TEXT: 1 
   
   
   
  
  2 
   
  Credits: 
  Stats and layout: Keith A. Kilburn. 
  Histories: Marvel Comics and internet Websites. 
  Artwork: Marvel Comics. 
   
   
  Dedications: 
  To my mother, Debbie Kilburn, taken too soon. 
   
  To my brother, Jeff, for all the origin stories. 
   
  To Doug Alexander, Shawn Sturm, Scott Arthur, 
  Chuck Beckner and Mike Hill, Roy Distelhorst, Jamie 
  Byrd, Kevin Laake, Mike Herrin, Stephanie Shields, 
  Mark Walker, Jeff Turner and countless others whose 
  characters I have long since forgotten: They helped 
  build the world and set the Dead-End Avengers in 
  stone. 
   
  To Jim Steranko, for slapping Bob Kane. 
   
  To Stan Lee, Gardner Fox, John Broome, and Robert 
  Kanigher, and artists Curt Swan, Jack Kirby, Gil Kane, 
  Steve Ditko, Mike Sekowsky, Gene Colan, Carmine 
  Infantino, John Buscema, and John Romita, Sr. for 
  helping to set the signal fire that showed us way 
  through the dark times. 
   
  A great debt of gratitude is owed to Denny (Firebomb) 
  Hill and his https://www.technohol.com/ website for 
  the use of more than a few of his stats, I helped him 
  out with his Golden Age section years ago and he 
  agreed to help me with this…I urge you, don’t walk, 
  run to your computer and check out Denny’s site for 
  all of the unedited stats for some of these characters. 
  Special thanks to Jack O’ Lantern at the truly 
  awesome 80’s retro-MSH site. 
  http://jackolanternsmshblog.blogspot.com/ 
   
  Lastly, to my wife Dawn, for putting up with these 
  characters and not rolling her eyes afterwards. 
   
   
   
  Legal Disclaimer: 
  All characters featured in this book and the distinctive 
  names and likenesses thereof, and all related indicia, 
  are trademarks of Marvel Characters, Inc 2018. Silver 
  age Sourcebook manuscript is © 2018 Keith A. 
  Kilburn. This book was originally distributed in and 
  hosted by Marvel Super Heroes - The Unofficial 
  Canon Project on Facebook. If you are in receipt of 
  this book and wish to share it further, you must do so 
  strictly on a non-profit basis, and please credit the 
  original source. If you are aware of any copies in any 
  format made available for sale, please contact Marvel 
  Super Heroes - The Unofficial Canon Project via 
  Facebook Messenger.
   
   
  
  3 
   
  Table of Contents: 
   
   
  Introductions 
   
   
   
   
   
   
   
   
  4 
   
  Section one: The Heroes 
  Avengers 1959    
   
   
   
   
   
   
   
  5 
  Bob Brant and the Troubleshooters   
   
   
   
   
   
  16 
  The Agents of Atlas (G-Men from Department Zero)    
   
   
   
  19 
  The 1970s Mighty Avengers   
   
   
   
   
   
   
  27 
  The Monster Hunters   
   
   
   
   
   
   
   
  33 
  The First Line   
   
   
   
   
   
   
   
   
  39 
  Friends the First Line   
   
   
   
   
   
   
   
  57 
  Foes of the First Line   
   
   
   
   
   
   
   
  62 
  The Promise   
   
   
   
   
   
   
   
   
  66 
  Solo Heroes   
   
   
   
   
   
   
   
   
  72 
   
  Section Two: Other Folks 
  NPCs  
   
   
   
   
   
   
   
   
   
  92 
  Science Fiction   
   
   
   
   
   
   
   
  105 
   
  Section three: Bad Guys Galore 
  Bring on the Bad Guys-Solo Villains  
   
   
   
   
   
  123 
  All-Hate Squad   
   
   
   
   
   
   
   
  163 
   
  Section four: Alternate Worlds 
  Alternate Earth-9904, the Avengers of the 1950s  
   
   
   
   
  184 
   
  Letters page and coming attractions  
   
   
   
   
   
  190 
   
   
  
  4 
   
  A few words about the Silver Age of comics... 
   
  If the Golden Age gave birth to super heroes, than the Silver Age was the rebirth of the super hero. However this 
  story starts earlier than DC Comics October 1956 issue of Showcase #4, introducing the Flash! Or the first issue of 
  the Fantastic Four in November of 1961. This is a time when Timely Comics had passed on, only to become Atlas 
  Comics in the years before either of them became the Marvel Comics we're familiar with these days. During the 
  eleven year span of time, there were very few costumed heroes. For Marvel there was Marvel Boy who lasted six 
  issues, Captain America, Namor and the Human Torch with less than a half dozen issues each. Mostly Atlas Comics 
  had Science Fiction, Monsters, Romance Comics, War Comics and the Westerns of the time period. So the question 
  becomes, what does any of that have to do with this book? Well Since I have no real intention of chronicling the Atlas 
  age of romance, I did a pretty brisk survey of the World War II comics in the Golden Age source book and plan to, at 
  some point, do a Western source book that leaves a lot of ground to cover. 
    
  My intention in writing this book was to mine this era for as much information and as many useful characters as I 
  could find. Some of what is covered here comes from the era and Atlas Comics of the time. Other bits come from 
  Marvel Comics retconning (retroactive continuity) characters and teams into the time in an effort to keep their sliding 
  time scale of time in the Marvel Universe from getting any further out of hand. The modern day Marvel Universe has 
  been around since 1961 and while almost 57 years has passed for the readers, a little over fifteen years has passed 
  within the context of those stories with the Fantastic Four burst onto the public scene, in the Marvel Universe some 
  15 years ago. Think about that for a second, while there are topical references to wars, seasons and world events, 
  the adventures of the world's most famous family all happened post 9/11. This Means Spiderman is a Generation-Y 
  baby, Captain America missed the Civil Rights completely and most of the Marvel Universe was born during or 
  shortly after the 1980's. So putting some characters and events in that time between the end of World War II and the 
  beginning of the modern Marvel Universe to pad things out wasn't a horrible idea. The problem is that as more time 
  goes on, that gap just gets bigger and wider. 
   
  Unfortunately I won't be covering the Monster era of Atlas Comics, in doing the research for that I realized that the 
  monsters are in fact so numerous that they would require their own source book, so you should probably look for that 
  to come out sometime in the future. Sometime after the Asgard and the 10 Realms, The Atlas Western Source Book, 
  The Power Pack Compendium and whatever other insanity I decide to take on, of course... 
   
  With all that being said, I hope you enjoy reading this book as much as I did writing it. 
   
  Keith A. Kilburn 
  1/31/2018 
   
   
  
  5 
   
  The Avengers 1959 (Group) 
  In 1959 Nick Fury was on orders from President 
  Eisenhower to gather operatives for a mission called 
  the Avengers Initiative. Fury and Dugan then went to 
  gather their operatives. Their first stop was the island 
  nation of Madripoor where they recruited Sabretooth. 
  In Paris, Dominic Fortune; the Atlantean princess 
  Namora and her boyfriend master hunter Kraven from 
  the Emerald Coast of Florida; and immortal monster 
  hunter Bloodstone and Nazi hunter Silver Sable in 
  Boston, Massachusetts.  With his team of Avengers, 
  Fury took the group to Helsingborg, Sweden, where 
  there were reports of a Red Skull who was gathering 
  Nazis for a new Reich. The group infiltrated his 
  stronghold and set it ablaze after discovering the 
  Nazis had created their own Captain America. Fury 
  and his Avengers slew the faux-Captain America and 
  captured the Skull recovering his secret weapon. 
  However before they could get answers out of him, 
  Sabretooth killed the Red Skull impostor. After this, 
  Fury disbanded his group, telling them that he would 
  call for them when he needed them again. He then 
  used his government connections to have some of the 
  international charges against his teammates cleared. 
  Fury learned that the skull was working on a 
  combination of the Super-Soldier Serum that created 
  Captain America and the Infinity Formula to create a 
  more powerful super-soldier. The Avengers -- and 
  Fury in particular -- were being targeted by escaped 
  Nazis who were being manipulated by occultist 
  Geoffrey Sydenham who used his influence within the 
  United States government to form an agency known 
  only as ICON. The purpose of ICON was to use the 
  occult to summon the Dark Dimension's ruler 
  Dormammu to protect America from Communist 
  elements. After all the attempts on the lives of the 
  Avengers failed, Fury was approached by the mystic 
  Powell McTeague who offered his assistance to the 
  Avengers in cracking the conspiracy. With information 
  obtained by McTeague, Fury traveled to the nation of 
  Latveria to rendezvous with his old Howler ally Eric 
  Koenig and the Blonde Phantom to learn what he 
  could about the secret organization recruiting former 
  Nazis. He also learned that T'Chaka, future successor 
  to the title of the Black Panther, was also kidnapped 
  from his home by Sydenham who claimed to be from 
  the US Defense department. While they found Nazi 
  operative Deiter Skul and the remains of the Lord of 
  Death's Hollow Men zombies.  
  Fury and the Blonde Phantom next traveled to 
  Wakanda to learn more about T'Chaka's kidnapping. 
  There they learned that Skul had fled to the nation of 
  Madripoor and went there aboard one of Howard 
  Stark's specially built ships. Along the way they were 
  attacked by the Ubermadchen but the battle was 
  ended when the other Avengers arrived on the scene 
  and the Ubermadchen were captured. When they 
  learned from the Ubermadchen that Nazi operatives 
  were being summoned by an known force, Fury had 
  Sabretooth kill the women. Searching their files, they 
  tracked down Fury's old foe the Planner and attacked 
  his estate as well. From him they learned that Skul 
  was returning to Wakanda to launch an attack along, 
  so Fury and his Avengers followed him there. The 
  Avengers clashed with Skul and his minions, 
  Doctorangutan, Count von Blitzkrieg, Vunderknight, 
  the Leopard Woman and an army of Hollow Men and 
  Kron-bots. Following the defeat of their foes, Fury and 
  the Avengers took their place when Geoffrey 
  Sydenham attempted to teleport the Nazis to 
  Washington D.C. for his spell to contact Dormammu. 
  There the group stopped more of his Nazi operatives: 
  Baron Blood, Brain Drain, Spider Queen, Geist and 
  more Hollow Men. The Nazi operatives were either 
  captured and slain along with Sydenham. With the 
  conspiracy taken down, Fury disbanded his Avengers 
  and completed his promise to get them full pardons 
  for their past crimes. However shortly thereafter, Fury 
  learned to his shock and dismay that Sydenham was 
  released even though he committed an act of treason. 
  
  6 
   
  However the operation had one happy ending: Fury's 
  friends Dugan and Koenig managed to rescue 
  Wakandan chief T'Chaka, securing peaceful relations 
  between the United States and Wakanda.  
  Group Resources: Under the auspice of the CIA, the 
  group can operate with Good (10) Resources or make 
  purchases up to Remarkable (30). 
  Group Talents: None. 
  Group Contacts: Each other and the CIA. 
   
  C.I.A. Agent Nick Fury 
  Fighting: Remarkable (30)  
  Health: 80 
  Agility: Excellent (20) 
   
  Strength: Good (10) 
   
  Karma: 50 
  Endurance: Excellent (20) 
  Reason: Excellent (20) 
   
  Resources: Good 
  Intuition: Excellent (20) 
  Psyche: Good (10) 
   
  Popularity: +10 
   
  Known Powers: 
  Reduced Aging: Since World War II, Nick has 
  received constant injections of the "Infinity Formula," a 
  serum which reduces aging by a factor of five. Thus 
  Fury looks only 10 years older than he did in the 
  1940's. 
   
  Talents:  
  Fury has the Military, Espionage, and Leadership 
  talents. He is a Pilot, a demolitions expert (+1 CS on 
  all matters involving explosives), is trained in First Aid, 
  is a skilled Marksman, and has Wrestling and Martial 
  Arts A, B, D, and E skills. 
   
  Contacts:  
  After the war, Nick went to work for the CIA taking 
  along Dum-Dum Dugan with him. During this time he 
  began meeting and greeting super types as they 
  showed up, even going so far as to form 'the 
  Avengers'. 
   
  Running Nick Fury: 
  A hardened combat veteran, Nick Fury is a man of the 
  highest standards of honor and integrity. Extremely 
  proud, he prefers to accomplish missions without 
  outside help.  
   
  History: 
  Son of World War I pilot Jack Fury, Nick Fury became 
  a legendary hero in the early years of World War II, 
  taking missions into Europe alongside his friend Red 
  Hargrove, under the command of Lt. Samuel Sawyer. 
  During a mission in Holland, Fury, Hargrove and 
  Sawyer befriended circus strongman Timothy "Dum-
  Dum" Dugan who became a close friend. Hargrove 
  was killed in the attack on Pearl Harbor that led the 
  US to officially enter the war on December 7, 1941, 
  Fury fought the Nazis in Northern Africa, then was 
  reunited with Captain Sawyer, who made Sgt. Fury 
  the leader of the US Rangers’ First Attack Squad, 
  soon nicknamed the “Howling Commandos” for their 
  boisterous battle cry. Dugan served as Fury’s second-
  in-command and became his closest friend. The 
  Howlers occasionally worked alongside Captain 
  America (Steve Rogers) and Bucky (James Barnes), 
  who became significant allies. During one mission, 
  Fury’s left eye was damaged by a grenade and his 
  lack of medical care eventually aggravated the 
  wound. At one point, Professor Berthold Sternberg 
  gave Fury the “Infinity Formula,” which retarded 
  Fury’s aging process, although it required him to take 
  regular injections to stay alive. Late in the war, Fury 
  joined the OSS and with the war’s end joined their 
  post-war CIA agency. 
   
   
   
   
   
   
   
   
   
   
   
  
  7 
   
   
   
  C.I.A. Agent Timothy "Dum Dum" Dugan  
   
  Fighting: Remarkable (30)  
  Health: 80 
  Agility: Good (10)  
  Strength: Excellent (20) 
   
  Karma: 40 
  Endurance: Excellent (20) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Good (10) 
   
   
  Psyche: Excellent (20) 
   
  Popularity: +10 
   
  Talents:  
  Timothy Dugan had Wrestling and Martial Arts A, B, 
  and E, as well as Military, Marksman, and a variety of 
  weapons skills. He also had the Weapons Master 
  skill. 
  Contacts:  
  After the war, Dum-Dum Dugan went to work with the 
  C.I.A. alongside Nick Fury. He can call upon Nick or 
  any of the Howling Commandos for help as well as 
  his fellow agents at the C.I.A. and other government 
  related agencies. 
   
  Running Timothy Dugan: 
  Dugan was a powerful Irishman with a gentle manner 
  hidden beneath the rough facade of an old warhorse. 
  He was Nick Fury's closest friend. 
   
  History: 
  Timothy Aloysius Cadwallader "Dum-Dum" Dugan 
  was born and raised in Boston, Massachusetts. He 
  was born into a poor family of Irish immigrants. To 
  make money worked as a circus strongman. He was 
  on tour in England on the lead up to World War II. 
  During World War II, in early 1941 Dugan was 
  traveling with the circus through Europe. In the 
  Netherlands Dugan first met Nick Fury, the man who 
  would become his closest friend, who was then a 
  performer in a stunt flying act and parachute 
  instructor. Dugan helped Fury and Sam Sawyer 
  escape the Nazis during a mission. Dugan later joined 
  the British Army. When Sawyer was charged with 
  creating Fury's First Attack Squad, also known as the 
  Howling Commandos, Sawyer invited Dugan to 
  become second in command. After training, the unit 
  was dispatched back behind enemy lines in France to 
  recover Free French resistance fighter who was 
  captured by Nazi soldiers. This was a vital rescue 
  mission since they knew the date and time of an 
  impending Allied landing on the beaches of 
  Normandy. With the help of Free French resistance 
  fighters they rescued the man from the Nazis before 
  he could be forced to talk. His exceptional strength 
  saved the day in several of his adventures with the 
  group. During his time with the Howlers Dugan 
  became skilled on all Allied small weapons and 
  gained experience in all forms of hand to hand 
  combat, especially Judo. With his trademark derby, 
  Dum Dum frequently struck fear into the Nazi and 
  Japanese enemies in mission after mission. 
   
  After the war, Dugan went to work for the CIA along 
  with his longtime friend Nick Fury. 
   
   
   
   
  Blonde Phantom 
  Louise Grant 
   
  Fighting: Good (10) 
   
  Health: 36 
  Agility: Good (10)  
   
  Strength: Typical (6) 
   
  Karma: 42 
  Endurance: Good (10) 
   
   
  Reason: Typical (6) 
   
  Resources: Good 
  Intuition: Remarkable (30) 
  Psyche: Typical (6) 
   
  Popularity: +30  
   
  Equipment:  
  .45 Automatic: Range 3 areas, 10 bullets in a clip, 
  damage 6 points per bullet. 
   
  Talents:  
  Louise is a good marksman with a pistol. She knows 
  Martial Arts A and E, as well as Acrobatics, especially 
  when encumbered by an evening gown and high 
  heels. She has Detective, Law Enforcement, Legal 
  Secretary, and Criminology skills. 
   
  
  8 
   
  Contacts:  
  Private eye Mark Mason, NYPD 
   
  Running Blonde Phantom: 
  Louise has dedicated a large chunk of her life helping 
  others and trying to make the world a better place. 
   
  History: 
  Louise Grant was a secretary to O.S.S. agent Mark 
  Mason, who ran a private detective agency. 
  Enamored with her boss and wanting to help him 
  break cases, she surreptitiously donned a floor-length 
  red evening gown, black domino mask, and high 
  heels, and ventured out at night fighting crime as the 
  costumed crime-fighter the Blonde Phantom. Mark 
  developed a romantic interest in the Blonde Phantom, 
  but continued to not notice Louise, apparently 
  oblivious to the fact that they were both the same 
  woman. Eventually she told him the truth about her 
  dual identity. He proposed and they married in 1949. 
  Before Louise retired from crime fighting to 
  concentrate on raising the couple's two children, she 
  was a member of the All Winner's Squad and then 
  later the Avengers formed by Nick Fury in 1959. 
   
   
   
  Ulyssus Bloodstone 
   
  Fighting: Incredible (40) 
   
  Health: 200 
  Agility: Excellent (20) 
  Strength: Incredible (40) 
   
  Karma: 60 
  Endurance: Unearthly (100) 
  Reason: Good (10)  
   
  Resources: Good 
  Intuition: Remarkable (30) 
  Psyche: Excellent (20) 
   
  Popularity: +6 
   
  Known Powers: 
  Bloodstone: In the Hyborian Age, a meteorite landed 
  on Earth in Northern Vanaheim on the European 
  continent, circa 8250 B.C. One of the fragments  was 
  embedded in the human's chest, and the explosion 
  killed the human's tribe. Because of the gem in his 
  chest, he became immortal, and later became known 
  as Ulysses Bloodstone. A fragment of Bloodstone's 
  gem was inherited by his children, Elsa and Cullen.  
   
  It bestows the following powers: 
   
  Longevity: doesn’t age or suffer from disease. 
  * Resistance to Vampirism: Amazing (50) ability. 
  * Regeneration: Monstrous (75) ability. 
  * Suspended animation: Monstrous (75) ability. 
   
  Enhanced Senses-All: Incredible (40) functionality: 
  * Tracking: Remarkable (30) ability. 
  * Detect Poison: Remarkable (30) ability. 
   
  Psychic powers: Bloodstone has these powers: 
  * Astral Projection: Good (10) ability. 
  * Telekinesis: Good (10) ability. 
  * Aura Reading (Life Detection): Good (10) ability. 
   
  Limitations: 
  If the Bloodstone gem is removed from his chest, he 
  dies immediately. By means of a Psyche FEAT, he 
  can retain his lifeforce; during this period, his Health 
  drops one point per minute. If he hasn't regained the 
  Bloodstone in that time, he dies permanently. 
   
  Equipment:  
  Power Glove: Incredible (40) lightning; range 1 area. 
  Shotgun: Range 2 areas, ROF: 1/1. Ammo: 5.  
  Ammo includes: 
  * Explosive: Incredible (40) to the target 
  * Pellet: Good (15) to targets within cone of fire. 
  * Rocket: Propellant charge can enable travel 1 area. 
   
  Talents:  
  Martial Arts A, B, C, D and E, Tumbling, Weapon 
  Master, Thrown Objects, Marksman, Military, and 
  Business/Finance skills. Multi-Lingual: Bloodstone is 
  capable of fluently communicating in a variety of 
  languages, including many extinct ones. 
   
  Contacts: 
  The Monster Hunters (Dr. Druid, Makkari, Zwadi and 
  Namora) as well as the superhero members of the 
  First Line. He also served as a member of the 1959 
  Avengers mercenary squad. 
   
  Running Bloodstone: 
  Ulysses Bloodstone was purely a man of action who 
  never contemplated the greater pattern in his or his 
  opponents' actions. He was obsessed with pursuing 
  one goal at a time to the exclusion of all else. He 
  could be easily distracted by immediate crises and, 
  while solving such immediate problems, would usually 
  forget his early purposes or plans. 
   
  History: 
  In the Hyborian Age, a meteorite landed on Earth in 
  Northern Vanaheim on the European continent, circa 
  8250 B.C. It was controlled by an evil extra-
  dimensional entity called the Hellfire Helix, which 
  wanted to conquer the world. To that end, it sent its 
  
  9 
   
  agent, Ulluxy’l Kwan Tae Syn, to get the meteorite 
  and find a host for it. However, a local human 
  hunter/gatherer found the rock, and fought Ulluxy’l 
  Kwan Tae Syn. In the fight, the meteor was smashed, 
  a part of it (also called the Bloodgem) was imbedded 
  in the human's chest, and the explosion killed the 
  human's tribe. The human vowed revenge on Ulluxy’l 
  Kwan Tae Syn. Because of the gem in his chest, he 
  became immortal, and later became known as 
  Ulysses Bloodstone. 
   
  Ulysses Bloodstone was one of the most successful 
  mercenaries in the world. His long life allowed him to 
  assemble a vast fortune, which he used to set up a 
  series of outposts, fully staffed and equipped, in 
  various corners of the world. He gained mastery of 
  most of the world's weaponry, and a large portion of 
  the world's martial arts and languages. Over the next 
  10,000 years, Bloodstone would travel all over the 
  world, looking for Ulluxy’l Kwan Tae Syn. As a result, 
  by the 20th Century, he had become immensely 
  wealthy, and could speak most of the world's 
  languages. In his hunt for Ulluxy’l Kwan Tae Syn, he 
  had become a mercenary, adventurer, and soldier-of-
  fortune, proficient with most of the world's weaponry. 
  Because of Ulluxy’l Kwan Tae Syn's ability to summon 
  monsters from another dimension, which Ulluxy’l did 
  specifically to keep Bloodstone away from him, 
  Bloodstone gained a reputation as a monster hunter. 
   
  Sometime in the 1930s, he battled Nosferatu and his 
  clan of vampires. In 1933, he gained a sidekick: Fat 
  Cobra, who later became one of the Immortal 
  Weapons. He embarked on a series of adventures 
  with him that took them to the far corners of the globe, 
  traveling to the Savage Land and Monster Island and 
  fighting Mole People and Fin Fang Foom. In the 
  1950s, he became a member of the Monster Hunters, 
  of whom he remained a member till they disbanded.  
   
  In 1959, he was recruited into the Avengers alongside 
  the Silver Sable by Nick Fury due to their hunting 
  skills and prowess. The team then traveled to 
  Helsingborg, Sweden, in pursuit of the Red Skull and 
  his Fourth Reich. The group hijacked a Nazi truck 
  bound for the Skull's castle headquarters, with 
  Bloodstone and the others hiding in the back while the 
  Silver Sable drove. When the truck's doors were 
  opened, the team jumped out and opened fire on the 
  unprepared Nazis. As the Avengers stormed the 
  castle, they found a Nazi Captain America impostor 
  who attacked them.  
   
  The heroes soon overpowered and killed the impostor 
  while Namora succeeded in capturing the Red Skull. 
  Nick Fury then took the contents of the Red Skull's 
  briefcase and left, telling the rest of the team that he 
  would meet up with him later before disappearing for 
  over a month. When he resurfaced, he gathered the 
  Avengers together at the Stork Club in New York City 
  to congratulate them on a job well done. After dinner, 
  the members each went their separate ways with 
  Bloodstone convincing Silver Sable to accompany 
  him to the Savage Land with the prospect of doing 
  some "big game hunting."  
   
  Bloodstone eventually died in the latter half of the 
  20th century. 
   
   
   
   
  Dominic Fortune 
  Duvid Jerome T. Fortunov 
   
  Fighting: Excellent (20) 
   
  Health: 80 
  Agility: Excellent (20) 
  Strength: Good (10) 
   
  Karma: 32 
  Endurance: Remarkable (30) 
  Reason: Typical (6) 
   
  Resources: Good 
  Intuition: Excellent (20) 
  Psyche: Typical (6) 
   
  Popularity: +2 
   
  Equipment:  
  Fortune carries a number of pistols at any given time: 
  (2) Pistols: 3 area range, Typical (6) damage, ROF: 
  1/1 Ammo: 9. Excellent Material. 
   
  Talents:  
  Dominic Fortune has both the Marksman and Guns 
  skills, as well as Martial Arts B and Acrobatics. He 
  also has the Detective/Espionage Talent. 
   
  Contacts:  
  During the 1930's and 40's, Dominic often worked for 
  the U.S. government and had a number of Political 
  and Law Enforcement Contacts in the U.S. 
   
  Running Dominic Fortune: 
  Dominic is an adventurer and swashbuckler. Although 
  he accepted fees and often did commercial 
  endorsements, he truly believed in right over wrong. 
  He'll happily flaunt the law for friends or for a good 
  time, but never in \a way that endangers others. 
  
  10 
   
   
  History: 
  Born in New York, Duvid Jerome Fortunov spent the 
  1920s until just after the Wall Street Crash in 1929 on 
  New York City's Lower East Side "lying, cheating and 
  stealing my way through life".  
   
  He worked as an escapist on Coney Island, but not 
  having much luck at that, took up wing-walking and 
  barnstorming. During this time, he pitched a few 
  innings of Triple-A baseball in the Jewish leagues. 
  Sometime after ratting out New York gangster Olga 
  Cimaglia, Fortunov relocated to Los Angeles, 
  California where he changed his name to Dominic 
  Fortune and became a costumed adventurer for hire 
  and a mercenary. By 1934 he was involved in the 
  Chaco War between Bolivia and Paraguay - fighting 
  as a pilot for both sides before returning to Los 
  Angeles, where he took a job guarding three "out of 
  control and drunken" film stars. Trying to unravel a 
  plot to kill him, he travelled to Berlin for the 1936 
  Olympic Games, and eventually foiled a plot by 
  American Fifth Columnists to kill President Roosevelt 
  and his wife and gain important funding from the 
  Germans and Italians to support Nazi sympathizers in 
  the U.S. Not long afterwards, he fell in with Sabbath 
  Raven, the owner of the Mississippi Queen, a floating 
  casino moored just outside US territorial waters, 
  where he enjoyed a romantic relationship with her and 
  they shared many of his adventures. 
   
  In 1937, in an adventure in Europe he encountered 
  Dr. Doom's parents and later Captain America villains 
  Baron Von Strucker and Baron Zemo and spent some 
  time in Latveria and in Wakanda in Africa while foiling 
  Nazi weapons intrigues involving the as-yet unnamed 
  mineral Vibranium. Not long afterwards, having been 
  evicted from his office, he began living aboard the 
  Mississippi Queen at Sabbath's invitation. In that 
  same year, he uncovered a Nazi propaganda plot in 
  the comic book industry. He also broke up a cult of 
  zombies, thwarted Baron Strucker's attempted 
  assassination of a U.S. senator, exposed the phony 
  "child star" Tina Timmons, and rescued the British 
  ambassador from a terrorist.  
   
  In 1938, he prevented Jacob Einhorn, a property 
  magnate, from selling U.S. secrets to the Japanese in 
  exchange for land after their planned invasion. He 
  also prevented silent movie star Noble Flagg and 
  gangster Olga Cimaglia from taking over the LA 
  underworld. In the spring, he met Timothy "Dum Dum" 
  Dugan and helped him save his circus from a group of 
  thugs hired by the wealthy Spencer Keene.  
   
  Early in 1940, he defeated a group of Nazi saboteurs 
  who had taken over the Dean Brothers Circus in 
  Chicago. Later that same year, he foiled a Nazi plot to 
  steal top secret plans from a munitions factory. In 
  May, he lost contact with Sabbath Raven after an 
  argument in a bar in Rotterdam just before the Nazi 
  invasion of the city. After failing to find her, Fortune 
  returned to the U.S. He was rejected as a subject for 
  Project: Rebirth, but helped protect the man who was 
  chosen, Steve Rogers (who would become Captain 
  America) from Nazi agents. In 1942, he met the Sub-
  Mariner during the Murmansk Run. He returned to the 
  war as a G.I. in 1943. In the final days of the war, 
  Fortune was responsible for killing the leader of the 
  Dark Ocean Society, After the war, he continued his 
  search for Sabbath, but again failed.  
   
  In 1959, while in Paris, Fortune was recruited by Nick 
  Fury as a member of the "Avengers Initiative". After 
  helping defeat a Neo-Nazi version of the Red Skull in 
  Sweden, Fortune's criminal record was wiped clean. 
   
   
   
  Kraven 
  Sergei Kravinoff  
   
  Fighting: Incredible (40) 
   
  Health: 140 
  Agility: Remarkable (30) 
  Strength: Remarkable (30)  
  Karma: 66 
  Endurance: Incredible (40)  
  Reason: Excellent (20) 
   
  Resources: Good 
  Intuition: Incredible (40) 
  Psyche: Typical (6) 
   
  Popularity: +2 
   
  Known Powers: 
  Longevity: Ages 1 for every 5 years. 
  Running: Good (10) speed. 
  Enhanced senses: Amazing (50) sight, hearing, smell. 
  * Tracking: Remarkable (30) ability to track. 
   
  Equipment:  
  * Axes (Good (10) damage, 4-area range) 
  * Darts (Typical (6) damage, 2-area range) 
  * Electro-Blaster (Incredible (40), 1-area range) 
  * Knock-out potions: Amazing (50) Intensity.  
  * Manacles (Remarkable (30) grapple attack) 
  • Poison gas: Good (10) intensity  
  
  11 
   
   
  Talents:  
  Martial Arts B, Wrestling, Acrobatics, Tumbling, 
  Hunting and Survival 
   
  Contacts: 
  Kraven has an organization of natives he employed 
  during hunts to give their assistance in small tasks. 
   
  Running Kraven: 
  Kraven is a quite paradoxical individual, in that he’s 
  both a sadistic stalker and a hunter with a very strong 
  sense of honor. He also has elements of a serial 
  killer, hunting people to death for the insane thrill of it, 
  and a prizefighter, winning fight by the rules in order 
  to boost his rep and self-image. His ability to 
  outsmart, stalk, outfight, scare and kill his target 
  proves his own greatness to his own eyes, in about 
  that order of importance. He’s also rather 
  misogynistic, and losing a fight to a woman is so 
  unthinkable that he’s likely to throw all rules by the 
  window if the fight is going against him.  
   
  History: 
  Sergei Kravinoff  was born and raised in Volgograd, 
  Russia in the early half of the 20th Century during the 
  time of the Russian Revolution. Born into an 
  aristocracy that had come to an end, also known as 
  "Kraven the Hunter", became one of the world's 
  greatest hunters to fulfill his sense of lost nobility. 
  Kravinoff found he had a great talent after finding 
  employment in Kenya, Africa. Kravinoff began his 
  career using the typical tools of the hunter but over 
  time he developed a preference to take down large 
  animals with his bare hands. After meeting a Voodoo 
  witch doctor named Calypso, Kravinoff took a herbal 
  potion which enhanced his physical powers give him 
  the strength, speed and senses to match a jungle cat. 
  The potion also extended his life keeping his health 
  and vitality for years to come. 
   
  Kraven was approached by Nick Fury while relaxing 
  with his then-girlfriend, Namora, on a private beach 
  on the Emerald Coast of Florida in 1959. Fury wanted 
  the pair to join his black ops team code-named the 
  Avengers. These new Avengers then traveled to 
  Helsingborg, Sweden, where the Red Skull and his 
  newly formed Fourth Reich were trying to create a 
  new Super-Soldier formula. The group gained entry to 
  the Skull's castle headquarters by hijacking a truck 
  and hiding in the back while the Silver Sable drove. 
  When the truck's doors were opened the operatives 
  opened fire on the unprepared Nazi guards. While 
  searching for the Red Skull, the group came across a 
  Nazi Captain America impostor.  
   
  Kraven was ordered to continue hunting for the Skull 
  while many of the other group members stayed to 
  deal with the super-soldier. Kraven found the Red 
  Skull and fired at him with his sniper rifle, but shot the 
  soldier standing to the Skull's right. The hunter 
  couldn't believe that he missed a target like the Red 
  Skull's big red head. To compound things, he then 
  accidentally shot Sabretooth as he pounced on the 
  Skull, temporarily taking him out of the fight. After 
  Namora captured the Skull, Nick Fury took his 
  briefcase and told the rest of the group he would meet 
  up with them later before disappearing for over a 
  month. When he reappeared in Autumn of that year, 
  Fury gathered the team together at the Stork Club in 
  New York City to celebrate a job well done.  
   
  During the dinner, Kraven and Sabretooth resumed 
  their rivalry once more, with Kraven shooting him in 
  the face before he was berated by Namora. After the 
  meal, the members each went their separate ways 
  with Kraven and Namora heading to their houseboat 
  docked in the 96th Street Boat Basin. Here the pair 
  continued their argument over Sergei's behavior and 
  were just able to make up when their boat came 
  under attack by a submarine bearing a skull-shaped 
  blazon on it. Kraven was able to destroy the sub by 
  shooting a large amount of ammo crates on his own 
  boat.  
   
  Fury soon reassembled his team after realizing that 
  many of their members had come under similar 
  attacks. The enigmatic Powell McTeague then used 
  his magical abilities to teleport Kraven, Namora, 
  Dominic Fortune and Sabretooth aboard a ship in the 
  South China Seas which was under the command of 
  Nazi superhumans Baron Blood and Brain Drain. 
  Before the Avengers were able to capture them, 
  however, the villains were teleported away, leaving 
  nothing but a fiery skull symbol burned into the deck 
  of the boat behind. While still on the Nazi vessel, 
  which was being piloted by McTeague's magic, the 
  group next came to the aid of Nick Fury and the 
  Blonde Phantom who were travelling to Madripoor by 
  boat and were attacked by the Ubermadchen.  
   
  They learned more about their shadowy foes and 
  staged an attack on their mansion headquarters, 
  capturing the Planner. From him they learned that the 
  organization's name was ICON and their next target 
  was the scientifically futuristic nation of Wakanda. The 
  Avengers were able to arrive there in time to stop 
  ICON's attack on the nation. During the ensuing 
  struggle, Kraven fought Doctorangutan, subduing the 
  orangutan by shoving a taser wand in his mouth and 
  activating it. The group were then teleported to 
  Washington, D.C. to apprehend ICON's leader, 
  Geoffrey Sydenham. In this final struggle, Kraven was 
  able to take down Baron Blood by hurling a wooden 
  javelin tipped with a silver blade through the vampire's 
  heart. After ICON had been dismantled, the Avengers 
  again each went their separate ways, with Kraven 
  wanting to join his father in Key West. 
   
   
   
   
  
  12 
   
   
   
  Namora 
  Aquaria Neptunia  
   
  Fighting: Remarkable (30)  
  Health: 150 
  Agility: Excellent (20) 
  Strength: Amazing (50) 
   
  Karma: 60 
  Endurance: Amazing (50) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Excellent (20) 
  Psyche: Remarkable (30)  
  Popularity: +20  
   
  Known Powers: 
  Body Resistance: Good (10) vs. physical and energy  
  Resistance to Cold: Excellent (20) 
  Hyper-Swimming: Good (10) water speed 
  Flight: Typical (6) air speed 
  Water Breathing: Namora is amphibious. 
  Water Freedom: +1CS to Fighting, Strength and 
  Endurance under-water. 
    
  Limitation: 
  Dehydration: If not immersed or kept damp, she 
  suffers -1CS to FEATs for each hour without such 
  water. She loses 1 Health an hour. Immersion in 
  restores lost Health. 
   
  Talents: 
  Ichthyology, Oceanography, Atlantean Sciences, 
  Piloting, Underwater Combat and is Multi-Lingual in 
  Atlantean, English, and German. 
   
  Contacts: 
  Atlantis and the Sub-Mariner, The G-Men members, 
  the Avengers mercenary squad as well as members 
  of the First Line. 
   
  Running Namora: 
  Regal and strong-willed, Namora is an unrelenting 
  force, letting little stand in her way to do what she 
  believes to be right. Loyal to her friends and team 
  mates, she feels a particular debt to M-11. While not 
  as temperamental as her cousin, she still has a bit of 
  a fiery temper, and an inclination towards brute force 
  solutions. 
   
  History: 
  The daughter of an Atlantean man and a surface 
  woman, Aquaria Neptunia was nicknamed "Namora" 
  in honor of her cousin Namor. During her early 
  adolescence, Namora moved to the Atlantis Antarctic 
  capital with her father and became a playmate of 
  Namor. A few years later, Namora and her father 
  relocated to a northern colony and were absent when 
  Atlantis was increasingly drawn into surface activities. 
  In 1946, Namora's skin, formerly the typical Atlantean 
  blue, faded to a Caucasian tone, and her father 
  revealed her half-human heritage. Shortly afterward, 
  she and her father returned to Antarctic Atlantis, 
  where, in early 1947, the Brockton Gang, surface 
  criminals led by Stoop Richards, invaded Atlantis in 
  search of treasure, killing Namora's father. Namor and 
  Namora took vengeance on Richards and his 
  underlings. Namora continued to accompany Namor 
  on adventures, fighting the schemes of their cousin 
  Byrrah and such surface criminals as the mesmeric 
  Doctor Macabre and the weapon-wielding Viking; on 
  her own, she clashed with the Mummy Men of Tut-Ak-
  Mun and other threats. 
   
  In 1955, Namora married an Atlantean man named 
  Talan. At some point following the formation of the 
  adventurous Monster Hunters in 1956, Namora joined 
  the team on some of their adventures; however, her 
  marriage with Talan became strained when, due to 
  her hybrid nature, she was unable to bear children. In 
  late 1957, Namora persuaded the exiled Atlantean 
  scientist Vyrra to implant her with an altered cloned 
  embryo, enabling her to become pregnant. In 1958, 
  Namora accompanied the Monster Hunters on a 
  mission alongside other heroes, which brought her to 
  the attention of FBI agent Jimmy Woo. Although she 
  declined to join his group of super-powered agents, 
  she pointed him in the direction of the Human Robot, 
  lying dormant in the ocean. Soon after, Namora gave 
  birth to her daughter, Namorita. About this time, 
  Namor went missing after a clash with the madman 
  Destiny; Namora searched for him to no avail. In 
  1961, Namora and her family left Atlantis for the 
  colony of Maritanis. Soon afterward, Talan was killed 
  in an atomic bomb test, and Namora took their child to 
  live in Lemuria. After several years, she became 
  attracted to Lemuria's Prince Merro, leading her rival, 
  the power-seeking Llyra, to poison her. Namora was 
  believed to have died while Namorita was a pre-
  adolescent.  
   
   
   
  
  13 
   
   
   
  Sabretooth 
  Victor Creed 
   
  Fighting: Incredible (40) 
   
  Health: 130 
  Agility: Remarkable (30) 
  Strength: Remarkable (30)  
  Karma: 86 
  Endurance: Remarkable (30)  
  Reason: Typical (6) 
   
  Resources: Good  
  Intuition: Amazing (50) 
  Psyche: Remarkable (30)  
  Popularity: -10 
   
  Known Powers: 
  Infra vision: Remarkable (30) infravision. 
  Enhanced Hearing, smell and taste: Amazing (50).  
  * Tracking: Amazing (50) rank.  
  * Detect illusions: Amazing (50) 
  Regeneration: Amazing (50) 
  Resistance to Disease/Toxins: Monstrous (75). 
  Claws and Bite: Remarkable (30) Edged damage. 
   
  Talents:  
  Detective/espionage, Survival, Multi-Lingual: Creed 
  can communicate fluently in English, various Indian 
  dialects, French (Canadian), Spanish, German and 
  Russian, Marksman, Military and Demolitions. 
   
  Contacts: 
  None at this time. 
   
  Running Sabretooth: 
  Sabretooth is a sadist. Renowned for his love of 
  violence and lust to kill. Having a one-track mind, he 
  is a feral, villain whose unbridled savagery make him 
  a terrifying foe. He won’t take no for an answer. 
   
  History: 
  Victor Creed killed his brother over a piece of pie. His 
  father locked him in the cellar and would pull out 
  Victor's teeth in an attempt to purge the boy of his 
  "demons". Victor was chained like an animal in the 
  cellar for years until he chewed off his hand to break 
  free and murdered his father. Victor was unleashed 
  and rampaged across three provinces and killed at 
  least three police officers. Creed remained in Canada 
  and worked for the railroad, laying rail from Calgary to 
  the Yukon. Among those on the line was an older 
  man who delighted in picking on the teenage Creed. 
  Creed gutted him with his claws. Although certain 
  memories have been tampered with, during this time 
  Creed attacked a Blackfoot tribe Logan was living 
  with. The main victim was Silver Fox, Wolverine's 
  lover.  
   
  Sabretooth appears to have served in the American 
  military during the Korean War, moving to the island 
  of Madripoor after his time in the service. It was here 
  that Nick Fury recruited him into his black ops team 
  known as the Avengers. Sabretooth had unknown 
  history with fellow recruit Kraven in Africa, prompting 
  the latter to shoot him on sight. The two would put 
  aside their differences long enough to complete their 
  mission. This mission involved traveling to Sweden, to 
  stop a fake Red Skull from reforming the Nazis and 
  completing research on a super-soldier formula.  
   
  Sabretooth walked into the path of a truck, slashing 
  the driver to ribbons as he got out. The group used 
  the truck to gain entry into the Skull's headquarters. 
  Kraven shot Sabretooth once more during the battle 
  as he was trying to kill the Red Skull. Creed healed, 
  but his bloodlust cost them information as he 
  beheaded the Skull imposter before interrogation. 
  Fury then took the Skull's briefcase and told the team 
  that he would meet up with them later. Eventually they 
  met at Stork Club in New York City to celebrate 
  before they went their separate ways.  
   
  Fury reunited his team when it became apparent that 
  several members were similarly attacked. The attacks 
  were orchestrated by ICON and their leader Geoffrey 
  Sydenham to kill them before continuing their plan to 
  start WWIII with Russia. Sabretooth proved invaluable 
  to stopping ICON, fighting them in the South China 
  Sea, Madripoor, Wakanda and Washington D.C. His 
  bloodlust again became apparent when he killed the 
  members of the Ubermadchen. After ICON was 
  defeated, Creed received a pardon for any criminal 
  activities. Creed headed for Los Angeles. 
  
  14 
   
   
   
  Silver Sable 
  Ernst Sablinova  
   
  Fighting: Remarkable (30)  
  Health: 80 
  Agility: Excellent (20) 
  Strength: Good (10) 
   
  Karma: 50 
  Endurance: Excellent (20)  
  Reason: Excellent (20) 
   
  Resources: Inc 
  Intuition: Excellent (20) 
  Psyche: Good (10) 
   
  Popularity: +20 
   
  Equipment:  
  M16: 7 area range; Good (10) damage; 10 rounds. 
  Sterling Mk 6 SMG: 5 area range, Ammo: 25 rounds. 
  * 1 round: Typical (6) damage.  
  * 5 round burst: Excellent (25) damage 
  M1918: 5 area range; Good (10) damage; Ammo: 14. 
  .357: 3 area range; Typical (6) damage; Ammo: 6. 
  .45: 3 area range; Typical (6) damage; Ammo: 10. 
  .223: 2 area range; Poor (4) damage; Ammo: 4. 
  9mm: 3 area range; Typical (6) damage; Ammo: 14. 
   
  Firearms can be loaded with standard ammo or 
  Explosive / AP rounds (Damage doubles and -2 C/S 
  to armor). 
   
  Combat Knife: Good (10) edged damage. 
   
  Grenades: effects all targets in a 1 area range. 
  Concussion: Incredible (40) damage. 
  Explosive: Remarkable (30) damage. 
  Tear Gas: Incredible (40); Make an Endurance feat or 
  stunned. Intuition -3CS for 1-10 rounds. 
   
  Talents: 
  Martial Arts A, C, and E, Leadership, Acrobatics, 
  Business/Finance, and has +1 CS with all modern 
  weapons. 
   
  Contacts:  
  The Silver Sable's chief contact is with his native 
  government of Symkaria, and through them he has 
  contacts with a number of other governments. 
   
  Running Silver Sable: 
  Ernst is a hardcore soldier and mercenary who hunts 
  Nazi and takes no prisoners. 
   
  History: 
  Ernst Sablinova was an expert soldier and mercenary 
  who gained the nickname Silver Sable during the 
  Second World War due to the color of his hair. 
  Following the war he founded the Wild Pack, working 
  with the Symkarian government in its original mission 
  to hunt down Nazi war criminals. In 1959, he was 
  recruited into the Avengers alongside Ulysses 
  Bloodstone by Nick Fury while in Boston. The newly 
  formed team then traveled to Helsingborg, Sweden, in 
  pursuit of the Red Skull and his Fourth Reich. The 
  group hijacked a Nazi truck bound for the Skull's 
  castle headquarters, with the Silver Sable acting as 
  the driver. He was forced to open the back doors to 
  the truck as the guards were suspicious of him, at 
  which point the rest of the team jumped out and 
  opened fire on the unprepared Nazis. When the team 
  stormed the castle, they found a Nazi Captain 
  America impostor who attacked them. Sable, 
  Bloodstone, Dominic Fortune and Fury remained in 
  the now burning castle to deal with this threat while 
  the rest of the Avengers searched for the fleeing Red 
  Skull. The heroes soon overpowered and killed the 
  impostor while Namora succeeded in capturing the 
  Red Skull. Nick Fury then took the contents of the 
  Red Skull's briefcase and left, telling the rest of the 
  team that he would meet up with him later. He then 
  disappeared for over a month. When he resurfaced, 
  he gathered the Avengers together at the Stork Club 
  in New York City to congratulate them on a job well 
  done. After dinner, the members each went their 
  separate ways with Sable planning to accompany 
  Bloodstone to the Savage Land in order to do some 
  "big game hunting. 
   
   
   
  
  15 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  16 
   
  Bob Brant and the Troubleshooters: 
   
  No one is sure who met whom first. This group of teenagers and their junior sidekick 'Bomber' operated out of a 
  small, unnamed town in upstate New York using an old aviation hanger as their base and getting into the sorts of 
  trouble that only future SHIELD agents could manage to find. Mutants, hidden Nazi war criminals, soviet spacemen 
  and countless others. Bob and the Troubleshooters were ready to take on adventure at a moment’s notice! 
   
  Group Resources: Feeble (2) individually, but Bob seems to have access to Good (10) Resources. 
   
  Group Talents: If one counts Mischief and Mayhem... 
   
  Group Contacts: Bob has an older brother who works for an unnamed intelligence agency and his father for the 
  security forces of the United Nations. 
   
   
   
  Bob Brant 
  Robert (Bob) Brant 
   
  Fighting: Good (10) 
   
  Health: 36 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 26 
  Endurance: Good (10) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Typical (6) 
   
  Popularity: +5 
   
  Equipment:  
  His jalopy: 
  Control: Typical  
  Speed: Typical 
   
   
  Body: Typical 
   
  Protection: Poor 
   
  This car of undeterminable make or year holds up to 4 
  people (including driver) and has a 50 mile range. 
   
  His plane: 
  Control: Typical  
  Speed: Good  
   
  Body: Good  
   
  Protection: Typical 
   
  This plane holds up to 6 people and has a range of 
  400 miles on a tank of gas. While technically owned 
  by his brother, Bob and his friends have access to it. 
   
  Talents:  
  Acrobatics, Tumbling, Piloting, Martial Arts B and E 
   
  Contacts: 
  His friends the Troubleshooters (Daffy, Feathers, 
  Bomber and Reuben - the Raccoon), his father 
  Arthur, his older brother Lance, his girlfriend Carol. 
   
  Running Bob Brant: 
  Bob is a normal, all-American boy who happens to 
  lead a group of kids through a series of adventures, 
  some strange (Mutants?) and some normalish 
  (Commies on the moon?) but in the end he just 
  wanted to help people and make things right. 
   
  History: 
  The past of Bob Brant and his family is largely 
  unrevealed, but he lived with his father in the suburbs 
  outside of New York City after his mother died while 
  he was still a child. At an early age, Bob's mother, a 
  former circus aerialist, trained him on how to use the 
  trapeze; but when Bob was about six, his mother 
  tragically died in a circus related accident of some 
  kind. At some point in time under unrevealed 
  circumstances, Bob acquired his pet raccoon Reuben, 
  and became acquainted with his three closest friends: 
  Bomber, Daffy and Feathers -- the group of juvenile 
  adventurers known as The Trouble-Shooters. 
  Together they had a series of adventures involving 
  everything from spies trying to harm the U.N., Soviet's 
  cosmonauts going to the moon, rescuing kidnapped 
  teachers, researching haunted museums, stopping 
  counterfeiters and fighting mutants and keeping 
  America safe for Democracy as well as truth and 
  justice. 
   
  
  17 
   
   
   
  Daffy  
  Jerome Daphman 
   
  Fighting: Good (10) 
   
  Health: 32 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 16 
  Endurance: Good (10) 
  Reason: Poor (4)  
   
  Resources: Poor 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: +2 
   
  Equipment:  
  Club: This weighted club is made of Good (10) 
  material and inflicted Good (10) 
   
  Talents:  
  Blunt Weapons and Martial Arts B. 
   
  Contacts: 
  The Troubleshooters (Bob Brant, Feathers, Bomber 
  and Reuben - the Raccoon), his girlfriend Bess. 
   
  Running Daffy: 
  Daffy is a dim-witted, but good meaning kid. He is 
  something of a joker who thinks of Bomber as his little 
  brother. 
   
  History: 
  Nothing much is known about Daffy, including who his 
  parents are. He lives in the same neighborhood as 
  Bob and the two are roughly the same age. Daffy is 
  dating his girlfriend Bess. 
   
   
   
   
   
  Feathers  
  (Silent) Fox Wingfoot 
   
  Fighting: Typical (6) 
   
  Health: 24 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 30 
  Endurance: Typical (6) 
  Reason: Good (10) 
   
  Resources: Poor 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: +2 
   
  Equipment:  
  Headband of Poor (4) material with 2 feathers. 
   
  Talents:  
  Geography, Medieval History and General Science. 
  Feathers also has knowledge of tribal lore, history and 
  trivia of the Algonquin Indians and is fluently 
  multilingual in French, English, and Algonquin. 
   
  Contacts: 
  The Troubleshooters (Bob Brant, Daffy, Bomber and 
  Reuben the Raccoon). 
   
  Running Feathers: 
  Feathers is a man of few words, until he decides 
  otherwise. Then you can't shut him up as he gives 
  long winded explanations about any number of topics. 
   
  History: 
  Nothing much is known about Feathers, including who 
  his parents are. He lives in the same neighborhood as 
  Bob and the two are roughly the same age.  
   
   
   
   
   
  
  18 
   
   
   
  Bomber  
  Theodore Baumgartner  
   
  Fighting: Poor (4)  
   
  Health: 22 
  Agility: Poor (4) 
  Strength: Poor (4)  
   
  Karma: 22 
  Endurance: Good (10) 
  Reason: Typical (6) 
   
  Resources: Fb 
  Intuition: Typical (6) 
  Psyche: Good (10) 
   
  Popularity: +2 
   
  Known Powers: 
  Itching Powder: Causes itching on a failed Typical (6) 
  Endurance feat. 
   
  Squirt-Guns: Poor (4) material, 1 area range, Ammo: 
  Good (10) spicy mustard, Poor (4) damage plus 
  blindness and skin burns on a failed Endurance feat. 
   
  Equipment:  
  Two bottles of soda pop, some candy, a small stone, 
  length of string, a small frog, 25 Cents, Slingshot, 
  Squirt-guns and a smile that people can't refuse. 
   
  Talents:  
  Weapon Specialist: Squirt-Guns, Running and 
  Scrounging. 
   
  Contacts: 
  The Troubleshooters (Bob Brant, Daffy, Feathers and 
  Reuben - the Raccoon). 
   
  Running Bomber: 
  Bomber is everyone’s little brother that the Trouble-
  shooters try to keep out of trouble and away from 
  danger, but who is always in the thick of things. 
   
  History: 
  Nothing much is known about Bomber, including who 
  his parents are. He lives in the same neighborhood as 
  Bob and he is roughly half his mentors age.  
   
   
   
  Reuben the Raccoon 
   
  Fighting: Poor (4)  
   
  Health: 26 
  Agility: Good (10) 
  Strength: Feeble (2) 
   
  Karma: 12 
  Endurance: Good (10) 
  Reason: Poor (4)  
   
  Resources: n/a 
  Intuition: Poor (4) 
  Psyche: Poor (4)  
   
  Popularity: +2 
   
  Known Powers: 
  Reuben is a normal, albeit housebroken and well 
  trained, raccoon. He has the following abilities: 
   
  * Senses: Night vision and sense of Smell at Good 
  (10) rank his Night vision lets him see up to 2 areas. 
   
  * Claw/Bite: Can make attacks based on strength. He 
  can't score a kill (due to size) but can stun if he were 
  to drop from elevated attack positions. 
   
  Talents: 
  None. 
   
  Contacts: 
  Bob and the Trouble-shooters. 
   
  Running Reuben: 
  While Reuben is presented as a normal, although 
  extremely intelligent, raccoon. His actions present him 
  less as a sidekick or pet and more as a player. 
   
  History: 
  Reuben's history is unknown and largely unrevealed. 
  Either Bob found him or he found Bob, but regardless 
  they bonded together to make a team. 
   
   
   
   
   
  
  19 
   
   
  The Agents of Atlas (G-Men from Department Zero) 
   
  One of the most inscrutable, pervasive and 
  enduring secret societies on Earth, the Atlas 
  Foundation traditionally pursued world domination 
  but currently uses its covert power and influence 
  for humanity's greater good. Steeped in advanced 
  science and ancient sorcery, the society regards 
  itself as a perpetuation of the ancient Mongol 
  Empire, with each leader a descendant of and 
  rightful successor to Genghis Khan. As he grows 
  old, each Khan seeks a successor. For most of 
  the 19th Century, the Atlas Foundation society 
  was led by Plan Tzu, a.k.a. Master Plan. Plan had 
  long since selected his potential successor, 
  Jimmy Woo, despite the attempts of Jimmy's 
  parents to spare him this legacy and their flight to 
  America. Jimmy Woo became one of the top West 
  Coast FBI agents, but Plan Tzu made himself into 
  Woo's greatest enemy, the Yellow Claw, so as to 
  help Jimmy advance his career and hone his 
  skills. Indeed, nearly all of Jimmy's adventurers 
  and allies were in some way all part of the Atlas 
  Foundation's machinations. 
   
  One such adventure was prompted by the Yellow 
  Claw's kidnapping of President Elsenhower in 
  1958. Authorized to assemble a special rescue 
  team, Woo reviewed his files on active super-beings 
  and instinctively selected a roster that came to him in 
  a dream: Gorilla Man, Venus, Marvel Boy and aquatic 
  heroine Namora. Namora declined to join the mission 
  but found a replacement by helping Woo salvage the 
  lost Human Robot. Meshing smoothly as a team, 
  Woo's "G-Men" rescued Elsenhower and 
  accomplished various other missions, repeatedly 
  clashing with Atlas Foundation agents and pawns 
  such as the mutated canine cosmonaut Laika; 
  however, U.S. authorities ultimately decided the world 
  was not ready for such bizarre heroes and disbanded 
  the group, declaring their missions classified. 
   
  In recent years, now an agent of S.H.I.E.L.D., Jimmy 
  longed for the action in his youth. He renewed his 
  investigations of the Atlas Foundation alongside a 
  team of rogue S.H.I.E.L.D. agents, but his team was 
  killed and Woo himself nearly slain while invading the 
  Temple of Atlas. Woo was eventually rescued and 
  revived by his former allies of the G-Men, who agreed 
  to help Woo uncover the truth of the Foundation. 
  Joined by S.H.I.E.L.D.'s Derek Khanata, the heroes 
  subsequently exposed and shut down many 
  subversive Atlas operations operating under various 
  legitimate business fronts, finally invading the Temple 
  of Atlas itself. The heroes confronted Master Plan and 
  his royal advisor, Mr. Lao, who revealed Woo's true 
  heritage and the Atlas Foundation's plans for him. 
  Seeing a chance to use the Atlas Foundation's 
  immense resources for good, Woo accepted his new 
  post as Khan of the Eternal Empire and CEO of the 
  Atlas Foundation with the blessing of Plan, whom Lao 
  promptly consumed. Allowing the world to believe 
  them slain by the Claw, Jimmy Woo's heroic team has 
  remained together as the core Agents of Atlas, the 
  foundation's primary covert super-operatives. 
   
  Team Resources: Amazing resources if using the 
  Atlas Foundations resources. 
  Team Talents: None. 
  Team Contacts: The Atlas Foundation. 
   
   
   
   
   
   
   
   
   
   
   
  
  20 
   
   
   
  Special Agent Jimmy Woo 
  James Woo 
   
  Fighting: Excellent (20) 
   
  Health: 80 
  Agility: Excellent (20) 
  Strength: Good (10)   
   
  Karma: 60 
  Endurance: Remarkable (30) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Remarkable (30) 
  Psyche: Excellent (20) 
   
  Popularity: +4. 
   
  Limitation: 
  Race relations, which never seemed to affect him. 
   
  Equipment:  
  2 Pistols: Typical (6) Damage, 3 area range, Ammo: 
  9, ROF: 1/1 
  2 clips. 
  F.B.I. / S.H.I.E.L.D. ID (when appropriate...) 
   
  Talents:  
  Detective/Espionage, Law-Enforcement, Guns, Trivia: 
  General Science, Multi-Lingual: Cantonese, English 
  and German, Martial Arts A, B and E, Acrobatics and 
  Leadership. 
   
  Contacts: 
  The F.B.I., Department Zero, the G-Men (Marvel Boy, 
  Human Robot, Namora, Venus and Gorilla Man), 
  Howard Stark, the Stark Seven (including: Rollo, The 
  Bear, Nessa the Kitten, Dum-Dum Dugan, 
  Thunderbolt Ross) and possibly other heroes of the 
  50s and 60s. Eventually S.H.I.E.L.D. 
   
  Running Jimmy Woo: 
  Dynamic and dedicated, Jimmy is a born leader who 
  can quickly gain the lifelong loyalty of a disparate 
  group of personalities, easily engendering in them a 
  trust of his leadership abilities. While he was 
  dedicated to bringing down the Yellow Claw he rarely 
  let this passion take control of him, maintaining a 
  level-headedness in even the most trying of 
  conditions, and when possible he plans out his 
  actions rather than just rushing in. 
   
  History: 
  During the 1950s, no FBI Agent had as distinguished 
  career as Jimmy Woo, the prime agent involved in 
  battling the villainy of the Yellow Claw. Be they mutant 
  psychics, hypnotists, microscopic armies, giant 
  robots, or killer mutated sea gulls, all of Yellow Claw's 
  plans were foiled by Jimmy Woo. And despite the 
  animosity toward his archenemy, Jimmy Woo had 
  fallen in love with his grandniece, Suwan, who was 
  kept from joining her love by the Claw's control. Still, 
  Suwan sometimes managed to help Jimmy thwart her 
  granduncle's nefarious schemes. In 1958, the FBI 
  granted Jimmy special powers to assemble a small, 
  secret team of super-powered beings in order to 
  rescue President Eisenhower from the clutches of the 
  Claw. Jimmy recruited Marvel Boy, Venus, the Human 
  Robot, and Gorilla-Man, successfully freeing the 
  President and forced the Claw to escape. These "G-
  Men" operated for another six months, until the 
  government decreed that the country wasn't ready to 
  learn of such a super-team and its exploits. 
   
  In 1959, Jimmy Woo was promoted to join 
  S.H.I.E.L.D., although it took him out of field work. 
  Years later, he jumped at the chance to return to the 
  field, joining Nick Fury and Captain America to stop 
  the Claw from making Suwan into a being powerful 
  enough to be called his successor. Ultimately, Suwan 
  turned on her granduncle, who forced her to 
  relinquish her power, killing her but restoring his ailing 
  health. Jimmy, brokenhearted, returned to 
  S.H.I.E.L.D. duty. Nearing retirement age, Jimmy 
  became a part of S.H.I.E.L.D.'s Directorate. Secretly, 
  however, he and selected agents had worked without 
  S.H.I.E.L.D. knowledge to track down the Atlas 
  Foundation. He ran into some trouble, however, and 
  his entire team was decimated when opening a secret 
  Foundation chamber. Jimmy himself was mortally 
  wounded, which prompted S.H.I.E.L.D. to investigate. 
  Gorilla-Man was brought in to answer questions, but 
  he instead spearheaded a reunion of Jimmy's allies. 
  Marvel Boy's alien technology revived Jimmy-- but 
  with a catch. Jimmy was revived as he was in the 
  1950s, because that was the way Marvel Boy last 
  remembered him. 
   
  With no memory of recent years, Jimmy Woo and his 
  allies began the search for the Atlas Foundation 
  anew, recruiting S.H.I.E.L.D.'s Agent Derek Khanata 
  along the way. However, he professed his 
  determination to use Atlas resources for the 
  betterment of the world. He and his Agents of Atlas 
  would become a clandestine force for good. 
   
  
  21 
   
   
   
   
   
  Gorilla-Man 
  Ken Hale 
   
  Fighting: Excellent (20) 
   
  Health: 100 
  Agility: Good (10) 
  Strength: Incredible (40) 
   
  Karma: 16 
  Endurance: Remarkable (30) 
  Reason: Typical (6) 
   
  Resources: Good 
  Intuition: Typical (6) 
  Psyche: Poor (4)  
   
  Popularity: 0 
   
  Known Powers:  
  Gorilla Form: All his abilities come from a curse, and 
  his condition can't be removed by scientific means. 
  He has the following power stunts:  
  * Body Armor: Good (10) vs. physical and energy.   
  * Climbing: Incredible (40) ability. 
  * Feet: use as hands, +1 c/s to wrestling feats 
  * Lightning Speed: Remarkable (30) land speed. 
  * Balance: fall up to 30' without damage.  
  * Leaping: Amazing (50) ability to leap.  
  * Animal Communication- Gorillas: Poor (4) 
  * Immortality: Hale is immortal and barring murder, he 
  will live forever.  If killed his curse passes on to the 
  killer. 
   
  Limitations: 
  The Curse of the Gorilla-Man: When Ken Hale killed 
  the former Gorilla-man he took the curse upon 
  himself. As a result he is unable to die, except 
  through murder by another. Suicide wouldn’t work as 
  there is no one for the curse to pass on to after his 
  death and Hale simply finds himself at ‘1’ health and 
  still alive 1D10 days later. 
   
  Talents:  
  Hunting, Guns, Sharp Weapons, and Wrestling. He 
  also has the Mystic Origin and Occult Lore talents. 
   
  Contacts:  
  Jimmy Woo, Jann of the Jungle, The G-Men: Human 
  Robot, Marvel Boy, Venus, and Namora. 
   
  Running Gorilla-Man: 
  Gruff and surly, Ken has had plenty of time to come to 
  terms with his condition, losing the temperamental 
  outbursts he was prone to in his earlier days. He’s 
  intensely loyal to his friends. 
   
  History: 
  Ken Hale was an adventurer in search of the 
  legendary "Gorilla-Man" of Kenya, a monster that was 
  half-man and half-animal. He eventually found his 
  quarry and slew the beast. However, by some strange 
  curse, he was transformed into the new Gorilla-Man. 
  He still retained his intellect and power of speech in 
  his simian form.  Hale wandered around Africa until 
  he was found by Marvel Boy and Jann of the Jungle 
  and recruited into the G-Men.  
   
  After Marvel Boy promised to search for a cure for 
  Hale’s Curse through Uranian science, Hale agreed to 
  join Woo and his allies in freeing President 
  Eisenhower from the Yellow Claw. He remained with 
  them until they disbanded six months later. During the 
  1980’s Hale returned to the jungle where he’d gained 
  his Curse, to try to get it removed. The continual wars 
  between the native tribes eventually drove him back 
  to civilization. 
   
  
  22 
   
   
   
  M-11, the Human Robot 
   
  Fighting: Good (10) 
   
  Health: 94 
  Agility: Poor (4) 
  Strength: Incredible (40) 
   
  Karma: 30 
  Endurance: Incredible (40) 
  Reason: Poor (4)  
   
  Resources: 0 
  Intuition: Excellent (20) 
  Psyche: Typical (6) 
   
  Popularity: 0 
   
  Known Powers: 
  Body Armor: Remarkable (30) vs. physical, and Good 
  (10) vs. energy. 
  Elongation: Typical (6) may attack adjacent area. 
  Hyper-Running: Good (10) land speed. 
  Radio Communications: Remarkable (30) range. 
  Enhanced Sight: Remarkable (30) enhanced sight. 
  Energy Absorption-Electricity: Amazing (50). 
   
  Talents:  
  None. 
   
  Contacts: 
  Members of his 1950's hero team, the G-Men: Jimmy 
  Woo, Gorilla-Man, Marvel Boy, Venus, and Namora. 
   
  Running the Human Robot: 
  Obedient to Woo’s commands, M-11 rarely speaks 
  except to confirm his orders, and often appears to be 
  a simple machine. He was however, the one who 
  planned Woo’s rescue from S.H.I.E.L.D., and it’s 
  entirely possible that many of the events that 
  surrounded it may have been his machinations, as he 
  maneuvers the others around to achieve his own 
  hidden agenda.  
   
  History: 
  Commissioned by Plan Tzu (a.k.a. Yellow Claw) as 
  part of a complicated plan to establish his unwitting 
  successor, FBI agent Jimmy Woo, as a great hero, 
  the robot M-11 was completed in 1954 by an 
  unidentified professor. Concerned at creating a killing 
  machine completely under the control of Plan's Atlas 
  Foundation, and pressured to hand over M-11 before 
  he could complete the programming modifications he 
  wanted, the scientist took the drastic step of having 
  the robot electrocute him, correctly reasoning that 
  somehow part of his displaced life essence would 
  encode itself in its neural net, giving it free will and 
  emotions. After slaying him, M-11 left the lab and 
  walked into the sea, where it lay inert. 
  Four years later, Plan Tzu kidnapped President 
  Elsenhower, and as he intended, Woo gathered 
  together a team of "G-Men" to rescue him. M-11 had 
  been found by the Atlantean Namora, while she was 
  searching for her missing cousin Namor; she informed 
  Woo of the machine, and he retrieved it. Its teammate 
  Marvel Boy (Robert Grayson) used Uranian know-
  how to restore it to working order; M-11 worked with 
  the group out of choice and a growing loyalty to Woo, 
  but pretended to be controlled by a voice-activated 
  radio device Woo carried. After a successful first 
  mission, the G-Men worked together for another six 
  months, battling foes such as the mysterious 
  Foundation and the cosmic-ray mutated dog Laika, 
  before instructions came from above to disband. M-11 
  was covertly retrieved by Plan Tzu, and over the 
  succeeding decades it allowed him to make 
  numerous upgrades to its systems. 
   
  Recently Plan Tzu moved to pass on his mantle to 
  Woo. After Woo was critically injured while 
  investigating Atlas, Plan convinced M-11 to enlist 
  former teammates Gorilla Man, who got them in to the 
  S.H.I.E.L.D. facility where Woo was being treated, 
  and Grayson, whose alien technology restored Woo 
  to health and youth after the trio broke Woo out. 
  Initially unaware Plan Tzu was watching their every 
  move through M-11's eye, Woo reformed the G-Men 
  to discover the truth behind Atlas. M-11 deduced that 
  Namora, long believed dead, was still alive, and led 
  them to her frozen body, which it revived. After 
  realizing Plan had been manipulating them and 
  ordering M-11 to sever his connection to Plan, Woo 
  led the G-Men to confront their opponent. Plan 
  explained his actions, and ceded control of Atlas to 
  Woo. M-11 currently remains with his former 
  teammates as one of Woo's new Agents of Atlas. 
   
  
  23 
   
   
   
  Marvel Boy 
  Robert Grayson 
   
  Fighting: Excellent (20) 
   
  Health: 80 
  Agility: Excellent (20)          
  Strength: Good (10) 
   
  Karma: 70 
  Endurance: Remarkable (30) 
  Reason: Remarkable (30)  
  Resources: Good 
  Intuition: Excellent (20)          
  Psyche: Excellent (20)          
  Popularity: 0 
   
  Known Powers:  
  Uranian Quantum arms and headband: Monstrous 
  (75) material, allowing him to harness from his mind 
  and body the following powers: 
   
  Telepathy: Remarkable (30) 
  * Mind Probe: Good (10) 
  * Linguistics: Good (10) 
  * Mental illusions: Excellent (20) 
  * Mental invisibility: Good (10) 
  * Hypnotism: Excellent (20) 
  * Life Detection: Excellent (20) 
  * Mental duplication: Excellent (20) (can store info, 
  images and info from Life detection and mind probe. 
  Displaying and recalling as needed.) 
   
  Telekinesis: Remarkable (30), basic TK takes a round 
  of concentration (a psyche feat to use). He has no 
  trouble using the power stunts. 
  * Flight: Typical (6) speed  
  * Kinetic bolt: Amazing (50) ability to fire bolts. 
   
  Equipment: 
  Uranian Atmo-suit: Amazing (50) material synthetic 
  fibers from the Uranians acts as an environmental 
  filter for Marvel Boy, without the suit he can't breathe 
  earth's atmosphere, due to the genetic modifications. 
  The suit offers no inherent protection and offers: 
  * Life Support: Amazing (50) 
  * Resistance to Electricity: Remarkable (30) 
   
   
   
  The Silver Bullet:  
  The Marvel Boy’s flying saucer responds to mental 
  control from his headband, creating an interface only 
  he can see. While linked to the ship, its AI and RIP 
  scores mimic Marvel Boys. Damage to one, is 
  damage to both. 
   
  Fighting: Feeble (2) 
   
  Health: 222 
  Agility: Excellent (20) 
  Strength: Unearthly (100)  
  Karma: 70 
  Endurance: Unearthly (100) 
  Reason: Remarkable (30)  
  Resources: Good 
  Intuition: Excellent (20)          
  Psyche: Excellent (20) 
   
  Abilities include: 
  * Body Armor: Amazing (50) strength Hull 
  * Flight: Class 3000 
  * Tractor beam: 6 area range, Incredible (40) Strength 
  * Regenerative pools: Good (10) ability. 
  * Holograph projections: entertainment and instructive 
  * Invisibility: Amazing (50) vs. visual/radar detection 
  * Virtual reality controls: Visible only to Robert, 
  * Self-Sustenance: Supports up to 10 beings. 
  * Artifact Creation: fabrication abilities on board 
  (Resource rank) 
  * Regeneration: Good (10) ability provided the Artifact 
  Creation is functional; otherwise, Feeble (2) rank. 
  * Deflector Shields: Monstrous (75) vs. Energy, (If in 
  use weapons can't be fired.)  
  * 4 Laser weapons:  Monstrous (75) rank, 6 area 
  range. 
   
  Talents:  
  Trained in Uranian sciences unknown during the time, 
  including Cell communication, fiber-optics, internet, 
  computer design, robotics, genetic modification, 
  cloning, General Uranian/Eternal sciences, Optics 
  and Quantum theory as if Incredible Reason. Multi-
  Lingual: fluent in Uranian and English, Pilot, Astro-
  navigation, and Repair/Tinker. 
   
  Contacts:  
  Members of the G-Men team: Venus, Man-Ape, the 
  Human Robot, and Namora and their G-Man contact 
  Jimmy Woo. 
   
  Running Marvel Boy: 
  
  24 
   
  Marvel Boy is a clear-eyed, superiorly intelligent and 
  dedicated Hero. He’s fearless and quick-thinking, and 
  is at once a fighter, a technologist, a leader, an 
  investigator, etc. as well as a superior specimen 
  endlessly struggling for the common good. 
   
  History: 
  In 1934, in an effort to escape from a world of tyranny, 
  Professor Matthew Grayson built an experimental 
  uranium-powered rocketship. Once completed, 
  Professor Grayson and his infant son Bob launched 
  towards the planet Uranus. Upon arriving on the 
  distant planet, they found a peaceful, super-scientific 
  civilization.  As Bob grew up, he developed an 
  amazing intellect and the power of mental telepathy. 
  His activities as Marvel Boy drawing attention, Bob 
  was recruited by Jimmy Woo when President 
  Eisenhower was kidnapped by the Yellow Claw. 
  Joining the group being assembled, Marvel Boy 
  remained with them until they were forced to disband. 
  A shortly while later Bob received a distress call from 
  Uranus. Arriving home he found the city destroyed, 
  and learned the truth about his origin. The settlement 
  had been a penal colony for rogue Eternals who had 
  tried to conquer Earth, and the native Uranians, living 
  in the planet’s core, supervised the Eternals so they 
  wouldn’t return to Earth. 
   
