recursal/Fanatic-Fandom huggingface dataset:
Batman of Japan

## Game Stats

Batman of Japan

Jiro Osaumu

F) In40

A) Ex20

S) Ex20

E) Ex20

R) Gd10

I) Ex20

P) Ex20

Health: 100
Karma: 50

Resources: Ty
Pop: 10

Known Powers:

None

Equipment:

Bat-Suit: Batman's Costume gives him the following:

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

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

Cowl: Batman's cowl is more than just a mask. It provide him with the following:

-Protection: Ex protection vs. Blunt attack

-Starlite Nightvision: Rm Ultra-vision

Cape: Batman's cape provides him with the following:

-Glider: Gd airspeed

-Resistance to Fire and Heat: Rm

Utility Belt: 10 Pouches that carries small items, fail safe in the belt will cause it to explode (Rm damage) and be completely destroyed should the buckle or pouches be opened incorrectly. The Utility Belt contains a wide array of devices such as:

-Universal Tool: Used to aid in electronics work. Tip contains various Phillips and Flathead screwdrivers, wrenches, lock-picking device, drill bits and other implements. Inside the base are full lineman's kit, multi-line analyzers, cell phone analyzers and other electrical analysis gear. Can record and play back audio and video signals. The Universal Tool can be safely used as a hammer.

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

-Rebreather/Gas Mask: 2.5 hours air supply

-Magnesium Flare: Rm Illumination

-Multifunction Binoculars: Magnifies up to 60 times. Equipped with infrared and limited ultraviolet imaging (-2CS to darkness modifiers), as well as frame capture, stop-motion camera, and computer uplink.

-Tape Recorder: 2.5 Hours

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

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

-Bat-Cuffs: Rm material, Ty entrapment

-Taser: Delivers Am Electrical

-Cutting Edge Batarang: Rm Thrown Edge

Talents:
Bi-Lingual: (Japanese, English), Martial Arts A, B, C, E, Thrown Weapons, Acrobatics, Tumbling, Guns, Detective/Espionage

Contacts:
Batman
Steel

## Game Stats

Steel

John Henry Irons

F) Ex20

A) Gd10

S) Ex20

E) Rm30

R) Rm30

I) Ex20

P) Gd10

Health: 90
Karma: 60

Resources: Ex
Pop: 25

Known Powers:

None

Equipment:

Steel MkI Armor

Sledgehammer: Am material, Mn damage.

-Steel's Fighting is Mn while using the Hammer

Talents:
Weapons Design, Engineering, Construction, Pilot, Marksmanship, Weapons Specialist: (Hammer)

Contacts:
None
Batwing I

## Game Stats

Batwing

David Zavimbe

F) Rm30

A) Gd10

S) Ex20

E) Rm30

R) Ex20

I) Ex20

P) In40

Health: 90
Karma: 80

Resources: In
Pop: 0

Known Powers:

None

Equipment:

Bat-Suit: Batwing wears a technologically advanced bat-suit that provides him with the following:

-Body Armor: Rm protection vs. Physical and Energy

-Resistance to Fire and Heat: Rm

-Flight Pack: Rm airspeed

-Starlite Nightvision: Rm Ultravision

Talents:
Martial Arts A, B, E, Repair/Tinkering, Detective/Espionage, Tracking, Survival, Pilot

Contacts:
Batman Inc.
Blackwidow

## Game Stats

**Black Widow**

*Natalia Romanova/Natasha Romanoff*

Fighting) In40

Agility) Rm30

Strength) Gd10

Endurance) Ex20

Reason) Ex20

Intiution) In40

Psyche) Gd10

Health: 100

Karma: 60

Resources: Gd

Pop: 30

**Known Powers**:

None

**Equipment:**

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

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

-*Blending:* Rm Blending, +1cs on Stealth

***Widow's Bite:*** Am material, The Widow's Bite are S.H.I.E.L.D. Issue laser weapons designed in the shape of bracelets that built for and used by Agent Natasha Romanoff. They are capable of the following:

-*Electric Charges:* Rm Electrical on contact with opponent

-*Laser Beam:* In Energy, 1 area

-*Grappling Hook:* In strength, 3 areas cable

-*Garrote:* Usable as normal, but on a Red FEAT, it can strangle a victim. The victim is permitted an Endurance FEAT each turn to avoid unconsciousness for 1-10 turns. The victim will die 10 turns after unconsciousness if not released. Does Ty Edge, and can cut through armor less than Ex rank.

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

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

***Discs:*** Black Widow is armed with a wide array of discs that she can throw up to 2 areas. She has the following types:

-*Electro Disc:* (x10) Rm Electrical

-*Smoke Disc:* (x10) Rm Fog

-*Explosive Disc:* (x10) Ex damage to a single area

**Talents:**

Weapon Specialist: (Widow's Bite)

Martial Arts A, B, E

Detective/Espionage

Military

Multi-Lingual: (Latin, Russian, English, French, German, Chinese)

Leadership

Guns

Marksmanship

Strategist

Interrogation

Computers

Contacts:

SHIELD

Avengers

Captain America

Hawkeye
Billy Batson

## Game Stats

*Billy Batson*

Fighting) Ty6

Agility) Ty6

Strength) Pr4

Endurance) Gd10

Reason) Gd10

Intiution) Gd10

Psyche) Rm30

Health: 26

Karma: 50

Resources: Ty6

Pop: 5

**Known Powers**:

***Captain Marvel Form:*** He turns into  Captain Marvel when he announces the word "Shazam".

**Equipment:**

None

**Talents:**

Student

Archeology

**Contacts:**

Shazam
Batgirl

## Game Stats

Batgirl

Stephanie Brown

F) Ex20

A) Ex20

S) Ex20

E) Ex20

R) Gd10

I) Gd10

P) Gd10

Health: 80
Karma: 30

Resources: Ex
Pop: 15

Known Powers:

