TEXT: THE HYDRA CONNECTION 
  By Richard Feitelberg 
  MH-10
  UNOFFICIAL GAME ADVENTURE 
  
  1 
  UNOFFICIAL GAME ADVENTURE 
  THE HYDRA 
  CONNECTION 
  By Richard Feitelberg 
  INTRODUCTION 
  The AVENGERS - including CAPTAIN 
  AMERICA, BEAST, BLACK PANTHER, 
  THOR, WONDER MAN, SHE-HULK, 
  BLACK WIDOW, and IRON MAN - are 
  assigned to a public relations opportunity 
  by their National Security Council Liaison, 
  Henry Gyrich.  But what else will they find 
  when they investigate a drug connection 
  to a newly-built hi-tech storage facility in 
  Boston?  And what enemies will try to 
  prevent 
  the 
  AVENGERS 
  from 
  succeeding?  Find out within the pages of 
  this adventure, designed for use with the 
  MARVEL SUPER HEROES Role-Playing 
  Game.   
  To play this exciting adventure you 
  need the MARVEL SUPER HEROES 
  game.  You need to know the game in 
  order to play.  It’s a good idea to read this 
  entire 
  booklet 
  before 
  running 
  the 
  adventure, 
  but 
  it’s 
  not 
  absolutely 
  necessary.  If you don’t read the entire 
  booklet first, at least read each chapter 
  thoroughly before playing that scene. 
  Some of the villains and heroes have 
  met in the MARVEL Comics before.   This 
  can be an aid to role-playing, but don’t 
  allow a player to change the game rules 
  by showing you a comic in which a villain 
  or hero does something not permitted in 
  this adventure.  Remember, you are the 
  Judge, and this game requires careful 
  balance, something you (not the players) 
  should provide.  “That’s the way it works 
  here,” is a good answer for pushy players. 
  Once you’ve set up the game, it’s 
  time to discover what as afoot in Boston!
  Credits: 
  Design: Richard Feitelberg 
  Editing: Steve Jolly 
  Layout: Steve Jolly 
  Illustrations by Jeff Grubb and the Marvel Bullpen 
  Thanks to George Henson and David Bailey for making this 
  project possible! 
  
  2 
   
   
  TOURNAMENT RULES 
   
  JUDGE – Please read the following 
  notice to all players. 
   
  There are a number of points in this game 
  you should be made aware of before 
  playing as these can affect the way in 
  which you play.  First, Health Points.  This 
  is the number written next to the word 
  Health on your character sheet, and 
  refers to the number of points of damage 
  you can take before collapsing. 
   
  Second, Karma.  The way the game is 
  played, 
  whenever 
  you 
  try 
  to 
  do 
  something, you roll percentile dice to see 
  if you can perform that action.  I then 
  check the appropriate chart and tell you 
  whether you accomplished the action or 
  not.  However, if your roll is too low, you 
  can use your Karma points to boost your 
  roll to the necessary number needed to 
  do the action.  You MUST specify 
  BEFORE you roll that you want to use 
  your Karma.  Moreover, if you get 
  knocked down to negative Health points, 
  you will need your Karma to stay alive.  
  ‘Nuff said. 
   
  Third, pulling punches.  When you hit a 
  villain you don’t have to do all the damage 
  you are capable of doing.  You can do 
  any amount up to maximum.  This 
  prevents someone like Spider-Man from 
  killing a local thug.  Moreover, if you roll 
  well and get a killing attack, but don’t 
  want to do a killing attack, then you can 
  shift it to a stun.  In ALL cases I assume 
  you 
  do 
  maximum 
  unless 
  you 
  say 
  otherwise.  If you have a question during 
  play about how you can modify your 
  damage, ask, and I’ll answer your 
  questions. 
   
  Fourth, being Good Guys.  You people 
  are the Avengers.  That means you fight 
  on the side of law and order.  Your score 
  in this tournament will be determined by 
  how well you do this.  You have been 
  warned. 
   
  NOTE TO JUDGE – the two players with 
  the highest scores, even if they are 
  negative, go on to the finals.   
   
  A note about the character sheets.  All 
  character sheets have been prepared in 
  the same way.  If no talents are listed, 
  then the character has none.  Power 
  ranks for abilities are in the form: (R no.).  
  The “R” denotes that it is the Rank and 
  the no. is whatever number follows.  
  Other information about the character 
  abilities is also listed on the sheet, so 
  please read these character sheets 
  carefully.  Thank you, and enjoy. 
   
   
  
  3 
   
  CHAPTER 1:  
  A DAY AT THE HARBOR 
   
  The Avengers have been asked to 
  make a public appearance to dedicate a 
  new wharf at Boston Harbor.  The wharf 
  will be used solely for the import of hi-tech 
  goods.  National Security Council Liaison 
  Gyrich has suggested the Avengers make 
  the appearance so they can inspect the 
  facilities 
  afterwards 
  and 
  ensure 
  the 
  building meets federal regulations.  They 
  are also to make the appearance to 
  generate good public relations (should any 
  hero refuse to comply with Gyrich’s 
  “suggestion”, 
  Gyrich 
  will 
  threaten 
  to 
  rescind the Avenger’s security clearance).  
  Have each hero make a FEAT roll on his 
  Intuition to see if he has heard rumors 
  about drug smuggling in the area.   If any 
  hero is smart enough to request blueprints 
  of the warehouse, add 100 points to his 
  score. 
  When the Avengers arrive, there are 
  people waiting to greet them.  The heroes 
  sign autographs, shake hands and so 
  forth.  After this, they cut the ribbon to 
  dedicate the wharf.  Speeches are made 
  by local politicians about what this new 
  warehouse will mean to the City of Boston.  
  After the ceremony, the Avengers are 
  shown around by the head of security, 
  Oliver 
  Itch, 
  and 
  the 
  foreman 
  of 
  construction.  There are also some 
  politicians and other NPCs touring the 
  warehouse with the Avengers.  During the 
  inspection, the heroes will be able to 
  investigate the rumors of drug trafficking, 
  although anyone asked about it won’t 
  know anything.  
   
  The Warehouse 
   
  The warehouse is made of metal, and 
  an electrified fence has been set up which 
  security guards patrol both inside and 
  outside.  All guards are given radios as 
  part of their standard equipment and are 
  Watts security guards.  The warehouse is 
  five stories tall and all floors of the 
  warehouse are presently empty and very 
  large (roughly 100 yards by 50 yards), 
  although the first floor is being filled with 
  goods which are then broken down from 
  their pallets and carted away to the freight 
  elevators to be stored on some level 
  above. 
  On the first floor, in addition to 
  everything else, is a small electronics lock 
  on the wall.  The lock has a combination 
  code and below the lock is a trapdoor.  
  Any attempt to open the trapdoor before 
  disarming the lock causes sirens to sound 
  and lights, both inside and outside the 
  warehouse, to go on.  Have each hero roll 
  a Green FEAT on his Intuition to notice the 
  lock.  Any hero asking about the lock will 
  be told it is the warehouse security system 
  protecting an underground warehouse.  
  They will also be told if they ask, that the 
  underground warehouse will be used to 
  store goods destined for use by the 
  government and/or the military.  If asked 
  to be shown the underground area, Itch 
  will comply after the rest of the warehouse 
  is shown (When Itch opens the lock, he 
  will do so in such a manner so that the 
  heroes cannot see the combination.  If a 
  hero wants to watch him, Itch will say he 
  may not watch, as the combination is 
  highly classified.  If the heroes protest, he 
  will say he has his orders – from Gyrich no 
  less).  If not asked about the lock, Itch will 
  show the heroes the process of unloading 
  the stock and the upstairs, where and how 
  everything is stored (which is mainly on 
  large metal racks about ten feet tall).  
  Then Itch will show the heroes the security 
  system and what happens in case 
  someone tries to break in (mainly, the 
  entire area is flooded with light and sound, 
  and the guards start shooting).  The 
  ceiling on each level is 15 feet tall. 
   
  The Underground 
   
  The underground floor is just as large 
  and just as empty as the floors above, 
  save for the metal racks.  There is also a 
  secret exit here.  Have each hero make a 
  red FEAT roll on his Intuition to see if he 
  notices the secret door in the warehouse.  
  If any hero asks about the exit, they will 
  get this reaction, “Oh, that’s an extra room 
  where sensitive documents enroute will be 
  stored.  However, since the room isn’t 
  quite finished, I won’t bore you by showing 
  it to you, especially since there are some 
  men working in there.”  Have each hero 
  who sees the door roll another FEAT on 
  his Intuition.  Those who made the roll will 
  hear noises from behind the door.  Asking 
  about the noises gets this response, “As 
  I’ve said, I have some men working in 
  there.”  Itch will then send the foreman in 
  to stop the noise, saying “Why don’t you 
  see how the workers are doing?”   
  A round later, the noises will stop.  If 
  the 
  heroes 
  believe 
  Itch, 
  then 
  the 
  
  4 
   
  inspection is over.  If the heroes do not 
  believe Itch and press him for a look 
  behind the door, Itch will say, “I really don’t 
  understand you guys. I thought you were 
  more interested in saving the world and 
  that sort of stuff.  I really didn’t know that 
  watching men using hammers and saws 
  turned you on.”  (A little Judge sarcasm is 
  called for here as he speaks Itch’s lines.)  
  Anytime a hero wants to push past Itch 
  and into the next room, he will find the 
  foreman in the room alone.  Have another 
  hero roll a yellow FEAT on his Intuition to 
  notice a metal locker in the corner of the 
  room.  There are also work materials piled 
  up in front of another secret door, making 
  it totally impossible to see at this time.  
  Behind this door is a secret passage 
  leading to the subway.  It takes three 
  rounds to get to the subway. 
  If any hero asks what made the noise 
  they heard, the foreman will say that a pile 
  of tools fell off the step of a ladder (he 
  points the tools on the floor out to them).  
  Any hero asking about the workmen Itch 
  said were supposed to be in here will 
  cause Itch to comment that he forgot that 
  it was lunchtime, and the workmen have 
  an hour off for lunch and must have left.  
  The room is 25 yards by 50 yards.  That 
  ends the conversation.  The heroes will 
  then be shown out, as Itch has to get back 
  to regular business. 
  After the inspection is complete, the 
  Avengers may fly back to the Avengers 
  Mansion, in which case Gyrich will call and 
  ask what happened.  If the heroes do not 
  mention it, Gyrich will ask if the inspected 
  the underground storage area.  If they say 
  they did not, Gyrich will say, “You morons!  
  Go back and check it out immediately!”  If 
  they say that they did, Gyrich will ask for 
  their appraisal of how secure they think 
  the warehouse is.  Any mention of the 
  secret room or the secret exit will get the 
  following response, “Secret room?  What 
  secret room?  There is no secret room!  
  You morons!  Didn’t you check the 
  blueprints?”  He will then send them back 
  to check it out immediately.  Go to Chapter 
  2; or the Avengers may have hung around 
  to check out something that doesn’t make 
  sense. 
   
