Professional Documents
Culture Documents
Affiliations PP
Solo Buddy Team
STRESS / TRAUMA
Distinctions Dutiful Student
Heroic Ambition or
Technophile +1 PP
BR52 BREAKOUT
Hisako Ichiki [secret]
STRESS / TRAUMA
Distinctions Genetic Activist
Renaissance Beast or
Smartest Man in the Room +1 PP
BR54 BREAKOUT
Dr. Henry “Hank” Phillip McCoy [public]
Personality
Beast’s personality has changed wildly based on
his current state of mutation. In his more hu-
man-looking guise, he tended to be bookish
and fairly serious. After he turned himself
into a blue-furred creature, he started
to joke and wisecrack more to cover
up his insecurity he felt in looking less
human. In his current furry blue feline
form he’s a combination of the two—
prone to academic musings as well as
self-deprecating witticisms and bon mots.
In any form, Hank McCoy is a dedicated sci-
entist and a loyal friend.
STRESS / TRAUMA
Peerless Strategist or
World-Class Intellect +1 PP
BR56 BREAKOUT
T’Challa [secret]
Personality
Black Panther was born to rule, but he also
earned that right. As such, he is confident and
used to being heeded, but also doesn’t see
birthright or destiny as a key element of charac-
ter. His people’s chosen protector, he is always
aware of potential threats against Wakanda—
even from among his allies and teammates.
This often creates a distance between him-
self and others, as he must always stand
vigilant and slightly apart. However,
once someone earns his trust, he
treats them not just as a friend but
family, using all his considerable
resources to aid them.
STRESS / TRAUMA
Natural Leader or
Russian Superspy +1 PP
BR58 BREAKOUT
Natalia “Natasha” Alianovna Romanova [public]
Personality
Years of espionage training and work as a sleeper
agent have made Black Widow naturally guard-
ed and careful, even with her friends.
She is a consummate professional
in the field and can be ruthless if
needed. Natasha has a romantic
side as well, preferring danger-
ous but idealistic men such as
Daredevil and Hawkeye. She is
a capable leader, but due to past
losses while leading the Avengers,
she is reluctant to step into that
role again.
STRESS / TRAUMA
Man Out of Time or
Sentinel of Liberty +1 PP
BR60 BREAKOUT
Steve Rogers [public]
STRESS / TRAUMA
Distinctions Ironclad Loyalty
Quick to Anger or
Russian Farmboy +1 PP
BR62 BREAKOUT
Piotr “Peter” Nikolaievitch Rasputin [secret]
STRESS / TRAUMA
Distinctions I Don’t Have Time For This
Tactical Genius or
Uncompromising +1 PP
Force Blast
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 and
keep +1 effect die.
SFX: Energy Absorption. On a successful reaction against an energy-based attack action, P
convert opponent’s effect die into an Optic Beam stunt or step up Force Blast
by +1 until used in an action. Spend 1 PP to use this stunt if opponent’s action 4
succeeded.
SFX: Ricochet. Step up or double Force Blast die against a single target. Remove 6
highest-rolling die and add an additional die to your total.
SFX: Versatile. Replace Force Blast die with 2d8 or 3d6 on your next roll. 8
Limit: Ruby-Quartz Visor. Earn 1 PP and either change Force Blast into a complication
or shutdown Force Blast. Take an action vs. the doom pool to recover.
10
Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech. 12
M
4
Specialties Combat Expert Cosmic Expert 6
Covert Expert Tech Expert 8
Vehicle Master 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
Milestones TO ME, MY X-MEN 4
1 XP when you first lead a team including more mutants than non-mutants.
6
3 XP when you defeat a foe without any team member becoming stressed out.
10 XP when you either lead your team to victory over mutant issues or disband them 8
in the face of persecution.
10
ROMANTIC TRAGEDY
1 XP when you choose to express your affection for another mutant hero.
12
3 XP when you turn down aid in order to be alone with your chosen hero in a perilous
situation.
10 XP when you either watch your chosen hero take d10 or more trauma or break off
XP
your relationship in order to save them.
BR64 BREAKOUT
Scott Summers [public]
STRESS / TRAUMA
Protector of Hell’s Kitchen +1 PP
BR66 BREAKOUT
Matt Murdock [secret]
Personality
Daredevil’s confidence and calm, even
when faced with overwhelming odds,
fuels his reputation as the Man
Without Fear. In truth, Murdock
does feel fear but refuses to be
ruled by it. In either identity,
he is a passionate defender
of the weak and enemy of
the corrupt. He is more
stoic and less wordy
than most, preferring
to let his reputation
and abilities speak
for him.
STRESS / TRAUMA
Icy Confidence or
One Step Ahead of You +1 PP
BR68 BREAKOUT
Emma Grace Frost [public]
STRESS / TRAUMA
Distinctions Hotheaded Hero
Never Grows Up or
Shameless Flirt +1 PP
BR70 BREAKOUT
Jonathan Lowell Spencer “Johnny” Storm [public]
STRESS / TRAUMA
Distinctions Compassionate
Implacable Will or
Soul of the Team +1 PP
BR72 BREAKOUT
Susan Storm Richards [public]
Personality
The Invisible Woman is often referred
to as the soul of the Fantastic Four. Her
strong will and immutable emotional
core anchors the team through prac-
tically any challenge. Over time she
has grown from a shy young girl to a
powerful and self-confident woman
with established leadership abilities
and the respect of the super hero com-
munity. She also acts as the conscience
and voice of wisdom to her husband
when his motives or actions are buried
under blind logic and over-rationalization.
Despite a long-held attraction to Namor the
Sub-Mariner, Sue remains utterly loyal to her
husband and her family.
STRESS / TRAUMA
Distinctions Indifferent Billionaire
Living Weapon of K’un-Lun or
Young Dragon +1 PP
HOSTILE TAKEOVER 12
1 XP when you use your Business Expert in a conflict.
3 XP when you exploit another character’s business holdings or resources.
XP
10 XP when you choose to either seize another character’s business assets or surrender
your own to them.
BR74 BREAKOUT
Daniel “Danny” Thomas Rand-K’ai [public]
Personality
Iron Fist is disciplined, mo-
tivated, and idealistic. He seeks an
enlightened existence through
meditation, spiritual explora-
tion, and the study of martial
arts. Not that he doesn’t like to
have fun—he has a romantic streak, and though
somewhat stiff and naïve in his early days, years
spent hanging with Luke Cage have given Danny
street smarts and a sharp sense of humor.
STRESS / TRAUMA
Cutting Edge Tech or
Hardheaded Futurist +1 PP
Specialties 10
Business Master Science Expert
Tech Master Vehicle Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] E
4
Milestones DEMON IN THE BOTTLE
1 XP when you are in a situation where you are expected to consume alcohol.
6
3 XP when you lie to a teammate about your drinking or when you give a teammate 8
good reason to believe you’ve been drinking again.
10 XP when you drink yourself into a stupor or check yourself into rehab. 10
BLEEDING EDGE TECH 12
1 XP when you first shutdown a power.
3 XP when you’ve shutdown all the powers in the Powered Armor power set, or you
recover your Weapons Platform power set after using your EMP SFX. XP
10 XP when you choose to abandon your armor or defeat a villain with all powers
shutdown.
BR76 BREAKOUT
Anthony Stark [public]
STRESS / TRAUMA
Distinctions Come Get Some!
Hero for Hire or
Street Smart +1 PP
BR78 BREAKOUT
Carl Lucas/Luke Cage [public]
STRESS / TRAUMA
Distinctions Absent-Minded Professor
Boundless Curiosity or
Family Man +1 PP
Specialties M
Cosmic Master Medical Expert
4
Science Master Tech Master
6
Vehicles Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 8
10
12
Milestones FOR SCIENCE!
1 XP when you reveal a new stunt associated with your Medical, Science, or Tech E
Specialties.
3 XP when you successfully eliminate a threat by targeting it with your Medical, Sci- 4
ence, or Tech Specialties.
10 XP when you either ignore a critical situation in order to finish a project or abandon
6
a critical project in order to help a family member or teammate.
8
GUILT-RIDDEN 10
1 XP the first time an ally takes stress from a Watcher character in a Scene that you
are in.
12
3 XP when your recovery of your emotional stress involves your admission of your
own guilt.
10 XP when you either quit a team in order to save them or your team is defeated by
XP
a foe you have brought to them.
BR80 BREAKOUT
Reed Richards [public]
History
Brilliance runs in the Richards family. Before
he mysteriously disappeared, Nathaniel Richards Personality
amassed a fortune through his scientific expertise Reed Richards is driven by a limitless scientific
and patents. He left that fortune to his son Reed, curiosity—he is always learning, always inventing,
a genius who showed himself his father’s worthy always exploring new avenues of research. Richards
successor at a young age. After accumulating numer- is unaccustomed to failure, so the results of Reed’s
ous degrees and academic distinctions, Reed ulti- spaceflight experiments, which stripped his loved
mately turned the family fortune toward his dream ones of a normal life and condemned his best friend
of advancing humanity’s spaceflight capabilities. to carry a monster’s face, haunt Richards constantly.
When the government threatened to shut down That guilt makes him overly protective of his family
the program, Reed took reckless action. Alongside and pushes him harder into tireless scientific ex-
his college friend and pilot, Ben Grimm, and with ploration, to expand his knowledge of everything—
the Storm siblings, Sue and Johnny, rounding out a just so he never makes such a mistake again. Reed
minimal crew, Richards launched a prototype space- wants to be a loving husband, a doting father, and a
craft employing an experimental drive and shield- faithful friend, but his obsessive scientific pursuits
ing. Fate intervened and the ship’s crew experienced sometimes cause him to neglect the very family and
high levels of unidentified exotic cosmic rays. Crash friends he is trying to protect.
landing back on Earth, Reed discovered that their
exposure to those energies had changed all four Abilities & Resources
of them. They were now superhuman, and his best Mr. Fantastic possesses an elastic form down to
friend was trapped within a monstrous form. the cellular level. He can reshape his body mass into
Rather than risk them being considered as freaks numerous shapes and stretch his extremities over a
and outcasts from humanity, Richards instead thousand feet. He can contort his body into a lengthy
worked to brand them as heroes in the public coil or a springy sphere, or even flatten himself
eye. Their open identities, philanthropic into a kite-like shape. He can also exert some
works, and, above all, their exciting adven- finer control, distending his facial features
tures and explorations as the “Fantastic Four” or forming his fingers into makeshift tools.
cemented that image firmly in the world’s However, these changes to shape and form
awareness. are limited to gross morphology, making it
Over the years, Reed has taken the fruits difficult to adapt for disguise or other pre-
of his genius and turned them into a business cise or cosmetic uses.
enterprise with deep enough pockets to Even without his
fund the Fantastic Four’s most exotic powers, Reed Richards
explorations and adventures. He is arguably the single
divides his time between going greatest scientific
on these adventures, represent- genius on Earth, notice-
ing his team and family to the ably outstripping even his peers Tony Stark,
world as the most commonly Bruce Banner, and Henry Pym.
seen “face” of the Fantastic Richards is one of the four shareholders
Four, and performing the for his patents and other revenue sources tied
research and in- to the Fantastic Four and their discoveries. The
vention that ulti- proceeds sustain the Baxter Building facilities, vari-
mately finances the ous off-site labs, and numerous advanced vehicles,
team. Reed has one as well as provide sufficient funds for Richards and
other set of respon- his family to live comfortably without outside as-
sibilities—he and sistance or normal employment.
