recursal/Fanatic-Fandom huggingface dataset:
Supernova

## Game Stats

Supernova

Daniel Carter

F) Rm30/Rm30

A) Am50/Rm30

S) In40/Gd10

E) In40/Ex20

R) Ty6

I) Gd10

P) Gd10

Health: 160/90
Karma: 26

Resources: Ty
Pop: 25

Known Powers:

None

Equipment:

*Supernova Suit:* Supernova's costume has been integrated with technology from a Phantom Zone Projector, giving him the following abilities:

-Body Armor: Ex protection, can be enhanced to Un level using force field projection.

-Flight: Am airspeed

-Teleportation: Un

-Light Emission: Un, Supernova is able to perform the following power stunts:

--Energy Projection: Up to Mn Energy, 10 areas

--Flash: Am Blinding

Talents:
Business

Contacts:
Quasar

## Game Stats

**Quasar**

*Wendell Vaughn*

Fighting) Ex20

Agility) Ex20

Strength) Gd10

Endurance) Gd10

Reason) Gd10

Intuition) Rm30

Psyche) Mn75

Health: 60

Karma: 115

Resources: Gd10

Pop: 10

**Known Powers:**

None

**Equipment:**

***Quantum Bands***: Sh-X150 material, Quasar wields a pair of Quantum Bands that tap energy with CL1000 ability. Quasar can use them to wield the following powers:

-**Electromagnetic Energy Generation and Manipulation**: Un100, has extensive energy manipulation powers able to effect the entire spectrum including gravity, radiation, heat, light with the following abilities.

* *Energy Identification/Tracking*: Mn75 identification and CL1000 tracking of energy patterns
* *Energy Siphon*: Mn75 absorption of energy.
* *Flight*: Rm in Atmosphere, or Sh-Y250 in space.
* *Kinetic Blast*: Mn75 Force
* *Energy Blast*: Mn75 Energy
* *Force Field*: Mn75 Force Field Energy Sheath, Always on vs attacks/radiation.
* *Life Support*: Mn75, Quasar can survive in vacuum of space or underwater (Quantum Bands provide him with oxygen).
* *Light Burst*: Mn75 Blinding/Light
* *Quantum Constructs*: Mn75 solid light constructs
* *Quantum Jump*: CL1000 ability to open gates to the Quantum Zone. Acts as CL5000 teleportation.

**Talents:**

Detective/Espionage

Law Enforcement

Martial Arts A

Martial Arts B

Weapons Specialist: (Quantum Bands)

**Contacts:**

Eon
Forge

## Game Stats

Forge

F) Ex20

A) Gd10

S) Gd10

E) In40

R) In40

I) Ex20

P) Am50

Health:80
Karma:110

Resources:Rm
Pop:0

Known Powers:

Invention: Forge can subconciously understand and then create sophisticated devices, giving him the equivalent of Mn kit-bashing in cybernetics, electronics and sonics and Un in optics and holographics.

Magic: In level with until now only the following manifestations:

-Spirit Sight: see thing as they really are when a yellow psyche FEAT is made.

-Mn ability to open and seal gates to other dimensions.

-Disintegration beam: Am

-Laser: In

-Sensors: Mn

Bionics: Right hand and Right leg. The leg is obviously mechanic but the hand is usually concealed. These bionics have self-repair mechanisms and In material strength. The hand has In strength.

-Ex protection suit

Talents:
Mystic Background, Occult Lore (Native American), Cheyenne, Business, Finance, Engineering, Mechanics, Electronics, Leadership

Contacts:
X-Factor, X-Men, Storm
Fighting

**Fighting Ability (F)**

* Is a Primary Ability
* A measure of raw combat ability
* Used to determine if the character lands a blow in hand to hand combat
* used to determine if a character evades a blunt attack
* used to determine if a mulitple combat attack or other FEAT involving hand-to-hand combat is successful.
* Used to determine the secondary ability know as Health.

**Benchmarks**
Slam Result

The Slam result is possible as the result of Blunt  Throwning/ Slugfest Attacks and Charging Attack and refers to the physical knocking down or away of an opponent.

There are three types of Slam under the Advanced Set rules. The subject of a Slam result rolls on the Universal Table for an Endurance FEAT, checking the result on the Effects Table. The result may be No Slam, Stagger, 1 Area, or Great Slam.

* No Slam -- the target is not affected by the slam. The target still takes damage as for a normal hit.
* Stagger -- The target is knocked back a step or two, perhaps knocked to one knee, but is fully capable of engaging in combat next round. The Stagger result indicates the target takes the damage of a hit and is no longer considered adjacent to his attacker. There is no further damage unless the situation demands it. (Say, the target is on the edge of a cliff and staggers over the precipice -- a great way for villains to meet obscure deaths.)
* 1 Area -- The target is knocked one area away (ranged or area movement). If the attacker inflicted any damage on

the target, the attacker chooses the direction of the Slam (any compass direction or straight up or down). If no damage was inflicted, the defender chooses the direction (most likely avoiding fellow teammates, buildings, and other large, nasty items).

* Grand Slam -- The target is knocked away with a speed equal to the Strength of the attacker taken as ground speed. (A hit with Unearthly Strength sends the victim 10 areas.) The direction is determined as for 1 Area Slam.

A character slammed into a building takes damage as if he were making a Charging Attack at that building. Buildings and other obstructions affect the speed of the character as for normal movement.
Raven Red

## Game Stats

Raven Red

Charles Great Eagle

F) Rm30

A) Ex20

S) Gd10

E) Rm30

R) Gd10

I) Ex20

P) Rm30

Health: 90
Karma: 60

Resources: Ty
Pop: 0

Known Powers:

None

Equipment:

Bow: 2 arrows/round at 7 areas range.

