Professional Documents
Culture Documents
different from other MARVEL SUPER involved in the conflict. The map shows
The heroes are the best Earth has to offer: HEROES Game Adventures, hence its typical outside terrain of the planet, and
the Amazing Spider-Man™, the Uncanny special designation. An adventure is nor- standard interiors for battles within Hero-
X-Men™, the Mighty Avengers™, the mally outlined in chapters, each chapter base, Doombase, and Galactus' home
Incredible Hulk™, the Fantastic Four™, and centering around an important battle or ship. Finally, the inside cover contains a
the dangerous Magneto™. discovery. SECRET WARS is different in quick reference roster of the heroes and
Their foes are the most dangerous vil- that it does not have chapters, but is bro- villains.
lains on Earth: Doctor Doom™, Kang the ken down into daily shifts and major Because of the complexity of this
Conqueror™, the Lizard™, Doctor Octo- events. adventure, and the huge cast, it is highly
pus™, the Enchantress™, the Absorbing Since most players may be familiar with recommended that you familiarize your-
Man™, Molecule Man™, the mad robot the general story, and the action has so self with these books before beginning
Ultron™, the Wrecking Crew™, and the many options, we're presenting the play. It is not necessary for you to know the
enigmatic Galactus™. adventure as a campaign background. powers of all the combatants by heart, but
All are summoned to a patchwork world You can run the adventure along the lines it will help if you know where to find the list-
built by the mysterious Beyonder, a being of the Limited Series, or you can branch ing of events and descriptions of the room
of ultimate power from beyond tne uni- out on your own. Not all the tales of the interiors within this book.
verse. SECRET WARS have been told. Once you are familiar with the material,
This is the story of their conflict, their You hold in your hands the SECRET read the boxed section on Page 2 as an
victories and defeats. This is the tale of the WARS Adventure Booklet. This booklet introduction to the players, then plunge
SECRET WARS™ adventure. contains instructions on how to run the into Planned Events 1 and 2, "A Matter of
MARVEL SUPER HEROES™ SECRET campaign, special instructions for heroes Magneto" and "First Blood." From there
WARS is a special adventure for use with and villains, and notes on the Beyonder prepare to go in any direction the players
the MARVEL SUPER HEROES™ Role- and his Battleplanet. The SECRET WARS and events take you. The Secret Wars
Playing Game, based on the 12-issue Lim- Roster Booklet contains the statistics and have begun.
ited Series from Marvel Comics.
This book is protected under the copyright laws of the United States of America. Any reproduction or other use of the material or artwork contained herein is prohibited without the express written con-
sent of TSR Inc. and the Marvel Comics Group. Copyright 1984 Marvel Comics Group. All Rights Reserved. Game Design Copyright 1984 TSR Inc. All Rights Reserved
All Marvel characters and the distinctive likenesses thereof are trademarks of the Marvel Comics Group. MARVEL SUPER HEROES and MARVEL SUPER VILLAINS are trademarks of the Marvel Com-
ics Group. ® Copyright 1984 Marvel Comics Group, a division of Cadence Industries Corporation. All Rights Reserved. Printed in U.S.A.
The names of characters used herein are fictitious and do not refer to any persons living or dead. Any descriptions including similarities to persons living or dead are merely coincidental.
DUNGEONS & DRAGONS, PRODUCTS OF YOUR IMAGINATION and the TSR logo are trademarks of TSR, Inc.
Distributed to the book trade in the United States by Random House Inc. and in Canada by Random House of Canada Ltd. Distributed to the toy and hobby trade by regional distributors.
1
Players Briefing
Read the following section to those
players unfamiliar with the SECRET
WARS epic.
3
SECTION 3: THE BATTLEPLANET
The Beyonder, seeking to create a varied 2. Mountain Ranges. These mountains 7. The Swamp. This alien swamp is
terrain for his kidnapped specimens, has rival the Andes in height. The border with inhabited by swarms of buzzing insects
taken slices of a number of worlds in other other terrain consists of sheer drop-offs and reptilian beings. (The reptiles have a
galaxies. These slices, taken like labora- and cliffs. maximum rank of Good for Fighting, Agil-
tory slides, include the native planet's ter- ity, Strength, and Endurance, and a maxi-
rain, lifeforms, and civilizations, if any. 3. Rolling Hills. This semi-mountainous mum Health of 40.) The major danger is
One of the planets Beyonder took a piece sector is the location of Zsaji's village. The from quicksand, which pulls downward
from was Earth, in the Denver area. highest peak in the area is Mount Galac- with Incredible Strength. If the Lizard
Below is a map of a typical section of the tus. It is from here that The Eater of Worlds escapes from his compatriots, he will
Battleplanet, most importantly the areas will summon his worldship and here also come here to hide out.
where the heroes and villain set down. that he will build his world-destroying
There are other areas, with additional life machine. 8. Twisted Plains. The layered geologi-
and civilizations, that are not noted on the cal formations of this sector are similar to
map. 4. Volcanic Plains. This region is geolog- those near Herobase, but are more pro-
Each sector of the map has a different ically stable, though vents and fissures nounced and reddish-orange in color. This
type of terrain. In addition, certain sectors are common. Lush oases of tropical palm- sector may be a collection of similar ter-
have particular structures that the heroes like plants hoard the available water. At rain from different worlds, as the terrain
and villains can use. the center of these plains is Doombase. breaks abruptly in steep cliffs.
The scale on the map is 1 hex equalling
20 miles. To find the distance from point to 5. Plain of Worms. A nightmare land- 9. Blasted Desert. This sector is a flat,
point, merely count the number of hexes scape of pinkish "worms" clustered empty wasteland of hard-packed sand.
between them. In open terrain, the charac- around hot pools of salt water and mud- Characters here can see 3 hexes in any
ters can see up to two hexes away. In for- holes. The landscape writhes, but whether direction, but objects appear closer than
est or jungle, line-of-sight is restricted to it is alive or only a radical geological for- they really are; the heat distorts vision.
the hex the heroes are in. mation is a matter of conjecture. Towering
above the terrifying terrain is the fortress 10. Denver. This four-block suburban
The major sectors are: waiting to be claimed by Magneto. part of Denver is located 200 miles east of
Doombase. Only a few of the inhabitants
1. The Heroes' Plain. The sector con- 6. Plain of Fire. This entire sector con- have left the city, due to the strangeness of
sists of gentle, rolling hills dominated by sists of blazing plains and pits, broken by the surrounding terrain. The few that have
weird layered geological formations. The spires of black obsidian. Any unprotected left include Miss MacPherran (Titania),
Herobase is located in this sector. creature in this sector will suffer Mon- Miss Rosenberg (Volcana), and the New
strous fire damage each round he is here. Spider-Woman.
4
SECTION 4: BASES
The Beyonder has provided large alien
fortresses to be used by the opposing
forces. The hero group and the assembled
villains each have a base. (If Magneto
operates seperately from the hero group,
he too will have a fortress.) In addition,
Galactus will summon his worldship, Taa
II, from across the universe.
Each of these bases is a huge con-
struct. (Herobase is the size of 541/2 Pen-
tagons.) Only a small portion of a base is
represented on the interior map provided
with the adventure. Important rooms are
marked as sectors, A to Z. Other rooms
may be designated by the Judge as the
need arrises. These sectors vary from
base to base. The four bases being con-
sidered here are Herobase, the villain's
lair called Doombase, Magneto's fortress,
and Galactus' worldship, Taa II.
The three Battleplanet bases have win-
dows of Excellent material, walls of
Incredible material, and high strength
walls of Amazing material. Taa II has win-
dows of Incredible material, walls of
Amazing material, and high strength walls
of Unearthly material.
The map is geomorphic—the exits on
both sides line up. If a "running battle"
takes place in one of the bases, you can
exit heroes off one side of the map, only to
bring them "back on" at the exact oppo- MARVEL SUPER HEROES Campaign after the culprit (if the "Cat" is still
site location. The sector areas will gener- Book to find the technology rank of any around), or mentally remove him, an act
ally prove to be similar no matter what item found, raising the rolled level by one, that will cause Unearthly damage to the
section they are in. but exclude anything above Monstrous. subject(s) in the process.
The random number before the sector is Galactus' Robotic Storage. This is Machinery. These are large, impressive
used if a dice roll is needed to place char- where the guard robot, the "Cat," is kept. machines that keep the fortress or base
acters randomly as called for by the It will remain here unless Galactus sends running. Damaging the machines will
Events section. it to fight someone. The "Cat" also acts as cause a break-down on a roll of 1 on one
Notes on the various areas: guard for the Security Vault (Section A). die, given the redundency of the struc-
Lounge and Meeting Rooms. These tures. A breakdown will cause damage to
Living Quarters. These are designed are places for heroes or villains to gather the machinery type listed, or an area cho-
for humanoid beings and include sleeping together. Lounges have soft cushions, sen by the Judge (lights, heating, or air cir-
areas, facilities, and communications to recliners, and plant life, while meeting culation).
the other areas. rooms have stricter chairs and small moni- Sonic Labs. Located on Taa II, these
Monitor Rooms. The monitors are tors for reference. labs are designed for use by those with
Amazing technology. Multiple screens Auxiliary Bridge and Computer. Reasons of Excellent or better. Klaw, the
permit the surveillance of three areas at Located on Taa II, these items are Shift X Master of Sound, is imprisoned in Galac-
once, with further scanning of ten other rank technology. Anyone operating either tus' Sonic Lab. (See Klaw™ in the Villains
areas at one time. The landbased moni- of these devices will be noticed automati- Section.) Any tampering with the machin-
tors cannot penetrate other fortresses, nor cally by Galactus, who will send his "Cat" ery will release Klaw automatically.
can they penetrate the hull of Taa II, but
can scan anywhere else on the planet.
Monitors on Taa II can scan any part of the
planet, including all land-based HQs.