  Beantown by Night 
   
  If they wait around until dark to check 
  out the warehouse again at night, go to 
  Chapter 2.  If not, Batroc the Leaper and 
  the villain Void will be seen whenever the 
  heroes go into the Boston area (in most 
  cases, the villains will just be passing thru 
  when spotted; however, it is possible that 
  they were preparing to commit a crime).  
  To spot the villains, have each hero roll a 
  green FEAT on his Intuition.  The villains 
  will not attack first, and if attacked by the 
  Avengers, they will press charges of 
  assault against the heroes.  If questioned 
  by the heroes, the villains will be evasive 
  as possible, and deliberately flip and smart 
  mouthed.   
  The Avengers may decide to follow 
  the villains (the smartest move) in which 
  case the villains eventually go back to the 
  warehouse by going thru the subway, 
  through the secret tunnel and into the 
  warehouse.  It will be getting dark by this 
  time.  Go to Chapter 2.  If the villains learn 
  they are being followed, they will lead the 
  heroes on a long tour of Boston, covering 
  all the major historical sites, pausing to 
  read monument markers, etc.  When 
  sundown approaches, the villains will 
  attempt to lose the heroes so they can 
  head for the warehouse.  For a villain to 
  learn he is being followed, he must make 
  a Yellow FEAT against his Intuition. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5 
   
  CHAPTER 2:  
  BATTLE AT THE 
  WATERFRONT WAREHOUSE 
   
  For 
  whatever 
  reason, 
  the 
  AVENGERS are investigating the under-
  ground warehouse at night.  If they have 
  returned to check something out that 
  doesn’t make sense, or because Gyrich 
  has sent them back, the heroes will, of 
  course, have to get past the guards and 
  the fence outside.  The Judge should 
  remember that the guards outside are 
  hired security people, not criminals.  They 
  are doing their job, and if players injure or 
  kill them they lose scoring points and 
  Karma.  Once inside, they must deal with 
  the electronic lock.  If the heroes already 
  know about the secret room, they will find 
  the chamber (which is about 25 yards by 
  50 yards) with about fifteen thugs in it.  
  There are also containers full of drugs in 
  various stages of cutting and re-packaging 
  here.   The thugs are discussing plans for 
  the next exchange of goods.  Itch is there 
  and so are Batroc and Void.  Once the 
  heroes open the door, whether it is the 
  door to the tunnel and subway or from the 
  underground 
  warehouse, 
  they 
  will 
  automatically achieve surprise.  After the 
  initial surprise is lost, Itch will immediately 
  try to escape thru whichever secret door 
  the Avenger characters did not come 
  through, 
  while 
  the 
  thugs 
  and 
  the 
  costumed villains keep the heroes busy. 
  If Itch escapes, subtract 25 points 
  from all player scores. The thugs fight until 
  the villains are either captured or flee. 
  Then they surrender. Void and Batroc 
  fight while there is a reasonable change of 
  victory. When this is lost, they attempt to 
  flee the same way the heroes came in. 
  Should any thug or costumed villain 
  escape, subtract an additional 25 points 
  from player scores. 
  If the heroes go after Itch and he 
  makes it to the subway (Judge remember, 
  it takes three rounds to go from the room 
  to the subway, or from the room to outside 
  the warehouse fence area), he will pull out 
  a blaster and take a hostage to ensure his 
  escape. He will also fire at the hero 
  pursuing him. There will be civilians 
  around the subway station, who are 
  properly alarmed and mill about in fright. 
  If Batroc and Void flee, the guards 
  and police they meet on their way out will 
  not be able to stop them (mainly because 
  Batroc can travel faster than they can aim, 
  and he runs interference for Void). Only 
  the Avengers themselves can stop the 
  costumed villains. This means that if the 
  heroes do not pursue the costumed 
  villains when they break away, they will 
  make good their escape. 
  After the battle, the police arrive and 
  take the villains and thugs off the jail. They 
  also take statements from the heroes and 
  begin their investigation of what has 
  happened at the warehouse. They will 
  also tell the heroes where the villains will 
  be taken if they (the heroes) want to 
  question them later. The heroes will have 
  five rounds before the police make it down 
  to the drug room in which to search that 
  area themselves. 
   They can open the containers full of 
  drugs with no problems. There are lots of 
  drugs, worth millions of dollars. Have each 
  hero who hasn't rolled to find the locker, 
  do so now. If the heroes know about the 
  locker and want to check it out, tell them it 
  appears to be a standard metal locker, 
  about seven feet tall, about 4 feet wide. 
  The locker cannot be opened no matter 
  what the heroes do, despite the fact that 
  there is no lock, just a keyhole. (The 
  locker is, in fact, magically sealed.) 
  Attempts to move the locker, even so 
  much as a fraction of an inch, are futile. If 
  the secret door in the drug room hasn't 
  been found at this point, have each hero 
  roll a yellow FEAT on his Intuition to find 
  it. 
   Once the drug ring is broken, Gyrich 
  will 
  contact 
  the 
  heroes 
  to 
  either 
  congratulate them and tell them to 
  question one of the captured criminals to 
  get 
  more 
  information 
  on 
  who 
  was 
  financing the drug ring operation, (Judge's 
  discretion as to which one), or, if the 
  costumed villains were not captured, 
  Gyrich will tell the player characters that 
  FBI Agents have captured Void in a 
  running shoot-out, and will ask the heroes 
  to interrogate him. 
   
   
   
   
   
  
  6 
   
  CHAPTER 3:  
  THE CURSE OF  
  THE RED BULLET 
   
  Whether this scene was reached 
  from Scene 1 or from Scene 2, the events 
  which transpire next will pretty much be 
  the same. The Avengers have entered 
  the police station to question a villain. No 
  sooner do they enter the police station 
  than shots are heard. Rushing thru the jail 
  to the appropriate cell where the shots 
  seemed to originate from, they and the 
  police will see the criminal (whoever they 
  were to question) laying on the floor, 
  bleeding profusely. The only words he 
  can say are "Red bullet!, Red 
  Bullet!" Then he dies. Have 
  each hero (roll a yellow 
  FEAT on his Intuition to 
  notice a few red bullets 
  on the floor near the wall 
  of the cell.   
  As to who did the 
  killing, people in the cells 
  next to the victims will say that it 
  was a policeman. But where he went, and 
  how he managed to escape is unknown. 
  No other criminal that has 
  been caught 
  will 
  talk 
  after 
  this 
  murder.  
  Investigating the red bullet, heroes 
  find no fingerprints, but if they run it thru 
  their computer links at the Avengers 
  Mansion (or even tag into the police 
  computer network and the FBI Crime 
  Files) they can learn that back during the 
  days of Prohibition, the red bullet was the 
  symbol of the Maggia. If nobody thinks to 
  use computer links they can also spend 
  several 
  hours 
  thumbing 
  books 
  and 
  running down the research at the local 
  library to learn the same thing.  
  Once the heroes learn that the 
  Maggia is connected, and presumably 
  the motivating force behind the drug 
  ring, this part of the adventure 
  ends. The adventure will 
  continue 
  in 
  the 
  finals.  
  Please note 
  that 
  any 
  help 
  players 
  request 
  from SHIELD will 
  be 
  automatically 
  denied, as this is 
  an internal civilian 
  matter, not a case 
  of 
  national 
  security, 
  and 
  not 
  within 
  the 
  sphere 
  of 
  SHIELD's normal range of activities 
  (which are more properly, international 
  espionage, threats to national security on 
  an international level etc.)  Players should 
  also be discouraged during the adventure 
  from leaning on the police or the FBI for 
  help. The spirit of the game demands that 
  the player characters solve the problems, 
  not 
  that 
  they 
  delegate 
  their 
  responsibilities to other agencies and 
  other people.  
  Game Master, pick the two best 
  players at your table and give them 
  tickets to the finals. Base your decision on 
  skill at handling the mechanics of the 
  game, role-playing ability, and the ability 
  to come up with workable, usable ideas 
  and actions that advance the adventure in 
  a positive fashion. 
   
  TOURNAMENT FINALS 
  JUDGE – Inform the players that last 
  episode, 
  we 
  saw 
  the 
  Avengers 
  (yourselves) uncover a Maggia drug ring 
  headed by Oliver Itch on Boston’s 
  waterfront.  Having smashed the evil-
  doers, you heroes are now leaving police 
  headquarters where you have just been 
  given authority to take charge of a 
  strange locker found in the underground 
  warehouse.  This locker, although it 
  appears to be normal, cannot be moved, 
  and it cannot be opened.  Due to the 
  extraordinary nature of the situation, the 
  locker has been placed under federal 
  jurisdiction and will soon be moved away 
  to Project P.E.G.A.S.U.S. for further 
  study.  Officially at least, you have been 
  given the job of guarding the locker until it 
  can be moved. 
   
   
   
  
  7 
   
  CHAPTER 4:  
  THE MAGGIA  
  STRIKES BACK 
   
  As the Avengers are leaving the 
  police station, a large black limousine 
  pulls up and out come six costumed 
  villains.  The Avengers immediately 
  recognize the baddies as the Scorpion, 
  Lightspeed, 
  Bulldozer, 
  Darkflame, 
  Powerhouse, and Audio.  Once out of the 
  car, the limo speeds away.  Any attempt 
  to stop the car will be hindered by a 
  costumed villain, but even if the car is 
  stopped, the heroes will find only a hired 
  thug driving. 
  The costumed villains have orders 
  from 
  the 
  Maggia 
  to 
  eliminate 
  the 
  Avengers as a thorn in their side; they 
  plan to eliminate the heroes as effectively 
  as possible.  However, if things do not go 
  as they plant, they are adaptable and will 
  try a different ploy, as given below. 
  The villains’ plan is to fight one or 
  more of the heroes as follows: 
   Bulldozer, while he will fight anyone, 
  is especially meant to keep Thor, 
  She-Hulk, and Wonder Man busy. 
   Lightspeed; he is there especially to 
  keep Black Panther busy. 
   Darkflame; her primary job is to 
  roast the Beast, Captain America, 
  Black Widow, and the Black Panther 
  (though not necessarily in that 
  order). 
   The Scorpion; he goes after Captain 
  America 
  immediately. 
   