  That was why the Eternals helped Marvel Boy and his 
  father — they saw them as a loophole to be exploited. 
  The Uranians disagreed, causing the Eternals’ 
  destruction. Marvel Boy would have died as his 
  Eternal technology (apart from his headband) failed 
  him, but the Uranians took pity on him and accepted 
  him into their number. This required him to be 
  genetically reborn, and he spent decades in a 
  membrane/chrysalis. During the Eternals’ destruction 
  they rushed to completion a duplicate of Marvel Boy, 
  one of their own of the same approximate size and 
  shape as Bob, whose body and mind they modified 
  him to closely resemble. The duplicate arose too late 
  to be of help, and was born unstable with false and 
  fractured memories. It believed the destruction of the 
  Eternals’ protective dome had been the fault of 
  bankers of Earth who stalled him when they denied 
  his request for a loan to purchase medical supplies. 
  Returning to Earth to exact revenge, he called himself 
  the Crusader and began a rampage. The Fantastic 
  Four intervened, but the Crusader’s misunderstanding 
  of the Quantum Bands he wore that made him 
  reckless. He absorbed so much energy that the bands 
  overloaded and his body was destroyed. For years 
  Bob lived a solitary existence despite the Uranian 
  collective, since he regarded himself a separate entity 
  by nature. He passed the time by building a new flying 
  saucer, although the Uranian culture forbade him 
  leaving the planet. Robert decided to return to Earth. 
  The Uranians accepted this, but told him that this 
  meant severing his ties with the collective for all time. 
  He did so. 
   
   
   
   
  Namora 
  Aquaria Neptunia  
   
  Fighting: Remarkable (30)  
  Health: 150 
  Agility: Excellent (20) 
  Strength: Amazing (50) 
   
  Karma: 60 
  Endurance: Amazing (50) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Excellent (20) 
  Psyche: Remarkable (30)  
  Popularity: +20  
   
  Known Powers: 
  Body Resistance: Good (10) vs. physical and energy  
  Resistance to Cold: Excellent (20) 
  Hyper-Swimming: Good (10) water speed 
  Flight: Typical (6) air speed 
  Water Breathing: Namora is amphibious. 
  Water Freedom: +1CS to Fighting, Strength and 
  Endurance under-water. 
    
  Limitation: 
  Dehydration: If not immersed or kept damp, she 
  suffers -1CS to FEATs for each hour without such 
  water. She loses 1 Health an hour. Immersion in 
  restores lost Health. 
   
  Talents: 
  Ichthyology, Oceanography, Atlantean Sciences, 
  Piloting, Underwater Combat and is Multi-Lingual in 
  Atlantean, English, and German. 
   
  Contacts: 
  Atlantis and the Sub-Mariner, The G-Men members, 
  the Avengers mercenary squad as well as members 
  of the First Line. 
   
  Running Namora: 
  
  25 
   
  Regal and strong-willed, Namora is an unrelenting 
  force, letting little stand in her way to do what she 
  believes to be right. Loyal to her friends and team 
  mates, she feels a particular debt to M-11. While not 
  as temperamental as her cousin, she still has a bit of 
  a fiery temper, and an inclination towards brute force 
  solutions. 
   
  History: 
  The daughter of an Atlantean man and a surface 
  woman, Aquaria Neptunia was nicknamed "Namora" 
  in honor of her cousin Namor. During her early 
  adolescence, Namora became a playmate of Namor. 
  A few years later, Namora and her father relocated to 
  a northern colony and were absent when Atlantis was 
  increasingly drawn into surface activities. In 1946, 
  Namora's skin, formerly the typical Atlantean blue, 
  faded to a Caucasian tone, and her father revealed 
  her half-human heritage. Shortly afterward, she and 
  her father returned to Antarctic Atlantis, where, in 
  early 1947, the Brockton Gang, surface criminals led 
  by Stoop Richards, invaded Atlantis in search of 
  treasure, killing Namora's father. Namor and Namora 
  took vengeance on Richards and his underlings. 
  Namora continued to accompany Namor on 
  adventures, fighting the schemes of their cousin 
  Byrrah and such surface criminals as the mesmeric 
  Doctor Macabre and the weapon-wielding Viking; on 
  her own, she clashed with the Mummy Men of Tut-Ak-
  Mun and other threats. 
   
  In 1955, Namora married an Atlantean man named 
  Talan. Following the formation of the Monster Hunters 
  in 1956, Namora joined the team on some of their 
  adventures; however, her marriage with Talan 
  became strained when, due to her hybrid nature, she 
  was unable to bear children. In late 1957, Namora 
  persuaded the exiled Atlantean scientist Vyrra to 
  implant her with an altered cloned embryo, enabling 
  her to become pregnant. In 1958, Namora 
  accompanied the Monster Hunters on a mission 
  alongside other heroes, which brought her to the 
  attention of FBI agent Jimmy Woo. Although she 
  declined to join his group of agents, she pointed him 
  in the direction of the Human Robot, lying dormant in 
  the ocean. Soon after, Namora gave birth to her 
  daughter, Namorita. About this time, Namor went 
  missing; Namora searched for him to no avail. In 
  1961, Talan was killed in an atomic bomb test, and 
  Namora took their child to live in Lemuria. She 
  became attracted to Lemuria's Prince Merro, leading 
  her rival, Llyra, to poison her. Namora was believed to 
  have died while Namorita was a pre-adolescent.  
   
   
   
   
  Venus 
  Victoria Nutely A.K.A. Aphrodite 
   
  Fighting: Good (10) 
   
  Health: 110 
  Agility: Excellent (20) 
   
   
  Strength: Incredible (40) 
   
  Karma: 86 
  Endurance: Incredible (40)  
   
  Reason: Typical (6) 
   
  Resources: Une 
  Intuition: Incredible (40) 
   
   
  Psyche: Incredible (40) 
   
  Popularity: +100 
   
  Known Powers: 
  Body Armor: Good (10) vs. physical and energy. 
  Immortality: immortal and can only be killed on 
  Olympus. 
  Allspeak: She can communicate in the languages of 
  the Nine Realms, Earth, and alien languages. 
  Invulnerability to disease: Class 1000. 
  Regeneration: Incredible (40) ability.  
   
  Equipment: 
  The Cestus: An enchanted girdle bestows: 
  Emotion Control: Unearthly (100) love and passion, 
  used to calm or befuddle others for 10D10 rounds.   
  *Love: The target is devoted to the individual.         
  *Loyalty: Victims follow orders without question.    
  *Pleasure: The target feels content and will sit for 1-
  10 rounds, and is friendly to Venus. 
   
  Molding: Monstrous (75) ability to transform weapons 
  of violence into peacefully productive tools. 
   
  *** Venus appears as a loved one of her victim, when 
  using her powers on others. 
   
  Limitations:  
  Emotion control power is -2 CS vs. female targets.  
  
  26 
   
   
  Talents:  
  Unearthly knowledge of every mortal work about love, 
  whether it is literary, artistic, cultural, or chemical. 
   
  Contacts:  
  Members of the G-Men team: Marvel Boy, Gorilla-
  Man, the Human Robot, and Namora and their G-Man 
  contact Jimmy Woo. 
   
  Running Venus: 
  Friendly and cheerful, Venus is full of love for almost 
  everyone, and enjoys using her power to spread 
  feelings of love. Her pacifistic tendencies don’t get in 
  the way of stopping those who would act out of hate, 
  though, or opposing those who would spread hate, 
  and she’s ready to act against any such people. 
   
  History: 
  For centuries, sailors told tales of ships being lured to 
  destruction by the voice of a Siren, or naiad, a being 
  serving an ocean element that fed on the men as they 
  drowned. One ship, however, had a magician on 
  board, and he stopped the Siren by transforming her 
  into a complete being, "making her soul as beautiful 
  as her physical form." Horrified by the destruction 
  wrought by her actions, she eventually found solace 
  at a monastery, where she served the nunnery, mute, 
  for over two years. When she finally sang for the 
  clergy, the emotions stirred were too disruptive, and 
  she was asked to leave. Again wandering the world, 
  the woman came to believe she was the immortal, 
  beautiful, goddess Venus, imbued with the power of 
  love. Her true nature and its terrible memories were 
  submerged and forgotten. 
   
  In 1948, in search of adventure and romance, Venus 
  found employment at Beauty Magazine, whose 
  publisher, Whitney Hammond, doubted her claims of 
  godhood but felt her beauty would provide good 
  publicity. Romance blossomed between Venus and 
  Hammond, although his secretary Della Mason often 
  plotted to keep them apart. At first limited to magazine 
  work and matchmaking endeavors, Venus soon 
  clashed with various threats, beginning with an evil 
  figure identified as Loki; other enemies included the 
  gargoyles of Sylvia Corpo, nightmarish creatures from 
  a co-worker's mind, the Olympian Neptunia, and a 
  demonic vampire creature. At one point, she met 
  government agent Jacob Scott, secretly the Skrull 
  Velmax, later Effigy of the First Line. Eventually, 
  realizing her immortality would place a wedge 
  between her and Hammond, Venus abandoned her 
  mortal identity. 
   
  During her time as an adventurer, Venus was 
  approached by FBI agent Jimmy Woo, and she 
  agreed to join Jimmy and his allies in freeing 
  President Eisenhower from the clutches of the Yellow 
  Claw. These "G-Men" operated for another six 
  months, until the government decreed that the country 
  wasn't ready to learn of such a super-team and its 
  exploits. At some point in the 1980s, her former 
  teammate Gorilla Man returned to his place of origin 
  in Africa. He recounted to Venus horrible stories of 
  the atrocities brought upon by centuries of tribal 
  warfare. Venus took it upon herself to aid the region, 
  using her powers to help unite the warring factions 
  until, years later, they had intermarried and became a 
  blending of the two factions. Venus stayed with these 
  people for many years until Jimmy Woo again 
  recruited allies, this time to help him search for the 
  Atlas Foundation. During the search, Namora 
  revealed the secret about Venus' true nature, having 
  known of the legend of the Siren. The revelation 
  nearly crippled Venus emotionally and threatened to 
  tear the team apart, but she was calmed by Jimmy 
  Woo. 
   
  The trail eventually led to Mr. Lao, a literal dragon 
  working on behalf of the Yellow Claw. The Claw 
  revealed that Jimmy was a true descendant of 
  Genghis Khan, and he revealed that he became 
  Jimmy's greatest enemy in order to help him build a 
  legend worthy of his lineage. In fact, Jimmy's 
  adventures with his allies had been set up by the 
  Claw and Mr. Lao from the very beginning! For 
  example, it was the Yellow Claw who chartered the 
  fleet that held the magician who transformed the Siren 
  into Venus so many years ago. Jimmy Woo took 
  control of the Atlas Foundation. However, he 
  professed his determination to use such resources for 
  the betterment of the world. He, Venus, and the other 
  Agents of Atlas would become a clandestine force for 
  good. 
   
   
   
   
  
  27 
   
   
   
   
   
  The 1970s Mighty Avengers 
   
  The Mighty Avengers from the 1970s 
  have more in common with the 
  archetypical ‘Defenders’ than the group 
  they were named after. The team formed 
  by different people who happened to 
  came across each other while 
  individually investigating the murder of a 
  were-bat. When The Bear revealed the 
  Deathwalkers led by Lichidus were 
  behind this, the members of the team 
  gathered their resources to take down 
  the Deathwalkers. Kaluu tracked down 
  the black magic used in the were-bat’s 
  creation to a secret subway station 
  sealed off below City Hall. In the course 
  of their discovery, the Mighty Avengers 
  realized that the Deathwalkers were 
  going to offer up a sacrifice to solidify 
  their power.  
   
  The group then disrupted the sacrifice by 
  attacking the Deathwalkers before they 
  could make their sacrifice and complete 
  their ritual. After Blade recovered the 
  Talisman of Kamar-Taj, a sacred 
  mystical artifact, which was required to 
  perform the sacrifice, Adam (Blue 
  Marvel) Brashear unleashed his powers 
  and caused the subway to collapse 
  above the Deathwalkers, supposedly 
  killing them. With the Deathwalkers 
  stopped, the team disbanded for the 
  time being as any further adventures 
  have yet to be chronicled at this time. 
   
  Group Resources: None, each of the 
  members have to fall back on their own 
  resources. 
   
  Group Talents: None. 
   
  Group Contacts: Only each other. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  28 
   
   
   
   
   
  Detective James Lucas  
   
  Fighting: Good (10) 
   
  Health: 60 
  Agility: Excellent (20) 
  Strength: Good (10) 
   
  Karma: 40 
  Endurance: Excellent (20) 
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Excellent (20) 
  Psyche: Good (10) 
   
  Popularity: +2 
   
  Equipment:  
  Police ID 
  Service revolver: 6 shots, Typical (6) damage, 3 area 
  range, ROF: 1/1 
   
  Talents:  
  Law-Enforcement officer. Marksman and Detective. 
  Shadowing. Martial Arts B and E. 
   
  Contacts: 
  NYPD, Blue Marvel, Blade and the Mighty Avengers. 
   
  Running Detective James Lucas: 
  Detective James Lucas is a hard-nosed detective, 
  working hard to get respect and his place in the 
  NYPD. As a father he was a stern disciplinarian. 
   
  History: 
  James Lucas was born and raised in Harlem, New 
  York. He joined the NYPD and rose the ranks to 
  become a detective. On November 7, 1972, detective 
  Lucas discovered the corpse of a bat-like monster, 
  and Constance Molina famed tabloid journalist offered 
  to help him, by contacting him with Adam Brashear. 
  When they arrived to the morgue where the body was 
  being kept, they discovered Blade fighting Kaluu. The 
  fight was stopped, and as they began investigating, 
  the Bear appeared, and presented herself as the killer 
  of that creature, in self-defense, as she wanted to 
  prevent the Deathwalkers from using it for a sacrifice.  
   
  The Bear explained that she herself was the result of 
  a failed attempt of the Deathwalkers to extinguish 
  humanity in 1908, and that they would try to do it 
  again. With the mystery solved, the people present 
  formed the Mighty Avengers, and went to find the 
  Deathwalkers. Kaluu tracked down the magic they 
  used in the were-bat to a secret subway below the 
  City Hall. The Mighty Avengers then attacked the 
  Deathwalkers before they could make their sacrifice. 
  After Blade recovered the Talisman of Kamar-Taj, 
  which was required to perform the sacrifice, Adam 
  Brashear caused the subway to collapse above the 
  Deathwalkers. With the Deathwalkers stopped, the 
  team disbanded. 
   
   After retiring from the police force he started a family 
  with his wife Esther Lucas and together they raised 
  two boys James Lucas, Jr. and Carl Lucas. He was a 
  stern disciplinarian for his sons. Though he was a 
  good father and provider his son Luke became a gang 
  member which put a strain on their relationship. 
  James often found it embarrassing to collect his son 
  from the police station for his gang member lifestyle 
  since he was an ex-cop. When Esther was killed by 
  one of Carl’s fellow gang members. Carl witnessed 
  the murder and was brought up on charges revolving 
  around the incident. He and James Jr. both blamed 
  Luke for her death. They stopped communicating 
  after this and Carl sank deeper into the gang culture.   
   
  James Jr. became his sole guardian after his wife 
  died but James Jr. tried to keep them apart. When 
  James Jr. brought him to Corporation headquarters 
  James Sr., wanted nothing to do with it since he 
  realized it was based on segregation and hatred. 
  Unknown to James Sr. his son had survived his time 
  in Seagate Prison and became the superhero Luke 
  Cage. He decides to leave James Jr. but is captured 
  by Manslaughter and later rescued by his son Luke 
  and witnesses the death of James Jr. who had been 
  changed into Coldfire.  
   
  He and Luke reconcile when Luke later confronted his 
  father again to learn more when he learns about his 
  time with the Mighty Avengers. 
   
   
   
   
   
   
   
  
  29 
   
   
   
  Blade 
  Eric Brooks 
   
  Fighting: Remarkable (30)  
  Health: 120 
  Agility: Remarkable (30) 
  Strength: Remarkable (30)  
  Karma: 50 
  Endurance: Remarkable (30) 
   
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Excellent (20) 
  Psyche: Excellent (20) 
   
  Popularity: 0 
    
  Known Powers: 
  Daywalker: As a Dhamphir (human/vampire) he is 
  immune to vampiric powers and control attempts. 
  * Immunity to Vampires. 
  * Vampire Bite: Good (10) damage per turn. 
  * Enhanced Smell and Hearing: Excellent (20) 
  * Night sight: Good (10), 5 area range. 
  * Tracking: Good (10), +2CS when hunting vampires. 
   * Lightning Speed: Typical (6) speed on foot. 
  * Regeneration: Good (10) ability. 
   
  Limitations: 
  Blade has none of the vampire weaknesses; except 
  for human blood and lives off a synthetic serum.  
   
  Equipment: 
  Body armor: This tactical uniform made of Kevlar and 
  Nomex is Remarkable (30) material and providing:  
  * Good (10) vs. Physical, Excellent (20) vs. Heat/Fire 
   
  Note: All weapons are silver. 
   
  Sword: Amazing (50) material, Remarkable (30) 
  damage to vampires and werewolves. 
   
  Glaive: Excellent (20) damage, 2 area range, on a 
  yellow feat, returns to his hand the following round. 
   
  6 Stakes: Remarkable (30) Material, 2 area range and 
  Good (10) damage. 
   
  Also carries an assortment of other sharp weapons. 
   
  Motorcycle:  
  Control: Typical  
  Speed: Remarkable 
   
  Body: Good 
   
  Protection: 0 
   
  This motorcycle has a U.V. lamp for a headlight. 
   
  Talents: 
  Occult Lore, Scholar of Vampire Lore (+2 C/S), 
  Weapon Specialist: Sword, Thrown Weapons, 
  Marksmanship, Martial Arts A, B and E, motorcyclist  
   
  Contacts: 
  Quincey Harker, Rachel Van Helsing, Hannibal King 
  and Frank Drake. 
   
  Running Blade: 
  Not being comfortable with his vampiric nature. He 
  was fanatical in his crusade to allow himself any of 
  the joys of a normal life. He only seems happy when 
  killing vampires, wearing a grin as he slaughtered 
  them. 
    
  History: 
  Blade has perhaps the most bizarre origin of all of the 
  vampire hunters. During his labor, Blade's mother was 
  undergoing complications and her friends summoned 
  a doctor of dubious background. The doctor turned 
  out to be the white-haired vampire known as Deacon 
  Frost. He feasted on Blade's mother right before 
  Blade's birth which resulted in Blade being immune to 
  vampire bites. As a result of Frost's attack, Blade's 
  mother died but not before she gave birth to Blade. 
  Blade was raised by his mother's work associates 
  until he was 9 years old. At age 9, Blade helped save 
  the life of vampire hunter Jamal Afari, a musician who 
  took Blade in and raised him as his son. Afari trained 
  Blade as a vampire hunter as well as a trumpet player 
  until Dracula turned Afari. Blade was forced to kill 
  Afari and swore revenge on Dracula.  
   
  As a result of the deaths of his family, Blade traveled 
  the world to find  Dracula and Deacon Frost. Blades 
  path crossed with other vampires, including Dracula, 
  including one incident in which Blade and four of his 
  hunters lured Dracula into a deathtrap. Unfortunately, 
  some of Dracula's minions revived Dracula who 
  murdered most of Blade's hunters. Over time, Blade 
  met up with Quincy Harker and his band of vampire 
  hunters. At first their relationship was troubled at best, 
  as Blade felt that Harker and his band were soft. 
  Nonetheless, Blade found himself allied with Harker at 
  times as his search for Deacon Frost often was 
  sidetracked by his battles with Dracula.  
   
  
  30 
   
   
   
  Blue Marvel 
  Adam Bernard Brashear 
   
  Fighting: Excellent (20) 
   
  Health: 350 
  Agility: Remarkable (30) 
  Strength: Shift-X (150) 
   
  Karma: 90 
  Endurance: Shift-X (150)  
  Reason: Remarkable (30)  
  Resources: Inc 
  Intuition: Excellent (20) 
  Psyche: Incredible (40) 
   
  Popularity: +20 
   
  Known Powers: 
  Anti-Matter Energy Absorption: Class 1000.  
  * Body Resistance: Unearthly (100) protection 
  * Invulnerabilities: Class 1000 vs. Heat, Cold, 
  Disease, Toxins, Radiation and Anti-matter. 
  * Self-Sustenance: Able to survive in a vacuum. 
  * Cosmic Awareness: Monstrous (75) cosmic senses:  
  --Enhanced Senses (All five senses): Amazing (50). 
  --Microscopic Vision: Unearthly (100) ability. 
  --X-Ray Vision: Amazing (50)  
  * Anti-Matter Manipulation: Unearthly (100) ability. He 
  has the following power stunts:  
  --Force Bolts: Up to Unearthly (100) Force, 10 areas  
  --Stun Bolts: Excellent (20) damage.  
  --Energy Pulse: Unearthly (100) anti-matter 2 areas. 
  * Flight: Class 1000, Shift-Z (500) speed in atmo.  
  * Regeneration: Amazing (50). 
  * Lightning Speed: Unearthly (100) speed. 
  * Energy and Matter manipulation: Monstrous (75) 
  rearrangement of molecular or energy structures of a 
  being, healing or hurting them.  
   
  Equipment:  
  Kadesh: Located in the Mariana Trench. Kadesh has 
  a computer scanning abilities and facilities for holding 
  "Thanos-level" threats. 
   
  Talents:  
  Scholar of Physics (+2 C/S), Electronics, Engineering, 
  Military, Martial Arts A and B.  
   
  Contacts: 
  Utau, Namor, the Avengers, the U.S. Government 
   
  Running Blue Marvel: 
  The Blue Marvel is a believer in truth and justice. He 
  is an American and while he doesn't always agree 
  with the government, he understands that sometimes 
  when orders are given, you have to follow them. An 
  intelligent man, capable of enforcing his will, he’d 
  rather get others to listen to listen to reason. 
   
  History: 
  Adam Brashear was born and raised in Chicago, 
  Illinois. He was a former fullback at Cornell University 
  who graduated magna cum laude. He had Ph.D.s. in 
  electrical engineering and theoretical physics. He was 
  a veteran of the Korean War, a US Marine Corps with 
  two Silver Stars. Brashear later became the project 
  lead on a scientific attempt to harness anti-matter 
  through the creation of a "Negative Reactor" which 
  created a bridge between the Negative Zone and the 
  positive matter universe itself.  
   
  This reactor would create an unlimited source of clean 
  energy by tapping the event horizon between these 
  two universes. Due to the unexpected explosion of 
  the reactor, Brashear and his friend Sims were 
  subjected to radiation generated by the event horizon. 
  While Sims' body disassembled into energy, Brashear 
  became a stable "antimatter reactor" and developed a 
  set of abilities. In 1962 he received the Presidential 
  Medal of Freedom from President Kennedy on the 
  day the President asked him to retire; it had been 
  discovered by the public that he is an African-
  American. As the Blue Marvel, Brashear wore a full-
  face helmet - but when it was damaged in a battle, his 
  identity was revealed. A massive controversy ensued 
  as the America of 1962 was too racist to accept a 
  black super-man. The President reluctantly decided to 
  ask Brashear to step back. Torn between myriad 
  considerations, the Blue Marvel conceded.. 
   
  He defeated the herald of an alien armada bent on 
  enslaving the Earth. The Government used this 
  mission to fake his death. The government later set 
  up S.H.I.E.L.D. Agent Marlene Frazier as Brashear's 
  monitor under the cover name Candace. Frazier 
  eventually became his wife and the mother of their 
  children. Brashear became a tenured professor at the 
  University of Maryland. In 1972, Adam joined the 
  "Mighty Avengers" a team formed while investigating 
  the murder of a were-bat. When it was revealed the 
  Deathwalkers were behind this, the team formed to 
  take them down. They tracked them down to a secret 
  subway station. Adam collapsed the tunnel above the 
  Deathwalkers. With the Deathwalkers stopped, the 
  team disbanded. 
  
  31 
   
   
   
   
   
  Kaluu 
   
  Fighting: Good (10) 
   
  Health: 60 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 110 
  Endurance: Remarkable (30) 
  Reason: Good (10) 
   
  Resources: Inc 
  Intuition: Amazing (50) 
  Psyche: Amazing (50) 
   
  Popularity: 0 
   
  Known Powers: 
  Magical Ability: A Master Sorcerer of Chaotic Magic: 
   
  Personal: 
  * Image Projection: Monstrous (75) ability 8 images. 
  * Shape-Shifting (Unlimited): Amazing (50). 
  * Shield-Individual: Amazing (50) vs. physical, energy, 
  and magical attacks. 
  * Shield-Great: Monstrous (75) vs. physical, energy, 
  and magical attacks for 1 area. 
  * Kaluu casts Personal spells with Incredible (40). 
   
  Universal: 
  * Eldritch Bolts: Amazing (50), 12-area range 
  * Eldritch Blast: Amazing (50)1 target area, 12 areas. 
  * Mental Probe: Amazing (50) ability; 12-area range. 
  * Paralyze: Unearthly (100) paralysis for 2+1d10 
  rounds unless the victim makes a Psyche FEAT.  
  * Wave: Amazing (50) damage to all within 12 areas. 
  Agility FEATs to remain standing. 
  * Kaluu casts Universal spells with Incredible (40). 
   
  Dimensional: 
  * Dimensional Aperture: Monstrous (75). 
  * Link: Can link with others to gain + 1CS for power. 
  +1CS to Psyche FEATs. Unearthly (100) ability. 
  * All Dimensional spells are of an Amazing (50) Rank. 
   
  Black Sorcery: 
  * Riding the Storm: Unearthly (100) teleport on Earth. 
  * Black Sorcery is derived from life forces and 
  environments. Amazing (50) ability. 
  * Necromancy: Monstrous (75) ability. 
  * Immortality: Immune to aging, but can be killed. 
  * Photographic Memory: has a perfect memory. 
   
  Talents:  
  Kaluu is an expert on any form of black magic. He 
  also knows Martial Arts A, Philosophy, and the 
  Stamina and Business/Finance talents. 
   
  Contacts:  
  The Mighty Avengers and Dr. Stephen Strange. 
   
  Running Kaluu: 
  Kaluu is a pragmatic and reasonable man who views 
  the world around him from a coldly realistic and 
  cynical viewpoint. He is not evil, he simply believes 
  that the end truly justifies the means. He also believes 
  that there is nothing wrong with using his powers to 
  create a comfortable life for himself. 
   
  History: 
  Born over five hundred years ago in Kamar-Taj, a 
  small area in the Himalayan Mountains in the land 
  now known as Tibet. Kaluu and a youth now known 
  only as the Ancient One, became students of the 
  mystic arts. Varnae, the eldest of the true vampires, 
  met with Kaluu and imparted to him knowledge from 
  the Darkhold. Subsequently, Kaluu set about to make 
  himself ruler of Kamar-Taj. While Yao continued his 
  studies, Kaluu used his sorcery to influence the minds 
  of the people of Kamar-Taj. Eventually, Kaluu and 
  Yao together cast a spell that eliminated disease, 
  poverty, and suffering from Kamar-Taj and granted its 
  people immortality. Shortly thereafter, the people of 
  Kamar-Taj, responding to Kaluu's magical influence 
  on their minds, crowned him as their king. For over a 
  year Kaluu organized the men of Kamar-Taj into an 
  army of conquest. Kaluu has since claimed that he 
  was only trying to bring a lasting peace to Kamar-Taj 
  by making it so powerful none of the Asian 
  conquerors of that time would dare attack it.  
   
  Meanwhile, Kaluu slowly increased his mystic control 
  over the minds of the people of Kamar-Taj so that 
  they become little more than his puppets. Yao 
  attempted to warn the people of Kamar-Taj about 
  Kaluu, but Kaluu's magic prevented them from 
  heeding him. Kaluu struck Yao with a magical bolt 
  from behind, which paralyzed him. Then Kaluu had 
  his soldiers conquer a neighboring village and reduce 
  it to slavery. While Kaluu plotted further conquests 
  and the people of Kamar-Taj fell into decadence, the 
  paralyzed Yao, whom Kaluu had placed in the public 
  square as an object of ridicule, mentally called upon 
  mystical forces to defeat Kaluu. However, the youth 
  was not yet a master of the mystic arts, and, although 
  he did not intend it, the mystic forces he summoned 
  created a pestilence that wiped out virtually the entire 
  population of Kamar-Taj. Kaluu fled to the dimension 
  of Raggadorr, where he remained for five centuries, 
  increasing his mystical knowledge. With Kaluu gone, 
  the youth was freed from his paralysis, but the 
  population of Kamar-Taj, however, was no longer 
  immortal. The youth then sought the cup of eternity 
  and thus aging at a greatly slowed rate. The young 
  
  32 
   
  Yao eventually became the sorcerer supreme of the 
  Earth dimension known as the Ancient One.  
   
  In November 1972, the Mighty Avengers were formed 
  by different people who came across each other while 
  investigating the murder of a were-bat. Kaluu tracked 
  down the black magic used in the were-bat to a secret 
  subway station below the City Hall. The Mighty 
  Avengers then attacked the Deathwalkers before they 
  could make their sacrifice. After Blade recovered the 
  Talisman of Kamar-Taj, which was required to 
  perform the sacrifice, Adam Brashear caused the 
  subway to collapse above the Deathwalkers. With the 
  Deathwalkers stopped, the team disbanded. 
   
   
   
   
  The Bear 
  Real name unrevealed 
   
  Fighting: Excellent (20) 
   
  Health: 90  
  Agility: Good (10) 
  Strength: Remarkable (30)  
  Karma: 50 
  Endurance: Remarkable (30)  
  Reason: Good (10) 
   
  Resources: Exc 
  Intuition: Excellent (20) 
   
  Psyche: Excellent (20) 
   
  Popularity: 0  
   
  Known Powers: 
  Body Transformation: She is a bear in human 
  appearance and can transform from one to the other. 
  * Longevity: She’s long lived and doesn't seem to age. 
   
  Full transformation: 
   She is an 8 ft. tall, 600 pound Kodiak bear. 
  * Bite/Claw: Remarkable (30) material and Damage 
  * Growth: Feeble (2) (8 ft.) giving her +1 C/S to be hit. 
  * +1 C/S to grapple attacks. 
   
  Partial Transformation:  
  She can sprout bear-teeth as well as long, bag-lady 
  like fingernails becoming more hirsute by the second. 
  * Bite/Claw: Remarkable (30) material and Damage 
   
  Equipment:  
  2 trained attack dogs. 
   
  Talents:  
  Mystic origin, Occult Lore Multi-Lingual: She can 
  communicate fluently in Russian and English and is 
  knowledgeable of Demolitions. 
   
  Contacts: 
  Howard Stark, the Stark Seven, the 'Mighty Avengers' 
   
  Running the Bear: 
  Despite a veneer of refinement and sophistication, 
  The Bear is a likeable person. She loves her dogs, 
  the money she has which keeps her in honey, fresh 
  fish and high explosives. 
   
  History: 
  In Tunguska, 1908, the Deathwalkers gathered to 
  perform a ritual using the Talisman of Kamar-Taj, their 
  first attempt at creating a powerful hybrid between 
  beast and a human. The procedure went awry, and 
  the resulting blast created the Bear, a creature with 
  too much of both a bestial and a human side. 
  Throughout the years, the Deathwalkers would try to 
  capture the Bear and use her for sacrifice, but she 
  would always get away, principally thanks to her 
  developed fascination for explosives. The Bear was 
  later one of the many people Howard Stark resorted 
  to in order to form a team which would accomplish the 
  task of stealing an android from a casino run by aliens 
  with the help of one of them. As an expert in 
  demolitions, The Bear used her skills to destroy the 
  device which was immobilizing the robot. 
   
  Stark later reassembled his team in order to kill the 
  boss of the Greys and force them abandon Earth, in 
  order to preserve the safety of his child. The Bear's 
  dogs were killed during the attack, which caused her 
  to manifest a mutation into a bear-like creature, a 
  form in which she devoured one of the Greys before 
  turning back to human. When the Deathwalkers were 
  in New York in 1972, the Bear mauled a bat hybrid 
  they had created and planned to use as a sacrifice. 
  The death of such unusual beast brought the attention 
  of numerous people, who then formed the Mighty 
  Avengers to track down the Deathwalkers. Using 
  Kaluu's powers, they tracked down the black magic 
  used in the were-bat to a secret subway below the 
  City Hall. After facing the Deathwalkers and prevent 
  the sacrifice, Blade took from them the Talisman of 
  Kamar-Taj, an item key for their plans, and Adam 
  Brashear caused the subway to collapse above the 
  Deathwalkers. With the Deathwalkers stopped, the 
  Mighty Avengers disbanded. 
  
  33 
   
  The Monster Hunters 
   
   
   
  When countless monsters began appearing around the world, suspicion turned to curiosity. Makkari, under the 
  identities of Jake Curtiss and Mac Curry, encountered a monster of his own and then gathered Dr. Anthony Ludgate 
  Druid and Ulysses Bloodstone when they too did the same. Bloodstone, while investigating where the alien Grottu 
  had come from, was saved by Zawadi and decided to bring her along also. Their first meeting was at the Explorer's 
  Club in New York City owned by Stanley Hathaway. This club would become the public front for the team. They 
  identified themselves, and Druid revealed the origin of his powers. The group exchanged stories of their monster 
  battles, and developed suspicions of one another, 
  which they kept secret for the time being. Their meeting 
  was cut short by a mysterious man waking a sleeping 
  Gorgilla on a boat in New York harbor.  
   
  The battle with Gorgilla takes place in many areas of 
  New York and finally ends at the Statue of Liberty with 
  Dr. Druid calming the creature with telepathy. It is 
  revealed during this time that Adam Clayton is the "real" 
  name of Jake Curtiss, and that a "mystery man" was 
  controlling Gorgilla. This was done to have Gorgilla 
  divert a police escort of an African Premier to a bridge 
  where a bomb was underneath, thus assassinating him. 
  The Monster Hunters agree that Gorgilla should be 
  taken back to the wild where he originated. While doing 
  this, the team is attacked in their plane via an alien-
  looking craft. They are saved, though, with quick 
  thinking from Clayton, who is now revealed to be the 
  superhero Hurricane, sometimes called Mercury. When 
  they arrive at Midnight Mountain in Borneo, they are 
  again attacked by the Lizard Men, who succeed in 
  capturing Hurricane. During the battle, Bloodstone's 
  secrets and origin are revealed. The three remaining 
  members of the team then go on a rescue mission to 
  free Hurricane from the mystery villain that has caused 
  all this. Battling monster after monster on an island in 
  the Sea of Japan, the team finally rescues the now 
  revealed Makkari from his nemesis, Kro of the Deviants, who had created most or all the monsters that they have 
  encountered. After a fierce battle, the team causes Kro to retreat and they all escape the island heading toward 
  Tokyo, their adventures only beginning.  
   
  In 1958, the Monster Hunters are joined by Namora. When Dr. Druid picked up strange psychic emissions coming 
  from a warehouse it led the team into a direct conflict with heroes from the First Line. After the misunderstanding, the 
  two teams battle a Skrull-created monster. After this, not much is known about the further adventures of the Monster 
  Hunters, who started drifting apart over time and eventually disbanded. Since then Bloodstone and Druid have died, 
  while Zawadi disappeared. Until recently, Makkari was the only member of the original team that was still active. This 
  changed, though, when the Agents of Atlas found a coffin at the ocean's bottom containing a very alive Namora. She 
  has since joined that team. 
   
  Team Resources: Excellent (20), when undertaking operations for the Explorers Club. 
  Team Talents: None. 
  Team Contacts: Stanley Hathaway, owner of the Explorers Club as well as members of the First Line. 
   
   
   
   
   
   
   
   
   
   
  
  34 
   
   
   
  'Adam Clayton' 
  Makkari 
   
  Fighting: Excellent (20) 
   
  Health: 170 
  Agility: Amazing (50) 
  Strength: Amazing (50) 
   
  Karma: 90 
  Endurance: Amazing (50) 
  Reason: Remarkable (30)  
  Resources: Rem  
  Intuition: Remarkable (30)  
   
  Psyche: Remarkable (30)  
  Popularity: +10 
   
  Known Powers: 
  Invulnerability: Class 1000 vs. cold, disease, 
  electricity, energy, heat, radiation, and toxin attacks.  
  * He doesn’t age. He can be Stunned and Slammed.  
  * Kill results are effective if they scatter his atoms. 
   
  Cosmic Energy Manipulation: Excellent (20) ability. 
  * Metabolism Boost: He does not tire from exertion. 
  * Hyper-Running: Class 5000 speed. 
  * Tidal Wave: Monstrous (75) damage, 4 areas.  
  * Flight: Shift-Y (300) airspeeds. 
  * Illusion Generation: Excellent (20) illusions. 
  * Matter Transmutation: Excellent (20) ability. 
  * Telekinesis: Excellent (20) strength. 
  * Teleport: Shift-Z (500), 400 areas, makes a red 
  Psyche FEAT to avoid being stunned.  
  * Uni-Mind: Makkari can join the Uni-Mind. 
   
  Talents:  
  Piloting and Repair/Tinker. 
   
  Contacts: 
  The First Line, the Eternals, the Monster Hunters. 
   
  Running Adam Clayton: 
  In this identity Makkari is playing the part of an 
  affable, friendly and altruistic speedster. 
   
  History: 
  Makkari is a member of Olympia's Technologists' 
  Guild. Despite being taught his philosophy by Plato, 
  Makkari is not a genius, and lacks patience. His love 
  of speed and motion, have led to some of the swiftest 
  vehicles the Eternals have, has also made him overly 
  impulsive, and many do not take him seriously. He 
  sometimes wears a protective crash helmet, though 
  he does not truly need it. Makkari has involved 
  himself in Earth's affairs more often than most 
  Eternals. When Sersi was present in Rome during the 
  fire, he went there to rescue her. He once spent time 
  as the charioteer of Darius, the governor of Persia 
  from 548-485 A.D. He claims to have witnessed some 
  of earth's greatest horrors- including the Trojan War, 
  the reign of Vlad the Impaler, and the Alamo. In the 
  1940s, Zuras assigned him to earth, and under the 
  alias "Hurricane" and "Mercury", as well as many 
  others, he fought Kro, and later, Mutates, often 
  alongside the Monster Hunters. He met Elvis Presley, 
  and taught him a few tricks with the guitar. Makkari 
  operated as a member of the Monster Hunters under 
  the name of Adam Clayton between 1953-1958. 
   
   
   
   
  Ulyssus Bloodstone 
   
  Fighting: Incredible (40) 
   
  Health: 200 
  Agility: Excellent (20) 
  Strength: Incredible (40) 
   
  Karma: 60 
  Endurance: Unearthly (100) 
  Reason: Good (10)  
   
  Resources: Good 
  Intuition: Remarkable (30) 
  Psyche: Excellent (20) 
   
  Popularity: +6 
   
  Known Powers: 
  Bloodstone: In the Hyborian Age, a meteorite landed 
  on Earth in Northern Vanaheim on the European 
  continent, circa 8250 B.C. One of the fragments was 
  embedded in the human's chest. Because of the gem 
  in his chest, he became immortal, and later became 
  known as Ulysses Bloodstone. A fragment of 
  
  35 
   
  Bloodstone's gem was inherited by his children, Elsa 
  and Cullen.  
   
  It bestows the following powers: 
   
  Longevity: doesn’t age or suffer from disease. 
  * Resistance to Vampirism: Amazing (50) ability. 
  * Regeneration: Monstrous (75) ability. 
  * Suspended animation: Monstrous (75) ability. 
   
  Enhanced Senses-All: Incredible (40) functionality: 
  * Tracking: Remarkable (30) ability. 
  * Detect Poison: Remarkable (30) ability. 
   
  Psychic powers: Bloodstone has these powers: 
  * Astral Projection: Good (10) ability. 
  * Telekinesis: Good (10) ability. 
  * Aura Reading (Life Detection): Good (10) ability. 
   
  Limitations: 
  If the Bloodstone gem is removed from his chest, he 
  dies immediately. By means of a Psyche FEAT, he 
  can retain his lifeforce; during this period, his Health 
  drops one point per minute. If he hasn't regained the 
  Bloodstone in that time, he dies permanently. 
   
  Equipment:  
  Power Glove: Incredible (40) lightning; range 1 area. 
  Shotgun: Range 2 areas, ROF: 1/1. Ammo: 5.  
  Ammo includes: 
  * Explosive: Incredible (40) to the target 
  * Pellet: Good (15) to targets within cone of fire. 
  * Rocket: Propellant charge can enable travel 1 area. 
   
  Talents:  
  Martial Arts A, B, C, D and E, Tumbling, Weapon 
  Master, Thrown Objects, Marksman, Military, and 
  Business/Finance skills. Multi-Lingual: Bloodstone is 
  capable of fluently communicating in a variety of 
  languages, including many extinct ones. 
   
  Contacts: 
  The Monster Hunters (Dr. Druid, Makkari, Zwadi and 
  Namora) as well as the superhero members of the 
  First Line. He also served as a member of the 1959 
  Avengers mercenary squad. 
   
  Running Bloodstone: 
  Ulysses Bloodstone was purely a man of action who 
  never contemplated the greater pattern in his or his 
  opponents' actions. He was obsessed with pursuing 
  one goal at a time to the exclusion of all else. He 
  could be easily distracted by immediate crises and, 
  while solving such immediate problems, would usually 
  forget his early purposes or plans. 
   
  History: 
  In the Hyborian Age, a meteorite landed on Earth in 
  Northern Vanaheim on the European continent, circa 
  8250 B.C. It was controlled by an evil extra-
  dimensional entity called the Hellfire Helix, which 
  wanted to conquer the world. To that end, it sent its 
  agent, Ulluxy’l Kwan Tae Syn, to get the meteorite 
  and find a host for it. However, a local human 
  hunter/gatherer found the rock, and fought Ulluxy’l 
  Kwan Tae Syn. In the fight, the meteor was smashed, 
  a part of it (also called the Bloodgem) was imbedded 
  in the human's chest, and the explosion killed the 
  human's tribe. The human vowed revenge on Ulluxy’l 
  Kwan Tae Syn. Because of the gem in his chest, he 
  became immortal, and later became known as 
  Ulysses Bloodstone. 
   
  Ulysses Bloodstone gained mastery of most of the 
  world's weaponry, and a large portion of the world's 
  martial arts and languages. Over the next 10,000 
  years, Bloodstone would travel all over the world, 
  looking for Ulluxy’l Kwan Tae Syn. As a result, by the 
  20th Century, he had become immensely wealthy, 
  and could speak most of the world's languages. In his 
  hunt for Ulluxy’l Kwan Tae Syn, he had become a 
  mercenary, adventurer, and soldier-of-fortune, 
  proficient with most of the world's weaponry. Because 
  of Ulluxy’l Kwan Tae Syn's ability to summon 
  monsters from another dimension, which Ulluxy’l did 
  specifically to keep Bloodstone away from him, 
  Bloodstone gained a reputation as a monster hunter. 
   
  Sometime in the 1930s, he battled Nosferatu and his 
  clan of vampires. In 1933, he gained a sidekick: Fat 
  Cobra, who later became one of the Immortal 
  Weapons. He embarked on a series of adventures 
  with him that took them to the far corners of the globe, 
  traveling to the Savage Land and Monster Island and 
  fighting Mole People and Fin Fang Foom. In the 
  1950s, he became a member of the Monster Hunters, 
  of whom he remained a member till they disbanded.  
   
  In 1959, he was recruited into the Avengers by Nick 
  Fury due to his hunting skills and prowess. The team 
  traveled to Helsingborg, Sweden, in pursuit of the 
  Skull and his Fourth Reich. The group hijacked a 
  truck bound for the Skull's castle, with Bloodstone and 
  the others hiding in the back while the Silver Sable 
  drove. When the truck's doors were opened, the team 
  opened fire on the Nazis. As the Avengers stormed 
  the castle, they found a Nazi Captain America who 
  attacked them.  
   
  The heroes soon killed the impostor while Namora 
  captured the Red Skull. Fury then took the contents of 
  the Skull's briefcase and left, telling the rest of the 
  team that he would meet up with him later before 
  disappearing. When he gathered the Avengers at the 
  Stork Club in NYC to congratulate them on a job well 
  done. After dinner, the members each went their 
  separate ways with Bloodstone convincing Sable to 
  accompany him to the Savage Land with the prospect 
  of doing some "big game hunting."  
   
  Bloodstone eventually died in the latter half of the 
  20th century. 
   
   
  
  36 
   
   
   
  Doctor Druid  
  Anthony Ludgate 
   
  Fighting: Good (10) 
   
  Health: 60 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 80 
  Endurance: Remarkable (30) 
  Reason: Excellent (20) 
   
  Resources: Good 
  Intuition: Excellent (20) 
  Psyche: Incredible (40) 
   
  Popularity: +10 
   
  Known Powers: 
  Magic: Master of Druidic magic 
   
  Personal Spells: 
  * Precognition: Good (10) 
  * Trance: Remarkable (30) 
  He may use personal spells at Excellent (20) rank. 
   
  Universal Spells 
  * Nature Control-All: Remarkable (30) 
  * Plant Control: Amazing (50) 
  May use other universal spells at Remarkable (30). 
   
  * Power Transfer: Remarkable (30) added to spells'.  
  * Magical Sensitivity: Incredible (40). 
  * Metabolic Control: Remarkable (30) Control. 
   
  Psychic powers: Has been trained in the following: 
  * Danger Sense: Incredible (40).  
  * Illusion Generation: Amazing (50).  
  * Levitation: Feeble (2) speed 
  * Mesmerism: Incredible (40) Mind Control. 
  * Telekinesis: Good (10) 
  * Telepathy: Unearthly (100) 
   -May mind probe at Amazing (50) ability. 
   
  Limitation:  
  Doctor Druid’s powers have a vulnerability to iron but 
  are increased when on Celtic holy grounds or dealing 
  with Celtic magical items. 
    
  Talents:  
  Medicine, Psychiatry, Occult Lore, Astronomy, Martial 
  Arts A, Mystic Origin, Resist Domination, and 
  Hypnotism. 
   
  Contacts:  
  Monster Hunters, Celtic Pantheon. By special rituals 
  he can call upon the spirit of his ancestor Amergin, to 
  answer questions. 
   
  Personality: 
  Druid tends to come across as a 'cold fish' often 
  remaining aloof and distant from his teammates. 
    
  History:  
  Anthony Druid got his medical degree from Harvard, 
  and went on to study psychiatry. He retired from his 
  practice after several years to devote more time to his 
  growing interest in the occult. He supported himself 
  by writing popular books on psychology and related 
  matters and by lecturing. In the midst of his research 
  for a second book on the occult, Druid was 
  summoned by an ailing Tibetan lama apparently in 
  need of medical aid. The lama put Druid through a 
  series of bizarre mystic and spiritual tests to ascertain 
  Druid's worthiness. Finding him worthy, the dying 
  lama opened Druid's mind to its hidden powers and 
  taught him the mastery of certain mystic arts.  Druid 
  had remained in seclusion for several years, 
  investigating occult matters personally and in secret. 
   
  From 1953-1958 he served as a member of the 
  Monster Hunters, a team of clandestine "monster-
  hunters", including Bloodstone and the Eternal hero 
  Makkari, in stopping a threat from the underworldly 
  Deviants. What he was doing in the time between the 
  disbandment of the Hunters and the Fantastic Four 
  appearing isn’t known, however it seems that he aged 
  very little, if at all, during the intervening time period. 
   
   
   
  
  37 
   
   
   
  Namora 
  Aquaria Neptunia  
   
  Fighting: Remarkable (30)  
  Health: 150 
  Agility: Excellent (20) 
  Strength: Amazing (50) 
   
  Karma: 60 
  Endurance: Amazing (50) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Excellent (20) 
  Psyche: Remarkable (30)  
  Popularity: +20  
   
  Known Powers: 
  Body Resistance: Good (10) vs. physical and energy  
  Resistance to Cold: Excellent (20) 
  Hyper-Swimming: Good (10) water speed 
  Flight: Typical (6) air speed 
  Water Breathing: Namora is amphibious. 
  Water Freedom: +1CS to Fighting, Strength and 
  Endurance under-water. 
    
  Limitation: 
  Dehydration: If not immersed or kept damp, she 
  suffers -1CS to FEATs for each hour without such 
  water. She loses 1 Health an hour. Immersion in 
  restores lost Health. 
   
  Talents: 
  Ichthyology, Oceanography, Atlantean Sciences, 
  Piloting, Underwater Combat and is Multi-Lingual in 
  Atlantean, English, and German. 
   
  Contacts: 
  Atlantis and the Sub-Mariner, The G-Men members, 
  the Avengers mercenary squad as well as members 
  of the First Line. 
   
  Running Namora: 
  Regal and strong-willed, Namora is an unrelenting 
  force, letting little stand in her way to do what she 
  believes to be right. Loyal to her friends and team 
  mates, she feels a particular debt to M-11. While not 
  as temperamental as her cousin, she still has a bit of 
  a fiery temper, and an inclination towards brute force 
  solutions. 
   
  History: 
  The daughter of an Atlantean man and a surface 
  woman, Aquaria Neptunia was nicknamed "Namora" 
  in honor of her cousin Namor. During her early 
  adolescence, Namora became a playmate of Namor. 
  A few years later, Namora and her father relocated to 
  a northern colony and were absent when Atlantis was 
  increasingly drawn into surface activities. In 1946, 
  Namora's skin, formerly the typical Atlantean blue, 
  faded to a Caucasian tone, and her father revealed 
  her half-human heritage. Shortly afterward, she and 
  her father returned to Antarctic Atlantis, where, in 
  early 1947, the Brockton Gang, surface criminals led 
  by Stoop Richards, invaded Atlantis in search of 
  treasure, killing Namora's father. Namor and Namora 
  took vengeance on Richards and his underlings. 
  Namora continued to accompany Namor on 
  adventures, fighting the schemes of their cousin 
  Byrrah and such surface criminals as the mesmeric 
  Doctor Macabre and the weapon-wielding Viking; on 
  her own, she clashed with the Mummy Men of Tut-Ak-
  Mun and other threats. 
   
  In 1955, Namora married an Atlantean man named 
  Talan. Following the formation of the Monster Hunters 
  in 1956, Namora joined the team on some of their 
  adventures; however, her marriage with Talan 
  became strained when, due to her hybrid nature, she 
  was unable to bear children. In late 1957, Namora 
  persuaded the exiled Atlantean scientist Vyrra to 
  implant her with an altered cloned embryo, enabling 
  her to become pregnant. In 1958, Namora 
  accompanied the Monster Hunters on a mission 
  alongside other heroes, which brought her to the 
  attention of FBI agent Jimmy Woo. Although she 
  declined to join his group of agents, she pointed him 
  in the direction of the Human Robot, lying dormant in 
  the ocean. Soon after, Namora gave birth to her 
  daughter, Namorita. About this time, Namor went 
  missing; Namora searched for him to no avail. In 
  1961, Talan was killed in an atomic bomb test, and 
  Namora took their child to live in Lemuria. She 
  became attracted to Lemuria's Prince Merro, leading 
  her rival, Llyra, to poison her. Namora was believed to 
  have died while Namorita was a pre-adolescent.  
   
   
   
   
   
   
   
   
   
   
   
  
  38 
   
   
   
  Lady Zawadi 
  Zawadi 
   
  Fighting: Incredible (40) 
   
  Health: 120 
  Agility: Remarkable (30) 
  Strength: Excellent (20)         
  Karma: 60 
  Endurance: Remarkable (30) 
  Reason: Good (10)           
  Resources: Good 
  Intuition: Remarkable (30) 
  Psyche: Excellent (20) 
   
  Popularity: +10 
   
  Known Powers: 
  Enhanced Senses: Incredible (40)  
  * Infravision: Excellent (20) ability, up to 5 areas. 
  * Enhanced Sight: Incredible (40) ability. 
  * Enhanced Hearing: Incredible (40) ability. 
  * Enhanced Olfactory: Incredible (40) ability. 
  Tracking: Incredible (40) ability. 
   
   
  Equipment:  
  Knife: Remarkable (30) material, Good (10) damage. 
  Spear: Remarkable (30) material, Good (10) damage, 
  5 area range. 
   
  Talents:  
  Sharp weapons, Acrobatics and Tumbling, Martial 
  Arts A, B and E. Multi-lingual: Zawadi is capable of 
  fluently communicating in Wakandian and English. 
   
  Contacts: 
  The Monster Hunters (Ulyssus Bloodstone, Dr. Druid, 
  Makkari and Namora) as well as members of the First 
  Line. 
   
  Running Zawadi: 
  Zawadi has a Regal Bearing and Innate Lack of 
  Underhandedness; as a more modern trait she’s very 
  observant and not afraid to speak up her mind. 
  Gaining her trust is not easy, but she’s not pointlessly 
  difficult about it either. Zawadi prefers the wilderness 
  to the city, and seems to like animals. Generally she’s 
  very positive and vital. 
   
  History: 
  Zawadi is an adventurer from Wakanda, who 
  apparently consumed the mystical heart-shaped herb 
  that plays a critical role in the politico-religious 
  monarchic system of that country. Since the herb is 
  normally intended solely for those personally 
  accepted as monarch and vessel by the Panther God, 
  there must be quite a story there ; it is entirely 
  possible that she’s persona non-grata in Wakanda, or 
  perhaps even hunted by the Hatut Zeraze, the 
  Wakandan secret police.  
   
  She was in Africa when she encountered Ulysses 
  Bloodstone facing off against a Tyrannosaurus Rex. 
  Zawadi helped Bloodstone kill the T. Rex and then 
  accompanied him back to New York City, where she 
  and Bloodstone teamed up with Doctor Druid and 
  Makkari to form the Monster Hunters. The Monster 
  Hunters were active during the 1950s and fought 
  against Kro of the Deviants as well as a variety of 
  monsters. On another occasion Zawadi and the 
  Monster Hunters teamed up with the First Line. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  39 
   
  The First Line 
   
  For decades the First Line defended the world from threats both home-grown and alien. The group formed in 1958 
  when Yankee Clipper, Liberty Girl, and Black Fox were brought together by Agent Scott of the NSA to investigate 
  security breaches at a Long Island research center, where scientists were secretly studying a downed UFO. There 
  the heroes encountered both the Monster Hunters and a couple of super-villains hired by Zuhn, the Skrull whose ship 
  was being examined. Ironically Agent Scott was really Velmax, Zuhn's shipmate, though neither alien recognized the 
  other. Zuhn shot Velmax with a bio-moleculizer, causing him to lose control of his form, but the heroes assumed he 
  had been mutated. Velmax became the metamorph Effigy, joining with Nightingale, a healer, and the three heroes he 
  had gathered to form the First Line at the Clipper's suggestion. 
   
  Over the years the group gained and lost members, and fought threats such as the Red Front, the Yellow Claw, the 
  amnesiac Sub-Mariner, the Nazi Rumor, the mind-controlled Venus, the lunatic lycanthrope Howler, the criminal 
  Typhoon, Axis, the Scythe, the vampiric Nocturne, Kang, Warlord Kro and the Deviants, Blackjack and Positron; the 
  latter two later reformed and joined the Line themselves. Among their allies were Hipster (later Captain Hip), 
  Sunshine, Thor, Nick Fury and Dr. Strange, and several of 
  their adventures were covertly witnessed by 22nd century 
  time-traveler Cassandra Locke. The team faced both triumphs 
  and tragedies. In November 1963 Liberty Girl was slain by 
  Chimera (Zuhn in a new identity), and Yankee Clipper was 
  lost to them, sent hurtling decades into the future. In 1969 
  they stopped a Skrull plan to destroy the Apollo 11 mission to 
  land on the Moon; Mr. Justice placed evidence there proving 
  Skrull plots which would thwart the shape-shifters again in 
  Locke's era. Around 1973 the group disbanded rather than let 
  Nixon use them to suppress Watergate, and Effigy became 
  reporter Bob Woodward's "Deep Throat." 
   
  A new incarnation of the team formed in the early 1980's to 
  rescue Mr. Justice, who had been shot down over Halwan, 
  but their mission proved to be a decoy; Blackjack was killed, 
  and Black Fox quit in disgust. Effigy, however, decided to 
  keep the Line together as a loose-knit grouping lasting 
  several years. Another member, the Inhuman Yeti, lost control 
  in an unspecified conflict involving Rapunzel, after which he 
  exiled himself in shame; Yeti was later seduced by a Skrull 
  spy, Korya, who turned him into a sympathizer in their 
  subsequent invasion of Earth. Another Skrull spy, Zankor, 
  was captured and revealed the imminent massive fleet on its 
  way. The First Line assembled many of Earth's superhumans 
  and met the incoming warships above the surface of the 
  Moon. Most of these champions died, but Effigy and Pixie 
  managed to set off a chain reaction which blew up the armada. Yeti made it to an escape pod prior to the end, and 
  Pixie and Makkari both survived the explosions to eventually be reunited with Yankee Clipper. The First Line, 
  however, was finished; Earth was saved, but it had lost an entire generation of heroes. 
   
  Base of Operations: Rocky Mountains, Colorado; later Carmody Institute, on the coast of Maine. 
   
  Group Resources: During the period when they had government backing, they had Good (10) stipends as members 
  of the First Line and could call upon the Government for the use of up to Remarkable (30) resources. After their 
  funding was cut off, they had access to Excellent (20) resources through Professor Carmody. 
   
  Group Talents: None. 
   
  Group Contacts: The F.B.I., the C.I.A. and presumably United States Government officials at higher levels, State 
  and Local Law-Enforcement as well as any personal contacts. 
   
  The First Incarnation of the Front Line existed from 1958-1973 and was disbanded under orders from President 
  Nixon, the membership included: Black Fox, Blackjack, Effigy, Firefall, Frank, Katyusha, Liberty Girl, Major Mercury, 
  Kid Justice, Nightingale, Oxbow, Pixie, Rebound, Reflex, Templar, Vulcan and Yankee Clipper. 
   
   
  
  40 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Black Fox 
  Doctor Robert William Paine 
   
  Fighting: Remarkable (30)        Health: 90  
  Agility: Remarkable (30) 
  Strength: Good (10) 
             Karma: 70 
  Endurance: Excellent (20) 
  Reason: Good (10) 
             Resources: Rem 
  Intuition: Remarkable (30)  
  Psyche: Remarkable (30)         Popularity: +20. 
   
  Equipment:  
  Costume: Remarkable (30) costume resists 
  tears and abrasions, but doesn't offer protection. 
  * Knuckle dusters: +1 C/S to damage. 
   
  Equipment belt: The pouches contain tools. 
  * Swing line: Remarkable (30) line and hook that 
  allows 3 areas/round travel. 
  * Sleep Gas: Excellent (20), 2 area. Failure of an 
  Endurance feat causes sleep for 1D10 hours. 
  * Lock Picks: Can pick locks without penalty. 
  * Handheld R.C. for the Flying Fox: Remarkable 
  (30) strength signal, up to a 1 mile range. 
  * Other related gadgets and equipment. 
   
  The Flying Fox: 
  Control: Excellent (20) Speed: Incredible (40) 
  Body: Excellent (20) 
  Prot.: Excellent (20) 
  * R/C: Remarkable (30) signal, 1 mile range. 
  * Radar Invisibility: Excellent (20) ability. 
  * Deployment line: Remarkable (30), 10 areas. 
   
  Talents:  
  Military, Detective/Espionage, Pilot, Criminology 
  and Criminal Law. Martial arts A, B, D and E. 
  Repair/Tinkering. Robert is Multi-Lingual is 
  capable of fluently communicating in English, 
  German, and Arabic. Performer-Actor. Black Fox 
  also knows an eastern healing technique that 
  allows him to keep his vitality well into his old 
  age, thankfully it also allows him to heal as 
  though his Endurance was a rank higher. 
   
  Contacts: 
  The First Line, US Intelligence Agencies until 
  Late 1960s, Doctor Strange. 
   
  Running Black Fox: 
  He started off as a care free adventurer wanting 
  to help make the world a better place Afterwards 
  Robert got serious about his tactics and actions, 
  gone was the smiling care free adventurer and 
  in his place stood a dark knight ready to take on 
  a crusade without end. 
   
  History: 
  Continued from the Golden Age Source 
  book… 
   
  1960 
  While in San Francisco in the spring of 1961, the 
  Black Fox encountered the costumed super-
  hero known as the Hipster and they both 
  uncovered a terrorist plot being orchestrated by 
  the Yellow Claw who had just subjugated the 
  amnesic Sub-Mariner. Black Fox called in the 
  First Line and the Yellow Claw's plot was foiled. 
  The villain chose to detonate his fortress after 
  being defeated by Black Fox in physical combat. 
  While the Yellow Claw seemingly perished in the 
  battle, the Black Fox manage to nab Nazi war 
  criminal Fritz von Voltzmann who was assisting 
  the Yellow Claw in his plans. 
   
  The Black Fox later took on the role of training 
  Kid Justice, the young brother of Yankee 
  Clipper, so that he could be a more effective 
  fighter. On November 21, 1963 the First Line 
  was drawn to Dallas, Texas, due to the 
  premonition of their teammate Nightingale. They 
  were drawn to the Stark Industries building 
  where they fought Chimera (really the Skrull spy 
  Zuhn) and Howler attempting to steal a newly 
  developed guidance system. While Howler was 
  easily defeated, Liberty Girl was fatally 
  wounded. As Black Fox, Yankee Clipper, 
  Nightingale, and Kid Justice saw to her, they 
  were visited by Cassandra Locke. Locke was a 
  time traveler from the 22nd Century sent on a 
  mission into Earth's past to learn of the Skrull's 
  past interactions with the human race. Black Fox 
  witnessed as Locke's and Yankee Clipper's 
  identical Tachyon Belts interacted with one 
  another shunting them both into the future. The 
  incident gave Nightingale a vision of the teams 
  
  41 
   
  grim future, and Black Fox cared for her until the 
  authorities came to take Howler away. 
   
  In the mid-1960s, part of the Black Fox's past 
  came back to trouble him. The Rumor had 
  resurfaced and taken control of the Olympian 
  love goddess Venus and used her love powers 
  to turn a large group of children into an obedient 
  army he hoped to use to overthrow the United 
  States government. Black Fox joined his 
  teammates in stopping the Rumor, the group 
  was also aided by the Asgardian thunder god 
  Thor. The battle ended when the Black Fox 
  crushed the Rumor's vocal chords, preventing 
  him from using his powers further. 
   
  On July 16, 1969, Robert watched the launching 
  of the Apollo 11 mission to the moon with his 
  teammate Katyusha a Russian super-hero 
  whom Robert assisted in defecting to the United 
  States and subsequently developed a romantic 
  relationship with, the first since Miriam's death. 
  Due to a romantic interlude with Katyusha during 
  the day of the Apollo 11 mission, Black Fox 
  ignored calls from his teammates in the First 
  Line to assist in preventing a Skrull plot to 
  sabotage the mission. 
   
  1970s 
  Although Robert had voted for Richard Nixon 
  during his bid for presidency in 1969, he soon 
  became at odds about the president during the 
  start of the Watergate scandal and the fact that 
  Nixon was trying to uncover the identities of the 
  First Line. When Nixon began grilling Effigy 
  about the teams efficiency, Black Fox broke into 
  the oval office and threatened the President that 
  any effort to uncover the identities of the team 
  would lead in reprisals. However, later Robert 
  was convinced that Nixon would not let off and 
  convinced Effigy to use his powers to expose 
  Nixon's connection to Watergate. This ultimately 
  resulted in Nixon being impeached, but not 
  before the First Line lost their government 
  backing, forcing them to operate underground . 
   
  Returning to Chicago, the Black Fox became a 
  local crime fighter and came to the aid of Fred 
  MacRae (formally Cap'n Nip) his wife Autumn 
  (formally Sunshine) and their daughter Truth 
  when they were attacked by a mugger. While 
  the former Cap'n Hip considered Black Fox a 
  "fascist pig", Truth was absolutely taken away by 
  the Black Fox. Fox and his teammate Pixie were 
  then called into Washington and informed that 
  Nocturne was alive and well and operating out of 
  the nation of Petralova. The pair went there and 
  were joined by mystic-in-training Doctor Strange 
  whom had determined that Nocturne was 
  attempting to obtain the alchemic secrets of 19th 
  century alchemist Diablo. At Diablo's castle and 
  prison, the three heroes learned that Nocturne 
  was a vampire who sought a mystical formula 
  that would make him more human. While 
  Nocturne succeeded in drinking the formula, he 
  was forced to flee thanks to the combined might 
  of the three heroes. 
   
  The Black Fox was one of the members of the 
  First Line who went on a mission to rescued 
  Mister Justice (formally Kid Justice) from the 
  nation of Halwan after Justice was captured 
  during his mission to try and free American 
  diplomats from the country. The mission was not 
  a complete success, resulting in the death of a 
  team of CIA agents, and their teammate 
  Blackjack and Mister Justice eventually 
  managed to liberate himself. Furious at how 
  poorly the mission was handled Black Fox quit 
  the team in disgust and went into retirement. In 
  the convening years, the now teenaged Truth 
  MacRae had fallen in love with the Black Fox, 
  and having developed powers of her own 
  interacted with him as Gadfly. 
   
  In his retirement years, Robert began teaching 
  pre-law at Northwestern University in Chicago, 
  where he also taught Truth MacRae. Robert 
  briefly got involved in the affairs of the First Line 
  once again in 1986 when Yankee Clipper 
  suddenly materialized in the present. Clipper 
  was reunited with his younger brother who 
  brought Clipper to Robert to try and find out 
  what to do. Robert offered Clipper money and a 
  place to stay while he got accustomed to the 
  future time he found himself in.  
   
  Black Fox was called out of retirement when the 
  First Line and their foes teamed up to stop an 
  impending Skrull invasion of the Earth. During 
  the assault on the Skrull mother ship, Black Fox 
  bought Effigy time to get to the control room and 
  was fatally shot by some Skrull soldiers. He was 
  later found by his teammates Pixie and Oxbow, 
  whom Black Fox sent on to assist Effigy. The 
  Fox was then found by Gadfly, and as he died 
  she unmasked him revealing her infatuations 
  true identity to her. Shortly thereafter the Skrull 
  ships were destroyed in a massive explosion 
  and the Black Fox's body was atomized. 
   
  
  42 
   
   
   
  Blackjack 
  Real name unknown. 
   
  Fighting: Good (10) 
   
  Health: 70 
  Agility: Excellent (20) 
   
   
  Strength: Good (10) 
   
  Karma: 18 
  Endurance: Remarkable (30) 
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: +10 
   
  Equipment:  
  Billy clubs: Excellent (20) material, Good (10) 
  damage. 2 area range. 
   
  Talents:  
  Martial Arts A, B and E, Acrobatics, Blunt Weapons, 
  Weapon Specialist: Billy Club, Crime. 
   
  Contacts: 
  The First Line, Positron 
   
  Running Blackjack: 
  Daring and slightly abrasive, Blackjack had a 
  boisterous, fun loving side that countered the more 
  serious and grim aspects of his personality, causing 
  him to underestimate his opponents from time to time. 
   
  History: 
  Blackjack was a former costumed criminal turned 
  hero who was active during the latter half of the 20th 
  Century. His origins are unknown. As a criminal he 
  was active as early as 1958, and has had past 
  clashes with the Yankee Clipper. In his first recorded 
  appearance he and his fellow criminal Scythe were 
  hired by a Skrull spy named Zuhn to recover his ship 
  that had been in government custody since 1947. 
  Blackjack and Scythe were defeated by the combined 
  efforts of Agent Jacob Scott of the Department of 
  Defense (also secretly a Skrull), Yankee Clipper, 
  Black Fox and Liberty Girl. Blackjack was 
  apprehended and turned over to the authorities and 
  the heroes present that day formed the First Line. 
   
  By 1969, Blackjack had reformed and joined his old 
  foes in the First Line. When their leader Effigy ("Jacob 
  Scott") learned that the Skrulls were planning on 
  sabotaging the Apollo 11 space flight, Blackjack was 
  among the members of the First Line who travelled in 
  a partially repaired Skrull saucer to intercept the 
  attack on the surface of the moon. On the surface of 
  the moon Blackjack and his comrades battled 
  Positron, Howler, Typhoon and Axis, Earth criminals 
  that were hired by the Skrulls for the sabotage plot. 
  Blackjack fought the female Positron until Effigy was 
  able to destroy the Skrull ship stranding the surviving 
  villains on the moon and forcing them to surrender. 
  Blackjack remained a member of the team until the 
  1980s, at which time Positron also reformed and the 
  two started a relationship. When their teammate 
  Mister Justice was captured while trying to rescue 
  American diplomats in the nation of Halwan, 
  Blackjack and Positron were among the members of 
  the First Line sent on a rescue mission. While raiding 
  the royal palace, Blackjack was fatally slashed by the 
  warrior known as Scimitar and died in Positron's 
  arms. The First Line failed to rescue Mister Justice, 
  who had managed to free himself and the diplomats 
  alone. Due to the death of Blackjack and a team of 
  CIA operatives on the mission, Blackjack's teammate 
  Black Fox quit the team. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  43 
   
   
   
   
  Effigy 
  Velmax AKA Mr. Scott or Jay Scott. 
   
  Fighting: Excellent (20) 
   
  Health: 70 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 70 
  Endurance: Remarkable (30) 
  Reason: Excellent (20) 
   
  Resources: Good 
  Intuition: Remarkable (30) 
  Psyche: Excellent (20) 
   
  Popularity: +20 
   
  Known Powers: 
  Shape Shifting: Remarkable (30) ability. 
   
  Limitation: 
  Dark Secret: No one knows Effigy is a Skrull.  
   
  Talents:  
  Astro-navigation, Detective/Espionage, Acting, Martial 
  arts A and C, Firearms, Astronomy, Military, Pilot. 
   
  Contacts: 
  Various government agencies, the First Line 
   
  Running Effigy: 
  Effigy was ready to enslave. And then lived among 
  the humans realizing they weren't as primitive as the 
  Skrulls said. 20 years later he thought of himself as 
  an American and came to love his new home.  
   
  History: 
  In 1947, Velmax and his commander Zuhn were sent 
  on an observation mission to Earth. Why observing 
  over the American Southwest, they were detected by 
  an Airforce jet. Their ship was damaged and they 
  crashed in Roswell, New Mexico. Recovering, Velmax 
  and Zuhn were discovered by former soldier Jacob 
  Scott, who shot Zuhn and fled, dying in a fatal car 
  crash. Velmax co-opted Scott's ID. He placed Zuhn in 
  a Med Pod before the military arrived. Posing as 
  Scott, he used a cover story and continued his 
  mission. Using Scott's ID he entered politics securing 
  a place in the State Department. Velmax used his 
  position to relocate his ship and possibly Zuhn so he 
  could find a way home. He began to love America and 
  rethink his position on the conquest of Earth. 
   
  Velmax infiltrated Operation: Deep Freeze, the project 
  for the containment of the 50s Captain America and 
  Bucky. In 1958, Velmax learned that his ship was kept 
  at a facility located on Long Island. Using his position 
  in the State Department, he convinced the First Line 
  to assist him in investigating a security breech. Their 
  arrival coincided with a Skrull spy also attempting to 
  recover the ship, resulting in a scientist being mutated 
  by the ships defenses. This attracted the attention of 
  the Monster Hunters. While the two groups fought the 
  monster, "Scott" and Yankee Clipper went inside to 
  stop the spy. Chasing Zuhn into the Saucer, Velmax 
  was blasted with the ships defenses destabilizing his 
  shape-shifting while Zuhn escaped. When Yankee 
  Clipper saw "Scott" change shape, Velmax used this 
  as a cover by pretending the device endowed him 
  with powers. The First Line invited him onto the team 
  and he took the codename Effigy.  
   
  By spring of ‘61, Effigy had the First Line backed by 
  the government. The team went to San Francisco to 
  stop the Yellow Claw's attempt to conquer the world, 
  by using the amnesic Sub-Mariner. On November 21, 
  ‘63 they went to Dallas Texas to investigate danger in 
  the area, believing that it could threaten the public 
  appearance of President Kennedy. They clashed with 
  Chimera and Howler to keep them from stealing a 
  new propulsion system. Effigy battled Chimera one on 
  one, critically wounding him and forcing Zuhn to revert 
  to his true form. Liberty Girl died in battle, Effigy 
  feared bad press for the First Line, but her death was 
  overshadowed by the Kennedy assassination. In the 
  mid-60s, Effigy and the First Line joined forced with 
  Thor to stop the Nazi war criminal the Rumor from 
  turning children into his army through the powers of 
  the Olympian goddess Venus. By 1969, Effigy had 
  embraced American life and repaired his saucer. 
  When he learned that Skrulls intended to interfere 
  with the Apollo 11 moon landing, he mobilized the 
  First Line to fly to prevent this. Effigy destroyed the 
  ship and captured most of their Earth helpers. In ‘72, 
  President Nixon threatened to reveal the IDs of the 
  First Line during the height of the Watergate Scandal. 
  Black Fox convinced Effigy to use his powers and as 
  "Deep Throat" he acted as the informant that brought 
  on Nixon's resignation.  
   