Storage. If someone is looking for a
particular item (say, magnifying goggles)
in a general Storage room, he will find it if
he makes a successful Yellow Intuition
FEAT roll. If the Storage room is specified
for a certain type of item (Weapons,
Robots, Vehicles, Chemicals Storage), a
useful item of the specified type will be
found on a successful Green Intuition
FEAT roll; a successful Red Intuition FEAT
roll is needed to find any other type of item
here. Use Table 25 on page 37 of the
5
Labs. To use a Lab, a character must holding devices of less humane design: which is also guarded by Galactus' "Cat."
first understand its equipment. The equip- binder cuffs that deliver Monstrous dam- The Ultimate Nullifier. This is a power-
ment on Herobase, Doombase, and Mag- age to anyone stressing them, and an ful device that automatically eliminates
neto's Fortress is Amazing technology. inhibitor field that nullifies powers of less both the wielder and any object the
Once figured out, any research is carried than Unearthly rank. wielder can fully understand. Within the
out at the Amazing level. The Labs on Taa Gun Turrets. The automated turrets of Secret Wars, it has the following effect:
II are of Unearthly technology. All inven- Herobase are armed with weapons that only Reed Richards or Doctor Doom could
tions may be built or "kit-bashed" with the cause Amazing damage, and are con- use it with effect on Galactus, as only they
resources available equal to the Reason trolled from the Fire Control Room. The can perceive fully the being that is Galac-
ability of the character involved. (This turrets of Doombase have Unearthly tus. Even then, they would succeed only
reflects that most of what the heroes and weapons. Doombase turrets are not auto- on a Red Reason FEAT roll, and in any
villains need is available, it is only a ques- mated; they must be manned by gunners, event be disintegrated themselves. No
tion of understanding it.) who use their Agility to aim the weapons. character (not even Galactus) can use the
Auto-Docs. These are self-contained Magneto's fortress and Taa II have no tur- Ultimate Nullifier on the Beyonder, as that
healing units that will help heroes and vil- reted weapons. being is beyond even Galactus' full com-
lains regain lost Health and Endurance. Fire Control. The Fire Control rooms of prehension.
An auto-doc restores the Endurance rank Herobase allow the user to control three The power of the Ultimate Nullifier is
number of the subject per shift. A charac- turrets at once, using his or her Agility limited only by the understanding of the
ter whose Endurance rank has been rank to aim all the weapons. person using it. Galactus therefore takes
reduced regains 1 Endurance rank per Vehicle Storage and Docks. Each special measures to guard the weapon.
shift. vehicle area facility has 1 -5 vehicles of var- Galactus will immediately detect anyone
Auto-Kitchen. These are self-con- ious makes and types (flyers, flying subs, who breaks into the Ultimate Nullifier's
tained food processors. Magneto also has walkers, halftracks, hovercraft, etc.). Use Security Vault (regardless of any precau-
a version that provides chilled, aged wine. the same procedure as for Storage to tions the trespasser might take). If the
Psycho-Stasis and Prisoner Holding. determine the abilities of any one particu- trespasser is not stopped by the vault's
Herobase has a psycho-stasis device of lar vehicle. No vehicle will have a body, gas-trap, he will be attacked by Galactus'
Amazing technology that, once figured control, or speed of less than Good. "Cat." If the "Cat" is defeated or is not
out, will hold prisoners of up to Unearthly Security Vaults. These special areas available, Galactus will mentally remove
ability and prevent them from using their are trapped with Unearthly-potency gas, the trespasser from his ship, an act that
powers. The other bases have prisoner to prevent theft. The Security Vault on Taa will cause Unearthly damage to the tres-
II is the housing for the Ultimate Nullifier, passer in the process.
6
SECTION 5: EVENTS
There are two types of significant action
possible in the wars: the actions of player
character heroes, and the actions of
NPCs. As Judge, you handle the actions
of player characters. The actions of NPCs
are described in this section, and are
called "Events."
There are two types of Events: Planned
Events and Random Events. There are
twelve Planned Events that occur over the
nine-day period of the Secret Wars. These
are the major actions of the NPCs of the
Secret Wars, and they occur at the time
and location stated in the description of
each event. Random Events are rolled for
at the beginning of each day. Before the
Morning shift, roll once on the Random
Event Table below. If a Random Event is
marked by a star (*), it means that once
the event occurs, it cannot occur again. If
the event is rolled again, treat it as no
event.
Planned Events
7
damage to the unprotected and the thun-
der causes Monstrous damage to those
outside. Thor can control the Tempest in
his area if he makes a successful Yellow
power FEAT roll, roll once per shift (award
30 Karma for each shift that he controls
the Tempest). The X-Man Storm can elimi-
nate the Tempest's effects in her immedi-
ate area if she makes a successful Red
power FEAT roll; give her the same Karma
award as for Thor if she succeeds. Galac-
tus is unaffected by the Tempest. All other
heroes and villains must take shelter from
the violence of the storm.
Doctor Doom will use power siphoned
from the Tempest to create his new allies,
Titania and Volcana.
There is a 30% chance per shift that the
Tempest will have some effect on Hero-
base. If Herobase is affected, roll a die and
consult below.
1-3 A massive bolt of lightning creates an
electrical surge in the equipment. A
vital piece of equipment (Judge's
choice) is inoperable until repaired.
Characters with Monstrous Reason
can automatically repair damaged
equipment: all other characters must
make a successful Reason FEAT roll
to repair the damage. Repairs take
one shift.
4-6 Winds collapse a section of the base.
Roll a random location for each
GROUP of heroes, and for the location
of the cave-in. Those in the affected
sector are subjected to the high winds
until they leave the damaged area.
7-10 Landslide! Rain and lightning dis-
tripedal gunnery platform armed with two option, the "disintegrator" can actually be lodge a massive piece of real estate
high-energy electron beam cannons. a teleportation ray.) With Ultron to support that bounces down the mountain
Each cannon has the same characteris- him, Doom takes command of the villains towards the heroes. Unless stopped
tics as Kang's weapon, described above. when they return from the "First Blood" (by Thor, Hulk, etc...) the landslide will
The platform has these statistics: control encounter. Also note that the Random hit a random area, rendering it totally
Excellent; speed Good; body Remark- Event "Betrayal" can occur after this time. inoperable and causing Monstrous
able. slugfest damage to those within the
area.
Molecule Man will hang back in the bat-
tle. Despite his Unearthly power, he will
"Call of Galactus"
not attack unless attacked. He will flee if
"Sneak Attack"
attacked in hand-to-hand combat, using Anyone within four hexes of Galactus, or Dawn comes up like thunder, revealing
his power to trap his opponent's legs in the observing him on monitors, will see the the plans of the enemy. A small blip on
earth. huge humanoid raise himself up from the the horizon quickly swells to become
The Lizard is even less enthused by the spot where he lay following his conflict an enemy vehicle, set to ram the HQ!
idea of combat. He will flee if three or more with the Beyonder. Galactus flies to a high
villains are put out of action. peak and remains motionless. (Note to Place the heroes still in the base who are
The villains intend to wipe out the Judge: Galactus is summoning his World- not on assigned shifts randomly through
heroes now, before the heroes get their ship. He will not pay any attention to the the complex. The villains' ship will ram a
bearings. Without Doom or Ultron, going outside world, unless he is attacked, until random area of the fortress, breaching the
up against the likes of the Hulk, the Thing, the ship arrives.) wall and causing Monstrous charging
and Thor, the villains have their work cut damage to everyone in the affected area.
out for them. "The Tempest" Make a Yellow Intuition FEAT roll for
each hero in the Monitor Room (Room A)
"Doom Takes Charge" The formation of a planet from the pieces for the Evening shift. If a roll succeeds, the
of other worlds will create problems. One hero can alert the base, and the heroes
This event does not directly involve the problem is the sudden mixing of atmo- may react before the enemy ship strikes. If
players. This is a note to you, the Judge. spheres, the raising of new mountains, the Intuition rolls fail, the villains have two
While the other villains were attacking the and a sudden increase in volcanic activity. free rounds to move about the complex.
heroes in "First Blood," Doom entered the As the Battleplane! settles, these rival During this time the heroes cannot move
villains' base, re-programmed Ultron to forces of nature create a huge storm that or fight. The bad guys will spread from
obey his orders, and installed a disintegra- buffets the planet mercilessly. their ship, wreaking havoc wherever pos-
tor ray in Ultron's body. (At the Judge's The rain and wind cause Unearthly sible. Any heroes knocked uncon-
8
scious will be left for dead. discover the intruder and remove him by "And Doom Against All"
The attackers will consist of all the vil- force.
lains from "First Blood" who are available, If the heroes or villains attack Galactus, This event is subject to two previous
plus Titania, Volcana, Doom, and Ultron. he will send his "Cat" down from the ship events. Galactus must be around, having
Ultron and the Molecule Man will respond to take care of the problem. completed his machinery, and Doom must
directly to Doom's orders. Wrecker and have visited Taa II.
any of his team will be assigned to freeing "When a Spider Calls" If Doom has perished in combat,
prisoners from the Psycho-Stasis cells assume that he has programmed Ultron to
(Section P). Molecule Man will remain with do his dirty work for him. If Doom and
Doom at the ship. If attacked, he will bring The morning routine is broken by the Ultron are both dead, Kang, Doctor Octo-
his full power against the attacker. arrival of a stunning beauty in your pus, or another villain could have discov-
If the heroes are driven from the fortress camp. She calls herself Spider- ered enough of Doom's plan to put it into
and exit off the mapsheet to regroup. Mol- Woman, and demonstrates her power. operation. No matter what, at least one vil-
ecuie Man will exert his powers to the limit lain should be available to implement the
and drop a mountain range on them. The Information on the new Spider-Woman™ is plan. If all villains have been defeated or
mountains are so vast that the heroes can- given in the Roster Booklet. Treat her as destroyed by this point, the heroes find
not get out from underneath before the an NPC unless she is accepted into a Doom's plans on a computer tape, with a
mountains fall. All heroes must make a group of heroes. She may at that time be memorandum stating that this is the only
added to any team that has lost or is miss- way to defeat Galactus and the Beyonder.
successful Red Intuition FEAT roll to sur-
vive by finding some pocket beneath the ing members. Whether the heroes choose to use the
mass. Encourage them to spend Karma plans is up to them.
for this purpose.