  Having 
  fought the shield slinger before, he 
  lusts for revenge as to most good 
  Marvel Universe villains.  He attacks 
  with his tail generally, saving his 
  plasma projector for an emergency. 
   Powerhouse; his job is to freeze the 
  Black Widow and Captain America.  
  Then he will go after the Black 
  Panther and the Beast. 
   Audio, technically the leader, will 
  immediately 
  use 
  his 
  magnetic 
  control powers to screw up Iron 
  Man.  Should he have time, he will 
  go after Captain America’s shield, 
  Black Widow’s wrist cartridges and 
  cable, and Wonder Man’s jets.  He 
  will, however, stop this plan of 
  attack if Thor summons lightning.  
  Only then will he use his electrical 
  control power to redirect the bolt to 
  hit the closest hero. 
   
  Should these strategies fail, the 
  villains will try to regroup and continue 
  fighting.  At this point endangering other 
  people will be their ploy.  They will attack 
  the heroes as they attempt to save 
  victims.  If this should fail, the villains will 
  flee.  For any villain who manages to 
  escape, subtract 25 points from the final 
  scores of the players.  Victims include 
  passerby’s who are in groups watching 
  the heroes and the villains mix it up, and 
  the police inside the station who are at 
  the door, and also at the corners of the 
  building with their ineffectual weapons 
  drawn. 
  After the battle, no villain who is 
  captured will talk or answer any question 
  the Avengers or the police may have.  
   
  NOTE TO JUDGE – The Maggia sent 
  these costumed villains here because 
  they believed they were more than a 
  match for the Avengers.  Try to run these 
  criminals as hard and ruthless, and give 
  the heroes a hard time.  The heroes 
  should have great difficulty dealing with 
  these baddies and should win, if they do, 
  over 
  tremendous 
  obstacles 
  and 
  in 
  somewhat battered condition.  Make sure 
  the players know they survived a tough 
  fight by running these criminals tough. 
    
   
   
  
  8 
  CHAPTER 5: 
  THE WRATH OF HYDRA 
  The scene begins at the warehouse.  
  When the heroes arrive, the area around 
  the warehouse is deserted.  There are no 
  guards, no people, nothing.  The electrical 
  fence has been turned off.  The heroes 
  will have no trouble entering at all.  There 
  are no lights inside the warehouse; the 
  electronic lock has also been turned off, 
  and the trapdoor is open.  Any search 
  outside for people or activity is futile. 
  Looking around inside, however, will 
  quickly reveal 7 Hydra agents waiting for 
  the heroes on the second floor. Players 
  do not know these criminals work for 
  Hydra, and the Judge should not tell 
  them. If a battle takes place on the 
  second floor, metal racks which hold 
  warehouse goods cut down on the 
  amount of fighting space and could 
  become obstacles to be used by the 
  criminals in battle. 
  If the players do not search the 
  warehouse (a likely occurance) and go 
  straight to the secret room which holds 
  the locker, the Hydra agents will attack 
  from 
  behind 
  by 
  surprise. 
   
  Both 
  underground rooms are currently empty 
  except for the locker and the metal racks. 
  These criminals have an attack plan, 
  as listed below.  In general, they will not 
  run away, as the Supreme Leader wants 
  these Avengers eliminated, and the price 
  for failure in Hydra is often death anyway.  
  Kalvak, however, will run when most of 
  the other agents are either captured or 
  killed, if for no other reason than to keep 
  the heroes from getting the key he is 
  carrying. 
  
  The Fixer; he will immediately target
  those heroes his blaster will have
  the most effect on.  In this case that
  means Black Widow, the Beast,
  Black 
  Panther, 
  and 
  Captain
  America.  He has web bombs and
  tangler cables and will use these
  when he can’t get off a good shot
  with his blaster.
  
  Mongrel; she attacks with her claws.
  She will usually leap onto a hero,
  claw him up, and then leap away
  before the hero can recover.  In
  most cases she will use her poison
  to knock out the hero.  Only in the
  cases of Thor, Wonder Man and
  She-Hulk will she immediately strike
  to kill.  She figures she/the others
  can 
  kill 
  heroes 
  rendered
  unconscious or immobile by her
  poison later, however she has
  doubts concerning the three above
  mentioned heroes and will take no
  chances with them.  She will not
  bother with Iron Man until the other
  heroes have been dealt with.
  
  Megavolt; he has two forms of
  attack.  First, he has energy touch
  which shoots electricity through his
  victim.  Second is his distance
  attack of throwing lightning bolts.
  He is more than willing to take on
  any Avenger.
  
  Paralysis; he also has two forms of
  attack.  The first is generation and
  control of the Darkforce which he
  uses to knock out his opponents.
  The second form is his paralyzing
  touch.
  
  Zephyr; he usually creates strong
  winds to batter down structures and
  toss people around.  He plans to
  use this power to relieve Captain
  America of his shield the first time
  he throws it.  Other ploys are to
  create vacuums between heroes so
  they can’t communicate.
  
  Batroc; what a surprise, he has
  managed to escape somehow.  He
  will take on any hero except for
  Thor.  Captain America is probably
  his first choice for an opponent.
  
  Kalvak the Conjuror; he is the
  leader of the group and will be the
  first one to run.  He carries the key
  which will open the locker, but will
  not use it as the contents of the
  locker must be saved until the
  Supreme Leader says otherwise.
  Kalvak’s standard line of attack is to
  set up the appropriate shields and
  defenses first, and then attack the
  heroes with mystic bolts of energy.
  NOTE TO JUDGE – This should be a 
  tough fight.  The battle can be won by the 
  players without all that much difficulty if 
  
  9 
   
  they remember to use their powers 
  properly and to coordinate their attacks – 
  in other words, fight as a team, which 
  they should be doing since they are the 
  Avengers.  The Judge should run the 
  villains as vicious, murderous fighters 
  who are there to kill the Avengers dead. If 
  things really go very badly for the players 
  and all hope is absolutely lost, the players 
  have totally bungled it and the villains are 
  mopping up the landscape with them and 
  all else is down the drain, the Judge call 
  pull the ever popular deus ex machina by 
  having Colonel Nick Fury and a strike 
  squadron of SHIELD agents break in, 
  opening fire with automatic weapons, and 
  strange energy blasting weapons.  The 
  villains are disoriented, and all run away. 
  If Fury has to be used, the players 
  automatically sacrifice 50 points on their 
  final scores. Damage done to the players 
  in combat stands.  Fury fights, he does 
  not run a miracle ambulance service. If 
  Fury has to be pulled in (this is the 
  absolute last action), all the criminals get 
  away automatically. 
  If the players successfully handle the 
  attack by the costumed criminals, they 
  have ten rounds, one full turn, in which to 
  investigate the bodies of their opponents.  
  If they search bodies they can find some 
  useful items and some useful information.  
  First, on Kalvak’s body they will find 
  around his neck two gold chains.  On one 
  of them is a medallion is the multi-fist 
  symbol of the Hydra, which all the 
  Avengers characters will immediately 
  recognize.  In addition, the other chain 
  has an odd key on it, a small key with one 
  end pin-like in shape, as though to fit into 
  something unique and the other end 
  which looks as though it fits a regular 
  keyhole.  In addition, Megavolt and 
  Paralysis both are wearing chains with 
  Hydra medallions on them. 
   Ten rounds after the competition of 
  combat, the players hear a sound from 
  above, as though from a huge helicopter.  
  Then they hear the sound of running feet, 
  and seconds later Nick Fury and a strike 
  squad of SHIELD agents comes in to 
  congratulate the Avengers on a job well 
  done and to take charge of the fallen 
  villains.  Fury explains that they had a tip 
  that Hydra was involved with the things 
  going on in this warehouse, but they 
  couldn’t take action until Hydra tipped its 
  hand. 
  Fury’s 
  agents 
  begin 
  tying 
  up, 
  attending to, and searching the bodies of 
  the villains.  Any heroes who are seriously 
  injured or unconscious can be whisked off 
  to the hospital at the same time.  Once 
  SHIELD 
  secures 
  and 
  searches 
  the 
  bodies, Fury takes a brief statement from 
  the Avengers and leaves.  
   
  If players have discovered the key 
  and wish to investigate the locker on their 
  own, they may do so.  If they check the 
  tunnel to the subway they will find that it is 
  being filled in, by order of Gyrich and the 
  City of Boston, and that the Boston 
  Department of Public Works (DPW) has 
  the job almost completed.  Once the 
  players decide to open the locker on their 
  own, go to Chapter 5. 
  If the players do not search the 
  bodies, and thus do not find the key or for 
  some reason do not decide to check the 
  locker, let time run.  The Judge should 
  allow a pause after combat for players to 
  make decisions and do things before Fury 
  arrives anyway.  At this point, all the 
  players have to do is to ask Fury if they 
  found anything on any of the fallen 
  villains.   He will reply that something was 
  found, but that it is being sent to Project 
  P.E.G.A.S.U.S. for further study.  To get 
  the key after Fury’s men have found it, 
  the players will have to go to Gyrich, who, 
  after a proper amount of fumbling and 
  waiting will let the players have the key as 
  he still has not figured out how to move 
  the locker anyway.  Once they have the 
  key, after the proper amount of time 
  wasting, go to Chapter 5. 
  If players do not find the key, and do 
  not 
  think 
  to ask 
  Fury 
  if 
  anything 
  interesting was found when his people 
  searched the bodies, then let the players 
  decide what to do.  If they decide to 
  question the captured criminals, they can 
  learn that the Maggia had set up a deal 
  with Hydra and some hi-tech companies 
  abroad.  The Maggia would trade drugs 
  for 
  technology, 
  and 
  then 
  sell 
  the 
  equipment to Hydra.  The criminals with 
  the Hydra medallions will be most 
  reluctant to speak with heroes; the other 
  crooks, 
  particularly 
  Batroc 
  who 
  is 
  essentially a mercenary, will be more 
  willing to talk, especially if the fact that 
  they cooperated with authorities is noted 
  on their records, possibly aiding in 
  obtaining lighter sentences. 
  The Hydra agents can tell the heroes 
  that they were planning to buy hi-tech 
  equipment from the Maggia, but where 
  they were going to get the goods, they 
  don’t know.   The agents were mainly on 
  the scene to deal with possible opposition 
  from the law, and to make sure that 
  transactions moved with “honor” and no 
  double-crosses. 
  From the Maggia villains the players 
  can learn that they were planning to sell 
  drugs and narcotics abroad to hi-tech 
  firms.  From this point let the heroes 
  figure things out for themselves.  At this 
  point, the Judge might remind the players 
  that it was the Maggia who was running 
  the 
  warehouse 
  full 
  of 
  electronics 
  equipment.  They may solve the smaller 
  mystery, but without the key they are in a 
  corner.  Let time run down until they 
  either remember to check with Fury, or 
  follow up other dead end leads and the 
  time limit expires. 
   
