Вы находитесь на странице: 1из 45

CHATTERBOX

Identity: Paul Scranton


Group Affiliation: None
Base of Operations: New York City
Side: Evil
Sex: Male
Age: 28
Height: 5' 11"
Hair: Brown
Eyes: Blue
Level: 6th
Experience: 20,000
Training: +1 Sonic Abilities Accuracy

POWERS:
1. Heightened Attack +1 Damage/Level (+6 Total). This only works with
his Sonic Abilities.
2. Heightened Strength A +15
3. Sonic Abilities: Range 58", 1d12 Damage, PR 1/shot, 29% chance of
shattering an object.
4. Weakness Detection: Range 1", +5 on all attacks.
5. Weakness (Low Self-Control): Chatterbox can only use his Heightened
Attack with his Sonic Abilities.
6. Weakness (Psychosis): Paul Cranton is a sadist. He takes delight in the
suffering he can cause in others whether it is financial, emotional or
physical.

CHARACTER DATA:
Weight: 168 lbs. Basic Hits: 4 Agility Mod: --
Strength: 29 Endurance: 15
Agility: 14 Intelligence: 15
Charisma: 19 Reactions from: Good: -3 Evil: +3
Hit Mod. (2.2) (1.8) (1.3) (1.2) = 6.1776 Hit Points: 25
Damage Mod.: +2 Healing Rate: 1.6
Accuracy: +1 Power: 73
Carrying Capacity: 2175 lbs. Basic HTH Damage: 1d12
Movement Rates: 58" ground.
Det. Hidden: 12% Det. Danger: 16%
Inventing Points: 9.0 Inventing (45%):
Knowledge Areas: Crime & Finance
Origin and Background: (American) Paul Scanton is a mutant. He
developed his mutant powers while in high school. He was able to keep his
powers hidden from those around him. This anonymity allowed Paul to use
his powers secretly to cause others mishaps or even pain. He grew to enjoy
his powers and the ability to cause harm to others.
After high school, Paul went to a business college and got his MBA.
He found employment as a stockbroker and that brought him considerable
success and wealth. He wanted more in life. He adopted the disguise as
Chatterbox and now commits crimes to increase his wealth and for the thrill
of it. His love of money is only matched by his love for causing pain in
others. Paul Scranton, aka Chatterbbox, is a cruel, cold, and calculating
enemy.
Training Bonuses:
2nd Level: +1 Endurance
3rd Level: +1 Sonic Abilities Accuracy
4th Level: +1 Endurance
5th Level: +1 Sonic Abilities Accuracy
6th Level: +1 Agility
Legal Status: American citizen with no criminal record. Chatterbox is
wanted for a multiple of crimes but has naver been apprehended.
GHOSTWIRE
Print Version
Identity: Anthony Swift
Group Affiliation: None
Base of Operations: Secret HQ in Detroit
Side: Evil
Sex: Male
Age: 27
Height: 6'
Hair: Dark Brown
Eyes: Hazel
Level: 10th
Experience: 54,000
Training: +1 Damage w/ Lightning Control Device

POWERS:
1. Armour (Bio-Mechanical Cloaking Armour): ADR 118 (Type B).
Ghostwire wears a suit of advanced technological armour that interfaces
with his own physical and mental abilities. He has the following powers built
into his armour:
a. Darkness Control (Negative Bio-Field): Creates total darkness
with a radius of 18". Range 48". Creating an area of darkness or rehaping an
old one PR 2. Once created, costs no power to maintain. One action must be
spent to create Darkness and an additional action is required each turn to
maintain it. it costs only movement to reshape Darkness.
b. Heightened Senses: [Computer Interface] Ghostwire can interface
with computers and electronic devices with a mere touch. He can
read/understand unencrypted information automatically. Encrypted info may
be cracked and downloaded with a successful Inventing Roll. [Night Vision]
Can see in the dark as well as daylight. This includes his own generated
darkness.
c. Life Support
d. Non-Corporealness (Inverse Bio-Field): PR 4/hour. May float
through the air at ground speed.
2. Heightened Intelligence A +15
3. Lightning Control Device ("Bio-Electrical Gauntlets"): Range 30",
+2 to hit (inc1udes Training Bonuses), Damage 2d8+2 (includes Training
Bonuses), PR 4/attack. Take Control of Electrical Devices: PR 4/attempt.
Short-Out: PR 4/attempt. 30% of success.

CHARACTER DATA:
Weight: 166 lbs. Basic Hits: 4 Agility Mod: Nil
Strength: 13 Endurance: 15
Agility: 16 Intelligence: 28
Charisma: 24 Reactions from: Good: -4 Evil: +4
Hit Mod. (1.2) (1.8) (1.6) (1.6) = 5.5296 Hit Points: 23
Damage Mod.: +4 Healing Rate: 1.6
Accuracy: +2 Power: 72
Carrying Capacity: 307 lbs. Basic HTH Damage: 1d6
Movement Rates: 44" ground.
Det. Hidden: 20% Det. Danger: 24%
Inventing Points: 28.0 Inventing (84%):
Knowledge Areas: Crime, Research/Technology & Scientist (Biology)
Origin and Background: (American) Anthony Swift was a research
scientist studying the interface between man and machine. His work for the
Frazier Horizon Institute brought in millions of dollars for the corporation.
Anthony grew tired of doing all the work but not getting his cut of the
profits.
Anthony reworked some of his designs and secretly created his Bio-
Mechanical Cloaking Armour and his various devices. He used his new found
abilities to steal vital information from the Frazier Horizon Institute and its
corporate rivals. Anthony has spent many years as a successful industrial
spy. No secret is safe from him. Information is the new commodity. He
steals secret info and sells it to the highest bidder.
Training Bonuses:
2nd Level: +1 Agility
3rd Level: +1 Damage w/ Lightning Control Device
4th Level: +1 Endurance
5th Level: +1 Accuracy w/ Lightning Control Device
6th Level: +1 Agility
7th Level: +1 Damage w/ Lightning Control Device
8th Level: +1 Strength
9th Level: +1 Accuracy w/ Lightning Control Device
10th Level: +1 Agility
Legal Status: American citizen with no criminal record.
\
HYPOTHERMIA
Identity: Tamara Kingston
Group Affiliation: None
Base of Operations: Earth
Side: Evil
Sex: Female
Age: 24
Height: 5' 7"
Hair: White
Eyes: Pale Blue (White when iced up)
Level: 6th
Experience: 20,000

Training: -1 to Ice Powers PR Cost

Powers:
1. Devitalization Ray (Extreme Cold Blast): Range 30", 3d10 Damage to Power Potential only, PR
3/shot.
2. Heightened Charisma A +13
3. Heightened Expertise (Weapons Fetish): +4 to hit with all weapons.
4. Ice Powers: Range 12", 2d12 Damage, PR 5/attack. She can generate Ice Armour at a rate of 1
point per inch of movement spent (up to a maximum of 200).
5. Speed Bonus: +90" to ground movement.
6. Weakness Detection: Range 1", +4 to hit/combat bonus.
Character Data:
Weight: 133 lbs. Basic Hits: 3 Agility Mod: N/A
Strength: 13 Endurance: 18
Agility: 14 Intelligence: 12
Charisma: 29 Reactions from: Good: -5 Evil: +5
Hit Mod. (1.2) (2.2) (1.3) (1.1) = 3.7752 Hit Points: 12
Damage Mod.: +1 Healing Rate: 1.5
Accuracy: +1 Power: 57
Carrying Capacity: 268 lbs. Basic HTH Damage: 1d6
Movement Rates: 135" ground.
Det. Hidden: 10% Det. Danger: 14%
Inventing Points: 7.2 Inventing (36%):
Origin and Background: (American) Hypothermia is an assassin who kills for profit and pleasure.
She has always had a natural affinity for causing pain in others. Her innate skill with any weapon
coupled with her natural cold/ice powers produce a deadly combination. Some speculate that the icy
nature of her powers have deadened her humanity to such a degree that she feels isolated from those
around her -- causing pain to others is the only way she can effectively express herself. Others say
that Hyperthermia does what she does because she enjoys her work. Whatever the reason, the end
result is the same -- Hypothermia loves to kill.
While Hypothermia may enjoy her life as an assassin, she prefers to take a personal interest in
her job. She isn't the type to use a bomb to take out her target. She wants to be next to her victim to
see the fear in his eyes while she forces the last breath from his lungs.
Legal Status: Citizen of the United States with a criminal record (various Assault and Homicide
charges)
Notes: Hypothermia always carries several types of weapons on her person:
Knife: +2 to hit, HTH +1d3 Damage.
Revolver: +3 to hit, 1d10 Damage, Range 84", 6 shots/reload.
Throwing Stars (12): +2 to hit, HTH +1d2 Damage, Range 14".

Identity: Andressa Dak


Group Affiliation: None
Base of Operations: Earth
Side: Evil
Sex: Female
Age: 666
Height: 5' 11"
Hair: Black
Eyes: Grey
Level: 6th
Experience: 20,000

Training: +1 Accuracy with Special Weapon (Hellcaster 3000)

Powers:
1. Body Power (Phraxian Physiology): All Phraxians have butterfly-like wings (Flight - 544" air/124
mph, PR 1 per hour), and their extradimensional origin grants them limited Invulnerability (10 points of
protection). Her physiology also grants her a greater longevity (can live for thousands of years).
2. Heightened Attack (Phraxian Martial Arts): +1 Damage per level (for a total of +6)
3. Heightened Charisma B +16
4. Heightened Endurance B +18
5. Special Weapon (Hellcaster 3000, Nexus Disruptor Pistol): Attacks as Lightning Control (the
extradimensional energy of this weapon causes greater disruption to technological devices of our
universe; 60% Chance to disrupt electrical devices). +6 to Hit (includes +2 Training bonus), Range 102",
1d20+3 Damage (includes +3 Training bonus). 34 Charges total, 1 charge per use.
6. Weakness (Vulnerability): Phraxian physiology is especially vulnerable to silver. Silver weapons
attack with a +4 bonus to hit, and automatically deal double damage. Even wearing silver is
uncomfortable to a Phraxian (who suffers -2 to Hit, -2 Damage, +1 PR until the silver is removed).
Character Data:
Weight: 132 lbs. Basic Hits: 2 Agility Mod: Nil
Strength: 13 Endurance: 34
Agility: 17 Intelligence: 15
Charisma: 28 Reactions from: Good: -5 Evil: +5
Hit Mod. (1.2) (4.2) (1.6) (1.2) = 9.6768 Hit Points: 30
Damage Mod.: +2 Healing Rate: 3.0
Accuracy: +2 Power: 79
Carrying Capacity: 369 lbs. Basic HTH Damage: 1d6
Movement Rates: 64" ground.
Det. Hidden: 12% Det. Danger: 16%
Inventing Points: 9.0 Inventing (45%):
Origin and Background: (Extradimensional) Originally from the Phraxian Dimension, Killermoth is an
extradimensional terrorist who has been sentenced to exile by the ruling Phraxian Celestia. They
performed an intrusive and painful medical procedure on her to negate her natural dimensional hopping
ability. They then exiled her to one dimension, one planet -- the Earth.
Since Killermoth was stuck here, she figured she might as well enjoy herself. She has carved
herself a wave of terror up along the West Coast. Her favourite targets are local authorities who she loves
to taunt and degrade as she kills each and everyone that she encounters.
Note: All native Phraxians have the power, Dimensional Travel, but exiles lose the ability as part of
their punishment.
Training Bonuses:
2nd Level: +1 Accuracy with Special Weapon (Hellcaster 3000)
3rd Level: +1 Accuracy with Special Weapon (Hellcaster 3000)
4th Level: +1 Damage with Special Weapon (Hellcaster 3000)
5th Level: +1 Damage with Special Weapon (Hellcaster 3000)
6th Level: +1 Damage with Special Weapon (Hellcaster 3000)