None

Equipment:

Body Armor: Ex protection vs. Physical and Energy

Utility Belt: 10 Pouches that carries small items. The Utility Belt contains a wide array of devices such as:

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

-Rebreather/Gas Mask: 2.5 hours air supply

-Taser: Delivers Am Electrical

-Binoculars: Ex

Batarangs: Batgirl carries and liberally uses an arsenal of trick batarangs, which are color-coded based on their payload. She has the following types of Batarangs:

-Black Batarangs: Rm material, Rm Thrown Edge or Blunt

-White-and-Red Batarangs: Rm Freezing on impact

-Grey Batarangs: Ex material, Rm Fog in an entire area

-Orange Batarangs: Gd material, Rm Force to an entire area

-Burgundy and White Batarangs: Gd material, Slap-on remotely-detonated demolition charges. It does In damage to an entire area

-Grey and Yellow Batarangs: Ex material, Am Electrical

-White and Green Batarangs: Ex material, The 'gooperangs' release a green goop that ensnares and immobilizes the target with Rm ability.

Bo Staff: In material, Rm Blunt

Talents:
Detective/Espionage, Acrobatics, Martial Arts A, B, C, Thrown Weapons, Tumbling

Contacts:
 Oracle/Barbara Gordon
Prowler

## Game Stats

The Prowler

Hobie Brown

F) Gd10

A) Gd10

S) Gd10

E) Ex20

R) Gd10

I) Ex20

P) Gd10

Health: 50
Karma: 40

Resources: Ty
Pop: 0

Known Powers:

All of the Prowler's powers are derived from his battlesuit.

Equipment:

Prowler MkI Battlesuit

Talents:
Lockpicking, Thief, Engineering, Electronics, Pneumatics, Martial Arts B

Contacts:
Spider-Man, Silver Sable, Rocket Racer
78th Umbaran Militia Regiment

The 78th Umbara Militia Regiment was a regiment of the of the Umbaran Militia. This regiment was part of the 20th Umbaran Militia Division. As with all regiments, it had 2,798 troops, and was commanded by a commander and 5 majors. This regiment was stationed in the Umbaran capital city of Umbara City as part of the Umbara City Garrison. It consisted of the 309th, 310th, 311th, and 312th Umbaran Militia Battalions.
Steel Spider

## Game Stats

Steel Spider

Oliver "Ollie" Osnick

F) Ty6

A) Gd10

S) Gd10

E) Ex20

R) Gd10

I) Ty6

P) Ex20

Health: 46
Karma: 36

Resources: Ty
Pop: 0

Known Powers:

None

Equipment:

*Body Armor:* Gd protection vs. Physical and Energy

*Cybernetic Legs:* In material, Steel Spider can control a harness with four spider-legs worn on his back. The Steel Spider can perform the following power stunts:

-Multiple Attacks: Able to make up to four multiple attacks on a successful Fighting FEAT.

-Can engage in blunt attacks, wrestling, or a combination of these attack forms.

-He may attack non-adjacent foes up to 1 area away.

-A single tentacle has Rm Strength.

-Multiple tentacles used to attack have Am Strength.

-Multiple attacks are resolved on a single die roll, but are at +1cs for each arm used.

-If Steel Spider uses two of his arms for bracing, his End. to avoid Stuns and Slams is +2cs.

-Steel Spider’s arms may be used to carry him up to 4 areas/round.

-Punching handholds in buildings allows him to move vertically 3 stories per round.

*Gauntlets:* The Steel Spider's gauntlets have been armed with the following armorments:

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

-Pepper Spray Blasters: Gd Blinding

-Steel Mesh Net: In ensnarement

Talents:
 Mechanics
Robotics
Engineering
Repair/Tinkering

Contacts:
None
Arnim Zola

## Statistics

Fighting: Good (10)

Agility: Excellent (20)

Strength: Good (10)

Endurance: Excellent (20)

Reason: Incredible (40)

Intuition: Good (10)

Psyche: Amazing (50)

Health: 60

Karma: 100

Resources: Excellent (20)

Popularity: -20

## Known Powers

* ***Android Physiology:*** Arnim Zola's life force inhabits an Android body, which gives him the following abilities:
	+ *Body Armor:* Ex20 protection vs. Physical and Energy

* ***Clone Bodies:*** Zola is able to create and duplicate bodies into which he can mentally project his life force, thus enabling him to escape capture or death. Bio-Servants operate under Zola's control and can house Zola's mind and lifeforce.

## Equipment

* ***ESP Box:*** This is the device through which Zola sees and hears, commands his constructs, and performs mental transfers between clone bodies. It has a range of 10 miles, and is constructed of Rm strength material. It is atop his shoulders. Includes:
	+ *Mind Control:* Mn75
	+ *Mind Blast:* Gd10
	+ *Mental Transferral:* Mn75

## Talents

Biochemistry
Genetics
Bioengineering
Android Creation
Repair/Tinkering

## Notes

**Bio-Constructs:** Zola can construct creatures using animal, human or superhuman genetic material. Such creatures have no Reason, Intuition or Psyche and are controlled telepathically. Constructs based on animals or humans have a maximum Health of 100 and no ability can exceed Rm. Constructs based on a specific superhuman being have a maximum Health of 200, and a -1CS to all FASE abilities and power ranks; among superhuman powers, only Resistances and Body Alterations can be duplicated.
Iron Spider Mk I

## Game Stats

Iron Spider Mk I

F) see  Michael Van Patrick

A) see  Michael Van Patrick

S) see  Michael Van Patrick

E) see  Michael Van Patrick

R) see  Michael Van Patrick

I) see  Michael Van Patrick

P) see  Michael Van Patrick

Health: see  Michael Van Patrick

Karma: see  Michael Van Patrick

Resources: see  Michael Van Patrick

Pop: see  Michael Van Patrick

Known Powers

***Iron Spider Mk I Armor:*** originally developed by  Tony Stark, which is controlled by a computer system in the chest piece. The suit responds to michael's mental command. The costume gives Iron Spider the following power stunts:

-*Body Armor:* Ex protection vs. Physical and Energy, Rm resistance to Heat

-*Mesh Webbing:* Located under Iron Spider’s arms are webs that allow him to glide with Gd ability

*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.