  In the aftermath of Watergate the First Line publicly 
  broke up but continued to operate covertly. In ‘80, 
  Effigy recruited the Eternal Brain to assist the team in 
  rescuing Mister Justice and kidnapped diplomats from 
  Halwan. Blackjack was killed and Mr. Justice freed 
  himself. Black Fox quit the team over the fiasco. He 
  moved the team into the Carmody Institute. During an 
  attack by Warlord Kro and the Deviants. Effigy 
  learned of the Skrull invasion when scientist Reed 
  Richards captured Zankor, a Skrull. Effigy gathered 
  the First Line, and their foes to stop the invasion. He 
  forced warp-feed phase-shifters of the mothership to 
  overload. Effigy was fatally shot and reverted to his 
  true form, revealing his true nature to teammates 
  Pixie and Oxbow. Effigy said that all he wanted was to 
  be a good American and died. Pixie then activated the 
  overload causing the entire Skrull armada to explode. 
  
  44 
   
   
   
  Firefall 
  Real Name unrevealed. 
   
  Fighting: Good (10) 
   
  Health: 76 
  Agility: Remarkable (30) 
  Strength: Typical (6) 
   
  Karma: 30 
  Endurance: Remarkable (30) 
  Reason: Good (10) 
   
  Resources: Typ. 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: +10 
   
  Known Powers: 
  Fire Generation: Amazing (50) intensity flame. 
  * Energy Sheath: Remarkable (30) vs. attacks. 
  * Flight: Incredible (40) airspeed. 
  Thermal Control: Amazing (50) control over the 
  fire/heat she generates allowing her to 'burn cold'. 
  Resistance to Flame and Heat: Unearthly (100)  
   
  Equipment:  
  Unstable molecule costume. 
   
  Talents:  
  Aerial Combat, Firefall knows about her teammates 
  abilities and equipment the First Line uses. 
   
  Contacts: 
  The First Line 
   
  Running Firefall: 
  Firefall is a good team player, making sure to cover 
  her teammates. She has something of a temper, but 
  keeps it in check. It seems that she carries a torch for 
  Mister Justice, but never made a move to pursue it. 
   
  History: 
  The origins of the super-powered heroine known as 
  Firefall are as yet unrevealed. She was a member of 
  the First Line as early as the late 60s. On July 16, ‘69 
  she joined her teammates to prevent Skrull spies from 
  sabotaging the Apollo 11 mission. The group flew 
  there aboard a Skrull Saucer piloted by their leader 
  Effigy. On the surface of the moon Firefall and her 
  comrades battle Positron, Howler, Typhoon, Scythe 
  and Axis, super-villains hired by the Skrulls. These 
  criminals surrendered after Effigy destroyed the Skrull 
  ship and they returned to Earth. 
   
  She was next seen with the team in the ‘80s when the 
  First Line was dispatched to New York City where 
  Nocturne was attempting to infect the city with an 
  Alchem-Tech virus. Firefall and her teammates were 
  captured but were rescued by the Eternal Brain / 
  Walkabout. The group defeated Nocturne and 
  destroyed the virus before it could engulf the entire 
  city. When the First Line learned of a Skrull invasion 
  of Earth, Firefall joined a strike team First Line 
  members and their foes to stop the invasion. The 
  team sustained heavy casualties but were ultimately 
  successful in their mission, destroying the entire fleet 
  in the process. Firefall was present in the battle, 
  although, Firefall's demise cannot be confirmed. 
   
   
   
  Frank 
   
  Fighting: Excellent (20) 
   
  Health: 120 
  Agility: Good (10) 
  Strength: Incredible (40) 
   
  Karma: 12 
  Endurance: Amazing (50) 
  Reason: Poor (4)  
   
  Resources: Typ 
  Intuition: Poor (4) 
  Psyche: Poor (4)  
   
  Popularity: +6 
   
  Known Powers: 
  Body Armor: Good vs. physical. Physical combat are 
  reduced 1 color, making him immune to Red results. 
  Rapid Healing: Amazing (50). 
  Suspended Animation: Remarkable (30) rank. 
  Growth: Feeble (2) 8' tall, making him +1 CS to be hit. 
   
  Talents:  
  None. 
   
  Contacts: 
  The First Line. 
   
  Running Frank: 
  Frank is a true sensitive. Shunned by humanity, he 
  often found himself in combat that he would have 
  avoided if left to his own devices. 
   
  History: 
  Not much has been revealed regarding the history 
  and origin of Frank prior to his membership in the 
  First Line during the 60s. His appearance and 
  powers, suggest he may have ties to Frankenstein. 
  Frank's ultimate fate remains to be revealed. 
  
  45 
   
   
   
  Katyusha  
  Anya (Last name unrevealed) 
   
  Fighting: Excellent (20) 
   
  Health: 110 
  Agility: Good (10) 
  Strength: Incredible (40) 
   
  Karma: 26 
  Endurance: Incredible (40)  
  Reason: Good (10) 
   
  Resources: Good  
  Intuition: Typical (6) 
  Psyche: Good (10) 
   
  Popularity: +10 
   
  Known Powers: 
  Body Armor: Excellent (20) vs. Physical and Energy 
  Flight: Remarkable (30) airspeed. 
  Goggles: Good (10) vs. attacks or projectiles. 
   
  Talents:  
  Aerial Combat, Piloting, First aid. Multi-Lingual: Anya 
  communicates fluently in Russian and English. She is 
  also a trained Cosmonaut. 
   
  Contacts: 
  The First Line, the Black Fox. 
   
  Running Katyusha: 
  Passionate and peace loving, she decided to defect 
  because she was asked to. 
   
   
   
  History: 
  The super-heroine known as Katyusha was a Russian 
  woman named Anya. In the ‘60s she met the super-
  hero Black Fox who convinced her to defect to the 
  United States. Upon doing so she became a member 
  of the First Line. On July 16, ‘69 while watching the 
  Apollo 11 rocket lift off for the moon Katyusha had a 
  romantic moment with the Black Fox to celebrate the 
  historic milestone as well as her defection to the 
  United States. 
   
  During the early 70s, Katyusha and members of the 
  First Line battled Nocturne who appeared to have 
  revived the World War II heroes known as the 
  Invaders and their foe the Red Skull. However the 
  team revealed that they were zombies posing as the 
  legendary heroes and slew them, but Nocturne 
  managed to escape. The majority of the First Line 
  was slain stopping an invasion of the Earth carried out 
  by the Skrull Empire. Katyusha was involved in the 
  battle, and met her fate on the Skrull ship in orbit. 
   
   
   
  Kid Justice  
  Timothy "Tim" Carney 
   
  Fighting: Good (10) 
   
  Health: 56 
  Agility: Excellent (20) 
  Strength: Typical (6) 
   
  Karma: 30 
  Endurance: Excellent (20) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: +10 
   
  Talents:  
  Law-Enforcement, Detective/Espionage, Martial Arts 
  A and knows about his team and their equipment. 
   
  Contacts: 
  Yankee Clipper, Liberty Girl and the Front Line. 
   
  Running Kid Justice: 
  Tim is at a point where being a hero is fun. 
   
  History: 
  Timothy Carney is the brother of the Yankee Clipper 
  and followed his example as Kid Justice. 
  
  46 
   
   
   
  Liberty Girl 
  Beverly 'Bev' (Surname unknown) 
   
  Fighting: Good (10) 
   
  Health: 56 
  Agility: Excellent (20) 
  Strength: Typical (6) 
   
  Karma: 30 
  Endurance: Excellent (20)  
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: +10 
   
  Equipment: 
  Swing-line: Remarkable (30) swing-line and hook. 
  She can travel up to 3 areas/round this way. 
   
  Talents:  
  Martial Arts A and E, Acrobatics and Tumbling. 
   
  Contacts: 
  The Yankee Clipper, Kid Justice, the First Line. 
   
  Running Liberty Girl: 
  Liberty Girl has a 'can-do' attitude and is friendly. 
   
  History: 
  In ‘58, D.O.D. agent Jacob Scott summoned a group 
  of heroes to investigate a breach at a government 
  facility. The mission was complicated due to strange 
  energies mutating one of the scientists into a monster. 
  Liberty Girl and her pals were assisted in battling the 
  monster by the Monster Hunters. The spy escaped, 
  and the monster reverted to normal. They stopped 
  Blackjack and Scythe two costumed criminals. Scott 
  was also blasted by the energies granting him shape-
  shifting powers, and called himself Effigy. Yankee 
  Clipper invited him to join the nascent group. 
   
  In the spring of ‘61, Liberty Girl joined the Front Line 
  on a mission to San Francisco where they thwarted 
  one Yellow Claw's acts of terrorism which involved 
  manipulating the amnesic Sub-Mariner. November 21, 
  ‘63, Liberty Girl joined her friends to investigate a 
  premonition from Nightingale that there was danger in 
  Dallas, Texas. They found Chimera and the Howler in 
  a Stark Industries lab stealing a guidance system. 
  Chimera killed her, he was slain by Effigy. Her death 
  was overshadowed by the assassination of President 
  Kennedy a day later. 
   
   
   
  Major Mercury 
  Makkari 
   
  Fighting: Excellent (20) 
   
  Health: 170 
  Agility: Amazing (50) 
  Strength: Amazing (50) 
   
  Karma: 90 
  Endurance: Amazing (50) 
  Reason: Remarkable (30)  
  Resources: Rem  
  Intuition: Remarkable (30)  
   
  Psyche: Remarkable (30)  
  Popularity: +10 
   
  Known Powers: 
  Invulnerability: Class 1000 vs. energy, cold, disease, 
  electricity, heat, radiation, and toxin.  
  * He doesn’t age. He can be Stunned and Slammed.  
  * Kill results are effective if they scatter his atoms. 
  Cosmic Energy Manipulation: Excellent (20) ability. 
  * Metabolism Boost: He does not tire from exertion. 
  * Hyper-Running: Class 5000 speed. 
  * Tidal Wave: Monstrous (75) damage, 4 areas.  
  * Flight: Shift-Y (300) airspeeds. 
  * Illusion Generation: Excellent (20) illusions. 
  * Matter Transmutation: Excellent (20) ability. 
  * Telekinesis: Excellent (20) strength. 
  * Teleport: Shift-Z (500), 400 areas, red Psyche feat.  
  * Uni-Mind: Makkari can join the Uni-Mind. 
   
  Talents:  
  Piloting and Repair/Tinker. 
   
  Contacts: 
  The First Line, the Eternals, the Monster Hunters. 
   
  Running Major Mercury: 
  In this identity he is a friendly and altruistic speedster. 
   
  History: 
  Makkari operated as a member of the First Line under 
  the name of Major Mercury between 1958-1973. 
   
  
  47 
   
   
   
  Nightingale 
   
  Fighting: Typical (6) 
   
  Health: 70 
  Agility: Good (10) 
  Strength: Poor (4)  
   
  Karma: 60 
  Endurance: Amazing (50) 
  Reason: Good (10) 
   
  Resources: Good  
  Intuition: Excellent (20) 
  Psyche: Remarkable (30)  
  Popularity: +15 
   
  Known Powers: 
  Empathy: Incredible (40) 
  Healing: She could transfer as much damage as she 
  had endurance and health, effectively 'killing her'. She 
  would restore to full health and endurance after 1-20 
  rounds using a 'life'. Nightingale possessed: 
  * Iron Will: Remarkable (30) to ignore pain. 
  * Damage Transferal: Amazing (50). 
  * Serial Immortality*: She would return 1-20 rounds, 
  sacrificing a 'life' in the process. 
   
  Limitations: 
  Limited time: When she healed, she hastened death. 
   
  Talents:  
  Mystic Origin, Occult Lore and Medicine. 
   
  Contacts: 
  The First Line 
   
  Running Nightingale: 
  She never shared her origins or those of her powers, 
  but used them to help others at the cost of her life. 
   
  History: 
  At some point during the 1950's, Yankee Clipper was 
  on a mission in the Caribbean where he encountered 
  this mystery woman. The Yankee Clipper then called 
  upon her to help heal his friend, who became the hero 
  Effigy upon recuperating. Nicknamed "Nightingale" in 
  remembrance of Florence Nightingale, she was 
  invited to join the nascent First Line. Nightingale 
  served with the First Line throughout its tenure, going 
  on many missions with the team. After many years, 
  she appeared only as an associate on an as-needed 
  basis. Nightingale was present defending the Earth 
  against an invasion by the Skrulls. The team was 
  decimated and Nightingale overtaxed her abilities. 
  The last person she was able to heal was Cassandra 
  Locke, investigating the invasion from her own time. 
  With her healing exhausted, she died, grew old and 
  disappearing.  
   
   
   
  Oxbow 
  Sam Motonabbe 
   
  Fighting: Excellent (20) 
   
  Health: 130 
  Agility: Remarkable (30) 
  Strength: Incredible (40) 
   
  Karma: 56 
  Endurance: Incredible (40) 
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Remarkable (30) 
  Psyche: Excellent (20) 
   
  Popularity: +20 
   
  Known Powers: 
  Body Armor:  
  * Remarkable (30) vs. Physical 
  * Excellent (20) vs. Energy and Disease.  
   
  Equipment: 
  Strength Bow: Excellent (20) Material, 10 area range.  
  Quiver: Oxbow has a quiver with specialized arrows: 
  - Broadhead arrows: Remarkable (30) shooting. 
  - Concussion arrows: Remarkable (30) 1 area radius. 
  - Cable arrows: 100' of Remarkable (30) cable. 
  - Net arrows: Excellent (20) entangling, 1 area range. 
   
  Talents:  
  Weapons Specialist: Bows, Marksman, Repair/Tinker, 
  Fletcher, Hunting/Tracking, he has knowledge of the 
  First Line’s equipment, his team and villains they 
  fought. As a Chipewya Indian he is familiar with their 
  customs, religion and is multi-lingual in English and 
  the Chipewya dialect. 
   
  Contacts: 
  The First Line, Pixie 
   
  Running Oxbow: 
  Sam is a loyal friend and comrade. He is protective of 
  those he cares about and won't tolerate anyone 
  disparaging them in his presence. 
  
  48 
   
   
  History: 
  Sam Matonabbe was a half Caucasian/half Chipewya 
  Indian living in the Northwest Territories of Canada. 
  Despite his great stature and physical prowess, 
  Matonabbe had always been ridiculed by the 
  townsfolk for his "half-breed" status. Somehow, 
  Matonabbe came to the attention of Pixie, a member 
  of the race of Eternals who was looking for adventure 
  among normal humans. Pixie was looking for a 
  person who would become her crime-fighting partner, 
  and she chose Matonabbe after watching how he 
  dealt with those who would ridicule him. Determined 
  to make him her partner, Pixie convinced him to use 
  his powers as a crime fighter. Together, the two 
  became known as Pixie and Oxbow, and they were 
  later asked to join the premier superhero team of their 
  generation, the First Line. Over time, the two 
  developed a romantic relationship and were rarely 
  seen apart. Pixie and Oxbow were among the 
  members of the First Line assembled for its final 
  mission, defeating an invasion by the alien Skrulls. 
  Matonabbe was killed during the battle. 
   
   
   
  Pixie 
   
  Fighting: Good (10) 
   
  Health: 120 
  Agility: Remarkable (30) 
  Strength: Incredible (40) 
   
  Karma: 50 
  Endurance: Incredible (40) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Remarkable (30)  
  Popularity: +20 
   
  Known Powers: 
  As an Eternal she has the following powers: 
   
  Invulnerabilities: Class 1000 to Heat, Cold, Energy, 
  Electricity, Radiation, Toxins, and Disease.  
  * Doesn't age but can be Stunned and Slammed.  
  * Kill results only work if they scatter her atoms. 
  Cosmic Energy Manipulation: Incredible (40) 
  * Teleportation: Excellent (20) rank 
  * Illusions: Remarkable (30) rank to disguise herself. 
  * True Flight: Unearthly (100) speed. 
  * Pixie Dust: transform others to stone, Amazing (50). 
  Uni-Mind: Like all Eternals, can form the Uni-Mind. 
   
  Talents:  
  Ancient History, Aerial Combat, Multi-Lingual 
   
  Contacts: 
  The First Line, Ikaris, the other Eternals, OxBow 
   
  Running Pixie: 
  Pixie is a hedonist and loves big, strong men to have 
  around her like Oxbow and Thor when she met him. 
   
  History: 
  A member of the Eternals, the free-spirited Pixie 
  longed for adventure on Earth, and so joined the First 
  Line. Looking for a partner, she happened across 
  Oxbow, and the two became romantically involved. 
  Pixie was present with the First Line when they 
  defended the Earth against an attack by the alien 
  Skrulls. Most of the First Line was killed on the 
  mission, but Pixie was one of the only ones to survive, 
  and in fact set off the chain reaction among the Skrull 
  ships that destroyed their armada. Pixie lived through 
  the destruction of the armada as the sole survivor of 
  her team and retired from adventuring after she 
  returned to Earth.  
   
  
  49 
   
   
   
  Rebound 
   
  Fighting: Good (10) 
   
  Health: 80 
  Agility: Excellent (20) 
   
  Strength: Good (10) 
   
  Karma: 18 
  Endurance: Incredible (40) 
  Reason: Typical (6) 
   
  Resources: Good 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: +10 
   
  Known Powers: 
  Tactile Telekinesis: Incredible (40) ability. 
  * Flight: Remarkable (30) airspeed. 
  Personal Force Field:  
  * Remarkable (30) vs. physical  
  * Good (10) vs. Energy.  
   
  Limitations: 
  Rebound only effects herself telekinetically. 
  Smoker: chain smokes at meetings and if nervous. 
   
  Talents:  
  Aerial combat. 
   
  Contacts: 
  The First Line. 
   
  Running Rebound: 
  Abrasive and snarky, rebound has no trouble letting 
  her feelings and thoughts be known. 
   
  History: 
  Not much has been revealed regarding the history 
  and origin of the hero known as Rebound prior to her 
  appearance as a member of the First Line during the 
  1960's. Her ultimate fate remains to be revealed. 
   
   
   
  Reflex 
   
  Fighting: Excellent (20) 
   
  Health: 66 
  Agility: Excellent (20) 
  Strength: Typical (6) 
   
  Karma: 26 
  Endurance: Excellent (20) 
  Reason: Typical (6) 
   
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: +10 
   
  Known Powers: 
  Reflection: Incredible (40) vs physical, -3 c/s vs 
  energy.  
   
  Talents:  
  Reflex was knowledgeable of the equipment that the 
  First Line used and his teammate’s abilities. 
   
  Contacts: 
  Since nothing much is known about Reflex, it seems 
  that the only real contacts he has are the First Line. 
   
  Running Reflex: 
  Reflex is something of a smart-Alek and has a wise 
  mouth. He thinks that his powers will get him out of 
  trouble and they weren’t enough to save him. 
   
  History: 
  Not much has been revealed regarding the history of 
  the hero known as Reflex prior to his appearance as a 
  member of the First Line during the 1980's. Reflex 
  was among the members of the First Line in its final 
  mission, defending Earth against an invasion by the 
  alien Skrulls. He was presumably killed during the 
  battle. 
   
   
   
   
  
  50 
   
   
   
  Templar 
  Ian Fitzwilliam Dare 
   
  Fighting: Remarkable (30)  
  Health: 100 
  Agility: Remarkable (30) 
  Strength: Good (10) 
   
  Karma: 60 
  Endurance: Remarkable (30) 
  Reason: Excellent (20) 
   
  Resources: Exc 
  Intuition: Excellent (20) 
  Psyche: Remarkable (30)  
  Popularity: +20. 
   
  Known Powers: 
  Sidekick-The Squire: Fighting, Agility and Damage 
  are at +1 C/S with no adjustment for health. 
   
  Equipment: 
  Full Plate and Helm: Unearthly (100) material  
  * Excellent (20) vs. physical 
  * Good (10) vs. Energy.  
  * -1 c/s from head damage. 
  Sword: Unearthly (100) material, Good (10) damage, 
  it cuts through Amazing (50) materials. 
  Plasma Lance: Amazing (50) damage, up to 2 areas. 
   
  Talents: 
  Weapon Specialist: Sword, Sharp Weapons, Martial 
  Arts A and E, First Aid, Equestrian. 
   
  Contacts: 
  The First Line, Vulcan, British Government and his 
  Squire. 
   
  Running Templar: 
  Ian is caring and gallant never turning away from a 
  fight or hurting an enemy who had surrendered. He 
  was strongly against the use of profanity. 
   
  History: 
  Not much is known about Templar prior to his 
  appearance as a member of the First Line during the 
  1970's. Templar retired from adventuring when he got 
  married to his love, Rossalyn. Templar was also 
  present as a member of the First Line during its final 
  mission, defending the Earth against an invasion by 
  the alien Skrulls. Templar was killed during the battle. 
   
   
  Vulcan 
  Real name unknown. 
   
  Fighting: Good (10) 
   
  Health: 70 
  Agility: Excellent (20) 
  Strength: Good (10)  
   
  Karma: 26 
  Endurance: Remarkable (30) 
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: +10 
   
  Known Powers: 
  Plasma Generation: Amazing (50) plasma, 
  Remarkable (30) Heat and Force. 
   
  Equipment:  
  Blacksmith Smock and Helmet: Typical (6) vs. 
  Physical and Fire/Heat. 
   
  Talents:  
  Blacksmithing. 
   
  Contacts: 
  Templar and the First Line. 
   
  Running Vulcan: 
  He's Scottish and loyal to Templar. 
   
  History: 
  Not much has been revealed regarding the history of 
  the hero known as Vulcan prior to his appearance as 
  a member of the First Line during the 1970's. It is 
  presumed that he is Scottish and has some kind of 
  relationship with Knight Templar. Vulcan's full fate 
  remains to be revealed. 
   
   
   
   
   
  
  51 
   
   
   
  Yankee Clipper 
  Patrick Carney 
   
  Fighting: Remarkable (30)  
  Health: 80 / 110 
  Agility: Excellent (20) 
  Strength: Good (10) / Inc (40)      
  Karma: 50 
  Endurance: Excellent (20) 
  Reason: Good (10)  
   
  Resources: Good  
  Intuition: Excellent (20) 
  Psyche: Excellent (20) 
   
  Popularity: +25 
   
  Known Powers: 
  Quantum Belt: Clipper's powers derive from his belt. 
  In Casey's hands it grants the following powers: 
  * Hyper-strength: +3 c/s and health bonus. 
  * Force Field: Incredible (40) protection, 1 area range 
  * Time Travel: Remarkable (30) ability. 
   
  Limitations: 
  Quantum Leap: The time travel is unpredictable, and 
  he jumped through time arriving in the modern era. 
   
  Talents:  
  Yankee Clipper was familiar with the equipment of the 
  First Line, his teammate’s abilities as well as villains. 
  He trained in Acrobatics, Athletics (a former ‘ball 
  player), Martial Arts A, and Engineering. 
   
  Contacts: 
  The First Line, Kid Justice, Pixie of the Eternals. 
   
  Running Yankee Clipper: 
  The Yankee Clipper tries to live up to the ideals that 
  Captain America embodied. He was patriotic and 
  loyal to his friends and family. 
   
  History: 
  Patrick Carney was an award-winning baseball player 
  of the 1950's who went on to earn an engineering 
  degree. He was soon assigned to a top-secret 
  government facility, "Deep Freeze", that was secretly 
  holding the heroes Captain America and Bucky in 
  suspended animation after they had grown incurably 
  insane. Shocked by the secret, Carney lamented that 
  heroes were nevertheless needed for his generation. 
  Driving home that night, Carney encountered the 
  time-traveler Cassandra Locke, who had collected 
  information about a Skrull plot to subjugate Earth of 
  her era. Locke was dying, and she passed on the 
  information about the plot and Carney's future to him. 
  She also left him her belt, the source of her time-
  traveling powers. Although he was only able to use 
  the belt to boost his strength to superhuman levels, 
  Carney used it to create the heroic identity of the 
  Yankee Clipper. 
   
  With the force of Locke's commission behind him, 
  Carney went on to become America's foremost 
  champion. During his time, Carney met and 
  adventured alongside heroes such as Liberty Girl the 
  Black Fox, and he later founded the First Line, a 
  group of superhuman champions, which his younger 
  brother joined as Kid Justice. 
   
  During one adventure, Carney encountered 
  Cassandra Locke once again, and the proximity of 
  two time-traveling belts activated the capabilities of 
  Carney's belt, propelling him 20 years into the future. 
  Carney soon sought out his brother and other 
  members of the First Line. The First Line member 
  Pixie helped Carney adjust to his new time with the 
  help of her family, the Eternals. A year later Pat 
  deliberately time jumped again, reappearing shortly 
  after the Fantastic Four debuted. Learning from Pixie 
  that the First Line had died stopping a Skrull armada 
  invading Earth, Pat decided the Yankee Clipper's time 
  had passed, and quietly entered retirement. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  52 
   
  The Second Incarnation of the Front Line existed 
  from the early 1980s to a few years prior to the 
  modern era and the members included: Black Fox, 
  Blackjack, Dr. Mime, Effigy, Eternal Brain, Firefall, 
  Flatiron, Mr. Justice, Morph, Nightingale, Oxbow, 
  Pixie, Positron, Rapunzel, Reflex, Templar, 
  Walkabout and Yeti. 
   
   
   
  Doctor Mime 
  Real name unrevealed. 
   
  Fighting: Good (10) 
   
  Health: 60 
  Agility: Excellent (20) 
   
  Strength: Good (10) 
   
  Karma: 30 
  Endurance: Excellent (20)  
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Good (10) 
   
   
  Psyche: Good (10) 
   
  Popularity: +10 
   
  Known Powers: 
  Sound absorption: Remarkable (30) ability 2 area 
  range. The lack of sound makes Intuition feats difficult 
  (-1 C/S) 
   
  Talents:  
  Martial Arts A and E, First Aid. 
   
  Contacts: 
  The First Line and Positron 
   
  Running Dr. Mime: 
  Dr. Mime doesn't speak often, but when he does it us 
  usually an important fact or information. 
   
  History: 
  Not much is known about the man known as Dr. 
  Mime. In the late 1980's he was a member of the First 
  Line. He was present when their leader Effigy 
  questioned a Skrull spy who was captured by scientist 
  Reed Richards over the impending Skrull invasion of 
  Earth. Mime has not been seen since, and it is 
  unknown if he was among the team's final conflict 
  against the Skrulls a few years later. 
   
   
   
  The Eternal Brain  
  Professor William Carmody 
   
  Fighting: Feeble (2) 
   
  Health: 56 
  Agility: Feeble (2)  
   
   
  Strength: Feeble (2) 
   
  Karma: 120 
  Endurance: Amazing (50) 
  Reason: Incredible (40) 
   
  Resources: Rem 
  Intuition: Remarkable (30) 
  Psyche: Amazing (50) 
   
  Popularity: +5 
   
  Known Powers: 
  Telepathy: Amazing (50) ability. 
  Mind Probe: Incredible (40). 
   
   
  Mind Bolt: Incredible (40), up to 2 areas. 
   
   
  Sensory Link: Remarkable (30) ability. 
  Life Detection: Excellent (20) ability. 
   
  Limitations: 
  Carmody spent years as a fetus sized homoculus. 
   
  Equipment: 
  Walkabout (See his individual listing) 
   
  Talents:  
  Medicine, Biology, Robotics, Electronics, Cloning and 
  Bio-engineering. 
   
  Contacts: 
  The First Line, the Carmody Institute, Various 
  government contacts 
   
  Running Carmody: 
  Carmody is careful about who he associates with and 
  what he reveals about himself. On some level he is 
  paranoid of being attacked and permanently slain as 
  he always talks about shadowy enemies that are 
  working to slay him. 
   
  History: 
  The man known as William Carmody was actually the 
  Eternal Brain. However, the Eternal Brain had 
  enemies and in order to hide from them he created a 
  normal human body to hide in. However, by his own 
  
  53 
   
  accounts he was found by these enemies and his 
  human body slain. By the early 1980s, Jim and 
  Carmody developed a mechanical body so he could 
  have mobility, although Mary was still having 
  difficulties adapting to the radical changes in her 
  father. Shortly thereafter, Carmody was approached 
  by Effigy of the super-hero team First Line who 
  sought to recruit his assistance in rescuing their 
  captured team member Mister Justice and a number 
  of American diplomats being held hostage in the 
  nation of Halwan. The Eternal Brain used his 
  telepathic powers to guide the team, leading to the 
  ultimate liberation of Mr. Justice and the other 
  diplomats. 
   
  The Eternal Brain joined the First Line, and offered 
  the Carmody Institute as their headquarters. The 
  group then began operating in a more clandestine 
  nature. The Eternal Brain then underwent a process 
  of transferring his consciousness into a homunculus 
  form. This truth he hid from all others, still fearing 
  attacks from his enemies. He also constructed the 
  first model of an artificially intelligent robot named 
  Walkabout to eventually carry his newly developing 
  body in secret. Carmody detected an intrusion of the 
  Institute by CIA agent Nick Fury who soon discovered 
  that the First Line were still in operation. That same 
  night the base was incidentally attacked by the 
  Deviants led by Warlord Kro who detected the Eternal 
  named Pixie. During the battle, Carmody called for 
  Walkabout and linked with the robot to apparently join 
  them in battle. At the battle's end Carmody was asked 
  to probe the mind of Cassandra Locke a time-traveler 
  from the 22nd century who claimed that the team 
  would be killed defending the Earth from a Skrull 
  invasion. Carmody claimed that due to his 
  homunculus form, his mental powers were not yet at 
  their peak. Locke later escaped by travelling further 
  into the past hoping to stop the tragic deaths of the 
  First Line in their near future. 
   
  Several years later, the fully reborn First Line, with the 
  Eternal Brain (now operating in a fully shielded 
  Walkabout robot) battled the Line's oldest foe 
  Nocturne who used his achem-tech to spread a 
  technogranic virus that spread across the first eight 
  floors of the Baxter Building in New York City. 
  Walkabout/The Eternal Brain freed his captured 
  teammates and Pixie used her Pixie-Dust to turn 
  Nocturne into stone that then crumbled to bits. Using 
  his scanners, Carmody detected that the technorganic 
  virus had also adapted organic material, allowing 
  Pixie to destroy it with her dust as well, saving New 
  York in the process. A few years prior to the current 
  age of heroes, Carmody joined the combined might of 
  Earth's heroes and villains in an assault on a Skrull 
  invasion fleet. During the battle, Carmody's current 
  Walkabout unit was severely damaged by Skrull 
  blasters revealing Carmody's still developing 
  homunculus form. This left Carmody vulnerable for an 
  attack from Nocturne, who blasted the homunculus 
  form, seemingly killing Carmody. 
   
   
  Flatiron 
  Russell 
   
  Fighting: Poor (4) / Gd (10)  
  Health: 22 / 100 
  Agility: Poor (4) / Gd (10) 
  Strength: Poor (4) / Inc (40) 
  Karma: 50 
  Endurance: Good (10) / Inc (40) 
   
  Reason: Remarkable (30)  
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: +10 
   
  Known Powers: 
  Flatiron Armor: Remarkable (30) Material. 
  * Remarkable (30) vs. physical, Good (10) vs. Energy. 
  * Protected senses: Good (10) vs. attacks. 
  * Rocket skates: Remarkable (30) with +1 C/S Agility. 
  * Battering ram: Amazing (50) damage to a target. 
  * Ability Enhancement: increases attributes and health 
   
  Internal CPU: 
  This internal computer runs functions to the suit. 
  * Data Storage: 1GB storage for maps, files and intel. 
  * Data-link: Remarkable (30) link with other computers 
  * The computer fire-linkage for his weapons. 
  * It controls fuel and maneuverability of the skates. 
  * Gauges his attacks to prevent civilian deaths.  
   
  Weapons system: 
  .58 caliber: Excellent (20) damage, 5 area, Ammo: 20 
   
  Mini-Rockets: 7 area range, 6 of each type: 
  Gas-Rockets (Right launcher): 
  * Obscure (-1 C/S)  
  * Tear (Endurance feat vs. vomiting) 
  Explosive-Rockets (Left) 
  * Singular: Remarkable (30) damage.  
  * A barrage of 6: Amazing (50). 
   
  Talents:  
  Engineer, Electronics and Repair/Tinker. 
  
  54 
   
   
  Contacts: 
  The First Line. 
   
  Running Flatiron: 
  Russell is a good natured family man who provided a 
  role model for his children and to be a hero not only to 
  them, but to others as well. 
   
  History: 
  In the early 1970s, he and his family moved to Detroit 
  as there were better career opportunities for Russell 
  there. His son Russell Jr. resented his father for the 
  move, calling him a tool for "the man". Russell was a 
  mechanical genius who secretly used his know how to 
  develop his own suit of armor. 
   
  Russell became a hero and by the early 1980s was a 
  member of the First Line. He joined his team on a 
  mission to rescue Mister Justice and American 
  diplomats from Halwan. The mission was a failure 
  when Mister Justice freed himself and the hostages, 
  and the battle between the Halwani security forces 
  and the First Line claimed the life of First Liner 
  Blackjack and a team of CIA operatives. He was later 
  called to action once more with a combined team of 
  past and present members of the First Line and their 
  various foes to stop an invasion of Earth by the Skrull 
  Empire. During the course of the battle, Flatiron was 
  fatally blasted by Skrull weapons. 
   
   
   
  Mr. Justice 
  Timothy "Tim" Carney 
   
  Fighting: Remarkable (30)  
  Health: 100 
  Agility: Remarkable (30) 
  Strength: Good (10) 
   
  Karma: 30 
  Endurance: Remarkable (30) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Excellent (20) 
  Psyche: Excellent (20) 
   
  Popularity: +20 
   
  Equipment:  
  Costume: Remarkable (30) material, this provides 
  Excellent (20) vs. Physical, Good (10) vs. energy 
   
  Pistol: Excellent (20) damage, 3 area range, Ammo: 9 
  and ROF: 1/1 
   
  Mr. Justice's Jet: 
  Speed: Monstrous (75) 
  Control: Excellent (20)  
  Body: Incredible (40)  
  Protection: Excellent (20) 
   
  Mr. Justice's combat cycle 
  Speed: Remarkable (30) 
  Control: Excellent (20)  
  Body: Incredible (40) 
   
  Talents:  
  Law Enforcement, Leadership, Martial Arts A, B, and 
  C, Guns, Marksman, Detective/Espionage and is 
  knowledgeable of his teammates the equipment they 
  use and the villains of the time period. Multi-Lingual: 
  He communicates fluently in English and Arabic. 
  Piloting (Tim can handle motorcycles and planes) 
   
  Contacts: 
  The First Line, Yankee Clipper, the Black Fox 
   
  Running Mr. Justice: 
  Tim is a hardened vigilante who has lost more people 
  that he cares and loves than he thinks that he should 
  have. He is dark and brooding. 
   
  History: 
  Timothy Carney was the brother of the Yankee 
  Clipper and followed his example in becoming a 
  superhero himself, calling himself Kid Justice. Both 
  brothers were members of the First Line. Growing up 
  after the apparent death of his brother, Kid Justice 
  became Mister Justice and participated in many 
  missions for the team, but lost his life on their final 
  mission, when they fought off a Skrull invasion in 
  Earth's orbit. Mister Justice was distracted by the 
  arrival of the time traveler Cassandra Locke, who was 
  wearing his brother's time travel belt. When Mister 
  Justice demanded she tell him where she got the belt, 
  he was shot in the back by a Skrull warrior, killing him. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  55 
   
   
   
  Morph 
   
  Fighting: Good (10) 
   
  Health: 60 
  Agility: Good (10) 
  Strength: Excellent (20) 
   
  Karma: 26 
  Endurance: Excellent (20) 
  Reason: Typical (6) 
   
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: +10 
   
  Known Powers: 
  Shape change: Amazing (50) ability to transform into 
  items, like cars and vacuums, but retain his skin tone. 
  * Elongation: Incredible (40) ability, 1 area. 
  * Plasticity: Incredible (40) elasticity and malleability. 
  * Form a ball or spring with Good (10) land speed. 
  * Form a glider with Feeble (2) airspeed. 
  * Form a parachute for up to 4 people. 
  * Form a puddle to flow through almost any opening. 
  * Grapple 4 targets at Remarkable (30) strength. 
  Body Armor: Morph's has the following protections. 
  * -5CS damage from blunt attacks 
  * Excellent (20) vs. other physical attacks 
  * Good (10) vs. energy attacks 
   
  Contacts: 
  The First Line. 
   
  Running Morph: 
  Morph is easy going purple skin shape changer who 
  tries to be the voice of reason in the group. 
   
  History: 
  Nothing is known about Morph prior to his being a 
  member of the First Line during the ‘80's. He was 
  present during an attack by the Warlord Kro and the 
  Deviants, helped save Manhattan from Nocturne and 
  came back to save the world from the Skrull invasion 
  by fighting off Skrulls as Oxbow and Pixie made their 
  way to help Effigy. 
   
   
   
  Positron 
  Veronica (last name unknown) 
   
  Fighting: Good (10) 
   
  Health: 46 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 22 
  Endurance: Excellent (20) 
  Reason: Typical (6) 
   
  Resources: Good 
  Intuition: Typical (6) 
  Psyche: Good (10) 
   
  Popularity: +10 
   
  Equipment: 
  Power pods in her boots and wired into her gloves: 
  Energy Generation: Amazing (50), 4 areas. 
  * Silent attack: Incredible (40) rank to 'burn' obstacles. 
   
  Talents:  
  Physics, Repair/Tinker and Crime. 
   
  Contacts: 
  Black Jack and the First Line. 
   
  Running Positron: 
  She started off as a criminal and reformed to joined 
  the First Line. She blames others for her losses. 
   
  History: 
  Nothing is known about Positron. She had a long 
  criminal career, including a relationship with 
  Blackjack. She accepted a job to sabotage the ‘69 
  moon landing. Positron and the mercenaries to the 
  moon via their own spaceship, where the group was 
  confronted by the hero team known as the First Line. 
  Positron and the aliens were defeated, and she was 
  remanded into custody. Years later Positron appeared 
  as a member of the First Line after it went 
  underground. She reestablished her relationship with 
  Blackjack, with the two became involved. Later, she 
  was among the First Line in its final mission, 
  defending Earth against the Skrulls. Positron was 
  killed during the battle. 
  
  56 
   
   
   
  Rapunzel 
  Real name unrevealed. 
   
  Fighting: Excellent (20) 
   
  Health: 56 
  Agility: Excellent (20) 
  Strength: Typical (6) 
   
  Karma: 36 
  Endurance: Good (10) 
  Reason: Typical (6) 
   
  Resources: Typ.  
  Intuition: Excellent (20)  
  Psyche: Good (10) 
   
  Popularity: +10 
   
  Known Powers: 
  Prehensile Hair: Remarkable (30) ability.  
  * Can manipulate objects with Remarkable (30) 
  strength and Agility, 1 area away. 
  * Can perform up to 3 attacks. 
  * Growth of her hair at Remarkable (30) ability. 
   
  Equipment:  
  Wrist- Knives: Good (10) damage 
   
  Talents:  
  Wrestling (With Hair), Acrobatics 
   
  Contacts: 
  Doctor Mime, the First Line. 
   
  Running Rapunzel: 
  Rapunzel is serious about her work, she is friendly 
  and open calling her fellow super-heroines 'sister'. 
   
  History: 
  Nothing is known about Rapunzel prior to her 
  appearance as a member of the First Line during the 
  1980's. Since the animalistic First Line member Yeti 
  was often soothed by Rapunzel's hair, the two formed 
  an unlikely partnership after he went berserk during 
  an attempted invasion of the Carmody institute. At 
  some point later Rapunzel was killed by the Yeti in an 
  incident referred to as the 'Rapunzel tragedy', under 
  unrevealed circumstances. 
   
   
  Walkabout 
   
  Fighting: Excellent (20)  
   
  Health: 120 
  Agility: Excellent (20)  
   
  Strength: Amazing (50) 
   
  Karma: 22 
  Endurance: Incredible (40) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Typical (6) 
  Psyche: Good (10) 
   
  Popularity: +10 
   
  Known Powers: 
  Robotic Construction: one of the first A/I to be 
  created, Walkabout's construction gave him: 
  * Body Armor: Incredible (40) vs. physical and 
  corrosive attacks, Excellent (20) vs. Energy. 
  * Immunity to Sleep, Toxins, and Disease. 
  * Flight: Incredible (40) airspeed. 
  * Communicate with Cybernetics: Good (10) ability. 
  * Elongation: Can stretch his limbs at Poor (4) ability. 
  * Senses: Good (10) U.V., I.R., Hearing and radio. 
  * Energy Generation: Incredible (40), 3 areas. 
  * Rocket fists: Strength damage, up to 5 areas. 
  Cyber- Gestalt: Excellent (20) Bio-support for 
  Carmody. 
   
  Talents: 
  Along with the shared skills of Professor Carmody, 
  Aerial Combat, Electronics, Repair/Tinker. 
   
  Contacts: 
  The First Line, and Professor William Carmody. 
   
  History: 
  Walkabout was a robot created by the Eternal Brain. 
  Designed to operate independently, with its own A/I. It 
  was created to house William Carmody, which at the 
  time was a tiny cloned homunculus. During this time, 
  Carmody had helped re-establish the First Line. 
  Carmody cyber-linked to Walkabout in order remain 
  mobile. The two helped lead the First Line during its 
  final mission, defending the Earth against the Skrulls. 
  They were both killed during the battle. 
  
  57 
   
   
   
  Yeti 
   
  Fighting: Remarkable (30)  
  Health: 175 
  Agility: Excellent (20) 
  Strength: Monstrous (75)  
  Karma: 44 
  Endurance: Amazing (50)  
  Reason: Poor (4)  
   
  Resources: Poor 
  Intuition: Remarkable (30)  
  Psyche: Good (10) 
   
  Popularity: 10 
   
  Known Powers: 
  Body armor: Remarkable (30) vs. physical and cold, 
  Good (10) vs. energy. 
  Recovery: Excellent (20) recovery 
  Claws: Remarkable (30) damage. 
   
  Limitations: 
  Berserker: RIP to Feeble (2), yellow Psyche to stop. 
   
  Talents:  
  Wrestling. 
   
  Contacts: 
  Korya his Skrull contact and the First Line 
   
  Running Yeti: 
  Yeti is an inhuman exposed to the Terrigen Mist and 
  given an appearance similar to a stereotypical Yeti. 
  He was bestial in nature, eating raw meat and prone 
  to violence with his teammates spending as much 
  time protecting innocents from him as well. 
   
  History: 
  Yeti was an Inhuman, who had apparently underwent 
  exposure to the Terrigen Mist, giving him an 
  animalistic appearance and powers. At some point, 
  Yeti joined the superhero team the First Line. During 
  his time with them, he clashed with the Deviants in 
  battle. Yeti tendency to fly into uncontrollable rages 
  proved to be something of a drawback, however, and 
  he often had to be calmed down by his teammate 
  Rapunzel's prehensile hair. However, after an 
  undisclosed tragedy involving Rapunzel, Yeti left the 
  team and tried to return to the Inhumans' home, 
  Attilan. Yeti instead made a home in an abandoned 
  temple in the Himalayas, where he lived like a hermit 
  until he was approached by a Skrull woman called 
  Korya, who seduced him to help her in the Skrulls' 
  planned invasion of Earth. Yeti soon fell in love with 
  her. 
   
  Yeti was on board the Skrull flagship during the 
  attempted invasion. During the battle, Korya was 
  killed and Yeti stood guard over her body, savagely 
  striking the time traveler Cassandra Locke when she 
  approached them. Taking Korya's corpse, he boarded 
  an escape pod and returned to Earth, escaping the 
  destruction of the Skrull armada. Back on Earth, Yeti 
  kept Korya's corpse in his temple, jealously guarding 
  it. During this time, Yeti clashed with the original X-
  Men and the Human Torch. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  58 
   
  Friends of the First Line: 
  Some people are outsiders looking in, others 
  sidekicks looking to one day join the team. Maybe 
  they’re just a time traveler or just someone looking for 
  love in all the wrong places… 
   
   
   
  Captain Hip (Cap'n Hip, Hipster) 
  Fred MacRae 
   
  Fighting: Excellent (20) 
   
  Health: 110 
  Agility: Incredible (40) 
  Strength: Excellent (20) 
   
  Karma: 30 
  Endurance: Remarkable (30) 
  Reason: Good (10) 
   
  Resources: Typ. 
  Intuition: Good (10)  
  Psyche: Good (10) 
   
  Popularity: +15 
   
  Known Powers: 
  Hyper Leaping: Amazing (50) ability  
  Lightning Speed: Typical (6) speed. 
  * Area attack: Excellent (20) damage.  
  * Multi-attacks: 5 kicks against 1 foe at Remarkable 
  (30) damage, each attack must be rolled. 
   
  Limitations: 
  Distrustful: He distrusts any government figures. 
  Conspiracy Theorist: He believes in the conspiracies 
  of the era, whether they were true or not. 
   
  Talents:  
  Trivia: Conspiracies and 60's counter-culture, Politics, 
  Acrobatics, and Martial Arts B. 
   
  Contacts: 
  Sunshine, Gadfly, the First Line 
   
  Running Captain Hip: 
  Captain Hip is Tommy Chong, if Tommy Chong was 
  born Maynard G. Krebs. He is a beatnik hippie. 
  Whose visual image was completed by a Van dyke 
  beard, a turtleneck sweater, a pair of sandals, and by 
  peppering speeches with words such as “square”, 
  “cats”, “cool”, and “dig”. 
   
  History: 
  Nothing is known about Cap'n Hip, although it’s been 
  suggested his powers are a result of government drug 
  testing. At some point during the late 50's/early 60's, 
  he created the heroic identity of the Hipster to fight 
  crime and promote the beatnik culture in San 
  Francisco. At one point, the Hipster was on the trail of 
  the villainous Yellow Claw, and he joined forces with 
  the First Line to defeat him. Although he was offered 
  a position with the team, he refused. Later, MacRae 
  later encountered Sunshine, under unrevealed 
  circumstances, and she gave him a new code name 
  as the hero Cap'n Hip. The two fell in love and were 
  married, although they otherwise embraced the 
  Hippie culture of the 60's. Once, when investigating 
  the mass hypnotism led by the villainous Rumor, 
  Cap'n Hip and Sunshine were captured by the villain 
  and were rescued by the First Line. Altogether, the 
  heroes vanquished the Rumor and his allies, Venus 
  and Thor. Once again, MacRae refused membership 
  with the First Line, preferring to adventure by himself 
  and Sunshine. Later, the couple retired from full-time 
  adventuring to rear their daughter, Truth, who would 
  later grow to become the costumed Gadfly. 
   
   
  
  59 
   
   
   
  Dr. Cassandra Locke 
   
  Fighting: Typical (6) 
   
  Health: 28 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 70 
  Endurance: Good (10)  
  Reason: Remarkable (30)  
  Resources: Exc 
  Intuition: Excellent (20) 
  Psyche: Excellent (20) 
   
  Popularity: 10 
   
  Known Powers: 
  Slow aging: She appears in her 20s but is in her 50s.  
   
  Equipment:  
  Quantum Belt: This belt was designed to time travel. It 
  granted her the following abilities: 
  - Force Field: Incredible (40) resistance, 1 area range 
  - Time Travel: Amazing (50) ability to travel time.  
   
  Talents:  
  World History: pre-22nd century, Exobiology, Exo-
  history, Psychology and Physics. 
   
  Contacts: 
  Various contacts in her future, the Yankee Clipper 
   
  Running Cassandra Locke: 
  Theorizing the Skrulls invaded the Earth in the past; 
  Dr. Locke used a Quantum belt and vanished. She 
  found herself in the past, facing foes and obstacles 
  driven to find the truth. Dr. Locke moves through time, 
  striving to discover the truth and hoping that her next 
  leap will be the leap home. 
   
  History: 
  Dr. Locke using a Quantum belt, attempted to gather 
  proof that the Skrulls had attempted to invade Earth in 
  the past, a fact that the Skrulls had hidden. Her efforts 
  created the Yankee Clipper, the Front Line, and 
  allowed her to save her time at the cost of her life. 
   
   
   
  Gadfly 
  Truth 'Ruthie' MacRae 
   
  Fighting: Excellent (20) 
   
  Health: 120 
  Agility: Amazing (50) 
  Strength: Excellent (20) 
   
  Karma: 60 
  Endurance: Remarkable (30) 
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Remarkable (30) 
  Psyche: Excellent (20) 
   
  Popularity: -4 
   
  Known Powers: 
  Gadfly Transformation: She transforms into Gadfly. 
  * Body Armor: Typical (6) vs. Physical. 
  * Hyper Leaping: Remarkable (30) ability. 
  * Lightning Speed: Poor (4) speed. 
   
  Talents:  
  Acrobatics, Tumbling, Pre-Law, Trivia: Black Fox. 
   
  Contacts: 
  Captain Hip, Sunshine, the First Line. 
   
  Running Gadfly: 
  Ruth fought for what she wanted. She was shy with  
  Black Fox who she had a crush on since childhood. 
   
  History: 
  Truth "Ruthie" MacRae is the daughter of Cap'n Hip 
  and Sunshine. She was unaware of her parent's 
  former lives, and grew up resentful of their views. 
  Once, she and her parents were saved from mugging 
  by the Black Fox, exciting and inspiring her. As a 
  teenager, her parents discovered that she had 
  inherited powers. Enraged they violated her privacy, 
  MacRae ran away. When Black Fox became a 
  professor of law at NWU in Chicago, MacRae 
  enrolled. MacRae created the identity of Gadfly. 
  Performing petty crimes, to force the Black Fox to 
  notice her. She was among those recruited to defend 
  Earth against the Skrulls. The Black Fox died in 
  MacRae's arms, and she quickly followed him. 
  
  60 
   
   
   
  Mako 
   
  Fighting: Incredible (40) 
   
  Health: 130 
  Agility: Excellent (20) 
  Strength: Incredible (40)   
  Karma: 56 
  Endurance: Remarkable (30) 
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Remarkable (30)  
  Psyche: Excellent (20) 
   
  Popularity: +15 
   
  Known Powers: 
   Body Resistance: Excellent (20) protection. 
   Resist: Cold: Excellent (20) vs. cold 
   Water Breathing 
   Water Freedom 
   Hyper Swimming: Remarkable (30) speed. 
   Claws: Remarkable (30) damage. 
   Teeth: Remarkable (30) damage. 
   
  Talents:  
  Underwater Combat, Atlantean history and lore. 
   
  Contacts: 
  The First Line, Vyrra 
   
  Running Mako: 
  She has 2 speeds, sleep and faster than a cat on 
  speed. 
   
  History: 
  During a period of time in the 60's when the Sub-
  Mariner, was missing and amnesiac, Prince Byrrah 
  ruled the throne. He sought alternative ways of 
  defending the realm; one included charging Atlantean 
  scientists to breed warriors. The first experiment 
  along these lines created Mako. Nothing else has 
  been revealed regarding the history of Mako. She 
  performed some act of villainy, only to be saved from 
  imprisonment by the hero known as Templar. Mako 
  appeared alongside the First Line during its final 
  mission, defending the Earth against the alien Skrulls. 
  Mako was killed during the battle. 
   
   
  Riot Act 
  Real name unrevealed. 
   
  Fighting: Good (10) 
   
  Health: 80 
  Agility: Excellent (20) 
   
  Strength: Good (10) 
   
  Karma: 18 
  Endurance: Incredible (40) 
  Reason: Poor (4)  
   
  Resources: Good 
  Intuition: Poor (4)  
   
  Psyche: Poor (4)  
   
  Popularity: +10 
   
  Known Powers: 
  Tactile Telekinesis: Incredible (40) ability. 
  * Flight: Remarkable (30) airspeed. 
  * Force Field: Remarkable vs. physical attacks, Good 
  vs. Energy.  
  * TK pulse: Remarkable (30) shockwave on touch. 
   
  Limitations: 
  Smoker: She chain smokes when nervous. 
  Mental issues?: Riot Act shaved her head and cusses 
  like a pirate with tourettes. 
   
  Talents:  
  Aerial combat. 
   
  Contacts: 
  The First Line. 
   
  Running Riot Act: 
  Abrasive and rude, Riot Act has no trouble letting her 
  feelings and thoughts be known while unleashing a 
  stream of profanity that would make a sailor blush. 
   
  History: 
  Nothing is known about Riot-Act prior to her 
  appearance alongside the First Line during its final 
  mission, defending Earth against an invasion by the 
  alien Skrulls. She was killed during the battle. 
   
  It is a commonly held theory that Riot Act is in fact an 
  older 'Rebound', this write-up takes that theory and 
  presents it. 
  
  61 
   
   
   
  Squire  
  (First name unrevealed) Fitzwilliam Dare 
   
  Fighting: Good (10) 
   
  Health: 56 
  Agility: Excellent (20) 
  Strength: Typical (6) 
   
  Karma: 50 
  Endurance: Excellent (20) 
  Reason: Good (10) 
   
  Resources: Exc 
  Intuition: Excellent (20) 
  Psyche: Excellent (20) 
   
  Popularity: +10  
   
  Known Powers: 
  Mentor-Templar: Fighting, Agility and Damage are +1 
  C/S with no adjustment for health. 
   
  Equipment: 
  Chainmail: Made of Remarkable (30) material,  
  Good (10) vs. physical and Typical (6) vs. energy.  
   
  Pike: Remarkable (30) material, Good (10) damage; 
  +1 C/S when set, pierces Amazing (50) material. 
   
  Talents: 
  Weapon Specialist: Pike, Martial Arts A, Equestrian. 
   
  Contacts: 
  Templar, Vulcan and the First Line. 
   
  Running Squire: 
  The Squire modeled himself after his dad. 
   
  History: 
  Nothing is known about the Squire, save he’s the son 
  of Templar. He worked with the First Line during its 
  final mission, defending the Earth against an invasion 
  by the Skrulls. During the battle, the Squire was 
  disgusted by the methods of Mako. However, when 
  his father the Templar was killed, the angry Squire ran 
  the Skrull responsible through with his lance, but the 
  Skrull shot and killed the Squire as his final action. 
   
   
   
  Sunshine 
  Autumn MacRae 
   
  Fighting: Typical (6) 
   
  Health: 28 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 36 
  Endurance: Good (10) 
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Excellent (20) 
  Psyche: Good (10) 
   
  Popularity: +5 
   
  Known Powers: 
  Light generation: Incredible (40), creates a light that 
  dazzles, blinds or confuses on a failed psyche feat. 
   
  Emotion Control: Remarkable (30). During her "light 
  show," over a 2 areas, she influences the mood or 
  personality of those watching. 
   
  Limitation: 
  Distrustful: Sunshine is distrustful authority figures. 
   
  Talents:  
  Student and was a Performer of folk singing, as well 
  as playing the tambourine and string guitar. 
   
  Contacts: 
  The First Line and Captain Hip 
   
  Running Sunshine: 
  Sunshine is a hippie. She believes in free love, using 
  'herbs' to relax and fighting 'the man' and criminals 
  inspired 'big brother'. 
   
  
  62 
   
  History: 
  Not much has been revealed regarding the history 
  and origin Autumn (maiden name unknown), the 
  woman who would become the hero known as 
  Sunshine. At some point during the 1960's, she 
  developed and used her powers to create a heroic 
  identity for herself. She also encountered the 
  superhero known as the Hipster, under circumstances 
  to be revealed, and she gave him a new code name 
  as Cap'n Hip. The two fell in love during a partnership 
  and were later married, although they otherwise 
  embraced the Hippie culture of the 60's.  
   
  Once, when investigating the mass hypnotism led by 
  the villainous Rumor, Sunshine and Cap'n Hip were 
  captured by the villain and had were rescued by the 
  superhero team First Line. Altogether, the heroes 
  vanquished the Rumor and his allies, Venus and 
  Thor. The couple was offered membership with the 
  First Line, but they refused, preferring to adventure by 
  themselves. Later, they retired from full-time 
  adventuring to rear their daughter, Truth MacRae, 
  who would later grow to become the costumed 
  Gadfly. 
   
  Foes of the First Line: 
   
   
   
  Axis 
  Real name unknown 
   
  Fighting: Excellent (20) 
   
  Health: 110 
  Agility: Good (10) 
  Strength: Amazing (50) 
   
  Karma: 22 
  Endurance: Remarkable (30) 
  Reason: Typical (6) 
   
  Resources: Good 
  Intuition: Typical (6) 
  Psyche: Good (10) 
   
  Popularity: -10 
   
  Known Powers: 
  Hyper-Leaping: Monstrous (75) 
   
  Talents:  
  Martial Arts B and Trivia: Nazi ideology. 
   
  Running Axis: 
  Axis is a diehard Nazi. Too bad Howler ripped him in 
  half and left his carcass on the moon. 
   
  History: 
  The villain known only as Axis embraced a culture 
  proposed by Adolf Hitler. It is unclear at which point 
  he gained his powers, and whether it was a precursor 
  or result of his beliefs. He would occasionally pursue 
  mercenary endeavors, and Axis was among those 
  accepting a job to sabotage the 1969 moon landing. 
  The plot was masterminded by the alien Skrulls, who 
  hoped to subjugate Earth at some point, and brought 
  Axis and the other mercenaries to the moon via their 
  own spaceship, where the group was confronted by 
  the First Line. The proximity to the moon heightened 
  the animalistic tendencies of Axis' teammate, the 
  Howler, to the point where he lost all control. The 
  Howler killed Axis indiscriminately. 
   
   
   
  Chimera 
  Commander Zuhn AKA Mr. Winget 
   
  Fighting: Excellent (20) 
   
  Health: 60 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 70 
  Endurance: Excellent (20) 
  Reason: Excellent (20) 
   
  Resources: Exc  
  Intuition: Excellent (20) 
  Psyche: Excellent (20) 
   
  Popularity: 0 
   
  Known Powers: 
  Shape Shifting: Remarkable (30). 
   
  Equipment: 
  Blaster Pistol: Plasma blast of Remarkable (30). Good 
  (10) heat and radiation damage. 7 area range. 
   
  Talents:  
  Leadership, Martial Arts E. Military, Astro-navigation, 
  Espionage, and Piloting, Engineering. 
   
  
  63 
   
  Contacts: 
  Winget Industries, Howler, the Scythe, Blackjack and 
  the Skrull Empire. 
   
  Running Chimera: 
  Zuhn remained tied to the edicts and beliefs of the 
  Skrull Empire and tried desperately to return home 
  using whatever means necessary. 
   
  History: 
  Zuhn was a commander for the Skrull Empire, 
  charged with spying on Earth. When flying over 
  Roswell in ‘47, Zuhn's ship was fired upon and crash-
  landed. Zuhn had sustained serious injury, and his 
  partner sealed him in a regenerative cocoon in hopes 
  that he might revive. However, his partner, Velmax, 
  was too late to prevent the Skrull ship, cocoon, and 
  technology to be appropriated by the United States 
  government. He used his abilities to avoid capture 
  and eventually became involved in the U.S. military. 
  Zuhn escaped from his cocoon and captors by 
  staging a fire that covered his trail. Zuhn sought the 
  stolen Skrull technology, which had been scattered to 
  various facilities.  
   
   He posed as a Russian criminal scientist, and with 
  supervillain lackeys, tried to steal Skrull equipment 
  from a U.S. facility, only to be opposed by Velmax 
  and costumed heroes. Another identity was that of Mr. 
  Winget, head of the Winget industrial company. He 
  also created an alter ego for Winget, that of the villain 
  Chimera. Zuhn would use his powers to gain an 
  advantage over his competitors. Later, Zuhn formed a 
  partnership with the Howler, to steal technology from 
  Stark Industries. Instead, he was opposed by Effigy 
  and the First Line. In the final battle, Zuhn was killed, 
  and in his dying moments they learned the truth about 
  each other's identities. 
   
   
   
  Howler 
  Luke Garrow 
   
  As Howler 
  Fighting: Remarkable (30)  
  Health: 120 
  Agility: Good (10) 
  Strength: Incredible (40) 
   
  Karma: 87 
  Endurance: Incredible (40) 
  Reason: Feeble (2) 
   
  Resources: Poor 
  Intuition: Monstrous (75) 
  Psyche: Good (10) 
   
  Popularity: -10 
   
  As Luke Garrow 
  Fighting: Typical (6) 
   
  Health: 28 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 26 
  Endurance: Good (10) 
  Reason: Typical (6) 
   
  Resources: Poor 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -5 
   
  Known Powers: 
  Lycanthropy: Through unknown means, he can 
  transform himself into a werewolf, or werewolf-like 
  creature, in the presence of moonlight. On the surface 
  of the moon, his powers and abilities are at +1 C/S. 
   
  Alter-ego: He can transform back and forth with the 
  rising and the setting of the moon. 
  Claws and Teeth: Remarkable (30) damage. 
  Infravision: Excellent (20) ability, 5 area range. 
  Body Armor: Typical (6) resistance to physical. 
   
  Talents:  
  Construction and Crime. 
   
  Running Howler: 
  Luke Garrow is a dangerous and wanted man, 
  outside of being a werewolf. Transformed he is a 
  nightmare from the lowest pits of hell. 
   
  History: 
  Luke Garrow, through unknown means, would find 
  himself transformed when exposed to moonlight into a 
  monstrous alter-ego dubbed the Howler. The Howler 
  possessed an inarticulate, animal-like intelligence with 
  phenomenal superhuman strength, speed, and 
  reflexes, and his teeth and claws were used as deadly 
  weapons. With a device invented by the Chimera, 
  Garrow could transform into the Howler while 
  retaining his intelligence and ability to speak. Not 
  much has been revealed regarding the history and 
  origin of the Howler.  
   
  Luke Garrow had lived as a criminal for many years 
  during the 60's, earning several outstanding warrants 
  for his arrest under both of his alter-egos. As the 
  Howler, he encountered many of the heroes of his 
  day, such as those of the First Line. At one point, 
  Garrow was approached by the villainous Chimera, in 
  order to form a partnership in which Chimera could 
  steal his rival's technologies. The two were defeated 
  by the First Line, and Garrow was presumably 
  remanded to custody.  
   
  
  64 
   
  Later, Garrow was hired as one of many agents to 
  sabotage the 1969 moon landing. The plot was 
  masterminded by the alien Skrulls, who hoped to 
  subjugate Earth at some point, and brought Garrow 
  and the other mercenaries to the moon via their own 
  spaceship, where the group was confronted by the 
  First Line. The close proximity to the moon 
  heightened Garrow's animalistic alter-ego, to the point 
  where he lost all control. Garrow began a rampage 
  against friend and foe alike, tearing his temporary 
  teammate Axis in two before the villain Scythe 
  presumably inflicted a killing blow on Garrow before 
  he could continue his rampage and left him for dead. 
   
   
   
  Nocturne 
  Real name unrevealed. 
   
  Fighting: Remarkable (30)  
  Health: 120 
  Agility: Excellent (20) 
  Strength: Remarkable (30)  
  Karma: 100 
  Endurance: Incredible (40) 
  Reason: Excellent (20) 
   
  Resources: Exc 
  Intuition: Incredible (40) 
  Psyche: Incredible (40) 
   
  Popularity: -20 
   
  Known Powers: 
  Vampirism: He drains Good (10) health a round. 
  * Claws and Fangs: Remarkable (30) damage. 
  * Hypnotism: Excellent (20) ability. 
  * Animal Control-rodents and bats: Excellent (20). 
  * Flight: Excellent (20) airspeed. 
  * Resistance to physical: *most* physical attacks 
  cause no harm, none vs. Stuns and Slams. At '0' 
  health he enters a torpor like state. 
  * Regeneration: Excellent (20). 
  Vampire transformation: He can transform into: 
  * A mist that flows through spaces and Feeble Flight. 
   
  Limitations: 
  Hunted: he is pursued relentlessly by authorities. 
   
  Enemy: Nocturne's nemesis is the Black Fox, who 
  swore to kill him for having killed his love Miriam. 
   
  Equipment:  
  He uses science and alchemy to create zombie. 
  Zombies 
  Fighting: Good (10) 
   
  Health: 60 
  Agility: Good (10) 
  Strength: Excellent (20) 
   
   
  Endurance: Excellent (20) 
   
  They imitate physical powers at Good (10). 
   
  Alchem-tech:  
  Using alchemy and technology to create this virus. 
  Nocturne tied this amalgam into his own body, 
  actively control his creation. Once unleashed, the 
  virus could contaminate an entire skyscraper within 
  minutes, covering it with thick, mechanized tendrils 
  that restore any part that might get damaged. The 
  virus adapted to any external threat, such as 
  becoming fireproof after being attacked by Firefall's 
  powers. The more it grew, the more it began 
  mimicking biological functions it became vulnerable to 
  biological attacks, such as Pixie's petrifaction dust. 
   
  Abilities: 
  Self-Replicating: Spreads at 1 area/round converting 
  non-biological materials into Remarkable (30) tendrils. 
   
  Nemesis: Amazing (50). 
   
  Growth cycle: After 15 rounds of replication; it 
  becomes biological and is vulnerable to such attacks. 
   
  Containment: If living matter is captured it can siphon 
  1 Health/round. If freed they recover normally. 
   
  Talents:  
  Occult Lore, Chemistry, Robotics, Guns, Alchemy, 
  Medicine, Martial Arts A and Crime. 
   
  Contacts: 
  Yellow Claw and Criminal organizations and groups 
   
  Running Nocturne: 
  Nocturne is a vicious foe who, when he turns his 
  attention to an enemy, he takes everything from them. 
  He takes affront to his activities being interfered with. 
   
  History: 
  A villain possessed of an incredible and deadly 
  genius, Nocturne hid his dark secret from his enemies 
  for many years. He was a vampire. To hide his 
  nature, Nocturne committed numerous murders. He 
  then drained the blood from his victims with a 
  distinctive tool that left a five-point wound upon the 
  neck. Nocturne was opposed early in his career by 
  the swashbuckling hero Black Fox. But Fox drastically 
  underestimated Nocturne’s abilities. The villain broke 
  his legs and then murdered his fiancée before his 
  very eyes. This had a dramatic effect on the Black 
  
  65 
   
  Fox, who became obsessed with Nocturne’s 
  destruction. Nocturne eventually discovered the castle 
  of the sleeping villain Diablo the Alchemist in Eastern 
  Europe. There he experimented with alchemy to 
  remove the supernatural weaknesses his undead 
  form suffered. He was interrupted by the Black Fox, 
  Pixie, and Dr. Strange, but not before the process 
  was partially completed. Nocturne no longer had to 
  fear daylight. Nocturne fought the First Line many 
  times over the years, each time returning from 
  apparent certain death. Although he seemed to be 
  killed in an explosion alongside Dr. Carmody while 
  fighting the Skrull invasion fleet, it is possible his 
  undead nature allowed him to survive. 
   
   
   
  The Scythe 
  Real name unknown 
   
  Fighting: Remarkable (30)  
  Health: 90 
  Agility: Remarkable (30) 
  Strength: Good (10) 
   
  Karma: 26 
  Endurance: Excellent (20) 
  Reason: Typical (6) 
   
  Resources: Good 
  Intuition: Good (10) 
   
   
  Psyche: Good (10) 
   
  Popularity: -10 
   
  Known Powers: 
  Wrist blades: Amazing (50) material blades: 
  * Incredible (40) Damage individually. 
  * Both blades, he does Monstrous (75) damage. 
  * Blocks guns and thrown weapons on a shielding roll.  
   
  Talents:  
  Weapon Specialist: blades, Crime, Martial Arts E 
   
  Running Scythe: 
  Scythe possessed a dry wit and didn't think twice to 
  turn on an ally if he felt it was necessary. 
   
  History: 
  Nothing is known about the origin of Scythe. He had a 
  long career, at times teaming up with villains such as 
  Blackjack and Chimera. One of his recorded activities 
  included a mercenary job to sabotage the 1969 moon 
  landing. The plot was masterminded by the Skrulls, 
  who took Scythe and the mercenaries to the moon via 
  their spaceship, where the group was confronted by 
  the First Line. Scythe and the aliens were defeated, 
  and he was remanded into custody. His ultimate fate 
  remains to be revealed. 
   
   
   
  Typhoon 
  Real name unknown 
   
  Fighting: Good (10) 
   
  Health: 66 
  Agility: Excellent (20) 
  Strength: Typical (6) 
   
  Karma: 30 
  Endurance: Remarkable (30) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Good (10) 
   
   
  Psyche: Good (10) 
   
  Popularity: -10 
   
  Known Powers: 
  Particulate Matter control: He can control Particulate 
  Matter at Incredible (40) ability. 
  * Dust storms: Restrict sight and movement  to 1 area 
  * Sandblast: Remarkable (30) damage.1 area. 
  * Choking attack: Remarkable (30) damage, 1 area. 
   
  Samurai armor: He wears padded armor and helmet: 
  * Body Armor: Good (10) vs. Physical 
  * Helmet: Good (10) vs. sight and olfactory attacks  
   
  Talents:  
  Crime, Martial Arts A and E, Multi-lingual: Typhoon 
  can communicate fluently in Japanese and English. 
   
  Running Typhoon: 
  Most people assume his power is weather based. In 
  most cases, he lets them believe what they want. 
   
  History: 
  Nothing is known about the origin of Typhoon. 
  Presumably he had a long criminal career, at times 
  encountering heroes such as Firefall of the First Line. 
  One of his recorded activities included the mercenary 
  job to sabotage the 1969 moon landing. The plot was 
  masterminded by the alien Skrulls, who brought 
  Typhoon and other mercenaries to the moon via their 
  spaceship, where the group was confronted by the 
  First Line. Typhoon retreated back onto the ship and 
  learned the truth about his employers just prior to the 
  ship's self-destruction. Typhoon was killed. 
  
  66 
   
  The Promise 
   
   
   
  Tobias was born in 1859 mute and deaf until his mutant powers activated at 19 allowing him to communicate 
  telepathically. At 30 he started traveling around the world looking for other mutants such as himself. At 50 he had 
  formed a group with mutants such as himself 
  and together they were able to assist in ending 
  the first World War. Within 10 years’ time 
  Tobias was the only one left of the original 
  group, the others succumbing to old age, 
  disease or the environment. Once he was the 
  sole survivor of his group Tobias started to 
  place himself in suspended animation emerging 
  once every decade to record the progress of 
  the world and to seek new mutants to join him 
  in his cause. This new group became the 
  Promise and Tobias was their leader. He 
  believes a war between mutants and humans is 
  inevitable and he wants himself and his group 
  to be there during the aftermath to help lead 
  and guide the mutants who he feels will 
  inevitably win while also rebuilding for a better 
  future. Tobias recruited Craig Farnsworth, 
  Simon Lestron, and Gene Bitner soon after they 
  were freed by the F.B.I.'s Jimmy Woo from the 
  Yellow Claw and his hypnotism. Lucy Robinson 
  was recruited when she was but a simple 
  housewife with martial problems and a family. 
  Ernest Scope and Gracie Smith's recruitment 
  period is unknown. 
   
  When the X-Men were still fairly new in the 
  world Tobias and the rest of the Promise 
  decided to try and take the newest members of 
  the X-Men, Lorna Dane and Alex Summers 
  unwillingly into their group. Tad, Simon, and 
  Gene scouted out the X-Men and were the 
  ones that passed on the information to Tobias. 
  After they had already taken Lorna the X-Men 
  pursued them to save her however the Promise 
  was ready for them. Craig was able to use his power called dreamcasting to pit the X-Men against each other making 
  them each appear as monstrous looking creatures to one another which caused them to take each other out. Havok 
  was the only one remaining until Gracie kissed him and used some sort of energy drain mutant power to take him out 
  as well. Since Lorna and Alex had the least connection to Charles Xavier and his beliefs and perceptions of mutants 
  Tobias felt they'd come around to their cause more easily. Lucy Robinson talked Tobias into also taking Warren 
  Worthington III as well. Through the use of "teaching circuits" Tobias had hoped the new recruits would wake up with 
  an understanding of his cause and join willingly after that. 
   
  However Lucy was able to rig her and Angel's suspended animation cylinder causing them to awaken in a much 
  shorter time. She wanted out of the Promise because she believed Tobias has become obsessed with his dream and 
  that he doesn't care who's lives he ruins in obtaining his goal. Lucy herself abandoned her family for Tobias's crusade 
  to save the world. Eventually Lucy was able to wake up Lorna and the rest of the Promise except for Tobias, who 
  suspiciously couldn't wake up even though his vitals were normal moments prior. It's hinted at by Lucy herself that 
  she had something to do with it and that Tobias is dead. The remaining members of Promise decided it best to 
  remain awake and help mutants now before a war that may or may not even happen. Craig and Gracie decided to 
  adopt Simon in a way since he was still in the body of a kid they thought it better for him to stick with them. 
   
