TEXT: Advanced Game Official Accessory
  The FANTASTIC FOUR™ Compendium
  by David E. Martin
  All Marvel characters and the distinctive likenesses thereof
  are trademarks of the Marvel Entertainment Group, Inc.
  MARVEL SUPER HEROES and MARVEL SUPER VILLAINS
  are trademarks of the Marvel Entertainment Group, Inc.
  ©Copyright 1987 Marvel Entertainment Group, Inc. All
  Rights Reserved. Printed in USA. PDF version 1.0, 2000.
  The names of characters used herein are fictitious and do
  not refer to any person living or dead. Any descriptions
  including similarities to persons living or dead are merely co-
  incidental. PRODUCTS OF YOUR IMAGINATION and the 
  TSR logo are trademarks owned by TSR, Inc. Game Design
  ©1987 TSR, Inc. All Rights Reserved.
  MA4
  6889
  
  b
  
  Table of Contents
  Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
  A Brief History of the FANTASTIC FOUR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
  The Fantastic Four . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  Friends of the FF. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Races and Organizations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  Fiends and Foes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Travel Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
  Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
  “From The Beginning Comes the End!” — A Fantastic Four Adventure . . . . . . . . . . . . . . . . 96
  Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
  This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the
  express written consent of TSR, Inc., and Marvel Entertainment Group, Inc. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd.
  Distributed to the toy and hobby trade by regional distributors.
  All characters appearing in this gamebook and the distinctive likenesses thereof are trademarks of the Marvel Entertainment Group, Inc. MARVEL SUPER HEROES and MARVEL SUPER VILLAINS
  are trademarks of the Marvel Entertainment Group, Inc. © Copyright 1987 Marvel Entertainment Group, Inc. Game Design © 1987 TSR, Inc. All Rights Reserved. Printed in the U.S.A.
  Credits:
  Author: David E. Martin
  Editor: Christopher Mortika, Scott Haring
  Cover Artist: Butler and Machlan
  Typographer: Marilyn Favaro, Kim N. Lindau
  Keyliner: Stephanie Tabat
  Interior Artists: The Marvel Bullpen
  
  This book is dedicated to Jack Kirby in
  appreciation of his unique contribution to
  the field of comic books.
  INTRODUCTION
  Welcome to the world of the Fantastic
  Four. The FF are a unique group unlike
  any other in the modern Marvel Uni-
  verse. They were the first members of
  the class of modern superhumans. They
  were the first superheroic team to form
  since the disappearance of such groups
  in the early 1950s. The FF were the first
  superheroic team to be financially self-
  supporting. Most importantly, two and a
  half decades of printed adventures make
  the FF the stablest team in the history of
  the Marvel Universe.
  The FF represent a curious blend of
  traditional superheroes and scientific
  adventurers. The FF have never been
  primarily a crime-fighting organization.
  Their primary efforts have instead in-
  volved discovery, investigation, and ex-
  ploration of unknown or abnormal
  scientific phenomena. Through Reed
  Richards’ leadership, the FF have intro-
  duced such things as Earth’s first star-
  ship, the Negative Zone, the Microverse,
  alien races, new worlds, and a nearly
  infinite array of inventions including the
  superheroes’ tailor’s friend, Unstable
  Molecules.
  Like any benevolent superheroic team,
  the FF possess a Rogues’ Gallery of
  adversaries. The FF’s annals have
  brought us such memorable villains as
  Dr. Doom, Galactus, the Skrulls, and the
  ne’er-do-wells of the Frightful Four.
  This book is designed to serve as a
  guide to the world of the FF. It may be
  read as a comics reference book or as a
  sourcebook for gamers seeking to play
  out the FF’s history. The first chapter
  covers the team itself in all its various
  incarnations. The second chapter deals
  with family and friends of the FF. The
  third section is an overview of various
  races and organizations closely tied to
  the FF, whether as allies or adversaries.
  Important individuals in each group are
  detailed as well their homelands and
  equipment. Fourth comes the Fiends and
  Foes, the listing of various of the FF’s
  adversaries. In fifth place is the Travel
  Guide, a guide to places and buildings
  featured in the FF’s history, including the
  Baxter Building and Four Freedoms
  Plaza. The book concludes with a sec-
  tion detailing the vehicles that have
  served the FF through its long history.
  A BRIEF HISTORY OF THE
  FANTASTIC FOUR
  The Fantastic Four has its origins at
  Empire State University in New York
  state. There, two young geniuses and a
  rough-hewn athlete came together. Reed
  Richards, son of the billionaire inventor
  Nathaniel Richards, was roommates with
  football player Ben Grimm. Although they
  came from opposite backgrounds, Reed
  and Ben became close friends. They
  confessed their dreams to each other.
  Reed wanted to build a starship. Jok-
  ingly, Ben agreed to pilot the ship when
  it was built.
  Reed also met the strange genius,
  Victor von Doom, from the eastern Euro-
  pean country of Latveria. Reed recog-
  nized a genius equal to his own. He did
  not realize that Von Doom’s ego far sur-
  passed his intellect. Reed discovered
  von Doom was carrying on dangerous
  experiments and using flawed calcula-
  tions to guide his efforts. When Reed
  attempted to correct von Doom’s calcula-
  tions, the latter saw it as interference and
  sabotage. Von Doom’s experiments liter-
  ally blew up in his face. He left the U.S.
  to pursue other studies that would even-
  tually transform him into the dreaded Dr.
  Doom.
  As Reed progressed in college, he met
  a young girt, Sue Storm, who would
  someday become his wife, and her pre-
  cocious brother, Johnny.
  Eventually Reed began to apply his
  skills to increase mankind’s knowledge.
  His father had disappeared and left him
  two billion dollars. Reed decided to use
  the money to build his starship. He gath-
  ered additional funding from the U.S.
  government, which supplied him with a
  base of operations near Central City,
  California. Sue joined Reed there. While
  Reed’s ship was still in the planning
  stage, the four met and defeated their
  first alien invader, Gormuu. This spurred
  Reed to double his efforts because he
  saw his inventions as a way of defending
  humanity from alien threats. Reed was
  soon to know how correct he was.
  The government began to have sec-
  ond thoughts about their financial role in
  Reed’s project. Reed feared they would
  soon withdraw their support. Since Reed
  had exhausted much of his own fortune,
  the project would come to a halt unless
  he took a drastic step. He reminded his
  old friend Ben, now an Air Force test
  pilot, of an old promise. Ben was to fly
  the starship on a secret, unauthorized
  test flight. Reed would ride as co-pilot.
  Sue and Johnny Storm forced Reed to
  let them come along as observers.
  The flight began smoothly; the four
  snuck into the launch site and blasted off
  before anyone noticed. The trouble came
  when the ship was in orbit. Reed had
  been forced to cut back on the radiation
  shielding of his prototype. It was safe
  enough for the normal hazards of space,
  but it was unprepared for the freak com-
  bination of sunspot activity and cosmic
  radiation that affected the ship and the
  foursome. The ship dove back to Earth.
  The ship crashed near Ithaca, New
  York. Miraculously, the four had survived,
  but they had been changed. The weird
  energy had mutated their genes and
  given them super powers. In the middle
  of the crash site, they realized they now
  had a responsibility to use their powers
  to help humanity. Henceforth they would
  be known as the Fantastic Four.
  Fortunately, Reed still had enough of
  his fortune left to bankroll what was to be
  the first new super-hero team since
  World War II. They left California to set
  up operations in New York City. In the
  years that followed, the Fantastic Four
  fulfilled Reed’s dream of benefitting and
  protecting humanity. Reed’s inventions
  made giant strides in technology. More
  importantly, the group fought the emerg-
  ing string of self-proclaimed super-
  villains and the early wave of alien
  invasions. The FFs greatest feat was
  defending the Earth against Galactus,
  Devourer of Worlds, not once but three
  times.
  Time changed the team. Reed and
  Sue married and had a son. Ben fell in
  love with with Alicia Masters, a famous
  sculptor, then lost her to Johnny. Reed
  and Sue separated over Reed’s drastic
  method of dampening their son’s powers.
  Other members came and went. Their
  headquarters, the Baxter Building, was
  wrecked several times, then sliced from
  its foundation, and finally destroyed. Now
  they have a new headquarters and a new
  team roster. Reed, Sue, and Franklin
  have left the team for a life in the sub-
  urbs. Ben now leads the team. Life goes
  on, things change, and so it goes with
  the Fantastic Four.
  2
  
  The Fantastic Four Inc. is one of the best
  known super-heroic organizations in the
  world. It makes its services available
  without charge anyplace in the world
  there is a threat beyond the capabilities
  of conventional forces. The group also
  does applied scientific research; rev-
  enues from patent leases makes the FF
  one of the most profitable groups
  around. Like most superheroic teams,
  the FF remain an independent organiza-
  tion free of government control.
  However, the FF do have a close working
  relationship with many national govern-
  ments and organizations.
  TEAM ROSTERS
  The term “Fantastic Four” has been used
  to refer to a variety of teams operating
  under the aegis of Fantastic Four, Inc.
  While the public perception of the team
  is of its founding members, the active
  membership has varied through the
  years, as new members are brought in to
  temporarily replace founding members.
  Unlike such teams as the Avengers and
  the X-Men, however, at least two of the
  founders have been members in each
  team calling itself the Fantastic Four. In
  order, the past teams rosters have been:
  1. Mr. Fantastic, Thing, Human Torch,
  Invisible Girl (founders)
  2. Mr. Fantastic, Thing, Human Torch,
  Crystal
  3. Founders
  4. Mr. Fantastic, Thing, Human Torch,
  Medusa
  5. Founders
  6. Mr. Fantastic, Human Torch, Invisible
  Girl, Power Man
  7. Founders
  8. Thing, Human Torch, Invisible Girl,
  Reed Richards of Earth-A (in dis-
  guise)
  9. Founders
  10. Founders and Frankie Raye
  11. Founders
  12. Mr. Fantastic, Human Torch, Invisible
  Woman, She-Hulk
  13. Founders
  14. Thing, Human Torch, Crystal, Ms.
  Marvel II
  MISTER FANTASTIC
  Reed Richards
  F
  GD
  (10)
  Health: 42
  A
  TY
  (6)
  S
  TY
  (6)
  Karma: 100
  E
  EX
  (20)
  R
  AM
  (50)
  Resources: RM(30)
  1
  EX
  (20)
  P
  RM
  (30)
  Popularity: 50
  KNOWN POWERS:
  Elongation: Reed can stretch or deform
  any part of his body with Monstrous
  rank. This enables him to elongate any
  part of his body any distance up to 1500
  feet. He most often uses this to increase
  his reach and travel speed.
  Plasticity: Reed can consciously distort
  any part of his body with Amazing rank.
  This enables him to perform a variety of
  Stunts that simulate other powers.
  • Bouncing Ball—Reed can travel at
  Amazing speed by transforming him-
  self into any of a number of resilient
  shapes, such as balls or springs.
  • Gliding—Reed can transform himself
  into aerodynamic shapes such as
  parachutes or hang-gliders. In normal
  air, he only drops 15 ft for each turn he
  stays aloft. In this form he can support
  an additional 1000 pounds (enough to
  hold the rest of Fantastic Four).
  • Imitation—Reed can alter his basic
  features to resemble any other man
  with his hair and skin tone.
  • Phasing—Reed can lower his body’s
  cohesion to such an extend he can
  actually flow through minute openings.
  • Shapeshifting—Reed can transform
  himself into any solid mass he can
  imagine. Normally he takes such forms
  as spheres, rectangular solids, pyra-
  mids, and so on, rather than complex
  shapes such as those of other life-
  forms.
  • Two-Dimensionality—Reed can flatten
  himself to the thickness of a sheet of
  paper or narrow his body’s width to
  pass through the eye of a needle.
  Body Armor: Reed’s malleable form
  gives him Remarkable protection against
  physical attacks and Good protection
  against energy attacks. By enveloping a
  bomb and then expanding along with the
  explosion, Reed can reduce the force of
  the blast by his Power rank number.
  Feats such as this physically exhaust
  Reed, though. He cannot do it often. In
  game terms, Reed must make a FEAT
  roll at his Power rank against the intensi-
  ty of the explosion every time he tries to
  envelop explosions once he has
  absorbed 20 points of damage.
  Hyper-Intelligence: Reed’s Amazing Rea-
  son is one of the highest in the galaxy,
  insofar as engineering and laboratory
  work are concerned.
  Hyper-Invention: Reed’s Amazing rank
  makes him one of the leading inventors
  in the world today. He is not only able to
  formulate his theories but actually create
  practical devices utilizing them, often
  while the rest of the Fantastic Four stand
  around watching. He can operate or alter
  previously unknown alien devices within
  minutes of first encountering them.
  TALENTS: Reed is one of the world’s
  leading experts in Electronics, Physics,
  and Engineering. He is also one of the
  few people on Earth to be expert on
  other dimensions and the ways to travel
  to and through them. Reed’s patents are
  so valuable that he is able to bankroll the
  Fantastic Four, Inc., without any undue
  financial stress.
  CONTACTS: Reed is a founding member
  of the Fantastic Four and has all the
  group’s affiliations. Due to his reputation
  and accomplishments in the scientific
  field, he can call upon the Physics or
  3
  THE FANTASTIC FOUR
  
  Engineering departments of any univer-
  sity in the country.
  BACKGROUND: Reed was born to Na-
  thaniel and Evelyn Richards. His mother
  died when he was 7. Nathaniel was a
  brilliant scientist who fueled the young
  Reed’s interest to uncover new knowl-
  edge. The two men’s drives took them in
  different directions and Reed rarely saw
  his father in the decade before Nathaniel
  left Earth for a new dimension.
  Reed was a brilliant scholar who at-
  tended several universities. While at
  Empire State University he met many of
  the people who would later affect his
  life— especially Ben Grimm and Victor
  von Doom. Later he attended The Cali-
  fornia Institute of Technology, Harvard,
  and Columbia University. While at Co-
  lumbia he became friends with his land-
  lady’s niece, the 12-year-old Sue Storm.
  After graduation, Reed came into a two
  billion dollar inheritance from his now
  vanished father. He invested most of the
  money in the building of the ship that led
  to the creation of the Fantastic Four.
  Although his decision has frequently
  brought Reed near bankruptcy, he is the
  holder of so many profitable patents that
  he has always been able to regain his
  fortune. His financial wealth is so great
  that he was able to buy the Baxter Build-
  ing outright, cover the losses of its ten-
  ants when, the building was later
  destroyed, and build the new Four Free-
  doms Plaza, the team’s new headquar-
  ters.
  Reed and Sue were married a few
  years after the FF’s formation. The mar-
  riage has its rocky spots-Sue even left
  him Once-but is now stable. They have
  one child, Franklin; a second child was
  stillborn. Although Reed is a devoted
  father, he occasionally lapses into nearly
  neglecting Sue and Franklin’s existence.
  The almost perpetual crises that involve
  the FF have had a detrimental effect on
  the Richards family. To counter this,
  Reed and Sue have moved away from
  the FF to gain a semblance of normalcy.
  At this time, they are retired and are
  concentrating on rearing Franklin.
  The cosmic radiation increased Reed’s
  already formidable intellect. This has
  enabled Reed to create leading edge
  developments that surpass Most terres-
  trial and some alien technologies. The
  fruits of Reed’s unceasing genius perme-
  ate Earth’s culture: the results vary from
  pure theory to the most basic superhero
  accessory, the unstable molecules. Only
  Tony Stark and Forge have had an equal
  impact on society in this regard. With a
  successful Reason FEAT, Reed is able to
  use any alien technology he encounters,
  often incorporating the new discoveries
  into his own work.
  RUNNING MR. FANTASTIC:
  Reed is an intellectual who prefers to
  examine foes and if possible negotiate
  with them before actually fighting them.
  He is often intrigued by the scientific
  implications of a problem, so much so
  that he almost forgets there is a problem
  in the first place. As Ben once put it, if an
  alien stubbed his toe, Reed would want
  to spend ten years studying it. Reed is
  an extremely likeable fellow who keeps a
  pleasant smile on his face. However, he
  does occasionally lapse into depression
  over long-standing unsolved problems,
  most notably Ben’s inability to return to
  human form and Franklin’s mysterious
  potential. Reed is a humanitarian who
  will try to prevent any intelligent being
  from suffering. This can lead him to do
  controversial things that fly in the face of
  all apparent logic, such as when he once
  revived Galactus.
  INVISIBLE WOMAN
  Susan Storm Richards a.k.a.
  “Invisible Girl”
  F
  GD
  (10)
  Health: 46
  A
  GD
  (10)
  S
  TY
  (6)
  Karma: 40
  E
  EX
  (20)
  R
  GD
  (10)
  Resources: RM(30)
  I
  EX
  (20)
  P
  GD 
  (10)
  Popularity: 50
  KNOWN POWERS:
  Invisibility (Physics type): Sue possesses
  Excellent rank Invisibility. She can make
  herself transparent to visible light, but not
  infrared, ultra-violet, radiowaves, nor hard
  radiation. She can be harmed by attacks
  and detected by senses that use these
  forms of energy. She can project this
  power into an invisibility field that covers a
  single target site of up to 40,000 cubic feet
  in volume at a maximum range of six ar-
  eas. She can use her power to make a
  target invisible while remaining visible
  herself. She has perfected this Stunt in
  ways such as “peeling away” visual barri-
  ers to reveal their hidden contents or the
  everyday act of wearing her invisible cos-
  tume under her street clothes. Sue has
  also developed the ability to use her power
  to negate another’s use of physics-type
  Invisibility; this interference renders the
  target visible.
  Force Field: Sue can generate a psionic
  energy field of Monstrous rank. This
  gives her rank protection against physi-
  cal and energy attacks and extremes in
  her environment. The Force Field can be
  modified instantaneously to allow or
  block the passage of air. The Force Field
  can protect a single area at full strength.
  For each doubling of the area Sue pro-
  tects with her field, the rank drops by
  -1CS. Thus Sue can cover up to 256
  areas with only Feeble protection. The
  power is a function of Sue’s conscious
  mind; as such, it cannot function if Sue
  is unconscious or if her higher reasoning
  is somehow controlled by another.
  Sue has developed her power into a
  variety of stunts, any of which can be
  used without cost.
  • Kinetic Bolt—Sue can channel her
  power into a surge that does Power
  rank damage. She can alter the
  k-bolt’s shape at will to create wide,
  blunt cylinders, sharp needles, or a
  flurry of invisible spheres.
  • Landing cushion—Sue can project her
  power to form a cushion that can
  absorb the inertia of falling targets and
  absorb up to Monstrous damage.
  • Flight—Sue can lift herself up six sto-
  ries onto her force field, then rapidly
  change its shape to carry her swiftly
  through the air. She can travel at 2
  areas per round for a maximum of four
  hours before she needs rest. (To an
  onlooker, it appears that Sue has a low
  altitude form of True Flight.)
  • Power Negation—By forming her field
  around a super-powered target, Sue
  can block the release of that target’s
  powers. This in turn frees her victim’s
  own targets from any continuing
  attacks they were suffering. This Stunt
  only works against physical, or energy
  powers whose ranks are less than
  Sue’s Monstrous rank.
  • Suffocation—The Invisible Woman can
  attempt an Amazing rank FEAT roll
  against a target’s Agility to project her
  force field around his head (or whatev-
  er bodily part an alien might use to
  breathe), isolating the target from
  breathable air. Treat such victims as
  suffering the effects of suffocation.
  4
  
  TALENTS: Sue has Performer abilities, a
  reflection of her early career choice to be
  an actress. Although her fledgling acting
  career was derailed by her transforma-
  tion into the Invisible Girl, Sue retains her
  thespian skills. She mostly uses them in
  the adoption of secret identities or When
  doing public relations work for the
  Fantastic Four. Sue also possesses
  Martial Arts E when using her powers.
  CONTACTS: Sue is a founding member
  of the Fantastic Four and has all the
  group’s contacts, such as the Avengers,
  the Inhumans, and the various mutant
  teams under Professor Xavier’s guid-
  ance. In addition, she has much closer
  ties to Namor than any of the rest of the
  group.
  BACKGROUND: Sue Storm was born in
  Glenville, New York to Dr. Franklin and
  mary storm where she lived a normal
  suburban childhood. The only dark spot
  was when her father was imprisoned for
  performing undisclosed, illegal medical
  procedures. At age 12 she met and
  befriended the 23-year-old Reed
  Richards when he lived in her aunt’s
  NYC boarding house. As an adult, she
  became an actress and had a few small
  parts on television. Upon learning that
  Reed had moved to California, Sue fol-
  lowed, perhaps with the idea of conquer-
  ing Holly, wood. Instead she conquered
  Reed’s heart. The two quickly became
  engaged. Sue was so devoted to Reed
  that when she learned of his and Ben’s
  plan to take off in a prototype starship
  Reed had built, Sue offered herself and
  her brother as passengers to show her
  faith in his plans.
  As both a striking woman and the first
  heroine in decades, Sue received a great
  deal of attention from would-be suitors.
  The most notable was the Sub-mariner,
  Namor of Atlantis, who saw Sue as his
  ideal mate until persuaded otherwise.
  Sue and Namor later became steadfast
  friends, so much so that Namor was
  behind the plot to re-unite the separated
  Sue and Reed.
  When Sue was transformed into the
  Invisible Girl, her reproductive system
  was altered as well. Her first child,
  Franklin, was born possessing as-yet-
  undefined powers of great strength. Her
  second child was stillborn. It is unknown
  whether Sue can bear other children,
  although her doctor has recommended
  against it. Sue wants Franklin to experi-
  ence the same normal childhood she
  had. She has twice tried to create a sub-
  urban existence for her family, complete
  with secret identities. Unfortunately nei-
  ther attempt was successful. Stilt game
  to try, Sue has once more set about to
  raise Franklin like a normal child.
  RUNNING THE INVISIBLE WOMAN: In
  her early adventures, Sue was in love
  with Reed but could be confused by
  attractions to other powerful men such
  as Namor. Now she is a devoted wife
  and mother who can switch from being a
  kind, compassionate woman to a she-
  tiger if her husband, son, or extended
  family are threatened. However, as a
  mother, she can also identify similar
  behavior in others; she has stopped
  fights when she realized the FF’s oppo-
  nents were in fact driven by the same
  familial drives as she was. She is the
  soul of the Fantastic Four and its extend-
  ed family. As such, if something were to
  separate her from the team for an
  extended time, the FF would lose its
  drive and stability.
  A NOTE ON THE SECOND CHILD:
  Because Sue’s second child didn’t sur-
  vive birth, there is little known about it.
  Some things can be surmised by Judges
  wanting to explore a parallel-Earth where
  the child survived. The child was exhibit-
  ing powers even while it was still in the
  womb (these uncontrolled experiments
  led to its death). Among the powers it
  exhibited were Radiation Emission and
  or Plasma Generation (with Radiation as
  a side effect). By using Franklin as an
  example, it can be extrapolated that this
  child might have possessed even greater
  powers and achieved them almost imme-
  diately upon birth. If the unborn Richards
  child possessed certain powers such as
  Free Spirit or Serial Immortality, it may
  even still be somewhere on Earth-Marvel.
  THE THING
  Benjamin Jacob Grimm
  F
  IN
  (40)
  Health: 200
  A
  GD
  (10)
  S
  MN
  (75)
  Karma: 50
  E
  MN
  (75)
  R
  GD
  (10)
  Resources: RM
  I
  GD
  (10)
  P
  RM
  (30) 
  Popularity: 80
  Ben (human form)
  F
  EX
  (20)
  Health: 50
  A
  GD
  (10)
  S
  GD
  (10)
  Karma: 50
  E
  GD
  (10)
  R
  GD
  (10)
  Resources: RM
  I
  GD
  (10)
  P
  RM
  (30)
  Popularity: 10
  KNOWN POWERS:
  Body Armor: The Thing’s epidermis mu-
  tated into an organic, rock-like material
  that gives him Incredible protection
  against physical and fire-based attacks.
  It is less effective against energy attacks
  and provides only Excellent protection.
  Super-breath: As a Power Stunt using his
  Monstrous strength, Ben can exhale a
  small windstorm of Excellent intensity. The
  range is limited to 20 feet, or 2 areas.
  Alter Ego: The Thing is the superhuman
  version of Ben Grimm and possesses all
  the powers listed above. If he returns to
  his normal body, Ben loses all his
  powers. During the Secret Wars, Ben
  discovered he had the ability to change
  back and forth between his two forms.
  However, after he “killed” his human self,
  he concluded he’d lost that ability
  5
  
  permanently. The validity of this assump-
  tion is as yet unknown.
  TALENTS: In either form, Ben is a tal-
  ented pilot who can operate any aircraft
  or spacecraft of terrestrial design. If he is
  required to fly an alien ship, he can fig-
  ure out the controls with a Reason FEAT.
  His normal Reason rank increases to
  Incredible when it is applied to flying any
  air- or spacecraft, human or alien.
  The Thing is also an expert brawler. He
  is skilled in both Martial Arts B and Wres-
  tling.
  CONTACTS: He has the same group
  contacts as the rest of the group. In
  addition, he is a former member of the
  Unlimited Class Wrestling Federation.
  BACKGROUND: Ben Grimm was born in
  poverty in New York’s Lower East Side.
  His alcoholic father, Daniel Grimm, was
  chronically unemployed. What money the
  family did have came from Ben’s older
  brother’s criminal activities. Daniel Jr.
  was leader of the Yancy Street Gang until
  his death in a gang war when Ben was
  eight. Ben decided it was now his turn to
  care for the family and joined the gang;
  he eventually became its leader. His later
  rejection of the Yancy Street Gang led to
  a long-standing grudge against him, but
  the gang’s current members, despite
  many pranks, have come to Ben’s aid
  when he really needs it. After his parents
  died, Ben was entrusted to his uncle.
  Dr. Jacob Grimm had lifted himself from
  the ghetto to become a successful physi-
  cian. While Ben initially resented his
  uncle’s success, he learned love from
  him in his first warm family relationship.
  Ben was a football star and earned an
  athletic scholarship to Empire State
  University. His freshman roommate was
  a young Reed Richards. That was the
  start of a long-lasting friendship that
  forever altered Ben’s life. Even then
  Reed had planned on building a starship;
  Ben jokingly promised to pilot it for him.
  After graduation, Ben joined the U.S.
  Air Force and became a test pilot. When
  Reed told him he had finally built his
  starship, Ben upheld his old promise. He
  even agreed to take along Reed’s
  girlfriend and her brother... After the
  crash, Ben was so appalled at his trans-
  formation that he chose the degrading
  name, the “Thing.” As the Thing, Ben
  held a grudge against Reed and continu-
  ally reminded him of what had hap-
  pened. Because of this, Reed spent
  years trying to reverse Ben’s transforma-
  tion. He completely succeeded once,
  though Ben was soon returned to his
  Thing-form as punishment by Galactus.
  A later attempt returned Ben to an ear-
  lier, lumpier Thing appearance. A tempo-
  rarily adult Franklin Richards returned
  Ben to his well-known, rocky exterior.
  During this procedure, Franklin discov-
  ered that Ben had a psychological need
  to maintain his rocky form, knowledge
  Franklin passed on to his father, who
  finally felt released from his obligation to
  cure” Ben.
  While on a trip of self-discovery on the
  battle world of the Secret Wars, Ben
  unknowingly split into two physically
  distinct beings, a completely human Ben
  Grimm and a Ben who could change into
  the Thing at will. A long duel followed
  between the two Ben Grimms, in the
  conclusion of which the Thing “killed”
  his human self. When he returned to
  Earth, he discovered that he had always
  had the ability to switch between his
  human and Thing selves. Now he
  believes that since he “killed” his human
  self, he no longer has that ability.
  Although Ben sees himself as a mis-
  shapen freak unworthy of any woman’s
  love, the truth is quite the opposite. A
  number of women find Ben attractive,
  including She-Hulk, Tigra, and Thundra.
  As leader of the latest Fantastic Four,
  Ben has matured into a capable, even
  ingenious hero.
  RUNNING THE THING: In his early ad-
  ventures, Ben was moody and quick to
  anger. He was morose about his condi-
  tion and complained at the drop of an
  adamantium hat. After he and Alicia
  became lovers, Ben began to mellow,
  although he believed his condition was
  keeping him from attaining true happi-
  ness. With the birth of Franklin, Ben
  even became downright cheerful. Alicia
  and Johnny’s marriage threatened to
  destroy Ben’s newfound tranquility, but
  he has since found ways to deal with it.
  In battle, the Thing is a relentless
  berserker who will face self-destruction if
  it means saving everyone else. His most
  common oaths are “By my sweet Aunt
  Petunia” and “It’s Clobberin’ Time!”
  HUMAN TORCH (II)
  Johnny Lowell Storm
  F
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  (10)
  Health: 60
  A
  EX
  (20)
  S
  GD
  (10)
  Karma: 26
  E
  EX
  (20)
  R
  GD
  (10)
  Resources: Rm(30)
  I
  GD
  (10)
  P
  TY
  (6)
  Popularity: 50
  KNOWN POWERS:
  Fire Generation: Johnny’s body can emit
  a fiery energy field of Unearthly rank that
  completely surrounds his body. He can
  also create additional blasts of fire from
  his hands that can hit a target up to 3
  areas away. He has developed the power
  into a number of stunts that he can use
  effortlessly.
  • Skywrite—Johnny can draw any shape
  in flame. The image lasts 4 turns.
  • Nova Flame—Johnny can release his
  power in a single explosion of Shift-Z
  intensity. This does 500 points of dam-
  age to everything in the immediate
  area and 150 points worth of damage
  in each area up to five areas away.
  When computing damage, the 150
  figure refers to the sum total damage
  done to all targets within the affected
  area, not to each target. The Nova
  Flame lasts a single turn, although the
  subsequent fires may last til they are
  6
  
  extinguished. Once Johnny has ex-
  pended his flame, all his powers drop
  to Feeble rank for 1 -10 turns and, un-
  less he makes a red Endurance FEAT,
  he loses consciousness during that
  time.
  Energy Sheath: Johnny can surround any
  or all parts of his body with a fiery energy
  field of Unearthly intensity. This provides
  him with power rank resistance to physi-
  cal or energy attacks, except for wind-,
  cold- or water-based attacks. The fiery
  sheath can be reshaped by his willpower
  to cover only the body areas Johnny
  wants covered. For example, in order to
  carry someone, he would leave his arms
  fire-free.
  Flame Control: Johnny has Unearthly
  control over all forms of flame, whether
  natural or power-created. He can ani-
  mate, extinguish, or amplify any fire
  within one area of his location. He can
  increase or decrease the Intensity of any
  flame or heat attack by his own Un-
  earthly rank. He can do this even if he is
  not aflame at the time. He has developed
  his Power into a number of Power
  Stunts.
  • Self-Duplication—Johnny can create
  up to 10 duplicates of himself by shap-
  ing his flames to resemble his Human
  Torch appearance. These duplicates
  last as long as he concentrates on
  maintaining them.
  • Johnny can shape and maintain cages,
  barriers, and other restraining shapes
  out of his flames. They last for as long
  as he concentrates on them, and do
  Amazing damage to anyone who tries
  to pass through them.
  • Nova absorption—If forced to, Johnny
  can absorb up to Shift-X Intensity heat
  and flame. He can maintain this ex-
  treme energy level for up to ten turns;
  then he must release it in a Nova
  Flame.
  • Self-ignition—If Johnny is having trou-
  ble flaming on, he can absorb the heat
  in his immediate vicinity and use it to
  kindle his own flame. This drops the
  temperature in each adjacent area by
  30 degrees.
  True Flight: Johnny can fly with Excellent
  speed (150 mph). When he does so, he
  leaves a fiery trail that persists for an
  additional five turns. This power only
  functions when he is aflame.
  Specific Resistance (Flame, Heat):
  Johnny has Class 1000 Resistance to
  heat and fire based attacks. This func-
  tions no matter which state he assumes.
  If he was not aflame beforehand,
  resisting more than Monstrous heat
  causes him to flame on automatically.
  WEAKNESSES: Most of Johnny’s
  powers can be used only if he is aflame.
  Consequently, anything that inhibits
  combustion can knock out his powers.
  Such inhibitors include Cold-based at-
  tacks of Shift-X Intensity or removing the
  oxygen from his environment by immers-
  ing him, covering him with an extinguish-
  ing substance, or removing all the air
  from his vicinity.
  Depending on the nature and Intensity
  of the fire-negating attack, Johnny may
  suffer additional damage as well.
  However, wearing an “atmo-web” of
  Reed’s design, Johnny can function in a
  vacuum or Under the water for several
  hours at a time.
  The flames of the Human Torch can
  also be disrupted by other flames at
  precisely the right temperature. Any
  other character with Fire Generation can
  upset the Torch’s flames (doing Remark-
  able Force damage) by making a Power
  FEAT at Unearthly intensity.
  TALENTS: Johnny is an expert automo-
  bile mechanic, an authority on automo-
  tive design, and a race car driver.
  CONTACTS: Johnny Storm is a founding
  member of the Fantastic Four. He has all
  the group’s affiliations. He counts Spider-
  man as a special friend, and he has
  several Contacts in the automobile rac-
  ing profession.
  BACKGROUND: Johnny Storm is the
  younger brother of Sue Storm and the
  only son of Dr. Franklin and Mary Storm.
  Despite Mary’s death in a car crash when
  Johnny was very young, he developed a
  love of automobiles and racing. He spent
  most of his free time with mechanics and
  quickly learned to repair and rebuild
  cars. When he turned 16, his father gave
  him his first car. Shortly thereafter, when
  Doctor Storm was imprisoned for murder,
  Sue told Johnny that their father had
  died.
  Johnny came out to Central City, Cali-
  fornia, to visit his sister. When he learned
  that Sue was planning on being a pas-
  senger on Reed’s starship’s maiden
  flight, Johnny insisted on coming along.
  After the creation of the FF, Johnny
  and Sue returned to Long Island. There
  he managed to graduate from high
  school while simultaneously learning to
  be a super hero. After graduation,
  Johnny moved with Sue into the Baxter
  Building. He attended Metro College for
  a year before dropping out.
  He has had a series of romantic flings
  with various women through the years.
  Former girlfriends include Dorrie Evans,
  Crystal, Lorrie Melton, Frankie Raye,
  Julie Angel, and Sharon Selleck. Al-
  though he has known Alicia for years, it
  was only during Ben’s sojourn away from
  Earth that he and Alicia finally got to
  know each other. The romance flared
  quickly. When Ben first discovered what
  had happened, he almost killed Johnny.
  Since Johnny and Alicia have married,
  the Thing has calmed down, although
  Johnny suspects that Crystal’s presence
  in the latest FF team is one of Ben’s
  ploys to get revenge.
  RUNNING THE HUMAN TORCH: Johnny
  Storm began as a brash, hot-headed
  teen. Now he is a brash, hot-headed
  adult. His power reflects his personality
  perfectly. He is prone to action without
  thought. It is only when he is alone with
  Alicia that the quiet, introspective side of
  his personality comes out.
  7
  
  CRYSTAL
  Crystal Amaquelin Maximoff
  F
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  Health: 60
  A
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  (20)
  S
  GD
  (10)
  Karma: 26
  E
  EX
  (20)
  R
  GD
  (10)
  Resources: EX(20)
  I
  GD
  (10)
  P
  TY
  (6)
  Popularity: 15
  (80 among Inhumans)
  KNOWN POWERS:
  Elemental Control: Crystal can control
  the four classical “elements” of earth, air,
  water, and fire with Monstrous rank abil-
  ity. She can maintain a specific effect for
  up to one hour before fatigue sets in.
  She has developed the following stunts
  that she can use without cost:
  • Fire Generation of Excellent intensity
  within five areas.
  • Negating fires with Remarkable inten-
  sity within five areas.
  • Remarkable Weather Control.
  • Water Animation—Crystal has the
  Monstrous ability to move water.,
  • Earth Animation—Crystal has the Mon-
  strous ability to move natural soil and
  rock, create tremors of Amazing inten-
  sity, and propel rocks as weapons that
  do Incredible damage up to 5 areas
  away.
  • Whirlwind—Crystal can make the air
  transport her and anyone in the same
  area with Remarkable speed.
  WEAKNESS: All Inhumans have a Mo-
  lecular Allergy to compounds found in air
  pollution. The result is physical incapaci-
  tation as the Inhuman becomes ex-
  tremely ill. Normally, Crystal would have
  to make a red Endurance FEAT each
  week she is on Earth. However, Mr.
  Fantastic has created an antidote which
  enables the Inhumans to breathe the air
  without harm.
  TALENTS: Crystal possesses basic
  medical skills, primarily First Aid. She
  can also operate the medical equipment
  in the FF’s headquarters. As a member
  of the Inhumans’ Royal House, she pos-
  sesses Political skills, which give her a
  +1CS in FEAT rolls dealing with politics.
  CONTACTS: Crystal is a member of the
  Royal Family of the Inhumans and a
  member of the Fantastic Four. While she
  is technically married to Quicksilver and
  therefore related to Scarlet Witch and
  Magneto, her relations with her husband
  and in-laws vary widely with time.
  BACKGROUND: Crystal is the younger
  sister of Medusa. As a child, her exposure
  to Terrigen Mists brought forth her powers.
  When Maximus drove the Royal Family
  into exile, Crystal first encountered the
  outside world. There she met and fell in
  love with Johnny Storm. Crystal assumed
  Sue’s position in the FF when Sue was
  pregnant with Franklin. Later, her increas-
  ing allergy to New York’s air forced her to
  leave the group. While heading home, she
  met Quicksilver and brought him to Attilan.
  There they fell in love and eventually mar-
  ried.
  Shortly after the Inhumans moved their
  city to the moon’s Blue Area, Crystal
  gave birth to Luna, a completely human
  child. Her marriage to Quicksilver disinte-
  grated as he fell into madness. She has
  now left Attilan to return to the FF, along
  with her daughter and Luna’s nurse,
  Maya.
  RUNNING CRYSTAL: In her early adven-
  tures, Crystal resembled a naive country
  girl just visiting the city for the first time.
  Even now, she is bound by the conven-
  tions and laws of Inhuman society, even
  if this is to her detriment. While married
  to Quicksilver, she has changed from an
  adoring wife to stoic sufferer of his
  abuse. With her newly declared indepen-
  dence, her days of willing suffering are
  done.
  MEDUSA
  Medusalith Amaquelin
  Queen of Attilan
  F
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  Health: 110
  A
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  (30)
  S
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  (20)
  Karma: 70
  E
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  (30)
  R
  GD
  (10) 
  Resources: EX(20)
  I
  RM
  (30)
  P
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  (30)
  Popularity: 15
  (90 among Inhumans)
  KNOWN POWERS:
  Prehensile Hair: Medusa has the Remark-
  able rank ability to use her hair like a
  series of tiny tentacles. Her power is
  telekinetic in nature; despite its ability to
  move, her hair is almost identical to
  normal human hair. However, it is 12 feet
  long and more resilient than normal
  (Incredible material strength). Her power
  enables her to do the following stunts at
  no cost:
  • Handle objects with Incredible Strength
  and Agility.
  • Perform up to three actions simultane-
  ously using her hair alone. However,
  this requires such concentration that
  Medusa is unable to perform any con-
  current non-hair actions.
  • Attack opponents up to one area away
  at Incredible rank, with Remarkable
  damage.
  • Move along the ground 3 areas per
  round or Climb at a speed of 2 stories
  per round.
  • Rotate her hair like a propeller to cre-
  ate Excellent intensity winds.
  WEAKNESS: Like the rest of the Inhu-
  mans, Medusa has a Debilitating Molecu-
  lar Allergy to the chemical pollutants of
  the industrialized world. She must make
  a green Endurance FEAT each week she
  is in the outside world; failure to do so
  renders her Incredibly ill. Reed has come
  up with a serum that negates this weak-
  ness.
  TALENTS: Medusa has Martial Arts C
  when she uses her hair in combat. She is
  8
  
  the only person who can read Black
  Bolt’s body language well enough to
  understand him; she thus acts as his
  interpreter to others. (in game terms,
  there is a one round delay when Black
  Bolt wants to speak through Medusa to
  another character.)
  CONTACTS: Medusa is a member of the
  Royal Family of the Inhuman race and
  can call upon any of them for assistance.
  Since her marriage to Black Bolt, she
  has become that race’s queen. In her
  earlier adventures, when she was an
  exile and suffering from amnesia, she
  became a member of the super-villain
  team, the Frightful Four. When she re-
  gained her memory and then later joined
  the FF, she and the remaining Frightful
  Four (er, Three) became foes.
  BACKGROUND: Medusalith Amaquelin
  is the daughter of nutritionists Quelin and
  Amber, the older sister of Crystal, and
  the second cousin of Black Bolt. She was
  born into the Royal Family of Attilan. Her
  exposure to the Terrigen Mists as an
  infant gave her well-developed hair and
  the psionic skills to handle it. When she
  was young, she visited the confined
  Black Bolt and learned to understand
  him. Since that time she has always
  served as the royal interpreter. Their con-
  stant companionship eventually turned
  into love and marriage.
  When Maximus forced the Royal Fam-
  ily into exile, she lost her memory in an
  air crash that separated her from the rest
  of the group. She wandered Europe and
  used her power to commit petty theft to
  survive. In Paris she was found by the
  Wizard, who recruited her as “Madame
  Medusa” into his new supervillain team,
  the Frightful Four. Eventually the rest of
  the Royal Family found her and restored
  her memory. Since that time, she has
  always been at Black Bolt’s side except
  for short journeys to the outside and for
  two extended periods. The first was
  when she replaced Sue in the Fantastic
  Four (Sue and Reed were separated at
  the time). The second was when she was
  kidnapped by the criminal organization,
  the Enclave.
  RUNNING MEDUSA: Medusa is a
  fiercely loyal member of the Royal Fam-
  ily. She is a firm friend of the FF and will
  do anything to help them so long as it
  does not harm Attilan’s interests. When
  she was a member of the Frightful Four,
  her motivations were gratitude to the
  Wizard for rescuing her and boredom
  from a lack of anything better to do.
  Following her return to the Royal Family,
  she now sees that team as an annoying
  embarrassment from her past.
  POWER MAN
  Luke Cage
  F
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  Health: 130
  A
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  S
  IN
  (40)
  Karma: 36
  E
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  (50)
  R
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  (10)
  Resources: PR(4)
  I
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  (20)
  P
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  (6)
  Popularity: 18
  KNOWN POWERS:
  True Invulnerability: The density of Cage’s
  body tissue has been artificially ampli-
  fied. The result is that Cage’s body has
  the natural equivalent of Incredible rank
  armor plate, both inside and out. He can
  resist extremes in temperature from -100
  to 2850 degrees Fahrenheit and electric
  shocks of 30,000 volts.
  Regeneration: Cage has Poor rank self-
  healing ability and can heal three times
  as fast as a normal person.
  TALENTS: Having experience on both
  sides of the law gives Cage both Law
  Enforcement and Criminology skills. His
  partnership with Iron Fist gave him the
  opportunity to learn Martial Arts A and E.
  CONTACTS: As a temporary member of
  the Fantastic Four, Cage can call on the
  team anytime. He was partners with Iron
  Fist in a “hero-for-hire” agency, and still
  works closely with Nightwing Restora-
  tions, the detective agency run by Misty
  Knight and Colleen Wing.
  BACKGROUND: “Luke Cage” experi-
  enced a deprived childhood in Harlem
  where he often committed petty crimes
  with his buddy Willy Stryker. As they
  grew up, they grew apart. Cage tried to
  find honest work while Stryker became a
  professional criminal. Their rivalry for the
  woman Reva Connors finally drove them
  apart. Stryker framed Cage for drug
  dealing. Reva was killed shortly after-
  ward in a hit intended for Stryker. From
  Seagate Prison, Cage vowed revenge on
  Stryker. His anger grew; he frequently
  got into trouble for fights and escape
  attempts. Even his parole hearings tend-
  ed to end in violence.
  9
  
  Dr. Noah Bernstein, a research physi-
  ologist with a grant from Stark Interna-
  tional, came to Seagate to try a medical
  experiment on the inmates. He was de-
  veloping a treatment that would increase
  cellular regeneration to fight aging and
  disease. Bernstein found Cage to be an
  ideal subject and even came to sympa-
  thize with his plight.
  While Luke was undergoing treatment,
  a corrupt guard tampered with Bern-
  stein’s equipment in the hope of killing
  Cage. Instead he exceeded the experi-
  ment’s limits and achieved undreamed of
  results. Now in possession of superhu-
  man strength and invulnerability, Cage
  attacked his would-be killer and escaped
  the prison. The fugitive Cage made his
  way to NYC under a variety of assumed
  names. When he foiled a robbery at-
  tempt at a diner and received a cash
  reward from the owner, Cage decided to
  become a superhero mercenary. The
  business was slow at first and involved
  defending clients against a variety of
  mob low-lifes. Eventually he hooked up
  with Nightwing Restorations and began
  to make decent wages. For a time, he
  was partners in the Heroes For Hire
  Agency with Iron Fist. Along the way,
  Cage was hired by Reed to substitute in
  the FF for a human Ben Grimm. Ben
  thought that Cage was his permanent
  replaCement and was extremely hostile
  toward him. However, Ben later learned
  that Cage’s tenure was only to last until
  Reed could finish building a Thing-
  exoskeleton that would enable Ben to
  resume his place with the FF
  RUNNING POWER MAN: Cage is a large,
  dangerous-looking individual and knows it.
  He knows everyone else knows it too and
  thus he does not have to speak too much.
  He lets body language handle most of the
  talking. He favors the simple brute force
  approach to problems. if he is wronged, he
  has been known to hold a grudge and go
  to great lengths to exact justice.
  SHE-HULK
  Jennifer Walters
  F
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  Health: 175
  A
  EX
  (20)
  S
  MN
  (75)
  Karma: 36
  E
  AM
  (50)
  R
  TY
  (6)
  Popularity: 30
  I
  GD
  (10)
  P
  EX
  (20)
  Resources: Ex(20)
  KNOWN POWERS:
  Body Armor: She-Hulk’s emerald skin is
  the equivalent of Incredible Body Armor
  and provides her with Excellent protec-
  tion from energy attacks.
  Hyper-Leaping: Her increased leg mus-
  cles give She-Hulk Shift Z Leaping abil-
  ity. She can cross four areas with a
  single bound.
  Alter Ego (lost): The She-Hulk body is
  secondary to her original body of Jenni-
  fer Walters. Originally, she could return
  to her Jennifer-self whenever she chose
  to do so, and automatically reverted if
  she was exposed to a strong dose of
  gamma radiation. She-Hulk spent less
  and less time as Jennifer and finally
  chose to remain emerald green full time.
  In an adventure since making that deci-
  sion, she has lost the ability to revert to
  her human form. Her stats as Jennifer
  were:
  F
  A
  S
  E
  R
  I
  P
  TY
  TY
  PR
  GD
  GD
  GD TY
  TALENTS: Jennifer was a lawyer and a
  member of the California Bar. She still
  retains her full legal training although
  she rarely has a chance to employ it. She
  is also trained in Martial Arts C.
  CONTACTS:
  Her major contacts are with the Fantastic
  Four, the Avengers (She-Hulk is the first
  person to hold concurrent memberships
  in both groups), and her cousin Bruce
  Banner. Her father is Sheriff of Los
  Angeles County.
  BACKGROUND: Attorney Jennifer Wal-
  ters was mortally wounded by mobsters.
  An emergency blood transfusion from
  her cousin Bruce Banner saved her life,
  but it also gave her a variation of his Hulk
  persona and powers. Fortunately, Jenni-
  fer retained her normal mind, even when
  she was in her own Hulk-body.
  RUNNING SHE-HULK: She-Hulk is an
  easy-going, fun-seeking hero. She is
  completely at ease with her new condi-
  tion. She acquires friends easily and
  remains devoted to them. In the case of
  Wyatt Wingfoot, the devotion is much
  stronger. She is also an implacable foe to
  anyone who harms her friends.
  MS. MARVEL II
  Sharon Ventura
  F
  IN
  (40)
  Health: 140
  A
  EX
  (20)
  S
  IN
  (40)
  Karma: 18
  E
  IN
  (40)
  R
  TY
  (6)
  Resources: TY(6)
  I
  TY
  (6)
  P
  TY
  (6)
  Popularity: 10
  KNOWN POWERS:
  True Invulnerability: Sharon has Incredi-
  ble Resistance to any physical or energy
  attack.
  Regeneration: With Poor Regeneration,
  Ms. Marvel heals three times as fast as a
  normal person.
  WEAKNESS: Sharon has a pathological
  hatred and fear of men. This requires a
  Psyche FEAT roll whenever she fights a
  male. A green result (or a yellow result if
  Ben is threatened) indicates that she has
  gone into a berserk fury. A white result
  indicates that Sharon has collapsed into
  catatonia for 1 -10 rounds.
  TALENTS: Sharon is trained in Martial
  Arts C and Wrestling.
  CONTACTS: Sharon is a member of the
  Unlimited Class Wrestling Federation,
  10
  
  where she met Ben. She is the newest
  member of the FF.
  BACKGROUND: Sharon Ventura was a
  tall, extremely athletic woman who de-
  cided to earn a living as a wrestler. While
  on the California wrestling circuit, she
  met Ben and immediately became at-
  tracted to him. She decided she needed
  super-powers to win him. She learned of
  the Power Broker’s offer to augment
  people’s strength for straight cash fees
  and accepted. Now super-strong, she felt
  so protective of Ben that she saw his old
  friends as potential adversaries. She
  even fought She-Hulk when Jennifer had
  located Ben at last. Ben quietly slipped
  away during the battle. Sharon was up-
  set both at that and her discovery that
  the Power Broker’s treatment had left her
  chemically and mentally dependent on
  him. She decided to destroy the Power
  Broker’s operation. Instead, she was
  betrayed by her boyfriend, Lt. Mike
  Lynch, and captured. Power Broker’s
  main scientist, Dr. Karl Malus, put
  Sharon in restraints and began a series
  of experiments to strip away her powers.
  During this time she was also subjected
  to brutal abuse by his assistants, with the
  result that she developed a severe ha-
  tred toward men. After she and Captain
  America destroyed Malus’ operation, she
  came to the East Coast to begin her life
  anew. When she defeated Diablo’s latest
  attempt to slay the FF, Ben asked her to
  join his new FF team.
  Ben has not told anyone that Sharon is
  a twin to Tarianna, his female self he
  encountered on the Secret Wars’ battle-
  world. Ben’s grief over his inability to
  save her has been transformed into the
  resolve to save Sharon.
  RUNNING MS. MARVEL: Sharon is a
  pathetic, confused woman who wants to
  be strong and self-determined but does
  not know what to do. Her strongest con-
  viction is her attraction to Ben.
  Subconsciously, she does not see Ben
  as a man, at least not like other men
  “with their moustaches and brutal
  hands.” It remains to be seen if Ben’s
  guidance can heal her psychological
  scars.
  FRANKIE RAYE
  (pre-Nova)
  F
  GD
  (10)
  Health: 56
  A
  EX
  (20)
  S
  TY
  (6)
  Karma: 20
  E
  EX
  (20)
  R
  GD
  (10)
  Resources: TY(6)
  I
  PR
  (4)
  P
  TY
  (6)
  Popularity: 50
  KNOWN POWERS:
  Fire Generation: Frankie can generate
  Monstrous rank flame from any part of
  her body. Her powers are similar to those
  of her tutor, the Human Torch, although
  she lacks his experience and
  imagination.
  Fire Control: Frankie has Monstrous
  control over any flame, whether it was
  natural or power-created. She has no
  control over the Human Torch’s flame
  and neither has he any power over hers.
  Energy Sheath (Fire): Frankie can sur-
  round her body with a fiery sheath that
  gives her Monstrous rank resistance to
  physical attacks and high temperatures.
  Objects of less than Incredible material
  strength immediately melt or burn upon
  touching her. Living targets suffer Incred-
  ible damage if they are not somehow
  protected from her heat.
  True Flight: Frankie can attain Excellent
  airspeed. Because her power is based
  on combustion, she cannot travel in an
  oxygen-less environment.
  CONTACTS: Frankie was a temporary
  member of the Fantastic Four during her
  short career. If the circumstances allow,
  she could call on her long-vanished step-
  father Thomas Raye (Prof. Phineas Hor-
  ton) or his creation, the original Human
  Torch, for help.
  BACKGROUND: Frankie Raye was the
  stepdaughter of Thomas Raye, also
  known as Prof. Phineas Horton, the
  creator of the original Human Torch.
  When the FF appeared, Horton became
  angered that another should be using the
  identity of his creation. He took his step-
  daughter to an abandoned warehouse
  where he had stored his chemicals and
  equipment. Presumably he intended to
  create a new android. Instead, a decay-
  ing barrel dumped its contents on
  Frankie. Within seconds the chemicals
  permeated and transformed her body.
  She turned into a living ball of flame.
  When Raye managed to calm Frankie
  down, she reverted to her normal
  appearance. Anguished over what he had
  done, Horton hypnotized her into forget-
  ting her powers. He also gave her an
  aversion to flame and a series of post-
  11
  FRIENDS OF THE FF
  
  hypnotic suggestions that allowed him to
  secretly aid her later. He then abandoned her,
  naked except for his raincoat. Each month in
  the years that followed, Horton sent her an
  envelope with enough cash for her to get by
  on. He even sent her a costume that blended
  into her skin and would only appear if she was
  otherwise nude. Post-hypnotic suggestions
  made her forget the costume’s existence and
  develop a dislike of seeing her own body.
  The money stopped when Horton died.
  Frankie was now an adult who had begun to
  date Johnny. Her continual exposure to him
  destroyed the memory blocks and enabled
  her to finally use her powers, which were simi-
  lar to his. She was a member of the FF until
  Galactus died and was revived by Reed.
  Although frightened by Galactus, she realized
  he would need a new Herald to find suitable
  worlds on which he could feed. Otherwise, he
  would be forced to feed on the Earth’s life-
  force. Galactus accepted her offer and trans-
  formed her into Nova (see Galactus’ Heralds).
  RUNNING FRANKIE RAYE: Before she re-
  gained her memory and powers, Frankie was
  a strong-willed, somewhat short-tempered
  woman. Her powers only increased her ten-
  dency to overreact to a given situation. For
  example, she almost incinerated a young girl’s
  abusive drunk of a father.
  WYATT WINGFOOT
  F
  GD
  (10)
  Health: 40
  A
  GD
  (10)
  S
  GD
  (10)
  Karma: 26
  E
  GD
  (10)
  R
  GD
  (10)
  Resources: GD(10)
  I 
  GD
  (10)
  P
  TY
  (6)
  Popularity: 35
  KNOWN POWERS: None.
  TALENTS: Wyatt is a superb athlete, me-
  chanic, and engineer. He shares responsibility
  with Johnny for maintenance and improve-
  ments done to the FF’s vehicles. He is a natu-
  ral expert on Amerindian culture and folklore,
  especially in regards to the Comanche and
  Keewazi tribes. Because of the time he has
  spent with the FF, he has become an expert in
  their various systems and devices.
  CONTACTS: Wyatt is a longtime friend of the
  FF in general and Johnny Storm in particular.
  His relationship with She-Hulk is much closer.
  Wyatt is a former chief of the Keewazi Tribe
  and still commands their respect despite his
  abdication.
  BACKGROUND: Wyatt Wingfoot was born on
  the Keewazi Indian Reservation in Oklahoma.
  The Keewazi are an offshoot of the Comanche
  people and represent a blend of tradition and
  modernity. While they still retain ancient cus-
  toms, they possess a wealth of modern tech-
  nological devices. The tribe is fairly affluent
  due to the oil reserves found under their land.
  .
  Wyatt’s father was Will Wingfoot, a famous
  athlete and decathlon champion, and his
  grandfather was Silent Fox, a tribal Chief and
  medicine man. Will died years before Wyatt
  came to NYC, but it was his influence that led
  Wyatt to attain a degree and wide knowledge
  of the outer world.
  Wyatt entered the FF’s lives when he was
  Johnny’s college roommate during their fresh-
  man year at Metro University. The friendship
  between the young men inevitably drew Wyatt
  into the FF’s adventures. He remained friends
  even after Johnny dropped out after his sole
  college year. Wyatt’s brilliant mind and dedica-
  tion to learning propelled him swiftly through
  academia; he received his Bachelor’s degree
  in record time.
  Wyatt got the FF to assist his tribe when it
  was attacked by a Roxxon robot masquerad-
  ing as their tribal god Tomazooma. He recipro-
  cated by helping Johnny search for the
  then-unknown location of Attilan, hidden in the
  Himalayas. Wyatt later helped the FF defeat
  the Miracle Man.
  Years elapsed before Wyatt again rejoined
  the FF He spent that period teaching tribal
  children and assuming more leadership re-
  sponsibilities as Silent Fox grew frailer. Silent
  Fox eventually died, forcing Wyatt to assume
  the duties of Chief. However, the day Wyatt
  was to become chief was also the day Termi-
  nus arrived on Earth. In the following struggle,
  Wyatt realized he could not limit himself to life
  with the Keewazi.
  Of course, he did gain the fringe benefit of
  being able to get close to She-Hulk on a regu-
  lar basis. Their friendship began immediately
  and soon got much more intimate. In fact,
  Wyatt was soon spending more time with She-
  Hulk than with the rest of the FF combined.
  When She-Hulk eventually left the FF, Wyatt
  went with her.
  RUNNING WYATT WINGFOOT: Wyatt is a
  strong, resourceful, and even-tempered per-
  son. He never displays anger or other negative
  emotions. On the other hand, he still pos-
  sesses an active sense of wonder; he is
  thrilled at each new discovery he makes,
  especially when he is with the FF. While he is
  a physically powerful man, he rarely uses his
  strength if a mechanical solution is available.
  TATTLETALE
  Franklin Benjamin Richards
  F
  PR
  (4)
  Health: 16
  A
  TY
  (6)
  S
  FE
  (2)
  Karma: 91
  E
  PR
  (4)
  R
  TY
  (6)
  Resources: FE(2)
  I
  GD
  (10)
  P
  M N
  (75)
  Popularity: 10
  KNOWN POWERS:
  In the past, Franklin has exhibited powers that
  would make. him a demigod. When he had
  temporarily transformed himself into an adult,
  Franklin decided that he should deny himself
  his powers until he was old enough to properly
  use them and placed them under a psycholog-
  ical block. However, some powers have em-
  erged.
  Precognition: Franklin has Amazing rank
  Precognition that operates only when he is
  asleep. He calls them “his funny dreams.”
  Reed and Sue have learned to worry when the
  funny dreams appear, since they have the
  potential to come true.
  Self-Duplication (Illusory): When Franklin is
  asleep he can release an intangible but visible
  copy of himself. He can also use this power
  when awake if he succeeds in a yellow Psyche
  FEAT roll. The “dream body” can go instantly
  to any location Franklin thinks about. The
  power has Class 5000 rank; this enables him
  to send his dream body up to 250 miles away.
  Franklin can see and hear everything the
  Dream body experiences. When he uses the
  power, Franklin talks in his sleep; this allows
  anyone watching his sleeping form to some
  what monitor the situation. Franklin automati-
  cally uses Telelocation in conjunction with this
  power; this enables him to automatically locate
  anyone he’s thinking about. Because of the
  power’s high rank, the dream body is virtually
  12
  