Susan Storm eventu-
ally married and had
children, so Reed is
unusual among his
peers as he must also
juggle marriage and fa-
therhood alongside his
other roles.
STRESS / TRAUMA
Distinctions Homeland Security Hero
Struggling Identity or
Take-Charge Attitude +1 PP
BR82 BREAKOUT
Carol Danvers [public]
History Personality
Born the daughter of a father that wouldn’t Ms. Marvel has spent a good portion of her life
accept women as the equal of men, Carol Danvers fighting through a series of insecurities. She tends to
worked hard to change his attitude. She dreamed overcompensate, and while she doesn’t grandstand
of becoming an astronaut one day, traveling from unnecessarily, she may take unwise risks or impul-
world to world. Finally fed up with her father’s blind- sive actions to prove herself to those around her. The
ness regarding her abilities, she left home after high victim of multiple emotional and psychic violations,
school and joined the Air Force, ready to prove her- she also tends to lead with her fists, projecting a
self to the world. She became an accomplished pilot buffer of violence between her and anything she
and eventually joined military intelligence, where perceives as a threat. When in doubt in a situation,
she also excelled as a spy, working on missions she will generally default to her military training
alongside people like Ben Grimm and Logan. and the mindset it conditioned.
She left the USAF to take a job as security head
for NASA. There she became involved in one of the Abilities & Resources
many covert fronts for the Kree-Skrull War, allying Danvers has gone through more than one set of
herself with the Kree hero Mar-Vell. Exposed to a superhuman abilities during her career. Currently,
Kree device designed to alter reality, Carol found she possesses a respectable degree of superhu-
her body modified into a half-Kree superhuman form man strength and durability. She can also fly, emit
and took the name “Ms. Marvel.” Continuing en- powerful energy discharges, and both absorb and
counters with superhumans and aliens made her job channel ambient electromagnetic energy to amplify
untenable. Finally forced to leave NASA, she wrote her other abilities.
a tell-all book that propelled her into the world of Aside from her powers, Ms. Marvel is a highly
journalism. As Ms. Marvel, she worked alongside trained combatant and an accomplished military
a number of heroes and teams, eventually joining officer, spy, and pilot. Also, Carol has friends, associ-
the Avengers after helping them fight Ultron. Later, ates, and contacts everywhere—she has worked with
circumstances pushed her to distance herself from the Avengers, the Defenders, the X-Men, S.H.I.E.L.D.,
the Avengers, and the mutant Rogue stole Carol’s alongside a number of individual heroes, and at
powers and memories, leaving Ms. Marvel for dead. varying times has been a member of the military,
Working with the X-Men to regain what she had lost, the intelligence community, and Homeland Security.
she fell victim to the alien Brood, who mutated her
into a cosmic-level energy channeler. After a stint
as “Binary,” wandering the cosmos alongside the
Starjammers, she returned to Earth, ex-
hausting her cosmic powers to save
Earth’s sun.
Without her Binary powers,
Carol was back to being merely
superhuman, and she oper-
ated for a time under the name
“Warbird.” She returned to the Avengers for
a while, fighting her way through a bout with
alcoholism brought on by her many emotional
traumas. She left the team to take a
position in Homeland Security, but
again returned to fight the Scarlet
Witch, whose assault resulted in
the team disbanding.
STRESS / TRAUMA
Golden Guardian of Good or
Phobic +1 PP
BR84 BREAKOUT
Robert “Bob” Reynolds [secret]
History Personality
Robert Reynolds is the greatest hero nobody The Sentry is a self-sacrificing, stalwart hero
knows. Transformed into the super-powered Sentry trapped by his own fears, anxieties, and the crippling
by an experimental serum, Reynolds worked with realization that his powers fuel a monster inside
the greatest heroes of Earth as friends and equals him. He is trapped between a desire to do good
for years. He was Mr. Fantastic’s best friend, calmed and the fear of unleashing the Void on the world.
the Hulk’s rampages, and helped make Peter Parker a As a result he is often nearly catatonic and suffers
famous photographer. All of these wonderful things from periodic but crippling agoraphobia. He is very
he did while constantly on guard against his arch- careful about using his powers, often staying out
enemy, a terrifyingly powerful being known as the of fights or exercising only a fraction of his might.
Void.
Then it all went wrong. The Sentry discovered the Abilities & Resources
Void was actually the dark part of his own psyche, The Sentry’s potential power is almost unlimited,
and as the hero grew in power and popularity, his being described as “equal to that of a million ex-
enemy grew along with him. Eventually the Void ploding suns.” He is superhumanly strong and fast,
threatened to destroy the whole world and the and nearly invulnerable. He can fly, raise the dead,
Sentry’s powers could only make him stronger. So to read minds, rearrange matter, and project powerful
save the world, he forced everyone to forget him and energy blasts. He can elevate these powers to nearly
all of his deeds. Robert Reynolds went from the be- unimaginable levels at will, though doing so runs the
loved hero of an age to an overweight, depowered, risk of empowering the Void and creating a menace
troubled, everyday guy who could not remember his even the Sentry cannot stop. Without his powers, the
own glorious achievements. Deprived of power due Sentry is nothing special. In fact, he’s kind of a mess.
to the Sentry’s sacrifice, the Void stood defeated. The Sentry used to be known by
Years later, Reynolds began to remember. He and friends with nearly every
became a hero again. However, as fellow heroes hero in the Marvel Universe.
and the public remembered him, the Void began He was the best friend of
to return. Rediscovering his own connection to his Mr. Fantastic, a trusted com-
archnemesis, the Sentry and the heroes of Earth panion of the Hulk, and a
were able to defeat the Void once more. This time, beloved ally of many others.
Reynolds stayed the Sentry, though he remained Since making every-
unknown to the world at large. Recently, the Sentry one forget about
has come to believe he has murdered his wife him, Sentry is
and asked S.H.I.E.L.D. to imprison him fairly alone. He
on the Raft. Today he sits in his cell, has few allies
wallowing in guilt and afraid to use and no friends
even a sliver of his powers. to speak of.
STRESS / TRAUMA
Spirited or
Whizkid +1 PP
Vehicles Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
4
Milestones IN OVER YOUR HEAD
1 XP when you first use your Reactive Power SFX.
6
3 XP when you first add one of your own stress dice to one of your own action rolls. 8
10 XP when you stress out a villain on an action roll not using your Intangibility
power die. 10
HEAD OVER HEART 12
1 XP when you profess your interest in a chosen hero.
3 XP when you talk your chosen hero out of a dangerous course of action.
10 XP when you either break off your relationship because your chosen hero risked XP
their life (or others) for yours, or you convince your partner to break it off
with you.
BR86 BREAKOUT
Katherine “Kitty” Pryde [public]
STRESS / TRAUMA
With Great Power Comes Great Responsibility +1 PP
BR88 BREAKOUT
Peter Parker [secret]
Personality
Peter Parker is a courageous and
good-hearted man driven by crushing
guilt and an unshakeable moral core. The
death of Uncle Ben taught him that with great
power comes great responsibility. He is the ev-
eryman—mortal, fallible, and often subject to the
cruel whims of fortune—who nevertheless gives his
all to fight and bleed for his conscience. Spider-Man
hides his fears and uncertainty in battle under an
incessant torrent of wisecracks and taunts.
Distinctions Alluring
STRESS / TRAUMA
Private Investigator or
S.H.I.E.L.D. Super-Agent +1 PP
BR90 BREAKOUT
Jessica Drew [public]
History Personality
To save his daughter’s life from uranium poison- Spider-Woman is a mix of strength and confu-
ing, Jonathan Drew transformed her. He conducted sion. Her willpower, intellect, and compassion make
experiments that super-charged young Jessica her a good teammate and companion. However,
Drew’s metabolism, giving her a variety of super- complications with her powers and her unusual his-
human powers. Jessica grew up on Wundagore tory make it hard for her to get close to others and
Mountain among the High Evolutionary’s New Men, form meaningful attachments. She is particularly
until Hydra recruited and brainwashed her to be a guarded when first meeting people, concerned that
living weapon and assassin codenamed Arachne. any strong feelings are the result of her pheromone-
Hydra sent her to attack S.H.I.E.L.D. and its director, based powers. This makes Spider-Woman seem mys-
Nick Fury. Fury managed to break Jessica’s condi- terious and unapproachable, but those who gain her
tioning and turn the confused young woman against trust and friendship quickly find a devoted hero and
her villainous masters. Seeking redemption and loyal friend.
her own destiny, Jessica became the sensational
Spider-Woman. Abilities & Resources
As Spider-Woman, Jessica has had many strange Spider-Woman possesses superhuman strength,
adventures, highs, and lows. She has encountered agility, and stamina. Her enhanced metabolism
monsters, murderous madmen, and magicians. She makes her immune to poisons and disease, as well
has worked with everyone from Captain America to as giving her the ability to build up and generate
the Thing. A run-in with the sorceress Morgan Le Fay bio-electric “venom blasts” and cling to walls.
resulted in Jessica’s apparent death, but her spirit These powers also super-charge her pheromones,
and body were later reunited. After her resurrection, making reactions to her—positive and negative—
her powers became erratic and unreliable, and she much more intense than usual. Spider-Woman is a
gave up her costumed identity, instead working with skilled covert operative, investigator, and hand-to-
her friend Lindsay McCabe as a private investigator. hand combatant, having received training from both
During this time, various others took up the mantle S.H.I.E.L.D. and Hydra. Her costume and enhanced
of Spider-Woman, but Jessica eventu- physique allow her to glide on air currents.
ally regained her abilities and took Spider-Woman has an eclectic mix of allies. She
up her heroic identity once again. has worked closely with the Shroud, Tigra, Werewolf
Since then, Spider-Woman by Night, and several heroes with ties to the es-
has struggled to find a pionage community like Ms. Marvel, Wolverine,
place, both in her and Nick Fury. Her friend and ex-partner,
normal life and in the Lindsay McCabe, is one of the few rela-
superhuman com- tively normal people she knows. As
munity. She recently both a S.H.I.E.L.D. and Hydra
rejoined S.H.I.E.L.D. agent she has access to
She also rejoined the resources of those
Hydra, who actually organization, sub-
restored her powers, ject to authori-
and is now working as a zation from
personal double agent her su-
for S.H.I.E.L.D.’s spy- periors.
master, Nick Fury.
STRESS / TRAUMA
Distinctions Claustrophobic
Mercurial or
Strong-Willed Leader +1 PP
WHIRLWIND OF EMOTIONS 12
1 XP when you first use your Emotional Link SFX.
3 XP when you first activate your Emotional Tempest Limit.
XP
10 XP when you either apologize for injuring a teammate with your powers or leave
the battlefield rather than apologize.
BR92 BREAKOUT
Ororo Munroe [public]
Personality
Once shy and naïve, Storm has grown into
a confident, witty, and strong-willed leader.
She loves and respects nature, finding solace
and comfort in the wilderness during dark
times. She values her friends and teammates
highly, seeing them as her family and fiercely
defending them from all threats. However, being
worshipped as a goddess during her youth left an
impression, and Storm does not take challenges to
her authority well. Due to the childhood trauma
surrounding her parents’ death, Storm suffers
from severe claustrophobia.