Legal Status: None. Dimensional Exile cut off from her own plane of existence

RAVAGE
Identity: Geoff DeZuniga
Group Affiliation: None
Base of Operations: Manhattan, New York
Side: Evil
Sex: Male
Age: 29
Height: 6' 2"
Hair: Blond
Eyes: Green
Level: 10th
Experience: 54,000

Training: +1 HTH Accuracy (Talons)

1. Heightened Endurance A +19


2. Heightened Intelligence A +13
3. Invulnerability (Titanium Mesh Costume): 20 Points.
4. Natural Weaponry (Titanium Talons): +3 to hit, +6 damage. On a Special Attack,
Ravage can spray an extremely, corrosive mist from the tips of his talons (attacks as Chemical Power,
Range 1", 2d10 Damage, 16 charges).
5. Wings Device (Rocket Wings): Ravage's bird-like wings house a series of miniature
rockets that allow him to fly. Maximum Speed 184 mph (810" flight), 23 Charges (1 charge lasts for
1 hours worth of flight).
6. Weakness (Phobia/Psychosis) Geoff DeZuniga has a pathological obsession for
wealth. He must make an Intelligence save (d100) to pass up an opportunity to get rich. His greed has
led to his downfall on many occasions.

Weight: 184 lbs. Basic Hits: 4 Agility Mod: Nil


Strength: 14 Endurance: 33
Agility: 18 Intelligence: 27
Charisma: 16 Reactions from: Good: -2 Evil: +2
Hit Mod. (1.3) (4.2) (1.6) (1.6) = 13.9776 Hit Points: 56
Damage Mod.: +5 Healing Rate: 4.0
Accuracy: +3 Power: 92
Carrying Capacity: 556 lbs. Basic HTH Damage: 1d8
Movement Rates: 65" ground, 810" flight.
Det. Hidden: 20% Det. Danger: 24%
Inventing Points: 24.1 Inventing (81%):
Knowledge Areas: Research/Technology & Scientist (Rocket Science)
Origin and Background: (American) Geoff DeZuniga was just one of several brilliant
scientists who were working on Terratech's spaceplane prototype. Geoff saw the true potential of the
project that they were working on. His greed got the best of him and he proceeded to steal the plans
for his owm, personal use.
In total secrecy, Geoff was able to develop his rocket wings, talons (and their toxic ejector
system), and costume from stolen Terratech materials. Over the course of several months Geoff had
everything ready, but he still needed to test his equipment.
Geoff soon found the perfect target for his initial test flight. The Bachalo Diamond was on
display at the Central City Museum and Geoff couldn't resist the temptation. He doned his villainous
paraphernalia and robbed the museum in record time. He soon realized the city was his for the taking.
A short crimewave came to an end when he was defeated by Blizzard and Laserfire of the
Crusaders. He escaped but his wings and talons were seriously damaged in the process. It took most
of his pillaged loot to repair his equipment. He decided that Central City is too hot for him and he
moved operations elsewhere.
After numerous travels, Ravage has settled down in a Manhattan penthouse apartment (financed
by his illgotten ways). The whole city is at his picking... as long as no hero decides to get in the way.
No matter, this time Ravage is ready for anything.
Legal Status: Citizen of the United States with no criminal record (yet...)
Training Bonuses:

2nd Level: +1 HTH Accuracy (Talons)


3rd Level: +1 HTH Damage (Talons)
4th Level: +1 Intelligence
5th Level: +1 HTH Accuracy (Talons)
6th Level: +1 HTH Damage (Talons)
7th Level: +1 Strength
8th Level: +1 HTH Accuracy (Talons)
9th Level: +1 HTH Damage (Talons)
10th Level: +1 Strength
Notes:
To Hit (Unarmed HTH): Damage (Unarmed HTH):
+3 1d8 + 5
To Hit (HTH/Talons): Damage (HTH/Talons):
+9 1d8 + 14
To Hit (Chemical Powers): Damage (Chemical Powers):
+3 2d10 + 5

THE WHITE TIGER SQUAD


Identity: Shocktrooper/Commando
Group Affiliation: Satsujin Ryodan (The Murder Brigade)
Base of Operations: Mobile
Side: Evil
Sex: Male
Age: Mid 20s
Height: 6' 0"
Hair: Unknown
Eyes: Unknown
Level: 5th
Experience: 14,000

Training: +1 Endurance

Powers:
1. Armour -- Type B (High Density Ballistic Cloth with Plasteel Plating): ADR 125. This high-tech
combat armour also provides Life Support. The helmet also provides the following Heightened Senses
powers:
i. Enhanced Audio Sensors: x3 to Detect Danger and Detect Hidden rolls.
ii. Nightvision: Can see equally in the dark as in the day (no penalties).
iii. Shielded Senses: Automatic Willpower Defense as long as the helmet is worn.
2. Heightened Endurance A +10
3. Heightened Expertise: +4 to hit with all standard WTS weapons (Ion Pulse Rifle, vibra-dagger,
grenades).
4. Invulnerability Device (Inertia Field Generator): A small device located on the back of the belt
generates an invisible energy field (it becomes visible when struck) around the user (1 charge/hour; 14
charges total) that provides 8 points of Invulnerability.
5. Natural Weaponry (Martial Arts Training): +3 to hit, +6 Damage.
6. Special Weapons (Ion Pulse Rifle): Standard issue.
Ion Pulse Rifle
Mass: 4.7 kg Range: 500"

To Hit: +3 Damage: 4D8

Attacks as Lightning Powers. Standard ion pulse rifle with 6d8x2 charges per power pack.
7. Special Weapons (Vibra-Dagger): Standard issue.
Vibra-Dagger
Length: .3m Mass: 1.5 kg
To Hit: +3 Damage: 3D8
A Vibra-Dagger's blade vibrates at very high frequencies, producing a distinctive humming sound (attack
as Vibratory Powers). Some call these weapons 'hummers' from the sound the blade makes when it is
vibrating. A vibra-dagger may be thrown at a range of Ax2. A standard vibra-dagger holds 6D8 charges
per power pack.
8. Special Weapons (Mini-grenades): Standard issue -- more commonly known as Murderballs.
Mini-Grenades
Mass: .4 kg Range: 48"

To Hit: +2 Damage: 5D10

High-Explosive Mini-Grenades (Blast Radius 2"). Each Shocktrooper carries 10 such grenades (located
in the ammo belt strung across the chest).
Character Data:
Weight: 180 lbs. Basic Hits: 4 Agility Mod: Nil
Strength: 15 Endurance: 22
Agility: 16 Intelligence: 13
Charisma: 14 Reactions from: Good: -1 Evil: +1
Hit Mod. (1.2) (2.6) (1.6) (1.1) = 5.4912 Hit Points: 22
Damage Mod.: +1 Healing Rate: 2.4
Accuracy: +2 Power: 66
Carrying Capacity: 502 lbs. Basic HTH Damage: 1d8
Movement Rates: 53" ground.
Det. Hidden: 30% Det. Danger: 42%
Inventing Points: 6.5 Inventing (39%):
Origin and Background: (Mixed Nationality) Roll randomly (or pick) from the Origin and Background
table (see section 4.3E in the rulebook). This conversion is of an average member of the White Tiger
Squad. One thing all members share is they have been properly indoctrinated to Satsujin Ryodan dogma,
thus providing their absolute loyalty (standard procedure for any rank & file Satsujin Ryodan member).
Legal Status: The majority of WTS members have criminal records in many countries the world over.

KOSMONAUT
Identity: Ravil R. Starostinov
Group Affiliation: KR-7 (Kontr-razvedka-
7), formerly a member of The People's Liberators
Base of Operations: Hidden base
somewhere in Siberia
Side: Evil
Sex: Male
Age: Unknown
Height: 8' 3" (in armour)
Hair: Unknown
Eyes: Unknown
Level: 8th
Experience: 35,000
Training: +1 Accuracy with Ionic Plasma
Cannon

1. Armour Type B (Kosmonaut Space Armour, Mark IV): ADR 200. Rumours
persist that this version of the Kosmonaut Space Armour has encorporated stolen alien technology.
The bio-mechanical armour is known to have the following abilities (all PR costs drain directly from
the pilot's own Power):
a. Flight Device (Ionic Plasma Jets): Maximum speed within an atmosphere: 15x the speed of
sound (1476 mph), Maximum Combat Speed: 450 mph (1980" air), Hyperflight (15x the speed of
light). PR 1 per hour of regular flight or hyperflight.
b. Heightened Agility A Device (Kosmonaut Exoskeleton) +14
c. Heightened Endurance B Device (Kosmonaut Exoskeleton) +18
d. Heightened Senses Device(Sensor Systems): The whole frame of the Kosmonaut Space
Armour is calibrated with highly sensitive sensors (with 360 awareness - can't be flanked). These
sensors can detect the whole electromagnetic spectrum. As a result, the Kosmonaut can see perfectly
in darkness, and can attempt to track residual radiation trails. An Int roll per hour (on d20, -1 per hour
of trail) will allow the Kosmonaut to track his target's trail.
e. Heightened Strength B Device (Kosmonaut Exoskeleton) +26
f. Life Support
g. Natural Weaponry Device (Kosmonaut Exoskeleton): +2 to hit, +4 damage.
2. Heightened Defense ('Spetsnez Special Forces Training' Cybernetic
Datachip): -4 to be hit. This power only works when the Space Armour is worn.
3. Heightened Expertise ('Weapon Systems' Cybernetic Datachip): +4 to
hit when attacking with the Kosmonaut power armour. This power only works when the Space
Armour is worn.
4. Natural Weaponry (Spetsnez Special Forces Training): +2 to Hit (includes
Training Bonuses), +2 Damage (includes Training Bonuses).
5. Special Weapon (Ionic Plasma Cannon): A powerful Ionic Plasma Cannon rests
on each of Kosmonaut's forearms. +1 to Hit (includes Training Bonus), +1 Damage(includes Training
Bonus), there are three known settings for the cannons (all PR costs are paid by the pilot):
1) Plasma Pulse (attacks as Power Blast): Range 77", 2d20 Damage, PR 2/shot.
2) EM Burst (attacks as Magnetic Powers): Range 72", 72% chance of shorting out electrical
equipment, PR 4/shot.
3) Ionic Pulse (attacks as Paralysis Ray): Range 72", causes paralysis as per the Paralysis Ray
power, PR 6/shot.