"And Now Galactus!" Doom has used the information gath-
The heroes have four rounds to escape ered from Taa II to learn that Galactus
before they are crushed or suffocated. Galactus has spent the past several intends to siphon off the Beyonder's
Any hero with Unearthly power can blast a days assembling a world-converter power, destroying Taa II in the process.
path to freedom in one round. For exam- machine, capable of draining all Doom's mechanism is designed to steal
ple, the Hulk's strength, Thor's hammer, energy from the planet, thus killing the some of the Beyonder's power and all of
Iron Man's repulsors, or Captain Marvel's inhabitants and giving Galactus the vic- Galactus's power so that Doom (or his
energy blast could free the heroes. (The tory in the Beyonder's game. agent) can become a god-like creature,
Human Torch cannot use his flame if he is wielding cosmos-shattering power. Since
under the mountain, since the flame would The heroes are in danger of imminent Doom is a mortal, the Beyonder's power
consume all the oxygen there and suffo- destruction, as is everyone else on the would give him abilities of Unearthly in
cate everyone.) planet. Galactus may be deterred by sev- every category. His body armor, force
eral things. field, and power bolts would also become
"The Worldship" Unearthly.
1. Full scale attack. Galactus will set the Once Doom has gained this power, he
The afternoon sky is darkened as a "Cat" on those who attack him. If the offers the others a choice: he will grant
mighty starship, dwarfing the Battle- "Cat" is destroyed or is not available, their greatest desires and return them to
planet, appears in the sky. Only the Galactus will enter the fray—trying to kill Earth if only they agree to surrender their
Human Torch has seen it before. It is anyone who hurts him. Remind anyone free wills to him. As proof of his power, he
called Taa II, and it is the home of considering such an attack that Galactus returns Denver to Earth and resurrects
Galactus! has several Class 1000 abilities. any slain villains.
2. Negotiation. Reed Richards may con- NOTE: If Ultron or another of Doom's
When Taa II arrives, Galactus begins prep- vince Galactus to delay his action by mak- agents acquire this power, they do the
arations to destroy the Battleplanet, using ing a successful Red Intuition roll to same thing. However, if Doom is resur-
its energy and the energy of the Worldship persuade Galactus. Professor X and Mag- rected, he refuses to submit, and works
to contend with the Beyonder. During this neto, by combining their mental powers, with the heroes to defeat the godlike
period the heroes may attempt to gain can persuade Galactus by making two enemy.
Galactus' attention and reason with him. successful Red Intuition rolls; treat their The villains then make a Yellow Psyche
(The means for contacting Galactus are combined Intuition as Monstrous. Any FEAT roll. Failure indicates that they agree
given in the description of the event "And other character must make three success- to go along with Doom, and they are trans-
Now Galactus!") Galactus may grant ful Red Intuition rolls to persuade Galac- ported to Earth. If they succeed, they
Richards an audience and a chance to tus. If negotiation is successful, Galactus retain their free will and join the heroes in
escape if Random Event 10 is rolled. will delay destroying the world for 1 day. fighting Doom. Galactus always retains
Doctor Doom recognizes that the arrival Failure means that Galactus sets the his free will, but his power is severely
of the Worldship is an opportunity to gain "Cat" on them. reduced. Let the players run Galactus, but
great power. He will not personally engage 3. Damaging the Planet. Many parts of all his stats are at his lowest power levels.
in any attacks from this point on, concen- the Battleplanet are geologically unstable, Galactus is unconscious for the first five
trating instead on entering the ship. and the characters with force beams or rounds after the transfer.
If Galactus is attacked, communicated energy powers, including Iron Man, Let the players decide whether they will
with, if the Battleplanet is endangered by Cyclops, the Human Torch, and Magneto, accept Doom's offer. If they do, they are
the actions of others, or if there is a full- could render the planet dangerously immediately returned to Earth, but they
scale battle between heroes and villains in unstable. If this is done, Galactus will stop will never gain new Karma. All Karma they
his vicinity, Galactus will be distracted his work to repair the damage, taking four earn is given to Doom, instead. In addi-
long enough for Doom to enter Taa II unde- shifts. Then he will return to work on his tion, they are forever at Doom's beck and
tected. While aboard the ship, Doom converter. (Doom will dispatch Molecule call as a super-police force to enforce
learns a great deal and frees Klaw from Man and four villains your choice to do this Doom's will. Doom creates a Utopia on
imprisonment. Four shifts after Doom (or if the heroes do not do so by Day 7, eve- Earth for his followers—and a hell for
anyone else) enters Taa II, Galactus will ning.) those who do not.
9
It is unlikely that Doom can be defeated If the forces of good have slain all the vil- If the heroes wish to get back to Earth
in normal combat. The following methods lains (including Galactus), they will be (especially if the villains have already
can be used to defeat Doom. returned to Earth. They get no Karma if departed for there), they can cobble
1. Scientific wizardry. Reed, Banner, they violated their own internal values to together a reverse teleporter. To do this
or one of the bad guys who refuses to aid win. They are granted the wish of being they must:
Doom can create a "reverse siphon" by accepted as normal beings—they are 1. Locate one of the constructs that
kit-bashing. This takes 5 rounds of work if depowered for 1-10 months each. During brought them to the Battleplanet. The pair
they have Doom's plans (available from this time, however, old earth-bound ene- of the constructs have crashed on the map
any of Doom's lackeys). Success means mies may take advantage of the hero's somewhere. (You as Judge decide.) They
that Doom returns to normal, and the depowering to rob, steal, and perhaps get may be guarded, at your option, depend-
Beyonder (justly shaken) makes his judge- revenge. ing on how badly hurt the heroes are.
ment. If neither side has triumphed, and if nei- 2. Locate the parts necessary to con-
2. New allies. If the heroes attack, ther side has challenged the Beyonder, vert it to a Monstrous teleporter. They may
Doom concentrates on Galactus first. This the Beyonder calls the contest to a close. find these parts in any fortress or in Taa II
should give the others a little breathing He has gained enough information on the (if it still exists), or they can completely dis-
room. If Molecule Man has chosen not to nature of desire to retreat for a while and mantle Iron Man's armor for the circuitry.
follow Doom (the heroes may talk to him meditate on what he has learned. As he 3. Using their Reason Ability as
and/or supply Karma to help him in the does not wish his kidnapped subjects to Resources, begin to build an Unearthly
FEAT), he can eliminate Doom's power kill each other in his absence, he sends Teleporter. This teleporter may take addi-
bolts, body armor, and force fields, since the side with the highest Karma total back tional power from Thor's hammer or
they are molecular in nature. Galactus can to Earth. The losers are stranded on the Nightcrawler's mutant powers.
endow any one of the heroes/villains with Battleplanet, and must find their own way 4. Double-check the circuits.
the Power Cosmic to become as one of his home. 5. Test it.
heralds. This means that all abilities and
powers become Monstrous. Powers "Going Home" If the teleporter succeeds, each team will
already Monstrous become Unearthly, reappear in Central Park, where they dis-
and powers that are Unearthly become If the players' heroes are stranded on the appeared from. An equal number of days
Shift X. Galactus remains at his lowest Battleplanet (either by having a lower have passed in the meantime.
power levels after this act. Karma total or letting the villains scare off If the teleporter fails, one group will be
3. The return of the Beyonder. The the Beyonder), read the following: randomly teleported around the world.
Beyonder is shaken but not destroyed by Make a Psyche FEAT roll for each team,
Doom's treachery. He returns 15 rounds The sun rises over the Battleplanet, the based on its lowest member. The first
after Doom makes his offer to the party. He only star left in an entire galaxy. The team who fails the roll will appear on
still has enough power to deprive Doom of war is over, the planet is at peace. You, Earth, but not in Central Park, Use your
his stolen power. If there are any heroes however, are trapped here on this own judgment or the following table:
alive and free when the Beyonder returns, planet, a world that promises adven-
he resurrects any dead and sends all of ture and excitement. You will never see 1-2 Siberia
the heroes back to Earth. The Beyonder 3-4 Japan
Earth again.
leaves Doom on the Battleplanet and 5-6 Amazon Jungle
7 Wakanda
retires to Beyond to think about what has The heroes may remain on the Battle- 8 London
happened here. planet as long as they wish. Though this 9 Latveria
adventure is over, the planet is a wide 10 Australian Desert
"The Beyonder's compilation of different terrains, peoples,
and challenges for the heroes to adven- How they get home from there is their
Judgment" ture in. As Judge, you can create your problem.
own sections of this patchwork planet for
If, by Day Nine, there is no clear victor in the heroes to discover. However, reduce
the Secret War, the Beyonder will make Random Events
all heroes' Karma by 10 for every day they
the following ruling. "Lesser Tempest." This is a smaller ver-
spend on the planet after the contest
If the forces of evil proved themselves ends. sion of the great Tempest that kept every-
strong enough to challenge a mighty soul
such as he, they are the winners of his
contest. They did not complete his
requirements, however, and as such do
not get their hearts' desire. They are only
returned to their home planet. The heroes
are stranded on the Battleplanet, which
the Beyonder programs to respond to their
wishes until they die. Then the Beyonder
retreats to his own dimension.
If the forces of evil have slain all the
heroes, the Beyonder will grant them
great power. All their stats and abilities
become Unearthly and they are returned
to Earth. The Earth will become a battle-
field for a mighty collection of near-
unbeatable foes, who will level the land in
their fights with each other as well as the
surviving super heroes.
10
one indoors on Day 2. The weather will
cause Remarkable damage to unshel-
tered characters. Characters who attempt
to fly in this storm must make a successful
Green Agility FEAT roll to avoid crashing.
The X-Man Storm can control this weather
on a successful Green power FEAT roll.
Thor can control the Tempest automati-
cally.
"The Hunt." One villain decides to dis- Possible only after "Betrayal" Random Event; treat as no event if it occurs before "Betrayal."
obey the general order of togetherness to
break into the hero stronghold and settle a villain will no longer be available for patrol In addition to their powers, the villains will
few old scores. Roll a ten-sided die to and duties that take him or her away from be manning an alien hovercraft (control
determine the villain and target. the main base. Make a new loyalty check Excellent; speed Monstrous; body Good).