  indestructible. Besides, the only powers that
  could even begin to affect it are those that
  affect psionic or magical powers.
  Telelocation: Franklin has the Incredible rank
  ability to mentally locate anyone he thinks
  about. The maximum range for this is 250
  miles, the same as his “dream body’s” range.
  This power is linked to his “dream body” and
  only functions when Franklin is using Self-
  Duplication.
  Biophysical Control (Disruption): When freed of
  his psychological blocks, Franklin has demon-
  strated the Incredible rank power to cause a
  victim intense pain. The power is accompa-
  nied by a purple-white glow in his eyes. The
  pain is physically crippling during its effect.
  Victims can recover by making a yellow
  Psyche FEAT (try once per minute). If Franklin
  uses this against a cybernetic victim, the target
  may even explode (alas poor Herbie).
  TALENTS: None.
  CONTACTS: Franklin is the child of Reed and
  Sue Richards, founders of the Fantastic Four,
  and shares most of their Contacts. His best
  friends are the Powers children (a.k.a. the
  Power Pack), with whom he secretly goes on
  adventures. While she was alive, Franklin had
  close ties to his nanny, Agatha Harkness.
  Although she is currently dead, perhaps the
  tie extends beyond death.
  BACKGROUND: Franklin’s troubles began in
  the womb, when the combination of his par-
  ent’s mutated DNA gave Franklin the potential
  for tremendous power. It was a difficult preg-
  nancy due to imbalances in Sue’s blood-
  stream; both mother and child almost died
  during the delivery. Franklin developed quickly
  from being a babe in arms to an independent
  preschooler. Franklin always behaved as a
  normal child; his exotic home life seemed
  perfectly normal to him. However, when Frank-
  lin was three, he started to exhibit previously
  unsuspected mutant powers. The first to
  appear was his ability to cause great pain in a
  target. Ben was the first to experience this
  when Franklin tried it as a way to wake him
  up. Franklin’s powers began to mushroom out
  of control, forcing Reed to take the drastic
  step of temporarily lobotomizing his son. Later
  Franklin returned to normalcy and, a bit after
  that, his powers began to reappear. In a burst
  of anger, Franklin restructured the puzzle he
  was working on, blew up Herbie II, and turned
  himself into an adult.
  When Franklin returned to being a child, he
  no longer had his powers. However, the block
  that prevents his powers from manifesting
  themselves only functions when Franklin is in
  his real body. As Mephisto discovered, Frank-
  lin’s astral body has all of his powers. Frank-
  lin’s less destructive powers have recently
  begun to reappear. Reed has finally realized
  that continually destroying Franklin’s powers is
  not the solution; he has begun to teach his son
  the proper way to use his powers.
  RUNNING TATTLETALE: Despite his exotic
  background, Franklin is pretty much an aver-
  age kid. He likes to adventure and to be liked
  by adults, although he doesn’t understand
  most of them. He does have a lot of self con-
  trol (probably learned from his parents who
  would have worried about him, say, acciden-
  tally opening the Negative Zone portal).
  ALICIA REISS MASTERS
  STORM
  F
  PR
  (4)
  Health: 18
  A
  TY
  (6)
  S
  PR
  (4)
  Karma: 40
  E
  PR
  (4)
  R
  GD
  (10)
  Resources: TY(6)
  I
  GD
  (10)
  P
  EX
  (20)
  Popularity: 20
  KNOWN POWERS:
  None.
  TALENTS: Alicia is one of the leading Neo-
  Realist sculptors in the world today. Her realis-
  tic yet romantic portrayals of the world’s
  superhumans have earned her household
  name status and great popularity.
  CONTACTS: Alicia is an integral member of
  the Fantastic Four’s extended family, both
  through her long courtship with Ben and her
  marriage to Johnny. Curiously, her art also
  gives her a tenuous link to Dr. Doom, who
  admired her skill enough to make her do a
  sculpture of him. She is the stepdaughter of
  the Puppet Master, who remains devoted to
  her (even if he does try periodically to kill her
  lovers).
  BACKGROUND: Alicia was blinded when she
  was 15. Her stepfather, Philip Masters (the
  Puppet Master) blamed himself for her condi-
  tion. She didn’t leave their apartment for the
  next three years, during which time she devel-
  oped the Sculpting skills she learned from her
  stepfather. When a battle between the Puppet
  Master and the FF brought the Thing into her
  home, she immediately was drawn to Ben.
  The romance took form between the ill-
  educated, brutish Ben and the delicate, artistic
  Alicia, lasting for years. Unfortunately; Ben’s
  delusion that she loved only the Thing and not
  Ben himself kept him from fully loving her.
  Eventually he became so frustrated that he left
  Alicia and the Earth for several months. Dur-
  ing that time, Alicia and Johnny fell in love.
  When Ben returned, Alicia convinced the
  angry Thing that they would always be friends.
  Although Ben still regrets losing her, he re-
  mains her friend.
  RUNNING ALICIA: Alicia is a gentle woman
  who has never been known to hit anyone,
  even when she is being attacked. She knows
  13
  
  she is often the tool for foes wishing to strike
  at the FF, but she continues on with her life as
  best she can. She is devoted to Johnny, but
  always retains a special affection for Ben. As a
  side note, she apparently has memorized most
  of Manhattan and can get about the city as
  easily as can an out-of-town visitor.
  AGATHA HARKNESS
  F
  PR
  (4)
  Health: 20
  A
  TY
  (6)
  S
  PR
  (4)
  Karma: 116
  E
  TY
  (6)
  R
  EX
  (20)
  Resources: GD(10)
  I
  EX
  (20)
  P
  MN
  (75)
  Popularity: 10
  KNOWN POWERS:
  Ritual Magic: By combining specific chants
  and gestures, Agatha can create magical
  effects of up to Monstrous power. These ef-
  fects can simulate the effects of a number of
  powers; each power is treated as a Power
  Stunt that she can use easily:
  • Force Field
  • Force Field v. Hostiles
  • Force Field v. Magic
  • Reflection
  • Resistance to Magic
  • Extradimensional Detection
  • Life Detection
  • Magic Detection
  • Power Detection
  • Psionic Detection
  • Biophysical Control (Healing)
  • Biophysical Control (Disruption)
  • Hypnotic Control
  • Mind Control
  • Neural Manipulation
  • Shapechange Others
  • Summoning
  • Magic Control
  • Magic Domination
  • Sympathetic Magic
  • Communicate with Animals
  • Communicate with Plants
  • Dreamtravel
  • Empathy
  • Free Spirit
  • Sensory Link
  • Telepathy
  • Dimension Travel
  • Gateway
  TALENTS: Agatha is fully trained in the ar-
  cane arts due to her Mystical origin. She is an
  expert in Occult Lore and can identify any
  magical artifact with Monstrous ease (a green
  FEAT).
  CONTACTS: Agatha was Franklin Richards’
  governess when he was an infant and toddler
  and therefore had strong bonds with the FF.
  Her background with the New Salem Witches
  was less firm. Although she was a leader of
  their colony, she became estranged from
  them when she returned to the outside world.
  BACKGROUND: Agatha Harkness was the
  greatest sorceress from the witch colony of
  New Salem, Colorado. She was the “Grande
  Dame” of the community for a long time, but
  eventually she grew restless and returned to
  the outside world. She built her home of Whis-
  per Hill in the Adirondack Mts. of upstate New
  York. She became aware of the infant Frank-
  lin’s existence and powers and decided that
  she should offer her services as his govern-
  ess. When Reed and Sue learned of her
  powers, they agreed; they had been seeking
  someone who could fill the post of both nanny
  and protector. Agatha proved she could do
  both when she defeated the three members of
  the Frightful Four. Whisper Hill was later de-
  stroyed.
  Agatha and Franklin were forcibly brought to
  New Salem by her son, Nicholas Scratch, who
  placed her on trial for consorting with the
  outside world. The FF came to her rescue and
  defeated Scratch and his villainous children
  the Salem’s Seven. Agatha exiled Scratch to
  Limbo.
  Later the Salem’s Seven seized power in
  New Salem and executed Agatha by burning
  her at the stake. However, Agatha’s spirit still
  lives on in disembodied form. She directed the
  Scarlet Witch to New Salem, where they
  fought the Salem’s Seven and apparently
  destroyed the entire community.
  In her final encounter with the Scarlet Witch,
  Agatha summoned her to the mystical dimen-
  sion ruled by Samhain. There Agatha had
  been bound to an ethereal stake. The Scarlet
  Witch eventually freed her and permitted
  Agatha to claim her eternal rest.
  RUNNING AGATHA: When Agatha was alive,
  her main concerns were countering the effects
  of evil magic on the world and properly rearing
  young Franklin. At times, her pursuit of these
  goals seemed to run contrary to the wishes of
  the FF She was also concerned with the
  welfare of her student, the Scarlet Witch, and
  constantly strove to make things easier for her.
  Perhaps her hostile relationship with her own
  son, Nicholas Scratch, is the cause of her
  strong maternal feelings toward those she
  “adopted” as her children. This concern
  continued even when Agatha became a ghost.
  LUNA
  Luna Maximoff
  F
  FE
  (2)
  Health: 12
  A
  FE
  (2)
  S
  FE
  (2)
  Karma: 6
  E
  TY
  (6)
  R
  FE
  (2)
  Resources: Shift 0
  I
  FE
  (2)
  P
  FE
  (2)
  Popularity: 20
  KNOWN POWERS: None.
  TALENTS: None.
  CONTACTS: Luna is the daughter of Pietro
  (Quicksilver) and Crystal, niece of the Scarlet
  Witch and Vision, and the granddaughter of
  Magneto. If she’s in trouble, her relatives will
  come to her aid; these relatives include the
  Inhumans, the FF, the Avengers, and the
  various mutant groups under Charles Xavier
  and Magneto’s guidance.
  BACKGROUND: Luna is the first child born
  on the moon in mankind’s history. She is the
  hybrid of a second-generation mutant (Quick-
  silver) and a chemically-mutated Inhuman
  (Crystal). Somehow the different natures of her
  parents’ genes cancelled out whatever powers
  she might have otherwise inherited. Quicksil-
  ver anguished over having a “mere human”
  for a daughter and sought to expose her to the
  mutation-inducing Terrigen mists. Ben, Crystal
  and Lockjaw, stopped him and made him
  realize that Luna’s composite DNA might go
  terribly awry if he had tried to mutate it. Since
  that time, Luna’s parents have separated,
  although they remain technically married
  under Inhuman law. Crystal took her daughter
  with her to Earth. Luna and her mother now
  live in Four Freedoms Plaza.
  RUNNING LUNA: Luna is a typical infant, her
  14
  
  only difference being that she is unafraid of
  otherwise frightening sights, such as Lockjaw
  or the Thing.
  MAYA
  F
  TY
  (6)
  Health: 28
  A
  TY
  (6)
  S
  TY
  (6)
  Karma: 26
  E
  GD
  (10)
  R
  TY
  (6)
  Resources: GD(10)
  I
  GD
  (10)
  P
  GD
  (10)
  Popularity: 20
  KNOWN POWERS:
  Micro-Environment: Maya has the Amazing
  rank ability to change the weather in a small
  area. When her power functions, the air’s
  composition and temperature change to match
  that of Attilan. This makes Maya the ideal
  nanny for Luna, who might otherwise suffer
  the consequences of breathing New York’s air.
  TALENTS: As a nanny, Maya possesses basic
  medical skills (First Aid and simple diagnoses).
  CONTACTS: Maya is an Inhuman in the em-
  ploy of the Royal house and can call on the
  Inhumans for assistance, especially if Luna or
  Crystal are in trouble. Her current assignment
  makes her a part of the Fantastic Four’s ex-
  tended family as well.
  BACKGROUND: Maya is a typical Inhuman.
  Her training as a nanny combined nicely with
  her power of Micro-Environment when Black
  Bolt sought someone to aid Crystal in rearing
  Luna on Earth. She is the first hired servant to
  live in the FF’s headquarters.
  RUNNING MAYA: Maya is on Earth for one
  reason: to care for the young Luna. She will
  not actively engage in any battles involving
  the FF unless Luna’s safety is in question.
  H.E.R.B.I.E.
  Humanoid Experimental Robot, B-Type,
  Integrated Electronics
  F
  GD
  (10)
  Health: 115
  A
  EX
  (20)
  S
  GD
  (10)
  Karma: 42
  E
  MN
  (75)
  R
  EX
  (20)
  Resources: Shift 0
  I
  EX
  (20)
  P
  FE
  (2)
  Popularity: 6
  KNOWN POWERS:
  Robot Body: H.E.R.B.I.E. is the name for a
  series of robots built by Reed to assist him.
  The H.E.R.B.I.E. series has a Usuform body;
  that is, one that is designed to meet its func-
  tional needs rather than to meet aesthetic
  ones. He possesses eight retractable tentacle-
  like probes and a variety of sensory and defen-
  sive devices. H.E.R.B.I.E. possesses
  human-like intelligence and communication
  skills.
  Communication with Cybernetics: H.E.R.B.I.E.
  is programmed to communicate with any
  device of at least Feeble intelligence. His
  Monstrous ability even enables him to commu-
  nicate with alien computers, such as the Living
  Computers of Xandar.
  Plasma Generation: H.E.R.B.I.E. can emit a
  plasma blast of Monstrous intensity. The beam
  is a coherent field of glowing, highly-charged
  particles that possesses a terrific punch when
  it strikes a target. The beam can do Monstrous
  rank damage against a non-living target or
  Remarkable damage to a living target. It has
  the side effects of providing Incredible inten-
  sity illumination and electrical shock. The
  beam has a maximum range of only one area.
  infravision: H.E.R.B.I.E. can see Infrared light.
  Levitation: H.E.R.B.I.E.’s built-in anti-gravity
  drive gives him Feeble Levitation. He can
  hover in place or travel at 3 areas/stories per
  round. He can also lift an additional 50
  pounds.
  Rocket: H.E.R.B.I.E. has a set of external jets
  that permit him to fly at Typical speed. This
  permits him to fly at 6 areas/stories per round
  in an atmosphere or 75 areas per round in a
  vacuum. It also enables him to lift an addi-
  tional mass of 200 pounds.
  TALENTS: H.E.R.B.I.E.’s skills are limited to
  whatever programs Reed feeds into him. If the
  software is available, H.E.R.B.I.E. can function
  as an expert on any field Reed chooses. The
  original H.E.R.B.I.E. was primarily used as a
  scientific tool. The second H.E.R.B.I.E. acted
  as a sitter and power monitor for Franklin.
  CONTACTS: H.E.R.B.I.E. is owned by the FF.
  During the brief time he was possessed by
  the mind of Dr. Sun, H.E.R.B.I.E. could presum-
  ably have commanded Dr. Sun’s forces.
  BACKGROUND: H.E.R.B.I.E. is a series of
  robots built by Reed to assist him in his scien-
  tific endeavors. The original H.E.R.B.I.E.
  mostly stayed in the Baxter Building’s lab or
  accompanied the FF on space flights. While
  on a trip to Xandar, the FF were allowed to link
  H.E.R.B.I.E. with the Living Computers. Unfor-
  tunately, everyone was unaware that the
  disembodied mind of Dr. Sun was lurking in
  there. Dr. Sun invaded and overwhelmed
  H.E.R.B.I.E.’s personality. Once back on Earth,
  Dr. Sun/H.E.R.B.I.E attempted to destroy the
  FF. H.E.R.B.I.E. regained its intelligence when
  Dr. Sun transferred his own mind into the FF’s
  master computer. In order to save the FF and
  to prevent Dr. Sun from repossessing it,
  H.E.R.B.I.E. crashed into the Master Com-
  puter, destroying everything. When Franklin
  began to exhibit a resurgence of his powers,
  Reed built a second H.E.R.B.I.E. This one
  lacked the first’s offensive powers and was
  programmed to assist Franklin’s language
  development and to monitor Franklin’s
  15
  
  powers. The second H.E.R.B.I.E. exploded
  when a sudden surge of Franklin’s powers
  suddenly aged the boy into an adult. Reed has
  since built additional robots of this series and
  uses them throughout the FF’s headquarters,
  where they perform routine monitoring and
  assistance duties.
  RUNNING H.E.R.B.I.E.: H.E.R.B.I.E. is a
  robot and does whatever it is programmed to
  do. Its programming gives it some free will,
  though. Both versions of the robot developed
  an antagonistic relationship with Ben. It was
  only when H.E.R.B.I.E. was possessed by Dr.
  Sun that it actually harmed anyone.
  DR: JACOB GRIMM
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  KNOWN POWERS:
  None.
  WEAKNESSES: Dr. Grimm’s legs are weak.
  He requires crutches to get around, and has
  Feeble Agility for purposes of attacking or
  dodging.
  TALENTS: Jake is a licensed general practi-
  tioner and a former medical instructor. He has
  both Medicine and First Aid talents.
  CONTACTS: He has strong ties to the FF,
  particularly the Thing, and to the people still in
  Benson, Arizona.
  BACKGROUND: Jacob Grimm was born in
  poverty in NYC but used his intelligence to pull
  himself out of the ghetto. While he was unable
  to get his brother to do likewise, he at least
  was able to watch out for his nephew, Ben.
  When Ben’s parents died, Jacob and his wife
  Alyce adopted him and raised him through
  adulthood. Late in life, Jacob was partially
  crippled by a car crash that killed Alyce. While
  he was convalescing, he returned to teaching
  medicine. There he met Penny, the student
  who eventually became his wife and col-
  league. After the creation of the FF, he and
  Penny moved from NYC to Benson, AZ, where
  they established a general practice.
  RUNNING DR. GRIMM: Jacob Grimm is a
  compassionate and extremely competent
  doctor.
  DR. PETUNIA
  “PENNY” GRIMM
  “Aunt Petunia”
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  KNOWN POWERS:
  None.
  TALENTS: Aunt Petunia is a licensed general
  practitioner. She has both Medicine and First
  Aid skills. She also knows Martial Arts B.
  CONTACTS: She has a strong contact with
  the FF and the Thing in particular.
  BACKGROUND: Penny Grimm is the second
  wife of Dr. Jacob Grimm, Ben’s uncle. She and
  Ben have a fondness for each other, with the
  result that Ben uses her name as one of his
  milder oaths. Shortly after the creation of the
  she and Jake left NYC to set up a rural
  practice in Benson, Arizona.
  RUNNING AUNT PETUNIA: Penny is a
  strong-willed woman who is fiercely protective
  of her husband, her adopted family, and her
  patients.
  DORRIE EVANS
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  Popularity: 5
  CONTACTS: Johnny Storm is her main con-
  tact.
  BACKGROUND: Dorrie Evans was Johnny
  Storm’s first serious girlfriend. They began
  dating when he moved to Long Island and
  transferred to her high school. They continued
  to date when she went off to college.
  However, their lives were going in different
  directions and they split up.
  RUNNING DORRIE: If an adventure is set
  during the time Dorrie and Johnny were still
  dating, treat her as a normal teenage girl from
  a decade ago.
  LORRIE MELTON
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  TALENTS: Lorrie is a talented auto Mechanic
  and is knowledgeable in the field of auto rac-
  ing (+1CS to Reason FEATS involving auto-
  motive engineering and any Resource FEATs
  for building race engines).
  CONTACTS: Johnny Storm is an ex-boyfriend.
  BACKGROUND: Lorrie followed her father’s
  footsteps and became a racecar mechanic.
  When Johnny hired her father’s team as his pit
  crew, he and Lorrie met. They had a brief
  romance until Lorrie decided that she didn’t fit
  into the world of the FF.
  RUNNING LORRIE: Lorrie is an adventurous
  woman who likes reasonably safe forms of
  adventure.
  JULIE ANGEL
  Juliette D’Angelo
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  TALENTS: Julie is an actress and model.
  CONTACTS: Julie is an ex-girlfriend of Johnny
  Storm. Their parting was amicable. She was
  originally roommates with Frankie Raye before
  that woman became Nova, Galactus’ Herald.
  BACKGROUND: Julie realized that her good
  looks, personality, and basic acting skills could
  be used to get her fame and fortune, so she
  moved to New York to be an actress or model
  (whichever would pay the better). She couldn’t
  afford a place of her own so she shared an
  16
  
  apartment with Frankie Raye. Through her she
  met Johnny Storm and the rest of the FF.
  When Frankie became Nova and left Earth,
  Julie moved in on the heartsick Johnny. Their
  relationship never developed seriously,
  though, and eventually she transferred her
  affections to Grey Landers, another actor.
  When Grey got a job in Hollywood, Julie fol-
  lowed him there.
  RUNNING JULIE: Julie is an extremely pleas-
  ant airhead.
  SHARON SELLECK
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  WEAKNESSES: Sharon is extremely allergic
  to milk and other dairy products. Ingestion of
  such products makes Sharon feel ill and
  requires a successful green Endurance FEAT
  to avoid incapacitating cramps for 1 -10 hours.
  CONTACTS: Sharon knows the FF through
  Johnny, whom she dated a few times.
  BACKGROUND: Sharon is a working woman
  trying to find fortune and happiness in NYC.
  Currently she is working at TV City, a televi-
  sion studio. Like most people, she couldn’t
  afford an apartment on her own and so went
  looking in the want ads. She found a place
  rooming with Julie Angel. Although she
  thought Julie’s story that her previous room-
  mate had left Earth with Galactus was a little
  weird, she realized it was the truth when she
  met Julie’s then-boyfriend, Johnny. Sharon fell
  for Johnny at once. Sharon and Johnny didn’t
  get to know each other until Sharon stumbled
  across the Pseudo-Skrull colony in King’s
  Crossing, NY. They dated a bit after Julie left
  for Hollywood, but nothing ever came of it.
  She and Johnny remain friends.
  RUNNING SHARON: She is an independent
  woman who doesn’t concern herself with
  public attitudes or opinions. This carries over
  to her personal appearance, and reflects her
  casual nature. Her allergy to dairy products
  enabled her to uncover the “Skrull invasion” of
  King’s Crossing, NY.
  TARIANNA
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  KNOWN POWERS: None.
  TALENTS:
  Tarianna was a superb warrior, possessing the
  talents of Martial Arts A, B, and E, as well as
  Acrobatics.
  CONTACTS: Tarianna was the Thing’s female
  alter ego.
  BACKGROUND: During his sojourn on the
  Battle-planet following the Secret Wars, the
  Thing befriended the swordswoman Tarianna.
  They journeyed across that world together and
  eventually fell in love. The relationship was
  doomed when Ben discovered that Tarianna
  was his own anima, or female alter ego, given
  life by the peculiar properties of the Battle-
  planet. During this time, the Thing had also
  generated a living copy of his human self. The
  Thing was about to be killed by the human Ben
  when Tarianna killed the human Ben. This
  death triggered Tarianna’s own death and the
  final destruction of the Battle-World. Even
  though the Thing realizes Tarianna was a con-
  struction drawn from his own mind, he still
  mourns her loss. Shortly after his return to
  Earth, the Thing discovered Sharon Ventura, a
  lookalike for the lost Tarianna (see Ms. Marvel II).
  RUNNING TARIANNA: Tarianna is a valiant
  fighter and the Thing’s devoted companion.
  PHINEAS HORTON
  aka Thomas Raye
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  TALENTS: Professor Horton is a brilliant
  scientist working in the fields of Genetics and
  Biochemistry. He is also trained in Hypnosis.
  CONTACTS: He is the creator of the original
  Human Torch and the stepfather of Frankie
  Raye.
  BACKGROUND: Prof. Horton was a biotech-
  nology pioneer in the late 1930s. His crowning
  achievement was the creation of the first
  android, the original Human Torch. Unfortu-
  nately, Horton had not foreseen his creation’s
  incendiary powers. Horton was believed killed
  in the resulting fire. In later years, he changed
  his name to Thomas Raye, became a repair-
  man, and married a woman with a daughter,
  Frankie, from a previous marriage. Frankie
  was 14 when “Thomas” read about the new
  group, the FF. He flew into a rage and took his
  daughter to a long abandoned chemical ware-
  house in NYC. His intention had been to
  revive or recreate the original Human Torch.
  However, an accident resulted in Frankie Rays
  receiving the Torch’s powers.
  Distraught by what he had done, “Thomas”
  hypnotized Frankie into forgetting her powers
  and her life up till then.
  He left Frankie but he sent her enough
  money each month that she could survive.
  Years later the money stopped when Horton
  was killed in a battle with supervillains.
  RUNNING DR. HORTON: Horton was a driven
  man. He was obsessed with gaining the glory
  he felt he deserved as the creator of the first
  android. He was also obsessed with his crea-
  tion, the original Human Torch.
  IMPOSSIBLE MAN
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  17
  
  KNOWN POWERS:
  Shapeshifting: The Impossible Man has the
  Shift-Z ability to transform himself into any-
  thing he dang well wants. His only limitation is
  that he cannot change color; whatever he
  turns into must be green and purple. Impy has
  developed his power into Stunts that simulate
  other powers.
  • Lifeform Creation—Impy is able to asexual-
  ly reproduce by dissolving his body into a
  green and purple cloud, then re-coalescing
  into two or more distinct beings.
  • True Invulnerability—Due to his malleable
  structure, Impy has Unearthly resistance to
  physical damage. He is subject to Slam
  results but cannot be Stunned.
  • Power Duplication—Impy can duplicate the
  powers of anything he is mimicking (drag-
  on’s flame, Thor’s hammer, stardrive, etc.).
  Such mimicked Powers are of Good rank if
  he is using his own power and Amazing
  rank if he is being stimulated by his ship.
  • Self Sustenance—Impy does not need to
  consume air, food, or whatever for extend-
  ed periods of time, such as when he is in
  deep space.
  • True Flight—Impy can travel independently 
  through space at CL3000 speed.
  Mass Mind: Impy has absorbed the minds of
  all the Poppupian race.
  TALENTS: Impy must be an expert on Astro-
  Navigation, otherwise he wouldn’t have been
  able to find Earth so many times.
  CONTACTS: The FF are on uneasy terms with
  Impy but he did offer his planet to Galactus in
  place of Counter-Earth, so they probably owe
  him one. Lately, Impy discovered the shape-
  shifting Warlock and through him has be-
  come friends with the New Mutants.
  BACKGROUND: Impy is a native of Poppup, a
  world dominated by fierce and dangerous
  monsters. To survive, the local humanoids
  developed the power of Shapeshifting to
  protect their bodies and a mass mind to pro-
  tect their individual minds in case the
  Shapeshifting didn’t work. Unlike the uni-
  verse’s other shapeshifting race, the Skrulls,
  the Poppupians used their powers to have
  fun.
  Impy was born with a genetic flaw that gave
  him a free will and independent decision-mak-
  ing capabilities. He decided he was bored
  with Poppup and left for deep space. Eventu-
  ally he discovered (in order) the Earth, televi-
  sion, and the FF. He wanted to be entertained
  and couldn’t understand why the Earth people
  resented his attempts to enliven the scene.
  Reed convinced the entire east coast of the
  U.S. to simply ignore Impy, no matter what he
  did. Impy swiftly got bored and left Earth for
  deep space.
  RUNNING THE IMPOSSIBLE MAN: Impy is a
  bored, hyper-active, mischievous kid. He is a
  wide-eyed innocent who really doesn’t under-
  stand the harm he is capable of doing. Fortu-
  nately, he is at heart a benevolent soul who
  would never harm anyone intentionally. One final
  note: he cries A LOT if he can’t get his way.
  STINGRAY
  Dr. Walter Newell
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  KNOWN POWERS:
  Exoskeleton: What powers Dr. Newell has are
  derived from his use of the Stingray armor.
  Without the armor his ranks are:
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  Body Armor: The Stingray armor gives Newell
  Remarkable protection from physical attacks
  (including pressure from the ocean’s depths),
  Excellent protection from energy attacks, and
  Amazing protection from heat, cold, and elec-
  tricity.
  Self Sustenance: Artificial gills within the armor
  provide him with unlimited oxygen. Note that
  the system cannot provide him with oxygen
  where none is present, such as outer space.
  Hyper-Swimming: Propulsion systems give him
  Good waterspeed.
  Gliding: After launching himself from the water,
  Stingray can attain Poor airspeed (60 mph)
  and a maximum altitude of 100 feet.
  Electrical Generation: Stingray can release a
  blast of Incredible Intensity electricity at a
  range of up to 1 area. Targets of the blast
  must make an Endurance FEAT or fall uncon-
  scious for 1-10 rounds.
  TALENTS: Dr. Newell is a master of several
  disciplines related to the oceans. He is an
  oceanographer, ocean archeologist, icthyolo-
  gist, and cetologist. He has made a special
  study of methods for adapting surface humans
  to an aquatic existence.
  CONTACTS: Dr. Newell has been employed
  by the Navy and FBI. He is a friend of Namor
  and the Thing and positively adored by Dr.
  Henry Croft and the other people he helped
  restore to normal.
  BACKGROUND: Dr. Newell was an oceanog-
  rapher employed by the government when he
  oversaw construction of an experimental
  domed undersea city (later destroyed by the
  Plunderer). Newell befriended Namor during
  this period. Later he was ordered to capture
  Namor, who had been accused of some crime.
  To enable himself to do this, Newell con-
  structed the Stingray armor. After clearing
  Namor’s name, Newell resumed his research.
  He met the FF when he was helping a group
  of people regain their humanity after Dr. Hydro
  had transformed them into amphibians resem-
  bling Triton of the Inhumans.
  RUNNING STINGRAY: Dr. Newell’s life is
  devoted to exploring the ocean’s secrets. The
  Stingray armor helps him out immeasurably.
  He is driven to correct any injustice or fight
  any calamity that is related to the ocean. The
  thrill of adventuring as Stingray is gradually
  winning over the urge for scholarly research.
  18
  
  CRUSADER
  Robert Grayson a.k.a. Marvel Boy
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  KNOWN POWERS:
  Power Source (Wristbands): All of Grayson’s
  powers are derived from his special wrist-
  bands. The bands absorb solar radiation and
  transform it into powers and enhanced Abili-
  ties for the wearer. If Grayson loses the bands
  all his Abilities drop to Typical rank.
  Gravity Manipulation: The bands can lessen
  the gravity of heavier planets to that of Earth.
  In areas of lighter gravity, the power can be
  developed to enable him to fly at Typical
  speed.
  Light Control: The bands have the Excellent
  ability to magnify low light levels to a point
  where normal daylight vision is possible. In
  daylight, the bands can create blinding bursts
  of light. (Anyone within two areas of the bands
  when they use this power must make an
  Intuition FEAT against Amazing Intensity or
  suffer 1-5 rounds of blindness.)
  Light Emission: The bands can emit any fre-
  quency of light with Excellent intensity.
  Gateway: The bands can create warps into
  the “Quantum Zone:’ a realm of unknown sub-
  atomic particles. These particles can form into
  a blast that does Amazing damage.
  True Invulnerability: The bands give the wearer
  Monstrous resistance to physical and heat
  attacks.
  TALENTS: Grayson was trained in branches
  of the Uranian sciences that are unknown on
  Earth.
  CONTACTS: None.
  BACKGROUND: Grayson is the son of Dr.
  Horace Grayson, a German Jew who fled
  Germany before WWII. Fearing the war he
  knew was about to erupt, he designed a rock-
  etship that would carry him and his infant son
  safely away from Earth. He made radio con-
  tact with the Uranians, a colony of the Eternals
  who had left Earth millennia before. The Ura-
  nians gave Dr. Grayson the help he needed to
  leave Earth for their world.
  Robert Grayson grew up in the small dome
  that housed the colony. He was given the
  training of a young Eternal and taught to use
  the powers supplied him by the bands. When
  he was 17, he convinced his father to let him
  return to Earth and to fight evil. During the 50s
  he became a popular crimefighter known as
  Marvel Boy. After three years, he was recalled
  to Uranus to care for his ailing father. He
  returned again to Earth to acquire the supplies
  he needed. Tragically, when he finally re-
  turned, he discovered the Uranian dome
  shattered and everyone dead. He vowed to
  avenge his father and the Uranians by de-
  stroying the New York bank which had hin-
  dered his efforts to return to Uranus.
  En route again to Earth, his ship was caught
  in the tail of a mysterious comet. Grayson was
  placed into suspended animation. His voyage
  was extended from days to decades. When he
  finally returned to Earth, he was an adult, and
  insane. He nearly killed the banker who had
  caused him so much trouble and destroyed
  some branches of the Grover Cleveland Bank.
  When the FF attempted to halt the rampage
  he tried to increase the power given him by
  the bands. The power level was too high;
  Grayson was disintegrated in a burst of light.
  The bands survived and Reed gave them to
  SHIELD. They were in turn given to Dr. Gilbert
  Vaughn for study, who then gave them to his
  son to use as the super-hero Quasar.
  RUNNING CRUSADER: In the 1950s, Marvel
  Boy was a bright, friendly teen who was out to
  stop all crime and bring about world peace. If
  the adventure is set later in Robert’s career;
  Crusader was a rampaging psychotic who
  would stop at nothing to destroy the Grover
  Cleveland Bank.
  QUASAR
  Wendell Vaughn
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  KNOWN POWERS:
  Power Source (Wristbands): All of Quasar’s
  powers are derived from the Uranian wrist
  bands formerly used by the late Crusader. The
  bands tap available solar energy and convert it
  into powers Quasar can use.
  Energy Solidification: The bands can emit
  objects of “solid” light. The objects are shaped
  by Quasar’s imagination and can be used to
  create a variety of useful shapes, such as
  weapons, shields, cages, and aerodynamic
  designs. The objects have Monstrous Material
  strength and do Monstrous damage if used as
  weapons. If the force is used as shields,
  Quasar can block up to three separate attacks
  at Monstrous power level and will automatically
  win initiative against any such attacker the
  next round.
  Light Generation: The bands can create Mon-
  strous bursts of light.
  True Flight: Quasar can fly at Shift-Y speed
  (Mach 2) in the atmosphere, and presumably
  even faster in interplanetary space.
  TALENTS: Vaughn is a veteran of the U.S.
  army and a SHIELD trainee. He possesses
  Law Enforcement and Espionage skills. He is
  trained in Martial Arts A and B, as well as
  handgun use.
  CONTACTS: Vaughn has contacts with
  SHIELD, Project Pegasus, Bill Foster, and the
  FF through his buddy the Thing.
  BACKGROUND: Wendell Vaughn was a
  SHIELD trainee when his father acquired the
  Uranian wristbands used by the late Crusader.
  Wendell was supposed to use the bands so
  his father could study their effects. Unfortu-
  nately, th6 bands grafted themselves onto his
  wrists. Wendell then volunteered for SHIELD’s
  “Super-agent” program, where he was code-
  named Marvel Man. When the program was
  discontinued, he changed his name to Quasar
  and got the job of security chief for Project
  Pegasus. There he met Ben. He served during
  the the Project’s most violent period. After the
  Serpent Crown temporarily took control of his
  mind, Quasar felt so disgraced that he re-
  signed and disappeared without revealing his
  plans. Rumors suggest he is now making his
  way to Uranus.
  RUNNING QUASAR: Quasar is aware that,
  while he has the potential for great powers,
  his control over them is not that fine. He’s still
  a bit insecure about his role as a superhero,
  although he hides it well.
  19
  Quasar by Art Adams
  Courtesy of www.quantumzone.org
  
  GUARDSMAN
  Michael O’Brien
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  Popularity: 10
  KNOWN POWERS:
  Exoskeleton: O’Brien receives his powers from
  the use of the Guardsman armor. Without the
  suit, his physical Abilities are:
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  Body Armor: The Guardsman armor gives him
  Incredible protection from physical attacks,
  Excellent protection from most energy attacks,
  and Monstrous protection from radiation.
  Rocket: Internal systems give him Remarkable
  airspeed (250 mph) and a maximum flying
  time of two hours.
  Fire Generation (feet): His rocket boots enable
  him to do Excellent damage to any target
  within 2 areas.
  Plasma Generation (Repulsors): Gauntlet
  mounted Repulsor projectors emit blasts that
  can do Incredible damage at a range of up to
  5 areas.
  Self Sustenance: The armor contains an inter-
  nal air supply sufficient for 30 minutes’ use.
  TALENTS: Michael O’Brien is a policeman
  and has the Law Enforcement talent, as well
  as Martial Arts E.
  CONTACTS: Michael was originally a ser-
  geant in the NYPD. Later he replaced Quasar
  as Security chief for Project Pegasus. He is an
  acquaintance of the Thing.
  BACKGROUND: The Guardsman armor was
  designed by Tony Stark to serve as an emer-
  gency backup system. He gave it to a friend
  and employee, Kevin O’Brien. Unfortunately,
  an emergency caused O’Brien to don the
  armor before a fatal flaw was detected; mental
  feedback affected the Guardsman’s mind and
  drove O’Brien into a jealous rage directed at
  Iron Man. In the ensuing battle, O’Brien was
  killed.
  Months later, Michael O’Brien acquired the
  armor while investigating his brother’s death.
  The flaw induced Michael to baffle Iron Man as
  well. Afterwards, Stark fixed the error and
  gave the suit to Michael.
  Michael eventually quit the NYPD and
  replaced Quasar as head of Project Pegasus
  security. When his armor was damaged during
  a battle with the Lava Men (see Sub-
  terraneans), the suit was rebuilt and dupli-
  cated by Stane Industries. Michael was later
  transferred to be security chief for the Vault,
  where all the staff now wear copies of the
  Guardsman armor.
  RUNNING GUARDSMAN: Michael O’Brien is
  a diligent policeman who believes in honor-
  ably fulfilling his duties.
  THUNDRA
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  (6)
  Popularity: 8(76)
  KNOWN POWERS:
  True Invulnerability: Thundra has Typical
  resistance to physical, attacks.
  Hyper-Leaping: Thundra can make Remark-
  able leaps (45 ft. up or across, 60 ft. down).
  Hyper-running: Thundra can run at Typical
  groundspeed (45 mph).
  TALENTS: Thundra has the Weapons Master
  talent, and is also proficient in all Fighting
  Skills. She is a skilled Military and Political
  leader, as befits her station as head of the
  U.S.R.
  CONTACTS: Thundra is a long-time associate
  of the FF. She is leader of the U.S.R. in her
  home time period.
  BACKGROUND: Thundra is a citizen of the
  United Sisterhood Republic, a country in an
  alternate 23rd century Earth, Fernizonia.
  Thundra was born in a government-run birth
  lab, where she was genetically engineered for
  greater strength, endurance, and resistance.
  She began to study military skills at age 8; by,
  the time she was 18, she was the U.S.R.’s
  finest warrior. When her world was invaded by
  soldiers from another alternate timeline, Mac-
  chus, Thundra acted to prevent Macchus from
  ever existing. She stole the Macchians’ time
  machine and traveled to 20th century Earth.
  Her plan required her to defeat Earth’s finest
  warrior, the Thing. When the Wizard learned of
  her intentions, he recruited her for the Frightful
  Four. From there she fought the Thing on
  several occasions and even beat him once.
  However, she eventually realized that her
  actions would not affect the creation of Mac-
  chus. She turned against the Frightful Four.
  Afterwards, she became friends with the FF
  and began to develop a liking for Ben. Thun-
  dra was instrumental in merging the alternate
  timelines of Fernizonia and Macchus. For a
  time, she stayed in the 20th century because
  he felt her world no longer existed. She wan-
  dered around and got further involved in Ben’s
  life. She aided him in stopping Roxxon Oil’s
  attempt to plunder the resources of other
  dimensions. She used the Nth Projector to
  return to her world and time. There she be-
  came Empress of the renamed United Sister-
  hood Empire. Her people wanted her to
  establish a dynasty. She decided that, since
  Ben was the only male she respected, he
  should marry her. When an emergency
  prompted her to call Ben to her time, she took
  the opportunity to propose. Because accept-
  ance meant Ben would be forever unable to
  return to his time, he declined. As a favor,
  Thundra first returned Ben to an alternate
  timeline where he could propose to Alicia (Ben
  left her at the altar), then finally returned him
  to his own timeline. Since that time, Thundra
  has remained in her world, leading the expan-
  sion of the U.S.E.
  RUNNING THUNDRA: Thundra is an aggres-
  sive fighter with a near-total disdain for men.
  She is a brilliant tactician and an honor-bound
  fighter. She is also prone to fits of rash behav-
  ior and may act before the time is right. She
  has a soft spot for Ben, but her personality
  won’t let her admit it’s something more than
  simple respect.
  20
  
  AQUARIAN
  Wundarr
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  Popularity: 10
  KNOWN POWERS:
  Enhanced Attributes: The statistics for the
  Aquarian consider only his career after being
  affected by the Cosmic Cube. Previous to
  this, his abilities were:
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  Hyper-Leaping: Wundarr could attain Class
  5000 leaps (2 miles straight up, 3 miles hor-
  izontally).
  Body Resistance: As Wundarr, he had Un-
  earthly resistance to brute force attacks. The
  intended damage from such attacks was con-
  verted into energy for Wundarr’s use, so that
  he accumulated a reservoir of power equal to
  one fourth the force used against him. For
  example, an Amazing intensity attack would
  not only leave Wundarr unharmed, but would
  also give his reservoir 12 points. Every round
  of inactivity also added one point of stored
  energy. Every time he used his Strength or his
  Leaping ability, Wundarr expended 20 points.
  If he let it build, he could release the stored
  energy in a Force Blast of Intensity equal to
  the number of stored points. After 100 points,
  such a release (at Unearthly intensity) was
  involuntary. 
  Force Field v. Energy:. As the Aquarian, he
  has the Unearthly ability to project a spherical
  field that dampens certain energy forms,
  applying -10CS to any effects. Such forms
  include electricity, gravity, light, magnetism,
  radiation, and sonics. The field can have a
  radius from 5 inches to 10 areas. He can alter
  the effect, size, and intensity of the field at will
  but he can never completely shut it down.
  This field prevents his Hyper-Leaping power
  from functioning. However, it can be used to
  create a variety of new Power Stunts, such as:
  • Skywalking—Aquarian can travel at Good
  landspeed even when he is walking through
  the air.
  Animal Empathy: Aquarian possesses the
  ability to understand animals at Poor rank. It is
  against his ethics to use this power to control
  any creature.
  TALENTS: The Aquarian has First Aid skill.
  CONTACTS: Wundarr was originally Ben
  Grimm’s ward and a patient at Project Pega-
  sus. He was also “adopted” by Namorita. As
  the Aquarian, he assisted the Cosmic Cube to
  attain its next state of being; perhaps that
  being will return the favor someday.
  BACKGROUND: Wundarr is a native of the
  planet Dakkam. As an infant, he was shot into
  space after his father incorrectly predicted
  Dakkam’s imminent explosion. Wundarr spent
  the voyage in partially-suspended animation;
  he physically matured but his mind remained
  arrested in infancy. Cosmic energy endowed
  the sleeper with his original powers.
  When Wundarr arrived on Earth, he crashed
  into a Florida swamp where he was released
  by the Man-Thing. He was given briefly into
  the custody of the Thing, Namorita, and finally
  Project Pegasus. Following experiments that
  used him to probe the Cosmic Cube, he at-
  tained a psionic link with the being within. The
  communion eventually transformed him into
  the Aquarian and gave him a sense of purpose
  at last. He has since used his powers to help
  the Cosmic Cube pass on to its next level of
  existence.
  RUNNING AQUARIAN: As Wundarr, he is an
  infant in an adult body. As the Aquarian, he is
  a would-be messiah out to lead humanity into
  a higher consciousness.
  WATCHER
  Uatu
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  Popularity: 0
  KNOWN POWERS:
  Clairaudience: He has Unearthly range (2.5
  billion miles).
  Clairvoyance: Unearthly range.
  Communicate With Animals: Unearthly ability
  to speak with animals.
  Communicate with Cybernetics: Unearthly
  ability to speak with intelligent machines or to
  take readings from non-self-aware devices.
  Communicate with Plants: Unearthly ability to
  speak with the higher forms of plant life.
  Cosmic Awareness: C1000 awareness of this
  universe and several others that exist as
  alternates of this one.
  Empathy: Unearthly ability to read emotions.
  Force Field Generation: a protective field of
  C1000 rank.
  Force Field v. Psionics: a protective field of
  C1000 rank that can be extended to include
  anyone he chooses.
  Gateway: He has a C5000 range that can
  reach distances up to 500 light years at a
  jump.
  Immortality: Uatu may be several million years
  old.
  Kinetic Bolt: Uatu can fire bolts of Unearthly
  Intensity.
  Linguistics: Uatu has C1000 ability to under-
  stand any language.
  Mental Invisibility: He has the C1000 ability to
  render himself and anyone he chooses unde-
  tectable by psionic means.
  Mind Probe: Unearthly rank probes of minds
  and psionic phenomena. Curiously, his use of
  this or Telepathy gives his target Unearthly
  protection against any other entity’s attempt
  to do likewise.
  Remote Sensing: Unearthly ability to extend
  the range of his senses (excluding those as
  above).
  Self-Sustenance: Uatu has never been known
  to eat, drink, or be required to breathe. How
  ever, all members of his race must occasional-
  ly bathe in particular radiations.
  Shapeshifting: To aid their covert surveillance
  of the universe, all Watchers have the Un-
  earthly ability to transform themselves to
  mimic whatever lifeform they are observing.
  Telekinesis: He has Unearthly abilities, mostly
  used to operate machinery and fetch items.
  Telelocation: He has the C5000 ability to locate
  anyone in the universe.
  Telepathy: C5000 communication with other
  Watchers and Entities. Otherwise Uatu de-
  creases his rank to Unearthly when dealing
  with mortals.
  21
  
  Teleportation: C5000 range (500 light years).
  Total Memory: Uatu has C5000 recall of every-
  thing he has ever experienced. 
  Levitation: Uatu has Unearthly rank. 
  True Invulnerability: Uatu has C1 000 resist-
  ance to all attacks.
  TALENTS: You name it, he can probably do it
  or can refer to something that tells him how to
  do it.
  CONTACTS: Because Watchers typically
  never help anyone, no one ever helps them.
  However, Uatu’s peculiar behavior has given
  him Contacts with the FF, his neighbors the
  Inhumans, Asgard, and Galactus.
  BACKGROUND: The Watchers are one of the
  first races to evolve in our Universe. Originally
  the Watchers decided to assist the races
  around them to attain high levels of technolo-
  gy and (they hoped) civilization. Unfortu-
  nately, their good intentions were lost on some
  of their charges. One race to whom they gave
  nuclear technology created genocidal wea-
  pons, destroying two civilizations. Shocked by
  the results of their interference, the Watchers
  decided that they would only observe the
  universe and never again interfere. They hold
  to this pledge even when they are aware that
  incredible disaster results from their inactivity.
  For example, a Watcher had the chance to
  destroy a still-forming Galactus. Adult Watch-
  ers are assigned a star system to monitor for
  developing life.
  Uatu is considered the Watcher’s equivalent
  of a juvenile delinquent. Uatu developed a
  fascination for the boisterous human race and
  has decided to aid its development. Rather
  than overt help, though, he tends to warn
  humans of impending danger or to indirectly
  suggest solutions to their problems. He will
  ignore direct appeals for help.
  RUNNING THE WATCHER: Uatu has a special
  fondness for humans, especially the FF. While
  he will never directly aid them, he will suggest
  where they might find solutions among his
  possessions or powers. Occasionally he will
  add himself to a party as “an observer.” Al-
  though he will not directly participate in the
  adventure, his Karma is added to the group’s
  Karma Pool.
  HIGH EVOLUTIONARY
  Herbert Edgar Wyndham
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  Popularity: 0
  (100 from his creations)
  KNOWN POWERS:
  Cyborg Exoskeleton: The High Evolutionary is
  almost always in his armor, which contains
  internal computers that supply him with most
  of his powers and Abilities. Note that the suit
  will always return to Wyndham in 1-100 weeks
  if he is separated from it. He cannot voluntarily
  remove more than his helmet.
  Body Armor: His suit provides Unearthly pro-
  tection against physical attack and Shift-Z
  protection against energy, psionic, and magi-
  cal attacks.
  Clairaudience: C1000 range.
  Clairvoyance: C1000 range.
  Communicate with Animals: C1000 ability.
  Communicate with Cybernetics: His suit gives
  the High Evolutionary this power at C1000
  rank.
  Cosmic Awareness: C1000 rank.
  Danger Sense: At C1000 rank, he is also
  aware of danger threatening his creations.
  Induced Evolution: With his exoskeleton’s
  equipment, he can transform a animal into an
  evolved demihuman.
  Free Spirit: Wyndham can leave his body for
  extended periods and roam the cosmos. If his
  body is destroyed, Wyndham’s armor can
  sustain his lifeforce indefinitely.
  Growth (Atomic Growth): He can enlarge the
  size of his own atoms so that he may become
  as large as Galactus. His basic stats do not
  change while he is in this state.
  Levitation: C1000 rank.
  Linguistics: C1000 rank.
  Mental Invisibility: At C1000 rank, this power
  also extends to his creations if they are within
  range.
  Mental Probe: C1000 rank.
  Mind Blast: Another power from his suit, with
  C1000 rank.
  Matter Creation: With his armor, the High
  Evolutionary has six forms of this Power, each
  with C1000 rank:
  • Artifact Creation—He can instantly create
  complex shapes.
  • Elemental Creation—He can create any
  element he needs.
  • Lifeform Creation—He can create perma-
  nent, living beings of any type.
  • Mechanical Creation—He can create com-
  plex mechanical devices.
  • Missile Creation—He can use his creations
  to do up to Unearthly damage.
  • Spray Creation—He can create sudden
  torrents that do up to Unearthly damage.
  Reality Alteration (Future): The Suit automati-
  cally expends up to 150 Karma to prevent
  anything catastrophic from happening to the
  High Evolutionary.
  Regeneration: The armor contains a complete
  record of Wyndham’s body, personality, memo-
  ries, and powers. If his body is destroyed but
  the suit remains functional, it can eventually
  recreate Wyndham and return him to life.
  Self-Sustenance: The suit automatically recy-
  cles bodily wastes, thus freeing him from the
  need to breathe and so on.
  Speechthrowing: He can make himself heard
  22
  
  at C1000 range.
  Telepathy: C1000 rank.
  Total Memory: C1000 rank.
  TALENTS: Wyndham was originally a leading
  expert on Genetics and Engineering. These
  abilities, and a host of new skills, were raised
  to provide + 3CS to any Reason FEAT when
  he was transformed into the High Evolutionary.
  CONTACTS: The High Evolutionary has had a
  host of Contacts, including the Avengers, the
  FF, the Knights of Wundagore, the populace of
  Counter-Earth (now destroyed), and Adam
  Warlock (no longer on this plane of existence).
  BACKGROUND: Wyndham was a pioneer of
  genetics at Oxford when he created his first
  evolutionary accelerator. Hostility from the
  scientific community prompted Wyndham and
  his partner Jonathan Drew to build a lab on
  Wundagore Mountain in Transia. When ura-
  nium was discovered under Wundagore,
  Wyndham gained a fortune that enabled him
  to create his scientific citadel and achieve
  greatness. Wyndham used his evolutionary
  accelerator on himself and gained his present
  abilities. When he realized that the Transia
  countryside was a focal point for much of the
  magic in Europe and that such forces could
  threaten him, he created his suit of armor. He
  then created the Knights of Wundagore, demi-
  human “New Men” astride robotic mounts, to
  defend him against the demon Chthon who
  dwelled in the earth below. When he decided
  to leave Earth, he transformed his citadel into
  a starship. His “New Men” colonized a world
  orbiting Sirius It. The new world of Wundagore
  is a curious blend of medieval knighthood and
  high technology.
  Next, he created a full-scale copy of the
  Earth. Counter-Earth was located on the far
  side of Earth’s orbit. It was populated by the
  “New Men,” animals who had been acceler-
  ated to resemble human. Many of the New
  Men were patterned after existing Earth hu-
  mans, such as Reed Richards and Doctor
  Doom. In a strange twist, the President was a
  werewolf-like berserker.
  Counter-Earth was stolen by a group of beings
  called Beyonders. At first Wyndham rushed to
  rescue his planet, but when he learned the
  Beyonders were interested in his work, he felt
  flattered. He encountered a traumatic shock
  when Counter-Earth was dismissed as “local
  talent.” His ego crushed by a sudden rush of
  interiority, Wyndham went quietly mad and tried
  to commit suicide. Fortunately, his suit wouldn’t
  let him succeed. He tried to get the Hulk to
  demolish his suit. While the Hulk damaged
  enough of the suit that Wyndham was able to
  devolve into a mass of one-celled organisms, the
  suit retained its self-repair ability. The suit is now
  quietly rebuilding itself; when it’s done, the High
  Evolutionary will live again (whether he wants to
  or not).
  RUNNING THE HIGH EVOLUTIONARY: The
  High Evolutionary is a firm believer in the
  obligations of noble, higher-powered beings to
  protect lesser beings. He sees himself as
  Galactus’ natural enemy and yet he would not
  allow Galactus to die. Rather, he temporarily
  accelerated Galactus’ evolution to the point
  where Galactus would no longer need to
  devour worlds.
  ADAM WARLOCK
  Him
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  KNOWN POWERS:
  Absorption Power: Warlock automatically
  absorbs available Cosmic energy and trans-
  forms it into useful powers and personal en-
  ergy. Through a Power Stunt he could raise
  either his Strength or Endurance rank +2CS
  for 5 turns. He could do this a total of once per
  day.
  Armor Skin: Warlock could generate a protect-
  ive cocoon of Incredible Material strength.
  Flight: Warlock could attain Shift-X velocity
  (770 mph airspeed; 80,000 mph in space).
  Dimension Travel: Warlock could travel into
  other dimensions with Amazing ease. This
  includes the ability to travel instantly through
  hyperspace to distant points in space.
  Light Generation: During Him’s formative
  period, he possessed an uncontrollable power
  that destroyed mechanical recording devices
  and temporarily blinded living beings. This
  power vanished when Him left his cocoon.
  Healing: When in the Cocoon, Warlock pos-
  sesses Monstrous self-healing.
  Self Sustenance: Warlock can survive indefi-
  nitely without air, water, or food.
  True Invulnerability: Warlock possesses Good
  resistance to physical and energy attacks,
  including the rigors of deep space.
  SOUL GEM: The Soul Gem is one of six magi-
  cal gems scattered throughout the universe.
  Together the six could shatter the fabric of
  reality itself. The other five gems were dis-
  persed when Thanos attempted to do just that.
  The Gem is intelligent and malevolent:
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  The Gem may substitute one of its attributes
  for that of Warlock. The gem possesses sev-
  eral powers which Warlock could use as if his
  own.
  Devolution: This Amazing power can negate
  induced evolution and return the targeted
  being to its original state.
  Linguistics: The Gem has the Monstrous
  ability to instantly translate any being’s lan-
  guage.
  Kinetic Bolt: Warlock could fire Incredible
  beams of pure force through the Soul Gem.
  Spirit Storage: The Soul Gem has the Un-
  earthly ability to forcibly remove a person’s
  spirit and trap it within.
  Internal Limbo: The Gem acts as a gateway to
  a pocket dimension populated by the spirits
  drawn into the Gem. This limbo appears to be
  a pleasant park where everyone enjoys tran-
  quility.
  23
  