STRESS / TRAUMA
Distinctions It’s Clobberin’ Time!
I’m a Monster! or
Wotta Revoltin’ Development +1 PP
M
4
6
Specialties Combat Expert Cosmic Expert
8
Psych Expert Vehicles Master
10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
Milestones THE HEART OF A PRINCE 4
1 XP when you first use your powers to give a support asset to an ally. 6
3 XP when you either take trauma to save a non-combatant or convince an opponent
to attack you rather than a non-combatant. 8
10 XP when you either sacrifice yourself for your allies or fight until you’re the last hero
to fall. 10
FEET OF CLAY 12
1 XP when you activate your Moody Limit.
3 XP when you take offense when none is offered. XP
10 XP when you either leave your team due to your monstrous appearance or allow
others to convince you to join a team in spite of your appearance.
BR94 BREAKOUT
Benjamin Jacob Grimm [public]
STRESS / TRAUMA
Mysterious Past +1 PP
BR96 BREAKOUT
Logan [public]
Personality
Wolverine is gruff, blunt, but extremely loyal
and passionate. He combines the code of a samurai
warrior with the instincts and impulses of a preda-
tor. Wolverine is often protective of younger, less
experienced heroes and teammates, but he never
coddles them, preferring to help them grow and
advance through “tough love.” Wolverine isn’t
proud of his berserker rages and past activities
as an assassin and killer, but he isn’t drowning
in shame either. Instead, he accepts what he is,
expects others to do the same, and tries to use
those skills and experiences for good.
STRESS / TRAUMA
Power Sets CYBERNETIC ALIEN WARRIOR
Enhanced Reflexes Enhanced Speed
Godlike Stamina Godlike Strength
Mystic Resistance Superhuman Durability
SFX: I Will Not Fall! Before you take an action including a Cybernetic Alien Warrior power, you
may move your physical stress die to the doom pool and step up the Cybernetic Alien War-
rior power for this action.
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from disease, heat, poison,
pressure, radiation, or vacuum.
SFX: Skuttlebutt. Spend 1 PP to step up a Tech or Vehicle resource.
Limit: Mortal Form. Shutdown Cybernetic Alien Warrior and Stormbreaker Power Sets to gain 1 P
PP and assume a mortal form. Add d6 to the doom pool to recover Cybernetic Alien Warrior
and Stormbreaker Power Sets and return to normal form. 4
STORMBREAKER 6
Expert Sorcery Godlike Durability 8
Mystic Blast Supersonic Flight 10
Teleportation Weapon
12
Weather Supremacy
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep an ad- M
ditional effect die.
SFX: “Whosoever Holds This Hammer…” Step up or double any Stormbreaker power for one action.
4
If the action fails, step back that power. Activate an opportunity to recover that power.
Limit: “If He Be Worthy…” Shutdown Stormbreaker Power Set to move mental and emotional
6
stress or trauma based on doubt, fear, or hatred to the doom pool. Activate an opportunity
to recover Stormbreaker. 8
Limit: World Bridge. Teleport can only be used to cross dimensional boundaries.
10
Specialties Combat Expert Cosmic Expert 12
Menace Expert Mystic Expert
E
Tech Expert Vehicles Expert
4
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
6
Milestones CHOSEN BY ODIN
1 XP when you make earnest vows in the tradition of the Asgardians. 8
3 XP when you summon Asgardian powers with your Mystic Expert Specialty.
10 XP when you become a deity and join the Asgardian pantheon, or when you set aside your 10
Asgardian weapons and gifts.
UNEASY CHAMPION
12
1 XP when you discuss your role as champion with a Korbonite or someone with a similar role
within his or her own species.
3 XP when you inflict stress on an enemy of the Korbonites.
XP
10 XP when you either begin training your successor, or declare yourself the Korbonite Emperor
so that you can lead your people from the top.
AN178 ANNIHILATION
Beta Ray Bill [public]
Personality
Bill is one of the bravest, most upstanding war-
riors in the universe, as evidenced by his ability to
wield Mjolnir. He is honorable, loyal, and surprisingly
humble for an alien thunder god. He isn’t perfect; he
shares his hammer-brother’s tendency to take too
much onto himself, often views things in simplistic
terms, and has a bit of a temper.
While he accepted the honor of being the pro-
tector of the Korbonite race and considered the
Asgardians to be a second family, the recent loss
of both these groups weighs heavily on Bill. He
is more likely to throw himself into harm’s
way or embark on some dangerous cru-
sade. It’s too soon to tell whether this
behavior is part of recovering from past
tragedies or a fatalistic desire to go out
in a blaze of glory.
STRESS / TRAUMA
Distinctions Living Bomb-Burst
Massive Muscular Bulk or
Ruler of Baluur +1 PP
Specialties 8
Combat Expert Cosmic Expert
10
Menace Master Tech Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
4
Milestones UNLIKELY ALLY 6
1 XP when you discuss your history with Annihilus.
3 XP when you make a deal with Annihilus’ forces.
8
10 XP when you either betray an ally for Annihilus, or join a team to destroy Annihilus 10
once and for all, up close and personal.
AN180 ANNIHILATION
Blastaar
Personality
Blastaar is a megalomaniac whose
strongest desire is to command the
largest empire in the universe. He is
angry more often than not, and gruff
when he’s not angry. His first re-
sponse to any problem is violence.
He believes there is no problem
that cannot be solved with lib-
eral amounts of his devastating
energy blasts. Although exceed-
ingly arrogant about his abilities,
Blastaar has the power to back up
his statements and is likely to pro-
vide a debilitating demonstration to
anyone who questions him.
STRESS / TRAUMA
Single-Minded +1 PP
AN182 ANNIHILATION
Cerise [secret]
Personality
A passionate and honorable soldier, Cerise has
been trained from a young age to serve the Shi’ar
Empire. Her nuanced and sometimes unusually com-
passionate interpretation of that duty has some-
times put her at odds with other Shi’ar, but she has
never strayed from her beliefs. Like many of her kind
raised in the heart of an expanding empire, she is
proud, patriotic, and easily disposed to violence as
a means of solving most problems.
STRESS / TRAUMA
Supreme Protector of Galactic Peace or
Technologically Versatile +1 PP
AN184 ANNIHILATION
Devos [public]
Personality
Devos is a single-minded idealist who will
commit atrocities up to and including genocide to
further his goals. Devos is brimming with an exag-
gerated self-confidence and considers himself a
better warrior than evidence indicates. He is will-
ing to make alliances, but he inevitably will betray
anyone strong enough to aid him since any potential
allies are also capable of waging war.
STRESS / TRAUMA
Distinctions Engineered to Survive
Flashbacks of Fatherhood or
Single-Minded +1 PP
AN186 ANNIHILATION
Arthur Sampson Douglas [secret]
History Personality
To hide his presence on Earth, the Mad Titan Drax is gruff and somber; he has a blunt wit,
Thanos caused the car crash that killed Arthur and but shows a softer side in his care for Cammi and
Yvette Douglas. Against all odds, their daughter Moondragon. He prides himself on his self-control—
Heather survived the devastating crash; through to his mind, his former brutish incarnation is a com-
Mentor’s help she became Moondragon. The Titan pletely different person. Drax is intimidating, but in
god Kronos placed Arthur’s astral form into a man- a quiet and calm way. He doesn’t enjoy killing, but
ufactured superhuman warrior, creating Drax the he was designed to quickly and efficiently dispatch
Destroyer whose sole purpose is to kill Thanos. Drax his foes. Although he’s willing to help others, Drax
had no memories of his human life until he regained tolerates no resistance in his single-minded mission
them while attempting to prevent Thanos from ac- to destroy Thanos.
quiring the Cosmic Cube.
When Adam Warlock defeated Thanos, Drax lost Abilities & Resources
his purpose and listlessly wandered in space. An Each time Drax returns from the dead, he loses
alien entity possessed Drax and he was forced to some of his physical bulk and power; but he still
fight his daughter, Moondragon, and Thor. After the has superhuman levels of strength, stamina, and
battle, Drax journeyed the galaxy with Moondragon resilience. He heals incredibly fast and his speed and
but they clashed when she subjugated an entire reflexes are slightly better than the fastest human’s.
planet with her psychic powers. Moondragon killed Drax’s incredible sense of smell can detect and track
Drax, psychically separating his life essence from Thanos across intergalactic distances. When he’s
his body. in the presence of Thanos, Drax gains an aura that
Kronos reanimated Drax to combat the newly magnifies his already impressive powers.
resurrected Thanos, but his mind was damaged from Drax is one of the most dangerous close-combat
his fight with Moondragon. Kronos restored Drax’s fighters in the universe; his weapons of choice are
memories and soundness of mind, though it cost twin knives. He’s a master of the mar-
Drax some of his bulk and strength. tial art form “Dwi Theet.” In previous
When Kree terrorists killed 200,000 Skrulls, Drax incarnations, Drax fought along-
was falsely accused of their murder and placed on a side Captain Marvel,
prison transport. In transit to the Kyln, the prison Iron Man, and Adam
starship crashed in Alaska, allowing Drax, Paibok, Warlock.
Lunatik, and the Blood Brothers to escape. When
Cammi encountered the survivors, Drax mis-
took her for his long lost daughter.
Cammi tricked Drax into picking
an apparently lethal fight with
the Blood Brothers and Paibok.
A smaller, smarter Drax emerged
from the shell of his dead body
and killed Lunatik and one of the
Blood Brothers. Cammi and Drax
were arrested and Drax found him-
self again aboard a prison transport
en route to the Kyln.
Distinctions
STRESS / TRAUMA
Former Nova Corps Officer +1 PP
POWER COSMIC P
Godlike Durability Godlike Senses 4
Godlike Stamina Godlike Strength 6
Space Flight Superhuman Reflexes 8
Teleport 10
SFX: Fiery Body. On a successful reaction against a physical stress attack action, inflict
physical stress with your effect die. Spend 1 PP to step it up. 12
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from fire, heat,
and cold attacks. M
SFX: Multipower. Add more than one Power Cosmic power die to a pool. Step back
each Power Cosmic power die in that pool once for each die beyond the first. 4
Limit: Charging. Shutdown any Power Cosmic power to gain 1 PP. Activate an opportunity 6
or participate in a Transition Scene to recover that power.
Limit: Interstellar Travel. Teleport may only be used across interstellar or intergalactic 8
distances.
10
Specialties Combat Expert Cosmic Master 12
Menace Master Tech Master E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
4
Milestones FORMER HERALD 6
1 XP when you discuss a world’s resources. 8
3 XP when you help a world escape destruction.
10 XP when you gather the Heralds to fight for justice, or become a Herald of Galactus 10
once again.
12
LOYAL TO A FAULT
1 XP when you talk with or about one of your dear friends.
3 XP when you use your friendship as an excuse to leave a conflict. XP
10 XP when you risk certain death or worse for a friend, or you leave that friend to his
or her fate in order to save a world, galaxy, or universe.