Arrows: (x24) - Regular: Ex Edge

Talents:
Acrobatics, Tumbling, Martial Arts B, E, Apache Background and Lore

Contacts:
Man-of-Bats, Club of Heroes
Blade

## Game Stats

**Blade**

*Eric Brooks*

Fighting) Ex20

Agility) Ex20

Strength) Ex20

Endurance) Ex20

Reason) Ex20

Intuition) Ex20

Psyche) Ex20

Health: 80

Karma: 60

Resources: Ex20

Pop: 0

 Eric Brooks is a Human/Vampire hybrid known as a daywalker, his very body gives him the following abilities:

-*Fangs*: Gd10 Edge

-*Berserker Rage:* Blade can fly into a rage, losing Karma and "going berserk." Blade must make a Yellow Psyche FEAT must be made to come out of it. While it may be bad, he gains the following power stunts:

* *Mental Resistance*: Un100 resistance to mind control and other mental attacks.
* All Stun results are ignored
* All attacks are +1cs to hit

-*Immunity to Vampires*: Un100, Cannot become a vampire, or be effected by biological or spiritual vampirsm or be controlled by a vampire through being bitten or hypnotism.

-*Occult Sense:* Ex20, Blade can sense/smell Occult things. Raises Intuition to In40 when hunting Occult/mystical creatures.

-*Enhanced Senses*: Ex20, Blade has enhanced sense of sight, smell, taste and hearing. He can see in the dark.

-*Regeneration*: Gd10, Blade slowly heels from wounds.

**Equipment:**

***Sword of the Daywalker:*** Am50 material, This custom design blade has the following abilities:
-Rm30 edge

-*Silver Laced* - The blade is laced with silver, allowing it to damage most mystical creatures.

-*Security Measure*: Should someone other than Blade hold the sword on the handle, it causes an Rm30 Edge attack on the person's hand.

***Silver laced Daggers (x2)***: Ex20 Material, Ty6 Edge, able to effect most mystic creatures

***Glaive (x2):*** Rm30 Material, Blades carries a pair of retractable glaives with the following abilities:

- Ex20 Thrown Edge

- Range upto 3 areas, by making a Red Agility FEAT, he can make the Glaive return to him.

-*Silver Laced* - The blade is laced with silver, allowing it to damage most mystical creatures.

***Mach Pistol:*** Rm30 Material. Ex20 damage, 10 areas. Ammo: 20

- Bullets are rune-covered silver, includes Rm30 vs mystic creatures.

- Eric carries two extra clips (total of 60 shots)

***U-V Grenade(x2)***: Am50 damage to vampires within a 3 area radius.

***Wooden Stakes (x2)***: Pr4 material, Gd10 edge damage (able to kill vampires if he hits the heart).

**Talents:**

Edged Weapons

Thrown Weapons

Marksmanship

Martial Arts A

Martial Arts B

Marital Arts C

Occult Lore

Weapon Specialist: Sword

**Contacts:**

Whistler
Superman

## Game Stats

**Superman**

*Clark Kent/Kal-El*

Fighting) Am50

Agility) Mn75

Strength) Un100

Endurance) ShX150

Reason) Rm30

Intuition) Rm30

Psyche) Am50

Health: 375

Karma: 110

Resources: Gd10

Pop: 100

**Known Powers:**

***Kryptonian Physiology***: Exposure to a Yellow sun alters a Kryptonian to allow great physical abilities that provide Superman with the Agility, Strength, and Endurance Ranks listed under statistics and includes the following powers:

-*Invulnerabilities:* CL1000 resistance to Heat, Cold, Disease, Corrosives, Toxins and Radiation. His body's cells protect him internally as well so even his insides wouldn't be melted by drinking a vial of acid.

-*Body Resistance:* Mn75 protection vs. Physical and Energy

-*True Flight:* Un100 airspeeds in atmosphere, CL1000 speed in space.

-*Heat Vision:* Mn75 Heat, 10 areas

-*Hyper Speed:* Un100 speed, Superman possesses hyperspeed. He may perform the following power stunts:

--Substitute for Fighting for multiple attacks and evading. May make up to 3 combat actions per round.

--Substitute for Agility for dodging and catching projectiles.

--Substitute for Intuition for initiative.

-*Hyper Breath:* Am Cold within 1 area

-*Recovery:* Superman's body continues absorbing solar radiation. This energy will slowly heel him. Superman needs an Earth like atmosphere to breath in. His Endurance enables him to last for extended period holding his breath, but in space he will eventually need a space suit. His greater constitution provides little need for sleep, however eventually he will tire and require rest.

- *Superhuman Senses:* Superman has the following heightened senses as shown below:

* *Enhanced Hearing*: Un100
* *Microscopic Vision*: Am50
* *Telescopic Vision*: Gd10
* *X-Ray Vision:* Un100

- *Solar Absorption and Storage*: CL1000, that provides Superman with mass amounts of energy that support all his other powers and abilities. He directs this stored energy to enhance his abilities.

**Weakness:**

*Vulnerable to Kryptonite:* Superman is vulnerable to the several different forms of Kryptonite.

*Vulnerable to Magic:* Against attacks of a Magical nature, Superman's defensive stats are reduced to Pr (ie. Endurance, Invulnerability, etc.). He cannot use his powers or abilities to affect constructs of a Magical nature (he couldn't smash down a magical wall, or break enchanted chains with his strength).

*Yellow Sun Power Source:* All his powers are based from solar energy of a yellow sun. If Superman is put on a world with a different color sun, the level of his powers gradually drops -1cs every day until they are no more.

**Equipment:**

None

**Talents:**

Martial Arts A

Martial Arts C

Leadership

Journalism

Languages (all Human Languages and Kryptonian)

Kryptonian Lore and Technology

Computers

First-Aid

Repair/Tinkering

**Contacts:**

Lois Lane

Daily Planet

Martha Kent

Lana Lang
Health

**Health (H):**

* Used to determine the amount of physical damage the character can absorb before losing consciousness and potentially dying
* Does not have a rank or rank number, but rather is the sum of the rank numbers of the character's FASE Abilities - Fighting, Agility, Strength, and Endurance
* Lost through combat, accidents, attacks, and other potentially dangerous and life-threatening situations
* Recovered after damage is taken, 10 turns after damage is inflicted (see Healing)
* Regained through normal Healing by the Endurance rank number of points per day (see Healing)
* If reduced to 0, the character is unconscious and may begin to lose Endurance ranks. (See Death Rules)
Karma in Combat

Karma has an important effect on combat.

Karma is used to manipulate the die rolls on the Universal Table. When a character decides to spend Karma, the player simply announces it. You automatically spend 10 Karma points by saying that simple phrase. You can spend more, but 10 points is the requirement for making the statement. On the die roll you are modifying (always the one immediately after the announcement), you add the number of points equal to the amount of Karma you spend (at least 10, the amount you spent to start with).