-*Built-In Fire/Police/Emergency Scanner:* Receives own wavelength and those of defense organizations, 200 mile range

-*Audio Amplification:* In

-*Visual Amplification:* In, includes Infrared and Ultraviolet

-*Air Supply:* 2 hours

-*Carbon Filter:* The mask provides In protection vs. Airborne Toxins

-*GPS Microwave Communications:* Rm, all standard communication frequencies at a range of 25 miles.
-*Liquid Metal Nano-Fiber Fabric:* The costume is made of liquid metal nano-fibers that allow him to change his costume to taking on any appearance he wishes.

-*Cloaking Device:* Rm Invisibility

-*Waldoes:* Ex material, Locates on the back of the costume are three waldoes. These give Spider-Man the following power stunts:

--Multiple Attacks: Able to make up to three multiple attacks on a successful Fighting FEAT. However, this should be used sparingly, because they are fragile

--A single leg has Gd Strength.

--Periscope: In ability to look around corners, displaying the results in his eyepieces.

--Flashlight: Gd illumination at the ends of the waldoes
Hellboy

## Game Stats

**Hellboy**

*Anung Un Rama*

F) Rm30

A) In40

S) RM30

E) Rm30

R) Ex20

I) Ex20

P) Gd10

Health: 130

Karma: 50

Resources: Gd

Pop: 0

**Known Powers:**

***Demon Hybrid Physiology***: Hellboy is a Demon-Human Hybrid and his very body gives him the following abilities:

* **Telescoptic Vision** - Ex20
* **Regeneration** - Rm30
* **Body Armor** - In40
* **Resist Cold** - RM30
* **Immunity to Fire/Heat** - Cl1000

***Right Hand of Doom***: A Stone-like hand was grafted onto Hellboy as a baby and provides the following abilities:

- Right hand is made of unknown stone-like Material (Un Material, +1cs Damage)

**Equipment**:

Shotgun Pistol - EX20 Shooting

**Talents:**

Arcane/Ancient Languages, Law Enforcement, Occult

**Contacts:**
Spiderman

## Game Stats

Spiderman

Miles Morales

F) Rm30

A) Am50

S) In40

E) In40

R) Gd10

I) Gd10

P) Ex20

Health: 160
Karma: 40

Resources: Fe
Pop: 0

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

*Bio-Electric "Venom Blasts":* Am Energy, 7 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.

Talents:

Student

Contacts:

None
Black Knight

## Game Stats

**Black Knight**

*Dane Whitman*

Fighting) Rm30

Agility) Ex20

Strength) Gd10

Endurance) Gd10

Reason) Ex20

Intuition) Gd10

Psyche) Gd10

Health: 70

Karma: 40

Resources: Ex20

Pop: 10

**Known Powers:**

None

**Equipment:**

***Ebony Blade***: Sh-X150 Material. Dane possesses the cursed enchanted blade of ancestor the original black knight, the blade has the following abilities:

- Rm30 Edge or +1 cs blunt

- *Anti-Magic Field*: Un100 to deflect magical spells and mystic energy, and cut through mystic barriers and enchantments as if normal items.

- *Anti-Energy Barrier*: Un100 to cut through non-magical energy barriers, such as force fields.

- *Mystic Trap*: In40, anyone not an ancestor to the original Black Knight, takes In40 mystic damage every round they hold the blade.

- *Summon*: Cl3000 - If Dane becomes separated from sword, he can meditate (Red Psyche FEAT) and summon the sword to himself or be teleported to the sword, this enchantment will cross time and dimensions.

- *Blood Curse*: If the wielder takes a life with the blade, he must make a Yellow Psyche FEAT or become bloodthirsty and attempt to kill his next opponent. He can attempt to break this with another Psyche FEAT check after 10 rounds

***Knight Armor***: Rm30 Material. Dane wears a suit of knights chain mail armor and helmet. It provides him with the following:

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

**Talents:**

Swordmanship

Horsemanship

Genetics

Physics

Repair/Tinkering

Mystical Background

Weapon Specialist: Ebony Blade

**Contacts:**

None
Spider-Woman

## Game Stats

Spider-Woman

Jessica Drew

F) Ex20

A) In40

S) Rm30

E) In40

R) Gd10

I) Ex20

P) Ex20

Health: 130
Karma: 50

Resources: Gd
Pop: 5

Known Powers:

*Bio-Electric "Venom Blasts":* Am Energy, 7 areas

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

*Flight:* Gd airspeed

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

*Wall-Crawling:* Rm

Equipment:

None

Talents:
Acrobatics
Martial Arts A
Detective/Espionage
Law Enforcement

Contacts:
S.H.I.E.L.D.
Wolverine
Nick Fury
Hydra
Groundstrike

The Groundstrike is a tactic used by individuals with  Energy Powers to inflict concussive damage to a target without fear of instant death.

The idea is to use the Power to bowl over an opponent and do damage with the rock and earth brought up by the attack.

