), Stealth 7 (+14)
Offense: Initiative +11, Claws +11 (Damage 4, Critical 19-20)
Defense: Dodge 12, Parry 12, Fortitude 7, Toughness 4/2*,
Will 8 *Without Defensive Roll
Totals: Abilities 48 + Powers 39 + Advantages 14 + Skills 32
+Defenses 22 = 155
Complication: devoted Companion: Shakira is completely
devoted to the Warlord and rarely leaves his side; Feline
Behavior: Shakira exhibits many feline behaviors even when
inhuman form. She plays with her opponents, hates water
and alternatively craves independence and affection at her
whim.

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)

JANE PORTER PL3 27 POINTS


Abilities: Str 1 Sta 2 Agi 4 Dex 4 Fgt 6 Int 2 Awe 2 Pre 3
Equipment: Sword: Strength-based Damage 3, Improved
Critical; Throwing Knives: Strength-Based Ranged Damage
1, Improved Critical
during this time, Jennifer was eventually reunited with her
father and her memory returned. Now the beautiful silver-
haired sorceress aids her father and the people of
Skartaris as one of the realm’s most powerful magicians.
From time to time Jennifer has returned to Earth, often to
aid the mystical community against some grave threat.
Like many sorcerers, Jennifer often uses Extra Effort to
expand her spell casting.

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: Attractive, Benefit 4 (Queen of Shamballah),


MARIA ROMANOV
A Russian archeologist, Mariah Romanov met Travis
Defensive Roll 3, Equipment 2, Grabbing Finesse, Improved
Morgan when he found himself temporarily stranded near
Defense, Improved Trip, Leadership, Ranged Attack 2, Set-
up, Taunt, Teamwork Machu Picchu. Intrigued by Morgan’s tales of a land of
lost cities and strange creatures, Mariah returned with
Skills: Acrobatics 3 (+7), Athletics 5 (+7), Close Combat: him to Skartaris. For a time she was infatuated with
Swords 4 (+10), Deception 6 (+9), Expertise: Skartaris 8
Morgan, but eventually she found love in the arms of his
(+10), Expertise: Tactics 2 (+4), Insight 5 (+7), Perception 5
(+7), Persuasion 7 (+10), Ranged Combat: Throwing 4 (+10), friend, Machiste. In addition to being a skilled
Stealth 4 (+8), Treatment 3 (+5) archeologist, Mariah is a champion swords-woman,
skilled acrobat, and talented markswoman.
Offense: offense: Initiative +4, Sword +10 (Damage 4,
Critical 19-20), Throwing Knife +10 (Damage 2, Critical 19-
20), Unarmed +6 (Damage 1)
Defense: Dodge 10, Parry 11, Fortitude 6, Toughness 5/2*,
TINDER
Tinder is Joshua Morgan, son of Travis Morgan and his
Will 9 *Without Defensive Roll
wife Tara. Thought corrupted by Deimos and killed in
Totals: Abilities 50 + Powers 0 + Advantages 19 + Skills 28 + battle with Travis, he was actually raised by another
Defenses 22 = 119 family. After meeting the Warlord later in life, the boy
Complications: Relationships: Travis Morgan, husband, began to support the Warlord on his adventures—first as
and Morgana, daughter. a sidekick and later as a trained warrior. Recently Travis
was apparently accidentally killed by Tinder, just as he
recognized the boy as his long-lost son.
JENNIFER MORGAN After this tragedy, Tinder took his born name of Joshua
Morgan, and he became the new Warlord. Although he
For years, Jennifer Morgan thought her father was
dead. but eventually learned he was alive and in the land is not as experienced as his father, he is courageous,
of Skartaris. Traveling to Skartaris to see her father, brave and heroic. He also has some small talent with
Jennifer was captured by allies of Deimos, temporarily magic, but he has not developed it like his half-sister,
removing her memory of her old life. Learning sorcery Jennifer.
Huge bursts of fiery gas observed on Mars, ten
successive nights in a row, heralded the Martian invasion
of our planet in H. G. Wells, The War of the Worlds
(1898)
Several days after the sighting of the first disturbances on
Mars, a huge, shiny oval spacecraft landed near the
distant suburbs of London. Highly evolved Martians, with
great, octopus-like bodies, measuring several feet
across, and long flexible tentacles, emerged from the
craft, bringing with them a strange assortment of metal
tubes, discs, brackets and domes. The grotesque
monsters quickly assembled their glowing hardware into
war machines – towering, tripod-like devices, surmounted
by domes from which the Martians piloted. The
machines, armed with terrifying heat rays capable of
searing objects several miles away, and canisters of
poisonous gas, began to move in to the direction of
London.
The Army rushed its strongest defenses into the path of
the advancing war machines, setting up fortifications. But
the armies of Earth had never encountered anything as
formidable as the war machines of the invaders. The
Artillery and tanks were litter better than stone tools
against the superior Martians. People deserted the cities
in panic, leaving their defense to the heroic, but helpless
military.
Humanity seemed doomed to extinction at the hands of
the powerful alien invaders. With a confidence that
mocked the weakness of the Earth’s people, the Martians
established themselves in the center of London, and
began assembling aircraft to use in their attacks. Their
blatant contempt for any resistance offered by
humankind, however, exposed their only vulnerability. The modern blockbuster alien invasion movie,
Ironically, Earth’s tiniest life forms proved to be the most Independence Day, featured a War of the Worlds-type
powerful weapon against the Martians. Too late, the scenario, with an update on the ‘virus-kills-the-invaders’
super-evolved, sterile creatures from space realized that angle – rather than an infectious illness, the aliens were
they had no immunity or defense against infection by defeated by infecting their warships with a computer
Earth’s bacteria. Relentlessly, the microbe warriors virus, that caused their entire fleet’s defenses to
invaded the Martian forces until they destroyed the most simultaneously drop, allowing for a counterattack by the
formidable enemy the Earth had ever known, and the combined forces of Earth’s surviving military.
War of the Worlds came to an end. In the Steven Spielberg update, the invading aliens were
NOTE: George Pal’s 1966 version of War of the Worlds pointedly not from Mars – instead they were just some
brought the story to modern New York City, along with unspecified alien race, and rather than simply landing on
unique, cobra-necked flying machines (although they DID Earth, the War Machines had apparently been planted
seem to be more hover-craft types, with the same sort of millions of years before, as part of a eons-old strategy –
slow-advance of the tripods), and creepy, spindly-limbed, one of the weaker elements of what was generally a sub-
three-fingered Martians, with a single three-lobed eye. par script for a Spielberg effort.
The Steven Spielberg update, also featured spindly
three-fingered, three-limbed creatures (generally referred
to as aliens, rather than specifically Martians), more SETTING: 19TH CENTURY LONDON
reminiscent of the Pal version rather than Wells’ octopus- BEST-KNOWN CHARACTERS: MARTIANS, MARTIAN WAR
like creatures, although it readapted the giant, walking MACHINES
tripod war machines of Wells’ novel, rather than George
Pal’s, flying machines.
GENRE: SCIENCE FICTION
MARTIANS PL7
STR STA AGI DEX FGT INT AWE PRE
3 0 -2 1 8 1 1 0
POWERS
Tentacles: Extra Limbs 4 (10 tentacles) • 4 points
Thick Skin: Protection 1 • 1 point

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

POWER POINTS MARTIANS


The invading alien Martians were portrayed in H. G.
ABILITIES 12 SKILLS 18 Wells’ novel as large, octopus-like creatures, with ten
POWERS 6 DEFENSES 7
long tentacles, surrounding a bulbous head. Wells’ aliens
ADVANTAGES 4 TOTAL 46
were clumsy and labored in Earth’s gravity, but they were
COMPLICATIONS also carnivorous and predatory, feeding directly on their
Fatal Vulnerability: Martians cannot survive Earth bacteria. human captives. (Str10)
Space Invaders: Martian culture is based on conquering The George Pal version of War of the Worlds featured
world and pillaging their resources. Martians that were small spindly creatures, with a heart-
Technology: The Marian invaders wielded technology far in shaped heads, and reddish skin, with one big three-lobed
advance of human-kind – most prominently demonstrated by eye in the middle of its face. Rather than tentacles, they
their giant walking tri-pod war-machines (or the hovering had spindly arms that ended in three-fingered hands with
cobra-necked saucers of the George Pal version), and their
devastating heat-ray. (See entry for Martian War Machine).
suction cups on the ends of the fingers in the tradition of
the 50’s style aliens. (STR 0, STA 0, AGI 1, DEX 1 and
remove the Extra Limbs power).
The Steven Spielberg aliens were more reminiscent of
Pal’s Martians, human sized, with spindly limbs and
distorted, Darth Vader-helmet-looking skulls – as well as
retaining the three-fingered, sucker-tipped hands. The
Spielberg aliens were vampires, which drank the blood of
their human victims after it was siphoned out by hose-like
apparatus on their War Machines. (STR 2, STA 2, DEX
2, AGI 2, with Acrobatics 10 (+12).
The aliens from Independence Day were similar to
Spielberg’s creatures (STR 2, STA 2, DEX 2 AGI 2),
except they were given tentacled arms (Extra Limbs 4),
an exo-skeleton (Protection 1) as well as the ability to
communicate telepathically with one another and make
psychic attacks on specific human targets (Telepathy 6).
MARTIAN WAR MACHINE P14 MARTIAN WAR MACHINES
The invincible giant War Machines are the iconic image
STR STA AGI DEX FGT INT AWE PRE of the alien invasion. The constructs in H.G. Wells’ novel
17 - 0 0 5 - 0 - are giant, walking tripods, equipped with a ‘heat ray’ that
vaporizes anything it touches.
POWERS The War Machines in the novel are heavily armored,
although they are not completely indestructible, as a few
Armor: Protection 10, Impervious Toughness 6 • 16 points
Growth: Groundstrike (Burst Area Affliction 10, Resisted by of them manage to be destroyed by munitions. They are,
Fortitude; Vulnerable, Defenseless, Involuntary with every however, guarded by a force field (Force Field 17) –
footstep), Growth 18 (Innate; Permanent (Limited: ranks over capable of resisting nuclear blasts in the George Pal
10 does not increase STA),), Strike 6 • 52 points sixties’ movie version. (Str90)
Machine: Immunity 30 (Fortitude) • 30 points George Pal’s film featured flying War Machines (Flight 6)
Force Field: Protection 17, Impervious • 17 points that looked rather like giant metallic manta rays,
Heat Ray: Ranged Damage 17 • 34 points
Tendrils: Extra Limbs 2, Multiple Attack 2 • 4 points equipped with a cobra-like neck that mounted the heat
ray beam – fired out of a three-lobed lens similar to the
ADVANTAGES three-lobed eye of Pal’s version of the Martians
All-Out Attack, Great Endurance, Ranged Attack 10 (Heat themselves. The flying machines are particularly sinister
Ray) as they cruise deliberately along at their slow, methodical
pace, implacable and unstoppable.
SKILLS Stephen Spielberg’s War Machines were a return to the
Intimidation 10 (+10) Ranged Combat: Heat Ray 10 (+10) original concept of giant walking tripods, and are easily
the most best part of the remake, mostly by virtue of the
OFFENSE modern computer animation, and are the one area where
INITIATIVE 0 Spielberg’s directorial skills overcomes the unfortunate
Heat Ray +10 Ranged Damage 17 script. The scenes of citywide destruction with the aliens
employing their deadly heat ray are particularly effective.
DEFENSE Independence Day has no direct counterpart to the
DODGE -1 FORTITUDE Immune walking War Machines, with the invading aliens instead
PARRY -1 TOUGHNESS 10
employing more traditional alien fighter crafts, along with
WILL Immune
a giant mothership and a few smaller ‘destroyers’,
POWER POINTS although they do retain the impenetrable force field that
ABILITIES -22 SKILLS 10 must be lowered (by invading the Mothership’s
POWERS 153 DEFENSES 11 mainframe with a computer virus) before the defense
ADVANTAGES 5 TOTAL 156 forces of Earth can fight back.
GEORGE HENDERSON
The protagonist of War of the Worlds is George
Henderson – a researcher in the field of astronomy that
observes the several nights of astral disturbances that
herald the coming of the Marian invasion. When the
aliens attack, Henderson, in the manner of the 19 th
Century gentleman, sends his wife off to Leatherhead
while rushing off to deal with the danger, and the
remainder of the story is how he eventually finds his way
back to his wife. There is also a section in the middle, set
in London, and told from the prospective of George
Henderson’s brother, during an attack by a war machine
on a fairy.
In the Steven Spielberg remake, the 19 th Century hero is
replaced by a modern-times dead-beat dad, played by
Tom Cruise, whose journey across the war-torn country
is an effort to dump his kids back on his ex-wife as the
invasion comes on a ‘dad’s weekend’ – a lousy
characterization, and another thing wrong with the script
to Spielberg’s unfortunate take on the classic tale.
Cruise’s character also combines the character of
Henderson’s brother’s tale, where a fairy boat is attacked
by a War Machine – of course, where the novel’s
character saves a female-in-distress character he meets
along the way, the woman Cruise’s character meets is
left behind to die. (Str6)