   
   
   
   
  
  10 
   
  CHAPTER 6:  
  OUT OF THE  
  VALLEY OF SHADOWS 
   
  The Avengers are about to open the 
  locker.  Placing the key in the keyhole 
  works.  The heroes see that the key fits 
  and turns and a click can be heard.  Once 
  unlocked, the locker immediately glows 
  an eerie blue, and before the heroes can 
  react, a hideous monster bursts forth from 
  the locker, as the door to the locker 
  completely dissolves/disappears. 
  The monster does one of two things.  
  It either eats whatever is around it, or it 
  smashes things to bits.  The deter-
  mination of which action the monster 
  takes 
  is 
  simple, 
  since 
  people 
  are 
  considered by the beast to be food.  The 
  monster is extremely strong and stands 
  about 14 ft tall.  It also has hinged jaws, 
  something like a snake, which allows it to 
  open its mouth enormously and swallow 
  people whole.  Any hero who decides to 
  look into the locker will see a gate to a 
  different plane (players may not recognize 
  this is exactly it, however, they see 
  strange colors and vaguely odd shapes). 
  Once the monster is either subdued 
  or slain, the heroes can take a closer look 
  at the situation.  If the monster kills the 
  players, there will be no chance to look at 
  anything else.  Immediately inside the 
  locker space is a dimly lit space.  Players 
  must physically go through the locker 
  doorway to find out what is inside.   
  In the dimly lit space, the heroes 
  almost stumble on the remains of a 
  human being.  He has obviously been in a 
  fight with some fierce opponent as he is 
  very bloody and various 
  parts of his anatomy are 
  missing.  The body is 
  dressed in the remains of 
  a lab coat.  If the remains 
  are searched, the heroes 
  will find an odd piece of 
  metal on a chain around 
  his neck.  The piece of 
  metal has a round hole in 
  one end, and a small 
  indentation at the other.  
  It fits very nicely onto the 
  key found on Kalvak’s 
  body, which was used to 
  open the locker. 
  Next to the man’s 
  body, further up into the 
  chamber, is a table, and 
  on 
  the 
  table 
  is 
  a 
  notebook.  If the heroes 
  read from this notebook, 
  they can learn that this is 
  the scientific journal kept 
  by 
  John 
  Morph 
  (an 
  eccentric genetic experi-
  menter).  Have each hero 
  roll a FEAT on their 
  Reason to see if they 
  have heard about him.  
  Those 
  who 
  have 
  will 
  know that he disappeared 
  a few months back after 
  announcing 
  some 
  controversial experiments 
  at 
  Empire 
  State 
  University.  These same heroes will be 
  able to recognize the body as that of John 
  Morph.  The notebook records in detail 
  his bizarre genetic experiments.  An entry 
  near the end of the written pages is 
  particularly informative: 
   
  I’ve done it!  My experiments are a 
  success.  I’ve manage to transform 
  human tissue into flesh of another race 
  altogether.  The race will be stronger than 
  humanity by far, very carnivorous and 
  destructive.  Just what Hydra wants for its 
  army of sleepers.  Now all that I need are 
  the subjects Hydra promised me. 
   
  The last entry records how one of his 
  “subjects” refused to cooperate and how 
  he “got out of hand”. This entry is not 
  finished. 
  Investigating this chamber further, 
  the heroes will find more monsters 
  against a far wall.  There are fifty-one of 
  the creatures all total, and each one is 
  inside a tall plastic tube and appears to 
  be dormant.  Behind each tube is a 
  sealed doorway about the size of a locker 
  door.  Above each door is an inscription.  
  Vocalizing the inscription releases the 
  monster in the tube.  The tube shatters to 
  dust and the monster immediately moves 
  forward on a path of destruction. 
  Judge - hand a note to the player or 
  players who check this area out.  In the 
  note inform him that there are cardboard 
  placards behind each of the tubes with 
  the following words written on them – 
  Fantastic Four, X-Men, Defenders, New 
  Mutants, Legion of Monsters, Eternals, 
  Champions, Liberty Legion, Strategic Air 
  Command, Ft. Knox… Listen carefully to 
  what the players do.  The minute one of 
  the players says one (or more) of the 
  names you have passed over to them as 
  being written on the placards, one (or 
  more) of the plastic tubes disintegrates to 
  dust and the appropriate number of 
  monsters is released to attach the 
  players.  The size of this room is 40 by 60 
  feet, with five feet along the N long side of 
  the room taken up by the row of tubes 
  and doors behind the tubes. 
  The monsters cannot destroy the 
  tubes, due to an odd combination of 
  
  11 
   
  science and sorcery so popular in the 
  Marvel Universe, these cannot be harmed 
  by mere physical means, so no more of 
  the monsters can break free unless the 
  players utter more words.  Players do not 
  know this, of course.  The monsters can 
  move very fast, so even if the players 
  make a mad rush for the entrance by 
  which they came into this strange room, 
  they cannot outrun the monsters, who will 
  break out and follow right on their heels. 
  The finals end when the players 
  figure out a way to close the gate that 
  holds this room, and when they put the 
  key in a safe place.  The first part of this 
  should be easy.  Investigating the half key 
  they retrieve from Kalvak they will find the 
  words “Hail Hydra” inscribed on this side 
  of the key.  Using a form of magic and 
  these words would have allowed Kalvak 
  to open this locker safely.  The other part 
  of the key found inside this room has the 
  inscription “Eternal Power” inscribed on it.  
  This makes a complete phrase.  To give 
  the players a clue, have the first part of 
  the inscription read exactly as follows 
  “HAIL HYRA and finish the inscription on 
  the second half, when screwed together 
  with the other part of the key, to finish the 
  line with ETERNAL POWER”.  Note that 
  the first part of the line has an open 
  quotation mark and the second half of the 
  line has the close quotation marks, 
  indicating the phrase is now complete.  
  Players 
  holding 
  the 
  key, 
  screwed 
  together, and repeating this phrase 
  verbally, automatically close or unlock the 
  door at their will.  Saying the phrase 
  inside closes the passageway back to the 
  warehouse, and they are in a closed 
  chamber with no sign that a doorway or 
  passageway ever existed.  Saying it again 
  opens the passageway back up.  Saying 
  the 
  phrase 
  with 
  the 
  key 
  in 
  their 
  possession from the warehouse side 
  closes the passageway completely, the 
  locker becoming nothing but a (by now) 
  battered sheet metal locker and the 
  chamber and its tubes of horror are 
  closed. 
  The second part is a bit trickier.  
  Disposing of the key by dropping it into a 
  volcano or into the ocean will work, but 
  the players lose 50 points, as the key will 
  eventually turn up again in the future 
  (remember, 
  the 
  key 
  has 
  magical 
  properties, and even a volcano won’t 
  destroy it).  If they think to give the key to 
  Project P.E.G.A.S.U.S. or Dr. Strange, or 
  to Gyrich (who will promptly turn it over to 
  the 
  research 
  people 
  at 
  Project 
  P.E.G.A.S.U.S.), this solves the problem 
  completely. Giving the key to Fury, or 
  telling Fury and S.H.I.E.L.D. that they 
  have the key will call for an explanation, 
  and he’ll suggest they turn it over to 
  Project P.E.G.A.S.U.S. anyway. 
  If the players decide to keep the key, 
  even if they keep it in the Avengers 
  Mansion, they will have trouble.  The 
  Hydra villains, at least the ones wearing 
  the Hydra medallion, know about the key, 
  and they know something about its 
  properties. 
   
  Have 
  these 
  particular 
  costumed villains freed from jail by a 
  Hydra attack squad who blow down the 
  prison walls to free them.  The Avengers 
  get the good word by telephone, and just 
  as they hang up, the villains attack them, 
  wherever they might be (probably the 
  Avengers Mansion).  If the villains get the 
  key, they utter the magic connecting 
  words, the doorway opens right there, 
  and they begin setting the monsters free 
  to attack the Avengers.  If the heroes beat 
  back the attack, they should (hopefully) 
  realize that Hydra wants that key very 
  badly, and knows that the Avengers still 
  have it. If they still decide to hold onto the 
  key, the adventure ends, and the players 
  take another 25 point subtraction from 
  their final scores.   The Avengers are 
  supposed to solve problems, not set up 
  the ground rules for endless hours of 
  mindless combat, which is what the 
  players will be doing if they hold onto that 
  key. 
  If the players decide to remove the 
  key from planet Earth, then accept this as 
  a workable solution.  Give each player 10 
  points for original thinking, and still have 
  the villains attack them, as the villains still 
  think the Avengers have the key, and will 
  continue to believe that until the word 
  gets out that the players do not have the 
  key.  If the villains win, and can’t find the 
  key, they leave in disgust.  If the players 
  win, they should have the brains enough 
  to report some of this to other people.  
  Regardless of what the players do 
  with the key, just before the adventure 
  ends, have Gyrich call the players to 
  inform 
  them 
  that 
  he 
  thinks 
  the 
  P.E.G.A.S.U.S. people have found a way 
  to move that locker.  At this point, the 
  heroes should tell Gyrich what has 
  happened.  If they went to Gyrich in the 
  first place, to get the key, Gyrich calls to 
  ask them how they made out with it. 
  Judge - listen carefully to what the 
  players say in this situation.  Remember, 
  the Avengers are supposed to be the 
  good guys.  Gyrich will be unhappy that 
  the 
  locker 
  is 
  destroyed 
  before 
  P.E.G.A.S.U.S. 
  got 
  a 
  chance 
  to 
  investigate it, but satisfied that a Hydra 
  scheme was uncovered and dealt with.  If 
  the players lie to Gyrich, but the story is 
  plausible 
  and 
  makes 
  good 
  sense, 
  subtract 30 points from their final scores, 
  and Gyrich will be satisfied.  If the heroes 
  lie to Gyrich and the story is full of holes 
  and contradictions, and Gyrich (played by 
  you) believes/learns he is being lied to, 
  subtract 75 points from each player’s 
  scores. At that point, Gyrich tells them 
  they must either tell him the entire story, 
  the whole truth, or they lose their security 
  clearance. 
  Make your selection for best player, 
  based on playing ability, role-playing, 
  ingenuity in advancing the plot with good 
  workable ideas, and bring your point 
  results and recommendations to the 
  Jefferson Hall lounge and give them to 
  one of the General Staff members (the 
  guys with the black t-shirts) so the trophy 
  can be awarded. 
   
