recursal/Fanatic-Fandom huggingface dataset:
Howard Duckson (Earth-791021)

## **Howard the Duck**

* Adventurer
* Cab Driver
* Various Others

### Education:

Four-year college degree and limited training in various martial and mystic arts

## Additional Information

### Alignment:

Good

"*Aw, clam up, bud! You don't even know the meaning of the word! Finding yourself in a world of talking hairless apes--Now that's absurdity!*"

—Howard The Duck

# Howard the Duck

## Statistics

**Howard the Duck**

*Howard Duckson*

### Abilities

Fighting) Rm30

Agility) Gd10

Strength) Ty6

Endurance) Gd10

Reason) Rm30

Intuition) Rm30

Psyche) Rm30

Health: 56

Karma: 90

Resources: Ex (20)

Pop: 0

### Known Powers:

***Mystical Arts*** - Howard posses undefined mystical abilities at Am50 level.

***Hyper-Intelligence*** - Mn75 - Howard discovered that he has the potential to be the most intelligent being in his home world and even in any other world, having an intelligence equal to or greater than that of Albert Einstein or Reed Richards. (note: Howard let his intelligence atrophy over time, but he could easily become one of the most intelligent beings in any world. He could recover this ability in time).

Pending...

### Limitation

Unable to Swim, despite being a duck - Howard Duckson is unable to swim.

### Talents:

Driving

Detective/Espionage

Quack Fu (Martial Arts A)

## Game Note

Howard Duckson (Earth-47920) was ret-conned to **Howard Duckson (Earth-791021)**
Anung Un Rama (Darkhorse)

# Hellboy

**Hellboy**

*Anung Un Rama*

Agility) In40

Strength) Rm30

Endurance) In40

Reason) Ex20

Intuition) Ex20

Psyche) In40

Health: 140

Karma: 80

Resources: Gd10

Popularity: -10

### Known Powers

***Cambion Physiology:*** Hellboy has Cambion (half-demon/half-human) physiology that gives him the following abilities:

-**Telescopic Vision:** Hellboy has Ex20 Telescopic Vision.

-**Regeneration:** Hellboy can heal damage with Rm30 intensity.

-**Body Armor:** Hellboy’s thick hide provides him with Ex20 protection vs Physical and Energy attacks.

-**Resistance:** Hellboy has Rm30 Resistance to Cold and Un100 Resistance to Heat/fire.

### Equipment

***Right Hand of Doom:*** Hellboy's right hand, referred to as the "Right Hand of Doom", consists of a large forearm and hand that seems to be made from red stone-like material of Cl1000 strength. The Hand is effectively invulnerable and feels no pain, and is much like a sledgehammer, giving him a +1CS to Strength and +2CS to damage when used to punch an enemy. Of course, being far larger than an ordinary human hand, the Right
Hand of Doom is not very suitable for use with most objects, so Hellboy relies on his more proportionally sized left hand to operate weapons
and devices, although it has proved flexible enough to catch a fly.

***The Good Samaritan:*** Hellboy carries an extremely large shotgun-pistol combination that fires blasts of Rm30 damage. The gun fires
six shots and requires at least Ex20 Strength to carry and fire.

**Miscellaneous Gadgets:** Hellboy often carries a group of Tracers, silver bullets, holy water, etc.

### Talents

Occult Lore

Guns

Arcane languages

Law Enforcement

### Contacts

Bureau of Paranormal Research and Defense
Eel Mark I

# Eel

Eel Suit Mark I

Agility) See  Leopold Stryke

Strength) See  Leopold Stryke

Endurance) See  Leopold Stryke

Reason) See  Leopold Stryke

Intiution) See  Leopold Stryke

Psyche) See  Leopold Stryke

Health: See  Leopold Stryke

Karma: See  Leopold Stryke

Resources: See  Leopold Stryke

Pop: See  Leopold Stryke

### **Equipment:**

***Eel Suit I:*** - Eel Mark I suit enables the wearer the abilities shown below:

-*Eletrical Resistance* In40 resistance to Electricity

-*Eletrical Generation* In40 Electrical Generation

-- Electrical Projection - In40 - Upto 1 Area Range

-- Electrical Touch (Automatic) - Eel touching or being grappled by someone automatically inflicts In40 electrical damage.

-*Body Coating* - Eel Suit exudes a grease-like substance which makes it hard for opponents to get a grip on him in combat, giving him a +5 CS to escaping.

-*Light Emission* - Eel suit can glow in the dark, illuminating the area he is in. Fe2 Light Emission.
Cessily Kincaid (Earth-616)

# Mercury

**Mercury**

*Cessily Kincaid*

Agility) Ty6

Strength) Gd10

Endurance) Gd10

Reason) Ty6

Intuition) Ty6

Psyche) Ty6

Health: 36

Karma: 18

Resources: Ty6

Pop: 0

### **Known Powers:**

***Mutant Physiology:*** Cessily has mutant physiology that provides her with the following abilities:

- **Liquid Metal Body:** She can transform her body into a liquid-like form under her direct control. Has the following power stunts:

--*Phasing* through openings with Rm30 ease

--*Elongate* up to 2 areas

--*Armor Skin:* Rm30 protection vs. Physical and Energy

--*Blunt Weapon* +1cs when formed into a blunt weapon

--*Edge Weapon* Ex20 Edge when formed into a blade weapon
Issa Koblev (Earth-616)

# Snow Leopard

**Snow Leopard**

*Issa Koblev*

Agility) In40

Strength) Rm30

Endurance) Rm30

Reason) Gd10

Intuition) Ex20

Psyche) Ty6

Health: 120

Karma: 36

Resources: Pr4

Pop: -5

### **Known Powers:**

***Mutant Physiology:*** Issa is a mutant whose very physiology proves the following abilities:

- **Superhuman Speed:** Ex20, Issa is capable of running and moving at speeds greater than that of the finest human athlete. Ex20 land speed.

- **Super-humanly Acute Senses:** possess super-humanly acute senses with the following abilities:

-- *Enhanced Vision* In40, see greater clarity and distance

-- *Night Vision* In40, see in near-total darkness

-- *Enhanced Smell* In40, sense of smell is so acute; they are able to detect the slight chemical differences in different brands of deodorants that, supposedly, have the same scent. Can Track with In40 ability.

-- *Enhanced Hearing* In40, Can hear sounds that ordinary humans can't and to hear at much greater distances.

- **Animal Weaponry:** Issa posses a number of animal related weaponry.