Other uses of Karma are described in the Karma write up.
Captain UK

## Game Stats

Captain UK

Linda McQuillan

F) In40

A) Rm30

S) Un100

E) Mn75

R) Gd10

I) Ty6

P) Ex20

Health: 245
Karma: 36

Resources: Ex
Pop: 30

Known Powers:

True Flight: Sh-X airspeed

Enhanced Senses: Rm Hearing, Sight and Smell

Equipment:

Costume: Captain UK's costume has a force field closely over her skin, this gives her the following power stunts:

-Shield: Rm protection vs.Physical, Energy and Psionic attacks.

-Force Attack: Rm ranged Blunt attack

Talents:
Acrobatics, British Folklore and History, Physics, Engineering, Robotics, Pilot

Contacts:
Excalibur
Clay Greyson

Clay Greyson

Actor
Teagle F. Bougere

Edad
Aprox. 45 años

Estado
Desconocido

Familia
Hijo†

Temporadas
1

Primera Aparición
Pequod

Última Aparición

**Clay Greyson** era un residente de Bridgeville, Maine y uno de los habitantes que experimentó el extraño fenomeno de la niebla que arrasó con el pueblo.

## Historia

Clay vivía en el pequeño pueblo de Bridgeville, Maine junto a su hijo, el cual cursaba en la escuela secundaria y era estudiante de Eve.
Ironman

## Game Stats

**Tony Stark**

*Ironman*

Fighting) Gd10

Agility) Ty6

Strength) Gd10

Endurance) Gd10

Reason) In40

Intiution) Ex20

Psyche) Ty6

Health: 36

Karma: 66

Resources: Mn

Pop: 20

**Known Powers**:

None

**Equipment:**

***Ironman MkIII Armor***
***Arc Reactor:*** The arc reactor supplies energy to an electromagnet which prevents embedded shrapnel from reaching Stark's heart. This arc reactor to power both his electromagnet and the suit.

**Talents:**

Weapons Design

Engineering

Electronics

Computers

Business/Finance

Mechanic

Robotics

Cybernetics

Contacts

Avengers

Stark Industries

 James Rhodes
Robin

## Game Stats

Robin

Damian Wayne

F) In40

A) Rm30

S) Ex20

E) Rm30

R) Ty6

I) Rm30

P) Rm30

Health: 120
Karma: 66

Resources: Ex
Pop: 0

Known Powers:

Stealth: Rm

Voice Mimicry: Rm

Equipment:

Body Armor: Ex protection vs. Physical, Gd protection vs. Energy, Robin's costume has the following devices in it:

-Voice-Command Audio Processor

-Radio Transceiver

-Inertial GPS System

-Mike/Radio: 10 mile range, uses to keep in touch with Batman and Police. (scrambled and private channel In intensity)

Mask: Robin's mask gives him the following power stunts:

-Night-Vision Lenses: Rm Infravision

-Field-of-View Display Projector

Bo Staff: In material, Rm Blunt, can use his staff to deflect arrows and thrown weapons such as shurikens. This action requires a successful Agility FEAT roll.

R-Razors: In material, Ex Thrown Edge

Utility Belt: 10 Pouches that carries small items and the following:

-Batarangs: In material, Rm Blunt, 5 areas

-Grapnel: In material, fires up to 7 areas, used for transportation, Up to 3 areas

-Smoke Pellets: Rm Fog

-Rebreather/Gas Mask: 2.5 hours air supply

-Tracer: Up to 1 mile

-Magneseum Flare: Rm Illumination

-Binoculars: 10 areas

-Tape Recorder: 2.5 Hours

-Laser Torch: In intense laser that cuts through In material

-Lockpicks: +1CS to open locks on an Agility FEAT.

Crime Scene Kit: Contains sample bags, blood-drying bags, fingerprinting kit, odor-analyzing chromatograph, independent detachable video camera. Linked directly to Robin's uniform, the Batmobile, and the Batcave computer

Capsules: Robin has the following types of capsules:

-Knockout Gas: Rm intensity, 1 area radius. Those in the affected area must make End. FEAT or pass out for 2 hrs. and lose their memory of the 5 min. preceding exposure.

-Regurgitive: Ex intensity, 1 area radius. Those in the affected area must make End. FEAT or become violently ill for 10 rounds.

-Smoke: Ex intensity, 1 area radius. All in the affected area at -2CS to performing actions.
-Tear Gas: Ex intensity, 1 area radius. Must make End. FEAT or be unable to perform any action until 1 round after leaving the affected area or 15 minutes (10 minutes if outdoors or in a windy area), whichever comes first.

Talents:
All Martial Arts, Acrobatics, Tumbling, Swordsman, Thrown Weapons, Stealth, Ninja, Thief

Contacts:
Batman/Bruce Wayne
Alfred Pennyworth
Knight

## Game Stats

Knight

Cyril Sheldrake

F) In40

A) Rm30

S) Ex20

E) Rm30

R) Ex20

I) Ex20

P) Rm30

Health: 120
Karma: 70

Resources: In
Pop: 10

Known Powers:

None

Equipment:

Body Armor: Ex protection vs. Physical, Am resistance to Edge and Light attacks

Cowl: Ex protection vs. Blunt attack, has the following abilities:

-Starlite Nightvision: Rm Ultra-vision

-Audio Processor with Voice-Command Equipment

-Field-of-View Display Projector

-Inertial GPS System

Microwave Gun: Am ability to cause a victim to become sick. The victim must make a Red Endurance FEAT vs. nausea and uncontrolled vommitting

Mini-Spitfire: Knight always has mini-spitfires flying around him at all times (at least three). These spitfires all have the following abilities:

-Flight: Am airspeed (and Agility)

-Body Armor: Pr material, Gd protection

-Mini-Guns: Pr Shooting

Talents:
Actor, Acrobatics, Repair/Tinkering, Swordsman, Literature, First-Aid, Law, Law Enforcement

Contacts:
 Squire,Batman
Shooting

A Shooting Attack is the most "normal" form of ranged attack, and consists of using a projectile weapon like a handgun, rifle, or other implement of destruction that is all too common in the USA. A character making a shooting attack may score a Miss, Hit, Bullseye, or Kill result.

A Shooting Attack may never be reduced by the attacker in effect or damage.