Weight: 1128 lbs. Basic Hits: 23Agility Mod: -8


Strength: 41 Endurance: 36
Agility: 20 Intelligence: 12
Charisma: 15 Reactions from: Good: -2 Evil: +2
Hit Mod. (3) (4.6) (1.9) (1.1) = 28.842 Hit Points: 664
Damage Mod.: +2 Healing Rate: 25.3
Accuracy: +3 Power: 109
Basic HTH Damage:
Carrying Capacity: 40,902 lbs.
4d10
Movement Rates: 97" ground, 1980" air.
Det. Hidden: 10% Det. Danger: 14%
Inventing Points: 9.6 Inventing (36%):
Origin and Background: (Russian) Ravil R. Starostinov was born in the Georgian Soviet
Socialist Republic, but grew up at an elite military school in Russia. All throughout his childhood, he
heard stories of the glorious revolution and the USSR's place as a world leader in technological and
socio-economic reforms. Like his peers, he was taught that the State is right in all matters, and it is
the individual's duty to be a good citizen and follow the orders of the state. He accepted the state
sponsored proproganda as a way of life and excelled in all of his studies. He soon distinguished
himself in the USSR Air Force as a pilot of some skill.
This was just the start of an illustrious military career. He was accepted into the USSR Space
Program and became a kosmonaut. He logged many manned hours in orbit and on the MIR space
station. He became a national hero with his exploits in space. He was soon approached by a secretive
cabal organization, from within the Soviet Union's KGB, known as the Counter Intelligence Unit
(Kontr-Razvedka, or KR). He agreed with their goals of keeping the Soviet Union strong and free
from her enemies (both outisde and inside of the state) and he readily accepted their offer to join
them.
Through intensive drilling, training, and indoctrination, Captain Starostinov was accepted into
the government's super-soldier program. His KR masters were happy that they had a mole within the
program. They were suspect of the program's goals and with the growing dissension within the USSR
itself, they were well aware that they would need someone of great power if they were to keep the
status quo. Kosmonaut's secret masters waited in the shadows as they watched him join The People's
Liberators (the Soviet Union's superteam). Their pawn had infiltrated metahuman society perfectly.
Then on that fateful day in 1989, the Soviet Union fell and many of its states declared
independence from the once great country. Civil war was avoided by the intervention of the Russian
superteam, but the Kosmonaut walked away from the team saying that his Soviet Union was dead
and he couldn't continue on in good conscience. The Kosmonaut swore his loyalty and services to the
secretive cabal within Russian society, known only as KR-7 (Kontr-razvedka, "counter-intelligence").
He now works to restore Russia and her "independent" states back to the glory that was the Soviet
Union. His "new" path has forced him against his former teammates and even the world's heroes.
Kosmonaut does not care what he must do as long as his goals are achieved.
Legal Status: Kosmonaut is a citizen of the Russian Federation with a criminal record.
Training Bonuses:

2nd Level: +1 Unarmed HTH Accuracy


3rd Level: +1 Unarmed HTH Damage
4th Level: +1 Unarmed HTH Accuracy
5th Level: +1 Unarmed HTH Damage
6th Level: +1 Accuracy with Ionic Plasma Cannon
7th Level: +1 Damage with Ionic Plasma Cannon
8th Level: +1 Strength
9th Level: +1 Strength
10th Level: +1 Endurance
Notes:

FIRE BUG
PDF Print Version
Identity: Thomas Bray
Group Affiliation: Fearsome Five
Base of Operations: Unknown
Side: Evil
Sex: Male
Age: 31
Height: 6' 2"
Hair: Brown (None as Fire Bug)
Eyes: Green (Red as Fire Bug)
Level: 4th
Experience: 9525
Training: +1 Flame Powers Accuracy

POWERS:
1. Transformation (Power Activation): It takes one action for Thomas to
transform into the human/insect hybrid known as Fire Bug.
a. Animal/Insect (Insect) Powers: As Fire Bug, he has the following
abilities:
i. Heightened AGL A +16
ii. Heightened Senses: Enhanced Vision (-1 Range Modifier); Night
Vision (see in the dark).
iii. Heightened STR A +13
iv. Special (Chitin Exoskeleton): Orange-red stone-like exoskeleton
(12 Points Invulnerability).
v. Diminished Senses (Light Sensitive Vision): Eyes are sensitive
to bright light. He saves with half Endurance against Blinding Flash (Light)
attacks.
b. Flame Powers: Whole body bursts into flames. Flame Defense: Flight
- max speed 86 mph, PR 1/Hour of Flight; Attack: Range 59", +1 to Hit
(Training Bonus), 1d12+1 Damage (includes Training Bonus), PR 2/attack.
c. Force Field: Force Screens: Range 66", PR 1/2 per point of damage
repulsed. Pumelling Attack: Range 66", attacks as Force Field but does 1d12
Damage, PR 1/attack.
d. Heightened END B +23
e. Power Blast (Venom Blast): Range 30", 1d20 Damage, PR 1/shot.
f. Vulnerability: Takes double damage against Cold based attacks.

CHARACTER DATA:
Weight: 188 lbs. Basic Hits: 4 Agility Mod: Nil
Strength: 27 Endurance: 33
Agility: 27 Intelligence: 12
Charisma: 15 Reactions from: Good: -2 Evil: +2
Hit Mod. (2.2) (4.2) (2.8) (1.1) = 25.4592 Hit Points: 114
Damage Mod.: +3 Healing Rate: 4.0
Accuracy: +5 Power: 98
Carrying Capacity: 2160 lbs. Basic HTH Damage: 1d12
Movement Rates: 86" ground, 378" flight.
Det. Hidden: 10% Det. Danger: 14%
Inventing Points: 4.8 Inventing (36%):
Knowledge Areas: Crime
Origin and Background: (American) Thomas Bray discovered his mutant
ability to transform into a insect/human hybrid at an early age. He learned
that he had great power in this form and he used it to his advantage when
ever possible. He detests being weak and revels in the strength and powers
as Fire Bug. While in his early teens, he started a career as an arsonist but
he quickly moved on to additional crimes as his powers developed and
expanded.
After a series of successful bank robberies, he was approached by
Warstaff and asked to join the Fearsome Five. It was Fire Bug's fiery battle
with the city Police, during his bank robberies, that attracted Warstaff's
attention. Fire Bug joined with four other metahuman mercenaries to help
form the Fearsome Five.
Training Bonuses:
2nd Level: +1 Strength
3rd Level: +1 Flame Powers Accuracy
4th Level: +1 Flame Powers Damage
Legal Status: American citizen with a criminal record.

HUMAN CHARACTER DATA:


Weight: 156 lbs. Basic Hits: 4 Agility Mod: Nil
Strength: 14 Endurance: 10
Agility: 11 Intelligence: 12
Hit Mod. (1.2) (1) (1) (1) = 1.32 Hit Points: 6
Damage Mod.: +0 Healing Rate: 1.0
Accuracy: +0 Power: 47
Carrying Capacity: 292 lbs. Basic HTH Damage: 1d6
Movement Rates: 35" ground.

MIDORI NO UNAGI ("THE GREEN EEL")


Print Version
Identity: Simon Kitayama
Group Affiliation: Kakashi Shinda (Dead Scarecrow) Yakuza
Base of Operations: Kyoto, Japan
Side: Evil
Sex: Male
Age: 22
Height: 5' 10"
Hair: Black
Eyes: Blue
Level: 6th
Experience: 20,000
Training: +1 Accuracy w/ Hand-to-Hand Combat

POWERS:
1. Heightened Agility A +13
2. Heightened Defense (Irezumi Ninjitsu): -4 to be hit.
3. Heightened Endurance A +10
4. Natural Weaponry (Irezumi Ninjitsu): +5 to Hit (includes Training
Bonuses), +8 Damage (includes Training Bonuses). Special: His to hit and
damage modifiers also apply when he is using his Naganata spear (+3 to
Hit, Damage HTH +1d6); with his Ninjitsu Skills and Training Bonuses, his
total modifiers are +8 to Hit, HTH +1d6 +8 Damage with the Naganata.
5. Weakness (Jingi): The Green Eel lives by the code of Jingi (justice and
duty) to the Oyabun (Top Boss) of the Kakashi Shinda ("Dead Scarecrow")
Yakuza. He has sworn his loyalty and his life to the head of the Kakashi
Shinda Yakuza family.

CHARACTER DATA:
Weight: 176 lbs. Basic Hits: 4 Agility Mod: Nil
Strength: 15 Endurance: 25
Agility: 27 Intelligence: 12
Charisma: 16 Reactions from: Good: -2 Evil: +2
Hit Mod. (1.4) (3) (2.8) (1.1) = 12.936 Hit Points: 52
Damage Mod.: +3 Healing Rate: 2.8
Accuracy: +5 Power: 79
Carrying Capacity: 517 lbs. Basic HTH Damage: 1d8
Movement Rates: 67" ground.
Det. Hidden: 10% Det. Danger: 14%
Inventing Points: 7.2 Inventing (36%):
Knowledge Areas: Crime (Yakuza), Journalism/Broadcasting & Scholar
(Kakashi Shinda Yakuza History)
Origin and Background: (Japanese-American) Born in the United States,
Simon Kitayama grew up in Japan. His father, Toshiya Kitayama, was an
affluent member of the Kakashi Shinda ("Dead Scarecrow") Yakuza. Simon's
father was a Saiko-Komon ("Senior Advisor") for the Kyoto area.
At the age of 17, Simon joined a Bo-so-zoku ("violent running gang",
aka a street gang). He quickly showed his skill and raised within the ranks of
the gang. This drew the attention of the Kakashi Shinda Yakuza and he was
accepted within their organization. While under the tutelage of the Yakuza,
Simon trained as one of their elite assassination squad. His intense training
and natural talent forged Simon Kitayama into the Kakashi Shinda's top
assassin - Midori no Unagi ("The Green Eel").
Training Bonuses:
2nd Level: +1 Strength
3rd Level: +1 Accuracy w/ Hand-to-Hand Combat
4th Level: +1 Damage w/ Hand-to-Hand Combat
5th Level: +1 Accuracy w/ Hand-to-Hand Combat
6th Level: +1 Damage w/ Hand-to-Hand Combat
Legal Status: Japanese citizen with no criminal record (he renounced his
American citizenship).