AN188 ANNIHILATION
Pyreus Kril [secret]
Personality
Although Firelord’s friends are his weakness—
especially when it comes to Gabriel Air-Walker—
he’s quite blunt and provocative, speaking his mind
regardless of how those around him might feel. No
matter the cost, he does what it takes to win if he’s
attacked. Firelord’s guilt for the loss of billions of
lives while he was a Herald of Galactus drives him
to stop other beings from preying on the innocent.
He’s willing to give those who inadvertently do evil a
second chance, but keeps them on a very short leash.
STRESS / TRAUMA
Vanity Unfair +1 PP
AN190 ANNIHILATION
Gamora [public]
Personality
Gamora is proud. She’s fully aware of how her
appearance and confidence inflames the passions of
humans around her. Her pride and vanity means she
doesn’t like to be seen while she’s weakened
or injured. After her humiliation by cosmic
forces, she’s determined to regain her
reputation as the most dangerous
woman in the universe. Due to
her upbringing by Thanos,
she values belonging
to a team. Her Graces
worship her, and she
loves them in return.
STRESS / TRAUMA
Praetor of the Shi’ar Imperial Guard
Strontian Exemplar +1 PP
AN192 ANNIHILATION
Kallark [public]
Personality
Gladiator is the embodiment of will-
power, dedication, and duty. He honors
his oath to the empire at all costs—he’s
even engaged in the genocide of his
own race at the command of the Shi’ar.
There’s no room for doubt in his nature;
his actions are direct, efficient, and duti-
ful at all times. He’s fearless and, given
the unfortunate nature of empires,
sometimes forced to brutal and ruth-
less measures by his orders.
STRESS / TRAUMA
Distinctions Hotheaded Hero
Prankster or
Shameless Flirt +1 PP
AN194 ANNIHILATION
Jonathan Lowell Spencer “Johnny” Storm [public]
Personality
The Human Torch loves being a super hero.
He dates supermodels, pals around with
various costumed heroes, and fights evil
with a daredevil attitude and youth-
ful exuberance. He loves pranks and
jokes—his teammate the Thing is
a favorite target. Johnny loves his
sister Sue and the other members
of the Fantastic Four dearly, and
he’d do anything to aid them.
The Torch loves driving cars but
usually leaves the airplanes and
rockets to the Thing.
STRESS / TRAUMA
Visibly Brilliant +1 PP
AN196 ANNIHILATION
Susan Storm Richards [public]
Personality
The Invisible Woman is the unifying maternal
figure of the Fantastic Four. Her formidable will and
emotional core anchors the team through practi-
cally any challenge. She’s grown from a shy young
girl to a powerful and self-confident woman with
established leadership abilities and the respect of
the super hero community. She also acts as the con-
science and voice of wisdom for her husband when
his motives or actions are buried under blind logic
and over-rationalization. Despite a long-held attrac-
tion to Namor the Sub-Mariner, Sue remains utterly
loyal to her husband and her family.
STRESS / TRAUMA
Kree Outcast +1 PP
AN198 ANNIHILATION
Korath-Thak [public]
STRESS / TRAUMA
Masterful Infiltrator or
Obsessed with Johnny Storm +1 PP
SKRULL AGENT P
Enhanced Reflexes Enhanced Stamina 4
Flight Shapeshifting 6
SFX: Claws. Step back the highest die in an attack action pool to add a d6 and step up
physical stress inflicted. 8
SFX: Immunity. Spend 1 PP to ignore stress or trauma from vacuum, hunger, thirst, or
fatigue. 10
SFX: Training. Replace Shapeshifting die with 2d8 or 3d6 on your next roll.
Limit: Thin-Skinned. Gain 1 PP to step up emotional stress from taunting, insults, etc.
12
M
Specialties Acrobatics Expert Combat Expert 4
6
Cosmic Expert Covert Master
8
Menace Expert Psych Expert
10
Science Expert Tech Expert
Vehicle Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] E
4
Milestones SKRULL AGENT 6
1 XP when you say something to make your cover seem more plausible.
3 XP when you create an asset for Skrull use.
8
10 XP when you betray those you’re spying on, or betray the Skrull Empire because you 10
fell in love with some aspect of this fake cover life you’ve constructed.
EARTH LOVE 12
1 XP when you talk about an Earth hero you have fallen for.
3 XP when you inflict stress on someone in order to get closer to your Earth hero.
10 XP when you realize that you have to move past your obsession with your Earth hero XP
and have healthy relationships elsewhere, or vow that your Earth hero will never
know happiness without you.
AN200 ANNIHILATION
Lyja [secret]
Personality
Lyja is a highly-trained Skrull infiltration
agent—brave, resourceful, and normally quite
professional. These traits all conflict with the
obsessive and highly possessive love she
developed for Johnny Storm during her
time masquerading as Alicia Masters. In
many ways, she “went native,” exhibiting
some of the caring and heroic traits she
saw in her husband, knowing he’d respond to seeing
them in her.
STRESS / TRAUMA
Distinctions Boundless Curiosity
Family Man or
Scientific Paragon +1 PP
M
4
Specialties Cosmic Master Medical Expert 6
Vehicles Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
4
Milestones LOVE AND SUPER SCIENCE
1 XP when you use super science to do something to show that you care about 6
someone.
3 XP when you take stress from an argument with a family member or loved one.
8
10 XP when you take the big step and, once and for all, either prioritize love over sci- 10
ence, or prioritize science over love.
12
REED RICHARDS OF EARTH
1 XP when you discuss a cosmic issue in simple Earthly terms.
3 XP when you create an asset or resource that will change a planet. XP
10 XP when you either return to Earth, or decide to raise your children among the stars,
vowing to watch over them for the rest of your days.
AN202 ANNIHILATION
Reed Richards [public]
Personality
Reed Richards is driven
by a limitless scientific curi-
osity—he’s always learning,
always inventing, always ex-
ploring new avenues of research. Richards is unac-
customed to failure, so the results of Reed’s space-
flight experiments—which stripped his loved ones
of a normal life and condemned his best friend to
carry a monster’s face—haunt Richards constantly.
That guilt makes him overly protective of his family
and pushes him harder into tireless scientific explo-
ration; he wants to expand his knowledge of every-
thing so he never makes such a mistake again. Reed
wants to be a loving husband, a doting father, and a
faithful friend, but his obsessive scientific pursuits
sometimes cause him to neglect the very family
and friends he’s trying to protect. He’s perhaps
happiest when his family accompanies him into
the great unknown.
STRESS / TRAUMA
Haughty Attitude +1 PP
Specialties 10
Combat Master Cosmic Expert
Medical Expert Psych Master 12
AN204 ANNIHILATION
Heather Douglas [secret]
History Personality
During one of Thanos’ trips to Earth, the pas- Moondragon is arrogant and self-righteous,
sengers in a passing vehicle had the misfortune of firmly convinced her training, abilities, and back-
seeing his arrival. Thanos obliterated the vehicle ground make her superior to pretty much everyone
and went on his way, assuming the witnesses were she meets. She isn’t a bad person, though, despite
now incapable of causing problems. He was wrong. displaying great corruption thanks to being pos-
Kronos, at the behest of his son Mentor, resurrected sessed by a cosmic demon for a time. Her cold and
the slain driver as Drax the Destroyer. The man’s sometimes sterile approach complicates relations
daughter survived the crash; Mentor healed her with erstwhile allies; she’s usually too pre-occupied
and took her to Titan where the monks of Shao- trying to prove she’s right to effectively help them
Lom raised and taught her. Their training honed her much.
physical abilities to impressive levels and unlocked
her vast psionic potential. Abilities & Resources
Unfortunately, though the monks instilled in Trained by the Shao-Lom
young Heather their mental disciplines, they were monks, Moondragon is an excep-
unable to effectively impart their moral and ethical tional physical specimen and ac-
strictures. Her abilities made her arrogant. As an complished martial artist display-
adult, Heather confronted an old adversary of the ing control over even her body’s
Shao-Lom, a demonic entity known as the Dragon autonomic functions. She’s
of the Moon. She seemed to destroy it in mental also one of the single
combat and took the name “Moondragon” to mark most powerful telepaths
her victory. In reality, the Dragon survived inside known; she can take
Heather, slowly working to corrupt her. She left Titan control of others’ minds,
and embarked on a crusade of learning and self-im- alter their perceptions, in-
provement informed by cold logic and vague goals. flict debilitating pain with
Only through hard experience did she begin devel- a thought, and even shut
oping empathy with others, and her early adventures down sentient minds al-
were as likely to result in conflict with other heroes together. Raised on Titan
as in allying with them against common foes. among the Eternals,
Her adventuring alongside the Defenders ended her knowledge of
with the destruction of her physical body, her pos- science and re-
session by the Dragon of the Moon, and her even- lated disciplines
tual resurrection into physical form. Regretting the is advanced
damage she caused indulging her ego over the years, beyond that of
she started making amends and doing good. This Earth’s gener-
has earned her some grudging allies, an experience al populace.
with one of the Infinity Gems, and mixed results
as advisor to various heroes. While trying to help
Genis-Vell, Moondragon met and fell in love with
his sister Phyla, with whom she currently travels
the galaxies.
STRESS / TRAUMA
Split-Second Decision Maker +1 PP
AN206 ANNIHILATION
Unknown
Personality
Nebula is driven by deep-seated patholo-
gies, namely a lust for power and a complete
lack of anything resembling a conscience.
She’s willing to kill or destroy anything that
gets in her way. While resourceful, she dis-
plays a lack of imagination or long-term plan-
ning beyond satiating her need for control.
STRESS / TRAUMA
Human Rocket +1 PP
Psychic Resistance 12
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from radiation
or vacuum. M
SFX: Worldmind. Spend 1 PP to gain a specialty at Expert for this roll, or step up a 4
resource until the end of the current Action Scene.
Limit: Gear. Shutdown Nova Corps Uniform to gain 1 PP. Take an action vs. the doom 6
pool to recover Nova Corps Uniform.
8
Specialties Combat Expert Cosmic Expert 10
Vehicle Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
Milestones FOR EARTH! FOR THE NOVA CORPS!
1 XP when you make an Earth reference to an alien who doesn’t get it. 4
3 XP when you disobey an order from the Nova Corps in order to protect someone or 6
something from Earth.
10 XP when you either leave the Nova Corps to protect Earth permanently, or leave 8
your family and friends on Earth permanently to help protect the universe.
10
SOMETHING TO PROVE
1 XP when you tell another hero that you are not a rookie due to being a Nova for five 12
years.
3 XP when you use your Power Sets to create an asset for an ally or aid an ally in an
Action Scene in order to prove your worth. XP
10 XP when you either lead your allies into battle by flying straight towards the most
dangerous enemy, or sacrifice yourself so your allies can get away.
AN208 ANNIHILATION
Richard Rider [secret]
Personality
In his youth, Rich was considered brash and
headstrong. As he became more comfortable with
his powers, his tendency to act without thinking
mellowed a bit and was replaced by heroic determi-
nation. In the Nova gear, once Rich sets his sights on
a goal, he won’t stop until he achieves it; but out of
costume, Rich makes a 180-degree turn. He’s often
unmotivated, sloppy, and a bit of a braggart. Rich is
notoriously unlucky in love but never stops caring
for his old flames, including his New Warrior team-
mate Namorita. Even when others are less than loyal
or fair to him, Rich consistently puts their needs
ahead of his own, often to his detriment. He might
not always follow every order given to him by an
authority figure, but Rich always does what he thinks
is right.