GEORGE HENDERSON PL4


STR STA AGI DEX FGT INT AWE PRE
1 2 2 2 2 3 2 2
ADVANTAGES
Fearless, Well-Informed

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

ADVANTAGES POWER POINTS


ABILITIES 212 SKILLS 24
Assessment, Benefit 15 (Cosmic Observer), Connected,
POWERS 539 DEFENSES 3
Contacts, Eidetic Memory, Fearless, Inventor, Jack of All
ADVANTAGES 27 TOTAL 805
Trades, Power Attack, Range Attack 1, Ultimate Effort
(Powers), Well-Informed COMPLICATIONS
SKILLS Cosmic Contacts: Uatu seems to be the Watcher that most
often represents his race among other Cosmic Entities.
Expertise 15 (+30), (Cosmic History, Earth History, most Vow of Non-Interference: While Watchers are forbidden to
scientific areas) Intimidation 3 (+18), Vehicles (Spacecraft) interfere Uatu, has developed feelings of concern for the
15 (+30), Technology 15 (+30) people of Earth, and will subtly act to their benefit.

WATCHER: ARON WATCHER - ARON PLX1/PL16 794 POINTS


The young Watcher, Aron was once the protégé of the
A: Str 15 Sta 16 Agi 9 Dex 10 Fgt 10 Int 15 Awe 15 Pre 15
Earth’s Watcher, Uatu, although Aron’s own actions have
left them estranged. Aron saw, as did Uatu, that there Powers: Immortal: Immunity 30 (Fortitude), Impervious
was something interesting about these humans, but Toughness 17; Energy Manipulation: Energy Control 16
(Variable Power, Any Powers with the Cosmic Descriptor),
unlike his mentor, this brought no sense of hidden
Force Field 5, Flight: Flight 20 (Space Travel 10), Teleport
affection, but instead inspired callous curiosity, acting up 30; Psionic Powers: Communication 31, Comprehend 31,
which, young Watcher decided to take an active hand in Mind Reading 22, Senses 19 (Awareness)
events on Earth.
Advantages: Assessment, Benefit 15 (, Cosmic Observer),
At first, Aron was satisfied with simply simulating human Connected, Contacts, Eidetic Memory, Fearless, Inventor,
conflicts, but eventually he actually began to actively Jack of All Trades, Power Attack, Range Attack 1, Ultimate
interfere with Earth’s destiny. He secretly altered the Effort (Powers), Well-Informed
lives of mortals, setting up conflicts among them and
Skills: Expertise 15 (+30), (Cosmic History, Earth History,
observing the results. Having abandoned his race’s creed most scientific areas) Intimidation 3 (+18), Vehicles
of non-interference, by openly performing experiments on (Spacecraft) 15 (+30), Technology 15 (+30)
lesser species, Aron is considered a criminal among the
Watchers, and his malicious actions were eventually Offense: Initiative +9, Cosmic Energy +10 (Ranged Damage
15)
halted by his own brethren.
Aron was once a curious, if over-bearing fellow, but all his Defenses: Dodge 10, Parry 10, Fortitude Immune, Tough
transgressions eventually tapped into his baser nature, 22/16*, *Without Force Field, Will 16
and he became petty, arrogant and downright mean. Totals: Abilities 210 + Powers 535 + Advantages 27 + Skills
(Str45) 24 + Defenses 2 = 795
Ten years after the breakup of the Minutemen in 1949, a
new generation of costumed adventurers began to
appear. Unlike their predecessors, however, these six
heroes would have a profound effect upon the future
direction of the world. The greatest of these came in the
form of Doctor Manhattan, the world’s first paranormally
powered being. His unique ability to control molecules
accelerated technology, won the Viet Nam War, and gave
America permanent superiority in the arms race. His very
presence escalated tensions even while imposing an
uncomfortable peace.
In 1977, police all over the country went on strike,
protesting the presence of costumed vigilantes. Chaos
and rioting broke out nationwide, forcing Congress to
pass the Keene Act, which outlawed all vigilantes not
sponsored by the government. The right-wing extremist
hero called Rorschach refused to be retired and went
underground, continuing his war on the scum of society.
The only other active heroes left after the Keene Act were
Doctor Manhattan and the Comedian, an aging member
of the minutemen, both of who acted under government
guidance.
The Comedian was murdered in 1985. His death was
investigated by Rorschach, who rapidly began
discovering clues that led him to believe that former
costumed heroes were being eliminated. His theory was
supported when Doctor Manhattan left Earth shortly
afterwards, the victim of a slanderous campaign which
accused him of causing cancer among his associates.
Rorschach’s activities began to involve other former
heroes, including Nite Owl, a hero who used high-tech
equipment to fight crime, and the Silk Spectre, the
daughter of the Minuteman member of the same name.
Rorschach was captured by police and sent to prison,
where he was rescued by Nite Owl and Silk Spectre. The
evidence that had been collected implicated Adrian Veidt,
formerly known as the hero Ozymandias, ‘the world’s
smartest man’. Following Veidt to his Antarctic
headquarters, Nite Owl, Rorschach, Silk Spectre, and a
returned Doctor Manhattan, confronted Ozymandias, who
confessed that the Comedian’s murder and the
subsequent events were his doing.
Due to the ever-increasing nuclear tensions in the world,
Veidt planned to save the world from itself by perpetrating
an elaborate hoax. Even as the heroes approached his
sanctuary, Ozymandias launched a worldwide nuclear
strike against nearly every major city on Earth, utilizing
energy he had generated with the power of Doctor BASE: NEW YORK CITY, NEW YORK
Manhattan. Believing they had been attacked by Doctor MEMBERS: COMEDIAN, DOCTOR MANHATTAN,
Manhattan, the warring nations came together to unite
against a perceived common enemy. The heroes saw
OZYMANDIAS, NITE OWL, RORSCHACH, SILK SPECTRE
that the atrocity Veidt had committed had brought about HEADQUARTERS: NONE
world peace, and agreed to remain silent. VEHICLES: OWLSHIP (ARCHIMEDES)
Rorschach, however, refused to remain silent and let the
murder of millions of people go unpunished. Doctor
Manhattan murdered Rorschach, atomizing him, to COMEDIAN PL7 121 POINTS
prevent him from revealing Veidt’s scheme. Abilities: Str 3 Sta 3 Agi 3 Dex 3 Fgt 5 Int 3 Awe 2 Pre 2
Doctor Manhattan left Earth again, apparently forever. Equipment: Leather Body Armor: Impervious Toughness
Nite Owl and Silk Spectre, having fallen in love, adopted 12; Automatic Rifle: Ranged, Damage 5; 2 45 Pistols:
the new secret identities of Sam and Sandra Hollis and Ranged Damage 3; Tear Gas Grenades: Ranged Cloud
intended to resume their crimefighting careers. Area Affliction 3, Extra Condition (Resisted by Fortitude,
Ozymandias continued with his plan, hoping to lead Earth Dazed and Vision Impaired, Stunned and Vision Disabled,
into a new Golden Age. The legacy of Rorschach, his Incapacitated)
journal outlining Veidt’s entire scheme, currently rests in Advantages: Close Attack 4, Defensive Roll 3, Equipment
the crank file of his favorite conservative newspaper. 5, Improved Initiative, Improved Trip, Move by Action, Power
Whether or not it will be discovered and the truth Attack, Quick Draw, Ranged Attack 6, Takedown
uncovered remains a mystery. Skills: Acrobatics 5 (+8), Athletics 5 (+8), Close Combat:
The world of the Watchmen is not part of mainstream DC Unarmed 2 +(11), Deception 6 (+9), Expertise: Military
Universe continuity. Science 7 (+10), Expertise: Streetwise 6 (+9), Investigation 4
(+7), Insight 7 (+8), Perception 5 (+8), Persuasion 5 (+7), 5
(+8), Vehicles 7 (+10)
COMEDIAN Offense: Initiative +6, Automatic Rifle +9, Pistol +9
Ranged, Damage 3; Unarmed +11, Close Damage 3
Edward Blake believed that the world was full of hatred,
needless suffering and bloodshed. Black responded by Defense: Dodge 12, Parry 12, Fortitude 8, Will 5, Toughness
becoming deliberately amoral and brutal, ironically calling 6/3* *Without Defensive roll bonus
himself ‘The Comedian,’ as a way of playing along with Totals: Abilities 38 + Powers 0 + Advantages 27 + Skills 32 +
life’s joke. One of the original Minutemen, the Comedian Defenses +24 = 121
had the longest continuous career of any hero until he
was murdered by Oymandias after accidentally Complications: Brutality: Casting himself as a parody of
morality, the Comedian is brutal, murderous, responsible for
discovering Veidt’s plot. (Str10) high-level political assassinations, and the disappearance of
other vigilantes. The Comedian was the last one Ozymandias
expected to have a change of heart upon learning of his own
nihilistic schemes; Relationships: The Comedian mostly
made enemies, but he had a dysfunctional relationship with
Sally Jupiter, the first Silk Spectre, and was the father of her
daughter, Laurie Secret Identity: Edward Blake