-- *Retractable Claws* In40 edge

-- *Elongated Fangs* Ex20 edge

### **Contacts:**

Yi Yang

Piotr Phobos
Male Character 11

# Statistics

**?**

*?*

## Abilities

Fighting) Ty6

Agility) Ex20

Strength) Gd10

Endurance) Ex20

Reason) Rm30

Intuition) Ex20

Psyche) Am50

Health: 56

Karma: 100

Resources: Ex20

Pop: +10

## **Known Powers:**

* ***Magic***: Am50, he is a mastic of druidic magic whom knows a number of spell that he can cast with the following abilities::
	+ **Eltrich Blast:** Rm30
	+ **Force Field:** In40 protection vs. Physical, Energy and Magical attacks
	+ **Plant Control** Rm30
	+ **Animal Control** Rm30
	+ **Animal Communication** Rm30
	+ **Air Control:** Rm30
	+ **Earth Control:** Rm30
	+ **Water Control:** Rm30
	+ **Ice Control:** Rm30
	+ **Fire Control:** Rm30
	+ **Weather Manipulation:** Rm30 ability to manipulate the weather
	+ **Dimensional Travel:** Ex20
	+ **Flight:** Ex20 ability to walk on air, levitate or even fly. He can also give others the ability to do so
	+ **Healing:** He can heal a person of their physical injuries with Rm30 ability
	+ **Glamor:** Rm30

## **Talents:**

* **Occult Lore**
* **Druidic Lore**
* **Scholar of Antiquities**
* **Martial Arts A**
* **Multi-Lingual:** (Irish, English, Scottish Gaelic, Welsh, French)

## **Limitations:**

* **Weakness to Iron/Steel** - His Druidic magic has a weakness against Iron & Steal and is -3cs to his spells against such items. If he is bound in Iron, his spells will not function.
Guardsmen Mark I

# Guardsmen Mark I Battlesuit

## Information

Based on the Guardsman Mark II Battlesuit and created by Stane International for The Vault

### Abilities

Fighting) +1 cs max of Ex20

Agility) +1 cs max of Ex20

Strength) +3 cs max of Rm30

Endurance) +3 cs max of In40

Reason) see Wearer

Intiution) see Wearer

Psyche) see Wearer

Health: see Wearer

Karma: see Wearer

Resources: see Wearer

Pop: see Wearer

### **Equipment:**

***Gaurdsmen Mark I***: The Guardsmen Mark I Armor comprised of a steel mesh covered exoskeleton gives the following power stunts:

-**Body Armor:** Rm30 protection vs. Physical, Gd10 vs Energy, Heat and Cold, Am50 vs Radiation

-**Flight:** Boot jets allow flight at Ex20 air speeds for upto 2 hours. If used as weapon they can inflict Gd10 damage within 1 areas.

-**Repulsors**: Repulsors in the gauntlets can do Rm30 damage upto 2 areas away.

-**Life Support:** The armor contains an internal air supply, good for 30 minutes.

### **Limitations**

**Sonic Immobilizer** - Circuity built into the armor that only Tony Stark is aware of allows a high frequency sonic signal to immobilize guardsmen armor for 10 rounds.
Alessandra Fermi (Earth 50)

# Diva

**Diva**

*Alessandra Fermi*

Agility) Rm30

Strenght) Gd10

Endurance) Ex20

Reason) Rm30

Intuition) Rm30

Psyche) Ex20

Health: 70

Karma: 80

Resources: Gd10

Pop: 0

### **Known Powers:**

***Human Seedling Physiology***: Alessandra has human seedling physiology and once active it provides her the following abilities:.

- **Sonic Vibrations:** Alessandra can project violent sonic vibrations. She can perform the following power stunts:

--*Sonic Beam:* Am50 Sonic or Force

--*Flight:* Am50 airspeed

### **Talents:**

Performer: (Opera Singer)

Detective/Espionage

Law Enforcement

Bi-Lingual: (English, Italian)
Laura Wright (AC)

# Nightveil

**Nightveil**

*Laura Wright*

Agility) Rm30

Strength) Ex20

Endurance) Rm30

Reason) In40

Intuition) Mn75

Psyche) Ex20/Un100

Health: 160

Karma: 80

Resources: Gd10

Pop: 0

### **Known Powers:**

***Mystically Enhanced Physiology:*** Laura has been enhanced by mystical means and her very physiology provides the following powers:

- **Resistance to Mental Attacks:** Sh-X150

- **Telepathy:** Rm30

### **Equipment:**

***Cloak of Darkness:*** Contains within it a dimension of black magic, with Un100 Material Strength giving Nightveil the following abilities:

- **Psyche Boost** - boosts Laura's Psyche to Un100.

- **Immortal** - doesnt age.

- **Flight** - Gd10 airspeed

- **Cosmic Awareness** - Mn75

- **Regeneration** Gd10 regenerative abilities

- **Magical Power Simulation** able to simulate any power with Sh-x150 ability.

### **Talents:**

Computers
Cryptology
Demolitions
First Aid
S.C.U.B.A.
Stealth
Detective/Espionage
Occult
Guns
Gambling
Etiquette.
Bethany Cabe (Earth-616)

## Status

### Occupation:

Adventurer
Security

# **Bethany Cabe**

## **Statistics**

**Bethany Cabe**

*Bethany Cabe*

### Abilities

Fighting) Ex20

Agility) Gd10

Strength) Ty6

Endurance) Gd10

Reason) Gd10

Intuition) Gd10

Psyche) Gd10

Health: 46

Karma: 30

Resources: Ex20

Pop: 0

### **Equipment**

Smith & Wesson Combat Magnum: Gd Shooting, 3 areas

### **Talents:**

Detective/Espionage

Martial Arts A

Martial Arts E

First Aid

Guns

Bi-Lingual: (English, German)

### **Contacts:**

Stark Enterprises

Tony Stark
Female Character 20

# Statistics

**?**

*?*

## Abilities

Fighting) Ty6/Ex20 (suit)

Agility) Ty6/Rm30 (suit)

Strength) Ty6/Am50 (suit)

Endurance) Gd10/Am50 (suit)

Reason) In40

Intuition) Ex20

Psyche) Gd10

Health: 28/150 (suit)

Karma: 70

Resources: Rm30

Pop: 0

## **Equipment:**

* **Charater Name Armor Mk I:** The Armor Mk I is constructed of a carborunudum-maxtrix alloy mesh and plate covered exoskeleton. It gives her the following abilities:
	+ *Body Armor:* The armor provides Am50 protection vs. Physical, Force, Heat and Cold, Energy, Electical. In40 protection vs. Corrosives & Radiation.
	+ *Flight:* Sh-X150 airspeed (50 areas/round)
	+ *Repulsors:* Am50 Force, 10 areas
	+ *Air Supply:* When sealed, the armor has 5-hour air supply. Uneffected by gas attacks and can function in space or underwater.
	+ *Protected Senses:* This feature provides Rm30 protection vs. high-intensity Light or Sonic attack.
	+ *Communications:* Rm30 short-wave radio with 200 mile range.
	+ *Sensors:* Rm30, the armor is outfitted with the following sensors:
		- *Infrared Vision:* 3 areas
		- *Radar and Sonar Detectors:* 1 mile
	+ *Electronic Countermeasures:* Rm30 radar invisibility and Rm30 resistance to external hacking signals.