• A character scoring a Miss result misses the intended target. The missile continues to fly, and the Judge may, if he deems circumstances warrant it, make a second roll to see if the attack hits another target in the same general area and path of the weapon (this is why shooting into a crowd or a gasoline storage shed is known as "a bad idea").

• A character scoring a Hit result will inflict damage according to the weapon. Some specialized weapons inflict no damage, but instead call for an Endurance FEAT (Mercy Bullets).

• A character scoring a Bullseye result does damage as for a normal Hit result. A Bullseye is used if the character is shooting for a particular part of the target (the opponent's shooting hand, for example, in order to disarm him). The nature and result of a Bullseye is left to the Judge, but it should be required for targets of less than one foot square and should never be fatal.

• A character scoring a Kill Result does damage as for a normal Hit result but may kill his or her opponent. Check on the Kill result table. Note that there is a greater chance of killing with a shooting, edged weapon, or energy attack than for any other type.
Ironman MkIII

## Game Stats

Iron Man Armor Mk III

Fighting) In40

Agility) Rm30

Strength) Mn75

Endurance) Mn75

Reason) See  Tony Stark

Intiution) See  Tony Stark

Psyche) See  Tony Stark

Health: 220

Karma: See  Tony Stark

Resources: See  Tony Stark

Pop: See  Tony Stark

**Equipment:**

***Iron Man Mark III Armor:*** Made of a Gold Titanium Alloy, the Mark III Armor enables the wearer the abilities shown below:

-*Alter-Ego:* See  Tony Stark

-*Body Armor:* In40 protection vs. Physical and Corrosives, Am50 protection vs. Heat and Cold, Mn75 protection vs. Energy

-*Life Support:* The Armor is designed for use in the vacuum of space. The armor has a supply of air, and recycling unit, which allows for almost unlimited duration.

-*Flight:* Using Repulsor Technology, Iron Man's boot jets allow him to fly at Am50 airspeed and still perform most actions.

--*Supersonic Flight:* By using his Gauntlet Repulsors to thrust, this can be raised to Un100, but no offensive actions can be taken.

-*Protected Senses:* Rm protection vs. Sound and Light. Blindness only lasts 1 round max.

-*Sensors:* Am intensity at a 3 area range in the Ultraviolet, Infrared, Sonar, Radar, Spectral and more frequencies. Mn ability to communicate on all radio frequencies.

***Jarvis:*** Iron Man's Armor is controlled by Jarvis, an onboard computer system which also run his Malibu home. Jarvis is able to perform the following:

-*Flight Computer:* Grants Iron Man Ex20 maneuverability, and also a +2cs to any Agility FEAT that involves maneuvers or turns.

-*Targeting Computer:* Grants Iron Man +2cs to Agility to fire the suit's weapons systems.

-*Computer Link:* Iron Man is able to link with computer systems, guarded or otherwise at Mn intensity. He may use this ability to scour computer files, access security records, see through security cameras, see through surveillance satellites.

-*Systems Monitoring:* Displays within the helmet inform him of the status of weapons and power level.

***Weapons Systems:*** The Mark III Armor has the following weapons:

-*Repulsors:* Mn Force, up to 10 areas. May inflict substantially less damage at discretion of user.

-*Uni-Beam:* Iron Man is able to reroute his repulsors through the arc reactor located on his chest, dealing Un100 Force, up to 5 areas. Depletes repulsors for one round

-*Wrist Rocket Launcher:* Fires up to 10 areas away from his gauntlet, the rocket can cause up to Am damage to an entire area

-*Knock-Out Darts:* Located in a launcher by his shoulders, it uses the Targeting Computer to lock-on multiple opponents. The darts fire up to 7 areas away. The darts deals Ty Edge. Once hit, the victim must make a Red Endurance FEAT vs. unconsciousness for 1-10 rounds.

-*Flares:* Used to misguide heat-seeking missiles, these flares can blind a target in the same area with Am intensity.
Grabbing

A Grabbing Attack is an attack geared at taking a possession away from an opponent, like a gun, bomb, or Maltese Falcon.

A character making a Grabbing attack may score a Miss, Take, Grab, or Break result. These results may have differing effects depending on the relative Strengths of the combatants. Grabbing combat normally does not inflict damage.

* A Miss result indicates the item in question is not in your character's possession. If the item was in another character's possession, it still is. If the item was in no one's possession, the item is knocked loose and will be up to one area away in any direction.
* A Take result indicates the attacker has full possession of the item if his Strength is equal to or greater than the target's (use material strength for things that are glued or clamped down). If not, consider as a miss.
* A Grab result indicates the attacker has taken possession of the item, whether or not the Strength of the opponent was higher.
* A Break result indicates the attacker has succeeded, and may either depart with the item immediately or, potentially, set off the item. A second roll is made against the material strength of the item involved. If a color (red, green or yellow) result is made, then the attacker may either use the item or move up to half his or her speed away (round up). If a white result is made, the item is damaged, broken, or goes off. This will vary from item to item -- a glass vase drops to the floor, a gun fires in a random direction, a bomb explodes or loses its safety device, etc. This varies from case to case, but the Judge is encouraged to be as creative and upsetting as his players will let him get away with.

Body Armor has no effect on the initial hit of a Grappling attack, as no damage is done initially.
Golden Guardian

## Game Stats

Golden Guardian

Jim Harper

F) Rm30

A) In40

S) Gd10

E) Rm30

R) Ex20

I) Ex20

P) Ex20

Health: 110
Karma: 60

Resources: Ex
Pop: 20

Known Powers:

None

Equipment:

Shield: Mn material, able to block up to 90 points of damage, still subject to stuns and slams. Has the following power stunts:

-Energy Blast: Am Energy, 20 areas, The energy blaster in his shield must be recharged (by plugging it into special equipment for a full 20 minutes) after each use.

Talents:
Martial Arts B, E, Acrobatics, Detective/Espionage, Motorcycles, Guns, Law Enforcement, Law, Crime, Streetwise, Weapons Specialist: (Shield)

Contacts:
Cadmus Project, Newsboy Legion, Metropolis Police, Superboy, Superman
Blunt Attack (Hand to Hand)

A **Blunt Attack** is an attack with bare hands, flat of a blade. or other blunt weapon. A character making a blunt attack may score a hit, slam, or stun result. A hero using blunt attack may always choose to inflict less damage than maximum. A hero may choose to pull his punch, doing less than full damage, or inflict a lesser color result (yellow instead of red).