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)

DOCTOR MANHATTAN PL18 358 POINTS


Abil: Str 16 Sta 14 Agi 4 Dex 4 Fgt 6 Int 20 Awe 12 Pre 15
Powers: Energy Manipulation: Ranged Damage 19;
Cosmic Senses: Senses 19 (Acute, Extended Vision 3,
Infravision, Microscopic Vision 4) Precognition 45 (Limitation:
his own future only), Matter Manipulation: Transform 28
(anything into anything.); Super-Durability: Protection 4,
Impervious Toughness 17; Immunity 10 (Life Support),
Regeneration 28; Telekinesis: Move Object 19, Accurate 4;
Teleport: Teleport 20 (4,000 miles)
NITE OWL
When the original Nite Owl, Hollis Mason, retired in 1963,
Daniel Dreiberg asked to carry on in Mason’s heroic
identity as the new Nite Owl. Using an amazing arsenal
of high-tech equipment, Nite Owl had a string of
successes, often teaming up with Rorschach. When the
Keene Act was passed in 1977, Dreiberg chose to retire.
Confronted by Rorschach and his evidence in 1985, Nite
Owl came out of retirement to help his former ally escape
from jail and track down Ozymandias. (Str9)

NITE OWL PL7 133 POINTS


Abilities: Str 3 Sta 2 Agi 2 Dex 2 Fgt 4 Int 2 Awe 2 Pre 3
Equipment: Handcuffs: Feature 1 (Restraint), Mini-
Tracers: feature 1 (Tracking), Smoke Bombs: Cloud Area
Visual Concealment Attack 4; The Owlship: Equivalent to
both a fighter jet and submarine (see the Gadgets & Gear
chapter) without machine guns (but with Fire Blast 10,
Magnetic Control 8, plus 5 others) and with the Remote
Control feature
Advantages: Advantages: Close Attack 4, Defensive
Attack, Defensive Roll 3, Equipment 15, Improved Initiative,
Improved Trip, Move by Action, Power Attack, Skill Master
(Gadgetry), Takedown, Well Informed, Uncanny Dodge
Skills: Acrobatics 4 (+6), Athletics 4 (+7), Close Combat:
Unarmed 2 +(10), Deception 6 (+10), Expertise: Gadgetry 10
(+12), Expertise: Investigation 6 (+8), Insight 6 (+9),
Perception 6 (+8), Persuasion 4 (+11), Sleight of Hand 6
(+9), Stealth 4 (+9), Treatment 3 (+5)
Offense: Initiative +6, Unarmed +10, Close Damage 3
Defense: Dodge 12, Parry 12, Fortitude 8, Will 4, Toughness
5/2* *Without Defensive roll bonus
Advantages: Assessment, Extraordinary Effort, Move-By
Action, Power Attack, Ranged Attack 4 Totals: Abilities 40 + Powers 0 + Advantages 35 + Skills 31 +
Defenses 27 = 133
Skills: Expertise: Physics 8(+28), Expertise: Science 8(+28),
Perception 10 (+25) Complications: Relationships: Daniel has strong feelings
for the Silk Spectre, and is former partners with Rorschach.
Offense: Initiative +4, Energy Blast +8, Ranged, Damage 19 He idolizes Hollis Mason, the original Nite Owl. Secret
Disintegration Blast +8, Ranged Damage 28, Unarmed +4, Identity: Daniel Dreiberg.
Close, Damage 16
Defense: Dodge 14, Parry 12, Fortitude 20, Will 16,
Toughness 18
Totals: Abilities 182 + Powers 392 + Advantages 5 + Skills
13 + Defenses 26 = 618
Complications: Murderer: Doctor Manhattan killed his own
former Watchmen teammate Rorschach in order to cover up
Ozymandias' plan to "save the world.”; Preoccupied: With
his perception on a cosmic level, Doctor Manhattan has
become detached and disinterested in Earth and/or the
human race; Relationships: Doctor Manhattan was once
close to Janey Slater, and then Laurel Juspeczyk (Silk
Spectre II), although as his detachment progressed, both
relationships deteriorated.
OZYMANDIAS PL11 172 POINTS
Abil: Str 4 Sta 4 Agi 8 Dex 7 Fgt 13 Int 10 Awe 3 Pre 2
Advantages: Agile Feint, Assessment, Close Attack 2,
Defensive Attack, Defensive Roll 3, Evasion, improved
Initiative, Improved Trip, Move by Action, Power Attack, Skill
Master (Gadgetry), Takedown, Well Informed, Uncanny
Dodge, Well-informed
Skills: Acrobatics 7 (+15), Athletics 6 (+10), Close Combat:
Unarmed 3 +(18), Deception 6 (+16), Expertise: Gadgetry 8
(+18), Investigation 6 (+16), Expertise: Science 8 (+18),
Insight 6 (+16), Perception 8 (+15), Persuasion 7 (+10),
Stealth 7 (+15), Treatment 3 (+13)
Offense: Initiative +11, Unarmed +18 (Damage 4)
Defense: Dodge 14, Parry 14, Fortitude 9, Will 10
Toughness 8/4* *Without Defensive roll bonus
Totals: Abilities 102 + Powers 0 + Advantages 20 + Skills 41
+ Defenses 19 = 172
Complications: Mass Murderer: Ozymandias murdered
millions of people in an effort to cause humanity to unite
under a common enemy. Public Identity: Adrian is one of
the only two Watchmen to ever go public. Too Smart For His
Own Good: Ozymandias’ own intellect forced him into his
actions, believing that human extinction by nuclear war was
inevitable, and as the smartest man in the world, he believed
himself the only one capable of stopping it. Wealth and
Influence: Adrian Veidt is the wealthiest man on the planet,
and he commands immense resources and widespread
influence, allowing him to manipulate events on a global
scale.

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.

POWERS AND ABILITIES


Anyone who reverts to cannibalism while in the Canadian .
wilderness is transformed into the Wendigo (although REAL NAME: VARIES
there cannot be more than one Wendigo at a time). That
person is forced to go on a mindless rampage, killing and
OCCUPATION: CANNIBAL BERSERKER
eating anyone they come across. A Wendigo has BASE: CANADIAN NORTH WOODS
superhuman strength comparable to the Thing, razor- HEIGHT: 9’ 7” WEIGHT: 1800 LBS.
sharp claws and teeth, and the ability to regenerate EYES: RED HAIR: WHITE
almost any injury.
WENDIGO PL13
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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.

CURSE OF THE WENDIGO


The Curse of the Wendigo is mystical in
nature and individuals versed in the mystic
arts can transfer the curse to another
person or remove the spell entirely until
the next time someone else invokes the
curse.
NOTE: Recently, a troop of a couple
dozen Wendigos appeared all at the
same time - an unexplained phenomenon
that manifested both in the Canadian
wilderness, as well as downtown Las
Vegas. This new batch of Wendigos
seemed to spread like the Curse of the
Werewolf, by surviving the bite of a
Wendigo. It is unknown if this pack of
Wendigos is the result of new or separate curse,
a mutation, or simply a new twist or evolution in the
traditional Wendigo curse. All members of this new
Wendigo pack had the normal stats for a Wendigo, as
well as the same berserker bloodlust, and for all practical
purposes was identical to any normal Wendigo.
A whale is the common name given for various marine
mammals of the order Cetacea. The term ‘whale’
sometimes refers to all cetaceans, but usually excludes
dolphins and porpoises, which belong to the suborder
Odontoceti, or toothed whales.
The Odontoceti are the sperm whale, killer whale, pilot
whale, and beluga whale. The other Cetacean suborder,
Mysticeti (baleen whales), comprises filter feeders that
eat small organisms caught by straining seawater
through a comb-like structure in the mouth called baleen.
These include the blue whale, the humpback whale, the
bowhead whale and the minke whale.
All cetaceans have forelimbs modified as fins, a tail with
horizontal flukes, and nasal openings called blowholes on
top of the head.
Whales range in size from the blue whale, the largest
animal known to have ever existed. At 30m (98ft) and
180 tons, to various pygmy species, such as the pygmy
sperm whale at 3.5m (11ft). Whales collectively inhabit all
the world's oceans and number in the millions, with
annual population growth rate estimates for various
species ranging from 3% to 13%
All cetaceans, including whales, dolphins and porpoises,
are descendants of land-dwelling mammals of the
Artiodactyl order (even-toed ungulates). Both are related
to the Indohyus, an extinct semi-aquatic deer-like
ungulate, from which they split around 54 million years
ago. These primitive cetaceans probably first took to the
sea about 50 million years ago and became fully aquatic
about 5–10 million years later.
Their features eventually became adapted for living the
marine environment. Major anatomical changes include
streamlining of the body, the migration of the nasal
openings towards the top of the cranium, the shrinking
and eventual disappearance of the hind limbs, the
modification of the forelimbs into flippers, and the growth
of flukes on the tail

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.

GRIZZLY BEAR PL8


BEAR STR STA AGI DEX FGT INT AWE PRE
Bears are mammals of the family Ursidae, and are
classified as caniforms, or doglike carnivorans, with the 8 4 0 0 3 -3 1 -2
pinnipeds being their closest living relatives. They are
widespread, appearing in a wide variety of habitats, and POWERS
are found on the continents of North America, South Claws: Strength-based Damage 2 • 2 points
America, Europe, and Asia. Growth: Growth 3 (Innate; Permanent) • 3 points
Bears have large bodies with stocky legs, long snouts, Senses 2 (Low-Light Vision, Scent) • 2 points
shaggy hair, plantigrade paws with five nonretractile Thick Hide: Protection 2 • 2 points
claws, with stubby tails. While polar bears are mostly
carnivorous and giant pandas feed on bamboo, most ADVANTAGES
species are omnivorous, with varied diets. All-out Attack, Fast Grab, Improved Hold, Power Attack
With the exception of mating pairs and mothers with
cubs, bears are solitary animals. They are generally SKILLS
diurnal, but may be active during the night or twilight Athletics 4 (+12), Close Combat: Claws 2 (+5), Perception 4
particularly around humans. Bears have an excellent (+5)
sense of smell and, despite their heavy build and
awkward gait, can run quickly, and are adept climbers OFFENSE
and swimmers. Bears use shelters, such as caves and INITIATIVE +0
burrows, as their dens and most species hibernate during Claws +6 Close Damage 10
the winter for up to 100 days.
Bears can be a threat to humans, both because of their DEFENSE
size, and occasional predatory habits. Mothers with cubs DODGE 4 FORTITUDE 6
are extremely dangerous, as can be rogue males. It is PARRY 5 TOUGHNESS 6
WILL 3
said that once a bear discovers how easy humans are to
kill, their opportunistic natures will make them man-eaters POWER POINTS
for life. The most dangerous are the big brown bears,
ABILITIES 22 SKILLS 11
like Grizzlies and Kodiak bears (subspecies of each POWERS 143 DEFENSES 10
other) and particularly the Polar Bear – the only pure ADVANTAGES 11 TOTAL 193
carnivore of the bruin family and the only bear that will
deliberately hunt humans, even if it has never seen one COMPLICATIONS
before. Giant wolf-like prehistoric bears were likely the ABILITIES 10 SKILLS 5
reason humans were reluctant to populate North POWERS 9 DEFENSES 12
America. (Str26) ADVANTAGES 4 TOTAL 40
KILLER GRIZZLY
Right in there among the giant sharks, alligators, and
mutant piranha that menaced humanity, in the post-
JAWS-era, there was, of course, a giant, rogue Killer
Grizzly.
In a plot transplanted almost intact from JAWS to a
Georgia state-park – and actually re-named CLAWS by
some distributors – an enormous 18’ Grizzly is preying on
campers – and like JAWS, starts with a hot blond (see
the JAWS-mimic poster), and then a little kid. Despite
having to buck pressure from the political and money-
interests governing the park, the head ranger engages
the giant bruin in a similar, JAWS-like battle, which
likewise ends with the monster bear being blown to
smithereens. (Str30)

