Here are the results of the First Annual Postfest 1999, from the MSH-SAGA mailing list. The entries are listed by contributor, in no particular order. CONTRIBUTED BY FIXIT: Mr. Fixit (Joe Fixit aka the Hulk) Strength 16C (Hyper-Breath, Sonic Slam) Agility 4X Intellect 8X Willpower 8D (Intimidation) Edge: 3 Hand Size: 5(30) Calling: Greed and sometimes Demolisher Hinderances: Bruiser, Transformative (into Banner at daybreak; see stats for Banner in MSHAG roster book) Powers: *Ability Boost ("Hulking Out") +1 to Strength per exchange when angry, no limit *Body Armor (Special: Defense always equal to current strength) *Detection (Astral Detection) 18 *Leaping 24 *Resistances +10 to Heat, Cold, Disease, and all Energy attacks Abomination (Emil Blonsky) Strength 20C* (Brawling, Sonic Slam) Agility 3X Intellect 4D (Espionage) Willpower 3X *3X in human form Edge: 2 Hand Size: 4(25) Calling: Vengeance against the Hulk Hinderances: Bruiser, Monstrous Powers: *Body Armor +2 Leaping 30 Life Support 15 Limit: Suspended Animation only Resistances +10 to Heat, Cold, Disease, and Energy attacks Batman (Bruce Wayne) Strength 9B (Boxing, Climbing, Wrestling) Agility 10A (Acrobatics, Fast Exit, Flinging, Martial Arts) Intellect 9A (Chemistry, **Criminology, Cryptology, Weapon Systems) Willpower 9B (Finance, Intimidation, Observation) Edge: 4 Hand Size: 6(40) Calling: Protector Hinderances: Guilt-ridden over death of parents Equipment: *Batarangs +2 *Cape Flight 1 (Gliding only) *Costume Blending 4 (Darkness only) *Grappling Hook Web-Slinging 9 *Utility Belt (Unique) Houses batarangs and grappling hook, as well as other equipment (lights, lasers, gas and smoke pellets, gas mask, etc.), generally of +2/2 intensity. **world class Doc Samson (Dr. Leonard Samson) Strength 17D* (Brawling) Agility 6X Intellect 8C (Psychiatry, Super-Physiology(gamma radiation only)) Willpower 6D (Teaching) *6D if triggered-powerless Calling: Investigator Hinderances: Triggered-powerless if hair is cut Powers: *Leaping 22 *Resistances +3 to Heat and Cold Superman (Clark Kent, Kal-El) Strength 22D* (Hyper-Breath) Agility 6C (Aerial Combat, Fast Exit) Intellect 8A (Journalism, Lore(Krypton), Physics, Radiology) Willpower 12D (Leadership) *6X if triggered-powerless Edge: 3 Hand Size: 5(30) Calling: Guardian (Earth) Hinderances: Fatally Vulnerable to Kyptonite, Triggered-powerless in the absence of solar radiation from a yellow sun (Each day Superman is deprived of a yellow sun's radiation, all powers and strength drop one point each. When his strength drops to 6X, he loses all powers completely) Powers: *Cold Control ("Super Breath") 11 Cold Waves, Ensnarement *Energy Blast ("Heat Vision") 19 *Enhanced Senses (Hearing and Sight) 18 Microscopic, Telescopic Penetration ("X-ray") Vision Limit: Blocked by lead Flight 22 Whirlwind Invulnerable to Heat and Cold Life Support 15 Lightning Speed 19 Mach Control, Spinning Drill Resistances +6 to damage (except magic-based) Space Flight 15 Wonder Woman (Diana) Strength 18A (Climbing, Spears, Whips (lassos only), Wrestling) Agility 13B (Aerial Combat, Archery, Martial Arts) Intellect 6C (Journalism, Lore(Themysciran and Greek)) Willpower 10C (Animal Handling, Mesmerism) Calling: Exemplar Powers: *Enhanced Senses (Hearing and Sight) 10 Telescopic *Lightning Speed (Swimming) 6 *Resistances +5 to Aging and Disease Equipment: *Bracelets of Atlas +4 Negate protectile weapons of +4 or less; Limit: preventative *Lasso of Truth 12 Animal Control (subdue only), Mind Control (mesmerism only) Unbreakable *Sandals of Hermes 10 Teleportation (Themysciran only) *Tiara +2 Flight 13 CONTRIBUTED BY DREAMWLF: David Eagle(Xeno) 5(15)C Str Int 6(8)C 2E 4(25) 4(6)X Agi Wil 5(7)C Hinderance: Loses powers when seperated from host Calling Demolisher Skills Axes, Sonic Slam,History,Dimensional Geography, Mental Control, Manipulation Powers Nagra(Battle Axe) +6 (unbreakable) Energy Blast 12, Detection 7(illusion, Magic, Psychic), Force Field 12, Illusion 8, Mind Control 15 (holder only), Regeneration 12, Resistence (Magic +4, Fire +3, Disease +5) Air Control 12 Body Armor +3 Leaping 11 Nagra is Axe Created during the Age of Merlin. It was fashioned by a Dark Knight Xeno. He Infused part of his Soul into the axe for his so Called Immortality. When he was defeated in battle he still lived on in the Axe. The only way he can be brought back is when someone grasps hold of the Axe. Now it's the 20th century and while David Eagle was Mining as part of his duties being in jail. He came across the Axe and was Transformed into Xeno. There was also another person there named Trance Parker he was a petty criminal who has an amazing hiddne power of his own. So Xeno decided to use him as a pawn in his plans but first they must Get Trances sister to unleash his powers. Hope Barbara Parker 4c Str Int 6C 6C Agi Wil 6X 1E 3(17) Calling Peace of Mind Hinderance: Triggered Powerless when seperated a long distance from Brother. Skills Swords, Whips, Aerial Combat, Fast Exit, Medicine Sociology Powers Light Control 12 Blinding Light, Light Sword, Light Shapes, Resistence to Darkness Wings 8 Down Draft Gestalt 6 Gestalt Telepathy Barbara at first would have been seen as a bad girl. Helping her brother in bank robberies and such. Till it was discovered that she was being controlled by him and was let off as a hostage after they were captured. Barbara got her life straightened and went into the medical field helping people think that by doing this she would help put at ease her mind for all the crimes she committed. She wants nothing to do with her brother and hopes to never see him again. Despair Trance Parker Calling Greed Hinderance Triggered powerless if seperated a long distance from Sister 6C Str Int 5X 5B Agi Wil 6D 2E 4(25) skills Swords, Knife, Markmanship, Thievery, Fast Exit, Manipulation Powers DarkForce Control 10 Create Darkness, Darkforce Aura, Darkforce Missles, Force Shapes, Resistence to Light Wings 8 Gestalt 6 (mind shift, Telepathy) Mind Control 8 (sister only) He was a bad kid from childhood onward. Getting into fights and stealing from different places. He dropped out of school and kidnapped his sister they were never heard of for awhile till a rash of robberies started up but not by them but by there otherselves a power they both discovered one time. They gained these powers when they were close to one another. She somehow escaped from him after gaining some of her senses back and he lost his powers and was captured and throwen in jail till he was busted out by Xeno. HellFyre 2E 4(25) * Str 8X Int * Agi 7D Wil Skills Assessment, Intimidation, Manipulation, Mental Control Taunting * represents the str and Agi of person taht is currently in possession of HellFyre. Calling World Domination Hinderance Weakness to Light. While in light or seperated from Host, HellFyre's powers go down by 1 intensity point per exchange till out of light or in possession of a new hose. Powers DarkForce Control 16 Create Darkness, Darkforce Aura, DarkForce Missle, ForceShapes, force Shield, Resistance to Darkness, Teleportation, Window Emotion Control 6 (Multiple Targets) HellFyre uses this to aid in making someone angry so he can have a better chance at controlling them. Shadow Control 12 Infravision, ResistencetoDarkness Shadowboxing, shadowplay, shadowspots HellFyre constantly puts a place in darkness he never lets any light into places that he is in. Esp 6 Invulnerability Aging Mind Control Limit only works on people who are Mad HellFyre is a demon from long ago. He was trapped in a Amulet till the Amulet was found by Drew Tucker. Drew Released HellFyre and was possessed by him. HellFyre believes he is what created the Darkforce power and wants to cover the world in Darkness. Captain Bones Skills Swords, Brawling, Boating, Artillery, Oceanography 11C Str Int 6D 5C Agi Wil 5X 2E 4(25) Calling Greedy Powers Animation 10 (Necromancy) He will use this power to bring back his Long dead Crew. Affliction 8 He uses this to infect the person with a disease that eats away there flesh turning them to skin and bones to become One of captain bone's crew members. Invulnerability Disease, Aging Life Drain 11 Limit Touch only and always on. Needs to feed off of the living to sustain his powers. Captain bones was a powerful pirate. Pillaging villages and killing all who opposed him. He tried to take over the boat that a witch was on she cursed him which caused his flesh to leave his body and all that was left was his bones. He was later defeated by a band of warriors but he still rises here and there depending on those who dare to disturb him. > >Blink >4D Str 5X Int >7D Agi 5X Wis 2E 4(25) > Skills > Knives, Acrobatics, > > Powers > Teleportation 12 > Fullisade, Gateway, Passengers, Displacement > Can teleport people using special daggers >she creates > >Deaths Head II >14D Str 7D Int >6D Agi 6X Wis 3E 5(30) Skills > Brawling, Markmanship, Espionage > Powers > Body Armor +7 > Right Arm (Shapeshifting) > Blade +6 > Gun (Energy Blast) 12 > Claws +4 > >Huntress >5C Str 6D Int >7B Agi 5X Wis 2E 4(25) Skills > Boxing, Wrestling, Acrobatics, Archery, > Martial Arts, Law Enforcement > > Powers > Grappling hook > Web slinning 5 > Crossbow +2 > >Free Spirit >8D Str 5xInt >7C Agi 4XWis 1E 3(17) Skills > Boxing, Acrobatics, Martial Arts She was a student at a college till she was brainwashed by a experiment to attack all men. She broke free of it and was trained by captain america to be a fighter. > >Jack Flag >9X Str 5X Int >6C Agil 5X Wis 1E 3(17) > Skills > Martial ARts, Acrobatics > > Powers > Equip Boom Box > Light Control (fireworks only) 6 > Energy Blast 9 > Explosion A crime fighter who uses a Boom box to fire energy blasts and such. He was infiltraiting the Serpant societys home base when he was captured. He convinced them to let him join so they sent him on a mission to Steal a document from Hydes base. While there he had some chemicals spilt on him which gave him super strength. > >Night Thrasher >6A Str 6C Int 2E 4(25) >8A Agi 6D Wis Skills > Boxing, Clubs, Garrotes, Knives, >Acrobatics, Martial Arts, Repair, >Gadgerty, Computers, Electronics, >Leadership > > Powers > Psi Screen +5 > This power happened from Tai (i think thats >her name) putting this on him to keep the knowledge or memories he had from >being told. I don't know if he still has this anymore or not. > Equip > Body Armor +4 > Blade +2 (pops out of back of hand) > SkateBoard Blade on tip +2 > Smoke Balls (Blinding 5) > Magnesium Burst Poison 5(tear gas) > Batons +1 > Garrote (string in hand) > >Nova >11D 4X 2E 4(25) >5C 5X > Skills > Brawling, Aerial Combat, Fast Exit > > Powers > Flight 9 > Energy Blast 14 (Nova Blast) > Limit Wide Angel Beam > I only seen him use this once and it was a big > explosion. > >Namorita >10X 6C 2E 4(25) >7D 7X > Skills > Aerial Combat, Atlantean Lore, Oceanography > > Powers > Wings 2 > Winged feet (does she still have this i >seen she went thru changes and didn't >bother looking for them) > Lightning speed 6 (swimming only) > Resistence to cold and pressure +3 > WaterBreating 5 >SpeedBall >4XStr 5X Int >6DAgil 6X Wis 2E 4(25) > Skills > Fast Exit > Powers > Body Transformations 12 > Kinetics Leaping 15 > >Silhouette >4DStr 5X Int 2E 4(25) >4DAgi 7X Wis Skills > Clubs, Martial Arts > > Powers > DarkForce Control 11 > Teleportation >Rage >13D 4X Int >5X 4D Wis 2E 4(25) > Skills > Brawling, Taunting > >Justice, FireStar >see Avengers book > >Turbo >4XStr 5X Int >6CAgi 5X Wis 2E 4(25) > Skills > Aerial combat, Fast EXit > Powers > Air Control 10 > Tornado, Air Shield, DownDraft, Flight > >NFL superpro >8D Str 5D Int >6C Agi 4X Wis 2E 4(25) > Skills > Boxing, Acrobatics, Martial Arts, Trivia >(football) > Powers > Body Armor +3 > >Nightman >7D Str 6D Int >7C Agi 7D Wis 2E 4(25) > Skills > Boxing, Acrobatics, Martial Arts, Crimonlogy, > Performing (Saxophone) > > Powers > Telepathy 5 > Limit Evil Thoughts Only > Body Armor +2 > Taser (electrical Control) 4 > Eye Beam (energy Blast) 8 > I know the comic guy doesn't but the Tv guy does :) > Gun +4 > Rope 5 > Web Slinging > >Robin >5C Str 7B Int >7A Agi 6B Wis 2E 4(25) Skills > Boxing, Clubs, Martial Arts, Acrobatics, >Flining, Driving, Assessment, Computers, > Criminology, Leadership, Oberservation, > Tracking > > Powers > Equipment > Body Armor +2 > Bo Staff +2 > Robin insignia darts +1 > Grappling Hook > Web Slining 5 > And others > >SuperBoy >6D Str 4X Int >7D Agi 5D Wis 2E 4(25) > SKills > Brawling, Aerial Combat, Taunting > > Powers > Telekinesis 14 > Forceflight, Passengers, > Tactile Tele - Breaking objects apart > >Arrowette >4X Str 5X int >6B Agi 5X Wis 2E 4(25) Skills > Archery, Acrobatics, Contingent Attack > > Powers > Equipment Bow And Arrows +2 > All arrows besides normal ones are int 8 > Entangle(Sticky Stuff), Boomerang +2, >Blinding, Posion (tear Gas) > >Impulse >4X Str 4X int (i'm being kind here folks) >7D Agi 4X Wis 2E 4(25) > Skills Fast Exit > > Powers > Lightning speed 14 > Mach Control, Passengers, Phasing, Run up > Walls, Whirlwind, WaterWalking > Resistence to pressure and cold +4 > >WonderGirl >10D Str 5X Int >6D Agi 7X Wis 2E 4(25) > Skills > Brawling, Fast Exit > Powers > Flying 6 > Resistence to Disease +4 > >Secret >4X Str 4X Int >5X Agi 6X Wis 1E 3(17) > > Powers > Body Transformations 10 > Smoke Form > Air Control 9 > Flight, DownDraft > >I did some more chracters from marvel comics. Now i did some of these >characters from Captain America and Silver Surfer