recursal/Fanatic-Fandom huggingface dataset:
Anaconda

## Statistics

**Anaconda**

*Blanche "Blondie" Sitznski*

Fighting: Good (10)

Agility: Good (10)

Strength: Remarkable (30)

Endurance: Incredible (40)

Reason: Typical (6)

Intuition: Good (10)

Psyche: Good (10)

Health: 90

Karma: 26

Resources: Typical (6)

Popularity: -8

## Known Powers

* ***Bioengineer/Cybernetic Physiology:*** Anaconda is a bioengineered Cyborg, who's very body gives her the following abilities:
	+ *Constriction:* Anaconda's legs and arms are capable of wrapping around an opponent and constricting. Anaconda receives a +1CS when making Grappling attacks, and inflicts Incredible damage. Anyone attempting to Escape the Grapple receives a -2CS.
* *Elongation:* Anaconda can extend her arms and legs up to one and a half times their normal length.
* *Gills:* Anaconda is equipped with artificial gills that allow her to breathe freely both above and below water.
* *Body Armor:* Anaconda's skin, toughened to resist ocean depths, provides Excellent protection from Physical attacks and Good from Energy attacks.

## Notes

The entire skeletal structure of Anaconda's arms and legs has been replaced by artificial Adamantium steel alloy-based bones (Unearthly material strength) in the basic configuration of a snake's bodily skeleton. While the alloy isn't True Adamantium, it is virtually indestructible for all practical purposes.
Radioactivity

Many attack forms are radiation-based, such as some of the energy attacks of Captain Marvel and those of Radioactive Man. This has short-term effects and inflicts its damage in one shot.

Long-term radiation deals with the aftereffects of atomic weapons, and conditions found around radioactive materials and inside nuclear reactors. Long-term radioactivity is a toxin, and its effects are as noted for Poison & Toxin

Check should be made once per hour after initial exposure. Chemical tags treated to detect radioactivity normally detect that of Typical Intensity or higher.
Batwing II

## Game Stats

Batwing

Lucas Fox

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, Engineering, Boxing

Contacts:
Batman Inc.
Lucius Fox
Savage Dragon

## Game Stats

Savage Dragon

Kurr

F) Am50
A) Rm30
S) Am50
E) Mn75
R) Gd10
I) Ex20
P) Ex20

Health: 205
Karma: 50
Resources: Gd
Pop: 20

Known Powers:
Alien Physiology: Dragon is an alien whose very body gives him the following abilities:
-Body Armor: Rm protection vs. Physical and Energy
-Resistance to Fire and Cold: Un
-Recovery: Un
-Regeneration: Ex, 2 point of Health per round
-Leaping: Un

Equipment:
None

Talents:
Law Enforcement, Hand Guns, Detective/Espionage

Contacts:

Chicago Police Department, Freak Force, Special Operations Strikeforce, Malcolm Dragon, Battle Girl, Liberty League
Colleen Wing

## Game Stats

Colleen Wing

F) Ex20

A) Ex20

S) Ty6

E) Ex20

R) Gd10

I) Rm30

P) Gd10

Health: 66
Karma: 50

Resources: Gd
Pop: 10

Known Powers:

None

Equipment:

Body Armor: Ex vs. Physical and Energy

Katana Blade: In material, Ex Edge

Talents:
Martial Arts A, E, Detective/Espionage, Oriental Weapons, Samurai Trainning, Weapons Specialist: (Katana Blade)

Contacts:
Misty Knight, Luke Cage, Iron Fist
Hawkeye

## Game Stats

**Hawkeye**

*Clint Barton*

Fighting) Rm30

Agility) Rm30

Strength) Gd10

Endurance) Rm30

Reason) Gd10

Intiution) Gd10

Psyche) Gd10

Health: 100

Karma: 30

Resources: Gd

Pop: 10

**Known Powers**:

***Enhanced Vision:*** Rm30

**Equipment:**

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

***Bow:*** 3 arrows/round at 7 areas range. It is also equipped with the following:

-Laser Sight: +1cs to Targeting

***Trick Arrows:*** (x100) Hawkeye uses an array of arrows, he has used the following types:

-Regular: Ex Edge

-Explosive: Rm damage to a single target

-Burst Shot: Does Rm damage to several targets within an entire area

-Grappling Line: In material, 2 areas long

-Melter: In Corrosive

-Hacker: Am ability to hack into computer systems

-Taser: Rm Electrical

-Pulse: Rm Force to several targets within an entire area

***Combat Knife:*** Rm material, Rm Edge

**Talents:**

Marksmanship

Weapon Specialist: Bow

Arrow Head Designing (Ex Reason)

Pilot

Military

Stealth

Martial Arts A, B

Guns

Contacts:

Avengers

Blackwidow
Blunt Throwing Attack

An Blunt Throwing Attack involves throwing a blunt weapon or object such as a hammer or boulder at the target. A character making this attack may score a Miss, Hit, or Stun result. An blunt 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.
Psylocke

## Game Stats

**Psylocke**

*Betsy Braddock*

Fighting) Am50

Agility) In40

Strength) Gd10

Endurance) Rm30

Reason) Gd10

Intuition) Rm30

Psyche) Am50

Health: 130

Karma: 90

Resources: Ex20

Pop: 0

**Known Powers:**

***Mutant Physiology***: Betsy is a mutant, her body gives her the following abilities:

- *Telepathy/Telekinesis*: Am50, Betsy has a range of psychic abilities:

* *Psychic Blades*: Betsy can summon a psychic knife, sword/blade. They do Am50 Energy to a target on successful strike, The blades can cut through In40 Material. If against a living target, can perform a mind probe on successful strike to head. The damage can be reduced.
* *Psychic Detection:* In40, In addition to being able to detect psychics, this also allows Psylocke to detect the minds of living creatures and cannot be surprised in addition to the normal use of this power on a successful detection attempt. Does not effect non-living.
* *Combat Probe:* In40, by anticipating what her opponent is going to do Psylocke gets +2cs on her attacks, dodges or evasions. Every round she must make a power FEAT vs. the opponent's Psyche so people with a Psyche higher than Am50 are immune.
* *Mind Probe:* In40, Psylocke can perform a mind probe on a target if she successfully strikes them in the head with her Psychic Blade.