  Mental Duplication (Merger): This Monstrous
  power gives the host of the soul gem a dupli-
  cate set of memories of each person drawn in
  by the Spirit Storage power.
  TALENTS: Warlock initially possessed no
  talents at all. However, he gained the talents of
  everyone drawn into the Soul Gem. These
  skills include all Martial Arts, Weapons Master,
  Astro-navigation, and Piloting.
  CONTACTS: As Him, Warlock was the tool of
  the Enclave; they are no longer enemies.
  Although the FF were originally Him’s ene-
  mies, they later became allies. As Warlock, his
  friends included some of the Avengers, the
  High Evolutionary, and the people of Counter-
  Earth.
  BACKGROUND: Him began as a living
  weapon created by the Enclave, a scientific-
  criminal organization. During his formative
  period, he emitted rays that disrupted record-
  ing equipment and prevented anyone from
  seeing Him without harm. The Enclave lured
  Alicia to their base to do a sculpture of Him
  (this was the only way of “seeing” Him at the
  time). When the FF came to rescue Alicia, the
  cocoon hatched. Him and the FF clashed until
  he realized that it was the Enclave who were
  the villains. Warlock destroyed the Enclave’s
  headquarters as he fled into space.
  Later Him went through a lengthy period of
  personal growth and physical transformation.
  He also began to evolve toward “godhood.”
  He first acted as a messiah on Counter-Earth
  but was later executed by the authorities
  there. He returned to deep space. There he
  discovered that he was caught in a timeloop.
  One version of Warlock had become a totali-
  tarian god named Magus. Warlock joined
  Thanos in battling and eventually destroying
  Magus. As he died Magus told Warlock he was
  supposed to be the champion of life and
  nemesis of Thanos, Death’s champion. Later
  Warlock led the Avengers against Thanos. As
  a result of the timeloop, a younger Warlock
  appeared and absorbed Warlock’s soul into
  the Soul Gem.
  His body was later resurrected by Her, but
  she returned it to death when she realized his
  soul was elsewhere. At the present time, no
  one knows Warlock’s spirit is a content resi-
  dent of the internal limbo within the Soul Gem.
  RUNNING WARLOCK: Warlock was concerned
  with finding a reason for his existence. While he
  was looking for It, he acted as the champion of
  all threatened beings. Whether the drive for
  godhood was a sidetrack or an inkling of his
  destiny has not yet been determined.
  HER
  Paragon
  F
  RM
  (30)
  Health: 210
  A
  RM
  (30)
  S
  MN
  (75)
  Karma: 50
  E
  MN
  (75)
  R
  GD
  (10)
  Resources: FB(2)
  I
  GD
  (10)
  P
  RM
  (30)
  Popularity: 0
  KNOWN POWERS:
  Absorption Power: Her automatically absorbs
  available Cosmic energy and transforms it into
  useful powers and personal energy. By a
  Power Stunt she can raise either her Strength
  or Endurance rank + 2CS for 5 turns. She can
  do this once per day.
  Armor Skin: Her can generate a protective
  cocoon of Incredible Material strength.
  Flight: Her can attain Shift-Z velocity (7800
  mph airspeed; 600,000 mph in space).
  Healing: While in the Cocoon, Her possesses
  Monstrous self-healing.
  Kinetic Bolt: Her can fire Incredible beams of
  pure force.
  Self Sustenance: Her can survive indefinitely
  without air, water, or food.
  True Invulnerability: Her possesses Good
  resistance to physical and energy attacks,
  including the rigors of deep space.
  TALENTS: Her initially possessed no Talents
  at all. She has since gained medical and astro-
  navigational skills.
  CONTACTS: As Paragon, Her was the tool of
  the Enclave; they are now enemies. Her later
  made friends with the Thing and Moondragon.
  BACKGROUND: Her was the Enclave’s sec-
  ond attempt to create a superbeing under their
  control. They modified the original design to
  create a theoretically more responsive being;
  they also intended to have Dr. Strange perform
  a delicate brain operation they hoped would
  remove their creature’s ability to rebel. They
  were wrong. History repeated itself as Para-
  gon destroyed the Enclave’s citadel and fled
  into space, where it drifted within a protective
  cocoon. Although Paragon was designed as a
  neuter, it was capable of significantly altering
  its form. Contact with the Enclave’s computers
  had informed Paragon of Him’s existence (see
  Warlock). Paragon decided to reform itself as
  Him’s perfect mate, Her. Her went in search of
  Him and learned that, as Adam Warlock, he
  had perished battling Thanos. With the help of
  the Thing and Moondragon, Her located War-
  lock’s body. She managed to force new life
  into it; however, the newly risen body lacked
  Warlock’s spirit and mind. She returned the
  body to its grave, then went off in search of a
  mate elsewhere in space. Recently she was
  seen heading back toward Earth.
  RUNNING HER: Her is concerned with finding
  her ideal mate. She believes she is to be the
  mother to a new race of superbeings. After her
  disappointment at failing to resurrect Warlock,
  she has set her sights elsewhere. She will
  willingly assist other beings if she thinks they
  can help her in the quest.
  24
  
  THE CHOSEN
  F
  GD
  (10)
  Health: 50
  A
  GD
  (10)
  S
  GD
  (10)
  Karma: 30
  E
  EX
  (20)
  R
  GD
  (10)
  Resources:EX(20)
  I
  GD
  (10)
  P
  GD
  (10)
  Popularity: 0
  KNOWN POWERS:
  None.
  TALENTS: The Chosen are trained in the
  design, construction, and operation of high
  tech items.
  CONTACTS: The Chosen can call on the FF
  for help.
  BACKGROUND: The Chosen were originally a
  tribe of yetis living in the Himalayas. Several
  centuries ago, they came under the leadership
  of a Tibetan monk known only as the Master
  who decided his mission was to lead them to
  enlightenment. Under his guidance, the Cho-
  sen flourished and quickly developed a techni-
  cal culture that surpassed that of the outside
  world. As a sideline of their research, they
  discovered a treatment that greatly extended
  the Master’s lifespan. However, as the Master
  grow older he maintained less direct control
  over the Chosen. In time, renegade elements
  seized control of the Chosen. They were
  preparing to conquer the world when the FF
  discovered the Chosen’s existence. The FF
  aided the Master in transforming the Chosen
  from yetis to humans. With the transformation
  the Chosen lost their urge to conquer. The
  Master and his Chosen then retired to their
  hidden city.
  RUNNING THE CHOSEN: When they were
  still yetis, some of the Chosen saw humans as
  inferior animals to be conquered or destroyed.
  The rest of the Chosen remained serene
  seekers of tranquility and enlightenment. The
  Master sees his purpose as leading at least a
  small part of humanity, the yetis, into spiritual
  enlightenment and better domestic conditions.
  QUON
  F
  EX
  (20)
  Health: 70
  A
  EX
  (20)
  S
  EX
  (20)
  Karma: 30
  E
  GD
  (10)
  R
  EX
  (20)
  Resources: FE(2)
  I
  PR
  (4)
  P
  TY
  (6)
  Popularity: 0
  KNOWN POWERS:
  Water Freedom: The Quon are an aquatic
  race.
  Water-Breathing: The Quon are amphibious.
  Hyper-Swimming: Quon can attain Poor
  speeds (30 mph).
  Communicate With Animals (Sea Life): The
  Quon have the Excellent ability to command
  the higher forms of sea life.
  TALENTS: The Quon male encountered by
  the FF was skilled in Astro-Navigation, Star-
  ship Piloting, and Biochemistry.
  CONTACTS: The Quon male was befriended
  by the FF.
  BACKGROUND: The Quon race is native to
  Quon, third planet from Byjak, a star in our
  galaxy. They are extremely strong, amphibious
  humanoids who have developed a star-travel-
  ing culture. A pair of Quons crashed in Lost
  Lagoon, coincidentally a spot where the FF
  were vacationing. The male went in search of
  materials to repair his ship and medical help
  for his mate. Through a series of misunder-
  standings he and the FF fought until Reed
  finally realized what the Quon was actually up
  to. After waving the FF away, the Quons took
  their ship into deeper water to continue
  repairs. Several months later, when the female
  became ill, the male invaded East Side
  Medical Pavilion in search of drugs.
  Coincidentally (again), the FF were present.
  The Quon kidnapped Sue because he needed
  someone who could administer the drugs he’d
  taken. After another battle, everything was
  cleared up. With his ship repaired and his
  mate well again, the Quon took his ship into
  space.
  RUNNING QUON: The Quon do not speak or
  make any recognizable attempt at communica-
  tion aside from the most basic gestures. The
  Quon male is devoted to his mate and, when
  things go awry, he tends to act recklessly.
  Because of his appearance and the lack of
  communication, he tends to be mistaken for a
  rampaging monster.
  SPINNERETTE
  Solon Stabilizer
  F
  TY
  (6)
  Health: 42
  A
  TY
  (6)
  S
  EX
  (20)
  Karma: 22
  E
  GD
  (10)
  R
  GD
  (10)
  Resources: none
  I
  GD
  (10)
  P
  FE
  (2)
  Popularity: 5
  KNOWN POWERS:
  Biophysical Control (Control Vertigo): In a weight-
  less environment, she can prevent the natural
  feelings of vertigo caused by the absence of
  gravity disturbing the delicate sense of balance.
  Unfortunately, in a natural gravity field, the power
  reverses Itself, with the result that she has the
  Amazing ability to induce vertigo. Her power
  does rank level damage to a victim’s Endurance.
  When the Endurance drops to zero, the person
  falls unconscious. The damage is not permanent
  and is quickly recovered once the victim regains
  consciousness.
  TALENTS: She is skilled in basic Solonian
  medicine.
  CONTACTS: Spinnerette has contacts with
  the FF and her home ship.
  BACKGROUND: Spinnerette is one of a race
  of psionic clones, the Solons. All of her ship-
  mates bear the group name of Solon, followed
  by their ship task (Solon Stabilizer, Solon Pilot,
  etc.). When her ship was forced to crash in
  Long Island Sound, Stabilizer volunteered to
  purchase the Indium they needed for repairs.
  Unfortunately, she became intoxicated in the
  oxygen-rich air, then fell in with a band of
  hoboes. In her confused state, she mistook
  silver for indium and began to loot jewelry
  stores. She did try to pay in Solonian coins,
  though no one recognized them as such.
  When Sue threw an air-tight field around
  Stabilizer’s head, Spinnerette finally regained
  her composure. Reed gave her the needed
  Indium and she left with her ship.
  RUNNING SOLON: Stabilizer Is ordinarily a
  shy person but she’s a mean drunk.
  25
  RACES AND ORGANIZATIONS
  
  INHUMANS
  The Inhumans are the descendants of the
  results of a long-ago Kree experiment. 25,000
  years ago, the Kree attempted to create a
  breed of superhuman earthling warriors to
  fight in the Kree’s wars. Their scientists suc-
  ceeded in creating a small tribe of superhu-
  mans but then abandoned the experiment.
  The tribe wandered Europe and Asia before
  they settled on a small Atlantic island, Attilan.
  During the millennia that followed, the tribe
  developed advanced technology and culture.
  They encountered the young Atlantean Empire
  but maintained their independence.
  The Inhuman culture was devoted to scien-
  tific exploration, especially in the field of ge-
  netics. They set up a genocracy, a government
  controlled by the genetically fittest. Early in the
  Inhumans’ history, they discovered the Terri-
  gen Mists, a substance that interacts with
  human DNA to create superhuman mutations.
  The first user of the Terrigen Mists was its
  discoverer, Randac, who developed psionic
  powers. He instituted the program whereby all
  Inhumans could be exposed to the Mists.
  Unfortunately, half of the test subjects devel-
  oped non-human appearances and the pro-
  gram was halted. The induced mutations
  passed into Attilan’s gene pool. In the centu-
  ries that passed, discrimination against non-
  human Attilaneans was so pronounced that it
  prompted a revolt. The revolt’s leader, Gral,
  forced everyone to be exposed to the Terrigen
  Mists. 75% of Attilaneans developed non-
  human appearances. Successive exposure to
  the Mists by their descendants only widened
  the genetic diversity of the Attilaneans. The
  culture stagnated as people were divided by
  appearance into “Mutation Camps.” This
  program was discontinued when Gral was
  deposed by Auran. It was Auran who taught
  the people to celebrate their diversity and
  renamed the Attilaneans the Inhuman Race.
  Attilan’s geneticists created vigorous breed-
  ing programs designed to re-stabilize their
  race. Today, less than half of the Inhumans
  have a non-human appearance. The Inhu-
  mans also developed a cloned race of menial
  laborers, the Alpha Primitives.
  The government of Attilan is divided into two
  arms. The Genetic Council’s twelve members
  represent the legislative and judicial branches.
  The Council elects one of its members to be
  “king” of the Inhumans. He forms the Royal
  Family, which serves as the executive branch.
  110 years ago, the scientist Agon was elected
  king. He was an extremely popular leader and
  possessed a brilliant understanding of Terri-
  gen’s effects on Inhuman genetics. He con-
  vinced his wife, Rynda, to undergo exposure
  while she was pregnant with their first child.
  The result was the birth of Blackagar (see
  Black Bolt), the most powerful Inhuman ever.
  Agon and Rynda persuaded their siblings to
  expose their unborn children to the Mists as
  well, resulting in the creation of the unique,
  high-powered Royal Family.
  Twenty years ago the Kree rediscovered
  their long forgotten experiment and attempted
  to reassert their control with the help of Maxi-
  mus, Blackagar’s younger brother. Blackagar
  exposed Maximus’ plot and destroyed the
  Kree. Auran and Rynda were killed when the
  Kree ship crashed on their lab; Blackagar was
  elected to replace them as the new king.
  Blackagar’s reign has seen the most rapid
  change the race has ever undergone. The
  outside world had finally developed to the
  point where it could be a threat. Under Black-
  agar’s guidance, the Inhumans developed the
  technology to move their city intact to the
  Himalayas. Maximus temporarily overthrew
  Blackagar and drove the Royal Family into
  exile on several occasions. The greatest
  change came when the Inhumans discovered
  they had a severe allergy to the pollutants
  created by modern industry. With the FF’s
  help, the Inhumans moved their city to the
  Blue Area of the Moon.
  The current culture is vital and thriving
  again: Genetics dominates its every aspect.
  The Inhumans practice strict population con-
  trol that has kept their numbers around 1230
  for millennia. Their religion involves ancestor
  worship rather than deity worship. Their main
  professions are science-related. There is a
  small militia of 50 people, but in a war the
  entire population is mobilized. Inhumans
  speak their native language, Tilan, and some
  of the more popular languages, including
  English, Russian, and Chinese.
  INHUMAN
  F
  GD
  (10)
  Health: 80
  A
  EX
  (20)
  S
  EX
  (20)
  Karma: 30
  E
  RM
  (30)
  R
  GD
  (10)
  Resources: varies
  I
  GD
  (10)
  P
  GD
  (10)
  Popularity: varies
  KNOWN POWERS:
  Each Inhuman has a single power of Feeble to
  Remarkable rank. When creating an Inhuman,
  any resultant non-human appearance may
  take the place of any actual power.
  The Inhumans are considered to be Mutants
  of the Induced or Breed types. Their actual
  appearance may be Human, Humanoid, Modi-
  fied Human with extra parts, Demihuman, or
  Animal/Alien.
  CONTACTS: The Inhumans are known in the
  outside world. Good Inhumans have contacts
  with the FF and the Avengers. Evil Inhumans
  may have contacts with the Kree or various
  human super-criminal organizations.
  RUNNING AN INHUMAN: Inhumans are an
  extremely close tribal family. Their devotion to
  their city and race is unshakable. Those who
  turn against Attilan are therefore extremely
  evil, corrupt individuals.
  26
  
  ATTILAN
  Attilan is the ancestral city of the Inhumans
  and their servant race, the Alpha Primitives.
  It was originally an island 200 miles south-
  west of Iceland. At that time the island was a
  part of the continent of Atlantis. The Inhumans
  managed to retain both their political and
  physical independence from the Atlantean
  Empire. The physical independence was
  achieved by cutting Attilan free of its bedrock
  and converting it into a natural barge. Thus
  when Atlantis sank, the tiny island remained
  on the surface. Over the millennia, the Inhu-
  mans added propulsion units to drive their
  island through the ocean. One hundred years
  ago, they even added anti-gravity drives pow-
  erful enough to move the island through air or
  space.
  Attilan is a roughly circular city one mile in
  diameter resting on a hemispherical chunk of
  volcanic rock. It contains a series of large
  chambers that have been modified to serve
  various purposes. The surface city has been
  demolished twice and rebuilt. In its current
  form it is an interlocking series of towers. Most
  buildings have Amazing material strength; the
  fortresses have Monstrous material strength.
  When Attilan was moved to the Himalayas,
  it sat in an artificial valley three miles above
  sea level. During this period it was known as
  “The Great Refuge.”
  Attilan currently rests in the hospitable Blue
  Area of the Moon. Its landing crushed many of
  the ancient Kree ruins, including the site
  where the X-Man Phoenix destroyed herself.
  However, most of the Blue Area remains. Thus
  the Inhumans now have room to grow.
  Whether they do so remains to be seen.
  BLACK BOLT
  Blackagar Boltagon
  F
  EX
  (20)
  Health: 130
  A
  IN
  (40)
  S
  RM
  (30)
  Karma: 60
  E
  IN
  (40)
  R
  EX
  (20)
  Resources: MN(75)
  I
  EX
  (20)
  P
  EX
  (20)
  Popularity: 15
  (95 among the Inhu-
  mans)
  KNOWN POWERS:
  Energy Conversion: Black Bolt can harness
  electrical energy and transform it into energy
  for his other powers. He possesses this at
  Unearthly rank. This power functions automati-
  cally, gradually accumulating a “charge” that
  he can release at will. Black Bolt can absorb
  electrical attacks of up to Unearthly intensity
  but he must release that energy within ten
  turns. 
  Hyper-Strength: Black Bolt can channel his
  powers into himself and temporarily raise his
  Strength to Monstrous rank (+3CS for 1-5
  rounds). 
  Electrical Generation: Black Bolt can release
  electrical blasts of Monstrous damage and
  range. 
  Vibration: He has the ability to cause C1000
  damage at power rank range by simply speak-
  ing. The effects vary from Excellent rank (the
  area quakes) to full strength (the target ex-
  plodes).
  If Black Bolt whispers, he causes Shift-Y
  brute force damage to everything within 10
  areas. Conversational speaking causes Shift-Z
  damage within 20 areas. Shouting causes full,
  C 1000 damage to everything within 50 areas.
  This is sufficient to completely destroy Attilan. 
  Force Field Generation: He can create a force
  field of 1 area in size with Monstrous rank pro-
  tection.
  Magnetism: He can create a shockwave of
  electromagnetic force that has Monstrous
  range and damage against electronic devices.
  Energy Solidification: He can create masses of
  “solid” energy that have Monstrous material
  strength and last for 1-10 turns. Use of this
  power exhausts Black Bolt for an additional 1-
  10 turns.
  True Flight: He can fly at Monstrous speed
  (450 mph).
  Energy Detection: He can detect electrical or
  magnetic signals with Monstrous ability.
  WEAKNESS: Black Bolt’s power is primarily
  controlled by the same area of the brain that
  controls speech. Because of this, Black Bolt
  cannot speak without automatically releasing
  his most destructive powers. If Black Bolt is
  muzzled, his Vibration power is reduced to
  Remarkable.
  The fork-like antenna on his forehead en-
  ables Black Bolt to use his other powers. If the
  fork is damaged or missing, he cannot use any
  27
  
  power except Vibration.
  TALENTS: Black Bolt is a born Leader.
  CONTACTS: Black Bolt is the leader of the
  Inhumans. He is an ally of the FF and the
  Avengers.
  BACKGROUND: Blackagar Boltagon is the
  oldest son of Agon and Rynda, the former
  rulers of Attilan. He acquired his power when
  the pregnant Rynda exposed herself to the
  Terrigen Mists. This gave him greater powers
  than any previously possessed by an Inhu-
  man. Unfortunately, the powers were beyond
  young Boltagon’s control. He was isolated until
  he was 19. Soon after his release, he foiled his
  brother’s plot to betray the Inhumans to the
  Kree. Unfortunately, he also accidentally killed
  his parents. Despite his protest, he was
  elected the new king.
  Black Bolt fell in love with his cousin, Me-
  dusa, and joined her in the traditional lengthy
  engagement. They married a short time ago
  and are currently expecting their first child.
  RUNNING BLACK BOLT: Black Bolt has
  complete self-control and never acts rashly or
  in anger because he knows the dreadful con-
  sequences of such an act. He is a firm bel-
  iever in honor and personal integrity.
  Occasionally he does like to get away from the
  pressures of leadership; at such times he will
  don a disguise and journey to Earth.
  MAXIMUS
  F
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  (10)
  Health: 70
  A
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  (10)
  S
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  (20)
  Karma: 80
  E
  RM
  (30)
  R
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  (40)
  Resources: IN(40)
  I
  GD
  (10)
  P
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  (30)
  Popularity: -30
  KNOWN POWERS:
  Mind Control: Maximus has the Incredible
  ability to psionically control the minds of oth-
  ers. He can control their thoughts and actions
  by overriding their own conscious minds.
  Although he can affect everyone within his
  range, he can only induce a single effect at a
  time. The effects last until the victim is freed
  from his influence. He has developed his
  power into these stunts:
  • Possession—the victim obeys Maximus’
  every thought.
  • Induced Amnesia—By concentrating on a
  single victim, he can cause total amnesia (a
  red FEAT).
  • Mind Transferral—He may switch his mind
  with another person’s. That other person is
  then trapped comatose in Maximus’ body. It
  is unknown if Maximus could use this power
  to survive the death of his own body.
  • Invisibility (Telepathic)—Maximus can alter
  the minds of people in the area so that,
  although they can see him, they immediate-
  ly forget his presence.
  TALENTS: Maximus is a genius in the fields of
  genetics, engineering, and physics. He has
  created a number of useful, albeit nasty, inven-
  tions and beings.
  CONTACTS: Maximus is willing to sell the
  Inhumans to his contacts the Kree and the
  Enclave.
  BACKGROUND: Maximus is the younger son
  of Agon and Rynda. He received his powers
  when he was exposed to the Terrigen Mists as
  an infant, but the powers did not emerge until
  he was an adolescent. When Black Bolt acci-
  dentally killed his parents, a side-effect caused
  Maximus to lose his sanity and powers. Over
  the years, Maximus had to invent devices that
  would enable him to seize control. By mutating
  three Alpha Primitives into the Trikon, he
  seized control and drove the Royal Family into
  exile. When Black Bolt returned several years
  later, a battle between the brothers demol-
  ished Attilan’s ancient buildings. Maximus’
  second coup lasted only a few hours. When
  Maximus’ long-dormant psionic powers began
  to appear, Black Bolt recognized them and
  immediately acted. He placed Maximus in
  suspended animation. He did not explain why.
  Gorgon was offended by this and freed Maxi-
  mus, who immediately destroyed Black Bolt’s
  memory. Eventually Black Bolt’s memory was
  restored and Maximus again imprisoned.
  Maximus pulled his fourth coup when most of
  the Royal Family were away on business; this
  time he was defeated by his cousins Triton and
  Karnak, but not before Black Bolt again demo-
  lished the city.
  Maximus next sought the aid of the Enclave
  to overthrow Attilan. Unfortunately, his unre-
  quited passion for Medusa made him stop the
  coup himself. As a side effect, Maximus was
  thrown into a death-like trance and placed in a
  tomb beneath Attilan. When the Inhumans
  relocated to the Moon, Maximus came into
  contact with a Kree power crystal. This en-
  abled him to transfer his mind and Black
  Bolt’s. This secret coup lasted for months until
  it was discovered. Maximus is back in his body
  and still in solitary confinement.
  RUNNING MAXIMUS: Maximus is obsessed
  with becoming king of the Inhumans. He will
  try anything short of the complete destruction
  of the race to get his way (destroying half of
  the race is acceptable, though). Maximus will
  gleefully ally himself with anyone who can help
  him achieve his goal.
  28
  
  GORGON
  F
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  Health: 120
  A
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  (10)
  S
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  (30)
  Karma: 26
  E
  AM
  (50)
  R
  TY
  (6)
  Resources:EX (20)
  I
  GD
  (10)
  P
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  (10)
  Popularity: 6
  (80 among Inhumans)
  KNOWN POWERS:
  Vibration: Gorgon has the Amazing ability to
  create tremor-like damage. The power is
  emitted by his highly developed legs and feet
  either stomping nearby or kicking a target. He
  has a maximum range of 20 areas.
  Modified Human (Muscular/Skeletal): Gorgon
  has extremely well-developed legs and feet.
  His legs’ muscles and bones are stronger than
  normal, even for an Inhuman. His feet resem-
  ble hooves. These unique modifications give
  Gorgon useful Power Stunts.
  • Gorgon has Monstrous Endurance when
  determining the effects of slams, stuns, or
  being knocked off his feet while in combat.
  • Gorgon’s legs give him Amazing body armor
  in resisting the harmful effects of a fall. This
  protection applies to anyone Gorgon is
  carrying as well. Because of his low center
  of gravity, Gorgon always lands on his feet
  unless he is tied up.
  TALENTS: Gorgon is the City Administrator of
  Attilan. He has Good Reason when dealing
  with the bureaucratic mind. He is trained to
  pilot Attilanean aircraft.
  CONTACTS: Gorgon is a member of the Royal
  Family of the Inhumans. He is an ally of the FF
  and the Avengers.
  BACKGROUND: Gorgon is the only son of
  Korath and Milena and nephew to King Agon
  of the Inhumans. Like most of the current
  Royal Family, Gorgon was exposed to the
  Terrigen Mists prenatally. Korath and Milena
  were killed during Maximus’ first coup.
  Gorgon joined the Royal Family in exile.
  Together they searched for the missing
  Medusa. Gorgon was the first to find her. Since
  she was suffering from amnesia, she mistook
  him for an enemy and he was forced to battle
  her and the FF before the mistake could be
  corrected.
  After Maximus was deposed, Gorgon be-
  came Attilan’s staunchest defender. Despite
  his friendship with his cousin, Black Bolt,
  Gorgon always watched him for signs that he
  too might go mad and betray Attilan. When
  Black Bolt inexplicably placed Maximus in
  suspended animation, Gorgon worried that
  this might be happening. In his quest to under-
  stand why Black Bolt had acted as he did,
  Gorgon released Maximus and accidentally
  set the stage for Maximus’ next coup. Since
  that time, Gorgon has ceased to question
  Black Bolt’s actions.
  RUNNING GORGON: Gorgon Is a short-spo-
  ken, quick-acting man who readily uses his
  power at the first provocation.
  TRITON
  F
  GD
  (10)
  Health: 110
  A
  RM
  (30)
  S
  RM
  (30)
  Karma: 40
  E
  IN
  (40)
  R
  GD
  (10)
  Resources: EX(20)
  I
  GD
  (10)
  P
  EX
  (20)
  Popularity: 6
  (80 among Inhumans)
  KNOWN POWERS:
  Demihuman body (Piscean): The Terrigen
  Mists gave Triton’s body a fish-like appear-
  ance. Although his overall body shape re-
  mains human, his epidermis is covered in fine,
  green scales and his internal organs are
  modified to meet the needs of an aquatic
  existence. This new body also gives Triton his
  powers.
  Water Freedom: Triton’s body is perfectly
  adapted for life at any depth of the ocean. He
  can move through the water as effortlessly as
  a surface-dweller can move through the air.
  His body can alter its own pressure t match
  that of whatever depth Triton is in. He has
  Good resistance to cold. His eyes are adapted
  to focus either in the air or underwater. 
  Hyper-Swimming: Triton can swim with Typical
  speed.
  Water-Breathing: Triton primarily is a water-
  breather, although he can act as an amphibian
  for extremely short durations.
  WEAKNESS: Since Triton is a water-breather,
  he must have a fresh water supply in order to
  leave the water. Normally his needs are sup-
  plied by the magenta tubes that line his body.
  These tubes refilter the water, spread it across
  his torso, and supply it directly to his neck
  gills. If this device is damaged or missing,
  Triton begins to suffocate. After 15 turns, and
  at each turn thereafter, he must make an
  Endurance FEAT to retain consciousness.
  Normally a yellow FEAT is required. Humid
  conditions lessen it to a green FEAT while and
  conditions raise it to a red FEAT. In addition,
  Triton loses one point of health per turn he is
  out of the water. This damage is automatically
  healed as soon as he immerses himself. (Note
  that these effects are quite different from
  those suffered by the Sub-mariner)
  TALENTS: Triton is a master of underwater
  combat. When fighting underwater, his Fight-
  ing rank increases to Excellent.
  CONTACTS: Triton is a member of the Inhu-
  man Royal Family. He is an ally of the FF, the
  Avengers, the Sub-mariner, and Stingray.
  29
  
  BACKGROUND: Triton is the oldest son of
  Mander and Azur. His exposure to the Terrigen
  Mists on his first birthday transformed him into
  his present aquatic form. Azur raised him in a
  special aquatic alcove on Attilan’s shore. As
  he became older, he created his own position
  of undersea scout. It was his capture by fisher-
  men that prompted Attilan’s removal to the
  Himalayas. There he had to trade an ocean for
  a pool. With Attilan’s move to the Moon, Tri-
  ton’s aquatic realm increased in size when he
  discovered,the remains of the Kree’s culvert
  system. He also discovered and destroyed a
  Kree artifact that caused everyone to experi-
  ence extremely realistic and deadly fantasies.
  RUNNING TRITON: Triton is torn between his
  love of the ocean and of Attilan. Although he is
  a loyal protector of his home on the moon, he
  finds every possible reason to return to Earth’s
  oceans.
  KARNAK
  F
  AM
  (50)
  Health: 130
  A
  EX
  (20)
  S
  RM
  (30)
  Karma: 60
  E
  RM
  (30)
  R
  GD
  (10)
  Resources: EX (20)
  I
  AM
  (50)
  P
  EX
  (20)
  Popularity: 9
  (80 among Inhumans)
  KNOWN POWERS:
  Martial Arts Supremacy: Karnak does Amazing
  damage when using the unarmed Martial Arts.
  He can use this powerful skill to do power
  rank damage to any target he strikes.
  Weakness Detection: Karnak has the Good
  ability to locate the weakest points in bodies
  or physical structures. This combines with his
  Martial Arts Supremacy to give him the follow-
  ing Power Stunts:
  • Karnak may inflict Unearthly damage if he
  makes a successful Psyche FEAT after
  studying the target for one turn.
  • Karnak may slam or stun opponents whose
  Endurance is greater than his Strength. He
  may ignore the effects of the opponent’s
  armor, resistance, or invulnerability if he
  makes a Psyche FEAT.
  Iron Will: Karnak has Amazing control over his
  own body. He can control his body autonomic
  functions of breathing, reflexes, heartbeat,
  and even its reaction to pain or injury. Karnak
  can halt any of these processes indefinitely.
  He gains a + 1 CS in all Endurance FEATS
  involving poisons or knock-out gases.
  TALENTS: Karnak is a philosopher and a
  scholar specializing in the study of martial
  arts. He possesses Martial Arts A, D, and E,
  as well as Wrestling and Acrobatics.
  CONTACTS: Karnak is a member of the Inhu-
  man Royal Family. He is an ally of the FF and
  the Avengers.
  BACKGROUND: Karnak is the the younger
  son of the Inhuman priest-philosopher Mander
  and the biologist Azur. When Karnak’s older
  brother Triton developed a reptilian skin after
  exposure to the Terrigen Mists, his parents
  decided not to expose young Karnak to it.
  Zmak was trained in various mental and
  physical disciplines, with the result that he
  attained formidable powers of a sort.
  RUNNING KARNAK: Karnak is a quiet, soft-
  spoken man who always studies everything in
  his vicinity. He never acts rashly.
  LOCKJAW
  F
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  (30)
  Health: 132
  A
  FE
  (2)
  S
  AM
  (50
  Karma: 32
  E
  AM
  (50)
  R
  TY
  (6)
  Resources:EX(20)
  I
  TY
  (6)
  P
  EX
  (20)
  Popularity: 10
  (70 among the Inhumans)
  KNOWN POWERS:
  Gateway: Lockjaw has the Unearthly ability to
  create dimensional shortcuts that can span 2.5
  billion miles. These gateways can instantly
  teleport Lockjaw and anyone in contact with
  him. He locates his target sites by using his
  Tele-Location power (below). In an emergency,
  Lockjaw can instinctively jump to the location
  of either Attilan, the FF’s headquarters, or the
  Thing himself.
  Telelocation: Lockjaw has the Shift-Y ability to
  psionically locate anyone within his range
  (250,000 miles). If the person is well-known to
  him, the range extends to near-infinity. Such
  cases are limited to the Royal Family and the
  Thing.
  Animal Body: Lockjaw resembles an elephan-
  tine bulldog. Because of this, most people
  assume he is merely an animal. Lockjaw’s
  hands are useless for handling objects. In-
  stead, he used his immense mouth as a ma-
  nipulative organ.
  TALENTS: Lockjaw is a born explorer and has
  an excellent knowledge of Earth’s geography.
  He also has psychiatric skill concerning the
  psychology of the severely deformed.
  CONTACTS: Lockjaw is a member of the
  Inhuman Royal Family, an ally of the FF, and a
  special friend of the Thing.
  BACKGROUND: Lockjaw is very tightlipped
  about his past. He acquired his powers and
  animal-like appearance when he was exposed
  to the Terrigen Mists as a child. He developed
  a special friendship for Crystal and was usu-
  ally in her company, so much so that he was
  often referred to as “Crystal’s dog.” When the
  Royal Family was driven into exile, Lockjaw
  joined them. His power enabled them to carry
  out the long search for Medusa.
  Lockjaw’s human birth was a secret kept
  from all outsiders until Lockjaw himself re-
  vealed it to the Thing and Quicksilver. Quicksil-
  ver had been about to expose his daughter
  Luna to the Mists when Lockjaw spoke and
  asked Quicksilver if he wanted to risk his
  daughter’s looking like Lockjaw. Quicksilver
  understood and agreed not to risk Luna’s
  future. After that, Lockjaw began to hang
  around with the Thing; they see each other as
  fellow spirits.
  RUNNING LOCKJAW: Lockjaw maintains the
  public misconception about him and usually
  often acts like an extremely intelligent animal.
  Although he can speak, he rarely does so. He
  explains his silence with, “I didn’t have any-
  thing to say.” Lockjaw feels sympathy for
  anyone with a grotesque appearance and will
  do whatever he can to make that person’s life
  easier, even if this means taking the person
  30
  
  back to Attilan.
  ALPHA PRIMITIVES
  F
  TY
  (6)
  Health: 66
  A
  TY
  (6)
  S
  RM
  (30)
  Karma: 6
  E
  RM
  (30)
  R
  FE
  (2)
  Resources: FE(2)
  I
  FE
  (2)
  P
  FE
  (2)
  Popularity: 1
  BACKGROUND: The Alpha Primitives are a
  cloned race of menial laborers. They were
  created by the Inhuman scientist Avadar to
  serve as brute laborers to handle the neces-
  sary but odious duties of sanitation, food
  production, manufacturing, and so on. They
  were intended to be docile creatures with
  simple thoughts. They are all sexless and
  identical (57’, green eyes, and completely
  hairless).
  Maximus has twice used the Alpha Primi-
  tives as a tool in his quest for power. In his first
  attempt, Maximus used a concentrated form of
  the Terrigen Mists to transform three A-Ps into
  the Trikon. In his second attempt, Maximus
  used the collective guilt felt by the Inhumans
  towards the Alpha Primitives. He constructed
  the android Omega to feed on that guilt.
  Omega was defeated when the Inhumans
  finally released the Alpha Primitives from
  servitude.
  Since that time, the Inhumans have ceased
  to create new Alpha Primitives and have
  begun to take responsibility for their own
  manual labor. The Alpha Primitives were
  released into a separate city beneath Attilan
  where they are slowly dying out.
  RUNNING ALPHA PRIMITIVES: Alpha Primi-
  tives are simple-minded and obedient. They
  can only deal with a single command at a
  time.
  31
  
  ATLANTIS
  The term “Atlantis” refers to a series of city-
  states that existed on Earth’s surface or at
  various locations beneath the Atlantic Ocean.
  In the Marvel Universe, Atlantis was the earli-
  est human civilization. It was located on a
  continent that filled most of the present-day
  North Atlantic. It was settled in 19,000 B.C.,
  four thousand years after the last Ice Age.
  Although they came to the land as barbarians,
  the Atlanteans soon developed a high level of
  culture and science.
  Among their neighbors were the reclusive
  race of Inhumans on nearby Attilan and the
  Lemurians on their island-continent in the
  Pacific. The Atlanteans and the Lemurians
  fought a war that eventually resulted in the
  decimation of both lands. The Atlanteans
  accidentally destroyed their own land through
  the misuse of the volcanic pits that heated the
  land. The Lemurians were destroyed immedi-
  ately thereafter by the alien race, the Celes-
  tials.
  There were survivors of the Great Cata-
  clysm. The island of Attilan had already be-
  come free floating and thus remained afloat as
  the surrounding land sank. The southern city
  of Netheria had been covered by a watertight
  plastic dome by far-thinking city leaders. Many
  groups survived on the remaining islands or
  managed to sail to the other continents.
  Ten thousand years ago, the new race of
  Homo Mermanus appeared. The origins of the
  race are unknown. While individual members
  of human-derived races (such as the Eternals,
  Deviants, and Inhumans) possessed forms of
  water-breathing, an entire race of such beings
  was completely new. Possible explanations
  range from the Atlanteans’ own myth that
  Poseidon created their race to the anthropo-
  logical theory that the new race was a product
  of genetic experimentation by a more
  advanced race like the Celestials, Deviants,
  Eternals, or Inhumans.
  The original people were nomads who
  walked along the ocean floor carrying giant
  shells for protection from sea monsters. In
  6000 B.C. the nomads settled in the ruins of
  Atlantis’ lost capital (due west of England and
  south of Iceland). A series of new cities rose
  and fell by disaster and invasion. A group of
  the new Atlanteans left for the hopefully more
  peaceful Pacific and settled in the ruins of
  Lemuria.
  Little is known of the millennia that fol-
  lowed. It is believed that Poseidon dwelled
  among them in mortal form, both protecting
  his “children” and promoting the Poseidon
  worship that continues today. In the 18th cen-
  tury, the Atlanteans discovered the Deviants
  and their technology. Around 1800 the entire
  city moved to a new site under the Ross Ice
  Shelf bordering Antarctica.
  Throughout the ages, the Atlanteans had
  only fleeting knowledge of the surface-
  dwellers. The two races met in in the 1920s
  when an American icebreaker accidentally
  damaged sections of Atlantis. In the confused
  period that followed, Namor was conceived.
  (See Sub-mariner, below).
  In the late 1940s, Atlantis was destroyed by
  the super-villain Destiny. The people dispersed
  through the sea for decades until they were
  reunited by Namor. The next years were tu-
  multuous. The Atlanteans waged war three
  times on the surface-dwellers. Because of
  their belligerence, Atlantis was repeatedly 
  32
  
  denied membership in the United Nations.
  Disaster from a new quarter struck when an
  accidental nerve-gassing threw the citizens
  into suspended animation. They were later
  revived by Namor and Dr. Doom. This last
  disaster led to the people petitioning Namor
  to relinquish the crown, which he did. Atlantis is
  currently ruled by Namor’s former vizier, Lord
  Vashti.
  CITY OF TOADS
  An air-filled, subterranean city located be-
  tween Hawaii and Australia. It is home to the
  Deviants.
  HYDRO-BASE
  This artificial island was the headquarters of
  Dr. Hydro and later the temporary home of the
  Hydro-Men. It is now the home and headquar-
  ters of Stingray. The Avengers and FF house
  their long-range vehicles here. A shuttle tube
  connects Hydro-base with Manhattan.
  KAMUU
  This is the original capital city of the surface
  continent of Atlantis. Later it was rebuilt by
  Homo Mermanus to become the first aquatic
  city to be called Atlantis.
  MARITANIS
  The second most populated modern Atlantean
  city. Home to Namora and birthplace of Na-
  morita. It was destroyed by a nuclear weapons
  test conducted by surface humans.
  NAGA’S CITY
  This is the capital city of the Lemurian branch
  of Homo Mermanus. It is located a few hun-
  dred miles southwest of Hawaii.
  NAMOR’S SOLITARY
  PALACE
  In the period between Namor’s recovery of his
  memory and the reunification of the Atlante-
  ans, Namor established a retreat off the coast
  of Brazil.
  SKARKA
  This underwater realm is located in the depths
  of Baffin Bay between Greenland and Canada.
  It is home to the nomadic warrior tribe ruled
  by Attuma.
  THA-KORR
  This is the city built by the Atlanteans after
  they left the North Atlantic. Namor was born
  here. Tha-Korr was destroyed by Paul Destine.
  ATLANTEANS
  Homo Mermanus
  F
  GD
  (10)
  Health: 100
  A
  GD
  (10)
  S
  IN
  (40)
  Karma: 40
  E
  IN
  (40)
  R
  GD
  (10)
  I
  GD
  (10)
  P
  EX
  (20)
  KNOWN POWERS:
  Humanoid Race: Homo Mermanus is an early
  off-shoot of the Human Race. They have
  pointed ears, angled eyebrows, and blue skin.
  Water Freedom: All Atlanteans are adapted for
  life in any section of the oceans.
  Water-Breathing: All Atlanteans breathe water;
  salt water is preferred. Most can only breathe
  water and suffocate if they are exposed to air.
  There are a few amphibious Atlanteans who
  usually also possess Caucasian rather than
  blue skin.
  Hyper-Swimming: Atlanteans can attain Poor
  speeds (30 mph).
  BACKGROUND: The term “Atlanteans” refers
  to Homo Mermanus, the water-breathing
  branch of humanity that suddenly appeared
  ten thousand years ago. Atlanteans are nearly
  identical to surface-dwelling humans. Their
  anatomy and physiology have been modified
  to enable them to thrive in the frigid ocean
  depths. They possess gills located on the neck
  just above the clavicle. Their eyes are sensi-
  tive to blue-green light and can correct the
  natural refraction of light underwater; these
  adaptations enable them to see easily under-
  water. Their mostly vestigial lungs contain
  small air sacs that give them enough buoy-
  ancy to swim; the air can be released or reab-
  sorbed by the lungs to enable the Atlanteans
  to swim at any depth.
  Despite the differences, their genes remain
  close enough to surface humans to allow
  fertile interbreeding. The result is a pink-
  skinned, amphibious hybrid. Due to an un-
  known factor in King Thakorr’s DNA, if any of
  his descendants mates with a surface-dweller,
  the resultant hybrid also possesses small
  wings on the ankles that enable that person to
  fly.
  The Atlantean social and technological
  levels are roughly equal to that of Caesar’s
  Rome. They are primarily a hunter-gatherer
  culture with limited technology and science.
  What high technology they possess was devel-
  oped with the assistance of knowledge
  learned from the Deviants.
  RUNNING ATLANTEANS: Atlanteans are
  generally loyal to their tribe or city. They have
  a slight hostility towards other, more distant
  branches of Homo Mermanus, and extreme
  xenophobia in regards to the surface dwellers.
  PROMINENT ATLANTEANS
  ANDROMEDA a warrior and adventurer who
  died valiantly with the Defenders.
  ARKUS a military officer.
  BYRRAH Namor’s cousin and a renegade.
  Byrrah aided Llyra in attempting to overthrow
  Namor and was a party to Dorma’s death.
  CORAL an Atlantean citizen.
  DARA Namor’s male cousin.
  DORMA Namor’s Royal Consort and fiancee.
  She was the peacekeeper between Namor
  and the FF. She was killed by her kidnapper,
  the Lemurian villainess Llyra.
  DRAGONRIDER a masked outlaw.
  FEN King Thakorr’s daughter and Namor’s
  mother. She died when Destiny destroyed
  Atlantis.
  IKTHON An Atlantean scientist who later
  joined Byrrah and Krang in an attempt to seize
  power in Atlantis.
  KORMOK High Priest of the Temple of Nep-
  tune.
  KRANG Warlord of Atlantis. He was leader of
  the Atlantean militia and protected the people
  33
  
  from the hostile nomads that roamed the
  ocean depths. He became engaged to Dorma
  while Namor was an amnesiac. When Namor
  returned and reclaimed Dorma, Krang became
  his enemy. He once overthrew Namor in a
  military coup and later allied himself with other
  renegade Atlanteans like Byrrah or with
  surface-dwelling super-villains like the Puppet
  Master and the Frightful Four. For a time,
  Krang possessed the Serpent Crown.
  LORVEX A barbarian warrior.
  MADOXX an elder statesman.
  MERANNO (a.k.a. U-MAN) an Atlantean who
  aided the Nazis during WWII.
  NAMORA Namor’s cousin and an amphibious
  hybrid, although she lacked the characteristic
  winged ankles. She was Namor’s childhood
  companion. She was later killed by Llyra, a
  Lemurian.
  NAMORITA Namora’s daughter. She resem-
  bles her mother but possesses the rare ankle
  wings.
  ORKA Renegade turned supervillain.
  PROTEUS a renegade Atlantean who also
  possessed Shape-Shifting, not to be confused
  with a similar X-Man villain of the same name.
  RAMAN The official gatekeeper for Atlantis.
  SETH Namor’s advisor, now deceased.
  THAKORR Former King of Atlantis; Namor’s
  grandfather and Namorita’s great-grandfather.
  He was killed when Destiny destroyed Atlantis.
  THAKOS Krang’s replacement as Atlantean
  Warlord.
  TYRAK Krang’s lieutenant.
  VASHTI Former Grand Vizier and current King
  of Atlantis.
  VOLPAN a technician.
  ATLANTEAN EQUIPMENT
  The devices used by Atlanteans fall into three
  categories-scavenged material recovered from
  sunken wrecks, high tech items derived from
  Deviant science, and bio-genetic tools created
  by long centuries of controlled breeding.
  Since the Atlanteans had access to the
  ruins of the original Atlantis and to everything
  that ever sank in the Atlantic, they were able
  to acquire a variety of useful materials, espe-
  cially forged metals and ceramics, Although
  they manufacture their own clothing from sea-
  based sources, they frequently pattern it after
  whatever they found in the wrecks.
  Deviant science was primarily interested in
  warfare and genetic manipulation.
  Consequently, the knowledge the Atlanteans
  acquired was all somehow war-related. They
  acquired the ability to forge weapons-grade
  metals under water, to design and build ener-
  gy weapons, and to create watercraft that
  could also function on the surface. The sci-
  ences of medicine and pharmacology are
  unknown except for the discovery of a variety
  of serums that enable an Atlantean to breathe
  air safely.
  The Atlanteans were able to control the
  monsters found in the depths and to further
  breed them for specific purposes. These
  animals came to serve as living equivalents for
  manufactured items from the surface (for
  example, tanks and landing craft). This breed-
  ing program has been going on for millennia.
  SPECIFIC ITEMS
  WATER-BREATHING SYSTEM: When a non-
  amphibious Atlantean ventures into the sur-
  face world, he needs this system: A sealed
  bubble helmet that covers the head and neck-
  gills. The helmet is designed to enable the
  wearer to see normally. A small cylindrical
  backpack recycles and renews the water. The
  system enables the wearer to stay away from
  the water for days before they suffer ill effects.
  ONE-MAN PROPULSION SYSTEM: This is a
  small cylindrical platform that clamps to the
  user’s feet. It is steered by flexing the feet and
  legs. It can maintain Excellent speed (75 mph)
  for two thousand miles in -the water. Its useful-
  ness in the air is limited to a short hop of ten to
  twenty feet (enough to get onto a dock or the
  shore).
  PROTEUS HORN: This large horn is the only
  recorded way to summon and control the
  larger sea monsters such as Giganto. All that
  is known of the Horn’s origin is that is was a
  gift of the early Atlanteans. The Horn resem-
  bles a three-foot long spiral shell. It has
  Amazing Material Strength.
  TURTLE TRANSPORTS: These gigantic turtles
  are bred to carry troops on their back across
  great distances. The turtles are amphibious
  and can function equally well in or out of the
  water. Movement is Good in the water, Feeble
  out of it. Their shells have Incredible Material
  Strength. Their stats are:
  F
  GD
  (10)
  Health: 102
  A
  FE
  (2)
  S
  IN
  (40)
  Karma: 2
  E
  AM
  (50)
  R
  Shift 0
  I
  FE
  (2)
  P
  Shift 0
  GIGANTO
  F
  TY
  (6)
  Health: 408
  A
  FE
  (2)
  S
  Y
  (200)
  Karma: 50
  E
  Y
  (200)
  R
  Shift 0
  I
  GD
  (10)
  P
  IN 
  (40)
  KNOWN POWERS:
  Armor Skin: Giganto’s leathery hide gives him
  C1000 resistance to external attacks. Unfortu-
  nately, his interior flesh has normal, Typical
  material strength.
  BACKGROUND: This is a gigantic behemoth
  used by the Atlanteans as a biological equiva-
  lent of a doomsday weapon. Giganto is two
  thousand feet in length; when walking it
  stands 1000 feet tall. Its weight is unguess-
  able; in game terms a Strength FEAT of Shift-Z
  is needed to lift it. It resembles an anthropoid
  version of a sperm whale. Namor called Gi-
  ganto “the largest living thing in all the world”
  (no one contests the claim). Giganto normally
  stays in hibernation in a cave on the ocean
  floor. Once summoned, Giganto can be di-
  rected to attack any region until Giganto
  pounds it flat.
  Giganto has one fatal problem, its need for
  rest. Giganto can only function for one hour on
  the surface before he must sleep for another
  23 hours. He sleeps with his mouth open, thus
  exposing his vulnerable interior. The first
  Giganto was destroyed when the Thing carried
  an atomic bomb into Giganto’s stomach. The
  blast vaporized Giganto’s internal organs
  though it did not penetrate his armored hide.
  Creatures like Giganto take centuries to
  reach maturity. They are slow to reproduce.
  Several immature young Gigantoes remain
  hidden somewhere in the ocean. They are
  smaller (500 feet long) and less powerful than
  their parent (Strength and Endurance are
  Unearthly).
  SUB-MARINER
  Namor of Atlantis
  F
  IN
  (40)
  Health: 185
  A
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  (30)
  S
  MN
  (75)
  Karma: 76
  E
  IN
  (40)
  R
  TY
  (6)
  Resources: MN(75)
  I
  RM
  (30)
  P
  IN
  (40)
  Popularity: 5
  (80 to Atlanteans)
  KNOWN POWERS:
  Humanoid Race: Namor is a human-Atlantean
  hybrid. His mother was a member of the Homo
  Mermanus race. As such, Namor has certain
  inherited powers.
  Water Freedom: Namor is completely adapted
  for life in any section or depth of the sea. He
  has Excellent resistance to Cold.
  True Invulnerability: To better withstand the
  pressures of the oceans’ depths, Namor’s
  flesh provides Good protection against physi-
  cal attacks.
  Water-Breathing: Like all Atlanteans, Namor
  can breathe water. However, he retains the
  ability to breathe air as well.
  Hyper Swimming: Namor can attain Typical
  speed (45 mph).
  Winged Flight (Modified Human/Extra Body
  Parts): Namor has a pair of small wings grow-
  ing from each of his ankles. Despite their small
  size, they give him Poor Flight (40 mph). As a
  Power stunt, he can lend his Strength to the
  wings’ lift, enabling him to lift about two tons.
  Electrical Generation: The Sub-mariner is capa-
  ble of generating electrical energies much the
  same as electric eels. He can cause
  Remarkable damage to targets up to one area
  34
  
  away.
  WEAKNESS: Finite Limit: Namor is amphibi-
  ous. If he is removed from the water for an
  extended period, he begins to suffer ill effects.
  For every hour he is away from the water, or
  each turn he takes heat or fire damage, his
  Fighting, Strength, and Endurance ranks drop
  -1CS, until they all reach Typical rank. This
  decrease does not affect his Health. However,
  he suffers 30 points of damage to his Health
  for each day he is not totally immersed in
  water; he also cannot normally recover Health
  lost through other means.
  TALENTS: As sovereign of Atlantis and its
  successor city-states, Namor has the Political
  skills of a king. He is an expert on Oceanogra-
  phy, Icthyology, and the Atlantean sciences.
  CONTACTS: Namor was king of the Atlantic
  branch of Homo Mermanus. He has been
  both an enemy and ally of the surface-dwelling
  humans. In the 1940s, he was a member of
  the All-Winners Squad and the Invaders super-
  hero teams. In the modern world he is a found-
  ing member of the Defenders and a current
  Avenger. He has been both an enemy and ally
  of the FF. He and Sue have a special relation-
  ship that is usually described as platonic love
  but has occasionally been much more amo-
  rous. Through his wife Marrina he has contact
  with Alpha Flight.
  BACKGROUND: Namor was born to the
  Atlantean woman, Princess Fen, and an Amer-
  ican sea captain, Roger Mackenzie, in the
  1920s. During the next two decades, Namor
  grew in the Antarctic Ocean, exploring both its
  depths and the few surface relics of the then-
  rare explorers. During one of his exploratory
  trips with his cousin Namora, he suddenly
  sprouted wings on his feet and discovered he
  could fly. Namor took to heart the Atlanteans’
  natural hostility to surface dwellers. When, he
  finally attained adulthood, he traveled to Amer-
  ica to attack “the enemy” in its home ground.
  He was considered one of the first super-
  criminals and frequently fought the original
  Human Torch. However, Namor soon lost his
  hostility towards most air-breathing humans
  and directed his aggression against the Axis
  powers during WWII. He was romantically
  linked to the NYC policewoman, Betty Dean.
  After the war, Namor encountered the Des-
  tiny, then the wearer of the Serpent Crown.
  Destiny used the Serpent Crown to destroy the
  Atlantean capital and to give Namor amnesia.
  Namor was sent to wander America’s east
  coast as a vagabond and eventually settled in
  a skid row flophouse in NYC.
  Namor was found by Johnny Storm, who
  reminded Namor of his old acquaintance, the
  original Torch. The rest of the FF helped Na-
  mor fully regain his memory. Unfortunately,
  soon thereafter, Namor returned to the Antarc-
  tic and discovered his home in ruins. He
  declared war anew on the surface dwellers
  and the FF in particular. Oddly, this was also
  the time during which he and Sue fell in love.
  Eventually Namor reunited the Atlanteans,
  claimed the throne, and rebuilt Atlantis. In
  time, Namor again lost his hostility to the
  surface-dwellers. Until he recently joined the
  Avengers, he concentrated on protecting his
  people from outside threats and only occasion-
  ally dabbled in surface affairs.
  Namor was engaged to the Atlantean noble-
  woman Dorma for a number of years. Follow-
  ing her death, Namor remained celibate until
  he met Marrina, another amphibious hybrid
  like himself. Their swift courtship resulted in
  marriage.
  RUNNING THE SUB-MARINER: Namor is a
  complex individual. He will fight any war, no
  matter how lopsided, in the defense of Atlan-
  tis. When he was on his initial, youthful ram-
  page against the surface dwellers, no atrocity
  seemed beyond him. However, in his later
  rampages in the modern era, Namor followed
  strict rules that could put him at odds to his
  ally of the moment. He is a firm believer in
  honor. If that erstwhile ally broke Namor’s
  code of honor, Namor would switch sides and
  aid his former victim’s escape.
  Namor is a tempestuous man who will often
  act without considering the consequences. On
  the other hand, he retains a firm loyalty to past
  friends. When Reed and Sue were estranged,
  Namor covertly arranged to reunite them.
  35
  
  LADY DORMA
  F
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  Health: 76
  A
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  S
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  Karma: 30
  E
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  (30)
  R
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  (10)
  Resources: GD(10)
  I
  GD
  (10)
  P
  GD
  (10)
  Popularity: 8
  KNOWN POWERS:
  Dorma has the normal Atlantean powers and
  abilities.
  TALENTS: Dorma is a skilled politician.
  CONTACTS: Dorma was Namor’s first fiancee.
  She could exploit his Contacts with the FF and
  Avengers.
  BACKGROUND: The Lady Dorma was a
  member of the Atlantean aristocracy She was
  born in the Atlantean city of Tha-Korr, under
  the Antarctic ice. She fell in love with the
  young Namor, but since his affections were
  tied to the NYC policewoman, Betty Dean, the
  love was unrequited. Dorma survived Desti-
  ny’s destruction of Tha-Korr and roamed the
  ocean floor for decades. During that time she
  became engaged to Warlord Krang. When
  Namor returned, Dorma broke the engage-
  ment. Her love for Namor continued to go
  unrequited, as Namor was now obsessed with
  Sue Storm. Dorma was originally jealous of
  this relationship and she tried to drown Sue
  when the latter woman was an Atlantean
  captive.
  It was a long time before Namor finally
  recognized Dorma’s love and devotion. He
  finally realized this when Dorma was injured
  helping him regain the Atlantean throne after
  Krang had seized it. From then on they were
  devoted to each other. Even when Dorma fell
  under the influence of the Serpent Crown, her
  love remained.
  Tragically the consummation of that love
  resulted in Dorma’s death. Shortly before they
  were to be married, Dorma was kidnapped by
  Llyra. It was Llyra who impersonated Dorma in
  the wedding ceremony in the hopes of laying
  claim to the Atlantean throne. When Llyra’s
  identity was exposed, the Atlanteans decided
  that under their law, Dorma was now Namor’s
  wife, even though she herself had not been at
  her own wedding. Llyra escaped Atlantis and
  returned to where she held Dorma. She
  smashed Dorma’s water-filled cell and doomed
  her to suffocation. Namor arrived too late to
  rescue her.
  RUNNING DORMA: Dorma was madly in love
  with Namor. She would do anything for him,
  even if he didn’t realize at the time that her
  actions were in his best interests. In the early
  days of their relationship, Dorma stoically
  endured Namor’s lack of affection. While she
  was originally jealous of Sue, she later
  became friends with her.
  NAMORITA
  Namorita Prentiss
  F
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  Health: 110
  A
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  S
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  Karma: 46
  E
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  R
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  (6)
  Resources:GD(10)
  I
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  (20)
  P
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  (20)
  Popularity: 10
  KNOWN POWERS:
  Humanoid Race: Like Namor and Namora, she
  is a hybrid of human and Atlantean descent.
  Water Freedom: Namorita is perfectly adapted
  for life in any depth of the sea. She has Excel-
  lent Resistance to cold.
  True Invulnerability: Namorita enjoys Good
  protection against physical attacks.
  Water-Breathing: As an Atlantean-human
  hybrid, she is amphibious and can breathe
  either water or air indefinitely.
  Hyper-Swimming: Namorita can attain Poor
  waterspeed (30 mph) for a period of several
  hours.
  Winged Flight: Like her uncle Namor, the
  combination of human and Atlantean genes
  produced the strange side effect of giving her
  ankle-wings and the ability to fly. She can
  attain Poor airspeed (35 mph). While in flight
  she can carry a load of 300 pounds.
  Electrical Generation: Although she has never
  displayed this power, there is no reason she
  should not share it with her uncle. With it, she
  can generate electricity enough to cause
  Remarkable damage to targets up to one area
  away.
  TALENTS: Namorita has a natural familiarity
  with Oceanography.
  CONTACTS: She is Namor’s niece. She is
  currently a follower of Aquarian.
  BACKGROUND: Namorita is the daughter of
  Namora and Talan. Since Namora was the
  daughter of a human mother and Atlantean
  father, she possessed hybrid characteristics
  that passed on to her daughter. These in-
  cluded blond hair, pink skin, and certain
  powers. When Namorita was three, Talan was
  killed by the suboceanic nuclear tests that
  destroyed the city of Maritanis. Namora and
  other Atlanteans fled to the Pacific realm of
  the Lemurians. Namora attracted the attention
  of the local ruler, Prince Marro, and the jeal-
  ousy of Merro’s would-be fiancee, Llyra. Na-
  mora and Merro soon met mysterious deaths.
  Llyra spared the young Namorita. Llyra and
  Byrrah later used Namorita as a pawn in a bid
  to conquer Atlantis. Namor defeated the plot
  and freed Namorita.
  Namor sent Namorita to the surface world
  for her education. He entrusted her to the care
  of his former girlfriend, Betty Dean Prentiss.
  Namorita attended high school during this
  period. However, her plans to enter college
  were interrupted when Lemuel Dorcas mur-
  dered Prentiss. At present, Namorita is one of
  Aquarian’s followers.
  RUNNING NAMORITA: Namorita is trying to
  be a typical American teenager despite her
  eccentric background and powers.
  36
  