For a Blunt Attack (or Slugfest/Hand to Hand) to occur, the combatants must generally be adjacent.
Certain Powers. such as elongation, may allow a character to engage non-adjacent targets (examples are Mr. Fantastic and Doctor Octopus).

Blunt Attack is resolved on the Universal Table using the attacker's Fighting ability. The result (white, green, yellow. or red) is then noted on the Effects Table directly above the Results Table.
There are two columns of results depending on whether the individual used a blunt attack or edged attack.

• A character scoring a Miss result inflicts no damage. He has missed the target and normally will not have any further effect.

• A character scoring a Hit result inflicts her Strength rank number in damage to the opponent.

• A character scoring a Slam result inflicts her Strength rank number in damage, and may in addition  Slam the opponent.

• A character scoring a Stun result inflicts his Strength rank number in damage, and may in addition  Stun his opponent.

A character using bare hands (or gauntlets, etc.) inflicts his Strength rank number in damage. A character using a blunt weapon inflicts up to that item's material strength; if the material strength of the item is greater than the Strength rank of the user, the user's Strength rank is increased to the lowest value of the next rank for damage. Aunt May (Feeble Strength) uses a lead pipe (Excellent material) in the drawing room on Col. Mustard. Aunt May would inflict two points damage normally, but inflicts three points (minimum damage of next higher rank) instead. Daredevil (Good Strength) using the same lead pipe would inflict 16 points damage (minimum damage of next higher rank), and the Thing (Monstrous Strength) would inflict Excellent damage (20 points). (That is why Ban Grimm does not normally use lead pipes in combat -- when he uses a blunt weapon, its purpose is usually to reach a non-adjacent target, and he has a preference for lightpoles.)

Body Armor, force fields. and other Powers may affect the ultimate success and damage in any form of Fighting combat.
El Gaucho

## Game Stats

El Gaucho

Santiago Vargas

F) Rm30

A) Ex20

S) Ex20

E) In40

R) Ex20

I) Ex20

P) In40

Health: 110
Karma: 80

Resources: Gd
Pop: 30 in Argentina

Known Powers:

None

Equipment:

Knives: Ex material, Gd Edge or Thrown Edge

Bola: Ex material, Rm Grappling, throw up to 3 areas

Talents:
Thrown Weapons, Detective/Espionage, Bi-Lingual: (Spanish, English), Martial Arts A, B, E, Acrobatics, Tumbling, Pilot, Horsemanship, Motorcycles

Contacts:
Club of Heroes
Spider-man

## Game Stats

Spider-Man

Peter Parker

F) Rm30

A) Am50

S) In40

E) In40

R) Ex20

I) Gd10

P) In40

Health: 160
Karma: 70

Resources: Ty
Pop: 30

Known Powers:

*Spider-Sense:* Am Buzzing, cannot be blindsided and may make defensive actions if he makes a successful power FEAT. Intuition remains same in battle. If sense is nullified, Intuition is as listed and all Agility FEATs are at -1cs.

*Wall-Crawling:* Am

*Leaping:* Am, up to 3 areas

*Balance:* Spider-Man’s balance allows him to walk a tightrope automatically and a slack with an Agility FEAT. His sense of balance helps him fall up to 3 stories (30 feet) without receiving damage, provided he lands on his feet (Agility FEAT). He can prevent damage from a longer fall by grabbing and swinging off protrusions in the fall’s path every 3 stories (flagpole, lampposts, etc.) or using his Web-Shooters, as long as he keeps making Agility FEATs

Equipment:

*Web-Shooters:* Shoots up to 7 areas, In material strength in round it was fired. Mn in next round. Used for transportation (3 areas a round) and restraining. Each Web-Shooter holds 10 Web-Cartridges. Each Web-Cartridge has approximately 100 uses until it runs empty. The following can made with his web:

-Web Shield: Mn

-Web Parachute

-Web Hand-Glider: Ty air speed

-Web Missile: Ex blunt attack at 3 areas

-Blinding: Am, once the web is removed, the victim is able to see again.

-Web Slingshot: Able to launch himself over great distances. 1 round to make the slingshot and “prep himself for launch”, launch himself up to 10 areas the next round.

*Utility Belt:* Spider-Man wears a Utility Belt underneath his costume, he uses this to carry the following:

-Spider-Signal: Gd illumination

-Extra Web Cartridges: The Utility Belt holds 30 extra cartridges. Peter switches these into his Web-Shooters when he's runs out of webbing.

-Camera: Gd material, uses to take pick for the Daily Bugle

*Spider-Tracer:* Am Tracking up to 1 mile

Talents:

Photography
Chemistry
Physics
Computers

Contacts:

Mary Jane Watson-Parker
Aunt May
Daily Bugle
Human Torch/Johnny Storm
Daredevil/Matt Murdock
The Avengers
Fantastic Four
Rick Jones

## Statistics

***Rick Jones***

*A-Bomb*

Fighting: Good (10)

Agility: Typical (6)

Strength: Good (10)

Endurance: Excellent (20)

Reason: Good (10)

Intuition: Good (10)

Poor: Good (10)

Health: 46

Karma: 30

Resources: Typical (6)

Pop: 10

## Known Powers

* ***Gamma Radiation Physiology:*** Rick Jones very physiology has been altered by Gamma Radiation, giving his body the following abilities:
	+ *Alter-Ego*- Rick Jones can transform into A-Bomb.

## Talents

Trivia: (Super-Humans)
Performer: (Guitar, Harmonica)
Martial Arts B

## Contacts

Bruce Banner

The Hulk
Power Grid

# **Power Ratings**

## Intelligence

The ability to think and process information.

## Strength

The Ability to lift weight.

1. Cannot lift over 50lbs
2. Can Press between 100-200lbs, Normal Human
3. Can Press between 200-400lbs
4. Can Press between 400-1000lbs, Maximum Human Potential
5. Can Press between 1000lbs - 2000lbs (1 Ton).
6. Can press between 1 Ton - 10 Tons
7. Can press between 10 Tons - 50 Tons
8. Can press between 50 Tons - 100 Tons
9. Can press between 100 Tons - 1000 Tons
10. Can press in excess of 1000 Tons.