comics, and i did SleepWalker > >BlackWing >5XStr 5XInt >6CAgi 6DWis 1E 3(17) Skills > Flinging, repair, Animal Handling > > Powers > Animal control 5 > Limit Bats only > Equip Hover Platform > Flying 6 > Razor Bats +1 >Nefarius >18B Str 6X Int >6D Agi 7X Wis 2E 4(25) Skills > Brawling, HyperBreath, Sonic Slam > Fast Exit > > Powers > Flight 9 > Energy Blast 11 > Resistence +10 Cold, Disease, > Fire, Poison > >Blazing Skull >10D Str 5X Int >7D Agi 5X Wis 2E 4(25) Skills > Brawling, Acrobatics > > Powers > Equipment > Forcefield Belt 15 > Always on, Cannot remove > >Blistik >7D(11)Str 6C Int >6B Agil 5X Wis 1E 3(17) Skills > Clubs, Aerial Combat, Fast Exit, Repair, Electronics, Mechanics > > Powers > PowerStaff 4 > Ability Boost, Flight > Body Armor +3 > >Americop >9B Str 5X Int >6B Agi 4D Wis 2E 4(25) Skills > Boxing, Knives, Clubs, Flinging, > Marksmanship, Driving, Law Enforcement > > Powers > Billy Club +1 > Body Armor +3 > Knife +2 > Hand Gun +4 > Grenades (Energy Blast Explosion) 8 A vigilante cop who acts like the Punisher but wears a police outfit. He almost killed captain america if the police didn't arrive. > >Sleepwalker >13X Str 7X >8X Agi 8C 2E 4(25) > Skills > Mental Control, Trance > > Powers > Transmutation 15 > Flight 4 > >Morg >17C Str 6D Int >15D Agi 8X Wis 2E 4(25) > Skills > Axes, Brawling, Fast Exit, Astronomy > > Powers > Cosmic Awareness 10 > Cosmic Energy control 16 > Ability Boost, Absorption, Energy > Detection, Resistance To Radiation > Space Flight 15 > Life Support > Resistance +11 Fire, Cold and Disease > Equip Axe +4 He was a excutioner on his home planet. Galatus was going to devour it Morg was willing to take him on hisself. But Galactus made him his herald instead. Morg was responible for the death of one Galactus's former heralds Nova. > >Tyrant >24D Str 12A Int >8B Agi 11X Wis 2E 4(25) > Skills > Construction, Gadgerty, Repair, Computer > Electronics, Mechanics, Robotics, >Brawling > > Powers > Body Armor +10 > Energy Blast 20 > Life Support 15 > Claws +5 > Resistance +10 cold, Fire, Disease, >Poison, Aging, Kinetics This guy took out all 4 of Galatus's harolds in a no holds bar battle. Even galatus feared this guy (well sorta) he traded his last hearld Morg so the others could be spared. >Ricochet >Johnny Gallo 1E 3(17) >5X Str 5XInt >11B Agi 6XWis > Skills > Acrobatics, Richochet, Flinging > > Powers > Leaping 4 > Danger Sense 5 > Equip > 8 Stun Discs > Stun Blast 5 ISO (international Security Operations) decided with the increase of villans and there needed protection they decided to create there own SuperHero team. Patriot 8C Str Int 6C 9B Agi Wil 6D 2E 4(25) Calling Protector Skills Shields, Boxing, Acrobatics, Martial Arts, Richochet, Assessment, Sociology, Leadership Powers Absorption 7 Kinetics Equipment Shield Titanium +4 ChainMail +2 ISO's own creation of cloning DNA from an invidual from the past and beefing him up a little. They wanted an individual they could shape to be similar to Captain America so they used someone close to him James Barnes. But James doesn't want to be like Captain America he wants to be his own person and he wants nothing to do with Captain America and ISO is making sure they don't find out who he really is. Nitro Rick Sigler 5D Str Int 6D 8C Agi Wil 7X 1E 3(17) Calling Thrill Seeker Skills Boxing, Fast Exit, Escape Artistry, Aeronautics Powers Light Speed 13 -Mach Control, Whirlwind Resistence to Cold & pressure 10 Nitro was 15 when he found out he was a mutant. When he was 18 ISO looked him up to join in there team. RedLine Henry Morgan 4D Str 7D Int 6D Agi 8X Wis 1E 3(17) Calling Guardian Skills Brawling, Aerial Combat, Mythology Powers Telekinesis 14 Force Flight, Force Bolt Telepathy 10 Mental Probe Psi Screen +5 Tiger Knight 6(11)C Str Int 5X 7(12)C Agi Wis 6C 2E 4(25) Skills Brawling, Wrestling, Martial Arts, Fast Exit Military, Tracking Powers Claws +3 Body Armor +5 Ability boost 5 Dual Boost Energy Blast 8 Wide-Angle Beam Blending 6 Camouflage Clothes He was part of the Alpha Squad team till the apparent disapperence of some of the team members during a mission down in Africa. He was the only survivor. There may of been more but noone knows for sure. ShockWave JAmes Blackmore 5D Str Int 4D 1E 3(17) 6C Agi Wil 5C Calling uncrontrolled Power Skills Boxing, Acrobatics, Martial Arts, Electronics, Leadership, Observation Powers Electrical Control 15 Blowout, ShockField, Ability Boost, Equip Containment Suit (helps keep power in check) Resistence +12 Electricity James powers surfaced one time when he was at a Arcade. His powers started flaring up and blew out all the Video Games and lights in the arcade. He was almost killed by people who were afraid of him till the cops stepped in and broke it up. They had to lock him up till ISO came and offered him help in controlling his powers. James took up the offer without a second thought. Force Scott Mccoy 15C Str Int 6D 1E 3(17) 6D Agi Wil 6D Skills Sonic Slam, Boxing, Fast Exit, Taunting, Astronomy Powers Flight 7 Energy Blast 10 Psi Screen +4 Regenration 7 Resistence to Disease +5 Uplink Charles Otto 5C Str Int 6C 9B Agi Wil 4C 2E 4(25) Skills Climbing, Knives, Repair, Demolitions, Thievery, Computers, Electronics, Manipulation, Observation Powers Computer Link 9 Blending 6 (camelion Suit) -Camouflage Clothing Energy blast 5 (Wrist Blaster) Imitation 5 (Chip in Throat) Equipment DataJack (Used to connect to Computers) Uplink is part of the more elite squad of ISO the Beta Squad He is reponsible for getting info on the enemy and sneaking into places noone wants people to be in. When he's not with the squad he's usually with his special Pet Mongrel. Mongrel 6C Str Int 6C 2E 4(25) 6D Agi Wis 12X skills: Natrual Weapons, Aerial Combat, Computer, Photographic Memory, Tracking Powers Body Armor +6 Self Repair Computer Link 8 Shape Shifting 7 Limit (animals only) -Size Alteration Blending 9 Camouflage Others Warlockblade (HA just kidding) Squire Adriaan Dirksen 4D(8)Str Int 5D 5C Agi Wil 5C Calling Repentant Skills Boxing, Repair, Martial Arts, Cyptography Trance, Art Powers Gemini Gauntlet +2 Ability Boost 4, Energy Blast 11 Life Drain 5, Regeneration 6 (Healing) Mind Control 4 Limit Gemini uses this for purpose of Life Drain Adriaan was a normal kid until he started messing around with one of his dads itmes he dug up from one of his archelogical expeditions. The glove came alive and bonded with Adriaans hand. The glove told him his name was Gemini and that they were not partners where adriaan liked it or not. The Glove gave him super strength but with the powers the glove demanded the life force of people and when Adriaan refused the glove would take over and do it himself hurting people that adriaan cared about. He had attempted once to cut the glove from him but the glove just reattached itself to Adriaan awhile later. He joined ISO in hopes of finding a way to get rid of the Glove Permantly. CONTRIBUTED BY FREYA Wraith-Childe (Morganna LeFey) STR= 4D AGL= 8B INT= 8C WIL= 10B 3 EDGE*HAND CALLING= Vestage of Humanity HINDERANCES= OUT OF TIME: Morganna finds it hard to keep up with the flow of time and progress in general, She seems a woman out of time. VENGEFULL: Morganna will always try to gain revenge, especially if a 'friend' is hurt or injured. SKILLS= ( the * stands for world class skills) *Swords. Fast Exit, Contingent attack, Athletics. First Aid, History. Survival, Tracking, Manipulation. POWERS= Immortality 10 LIMIT: Perement death if head is removed from body. STUNTS: Fast healing (regen at 10) Danger sense 8 LIMIT: Power is 1/5 as effective if not against another immortal. Sword +4 BIO-SHEET HIGHT: 5'1'' WEIGHT & BUILD: Light, athlettic but womanly HAIR: Ling, brown & worn in a tail EYES: Brown SKIN: English rose PAST= Morganna was born in 1452, England. The only child of a Preacher, and a woman who died in labour. Her Father never forgave her for living when her mother didnt. Her life was full of hardship's and pain, as her father treated her as little more than a slave, and on every sabath would try to 'beat the devil out '. To this day she bares the scars of the beatings her father inflicted on her. CONTRIBUTED BY ALEX LOKE: Martial Arts as a Power - Why martial arts as a power? I just felt it was devalued in the new system, especially since I've seen comic book martial artists do their fare share of damage. Another thing I found was that an agile character with minimal training is better than someone who has had a lifetime of training but has human limitations agility wise. Potentially, the more agile character can be better at martial arts, but he who has had the most training will usually prevail, not simply the most talented. Stunts have been added to the power to vary the different styles of martial art. Just about anything you've seen a movie ninja or other martial artist do, would fit in here. - Martial Arts Trump Suit: Agility Exemplars: Iron Fist, Shang-Chi Related Powers: Chi Your hero, through training or endowment, is able to use this power's intensity instead of strength to attack (reflecting training) A Martial Artist cannot have a Martial Arts intensity higher than his or her Agility (reflectiving talent). This power is otherwise similar to the skill; however its intensity is used to attack. Martial arts is not simply a way of fighting however, it is a meditative pursuit. Anything less is simply self defence. But with meditation and training comes power, unreached by those who choose not to transcend. Stunt - Body Armor: Training has toughened your hero's skin. They may use the power's intensity instead of strength as body armor. Stunt - Chi: Through intensive training, your hero has learned control their exaustion. Stunt - Contingent Attack: Your hero gains the Contingent Attack skill, with regard to this power only. Stunt - Leaping: Your hero may leap, as if they had the power of leaping, at half their Martial Arts intensity. Stunt - Life Support: As long as your hero remains in a meditative state, they can survive without basic requirements. They also gain the Willpower Skill Trance by default. Stunt - Mental Focus: Through expending a full round in concentration, your hero may focus their thoughts, to make any single action in the next round one difficulty level lower, once per day. Stunt - Stun: Your hero can stun an opponent within striking range. However, the character must make a successful strike, which does no damage, and then resolve the stunning attack as a contingent action. CONTRIBUTED BY MICHAEL HOPCROFT: RANMA SAOTOME STR 8D INT 5X AGI 11A WIL 9D Edge 2/ HS 4/ Health 25 POWERS Ability Boost 6 Chi 9 Last Kick SKILLS Acrobatics Martial Arts Weapons Martial Arts Disguise Escape Artistry Taunting Hindrances: Involuntary Gender-Switching, Babe Magnet Calling: Questor (seeking a cure for the Jusenkyo curse) Ranma Saotome is one of the best Martial Artists in Japan. But he's never fought crime - he's been too busy fighting for his sanity. After a dunk in one of the Hundred Cursed Springs of Jusenkyo (a legendary training ground in China), Ranma changes gender when splashed with water. Cold turns him from male to female, hot reverses the process. His arranged engagement to Akane Tendo (daughter of his father's best friend) has brought him into conflict not only with her but with her admirers. Further, powerful martial artists of both sexes find one or the other of his forms extraordinarily attractive (at last count, three different powerful women consider themselves betrothed to him). It doesn't help that he has no tact whatsoever - his relentless teasing of Akane has let to more than one serious blows to the head. CONTRIBUTED BY MARK SLATTERY: After Onslaught comes the... SWARM (a.k.a. Dr Fritz Von Meyers) Strength 3D (12D), Agility 8X, Intellect 6C, Willpower 8X Edge 1 / Hand Size 3 (17) Calling: World Domination Hindrance: Monstrous, Susceptible(to Sonic Vibrations, which disrupts the mental link between the colony) Skills: Natural Weapons; Medicine, Biology (APIARIST, study of bees) Powers: Quills +2 (Volley, Poison 10), Animal Control 8 (Limit: Bees Only), Resistance +4 (Mental Control), Flight 2, Body Transformation 12 (Semisolid Form, Limit: Permanent) Personality: Considers himself to be the next dominant species of the Earth, refers to himself as WE/I. History: While on an expedition in South America, physician Meyers discovered a colony of mutated killer bees. While attempting to control the bees, to use in his nefarious plans, the bees attacked and devoured him. Somehow his consciousness was merged with the hive-mind, and became Swarm. His world domination plans were foiled by the likes of Spiderman and the Champions, leading him to eventual decide to wait out the human race. In the belief that they would eventually destroy them self. He was drawn out of hiding by the psionic storm released during the Onslaught incident. At last the Ebony Blade belongs to the... Blood Wraith (a.k.a. Sean Dolan) Strength 9D(6D*), Agility 8B(5D*), Intellect 3X, Willpower 5X(3X*) (* as Sean) Edge 1 / Hand Size 3 (17) Calling: Outcast (as Sean), Idealist (in his quest for bloody justice) Hindrance: Addicted (to taking the souls of the guilty, i.e. Life Drain), Frenzied (was quelled after taking Lady Victoria's life), Transformative (as Sean) Skills: Swords; Acrobatics, Equestrian, Flinging Equipment: Ebony Blade +6 [Energy Reflect 18 (including all Magic), Worthiness (An enemy holding the Blade suffers an Energy Blast 