The villain will slip into the complex during for each villain every shift. The villains fall The craft is armed with an electron beam
the Evening or Night shift of that day, and back into line immediately if one is cannon that fires beams of Unearthly con-
stalk the hero. Make an Intuition FEAT roll defeated, imprisoned, or killed by the cussive power (treat as Slugfest damage).
for the hero; if it fails, the hero is surprised leader. Body armor has full effect against the
by the attack (Karma cannot be spent on beam. The cannon has a range of 3 areas.
this roll). If the "stalked" hero is not "A Thunder God Missing." (If Thor is an
present or is an NPC, let a player charac- NPC, this event will occur as described. If "My Dinner With Galactus." Run only
ter hero discover the villain. Thor is a player character, the player must after Taa II has arrived. If rolled before that
decide what to do when this event is time, treat as "Magneto Calls." Galactus
"Betrayal." Doom's allies are tired of the rolled.) sends a robotic messenger to Reed and
tin-plated tyrant and stage a small palace Thor is called away, either by a meeting any of the surviving Fantastic Four. It will
coup. Doom is forced to flee and his ship is with the Enchantress or (if the Enchant- inform them that Galactus plans to destroy
struck by an energy bolt from Doombase. ress is dead) an instability in the polar the planet and Worldship in order to battle
Making his way to the heroes, a wounded reaches. If the Enchantress is held pris- the Beyonder. As Reed had once aided
Doom (Health = 45) offers to help defeat oner by any faction she will be immedi- him, so too does Galactus offer his aid—a
the Beyonder. He will lay out his proposed ately freed. In either case, Thor gains 100 ship will be provided to carry the heroes
plan—breaking into Taa II, using its tech- Karma while on this mission, and is gone safely away from the planet. The Battle-
nology to siphon off the Beyonder's power for four shifts. planet, with all its villains and innocents,
through Galactus. What Doom does not will be destroyed. (Make sure the heroes
state outright is that he intends to seize "Refugees." A group of alien refugees, understand that they will lose all Karma if
the power himself. humanoid in nature, will appear at the they agree to Galactus' proposal.)
If the heroes work with Doom, they will hero's base seeking shelter. (Their arrival If the heroes accept Galactus' offer,
sacrifice 50 Karma each. In addition, they sets off any alarms.) There will be 10-100 read the following:
will find Doom hot-tempered, desiring to refugees, and one of them may have a
lead, and willing to desert them as soon as power or weapon useful by the heroes Secured in your space vehicle, you wit-
he has healed. (Judge's choice, but healing powers or an ness the last act of this final war. Under
Any characters loyal to Doom, such as Unearthly rank weapon is recommended). the effect of Galactus' machines, both
Volcana, Titania, Molecule Man, and The aliens are humanoid but not human, the Battleplanet and Taa II explode in a
Ultron, will turn against him at this time. and their intentions are not hostile. They flaming conflagration of energy that is
Ultron will regain his former programming do not speak English, however. absorbed by Galactus. Swollen to mas-
and set up a fourth headquarters based on sive proportions, Galactus' cry rings
Robotic Life. "The Trap." The villain's leader will send out across space, a challenge to the
a messenger (an expendable one, such as Beyonder. The great light appears
"Magneto Calls." Run only if the X-Men one of the Wrecking Crew) under a flag of again, the rift in space. As he did once
have not left Herobase. Magneto appears truce to one group of player character before, Galactus launches himself into
to Professor X (or the head X-Man), offer- heroes, asking for a parley. The villain the rift. Before, he was repulsed. This
ing to team up against Doom and the other leader proposes to meet the heroes, time the barriers do not stop him.
villains. There is a 100 Karma reward for alone, at area D on the Outdoor Map, to Galactus pierces them and enters the
Professor X if he agrees, and 50 for each discuss handling the Beyonder and tap- Beyonder's realm. There is a flash, and
X-Men who agrees. (If Magneto is a player ping Galactus' power. This is actually an then both are gone, the rift closed. You
character, the player can make this offer at ambush. Once the heroes arrive at that are floating alone in a void.
any time, if he chooses to make it at all. area, Doom will attack them. The Enchant-
Any NPC X-Men will automatically accept ress will use her teleportation powers to The heroes will have to find a way home on
the offer.) bring the other villains as reinforcements their own at this point. If they take this
to any area 3 away from D. option, further adventures can be created
"Hearts and Minds." Many of the villains by the Judge as they pass through
have second thoughts about the whole "Patrol." Four of the bad guys loyal to the unknown space looking for a blue-green
affair with the Beyonder and with their villain leader will test the heroes' planet named Earth.
leader. Check to see if they remain loyal. defenses, hoping to pick off one or two,
Make a Popularity FEAT for each against commando style. Any lone hero in the wil-
the leader's Popularity. The leader is Doc- derness will be a target for an attack. Oth-
tor Doom. If he is dead or captured, the erwise it will be an assault similar to the
leader will be either Kang or Doctor Octo- "Sneak Attack" Planned Event. The four
pus, in that order. Failure means that the will be fearless if they outnumber the foe.
11
SECTION 6: CAPTAIN MARVEL™. The newest ability to lead (+20 Karma for every battle
Avenger, Monica Rambeau is not a leader, he is in), but still has doubts about altering
RUNNING HEROES but a good follower. While Captain Marvel the thoughts of anyone else. Professor X
is in her energy form, Magneto can use his will lose ALL his Karma if he tries this,
This section concerns the special effects
Energy Control powers on her to contain, whether successful or not.
the Battleplanet and the events of the war
dissipate, or control her (if that becomes STORM™. The air of the Battleplanet is
have on the various heroes. The section
necessary). thicker, more easy to manipulate, than that
also includes notes on running heroes as
CAPTAIN AMERICA™. The Living Leg- of Earth. Storm can modify the weather at
NPCs.
end of World War Two is again in a full- Monstrous level, and in addition carry peo-
If you, the Judge, are running heroes,
scale war. Despite the bizarre armament ple through the air in her slip stream (a
use the following guidelines:
of his foes, Cap can use his knowledge of successful Green FEAT roll is required;
1. Don't take up the limelight with the tactics to second-guess the enemy. On a her power rank is shifted one to the left for
NPCs. This adventure is for the players' successful Yellow Intuition FEAT roll, he each person above three she tries to
enjoyment and their heroes should be at can guess the villains' moves one shift in carry.) When carrying passengers, she
center stage. This means that NPC advance. Do not tell this to the player run- flies at Excellent speed.
heroes, even if more powerful, should let ning Captain America, but be prepared to NIGHTCRAWLER™. Kurt Wagner has
the player heroes run things. NPC heroes allow the attempt if Cap turns his tactical always been a religious person. He has
should be willing to help as long as the brilliance to the subject. come to terms with many powerful beings
request does not involve certain death for The Mighty THOR™. Thor is one of the who have styled themselves as gods, but
the NPC hero or killing his opponent. most powerful heroes present, with high now is confronted with a being that dwarfs
2. Let the players make the decisions. Health, limited body armor, and unmatched even their power. Where is the boundary
As Judge, you are privy to a great deal of battle skills. Since Thor is so powerful, it is between mere super-powers and a true
information that would not be available to recommended that he be held in reserve as godhood? This disturbs Kurt's outlook on
the heroes under your control. Discourage an NPC, or if run by a player, then Thor is life. For each Morning shift he remains on
the players from leaning on the NPCs for run alone (he is a god, after all, and above the Battleplanet after the first morning,
information and support. A great way to the petty squabbling of those he calls his subtract 20 Karma to reflect this unease.
prevent your players from asking for allies). Thor makes excellent cavalry to ROGUE™. Rogue is in a ticklish posi-
unreasonable help or information is to charge over the hill and drive off the bad tion—her past career with the New Broth-
give them several answers from different guys (within the Limited Series, the thun- erhood of Evil Mutants brought her into
NPCs, none of which may be correct! der-god faced Doctor Octopus, Ultron, the direct conflict with Captain America and
3. NPC heroes spend no Karma, Absorbing Man, Titania and the Wrecking the Avengers. She now serves with the X-
unless instructed to by the players. This Crew by himself). Thor's hammer cannot Men, and is placed in the hero camp.
makes the player character heroes more break through the Beyonder's shield into Rogue's divided loyalties (and her desire
effective in the long run than their NPC other dimensions. to be on the winning side) work against
allies. However, NPC heroes will always Note that Thor can be called away by his her. When in combat with the villains, she
spend Karma to stave off dying or to fellow Asgardian, the Enchantress, in the loses 20 Karma.
reduce the effectiveness of a killing Events section, and if run as an NPC, may CYCLOPS™. As with Hawkeye, Scott
attack. not be present at every confrontation. Summers is a new husband, taken from
HAWKEYE™. The Avengers' archer has his honeymoon by the Beyonder to be part
Each hero has his own quirks and abilities, two problems: a limited weapon and a of this war. Each Morning shift after the
some of which are affected by events on loved one at home. At the start of the first morning that Cyclops is on the planet,
the Battleplanet. When dealing with the adventure, Hawkeye has only those subtract 10 Karma from his score.
heroes, remember the following notes on arrows listed in his roster description avail- WOLVERINE™. Like Captain America,
the characters. Keep this information in able for use. As each arrow is used, Wolverine is a fighter. Unlike Cap, Wolver-
mind when assigning Karma for good play. scratch it off the sheet. Hawkeye will soon ine has no bad feelings about killing in
have to carve new, normal arrows, or rely combat. In this adventure, Wolverine suf-
The Winsome WASP™. Although she is on the skills of Reed Richards to kit bash fers no Karma penalty for slaying an
the leader of the Avengers, the Wasp has high-tech arrows. In addition, Hawkeye is "Evil" opponent. Inform the player run-
delegated her leadership to Captain newly married, and his wife, Mockingbird, ning Wolverine of this in his first fight. Wol-
America for the duration of the Secret War. is back on Earth. Subtract 10 Karma from verine will still lose Karma for killing
Wasp has changed a great deal from her his total for every Morning shift he is on the heroes (including Magneto), or for letting
"dippy Van Dyne" days, and can usually Battleplanet after the first morning—he innocents die.
be found in forefront of the battle. She and wants to wrap this up and go home (a sen- COLOSSUS™. Peter Rasputin is also
the She-Hulk are close friends, and if timent shared by Colossus, Cyclops, and separated from his heart's desire, Kitty
something happens to She-Hulk, the Mr. Fantastic). Pryde, back on Earth—subtract 10 Karma
Wasp will attempt to seek out the guilty The Invincible IRON MAN™. Iron Man is every Morning shift he is still on the Planet
party (+50 Karma if she does so). at this time James Rhodes, Tony Stark's after the first morning.