## Agility

The ability to move out of the way and/or accuracy.

## Endurance

The ability to resist fatigue or recover from bodily injury.

## Fighting Ability

The proficiency in hand-to-hand combat.

1. Unable to fight
2. No Training or Ability
3. Normal Human Ability
4. Minimal Training or Natural Ability
5. Some Formal Training
6. Experience Fighter / Formal Training
7. Master of a single form of hand to hand combat or Enhanced Natural Ability
8. Master of several forms of hand to hand combat or Enhanced natural ability with training. (Note: Maximum Normal Human Potential)
9. Super-human Ability
10. Super-human Ability with intensive Training, Master of almost all forms of hand to hand combat.

## Speed

The ability to move over land by running or flight.

## Durability

The ability to resist physical bodily injury.

1. Weak / Frail
2. Normal Human
3. Enhanced Resistance
4. Bullet Proof
5. Superior Resistance
6. Harder than Reinforced Steel
7. Extremely Resistant
8. Highly Indestructible, Pure Adamantium
9. Virtually Indestructible
10. Truly Indestructible

# Links and References

* Template:Power Grid
* Category:Power Grid
Ant-Man

## Game Stats

Ant-Man

Scott Lang

F) Ex20

A) Gd10

S) Ty6

E) Ex20

R) Rm30

I) Gd10

P) Ty6

Health: 56
Karma: 46

Resources: Rm
Pop: 10

Known Powers:

None

Equipment:

Shrinking Gas: Gives Ant-Man In ability to shrink(-2cs to be hit, he has +2cs) minimum size 1/2 inch

Bio-Electric Stingers: Am Energy, 1 area

Cybernetic Helmet: Ant-Man's Cybernetic Helmet gives him the following power stunts:

-Insect Communication and Control: Rm ability to command ants and other insects. He often rode a flying ant (Fe Flying speed) and could command swarms of insects to attack foes (causing only Pr damage but forcing the opponent to make a Green Psyche FEAT. to ignore the pesky bugs). As a power stunt, he could also instruct his entomical friends to arrange in patterns which could spell out messages.

-Loudspeaker: This item is built into Ant-Man’s helmet and allows him to talk at normal volume when reduced in size.

-Resistance to Toxins: Lang’s helmet has a retractable plexiglass facemask which, when sealed, provides Ex protection vs. Gases.

-Electrical Blasts: Ex Shock, 1 area

Jet Pack: Ex Flight

Talents:
Engineer, Computers, Martial Arts E

Contacts:
Avengers, Cassie Lang, Fantastic Four
American Eagle

## Statistics

**American Eagle**

*Jason Strongbow*

Fighting: Remarkable (30)

Agility: Incredible (40)

Strength: Amazing (50)

Endurance: Incredible (40)

Reason: Good (10)

Intuition: Incredible (40)

Psyche: Good (10)

Health: 160

Karma: 60

Resources: Typical (6)

Pop: 6

## Known Powers

* ***Enhanced Physiology*** American Eagles body was enhanced by a Radioactive Isotope, give his very body the following abilities:
	+ *Enhanced Senses:* Am50
	+ *Lightning Speed:* Gd (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 Rm material and can swing up to 3 areas on it.

## Talents

Bows
Martial Arts E
Bi-Lingual: (Navajo, English)
Navajo Indian Lore

## Contacts

Wyatt Wingfoot

War Machine/Jim Rhodes
Charging Attack

Charging combat is form of attack that combines movement and combat. Whereas making any other attack or action halves movement, a charging character may make his full movement and still strike.

Charging is a favored method for heroes trying to close the distance between themselves and an opponebt with a range weapon, and certain individuals make this their perferred form of attack.

A character must move at least one area to make a charging attack, but may move his entire movement rate to reach the combat.

For each area the character moves through before reaching combat, the attacker gets a +1CS, up to a maximum of +3CS (Endurance for figuring this may not be raised beyond Shift Z in any event).

Charging attacks are resolved on the Universal Table, checking under the Charging column of the Effects Table. The character making a charging attack may score a Miss, Hit, Slam or Stun.

* A character scoring a Miss result inflicts no damage. In addition, the character continues his move for half the character's speed (round up) after the attack. Any change in direction woul require an additional Agility FEAT. If the straight line passes into some material obstacle, the character make an attack on that obstacle instead. The attacked character may return the attack only if his action was originally following the charge.
* A character scoring a Hit result inflicts up to his maximum current Endurance or his Body Armor rank in damage, whichever is higher, plus two additional points of damage for every area covered in the attack. (A character moving 10 areas with an Endurance of Good (10) his an unarmored opponent at top speed, inflicts 10 +2x10 = 30 points of damage.)
* A character scoring a Slam Result inflicts damage as for a hit, and in addition may Slam an opponent.
* A character scoring a Stun Result inflicts damage as for a hit, and in addition may Stun an opponent.

The attacker may inflict up to his Endurance or Body Armor in damage additional damage from speed is fixed. The attacker may also choose a lesser effect than that rolled.

Body Armor may influence the damage of a charged attack. If the defender's Body Armor is greater than the damage inflicted by the attacker, the damage is rebounded onto the attacker. If the attacker's Body Armor is greater than the rebounded damage, neither side takes damage. (Stuns and Slams still apply.)

Charging inanimate obects is handled in a similiar manner, with the item's material strength counted as Body Armor. Chargining through a Good strength wall will inflict 10 points of damage on the attacker, unless that damage is absorbed by Body Armor.

This applies to characters who are slammed through walls, charge past a target into a wall, or fail to pull out of a dive.
Green Arrow

## Game Stats

**Green Arrow**

*Oliver Queen*

Fighting) In40

Agility) Rm30

Strength) Ex20

Endurance) Ex20

Reason) Gd10

Intuition) Ex20

Psyche) Ex20

Health: 110

Karma: 50

Resources: Rm30

Pop: 0

**Known Powers:**

None

**Equipment:**

***Bow***: In40 Material, Able to Fire 3 Arrows/Round up to 7 area

***Quiver***: Ex20 Material, Able to hold up to 60 Arrows

***Arrows***: Oliver Queen has access to a number of specialized Arrows. All arrows are Ex20 Material.

- *Blade Arrow*: Rm30 Edge. Regular arrow with razor sharp edge.