12 each exchange), Teleportation 30 (Blood Wraith/Sean can teleport to the sword or vice versa by making a Challenging/Desperate Willpower action), Animation 10 (Limit: Ebony Blade only), Life Drain 10 (Limit: Only after reducing victim to 0 Health with Ebony Blade, Limit: Psychic Vampirism only, Ability Boost (Strength; intensity is equal to the amount of Willpower Drained), this has the effect of draining the victims soul and therefor killing them)] Chain Mail +4 Throwing Dagger +2 Personality: Sean is very guilty about what he has done as the Blood Wraith, especially the death of Lady Victoria. The Wraith seems over-confident at times and is dedicated to his Quest. Both speak with an Irish twang. History: When a Convocation of Wizards attempted to steal the Ebony Blade from Whitman Manor, and threatened Lady Victoria Bentley, the beaten squire of the Black Knight had to act. He drew the cursed sword from it's stone and was transformed into the demon spirit Blood Wraith. He promptly killed the trespassers and fed their souls to the sword. After battling the Black Knight and the Avengers, he fled with the Black Knight's demonic steed Valinor. Feeling guilty for the deaths he caused Sean wandered destitute, when he stumbled into a bank robbery and was forced to draw the Blade to defend a police officer. During the resulting fight, between himself, the Black Knight and Deadpool, Wraith accidentally killed Lady Victoria. Quenching his thirst for guilty souls. Valinor - Strength 12X, Agility 6X, Intellect 2X, Willpower 3X, Health 13 Flight 8, Lightning Speed 8, Teleportation 30 (Vaninor can teleport to the sword or vice versa by making a Challenging Willpower action), The name Avengers is... Deathweb Therak (Theo) Strength 19C, Agility 3X, Intellect 3x, Willpower 3X Edge 1 / Hand size 3 (17) Calling: Brawling, Outcast Hindrance: Monstrous, Bruiser, Fatally Vulnerable (without regular injection of a special spider venom antidote) Skills: Sonic Slam Powers: Additional Limbs "+4 arms" 17, Body Armour +2 Antro (Hashi Noto) Strength 14D, Agility 8D, Intellect 3X, Willpower 4X Edge 1 / Hand Size 3 (17) Calling: Thrillseeker Hindrances: Overconfident, Triggered Powerless (without power armour), Fatally Vulnerable (without regular injection of a special spider venom antidote) Skills: Climbing; Repair Equipment: Arachnid Armour [Body Armour 10, Ability Boost (Strength) 14, Wall Crawling 8, Web Slinging 8, Corrosion 10 (Limit: Corrosion Missile only), Teleportation 14 (Passengers, Summoning)] Arachne (Dr Sylvie Yaqua) Strength 8D, Agility 6D, Intellect 4X, Willpower 6C Edge 1 / Hand Size 3 (17) Calling: Soldier Hindrances: Fatally Vulnerable (without regular injection of a special spider venom antidote) Skills: Martial Arts Weapons, Martial Arts, Leadership, Taunting Equipment: Claws +4 (Poison 10), Ensnarement 10 (Paralysis) Personality: Therak - A very bitter and angry person who takes his pain out on others, speaks in a whisper, brutal fighter but slow to take initiative. Antro - Overconfident about the abilities of his armour, brave and strong when he's winning, but quick to run and blame others when things go wrong. Arachne - Focused and merciless, enjoys taunting and prolonging the suffering of her victims. History: Very little is known about their past. They were apparently created by the Manipulator, who gave them a chemical formula based on a rare spider venom, which they require regular injections of to survive. After murdering Globe reporter Henry Drummond and source Walt Weston, they went to the Liberty Party's presidential nomination convention to kill candidate Michael Galvin. There they fought Spiderman and the West Coast Avengers, eventually kidnapping Spider-Woman's daughter to cover their escape. It is discovered that Deathweb and the Manipulator are working for the subversive organisation, the Conclave, who are tying to get their candidate elected. They later return to complete their task and are subsequently defeated by the WCA and Spiderman. CONTRIBUTED BY RUST: A HERO Name: Mystic (Chad Wolf) Stength 4X Agility 5C Intellect 6A Willpower 6B 2 Edge * Hand Size 4 Calling Guardian Personality As a hero Mystic is strong willed charismatic and outgoing. But other times he is very unsure of himself. Others often look to him for guidence which is a task he wishes someone else could do. Often the voice of reason and believes in doing what is right. History After the Epiphany Chad found that most of his friends had received fantastic powers while he only recieived minor mental ones. Often interested in the "supernatural" aspect of the universe, he found that with much practice he could get the "magic" he had studied as a hobbie to actually work. He is still unsure if this is another aspect of his newfound power or not, and he really dosn't like to think about it. Skills Martial Arts Sleight of Hand Computers History Mythology Occult Art Photography Writing Powers Telepathy 4 +Psi-Screen Magic 6 -Spell Focused +Detection (Magic) +Energy Blast +Telekineses ---------------------------------------------------------------------------- --------------------------------------------- A TEAM OF HEROS Team Name - The Firewalkers The Firewalkers are a fairly new group of heros from Chicago. They can team up with just about anybody, or could always mistake your heros for villians. Name: Genie Stength 4 Agility 7 Intellect 3 Willpower 4 1 Edge * Hand Size 3 Hindrances Overconfident Calling Gloryhound Personality Funloving, but kind of arrogant. Gets on a lot of heros nerves but is great at maintaining his public image. History Was at the opening of the Nuclear powerplant with the rest of the people who would become the Firewalkers when Hydra attacked and almost caused a meltdown. Genie was in the reactor by accident, he was looking for a place to hide. Skills Boxing Sleight of Hand Performing Others as needed Powers Shapeshifting 6 Stunt-Elongation Stunt-Plasticity Name: Fireshadow Stength 5 Agility 5 Intellect 4 Willpower 4 1 Edge * Hand Size 3 Hindrances Susceptible - Water Calling Adventurer Personality Confident and independent, he is still learning to lead the team. History Was at the opening of the Nuclear powerplant with the rest of the people who would become the Firewalkers when Hydra attacked and almost caused a meltdown. Fireshadow was trying to take out the Hydra leader, or any of the other agents he could find, but stumbled upon the reactor and helped stop the meltdown. Skills Brawling Piloting Military Others as needed Powers Fire Control 7 Limit-Max only Stunt-Flight Shadow Control 3 Name: Salamander Stength 3 Agility 5 Intellect 3 Willpower 5 1 Edge * Hand Size 3 Hindrances Kid Calling Responsibility of power Personality Dedicated to being a "superhero", very serious for a kid, he knows that being a hero is no game, but likes to have fun with it anyway. History Was at the opening of the Nuclear powerplant with the rest of the people who would become the Firewalkers when Hydra attacked and almost caused a meltdown. Salamander was following the Hydra leader and was the one who stole his key to the reactor, he was trying to protect his mom and sister. Skills Climbing Acrobatics Taunting Others as needed Powers Energy Blast 8 (Fire) Stunt-Resistance to Fire Name: Gorgon Stength 4 Agility 6 Intellect 3 Willpower 5 1 Edge * Hand Size 3 Hindrances Monstrous Calling Peace of Mind Personality Curious and unconfident, very worried about hurting innocents, protective of his team. Dosn't remember anything before the accident. History Was at the opening of the Nuclear powerplant with the rest of the people who would become the Firewalkers when Hydra attacked and almost caused a meltdown. Nobody knows why Gorgon was in the reactor, he can't even remember who he was before the accident. Skills Brawling Fast Exit Intimidation Others as needed Powers Body Transformation 8 Solid Form (Stone) ---------------------------------------------------------------------------- --------------------------------------------- A TEAM OF VILLIANS THE THREE WHO SERVE (aka. THE THREE) Hayashikuro Calling - Greed Hindrances - Overconfident, Phobic [Fire] Personality - Cocky and brash, likes to gloat over his victims Description - Has long spiky white hair, wears a white gi, and has a mask that covers the bottom half of his face, its from the "snout" of this mask that his web-slinging power originates. No one, not even his team, has seen him without this mask. 1 Edge * Hand Size 3 Strength 7C - Climbing, Whips Agility 11B - Acrobatics, Fast Exit, Thievery Intellect 4D - Espionage Willpower 6C - Survival, Tracking Powers - Blending 8 [Limit - Forest Only, Stunt - Camoflage Clothes] Enhanced Senses 5 [Stunt - Infravison] Immortality [Limit - returns to home dimension when "killed"] Web-slinging 16 [Stunt - Adhesion, Multiple Targets, Resistance to Ensnarement] Zaki Calling - Vengeance Hindrances - None Personality - Arrogant, loves to embarass and humiliate his opponents, likes to make inhuman feats of agility in combat Description - Very old, with long white thin hair, looks very skinny and frail, wears a brown robe and carries a spear 3 Edge * Hand Size 5 Strength 6D - Spears Agility 14C - Acrobatics, Martial Arts Intellect 7C - History(Japan), Mythology Willpower 7C - Intimidation, Taunting Powers - Ability Boost (Agility) 4 Danger Sense 5 Immortality [Limit - returns to home dimension when "killed"] Leaping 4 Equipment - Spear +3 Nakakawa Calling - Demolisher Hindrances - Monstrous, Frenzied Personality - savage, ruthless, mean Description - Reptilitan humanoid, wears very little, carries a spear 1 Edge * Hand Size 3 Strength 13C - Brawling, Spears Agility 4X Intellect 2D - Oceanography Willpower 11D - Intimidation Powers - Immortality [Limit - returns to home dimension when "killed"] Leaping 4 Lightning Speed 4 [Limit - Swimming only] Waterbreathing 12 Equipment - Spear +3 HISTORY - The Three are a group of minor oni (demons) that have been summoned to the Earth realm various times in the past. The ritual is very long and complex but the 3 must do one task for their summoner (you can't split them up, they all have to do the one task) and can never do any direct harm to the summoner. After they complete the task they are free to do as they want but may still not do harm to the one that summoned them. They hate the dimension that they come from and will never return there on their own. The 3 cannont be summoned again until all of them are back in their home dimension. The 3 are very unpredictable, sometimes they may work on their own to complete the task or they may work as a team. Depending on your group they may attack individualy, wear them down by attacking one after the other, or attack as a group. They can try to use the terrain to their advantage. They can try to set it up where the heros have to go through a forest and then over a body of water before they get to their destination, so that Hayashikuro can attack first, then Nakakawa, and then Zaki, and then all three if they are all still alive. If they a commanded to destroy the heros and are beat, then every time they are summoned back they may go after the heros again. ---------------------------------------------------------------------------- --------------------------------------------- A NEW POWER GAS EMISSION Trump Suit - Intellect Exemplars - Sleeper, Kelvin (both mine) Related Powers - Air Control, Pheromones Your hero has the ability to produce an opaque gas, usually from the hands. Without any stunts this power reduces visabiltiy and raises difficulty of any sight based power or action by half the powers intensity. Limit - No Control: the hero can only release the gas, they have no control over its movement or whom it effects. Stunt - Affliction: the gas causes all targets in the area to be inflicted with a horrible disease. Stunt - Blending: as the power, Limit - Darkness only Stunt - Choking: the heros gas causes the powers intensity in damage each exchange to all targets in the affected area Stunt - Cold: the hero can shift the temperature downward by 10 degrees per point of intensity in the effected area Stunt - Combustion: the gas is highly flammable and/or covers all targets in the area with a combustible material Stunt - Corrosion: as the Power Stunt - Disintegration: as the Power Stunt - Paralysis: all targets in the area are unable to move Stunt - Sleeping: all targets in the area are knocked out unless they make an easy Willpower (Intensity) action. Stunt - Stun: similer to chocking except stun damage is resisted by Willpower. ---------------------------------------------------------------------------- --------------------------------------------- NEW CALLING Rebel - Similer to the Outcast calling except the hero has chosen his social status. This hero enjoys being different from those around him and may go to great lengths to make sure everybody knows just how different he is. The hero will feel his calling when either the Outcast or the Gloryhound callings are drawn. CONTRIBUTED BY KEVIN J. MULDER: Heya! For this oh-so-special occasion, the stats *nobody* asked for, for the goofiest hero in the MU! Here he is, the man who doesn't actually *fight* crime, he just plays cruel tricks on it, The Awesome Slapstick! Enjoy. :> SLAPSTICK (Steve Harmon) 7C* Strength Intellect 4X 1 Edge * Hand Size 3(17) 10D* Agility Willpower 6D *Strength is 2 and Agility 4 as Steve CALLING: Gloryhound HINDRANCES: Monstrous, Triggerd-Powerless(without