The Savage SHE-HULK™. Not as savage former pilot. He uses the suit but is not LOCKHEED THE DRAGON™. Kitty's
as in her early days and intent on making the fully versed in how to handle it or repair it. "pet" Lockheed has his own mind and
grade as a super hero, Jennifer will try to Treat the suit as Incredible technology to feelings on the matter of being grabbed
stay in her She-Hulk form when on the Bat- repair. and sent off into another galaxy. He will
tleplanet. She is close friends with Janet Van PROFESSOR X™. Charles Xavier has wander off after the "First Blood" Event,
Dyne (the Wasp), and if something happens recently regained the ability to walk, and is and will reappear if the X-Men are in great
to the Wasp, Jennifer will attempt to seek out slowly strengthening himself through prac- need. Treat the dragon as an NPC.
the guilty party and avenge her (+100 Karma tice and exercise (which is why his abilities The Incredible HULK™. Bruce Banner
if she does so). Jennifer is also concerned are significantly different from those in the currently controls the Hulk, but that con-
about the actions of her cousin, Bruce Ban- Campaign Book of the MARVEL SUPER trol is eroding due to the stresses of the
ner (the Hulk). HEROES Game.) Xavier is testing his war and other forces on Earth. The Hulk
12
cannot top Unearthly Strength while The THING™. The properties of the Bat- being the leader, and is accustomed to
Bruce's personality is in control. If Banner tleplanet allow the Thing to change into being obeyed. Enemies are to be killed, as
surrenders his mind to the "Savage Hulk," Ben Grimm and back to the Thing. This per the Beyonder's instructions. If
the Hulk can attain his full power, but will change can occur in stress periods, such crossed, Magneto will fight unless badly
react in typical Hulk fashion: attack any- as at the beginning of combat. At these outnumbered and outpowered. Check the
thing that threatens, friend and foe, then times, make a Psyche FEAT roll for the Event "A Matter of Magneto..." If a player
bound away from anyone for 3 shifts to Thing; add no Karma. If the roll is success- is running Magneto (who, like Thor, should
brood. ("Hulk not care about silly war, ful, the Thing becomes Ben Grimm (this is be run alone), impress upon the player
Hulk want to be left alone!") Banner will Ben's subconscious working overtime— these facts of Magneto's personality. Mag-
regain control after three shifts have he does not like being the Thing, though neto will lose all Karma if a mutant dies
passed. he sees the value in combat). After the (this refers to Professor X or any of the X-
stress is over, make another check to see Men), but Magneto will not suffer Karma
The Amazing SPIDER-MAN™. Like if he reverts. After the third such change, loss for any other characters dying.
Hawkeye, Spider-Man has a high-tech Grimm can change from Ben-form to Magneto's magnetic powers can affect
weapon with a limited number of uses (his Thing-form and back at will, but will lose Iron Man's and Doctor Doom's armor, Wol-
webshooters). After each major use (a 30 Karma every time he changes from Ben verine's claws and skeleton, Colossus'
large amount of webbing shot off, a com- Grimm to the Thing. armored form, Captain America's shield,
bat, or a large distance covered by Ben Grimm Ultron's robot body, and any other objects
webswinging), make a Reason FEAT roll. made of iron or steel; check the Roster
F A S E R I P Booklet for which heroes and villain's
If it fails, the webshooters have run dry. No
Ex Gd Gd Gd Gd Gd Rm
Karma can be spent on this roll. In addi- carry such weapons or equipment. Mag-
tion, Spidey's outfit (one of the few not Health: 50 Karma: 50 neto's energy control powers can affect
Resources: Remarkable Popularity: 80 Captain Marvel's electromagnetic form.
made of unstable molecules) will suffer
the wear and tear of combat. The creature The HUMAN TORCH™. The Battle- His force field can stop Thor's hammer if
that can replace Spider-Man's outfit is in a planet is the home of Zsaji, the Alien he concentrates and does nothing else.
random location at Doombase. This outfit Healer. If the Torch and Zsaji meet, the pair The New SPIDER-WOMAN™. The new
has the webshooting abilities of the old, will have an immediate attraction to each Spider-Woman was in Denver when it was
and can change shape at Spidey's mental other. Should something happen to her, captured, and came with the real estate.
command. Torch will seek out the guilty party, or lose She is unknown to all the assembled
MR. FANTASTIC™. Leader of the 100 Karma. heroes and is trying to join them and get
Fantastic Four, Reed is troubled by being MAGNETO™. Magneto is placed within off the planet. She is not practiced in her
separated from his wife during her second the hero group because he perceives him- mind-web power as yet, so make a Psyche
pregnancy. He suffers a 10 point Karma self as a just, fair, and powerful mutant. If FEAT roll each time she uses it—failure
loss each Morning shift he spends on the Magneto is an NPC, play him as an arro- indicates that she falls unconscious from
planet after the first. gant, angry individual who will insist on the strain for 1-10 rounds.
13
SECTION 7: RUNNING 4. Galactus will spend his own Karma to Doom, but will follow his directions.
reduce the effects of attacks against him. DOCTOR DOOM™. Doom is a master
THE VILLAINS He will also spend Karma to stay alive. planner. He will join the bad guys during
the event "Doom Takes Charge," and
Handling the bad guys is slightly different remain in control until he is betrayed or
from working with NPC heroes. The vil- Keep in mind when running the villains
that they are not a unified force like most captured. Doom will accompany his allies
lains will always be under your control, on any attacks until Taa II appears—after
with one special exception (see the hero groups, but rather a collection of bad
guys with their own ambitions. Several that he will attempt to break into Galactus'
Planned Event "And Doom Against AH"). ship in order to find the means to defeat
Add the Karma of all the villains (except events have been included in the Random
Event table to reflect that. Certain villains the Beyonder.
Galactus) together to form one Karma Doom will enter Taa II if Galactus' atten-
pool. This makes it easier to handle the vil- and villainesses have natural alliances
with others, so that the actions of one will tion is momentarily diverted by communi-
lains, and easier to determine who wins cation, battle, or effects of the heroes or
the war, if a Karma comparison is neces- affect others.
villains in damaging the Battleplanet. If
sary. The villains will spend Karma as fol- Doom reaches the ship, he will find Klaw
lows: Further Notes
and part of the information he needs.
Doom will be expelled three shifts after-
1. A villain will spend Karma to save his ABSORBING MAN'". Crusher Creel is a wards, and will spend three shifts process-
own life if he suffers a "Kill" result on the violent man placed in a situation where his ing the data he has collected. If he has the
Battle Effects Chart. If he is reduced to 0 violence will be rewarded. He welcomes opportunity, he then will be able to reduce
Health and fails his Endurance FEAT roll, the chance to beat the heroes and collect the Beyonder to near mortal power and
he will spend Karma from the pool to pro- the reward promised by the Beyonder. He increase his own abilities. See the Event
long his life until rescued. is immune to damage from most energy "...And Doom Against AH"
2. The leaders (Doctor Doom, Kang, rays, and could conceivably absorb Cap- Doom is haughty and proud, with a mind
and Doctor Octopus) will also spend tain Marvel's powers, given a chance. He as warped as the twisted face beneath his
Karma defensively to prevent or reduce will try to absorb the greatest strength mask. He is accustomed to a position of
damage to themselves or to escape. material available at hand before going power, with others carrying out his orders.
3. Doom, Kang, Ultron, and Doctor into combat. Ultron, Molecule Man, Titania, and
Octopus will spend Karma if needed for The Absorbing Man is more of a follower
kit-bashing or inventing items. than a leader. He does not like nor trust
14
Volcanna are loyal to him, but Doom does such would be a loss of life that he cannot TITANIA™. Formerly Mary "Skeeter"
not care if they live or die, as long as his absorb. MacPherran, Doom used the power of the
plans succeed. KANG™. Kang the Conqueror is akin to Tempest and the alien technology to give
DOCTOR OCTOPUS™. This long-time Doctor Doom in that he is proud, haughty, her great physical strength and invulnera-
foe of Spider-Man will lead a direct assault and accustomed to having his orders bility. She revels in her new power, and
if necessary, but would prefer to attack obeyed. If he survives, he will plot to over- seeks to prove herself to the others. She
from stealth and usually from behind. He throw Doom. This anger towards Doom will always seek out the toughest-looking
has a fair understanding of the alien tech- may be capitalized upon by the heroes. male hero in combat, usually the Thing,
nology, but he is not the technical genius In addition to the weapons within his the Hulk, or Thor. Titania loyally obeys
that Doom is. Octopus feels he is capable armor, Kang has access to the alien tech- Doom's commands.
of taking command if the mad tyrant of Lat- nology provided by the Beyonder. He car- ULTRON™. The deactivated Ultron was
veria stumbles or is betrayed. ries a high energy force-beam projector recovered and reactivated by the Beyon-
ENCHANTRESS™. A native of Asgard, that causes Unearthly slugfest damage der, then crippled by Galactus. Doom has
as is the hero Thor, the seductive Enchant- and has a range of 3 areas. He cannot use reactivated the robot, but reprogrammed it
ress holds a special place in her heart for his force field when firing this weapon. to follow only his commands. If captured
the thunder-god. She will not directly KLAW™. If Doom (or another character) and deactivated again, Ultron can be
attack him, but will let other villains do so. enters Taa II, he or she will discover the reprogrammed as an Unearthly technol-
In combat, the Enchantress prefers the mechanism holding the sound-body of ogy.
use of spells and distance weapons to Klaw in sector R. Klaw was trapped in In addition to its normal weaponry,
brute force, but she will engage in hand- Galactus' machine after his sonic form Doom has added a "disintegrator" ray to
to-hand combat if attacked in this manner. was absorbed by the Dazzler, who was it. The disintegrator is actually a trans-
The Enchantress cannot summon, enlist then recruited and modified by Galactus. porter that teleports its victims to a holding
the aid of other-dimensional beings, or The ordeal of being captured first by Daz- cell in Doombase.