**Equipment:**

***Katana***: In40 Material, Rm30 Edge.

**Talents:**

Martial Arts A

Martial Arts B

Martial Arts C

Martial Arts D

Martial Arts E

Tumbling

Acrobatics

Stealth

Thief

Detective/Espionage

Oriental Weapons

Attractive

**Contacts:**

 Brian Braddock
Kill Result

**Kill Result Rules**

The Kill Result potentially is the most dangerous for the user (and definitely for the target).

A Kill Result may be checked for as the result of an Energy Attack, Edged Attack or Shooting Attack. It may also be called for by reducing a character's total health to 0. see  Death.

The target receiving a Kill Result makes an Endurance FEAT on the universal table, checking under the Kill Column of the Battle Table.

There are three results on the table.

* - A Endurance Loss indicates that the characters Endruacne is reduce by one rank. The character is dying (see  Death), and will continue to lose Endurance at one rank per turn until the situation is cleared.
* - The E/S Result indicates the target character is affected as an Endurance Loss only if the method of attack was edged attack or shooting attack. Any other attack form is considered No Effect.
* - No Effect: The characters takes damaged as listed for the attack form, but is not slain or fatally wounded.

A Kill result has detreimental effects on the attacker as well as the target. A hero who kills will lose  Karma.
Ironfist

## Game Stats

Iron Fist

Daniel Rand

F) Am50

A) Rm30

S) Gd10

E) Rm30

R) Ex20

I) Gd10

P) Am50

Health: 120
Karma: 80

Resources: Ty
Pop: 30

Known Powers:

*Chi:* With a Psyche FEAT after concentrating for one round, Iron Fist can increase his Fighting, Agility, Endurance, or Strength by +1cs for 10 rounds. On a Yellow Psyche FEAT or better, Iron Fist can choose to raise 2 attributes by +1cs. The duration does not increase. After the 10 rounds has expired, Iron Fist will lose the increased Health benefit. If this should bring him to 0, he is unconscious, but will not start losing Endurance ranks unless it is actual damage that brings him past 0.
Healing: Un ability to heal himself or others with Chi. He must have an appropriate amount of Karma equal to the amount he wishes to heal in order to use this ability.

*Iron Fist:* Iron Fist can surround his hands or feet with the glowing power of the Iron Fist. The hero must make a Psyche FEAT in order to use this ability. The damage is dependent on the results of the Psyche feat as follows:

-Green: In damage

-Yellow: Am damage

-Red: Mn damage. If his psyche feat result is Red, Iron Fist must make an Endurance FEAT on the Stun column immediately after striking the blow. The Iron Fist may perform this maneuver as often as he likes but each time after the first he attempts this his Psyche FEAT suffers a cumulative -1cs. He cannot Perform this if his effective Psyche rank would be Sh-0. In addition, after the first use of the Iron Fist, any Endurance FEAT he makes to ward off the effects of his Red successful Psyche FEAT (the Stun) suffers a cumulative -1cs.

-Iron Fist Projection: Iron Fist can project this power up to one area away, but the damage is -1cs. He cannot use this form of Iron Fist more than once per day. Alternately he can choose to infuse thrown weapons with this power doing Base Damage + Iron Fist intensity.

-Hypnotic Fists: Iron Fist can manifest Ex Hypnosis from the power of the Iron Fist. This power does not require a Psyche FEAT, but it does count towards the cumulative -1cs for using the Iron Fist power multiple times.

*Energy Conversion:* Ex, Iron Fist can make a Power FEAT when he is struck by any Physical or Energy attack. If the result is successful, he may immediately channel that energy into his Chi and increase his damage by that amount. This power is limited to 25 points per day. If the Energy rank is too intense for this power, it will not work.

*Dimensional Travel:* Gd, After a round of concentration focusing his chi, Iron Fist may travel to other dimensions. He must first succeed at a Psyche FEAT of Mn intensity. After this, he can use this power normally. He need not make the Psyche FEAT to travel to K’un Lun.

*Iron Will:* Mn

*Magic Detection:* Gd, Magic involving K’un Lun grants a bonus of +2cs.

Equipment:

*Costume:* +2cs to Stealth

Talents:
Thrown Weapons, Oriental Weapons, Marksmanship, All Martial Arts, Acrobatics, Tumbling, Guns, Business/Finance, Detective/Espionage, Multi-Lingual: (English, Tibetian, Chinese, Japanese, K'un L'un)

Contacts:
Avengers, Luke Cage, Jessica Jones, Defenders
Guardian Mk I

## Game Stats

Guardian Mk I

F) Ex20
A) In40
S) Rm30
E) Ex20
R) see  James MacDonald Hudson

I) see  James MacDonald Hudson

P) see  James MacDonald Hudson

Health: 110
Karma: see  James MacDonald Hudson

Resources: see  James MacDonald Hudson

Pop: see  James MacDonald Hudson

Known Powers:

Guardian Mk I Battle Suit: Guardian's Battle Suit gives him the following power stunts:
-Alter Ego: see  James MacDonald Hudson