TEMPUS FUGITIVE
Identity: Diktor O'Dea
Group Affiliation: None
Base of Operations: Earth (early 21st Century)
Side: Evil
Sex: Male
Age: 26
Height: 6' 0"
Hair: Black
Eyes: Green
Level: 6th
Experience: 20,000

Training: +1 Endurance

Powers:
1. Dimensional Travel Device (Chronavest): He can travel to any time or place on earth (Type 2
Dimensional Travel). The vest can transport only the wearer and what he is carrying. The vest has 13
charges.
2. Heightened Agility A +12
3. Heightened Charisma B +17
4. Heightened Expertise (Fugitive Training): +4 to hit when attacking with his vibragun.
5. Heightened Intelligence (B) Device (Neuralcap): +14
6. Non-Corporealness Device (Warp Field Generator located in belt): 19 charges with a charge
lasting one hour.
7. Special Weapon (Vibragun): Attacks as Vibratory Powers, +4 to hit, Range 38", 2d8 Damage, 16
charges. On a special attack, the gun can attempt to vibrate and destroy inanimate objects (32% of
success). This futuristic pistol was designed to work with a Warp Field Generator (the Non-
Corporealness device).
Character Data:
Weight: 182 lbs. Basic Hits: 4 Agility Mod: N/A
Strength: 13 Endurance: 15
Agility: 26 Intelligence: 30
Charisma: 30 Reactions from: Good: -5 Evil: +5
Hit Mod. (1.2) (1.4) (2.5) (1.7) = 7.14 Hit Points: 29
Damage Mod.: +6 Healing Rate: 1.2
Accuracy: +4 Power: 84
Carrying Capacity: 336 lbs. Basic HTH Damage: 1d6
Movement Rates: 54" ground.
Det. Hidden: 22% Det. Danger: 26%
Inventing Points: 18.0 Inventing (90%):
Origin and Background: (Time Displaced Human) Diktor O'Dea, now calling himself Tempus
Fugitive, escaped the dreary existance of the 52nd Century. He was a slave to a race of conquering
aliens who used humanity as slave labour and food stock. Using the vest that he crafted from odd bits
and pieces of alien technology, Diktor fled his own time to seek his fortune elsewhere (or should I
say elsewhen). He cares little for others and only worries about himself. He has forsaken all of
subjugated humanity while he pursues his own desires and schemes. He fears that his alien masters
will find him and bring him back to his own time.
Legal Status: N/A

DARK DMITRII
Identity: Dmitrii M. Muraviev
Group Affiliation: ex-Russian Space Agency
Base of Operations: Mobile
Side: Evil
Sex: Male
Age: 28
Height: 6' 6"
Hair: Unknown
Eyes: Blue
Level: 7th
Experience: 27,000
Training: +1
Powers:
1. Body Power (Dark Matter Composition): Dmitrii's body has been converted into almost pure Dark
Matter (+30 Strength; +30 Endurance; x3 to weight; Adpatation at 0 PR cost; Invulnerability of 30
points). His body is now a composition of cosmic matter, spacesuit, and flesh. How much of his
consciousness remained during the process can only be guessed at, but his mind doesn't appear to have
survived the 'accident' (Prejudice Weakness).
2. Cosmic Awareness
3. Flight: Atmoshpheric Flight -- Combat Speed 450 mph (1980"); Maximum Speed 207 times the speed
of sound; PR 1 per hour. Hyperflight -- Maximum Speed 207 times the speed of light; PR 1 per hour.
4. Gravity Control: Range 45"; modify the target's weight by a mulitplier of 45 (up or down); PR 1 per
use.
5. Magnetic Powers: 'Magnetic Capacity' -- 15,750 lbs; PR 1 per use/defense; Magnetic Blast -- Range
45", 3d10 Damage, PR 5 per shot; Extend control over metallic objects -- Range 45", PR 5 per attempt.
Control lasts for 46 turns.
6. Willpower: Type A
Character Data:
Weight: 450 lbs. Basic Hits: 9 Agility Mod: -2
Strength: 45 Endurance: 46
Agility: 13 Intelligence: 14
Charisma: 14 Reactions from: Good: -1 Evil: -1
Hit Mod. (3.4) (5.8) (1.3) (1.1) = 28.1996 Hit Points: 254
Damage Mod.: +1 Healing Rate: 12.6
Accuracy: +1 Power: 118
Carrying Capacity: 21, 538 lbs. Basic HTH Damage: 3d10
Movement Rates: 104" ground, 1980" air.
Det. Hidden: 10% Det. Danger: 14%
Inventing Points: 9.8 Inventing (42%):
Origin and Background: (Russian) (Enigmatic Cosmic Being) Dmitrii M. Muraviev was a noted
Cosmonaut who had logged the third most space missions in the whole Russian Space Agency. His time
on the MIR Space Station helped test the human limits in regard to space survival.
It was on one of these missions when the cosmic slip sliced through the MIR station. Muraviev had
just enough timne to get his helmet's visor sealed before a strange wave of energy surged through his
body. He felt both his mind and his body discorporate and it was through his sheer force of will that he
kept his essence together.
Unfortunately not much of Muraviev's mind survived. He is more alien now as his minds works on
a completely different level. He is now one with the basic forces of the universe. The Russian people
mourned a cosmonaut when MIR fell to earth ahead of schedule. The brave Dmitrii M. Muraviev died
while doing his duty.
Unknown to the general public, the newly created 'Dark Dmitrii' (a name given to him later by the
press) drifts in earth's orbit as it heals from the transformation. He finally captures the world's attention
when he appeared at a Russian missile site and proceeded to destroy it. He then disappeared back into
orbit to wait for his next target. A few hours later Dark Dmitrii appears hovering over a U.S. Nuclear
Reactor Plant and he attempts to destroy it. It takes the combined effort of the Justice Crusaders and the
Homeland Guard to drive Dark Dmitrii away from his target.
Dark Dmitrii is a mystery to the world at large. They know that a powerful danger lurks in orbit
that strikes anywhere at anytime. Humanity has had as much success predicting the weather, than they
have trying to understand the mind of Dark Dmitrii.
Legal Status: (Dmitrii M. Muraviev) Officially deceased; buried with full military honours.

TYGERA KATSE

Identity: Tygera Katse


Group Affiliation: Satsujin Ryodan (The Murder Brigade)
Base of Operations: Cross Karakoram, Himalayas
Side: Evil
Sex: Female
Age: 22
Height: 5' 4"
Hair: Blue
Eyes: Green
Level: 6th
Experience: 20,000
Training: +1 Endurance

Powers:
1. Armour (Type B): ADR 88.
2. Heightened Charisma B +14
3. Heightened Agility A +12
4. Heightened Expertise: +4 to hit with her Neural Whip & Pulse Pistol.
4. Heightened Intelligence B +16
5. Natural Weaponry (Martial Arts Training): +2 to Hit, +4 Damage. Her special martial arts training
allows her to use her whip as an extension of herself (in other words she can use her Natural Weaponry
bonuses when using the whip).
6. Special Weapons: Tygera Katse is usually armed with two special weapons. They are:
Neural Whip: Range 2", Damage HTH +1d3. If she makes a special attack (two HTH attacks), she
may shock the target for an additional 2d10 Damage (on top of the HTH +1d3 damage). The
Neural Whip contains 20 charges/recharge. Normal attacks drain no charges, but any special
attacks drain 1 charge/successful attack.
Pulse Pistol: Range 78", 1d10 Damage, +3 to hit. 30 Charges/recharge with one shot equalling one
charge.
Weight: 126 lbs. Basic Hits: 3 Agility Mod: Nil
Strength: 12 Endurance: 14
Agility: 26 Intelligence: 29
Charisma: 27 Reactions from: Good: -5 Evil: +5
Hit Mod. (1.2) (1.4) (2.5) (1.6) = 6.72 Hit Points: 21
Damage Mod.: +6 Healing Rate: .9
Accuracy: +4 Power: 81
Carrying Capacity: 197 lbs. Basic HTH Damage: 1d4
Movement Rates: 52" ground.
Det. Hidden: 20% Det. Danger: 24%
Inventing Points: 17.4 Inventing (87%):
Origin and Background: (Swiss-Japanese) Tygera Katse inherited the leadership of the Satsujin
Ryodan from her father when he died an untimely death (it is rumoured that she had something to do
with his death). She has taken the organization and has built an international force feared for their
fanaticism and ruthlessness.
The orgins of the Satsujin Ryodan can be traced back to World War II. Second Lieutenant Suhara
Yoritada, of the 232nd Regiment of the 39th division of the Imperial Army, created what would be
known as the Murder Brigade when he was disillusioned by Japan's surrender. He vowed he would keep
fighting to get revenge on all of Japan's enemies (native or foreign alike).
The Satsujin Ryodan remained a small terrorist faction until Tygera Katse took the reigns of
power. She changed the isolationistic nationalist cabal into a power that the world could not ignore. She
used her natural gifts (and her love for high tech gadgets) to make a name for herself and the Murder
Brigade on the international terrorist scene.

BLACK COBRA SQUAD


Identity: Intelligence/Recon
Group Affiliation: Satsujin Ryodan (The Murder Brigade)
Base of Operations: Mobile
Side: Evil
Sex: Female
Age: Varies (mid 20s)
Height: 5' 6"
Hair: Unknown
Eyes: Unknown
Level: 5th
Experience: 14,000
Training: +1 Agility
Powers:
1. Armour -- Type B (Ultra hard ceramic plates and micromesh kevlar): ADR 90. The armour also
provides Life Support. The helmet also provides the following Heightened Senses powers:
i. Enhanced Audio Sensors: x4 to Detect Danger and Detect Hidden rolls.
ii. Nightvision: Can see equally in the dark as in the day (no penalties).
iii. Radio Broadcast: Radio transmitter/receiver with wide band, long range capabilities (maximum
range 80 miles). Equipped with a scrambler.
iv. Shielded Senses: Automatic Willpower Defense as long as the helmet is worn.
v. White Noise Generator: This mini-generator creates a 4" radius of white noise that interrupts
surveillance/communication devices (i.e. electronic eyes, video cameras, listening devices, etc.). All
mechanical devices within the radius are disabled, essentially granting the Black Cobra Squad member
invisibility to such devices (she can still be seen by the naked eye though).
2. Heightened Agility A +12
3. Heightened Expertise: +4 to hit with all Black Cobra Squad issued weapons (Ion Sniper Rifle, vibra-
dagger, grenades).
4. Natural Weaponry (Martial Arts Training): +2 to hit, +4 Damage.
5. Special Weapons (Ion Sniper Rifle): This is Satsujin Ryodan standard issue to a member of the Black
Cobra Squad.
Ion Sniper Rifle
Mass: 4.7 kg Range: 500"

To Hit: +4 Damage: 3D8

Attacks as Lightning Powers. Standard ion pulse rifle with 5d8x2 charges per power pack.
6. Special Weapons (Vibra-Dagger): This is Satsujin Ryodan standard issue to a member of the Black
Cobra Squad.
Vibra-Dagger
Length: .3m Mass: 1.5 kg
To Hit: +3 Damage: 3D8
A Vibra-Dagger's blade vibrates at very high frequencies, producing a distinctive humming sound (attack
as Vibratory Powers). Some call these weapons 'hummers' from the sound the blade makes when it is
vibrating. A vibra-dagger may be thrown at a range of Ax2. A standard vibra-dagger holds 6D8 charges
per power pack.
7. Special Weapons (Murderballs): Standard issue -- mini-grenades, more commonly known as
Murderballs.
Mini-Grenades
Mass: .4 kg Range: 48"

To Hit: +2 Damage: 5D10

High-Explosive Mini-Grenades (Blast Radius 2"). Each Squad member carries 10 such grenades.
Character Data:
Weight: 140 lbs. Basic Hits: 3 Agility Mod: Nil
Strength: 13 Endurance: 16
Agility: 24 Intelligence: 15
Charisma: 15 Reactions from: Good: -2 Evil: +2
Hit Mod. (1.2) (1.8) (2.5) (1.2) = 6.48 Hit Points: 20
Damage Mod.: +4 Healing Rate: 1.2
Accuracy: +4 Power: 68
Carrying Capacity: 266 lbs. Basic HTH Damage: 1d6
Movement Rates: 53" ground.
Det. Hidden: 48% Det. Danger: 64%
Inventing Points: 7.5 Inventing (45%):
Origin and Background: (Mixed Nationality) Roll randomly (or pick) from the Origin and Background
table (see section 4.3E in the rulebook). This conversion is of an average member of the White Tiger
Squad. One thing all members share is they have been properly indoctrinated to Satsujin Ryodan dogma,
thus providing their absolute loyalty (standard procedure for any rank & file Satsujin Ryodan member).
Legal Status: The majority of BCS members have criminal records in many countries the world over.