STRESS / TRAUMA
Ruthless Warrior +1 PP
WARSKRULL 10
Enhanced Reflexes Shapeshifting 12
SFX: Immunity. Spend 1 PP to ignore stress of trauma from vacuum, hunger, thirst, or
fatigue. M
Limit: Never Forgets a Slight. Gain 1 PP to step up emotional stress from taunting, insults,
etc. 4
6
Specialties Combat Expert Cosmic Expert 8
Covert Master Menace Master 10
Psych Master Science Expert
12
Tech Expert Vehicles Expert
E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
4
Milestones MIGHT 6
1 XP when you discuss how might makes right.
3 XP when you overwhelm someone with stress using Combat Expert. 8
10 XP when you either win the day through force, or decide that discretion is the better
part of valor and retreat to prove your rightness another day. 10
TREACHERY 12
1 XP when you attempt to gain someone’s trust.
3 XP when you create an asset using Covert Master or Psych Master that will aid your
future treachery. XP
10 XP when you either betray someone to the Skrull Empire, or deal honestly with
someone because you respect them.
AN210 ANNIHILATION
Paibok [public]
Personality
Paibok is dedicated to the Skrull virtues of “might
makes right” and “power through treachery.” He’s a
loyal son of the Empire, dedicated to destroying its
enemies and gaining personal advancement. He’s
a cold-blooded killer and a cunning mastermind,
pragmatic enough to see the occasional need for
strategic withdrawal and acceptance of temporary
defeats.
STRESS / TRAUMA
Distinctions Cosmic Inheritance
Headstrong Hero or
Much to Prove +1 PP
AN212 ANNIHILATION
Phyla-Vell [public]
Personality
With limited life experience, Phyla is trying des-
perately to prove she’s an adult and a hero; unfor-
tunately, she doesn’t fully understand what either
of those are yet. She’s brave, but also impulsive,
single-minded, and stubborn. She has great power,
which makes it all too easy to ignore diplomacy in
favor of direct—and often violent—solutions. She
often feels she’s an afterthought and second-rate
substitute for both her father and her brother;
this infuriates her and drives her to prove those
feelings wrong.
STRESS / TRAUMA
Last of Her Kind or
Reluctant Warrior +1 PP
AN214 ANNIHILATION
Praxagora [public]
Personality
Praxagora, once a pacifist, is a reluctant warrior
driven to violence to avenge the genocide of her
people. Prior to the slaughter of her people she ap-
pears to have been a brave, caring, and passionate
soul, probably some kind of scientist or scholar.
Little of that person remains in her pursuit of ven-
geance against Annihilus and the Horde.
STRESS / TRAUMA
S.H.I.E.L.D.-Trained +1 PP
AN216 ANNIHILATION
Wendell Vaughn [secret]
STRESS / TRAUMA
Power Sets RENEGADE ACCUSER
Enhanced Reflexes Godlike Strength
Invisibility Superhuman Durability
Superhuman Stamina
SFX: Immunity. Spend 1 PP to ignore stress, trauma, and complications from heat, cold, radiation,
pressure, or vacuum.
SFX: Judgment. Step up or double a Crime Master asset or resource for an action. If the roll fails,
move the asset or resource to the doom pool at its normal value.
SFX: Second Wind. Before you make an action including a Renegade Accuser power, you may move your
physical stress die to the doom pool and step up the Renegade Accuser power for this action.
Limit: Cybernetically Enhanced Armor. Shutdown Invisibility and step back Godlike Strength to P
gain a PP. Take an action vs. the doom pool to recover.
Limit: Kree Patriot. Step up emotional stress inflicted from the Kree government or populace to gain 1 PP. 4
UNIVERSAL WEAPON 6
Cosmic Mastery Energy Blast 8
Supersonic Flight Transmutation 10
Weapon 12
SFX: Absorption. On a successful reaction against an energy-based attack action, convert your
opponent’s effect die into a Universal Weapon stunt or step up a Universal Weapon power
until used in an action. If your opponent’s action succeeds, spend 1 PP to use this SFX. M
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep an ad-
ditional effect die. 4
SFX: Multipower. Add more than one Universal Weapon power die to your pool. Step back each
Universal Weapon power die in your pool once for each die beyond the first.
6
SFX: Universal Forces. When including Cosmic Mastery in a roll to create assets or complications,
remove the second highest rolling die and step up your effect die.
8
SFX: Unleashed. Step up or double any Universal Weapon power for one action. If the action fails,
add a die to doom pool equal to the normal rating of that power die. 10
Limit: Gear. Shutdown Universal Weapon to gain 1 PP. Take an action vs. the doom pool to recover
Universal Weapon. 12
Specialties Combat Expert Cosmic Expert E
Crime Master Menace Master 4
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
6
Milestones KREE WEAPON
1 XP when you threaten a criminal with the Universal Weapon. 8
3 XP when you use Universal Weapon to create a stunt.
10 XP when you either set aside the Universal Weapon to resign as Supreme Accuser, or take on a
10
Kree ally as an apprentice so that they might wield the Universal Weapon in the future.
12
SUPREME ACCUSER
1 XP when you condescend to or threaten an enemy of the Kree Empire.
3 XP when you create an asset so that an enemy can be brought to Kree justice. XP
10 XP when you publically execute an alien whose death will cause the Kree to become embroiled
in a galactic war, or declare Kree law as unjust, set down your mantle as Supreme Accuser,
and adopt the name Ronan the Free.
AN218 ANNIHILATION
Ronan [public]
Personality
Ronan is stern, stoic, and honorable. He’s also
unbending in his belief in Kree supremacy. This
belief blinds him to the virtues inherent in the ide-
ologies, individuals, and methods of other cultures.
Even other Kree find Ronan’s exacting standards of
ideal Kree behavior and culture hard to meet. The
Accuser’s love for his empire and his current exile
have left him uncertain and lost. He won’t admit it
easily, but he feels betrayed by his empire. He fears
the Kree Empire will become a decadent, corrupt
shadow of its former self. He feels abandoned by
his people because of his exile, but he can never
deny his responsibilities to them either.
STRESS / TRAUMA
Sentinel of the Spaceways +1 PP
Personality
The Surfer is noble and stoic, far removed from
normal mortal feelings and concerns. He can be dan-
gerously naïve and reserved because of his isolated
cultural background and distance from humanity
enforced by his altered form. An explorer at heart,
the Surfer never stays long in one place, indulging
his wanderlust until he encounters a situation where
hes moved to intervene. His courage and deeply
held principles, combined with lingering guilt for
the actions he undertook while more firmly under
Galactus control, drive him to help those in need,
regardless of species or cultural differences.
STRESS / TRAUMA
Distinctions Lethal Lady
Obsessive or
Seeks Death +1 PP
AN222 ANNIHILATION
Xira [public]
Personality
Xira both worships and desires death. She re-
spects and loves the concept of the end of all life
and wants to join the ranks of the dead. However,
she has particular rules about how this should occur.
Namely, she wants to die at the hands of a worthy
killer, believing only such a person can properly end
her life. Ideally, Xira wants an avatar or chosen ser-
vant of Death such as Thanos to finish her, but she
will throw herself into battle against any mighty foe
she feels might grant her wish.
Xira is a proud and fierce warrior. She
takes herself very seriously; everything
she does is worked somehow into her
grand nihilism. She shows no fear
of danger, pain, or destruction.
This can be somewhat unset-
tling to those around her.
STRESS / TRAUMA
Pure Energy +1 PP
POWER COSMIC P
Godlike Durability Godlike Senses 4
Godlike Stamina Godlike Strength 6
Intangibility Space Flight 8
Superhuman Reflexes Teleport 10
SFX: Ethereal. Spend 1 PP to recover your physical stress or step back your physical
trauma. 12
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from diseases.
SFX: Multipower. Add more than one Power Cosmic power die to a pool. Step back M
each Power Cosmic power die in that pool once for each die beyond the first.
Limit: Oh, Wavering Force! Shutdown any Power Cosmic power to gain 1 PP. Activate an
4
opportunity or participate in a Transition Scene to recover that power.
6
Limit: Interstellar Travel. Teleport may only be used across interstellar or intergalactic
distances. 8
10
Specialties Combat Expert Cosmic Master
12
Menace Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] E
4
Milestones DISCIPLE OF GALACTUS 6
1 XP when you discuss the coming destruction.
3 XP when you find something on a world worth saving and secret it away. 8
10 XP when you either see to the final destruction of a world via Galactus, or save a
world and seek out a new cosmic entity to worship. 10
SELF-HATRED 12
1 XP when you discuss your despicable incorporeal race of energy beings.
3 XP when you hold on to some aspect of Ethereal culture that still has meaning for you.
10 XP when you either show your final act of hatred by steering Galactus towards your XP
people’s home, or go back to the Ethereals seeking redemption for your genocidal
sins.
AN224 ANNIHILATION
Lambda-Zero [secret]
Personality
Stardust was born into a civilization
that builds monuments from radio waves
and art out of quarks; the culture changes
with every shift of the solar wind. The aim-
less nature of her fellow Ethereals disgusts
her. She admires the achievements that cor-
poreal beings are capable of creating, even if
she doesn’t fully understand their needs. She’s
aloof, but her one weakness is Galactus. She
worships and loves Galactus with such passion
that she would do anything for him, including
leading him to worlds supporting sentient life.
STRESS / TRAUMA
Epic Guilt Complex +1 PP
SON OF SPARTOI XP
1 XP when you discuss your Spartoi heritage.
3 XP when you use a Specialty to create an asset for an ally fighting alongside you.
10 XP when you lead a small elite group against impossible odds and win, or you lead a small elite
group against impossible odds and lose.
AN226 ANNIHILATION
Peter Quill [public]
Personality
Starlord’s experiences have made him a cynical
and hardened veteran. He retains the loner tenden-
cies of his youth. His natural sense of honor and
moral obligation struggle against the weight of his
guilt; his numerous personal sacrifices and losses
often push him into the good fight against his better
judgment. He’s brave, but not foolish, displaying a
well-developed set of survival instincts complicated
by his knight-errant lifestyle.
STRESS / TRAUMA
Reckless Warrior +1 PP
ANTI-CELESTIAL ARMOR
P
Energy Blast Godlike Strength
4
Space Flight Superhuman Durability
6
Superhuman Senses Superhuman Speed
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep an ad-
8
ditional effect die.
SFX: Devastating Arsenal. Step back the highest die in your attack action pool to add a d6 and 10
step up physical stress inflicted.
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications caused by vacuum, poison, 12
or disease.
SFX: Invulnerability. Spend 1 PP to ignore physical stress or trauma. M
SFX: Reconfigure Armor. Step back an Anti-Celestial Armor power to step up Anti-Celestial Armor
stunts until you recover that power. Activate an opportunity or participate in a Transition 4
Scene to recover the power.
Limit: Hatred. When you refrain from attacking Celestials, their agents, or associates when first 6
encountered, take d6 emotional stress and gain 1 PP. If you later ally with them, step up
your emotional stress and gain an additional PP. 8
Limit: Overwhelmed. Shutdown Anti-Celestial Armor power to gain 1 PP. Activate an opportunity
or participate in a Transition Scene to recover the power.