  AFTERTHOUGHTS: 
  The key found around the neck of 
  Kalvak has an inscription on it, specifically 
  the words “HAIL HYDRA, with an open 
  quotation mark.  This should be made 
  clear to the players when they find and 
  examine that key.  The Judge should note 
  that 
  without 
  Kalvak’s 
  unique 
  magic 
  knowledge and skills, that the players 
  cannot safely open that locker, and so 
  must always face at least one of the 
  synthetic monsters.  In addition, when the 
  door of the locker disappears/blows 
  up/whatever, the key will probably be 
  hurled across the room.  Unless the 
  players specifically say they are looking 
  for it after dealing with the monster, and 
  then retrieve it, they will not have it when 
  they 
  enter 
  the 
  storage 
  chamber/ 
  experimental 
  chamber 
  beyond 
  the 
  dimension door.  They can always go 
  back and look for it, of course, but players 
  do not have it unless they say they 
  searched for it in the warehouse room, 
  found it, and picked it up there. 
  The Judge should inform the players 
  early, about the recovery costs for 
  damage in this game, as some players 
  may be out of action after some of the 
  battles here.  Overnight characters add 
  their current Endurance points to their 
  remaining Health points.  If they get bed 
  rest, it’s double their current Endurance.  
  If they are in a hospital, each day will give 
  them triple their current Endurance to 
  their health points.  If players are in 
  negative numbers and their current 
  Endurance is shot, they heal at the rate of 
  one rank per week, no faster.  Healing 
  ratios could become a factor in this 
  competition, and the Judge should keep 
  the players informed on the matter. 
  
  12 
   
  BEAST 
  Hank McCoy, geneticist 
   
  Fighting: 
  INCREDIBLE 
  Agility: 
  AMAZING 
  Strength: 
  REMARKABLE 
  Endurance: 
  EXCELLENT 
  Reason: 
  EXCELLENT 
  Intuition: 
  GOOD 
  Psyche: 
  EXCELLENT 
   
  Health: 
  140 
  Karma: 
  50 
  Resources: 
  GOOD 
  Popularity: 
  25 
   
  Powers: 
   
  CLIMBING: The Beast can climb at his normal 
  movement rate rather than just one area per 
  turn. He is fond of climbing the walls of 
  whatever room he happens to be in. 
   
  FEET: The Beast's pedal dexterity is so good 
  that he can use his feet as if they were another 
  pair of hands. He gets a kick out of doing things 
  with his feat that most people have to do with 
  their hands. 
   
  Talents:  Genetics 
   
  Background:  The Beast was born with great 
  agility. Professor X offered to train the Beast to 
  use his power for good purposes. As a member 
  of the X-Men, he learned a lot about combat 
  and teamwork. The Beast later got a job at the 
  Brand Corporation. There he discovered a 
  serum that could change his appearance. He 
  figured he could change his looks to ferret out 
  enemy agents, but instead the serum enhanced 
  his beastlike powers - and made him look like a 
  beast, too! The change is irreversible. Hank 
  McCoy has learned to accept his new 
  appearance, and sometimes he even seems to 
  revel in it.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BLACK PANTHER 
  T’Challa, King of Wakanda 
   
  Fighting: 
  AMAZING 
  Agility: 
  REMARKABLE 
  Strength: 
  EXCELLENT 
  Endurance: 
  REMARKABLE 
  Reason: 
  GOOD 
  Intuition: 
  REMARKABLE 
  Psyche: 
  EXCELLENT 
   
  Health: 
  130 
  Karma: 
  60 
  Resources: 
  AMAZING 
  Popularity: 
  55 
   
  Powers: 
   
  EXTRAORDINARY 
  SENSES: 
  The 
  Black 
  Panther has Incredible sight, hearing, and 
  smell. He uses these senses to track creatures. 
   
  INFRAVISION: The Black Panther can easily 
  see in the dark. 
   
  COSTUME: Because of his dark costume, the 
  Black Panther is hard to detect in darkness or 
  dim light. Opponents must shift two columns to 
  the left on their Intuition FEAT rolls when they 
  are trying to spot the Black Panther. 
   
  Talents:  The Black Panther is highly skilled in 
  the martial arts. 
   
  Background:  T'Challa's father, the former king 
  of Wakanda, was slain by Klaw, who wanted 
  the vibranium from that country's mines. 
  Wakanda is the only country known to have this 
  useful metal. T'Challa swore to avenge his 
  father's death.  After his triumph over Klaw, 
  T'Chalia went to Europe for schooling. He was 
  trained in various forms of the martial arts. He 
  later returned to Wakanda and obtained a 
  sacred, heart-shaped herb that granted him his 
  great physical powers. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  13 
   
   
  BLACK WIDOW 
  Natasha Romanova, Adventurer 
   
  Fighting: 
  INCREDIBLE 
  Agility: 
  REMARKABLE 
  Strength: 
  GOOD 
  Endurance: 
  EXCELLENT 
  Reason: 
  GOOD 
  Intuition: 
  INCREDIBLE 
  Psyche: 
  GOOD 
   
  Health: 
  100 
  Karma: 
  60 
  Resources: 
  TYPICAL 
  Popularity: 
  30 
   
  Powers: 
   
  WRIST BRACELETS: Black Widow wears wrist 
  bracelets that are capable of emitting a high-
  frequency electrostatic charge. This Charge 
  does Excellent damage as an electrical 
  distance weapon. Black Widow can hit any 
  target in any adjacent area with this weapon, 
  which she refers to as her "widow's bite'. 
  One of the cartridges on Black Widow's wrist 
  bracelets contains a 100-foot-long hooked wire. 
  She can use this "widow's line" to swing 
  through up to four areas in one round. 
  Other cartridges on Black Widow’s wrist 
  bracelets contain a radio transmitter/receiver 
  and several tear-gas pellets. One tear-gas 
  pellet fills one area with gas. Anyone who 
  inhales the gas must make an Endurance FEAT 
  roll before he can perform any action in a round. 
   
  BELT: Black Widow occasionally wears a belt 
  made of metal disks. Each disk holds a plastic 
  explosive that does Remarkable damage to 
  whatever it hits and Good damage to anything 
  else in the same area. Use the grenade rules 
  when Black Widow uses these disks. 
   
  SUCTION CUPS: Black Widow's uniform 
  contains electrostatically charged suction cups 
  on the feet and hands. These molecule-sized 
  cups allow Black Widow to climb walls and stick 
  to ceilings with Remarkable skill. 
   
  Talents:  Black Widow is highly skilled in the 
  martial arts. 
   
  Background:  When her husband died while 
  testing a new jet plane, Natasha enlisted in the 
  KGB (the Russian espionage agency). She was 
  trained In the martial arts and in espionage. Her 
  first 
  assignment 
  was 
  to 
  infiltrate 
  Stark 
  Industries. Eventually she defected and joined 
  S.H.I.E.L.D. After leaving S.H.I.E.L.D., she 
  joined the Avengers, and is now one of their 
  reserve members. 
   
   
   
  CAPTAIN AMERICA 
  Steve Rogers, Adventurer 
   
  Fighting: 
  AMAZING 
  Agility: 
  INCREDIBLE 
  Strength: 
  EXCELLENT 
  Endurance: 
  REMARKABLE 
  Reason: 
  GOOD 
  Intuition: 
  INCREDIBLE 
  Psyche: 
  GOOD 
   
  Health: 
  140 
  Karma: 
  60 
  Resources: 
  EXCELLENT 
  Popularity: 
  100 
   
  Powers: 
   
  SHIELD: Captain America carries a circular, 
  red, white, and blue shield made of a special 
  mixture of adamantium and vibranium (Class 
  1000 strength). The shield is a Unique Weapon 
  and is immune to all forms of energy except 
  magical and psionic. 
  The shield can absorb up to 90 points of 
  damage per round, but Cap cannot attack in the 
  same round that he uses his shield for defense. 
  Even when using the shield, he's still subject to 
  special battle effects such as slams or stuns. 
  Cap can throw the shield to hit a target; he 
  can even make a called shot, bounce the shield 
  off several targets, and have it return to him. He 
  has Monstrous Agility when throwing the shield, 
  and the weapon does Remarkable damage to 
  anyone or anything it hits. 
   
  Talents:  Captain America is an expert in all 
  forms of martial arts and wrestling. When 
  wrestling, he gets two column shifts to the right 
  on his FEAT rolls. 
  Captain America is also a master of military 
  strategy and tactics. His Reason in this subject 
  area is Incredible. 
   
  Background:  At the outbreak of World War II, 
  Steve Rogers volunteered to take the "super 
  soldier" formula, which changed him Into a 
  physically perfect human. He trained in all forms 
  of combat, and served his country in Europe 
  during the war. While on assignment during the 
  war, Cap was thrown into the Icy waters of the 
  North 
  Atlantic 
  and 
  frozen 
  in 
  suspended 
  animation 
  for 
  decades. 
  The 
  Avengers 
  eventually rescued Captain America and made 
  him part of their team. Cap has led the 
  Avengers on many occasions. 
   