## **Talents:**

* **Business/Finance**
* **Computer Engineering**
* **Cybernetics**
* **Drive**
* **Engineering**
* **Electronics**
* **Martial Arts A**
* **Physics**
* **Pilot**
* **Robotics**
Male Character 6

# Statistics

**?**

*?*

## Abilities

Fighting) Rm30

Agility) Rm30

Strength) Rm30

Endurance) Rm30

Reason) Ex20

Intuition) In40

Psyche) Ex20

Health: 120

Karma: 80

Resources: Gd10

Pop: 0

## **Known Powers:**

* ***Altered Physiology***: his physiology was altered by accident and provides him with the following abilities:
	+ **Resistance to Toxins & Poisons** - In40 vs Toxins & Poisons.

## **Equipment:**

* **Costume:** Ex20 protection vs. Physical and Energy
	+ **Wings:** Gd10 airspeed, Gives him In40 Agility when flying.
	+ **Wall Crawling:** Ex20 ability to stick and crawl on walls.

## **Talents:**

* **Writing**
* **Repair/Tinkering**
* **Aerial Combat**
* **Engineering**
Hydra Agent (Typical) (Earth-616)

# Hydra Agent

### Abilities

Fighting) Ex20

Agility) Gd10

Strength) Gd10

Endurance) Gd10

Reason) Ty6

Intuition) Ty6

Psyche) Ty6

Health: 50

Karma: 18

Resources: Ty6

Pop: -20

### Equipment

**Submachine Gun:** Gd10 Shooting or Rm30 for for burst, 5 areas

**Colt .45 pistol:** Gd10 Shooting, 3 areas

**Combat Knife:** Ex20 material, Gd10 Edge

### **Talents:**

Guns

Martial Arts A

Martial Arts E
Frey Njordson (Earth-616)

# Frey

**Hoder**

*Hoder Vilison*

Agility) Ex20

Strength) Am50

Endurance) In40

Reason) Gd10

Intuition) Gd10

Psyche) Ex20

Health: 150

Karma: 40

Resources: Rm

Pop: 10

### **Known Powers**:

***Asgardian Physiology:*** Frey is an Asgardian, who's very body gives him the following abilities:

-*Invulnerability*: Un100 protection vs. Heat, Cold, Radiation, Toxins, Aging and Disease

-*Body Resistance*: Ex20 Protection vs Physical and Energy

-*Slowed Aging*: Un immunity to the ravaging effects of time. Frey only physically ages one year for every 100 years. He will age, just very slowly.

-*Self-Sustenance*: Frey doesn't need to breathe, he can survive in the vacuum of space

-*Illusion Detection*: +1CS intuition to detect illusions.

-*Linguistics:* Un100, Frey posses the All-Speak, allowing him to speak/communicate in all of the languages of the Ten Realms, Earth's dialects, and various alien languages.

### **Equipment:**

***Sumarbrander***: The Sword of Summer.

**Talents:**

Asgardian Lore

Swordmanship

Farming

**Contacts:**

Asgard
Frank Castle (Earth-616)

# The Punisher

## Statistics

**The Punisher**

*Frank Castle*

F) Am50

A) Ex20

S) Gd10

E) Ex20

R) Gd10

I) Ex20

P) Ty6

Health: 100

Karma: 36

Resources: Gd10

Pop: -5

**Known Powers:**

None

**Equipment:**

Kevlar Armor: Gd protection vs. Physical, Shooting and Edge

Colt .45 pistol (x2): Gd Shooting, 3 areas

M16 Assault Rifle: Gd Shooting, 7 areas

Sterling Mk 6 Submachine Gun: Gd Shooting or Rm for for burst, 5 areas

.357 Revolver: Ex Shooting, 2 areas

Combat Knife: Rm material, Ex Edge

Grenades Launcher: Fires up to 5 areas away, has the following types of grenades:

-Concussion: In Slugfest damage

-Explosive: Rm Edge to everyone in Target zone

-Tear Gas: In potency; victims must make an End FEAT or be Stunned. Victim’s Intuition decreases -3CS for 1-10 turns

Other various equipment: up to Mn damage

**Talents:**

***Acrobatics***

***Armor (Repair/Modification)***

***Blending***

***Crime***

***Demolition***

***Detective/Espionage***

***Interrogation***

***Intimidation***

***Marksmanship***

***Martial Arts A***

***Martial Arts B***

***Martial Arts C***

***Martial Arts E***

***Mechanic***

***Military***

***Pilot***

***Resist Domination***

***Stealth***

***Survival***

***Thief***

***Tumbling***

***Weapon Master: Sharp Weapons***

***Weapon Master: Thrown Objects***

***Weapon Specialist: Guns***

***Wrestling***

**Contacts:**

None
Alexander Ellis (Earth-616)

# Annex

**Annex**
*Alexander Ellis*

Agility) Rm30

Strength) In40

Endurance) In40

Reason) Gd10

Intuition) Gd10

Psyche) Gd10

Health: 130

Karma: 30

Resources: Ty6

Pop: 0

### **Known Powers:**

***Cyborg Physiology:*** Ellis has been augmented using a substance called the BREW, Bio-Regenerative Energy Well, that allows the user to perform the following abilities:

- **Annexing Unit Armor:** The Annex armor accesses the BREW to perform the following:

--*Body Armor:* Rm30 protection vs. Physical and Energy

--*Schema Mode:* Am50 ability to access multiple weapon files and upgrade and downgrade his armor with features such as a jet pack, laser gun, enhanced strength, extra bulk, rubber bullets, laser-guided bazooka, plasma blaster and a titanium shield

--*Data Mode:* Absorb high amounts of information at In40 speed

### **Limitation(s):**

**Missing Left Leg** - Ellis lost his left leg from injury during the Gulf War. If ever the BREW Enhancements were removed he would again be a cripple.

### **Talents:**

Guns

Military
Jeff Terrell (Image)

# Shaft

**Shaft**

*Jeff Terrell*

Agility) Rm30

Strength) Ex20

Endurance) Ex20

Reason) Gd10

Intuition) Ex20

Psyche) Gd10

Health: 90

Karma: 40

Resources: Ex20

Pop: 40

### **Equipment:**

***Katellan Anti-Gravity Bow:*** Shaft utilizes an alien bow that uses no strings. It fires up to 3 arrows per round with a range of 4 areas.
Arrows: Shaft's arrows has access to various kinds of arrows, such as the followings:

-Normal Arrows: Ex20 damage

-Explosive Arrow: In40 damage to an entire area, 1 per round)

-Anvil Arrow: Rm30 Blunt

-Other arrows for In40 effect

***Sword:*** In40 material, Rm30 Edge

### **Talents:**

Leadership

Thrown Weapons

Bows

Weapon Specialist: (Compound Bow)

Swordsmanship
Entropy (Earth-616)

# Entropy

**Entropy**

Agility) Cl5000

Strength) Cl5000

Endurance) Cl5000

Reason) Cl5000

Intuition) Cl5000

Psyche) Cl5000

Health: Beyond (∞)