KILLER GRIZZLY PL9


STR STA AGI DEX FGT INT AWE PRE
9 5 0 0 3 -3 1 -2
POWERS
Claws: Strength-based Damage 2 • 2 points
Growth: Growth 4 (Innate; Permanent) • 4 points
Senses 2 (Low-Light Vision, Scent) • 2 points
Thick Hide: Protection 3 • 3 points

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 FUNNEL-WEB SPIDER PL2


DODGE 2 FORTITUDE 5
PARRY 2 TOUGHNESS 4 STR STA AGI DEX FGT INT AWE PRE
WILL 2
-5 0 3 -1 2 - 1 -
POWER POINTS
ABILITIES -6 SKILLS 2
POWERS
POWERS 15 DEFENSES 6 Shrinking 12 (Permanent, Innate) • 12 points
ADVANTAGES 0 TOTAL 17 Venomous Bite: Affliction 1 (Resisted by Fortitude; Dazed,
Stunned) Weaken Stamina 1 • 2 points
Wall-Crawling: Movement 2 (Wall-Crawling 2) • 2 points

SPIDER Webs: Snare -3 (Resisted by Dodge; Hindered and


Vulnerable, Defenseless and Immobilized), Movement 1
Spiders (order Araneae) are air-breathing arthropods (Swinging) • 2 points
that have eight legs and chelicerae with fangs that inject
venom. They are found on every continent except for ADVANTAGES
Antarctica, and have become established in nearly every Fast Grab
terrestrial habitat.
Spiders bear ‘spinnerets’ that release silk from glands SKILLS
within their abdomen. Webs vary widely in size, shape Close Combat: Venomous Bite 1 (+3), Perception 4 (+5),
and the amount of sticky thread used. Spider-like Stealth 2 (+17), Ranged Attack (Webs) +2 (+5
arachnids with silk-producing spigots appeared in the
Devonian period about 386 million years ago, True OFFENSE
spiders have been found in Carboniferous rocks from INITIATIVE +1
318 to 299 million years ago. The modern groups, Venomous Bite +3 Affliction +1, Weaken Stamina
Mygalomorphae and Araneomorphae, first appeared in Webs +6 Ranged Affliction -3
the Triassic period, over 200 million years ago.
Almost all known species of spider are predators, mostly DEFENSE
preying on insects and other spiders, although large DODGE 9 FORTITUDE 0
species take birds and lizards. Spiders can capture prey PARRY 8 TOUGHNESS -
by trapping it in sticky webs, or simply running it down, WILL -
and active hunters have acute vision. Spiders liquidize
their food by injecting it with digestive enzymes in their
POWER POINTS
venom. ABILITIES -10 SKILLS 5
POWERS 24 DEFENSES 0
While spider venom is extremely toxic – many times more
ADVANTAGES 1 TOTAL 10
potent, drop for drop, than snake venom – most species
only inject minute quantities, and many are incapable of
breaking human skin. There are a few species, however, WORLD’S MOST DEADLY SPIDER
which can be dangerous to people, most famously, the
Funnel Web Spiders are one of a handful of species
Black Widow, the Brazilian Wandering Spider, the
capable of causing human fatalities. Besides being
Australian Funnel-Web Spider, and a few species of
particularly toxic to primates, it is large, aggressive, and
‘tarantulas’ – the generic name given to any of the big
males are prone to roaming during mating season.
primitive, hairy Mygalomorphae species of varying genus.
Brazilian Wandering Spiders are similar of venom and
(Str2)
temper, and are the largest true spider in the Americas.
OFFENSE
INITIATIVE +1
Claws +9 Close Damage 9

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

THE TRUE KING OF BEASTS


TIGER Despite rumors to the contrary, the Tiger, not the Lion, is
The tiger (Panthera tigris) is the largest cat species, the true king of the cats. Tigers are larger, stronger, and
reaching a total body length of up to 3.3 m (11 ft) and despite their greater weight, are faster and can leap
weighing over 306 kg (670 lb). It is the third largest land further than a Lion. And while Lion experts will often tout
carnivore (behind only the polar bear and the brown that, being a harem animal with competition between
bear). Its most recognizable feature is a pattern of dark males, the Lion should be a superior fighter to the solitary
vertical stripes on reddish-orange fur with a lighter Tiger, in practice the reverse seems to be true – the
underside. It has exceptionally stout teeth, and the social environment allows for a lot of bluff on the part of
canines are the longest among living felids with a crown the lion, whereas the Tiger is all business. Historical
height of as much as 74.5 mm (2.93 in) or even 90 mm records of Tiger/Lion fights, dating back to the Roman
(3.5 in). In zoos, tigers have lived for 20-26 years, Arenas show that when tested in combat, the Tiger
comparable to the wild. They are territorial and usually invariably wins.
solitary animals, often requiring large contiguous areas of
habitat that support their prey requirements. This,
coupled with the fact that they are indigenous to some of WOLF
the more densely populated areas on Earth, has caused Wolves (Canis lupus) are a species of canid native to the
significant conflicts with humans. (Str23) wilds of North America, Eurasia, and North Africa. The
largest member of their family, Wolves are a more
specialized form than their smaller cousins (coyotes and
TIGER PL9 jackals), with morphological adaptations to hunting large
prey, its more gregarious nature and its highly advanced
STR STA AGI DEX FGT INT AWE PRE expressive behavior. They are social animals, traveling in
7 4 3 1 6 -3 1 0 nuclear families consisting of a mated pair, and the pair's
adult offspring. Wolves are typically apex predators
POWERS throughout their range, with only humans and tigers
Growth: Growth 2 (Innate; Permanent, –1 active defenses posing a serious threat. (Str8)
included),) • 4 points
Senses 2 (Low-Light Vision, Scent) • 2 points
Protection 2 • 2 points
Claws: Strength-based Damage 2 • 2 points

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

MEANEST CRITTER THERE IS


WOLVERINE
The wolverine, Gulo gulo is the largest land-dwelling There is no critter out there that can match the wolverine,
species of the family Mustelidae (weasels). It is a stocky pound-for-pound, as the flat, toughest, meanest SOB in
and muscular carnivore, more closely resembling a small nature. While anecdotal evidence abounds, there is also
bear than other mustelids. The wolverine is about the filmed documentary footage of packs of wolves being
size of a medium dog, averaging between 20 to 55 lbs, driven off their kill by a single wolverine, chasing black
but it has a well-earned reputation for ferocity and bears up trees, and one confirmed account of an
strength far out of proportion to its size, with the individual in a zoo that, while being temporarily caged
documented ability to kill prey animals that are many together, promptly killed a Polar Bear.
times larger than itself, including mule deer, caribou,
moose, and elk.
Armed with powerful jaws, sharp claws, and a thick hide,
wolverines, like most other mustelids, are remarkably
strong for their size. They may defend kills against much
larger or more numerous predators such as wolves or
bears. Much of the wolverine's sustenance in winter is
from carrion, which they may find themselves, or simply
take it from another predator. The wolverine's feeding
style is voracious, leading to the nickname of "glutton".
(Str6)
The Witchblade has existed for thousands of years – an
intelligent symbiotic weapon of incredible power. A living
gauntlet that becomes one with its wearer, only women of
unmatched strength of mind, body and will, have ever
successfully worn the Witchblade. Joan of Arc was one.
Others have been both its master and its servant. But in
all cases, the Witchblade has been used to cut a swath of
blood and viscera through the ranks of previously
insurmountable evil. In the latter days of the 20 th century,
the Witchblade sought out a new bearer of its power and
its curse. Sara Pezzini was a tough young, NYPD
homicide cop, possessed of a razor-sharp beauty,
brandished like a sword. Driven to live up to the legacy
of her own cop-father, she had often seen the system
working more to protect the guilty than the innocent, she
often pushed the line herself. But while investigating her
best friend’s death, Sara’s life, and what she believed
about her world and the forces within it, was radically
changed forever, as fate brought her into contact with the
Witchblade.
Unable to free herself from the Witchblade, Sara was
forced to govern its power while simultaneously balancing
her life and career as a police detective. But now her
eyes were opened to a world of evil that went far beyond
simple crime on the street, and Sara had no choice but to
confront it, employing her skills as a police detective to
fight crime, and using the Witchblade to combat a much
greater and frighteningly organized conspiracy of true evil
that threatened the very soul of humanity. And quite
often, as Sara Pezzini tried to keep her secret, do her job
and have some semblance of a life, she would find that
her most formidable adversary was the Witchblade itself.
(Str6/35)

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.