If the material strength is less than the damage inflicted, the target will take damage equal to the
material strength.

In addition. if the material is relatively thin, the strike may open a hole, causing the target to fall through
(Agility FEAT to avoid).

The chief function of the Groundstrike is that damage is inflicted on the Force Power Table. It's disadvantage is that it is hard on the surrounding territory.
Pulling Punches

Pulling Punches: It is possible to inflict less damage than maximum for some attacks, and it is possible to select a lower effect than the color rolled for other attacks.

Attack forms where reduced damage is available are  Blunt Attacks, Throwing  Blunt,  Energy Powers,  Force Powers, and Grappling and any form of attack that uses the magic code phrase "inflicts up to a certain level of damage."

Attack forms where it is possible to have lesser effects than found on the Battle Effects Table (for
example, lessening a Stun to a Slam) are  Blunt Attacks,  Energy Powers,  Force Powers, and Grappling and  Charging.
Ant-Man MkI

## Game Stats

Ant-Man Mk I

F) see  Eric O'Grady

A) see  Eric O'Grady

S) see  Eric O'Grady

E) see  Eric O'Grady

R) see  Eric O'Grady

I) see  Eric O'Grady

P) see  Eric O'Grady

Health: see  Eric O'Grady
Karma: see  Eric O'Grady

Resources: see  Eric O'Grady
Pop: see  Eric O'Grady

Known Powers:

*Ant-Man Mk I Armor:* The Ant-Man Armor gives Ant-Man the following power stunts:

-Body Armor: Rm protection vs. Physical and Energy

-Shrinking: In, down to 1/2 inch

-Insect Communication: Rm ability to command ants and other insects. He 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).

-Jet Pack: Ex Flight

-Flame Throwers: Rm Fire from wrists, up to 3 areas
Edge Throwing Attack

An Edged Throwing Attack involves throwing a sharp, edged weapon such as a knife or shuriken at the target. A character making this attack may score a Miss, Hit, Stun, or Kill result. An edged throwing attack may never be reduced in effect (from red to yellow, for example), but a player may inflict less damage.

* A character scoring a Miss result misses the intended target. The missile may hit another target as noted for Shooting
* A character scoring a Hit result will inflict damage as for the listed weapon.
* A character scoring a Stun Result will inflict damage, and in addition have a possibility of Stunning the opponent for 1-10 rounds.
* A character scoring a Kill Result may potentially kill his opponent.
Ashlynn Ella

**Ashlynn Ella** is s 2013-introduced and all-around character. She is part of *Cinderella* as the next Cinderella, and she is a student at Ever After High. In the destiny conflict, she is on the Royal side out of a general belief that destiny is the way to go, even though she loves Hunter Huntsman, who is a rebel and from a different fairytale.

## Favorite Food

I'm a vegan, so whatever nature provides!

## Quote

I was never thrilled about being swept away by some random Prince Charming: True love should happen naturally
Cyborg

## Game Stats

Cyborg

Victor Stone

F) Rm30

A) Rm30

S) Mn75

E) Mn75

R) Ex20

I) Gd10

P) Gd10

Health: 210
Karma: 40

Resources: Gd
Pop: 5

Known Powers:

*Cyborg Body:* Cyborg suffered a severe accident, in which Victor’s body was repaired, providing a cybernetic body parts. His very body gives him the following abilities:

-Body Resistance: Am resistance vs. Physical and Energy

-Communication with Cybernetics: Am ability to interface with computers with other technology

-Self-Repair: In

-Bio-Electric Discharge: Anyone touching or grasping Cyborg suffers from a Rm Electrical damage. Cyborg can control this

-Boot Jets: Rm airspeed

*Arm Reconfiguration:* Am, He can reshape his arms and can form such complex shapes. Has formed the following:

-Energy Blaster: Rm Energy, 10 areas

-Force Field Generator: Create In protection around 1 area

-Sonic Blaster: Rm Sonic

-Hammer Hand: Cyborg's Fighting is at In and he can do In damage

*Cybernetic Eye:* Cyborg’s left eye has been replace by a cybernetic eye, giving him the following abilities:

-Sensors: In radar/sonar/electrical systems to detect objects, radio waves, etc.

-Infravision: Rm

-Targeting: +2cs to Agility to fire his weapons systems

Equipment:

None

Talents:
Student
American Rules Football

Contacts:
Justice League
Black Cat

## Game Stats

**Black Cat**

*Felicia Hardy*

Fighting) Rm30

Agility) In40

Strength) Gd10

Endurance) In40

Reason) Gd10

Intuition) Gd10

Psyche) Gd10

Health: 120

Karma: 30

Resources: Gd10

Pop: 0

**Known Powers:**

***Bad Luck Manipulation***: Felicia unconsciously created a bad luck aura around her, causing bad luck to befall on those who try to attack her. This power often manifested itself in spectacular ways:
- Would-be attackers must successfully make a Yellow Psyche FEAT roll or make all FEATS reading the lowest die first (a roll of "8" and "2" would be 28 no matter which die is the "tens" die.).

-*Limitation* of her power is her allies would experience the same effect on their actions as well, if they failed a weekly Green Psyche FEAT roll.

***Stealth***: Ex20

**Equipment:**

***Bladed Whip:*** In40 material, Black Cat wears this like a belt when she doesn't use it.

- It does Rm30 Edge or Ensnarement, upto 1 area.