-Personal Force Field: Am strength vs. Physical and Energy, Guardian can however be slammed or stunned.
-Flight: Sh-X, 50 areas/round
-Energy Beams: In Force, 10 areas or a vortex of Ex Energy to all in 1 area at a 2 areas range.
-Digging: at 3 areas/round or 2 areas/round when others must follow.
-Transport: Guardian's suit has a special movement system which could manipulate gravitons to stop Guardian from moving with respect to the rotating Earth below. This gives him air speed ranging from Sh-Z (near the equator) to In (near the poles). Regardless of speed, the movement occurs so instantaneously that it appears as teleportation to the naked eye
Captain Mar-Vell

## Game Stats

**Captain Mar-Vell**

*Mar-Vell*

Fighting) Rm30

Agility) Rm30

Strength) In40

Endurance) Rm30

Reason) Gd10

Intuition) Am50

Psyche) Rm30

Health: 130

Karma: 90

Resources: Ty6

Pop: 10

**Known Powers:**

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

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

***Cosmic Awareness***: Mn75, It enabled him to sense the presence of beings and objects in the universe that were somehow of importance to him for whatever reason.

**Equipment:**

***Nega-Bands***: Sh-X150 material, the Nega-Bands converted psionic energy for a variety of uses and the power source is a link to the Negative Zone, this gives Captain Mar-vell the ability to perform the following:

-*True Invulnerability*: Rm30 resistance to harm (except Magic)

-*Flight*: Mn75 in Atmosphere, CL1000 in space

-*Force Field*: Am50 protection
-*Force Bolts*: Mn75 Force

-*Energy Bolts*: Mn75 Energy

-*Holographic Projections*: Am50, creating complex photonic holograms

-*Energy Detection*: Mn75 ability to analyze and track energy signatures

-*Life Support:* Captain Marvel does not need to eat, breathe or sleep, and can survive unprotected in outer space.

**Talents:**

Military

Guns

Pilot (space)

Multi-Lingual (Kree, English)

Marksmanship

Detective/Espionage

**Contacts:**

 Phyla-Vell

Eon

Kree Empire (Exiled)
Secretwars Wiki

## Welcome to the Secret Wars Wiki

   Welcome to the New Secret Wars wiki. The Secret Wars is a Judge moderated Play-by Forum Role-Playing Campaign. The Campaign is based on the original plot of the original Marvel Comics Secret Wars Comic Series, however it employs elements from various comic companies and not just Marvel Comics. The Campaign includes Marvel Comics, DC Comics, Image Comics and several other sources.
The Idea behind this Wiki is to provide a resource for players of the Campaign to access various information, as well as to record the "History" of the New Secret Wars Campaign.

The Campaign will take place here:

## Plot Summary

The powerful entity known as The Beyonder observes the entire multi-verse. Fascinated by the presence of superheroes on Earth and their potential, this entity chooses a group of both heroes and supervillains and teleports characters against their will to "Battleworld", a planet created by the Beyonder in a distant galaxy. This world has also been stocked with alien weapons and technology. The Beyonder then declares: "I am from beyond! Slay your enemies and all that you desire shall be yours! Nothing you dream of is impossible for me to accomplish!"

   Shortly after this deceleration, the collection of Super Heroes and Super Villains are transported to "Battleworld" - where they begin their struggle.
The Battleworld is a patchwork planet that features several elements from various planets through out the Universe including parts of earth. The various Super Heroes and Super Villains soon find themselves in both familiar and unfamiliar regions.

This Battleworld is sure to prove to be as big a challenge as The Beyonders original command of "Slay your enemies".

Now on Battleworld, the Super Villains and Super Heroes prepare to battle it out.

## Information

Heroes

Villains

Support Characters

Teams

Technology

Locations

Rules

Updates
Shielding

This tactic involves putting
something between the target and the
attacker, usually an inanimate abject but
sometimes, in the case of hero leaping into
the fray to stop an attack on another
individual, a character himself.

In the first case, the hero may decide to use
something as a shield as an initial action or
as a changed action after initiative is rolled.
if it is an initial action, the hero may perform
another action in addition to the action. If a
changed action, the hero may perform no
other action that round than shielding. In
either case, all other FEATs attempted in
that round, including combat are -2CS
unless the object used as a shield is a
device or object commonly used by the
hero in that way (the hero is comfortable
using the device defensively). The material
strength of the item is used as a form of
Body Armor against the attack (if a garbage
can lid is used as a shield, it will provide
Poor (4) protection). This applies only to
physical attacks and similar attacks that
may be deflected in this manner. This form
of defense may be used against Slugfest,
Throwing, Shooting, and Charging attacks,
but not Grappling and Grabbing attacks.

The hero may also provide a form of
shielding to other targets within the same
area (or within a half-area for ranged
movement) by putting his own body in the
way of an attack directed against another.
The hero may make this decision only in
the decision section of the turn, and then if
the hero is closer to the target than the
attacker (therefore it is only useful against
Shooting, Throwing, and Charging attacks).
The hero (or an object the hero is carrying,
as in the first section) interposes himself in
the line of fire and is considered the target
instead of the intended target.
Captain America

## Game Stats

Captain America

Steve Rogers

Fighting) Am50

Agility) In40

Strength) Rm30

Endurance) Rm30

Reason) Ex20

Intiution) In40

Psyche) Am50

Health: 150

Karma: 110

Resources: Rm

Pop: 100/6

**Known Powers**:

***Super-Soldier Physiology:*** As a result of his treatment with the Super-Soldier Formula and a stabilizing bath of Vita-Rays, Steve Rogers was elevated from a sickly skinny young man to the peak of human physical and mental perfection, giving him the following:

-*Rapid Healing:* Ty

-*Self Recovery:* Un

-*Resistance to Toxins and Disease:* Un resistance to Disease and Toxins

-*Hyper-Running:* Pr Running (2 areas/round) without tiring.