  ATTUMA
  F
  IN
  (40)
  Health: 175
  A
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  (10)
  S
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  (75)
  Karma: 32
  E
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  (50)
  R
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  (6)
  Resources: EX(20)
  I
  TY
  (6)
  P
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  (20)
  Popularity: -10
  KNOWN POWERS:
  Humanoid Race: Attuma is a member of the
  Homo Mermanus race.
  Water Freedom: Attuma is perfectly adapted
  for aquatic life and can survive in any section
  of the ocean.
  True Invulnerability: Attuma’s skin is inured to
  the pressures of the deepest ocean. He has
  Excellent armor against physical attacks.
  Water-Breathing: Attuma breathes water
  instead of air.
  Hyper-Swimming: Attuma can attain Good
  velocities underwater (60 mph).
  WEAKNESS: Finite Limit: As a water-breather,
  Attuma suffers damage after extended peri-
  ods away from the water. After 10 minutes, he
  begins to “drown.” On the surface, his
  Strength drops to Incredible and his Health
  drops to 140.
  TALENTS: As a warrior, Attuma is skilled in
  Martial Arts C and E. He is a Specialist in the
  use of his chosen weapons, a triple-bladed
  sword and a war hammer. He is an expert in
  the cartography of the ocean floor.
  WEAPONS: Attuma’s sword is capable of
  doing Amazing damage against living targets.
  His war hammer can do Incredible damage
  against anything. Both weapons have
  Amazing Material Strength.
  CONTACTS: Attuma is the chief of a barbarian
  Skarka tribe. He is a former ally of the Red
  Ghost and the renegade Atlanteans Krang,
  Byrrah, and Ikthon.
  BACKGROUND: Attuma was born into a
  nomadic tribe of Atlantean derivation. When
  he came of age, he learned of a prophecy of a
  conqueror who would take Atlantis by force.
  Attuma decided he was that conqueror and
  immediately set off to fulfill the prophecy.
  Attuma and his tribe nearly conquered Atlantis
  but were defeated when Lady Dorma sum-
  moned the FF. Attuma has attacked Atlantis
  several times since then, only to be defeated
  at each turn. He has sought various allies to
  assist his conquests. In an attempt to breed a
  son who could defeat Namor, Attuma kid-
  napped what he thought was Jean Grey;
  unfortunately he kidnapped Phoenix instead.
  Attuma’s sole victory over Namor was his part
  in the death of Lady Dorma.
  RUNNING ATTUMA: Attuma is a ruthless,
  battle-hungry conqueror. People are either his
  tools, conquests, or foes.
  WARLORD KRANG
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  Health: 130
  A
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  S
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  Karma: 40
  E
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  Resources: EX(20)
  I
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  (10)
  P
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  (10)
  Popularity: -5
  KNOWN POWERS:
  Humanoid Race: Krang is member of Homo
  Mermanus.
  Hyper-Swimming: Krang can attain Poor water-
  speed (30 mph).
  Water Freedom: Krang is perfectly adapted for
  aquatic life in any section of the ocean.
  Water-Breathing: Krang requires a supply of
  sea water.
  WEAKNESS: Finite Limit: As a water-
  breather, Krang suffers if he is away from
  water or his amphibian serum. After ten min-
  utes, his gills dry up and he begins to
  “drown * “ On land, his Strength drops to
  Excellent and his Health decreases to 110; if
  he uses his amphibian serum, the losses do
  not occur.
  EQUIPMENT:
  AMPHIBIAN SERUM: This Atlantean chemical
  transforms a blue-skinned, water-breathing
  Atlantean into a pink-skinned air-breather. The
  serum’s effects last for one day.
  BODY ARMOR: Krang wears a chainmail
  bodysuit that gives him Remarkable protection
  from physical and energy attacks. The suit is
  topped by a clear helmet with a internal water-
  purification system.
  PISTOL: Krang carries a modified Atlantean
  energy pistol. The weapon emits a plasma
  beam with Remarkable intensity and a range
  of 7 areas.
  TALENTS: Krang is an expert in military tac-
  tics, especially those involving aquatic war-
  fare. He is an expert on Atlantean equipment.
  CONTACTS: In his early days, Krang was
  warlord of the Atlantean forces and Namor’s
  right-hand man; those ties are permanently
  lost. Krang has been allied with such rene-
  gade Atlanteans and supervillains as Attuma,
  Byrrah, Dr. Dorcas, and the Puppet Master. He
  was a member of the original Serpent Squad.
  BACKGROUND: Krang arose to prominence
  during the period of the Atlanteans’ wandering
  across the sea floor. By the time Namor lead
  the exiles back to Atlantis, Krang was the
  supreme military commander. With Namor’s
  return, Krang lost both his bid to gain the
  Atlantean throne and his fiancee, Lady Dorma.
  Krang began a series of covert, then open
  actions against Namor. Krang eventually fled
  Atlantis and became a supervillain. He later
  gained vengeance on Namor and Dorma when
  he contributed to her death.
  RUNNING WARLORD KRANG: Krang is a
  cunning strategist. He prefers to ally himself
  with others powerful enough yet subservient
  enough to accomplish his goals. He has a
  monomaniacal hatred of Namor. To this end he
  will seek out and try to destroy anything Na-
  mor holds dear. Krang is aware of Namor’s
  affection for Sue and may attempt to harm her
  as a way of striking at Namor.
  37
  
  DOCTOR DOOM
  Victor von Doom
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  Health: 120
  A
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  S
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  (30)
  Karma: 140
  E
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  (40)
  R
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  (50) 
  Resources: AM(50)
  I
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  (40)
  P
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  (50)
  Popularity: 40
  KNOWN POWERS:
  Hyper-Invention: He has Monstrous Rea-
  son when it comes to devising or building
  new devices.
  Mind Transferral: The Ovoids taught
  Doom the Monstrous ability to transfer
  his mind to another body. He can either
  dominate the victim’s mind or transfer
  that mind into Doom’s own body.
  Ritual Magic: Doom has a variety of
  spells he learned from his mother’s
  notes. These spells all have Typical rank:
  • Mystic Bolt—He can conjure bolts of
  Amazing intensity.
  • Dimension Travel—He can make the
  journey to Mephisto’s realm and back.
  • Summoning—Doom has the Good
  ability to Summon supernatural beings.
  This power is rarely used except when
  he is practicing the magic learned from
  his mother’s notes.
  • Sympathetic Magic—Doom has the
  Feeble ability to use voodoo-like tech-
  niques to control people. Because this
  ability is so weak it is almost never used.
  Cyborg (Exoskeleton): Most of Doom’s
  powers are derived from equipment in
  his grey armor. Although he could volun-
  tarily leave the armor at any time, he
  never does so.
  This is a suit of steel armor enhanced
  with various devices of Doom’s design.
  The armor has Incredible Material
  Strength and gives Doom Incredible
  protection from physical and energy
  attacks. Internal computers and motors
  increase Doom’s physical abilities; with-
  out his Armor, Doom’s physical abilities
  drop to Excellent, his Health failing to 80
  if it is not already below that.
  Force Field: The armor generates a Mon-
  strous field against physical and energy
  attacks.
  Kinetic Bolt: The gauntlets and face plate
  can fire bolts of Amazing Intensity and
  Remarkable range.
  Electricity: As a defensive action, the
  armor can release a blast of Unearthly
  intensity. This does power rank damage
  against anyone in contact with Doom and
  Incredible damage against anyone within
  10 feet (the same area) of him.
  Rocket: Twin jets on the armor’s waist
  give him Excellent airspeed.
  Self-Sustenance: The armor can provide
  him with air, food, and water for a period
  of several weeks.
  TALENTS: Doom is a dangerous combi-
  nation of scientific genius and budding
  sorcerer. His inventions rival and possibly
  exceed those of Reed Richards, He has
  invented time machines, self-aware ro-
  bots, mind-control devices, and more
  types of super-weapons than anyone
  else on the planet. As leader of Latveria,
  he has political skills.
  CONTACTS: He is an occasional ally of
  the Sub-Mariner, but the only beings
  Doom can actually count on are his staff
  of robots at Castle Doom.
  BACKGROUND: Victor Von Doom was
  the child of gypsies living in the Balkan
  country of Latveria. His father Werner
  was a local healer and his mother Cyn-
  thia was a sorceress. She died when
  Mephisto seized her soul and took it to
  his realm. Werner died when he was
  killed by the King’s troops for failing to
  cure the dying queen. Afterwards, Victor
  was raised by another gypsy family and
  fell in love with their daughter Valeria.
  Victor had an incredible thirst for new
  knowledge. First he explored magic
  through the books left him by his mother.
  Then he traveled to the U.S. in search of
  scientific knowledge. There he met Reed
  Richards when they were students in
  Empire State University’s Physics depart-
  ment. Doom tried to combine his magical
  and scientific talents into a device that
  would enable him to communicate with
  the dead. When he first used the device,
  it exploded and gave him a small scar
  along his jaw. Doom was convinced he
  was hideously maimed and left the U.S.
  He continued his quest for knowledge
  in Tibet. He joined an order of monks to
  learn their skills and knowledge. They
  helped him build his first armor. Doom
  insisted on donning the mask while it
  was still red-hot, thus further scarring his
  face.
  Doom returned to Latveria and over-
  threw its monarch, King Rudolpho. He
  established a scientific citadel where he
  worked on weapons for world conquest.
  When the FF came into existence, Doom
  recognized Reed and felt the urge to
  destroy this rival. This began the long
  running war that has plagued the FF ever
  since.
  Doom has been seemingly killed on
  various occasions. The most recent time
  was when his body was vaporized by
  Terrax. In this case, he transferred his
  mind into the body of a hapless by-
  stander. The Beyonder later recreated
  Doom’s original body and returned him to
  it. Unfortunately, prior programming
  caused his robots to transform Doom’s
  chosen heir, Kristoff, into another “Dr.
  Doom.” Both Drs. Doom are currently
  trying to destroy “the imposter.”
  RUNNING DR. DOOM: At the core of
  Doom’s mind is a strong Oedipal Com-
  plex. He wants to rescue his mother from
  Mephisto. To this end he has learned
  every magical or technological trick that
  could help him in his quest. Doom is also
  an incredible egotist. He believes he is
  the greatest, smartest man in the world
  or perhaps even in the galaxy. When
  someone comes along who challenges
  that belief (such as Reed), Doom swears
  a vendetta against that rival.
  As a peculiar side-effect of his ego,
  Doom possesses a much-vaunted sense
  38
  FIENDS AND FOES
  
  of honor. He considers it demeaning to
  break a promise once he has made it.
  However, Doom will happily lie to poten-
  tial allies and turn on them when the time
  is ripe, should he not consider them his
  peers.
  DOOMSMAN
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  E
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  Resources: AM(50)
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  (6)
  Popularity: 40
  KNOWN POWERS:
  Robotic Body: The Doomsmen are ro-
  botic replicas of Doom when he’s wear-
  ing his armor. They are programmed to
  imitate Doctor Doom when he is not
  present, and are sophisticated enough to
  fool even psionic scans.
  The Doomsmen have all of the powers
  possessed by Doom’s Armor.
  TALENTS: The Doomsmen are pro-
  grammed to simulate Doom’s scientific
  talents. They possess none of his magi-
  cal skills.
  CONTACTS: The other Doomsmen ro-
  bots.
  BACKGROUND: The Doomsmen were
  created to serve as agents and decoys
  for Dr. Doom. They are his most depend-
  able robots and are entrusted with his
  most valuable programs. The most im-
  portant task they have is maintaining Dr.
  Doom’s existence. If he is imprisoned,
  the robots will rescue him. If he is seem-
  ingly killed, they will try anything to find
  or revive him. Finally, if he is irrevocably
  dead, the Doomsmen will recreate his
  mind in a new body. This they recently
  did to young Kristoff, with the result that
  the boy now thinks he is Dr. Doom. The
  Doomsmen are currently debating the
  idea that the real Dr. Doom is alive.
  RUNNING A DOOMSMAN: The Dooms-
  men are programmed to act as if they
  were Dr. Doom. They only admit their
  robotic status when they are in the pres-
  ence of Dr. Doom or other Doomsmen.
  GUARDIAN ROBOTS
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  Health: 80
  A
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  Karma: 10
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  KNOWN POWERS: Robotic Body: The
  Guardsmen are humanshape robots
  intended to function as police and sol-
  diers.
  Body Armor: They have Remarkable
  Material Strength armor against all physi-
  cal and energy attacks.
  BLASTER PISTOL: Plasma Generation:
  Excellent intensity blast with side-effects
  of Good intensity Heat and Neural Dis-
  ruption.
  BACKGROUND: The Guardian Robots
  were built by Doom as a police and de-
  fense force for Latveria. Their outer shell
  is designed to resemble the battle armor
  worn by Doom’s human troops. However,
  their faces are distinctly robotic. Al-
  though these robots are self-aware, they
  are controlled from Castle Doom. Conse-
  quently, whoever holds the castle can
  reprogram the Guardians to serve him.
  39
  
  RUNNING A GUARDIAN: The Guardians
  follow orders blindly and explicitly. They
  are normally found only around
  Doomstadt.
  GUARDBOTS
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  KNOWN POWERS:
  Body Armor: Their outer shells have
  Excellent Material strength.
  Plasma Generation: Each Guardbot is
  equipped with an internally-mounted
  Ionic Laser which does Remarkable
  damage. This is mounted in the Guard-
  bot’s “face.” Consequently, the robot
  must face its target (in game terms, must
  roll a successful Intuition FEAT against a
  target’s Agility) to use this power.
  Hyper-Running: The Guardbots are
  equipped with a tricycle pedestal that
  gives them Remarkable landspeed (90
  mph).
  Explosive: The Guardbots are equipped
  with a self-destruct device that demol-
  ishes the Guardbot and does Remark-
  able damage to anything with 20 feet (2
  areas) of it.
  BACKGROUND: The Guardbot series
  are usuform robots designed to assist
  the Guardian series in defending against
  invaders. Their tricycle base enables
  them to rapidly cover large areas (Re-
  markable landspeed, 90 mph). Because
  of their harshly mechanical appearance,
  they are assigned to areas away from
  normal human habitation. However, a
  strike force of ten is kept in Doomstadt
  to handle superpowered invaders.
  RUNNING A GUARDBOT: The Guard-
  bots are mindless automatons with limit-
  ed programming. They are directly
  controlled from the castle. They are
  programmed to concentrate their attacks
  on whoever tries to directly interfere with
  their programming or functioning. If they
  are being disabled they are programmed
  to self-destruct.
  KILLER ROBOTS
  F
  EX
  (20)
  Health: 165
  A
  EX
  (20)
  S
  AM
  (50)
  Karma: 6
  E
  MN
  (75)
  R
  FE
  (2)
  I
  FE
  (2)
  P
  FE
  (2)
  KNOWN POWERS:
  Body Armor: Their outer shells have
  Amazing Material strength.
  BACKGROUND: The Killer Robot series
  was built for one purpose, to destroy
  everything in their path. Doom intended
  them to be a Doomsday weapon not to
  be used unless he was no longer in con-
  trol of Latveria. Unlike the Guardian
  Robots, they cannot be controlled and
  reprogrammed from Castle Doom.
  RUNNING A KILLER ROBOT: They are
  relentless, mindless killing machines.
  Once activated, they cannot be stopped
  except through their total annihilation.
  VICTOR VON DOOM II
  F
  GD
  (10)
  Health:36
  A
  TY
  (6)
  S
  GD
  (10)
  Karma: 140
  E
  GD
  (10)
  R
  AM
  (50)
  Resources: AM(50)
  I
  IN
  (40)
  P
  AM
  (50)
  Popularity: 5
  KNOWN POWERS:
  Although Victor II originally was a relative-
  ly normal human, an experiment by Doom
  later gave him powers equal to the FF’s.
  Hyper-Strength: Amazing rank. His
  Health likewise rises to 76.
  Armor Skin: Orange, rocky plates similar to
  the Thing’s gives him Remarkable protec-
  tion against physical and energy attacks.
  Elongation: Monstrous rank with a maxi-
  mum bodylength of 100 ft.
  Fire Generation: Amazing rank.
  Force Field: Amazing rank.
  Invisibility (Physics-type): Excellent ability
  to be invisible to light or radar-based
  senses.
  True Flight: Good airspeed (120 mph).
  TALENTS: Victor II had a basic knowl-
  edge of all of Dr. Doom’s talents and
  skills.
  CONTACTS: Victor II is Dr. Doom’s
  clone. He was also head of Cynthan
  Associates, a scientific organization
  secretly organized by Dr. Doom.
  BACKGROUND: A few years ago Dr.
  Doom decided that Latveria needed a
  leader whom the rest of the world would
  find acceptable. However, he still wanted
  to retain actual control of Latveria. He
  decided to create a clone of himself and
  pass it off as his “son.” The plan would
  then call for Dr. Doom to abdicate in
  favor of his heir. A secondary plan called
  for Dr. Doom to capture the FF and
  transfer their powers into Victor II.
  At the time Reed was suffering from
  the loss of his powers. Because a power-
  less Reed was useless to Dr. Doom’s
  plan, he had Cynthan Associates help
  Reed recreate his powers. Then, when
  Reed attacked Doomstadt to free the rest
  of the FF, Dr. Doom captured him and
  added him to the experiment.
  The power transference worked. Victor
  II gained powers equal to the FF’s. Unfor-
  tunately, this included a version of the
  Thing’s rocky hide. Both Dooms’ vanities
  were appalled at the result. Victor II also
  gained the FF’s honor and basic good-
  ness. Sickened by the realization of Dr.
  40
  
  Doom’s evil, Victor II attacked Dr. Doom.
  In the battle that followed, Victor II al-
  most destroyed the real Doom. In a des-
  perate move, Doom blasted Victor II with
  all his electrical power. Victor II died.
  RUNNING VICTOR II: Victor II is the
  genetic and mental equivalent of Dr.
  Doom during his college days (before the
  face- and mind-scarring accident).
  DOCTOR DOOM II
  Kristoff
  F 
  RM
  (30)
  Health: 120
  A
  EX
  (20)
  S
  RM
  (30)
  Karma: 140
  E
  IN
  (40)
  R
  AM
  (50)
  Resources: AM(50)
  I
  IN
  (40)
  P
  AM
  (50)
  Popularity: 40
  KNOWN POWERS:
  Hyper-Invention: He has Monstrous Rea-
  son when it comes to devising or build-
  ing new devices.
  Body Armor (Tech): Most of Doom’s
  powers are derived from equipment in
  his grey armor.
  This is a suit of steel armor enhanced
  with various devices of Doom’s design.
  The Armor is modified to fit Kristoff’s
  child-sized body; when he wears it he
  appears to be an adult. The armor gives
  him Incredible protection from physical and
  energy attacks. It possesses Incredible
  Material Strength. Internal computers and
  motors increase Kristoff’s physical abilities;
  without his Armor, Kristoff’s physical abili-
  ties drop to Poor, and his Health falls to 16.
  Force Field: The armor generates a Mon-
  strous field against physical and energy
  attacks.
  Kinetic Bolt: The gauntlets and face plate
  can fire bolts of Amazing Intensity and
  Remarkable range.
  Rocket: Twin jets on the armor’s waist
  give him Excellent airspeed.
  Self-Sustenance: The armor can provide
  him with air, food, and water for a period
  of several weeks.
  TALENTS: As “Doom”, Kristoff has the
  full range of Doom’s scientific genius.
  CONTACTS: None.
  BACKGROUND: Kristoff was a normal
  Latverian boy living in Doomstadt when
  Doom regained the throne from Zorba.
  During the fighting, his mother greeted
  the newly returned Doom and asked his
  protection. Seconds later she was killed
  by Doom’s Guardian robots. Doom de-
  cided to protect her son Kristoff. Later, he
  decided to make Kristoff part of his con-
  tingency plan should he ever be killed.
  When the Doomsmen received the infor-
  mation that Dr. Doom had apparently
  been killed by Terrax, the plan went into
  effect. The robots took Kristoff to Doom’s
  lab and began to duplicate Doom’s mem-
  ories in Kristoff’s mind. The process
  overwhelmed Kristoff’s own mind; that
  personality has ceased to exist. Kristoff/
  Doom only allowed the Memory Duplica-
  tion to carry him through Doom’s first two
  battles with the FF, including the time
  when Doom lifted the entire Baxter Build-
  ing into orbit.
  Because Kristoff/Doom ordered the
  memory tapes to halt at that point, he
  has no further memories of Doom’s ca-
  reer. He immediately struck at the FF by
  again lifting the Baxter Building into orbit
  and actually blowing it up. The FF es-
  caped and confronted “Doom” in his
  castle. Kristoff was exposed and taken to
  NYC. Later, his Doomsmen rescued him
  and he had his first confrontation with
  the real Dr. Doom. The battle continues.
  RUNNING DR. DOOM II: Because Kris-
  toff ordered the tapes shut off before
  they completed their run, his personality
  and memory are that of a Dr. Doom at the
  start of his super-villainous career. He
  believes he is Dr. Doom; his appearance
  is irrelevant. He “knows” the real Dr.
  Doom is an impostor who must be
  destroyed.
  ZORBA
  Prince Zorba of Latveria
  F
  IN
  (40)
  Health: 70
  A
  GD
  (10)
  S
  GD
  (10)
  Karma: 60
  E
  GD
  (10)
  R
  EX
  (20)
  Resources: EX(20)
  I
  EX
  (20)
  P
  EX
  (20)
  Popularity: 20
  KNOWN POWERS:
  Cyborg/Extra Parts: a Nega-Beam
  blaster is housed in a prosthetic right
  eye. Nega-Beam: This ray does
  Incredible damage.
  TALENTS: Zorba is a trained politician
  and guerrilla fighter. He possesses
  Martial Arts B and E.
  CONTACTS: King Rudolpho of Latveria
  is his brother. Later the FF helped him
  depose Doom and claim the throne.
  BACKGROUND: Zorba was the younger
  brother of King Rudolpho, the hereditary
  monarch of Latveria. When Doom over-
  threw Rudolpho, Zorba began to form an
  underground rebellion. With the help of
  the FF, he finally succeeded in restoring
  his royal line. Unfortunately, the ruthless
  methods he chose to adopt while leading
  the rebellion remained too strongly in-
  grained. Rather than a benevolent ruler,
  Zorba became a despot even worse than
  Doom. Doom returned to Latveria with
  an initially uncooperative FF in tow and
  ended both Zorba’s reign and his life.
  RUNNING ZORBA: Zorba began life as a
  noble, and believed strongly in both the
  class system and in the obligations of the
  upper class to lead (and rule) the lower
  class. During Doom’s first reign, Zorba
  became a heroic avenger out to correct
  the perceived evils of Doom’s reign.
  Once Zorba finally held the throne, he
  became a tyrant.
  41
  
  GALACTUS
  Galan of Taa
  F
  MN
  (75)
  Health: 4150
  A
  MN
  (75)
  S
  CL1000
  Karma: 3000
  E
  CL3000
  R
  CL1000
  Resources: CL3000
  I
  CL1000
  P
  CL1000
  Popularity: - 1000
  KNOWN POWERS:
  Galactus possesses the following
  powers, each at CL3000 Intensity. How-
  ever, each use of these powers costs
  Galactus 10 points of Karma, and each
  use at an intensity above Unearthly also
  costs him 50 points of Health.
  Spirit Vampirism:
  Bio-Vampirism:
  Psionic Vampirism:
  Energy Vampirism:
  Absorption Power:
  Energy Conversion:
  Elemental Conversion:
  Molecular Conversion:
  Elemental Creation:
  Molecular Creation:
  True Flight: Galactus can travel at
  CL3000 speed (lightspeed).
  True Invulnerability: Galactus has Shift X
  resistance to physical and energy at-
  tacks. He has CL5000 resistance to
  extreme heat and cold, corrosives, tox-
  ins, and disease.
  Force Field: Galactus can surround him-
  self with protective fields of Shift X rank. 
  Life Detection: Galactus has the CL3000
  ability to detect the life energies of plan-
  ets. He can detect an occupied planet at
  a maximum range of 50 light years.
  Kinetic Bolts: Galactus can release en-
  ergy blasts of Shift-Z Intensity.
  Hyper-Invention: Galactus can create any
  device he wants by assembling whatever
  materials are either in hand or can be
  made from existing substances.
  Disruption: As a side effect of his feeding
  process, Galactus has the CL1000 ability
  to destroy the molecular bonds that hold
  the target together. Galactus can con-
  sciously use this power with diminished
  effect against lesser targets, such as
  individuals. In such a case the power
  decreases to Shift-X rank.
  Power Creation: Galactus has the
  CL1000 ability to transform ordinary
  beings into super-beings. The Primary
  Abilities and powers of such beings are
  initially no higher than Unearthly rank.
  Galactus can invest the power in either
  42
  
  the person chosen or a specially de-
  signed tool.
  Power Control (Magnification/Reduction/
  Negation): Galactus has total control over
  those powers he may have given a tar-
  get. He can amplify someone’s existing
  powers by 4 CS, even if he was not the
  source of that power. He can reduce a
  subject’s powers any amount, all the way
  to Shift 0. Such changes are permanent;
  only Galactus can reverse his changes. 
  Serial Immortality: If Galactus’ body
  should be destroyed while he still has a
  sufficient cosmic energy reserve, his
  machines can draw in his lifeforce and
  recreate his body. He must have at least
  two points of Health for this to occur.
  Telepathy: Galactus has Unearthly Tele-
  pathy.
  Cosmic Awareness: Galactus has
  CL1000 Cosmic Awareness and can
  perceive in a limited manner the state of
  the universe.
  WEAKNESS: Galactus has a finite en-
  ergy supply that he must constantly
  replenish by consuming the lifeforce of
  entire worlds. Galactus’ hunger is so
  severe that he must feed every 30 Terran
  days or his abilities drop. If he has not
  consumed a world after that period, all
  his CL3000 abilities drop to CL1000.
  After another 30 days, all his abilities
  drop to Shift-Z, and so on. Although
  Galactus could eventually starve to
  death, he normally seeks out the nearest
  usable world when his abilities drop to
  Shift-X rank.
  CONTACTS: Galactus has one Contact,
  his Herald, and even that relationship is
  tenuous at best. He considers himself to
  be siblings with Death and Eternity, as
  they were all created by the Big Bang.
  BACKGROUND: Galactus is the sole
  survivor of the universe that existed
  before the Marvel Universe was created.
  Originally Galactus was a humanoid
  named Galan, a native of the planet Taa.
  Unfortunately, Galan’s universe was in a
  state of collapse as it ended its lifecycle.
  The universe was regathering itself into a
  “Cosmic Egg:’ an unimaginably dense
  sphere that would contain all the matter
  in the universe. The radiation that ac-
  companied the collapse was destroying
  all life in the universe. The people of Taa
  sent Galan out in the hope that he could
  find some way for them to escape. There
  was none. When Galan returned, he
  discovered all but a handful of Taa’s
  population had been killed. Galan and
  the survivors decided to end it all by
  journeying directly to the heart of the
  Cosmic Egg. The radiation killed every-
  one but Galan, who found himself invigo-
  rated by the deadly forces.
  The Cosmic Egg was alive and pre-
  vented Galan’s ship from being de-
  stroyed. It explained that, even though
  both of them were dying, they would
  soon be reborn. The Cosmic Egg would
  explode in a great explosion and create a
  new universe.
  When the predicted “big bang”
  occurred, three beings, a starship, and
  the Marvel Universe were created. The
  three were Eternity (the embodiment of
  the lifeforce of this universe), Death, and
  Galactus. The ship was the recreation of
  Galan’s starship.
  For eons Galactus drifted in the void,
  further evolving and developing his
  powers. A Watcher who discovered him
  contemplated killing him then, but the
  Watcher decided to abide by his race’s
  creed of passive observance. Eventually
  his ship drifted into the Archeopian star
  system and Galactus fed for the first
  time. In the millennia that followed,
  Galactus rebuilt the remains of
  Archeopia’s worlds into an immense
  starbase, the worldship Taa II.
  Originally several centuries passed
  between feedings. This interval short-
  ened with time. It is currently one month.
  This has led Galactus to increase the
  rate at which he destroyed worlds. He
  realized years ago that he needed scouts
  to seek out the worlds that could sustain
  him. When Galactus approached the
  planet Zenn-La, he found his first Herald
  in the form of Norrin Radd, the Silver
  Surfer. The Silver Surfer eventually led
  Galactus to Earth, where he finally met
  his match. Thanks to the assistance of
  the Watcher Uatu, the FF acquired the
  Ultimate Nullifier, the only weapon that
  could destroy Galactus. Galactus re-
  turned to space, unfed and Herald-less.
  Galactus went through a rapid succes-
  sion of Heralds over the next decade.
  The Xandarian Gabriel Lan was trans-
  formed into the Air-Walker. Unfortunately
  he was soon killed defending Galactus
  against the Ovoids. Galactus created a
  robotic replica, the Air-Walker Automa-
  ton. That was damaged by the Silver
  Surfer and completely destroyed by Thor.
  A friend of Gabriel Lan, Pyreus Kril,
  became the next Herald, Firelord. He
  gained his freedom when Thor traded
  Galactus the Destroyer, a robot con-
  structed by Odin. Loki stole it before
  Galactus could get much use out of it.
  Seeing that the FF had been the cause
  of the loss of his first Herald, Galactus
  arranged for the FF to recruit his next
  one. This was Tyros of Lanlak, a con-
  queror and tyrant himself, whom Galac-
  tus transformed into Terrax the Tamer.
  Terrak became intoxicated by his new
  power and tried to use the FF to destroy
  Galactus. Instead, Galactus destroyed
  him. Finally, Frankie Raye offered herself
  to Galactus. As Nova, she is his first
  female herald. There is some suspicion
  that Nova is actually failing in love with
  Galactus.
  Galactus has tried several times to
  devour the Earth but was beaten, lured,
  or otherwise bribed away. On his last trip,
  he finally pledged never to attack the
  Earth so long as the Human race sur-
  vived. This pledge is unique in the uni-
  verse and the cause of some hostility
  towards the Earth by other races who
  have fought or been decimated by Galac-
  tus.
  RUNNING GALACTUS: Galactus is a
  completely amoral individual who does
  what he wants to do without any consid-
  eration of the consequences on other
  beings. His favorite self-explanation is “I
  am beyond good or evil ... I simply am.”
  The survivors of the millions of worlds he
  has destroyed think otherwise. Galactus
  had been told that his existence had a
  higher purpose; perhaps he hopes that
  this unknown destiny will somehow com-
  pensate for all the destruction he has
  wrought.
  Galactus has one pride, his honor. If he
  makes a promise, he will hold to it until the
  universe ceases to exist. There is one ex-
  ception, though. When Galactus is starv-
  ing, he will do anything to feed. He will
  even break previously sworn oaths, such
  as his pledge to no longer threaten Earth.
  GALACTUS’ SHIPS
  WORLDSHIP: Galactus’ transport is a
  mile-wide sphere. It is most likely that a
  person will encounter him in this ship.
  The Worldship possessed the essential
  portions of Galactus’ support machinery.
  It possesses a stardrive that can propel
  the ship at CL5000 speeds and journey
  43
  
  through hyper-space to reach a destina-
  tion almost instantaneously. The World-
  ship contains the apparatus that enables
  Galactus to destroy a living world and
  convert it into consumable energy. How-
  ever, the device requires 6 hours to as-
  semble and ready itself for operation. To
  make sure Galactus is undisturbed, the
  Worldship can project a Force Field of
  CL5000 intensity. Its walls have a CL1000
  Material Strength. There is no actual con-
  trol room; rather, the Worldship follows
  Galactus’ mental commands. If Galactus
  is separated from the Worldship, it can
  follow his orders even at a distance of
  several light years. Should Galactus fall
  into death-like state, the Worldship is
  programmed to seek him out, recover the
  body, and transport it to Taa II.
  TAA II: When Galactus destroyed the
  Archeopian race, he was left with pos-
  session of their star system. Galactus
  dismantled the planets and used the
  materials to create an immense head-
  quarters for himself. The helix-shaped
  structure encircles the star. The interior
  can only be guessed at. It contains the
  entire array of Galactus’ devices. There
  is a dock for his Worldship. Galactus
  maintains a museum with mementos of
  the worlds and races he has destroyed. It
  includes a bestiary with some really
  gigantic animals. Taa II also housed the
  Ultimate Nullifier, until Uatu the Watcher
  helped the Human Torch steal it when
  Galactus first threatened Earth.
  Taa II was recently destroyed during a
  battle. However, Galactus has ample
  time to rebuild the starbase.
  GALACTUS’ CAT
  F
  MN
  (75)
  Health: 250
  A
  AM
  (50)
  S
  MN
  (75)
  Karma: 16
  E
  AM
  (50)
  R
  PR
  (4)
  Resources: N/A
  I
  TY
  (6)
  P
  TY
  (6)
  Popularity: N/A
  KNOWN POWERS:
  Robot Body: The “Cat” is a 20 foot tall
  robot. It is strictly a mindless automaton
  lacking self-awareness.
  Body Armor: The Cat’s outer shell has
  Monstrous material strength. However,
  the eyes and mouth are only Typical
  material strength.
  Paralyzing Spray: The Cat can belch
  yellow paralyzing foam from its mouth.
  The range of the spray is two areas;
  accuracy is determined by the Cat’s
  Monstrous Fighting rank. The foam pos-
  sesses Unearthly Paralysis. Targets must
  make an Endurance FEAT to avoid being
  paralyzed for 1 -10 turns. Those making
  the FEAT are only paralyzed for a single
  turn. The foam can penetrate cloth and
  most natural armor skins. It cannot pen-
  etrate force fields opposing physical at-
  tacks, sealed inorganic armor such as a
  space suit or Iron Man’s armor, or armor
  skins or Invulnerabilities of greater than
  Unearthly rank.
  TALENTS: None.
  CONTACTS: None.
  BACKGROUND: The Cat is a 20’ foot tall
  robot designed to patrol Taa II and cap-
  ture any intruders or vermin.
  RUNNING THE CAT: The Cat is a mind-
  less automaton directly controlled by
  Galactus’ computer systems. It has no
  self-awareness. It follows its orders literally.
  PUNISHER I
  F
  MN
  (75)
  Health: 450
  A
  MN
  (75)
  S
  X
  (150)
  Karma: 6
  E
  X
  (150)
  R 
  FE
  (2)
  Resources: none
  I
  FE
  (2)
  P
  FE
  (2)
  Popularity: -20
  KNOWN POWERS:
  Robot Body: The Punisher is a robot
  created by Galactus.
  Body Armor: The Punisher’s armor plat-
  ing has Monstrous Material Strength.
  Plasma Generation: The Punisher can
  emit blasts of Monstrous Intensity.
  TALENTS: None.
  CONTACTS: None.
  BACKGROUND: Punisher is a robot built
  by Galactus. Its original purpose is un-
  known; it may have been intended to act
  as a custodian for Galactus’ bestiary.
  When Galactus created the Silver Surfer,
  he modified the Punisher’s programming
  so that the robot would seek out the
  Herald if he ever became rebellious.
  When the Silver Surfer turned against
  Galactus, the Punisher was teleported to
  Earth to defeat him and return him to the
  Worldship. Although the Punisher could
  have defeated the Surfer, it was unable
  to defeat the Surfer AND the FF. It was
  destroyed. A second Punisher was sent
  to force the Silver Surfer to reclaim his
  job of Herald. It was recalled before the
  FF could destroy it. The Punisher now
  serves as an errand-runner for Galactus.
  RUNNING THE PUNISHER: The Pun-
  isher has a single purpose—to carry out
  Galactus’ will. It single-mindedly carries
  out its orders, even if it risks self-
  destruction.
  SILVER SURFER
  Norrin Radd of Zenn-La
  F
  AM
  (50)
  Health: 325
  A
  MN
  (75)
  S
  UN
  (100)
  Karma: 135
  E
  UN
  (100)
  R
  EX
  (20)
  Resources: PR(4)
  I
  MN
  (75)
  P
  IN
  (40)
  Popularity: 17
  KNOWN POWERS:
  Power Conversion: The Surfer has the
  power to channel cosmic radiation into
  his body and transform it into useful
  forms, including sustenance and energy
  for his other powers. He can channel the
  power directly into his Primary Abilities
  to either raise Agility to Unearthly or his
  Strength to Shift-X. He can use the
  power to self-heal up to Unearthly dam-
  age in a single turn.
  Body Coating: His body is surrounded by a
  flexible metallic shell that gives him Mon-
  strous resistance to physical attacks and
  Unearthly resistance to energy attacks.
  Self-Sustenance: He does not need to
  breathe, eat, or drink anything to sustain
  his life.
  Life Detection: He has the Unearthly
  ability to detect the presence of life ener-
  gies within 500 light years.
  Plasma Generation: The Surfer has the
  ability to emit blasts of Unearthly inten-
  sity from his hands. The maximum range
  is 60 areas.
  Telepathy: He has Good telepathy. This is
  mostly used to communicate when normal
  conversation is impossible. It also allows
  him to rapidly learn a new language.
  44
  
  Postcognition: The Surfer has the Poor
  ability to see events that occurred up to
  four weeks ago. He must be at the site
  of the event in order for this power to
  work.
  THE SURFBOARD:
  The Silver Surfer’s board is a construct
  of unknown material. It appears to be
  made from the same reflective material
  as the Surfer’s body coating. The board
  is psionically linked to its owner and can
  automatically respond to his mental
  commands. It can travel independent of
  him and return to him if they are sepa-
  rated. When he rides it, the Surfer’s feet
  automatically adhere to the board’s up-
  per surface. The board has the following
  powers:
  True Flight: The board can attain CL5000
  speed (10,000 mph in the atmosphere/
  1,000,000 mph in space).
  Dimension Travel: Once its maximum
  speed is reached, the board can enter
  hyper-space to quickly reach any section
  of the universe.
  Phasing: The board has the Monstrous
  ability to render itself and its rider(s)
  temporarily immaterial. This power is
  used to enable them to pass through a
  barrier or to travel through space without
  risking collision damage with spaceborne
  particles.
  Body Armor: The board has CL3000
  Material Strength.
  TALENTS: Norrin Radd is a space pilot
  and possesses Astro-Navigational skills.
  He possesses Martial Arts D as well.
  CONTACTS: Originally Norrin Radd had
  a tenuous contact on the Zenn-La Coun-
  cil of Scientists. After his conversion, his
  only lasting contact was with his master,
  Galactus. After he rebelled, he became a
  friend of the FF After he was freed of the
  confines of Earth, he made contacts with
  both the new Zenn-La and the superhu-
  man Mantis.
  BACKGROUND: Norrin Radd is a native
  of Zenn-La, a peaceful, idyllic world free
  from all strife and woe. One day he dis-
  covered that Galactus’ ship was ap-
  proaching his world. He intercepted it in
  the hopes of persuading Galactus to
  leave Zenn-La in peace. Galactus ex-
  plained that he had no time to seek a new
  world because his energies were too low.
  He then mused that if he had a herald to
  scout out worlds with the proper energies,
  he might be able to spare civilized worlds.
  Norrin leapt at the thought and offered his
  services as Galactus’ first Herald.
  Galactus accepted and transformed
  Norrin Radd into the Silver Surfer.
  Norrin performed his duties efficiently
  and was able to explore the universe as
  well as fulfill his duties. However, the
  trials of finding consumable but not-sen-
  tient worlds began to wear on him. To
  relieve his Herald’s moral dilemma, Ga-
  lactus erased from Norrin’s mind all
  memories of his past on Zenn-La.
  Norrin eventually located Earth, de-
  spite the Watcher’s attempts to camou-
  flage its existence. The Surfer
  summoned Galactus. When the FF bat-
  tled the World-devourer, Norrin landed
  near Alicia Master’s studio. She man-
  aged to convince the Surfer that human-
  ity should be saved. He lent his power in
  the attack on Galactus.
  Galactus released the Surfer from his
  servitude. However, he imprisoned the
  Surfer on Earth by erecting a barrier that
  specifically prevented the Surfer from
  leaving Earth’s atmosphere.
  In the following years, Norrin roamed
  Earth and studied its people. For a time
  his powers and board were stolen by Dr.
  Doom. Very recently the barrier was
  removed; the Surfer is free to roam
  space once more.
  RUNNING THE SILVER SURFER: The
  Surfer is a quiet, meditative person who
  seeks the true order of the universe. He
  does not understand human conflicts but
  he will relentlessly fight against humani-
  ty’s foes. Now free to wander space,
  Norrin finds himself the champion of
  whomever might need his aid, from the
  planet of Zenn-La to Galactus himself.
  AIR-WALKER
  Gabriel Lan
  F
  AM
  (50)
  Health: 275
  A
  MN
  (75)
  S
  AM
  (50)
  Karma: 155
  E
  UN
  (100)
  R
  RM
  (30)
  Resources: PR(4)
  I
  MN
  (75)
  P
  AM
  (50)
  Popularity: 0
  KNOWN POWERS:
  Energy Conversion: Airwalker has the
  Monstrous ability to absorb cosmic radia-
  tion and convert it into useful forms,
  including sustenance and power.
  Plasma Generation: Airwalker can emit
  Monstrous Intensity blasts of energy.
  They have power rank damage and
  range. The blasts also have side-effects
  that Airwalker can tailor to his wishes.
  These include:
  • Incredible intensity Light.
  • Incredible intensity Heat and Flame.
  • Incredible intensity Magnetism.
  • Incredible intensity Electricity.
  • Remarkable Geo-force.
  True Invulnerability: Airwalker’s body has
  Amazing resistance to physical and en-
  ergy attacks; he can boost this to Mon-
  strous rank for 1 -10 rounds once per day.
  He has CL1 000 resistance to extreme
  heat and cold.
  Self-Sustenance: Airwalker can convert
  Cosmic radiation into life-sustaining
  energy, thus freeing him from the need to
  breathe, drink, or eat.
  Energy Sheath: Airwalker’s back emits a
  coherent energy field that resembles a
  fiery cape or red and yellow wings. The
  “cape” has Typical intensity and
  Amazing material strength. It acts as a
  reservoir for Air-Walker’s cosmic power.
  True Flight: Airwalker has CL1000 speed.
  Dimension Travel: At full speed, he can
  enter hyper-space and instantly appear
  anywhere in the universe.
  Life Detection: He has CL1000 range (5
  light years).
  Telepathy: Airwalker has Typical rank, 
  45
  
  enabling him to read a mind up to 4
  areas away. If he was contacting Galac-
  tus, his rank increases to CL5000.
  EQUIPMENT: Gabriel possesses “The
  Horn of Galactus”, a golden trumpet-like
  device that can summon Galactus across
  any distance.
  TALENTS: Gabriel Lan is a starship
  captain and has the skills associated with
  such a position-Military, Astro-Naviga-
  tion, and Starship Maintenance.
  CONTACTS: As Gabriel Lan, he was a
  former member of the Nova Corps and
  captain of the Xandarian starship Way-
  Opener. As Air-Walker, he was the Herald
  of Galactus, although he retained his
  friendship with Pyreus Kril, later known
  as Firelord.
  BACKGROUND: Gabriel Lan was a
  distinguished member of Xandar’s Nova
  Corps and was later given captaincy of
  the explorer-scout Way-Opener. His mis-
  sion was to discover and contact friendly
  races in Xandar’s vicinity. On the return
  from his initial seven-year journey, he
  encountered Galactus’ Worldship. Galac-
  tus teleported him on board and offered
  him the position of Herald. Lan accepted
  the power and the responsibility.
  Air-Walker served Galactus faithfully
  for years. He even became Galactus’
  first friend. The relationship ended when
  Air-Walker intercepted an Ovoid fleet
  heading to destroy Galactus. Air-Walker
  drove off the Ovoids at the cost of his
  life. Galactus’ energies were at a low
  point and he would not spare the energy
  to revive his friend. Instead, he con-
  structed a robotic simulation of Air-Walk-
  er’s body and transferred Lan’s
  memories into it.
  RUNNING AIR-WALKER: Air-Walker was
  an avid explorer and valiant fighter. He
  was also Galactus’ only friend, providing
  the Devourer of Worlds with a fresh won-
  der about the universe.
  AIR-WALKER AUTOMATON
  F
  UN
  (100)
  Health: 320
  A
  EX
  (20)
  S
  UN
  (100)
  Karma: 32
  E
  UN
  (100)
  R
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  (20)
  Resources: FE(2)
  I
  GD
  (10)
  P
  FE
  (2)
  Popularity: 8
  KNOWN POWERS:
  Robotic Body: The Air-Walker Automaton
  was a mechanical recreation of the original
  Air-Walker, Gabriel Lan, and was program-
  med with his memory and personality.
  Self-Revival: The Automaton had the
  Unearthly ability to completely reassem-
  ble and reactivate itself if its current
  Endurance is at least 35.
  The Automaton’s other powers were
  identical to the original’s powers.
  TALENTS: The Automaton had all of
  Lan’s skills.
  CONTACTS: The Automaton was Galac-
  tus’ Herald. Since it resembled Lan, it
  initially had all his Contacts. When the
  Automaton first appeared on Earth, its
  name, manner, and appearance con-
  vinced humanity that it was the arch-
  angel Gabriel. Contacts based on these
  deceptions were lost when the Automa-
  ton’s real nature was revealed.
  BACKGROUND: The Air-Walker Automa-
  ton was constructed by Galactus as
  means of reviving his friend and Herald.
  It didn’t work; although the Automaton
  had Lan’s memories and appearance, it
  lacked his soul. Galactus realized his
  error and dispatched the Automaton to
  Earth. It was supposed to persuade the
  Silver Surfer to rejoin Galactus. Instead,
  the Automaton was demolished after a
  battle with the Surfer and the FF. Galac-
  tus abandoned the Automaton as a
  failed experiment,
  RUNNING THE AIR-WALKER AUTOMA-
  TON: The Automaton had Lan’s mind but
  lacks his personality. It felt the base
  emotion of anger and sought revenge
  against anyone who offended it.
  FIRELORD
  Pyreus Kril of Xandar
  F
  MN
  (75)
  Health: 325
  A
  UN
  (100)
  S
  AM
  (50)
  Karma: 110
  E
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  (100)
  R
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  (30)
  Resources: N/A
  I
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  (50)
  P
  RM
  (30)
  Popularity: 0
  KNOWN POWERS:
  Energy Conversion: Firelord possesses
  the Unearthly ability to draw in cosmic
  energy from his surroundings and trans-
  form it into useable forms. This may be
  for sustenance or to fuel his other
  powers. The visible manifestation of this
  power is the fiery aura emitted from his
  hair and eyes. Firelord can channel this
  energy into several Power Stunts that
  duplicate other powers; these function at
  Unearthly rank.
  • Fire Generation
  • Fire Control
  • Gravity Control
  • Heat
  46
  
  • Light Generation
  • Light Control
  • Plasma Generation
  • Plasma Control
  • Radio Generation
  • Radiowave Control
  • Sonic Generation
  • Sonic Control
  • Thermal Control
  Energy Sheath: Firelord is surrounded by
  a fiery field that gives him Amazing pro-
  tection from physical and energy attacks.
  This field is not actually combustion. It
  does not damage anything Firelord
  touches. However, as a Power Stunt,
  Firelord can temporarily increase the
  intensity of the field; this enables him to
  do Amazing damage to anything he
  touches.
  Self-Sustenance: Firelord does not need
  to breathe, drink, or eat.
  Life Detection: He has the Unearthly
  ability to detect the presence of life ener-
  gies within 500 light years.
  Flight: Firelord can attain CL1000 speed
  Oust short of lightspeed). Once his maxi-
  mum speed is reached, he can enter
  Hyperspace to instantaneously reach any
  other section of the universe.
  Immortality: Due to Galactus’ restruc-
  turing of Pyreus Kril’s body, Firelord
  would have to be completely disinte-
  grated before he could die.
  Staff: This is a 5-foot rod of CL1000 ma-
  terial. Firelord uses it as a focal point for
  his powers. Although he can use his
  powers without the rod, he enjoys +1CS
  on all actions with it. Through unknown
  means it also assists his Astro-naviga-
  tional skills.
  TALENTS: As Pyreus Kril, he was First
  Officer of the Xandarian starship, Way-
  Opener. As such he possessed Military
  training and Astro-Navigational skills.
  CONTACTS: As Pyreus, he has the Nova
  Corps and the Xandarian people as a
  Contact. As Firelord, his original Contact
  was Galactus. Since then he has be-
  come friends with Thor and Starfox.
  BACKGROUND: Pyreus Kril was First
  Officer of the Way-Opener under his
  captain and friend Gabriel Lan. After Lan
  was transformed into Air-Walker, Kril and
  his ship pursued Galactus in the hope of
  rescuing his friend. However, he did not
  catch up with Galactus until years later,
  at a point after both Air-Walker and the
  Air-Walker Automaton had been slain.
  Ignorant of his friend’s death, Kril con-
  fronted Galactus and demanded Lan’s
  release. Galactus was impressed enough
  by Kril’s bravado that he offered Kril
  information on Lan’s fate in exchange for
  Kril becoming his next Herald. Kril ac-
  cepted and was transformed into Fire-
  lord.
  Firelord acted as a Herald for a rela-
  tively short time. He was freed from Ga-
  lactus’ service when Thor traded
  Galactus the Destroyer robot in ex-
  change for Firelord’s freedom. For a time
  Firelord resided peacefully on Earth. He
  finally returned to Xandar, only to dis-
  cover it had been destroyed by the su-
  pervillainess, Nebula. Firelord then
  joined Starfox in hunting her down.
  RUNNING FIRELORD: Firelord is a val-
  iant warrior who respects others who
  fight honorably. Should he decide on a
  course of action, nothing short of crush-
  ing defeat will dissuade him from his
  path.
  DESTROYER
  F
  UN
  (100)
  Health: 3275
  A
  MN
  (75)
  S
  UN
  (100)
  Karma: 100
  E
  CL3000
  R
  N/A
  Resources: N/A
  I
  N/A
  P
  UN
  (100)
  Popularity: -100
  KNOWN POWERS:
  Robotic Body: The Destroyer is an en-
  chanted suit of armor. The armor is con-
  structed of magical metal far stronger than
  virtually any other substance. All its powers
  are derived from enchantments Odin incor-
  porated into the armor when he built it.
  Mind Transferral: The armor cannot be
  disassembled, hence it cannot be actu-
  ally worn. Rather, it becomes activated
  by the lifeforce of the user. There are
  three ways a user can activate the armor.
  One, the user may willingly transfer his
  lifeforce into the armor if he is within 10
  feet of it. Two, he may accidentally be
  drawn into it if he touches the armor; in
  this case he must make a Psyche FEAT
  of Monstrous intensity to avoid the trans-
  feral. Three, an astral traveller may send
  his Astral Body to possess the armor.
  The user can control the Destroyer and
  its powers as if it were his natural body.
  For game purposes, the user’s Reason
  and Intelligence ranks fill the N/A ranks
  above. The user can freely operate the
  armor until he uses any of the armor’s
  offensive powers or makes a FEAT roll.
  Once he does so, he must make a
  Psyche FEAT against the Destroyer’s
  Monstrous Psyche. Failure indicates the
  user’s personality is consumed by the
  armor and he becomes a relentless,
  mindless berserker.
  True Invulnerability: The metal armor
  possesses CL3000 resistance to all
  forms of attack, whether physical, en-
  ergy, psionic, magical, or power-related.
  Plasma Generation: The Destroyer can
  emit blasts of Shift-Z rank. These blasts
  do flame and kinetic damage as well.
  Magnetic Generation: The Destroyer has
  the ability to create magnetic fields of
  Shift-Y intensity.
  Molecular Conversion: It has the CL1000
  ability to transform elements and com-
  pounds at will.
  Molding: It can rearrange the shape of
  matter with CL1000 ease.
  Disintegration: It can fire blasts of C1000
  rank at a range of up to 5 areas. The
  47
  
  beam takes two rounds to charge. Living
  targets may attempt a Red Endurance
  FEAT to avoid destruction. Even if the roll
  is successful, the target takes 1000
  points of damage.
  Suspended Animation: While the user
  possesses the armor, his body is placed
  in a trance that frees him from the need
  to breathe, drink, or eat.
  TALENTS: None.
  CONTACTS: None.
  BACKGROUND: The Destroyer was
  constructed by Odin as a Doomsday
  weapon against the Celestials. As its
  creator, Odin was the only being who
  could safely control the armor. For 1000
  years the armor lay hidden in an Indo-
  china temple. After Loki discovered the
  armor’s existence, it became a pawn in
  various battles involving Thor, Odin,
  Balder, Sif, and the Norn Queen. Finally
  Thor tired of its misuse and traded it to
  Galactus in exchange for Firelord’s re-
  lease from servitude. However, Galactus
  quickly realized the armor was ill-suited
  for his needs. He placed the armor into
  storage and forgot about it. Shortly there-
  after, Loki stole it back.
  The Destroyer finally filled its purpose
  when the Celestials returned. Odin drew
  the lifeforce of all the Norse gods into
  the suit, causing it to grow to 200 feet in
  height. Armed with the Odinsword, it
  attacked the Celestials. Unfortunately, it
  was ineffective and quickly defeated. Of
  late, Thor used the Destroyer in battle
  against Hela, freezing it in impenetrable
  ice afterwards.
  RUNNING THE DESTROYER: The De-
  stroyer tends to incite whoever uses it
  into a battle-crazed berserker fury.
  TERRAX
  Tyros of Lanlak
  F
  UN
  (100)
  Health: 300
  A
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  (50)
  S
  MN
  (75)
  Karma: 135
  E
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  (75)
  R
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  (10)
  Resources: PR(4)
  I
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  (75)
  P
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  (50)
  Popularity:-20 (50 on
  Birj)
  KNOWN POWERS:
  Earth Animation: Terrax has Unearthly
  control over rock, dirt, and basic building
  materials. He can affect an area up to
  100 miles in diameter. As power stunts
  he can:
  • Create tremors of unearthly intensity.
  • Use rock as missiles with Unearthly
  range and effect.
  • Shape rock to serve any purpose he
  wants.
  • Levitate with Unearthly ability any land
  mass measuring up to 100 cubic
  miles.
  True Invulnerability: Terrax has Unearthly
  resistance to physical and energy at-
  tacks. He has C1000 resistance to
  extreme heat and cold.
  Self-Sustenance: Terrax is free of the
  need to consume air, water, or food.
  Floating Disc: Terrax can attain C1000
  speed by riding atop any rock he controls
  with his Earth Animation power. 
  Dimension Travel: When Terrax reaches
  his maximum velocity, he can enter hy-
  perspace and quickly travel to other
  sections of the universe.
  Life Detection: Terrax can detect life-
  energies up to 5 light years away with
  C1000 ability.
  Axe: Galactus gave Terrax an axe-like
  weapon through which he could channel
  his powers. The axe has C1000 Material
  Strength and some inherent powers:
  • Force Field—the axe can emit a force
  field of Monstrous rank. It is capable of
  completely covering the island of Man-
  hattan.
  • Disintegration—the axe has the Un-
  earthly ability to disintegrate matter.
  TALENTS: Terrax has Military and Astro-
  navigation skills, as well as Weapons
  Skill with his axe.
  CONTACTS: As Tyros, he had control
  over his homeworld of Birj.
  BACKGROUND: Tyros was the dictator
  of the city-state Lanlak on the planet Birj,
  a satellite of the gas giant Marman. Ty-
  ros was a mutant who already possessed
  the ability to animate rock and soil; he
  used his powers to conquer the area
  where he reigned as a despot.
  Tyros’ tyrannical nature and his pow-
  ers attracted Galactus’ attention.
  Galactus had been twice betrayed by
  Heralds with strong morals; he thought
  that an immoral Herald might serve him
  better. Galactus coerced the FF to recruit
  Tyros, which they did. Galactus trans-
  formed Tyros into Terrax the Tamer and
  set him off to find worlds to destroy. In-
  stead, Terrax set about trying to destroy
  Galactus. He delayed locating suitable
  worlds and so caused Galactus’ powers
  to decrease. Finally, Terrax decided the
  time was ripe to attack. He stole the
  entire island of Manhattan into space;
  there he forced the FF to aid him in de-
  stroying Galactus. Terrax underestimated
  Galactus’ remaining power. Galactus
  stripped him of his power and dropped
  him from a height of one mile into a
  garbage dump.
  Somehow Tyros survived. Dr. Doom’s
  aides found him and brought him to
  Latveria. There Doom was working to
  recreate the Cosmic Power he had taken
  from the Silver Surfer years ago. Doom
  offered to give Tyros new Cosmic powers
  in exchange for the destruction of the FF.
  He did not tell Tyros that the cosmic
  powers tended to destroy their host in a
  matter of hours. Tyros agreed and had
  almost defeated the FF when he was
  distracted by Dr. Doom and the Silver
  Surfer. Tyros disposed of Doom by fusing
  his armor into an immobile shell. Then
  he battled the Surfer. In the battle, Tyros’
  barely controlled power vaporized his
  body. The remaining pure Cosmic Power
  plummeted to earth, where it vaporized
  Dr. Doom’s body.
  48
  