10
Menace Expert E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 4
6
Milestones HUNTING SPACE GODS
1 XP when you discuss hunting down a Celestial or other powerful cosmic being. 8
3 XP when you set aside hunting down a cosmic being or show mercy toward one of their servants.
10 XP when you either kill an actual cosmic being, or declare your feud with such entities over and 10
forgive them for the destruction they have caused.
12
CRUDE
1 XP when you act in a boorish, blunt, or overbearing manner.
3 XP when you choose to display your high intelligence when being crude might serve your better. XP
10 XP when you either suffer an ignominious fate as a result of your crude manner, or give up this
obnoxious persona and embrace your brilliance.
AN228 ANNIHILATION
Stellaris [public]
Personality
The obsessive survivor of an
alien race, Stellaris was consumed
with hatred for the Celestials who
judged her race “unfit” and destroyed
them. She even attacked those associating
with the Celestials without pausing to discover
the nature of their relationship—as she did with
Thor and the Asgardians—and thought nothing of
destroying worlds or even galaxies to achieve her
goal. Recently, she seems less obsessed with this
goal, though it’s unlikely she’s forgotten the deaths
of her people.
Stellaris is very objective-focused. She doesn’t
worry much about civilian casualties or collateral
damage when she takes down a foe. This disregard
combined with the vast power of her armor makes
her very dangerous.
STRESS / TRAUMA
Sneaky Son of a Schma’ag +1 PP
AN230 ANNIHILATION
Kl’rt [public]
Personality
The Super-Skrull is an embittered veteran,
jaded by his experiences and hardened by long years
of fighting for principles and a people he’s not sure
he believes in anymore. Like other Warskrulls, Kl’rt is
a cold-blooded killer and absolutely ruthless when
he needs to be. He tends to think in terms of survival
and brutal competition, regardless of the situation;
he’s always looking for an angle he can turn to his
advantage.
STRESS / TRAUMA
Xenophile +1 PP
RIGELLIAN COLONIZER P
Enhanced Durability Enhanced Strength 4
Mind Control Telepathy 6
SFX: Increase Density. Spend 1 PP to step up Enhanced Durability and Enhanced
Strength until the end of the Action Scene. Then step down Enhanced Durabil- 8
ity and Enhanced Strength. Recover with an opportunity.
SFX: Infiltrator. Spend 1 PP to step up or double Covert Master die in a roll to create
10
assets or complications.
SFX: Mind Thrust. When using Mind Control to inflict complications on a target, add
12
a d6 and step up the effect die.
Limit: Exhausted. Shutdown any Rigellian Colonizer power to gain 1 PP. Activate an
M
opportunity or participate in a Transition Scene to recover the power.
4
Limit: Unrequited. Step up emotional stress caused by attraction to other aliens species
and their culture to gain 1 PP. 6
8
Specialties Combat Master Cosmic Master
10
Covert Master Science Master
12
Tech Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] E
4
Milestones STUDENT OF OTHER WORLDS
6
1 XP when you discuss a culture that’s alien to your own.
3 XP when you get help during a Transition Scene from another species. 8
10 XP when you take on a part of an alien culture and alter one of your Distinctions to
show how it’s changed you, or abandon your study of that culture and move on 10
to another field of scientific study.
12
UNDERCOVER ALIEN
1 XP when you make up details about your current role.
3 XP when you inflict stress on an ally or enemy who could blow your cover. XP
10 XP when you either betray your own people for an alien world, or betray a world for
the benefit of your Rigellian military.
AN232 ANNIHILATION
Tana Nile [public]
Personality
Tana loves other cultures—maybe a bit too much
for her fellow Rigellians. She has a habit of becoming
emotionally attached to everyone from humans to
talking ducks. However, though she doesn’t show
much interest in the company of her own kind, she’s
fiercely loyal to her people and risks life and limb
to aid them.
Apart from her cross-species interest, Tana is torn
between her abilities as a scientist and a spy. She
loves discovery and exploration, but can’t deny the
utility of deception and infiltration in achieving her
goals. She frames or manipulates others to achieve
her goals. She takes no pleasure in such tactics,
but unapologetically uses them when necessary.
STRESS / TRAUMA
Tyrant Herald +1 PP
AN234 ANNIHILATION
Tyros [secret]
Personality
Terrax’s primary goal is to be feared and
to rule. His anger has a hair trigger and he
doesn’t think of the consequences of his ac-
tions before he acts, which often leads him
into trouble. Terrax has a complete lack
of respect for life and no sense of loy-
alty to anyone besides himself. It was
only because of his fear of Galactus that
Terrax remained his Herald for so long.
Terrax only helps others when it suits his
purposes or is against a threat that may
affect him.
STRESS / TRAUMA
Distinctions It’s Clobberin’ Time!
Not Just Another Pretty Face or
Wotta Revoltin’ Development +1 PP
AN236 ANNIHILATION
S
For the Civil War Event, we’ve provided a
number of heroes suitable for this major period
in the history of the Marvel Universe. Many of
these heroes are members or past members of
various teams such as the Avengers or Fantastic
Four, while others remain independent. Your
players are free to decide their current mem-
bership during the course of the game as sides
are chosen and battles are fought. Each datafile
includes a pair of Milestones that represent re-
curring plotlines specific to the hero.
For the sake of continuity, note that these
datafiles reflect the heroes after the House of
M, shortly before the passing of the Superhuman
Registration Act. Two heroes, Black Panther and
Sub-Mariner, are not available at the beginning
of Act One but may be unlocked using XP during
the Event or recruited from specific Scenes in
Act Two. As always, each hero datafile may be
tweaked or adjusted to suit the needs of your
players. Refer to Chapter Four of the Operations
Manual for definitions, guidelines, and rules for
doing so.
Hero datafiles that are not chosen by play-
ers may be converted into Watcher characters
for use as antagonists or occasional allies.
Remember to switch their SFX and Limits to
reflect using doom dice instead of Plot Points.
Even if the players don’t use them, these heroes
remain major characters and should keep their
Affiliations at their listed ratings.
TEAM SYMBOLS
= Avengers
= Fantastic Four
= S.H.I.E.L.D.
= X-Men
= Unaffiliated at the time of Civil War
CW157
ARACHNE
Affiliations PP
Solo Buddy Team
STRESS / TRAUMA
Distinctions Devoted Mother
Part-Time Hero or
Reluctant Government Agent +1 PP
Psych Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
4
Milestones GOVERNMENT TIES 6
1 XP when you take down a wanted criminal or fugitive.
8
3 XP when you find a loophole in your governmental ties so you can break the law.
10 XP when you either bring in another hero wanted by the authorities or refuse and 10
become a fugitive yourself.
SUPER MOM
12
1 XP when you either tell your daughter a story about your adventures or tell your
allies a story about your daughter.
3 XP when you treat an enemy like a petulant child.
XP
10 XP when you either incorporate your life as a mother fully into your super heroics
or keep your daughter well away from your masked adventures.
Personality
Julia is capable, compassionate, and totally de-
voted to her loved ones. After several bad experienc-
es, she doesn’t trust most government organizations
or officials, particularly those with ties to her old
bosses at the CSA. She often finds herself working
with them anyway—just not always enthusiasti-
cally—since their resources and influence help
her protect and provide for her daughter. Her
love for Rachel is both her greatest source of
inner strength and a weakness the ruthless
can exploit.
STRESS / TRAUMA
World-Class Intellect +1 PP
STRESS / TRAUMA
Man on a Mission or
Time Traveler +1 PP
STRESS / TRAUMA
Resolute Tactician or
Sentinel of Liberty +1 PP
VIBRANIUM-ALLOY SHIELD
8
Godlike Durability Weapon 10
SFX: Area Attack. Against multiple opponents, for every additional target add a d6 and
keep an additional effect die. 12
SFX: Ricochet. Against a single target, step up or double a Weapon die. Remove the
highest rolling die and use three dice for your total. M
Limit: Gear. Shutdown Vibranium-Alloy Shield to gain 1 PP. Take an action vs. the doom
pool to recover. 4
6
Specialties Acrobatic Expert Combat Master 8
Covert Expert Psych Expert 10
Vehicle Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
Milestones BORN LEADER 4
1 XP when you give an order to an ally. 6
3 XP when you take advice from an ally or utilize an ally-created asset to stress out a
villain. 8
10 XP when you either create a new branch of the Avengers and select a leader for the
team or step away from the Avengers, choosing an ally to take over as leader. 10
LIVING FLAG 12
1 XP when you say something about how America has changed.
3 XP when you take stress attempting to change America for the better.
10 XP when you either take a prominent position in the American government or military XP
or set the Captain America mantle aside, declaring someone else more fit for the
job of fighting for America while wearing and being the nation’s flag.
STRESS / TRAUMA
Cocky Rogue
Peerless Marksman +1 PP
Personality
Clint Barton is two-parts swashbuckler and one-
part showman. Win or lose, he’s going to do it his
way and with style. He may fight the good fight,
but he has fun doing it and shows off every chance
he gets. Brash, headstrong, recklessly brave, and
sometime much too confident in his own abilities
for his safety, Barton is never without a retort and
wisecracks on a level that rivals Spider-Man at his
most annoying. His friends and allies also see
leadership qualities in him to which he himself
sometimes seems blind.
STRESS / TRAUMA
Distinctions The Demon Inside
In Love With Dagger or
Street Kid +1 PP
Personality
Tyrone is shy and un-
assuming; but as Cloak, his
stutter disappears and his voice
deepens, projecting a dark and fore-
boding demeanor. Cloak gives the impres-
sion of tightly restrained power—hungry
and full of violent potential—always looking
for an outlet. Tyrone is deeply protective of
Dagger and takes great risks to keep her safe,
even from himself.
STRESS / TRAUMA
Distinctions In Love with Cloak
Inner Light or
Naïve +1 PP
History Personality
Originally from a wealthy suburb of Cleveland, Tandy is literally full of life, a positive and buoy-
Ohio, Tandy Bowen seemed to have the perfect life, ant point of hope and inspiration for those around
with her famous former-model mother and wealthy her. She is highly energetic, with an easy smile and
father providing for her every material need. expressive body language. Fiercely devoted to
However, it was a loveless household; her mother Tyrone, she’s tried many times to pull him away from
pursued her own vain desires and her father aban- the streets and toward more positive environs, only
doned the family in search of spirituality. to persuade herself to be patient, waiting for the
Tandy ran away from home after losing the better opportunity that her infectious sense of op-
boyfriend she viewed as her only source of love. timism assures her is always right around the corner.
Eventually, she arrived in New York. During an unsuc-
cessful robbery attempt by other runaways, Tandy Abilities & Resources
met Tyrone Johnson, her rescuer and the man who Dagger can tap into her internal source of life
became her dearest and only true friend. He came force, or “inner light.” She generates far more life
along to protect her when she was approached by force than a normal person, and that surplus enhanc-
a group offering shelter. The men turned out to be es her agility and stamina. Her signature move is to
enforcers for the Maggia criminal syndicate, and create daggers of light to throw at people, mentally
the offer of shelter only a ruse to recruit unsuspect- controlling the daggers in flight. These light daggers
ing runaways to test a synthetic form of heroin. A disrupt a target’s life force, enough to kill or stun,
toxic reaction to the drug triggered Tandy’s latent but they only work on human targets. She can also
mutant powers, saving her life. Together, she and illuminate a large area with her light, as well as heal
Tyrone managed to escape. Once the two others or purge various drugs and toxins from a
learned how to control their powers, person’s body.
they returned to wreak vengeance on The demonic predator entity connected to
their captors and became the Cloak’s darkness can feed from Tandy’s light,
ruthless vigilantes known as filling the harmful void Cloak’s hunger creates.