***Claws:*** In30 Material, Black Cat's gloves have retractable claws which give her the following;
- Ex20 Edge

- *Wall-Crawling*: Ex20

***Jump-Line:*** Rm30 material, used for repelling up to 3 areas.

***Contact Lens:*** Fe2 material, allows Black Cat to see in the dark and gives her Ex20 enhanced sight

**Talents:**

Stealth

Martial Arts B

Thief

Attractive

Seduction

**Contacts:**

None
Silk

## Game Stats

Silk

Cindy Moon

F) Ex20

A) Mn75

S) Rm30

E) Am50

R) Gd10

I) Gd10

P) In40

Health: 175
Karma: 60

Resources: Ty
Pop: 30

Known Powers:

*Spider-Sense:* Mn Buzzing, cannot be blindsided and may make defensive actions if she 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.

-Dodging: Rm, can be used while making an attack

*Wall-Crawling:* Am, Spider-Man can now adhere objects (ex. person, briefcase) to him to his back and other places on his body.

*Leaping:* Am, up to 3 areas

*Balance:* Silk’s balance allows her to walk a tightrope automatically and a slack with an Agility FEAT. Her sense of balance helps her fall up to 3 stories (30 feet) without receiving damage, provided she lands on her feet (Agility FEAT). She 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 her Web-Shooters, as long as she keeps making Agility FEATs

*Web-Shooters:* can produce organic webbing from her fingertips. They shoot up to 7 areas, In material strength in round it was fired. Mn in next round. Used for transportation (3 areas/round) and restraining. The following can made with his web:

-Web Shield: Mn

-Web Parachute

-Costume: Silk has had practice creating a costume from her webbing in a pinch

Equipment:

None

Talents:

None

Contacts:

Spider-Man
Clark Kent

## Game Stats

Clark Kent

F) Rm30

A) In40

S) Mn75

E) Un100

R) Ty6

I) Ex20

P) Rm30

Health: 245
Karma: 56

Resources: Ty
Pop: 0

-Heat Vision: Un Energy, 10 areas, Usually won't use higher than Mn unless necessary.

-Recovery: Rm

-Invulnerability: CL1000 resistance vs. Heat, Cold, Disease, Corrosives, Toxins and Radiation.

-Body Resistance: Am protection vs. Physical and Energy

-Hyper-Leaping: In

-Superhuman Senses: Clark's heightened senses are as below:

--Telescopic Vision: Un

--X-Ray Vision: Un

--Enhanced Hearing: Un

-Super-Speed: Un landspeed, able to do the following abilities:

--May substitute for Agility for dodging and catching projectiles.

--May substitute for Intuition for Initiative.

--May reach maximum ground speed in one round and has no penalties making high speed manuevers or starting or stopping suddenly.

Equipment:

None

Limitations:

*Kryptonite:* Different types of Kryptonite effects Clark differently:

-Green Kryptonite: Causes Clark's body's cells to deteriorate, similar to radiation poisoning in a human being. Exposure to Green Kryptonite causes Clark to lose all his powers at -1cs per round. He also loses 1 rank of Strength and Endurance (with its loss of Health) per round until death occurs at Sh-0 Endurance. Removal of the Green Kryptonite enables Clark's body to regain lost ranks at a rate of one per round.

-Red Kryptonite: Its effect on Kryptonians rids them of all inhibitions, making them rebellious and potentially dangerous if exposed to it for too long.

-Black Kryptonite: Able to split the personality of Kryptonians. It also able to split physically the bodies of humans. Black Kryptonite can be created by super-heating Green Kryptonite.

-Silver Kryptonite: A sliver from Silver Kryptonite entering Clark's bloodstream causes him to become increasingly paranoid, hallucinating that others were conspiring against him.

*Vulnerable to Magic:* Against attacks of a Magical nature, Clark'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 Clark is put on a world with a different color sun, the level of his powers gradually drops -3cs every round until they are no more.

Talents:
Student, Farming, Journalism, Detective/Espionage

Contacts:
None

Note: This Clark Kent has been drawn from an alternate reality and differs from Superman in appearance and abilities.
Grappling

Grappling Attack is attack designed to limit the movement abilities of the opponent. A grappling attack may score a Miss, Partial Hold, or Hold result.

* A Miss indicates the attacker has failed to hold onto the opponent. The attacker may not make other attacks this round.
* A Partial Hold indicates the attacker has grabbed onto an arm, leg, or other part in such a way that will limit actions but not reduce them in full. The attacker may choose exactly what she has grabbed onto. The target may perform any normal actions, but at a -2CS penalty, and may not move if the attacker's Strength is equal to or greater than the target's. No damage is inflicted in a Partial Hold.
* A Full Hold indicates the attacker has placed the target in a position where the target is fully restrianed from action, and may damage the target. The target is considered held until the attacker releases the target or the target escapes. The attacker may peform one action in addition to maintaining the hold, and may inflicted up to the Strength level of damage to the target (subject to Body Armor).
Powergirl

## Game Stats

**Powergirl**

*Kara Jor-El/Karen Starr*

Fighting) Rm30

Agility) Rm30

Strength) Mn75

Endurance) Un100

Reason) Ex20

Intuition) Ex20

Psyche) In40

Health: 235

Karma: 80

Resources: Rm30

Pop: 20

**Known Powers:**

***Kryptonian Physiology***: Exposure to a Yellow sun alters a Kryptonian to allow great physical abilities that provide Powergirl 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 her insides wouldn't be melted by drinking a vial of acid.

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

-*True Flight:* ShX150 airspeeds in atmosphere, CL1000 speed in space.

-*Heat Vision:* Mn75 Heat, 10 areas

-*Hyper Speed:* Un100 speed, Powergirl possesses hyperspeed. She 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:* Powergirl's body continues absorbing solar radiation. This energy will slowly heal her. Powergirl needs an Earth like atmosphere to breath in. Her Endurance enables her to last for extended period holding her breath, but in space she will eventually need a space suit. Her greater constitution provides little need for sleep, however eventually she will tire and require rest.