the special gloves he needs to transform into Slapstick) PERSONALITY: Steve Harmon is a hyperactive, immature, attention-craving adolescent goofball. He has an overactive sense of humor, and seems almost pathologically incapable of taking anything very seriously. As Slapstick, all these traits are magnified to the tenth power! He's as loud, silly, and annoying as he can be and still be one of the good guys. He once tried to put out the Ghost Rider's head with a bucket of water, and asked Spider-Man if he sucked the juices out of people he caught in his webs. Go wild, have fun. :> POWERS Absorption(electricity) 8 Absorption Boost(Strength) Inlunerability to Aging, Corrosion, Disease, Fire, Gasses, Kinetics, Poisons, Pressure and Radiation Life Support 15 Reformation Limit: Transformation-linked Lightning Speed 4 Plasticity 8 Bouncing, Liquidity SKILLS Brawling, Hammers; Fast Exit; Taunting EQUIPMENT Big Honking Anime-Style Mallet +3 HISTORY Suburban New Jersey teenager Steve Harmon was always a rather odd kid, always playing the geek and class clown. Little did he (or anyone who knew him, for that matter) know just how handy those skills would be when he discoverd that a local carnival was actually a front for the Evil Clowns From Dimension X(gasp!), who were kidnapping locals to their realm as prelude to a full-scale invasion. Attempting to follow them through their dimensional gateway, he was caught in an accidental energy burst from the device that transformed the subatomic structure of his body. He was rescued by a renegade Clown scientist who informed him that he'd be turned in 'electroplasm' a sort of organic version of Reed Richard's famed unstable molecules. The upshot of which was that he was now almost completely invulnerable, highly elastic and malleable, and looked like a bizarre, clownish living cartoon. The scientist gave Steve a pair of white cartoony gloves that contained an 'electrostabalizer' that enabled him to transform from his clownish, superhuman form to his normal human one at will. The two then set out to defeat the Clowns' leader, the evil Overlord, and nip his invasion plans in the bud. Back on Earth, the Clowns defeated and the portal to Dimension X closed. Steve was persuded by his buddy Mike to continue as a super-hero, with the hope of attracting fame, wealth, and babes. As the awesome Slapstick, Steve has fought a number of downright weird assortment of villains, icluding the radiation- powered Neutron Bum, and the juvenile mad scientist Dr. Denton. He also hung out with Speedball and the New Warriors for a *very* brief time. CONTRIBUTED BY JAM NORMAN: Okay, here are some villains from the Hostess ads of the 70s and 80s in Marvel comics: LEGAL EAGLE RALPH G. FAKE Calling: World Domination Hindrances: Susceptible (To the allure of Hostess Cup Cakes) S 12D A 8D I 6D W 2X Edge 1, Hand Size 3 (17) Skills: Natural Weapons, Aerial Combat, Law Powers: Claws +2 Wings 6 Note: Legal Eagle is an evil Lawyer who can transform into what looks like a griffon with the vulture's head. he tried to steal the bill of rights and create his own evil law but was stopped by SPidey who lured him with Hostess Cup Cakes. FRIZONE Calling: Demolisher Hindrances: Susceptible (To the allure of Hostess Fruit Pies) S 4X A 4D I 3D W 2X Edge 1, Hand Size 3 (17) Skills: Piloting, Weapon Systems Powers: None Equipment: Biplane Flight 3 Cold Control 6 Notes: Frizone looks like a first world war british pilot. He flies a Biplane and has a twirly black moustache. He tried to freeze some orchards for no discernable reason, and was stopped when the Human Torch explained that with no orchards, there would be no Hostess Fruit Pies. SIMON TAYLOR Calling: Greed Hindrances: Susceptible (To the allure of Hostess Fruit Pies) S 3D A 3D I 4X W 2D Edge 1, Hand Size 3 (17) Skills: Tailor (new agility skill), Whips, Intimidation Powers: None Equipment: Tailor's chalk Transmutation 10 - Touch only, Human to sewing pattern only Magic Tape Ensnarement 10 Note: Simon Taylor is a portly tweed-clad man with slicked back gangster black hair and a black gangster moustache. He ran a sewing firm that turned slack workers into sewing patterns. Cap saw him and noticed that his methods were non-democratic, and decided to stop him. Cap was entangled by Simon's evil sewing tape, but Cap managed to distract him with Hostess Fruit Pies. THE SORE SIR'S APPRENTICES Calling: Soldier Hindrances: Susceptible (To the allure of Hostess Cup Cakes) S 10D A 6X I 2X W 2X Edge 1, Hand Size 3 (17) Skills: Wrestling Powers: Duplication 5 Note: There are approximately 5 Sore Sir's Apprentices, and they were convinced to become good guys by Captain America. They were working for an evil wizard called the SOre Sir, but became good guys due to their love of Hostess Cup Cakes. COUSIN BETSY, THE PLANT LADY Calling: Greed S 2X A 3X I 5D W 5X Edge 1, Hand Size 3 (17) SKills: Botany (new Intellect SKill) Powers: None ARTIE CHOKE Calling: Soldier S 12D A 4X I 2X W 2X Edge 1, Hand Size 3 (17) SKills: Wrestling Powers; None MARI GOLD Calling: Soldier S 6X A 6X I 4X W 3X Edge 1, Hand Size 3 (17) RHODA DENDRON Calling: Soldier S 7X A 5X I 3X W 2X Edge 1, Hand Size 3 (17) Cousin Betsy runs a flower shop with three giant humanoid plants. They steal diamonds, and tried to convince the hulk to join them (because he was green) but he stopped their evil scheme. They were stealing Hostess desserts as well as diamonds! CONTRIBUTED BY WILL CRITES: The Spot real name - (sorry I don't remember) Note : The Spot from the pages of Spectacular Spider-Man not the Fox tv sereis. I believe he was in issue 99 or 100. f - Ty a - Ty s - Ty e - Gd r - Rm i - Rm p - Ty health - 23 karma - 59 resources - Rm popularity - 0 Skills - physics, electronics, computers powers - darkforce manipulation, body tranformation history - He was a scientist recruited by the king pin to duplicate the properties of cloaks, well, cloak. A power surge caused piece or dark force to appear and he was sucked inside. It was a place that was not exactly like Cloaks region, it was white with black spots. When he reimerged he was covered with black spots of varying sizes and his main body was white. Panicing he wanted to be back to the way he was, so with some concentration he was to pull all the spots into on large central spot on his chest (it was slightly painful). To test his skill he decided to take on Spider-Man, where Spidey laughed and said "You hit like a smurf". This ended this confrontation. After conceiving another plan, he laid a trap for our favorite webhead. Well placed spots on a building roof top he hope to wear him down, because he had no hope of matching his strength and speed. He began to suceed until Spidey learned he could used the small portals to attack the Spot rom a distance. Again panicing he pulled more spots off his body. This left him with a more solid area to be struck, with one hit Spidey took him out. He decided that his life as a super villain had ended. what he doing now is unknown. Heres some of the URLs thats come acroos the list in the last couple of months. I thought someone could find them useful and/or enjoyable. Will Crites http://travel.to/dragon-dreamer.net http://www.geocities.com/TimesSquare/Arcade/2894/superheroes/timeline.html http://welcome.to/the_3rd_Eye http://members.xoom.com/Beyonder2/FromBeyond.htm http://members.aol.com/disdane123/index.htm http://www.tsr.com/99Catalog/Welcome.html http://www-scf.usc.edu/~hogan/index.htm http://www.liszt.com/cgi-bin/start.lcgi?list=marvelrpg&server=Majordomo@MyLi st.net http://www.mdonline.net/users/sugolini/marvel.html http://www.geocities.com/TimesSquare/Maze/5635/ http://www.sigma.net/burch/ http://freespace.virgin.net/mark.slattery1/Marvel/index.htm http://www.geocities.com/Hollywood/7735/mcp.htm http://expage.com/page/fiascofile http://www.fortunecity.com/underworld/stunt/16 http://www.delta.edu/~mrloree/characters/crossover.html http://www.construnet.com/mario http://www.best.com/~cgriffen/MSH/ http://disc.server.com/Indices/42444.html sak0232@megahertz.njit.edu http://www.geocities.com/TimesSquare/Hangar/2778/index.html http://www.lads.com/~plexiva/avengers http://www.io.com/~woodward/chroma/amalgam.html http://members.xoom.com/BaronZemoII/ http://www.geocities.com/Area51/Zone/2634/image/ http://zima.cae.wisc.edu/~gansler/vamptales/timeline.htm http://www.cuug.ab.ca/~lapierrs/comics/t-o.faq http://wkweb5.cableinet.co.uk/weaponx/JPRost.htm http://members.xoom.com/AndrewMartin/ http://home.pacbell.net/lmking/peacemakers/ http://www.4guys.net/glock/saga.html www.missouri.edu/~c594314/marvel http://www.sigma.net/4freedoms http://www.sigma.net/4freedoms/MAP http://www.sigma.net/4freedoms/captultra http://www.expage.com/page/multiverse http://www.geocities.com/TimesSquare/Dungeon/1757 http://www.geocities.com/TimesSquare/Dungeon/1757/front.html CONTRIBUTED BY FIREBOMB: Well, since everybody else's doing it, I thought I'd go ahead and offer one of my current villains in my Variant Earth 13 game, though all Saga'd up. He's the Plantmaster, one of my classic villain-types, and he comes across a little bit like this: The Plantmaster Strength Agility Intellect Willpower 11x 7x 6c 14x Known Powers: Planty Physiology: after a freakish magical accident forever altered poor George, he became a sentient, walking, and talking plant being. Retaining his human shape, mostly, he has acquired several plant-related powers, which act to complement his spellcasting ability greatly. His non-magic powers include: Plant Control: George's primary power, he wields this ability at intensity 15. When concentrating on a plant, he can use this power to make it ambulatory, make it grow somewhat, and even give it minimal intelligence. He has demonstrated several useful power stunts to date, such as: * Memory Dredge: if controlling a plant, George can force it to 'recall' the things it has 'seen' recently. For instance, if George is trying to perform surveillance on an area, he can quickly determine who or what has been there, simply by asking local plants. Unless sentient, they'll automatically give up the goods, so to speak. * Plant Growth: George can make seemingly ordinary plants 'grow' up' at an astounding rate. For instance, he can cause ordinary plant seeds to form into mature specimens within one exchange, and can make existing plants truly gigantic within the same time frame. However, this will shorten the life span of such a plant considerably. Plant Mimicry: already plant-like in his physical makeup, George can further alter his physiology to simulate the 'powers' of various plants. Wielding this power at intensity 15, this allows him to make (so far) +5 thorns (acting like quills), poison (on touch, of various types), and ensnarement (by making vines, for the purpose of grappling). Schooling: George is a disciple of Geomantic magic, who began his studies with (of course) the Plant element. He's not very good at this sorcery so far (which is why he inadverdently transformed himself into the Plantmaster in the first place), but he's working on it. So far, he has mastered these magical spells: * Nature Control / Plants (Plant Control, s): though he was already competent with this spell to begin with, George's mastery of it has considerably increased after his transformation. Now wielding it at intensity 20 (his Plant Control +5), George can utilize said power / spell to terrifying effect (this spell is essentially Plant Control). * Anchor (p): this magical effect allows George to change the very shape of his feet, transforming them into incredibly strong roots that will bind him to a specific area. This has the effect of generally making him immobile, as anyone attempting to move George must make an average Strength action opposed by this spell intensity (which is 15). * Armor (Body Armor, p): George can utilize this spell cover his body in a thick second skin, a barky exoskeleton. This spell functions at intensity 4, granting George a total defense of 15 while it is operational. On the down side, the clunky bark plates reduce George's Agility by a like amount while active. * Eldritch Crystals / Thorny Seeds (u): George can magically manufacture an eldritch, pine-cone like explosive. This thing, once it hits a target, will explode in a shower of wood chip shrapnel, inflicting intensity 10 damage to everybody within striking distance of the target. This is one of George's favorite attack spells. * Nature Control / Earth (Earth Control, s): George's secondary element of influence is that of the earth. He can shape and otherwise manipulate natural earth and rock of any material strength, up to this spell intensity (that being 10). He has yet to demonstrate any power stunts with this spell so far. * Elemental Transport (Digging, s): George's final spell (so far) grants him the ability to move his body (and that of up to eight others - eight being the intensity of this spell) through elemental matter at high speeds; well, any elemental matter that he has mastered with the appropriate nature control spell, that is. So far, this includes moving himself through the earth at intensity 8 speeds (he has the digging power's lightning speed stunt) and plant matter, as well. Of course, doing the latter involves his teleporting himself from one plant to another, per the plant control plant teleportation power stunt, but he can do it... Hindrances: Addicted / Alcohol: George is a heavy drinker - exceptionally