WOLVERINE (BONE CLAWS) PL12 • 241 POINTS


STR 3 STA 4 AGL 7 DEX 7 FGT 11 INT 1 AWE 10 PRE 7
Powers: Bone Claws: Strength-based Damage 2,
Penetrating 2 Enhanced Advantage 2 (Improved Critical 2:
Claws)
Offense: Initiative +10, Claws +16 (Close, Damage 5, Crit
18-20), Unarmed +14 (Close, Damage 3)
Defense: Dodge 15, Parry 15, Fortitude 10, Toughness 8/4*,
*Without Defensive roll bonus, Will 12
Totals: Abilities 100 + Powers 84 + Advantages 12 + Skills
26 + Defenses 19 = 241
The goddesses of the Greek pantheon, led by Athena,
resurrected the spirits of women who died by violence at
the hands of men as the Amazons, a society of warrior
women devoted to the ideals of peace. After the
Amazons were betrayed and abused by the demigod
Hercules, the goddesses created a new home for them
on the hidden island of Themyscira, also known as
“Paradise Island.”
Hippolyta, queen of the Amazons, longed for a child, not
aware that her spirit was a woman who died while
pregnant. She prayed to the goddesses and received a
vision to go to the shore of Themyscira and fashion a
child out of clay. Then the goddesses infused the clay
with the spirit of Hippolyta’s unborn child, blessing her
with special powers and abilities. The Amazon queen
named her daughter in honor of Diana Trevor, a great
heroine from the outside world who aided Themyscira in
a time of need. When the mad god Ares wished to plunge
the world into war, he began by attempting to destroy
Themyscira using a diverted U.S. Air Force plane piloted
by Colonel Steve Trevor, Diana Trevor’s son. When Col.
Trevor managed to eject from his plane, Princess Diana
rescued him, making him the first man on Themyscira.
Queen Hippolyta announced a tournament to choose the
most skilled Amazon to bring Trevor back to Patriarch’s
World, but forbade Diana from entering, because she did
not wish to lose her. Diana disobeyed her mother,
entering the tournament in disguise. When Diana won
and revealed her true identity, Hippolyta had no choice
but to bow to Amazon tradition and the will of the gods.
Dressed in ceremonial armor based on Diana Trevor’s
W.A.C. emblems, and bearing the Lasso of Truth forged POWERS AND ABILITIES
by Hephaestus from the Girdle of Gaea, Diana left
Themyscira and brought Col. Trevor back to the outside The goddesses of Olympus blessed Diana at her birth
world. There she thwarted Ares’ plans to spark a new with many gifts: great beauty and a loving heart from
world war and became known as ”Wonder Woman.” Aphrodite, great wisdom and prowess in battle from
Since then, Diana has wholeheartedly adopted the role of Athena, the strength and stamina of Gaea from Demeter,
Themyscira’s ambassador to Patriarch’s World and a the eye of the hunter and unity with the beasts from
symbol of hope for all, particularly women. Her Wonder Artemis, and sisterhood with fire from Hestia, connecting
Woman Foundation supports a number of charitable her with the fires of truth. The messenger god Hermes
causes. Wonder Woman has adopted the secret identity also granted her great speed and the power of flight.
of Diana Prince, working as an agent of the Department Wonder Woman wields the Golden Lasso of Truth, forged
of Metahuman Affairs, to better keep in touch with by Hephaestus from the Girdle of Gaea. Anyone bound
humanity and provide her an alternative to her super hero by it is forced to speak only the truth. Her Bracelets of
celebrity life. (Str85/95/175) Victory, forged from Athena’s Aegis, allow her to deflect
attacks.
PERSONALITY
Diana is best known for her loving and compassionate
REAL NAME: DIANA, DIANA PRINCE (ALIAS)
heart. Still, anyone who mistakes her kindness for OCCUPATION: AMBASSADOR, AGENT OF THE OMA
weakness is sorely mistaken, as Wonder Woman has BASE: WASHINGTON DC AFFILIATION: JLA
demonstrated on many occasions. She is a fierce HEIGHT: 5’ 11” WEIGHT: 165 LBS
warrior, willing to do whatever needs to be done, but she
prefers negotiation and peaceful solutions to violence
EYES: BLUE HAIR: BLACK
WONDER WOMAN PL15
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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

WEAPONS OF WAR.... POWER OF THE GODS PL17/PLX1


Diana occasionally accessorizes with items or weapons that THE GODWAVE PLX1
supplement her already formidable abilities, placing her
Diana has shown the ability to channel the energy of the
beyond her normal Power Level limitations.
NOTE: All these weapons are magical in nature, and ‘Godwave’ – a mystical energy generated by the creation of
immune to the invulnerabilities of characters like Superman. the universe, which was responsible for empowering the
Eagle Armor: Protection 3 (Raises PL to 17) • 3 points gods. This is an extremely potent and dangerous power,
Gauntlet of Atlas: Enhanced Strength 4 (Limited: does not raising Diana’s physical stats by +1 every round, and
stack with Strength of Gaea), (Raises PL to 18) • 4 points allowing her to perform PLX1 energy manipulation and other
Longsword: Indestructible, Easily Removable (-2 points), feats. Diana cannot long channel such massive energy and if
Strength-based Damage 3 (Raises PL to 17) • 1 point
reaches sufficient intensity her body will explode in a PLX1
War Shield: Easily Removable (-2 points) Impervious
blast in every direction. Many other beings are known to be
Toughness 10, Strength-based Damage 1, Deflect 7,
Enhanced Defenses 6 (Dodge 3 and Parry 3) (Raises PL to empowered by the energy of the Godwave, including the
17) • 22 points Marvel Family.
POST-CRISIS
At the beginning of her career, Diana had not yet tapped
into the full potential of her godly powers, and it was not
until after her ascension to ‘Goddess of Truth’ that she
displayed the full range of her modern abilities – her
strength did not yet approach Kryptonian-levels, for
example. Even before attaining godhood, however,
Diana had learned to tap into the Strength of Gaea to
perform feats beyond her normal power set, (See
‘Strength of Gaea” under Complications).

WONDER WOMAN (POST-CRISIS) PL14


STR STA AGI DEX FGT INT AWE PRE
14 12 10 8 14 4 5 4
POWERS
Amazon Bracelets: Impervious Toughness 8; Sustained,
Removable (2 points) • 6 points
Magic Lasso: Move Object 16 Linked to Ranged Affliction 16
(Resisted by Will; Compelled), Limited to Telling the Truth
(one degree, no other effects), Easily Removable (-24 points)
• 40 points
• Quick Change: Feature 1 (change into Wonder Woman as
a free action) • 1 point
Speed of Hermes: Flight 11 (4000 MPH) • 22 points

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

SKILLS POWER POINTS


Acrobatics 6 (+16), Athletics 4 (+18), Expertise: Mythology 8 ABILITIES 142 SKILLS 29
(+10), Insight 10 (+14), Intimidation 4 (+10), Investigation 6 POWERS 69 DEFENSES 15
(+8), Perception 8 (+12, Persuasion 6 (+12), Ranged ADVANTAGES 17 TOTAL 271
Combat: Lasso 2 (+14), Vehicles 4 (+12)
COMPLICATIONS
OFFENSE Enemy: Circe
INITIATIVE +10 Naive: At this early stage of her career, Diana is somewhat
Lasso +14 Ranged Move Object 14/Grab Bonus 14 innocent of the ways of the ‘Patriarch’s’ world. This could
Unarmed +14 Close Damage 14 extend to both being too gentle or being too rough.
Responsibility: To Themyscira
DEFENSE Strength of Gaea: Even before attaining godhood, however,
DODGE 16 FORTITUDE 12 Wonder Woman had learned to tap into the Strength of
PARRY 16 TOUGHNESS 12 Gaea, becoming ‘as strong as the Earth: Enhanced
WILL 10 Strength 6, Limited to Lifting (Lifting Str20; 25,000 tons)
WONDER WOMAN (PRE-CRISIS) PL16 PRE-CRISIS
This is Wonder Woman as she was in prior to the reality-
STR STA AGI DEX FGT INT AWE PRE changing events of the Crisis on Infinite Earth. Pre-
20 16 7 7 12 4 4 2 Crisis powerhouses were far and away more powerful
than their modern incarnations (Pre-Crisis Superman has
POWERS a Strength score of 25!), so the Pre-Crisis Wonder
Woman is represented by suitably high physical stats.
Amazon Bracelets: Impervious Toughness 8; Sustained,
Removable (2 points) • 6 points
On the other hand, she has not the stature among her
Magic Lasso: Move Object 16 Linked to Ranged Affliction 16 peers as the modern Wonder Woman. Pre-Crisis Diana
(Resisted by Will; Compelled), Limited to Telling the Truth is nowhere near as strong as PC Superman or Supergirl,
(one degree, no other effects), Easily Removable (-24 points) while her present-day depiction is a near-rival of modern
• 40 points Kryptonians. Pre-Crisis Wonder Woman also does not
• Quick Change: Feature 1 (change into Wonder Woman as have as many skills or powers as her modern-day
a free action) • 1 point counterpart. She also has a more traditional Diana
Speed of Hermes: Flight 11 (2000 MPH) • 22 points Prince ‘secret identity’ than today’s Wonder Woman, who
adapted that identity only recently. (Str225)
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 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

WONDER WOMAN (POWER OF THOR) PL16 DEFENSE


DODGE 16 FORTITUDE 15
STR STA AGI DEX FGT INT AWE PRE PARRY 16 TOUGHNESS 14
WILL 13
16 14 10 8 14 4 5 4
POWER POINTS
POWERS ABILITIES 142 SKILLS 29
Amazon Bracelets: Impervious Toughness 8; Sustained, POWERS 69 DEFENSES 15
Removable (2 points) • 6 points ADVANTAGES 22 TOTAL 275
Magic Lasso: Move Object 16 Linked to Ranged Affliction 16
(Resisted by Will; Compelled), Limited to Telling the Truth COMPLICATIONS
(one degree, no other effects), Easily Removable (-24 Power Loss: Without Mjolnir, Diana has her standard
points) • 40 points Complications.
• Quick Change: Feature 1 (change into Wonder Woman as
a free action) • 1 point
Speed of Hermes: Flight 11 (2000 MPH) • 22 points
Super-Strength: Enhanced Strength 6, Limited to Lifting
(Lifting Str22; 100,000 tons) • 6 points

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

ADVANTAGES THE WITCHBLADE


The Witchblade is a mysterious semi-sentient, living
Animal Empathy, Attractive, Benefit (Ambassador of
gauntlet that chooses one wielder in each generation for
Themyscira), Equipment 7, Languages 2, Ranged Attack 4,
the purpose of battling evil. The blade bonds itself to the
Teamwork
wearer and may manifest at the wielder’s will. The
SKILLS Gauntlet is a powerful weapon whose full abilities have
not yet manifested and may only be used by women of
Acrobatics 6 (+18), Athletics 4 (+20), Expertise: Mythology 8
unmatched strength of mind, body and will – the blade is
(+12), Insight 10 (+15), Intimidation 4 (+8), Investigation 6
semi-sentient and has been known to overwhelm its host,
(+10), Perception 8 (+12), Persuasion 6 (+10), Ranged
Combat: Lasso 2 (+14), Vehicles 4 (+13) and ‘possess’ them. Str85/100/150/375)

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.