- *Superhuman Senses:* Powergirl 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 Powergirl with mass amounts of energy that support all her other powers and abilities. He directs this stored energy to enhance his abilities.

**Weakness:**

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

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

*Yellow Sun Power Source:* All her powers are based from solar energy of a yellow sun. If Powergirl 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:**

Business/Finance

Computers

**Contacts:**

Starrware Industries
Beast

## Game Stats

Beast

Dr. Henry "Hank" McCoy

F) In40

A) Am50

S) Rm30

E) In40

R) Rm30

I) Ex20

P) Ex20

Health: 160
Karma: 70

Resources: Gd
Pop: 5

Known Powers:

Climbing: In

Lightning Speed: Rm speed

Balence: fall up to 30' w/o damage

Leaping: Am

-"Banked Shot": Rm dodging when making an In charge attack

Equipment:

Various Medical and Scientific Devices: Up to In abilities.

Talents:
Biochemistry, Genetics, Electronics, Acrobatics, Tumbling, Martial Arts C, Multi-Lingual(almost all)

Contacts:
X-Men, Wonder Man, Avengers
Karma

**Karma (K):**

* Used by the hero as a measure of experience, allowing the hero to perform actions that may otherwise be impossible
* Does not have a rank or rank number.
* Starting Karma is determined when the character is created by the sum of the Initial rank numbers of the character's Reason, Intuition, and Psyche.
* Gained through performing heroic and basically "honorable" acts
* Lost through performing selfish, harmful, or "dishonorable" acts
* May be spent by the player-character to perform actions otherwise impossible or unlikely. These include modifying die rolls, staying alive, building things, using magical abilities, and raising the hero's ability rank numbers and ranks through advancement.

Also See

Karma in Combat

Advancement
Flamebird

## Game Stats

Flamebird

Mary Kane

F) Rm30

A) Ex20

S) Ty6

E) Gd10

R) Gd10

I) Gd10

P) Ex20

Health: 66
Karma: 40

Resources: Ex
Pop: 10

Known Powers:

None

Equipment:

*Costume:* Ex protection vs. Physical and Energy

-Electrified Gloves: Ex electrical shock to anyone who comes into contact with it

-Flare-Emitting Contact Lenses: Rm ultravision

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

-Grappling Hook with Line: In material, fires up to 7 areas, used for transportation, Up to 3 areas

-Gas Grenades: Gd Fog

-Gas Mask: 2.5 hours

-Flares: Ex illumination

-Flashlight: Ty illumination

-Radio/Transmitter: 10 mile range

-Handcuffs: Ex material, Gd Grappling

-Throwing Discs: Gd material, Ty Blunt or Edge

-Tracking Devices: Up to 1 mile

Talents:
Bi-Lingual: (English, Japanese)
Acrobatics
Martial Arts A
Martial Arts C
Tennis
Swimming

Contacts:
Teen Titans
Agility

Agility:

* A measure of dexterity and nimbleness
* Used to determine if the character hits with a thrown or aimed weapon at a distance
* Used to determine if the character dodges a missile attack
* Used to determine if the character catches an object, holds onto a ledge, or successfully performs actions that require quick action or co-ordination
* Used to determine how well a character handles a vehicle
* Used to determine the secondary ability known as Health

**Benchmarks**
Ann Stevens

## Game Stats

*Ann Samantha Stevens*

Fighting) Ty6

Agility) Ty6

Strength) Ty6

Endurance) Ty6

Reason) Ex20

Intiution) Rm30

Psyche) Rm30

Health: 26

Karma: 80

Resources: Ty6

Pop: 5

**Known Powers**:

***Mighty Man Form:*** She turns into Mighty Man when she taps her wrists together.

**Equipment:**

None

**Talents:**

First Aid

Medicine

Psychology

**Contacts:**

None
Galactus Crater

## Information

The Galactus Crater is a massive crater created after Galactus impacted the surface of Battleworld after being struck down by the Beyonder. The crater is located in the Alien Spire Region of Battleworld.

## Game Note

At the moment Galactus has yet to recover from the Beyonder's counter attack and remain in the crater.
Doctor Manhattan

## Game Stats

Doctor Manhattan

Jonathon Osterman

F) Rm30

A) Am50

S) Un100

E) Un100

R) Un100

I) Mn75

P) Un100

Health: 280
Karma: 275

Resources: Gd
Pop: 0

Known Powers:

Quantum Abilities: Jon was accidentally locked into a test chamber and caught in an "Intrinsic Field subtractor" in 1959. This turned him into a blue-skinned superpowered being, giving him the following abilities:

-Growth: Un

-True Invulnerability: Un

-Molecular Conversion: Un

-Elemental Conversion: Un

-Transmutation: Un

-Self Sustenance: CL1000

-Telekinesis: Un

-Teleportation: CL1000

-Serial Immortality: Dr. Manhattan can reassemble himself on a molecular level

-Precognition: Un

Equipment:

None

Limitations:

Jon has no free will per se. He sees everything through time and knows what he must and will do. He displays no surface emotion, but he does feel however.

Vulnerable to Takyon Energy: Dr. Manhattan has no resistance to Takyon energy bypassing his invulnerability. A concentrated burt of takyon aimed at him will cloud nullify his precognitive abilities for 1-10 rounds.