use dimensional energies while on the zler, and then by Galactus' machines has Ultron, unless reprogrammed, will
Battleplanet. taken a heavy toll on Klaw's mind—his will remain loyal to Doom. If the Betrayal
Two of the Enchantress' spells are of to fight is gone, and he is mentally unbal- Event occurs after Doom is in full charge
great importance. The first is her telepor- anced. of the villains, Ultron evades Doom's pro-
tation spell, which will allow her and up to Klaw will fight only if attacked, or directly gramming and regains its insane hatred of
a dozen allies to travel instantaneously ordered to fight by Doom, who must stay all life. Ultron escapes, destroying anyone
from point to point. She must make a suc- within three areas of Klaw in order to com- in its way, and sets up its own robotic base.
cessful Yellow Psyche FEAT roll to tele- mand him. Klaw fears both Doom and Doom has placed input into Ultron so that
port. The attempt is exhausting, and she Galactus. if he, Doom, is defeated, Ultron can carry
will be unable to use her magic during the LIZARD™. The Lizard is a brutish crea- out his mission to defeat the Beyonder.
next shift. The second important spell is ture, much like the original Hulk. The Liz- VOLCANA™. As with Titania, Volcana
her mind-blank spell, which creates psy- ard prefers small battles, one-on-one, as gained her powers when Doom harnessed
chic interference of Shift X level. This spell opposed to large-scale melees. Lizard will the Tempest with alien technology. She is
blocks telepathic probes, and she will use be in the "First Blood" Event, but after generally loyal to Doom, impressed by his
it immediately if Professor X probes the vil- that encounter will seek to escape from charisma, and will follow his orders. She
lains' defenses. both sides. Any lone hero may encounter prefers to use her plasma powers at a dis-
The Enchantress is uncertain of the lead- the Lizard in the swamp, at your option. tance, however, as opposed to entering
ership of the mortal named Doom, but can- The hero would start in area D, the Lizard into hand-to-hand conflict. In her short car-
not escape the planet. two areas away. reer as a super-powered villain, she has
GALACTUS™. The Eater of Worlds is an MOLECULE MAN™. Owen Reece is fallen for Owen Reece, the Molecule Man.
enigma, and is partially removed from the simultaneously the weakest and most Should anything happen to Reece,
mundane toils of the others placed in the powerful of the villains. He has the lowest Volcanna will try to seek out and slay those
villains' camp. Galactus is as over- Health and no protective body armor or who hurt Owen.
matched by the Beyonder as most mere force field, but can literally move moun- The WRECKER™ and the WRECKING
mortals are overwhelmed by his presence. tains. The only limits of his ability are your CREW™ (Thunderball, Piledriver, and Bull-
Yet he has a plan. Following his initial imagination, Owen's Psyche FEAT rolls, dozer). This foursome has worked
defeat by the Beyonder, Galactus calls his and Reece's limited understanding of together against Thor without much suc-
Worldship, Taa II. His intention is to use technology. cess. The other three members recognize
the power and technology of Taa II and the Reece was undergoing therapy regard- the Wrecker as their leader, and will follow
energies of the Battleplanet to gain the ing his villainy when taken by the Beyon- his orders. The Wrecker does not care
strength to confront the Beyonder. This act der. He has a new father figure in Doctor who is in supreme command, as long as
will destroy both his Worldship and the Doom, whose orders he will follow to the their team wins the Beyonder's contest.
planet, including the combatants, good letter. There is a chance the heroes can He will follow Doom, Kang or Doctor Octo-
and evil. He can be delayed from these reason with Owen if they get him away pus, and take over leadership only if the
actions by force, reason, or threatening from Doom, so Doom will keep Owen with other three have been neutralized, cap-
his resources, as noted in the Event "My him as much as possible in combat. Owen tured, or killed.
Dinner With Galactus." will try to avoid physical combat, and will The Wrecking Crew prefers to work as a
His long relationship with the Fantastic not use his power if it endangers others team, ganging up on one powerful hero if
Four gives Reed Richards a chance of than heroes. He will avoid hand-to-hand possible. If any of the members of the crew
talking to him. Galactus' powers are such combat, as it tends to be rather messy. are captured, the survivors will try to seek
that a mental command can move moun- During the war, Owen builds a relation- them out and spring them. If any of the
tains, level hills, and do up to his highest ship with the super-villainess Volcana. He crew is killed, the survivors will seek
Rank Number of damage to one character, has deep feelings for the woman, and will vengence on the killer, regardless of any
depending on the strength of abilities. react violently if she is hurt or endangered, orders to the contrary, as described in the
Galactus is loath to kill in this fashion, as seeking revenge. "Hunt" Event.
15
KARMA AWARDS: rank number to this award for each oppo- may form a common pool from which all
nent that is captured. heroes may draw.
THE SECRET WARS If a hero kills a villain, that hero's Karma Finally, certain actions gain Karma for
drops to 0. In addition, any other hero con- certain heroes.
Karma can prove to be one method of trolled by the same player loses 100
determining who wins the Secret War. For Karma. If the killing hero was part of a If the FF, AVENGERS, and IRON MAN
this reason, Karma awards are summa- Karma pool, then the pool drops 200 drive off Magneto in
rized here. points as well. (Example: if Hulk and Iron Event 1 .100 each
Normal campaign awards for obliga- Man are controlled by the same player, THOR: controls Tempest +30/Shift
tions, responsibilities, and the like are not and Hulk kills Doctor Octopus, then Hulk STORM:controls Tempest +30/Shift
made in this adventure. Most of the "sup- PROFESSOR X: Joins Magneto +100
loses all Karma, and Iron Man loses 100 X-MEN: Join Magneto +50 each
porting cast" for a hero is back on Earth. Karma). The exceptions to this rule are
Certain heroes (notably Hawkeye, THOR: Answers Enchantress' call +100
Wolverine (who loses nothing for killing vil- WASP: Avenges She-Hulk +50
Cyclops, Mr. Fantastic, and Colossus) will lains, nor does his Karma pool), and Mag- SHE-HULK: Avenges Wasp +100
suffer a penalty for remaining on the Bat- neto (who loses Karma only if a mutant HUMAN TORCH: Avenges Zsaji +100
tleplanet because of the situation at home. dies—any other heroes controlled by the PROFESSOR X: Fights in battle +20
In large-scale combat involving dozens same player lose Karma, however.) PROFESSOR X: Tries mind alteration . . .-ALL
of super-powered beings, it is difficult to For purposes of Karma awards, con- ROGUE: Fights villains -20
tell overall winners and losers. Use the fol- sider the end of a battle to be when one NIGHTCRAWLER: Each Morning -20
lowing figures to determine Karma: CYCLOPS: Each Morning -10
side or the other escapes, or are all ren- MR. FANTASTIC: Each Morning -10
For each character on a side to survive
dered unconscious, or are placed in a COLOSSUS: Each Morning -10
combat in a conscious state *100 position where they cannot fight back. HAWKEYE: Each Morning -10
For each character unconscious -50 For villains, find the total and add it to WOLVERINE: Kills Villains NO LOSS
For each opponent unconscious or the total pool. For heroes, divide it among BEN GRIMM: Becomes Thing -30
captured *100 the players in the game. They in turn may MAGNETO: Lets a Mutant Die -ALL
In addition, add the opponent's highest assign it to specific heroes they control, or ALL PLAYERS: Playing in character
(Judge's Opinion) +30/Day
6860
394-54172-3TSR0600
ISBN 0-88038-184-1
6860XXX1509
16
Official Game Accessory
1
COLOSSUS™ Health of his armored form is below 60; if it is
Peter Rasputin, student below 60, Peter's human form has that level of
Health. If Peter is hurt in human form, that dam-
Fighting: GOOD age is carried over to his armored form. If Peter
Agility: GOOD is knocked unconscious, he reverts to human
Strength: EXCELLENT [MONSTROUS] form.
Endurance: EXCELLENT [AMAZING] 2. In steel form Colossus gains Amazing body
Reason: TYPICAL armor, Monstrous resistance to heat and cold,
Intuition: TYPICAL and Remarkable resistance to radiation and
Psyche: EXCELLENT electricity.
2
HAWKEYE™ ARROWS. At the start of the SECRET WARS
Clint Barton, Avenger adventure, Hawkeye has the following assort-
ment of arrows in his quiver:
Fighting: GOOD
Agility: REMARKABLE 12 Blunt-tipped arrow (Excellent Slugfest dam-
Strength: GOOD age)
Endurance: EXCELLENT 6 Sharp-headed arrows (Excellent Shooting
Reason: TYPICAL and Throwing damage)
Intuition: GOOD 4 Explosive (Amazing damage); effect is simi-
Psyche: TYPICAL lar to high explosive grenade
4 Smoke (Covers 1 area)
Health: 70 3 Electrical (Amazing damage)
Karma: 22 3 Tear Gas (Excellent Potency)
Resources: TYPICAL 2 Flare (2-area radius light or Good fire dam-
Popularity: 45 age)
1 Cable (Incredible material; length 2 areas)
Powers: 1 Flame-killer (Amazing smothering effect or
damage to flaming targets)
EXTRAORDINARY VISION. Hawkeye has
Remarkable vision, hence his name. Talents: Hawkeye has trained under Captain
America, and is skilled in several martial arts.
IMPAIRED HEARING. Hawkeye wears a hear-
ing aid to correct damage from an earlier adven- Background: Hawkeye became proficient with
ture. His Intuition is Poor when listening. the bow when he was growing up in a circus. He
began his career as a villain, but soon switched
BOW SKILL. Hawkeye has Monstrous Agility over to the good guys, joining the Avengers. His
with a bow, and Amazing Agility with any brash, head-strong personality has moderated
weapon that requires an Agility FEAT in combat. somewhat since his recent marriage to Barbara
His bow has a 75-lb pull and a range of 7 areas. Morse, the Mockingbird.