heavy. He's often seen drinking while active in his super-villainy - during a fight, even. This tends to make him irrational in combat, which makes his mental problems even more dangerous. If denied alcohol for more than a day, his Willpower score drops to zero till he gets a nice, long drink. Skills: Biology / Botany: after his bizarre transformation into a plant-like being, George has made extensive studies of plant life, in order to use his powers to their fullest extent. This has allowed him to manufacture the stunts he's come up with so far, and allows him a vast storehouse of knowledge about various plant life. Occult: steeped in arcane knowledges taught him by his demonic magical mentor, George has learned lots of things about the occult, such as a deep knowledge of magical societies, artifacts, and practicioners in general. Should he wish to create magical items, this skill would allow him to do so (though he's not inclined to do so). Calling: Some-time Protector, occasional Demolisher: George, having no civil rights as a plant, often lashes out at human society, performing random attacks upon human society and its creations. However, he tries to protect nature, reserving a place for himself in the world, and will often go to exceptionally destructive ranks to protect or restore it. So sometimes, he's smashing stuff for a reason, sometimes he's not. Costume: George Baker, the Plantmaster, wears no clothing while adventuring, save for a big green robe. This, of course, because he has no need for clothing whatsoever. Occasionally, however, George will wear a brown leather satchel on his person, mostly to carry spell components and some booze for on-the-job drinkin'. For a picture of the Plantmaster, head to Technohol 13, but specifically, http://members.home.net/firebomb/pictures/planty01.jpg And I won't tell you if that's me in the Plantmaster suit... =) Personality: George is a lush. His transformation has shattered his self-image, which has caused him to begin drinking heavily. Bitter about his drastic change, George often strikes out at normal folks, destroying them or their stuff. He might've been a hero, had he dealt with his change better, but he is instead a vengeful, neurotic little man. One with dangerous physical and magical powers. Real Name: George Baker Occupation: Eco-terrorist, Drunk Legal Status: American citizen wanted for random acts of destruction and mayhem, who likely has no real civil rights (being a plant). Marital Status: single Alias(es), if any: none Group Affiliation: the Plant Protagonists (no, really) Height: 6' 1" (8' 3" counting his leafy 'crown') Hair: none (replaced by emerald green, leafy growths) Eyes: emerald green Weight: 90 lbs Other Distinguishing Characteristics: to begin with, he's got green skin, being a plant being. Secondly, he has no nose, and his mouth is a mere inch or so beneath his eyes, giving him a comical, large-chinned appearance. Finally, he's graced with large, broad leaves instead of hair, leaves that are over two feet in length. Story: George Baker was mostly an ordinary man before he attracted the attention of an evil extradimensional entity: the plant demon, Phytodaemoni. When its own plane was obliterated in a massive conflict, the creature made for earth, where it dug in and started to build its own little empire. In order to do so, it posed as a champion of nature. This was easy enough, as the fiend was a plant-based lifeform. It quickly collected a small gaggle of eco-terrorists to serve its ends, and began to train those that showed magical potential in the arcane arts. Foremost amongst these dupes was George, who quickly mastered the arts that Phytodaemoni taught him. Unfortunately, George pushed too far, too fast, and when he totally screwed up a spell he was working on in secret, it forever changed him. The errant magic, instead of making a planty dupe for his own plans, transformed him into a sort of plant-man, a creepy, mobile plant in human form. This totally unhinged him, of course. Believing himself a freak and outcast, George fled Phytodaemoni's stronghold and descended into a binge of constant drinking. He did this for a time, until his bitterness led him to start striking back at the humans that balked at his appearance. He did this with only vengeance in mind, until he was found by his fellow magical students. They looked to him for leadership, after the sudden disappearance of Phytodaemoni, and he then gained a Cause. He decided to use his powers against the forces of progress and technology, to return the world to a pristine, pre-human state. This led him to form the Plant Protagonists, his team of eco-terrorist minions, to help him achieve this goal. This led to a string of attacks against various industries, most of which were, in fact, causing exceptional amounts of damage to the environment around them. Of course, being unhinged, this also led to George's assaults on several relatively innocent targets, like fast food chains, malls, and even small towns! George continues his battle to this day, though he's often opposed by heroes that have become aware of his existence, as well as the victims of his quest for vengeance and earthly 'purity'... Compatibility Notes: in case you wish to use the 'standard' magical rules instead of those that are representing the Plantmaster's magical ability above (long story), simply give him intensity 10 magic, make his spells magic power stunts, and change his armor spell into a plant mimicry power stunt; this'll keep everything in line with the 'official' rules. As the Armor spell has a strength trump, and this isn't allowed. * For reference, the new spells i've described here have the following suits: Anchor - Agility, Armor - Strength, Eldritch Crystals / Thorny Seeds - Agility. The rest of his spell trumps are resolved according to the standard powers they have listed in parenthesis. Also, make his Plant Mimicry an Agility trumped power. CONTRIBUTED BY JOSE ALLEN: Name: Psion (Adam Allen) Calling: Exemplar Hinderance: Overconfident (suffers from that self-righteous delusion, that psi's are more superior than most) Personality: While charismatic and friendly, he suffers from a supreme arrogrance, that seems endearing at first, annoying if your a friend and down right insluting if your not. Adam believes in the Superiority of Mutants. He just doesnt see why they have to lord it over everyone who isnt when, it should be obvious. Only 'inferiors' have inaquedacies about who they are... History: Adam has only recently come into his powers. Its a time of euforia for him, and as such really has yet to tame his excitement for being a mutant. Although, not reckless, he could get into a lot of trouble. Being from a rich family who makes its money from contruction, Adam can only spend his days practicing for a chance to prove that 'real' superiority comes from simply letting your existance prove that you are. Rather, than trying to shove it down everyones throat. (like mutie terrorists). Recently, his family has been accepted to the Hellfire club in New York City. Apearance: Adam is a young 19, well-built and muscular, African-American standing in over 5'4. He often wears expensive clothes befitting the latest styles. When in 'super-hero' mode He normally wears a black-cotton long-sleeve shirt with trousers and Doc Martins. Just recently, hes started to Embroider a Red X in a circle on his left breast and a gold X on his belt buckle. (Seems like the thing, all mutant heros do know a days, so why not?) STATS: STR: 6C INTELLECT: 6D AGILITY: 7C WILLPOWER: 7D Hand: 1/3 SKILLS: (STR) Boxing, Martial Arts Weapons (Agil) Driving, Martial Arts (Int) Energy Control (Will) Mental Control POWERS: Telekinesis 11 Limit: Stunts only -Force Bolt -Object swarm Telepathy 11 -Psi-screen -Psychic Invisibilty -Psychic Weapon Mind Control 18 -Multiple Targets(Must make a easy Willpower(Willpower) action of each controlled thrall when he tries to exert power over new thrall) -Ability Boost(str)(minor pyschic vampirism, happens automatically) -Possession CONTRIBUTED BY JAMES O' RANCE: Creating Heroes with Equipment in the SAGA Game By James O'Rance dragon-dreamer@geocities.com Appendix Three of the MSH Game Book gives clear examples for most of the facets of creating you own heroes, but unfortunately says little about creating super-powered equipment. This article is an attempt to provide a broad system for doing so, replacing the vague instructions in the MSH Game Book. Narrators looking for a detailed system to cover the research and creation of equipment during play are pointed to Mike Selinker's article "Super Science in the Marvel Universe", in Dragon Annual #3. First of all, what methods are described in the MSH Game Book for creating equipment-based heroes? Page 194 instructs players to design equipment in the same way as any super power, but this approach ignores the inherent drawback of an equipemtn-based hero: the device can be stolen, broken, or made inoperable more easily than other powers. You could use this as a Limit to increase the device's Intensity, of course, but does this bonus apply to all of the powers in the device, or just one? Another option is to take the hindrance Triggered - Powerless (removal of equipment). This is fine for Iron Man, whose powers are all in his body armour, but what about Thor? Take away Thor's magical hammer, and old Goldilocks still has some potent abilities. Obviously, a better system is desired. Designing Equipment * The first step is to decide what kinds of powers the device possesses. The player should make a list of desired powers, keeping in mind that the more a particular device has, the lower its Intensity will be. Special equipment powers (page 124 of the MSH Game Book) can also be included in this list. * The player now assigns one or more cards to the device. Total the value of these cards to find the device's Base Intensity. * Count the number of powers that the device possesses. For each power beyond the first, reduce the Base Intensity by 1. * Decide how easily the hero could lose the device or have it malfunction. If the device could easily be taken away (such as Captain America's shield or Dare Devil's billy club) add 1 to its Intensity. If the device is difficult to remove (such as Iron Man's armour) or can return to its owner (Silver Surfer's board), you don't get to add 1 to its Intensity. * Write down the device's final Intensity. Note that Damage and Defense Bonses very rarely go above +7, and have a maximum rating of +10; the Narrator should set these at an appropriate Inyensity, which may be different to the other powers of te device. See the tables on pages 37 and 38 of the MSH Game Book for guidelines. * Determine the trump suit for the device, using the Equipment Trump Suits table on page 124 of the MSH Game Book. * For each card of the appropriate trump suit assigned to the device, one stunt can be chosen for any of the device's powers. With the Narrator's permission, an Equipment power from page 124 of the MSH Game Book can be chosen in place of a stunt. If any cards of the Doom suit were assigned to the device, then no additional stunts are gained. * Finishing details: The player should decide the origins and history of the equipment. This method for designing equipment-using heroes creates devices which can possess a number of powers of the same Intensity, similar to most characters in the Roster Books; it works equally well for scientific or mystical equipment. Although it adds a few extra steps to the hero design process, the devices created will be easy to use in play. *** Permission is granted by the author to repost this article (please email me to tell me if you do so) Please do not alter. CONTRIBUTED BY THEDANE: Well kiddies just cause no one asked I decided to translate probably my favorite Marvel hero....I'm not gonna be her for postfest so I'm posting early Darkhawk: Chris Powell Strength: 12X Intellect: 3X Agility: 8X Willpower: 6X 2 Edge/ HandSize: 4 Hitpoints: (25) Skills: Blunt Weapons(str) Marksman (agi) with Grappling Hook only. Powers: Darkhawk Amulet: (wil) Powell has a mystical amulet that allows him to change back and forth from his normal form and Darkhawk's. The following are Chris's normal stats: S- 6 A- 4 I-3 W-3Hitpoints: 10* No powers In Chris Powell form - Healing: (str) 12 Darkhawk can heal just by changing between forms. He must spend at least one complete round in his other form before changing back. Note: this power only affects Darkhawk not Chris. - Grappling Hook: (agi) Retractable, allows him to climb at 4 speed, and grapple surfaces up to 2 areas away. Hook fires from right forearm with AGILITY accuracy. Using Darkhawk's adjusted Agility, he can grapple larger targets, even people by making an Agility FEAT roll. The Hook can also inflict +1 damage. - Flying: (agi) 4 airspeed 6 areas/round. -Enhanced Vision: (int) 4 Targeting vision for his Grapple. This reduces 4 ares to 1 for targeting purposes only. Darkhawk also has Infravision allowing him to see in total darkness. - Darkforce Control: (Int) 10 Amulet in armor provides a Darkforce blast of RM intensity with a 2 area range, or a force field of RM protection(from front only). He can do either of these in a round, not both.* Darkforce Blast: (agi) 10 Can weild blasts of darkforce energy.