***Leadership:*** Rm ability to inspire others to follow him or his cause

**Equipment:**

***Body Armor:*** Rm protection vs. Heat and Cold, Ex protection vs. Edge, Gd protection vs. Blunt and Shooting

***Shield:*** CL3000 material, he can use it to block up to 90 damage from an attack, but he is still subject to Stuns and Slams. He can also throw it up to 3 areas for Rm damage and he can attack up to 3 people with a successful Agility FEAT (Mn) or 5 with a Yellow FEAT. By bouncing it of a number of hard surfaces, he can make the shield return to him the next round. It can do up to In Blunt when in his hands, and Rm Edge depending on how he chooses to strike with it.

**Talents:**

Weapons Specialist: Shield

Martial Arts A, B, C, E

Leadership

Military

**Contacts**

Nick Fury
Reason

**Reason (R)**

* A measure of intelligence and the capacity for logical thought
* Used to determine the character's success in building things
* Used to determine the character's success in understanding unknown technology and languages
* Used to determine the secondary ability known as Karma

**Benchmarks**
Solo

## Game Stats

Solo

James Bourne

F) In40

A) Rm30

S) Gd10

E) Rm30

R) Ty6

I) Gd10

P) Gd10

Health: 110
Karma: 26

Resources: Gd
Pop: 5

Known Powers:

*Teleportation:* Solo is able to teleport himself and his clothing and equipment to a maximum of CL3000 He can take along anything else he is touching with a total weight of no more than 400 pounds. Each time he teleports, Solo must succeed at a Green End. FEAT or be confused and unable to act on the following turn. Passengers must succeed at a Green End. FEAT or be disoriented for 1-10 turns.
It takes Solo’s metabolism time to realign after he teleports between locations. He must wait 1-10 turns to "recharge." In order to teleport before this time has elapsed, Solo must first succeed at a Red Power Rank FEAT. He can attempt this FEAT only once while recharging, and failure indicates that he must recharge for an additional 1-10 turns.

If Solo should accidentally rematerialize in a solid object, he must attempt a Power Rank FEAT. A Yellow result is required for success, meaning he instinctively teleports to another location and falls unconscious for 1-10 turns. Failure denotes that he suffers damage equal to twice the object’s Material Strength or actual Strength, if it is a living being. In the latter case, the creature takes an equivalent amount of damage.

Equipment:

*Body Armor:* Gd protection vs. Physical, Pr protection vs. Energy

*Automatic Rifle:* Ex Shooting, 7 areas

*Climbing Claws:* Fe Wall-Crawling

*Combat Knives:* Gd Edge, thrown or melee

*Grenades:* Solo carries 2 of each of the following types of grenades strapped to a bandolier worn across his chest and back:

-*Concussion*: In Blunt damage to 1 area.

-*Flash:* Am intensity flash of light. Those facing the flash are blinded for 1-10 turns if they fail an Agility FEAT roll.

-*Frag:* Rm Edge to 1 area.

-*Knock-Out:* Ex intensity knockout gas. All in the same area who fail an End FEAT fall unconscious for 1-10 turns.

-*Smoke:* Ex intensity smoke fills 1 area. All FEATs within the area are at -2CS.

*Machine Pistol:* Ex Shooting, 6 areas

*Sub-Machine Gun:* Rm Shooting, 8 areas

Limitation:

Solo’s teleportation is preceded at his destination by flashing globules of plasma (the phase of matter comprised of energy), which sometimes alert observers to his impending arrival.

Talents:
Guns
Thrown Weapons
Martial Arts B
 Martial Arts C
Martial Arts E

Contacts:
Captain America
Silver Sable
Spider-Man
Healing

**Healing & Recovery**

## Recovery

Ten (10) turns after a character takes damage, he regains Health equal qual to the Endurance rank number, provided the character is not knocked unconscious. This recovery only applies if the character not further damaged within that time period. If a character is damaged again before recovery takes, then only regular healing is possible for 24 hours.

If a character has suffered endurance loss do to injury, they recover them at a rate of one endurance level every 24 hours instead of healing health points every 24 hours, though regular healing applies.

## Healing

A character normally heals their Endurance Rank number of health in the hour (600 turns) following the last damage. If the character takes further damage during that period, then the time is measured from that point. This rate is doubled by bedrest and medical supervision (doctors or hospitals).
Blindsiding

A character who is taken by surprise has a greater chance of being affected by an attack than one who is expecting it.

A Blindsiding attack gains a +2CS to hit. and the character hit by a Blindsiding attack may not add Karma to any die rolls to determine if the attack  Slams,  Stuns, or  Kills.

The Judge has finalsay on Blindsiding, but guidelines are:

* if the character is taken unaware from behind
* the character is distracted,
* the attacker is playing possum (the target does not anticipate an attack)
* the attack comes from an unsuspected quarter (an ally or supposed friend makes the attack).

Characters with extraordinary senses (like Daredevil) or danger senses (like Rogue, Franklin Richards, and Spider-Man) cannot be Blindsided in normal circumstances.

Under special circumstances, though, Blindsiding these characters can be possible. Spider-Man was once Blindsided by Aunt May, as his vaunted spider-sense did not recognize the dear sweet lady with the lead pipe as a threat.
Arabian Knight

## Game Stats

**Arabian Knight**

*Navid Hashim*

F) Ex20

A) Ex20

S) Gd10

E) Gd10

R) Ty6

I) Ty6

P) Gd10

Health: 60
Karma: 22

Resources: Ex20
Pop: 10

Known Powers:

None

Equipment:

**Uniform:** Mn75 material, Navid's uniform is woven from his predecessor's magic carpet, giving him the following power stunts:

-*Body Armor*: In40 protection vs. Physical and Energy

-*Flight*: Ty6 airspeed

**Golden Scimitar**: Mn75 material, It is capable of firing In40 Force blasts and will hit automatically against anyone else who wields it without the Arabian Knight's permission.