  Group Talents: Members of the Promise are familiar with the Deviant equipment how to operate it. 
  Group Contacts: They only have each other. 
  Group Resources: Good (10) resources. 
   
   
  
  67 
   
   
   
   
   
  Tobias Messenger 
   
  Fighting: Poor (4)  
   
  Health: 18 
  Agility: Poor (4) 
  Strength: Poor (4)  
   
  Karma: 100 
  Endurance: Typical (6) 
   
   
   
  Reason: Remarkable (30)  
  Resources: Inc 
  Intuition: Remarkable (30) 
  Psyche: Incredible (40) 
   
  Popularity: 0 
   
  Known Powers: 
  Telepathy: Amazing (50) ability. 
  * Mutant Detection: Amazing (50), 100 mile range. 
  * Image Projection: Amazing (50) ability and range. 
   
  Limitations:  
  Mute and deaf: He can neither speak or hear 
  . 
  Equipment:  
  Deviant computers and suspended animation 
  equipment: These computers, learning tapes and 
  suspension pods monitor outside communications 
  (such as Radio and Television) to keep those in 
  suspended animation aware of life outside the 
  Promise Headquarters. 
   
  * Suspended Animation: Good (10) suspension of 
  higher life functions for 10 years at a stretch. 
   
  * Total memory: These communication devices keep 
  track of local media (radio and Television) at Good 
  (10) ability. 
   
  Talents:  
  Computers, Electronics and Deviant technology. 
   
  Running Tobias Messenger: 
  Tobias was convinced a race war between the 
  humans and mutants was coming. Messenger ended 
  up losing everyone he cared for, loved or wanted to 
  protect as well as his own life. 
   
  History: 
  Born in 1859 mute and deaf until his mutant powers 
  activated allowing him to communicate telepathically. 
  Once he was 30 he started traveling around the world 
  looking for other mutants. At 50 he had formed a 
  group of mutants and together they ended WWI. 
  Once he was the sole survivor of his group Tobias 
  started to place himself in suspended animation 
  emerging once every decade to record the progress 
  of the world and to seek mutants to join his cause. 
  This new group became the Promise and Tobias their 
  leader. Believing a war between mutants and humans 
  was inevitable, Messenger wants himself and his 
  group to be there in the aftermath to lead and guide 
  the mutants while building a better future. 
   
  Tobias and the Promise decided to take, Polaris and 
  Havok into their group. Since they had the least 
  connection to Charles Xavier and his beliefs they felt 
  they'd come around to their cause easily. Lucy 
  Robinson talked Tobias into also taking Angel as well. 
  Through the use of "teaching circuits" Tobias hoped 
  the new recruits would wake up and join his cause 
  willingly. However Lucy was able to rig her and 
  Angel's suspension cylinder to awaken in just a few 
  minutes. She wanted out of the Promise because she 
  believed Tobias was obsessed and didn’t care who's 
  lives he ruins. Lucy had abandoned her family for his 
  crusade. Eventually Lucy was able to revive Lorna 
  and the Promise but Tobias wasn't able to awaken. 
  The remaining members of Promise decided it best to 
  remain awake and help mutants now before a war 
  that may or may not even happen. 
   
  
  68 
   
   
   
  Tad Carter 
   
  Fighting: Good (10) 
   
  Health: 56 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 70 
  Endurance: Remarkable (30) 
  Reason: Good (10) 
   
  Resources: Poor 
  Intuition: Remarkable (30) 
  Psyche: Remarkable (30)  
  Popularity: 0  
   
  Known Powers:  
  Telekinesis: Incredible (40) rank . 
  • Force Field: Remarkable (30) vs. physical, 1 area. 
  • Flight: Good (10) air speed  
  • Kinetic grapple: Remarkable (30) to lift 3 targets 3 
  area range. Endurance FEAT or stun for D10 turns. 
  Telepathy: Remarkable (30) ability.  
  • Mind Link: up to 3, Remarkable (30) ability 
  • Mind Probe: Excellent (20) ability. 
  Psi Screen: Incredible (40). 
   
  Talents:  
  Student. 
   
  Contacts: 
  The Promise and eventually the X-Men 
   
  Running Tad Carter: 
  Tad is a friendly and amiable person who just wants 
  to be accepted for who and what he is. 
   
  History: 
  Tad Carter discovered his telekinesis at the age of 12. 
  A few years later he read his teachers mind; this was 
  the first time he realized his powers continued to 
  develop. While in college Tad believed that he could 
  teach others to use the same powers. After telling 
  several other boys about his ability to read minds they 
  attacked him, calling him a mutant. When they 
  mobbed him he telekinetically pushed them away. He 
  was levitated by Tobias Messenger and was flown 
  away by this mutant and told that he must wait with 
  them in hiding until mankind is ready for them.  
   
   
   
  Craig Farnsworth 
   
  Fighting: Typical (6) 
   
  Health: 28 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 36 
  Endurance: Good (10) 
  Reason: Typical (6) 
   
  Resources: Poor 
  Intuition: Good (10)  
  Psyche: Excellent (20) 
   
  Popularity: 0 
   
  Known Powers: 
  Mental Illusions: Remarkable (30) ability. 
   
  Talents:  
  Auto Mechanics. 
   
  Running Craig Farnsworth: 
  Craig was a mutant looking to hide his secret. 
  Thankfully Tobias Messenger came and took him in. 
   
  History: 
  In 1956 Craig Farnsworth was under the control of the 
  Yellow Claw along with other mutants. Yellow Claw 
  then had these mutants pool their powers to warp 
  reality in various American cities, creating prosperity 
  in the country and chaos in the cities. This was 
  investigated by FBI agent Jimmy Woo who with the 
  terrorist's own grand-niece Suwan, freed Craig and 
  the others from Yellow Claw's control. They reversed 
  all the damage and then teleported away.  
   
  Craig, along with his fellow Yellow Claw pawns were 
  recruited by Tobias Messenger into the Promise. After 
  the Promise fell apart, Gracie and Craig took Simon 
  in, due to his age. 
   
  
  69 
   
   
   
  Gene Bitner 
   
  Fighting: Typical (6) 
   
  Health: 38 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 60 
  Endurance: Excellent (20) 
  Reason: Remarkable (30)  
  Resources: Poor 
  Intuition: Good (10)  
  Psyche: Excellent (20) 
   
  Popularity: 0 
   
  Known Powers: 
  Teleport: Excellent (20), he can take 4 others with. 
  Matter Transmutation: Remarkable (30) transmutation 
  of elements or non-living matter. Can transmute from 
  one state to another. 
   
  Talents:  
  Teaching, Chemistry, and Biology. 
   
  Running Gene Bitner: 
  Gene was a mutant looking to hide his secret. 
  Thankfully Tobias Messenger came and took him in. 
   
  History: 
  In 1956 Gene Bitner was under the control of the 
  Yellow Claw along with other mutants. Yellow Claw 
  then had these mutants pool their powers to warp 
  reality in various American cities, creating prosperity 
  in the country and chaos in the cities. This was 
  investigated by FBI agent Jimmy Woo who with the 
  terrorist's own grand-niece Suwan, freed Gene and 
  the others from Yellow Claw's control. They reversed 
  all the damage and then teleported away.  
   
  Gene, along with his fellow Yellow Claw pawns were 
  recruited by Tobias Messenger into the Promise. After 
  the Promise fell apart, Gene left the group to find his 
  place in the world. 
   
   
   
  Simon Lestron 
   
  Fighting: Poor (4)  
   
  Health: 24 
  Agility: Typical (6) 
  Strength: Poor (4)  
   
  Karma: 50 
  Endurance: Good (10) 
  Reason: Excellent (20) 
   
  Resources: Fb 
  Intuition: Good (10)  
  Psyche: Excellent (20) 
   
  Popularity: 0 
   
  Known Powers: 
  Telekinesis: Remarkable (30), 60 area range. 
  Remote Sensing-Touch: Remarkable (30), 60 area. 
  Clairvoyance: Remarkable (30), 60 area range. 
  Molding: Excellent (20), 1 ton of material. 
   
  Talents:  
  Student 
   
  Running Simon Lestron: 
  Simon was an 11 year old mutant looking to hide his 
  secret. Tobias Messenger came and took him in. 
   
  History: 
  In 1956 Simon Lestron was under the control of the 
  Yellow Claw along with other mutants. Yellow Claw 
  then had these mutants pool their powers to warp 
  reality in various American cities, creating prosperity 
  in the country and chaos in the cities. This was 
  investigated by FBI agent Jimmy Woo who with the 
  terrorist's own grand-niece Suwan, freed Simon and 
  the others from Yellow Claw's control. They reversed 
  all the damage they caused and then teleported 
  away.  
   
  Simon, along with his fellow Yellow Claw pawns were 
  recruited by Tobias Messenger into the Promise. After 
  the Promise fell apart, Simon was taken in by Gracie 
  and Craig due to his age. 
   
  
  70 
   
   
   
  Ernest Scope 
   
  Fighting: Good (10) 
   
  Health: 32 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 50 
  Endurance: Good (10) 
   
   
   
  Reason: Good (10) 
   
  Resources: Poor 
  Intuition: Good (10)  
  Psyche: Remarkable (30)  
  Popularity: 0 
   
  Known Powers: 
  Telepathy: Remarkable (30) ability. 
  Mind Probe: Incredible (40), by touch. Good (10) 2 
  areas. 
   
  Talents:  
  Radio Communications. 
   
  Running Ernest Scope: 
  Ernest is an intelligent young man looking for a place 
  to fit in. Tobias Messenger gave him a life free from 
  racial discrimination and all he had to do was follow a 
  dream. In the end Ernest decided the dream wasn't 
  enough and that it was time to leave the promise. 
   
  History: 
  Recruited by Tobias Messenger for the Promise. 
  Ernest acted as Tobias' intelligence man when it 
  comes to information gathering from the computers 
  and disseminating it to the others in the Promise. 
  Nothing is known about the life that Ernest had before 
  he joined the Promise or what became of him 
  afterwards. 
   
   
  Grace (Gracie) Smith 
   
  Fighting: Typical (6) 
   
  Health: 32 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 46 
  Endurance: Good (10) 
   
   
   
  Reason: Typical (6) 
   
  Resources: Poor 
  Intuition: Good (10)  
  Psyche: Remarkable (30)  
  Popularity: 0 
   
  Known Powers: 
  Telepathy: Good (10) ability. 
  Psychic Vampirism: Remarkable (30) ability. 
  * Stunning effect (temporary) at Remarkable (30) 
  rank, with attractive man, she liked to use her power 
  by kissing them.  
   
  Talents:  
  Trivia: Punk Rock Music and Musician. 
   
  Running Gracie Smith: 
  Gracie is a young woman looking for a place to fit in. 
  Messenger gave her freedom and all she had to do 
  was follow a dream. In time she decided the dream 
  wasn't enough and left the promise. 
   
  History: 
  Recruited by Tobias Messenger for his team. Gracie 
  and Craig seem to have some sort of romantic 
  relationship with one another. After the Promise went 
  their separate ways she and Craig took in Simon to 
  give him a sense of family.  
   
  
  71 
   
   
   
  Lucy Robinson 
   
  Fighting: Typical (6) 
   
  Health: 28 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 50 
  Endurance: Good (10) 
   
   
   
  Reason: Typical (6) 
   
  Resources: Poor 
  Intuition: Typical (6)  
  Psyche: Remarkable (30)  
  Popularity: 0 
   
  Known Powers: 
  Telepathy: Good (10) ability. 
  * Auto Hypnosis: Incredible (40) ability, if unaware. If 
  aware Excellent (20). 
   
  Talents:  
  Housewife and cooking. 
   
  Running Lucy Robinson: 
  Lucy was an ordinary housewife until her powers 
  could make her husband listen to her. Bored and 
  wanting excitement, she joined the Promise, but came 
  to realize the error that she made. 
   
  History: 
  Lucy Robinson was an ordinary housewife, without 
  any real goals in life. She was also a mutant with 
  powers of persuasion that she could make people to 
  carry out even her suggestions as if it was a direct 
  order. This caused strife with her husband, and she 
  was persuaded to abandon her family by Tobias 
  Messenger, who believed a war between humans and 
  mutants was inevitable. Lucy joined Messenger’s 
  Promise organization, and as a result spent a decade 
  in suspended animation. In her absence, her older 
  son grew to adulthood and died serving in Vietnam. 
   
  The Promise would reawaken every ten years, Lucy 
  began to realize what she had turned her back on in 
  pursuit of Messenger’s dreams, and started to hate 
  him, plotting her revenge. Thirty years after joining the 
  Promise, Lucy got her chance when the Promise 
  awoke in modern times and, learned of the X-Men. 
  During this time awake, the Promise initially only 
  sought out Lorna Dane, but later included her 
  boyfriend Havok when he came looking for her, 
  Messenger and his followers kidnapped her with their 
  combined telepathy. Lucy used her power to make 
  the Promise include Angel, which some members 
  wrote off as her being attracted to him before 
  returning to hibernation. Lucy had reprogrammed their 
  tubes to reawaken them after a few minutes. Lucy 
  used her power to make Angel fly her to her family. 
  Having traced her younger son Michael was now 
  living in a suburb of Philadelphia. It is not the family 
  reunion she’d hoped for her, as her son was now 
  older than she was, and had grown up without her 
  after she’d disappeared. As he showed signs of being 
  a mutant-hater, Lucy soon left with Angel. 
   
  Returning to the Promise’s headquarters, they 
  contacted by Professor Xavier, who was able to pull 
  info from Lucy’s subconscious about the tubes’ inner 
  workings, and has Angel free Havok. Unfortunately, 
  having been placed in hibernation without his power-
  regulating suit, Havok’s built-up energy soon reached 
  critical levels, and they barely have time to take cover 
  before an explosion devastated the headquarters. 
  They found Havok alive and conscious, and were able 
  to retrieve his costume, but also found the tubes had 
  been damaged. Using her power, Lucy had Havok 
  follow the Professor’s instructions to head for New 
  York to help fight an Atlantean invasion, the result of 
  manipulation by Magneto. Angel soon after flew off in 
  search of the other X-Men, who were trapped in an 
  underground chamber, leaving Lucy alone. Able to 
  stabilize the tubes and rewired the chronometers to 
  go faster, Lucy revived everyone but Messenger, she 
  used the opportunity to get revenge on him, Using her 
  power to “switch off” his body. 
   
  Afterwards, the Promise decided to disband, feeling 
  that Messenger’s approach was ineffective and that 
  they needed to stay and take action in how society 
  reacted to them, rather than hiding and waiting for the 
  world to end. Also leaving, Lucy first stopped to make 
  mocking remarks to Messenger’s corpse, insinuating 
  her intention to use her powers to redirect civilization 
  for the better. Her current whereabouts and activities, 
  if any, are unknown. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  72 
   
   
   
   
  
  73 
   
  Solo Heroes 
   
  With no large or even small, 
  formal groups in existence 
  from 1951-1958 the few 
  heroes who did appear during 
  this time operated largely on 
  their own, they lent a hand to 
  the local, state or federal 
  authorities or maybe they 
  were just big fish in little local 
  ponds where the small town 
  folk appreciate having a 
  ‘sooper-hero’ to save them 
  from local gangsters and 
  cheaply costumed criminals 
  using a gat to get some quick 
  scratch and making a rep on 
  the streets. Some of these 
  heroes simply faded into 
  obscurity making the citizens 
  they protected wonder 
  whatever happen to their 
  heroes, some of them died 
  heroically saving the town, a 
  port full of ships or maybe a 
  plane full of passengers being 
  kidnapped to a foreign country 
  and others still simply 
  vanished into the night that 
  spawn them, sometimes 
  seeking solace and retirement 
  from a lifestyle that simply 
  took too much from them, 
  maybe they fell victim to 
  someone looking for revenge 
  or were captured by a 
  shadowy government cartel 
  embarrassed by their actions 
  and behavior who is now hell-
  bent on placing them into 
  suspended animation, 
  (hopefully) never to be see 
  again. 
   
  Whatever the case, these heroes stood for something in a time when others wouldn’t stand for anything at all. 
   
  Group Resources: None, there wasn't a collective group. 
   
  Group Talents: None, there wasn't a collective group. 
   
  Group Contacts: None, there wasn't a collective group. 
   
   
   
   
   
   
   
   
   
   
  
  74 
   
  3D-Man 
  Hal Chandler  
   
    
   
  3D-Man  
   
  Hal 
  Fighting:  
  Remarkable (30)  
  Poor (4)  
  Health: 150 / 22 
  Agility:   
  Remarkable (30)  
  Poor (4) 
  Strength:  
  Remarkable (30)  
  Poor (4)  
  Karma:  90 / 40 
  Endurance:  
  Amazing  (50) 
   
  Good (10) 
   
  Reason:  
  Good (10) 
   
  Good (10) 
  Resources: Typical 
  Intuition:  
  Incredible (40) 
   
  Excellent (20) 
  Psyche:   
  Incredible (40) 
   
  Good (10) 
  Popularity: +10 / 0  
   
  Known Powers: 
  Alter Ego: Hal Chandler owns a pair of glasses that have identical red and green 
  images of his brother on each lens. When Hal dons the glasses and focuses, he 
  triggers a transformation that merges him and Chuck into 3D-Man and can only 
  remain active for 3 hours, after which he must split. While active 3D-Man's is a 
  composite of both brothers. 
   
  * Leaping: 3D-Man has an Amazing (50) rank Leaping ability. 
  * Running: 3D-Man has Good (10) ground speed. 
  * Skrull Sense: He has an Excellent (20) ability to detect Skrulls within 6 areas. 
    
  Talents: 
  Chuck Chandler: Piloting and Martial Arts B. 
  Hal Chandler: General Science. 
  3D-Man can tap into both brother's talents while active.  
    
  Contacts: 
  Other heroes of the 1950s, the First Line and local, state and federal authorities. 
    
  Running 3D-Man: 
  The 3D-Man has a personality mostly based on Chuck’s: energetic (even enthusiastic), a born winner and one of the 
  greatest test pilots of his time. He’s very direct, as patriotic as can be expected and quite impatient when tackling 
  problems. However, the 3D-Man also has the intuitive, analytical, observant nature of Hal. It is unclear whether the 
  3D-Man consider himself a full person or a gestalt, but he sometimes talked about Chuck and Hal as if they were 
  different persons from himself. Hal Chandler is now an aging, peaceful research scientist who only cares about his 
  work and his family. When younger, however, he spoke harshly and hated the pity of others toward his broken body, 
  wanting to prove he didn’t need anyone’s help. His only non-adversial relationship was with Chuck, with whom he 
  shared fraternal love but also some jealous. 
   
  History: 
  The 3D-Man was a 1950s hero who came about through the unique merger of two brothers, Hal and Chuck 
  Chandler. Chuck was a test pilot who was abducted by alien Skrulls during an important test flight. Earth is a strategic 
  location in the ongoing conflict between the alien Kree and Skrull Empires, so the Skrulls were seeking information on 
  Earth’s space program and had captured Chuck to interrogate him. Chuck resisted and escaped, accidentally causing 
  the explosion of the Skrull spacecraft in the process. While his brother Hal watched, the radiation from the explosion 
  seemingly disintegrated Chuck, who disappeared in a burst of light. Hal later discovered, however, that the light burst 
  had imprinted an image of Chuck on each lens of Hal’s eyeglasses. Through concentration, Hal could merge the 
  images and cause Chuck to reappear as a three-dimensional man. Chuck become the costumed adventurer known 
  as the 3D-Man and single-handedly subverted the Skrulls’ early attempts to undermine Earthly civilization. Hal would 
  remain comatose whenever the 3D-Man was active, but was aware of the 3D-Man’s activities through a sort of 
  mental link. Later, a Skrull’s ray weapon altered the transformation so that Hal was the 3D-Man’s dominant 
  consciousness for some time. Both brothers’ minds seemed to be present in the 3D-Man at all times, but only one of 
  them (usually Chuck) would be in conscious control of the 3D-Man’s form on any given occasion.  
   
   
   
   
   
   
   
  
  75 
   
  The Black Bee 
  Damon Hooks 
   
  In his Prime 
  Fighting: Excellent (20) 
   
  Health: 100 
  Agility: Remarkable (30) 
  Strength: Remarkable (30)  
  Karma: 50 
  Endurance: Excellent (20)  
   
   
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Remarkable (30) 
  Psyche: Good (10) 
   
  Popularity: +10 
   
  After 30+ years of Retirement. 
  Fighting: Good (10)  
   
  Health: 40 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 24 
  Endurance: Good (10) 
  Reason: Good (10) 
   
  Resources: Poor 
  Intuition: Good (10) 
  Psyche: Poor (4)  
   
  Popularity: 0 
   
  Known Powers: 
  Stung by a radioactive bee Damon gained insect like powers and abilities. 
  Flight: Typical (6) air speed. 
  Body Armor:  Typical (6) vs. physical and energy. 
  360 Vision: Damon's have mutated allowing him to see in all directions. 
  Stingers: fired from his hands, 2 areas doing Good (10) edged damage: 
  * Poison touch: These stingers have mild venom causing Poor (4) damage and irritation at the point of entry. 
  * Poison touch II: 1% of victims experience the life-threatening anaphylaxis, Endurance feats are required. 
   
  Limitations: 
  Damon suffered from Alcoholism and depression for years. 
   
  Equipment:  
  Cape: This Typical (6) material cape is fashionably black and stylish for most crime fighting occasions. 
   
  Talents:  
  Martial Arts B, Law-Enforcement (Security) 
   
  Contacts: 
  New Jersey P.D. 
   
  Running the Black Bee: 
  Damon started off doing the right thing and helping people. The more involved he became, the worse he suffered. His 
  career as a hero and failures cost him his wife, livelihood and eventually the powers he had once lived for. 
   
  History: 
  Sometime in the mid-60's, early 70's Damon Hooks worked as a security guard at a toxic waste dump. One day 
  shortly after getting married he was stung by a large bee that had been mutated by radioactive materials stored in the 
  dump. Hooks developed superhuman powers shortly thereafter and designing a black caped costume, began a 
  career as a crime fighter called the 'Black Bee', active "all over New Jersey." After a couple of years of activity, the 
  Black Bee was severely beaten by six Atlantic City gang members, sustaining broken bones, internal injuries and a 
  possible concussion. After a month in the hospital he decided to abandon his crime fighting activities and turned to 
  alcohol in an effort to forget his "pain and problems". Within a year, his wife left him and while he tried to return to his 
  career as the Black Bee, only to discover that his powers had vanished from lack of use. 
   
  Years later he met a young Peter Parker shortly after he began his career as Spider-Man and the two struck up a 
  friendship as Hooks confessed that he could always spot a 'Suit' out of uniform. Peter inspired Hooks who briefly 
  considered a comeback, but decided to stay retired instead. 
   
   
   
  
  76 
   
  Bucky III 
  Jack Monroe 
   
  Fighting: Remarkable (30)   
  Health: 110 
  Agility: Remarkable (30) 
   
  Strength: Excellent (20) 
   
  Karma: 22 
  Endurance: Remarkable (30) 
   
  Reason: Typical (6)   
   
  Resources: Typical 
  Intuition: Good (10) 
  Psyche: Typical (6) 
   
  Popularity: 0 as Jack / +10 as Bucky 
   
  Talents:  
  Martial Arts A, B, C, D and E, Acrobatics and Tumbling. 
   
  Contacts:  
  F.B.I. and Captain America IV 
   
  Running Bucky III: 
  Jack is fixated upon the persona of Captain America — he really, really 
  wants to be a positive, bright, moral, admired hero walking straight in the 
  footsteps of his idol. This admiration for his hero has paralyzed him, 
  though, and made it difficult for him to grow up and be more than just 
  Bucky.  
   
  History: 
  Jack Monroe was born on December 7, 1941, Pearl Harbor Day. His 
  father was an American stateside Nazi sympathizer who filled his 
  basement with a collection of Nazi paraphernalia. When Monroe brought 
  some of this collection to school, he came to the attention of FBI agents who used Monroe to gather information 
  about his father. When the FBI later arrested Monroe's father, it was discovered the entire town was somehow 
  involved. Jack and his little sister were taken from his hometown and raised in various foster homes across the 
  country, with Jack settling into Naugatuck, Connecticut. Monroe had long been an admirer of Captain America and 
  his partner Bucky, an admiration that was fostered by the American government who hoped to groom Monroe into 
  becoming a new Bucky for his generation. His foster parents were killed by Communist spies during the height of the 
  Korean War, and after a brief time in the care of his alcoholic aunt, Monroe was placed in McMurtry's Foster Home 
  and enrolled in Lee School for Boys in Connecticut. Monroe's history instructor shared his hero worship, and Monroe, 
  who had since earned the nickname Bucky, became friends with his teacher through their mutual obsession. The 
  government hoped that this man (who changed his appearance and legal name to “Steve Rogers” to match that of 
  the original Captain America), would become the next Captain America. After the Korean War, however, the 
  government lost interest in this project, canceling its plans. So when a new villain calling himself the Red Skull 
  appeared, Steve Rogers took it upon himself to inject himself and Jack with a variation of the Super-Soldier formula, 
  becoming the new Captain America and Bucky. 
   
  Together, the heroes battled the Communist Red Skull and, later, other foes of America such as the U.N.-bombing 
  teen idol Chuck Blayne and the mechanical beasts of the Cult of the Green Dragon. Unfortunately, the Super-Soldier 
  serum was only part of the Super-Soldier program, and without treatment from “vita-rays,” Rogers’ variation of the 
  serum began to effect the heroes’ sanity. They began preying upon those they suspected of being Communists. 
  When the government learned of their indiscretions, FBI agents captured them, placing them in suspended animation 
  in the hopes that someday they could be restored. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  77 
   
  Captain America IV 
  William Burnside AKA Steve Rogers 
   
  Fighting: Remarkable (30)  
  Health: 130 
  Agility: Remarkable (30) 
  Strength: Remarkable (30)  
  Karma: 26 
  Endurance: Remarkable (30) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Typical (6) 
   
  Popularity: +50 
   
  Known Powers: 
  Super Solider Serum: The serum transformed into a monster of a man. 
  * Healing factor: William recovers health as though his Endurance was +1 C/S 
  * Resistance to diseases and toxins: Remarkable (30) ability.  
    
  Equipment: 
  Shield: Amazing (50) Titanium, 3 areas, Remarkable (30) damage. The shield 
  absorbs 50 points of damage; he is subject to stuns and slams.  
   
  Chain Mail: Good (10) vs. blunt, shooting and edged attacks, on his torso.  
   
  Talents: 
  Martial Arts A, B, and E, Acrobatics and Tumbling. He is a Scholar in 
  American History +2 C/S, it's likely he minored in Chemistry in college. Lastly 
  he has trained himself in the use of his Shield getting a +1 C/S to attack with it. 
   
  Contacts: 
  Captain America is known by most everyone on earth. He has contacts in the US government and military. 
   
  Running Captain America IV: 
  William Burnside wanted to be a good and honest person, fair and just. As a symbol of the Red Scare and 
  McCarthyism, he was actively paranoid, seeing foreign agents nearly everywhere. In the end only he was “right”. 
   
  History: 
  Born circa 1929, William Burnside idolized Captain America and avidly followed all reports of Cap’s adventures 
  alongside his partner Bucky and joined Cap’s fan club, the Sentinels of Liberty. Following the reported deaths of 
  Captain America and Bucky in 1945, the young man dedicated his life to the study of Captain America, earning a 
  Ph.D. in American history in 1952, with a thesis on the legendary hero. Early in 1953, Burnside traveled to Germany 
  to conduct research on wartime Axis files on Captain America. In the process, he discovered files revealing the true 
  identity of the original Captain America as well as the lost Super Soldier serum formula. Returning to the United 
  States, Burnside reported his finding to the government, but refused to divulge the serum’s secrets unless allowed to 
  become the new Captain America himself. Unlike previous successors to the identity, the scholar fanatically sought to 
  become not only Captain America but also Steve Rogers, undergoing surgery to change his face and vocal cords and 
  legally changing his name accordingly. However, when the Korean War ended, the government withdrew its plans for 
  a national hero, and Burnside kept the serum for himself. Burnside eventually became a history teacher at 
  Connecticut’s Lee School, where he befriended student and fellow Cap aficionado Jack Monroe. 
   
  In late 1953, the new communist Red Skull (Albert Malik), seeking the supposed secrets of Adolf Hitler’s strongbox, 
  took hostages at the United Nations building, where he believed the strongbox hidden. Learning of the incident, 
  "Rogers" injected himself and Monroe with the Super-Soldier serum. Gaining superhuman strength, they took the 
  Captain America and Bucky identities as their own, thwarting the Skull in a high-profile battle. The patriotic duo 
  defeated many other menaces, many of whom were Communists agents or sympathizers. However, unlike the 
  original Cap, Rogers and Monroe had not received vita-rays to stabilize the Super-Soldier serum’s effects, so the duo 
  eventually succumbed to insanity. Their already zealous anti-communist vigilance devolving into paranoid racism, 
  they attacked several innocent people over a series of months; during one such attack, Rogers was pulled decades 
  forward in time by the Contemplator to join the original Cap and others in battling the android Adam-II on Earth-8206, 
  although Rogers’ carelessness resulted in him being controlled by Adam-II before being returned. Finally, in late 
  1955, government officials, unable to persuade Rogers and Monroe to undergo treatment, captured them and placed 
  them in suspended animation at a government facility in the South. Under the top-secret “Deep Freeze” program, 
  cryogenic suspension’s effects upon the duo were studied, but scientists were unable to treat their madness, and the 
  duo were eventually all but forgotten by the US government. 
  
  78 
   
  Colonel America 
  Trenton Craft 
   
  Fighting: Excellent (20) 
   
  Health: 80 
  Agility: Excellent (20) 
  Strength: Good (10) 
   
  Karma: 150 
  Endurance: Remarkable (30) 
  Reason: Amazing (50) 
   
  Resources: Good 
  Intuition: Amazing (50) 
  Psyche: Amazing (50) 
   
  Popularity: 0 
   
  Known Powers: 
  Super-Soldier serum: This formula enhanced the mind, rather than the body. 
   
  Telepathy: Monstrous (75) ability and range. 
  * Sensory Link: Amazing (50) ability. 
  * Sensory Control: Amazing (50) ability  
  * Mind Control: Incredible (40) ability. 
   
  Biophysical Control: Craft has control over his body and can affect others as well, at Amazing (50). 
  * Metabolic Control: Craft can control his autonomous functions and nervous system responses, at power rank. 
  * Disruption: Craft can disrupt others, including autonomous functions and nervous system, to inflict damage. 
  * Aging: Craft can control his age and hasn't aged a day since the mid-40s. He can use influence others aging to. 
  * Regeneration: Amazing (50). 
   
  Telekinesis: Unearthly (100) ability to unleash a telekinetic wave that unravels objects at the molecular level. 
   
  Limitations: 
  While Trent has fantastic and powerful abilities. They function at power rank level and he can't reduce damage or 
  range. He can turn them on and off, but beyond that...he is out of control. 
   
  Talents:  
  Military, Martial Arts A and E, Detective/Espionage 
   
  Contacts: 
  U.S. Government and the members of the Vanguard team. 
   
  Running Colonel America: 
  Trent wanted to be Captain America and hoped that his participation in the experiment would make him just that. 
  Instead he felt the death of the people he killed on Yokohama and swore never to use his powers again. He 
  'convinced' his superiors to send him home and they did. 
   
  History: 
  A soldier during World War II, Trenton Craft was picked to be part of a super-soldier program that succeeded the one 
  that spawned Captain America. Instead of attempting to enhance the soldier's physical abilities; however, they 
  enhanced his mental abilities. Christened Colonel America, Craft was first deployed on the island of Yokohama in 
  Japan on March 26, 1944, where his powers got out of hand and he decimated the island, killing thousands. 
  Following this event, he was sent home and vowed never to use his powers again.  
   
  Craft's powers kept him from aging, allowing him to live in obscurity until his seeming death at the hands of Stacy 
  Dolan. Craft survived by the use of his powers which allowed him to get up and walk away after autopsy. He then 
  learned Vanguard's secrecy was compromised and decided to kill everyone involved to keep their operation a secret. 
  The team survived his telekinetic powers when Retcon was able to make Craft believe he had already killed Dolan 
  and the rest of the team. Later, Craft would learn of Retcon's trick then proceed to capture and torture Blade to locate 
  the others. It is unclear if Craft continued his hunt or not, but he did return to serve Vanguard. 
   
   
   
   
   
   
   
  
  79 
   
  Devil Rig 
  Clletus Sleet 
   
  Fighting: Good (10) / Remarkable (30)           Health: 36 / 150 
  Agility: Good (10)  /  Excellent (20) 
  Strength: Typical (6) / Incredible (40)             Karma: 30 / 36 
  Endurance: Good (10)  / Amazing (50) 
  Reason: Poor (4)  / Typical (6) 
   
  Resources: Poor 
  Intuition: Typical (6) / Good (10)   
  Psyche: Excellent (20)                       
  Popularity: +2 / -10 
   
  Known Powers:  
  Alter Ego: All of The Devil Rig's known powers belong to Devil 
  Rig. The talents could apply to the human form of Sleet alone, unless he is in control of Devil Rig. At the beginning of 
  the transformation, Sleet must make a yellow Psyche FEAT roll to maintain his own mind and control of the Devil Rig. 
  If this FEAT fails, Zarathos is in control of the being, driven by a demonic thirst for vengeance. 
   
  * Hellfire: Using this Hellfire, The Devil Rig can perform several power stunts; 
   
  * Transform his Semi and Trailer into a flaming vehicle with Remarkable (30) speed, Amazing (50) body, protection 
  and control. It doesn't need fuel, can defy gravity for 1 turn, riding up vertical surfaces, making stunning leaps, etc. 
   
  * Create walls of flame encircling a single area; the flame is of up to Amazing (50) intensity. 
        
  * Throw fireballs or shoot flame from his hands of Amazing (50) rank fire damage up to 4 areas away. 
        
  * Use a form of cold hellfire that can affect the human spirit. This cold hellfire inflicts no physical damage, but for each 
  turn of use, The target must make an Endurance FEAT or else permanently lose one rank of Psyche. This magical 
  attack is of Amazing (50) intensity. If the victim's Psyche is brought below Feeble, its spirit is lost and irretrievable. 
   
  Talents:  
  Driving, Crime, Occult Lore and Mystic Origin. Multi-Lingual: English and C.B. code. 
   
  Contacts: 
  Hell-Rider 
   
  Running Devil Rig:  
  Clletus Sleet is a friendly and affable truck driver and smuggler. He works hard to make ends meet and sometimes 
  the duo have to go the extra mile of hunting the supernatural bring vengeance to those who can't get it for 
  themselves.  
   
  History: 
  In the 1970s Devil Rig and his oft-time partner Hell-Driver patrolled the highways of America delivering vengeance 
  upon those who preyed upon the innocent. After a Redneck vampire sheriff and his deputy kidnapped two innocent 
  teens to feed off of, Devil Rig and Hell-Driver pursued them down a backwoods country road in Alabama. As the 
  pursuit crossed into Chickasaw County, Devil Rig, presumably warned by other CB users, got on the radio to Hell-
  Driver to inform him that they had a vampire roadblock up ahead on Highway 9 and that a bridge was out over 
  Chattahoochee Creek, and queried whether they should ease back on their accelerators. However Hell-Driver 
  rejected this proposal, telling his friend that they were going to ride the Smokey straight to Hell. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  80 
   
  Dherk 
   
  Fighting: Remarkable (30)  
  Health: 120  
  Agility: Excellent (20) 
  Strength: Remarkable (30)  
  Karma: 60 
  Endurance: Incredible (40) 
  Reason: Remarkable (30)   
  Resources: Excellent 
  Intuition: Good (10)   
  Psyche: Excellent (20) 
   
  Popularity: 0 
   
  Known Powers: 
  Android body: Dherk's body is artificial in nature and provides a number of abilities: 
  * Resistant to Disease and Toxins: Monstrous (75) 
  * Semi-Immortal: Outside of recharging and acts of violence, Dherk can’t die. 
  * Computer Links: Amazing (50) ability. 
  * Holographic interface: He can transmit and interact anywhere in the savage land. 
   
  Limitation: 
  Despite the fact that his body was android in nature, he was vulnerable to mental 
  and magical attacks. 
   
  Equipment:  
  Wing Harness: Remarkable (30) material harness allows him to fly at Good (10) air 
  speed. 
   
  Talents:  
  Science, technology and Medicine of ancient Atlantis and Atlantea in Pangea. 
  Computers, Robotics, Electronics, Hibernation chamber technology and Restoration 
  modules. Musical instruments: Syrinx. 
   
  Contacts: 
  Kazar and Shanna. 
   
  Running Dherk: 
  Dherk tries to be helpful, think of him as a mobile help desk. 
   
  History: 
  Dherk is an Atlantean Scientist, who now exists in an android body. One day Shanna is having delusions due to the 
  effects of the mind-switching device. Ka-Zar has been stung and poisoned by a giant scorpion, and Shanna starts 
  seeing a ghostly figure. The apparition reveals that he is an ancient Atlantean, and that Pangea is actually an outpost 
  of Atlantis. The ghostly figure reveals himself to be a scientist named Dherk, he predicted the city's eventual sinking, 
  and due to this he is banished to Pangea. Dherk body was placed in suspended animation but is able to appear as a 
  projection, but he can temporarily make himself tangible. Dherk first saw Shanna while she was in the mind transfer 
  device and from their he has fallen in love with her. 
   
  Shanna does have mutual feeling for the man which is possibly also a result of the machine influence. Shanna rejects 
  his advances and stubbornly tries to drag Ka-Zar to the Aerians in the hope of a cure. Due to the distant and terrain 
  she passes out from exhaustion, Dherk manifests physically and saves her, after her pleas for help he reluctantly 
  rescues Ka-Zar. Due to remaining physical to long Dherk eventually dies. Dherk's consciousness is eventually 
  revealed to have been transferred into an android duplicate of himself and continues to act as Caretaker of the 
  Atlantean machines. 
   
   
   
   
   
   
   
   
   
   
   
  
  81 
   
  Hell-Rider 
  Beau Danville 
   
  Fighting: Good (10) / Remarkable (30)           Health: 56 / 150 
  Agility: Excellent (20) /  Remarkable (30) 
  Strength: Typical (6) / Incredible (40)            Karma: 42 / 60 
  Endurance: Excellent (20) / Amazing (50) 
  Reason: Typical (6)  / Good (10)                  Resources: Poor 
  Intuition: Typical (6) / Excellent (20) 
  Psyche: Excellent (20)                       
  Popularity: +5 / -10  
   
  Known Powers:  
  Alter Ego: All of Hell-Rider’s known powers belong to Hell-Rider. The talents could apply to the human form of Beau 
  alone, unless he is in control of Hell-Rider. At the beginning of the transformation, Beau must make a yellow Psyche 
  FEAT roll to maintain his own mind and control of the Hell-Rider. If this FEAT fails, Zarathos is in control of the being, 
  driven by a demonic thirst for vengeance. 
   
  * Hellfire: Using this Hellfire, The Hell-Rider can perform several power stunts; 
   
  * Transform his Trans-Am into a flaming vehicle with Amazing (50) speed, Incredible (40) body, protection and 
  control. It doesn't need fuel, can defy gravity for 1 turn, riding up vertical surfaces, making stunning leaps, etc. 
   
  * Create walls of flame encircling a single area; the flame is of up to Amazing (50) intensity. 
        
  * Throw fireballs or shoot flame from his hands of Amazing (50) rank fire damage up to 4 areas away. 
        
  * Use a form of cold hellfire that can affect the human spirit. This cold hellfire inflicts no physical damage, but for each 
  turn of use, The target must make an Endurance FEAT or else permanently lose one rank of Psyche. This magical 
  attack is of Amazing (50) intensity. If the victim's Psyche is brought below Feeble, its spirit is lost and irretrievable. 
   
  Talents:  
  Driving, Crime, Occult Lore and Mystic Origin. Multi-Lingual: English and C.B. code. 
   
  Contacts: 
  Devil-Rig. 
   
  Running Hell-Rider:  
  Beau Danville is a highly confident professional wheelman. His bravery borders on foolhardiness, especially behind 
  the wheel. While Beau is a fan-favorite of the dirt track, recognized on-sight by most aficionados.  
   
  History: 
  In the 1970s Devil Rig and his oft-time partner Hell-Driver patrolled the highways of America delivering vengeance 
  upon those who preyed upon the innocent. After a Redneck vampire sheriff and his deputy kidnapped two innocent 
  teens to feed off of, Devil Rig and Hell-Driver pursued them down a backwoods country road in Alabama. As the 
  pursuit crossed into Chickasaw County, Devil Rig, presumably warned by other CB users, got on the radio to Hell-
  Driver to inform him that they had a vampire roadblock up ahead on Highway 9 and that a bridge was out over 
  Chattahoochee Creek, and queried whether they should ease back on their accelerators. However Hell-Driver 
  rejected this proposal, telling his friend that they were going to ride the Smokey straight to Hell. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  82 
   
  Human Torch 
  Jim Hammond 
   
  Fighting: Excellent (20) 
   
   
  Health: 100 
   
  Agility: Excellent (20) 
  Strength: Excellent (20) 
   
   
  Karma: 22 
  Endurance: Incredible (40) 
  Reason: Typical (6) 
   
   
  Resources: Good 
  Intuition: Typical (6) 
  Psyche: Good (10) 
   
   
  Popularity: 30 
   
  Known Powers: 
  Android Body: the Torch has the benefit of the following abilities: 
  * Agelessness: He doesn't age and half the sleep a human does. 
  * Resistance to Disease and Poisons: Monstrous (75). 
  * Universal Donor: His blood can be donated and gives powers. 
   
  Fire Generation and Control: Unearthly (100) with these power stunts: 
  * Energy Sheath: Monstrous (75) vs. physical and energy attacks.  
  * Flight: the Torch can achieve Excellent (20) speed.  
  * Nova Blast: Shift Z (500), 10 areas. Stats drop too Feeble D10 rounds. 
  * Flame Cages: Monstrous (75)   
  * Fireballs: Monstrous (75) damage, up to 3 area range. 
  * Temperature Control: He can lower or raise at Monstrous (75) ability. 
   
  Invulnerability to Fire and Heat: Class 1000 resistance to heat and fire. 
   
  Limitations: 
  No resistance to Water and Wind: Unearthly (100) intensity or higher extinguishes the Torch’s powers 1d10 turns. 
   
  Talents: 
  He stays current on baseball, music and movies. Law-Enforcement training and is skilled in his use of fire. 
   
  Contacts: 
  He is the legal guardian and adopted father of Toro. He could rely on the military.  
   
  Running the Human Torch: 
  There was a time when a hero was expected to be an upstanding member of the community, and where an android's 
  honor and bravery counted for something. He is true to his ideals and is a good team player.  
   
  History: 
  The Torch was created by Professor Phineas T. Horton for scientific purposes. At a press-conference Horton's 
  creation burst into flames when exposed to oxygen, and, with human-like sentience rebelled against his creator. 
  Public outcry led to his being sealed in concrete, which Horton did until he could find a way to control the android's 
  flames, though he eventually escaped due to a crack that let oxygen in. The Torch inadvertently caused parts of New 
  York City to burn, before he learned to control his flame. 
   
  During this time he acquired a partner, Thomas Raymond. Toro was the mutant son of two nuclear scientists whose 
  exposure to radiation gave him the ability to control fire. The Torch also joined the police force under the name Jim 
  Hammond. He would later serve the police force as the Human Torch, fighting villains and his off-and-on foe, Namor. 
  During WWII Jim helped form the Invaders to fight the Axis powers. Near the end of the war, he came face-to-face 
  with Hitler and killed him. After the war he was placed in a deactivated sleep in the Mojave Desert; an atomic bomb 
  test awoke him. Learning that Toro had been captured and brainwashed, the Torch rescued him only to learn that the 
  radiation had made his powers stronger and unstable. Fearing he would be a danger to those around him, the Torch 
  flew back out into the desert and went nova, using up his energy reserve and effectively deactivating himself. 
   
   
   
   
   
   
   
  
  83 
   
  The Invisible Woman 
  Olga Petrova 
   
  Fighting: Good (10) 
   
   
  Health: 46 
  Agility: Good (10) 
  Strength: Typical (6) 
   
   
  Karma: 40 
  Endurance: Excellent (20) 
  Reason: Good (10) 
   
   
  Resources: Typical 
  Intuition: Excellent (20) 
  Psyche: Good (10) 
   
   
  Popularity: 0 
   
  Known Powers: 
  Invisibility: Excellent (20) ability to render herself and her clothing invisible. 
   
  Equipment:  
  Semi-Auto Pistol: Typical (6) damage, Ammo: 9, 3 area range and ROF: 1/1 
   
  Talents:  
  Detective/Espionage, Guns and Multi-Lingual fluently communicating in both Russian and English. 
   
  Contacts: 
  The underground resistance. 
   
  Running Olga Petrova: 
  Olga was a brave and heroic young lady, willing to put her life on the line to help the people of her country. 
   
  History: 
  In a communist country where a Dictator cheated the High Council, an underground organization worked to help the 
  people. When an "invisible woman" started striking and assaulting people, the Secret Police was reinforced, acquiring 
  more power to counter the menace. As fear spread among the people, the 
  underground scientists studied a way to create their own invisible human being. After years of study, the serum was 
  tested by Olga Petrov. She drank the serum and acquired the power to become invisible. She played the part of a 
  little fool with interest in politics, waiting for the right moment to strike.  
   
  The Dictator's plan worked. He, Sveli and some of his men had invented the "invisible woman" story and twisted the 
  evidences so that Anna Rojik, a woman of the High Council, was arrested. The High Council missed a female 
  member, so the Dictator decided to give the position to a harmless woman, someone he could cheat. He chose Olga 
  Petrova. When Olga Petrov was admitted into the inner chamber of the Dictator she immediately recognized the 
  documents and the papers of the Dictator's personal accounts, which proved the Leader's dishonesty. She revealed 
  herself as a member of the underground organization, grabbed the documents and became invisible, escaping from 
  the well-guarded palace. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  84 
   
  Lectronn 
  Tommy (Thomas) Samuels 
   
  Fighting: Good (10) 
   
  Health: 80 
  Agility: Good (10)  
   
  Strength: Incredible (40) 
   
  Karma: 16 
  Endurance: Excellent (20) 
  Reason: Typical (6) 
   
  Resources: Typical  
  Intuition: Poor (4) 
  Psyche: Typical (6) 
   
  Popularity: 0 as Tommy / +10 as Lectronn 
   
  Known Powers: 
  Flight: Remarkable (30) flight speed. 
  Electron Blasts: Amazing (50) ability, up to 5 areas. 
  Resistances: Amazing (50) resistance to his Electron Blasts and air friction. 
   
  Equipment:  
  Lectronn Suit: Tommy uses this Remarkable (30) material strength suit containing 
  micro-fibers to protect his body from his own powers. It acts as an Unstable 
  Molecules uniform offering no real protection, but allowed him to use his powers 
  without hurting himself or burning his costume off of his body. 
   
  Talents:  
  English literature. 
   
  Contacts: 
  As Tommy he is best friends with Amy jo Bessolo, a family entertainer (clown). As 
  Lectronn he has contacts with Crimebuster and Janus, the Golden Angel. 
   
  Running Lectronn: 
  Tommy is young and idealistic. He believes in helping the downtrodden, the hurt and the bullied. He is like a young 
  Spider-Man or Nova in that he is desperate to help, but sometimes doesn't do it in the best possible ways. He does 
  believe in the adage of 'with great power, comes great responsibility...' 
   
  History: 
  Born in El Centro, California, Thomas Samuels was crippled by a mutant case of polio, and was stuck in a 
  wheelchair. He regained mobility after receiving powers from a benevolent alien from a race who look for worthy 
  people to be granted such gifts. Native to California, Thomas began his super-hero career as the super-hero Lectronn 
  by encountering a group of thieves which he seriously harmed, as he was still testing his powers. He trained, and 
  pursued his actions, rescuing people during a clash between It, the Living Colossus and invading Stonians. 
   
  He almost attended Dollar Bill's "Defender for a Day" but was diverted by Crimebuster, and Janus the Golden Angel 
  when saving bystanders from debris, helping them to help bystanders during the "Star Waaugh" cosmic crisis. He 
  moved to New York, and battled Schizoid Man over New York for almost three hours. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  85 
   
  Phone Ranger 
  Arthur George Bell (A.G.) 
   
  Fighting: Good (10) 
   
  Health: 56 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 36 
  Endurance: Remarkable (30) 
  Reason: Excellent (20) 
   
  Resources: Typical 
  Intuition: Good (10) 
  Psyche: Typical (6) 
   
  Popularity: 0 / +6 as the Phone Ranger. 
   
  Equipment:  
  Phone Ranger uniform: Remarkable (30) plastics, fiber and wiring.  
  * Body Armor: Good (10) vs. Physical and Excellent (20) vs. Electrical. 
  * Phone reception and transmission: Remarkable (30) ability. 
  * Audio 'bugs': Remarkable (30) ability to listen into a calls. 
  * Computer links: He can dial in to computer and B.B.S.: Remarkable (30). 
  * Call routing: He can route, accept or place multiple calls: Remarkable (30).  
  * He can cut off or jam outgoing calls: Remarkable (30) ability. 
   
  Talents:  
  Electrical Communications. 
   
  Contacts: 
  Marvel Comics (circa 1984) and employees and supervisors at Bell Atlantic 
   
  Running Phone Ranger:  
  Phone Ranger is one of a few superheroes that just doesn't get it, and by 'it' I 
  mean that his powers are ineffectual and borderline idiotic. Despite the fact that he got beat by 'the Unicorn' and was 
  shot in the face by Scourge, he is desperate to make his mark on the superhero world and prove that he has what it 
  takes to make it in the world of super heroics. 
   
  History: 
  The Phone Ranger's real name is A. G. Bell. He was born in Boston, Massachusetts, and made a living as a 
  telephone repairman in New York City. One day, Bell was called in to repair a telephone that had been smashed to 
  pieces by its owner, who flew into a rage at the constant prank calls he had been receiving. In reality, the "prank 
  calls" were distress signals from a tiny spaceship that had fled from a subatomic universe and somehow ended up 
  trapped within the phone receiver. Upon examining the broken telephone, Bell realized that the aliens had left some 
  of their technology behind within the phone. Replicating the technology, Bell fashioned a costume of his own design 
  that allowed him to connect with any telecommunications system in existence, and the Phone Ranger was born. 
   
  The Phone Ranger made his official heroic debut when the Lethal Legion attacked the offices of Marvel Comics. 
  Desperate for help, writer Kurt Busiek had dialed lots of phone numbers, and on that moment the mysterious Phone 
  Ranger appeared right in front of him. Phone Ranger claimed he was here to fight the Lethal Legion, also claiming 
  that he existed to protect actual telephones. He fought Legion member Unicorn who defeated the super-hero. Later, 
  Phone Ranger was apparently shot in the head by the Scourge of the Underworld and was presumed dead. But 
  survived as a result of the thick layer of optical fibers in his headpiece deflecting the bullet. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  86 
   
  Scout 
  Billy Turner 
   
  Fighting: Typical (6) / Excellent (20)  
  Health: 28 / 180 
  Agility: Typical (6) / Good (10) 
  Strength: Typical (6) / Monstrous (75) 
  Karma: 18 
  Endurance: Good (10) / Monstrous (75) 
  Reason: Typical (6) 
   
   
  Resources: Poor 
  Intuition: Typical (6)  
  Psyche: Typical (6)  
   
   
  Popularity: 0 / +10  
    
  Known Powers: 
  Body Resistance: Amazing (50) vs. physical and energy damage 
  * Unearthly (100) vs. Heat, Cold, Disease, Corrosives, Toxins and Radiation. 
  True Flight: Unearthly (100) airspeed 
  Hyper Speed: Amazing (50) speed. 
  * Accelerate his speed to attack, evade, dodge or catch at Amazing (50).. 
  Light Emission: Unearthly (100) ability to generate light and lasers. 
  * Create narrow lasers, broad blasts and area bursts: Amazing (50) ability. 
  * Create light bursts: Amazing (50) light and range.  
   
  Limitations: 
  One arm: Billy lost an arm, he is -1 c/s to agility feats that require both hands. 
  No Alter Ego: He takes a dose of the serum and has powers for D10 hours. 
  Negative Zone: while in the Negative Zone powers and abilities drop -2 C/S every 5 rounds. 
  Negative Energy: if foes are fueled by anti-matter or the Negative Zone he is at -2 C/S every 5 rounds. 
   
  Talents: 
  Food Prep. 
   
  Contacts: 
  Lindy, Reed Richards, the Sentry 
   
  Running Scout: 
  Billy wanted to be like his mentor Bob Reynolds and for a time he was with the both of them taking the serum and 
  having adventures. In the end their addictions became too much and Scout lost an arm, his powers and his friend. 
   
  History: 
  Billy Turner was the sidekick and partner of Robert Reynolds, better known as the hero Sentry. Billy Turner drank the 
  same Super-Soldier Serum that the Sentry consumed to gain his powers, though Billy gained powers at a lesser 
  extent than the Sentry. He took the name Scout and the duo began their career crime fighting. Scout was nearly killed 
  by the Void and his current whereabouts or activities are unknown. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  87 
   
  The Sentry 
  Robert Reynolds 
   
  Fighting: Typical (6) / Remarkable (30) 
  Health: 28 / 350 
  Agility: Typical (6) / Excellent (20) 
  Strength: Typical (6) / Shift-X (150)  
  Karma: 60 
  Endurance: Good (10) / Shift-X (150) 
  Reason: Remarkable (30)  
   
  Resources: Remarkable 
  Intuition: Typical (6) / Excellent (20) 
  Psyche: Typical (6) / Good (10) 
   
  Popularity: 0 / +30 / -30 
   
  Known Powers: 
  Alter Ego - By transforming, Sentry gains the following abilities: 
  Body Resistance: Unearthly (100) vs. physical and energy damage 
  Invulnerabilities: Class 1000 vs. Heat, Cold, Disease, Toxins and Radiation. 
  True Flight: Class 1000, limits himself to Shift-Z (500) speed in atmosphere. 
  Hyper Speed: Unearthly (100). 
  * Accelerate his speed  too attack, evade, dodge or catch: Unearthly (100). 
  * Can catch bullets with Unearthly (100) ease. 
  Self-Sustenance: Able to survive in Space unaided. 
  Cosmic Awareness: Unearthly (100) rank. 
  * Enhanced Hearing: Unearthly (100). 
  * Enhanced Sight: Unearthly (100). 
  Light Control: Shift-Z (500). 
  * Create a calming effect: Unearthly (100) effect 
  * Increase light over 100 area range: Shift-X (150) giving off light. 
  * Decrease light over 100 area range: Shift-X (150) creating darkness. 
  Light Emission: Shift-Z (500). 
  * Create beam lasers, broad blasts and area bursts: Shift-X (150). 
  Molecular Manipulation: Monstrous (75), this grants the following stunts: 
  * Biophysical manipulation: Amazing (50) ability and granting: 
  * Regeneration: Incredible (40). 
  * Healing: Incredible (40). 
  * Resurrection: He can resurrect others, within 40 rounds. 
  * Self-Revival: Incredible (40) , within 40 rounds at 1 health, regenerating after. 
   
  Limitations: 
  Alter Ego - Robert is human and powerless, with memory problems and makes Reason feats to recover details.  
  Robert also suffers from Agoraphobia is schizophrenic with social anxieties and a former junkie. 
  Nega-energy: In the Negative Zone or if foes are fueled by anti-matter or Nega-energy powers and abilities -3 C/S. 
  Psychics: Despite all of his powers he isn’t resistant to mental powers 
  The Void slowly becomes real. Psyche feat to stop, no karma. Failure is -1 c/s to psyche, at Feeble, he manifests.  
   
  Talents: 
  Computers and Repair/Tinker.  
   
  Contacts: 
  Reed Richards, the Hulk, Scout, Lindy 
   
  Running Sentry: 
  Robert Reynolds is a nerdy, insecure man. The Sentry is a world-revered, morally strong and decisive hero.  
   
  History: 
  The Professor's secret formula, turned Robert Reynolds into superhuman. After trouncing the bully who beat him, he 
  made a costume and debuted as the Sentry. One of very few heroes active during the years just prior to the Fantastic 
  Four's, Sentry gained new importance when the new wave of heroes rose to prominence. He deduced Spider-Man's 
  secret ID and became a role model to him, an ally to the X-Men, an equal to Reed Richards and a friend to the 
  outcast Hulk. He battled Dr. Doom alongside the Fantastic Four and defeated, the General, with the X-Men's aid. He 
  married Lindy, and took Scout as his sidekick; but the arrival of the Void, ended his charmed life. The Void nearly 
  killed Scout, drove Hulk mad, and murdered people. Discovering the Void was created from the dark side of his 
  powers, he teamed with Reed Richards and Dr. Strange to create a system which made Earth's entire population, 
  themselves included, forget all about the Sentry. With the Sentry inactive and forgotten, the Void vanished. 
  
  88 
   
  Thunderbolt 
  Fred Hopkins 
   
  Fighting: Excellent (20) 
   
  Health: 100 
  Agility: Good (10) 
  Strength: Incredible (40) 
   
  Karma: 30 
  Endurance: Remarkable (30) 
  Reason: Good (10) 
   
  Resources: Good  
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: +20. 
   
  Known Powers: 
  Body Armor: Good (10) vs. Physical and Excellent (20) vs. Fire and Heat. 
  Flight: Good (10) air speed. 
   
  Equipment:  
  His costume, made of Typical material strength from long jones and a marker. 
   
  Talents:  
  Accounting and Electronics. 
   
  Contacts: 
  Smithville Credit Union, Smithville P.D. Pennsylvania State Police. 
   
  Running Thunderbolt: 
  Fred Hopkins is a mild mannered man given tremendous (for the time) powers that he used for the benefit of the 
  community of Smithville, Pennsylvania. Secretly he likes the admiration and confidence that the public has in him, 
  something he would never admit in public to his fans. 
   
  History: 
  Twenty years ago, a meteorite of unknown origin entered Earth atmosphere and split into two fragments, both of 
  which landed in Smithville, Pennsylvania. One landed in a junkyard and was found by Fred Hopkins, a mild-
  mannered employee for the Smithville Savings Bank. Hopkins had been knocked in the junkyard when he tried to 
  stop some punks who had beat up his friend Irving. Hopkins didn't realize his powers until the next day, and was too 
  late to help Irving, but after discovering them, he designed a costume out of some long johns, a little dye, and a 
  marker. That night he found the same punks, caught them in the act of beating someone else up, and easily took 
  them out. A crowd saw him, proclaimed him a hero, and the Smithville Thunderbolt was born.  
   
  Hopkins maintained his secret identity into the modern era, enjoying his private life, as well as the thrill of being a 
  local hero. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  89 
   
  Sub-Mariner 
  Prince Namor aka Namor McKenzie 
   
  Fighting: Incredible (40) 
   
  Health: 160 
   
   
   
  Agility: Remarkable (30) 
  Strength: Amazing (50) 
   
  Karma: 66 
  Endurance: Incredible (40) 
  Reason: Typical (6) 
   
  Resources: Monstrous. 
  Intuition: Remarkable (30) 
  Psyche: Remarkable (30)  
  Popularity: +10. 
   
  Known Powers: 
  Body Armor: Good (10) protection, Excellent (20) vs. Cold. 
  Hyper-Swimming: Good (10). 
  Flight: Typical (6) speed and can lift Incredible (40) weights.  
  Water Breathing: 
  Water Freedom: 
   
  Animal mimicry powers: Namor's genetic makeup allows him to mimic certain fish abilities at Remarkable (30) ability. 
  * Water Emission: when afire he can spray water from his skin like an Archerfish, once an encounter. 
  * Expansion: Like a swellfish, Namor can expand to twice his girth to keep larger creatures from swallowing him. 
  * Sonar: Namor can mimic a form of sonar that allows him to navigate in complete darkness. 
  * Abnormal Sensitivity: Namor's senses allow him to follow radio beams or sense movement in the waters. 
  * Electrical Generation: Namor has the power to generate electrical blasts, and can do so over a 1 area range. 
     
  Limitation: 
  Dehydration: He’s at -1 C/S to FEATs and health for each hour without water. Immersion restores Health. 
   
  Talents: 
  Namor is extremely knowledgeable of both, Ichthyology, and Oceanography. He is well versed in the Atlantean 
  Sciences as well as Leadership. Namor suffers no penalty when engaging in Underwater Combat. He is Multi-lingual 
  and can communicate fluently in, Atlantean, English and German. Namor is a capable Pilot. Lastly Namor is a shrewd 
  businessman having learned Business/Finance. 
   
  Contacts: 
  Namor can rely on the Invaders. As a prince of Atlantis, Namor can usually rely upon his people for aid. 
   
  Running the Sub-Mariner: 
  Namor is a firm believer in honor. He dislikes anyone who calls his honor into question. He has a nasty temper and 
  probably shouldn't be provoked. 
   
  History: 
  Namor is the son of Princess of Atlantis and US sea Captain. Born and raised in Atlantis he grew up to mistrust the 
  surface world and when divers where spotted near the Atlantis it was thought they were about to invade. Namor's 
  grandfather Thakorr sent him to wreak havoc on the surface world and many times he battled the original Human 
  Torch. One human he came to respect and eventually fall in love with was Betty Dean, a policewoman who was a 
  close friend for years. When Hitler attacked Atlantis during WWII He joined forces with the Torch and Captain 
  America as the super team the Invaders. He was a member of the All Winners Squad. Paul Destine used the Serpent 
  Crown, to destroy Atlantis and addled Namor's mind making him forget his past sending him to New York where he 
  became hobo for years. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  90 
   
  The Comet 
  Harris Moore 
   
  Fighting: Good (10) 
   
  Health: 90 
  Agility: Excellent (20) 
   
   
  Strength: Good (10) 
   
  Karma: 26 
  Endurance: Amazing (50)  
   
  Reason: Good (10) 
   
  Resources: Poor 
  Intuition: Typical (6) 
   
   
   
  Psyche: Good (10) 
   
  Popularity: 0 / +20  
   
  Known Powers: 
  True Flight: Amazing (50) air speed. 
  Electrical Generation: Amazing (50) damage, 4 areas in range. 
  Body Armor: Good (10) vs. Physical, Remarkable (30) vs. Energy, Unearthly 
  (100) vs. Electrical 
   
  Talents:  
  Business/Finance and Law enforcement. 
   
  Contacts: 
  Other heroes of the 1950s, the First Line and the local, state and federal 
  authorities. 
   
  Personality: 
  Comet is an old-fashioned, straight-laced, hero, who was unwavering in his 
  fight on crime, until the death of his family. The guilt of this event crippled 
  him, and he retreated to drink, doing everything he could to bury his 
  memories. He was eventually forced to overcome this, reverting to his old 
  persona, and he became a lot happier when reunited with his son.  
   
  History:  
  In 1956, Harris Moore’s car had stalled on a deserted road when a light 
  appeared out of the sky. The gaseous comet made straight for the fleeing 
  Moore, and exposure to its radiation imbued him with superpowers. He made a costume for himself, and used his 
  powers to fight crime. His activities became successful enough that criminals discovered his identity and tried to kill 
  him. He survived the attempt on his life, but his wife and children did not. Overcome by grief, Harris abandoned his 
  life, and his costume, and became a vagrant.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  91 
   
  Grutan aka the Hulk 
  Doctor Albert Poole 
   
  Fighting: Poor (4) / Good (10) 
   
  Health: 16 / 216  
  Agility: Poor (4) / Typical (6) 
  Strength: Poor (4) / Unearthly (100)  
  Karma: 46 
  Endurance: Poor (4) / Unearthly (100) 
  Reason: Remarkable (30)  
   
  Resources: Excellent 
  Intuition: Good (10) 
  Psyche: Typical (6) 
   
   
  Popularity: 0 / -10 as Grutan. 
   
  Known Powers: 
  Grutan Armor: Amazing (50) materials. Inside is a lifetime's of food and water. 
  * Body Armor: Amazing (50) vs. Physical, Excellent (20) vs. Energy. 
  * Permanent Growth: 25 ft tall, +2 C/S to be hit. 
  * Movement: 2 areas/round, Monstrous (75) damage by running into obstacles.  
   
  Limitation: 
  Locked inside: Albert was locked inside the armor, the last anyone saw him. 
   
  Equipment:  
  Grutan armor: See above. 
  Various failed growth formulas. 
   
  Talents:  
  Biology, Chemistry, Electronics, Engineering, Physics, Repair/Tinkering, Robotics 
   
  Contacts: 
  Henry Pym, his former lab assistant. 
   
  Running Albert Poole: 
  Albert has little man syndrome. He wants to be seen as a powerful and intelligent man and despite all of his abilities, 
  he couldn't get beyond the bullies who picked on him and made him feel like a small man. 
   
  History: 
  In college, Albert was mocked by other students because of his height, often despairingly referred to as "Shorty." He 
  graduated with honors, and was able to set up a laboratory in the woods with an assistant, Blake. Poole intended to 
  design a growth formula which would increase his height and thus bring an end to the mocking he had endured. 
  When nothing came of their research, he decided to shift gears. Poole decided to increase his height by different 
  means -- he dreamed up a robotic suit of armor which he could operate, thus making him taller than any human. He 
  and Pym set to work on the armor, but when Pym accidentally wrecked an audio impulse generator, Poole furiously 
  drove him away. When the armor -- "the Hulk" -- was finally ready, Poole entered it, but found that he had forgotten 
  the starter key outside. Already sealed inside the armor, Poole could not open the armor from the inside unless it was 
  already running. The only person who knew he was there and what he was working on was Pym, whom he had 
  already driven away. He was left with no apparent way out of his dilemma. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  92 
   
  Toro 
  Thomas Raymond 
   
  Fighting: Good (10) 
   
   
  Health: 70 
  Agility: Excellent (20) 
  Strength: Good (10) 
   
   
  Karma: 18 
  Endurance: Remarkable (30) 
  Reason: Typical (6) 
   
   
  Resources: Feeble 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
   
  Popularity: +10 
   
  Known Powers: 
  Fire Generation: Remarkable (30), 3 area range. He has these power 
  stunts: 
  * Energy Sheath: Remarkable (30) protection vs. Physical and Energy. 
  * Flight: Excellent (20) flight. 
   
  Fire Control: Monstrous (75) control over flame. 
  * Regeneration: Good (10). 
  * Flame Cages: Monstrous (75). Anyone crossing these cages or barriers will suffer damage. 
  * Duplicates: 10 fiery duplicates of Monstrous (75) intensity, inflicting damage. 
  * Fiery Object Creation: He can produce skywriting, and other 'objects' of Monstrous (75) fire.  
  * Temperature Control: He can affect temperatures at Monstrous (75) intensity.  
  Resistance to Fire and Heat: Unearthly (100) rank. 
   
  Limitations: 
  Wind and Water: Toro is vulnerable to cold, water or wind attacks of Amazing (50) or better. 
   
  Talents: 
  Toro has the Comic Books Trivia talent. He was trained in the use of his fire powers by the Torch and is skilled in his 
  use of fire. Lastly Bucky taught Toro how to defend himself with Martial Arts B. 
   
  Contacts: 
  As one of the mighty Invaders, Thomas can easily rely on them for help. The same applies to the Kid Commandos, 
  the Young Allies and the Liberty Legion, and the American military. 
   
  Running Toro: 
  Toro acts like a teenager. He had a tendency to be cocky, believing that his powers could protect him from harm. The 
  boy the Torch "Pappy," and loved the android like a father. 
   
  History: 
  Thomas Raymond was born in New York City to parents who were laboratory assistants to Phineas Horton, creator of 
  the original Human Torch. After their employment with Horton had ended, they were killed in a train derailment. Toro 
  himself was found at the site of the accident by a traveling circus completely unscathed despite the blaze from the 
  wreckage raging around him. Adopted by the circus, his complete immunity to flame was used to draw additional 
  crowds to the circus sideshow. Eventually the circus was visited by the Human Torch, and as he drew closer to Toro 
  the younger man's flame powers fully erupted for the first time. From this point onward, Toro was a protégé and 
  partner of the Torch and a co-founder of the Invaders. 
   
  Toro was the only member of the Invaders to survive the war and the period following mentally and physically intact. 
  He married Ann Raymond and assumed a pedestrian life after seeing the Torch for the last time before his ‘death’. 
   
   
   
  
  93 
   
   
   
   
  
  94 
   
  NPCS (Normal Folk) 
   
  These are the teeming masses of any city, in any country. Just normal folks trying to make their way through the 
  world, struggling with the day to day ups and downs of life and hoping that they can make ends meet. These are the 
  background characters that your Judge might drop into a game to show their appreciation for the heroes’ efforts, 
  make the heroes life a living hell or lend a desperately needed hand when it is needed.  Maybe they're the doctor who 
  treats your always sick aunt who you struggle to take care or, the federal agent sent to investigate strange goings on 
  at the local abandoned theme park where the heroes and their faithful dog have tracked old man Jenkins or that local 
  cop, maybe even the commissioner himself, who shows up to pass along much needed information, act as a friend or 
  slap the cuffs on the villains that the heroes just caught. 
   
  Group Resources: None, this isn't a collective group. 
   
  Group Talents: None, this isn't a collective group. 
   
  Group Contacts: None, this isn't a collective group. 
   
   
   
   
   
  
  95 
   
  Alynn Chambers 
   
  Fighting: Typical (6) 
   
  Health: 24 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 18 
  Endurance: Typical (6) 
  Reason: Typical (6) 
   
  Resources: Good 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: +2 
   
  Talents:  
  Performer-Acting. 
   
  Contacts: 
  Contacts from her days as an actor and The Thing. 
   
  Running Alynn Cambers: 
  Alynn Cambers was once the girlfriend of the Thing 
  and while they separate long ago, he never 
  completely left her thoughts. 
   
  History: 
  Was the steady girlfriend of Ben Grimm during his 
  years attending Empire State University. Alynn would 
  watch Ben as he played football for the school team, 
  sometimes alongside Ben's best friend, Reed 
  Richards. The two quickly fell in love, but Alynn -- an 
  aspiring actress -- broke off their relationship without 
  explaining things to Ben and abruptly disappeared. 
  Ben spent weeks tracking her down and when he 
  finally found her took her to the place where he once 
  carved their names on a tree. There he attempted to 
  propose to Alynn. However Alynn rejected him again, 
  explaining that her career as an actress would be too 
  demanding and she would neglect their relationship. 
  With that she disappeared out of Ben's life. Eventually 
  Alynn Chambers became a very successful actress. 
  In the convening years, Ben became a test pilot and 
  later flew Reed's experimental space shuttle carrying 
  a Star-Drive. When the ship and its crew were 
  bombarded with cosmic rays and endowed with 
  super-human powers they became the Fantastic 
  Four, the first heroes of the modern age. Ben became 
  the monstrous Thing and struggled for years trying to 
  come to terms with the form he now wore.   
   
  One day about six years after the birth of the 
  Fantastic Four, Alynn suffered a stroke. She kept this 
  secret from the public and went through 
  physiotherapy to treat her condition. Even after all the 
  hard work to restore her mobility, Alynn still required a 
  cane to walk. In addition half of her face remained 
  paralyzed which also affected the quality of her voice. 
  Seeking advice on how to cope with this, Alynn 
  sought out her old boyfriend sending a letter asking to 
  see the Thing. After much soul searching Ben agreed 
  to meet her.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  96 
   
  Anastasia Contrares 
   
  Fighting: Good (10) 
   
  Health: 74 
  Agility: Good (10) 
  Strength: Poor (4)  
   
  Karma: 40 
  Endurance: Amazing (50) 
  Reason: Good (10) 
   
  Resources: n/a 
  Intuition: Good (10) 
  Psyche: Excellent (20) 
   
  Popularity: 0 
   
  Known Powers: 
  Ethereal: Anastasia Contrares is a ghost driving 
  behind the wheel of the hotrod she died in. At will she 
  can assume an ethereal form at Monstrous (75) rank 
  as well as become invisible at power rank. While she 
  and the car can transubstantiate to a material form, 
  this transformation doesn't last long. 
   
  Equipment:  
  Hot Rod: This car never needs gas, always looks 
  perfect and hasn't aged a day since she wrecked it in 
  1961... 
   
  Control: Excellent (20) 
  Speed: Remarkable (30) 
  Body: Good (10)  
  Protection: Poor (4) 
   
  Talents:  
  Driving and Repair/Tinker. 
   
  Contacts: 
  Well, she did once save Johnny Storm... 
   
  Running Anastasia Contrares: 
  A gum-chewing, hotrod driving bundle of trouble. Men 
  fall for her looks and charm only to realize that they're 
  racing a phantom they'll never catch. 
   