* Darkforce Shield: (int) 10 Can construct a circular shield that protects in front of the user providing +10 to defense. but if rating passes over yours then the shield drops for aura rounds. Calling: Protector Hindrance: None Personality Notes: a boy by the name of Chris Powell, changed by a strange gem he found. He would have never suspected that one night, he would become a hero ... that one night he would fight along the sides of Spider-Man and Wolverine, and fight such fearsome foes as Venom... but this is what happened to the one they call... Darkhawk Contacts: Spiderman, Moon Knight, ally of New Warriors. Close to the mysterious vagabond " Saint Johnny". CONTRIBUTED BY STEPHEN KUNEC: I wrote a scenario for POSTFEST that introduces a new character. I hope you enjoy it! I tried attaching an HTML file but I think that was why my posts weren't going through. Putting 2 and 2 Together This adventure is designed for a small group of superheroes based preferably in New York City. The group should consist of four to five members, but could be played by as little as two heroes. The Avengers, The New Warriors, The Thunderbolts, The Fantastic Four, or The Slingers are a few suggestions. The scenes below are presented in a way to further the development of the plot. Of course, it may not always be possible to follow such a linear sequence of situations, due to player ingenuity. In such a case, it is necessary for the Narrator to have an overall sense of the story, so that the "lost" players can be redirected towards the main plot goal. Part One: Rampage Synopsis A monster has gone on a rampage in the city. The heroes should attempt to stop the monster. It sounds pretty normal but there is more to this situation than meets the eye. Players The Man-Monster Strength 18X Agility 3X Intellect 1X Willpower 2X Edge 1, Hand 3 (17), Calling: Animal Nature Hindrance: Bruiser Body Armor +1, Invulnerability to Mental Attacks Action The heroes here this NEWSFLASH from the 11pm News Program: "Now, with a late-breaking story, around 10:11pm this evening, an explosion rocked the uptown BioGenCorp research lab. In the ensuing confusion, a monster escaped from the building and has left a path of destruction, randomly moving throughout this defenseless city. City officials have attempted to contact local hero groups, but none have arrived to subdue the monster." The BioGenCorp building can be found in the way Upper East Side of Manhattan. Smoke still pours from several windows and a section of the wall has been knocked down, presumably by the monster. Firefighters seem to have the blaze under control and emergency vehicles, including police and ambulances have arrived. Everything seems to be in order, except, in the distance, the heroes can here fainted screams of terror and property damage being done. Hopefully, the heroes will decide to encounter the immediate threat first, but if some hang around to investigate the BioGenCorp lab, proceed to PART TWO: POLTERGEIST after running this scenario. Run Part Two as if it went on at the same time as Part One. The trail left by the monster can be easily found. This includes broken fire hydrants, downed traffic lights, smashed cars, and broken windows. The Narrator may wish to throw in some nuisance heroics, like saving children from powerlines or flying hurt people to the hospital. The path leads to a wrecked subway entrance, where the monster has obviously gone underground. Screams can be heard from below and people are running up the stairs, pointing down behind. When the heroes get down there, they will see a desperate situation. A gigantic, muscular man draped in torn, shredded white clothes stands next to a damaged subway train, holding a shrieking woman. The Man-Monster has canines and a huge cranium, reminiscent of the Stone Age man, except much bigger and hairier. Sparks from the damaged subway threatens to harm innocent bystanders trapped within, some of which are already hurt from the Man-Monster's initial attack. To make matters worse, the subway conductor is screaming at you. The next train should be here at any minute! If something is not done, there will be a terrible train wreck! The players now have a few things to worry about. The most obvious is the Man-Monster. What the heroes don't know is that he's confused and he's lashing out. The narrator should role-play the Man-Monster like he's upset, kind of like a child who's lost his mother and is having a tantrum. The heroes should subdue him without hurting him too much. Unfortunately, he's still holding a woman, who has fainted from fear by now. Any successful hit upon the Man-Monster will cause him to drop her, leaving an opening for a hero to scoop her up and carry her to safety. The attacking action will be Challenging (12), since it's possible that the hero may hit the lady accidentally. If the Narrator card is a Doom card, she is hit by accident. If the heroes do not attempt to rescue the woman, he will hold on to her for 2 actions then throw her towards the heroes. Man-Monster will not be too clever with his attacks. Most of the time, he will just swing his fists, though he may grab a bench or a newsstand and throw it at the heroes. If Man-Monster is brought below 10 Health, he will take off down the opposite tunnel (away from the oncoming train). He will go to the next train station, where he will ascend to the city level and continue his rampage. Another pressing concern is the approaching train. The conductor can't radio the oncoming train because the radio's broke and the track leading to this station curves around so the train will not be able to see what's ahead. The train will be here in 6 exchanges. The heroes can handle this in various ways. Here's a few that I thought of: 1. A hero can attempt to find out what's wrong with the radio and repair it. Then, they can call ahead to the train and tell it to stop. It will take an exchange to get to the radio, one to diagnose it, then one to fix it, if the hero make the Average (8) Intellect action involved. 2. A hero can fly ahead and warn the train's driver. This will be tricky for a couple of reasons. First, the tunnel is two narrow for the hero to get along side. The hero would have to hover in front of the train, flying at the same speed as the train and try to convince the driver to hit the brakes. Convincing takes a Challenging (12) Willpower action, because of the situation. Second, the tunnel is dark and the train is going pretty fast. Third, there is no station between the train and the station where heroes are battling Man-Monster. Any slip-up may cause the hero to get hit by the train. This causes 10 points of damage initially from the impact, but 20 points of contingent damage as the subway runs over them. If the hero is big enough, this may cause the train to derail and crash, which will be a disaster in itself. 3. The hero may use their powers creatively. A teleporter or phaser may get into the train. These will take a Challenging (12) action, since the train is moving fast. A hero with a Gateway power could transport the entire train somewhere else. A time controller could slow time and a reality warper could probably do about anything. If narrators are looking for more things to harass the heroes, then there are people trapped inside the damaged subway car. Besides some of them being hurt, a puddle of water that is touching the metal subway car is slowly approaching a live wire. In 5 exchanges, the water will hit the wire, electrifying the car. Getting inside the car requires an Average (8) Strength action. Inside will be some seriously hurt people who need medical attention right away. At some point during the fight with Man-Monster, have every hero make a Challenging (12) Intellect action. The hero who makes the action the best will notice that the clothes that Man-Monster is wearing is a lab coat from BioGenCorp. Aftermath The best situation for the Part to end will be the heroes having knocked Man-Monster unconscious, hopefully not hurting him too bad. The lab coat should want the heroes to go back to BioGenCorp and investigate. Some of the heroes may have stayed at BioGenCorp, so run Part Two now, as if it took place while the other heroes were battling Man-Monster. If no one stayed, then run Part Two as the next thing to happen. Part Two: Poltergeist Synopsis Everything not all right at the BioGenCorp building. A mysterious force is threatening the scientists. Again, sounds pretty cliché, but how does this force relate to the Man-Monster? Players The Spirit Strength 0X(4X) Agility 0X(4X) Intellect 8A Willpower 7X Edge 1, Hand 3 (17), Calling: Explorer Hindrance: Non-Corporeal, Mute Biology, Electronics, Biochemistry, Philosophy Telekinesis 12 (Object Swarm, Multiple Attacks), Astral Projection 15 (Limit: Cannot move farther than Firing Distance from where he became non-corporeal), Empathy 10 (Empathic Broadcast, Telepathic Protection), Telepathy 2 (Limit: Only with Man-Monster), Invulnerable to Physical Attacks NOTE: The Strength and Agility statistics in the parentheses represent his abilities on the Astral Plane. Dr. Cecil Miskus Strength 3X Agility 3X Intellect 7A Willpower 5X Edge 0, Hand 2 (10), Calling: Greed Physics, Electronics, Computers, Economics Action This part starts out relatively quietly. The emergency teams are still working on the building and its inhabitants. The fire seems under control and injured people have been taken to nearby hospitals. The police are interviewing personnel at the lab about tonight's incident. The building itself is trashed from the explosion. The heroes can listen in on the police interviewing Stu Makens, a janitor at the lab. "I was cleaning out storage closet at the far end of the building when I heard this inhuman howl. It chilled me to the bone, I tell ya. Then, there was this big explosion that shook the building. I was far enough away so I didn't get hurt but ceiling tiles fell on top of me. This is the last time I take a job at these weird science places!" All of a sudden, a wave of anger sweeps the crowd and then a section of the remaining wall starts to shake then falls, threatening to crush a group of scientists. Each hero has one action to do something to stop the wall or save the people. They are not close enough to run to the wall. If nothing is done, the wall will crumble upon the scientists, burying them and any hero under it. Only a few scientists were able to get out of the way. The wall causes 10 points of damage to those struck. Those covered need to be dug out. This requires an Easy (4) Strength action. Any scientists under the wall will need immediate medical attention. The EMTs nearby can help. Heroes with mental detection powers will sense some sort of presence in the area. It is certainly an intelligent mind, but searching for it again will only reveal an intense anger in the area. Telepathic individual cannot make contact with the mind because of the anger. Two scientists, of those who escaped the wall, will approach the heroes and thank them. One is Dr. Cecil Miskus and the other is Dr. Heloise Solomon. Dr. Miskus is a balding man in his late 40s. He will sound eternally grateful and relieved. Dr. Solomon is pretty woman in her early 30s. She will thank the heroes. When Miskus leaves, Dr. Solomon will approach the heroes. "Thanks again for help us, but I need to tell you something. I think Dr. Miskus had something to do with the explosion. It was his area that exploded. He shared a lab with Dr. James Might. None of us have seen Dr. Might since before the explosion." She knows nothing about what they were working on and has never heard of a monster at BioGenCorp before. If Dr. Miskus is questioned, he denies involvement with the explosion and he says Dr. Might left early because he wasn't feeling well. If asked what he and Dr. might were working on, Miskus explains: "For hundreds of years, scientists and theologians have argues over the existence of the soul. Dr. Might and I have been working on a procedure that would isolate the human spirit so that we may answer one of the biggest questions of the universe. Does man have a soul?" If asked how the explosion occurs, he says it must have been faulty wiring and some of the more sensitive machinery must have exploded. After these questions, he will become defensive. "Are you accusing me of something?! I am a value member of the scientific community. I don't have to be subjected to this!" And he'll storm off and head into the undamaged part of the building. Heroes may want to investigate the lab where the explosion took place. The damage is extensive, but Challenging (12) Intellect actions will reveal a few things: 1. Some equipment has been damaged from something other than the explosion. The blast seems to have originated from one of these areas damaged presumably by the Man-Monster. 