Cloak and Dagger. Dagger is always safe when teleporting through
Over time, the nature of Cloak’s darkness, and she can share that protec-
Dagger’s powers and their tion with other passengers.
connection to her own inner In addition to her powers, Tandy
light had a positive influ- Bowen is an experienced dancer
ence on her behavior, soften- with gymnastic training.
ing her outlook. Through her
soothing influence, she and Cloak
toned their violence down to a level more accept-
able to their sometime allies among the Big Apple’s
other street-level defenders, such as Spider-Man
and Daredevil. Despite wanting more from life than
simply being Cloak’s crime-fighting partner, her feel-
ings of responsibility for the young people the two
protect and her bond with Tyrone always pull Dagger
back to Cloak and their quixotic crusade.
STRESS / TRAUMA
Living Weapon of K’un-Lun +1 PP
Personality
Danny Rand is disciplined, motivated, and ide-
alistic. He seeks an enlightened existence through
meditation, spiritual exploration, and the study of
martial arts. Not that he doesn’t like to have fun—he
has a romantic streak, and though somewhat stiff
and naïve in his early days, years spent hanging with
Luke Cage have given Danny street smarts and a
sharp sense of humor. He’s also willing to go the
extra mile to help his friends, even if this means
challenging the authorities and covering up the
paper trail with even more paper.
STRESS / TRAUMA
Totally Insane +1 PP
STRESS / TRAUMA
Power Sets DISCIPLE OF THE ANCIENT ONE
Enhanced Durability Mystic Blast
Mystic Resistance Supreme Sorcery
Telepathy Transmutation
SFX: Alliterative Invocations. When using a stunt to create magical assets or complications, add
a d6 and step up your effect die.
SFX: Area Attack. Against multiple targets, for every additional target add a d6 and keep an ad-
ditional effect die.
SFX: Multipower. Add more than one Disciple of the Ancient One power to your pool. Step back
each Disciple of the Ancient One die in your pool once for each die beyond the first.
Limit: The Extent of Sorcery. When you add Supreme Sorcery to any pool, you may only create
assets and complications as your effect.
P
ASTRAL TRAVELER 4
Intangibility Invisibility 6
SFX: Without Form. Spend 1 PP to ignore physical stress caused by anyone attacking your astral
form by mundane means. 8
Limit: The Empty Vessel. When your dice pool includes an Astral Traveler power, adding a power from
any other Power Set costs 1 PP. Your physical form remains where you left it, and for as long as 10
you remain out of sight of it any stress or complications that target it directly are stepped up.
MYSTIC REGALIA 12
Flight Mystic Senses M
Teleport 4
SFX: Cloak of Levitation. When including Flight in any reaction against attacks, remove the highest
rolling die and add a third die to your total. 6
SFX: Eye of Agamotto. Add a doom die to your next action including a Mystic Regalia or Disciple of
the Ancient One power. After your action, step up the doom die and return it to the doom pool. 8
SFX: Mystic Library. When you create a Mystic or Cosmic related resource or stunt, step up the
lowest doom die to step up the stunt or resource. 10
Limit: Mystic Feedback. Shutdown Mystic Regalia to gain 1 PP. Take an action vs. the doom pool to recover.
12
Specialties Combat Expert Cosmic Expert
E
Medical Master Menace Expert
4
Mystic Master Psych Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 6
Milestones MYSTIC ADVISOR 8
1 XP when you offer advice to an ally.
3 XP when you include an ally in a mystical ritual.
10
10 XP when you use your magic powers against an ally because you think they either disregarded
your advice or took that advice too far.
12
SUMMONER SUPREME
1 XP when you discuss the greater Powers at work in a given situation or which Powers could be
brought to bring about change.
XP
3 XP when you use Mystic Master or Supreme Sorcery to call on an entity from another plane of
existence as a resource or stunt.
10 XP when you either make a binding pact with a Power from another plane of existence or banish
it from Earth.
CW176 CIVIL WAR
Dr. Stephen Strange [public]
STRESS / TRAUMA
Distinctions Loyal Partner
Socially Conscious or
Troubled Past +1 PP
STRESS / TRAUMA
Distinctions Brilliant Biochemist
Humble Hero or
Standing on the Shoulders of Giants +1 PP
STRESS / TRAUMA
Distinctions Brash Demigod
Party Animal or
Prince of Power +1 PP
Personality
Hercules is a hero in the classic Greek sense—
brave, powerful, and more than a bit proud. He loves
to test his strength against worthy opponents and
uses his powers to aid others without hesitation.
Sometimes this leads to errors in judgment, but he’s
never malicious or willfully neglectful. He some-
times condescends to mortals, especially women,
but he’s quick to correct this behavior if confronted
by true friends and valiant allies. Threats or insults
to such companions bring out great anger in him.
Underneath Hercules’ boisterous exterior lurk
great regrets. He has lost children, lovers, and
friends over his immortal ex-
istence. Although he usu-
ally hides this pain behind
boasts and occasional
buffoonery, it also drives
him to fiercely defend
those he cares about.
STRESS / TRAUMA
Distinctions Hotheaded Hero
Never Grows Up or
Shameless Flirt +1 PP
STRESS / TRAUMA
Distinctions Compassionate
Implacable Will or
Most Dangerous Team Member +1 PP
Personality
The Invisible Woman is often referred to as the
soul of the Fantastic Four. Her strong will and im-
mutable emotional core anchors the team through
practically any challenge. Over time she has grown
from a shy young girl to a powerful and self-confi-
dent woman with established leadership abilities
and the respect of the super-hero community. She
also acts as the conscience and voice of wisdom for
her husband when his motives or actions are buried
under blind logic and over-rationalization. Despite a
long-held attraction to Namor the Sub-Mariner, Sue
remains utterly loyal to her husband and her family.
STRESS / TRAUMA
Hardheaded Futurist +1 PP
STRESS / TRAUMA
Distinctions Come Get Some!
Hero for Hire or
Street Smart +1 PP
Menace Master 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 10
12
E
Milestones NEW AVENGER, NEW IDEAS 4
1 XP when you discuss how the current situation connects to the history of the Aveng-
ers with a veteran of the team. 6
3 XP when you insist the Avengers work in a new way.
10 XP when you either commit to being an Avenger and move into Avengers Tower with
8
your family or leave the Avengers and go back to Heroes for Hire and knocking
heads with Danny.
10
200 DOLLARS FROM DOOM 12
1 XP when you offer a direct, blunt approach to a complicated problem.
3 XP when you start trouble by punching a bad guy in the face or inflict mental stress
on a hero who is over-thinking his problems and being an angst-ridden idiot. XP
10 XP when you either defeat an enemy through direct physical confrontation or take
a step back and elect to use more subtle methodology.
Personality
Luke is an honest, often blunt, strong-willed man.
He has the instincts of a street hustler and the heart
of a hero. He is extremely devoted to his friends
and family, but also cares for his community. He
loves “sticking it to the man” and will go out
of his way to fight, embarrass, or confront
those who think their power and privilege
lets them cheat or abuse others. After
all, this is the guy who once flew all
the way to Latveria to confront Dr.
Doom about an
unpaid bill.
STRESS / TRAUMA
Distinctions Absent-Minded Professor
By the Numbers or
Family Man +1 PP
History Personality
Brilliance runs in the Richards family. Before Reed Richards is driven by a limitless scientific
he mysteriously disappeared, Nathaniel Richards’ curiosity—he is always learning, always inventing,
amassed a fortune through his scientific expertise always exploring new avenues of research. Richards
and patents. He left that fortune to his son Reed, is unaccustomed to failure, so the results of Reed’s
a genius that showed himself his father’s worthy spaceflight experiments, which stripped his loved
successor at a young age. After accumulating numer- ones of a normal life and condemned his best friend
ous degrees and academic distinctions, Reed ulti- to carry a monster’s face, haunt Richards constantly.
mately turned the family fortune toward his dream That guilt makes him overly protective of his family
of advancing humanity’s spaceflight capabilities. and pushes him harder into tireless scientific ex-
When the government threatened to shut down ploration, to expand his knowledge of everything—
the program, Reed took reckless action. Alongside just so he never makes such a mistake again. Reed
his college friend and pilot, Ben Grimm, and with wants to be a loving husband, a doting father, and a
the Storm siblings, Sue and Johnny, rounding out a faithful friend, but his obsessive scientific pursuits
minimal crew, Richards launched a prototype space- sometimes cause him to neglect the very family and
craft employing an experimental drive and shield- friends he is trying to protect.
ing. Fate intervened and the ship’s crew experienced
high levels of unidentified exotic cosmic rays. Crash Abilities & Resources
landing back on Earth, Reed discovered that their Mr. Fantastic possesses an elastic form down to
exposure to those energies had changed all four the cellular level. He can reshape his body mass into
of them. They were now superhuman, and his best numerous shapes and stretch his extremities over a
friend was trapped within a monstrous form. thousand feet. He can contort his body into a lengthy
Rather than risk them being considered as freaks coil or a springy sphere, or even flatten himself into
and outcasts from humanity, Richards instead a kite-like shape. He can also
worked to brand them as heroes in the public eye. exert some finer control,
Their open identities, philanthropic works, and, distending his facial fea-
above all, their exciting adventures and explora- tures or forming his fin-
tions as the “Fantastic Four” cemented that image gers into makeshift tools.
firmly in the world’s awareness. However, these changes
Over the years, Reed has taken the fruits of his to shape and form are lim-
genius and turned them into a business ited to gross morphology,
enterprise with deep enough pock- making it difficult to adapt
ets to fund the Fantastic Four’s for disguise or other precise
most exotic explorations and ad- or cosmetic uses.
ventures. He divides his time Even without his powers,
between going on these Reed Richards is arguably the
adventures, representing single greatest scientific genius
his team and family to on Earth, noticeably outstripping
the world as the most even his peers Tony Stark, Bruce
commonly seen “face” Banner, and Henry Pym.
of the Fantastic Four, Richards is one of the four
and performing the shareholders for his patents
research and inven- and other revenue sources tied
tion that ultimately to the Fantastic Four and their
finances the team. discoveries. The proceeds sustain
Reed has one the Baxter Building facilities, vari-
other set of re- ous off-site labs, and numerous
sponsibilities— advanced vehicles, as well as pro-
he and Susan vide sufficient funds for Richards
Storm eventually and his family to live comfort-
married and had ably without outside assistance
children, so Reed or normal
is unusual among employment.
his peers as he must
also juggle marriage
and fatherhood along-
side his other roles.
STRESS / TRAUMA
Who is Marc Spector? +1 PP
Personality
Driven by conflicting desires of redemp-
tion and revenge, Marc Spector seeks to
atone for his violent past by helping
others; but he also hears Khonshu’s calls
for vengeance. This internal struggle,
combined with numerous alternate
identities, gives Moon Knight a
multifaceted and somewhat disturbed
personality. He often has visions of
Egyptian priests, past foes, and re-
cently Khonshu himself. Whether
these visions are genuine or a
product of his multiple personali-
ties is unclear. Spector’s mental
issues often make it difficult for
him to form lasting partner-
ships, romantic or professional.