  RUNNING TERRAX: Terrax was an irrep-
  arably vile person who believed that,
  since his was the strongest power, he
  should have controlled everything. Even
  being exposed to Galactus’ near-
  omnipotence didn’t dampen Terrax’s
  ego. He simply began to work on ways to
  destroy anyone stronger than he was.
  NOVA II
  Frankie Raye
  F
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  (50)
  Health: 300
  A
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  (100)
  S
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  (50)
  Karma: 110
  E
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  (100)
  R
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  (10)
  Resources: UN(100)
  I
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  (50)
  P
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  (50)
  Popularity: 0
  KNOWN POWERS:
  Fire Generation: Nova has the ability to
  generate flames that have Shift X rank
  damage (150 points) and range (15
  miles). Her flames are hot enough to
  destroy a Skrull starship with a single
  blast. If she properly channels her ener-
  gies by means of an Endurance FEAT,
  she can temporarily raise her power rank
  + 2CS. She can emit her flames from
  anywhere on her body.
  Fire Control: Nova retains her original
  Amazing rank of Fire Control. She can
  absorb or control any flame, whether
  natural or power-based.
  Energy Sheath (Fire): Nova’s body is
  always surrounded by a fiery layer of
  Unearthly rank. This gives her rank level
  protection against physical or energy
  attacks. When combined with her other
  powers, it gives her C1000 resistance to
  temperature extremes. Matter of less
  than Amazing material strength melts
  upon contact with her body. Living tar-
  gets suffer Amazing damage from touch-
  ing her unless they are somehow
  protected from the extreme heat. As a
  side effect, her high body temperature
  makes Nova immune to any disease;
  infection is disintegrated upon contact. 
  True Flight: Nova can attain C1000
  speeds (10,000 mph in an atmosphere;
  1,000,000 mph in space).
  Gateway: When in space, Nova can
  create spacewarps that enable her to
  quickly reach other parts of the universe.
  She has C5000 range on these gateways
  (500 light years).
  Self Sustenance: Nova can survive indef-
  initely without breathing, eating, or drink-
  ing. This is fortunate since her current
  body temperature would vaporize any
  such consumables.
  Immortality: It is unknown how long Nova
  will live. In a possible future, Nova is
  uncounted millions of years old when she
  returns to an uninhabited Earth. Despite
  her age, she is still as young as she is
  now.
  TALENTS: Astro-Navigation enables
  Nova to roam the universe at will without
  getting lost.
  CONTACTS: Her master Galactus is her
  main contact, although she could pre-
  sumably call upon the Fantastic Four if
  she ever returned to Earth.
  BACKGROUND: Nova was originally
  Frankie Raye (see FF Membership sec-
  tion). When Galactus was revived by
  Reed, he was near death by starvation.
  He desperately needed a new Herald to
  seek out a world for his consumption.
  Although she had been terrified of Galac-
  tus at first, Frankie found herself drawn
  to him and offered herself as his new
  Herald. Galactus accepted and in-
  creased her powers immensely. She then
  left to find him his next meal. At the
  present time she still has not been near
  Earth again. In a possible future, she
  does not return until uncounted millions
  of years have passed and mankind has
  vanished.
  RUNNING NOVA: Nova has no compunc-
  tion against marking worlds for destruc-
  tion. As she put it, “A few less bug-eyed
  monsters? What’s that compared to my
  being able to go out there?” She even
  revels in destruction if the intended vic-
  tim should put up a defense. Her motiva-
  tion for serving Galactus is a mixture of
  reverence and love. She sees Galactus
  as her god and her ideal mate.
  THE SURVIVORS’ FLEET
  As Galactus ravaged his way across the
  universe destroying world after world, he
  did not always completely destroy the
  races he fed upon. If a race had space
  travel, there was a chance that some of
  its members would be off-world when
  Galactus came. With their homeworlds
  destroyed, these survivors had to rebuild
  their spacecraft into space arks that
  could travel into interstellar space in
  pursuit of, or escape from, Galactus.
  Eventually the various Survivors rendez-
  voused and formed a great fleet of ships.
  The Survivors followed Galactus’ de-
  structive trail and assisted Galactus’
  newer victims when they could. While
  most of their time was spent maintaining
  their ships and life support, the Survivors
  also worked on ways to destroy the mon-
  ster Galactus.
  When word came from Lilandra, Ma-
  jestrix of the Shi’ar, that Reed Richards
  had committed the unpardonable crime
  of actually reviving the dying Galactus,
  the Survivors acted. Reed was brought
  before the Survivors for trial. He was
  held responsible for Galactus’ subse-
  quent destruction of the Skrull home-
  world and the deaths of seven billion
  people. In the trial that followed, Odin,
  Galactus, and Eternity testified to Galac-
  tus’ purpose in the universe. While this
  did not excuse Galactus’ actions, the
  Survivors decided that Reed only acted
  in compassion, not malice, when he
  revived Galactus. Reed was returned to
  Earth, Since that time, the Survivors’
  action are unknown. Although subdued
  by Eternity’s testimony, their anger
  against Galactus remains. They retain
  their self-appointed task of rescuing the
  survivors of Galactus’ newer acts of
  destruction. Perhaps newer Survivors will
  renew their age-old quest for vengeance,
  and the Survivors will finally act against
  Galactus.
  49
  
  THE SKRULLS
  The Skrulls are a breed of green-skinned
  humanoids from the Andromeda galaxy.
  They are a fierce warrior race who
  carved for themselves the oldest surviv-
  ing empire in the Marvel Universe’s histo-
  ry.
  In the beginning they were a peaceful,
  scientifically inclined race on Skrullos, a
  planet in the Drax system. Almost a
  billion years ago the Celestials arrived
  and experimented on the Skrulls. They
  produced three races. The Skrullian
  Eternals were immortal. The Skrullian
  “normals” were capable of eventually
  rapidly evolving into Celestial-like beings.
  The Skrullian Deviants were given natu-
  ral shapeshifting powers. After the depar-
  ture of the Celestials, the Deviants wiped
  out the other two groups. All living Skrulls
  are descendants of the Deviant line.
  Their shapeshifting powers aided the
  Skrulls’ departure into space. When they
  encountered a new race, they simply
  transformed themselves to resemble that
  race. The Skrull empire that resulted
  from these contacts was based on free
  trade and mutual cooperation.
  Then trouble struck. The Skrulls voy-
  aged to the Milky Way and Magellanic
  Clouds. In the latter cluster they discov-
  ered the Kree homeworld of Hala. The
  Kree were in the dawn of their culture; at
  this point they shared Hala with the plant
  race, the Cotati. The Skrull decided to
  favor one of the races with their advanc-
  ed technology and devised a test to de-
  termine which would be the favored race.
  The Skrulls created the Blue Area of
  the Moon and transported bands of Kree
  and Cotati there. Both groups were left to
  accomplish what they could. The Skrulls
  judged the Cotati’s works to be superior.
  This angered the Kree and lead to a
  vicious attack in which the Kree band
  slew the Skrull judges and the Cotati.
  The Kree stole the Skrull’s starship and
  technology. Because of the immense
  distances involved, decades passed
  before the Skrulls learned of the Kree’s
  activities. By this time it was too late. The
  Kree were now advanced and audacious
  enough to attack the Skrulls in their
  home galaxy. During the millennia that
  followed, the Skrulls developed the
  vicious streak needed to conduct interga-
  lactic war. Their entire culture was
  remade in the warrior image.
  100,000 years ago the Skrull capitol
  was relocated to Tarnax IV, now renamed
  Throneworld. The empire is controlled by
  an Emperor and each of the 978 worlds
  is controlled by a Governor. Recently
  Throneworld was devoured by Galactus
  and the Imperial starfleet destroyed by
  Nova (11). With the destruction of a cen-
  tral government, the Skrull Empire has
  collapsed into hundreds of bickering
  factions. Their galaxy is filled with Gover-
  nors who have declared themselves to
  be “Emperor.”
  The greatest blow to the Skrulls has
  been the destruction of their shapeshift-
  ing powers. This was accomplished by
  Reed Richards and yet another
  Governor-turned-Emperor.
  Skrulls became aware of Earth when
  they discovered a space warp linking
  Earth and Throneworld. Later they dis-
  covered the Earth possesses an equidis-
  tant link to Hala. They see Earth as a
  world to conquer but they are content to
  hold off a full invasion. (Perhaps they are
  afraid the Kree would learn of the plot.)
  Because of their caution, the Skrulls
  have sent only a handful of scout-
  warriors to infiltrate Earth. These have
  included Super-Skrull and Skrull-X.
  The Skrulls recently broke a peace
  treaty with the Kree. They maintain their
  military drive and prefer to fight rather
  than negotiate. Among the other races
  contained within the Skrull Empire are
  the Druff, Guna, Kallusina, Morani,
  Pheragot, Queega, Tekton, and Yirbek
  races. Other races remain independent,
  whether through treaties or open resist-
  ance. Such races include the Clegrimi-
  tes, Gegku, Krylorians, Wilameanis, and
  Xandarians. The war with the Xandarians
  recently ended with the destruction of
  Xandar by the supervillainess Nebula.
  NOTABLE SKRULLS:
  ANELLE: Princess and daughter of R'Kll
  and Dorrek. Super-Skrull wanted her for
  his mate. She died along with her mother
  and Throneworld.
  DORREK: Emperor, R'Klll’s husband, and
  Anelle’s father. He gained the throne by
  assassinating R'Klll’s father, the previous
  Emperor. Dorrek was the driving force
  behind the early Skrull attacks on Earth
  and the FF in particular. His ego de-
  manded the FF be punished for daring to
  defeat his plans.
  DREXXON: A “Scanman,” a Skrull
  observer and sensor operator.
  HAGAR: The High Judicator, the leader
  of the Skrull judiciary.
  50
  
  JAKETCH: An apprentice executioner who
  shot Reed, Sue, and the Thing with an
  accelerated-aging ray. He detests Hagar
  and yearns for the day he can execute him.
  RAKSORR: This Skrull officer may be the
  most important Skrull in recent history.
  He was originally sent to observe the
  Shi’ar-ordered trial-by-combat of Jean
  Grey/ Phoenix and the X-Men. His inter-
  ference with the trial lead to a fight with
  the Kree observer, Bel-Dann. That fight
  lasted for months, long after the Shi’ar
  had departed and Attilan arrived. The
  Watcher told Empress R’Klll and the
  Kree Supreme Intelligence of their long
  duel. This lead to the rulers signing an
  agreement whereby the the combatants
  were now representing their races. The
  winner would also determine the final
  victor in the Kree- Skrull War. The com-
  bat continued and eventually involved
  the Inhumans and the FF. Reed con-
  cocted a plan whereby Raksorr and Bel-
  Dann had to cooperate to defeat the FF
  and Inhumans. After their victory, the
  Watcher declared the contest a draw.
  The Kree and Skrull races were declared
  equals and the long war was finally over.
  R’KLLL: Empress. She avenged her
  father by assassinating her husband, the
  Emperor Dorrek. Her reign following
  Dorrek’s death was marked by several
  attempts at peace-the end of the war
  against Xandar and the treaty ending the
  Kree war-and the destruction of Home-
  world. She died along with several billion
  of her people.
  SKRAGG: A warrior.
  SKRULL-X: A Skrull-shaped robot cre-
  ated to be the Super-Skrull’s superior
  and successor.
  SUPER-SKRULL: The Skrull’s greatest
  warrior. He was Dorrek’s chosen cham-
  pion but alienated Dorrek when he
  revealed his desire for Anelle.
  WARLORD MORRAT: Head of Skrull’s
  military. He engineered the plot against
  the FF that resulted in the death of
  Franklin Storm (Sue and Johnny’s fa-
  ther).
  XALXOR: Pilot of Dorrek’s flagship.
  ZENDRAO: After Galactus’ and Nova’s
  destruction of Throneworld, Zendrao
  found himself Commander of the largest
  remaining Skrull fleet. He is concerned
  with reforming the Skrull Empire. How-
  ever, he does not want to be the titular
  head of it, but rather be the power be-
  hind the throne. He views the current
  Skrull civil war for supremacy as a use-
  less waste of time; rather than join any
  side he uses his fleet to keep the com-
  batants away from areas he is protecting.
  SKRULL
  (Typical Warrior)
  F
  GD
  (10)
  Health: 28
  A
  TY
  (6)
  S
  TY
  (6)
  Karma: 22
  E
  TY
  (6)
  R
  GD
  (10)
  I
  TY
  (6)
  P
  TY
  (6)
  KNOWN POWERS:
  Shapeshifting: All Skrulls possess the
  ability to spontaneously alter their ap-
  pearance to that of any living thing. They
  could even modify parts of their bodies to
  imitate the appearance and properties of
  clothing, equipment, or secretions con-
  nected with the original. Recently Reed
  was able to destroy this ability in all sur-
  viving Skrulls throughout the Marvel
  universe.
  WEAPONS
  Blaster Pistols: The typical Skrull sidearm
  is a raypistol that fires a Plasma blast of
  Remarkable rank. The weapon can do
  Remarkable concussive damage, Good
  heat damage, and Good radiation dam-
  age. The accuracy of the pistols limits
  their effective range to 7 areas.
  Aging Ray: This is an Executioner’s
  weapon. The Skrulls want victims to
  suffer, hence they devised a slow and
  nasty method of execution. The Aging
  ray is a small pistol that the equivalent of
  the power Biophysical Control (Aging) at
  C5000 rank. Victims of the ray fall uncon-
  scious for 1-10 turns. Then they begin to
  age at a rate 5000 times faster than
  normal. For a normal human, this means
  the victim dies in 1-6 days. Once the
  aging has begun, it can only be reversed
  by another blast from a specially modi-
  fied Aging ray; the ray can be modified
  by a Reason FEAT of Incredible rank.
  The range of the Aging ray is limited to
  20 feet, or 1 area.
  TALENTS: All Skrulls are trained in Mar-
  tial Arts E. They are proficient in Military
  Science, Astro-navigation, Espionage,
  and Starship Piloting, Engineering, and
  Combat.
  CONTACTS: A Skrull never comes to
  anyone’s help unless he can gain greater
  power by it; therefore no Skrull has any
  usable Contacts except for his or her
  minions.
  RUNNING A SKRULL: The typical Skrull
  encountered during an adventure is a
  member of the Skrull military (it is un-
  known if there even is such a thing as a
  civilian Skrull). 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.
  SUPER-SKRULL
  F
  RM
  (30)
  Health: 150
  A
  EX
  (20)
  S
  AM
  (50)
  Karma: 22
  E
  AM
  (50)
  R
  TY
  (6)
  Resources: FE(2)
  I
  TY
  (6)
  P
  GD
  (10)
  Popularity: 0
  KNOWN POWERS:
  Shapeshifting: Super-Skrull has an en-
  hanced form of the natural ability of all
  Skrulls to transform into any desired
  shape. Whereas most Skrulls have Typi-
  cal Shapeshifting, Super-Skrull has an
  Unearthly rank.
  Elongation: This is an application of his
  Shapeshifting power. It enables him to
  stretch any part of his body up to three
  areas away with Unearthly ease.
  Fire Generation: Super-Skrull has the
  ability to emit flames of Monstrous inten-
  sity and range.
  Fire Control: He has Monstrous control
  over flame, whether it is naturally occur-
  ring or created by himself.
  Rocket Flight: He can fly at Incredible
  speed by emitting a stream of flame from
  his lower legs.
  Armor Skin: The Super-Skrull’s leathery
  hide gives him Remarkable Resistance
  to physical and energy attacks. As a
  Power Stunt combining this power with
  Shapeshifting, he can mimic the Thing’s
  rocky hide to gain Incredible protection.
  Invisibility: He has the Excellent ability to
  render himself undetectable by visible,
  ultra-violet, and infra-red light.
  Force Field Generation: The Super-Skrull
  has the power to create invisible force
  fields of Amazing strength.
  Power Selection: Despite his wide array
  of powers, the Super-Skrull cannot use
  more than four of them at any one time.
  51
  
  The Shapeshifting and Armor Skin
  powers are automatically in constant
  use. This limits the Super-Skrull to but
  two chosen powers. He can switch
  powers at will.
  Power Source: The Super-Skrull derives
  his enhanced powers from cosmic ray
  projectors that gather the energy and
  directly relay it to him. If he is removed
  from contact with the power beam, he is
  dependent on available cosmic energy;
  subsequently his powers drop -2CS.
  TALENTS: The Super-Skrull is a trained
  warrior proficient in Martial Arts C and E
  and advanced weapons systems using
  Skrull or Kree technology. He is skilled in
  Espionage, Astro-Navigation, Piloting,
  and Survival Skills. He is a master of
  Hypnosis.
  CONTACTS: The Super-Skrull was origi-
  nally the chosen champion of the Skrull
  Emperor Dorrek and the leader of all the
  Skrull special operatives.
  BACKGROUND: The Super-Skrull was
  created for the express purpose of
  avenging the Skrulls when the FF de-
  feated their first scouts. The toughest,
  most dangerous Skrull warrior was given
  powers equal to the FF Unfortunately, he
  was defeated when he first battled the
  FF. The Skrulls devised a stronger power
  beam to increase his strength level. That
  didn’t work either. The Super-Skrull was
  sent into exile.
  Years later he was summoned by Dor-
  rek to return to Earth and battle the Kree
  Captain Mar-Veil. He was initially de-
  feated but later managed to kidnap Mar-
  Vell, Scarlet Witch, and Quicksilver. After
  the Kree-Skrull War ended, Super-Skrull
  joined the service of Thanos. Then he
  was stranded on Earth without a way
  home. His attempt to build a starship
  ended with his being trapped in a disem-
  bodied form with the Van Allen Belt. The
  Belt’s radiation had a deteriorating effect
  on him; when he was accidentally re-
  leased by Canadian astrophysicists, he
  developed a fast-spreading form of can-
  cer. Although he is once again trapped in
  the Van Allen Belt in a disembodied
  state, it is likely that he will quickly die if
  he is released again.
  Note that the Super-Skrull was in this
  disembodied form when Reed unleashed
  the radiation that destroyed the shape-
  shifting powers of all Skrulls. It is possi-
  ble that the Super-Skrull retains his
  powers, although it is unknown if he
  could live long enough to use them.
  RUNNING SUPER-SKRULL: The Super-
  Skrull believes he is the finest, most
  powerful warrior in the known universe
  and parts beyond. He maintains a loyalty
  to the Skrull Empire that persists even
  when it has turned against him. Some-
  where along the way, the Super-Skrull
  decided that Princess (later Empress)
  R’KIII was his ideal mate. Because he
  has been trapped in the Van Allen Belt
  for some time, he does not know that the
  Skrull Homeworld was destroyed and
  R’KIII killed.
  SKRULL-X
  F
  IN
  (40)
  Health: 165
  A
  RM
  (30)
  S
  AM
  (50)
  Karma: 14
  E
  MN
  (75)
  R
  TY
  (6)
  Resources: none
  I
  TY
  (6)
  P
  FE
  (2)
  Popularity: 0
  KNOWN POWERS:
  Robotic Body: Skrull-X is a robot de-
  signed to mimic the appearance and
  powers of a Skrull warrior.
  Shapeshifting: It has the Amazing ability
  to transform itself into any appearance it
  wants. This power can be developed into
  Power Stunts that duplicate some of the
  FF’s powers.
  • Elongation—Amazing rank.
  • Armor Skin—A simulation of the
  Thing’s rocky hide that gives Skrull-X
  Amazing protection from physical and
  energy attacks.
  Energy Sheath: It can surround itself with
  a fiery sheath of Incredible Intensity. This
  provides it with power rank protection
  against physical and energy attacks. It
  also automatically melts any weapon of
  less than Amazing material strength.
  Fire Generation: it can fire blasts of Un-
  earthly intensity from its hands.
  Invisibility (Physics type): It has the Good
  ability to render itself invisible to normal
  vision.
  Force Field: It can generate a force field
  of Amazing material strength.
  Plasma Generation: It can fire a blast of
  Incredible Intensity from its hands.
  True Flight: The robot can attain Excel-
  lent speed no matter what shape it is in.
  TALENTS: Skrull-X is programmed to be
  a warrior and Spy. He is also pro-
  grammed in Astro-navigation and Piloting
  skills.
  CONTACTS: Skrull-X is owned by the
  Skrull ruler.
  BACKGROUND: The Skrull rulers real-
  ized that the living Super Skrull had too
  many limitations, ones that led to his
  embarrassing defeats by the FF. They
  ordered the construction of a robot that
  could mimic the natural powers of a
  Skrull and those of the FF Unlike his
  predecessor, the Skrull-X robot could use
  all of his powers simultaneously. While
  this made him a deadlier foe against the
  FF it could not ensure his victory. He
  battled the FF several times before he
  was finally destroyed by the Human
  Torch. While the Skrulls presumably
  retain the designs that would enable
  them to construct more Skrull-X’s, they
  have not yet done so.
  RUNNING SKRULL-X: Skrull-X is pro-
  grammed to be an assassin. It would
  conceal its identity, nature, powers, and
  mission until it is about to strike. Al-
  though it is a robot, it is as intelligent as
  a normal Skrull. The fact that it is a robot
  52
  
  is known to very few beings. The FF only
  discovered this fact when the Human
  Torch finally melted it into oblivion.
  THE FRIGHTFUL FOUR
  This supervillain team is the FF’s oldest
  adversarial group. The Frightfuls formed
  when the Wizard, Trapster, and Sandman
  joined together in an attempt to defeat the
  Human Torch. After gaining the reluctant
  participation of Madame Medusa, the
  group gained their name and felt confi-
  dent enough to take on the FF. They
  fought the the FF on several occasions
  before Medusa regained her memory and
  betrayed them. The team’s stubborn
  fixation on maintaining the name “Fright-
  ful Four” led to their admission of Thun-
  dra as a new member. Eventually she
  betrayed them as well. The Wizard swore
  off ever again admitting a woman into the
  team. In a move of surprising bravado,
  the Frightfuls captured the FF and held an
  open audition for new criminals within the
  FF’s own headquarters. At this time the
  group added the Brute; however the Brute
  soon abandoned the Frightfuls in favor of
  impersonating Reed. The Frightfuls later
  combined with Electro and later Llyra in
  final attempts to justify their name. The
  group finally fell apart when the Sandman
  beached his career as a criminal and the
  Wizard and Trapster had a major argu-
  ment.
  Despite their various team rosters, the
  Frightful Four remained an inferior team
  of supervillains. They were at least sub-
  consciously aware of their inadequacies
  and plotted strategies that made up for
  what they lacked. The team made an art
  of the ambush and sneak attack. (When
  attempting such an act, their Karma pool
  temporarily doubles.) The team also be-
  lieves in impressive public relations and
  have successfully created the public per-
  ception that they are as dangerous as,
  say, Dr. Doom.
  WINGLESS WIZARD
  F
  PR
  (4)
  Health: 40
  A
  GD
  (10)
  S
  TY
  (6)
  Karma: 52
  E
  EX
  (20)
  R
  IN
  (40)
  Resources: EX(20)
  I
  TY
  (6)
  P
  TY
  (6) 
  Popularity: 10
  KNOWN POWERS:
  Hyper-invention: The Wizard has
  Amazing inventiveness in the fields of
  applied physics, sub-atomic particles,
  and other dimensions. He can cobble
  together various high-technology items
  that utilize these fields if he can get suf-
  ficient resources together. Unfortunately,
  most of the materials he needs are in the
  hands of others, such as the FF. 
  Anti-gravity Disks: The Wizard invented
  these little gravity-defying wonders. They
  possess Good Gravity Manipulation. This
  permits each disc to carry a mass of up
  to 400 pounds at Typical airspeed. The
  discs possess Monstrous Bonding cour-
  tesy of, a layer of the Trapster’s special
  glue; the glue is inert until activated by
  the action of pressing the disc against a
  target. The discs are remotely controlled
  by computers within the Wizard’s cos-
  tume. A supply of them is stored in the
  Wizard’s chestplate and dispensed
  through a circular opening in front. 
  Power Gloves: These special gauntlets
  contain a number of useful devices. They
  contain the controls for remotely operat-
  ing Anti-Gravity Discs. They also contain
  mechanisms for these powers:
  Electricity: They can fire an Incredible
  blast at Poor range.
  Force Field: Remarkable rank.
  Hyper-Strength: applied gravity manipula-
  tion raises his Strength to Excellent. 
  Body Armor: His suit gives him Good
  protection against physical attacks. 
  Flight: permanently mounted Anti-Gravity
  Discs give him Good airspeed (140 mph).
  Mind Control:. Devices within his helmet
  combine with external devices to give
  him the Excellent ability to control an-
  other person’s mind. The Wizard has
  used the “Id Machine” to release tar-
  gets’ hostility, command their actions, or
  reduce them to a zombie-like state.
  TALENTS: The Wizard is a genius in the
  fields of applied physics, sub-atomic
  particles, and other dimensions.
  CONTACTS: The Wizard is the founder
  of the Frightful Four. He is currently es-
  tranged, even hostile toward all his for-
  mer allies.
  BACKGROUND: The Wizard began his
  career as a celebrated physicist, inven-
  tor, and stage magician. He amassed a
  sizeable fortune creating specialty high-
  tech items for the wealthy. Eventually he
  got bored and chose the challenge of
  defeating first the Human Torch and then
  53
  
  the entire FF. A chance teaming with the
  Trapster and Sandman inspired the Wiz-
  ard to form the Frightful Four. When he
  encountered the then-amnesiac Medusa
  wandering Europe, he convinced her to
  join his group.
  After his split with the Trapster, the Wiz-
  ard decided to return to being a solo act.
  He has since suffered the humiliation of
  being defeated by Franklin.
  RUNNING THE WINGLESS WIZARD:
  The Wizard wants power, glory, and most
  of all, a challenge. When he realized that
  Reed had amassed a treasure trove of
  high-tech items in the Baxter Building,
  the Wizard decided he had to have them.
  Many of his plots for the Frightful Four
  revolved around his fixation on plunder-
  ing the Baxter Building.
  TRAPSTER
  Peter Petruski a.k.a. Paste Pot Pete
  F
  PR
  (4)
  Health: 28
  A
  GD
  (10)
  S
  PR
  (4)
  Karma: 40
  E
  GD
  (10)
  R
  EX
  (20)
  Resources: GD(10)
  I
  GD
  (10)
  P
  GD
  (10)
  Popularity: 10
  KNOWN POWERS:
  Hyper-Invention: The Trapster has Re-
  markable ingenuity in creating devices
  and chemicals related to the field of
  adhesives. He can create adhesives and
  weapons out of whatever materials are
  on hand.
  Paste Gun: This is a large pistol linked by
  tube to a chemical canister worn in the
  right hip. The gun can fire a stream of
  glue at a range of 2 areas. The glue is
  flameproof and possesses Monstrous
  adhesion against anything it contacts. It
  also acts as a Grappling attack of Mon-
  strous Strength. The glue remains liquid
  in its canister and does not set until 10
  seconds after it is fired from the Paste
  Gun. The glue crumbles when exposed
  to ultra-violet light. Normal sunlight crum-
  bles the glue in 5 hours; higher intensi-
  ties of UV light may decrease this time
  considerably.
  The Paste Gun has a variable nozzle. It
  can fire a fine line up to 2 areas away.
  Alternately, it can be set to flood an area.
  The pistol can flood a 10 foot cube within
  15 seconds. As a power stunt, the Trapster
  has learned how to fire a line at a target
  and retract it quickly, thus drawing the
  target to him if the object is lighter than he.
  If it’s heavier, the Trapster is drawn to it. By
  this method the Trapster can traverse
  space or hitch a lift on flying vehicles,
  much in the manner of Spider-man. 
  Traps: The Trapster carries a variety of
  spring-loaded spheres. These devices
  have Excellent material strength. When
  activated, they snap open to reveal a
  series of balls and discs; these rebound
  erratically and lock onto the limbs of
  anyone they hit. A second type of trap is
  based on the use of “memory wire”;
  when activated they spring out to form a
  predetermined shape. These are also
  used to ensnare or attack targets. 
  Wall-walking Boots: These boots were
  recently created to give the Trapster
  Remarkable Wallclimbing. The boots
  contain reservoirs of glue dispensed
  through the soles. Sensors in each sole
  release small quantities of glue when the
  boot is pressed against a vertical or
  inverted surface. The glue sets instantly,
  allowing the Trapster to stand on the
  surface. When he arches his foot to take
  another step, the sensors release a new
  flow of glue that detaches the previous,
  dry glue and adheres his boot to the new
  spot. Special braces in the leggings
  assist the Trapster in walking in horizon-
  tal and inverted modes.
  TALENTS: The Trapster is a superb
  chemist specializing in adhesives and
  delivery mechanisms.
  CONTACTS: He is a founding member of
  the Frightful Four but is currently es-
  tranged from all its past members.
  BACKGROUND: Peter Petruski was a
  research chemist who invented an
  extremely adhesive “multi-polymer” liq-
  uid. He decided to use his invention to
  begin a career as a supercriminal. He
  had a series of defeats at the hands of
  the Human Torch and ended up in
  prison. He won a special parole when he
  gave the Avengers a solvent for Baron
  Zemo’s “Adhesive X” He used his free-
  54
  
  dom to redesign his equipment and
  develop stronger adhesives. He then
  joined the Frightful Four. He remained
  with the group until he and the Wizard
  finally fell out over professional disagree-
  ments. Shortly before its destruction, the
  Trapster invaded the Baxter Building in
  an attempt to plunder it. Unfortunately
  he fell afoul of the building security sys-
  tems and became the first person ever to
  be defeated by an empty building.
  RUNNING THE TRAPSTER: Like the
  Sandman, the Trapster is primarily a thief
  rather than a conqueror, but, like the Wiz-
  ard, he has sights on more glamorous
  prizes, such as missiles or arcane inven-
  tions. The Trapster also suffers from a bit of
  an inferiority complex; he is aware that he
  appears to be a ludicrous villain with an
  outlandish weapon. He is still trying to live
  down his original name, “Paste Pot Pete.”
  SANDMAN
  William Baker a.k.a “Flint Marko”
  F
  RM
  (30)
  Health: 175
  A
  RM
  (30)
  S
  IN
  (40)
  Karma: 46
  E
  MN
  (75)
  R 
  TY
  (6)
  Resources: TY(6)
  I
  GD
  (10)
  P
  RM
  (30)
  Popularity: 0
  KNOWN POWERS:
  Mineral Life: As the result of a freak acci-
  dent, Baker was transformed into living
  sand. The sand functions identically to,
  and appears to be, normal flesh. However,
  Sandman can at will convert parts of his
  body to normal appearing, animate sand.
  Topology: The Sandman can remold his
  body into any shape he wants. This can
  be used to do such acts as:
  • Form a hammer that does Amazing
  damage against a target.
  • Form a cage of Incredible material
  strength.
  • “Phase” through openings with Re-
  markable ease.
  • Elongate by reshaping his body into
  longer shapes. His maximum length is
  2 areas.
  Armor Skin: Sandman’s altered body
  gives him Amazing protection against
  physical attacks and Incredible protec-
  tion from most energy attacks, excluding
  heat-based attacks (see below).
  Sandblast: Sandman has the Incredible
  ability to fire a damaging spray of sand at
  a target up to 2 areas away. The sand
  does Incredible damage or can be used
  as an Incredible Grappling attack. Since
  the sand is part of his body, it eventually
  returns to him.
  Molecular Conversion: Sandman has the
  ability to ingest new sand and convert it
  into the special type of sand that forms
  his body. In this way he doesn’t have to
  worry about gradually whittling himself
  away to nothingness.
  Healing: By using his Molecular Conver-
  sion power to give him new sandy
  “flesh;’ he can Heal up to half his dam-
  age per day.
  WEAKNESS: Due to his peculiar chemi-
  cal nature, the Sandman has three weak-
  nesses. The first is an aversion to heat
  and flame. He has no defense against
  such attacks. The resultant damage
  occurs as his sandy flesh fuses into
  immobile glass. Note that such glass is
  sloughed off as he Heals. If his entire
  body is transformed into glass, there is a
  possibility that he would die. A red En-
  durance FEAT means that he is still alive
  but trapped as an immobile glass statue.
  The statue would have to be pulverized
  before he could regain animation.
  The Sandman has a second weakness
  to high winds of Incredible strength, such
  as are generated by a vacuum cleaner.
  Such winds reduce him to a helpless
  mass of loosely blowing particles.
  The third weakness is a susceptibility
  to water-based powers of Monstrous rank
  or any being whose body form is Liquid
  Life. In such cases, Sandman finds that
  he involuntarily is absorbed by the
  aquatic medium. A red Psyche FEAT is
  needed to retain control of his body.
  TALENTS: Baker was a petty criminal
  without skills.
  CONTACTS: He is a founding member of
  the Frightful Four. After he renounced his
  criminal past, he became friends with the
  Thing and has helped him in battles
  against other supercriminals.
  BACKGROUND: Baker was originally a
  brutal gangster whose crimes got him
  sent to Ryker’s Island. When he escaped
  he fled south and eventually hid in a
  military nuclear test site near Savannah,
  Georgia. A freak accident involving radio-
  active steam transformed Baker into
  living sand. After he learned to control
  his powers, he returned to NYC to be-
  come a supervillain. He originally worked
  solo but soon joined the Wizard in the
  new Frightful Four. Unfortunately his
  success record as a team member was
  not much better than his solo record. He
  finally split with the Frightful Four (er,
  Frightful Two) to join with Hydro-Man, a
  supervillain who could transform his
  body into living water. That led to the
  discovery of his third weakness when he
  and Hydro-Man freakishly merged into a
  mindless mass of mud.
  When he and Hydro-Man finally man-
  aged to regain their independence,
  Baker decided he’d had enough. He
  turned his back on his criminal past and
  reformed. The Thing is helping him
  through the process.
  RUNNING SANDMAN: Sandman was the
  basic blue collar supercriminal. He used
  his powers to rob rather than extort or
  conquer the world. Although the Wizard
  showed him higher goals in the fields of
  technological theft and world conquest, the
  Sandman’s heart was never in it.
  His concerns now are in living down
  his past and making amends for past
  crimes by battling current criminals. He
  is the Thing’s drinking buddy and occa-
  sional partner in crimestopping.
  55
  
  ANNIHILUS
  Annihilus of Anthros
  F
  IN
  (40)
  Health: 205
  A
  IN
  (40)
  S
  AM
  (50)
  Karma: 70
  E
  MN
  (75)
  R 
  RM
  (30)
  Resources: MN(75)
  I
  GD
  (10)
  P
  RM
  (30)
  Popularity: -30
  KNOWN POWERS:
  Body Armor: Annihilus wears a suit that
  gives him Incredible protection from
  physical and energy attacks.
  Winged Flight: He can attain Remarkable
  speed.
  Self-Sustenance: He can survive up to a
  year without fresh air or food.
  Cosmic Control Rod: Annihilus’ weapon
  and tool collects cosmic energy and
  provides its user with several useful
  powers. If he loses the Rod, Annihilus is
  -3CS on all FEATS, begins to age, and
  loses Endurance at the rate of 1CS each
  week.
  • Flight—Amazing speed.
  • Immortality
  • Regeneration—Amazing rank.
  • True Invulnerability—Amazing rank.
  • Radiation Emission—Cosmic ray blasts
  of Unearthly intensity.
  • Kinetic Bolt—Unearthly intensity.
  • Molding—He can reshape inorganic
  matter with Unearthly ability.
  TALENTS: Annihilus is an engineer.
  CONTACTS: None.
  BACKGROUND: Annihilus is an artificial
  being created in the Negative Zone by a
  crashed Tyannese ship. When he explored
  the ship he discovered a knowledge trans-
  ference helmet that gave him the full range
  of Tyannese science and technology. He
  used that knowledge to build his Rod from
  debris. He also developed mastery over
  the insect-like lifeforms that arose on his
  world. He then set out to conquer the rest
  of the Negative Zone.
  Annihilus developed a psychotic fear
  of aging and death. He attacked and
  destroyed anyone he thought might try to
  take his Rod and threaten his existence.
  This prompted him to attack the FF sev-
  eral times when they explored the Nega-
  tive Zone. He finally lost his Rod to
  Blastaar. As Annihilus began to age, he
  went mad. He managed to break into the
  Baxter Building when the FF went on
  their extended exploration of the Zone.
  With the equipment of the Baxter Build-
  ing at his command, he built a giant
  force field that would have merged the
  Earth and its Negative Zone counterpart,
  destroying both. Fortunately the FF re-
  turned in time. In a pitched battle, Annih-
  ilus was apparently slain when he
  plunged into that other world’s atmo-
  sphere.
  He was, in fact, rescued by a gloating
  Blastaar. Through the intervention of the
  FF, Annhilus regained his Rod. He now
  continues to plot in the Negative Zone.
  RUNNING ANNIHILUS: Annihilus is a
  raging paranoid psychotic who will try to
  destroy anyone or anything that he be-
  lieves threatens his existence.
  BASILISK
  Basil Elks
  F
  TY
  (6)
  Health: 82
  A
  TY
  (6)
  S
  EX
  (20)
  Karma: 32
  E
  AM
  (50)
  R
  TY
  (6)
  Resources: PR(4)
  I
  TY
  (6)
  P
  EX
  (20)
  Popularity: 0
  KNOWN POWERS:
  Radiowave Generation (Microwaves): Basi-
  lisk can emit a stream of Incredible Inten-
  sity from his eyes. The beam has power
  rank damage and range. He developed
  this power into a variety of other powers.
  Cold Generation: He has the Poor ability to
  cool a target’s surface 40 to 160 degrees.
  A layer of ice would appear on the target
  when this power was used. 
  Geoforce: He has the Excellent ability to
  increase volcanic activity, even in pre-
  vious non-volcanic areas (such as the
  Hudson River).
  Heat Generation: He can do Excellent
  damage to targets by heating their inte-
  rior with his microwave emissions.
  Plasma Generation: He can fire blasts
  that do Incredible physical damage,
  Excellent heat damage, and Excellent
  disruption to radio transmissions and
  electronic devices.
  Self-Sustenance: He can go for several
  months without food or water.
  Teleportation: Amazing rank.
  True Invulnerability: Excellent rank. 
  Whirlwind: Basilisk can attain Remark-
  able airspeed by creating heated
  columns of air.
  Body Armor: Basilisk’s costume gives all his
  body but his head Incredible protection.
  56
  
  TALENTS: Basil Elks is a petty criminal
  with negligible skills.
  CONTACTS: None.
  BACKGROUND: Basil Elks was an un-
  successful petty criminal. He attempted to
  steal the Alpha Stone, a Kree power
  source. During the robbery, a guard’s
  bullet shattered the stone; the explosion
  engulfed him and transformed him into
  Basilisk. He discovered the existence of
  another Kree gem, the Omega Stone, and
  sought it to further increase his powers.
  He fought Mar-Veil, Spider-Man, and the
  Mole Man’s Subterranean horde before
  he finally gained its powers. He decided
  to destroy civilization with a series of
  volcanic eruptions. He was defeated when
  the Thing trapped him within one of his
  own volcanoes. Basilisk spent several
  months freeing himself and digging to the
  surface. He appeared in the basement of
  the just-completed Four Freedoms Plaza
  and was unceremoniously shot and pre-
  sumably killed by Scourge.
  RUNNING BASILISK: Basil Elks was an
  insecure person who wanted to lash out
  at the world that mocked him.
  BLASTAAR
  Blastaar of Balur
  F
  EX
  (20)
  Health: 180
  A
  GD
  (10)
  S
  AM
  (50)
  Karma: 40
  E
  UN
  (100)
  R
  GD
  (10)
  Resources: EX(20)
  I
  GD
  (10)
  P
  EX
  (20)
  Popularity: 2
  KNOWN POWERS:
  Energy Blasts: Blastaar can emit a dam-
  aging stream of neutrons from his hands
  These blasts do Monstrous damage but
  have only Excellent range (5 areas). 
  Rocket: Blastaar can fly by releasing
  controlled neutron blasts from his fin-
  gers.
  Body Armor: Blastaar has a thick hide
  that gives him Remarkable protection.
  TALENTS: As a natural warrior, Blastaar
  has Excellent Reason regarding military
  matters.
  CONTACTS: Blastaar had previously
  allied himself with Annihilus and the
  Sandman.
  BACKGROUND: Blastaar was once
  dictator of Baluur, his native world within
  the Negative Zone. Rebel forces cap-
  tured him and set him adrift in the debris
  near the gateway to the Marvel universe.
  Unfortunately, Reed’s first entrance into
  the Negative Zone released Blastaar.
  Blastaar has attacked the Earth several
  times but to no avail. He later recon-
  quered Baluur and has since led his
  people in carving an interstellar empire
  within the Negative Zone.
  RUNNING BLASTAAR: Blastaar is a
  ruthless, relentless warrior who believes
  his raw power will overcome any enemy.
  ELSPETH CROMWELL
  F
  FE
  (2)
  Health: 16
  A
  PR
  (4)
  S
  PR
  (4)
  Karma: 80
  E
  TY
  (6)
  R
  GD
  (10)
  Resources: EX(20)
  I
  RM
  (30)
  P
  IN
  (40)
  Popularity: 30
  KNOWN POWERS:
  Magic (Summoning): Cromwell has the
  Remarkable ability to Summon supernat-
  ural beings to do her bidding. Unfortu-
  nately, she could also Summon higher
  beings who were simply using her Sum-
  mons as an excuse to invade the Earth-
  Dimension. When she Summoned a
  demon, she could use its power to per-
  form various Power Stunts, including:
  • Power Negation—She could penetrate
  Sue’s Monstrous rank force field.
  • Electrical Generation—She could emit
  Remarkable intensity shocks.
  • Remarkable intensity Light Emission.
  • Exorcism—Cromwell has the Remark-
  able power to drive disembodied be-
  ings out of the bodies they currently
  possess, freeing the original mind of
  that body. She could force supernatural
  beings of less than Remarkable
  Psyche to return to their home dimen-
  sion.
  TALENTS: Cromwell possesses a Mystic
  Background and a formidable range of
  Occult Lore.
  BACKGROUND: Twenty years ago El-
  speth Cromwell discovered that super-
  natural forces did exist. She dedicated
  her life to stopping them. She studied the
  arcane knowledge known as “Black
  Magic” because “only fire can stop fire.”
  She became proficient at conjuring de-
  mons and using their powers for her own
  ends. Unfortunately she never realized
  the demons were in fact using her. They
  willingly answered her summons be-
  cause this enabled them to rampage on
  the Earth. However, to stay on Earth they
  needed to shed the blood of an innocent.
  Since Cromwell never used them against
  someone who fit that requirement, they
  were required to return when their task
  was completed. Then Cromwell was
  called to Belle Porte to exorcise a house
  full of demons masquerading as the
  human Benjamin family (in fact, Reed,
  Sue, and Franklin). In the battle that
  followed, Franklin cut his head, thus
  providing the split blood of an innocent.
  As Cromwell realized what she had
  done, Mephisto appeared. Although
  Franklin eventually freed himself and his
  parents from Mephisto, Cromwell was
  not so lucky. As the price for her tamper-
  ing, she lost her life and soul.
  RUNNING CROMWELL: She was ob-
  sessed with battling the forces of dark-
  ness. The ends justified the means, no
  matter how drastic.
  57
  
  DARKOTH THE DEATH
  DESTROYER
  Maj. Desmond Pitt
  F
  AM
  (50)
  Health: 150
  A
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  (20)
  S
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  (50)
  Karma: 12
  E
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  (30)
  R
  PR
  (4)
  Resources: none
  I
  TY
  (6)
  P
  FE
  (2)
  Popularity: -20
  KNOWN POWERS:
  Cyborg Body: Pitt’s original form was first
  mutated then augmented with weapon
  and life-support systems. Sections of the
  skeleton were replaced by steel fittings
  (Monstrous Material Strength). Fingers
  were equipped with steel talons (Incredi-
  ble damage). A prehensile tail was added
  (Good damage). Antennae called “Fire-
  horns” were added to focus Darkoth’s
  psionic powers.
  Armor Skin: Darkoth’s leathery hide gave
  him Amazing protection from physical
  attacks and intense heat.
  Heat Emission: Darkoth could create heat
  waves of Amazing Intensity.
  Kinetic Bolt: Darkoth could emit blasts of
  Excellent intensity.
  Mind Control: Darkoth had the Excellent
  ability to induce insanity.
  Phasing: Darkoth could become intangi-
  ble with Excellent rank.
  Winged Flight: The small bat-like wings
  on Darkoth’s ankles gave him Typical
  flying speed.
  TALENTS: Pitt was a skilled test pilot.
  CONTACTS: Pitt had the Thing and the
  USAF as Contacts. Darkoth had none.
  BACKGROUND: Major Pitt was a fellow
  test pilot with Ben Grimm. Though their
  lives went in different directions the men
  remained friends. Pitt later joined NASA
  and its Solar Shuttle Project (an orbital
  power station). Pitt discovered two trau-
  matic things-his wife was dying of a
  terminal disease and Latverian spies had
  infiltrated the project. Unable to solve his
  wife’s problem, he decided to destroy the
  spy network from within. He posed as a
  collaborator but did not tell his superiors
  what he was up to. Pitt was so valuable
  to the spies that Doom even learned of
  his work. Unfortunately, Mrs. Pitt died
  and the major got careless in his grief.
  His double-agent activity was discovered
  by the other spies; higher placed opera-
  tives within NASA denounced Pitt as a
  traitor, then secretly seized him and
  brought him to Latveria. The U.S. gov-
  ernment assumed he’d been killed by his
  co-conspirators.
  In fact Doom decided to make an ex-
  ample of Pitt. Pitt was subjected to sev-
  eral months of chemically induced
  mutation. As the final step, Doom erased
  Pitt’s memory and gave him a new one
  as Darkoth, a demon summoned to act
  as Doom’s personal warrior. Darkoth was
  sent to capture the FF, which he did.
  With the idea that the truth would drive
  Pitt mad, Doom then told Darkoth his real
  identity. Darkoth went berserk, freed the
  FF, and pursued Doom onto his space
  shuttle. In a battle in space, Darkoth
  destroyed the ship. He plunged into the
  atmosphere and crashed in the Texas
  desert.
  Diablo witnessed the fiery descent and
  rescued the dying Darkoth. As he healed
  Darkoth, he learned that Darkoth and he
  had a common enemy in Doom. Diablo
  decided to use Darkoth to destroy Doom.
  He gave Darkoth the powers of flight and
  Phasing, as well as sapping Darkoth’s
  will. However, when Darkoth discovered
  that Diablo’s plans included killing Ben,
  he rebelled and regained his will. In a
  pitched battle, Darkoth threw himself and
  Diablo into a mass of exploding equip-
  ment. Darkoth died.
  RUNNING DARKOTH: As Pitt, he was a
  career pilot. As Darkoth, he was a raging
  berserker. When he regained his mem-
  ory, he became obsessed with destroying
  Doom.
  DIABLO
  Esteban Diablo a.k.a. “Mr. Olbald”
  F
  GD
  (10)
  Health: 32
  A
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  (6)
  S
  TY
  (6)
  Karma: 66
  E
  GD
  (10)
  R
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  (30)
  Resources: GD(10)
  I
  TY
  (6)
  P
  EX
  (20)
  Popularity: -10
  KNOWN POWERS:
  Alchemical Magic: Diablo’s powers are
  all derived from arcane compounds. The
  compounds have different forms and
  manners of use. Forms include gases,
  smokes, liquids, powder, and tablets. The
  potions may be consumed by Diablo or
  his intended victim, administered exter-
  nally, thrown at the ground for an area
  affect, or thrown at the target for a spe-
  cific effect. Diablo has troves of premade
  potions stashed throughout the world. He
  carries the formulae in his head and can
  easily duplicate any formula if he has the
  proper ingredients. Normally he carries
  4-40 potions hidden in various pockets in
  his costume. As a last resort, he keeps
  his Regeneration potion soaked into his
  moustache.
  Neural Manipulation (Paralysis): This
  exploding tablet releases a paralytic gas
  of Excellent effect over two areas.
  Body Transformation (Protoplasm): This
  Incredible potion transforms whoever
  drinks it into a mass of protoplasm. The
  person’s consciousness and lifeforce
  remain unaffected. While in this form, a
  person is immune to energy attacks and
  takes only half damage from physical
  attacks.
  Emotion Control: This Excellent potion
  must be drunk by the victim. Once this is
  done, that person feels whatever emo-
  tions Diablo desires.
  Explosives: These are nonmagical explo-
  sives that are thrown as miniature gre-
  nades; Diablo can throw them 1 area.
  They do Incredible damage.
  58
  
  Immortality: Diablo needs to drink this
  potion annually to maintain the appear-
  ance and health of a man in his 30s. 
  Imitation: This Remarkable potion en-
  ables the drinker to transform his appear-
  ance to that of any other person.
  Iron Will: This potion gives the drinker
  Incredible control over his own body. He
  can even postpone dying while under
  this potion’s effects.
  Lifeform Creation: This Unearthly potion
  has the ability to transform inanimate
  matter into living flesh. It must be poured
  into an existing object. It does not
  change the external appearance of the
  original matter but it does change the
  interior into functional organs and bodily
  fluids.
  Matter Animation (all forms): This Remark-
  able potion brings to life whatever it is
  poured over or mixed with. If used on a
  corpse, it produces a zombie.
  Mind Control: This exploding tablet gives
  him Remarkable control over the con-
  scious mind of whoever breathes its
  fumes. 
  Molding: This Amazing potion can be
  mixed with the Molecular Conversion
  potion to reshape whatever it is poured
  over.
  Molecular Conversion: This Amazing
  potion transmutes the chemical nature of
  whatever it is poured over. The basic
  formula can be infinitely varied to pro-
  duce specific effects. In game terms,
  Players or Judges must write down be-
  forehand what particular effect each
  sample might produce.
  “Nature Control”: This potion gives the
  drinker Incredible control over one of the
  four “Elements”—Earth, Water, Air, and
  Fire. Only one of the potions can be used
  at one time, unless they are used to
  animate an Elemental golem. 
  Regeneration: This Remarkable potion
  can cure any injury or illness suffered by
  whoever consumes it.
  Sleep (Induced): This volatile potion has
  the Incredible ability to knock out who-
  ever drinks it or inhales its fumes. 
  Suspended Animation: This potion places
  whoever drinks it in a Remarkable
  trance.
  TALENTS: Diablo is the world’s foremost
  expert on Alchemical Magic. He also
  gains +2CS with thrown objects due to
  his centuries of practice throwing vials at
  people.
  CONTACTS: None.
  BACKGROUND: Esteban Diablo was
  born in 9th century Spain, the son of a
  nobleman. He developed an intense
  interest in Alchemy and roamed Medie-
  val Europe seeking knowledge. Within a
  decade, he had learned and exceeded
  all the known Alchemical practices. In
  Transylvania he established a laboratory
  in a castle he acquired through question-
  able means. Diablo’s reign of terror
  ended when a mob of enraged peasants
  trapped him in a crypt in his own castle.
  There he remained for 1000 years.
  The FF were vacationing in Transylva-
  nia and chanced to stay in Diablo’s cas-
  tle. As Ben slept, Diablo gained control
  of his mind and commanded him to
  break open the crypt. Diablo then em-
  barked upon a plan of world conquest.
  The FF and others have always defeated
  his schemes. 
  Recently he decided he needed allies
  under his direct control. He noticed that
  the FF’s powers all corresponded in
  some way to the four “natural elements.”
  He fashioned four “Primal Elementals”
  and set them to defeat the FF. Unfortu-
  nately, while the Primal Elementals
  proved they could probably kill most of
  the FF’s members, they were defeated
  by their opposing number in the FF.
  When Crystal joined the new FF, he
  added another golem, the Transmutant,
  to counter her powers. The plan almost
  worked until Ms. Marvel (II) showed Dia-
  blo the Primal Elementals’ one
  weakness—they cease to exist if Diablo
  loses consciousness.
  RUNNING DIABLO: Diablo enjoys caus-
  ing panic and destruction. He wants to
  conquer the world but since he has a
  limited budget, he must work slowly.
  AIR ELEMENTAL
  F
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  Health:100
  A
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  S
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  (30)
  Karma: 10
  E
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  (30)
  R
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  (6)
  I
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  (2)
  P
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  (2)
  KNOWN POWERS:
  Air Animation: Incredible rank.
  Whirlwind: Incredible rank.
  WEAKNESS: It exists only as long as
  Diablo remains conscious.
  WATER ELEMENTAL
  F
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  (30)
  Health:100
  A
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  (10)
  S
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  (30)
  Karma: 10
  E
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  (30)
  R
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  (6)
  I
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  (2)
  P
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  (2)
  KNOWN POWERS:
  Water Animation: Incredible Rank
  WEAKNESS: It exists only as long as
  Diablo remains conscious.
  EARTH ELEMENTAL
  F
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  (30)
  Health: 145
  A
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  (10)
  S
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  (75)
  Karma: 10
  E
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  (30)
  R
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  (6)
  I
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  (2)
  P
  FE 
  (2)
  59
  
  KNOWN POWERS:
  Earth Animation: Incredible rank.
  True Invulnerability: Remarkable rank.
  WEAKNESS: It exists only as long as
  Diablo remains conscious.
  FIRE ELEMENTAL
  F
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  Health: 100
  A
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  (10)
  S
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  (30)
  Karma: 10
  E
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  (30)
  R
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  (6)
  I
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  (2)
  P
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  (2)
  KNOWN POWERS:
  Energy Body (Flame): Remarkable rank. 
  Fire Control: Remarkable rank.
  Fire Generation: Remarkable rank.
  True Flight: Remarkable speed.
  WEAKNESS: It exists only as long as
  Diablo remains conscious.
  TRANSMUTANT
  F
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  Health: 100
  A
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  S
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  Karma: 10
  E
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  I
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  (2)
  P
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  (2)
  KNOWN POWERS:
  Molecular Conversion: Incredible rank
  but limited to Contact-only range.
  WEAKNESS: The Transmutant exists
  only as long as Diablo remains con-
  scious.
  DOCTOR SUN
  F
  EX
  (20)
  Health: 100
  A
  EX
  (20)
  S
  RM
  (30)
  Karma: 135
  E
  RM
  (30)
  R
  IN
  (40)
  Resources: EX(20)
  I
  EX
  (20)
  P
  MN
  (75)
  Popularity: 0
  KNOWN POWERS:
  Cyborg (Mechanical Body): The only
  human parts of Dr. Sun are his brain and
  spinal cord. These are enclosed in a
  plasma-filled life support system. The
  system has Monstrous Material Strength.
  The original system was immobile and
  possessed only the abilities to see, hear,
  and speak. During this period Dr. Sun’s
  Fighting, Agility, and Strength ranks were
  all Shift-0. Later Dr. Sun fitted himself to
  a robotic body that provided him with
  mobility, increased Abilities, and some
  powers. Should Dr. Sun have ever been
  without his robotic body, his Health
  would drop to 30.
  Bio-Vampirism: (This power only applied
  to Dr. Sun when he still possessed his
  original brain.) Dr. Sun was dependent
  on a fresh supply of human blood and
  plasma to maintain his life support sys-
  tem. He needed new blood every 75
  hours to keep his brain alive.
  Body Armor: Sun’s braincase has Mon-
  strous material strength. His robotic body
  possesses Amazing material strength. 
  Mind Transferal: Sun has the ability to
  transfer his consciousness and lifeforce
  into any computer of at least Incredible
  Reasoning capability.
  Mind Control: Dr. Sun has the Monstrous
  ability to control people’s conscious
  thoughts and actions.
  Kinetic Bolt: The robot’s hands are
  equipped with devices that fired bolts of
  Remarkable Intensity.
  Linguistics: Dr. Sun is able to understand
  any language, especially computer
  codes, with Remarkable ease. 
  Teleportation: The robot body is equipped
  with a teleportational device of Mon-
  strous range.
  TALENTS: Dr. Sun is a brilliant inventor
  and medical technician.
  CONTACTS: None.
  BACKGROUND: Dr. Sun was a scientist
  working in the People’s Republic of
  China during the Cultural Revolution.
  Sun devised a program whereby a hu-
  man brain could be removed from its
  body and supported indefinitely in a life
  support system. A political enemy man-
  aged to sentence Sun to death, then
  decided Sun should be the test subject
  of his own program.
  The initial operation succeeded better
  than expected. When Sun’s mind was
  connected to a computer bank, he sud-
  denly developed psionic powers. He
  attacked the doctors, then forced the
  survivors to serve him. He kept his sur-
  vival and powers a secret from the Chi-
  nese government and eventually left
  China completely. 
  Because of his dependence on human
  blood, Dr. Sun became involved with the
  study of real vampires. He decided that a
  vampiric army could serve him and con-
  quer the world, but first he needed to
  conquer the vampires. He fought Dracula
  a number of times, drained most of Drac-
  ula’s powers, and even managed to “kill”
  him once. 
  After Dracula defeated his plans, Dr.
  Sun switched tactics. He discovered
  Nova (1)’s link to the supercomputers of
  Xandar. He captured Nova and intended
  to plug into the computers from Earth.
  When the Sphinx commandeered Nova’s
  ship directly to Xandar, Sun abandoned
  his body and invaded the Xandarian
  computers directly. When the FF later
  arrived with H.E.R.B.I.E. in tow, Sun
  downloaded into that robot’s body. Upon
  returning to Earth, he tried to destroy the
  FF by turning their headquarters against
  them. He took possession of the Baxter
  Building’s computer system. This freed
  H.E.R.B.I.E., who flew into the computer
  bank where Sun was isolated. Dr. Sun
  was finally.destroyed in the resultant
  explosion.
  RUNNING DOCTOR SUN: Dr. Sun was a
  ruthless scientist and would-be con-
  queror. When he lost his body, he also
  lost any identification with the human
  race.
  DRAGON MAN
  F
  GD
  (10)
  Health: 145
  A
  GD
  (10)
  S
  AM
  (50)
  Karma: 8
  E
  MN
  (75)
  R
  FE
  (2)
  Resources: none
  I
  FE
  (2)
  P
  PR
  (4)
  Popularity: 0
  KNOWN POWERS:
  Android: Dragon Man is an Android cre-
  ated by Prof. Gilbert and given life by
  Diablo.
  Extra Body Parts (Tail): His tail can be
  used as a weapon to attack foes behind
  him.
  Fire Emission: Dragon Man can exhale a
  Monstrous Intensity blast of fire. The
  maximum range for the blast is two ar-
  eas. He can only emit 20-25 such blasts
  before he needs to refuel.
  Flight: Dragon Man’s wings and an inter-
  60
  
  nal anti-gravity device combine to give
  him Good speed (60 mph).
  Armor Skin: His leathery hide gives him
  Incredible resistance to physical and
  energy attacks.
  WEAKNESS: Energy (Sonics): The
  Dragon Man undergoes startling mood
  changes if he is subjected to certain
  frequencies of ultrasonic sound. Depend-
  ing on the frequency, the Dragon Man
  may become enraged, determined, con-
  fused, or docile. In game terms, he must
  make a Psyche FEAT each round that he
  is subjected to the sounds. The mood
  shift occurs when he fails; if the fre-
  quency changes, he must make a new
  FEAT or shift again, and so on.
  TALENTS: None whatsoever, despite
  Prof. Gilbert’s attempts to teach him.
  CONTACTS: Dragon Man is the creation
  of Prof. Gilbert of State University, who
  remains devoted to his creation.
  BACKGROUND: Professor Gregson
  Gilbert is a researcher studying the ef-
  fects of super-powers. To help his re-
  search he decided to build an android
  that would presumably be more powerful
  than the FF. To this end he constructed a
  15-foot tall, three ton anthropoid dragon.
  Unfortunately he had no way of bringing
  his creature to life. When Diablo learned
  of Gilbert’s creation he provided an elixir
  that transformed the Dragon Man statue
  into a living being. Diablo soon discov-
  ered the Dragon Man possessed an
  uncontrollable will of his own, a fact
  discovered by several villains who later
  tried to use the creature for their own
  ends. Dragon Man was finally returned to
  Prof. Gilbert, who is caring for him and
  finally putting him to his original aca-
  demic purpose.
  RUNNING DRAGON MAN: Dragon
  Man’s personality is essentially that of a
  child. His behavior matches that of a two-
  year-old, assuming the tyke had Dragon
  Man’s body and powers. He likes to play,
  especially with dolls or pets (it’s unknown
  which category people fit into). It is only
  when he throws a tantrum or falls under
  someone’s influence that Dragon Man
  acts like a villain.
  ELIMINATOR
  F
  RM
  (30)
  Health: 90
  A
  GD
  (10)
  S
  RM
  (30)
  Karma: 12
  E
  EX
  (20)
  R
  TY
  (6)
  Resources: N/A
  I
  PR
  (4)
  P
  FE
  (2)
  Popularity: -10
  KNOWN POWERS:
  Cyborg Body: The Eliminators appear to
  be ten-foot-tall bald men in red armor. In
  truth the bulk of the Eliminator’s body,
  particularly the limbs and skeleton, have
  been replaced by mechanical parts and
  internal weapons systems.
  Body Armor: The Eliminator possesses a
  metallic skin of Monstrous Material
  Strength.
  Fire Generation: Fingertip jets can emit
  blast of Remarkable intensity.
  Magnetism: The Eliminator is equipped
  with a tractor beam of Monstrous rank.
  As a Power Stunt, the Eliminator can
  trigger an internal overload of this power
  that creates a blast of Unearthly intensity.
  This destroys the Eliminator and does
  power rank damage to anything within a
  single area.
  Hyper-breath: Vacuum vents built into his
  boots have the Amazing ability to sud-
  denly remove all the air in a target area.
  This can be developed into Power Stunts
  such as:
  • Extinguishing flames of up to Amazing
  intensity.
  • Creating small windstorms of Amazing
  intensity.
  “Omni Beam”: This Remarkable power is
  actually the simultaneous use of Plasma
  Generation and Mind Blast. The Omni
  Beam is fired from the Eliminator’s fore-
  head.
  Life Detection: The Eliminator has Poor
  range (1 area).
  Vehicle: The Eliminator is equipped with
  an egg-shaped flier with Remarkable
  airspeed. The flier has Excellent Material
  strength.
  TALENTS: None.
  CONTACTS: The Eliminators were cre-
  ated by the New Salem Witches, but
  since the Eliminators were only tools, it is
  unlikely the New Salemites would have
  assisted the creations.
  BACKGROUND: The Eliminators were
  warrior cyborgs created by the New
  Salem Witches. Each was created for a
  specific purpose. For example, the first
  one fought by the FF had been assigned
  to destroy all traces that Agatha Hark-
  ness had ever dwelt in the outside world.
  This mission included the destruction of
  Whisper Hill and the deaths of the FF.
  Once an Eliminator’s mission was ac-
  complished, it was programmed to de-
  stroy itself.
  RUNNING AN ELIMINATOR: Eliminators
  were monomaniacal berserkers. When
  beginning a mission they operated se-
  cretly; an Eliminator would only reveal its
  existence when either the mission was
  completed or the Eliminator felt he had a
  safe position to do so.
  EGO, THE LIVING PLANET
  F
  CL1000
  Health: 6502
  A
  FE
  (2)
  S
  Z
  (500)
  Karma: 800
  E
  CL5000
  R
  X
  (150)
  Resources: N.A.
  I
  X
  (150)
  P
  Z 
  (500)
  Popularity: 0
  61
  