2. In the wreckage, an ID card belonging to Dr. Might will be found, attached to a piece of a white lab coat. If other people are questioned, none of them know anything about the explosion and will just give accounts of what they were doing when the explosion occurred. A security guard named Fran Bobbins will tell the heroes that she heard Might and Miskus arguing earlier tonight in the lounge. The argument was pretty heated and she saw Might leave the lounge. His face was red with rage. It occurred around 9pm. She doesn't know where he went. At some point when all the heroes are outside, the heroes will hear yelling from inside the building. It sounds like Miskus. Psi heroes will again detect a presence inside the building with Miskus and it's very angry. It will be easy to follow the yelling to a lab area. This is obviously where the explosion originated. In the middle of the room, Dr. Miskus hovers with a look of astonishment and fear on his face. Pieces of lab equipment flying around him in circles, some striking him. He is bleeding from several scratches and cuts. "Help me! It's trying to kill me!" Aftermath The story is coming to a conclusion now. The Narrator should keep track of the time in this adventure. If the heroes split up in the beginning of the adventure, then the group who fought Man-Monster could join the group at BioGenCorp at any time. And now for the finale... Part Three: Body and Soul Synopsis I guess I should let you in on the secret, unless you've figured it out already. Dr. Miskus wasn't lying when he told the heroes that he and Dr. Might were working on a way to isolate the soul. Unfortunately, Dr. Miskus was working for profit and glory, while Dr. Might worked for the betterment mankind. Tonight, Dr. Might, upon realizing Dr. Miskus's greedy intentions while they were talking in the lounge, decided to quit and expose Dr. Miskus. However, while continuing their argument in the lab, Dr. Miskus pushed Dr. Might into the chamber designed to isolate the soul from the human body. Dr. Miskus activated the machine, intending to kill Dr. Might and gain the glory all for himself, if the machine worked. The machine worked, but differently than expected. It separated Dr. Might's spirit, but the body left behind changed in the Man-Monster. While Dr. Might's spirit helplessly watched, his body let out a confused howl and went on a rampage, striking some equipment and causing the explosion. The machine that caused the accident was destroyed. The Man-Monster left the building vaguely aware that it was missing something and that it needed to get it back. The spirit of Dr. Might eventually realized that he wasn't dead and that he could move around as a disembodied spirit. However, he could not go much farther beyond the building. Somehow, he was tied to the immediate region where he was separated and he could not communicate with anyone. Angered about his new condition, Dr. Might sought out Dr. Miskus. Upon finding him outside, Dr. Might demonstrated new abilities by pushing down the wall. The wall missed Dr. Miskus, but Dr. Might waited until he was separated from the heroes. When Dr. Miskus went inside to his office, Dr. Might attacked, chasing Dr. Miskus to their lab. There, he grabbed Dr. Miskus in a telekinetic grip and began throwing things at Dr. Miskus. The secret that no one knows is that Dr. Might is dying. The separation of Body and Soul is causing both to deteriorate. If the heroes don't get Man-Monster and Spirit back together in a couple of hours, The Spirit will fade into nothingness and The Man-Monster will collapse and die. Players The Spirit Strength 0X(4X) Agility 0X(4X) Intellect 8A Willpower 7X Edge 1, Hand 3 (17), Calling: Explorer Hindrance: Non-Corporeal, Mute Biology, Electronics, Biochemistry, Philosophy Telekinesis 12 (Object Swarm, Multiple Attacks), Astral Projection 15 (Limit: Cannot move farther than Firing Distance from where he became non-corporeal), Empathy 10 (Empathic Broadcast, Telepathic Protection), Telepathy 2 (Limit: Only with Man-Monster), Invulnerable to Physical Attacks NOTE: The Strength and Agility statistics in the parentheses represent his abilities on the Astral Plane. The Man-Monster Strength 18X Agility 3X Intellect 1X Willpower 2X Edge 1, Hand 3 (17), Calling: Animal Nature Hindrance: Bruiser Body Armor +1, Invulnerability to Mental Attacks Dr. Cecil Miskus Strength 3X Agility 3X Intellect 7A Willpower 5X Edge 0, Hand 2 (10), Calling: Greed Physics, Electronics, Computers, Economics Action The feeling of anger and resentment floods the room, overwhelming psi-talents for an aura duration. Any hero attempting to help Dr. Miskus will be assaulted pieces of lab equipment hurled at them. Heroes must make an Average (8) Agility action vs. The Spirit's telekinesis to avoid being hit. If struck, heroes will take 13 points of damage. If this does not deter the heroes, The Spirit will grasp the heroes in a telekinetic grip of Strength 12, holding them in place. The Spirit can attack up to 3 times. Since he is using one of the attacks to hold Dr. Miskus, he can only attack two heroes at a time. If the heroes reach Dr. Miskus, they will have to figure a way to get him down, as well as releasing him from the telekinetic grasp. The Spirit will also attack them while they are rescuing Dr. Miskus. At a suitable point, any psi-talents will sense that The Spirit has weakened (due to the separation deterioration), allowing telepathic probes. If they are able to make a Daunting (16) action using one of there telepathic powers, they will make contact with Dr. Might. Then, they will learn the whole story. They also need to convince Dr. Might that they can help by making a Challenging (12) Willpower action vs. Dr. Might Intellect. If they do it, he breaks off his attack. The heroes need to get the Man-Monster to BioGenCorp within an hour, so Dr. Might's spirit can join with his body. If not, Dr. Might will die when his spirit fades and his body collapses. When brought together, Man-Monster looks into the air, as if someone is talking to him, then a swirling energy surrounds the Man-Monster. The Man-Monster shrinks and eventually Dr. Might is standing in front of the heroes. He is a young man in his very late twenties. Dr. James Might Strength 4X Agility 4X Intellect 8A Willpower 7X Edge 1, Hand 3 (17), Calling: Explorer Biology, Electronics, Biochemistry, Philosophy Telekinesis 2, Empathy 2, Gestalt (The Man-Monster, The Spirit) If the heroes don't have a psi-character in their ranks, I suggest that another hero or villain make a cameo appearance. I especially suggest a villain, since the villain's help will no doubt involve a price that the heroes will not like to pay. Also, if the Narrator wants to make life more difficult on the heroes, have The Man-Monster regain consciousness and wander off, forcing the heroes to find him again and subdue him again. Aftermath If Dr. Might is "pieced together," then the only thing left is to bring Dr. Miskus to justice. The Narrator can decide if he gets away or not. Perhaps the cameo villain wants him for his new chief scientist and in exchange for helping the heroes, the villain wants Dr. Miskus. Dr. Miskus will jump at the chance, instead of going to jail for Attempted Murder. Dr. Might could join the hero group. Later, he could gain better control over his powers, like eliminating the Astral Projection limit or extending the period of time during which he can be separated. If Dr. Might did not die, I suggest giving the heroes some type of reward, possibly +1 point to distribute. CONTRIBUTED BY QUALLS: So far the only one I have done is the Zombie. They are better to use in groups of 3 or 4. You could also fool your heros into thinking there is a cure for them is it is the first time fighting them. Residental Evil Zombies Strength 4x Agility 1x Intelligence 1x Willpower 1x Edge 0 * Hand 2 Health 10 Calling: Hunger(for flesh, even if it happens to be another zombie sometimes.) Hindrance: Monstrous; Impaired Movement - any and all movement is reduced to 1/2 of normal humans. Impaired Reflexes - they are slow to react. So if snuck up on there attacks will not happen till next turn. Naive - 0 agility to avoid or launch surprise attacks Skills: N/A Powers: Invulnerability -Disease, emotion, mind control, stunning,pain,Life Drain. Life Support - Limintions not humger - 15 Teeth - +2 Resistance - Physical attacks - 8 *Corrosion(acid) - 8 *Energy Sheath(fire) - Limit constant - stunt energy blast(touch only) - 4 * not all of the zombies have these powers. 1 out of every 10 will only have 1 of these powers. GM notes: They do not feel pain & whne at 0 health fall down for 1 exchange then get back up & attack again. Cannot be stunned. Have to get them at -10 to kill permanently. If 10 points of damage is done in 1 attack. then they will be split in half at the waist and the torso will still attack. if -10 in 1 attack can have it be a decapition or total disintegration. Head attack is 1 difficulty level higher. Background: the zombies are an accident if you beleive the company "umbrella". They were exposed to the "T-virus" which slowly killed them and turned them into zombies. since they are dead then some of the normal human stuff does not affect them. the only thing the think about is hunger. Umbrella also does secret genetic research and experiments the T-virus is the first, but they also have other deadly creatures. The virus also affects animals. anything affected also gets a hunger graving after the mutation. the simptons 1) paranoid 2) thinks everybody is out to get him 3) Itching 4) Swollen body part( only parts not the whole body) 5) Tired 6) sleepy 7) Blisters 8) Hot, sweaty 9) Rotten flesh begins to fall off, smelly, Hungery 10) Fever, starts to get dumber, violent, Very hungery 11) Mindless zombie, violent and hungery for anything CONTRIBUTED BY DADICEGUY: the Whizzer (Roberta "Bobbie" Frank) 8D STR INT 6C 2 EDGE/HAND 4 9C AGL WIL 5D Calling: Idealist Personality: Driven, committed to living up to her parents legacy. History: Roberta & Joyce Frank were born to Bob & Madeline Frank late in their marriage. But were great joys to them. Bobbie & her twin sister Joyce learned eary of their parents former "careers". Bobbie especially wanted to be a "Marvel" just like Mom & Dad. When the girls were 13 their parents were killed in a house fire rescuing a trapped family. "Uncle" Jeff became their guardians and trained them in the use of their powers when they manifested. The girls now work together on the West Coast sometimes with the new Patriot and rarely alone. Skills: Boxing; Fast Exit, Piloting; Aeronautics, Electronics; Military Powers; Lightning Speed 12 Stunts-- Mach Control, Power Slam, Waterwalking Resistance to Cold & Pressure +5 Liberty (Joyce Frank) 14D STR INT 4D 2 EDGE/Hand 4 9C AGL WIL 6C Calling: Responsibilty of Power Personality: Tinkerer, enjoys working on cars. Would prefer not to be a hero but the image of her dying mother rescuing those people haunts her everyday. Didnt want to be called Miss America..thats too lame. History: See above Skills: Brawling, Aerial Combat, Repair; Electronics; Intimidation, Taunting Powers: Flight 8, Resistance to Cold, Heat, & Radiation +4, Regeneration 4 The Patriot (Kevin DeCaro) 9D STR INT 5D 2 EDGE/HAND 4 8B AGL WIL 5D Calling: Idealist Personality: Patriotic, quick witted, confident, loves to play hero. History: After buying and renovating an old brownstone in Queens NYC Kevin DeCaro found a plastered over secret closet forgotten by it creator.... the WWII Patriot. In it were journals and spare costumes. After some detective work he tracked down Jeff Mace now living in California, with his blessing and some training became the modern successor to the Patriot. Kevin is freinds with the Frank sisters & works with them occasionaly in their costumed identities. Skills: Martial Arts Weapons; Acrobatics, Flinging, Martial Arts: Architecture; Leadership Powers; None Equipment; Nunchuk +2; Crossbow-- Stun Quarrels (Stun Blast 10), Grapple (Webslinging 6); Kevlar costume (Body Armor +3) CONTRIBUTED BY TY R. STATES: ALIEN LARVA EGG Strength 0X Agility 0X Intellect 2X Willpower 2X Edge 1 Hand Size 3 (17) Powers: Detection 6 (Stunt: Life Detection) Enhanced Senses 6 (Stunt: Hearing) Body Armor +1 (Limit: zero resistance vs. Fire) Life Support 15 ALIEN FACE-HUGGER Strength 2X Agility 6X Intellect 1X Willpower 9X Edge 1 Hand Size 3 (17) Powers: Life Support 15 (Stunt: extends to host) Additional Limb- Tail 9 (Stunt: Constriction) Leaping 5 Lightning Speed 5 (Limit: Burst Only; Stunt: Power Slam) Size Alteration- Shrinking 5 (Limit: Permanent) Psi-Screen 24 Acid Blood 12 (full damage first exchange, 10 the second, 8 the third, etc.) Special: Egg Implantation: the face hugger attaches itself to a host and implants an egg deep within the victim's chest through its throat. After the eggis planted in the victim's body, the face-hugger leaves the host (who will soon regain consciousness and have no recollection of the implantation) and dies. Upon completion of development, it emerges into the next stage of development by bursting through the host's chest. ALIEN CHEST BURSTER Strength 2X Agility 4X Intellect 3X Willpower 6X Edge 1 Hand Size 3 (17) Powers: Emotion Control 10 (Limit: Aura of Fear) characters must pass a Willpower check vs. this power's intensity after the chest burster emerges or be unable to perform any action for one exchange. Lightning Speed 5 Size Alteration- Shrinking 5 (Limit: Permanent) Acid Blood 12 (full damage first exchange, 10 the second, 8 the third, etc.) ALIEN DRONE Strength 12X Agility 6X Intellect 2X Willpower 6X Edge 2 Hand Size 4 (25) Powers: Body Armor +1; +2 vs. Fire Psi-Screen 24 Regeneration 4 Additional Limbs- Prehensile Tail (Str. 10) Stinger 10 injects paralysis poison, 10-20 minute duration Double Jaw (Bite 8) Claws +3 Acid Blood 12 (full damage first exchange, 10 the second, 8 the third, etc.) Extra Attacks - tail or bite can be used as a second attack without penalty Life Support 15 Lightning Speed 5 Enhanced Senses 4 (Stunt: Hearing, Olfactory, Infravision) Wall Crawling 8 Blending 4 (Limit: Darkness Only) Learning 