   
  
  14 
   
   
  IRON MAN 
  Tony Stark, inventor 
   
  Fighting: 
  EXCELLENT 
  Agility: 
  EXCELLENT 
  Strength: 
  INCREDIBLE 
  Endurance: 
  MONSTROUS 
  Reason: 
  INCREDIBLE 
  Intuition: 
  EXCELLENT 
  Psyche: 
  TYPICAL 
   
  Health: 
  155 
  Karma: 
  66 
  Resources: 
  GOOD 
  Popularity: 
  70 
   
  Powers: 
  All of Iron Man's powers come from his suit of 
  armor. Without it, he is a normal man of Typical 
  Strength and Endurance. 
   
  BODY ARMOR: The armor provides Amazing 
  protection from physical damage. 
   
  RESISTANCES: The armor provides Unearthly 
  resistance 
  to 
  radiation, 
  plus 
  Remarkable 
  resistance to heat, cold, and acid. 
   
  FIRE EXTINGUISHER: The armor can spray 
  foam covering one area that reduces the effect 
  of fire by an additional Remarkable amount. 
   
  REPULSORS: Each of the armor's hand 
  coverings contains a plasma projector in the 
  palm, capable of doing Amazing damage to any 
  target up to 10 areas away. 
   
  ABSORPTION: 
  The 
  armor 
  can 
  absorb 
  Unearthly amounts of electricity and channel 
  this energy out through the suit's repulsors or 
  as electricity. The suit can be modified to 
  absorb other types of energy. 
   
  FLIGHT: The armor's boots contain turbines 
  which allow Iron Man to fly at Monstrous speed. 
   
  CHEST LAMP: The armor has a high-intensity 
  lamp which allows Iron Man to see in darkness 
  or to blind an unsuspecting foe for 1 - 1 0 
  rounds. The victim gets an Endurance FEAT roll 
  to avoid the effect. 
   
  AIR SUPPLY: Iron Man can close the eye and 
  mouth holes in his armor. The armor is then 
  airtight enough so that it can be used in outer 
  space. The air supply in the suit is good for up 
  to 2 hours in total vacuum or underwater. 
   
  Talents:  Tony Stark has engineering talent, 
  enabling him to invent and construct any device 
  of Incredible power or less. 
   
  Background:  The Iron Man armor is presently 
  operated by Tony Stark, its inventor. Jim 
  Rhodes, one of Stark's hired pilots, wore the 
  armor for a time while Stark was battling against 
  alcoholism. Now that Stark has solved his 
  problems, he has taken up the armor again. 
   
   
   
   
   
  SHE-HULK 
  Jennifer Walters, Lawyer 
   
  Fighting: 
  REMARKABLE 
  Agility: 
  EXCELLENT 
  Strength: 
  AMAZING 
  Endurance: 
  AMAZING 
  Reason: 
  TYPICAL 
  Intuition: 
  GOOD 
  Psyche: 
  EXCELLENT 
   
  Health: 
  150 
  Karma: 
  36 
  Resources: 
  EXCELLENT 
  Popularity: 
  30 
   
  Powers: 
   
  DENSE FLESH: She-Hulk's body is dense 
  enough to give her Incredible protection from 
  damage. 
   
  LEAPING: She can make Remarkable leaps of 
  up to 3 areas using her powerful leg muscles. 
   
  ALTER EGO: Like the Hulk, she has a weaker 
  alter ego. Unlike the Hulk, her mind and 
  personality stay the same in either of her forms. 
  She can change from one to the other by 
  choice. On occasion an overdose of gamma 
  radiation has forced the change upon her. She 
  rarely becomes Jennifer Walters, preferring to 
  be the stronger She-Hulk. 
   
  Jennifer Walters: 
  F  
  A 
  S  
  E  
  R  
  I  
  P 
  Ty  
  Ty  
  Pr  
  Gd  
  Gd  
  Gd  
  Ty 
   
  Health: 26  
  Karma: 26 
  Resources: Excellent  
  Popularity: 10 
   
  Talents:  She-Hulk used to be a lawyer in her 
  life as Jennifer Walters. She still has that 
  knowledge and training. 
   
  Background:  Jennifer Walters was shot by a 
  gangster while her cousin Bruce Banner was 
  visiting her. To save her life, Bruce Banner 
  gave her a blood transfusion, and she gained 
  some of the Hulk's abilities in that way. When 
  she was later attacked by the same gangsters, 
  she became excited and angry, which caused 
  her to tum into the She-Hulk. She found that 
  she liked being the She-Hulk better than being 
  Jennifer Walters. She accepted an offer to be 
  an Avenger, but then recently became a 
  reserve Avenger when she replaced the Thing 
  in the Fantastic Four. 
  
  15 
   
  THOR 
  Thor, Thunder God 
   
  Fighting: 
  UNEARTHLY 
  Agility: 
  EXCELLENT 
  Strength: 
  UNEARTHLY 
  Endurance: 
  UNEARTHLY 
  Reason: 
  TYPICAL 
  Intuition: 
  EXCELLENT 
  Psyche: 
  AMAZING 
   
  Health: 
  320 
  Karma: 
  76 
  Resources: 
  EXCELLENT 
  Popularity: 
  100 
   
  Powers: 
   
  DENSE FLESH: Thor's body is as tough as 
  brick, which gives him Excellent 
  protection as body armor. The 
  standard for most Asgardians is 
  Good protection. 
   
  MJOLNIR: 
  Thor's 
  magical 
  hammer, Mjolnir, is a Unique 
  Weapon made from mystical Uru 
  metal, a Class 1 000 material. 
  Thor's fighting is only Shift X, not 
  Class 1 000, with it. The hammer 
  has the following enchantments: 
   
  1) Return. The hammer always 
  returns to the thrower's hand and is caught 
  automatically in the same round it was thrown. 
  Thor can throw it up to 1 0 areas. 
   
  2) Worthiness. Only those who are worthy 
  (good, honorable, etc.) may lift Mjolnir. If Thor 
  himself becomes villainous or cowardly, he 
  cannot lift the hammer again until he proves 
  himself worthy. Even a worthy character must 
  have at least 1 000 Karma and Remarkable 
  Strength. A non-living force may lift the hammer 
  if it has at least Remarkable Strength. 
   
  3) Weather Control. The wielder has Unearthly 
  control of weather. He can call or dispel storms. 
  He can cause villains to be struck by lightning 
  bolts for Monstrous damage. He can make 
  lightning bolts come directly from the hammer. 
   
  4) Dimensional Travel. By spinning the hammer 
  just right, the owner can cross into other 
  dimensions such as Asgard, Olympus, Limbo, 
  and numerous pocket dimensions. 
   
  FLIGHT: This power is accomplished by using 
  the hammer. By throwing it and grabbing onto 
  the thong, Thor is pulled along behind the 
  hammer. Thor can mentally control his flight 
  path. The only limit to how much weight the 
  hammer can lift 
  is 
  Thor's 
  Strength. 
  He 
  flies 
  with 
  Amazing speed. 
   
  SHIELD: 
  By 
  spinning 
  his 
  hammer 
  swiftly, 
  Thor can deflect 
  missiles 
  and 
  energy beams of 
  Remarkable 
  strength or less. 
   
  ALTER 
  EGO: 
  Until recently Thor 
  could 
  assume the identity of 
  Dr. Donald Blake by striking the 
  hammer on the ground. When 
  Thor was in the form of Dr. Blake, 
  the hammer was a walking stick 
  that had none of the hammer's 
  powers but could not be destroyed. 
  Striking the stick on the ground 
  turned Dr. Blake back into Thor. If 
  the hammer was ever out of Thor's 
  grasp for more than 60 seconds, he reverted to 
  his alter ego automatically. Odin recently lifted 
  this enchantment on Thor. 
   
  Talents:  Thor trained for many years with a 
  sword in Asgard. He gets a column shift to the 
  right when using one. 
   
  Note on Resources: While Thor's personal 
  resources are Excellent and usually sufficient 
  for his needs, in times of dire emergency he can 
  approach his father Odin, whose resources are 
  Class 1000. 
   
  Background:  Thor is the son of Odin. For 
  many centuries Thor adventured in Asgard, 
  fighting 
  storm 
  giants, 
  trolls 
  and 
  other 
  adversaries. In order to teach Thor humility, 
  Odin enchanted him into the mortal form of Dr. 
  Donald Blake. After learning humility he 
  remained on Midgard (Earth) as one of its 
  champions. He is called upon to settle affairs in 
  Asgard occasionally. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  16 
   
  WONDER  MAN 
  Simon Williams, Actor 
   
  Fighting: 
  GOOD 
  Agility: 
  REMARKABLE 
  Strength: 
  UNEARTHLY 
  Endurance: 
  MONSTROUS 
  Reason: 
  TYPICAL 
  Intuition: 
  TYPICAL 
  Psyche: 
  TYPICAL 
   
  Health: 
  215 
  Karma: 
  18 
  Resources: 
  POOR 
  Popularity: 
  45 
   
  Powers: 
   
  HARD SKIN: Wonder Man's skin is so hard that 
  he has Amazing protection from damage. 
   
  ENVIRONMENTAL INDEPENDENCE: He does 
  not need to eat, drink, or breathe, but can if he 
  wants to. He can survive in outer space. He is 
  not truly a human anymore and does not age. 
   
  FLIGHT: He wears a belt which allows him to fly 
  at Remarkable speeds. The belt can only lift 
  300 Ibs. more than his own weight. 
   
  Talents:  Simon Williams is an aspiring actor, 
  although not a very good one. He is now a 
  stuntman, and is very good at this job because 
  he can't be hurt. 
   
  Background:  The owner of a failing company, 
  Simon Williams fell in with Baron Zemo and the 
  Enchantress, members of the Masters of Evil. 
  He was subjected to an "ionic ray" treatment 
  that gave him extraordinary strength and 
  invulnerability.  Zemo told him that a side effect 
  of the treatment would kill him unless he took 
  an antidote that Zemo provided him with every 
  week. Then the Masters of Evil, with Wonder 
  Man on their side, took on the Avengers. In the 
  battle, Wonder Man betrayed Baron Zemo, and 
  the Masters of Evil were defeated. But Wonder 
  Man apparently died because he didn't have the 
  antidote he needed any more. His brother, the 
  Grim Reaper, took the body to a voodoo priest 
  to have it revived. Brought back to "life" as a 
  mindless zombie, Wonder Man followed the 
  commands of his brother and attacked the 
  Avengers. However, he slowly began to regain 
  his humanity. It was later discovered that he 
  was not dead, but only in a deep coma while 
  undergoing a permanent metamorphosis into a 
  form that allowed him to retain his powers. 
   