  KNOWN POWERS:
  Sidereal Propulsion Unit: this device was
  created by Galactus to propel Ego at
  CL1000 speed into the intergalactic void.
  Ego has since discovered how to control
  the unit.
  Absorption Power: Ego has the CL1000
  ability to feed on stellar energy or the
  lifeforces of masses of beings.
  Shape Change: Ego has the Unearthly
  ability to transform any part of its surface
  or interior. This enables Ego to create
  surface features, attack intruders, and so
  on. It can be used to create such Power
  Stunts as:
  • Create attacking tendrils up to 100
  miles long that do Unearthly damage if
  they hit a target.
  • Create “humanoids” from its surface.
  These can travel independently of Ego
  but remain under his control.
  Clairvoyance: Ego has Shift-Z ability to
  probe either deep space or his own inte-
  rior.
  Gravity Control: Ego can use his own
  gravity to attack other worlds with
  CL1000 damage.
  Kinetic Blast: Ego can emit CL1000
  blasts.
  Mind Blast: Ego can emit blasts of
  CL1000 rank.
  Power Transferal: Ego can instill portions
  of his powers in the beings he creates
  from his body. The Powers have ranks
  from Feeble to Unearthly.
  Regeneration: If Ego is dispersed, he can
  regather his mass and reform his plane-
  tary body.
  Telepathy: Ego has Shift-Y rank.
  TALENTS: Ego has Astro-Navigational
  skill.
  CONTACTS: None.
  BACKGROUND: Ego is a unique being,
  a planet that attained life and self-aware-
  ness without being first infused with the
  lifeforce of an Entity. Ego appears to be a
  luna-sized planet made into a caricature
  of a bearded man’s head. He was born
  in the “Dark Galaxy,” an opaque nebula
  somewhere near the Milky Way. Ego
  decided to conquer the galaxy by send-
  ing forth super-powered beings formed
  from Ego’s own matter. Thor put an end
  to this when he created a planetwide
  storm that stunned Ego. Ego renounced
  his plans for conquest. When Galactus
  attacked Ego months later, Thor returned
  to help Ego drive off the world-devourer.
  Ego went mad after a portion of his
  mass was removed and formed into a
  short-lived being called Ego-Prime. Ego
  battled Thor, Firelord, Galactus, and
  Hercules before Galactus attached the
  sidereal propulsion unit that sent Ego
  careening into the intergalactic void.
  A year later, Ego had mastered the
  unit’s controls and set off in pursuit of
  Galactus. His first stop was Earth, which
  he almost destroyed as he approached
  too closely. The FF invaded Ego and
  managed to disable one of the two en-
  gines. When Ego activated the remaining
  engine, he sailed into the sun and almost
  perished. He is currently conspiring to
  destroy Galactus with the other Elders of
  the Universe.
  RUNNING EGO: Ego is concerned with
  only two things. First, he must protect
  himself. The second concern is the de-
  struction of Galactus, the only creature in
  the universe older and perhaps more
  mighty than the Elders.
  Ego can be friendly and cooperative
  with smaller life but it will turn on those
  people when they no longer serve Ego’s
  needs.
  GORMUU
  F
  RM
  (30)
  Health: 290
  A
  GD
  (10)
  S
  UN
  (100)
  Karma: 30
  E
  X
  (150)
  R
  GD
  (10)
  Resources: N/A
  I
  GD
  (10)
  P
  GD
  (10)
  Popularity: -50
  KNOWN POWERS:
  Absorption Power: Gormuu has the Shift-
  Z ability to transform any energy into
  personal power. This gained energy is
  automatically transferred to his Growth
  power on a point for point basis. The
  power absorbs any intensity of energy;
  however, only intensities above Good can
  fuel his Growth power.
  Growth (Atomic Dispersal): Gormuu has
  the ability to rapidly increase in size by
  increasing the distance between his
  atoms and subatomic particles. This
  power works exponentially at a Good
  rank. That is, each time he grows he
  expands to four times his previous size.
  This leads to an accelerating cycle in
  which Gormuu can grow to any arbitrarily
  large size (which is precisely what hap-
  pened). Gormuu can shrink at a similar
  rate if he is no longer absorbing energy
  through his Absorption Power. Because
  Gormuu is only inflating in size, his
  mass, Fighting, and Strength ranks do
  not increase. He does become an easier
  target, which is desirable for him since
  being attacked in turn fuels his Growth
  cycle.
  TALENTS: unknown.
  CONTACTS: unknown.
  BACKGROUND: Although other aliens
  had landed on Earth in the distant past,
  Gormuu was the first to attempt to con-
  quer it in recent history. He landed his
  saucer outside Central City, California,
  and immediately announced his inten-
  tions to the first humans he met. In this
  case, it was Reed and Sue, who were
  horrified to realize that Gormuu had
  come to conquer Earth. Gormuu laughed
  and trudged off to wreak havoc. As Cen-
  tral City’s leading scientist, Reed as-
  sisted in the defense against Gormuu.
  When the Soviets delayed the US’ use of
  nuclear weapons against Gormuu, Reed
  hurried off to Gormuu’s ship in hopes of
  finding a method to stop him.
  Reed recognized that Gormuu’s spar-
  tan ship was filled with energy relays. He
  also noticed that the depths of Gormuu’s
  footprints did not increase as he grew.
  Reed hit upon a desperate plan. He built
  an energy relay of his own and aimed it
  at Gormuu. The invader welcomed the
  additional power at first; then he realized
  that he was growing intangible. The last
  the Earth saw of Gormuu was a green
  nebula that quickly faded from sight. 
  Gormuu had a lasting effect on Reed,
  who realized that not all spacefaring
  races were friendly. This drove his ambi-
  tion to perfect his starship and led
  directly to its fateful voyage.
  RUNNING GORMUU: Gormuu is a world-
  conqueror. It is unknown what Gormuu
  intended to do had he succeeded. It is
  also unknown if Gormuu acted indepen-
  dently or if he was sent to Earth by un-
  suspected forces.
  62
  
  HATE MONGER
  Adolph Hitler
  F
  GD
  (10)
  Health: 50
  A
  GD
  (10)
  S
  GD
  (10)
  Karma: 60
  E
  EX
  (20)
  R
  GD
  (10)
  Resources: EX(20)
  I
  GD
  (10)
  P
  IN
  (40)
  Popularity: -30
  KNOWN POWERS:
  Serial Immortality (Premade): The Hate
  Monger is the name for a series of clones
  of Adolph Hitler. The basic clone is a
  disembodied brain that supposedly
  houses Hitler’s intellect and personality.
  The brain is able to transfer its personal-
  ity to any of the previously grown Hitler
  clone bodies. If the currently active body
  is killed, the Hitler mentality returns first
  to the main brain, then later to a whole
  body.
  Emotion Control (Hatred): The villain’s
  Hate-Ray has the Monstrous rank ability
  to inflame people’s emotions to pure
  hatred. It operates by bombarding a
  person with special high-frequency mi-
  crowaves that directly affect the areas of
  the human brain that control emotion.
  The victim experiences unusually high
  dread, fear, and anger which crystallizes
  around some latent hostility the victim
  already possesses. The H-ray can also
  specifically reverse love into devastating
  hatred. The H-ray can be built into a
  pistol for aiming at a single person or
  small group or it can be built into a
  cannon-like device that can be fired from
  space to affect large areas.
  TALENTS: The Hate-Monger possesses
  the Military and Political skills of his tem-
  plate.
  CONTACTS: Because of his appear-
  ance, the Hate-Monger can call on any
  neo-Nazi organization in the world.
  BACKGROUND: In the closing days of
  WWII, Nazi scientist Arnim Zola per-
  fected the techniques for both cloning
  and transferring a person’s conscious-
  ness into another, distant body. An in-
  trigued Hitler allowed Zola to use the
  techniques on him. When the first Hu-
  man Torch incinerated Hitler in 1945, the
  Fuhrer’s mind was transferred into a
  waiting cloned brain.
  Over the years, Zola experimented on
  the brain and grew several clone bodies
  with Hitler’s DNA. Zola treated the brain
  and bodies in order that one’s mental
  essence could be freely transferred to
  another. Finally, the time came to act.
  The clone took the masked identity of the
  Hate-Monger; he reasoned that by in-
  flaming the hatred of the free world
  against itself, he could destroy it. The
  Hate-Monger began to operate on sev-
  eral fronts. In the U.S. he began to
  openly preach civil strife and test his
  small-scale H-ray. He simultaneously
  tested his large scale equipment in the
  civil-war-torn country of San Gusto. The
  original Hate-Monger was defeated by
  the FF with the help of Nick Fury and
  slain by his own men. There were at
  least six later Hate-Mongers, including a
  headless android whose brain Zola in-
  tended to transplant into Captain Ameri-
  ca’s body. All the clones died nasty
  deaths.
  The Hate-Monger’s short-lived alliance
  with the Red Skull proved his undoing.
  Together they had constructed their own
  Cosmic Cube. The Red Skull convinced
  the Hate-Monger that the cube could
  house his intellect and give him greater
  power. He lied. The mind of the Hate-
  Monger is now apparently trapped in that
  cube, in an unknown location.
  RUNNING THE HATE-MONGER: The
  Hate-Monger wants to conquer the world
  by making the nations of the Earth tear
  themselves apart. He is a ruthless mad-
  man who will sacrifice his entire forces
  and even his body to achieve his ends.
  63
  
  HATE-MONGER III
  H. M. Unger
  F
  TY
  (6)
  Health: 18
  A
  TY
  (6)
  S
  TY
  (6)
  Karma: 95
  E
  GD
  (10)
  R
  GD
  (10
  Resources: EX (20)
  I
  GD
  (10)
  P
  MN
  (75)
  Popularity: Special
  KNOWN POWERS:
  Android Body: Hate-Monger is an an-
  droid built by the Psycho-Man to conquer
  Earth.
  Imitation: His body is designed to dupli-
  cate the appearance of any normal hu-
  man, whether male or female. He is
  unable to duplicate another’s powers, nor
  can he take the form of extremely altered
  people, such as the Thing.
  Emotion Control: The Hate-Monger has
  an internal version of the Psycho-Man’s
  Control Box. He has the Amazing rank
  ability to distort people’s thinking and
  make them feel intense hatred against
  anyone he chooses; however, this only
  works at close range (2 areas). If he can
  touch his victim, his power increases to
  Unearthly rank. The initial hate-effect
  lasts for 1-10 hours.
  Pamphlets: To further his reach, the
  Hate-Monger has distributed pamphlets
  tainted with mind-altering chemicals.
  These act on contact to attack the victim
  with Remarkable Emotion Control. The
  pre-programmed effect is usually a mag-
  nification of some minor irritation or sub-
  tle prejudice. The effect lasts for 1-10
  hours after the last contact with the pam-
  phlet. Each pamphlet can function 10-
  100 times. Note that the chemicals in the
  pamphlet must make direct skin contact.
  TALENTS: The Hate-Monger has Psychi-
  atric Skills that enable him to effectively
  nurture and direct a victim’s hatred.
  CONTACTS: The Hate-Monger has one
  lasting contact in his creator, Psycho-
  Man. He can also control any group
  favorable to his given appearance at the
  time; for example, white supremacists
  would assist his blond, blue-eyed H. M.
  Unger self.
  BACKGROUND: Psycho-Man created the
  android H. M. Unger (say the name aloud)
  as his tool to conquer Earth. He equipped
  Unger with the ability to spread hatred
  through mind control and the shapeshifting
  ability to appear favorably to any given
  group of victims. Psycho-Man then accom-
  panied his creation to New York, although
  he remained in the shadows himself. Un-
  ger was able to inflame most of the city
  and even bring Sue Richards under his
  control as the villainess, Malice. Reed was
  able to counteract Unger’s mind controls,
  first over Sue, then over the rest of the city.
  As his power waned, Unger was assaulted
  by the mysterious vigilante, Scourge.
  RUNNING HATE-MONGER III: Unger is
  a lying, duplicitous fiend who can amplify
  anyone’s pet peeve into an unholy cru-
  sade. He is subservient, even afraid, of
  his master, the Psycho-Man.
  MEPHISTO
  a.k.a. Satan, Mephistopheles, Lucifer,
  Beelzebub, and “The Devil”
  F
  MN
  (75)
  Health: 3225
  A
  MN
  (75)
  S
  MN
  (75)
  Karma: 250
  E
  CL3000
  R
  MN
  (75)
  Resources: CL3000
  I
  MN 
  (75)
  P
  UN
  (100)
  Popularity: -1000
  KNOWN POWERS:
  Demonic Form: Mephisto is a hostile
  supernatural being.
  Power Source: Mephisto derives his
  powers from his pocket dimension of
  Limbo. If he is away from Limbo, his
  Endurance drops to CL1000.
  Dimension Travel: Unearthly rank.
  Diminution (Atomic Shrinkage): Unearthly
  rank.
  Enchantment: Mephisto has the Shift-Z
  ability to create magical items, usually for
  the use of his minions.
  Enlargement (Atomic Growth): Unearthly
  rank.
  Forced Reincarnation: Mephisto has the
  Unearthly ability to take a disembodied
  soul and place it into a new body.
  Immortality: Mephisto does not age, at
  least not at a rate humans can recog-
  nize.
  Invisibility (all types): Unearthly rank.
  Kinetic Bolts: Mephisto can fire blasts of
  Monstrous rank.
  Levitation: Unearthly rank.
  Magic Control: He has Unearthly control
  over any magic anyone tries to use in his
  realm.
  Matter Control (all forms): Unearthly rank.
  Neural Manipulation: He has Unearthly
  control over victims’ nervous systems
  64
  
  and can cause up to power rank dam-
  age.
  Power Control: He has Unearthly control
  over any physical powers anyone else
  tries to use in his dimension.
  Shapechange Others: He can do this with
  Unearthly rank.
  Shrinking (Atomic Shrinkage): Unearthly
  rank.
  Sleep (Induced): Unearthly rank.
  Spirit Storage: He has the CL5000 ability
  to seize and hold indefinitely millions of
  souls.
  Summoning: He has Unearthly control
  over lesser supernatural beings.
  Gateway: Unearthly rank.
  True Invulnerability. He has Amazing
  protection from any attack except Magic.
  Undead Control: He has Unearthly con-
  trol over the lower forms of the undead
  (skeletons and zombies, mostly).
  WEAKNESSES: There are two things he
  can never do. First, he can not read the
  minds of any sentient being. Second, he
  can not control another being without
  that being’s prior permission.
  TALENTS: Mephisto has all the Occult
  Lore you can imagine.
  CONTACTS: (are you kidding?)
  BACKGROUND: Mephisto is a real,
  bona fide demon, an Entity of great
  power who has been corrupted with time.
  He dwells in a home dimension that
  resembles the Judeo-Christian concept
  of “Hell” and maintains the illusion that
  he is that religion’s supreme evil being.
  He is not, but he finds the charade useful
  in his eternal search for souls to corrupt.
  It is unknown what Mephisto does with
  the souls he collects. He prefers human
  ones, though he has repeatedly tried to
  take the Silver Surfer’s soul. He pos-
  sessed Shalla Bal’s soul and reincarnated
  it as an Earth woman. He also possesses
  the soul of Cynthia von Doom, Dr. Doom’s
  mother. Dr. Doom is constantly seeking
  ways to free his mother. One method was
  to trade Franklin Richards for her. That
  plan failed when Franklin defeated
  Mephisto (again).
  RUNNING MEPHISTO: Mephisto has
  three main goals—collect souls, control
  people, and instill fear. He uses people’s
  preconceived ideas of demonic behavior
  to further his goals. After losing two bat-
  tles with Franklin Richards, Mephisto
  now holds a special grudge against the
  boy.
  MIRACLE MAN
  F
  PR
  (4)
  Health: 26
  A
  GD
  (10)
  S
  TY
  (6)
  Karma: 160
  E
  TY
  (6)
  R
  RM
  (30)
  Resources: PR (4)
  I
  RM
  (30)
  P
  UN 
  (100)
  Popularity: 30
  KNOWN POWERS:
  Hypnotic Control: Miracle Man pos-
  sessed Unearthly powers of hypnosis
  and suggestion. The power enabled him
  to achieve control without verbal com-
  mands. The power could affect anyone
  who made eye contact with him, even if
  the victim was only watching Miracle
  Man over a television monitor. He devel-
  oped his Power in ways that mimicked
  other powers:
  • Animate Image: He could bring existing
  images to apparent life. The “real”
  images could inflict psychosomatic
  injury on their victims.
  • Invisibility (Telepathic): He could be-
  come effectively invisible by making
  people ignore his existence.
  • Illusory Duplication: He could make
  decoys of himself.
  The following powers were taught him
  by the Cheemuzwa Tribe:
  Hyper-Strength: Amazing rank.
  Kinetic Bolt: Amazing rank.
  Lifeform Creation (Androids): Amazing
  rank
  Matter Animation (Solids): Amazing rank. 
  Power Transferral: He could invest his
  androids with his powers.
  Note: as a side-effect, he gained the
  power of Hard Radiation Control. His
  Amazing rank causes the radioactivity of
  any nuclear material within 50 miles to
  increase + 1 CS for each hour he used
  his powers. When he sleeps, the radioac-
  tivity automatically returns to normal.
  TALENTS: He is a barely adequate stage
  magician and hypnotist.
  CONTACTS: None.
  BACKGROUND: The Miracle Man began
  his career as a cheap stage magician. He
  wasn’t very good but he discovered he
  was subconsciously hypnotizing his
  audience into “seeing” him perform
  incredible tricks. One night he saw the
  then-new FF sitting in the audience; he
  boasted his powers were greater than
  theirs and apparently proved it when he
  humiliated the Thing onstage. That night
  he decided it was time he used his
  powers to get really rich as a super-
  criminal. His career came to a screech-
  ing halt when Reed deduced that the
  Miracle Man’s powers were all illusions.
  A burst of light from the Human Torch
  blinded him and destroyed his powers.
  Eventually his vision returned but not
  his original powers. He sought training
  from the Cheemuzwa Tribe, a group of
  Amerindian psychics. They gave him
  psionic powers that he used to appar-
  ently destroy the surviving tribe mem-
  bers. He then tried to destroy Wyatt
  Wingfoot’s tribe but was defeated by the
  timely arrival of Wyatt, the Torch, the
  Thing, and Medusa. The Cheemuzwa
  reappeared, explained they had really
  been ghosts all along, and took Miracle
  Man away to another plane where they
  tried to teach him to use his powers
  properly. He escaped once and returned
  to wreak havoc before he was defeated
  65
  
  by the Thing. The Cheemuzwa destroyed
  his powers and gave him amnesia.
  He joined a monastery. There he en-
  countered Daimon Hellstrom and some-
  how gained the latter’s Darksoul. This
  restored his mind and all his powers.
  Another brief rampage followed before
  the Darksoul left his body. Miracle Man
  finally lost his Cheemuzwa-taught
  powers but he retained his original hyp-
  notic power.
  Several months later he decided he
  needed an ally and attempted to free the
  Rhino, who was en route to the Pegasus
  Project for treatment. Coincidentally, the
  Thing was on the same bus the impover-
  ished Miracle Man was riding. The hyp-
  notized Rhino fought the Thing but
  turned on Miracle Man when the latter’s
  hypnosis was revealed. Miracle Man was
  fleeing the scene when he was killed by
  another bus passenger, Scourge.
  RUNNING MIRACLE MAN: He was an
  egotist who wanted the world to acknowl-
  edge his greatness and power. If he
  didn’t have enough power to command
  the world’s attention, then he set out to
  gain more.
  MOLE MAN
  F
  GD
  (10)
  Health: 54
  A
  PR
  (4)
  S
  GD
  (10)
  Karma: 70
  E
  RM
  (30)
  R
  RM
  (30)
  Resources: IN (40)
  I
  GD
  (10)
  P
  RM
  (30)
  Popularity: 0
  (100 to Moloid
  Subterraneans)
  KNOWN POWERS:
  Abnormal Sensitivity: Mole Man’s eyes
  are extremely sensitive to light. He is
  virtually blinded by normal illumination.
  To counter this, he wears protective
  glasses that both reduce bright light to
  levels he can tolerate and increase dim
  light to levels by which he can see.
  Hyper-Hearing: Mole Man has Typical
  hearing that enables him to find his way
  around in the unlit depths of the earth.
  Hyper-Touch: Mole Man has Typical
  sensitivity and can identify things by
  touching their surface if he succeeds in a
  green Reason FEAT.
  Weapon Staves: Mole Man has a series
  of similar-looking staves (6 ft. long, made
  of wood or aluminum) which contain a
  weapon and additional features. All
  staves include a galvanic response meter
  that is tuned to the Mole Man’s body; this
  prevents anyone else from activating his
  staves.
  Radar: All staves contain the Good ability
  to electronically map out the surround-
  ings. The information is relayed as a
  series of braille dots.
  Electrical Generation: Incredible rank.
  Fire Generation: Remarkable rank.
  Light Emission (Laser): Incredible rank.
  Vibration: Incredible rank.
  TALENTS: Mole Man’s life has made him
  an expert on subterranean geography,
  spelunking, understanding Deviant
  weapons systems, and monster training.
  CONTACTS: He was once an ally of the
  Red Ghost and Kala, leader of the Out-
  casts.
  BACKGROUND: Little is known of Mole
  Man’s past, save that he was shunned by
  the world because of his homeliness.
  While wandering the forgotten areas of
  the world, he discovered Monster Island
  in the Bermuda Triangle and the island’s
  cavernous entrance to Subterranea.
  There he mastered the branch of Subter-
  raneans now called the Moloids. He used
  the creatures and technology he found
  there to strike back at the outer world.
  Later he reformed and began to concen-
  trate on building a sanctuary for other
  people rejected by the surface world.
  Tragically his two attempts thus far have
  have led to the death of most of the visi-
  tors to his sanctuaries. When we last saw
  the Mole Man, he had constructed elab-
  orate holographic fantasies, and was
  proceeding towards insanity.
  RUNNING THE MOLE MAN: Mole
  Man’s original motivation was revenge
  against the outside world, which he felt
  rejected him. Then he mellowed and
  concentrated on defending his Moloids
  against invaders. He has great sympathy
  for other people rejected by society,
  especially the old and deformed.
  MOLECULE MAN
  Owen Reece
  F
  FE
  (2)
  Health: 20
  A
  PR
  (4)
  S
  PR
  (4)
  Karma: 89
  E
  GD
  (10)
  R
  GD
  (10)
  Resources: EX (20)
  I
  FE
  (2)
  P
  MN
  (75)
  Popularity: 1
  KNOWN POWERS:
  Elemental Conversion: He has the Un-
  earthly ability to transform any element
  into any other element.
  Molecular Conversion: He has the Mon-
  strous ability to transform any element or
  compound into any other element or
  compound.
  Matter Animation: He has the Monstrous
  ability to give independent motion to any
  solid matter. He has developed this into
  various Power Stunts including:
  • Flight—He can attain Poor airspeed
  (60 mph) by riding along on something
  he is animating. He often travels on a
  single bed with a brass headboard.
  • Machine Animation—Owen can control
  any mechanical device simply by con-
  trolling its basic materials.
  Molding: He can form matter into any-
  thing he can imagine at Monstrous rank.
  Unfortunately, his imagination is severely
  limited.
  Disruption: He has the CL3000 ability to
  cause matter to break apart into frag-
  ments or even individual atoms.
  Serial Immortality (Parasite/Merger and
  Spontaneous Creation forms): When he
  was dying of old age in another dimen-
  sion, Owen transferred his powers and
  lifeforce into his tool, an ordinary iron
  bar. When the bar was possessed by
  66
  
  another person, Owen could take over
  that body by merging his personality with
  that of his victim. The victim also devel-
  oped the nine lightning-strokes on his
  face. Later, Owen discovered he could
  build a fairly accurate facsimile of his lost
  body.
  WEAKNESS: Normally, none of his powers
  works on any living target. The only way he
  can affect such a person is to control the
  matter that surrounds that person. Presum-
  ably his powers might work on a corpse
  but Owen is too sensitive a soul to try such
  a disgusting experiment. The sole excep-
  tion to this limitation is that Owen is able to
  create living tissue to form a new body for
  himself.
  TALENTS: None.
  CONTACTS: None.
  BACKGROUND: Owen Reece was a
  minor technician at the Acme Atomic
  Corporation when he accidentally acti-
  vated an experimental device and bom-
  barded himself with unknown energy.
  This transformed his body and gave him
  his new powers. He promptly set about to
  terrorize NYC and was swiftly defeated
  by the FF when he discovered his
  powers didn’t work on living tissue.
  Uatu the Watcher transported him to
  another dimension where time passed
  swiftly. In boredom Owen created a
  “son” who had his powers and could
  even affect living matter. The son re-
  turned to the Earth dimension and bat-
  tled the FF in order to avenge his father.
  When the FF took the iron bar away from
  him, the son lost his powers and disinte-
  grated.
  Owen then proceeded to take over a
  series of bodies as three people came in
  possession of the iron bar—a young girl
  named Cynthia McClellan, a boxer
  named Aaron Stankey, and Reed Rich-
  ards himself. Following the link with
  Reed, Owen realized he could build a
  recreation of his original body.
  Owen briefly threatened to destroy the
  world and even apparently killed some of
  the Avengers. However, Tigra convinced
  him to give himself up and seek psychiat-
  ric help.
  RUNNING THE MOLECULE MAN:
  Owen is a nerd, a crazy little geek who
  just happens to have incredible powers.
  He likes to use his powers to live out his
  fantasies. The problem is that many of
  his fantasies involve conquering the
  world. Owen is very obedient to his doc-
  tors and to Tigra, on whom he has a
  crush.
  PSYCHO-MAN
  F
  PR
  (4)
  Health: 34
  A
  TY
  (6)
  S
  PR
  (4)
  Karma: 80
  E
  EX
  (20)
  R
  AM
  (50)
  Resources: MN(75)
  I
  EX
  (20)
  P
  GD
  (10)
  Popularity: 0
  KNOWN POWERS:
  The Psycho-Man’s powers are derived
  from his Battlesuit and Emotion Control
  Box.
  Battlesuit: This is a series of exoskele-
  tons that resembles his physical body but
  on a larger scale.
  Human-size: This version provides him
  with Amazing protection from physical
  and energy attacks and has these abili-
  ties:
  F
  A
  S
  E
  EX
  EX
  MN
  MN
  Giant version: This is a robot controlled
  by Psycho-Man from a control room
  either in the robot’s body or in another
  location altogether. The giant stands 200
  feet tall. It has Amazing Material
  Strength and Excellent speed. Attacks
  made against the robot do not directly
  affect Psycho-Man.
  F
  A
  S
  E
  AM
  EX
  UN
  UN
  Emotion Control Box: This box has the
  Monstrous ability to completely fill a
  target’s mind with the emotional states of
  fear, hate, or doubt. Range is limited to
  two areas. Effects last 1-10 turns per
  exposure. Victims struck by the box’s
  conical beam must make an Intuition
  FEAT or suffer the following effects:
  • Fear—Victims either flee the scene or
  are paralyzed with fright.
  • Doubt—Victims can not initiate any
  actions at all.
  • Hate—Victims are filled with a homici-
  dal frenzy directed against anyone the
  victim was previously inclined to dis-
  like. Curiously, feelings of love are
  perverted into the greatest intensities
  of hate.
  TALENTS: Psycho-Man is a scientist,
  studying psychology and psychome-
  chanics.
  CONTACTS: None.
  BACKGROUND: Psycho-Man was the
  chief scientist of Sub-Atomica, a world in
  the Microverse. When he was ordered to
  find new worlds to colonize, he chose to
  concentrate on extradimensional worlds.
  His initial target was Sub-Atomica’s
  neighbor, Earth. He fashioned his battle
  67
  
  armor and emotional weaponry and
  traveled to Earth. His plan was to acquire
  the earthly materials for a large-scale
  emotional control ray, then use that ray
  to conquer Earth. He was defeated after
  battles with the FF, Inhumans, and the
  Black Panther.
  After that he remained in the Micro-
  verse, content to attack visitors to his
  realm. He even conquered Sub-Atomica.
  Finally he decided the time had come to
  conquer Earth. He created the android
  Hate-Monger (III) and returned to Earth.
  He brought Sue under his power and
  transformed her into Malice. When Sue
  regained her mind she swore vengeance
  against the Psycho-Man. She achieved it
  when she turned his own Emotion Con-
  trol Box against him, driving him incura-
  bly insane.
  RUNNING THE PSYCHO-MAN: Psycho-
  Man revels in the power his devices give
  him. If he is feeling superior, he confronts
  his victim directly. Otherwise he secretly
  works through agents. The fact that his
  giant self is a robot is a closely held
  secret.
  RED GHOST
  Ivan Kragoff
  F
  GD
  (10)
  Health: 90
  A
  EX
  (20)
  S
  GD
  (10)
  Karma: 46
  E
  AM
  (50)
  R
  RM
  (30)
  Resources: RM (30)
  I
  TY
  (6)
  P
  GD
  (10)
  Popularity: -5
  KNOWN POWERS:
  Phasing: The Red Ghost has the ability
  to render his body intangible at will and
  can maintain this state indefinitely. Note
  that when he first gained the power, he
  was stuck in his ethereal state. He can
  induce this change with Unearthly ease.
  A side effect of the power transforms his
  current garments into ethereal matter as
  well as converting normal air into its
  ethereal equivalent (thus allowing the
  Red Ghost to breathe).
  The Red Ghost remains visible when
  he uses his power. He can vary the way
  his power affects his body; his body can
  appear to be visibly normal (albeit intan-
  gible) or mist-like.
  While he is in this ethereal state, the
  Red Ghost cannot be harmed by any
  physical attack or by energy attacks
  whose intensities are less than Un-
  earthly. He can still be attacked by men-
  tal or magical means or by another
  person who also possesses this power.
  As a recently discovered power stunt,
  the Red Ghost can affect others as well
  as himself with a successful Psyche
  FEAT against his target’s Psyche. If the
  Red Ghost succeeds in turning a foe
  ethereal, he will usually let the target drift
  about helplessly.
  TALENTS: Kragoff is a scientist skilled in
  the fields of rocketry, engineering, phys-
  ics, and animal training.
  CONTACTS: Through most of his career
  his only trustworthy aides were his three
  trained apes (Igor, Miklho, and Peotor). In
  his initial exploits the Red Ghost was a
  favored minion of the Soviet Politburo.
  Later he struck out and turned renegade
  supervillain. He has formed temporary
  alliances with the Mole Man, Attuma, and
  the Unicorn.
  BACKGROUND: Kragoff was a Soviet
  scientist who distinguished himself in his
  work on rocketry and the techniques for
  radiation-induced super-powers. Kragoff
  convinced the Soviets to fund a rocket-
  ship that he and his trained apes would
  use in an attempt to gain super-powers.
  Unbeknownst to his superiors, he timed
  the launch to coincide with the FF’s first
  moonflight. His intent was to battle the
  FF on the moon. While he and his apes
  were able to gain super powers, they
  were defeated by the FF During a re-
  match in the Blue Area of the moon, the
  Red Ghost fell into the Watcher’s tele-
  porter and was transported to the Polit-
  buro. Embarrassed by his defeats, the
  Politburo expelled him. He eventually
  escaped from the USSR with his apes
  and began a career as an independent
  supercriminal.
  RUNNING THE RED GHOST: Originally
  Kragoff balanced his drive for personal
  power with his urge to serve the USSR.
  Now he is free to serve himself.
  THE SUPER-APES
  Igor
  F
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  (10)
  Health: 60
  A
  EX
  (20)
  S
  GD
  (10)
  Karma: 18
  E
  EX
  (20)
  R
  TY
  (6)
  Resources: N/A
  I
  TY
  (6)
  P
  TY
  (6)
  Popularity: 0
  KNOWN POWERS:
  Shapeshifting: Igor has the Amazing
  ability to transform himself into any
  shape he wants. He is limited to shapes
  roughly equal to his normal size. How-
  ever, he can only make baboon sounds if
  he attempts to resemble a human or
  humanoid.
  TALENTS: Igor is trained to assist in lab
  work and in operating spaceships. While
  it was originally thought the Super-Apes
  needed the Red Ghost’s direct control,
  they can now function independent of a
  human controller.
  Mikhlo
  F
  GD
  (10)
  Health: 110
  A
  GD
  (10)
  S
  AM
  (50)
  Karma: 18
  E
  IN
  (40)
  R 
  TY
  (6)
  Resources: N/A
  I
  TY
  (6)
  P
  TY
  (6)
  Popularity: 0
  KNOWN POWERS:
  True lnvulnerabilty: He has Incredible pro-
  tection against physical and energy attacks.
  TALENTS: Mikhlo is trained to assist in
  laboratory work and rocketship piloting.
  68
  
  Peotor
  F
  TY
  (6)
  Health: 76
  A
  EX
  (20)
  S
  GD
  (10)
  Karma: 18
  E
  IN
  (40)
  R
  TY
  (6)
  Resources: N/A
  I
  TY
  (6)
  P
  TY
  (6) 
  Popularity: 5
  KNOWN POWERS:
  Magnetism: Peotor has Amazing power
  to attract and repel metallic objects.
  TALENTS: Peotor is trained to assist in
  laboratory work and to pilot a rocketship.
  PUPPET MASTER
  Philip Masters
  F
  FE
  (2)
  Health: 16
  A
  TY
  (6)
  S
  PR
  (4)
  Karma: 115
  E
  PR
  (4)
  R
  EX
  (20)
  Resources: GD (10)
  I
  EX
  (20)
  P
  MN
  (75)
  Popularity: 0
  KNOWN POWERS:
  Sympathetic Magic: By means of special
  methods he developed, the Puppet mas-
  ter gains Monstrous rank Mind Control.
  The process requires him to carve and
  color an effigy of his intended victim from
  radioactive clay he brought from Wunda-
  gore Mountain in his native Transia.
  Once the effigy resembles a specific
  individual, he can grasp it and actively
  control the real person’s body and mind.
  By physically manipulating the figure, he
  can cause his victim to perform identical
  movements. Such cases cause the vic-
  tims to retain consciousness but lose
  control of their bodies. The Puppet Mas-
  ter can even control a person by simply
  grasping the effigy and concentrating on
  it. This enables him to perform more
  complex feats. He is able to blot out a
  victim’s mind, alter the victim’s memory,
  and force them to perform complex activ-
  ities. Generally he can control only a sin-
  gle individual at one time.
  Note that Masters does not know his
  power is Magical in nature. Note also
  that because the effigy must continually
  resemble the victim, Masters is incapa-
  ble of directly harming a victim by muti-
  lating the effigy. The reason is that
  altering the effigy’s appearance automat-
  ically breaks the control over the victim.
  Mind Transferral: With Dr. Doom’s assist-
  ance, Masters developed this power with
  Monstrous rank. By using his special
  clay and Doom’s devices, he was able to
  transfer the minds of the main FF team,
  as well as Franklin, Alicia, Dr. Doom, and
  Masters himself into miniature android
  bodies.
  Mineral Body: Early in his career, Mas-
  ters’ body was destroyed in a battle with
  the FF. However, his conscious mind
  survived and was able to create a dupli-
  cate body from his own clay. This new
  body resembled his original body but
  possessed unique features. Masters was
  able to split himself into 1-10 smaller
  replicas. These replicas shared a com-
  munal mind but were capable of inde-
  pendent actions. Furthermore, each
  replica was capable of shapechanging to
  become an effigy of an intended victim.
  Once the change was complete, the
  effigy could control that person’s actions
  with Monstrous Mind Control. Masters’
  clay form was later returned to normal
  flesh.
  WEAPONS:
  Radioactive Clay: As stated above, Pup-
  pet Master’s powers are derived from his
  special clay. This radioactive clay con-
  tains low level isotopes and emits Feeble
  radiation; it is incapable of directly harm-
  ing anyone. The clay comes from de-
  posits found on Wundagore Mountain in
  Transia (see the Wundagore entry in the
  Travel Guide). While Masters originally
  attributed its powers to its isotopic con-
  tent, the truth is that the clay possesses
  magical energy leaked from the body of
  the demon Cthon, who was trapped for
  centuries beneath Wundagore.
  The clay can only be used to form a
  single effigy. Once that effigy is no longer
  used, the magic and radiation dissipate.
  Because of this, Masters must periodi-
  cally return to Transia for a fresh supply.
  The Liddleville Device: This is a tabletop
  diorama and computer system built by
  Masters and Doom. When a person
  under Master’s control lays on one of the
  pallets ringing the table, that person’s
  mind is transferred into a miniature an-
  droid replica (see “Liddleville” in the
  Travel Guide).
  TALENTS: Masters is an excellent toy-
  maker and sculptor specializing in por-
  traiture.
  CONTACTS: Masters is uncle to Alicia
  Masters Storm. He is a past ally of Egg-
  head (deceased), Dr. Doom, the Mad
  Thinker, and the Wizard; however, he is
  currently an enemy of the three survi-
  vors. Since his reformation, he might be
  able to gain the FF’s help in special
  cases.
  BACKGROUND: Masters is a Transian
  emigrant. He rapidly learned English and
  American customs but found it difficult to
  make friends. He retreated into his
  hobby of carving dolls.
  In college he studied biology and
  gained his first friends, Jacob Reiss and
  his fiancee Marcia Deaton. After gradua-
  tion, Reiss and Masters formed a small
  research firm in upstate New York. Mas-
  ters began to turn bitter as he resented
  his partner’s wealth, wife, and daughter
  Alicia. He decided to sabotage the lab.
  The explosion killed Reiss, blinded Ali-
  cia, and eventually poisoned Marcia.
  Masters eventually married Marcia and
  adopted Alicia. He continued to research
  means of curing Alicia’s blindness. After
  Marcia’s death, Masters sold the lab and
  retreated from the world. During this
  period he taught Alicia to sculpt and
  learned she had a natural gift for it.
  He also discovered that the clay he
  had brought with from Transia gave him
  69
  
  special powers. Early experiments led to
  direct confrontations with the FF and the
  beginning of a long-running battle. The
  tensions escalated when Alicia and Ben
  fell in love. Masters was obsessed with
  his idea of Alicia’s welfare and sought to
  destroy the Thing as a means of protect-
  ing her. It was only during the Liddleville
  incident that he realized she really did
  love him. Since that time, his protection
  of Alicia has expanded to include his new
  son-in-law and the rest of the FF.
  RUNNING PUPPET-MASTER: Masters is
  out to stretch the limits of his powers
  rather than use them to loot or conquer.
  His main drive is his love of Alicia and
  guilt over causing her blindness.
  NICHOLAS SCRATCH
  Nicholas Harkness
  F
  GD
  (10)
  Health: 60
  A
  GD
  (10)
  S
  GD
  (10)
  Karma: 80
  E
  RM
  (30)
  R
  EX
  (20)
  Resources: EX (20)
  I
  EX
  (20)
  P
  IN
  (40)
  Popularity: 30
  KNOWN POWERS:
  Ritual Magic: By combining specific
  chants and gestures, Scratch can create
  magical effects of up to Monstrous
  power. These effects can simulate the
  effects of a number of powers; each
  power is treated as a Power Stunt that he
  can use easily:
  • Force Field
  • Force Field v. Hostiles
  • Force Field v. Magic
  • Reflection
  • Resistance to Magic
  • Extradimensional Detection
  • Life Detection
  • Magic Detection
  • Power Detection
  • Psionic Detection
  • Biophysical Control (Healing)
  • Biophysical Control (Disruption)
  • Hypnotic Control
  • Mind Control
  • Neural Manipulation
  • Shapechange Others
  • Summoning
  • Magic Control
  • Magic Domination
  • Mind Control
  • Sympathetic Magic
  • Communicate with Animals
  • Communicate with Plants
  • Dreamtravel
  • Empathy
  • Free Spirit
  • Sensory Link
  • Telepathy
  • Dimension Travel
  • Gateway
  TALENTS: Scratch was fully trained in
  the arcane arts due to his Mystical origin.
  He is an expert in Occult Lore and can
  identify any magical artifact with
  Amazing ease (a green FEAT).
  CONTACTS: Scratch was leader of the
  New Salem Witches. He is the son of
  Agatha Harkness and father to the Sa-
  lem’s Seven.
  BACKGROUND: Nicholas Scratch is the
  son of Agatha Harkness. He inherited
  her magical powers and became the
  second most powerful of the New Salem
  witches. He resented his mother’s aban-
  donment of New Salem in favor of the
  outer world. He decided to return her to
  New Salem. However, he knew she
  would resist a forced return; he was also
  aware of her connections with the FF
  Since attempting to bring her home
  would mean a major battle, he decided
  to transform his children into magical, de-
  mihuman warriors who could do battle
  against the powers of the Fantastic Four.
  Scratch sent the Salem’s Seven to
  kidnap Agatha; they grabbed Franklin as
  well. Then he sent an Eliminator to erase
  all trace of her existence. Both actions
  brought the FF into direct conflict with
  Scratch. He and the Seven were able to
  defeat the FF, but he had not planned on
  Franklin’s incredible powers suddenly
  appearing. Scratch was banished into
  the Dark Dimension.
  He immediately devised a new plan.
  He possessed Franklin and set him
  against his parents. Then while they
  were en route to New Salem to exorcise
  Franklin, Scratch freed his children, the
  Seven. Once they defeated the FF, he
  planned to use Franklin to reverse the
  spell of banishment. In the ensuing
  chaos, the forces of the Dark Dimension
  would rush out and destroy the outer
  world.
  Scratch was betrayed by his feelings
  for his mother. When he realized Agatha
  was prepared to die in order to stop his
  plan, Scratch surrendered. Agatha re-
  moved his powers and returned him to
  the Dark Dimension.
  With the destruction of New Salem,
  Scratch is trapped in his exile without
  hope of pardon.
  RUNNING SCRATCH: Scratch has an
  unbridled hatred of normal, nonmagical
  humans. Although he couches it in terms
  of revenge for the centuries of oppres-
  sion suffered by witches, the simple truth
  is he is a bigot. However, he is a clever
  strategist and will not strike until his
  plans and preparations are complete.
  His devotion to his mother will always
  lead to his ultimate downfall.
  SALEM’S SEVEN
  The New Salem Witches selected
  seven of their number to receive special
  powers. They chose the grandchildren of
  Agatha Harkness, since that bloodline
  represented the strongest magic of all
  the New Salemites. The combined
  powers of the 666 were focused on the
  chosen seven. The combined magical
  power caused the seven to spontane-
  ously mutate into superhuman forms.
  The Seven battled the FF when they
  arrived to rescue Agatha Harkness and
  even came close to defeating them.
  Nicholas Scratch was banished to an-
  70
  
  other dimension and the Seven were
  imprisoned in a magically fortified prison.
  Months later Scratch managed to
  possess Franklin. As the FF rushed to
  New Salem to exorcise Franklin, Scratch
  aided the Seven in escape. The Seven
  defeated the FF in a sudden ambush.
  When Agatha forced Scratch’s surrender
  in the spiritual encounter during his at-
  tempt to release the forces of the Dark
  Dimension into the outer world, the
  Seven surrendered as well. Agatha strip-
  ped their powers away.
  Months later the Seven were able to
  restore their powers. They took revenge
  on Agatha by burning her at the stake.
  They then fought the Scarlet Witch and
  Vision. During the battle that followed, all
  the Seven were killed along with the rest
  of the New Salemites. Their spirits re-
  main active in another plane of exis-
  tence.
  BRUTACUS
  F
  AM
  (50)
  Health: 185
  A
  GD
  (10)
  S
  MN
  (75)
  Karma: 32
  E
  AM
  (50)
  R
  TY
  (6)
  Resources: TY (6)
  I
  TY
  (6)
  P
  EX
  (20)
  Popularity: 0
  KNOWN POWERS:
  Demihuman body: Brutacus resembles a
  horned lion-man. Natural Weaponry: His
  fingers end in claws that do Remarkable
  damage.
  TALENTS: Brutacus is trained in sorcery.
  CONTACTS: Brutacus served Nicholas
  Scratch as a member of the Salem
  Seven. Later he aided the demon
  Sammhain attempt to reach the Earth
  dimension.
  BACKGROUND: Brutacus was a normal
  New Salemite before his transformation.
  RUNNING BRUTACUS: Brutacus is
  almost bestial in his fury. He constantly
  rages against anyone who has ever
  crossed him.
  GAZELLE
  F
  EX
  (20)
  Health: 80
  A
  RM
  (30)
  S
  GD
  (10)
  Karma: 40
  E
  EX
  (20)
  R
  GD
  (10)
  Resources: TY (6)
  I
  GD
  (10)
  P
  EX
  (20)
  Popularity: 3
  KNOWN POWERS:
  Hyper-running: Gazelle can run at Good
  speed (60 mph).
  Hyper-Leaping: Gazelle can make
  Remarkable leaps of up to 40’ across or
  straight up. She can descend 60’without
  harm. Her kicks do Remarkable damage.
  TALENTS: Gazelle is a superb Gymnast.
  She knows Martial Arts E and Acrobat-
  ics.
  CONTACTS: Gazelle is a member of the
  Salem Seven in the service of Scratch.
  BACKGROUND: After Harkness was
  killed, Gazelle rebelled against the oth-
  ers’ plan to kill the Scarlet Witch as well.
  As punishment the others sentenced her
  to be a human sacrifice. Everyone died
  before the sacrifice could occur and
  Gazelle’s spirit was free to enter a peace-
  ful afterlife.
  RUNNING GAZELLE: Gazelle was origi-
  nally a loyal member before the others’
  cruel streak turned her against them.
  Now it is likely her spirit would return to
  aid victims of the others’ supernatural
  plots.
  HYDRON
  F
  GD
  (10)
  Health: 50
  A
  GD
  (10)
  S
  GD
  (10)
  Karma: 36
  E
  EX
  (20)
  R
  GD
  (10)
  Resources: TY (6)
  I
  TY
  (6)
  P
  EX
  (20)
  Popularity: 0
  KNOWN POWERS:
  Demihuman Body/Liquid Life: Hydron
  resembles a piscean or fish-man. How-
  ever, his skin is actually a transparent
  shell covering his true form, a purely
  aqueous body.
  Water Generation: Hydron can generate
  an limitless supply of water within his
  body. He can release it through the noz-
  zle covering his left hand. The stream is
  capable of doing Remarkable physical
  damage. It can also short out electronics
  and negate fiery attacks.
  TALENTS: Hydron is trained in sorcery.
  CONTACTS: Hydron is a member of the
  71
  
  Salem’s Seven in the service of Scratch.
  He aided Samhain’s attempt to invade
  Earth.
  RUNNING HYDRON: Hydron prefers to
  attack without warning or to keep the
  fight within close quarters where his
  effectiveness is greater.
  REPTILLA
  F
  IN
  (40)
  Health: 100
  A 
  RM
  (30)
  S
  EX
  (20)
  Karma: 32
  E
  GD
  (10)
  R
  TY
  (6)
  Resources: TY (6)
  I
  TY
  (6)
  P
  EX
  (20)
  Popularity: -5
  KNOWN POWERS:
  Lamian Body: Reptilla’s legs have been
  transformed into a sinuous serpentine
  tail. Her arms have been transformed
  into snakes as well; each arm-snake has
  its own head in place of the hand. The
  arm-snakes can constrict to do Excellent
  damage each round.
  Poison Bite: The arm-snakes have
  Excellent-intensity poison. Victims must
  make an Endurance FEAT or fall uncon-
  scious for 1-10 hours. Failure to make a
  second FEAT decreases the victim’s
  Endurance -1CS.
  TALENTS: Reptilla is a sorceress.
  CONTACTS: Reptilla is a member of the
  Salem Seven in the service of Scratch.
  She aided Samhain’s attempt to invade
  Earth.
  RUNNING REPTILLA: In combat Re-
  ptilla attacks the weakest target, often
  holding the victim hostage to order her
  other foes’ surrender.
  THORNN
  F
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  (10)
  Health: 60
  A
  EX
  (20)
  S
  GD
  (10)
  Karma: 32
  E
  EX
  (20)
  R
  TY
  (6)
  Resources: TY (6)
  I
  TY
  (6)
  P
  EX
  (20)
  Popularity: -3
  KNOWN POWERS:
  Missile Creation: Thornn’s body is cov-
  ered with thorns that he can fire at will.
  The thorns have Remarkable accuracy, a
  range of 1 area, and do Remarkable
  damage. He possesses 76 thorns; lost
  thorns regenerate in 10 rounds.
  TALENTS: Thornn is a sorcerer.
  CONTACTS: Thornn is a member of the
  Salem’s Seven in the service of Scratch.
  Thornn led the effort to capture the Scar-
  let Witch and lead Sammhain to Earth.
  RUNNING THORNN: Thornn prefers to
  fight at a distance with his thorns rather
  than engage in hand-to-hand combat.
  VAKUME
  F
  GD
  (10)
  Health: 50
  A
  GD
  (10)
  S
  GD
  (10)
  Karma: 50
  E
  EX
  (20)
  R
  EX
  (20)
  Resources: GD (10)
  I
  GD
  (10)
  P
  EX
  (20)
  Popularity: 1
  KNOWN POWERS:
  Phasing: Vakume has the Excellent abil-
  ity to become intangible and pass
  through objects with less than Remark-
  able material strength. He cannot travel
  through magical barriers.
  Air Animation: Vakume has Unearthly
  control over the atmosphere. His control
  is limited to removing the air from a tar-
  get area. Beings within the target area
  must make an Endurance FEAT. Failure
  means they begin to suffocate from lack
  of air; victims fall unconscious for 1-10
  minutes.
  TALENTS: Vakume is a sorcerer and
  philosopher
  CONTACTS: Vakume is a member of the
  Seven in the service of Scratch.
  RUNNING VAKUME: Vakume is a team
  player. He believes that acting in unison
  is the only way to accomplish anything
  meaningful. He considers ego a waste of
  time and energy.
  VERTIGO
  F
  TY
  (6)
  Health: 48
  A
  TY
  (6)
  S
  TY
  (6)
  Karma: 40
  E
  RM
  (30)
  R
  GD
  (10)
  Resources: TY (6)
  I
  GD
  (10)
  P
  EX
  (20)
  Popularity: 2
  KNOWN POWERS:
  Biophysical Control (Disruption): She has
  the Monstrous ability to induce severe
  nausea in a victim. She can affect every-
  one she chooses within a 20’cone ex-
  tending from her face for one area.
  Failure on the part of the victim to make
  an Endurance FEAT means the person
  loses consciousness for 1 -10 hours.
  TALENTS: Vertigo is a sorceress.
  CONTACTS: She is a member of the
  Seven in the service of Scratch. She
  aided Samhain’s attempt to invade the
  Earth dimension.
  RUNNING VERTIGO: Vertigo calmly
  waits for the optimal moment to strike.
  She is one of the most level-headed of
  the Seven.
  TERMINUS
  F
  UN
  (100)
  Health: 4200
  A
  UN
  (100)
  S
  CL1000
  Karma: 250
  E
  CL3000
  R
  MN
  (75)
  Resources: CL3000
  I
  MN
  (75)
  P
  UN
  (100)
  Popularity: -500
  KNOWN POWERS:
  Cyborg Exoskeleton: The Terminus armor
  is an immense robot controlled by the
  alien Terminus who sits in a control
  chamber deep within the exoskeleton’s
  head. The above statistics are for the
  Terminus-exoskeleton combination. The
  alien Terminus’ statistics are:
  F
  A
  S
  E
  R
  I
  P
  GD
  GD
  AM
  CL1000
  MN
  MN
  UN
  The exoskeleton measures 150’ tall
  and weighs several thousand tons. It
  contains the bulk of Terminus’ powers. 
  Body Armor: The exoskeleton is com-
  posed of Unearthly material. Internal
  devices increase these defensive proper-
  ties to give the cyborg Shift-Y protection
  against physical and energy attacks as
  well as CL1000 protection against radia-
  tion and extreme temperatures.
  Flight: The Terminus exoskeleton can
  attain CL3000 velocity (10,000 mph air-
  speed; lightspeed in space). Terminus
  cannot travel in hyperspace.
  Telescopic Vision: Visual sensors give
  Terminus CL5000 range (500 light years).
  Unfortunately for Terminus, this power
  does not allow him to instantaneously
  72
  
  see across great distances.
  Linguistics: Inboard translators give
  Terminus instant translations of any lan-
  guage.
  Energy Lance: The Terminus exoskeleton
  carries a 240’ lance made of Unearthly
  material. This immense weapon contains
  several powers of its own. Aside from
  the Flight power, it can only function when
  held by the Terminus exoskeleton. 
  Plasma Generation: This CL3000-ranked
  beam can do concussive damage as well
  as Shift-Z heat and radiation damage.
  The power has a normal range of 16
  million miles. However, the beam can be
  coupled with a hyperspace Gateway that
  permits the beam to reach a target up to
  two lightdays (32 billion miles) away.
  Across great distances the beam
  spreads one area for each 2 billion miles
  traveled.
  Disruption: The lance can surround the
  Terminus exoskeleton with a ten-mile-
  radius storm of CL1000-Intensity energy.
  Molecules within one area of Terminus
  are immediately reduced to free-floating
  atoms. The rest of the area is filled with
  Monstrous Intensity radiation and Un-
  earthly heat.
  Flight: The Energy Lance is capable of
  CL1000 speed. It can independently
  travel to any location to which Terminus
  summons it.
  TALENTS: Terminus is an expert on
  mineralogy and interstellar commerce.
  CONTACTS: None.
  BACKGROUND: Terminus’ origin is
  unknown. The first anyone on Earth
  heard of him was when his energy lance
  carved the sentence “I claim this world—
  Terminus” across Nebraska, Colorado,
  Utah, and Nevada. Two days later he
  landed in Utah and announced his inten-
  tion to enslave Earth’s people, sell off its
  technology and resources, and finally
  break the entire planet down into raw
  mineral commodities. Terminus viewed
  this as another standard operation, simi-
  lar to the operations with which he’d
  destroyed a number of other planets.
  However, he’d decided to attack Earth
  on the advice of an alien scientist he’d
  enslaved. The alien had known of Earth’s
  native superhuman population and hoped
  they would be able to destroy Terminus.
  The alien died when a displeased Termi-
  nus flung him away. However, the alien
  lived long enough to warn She-Hulk and
  Wyatt about Terminus. Reed was able to 
  delay Terminus’ plans by using a device
  that halted Terminus’ motion relative to
  the Earth and drove Terminus into the
  molten core. Terminus was separated
  from his lance and had to spend several
  months digging his way to the surface. He
  came out near the Antarctic regions of
  Pangea and the Savage Land. Terminus
  destroyed both. The Avengers arrived too
  late to save the local inhabitants; however,
  they were able to destroy the Terminus
  exoskeleton. They left the alien Terminus
  to perish in the Antarctic winter. At this
  point it is unknown what actually hap-
  pened to either Terminus or his ruined
  exoskeleton.
  RUNNING TERMINUS: Imagine the
  most evil entrepreneur and strip mine
  operator you can. That’s Terminus.
  MAD THINKER
  aka “Dr. Jose Santini”
  F
  TY
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  Health: 24
  A
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  (6)
  S
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  (6)
  Karma: 62
  E
  TY
  (6)
  R
  AM
  (50)
  Resources: RM (30)
  1
  TY
  (6)
  P
  TY
  (6) 
  Popularity: 7
  KNOWN POWERS:
  Total Memory: The Mad Thinker has the
  Monstrous ability to recall anything he
  has ever read or experienced. He can
  organize this information in any way
  except one that creates new insights.
  This power gives him the equivalent of
  some of the Mental powers, which he
  has developed as Power Stunts:
  • Hyper-Invention—He is a master of
  building androids and robots.
  • Weapons Tinkering—He can build any
  weapon he has read about; these
  weapons are often incorporated into
  whatever robot or android he is work-
  ing on at the time.
  Mind Transferral: He can send his mind
  into any of his androids or robots. This is
  accomplished by means of a special
  radio transmitter implanted in his skull.
  Normally he limits this power to replicas
  of himself. He also keeps this ability a
  secret. In this way he can continue his
  super-villainous career even while in
  prison. This power also enables him to
  enter hazardous situations without risk-
  ing his own life. The maximum range is
  250 miles.
  73
  