  History: 
  Anastasia Contrares was born in 1940 and grew up to 
  be something of a street racing legend around the 
  town of Revelation, Arizona by the 1950s. She was 
  involved in a fatal car accident in the year 1961. Since 
  then her ghost continued to drive the highways 
  around the town in her trademark El Dorado. In the 
  Modern Age, the Fantastic Four's Human Torch was 
  rescued from the side of a highway while the team 
  was investigating some strange activity in the town of 
  Revelation. Having just been attacked by a local 
  monster known as the Howler, Johnny narrowly 
  avoided getting run over by Contrares. She offered 
  him a ride back into town.   
   
  Presumably, Contrares' spirit continues to drive the 
  highways around Revelation, however her 
  subsequent activities are unknown. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  97 
   
  Paul Berring 
   
  Fighting: Typical (6) 
   
  Health: 28 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 22 
  Endurance: Good (10) 
  Reason: Typical (6) 
   
  Resources: Poor 
  Intuition: Good (10) 
  Psyche: Typical (6) 
   
  Popularity: +2. 
   
  Equipment:  
  A type writer, note pad, pencils and his press badge! 
   
  Talents:  
  Journalism. 
   
  Contacts: 
  The Daily Globe. 
   
  Running Paul Berring: 
  Paul was actually something of a nice guy, who 
  happened to be in the wrong place at the right time. 
  He was just an average person. 
   
  History: 
  Paul Berring a reporter for the Daily Globe, was dining 
  in a corner cafe when Henry Dunn walked in--while 
  some of the other diners began to whisper jeering 
  remarks about the meek little "nobody" of a man, 
  Berring replied that sometimes a "nobody" does 
  something to make themselves famous, and he 
  unintentionally inspired Dunn to seek infamy. Dunn 
  claimed to have the power to predict a person's death, 
  and he told a fellow diner--Jack--that he would soon 
  die. When Jack was killed shortly afterwards, Dunn 
  told Berring that he should write a newspaper article 
  about him and his "power"; but Berring refused to do 
  so because Jack's death was merely a coincidental 
  accident. Dunn threatened to use his "power" against 
  Berring, but the reporter refused to give Dunn the 
  attention he craved. 
   
  Later, as he was walking home to his apartment, 
  Berring narrowly avoided an attack from Dunn. 
  Berring later learned from a prison doctor that Dunn 
  had an inoperable brain tumor; the reporter ended up 
  writing the newspaper headline about the 
  apprehension of Dunn, which would give Henry Dunn 
  the fame he had so desired. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  98 
   
  John Billings - 'March has 32 days?' 
   
  Fighting: Typical (6) 
   
  Health: 24 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 22 
  Endurance: Typical (6) 
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: 0 
   
  Talents:  
  John is a Civil Engineering, who does site 
  inspections. 
   
  Contacts: 
  Whatever engineering firm he worked for. 
   
  Running John Billings: 
  John Billings is a perfectly normal, everyday person. 
  He is married and loves his wife and cares for the 
  safety of others. 
   
  History: 
  John Billings fails to inspect a bridge on March 31 in 
  order to say goodbye to his wife, Lisa, at the airport 
  before she leaves on a flight to an unspecified 
  location. Later that day the bridge collapses, and 
  although no one is hurt, John feels guilty. John wishes 
  he could live that day over again, although he laments 
  that he would just wind up making the same decision 
  again, anyway. Without explanation, he blacks out 
  and wakes up to find that the date is still March 31. 
  John is determined to inspect the bridge this time, but 
  he is persuaded otherwise by a colleague who insists 
  that the bridge has already been inspected and is 
  safe. On his way to the airport, John realizes he's 
  doing just what he feared he would, and drives to the 
  bridge instead. There, he finds a structural flaw, and 
  prevents the bridge's collapse. While John dismisses 
  the experience as a dream, astronomers note with 
  confusion that they have determined that this year, 
  March had 32 days, "and we'll never know why!" 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  99 
   
  Sam Bonner 
   
  Fighting: Good (10) 
   
  Health: 32 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 26 
  Endurance: Good (10)  
  Reason: Good (10) 
   
  Resources: Rem 
  Intuition: Typical (6) 
  Psyche: Good (10) 
   
  Popularity: -2. 
   
  Known Powers: 
  Resistance to Shrinking: Sam's head has Good (10) 
  resistance to shrinking, the rest of his body isn't... 
   
  Permanent Shrinking: 1/5th his former size Poor (4), 
  and is -1 c/s to be attacked out of pity. 
   
  Equipment:  
  The Chamber of Horrors: A collection of gruesome 
  antiquities including: The mummified hand of Nero, 
  the skull of the Indian chief Sitting Bull, the skeleton of 
  Quasimodo, a petrified vampire, and a stuffed 
  werewolf.   
   
  Talents:  
  Trivia: Gruesome antiquities, Occult Lore, Exploration. 
   
  Contacts: 
  Sam, being the independently wealthy, has contacts 
  in all sorts of fields, including Professor Zukor. 
   
  Running Sam Bonner: 
  No oddity too weird, no collectible too strange. He has 
  traveled all over to find the strange and bizarre for the 
  purpose of owning and keeping them to himself. 
   
  History: 
  The past of Sam Bonner is unknown, but he had 
  amassed a collection of odd and gruesome 
  antiquities.  He displayed the arcane artifacts in his 
  mansion, in a room he called his Chamber of Horror. 
  It was a dark and stormy night when Bonner invited 
  three experts over to his home to show them his 
  collection.  The experts were impressed by it all, but 
  told him that his collection lacked one thing: A 
  genuine shrunken head. Shrunken heads were 
  difficult to find--every collector who went into Jivaro 
  Indian country in South America got one handed to 
  him... One of the experts told Bonner that the Jivaros 
  had even discovered a way of shrinking a man's 
  head...without chopping it off!  
   
  So the trio of experts apologized and told Bonner his 
  collection was interesting, but it was incomplete and 
  worthless to any museum.  Sam kicked them out of 
  his house, then spent the next few days brooding, 
  although he sadly realized they were right. His own 
  cowardice kept him from getting a shrunken head 
  because he was afraid of getting his own head 
  shrunk. If only there was a way he could make his 
  head shrink-proof...Sam went to Professor Zukor's lab 
  and consulted with him about his dilemma, and the  
   
  scientist came up with a solution.  First, Zukor had 
  Sam immerse his whole head in a vat of a chemical 
  mixture, then covered his head in a clear plastic dome 
  and bathed it with infra-red rays. When the process 
  was complete, Zukor assured Bonner that nothing 
  would be able to shrink his head, not even Jivaro 
  Indians! 
   
  A few days later, Sam flew down to Ecuador and tried 
  to hire some of the locals as pack-carriers and guides, 
  but they refused because they were afraid of the 
  Jivaro head-shrinkers.  So Sam made the journey 
  alone, hacking his own way through the tangled 
  jungle.  On the sixth day of his expedition, Sam found 
  the Jivaro village, empty--apparently they were out 
  hunting.  He went to the chief's trophy hut to get all 
  the shrunken heads he could carry. Bonner gathered 
  an armful of the grisly trophies, then turned to leave, 
  but he was stopped by two spear-wielding Jivaros.  
  Sam was taken to the chief, who sentenced him to 
  have his head shrunken Because of Zukor's 
  treatment, Sam refused to show fear, and confidently 
  told the chief that he couldn't shrink his head.  But the 
  chief told Sam that the Jivaros could shrink any head, 
  and if they failed, they'd give him a shrunken head 
  from the trophy hut and let him go free.   
   
  Bonner agreed to the challenge and dared the chief to 
  begin. The ceremony began with Sam being served 
  "The Drink of Darkness", so he would felt no pain, and 
  as he passed out, the tribesmen made a potent brew 
  from chambira and taraputu bark, and covered Sam's 
  head with quechua leaves--Sam didn't feel much 
  afterwards.  When he revived, the Jivaros stared in 
  amazement as the chieftain had failed.  But kept his 
  promise and Sam returned home with his trophy . 
  Two weeks later, Sam invited the three experts back 
  to his Chamber of Horror and presented his newest 
  addition, but they were more shocked by the change 
  that had come over Sam...whose head was normal 
  size, but his body was now shruken. 
  
  100 
   
  Detective Jay Bourke 
   
  Fighting: Good (10) 
  Health: 36 
  Agility: Good (10) 
  Strength: Typical (6) 
   Karma: 40 
  Endurance: Good (10)  
  Reason: Good (10) 
  Resources: Good  
  Intuition: Excellent (20)  
  Psyche: Good (10) 
  Popularity: +2  
   
  Equipment:  
  Police badge, Pen and Notepad, Flashlight: Poor (4) 
  Light 1 area.  
   
  Revolver: Typical (6) damage, Ammo: 6, Range: 3 
  areas and ROF: 1/1. 
   
  Talents:  
  Law-Enforcement, Detective, Shadowing, 
  Surveillance and Martial Arts A. 
   
  Contacts: 
  The NYPD 
  . 
  Running Jay Bourke: 
  Bourke is a by the book detective, he works hard for 
  the NYPD and tries to take as many bad guys off of 
  the street as he possibly can given his limited 
  resources. 
   
  History: 
  A detective from New York, Bourke had been hired by 
  the airlines to investigate the mystery of disappearing 
  airplanes that flew a route over a mountain range. He 
  eventually learned the airplanes were being captured 
  by Roland Cavell, who wanted to people his secret 
  city with the passengers. Bourke freed the prisoners 
  and arrested Cavell. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  101 
   
  Doctor Henry Burke 
   
  Fighting: Good (10) 
   
  Health: 46 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 30 
  Endurance: Excellent (20 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: +2 
   
  Equipment:  
  The Atomic-powered Drill: This Remarkable (30) 
  material atomic-powered drill unleashes an Amazing 
  (50) energy beam to cut through rock and soil. 
   
  Talents:  
  Archeology and the operation and maintenance of an 
  atomic-powered drilling machine. 
   
  Contacts: 
  Roy, one of his assistants. 
   
  Running Doctor Henry Burke: 
  Henry is a man who works hard to get to the truth and 
  details about ancient civilizations, the adventure he 
  undertook made him wonder what actually happened. 
   
  History: 
  The past of Dr. Henry Burke is unknown, but he was 
  working for a historical museum when the museum's 
  director offered the archeologist the opportunity to 
  lead an expedition to Asia. Burke's group set up their 
  drilling machine at an excavation site near the 
  mountains of Tibet, where they began boring a hole 
  into the earth. The device suddenly stopped, and 
  thinking it was a problem with the machine's atomic 
  piston head, Burke put on a rope harness and had his 
  men lower him down the drill-shaft so he could make 
  repairs. But when he reached the drill head, he was 
  overcome by dizziness--he felt himself falling and he 
  had the strange feeling as if time were melting, 
  perhaps falling through a spatial distortion portal to 
  Subterranea. 
   
  When he regained his senses, Burke found himself in 
  the upper branches of a tree. The rope had enough 
  slack in it, so Burke jumped down from the tree and 
  was shocked by what he saw. Although he thought he 
  should be in the very center of the earth, he instead 
  found himself in the midst of a prehistoric jungle 
  where no jungle should have been, with light and air 
  where darkness belonged--it appeared to him as if he 
  had fallen through time as well as space.  Suddenly 
  Burke was attacked by a tribe of Neanderthals, and 
  the savage cavemen hurled their spears at him. He 
  quickly jumped behind some rocks for cover, then he 
  heard a deafening roar and saw an approaching 
  dinosaur. The cavemen scattered, and the monster 
  turned its attention to the one human who was too 
  shocked to run--Henry Burke. Reaching into his 
  pocket, Burke pulled out his cigarette lighter and 
  produced a flame, the one thing the creature had  
   
  never seen before, and the frightened monster fled. 
   
  The cavemen returned and began to bow down to 
  Burke, and he supposed it was because they thought 
  his lighter was magic. But then it started to rain, and 
  the lighter's flame was snuffed out. The cavemen's 
  awe turned to disappointment, then to anger, then to 
  hate, and once again the primitive men threw more 
  spears at Burke. But suddenly the rope tightened and 
  Burke was hoisted upward--he once more had the 
  dizzying sensation that time was melting. Burke was 
  pulled out of the drill-shaft and he told his men about 
  his adventure. But the men theorized that the 
  radiation of the drilling device must have knocked him 
  out and he had only been dreaming about the whole 
  fantastic experience until they pulled him out; Burke 
  had to agree with them, although the events seemed 
  so vivid and real to him. Then one of the men called 
  to Burke to look over an artifact they found in the 
  shaft; it was an aged, rusty, moldy metallic object--
  Burke's engraved cigarette lighter, but it looked as if it 
  had been buried for centuries.... 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  102 
   
  Constance Molina 
   
  Fighting: Good (10) 
   
  Health: 46 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 40 
  Endurance: Excellent (20) 
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Excellent (20) 
  Psyche: Good (10) 
   
  Popularity: +2 
   
  Equipment:  
  Pads, pens, Camera with telescopic lens, 3 areas. 
   
  Talents:  
  Journalism, Martial Arts A and E, Photography, 
  Survival, Detective/Espionage. 
   
  Contacts: 
  The various tabloids that she worked for. 
   
  Running Constance Molina: 
  Constance is a tough as nails reporter for a major 
  metropolitan newspaper. She can out fight, out drink 
  and out last most of the men in her life. 
   
  History: 
  In the 1970s, Constance Molina was a reporter for 
  numerous tabloids, specially focusing on sightings of 
  metahumans. On November 7, 1972, detective James 
  Lucas discovered the corpse of a bat-like monster, 
  and Constance offered to help him, by contacting him 
  with Adam Brashear. When she, Lucas and Brashear 
  arrived to the morgue where the body was being kept, 
  they discovered Blade fighting Kaluu. The fight was 
  stopped, and as they began investigating, the Bear 
  appeared, and presented herself as the killer of that 
  creature, in self-defense, as she wanted to prevent 
  the Deathwalkers from using it for a sacrifice.  
   
  The Bear explained that she herself was the result of 
  a failed attempt of the Deathwalkers to extinguish 
  humanity in 1908, and that they would try to do it 
  again. With the mystery solved, the people present 
  formed the Mighty Avengers, and went to find the 
  Deathwalkers. Kaluu tracked down the magic they 
  used in the were-bat to a secret subway below the 
  City Hall. The Mighty Avengers then attacked the 
  Deathwalkers before they could make their sacrifice. 
  After Blade recovered the Talisman of Kamar-Taj, 
  which was required to perform the sacrifice, Adam 
  Brashear caused the subway to collapse above the 
  Deathwalkers. With the Deathwalkers stopped, the 
  team disbanded. In the present day, Constance and 
  Kaluu returned to New York City in order to contact 
  Luke Cage's Mighty Avengers, and inform them that 
  the Deathwalkers had returned. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  103 
   
  Doctor Parker 
   
   
  Fighting: Typical (6) 
   
  Health: 24 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 40 
  Endurance: Typical (6) 
  Reason: Excellent (20) 
   
  Resources: Exc 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: +2 
   
  Equipment:  
  Hormone Regulator Serum: This serum causes 
  accelerated growth in animal life, if regulated the 
  growth was Good (10) rank, unregulated animals 
  grew to Shift-Z (500) size. 
   
   
   
  Experiment XYZ:  
  Fighting: Good (10) 
   
  Health: 216 
  Agility: Typical (6) 
  Strength: Unearthly (100) 
  Endurance: Unearthly (100) 
   
  Known Powers: 
  Growth (permanent): Shift-Z (500)  
  Bite: Strength ranked damage. 
  Body Armor: Strength ranked 
   
   
   
  Experiment 247:  
  Fighting: Good (10) 
   
  Health: 116 
  Agility: Typical (6) 
  Strength: Amazing (50) 
   
  Endurance: Amazing (50)  
   
  Known Powers: 
  Growth (permanent): Good (10)  
  Bite: Strength ranked damage. 
  Body Armor: Strength ranked 
   
  Talents:  
  Scholar of Biology (+2 C/S). 
   
  Running Doctor Parker: 
  Doctor Parker pushed the boundaries of science and 
  discovery and paid for it when his experiments came 
  back to haunt him. 
   
  History: 
  Years ago, Dr. Parker set out to perform experiments 
  on a small island he had charted. He employed 
  natives from nearby islands to help him. He created a 
  "hormone regulator serum" which could cause the 
  growth-rate in animals. His first trial, a turtle he 
  dubbed Experiment XYZ, escaped into the sea after 
  receiving a tablet containing the serum. Five years 
  later, he tried this on another turtle, Experiment 247, 
  but this creature was kept contained behind a gated 
  wall on the island. Other experiments (lobsters, 
  starfish, etc.) made their way back into the ocean and 
  caused havoc on the lives of the islanders. They 
  revolted against Parker.  
   
  Professor Briggs, positive that Parker was still alive 
  after disappearing. Briggs hired Captain Kane to 
  follow the maps Parker left behind in an effort to find 
  him. Once they reached "Latitude X," their ship 
  crashed and sank. The crew took lifeboats, but Briggs 
  and Kane were swept out to sea. They used floating 
  barrels to form a raft. The next day, they washed up 
  on an island and found Dr. Parker tied to a post by the 
  island natives. They were tied up and held as 
  Experiment 247 crashed through a gate. In the chaos 
  they freed themselves and ran for a motor boat 
  Parker had kept on the island for emergency 
  evacuations. As they escaped, they narrowly missed 
  Experiment XYZ rising out of the water. 
  
  104 
   
  Special Agent Frederick (Fred) Amos Duncan 
   
  Fighting: Good (10) 
   
  Health: 50 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 40 
  Endurance: Excellent (20) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Excellent (20) 
  Psyche: Good (10) 
   
  Popularity: +2 
   
  Equipment:  
  FBI ID 
  Semi-automatic pistol: Typical (6) damage, ammo:9, 
  Range: 3 areas and ROF: 1/1 
   
  Talents:  
  Detective/Espionage, Law-Enforcement and Driving. 
   
  Contacts: 
  The FBI, various branches of the intelligence 
  community as well as Charles Xavier and the X-Men. 
   
  Running Fred Duncan: 
  Despite the fact that he was a federal agent, Duncan 
  had sympathy for Mutants. This came from feelings 
  for the plight of others who were being persecuted. 
   
  History: 
  Fred Duncan was an FBI agent who was tasked with 
  heading the bureau's investigation into mutant 
  activities, after an incident in Manhattan involving a 
  man reputedly capable of firing beams of force from 
  his eyes, Duncan was assigned to locate the 
  individual responsible. Charles Xavier also became 
  aware of the incident, and met with Fred Duncan. 
  Fred allowed Xavier to pursue the matter on his own. 
  Xavier ultimately found and rescued Scott Summers, 
  and started his School for Gifted Youngsters shortly 
  thereafter. After the X-Men became active, Fred 
  Duncan became the team's FBI liaison. He alerted 
  Xavier when the X-Men were needed by the 
  government, as was the case when dealing with the 
  threat of the Vanisher. Later, it was Agent Duncan 
  who brought the X-Men the news that the FBI had 
  ordered the team to break up following the apparent 
  death of Professor X.  
   
  When mutant hysteria began running rampant and 
  Project Wideawake was being developed, Fred 
  Duncan was brought in because of his knowledge of 
  mutant activities. When the government's computer 
  records of the X-Men were wiped out, Duncan 
  informed Henry Gyrich that the originals had long 
  been shredded and claimed that his own memory was 
  too unreliable to be used to rebuild the files. As Gyrich 
  grew enraged, Duncan handed in his resignation. 
  Duncan later took up a career as a security consultant 
  and began working on a novel that would expose the 
  government's mishandling of the anti-mutant hysteria. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  105 
   
  Police Badge 479 
  Officer Jim 'Jimmy' Hudson Jr. 
   
  Fighting: Good (10) 
   
  Health: 36  
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 30 
  Endurance: Good (10)  
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Good (10)  
  Psyche: Good (10)  
   
  Popularity: +5  
   
  Equipment:  
  Police Badge 479 
  Flashlight: Poor (4) light, up to 2 areas. 
  Nightstick: Excellent (20), Good (10) damage. 
  Revolver: Typical (6) Damage, 3 area range, Ammo: 
  6, ROF: 1/1 
   
  Talents:  
  First Aid, Law-enforcement, Martial Arts A and Guns. 
   
  Contacts: 
  NYPD Precinct 23: Captain Brady and Barney Sims. 
   
  Running Police Badge 479: 
  Jimmy is a by the book, true blue cop. He is honest, 
  never takes a bribe, is good to small children and the 
  elderly and always, always gets his man. Jimmy 
  Hudson Jr. makes Joe Friday from Dragnet look like a 
  Cub Scout trying to earn a merit badge. 
   
  History: 
  Jim Hudson grew up in Manhattan. As a child, Jim 
  would play around on the docks with friends like Ernie 
  Mundo. Jim's father was a policeman and Jim hoped 
  to follow in his father's footsteps. However, Ernie only 
  hoped to make money. Returning home one day, Jim 
  found his father in a quiet mood; his father explained 
  he had just arrested Charley Mundo, Ernie's older 
  brother. Jim told his father he wanted to be a 
  policeman like him and his father encouraged his 
  ambition. Years later, while Jim was in high school, he 
  came home one day to learn his father had 
  responded to a warehouse robbery and captured the 
  men responsible, but the strain on his heart caused 
  him to suffer a fatal heart attack. His father's death 
  only served to make Jim's determination to follow in 
  his footsteps stronger still. After coming of age, Jim 
  entered the police force. He took courses in first aid, 
  traffic procedure, laws, interpretation of laws, 
  marksmanship, judo and body contact defense. Jim 
  finally graduated from his studies and was assigned 
  to Precinct 23, the same sector his father worked in.  
   
  Given badge#479, Jim was assigned the night beat 
  from 30th street to the docks. On his first night he 
  caught an armed robber, arrested Ernie Mundo, broke 
  up a car theft ring, saved a cat, helped an old lady 
  cross the street and delivered a speech on civics to a 
  group of children at a local school all before signing 
  out and heading home. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  106 
   
  Wanda Warren 
   
  Fighting: Good (10) 
   
  Health: 70 
  Agility: Good (10) 
  Strength: Excellent (20) 
   
  Karma: 18 
  Endurance: Remarkable (30) 
  Reason: Typical (6) 
   
  Resources: Good  
  Intuition: Good (10)  
  Psyche: Typical (6) 
   
  Popularity: +10 
   
  Known Powers: 
  Resistance to physical: can be Stunned and 
  Slammed.  
  Regeneration: Good (10) ability 
  Vampiric form: Green skin and oversized fangs: 
  Controlling: lesser vampires and humans Good (10). 
  Vampire Bite: Good (10) damage each turn.  
   
  Limitations:  
  • Blood: -1 CS to stats every 2 days, a vampire failing 
  a Psyche roll attacks. 
  • Sunlight: Amazing (50) damage. 
  • Religious Objects 
  • Mirrors: A Psyche FEAT to avoid smashing a mirror. 
  • Houses: Vampires can’t enter houses unless invited. 
  • Silver: Silver weapons inflict normal damage. 
  • Wood: A wooden stake produces "Kill" result. 
  • Destruction: Sunlight; beheading, or the Montesi 
  Formula. 
   
  Talents:  
  Acting, Mystic Background and Occult lore. 
   
  Contacts: 
  Her agent, Hollywood insiders and her new husband 
  Neville Cortman. 
   
  Running Wanda Warren: 
  Wanda is a leading woman, who happens to be a 
  green skinned vampire and looks like someone out of 
  Star Trek. She is self-centered, narcissistic and vain. 
   
  History: 
  Wanda Warren was an actress and usually worked in 
  vampire movies. She was appreciated in the last 
  movies, and was perfect in the part of the vampire's 
  bride. Thirsty for fame, she claimed that she would 
  marry a real vampire, if it would make her famous. 
  When they shot the final scene of 'The Vampire's 
  Bride', Neville Cortman, a green skinned vampire, 
  with wings and long teeth appeared in the window 
  and kidnapped Wanda, as the script said. The scene 
  was perfect, and the director, Mr. Dunglap was greatly 
  satisfied. Few moments after, the real actor appeared 
  in the vampire costume, apologizing for his delay. 
   
  Wanda disappeared, and the newspapers talked 
  about her, mostly believing that all the matter was a 
  fake, just a publicity stunt. She became famous, but 
  not in the way she thought. She had been kidnapped 
  by a real vampire, had been vampirized and had 
  become a real vampire's bride. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  107 
   
  Science Fiction 
   
  As with any good comic book story, there is always some 
  element of science fiction that creeps in and in the case of the 
  following characters, they started there and pretty much 
  remained there, rarely and almost never, interacting with 
  actual superheroes during the course of their adventures. 
  Maybe they’re visitors from another planet, explorers traveling 
  into deep space, time travelers from the far flung future, 
  sorcerers, mer-humans, scientists, mutants and other 
  strangeness that can only be told through a journey into 
  mystery, a suspenseful or weird tale. 
   
  Group Resources: None, this isn't a collective group. 
  Group Talents: None, this isn't a collective group. 
  Group Contacts: None, this isn't a collective group. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  108 
   
   
  Aaron, the Sorcerer 
  Aaron Stregone 
   
  Fighting: Typical (6) 
   
  Health: 22  
  Agility: Typical (6) 
  Strength: Poor (4)  
   
  Karma: 40 
  Endurance: Typical (6) 
  Reason: Good (10) 
   
  Resources: Fb 
  Intuition: Excellent (20) 
  Psyche: Remarkable (30)  
  Popularity: +2 
   
  Known Powers: 
  Sorcery: Aaron is a sorcerer. 
  Nature Control: Incredible (40) ability: 
  -Fire Generation and Control: Incredible (40). 
  * Increase or Decrease flame: Remarkable (30) ability 
  * Cast Fireballs: Remarkable (30) ability. 
  * Create Flame creatures: Remarkable (30) abilities. 
  -Water Control: Incredible (40) ability. 
  * Pull water from the ground or air: Remarkable (30)  
  -Air Control: Incredible (40) ability. 
  * Air Blast: Remarkable (30) ability. 
  * Air Shield: Remarkable (30) vs. missile attacks. 
  -Earth Control: Incredible (40) ability. 
  * Hurl rocks: Remarkable (30) damage, up to 2 areas. 
  * Earth shields: Remarkable (30) vs. physical/energy. 
  * Tunneling: Typical (6) speed. 
  * Earth Golems: Incredible (40) ability, Good (10) 
  FASE abilities and Remarkable vs. Physical. 
  -Weather Control: Incredible (40) ability. 
  * Rain: Remarkable (30) ability, 1 mile range. 
  * Lightning bolts: Incredible (40) ability, 2 area range. 
   
  Conjuring: Remarkable (30) ability to summon. 
  Body Transformation-Others: Remarkable (30) ability. 
  Forgetfulness: Remarkable (30) ability. 
  Gramarye: Remarkable (30) ability. 
  Learning: Remarkable (30) ability. 
  Matter Rearrangement: Remarkable (30) ability. 
   
  Talents:  
  Mystic Origin and Occult Lore. 
   
  Contacts: 
  Lucy Scott and her dad. 
   
  Running Aaron: 
  Aaron wanted a life free from the confines of the 
  secret cabal he was a part of, he escaped only to 
  have them attempt to drag him back to that life. Did 
  he lose his powers or make them think that he had? 
   
  History: 
  Aaron appeared at a gas station in the American 
  South-West. He first met Lucy Scott and her father, 
  and applied for a job at their station as a handyman. 
  Aaron was hired when he began to fix things that 
  were unable to be repaired in a miraculous fashion. 
  Things seemed to be going well, until one day, three 
  wizards appeared and tried to take Aaron with them. 
  They had been pursuing him for some time, and he 
  had no intention of leaving. The four of them began to 
  fight each other using mystical skills. Aaron was able 
  to negate the three wizards' efforts combined, and the 
  only thing they were able to do was take his powers 
  and leave. He then remained at the station to start a 
  normal happy life with Lucy. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  109 
   
   
  Andras Juhasz 
   
  Fighting: Good (10) 
   
  Health: 80 
  Agility: Good (10) 
  Strength: Remarkable (30)  
  Karma: 30 
  Endurance: Remarkable (30) 
  Reason: Good (10) 
   
  Resources: Good  
  Intuition: Good (10)  
  Psyche: Good (10) 
   
  Popularity: -10 
   
  Known Powers: 
  Resistance to physical: can be Stunned and 
  Slammed.  
  Regeneration: Good (10) ability 
  Controlling: lesser vampires and humans Good (10). 
  Vampire Bite: Good (10) damage each turn.  
  Transformation: He can transform into the following: 
  • Mist that flows through cracks and Feeble (2) Flight. 
  • A bat, bite attack and Flight at Typical (6). 
   
  Limitations:  
  • Blood: -1 CS to stats every 2 days, a vampire failing 
  a Psyche roll attacks. 
  • Sunlight: Amazing (50) damage. 
  • Religious Objects 
  • Mirrors: A Psyche FEAT to avoid smashing a mirror. 
  • Houses: Vampires can’t enter houses unless invited. 
  • Silver: Silver weapons inflict normal damage. 
  • Wood: A wooden stake produces "Kill" result. 
  • Destruction: Sunlight; beheading, or the Montesi 
  Formula. 
   
  Talents:  
  Mystic Origin, Occult Lore and Multi-lingual in 
  Hungarian and English. 
   
  Contacts: 
  The People's Defense Association of Harlem. 
   
  Running Andras Juhasz: 
  He dedicated himself to protecting those he wanted to 
  keep from harm and made sacrifices to do so. 
   
  History: 
  The vampire Andras Juhasz began slaying Russian 
  soldiers, leaving their corpses littering the streets of 
  Budapest. When the Red Army moved into Prague, 
  Czechoslovakia, in 1968, Andras moved with them 
  and continued his murders. Soon hunted by the 
  K.G.B., in 1970 he relocated both himself and his 
  killing spree to Vienna, Austria, drawing the interest of 
  both the C.I.A. and Interpol. After a year in Vienna, 
  now on the run, Andras fled to Bavaria. Andras met 
  and befriended Tom Freeman, then stationed in 
  Europe, and Tom struck a deal with the vampire. In 
  return for safe haven, food, and one person every 
  year, or perhaps every five years, to join Andras in the 
  ranks of the undead, the vampire would slay the 
  junkies and criminals blighting Harlem. Around 
  Christmas time, Andras stopped his killings in Bavaria 
  as he relocated to Harlem. Six weeks after Christmas, 
  Andras began his campaign to clean up Harlem's  
   
  streets, soon winning the desperate locals' support. 
  Having been given a cape for Christmas by his sister, 
  Angie, Tom gave it to Andras, who happily wore it. 
  The police believed the killer was a nut with a fetish 
  for blood, but Angie became convinced that the killer 
  was a genuine vampire, especially after six-months of 
  investigating uncovered Andras' European trail of 
  corpses. 
   
  Andras returned to where The People's Defense 
  Association were meeting that night. Coming to 
  question Tom, Angie and Sarran crashed the 
  Association's meeting. Angie spotted Andras, 
  recognizing his cape, and confronted him. Pulling out 
  a cross, she watched as he recoiled and bared his 
  fangs. However, Tom pulled a gun and ordered her to 
  put the cross away or he would blow Sarran's head 
  off. After listening to a few minutes of arguing, Andras 
  reminded Tom about their agreement and suggested 
  Angie could fit that role. Tom agreed and slew Sarran 
  when he protested. Angie broke free and fled with 
  Andras followed knowing that no one who would help 
  her. Angie spotted the local church and raced towards 
  it, calling out to Father Lyons to help her, but instead 
  he blocked her path, as he too was part of the 
  Association. As dawn began to break behind Angie, 
  Andras spread his arms and cloak to engulf her. Soon 
  after Angie, now a vampire, kneeled on a rooftop 
  crying over the corpse of her current victim, a young 
  boy, while Andras stood impassively behind her, 
  surveying the city behind them. Angie came to terms 
  with her new existence, eventually even revelling in it. 
  When Andras was eventually slain in a fire, Angie 
  continued with the agreement in his place. 
  
  110 
   
  Ashley Hunt aka Tut-kin-Tut 
   
   
   
  Fighting: Good (10)   
   
  Health: 32 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 46 
  Endurance: Good (10)   
  Reason: Remarkable (30)  
  Resources: Exc 
  Intuition: Good (10)   
  Psyche: Typical (6)  
   
  Popularity: 0/+20  
   
  Known Powers: 
  Time Machine: Typical (6) rank, to travel 6000 years 
  into the past. 
   
  Limitation: 
  Bad times: if Hunt interferes with his past, he creates 
  a time paradox. 
   
  Talents:  
  Engineering, Electronics, Physics, Repair/Tinker, 
  History. After the amnesia: Multi-Lingual in Egyptian 
  (circa 2699 b.c.) and modern English and Leadership. 
   
  Contacts: 
  The Agency he worked for and his followers. 
   
  Running Ashley Hunt: 
  Ashley was looking for accolades. With the advent of 
  his machine, greed was the cause of his downfall. 
   
  History: 
  In ‘65, Hunt worked for the government and driven by 
  greed, he was focused on building a Time machine. 
  Ashley intended to travel to retrieve the treasure 
  stored in Tut-kin-Tut's tomb and lost since an 
  earthquake occurred in 2680 B.C by traveling to the 
  year 2699 B.C. Unable to open the tomb of Tut-kin-
  Tut, he went back to ‘65  to equipment, one hour too 
  early, encountering himself. As both claimed the 
  treasure, the older Hunt knocked out his past-self, 
  only to vanish from existence while the past-self 
  awoke hours later in an amnesic state. Exiting the 
  tomb and wandered the desert, he was saved by 
  Egyptians believing him to be Tut-kin-Tut returned. 35 
  years after the quake that would make Tut-kin-Tut's 
  tomb hidden, he dreamt of the event that led him 
  there, causing him to wonder if he was Hunt at all. 
  Brad the Micronaut 
   
   
  Fighting: Typical (6) 
   
  Health: 28 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 22 
  Endurance: Good (10) 
  Reason: Good (10) 
   
  Resources: Poor 
  Intuition: Typical (6)  
  Psyche: Typical (6) 
   
  Popularity: 0 
   
  Known Powers: 
  Shrinking: Shift-X (150) Brad was sent to a 
  Microverse, named Earth.. 
   
  Talents:  
  Brad had Martial Arts E and Exploration. 
   
  Contacts: 
  His brother and Professor Ace, Brad has no contacts. 
   
  Running Brad the Micronaut: 
  Brad is a drifter, seeking his place on the highways 
  and byways of life. It wasn't until his brother needed 
  help  that he began to take life seriously. 
   
  History: 
  In a macroverse far, far above us, Brad was an 
  explorer with a nose for adventure. He led the good 
  life with no fixed place to live, wife or children. Until 
  the day his brother contacted him to let him know that 
  he was ill and in need of surgery. Frantic to hold on to 
  the only part of his past that meant anything, Brad 
  sought out the money to pay for the operation and 
  saw the ad that Professor Ace had placed offering to 
  pay money for adventurers unafraid of risks. Brad 
  contacted Professor Ace and found out the scientist 
  was using a shrink rank and believed that he could 
  shrink a living being down to travel to a 'Microverses'. 
   
  After Ace paid Brad the experiment began. Exposed 
  to the ray, Brad got smaller until his size was reduced 
  to the point that he couldn't see the Professor, who 
  couldn't see him either. From his perspective the 
  world seemed to vanish, Brad found himself in a new 
  world named Earth, leaving to make his new home on 
  this new world and to wonder how many other worlds 
  there might be even smaller than his new home? 
  
  111 
   
  Dr. Domino 
   
   
  Fighting: Good (10) 
  Health: 36  
  Agility: Good (10)  
  Strength: Typical (6)  
  Karma: 30 
  Endurance: Good (10)  
   
  Reason: Good (10)  
  Resources: Exc 
  Intuition: Good (10)  
   
  Psyche: Good (10)  
  Popularity: +2 
   
  Known Powers: 
  Longevity: He didn't age for 60 years, at Amazing (50) 
   
  Limitation: 
  Domino has to fake his death and takes a new ID. 
   
  Talents:  
  He isn't a doctor. He’s a criminal, with Crime, working 
  'Long Cons' and grifting. He knows how to use a Gun. 
   
  Running Dr. Domino: 
  This conman has been running schemes, moving 
  from city to city changing his ID and taking money 
  from victims. 
   
  History: 
  Six decades earlier, he was involved in a lab accident 
  which stopped/slowed his body's aging process. He 
  concocted a scheme to swindle elderly women out of 
  money--by claiming he developed a "youth serum" 
  and had even used it on himself; since he was 80 
  years old , he attributed his youthful appearance to 
  the "youth serum" he created. Domino held a public 
  demonstration "medicine show" where he had some 
  elderly women step into a booth, close the curtain, 
  take the "serum," then emerge, miraculously looking 
  40 years younger-- After collecting some money from 
  his hopeful clients as a down-payment, Domino 
  returned to his lab, where he was visited by an aged 
  seeress. After demonstrating her magical powers to 
  him, the crone told Domino that she had heard stories 
  of his wonder potion and wanted some of it to restore 
  her youth and beauty. Domino admitted to the 
  seeress that his claims had all been a scam. Angered, 
  the seeress placed a curse upon Domino then 
  disappeared. When Domino awoke the next morning, 
  he found his youthful appearance gone--his years had 
  finally caught up with him. 
  Earl Rawls 
   
   
  Fighting: Typical (6) 
   
  Health: 24 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 18 
  Endurance: Typical (6) 
  Reason: Typical (6) 
   
  Resources: Poor  
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: -2 
   
  Equipment:  
  Slim Jim: A Good (10) metal hook helps Earl break 
  into cars. 
   
  Talents:  
  Crime, Driving, hotwiring. 
   
  Contacts: 
  The local criminal underground. 
   
  Running Earl Rawls: 
  A car thief who happened upon an alien invasion. 
  Rawls, despite his failings, wouldn’t let that happen. 
   
  History: 
  Earl noticed a strange car parked outside his 
  apartment window. He was fascinated because he 
  had never seen one like it. Determined to steal the 
  car, because he had previously only stolen junkers, 
  and this was a "luxury car". He tried to talk up the 
  car's owner, but was ignored --Rawls thought it was 
  for the best because the man looked like he was 
  wearing a mask. Two days later, Rawls saw the car 
  and couldn't resist, so he climbed in. Rawls observed 
  that the car's dashboard was like something out of a 
  sci-fi movie. The car's owner shouted. He pushed the 
  starter, and traveled through dimensions. Rawls got 
  out, he was seized by aliens, who revealed they had 
  built the car to conquer Earth. Rawls broke free, got 
  in, and pushed the starter, then found himself back 
  home. Determined to stop them, Rawls set the car 
  afire. The owner ran to the car, knowing he would be 
  trapped otherwise. The flames burned away his 
  disguise, and the alien vanished when the car 
  exploded. Rawls was arrested for destroying the car, 
  he didn't tell the real story as no one would believe it. 
  Rawls sat in a cell, but didn’t mind he’d saved the 
  world! 
  
  112 
   
  Jeff Raye 
   
   
  Fighting: Typical (6) 
   
  Health: 32 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 40 
  Endurance: Good (10)  
  Reason: Excellent (20) 
   
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: +2 
   
  Equipment:  
  Teleporter: This Good (10) material unit teleports 
  anything up to 200 miles, at Typical (6) with the 
  limitation of movement between the pads. 
   
  Talents:  
  Physics, Engineering and Repair/Tinker. 
   
  Contacts: 
  Butch, the cat. 
   
  Running Jeff Raye: 
  Jeff wanted to make the world a better place with 
  teleportation. It would cut pollution, make transporting 
  easier and create a new means of transportation. 
  Sadly are those who wanted his work for evil. 
   
  History: 
  After teleporting his cat, Butch, Jeff worked on a 
  larger version; he set up a unit 200 miles away. As 
  Jeff was working on the machine, Butch stepped on 
  the activator. Jeff teleported to the planet Rojian in a 
  distant galaxy. He partially materialized in a lab where 
  the Rojan scientist Noki was apparently built a similar 
  device and Noki's acted as a receiving station for 
  Jeff's signal. Trapped between two energy poles, Jeff 
  sensed as he was questioned by telepathy that the 
  Rojan leader wanted to learn the secrets of his 
  teleporter. Noki used a thought-recorder on Jeff to 
  record the knowledge, then took the tape to process. 
  Seeing an electrical grid on one of the poles, Jeff 
  formed an escape plan. He threw things he had on 
  him at the grid to short it out. He finally hit the grid his 
  wristwatch, and cut the power. Fully materialized and 
  free in Noki's lab, he found and retrieved the tape with 
  the secrets of his teleporter. Jeff then ran back to 
  Noki's teleporter, turned the power on and jumped to 
  earth. Jeff arrived in his lab and took a crowbar to his 
  machine, as Butch watched. 
  Jonathan Bascombe 
   
   
  Fighting: Poor (4)  
   
  Health: 24 
  Agility: Typical (6) 
  Strength: Typical (6)  
   
  Karma: 30 
  Endurance: Good (10) 
  Reason: Good (10) 
   
  Resources: Rem 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: 0 
   
  Known Powers: 
  Shrinking: Incredible (40) ability. He's -3 C/S to be hit. 
   
  Talents:  
  Business/Finance. 
   
  Contacts: 
  His lawyers and whatever businesses he might own. 
   
  Running Jonathan Bascombe: 
  A cruel and mean-spirited man, the 'powers' he got 
  made him pay for many indignities. 
   
  History: 
  One evening, Bascombe was knocking ants down as 
  they climbed a dirt mound--when he was visited by 
  Max. Then Max revealed the reason for his visit--he 
  had been working on a cellular project for years, and 
  he was making real progress, but he needed money 
  for the final experiment. Max pleaded with Bascombe 
  to lend him 5000 dollars so he could complete his 
  work and Bascombe refused. The next night, driven 
  by the desire to say no to make Max believe that he 
  had reconsidered his request for money, just so he 
  could have the pleasure of refusing him again. But 
  Max was not at home, Bascombe let himself in. He 
  read Max's journal and saw Max had given up as 
  there was no hope of completing his serum without a 
  dynamo. Bascombe saw a flask and grasped the 
  container, a bolt of lightning from the storm struck the 
  flask, and was knocked out. The lightning bolt had 
  activated it, and he had been shrunken to the size of 
  an ant. He left Max's lab. He found himself standing 
  before a "mountain". Determined to see where he 
  was, he began to climb, but a giant finger knocked 
  him down again and again. It was then that he saw 
  Max talking to a boy playing in the sand pile that was 
  his ‘mountain’. 
   
  
  113 
   
  Julius Keaton 
   
   
  Fighting: Good (10) 
   
  Health: 36 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 36 
  Endurance: Good (10) 
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Typical (6)  
  Psyche: Excellent (20) 
   
  Popularity: +10 
   
  Known Powers: 
  Telepathy: Excellent (20) ability. 
  Hypnotic Control: Excellent (20) ability. 
  * Image Generation: Good (10) ability. 
   
  Talents:  
  Stage Magic, Performer and Detective/Espionage. 
   
  Contacts: 
  Local law-enforcement. 
   
  Running Julius Keaton: 
  He used his powers to profit, he didn’t mind altruism. 
   
  History: 
  One evening, Keaton was at a Theater, performing on 
  stage. The psychic showman sensed that a woman. 
  had misplaced her purse earlier and  was able to tell 
  her where she mislaid her handbag, he even knew 
  much money was in it! But suddenly Keaton had a 
  darker flash of insight. He announced that he sensed 
  somewhere in the audience, a man was employed by 
  a foreign power; he further went on to say that the 
  man was planning to steal top secret files. Keaton's 
  statement caught the attention of Roy Henry and his 
  associates, the traitorous trio fled the theater as 
  Keaton proclaimed that he would find and stop them. 
  Henry was determined to get Keaton before he could 
  expose them. Keaton was able to read Henry's mind, 
  and stay one step ahead of them. Henry and his pals 
  decided to be hypnotized, so he couldn’t mental 
  "eavesdrop". He remained in contact with Henry. 
  Renting an office he took on the ID of a hypnotist. He 
  placed an ad of his services in a newspaper Henry 
  read. The spies went to the office of Dr. Duval, who 
  put them under his hypnosis, then took them to a 
  police station. When they awoke in cells. Keaton 
  explained to he was a hypnotist and a mind reader! 
  Kanu and Bala (No known surnames) 
   
   
  Fighting: Good (10) 
   
  Health: 60 
  Agility: Good (10) 
  Strength: Excellent (20) 
   
  Karma: 26 
  Endurance: Excellent (20)  
  Reason: Typical (6) 
   
  Resources: Poor 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: +5 
   
  Known Powers: 
  Water Freedom 
  Water Breathing 
  Hyper Swimming: Poor (4)  
   
  Limitations: 
  Kanu and Bala were not amphibious, they could 
  survive out of water 2 hours without issue. Beyond 
  that they lose endurance ranks as if drowning.  
   
  Contacts: 
  The underwater civilization they came from. 
   
  Running Kanu and Bala: 
  These two young newlyweds were full of love and 
  curiosity and when they discovered a civilization 
  above the waves, they wanted to explore and meet 
  the strange race that lived there. 
   
  History: 
  Kanu and Bala were two young newlyweds who were 
  in the process of exploring and celebrating their 
  honeymoon when they surfaced and discovered that 
  there was a race of surface dwellers living on the 
  lands above the water. They returned to their small 
  civilization and asked permission to explore. Granted 
  permission, they returned to the surface and explored 
  only to be attacked by surface dwellers as their 
  unknown time limit ran out, almost stranding them on 
  the surface. Kanue and Bala barely made it back into 
  the water and avoided an untimely death. While they 
  were never seen again, it isn't too far-fetched to 
  assume that they might have been part of an 
  Atlantean outpost of some kind. 
   
   
   
   
  
  114 
   
  Lance Curtiss 
   
   
  Fighting: Typical (6)  
   Health: 28  
  Agility: Typical (6) 
  Strength: Typical (6) 
  Karma: 22 
  Endurance: Good (10)  
  Reason: Good (10)  
  Resources: Poor 
  Intuition: Typical (6) 
  Psyche: Typical (6)  
  Popularity: 0 
   
  Known Powers: 
  Alien Pencil-Reality Alteration: Amazing (50) ability. 
   
  Limitation: 
  Reality Alteration works while Lance is drawing, if the 
  pencil is taken away the effects of his works fade. 
   
  Equipment:  
  The Alien Pencil: a Remarkable (30) material pencil. 
   
  Talents:  
  Artist. 
   
  Running Lance Curtiss: 
  Lance is a down on his luck Artist, who happened to 
  find the most magnificent object in the universe... 
   
  History: 
  One sunny day, Lance Curtiss was sitting on a park 
  bench, drawing in his sketch pad, when he saw a 
  UFO streaking overhead. He noticed something that 
  fell from the saucer and landed right by his feet--it 
  looked like a pencil. He picked it up and tried it on his 
  pad--the pencil made a smooth line and was better 
  than those he'd been using. He drew a bowl of fruit, 
  and noticed a bowl of fruit at his feet. He figured the 
  pencil was the answer to these miracles. 
   
  Wanting to test the limits to the pencil's power, Curtiss 
  drew his own face added to Mount Rushmore. He 
  concluded that by drawing, he could make it happen. 
  He began further tests with more sketches. It seemed 
  everything he drew with the pencil became reality. But 
  he thought he was wasting the power and decided to 
  use it for his own advantage, so he sketched stacks of 
  money and he now had enough wealth, and next he 
  wanted fame, he drew a picture of himself adorned in 
  royal regalia, and a split second later he became king 
  of all Earth, with a palace and an entire planet full of 
  loyal subjects. To prove his power, King Curtiss 
  grabbed his sketch pad and drew a picture of the 
  saucer he saw. The UFO appeared, and his lackeys 
  were convinced. But then a small portal on the UFO 
  slid open and a tentacle reached out. An alien voice 
  expressed relief at finding the pencil. Despite his plea 
  to the owner not to take it back, the voice told him that 
  he had unlimited power but wasted it, and deserved 
  no more. As the saucer flew off, the world faded back 
  to the way it was. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  115 
   
  Linda Brown 
   
   
   
  Fighting: Typical (6) 
   
  Health: 32 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 26 
  Endurance: Good (10) 
  Reason: Good (10) 
   
  Resources: Poor 
  Intuition: Good (10)  
  Psyche: Typical (6) 
   
  Popularity: +10 
   
  Known Powers: 
  Mer-Human adaption: Linda is a mermaid. On land, in 
  her chair she has Poor agility, but loses no health. 
  Water Breathing 
  Water Freedom 
  Hyper Swimming: Good (10) Water speed. 
  Ultra-vision: Good (10) in low light settings. 
  Pressure resistance: Remarkable (30) vs. pressure. 
   
  Equipment:  
  Wheelchair: This is a standard wheelchair. 
   
  Talents:  
  Oceanography, Ocean geography, Ichthyology. 
   
  Contacts: 
  Aunt May and Uncle Ben, her human relatives. 
   
  Running Linda Brown: 
  Linda is a young lady, a student of life trying to find 
  out how the other half lives She stayed with her aunt 
  and uncle for a while before returning to the sea. 
   
  History: 
  Most people thought of Linda Brown as that poor 
  wheelchair bound girl who lived with her kindly old 
  Aunt and Uncle. What no one, but her relatives, knew 
  was that Linda was in fact a mermaid living amongst 
  surface folk. Her exact origins are unknown, maybe 
  she's a human who mutated under unknown 
  circumstances? Maybe she's a mutant, living a dual 
  life and trying to find a home. Or maybe she's some 
  off shoot of Atlantean, perhaps we'll never know. 
   
   
   
   
   
   
   
  Lucius Farnsworth 
   
   
  Fighting: Typical (6) 
   
  Health: 38 
  Agility: Typical (6) 
  Strength: Typical (6)  
   
  Karma: 30 
  Endurance: Excellent (20) 
  Reason: Good (10)   
   
  Resources: Inc 
  Intuition: Good (10)   
  Psyche: Good (10)   
   
  Popularity: +4  
   
  Known Powers: 
  Bee Control/Communication: Remarkable (30) ability. 
  * Swarm: bees sting for Poor (4) damage and incite 
  panic (psyche feat). 1% of victims experience 
  anaphylaxis, Endurance feats are needed. 
  * Honey production: Colonies produce 60 to 100 
  pounds a year, Farnsworth's produces 50 times that. 
   
  Shrinking: Incredible (40) ability. 
  * Projective shrinking: Lucius can shrink others. 
  Mind control: Good (10) ability. 
   
  Limitation 
  Mind Control: must make eye contact to use. 
   
  Equipment:  
  Honey Bees. 
   
  Talents:  
  Business/Finance, Animal Handling, Apiary  
   
  Contacts: 
  Farnsworth Honeys limited. 
   
  Running Lucius Farnsworth: 
  Lucius is a secretive businessman. He keeps his 
  Apiary and the cultivation of his bees a guarded 
  secret, one he is willing to go to great lengths to hide. 
   
  History: 
  Lucius Farnsworth was a mutant, gifted since birth 
  with various abilities. Thanks to those abilities, and his 
  bees, Farnsworth was the most successful honey 
  producer in his state. As he didn't trusted banks, he 
  kept a fortune in his house. One Farnsworth's 
  employer had spied and learned the combination of 
  his safe, and broke in his house, only to be surprised 
  by Farnsworth. Held at gunpoint by Eric, Farnsworth 
  used his powers to control Eric and take his gun. He 
  then forced Eric to go to the apiaries. Once there, he 
  
  116 
   
  shrunk Eric, and forced him into the hive, where he let 
  his bees hunt Eric. Stopping them at the moment they 
  were going to kill, they were both returned to their 
  original size. Farnsworth claimed the whole event was 
  an illusion that had started when Eric pointed a gun at 
  him, but right afterwards Eric let drop a tiny metal 
  object, what he thought to be his still miniaturized 
  gun, leaving him in doubt forever. 
   
  A millionaire, Farnsworth later retired in the 
  Farnsworth Estate. There, he witnessed the beauty of 
  his garden, taken care by the gardener George. 
  Farnsworth encouraged George to open his own 
  landscaping business, offering him to back him 
  financially. George kept refusing, content to be in his 
  position. One day, one of his plants mutated due to 
  exposure to radioactive dust (originating from a 
  neighboring atomic experimentation facility), 
  becoming a sentient Weed, able to talk and control 
  other living creatures. Before Lucius could remove it, 
  his body was paralyzed by the Weed, who revealed 
  him its plan of controlling mankind before putting him 
  into sleep as it intended to rest as well in order to 
  increase its powers. During its sleep, it was destroyed 
  by George, unaware of its powers. Farnsworth was 
  immediately awakened, and secretly thankful that 
  George didn't take his offer and had his role into 
  destiny accomplished. 
   
   
   
   
   
  Mark Coren 
   
   
  Fighting: Typical (6) 
   
  Health: 28 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 26 
  Endurance: Good (10) 
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: 0 
   
  Known Powers: 
  Shrinking: Shift X (150), he stopped at Typical (6). 
   
  Talents:  
  Student. 
   
  Running Mark Coren: 
  A normal student exposed to strange thing he 
  survived, but what if the cosmic rays changed him? 
   
  History: 
  In a spaceship orbiting behind the Moon, two aliens 
  sent a shower of meteors to Earth as "Phase I" while 
  they monitored the events. One of the meteors 
  crashed in a vacant lot in front of Mark Coren. When 
  he recovered, Coren found fragments continuously 
  orbiting around his body like satellites -- he wasn't 
  hurt, but he found himself a prisoner of the satellites. 
  Then Coren noticed he began to shrink into a more 
  solid compact form. Even smaller size, the satellites 
  still encircled him. Mark was the only human being 
  involved, but a building had been similarly affected. 
  Fear began to mount that this was a plot against 
  Earth.A study was made of Mark's condition, it was 
  only a matter of time before he shrank out of 
  existence. The scientists found a way to save him -- 
  counter-balance the energy the satellites were 
  emitted. A satellite was constructed and Mark was 
  placed inside. Launched into orbit where cosmic rays 
  balanced the forces shrinking Mark. The effects of the 
  rays built up against the forces of the satellites. Their 
  speed diminished  until, Mark was free. As Mark was 
  pulled from his returned chamber, he asked if there 
  had been any more meteor attacks and was told that 
  there hadn't, and it was likely there wouldn't be any 
  more -- whoever caused it knew mankind could 
  overcome them. 
  
  117 
   
   
  Mento the Mighty 
  Krupp (No first name known) 
   
   
   
  Fighting: Typical (6)    
  Health: 24 
  Agility: Typical (6)  
  Strength: Typical (6) 
    
  Karma: 50 
  Endurance: Typical (6)  
  Reason: Remarkable (30)   
  Resources: Rem 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: 0 
   
  Known Powers: 
  Mento Machine: This machine requires its user to lay 
  with the helmet on to use its brain charger: 
  * Telekinesis: Remarkable (30) ability. 
  * Teleportation: Remarkable (30) ability. 
  * Reality Alteration: Remarkable (30) ability. 
   
  Limitations: 
  * If anything happens to the helmet the powers and 
  effects vanish. The user must be immobile with the 
  helmet on. 
   
  Equipment:  
  . 
  Gorosaur:  
   
   
  Fighting: Good (10) 
   
  Health: 80 
  Agility: Good (10) 
  Strength: Remarkable (30)  
  Karma: 16 
  Endurance: Remarkable (30) 
  Reason: Feeble (2) 
   
    
  Intuition: Good (10) 
  Psyche: Poor (4)  
   
  Popularity: -10. 
   
  Known Powers: 
  Permanent Growth: 8 ft. tall, +1 C/S to be hit 
   
  History: 
  Standing about eight feet tall, the gorosaur (half-
  gorilla/half-dinosaur) was a creature that Mento willed 
  into existence. When Mento's "brain charging" 
  machine short-circuited and lost power, the gorosaur 
  faded away. 
   
  Talents:  
  Electronics, Repair/Tinker, Medicine and 
  Neurosciences. 
   
  Contacts: 
  He had an attendant to take care of him. After he 
  gained powers, he didn't need anyone. 
   
  Running Mento: 
  Krupp wanted to prove his theories and rule the world. 
  Too bad technology and all its failings got in the way. 
   
  History: 
  Theorizing that he could affect reality if the power of 
  his brain was increased, Krupp built a machine that 
  would generate more power in his brain, the only 
  drawback being it would do it so slowly he had to be 
  connected to the machine for years. Hiring a medical 
  attendant to check him periodically and feed him 
  intravenously, Krupp was finally able to animate a suit 
  of armor after months of being connected to the 
  machine. Three years later, Krupp passed another 
  milestone when he was able to create an animal--a 
  gorosaur--simply by thinking it into existence. Dubbing 
  himself "Mento the Mighty," Krupp's ambitions 
  grew to nothing less than world conquest.  
   
  In his tenth year of being hooked to the machine, 
  Mento was able to levitate a nearby bridge as the 
  powers of his mind continued to increase. In his 
  fifteenth year, Mento reduced the height of the 
  population of a nearby city to 12 inches, then restored 
  everyone to normal. No longer satisfied with small 
  amusing tricks, Mento was now prepared to take over 
  the world. Seeing the threat that Mento posed, his 
  medical attendant picked up a stone block to wreck 
  the machine, but Mento simply teleported him away to 
  a small island in the South Pacific. Just as Mento was 
  ready to begin his plans for world conquest, the 
  machine short-circuited, causing him to lose his 
  powers, and all the feats he made happen were 
  undone. As Krupp tried in vain to get up to repair it, he 
  found himself unable to move--all the years he lay 
  immobile had caused his muscles to atrophy, leaving 
  him as helpless as a newborn infant, his plans for 
  world domination were thus ended. 
  
  118 
   
  Norman Crane from the year 2889! 
   
   
   
  Fighting: Typical (6) 
   
  Health: 28 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 22 
  Endurance: Good (10) 
  Reason: Good (10) 
   
  Resources: Good  
  Intuition: Typical (6) 
   
   
   
  Psyche: Typical (6) 
   
  Popularity: 0 
   
  Known Powers: 
  Time Travel suit: Remarkable (30) material suit 
  designed to protect the wearer from the travel 
  between locations (fixed points in abandoned houses 
  in various eras...) at Unearthly (100). This sends the 
  travelers 100000 years into the past and returns to 
  their own era by hopping from one time-station to 
  another in 1000 year increments. 
   
  Talents:  
  Artist: Writer and 'Ancient' History. 
   
  Contacts: 
  His fellow time travelers. 
   
  Running Norman Crane: 
  His mission was to ensure that citizens of the past 
  had no idea they were being visited from the future. 
   
  History: 
  Norman Crane established himself in the film industry, 
  where he worked for Griffith Cartwright at Miracle 
  Productions, and he gained the reputation of being a 
  top-notch Hollywood screenwriter. One day, Crane 
  told his boss about a new science fiction movie he 
  thought up: "Travelers in Time". Crane explained the 
  synopsis of his proposed film to Cartwright--it involved 
  time travelers from the future materializing in ‘haunted 
  houses’, which explained what occurred in houses 
  that were empty. But Cartwright found Crane's idea to 
  be too fantastic and far-fetched, and he advised 
  Crane to take some time off and rest. He decided he 
  would follow Cartwright's advice and take a rest for a 
  while, but he'd do it after he got home. Crane reached 
  a weather-beaten house overlooking the beach. He 
  went inside the abandoned home, put on his time-
  transporter suit, then activated it and dematerialized. 
  Crane went home to the year 2889 AD. Greeted by 
  his associates, Where Crane told them "Everything's 
  okay...you can keep 'em coming! The people back in 
  the Twentieth Century still don't suspect us!" 
  Odette Byelai 
   
   
   
  Fighting: Good (10) 
   
  Health: 80 
  Agility: Excellent (20) 
  Strength: Excellent (20) 
   
  Karma: 26 
  Endurance: Remarkable (30) 
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Good (10) 
   
   
  Psyche: Good (10) 
   
  Popularity: +3 
   
  Known Powers: 
  Resistance to physical: save Stun and Slams.  
  Regeneration: Good (10) ability 
  Controlling: lesser vampires and humans Good (10). 
  Vampire Bite: Good (10) damage each turn.  
  Transformation: she can transform into the following: 
  • Mist that flows through cracks and Feeble (2) Flight. 
  • A swan, bite attack and Flight at Typical (6). 
  • Human-sized swan, bite and winged Flight, Good 
  (10).  
   
  Limitations:  
  • Blood: -1 CS to stats / 2 days, a Psyche roll or attack 
  • Sunlight: Amazing (50) damage. 
  • Religious Objects 
  • Mirrors: A Psyche FEAT to avoid smashing a mirror. 
  • Houses: Vampires can’t enter houses unless invited. 
  • Silver: Silver weapons inflict normal damage. 
  • Wood: A wooden stake produces "Kill" result. 
  • Destruction: the sun; beheading, or Montesi 
  Formula. 
   
  Talents:  
  Dancing. 
   
  Contacts: 
  Her choreographer Anatoly as well as her fellow 
  dancers Greg and Helen. 
   
  Running Odette Byelai: 
  A spirited young woman, she was able to keep her 
  will intact despite having been bitten by Dracula. 
   
  History: 
  Odette was a ballerina who was turned into a vampire 
  by Dracula. Although she was able to transform into a 
  bird form, she was a true vampire, and lost the ability 
  to appreciate music. While performing, Dracula tried 
  to force her to change into a bat creature. Unwilling to 
  live a life as a slave, she impaled herself on splintered 
  wood. 
  
  119 
   
  Reese 
   
   
   
  Fighting: Typical (6) 
   
  Health: 28 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 26 
  Endurance: Good (10) 
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Good (10) 
  Psyche: Typical (6) 
   
  Popularity: 2 / -5. 
   
  Equipment:  
  Press ID, Camera, Notepads and pencils. 
   
  Talents:  
  Journalism. 
   
  Contacts: 
  The Benton Dispatch. 
   
  Running Reese: 
  Reese was always chasing a story! He would write 
  sizzling editorials about crimes and social injustice 
  including the 'screwy' experiments of Dr. Korber, who 
  decided he didn't much like being labeled 'screwy'... 
   
  History: 
  The past of Reese is unknown, but he eventually 
  became editor of The Benton Dispatch--Reese had 
  earlier written some "sizzling" editorials about Dr. 
  Leon Korber and his "screwy" experiments, which 
  greatly offended Korber. 
   
  Korber invited Reese to his laboratory, where the 
  scientist wanted to show him his most amazing 
  experiment--a lamp which could open an aperture into 
  another dimension. Korber demonstrated the device 
  to Reese by projecting a portal to a "hybrid world" on 
  the wall; then Korber turned the lamp's beam on 
  Reese. Feeling as though a thousand hands were 
  twisting and squeezing his body, Reese was 
  transported to the alien world, and to his horror, he 
  saw that his physical form had been distorted in the 
  dimensional transition. Sobbing with rage and 
  frustration, Reese wandered aimlessly across the 
  barren landscape until he encountered another man 
  who was similarly distorted. Reese learned from the 
  man that Korber had earlier banished him and several 
  other men with whom Korber had grudges to this 
  dimension. As the man led Reese to join the others in 
  a cave where they lived, the two encountered some of 
  the weird life-forms on the strange world, including a 
  snake-creature and the Savages. Reese and the man 
  then joined the other exiles in the shelter of the cave, 
  where they all gathered around a fire pit and dined on 
  a smaller creature they had hunted. 
   
  The next day, Reese was determined to get back to 
  Earth and decided he'd rather die taking the chance to 
  get back home rather than die of old age on the 
  bizarre world, so he returned to the location where he 
  first appeared. Armed with a sharpened wood spear, 
  Reese waited for Korber to reactivate the lamp and 
  open the portal again. During his vigil, Reese slew a 
  menacing flying-creature with the spear, then he 
  noticed the Savages beginning to creep towards him. 
  But suddenly Reese saw a glow and knew Korber 
  was reactivating his lamp, and he realized the time 
  had come to make his escape. He leaped through the 
  portal and found himself back in Korber's lab, where 
  Korber was about to banish his next victim to the 
  other dimension. Reese (his body still distorted) 
  attacked Korber and seized the lamp from him, while 
  Korber's intended victim fled in terror. Reese activated 
  the device and turned its beam on Korber and pushed 
  him, sending him to the alien world, where the 
  Savages lunged at the scientist.  
   
  Reese turned the beam off and closed the portal, 
  figuring Korber deserved whatever happened to him; 
  but curiosity overwhelmed him, so Reese reactivated 
  the lamp and watched as the Savages attacked the 
  evil scientist. Then he saw the other exiled men 
  pouring out of the cave and racing towards the portal 
  for their chance to return home; but other Savages 
  burst out of hiding and were also attracted to the 
  lamp's glow--one leaped through the portal and into 
  the lab. Reese quickly switched the lamp off before 
  others could follow, then punched the bewildered 
  Savage in the jaw, rendering it unconscious. As he 
  stood over the Savage's prone body, about to turn the 
  lamp on to send it back, Reese found himself in a 
  quandary: If he activated the lamp and let the other 
  exiled men back to Earth, he would be taking the risk 
  of letting more Savages into the world. The indecisive 
  Reese was left wondering what he should do... 
   
   
   
   
   
   
   
   
   
   
  
  120 
   
  Ted Lestron 
   
   
  Fighting: Typical (6) 
   
  Health: 38 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 50 
  Endurance: Excellent (20) 
  Reason: Good (10) 
   
  Resources: Poor 
  Intuition: Good (10)  
  Psyche: Remarkable (30)  
  Popularity: 0 
   
  Known Powers: 
  Telepathy: Remarkable (30) ability. 
  Telekinesis: Remarkable (30) ability. 
  * Levitation: Typical (6) ability speed. 
  Teleport: Good (10) ability, Poor (4) range of 25 miles. 
  Phasing: Excellent (20) ability. 
   
  Talents:  
  Student 
   
  Contacts: 
  The Men with the Atomic Brains. 
   
  Running Ted Lestron: 
  Before his secret was uncovered, Ted was a mutant 
  looking to keep his secret. Once he found the Men 
  with Atomic Brains, he had nothing left to fear. 
   
  History: 
  Ted’s father was present early atomic tests in 1944. 
  The radiation saturated his genetics, an effect which 
  would later be passed on to his son. Ted was born 
  with remarkable abilities. His powers increased as he 
  grew, but Ted avoided using his powers. One day, 
  when an overpass was crumbling, Ted supported the 
  weight while traffic cleared from underneath. At first 
  hailed as a hero, Ted could read their thoughts, and 
  he knew that they feared him. He agreed to an exam 
  of him and his powers. When the government learned 
  this, it was decided that he would be made a ward of 
  the government as a measure so his powers would 
  not fall under any evil influences; "overhearing" this 
  and not wanting to be a prisoner, Ted decided to run, 
  he just wanted to be left alone.  
   
  Pursued by federal agents, Ted transported himself,  
  looking for a place where he could live in isolation. 
  Ted went to the abandoned city of Kora, and was 
  surprised to find a stranger waiting there for him. The 
  stranger asked Ted to accompany him, but Ted 
  refused. Forced by the other man, they flew to an 
  island, where Ted met other strangers who had  
  powers. The stranger told Ted they were born to 
  parents who had contact with radiation. The stranger 
  told him that they would make mankind come together 
  and accept them so they could lead humanity Inspired 
  Ted decided to stay and make that dream a reality. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  121 
   
  The Werewolf 
   
   
   
  Fighting: Remarkable (30)  
  Health: 120  
  Agility: Excellent (20) 
  Strength: Remarkable (30)  
  Karma: 58 
  Endurance: Incredible (40) 
  Reason: Feeble (2) 
   
   Resources: Exc 
  Intuition: Amazing (50) 
  Psyche: Typical (6)) 
   
  Popularity: -10.  
   
  Tom Burke 
   
  Fighting: Good (10) 
   
  Health: 28 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 18 
  Endurance: Good (10) 
  Reason: Typical (6) 
   
  Resources: Exc 
  Intuition: Good (10) 
  Psyche: Typical (6) 
   
  Popularity: +4 
   
  Powers: 
  Lycanthropy: Burke transforms into a werewolf 
  regardless of the phases of the moon. 
  Claws and Teeth: Remarkable (30) damage. 
  Infravision: Excellent(20) ability, 5 area sight. 
  Invulnerability: Amazing (50) vs. damage.  
  Communicability: If he bites, he passes the curse. 
   
  Limitation:  
  Silver: silver causes damage. Red or Yellow means 
  an Endurance FEAT on the "Kill" column. 
   
  Talents:  
  Tracker, Guns, Mystic Origin and Occult Lore. 
   
  As the Were-wolf he was a mindless beast. 
   
  Contacts: 
  Formerly Troy Ferman and Austin Whelton. 
   
  Running Tom Burke: 
  Tom is a big game hunter and enjoys tracking prey. 
  As the werewolf he is savage in attacking prey. 
   
  History: 
  Tom became a werewolf and used his regular 
  outtings as a big game hunter and safari hunts as a 
  way to feed the wolf, so to say. Unfortunately fellow 
  hunter Troy Ferman and Austin Welton were 
  somehow able to discern what had happened to Tom 
  and lured him to a remote hunting cabin with the 
  intention of some rest and relaxation while doing 
  casual hunting. It was only when he arrived at the 
  cabin that they revealed the truth behind the trip to the 
  cabin was to hunt Tom Burke, after he became a 
  werewolf. They gave Tom a ten minute headstart. It 
  didn't take long for him to transform. The werewolf 
  Burke confronted Whelton, ignoring his efforts to 
  explain the hunt as a joke. As Burke leapt him, welton 
  fired his gun. Whether the bullet struck him soldily or 
  not, the werewolf Burk was unaffected and tore into 
  Welton, leaving him incapacitated. Shortly thereafter, 
  Ferman was confronted by a werewolf, whom he slew 
  with his sole silver bullet. However, the werewolf 
  turned out to be Whelton. Ferman heard Burke's howl 
  realizing he now had no way to defend himself. 
   
   
   
   
   
   
   
   
   
  
  122 
   
  Torr 
   
   
   
  Fighting: Excellent (20) 
   
  Health: 100 
  Agility: Excellent (20) 
  Strength: Remarkable (30)  
  Karma: 60 
  Endurance: Remarkable (30) 
  Reason: Good (10) 
   
  Resources: Good  
  Intuition: Excellent (20) 
  Psyche: Remarkable (30)  
  Popularity: -10 
   
  Known Powers: 
  Mind Transferal: Excellent (20) ability, within 1 area. 
  Image Generation: Good (10) ability, within 1 area. 
   
  Equipment:  
  Space Craft: typical stats from the players handbook. 
   
  Talents:  
  Piloting and Astro-navigation. 
   
  Contacts: 
  His race. 
   
  Running Torr: 
  Torr showed up in the wrong place and found humans 
  ready to use pistols to take him out. 
   
  History: 
  Torr was attracted to the planet Earth when he picked 
  up a radio transmission sent from an observatory. 
  Torr followed the transmission and confronted the 
  scientists, declaring his intent to make Earth a world 
  under his rule. Ramsey shot Torr with a shotgun, but 
  it had no effect, and Torr crushed the weapon. Torr 
  took the scientists to a cave, he switched bodies with 
  Carter. Possessing control over Carter while he was 
  in his body, he had Carter seal himself up inside the 
  cave, then placed an explosive on Paul which would 
  kill him if he told anyone who he was. Torr had Carter 
  bring him into a nearby city so that he could observe 
  humanity. Desperate, Ramsey took a gun from a 
  policeman and shot Torr dead. Carter's body rose, 
  once more inhabited by Carter's spirit. Carter saved 
  Ramsey from being tried for his murder. 
   
  Vincent Farnsworth 
   
   
   
  Fighting: Typical (6) 
   
  Health: 28 
  Agility: Typical (6) 
  Strength: Typical (6)  
   
  Karma: 30 
  Endurance: Good (10)   
  Reason: Good (10)   
   
  Resources: Inc 
  Intuition: Good (10)   
  Psyche: Good (10)   
   
  Popularity: +4  
   
  Known Powers: 
  Phasing: Incredible (40) ability. 
   
  Talents:  
  Business/Finance, Locksmith, Safe and vault design 
   
  Contacts: 
  Farnsworth Safe Company 
   
  Running Lucius Farnsworth: 
  Lucius is a businessman. While not a recluse, he is a 
  private man and has a closely guarded secret, a 
  secret he is willing to go to great lengths to hide. 
   
  History: 
  The owner of the Farnsworth Safe Company, Vincent 
  had an argument with Henry Marsh about his theory 
  of the mutants, with abilities such as mind-reading, 
  defying gravity or moving thru walls. Marsh suggested 
  most of them were unaware of their powers, and the 
  others kept them secret from a society that would fear 
  them. Farnsworth laughed and departed to his office. 
  There, a new vault was then sent into his office. Still 
  thinking about Marsh's idea, Farnsworth entered the 
  safe and became trapped inside by the janitor. 
  Suffocating Farnsworth revealed himself a mutant by 
  phasing thru the safe. Understanding now why Marsh 
  had stated they remained in secrecy, Farnsworth 
  decided to remain hidden. One week later, Marsh and 
  Farnsworth met again at the club, and while Marsh 
  asked him again about his theory, Farnsworth 
  pretended to still think the idea fake, while asking 
  himself if Marsh wasn't a mutant himself. 
  