Karma: Beyond (∞)

Resources: Beyond (∞)

Pop: 0

### **Known Powers:**

***Abstract Entity Physiology:*** Entropy is a child of Eternity and has the following abilities:

**Omni-Power:** It can use any listed Power or Stunt with CL5000 ability.

**Manifestation Body:** Entropy uses the M-Body when interacting with physical beings
Griffin Gogol (Earth-616)

# Captain Ultra

**Captain Ultra**

*Griffin Gogol*

Agility) In40

Strength) In40

Endurance) In40

Reason) Ty6

Intuition) Ty6

Psyche) Ty6

Health: 160

Karma: 18

Resources: Ty6

Pop: 5

### **Known Powers:**

***Alien Enhanced Mutant Physiology:*** Gogal has an alien enhanced mutant physiology that provides him with the following abilities:

- *Penetration Vision:* Fe2

- *True Flight:* Gd10

### Limitations:

**Fear of Fire:** Will passout at the sight of fire nearby.

### **Talents:**

Performer: Comedian

Plumber
Linda Lewis (Earth-712)

# Lady Lark

**Lady Lark**

*Linda Lewis*

Agility) Ex20

Strength) Ty6

Endurance) Gd10

Reason) Ty6

Intuition) Ty6

Psyche) Gd10

Health: 46

Karma: 22

Resources: Un100

Pop: 40

### **Known Powers**:

***Cybernetic Enhanced Physiology*** Linda Lewis possesses cybernetic vocal cords that give her the following abilities:

- **Sonic Emmision:** In40
-- *Loudspeaker:* Project her voice up to 4 areas
-- *Deafening attacks:* Rm30 intensity
-- *Disruption:* attack of In40 rank
-- *Vertigo:* Inflict Rm30 intensity vertigo on victims. Must make an Endurance FEAT, success means they fight at -2CS for 1-10 rounds. Failure indicates unconsciousness for 11-20 turns.

# Skylark

## Biographical information

### Aliases:

Lady Lark
Skylark

## Status

### Occupation:

Crime Fighter
Pop Singer (Former)

## Information

After the death of Blue Eagle, Linda Lewis began using his wings and change from Lady Lark to Skylark.

## Statistics

**Skylark**

*Linda Lewis*

### Abilities

Fighting) Gd10

Agility) Ex20

Strength) Ty6

Endurance) Gd10

Reason) Ty6

Intuition) Ty6

Psyche) Gd10

Health: 46

Karma: 22

Resources: Un100

Pop: 40

### **Known Powers**:

***Cybernetic Enhanced Physiology*** Linda Lewis possesses cybernetic vocal cords that give her the following abilities:

- **Sonic Emmision:** In40
-- *Loudspeaker:* Project her voice up to 4 areas
-- *Deafening attacks:* Rm30 intensity
-- *Disruption:* attack of In40 rank
-- *Vertigo:* Inflict Rm30 intensity vertigo on victims. Must make an Endurance FEAT, success means they fight at -2CS for 1-10 rounds. Failure indicates unconsciousness for 11-20 turns.

### **Equipment**

***Flight Suit***: Skylark wears a winged flight suit that gives him the following abilities:

-**Winged Flight:** Rm30 air speed
Female Character 12

# Statistics

**?**

*?*

## Abilities

Fighting) Ex20

Agility) Rm30

Strength) Gd10

Endurance) Ex20

Reason) Gd10

Intuition) Gd10

Psyche) Rm30

Health: 80

Karma: 50

Resources: Gd10

Pop: 0

## **Known Powers:**

* **Occult Sense:** Ex20, She can sense Occult things. Raises Intuition to In40 when hunting Occult.

## **Equipment:**

* **Bow:** - In40 Material, 3 arrows/round at 7 areas range.
* **Arrows:** Gd10 Material, She has the following types of arrows available that she uses in combat:
	+ **Blunt-Tip Arrow (x6)**Ex20 Blunt Damage
	+ **Silver Razor Arrow (x26)** Ex20 Edge Damage, +1cs Damage vs Vampire/werewolf
	+ **Wooden-tip Arrow (x6)**Ex20 edge Damage, Bullseye hit to vampire heart can immobilize vampire.
	+ **Ultra-Violet Arrow (x2)** Gd10 Illumination, Ty6 Blunt damage, Rm30 Damage vs Vampires
	+ '*Flare Arrow' (x4)* Gd10 Illumination (2 areas), Gd10 Fire damage
	+ **Garlic Gas Arrow (x2)** Gd10 Blunt Damage, Covers 1 Area with Garlic Gas. All in area must make Endurance FEAT or become nauseous and unable to act that round, Vampires must flee area.
	+ **Grapple Arrow (x2)** In40 Material, 2 area long cable.
* **Silver Daggers (x2)** Ex20 material, Ty6 edge, +1cs damage vs vampire
* **Body Armor** Gd10 protection vs Physical & Energy, Causes Fe2 damage to vampires upon contact.

## **Talents:**

* **Occult Lore**
* **Vampire Lore**
* **Survival**
* **Marksmanship**
* **Thrown Weapons**
* **Edge Weapons**
* **Weapon Specialist: (Bow)**
* **Arrow-Head Design** - Rm30 Reason
* **Resist Domination**
Bartholomew Gallows (Earth-616)

# Americop

**Americop**

*Bartholomew Gallows*

Agility) Ex20

Strength) Gd10

Endurance) Rm30

Reason) Gd10

Intuition) Gd10

Psyche) Gd10

Health: 100

Karma: 30

Resources: Ex20

Pop: -5

### Equipment

***Armored Uniform:*** Americop wears an armored costume that provides him with the following abilities:

-**Body Armor:** Gd10 protection vs. Physical and Energy attacks, Ex20 protection vs. Heat and Fire

-**Electrical Absorption:** Americop can absorb up to 50 points of Electricity, be it from the surrounding area at a rate of 10 points per hour, or from a directed electrical based attack The batteries can store up to 50 points of built up electricity. Unfortunately, he can only safely store 50 points, any more requires Gallows to make an Endurance FEAT to avoid overloading the suit and discharging the built up electricity upon Gallows himself. The stored up energy can be used for the following:

--*Strength Augmentation:* Americop can augment his strength with his stored up electrical energy, by as much as 20 points per round. Each round reduces stored electricity by the same number.

***Face Mask:*** Americop's ballistic face mask contains a 20x optical zoom telescopic lens that allows him to target better at a distance (+1cs to hit ranged target).