  TALENTS: He is a skilled mathematician
  who can perform complex equations in
  his head. He is an expert on the con-
  struction of robots and androids.
  CONTACTS: He is an occasional ally of
  the Puppet Master, although that relation-
  ship broke up after Johnny and Alicia’s
  wedding.
  BACKGROUND: The Thinker’s origin is
  unknown. He is a brilliant mathematician
  who has discovered the equations for
  predicting human responses and even
  some “random” events. His criminal
  career was accomplished with such
  success that police seldom suspected a
  crime had been committed and never
  suspected him of being involved.
  His first defeat came when he decided to
  conquer the NYC area and set it up as an
  independent country under his rule. To this
  end he lured the FF away with lucrative job
  offers (since Reed was still recovering his
  fortune, even he was tempted). The
  Thinker then took over the Baxter Building
  and pored through Reed’s notes, papers,
  and devices. The knowledge he gained
  enabled the Thinker to build the first of his
  androids. When the FF returned, the
  Thinker ambushed them. Fortunately he
  hadn’t discovered the safety switch that,
  when activated, disabled all electronic
  devices within the Baxter Building. The
  android was affected since it incorporated
  equipment the Thinker had scavenged
  from Reed’s labs.
  RUNNING THE MAD THINKER: He has
  three goals. The first is the continued
  accumulation of new knowledge. Second
  is the accumulation of great wealth. The
  final goal is revenge on the FF. He pre-
  fers to call himself “The Thinker” and
  gets perturbed that the general public
  still refers to him as “the MAD Thinker.”
  MAD THINKER’S
  AWESOME ANDROID
  F
  GD
  (10)
  Health: 100
  A
  GD
  (10)
  S
  AM
  (50)
  Karma: 6
  E
  RM
  (30)
  R
  FE
  (2)
  Resources: none
  I
  FE
  (2)
  P
  FE
  (2)
  Popularity: 0
  KNOWN POWERS:
  Compound Body: Awesome is a hybrid
  utilizing principles of robotic and android
  design. His basic structure is an artificial
  flesh derived from the combination of
  gorilla DNA and unstable molecules. It is
  controlled by an implanted microcompu-
  ter and a solar power cell.
  Armor Skin: Awesome can temporarily
  develop hard, rocky plates that resemble
  the Thing’s skin. This gives the android
  Excellent protection from physical and
  energy attacks.
  Enlargement: Awesome has the Feeble
  ability to increase his size by ten percent.
  Hyper-Breath: it can exhale a blast with a
  velocity of 180 mph, Excellent Intensity,
  and Excellent damage.
  Ice Sheath: Awesome can temporarily
  cover himself with a flexible sheet of ice
  that gives him Good protection against
  physical attacks and Remarkable protec-
  tion against heat and fire-based attacks. 
  Natural Weaponry: Awesome can trans-
  form his fists into granite-like blocks that
  do Monstrous damage.
  Steel Sheath: It can also convert its hide
  to steel of Remarkable Material Strength.
  TALENTS: None whatsoever.
  CONTACTS: None.
  BACKGROUND: Awesome was the
  Thinker’s first android. It was created
  from notes and materials the Thinker
  found when he invaded the Baxter Build-
  ing. The Thinker spliced gorilla DNA to
  unstable molecules and got a 15-foot-
  tall, grey skinned brute with a silly head.
  An implanted microcomputer functions
  as Awesome’s brain; power is supplied
  by a solar cell.
  While the Awesome Android appears
  quite dangerous, in fact it is rather slow-
  moving. It is incapable of speech. The
  Thinker used Awesome several times in
  his early career as a super-villain, then
  he abandoned it in favor of later, better
  designed models. Awesome sat forgotten
  in a barn in central Ohio until the Super-
  Adaptoid used the android in his first
  step of gathering a villainous group of
  artificial lifeforms.
  RUNNING THE AWESOME ANDROID:
  The Awesome Android is a mindless
  servant who carries out whatever explicit
  directions are given him by his master.
  HUMAN TORCH I
  F
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  (20)
  Health: 100
  A
  EX
  (20)
  S
  EX
  (20)
  Karma: 22
  E
  IN
  (40)
  R
  TY
  (6)
  Resources: none
  I
  TY
  (6)
  P
  GD
  (10)
  Popularity: 20
  KNOWN POWERS:
  Android Body: The original Torch was an
  android built by Prof. Horton.
  74
  
  Energy Sheath (Fire): The original Torch
  was surrounded by a fiery field of
  Amazing Intensity. It gave him Amazing
  protection against physical attacks since
  it melted any item with less than
  Amazing material strength.
  Fire Generation: The original Torch could
  emit blasts of Unearthly rank and intensity.
  Fire Control: He had Unearthly control
  over flame, whether natural or created
  from his own powers.
  True Flight: He could attain Excellent
  speed.
  Specific Resistance: He had CL1000
  Resistance to Fire and Heat.
  WEAKNESS: The original Torch was
  barely in control of his power when he
  was revived. In the presence of the nor-
  mal atmospheric concentration of oxy-
  gen, he burst uncontrollably into flame.
  The burning increased rapidly in intensity
  and began to rob him of his lifeforce. In
  game terms, his flame increased 10
  points in Intensity each turn; he lost an
  equal amount to his Health. The only way
  he could control his power was to remain
  in an oxygen-free environment or to
  cover himself in a flame-retardant materi-
  al.
  TALENTS: None.
  CONTACTS: The original Torch was a
  member of the WWII era Invaders and
  All-Winners Squad super-hero teams. He
  was a rival of the Sub-Mariner.
  BACKGROUND: The original Human
  Torch was an android created by Prof.
  Phineas T Horton in 1940. The android
  believed he killed Horton when he es-
  caped from his holding cell and originally
  fled from humanity. Soon he came to act
  as one of the modern world’s first super-
  heroes and aided the war against the
  Axis. Some time after the war, he was
  trapped by gangsters and entombed in
  the southwest. The site was later used by
  the government to test nuclear bombs;
  an explosion freed the Torch. He briefly
  fought crime in the 1950s until his
  powers began to go awry and he was
  entombed again.
  The Thinker discovered the Torch’s
  capsule and managed to revive the an-
  droid. Since he controlled the substance
  that was keeping the Torch’s power under
  control, he was able to order the Torch to
  seek out and destroy the FF, starting with
  the new Human Torch, Johnny Storm. In
  the battle that followed, the android man-
  aged to defeat Johnny and was trying to
  figure a way out of his predicament when
  Ben and Reed arrived. When the Thinker
  tried to kill all of them, the android attacked
  him. The Thinker dissolved the nitrogen
  cell layer controlling the Torch’s power. The
  Torch blazed out of control and then col-
  lapsed, apparently dead. The Thinker es-
  caped but later returned to claim the body.
  When Ultron approached him seeking
  spare androids, the Thinker gave him the
  Torch’s body. Ultron then transformed it
  into the Vision, a later member of the
  Avengers.
  RUNNING THE HUMAN TORCH: The
  original Torch was a valiant crime-fighter
  who understandably worried about his
  power getting out of control. He only
  cooperated with the Thinker out of coer-
  cion.
  WENDY’S FRIENDS
  F
  TY
  (6)
  Health: 140
  A
  RM
  (30)
  S
  PR
  (4)
  Karma: 146
  E
  UN
  (100)
  R
  TY
  (6)
  Resources: none
  I
  IN
  (40)
  P
  UN
  (100)
  Popularity: -40
  KNOWN POWERS:
  Telepathy: Incredible rank.
  Empathy: Incredible rank.
  Emotion Control: The Friends’ most dan-
  gerous power is their Unearthly ability to
  detect and amplify a person’s darkest
  emotions. Their power can cause Power
  rank psychosomatic damage if the victim
  fails his Psyche roll. In severe enough
  cases, this can cause death. 
  True Flight: Incredible rank.
  Shapechange: Typical rank.
  Immortality
  CONTACTS: Their only surviving human
  contact is Wendy, a girl in nearby Ben-
  son, AZ.
  BACKGROUND: “Wendy’s Friends” are
  an unknown race of supernatural beings
  who dwell in caves beneath the Arizona
  desert. For reasons known only to them-
  selves, they periodically rise from their
  cave and examine the people living in
  the area. They force each person to face
  the dark side of their own spirits. Unfortu-
  nately, this tends to kill or drive away
  most people. (During their last arising,
  the population of Benson plummeted
  from 1740 to 28.) Survivors of the en-
  counter tend to become better people
  (Psyche increases +1CS).
  RUNNING ONE OF WENDY’S
  FRIENDS: The Friends are an almost
  elemental force. They cannot be physi-
  cally fought or communicated with. They
  can, however, be playful when they find
  pure, innocent souls such as children
  75
  
  ROOF LEVEL
  1) Reed’s elevator exit. 2,3,4) Public access, ser-
  vice, and heavy duty elevators’ emergency exits. 5)
  Emergency elevator exit. 6) Phased array omni-di-
  rectional radar system. 7) Vehicle maintenance
  “high ceiling” hatch. 8) Mechanical floor exhaust,
  detoxification/environmental scrubbers. 9) Hangar
  roof assembly, rapid opening. 10) Dome of 30” f.1
  computer-enhanced prime focus, variable aspheric
  telescope and twin, companion all-sky cameras. 11)
  Modified passenger Inter-Continental Ballistic Mis-
  sile silo hatch. 12) Hatch in stand-by mode.
  FIFTH LEVEL
  1) Reed’s elevator. 2,3,4) Public access, service and
  heavy duty elevators. 5) Emergency elevator. 6)
  Hangar. 7) 30 x 40 launch/staging hydraulic lift plat-
  form. 8) Mechanical room, heating, ventilating and
  ir-conditioning, water tanks, chemical tanks, fuel
  torage. 9)Observatory support/access. 10) Vehicle
  maintenance. 11) Parts storage area. 12) Rocket
  maintenance area. 13) ICBM component repair
  level.
  like Wendy.
  THE BAXTER BUILDING
  The Baxter Building was the Fantastic
  Four’s original headquarters. It was a 35-
  story building located at 42nd Street and
  Madison Avenue in Manhattan. While the
  popular belief is that the Baxter Building
  was built and entirely occupied by the FF,
  in fact they were originally only tenants
  who rented the top five floors. The build-
  ing was originally constructed in 1949 by
  the Leland Baxter Paper Company. Be-
  cause the building was originally in-
  tended to be a high-rise industrial site,
  each floor was given a ceiling height of
  24 feet.
  When the FF were first considering
  moving to NYC, Reed found the Baxter’s
  empty top five floors perfect for their
  needs. He bought that section of the
  building outright, though the FF contin-
  ued to pay monthly service fees. When
  the FF were in a tight financial situation a
  year later, Reed resold the FF’s floors to
  Baxter. As tenants, the FF had many
  problems with Mr. Collins, the building
  manager. Whereas Mr. Collins had origi-
  nally been delighted that a real super-
  hero team was moving into his building,
  he soon began to see the problems in
  such a situation. When Dr, Doom lifted
  the entire building into deep space, rela-
  76
  TRAVEL GUIDE
  
  77
  FOURTH LEVEL
  1) Rood’s elevator. 2,3,4) Public access, service and
  heavy duty elevators. 5) Emergency elevator. 6)
  Back-up computers, crime files. 7) Conference
  room. 8) De-briefing, strategic operation room. 9)
  Negative Zone watch station. 10) Negative Zone
  portal. 11) Radar/World Watch, Satellite Communi-
  cations Down-Links, public communications band
  monitors. 12) ICBM support gantry.
  THIRD LEVEL
  1) Reed’s elevator. 2,3,4) Public access, service and
  heavy duty elevators. 5) Emergency elevator. 6) De-
  toxification station. 7) Biology Complex. 8) Storage/
  pathology. 9) Chemistry/Organic Chemistry/Phys-
  ics Multiplex. 10) Electro-Mechanical workshop. 11)
  Machine shop, Robotics, large assembly. 12) Phys-
  ics research & development (variable configuration
  walls throughout 9 - 121.13) Computer Center, sup-
  port for laboratories. 14) Doctor Doom’s Time
  Machine. 15) Time Machine monitor room. 16) Medi-
  cal Center, recombinant DNA specification quaran-
  tine equipped.
  SECOND LEVEL
  1) Reed’s elevator. 2,3,4) Public access, service and
  heavy duty elevators. 5) Emergency elevator. 6) Vis-
  itors’ gallery. 7) Recreation room. 8) Regulation
  Hand-Ball court. 9) Male/female locker rooms,
  showers, bathrooms. 10) Thing’s reinforced
  weightlifting area. 11) Japanese garden/meditation
  room, 12) Sauna. 13) Hot tub. 14) Showers. 15) 40-
  foot swimming pool. 16) Franklin’s play room. 17)
  ICBM base support/exhaust shunt. 18) Multi-level
  gymnasium.
  FIRST LEVEL
  1) Reed’s elevator. 2,3,4) Public access, service and
  heavy duty elevators. 5) Emergency elevator. 6)
  Public reception area. 7) Formal dining hall. 8) Food
  preparation area. 9) Ben Grimm’s apartment, bath,
  and storage. 10) John Storm’s apartment, bath, and
  storage. 11) Sue and Reed Richards’ apartment,
  bath, storage, and dressing room, 12) Franklin
  Richards’ room. 13) ICBM exhaust ducting network
  and blast suppression system. 14) Kitchen. 15) Lar-
  der. 16) Informal dining area, lounge and TV area,
  breakfast corner. 17) Guest bedrooms. 18) Reed’s
  computer-assisted biology r&d laboratory. 19)
  Reed’s office.
  
  tions cooled between the manager and
  his tenants. Other tenants worried that
  their offices might become battlegrounds
  and, as their leases ended, many of the
  building’s original tenants did not renew.
  Nor did new tenants appear to fill the
  vacancies. In desperation Mr. Collins
  offered all tenants ironclad, 99-year
  leases with significant discounts in their
  rents.
  Still, problems continued. Occasionally
  either the Thing or a foe would be driven
  downward through the building, tearing a
  shaft through floor after floor. Battles
  occurred on the outer walls of the build-
  ing. Explosions were a common occur-
  rence. No insurance company would
  write a policy on any organization main-
  taining offices in the Baxter Building.
  Collins also discovered that losing the
  FF as tenants would not solve his prob-
  lems. During a period when the FF had
  split up and vacated their headquarters,
  Collins discovered that no one would rent
  the FF’s former headquarters. There was
  too great a fear that supervillains would
  attack those floors regardless of who
  now lived there.
  Then one day Terrax disintegrated
  everything above the 32nd floor. Collins
  was fed up. He stormed into the remains
  of the headquarters and announced he
  was evicting the FF. Reed suddenly exer-
  cised a lease option and bought the
  entire building outright. That was the last
  that was seen of Collins. As landlords,
  the FF tried to be considerate of their
  tenants. They wished most of the tenants
  would voluntarily leave, but they realized
  they were required to honor Collins’
  special leases. The final act in the Baxter
  Building’s history came when the entire
  building was once again pulled into orbit,
  only this time it was blown up. 
  Fortunately, no one was in the building
  except for the FF. Still, when the FF
  returned to the empty foundation, they
  found angry tenants demanding action.
  Reed announced that he would establish
  an insurance pool to cover the tenants’
  losses and to help them find new offices.
  Then he set about designing a new head-
  quarters to be erected in the same site.
  LOBBY AND ELEVATOR
  The ground floor contained Abe
  Shoenstein’s snack shop, an optome-
  trist’s shop, a visitors’ center, the elevator
  bank, and the freight loading dock. The
  visitors’ center was as close as most
  people could get to the FF; a multimedia
  show on the FF’s history was shown
  hourly from 9 to 4. The floor directory
  listed building tenants such as Pierre
  Picolino (a famous abstract sculptor), the
  Ladies’ Canasta and Mah Jonng Society,
  and Fantastic Four Inc. Three elevators
  serviced floors floors 1 through 30. The
  fourth elevator was marked by the FF’s
  insignia.
  This was the express elevator to floors
  31 through 35, the FF’s headquarters.
  The elevator could only be summoned by
  a solenoid activator such as were imbed-
  ded in the FF’s belt buckles (intruders
  could trick the elevator by an Incredible
  Reason FEAT.) On the way up, hidden
  scanners identified the passengers and
  checked them for hidden weapons or
  devices. If questionable material was
  found, the elevator would stop in mid-
  shaft until the FF was prepared to deal
  with the intruder. The elevator had Re-
  markable Material Strength.
  If a visitor chose to take one of the
  regular elevators, he was taken to the
  30th floor. The bulk of the floor was occu-
  pied by the building’s mechanical sys-
  tems (plumbing, ventilation, and elevator
  winches). This floor also acted as a
  buffer zone to absorb damage from bat-
  tles in the upper floors. It also contained
  the magnetic repellor system. This sys-
  tem was designed to lift the upper floors
  away from the rest of the Baxter Build-
  ing; the theory being that this way the
  rest of the building could have been
  protected from a particularly damaging
  battle. The system was designed as a
  compromise to placate Collins, the build-
  ing manager. It was controlled from the
  Computer Center on the 33rd floor.
  FF HEADQUARTERS
  All the typical visitor saw on the 30th
  floor is the FF’s reception area. The
  visitor was greeted by Roberta, a usu-
  form robot. Her visible half (above the
  waist) appeared to be an attractive
  blonde in her 20s. Below the waist she
  was a pivoting arm attached directly to
  her desk. Roberta was tied directly to the
  FF’s computer system and could monitor
  the entire building. The reception room
  was also filled with hidden scanners to
  probe visitors. If the visitor were hostile,
  the floor was rigged to deliver a stunning
  electrical shock of Incredible Intensity.
  Once the visitor had been cleared, a
  panel opened to reveal a Iift to the 31st
  floor.
  The 31st floor contained the FF’s living
  quarters. There were suites for the Ri-
  chards, Ben, and Johnny; several guest
  rooms for other FF members and the
  extended family, and the dining and
  living areas.
  The 32nd floor contained more living
  areas, Alicia’s studio (when she was a
  resident), the medical lab, the library,
  and reference room.
  The 33rd floor contained Reed’s labo-
  ratory. The floor plan changed constantly
  as Reed added additional experiments
  and devices. In the Computer Center
  was a lever for activating the magnetic
  repellors on the 30th floor. 
  The 34th floor could be considered the
  actual headquarters. The computer
  banks, monitor banks, communications
  center, and briefing room were all there,
  as well as the overflow from Reed’s labo-
  ratory below. The Astro-sciences section
  was tied in to SHIELD’s and Project
  Starcore’s systems.
  The 35th floor contained the hangars
  for the FF’s various vehicles, storage
  space, and a machine shop capable of
  building or repairing the FF’s vehicles. A
  reinforced door in the corner led to the
  launching silo for the FF’s rocketship.
  The vehicles were on platforms that
  carried them around the floor and over to
  the launching hatch.
  The roof was flat and featureless. A
  large FF-insignia marked the retractable
  hatch for launching and landing vehicles.
  If an FF vehicle approached, the hatch
  would open automatically. There were a
  series of observatory domes located at
  various spots on the roof. Originally a
  permanent dome was located on the
  corner opposite the rocket silo. The last
  dome was closer to the silo but retract-
  able. The entire dome could be lowered
  through the floor to the 35th-floor hangar.
  This left the roof completely clear for
  action and eliminated the only hiding
  place for a trespasser. The observatory
  equipment included a computer-linked
  telescope and twin telescopic cameras.
  BUILDING AND SECURITY SYSTEMS
  The walls and floors of the entire Baxter
  Building had Remarkable Material
  Strength. After the first time the FF’s
  section was demolished, Reed rebuilt
  them to have Incredible Material
  Strength.
  Three elevators served Floors 1
  through 30. A special elevator served as
  an express to Floors 31 through 35.
  Normally this elevator stayed on these
  78
  
  floors and only descended to street level
  when summoned by a solenoid activator.
  All elevators doubled as freight elevators.
  While the fire stairs extended the
  length of the building, they were blocked
  by an FF-insignia marked door on floor
  34. The door opened automatically from
  the inside or could be externally opened
  by a solenoid activator. Since the door
  was never used except in emergencies,
  its opening triggered alarms in the mas-
  ter control and computer systems. This
  prevented intruders from entering the
  FF’s headquarters by way of the stair-
  well.
  The ventilation and plumbing systems
  were located on floor 30. The hoists for
  the three “civilian” elevators were lo-
  cated there also. Acoustic insulation kept
  the noise from affecting the FF’s recep-
  tion area.
  The FF’s master computer controlled
  all locks involving the upper floors. Such
  locks could be manually operated or
  overridden by either the master control
  or the computer system. The locks re-
  quired an Amazing Reason FEAT to pick,
  although only an Incredible Intensity
  FEAT to smash open. The locks were
  equipped with Excellent intensity electri-
  cal shocks to dissuade such efforts.
  The computer system maintained
  visual, audio, biophysical, and electronic
  surveillance on every section of the
  building. These operated at Remarkable
  efficiency. The building was equipped
  with devices that could disrupt the func-
  tioning of a single targeted device or
  stop the functioning of all electrical ma-
  chinery within the Baxter Building (this
  functioned as the power of Machine
  Animation at Monstrous rank). This sys-
  tem could be activated by the computer,
  by Roberta, by someone in the control
  room on the 38th floor, or by anyone who
  might punch the “panic buttons” located
  in every room. If the button were pushed,
  the field would envelope the entire build-
  ing.
  FOUR FREEDOMS PLAZA
  THE TOWER
  The towering Four Freedoms Plaza is the new
  headquarters for the Fantastic Four. It is a
  gleaming concrete and glass skyscraper
  topped by four immense numeral 4s. It is
  located on the same site as the old Baxter
  Building but there is little the two buildings
  have in common.
  When the Baxter Building was hauled into
  space and destroyed, Reed took the opportu-
  nity to increase the space available to the FF.
  His equipment had already filled every avail-
  able space and he knew the problem was only
  getting worse. When the time came to design
  the FF's new headquarters, Reed decided to
  triple his building's size. The result is the 1500'
  tall, 100 story Four Freedoms Plaza.
  The building is evenly divided between reg-
  ular tenants and the FF's headquarters. To
  make up for the inconvenience the tenants
  suffered when the Baxter Building exploded,
  79
  The following is a restored section that appeared in The Fantastic Four Compendium. At the
  time the book was written (1987) Marvel had yet to do a detailed exploration of the FFP. With my
  background on architecture, I decided to give it a try. After all, Mayfair Games had created the
  first real maps of Gotham City and Metropolis, maps that were no being used within actual DC
  comics.
  I wasn't so lucky. When the manuscript was sent to Marvel Comics for approval, someone
  there deleted about half the FFP entry, probably braying that Marvel had the sole right to depict
  the FFP. As it turned out, no one ever did get around to it. When an entry of FFP finally appeared
  in a Handbook of the Marvel Universe, the text was lifted more or less directly from the obsolete
  "Baxter Building" entry. The result is surreal. The author gave the correct height for the new build-
  ing but gave it the same number of floors! 1500' and only 55 floors? That's 27' ceilings!
  The following has grown a bit dated over the intervening years. The FF vanished and the interi-
  or of floors 71-100 were moved into the Negative Zone. The FF returned and moved to the water-
  front.
  Alicia turned out to be a Skrull. Crystal, Sharon, Jennifer, and Wyatt moved on.
  So have we all. But its nice to visit old familar places. Have fun.
  
  80
  
  Reed offered them increased space in the new
  building but under the old terms, including the
  99-year leases. The original Baxter Building
  occupants occupy floors 1-50 of the FFP.
  Floors 51-70 are a buffer zone. Tenants on
  these floors do not have 99-year leases; they
  must renew on a yearly basis. This provides
  the FF with room for future expansion when
  they finally outgrow their present area.
  Floors 71-100 serve as the FF's headquar-
  ters. The layout is familiar to the FF in that it
  matches the old Baxter Building layout. Floor
  71 acts as a reception and conference area.
  The FF's robotic receptionist Roberta guards
  the entrance to the rest of the building as she
  sits merged with her desk.
  Floor 72 acts as an inn; guest suites fill this
  usually unoccupied floor. Two water-filled
  suites are maintained for aquatic visitors such
  as Atlanteans. One is filled with fresh water,
  the other with salt water. These suites are
  actually entered from corresponding swim-
  ming pools on the 72nd floor. The pools can
  also double as aquatic conference rooms. A
  water-tight elevator connects these suites with
  the river access tunnel on Sublevel 5.
  The FF's living quarters occupy floors 73-
  75. There are suites for the Richards family;
  Ben; Johnny and Alicia; Crystal, Luna, and
  Maya; Sharon Ventura (Ms. Marvel II); Wyatt
  Wingfoot; an Jennifer Walters (She-Hulk).
  Other facilities include the kitchen, pantry,
  spa, two gymnasia (one for normal strength
  levels, the other for super-strong users), a
  large library, and a computerized classroom.
  Floors 76 and 77 function as the team's
  command center. Meeting rooms, communi-
  cations stations, links to Starcore and other
  astronomical organizations, and a computer-
  ized medical station are here.
  Floors 78-80 are storage for miscellaneous
  supplies. These floors serve as future expan-
  sion space and as a buffer in case of a disas-
  ter in Reed's laboratory. Alicia claimed a sec-
  tion of 78 as a studio for the times she stays
  in the building.
  Floors 81-99 act as Reed's laboratory and
  storage for his equipment. These floors are
  possibly the most dangerous place in New
  York City. Access is strictly controlled by the
  founding members of the FF. Recently Ben
  locked these floors to prevent the newer
  members of the FF from accidentally activat-
  ing the equipment there. There is an identical
  workstation on each floor, enabling Reed to
  work on any floor. The workstation consists of
  computer terminal, communications console,
  and mechanical fabricators. None of these
  workstations is located overhead any other
  workstation and no three of them are in a
  straight line. This minimizes the risk of several
  stations being destroyed in a battle. The
  workstations are linked to each other and to a
  similar console in the Richards home.
  Floors 90 and 1 contain the Negative Zone
  Portal. The Portal is in a heavily armored room
  with walls of Unearthly strength material. A
  small adjoining hangar houses the Exploratory
  Module. Floor 95 contains the Microverse
  access center. The Reducta-craft and its sup-
  port services are housed here along with a
  variety of exotic microscopes capable of per-
  ceiving individual atoms and Microversal
  worlds. In game terms, these viewers have
  Class 3000 Microscopic Vision.
  Floors 98 and 99 serve as warehouse and
  machine shops. They support the hangar on
  100 and act as a buffer to absorb damage
  from possible hangar disasters. Fuel tanks for
  the FF's vehicles are on 99.
  Floor 100 is the FF's hangar. It fills the
  space under the four immense 4s that top the
  building. The hangar is now the exclusive
  domain of the various model Fantasticars and
  Skycycles, along with parking for visiting air-
  craft. Because the FAA and the NYC authori-
  ties have finally cracked down on the FF's air
  traffic, the rocket and Pogo-Plane are no
  longer housed here. However, facilities for
  their use were included in the FFp construc-
  tion plans. If the situation demands, the Pogo-
  Plane's launch platform is usable immediately.
  The launch platform extends outward after
  one of the 4s retracts. The rocket silo can be
  operational in three days. It is disguised as
  the central column supporting the roof.
  Firepits below connect directly to a special
  Negative Zone portal; this transmits the
  exhaust directly to the Negative Zone.
  BASEMENT
  The FFP's foundation reaches 150' into the
  Manhattan bedrock. There are ten floors here.
  Sublevels 1-2 are used by the building's main-
  tenance staff. Sublevels 3-4 contain the
  freight docks and tenant warehouse facilities.
  A railroad spur enables large masses of freight
  to be moved in or out without the need to
  deal with the impenetrable Manhattan traffic.
  Sublevels 5-15 are restricted to the FF.
  These floors contain special devices and sup-
  port facilities for floors 71-100. These include
  a back-up computer system, generators,
  holding cells, and any large items the FF
  might not want on the upper floors. Sublevel 5
  contains the water-filled conduit that reaches
  the Hudson River; this permits aquatic visitors
  to directly reach the FFP without suffering the
  indignity of having to swim through the NYC
  sewer system.
  BUILDING FEATURES
  The basic structure of the FFP consists of var-
  ious combinations of reinforced concrete,
  steel, and other durable materials. Floors 1-50
  are fairly normal construction (Remarkable
  Material strength). Floors 51-80 are somewhat
  sturdier (Incredible Material strength). Reed's
  laboratory floors 81-97 have the highest
  strength (Amazing). Some internal walls are
  further reinforced to Unearthly strength; these
  surround the Negative Zone Portal and
  Microverse access areas.
  Floors 50, 70, and 98 contain the mechani-
  cal facilities for the building's ventilation and
  plumbing systems. The ventilation system
  contains an auxiliary oxygen supply and air
  recycling system that can maintain a breath-
  able atmosphere within the building for days.
  The FFP is permeated with small tubes 1" in
  diameter. These run the length of the building.
  81
  
  Their purpose is to allow Mister Fantastic to
  quickly reach any part of the building. The
  tubes extend into the rented sections of the
  building where they are discreetly concealed as
  part of the ventilator system. They are seldom
  used without warning the tenant beforehand.
  An empty elevator shaft runs the height of
  the building. It is for the use of other members
  of the FF needing to quickly get to any other
  floor. It is only for use by those with the
  means to travel through the air or along walls.
  Safeguards in the shaft can detect and catch
  anyone falling down the shaft; sensors are
  able to differentiate between a freefall and
  controlled downward flight. In the even of
  freefall, nets spring out from the sides.
  Trash receptacles are linked to the build-
  ing's recycling systems. The system has the
  power of Disruption (Amazing rank) and
  Matter Animation (Typical rank). Anything
  dumped into a trash receptacle is broken
  down into its component compounds or
  atoms and sorted in the bins on Sublevel 4.
  Safeguards automatically shut the system
  down if a living being is placed in it (Life
  Detection, Incredible rank).
  The FFp has a series of breakaway points.
  These unoccupied floors have special
  destruct devices that will separate sections of
  the building. The idea is that if the FF's head-
  quarters is drawn into space like its predeces-
  sor, these devices would detach the lower
  civilian floors, which would hopefully remain
  attached to the ground. The breakaway points
  are located on floors 54 and 70.
  BELLE PORTE,
  CONNECTICUT
  A small town 100 miles from NYC. Here the
  Richards family initially experimented with
  secret identities in an attempt to provide a
  more normal environment for Franklin to grow
  in. The experiment lasted for several months,
  during which time the Richardses made sev-
  eral friends in the neighborhood. It came to a
  disastrous halt when Mrs. Chalmers, a local
  snoop, became convinced they were devil
  worshippers. She summoned a sorceress,
  Elspeth Cromwell, who in turn accidentally
  summoned Mephisto. With their new identities
  and home in tatters, the Richardses returned
  to NYC. A curious note about Belle Porte is
  that many of the people there resemble char-
  acters from comic strips.
  Notable people in Belle Porte include:
  • Martha Winslow, their next-door neighbor (70s)
  • Katie Dwyer, the local babysitter (teen)
  • Hyram and Lois Fieldstone and their four kids
  • Alma Chalmers, the local snoop and
  paranoid (60s)
  THE BLUE AREA
  OF THE MOON
  This is an artificial, Earth-like environment in
  the Luther Crater. The Blue area was first dis-
  covered by the FF a decade ago. They dis-
  covered the area contained the ruins of an
  alien city and the Citadel of Uatu the Watcher.
  The Blue Area was created by the Skrulls
  one million years ago as a testing site for the
  Cotati and Kree. An equal number of Kree and
  Cotati were left in the Blue Area to see what
  they could accomplish. The Kree built the city
  that fills most of the Blue Area, while the
  Cotati created a complex but subtle ecosys-
  tem. When the Skrulls judged the Cotati’s
  achievement greater, the Kree rebelled and
  killed the Skrulls and Cotati. They took the
  Skrulls’ starship and abandoned the area.
  The Blue Area was rarely visited over the
  millennia that followed. Then a decade ago,
  the FF and the Red Ghost both landed there.
  In the years since, the Blue Area saw increas-
  ing traffic. The area was used as the site for
  the trial by combat of Phoenix and the X- Men
  against the Shi’ar Imperial Guard. The great-
  est change to the area occurred when the
  Inhumans transplanted their entire city of
  Attilan to the Blue Area.
  82
  
  CENTRAL CITY,
  CALIFORNIA
  This city is the original home of the FF. It
  was from the the nearby rocket base that
  Reed and the others blasted off on their
  fateful trip into space. This was also the
  place where the FF made their debut as
  a super-hero team when the Mole Man
  sent his monsters to attack the surface.
  One of Reed’s colleagues back then
  was Harvey Jessup, a nuclear engineer.
  Jessup became obsessed with the Idea
  of nuclear disaster. He dedicated his life
  to finding a way to save his family and
  friends. He found it in the creation of a
  powerful forcefield that would isolate the
  community and transport it ahead to a
  time when the Earth would have recov-
  ered from the disaster.
  FIELD GENERATOR
  Reality Alteration (Temporal Flow): The
  device has Beyond-rank ability to speed
  up the passage of time within its area of
  effect. The actual rate is 2,000,000:1
  (about one month per second). Because
  of the time difference, radiation cannot
  pass through the dome in levels high
  enough to be noticed. This gives the
  dome a pure black exterior.
  As a power stunt, the device can also
  isolate specific targets from the acceler-
  ated time passage; this has the practical
  effect of putting that person in “sus-
  pended animation.”
  Time Travel: The field generator “stores”
  the time difference. It can use it to make
  a single time-jump that transports every-
  thing within its area of effect to a point in
  the future equal to the same number of
  years that has elapsed inside the field.
  Jessup was mistaken about the capa-
  bilities of his Field Generator. He had
  reversed the equations and thought that
  time passed swiftly on the outside of the
  dome. As soon as the device was com-
  plete, he activated it.
  The people of Central City rebelled soon
  after the isolation occurred. Jessup and his
  fifty assistants somehow overcame virtually
  the entire city and placed them all in stasis.
  Over the ten millennia that followed, Jes-
  sup’s people proliferated. Because of the
  small genetic pool, disastrous inbreeding
  occurred. The people evolved into five
  breeds: Normals, Head-Brothers, Burners,
  Flyers, and Clobbers (see below).
  Jessup’s admiration for the FF led him
  to create a religion that worshipped
  them. The myth grew that someday they
  would arrive to end the long isolation.
  Burners:
  F
  PR
  (4)
  Health: 24
  A
  GD
  (10)
  S
  PR
  (4)
  Karma: 22
  E
  TY
  (6)
  83
  
  R
  TY
  (6)
  I
  TY
  (6)
  P
  GD
  (10)
  KNOWN POWERS:
  Absorption Power: The Burners have the
  Incredible ability to safely absorb fiery
  attacks.
  Energy Body (Flame): The Burners have
  the ability to transform their bodies into
  animate fireballs of Remarkable Intensity.
  Fire Generation: Remarkable rank.
  True Flight: Excellent speed
  The Burners are bald midgets.
  Clobbers:
  F
  RM
  (30)
  Health: 116
  A
  TY
  (6)
  S
  IN
  (40)
  Karma: 6
  E
  IN
  (40)
  R
  FE
  (2)
  I
  FE
  (2)
  P
  FE
  (2)
  KNOWN POWERS:
  None.
  The Clobbers are huge and brutish.
  Head-Brothers
  F
  FE
  (2)
  Health: 16
  A
  PR
  (4)
  S
  PR
  (4)
  Karma: 52
  E
  TY
  (6)
  R
  TY
  (6)
  I
  TY
  (6)
  P
  IN
  (40)
  KNOWN POWERS:
  Force Field Generation: (Excellent rank)
  Headbrothers have a twin skull and
  brain. It appears as if two heads were
  glued together around the ears. The
  Head-Brothers have two distinct minds,
  although their muscles operate jointly.
  Winged Flyers
  F
  GD
  (10)
  Health: 46
  A
  EX
  (20)
  S
  TY
  (6)
  Karma: 18
  E
  GD
  (10)
  R
  TY
  (6)
  I
  TY
  (6)
  P
  TY 
  (6)
  KNOWN POWERS:
  Winged Flight: Typical airspeed.
  Shortly after the dome was created, the
  West Coast Avengers were called to inves-
  tigate. Iron Man penetrated the dome (in
  AD 11885, Dome time) and escaped three
  weeks later. A few minutes later, She-Hulk
  accidentally entered the dome (111940,
  Dome time). She was captured and placed
  in stasis. In 11990, the FF appeared and
  fulfilled the prophecy.
  Reed made Jessup realize his mis-
  take. Jessup gave Reed the information
  he needed to correct the situation. Reed
  arranged to make the bulk of Central City
  flash forward to the Earth of AD 11990.
  The subterranean vault with the stasis
  chambers remained behind. The govern-
  ment later declared Central City a disas-
  ter area and began helping the people
  rebuild.
  COUNTER-EARTH
  This was a replica of the Earth created
  by the High Evolutionary. While it was
  the same size as the Earth, it was only
  about as massive as Luna. Its interior
  was extremely porous and could be
  considered hollow. (When the High Evo-
  lutionary set about building this world, he
  was limited to the material he could
  gather from the Asteroid Belt.) Counter
  Earth shared the same orbit as Earth but
  was located on the opposite side of the
  sun. It was not in existence long enough
  to seriously affect the orbits of the rest of
  the planets in the Solar System.
  The High Evolutionary filled his world
  with duplicates of people then living on
  the real Earth. Such people as Reed
  Richards, Dr. Doom, and Rick Jones all
  had lives that varied somewhat from their
  counterparts; for example, Doom was a
  self-sacrificing hero and Reed was the
  super-strong Brute.
  Counter-Earth was the site of the High
  Evolutionary’s defeat of Galactus. It was
  home to Adam Warlock for a while. Re-
  cently the entire planet was stolen on
  behalf of a race called the Beyonders
  and placed on exhibit in a museum. It is
  considered an example of “local talent.”
  HYDRO-BASE
  Hydro-Base is an artificial island floating
  off the U.S. coast. It is located in
  international waters about 100 miles
  east-southeast of NYC. From the surface
  the Hydro-Base appears to be a natural
  island complete with a small mountain
  and industrial plant. However, from below
  it is clearly an immense barge.
  Hydro-Base was constructed by the
  84
  
  supervillain Dr. Hydro (Dr. Herman
  Frayne) and used as a base for his oper-
  ations. After his defeat by Sub-Mariner
  and Stingray, the island became the
  temporary home for his victims, the
  Hydro-men, After Reed and Inhuman
  scientists finally cured them, the former
  Hydro-men returned to their real homes.
  Stingray ended up in possession of
  Hydro-Base, which now serves as his
  headquarters and home for he and his
  wife Diane, as well as for the Avengers
  after the Masters of Evil destroyed the
  heroes’ mansion.
  When the FAA cracked down on the
  use of the Avengers’ and FF headquar-
  ters as airports, both groups needed a
  secure place to base their aircraft. They
  immediately accepted Stingray’s offer of
  Hydro-base’s facilities. The Fantastic
  Four’s Pogo Plane, Intercontinental Pas-
  senger Missile (ICPM), and Skrull star-
  ship are stored here alongside the
  Avenger’s fleet of Quinjets.
  LATVERIA
  The kingdom of Latveria lies nestled in
  the Balkan region of Europe. It is a small,
  reclusive country with history rich in
  magic and tyranny. The region is home
  to a tribe of gypsy sorcerers, from whom
  Victor Von Doom is descended. The
  kings of Latveria always ruled with an
  iron fist; the punishment for almost any
  crime was death.
  Dr. Doom seized the throne a decade
  ago when he overthrew King Rudolpho.
  He ruled the country with the same iron
  grip that the people were accustomed to.
  However, Doom’s rule was less capri-
  cious than Rudolpho’s line. Peasants did
  not suffer whenever Doom was annoyed.
  The graft and corruption vanished. When
  Rudolpho’s brother Zorba regained the
  throne, the people originally welcomed
  him as a savior. However, Zorba soon
  reverted to his ancestors’ corrupt ways.
  When Doom overthrew Zorba, no one
  mourned his passing.
  Doom has vowed to protect his native
  land from the outside world. Visas for
  visitors are virtually impossible to attain.
  Passports for visits to the outside are
  equally rare. Apparently the Latverian
  Embassy in NYC is the only one in the
  world.
  The culture of the country is a curious
  blend of pre-Industrial Europe and high
  technology. It is a common sight to see
  robot troops walking alongside an ox-
  cart. All technology is centered in Doom-
  stadt, the national capital. Its original
  name of Haasenstadt was changed when
  Dr. Doom took power. The town sur-
  rounds the hill where Castle Doom sits.
  Castle Doom is a sprawling fortress. It
  wag originally built in the 16th century by
  Count Sabbat, but Doom has almost
  completely rebuilt the castle. The castle
  is now a high-technology haven. It con-
  tains its own nuclear reactor, airport,
  factory, and armory. The castle has a
  staff of 50 humans and 250 robots of
  various types.
  LIDDLEVILLE
  This is a miniature copy of a small
  town from middle America. Scaled to fit
  the size of a human one half inch tall (the
  size of the Wasp at her tiniest),
  Liddleville was a joint project of Dr. Doom
  and Puppet Master. The latter wanted to
  provide a place where Alicia could be
  happily married to a human Ben Grimm,
  while Doom simply wanted to trap the FF
  Puppet Master provided the miniature
  people and scale model bodies for him-
  self, Doom, Alicia, Franklin, and the FF.
  Doom then transferred everyone’s minds
  85
  
  into the miniatures. Fortunately, the FF
  eventually regained their memories and
  their rightful bodies. For a time, Puppet
  Master kept Doom a prisoner in
  Liddleville, but both eventually escaped
  each other’s assassination attempts.
  Liddleville is currently sitting abandoned
  in Doom’s castle in the Adirondacks.
  The Liddleville model sits on a circular
  table six feet in diameter. It is surrounded
  by a ring of computers and pallets for the
  bodies of people “visiting” Liddleville.
  The computers can Mind Transfer a per-
  son into a synthe-clone puppet. The real
  body then enters into Suspended Anima-
  tion for the length of the visit. An over-
  head magnifier enables a person to view
  the miniature scene below.
  Holographic projectors supply illusions
  of surrounding countryside and sky. A
  river runs through town, then is piped
  back in the other end. The surrounding
  countryside is patrolled by scale copies
  of Doom’s Guardian-series robots to
  prevent unwilling visitors from escaping.
  Even if someone should escape, he
  would find himself in a world where eve-
  rything had Incredible Growth.
  Doom’s fine attention to detail
  prompted him to make everything in
  Liddleville functional. The Physics De-
  partment of Liddleville College includes a
  well-stocked laboratory with a particle-
  accelerator capable of duplicating any
  hard radiation. When the FF used this on
  their synthe-clone bodies, they gained
  more powerful versions of their normal
  powers. (In game terms, multiply the
  Power rank numbers by 20; this should
  yield the miniature equivalents of Shift-Y
  powers.)
  When Doom was trapped in his
  synthe-clone identity of Vincent Vaughn
  by the Puppet Master, he built a minia-
  ture copy of his Adirondack castle. The
  castle still stands, despite a disastrous
  fire that melted Vincent Vaughn’s face.
  KING’S CROSSING, NY
  The area was the site where the FF first
  fought the Skrulls. The four Skrull scouts
  they defeated were hypnotically locked in
  the shape of cows. There the “cows”
  stayed for years as part of a local dairy
  herd. The Skrulls were freed and report-
  edly killed during the Kree-Skrull War.
  During their years spent as cows, the
  Skrulls produced a milk-like fluid that
  was indistinguishable from real milk. The
  Skrull “milk” contained Skrull genetic
  material that invaded whoever drank it
  and transformed them into Pseudo-
  Skrulls. These beings retained their
  human appearance but gained Shape-
  shifting powers and the inherent Skrull
  urge to conquer. Fortunately for Earth,
  this drive was transformed into reclusive-
  ness and the urge to create greater
  crops. Sharon Selleck discovered the
  Pseudo-Skrull invasion when her car
  broke down near the town. Her allergy to
  milk kept her human and enabled her to
  detect the contamination.
  When the FF came to Sharon’s rescue,
  they also cured the people of the Skrull
  virus. Note: it is unknown how much milk
  was shipped away from King’s Crossing
  and was therefore not affected by the FF’s
  cure. Anyone drinking the milk will suffer
  the same effects as the King’s Crossing
  populace. It is also unknown whether the
  recent energy pulse that stripped all Skrulls
  of their Shapeshifting power also affected
  any such Pseudo-Skrulls.
  Pseudo-Skrulls
  F
  GD
  (10)
  Health: 28
  A
  TY
  (6)
  S
  TY
  (6)
  Karma: 18
  E
  TY
  (6)
  R
  TY
  (6)
  I
  TY
  (6)
  P
  TY
  (6)
  KNOWN POWERS:
  Shapeshifting: Typical rank
  RUNNING A PSEUDO-SKRULL: The
  Pseudo-Skrulls are xenophobic but not
  hostile. They will try to capture anyone
  who suspects their secret and then force
  them to drink the Skrull “milk.”
  MANHATTAN
  Manhattan Island is both the center of
  NYC and the current home of the FF. It is
  home to 1.5 million normal humans and
  a few hundred mutants, altered humans,
  and aliens of the types who are often
  called either super heroes or super vil-
  lains. Because of the high percentage of
  superhumans living here, Manhattan has
  had an unusual recent history.
  The FF were the first superhumans to
  publicly live in Manhattan. Their arrival
  and subsequent love affair with NYC
  prompted others to move into the area or
  to reveal their presence if they were
  already there. This mass immigration
  had its problems. While the public loved
  the spectacle of the new super heroes, it
  also had to contend with the terror
  brought by the new supercriminals. Oc-
  casionally these plots involved the entire
  island. Manhattan has twice been picked
  up; the first time it was only suspended
  one mile in the air, but the second time
  Terrax lifted the entire island straight into
  orbit! Manhattan has also been trans-
  ported into the Atlantic; once when this
  happened Hercules towed the island
  backwards into place (the Battery was to
  the north, Harlem to the south, etc.). The
  greatest disaster to befall Manhattan
  occurred during the rampage of Hate
  Monger Ill. He incited mass riots that
  involved virtually the entire population.
  Arson threatened to burn the entire is-
  land to the waterline.
  As a side effect of the high superhu-
  man population, Manhattan has been the
  site of several first contacts with alien
  races. Several time travelers have made
  modern Manhattan their destination as
  well.
  Today the public views the superhu-
  mans as another ethnic group, albeit an
  extremely noticeable one. Public opin-
  ions vary with each superhuman and
  with current events. The only group to
  have a relatively stable public image is
  the FF. For reasons pollsters have never
  discovered, the general public has al-
  86
  
  ways felt “good” toward the FF. People
  always treat the FF with politeness and
  restraint.
  MICROVERSE
  The Microverse is a dimension within
  our own. The popular conception is that
  the worlds of the Microverse are our
  atoms. This misconception is supported
  by the odd fact that the the Microverse
  can be reached by the power of Shrink-
  ing. In truth the Microverse is simply
  another dimension just a little smaller
  than our own. Once a traveler has
  shrunk down enough to enter the Mi-
  croverse, he finds himself in a universe
  similar to our own. Due to an as-yet-
  unexplained law, most travelers end up
  the same size as the humanoids of the
  Microverse. The exception is made for
  travelers who “come down” by different
  means. The microversal gateway in the
  H.E.L.L. labs in Florida do not miniatur-
  ize travelers to the same size as the
  Micro-worlders. A H.E.L.L.-bound trav-
  eler is a mile tall in the Microverse.
  Conditions within the Microverse do not
  completely duplicate our own. For exam-
  ple, there are a number of atmospheric
  pockets scattered throughout what would
  otherwise be deep space. These pockets
  form around small asteroids and possess
  87
  
  both comfortable temperature and ade-
  quate gravity.
  MICROVERSAL WORLDS
  Microworld: This is the homeworld of
  Queen Pearla. It appears to be a medie-
  val culture but possesses a high degree
  of technology. The sciences are mostly
  involved with communications, starship
  design, and dimensional travel.
  Tok: A barren, desolate world inhabited
  by lizardmen. They have a warrior cul-
  ture led by Zorak. Although they were
  long-time foes of Pearla’s Microworld,
  they have since signed a peace treaty. 
  Traan: Psycho-Man’s homeworld. This
  world possesses a high technology level
  and has begun to seek an interstellar
  empire. Psycho-Man was an explorer
  sent out to prepare for their conquest of
  other worlds.
  NATHANIEL RICHARDS’
  WORLD
  This is a parallel world discovered by
  Nathaniel Richards, Reed’s father. Its
  history matched that of Earth-Marvel until
  the Middle Ages. In this world, the Dark
  Ages never occurred. Instead, the Ren-
  aissance occurred around AD 500 and
  space travel occurred in AD 850. A bitter
  struggle for Lunar independence re-
  sulted in the destruction of the Moon.
  The resulting debris ravaged the Earth
  and destroyed most of its civilization. Two
  centuries of peace followed as the survi-
  vors reclaimed their past glory. This
  ended when another world war broke
  out.
  When Nathaniel Richards discovered
  this world, the survivors had developed
  isolated communities harnessing what
  little technology survived the two wars.
  Richards joined forces with the Eyrie, a
  matriarchy that retained a high degree of
  culture. Richards married the matriarch’s
  daughter and set about redeveloping the
  lost technology. His first successes were
  the flying mounts used by the Eyrie and
  other cultures. Later he developed giant
  Tripods. Richards was so wrapped up in
  his work he never realized his wife had
  usurped his identity, begun to call herself
  the Warlord, and set about conquering
  the area. The timely arrival of the FF
  ended her plans for conquest; she acci-
  dentally disintegrated herself while trying
  to kill them. Nathaniel decided to stay on
  his adopted world and finally lead it into
  a golden age. Although none of the FF
  know it, this is the homeworld of the time
  travelers known as Rama Tut, Kang,
  Rama II, and Immortus, who is a descen-
  dant of Nathaniel’s.
  88
  