**Belt-Sash:** Mn75 material, It is 8 inches wide and 4 feet long, but can magically extend its length to almost ten times that (2 areas). By mental command, the Knight can animate the material to serve as bonds, lariat, whip, bridge, or climbing rope. It does all of these at In40 intensity.

**Talents:**

Weapons Specialist: (Golden Scimitar)

Multi-Lingual: (English and several Arabic languages)

Military

**Contacts:**

Arabian government
Captain Marvel

## Game Stats

**Captain Marvel**

*Carol Danvers*

Fighting) In40

Agility) In40

Strength) Am50

Endurance) Mn75

Reason) Ex20

Intuition) Rm30

Psyche) Am50

Health: 205

Karma: 100

Resources: Ex20

Pop: 20

**Known Powers:**

***Enhanced Human-Kree Hybrid Physiology***: Carol Danver is a Human-Kree Hybrid that has been enhanced by a kree Psychi-Magnitron, her very body has the following abilities:

-*Body Armor*: Am30 protection vs. Physical, Mn75 vs Energy

-*Invulnerability* Cl1000 to Disease, Poison and Toxins

-*Self-Sustenance:* Carol is able to survive in the vacuum of space, but needs means to breathe

-*Flight*: Mn75 in Atmosphere, Sh-Y250 in space.

-*Energy Perception:* In40 ability to sense, locate and identify energy sources, general purpose, direction and the nature of the energy being used.

-*Photonic Blasts:* Am50 Energy or Force Blasts.

-*Energy Absorption and Rechanneling:* Un100, Carol is able to absorb energy and channel it the following ways:

* *Healing* - she can channel the energy into healing herself up to 100pts (max energy).
* *Enhanced Strength* - She can channel energy into Strength and augment it up to Un100. Strength is augmented by the amount of energy she re-channels per minute (10 rounds).
* *Enhanced Photonic Blasts* - She can channel energy into her Photonic Blasts and augment them up to Un100. The amount they are increased is directly related to the level of energy she re-channels.

**Equipment:**

None

**Talents:**

Military

Detective/Espionage

Journalism

Aerial Combat

Leadership

Guns

Pilot

Multi-Lingual: (English, Kree, Russian, Japanese, German)

Astro-Navigation

Martial Arts A

Martial Arts C

Martial Arts E

Kree Culture

**Contacts:**

US Military

US Government
Shockwave

A version of the Groundstrike used by those with  Edged or  Blunt Slugfest attacks.

The attacker must have a Strength at least two ranks higher than the material he is standing on; he then strikes at the ground with fists, legs, etc.. setting up a shockwave that will travel up to 2 areas away in any direction.

Those in the path of the Shockwave are attacked by as if by a  Charge of the attacker's Strength.

No damage is done by a Shockwave attack (though incidental damage may be inflicted by damaged buildings, bridges falling down, etc.) but targets may be stunned or slammed if these results are rolled.
Scarlet Spider

## Game Stats

Scarlet Spider

Ben Reilly (A Clone of Peter Parker)

F) Rm30

A) Am50

S) In40

E) In40

R) Ex20

I) Gd10

P) In40

Health: 160
Karma: 70

Resources: Pr
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:* Scarlet Spider’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. 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.

-Stingers: Rm Shooting, if successful, target must make an Rm End FEAT. vs being knocked out for 1-10 rounds

-Impact Webbing: Am material webbing, Covers 1 area on impact, shoots up to 5 areas

*Mini-Dot Tracer:* Attuned Spider-Sense. Track at Am ability up to 1 mile away

*Utility Belt:* The Scarlet Spider wore a Utility Belt on the outside of his costume, he uses this to carry the following:

-Spider-Signal: Gd illumination

-Extra Web Cartridges: Switches these into his Web-Shooters when he's out of webbing

Talents:
Chemistry
Physics
Photography

Contacts: Peter Parker
Mary Jane Watson
Stuart Trainer
Daily Grind
Captain Marvel (DC)

## Game Stats

**Captain Marvel**

Fighting) Mn75

Agility) Am50

Strength) Un100

Endurance) Un100

Reason) Gd10

Intiution) Rm30

Psyche) Rm30

Health: 325

Karma: 70

Resources: GD10

Pop: 20

**Known Powers**:

***Captain Marvel Form:*** Billy Batson's human body has been super-charged with the magical energy of the Godwave by the Power of Shazam. These powers are described below:

-*Cosmic Awareness*: Ex20 understanding of the divine interactions with the mortal world. He is acting as an emmisary for humanity against entities from magical realms whom are friendly, and a guardian against those who are not.

-*Total Memory*: Recall knowledge and facts that he normally should not and/or would not know with Mn75 ability.
-*Dimension Travel*: This can only be used to travel to the Rock of Eternity at Rm rank. The Rock of Eternity is a nexus of power in a nearby realm of existance that channels power to anyone utilizing the power of the wizard, Shazam. As to whether he can travel to other dimensions or locations using the Rock is currently unknown.
-*Flight*: Un airspeed
-*Hyper-Speed*: He has the ability to sharpen his awareness and increase his temporal flow at Am rank, appearing to move faster than humanly possible.
-*Self-Sustenance*: Doesn't need to eat, sleep or breathe and can survive in vacuum of space.

-*Resistance to Disease and Toxins*: Un100
-*Body Resistance*: Mn75 protection vs. Physical and Energy attacks. Un100 vs Ligthning

**Limitations:**

*Lightning Reversion* - Lightning Strikes that do ShX150 Damage in a single round will cause Captain Marvel to Revert back to Billy Batson.

**Equipment:**

None

**Talents:**

Student

Archeology

**Contacts:**

Shazam
E21A Weapon Series

The **E21A Weapon Series** is a personal defense weapon system that was developed by Grissom Armory as a multi-role sidearm to be used by all Ra'dam Federation personnel in the wake of the Cerberus Galactic Conflict.