***Hat:*** Ex20 material, Americop's eight-point police cap is actually a thrown weapon capable of hitting a target up to 3 areas away, doing Ex30 Edge

***.45 caliber Pistols:*** (x2) Ty6 Shooting, 5 areas

***Baton:*** Ex20 material, Ex20 Blunt

***Net Gun:*** Able to ﬁre a Rm30 material net up to 3 areas away grappling with Ex20 Ensnaring

***Knife:*** Ex20 material, Gd10 Edge, can be thrown 2 areas.

### **Talents:**

Guns

Thrown Weapons

Blunt Weapons

Knives

Martial Arts A

Martial Arts B

Law Enforcement

Driving
Homo Magi (New Earth)

[Source]

# Information

The Homo Magi evolved in a parallel but separate line, alongside Homo Sapiens. Homo Magi are naturally adept at magic; since many humans possesses the Homo Magi gene because of their relationships in the distant past, these humans can learn to use indirect magic by performing rituals, but pure Homo Magi or their direct descendants can use direct magic.

The Homo Magi have existed for as long as the human race, but due to their special abilities, they did not expand as the Homo Sapiens did. Eventually, they started to interbreed with normal humans, resulting in many generations of Homo Magi / Homo Sapiens hybrids. As the number of pure Homo Magi dwindled, they decided to go into hiding.
Hellfire Club Mercenary (Typical) (Earth-616)

# Hellfire Club Mercenary

**Hellfire Club Mercenary (Typical)**

Agility) Ex20

Strength) Ty6

Endurance) Gd10

Reason) Ty6

Intuition) Ty6

Psyche) Ty6

Health: 56

Karma: 18

Resources: Ty6

Pop: 0

### Equipment

**Body Armor:** Ex20 protection vs. Blunt or Throwing Blunt, Gd10 protection vs. Edge or Throwing Edge, Pr4 protection vs. Energy or Gases

**Assault Rifle** Ty6 Shooting, or Gd10 Shooting with Burst, or Ex20 with full Automatic. 5 Areas Range

### **Talents:**

Military

Guns

Martial Arts B
Christopher Plummer

**Christopher Plummer** was an actor who was a main cast member in the 2019 film, *Knives Out*. He portrayed Harlan Thrombey.

## Biography

Arthur Christopher Orme Plummer CC was a Canadian actor. His career spanned seven decades, gaining him recognition for his performances in film, stage, and television. He died on February 5, 2021.
Anastasia Cisarovna (GI Joe-Verse)

# Baroness

**The Baroness**

*Anastasia Cisarovna* AKA: Anastasia DeCobray

Agility) Ex20

Strength) Ty6

Endurance) Ex20

Reason) Ex20

Intuition) Gd10

Psyche) Rm30

Health: 76

Karma: 60

Resources: In40

Pop: -20

***Laser Rifle*** Ex20 Energy, 10 areas

***Semi-Automatic Pistol:*** Ty6 Shooting, 3 areas

### **Limitations:**

***Poor Vision:*** She wears corrective lenses to compensate for this, but should she lose them, the Baroness attempts all vision-based Intuition FEATs at a -2 CS.

### **Contacts:**

 Cobra

Destro
Jason Strongbow (Earth-616)

# American Eagle

**American Eagle**

*Jason Strongbow*

Agility) In40

Strength) Am50

Endurance) In40

Reason) Gd10

Intuition) In40

Psyche) Gd10

Health: 160

Karma: 60

Resources: Ty6

Pop: 6

### **Known Powers:**

***Altered Human Physiology:*** Jason Strongbow's physiology has been altered by an unknown radioactive Isotope giving him the following abilities:

- **Enhanced Senses:** Am50

- **Lightning Speed:** Gd10 (4 areas per round), can run without tiring as if possessing Mn75 Endurance

### Equipment

**Crossbow:** American Eagle has a specially designed bolts that does Ex20 Blunt damage. He can fire up to 6 areas away; carries 15 bolts, one is connected to a 50' line of Rm30 material and can swing up to 3 areas on it.

**Helmet:** Gd10 resistance to physical/energy.

### **Talents:**

Bows

Martial Arts E

Bi-Lingual: (Navajo, English)

Navajo Indian Lore

Motorcycle

### **Contacts:**

Wyatt Wingfoot
War Machine/Jim Rhodes

# American Eagle (Original Debut)

## Status

### Citizenship:

 American
Navajo

## Statistics

**American Eagle**

*Jason Strongbow*

### Abilities

Fighting) Rm30

Agility) In40

Strength) Am50

Endurance) In40

Reason) Gd10

Intuition) In40

Psyche) Gd10

Health: 160

Karma: 60

Resources: Ty6

Pop: 6

### **Known Powers:**

***Altered Human Physiology:*** Jason Strongbow's physiology has been altered by an unknown radioactive Isotope giving him the following abilities:

- **Enhanced Senses:** Am50

- **Lightning Speed:** Gd10 (4 areas per round), can run without tiring as if possessing Mn75 Endurance

### Equipment

**Crossbow:** American Eagle has a specially designed bolts that does Ex20 Blunt damage. He can fire up to 6 areas away; carries 15 bolts. one is connected to a 50' line of Rm30 material and can swing up to 3 areas on it.

### **Talents:**

Bows

Martial Arts E

Bi-Lingual: (Navajo, English)

Navajo Indian Lore
Drew Daniels (Earth-616)

# Texas Twister

**Texas Twister**

*Drew Daniels*

Agility) Ex20

Strength) Gd10

Endurance) Rm30

Reason) Ty6

Intuition) Ty6

Psyche) Ty6

Health: 70

Karma: 18

Resources: Ty6

Pop: 0

### **Known Powers:**

***Altered Human Physiology:*** Drew's physiology was altred by radioactive particles and can perform the following power stunts:

- **Body Resistance:** Gd10 resistance to Physical attacks

- **Whirlwind:** Texas Twister is able to generate tornadoes by sheer force of will. These Am50 intensity whirlwinds can inflict Am50 damage to a maximum of 2 Areas. Texas Twister has also developed the following Power Stunts:

-- *Flight:* By generating a mini-tornado around him Texas Twister can move at Am50 land speeds.

-- *Grappling:* By centering a mini tornado on a target he can "tie them up" in a way. This is treated as an Am50 intensity Grapple.

--*Tornado Punches:* By wrapping his fist in a mini tornado Texas Twister can inflict a Rm30 blunt attack.

### **Talents:**

Acrobatics

Tumbling

Horsemanship

Martial Arts B

### **Contacts:**

The Union

Rangers
Generic Royal Guard the Second

Generic Royal Guard the Second is a Chaos Marine and former high ranking general of the WRLE.

## **Official Description**

Cloned from the DNA of Ragtime Roast Beefy, Generic Royal Guard is the direct replacement of Generic Royal Guard the First, who was tragically force choked by Vader for his ego the size of the Death Star. He is a friendly, patriotic fellow, who enjoys celebrating and making friends with the citizens of Wattpadia. However, he has a burning hatred for the enemies of his Great Nation, namely One Directioners and Agrabah terrorists. He has a synthetic set of organs, thus taking hours to piss due to his robo kidneys. Is romantically involved with the Seventh Sister.
Buck Chisholm (Earth-616)

# **Trick Shot**

**Trick Shot**

*Buck Chisholm*

Agility) Ex20

Strength) Gd10

Endurance) Ty6

Reason) Ty6

Intuition) Ex20

Psyche) Ty6

Health: 46

Karma: 32

Resources: Gd10

Pop: -5

### **Equipment:**

***Trickshot Bow:*** He uses a compound bow of Gd10 Material Strength. It can fire arrows up to a range of 6 areas. By succeeding at a Green Agility FEAT, he can fire two arrows in one round. With a Yellow, FEAT he can fire three arrows, and by making a Red Agility he can fire four arrows in one round.