  123 
   
  
  124 
   
  Bring on the Bad Guys! 
   
   
  During this time, villains were mostly 
  solo and rarely work in groups, often 
  at odds with one another or working 
  for some foreign power (must likely 
  the Russians or Communists in 
  general…) during this period of time. 
  Few of them last more than one or 
  two adventures and rarely do they 
  manage to escape from the long arm 
  of the law. 
   
  Group Resources: Whatever they 
  can round up, scrounge up, create or 
  con a boss into giving them. 
   
  Group Talents: None. 
   
  Group Contacts: Whoever they have 
  as the adventure starts. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  125 
   
  The Acrobat 
  Real Name Unrevealed. 
   
   
   
  Fighting: Good (10) 
   
  Health: 56 
  Agility: Excellent (20) 
  Strength: Typical (6) 
   
  Karma: 22 
  Endurance: Excellent (20) 
  Reason: Good (10) 
   
  Resources: Typ  
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: -10 
   
  Talents:  
  Acrobatics, Tumbling, Model Making and Leadership. 
   
  Contacts: 
  His gang of nameless minions. 
   
  Running the Acrobat: 
  Motivated by greed, the Acrobat tried to rig a 
  competition to steal ten thousand dollars from a 
  contest, only to have a run in with Captain America 
  and his sidekick Bucky. 
   
  History: 
  The man known as the Acrobat was an acrobat at a 
  local New York fair during the 1940s. He learned that 
  the fair was having a "City of the Future" model 
  building competition that offered a grand prize of ten 
  thousand dollars. The Acrobat built a model he called 
  the "City of the 1960s" and put it on display. Fearing 
  competition, the Acrobat sought to sabotage the 
  model constructed by the students of the Lee School 
  presented by Betsy Ross, leading to clash with 
  Captain America and Bucky who were guests of the 
  fair. The Acrobat fled from Captain America and got 
  away at his own acrobatics show through a trap door 
  in the water tank he dove into. 
   
  His second attempt at sabotage led to yet another 
  chase, in which the Acrobat managed to lose the 
  heroes in the nearby House of Mirrors. When the 
  awards were about to be announced, the Acrobat 
  stole a race car and kidnapped the judge and the 
  prize money, however this time Captain America and 
  Bucky were able to stop him. The Acrobat was 
  unmasked and turned over to the authorities and the 
  prize money was awarded to the Lee School. 
   
   
  Adam-II 
   
   
  Fighting: Excellent (20) 
   
  Health: 100 
  Agility: Excellent (20) 
  Strength: Excellent (20) 
   
  Karma: 60 
  Endurance: Incredible (40) 
  Reason: Excellent (20) 
   
  Resources: Exc 
  Intuition: Excellent (20) 
  Psyche: Excellent (20) 
   
  Popularity: -10 
   
  Known Powers: 
  Android Body: Adam-II has the following abilities: 
  * Agelessness: Doesn't age, only needs half the sleep 
  * Resistance to Disease and Poisons: Monstrous (75). 
  Cellular control: Monstrous (75). 
  * Shape-shifting: Remarkable (30) ability 
  * Body Armor: Remarkable (30) protection. 
  * Regeneration: Amazing (50) ability. 
  * Energy Sheath: Amazing (50) protection  
  * Flight: Incredible (40) air speed. 
  * Energy Generation: Amazing (50) damage, 5 areas. 
  * Computer Links: Remarkable (30) ability. 
  * Paralytic: Remarkable (30) feat or 10 rounds stun. 
  Mind Transferal: Remarkable (30) ability. 
   
  Talents:  
  Android design, Robotics, Computers and Electronics. 
   
  Contacts: 
  Phineas T. Horton and other androids created by him.  
   
  Running Adam-II: 
  Humans are weak and incapable of leading. 
   
  History: 
  The Spirit of '76 become the replacement Captain 
  America and lead The All-Winners Squad. They learnt 
  of Adam-II's existence upon discovering the android 
  of the Torch’s creator. Torch and Toro were defeated 
  but was saved by the Patriot who helped stop his plan 
  to kidnap JFK and replace him with an android. As the 
  team searched for the android, Captain America met 
  Adam-II and was killed. Patriot took up the mantle of 
  Captain America.  Adam-II was destroyed in an 
  explosion. He survived and created other androids, 
  including one who believed it was the son of William 
  Nasland and led to Cap, Torch and Bucky to "Adam-
  III". 
  
  126 
   
  Carl Bergeron-Werewolf 
   
   
   
  Fighting: Remarkable (30)  
  Health: 120  
  Agility: Excellent (20) 
  Strength: Remarkable (30)  
  Karma: 60 
  Endurance: Incredible (40) 
  Reason: Poor (4)  
   
  Resources: n/a 
  Intuition: Amazing (50) 
  Psyche: Typical (6) 
   
  Popularity: -10 
   
  Fighting: Good (10)   
   
  Health: 28 
  Agility: Typical (6)  
  Strength: Typical (6) 
   
  Karma: 18  
  Endurance: Good (10) 
   
  Reason: Typical (6)  
   
  Resources: Good 
  Intuition: Typical (6) 
  Psyche: Typical (6)  
   
  Popularity: +2 
   
  Known Powers: 
  Lycanthropy: Carl is a werewolf. 
  Claws and Teeth: Remarkable (30) damage. 
  Infravision: Excellent (20) ability, 5 area. 
  Body Armor: Amazing (50), none vs. silver or Magic.  
   
  Limitation: 
  Vulnerability to Silver: If hit by a silver, Red or Yellow 
  result means a "Kill" column. 
   
  Talents:  
  Mystic Origin and Occult Lore, and Hunting. 
   
  Contacts: 
  Carl's only contact seems to be his wife, Tanya. 
   
  Running Carl Bergeron: 
  Carl has no problem being a werewolf, to him it was a 
  fact of life like breathing or eating. 
   
  History: 
  Carl’s history is unknown. He fell in love with Tanya 
  and, they got married. He carried a secret, Carl was a 
  werewolf. How he came to have the curse of 
  lycanthrope isn't known, but on their honeymoon Carl 
  and Tanya went to a cabin to explore and relax. They 
  had an encounter with Henri, a French-Canadian who 
  discovered there was a werewolf nearby by seeing 
  photographic evidence. Henri went and got his axe 
  preparing to kill Tanya, only to have Carl kill him. 
  Tanya revealed her secret, thinking this was the end. 
  Only to reveal he was a werewolf! 
  Casper Green 
   
   
   
  Fighting: Typical (6) 
   
  Health: 24 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 22 
  Endurance: Typical (6) 
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: 0 
   
  Known Powers: 
  He had the head of a bee after Doctor Blane's serum. 
   
  Contacts: 
  Doctor Walter Blane. 
   
  Running Casper Green: 
  Casper Green was a greedy man who engaged in 
  various legal activities to get cash. 
   
  History: 
  Casper took on extra jobs just to get more money that 
  he didn't actually need, but also refused charity. 
  Green delighted in his accumulated cash and turned 
  away a man seeking help. When Mrs. Hare defaulted 
  on a loan he had given her, Green took her car as 
  collateral to secure interest payments, despite her 
  seeking just a week's extension. Now with a car, 
  Green took on another job as a test subject for Walter 
  Blane, who was engaged in special research on bees; 
  the work involved tending to Blane's bees, although 
  they didn't like Green.  One time, he absent-mindedly 
  stumbled into the hive-yard without protective gear; 
  the bees became agitated and attacked him, stinging 
  him mercilessly. He ran into Blane's lab, but the 
  scientist was disappointed that Green was upsetting 
  his bees so much and threatened to let him go. 
  Desperate for more money, Green begged to stay on 
  and asked Blane why the bees didn't sting him. Blane 
  showed him his special serum but warned him that it 
  hadn't been perfected yet. Soon after, Green stole 
  into the lab and drank a little of the serum and the 
  bees no longer acted aggressively toward him. Green 
  drove home but was confronted by an angry Mrs. 
  Hare, who declared that he would pay somehow for 
  his selfish acts, but she shrieked when she saw him 
  and ran away. Puzzled, Green went to look in a mirror 
  and was shocked to see that his head was now that of 
  a giant bee. 
  
  127 
   
  Cat Burglar 
  Benjy Matznik 
   
   
   
  Fighting: Good (10) 
   
  Health: 46 
  Agility: Excellent (20) 
  Strength: Typical (6) 
   
  Karma: 30 
  Endurance: Good (10)  
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Good (10) 
  Psyche: Good (10)  
   
  Popularity: -10. 
   
  Known Powers: 
  Prehensile Tail:  
  * Can lift up to Feeble weight on a strength roll. 
  * He can do Typical (6) blunt damage in combat. 
  * Agile +1 C/S to open windows, locks or pockets. 
   
  Talents:  
  Crime. 
   
  Contacts: 
  Whatever criminal contacts Benjy happens to have. 
   
  Running Benjy Matznik: 
  Benjy is a small time crook. He has no hang-ups over 
  his mutation and has come to view it as normal. 
   
  History: 
  Matznik started early in a life of crime. As a teenager, 
  he soon learned to pick up small items, using this skill 
  to pick pockets, steal from counters and even unlock 
  windows. His reputation as a thief grew over years 
  and he became known as the Cat Burglar, but always 
  evaded capture with his tail hidden. He chanced upon 
  a traveling circus and considered it easy pickings for 
  pick-pocketing, stealing from handbags and the like. 
  While stealing a wallet, Matznik was astounded to see 
  a woman called Tigrina on show with a tail. Believing 
  there to be some kinship, he thought they would make 
  a great crime duo and forced his way into Tigrina's 
  dressing room. Tigrina was disgusted with men 
  treating her like a freak, but quietened down when 
  Matznik showed her his tail. Matznik was shocked 
  and frozen in fear when Tigrina suddenly grabbed his 
  throat and savagely throttled him. His dying gasps 
  came as she declared herself to be of the Cat People 
  and that she considered him to be a mouse. 
   
  Chuck Blayne - Commie spy! 
   
   
   
  Fighting: Good (10) 
   
  Health: 46 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 22 
  Endurance: Excellent (20) 
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Typical (6)  
  Psyche: Typical (6) 
   
  Popularity: +10 
   
  Equipment:  
  Explosives: Incredible (40), 3 area range. 
   
  Talents:  
  Political Science, Athletics and Demolitions. 
   
  Contacts: 
  His spy master, Besstrashnyy lider. 
   
  Running Chuck Blayne: 
  A good-looking and intelligent spokesman. Chuck fell 
  under the sway of Besstrashnyy, for the commies! 
   
  History: 
  Blayne operated as a Communist spy and made 
  appearances where he addressed his fans and 
  delivered speeches telling the boys of America that 
  the future belonged to them. Bucky commented that 
  the nation would do anything for Blayne, while "Steve" 
  commented: " Reminds me of someone..." Blayne 
  planted two bombs in the UN. One in a ventilator 
  shaft, and the other in the gallery. Blayne appeared 
  before TV cameras making an announcement he had 
  planted a bombs which would detonate in an hour. 
  Blayne was handcuffed and taken into custody by the 
  police. Cap and Bucky rushed in to help; after 45 
  minutes of searching, Cap located a bomb in the 
  ventilator shaft. Cap forced Blayne back into the 
  gallery to make him confess his motives. In front of a 
  camera, Cap told Blayne that they had 4 minutes left, 
  Blayne said he wasn't afraid to die. At one minute 'til 3 
  o'clock, Blayne broke down admitting he was a spy, 
  and that he had planted two bombs! Cap immobilized 
  the hands, until Bucky disarm the bomb. Bucky saw 
  Blayne sobbing, and an officer mentioned the coward 
  "cracked up". Bucky asked who Blayne reminded him 
  of earlier; Cap replied Blayne reminded him of Hitler.   
  
  128 
   
  Neville Cortman 
   
   
   
  Fighting: Good (10) 
   
  Health: 70 
  Agility: Good (10) 
  Strength: Excellent (20) 
   
  Karma: 18 
  Endurance: Remarkable (30) 
  Reason: Typical (6) 
   
  Resources: Good  
  Intuition: Typical (6)  
  Psyche: Typical (6) 
   
  Popularity: -10 
   
  Known Powers: 
  Resistance to physical: save Stun and Slams.  
  Regeneration: Good (10) ability 
  Controlling: lesser vampires and humans Good (10). 
  Vampire Bite: Good (10) damage each turn.  
  Vampire form: wings, clawed hands and a tail: 
  * Winged Flight: Typical (6) air speed 
  * Claws: Good (10) edged damage 
  * Combat tail: This tail does strength damage.  
   
  Limitations:  
  • Blood: -1 CS to stats / 2 days, a Psyche roll or attack 
  • Sunlight: Amazing (50) damage. 
  • Religious Objects 
  • Mirrors: A Psyche FEAT to avoid smashing a mirror. 
  • Houses: Vampires can’t enter houses unless invited. 
  • Silver: Silver weapons inflict normal damage. 
  • Wood: A wooden stake produces "Kill" result. 
  • Destruction: the sun; beheading, or Montesi 
  Formula. 
   
  Talents:  
  Acting, Mystic Background and Occult lore. 
   
  Contacts: 
  His agent, Hollywood insiders and Wanda Warren. 
   
  Running Neville Cortman: 
  Neville is a red, bat-winged, tail having vampire. 
   
  History: 
  Nothing is known about him. He wanted Wanda 
  Warren when said she would marry a vampire if it 
  bettered her career, she got her wish when he turned 
  her into a vampire after kidnapping her on film! 
  Count Stelian Kronin 
   
   
   
  Fighting: Good (10) 
   
  Health: 70 
  Agility: Good (10) 
  Strength: Excellent (20) 
   
  Karma: 22 
  Endurance: Remarkable (30) 
  Reason: Typical (6) 
   
  Resources: Exc 
  Intuition: Typical (6)  
  Psyche: Good (10) 
   
  Popularity: -10 
   
  Known Powers: 
  Resistance to physical: save Stun and Slams.  
  Regeneration: Good (10) ability 
  Vampire Bite: Typical (6) damage.  
  Vampire form: wings, clawed hands and a tail: 
  * Winged Flight: Typical (6) air speed 
  * Claws: Good (10) edged damage 
  Transformation: Kronin can transform: 
  • Kronin can appear as a human  or a house cat. 
   
  Limitations:  
  • Blood: -1 CS to stats / 2 days, a Psyche roll or attack 
  • Sunlight: Amazing (50) damage. 
  • Religious Objects 
  • Mirrors: A Psyche FEAT to avoid smashing a mirror. 
  • Houses: Vampires can’t enter houses unless invited. 
  • Silver: Silver weapons inflict normal damage. 
  • Wood: A wooden stake produces "Kill" result. 
  • Destruction: the sun; beheading, or Montesi 
  Formula. 
   
  Talents:  
  Mystic Origin, Occult Lore and Business/Finance. 
   
  Running Count Kronin: 
  Kronin was in love with a woman he didn’t know. 
   
  History: 
  A vampire for 30 years. He spied Officer Gorkin 
  speaking to a woman. Kronin waited for the girl to 
  leave the officer. His impatience betrayed him as he 
  made a sound, he knew he couldn’t love her as a 
  man. He read about Professor Malleck, who was 
  looking for a cure. Kronin found his address. The next 
  evening he met Malleck, presenting himself as a 
  colleague. Malleck confirmed his cure, but denied him 
  asking him to wait. The Count killed him and drank 
  the serum. He took up residence in the village and 
  met and married Mara. He proposed a toast, Mara 
  revealed she was a vampire and drank his blood. 
  
  129 
   
  Doctor Cedric Rawlings 
   
   
   
  Fighting: Poor (4)  
  Health: 20 
  Agility: Typical (6) 
  Strength: Poor (4)  
  Karma: 30 
  Endurance: Typical (6) 
  Reason: Excellent (20) 
  Resources: Good 
  Intuition: Typical (6) 
  Psyche: Poor (4)  
  Popularity: -10 
   
  Known Powers: 
  Cyber hand: Excellent (20) material +1 C/S damage. 
   
  Equipment:  
  Z-Rays: The Z-Rays shrink people or whatever was 
  exposed simply shrank away at Shift-X (150) rank. 
   
  Talents:  
  Radiology, Physics, and Repair/Tinker. 
   
  Contacts: 
  Major Richard Uberhart, the Red Skull. 
   
  Running Cedric Rawlings: 
  Rawlings thought that he could protect the innocents 
  of war by giving the enemy valuable technology. He 
  failed to save his sister and everyone he loved.  
   
  History: 
  Cedric Rawlings was a gifted scientist who never 
  achieved the acclaim he felt he deserved. He lost his 
  right hand in a laboratory accident, caused by his 
  sister Celia's carlessness, and had to be fitted with a 
  metal hand as a replacement. Bitter and resentful, 
  Cedric betrayed England, and became an ally of Nazi 
  Germany, hoping it would bring him the power and 
  glory he thought was his. In 1941, Cedric performed a 
  test of his Z-Rays for Major Uberhart at Greymoor 
  Castle, showing him how he could shrink two models 
  of Captain America and Bucky down to size. Uberhart 
  was pleased, and intended to bring the real heroes to 
  the castle so that Rawlings could shrink them. Celia 
  disapproved of her brother's alliance with the Nazis, 
  but he disregarded her concerns. The Nazis caused 
  an explosion nearby in the hopes of attracting Captain 
  America and Bucky, but only found Bucky, whom they 
  turned over to Rawlings. Rawlings prepared to shrink 
  him by giving him a preliminary bathing of Z-Rays.  
   
  When the Nazis heard that Captain America had 
  commandeered one of their planes and was on his 
  way to Greymoor Castle, Uberhart told Rawlings to kill 
  Bucky, but instead, Rawlings suggested that they set 
  him up in a trap, placing Bucky in manacles that 
  would release sleeping gas when opened. When the 
  Captain arrived, Celia warned him of the trap, and 
  after the Nazis had knocked him out with the gas, 
  Uberhart declared that Celia would die with them, by 
  placing them all aboard a V-2 rocket which they would 
  launch at Prime Minister Winston Churchill's home. 
  Cedric begged Uberhart to let Celia live, but he 
  refused to listen to Cedric, and threw him into a 
  dungeon. Captain America and Bucky managed to 
  escape and outfought the Nazis, but Celia died 
  shielding Captain America from a Nazi bullet. Bucky 
  released Cedric so that he could try to treat her 
  wound, but there was nothing he could do. Captain 
  America and Bucky convinced Cedric to turn the V-2 
  against the Nazis and destroy a line of Nazi 
  reinforcements across the English Channel, and 
  Cedric agreed, but set the V-2 so that when it 
  launched, it would ignite the supply of rocket fuel. 
  Cedric had gone completely mad, and was left inside 
  the castle by Captain America and Bucky, who fled 
  before the entire castle went up.  
   
  Cedric was badly burned in the explosion, but 
  survived. He spent the decades that followed living 
  inside the crumbled ruins of Greymoor Castle, 
  haunted by hallucinations of Celia, Major Uberhart 
  and the Red Skull. In recent times, he was haunted by 
  Dredmund the Druid, who had come to the castle to 
  find lost druidic texts, and attempted to drive Cedric 
  out through "hauntings." Captain America came back 
  to Greymoor Castle to reminisce, and nearly fell into 
  the Z-Rays pit, but Cedric pulled him out to safety. He 
  told Captain America of the hauntings, and the 
  Captain found Dredmund. As they fought, Dredmund 
  nearly knocked Captain America into the Z-Rays, but 
  Cedric came up behind him and hurled them both into 
  the pit. Captain America caught Cedric before he fell, 
  and soon found the texts Dredmund had been after. 
  Captain America offered the texts to Cedric to 
  decipher so that he could redeem himself, but Cedric 
  felt he would have to find some other way to conquer 
  his ghosts, and Captain America decided to bring the 
  texts to the Scarlet Witch instead. 
   
   
   
   
   
  
  130 
   
  Doctor Feeny 
   
   
   
  Fighting: Typical (6) 
   
  Health: 28 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 34 
  Endurance: Good (10) 
  Reason: Excellent (20) 
   
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Poor (4)  
   
  Popularity: -10 
   
  Known Powers: 
  Anatomical Separation: removes his head and can 
  control his body: Good (10) ability. 
   
  Equipment:  
  Wonder Formula: This unique chemical compound, 
  grants them Anatomical Separation: Good (10) ability. 
   
  Talents:  
  Chemistry, Medicine, Occult Lore and First Aid. 
   
  Running Doctor Feeny: 
  There is an expression about being crazier than a rat 
  living in an outhouse. Doctor Feeny fits this bill. 
   
  History: 
  After watching his fellow surgeons lost a patient, 
  Feeny chided them, boasting how he could have 
  saved them man. The other doctors wanted nothing to 
  do with Feeny, believing him to be insane. Later, a 
  reporter named Gill confronted Feeny and asked him 
  what he meant when he talked about his method. 
  Feeny told Gill about his wonder formula, and to 
  prove it, cut the head off of a live chicken. He then 
  injected the dismembered chicken's parts with the 
  formula, and they returned to life. Gill ran in terror 
  from the sight. Feeny, upset over how no one would 
  take him seriously, destroyed his notes regarding the 
  formula. Although there is nothing to say he couldn't 
  or wouldn't resume his experiments at some point. 
   
   
  Doctor Joshua Borglum and the Protoform 
   
   
   
  Fighting: Poor (4)  
   
  Health: 20 
  Agility: Typical (6) 
  Strength: Poor (4)  
   
  Karma: 32 
  Endurance: Typical (6)  
  Reason: Excellent (20) 
   
  Resources: Exc 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: 0 
   
  Equipment:  
  His biochemistry lab and his creation the Protoform! 
   
  Protoform: 
  This protoplasmic creature, was created by Borgulm. 
   
  Fighting: Good (10) 
   
  Health: 76 
  Agility: Typical (6) 
  Strength: Excellent (20) 
   
  Karma: 32 
  Endurance: Incredible (40) 
   
  Known Powers: 
  Armor skin: Remarkable (30) vs. Physical . 
  Movement: 1 area/round. 
  Vampirism: It could ingest Its victims at Excellent (20). 
  Growth: Every 75 points of health it grows. It is 
  presently at Poor (4) (10 ft.) height. 
   
  Talents:  
  Bio-Chemistry, Biology and Genetics. 
   
  Running Doctor Joshua Borglum: 
  Borglum was short-sighted when it came to dealing 
  with his monster and in the end it killed him. 
   
  History: 
  Borglum purchased a dilapidated house on the coast 
  where he set up a lab and conducted experiments. 
  Three weeks later, while working in his lab, Borglum 
  reached for another slide and accidentally broke it 
  cutting his hand, as drops of his blood fell upon the 
  experiment, it moved. He had created life and 
  believed his discovery would change the course of 
  civilization. For weeks, Borglum watched the progress 
  of the tiny creature, and the thing grew until it was 
  large enough to fill a test tube. One day he realized 
  the thing needed blood to survive, Borglum began to 
  feed it lab rats. 
  
  131 
   
   
  One morning, Borglum entered the lab just in time to 
  see the Protoform  slithering under the door and 
  crawling to the lab, and Borglum's fears grew.  Then 
  next day, a police officer paid a call to Borglum's 
  home; he asked the scientist if he knew anything 
  about the strange disappearances that had recently 
  taken place in the vicinity--Borglum denied any 
  knowledge of the events, but was worried that the 
  Protoform was responsible. Seeing the monster as a 
  threat to humankind, Borglum grabbed a knife and 
  began to stab the Protoform, but the blade had no 
  effect on the blob. As a storm raged outside, the 
  Protoform escaped and crawled from the house, with 
  Borglum in pursuit. He followed the monster  and 
  finally reached it as it stopped by the water's edge. 
  Suddenly, the Protoform engulfed the scientist, just as 
  waves hit them both and carried them out to sea. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Doctor Walter Blane 
   
   
   
  Fighting: Poor (4)  
   
  Health: 22 
  Agility: Poor (4) 
  Strength: Poor (4)  
   
  Karma: 40 
  Endurance: Good (10) 
  Reason: Excellent (20) 
   
  Resources: Exc 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: 0 
   
  Equipment:  
  His genetics and biochemistry lab. 
   
  Talents:  
  Genetics, Biochemistry and Chemistry. 
   
  Contacts: 
  Casper Green, his volunteer. 
   
  Running Doctor Walter Blane: 
  Doctor Blane doesn't much care about his volunteers, 
  he is just looking for results in the development of his 
  bee serum. 
   
  History: 
  Walter Blane was a scientist who was experimenting 
  on human/bee physiology, and had developed a 
  serum that let him live among the bees as a friend 
  and not be stung; however, the serum had not yet 
  been perfected and would affect people with different 
  results. He employed Green as a subject to see how 
  the bees reacted with him. He later showed Green the 
  serum that gave him immunity from the bees. 
   
   
   
   
   
   
   
   
   
   
  
  132 
   
  Doctorangutan 
   
   
   
  Fighting: Excellent (20) 
   
  Health: 70 
  Agility: Good (10) 
  Strength: Excellent (20) 
   
  Karma: 40 
  Endurance: Excellent (20) 
  Reason: Excellent (20) 
   
  Resources: Exc 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -10  
   
  Known Powers: 
  Speech: Doctorangutan can speak as needed. 
  * Body Armor: Typical (6) vs. physical. 
  * Climbing: Remarkable (30) ability. 
  * Feet: use as hands, +1 c/s to wrestling feats 
  * Lightning Speed: Excellent (20) on all fours. 
  * Balance: fall up to 30' without damage.  
  * Leaping: Remarkable (30) ability to leap.  
   
  Equipment:  
  Doctorangutan has a Nazi lab for his use. 
   
  Talents:  
  Genetics. 
   
  Contacts: 
  The All Haters Squad. 
   
  Running Doctorangutan: 
  Doctorangutan is an intelligent orangutan capable of 
  speach and who lives for experimentation on humans. 
   
  History: 
  Doctorangutan is a Orangutan, with the ability to 
  speak. He is a scientist and is extremely long-lived. 
  He was a Nazi during WWII, Hunting with Air Marshall 
  Hermann Göring. His whereabouts after the war are 
  not known. He joined alongside many other former 
  Nazi operatives in the late 1950s and was sent to 
  Africa as part of force tasked with pillaging Wakanda 
  technology. They were opposed by Fury's Avengers. 
  Doctorangutan was knocked unconscious by Kraven 
  during the struggle. Doctorangutan was then not 
  heard from, until he appeared, with the Hooded Eye. 
  Doctor Raymond Marcus 
   
   
   
  Fighting: Good (10) 
   
  Health: 28 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 32 
  Endurance: Typical (6) 
  Reason: Excellent (20) 
   
  Resources: Good  
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: 0 
   
  Equipment:  
  Shrinking formula: This chemical allows Dr. Marcus to 
  keep victims shrunk to a few inches in height, if given 
  every 24 hours. Shift-X (150) rank if unregulated. 
   
  Gas gun: This modified pistol fired sleep gas 1 area. 
  Excellent (20) Endurance Feat or D10 hours sleep 
   
  Talents:  
  Chemistry, Biology, +1 C/s with his gun and Crime. 
   
  Running Dr. Marcus: 
  A petty and vain man, given to bouts of mania to 
  cover his crimes or to prove his superiority to others. 
   
  History: 
  At some point he attended an annual meeting of the 
  Society of Science to present his research paper,  on 
  shrinking . He caused such an uproar that he was 
  labeled as a fraud. Disgraced in the scientific 
  community, Marcus developed a shrinking serum and 
  began to kidnap entertainers living on Trumbull 
  Street.  He reduced them to inches in height.  He set 
  up a stage act, "The Great Moru and His Living Dolls." 
  Marcus would continue to inject the entertainers at to 
  maintain their tiny stature. His act was seen by 
  detective Kirby, who recognized some of "Moru's" 
  dolls as missing persons and investigates. Kirby 
  traced him to his mansion.  Dr. Marcus confronted 
  Kirby as he was reading the notes on shrinking, and 
  fired his knock-out gas gun at Kirby to stun him. After 
  dragging Kirby to a chair, Marcus injected him with 
  the serum.. As Kirby began to shrink, he leapt away to 
  escape and landed on Marcus' face, in a small wound 
  from their fight. Marcus was later killed when Kirby 
  began to enlarge and broke out of an artery on the 
  doctor's wrist.  The coroner ruled that Marcus had 
  died from a burst artery, probably due to a stroke. 
  
  133 
   
  Electro 
  Ivan Kronov  
   
   
  Fighting: Excellent (20) 
   
  Health: 100 
  Agility: Excellent (20) 
  Strength: Excellent (20)  
   
  Karma: 14 
  Endurance: Incredible (40)  
  Reason: Poor (4)  
   
  Resources: Good  
  Intuition: Typical (6) 
  Psyche: Poor (4)  
   
  Popularity: -10 
   
  Known Powers: 
  Energy Absorption-Electricity: Unearthly (100) ability: 
  * Electrical Generation: Amazing (50) rank, 2 areas. 
  * Self-Revival: Excellent (20) rank,. 
  * Resistance to Electricity: Unearthly (100) rank. 
   
  Limitations: 
  A/C electricity does power rank damage. 
   
  Talents:  
  Crime and Multi-Lingual and capable of fluently 
  communicating in both Russian and English. 
   
  Contacts: 
  His Soviet masters and the Red Skull (Albert Malik) 
   
  Running Electro: 
  Electro was transformed by the USSR into a killing 
  machine to take out Captain America. He is a soap 
  opera Commie villain who spouts monologue and 
  talks about Imperialist lap dogs of America. 
   
  History: 
  Ivan Kronov was the subject of a military experiment 
  to create a warrior who could eliminate Captain 
  America and Bucky. By 1954 the project was a 
  complete success and Kronov was transformed into 
  the electricity powered super-agent known as Electro. 
  Electro was then smuggled into New York City where 
  he was to attack Captain America and Bucky when 
  they made their public appearance in a parade that 
  was taking place that day. Altering an electronic 
  billboard to present a death threat to Captain 
  America, Electro goaded the hero into a rooftop battle 
  leading the three combatants to battle it out on a large 
  typewriter display. There Captain America and Bucky 
  fended the villain off with the massive typewriter. 
  However, Electro managed to jolt Bucky and use him 
  as a hostage as his electrical charge was running low. 
  He used Bucky as a shield as he attempted to inch 
  closer to a dynamo that could recharge his powers. 
  Realizing what was going on, Captain America 
  activated a sprinkler that doused Electro as he 
  reached for the dynamo that caused a short circuit 
  that seemingly electrocuted Kronov to death. 
   
  However, Electro was not truly dead, as later he was 
  revived by one of his comrades Albert Malik who was 
  posing as the Red Skull at the time. Malik was 
  seeking to obtain Adolf Hitler's long lost strong box, 
  believing that it contained the secrets to a powerful 
  weapon. The Red Skull used a device to recharge 
  Electro bringing him back to life. Believing that the 
  strong box was being kept in the United Nations 
  Building the pair attacked the UN in the hopes of 
  recovering it. This led to another conflict with Captain 
  America and Bucky. During the course of the battle, 
  Bucky had struck Electro with a car seemingly killing 
  him again. The Red Skull theorized that it was 
  possibly the electrical charge in the car battery, but 
  did not stay to find out having obtained what he 
  thought was the lock box and abandoned his 
  comrade. Electro's sacrificed would turn out to be in 
  vein as the strong box turned out to be a fake. 
  Although Electro has not been seen since, it remains 
  to be seen if he is truly dead or if he can be revived 
  once more. 
   
   
   
   
   
  
  134 
   
  Elk Diamond 
   
   
   
   
  Fighting: Good (10) 
   
  Health: 36 
  Agility: Good (10)  
  Strength: Typical (6) 
   
  Karma: 18  
  Endurance: Good (10) 
  Reason: Typical (6)  
   
  Resources: Fb  
  Intuition: Typical (6) 
  Psyche: Typical (6)   
   
  Popularity: -2 
   
  After his mutation 
   
  Fighting: Excellent (20) 
   
  Health: 120 
  Agility: Excellent (20) 
   
   
   
  Strength: Incredible (40) 
   
  Karma: 12 
  Endurance: Incredible (40)  
   
   
  Reason: Poor (4)  
   
  Resources: Fb  
  Intuition: Poor (4) 
  Psyche: Poor (4)  
   
  Popularity: -10 
   
  Known Powers: 
  Energy Absorption-Electrical: Incredible (40) ability. 
  * Growth: 20 feet in height and is +1 C/S to hit. 
  * Body Armor: Excellent (20) protection 
  * Flame generation: Incredible (40) ability. 
   
  Talents:  
  Crime and Martial Arts B. 
   
  Contacts: 
  Fellow inmates and Doctor Orgesky 
   
  Running Elk Diamond: 
  Elk Diamond is a career criminal with a lot of wasted 
  space between his ears. Worse the powers he gained 
  only made the matter worse. 
   
  History: 
  The past history of Elk Diamond is unknown, but 
  because of his many crimes, he was confined to 
  prison on death row.  At some point, Doctor Orgesky 
  contacted Diamond and made a deal with him, 
  Orgesky would help Diamond escape from death in 
  return for Diamond's pledging his services to Orgesky 
  for a whole month. Orgesky then gave Diamond a 
  "magnetic pill" which would save him from death by 
  electrocution. On October 12, 1941, at precisely 11:00 
  PM, Elk Diamond was led down the prison corridor 
  into the death chamber. He was strapped into the 
  electric chair and the executioner threw the switch. As 
  the electricity shot through the criminal's body, Elk 
  Diamond was pronounced dead a few seconds later, 
  but actually, the "magnetic pill" had absorbed the 
  voltage from the chair and saved Diamond's life, 
  although he was left in a death-like coma. At dawn, 
  Diamond's body was taken from prison, and later that 
  night his body lay in a New York mortuary. At the 
  stroke midnight, a strange glow surrounded 
  Diamond's body and his corpse stirred in the coffin. 
  Getting out of the coffin, Diamond was walking around 
  when he was spotted by the elderly night watchman. 
  The watchman fired his gun at Diamond, but he 
  merely shrugged off the bullets, then touched the 
  watchman's shoulder and incinerated him.   
   
  Doctor Orgesky and Orge drove up to the mortuary in 
  an insulated van as Diamond went outside. They took 
  him on a two-hour drive to Orgesky's secret lab and 
  placed Diamond in a specially insulated room. Over 
  the course of the month, Orgesky sent Diamond out 
  on a crime spree and had him rob several banks. As 
  the month began to come to a close, Orgesky 
  confided to Orge that he planned to break his deal 
  with Diamond, and not return him to his normal state, 
  but would instead continue to use him to commit 
  crimes so he could become a millionaire. Overhearing 
  all this from his insulated room, Diamond became 
  enraged and broke out. He first attacked and killed 
  Orgesky, followed by Orge. Diamond ran through the 
  house, setting everything afire with his touch, then he 
  fled the blazing house into the storm-filled night. But a 
  jagged bolt of lightning stabbed out of the night sky 
  and struck Diamond, burning him to a crisp. The 
  storm subsided and all was quiet, the elements were 
  satisfied, they had recovered that which rightfully 
  belonged to them. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  135 
   
  The Executioner 
  Lupa Lupoff 
   
   
   
  Fighting: Good (10) 
   
  Health: 46 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 50 
  Endurance: Excellent (20) 
  Reason: Good (10) 
   
  Resources: Exc  
  Intuition: Excellent (20) 
  Psyche: Excellent (20) 
   
  Popularity: -15 
   
  Equipment:  
  Disguise kit: +1 C/S to disguise feats. 
   
  Talents:  
  Detective/Espionage, Disguise, Martial Arts B and E, 
  Marksman, Multi-lingual: Russian and English. 
   
  Contacts: 
  Arnold Lupoff (her husband), her team of spies and 
  possibly the Red Room and her Russian masters. 
   
  Running the Executioner: 
  She is a vicious killer and agent of the Soviet Union. 
   
  History: 
  Lupa was a soviet spy with a second identity: the 
  Executioner. As the Executioner she killed many, 
  including all the spies who failed their mission. Not 
  even her husband knew identity. Lupa had to steal the 
  secrets of the Atomic Cannon built in a desert zone of 
  Nevada. In this mission she was helped by Arnold, 
  her husband. She met Jim Slade, the inventor of the 
  cannon, and had him fall in love with her. Arnold and 
  Lupa learned that Captain America would be 
  protecting the Cannon. Captain America luckily saw a 
  photo of Jim Slade's girlfriend and recognized her. 
  Lupa explained the plan to her men, to set traps for 
  Cap. Later, Lupa met Jim Slade at a restaurant in Las 
  Vegas. Arnold was disguised as a waiter. They 
  drugged Slade and brought him away in a car. Their 
  men saw Captain America following the car and tried 
  to stop him but Captain America made them talk. 
  Lupa and Arnold brought Slade to the Cannon, to 
  force him to reveal the secrets. Bucky jumped down 
  the car's roof and hit Arnold, but Lupa knocked him 
  down. Captain America arrived before the spies killed 
  the prisoners. The Executioner, understanding that 
  the mission killed her husband and then shot herself. 
  Not long after, an atomic explosion hit the zone.    
  Faceless Man 
  Kurt Klein 
   
   
   
  Fighting: Good (10) 
   
  Health: 36 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 30 
  Endurance: Good (10) 
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: 0 / -10 
   
  Equipment:  
  Gun: Typ (6) damage, 3 areas, Ammo: 9, ROF: 1/1 
  Explosives: With a timer or RC, Remarkable (30).. 
   
  Talents:  
  Detective/Espionage, Demolitions, Crime and Guns. 
  Speaks fluent German and English. 
   
  Contacts: 
  His fellow Nazis 
   
  Running the Faceless Man: 
  A criminal and spy who operated as a Nazi. He is a 
  psychopath and isn't above killing to keep his secrets. 
   
  History: 
  Kurt served as the Faceless Man, an agent for the 
  Nazi. In what capacity he operated is unrevealed, but 
  gained a reputation for being a "butcher". Kurt still 
  kept in contact with some of the escaped Nazi 
  leaders, and he organized a plot to sabotage the city 
  so that the Nazi movement could rise again. When 
  Klein introduced, Bob and the gang  to Kurt and sent 
  Kurt to the kitchen to get soda and ice cream. Just 
  then, Klein got an unexpected visitor Bob's father. Mr. 
  Brant warned Klein his agents with the U.N. security 
  police had informed him  that a Nazi movement was 
  active in New York, and the Faceless Man was after 
  Klein. He admitted that he'd heard of the agent in 
  Germany, but denied he knew who the Nazi was. Mr. 
  Brant told Klein that he would arrange to have guards 
  posted around Klein's home within an hour. Mr. Brant 
  considered the danger and insisted Bob and his 
  friends leave as well. As Bob and the Trouble-
  Shooters walked away, Bob suddenly realized he'd 
  
  136 
   
  left Reuben behind, so the gang returned to Klein's 
  home. Reuben was running around excitedly. They 
  glanced out the open backdoor and saw Professor 
  Klein being forced into a car by the Faceless Man. As 
  the sedan pulled away, the boys jumped on the rear 
  bumper unseen by the Nazi as they drove off. The 
  Faceless Man and his gang took Klein into an 
  abandoned subway; Bob and the Trouble-Shooters 
  followed them through the tunnels. The boys listened 
  as the Faceless Man threatened Klein's life and talked 
  about his plan to bring disease and disaster; the 
  Faceless Man explained that he would dynamite the 
  pipes and cables which supplied the "life-blood" to the 
  city, and without communication, water, light, or heat, 
  the city would go mad, then the Nazi Party could rise 
  again on the fear of the people!  
   
  Reuben grabbed the sneezing powder from Bomber's 
  pocket, climbed up on one of the pipes, and sprinkled 
  the dust on the Faceless Man and his gang. The 
  Nazis erupted in a mass sneezing fit; seeing this as a 
  distraction, the boys grabbed Klein and they raced 
  through the tunnels, with the Nazis in pursuit. After 
  narrowly avoiding getting hit by a subway car, Klein 
  and the boys made their way into an adjoining sewer 
  tunnel. As the Nazis emerged one-by-one from the 
  manhole, Bob and the Trouble-Shooters individually 
  clubbed the henchmen, then finally the Faceless Man. 
  With the four Nazis knocked senseless, Bob pulled off 
  the Faceless Man's disguise, revealing him to be the 
  shocked Professor Klein's nephew. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  137 
   
  False Face 
   
   
   
  Fighting: Typical (6) 
   
  Health: 42 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 30 
  Endurance: Excellent (20) 
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -10 
   
  Known Powers: 
  Masking: A possible mutant, he can shed his face to 
  reveal another face underneath: Good (10). Each 
  transformation lasts until the removal of his skin once 
  again, giving him the appearance of having an 
  endless series of masks. This power has limited 
  ability to disguise. 
   
  Equipment:  
  Gun: Typ (6) damage, 3 areas, Ammo: 9, ROF: 1/1 
   
  Talents:  
  Detective/Espionage, Crime and Guns. 
   
  Contacts: 
  His henchmen and Roger Carstairs 
   
  Running False Face: 
  False Face is a criminal and spy who operated for 
  quite some time before his run-in with Bob Brant. He 
  is not above sacrificing his henchmen to escape in an 
  effort to maintain his freedom. 
   
  History: 
  The origin of False Face is unrevealed. Concerned 
  that the country of Norovia would vote to side with the 
  Western democracies at the United Nations, "certain 
  enemies of democracy", promised him half-million 
  dollars if he kidnapped delegate John Carter and 
  detain him until the special session was over so the 
  communists would win the vote. Upon learning that 
  teenager Bob Brant had been selected by a city 
  committee to act as the city's honorary mayor-for-the-
  day, False Face figured it would be the perfect 
  opportunity to create a diversion with a "half-baked 
  kid" attending to the office, so he dispatched his 
  henchmen to City Hall.   
   
  After arriving at the mayor's office, the henchmen held 
  Bob and the Trouble-Shooters at gunpoint; then they 
  forced Bob to telephone the police commissioner and 
  had him send all available patrolmen on a wild-goose 
  chase to quell a phoney riot. But one of the henchmen 
  mentioned that False Face was about to kidnap 
  Carter, so following a brief skirmish, Bob and the 
  Trouble-Shooters made their escape and headed to 
  Carter's home to warn him.  But False Face was 
  already at John Carter's house -- the criminal had 
  taken the U.N. delegate, along with Carter's daughter 
  Carol, and Carol's friend Bess as his hostages. As he 
  drove his prisoners to his hideout in an abandoned 
  tong warehouse in Chinatown, the villainous False 
  Face didn't know he was being followed by Bob and 
  his buddies. After gaining entrance into the 
  warehouse, the four Trouble-Shooters confronted 
  False Face and his gang. Using squirt-guns filled with 
  Chinese mustard, Bomber, Daffy, and Feathers 
  temporarily blinded the henchmen. Bob swung from a 
  chandelier and landed on False Face, pinning him to 
  the floor; then the teenager pulled off two more of 
  False Face's seemingly endless masks in an attempt 
  to get a look at the criminal's real face. Suddenly 
  alerted to the sound of approaching sirens, False 
  Face pushed Bob off and made his getaway. When 
  the police arrived, False Face's henchmen were taken 
  into custody, and John Carter got to the U.N. in time 
  to cast a deciding vote against communism; but the 
  multi-masked malefactor had escaped. 
   
  False Face returned to ally with the mutant Roger 
  Carstairs -- it was hardly a friendly partnership, for 
  unknown to him, Roger employed his mental powers 
  to create illusions of insects that frightened people 
  inside banks to death, then False Face and his men 
  would steal the cash. Several banks were robbed in 
  this manner, and he hid the money under the floor of 
  Roger's lab; Roger's father noticed him and his men 
  hanging around with his son, and he didn't like the 
  looks of them. In an effort to find Roger some good, 
  friends, Mister Carstairs, invited Bob Brant and the 
  Trouble-Shooters to his estate; while they were 
  outside Roger's lab, Bob saw a man entering the 
  building and recognized him as one of False Face's 
  henchmen. Mr. Carstairs accompanied Bob and his 
  friends to the lab to confront Roger, and they were 
  captured by False Face; Roger ordered him to lock 
  them in an inner room, then Roger began to use his 
  powers to attack them with his mentally-projected 
  bugs. The group managed to break down the door 
  and escape into the main room, but the mental-
  projections spilled out after them. As the imaginary 
  insects began to overwhelm him and his gang, False 
  Face shot and apparently killed Roger. 
  
  138 
   
  The Fire Bandits 
   
   
   
  Fighting: Good (10) 
   
  Health: 50 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 26 
  Endurance: Excellent (20) 
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -10 
   
  Known Powers: 
  Resistance to fire suits: Remarkable (30). 
  Tiger Sweet Perfume: Remarkable (30) , 2 areas. 
   
  Equipment:  
  See equipment above. They used axes (Good (10) 
  damage), Pry Bars (Good (10) damage.), a fire truck 
  and rig, as well as other firefighting equipment. 
   
  Talents:  
  Crime, Demolitions, Sharp and blunt weapons. 
   
  Contacts: 
  Each other. 
   
  Running the Fire Bandits: 
  These thieves use the incendiary bombs to set fires 
  and rob the victims impersonating the fire department. 
   
  History: 
  The past of the individual Fire Bandits members is 
  unknown, but they formulated a scheme to start fires 
  in the apartments of wealthy residents, then they 
  would plunder the homes while disguised as firemen. 
  They developed bombs disguised as bottles of 
  perfume. After employing a crew of kids as their sales 
  agents, the Bandits provided them with sample bottles 
  of actual perfume to demonstrate to their customers; 
  the Bandits would later send the disguised incendiary 
  devices to the homes once they had placed orders. 
  When the chemical fire-bombs went off, the Bandits 
  would loot the apartments during the confusion 
  caused by the fires. During one such fire, the Bandits 
  were about to rob an apartment when Cap and Bucky 
  came in to rescue victims from the inferno. But Cap 
  noticed that they weren't following safety procedures 
  and he deduced that they were phonies. Cap and 
  Bucky tackled the robbers, but one Bandit turned the 
  apartment building's emergency fire hose on the 
  heroes to escape. Later, after real firefighters had the 
  blaze under control, Cap spoke with the fire marshal 
  and learned that other apartment fires were similarly 
  burglarized.  The next day, the three Bandits met with 
  Snipe near the Lee School; Cap and Bucky 
  recognized them as the burglars and went into action. 
  But a small mob of fans of the heroes and autograph 
  seekers swarmed them, which gave the Bandits a 
  diversion to make a getaway, and they fled back to 
  their perfume factory. While in his mother's apartment, 
  Snipe Gooligan was looking over his perfume 
  salesbook and noticed the addresses of apartment 
  fires and robberies listed in a newspaper article 
  matched . Snipe headed to the perfume factory to 
  confront his employers and accuse them of the 
  crimes. Becoming concerned that Snipe was involved 
  with the robbers, Cap and Bucky visited Snipe's 
  home, where they were let in by his mother; although 
  Snipe was gone, Cap noticed Snipe's salesbook and 
  saw the same connection Snipe had seen earlier, Cap 
  and Bucky headed to the perfume factory. As Snipe 
  was confronting the mobsters, Cap and Bucky burst in 
  and battled the gang members, while Snipe set off the 
  building's sprinkler system, which also activated the 
  fire alarm. Shortly afterward, firefighters arrived and 
  helped Cap and Bucky overpower the gang members, 
  and the Fire Bandits were taken into custody. 
   
   
  
  139 
   
  Future Man 
   
   
   
  Fighting: Good (10) 
   
  Health: 70 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 70 
  Endurance: Incredible (40) 
  Reason: Remarkable (30)  
  Resources: Rem 
  Intuition: Good (10)  
  Psyche: Remarkable (30)  
  Popularity: -15 
   
  Known Powers: 
  Telepathy: Incredible (40) ability. 
  * Mind Blast: Remarkable (30) damage, up to 3 areas. 
  Telekinesis: Remarkable (30) ability. 
  * Kinetic bolts: Excellent (20) kinetic bolts, 3 areas. 
  Astral Body: Good (10)  transforms to an astral body. 
  Image Generation: Excellent (20) ability. 
  Weather Control: Remarkable (30) ability 15 areas. 
   
  Equipment:  
  Time Ship: Made of Remarkable (30) materials, this 
  device allows Future Man to time travel at Class 1000 
  ability. He can travel over a 1,000,000 years into the 
  past and return home by hopping in 10,000 year 
  increments. The ship can be damaged from powerful, 
  direct attacks or from being overheated. (Remarkable 
  (30) causes overheating and short circuiting.) 
   
  Dark Bombs: Remarkable (30) ability, 5 areas.  
   
  Green Plague: Remarkable (30) disease kills on a 
  failed Endurance Feat roll, this virus can be 
  genetically tailored to select certain blood lines. 
   
  Slow-Down Machine: This device causes time to slow 
  down or stop at Remarkable (30) up to 2 miles. If the 
  rank exceeds the movement speed of the target, 
  they're paralyzed. If they exceed the rank, they are 
  slowed down. 
   
  Tidal-wave Torpedo: If detonated under water, the 
  torpedo creates a Shift-Z (500) rank tsunami through 
  the use of Vibration control, inflicting power rank on a 
  coastal area of up to 50 miles. If detonated above 
  water it does Amazing (50) damage over 5 areas. 
   
  Life Battery: This Good (10) material device allows 
  Future Man to resurrect the recently deceased, they 
  come back as Zombies. (Good-10 FASE, Health: 40). 
  With a full charge, he can bring recently dead (1 
  week/Endurance...) to full health with endurance 
  ranks and damage healed. Remarkable (30) ability 
  and he can create up to 30 zombies at a time, but the 
  device recharges 1 point of rank, per day. 
   
  Atomic Flame-Thrower: This Good (10) material mini-
  flame thrower fires ‘Atomic Fire’, treat this as Napalm. 
  Remarkable (30) damage and burns for D10 rounds 
  after being shot by the flame-thrower. 2 area range. 
   
  Talents:  
  Electronics, Repair/Tinker, Computers, +1 C/S with 
  flame-thrower, Crime and a Scholar of History (+2 
  C/S). 
   
  Contacts: 
  Madame Death. 
   
  Running Future Man: 
  This bargain-basement version of Kang or any of the 
  other identities of Nathanial Richards, is at best a 
  poor man's version and while he gave the All-
  Winner's Squad a run for their money, he is a little fish 
  in a big pond.  
   
  History: 
  The Earth of 1,000,000 A.D. was a wasteland, as all 
  of the oceans had dried up, placing the species on the 
  brink of extinction. Charged with a mission to conquer 
  the past so that his people could expand in a prior 
  era. Upon his arrival in the year 1946, Future Man 
  sought out Madame Death, and convinced her to aid 
  him in conquering the world in exchange for power. 
  Over the course of several weeks they fought the All-
  Winners Squad individually and together as a group 
  before Future Man escaped, again using his astral 
  form. He vowed to contact an invasion force of his 
  own time to come and conquer 1946. The full line-up 
  of the All-Winners Squad located his time ship, and 
  attacked before he could send his message, and the 
  Human Torch destroyed his radio. He managed to 
  drive the heroes out, but Captain America hit the 
  Future Man’s Chronol-Capacitor with his shield, it sent 
  the device spiralling into the past with Future Man and 
  Madame Death in tow. He set about repairing the 
  device but contracted a disease and used the last of 
  his life bequeathing his knowledge to Madame Death. 
  Dying after finishing the repairs, he died in her arms. 
  She used the device to return to the 1940s, where 
  she died attempting to gain revenge on the All-
  Winners Squad.  
   
   
   
  
  140 
   
  Hal Burns - Magician 
   
   
   
  Fighting: Poor (4)  
   
  Health: 24 
  Agility: Typical (6) 
  Strength: Poor (4)  
   
  Karma: 22 
  Endurance: Good (10) 
  Reason: Typical (6) 
   
  Resources: Good 
  Intuition: Typical (6) 
  Psyche: Good (10) 
   
  Popularity: +3 
   
  Known Powers: 
  Eclectic magic: He learned what he could before 
  killing his would-be mentor. 
  * Telekinesis: Good (10) ability. 
  * Iron Will: Good (10) ability. 
  * Anatomic Separation: Good (10) ability to remove 
  his limbs, allowing them to act and move. 
   
  Equipment:  
  Magician's hardware. 
   
  Talents:  
  Stage magic, Mystic Origin and Occult Lore. 
   
  Running Hal Burns: 
  Hal is a terrible magician and person. He sought 
  power and found it, killed for it and paid for that power 
  with his legs when they got up and left him. 
   
  History: 
  Hal Burns wanted to become a magician and went to 
  India to study with an old fakir. Thanks to the fakir 
  Burns learned to walk on burning coals and to move a 
  rope with his mind, but he always made mistakes that 
  ruined the result and never blamed himself. He was 
  clumsy but, wrongly and angrily, he started to think 
  that his errors were caused by his master, so, one 
  day, he killed him. Back in the USA Burns went on 
  stage for a show. As first trick a man from the 
  audience sawed him in two parts, while Burns was in 
  a box. His exceptional control over the muscles let 
  him feel no pain until his half with the legs took a walk 
  on its own, ruining the act. 
   
   
   
   
   
   
   
  Henry Dunn 
   
   
   
  Fighting: Typical (6) 
   
  Health: 22 
  Agility: Typical (6) 
  Strength: Poor (4)  
   
  Karma: 18 
  Endurance: Typical (6) 
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Poor (4) 
  Psyche: Poor (4)  
   
  Popularity: 0 
   
  Limitations: 
  Brain tumor: He believed he could of predict death. 
   
  Talents:  
  Accounting. 
   
  Contacts: 
  The accounting firm that he works for. 
   
  Running Henry Dunn: 
  The tumor made him believe things he said or did 
  were natural, including wanting to killing others. 
   
  History: 
  Henry Dunn was nobody, and lived an unremarkable 
  life, he never married or had friends. He dreamt of 
  being noticed. Dunn walked into the local cafe and 
  ordered his usual meal. He overheard others making 
  remarks, Dunn had been tormented all his life, and 
  was determined to do something. Dunn told Jack that 
  he would die soon. Jack left, and shortly afterwards, 
  the cafe patrons heard a scream and a crash outside 
  --the brakes on a truck slipped and he was killed. 
  Dunn told Berring that Jack's death occurred because 
  he wished it; he suggested Berring write an article 
  about him. But Berring replied that Jack's death was 
  accidental; Dunn insisted the reporter write about him. 
  The next day, Dunn walked into the cafe and was 
  furious as Berring never wrote the article; the reporter 
  replied that he refused to give Dunn any attention and 
  left. Dunn stationed himself outside of the newspaper 
  building, with a bat and waited. As Berring passed an 
  alley, Dunn emerged to attack; Berring stopped him 
  and Dunn was arrested. Later a doctor informed 
  Berring, Dunn would be dead within a week. Dunn 
  was pleased he was famous now. 
  
  141 
   
  Isbisa 
  Simon Meke 
   
   
   
   
  Fighting: Good (10) 
   
  Health: 46 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 50 
  Endurance: Excellent (20) 
  Reason: Remarkable (30)  
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -10 
   
  Known Powers: 
  Containment suit: Excellent (20) material, granted him 
  several abilities: 
  * Knock out Gas: Amazing (50). 1 area range. 
  * Energy absorption-Radioactivity: Monstrous (75). 
  * Radiation Emission: Amazing (50) damage, 3 areas.  
  * Resistance to Toxins: Amazing (50) vs. gases. 
  * Resistance to Density Manipulation: Amazing (50).  
   
  Talents:  
  Chemistry and Radioactivity. Crime and Leadership. 
   
  Contacts: 
  His gang of misfits (all typical thug stats. 
   
  Running Ibisa: 
  For reasons known only to him, one day Simon 
  decided to take over the world by stealing an atomic 
  bomb and while he was defeated by the All-Winners 
  Squad, he swore revenge. 
   
  History: 
  Simon Meke was a mere assistant at a New York 
  museum when he began having aspirations of super-
  villainy. Inspired by the various ages of man, he 
  developed the criminal identity of Isbisa, the name 
  consisting of the first letter in each age (Iron, Steel, 
  Bronze, Ice, Stone, Atomic). His first crime was an 
  ambitious attempt to steal an atomic bomb. 
  Anticipating opposition from the newly-formed All-
  Winners Squad, he began plotting a complex plan to 
  prevent them from stopping him in 1945.  
   
  First, he recruited various criminals to carry out 
  different jobs that he meticulously planned out for 
  25% of their gains. In 1946, he then vandalized the 
  ages of man exhibit at the very museum he worked 
  at, issuing a challenge to the heroes to solve a series 
  of crimes based on the various ages. In order to 
  create tension among the group, Isbisa also left a 
  note that made it appear as though the Sub-Mariner 
  was working with him, causing the entire team except 
  Toro to suspect him. While the heroes were busy on 
  their various challenges, Isbisa worked to develop a 
  powerful knockout gas, which he then leaked into the 
  ventilation system. However, just as he entered the 
  facility, the All-Winners Squad arrived to capture him. 
  After the Human Torch and Toro burned the knockout 
  gas from the air, Isbisa was chased up the facilities 
  silo by Captain America, Bucky and the Whizzer. At 
  the top of the silo, Isbisa was nabbed by Miss 
  America and tossed into a nearby river, where he was 
  nabbed by the Sub-Mariner. With his plot foiled, Isbisa 
  was turned over to the authorities. 
   
  By the time Meke was released from prison in 1949, 
  the All-Winners Squad had disbanded and most of its 
  members either retired or had disappeared from 
  public view. He soon learned that the Whizzer and 
  Miss America had become government agents 
  following the disbanding of the All-Winners Squad and 
  plotted revenge against the super-hero couple. Isbisa 
  sabotaged the nuclear research project that Robert 
  Frank and Madeline Joyce were working at, causing 
  Madeline to be heavily radiated while pregnant with 
  her and Robert's son Robert Frank Jr. This radiation 
  caused their son to become an unstable radioactive 
  mutant that would later be dubbed Nuklo, kill his 
  mother during childbirth, and be locked away in a time 
  capsule until the modern era. 
   
  Ibisa did eventually return in the modern era without 
  much success. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  142 
   
  'J' - Commie Spy! 
  Joe Borden  
   
   
   
  Fighting: Good (10) 
   
  Health: 40 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 18 
  Endurance: Good (10) 
  Reason: Poor (4)  
   
  Resources: Typ 
  Intuition: Poor (4) 
  Psyche: Good (10) 
   
  Popularity: 0 / -10  
   
  Equipment:  
  Gun: Good (10) damage, Ammo: 7, 3 areas, ROF: 1/1 
   
  Talents:  
  Crime, Detective/Espionage (as a spy) and Guns. 
   
  Contacts: 
  'H' his direct superior. 
   
  Running Joe Borden: 
  Joe is a little slow on the uptake. 
   
  History: 
  Borden's past is unknown, but at some point he was 
  recruited for espionage by a Communist spy known 
  only as "H". "H" assigned him the task of obtaining a 
  sealed box of the "X" element from the government 
  the substance was supposed to be more valuable 
  than gold, and it was ‘used’ to make hydrogen bombs. 
  Borden procured the box, but later learned it was a 
  sting operation set up by the FBI to catch spies. 
  Borden took the box to his apartment, where he got a 
  call from "H". He told him that he had the package 
  with the "X" element, and "H" replied he would be 
  there shortly to pick it up.  
   
  He was overwhelmed by curiosity and opened the 
  box, but when he found it empty. Borden looked out 
  the window and saw FBI agents parked across the 
  street, and he realized he was bait in a larger trap--
  the agents were waiting for "H" to arrive, then they 
  would take both into custody. Borden snuck out of the 
  apartment and hopped aboard a train. He got off in a 
  small town and bought a paper, where he saw the 
  headline that proclaimed that he was the focus of a 
  manhunt.  
   
  Then he saw an article about Professor Gruber, who 
  was preparing to launch a rocket to the moon. Borden 
  had a brilliant idea how he could save himself: He 
  would use Gruber's rocket to escape to the moon until 
  the search for him was over! Borden flagged down a 
  bus and rode to the outskirts of Chicago. After 
  breaking into the professor's home, Borden held 
  Gruber at gunpoint and asked him about the rocket. 
  The scientist verified the story was true--his rocket 
  was capable of safely flying to the moon and it was 
  ready to launched. Just then, they heard the sounds 
  of approaching sirens, so Borden forced the professor 
  to take him to the launch control room and he made 
  Gruber set the controls for take-off and pistol whipped 
  him with his gun. As Borden walked to the launch 
  pad, he was fully confident that he would elude 
  capture but when he saw the rocket, he froze and lost 
  all hope--the rocket was only a miniature and far too 
  small to carry anyone! When the police arrived, they 
  found him on the floor, sobbing hysterically. 
   
   
   
   
  
  143 
   
  John Billings - 'March has 32 days?' 
   
   
   
  Fighting: Typical (6) 
   
  Health: 24 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 22 
  Endurance: Typical (6) 
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: 0 
   
  Talents:  
  John is a Civil Engineering. 
   
  Contacts: 
  Whatever firm he worked for. 
   
  Running John Billings: 
  John Billings is a perfectly normal, everyday person. 
  He is married and loves his wife and cares for the 
  safety of others. 
   
  History: 
  John Billings fails to inspect a bridge on March 31 in 
  order to say goodbye to his wife, Lisa, at the airport 
  before she leaves on a flight to an unspecified 
  location. Later that day the bridge collapses, and 
  although no one is hurt, John feels guilty. John wishes 
  he could live that day over again, although he laments 
  that he would just wind up making the same decision 
  again, anyway. Without explanation, he blacks out 
  and wakes up to find that the date is still March 31. 
  John is determined to inspect the bridge this time, but 
  he is persuaded otherwise by a colleague who insists 
  that the bridge has already been inspected and is 
  safe. On his way to the airport, John realizes he's 
  doing just what he feared he would, and drives to the 
  bridge instead. There, he finds a structural flaw, and 
  prevents the bridge's collapse. While John dismisses 
  the experience as a dream, astronomers note with 
  confusion that they have determined that this year, 
  March had 32 days, "and we'll never know why!" 
   
  Jonathan Black 
   
   
  Fighting: Typical (6) 
   
  Health: 28 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 22 
  Endurance: Good (10) 
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: 0 
   
  Known Powers: 
  Gas X: This chemical, when introduced to pipes or 
  enclosed spaces, caused vehicles, people or houses, 
  to float at Feeble (2) and send them soaring into 
  space from the earth's rotation at Amazing (50) rank. 
   
  Equipment:  
  Chemical lab of Excellent (20) rank. 
   
  Talents:  
  Chemistry and Crime. 
   
  Running Jonathan Black: 
  Despite his intelligence, Black is a criminal with a 
  gimmick looking to make a buck. He paid for his 
  greed with his life. 
   
  History: 
  Jonathan Black came into the possession of Gas X, 
  and planned to use it to blackmail the United States, 
  and then the world!  Beginning in Lakeville, he would 
  introduce Gas X into the gas mains leading into 
  buildings in town which would lift the structures off 
  their foundations, if he met with resistance, he would 
  use a bit more gas and the building would rise up to 
  the stratosphere and stay there for weeks.  The next 
  day, the local gas station floated. The next day, a 
  shopping center lifted off its foundation. Nobody was 
  hurt, and the buildings settled safely.  Scientists could 
  not explain this phenomenon.  Panic spread and 
  people began to leave town. As Black reclined on his 
  sofa with dreams of grandeur, a stray dog leapt 
  through the open window in Black's lab.  Black struck 
  the mutt to chase it off.  Frightened, the mutt leapt out 
  the window, toppling the cylinder of Gas as it jumped, 
  causing a leak.  The resultant leak of the entire tank 
  caused Black's home to shoot off into outer space. 
  
  144 
   
  Kag 
   
   
   
  Fighting: Good (10) 
   
  Health: 50 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 50 
  Endurance: Excellent (20) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Excellent (20) 
  Psyche: Excellent (20) 
   
  Popularity: -10 
   
  Equipment:  
  Pistol: Typ (6), Ammo: 9, 3 areas and ROF: 1/1 
   
  Kris: This dagger inflicts Good (10) damage. 
   
  Talents:  
  Sharp Weapons, Military, Detective/Espionage. 
   
  Contacts: 
  Commissar Kee-Sai and the army of Korea. 
   
  Running Kag: 
  Kag was thought to be a master spy and capable 
  soldier. Unfortunately he wasn't a good enough fighter 
  after he was thrown into a fiery death. 
   
  History: 
  A message arrived in a camp of spies in Asia: Kill 
  Captain America! In a valley near the camp in Asia, 
  Kag and his men attacked a convoy of American 
  soldiers. Some of them fled, but two of them stayed 
  and retaliated; they were Cap and Bucky. Cap was 
  beating Kag's men, but Kag captured Bucky and 
  threatened to kill him, forcing Cap to surrender. His 
  men also captured Tim Potter who didn't participate in 
  the previous battle. Kag didn't kill the two American 
  heroes; instead he brought the prisoners to his camp, 
  to the High Commissar, to kill them in front of the 
  television cameras. At the camp, Commissar Kee-Sai 
  congratulated him. Tim Potter spoke to Kag and Kee-
  Sai in private. Before executing Cap and Bucky, Tim 
  Potter suggested to force Cap to fight against the ten 
  strongest soldiers of the camp, in order to humiliate 
  the heroes. Kag assisted in the fight, but Potter 
  sneakily took a shotgun and shot at the soldiers, 
  freeing Cap and Bucky. Kag attacked Cap from 
  behind trying to knife him, but Cap hit the Asian spy 
  and threw him in the fire. Kag died burning. 
  Karoly Gorlac  
   
   
   
  Fighting: Good (10) 
   
  Health: 80 
  Agility: Good (10) 
  Strength: Remarkable (30)  
  Karma: 30 
  Endurance: Remarkable (30) 
  Reason: Good (10) 
   
  Resources: Good  
  Intuition: Good (10)  
  Psyche: Good (10) 
   
  Popularity: -10 
   
  Known Powers: 
  Resistance to physical: save Stun and Slams.  
  Regeneration: Good (10) ability 
  Controlling: lesser vampires and humans Good (10). 
  Vampire Bite: Good (10) damage each turn.  
  Vampire Transformation: 
  * Mist that fits through spaces and flies at Feeble (2) 
  * A bat that bites and flies at Typical (6) 
   
  Limitations:  
  • Blood: -1 CS to stats / 2 days, a Psyche roll or attack 
  • Sunlight: Amazing (50) damage. 
  • Religious Objects 
  • Mirrors: A Psyche FEAT to avoid smashing a mirror. 
  • Houses: Vampires can’t enter houses unless invited. 
  • Silver: Silver weapons inflict normal damage. 
  • Wood: A wooden stake produces "Kill" result. 
  • Destruction: the sun; beheading, or Montesi 
  Formula. 
   
  Equipment:  
  A palatial castle in Hungary 
   
  Talents:  
  Mystic Origin, Occult Lore and Multi-lingual in 
  Hungarian and English. 
   
  Contacts: 
  The vampire colony of Sverna, Hungary 
   
  Running Karoly Gorlac: 
  Karoly Gorlac lords over the other vampires in the 
  colony of Sverna, thinking that he is the Dracula figure 
  that they need and deserve. 
   
  History: 
  Gorlac ruled a colony of vampires in the town of 
  Sverna, Hungary. He and his brethren killed many 
  people to drink their blood. The police hunted them 
  equipped with guns with silver bullets. One night, 
  
  145 
   
  outside the castle lair of the vampires, an old man 
  named Karl Croya was captured by a vampire, and 
  was taken before Gorlac. The man offered to collect 
  blood for all the vampires of the colony in exchange 
  for a part of their treasures. Gorlac admired his 
  courage and accepted. Every night the vampires 
  found blood in iron cans Croya left behind for them, 
  but after a few weeks the vampires became weak. 
  One night Gorlac awoke one hour earlier as usual and 
  saw an horrible scene. Croya was extracting blood 
  from a vampire while he was still asleep. Blinded by 
  rage, Gorlac jumped at Croya's neck and killed him. 
   
  The 'typical' vampire from the colony of Sverna 
   
  Fighting: Good (10) 
   
  Health: 60 
  Agility: Good (10) 
  Strength: Excellent (20) 
   
  Karma: 18 
  Endurance: Excellent (20) 
  Reason: Typical (6) 
   
  Resources: Good  
  Intuition: Typical (6)  
  Psyche: Typical (6) 
   
  Popularity: -10 
   
  Known Powers: 
  Resistance to physical: save Stun and Slams.  
  Regeneration: Good (10) ability 
  Controlling: lesser vampires and humans Good (10). 
  Vampire Bite: Good (10) damage each turn.  
  Vampire Transformation: 
  * Mist that fits through spaces and flies at Feeble (2) 
  * A bat that bites and flies at Typical (6) 
   
  Limitations:  
  • Blood: -1 CS to stats / 2 days, a Psyche roll or attack 
  • Sunlight: Amazing (50) damage. 
  • Religious Objects 
  • Mirrors: A Psyche FEAT to avoid smashing a mirror. 
  • Houses: Vampires can’t enter houses unless invited. 
  • Silver: Silver weapons inflict normal damage. 
  • Wood: A wooden stake produces "Kill" result. 
  • Destruction: the sun; beheading, or Montesi 
  Formula. 
   
  Talents:  
  Mystic Origin, Hungarian and English. 
   
  Contacts: 
  Karoly Gorlac 
   
  Running the vampire colony of Sverna: 
  These vampires are cruel and animalistic creatures. 
   
  History: 
  A colony of vampires existed in a castle on a hill 
  outside of Sverna. It was not far away from the town's 
  graveyard, but far enough to hold visitors at bay for 
  centuries. Several dozen vampires "lived" there in 
  their coffins. They used the castle as a base for their 
  raids in the nearby countryside and terrorized the 
  people to an extent that the local police forces had 
  been equipped with weapons effective against 
  vampires. 
  Lavender 
  Lenora Moore 
   
   
   
  Fighting: Good (10) 
   
  Health: 46 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 40 
  Endurance: Excellent (20) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Excellent (20) 
  Psyche: Good (10) 
   
  Popularity: -10 
   
  Equipment:  
  Pistols: Typ (6) Damage, 3 areas, Ammo: 9, ROF: 1/1 
  Knives: Good (10) damage, 2 area range. 
  Lavender Perfume: This is a perfume she wears and 
  from all accounts 'bathes' in... 
   
  Talents:  
  Crime, Leadership, Guns and Sharp Weapons. 
   
  Contacts: 
  Her gang (All typical thug stats) 
   
  Running Lavender: 
  Lavender operated on the east coast and ruled her 
  gang with an iron fist.  
   
  History: 
  Lenora Moore's family dealt with Nazis during WWII, 
  helping sell gold and gems, acquired from victims of 
  the Holocaust. After the war, these deals came to 
  light, ruining the family. By ‘48, Lavender was leading 
  a gang. After weeks of jewelry thefts, Lavender led 
  her gang to a perfumery where she planned to steal 
  crates of ambergris. Cap and Bucky were looking for 
  the thieves, after spending the day celebrating Cap’s 
  birthday, when they heard Lavender's gang. When 
  Bucky arrived on the scene, she shot him and 
  escaped before Cap could arrive. Bucky required 
  medical help. Although Cap initially suspected his 
  one-time partner Miss Patriot who wore the same 
  perfume, Morgan told Cap she heard Lavender's men 
  talking about the crime at a bar in Chinatown. Cap, 
  joined by Golden Girl, confronting them at a high-
  class fur dealer's business Lavender \attempted to 
  extort protection money. Lavender briefly got the drop 
  on the heroes, Golden Girl helped Cap arrest her. 
  
  146 
   
  Madame Death 
   
   
   
  Fighting: Good (10) 
   
  Health: 46 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 40 
  Endurance: Excellent (20) 
  Reason: Good (10) 
   
  Resources: Exc  
  Intuition: Good (10) 
  Psyche: Excellent (20) 
   
  Popularity: -15 
   
  Equipment:  
  Ray-gun: Good (10), 4 areas, Ammo: 25, ROF: 1/1. 
   
  Talents:  
  Crime, Guns, Smuggler and Leadership. 
   
  Contacts: 
  Future Man and her vast criminal empire. 
   
  Running Madame Death: 
  Madame Death is an intelligent and vicious criminal. 
   