## Overview

The Esteemed-21A is a lightweight, compact sidearm that operates via mass acceleration technology built within the weapon itself. Firing a 5.56x45 AP round with a 12 round magazine makes this small arm weapon a capable defense weapon.

While it does not fire fast compared to other weapon systems of its classification, the Esteemed makes up for it in accuracy. Often called the "Sniper Pistol" by infantrymen, the Esteemed's range has been credited as a key feature of its build.

When the Galactic Conflict came to an end, like the majority of the Federation small arms, they fell into the hands of colonials during the Colonial Wars. As well as into the hands of Raiders and Bandits.

## Variants

**E21A** - Base model, used by policing forces and colonial garrisons.

**E21A-11** - Military variant of the sidearm, used by naval crews both ship and stations.

**E21A[B]** - Army variant of the sidearm, used by Federation infantry. Featuring a more durable body for harsh environments.

**E21A-15[Q]** - Special Forces variant, used by Federation Blackwatch. Offering carbon fiber body system, a further increased durable frame, heads up display integration and optional suppressor.
Steel MkI

## Game Stats

Steel Mk I Armor

F) Am50

A) In40

S) Am50

E) Mn75

R) see  John Henry Irons

I) see  John Henry Irons

P) see  John Henry Irons

Health: 205

Karma: see  John Henry Irons
Resources: see  John Henry Irons

Pop: see  John Henry Irons

Known Powers:

**Steel MkI** Armor

Steel Armor: Am material, has the following power stunts:

-Alter Ego: see  John Henry Irons

-Body Armor: In40 protection vs. Physical and Energy.

-Flight: In40 airspeed

-Rivet Blaster: Mn75 Shooting

-Life Support: Un100
Justice

## Game Stats

Justice

Vance Astrovik

F) Gd10

A) Gd10

S) Ty6

E) Gd10

R) Gd10

I) Gd10

P) In40

Health: 36
Karma: 60

Resources: In
Pop: 5

Known Powers:

*Telekinesis:* In, Allows Justice to do things as if he had a strength equal to his power rank. In rank has In range and the following power stunts. He can increase his rank to Mn for short periods at a great cost. For every shift above In abilities, he raises it he must loose 1 health point every turn. He must also roll an Endurance FEAT or be stunned. He can also do multiple power stunts in a turn but will loose 1 health point per power stunt over the first every turn.

-Levitate: Gd airspeed, May carry 5 other passengers

-Psychokinetic Blast: In Force, 3 areas

-Force Field: For himself and others with In protection.

Equipment:

None

Talents:
Computers, Space Exploration, History: (Heroes/Villains)

Contacts:
Avengers, New Warriors, Thing
Alkhema

## Statistics

**Alkhema**

*Alkhema*

**Fighting:** Excellent (20)

**Agility:** Remarkable (30)

**Strength:** Amazing (50)

**Endurance:** Unearthly (100)

**Reason:** Incredible (40)

**Intuition:** Good (10)

**Psyche:** Poor (4)

**Health:** 200

**Karma:** 54

**Resources:** Remarkable

**Popularity:** 0

## Known Powers

* ***Robotic Physiology:*** Alkhema is an Robot, who's very body gives her the following abilities:

	+ *Body Armor:* CL1000 Adamantium Armor, Invulnerability to physical and energy. Shift-X protection from bull’s-eye missile or wrestling attacks
	+ *Invulnerable to Heat, Cold, Radiation, and Corrosives.* - Cl1000
	+ *Weapons Systems:*Alkhema possesses a number of weapons systems developed over the years, including:
		- *Concussion Blasters:* Mn (75) Force, 4 areas
		- *Tractor Beams:* Remarkable (30) Strength, 10 areas away Induction installed within armor that allows Alkhema to absorb external energy with Un ability. An unlimited amount of energy may be stored, and upon absorbing it Alkhema regains that amount of Health and is +1CS on all FEATs for 1-10 rounds following the absorption.
		- *Encephalo Beam:* In (40) Mind Control, Alkhema uses this ability to put antagonists to sleep, and to control minds to help her rebuild her body.
		- *Claws:* Monstrous (75) edged damage

## Talents

Engineering

Repair/Tinkering
Musketeer

## Game Stats

Musketeer

Jean-Marie

F) Ex20

A) Rm30

S) Gd10

E) Rm30

R) Gd10

I) Gd10

P) Ex20

Health: 90
Karma: 40

Resources: Ex
Pop: 0

Known Powers:

None

Equipment:

Rapier: Rm material, Rm Edge or Blunt

Talents:
Swordsman, Performer: (Writer), Acrobatics, Tumbling, Martial Arts B, Bi-Lingual: (French, English)

Contacts:
Club of Heroes
Prowler MkI

## Game Stats

**Prowler Mk I Battlesuit**

F) Rm30

A) Rm30

S) Ex20

E) In40

R) see  Hobie Brown
I) see  Hobie Brown
P) see  Hobie Brown

Health: 120
Karma: see  Hobie Brown

Resources: see  Hobie Brown
 Pop: see  Hobie Brown

Equipment:

*Prowler Mk I Battlesuit:* The following powers are derived from The Prowler's suit:
-Alter Ego: The battlesuit changes  Hobie Brown's physical attributes to the stats listed above.

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

-Gauntlets: In material, gives the Prowler the following power stunts:

--Claws: In material, Rm Edge

--Wall-Crawling: Rm

--Flechettes: Gd Thrown Edge, fired from Prowler's gauntlet, the flechettes can puncture upto Ex material. The Prowler can fire 2 flechettes per turn with a successful Agility FEAT roll. The Prowler will not use the flechettes directly against living opponents.