***Trick Shot Quiver:*** Trick Shot's quiver holds up to 24 arrows:

***Trick Shot Arrows:*** Trick Shot's arrows have various effects:

- *Blunt Arrow*: With a rounded point, this arrow attacks on the Shooting column and inflicts 15 points of damage, but Kill results are treated as Stun results.

- *Circling Arrow*: This arrow can turn up to 360 degrees to hit targets around corners or behind Trick-Shot; it inflicts 15 points of damage.

- *Entangling Arrow*: Upon contact, the arrowhead explodes, surrounding the target in a net of Rm30 Material Strength.

- *Flame Arrow*: As this arrow streaks through the air, it bursts into flame, emitting Gd10 Intensity heat. It is often used to ignite combustible materials.

- *Gas Arrow*: Knock-out gas fills 1 area. All those in the area must succeed at an In40 intensity Endurance FEAT or be rendered unconscious for 1-10 turns.

- *Hypodermic Arrow*: The victim must succeed at an Ex20 Intensity Endurance FEAT or be knocked out for 1-10 turns.

- *Razor Arrow*: Trick Shot uses this arrow for assassinations. It inflicts 25 points of damage on the Shooting column with a Bullseye result being treated as a kill result.

- *Smoke Arrow*: This arrow fills 1 area with Ex20 Intensity smoke. All FEATs in the smoke-filled area suffer a -2CS penalty.

- *Target Arrow*: This arrow is commonly used for target practice. It inflicts 15 points of damage on the Shooting column.

### **Talents:**

Weapon Specialist: Bow

Repair/Tinkering (Designing bows and arrows)

Performer
Baroness Blitzkrieg (Prime Earth)

# Baroness Blitzkrieg

**Baroness Blitzkrieg**

*Unknown*

A) Am50

S) Am50

E) Am50

R) Gd10

I) Ex20

P) Gd10

Health: 170

Karma: 40

Resources: Gd

Pop: -5

### **Known Powers:**

**Altered Physiology**: Baroness Blitzkrieg's physiology has been altered by unknown means providing her with the following abilities:

***Hyper-Speed:*** Mn75, Baroness Blitzkrieg has the following power stunts:

-*Extra attacks* with Sh-X150 ability or multiple attacks that inflict up to Am50 damage, ignoring body armor (only one to hit roll is made).

-*Catch Arrows:* Can catch arrows with Mn75 agility.

-*Vibrating Hand:* Un100 damage
Alexander Summers (Earth-616)

# Havok

**Havok**

*Alexander Summers*

Agility) Ex20

Strength) Ex20

Endurance) In40

Reason) Gd10

Intuition) Gd10

Psyche) Gd10

Health: 90

Karma: 30

Resources: Gd10

Pop: -5

### **Known Powers:**

***Mutant Physiology:*** Alex is a Homo Sapiens Superior/mutant, his very body gives him the following abilities:

- *Plasma Generation:* Un100 damage if focussed up to 3 areas, Mn75 damage to all in 2 areas.

--*Flight:* Ex20, Alex can direct his powers
- *Absorbtion:* Un100 ability to absorb Cosmic (plasma) energy and redirect it.

- *Resistance:* Un100 resistance to most forms of Heat and Radiation.

- *Partial Invulnerability:* Cl1000, is immune to the powers of his siblings Scott & Gabriels powers.

### **Limitation:**

***Uncontrolled Ambient Energy Conversion:*** At times, he is not entirely able to control this ability, which sometimes makes him a danger to those around him unless he wears a special containment suit to assist him. This may also be due to psychological trauma similar to his brother.

### **Talents:**

Leadership

Geophysics

Geology
Credit Card Soldier Mark I

# **Credit Card Soldier**

**Credit Card Soldier Mark I**

Agility) Increase by +1 rank (Max Rm30)

Strength) Increase by +2 ranks (Max Rm30)

Endurance) Increase by +2 Ranks (Max In40)

Reason) See Wearer

Intiution) See Wearer

Psyche) See Wearer

Health: 140 (Max)

Karma: See Wearer

Resources: See Wearer

Pop: See Wearer

### **Equipment:**

***Credit Card Soldier Mark I:*** - constructed of unspecified steel alloys and circuitry enables the wearer the abilities shown below:

- **Body Armor:** Rm30 vs Physical, In40 vs Energy, Heat, Cold, Radiation

- **Credit Card Circuitry** The armor and those within can perform a 'Card Shuffle' and may be reduced to small squares of plastic the size and shape of Credit cards.

-- The Change may be effected by another party with an external control module set to that frequency.

-- While in the card-like state is vulnerable to attack (Ty6 strength material).

- **Pulse Laser Blaster Rifle** - Ex20 Energy damage up to 8 areas. Carried separately from suit, but draws power from suit.

- **Flight** Powered boot-jets allow Gd10 Airspeed, Limited to 10 rounds of fuel at 8 areas per round.

- **Sensors** Full-band Energy and Life Detection Sensors - Gd10 - 4 area range.

-**Database:** Database of known super-powered individuals, reason is increased to In40 to identify such individuals.

-- Scanning Program also gauges soldier's capabilities against target, providing recommendations on tactics. Provides +1cs to Intuition.
Jessica Drew (Earth-616)