BURNING JACK
Identity: Jack Marsh
Group Affiliation: The Samhain Six
Base of Operations: Mobile
Side: Evil
Sex: Male
Age: Unknown
Height: 6' (6' 6" at top of flame)
Hair: Orange-Red Flames
Eyes: Orange
Level: 11th
Experience: 66,000
Training: +1 Damage with Flame Powers

POWERS:
1. Flame Powers: Range 41", +3 to Hit (includes Training Bonuses),
1d12+2 Damage (includes Training Bonuses), PR=2 per attack and none for
defense.
2. Flight Device (Boots of Flying): These magical golden boots allow the
wearing to fly. Maximum Speed: 425 mph (1870" flight). Can be used 17
times per day. One 'use' equals one hour of flight.
3. Heightened Endurance B +12
4. Magical Spells Device (Gauntlets of Spell-Casting): These magical
golden gauntlets have the following spells:
a. Call of the Banshee: Causes an eerie screaming that assaults one's
hearing (Sonic Powers Attack). Range 78", 2d12 Damage, PR 4.
b. Horns of Cernunnos: This spells causes a set of ram-like horns to
grow from the caster's temples. +5 to hit, HTH + 2d6 Damage. PR 3 to
initiate, 1 per turn to maintain.
c. Curse of Set: Acts as Emotion Control (Cause Uncontrollable Rage).
Range 2", PR 8/spell. The spell lasts until the victim can make a saving
throw vs. Charisma on percentage dice.
d. Jar Of Jopophet: This spell creates a glowing clay jar out of thin air.
Inside the jar is a green, magical liquid. Ingestion of this magical liquid heals
3 HPs and 30 Power. One jar will have enough liquid for 1d6+2 uses. PR 12
to create 1 jar. It costs only movement to drink from the jar.
e. Summon Swarm of Ygy'ki: This spells summons a swarm of
supernatural insect-like creatures. These creatures are about an inch long
and have wings, and ferocious mandibles. These xreatures attack as one
entity. Their movement is 40" (flight) and they do 2d8 damage. PR 4 to
summon the swarm, PR 2 to maintain the swarm.
f. Tears of Bast: Cause the target to fall into a deep sleep. Treat as
Paralysis Ray. Range 50", 4" radius around target location. PR 4.
g. Walls of Lo'zatha: Causes a mystical stone prison to form around
the target location. Each wall (four sides, bottom and top) of this prison has
32 Points of Invulerability. Non-Corporealness will not work on the Walls of
Lo'Zatha. PR 6 to summon prison. The prison will remain for 1d4 turns. After
its last turn, the prison will evaporate and disappear.
5. Non-Corporealness Device (Ghost Cloak): This magical cloak allows
the wearing to become ghost-like. Can be used 19 times per day. One 'use'
equals one hour of non-corporealness.
6. Weakness (Prejudice): Burning Jack loves to cause pain and distress in
others. Anyone and everyone are potential targets to Burning Jack.

CHARACTER DATA:
Weight: 196 lbs. Basic Hits: 4 Agility Mod: -
Strength: 17 Endurance: 25
Agility: 14 Intelligence: 15
Charisma: 26 Reactions from: Good: -5 Evil: -5
Hit Mod. (1.4) (3.0) (1.3) (1.2) = 6.552 Hit Points: 27
Damage Mod.: +2 Healing Rate: 2.8
Accuracy: +2 Power: 71
Carrying Capacity: 727 lbs. Basic HTH Damage: 1d8
Movement Rates: 56" ground.
Det. Hidden: 12% Det. Danger: 16%
Inventing Points: 16.5 Inventing (45%):
Knowledge Areas: Commercial Art & Crime
Origin and Background: (Irish) Jack Marsh was a freelance artist who
specialized in painting murals and doing portraits. His skill as an artist kept
him busy . His hard work and dedication helped him earn a reputation for
his skill with the brush and for his ability to finish on time. He was on the
top of the world. He was making a living doing what he loved best and he
was engaged to Sian, who was the 'most beautiful woman in the world' (his
words).
One night he was riding his motorbike from his studio to his small home in
the country. He could see strange lights hovering over the nearby woods.
Being the curious type, He pulled his bike over and took a look. He tramped
through the woods as silently as he could. The woods were rather sparse so
he had no difficulty finding his way through the surrounding trees.
In the middle was a small clearing that had multi-coloured lights buzzing
back and forth around a strange stone structure. The structure looked like it
was an ancient pagan altar of some type. On it was an ancient book that
was closed but a red cloth bookmark could be seen in it. The strange lights
disappeared as Jack walked towards the altar.
Deep inside, Jack knew he should turn and run away but he couldn't do it.
Some unknown force was drawing him towards the closed book. He reached
out with a trembling hand and opened the book. As the book opened, a loud
crack of thundar echoed in the clearing and a strange orange energy surged
from the book and into Jack.
Jack screamed as his body began to change. He grew in height by several
inches and his body grew stronger and leaner. His extra weight (from years
of endulging in red wine and fine food) disappeared. The greatest and most
horrific transformation was his head literally changed from its normal shape
to a grotesque pumpkin-like head with flames spouting from the top. The
screaming had been replaced with an evil sounding cackling-like laughter. All
that was decent about Jack Marsh had become corrupted into a being of
pure evil. Burning Jack had been born again.
Burning Jack placed his hands on the stone altar and suddenly he was
garbed in his gaudy costume and with the various mystical artefacts that he
has owned through the ages. The spirit of Burning Jack had been tied to the
book and altar several centuries ago by some unknown mage but he was
now free to seek his vengeance once more. His first stop was at Jack's
fiancee's home where he terrorized the young woman and then killed her.
She would be the first of his many victims.
Burning Jack has teamed up with several fellow miscreants and they now act
out their sinister machinations on a global scale. The world hasn't heard the
last of Burning Jack.
Training Bonuses:
2nd Level: +1 Accuracy with Flame Powers
3rd Level: +1 Strength
4th Level: +1 Damage with Flame Powers
5th Level: +1 Strength
6th Level: +1 Accuracy with Flame Powers
7th Level: +1 Strength
8th Level: +1 Damage with Flame Powers
9th Level: +1 Strength
10th Level: +1 Accuracy with Flame Powers
11th Level: +1 Strength
Legal Status: Burning Jack is wanted for multiple accounts of murder and
grand larceny. Jack Marsh has no criminal record. The general public and
authorities do not know that Burning Jack is actually a possessed Jack
Marsh. He is listed as missing and presumed to be another victim of Burning
Jack (in some ways, they are right).

TO-HIT w/ DAMAGE w/ TO-HIT w/ DAMAGE w/


HTH Unarmed HTH Unarmed Flaming Powers Flaming Powers
Combat Combat

+2 1d8 + 2 +3 1d12 + 2

TO-HIT w/ DAMAGE w/ TO-HIT w/ DAMAGE w/


Horns of Horns of Tears of Bast Tears of Bast
Cernunnos Cernunnos

+7 (HTH) 1d8 + 2d6 + 2 +2 Paralysis

BROTHER SUN

Identity: Johnny Wei Wing


Group Affiliation: Partner-in-crime with Sister Moon
Base of Operations: Mobile
Side: Evil
Sex: Male
Age: 22
Height: 6' 2"
Hair: None
Eyes: Blue
Level: 4th
Experience: 9000
Training: +1 Strength
Powers:
1. Chemical Power (Solidified Energy): Johnny Wing can transform his body into a pure solar energy
state (provides Adaptation Defense against all attacks). His dense molecular structure provides 14 points
of Invulnerability. He can also fire a blast of concentrated solar plasma -- range 72", 2d8 Damage, PR 8
per Chemical Power attack.
2. Force Field (Force Screens only): Maximum Range 60", Maximum Force Screen Area 95" (1" per
point of Current Power), PR 1/2 of points of damage repulsed.
3. Heightened Endurance B +19
4. Heightened Strength B +24
5. Weakness (Vulnerability): Brother Sun has been mystically bonded with Sister Moon. If they should
ever get separated beyond their mutual range of 30", then they will both start to feel nausea and pain (-2
to Hit, -2 Damage, +2 on all PR costs). If they should go even further and pass 60", then they begin to
receive 1d4 HPs of damage per turn until they either fall unconscious or they return to at least 30" once
more.
Weight: 212 lbs. Basic Hits: 5 Agility Mod: Nil
Strength: 36 Endurance: 30
Agility: 16 Intelligence: 13
Charisma: 12 Reactions from: Good: -1 Evil: +1
Hit Mod. (2.8) (3.8) (1.6) (1.1) = 18.7264 Hit Points: 94
Damage Mod.: +1 Healing Rate: 4.5
Accuracy: +2 Power: 95
Carrying Capacity: 5264 lbs. Basic HTH Damage: 2d8
Movement Rates: 82" ground.
Det. Hidden: 10% Det. Danger: 14%
Inventing Points: 5.2 Inventing (39%):
Origin and Background: (Chinese-Canadian) Johnny Wing and his girlfriend, Barbara Bear, were
enjoying themselves at Stanley Park when they enountered a strange thin stone spire jutting out of the
ground. When they both touched the cool stone, the clouds darkened and thunder echoed in the air.
Johnny Wing and Barbara Bear were blessed by the will of Lei Kung, Duke of Thunder.
Johnny Wing soon fell drunk with his power and it soon gained the best of him. Together, with
Sister Moon, they have forged themselves a reputation as a meta-powered version of Bonnie & Clyde.

SISTER MOON

Identity: Barbara Bear


Group Affiliation: Partner-in-crime with Brother Sun
Base of Operations: Mobile
Side: Evil
Sex: Female
Age: 23
Height: 5' 7"
Hair: Auburn
Eyes: Blue
Level: 4th
Experience: 9000
Training: +1 Spell

Powers:
1. Darness Control: Range 57", create a sphere of darkness with a maximum radius of 18", PR 2.
2. Heightened Charisma A +10
3. Heightened Endurance A +16
4. Magical Spells: The mystical energy that created Sister Moon has also awakened her to the magick that
surrounds her. Her current repertoire includes:
a. Chariot of the North Star (Teleportation Spell): Maximum Distance 73 000", creates a 5' x
5' portal, PR 4.
b. Dragon's Breath (Flame Powers Spell): She can breathe fire with a range of 42", does 1d12
Damage, PR 2 per attack.
c. Night Terrors (Emotion Control [Terror] Spell): Range 1", PR 8 per successful hit, victim
must make a saving throw vs. Charisma on d100.
5. Wings (Mystic Wings): Takes an action to activate (at no power cost), maximum flight speed 580"
air/132 mph, PR 1/hour.
6. Weakness (Vulnerability): Sister Moon has been mystically bonded with Brother Sun. If they should
ever get separated beyond their mutual comfort range of 30", then they will both start to feel nausea and
pain (-2 to Hit, -2 Damage, +2 on all PR costs). If they should go even further and pass 60", then they
begin to receive 1d4 HPs of damage per turn until they either fall unconscious or they return to at least
30" once more.
Weight: 128 lbs. Basic Hits: 3 Agility Mod: Nil
Strength: 12 Endurance: 30
Agility: 19 Intelligence: 12
Charisma: 25 Reactions from: Good: -4 Evil: +4
Hit Mod. (1.2) (3.8) (1.9) (1.1) = 9.5304 Hit Points: 29
Damage Mod.: +2 Healing Rate: 2.7
Accuracy: +3 Power: 73
Carrying Capacity: 303 lbs. Basic HTH Damage: 1d6
Movement Rates: 61" ground.
Det. Hidden: 10% Det. Danger: 14%
Inventing Points: 1.8 Inventing (36%): Spell of
Origin and Background: (Canadian) Barbara Bear and her boyfriend, Johnny Wing, were enjoying
themselves at Stanley Park when they enountered a strange thin stone spire jutting out of the ground.
When they both touched the cool stone, the clouds darkened and thunder echoed in the air. Johnny Wing
and Barbara Bear were blessed by the will of Lei Kung, Duke of Thunder.
Barbara Bear soon fell drunk with her power and it soon gained the best of her. Together, with
Brother Sun, they have forged themselves a reputation as a meta-powered version of Bonnie & Clyde.