Talents:
 Engineering, Repair/Tinkering, All Scientific Skills

Contacts:
U.S. Government
Martyr

## Game Stats

**Martyr**

*Phyla-Vell*

Fighting) Am50

Agility) In40

Strength) In40

Endurance) Rm30

Reason) Gd10

Intuition) In40

Psyche) Rm30

Health: 160

Karma: 80

Resources: Ty6

Pop: 10

**Known Powers:**

***Kree Physiology***: Phyla-Vell is an 'Pink' Kree, her very body gives her the following abilities:

-*Body Resistance*: Gd10 protection vs. Physical and Energy

**Equipment:**

***Quantum Sword***: Sh-X150 material, Martyr wields a Quantum Sword that is linked to her very person that tap energy with CL1000 ability. Martyr can use it to wield the following powers:

- Am Edge

-**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*: Rm30 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:**

Weapon Specialist: Quantum Sword

Pilot (space)

Space Navigation

Martial Arts B

Marksmanship

**Contacts:**

Captain Mar-Vell

Kree Empire (Exiled)
Iron Spider

## Game Stats

Iron Spider

Michael Van Patrick

F) Gd10

A) Rm30

S) Ex20

E) Rm30

R) Ty6

I) Ty6

P) Ex20

Health: 90
Karma: 32

Resources: Ty
Pop: 0

Known Powers:

Naturally Enhanced Physiology

Equipment:

***Iron Spider Armor:*** originally developed by Tony Stark, which is controlled by a computer system in the chest piece. The suit responds to michael's mental command. The costume gives Iron Spider the following power stunts:

-*Body Armor:* Ex protection vs. Physical and Energy, Rm resistance to Heat

-*Mesh Webbing:* Located under Iron Spider’s arms are webs that allow him to glide with Gd ability

*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.

-*Built-In Fire/Police/Emergency Scanner:* Receives own wavelength and those of defense organizations, 200 mile range

-*Audio Amplification:* In

-*Visual Amplification:* In, includes Infrared and Ultraviolet

-*Air Supply:* 2 hours

-*Carbon Filter:* The mask provides In protection vs. Airborne Toxins

-*GPS Microwave Communications:* Rm, all standard communication frequencies at a range of 25 miles.
-*Liquid Metal Nano-Fiber Fabric:* The costume is made of liquid metal nano-fibers that allow him to change his costume to taking on any appearance he wishes.

-*Cloaking Device:* Rm Invisibility

-*Waldoes:* Ex material, Locates on the back of the costume are three waldoes. These give Spider-Man the following power stunts:

--Multiple Attacks: Able to make up to three multiple attacks on a successful Fighting FEAT. However, this should be used sparingly, because they are fragile

--A single leg has Gd Strength.

--Periscope: In ability to look around corners, displaying the results in his eyepieces.

--Flashlight: Gd illumination at the ends of the waldoes

Talents:
Acrobatics
Tumbling
Student

Contacts:
Doctor Fate

## Game Stats

Doctor Fate

Kent Nelson

F) In40/Ty6

A) Rm30/Ty6

S) Gd10/Pr4

E) Rm30/Gd10

R) In40/Ex20

I) In40/Gd10

P) Mn75/Ex20

Health: 110
Karma: 155

Resources: Gd
Pop: 5

Known Powers:

*Telekinesis:* Am, Nabu taught Kent to use the following powers without the helmet:

-Enhancing Strength: Kent may use his telekinetic power to supplement his physical strength to Am rank. This does not increase his health.

-Flight: Using his telekinesis Kent may attain Rm airspeeds

Equipment:

*The Helmet of Nabu:* Un material, Doctor Fate's magical powers are broad. These powers are derived from the possession of Kent Nelson by Fate, a lord of Order called Nabu. Fate resides in the Helm of Nabu. When Kent dons the helmet, he only vaguely remembers the experiences of Fate. Nabu who possesses Un Psyche. While wearing the Helmet of Nabu, Kent may utilize mystical energies to the following effects:

-All Personal spells of Un rank.

-All Universal spells of Am rank.

-All Dimensional spells of Am rank.

-Alter Ego: Stats change as shown above

-Cosmic Awareness: Rm connection with the Universe.

-Magic Detection: Un

-True Flight: Sh-X

-True Invulnerability: Am

-Immortality: When possessed by Nabu, Kent Nelson's body cannot die.

*Amulet of Anubus:* The Amulet allows Dr. Fate to see the network patterns of matter and energy that form the universe with Un ability. This enables the following abilities at Un rank:

-Extradimensional Detection

-Cosmic Perception

-Penetrate illusions by focusing on the true energy patterns

-Perceive the physical and mental condition of a being

-Perceive the occurrences in other realities

-Penetrate concealment and disguises, and see the true nature of matter

-Perceive occurrences beyond the barrier of dimensions

-See through matter.

-True Sight

-Aura Perception: Dr. Fate can virtually see and gain knowledge of almost everything about a person or an object a person has been in proximity with. Seeing an aura can indicate the following:

-The Karma of a character or object

-The Popularity of a character or object

-The Resource rank number of a character or object

-The Health of a character or object

-The rank number of a pronounced ability or object

-The rank number of a pronounced power or object

-The Physical Form of a character or object

-Ability Boost: Dr. Fate may double any one ability or power cast in the same round by making a Psyche FEAT roll. The color result indicates the duration.

--Red: 10 rounds

--Yellow: 8 rounds

--Green: 5 rounds

--White: 3 Rounds

--Dr. Fate must then make another Psyche FEAT roll or rest for one minute.

Talents:(As Kent Nelson)
Archeology
Medicine

Talents:(As Dr. Fate)
All Mystical Talents
Cosmic History

Contacts:
 Mystical Community
Aiming Rules

Aiming is a form of attack that is for use with Shooting, Throwing, and Powers, in situations where the attacker has the luxury of spending a turn aiming his weapon without firing. A character Aiming for a turn gains a +1CS to hit.