   
   
   
   
   
   
   
  BATROC THE 
  LEAPER 
  Georges Batroc, Mercenary 
   
  Fighting: 
  INCREDIBLE 
  Agility: 
  REMARKABLE 
  Strength: 
  EXCELLENT 
  Endurance: 
  REMARKABLE 
  Reason: 
  GOOD 
  Intuition: 
  REMARKABLE 
  Psyche: 
  GOOD 
   
  Health: 
  120 
  Karma: 
  50 
  Resources: 
  GOOD 
  Popularity: 
  -5 
   
  Powers: 
   
  MARTIAL ARTS: Batroc is a master of the 
  French martial art of savate, or kick-boxing.  In 
  addition to being able to stun and slam oppo-
  nents larger than himself, Batroc can use his 
  feet as lethal weapons, dealing up to Excellent 
  damage in a single attack. 
   
  LEAPING AND TUMBLING: Batroc has trained 
  himself in gymnastics to Olympic levels and is 
  capable of leaping over a two-story building in a 
  single bound.  In addition, if he lands on his feet 
  (makes a successful Agility FEAT roll) when 
  slammed or thrown, any further adverse effect 
  is negated. 
   
  Modus Operandi: Batroc learned his fighting 
  skills while serving in the French Foreign 
  Legion.  Since that time, he has served as a 
  special mercenary for hire, willing to steal or 
  smuggle for any price.  Batroc is a man of 
  honor, however, and will not willingly take 
  another’s life, preferring to defeat his opposition 
  on the field of combat.  On several occasions 
  while on a mission, Batroc has run afoul of 
  Captain America, and regards the American 
  “Captaine” as a personal challenge.  He has 
  assembled 
  other 
  mercenaries 
  under 
  his 
  leadership from time to time, calling them 
  “Batroc’s Brigade.” 
   
   
   
   
   
   
   
  
  17 
   
  SCORPION 
  MacDonald Gargan, Professional criminal 
   
   
   
   
  Fighting: 
  REMARKABLE 
  Agility: 
  INCREDIBLE 
  Strength: 
  INCREDIBLE 
  Endurance: 
  INCREDIBLE 
  Reason: 
  TYPICAL 
  Intuition: 
  TYPICAL 
  Psyche: 
  GOOD 
   
  Health: 
  150 
  Karma: 
  22 
  Resources: 
  TYPICAL 
  Popularity: 
  -15 
   
  Powers: 
   
  WALL CRAWLING: Gargan has Excellent wall-
  crawling abilities on any surface he can grip, 
  including concrete and masonry but excluding 
  glass. 
   
  BODY ARMOR: Gargan's costume provides 
  Excellent protection from physical attacks and 
  Remarkable protection from electrical damage. 
   
  SCORPION'S TAIL: Scorpion's tail is made of 
  Incredible-strength material and inflicts Amazing 
  damage when it hits. It can react to mental 
  commands from Gargan, who can make it coil 
  like a spring to enable him to clear buildings 
  three stories high in a single leap. The tail also 
  contains a plasma projector capable of firing a 
  bolt up to 10 areas away for Remarkable 
  damage. 
   
  Background: MacDonald Gargan was a private 
  investigator in the employ of J. Jonah Jameson. 
  Jameson, while casting about for some way of 
  defeating Spider-Man, discovered Dr. Farley 
  Stillwell, a scientist who had made great leaps 
  in 
  mutagenics. 
  Jameson 
  offered 
  Stillwell 
  $10,000 to change someone into a super-
  powered challenger for Spider-Man, and offered 
  Gargan $10,000 to be that subject. Gargan and 
  Stillwell agreed, and Stillwell mutagenically 
  altered Gargan to give him his superhuman 
  powers. Stillwell also provided Gargan with a 
  cybernetically controlled tail to use as a 
  weapon. So armed, Scorpion went out to fight 
  Spider-Man.  
  During the battle, Stillwell observed that 
  the animals he used in previous experiments 
  showed psychotic behavior. He realized that his 
  modifications would soon destroy Gargan's 
  sanity as well. Gargan went mad, blaming 
  Jameson for his situation, and tried to kill the 
  editor. Farley Stillwell perished in an attempt to 
  administer 
  an 
  antidote, 
  and 
  Spider-Man 
  defeated Scorpion. During the next few years 
  Scorpion escaped incarceration several times to 
  seek 
  revenge 
  on 
  Jameson. 
  Jameson, 
  meanwhile, kept his role in Scorpion's past a 
  secret while quietly paying for Gargan's 
  psychiatric 
  treatment. 
  Finally, 
  Jameson 
  admitted his responsibility for the creation of 
  Scorpion and, though no criminal charges were 
  brought against him, resigned his position as 
  editor of the Daily Bugle. 
   
   
  OLIVER ITCH 
  Spy 
   
  Fighting: 
  GOOD 
  Agility: 
  GOOD 
  Strength: 
  TYPICAL 
  Endurance: 
  TYPICAL 
  Reason: 
  GOOD 
  Intuition: 
  TYPICAL 
  Psyche: 
  TYPICAL 
   
  Health: 
  32 
  Karma: 
  22 
  Resources: 
  Good 
  Popularity: 
  9 
   
  Powers: None 
   
  Equipment: Handgun (2 Area range, 6 pts 
  damage). 
   
  Talents:  Oliver Itch is trained in the use of 
  guns. 
   
  NAMELESS THUGS 
   
   
  Fighting: 
  GOOD 
  Agility: 
  TYPICAL 
  Strength: 
  TYPICAL 
  Endurance: 
  TYPICAL 
  Reason: 
  POOR 
  Intuition: 
  POOR 
  Psyche: 
  POOR 
   
  Health: 
  28 
  Karma: 
  12 
  Resources: 
  Typical 
  Popularity: 
  0 
   
  Powers: None 
   
  Equipment: Handgun (2 Area range, 6 pts 
  damage). 
   
  Talents:  Guns 
   
   
  
  18 
   
  FIXER 
  Paul Ebersol, Professional criminal 
   
  Fighting: 
  TYPICAL 
  Agility: 
  TYPICAL 
  Strength: 
  TYPICAL 
  Endurance: 
  TYPICAL 
  Reason: 
  INCREDIBLE 
  Intuition: 
  EXCELLENT 
  Psyche: 
  GOOD 
   
  Health: 
  24 
  Karma: 
  70 
  Resources: 
  REMARKABLE 
  Popularity: 
  -10 
   
  Powers: 
   
  All the Fixer’s powers derive from his weapons 
  and technological devices. 
   
  BODY-SUIT: The Fixer’s uniform is made of 
  Kevlar cloth, giving Typical protection against 
  physical attacks, Excellent from fire and heat, 
  and Incredible from electricity.  
   
  Battle-Vest: The Fixer's metal vest is made of 
  Remarkable strength material. It contains many 
  of his weapon systems. 
   
  Sonic Blaster: This weapon fires a Remarkable 
  intensity beam affecting everyone in the target 
  area. It has a range of 4 areas. 
   
  Electrification: The vest can be electrified, 
  causing 
  Incredible 
  electrical 
  damage 
  to 
  opponents who come into contact with it. 
   
  Launchers: The launchers have a range of 5 
  areas. The two primaries will hold Incredible 
  Rank 
  ammo. 
  There 
  are 
  six 
  single-shot 
  launchers 
  below 
  the 
  primaries, 
  holding 
  Remarkable Rank ammo. Both primaries or 
  three secondaries can be fired per round. 
   
  Gravity Clamp: This steel clamp can be fired 
  out to 2 areas. If it hits, the target is surrounded 
  by a gravity field that Grapples with Incredible 
  Intensity. 
   
  Pistol: A laser, inflicting Excellent Energy 
  damage with a range of 7 areas. 
   
  Electro-Knucks: 
  An 
  electro-knuck 
  does 
  Remarkable electrical damage.  
   
  Flight: The Fixer can fly at Shift X speed for up 
  to 20 hours. He can hover and Blindside 
  unsuspecting opponents. 
   
  Helmet: 
  The 
  Fixer's 
  helmet 
  provides 
  Remarkable protection for his senses. The 
  helmet has a 3-hour air supply. 
   
  Ammunition: Used in his launchers, all 
  standard grenade types (fragmentary, smoke, 
  tear gas, knock-out gas, flash, concussion, and 
  sonic). 
   
  TALENTS: The Fixer is a genius at Electronics, 
  Engineering, and Computers, and also has the 
  Repair/Tinkering skill. 
   
   
  ZEPHYR 
  Unknown, criminal 
   
  Fighting: 
  INCREDIBLE 
  Agility: 
  REMARKABLE 
  Strength: 
  EXCELLENT 
  Endurance: 
  INCREDIBLE 
  Reason: 
  EXCELLENT 
  Intuition: 
  EXCELLENT 
  Psyche: 
  EXCELLENT 
   
  Health: 
  130 
  Karma: 
  60 
  Resources: 
  UNKNOWN 
  Popularity: 
  0 
   
  Powers: 
  AIR CONTROL:  Zephyr can lift up to 80 tons, 
  create vacuums, whirlwinds, and wind shields to 
  deflect attacks with his power   
   
  Talents:  Zephyr has a background in 
  Archaeology. 
   
  Costume:  Light blue, with dark blue boots and 
  cape. 
   
  PARALYSIS 
  Unknown, criminal 
   
  Fighting: 
  INCREDIBLE 
  Agility: 
  INCREDIBLE 
  Strength: 
  REMARKABLE 
  Endurance: 
  EXCELLENT 
  Reason: 
  EXCELLENT 
  Intuition: 
  REMARKABLE 
  Psyche: 
  POOR 
   
  Health: 
  130 
  Karma: 
  54 
  Resources: 
  UNKNOWN 
  Popularity: 
  0 
   
  Powers: 
  BODY ARMOR:  Remarkable Body Armor 
   
  DARK 
  FORCE 
  CONTROL/GENERATION:  
  Excellent rank 
   
  PARALYZING TOUCH:  Incredible rank.  
   
  Talents:  Paralysis has a background in 
  Engineering. 
   
  Costume:  One-piece outfit that is completely 
  black. However, his cape is gray. 
   