Identity: Natalia (Natasha) Allanovna Romanova


Group Affiliation: Former member of the Avengers,
former partner of Daredevil, former member of the
Champions, freelance agent of SHIELD
Base of Operations: Mobile, but she maintains a home
in New York City
First Appearance: TALES OF SUSPENSE #52,
(Origin) AVENGERS #44, DAREDEVIL #66
Side: Good
Sex: Female
Age: 38
Height: 5' 7"
Hair: Red-auburn (formerly dyed black)
Eyes: Blue

Level: 9th

Experience: 44,000
Training: +1 Agility

1. Body Power Device (Costume): The Black Widow's costume allows her to can adhere to most
surfaces with ease. Movement is 75% her normal ground rate (50% on extremely slippery surfaces).
PR 1 per hour.
2. Heightened Agility A +16
3. Heightened Charisma A +10
4. Heightened Defense (Espionage Training): -4 to be Hit.
5. Heightened Endurance A +8
6. Heightened Expertise (Espionage Training): +4 to Hit with her Widow's Bite & Espionage
weapons (pistol, SMG, knife, etc.).
7. Natural Weaponry (Intensive Martial Arts Training): +6 to Hit (includes Training Bonuses), +10
Damage (includes Training Bonuses)
8. Special Weapon (Wrist Bracelets): Black Widow's wrist-bracelets
have the following abilities:
a. Radio Transmitter
b. Tear Gas Pellets: Thrown Range 26", Blast Radius of Pellet
2". The tear gas causes 1d8 damage and the victim must make an
Endurance save (on d100) or suffer a -5 penalty to all attacks. This
penalty is negated once the target exits the radius of the tear gas
attack. 8 Charges/Bracelet.
c. Widow's Line: Can fire a spring-loaded cable up to 20". Used
for swinging at a rate of 110" (25 mph).
d. Widow's Bite: Can fire an electrostatic charge of 30,000 volts (attacks as Lightning Control).
Range 2", +1 to Hit (includes Training Bonus), Damage 1d20+1 (includes Training Bonus), 24
Charges/Bracelet.
9. Special Weapon (Weapon's Belt): 12 discs containing high explosives. +2 to hit; Thrown Range
26"; Damage 2d10; 2" Blast Radius.

Weight: 125 lbs. Basic Hits: 3 Agility Mod: Nil


Strength: 15 Endurance: 21 (includes Training Bonus)
Agility: 27 (includes Training Bonus) Intelligence: 15
Charisma: 24 Reactions from: Good: +4 Evil: -4
Hit Mod. (1.4) (2.6) (2.8) (1.2) = 12.2304 Hit Points: 37
Damage Mod.: +4 Healing Rate: 1.5
Accuracy: +5 Power: 78
Carrying Capacity: 345 lbs. Basic HTH Damage: 1d6
Movement Rates: 63" ground, 47" wall-crawling, 110" Swinging.
Det. Hidden: 12% Det. Danger: 16%
Inventing Points: 13.5 Inventing (45%):
Origin and Background: (Russian) Natalia Romanova, a descendant of Russia's royal family, was
found as a young child by Russian soldier known as Ivan Petrovitch, who watched over her as she
grew up and today works as her chauffeur. Romanova proved to be a brilliant scholar and athlete as
she matured, and in her teens gained fame in the Soviet Union as a ballerina. Romanoff married the
renowned Soviet test pilot Alexi Shostakov.
It was decided at the KGB, the department of the Soviet government which serves as its
intelligence agency and secret police, that the Shostakovs would make good special operatives. While
Alexi Shostakovs was away on a mission, he was informed of the state's new plans for him, and told
that from then on he could have no contact with past friends and acquaintances, including even his
own wife. Shostakov was then trained to become the Red Guardian, a costumed agent who was
intended to act as the Soviet Union's counterpart to Captain America. Meanwhile, a Soviet officer
told Natalia Shostakova that her husband had died in the explosion of an experimental rocket he was
testing. Distraught, Natalia Shostakova said that she wanted to do something to be worthy of the
memory of her heroic husband. The KGB had anticipated her reaction, and trained her to become the
spy known as the Black Widow.
At first the Black Widow did not act as a costume agent. Her first major field assignment was to
infiltrate Stark Industries in the United States and to assist her partner Boris Turgenov in the
assassination of the defector Professor Anton Vanko. The Black Widow was thwarted repeatedly by
the original Iron Man in her various schemes against Stark Industries. The Black Widow used
Hawkeye, who was then sought as a criminal and who found himself attracted to her, as an ally in
some of her subversive activities. The Widow was given her first costume in her fourth major mission
in the United States. However, her growing love for Hawkeye led to a weakening of her resolve to
continue her missions for the Soviets. Hawkeye refused to act as a criminal any longer, and
successfully sought amnesty and Avengers membership.
The Black Widow fell into the hands of the intelligence agents of the People's Republic of
China, who brainwashed her into serving them. They directed her to attack the Avengers, but she
freed herself from the brainwashing, was reunited with Hawkeye, and defected to the United States.
She publically revealed her true identity and offered her services to SHIELD, which has made use of
them on numerous occasions.
Her romance with Hawkeye ended, as did a subsequent love affair and partnership with
Daredevil, although she remains friends with both men. She was a member of the Champions of Las
Angeles, and serves from time to time as a member of the Avengers. She remains active as a
freelance adventurer.
Note: Origin and Background text is from "The Official Handbook of the Marvel Universe #2"
(Deluxe Edition) and is used without permission.
Areas of Interest: Espionage & Military.
Legal Status: Former citizen of the USSR who defected to the United States; she now lives in the
United States under an extended visa authorized by SHIELD; she has a criminal record in the United
States for espionage activities for other nations, but was granted amnesty through SHIELD's
intervention.
Training Bonuses:
2nd Level: +1 Accuracy with HTH Combat
3rd Level: +1 Damage with HTH Combat
4th Level: +1 Endurance
5th Level: +1 Accuracy with "Widow's Bite"
6th Level: +1 Damage with "Widow's Bite"
7th Level: +1 Agility
8th Level: +1 Accuracy with HTH Combat
9th Level: +1 Damage with HTH Combat
Note: This is the Black Widow in her 'classic' black outfit.

THE SHOCKER
Identity: Herman Schultz
Group Affiliation: Former member of the Masters of Evil
Base of Operations: New York City
First Appearance: AMAZING SPIDER-MAN #46
Side: Evil
Sex: Male
Age: 28
Height: 5' 9"
Hair: Brown
Eyes: Brown
Level: 5th
Experience: 14,000
Training: +1 Accuracy with vibro-shock units
Powers:
1. Armour - Type B (Padded Costume): ADR 55. His costume contains its own power unit (Power 140)
that powers his costume's defenses and vibro-shock units. The costume can activate a special vibrational
shield (Vibratory Powers Defense - PR 1/hour) that will deflect normal blows (+20 ADR when activated)
and allow him to slip from any grasp (Heightened Defense: -4 to be Hit).
2. Heightened Agility A +8
3. Heightened Endurance A +8
4. Heightened Expertise: +4 to Hit with his vibro-shock units
5. Special Weapon (Vibro-shock Units): Vibro-shock units are built into the Shocker's gloves. Singly,
they allow him to punch with great strength (HTH +3D10 Damage per punch). Used together, they act as
a Vibratory Powers Device (Range 40", 6D10 Damage, 40% Chance to shatter item, PR 5/attack). He also
has units installed throughout his costume which automatically cause 3D10 Damage to anyone attempting
to grapple him.
Character Data:
Weight: 175 lbs. Basic Hits: 4 Agility Mod: Nil
Strength: 13 Endurance: 20
Agility: 20 Intelligence: 11
Charisma: 13 Reactions from: Good: -1 Evil: +1
Hit Mod. (1.2) (2.2) (1.9) (1) = 5.016 Hit Points: 21
Damage Mod.: +2 Healing Rate: 2.0
Accuracy: +3 Power: 64
Carrying Capacity: 369 lbs. Basic HTH Damage: 1d6
Movement Rates: 53" ground
Det. Hidden: 8% Det. Danger: 12%
Inventing Points: 5.5 Inventing (33%):
Origin and Background: (American) You can click here to learn more about the Shocker.
Legal Status: Citizen of the United States with a criminal record.

Identity: Amora
Group Affiliation: Occasional ally of Loki, former partner
of the Executioner, former member of Baron Heinrich Zemo's
Masters of Evil, former ally of the Mandarin, Arkon, and Power
Man I
Base of Operations: Asgard
First Appearance: JOURNEY INTO ASGARD #103
Side: Evil
Sex: Female
Age: Several millennia old
Height: 6' 3"
Hair: Blond
Eyes: Green