MANTEL OF WONDER WOMAN


As Wonder Woman, Artiemis wielded the following items:
Gauntlet of Atlas: Enhanced Strength 4 • 4 points
Magic Lasso: Move Object 16 Linked to Ranged Affliction 16
(Resisted by Will; Compelled), Limited to Telling the Truth
(one degree, no other effects), Easily Removable (-24 points)
• 40 points
Sandals of Hermes: Flight 11 (4000 MPH) • 22 points
HIPPOLYTA DEFENSE
DODGE 12 FORTITUDE 12
The Queen of the Amazons was born, like her sisters,
PARRY 12 TOUGHNESS 9
from the Womb of Gaea, bearing the souls of women
WILL 12
who died violently at the hands of men. Unlike her sisters,
Hippolyta was the only Amazon who was pregnant upon POWER POINTS
her mortal death.
ABILITIES 100 SKILLS 29
Long after their departure from “Patriarch’s World” and POWERS 1 DEFENSES 19
settlement on the island of Themyscira (see pages 203– ADVANTAGES 9 TOTAL 158
204 of the DC Adventures Hero’s Handbook), Hippolyta
felt the calling of her unborn child’s spirit. Going to the COMPLICATIONS
shore of Themyscira, she fashioned the image of an Enemy: Ares, Heracles
infant out of clay, which the gods quickened to life. She Responsibility: To Themyscira
named her daughter Diana.
Hippolyta has always sought to protect her daughter. She MANTEL OF WONDER WOMAN
initially opposed the idea of Diana leaving the safety of As Wonder Woman, Hippolyta wielded the following items:
Themyscira to go to Patriarch’s World until it was clear Gauntlet of Atlas: Enhanced Strength 4 • 4 points
that it was the will of the gods that she do so. She Magic Lasso: Move Object 16 Linked to Ranged Affliction 16
likewise arranged for Artemis to take Diana’s place as (Resisted by Will; Compelled), Limited to Telling the Truth
Wonder Woman when she had a vision of a future in (one degree, no other effects), Easily Removable (-24 points)
which Wonder Woman would die. • 40 points
Diana and her mother have had their differences, but Sandals of Hermes: Flight 11 (4000 MPH) • 22 points
they feel a deep and abiding love for each other.
(Str35/55)

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

WONDER GIRL POWER POINTS


Cassandra Sandsmark’s mother, noted archeologist Dr. ABILITIES 98 SKILLS 17
Helena Sandsmark, worked with Wonder Woman for a POWERS 45 DEFENSES 21
time in Gateway City. The young Cassie idolized Wonder ADVANTAGES 8 TOTAL 189
Woman, and borrowed magical artifacts (the Gauntlet of
Atlas and the Sandals of Hermes) to aid her on several COMPLICATIONS
occasions, disguising herself as “Wonder Girl.” Relationship: Wonder Girl has a romantic relationship with
Cassie later received a boon from Zeus and asked for Superboy.
powers of her own, which the Lord of Olympus granted. Responsibility: Cassandra feels responsible for taking
She eventually learned Zeus was her real father and that charge
she was a demigod.
Wonder Girl has changed from a hero-worshipping
Wonder Girl joined Young Justice, and then a later
youngster into a serious and determined young woman.
incarnation of the Teen Titans. Her feelings for her
She has developed independence and leadership skills
teammate Superboy developed from a crush to a while retaining some of her carefree teenage qualities.
romantic relationship. Wonder Girl’s “big sisters” are Donna Troy and Diana
During her time with the Titans, Wonder Girl gained the Prince (Wonder Woman).
attention of the war-god Ares, who gave her the magic Cassie is also good friends with the members of the Teen
lasso. She was also forced by circumstance to reveal her Titans, particularly those who were also members with
true identity to the world. her of Young Justice. (Str55)
The X-Men are a team of mutant heroes founded, funded
and guided by the mutant telepath Charles Xavier. It was
Professor X’s original intent to train young mutants in the
use of their powers so that they could help themselves
and the world at large.
However, as he was starting the School for
Gifted youngsters, criminal mutants began
appearing, some organized in teams such as the
Brother hood of Evil Mutants. The intent of Xavier’s
school soon evolved and included efforts to show
the world that all mutants were not evil and
should not be feared. Xavier’s dream is that
humans and mutants may someday be able
to live together in peace, and it is his dream
that remains the main focus of the team.
The original X-Men were Xavier’s first
students, trained as heroes under the code-
names of Angel, Beast, Cyclops, Iceman,
and Marvel Girl. At one time, when it
appeared that Xavier had die, the team drifted
apart, but its members were reunited by the
threat of the first Sentinels and the arrival of Havok,
Cyclops’s brother. When Xavier’s death was shown to be
a hoax, the X-Men were back in business.
The first major expansion to the X-Men’s membership
occurred when Xavier created a new team to help find
the missing original X-Men. Banshee, Colossus,
Nightcrawler, Storm, Sunfire, Thunderbird, and Wolverine
saved the original X-Men, and a new team – with a Professor Xavier gradually ceased being an active part of
somewhat fluid lineup – was born. the X-Men, first turning his attention to a new group of
As the X-Men changed, so did their foes. The original students, but ultimately leaving Earth for a life among the
Brotherhood of Evil Mutants gave way to a second stars with his alien lover Lilandra, Empress of the Shi’ar
Brotherhood (later called Freedom Force). The Inner Galaxy.
Circle of the Hellfire Club emerged as a mutant- The professor chose his former enemy Magneto as his
dominated threat against freedom in the world. From successor, and for a time this mutant supremacist tried
deep beneath the sewers of New York City, a kingdom of his level best to bring Xavier’s dream to pass. However,
mutant outcasts called the Morlocks rose to the surface, violent clashes with the Hellfire Club, the time-traveler
menacing normal people and eventually clashing wit the Trevor Fitzroy, and the alpha mutant Apocalypse soon
X-Men. The ever-increasing fear among the public of the forced another transition in the X-Men and Magneto
‘mutant menace’ prompted some factions of the returned to his villainous ways.
government to establish a mutant-control organization,
Project Wideawake, to attack or confine mutants.
Meanwhile, the X-Men continued to change. Kitty Pryde BASE: NEW YORK CITY, NEW YORK
(later called Shadowcat) was recruited as Xavier and
Emma Frost, the White Queen of Hellfire Club’s Inner
FOUNDING MEMBERS: ANGEL, BEAST, CYCLOPS,
Circle, began competing for students. Rogue, a onetime ICEMAN, JEAN GREY, PROFESSOR X
member of the Brotherhood of Evil Mutants, came to BEST-KNOWN MEMBERS: COLOSSUS, FORGE, GAMBIT,
Xavier seeking help in controlling her powers. Storm JUBILEE, NIGHTCRAWLER, POLARIS, ROGUE, SHADOW-
went through a traumatic time, but eventually emerged as
the leader of the team. From a dark alternate future ruled
CAT, STORM, STRONG GUY, WHITE, QUEEN, WOLVERINE
by the Sentinels, Rachel Summers, a vessel of the HEADQUARTERS: PROFESSOR XAVIER’S SCHOOL FOR
Phoenix force and the daughter of the Cyclops and GIFTED YOUNGSTERS
Marvel Girl of her realty, fled to the present of Marvel VEHICLES: BLACKBIRD JET
Earth and joined the team.
This phase in X-Men history culminated with the apparent
death of most members in battle against the mystical
Adversary. Soon after, Excalibur rose from the ashes of
the X-Men; it’s founding members were Shadowcat,
Nightcrawler, and Rachel Summers, the only apparent
survivors.
Xavier eventually returned to Earth and the reported
demise of the X-Men was revealed to be untrue. For a
time the X-Men were split into two teams, X-Men Blue
and X-Men-Gold, to maximize their effectiveness against
menaces like the alien invaders known as the Phalanx
and Apocalypse’s growing agenda of worldwide chaos.
Even old foes such as Emma Frost emerged as allies
during this dark time.
Recently, the X-Men have faced their greatest threats so
far. First while trying to purge the evil from Magneto’s
mind, Professor Xavier lost control of his powers and
transformed into the evil being known as Onslaught.
Xavier almost destroyed the world and it was only the
assembled might of all the Earth’s heroes that stopped
him. Then even as they were recovering from these
shocking events, the X-Men and the rest of the
mutantkind were subjected to the genocidal agenda of
Bastion, who briefly managed to secure international
sanction to exterminated mutants under the banner of
Operation: Zero Tolerance. Bastion seized any of the X-
Men’s resources as part of the efforts, and the team is
still rebuilding. Magik), and the murder of his parents. He left the X-Men
Though hated and feared by those they are sworn to and joined Magneto and his Acolytes for a while, turning
protect, hunted by numerous enemies, and in constant to Magneto’s stance of a more ‘aggressive defense’ for
personal turmoil, the X-Men are still the premier mutant mutantkind. Colossus eventually left the Acolytes when
hero team in the Marvel Universe. They continue to be they proved to be more interested in violence and
guided by Professor Xavier’s dream of a better tomorrow domination than an accord with humankind.
for humans and mutants alike. The team continues to Colossus joined Excalibur and has renewed his
operate from the Xavier Estate with the Xavier Institute dedication to peaceful solutions with the aid of longtime
for Higher Learning serving as its headquarters. friends, Nightcrawler and Shadowcat. He recently
returned to the X-Men with the two of them. (Str70)

COLOSSUS COLOSSUS PL12 151 POINTS


When the original X-Men mysteriously disappeared,
Professor X recruited several mutants find them. This Abil: Str 15 Sta 13 Agi 1 Dex 1 Fgt 5 Int 1 Awe 0 Pre 2
new team included Nightcrawler, Storm, Wolverine, and a Powers: Armored Form: Enhanced Strength 11, Enhanced
young Russian named Peter Rasputin. Peter had grown Strength 3, Limited to Lifting (Lifting STR 18 6,000 tons),
up on a Soviet collective farm and used his powers to aid Enhanced Stamina 8, Immunity 6 (Cold, Heat, Radiation,
the group. Once the original X-Men had been located, Suffocation Effects), Impervious Toughness 12, Activation
(Move Action)
however, Peter decided to stay in the United States and
serve with them. Advantages: All-Out Attack, Improved Hold, Improved
Colossus’ steel body and strength hide a gentle soul. Initiative, Power Attack, Teamwork
Despite his fighting ability, Peter was once the X-Men Skills: Close Combat: Unarmed 3 (+8), Expertise: Aircraft 1
most dedicated to Professor Xavier’s peaceful dream of (+2), Expertise: Art 1 (+2), Intimidation 6 (+8), Perception 4
mutant/human coexistence. His ideals were shattered by (+4), Ranged Combat: Throwing 7 (+8), Vehicles 3 (+4)
violent events, including his own death and resurrection Offense: Initiative +4, Throw +8, Ranged 15, Unarmed +8,
in battle against the Adversary, the apparent death of Close, Damage 15
his sister, Illyana Rasputin (the New Mutant code-named
Defense: Dodge 9, Parry 9, Fortitude 12, Will 5, Toughness After Scott’s mutant power manifested, he was contacted
13 by Professor X and became the first X-Man. Sine then,
Totals: Abilities 76 + Powers 40 + Advantages 5 + Skills 13 + Cyclops had devoted his life to Professor Xavier’s
Defenses 17 = 151 dream. He has served as the leader of several X-Teams,
co-founding the first X-Factor team, along with the rest of
Complications: Mutant: As a mutant, Colossus has
Xavier’s original students. Cyclops believes it his duty to
experienced his share of anti-mutant hatred and bigotry.
Power Loss: In ’Human form, Colossus loses his powers lead the X-Men toward the goal of the true mutant-human
and his Str and Sta are reduced to 3 Relationships: peace. He is a great strategist, tactician, and leader.
Colossus’s primary relationships are with the X-Men, and Scott eventually married his longtime love, Jean Gray
Kitty Pride in particular (Phoenix)… but that’s a whole other story. (Str6)