THE HULK™
Robert Bruce Banner, physicist ADRENALINE SURGE. The statistics above
are for the Hulk at normal times. When angered,
Fighting: REMARKABLE the Hulk undergoes a surge of adrenaline which
Agility: GOOD will raise his Fighting ability to Amazing and his
Strength: UNEARTHLY Strength ability to Shift X (raise his abilities by
Endurance: MONSTROUS one level each round). If severely provoked, the
Reason: REMARKABLE Hulk can reach Class 1000 Strength, at the
Intuition: GOOD Judge's discretion (usually only when con-
Psyche: TYPICAL fronted with a Class 1000 obstacle). The Hulk
loses half of all his Karma when he undergoes
Health: 215 this adrenaline surge, and will tend to be unsta-
Karma: 46 ble, vicious toward foes and wary of friends. At
Resources: FEEBLE the time of the SECRET WARS, Bruce Banner's
Popularity: 1 personality is in control of the Hulk. Using the
adrenaline surge causes the Hulk to lose control
Powers: and revert to his brute personality. When using
the adrenaline surge (and for three rounds after
DENSE FLESH. The Hulk's tough, massive that), the Hulk's Reason = Feeble, Intuition = Typ-
body gives him Monstrous protection from phys- ical, and Psyche = Remarkable.
ical attacks and Amazing protection from
energy attacks. Talents: Dr. Banner's studies specialize in radi-
ation applications and nuclear physics. His rea-
EXTRAORDINARY SENSE. The Hulk can see son is Incredible in these fields.
forms in the Astral Plane. He has no other psy-
chic powers. Background: A gamma-bomb test irradiated
Dr. Banner, turning him into the savage Hulk. At
LEAPING. The Hulk has Unearthly leaping abil- the time of the SECRET WARS, Banner controls
ity, and after the first leap can double his normal his Hulk-form, but that control is slipping, mak-
distance on the second. He uses this power pri- ing him irritable and angry.
marily for long-distance travel, but can use it in
combat (treat as a charging attack).
3
IRON MAN™ Iron Man to see in darkness or blind an unsus-
James Rhodes, mercenary pecting foe for 1-10 rounds. The victim can
avoid blindness by making a successful Endur-
Fighting: EXCELLENT ance FEAT roll.
Agility: EXCELLENT
Strength: TYPICAL [INCREDIBLE] AIR SUPPLY. When sealed, the armor contains
Endurance: TYPICAL [MONSTROUS] enough air for 2 hours underwater or in total
Reason: GOOD vacuum.
Intuition: EXCELLENT
Psyche: TYPICAL FIRE EXTINGUISHER. The armor can spray a
one area foam that has a Remarkable effect on
Health: 52 [155] fires.
Karma: 36
Resources: GOOD ENERGY ABSORPTION. The armor can
Popularity: 70 absorb up to an Unearthly amount of electricity
in one round, and channel it out through the
Powers: repulsors. The electrical blast has a range of 10
areas. The armor's storage pods can contain up
All of Iron Man's powers derive from his steel- to three rounds of Unearthly absorption. The
alloy armor. The armor increases his Strength, armor can be modified to absorb other forms of
Endurance, and Health to the bracketed levels energy.
and has the following powers:
OVERRIDE. Iron Man can remove the armor's
BODY ARMOR. The armor provides Amazing safety interfaces to channel all his power into
protection from physical damage, as well as one round of Unearthly Strength or Unearthly
Unearthly resistance to radiation and Remark- repulsor damage. Following the round, make a
able resistance to heat, cold, and acid. Yellow FEAT roll on the Shift 0 column—failure
means that the armor is immobilized by damage
FLIGHT. The jets in Iron.Man's boots enable and must be repaired.
him to fly at Monstrous speed.
Background: The Iron Man armor was
REPULSORS. Each gauntlet contains a plasma .designed by inventor Tony Stark. James "Rho-
projector capable of causing Amazing damage. dey" Rhodes was given the suit when Stark lost
A repulsor has a range of 10 areas. his battle with alcoholism. At the time of the
SECRET WARS, Rhodey is still learning to use
CHEST LAMP. The high-intensity lamp allows the armor effectively.
ENERGY CONTROL. In addition to his mag- Background: Magneto is devoted to the preser-
netic powers, Magneto has Monstrous control vation of mutantkind, Homo Superior. To that
over all forms of electro-magnetic energy: heat, end he will take actions he deems necessary to
light, electricity, ultraviolet, gamma rays, X-rays, help mutants, including the enslavement of the
radio waves, and even gravitons. He can project "normal" majority, Homo Sapiens. He believes
these energies to any distance in direct sight. that his goals justify the use of force and vio-
Magneto can use these energies to cause lence. This attitude has brought him into conflict
Amazing damage from a distance, or Monstrous with Professor X, the X-Men, and other heroes.
damage when touching the victim.
4
NIGHTCRAWLER™ PREHENSILE TAIL. Nightcrawler can support
Kurt Wagner, adventurer his own weight with his tail, or use the tail as an
additional grasping limb.
Fighting: EXCELLENT
Agility: AMAZING INDIGO FUR. Nightcrawler's dark fur allows
Strength: TYPICAL him to blend into deep shadow. Anyone looking
Endurance: REMARKABLE for him in the dark (without infravision) shifts his
Reason: GOOD Intuition two columns to the left.
Intuition: EXCELLENT
Psyche: EXCELLENT Talents: Kurt is a skilled acrobat and fencer. He
shifts one column to the right when fighting with
Health: 106 a sword. He is also skilled in first aid, electron-
Karma: 50 ics, and mechanical repair.
Resources: POOR
Popularity: 2 Background: Kurt Wagner was born in the
Bavarian Alps and raised by a gypsy circus.
Powers: When local townspeople accused him of being
a demon, the young German was rescued by
TELEPORTATION. Nightcrawler can move Professor Xavier and recruited into the X- Men.
instantaneously from point to point, his move- Kurt is a deeply religious and caring young man,
ment accompanied by a cloud of sulfurous but he uses a flippant attitude to hide his true
smoke and a "Bamf" noise. He can teleport up feelings.
to 2 miles east or west, 3 miles north or south,
and 2 miles vertically. If Kurt teleports near
these limits, or carries additional weight while
teleporting, he must make a successful Endur-
ance FEAT roll or fall unconscious for 1-10
rounds. Anyone accompanying Kurt on a tele-
port must make a successful Yellow Endurance
FEAT roll to stay conscious. Nightcrawler nor-
mally does not teleport to locations he cannot
see. Kurt can perform a second action in the
round he teleports if he makes a successful
Endurance FEAT roll.
5
ROGUE™ make a successful Psyche FEAT roll to avoid a
(Real name unrevealed), adventurer permanent transfer. Failure indicates that the
victim's mind is wiped clean, Rogue takes on
the victim's personality, and her Psyche is low-
Fighting: GOOD ered one rank. If her Psyche ever drops below
Agility: EXCELLENT
Feeble, Rogue goes mad and must be con-
Strength: AMAZING trolled by the Judge.
Endurance: GOOD Rogue can possess the powers of more than
Reason: POOR one victim at once. However, she cannot absorb
Intuition: GOOD artificial abilities or extreme physical differ-
Psyche: POOR ences (such as Nightcrawler's tail). Her power
does not affect robots.
Health: 90
Karma: 18 FLIGHT. Rogue can fly at Good speed, an abil-
Resources: POOR ity she drained permanently from Ms. Marvel.
Popularity: 0
BODY ARMOR. Another theft from Ms. Marvel,
Powers: Rogue has Incredible body armor.
POWER ABSORPTION. Rogue automatically CONFLICTING PERSONALITIES. Because
absorbs the powers and abilities of other beings she has two separate thought patterns, Rogue
by touching her skin to theirs. If an opponent has Unearthly resistance to mental probes and
tries to avoid her touch, Rogue must mental attacks.
make a successful FEAT roll, using her Amazing
power rank, to touch the opponent. Each round Background: Rogue grew up on the lower Mis-
of contact transfers all the victim's abilities to sissippi, but most of her background remains a
Rogue for four rounds. During this time the vic- mystery. She was formerly a member of the New
tim is unconscious. Contact beyond one round Brotherhood of Evil Mutants, but after she
is dangerous, because the victim's personality absorbed permanently the powers and memo-
and memories, as well as his abilities, may be ries of Carol Danvers (Ms. Marvel), Rogue lost
transferred to Rogue permanently. Rogue must control of her abilities. She has sought help from
Professor X, but she is unsure about herself as
a "hero."
6
SPIDER-WOMAN™ ded. The web disappears if Spider-Woman is
(Real name unrevealed) knocked unconscious. Spider-Woman can
move when projecting this web only if she
Fighting: GOOD makes a Red Psyche FEAT roll; the web disap-
Agility: AMAZING pears if she fails the roll.
Strength: INCREDIBLE
Endurance: REMARKABLE Background: The full background of the New
Reason: GOOD Spider-Woman is unrevealed at the time of the
Intuition: TYPICAL Secret Wars. It is known that she is relatively
Psyche: REMARKABLE new at super-powered adventure, having used
her powers three or four times before the war.
Health: 130 She was caught when the part of Denver she
Karma: 46 was in was taken by the Beyonder to complete
Resources: GOOD the Battleplanet.
Popularity: 7
Powers:
7
THOR™ 3. Weather Control. Thor has Unearthly con-
Thor, Prince of Asgard, God of Thunder trol of weather, and can create storms and light-
ning that cause Monstrous damage each round.
Fighting: UNEARTHLY He can also fire lightning bolts of Monstrous
Agility: EXCELLENT rank directly from the hammer.
Strength: UNEARTHLY 4. Dimensional Travel. By whirling his ham-
Endurance: UNEARTHLY mer in a predetermined manner, Thor can open
Reason: TYPICAL a mystic rift that allows him to enter other dimen-
Intuition: EXCELLENT sions (such as Asgard, Olympus, or Limbo) or
Psyche: AMAZING teleport across the globe.
5. Flight. By throwing his hammer and grab-
Health: 320 bing the thong, Thor can fly by being pulled by
Karma: 76 his hammer. Thor mentally controls his flight
Resources: EXCELLENT path. He flies with Amazing speed, and can
Popularity: 100 carry up to 100 tons in flight.
6. Shield. By spinning his hammer swiftly,
Powers: Thor can deflect missiles and energy beams of
Remarkable strength or less.
DENSE FLESH. Thor's tough skin gives him
Excellent body armor. Background: The son of Odin and Gaea, Thor
wandered the earth for many years in mortal
UNIQUE WEAPON. Mjolnir, Thor's hammer, is form before his father revealed his heritage.
forged of mystical uru metal, a Class 1000 mate- Thor holds a love for both Asgard and Midgard
rial. Thor's Fighting ability is Shift X when he (Earth). Thor is a founder of the Avengers, and
uses the hammer. Mjolnir has the following was with the group when they were kidnapped
powers: for the Secret Wars.