   
  MEGAVOLT 
  Unknown, criminal 
   
  Fighting: 
  POOR 
  Agility: 
  INCREDIBLE 
  Strength: 
  REMARKABLE 
  Endurance: 
  REMARKABLE 
  Reason: 
  REMARKABLE 
  Intuition: 
  GOOD 
  Psyche: 
  REMARKABLE 
   
  Health: 
  104 
  Karma: 
  70 
  Resources: 
  UNKNOWN 
  Popularity: 
  0 
   
  Powers: 
  ENERGY MISSILE - LIGHTNING:  Amazing 
   
  ENERGY TOUCH:  Incredible  
   
  RESISTANCE - ELECTRICITY: Amazing 
   
  Talents:  Megavolt has a background in 
  Electrical Engineering. 
   
  Costume:  Megavolt’s costume is blue with a 
  lightning bolt across his chest. 
   
   
  
  19 
   
  MONGREL 
  Unknown, criminal 
   
  Fighting: 
  GOOD 
  Agility: 
  REMARKABLE 
  Strength: 
  REMARKABLE 
  Endurance: 
  REMARKABLE 
  Reason: 
  TYPICAL 
  Intuition: 
  GOOD 
  Psyche: 
  POOR 
   
  Health: 
  100 
  Karma: 
  20 
  Resources: 
  UNKNOWN 
  Popularity: 
  0 
   
  Powers: 
  RESISTANCE TO POISON:  Monstrous 
   
  HYPERSENSES – SMELL & HEARING: 
  Excellent rank 
   
  LEAPING:  Excellent rank.  
   
  BODY ARMOR – THICK FUR:  Incredible 
   
  NATURAL WEAPONRY – CLAWS:  Typical 
  material strength, Incredible damage (use hack 
  & slash table); poisonous claws of Amazing 
  rank, can secrete poison from her claws and 
  control when its secreted. 
   
  Appearance:  Covered by brown fur, and 
  appears much like a humanoid dog.  
   
  KALVAK  
  THE CONJURER 
  Unknown, criminal 
   
  Fighting: 
  GOOD 
  Agility: 
  TYPICAL 
  Strength: 
  GOOD 
  Endurance: 
  REMARKABLE 
  Reason: 
  INCREDIBLE 
  Intuition: 
  EXCELLENT 
  Psyche: 
  REMARKABLE 
   
  Health: 
  56 
  Karma: 
  90 
  Resources: 
  UNKNOWN 
  Popularity: 
  0 
   
  Powers: 
  MAGIC 
  DEFENSE 
  - 
  SHIELD: 
  Treat 
  as 
  Remarkable rank body armor.  Shield will 
  shatter if heroes attack and make a Red FEAT. 
  Caster must make an Endurance FEAT or be 
  stunned for 1D10 rounds. 
   
  MYSTIC BOLT:  Mystic bolts doing Remarkable 
  damage.  Not that if the spell is cast 
  successfully, it does the damage. 
   
  Spell limit of one per round for either attack or 
  defense – not both. 
   
  Costume:  Kalvak wears an olive green tunic 
  and a black cloak. 
  LIGHTSPEED 
  Unknown, criminal 
   
  Fighting: 
  EXCELLENT 
  Agility: 
  REMARKABLE 
  Strength: 
  EXCELLENT 
  Endurance: 
  EXCELLENT 
  Reason: 
  GOOD 
  Intuition: 
  GOOD 
  Psyche: 
  EXCELLENT 
   
  Health: 
  90 
  Karma: 
  40 
  Resources: 
  UNKNOWN 
  Popularity: 
  0 
   
  Powers: 
  LIGHTNING SPEED:  Excellent rank  
   
  Talents:  Zephyr has a background in 
  Archaeology. 
   
  Costume:  Lightspeed has a white costume 
  with yellow streaks in it.  He will not appreciate 
  anyone saying he has a yellow streak in him, 
  however, and may redirect his attacks toward 
  the hero who first insults him. 
   
   
   
   
  BULLDOZER 
  Unknown, criminal 
   
  Fighting: 
  INCREDIBLE 
  Agility: 
  GOOD 
  Strength: 
  MONSTROUS 
  Endurance: 
  AMAZING 
  Reason: 
  POOR 
  Intuition: 
  TYPICAL 
  Psyche: 
  EXCELLENT 
   
  Health: 
  175 
  Karma: 
  30 
  Resources: 
  UNKNOWN 
  Popularity: 
  0 
   
  Powers: 
  ARMOR SKIN: Amazing rank  
   
  RESISTANCE - ELECTRICITY: Amazing rank 
   
  LEAPING:  Good rank.  
   
  Costume:  Bulldozer wears a one-piece 
  emerald green costume. 
   
  Note:  He is not very smart and is slow on the 
  up-take.  He is extremely strong, however. 
   
  POWERHOUSE 
  Unknown, criminal 
   
  Fighting: 
  EXCELLENT 
  Agility: 
  GOOD 
  Strength: 
  INCREDIBLE 
  Endurance: 
  REMARKABLE 
  Reason: 
  GOOD 
  Intuition: 
  REMARKABLE 
  Psyche: 
  REMARKABLE 
   
  Health: 
  100 
  Karma: 
  70 
  Resources: 
  UNKNOWN 
  Popularity: 
  0 
   
  Powers: 
  BODY ARMOR:  Incredible rank 
   
  MISSILE WEAPON - COLD:  Incredible rank 
   
  FLIGHT:  Typical rank.  
   
  Costume:  Powerhouse’s costume, in addition 
  to being colorful, gives her body armor. Her 
  costume features various shades of blue, from 
  light to dark.  She can fly and will do so as often 
  as possible.  She can also form ice out of water 
  vapor.  Together, these powers make her quite 
  deadly. 
   
   
  DARKFLAME 
  Unknown, criminal 
   
  Fighting: 
  GOOD 
  Agility: 
  EXCELLENT 
  Strength: 
  REMARKABLE 
  Endurance: 
  EXCELLENT 
  Reason: 
  EXCELLENT 
  Intuition: 
  GOOD 
  Psyche: 
  EXCELLENT 
   
  Health: 
  80 
  Karma: 
  50 
  Resources: 
  UNKNOWN 
  Popularity: 
  0 
   
  Powers: 
  ENERGY MISSILE - FIRE:  Incredible 
   
  INFRAVISION 
   
  RESISTANCE - FIRE: Amazing 
   
  Costume:  Darkflame’s costume is basically 
  black, with red flame around the edges.  This 
  flame on her costume looks black and gives off 
  very little heat and no light.  It does burn its 
  victims nonetheless. 
  
  20 
  AUDIO 
  Unknown, criminal 
  Fighting: 
  EXCELLENT 
  Agility: 
  INCREDIBLE 
  Strength: 
  TYPICAL 
  Endurance: 
  EXCELLENT 
  Reason: 
  GOOD 
  Intuition: 
  EXCELLENT 
  Psyche: 
  EXCELLENT 
  Health: 
  86 
  Karma: 
  50 
  Resources: 
  UNKNOWN 
  Popularity: 
  0 
  Powers: 
  UNIQUE WEAPON – RING:  Miniaturized 
  circuits in his ring give him his powers.  The 
  circuits cannot be blown by lightning or 
  electricity. 
  RESISTANCE - ELECTRICITY:  Incredible 
  ELECTRICAL CONTROL: Incredible rank 
  MAGNETIC CONTROL:  Remarkable rank. 
  VOID 
  Emma Tea, criminal 
  Fighting: 
  GOOD 
  Agility: 
  EXCELLENT 
  Strength: 
  EXCELLENT 
  Endurance: 
  AMAZING 
  Reason: 
  EXCELLENT 
  Intuition: 
  GOOD 
  Psyche: 
  GOOD 
  Health: 
  100 
  Karma: 
  40 
  Resources: 
  UNKNOWN 
  Popularity: 
  0 
  Powers: 
  DAMPER BELT: Void’s belt has the ability to 
  dampen all super-normal abilities – normal 
  abilities are immune.  It will negate all abilities in 
  a 2 area radius.  The effects last until a yellow 
  FEAT on the hero’s Endurance is made.  
  Initially, all heroes within the area of effect must 
  make a red FEAT roll on their Endurance. 
  Once out of the area, the yellow FEAT can be 
  rolled.  Prolonged exposure requires heroes 
  who have not been affected to roll new FEATs 
  once per round.   
  BODY 
  ARMOR:  Void’s carefully made 
  costume simulated body armor which absorbs 
  up to Remarkable damage.  The costume itself 
  resembles photos of galaxies – it is mostly 
  black with star fields and star clusters 
  superimposed upon it. 
  Talents:  Void is trained in the use of guns. 
  SYNTHETIC 
  MONSTERS 
  Fighting: 
  UNEARTHLY 
  Agility: 
  MONSTROUS 
  Strength: 
  UNEARTHLY 
  Endurance: 
  UNEARTHLY 
  Reason: 
  POOR 
  Intuition: 
  TYPICAL 
  Psyche: 
  FEEBLE 
  Health: 
  375 
  Karma: 
  12 
  Resources: 
  NONE 
  Popularity: 
  0 
  Powers: 
  RESISTANCE – FIRE, ELECTRICITY, & 
  RADIATION:  Incredible rank 
  BODY ARMOR:  Monstrous rank against all 
  attacks except poison.  
  Note: Each monster is 14 feet tall, and drab 
  green in color.  It is also ugly and slimy.  It tends 
  to be hungry most of the time, and since it is a 
  carnivore, it could do very well in a large 
  unprotected city. 
  
  21 
  
  22 
  
  Something is amiss in Beantown! 
  When National Security Council Liaison Henry Gyrich sends the 
  AVENGERS on a public-relations trip to Boston, they stumble upon 
  something sinister in the seaside city.  Is it just a simple drug smuggling 
  ring, or something more?  Find out inside!  
   This adventure includes a 21-page adventure book, a full-color map, 
  and complete information on CAPTAIN AMERICA, THOR, IRON MAN, 
  BEAST, BLACK WIDOW, BLACK PANTHER, SHE-HULK, WONDER-MAN, 
  and their deadly foes in this adventure. 
  THE HYDRA CONNECTION 
  By Richard Feitelberg
  UNOFFICIAL GAME ADVENTURE 
  
SOURCE: textdata/thevault/Marvel Superheroes/TSR/Basic Modules/MH10 - The Hydra Connection.pdf