CYCLOPS CYCLOPS PL10 163 POINTS


Scott and his younger brother Alex (Havok) were Abilities: Str 1 Sta 3 Agi 3 Dex 3 Fgt 5 Int 2 Awe 4 Pre 2
separated from their parents when an alien spacecraft
Powers: Optic Blast: Ranged Damage 11, Visor: Easily
attacked the family’s private plane. The boys were Removable (-14 points), AE: Optic Blast Control: Feature
pushed out of the plane with a parachute and fell to the (Optic Blast Sustained), AE: Controlled Focus: Ranged
ground where they were found and taken to an Damage 11, AE: Pressor Beam: Move Object 3, Damaging,
orphanage. Alex was adopted but Scott grew up in the Limited Direction, AE: Ricochet: Ranged Damage 11,
orphanage. The villain known as Sinister has hinted that Multiattack 9, Ricochet 8
he had much to do with shaping Scott’s early life, Advantages: Improved Critical (Unarmed), Improved
although he has yet to reveal more than a few details. Defense, Improved Hold, Improved Trip, Inspire, Leadership,
Languages 2 (Japanese, Russian), Second Chance (Mental
Control), Teamwork
Skills: Athletics 2 (+3), Expertise: Aircraft 2 (+4), Expertise:
Spatial Geometry 8 (+10), Insight 2 (+6), Perception 2 (+6),
Persuasion 2 (+4), Ranged Combat: Optic Blasts 6 (+9),
Vehicles 2 (+6)
Offense: Initiative +3, Optic Blast +9, Ranged, Damage 11,
Unarmed +5, Close, Damage 1
Defense: Dodge 8, Parry 8, Fortitude 6, Will 8, Toughness 3
Totals: Abilities 46 + Powers 85 + Advantages 10 + Skills 13
+ Defenses 9 = 163
Complications: Relationships: Scott tends to be married
to Jean Gray whenever she’s alive. He is close with all the
original X-Men, as well as the White Queen. Uncontrolled
Power: Cyclops beams are always on. Without his Ruby
Sunglasses, he must shut his eyes or they will emit a
continuous, full-strength beam.

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.

THE OMEGA EFFECT


Yuga Kahn’s greatest weapon is “the Omega Effect,” which
he can project as beams of energy from his eyes. The
Omega Effect is capable of seeking out targets at great
distances and homing in on them. Popular belief says they
are unavoidable although particularly fast, agile, or cunning
targets have managed it.
The Omega Effect can destroy or transport targets at Yuga
Kahn’s will, although it is difficult to tell at a glance which
effect has occurred. Yuga Kahn can use the Omega Effect to
seek out and summon certain beings into his presence or to
banish them. All consequences of the Omega Effect are
Reversible as well, including the ordinarily deadly ones,
meaning Yuga Kahn can (and does) disintegrate underlings
who displease him, only to restore them some time later
when he has further need of them.
At lower levels, Yuga Kahn can use his Omega Effect merely
to cause excruciating pain to torment and punish those who
displease him, rather than giving them the relative mercy of
immediate destruction.
NOTE: Yuga Kahn is extremely powerful but not normally
considered an ‘X-Level’ Character – just a tougher version of
Darkseid – but if the GM withes to present him at that level,
Yuga Kahn is PLX2 - all Powers and Abilities are assumed to
be 20 with a +20 bonus for each X-rank (20x2=40) on all
rolls.
Zatanna is the daughter of the stage magician Giovanni
(John) Zatara and Sindella, a sorceress of the Homo REAL NAME: ZATANNA ZATARA
magi offshoot of humanity. She is a direct descendant of OCCUPATION: MAGICIAN
Leonardo da Vinci and related to many of the great BASE: SHADOWCREST AFFILIATION: JUSTICE LEAGUE
magicians of history. Raised by her father after her
mother’s disappearance, Zatanna learned from him the
HEIGHT: 5’ 7” WEIGHT: 137 LBS
craft of stage magic, becoming a capable illusionist. She EYES: BLUE HAIR: BLACK
also befriended the young Bruce Wayne, who studied
stage magic and escapology with her father in his years without speaking and performed rituals using writing and
of training to become Batman. other techniques. She is known for using enhanced forms
Zatanna eventually awakened to her inherited mystic of stage magic and misdirection, such as transforming an
potential. She learned to cast spells by speaking explosion into a burst of flower petals or a horde of
incantations backwards, like her father. She initially used demons into a flock of doves.
her powers to investigate her father’s disappearance. Zatanna inherited Zatara’s library of magical lore and
This brought her into contact with several heroes, collection of occult artifacts, as well as his mansion
including Batman and Robin, Hawkman and Shadowcrest, visually located outside of Gotham City but
Hawkwoman, the Atom, Elongated Man and Green actually connected to a different dimension, which
Lantern. After assisting the Justice League on several allows Zatanna’s home to manifest in different places.
cases, Zatanna joined the team as a full member. She spends a great deal of time in San Francisco as her
During her time with the League, Zatanna used her magic “home base” when not on the road
on several occasions to erase the memories of criminals
with dangerous knowledge about the team and its
members, particularly their civilian identities. This
eventually led to a confrontation with Batman, and
Zatanna erased his memory of the incident, a choice that
nearly destroyed their friendship.
Zatanna has suffered a number of personal tragedies,
including the death of her father, who sacrificed himself to
save Zatanna’s life from the demonic Great Beast. His
soul was trapped in Hell, and later Zatanna had to
consign it to the oblivion of the abyss rather than allow
the forces of Hell to use Zatara’s soul as a resource. She
suffered a loss of confidence and with it her magical
abilities. It took some time and effort for her to recover
them both. (Str5)

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.

POWERS AND ABILITIES


Zatanna’s magical powers are virtually limitless. Her
primary limitation is that she must speak most of her
spells aloud, reciting the incantations backwards though
she has accomplished some minor feats of magic
ZATANNA PL11
STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE

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)

APHRODITE PL14 393 POINTS


Abil: Str 11 Sta 10 Agi 7 Dex 7 Fgt 0 Int 0 Awe 10 Pre 10
Powers: Goddess of Love: Emotion Control 14: Perception
Range Affliction 14 (Limited to arousing feelings of love and
passion -or if she desires, rage and jealously, Resisted by
Will; Dazed, Compelled, Controlled); Immortal: Immunity 11
(Aging, Life Support), Impervious Toughness 9, Magic:
Magic 13 (Variable Power, Any Powers with the Magical
Descriptor), Magic: Ranged Damage 13, Transportation:
Teleport 9 (500 miles), Dimensional 3, Homing 10
Equipment: The Cestus: Emotion Control: Perception
Range Affliction 19 (Limited to arousing feelings of love and
passion - or if she desires, rage and jealously, Resisted by
Will; Dazed, Compelled, Controlled), Subtle, Transform 12
(Limited to turning weapons of war into instruments of

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)

POSEIDON PL16 437 POINTS


A: Str 13 Sta 20 Agi 10 Dex 7 Fgt 16 Int 12 Awe 12 Pre 14
Powers: God of the Sea: Immunity 3 (Cold, Drowning,
Pressure), Movement 1 (Aquatic), Senses 1 (Low-Light
Vision), Variable Power 20 (Limited to manipulating the
conditions of the ocean and controlling sea-life) Immortality:
Immunity 30 (Fortitude), Impervious Toughness 9
Equipment: Trident: Strength-based Damage 3
Advantages: All-Out Attack, Benefit 9 (God of the Sea), Die
Hard, Equipment 1, Extraordinary Effort, Fearless, Great
Endurance, Leadership, Power Attack, Seize Initiative
Skills: Athletics 7 (+20), Close Combat: Trident 2 (+14),
POSEIDON Expertise: (all Ocean-related topics) 12 (+24), Intimidation 12
(+24), Perception 12 (+24)
Poseidon is the son of Cronus and Rhea, and was born
in Mount Olympus. Zeus, the King of the Gods, and Offense: Initiative +10, Trident +14, Close Damage 16,
Pluto, Lord of the Underworld, are his brothers, and Hera, Ocean Control, Area Affliction, Varies, Unarmed +12, Close
Queen of Olympus, and the goddess Vesta are his Damage 13
sisters. Poseidon is responsible for the evolution of Defense: Dodge 14, Parry 16, Fortitude 20, Will 12,
Homo mermanus, and is still honored by the Atlanteans – Toughness 20
unlike most of the other Olympian gods who have little or
Totals: Abilities 208 + Powers 185 + Advantages 18 + Skills
no modern worshippers on Earth.
22 + Defenses 4 = 437
Two millennia ago, Poseidon destroyed an Atlantean cult
of worshipers of the Elder God, Set. He later lived among Complications: Sea God: Poseidon prefers to avoid the
the Atlanteans for many years as their protector. affairs of his fellow gods, instead focusing upon his oceanic
In modern times, Poseidon sent Namor, the Sub-Mariner kingdom, where he spends the majority of his time. Modern
on a quest for his trident in order for Namor to regain the Worshipers: Poseidon (or Neptune) is one of the only
Atlantean throne, appearing before him at various points. Olympian gods who is still actively worshiped on Earth, by
Poseidon then appeared before the Atlanteans and the Atlanteans, as well as by superstitious fishermen.
OTHER OLYMPIAN GODS ….
Artemis: Artemis was the daughter of Zeus and his Hephaetus was a witness as Zeus gave sufficient power
mistress Leto, Hera prohibited Leto from giving birth on to Thor to revive Odin, and this revived the other
solid ground, so she birthed Artemis and her twin brother Asgardians. Hephaestus, like the rest of the Olympic
Apollo, on the floating Island Delos, later secured with Gods, was surrounded in the conspiracies of Ares, that
four pillars. turned crystal to all the Olympic ones, or the Typhon
Artemis vowed long ago to retain her purity and virginity plans, that sent to the Limb to Hephaestus's and the rest
forever. The only men who interest here are hunters, of its companions. Later Hephaestus would construct, at
archers, and occasionally, fighters. She holds a minor the request of Hercules, a new battle uniform, after his
grudge against Apollo for tricking her into killing her lover, original was destroyed during a battle.
Orion. Hephaestus is an industrious god who prefers to spend
Dionysus: When Zeus impregnated mortal Princess his time in his workshop, surrounded by his inventions,
Semele, Zeus' wife Hera tricked Semele into asking to tools and assistants. Although he is married to Aphrodite,
see Zeus' true glory, which annihilated her. The fetus was he prefers to have little to do with her. Hephaestus openly
carried to term in Zeus' thigh, earning Dionysus the title distrusts Ares the god of war, ever since he caught him
"Twice-born." Dionysus was raised in secret by the fooling around with Aphrodite.
Hyades (rain nymphs) of Mount Nysa and by his aunt Ino, Vesta: The eldest daughter of Titans Cronus and Rhea,
later the goddess Leucothea. The Hyades planned to Vesta ("Hestia" in Greek) is the goddess of hearth and
make Dionysus Immortal, but Hera gave him wandering home. Vesta along with her siblings were imprisoned in
madness; he traveled Asia, teaching mortals to cultivate the netherworld known as Tartarus by their father, fearing
grapes. His companions were satyrs, led by Silenus, and one of his children would dethrone him in the same
the Maenads, women who experienced Dionysus' joy. manner that he had dethroned his father, Ouranos. In
Dionysus is a hedonistic god who no longer adventures if modern times, Vesta was present in Olympus when the
he can avoid it. He prefers to surround himself with Asgardian Thor approached Zeus, requesting a portion of
mortals who are full of the partying mentality he the Olympians' power as a means of reviving the
embraces. He believes most of his fellow gods (with the Asgardians that were slain by the Celestials. Vesta was
notable exception of Hercules) are crashing bores. present when Athena claimed the throne of Olympus but
Hephaestus: The first encounter between Hephaestus because she had no desire to rule over the Olympians,
and some of the heroes of this world (in addition to his she did not pose any opposition to Athena's decision.
brother Hercules), took place during the war between Vesta is a semi-retired goddess. She feels her time of
Mount Olympus and Asgard, that faced sprouts of both greatest contribution is over. However, she still maintains
pantheons before the watched letter of the patriarchs. an interest in Earthly domestic lifestyles.
Zeus' origins and early history mostly conform to the way
they are presented in classical mythology. He is a child of
the Titans Cronus and Rhea and leader of the twelve
Olympian Gods. During a war between the Titans and
Olympians, Zeus slew his father and assumed his place
as King of the Gods, ruling from Mount Olympus with his
sister-wife Hera. He is the father of numerous gods and
heroes, the most famous being Heracles.
In the DC Universe, the machinations of the alien god
Darkseid, when he spread tales of the Roman Gods
caused the Olympians to split into multiple aspects, with
the Roman gods existing for a time as separate entities.
Zeus' counterpart, Jupiter ruled his own Olympus in a
separate dimension until the War of the Gods, when Zeus
led the Olympians in a conflict with their Roman
counterparts, and the two pantheons were merged
into single entities again.
In present day, Zeus has been a benefactor of the
Amazons, the last remaining people that still
worship the Olympians. However, his patriarchal
attitudes, disregard for mortals, and unreasonable
demands have sometimes led to conflict with his
followers, most particularly their champion Wonder
Woman.
After Wonder Woman's defeat of Ares, which caused the
latter to go into self-exile, Zeus became interested in
Diana and wanted her virginity, offering to make her a
goddess. Diana became the first woman ever to refuse
his advances while still professing love for him as god
and father. As punishment, Zeus demanded that Diana
undertake the Challenge of the Gods, on which she
defeated the evils that had been trapped under Paradise
Island, including a Hecatonshire and the Lernean Hydra. POWERS AND ABILITIES
She freed Heracles, who had been turned to stone and
was supporting the Island. As King of Olympus, Zeus wields the power of a
After Darkseid destroyed the glory of Olympus, Zeus Skyfather and is the most powerful of the Olympian gods.
convinced the other gods to abandon both it and Earth, He has superhuman strength comparable to his son
and only Hermes refused. The gods later returned to Hercules and he may augment this immeasurably with
Olympus but have occasionally been forced to defend or his magical powers. Zeus is immortal, not aging past
relocate it. maturity, and he wields immense energy manipulation
As in classical myth, Zeus frequently cheats on his wife powers, which he most often releases as lightning bolts.
Hera and couples with mortals to produce demi-god Zeus has limited precognitive abilities.
offspring. Zeus has been revealed as the father of X-Level: The stat-box is Zeus as a playable PL20. His
Wonder Girl (Cassie Sandsmark) and shares a X-level is PLX2 - all Powers and Abilities are assumed to
complicated relationship with his daughter, who resents be 20 with a +20 bonus for each X-rank (20x2=40) on all
his absence from most of her life. (Str90/500) rolls.