- *Blunt Arrow*: Ex20 Blunt. Regular arrow with a blunted end.

- *Router Arrow*: Rm30 Computer Hack. Shot near computers to hack into them.

- *Grappling Hook Arrow*: Rm30 Material Line, 4 area length. To grab on to ledges for swing lines and zip lines.

- *Voice Recording/Listening Arrow:* Ex20. Recording and Listening devices for recording confessions and surveillance.

- *Ensnarement Arrow:* Rm30 Material Line, Rm30 Entanglement. After piercing a target it launches wires into the area around the target and then pulls them tight.

- *Entanglement Arrow:* Rm30 Material line, Rm30 Entanglement. Arrow entangles target in a cable.

- *Flashbang Arrow:* Ex20 Flash, Gd10 Sonic - A flash/bang grenade in the form of an arrow.

- *Explosive Arrow:* In40 Explosion, 1 area effect. Time delayed or Impact.

- *Flame Burst Arrow:* Rm30 Fire, 1 area effect. Creates a burst of fire.

- *Incendiary Arrow:* In40 Heat, High Intensity heat for cutting through things.

- *Remote Detonator Arrow:* In40 Explosion, Explosive arrow that can be detonated by remote control.

- *Smoke Arrow:* Rm30 Smoke, 1 area effect. Arrow that releases thick smoke.

- *Injector Arrow:* Arrow with a syringe in the tip to inject liquids into target.

* *Tranquilizer*: Rm30 Tranquilizer drug.

**Talents:**

Marksmanship

Survival

Tracking

Acrobatics

Tumbling

Bows

Weapon Specialist: (Bow)

Swordsman

Martial Arts A

Martial Arts B

Multi-Lingual: (English, Russian, Mandarin, Cantonese)

**Contacts:**

Queen Industries

 Dinah Laurel Lance
Thea Queen

Moira Queen

Bratva

A.R.G.U.S.
Americop

## Status

### Education:

High School
Police Academy

## Statistics

**Americop**

*Bartholomew "Bart" Gallows*

Fighting: Incredible (40)

Agility: Good (10)

Strength: Good (10)

Endurance: Excellent (20)

Reason: Good (10)

Intuition: Good (10)

Psyche: Excellent (20)

Health: 80

Karma: 40

Resources: Typical (6)

Pop: 0

## Equipment

**Body Armor:** Ex protection vs. Physical and Edge

**Customized Cap:** Rm material, Ex Thrown Edge

**.45 Pistol (x2):** Ex material, Ty Shooting, 3 areas

**Baton:** In material, Rm Blunt

**Fixed Blade Tactical Knife:** In material, Rm Edge

## Talents

Law Enforcement
Guns
Martial Arts A
Martial Arts B
Martial Arts E
Dark Ranger

## Game Stats

Dark Ranger

Johnny Riley

F) Gd10

A) Ex20

S) Gd10

E) Ex20

R) Gd10

I) Ex20

P) Ex20

Health: 60
Karma: 50

Resources: Gd
Pop: 0

Known Powers:

None

Equipment:

Body Armor: Gd protection vs. Physical and Energy

Plasma Pulse Gun: Rm Energy or Heat, 10 areas

Jet Pack: Ex airspeed

Talents:
Marksmanship, Aerial Combat, Pilot, Guns

Contacts:
Club of Heroes
Axis Faction

The Axis Faction is associated to the Axis Powers of World War II and their associated organizations such as Hydra.

## Members

Red Skull

Vandal Savage

Gotteskrieger

Baron Blood

Baroness Blood

Agent Axis

Warrior Woman

Arnim Zola

U-Man

Baron von Strucker

Hate-Monger

Viper

Captain Nazi

Reichsmark

Swastika

White Dragon

White Dragon II

Baron Blitzkrieg

Baroness Blitzkrieg

Hunter

Green Ghoul

Count Berlin

Shadow of War

Doctor Demon

Captain Swastika

Baron Gestapo

Captain Murder

Master Man

Lady Lotus

Baron Heinrich Zemo

Baron Helmut Zemo

Baroness Heike Zemo

Zyklon

Brain Drain

Iron Cross

Iron Cross II

Iron Cross III

Iron Cross IV

Sin

Andreas von Strucker

Andrea von Strucker

Swarm

Man-Killer

Baron Blitzschlag

Armless Tigerman

Geist

Mad Violinist

Doppelganger

Scar

Captain Axis

Madame Mauser

Sky Shark

Doctorangutan

Teutonic Knight

Fraulein Fatale

Iron Valkyrie

Blitzkrieg

Säurespritze

Zahnmörder

Fritz Krone

Vunderknight

Count von Blitzkrieg

Helmut von Schuler

Penny Panzer

Axis Annie

Spider Queen

Strong Man

Yellow Claw

Luftwaffe

Heatmonger

Golden Eagle II

Reb

Bonehead

Backlash

Ubermensch

Bloodsport

Brünhilde

Atoman

Armageddon

Grösshorn Eule

Pryemaul

Red Panzer

Kamikaze

Usil

Sea Wolf

Gudra
Catching

The Catching maneuver is a move designed to let the hero catch falling objects and teammates, as well as catch objects that are thrown and fired at them. It uses the Agility ability to make this maneuver.

The catching maneuver can only be directed against one item at a time. The attempt to catch the item is made on the
Universal Table, with Auto-hit, Miss, Damage, and Catch results.

* An Auto-hit result means the object the hero tried to catch hit the hero instead.

In the case of a falling object, this is as if the object made a charging attack against the character at the speed of the fall. In the cases of shooting or thrown weapons, the hero is automatically hit (a white result to hit is treated as a green result).

* A Miss result indicates the hero has missed catching the object. If the object he was trying to catch was directed against him as an attack, the attack proceeds at a +1CS to hit.
* A Damage result indicates the hero caught the object, but might damage it as a result. Treat the catch as a damage-inflicting attack on the object or character being caught.
* A Catch result indicates the object is caught with no ill effects to the hero attempting the catch or the object or character being caught.

A character suffers -3CS on all attempts to catch objects directed against the character specifically. In addition, certain types of catches require a minimum Agility (Note: Powers like Hyper-speed can be substituted).