1. Returns. Thor can throw the hammer up to
10 areas. The hammer will return to his hand in
the round that he throws it.
2. Worthiness. Only those living beings pure
of heart may wield the hammer. A worthy being
(other than Thor) must have at least Remark-
able strength and 1000 Karma. If Thor becomes
villainous or cowardly, he too must attain the
1000 Karma level before being able to wield it
again. A non-living force with Remarkable
strength may also wield the hammer.
Powers:
8
GALACTUS'S "CAT"™ LOCKHEED THE DRAGON™
Guard robot Alien creature
Fighting: MONSTROUS Fighting: TYPICAL
Agility: AMAZING Agility: REMARKABLE
Strength: MONSTROUS Strength: FEEBLE
Endurance: AMAZING Endurance: GOOD
Reason: POOR Reason: ?
Intuition: TYPICAL Intuition: EXCELLENT
Psyche: TYPICAL Psyche: EXCELLENT
Powers: Powers:
BODY ARMOR. The "Cat" has Monstrous body FLIGHT. Lockheed flies at Typical Speed (6
armor which protects against all physical, areas per round), and can hover in place.
energy, and magical attacks. The robot's eyes
and mouth aren't protected by body armor. The FLAME BREATH. Lockheed can breathe a rib-
"Cat" can take damage from hits in either of bon of flame, causing Remarkable damage, at a
these weak spots. (Hitting the robot's eyes or target up to one area away. He may use his
mouth requires a called shot attack.) flame breath more than once per day, if he
makes a successful Endurance FEAT roll each
PARALYZING FOAM. The "Cat" can belch a time; failure means he cannot attempt to use his
yellow paralyzing foam from its mouth, with a flame breath for the remainder of the day.
range of two areas. This foam has Unearthly
potency. Everyone in the target area must make Talents: none.
a successful Red Endurance FEAT roll to avoid Talents: none.
being paralyzed for a shift. Those avoiding Background: While exploring another planet,
paralysis still lose their next round of actions. Background: The "Cat" is a 20-foot-tall robot the X-Men discovered Lockheed. He returned
This foam only affects living creatures, and created by Galactus for guarding his massive with them to Earth, becoming fond of Kitty
while able to penetrate cloth and most natural base Taa II, and dealing with any vermin that Pryde. Kitty and the X-Men are Lockheed's
body armor, has no effect on substances such could inconvenience him. It has no separate will friends, not his owners. While he thinks primar-
as Iron Man's armor. other than the programming given it by Galac- ily about eating, he will leap into a fight to defend
tus. his friends.
9
ABSORBING MAN™ energy he absorbs. He can retain absorbed
Carl "Crusher" Creel, criminal energy for a maximum of 10 rounds.
Creel can also absorb physical properties of
Fighting: EXCELLENT an object. If he touches a spiked mace, he will
Agility: TYPICAL get both the strength of iron and spikes. He may
Strength: GOOD (Varies) enlarge by touching a building.
Endurance: EXCELLENT (Varies) Lastly, Creel can take on the physical
Reason: POOR strength and properties of another character by
Intuition: POOR touching that character. He can gain Thor's
Psyche: TYPICAL Strength, Endurance, and body armor by touch-
ing the Thunder God. He cannot control any
Health: 56 new abilities—he could duplicate the Vision's
Karma: 14 density changes but not control them. Creel
Resources: POOR does not steal the abilities of a person he
Popularity: 1 touches; he merely copies them.
10
DOCTOR OCTOPUS™ is used— Remarkable for one, Incredible for
Otto Octavius, criminal mastermind two, Amazing for three, and Monstrous for all
four.
Fighting: POOR Octopus can use his tentacles to move over
Agility: GOOD long distances, up to 4 areas per round, ignor-
Strength: REMARKABLE ing structures under 2 stories in height. He can
Endurance: EXCELLENT scale sheer surfaces at 3 stories per round, pro-
Reason: EXCELLENT vided he can grasp or punch handholds in the
Intuition: TYPICAL surface.
Psyche: EXCELLENT
Talents: Otto Octavius is a specialist in mechan-
Health: 64 ics, radiation, and robotics. His Reason is Incredi-
Karma: 46 ble in these areas.
Resources: GOOD
Popularity: 3 Background: Otto Octavius was a brilliant
researcher whose tentacle-harness permitted
Powers: him to handle radioactive materials from a safe
distance. A nuclear accident bonded the har-
TENTACLES. Doctor Octopus gains his nom du ness to Octavius' nervous system, allowing him
crime from the four artificial tentacles grafted to to control the arms through direct mental com-
his midsection. These tentacles are made of mand. Turning to a life of crime, Doctor Octopus
Amazing rank steel, and each ends in three pin- was defeated repeatedly by Spider-Man, for
cers of Remarkable material. whom he possesses an incurable hatred.
Each tentacle has Remarkable Strength. Two
tentacles working together may lift with Incredi-
ble strength. These tentacles can reach any
part of the area the Doctor is in. Doc Ock can
attack twice per round, attacking different tar-
gets if he chooses. He may attack with three or
four tentacles by making a successful Endur-
ance FEAT; if he fails, he cannot attack in the
next round. When multiple attacks are hitting
the same target, make one roll to attack, but
increase the damage if more than one tentacle
11
GALACTUS™ GALACTIC HUNGER. In order to maintain his
Galactus, eater of worlds abilities, Galactus must feed on the biosphere of
life-bearing or potentially life-bearing planets.
Fighting: MONSTROUS This feeding must take place about once a
Agility: MONSTROUS month at the present, and results in the com-
Strength: CLASS 1000 plete destruction of that planet.
Endurance: CLASS 1000 Galactus normally assembles converter
Reason: UNEARTHLY machinery by telekinesis to consume the bio-
Intuition: UNEARTHLY sphere, but if pressed by his hunger, he can
Psyche: CLASS 1000 destroy the planet by himself (a process that
leaves him unconscious for 1-10 weeks).
Health: 2,150 (Varies) If prevented from feeding, Galactus weakens.
Karma: 1,200 (Varies) In the first month all abilities at Class 1000 will
Resources: CLASS 1000 drop to Shift X. In the second month, all Shift X
Popularity: 0 abilities will drop to Unearthly, and at his weak-
est, in the third month all abilities will drop to
Powers: Monstrous.
12
KLAW™ range of 10 areas. In addition, victims of the
Ulysses Klaw, criminal blast must make a successful Red Endurance
FEAT roll to avoid deafness lasting one day.
Fighting: GOOD The converter is made of Incredible rank
Agility: EXCELLENT steel; if the converter is destroyed, Klaw's body
Strength: TYPICAL will dissipate.
Endurance: MONSTROUS
Reason: FEEBLE SOUND OBJECTS. Klaw can create objects
Intuition: TYPICAL made of sound. He may create fixed objects of
Psyche: TYPICAL Remarkable strength and "sound animals" with
the following abilities:
Health: 111
Karma: 14 F A S E R I P
Resources: TYPICAL Ty Ty Rm Rm Fb Fb Fb
Popularity: 3
Health: 72
Powers:
These "sound creatures" appear in the area
BODY TRANSFORMATION. Klaw's body is Klaw is in, but may move up to 10 areas away
composed of living sound. Though solid, he has and stay under his command. Klaw must keep
no need to eat, drink, breathe or sleep. His only the "sound creatures" in sight to control them.
requirement is a medium in which sound can The "sound creatures" dissipate immediately if
exist—exposure to a vacuum would cause him Klaw stops controlling them.
Remarkable damage each round.
Talents: none.
BODY ARMOR. Klaw's body is not made of nor-
mal matter, and he has the equivalent of Incredi- Background. Ulysses Klaw was a physicist
ble body armor. This body armor has no effect working on sound energy to matter conver-
on attacks that affect sound, or on materials sions. His experiments required a large amount
made of sound-dampening vibranium (such as of vibranium, which he attempted to steal, being
Captain America's shield). If reduced to 0 foiled by the young T'Challa (Black Panther).
Health, Klaw's form dissipates and is absorbed Later conflicts converted Klaw into a being of
by his sound converter. sound, and finally imprisoned him in Galactus'
ship. Klaw's Reason, normally Good, has deteri-
SOUND CONVERTER. With this device, Klaw orated during his imprisonment in Galactus'
can project sonic blasts of Incredible power to a ship.
13
MOLECULE MAN™ Talents: none.
Owen Reece, criminal
Background. Owen Reece was a laboratory
Fighting: FEEBLE technician for the Acme Atomic Corporation
Agility: POOR when he was bombarded by strange radiation in
Strength: POOR a nuclear accident. The accident granted the
Endurance: GOOD timid Reece the mighty powers that he pos-
Reason: GOOD sesses. The Molecule Man is a meek, rather dis-
Intuition: POOR turbed individual. At the time of the Secret Wars,
Psyche: MONSTROUS Reece was undergoing analysis to help him
deal with his powers. He will often try to let nat-
Health: 20 ure take its course without his interference, but
Karma: 89 will use his powers to impress his friends, defeat
Resources: EXCELLENT his enemies, and dominate those who insult
Popularity: 1 him; he is very sensitive to being called a "nerd'.'
Powers:
Talents: none.
14
ULTRON™ ENCEPHALO BEAM. Only effective in an adja-
Ultron, insane robot cent area, this beam will effect all people in the
area, causing them to fall asleep unless they
Fighting: EXCELLENT make a successful Endurance FEAT roll.
Agility: REMARKABLE
Strength: INCREDIBLE POWER ABSORBER. This device can drain all
Endurance: UNEARTHLY the energy from any artificially-powered device.
Reason: INCREDIBLE The absorber's power rank is Unearthly. In the
Intuition: GOOD past this device drained all the energy from Iron
Psyche: POOR Man's armor. There is no danger that the
absorbed energy will overload Ultron's power
Health: 190 supply. Ultron itself is powered by an internal
Karma: 54 nuclear fusion reactor.
Resources: REMARKABLE
Popularity: 0 Talents: none.
15
WRECKING CREW™
6860XXX1508 16