PERSONALITY REAL NAME: ZEUS


Zeus is the very definition of the Olympian god, powerful, OCCUPATION: RULER OF OLYMPIAN GODS
passionate, and full of human vices and imperfections. BASE: OLYMPUS AFFILIATION: OLYMPIAN GODS
He is noble and proud but his wrath can be terrifying. HEIGHT: 6’ 7” (VARIES) WEIGHT: 560 LBS (VARIES)
Zeus is prone to drink, food, and revelry, and has a
notorious penchant for philandering. EYES: BLUE HAIR: WHITE
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
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’.

POWERS AND ABILITIES


Zorro is an agile athlete and acrobat, using his bullwhip to
swing through gaps between city roofs, and he is capable
of landing without injury from great heights. Although he
is a master swordsman, marksman, as well as being
highly skilled with a bullwhip, Zorro has also
demonstrated formidable ability in unarmed combat, often
against multiple opponents.
Even more than his formidable physical abilities,
however, Zorro’s greatest asset is his crafty and
calculating mind. He never uses brute strength, instead
preferring to rely upon his fox-like slyness and well-
practiced technique to outmatch his opponents. Zorro is
also a skilled horseman.
As Don Deigo de la Vega, Zorro also has access to great
resources and wealth.
ABOUT THE AUTHOR
Little is known about the origins of the anonymous
individual, known by the Internet-handle, ‘JES’.
Photographs exist (like the one below) but are
unconfirmed. It is rumored that ‘JES’ – if he truly exists –
grew up in the wilds of Oregon – thought by some to
have been raised by wolves. Although possessed of a
wide variety of trivial knowledge, both science and
science fiction, JES has few practical skills and no
powers, relying mostly on dumb luck and bullshit. He has
published six novels under the pseudonym ‘John Lee
Schneider’ – WHITE POINTER, and SURFACE PREY,
featuring sharks, HYBRID VIGOR, about crocodiles,
BLACKFISH DOWN, with orcas, and has chronicled the
dinosaur apocalypse in AGE OF MONSTERS, and
EXTINCTION.

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.

BATTLE TACTICS & COMBAT MANEUVERS ……


Attack: Standard attack (punch, kick, energy blast) against Defensive Attack When you attack you can take a penalty
any target within the attack’s range. If the attack is an area of up to –2 on your attack bonus and add the same number
effect or perception range, no roll is needed - it automatically (up to +2) to your defenses (Dodge and Parry). Your attack
affects the area or target. bonus cannot be reduced below +0 and your defense
Charge: If you are out of an attack range, you can close bonuses cannot more than double. The changes to attack
distance by rushing forward your speed rank or movement and defense bonus last until the start of your next turn. This
power straight towards your target. At the end of your maneuver does not apply to effects requiring no roll or
movement, you perform a standard attack a –2. To tackle an allowing no resistance check.
opponent, a Charge can be combined with a Slam Attack Power Attack: When you attack you can take a penalty of
(see below) up to –2 on your attack bonus and add the same number
Defend: By focusing on defense, you forgo attacks in order (up to +2) to the damage of your attack. Your attack bonus
to take a defensive roll versus any attack that turn, adding cannot be reduced below +0 and the damage bonus cannot
10 to any roll of 10 or less, just as if you spent a hero point more than double. The changes to attack and effect are
(ensuring a minimum roll of 11). An attacker must equal or decided before you make your attack check and last until
exceed your check result to hit you. the start of your next turn. This maneuver does not apply to
Grab: You attempt to grapple a target. Make an attack effects requiring no roll or allowing no resistance check.
check - If successful, the target makes a resistance check Slam Attack: Tackling - when you charge, you can charge
against your Strength (or the rank of a grabbing effect) using right into your target, strengthening your attack, but
the better of Strength or Dodge. If you win with one degree potentially receiving some damage from the impact yourself.
of success, the target is restrained (immobile and The damage rank for your attack equals your movement
vulnerable). Two or more degrees leave your opponent speed rank, or your normal damage rank with a +1
bound (defenseless, immobile, and impaired). You can circumstance bonus, whichever is higher. If you move your
attempt to improve an existing hold with another grab action full speed before you charge, increase your damage by
on a following turn – degrees of success are cumulative, but either means by an additional +1 circumstance bonus. Base
if you lose, the target escapes (see Escape). slam attack damage (before circumstance modifiers) is
You are hindered and vulnerable while grabbing and holding limited by power level. You suffer some of the impact of
– you can maintain a successful grab as a free action each slamming into a target; make a Toughness roll against half
turn, but cannot perform other actions requiring the use of the damage rank of your attack (rounded down).
your grabbing limbs. Since maintaining a grab is a free Team Attack: Against very tough foes, multiple attackers
action, you can take a standard action to inflict your Strength can attempt to combine their attacks. The attacks to be
damage on subsequent turns after the grab is established. combined must have the same effect and resistance and be
Escape: You attempt to escape from a successful grab within 5 ranks of each other. Multiple attacks all doing
Make a check of your Athletics or Sleight of Hand against Damage against Toughness can combine, but a Mental
the routine check of your opponent’s Strength or grab effect Blast, must be combined with attacks resisted by Will.
rank. Success means you end the grab and can move away The attackers act in the initiative order of the slowest
from your opponent, up to your normal speed minus one attacker, and each attacker makes an attack roll against the
rank. If you fail, you are still grabbed. target’s defense. Effects not requiring a roll may be used in
Accurate Attack You sacrifice force for accuracy - when a team attack; count the effect as having one degree of
you attack, you take a penalty of up to –2 on the damage success, if it is not the main attack.
and add the same number (up to +2) to your attack bonus. Take the largest effect rank of the attacks that hit and count
Your effect modifier cannot be reduced below +0 and your the combined degrees of success for the other attacks: 1
attack bonus cannot more than double in this way. The degree provides a +2 damage bonus to the rank of the main
changes are declared before you make the attack check and attack, 3 or more provides a +5 bonus. In this instance,
last until the start of your next turn. degrees of failure do not reduce success; those attacks
All-out Attack you can go all-out, taking a penalty of up to – simply miss and have no effect.
2 on your defenses (Dodge and Parry) and adding the same
number (up to +2) to your attack bonus. Defense bonuses HERO POINTS: You may spend a hero point to re-roll any
cannot be reduced below +0 and your attack bonus cannot die roll you make and take the better of the two rolls. With a
more than double. The changes to attack and defense result of 1 through 10 on the second roll, add 10 to the
bonus are declared before you make the attack check and result, an 11 or higher remains as-is (so the re-roll is always
last until the start of your next turn. a result of 11-20).
THE OMNIVERSE:
The place where all realities unite.

From the jungles of Pelucidar to the canyons of Monster


Island.

From the towers of Asgard, to the peaks of Mount


Olympus.

From shining Metropolis to the crime-ridden streets of


Gotham.

From the nether regions of the Underworld to the most


distant stars.

From the depths of Hell to the pinnacle of Heaven.

From the prehistoric past to post-apocalyptic waste…

From the castles of Transylvania, to the moors of


London…

From a Long Time Ago, in a Galaxy Far, Far Away, to


Space, the Final Frontier…

From Oa to Taa…

From the Crisis on Infinite Earths to the Infinity Gauntlet…

From Paradise Island to the Gates of Atlantis…

From the Lost World of Hyperboria to the grime of Mega-


City One…

From Her Majesty’s Secret Service to the Texas


Rangers…

All roads lead from the Omniverse.

Excelsior!!!

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