--Compressed Air Blast: Gd Force, 3 areas

--Gas Gauntlets: Fires up to 1 area, has the following types of gasses:

---Knock-Out Gas: Rm potency knockout gas, The Prowler can fire knockout gas from his wrists and ankles. Victim must make a Red End. FEAT vs. knocked out for 2-20 rounds. Anyone struck by this gas must make an End. FEAT or be knocked unconscious for 1-10 turns; a Red FEAT is required if End. is less than Rm, a Yellow FEAT if End. is Rm or higher.

---Weakness Gas: Affects all FASE stats by —1CS for 1-10 turns (health is not affected). An End. FEAT is required to resist, with the same modifiers as the knockout gas.

---Fog: -4CS to attempts to see anyone in the fog for 1-10 turns. Prowler uses this gas to escape encounters that go against him.

-Night Vision: The Prowler suffers no penalties in darkness

-Glider Cape: In material, The Prowler can glide up to 3 areas or break any falls

-Boots: Able to jump down from heights of upto 50 feet without sustaining any damage, provided he lands on his feet. (Agility FEAT)
Griffin Gogol

## Game Stats

Captain Ultra

Griffin Gogol

F) Rm30

A) Rm30

S) Rm30

E) Rm30

R) Ty6

I) Ty6

P) Ty6

Health: 120
Karma: 18

Resources: Ty
Pop: 5

Known Powers:

Ultra-Powers: When Griffin Gogol mentally activates his Ultra-Powers, his Captain Ultra costume materializes and he becomes Captain Ultra.

Equipment:

None

Weakness:

Fear of Fire: Captain Ultra faints at the presence of a matchflame.

Talents:
Plumbing, Performer: (Balloon Animals, Stand-Up Comidian)

Contacts:
 None
Captain Ultra

## Game Stats

Captain Ultra

Griffin Gogol

F) Rm30

A) Rm30

S) Rm30

E) Rm30

R) Ty6

I) Ty6

P) Ty6

Health: 120
Karma: 18

Resources: Ty
Pop: 5

Known Powers:

Ultra-Powers: When Griffin Gogol mentally activates his Ultra-Powers, his Captain Ultra costume materializes. As Captain Ultra, he can channel his psionic “Ultra-Energy” to perform the following power stunts:

-Alter Ego: Captain Ultra can de-activate his powers to return to Griffin Gogol

-Scanner Vision: Fe

-Flight: Gd airspeed

-Intangibility: Gd

-Ultra-Breath: Ex Force

-Ultra-Voice: Rm Sonic

-Resistance to Mind Control: In

Equipment:

None

Weakness:

Fear of Fire: Captain Ultra faints at the presence of a matchflame.

Talents:
Plumbing, Performer: (Balloon Animals, Stand-Up Comidian)

Contacts:
 None
Gambit

## Game Stats

**Gambit**

*Remy LeBeau*

Fighting) Rm30

Agility) In40

Strength) Gd10

Endurance) Rm30

Reason) Gd10

Intuition) Rm30

Psyche) In40

Health: 110

Karma: 80

Resources: Gd10

Pop: 0

**Known Powers:**

***Mutant Physiology***: Remy LeBeau is a mutant, his very body gives him the following abilities:

- *Energy Charge*: Remy LeBeau can charge a non-living object with energy that will explode on impact. Size of object determines the maximum charge:

* Playing-Cards: Up to Rm30 damage.
* Knife-sized objects: do up to In40 damage.
* Anchor-sized objects cause up too Un100 damage, but need 5 rounds to charge (roughly 20 points per round), explosion will effect up to a 3 area radius.

- *Psi-Screen* Am50 - Remy LeBeau his highly resistance to having his mind detected and his thoughts read.

**Equipment:**

***Collapsible Fighting Staff:*** - In40 material, +1cs Blunt

***Deck of Cards (x3):*** Remy LeBeau carries three decks of cards on himself, giving him access to a total of 162 playing cards, which he can throw up to 2 areas.

**Talents:**

Crime

Thief

Stealth

Acrobatics

Tumbling

Thrown Objects

Martial Arts C

Blunt Objects

Weapon Specialist: Staff

Weapon Specialist: Playing Cards - Can throw up to 3 per round.

**Contacts:**

New Orleans Thieves Guild (Exiled)
Daliah X'mur-Lavin

Daliah X'mur-Lavin (born 4th Rakhmensis, 57 BBY) is a Taris-Coruscantian law enforcer and former news anchor of Taris News and current Junior Director of the Republic Security Bureau. She was elected as the Junior Director in 38 BBY by Beré Neemar, the Chanchellor of the Republic.

## Chronological and political information

### Affiliation(s)

Republic Security Bureau, T'aris Broadcast Company, Taris Tax Agency (former)

## Early life

Daliah X'mur-Lavin was born as Daliah Lavin to Yven Lavin and his mistress Erenelle in 57 BBY. In fear of a scandal, Yven gave the child to his friends Apren and Roos X'mur. Daliah, now renamed as Daliah X'mur was accepted by Noble House X'Mur. Her adoptive parents oth served in the Taris Tax Agency and geared young Daliah as their successor. In her teens and up to the TTA Purges of 39 BBY, she worked as a secretary to the councillist Director of Taris Tax Agency Max-ra Chandl.

## TTA Purges (39 BBY)

During the early quarters of 39 BBY, Kin Robb and her allies within the TTA formed a pre-emptive coup against the councillist portion of the Tax Agency. Her parents, although by birth members of the Noble class and thus automatic members of the Nobke Council, sympathizers towards the Republic Loyalists. The bloodless coup escalated as rabid Kath hounds were let loose by a mercenary group backed by Drax Sankari. During the chaos, Apren was shot by an unnamed assailant and Roos was gouged alive by a Kath hound when she tried to shield Daliah from the beast. Before Daliah could be rescued by the Robbist TTA-members she had already sustained severe damage in her facial area and lost her right eye.