# **Spider-Woman**

**Spider Woman**

*Jessica Drew*

Agility) In40

Strength) Rm30

Endurance) In40

Reason) Gd10

Intiution) Ex20

Psyche) Ex20

Health: 130

Karma: 50

Resources: Gd

Pop: 5

***Invulnerability to Disease, Poison, and Radiation:*** CL1000

***Gliding:*** Gd10 airspeed

***Pheromones:*** Ty6 Aerosole emotion control. Affects pleasure in men, Fear in women

***Wall-Crawling:*** Rm30

### **Talents:**

Acrobatics

Martial Arts A

Detective/Espionage

Law Enforcement
Female Character 4

# Statistics

**?**

*?*

## Abilities

Fighting) In40

Agility) In40

Strength) Gd10

Endurance) Rm30

Reason) Rm30

Intuition) Rm30

Psyche) Rm30

Health: 120

Karma: 90

Resources: In40

Pop: 0

## **Equipment:**

* ***Body Armor:*** Ex20 protection vs. Physical and Energy.
* ***Mask:*** Has the following abilities:
	+ **Starlite Nightvision:** Ex20, Doesn't suffer penalties at night
* ***Escrima Stick (x2):*** In40 material, Ex20 Blunt. Has the following power stunts:
	+ **Throwing** - Throws for Ex20 blunt damage. With a successful Agility FEAT, can ricochet her Encrima Sticks off a number of hard surfaces and back to her.
	+ **Shock** - Can be used to deliver a Rm30 Electrical charge on a successful hit instead of blunt damage.
* ***Utility Belt:*** 6 Pouches located in on her belt. It carries small items and the following:
	+ **Smoke Pellets: (x6)** Rm30 Fog
	+ **Throwing Stars: (x10)** Rm30 Material, Gd10 Edge, 5 areas.
	+ **Throwing Discs: (x10)** Rm30 Material, Gd10 Blunt, 5 areas.
	+ **Magneseum Flare: (x2) Ex20 Illumination.**
	+ **Grapnel: (x2)** In40 material, fires up to 5 areas, used for transportation, Up to 3 areas per turn.
	+ **Lock-Picks: (x2)** +1CS to open locks on an Agility FEAT.

## **Talents:**

* **Acrobatics**
* **Detective/Espionage**
* **Martial Arts A**
* **Martial Arts B**
* **Escape Artist**
* **Leadership**
* **Tracking**
* **First-Aid**
* **Engineering**
* **Thief**
* **Weapon Specialist: (Escrima Sticks)**
* **Thrown Weapons**
* **Repair/Tinkering**
* **Multi-Lingual:** (English, Spanish, Russian, Japanese, Mandarin, Cantonese)
Casey Jones (Mirage)

## Status

### Occupation:

Vigilante
Building caretaker
Handyman
Bouncer (Former)

# Casey Jones

### Abilities

Fighting) Rm30

Agility) Gd10

Strength) Ex20

Endurance) Ex20

Reason) Ty6

Intuition) Gd10

Psyche) Ex20

Health: 80

Karma: 36

Resources: Pr4

Pop: 0

### **Equipment:**

**Hockey Mask:** Ty6 protection vs. Physical on his face

**Hockey Stick:** Ex20 material, +1cs Blunt

**Baseball Bats:** (x2) Ex material, +1cs Blunt, can be dual-wielded

**Golf Club:** Rm30 material, +1cs Blunt

### **Talents:**

Streetwise

Acrobatics

Intimidation

Martial Arts B

Repair/Tinkering

Blunt Weapons

Mechanic

### **Contacts:**

T.M.N.T.

April O'Neil
Duke O'Dowd (Earth-616)

# Human Meteor

**Human Meteor**

*Duke O'Dowd*

Agility) Ex20

Strength) Ty6

Endurance) Rm30

Reason) Gd10

Intuition) Ex20

Psyche) Rm30

Health: 76

Karma: 60

Resources: Rm30

Pop: -20

**Mentalphone:** this wrist-mounted communication device radio transceiver works with Un100 range, having an ultimate broadcast maximum of 100,000 miles.

**Wonder Belt:** the primary example of advanced, Bayakuran technology that Duke wields as the Human Meteor, this amazing device is powered by an 'ato-motor' and several micro-miniaturized energy batteries. It grants Duke him a variety of special abilities, including:

- *Ability Boost / Strength:* the 'power electric energizer' in Duke's wonder belt allows him to perform astounding feats of strength for short periods of time! When active, the energizer grants him +3 CS Strength (Rm30), as well as 24 additional Health points.

- *Disintegration:* using the wonder belt's highly specialized 'contra-magnetic field', Duke can actually generate a field which disintegrates metal weapons (and presumably, other metal objects as well) adjacent to his person, doing so with In40 ability.

- *Flight:* Ex20 Flight

**Yar-Gun:** sleep ray, will prompt a Psyche FEAT roll against Rm30 rank, the failure of which will render them unconscious for 1d10 turns.

### **Talents:**

**Guns:**

**Bi-Lingual: (French & English)**

**Martial Arts B**

**Military**

**Pilot**

**Weapon: Lasso:**
**Tumbling:**
Devastator Mark I

# **Devastator**

**Devastator Mark I**

Agility) See Wearer

Strength) +2cs, Max of Rm30

Endurance) +2cs, Max of Rm30

Reason) See Wearer

Intiution) See Wearer

Psyche) See Wearer

Health: See Wearer

Karma: See Wearer

Resources: See Wearer

Pop: See Wearer

### **Equipment:**

***Devastator Mark I:*** - constructed of unspecified alloys and circuitry enables the wearer the abilities shown below:

- **Ability Augmentation** +2cs to Strength and Endurance

- **Body Armor** - Gd10 vs Physical/Energy

- **Power Gauntlets** - Mn75 Force up to 10 area range, Receives power from satelite network.

- **Flight** - Gd10 Flight, thrusters located in boots and uses Gauntlets for steering

- **Satelite Network** - Satelites in Geosycnh orbit provide unlimited power to the Devastator Suit. Satelites have Rm30 ECM protection rendering them highly resistant to detection.

-- Satelites may be damaged or destroyed by energy feedback from the Devastator Suit.
Iron Man Mark II

## Statistics

Iron Man Armor Mark II

Fighting) Gd10 ( Tony Stark)

Agility) Ty6 ( Tony Stark)

Strength) Rm30

Endurance) In40

Reason) See  Tony Stark

Intiution) See  Tony Stark

Psyche) See  Tony Stark

Health: 84

Karma: See  Tony Stark

Resources: See  Tony Stark

Pop: See  Tony Stark

**Equipment:**

***Iron Man Mark II Armor:*** Made of a mono-crystaline iron coated with tetrafluorethene plastic, the Mark II Armor enables the wearer the abilities shown below:

-*Alter-Ego:* See  Tony Stark
Cathy Webster (Earth-616)

# Free Spirit

***Free Spirit***

**Cathy Webster**

Agility) In40

Strength) Ex20

Endurance) Rm30

Reason) Gd10

Intuition) Ex20

Psyche) Ex20

Health: 120

Karma: 50

Resources: Gd10

Pop: 5

### **Known Powers:**

***Super-Soldier Serum variant Physiology*** - Cathy Webster was subjected to Mutagenic Radiation that altered her Physiology giving her the following abilities:

* *Rapid Healing:* Ty6
* *Self Recovery:* Mn75
* *Hyper-Running:* Pr Running (2 areas/round) without tiring.

### Talents:

*Business/Finance*

*Tumbling*

*Acrobatics*

*Martial Arts A*

*Martial Arts C*
Martin Fletcher (Earth-616)

# Super Sabre

**Super Sabre**

*Martin Fletcher*

Agility) Ex20

Strength) Ty6

Endurance) Rm30

Reason) Ty6

Intuition) Ty6

Psyche) Gd10

Health: 66

Karma: 22

Resources: Ty6

Pop: 5

### **Known Powers:**

***Mutant Physiology:*** Martin is a Homo Sapiens Superior/mutant, his very body gives him the following abilities:

- **Super Speed:** Super Sabre has the ability to run at Am50 land speed (8 areas/round). He can reach this speed in a normal round and has no trouble making high-speed maneuvers. He must make an Endurance FEAT roll of Yellow or Red level to come to a sudden stop if caught by surprise. Sabre can:

- *Dodge* - He can Dodge as if his Agility was Am50.