Level: 12th

Experience: 77,000
Training: +1 Damage with Eldritch Bolts

1. Body Power (Asgardian Physique): All Asgardians share the common physical
traits of extreme long life, exceptional strength (Strength Bonus +40), immunity to all earthly
diseases, and resistance to conventional injury (Dense Flesh -- 10 points of Invulnerability).
2. Body Power (Enchanted Aura): Amora has used her magical powers to enhance her
natural beauty and allure so that men, mortal or otherwise, are overwhelmed with desire for her (+4
magical bonus on all Cha based skills). Treat as Emotion Control (Desire) with a 16" radius attack on
males only (females are unaffected), PR 2/attempt.
She has enchanted her lips so that a single kiss is sufficient to make virtually any man a slave to
her will, obedient to her every command, for about a week. After a successful HTH attack, the victim
must make a Saving Throw vs. Intelligence (on d100%) or fall under the mental dominance of the
Enchantress. The enchantment lasts for a week, after which the victim gets another saving throw vs.
Intelligence (+5% on each subsequent day after the 7th). It is possible for her to attempt to enthrall
someone indefinitely with additional kisses.
3. Heightened Charisma B +36 (Includes Training Bonuses)
4. Heightened Endurance B +26
5. Magical Spells: Her knowledge of Asgardian Arcane Lore enables her to cast a number of
magical spells. All spells beyond her first cost 1 Inventing Point each (this cost has already been
noted in her available Inventing Points).
a. Command Weather: [Weather Control] This mystical spell grants the caster the ability
to manipulate existing weather patterns. The following table shows the score which must be exceeded
on 1d20 to change the weather from one condition to another. The number given (or in brackets as
the case may be) is the PR cost of changing said weather.
CURRENT T-
Clear Cloudy Rain Tornado Hurricane Snow Blizzard
WEATHER: Storm
Clear -- 2 (1) 2 (1) 3 5 7 9 11
Cloudy 2 (1) -- 2 (1) 2 (1) 3 5 7 9
Rain 2 (1) 2 (1) -- 2 (1) 2 (1) 3 5 7
T-Storm 3 2 (1) 2 (1) -- 2 (1)2 2 (1) 3 5
Tornado 5 3 2 (1) 2 (1) -- 2 (1) 2 (1) 3
Hurricane 7 5 3 2 (1) 2 (1) -- 2 (1) 2 (1)
Snow 9 7 5 3 2 (1) 2 (1) -- 2 (1)
Blizzard 11 9 7 5 3 2 (1) 2 (1) --
Once the weather is changed, it remains for at least 12 turns. When any of the weather
conditions given on the table above are present, the caster may utilize it as a weapon or for other
purposes (each weather attack takes one action). Each casting of this spell will extend the weather's
total duration by 12 turns.
Weather Attacks Types Range Damage Other PR
Cloudy Darkness 54" as Darkness Obscures Vision 1
Rain Special 88" -- By Situation 1
T-Storm Lightning* 132" 2d8 By Situation 2
Tornado Vibratory 108" 3d6 High Winds 3
Hurricane Sonic Blast** 162" 2d12 High Winds, Rain 4
Snow Ice Powers 88" 1d10 Obscures Vision 4
Blizzard Ice Powers 162" 1d12 Snow, High Winds 5
* Lightning Attack may be used outside of its weather requirement, but at a cost of PR 4.
** Sonic Blast (Thunder Clap): Can make a special attack to deafen, no damage, ignores protection,
victim gets an Endurance save between-turns to recover.
b. Eldritch Bolts: [Disintegration] The Enchantress can cast bolts of crimson mystical
energy from her hands. Attacks as Disintegration, Range 88", +3 to Hit (includes Training Bonuses),
1d20+2 Damage (includes Training Bonuses), PR 2/bolt.
c. Eldritch Shield: [Force Field Powers] Amora can create a shield of crimson mystical
energy that forms a protective barrier between her and her opponents. Treat as Force Field (Screen):
Maximum Area 132", Maximum Range 88", PR 5 to activate, Spell's Power Potential 132 (minus 1/2
of number of points of damage repulsed).
d. Eyes of Heimdall: [Heightened Senses] PR 5 to cast, Range 88". Enchantress' senses
become sensitive to Magic, Psionics and she can see through illusions to reveal the real/true
appearance of someone.
e. Hel's Kiss: [Paralysis Ray] The Enchantress weaves this spell with her hands, and then she
blows it at her intended victim as if she was 'blowing a kiss'. PR 8 to cast, Range 88", attacks as
Paralysis Ray. The victim must then make an Endurance save (d00%) or otherwise fall unconscious.
Normal wake-up rules apply.
f. Mists of Alfheim: [Teleportion] Strange obsidian mists (5' x 5' "portal") bellow from the
ground and engulphs the target(s) and when the mist blows away, the target is gone. Maximum Range
1,320,000,000" (1,250,000 miles!), PR 8.
g. Thought-Casting: [Telepathy] With her fingertips resting against her temples, the
Enchantress can send her thoughts to others. Maximum Range 160" (radius), otherwise treat as the
Telepathy power.
h. Whispers of Frigga: [Mutant Power] For every point of power spent, this spell can
heal either, 2 HP or 4 Power. HP damage and Power loss must be paided for separately. i.e. A
character who lost 6 HPs and 16 Power would have to spend 7 PR (HPs 3 + Power 4) to heal back to
his full capacity.
i. Winds of Watoomb: [Dimensional Travel] This spell creates a strong, mystical wind
that allows the caster to travel to other dimensions. Treat as the Dimensional Travel Power with the
following conditions: Enchantress can travel from Asgard to Earth and vice-versa without error at the
cost of 4 PR (+1 PR for each additional person she brings with her). She can attempt to travel to other
dimensions, but then she has a chance of succeeding equalling her Intelligence score, plus 1% per
point of Power spent. If she has been at this other dimension before, then her base percentage chance
increases to Ix4%.

Weight: 450 lbs. Basic Hits: 9 Agility Mod: -2


Strength: 54 Endurance: 44
Agility: 18 Intelligence: 16
Charisma: 56 Reactions from: Good: -11 Evil: +11
Hit Mod. (4) (5.4) (1.9) (1.2) = 49.248 Hit Points: 444
Damage Mod.: +3 Healing Rate: 11.7
Accuracy: +3 Power: 132
Carrying Capacity: 36,420 lbs. Basic HTH Damage: 4d10
Movement Rates: 116" ground.
Det. Hidden: 12% Det. Danger: 16%
Inventing Points: 10.2 Inventing (48%): Various Spells (see above)
Knowledge Areas: Religion/Mysticism (Asgardian), Psychology (Male) & Scholar
(Asgardian)
Origin and Background: (Asgardian) See 'The Official Handbook of the Marvel
Universe #4' (Deluxe Edition).
Legal Status: Citizen of Asgard.
Training Bonuses:

2nd Level: +1 Charisma


3rd Level: +1 Charisma
4th Level: +1 Accuracy with Eldritch Bolts
5th Level: +1 Charisma
6th Level: +1 Damage with Eldritch Bolts
7th Level: +1 Charisma
8th Level: +1 Accuracy with Eldritch Bolts
9th Level: +1 Charisma
10th Level: +1 Damage with Eldritch Bolts
11th Level: +1 Charisma
12th Level: +1 Accuracy with Eldritch Bolts
HAMMERHEAD
Identity: Unrevealed; also known as Mister H
Group Affiliation: Leader of the Hammerhead 'Family' of the Maggia, formwer
ally of the Chameleon
Base of Operations: New York City and Matti Shore township, Long Island, New
York
First Appearance: AMAZING SPIDER-MAN #113 (Oct 1972)
Side: Evil
Sex: Male
Age: 40
Height: 5' 10"
Hair: Black
Eyes: Blue
Level: 9th
Experience: 44,000
Training: +1 Strength

POWERS:
1. Heightened Agility A +8
2. Heightened Endurance A +5
3. Invulnerability: Portions of Hammerhead's skull and skeleton have been
surgically replaced with a nearly unbreakable steel alloy, making him
extremely resistant to physical injury; in particular, his head is virtually
impervious to physical damage (16 Points of Invulnerability). He must make
an AGL check on d20 to activate his Invulnerability in time.
4. Natural Weaponry (Street Fighting): +5 to Hit (includes Training
Bonuses), +7 Damage (includes Training Bonuses) in unarmed combat.
5. Special Weapon (Tommy Guns): 1920s-style Thompson submachine
guns and utilizes other munitions of that era. Tommy Gun: +3 to hit, 2d10,
Automatic fire (+1 Accuracy & -1 Damage per extra bullet), 25 bullets per
drum per gun. When a lighter touch is needed, he uses special guns which
fire non-lethal stun pellets instead of bullets (same stats as above but
damage only goes to Power; No HP damage).

CHARACTER DATA:
Weight: 195 lbs. Basic Hits: 4 Agility Mod: --
Strength: 18 Endurance: 18
Agility: 18 Intelligence: 15
Charisma: 21 Reactions from: Good: -4 Evil: +4
Hit Mod. (1.6) (2.2) (1.9) (1.2) = 8.0256 Hit Points: 49
Damage Mod.: +3 Healing Rate: 3.0
Accuracy: +3 Power: 69
Carrying Capacity: 744 lbs. Basic HTH Damage: 1d8
Movement Rates: 54" ground.
Det. Hidden: 12% Det. Danger: 16%
Inventing Points: 13.5 Inventing (45%):
Areas of Interest: Cinema (1920's Gangster Films) & Crime (Maggia)
Origin and Background: (American) See 'The Official Handbook of the
Marvel Universe 89 Uodate #3' (Deluxe Edition).
Training Bonuses:
2nd Level: +1 Accuracy with Unarmed HTH Combat
3rd Level: +1 Damage with Unarmed HTH Combat
4th Level: +1 Strength
5th Level: +1 Accuracy with Unarmed HTH Combat
6th Level: +1 Damage with Unarmed HTH Combat
7th Level: +1 Strength
8th Level: +1 Accuracy with Unarmed HTH Combat
9th Level: +1 Damage with Unarmed HTH Combat
Legal Status: Citizen of the United States with a criminal record.

Identity: Mary Lanthier


Group Affiliation: None
Base of Operations: Mobile
Side: Evil
Sex: Female
Age: Unknown
Height: 5' 10"
Hair: Brown
Eyes: Hazel

Level: 6th

Experience: 20,000
Training: +1 Endurance

1. Heightened Expertise: +4 to Hit with her Enchanted Antlers.


2. Invisibility Magic/Psionic Item (Enchanted Bone Necklace): PR 1/hour.
3. Natural Weaponry Magic/Psionic Item (Enchanted Antlers): +3 to hit, +6
damage. Antler Rend Attack: If Savage can make a successful special attack, she has hit with both
antlers doing an extra 2d12 damage (plus damage modifiers including the +6 from Natural
Weaponry).
4. Paralysis Ray (Spirit Casting): Savage can call upon the spirits of the wild and cast
them at her target. Should these spirits pass through someone (i.e. a successful hit), they cause
unconsciousness. Range 34", PR 7/shot.
5. Willpower (Spirit Channeling): Type B - Savage can channel the spirits of wild beasts
through her body which pushes her strength past her normal limits. For every 2 PR spent, she can lift
an extra 50 lbs. This is added directly to Carrying Capacity (the Strength Attribute doesn't actually
change) which in turn increases her HTH damage (note: 4 PR = 1d8; 13 PR = 1d10; 33 PR = 1d12
damage, etc.). She must pay the PR cost per phase of use.
6. Weakness (Special Requirement): Savage must perform a blood sacrifice ritual on
every Solstice and Equinox. On nights with a new moon, she must fast and meditate to cleanse her
spirit and body. On nights of a full moon, she must drink the blood of freshly killed prey. Should she
miss any of these rituals, she loses all powers until she can perform a successful ritual at the next
scheduled time.