4 ALIEN WORKER Strength 12X Agility 6X Intellect 3X Willpower 8X Edge 2 Hand Size 4 (25) Powers: Body Armor +1; +2 vs. Fire Psi-Screen 24 Regeneration 4 Additional Limbs- Prehensile Tail (Str. 10) Stinger 10 injects paralysis poison, 10-20 minute duration Double Jaw (Bite 8) Claws +3 Acid Blood 12 (full damage first exchange, 10 the second, 8 the third, etc.) Extra Attacks - tail or bite can be used as a second attack without penalty Life Support 15 Lightning Speed 5 Enhanced Senses 4 (Stunt: Hearing, Olfactory, Infravision) Wall Crawling 8 Blending 4 (Limit: Darkness Only) Learning 4 ALIEN WARRIOR Strength 12X Agility 8X Intellect 4X Willpower 8X Edge 2 Hand Size 4 (25) Powers: Body Armor +2; +3 vs. Fire Psi-Screen 24 Regeneration 6 Additional Limbs- Prehensile Tail (Str. 12) Stinger 12 injects paralysis poison, 10-20 minute duration Double Jaw (Bite 8) Claws +3 Acid Blood 14 (full damage first exchange, 12 the second, 10 the third, etc.) Extra Attacks - tail or bite can be used as a second attack without penalty Life Support 15 Lightning Speed 5 Enhanced Senses 6 (Stunt: Hearing, Olfactory, Infravision) Wall Crawling 10 Blending 6 (Limit: Darkness Only) Learning 6 ALIEN QUEEN Strength 14X Agility 8X Intellect 6X Willpower 9X Edge 3 Hand Size 5 (30) Powers: Body Armor +3; +4 vs. Fire Psi-Screen 24 Regeneration 11 Additional Limbs- Prehensile Tail (Str. 14) Stinger 14 injects paralysis poison, 10-20 minute duration Double Jaw (Bite 12) Arms Claws +5 Acid Blood 16 (full damage first exchange, 14 the second, 12 the third, etc.) Extra Attacks - tail or bite can be used as a second attack without penalty Life Support 15 Lightning Speed 8 Enhanced Senses 8 (Stunt: Hearing, Olfactory, Infravision) Wall Crawling 12 Blending 8 (Limit: Darkness Only) Learning 6 Empathy 12 Lifeform Creation 12 (she creates the eggs which contain the huggers. On a Desperate (20) Intellect check she can control the final product and tell what it will be. The results on a D10 are as follows: 1 - Queen 2-9 - Worker 10 - Drone CONTRIBUTED BY SHAWN AKA BLACKJACK: THE GENETIX The Genetix is a small superteam concieved and created by the Genetech corporation. Several years ago, Genetech was responsible for the creation of another group of metahumans called Psionex. Psionex clashed several times with the New Warriors before breaking away from Genetech and engaging in a short-lived criminal career. Although Psionex has since elevated themselves to a quasi-heroic vigilante group, the damage their exploits have caused Genetech's public image has been considerable. In an effort to turn the public's opinion of them around, Genetech has created another superteam, which has to date been far more successful than Psionex ever was. ---------- Shockwave (Alex Murdock) - Team Leader Strength 6X Intellect 8C 1 Edge Hand Size 3 Agility 6C Willpower 6C Calling: Investigator Skills: Assessment, Disguise, Electronics, Law Enforcement, Observation, Repair Electrical Control 13 (Resistance to Electricity) Energy Sheath 10 Comments: Shockwave is the leader of the team by virtue of the fact that he was an employee of Genetech prior to his enlistment in the Gentix Program. His technical skills have proved invaluable on a number of missions ---------- RECON (Marcus Smith) Strength 10X Intellect 6C 1 Edge Hand Size 3 Agility 10B Willpower 7C Calling: Soldier Skills: Demolition, Leadership, Martial Arts, Marksmanship, Military, Occult, Space Craft (?!) Psi-Whips 12 (Energy Blast, Ensnarement) Phasing 8 (Phase Shift) Comments: Smith was a mercenary before he was recruited by the government to participate in the Genetix Program. By allowing a goverment representative, Genetech hopes to win defense contracts in the future. Recon serves as the group's infiltrator. [What can I say? He's a blatant Backlash rip-off, but the player loves him so I let it go.] ---------- HEADJACK (James Evans) Strength 9B Intellect 6C 1 Edge Hand Size 3 Agility 9C Willpower 6C Calling: Outcast (ex-convict) Skills: Brawling, Climbing, Escape Artist, Electronics, Espionage, Knives, Photography, Taunting, Thievery Teleportation 10 Illusion 7 (Broadcastable) Mind Control 6 Comments: An ex-gambler and ex-convict, Evans called in a LOT of favors to be accepted into the Genetix program. He hopes to prove to himself and the world that a man can change. ---------- VOID (Bryan McCallie) Strength 4X Intellect 9B 1 Edge Hand Size 3 Agility 10B Willpower 6C Calling: Youthful Exuberance Skills: Aerial Combat, Electronics, Energy Control, Espionage, Flinging, Manipulation, Thievery, Tracking Telekinesis 12 (Flight) Psychic Blast 7 Comments: The wayward son of a wealthy family, the last straw for Bryan's familiy was when he first began manifesting the signs of mutant abilities at at 15. He was promptly kicked out and onto the street. Bryan survived there for two years before lying about his age to get into the Genetix Program. Genetech is pretty sure he's underage, but the opportunity to work on a mutant was too good to pass up. The program failed to augment his fledgling Psychic Blast abilities, but it did awaken his latent Telekinesis. ---------- SWITCHBACK (Roger Doyle) Strength 4D Intellect 5C 1 Edge Hand Size 3 Agility 4D Willpower 5C Calling: Thrill Seeker Skills: Gadgetry, Electronics, Mechanics, Military, Observation, Swords Object Duplication 13 (Duplicative Shaping, Sympathetic Object) Shapeshift 10 (Size Alteration) Comments: A native of Britain, Doyle was chosen for both his military and mechanical backgrounds. Oddly enough, he plays the role of the team's bruiser, often changing into metal form and shaping his hands into large hammers with which to beat the villain into submission. ---------- Necron - The Villain During the middle ages, the man who would become Necron was a minor noble in Britain who dabbled in sorcery in the hopes that he might find a means to seize more power. Hearing of a means to gain both eternal life and the power over others' minds, the nobleman jumped at the chance. Unfortunately, this secret was from a lost page of the Darkhold, and the results were not what he expected. He was transformed into an undead sorcerer with the power of necromancy. For several decades he plagued the people of Europe as the Liche, but was ultimately foiled by an unknown knight with an enchanted blade. Much later, during the "Wild West" period of history, he appeared in America, where he was defeated and bound into the earth by a party of heroes including Kid Colt, the Rawhide Kid, Two-Gun Kid, a Native American shaman called Binder of Spirits, and an English gunslinger named Jonas Paladin, the descendant of the same knight who defeated Necron during the Middle Ages. The heroes removed a large portion of Necron's powers and locked it into four mystical objects: the shaman's medicine pouch and totemic necklace, and Jonas's sword and amulet. Paladin was killed in the battle, but Necron was locked deep inside the Adironback mountains of upstate New York. Recently, a mining operation in the Adironback's has weakened the consecration of the earth in which Necron is bound. He has begun using his slowly returning powers to animate dead supervillains and steal the mystical objects holding the remainder of his power. What he does not know is that his minions have been opposed by the unknowing descendants of the men who trapped him in the earth over a century ago, and that those men have themselves been manipulated by the Sorcerer Supreme into joining the Genetix Program so that they will have the power necessary to oppose Necron when he finally breaks free from his long imprisonment. Strength 10X Intellect 10C 3 Edge Hand Size 5 (30) Agility 7X Willpower 15C Calling: World Domination Hindrance: Monstrous, Triggered Powerless Skills: Dimensional Geography, Occult (world class), Mythology, Mesmerism Immortality (Raise the Dead) Magic 15 (Intensity goes to 20 if his stolen power is returned) Invulnerability (Aging, Kinetics, Disease, Cold) CONTRIBUTED BY R: "The Hulk" aka "The Midnight Monster" (Victor Avery) S 16X A 4X I 9C (1X) W 12D Edge: 1 Hand Size: 3(17) Calling: Greed (later Demolisher) Hinderances:Bruiser, Frenzied, Monstrous, Hateful Personality: Arrogant, Vain, Single-Minded, later Stark-Raving Mad Skills: Biochemistry Genetics Intimidation Powers: Invulnerability to Aging, Disease, Kinetics, Fire, Heat, Stunning, Suffocation 10 Body Armor 18 History: Victory Avery was a scientist who invented a serum the made the recipient effectively immortal, but caused them to become ugly, brutish and bestial in appearance. When he tested the serum on himself, it turned him into a very close image of the grey Hulk both in looks and personality. When the police couldn't stop him by conventional means, an engineer tricked him into fallin into a "bottomless" pit. The above is a very bad recap of the story "The Midnight Monster" that appeared in FEAR #6 (1971). The story originally appeared in an Atlas monster comic in the fifties. At the end of the story to speculate Avery ever being able to eventually crawl out of the hole (being immortal and all). Cut to today (where I take over)- Forty some-odd years later and Avery finally makes his way out of the pit- right in the middle of a rural electric power plant! Forty years worth of nothing but trying to climb out of a hole and obsessing about the guy who tricked him into it. We're talking one pissed-off s.o.b.!! The stats were based in part on Thumper's 'Mr. Fixit' (I'm still new to the game) CONTRIBUTED BY MIKE MORGADO: Matuya (Jane Moore) Age: 24 Occupation: Librarian at the University of Stonebridge, Anderson Memorial Library, Rare Book Department. Strength 5X Agility 5C (Acrobatics, Escape Artist) Intellect 7D (Lore: Fairies) Willpower 15D (Meditation) Calling: Exemplar Hindrances: Transformation Powers: Emotion Control 16 Force Field 7 (Glows) Force Bolt Wings 6 Illusion 6 (Sight only) Personality: Jane Moore is shy, quiet, and bookwormish. Matuya is confident and outgoing. History: When Jane was 6 months old her parents immigrated to Canada from the UK. She has always possessed a wild imagination and fell in love with her mother's tales of the fae folk at an early age. Growing up she was always the wall flower and bookworm and very seldom dated. University was fairly uneventful. Because of her quiet nature, she does not have many friends but believes that one day she will meet her Prince Charming. Despite her very romantic nature she is not niave and will not fall for just any charming person. Her best friend is her former dorm roommate Alison Redding an architect for a large Stonebridge firm. Alison is constantly trying to set Jane up with various men to try to stimulate her love life. All of these have failed. One such man, Greg Turner, and up and coming surgeon and biochemist thought that Jane would be a perfect trophy wife, as she is beautiful, but very quiet and withdrawn. He believed that she would be a very compliant wife. When she rejected him Greg was surprised that Jane was strong willed enough to turn him away and has harbored some resentment ever since. He still wants to "own" her and continually sends her gifts and flowers to try to win her. While walking through a conservation area just outside of the city of Stonebridge she saw a fox being swept away by the river. She waded into the river to rescue the fox and was pulled under almost drowning herself. When she finally made it to shore, the fox transformed into a handsome man who kissed her for saving his life and to bless her for her kindness. The act awakened a part of Jane that had been locked away since she was taken from the British Isles. She can now transform into Matuya at will, although she has not done it very often as she is not sure as to what is happening to her. Vigilance (Michael Pearson) Strength 17A (Hyper Breath, Sonic Slam, Boxing, Wrestling) Agility 7D (Fast Exit) Intellect 5C (Computers, Law) Willpower 4X Calling: Peace of Mind Powers: Danger Sense 5 Flight 10 Personality: Quiet, honest and believes in always doing the right thing. History: Michael always believed in helping others, so it was natural for him to become a superhero when one morning he woke up with superpowers. It is still unknown how he received these powers, but he uses them to help where ever he can, protecting his city of Stonebridge. At first Michael enjoyed playing the part of a hero. It was fun to duke it out with super villains, all a big game he felt. During a battle with the Rhino, Michael's girlfriend, Tiffany London, was killed by falling debris. It was at this point, that Michael became Vigilance and vowed that no more innocents would die unnecessarily in his city. CONTRIBUTED BY GHOST DANCER: DUSK Cassie St. Commons Hand: 3 Edge: 1 Calling: I have no clue Str 3X Agl 5X Int 5X Wil 6D Skills: Art Powers: Teleportation 10 (Stunt: Pasengers) ______________________________________________________________________ HORNET Eddie McDonough Str: 9X Agl: 4D Int: 7C Wil: 4X Hand: 3 Edge: 1 Calling: Protector Skills: Ariel Combat, Electronics, Physics, Powers: Flight 10 Energy Blast (Laser Stinger) 8 ______________________________________________________________________ Prodigy (why bother, he's dead!) What do you think? THANK-YOU TO THE CONTRIBUTORS: Fixit Dreamwlf Freya Mark Slattery Rust Kevin J. Mulder Jam Norman Will Crites Firebomb Jose Allen James O'Rance TheDane Stephen Kunec Qualls DaDiceGuy Ty R. States Shawn aka Blackjack R Mike Morgado Ghost Dancer