* Hero must have an Unearthly Agility to catch small, fast-moving items (like bullets).
* Hero must have an Amazing Agility to catch large, thin, projectiles (like arrows) .
* Hero must have at least Remarkable Agility to attempt to catch other thrown projectiles.
* Hero may have any Agility to try to catch a falling character or object.
Black Canary

## Game Stats

**Black Canary**

*Dinah Laurel Lance*

Fighting) Rm30

Agility) Ex20

Strength) Gd10

Endurance) Ex20

Reason) Gd10

Intuition) Ex20

Psyche) Rm30

Health: 80

Karma: 60

Resources: Ex20

Pop: 0

**Known Powers:**

None

**Equipment:**

***Costume:*** Gd10 protection vs. Physical and Ty6 vs Energy

***Nightstick:*** In40 material, +1cs Blunt

***Canary Cry:*** In40 material, the Canary Cry is a choker with an amplified sonic scream. She is able to perform the following power stunts:

-*Sonic Blast*: Rm30 Force, 2 areas

-*Sonic Scream*: In40 Sonic within a 2-area range
-*Communication Device:* Ex20, ability to communicate with team upto 100 miles

-*Voice Scrambler*: Rm30 ability to distort her voice

**Talents:**

Law

Detective/Espionage

Guns

Martial Arts A

Martial Arts B

Martial Arts C

Martial Arts E

Melee Weapons

Acrobatics

Tumbling

**Contacts:**

Captain Quentin Lance

 Sara Lance

 Oliver Queen

Ted Grant
Cerise

## Game Stats

*Cerise*

F) Rm30

A) Ex20

S) Rm30

E) Rm30

R) Ex20

I) Ex20

P) Rm30

Health: 110
Karma: 70

Resources: Ty
Pop: 5

Known Powers:

*Shi'ar Physiology:* Cerise is a Shi'ar, her very body gives her enhanced abilities:

*Light Emmision:* Cerise can generate light with Mn ability and fire laser blast of Mn intensity.

*Energy Solidification:* Cerise can manipulate light to such effects as creating Mn strength solid light containers or restraints. She can also create various other forms of solid light.

*Flight:* Rm airspeed

Talents:
Astro-Navigation

Contacts:
Shi'ar Empire, Excalibur
Black Panther

## Game Stats

**Black Panther**

*T'Challa*

Fighting) Am50

Agility) In40

Strength) Ex20

Endurance) Rm30

Reason) Ex20

Intuition) Rm30

Psyche) Ex20

Health: 140

Karma: 70

Resources: Am50

Pop: 10

**Known Powers:**

None

**Equipment:**

***Black Panther Costume***: T'Challa wears a Vibranium laced costume the provides him with the following abilities:
- *Body Armor*: Ex20 protection vs. Physical and Energy

- *Resistance*: Ex20 vs cold, heat, radiation, Sonics, vibrations.

- *Blending*: Rm30 blending with shadows and in dim light.

- *Enhanced Vision*: In40 - posses Infrared and ultraviolet vision

- *Anti-Metal Claws*: Ex20 Edge, able to cut through most common metals of Un100 material strength

***Vibranium Energy Daggers (x20)***: Am50 material, T'Challa carries specialized blades made of sonic energy infused vibranium which have the following abilities:

-Ex20 Edge and Rm30 Energy damage, able to cut through most common metals of Un100 material strength.
-*Disrupt Electronics*: In40 damage to electronics

-May be thrown up to 5 areas

**Talents:**

Royality

Business/Finance

Acrobatics

Tumbling

Tracking

Martial Arts A

Martial Arts B

Martial Arts C

Martial Arts E

Leadership

Animal Handling

Physics

Repair/Tinker

First Aid

Demolitions

Engineering

Detective/Espionage

Marksmanship

Multi-Lingual: (Swahili, Arabic, French, English, Russian, Spanish, Hausa)

**Contacts:**

Wakanda
Batwoman

## Game Stats

Batwoman

Kate Kane

F) Rm30

A) Rm30

S) Gd10

E) Rm30

R) Gd10

I) Ex20

P) Ex20

Health: 90
Karma: 60

Resources: Rm
Pop: 0

Known Powers:

None

Equipment:

*Costume:* Batwoman's very costume has the following abilities:

-Body Armor: Ex protection vs. Physical and Shooting, Gd protection vs. Energy

-Blending: Rm Blending abilities and +1CS on Stealth

*Mask:* Batwoman's mask has been outfitted with the following:

-Starlite Nightvision: Rm Ultra-vision

-Throat Mike/Radio: 10 mile range, uses to keep in touch with Colonel Jake Kane. (scrambled and private channel, In Intensity)

-Inertial GPS System

Cape: Gd Glider

Telescoping lajatang: Am material, Rm Blunt

Utility Belt: Batwoman's Utility Belt contains the following tools:

-Throwing Blades: Ex Thrown Edge

-Grapnel: In material, fires up to 7 areas, used for transportation, Up to 3 areas

-Pellet Pistol: Fires up to 5 areas, Rm intensity poison. Batwoman also carries a small aerosol spray neutralizing the gas effect.

-Explosive Charges: Am damage to an entire area

-Binoculars: Magnifies up to 60 times. Equipped with infrared and limited ultraviolet imaging (-2CS to darkness modifiers)

-Lockpicks: +1CS to picking locks

-First-Aid Kit: Standard First-Aid Kit

-Mini-Flashlight: Ty Illumination, 2 areas

-Handcuffs: Rm material, Ty entrapment

Talents:
 Acrobatics
Tumbling
All Martial Arts
Detective/Espionage
Heir to Fortune
Performer: (Guitar)
Military

Contacts:
The Question/Renee Montoya
Colonel Jake Kane
Captain Maggie Sawyer
Batman
Catgirl

## Game Stats

Catgirl

Kitrina Falcone

F) Ex20

A) Ex20

S) Gd10

E) Ex20

R) Gd10

I) Gd10

P) Ex20

Health: 70
Karma: 40

Resources: Gd
Pop: 0

Known Powers:

None

Equipment:

Costume: Catgirl's costume gives her the following:

-Stealth: +1cs to Stealth

-Claws: Ex Edge

Talents:
Escape Artist, Martial Arts B, E, Acrobatics, Tumbling, Stealth, Tracking

Contacts:
Catwoman/Selina Kyle