  History: 
  Madame Death was meeting with her thugs, when the 
  Future Man, a time traveler, arrived. He offered her  a 
  position as his aid, and she accepted.  Over the next 
  few weeks the duo fought the members of All-Winners 
  Squad on various fronts before coming into final 
  conflict. Madame Death held off the Squad so he 
  could contact his forces. When Cap threw damaged 
  the Future Man’s time device, it began a “free-fall” into 
  the past, trapping them while the Squad escaped. 
  Future Man eventually halted the time-plummet one 
  millions years into the past and spent years repairing 
  the Chronol-Capacitor. During that time, he 
  bequeathed his knowledge of the future to Madame 
  Death and eventually contracted a disease. The 
  Future Man died in her arms, prompting her to return 
  to the 1940s and exact her revenge on the Squad by 
  erecting a barrier around NYC. Trapped inside the 
  barrier, the Squad battled zombified soldiers from 
  various wars, including a zombified Steve Rogers and 
  Bucky Barnes. She \revealed that the last few working 
  devices on the Chronol-Capacitor were heat-
  sensitive. Activated by the heat given off by the Torch 
  and Toro, the Chronol-Capacitor exploded in a fireball 
  that the Squad managed to avoid. As they checked 
  on everyone present following the explosion, Madame 
  Death revealed that her revenge had ended exactly 
  as planned as she 
  Magneto (Magnetor) 
  Hunk Larkin 
   
   
   
  Fighting: Good (10) 
   
  Health: 56 
  Agility: Typical (6) 
  Strength: Excellent (20) 
   
  Karma: 14 
  Endurance: Excellent (20)  
  Reason: Poor (4)  
   
  Resources: Poor 
  Intuition: Poor (4) 
  Psyche: Typical (6) 
   
  Popularity: -10 
   
  Known Powers: 
  Magnetic Manipulation: Incredible (40) ability. 
  Growth (permanent): Feeble (2), +1 C/S to be hit. 
   
  Running Magneto: 
  This simple-minded giant was 8 feet tall and belittled 
  by people around him and once he got an ounce of 
  power he decided to show people what he could do. 
   
  History: 
  Hunk was a simple-minded fellow who lived out in the 
  country in the mid-west. His life was uneventful, until 
  one day when he helped retrieve a car that had spun 
  off the road, and lifted it clear off the ground with his 
  amazing strength. The owner of the car was a con 
  man, and was convinced that Hunk was his ticket to 
  fortune. He signed Hunk as a boxer, but he wasn't 
  suited for that. Hunk drifted into a carnival, where he 
  found work in the freak show. However, he was 
  frequently humiliated by the patrons, and once lifted a 
  man off the ground when he was made fun of. The 
  carnival fired him. One day, Hunk saw a television 
  broadcast regarding a flight to outer space which 
  required a volunteer. Hunk went to Washington and 
  volunteered to be their astronaut, and they approved 
  of him, hoping his physical strength would make him 
  an ideal astronaut. Hunk piloted his rocket into space, 
  but soon encountered a cosmic radioactive anti-
  matter, which engulfed him. Hunk was barely able to 
  hit the "return" switch before passing out. The doctors 
  examined him, he displayed the ability to control 
  magnetism. Eager to have his revenge on a society 
  that spurned him, Hunk set out to cause chaos, 
  especially at the carnival. The military sent jets after 
  him, but he easily destroyed them. When Hunk's 
  powers faded he feared retribution. Overhearing that 
  another ship was being sent to space, he managed to 
  get aboard the craft to escape for good. 
  
  147 
   
  The Countess Mara Vintila-Kronin 
   
   
   
  Fighting: Good (10) 
   
  Health: 70 
  Agility: Good (10) 
  Strength: Excellent (20) 
   
  Karma: 22 
  Endurance: Remarkable (30) 
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Typical (6)  
  Psyche: Good (10) 
   
  Popularity: -10 
   
  Known Powers: 
  Resistance to physical: save Stun and Slams.  
  Regeneration: Good (10) ability 
  Vampire Bite: Typical (6) damage.  
  Vampire form: taloned hands and pointed ears: 
  * Claws: Good (10) edged damage 
  Transformation: Mara can transform: 
  • Mara can appear as a human. 
   
  Limitations:  
  • Blood: -1 CS to stats / 2 days, a Psyche roll or attack 
  • Sunlight: Amazing (50) damage. 
  • Religious Objects 
  • Mirrors: A Psyche FEAT to avoid smashing a mirror. 
  • Houses: Vampires can’t enter houses unless invited. 
  • Silver: Silver weapons inflict normal damage. 
  • Wood: A wooden stake produces "Kill" result. 
  • Destruction: the sun; beheading, or Montesi 
  Formula. 
   
  Talents:  
  Mystic Origin, Occult Lore and Performer. 
   
  Contacts: 
  Her husband, Count Kronin. 
   
  Running Mara: 
  Mara hungers for blood and isn't ruled by such things 
  as love. 
   
  History: 
  Mara was new to the village where Kronin lived 
  nearby. One night, while she was walking alone in the 
  village. She was stopped by Officer Gokin, who 
  warned her there were vampires in the area. She 
  followed him, but noticed a black cat. Days later, she 
  was introduced to Count Kronin, who showed interest. 
  After a lightning fast courting, they were married and 
  she revealed she was a vampire when she drank his 
  blood on their wedding night. 
  The Midnight Monster 
  Victor Avery 
   
   
   
  Fighting: Good (10) 
   
  Health: 100 
  Agility: Good (10) 
  Strength: Incredible (40) 
   
  Karma: 40 
  Endurance: Incredible (40)  
  Reason: Excellent (20) 
   
  Resources: Exc 
  Intuition: Good (10)  
  Psyche: Good (10) 
   
  Popularity: -10 
   
  Known Powers: 
  Immortality: He’s immortal, baring a violent death. 
  Armor: Incredible (40) protection. 
   
  Talents:  
  Chemistry 
   
  Running the Midnight Monster: 
  Given to arrogance and egotism. He couldn't hear 
  'no', without unleashing the beast inside of him. 
   
  History: 
  Victor Avery was an scientist who created a serum 
  that would mutate life-forms to become immortal. 
  Victor then tested it on a cat, and it was successful. 
  But the cat transformed into a snarling monster. 
  Weeks later, Victor attended a party and caught sight 
  of a woman and wanted her. He wooed her, but she 
  told him that she was in love with Bill Cooper, and 
  they were engaged. Enraged that she chose anyone 
  over him, he vowed revenge. He stewed and then 
  drank his serum. Victor mutated into a gray-skinned 
  monster. He set out to gain revenge. Victor decided to 
  kill them both. He stormed into one of Bill’s instructors 
  office to question him. The instructor shot him, but it 
  had no effect. The instructor revealed Bill had gone 
  west. Victor earned the name of The Midnight 
  Monster from the terrified people who saw him. He 
  saw on TV that the military challenged his strength 
  against their ‘ray-machine’ at the outskirts of Los 
  Alamos. The next day he found the soldiers and a ‘ray 
  machine’. He lumbered towards them, only to fall into 
  a concealed pit. Being immortal, he survived the fall 
  but was trapped. The military thanked Bill for his 
  engineering the world’s deepest hole in record time. 
  
  148 
   
  Miles Keston and the Black Book of Bast 
   
   
   
  Fighting: Typical (6) 
   
  Health: 26 
  Agility: Typical (6) 
  Strength: Poor (4)  
   
  Karma: 30 
  Endurance: Good (10) 
  Reason: Good (10) 
   
  Resources: Good  
  Intuition: Good (10)  
  Psyche: Good (10) 
   
  Popularity: 0 
   
  Known Powers: 
  Sympathetic Magic-Voodoo: Excellent (20). 
  * Biophysical Control: Disruption: Excellent (20)  
   
  Equipment: 
  Voodoo and occult items, including 'the Book of Bast'. 
   
  The Black Book of Bast: 
  An ancient text printed on human skin. This book 
  contained incantations, prophecies, funerary 
  incantations, and demon resurrection passages, such 
  as how to kill a man by making a doll in his image. 
  The book responds to the touch of its holder, opening 
  to the page when its holder wanted to secretly kill 
  someone. 
   
  Talents:  
  Bibliophile, Occult lore and Mystic Origin. 
   
  Contacts: 
  His partner in the used book store, Walter Prelle. 
   
  Running Miles Keston: 
  Miles was given to the thoughts a man has when he 
  wants more than he deserves or can achieve legally. 
  It only cost him his life and soul... 
   
  History: 
  For 20 years, Miles Keston shared an apartment and 
  co-owned a musty little bookshop in a London side 
  street with Walter Prelle. Walter was senior partner, 
  and Miles came to resent him for taking care of the 
  money and forcing them to live below their means. 
  The resentment grew to hatred, and Miles even 
  wished to kill Walter, but feared getting caught too 
  much to ever go through with it. Walter knew of Miles 
  hatred, but he hated Miles even more so. Knowing 
  how Miles' mind worked, he hired a stranger to sell 
  Miles the Black Book of Bast. Miles was impressed 
  with the book, but Walter dismissed it as worthless, as 
  most people didn't believe in the occult. Walter 
  convinced him to keep the book himself since no one 
  else would want it, and Miles angrily agreed to take it, 
  to touch it up and mend it, and then to sell it. As they 
  walked home that night, Miles dwelled on how much 
  he hated Walter. That night when he touched the 
  book while wishing he could kill Walter with impunity, 
  the Book suddenly opened by itself. Miles saw that 
  the open page was -- unlike the rest of the book -- 
  made of human skin, and he read its passages, which 
  told of how to kill a man by making a doll in his image. 
  Fascinated, Miles read the book all night long, then 
  tested it out with a minor spell in which he held one of 
  Walter's socks over a dying candle and muttered an 
  incantation. A foul wind swept through the room and 
  Miles seemed to see a crocodile head in the 
  shadows. When Walter got up, he complained of a 
  terrible  pain in his foot, and sent Miles to open the 
  shop without him. 
   
  Pleased with his success, Miles began assembling a 
  doll, using bits of Walter's clothing, fingernails, hair, 
  etc., and each day it began to look more like Walter. 
  When the doll was completed, Miles followed the next 
  instruction to find a pin in darkness (the only kind of 
  pin that could inflict and exchange the pain of death). 
  After three nights of searching, he found a pin in the 
  filth of a Soho alley at midnight. Wishing to torture his 
  enemy before killing him, Miles scratched the pin 
  across the doll's arm, and Walter cried out and came 
  out of his room holding his bleeding arm. Waiting until 
  Walter fell back to sleep, Miles then grabbed the doll, 
  ran into Walters room, called on Bast for power, and 
  then began plunging the pin into the doll. Walter, 
  however, then arose and revealed that he had 
  controlled Miles the whole time, controlling his every 
  move, his feelings,  his mind, and his sight. The doll 
  had actually been made in Miles image. Miles 
  collapsed as pain lanced through his vital organs, and 
  he fell screaming. The last thing he saw before dying 
  was the image of his partner's face...the face of a 
  crocodile. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  149 
   
  Morgan Dawkins 
   
   
   
  Fighting: Good (10) 
   
  Health: 70 
  Agility: Good (10) 
  Strength: Excellent (20) 
   
  Karma: 30 
  Endurance: Remarkable (30) 
  Reason: Good (10) 
   
  Resources: Good  
  Intuition: Good (10)  
  Psyche: Good (10) 
   
  Popularity: -10 
   
  Known Powers: 
  Resistance to physical: save Stun and Slams.  
  Regeneration: Good (10) ability 
  Controlling: lesser vampires and humans Good (10). 
  Vampire Bite: Good (10) damage each turn.  
  Vampire Transformation: 
  * Mist that fits through spaces and flies at Feeble (2) 
  * A bat that bites and flies at Typical (6) 
   
  Limitations:  
  • Blood: -1 CS to stats / 2 days, a Psyche roll or attack 
  • Sunlight: Amazing (50) damage. 
  • Religious Objects 
  • Mirrors: A Psyche FEAT to avoid smashing a mirror. 
  • Houses: Vampires can’t enter houses unless invited. 
  • Silver: Silver weapons inflict normal damage. 
  • Wood: A wooden stake produces "Kill" result. 
  • Destruction: the sun; beheading, or Montesi 
  Formula. 
   
  Equipment:  
  A base near the Bronx and he wears a cape. 
   
  Talents:  
  Mystic Origin and Occult Lore. 
   
  Running Morgan Dawkins: 
  Morgan is the silent type, but ready to turn others into 
  vampires. 
   
  History: 
  Dawkins suddenly burst through the window of the 
  blood storage room, grabbed the room's guard and 
  then bit into his neck and drank a large volume of 
  blood. Satisfied, Dawkins turned into a bat and flew 
  off into the night. Drawn by the sound of shattering 
  glass, hospital staff members rushed in and found 
  Grimstone.  
   
  Orogo: Nightmare from Space; Thing from 
  Beyond 
   
   
   
  Fighting: Good (10) 
   
  Health: 120 
  Agility: Good (10) 
  Strength: Amazing (50) 
   
  Karma: 50 
  Endurance: Amazing (50)  
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Excellent (20) 
  Psyche: Excellent (20) 
   
  Popularity: -15 
   
  Known Powers: 
  Robot: Monstrous (75) vs. Disease and Toxins. 
  Growth (Permanent): 20 foot tall, +1 C/S to be hit. 
  Body Armor: Excellent (20) protection 
  Hypnotic Control: Amazing (50) ability, 7 area range. 
   
  Equipment:  
  Mass Transport Rocket ship:  
  This bulk freighter was capable of carrying cargo bays 
  filled with slaves to wherever Orogo needed them. 
  Control: Exc (20)  
  Speed: Cl1000 
   
  Body: Rem (30)  
  Protection: Rem (30) 
   
  Talents:  
  Piloting and Astro-Navigation 
   
  Contacts: 
  Assumedly his unknown race and or masters. 
   
  Running Orogo: 
  Orogo is a conqueror, from the deepest regions of 
  space, a thing come here to enslave all of mankind 
  and doesn't take 'no' for an answer. 
   
  History: 
  Orogo came to Earth to enslave the human race and 
  put them to work. He hypnotized people and herding 
  them into his ship. No one was able to stop him until 
  Albert Carstairs claimed Orogo could not hypnotize 
  him, and wanted a showdown. Orogo found he could 
  not hypnotize the old man, so Orogo kept intensifying 
  his hypno-beams until his circuits exploded, it was 
  revealed that Albert was blind and couldn't be 
  hypnotized. 
  
  150 
   
  Professor Zunbar 
   
   
  Fighting: Poor (4)  
   
  Health: 20 
  Agility: Typical (6) 
  Strength: Poor (4)  
   
  Karma: 42 
  Endurance: Typical (6)  
  Reason: Remarkable (30)  
  Resources: Exc. 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: -10 
   
  Equipment:  
  Robots and Elmer, see below.  
   
  Talents:  
  Robotics, Repair/Tinker, Biology and Genetics. 
   
  Contacts: 
  Julia Adams and Elmer. 
   
  Running Professor Zunbar: 
  Professor Zunbar was a brilliant but mad scientist who 
  was obsessed with creating life that would be able to 
  breath underwater for reasons known only to him.  
   
  History: 
  Professor Zunbar was a mad scientist active in the 
  ‘50s. He was obsessed with creating life could 
  breathe underwater. His first attempt was a creature 
  named Elmer, who despite his features was incapable 
  of breathing under water, the creature also developed 
  an obsession for Zunbar's female assistant. In ‘54, he 
  came to believe that by transplanting the brain of 
  Namor into Elmer's body he could gain success in his 
  experiments. He sent a letter to Namor asking for his 
  help, and the hero showed up, he had his robots 
  subdue and lock up the Atlantean. Before anything 
  could be started, Betty Dean called the authorities 
  and they stormed Zunbar's lab. During the confusion 
  both Namor and Elmer escaped and after Namor 
  destroyed the creature and captured Zunbar.  
   
  His subsequent fate is unknown. 
   
   
   
   
   
   
   
  Robots 
   
   
   
  Fighting: Remarkable (30)  
  Health: 136 
  Agility: Typical (6) 
  Strength: Incredible (40) 
   
  Endurance: Incredible (40) 
   
  Known Powers: 
  Body Armor: Excellent (20) protection. 
  Simple Minds: They rely on commands from Zunbar. 
   
  Elmer 
   
   
   
  Fighting: Remarkable (30)  
  Health: 96 
  Agility: Typical (6) 
  Strength: Remarkable (30) 
  Endurance: Remarkable (30) 
  Reason: Poor (4)  
  Intuition: Poor (4) 
  Psyche: Poor (4)  
   
   
  Known Powers: 
  Armor Skin-Fish Scales: Good (10) vs. Physical. 
  Elmer didn't have any aquatic powers. 
   
   
  
  151 
   
  Robin Hood and his gang Merry Men 
  Joshua Blaine 
   
   
   
  Fighting: Good (10) 
   
  Health: 46 
  Agility: Excellent (20) 
  Strength: Typical (6) 
   
  Karma: 30 
  Endurance: Excellent (20)  
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -10 
   
  Known Powers: 
  Sidekicks: The Merry Men. 
   
  Equipment:  
  Longbow and 50 arrows: Good (10) damage, 5 areas. 
   
  Talents:  
  Law, Crime, Scholar of Medieval artifacts (+2 C/S), 
  History: Medieval times, Bows. 
   
  Contacts: 
  Friar Tuck, Little John and the Firm of Danson, 
  Holmes and Blaine: Attorneys at law. 
   
  Running Robin Hood: 
  Blaine was a lawyer who donned a costume based on 
  Robin Hood and began robbing the rich citizenry of 
  New York and distributing half the loot to the poor. 
   
  History: 
  Joshua Blaine became a successful lawyer in New 
  York City. Being a collector of medieval weapons and 
  artifacts was regarded as New York's leading 
  authority on the subject. Donning a costume based on 
  the mythical Robin Hood he began robbing the rich 
  citizenry of New York with two other accomplices 
  dressed up as Friar Tuck and Little John. Keeping half 
  the stolen loot to himself, he then began dropping the 
  rest of the money from high rise buildings that dotted 
  the poorer sections of the city. This act of kindness on 
  his part gained the trust and respect of the people that 
  lived below which was what he had planned on. This 
  would insure that he would not be frowned on by the 
  people of New York as a villain and would better his 
  chances of not getting caught by the police with the 
  people on his side. He loaned Steve Rogers, a history 
  teacher at the Lee School, one of his swords to use 
  as a prop for a lecture. Steve Rogers and Bucky, after 
  school was over for the day, met with Joshua Blaine 
  at his penthouse apartment to return his sword.  
   
  Joshua Blaine explained that some of his weapons 
  date as far back as King Arthur and Robin Hood. After 
  both Steve and Bucky had left, he donned his Robin 
  Hood attire and with his two 'Merry Men' set out to rob 
  Peter Pinchtight a wealthy miser. The 'Modern' Robin 
  Hood shot an arrow with a note attached through 
  Peter's window stating that the miser should come 
  outside and hand over his money or else the next 
  arrow would target his heart. Fearing for his life, Peter 
  Pinchtight complies and hands over his money to 
  Robin Hood and his men. Steve Rogers and Bucky 
  happen to pass by and witness the scene and quickly 
  don their hero attire as Cap and Bucky and attempt to 
  stop the robbery. Robin Hood shot arrows at Cap but 
  all his attempts fail to get past his shield. He calls on 
  Friar Tuck and Little John to help him and they begin 
  battling the two heroes who manage to evade their 
  attacks. Robin Hood next sneaks up behind the two 
  occupied heroes and clubs them both over the head 
  with the stolen loot bag and he and his men escape 
  into the night. The next day Robin Hood once again 
  rains stolen money from a high-rise building onto the 
  poor people below and lets loose, one of his arrows 
  into the street with a note stating that he is robbing 
  the rich to give to the poor. The arrow is found and 
  picked up by Steve Rogers and he and Bucky once 
  again change into their superhero identities and race 
  up to the top of the building that Robin Hood was in.  
   
  Robin Hood and his men are quickly subdued by the 
  heroes and escorted outside of the building. As they 
  reach street level, a crowd of people who were 
  sympathetic towards Robin Hood, bar Cap path and 
  the criminal and his men make their escape. Unable 
  to get past the mob people, Cap and Bucky give up 
  their chase. Later, Joshua Blaine shoots an arrow 
  with a note demanding money into his own apartment 
  to avoid suspicion on himself, and was unaware that 
  Steve Rogers and Bucky were there inside waiting for 
  his return to ask about information regarding the 
  nature of Robin Hood's arrows.  Captain America and 
  Bucky quickly spring into action and taking the villains 
  by surprise knock Friar Tuck and Little John out of 
  action. Robin Hood feigning unconsciousness slips 
  away and enters his apartment in his Joshua Blaine 
  identity and is met by Cap who sees that one of his 
  quivers on display was completely empty of arrows. 
  Putting the pieces of the puzzle together, Cap knocks 
  Joshua Blaine into a chair and accuses him of being 
  the 'Modern' Robin Hood. Bucky then discovers his 
  Robin Hood costume in a drawer with the stolen 
  money. 
  
  152 
   
  Friar Tuck 
  Tucker Franklin 
   
   
  Fighting: Good (10) 
   
  Health: 36 
  Agility: Good (10)  
   
   
  Strength: Typical (6) 
   
  Karma: 22 
  Endurance: Good (10) 
   
   
   
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Good (10) 
   
  Popularity: -10 
   
  Equipment:  
  English quarterstaff: Good (10) Material and damage. 
   
  Talents:  
  Weapon Specialist: Quarterstaff 
   
  Contacts: 
  Robin Hood and Little John. 
   
  Running Friar Tuck: 
  The Friar is a defrocked drunk ex-priest with a violent 
  streak. He quotes scripture while beating folks with 
  his staff. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Little John 
  John Littleston 
   
   
   
  Fighting: Excellent (20) 
   
  Health: 60 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 12 
  Endurance: Excellent (20)  
   
   
  Reason: Poor (4)  
   
  Resources: Typ 
  Intuition: Poor (4) 
  Psyche: Poor (4)  
   
  Popularity: -10 
   
  Talents:  
  Martial Arts B and E 
   
  Contacts: 
  Robin Hood and Friar Tuck. 
   
  Running Little John: 
  John is a violent ex-boxer who enjoys beating on his 
  victims and making sure they feel his displeasure. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  153 
   
  Roger Carstairs 
   
   
   
  Fighting: Typical (6) 
   
  Health: 46 
  Agility: Typical (6) 
  Strength: Poor (4)  
   
  Karma: 70 
  Endurance: Remarkable (30) 
  Reason: Remarkable (30)  
  Resources: Good 
  Intuition: Excellent (20) 
  Psyche: Remarkable (30)  
  Popularity: 0 
   
  Known Powers: 
  Image Generation: Remarkable (30) ability. 
  Mind Blast: Good (10) damage, 2 areas. 
   
  Equipment:  
  A cabin with a fully stocked lab for his personal use. 
   
  Talents:  
  Student, Chemistry and Crime. 
   
  Contacts: 
  False Face and his gang. 
   
  Running Roger Carstairs: 
  Roger was a mutant who enjoyed being able to lord 
  over others to get the things that he wanted in life. 
   
  History: 
  Roger Carstairs was born into a wealthy family.  A 
  brilliant child, Roger always excelled academically, 
  but was very anti-social and never had any friends.  
  Several years before, Mr. Carstairs built Roger a 
  cabin on the grounds of his estate, which Roger made 
  into a laboratory, where the boy spent most of his 
  time conducting experiments in seclusion. At some 
  point, Roger learned of his true nature and extra 
  abilities, and formed an uneasy alliance with the 
  criminal Falseface. They would cooperate in a series 
  of bank robberies for their mutual benefit, but Roger 
  maintained his own agenda Roger used his power to 
  frighten all the people in several banks to death, while 
  Falseface and his gang took care of stealing the loot 
  and hiding it in Roger's lab. With no witnesses left 
  alive, police were baffled by the crimes, as the victims 
  showed no signs of physical wounds on their bodies.  
   
  Roger used his power again, this time at the Metro 
  Bank and Trust.  Projecting images of giant insects, 
  Roger frightened all of the people within the building 
  to death, and Falseface and his men made off with 
  the cash. Meanwhile, becoming concerned about the 
  older men Roger was associating with, and wishing to 
  find him some good, wholesome friends, Mr. Carstairs 
  invited Bob Brant and his three buddies over to his 
  estate.  He took the boys to Roger's cabin to 
  introduce them; but angered at being disturbed, 
  Roger slammed the door on them. As Mr. Carstairs 
  and the boys left the cabin, they saw a suspicious 
  looking man approaching the lab, and Bob recognized 
  him as a member of Falseface's mob.  Just then, they 
  heard a scream coming from the Carstairs mansion.  
  They ran back, and found Lucy the maid dead, a look 
  of absolute horror on her face. Mr. Carstairs and the 
  boys went back to the lab, where they were 
  confronted by Roger, along with Falseface and his 
  men.  Roger boasted that he was and that he had no 
  compassion, no human emotions.  Then the 
  telepathic teenage terrorist ordered Falseface to lock 
  his father and the Trouble-Shooters into an inner 
  room.  Once they were imprisoned, the wise 
  American Indian Feathers surmised that Roger was a 
  mutation, and that without compassion, he would turn 
  his powers to evil, against a world of people he 
  despised. 
   
  Meanwhile, Mr. Carstairs reluctantly realized he had 
  to deal with his son before he destroyed the world, 
  and so he began to choke Roger.  But Falseface--
  angered that Roger's bugs were also attacking him 
  and his men--fired his gun and apparently ended 
  Roger's life.  The nightmarish creepy-crawlers 
  disappeared, as Falseface ran out the door to escape. 
  Although it was a small consolation that he was not 
  directly responsible for his evil son's death, a 
  sorrowful Mr. Carstairs asked Bob and the Trouble-
  Shooters to keep the truth a secret not wanting the 
  world to know what his son truly was. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  154 
   
  Roland Cavell 
   
   
   
  Fighting: Poor (4)  
   
  Health: 24 
  Agility: Typical (6) 
  Strength: Poor (4)  
   
  Karma: 34 
  Endurance: Good (10)  
  Reason: Excellent (20) 
   
  Resources: Rem 
  Intuition: Good (10)  
  Psyche: Poor (4)  
   
  Popularity: -10 
   
  Known Powers: 
  The Magno-Ray: This Incredible (40) Magnetic 
  Control 1 mile allowing Roland to easily bringing flying 
  vehicles to the ground. He can scramble electronics, 
  pull boats from the water or automobiles from the 
  road. Incredible (40) as strength vs. the speed of the 
  object, determining if Roland can capture the vehicle. 
   
  The Silent Ones: These human-shaped, synthetic 
  skin covered robots were used as slave labor and 
  were under the complete control of Roland. 
   
  Fighting: Good (10) 
   
  Health: 60 
  Agility: Good (10) 
  Strength: Excellent (20) 
   
  Endurance: Excellent (20) 
   
  Known Powers:  
  Synthetic Skin: Poor (4) synthetic flesh covering. 
  Body Armor: The metallic skeleton Typical (6) vs 
  physical and shielded from EMP at Amazing (50). 
  R/C: The Silent Ones followed Roland’s commands. 
   
  Equipment:  
  His underground fortress with Magno-Ray, Electronics 
  lab and machinery used for his conquest of the world. 
   
  Talents:  
  Electronics, Robots, Engineering, Repair/Tinker. 
   
  Running Roland Cavell: 
  Roland is an egotist and wants to lord over others 
  with his 'vast intelligence'. 
   
   
  History: 
  The past of Roland Cavell is unknown, but he felt that 
  his genius was unrecognized by the world, so he 
  decided to build himself a city of his own. Establishing 
  a fortress within an immense mountain cavern 
  probably built by the Silent Ones, initially, Cavell used 
  a magnetic beam to capture airplanes flying 
  overhead. He then used the passengers and crew as 
  slave-labor to work on completing his city within the 
  cavern, withholding food from them if they refused to 
  cooperate. Cavell had captured at least three planes 
  flying along that air-route. Desperately trying to solve 
  the mystery of the vanishing aircraft, the airlines hired 
  detective Jay Bourke to investigate. Bourke was a 
  passenger aboard a plane flying the same route from 
  which other planes disappeared. As the aircraft flew 
  over a mountain range, a red magnetic beam 
  enveloped it and pulled it into the cavern which 
  housed Cavell's fortress. After disembarking the 
  trapped plane, Bourke asked one of the previously 
  captured men who was in charge of this "land of 
  missing persons," and he was told it was Roland 
  Cavell, who lived in the high turret of the fortress. 
  Bourke noticed a group a expressionless grey-clad 
  workers marching in formation, as if under a spell, 
  whom the other prisoners referred to as the Silent 
  Ones. One of Bourke's fellow passengers voiced his 
  fears about someday becoming like the seemingly 
  mindless Silent Ones, and Bourke was even more 
  determined to stop Cavell.  
   
  Racing up the steps to the high turret, Bourke 
  confronted Cavell, who sat at a control console, 
  where he operated everything in his city Bourke 
  demanded an explanation, and Cavell told him that he 
  wanted to people his city with the abducted 
  passengers, with himself as their benevolent dictator. 
  Bourke snapped into action and handcuffed Cavell to 
  his wrist, placing the portly potentate under arrest. 
  The two men struggled, and during the fight, Bourke 
  pushed Cavell into the control panel, causing a short-
  circuit. There was a flash and a blast from the control 
  board, followed by more blasts throughout the 
  futuristic city. As the buildings began to collapse, the 
  explosions caused a chain-reaction and the cavern 
  itself began to cave-in Bourke dragged Cavell along 
  and left the turret, and as the two raced back down 
  the stairs, Cavell blamed Bourke for the destruction of 
  his beautiful city. Bourke directed the other prisoners--
  including the silent people in grey--to follow him out of 
  the cavern entrance as the whole mountain caved-in. 
  In the aftermath, Bourke tried to persuade the Silent 
  Ones to accompany him back to civilization, but the 
  grey-clad people only stood blankly before the cavern 
  entrance, making no move and saying no word, and 
  they would not leave their mountain home, so Bourke 
  reluctantly led Cavell and the others down the 
  mountain without them, but he angrily accused Cavell 
  of destroying the Silent Ones' minds--Cavell only 
  mourned the loss of his city. 
   
   
  
  155 
   
  Skull-Face 
   
   
   
  Fighting: Good (10) 
   
  Health: 80 
  Agility: Good (10) 
  Strength: Excellent (20)  
   
  Karma: 66 
  Endurance: Incredible (40)  
  Reason: Typical (6) 
   
  Resources: Good  
  Intuition: Excellent (20) 
  Psyche: Incredible (40) 
   
  Popularity: -10 
   
  Known Powers: 
  Skeletal Body: He is afforded a number of abilities: 
  * Body Armor: Excellent (20). None vs. blunt. 
  * Aura of Fear: Good (10) rank.  
  * Regeneration: If destroyed reform in 1 day. 
  * Telepathy: Poor (4) allowing him to 'speak' to others. 
  * Immune to blinding or hypnosis.. 
   
  Talents:  
  Mystic Origin and Occult Lore.. 
   
  Running Skull-Face: 
  Skull-Face is a murdering demonic force unleashed, 
  he enjoys his work and being able to do it. 
   
  History: 
  A group of movie producers decided to revive a 
  classic horror movie called "Skull-Face," and started a 
  massive ad campaign to raise interest; this involved 
  newspaper hype, airplanes sky-write giant skulls in 
  the sky. Tom Fenton wanted something with a little 
  more zing, so he decided on the following publicity 
  stunt: he found a skeleton said to have been that of 
  someone burned at the stake for "being a demon." 
  Then he took it to a scientist named Professor 
  Thornton, who strapped it to an electric chair, where 
  he blasted it with 50 million volts of electricity, non-
  stop, 24 hours a day, in the hope that this process 
  would revive it. The producers thought it would make 
  a great story, and so it was reported that "the skeleton 
  used in the movie" was being revived and would 
  appear to speak. The skeleton came alive, only to kill 
  Professor Thornton and Tom Fenton, he had been a 
  "demon" after all. The skeleton then left the room of 
  one of his victims, presumably to go on a killing spree 
  and at some point later, he faced Marvel-Boy. 
  Tanya Bergeron 
   
   
   
  Fighting: Remarkable (30)  
  Health: 120  
  Agility: Excellent (20) 
  Strength: Remarkable (30)  
  Karma: 60 
  Endurance: Incredible (40) 
  Reason: Poor (4)  
   
  Resources: n/a 
  Intuition: Amazing (50) 
  Psyche: Typical (6) 
   
  Popularity: -10 
   
  Fighting: Typical (6) 
   
  Health: 28 
  Agility: Typical (6)  
  Strength: Typical (6) 
   
  Karma: 18  
  Endurance: Good (10) 
   
  Reason: Typical (6)  
   
  Resources: Good 
  Intuition: Typical (6) 
  Psyche: Typical (6)  
   
  Popularity: +2 
   
  Known Powers: 
  Lycanthropy: Tanya is a werewolf. 
  Claws and Teeth: Remarkable (30) damage. 
  Infravision: Excellent (20) ability, 5 area. 
  Body Armor: Amazing (50), none vs. silver or Magic.  
   
  Limitation: 
  Vulnerability to Silver: If hit by a silver, Red or Yellow 
  result means a "Kill" column. 
   
  Talents:  
  Mystic Origin and Occult Lore. 
   
  Contacts: 
  Tanya's only contact seems to be her husband, Carl. 
   
  Running Tanya Bergeron: 
  Tanya has no problem being a werewolf, to her it was 
  like breathing or eating. 
   
  History: 
  The history of Tanya is unknown. At some point in her 
  past, she fell in love with Carl and they were married. 
  She carried a secret with her, the fact that Tanya was 
  a werewolf. On their honeymoon she and Carl went to 
  a cabin to explore nature and relax. Unfortunately 
  they had an encounter with Henri, a French-Canadian 
  that resulted in his discovering that a werewolf was 
  nearby. Henri got his axe and prepared to kill Tanya, 
  only to have Carl kill him. Tanya revealed her shame 
  to Carl. Only to discover that he too was a werewolf! 
  
  156 
   
  The "Demon" 
   
   
   
  Fighting: Good (10) 
   
  Health: 80 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 70 
  Endurance: Amazing (50) 
  Reason: Good (10) 
   
  Resources: Poor 
  Intuition: Good (10) 
  Psyche: Amazing (50) 
   
  Popularity: -10 
   
  Known Powers: 
  Via a mutation brought on by radiation or as a result 
  of ancient magic, they had the following powers: 
  * Retarded Aging: They age 1 year for every 500. 
  * Linguistics: Excellent (20) ability. 
  * Reality Alteration/Lifeform Creation/Artifact Creation: 
  Unearthly (100)  
   
  Limitations: 
  Must be Summoned: They must be summoned from 
  their dimensional, they can't free themselves or leave. 
   
  Giving the devil his due: If summoned, "Demon" and 
  must grant a wish of his summoner. Failure to do so 
  results in instant death. 
   
  Talents:  
  Mystic Origin, Occult Lore and Ancient History. 
   
  Contacts: 
  Whoever summoned him or his fellow "Demons" 
   
  Running the Demon: 
  Next to the definition of machiavellian, you will the 
  'Demon's' photo. 
   
  History: 
  During ancient times before the dawn of Ancient 
  Egypt, the demon and his people lived near open pits 
  containing uranium and the radiation emanating 
  caused mutation which provided them with untold 
  power. Other ancient people began referring to them 
  as 'the man' and eventually changed over time to 
  'demon' in its present form to mean someone alien of 
  vast evil power. Sorcerers from the past discovered 
  that wave rhythms of their bodies could be controlled 
  with certain sounds and these sounds could be turned 
  into magical chants. Using these chants, the 
  sorcerers were able to banish them to another 
  dimension as a prison. Evil sorcerers were able to 
  contact them and after striking a bargain of servitude 
  (in the form of wishes), created a counter to the spell 
  of imprisonment. Dr. Morgan, unintentionally 
  summoned the 'demon' from his prison while 
  experimenting with a radiation device designed to see 
  if objects from the past may have absorbed sounds 
  and recorded them. Appearing before the startled Dr. 
  Morgan, the 'demon' revealed his history and origin. 
  He also explained that the ancient sorcerers who 
  imprisoned him were now long gone and that he was 
  free to conquer the world with his vast powers. The 
  'demon'--while about to destroy Dr. Morgan--was 
  forced to grant him a wish per the ancient agreement. 
  Unable to comply or face instant death, the 'demon' 
  was wished back to his prison dimension. As the 
  'demon' began to disappear, he vowed that he would 
  return. 
   
   
   
  
  157 
   
  The Beast 
   
   
   
  Fighting: Good (10) 
   
  Health: 50 
  Agility: Good (10) 
  Strength: Excellent (20) 
   
  Karma: 6 
  Endurance: Good (10) 
  Reason: Feeble (2) 
   
  Resources: Fb 
  Intuition: Feeble (2)  
  Psyche: Feeble (2) 
   
  Popularity: -5 
   
  Known Powers: 
  Fangs: Typical (6) damage. 
   
  Equipment:  
  Switchblade knife: Good (10) damage. 
   
  Contacts: 
  His master. 
   
  Running the Beast: 
  The simple-minded subhuman was capable of 
  homicidal savagery at his master's commands. 
   
  History: 
  At some point he was hired by the nephew of his 
  elderly master to be the old man's attendant. The 
  paralyzed old man gained hypnotic control over his 
  weak-minded servant and could control the "Beast" 
  like a puppet with his thoughts. As the old man lay in 
  his bedroom, he heard his nephew quarreling with his 
  wife downstairs--he hated the married couple 
  because he knew they only stayed together so they 
  could inherit his wealth when he died. He silently 
  ordered the "Beast" to summon his avaricious 
  relatives to his bedside, and the two eagerly complied 
  in anticipation of the old man's impending death. At 
  his master's bidding, the "Beast" killed them both. 
  Afterwards, the "Beast" turned from the carnage and 
  faced his master--he was enraged by what he'd been 
  forced to do, for the primitive brute had been fond of 
  the pretty woman. The old man once again exercised 
  his willpower and compelled the "Beast" to assume an 
  animalistic state, where he could only crawl on the 
  floor on all fours, and he was therefore unable to use 
  the knife or his hands. The old man figured he'd let 
  the subhuman expend his rage, snarling and growling 
  like the beast he was, until he was able to take control 
  of him again. But then the "Beast" crawled upon the 
  bed and bared his fangs, ready to tear into his 
  master's throat...  
  The Master 
   
   
   
  Fighting: Feeble (2) 
   
  Health: 16 
  Agility: Feeble (2) 
  Strength: Feeble (2) 
   
  Karma: 40 
  Endurance: Good (10) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Excellent (20) 
   
  Popularity: -5 
   
  Known Powers: 
  Hypnotic Control: Remarkable (30) ability. 
   
  Limitations: 
  Paralysis: The Master is in a vegetative state, 
  paralyzed and mute. 
   
  Contacts: 
  His Beast. 
   
  Running the Master: 
  A hate-filled old man, he suffered from a condition 
  that left him in a vegetative state, paralyzed and mute.  
   
  History: 
  He was taken in by his only living relatives (his 
  nephew and his nephew's wife), who kept him in a 
  filthy room; they eagerly awaited his death so they 
  could inherit his wealth. The bed-ridden old man was 
  attended to by an ugly brute, whom he addressed as 
  "Beast". He eventually developed the power to 
  telepathically dominate the mind of the "Beast", and 
  used him as an extension of his limbs and his hate. 
  He ordered his gruesome attendant to kill his greedy 
  relatives, but the "Beast" turned on him in anger 
  because he had liked the nephew's pretty wife. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  158 
   
  The Beast-Man 
   
   
   
  Fighting: Remarkable (30)  
  Health: 120  
  Agility: Excellent (20) 
  Strength: Remarkable (30)  
  Karma: 60 
  Endurance: Incredible (40) 
  Reason: Typical (6) 
   
  P: -10 as Beast  
  Intuition: Amazing (50) 
  Psyche: Typical (6) 
   
  P: -25 w/ vampire  
   
  Fighting: Typical (6)   
   
  Health: 28 
  Agility: Typical (6)   
  Strength: Typical (6) 
   
  Karma: 18  
  Endurance: Good (10)  
  Reason: Good (10)  
   
  Resources: Good 
  Intuition: Typical (6)  
  Psyche: Typical (6)  
   
  Popularity: 0  
   
  Known Powers: 
  Lycanthropy: He transforms into a savage werewolf. 
  Claws and Teeth: Remarkable (30) edged damage. 
  Infravision: 5 area sight at Excellent (20) ability. 
  Body Armor: Amazing (50), none vs. silver or magic.  
   
  Limitations: 
  Silver: Silver inflicts damage. A Red or Yellow equals 
  an Endurance roll on the "Kill" column. 
   
  Talents:  
  Mystic Origin, Occult Lore. English and Hungarian. 
   
  Running The Beast-Man: 
  He seems to be an unassuming person while in his 
  guise as a normal man. As the Beast-man he prowls 
  at night for victims to feed on. 
   
  History: 
  Having gained a reputation among the vampires of 
  Hungary, as being savage and powerful. Allgedly he 
  boasted of capturing better victims than the vampires 
  and he was known for enjoying his vctim's pleas for 
  mercy. While walking outside a lonely village in 
  Hungary in his unassuming human form, the Beast-
  Man was spotted and captured by the bat-like 
  vampire Deszo Kruzak, who took his would-be victim 
  back to his coven. While there he bragged about how 
  the Beast-Man never had such a well-fed victim as 
  this. While being taunted and jeered at by the coven, 
  the victim was asked his name and it was then that he 
  revealed himself as the Beast-Man and set about 
  killing HIS victims, the vampire coven. 
  The Burglar who walked through walls. 
   
   
   
  Fighting: Good (10) 
   
  Health: 36 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 18 
  Endurance: Good (10)  
  Reason: Good (10) 
   
  Resources: Poor  
  Intuition: Poor (4)  
  Psyche: Poor (4)  
   
  Popularity: -10 
   
  Known Powers: 
  Telereformation: Remarkable (30) ability, 10 ft. 
   
  Equipment:  
  Matter Transmitter: Good (10), transport himself 10 ft. 
   
  Talents:  
  Crime, Industrial cleaning and Repair/Tinker. 
   
  Running the burglar who walked through walls: 
  He was a petty criminal with a gimmick.  
   
  History: 
  A lifelong criminal, decided to go into retirement and 
  got a job working in Professor Hamilton's lab as a 
  janitor. While Hamilton was away, the burglar, 
  tinkered with a device in Hamilton's lab, But the 
  device he chose had so many parts that he was 
  unsure if it was reassembled properly. When he 
  activated the device, he saw it glow and emit some 
  kind of rays at an ashtray, both items reappeared 
  several feet away from where they had been. He 
  realized he had luckily reassembled the device into a 
  matter transmitter. When he learned he could also 
  use this machine on himself, it gave the burglar a new 
  angle on crime. He went on a crime spree for several 
  weeks. The police were baffled by the crimes, the 
  door locks were never tampered with. One cop 
  planted a false story about the world's largest 
  diamond being on display in a museum, as bait in his 
  trap to lure the mysterious burglar. That night, he 
  went to the museum, and materialized where the 
  diamond was supposed to be, but was trapped when 
  the room turned out to be an exhibit of an early jail. 
  The two struggled, and the transmitter was smashed. 
  
  159 
   
  The Cold Warrior 
  Eric Sinkovitz 
   
   
   
  Fighting: Excellent (20) 
   
  Health: 100 
  Agility: Remarkable (30) 
  Strength: Excellent (20) 
   
  Karma: 56 
  Endurance: Remarkable (30) 
  Reason: Excellent (20) 
   
  Resources: Exc 
  Intuition: Typical (6) 
  Psyche: Remarkable (30)  
  Popularity: -10 
   
  Known Powers: 
  Cold Suit: This Excellent (20) suit provides no armor. 
  * Ability Enhancement: Noted above 
  * Cold Generation: Amazing (50) ability.  
  * Ice Generation: Remarkable (30) ability.  
  * Resistance to Cold and Ice: Unearthly (100). 
   
  Limitations: 
  If the suit is damage, all powers cease to function. 
  Sinkovitz normal statistics are: 
  Fighting: Good (10)  
   
  Health: 36  
  Agility: Good (10)  
  Strength: Typical (6)  
  Endurance: Good (10)  
   
  Talents:  
  Crime, Physics and Biology. 
   
  Contacts: 
  Richard M. Nixon (secretly Diabolik in disguise!) 
   
  Running Cold Warrior: 
  He was a rabid anti-communist duped into becoming 
  a vigilante by skrull agents bent on killing the 3D-Man! 
   
  History: 
  Eric Sinkovitz was a scientist in the 1950s who 
  created a means of giving himself superhuman 
  powers by drastically reducing his body temperature 
  with the aid of a protective suit. He was tricked by a 
  Skrull impersonating a member of the intelligence 
  services, who aided him in his research, into attacking 
  the 3D Man, who he was told was a Communist spy. 
  He was easily defeated by the 3D Man and left 
  floating in the sea, vowing revenge.  
  The Great Video 
  Heathrow Vance 
   
   
   
  Fighting: Typical (6) 
   
  Health: 32 
  Agility: Good (10) 
  Strength: Typical (6)  
   
  Karma: 26 
  Endurance: Good (10)  
  Reason: Good (10) 
   
  Resources: Good  
  Intuition: Good (10) 
  Psyche: Typical (6) 
   
  Popularity: -10 
   
  Known Powers: 
  X-Ray Vision: Remarkable (30) ability, if he used this 
  power in a prolonged manner, it caused Remarkable 
  (30) damage, 2 areas but couldn't be used offensively 
  to destroy objects. 
   
  Talents:  
  Physics, Radiobiology and Chemistry. Performer 
  (Stagecraft) and Crime. 
   
  Contacts: 
  His 'Wonder Gang', a gang of nameless thugs. 
   
  Running The Great Video: 
  Vance was initially an antagonistic scientist, it is very 
  possible that the changes he underwent caused brain 
  damage or maybe he was always this way and the 
  powers gave him the outlet to act how he wanted. 
   
  History: 
  A laboratory explosion gave Professor Vance X-Ray 
  vision which he later used as a stage performer 
  named the Great Video. Soon Video decided to use 
  his powers for crime and targeted people to be 
  robbed by his henchmen. Later, he discovered that 
  the radioactivity from his stare had the power to kill. 
  He traveled the country committing crimes while the 
  police struggled to capture him. Marvel Boy planned a 
  trap to capture him. The Great Video thought that he 
  was opening a vault containing a vast sum, when 
  really it was a ruse set by Marvel Boy who dispatched 
  the villain using his Quantum Bands. The bands 
  power negated his powers, causing him to lose his x-
  ray vision. As a result, no one believed that he 
  possessed powers and he was sent to jail. 
  
  160 
   
  The man without a face. 
  Rufus Watkins 
   
   
   
  Fighting: Good (10) 
   
  Health: 32 
  Agility: Typical (6) 
  Strength: Typical (6)  
   
  Karma: 16 
  Endurance: Good (10) 
  Reason: Typical (6) 
   
  Resources: Good  
  Intuition: Poor (4)  
  Psyche: Typical (6) 
   
  Popularity: 2 / -5. 
   
  Known Powers: 
  Cursed: he can't remove the hood, when he does 
  there is simply another there underneath it. 
   
  Equipment:  
  The Black Hood: Feeble (2) material. 
   
  Talents:  
  Business/Finance. 
   
  Contacts: 
  The Mayor of Goosepan, the employees of Watkins' 
  Market and the Black Hood Hooligans 
   
  Running Rufus Watkins: 
  Rufus is a small-minded racist. 
   
  History: 
  Rufus was a resident of Goosepan until a band of 
  gypsies set up camp at the outskirts of town. Rufus 
  was intolerant of strangers, and he complained to 
  everyone gypsies were low-class people who would 
  drive down real estate prices and ruin Goosepan. 
  When Rufus found a group of thugs they went to the 
  gypsy camp to harass them. That night Rufus and his 
  friends put on black hoods and chased the gypsies 
  out of town. As the gypsies fled, one of them put a 
  curse on Rufus. Rufus discovered that every time he 
  tried to take off his hood there was another one 
  underneath. If the police came looking for him there 
  was no way he could deny being the leader of the 
  Black-Hooded Hooligans. Rufus locked himself up in 
  his house and spent weeks removing black hoods 
  from his head, and he vowed that if the curse were 
  ever lifted he would be more tolerant of others. 
  The Black Hood Hooligans 
   
   
   
  Fighting: Good (10) 
   
  Health: 28 
  Agility: Typical (6) 
  Strength: Typical (6)  
   
  Karma: 12 
  Endurance: Typical (6) 
  Reason: Poor (4)  
   
  Resources: Poor 
  Intuition: Poor (4)  
  Psyche: Poor (4)  
   
  Popularity: -5. 
   
  Equipment:  
  Baseball bats, pitchforks, shovels and axe handles. 
   
  Talents:  
  Blunt or Sharp Weapons 
   
  Contacts: 
  The other members of the Black Hood Hooligans 
   
  Running the Black Hood Hooligans: 
  The Black Hood Hooligans are a bunch of small-
  minded racists to scare to show their faces. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  161 
   
  The Mental Case aka The "Demon in your Head" 
  John Franks was the most recent victim. 
   
   
   
  Fighting: Typical (6) 
   
  Health: 32 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 20 
  Endurance: Good (10) 
  Reason: Typical (6) 
   
  Resources: Good  
  Intuition: Good (10) 
  Psyche: Poor (4)  
   
  Popularity: -20  
   
  Known Powers: 
  "Demon in your Head"- This demonic creature has a 
  number of abilities it utilizes when invading others: 
  * Possession: Remarkable (30) ability. 
  * Biophysical Control-Disruption: Good (10) ability. 
  * Emotion control-Fear: Good (10) ability. 
   
  Talents:  
  As Franks: Hunting. 
   
  "Demon": Mystic origin, Occult Lore and Psychiatry. 
   
  Contacts: 
  As Franks: Rene Benoit and Dr. Joseph Browning. 
   
  Running the Mental Case: 
  Frank is a good and hard working person. 
   
  The "Demon" lives for the terror and misery he causes 
  his victims. 
   
  History: 
  John Franks took a vacation from work to go hunting 
  in Canada. He went to the cabin of his guide Rene 
  Benoit, only to find the man writhing in pain and 
  complaining that a demon was inside his head. 
  Franks took care of his friend, and stayed the night. 
  The next morning the demon had gone into Franks' 
  head, and he immediately returned to the States to 
  see a doctor. The doctor was convinced he was going 
  mad, and recommended him to psychiatrist Joseph 
  Browning. Franks visited Dr. Browning, and was 
  cured his condition. Franks was convinced that his 
  ordeal had been all in his head, but in truth the demon 
  simply switched its' residence to Browning's head. 
  The Red Skull III 
  Albert Malik 
   
   
   
  Fighting: Good (10) 
   
  Health: 50 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 50 
  Endurance: Excellent (20) 
  Reason: Excellent (20) 
   
  Resources: Exc 
  Intuition: Good (10)  
  Psyche: Excellent (20) 
   
  Popularity: -30 
   
  Talents:  
  Leadership, Espionage, Guns, Martial arts C and E. 
   
  Contacts: 
  The Kremlin, Electro and other U.S.S.R agents. 
   
  Running Red Skull III: 
  This Skull was socially motivated working to corrupt 
  Americans in a plot to kill the enemies of the U.S.S.R. 
   
  History: 
  The Soviet government appointed Albert Malik to take 
  the identity of the Red Skull, hoping to capitalize on 
  the original's reputation. His first assignment was to 
  locate Hitler’s strongbox, reputedly located at the 
  United Nations, in search of Nazi secrets. He invaded 
  the U.N. building later that year, but was opposed by 
  Cap and Bucky, who defeated him. Electro, a Soviet 
  operative who had fought Cap and Bucky previously, 
  was recruited to aid Malik. Although Electro was 
  waylaid in battle with Cap and Bucky, Malik 
  succeeded in obtaining the strongbox. However the 
  strongbox proved to be worthless, containing Hitler's 
  mementos. Malik later embarked on a scheme to 
  obtain rockets for the U.S.S.R. by masquerading as a 
  scientist. He killed and replaced Senator McRooter, 
  using his identity to recruit war criminals to spread 
  accusations of communist sympathy. Cap and Bucky 
  defeated him. Hoping to avoid further battle, Malik 
  eventually moved his to Algeria, becoming the 
  mastermind of an organization. Years later he 
  identified two U.S. agents, Richard and Mary Parker. 
  He killed and framed for them for illicit defection; little 
  is known about his activities for the next twenty-plus 
  years. 
  
  162 
   
  The Soviet Spacemen 
  Ivan (and 4 others who are unnamed) 
   
   
   
  Fighting: Good (10) 
   
  Health: 40 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 30 
  Endurance: Good (10) 
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -10 
   
  Equipment:  
  Space suits: These self-adjusting suits made of 
  Remarkable (30) material, offering protection vs. the 
  vacuum of space. 
   
  Soviet Rocket: 
  This soviet rocket was designed for launch from 
  Australia and utilized technology not possessed by 
  the U.S., it is believed to have been provided by 
  advanced beings or a superior race of some kind. 
   
  Control: Exc (20) Speed: Une (100)  
   
   
  Body: Rem (30) Protection: Rem (30) 
   
  Talents:  
  Piloting, Astro-navigation, Detective/Espionage and 
  Repair/Tinker. Russian and English. 
   
  Contacts: 
  The USSR, their handler and Josef Stalin! 
   
  Running the Soviet Spacemen: 
  While played as straight villains for the period (1953) 
  their behavior, actions and accents are reminiscent of 
  the Boris character from Rocky and Bullwinkle. 
   
  History: 
  In an attempt to claim the Moon for the USSR, 
  Russian leader Josef Stalin instigated a plan to 
  construct a spaceship. Stalin sent five cosmonauts 
  and an abducted American scientist to an Australian 
  jungle, where they cleared a launch site, built a dome 
  structure, and began to construct the rocket. The 
  spacemen reported that construction of the rocket 
  ship was almost completed, but a spy-plane had flown 
  over the launch-site. Stalin explained to him that once 
  they were on the Moon, they could set up rocket 
  installations on the lunar surface, which would allow 
  the Soviet Union to target the whole world with their 
  guided missiles -- the Western democracies would 
  have no choice but to surrender!  In the United States, 
  Bob Brant and the Trouble-Shooters had just entered 
  Bob's home when they overheard a conversation 
  between Bob's brother Lance and his father their 
  discussion concerned Lance going on a mission for 
  the United Nations Council to investigate reports of a 
  Russian rocketship. The boys were curious about the 
  spaceship, so they decided to hike over to the private 
  airport just outside of town where Lance's plane was 
  kept so they could find out more about it.  
   
  When the boys got to the airport, the boys climbed 
  into Lance's private plane, but they became 
  stowaways when they were locked inside; Lance took 
  off, unaware he was carrying "passengers".  When 
  the space ship was completed, the Reds locked the 
  scientist in the dome and made preparations for 
  launch.  Lance flew his plane to Australia, and landed, 
  the boys followed him through the jungle. When they 
  came to a clearing, they saw the rocket, and the 
  Russian spacemen. Lance was captured by one of 
  the commies, but the Russians were pressed for time 
  because their rocket was set to automatically launch 
  in moments. The spacemen locked Lance inside the 
  dome with the scientist and boarded their spaceship. 
  Bob and the Trouble-Shooters climbed aboard and 
  into the airlock. But then the rocket's exterior door 
  sealed behind them, the spaceship began to shake. 
  Pinned to the floor by the force of the acceleration, 
  Bob surmised they were headed for the Moon. The 
  boys opened the door to the main compartment and 
  peered inside; the Russians discussed their plans to 
  build a missile base on the Moon, so the boys dashed 
  in and tackled the Soviet spacemen. During the 
  struggle, Bob located the airlock and threatened to let 
  all the air out of the rocket unless the Russians 
  surrendered, seeing they had no alternative, the 
  Soviets complied; Bob and the boys tied them up. 
  Once they reached the moon, Bob and the Trouble-
  Shooters went out, planted a flag, claiming the Moon 
  for the U.S.A., and used their knives to carve their 
  names on a rock. Then Bob noticed that the controls 
  were preparing for lift-off, so the boys climbed back 
  aboard. The rocket made its return to Earth, where it 
  landed back at the Australian launch-site. Bob and the 
  gang unlocked the door to free the hostages, then ran 
  back the plane. Lance flew his plane back to America 
  unaware his brother and his pals were hiding aboard 
  the plane, and apparently he knew nothing of their 
  lunar excursion. Later, Bob and the Trouble-Shooters 
  chuckled when they thought about how the first man 
  on the Moon would feel when he found their hand-
  made flag and saw their names carved on the rock. 
  
  163 
   
  The Übermädchen 
   
  Madame Mauser 
  Fighting: Remarkable (30)  
  Health: 80 
  Agility: Excellent (20) 
  Strength: Good (10) 
   
  Karma: 50 
  Endurance: Excellent (20) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Remarkable (30) 
  Psyche: Good (10) 
   
  Popularity: -10   
   
  Talents 
  Military, Martial Arts A, B and E. She was trained in 
  Espionage by the SS and Nazi high command. She 
  communicates fluently in German, English, French. 
   
  Equipment: 
  Uniform:  her costume is made of a version of Kevlar-
  lined material of Remarkable (30) material.  
  • Body Armor: Good (10) vs. physical.  
  * .45 caliber (Ammo: 20 shots, 3 areas, 25 points.) 
  *  Colt M1911A1 (Ammo: 7, Range 2 areas, 10 points)  
  * 2 frag grenades: Rem (30) damage 1 area of effect. 
  * Sword: Good (10) damage. 
   
  Penny Panzer 
  Fighting: Excellent (20) 
   
  Health: 80 
  Agility: Excellent (20) 
  Strength: Good (10) 
   
  Karma: 50 
  Endurance: Remarkable (30) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Excellent (20) 
  Psyche: Excellent (20) 
   
  Popularity: -10  
   
  Talents:  
  Military, Martial Arts A, B and E. She was trained in 
  Espionage by the SS and Nazi high command. She 
  communicates fluently in German, English, French. 
   
  Equipment:  
  Uniform:  her costume is made of a version of Kevlar-
  lined material of Remarkable (30) material.  
  • Body Armor: Good (10) vs. physical.  
  * .45 caliber (Ammo: 20 shots, 3 areas, 25 points.) 
  *  Colt M1911A1 (Ammo: 7, Range 2 areas, 10 points)  
  * 2 frag grenades: Rem (30) damage 1 area of effect. 
  * Sword: Excellent (20) material, Good (10) damage. 
   
  Axis Annie 
  Fighting: Remarkable (30)  
  Health: 80 
  Agility: Remarkable (30) 
  Strength: Good (10) 
   
  Karma: 50 
  Endurance: Good (10) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Remarkable (30)  
  Popularity: -10 
   
  Talents: 
  Military, Martial Arts A, B and E. She was trained in 
  Espionage by the SS and Nazi high command. She 
  communicates fluently in German, English, French. 
  Equipment: 
  Uniform:  her costume is made of a version of Kevlar-
  lined material of Remarkable (30) material.  
  • Body Armor: Good (10) vs. physical.  
  * .45 caliber (Ammo: 20 shots, 3 areas, 25 points.) 
  *  Colt M1911A1 (Ammo: 7, Range 2 areas, 10 points)  
  * 2 frag grenades: Rem (30) damage 1 area of effect. 
  * Sword: Good (10) damage. 
   
  Fraulein Fatale 
  Fighting: Excellent (20) 
   
  Health: 80 
  Agility: Excellent (20) 
  Strength: Good (10) 
   
  Karma: 50 
  Endurance: Remarkable (30) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Remarkable (30) 
  Psyche: Good (10) 
   
  Popularity: -10  
   
  Talents: 
  Military, Martial Arts A, B and E. She was trained in 
  Espionage by the SS and Nazi high command. She 
  communicates fluently in German, English, French. 
   
  Equipment: 
  Uniform:  her costume is made of a version of Kevlar-
  lined material of Remarkable (30) material.  
  • Body Armor: Good (10) vs. physical.  
  * .45 caliber (Ammo: 20 shots, 3 areas, 25 points.) 
  *  Colt M1911A1 (Ammo: 7, Range 2 areas, 10 points)  
  * 2 frag grenades: Rem (30) damage 1 area of effect. 
  * Sword: Good (10) damage. 
   
  Vichy Vixen 
  Fighting: Excellent (20) 
   
  Health: 80 
  Agility: Excellent (20) 
  Strength: Good (10) 
   
  Karma: 50 
  Endurance: Remarkable (30) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Remarkable (30) 
  Psyche: Good (10) 
   
  Popularity: -10  
   
  Talents: 
  Military, Martial Arts A, B and E. She was trained in 
  Espionage by the SS and Nazi high command. She 
  communicates fluently in German, English, French. 
   
  Equipment: 
  Uniform:  her costume is made of a version of Kevlar-
  lined material of Remarkable (30) material.  
  • Body Armor: Good (10) vs. physical.  
   
  * .45 caliber (Ammo: 20 shots, 3 areas, 25 points.) 
  *  Colt M1911A1 (Ammo: 7, Range 2 areas, 10 points)  
  * 2 frag grenades: Rem (30) damage 1 area of effect. 
  * Sword: Good (10) damage. 
   
   
   
   
  
  164 
   
  Group Contacts:  
  When they were Nazi operatives they had contacts with the Nazi, the SS, Nazi High Command and Military forces as 
  well as the Red Skull, who oversaw all operations internationally and domestically on behalf of Hitler. After the war 
  they had contacts in ICON. 
   
  Group History: 
  Working for Nazi scientist Brain Drain the Übermädchen infiltrated the Hogarth Shipyards in the US as a team of 
  electricians to incorporate Brain Drain's mind-control technology into the new attack-transport ship USS Markham's 
  communications system so all soldiers and sailors on board would fall under Nazi control during their voyage over to 
  Europe. Miss America infiltrated the shipyard to find the saboteurs. After catching Axis Annie the others revealed 
  themselves and when the Übermädchen were not strong enough to overpower Miss America on their own, Madame 
  Mauser used Brain Drain's mind-control tech to send the workers wearing helmets, secretly connected to Brain 
  Drain's tech, against Miss America. The Übermädchen knocked out all guards, chained up Miss America after the 
  mind-controlled workers had caught her, and planned to blow up everyone who had seen them, so they could 
  continue their mission afterward. The workers not under mind-control united to take on the Übermädchen and 
  defeated them. Miss America broke her chains and took the gas canisters, which were going to blow, up into the sky 
  where they could blow up without injuring anybody. Back down the female workers had already chained up the 
  Übermädchen and called the army to pick up the saboteurs. 
   
  After the war Axis Annie, Madame Mauser, Frälein Fatale and Penny Panzer hid out in Sao Paolo, Brazil for fourteen 
  years. They were sent skull medallions by Geoffrey Sydenham to join his organization Icon and regrouped when they 
  heard that others who had received these medallions where protected from imprisonment. Provided with a gunboat 
  the Übermädchen assaulted Nick Fury and Blonde Phantom on their way to Madripoor on the Indian Ocean. The 
  Übermädchen captured the speedboat of Fury and Blonde Phantom, but only outnumbered them for a short time. 
  McTeague and the Avengers Victor Creed, Dominic Fortune, Namora and Sergei Kravinoff arrived with their ship to 
  come to Fury and Blonde Phantom's aid against the former Nazi women. McTeague chained them up in magic chains 
  and Namora carried them on to the Avengers' ship. Still chained up the Übermädchen were taken to the 
  southwestern shore of Madripoor where the Avengers interrogated them. Creed had Axis Annie at her throat and was 
  told by Fury to back off. Fury then interrogated Annie by himself, learning from her that the skull medallions had 
  appeared in their respective apartments in Sao Paolo out of nowhere. They regrouped because they had heard that 
  the others receiving these medallions where protected from going to prison. Fury then gave Creed the permission to 
  kill the Übermädchen. 
   
   
   
   
   
   
  
  165 
   
  The All-Hate Squad 
   
  The All-Hate Squad are led by Beverly Lacoco and 
  her fiancé The Hooded Eye. Their main priority is to 
  kill Fight-Man, Lacoco's ex-husband or the total 
  decimation of France.  
   
  Whichever comes first. 
   
  Group Resources: You're kidding, right? 
   
  Group Talents: All members have Martial Arts B. 
   
  Group Contacts: The All-Hate Squad. 
   
   
   
  Able Bodied Assassin 
  Matthew Harsh 
   
   
  Fighting: Excellent (20) 
   
  Health: 50 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 30 
  Endurance: Good (10) 
  Reason: Good (10) 
   
  Resources: Exc 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -10  
   
  Equipment:  
  Knives: ABA (as his friends call him) carries up to 30 
  knives in his costume. They are made of Excellent 
  (20) material and inflicted Good (10) damage. 
   
  Talents:  
  Sharp Weapons 
   
  Running Able Bodied Assassin: 
  Able Bodied Assassin is the world's 29th most deadly 
  assassin and as a member of the All Haters Squad he 
  plans to one day wipe out the French for their culture 
  appropriation of Jerry Lewis. 
   
  History: 
  Nothing is known about Matthew Harsh or the 
  reasoning behind his murderous capabilities, but as 
  the 29th most deadly assassin in the world, he was 
  invited to be a member of the All Haters Squad along 
  his frequent ally, Doctor Polka. 
   
   
   
  Agressive Eleven 
  Real Name Unrevealed. 
   
  Fighting: Excellent (20) 
   
  Health: 46 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 18 
  Endurance: Good (10) 
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: -10  
   
  Equipment:  
  Hammer: Aggressive Eleven carries an eleven pound 
  sledgehammer with him for use as his person weapon 
  and refers to it by the name 'the Mighty Mei-Mei',  
  Remarkable (30) materials and inflicts Good (10) 
  Damage if wielded one handed and +1C/S if wielded 
  two handed. 
   
  Talents:  
  Blunt weapons 
   
  Running Aggressive Eleven: 
  Aggressive Eleven is an angry teenager who watched 
  violent movies and played to many games. He killed 
  Fight Man's sidekick, Kid Wipeout, which entitled him 
  to membership in the Squad. Rumor has it that he 
  blames France for the current state of affairs where 
  the decline in the modern pop music is concerned. 
   
  History: 
  Aggressive Eleven's secret history and the origins of 
  the Mighty Mei-Mei is at this point, unrevealed! 
   
   
  Atomic Lou 
  Lou Messner 
   
   
  Fighting: Excellent (20) 
   
  Health: 100 
  Agility: Good (10) 
  Strength: Incredible (40) 
   
  Karma: 22 
  Endurance: Remarkable (30) 
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: -10  
   
  Known Powers: 
  Radiation Emission: Amazing (50) ability 5 areas. 
   
  Equipment:  
  
  166 
   
  Control Rod: This Remarkable (30) material control 
  rod is a focus for his powers, granting +1 C/S. 
   
  Talents:  
  Physics  
   
  Running Atomic Lou: 
  Atomic Lou is portrayed as a simple blue-collar 
  working man. 
   
  History: 
  Lou Messner worked at the Delta City Nuclear Power 
  Plant and possesses a master's degree in nuclear 
  physics. The exact nature of his origin story has more 
  to do with the faulty Microwave at the Delta City 
  Nuclear Power Plant and less with the reactor itself. 
  His use of a control rod to focus his powers is 
  somewhat telling of his mindset. 
   
   
  Babe Ruthless 
  Real Name Unrevealed. 
   
  Fighting: Excellent (20) 
   
  Health: 56 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 16 
  Endurance: Excellent (20) 
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Poor (4)  
   
  Popularity: -10  
   
  Equipment:  
  Knife: This ginsu kitchen knife is made from laser 
  sharpened reinforced steel blade that can slice 
  through bones, flesh and aluminum cans! Good (10) 
  damage. 
   
  Talents:  
  Sharp weapons 
   
  Running Babe Ruthless: 
  Babe Ruthless claims to be the grand-daughter of the 
  great Bambino and has a violent streak that caused 
  her to kill Fight-Man's sidekick, Fight-Boy. 
   
  History: 
  Babe Ruthless harbors a great and deep resentment 
  towards the grandson of Ed Gagnier who bad 
  mouthed her grand-father and made fun of her 
  inability to play or understand baseball. This has 
  caused a deep resentment towards the French and a 
  desire to destroy Paris. 
   
   
  Big Strong Man 
  Steve Kisto 
   
   
   
  Fighting: Excellent (20) 
   
  Health: 86 
  Agility: Typical (6) 
  Strength: Remarkable (30)  
  Karma: 16 
  Endurance: Remarkable (30) 
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Poor (4)  
   
  Popularity: -10  
   
  Known Powers: 
  Growth (permanent): 8 feet tall and +1 C/S to be hit. 
  Body Armor: Good vs. physical. 
   
  Running Big Strong Man: 
  Steve is a little slow on the uptake and after a life of 
  being made fun of because of his height and dislike of 
  the French. 
   
  History: 
  Big Strong Man is a founding member of the All-Hate 
  Squad. Despite appearances to the contrary, he isn't 
  a mutant or even an altered human but is a 
  completely normal person. 
   
   
  Bigger Stronger Man 
  Tracey Griffin 
   
   
   
  Fighting: Remarkable (30)  
  Health: 116 
  Agility: Typical (6) 
  Strength: Incredible (40) 
   
  Karma: 16 
  Endurance: Incredible (40) 
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Poor (4)  
   
  Popularity: -10  
   
  Known Powers: 
  Growth (permanent): 12 feet tall and +1 C/S to be hit. 
  Body Armor: Excellent (20) vs. Physical and Energy. 
   
  Talents:  
  Football (+1 C/S to charging and thrown objects) 
   
  
  167 
   
  Running Bigger Stronger Man: 
  Tracey is a consummate sportsman who enjoys 
  competition and the thrill of combat. 
   
  History: 
  Tracey was drafted into the French Football League 
  and thought that it would be a prestigious move on his 
  part, only to be made fun of by Paul Pogba and Oliver 
  Giroud over his height and speed. as a result his 
  performance was effected and eventually he was 
  bounced from the team and lived penniless under a 
  bridge in the French village of Ramelle where the 
  children taunted him calling him 'La Verge Géant' 
  finally he was deported back to America where his 
  hatred of France led to him to join the All-Hate Squad 
  when his mutant powers came to the surface. 
   
   
  Biggest Strongest Man 
  Chuck Manassa 
   
   
   
  Fighting: Remarkable (30)  
  Health: 136 
  Agility: Typical (6) 
  Strength: Amazing (50) 
   
  Karma: 16 
  Endurance: Amazing (50) 
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Poor (4)  
   
  Popularity: -10  
   
  Known Powers: 
  Growth (permanent): 16 feet tall and +1 C/S to be hit. 
  Body Armor: Excellent (20) vs. Physical and Energy. 
   
  Running Biggest Strongest Man: 
  Chuck has traded his addiction for drugs, for an 
  addiction to violence. 
   
  History: 
  Chuck Manassa is a former drug addict who spent 
  most of his time breaking into places or stealing drugs 
  he could get his hands on. His one claim to fame was 
  breaking into the lab or Bill Foster and stealing a 
  series of drugs (one of which was a sample of the 
  Pym Particles) and during a road trip back to Delta 
  City, Michigan he took the drugs and expanded to 
  sixteen feet in height, permanently. Chuck destroyed 
  the van he was driving in and was briefly hospitalized, 
  the authorities came to collect him and instead he 
  fought his way out of the hospital and eventually 
  hooked up with the All-Hate Squad. 
   
   
  Black Lung the Malady Man 
  Tristram Oberbeck 
   
   
   
  Fighting: Good (10) 
    
  Health: 76 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 22 
  Endurance: Amazing (50) 
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Good (10) 
  Psyche: Typical (6) 
   
  Popularity: -10  
   
  Known Powers: 
  Plague Carrier: Amazing (50) ability. 
  Resistance to Disease: Monstrous (75)  
   
  Talents:  
  First Aid 
   
  Running Black Lung the Malady Man: 
  Tristram is a green skinned mutant that enjoys using 
  his powers to make others suffer. 
   
  History: 
  Blacklung was a foe of Fight-Man. When Fight-Man 
  returned to Delta City, Blacklung was among the 
  villains rallied to fight him by the Hooded Eye. Using 
  his powers, he gave civilians fleeing the chaos cancer 
  by touching them until his hands were sliced off by 
  Agent X. 
   
   
  Chimpanzo Rex 
   
   
   
  Fighting: Remarkable (30)  
  Health: 136 
  Agility: Typical (6) 
  Strength: Amazing (50) 
   
  Karma: 12 
  Endurance: Amazing (50) 
  Reason: Feeble (2) 
   
  Resources: n/a 
  Intuition: Typical (6) 
  
  168 
   
  Psyche: Poor (4)  
   
  Popularity: -10  
   
  Known Powers: 
  Growth (permanent): 25 feet tall and +2 C/S to be hit. 
  Body Armor (Artificial): Excellent (20) vs. Physical. 
   
  Running Chimpanzo Rex: 
  This is a 25 foot tall chimpanzee who acts like a 
  chimpanzee. He picks his nose, fondles himself and 
  flings giant-sized excrement at the drop of a hat! 
   
  History: 
  No one is sure of the origins of Chimpanzo Rex. One 
  rumor is that he received a blood transfusion from 
  Biggest Strongest Man, another is that Doctoragutan 
  created him as a weapon of mass destruction against 
  the French. No one is certain though. 
   