Weight: 142 lbs. Basic Hits: 3 Agility Mod: Nil


Strength: 14 Endurance: 17 (includes training bonuses)
Agility: 16 Intelligence: 12
Charisma: 15 Reactions from: Good: -2 Evil: +2
Hit Mod. (1.2) (1.8) (1.6) (1.1) = 3.8016 Hit Points: 12
Damage Mod.: +1 Healing Rate: 1.2
Accuracy: +2 Power: 59
Carrying Capacity: 316 lbs. Basic HTH Damage: 1d6
Movement Rates: 47" ground.
Det. Hidden: 10% Det. Danger: 14%
Inventing Points: 6.6 Inventing (36%):
Knowledge Areas: Hunting & Religion/Mysticism (Shamanism)
Origin and Background: (American) Mary Lanthier was a big game hunter of some
repute until her accident. While on safari, she shot and killed a tourist. She was drunk at the time of
the shooting "accident" and tried to save the tourist from an attacking leopard but shot him dead
instead. When news of this got out - her career as a big game hunter was over.
Several countries tried to bring criminal charges against Mary Lanthier but she had went into
hiding. She stayed at a remote African village located near Mount Kilimanjaro. It was from the
village elders where she learnt to purge her body and refresh the spirit. She gained enlightenment and
peace as she tapped into her inner strength.
It was during a meditation session during a full moon, where she first manisfested the Spirits of
the Wild. They howled and screamed around her as they twirled in a mystical whirlwind. Mary
reached out to touch them and one bit her in the arm. Mary howled in pain as she clutched her
bleeding arm, then something overcame her. She went out into the night and hunted and killed one of
the local villagers. She drank his blood as she bayed at the full moon.
The village elders tried to rescue her soul from the sinister spirit that has captured it, but she
wouldn't have anything to do with it. She enjoyed the power that her "gift" (i.e. the bite) has brought
her. Savage revels in her animalistic nature - she now lives only for the hunt.
Legal Status: Citizen of the United States with criminal charges pending (currently wanted on
multiple charges of manslaughter and murder but hasn't been convicted yet).
Training Bonuses:
2nd Level: +1 HTH Accuracy
3rd Level: +1 HTH Damage
4th Level: +1 Endurance
5th Level: +1 HTH Accuracy
6th Level: +1 HTH Damage
Notes: Click on the image of Savage to see a larger version.
AMA-NO-JAKU
("WICKED DEMON OF HEAVEN")
Identity: Yamaguchi Mamiko (note: family name first)
Group Affiliation: None
Base of Operations: Japan
Side: Evil
Sex: Female
Age: 28
Height: 5' 4"
Hair: Black
Eyes: Dark Brown
Level: 5th
Experience: 16,555
Training: +1 Flame Powers Accuracy

POWERS:
1. Flame Powers: Entire body can burst into flames (automatic flame
defense). Flight 35 mph (154"). Flame attack: range 27", +1 to Hit (includes
Training Bonus), 1d12+1 damage (includes Training Bonus). PR 3 to
activate, 3 to attack, 1/hour of flight.
2. Heightened Charisma B +22
3. Heightened Senses (Yokai* Awareness): Mamiko's otherworldly
abilities allows her to see in the dark as if it was daylight, she can also see
the invisible, and her Detect Hidden and Danger rolls are doubled.
* The Yokai are a bunch of Japanese spirits/goblins. See the Obakemono
Project to learn more.
4. Natural Weaponry (Horns): +2 to Hit, +4 Damage.
5. Telepathy: 120" max radius range. PR 1 per thought scan. Mental
communication takes an action to activate and 1 PR (spent between turns)
to maintain. PR5 per Mind probe (range touch).
6. Weakness (Vulernability): Mamiko takes double damage from any
silver based weapon. Just touching silver will do 1d4 Hit Point damage per
Turn (cannot roll with the damage).

CHARACTER DATA:
Weight: 112 lbs. Basic Hits: 3 Agility Mod: +2
Strength: 10 Endurance: 17
Agility: 18 Intelligence: 12
Charisma: 36 Reactions from: Good: -7 Evil: +7
Hit Mod. (1) (1.8) (1.9) (1.1) = 3.762 Hit Points: 12
Damage Mod.: +2 Healing Rate: 1.2
Accuracy: +3 Power: 47
Carrying Capacity: 140 lbs. Basic HTH Damage: 1d4
Movement Rates: 35" ground, 154" air (when on fire).
Det. Hidden: 20% Det. Danger: 28%
Inventing Points: 6.0 Inventing (36%):
Knowledge Areas: Crime, Scholar (Japanese Folklore) & Scholar
(Japanese History)
Origin and Background: (Japanese) Yamaguchi Mamiko was a below
average graduate student studying at Kyoto University. Her days were spent
in libraries and archives researching the many cultural artifacts for her
thesis. She wanted to impress Professor Maeda with her work but she had
strong competition from her fellow graduate students so Mamiko did what
she always did she used her good looks and charm to seduce her fellow
peers to get their help on her own work. She was not above using any
method to further her own ambition.
One day while she was reading an ancient scroll about the Ama-no-
jaku**, to her astonishment it began to glow with an eerie green light. With
a bright flash and a small cloud of dark smoke, the scroll burst into flames
while it was still in her hands. Coughing from the noxious fumes, Mamiko
inhaled the strange cloud and became dizzy and passed out.
When she woke up, she felt very strange. She could suddenly sense
the thoughts of those around her. She quickly used that ability to gain
advantages against her academic colleagues. While Mamiko quickly
advanced within the academic environments of Kyoto University, she wanted
more. When she discovered her other otherworldly powers, she decided to
leave her career as a researcher behind and pursued a career as a "super-
villain" instead. She was capable of stealing more money than she could
ever earn legitimately. Now she could have whatever she wanted by taking
it.
** The Ama-no-jaku is known as a Japanese demon of ancient origin. It is
the very spirit of contrariness and perversity. It is an invariably wicked being
which lives to torment and frustrate people. Sometimes it is said to be able
to read human thought, and instigate human desire, all the better to make
sure people get exactly the opposite of what they want.
Training Bonuses:
2nd Level: +1 Endurance
3rd Level: +1 Flame Powers Damage
4th Level: +1 Flame Powers Accuracy
5th Level: +1 Enduance
Legal Status: Japanese citizen with a criminal record.

MAFUYU ("Dead of Winter")


Identity: Tokusuke (pronounced Tok'skey) Manabe
(Japanese tradition of last name first)
Group Affiliation: Member of the Yamaguchi-gumi Yakuza (Kimuro Family)
Base of Operations: Mobile (Mostly in Japan)
Side: Evil
Sex: Male
Age: 25
Height: 5' 10"
Hair: Aquamarine
Eyes: Dark Blue
Level: 9th
Experience: 46,000
Training: +1 Accuracy with Unarmed HTH Combat

POWERS:
1. Body Power (Body of Ice/Ice Powers): Tokusuke's body has been
permanently changed into ice (natural ice armour with an ADR of 90). He
naturally regenerates 2 ADR at the beginning of each new turn (to the
maximum of 90 ADR). He has razor sharp ice spurs growing from his
forearms. When used in unarmed combat these ice spurs add +2 to hit and
+4 damage (they may be used in combination of his Karate/Street Fighting
skills). He automatically gains Ice Powers(x2): Range 12", 2d12 Damage, PR
4/ice blast.
2. Heightened Expertise (Karate/Street Fighting): +4 to hit in
unarmed combat.
3. Natural Weaponry (Karate/Street Fighting): +2 to Hit, +4 Damage.
4. Weakness (Vulnerability): Tokusuke takes double from fire/heat based
attacks. In temperatures greater than 77F (25C), he receives a -4 penalty
on all die rolls (to hit, damage, detect hidden, detect danger, etc.).

CHARACTER DATA:
Weight: 166 lbs. Basic Hits: 4 Agility Mod: -
Strength: 15 Endurance: 16
Agility: 17 Intelligence: 12
Charisma: 19 Reactions from: Good: -3 Evil: +3
Hit Mod. (1.4) (1.8) (1.6) (1.1) = 4.4352 Hit Points: 18
Damage Mod.: +4 Healing Rate: 1.6
Accuracy: +1 Power: 59
Carrying Capacity: 361 lbs. Basic HTH Damage: 1d6
Movement Rates: 43" ground.
Det. Hidden: 10% Det. Danger: 14%
Inventing Points: 9.6 Inventing (36%):
Knowledge Areas: Crime, Gambling & Firearms
Origin and Background: (Japanese) Tokusuke Manabe was a low level
member of the Kimuro clan of the Yamaguchi-gumi Yakuza. He nospent
most of his time either acting as muscle in one of the Yamaguchi-gumi
controlled gambling establishments or as an enforcer collecting the "shinogi"
(protection money) that the local businesses paid for protection and
security.
He was a lowly cog in the machine (of the Yamaguchi-gumi Yakuza)
running non-essential jobs for his Kyodai ("Big Brother"). Then one day he
was assigned to pick up a rare and ancient document, known as the
Okakami Scroll, for his Kyodai. He drove to the right location just out side of
Tokyo and he found an old man who carried a black case. Tokusuke took
possession of the case and started to head back to Tokyo.
On the way back, he was ambushed by a rival Yakuza family. Bullets
riddled his car and it took all his strength to keep from crashing. He grabbed
the case and jumped from theshattered frame of the car. He grunted as he
hit the ground and he lost his grip on the suitcase. To his horror the case
had opened and the scroll had tumbled out. He swore and then very gently
lifted the scroll back to its resting place and then closed the case and locked
it tight. He then darted for the nearby buildings and lost his attackers.
Some hours later, Kyodai had made it back to his apartment. He was
exhausted and his hand, the one that touched the scroll, was so cold and he
had lost all feeling in it. He dialed his Kyodai on his mobile phone. There was
no answer. It would ring on and on. By that point the icy cold numbness had
gone all the way past his right elbow. He tried to wrap towels around his
arm to keep it warm but the coldness was spreading too fast.
Suddenly he dropped to his knees and clasped at his chest. Grasping
for air, he fell to the floor unconscious. A few minutes later the door
suddenly bursts open as a bunch of dark suited goons barge into the
apartment. One of the rival Yakuza mooks saw the briefcase and quickly
grabbed it. Another pointed at the ice encased Kyodai. They left him dead
lying on the floor.
Several hours would pass when Tokusuke would suddenly move and
groan. He had been changed by the curse of the Okakami Scroll. His body of
flesh and blood has been replaced with a body of solidified ice. His mind
didn't dwell on his new physical condition. Instead he was only thinking of
recovering the Okakami Scroll. He was honour bound to return the scroll to
his Kyodai.
He was able to track the goons back to their headqurters in Northern
Tokyo. He did a front-on assault on their building and froze or simply killed
all he encountered. He killed the enemy Kyodai by thrusting his sharp ice
spurs into his neck. He seized the Okakami case and left the building.
He made his way to his Kyodai's place only to find out that he had
been killed along with his shatei (little brothers). Senzawa Taro, the Kimuro
Wakagashira (first lieutenant), was there and he recived the Okakami Scroll
from the now transformed Tokusuke. Senzawa knew he had something
special in Tokusuke. He would train Tokusuke to be a hitman/assassin for the
Yamaguchi-gumi Yakuza.
Training Bonuses:
2nd Level: +1 Agility
3rd Level: +1 Accuracy with Ice Powers
4th Level: +1 Damage with Ice Powers
5th Level: +1 Endurance
6th Level: +1 Accuracy with Ice Powers
7th Level: +1 Damage with Ice Powers
8th Level: -1 PR with Ice Powers attack
9th Level: +1 Strength
Legal Status: Japanese citizen with a criminal record (within Japan).

TO-HIT w/ DAMAGE w/ TO-HIT w/ DAMAGE w/


HTH Unarmed HTH Unarmed Ice Powers Ice Powers
Combat Combat

+8 1d6 + 8 +2 2d12 + 2

Оценить