If the character is hit or otherwise distracted before his aimed shot, he does not get the bonus.
Apocalypse's Faction

Apocalypse's Faction is effectively a faction comprised of Evil Mutants whom believed in the Superiority of their kind and believe mutants should rule the earth.

Members

Apocalypse

Magneto

Toad

Blob

Avalanche

Pyro

Sabertooth

Malice

Scalphunter

Mystique

Arclight

Blockbuster

Harpoon

Lady Mastermind

Prism

Riptide

Scrambler

Vertigo

Vanisher

Chimera

Coda

Omega Red

Viper

Mister X

Gorgon

Juggernaut

Living Monolith

Unus the Untouchable

Astra

Mastermind

Mastermind II

Sauron

Phantazia

Fatale

Random

Post

Mimic

Exodus

Black Tom Cassidy

Mammomax

Nocturne

Vindaloo

Barnacle

Static

Rem-Ram

Gargouille

Projector

Decay

Kamal

Orator

Rakkus

Melloncamp

Katu

Spoor

Amelia Vought

Milan

Neophyte

Scanner

Anne-Marie Cortez

Chrome

Delgado

Fabian Cortez

Tempo

Senyaka

Unuscione

Cargill

Sage

Sebastian Shaw

Harry Leland

Selene

Shinobi Shaw

Trevor Fitzroy

Madelyne Pryor

Adrienne Frost

Ozymandias

War

Famine

Pestilence

Famine II

Aries

Azimuth

Stryfe

Forearm

Reaper

Kamikaze

Strobe

Thumbelina

Wildside

Dragoness

Feral

Moonstar

Masque

Caliban

Berzerker

Brainchild

Barbarus

Gaza

Amphibius

Lupo

Leash

Whiteout

Worm

Lady Deathstrike

Mesmero
Thor

## Game Stats

**Thor**

*Thor Odinson*

Fighting) Un100

Agility) Ex20

Strength) Un100

Endurance) Un100

Reason) Gd10

Intuition) Ex20

Psyche) Am50

**Health:** 320

**Karma:** 80

**Resources:** Ex

**Pop:** 50

**Known Powers**:

***Asgardian Physiology:*** Thor 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*: Un100 immunity to the ravaging effects of time. Thor only physically ages one year for every 100 years. He will age, just very slowly.

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

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

-*Worthiness*: Thor is considered Worthy by Odin, he has the ability to wield the various enchanted Asgardian hammers such as Mjolnir, Stormbreaker, Golden Hammer ect.

**Equipment:**

***Mjolnir***: CL3000 material, Sh-X150 damage. Mjolnir can be thrown up to 10 areas. Mjolnir has the following power stunts:

-Automatic Return

-Flight: Am50 in atmosphere, Cl1000 in space

-Deflection: Rm30 protection vs. physical, energy and magical attacks.

-Weather Control: Un, Mn Lightning (even without a storm)

-Air Control: Mn75

-Worthiness: Only a pure and noble person can pick up Mjolnir. (Ex strength and 1000 karma)

-Power Absorption/Reflection: Energy up to CL1000 but it must be reflected the following round.

-Light Emission: In40

-Magic Detection: Gd10

**Talents:**

Asgardian Lore

Swords

Weapon Specialist: (Mjolnir)

**Contacts:**

Odin

Asgard

Sif
Poison & Toxin

Poisons and Toxins have an Intensity rank, and those subjected to toxin must make an Endurance FEAT against that Toxin. Failure indicates immediate unconsciousness for 1-10 rounds and loss of an Endurance rank. At the end of 10-10 turns, the hero makes a second Endurance FEAT at his lowered rank, with teh effects halting if the hero makes the FEAT, and continuing to lose Endurance if the hero fails. If the heroe's Endurance reaches Shift-0 as a result of toxins and poison, the character dies.

Losses of Endurance from poisons override other Endurance losses (from losing all Health, or Kill Results), and a character may only lose one rank of health per round, maximum, regardless of cause.

Poison damage cannot be negated by outside help unless that help was training (first/medicine) and available anti-toxins, but can be halted by the affected character making an Endurance FEAT.
Ballistic

## Game Stats

**Ballistic**

*Cassandra Taylor*

Fighting) Ex20

Agility) Rm30

Strength) Ex20

Endurance) In40

Reason) Ex20

Intuition) In40

Psyche) Rm30

Health: 110

Karma: 90

Resources: Ex20

Pop: 0

**Known Powers:**

***Cybernetic-Mutant Physiology***: Cassandra Taylor is a mutant with cybernetic enhancements, her very body gives her the following abilities:

- *Marksmanship* - Am50, Cassandra's mutant ability is superior hand to eye coordination, giving her exception abilities with ranged and thrown weapons.

- *Targetting* - Cassandra's left eye is cybernetic with targeting capabilities and she gains a +2cs to ranger or thrown weapons

- *UV Vision* - Ex20, Cassandra can see in low light/darkness with her cybernetic eye.

- *Body Armor* - Ex20 protection vs Physical and Energy attacks

Limitations:

***Cybernetics:*** If her cybernetics are disabeled her physical stats (FASE) drop by -3cs and she loses targeting, UV vision and body armor. She will also not be able to use her left arm or see out of her left eye.

**Equipment:**

***Ballistics's Rifle***: In40 Material, Range 10 area, In40 Shooting. Ammo: 50

***Ballistics's Pistols (x2)***: In Material, Range 5 area, Ex20 Shooting. Ammo: 20 (x2)

**Talents:**

Thrown Weapons

Marksman

Guns

Detective/Espionage

Martial Arts B

Acrobatics

**Contacts:**

 Carin Taylor

Cyber-Data (formerly)