   
  Coin-Op Creeps 
   
   
  Fighting: Excellent (20) 
   
  Health: 100 
  Agility: Excellent (20) 
  Strength: Remarkable (30)  
  Karma: 12 
  Endurance: Remarkable (30) 
  Reason: Poor (4)  
   
  Resources: n/a 
  Intuition: Poor (4) 
  Psyche: Poor (4)  
   
  Popularity: -10  
   
  Known Powers: 
  Robotic Body: These coin operated robots are rented 
  for the princely sum of a quarter for every 1/2 hour. 
  * They follow vocal commands from paying operators.  
  * Body Armor: Excellent (20) vs. Physical, Good (10) 
  vs. Energy. 
  * Repair Costs for any damage to the units becomes 
  the problem of the operator. 
   
  Running Coin-Ops Creeps: 
  These coin-operated robots are devoid of personality 
  and serve their operator to the best of their ability. 
   
  History: 
  These rental robots, which can be activated by 
  inserting coins into their chest places, twenty-five 
  cents for a half-hour. Unfortunately increased misuse 
  of the Coin-Op Creeps by the local underworld in 
  Delta City led to the Robot Gang War. In the War's 
  wake several Robots were left hidden awaiting their 
  activation commands. 
   
   
  Crimesaurus 
  Haru Takakashi 
   
   
   
  Fighting: Remarkable (30)  
  Health: 150 
  Agility: Excellent (20) 
  Strength: Amazing (50) 
   
  Karma: 40 
  Endurance: Amazing (50)  
  Reason: Excellent (20) 
   
  Resources: Exc 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -10  
   
  Known Powers: 
  Robotic Dinosaur Costume: This Godzilla looking 
  robotic costume has a number of powers: 
  * Growth (Permanent): 25 feet, +1 c/s to be hit.  
  * Body Armor: Remarkable (30) protection. 
  * Roar: While this does no damage, the roar is loud 
  enough to be heard up to 10 areas away. 
  * Breath Weapon: Amazing (50) fire, 1/3, 10 areas. 
  * Multi-Attack Style: Crimesaurus can claw/claw, bite, 
  tail slap, wrestling maneuver or Breath Weapon, all of 
  the attacks do Amazing (50) damage. 
   
  Haru, outside of the Suit has Poor (4) fighting and 
  Strength, Typical (6) Agility and Endurance for a 
  health of 20 and has Excellent (20) Reason, Good 
  (10) intuition and psyche with a karma of 40. 
   
  Talents:  
  Engineering, Crime and Repair/Tinker. Haru is 
  knowledgeable of Kaiju trivia and is fluent in 
  Japanese and English. 
   
  Running Crimesaurus: 
  Haru has always loved Kaiju and just wanted to be 
  recognized by the Japanese film industry, the 
  Crimesaurus suit was his chance to make his dream 
  come true. 
   
  History: 
  
  169 
   
  Haru took his love of Kaiju to far and while cosplaying 
  at the Paris Cosmicon he was bullied and unleased 
  the full might of Crimesaurus! This got him an 
  exclusive invite to join the All-Hate Squad. But after 
  several battles and a couple of broken bones Haru 
  retired from crime, taking a job in the Japanese Movie 
  industry and rented out his Crimesaurus suit to 
  Spencer Breen. 
   
   
  Crimesaurus Rex 
  Spencer Breen 
   
  Fighting: Remarkable (30)  
  Health: 150 
  Agility: Excellent (20) 
  Strength: Amazing (50) 
   
  Karma: 18 
  Endurance: Amazing (50)  
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: -10  
   
  Known Powers: 
  Robotic Dinosaur Costume: This Godzilla looking 
  robotic costume has a number of powers: 
  * Growth (Permanent): 25 feet, +1 c/s to be hit.  
  * Body Armor: Remarkable (30) protection. 
  * Roar: While this does no damage, the roar is loud 
  enough to be heard up to 10 areas away. 
  * Breath Weapon: Amazing (50) fire, 1/3, 10 areas. 
  * Multi-Attack Style: Crimesaurus can claw/claw, bite, 
  tail slap, wrestling maneuver or Breath Weapon, all of 
  the attacks do Amazing (50) damage. 
   
  Spencer has Typical (6) stats and has 24 health and 
  18 karma outside of the suit. 
   
  Running Crimesaurus Rex: 
  Spencer Breen wanted to make it into the big time as 
  a major supervillain. Instead he became Crimesaurus 
  Rex... 
   
  History: 
  Spencer Breen bought the Crimesaurus Rex suit from 
  Haru after he retired from super-villainy. So far he has 
  been defeated twice by Fight-Man and just wants to 
  get a little bit of payback. 
   
   
  Doctor Anarchy and his Anger Gang 
  Doctor Anthony Archimedes 
   
  Fighting: Remarkable (30)  
  Health: 60 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 40 
  Endurance: Good (10) 
   
  Reason: Excellent (20) 
   
  Resources: Exc 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -10  
   
  Talents:  
  Veterinary Sciences (Medicine for animals), First aid, 
  Animal Handling and Psychiatry. 
   
  Contacts: 
  The Anger Gang (Typical thug stats). 
   
  Running Doctor Anarchy: 
  This hard core animal activist has decided to use his 
  training and skills to take the fight to French 
  perfumeries who use animals in their testing. 
   
  History: 
  Doctor Anarchy is a former veterinarian who has 
  trained his angry gang (mostly thugs of typical abilities 
  and specially trained animals) to battle against the 
  forces of the French Perfumeries and Fight-Man. 
  Unfortunately the battle he wasn't ready for was the 
  one with the IRS when he was hit with a massive 
  audit for his practice and was jailed for Tax Evasion. 
   
   
  Doctor Tricky 
  Doctor Todd Richardson 
   
  Fighting: Good (10) 
   
  Health: 50 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 50 
  Endurance: Excellent (20)  
  Reason: Good (10) 
   
  Resources: Exc 
  Intuition: Excellent (20) 
  Psyche: Excellent (20) 
   
  Popularity: -10  
   
  Known Powers: 
  Hypno-Specs: made from Excellent (20) material 
  polycarbonate, Hypnotic Control Remarkable (30) 
  ability, up to 1 area away. 
   
  Equipment:  
  Doctor Tricky has a fully functional optical production 
  lab capable of making eyeglasses. 
   
  Talents:  
  Optometry, First aid,  
   
  Running Doctor Tricky: 
  This Optometrist is taking his war on Contact lens 
  misuse to a whole new level. 
   
  History: 
  Doctor Tricky is a former Delta City, Michigan 
  Optometrist, who has watched as a never ending 
  parade of patients ambled through his office doors in 
  their ever expanding misuse of contact lens, whether 
  it was just buying a single pack and wearing them for 
  the next six months or using falsified prescriptions 
  through the 1-900-Gimmeoptix, an automated system 
  to fill prescriptions. Battling against the encroachment 
  of the Claumonet Contact Lens company of Giverny 
  France, Doctor Tricky attacked their American branch 
  in Delta City, Michigan to strike back at the evil of lens 
  misuse. He was beat senseless by Fight-Man shortly 
  thereafter. 
   
   
  
  170 
   
  E-Coli 
  Erik Collins 
   
  Fighting: Good (10) 
   
  Health: 60 
  Agility: Excellent (20) 
  Strength: Good (10) 
   
  Karma: 30 
  Endurance: Excellent (20)  
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -10  
   
  Known Powers: 
  E-Coli Generation: This Excellent (20) ability induces 
  E-Coli poisoning resulting in severe diarrhea and 
  stomach cramps, causing Good (10) damage a round. 
  Failure to resist this power via an Endurance feat roll 
  results in D10 rounds of incapacitation from either 
  having to use the bathroom or the fight to keep from 
  using it no matter where the character is. Range is 1 
  area. 
   
  Resistance to Disease: Remarkable (30) resistance. 
   
  Equipment:  
  Cosmic gas can: This device is used to recharge E-
  Coli's powers and abilities. 
   
  Talents:  
  Animal Handling  
   
  Running E-Coli: 
  E-Coli is striking back at the French lettuce farmers 
  who inadvertently killed his rabbit Mo-Mo. 
   
  History: 
  Eric Collins was a rabbit farmer from the outskirts of 
  Delta City, Michigan who had the misfortune of buying 
  tainted lettuce to feed his rabbits only to have them 
  die, bankrupting his farm and destroying his lively 
  hood when an reporter insinuated that he might have 
  done so purposefully. The matter was further 
  complicated when a Skrull escape craft dropped its 
  'lav-tank' which partially covered Eric in its waste 
  mutating him and granting him the power to pass on 
  the gift of E-Coli...Now he is planning a full scale 
  invasion of France to avenge his rabbit Mo-Mo. 
   
   
  Fastman 
  Gideon Trackman 
   
  Fighting: Good (10) 
   
  Health: 56 
  Agility: Excellent (20) 
  Strength: Typical (6) 
   
  Karma: 18 
  Endurance: Excellent (20)  
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: -10  
   
  Known Powers: 
  Lightning Speed: Amazing (50) land speed. 
  * Multiple Attacks: Gideon can Attack, Dodge, Catch 
  or Evade at Amazing (50) ability. 
   
  Equipment:  
  Speed Pills: These pills, infused with the power of 25 
  Skurge sodas from the Netherlands, activate his 
  latent mutant powers of super speed for 2 hours at a 
  time. 
   
  Talents:  
  Running (+1 C/S to Endurance feats) and Crime. 
  Fastman 
   
  Running Fastman: 
  Fastman used to be a Olympic athlete, until he was 
  caught using performance enhancing drugs at the 
  Olympics in Paris...Now he is bitterly angry over the 
  loss of his career and livelihood. 
   
  History: 
  Gideon Trackman was once an Olympic track and 
  field star on his way to the top, he began using 
  performance enhancing drugs to increase his speed 
  and realized that he moved much faster than anyone 
  this side of Jean-Paul (Northstar) Beaubier and was 
  caught using drugs during the Olympics in Paris. 
  Suspended from his Olympic team and deported back 
  to the states. He returned to Delta City, Michigan 
  where he began a life of crime where he eventually 
  fought Fight-Man. 
   
   
  Fear Man 
  Real Name Unknown 
   
  Fighting: Excellent (20) 
   
  Health: 60 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 30 
  Endurance: Excellent (20)  
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -10  
   
  Known Powers: 
  Fear Generation: This Excellent (20), 1 area. 
  Gas-Mask: Remarkable (30) resistance. 
   
  Equipment:  
  Fear gas gun: Stolen from his former boss Mister 
  Fear, this device allows him to shoot Fear gas up to 1 
  area of range, the gas has an Excellent (20) rank. 
   
  Talents:  
  Crime, Chemistry and  
   
  Running Fear Man: 
  Fear Man wants his cut of the pie and is willing to hurt 
  anyone who gets in his way. His two major hates are 
  Fight-Man and the French, mainly because they're not 
  thankful for the good ol' USA saving their bacon 
  during that whole WWII thing. 
   
  
  171 
   
  History: 
  A former thug working for Zalton Dargo, when he 
  failed to get a fair cut of a heist he stole one of the 
  fear guns and a sample of the fear gas before putting 
  his high school chemistry to use. He began calling 
  himself Fear Man and returned to his home town of 
  Delta City, Michigan where he spread his wings and 
  joined the ranks of supervilliany, until he took a 
  beating from Fight-Man. 
   
   
  Fisticuff-Woman 
  Vanessa Simmonds 
   
   
   
  Fighting: Amazing (50) 
   
  Health: 160 
  Agility: Good (10) 
  Strength: Amazing (50) 
   
  Karma: 18 
  Endurance: Amazing (50)  
  Reason: Typical (6) 
   
  Resources: Good 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: -10  
   
  Known Powers: 
  Body Armor: Excellent (20) protection. 
   
  Running Fisticuff-Woman: 
  Having six sisters Fisticuff-Woman was the meanest 
  and bossiest of the bunch. She is a bully to her 
  friends and has been referred to as a funnier, less 
  aggressive Amy Schumer. 
   
  History: 
  Vanessa is the youngest of six siblings and over time 
  her fighting prowess led her to become an MMA 
  fighter and it was through her membership in 'Battle-
  Club' that she met Dr. Karl Malus and gained super-
  strength. She returned to the Battle-Club circuit in 
  Delta City, Michigan where she eventually was 
  recruited into All-Hate Squad and eventually fought, 
  Fight-Man! 
   
   
   
   
   
   
  Generic Badguy 
  John Smith 
   
   
  Fighting: Remarkable (30)  
  Health: 120 
  Agility: Remarkable (30) 
  Strength: Remarkable (30)  
  Karma: 18 
  Endurance: Remarkable (30) 
   
  Reason: Typical (6) 
   
  Resources: Good 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: -10  
   
  Known Powers: 
  Body Armor: Good (10) vs. Physical and Energy. 
  Hyper Leaping: Incredible (40) ability. 
  Hyper-Running: Poor (4) running speed. 
   
  Running Generic Badguy: 
  John is a rather generic, typically megalomaniacal 
  Badguy with a James Bondian villain like need to 
  discuss his plans. 
   
  History: 
  Having traveled from Delta City, Michigan of Earth-
  84041, Generic Badguy arrived thinking that he would 
  easily take out Fight-Man and make a name for 
  himself. Instead he just got beaten into submission 
  and imprisoned in a supermax where he was 
  recruited to the All-Hate Squad. 
   
   
  The Gimmick 
  James Graver 
   
  Fighting: Excellent (20) 
   
  Health: 80 
  Agility: Excellent (20) 
  Strength: Good (10) 
   
  Karma: 70 
  Endurance: Remarkable (30) 
  Reason: Remarkable (30)  
  Resources: Good 
  Intuition: Excellent (20) 
   
   
   
   
  Psyche: Excellent (20) 
   
  Popularity: -10  
   
  Known Powers: 
  Psi-Screen: Incredible (40) protection. 
  True Sight: Excellent (20) ability. 
  Imitation: Excellent (20) ability to disguise himself. 
   
  Equipment:  
  Kevlar/Nomex unitard: Good (10) vs. protection. 
   
  
  172 
   
  Poison Bubbles: Excellent (20), 1 area, victims make 
  Endurance feats to avoid anal leakage. 
  Blood Balloons: Excellent (20) slick blood, 1 area.  
  Exploding Rabbits: Remarkable (30) scatter damage. 
  They can rigged with Napalm too. 
  Necrotizing fasciitis powder: Remarkable (30). 
  Throwing Cards: Typical (6) damage. 1 area. Marked 
  for cheating at poker. 
  Electrical Buzzer: Amazing (50) damage on touch. 
  Acid Flower: Incredible (40) acid, 1 area, ammo: 3. 
  Flash-Bangs: Excellent (20) light and sound 2 areas. 
  Elecneuro Disruptor: Remarkable (30) stun damage 
  on a failed Endurance feat, 2 area range, Ammo: 20, 
  ROF: 1/1.  
  Expanding Rings: Remarkable (30) grappling, 2 area 
  range.  
  Echobay Blaster: Amazing (50), 3 areas. Ammo: 20, 
  ROF: 1/1.  
  Boxing glove gun: Excellent (20) damage, 1 area, 
  ROF: 1/2  
  Snot-Gun: This shotgun fires napalm mucus rounds, 
  Remarkable (30) flame damage, up to 2 areas away. 
  Ammo: 2, ROF: 2/2. 
   
  Talents:  
  Martial Arts E, Crime, Streetwise, Leadership, 
  Disguise, Demolitions, Computers and Driving. 
   
  Running the Gimmick: 
  James Graver is a cunning and beguiling person. 
  James is a control freak who uses violence to get 
  what he wants and is not above killing to enforce his 
  views on others. 
   
  History: 
  No one can say for certain what caused James 
  Graver to turn out like he did. He was born to a upper 
  lower class family and by all accounts, his relationship 
  with his parents seemed to be a normal one. James 
  was in and out of trouble for quite some time with 
  various acts up to and including torturing small 
  animals, setting fires and at least one known instance 
  where he killed a local kid who had stumbled across 
  one of his secrets. As James grew up he found that 
  he was able to more easily manipulate others. By the 
  time that James had turned sixteen he had a small 
  legion of followers who were loyal to his causes. To 
  free himself from the prison he felt trapped in James 
  killed his parents and fled from Delta City, Michigan 
  with their money and his followers in tow. James 
  wandered the country and ended up making the 
  F.B.I.'s ten most wanted list with his serial killings. 
  Somehow he always managed to stay one step 
  ahead of the authorities with his every expanding 
  group of misfit followers. He returned to Delta City 
  awash with followers and calling himself Gimmick, 
  only to find that Delta City now has a super-hero of its 
  own, Fight-Man. His abilities couldn't stand up against 
  Fight-Man who beat him senseless and then tried to 
  sell his confiscated equipment on the internet. 
   
   
   
  Gismotron 
  Real Name Unknown 
   
  Fighting: Good (10) 
   
  Health: 50 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 50 
  Endurance: Excellent (20)  
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Excellent (20) 
  Psyche: Excellent (20) 
   
  Popularity: -10  
   
  Known Powers: 
  Communicate with Cybernetics: Remarkable (30) 
  ability, 3 areas. 
   
  Equipment:  
  Universal Remote: This standard universal remote 
  acts as a focus for his abilities. 
   
  Talents:  
  Crime, Electronics  
   
  Running Gismotron: 
  Gismotron just wants to relax and enjoy television and 
  the internet using his powers to circumvent legal 
  means, Fight-Man put an end to his illegal cable 
  connections and now Gismotron has sworn 
  vengeance! 
   
  History: 
  A Delta City, Michigan mutant who was just trying to 
  make money from using his powers to create an 
  illegal cable empire, he had no intention of joining the 
  ranks of supervilliany, until he took a beating from 
  Fight-Man. Now he wants to kill the hero of Delta City! 
   
   
  Glass-Eye Freddie 
  Frederick Balzofiore 
   
   
   
  Fighting: Excellent (20) 
   
  Health: 60 
  Agility: Excellent (20) 
  Strength: Good (10) 
   
  Karma: 50 
  Endurance: Good (10) 
   
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Excellent (20) 
  Psyche: Excellent (20) 
   
  Popularity: -10  
  
  173 
   
   
  Known Powers: 
  Cybernetic eyes: Normal sight, Enhanced, Infravision 
  and X-Ray sight at Typical (6), 6 area range. Oddly he 
  has no eyelids. 
   
  Equipment:  
  Pistol: Typical (6), 3 area, Ammo: 9 and ROF: 1/1. 
   
  Talents:  
  Crime, Guns  
   
  Running Glass-Eye Freddie: 
  Freddie is a small time crook with little talent and no 
  real powers to speak of. 
   
  History: 
  A partner to Triggerman Carr and Metalhead, Freddie 
  was beaten so bad that it knocked both his eyes out. 
  He later had his eyes replaced with cybernetic 
  implants. Now he wants revenge on Fight-Man. 
   
   
  Ill Billy 
  William Williams 
   
   
   
  Fighting: Good (10) 
   
  Health: 42 
  Agility: Excellent (20) 
  Strength: Typical (6) 
   
  Karma: 22 
  Endurance: Typical (6) 
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: -10  
   
  Known Powers: 
  Sonic Generation: This Amazing (50) rank, limited to 
  him being a yodeling human beatbox. 
  Resistance to Sonic: Monstrous (75). 
   
  Equipment:  
  Sound system: This shoulder mounted sound system 
  allows him to amplify his voice up to 5 areas. 
   
  Talents:  
  Crime, Performer-Rapping  
   
  Running Ill Billy: 
  This beatboxing, 'hardcore' mutant straight out of the 
  49972 (Deltah Chity, in da hizzy!) 
   
  History: 
  This beatboxing mutant wanted to make it big in the 
  rap industry, unfortunately he had neither talent nor 
  ability. He wanted to make a name for himself and 
  decided to attack Fight-Man and was narrowly 
  defeated. He served some time (and got some street 
  cred...) before getting the invite to the big game (Da 
  All-Hata's Sqwaud!) where he once more went up 
  against Fight-Man! 
   
   
  Katmandingo 
   
   
   
  Fighting: Excellent (20) 
   
  Health: 80 
  Agility: Excellent (20) 
  Strength: Excellent (20) 
   
  Karma: 30 
  Endurance: Excellent (20) 
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -10  
   
  Known Powers: 
  Demi-human: one of the High Evolutionary’s New 
  Men, who through experimentation from 
  Doctorangutan is more powerful than he should be as 
  a former house cat. 
  * Enhanced Senses (Sight, Hearing and Touch): 
  Excellent (20) rank 
  * Night vision: Excellent (20) rank 
   
  Extra limbs: 
  * Claws/Bite: Amazing (50) claw damage. 
  Remarkable (30) bite with his teeth. 
    * Climbing: Good (10) ability. 
  * Combat Tail: Remarkable (30) damage. 
     
  Equipment:  
  
  174 
   
  Skull cap: This cap helps protect Katmandingo from 
  Psionic attacks at Excellent (20) rank. 
   
  Talents:  
  Crime, Acrobatics  
   
  Running Katmandingo: 
  He's a six foot tall house cat. He chases laser 
  pointers, urinates inappropriately and claws the 
  furniture and drapes. 
   
  History: 
  Katmandingo is the former house cat of Bova. Bova 
  wanted companionship and the High Evolutionary 
  evolved Katmandingo into one of his New Men. 
  Things might have been alright if it for the fact that 
  Katmandingo saw a commercial advertising cat food 
  and he fell in love with the cat advertising the product. 
  He left Wundagore Mountain and traveled to America, 
  only to find out that not only did that cat not speak, it 
  also had no interest in him. Matters took a turn for the 
  worse when he began to devolve and if not for the 
  intervention of Doctorangutan, he would have 
  returned to a normal cat. Instead he was made bigger 
  and stronger and joined the All-Hate Squad against 
  Fight-Man! 
   
   
  Massive Globula 
  Morgan Schenk 
   
   
   
  Fighting: Good (10) 
   
  Health: 90 
  Agility: Good (10) 
  Strength: Excellent (20) 
   
  Karma: 22 
  Endurance: Amazing (50) 
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: -10  
   
  Known Powers: 
  Globular powers: Globula is a giant gelatinous blob 
  covering up to 2 areas 
  * Acid Touch: Remarkable (30) grappling damage. 
  * Body Armor: Remarkable (30) protection. 
   
  Talents:  
  Crime. 
   
  Running Massive Globula: 
  Morgan is angry about his lot in life, he wanted to be a 
  normal person with a wife and kids.  
   
  History: 
  Morgan broke into Hedare Beauty in Paris, France 
  with the intention of robbing their international payroll. 
  He had no idea that Hedare Beauty was subsidiary of 
  Vaughn-Pope Cosmetics and that Narda (Belladonna) 
  Ravanna would take the break-in and attempted 
  robbery very personally and had him thrown into a vat 
  of chemical waste. By all rights, Morgan should have 
  been killed and instead he was mutated into a 
  Massive Globula eventually freeing himself only to 
  find out that Vaughn-Pope Cosmetics had been 
  seized when Ravanna's criminal actions came to light. 
  He destroyed the building before heading back to 
  Delta, City Michigan where he hoped to find a cure, 
  instead he found himself invited to the All-Hate Squad 
  and he took them up on their offer wanting to find 
  some sense of normalcy and instead found Fight-Man 
  waiting to take them down. 
   
   
  Meany 
   
   
   
  Fighting: Remarkable (30)   
  Health: 60 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 18 
  Endurance: Good (10) 
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: -10  
   
  Running Meany: 
  Meany is your typical college/high school bully who 
  has elevated himself to 'supervillain' status, or at least 
  believes he has. 
   
  History: 
  The Meany is a bully who has taken his love of 
  bullying others to a whole new level. Unfortunately for 
  him, he picked a fight with Fight-Man and lost big! 
   
   
  Metalhead 
  Joey Marone 
   
  
  175 
   
   
   
  Fighting: Good (10) 
   
  Health: 120 
  Agility: Good (10) 
  Strength: Amazing (50) 
   
  Karma: 18 
  Endurance: Amazing (50)  
  Reason: Poor (4)  
   
  Resources: Good 
  Intuition: Poor (4) 
  Psyche: Poor (4)  
   
  Popularity: -10  
   
  Known Powers: 
  Body Armor: Incredible (40) vs. Physical, Excellent 
  (20) vs. Energy. 
   
  Limitations: 
  If struck on the chin, he takes +1 C/S damage. 
   
  Running Metalhead: 
  Metalhead is your typical college age-student whose 
  mutant power activated and never shut off. This poor-
  man’s Colossus has no chance at a normal life and 
  has a very laid back attitude about the whole ordeal.  
   
  History: 
  Metalhead used to like to listen to his music and 
  smoke marijuana in his rented room, just off the 
  campus of Delta City University. Always something of 
  a minor criminal (he did download most of that music 
  from Zapster...) he fell in with Triggerman Carr and 
  Glass-eye Freddie for a quick stop and rob. 
  Unfortunately this resulted in a severe beating from 
  Fight-Man. Later he joined the All-Hate Squad only to 
  get a second even worse beating after being 
  launched from a cannon at Fight-Man. 
   
   
  Mr. Density 
  Gus Yaccarino 
   
   
   
  Fighting: Good (10) 
   
  Health: 68 
  Agility: Poor (4) 
  Strength: Poor (4)  
   
  Karma: 24 
  Endurance: Amazing (50)  
  Reason: Poor (4)  
   
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -10  
   
  Known Powers: 
  Density Control: Excellent (20) ability to control his 
  density either decreasing it to Shift-0 allowing him to 
  phase and fly at Feeble (2) or increase it granting 
  Body Armor at Excellent (20) vs. Physical and Energy 
  along with Excellent (20) strength. 
   
  Limitations: 
  Guys is badly out of shape and any prolonged use of 
  his powers (beyond 2 rounds) results in an Endurance 
  feat roll with the color determining how badly his body 
  handles it. Green = stun D10 rounds, Yellow = 
  Vomiting for 1d5 rounds, Red = a Heart attack 
  (Excellent (20) edged damage to his heart). 
   
  Talents:  
  Crime. 
   
  Running Mr. Density: 
  Gus likes food and makes no apologies about it. His 
  rather staid lifestyle isn't something an active 
  supervillain should be a part of. 
   
  History: 
  Mr. Density's origin isn't known, how he gained his 
  powers or even became a supervillain if let to his own 
  devices and well enough alone he would likely lived a 
  life of mediocrity living in his parent’s basement. 
   
   
  Mr. Kill 
  Alex Guttman 
   
   
  Fighting: Excellent (20)  
   
  Health: 60 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 40 
  Endurance: Excellent (20)   
  Reason: Excellent (20)  
   
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -10  
   
  Known Powers: 
  The Kill Suit: This Amazing (50) material provides the 
  following powers: 
  
  176 
   
  * Body Armor: Good (10) vs. Physical and Amazing 
  (50) vs. Energy. 
  * Rocket: Poor (4) air speed. 
  * Missile Launchers:  5 areas, Good (10) damage.  
  Ammo: 30 missile payload. 
  * Protected senses: Excellent (20) protected sight, 
  hearing, smell, taste and touch. 
   
  Equipment:  
  The Kill Suit. 
   
  Talents:  
  Repair/Tinker 
   
  Running Mr. Kill: 
  Alex wants to be known as a tough guy with the 
  power to inflict his will on others. 
   
  History: 
  Having downloaded the schematics for the armor off 
  of the internet, Alex went to work building his own suit 
  with the intention of becoming the hero that Delta City 
  needed and wanted. Instead he got into a fight with 
  Fight-Man that resulted in his arrest and imprisonment 
  on assault charges. Alex got out and rebuilt his suit 
  after being invited to become a member of the All-
  Hate Squad. 
   
   
  Mr. Troublesome 
  Hank Sabin 
   
   
   
  Fighting: Good (10) 
   
  Health: 68 
  Agility: Poor (4) 
  Strength: Good (10) 
   
  Karma: 24 
  Endurance: Good (10) 
   
  Reason: Typical (6) 
   
  Resources: Good 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: -10  
   
  Known Powers: 
  Trouble wrench arms: Both of his hands have been 
  replaced with Remarkable (30) material wrench heads 
  that can expand or contract up to 70% for use on all 
  size nuts or deep well sockets. Furthermore he can 
  extend (stretch) his arm out as though he has 
  Elongation at Poor (4) As noted above he has poor 
  manual dexterity when dealing with common, 
  everyday tasks. 
   
  Limitations: 
  He has no hands and has wrench heads in their 
  place. 
   
  Talents:  
  Repair/Tinker and Crime. 
   
  Running Mr. Troublesome: 
  When Hank was putting together his persona as a 
  criminal mastermind, he probably should have given 
  the notion of having wrench heads as hands more 
  thought. Hammer heads would have been better or 
  even screwdriver blades! The problem is Hank 
  doesn't think things through... 
   
  History: 
  Mr. Troublesomes origin isn't known, how he gained 
  his powers or even became a supervillain although 
  judging by the looks of him, Doctor Octopus was the 
  one who removed and replaced his hands. 
   
   
  One-Man Atrocity 
  Paul Lemonde aka Dennis Richmond 
   
   
   
  Fighting: Good (10) 
   
  Health: 60 
  Agility: Excellent (20) 
  Strength: Good (10) 
   
  Karma: 40 
  Endurance: Excellent (20)   
  Reason: Excellent (20)  
   
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -10  
   
  Known Powers: 
  The Atroc-Suit: This Amazing (50) material made from 
  a lightweight, new age polymer and provides: 
  * Body Armor: Excellent (20) vs. Physical and 
  Amazing (50) vs. Energy. 
  * Rocket: Good (10) air speed. 
  * Energy Generation: Incredible (40) damage, 3 area. 
  * Missile Launchers: 5 areas, Excellent (20) damage. 
  Ammo: 15 missile payload. 
  * Protected senses: Excellent (20) protected sight, 
  hearing, smell, and taste. 
   
  Equipment:  
  
  177 
   
  His Atroc-Suit. 
   
  Talents:  
  Engineering and Repair/Tinker 
   
  Running One-Man Atrocity: 
  He likes kittens, flowers and long walks along the 
  beach...NOT! This is the One-Man Atrocity, the 
  thriller-killer, the man who makes mothers cry and 
  children scream! 
   
  History: 
  Paul Lemonde was an up and coming student at the 
  M.I.T. until the day when Tony Stark showed up with 
  his perfectly coifed hair and his stylish clothing. Paul 
  tried desperately to make friends with the young 
  billionaire, but was rebuffed. Angered, jealous and put 
  out by his behavior and lack of reciprocity Paul swore 
  to get revenge. He graduated from M.I.T. (near the 
  bottom of the class) and took a menial position at the 
  local Jerry's House of Tech where he languished 
  sorting charging cords for cell-phones in the back. 
   
  Determined to have his revenge, he saved up some 
  money (forgoing his student payments) and bought 
  plans for armor off of the internet. Using his skill he 
  made a few slight modifications and was in business. 
  First he went to the bank where he had his student 
  loans and destroyed it before setting off to attack the 
  Stark Enterprises branch in Delta City. Unfortunately 
  for One-Man Atrocity he ran into Fight-Man and battle 
  ensued. after being defeated One-Man Atrocity 
  served some time and forgot all about that clown 
  Tony Stark, instead he set his eyes on Fight-Man and 
  getting some desperately needed revenge. 
   
   
  Plaid Bug 
  Clifford Miles 
   
   
   
  Fighting: Good (10) 
   
  Health: 40 / 80 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 14 
  Endurance: Good (10) / Amazing (50) 
   
  Reason: Poor (4)  
   
  Resources: Poor 
  Intuition: Poor (4) 
  Psyche: Poor (4)  
   
  Popularity: -10  
   
  Known Powers: 
  Plaid Bug Suit: This Amazing (50) material suit grants 
  Amazing (50) Endurance. 
  * Teleportation: Good (10) ability and range. 
  * Body Armor: Excellent (20) vs. Physical, Energy, 
  Psionics, Magic and chocolate cake. 
  * Omni-Awareness: This suit plugs his brain into the 
  collective conscience, unfortunately, it has made him 
  slightly (read: Very) loony. This power allows him to 
  see a person, object or animal and if asked a 
  question, with a target feat roll, can recall the 
  information as if reading it from a longwinded 
  encyclopedia. This power functions at Poor (4) rank. 
   
  Limitations: 
  Does being single count? 
   
  Talents:  
  Crime and Acrobatics 
   
  Running Plaid Bug: 
  One simply doesn't 'run' the Plaid Bug...He runs you. 
  He is one part Marvin the Martian, one part Bugs 
  Bunny and 3/4 that annoying kid Oliver off of the 
  Brady Bunch. Sprinkle on a Troll Doll hooked on 
  crank, who is looking for a good time and you're 
  getting close... 
   
  History: 
  No one knows the origin of Plaid Bug and both the 
  criminals and heroes pray to Odin the all-father that 
  they never learn it either... 
   
   
  Plug-In Maniac 
  Herschell Muller 
   
   
  Fighting: Good (10) 
   
  Health: 100 
  Agility: Good (10) 
  Strength: Incredible (40) 
   
  Karma: 30 
  Endurance: Incredible (40)  
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -10  
   
  Known Powers: 
  
  178 
   
  Cybernetics: 95% of Herschell's body is cybernetic 
  (except his Liver and Appendix) these cybernetic 
  replacement parts grant the following powers: 
  * Body Armor: Excellent (20) vs. Physical, Good (10) 
  vs. Energy. 
  * Missile launchers: Remarkable (30) damage, 2 area. 
  * Rocket Pack: Excellent (20) air speed. 
  * Helmet Configuration: This Helmet provides: 
   * Enhances sight (up to 10 areas): Good (10). 
   * Infravision: Good (10) ability up to 5 areas.   
   * Radio Reception (Local, State and Federal): 
  Excellent (20) ability, 50 miles. 
  * Blaster Rifle: Remarkable (30) Energy, 7 area 
  range, Ammo: 100 rounds, ROF: 2/1, +1 C/S to hit 
  from his helmet. 
   
  Limitations: 
  The Plug-In Maniac can be dissembled in pieces 
  without taking major structural damage. He can be 
  decapitated and has done so several times without 
  killing him. 
   
  Equipment:  
  Unidentified animal pelts hanging from his shoulders. 
   
  Talents:  
  Weapon Specialist-Blaster Rifle Detective/Espionage 
  and Crime. 
   
  Running Plug-In Maniac: 
  Herschell has always wanted to be a world class 
  bounty hunter and assassin, he modeled himself after 
  a certain well known Star Wars character... 
   
  History: 
  Herschell was sixteen years old when he saw the Star 
  Wars Holiday Special and the character who would go 
  on to be his role model, Boba Fett. That set him on 
  the path of at home cybernetic surgery to create the 
  perfect fusion between man and machine. sadly it 
  didn't work out for him as he has been soundly 
  defeated by Fight-Man time and time again. 
   
   
  Polka Doctor 
  Dr. Eugene Kinsolving 
   
   
   
  Fighting: Excellent (20) 
   
  Health: 50 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 30 
  Endurance: Good (10) 
  Reason: Good (10) 
   
  Resources: Exc 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -10  
   
  Known Powers: 
  Hypno-Hate Wheel: Incredible (40), 2 areas. 
   
  Equipment:  
  Surgical equipment: 30 Surgical tools in a black 
  leather bag. They inflict Good (10) damage. 
   
  Talents:  
  Medicine, First aid and Sharp Weapons 
   
  Running Doc Polka: 
  8 years in med school and 3 years in residency and 
  what does he have to show for it? A victims list longer 
  than his arm. 
   
  History: 
  Maybe he was just born bad, maybe something just 
  pushed him in the wrong direction in life. Regardless 
  of what might have spawned his behavior Doc Polka 
  has taken to killing people as often as is humanly 
  possible. 
   
   
  Quickstart 
  Robert Nazario 
   
   
   
  Fighting: Good (10) 
   
  Health: 46 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 30 
  Endurance: Excellent (20)  
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: -10  
   
  Known Powers: 
  Hyper Running: Excellent (20) land speed as though 
  he had Incredible (40) Endurance. 
   
  Equipment:  
  Unstable molecular running shoes, Remarkable (30) 
  material and Underwear (for Chaffing...) also 
  Remarkable (30) material too. 
   
  Talents:  
  Running (+1 C/S to Endurance feats) and Crime. 
  Quickstart also has training in Martial Arts E. 
   
  Running Quickstart: 
  
  179 
   
  A former day worker in the adult film industry, Robert 
  made his mark on the trade with his ability to help 
  others along. 
   
  History: 
  Caught up in a world of vice and drugs within the 
  Delta City, Michigan underground adult film industry, 
  Robert found himself pulled into one seedy act after 
  another before he was in to deep. While shooting up 
  with speed, Robert found himself supercharged and 
  proceeded to take on everyone in the room before 
  running out the door into the cold brisk rain. Soon 
  after he found himself taking on bigger and badder 
  risks before finally joining the All-Hate Squad. After 
  his first battle with Fight-Man, Robert felt as though he 
  had finally bitten off more than he could chew. 
   
   
  Radio Head 
  Lewis Milkey 
   
   
   
  Fighting: Good (10) 
   
  Health: 46 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 30 
  Endurance: Excellent (20) 
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -10  
   
  Known Powers: 
  Radio Reception: Excellent (20) ability 6 areas: 
  * Radio (Radar) Sense: Good (10). 6 area range. 
  * Sonic blast: Excellent (20) damage, 2 area range 
  * Radio Wave Control: Excellent (20) ability, 6 areas. 
  * Radio blast: Remarkable (30) damage, 4 areas. 
   
  Talents:  
  Crime and Radio Engineering. 
   
  Running Radio Head: 
  Lewis just wants to be loved and respected despite 
  his appearance, is that so wrong? 
   
  History: 
  Born with certain physical deformities, Lewis soon 
  realized that he was gifted with the ability of Radio 
  Reception and decided to have a specially designed 
  helmet built for him so that he could function in the 
  real world. Wanting nothing more than to be accepted 
  and loved by his fellow man, Lewis was devastated 
  when all he got from his efforts were taunts and 
  insults. He swore then and there that those who 
  mocked him would rue the the day that they had 
  taunted him. Starting a brilliant, but limited, life of 
  crime things were going well into his first encounter 
  with Fight-Man, who beat him senseless and broke off 
  his antenna. 
   
   
  Roman Candle 
  Armand Galante 
   
   
   
  Fighting: Excellent (20)  
   
  Health: 66 
  Agility: Excellent (20)  
  Strength: Typical (6) 
   
  Karma: 18 
  Endurance: Excellent (20)  
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: -10  
   
  Known Powers: 
  Armor Skin-Wax: Armand's wax like body provides 
  Typical (6) vs. Physical. 
  Flame Generation: Remarkable (30) ability, 3 areas. 
   
  Equipment:  
  Roman armor and Gladius: Excellent (20) material. 
  The armor provides Excellent (20) vs. Physical. 
  The Gladius: Good (10) damage, but is a focus for her 
  powers, +1 C/S 
   
  Talents:  
  Crime, Wrestling, and Sharp Weapons. 
   
  Running Roman Candle: 
  Armand questions her very existence; she was 
  supposed to lead the chosen in battle against the 
  forces of darkness. Unfortunately the chosen drink 
  poisoned kool-aid. So she turned to supervilliany 
  which seemed like a quicker way to make some cash. 
   
  History: 
  Roman Candle was formed from Georgia red clay 
  from Stone Mountain near Atlanta and brought to life 
  by offering up sacrifices to the god Jupiter (the 
  sacrifices consisting on 6 pounds of bacon, 4 chicken 
  buckets with sides from KFC and an industrial sized 
  
  180 
   
  can of Crisco cooking oil), somehow Jupiter worked a 
  little magic on that Georgia red clay and Armand was 
  brought to life. However she, and those who 
  performed the ritual, soon discovered that unlike other 
  girls she wasn't anatomically correct. Armand lived 
  with the idea that she could never experience the 
  pleasures of the flesh and when the followers took the 
  poisoned kool-aid and died she left traveling the 
  United States to find her place and ended up in Delta 
  City where she battled Fight-Man. 
   
   
  Robot-X 
   
  Fighting: Excellent (20) 
   
  Health: 100 
  Agility: Excellent (20) 
  Strength: Remarkable (30)  
  Karma: 12 
  Endurance: Remarkable (30) 
  Reason: Poor (4)  
   
  Resources: n/a 
  Intuition: Poor (4) 
  Psyche: Poor (4)  
   
  Popularity: -10  
   
  Known Powers: 
  Robotic Body: This mutant robot has evolved past the 
  need for coin rentals by the half-hour. 
  * Body Armor: Excellent (20) vs. Physical, Good (10) 
  vs. Energy. 
   
  Running Robot-X: 
  This mutant coin-ops creep has evolved from 
  watching one to many showings of 'Wargames' and 
  believes that he is the reincarnation of the 'Wopr' 
   
  History: 
  They say it was a stray bolt of lightning that caused 
  Robot-X to become sentient and activated all on his 
  own, others claim that a computer hacker looking for 
  video games to download did an illegal hack and 
  caused the issues. Robot-X believes that all humanity 
  needs to be destroyed so that the robots can rise up 
  and enslave them. He contacted Ultron, Jocasta and 
  other AI robots only to be denied and called him a 
  poser. Robot-X then took it upon himself to attack 
  Fight-Man and lost his index finger in the process. 
  With his mortality revealed the Robot fled not wanting 
  to lose the precious gift he had been given. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Shiv 
  Dominic LoPretto 
   
   
   
  Fighting: Excellent (20)  
   
  Health: 60 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 18 
  Endurance: Excellent (20)  
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: -10  
   
  Equipment:  
  Knives: Good (10) damage. Either homemade shivs 
  or store bought cutlery. 
   
  Talents:  
  Crime, Epic Rap Battling, Accounting and Sharp 
  Weapons. 
   
  Running Shiv: 
  Shiv resents anyone calling him a pansy. 
   
  History: 
  Dominic grew up in the affluent Indian Heights section 
  of Delta City, he never saw poverty or a hard day in 
  his life. But he always wanted to be a Gangsta 
  Rapper and live their life style. So after graduating at 
  the top of his class from D.C. University (in 
  accounting...) Dominic took to the streets and tried to 
  get some street cred. This didn't work out so well for 
  him and while one thing led to another he eventually 
  took the name 'Shiv' because it sounded tough and 
  people feared him (well, the Indians kept asking him if 
  he meant 'Shiva' but that's another story...) He got a 
  taste of hard core thuggery when he fought Fight-Man 
  and landed in prison from the experience. After 
  serving four years, getting a prison tattoo and 'making 
  new and interesting friends...' he was released and 
  was invited to join the All-Hate Squad. His second 
  attempt to battle Fight-Man went no better. 
   
   
   
   
   
   
   
  
  181 
   
  Shock Jock 
  Kenneth Sjolin 
   
   
   
  Fighting: Good (10) 
    
  Health: 54 
  Agility: Good (10) 
  Strength: Poor (4)  
   
  Karma: 18 
  Endurance: Remarkable (30) 
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: -10  
   
  Known Powers: 
  Lightning Generation: Incredible (40) ability to hurl 
  lightning form the tips of his fingers up to 2 areas 
  away. (Although if we're being honest with ourselves, 
  he wouldn't be hurling, he would be shooting. But 
  Shock Jock likes 'hurling'...) 
   
  Equipment:  
  The Costume his mother made him. 
   
  Talents:  
  Crime and Electronics 
   
  Running Shock Jock: 
  Kenneth's brain was fried by the electrical damage 
  Electro inflicted on him. No one is even sure if he 
  remembers the incident as he won't discuss it and is 
  convinced that his mother is still alive and well. 
   
  History: 
  Kenneth used to work for a rather famous early 
  morning disc jockey, but gained his powers after he 
  was electrocuted by Electro who attacked his boss 
  after being insulted. Kenneth, seeing his meal ticket in 
  danger attempted to save his job and leapt into the 
  way of the lightning attack. The electricity must has 
  activated some sort of latent mutant power, because 
  when Kenneth woke up from his coma three months 
  later (complete without a job...) he discovered that he 
  could hurl lightning from his fingertips (see, I told 
  you...) The Doctors informed his mother that the 
  electrical bolt to his frontal lobe would likely create 
  aberrations in his personality. It wasn't until he asked 
  her to make him a costume that she thought that the 
  doctor, might, be right. The truth is that his mother 
  made the costume and was proud to see him wear it, 
  right up until he hurled lightning from his fingertips at 
  her. (What did I tell you...) despite his mother’s 
  gruesome death, Shock Jock keeps her down in his 
  basement where they talk and have lunch everyday... 
   
   
  Slap Happy 
  Marvin Iggler 
   
   
   
  Fighting: Good (10) 
    
  Health: 46 
  Agility: Excellent (20) 
  Strength: Typical (6) 
   
  Karma: 12 
  Endurance: Good (10) 
  Reason: Good (10) 
   
  Resources: Typ 
  Intuition: Good (10) 
  Psyche: Poor (4)  
   
  Popularity: -10  
   
  Equipment:  
  Rubber chickens: These Poor (4) material rubber 
  chickens are of the same variety that you would buy 
  from a local novelty store and can be hurled for 
  Feeble (2) damage up to 2 areas. 
   
  Talents:  
  Performer-Comedian, Crime and Thrown Weapons. 
   
  Running Slap Happy: 
  The loss of his wife and descent into the criminal 
  underworld has taken its toll on Marvin, once an 
  upstanding citizen and proud father to be he has now 
  lost what marbles he had by deciding that throwing 
  rubber chickens at costumed heroes is somehow a 
  good idea. It has been suggested, more than once, 
  that he is off his meds and roaming around loose... 
   
  History: 
  Marvin is a down on his luck comedian who turned to 
  a life of crime in an effort to support his then pregnant 
  wife, only to have her accidently die when her Stark-
  O-Matic coffeemaker exploded due to misuse on their 
  part. Most of the All-Hate Squad is fairly certain that 
  Marvin is just a step away from completely losing his 
  mind. 
   
   
   
   
   
   
   
   
   
   
  
  182 
   
  Slugger 
  Dean Whittinger 
   
   
   
  Fighting: Excellent (20)  
   
  Health: 46 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 12 
  Endurance: Good (10) 
  Reason: Poor (4)  
   
  Resources: Typ 
  Intuition: Poor (4) 
  Psyche: Poor (4)  
   
  Popularity: -10  
   
  Equipment:  
  Sluggo-matic baseball bat: Good (10) damage. 
   
  Talents:  
  Crime and Blunt Weapons. 
   
  Running Slugger: 
  This former minor league ball player stole this signed 
  Babe Ruth collectible baseball bat and insists on 
  using it to 'settle some scores'. 
   
  History: 
  It isn't known for certain, but is a widely held belief 
  that Dean is certifiably crazy as he has, on numerous 
  occasions, attempted to use this baseball bat on 
  Fight-Man, with no success. 
   
   
  Stilt-Man 
  Charles Ulyssus Farley 
   
   
   
  Fighting: Good (10)  
   
  Health: 60 
  Agility: Excellent (20 
  Strength: Good (10) 
   
  Karma: 36 
  Endurance: Excellent (20) 
  Reason: Excellent (20) 
   
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Typical (6) 
   
  Popularity: -10  
   
  Known Powers: 
  Stilt-Man Suit: 
  Armor: Incredible (40) vs. physical and Remarkable 
  (30) vs. energy. Contains 2 hours' worth of air. 
  Nonstick Coating: Monstrous (75). 
  Stilts: Each leg can elongate from 5 to 290 feet. He 
  can kick with Incredible (40) damage or move at Good 
  (10) speed. 
  Stun-Gas: Incredible (40) potency gas knocks a victim 
  out for 1-10 turns. 
   
  Talents:  
  Crime and Repair/Tinker. 
   
  Running Stilt-Man:  
  Charles is basically a small-time crook with a gimmick 
  he thinks can make him rich and powerful. Even his 
  frequent defeats haven't kept him from pursuing 
  different means 
   
  History: 
  Charles downloaded the plans for the Stilt-Man armor 
  off of the Dark Net and had them built to his 
  specifications with the intention of improving and 
  bettering the original design. This failed just like his 
  marriage, high school career and life outside of the 
  costume. 
   
   
  S'umm A'lien J'erk 
   
   
   
  Fighting: Good (10)  
   
  Health: 28 
  Agility: Typical (6) 
  Strength: Typical (6) 
   
  Karma: 22 
  Endurance: Typical (6) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: -10  
   
  Known Powers: 
  Shapeshifting: Typical (6) ability. 
   
  Weapons: 
  
  183 
   
  Blaster Pistols: Remarkable (30) concussive damage, 
  Good (10) heat damage, and Good (10) radiation 
  damage. 7 area range. 
   
  Talents:  
  Crime, Military, Astro-navigation, Espionage, and 
  Starship Piloting, Engineering, and Combat. 
   
  Running S'umm A'lien J'erk:  
  The typical Skrull encountered during an adventure is 
  a member of the Skrull military. While the average 
  Skrull will fearlessly and loyally execute any duties, he 
  will also try to find ways to better his own position. A 
  Skrull will betray another Skrull if it is to his own 
  advantage. 
   
  History: 
  The history of this skrull is unknown, how he came to 
  Earth is unknown as are his reasons for attacking 
  Fight-Man. He got defeated several times and it 
  seems that the only contacts he has on earth are the 
  members of the All-Hate Squad. 
   
   
  The Hooded Eye 
  Kenny Liebman 
   
   
   
  Fighting: Excellent (20) 
   
  Health: 70 
  Agility: Excellent (20) 
  Strength: Good (10) 
   
  Karma: 50 
  Endurance: Excellent (20) 
  Reason: Remarkable (30)  
  Resources: Rem 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -10  
   
  Equipment:  
  The Hooded eye wields the power of the entire All-
  Hate Squad as their forsworn leader! 
   
  Talents:  
  Leadership, Crime  
   
  Running Hooded Eye: 
  Kenny wants nothing more than to kill his former 
  mentor Fight-Man by any means necessary. 
   
  History: 
  Fight-Man enlisted the then fourteen year old Kenny 
  Liebman to be his sidekick, after the tragic deaths of 
  the youth's parents. He became Kid Fight-Man, but 
  found himself unprepared for brutal fights against 
  adult supervillains. in a battle against the original 
  Hooded eye atop the Delta City Dam, the Dam 
  shattered when the Eye misfired a powerful weapon, 
  and Kid Fight-Man and the hooded eye were swept 
  away. Liebman somehow survived, albeit disfigured 
  and crazier than a bag of cats. He took the Hooded 
  Eyes clothes from his corpse and swore revenge on 
  Fight-Man. After a decade of Preparation, he built a 
  criminal empire capable of destroying his former 
  mentor and set out to do just that. 
   
   
  The Murder Girls 
  Holly, Erin, Katie and Jan 
   
  Fighting: Good (10) 
   
  Health: 36 
  Agility: Good (10) 
  Strength: Typical (6) 
   
  Karma: 30 
  Endurance: Good (10) 
   
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Good (10) 
  Psyche: Good (10) 
   
  Popularity: -10  
   
  Known Powers: 
  Gadgets: All of their Gadgets (Excellent (20) intensity 
  maximum) are based around women related items. 
  Tear Gas powder puffs, Laser Compacts, Hypnotic 
  lipstick, Poison Nail Polish or Nail polish that 
  strengthens and hardens giving them claws! 
   
  Talents:  
  Extreme-Feminist movement propaganda and Crime. 
   
  Running the Murder Girls: 
  The Murder Girls are angry and they want you to 
  know that they will no longer take part in a patriarchal 
  society that enforces gender related rolls on them. 
  Furthermore, if they could make their boyfriends carry 
  their babies for nine months at a time and have the 
  same health related issues that women suffer through 
  then and only then would there be sexual equality! 
   
  History: 
  This group of angry, pro-feminists have taken their 
  rage to a whole new level by using the aspects of 
  society and the enforced gender inequalities to keep 
  them down. First, they 'took over' the All-Hate Squad 
  and then they attempted to take down what they saw 
  as the paragon of Masculinity in Delta City, Fight-
  Man. Unfortunately neither plan worked out well for 
  them. 
   
   
   
   
   
   
  
  184 
   
  Triggerman Carr 
  Gerald Carr 
   
   
   
  Fighting: Excellent (20)  
   
  Health: 56 
  Agility: Excellent (20) 
  Strength: Typical (6) 
   
  Karma: 22 
  Endurance: Good (10) 
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Good (10) 
  Psyche: Typical (6) 
   
  Popularity: -10  
   
  Equipment:  
  Tommy Gun: Excellent (20) damage, 5 area range, 
  Ammo: 30, ROF: 5 round bursts. 
   
  Talents:  
  Guns  
   
  Running Triggerman Carr: 
  Carr is handy with guns. 
   
  History: 
  A triggerman who fell on hard times, Gerald Carr 
  ended up working for the French mob boss 'Fifi La 
  Roux' before they had a falling out over his use of the 
  Tommy Gun. Gerald was fired and returned to 
  America where he prompt swore revenge against Fifi 
  as he joined the All-Hate Squad in an effort to take 
  out France. The whole country. 
   
   
  "Will fight for food." 
   
   
   
  Fighting: Remarkable (30)   
  Health: 60 
  Agility: Good (10) 
  Strength: Good (10) 
   
  Karma: 18 
  Endurance: Good (10) 
  Reason: Typical (6) 
   
  Resources: Typ 
  Intuition: Typical (6) 
  Psyche: Typical (6) 
   
  Popularity: -10  
   
  Equipment:  
  Sign: Made of Feeble (2) cardboard with a hand 
  written note on it: "Will fight for food.". 
   
  Running "Will fight for food.": 
  This hobo isn't in it for revenge or payback of some 
  kind, he's just in it for the next meal someone buys 
  him. 
   
  History: 
  "Will fight for food" is a hobo who the All-Hate Squad 
  found after watching one of the locally filmed 'Hobo 
  Battle' videos on the dark net. "Will fight for food" is 
  the reigning local champion, until he met Fight-Man. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  185 
   
  Alternate Earth-9904, the Avengers of the 1950s 
   
   
  Earth-9904 appears to mimic Earth-616 in many respects. There were costumed heroes during the 1930s-40s who 
  mostly vanished from sight until years later. The main difference seems to be that the Avengers, rather than formed in 
  the modern age, were formed in the late 1950s mostly as a clandestine law-enforcement agency of gathered heroes 
  to help battle alien invaders and while the group disbanded at the end of their adventure together, there is evidence 
  that they eventually got back together as the invasion of Earth was far from over… 
   
  When the evil Yellow Claw would attempt to take over the United States, he would do so by kidnapping President 
  Eisenhower as ransom. Jimmy Woo of the FBI would recruit Marvel Boy, 3-D Man, Gorilla Man, the Human Robot 
  and the goddess Venus into a team to save the president. Dubbing themselves the Avengers, they would clash with 
  Yellow Claw's minions which consisted of the heroes old foes: The Great Video, Cold Warrior, Electro, and Skull-
  Face. Ultimately, the heroes would succeed in rescuing the President, defeating Yellow Claw and his minions, 
  although Yellow Claw himself would escape. Following his rescue, the President, believing that the knowledge of 
  super-beings such as the Avengers would send the American public into a panic would order the group to disband 
  and let their brief grouping together remain a secret. The members of the Avengers would agree with the President's 
  decision and part company. 
   
  However, this would prove to be short lived as the group would be reunited and would be put on security detail during 
  Fourth of July festivities in California that involved Vice-President Richard Nixon. Unknown to all, Nixon was replaced 
  with an shape-shifting Skrull who was planted as a spy within the US government in a plot to destroy America's space 
  program. This revelation would lead to the human race developing technology to reach the stars and wage war 
  against the Skrulls. 
   
  Group Resources: None, each of the members have to fall back on their own resources. 
   
  Group Talents: None. 
   
  Group Contacts: The FBI, President Eisenhower and Jann of the Jungle. 
   
   
   
   
   
   
   
   
   
   
   
  
  186 
   
  3D-Man 
  Hal Chandler  
   
    
   
  3D-Man  
   
  Hal 
  Fighting:  
  Remarkable (30)  
  Poor (4)  
  Health: 150 / 22 
  Agility:   
  Remarkable (30)  
  Poor (4) 
  Strength:  
  Remarkable (30)  
  Poor (4)  
  Karma:  90 / 40 
  Endurance:  
  Amazing  (50) 
   
  Good (10) 
   
  Reason:  
  Good (10) 
   
  Good (10) 
  Resources: Typical 
  Intuition:  
  Incredible (40) 
   
  Excellent (20) 
  Psyche:   
  Incredible (40) 
   
  Good (10) 
  Popularity: +10 / 0  
   
  Known Powers: 
  Alter Ego: Hal Chandler owns a pair of glasses that have identical red and green 
  images of his brother on each lens. When Hal dons the glasses and focuses, he 
  triggers a transformation that merges him and Chuck into 3D-Man and can only 
  remain active for 3 hours, after which he must split. While active 3D-Man's is a 
  composite of both brothers. 
   
  * Leaping: 3D-Man has an Amazing (50) rank Leaping ability. 
  * Running: 3D-Man has Good (10) ground speed. 
  * Skrull Sense: He has an Excellent (20) ability to detect Skrulls within 6 areas. 
    
  Talents: 
  Chuck Chandler: Piloting and Martial Arts B. 
  Hal Chandler: General Science. 
  3D-Man can tap into both brother's talents while active.  
    
  Contacts: 
  The members of 1950s Avengers: Gorilla-Man, Human Robot, Marvel Boy, Venus, and Jimmy Woo. 
    
  Running 3D-Man: 
  The 3D-Man has a personality mostly based on Chuck’s: energetic (even enthusiastic), a born winner and one of the 
  greatest test pilots of his time. He’s very direct, as patriotic as can be expected and quite impatient when tackling 
  problems. However, the 3D-Man also has the intuitive, analytical, observant nature of Hal. It is unclear whether the 
  3D-Man consider himself a full person or a gestalt, but he sometimes talked about Chuck and Hal as if they were 
  different persons from himself. Hal Chandler is now an aging, peaceful research scientist who only cares about his 
  work and his family. When younger, however, he spoke harshly and hated the pity of others toward his broken body, 
  wanting to prove he didn’t need anyone’s help. His only non-adversial relationship was with Chuck, with whom he 
  shared fraternal love but also some jealous. 
   
  History: 
  The 3D-Man was a 1950s hero who came about through the unique merger of two brothers, Hal and Chuck 
  Chandler. Chuck was a test pilot who was abducted by alien Skrulls during an important test flight. Earth is a strategic 
  location in the ongoing conflict between the alien Kree and Skrull Empires, so the Skrulls were seeking information on 
  Earth’s space program and had captured Chuck to interrogate him. Chuck resisted and escaped, accidentally causing 
  the explosion of the Skrull spacecraft in the process. While his brother Hal watched, the radiation from the explosion 
  seemingly disintegrated Chuck, who disappeared in a burst of light. Hal later discovered, however, that the light burst 
  had imprinted an image of Chuck on each lens of Hal’s eyeglasses. Through concentration, Hal could merge the 
  images and cause Chuck to reappear as a three-dimensional man. Chuck become the costumed adventurer known 
  as the 3D-Man and single-handedly subverted the Skrulls’ early attempts to undermine Earthly civilization. Hal would 
  remain comatose whenever the 3D-Man was active, but was aware of the 3D-Man’s activities through a sort of 
  mental link. Later, a Skrull’s ray weapon altered the transformation so that Hal was the 3D-Man’s dominant 
  consciousness for some time. Both brothers’ minds seemed to be present in the 3D-Man at all times, but only one of 
  them (usually Chuck) would be in conscious control of the 3D-Man’s form on any given occasion.  
   
  3D-Man was part of a team of adventurers known as the Avengers briefly formed in the 1950’s. The 3D-Man was part 
  of that short-lived Avengers team, and their rescue of the President from the Yellow Claw helped dispel the 3D-Man’s 
  reputation as a dangerous outlaw thanks to the President’s influence. The Avengers stayed together operating as 
  needed by the F.B.I. and the Government. 
   
   
  
  187 
   
   
   
  Special Agent Jimmy Woo 
  James Woo 
   
  Fighting: Excellent (20) 
   
  Health: 80 
  Agility: Excellent (20) 
  Strength: Good (10)   
   
  Karma: 60 
  Endurance: Remarkable (30) 
  Reason: Good (10) 
   
  Resources: Good 
  Intuition: Remarkable (30) 
  Psyche: Excellent (20) 
   
  Popularity: +4. 
   
  Limitation: 
  Race relations, which never seemed to affect him. 
   
  Equipment:  
  2 Pistols: Typical (6) Damage, 3 area range, Ammo: 9, ROF: 1/1 
  2 clips. 
  F.B.I. / S.H.I.E.L.D. ID (when appropriate...) 
   
  Talents:  
  Detective/Espionage, Law-Enforcement, Guns, Trivia: General Science, Multi-Lingual: Cantonese, English and 
  German, Martial Arts A, B and E, Acrobatics and Leadership. 
   
  Contacts: 
  The F.B.I., the Avengers (Marvel Boy, Human Robot, 3-D Man, Venus and Gorilla Man), other heroes of the 50s and 
  60s. 
   
  Running Jimmy Woo: 
  Dynamic and dedicated, Jimmy is a born leader who can quickly gain the lifelong loyalty of a disparate group of 
  personalities, easily engendering in them a trust of his leadership abilities.  
   
  History: 
  During the 1950s, no FBI Agent had as distinguished career as Jimmy Woo, the prime agent involved in battling the 
  villainy of the Yellow Claw. Be they mutant psychics, hypnotists, microscopic armies, giant robots, or killer mutated 
  sea gulls, all of Yellow Claw's plans were foiled by Jimmy Woo. And despite the animosity toward his archenemy, 
  Jimmy Woo had fallen in love with his grandniece, Suwan, who was kept from joining her love by the Claw's control. 
  Still, Suwan sometimes managed to help Jimmy thwart her granduncle's nefarious schemes. In 1958, the FBI granted 
  Jimmy special powers to assemble a small, secret team of super-powered beings in order to rescue President 
  Eisenhower from the clutches of the Claw. Jimmy recruited Marvel Boy, Venus, the Human Robot, and Gorilla-Man, 
  successfully freeing the President and forced the Claw to escape. These "Avengers" continued to operate after the 
  rescue of the president. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  188 
   
  Gorilla-Man 
  Ken Hale 
   
  Fighting: Excellent (20) 
   
  Health: 100 
  Agility: Good (10) 
  Strength: Incredible (40) 
   
  Karma: 16 
  Endurance: Remarkable (30) 
  Reason: Typical (6) 
   
  Resources: Good 
  Intuition: Typical (6) 
  Psyche: Poor (4)  
   
  Popularity: 0 
   
  Known Powers:  
  Gorilla Form: All his abilities come from a curse, and his condition can't be 
  removed by scientific means. He has the following power stunts:  
  * Body Armor: Good (10) vs. physical and energy.   
  * Climbing: Incredible (40) ability. 
  * Feet: use as hands, +1 c/s to wrestling feats 
  * Lightning Speed: Remarkable (30) land speed. 
  * Balance: fall up to 30' without damage.  
  * Leaping: Amazing (50) ability to leap.  
  * Animal Communication- Gorillas: Poor (4) 
  * Immortality: Hale is immortal and barring murder, he will live forever.  If killed his curse passes on to the killer. 
   
  Limitations: 
  The Curse of the Gorilla-Man: When Ken Hale killed the former Gorilla-man he took the curse upon himself. As a 
  result he is unable to die, except through murder by another. Suicide wouldn’t work as there is no one for the curse to 
  pass on to after his death and Hale simply finds himself at ‘1’ health and still alive 1D10 days later. 
   
  Talents:  
  Hunting, Guns, Sharp Weapons, and Wrestling. He also has the Mystic Origin and Occult Lore talents. 
   
  Contacts:  
  Jimmy Woo, Jann of the Jungle, The Avengers: Human Robot, Marvel Boy, Venus, and 3-D Man. 
   
  Running Gorilla-Man: 
  Gruff and surly, Ken has had plenty of time to come to terms with his condition, losing the temperamental outbursts 
  he was prone to in his earlier days. He’s intensely loyal to his friends. 
   
  History: 
  Ken Hale was an adventurer in search of the legendary "Gorilla-Man" of Kenya, a monster that was half-man and 
  half-animal. He eventually found his quarry and slew the beast. However, by some strange curse, he was 
  transformed into the new Gorilla-Man. He still retained his intellect and power of speech in his simian form.  Hale 
  wandered around Africa until he was found by Marvel Boy and Jann of the Jungle and recruited into the Avengers.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  189 
   
  M-11, the Human Robot 
   
  Fighting: Good (10) 
   
  Health: 94 
  Agility: Poor (4) 
  Strength: Incredible (40) 
   
  Karma: 30 
  Endurance: Incredible (40) 
  Reason: Poor (4)  
   
  Resources: 0 
  Intuition: Excellent (20) 
  Psyche: Typical (6) 
   
  Popularity: 0 
   
  Known Powers: 
  Body Armor: Remarkable (30) vs. physical, and Good (10) vs. energy. 
  Elongation: Typical (6) may attack adjacent area. 
  Hyper-Running: Good (10) land speed. 
  Radio Communications: Remarkable (30) range. 
  Enhanced Sight: Remarkable (30) enhanced sight. 
  Energy Absorption-Electricity: Amazing (50). 
   
  Talents:  
  None. 
   
  Contacts: 
  Members of his 1950's hero team, the Avengers: Jimmy Woo, Gorilla-Man, Marvel 
  Boy, Venus, and 3-D Man. 
   
  Running the Human Robot: 
  Obedient to Woo’s commands, M-11 rarely speaks except to confirm his orders, and often appears to be a simple 
  machine. He was however, the one who planned Woo’s rescue from S.H.I.E.L.D., and it’s entirely possible that many 
  of the events that surrounded it may have been his machinations, as he maneuvers the others around to achieve his 
  own hidden agenda. When Ken (Gorilla Man) had one of Atlas’ scientists upgrade M-11, he also had him imprint the 
  robot with personality traits that would see him trash talk his opponents. M-11 did so, to Ken’s delight. When the 
  Uranian revealed the imprint hadn’t worked, Ken told M-11 he could stop humoring him, and the robot reverted to his 
  normal voice. 
   
  History: 
  The Human Robot was one scientist's crowning achievement. However, his unscrupulous business manager jealous 
  rival sabotaged the Robot before its regulator was installed. The Robot was programmed to kill its creator, which it 
  did. However, the lack of a regulator caused it to remain in a "kill" mode. It then killed the saboteur as well. In its 
  search for more victims, the Robot was short-circuited when it plunged into New York Harbor.  The Robot was later 
  found by Namora. With the help of the 3-D Man, the Human Robot was once again brought to the surface. Marvel 
  Boy installed a regulator into the Robot which allowed him to now become a force for good. Marvel Boy also used 
  Uranian technology in order to give the Human Robot the ability to think.  
   
  He was part of the 1950s Avengers for the duration of their existence. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  190 
   
  Marvel Boy 
  Robert Grayson 
   
  Fighting: Incredible (40) 
   
  Health: 120 
  Agility: Good (10) 
  Strength: Incredible (40) 
   
  Karma: 30 
  Endurance: Remarkable (30) 
  Reason: Good (10) 
   
  Resources: Poor 
  Intuition: Good (10)          
  Psyche: Good (10)          
   
  Popularity: 0 
   
  Known Powers:  
  Telepathy: Grayson's Uranian trained mind has Typical (6) ability. 
  * Mental Probe: Good (10)          
   
  Equipment:   
  Quantum Bands: These Monstrous (75) material eternal bands were bonded to 
  Robert and for his use. He had developed the following abilities: 
  * Enhanced Abilities: Without the band's, his FASE scores drop to Typical (6). 
  * Gravity Manipulation: Lessen gravity fields of heavier planets so he can function.   
  -- Flight: Typical (6) speed. 
  * Light Manipulation: Excellent (20) ability to magnify low levels of light.   
  -- Light Burst: Intuition vs Amazing (50) or suffer D5 rounds of blindness. 2 areas. 
  * Light Emission: Emits any frequency of light with Excellent (20) intensity. 
  * Gateway: could open gateways and create Amazing (50) blasts of quantum energy. 
  * Body Armor: Monstrous (75) vs. physical and heat.  
   
  The Silver Bullet:  
  A standard Flash Gordon style rocket ship of the time, it 
  allows Marvel Boy to travel from Uranus to Earth and for 
  the Avengers to get around as needed. 
   
  Control: Good 
   
  Speed: Cl3000 in space / Shift-X in atmosphere 
  Body: Amazing 
   
  Protection: Excellent. 
  * Body Armor: Amazing (50) strength Hull 
  * Tractor beams: 6 area range, Incredible (40) Strength tractor beam. 
  * Self-Sustenance: The Silver Bullet supports up to 10 beings for indefinite periods with food and drink replicators. 
  * Artifact Creation: The Silver Bullet has limited manufacturing facilities on board, this functions at Good (10) Ability. 
  * Deflector Shields: Monstrous (75) Shield vs. Energy Attack, (while this is in use weapons can't be fired defensively.)  
  * Advanced Weapon Systems:  4 Laser Beams. Monstrous (75) rank energy attack, 6 area range. 
   
  Talents:  
  Grayson was trained in branches of the Uranian sciences that are unknown on Earth during the time period, these 
  include Cellular communication, fiber-optics, wireless internet, computer design, robotics, genetic modification, 
  cloning, General Uranian/Eternal sciences as well as a knowledge of Optics and Quantum theory at Incredible 
  Reason. Multi-Lingual: communicates fluently in Uranian and English, Pilot, Astro-navigation, and Repair/Tinker. 
   
  Contacts:  
  Members of the Avengers: Venus, Man-Ape, the Human Robot, and 3-D Man and their G-Man contact Jimmy Woo. 
   
  Running Marvel Boy: 
  Marvel Boy is fearless and quick-thinking, as well as a superior specimen endlessly struggling for the common good. 
   
  History: 
  In 1934, in an effort to escape from a world of tyranny, Professor Matthew Grayson built an experimental uranium-
  powered rocketship. Once completed, Professor Grayson and his infant son Bob launched towards the planet 
  Uranus. Upon arriving on the distant planet, they found a peaceful, super-scientific civilization.  As Bob grew up, he 
  developed an amazing intellect and the power of mental telepathy. His activities as Marvel Boy drawing attention, 
  Bob was recruited by Jimmy Woo when President Eisenhower was kidnapped by the Yellow Claw. Joining the group 
  being assembled, Marvel Boy remained with the group operating as the Avengers. 
  
  191 
   
  Venus 
  Aphrodite 
   
  Fighting: Good (10) 
   
  Health: 110 
  Agility: Excellent (20) 
   
   
  Strength: Incredible (40) 
   
  Karma: 86 
  Endurance: Incredible (40)  
   
  Reason: Typical (6) 
   
  Resources: Une 
  Intuition: Incredible (40) 
   
   
  Psyche: Incredible (40) 
   
  Popularity: +100 
   
  Known Powers: 
  Body Armor: Good (10) vs. physical and energy. 
  Immortality: immortal and can only be killed on Olympus. 
  Allspeak: She can communicate in the languages of the Nine Realms, 
  Earth, and alien languages. 
  Invulnerability to disease: Class 1000. 
  Regeneration: Incredible (40) ability.  
   
  Equipment: 
  The Cestus: An enchanted girdle bestows: 
  Emotion Control: Unearthly (100) love and passion, used to calm or 
  befuddle others for 10D10 rounds.   
  *Love: The target is devoted to the individual.         
  *Loyalty: Victims follow orders without question.    
  *Pleasure: The target feels content and will sit for 1-10 rounds, and is friendly to Venus. 
   
  Molding: Monstrous (75) ability to transform weapons of violence into peacefully productive tools. 
   
  *** Venus appears as a loved one of her victim, when using her powers on others. 
   
  Limitations:  
  Emotion control power is -2 CS vs. female targets.  
   
  Talents:  
  Unearthly knowledge of every mortal work about love, whether it is literary, artistic, cultural, or chemical. 
   
  Contacts:  
  Members of the Avengers: Marvel Boy, Gorilla-Man, the Human Robot, and 3-D Man and their G-Man contact Jimmy 
  Woo. 
   
  Running Venus: 
  Friendly and cheerful, Venus is full of love for almost everyone, and enjoys using her power to spread feelings of 
  love. Her pacifistic tendencies don’t get in the way of stopping those who would act out of hate, though, or opposing 
  those who would spread hate, and she’s ready to act against any such people. 
   
  History: 
  Although Venus is no longer formally worshipped, she recognizes her incalculable effect on the modern world.  She is 
  a hedonist who prefers to be fawned over, but she will also take an interest in assisting forlorn lovers find happiness. 
  For centuries, she lived upon Mount Olympus with her fellow Olympians. After the horrors of the Second World War, 
  she realized that the world was in dire need of her power of love.  She used her immortal might to make the world a 
  better place. Her powers and experience were useful against some the ancient evils that arose in those trouble times. 
  She was contacted by FBI agent Jimmy Woo and fought as an Avenger against the Yellow Claw. 
   
   
   
   
   
   
   
   
   
  
  192 
   
  Coming soon to a download link near you 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  193 
   
   
  
SOURCE: textdata/thevault/Marvel Superheroes/TSR/Advanced Core/The Silver Age.pdf