  NEGATIVE ZONE
  The Negative Zone is a parallel uni-
  verse composed of anti-matter. In size it
  is equal to that of the Marvel Universe.
  Time flows at a different rate there, with
  several months passing in the Earthly
  equivalent of hours. This helpful fact
  enables an explorer to take a long jour-
  ney and still be home for dinner.
  The Negative Zone can be entered by
  anyone with the proper equipment. On
  Earth, the only portals are located in the
  FF’s headquarters. The original portal
  was a door seven feet in diameter sur-
  rounded by support machinery. Reed
  built a second portal in the form of a 500-
  meter shaft, 499 meters of which only
  existed in the Negative Zone. The portals
  had safeguards designed to simply break
  the link between dimensions if the portal
  were damaged or destroyed. Unfortu-
  nately the explosion of the Baxter Build-
  ing disabled the safeguards. The
  resulting dimension warp had to be
  sealed in orbit by a CL1000 matter-anti-
  matter explosion (Reed’s space suit
  touching Annihilus’s armor). Reed has
  recreated the shaft portal in the Four
  Freedoms Plaza.
  Each portal contains equipment that
  transforms matter into antimatter (if go-
  ing into the Negative Zone) or antimatter
  into matter (if leaving it). This prevents
  explosions that could possibly destroy all
  the Northern Hemisphere. This destruc-
  tive potential is an ultra-classified secret.
  Next to each portal is a Negative Zone
  Viewer. It provides a telescopic view of
  the other side (Telescopic Vision, Good
  rank).
  When a person travels through the
  portal, he first encounters the Distortion
  Zone. This is a section of Subspace that
  serves as the gateway to all dimensions.
  It is a turbulent area filled with hypnotic
  flashes of intense colors.
  Once within the Negative Zone, the
  traveler finds himself in orbit over the
  Negative Zone’s counterpart to Earth.
  This lifeless world is surrounded by ex-
  ploding debris. Most of the FF’s encoun-
  ters with the Negative Zone have been
  limited to this area. However, with the
  development of the Negative Zone
  Exploratory Module, the team was finally
  able to explore an area equivalent to
  dozens of light-years of space.
  WORLDS OF THE NEGATIVE ZONE
  ARTHROS: Annihilus’ homeworld. This
  planet is home to mindless insects. All
  life resulted from the efforts of the
  Tyannese.
  BALUUR: Blastaar’s homeworld. This is
  a high-technology world with a star-faring
  race. Blastaar was originally considered
  a tyrant there but the people later re-
  turned his throne to him. He then forged
  the Baluurians into an interstellar empire.
  Much of the Baluurian starfleet was de-
  stroyed in the final battle between Blas-
  taar and Annihilus.
  KESTOR’S HOPE: This two-mile-long
  starship contains the last survivors of the
  planet Kestor. The planet Kestor was
  destroyed ten thousand years ago when
  its sun went super-nova. The Kestorians
  only had time to load 20,000 people
  aboard a great space ark. There they
  were placed in suspended animation
  until the ship reached its destination.
  Unfortunately, the blast devastated the
  ship. The main computer was demol-
  ished and only 500 people survived.
  They thought they were selected to pro-
  tect the remaining sleepers. The truth
  became a secret handed down from First
  Officer to First Officer for five hundred
  generations. When the FF intercepted
  the ship, Reed decided that he could
  assist the Kestorians finally locate a
  world similar to lost Kestor. He repaired
  their ships’ computer and brought the
  ship to a landing. There the Kestorians
  discovered that they had subtly mutated
  to the point where they could no longer
  abide such a world. In the confusion that
  followed the emergency lift-off, the cap-
  tain finally learned the long-kept secret.
  He died from the shock. When the FF left
  the Kestor’s Hope, the ship sailed on in
  search of a homeworld.
  Kestorian
  F
  A
  S
  E
  R
  I
  P
  GD
  TY
  EX
  EX
  EX
  GD
  TY
  WEAKNESS: The Kestorians are agora-
  phobic and require polluted air. 
  MANTRACORA: This world has a culture
  and technology level similar to medieval
  Arabia. Thirty years ago an alien crashed
  there and hid his ship beneath a great
  temple. He killed the high priest, Taranith
  Gelstal, and assumed his identity. Then
  he perverted the religion to fit his needs.
  His ship’s computer was damaged; he
  decided that humanoid minds could be
  added to it to replace the damaged cir-
  cuits. He had nearly completed his re-
  pairs when he discovered Reed’s
  presence. He kidnapped Reed and added
  him to his ship’s computer. The rest of
  the FF rescued Reed and they used the
  ship to return to Earth in time to defeat
  Annihilus’ latest scheme.
  OOTAH’S WORLD: Ages ago, the highly
  advanced people developed a single city
  controlled by a master computer, Ootah.
  The city-computer developed self-aware-
  ness and saw its inhabitants as para-
  sites. It drove them out by instilling mon-
  strous panic. The people reverted to sav-
  agery. They built squalid cities along
  Ootah’s walls. They developed a religion
  based on appeasing the demon god,
  Ootah. “Brides of Ootah” were periodi-
  cally offered to the great portal, where
  89
  
  they were transformed into light. In truth,
  Ootah’s defense systems disintegrated
  them. When the FF arrived, they helped
  the people destroy Ootah. Reed now
  thinks this was a tragic mistake.
  TYANNA: This high technology world is
  responsible for much of the life in the
  Negative Zone. Ages ago their explorer
  ships were sent out to seed their uni-
  verse with life.
  PROJECT PEGASUS
  The name is an acronym for Potential
  Energy Group/ Alternate Sources/ United
  States. It is an advanced research facility
  sequestered in Athena Mountain in up-
  state New York. It is chartered and
  funded by the Department of Energy to
  explore new energy sources based on
  renewable resources. However, explo-
  ration of the field led to the Project’s fre-
  quent involvement with the unique power
  sources present in superhumans.
  From outside, the Project appears to
  be a modest, mountaintop compound
  consisting of two three-story adminstra-
  tion buildings, adjoining optical and radio
  observatories, a circle of geodesic
  domes, and a small airport. The bulk of
  the Project’s facilities lie underground in
  the 24-story “Silo” and connecting mod-
  ules. The Silo is divided into eight levels
  (A-H), each of which is further divided
  into three floors.
  A
  Solar Power research
  B
  Communications 
  C
  Security Systems 
  D
  Administration 
  E
  Central Computer and
  Housekeeping 
  F
  Building Maintenance 
  G
  Life Support Systems 
  H
  Breeder Reactor
  Branching off the Silo are twelve sub-
  terranean domes. Six serve as housing
  for the Project’s 1000-odd staff. The
  remaining domes serve as specialized
  research facilities. Individual domes are
  dedicated to the following fields: cosmic
  energy, thermal energy, nuclear waste
  treatment, cold fission, magnetism and
  gravity, and human resources. Transpor-
  tation is handled by high speed elevators
  nicknamed “zoom tubes” and a spiral
  tunnel known as the Loop.
  It is the human resources center, nick-
  named “the Compound:’ that gained the
  Project its notoriety. Under the guidance
  of Dr. Henri Sorel, the Compound under-
  took the study of superhumans as power
  sources. Sorel intended to quantity and
  catalogue the powers of every superhu-
  man in the country. While budgetary
  restraints kept him from fulfilling his
  project, he managed to complete exten-
  sive studies on the following people and
  beings:
  Atom-Smasher, Blackout, Bres, Capt.
  America, the Cosmic Cube, Dazzler,
  Electro, Equinox, Fusion, Giant-Man II,
  Klaw, Letha, Moonstone, Nitro, Nuklo,
  Poundcakes, Quasar, Rhino, Screaming
  Mimi, Silas King, Solarr, Thing, Thundra,
  Titania, Vibro, and Wundarr (a.k.a.
  Aquarian).
  This research enabled the government
  to construct the super-villain prison
  known as the Vault. The research may
  also have been made available to Pro-
  ject: Wideawake and other anti-mutant
  organizations within the government.
  The research was not always done with
  the subject’s consent, especially if the
  subject was a super-villain. This denial of
  subjects’ rights, as well as several bat-
  tles involving superhumans, eventually
  prompted the government to close down
  the Compound and transfer the research
  to other facilities.
  Past and present Pegasus staff mem-
  bers include:
  • Dr. Myron Wilburn, architectural con-
  sultant and now administration direc-
  tor;
  • Dr. Anson Harkov, research director;
  • Dr. Margaret Mayfair, director of devel-
  opments, patents, and marketing;
  • Dr. Henri Sorel, Compound director;
  • Quasar (Wendell Vaughn), security
  director;
  • Guardsman (Michael O’Brien), Qua-
  sar’s replacement;
  • Dr. William Foster (Giant-Man 11), bio-
  chemist; and
  • Dr. Thomas Lightner, cosmic energy
  researcher secretly in the pay of Rox-
  xon Oil’s Nth Command
  SAVAGE LAND AND PANGEA
  The Savage Land and Pangea were a
  pair of deep valleys hidden in the
  Palmerland peninsula of Antarctica. They
  were tucked deep within the volcanoes of
  the Eternity Mountain range. The Savage
  Land was created 20,000 years ago as a
  biological laboratory and testing ground.
  It is unknown who was behind the exper-
  iment (extra-terrestrials, Eternals, and
  Deviants seem the most likely ones). The
  results of their experiments survived to
  the present day. These included recrea-
  tions of formerly-extinct species like the
  dinosaurs as well as new species like the
  animal-men.
  The experimental area had been aban-
  doned when it was rediscovered by pre-
  90
  
  cataclysmic Atlanteans and settled as a
  colony. The Atlanteans repaired the
  environmental machinery left by the
  builders, then used it to increase the
  habitable land to include the valley they
  called Pangea. The Atlanteans used
  Pangea as a resort and amusement
  center. The Atlanteans discovered how to
  use the builders’ devices to mutate the
  local natives into a variety of demihu-
  mans, such as fish-people, bird-people,
  and so on. These demihumans were
  used as laborers. Later the Atlanteans
  made the machinery self-maintaining and
  the demihumans were set free to settle
  the unused sections of Pangea.
  With the destruction of Atlantis, the
  survivors were left on their own. While
  their civilization survived, it slowly re-
  gressed to a barbarous level. A later
  plate shift dropped Pangea below sea
  level and cut it off from the Savage Land.
  In the 20th century the Savage Land
  was rediscovered by Lord Robert Plun-
  der, a British scientist and explorer. He
  discovered a vein of “Anti-metal,” a Vi-
  branium isotope that destroys molecular
  bonds and reduces substances to their
  component elements. He shared knowl-
  edge of the Savage Land with his two
  sons, Kevin and Parnival. When crimi-
  nals sought the location of the Anti-metal
  lode, Robert and Kevin fled to the Sav-
  age Land. Robert was soon killed but his
  son survived to grow into the jungle hero
  called Ka-Zar.
  In more recent years the Savage Land
  and Pangea were increasingly involved
  with the modern world. Magneto redis-
  covered the builders’ mutating device
  and used it to create a team of artificial
  mutants. Finally, the worldwrecker Termi-
  nus discovered the hidden valleys and
  destroyed them as a test of his destruc-
  tive abilities. Only Ka-Zar and his wife
  Sheena survived the catastrophe. Termi-
  nus was later destroyed and his armor
  still remains there. While the builders’
  environmental machinery was disabled, it
  may be repairable.
  SUBTERRANEA
  The interior of the Marvel Earth is
  honeycombed with an interlocking series
  of immense caverns. This cavern system
  extends as deep as seven miles,into the
  mantle. Subterranea was settled by the
  Deviants and their human slaves. The
  Deviants’ war with the Eternals had
  forced them to abandon the surface. The
  Deviants’ science constructed large
  warrens for their people, built mining and
  offensive devices of great power, and
  created several breeds of monsters.
  The term “Subterranean” refers to the
  races that descended from the Deviants’
  slaves. There are three main types—the
  Gortokian “Lava Men,” the Moloids, and
  the Tyrannoids. The Gortokians were the
  first created. They were nearly identical
  to humans but they possessed adapta-
  tions to the dark. After the Gortokians
  expelled their Deviant masters, they fell
  to worshipping a demon. The demon
  later transformed his followers into the
  Lava Men.
  The Deviants then tried again and
  created two similar races of yellow-
  skinned humanoids. These later became
  known as the Moloids and Tyrannoids.
  These beings were submissive workers
  and were no match for the Gortokians.
  The Gortokians eventually forced the
  Deviants to flee most of Subterranea.
  and retreat to a single city, the “City of
  Toads” under the Pacific Ocean.
  Although abandoned by their masters,
  the Subterraneans continued to carry out
  their duties. Eventually they found new
  masters. The wizard Merlin banished an
  evil Roman, Tyrannus, to the Earth’s
  depths. There he discovered his new
  subjects, the Tyrranoids. Early in this
  century, the Mole Man discovered his
  future subjects, the Moloids. He also
  discovered the great monsters that roam
  Subterranea.
  Other races colonized Subterranea. An
  91
  
  92
  
  Atlantean city was moved intact to this
  realm. Netheria now sits in a cavern
  under the North Atlantic. An Incan city, El
  Dorado, was hidden beneath the Andes
  Mountains. The city was recently aban-
  doned after it was wrecked in a battle
  between the Hulk and Tyrannus.
  At the current time, Tyrannus has
  vanished; Mole Man now commands his
  Tyrannoids. The Gortokian race was
  believed destroyed after they encoun-
  tered surface diseases.
  LAVA MEN
  F
  GD
  (10)
  Health: 56
  A
  TY
  (6)
  S
  EX
  (20)
  Karma: 18
  E
  EX
  (20)
  R
  TY
  (6)
  I
  TY
  (6)
  P
  TY
  (6)
  KNOWN POWERS:
  Resistance to Heat: Monstrous rank.
  Heat Emission: Amazing rank.
  Molecular Conversion: They have the
  Remarkable ability to transform metal
  into ash.
  Spray: Lava Men can create Excellent
  intensity gusts of volcanic ash.
  MOLOIDS and TYRRANOIDS
  F
  TY
  (6)
  Health: 32
  A
  TY
  (6)
  S
  GD
  (10)
  Karma: 10
  E
  GD
  (10)
  R
  TY 
  (6)
  I
  FE (2)
  P
  FE (2)
  KNOWN POWERS:
  Abnormal Sensitivity: These races can
  see in the dark but are blinded by normal
  light.
  WAKANDA
  This northern African nation is home to
  T’Challa, the Black Panther. It is a small,
  prosperous country that manages to mix
  its tribal past with the modern technologi-
  cal world. The Wakanda tribe derives
  great revenues from the sale of Vibra-
  nium, the rare metal that absorbs vibra-
  tion; Wakanda has a virtual monopoly on
  the metal. A sacred hill contains an im-
  mense lode of the metal. By selling small
  amounts of it, the Wakanda tribe has
  amassed a fortune large enough to make
  up for their lack of an industrial base.
  The culture remains tribal. The tribes-
  people prefer to maintain their traditional
  dress and customs. However, they are
  trained in extremely modern technology
  and have created such wonders as a
  flying car and a gigantic robot panther.
  The Black Tower of M’Kumbe rises
  1000 feet above the Wakandan jungle.
  The tower is a forbidden area and with
  good reason-the pseudo-Roman colony
  run by Gaius Tiberius Augustus Agrippa
  93
  VEHICLES
  
  was hidden inside it. For centuries he
  had kidnaped Wakandans and brain-
  washed them into his “Roman” subjects.
  Agrippa’s colony was destroyed shortly
  after the FF discovered its existence.
  WUNDAGORE MOUNTAIN
  This mountain in the Balkan country of
  Transia has a long history of occupation
  by supernatural and superhuman beings.
  In the Sixth Century AD, the mountain
  was the site where Morgan Le Fey and
  her magical cult of Darkholders sum-
  moned the Elder God, Cthon. After dis-
  covering he was too powerful for their
  control, they managed to imprison him
  within the depths of the mountain.
  In the twentieth century, Wundagore
  was chosen as the site for a laboratory
  where Herbert Wyndham (see High Evo-
  lutionary) and Jonathan Drew studied
  accelerated evolution. They discovered
  and exploited the rich veins of uranium
  found within the mountain. The profits
  were used to built a citadel of advanced
  scientific research. In this citadel, Wynd-
  ham eventually became the High Evolu-
  tionary. He created the New Men, ani-
  mals who had been transformed into
  demihumans. When he became aware of
  Cthon’s malevolent presence within the
  mountain, Wyndham organized the New
  Men into the Knights of Wundagore.
  Drew’s daughter Jessica acquired radia-
  tion poisoning during her childhood here;
  this forced Wyndham to place her into
  suspended animation and begin the
  process that eventually transformed her
  into Spiderwoman I. Eventually the High
  Evolutionary rebuilt his citadel into a
  starship; he and the New Men left Earth
  for space. One of his New Men, the ma-
  ternal Bova, stayed behind in a cottage
  to care for the still-sleeping Jessica.
  In the following years, Wundagore
  became the site of several battles involv-
  ing Morgan Le Fey, her former follower
  the magician Magnus, Cthon, and Mo-
  94
  
  dred the Mystic, Spider Woman, and the
  Avengers.
  Today the mountain is abandoned.
  The desolate launching cradle and the
  ruins of Bova’s cottage are all that
  remain. However, occasionally relics of
  past occupants surface. The Black
  Knight’s Atomic Steed is one such relic.
  NEW MEN
  Knights of Wundagore
  Physical ranks
  Vary
  R
  GD
  (10)
  Karma: 30
  I
  GD
  (10)
  P
  GD 
  (10)
  (Note: The physical ranks are equal to
  those of the original animal the New
  Man was created from. For example, a
  Lupinoid would have Excellent Fighting
  and Good ranks for the rest.)
  KNOWN POWERS:
  Demihuman Form: All New Men are ani-
  mals who were transformed into demi-
  human beings. Despite the original size
  of the animal, the resultant New man is
  about the size of a normal adult human.
  However, each New Man has an appear-
  ance that retains distinctive traits of its
  orignal form.
  Natural Weaponry: The New Men retain
  such features as fangs, claws, and
  horns.
  95
  
  Body Armor (Tech): Each Knight is
  equipped with a suit that gives him Excel-
  lent protection against physical attacks.
  Atomic Steeds: These flying mounts
  weigh 2750 pounds. They can support an
  additional 450 pounds. Maximum speed
  is Shift-X airspeed and maximum range
  is 37,000 miles.
  They are extremely maneuverable; in
  game terms they possess the pilot’s
  Dexterity.
  RUNNING A NEW MAN: Both the New
  Men and the Knights display personalities
  reminescent of their animal origins. Most
  are loyal to the High Evolutionary; a rebel-
  lion occurred but was swiftly put down
  when the High Evolutionary devolved the
  rebels back into animals. Individuals are
  bright and compassionate.
  XANDAR
  This is a world in the Andromeda gal-
  axy on the edge of the Skrull Empire.
  The Xandarians developed a highly
  advanced technological society. The
  center of their civilization were the Living
  Computers, immense computer banks
  that incorporated the minds of Xandar’s
  most brilliant thinkers.
  Unfortunately, Xandar’s glory was also
  its most irresistible treasure. The warlord
  Zorr attacked Xandar for its energy and
  nearly completely drained it. The planet
  crumbled into asteroid fragments. Fortu-
  nately, a Watcher lent his aid. He formed
  atmosphere-retaining force fields around
  the four fragments bearing Xandar’s
  largest cities. Then he set the four aster-
  oids in a diamond formation and set it
  adrift into space. The Xandarians soon
  learned how to pierce the force fields and
  connect the four asteroids with immense
  tunnels. They rearranged the asteroid-
  cities for greater efficiency. One held the
  city, the second the factories, the third
  the farms, and the fourth was stripped as
  a mine.
  In the following years the Xandarians
  developed a defense force of superhu-
  mans called the Nova Corps to defend it
  against new threats. Although they were
  extremely powerful, the Nova Corps was
  no match for the Skrulls who had come
  to seize the Living Computers. The inter-
  vention of the FF and other superhu-
  mans from Earth, as well as R’Klll’s
  assassination of Emperor Dorrek, finally
  caused the Skrulls to break off the at-
  tack.
  The Living Computers assisted the
  Sphinx to attain incredible powers. They
  also unknowingly assisted the disem-
  bodied mind of Dr. Sun to become pow-
  erful enough to seize the newly-built
  H.E.R.B.I.E and later the Baxter Build-
  ing’s central computer.
  The civilization was recently destroyed
  by the supervillainess Nebula.
  NOTABLE XANDARIANS
  Adora: Queen of the Xandarians.
  Gabriel Lan: Captain of Xandar’s first
  starship, the Way-Opener, and later Ga-
  lactus’ second herald, Air-Walker. 
  Pyreus Kril: Former Nova Corpsman, first
  officer of the Way-Opener, and later Ga-
  lactus’ herald, Firelord.
  Rhomann Dey: Nova Prime-Centurion
  who pursued Zorr to Earth. There he
  destroyed Zorr and passed his powers
  on to Richard Rider.
  Tanak Valt: Former Nova Prime-
  Centurion and Adora’s lover.
  Thoran Rul: Nova Prime-Centurion later
  transformed by the Living Computers
  into the Protector.
  Master Xar: Xandar’s chief scientist and
  Adora’s advisor.
  LIVING COMPUTERS
  OF XANDAR
  F
  N/A
  Health: 3000
  A
  N/A
  S
  N/A
  Karma: 5000
  E
  CL3000
  R
  CL1000
  Resources: CL1000
  I
  CL1000
  P
  CL3000
  Popularity: 100
  KNOWN POWERS:
  Cyborg Body: The core of the Living
  Computers are the special nutrient tanks
  that maintain the brains of Xandar’s most
  brilliant thinkers.
  Computer Body: The rest of the Living
  Computer is a mile-high tower of micro-
  circuitry.
  Power Creation: The Living Computers
  have the Shift-Z ability to give superpow-
  ers to normally powerless beings. This is
  how they create the Nova Corpsmen. 
  Power Transferral: They can transfer
  existing powers from one being to an-
  other with Shift-Z ease.
  In addition, the Living Computers have
  the following Mental powers, all at Shift-Z
  rank:
  Clairaudience
  Clairvoyance
  Communicate with Cybernetics
  Cosmic Awareness
  Iron Will
  Linguistics
  Mental Probe
  Mind Transferral
  Neural Manipulation
  Power Control
  Remote Sensing
  Sensory Link
  Telepathy
  Telelocation
  TALENTS: The Living Computers contain
  the entire range of Xandarian knowledge.
  CONTACTS: They are devotedly served
  by the Xandarians and the Nova Corps.
  They have assisted the FF
  BACKGROUND: The Living Computers
  are a cyborg computer incorporatin4 the
  living brains of Xandarian geniuses and a
  mile-tall tower of circuitry.
  RUNNING THE LIVING COMPUTERS:
  They are computers. They are self-aware
  and possessing personalities reminiscent
  of their original bodies.
  The FF have had a long-running fasci-
  nation with vehicles of all types. This is
  understandable in light of the the FF’s
  backgrounds (Reed and starships, Ben
  and piloting, Johnny and race cars).
  Unlike most super-hero teams, the FF
  have the ability to design and build their
  own vehicles. This is convenient since
  the FF’s vehicles have a habit of being
  destroyed.
  FANTASTICAR
  The term refers to a series of flying
  vehicles used by the FF over the years.
  All the vehicles of this series carry sev-
  eral passengers and can break into
  independently-powered modules for
  individual flight.
  Model 1 is affectionately known as “The
  Flying Bathtub.” This open-canopied vehi-
  cle can carry four adults or about 1200
  pounds of mass. It has Poor flying speed
  (60 mph) and a range of 200 miles. It is
  primarily used for inner city use or short
  trips to surrounding areas. The Tub breaks
  into four rectangular boxes. Each compart-
  ment has Feeble airspeed (30 mph) and a
  range of 100 miles.
  Model 2 is the advanced model de-
  signed by Johnny Storm. While it is
  open-canopied like its predecessor, at
  least this one has windshields. The four
  passenger modules attach to a central
  engine core. Each module can carry two
  96
  
  passengers for a total of eight. The side
  modules can detach to form miniature
  jetplanes. These mini-plane modules
  have Incredible airspeed (350 mph), a
  ceiling of 38,000 feet, and a range of 400
  miles. The entire vehicle has Monstrous
  airspeed (550 mph), a ceiling of 30,000
  feet, and a range of 1000 miles.
  Model 3 was recently completed. It is
  similar to Model 2 except that it has fully
  enclosed compartments and more pow-
  erful engines. The entire vehicle has
  Shift-X airspeed (1000 mph), a ceiling of
  40,000 feet, and a range of 1500 miles.
  The mini-plane modules have Monstrous
  airspeed, a ceiling of 45,000 feet, and a
  range of 500 miles.
  FANTASTICOPTER
  In their early days, the FF owned a
  helicopter. This vehicle carried 6 passen-
  gers at Good speed (150 mph) for a
  range of 200 miles. While the Fantasti-
  copter had better abilities than the Flying
  Bathtub, this little-known vehicle was
  almost immediately rendered obsolete by
  the Model 2 Fantasticar.
  INTERCONTINENTAL PASSENGER
  MISSILE
  This is an ICBM that Reed modified for
  use as an ultra-fast long range craft. It
  was primarily intended for trips to remote
  regions where refueling would be impos-
  sible or for short space flights. It pos-
  sesses fold-out wings that deploy on
  command after lift-off or in an emergency
  if the ship loses power. The ICPM carries
  eight passengers and an additional ton of
  cargo. Its cargo compartment is de-
  signed to haul the Model I Fantasticar.
  The ICPM is designed for VTOL and
  contains special landing gear to keep it
  upright on tilted terrain.
  The ICPMs were originally launched
  from a silo in the Baxter Building. How-
  ever, the FAA finally stopped this prac-
  tice. When the Four Freedoms Plaza was
  designed, Reed secretly included an
  improved silo but it requires lengthy
  preparation before it can be used. The
  ICPM now sits exiled on the Avengers’
  Hydro-Base.
  NEGATIVE ZONE EXPLORER,
  MODEL I
  This peculiar ship is a baby starship
  designed for use within the Negative
  Zone. It draws its power from the anti-
  matter that forms the Negative Zone. The
  Explorer carries four passengers in tight
  conditions. The entire Explorer unfolds
  like flower petals to release its passen-
  gers. Inside the Negative Zone, the Ex-
  plorer has CL5000 speed (1000 times
  lightspeed) in space and Remarkable
  airspeed. Recycling systems maintain
  the air. Food is limited to a five month
  supply of concentrates.
  The Explorer was left behind on the
  Negative Zone world of Mantracora.
  POGO-PLANE
  This is the FF’s original long-range
  vehicle. This VTOL aircraft is capable of
  swift intercontinental flights. Unlike the
  Fantasticars, the Pogo Plane has ample
  cargo room. The “Flying Bathtub” is
  designed to fit easily within the aft cargo
  compartment. The Pogo-Plane can land
  in any soil condition; special landing gear
  keeps it upright no matter how the terrain
  leans. While the Pogo-Plane is primarily
  jet powered, it has a back-up rocket
  system that enables it to make limited
  space flights. The original Pogo-Plane
  had Unearthly airspeed (600 mph) and a
  range of 15,000 miles. The current Pogo-
  Plane has Shift-Y airspeed (1200 mph)
  and a range of 2170 miles. Currently the
  Pogo Plane shares a hangar with the
  ICPM at Stingray’s Hydro-Base.
  97
  
  REDUCTA-CRAFT
  This bottle-shaped vehicle is used for
  exploring the Microverse. The front pas-
  senger module has a canopy that pro-
  tects four passengers. The engine
  module contains the propulsion system
  (CL1000 speed) and Shrinkage device
  (CL5000 rank). The Reducta-Craft sits in
  the FF’s headquarters.
  SKRULL STARSHIP
  This is a small starship given the FF by
  the new Skrull Emperor. It has three
  engines, a sizable flight compartment,
  and room for twenty or more passengers.
  It can carry a total payload of four tons.
  The ship has an onboard Astro-
  navigation system that takes care of
  piloting the ship between stars. No Astro-
  Navigational skill is needed to pilot it.
  The ship has CL1000 speed (10,000 mph
  in the air, 1,000,000 mph in space) and a
  Hyperdrive engine that can transport it
  nearly instantly anywhere in the nearby
  galaxies. This vehicle is kept at the FF’s
  hangar on Hydro-Base.
  SKY-CYCLES
  The term refers to a series of open-
  framework flying vehicles used for short-
  range trips. The basic design is an
  arrangement of fuel tanks and engine
  fans topped by a saddle and control
  bars. While the Sky-Cycles are slower
  and have less range than the Fantasti-
  cars, they have the advantages of being
  quieter, lighter, and more fuel efficient.
  The one-man version is in effect a
  stripped version of the Model 1 Fantasti-
  car. It has Feeble airspeed (30 mph) and
  a range of 20 miles.
  The multi-passenger version can carry
  up to four passengers at Poor speed (60
  mph) for up to 50 miles.
  98
  
  INTRODUCTION
  This mini-adventure is included in the book to
  give you a crash course in the history and
  "feel" of the Fantastic Four. Although it is set
  in the present day, it can be used with any of
  the teams of the FF. It can even be run using
  player-generated characters, assuming they
  are somehow connected in your campaign to
  the FF's extended family. However Reed
  Richards should be present in some manner
  in this adventure, either as a PC or NPC.
  The adventure can easily be inserted into
  the Judge's current campaign since it is self-
  contained. The only problem a Judge could
  have is if the PCs blow the adventure. In that
  case, the PCs next adventure will require a
  new headquarters.
  BACKGROUND
  The scenario revolves around Gormuu the
  Infinite Monster. As the reader now knows,
  Gormuu was Reed's first major foe. Reed
  defeated Gormuu by turning the monster's
  powers against him, devising a Power Beamer
  to affect Gormuu's self-enlarging power.
  Gormuu rapidly increased in size to the point
  where he had less substance than an inter-
  stellar gas cloud. Reed never publicly revealed
  how he defeated Gormuu. Perhaps he thought
  an insane individual might destroy the Power
  Beamer and somehow return Gormuu to
  Earth. He also suspected that Gormuu might
  someday return to Earth when his power to
  expand ran out. For this reason, Reed contin-
  ued to operate the Power Beamer over the
  years, knowing Gormuu would still absorb the
  energy and continue to grow. Reed took the
  Power Beamer with him when his newly
  formed Fantastic Four set up their Baxter
  Building headquarters. The Power Beamer took
  up residency in Reed's 33rd floor laboratory.
  The Terrax the Untamed destroyed the
  Power Beamer along with the rest of the 33rd,
  34th, and 35th floors. As soon as the crisis
  past, Reed rebuilt the Power Beamer and
  switched it on.
  Gormuu continued to grow.
  Since the Power Beamer operated auto-
  matically and was self-maintaining, Reed
  spent little time on it. The others even forgot
  its existence, if they had even known about it
  at all. Then one day Reed himself forgot about
  the Power Beamer's existence.
  When Reed's mind was transferred in the
  Mantracore computers in the Negative Zone,
  he lost parts of his memory. Little things that
  might have been important but h hardly ever
  thought of, things like the color of his mother's
  eyes or who his childhood playmates were or
  the reason for the Power Beamer's existence.
  The loss became critical when the Baxter
  Building was destroyed by Doctor Doom. When
  Reed built Four Freedoms Plaza and recreated
  most of his lost equipment, the Power Beamer
  remained forgotten and unrestored.
  Gormuu stopped growing.
  At this point Gormuu was larger than the
  Milky Way galaxy but so diffused as to be
  undetectable. He begabn to shrink, slowly at
  first, then faster as the energy that had held his
  atoms apart disappeared. He was like an infinite
  rubber band that had begun to spring back.
  Enter the Wizard into our story. He had
  been lying low of late, engaged in an exhaus-
  tive study of Reed Richards' life and works.
  He hoped that somewhere in Reed's past he
  would discover some useful bit of information,
  something that would enable him to finally
  beat the FF. A chance discovery of Reed's
  long-abandoned lab notes from his Central
  City, California, days told the Wizard how
  Richards defeated Gormuu. The Wizard curi-
  ously tested Reed's theories about Gormuu.
  He was puzzled that he could find no trace of
  the Power Beamer's energy signature but he
  did find traces of Gormuu. The Wizard real-
  ized Reed was right. Gormuu was coalescing
  and that he would return to his original size in
  only three weeks!
  The Wizard hit upon a plan to exploit his
  discovery. Gormuu would be the tool that
  would enable the Wizard to loot the Four
  Freedoms Plaza. While the Wizard had no
  doubt that the FF would defeat Gormuu, they
  would be distracted long enough for the
  Wizard to steal anything he could.
  The Wizard made one alteration in events.
  His research showed Gormuu was shrinking
  toward the site he had been enlarged so long
  ago, Central City California. The first step in
  the Wizard's plan called for Gormuu to be
  redirected toward New York City, the FF's cur-
  rent home. The Wizard devised an Energy
  Lure that relocated the focus point of
  Gormuu's shrinkage to the Four Freedoms
  Plaza. One week before this adventure begins,
  the Wizard managed to sneak onto the FFP's
  51st floor and hid the energy lure in the venti-
  lation system.
  The Wizard had theorized that when
  Gormuu reformed, his peculiar atomic nature
  would wreak havoc with the delicate electron-
  ics and high-tech systems of the FFP.
  Although this wouldn't directly aid th Wizard,
  such mishaps should keep the FF busy, per-
  haps too busy to notice what was about to
  befall them. These strange events will begin to
  happen three days before Gormuu reappears.
  Unbeknownst to the Wizard, the Energy
  Lure was having an unexpected effect on
  Gormuu. Rather than stop at his original
  height of 25', Gormuu would now continue to
  shrink uncontrollably. After a brief stop at 25',
  Gormuu will begin to shrink until his atoms
  collapse into a ball of neutronium. One day
  after Gormuu's return, the FFP will be com-
  pletely destroyed and the entire Earth placed
  in severe peril.
  The adventure begins at a point when the
  FF are between crises. They are scattered
  around the FFP doing whatever they do in
  their off-hours.
  99
  FROM THE BEGINNING COMES THE END!
  A Fantastic Four Adventure by David Edward Martin
  The following adventure was originally conceived as part of The Fantastic Four Compendium, my
  second book for TSR, published in 1987. The first two books in the MA series had a small adven-
  ture as the final chapter. MIne was originally expected to follow that pattern. Using Gormuu as the
  hook and Four Freedoms Plaza as the setting, I started to assemble the adventure that follows. 
  As things turned out, I was running out of room in my manuscript for the proposed adventure.
  Fine. I put the uncompleted adventure aside and filled the rest of the book with other things. The
  adventure's only copy, the original manuscript printout, sat unread in a fat orange binder on the
  back of a storage shelf.
  Until now.
  What follows is the adventure as it might have appeared, had I finished it and inserted it into The
  FFC. Note that this is an early draft more akin to my thoughts on what should happen rather than a
  clear outline for the Judge to use in gaming. This still needs some work. Feel free to modify it how-
  ever you want. For example, you might consider updating it to reflect the current FF setting.
  Note that the adventure runs a lot fairer to the players if they have a copy of The FFC handy.
  After all, Gormuu has only made three appearances in print. If either Reed Richards or Sue
  Richards are being run as PCs, the Judge should covertly prepare them for this adventure by
  somehow making sure those players read the Gormuu entry, say a week or a month before the
  actual gaming session occurs. Be subtle; give them the info they will need buried in with a bunch
  of other stuff. For example, leave the Gormuu issue of Fantastic Four out with the rest of your
  comics where your gamers can read it.
  As for playing the adventure, well, this thing is a custard pie with a vial of nitroglycerine in it.
  Gormuu and the rest of the NPC antagonists are not exactly world-threatening and are a bit on
  the goofy side. While this is not exactly a humorous adventure. it's far from being grim and gritty!
  The only real threat is the timebomb of Gormuu's uncontrolled shrinking but players ignore that at
  the risk of wiping out the center of the Marvel Universe..
  And now, for the first time ever,
  “From the Beginning Comes the End!”
  ADVENTURE
  
  TIMETABLE
  G-?
  Power Beamer destroyed
  G-21 days
  Wizard discovers Gormuu's
  existence
  G-7 days
  Wizard plants Energy Lure in
  FFP
  G-5 days
  Starcore detects a freak nebu-
  la
  G-3 days
  The Thing's exercise equip-
  ment goes berserk
  G-2 days
  Fantasticars out of control
  G-36 hours
  H.U.B.E.R.T. goes awry
  G-30 hours
  Negative Zone portal leaks
  anti-matter
  G-24 hours
  Trapster invades the FFP
  G-15 hours
  Microverse starships invade
  the FFP
  G-13 hours
  Starcore notifies the FF
  G-11 hours
  Mutant warriors come through
  Time Machine
  G-10 hours
  Gormuu visible in daylight
  G-4 hours
  Gormuu 1 mile tall but still 
  intangible
  G Hour
  Gormuu solidifies at 200'
  G+15 minutes
  Wizard penetrates the FFP;
  Gormuu 100'
  G+30 minutes
  Gormuu 50'
  G+1 hour
  Gormuu 25'
  G+2 hours
  Gormuu 12'
  G+3 hours
  Gormuu 6'
  G+4 hours
  Gormuu 3'
  G+5 hours
  Gormuu 20"
  G+6 hours
  Gormuu 10"
  G+7 hours
  Gormuu 5"
  G+8 hours
  Gormuu 2"
  G+9 hours
  Gormuu 1"
  G+11 hours
  Gormuu .25"
  G+13 hours
  Gormuu .0625"
  G+15 hours
  Gormuu .015"
  G+18
  Gormuu .001"
  G+21 hours
  Gormuu .00001
  G+24 hours
  Neutronium. FFP implodes.
  ENCOUNTER 1
  No Pain No Gain!
  Summary: Ben and other superstrong team
  members are exercising in his special gym
  when interference from Gormuu causes the
  equipment to malfunction.
  Starting: Ben and any superstrong characters
  are in the gym. Less strong characters may
  watch if they want. The strongmen are in the
  middle of their routines when trouble begins.
  Encounter: All the superstrong PCs are using
  various pieces of equipment. The devices are
  designed to equal the PC's strength as
  increased pressure is applied by the exercis-
  ing PC. If only one PC is exercising, he is
  using the Reverse Polarity Force-Resistor.
  This is a pair of electromagnets that strap to
  the PC's wrists. The devices possess
  Monstrous Magnetism. They alternately attract
  or repel each other; they switch when the PC
  successfully resists their power. The devices
  are built of Remarkable Material.
  If another PC is exercising, that PC is using
  the Isometric Lift Bar. This is a horizontal bar
  attached by cables to the floor. Pressure on
  the bar causes the bar to pull towards the
  floor. The intensity of the pull is +1Cs higher
  than the PC's grip on the bar. The apparatus
  is made of Amazing Material. When the trou-
  ble starts, the bar suddenly gains +3CS
  Strength and pins the PC to the floor. The PC
  must destroy th bar or lift it away long enough
  top free himself.
  Meanwhile, the Force-Resistor switches to
  repelling. A power surge raises the rank to
  Monstrous. Whoever is using them must
  break free of at least one of them or risk being
  torn in two. Once one half is disabled or
  removed, the other flies in a straight line at
  Typical speed. The device will try to smash
  through any barrier, dragging the PC with it.
  Eventually the PC may find himself in mid-air
  outside the FFp. The devise will continue its
  flight in a descending arc, touching down 3
  miles away.
  Aftermath: An examination of the remaining
  exercise equipment shows nothing. The other
  devices operate normally.
  KARMA:
  Defeating the threat
  +20
  Assisting a trapped PC
  +10
  ENCOUNTER 2
  Fly the Friendly Skies!
  Summary: The PCs battle runaway Fantasti-
  cars.
  Starting: It is one day later. One or more of the
  PCs are patrolling Manhattan in a Mark III
  Fantasticar when they receive the Mark I
  Fantasticar's emergency signal. The Mark I is
  in th FFP's hangar and not in use. The other
  PCs may be anywhere in the FFP.
  Encounter: The PCs are engaged in a routine
  flight over Manhattan. The Mark III has operat-
  ed smoothly thus far. Then the alarm sounds.
  It is the Mark 1 "Flying Bathtub," last seen sit-
  ting parked in the hangar of the FFP. Attempts
  to radio either the Mark I or the FFP get only
  static.
  Two areas from the FFP, the Mark III begins
  to malfunction. The difficulty of piloting the
  vehicle increases each moment. The initial dif-
  ficulty level requires a Good Intensity FEAT.
  The PCs must make an Agility FEAT each turn
  to maintain control of the vehicle. Failure
  means the difficulty increases +1CS. If the
  PCs retain command of the vehicle long
  enough, they can activate the hangar doors
  and land at the FFP. However, the hangar door
  control is linked to the Mark III and is as diffi-
  cult to operate.
  When the PCs enter th hangar, they find th
  Mark I flying in erratic circles around th
  hangar. After the first PC attempts to control
  the vehicle, it begins to head in random direc-
  tions, changing direction each turn. The diffi-
  culty of controlling the Mark I is equal to
  whatever the last rank was for the Mark III. If
  the PCs attack the Mark I, it immediately
  breaks into its four modules. Each modules
  continues to fly around the hangar, randomly
  changing directions each turn. If the hangar
  door is still one, some of the vehicles may fly
  outside. When they are two areas beyond th
  FFP, they will slow to a hover and gradually
  settle to the ground 3 areas away from th FFP.
  All the affected vehicles still within two
  areas of the FFP will fly 1 hour before they
  settle to the ground.
  Aftermath: Again, a check of the vehicles
  reveals no tampering or lingering interference.
  If the PCs check for records of strange
  energy emissions, the sensors in Reed's lab
  show strange particles present about the time
  of the troubles in the lab and hangar. If the
  PCs check with Starcore, they will learn a
  strange nebula has appeared around the solar
  system and that it is coalescing rapidly.
  KARMA:
  Successfully grounding an 
  undamaged vehicle
  +10
  Successfully grounding a
  damaged vehicle
  +5
  Destroying a vehicle
  -10
  Contacting Starcore
  +30
  ENCOUNTER 3
  Are You? Are You Are?
  Summary: The HUBERT series robots are
  affected by the increasing distortion of
  Gormuu.
  Starting: The PCs can be in any part of the
  FFP they want. This is a floating encounter
  because the HUBERTs will come after them!
  Encounter: It's been eight hours since the
  Fantasticars went crazy. The worst of the
  debris has been cleaned up. The PCs have
  begin to relax when HUBERT arrives and
  requests instructions. It appears to be plan-
  ning the next day's activities. However, the
  robot is beginning to suffer malfunctions. The
  first indication is when it addresses a PC by
  the wrong name. When it repeats the PC's
  instructions it mangles the words. If the PCs
  question HUBERT's accuracy, the robot sug-
  gests the PCs are impostors. If the PCs try to
  disable HUBERT or flee, th robot declares
  they are impostors and will attack them as if
  the PCs were supervillains. If the fight contin-
  ues for another 20 turns, a second HUBERT
  appears. If the fight continues 20 turns after
  that, a third HUBERT appears, carrying a
  spray canister full of paralyzing foam. This
  foam has Incredible Intensity; failure to make
  100
  
  an Endurance FEAT means the PC is totally
  paralyzed for 1-10 hours or until given the
  antidote.
  Aftermath: Two hours later the surviving
  HUBERTs return to normal. Their program-
  ming remains full of glitches but a check of
  their diagnostic circuits reveals a power surge.
  If the PCs contact Starcore, they learn of a
  green and red nebula has surrounded Earth
  and is coalescing rapidly.
  KARMA:
  Safely subduing the first HUBERT
  +30
  Subduing all the HUBERTs
  +35
  Destroying a HUBERT
  -10
  Destroying all the HUBERTs
  -20
  Contacting Starcore
  +20
  ENCOUNTER 4
  We Unlock the Door of Imagination!
  Summary: The Negative Zone Portal is leak-
  ing. Random blasts of destructive rays shoot
  through the FFP, forcing the PCs to enter the
  lab and shut down the Portal manually.
  Starting: It's been six hours since th
  HUBERTS went berserk. The damage ha been
  cleared away. By now the PCs should be get-
  ting a little jumpy. Something is happening but
  unless the PCs contact Starcore they have no
  idea of the real cause of the strange events.
  Suddenly an alarm sounds. If the PCs
  check, they discover it is a malfunction in the
  Negative Zone Portal's locking mechanism.
  Suddenly there is an explosion, followed by a
  sizzling sound. The Portal has begun to open,
  releasing minute quantities of antimatter in the
  form of destructive rays. The rays go in ran-
  dom directions from the Portal, spreading out
  in a 120 degree cone from the Portal's front
  side. The rays have an initial destructive inten-
  sity of Excellent to Monstrous rank (random
  choice of rank for each ray). The rank
  decreases -1CS for each wall or floor pene-
  trated. Any target of the beam has a quarter-
  inch hole neatly drilled in it. Living targets suf-
  fer power rank damage in the form of a cau-
  terized wound. Flammable materials may
  catch fire from the blast.
  Normally the Portal can be shut down by
  the master computer. Unfortunately for the FF,
  one of the first beams severed the remote
  control cable. The Portal will now have to be
  shut down manually. This can be done by an
  Excellent intensity Reason FEAT or by attack-
  ing the Portal directly. Destroying the Portal
  automatically severs its connection to the
  Negative Zone. The Portal is made of
  Remarkable material.
  While the PCs are in little danger if they
  remain away from the Portal chamber, the risk
  increases with proximity. Beams fire once ever
  1-10 turns.
  When the Portal has been shut down, the
  beams cease. If the PCs do not shut the
  Portal down, it shuts itself down automatically
  when Gormuu solidifies 30 hours from now.
  Aftermath: Depending on how long the
  Encounter occurred, the FFp may be riddled
  with wormholes and fire damage. Checks on
  the FFP's sensors show another energy peak
  occurred shortly before the Portal started
  leaking.
  A check with Starcore informs the PCs that
  a green and red gas cloud roughly 200,000
  miles wide has surrounded Earth and is
  shrinking rapidly. Computer projections sug-
  gest a five-pointed shape, like an irregular
  pentacle or a crudely-drawn hominid.
  KARMA:
  Shutting down the Portal
  +30
  Destroying the Portal
  +10
  Checking with Starcore
  +10
  Deducing the cloud is Gormuu
  +100
  ENCOUNTER 5
  A Sticky Situation!
  Summary: The Trapster takes advantage of
  the situation to invade the FFP and kidnap
  Roberta, whom he hold a grudge against for
  defeating him once before. (He has no idea
  she's a robot linked to her desk.)
  Starting: It is six hours since the Negative
  Zone Portal ventilated the building. The PCs
  have had a chance to repair some of the dam-
  aged equipment and severed cables. While
  they were busy inside the building, the
  Trapster has been walking up the outside wall.
  He broke in through a ventilation duct on the
  70th floor. He has just tripped an alarm on the
  71st floor.
  The security system is still damaged. A rea-
  son FEAT of Excellent is needed to get the
  computer to locate the intruder. A second
  FEAT is needed if the computer is asked to
  show or identify the intruder.
  The Trapster intends to enter the Reception
  area and take Roberta hostage. During their
  previous encounter he never saw that Roberta
  was a robot that only looks human from the
  waist up. His first actions are to boobytrap the
  elevator door that leads to the upper floor.
  Then he will seize Roberta and head for the
  ground level by way of the visitor elevator's
  shaft. It takes the Trapster 5 turns to set the
  trap. He then takes another 5 turns before he
  confronts Roberta. Normally the floor of the
  Reception Area has a Stunning electroshock
  capability but because of the damage to the
  building, this function is disabled. Two turns
  after he first threatens Roberta, the Trapster
  finally realizes she's a robot. He will try to flee
  down the elevator shaft by standing on the
  underside of the car.
  If the PCs capture the Trapster, he will be
  evasive about his purpose in breaking in. He
  will do anything to avoid admitting he just
  tried to kidnap a robot. He will even slyly
  admit to anything the PCs accuse him of. He
  will quickly realize that they are having some
  kind of problem and he thinks he may be able
  to use their confusion to his advantage.
  Aftermath: The Judge can use th Trapster as a
  red herring to let the PCs delude themselves
  into thinking they've caught the culprit.
  Indeed, there is a longer lull before the next
  Gormuu-influenced event.
  If the PCs check with Starcore, they learn
  the Earth has been touched by a green and
  red cloud in an irregular five-pointed shape.
  The cloud measures 3000 miles across its
  widest point. The cloud appears to be cen-
  tered on the East Coast.
  KARMA:
  Capturing the Trapster
  +30
  The Trapster escapes
  -20
  Being defeated by the Trapster
  -40
  Contacting Starcore
  +5
  Deducing Gormuu's role
  +50
  ENCOUNTER 6
  Ah, You Can See the Wires!
  Summary: An accidental firing of the Reducta-
  craft's engine enlarged a squadron of star-
  ships from the Microverse. The starships
  attempt to escape, resulting in more damage.
  Starting: The PCs have repaired the damage
  to the FFP's security systems. The PCs may
  be anywhere in the FFP, depending on how
  previous encounters have gone.
  Encounter: It is 9 hours since the Trapster was
  first spotted. Things have been quiet since
  then. The PCs may even wonder if the crisis is
  over.
  It's not. An alarm sounds. The Reducta-
  craft is under attack. The camera that normal-
  ly shows the craft has been damaged. The
  PCs must physically investigate the alarm.
  When they arrive at the room housing the
  Reducta-craft, they find the door closed but
  hot to the touch in places, as if fire is selec-
  tively heating the door's other side. When the
  door is opened, the PCs spot four football-
  sized starships hovering in diamond forma-
  tion, firing energy weapons at the door (or
  rather, where the door had been before the
  PCs opened it).
  These are actual interstellar warships from
  the Microverse. Each has a crew of 20 eight-
  inch-tall humanoids (just large enough to see
  unaided) and the proportional engines and
  firepower of a lesser Skrull starship. However,
  these are greatly reduced in power due to
  their small size. The ships have Amazing
  material strength, Amazing Resistance to
  Energy Attacks, and Good Flight. Armaments
  consist of Plasma Bolts of Good intensity.
  The squadron was on patrol in the
  Microverse when the Reducta-craft acciden-
  tally fired its engines and enlarged the ships
  101
  
  into the Macroverse. The crew has panicked,
  thinking themselves under attack. Their main
  goal is to escape and somehow return home.
  When the PCs arrived, the squadron was
  trying to melt its way through the lab door.
  They are automatically firing a new volley
  when the PCs open the door and enter the
  target area. If the PCs attack, the squadron
  will defend itself. If the PCs hesitate for 2
  turns the squadron will attempt to fly past
  them into the hallway. The squadron will con-
  tinue to fight or sneak their way out of the
  FFP. If they can get outside the building, they
  will shift their engines to maximum speed and
  disappear off into the distance, irretrievably
  lost.
  If the PCs can convince the squadron of
  their good intentions and keep them from
  escaping the building, they can return them to
  the Microverse by activating the Reducta-
  craft's engines correctly. This is a Remarkable
  intensity FEAT.
  Aftermath: The squadron's crewmen want to
  return to the Microverse; the gigantic forms of
  the Macroverse frighten them. The PCs may
  immediately work on the problem of returning
  them home or concentrate on the greater
  problem of the mystery power surges.
  KARMA:
  Safely capturing each
  starship unharmed
  +20
  Each damaged starship
  -10
  Each destroyed starship
  -20
  Losing the starships
  -30
  ENCOUNTER 7
  Belated Notification
  Summary: This encounter is only used of the
  PCs have not yet contacted Starcore or other-
  wise learned of the shrinking cloud of
  Gormuu.
  Starting: Depending on the results of the pre-
  cious Encounters, the PCs may be anywhere.
  If the PCs have left the FFP, Starcore's mes-
  sage is automatically recorded and relayed to
  the PCs.
  Encounter: An urgent message comes in from
  the Starcore observatory orbiting the Sun. The
  message alerts the PCs to the sudden
  appearance five days ago of a nebula sur-
  rounding the Earth. The nebula appears green
  in visible light, with a red band around its mid-
  dle section. The nebula rapidly shrank to its
  present size, roughly 500 miles at its widest
  point. A three-dimensional projection shows a
  hominid shape like a gorilla. The cloud
  appears to be centered on New York City. If
  computer projections are correct, the cloud
  will continue to shrink rapidly over the next
  several hours.
  Aftermath: If the PCs guess it is Gormuu, they
  can begin building a new Energy beamer. The
  device requires an Amazing Reason and 6
  hours to complete.
  KARMA:
  Deducing the cloud is Gormuu
  +20
  ENCOUNTER 8
  No Doubt About It; I Gotta Get Me Another
  Hat!
  Summary: Nathan Richards' Time Machine
  has malfunctioned and drawn in several
  mutant warriors from an alternate post-
  Apocalyptic future.
  Starting: Depending on the results of the pre-
  cious Encounters, the PCs may be anywhere.
  If the PCs have left the FFP, the Mutant war-
  riors will wreak a little havoc before settling
  down for some serious looting and a bite to
  eat.
  Encounter: Security sensors show the door to
  the Time Machine has been breached. Seven
  humanoids are moving away from the room
  and scattering around the level. Then the
  camera goes dead.
  The invaders are mutant warriors from Kang
  the Conqueror's timeline.
  Invaders
  F
  EX
  (20)
  Health: 70
  A
  GD
  (10)
  S
  EX
  (20)
  Karma: 8
  E
  EX
  (20)
  R
  PR
  (4)
  I
  FB
  (2)
  P
  FB
  (2)
  EQUIPMENT:
  Blaster Rifle: Incredible damage
  Body Armor: Good protection against energy
  and physical attacks.
  RUNNING THE INVADERS: These are nearly
  mindless infantry-mutants. They will set up
  ambushes by the time the PCs arrive. If cap-
  tured and questioned, they can only talk
  about a mission to infiltrate a warlord's castle.
  (The Judge can have fun with this and make
  up any story he wants.)
  The invaders will initially try to ambush the
  PCs. Later they will try to attack in increasing
  numbers until the entire squad is involved in
  the melee.
  They have no idea where they are. They
  think the PCs are warriors from the enemy
  army and that the FFP is the stronghold they
  were supposed to enter (though they cannot
  recall how they entered). Because of their
  confusion, the invaders will not kill the PCs,
  preferring to keep them alive for questioning.
  Aftermath: If the PCs are captured by the
  invaders, the Judge should add additional
  member of the FF who arrive 4 hours later.
  The Players should switch to the new PCs, at
  least until the first PCs can be rescued. The
  mutant warriors can be returned to their own
  time by the Time Machine, which keeps an
  automatic record of the date and timeline vis-
  ited.
  KARMA:
  Getting captured
  -20
  Each invader captured
  +5
  Persuading the invaders to surrender
  +10
  Sending the invaders home
  +20
  ENCOUNTER 9
  The Green Cloud Strikes!
  Summary: The Gormuu cloud becomes
  visible.
  Starting: Depending on the results of the pre-
  cious Encounters, the PCs may be anywhere.
  If the PCs were captured by the previous
  group, skip this Encounter. If the PCs have left
  the FFP or are otherwise looking at a far
  enough distance away from the FFP, they can
  see Gormuu's shape. Otherwise they can only
  see the interior of Gormuu's surrounding
  immensity.
  Encounter: With the invaders deal with, the
  PCs can get back to the matter of Starcore's
  message. Any PC looking outside the FFP can
  see two translucent green clouds filling the
  sky like great pillars. In reality, these are
  Gormuu's legs. As the PCs watch, the gap
  between the legs grows smaller.
  There are two means to see the green
  cloud at a distance. If the PCs fly far enough
  away (at least 50 miles), they can see see the
  green clouds form a hominid shape. Flying
  further back will give them the perspective
  they need to see the entire form. The simple
  method is simply to turn on the television. The
  channels are full of excited special coverage
  of the mysterious cloud. Remote broadcasts
  from Philadelphia, upstate New York, and
  Rhode Island shows the cloud appears to be
  a green hominid wearing a red kilt. If Reed or
  Sue see this, they will automatically recognize
  Gormuu. Other PCs will have to delve through
  the FF's records to find a picture of the alien
  invader.
  If Reed and Sue are not present, assume
  they saw the shape, recognized Gormuu, and
  are rushing back to the FFP.
  As soon as Gormuu is recognized, PCs can
  begin researching ways to handle him. Reed
  and Sue can remember the full details of
  Gormuu's defeat but Johnny or Ben require
  an Excellent Intelligence FEAT to recall the
  Power Beamer. PCs can also check the FF
  annals for Reed's notes on constructing a
  Power Beamer. As soon as they gain this
  knowledge, they can begin building the Power
  Beamer.
  Aftermath: if the PCs still don't recognize
  102
  
  Gormuu, allow them to continue to research
  the old records for a reasonable amount of
  time. Gormuu continues to shrink and as soon
  as he solidifies at 200', all research ends.
  ENCOUNTER 10
  The Kraalo Has Landed!
  Summary: Gormuu solidifies at 200' tall and
  returns to life. The PCs must deal with a ram-
  paging giant. Meanwhile, the Wizard breaks
  into the FFP (Encounter 11).
  Starting: If the PCs were captured or incapaci-
  tated by earlier encounters, enough time has
  occurred for reinforcements to arrive.
  Encounter: With Gormuu's return to life, the
  PCs must decide to combat Gormuu directly
  or work on a long-term means to defeat him.
  The FFP contains numerous devices that
  could be used to attack Gormuu, especially
  since Gormuu continues to shrink. The Judge
  should note that, because of the nature of his
  powers, Gormuu wants to be attacked.
  Gormuu will start making threatening move-
  ments and maybe smash some things in order
  to prompt attacks against him.
  There are few ways to actually defeat
  Gormuu:
  1. Attack him with a force greater than his
  Absorption Power's ability to handle.
  Enough attacks like this will overload and
  kill Gormuu.
  2. Complete a new Power Beamer and send
  Gormuu back into space.
  3. Find a way to negate his powers.
  4. Don't attack him at all. He'll resume
  shrinking.
  During the time the PCs are seeking their
  solution, Gormuu continues to rampage.
  Since he is still recovering from his decades-
  long ordeal, he is slow to act or destroy. He
  wrecks a building every 2-5 minutes.
  After 20 minutes, Air Force and SHIELD air-
  craft arrive. Unless warned by the FF, the air-
  craft attack with a furious barrage of missiles
  and cannonfire. During the attack, Gormuu
  stops shrinking and begins to expand again.
  When Gormuu grows another 100', the fight-
  ers recognize what is happening and break off
  the attack.
  Once the attacks cease, Gormuu starts to
  shrink again. Gormuu begins the encounter
  200' tall, briefly grows to 300', and starts to
  dwindle again. Fifteen minutes later, he has
  dropped to 100'. 30 minutes after that he's
  down to 25'. Finally an hour later he has
  shrunk to 12' tall. By this time the PCs should
  have been able to capture him without trigger-
  ing new growth.
  Judges must note that Gormuu never loses
  weight! Even when shrunken down to 12' the
  alien still weighs several tons. Only super-
  strong characters or really heavy lifting equip-
  ment should be able to budge an uncoopera-
  tive or unconscious Gormuu, regardless of the
  alien's height.
  Aftermath: This encounter continues until
  Gormuu us captured or defeated. Other
  Encounters can be run as intermissions since
  they occur simultaneously with this one.
  KARMA:
  Defeating a gigantic Gormuu
  +30
  Enlarging Gormuu
  back into space
  +30
  Accelerating Gormuu's
  shrinking
  +20
  Waiting until Gormuu shrinks
  on his own
  +15
  ENCOUNTER 11
  The Wizard Strikes!
  Summary: The Wizard uses the confusion of
  Gormuu's attack to break into the FFP and
  Reed's labs.
  Starting: The Wizard enters the FFP by way of
  the ventilation system. He then proceeds
  swiftly to the FF's floors.
  Encounter: The Wizard is flying through the
  FFP's ventilation system, ascending to the
  FF's headquarters. He is successful in
  bypassing the alarms and heads to Reed's
  labs. He begins to loot them. He does so by
  attaching anti-grav disks to the chosen items
  and sailing them out the window. The disks
  are programmed to take the items to the
  Wizard's hidden lair.
  If none of the FF are present, he can auto-
  matically grab six devices of randomly deter-
  mined nature. At the end of every five min-
  utes, the PCs make make an Intelligence
  FEAT; success means someone noticed the
  string of packages flying away from the FFP.
  The Wizard keeps up his looting for 1 hour.
  Then he runs out of anti-grav disks and
  decides to leave. The PCs get a final chance
  to spot him as he leaves the building. If they
  fail, he escapes without incident. If the PCs
  attack him, he will try to flee unless he thinks
  he has a chance to defeat the PCs in melee.
  Aftermath: If the Wizard is captured the PCs
  may immediately turn him over to the police
  103
  
  or they can hold onto him for interrogation. If
  he is brought into the same area as the now-
  shrunken Gormuu, the Wizard will express
  curiosity about the alien. He will profess igno-
  rance of Gormuu and say he was simply tak-
  ing advantage of the confusion to do a little
  shopping. When Gormuu continues to shrink,
  the Wizard must make a series of Psyche
  FEATS. Failure means he cracks from the
  strain of worrying about Gormuu's condition.
  The Wizard reveals everything he knows or
  suspects about the ex-giant, including that
  Gormuu should have stopped shrinking when
  he hit 25' and he wonders if his Energy Lure
  might have caused Gormuu to continue
  shrinking,
  KARMA:
  Capturing the Wizard
  +20
  Losing equipment
  -10
  Letting the Wizard escape
  -20
  ENCOUNTER 12
  Down-de-Down-Down
  Summary: The PCs must cope with a continu-
  ally shrinking Gormuu. Failure results in
  Gormuu becoming a mass of neutronium and
  destroying Manhattan.
  Starting: This Encounter immediately follows
  the preceding two. The PCs have control of
  Gormuu or have access to whoever holds the
  alien.
  Encounter: The PCs are faced with a series of
  questions.
  What have they done with Gormuu? Is he
  locked away in a holding cell or have the PCs
  begun to examine him.
  Did the Wizard admit his suspicions? If not,
  have the PCs arrived at the same suspicions?
  Once the PCs decide that Gormuu's con-
  tinued shrinkage poses a threat, they must
  decide upon a plan of action. They have sev-
  eral options, based on their powers or FFP
  equipment.
  The worst thing they can do is ignore
  Gormuu's condition. If this happens, Gormuu
  continues to shrink until, 24 hours later, he
  collapses into a ball of neutronium, doing
  Monstrous damage to the area. A gravity well
  of Monstrous Strength will surround the neu-
  tronium at a radius of 1 area. Material drawn
  into the area will be crushed into even more
  neutronium, gradually increasing its area of
  effect.
  The PCs can build a new Energy Beamer.
  By controlling its output, they can stabilize
  Gormuu's size or beam him back into inter-
  stellar space.
  The PCs can launch Gormuu into deep
  space. While he will still collapse into neutron-
  ium, at least he'll be off planet when he does
  so.
  The PCs can shove Gormuu through the
  Negative Zone Portal. Let Annihulus and
  Blastaar worry about him.
  The PCs can transport Gormuu into the
  Microverse. Again, this shifts the neutronium
  problem to another realm.
  The PCs can negate Gormuu's powers.
  Since there are no known devices on hand in
  the FFP to accomplish this, such a device will
  have to be invented or acquired quickly. For
  example, they may want to get their hands on
  Forge's Neutralizer. If the PCs are persuasive
  enough, they may even get the Wizard to help
  them. Conversely, the Wizard may offer his
  services in exchange for his freedom.
  Aftermath: The adventure can end in a multi-
  tude of ways. It can even be the hook for fur-
  ther adventures. For example, the residences
  of the Negative Zone or the Microverse might
  resent getting a new white dwarf dropped in
  their space. In the worst case scenario, the
  PCs have to deal with a mass of neutronium
  sitting in the middle of Manhattan, sucking in
  the neighborhood. This can lead to an epic
  engineering job using the powerhouses of the
  Marvel universe to deal with the gravitic mon-
  ster.
  KARMA:
  Doing nothing
  -100
  Enlarging Gormuu again
  +10
  Shooting Gormuu into space
  +10
  Sending him into the Microverse
  +10
  Sending him into the Negative Zone
  +10
  Stabilizing Gormuu's size
  +20
  Removing Gormuu's powers
  +50
  104
  
SOURCE: textdata/thevault/Marvel Superheroes/Supplements/ffcompendium-screen.pdf