## Neemar Years (39-38 BBY)

After the TTA Purges she was swiftly hired in Kin Robb's personal guard for her own safety, as it was increasingly likely Daliah and her adoptive parents had been specifically targeted. After a brief tenure as cameraman and then host on Taris News, she was chosen to become the Junior Director of RSB. Because of tumulous nature of The Year of Five Rulers, Daliah relocated to Coruscant. As Taris was ruled by a CISIA patsy and X'mur-Lavin had learned her real heritage she founded the T'aris Broadcasting Company to protect the journalistic integrity of Taris News: Truth Rediscovered and moved the wealth of Lavin Trust to the IGBC.

## Junior Director of Republic Security Bureau (38 BBY-Present)

Daliah X'mur-Lavin was elected as first Junior Director of the Republic Security Bureau in 38 BBY. Her tenure has been controversial at best, with rumors of disagreement with the Director of the Republic Security Bureau, Kalan Jalvere. After the bombing of Republic Security Bureau headquarters on Coruscant, Daliah has been in coma until the end of 38 BBY.

Template:Daliah X'mur-Lavin/doc
Spider-man (2099)

## Game Stats

Spider-Man 2099

Miguel O'Hara/"Michael O'Mara"

F) Rm30

A) Am50

S) Rm30

E) In40

R) Rm30

I) Ex20

P) Ex20

Health: 150

Karma: 70

Resources: N/A

Pop: 0

Known Powers:

*Claws:* In material, These tiny claws extend from the bottom of Miguel's fingertips, the outside of his forearms, and the balls of his feet. The claws gives Miguel the following power stunts:

-Edge Attack: Gd Edge

-Wall-Crawling: In

*Webbing:* Shoots up to 7 areas, In material strength in round it was fired. Mn in next round. Used for transportation (3 areas/round) and restraining.

*Fangs:* Ty Edge, laced with an In knock-out toxin. Victim must make a Red End. FEAT vs. falling unconscious for 1-10 rounds

*Enhanced Vision:* Ex

*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 Webbing, as long as he keeps making Agility FEATs

Equipment:

*Costume:* Pr protection vs. Physical and Energy, has the following abilities:

-Air Foil: Ex, Spider-Man 2099 has a web foil on the back of his shoulders that he uses to glide from building to building. This can also be used to break falls.

Talents:

Business/Finance

Genetics

Contacts:

None
Moon Knight

## Game Stats

**Moon Knight**

*Marc Spector*

Fighting) Rm30

Agility) Rm30

Strength) Ex20

Endurance) Rm30

Reason) Ex20

Intuition) Ex20

Psyche) Ex20

Health: 110

Karma: 60

Resources: Rm30

Pop: 0

**Known Powers:**

Stealth: Rm30 - able to tread quickly and blend into shadows

**Equipment:**

***Moon Knight Suit:*** Ex Material. Marc Spector wears a suit that provides him the following abilities:

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

- *Throat Mike/Radio:* In40 - 10 mile range. Used for radio communication and disguising Marc's voice.

- *Audio Processor with Voice-Command Equipment* In40 - records audio and allows control of voice controlled equipment

- *Glider-Cape*: Pr4 Gliding

- *Cestus Gloves(x2):* Rm Material, Ex20 Edge or +1cs Blunt. The blades are made of silver.

***Truncheon Sticks(x2):*** In material, Marc Spector carries a pair of Truncheon sticks with the following abilities:

- +1cs Blunt

- *Grapple and Hook:* In Material Line, Swinging at 3 areas/round. Range up to 5 areas.

***Crescent-Darts (x20):*** Gd10 Material. Gd10 Edge, 3 areas range

**Talents:**

Military

Driver

Thrown Weapons

Martial arts A

Martial Arts B

Martial Arts E

Disguise

Actor

Guns

Acrobatics

Tumbling

Weapon Specialist: Crescent-Darts. Can throw up to 3 per round.

**Contacts:**

C.I.A.

Marlene Alraune

Jean-Paul "Frenchie" DuChamp
Photon

## Game Stats

Photon

Genis-Vell

F) Am50

A) In40

S) Un100

E) Mn75

R) Gd10

I) Am50

P) Rm30

Health: 265
Karma: 30

Resources: Ty
Pop: 55

Known Powers:

*Kree Physiology:* Originally, Photon had no superhuman powers. However, the Kree have evolved with greater strength than Earth humans in order to combat the heavier gravity of their home worlds.

*Cosmic Powers:* Un, Genis' powers have drastically changed after he nearly died. He has displayed the following power stunts:

-Cosmic Awareness: Un ability to sense the presence of beings and objects in the universe that were somehow of importance to him for whatever reason.

-Telepathy: Mn

-Flight: Rm airspeed in atmosphere, CL1000 airspeed in space.

-Solar Bolts: Rm Energy, 10 areas

-Self-Sustenance: Un ability to exist unprotected in outer space and underwater.

-Teleportation: Un ability to teleport matter through the Microverse

-Molecular Disruption: Am ability to render targets unconscious for 2 hours

-Reconstruct existing elements

-Perceive any energy source

Equipment:

None

Talents:
Space Navigation

Contacts:
Thunderbolts
Captain Britain

## Game Stats

Captain Britain

Brian Braddock

F) In40

A) Rm30

S) Un100

E) Mn75

R) Gd10

I) In40

P) Ex20

Health: 245
Karma: 70

Resources: Ex
Pop: 30

Known Powers:

True Flight: Sh-X airspeed

Enhanced Senses: Rm Hearing, Sight and Smell

Equipment:

Costume: Captain Britain's costume has a force field closely over his skin, this gives him 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