- *Multi-Attack* - Make up to four attacks in a single round by making a Yellow FEAT roll on the Am50 column.

- *Microsonic Boom* - Make a "microsonic boom" if he is grappling an opponent. This causes the opponent to roll on the "Stun?" effects table with an automatic - 2CS.

### **Equipment:**

**Protective Goggles** - Sabre wears goggles that provide him with Exc20 protection against blinding attacks.

### **Talents:**

Martial Arts B

Martial Art E

Military

### **Contacts:**

Freedom Force

Frank Bohannan

Louis Hamilton

# Super Sabre (Vigilante)

## Biographical information

### Aliases:

Super Sabre
Silver Sabre

## Status

### Occupation:

Vigilante
Soldier (Former)

## Statistics

**Super Sabre**

*Martin Fletcher*

### Abilities

Fighting) Gd10

Agility) Ex20

Strength) Ty6

Endurance) Rm30

Reason) Ty6

Intuition) Ty6

Psyche) Gd10

Health: 66

Karma: 22

Resources: Ty6

Pop: 5

### **Known Powers:**

***Mutant Physiology:*** Martin is a Homo Sapiens Superior/mutant, his very body gives him the following abilities:

- **Super Speed:** Super Sabre has the ability to run at Am50 land speed (8 areas/round). He can reach this speed in a normal round and has no trouble making high-speed maneuvers. He must make an Endurance FEAT roll of Yellow or Red level to come to a sudden stop if caught by surprise. Sabre can:

- *Dodge* - He can Dodge as if his Agility was Am50.

- *Multi-Attack* - Make up to four attacks in a single round by making a Yellow FEAT roll on the Am50 column.

- *Microsonic Boom* - Make a "microsonic boom" if he is grappling an opponent. This causes the opponent to roll on the "Stun?" effects table with an automatic - 2CS.

### **Equipment:**

**Protective Goggles** - Sabre wears goggles that provide him with Exc20 protection against blinding attacks.

### **Talents:**

Martial Arts B

Martial Art E

Military

### **Contacts:**

Frank Bohannan

Louis Hamilton
Ann Stevens (Image)

# Ann Stevens

**Ann Stevens**

*Ann Stevens*

Agility) Ty6

Strength) Ty6

Endurance) Ty6

Reason) Ex20

Intiution) Rm30

Psyche) Rm30

Health: 26

Karma: 80

Resources: Ty6

Pop: 5

### **Known Powers**:

***Mystical Entity Conduit:*** Ann is the mystical entity conduit for the entity known as  Mighty Man, She turns into  Mighty Man when she taps her wrists together.

### **Talents:**

First Aid

Medicine

Psychology
Adam Strange (New Earth)

# Adam Strange

**Adam Strange**

Agility) Rm30

Strength) Gd10

Endurance) Ex20

Reason) Im40

Intuition) Rm30

Psyche) Rm30

Health: 80

Karma: 100

Resources: Ex20

Pop: 20

### **Equipment:**

***Body Suit:*** This suit provides Gd10 protection vs. Physical and Energy. It also has the following features:

- **Life Support:** The suit provides Adam the ability to survive in the depths of space for short durations

- **Jet Pack:** Am50 airspeed, capable of reaching into Space

***Laser Pistol:*** Rm30 Energy, 5 areas

***Zeta Beamer:*** CL5000, when Adam Strange becomes saturated with radiation from the Zeta Beam, he is instantly transported to Rann.

### **Talents:**

Engineering

Military

Guns

Thief

Vehicles

Archeology

History

Martial Arts B

Acrobatics

Tumbling

### **Contacts:**

Alanna

Rann
Devastator Mark II

# **Devastator**

**Devastator Mark II**

Agility) See Wearer

Strength) +3 cs, Max of In40

Endurance) +3 cs, Max of In40

Reason) See Wearer

Intiution) See Wearer

Psyche) See Wearer

Health: See Wearer

Karma: See Wearer

Resources: See Wearer

Pop: See Wearer

### **Equipment:**

***Devastator Mark II:*** - constructed of unspecified alloys and circuitry enables the wearer the abilities shown below:

- **Ability Augmentation** +3cs to Strength and Endurance

- **Body Armor** Rm30 vs Physical, In40 vs Energy, Am50 vs Electricity/Radiation

- **Power Gauntlets** - Mn75 Force up to 10 area range, Receives power from satelite network.

- **Flight** - Gd10 Flight, thrusters located in boots and uses Gauntlets for steering

- **Satelite Network** - Satelites in Geosycnh orbit provide unlimited power to the Devastator Suit. Satelites have Rm30 ECM protection rendering them highly resistant to detection.

-- Satelites may be damaged or destroyed by energy feedback from the Devastator Suit.
Anna Britton (Avatar)

# **Anna Mercury**

**Anna Mercury**

*Anna Britton*

Agility) Rm30

Strength) Gd10

Endurance) Ex20

Reason) Ex20

Intiution) In40

Psyche) Gd10

Health: 90

Karma: 60

Resources: Gd10

Pop: 0

### **Equipment:**

***Uniform:*** Anna Mercury's costume is made of a version of the Nomex fire-resistant, triple-weave Kevlar-lined material, providing the following:

-*Body Armor:* Ex20 protection vs. Physical, Gd10 protection vs. Energy

***Anchor Device:***
-*Dimensional Travel:* Un100, Allows Anna Mercury to travel to parallel Earths.

-*Power Source:* Sh-Z500, The Anchor Device has 500 points of energy that can be used to enhance Anna Mercury's abilities, but doing so drains the device for every point of energy used. Once drained it must recharge for 24hrs

-*Enhancement:* The Anchor Device can enhance Anna Mercury in the following manners:
-- *Enhance Strength:* Can increase her strength up to Am50

-- *Enhance Agility:* Can increase her agility up to Am50

-- *Hyperspeed:* can increase her speed up to Am50

-- *Jumping:* can jump with up to Am50 ability.

-- *Hypnotism:* can hypnotize people with up to Am50 ability.

-- *Mind Control:* can mind control people with up to Am50 Ability

-- *EMP Pulse:* can generate up to an Am50 electro-magnetic Pulse.

***Pistols:*** (x2) Ex20 Shooting, 3 areas. Ammo: 12 each

-*Clips* (x6). Ammo: 12 Each

***Grapple Hook:*** Rm30 material line, 3 area range.

***Forked Club***: +1cs Blunt, Rm30 Material

### **Talents:**

Guns

Acrobatics

Martial Arts B

Blunt Weapon

Detective/Espionage