STRESS / TRAUMA
Distinctions Battle-Tested Hero
Letter of the Law or
Take-Charge Attitude +1 PP
History Personality
Born the daughter of a father that wouldn’t Ms. Marvel has spent a good portion of her life
accept women as the equal of men, Carol Danvers fighting through a series of insecurities. She tends to
worked hard to change his attitude. She dreamed overcompensate, and while she doesn’t grandstand
of becoming an astronaut one day, traveling from unnecessarily, she may take unwise risks or impul-
world to world. Finally fed up with her father’s blind- sive actions to prove herself to those around her. The
ness regarding her abilities, she left home after high victim of multiple emotional and psychic violations,
school and joined the Air Force, ready to prove her- she also tends to lead with her fists, projecting a
self to the world. She became an accomplished pilot buffer of violence between her and anything she
and eventually joined military intelligence, where perceives as a threat. When in doubt in a situation,
she also excelled as a spy, working on missions she will generally default to her military training
alongside people like Ben Grimm and Logan. and the mindset it conditioned.
She left the USAF to take a job as security head
for NASA. There she became involved in one of the Abilities & Resources
many covert fronts for the Kree-Skrull War, allying Danvers has gone through more than one set of
herself with the Kree hero Mar-Vell. Exposed to a superhuman abilities during her career. Currently,
Kree device designed to alter reality, Carol found she possesses a respectable degree of superhu-
her body modified into a half-Kree superhuman man strength and durability. She can also fly, emit
form and took the name “Ms. Marvel.” Continuing powerful energy discharges, and both absorb and
encounters with superhumans and aliens made her channel ambient electromagnetic energy to amplify
job untenable and when forced finally to leave NASA, her other abilities.
she wrote a tell-all book that propelled her into Aside from her powers, Ms. Marvel is a highly
the world of journalism. As Ms. Marvel, she worked trained combatant and an accomplished military
alongside a number of heroes and teams, eventually officer, spy, and pilot. Also, Carol has friends, associ-
joining the Avengers after helping them fight Ultron. ates, and contacts everywhere—she has worked with
Later, circumstances pushed her to distance her- the Avengers, the Defenders, the X-Men, S.H.I.E.L.D.,
self from the Avengers, and the mutant Rogue stole alongside a number of individual heroes, and at
Carol’s powers and memories, leaving Ms. Marvel for varying times has been a member of the military,
dead. Working with the X-Men to regain what she the intelligence community,
had lost, she fell victim to the alien Brood, who mu- and Homeland Security.
tated her into a cosmic-level energy channeler. After
a stint as “Binary,” wandering the cosmos alongside
the Starjammers, she returned to Earth, exhausting
her cosmic powers to save Earth’s sun.
Without her Binary powers, Carol was back to
being merely superhuman, and she operated
for a time under the name “Warbird.” She re-
turned to the Avengers for a while, fighting her
way through a bout with alcoholism brought on
by her many emotional traumas. She left the team
to take a position in Homeland Security, but again
returned to fight the Scarlet Witch, whose assault
resulted in the team disbanding.
After an experience in an alternate universe
where Carol was one of the world’s most popular
heroes, she has fully embraced her heroic identity
once again and rejoined the Avengers as Ms. Marvel.
STRESS / TRAUMA
Needs to Wear the Mask or
Trust Fund Baby +1 PP
Personality
Richmond is the poster boy for
redemption through guts and
gumption. Starting as
a spoiled rich boy, he
learned to be a selfless
hero through great trials
and hardships. Those trials strained his self-image,
though, and he doesn’t really have much sense of
identity beyond being Nighthawk these days. It’s
his reason to get up in the morning, and he’s un-
comfortable even imagining life after heroics. He
applies that same determination in his loyalty to his
friends, standing behind the “Defenders” name and
the friends he made working on that team regardless
of circumstances.
STRESS / TRAUMA
Distinctions Dead Inside
Former Marine or
Obsessed Vigilante +1 PP
Specialties 6
Combat Master Covert Master
8
Crime Expert Menace Master
10
Psych Expert Vehicles Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
4
Milestones UNCOMPROMISING
1 XP when you explain to an ally how they are being weak and why it will get people 6
killed.
3 XP when you stick to your mission even when compromised by innocent bystanders 8
or obstacles.
10 XP when you convince a fellow hero to accept your methods or you decide to alter
10
your methods out of deep respect for another hero and tell them so.
12
WAR ZONE
1 XP when you declare war on an enemy.
3 XP when you use a Transition Scene to arm yourself or your allies. XP
10 XP when you either take trauma in pursuit of your war or you are captured by the
enemy.
Personality
A war hero and loving father whose personal
tragedies turned him into a vengeful killer, Frank
Castle is completely devoted to his mission to
punish the guilty and kill criminals. He occasionally
displays a softer side when dealing with innocents,
but generally he is a cold, obsessive man who finds
little joy in life. He believes in swift, brutal justice,
though he can be frighteningly patient, if the situa-
tion warrants. Ultimately, the Punisher is devoted
to making criminals pay dearly for the harms they
cause.
Frank appreciates the good intentions of super
heroes and what they try to do, but he consid-
ers them naïve and ultimately ineffective. He
sees the numerous escapes and the ever-
increasing number of victims that seem
to pile up around super villains and
criminals as evidence that his meth-
ods are both logical and required. The
Punisher possesses a deeper respect
for heroes with military backgrounds
or those who work aggressively to
keep crime off the streets, such as
Captain America, Moon Knight, and Daredevil.
STRESS / TRAUMA
Distinctions Crusading Attorney
Impulsive or
Jade Giantess +1 PP
Personality
While more subdued as Jennifer Walters,
She-Hulk is fun-loving, passionate, idealistic,
and daring. She loves being a super hero
and prefers to stay in her powered form.
She likes the attention being a 6’7’’ em-
erald bombshell gets her and enjoys
fighting villains and traveling to exotic
places. The damage wrought during
another recent loss of control has
made Jennifer a bit more thoughtful and
careful, but she still tends to act decisively
and sometimes recklessly.
She-Hulk is a loyal friend and teammate and
tries to help others whenever she can. She is also
passionate about her profession, believing in a de-
fendant’s right to a fair trial, due process, and other
key principles of the legal system.
STRESS / TRAUMA
With Great Power Comes Great Responsibility +1 PP
Power Sets SPIDER-POWERS
Enhanced Senses Enhanced Stamina
Superhuman Reflexes Superhuman Strength
Swingline Weapon
Wall-Crawling
SFX: Grapple. When inflicting a web-related complication on a target, add d6 and step up your
effect die.
SFX: Spider-Sense. Spend 1 PP to add Enhanced Senses (or step up if already in your pool) and
reroll all dice on a reaction.
SFX: Second Wind. Before you make an action including a Spider-Powers power, you may move P
your physical stress die to the doom pool and step up the Spider-Powers power for this
action. 4
SFX: Spider-Tracer. Spend 1 PP or use an effect die to create a Traced complication for a target.
You may track that target anywhere until the complication is removed or Enhanced Senses 6
is shutdown.
SFX: Web Constructs. When creating web-related assets, add d6 and step up your effect die. 8
Limit: Exhausted. Shutdown any Spider-Powers power to gain 1 PP. Activate an opportunity to
recover or during a Transition Scene. 10
IRON SPIDER ARMOR 12
Cybernetic Senses Superhuman Durability
M
Flight 4
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from toxins, radiation, or
lack of breathable air.
SFX: Waldoes. If your pool includes both Enhanced Senses and Cybernetic Senses, step up your
6
effect dice.
Limit: Stark Override. Change one, two, or all three Iron Spider Armor powers into complications
8
to gain 1 PP for each. Take an action vs. the doom pool using a Tech Specialty to recover the
power or shutdown Iron Spider Armor. 10
Specialties 12
Acrobatic Master Combat Expert
Covert Expert Psych Expert E
Science Expert Tech Expert 4
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 6
Milestones COPING WITH HUMOR 8
1 XP when you crack a joke while inflicting stress on an opponent.
3 XP when you point out how absurd a situation has become. 10
10 XP when you either stop joking and declare a situation deadly serious or vow to retire the mantle
of Spider-Man forever. 12
TEAM PLAYER
1 XP when you give support to another hero not already on your team. XP
3 XP when you confront a team member about your place on the team.
10 XP when you either walk away from your team or join it at a cost to your family.
Personality
Peter Parker is a courageous and good-hearted
man driven by crushing guilt and an unshakeable
moral core. The death of Uncle Ben taught him that
with great power comes great responsibility. He is
the everyman—mortal, fallible, and often subject
to the cruel whims of fortune—who nevertheless
gives his all to fight and bleed for his conscience.
Spider-Man hides his fears and uncertainty
in battle under an incessant torrent of
wisecracks and taunts.
STRESS / TRAUMA
Distinctions Alluring
Private Investigator or
Triple Agent +1 PP
Personality
Spider-Woman is a mix of strength and confu-
sion. Her willpower, intellect, and compassion make
her a good teammate and
companion. However, com-
plications with her powers
and her unusual history make
it hard for her to get close to
others and form mean-
ingful attachments. She
is particularly guarded
when first meeting people,
concerned that any strong
feelings are the result of her
pheromone-based powers. This
makes Spider-Woman seem mys-
terious and unapproachable, but
those who gain her trust and friend-
ship quickly find a devoted hero and loyal friend.
STRESS / TRAUMA
Distinctions Human-Atlantean Hybrid
Imperious Rex! or
Long & Colorful History +1 PP
Personality
Where others see arrogance, Namor simply
sees truth and birthright. He is royalty, immensely
powerful and charismatic. He stands second to
none—just ask him. Modesty is for lesser crea-
tures. He’s also brave to a fault, passionate in his
convictions, and aggravatingly honorable. His belief
in noblesse oblige may be unshakeable, but his impe-
rious manner tends to undermine any intended be-
neficence. His epic ego can overshadow any of these
traits, though, and his temper is equally legendary.
Namor doesn’t feel bound by the “base” morality
of “hypocritical” surface-dwellers, making him
more a force of nature with pointed ears and
scaly shorts than just another hero or villain.
Namor makes no secret of his affections,
especially his love for Sue Richards. He’s gone
to great lengths to woo her and made his inten-
tions very clear to her husband, Reed, as well.
STRESS / TRAUMA
Distinctions I’m a Monster!
It’s Clobberin’ Time! or
Wotta Revoltin’ Development +1 PP
STRESS / TRAUMA
Distinctions Adventurous Were-Cat
Borderline Feral or
Mystical Legend +1 PP
Personality
Greer is a mix of feline and human instincts
and urges. She loves attention and affection,
but it’s tempered with reason and a desire to
maintain her independence. She is a loyal friend,
generally pleasant and fun-loving, though she
can be vindictive if hurt. In her darker
moments, Tigra often seems conflicted
and even a bit lonely, not quite fitting in
with either the Cat People or humanity. This
can lead to her being overly secre-
tive, and sometimes she tries to
handle things by herself when
she should instead seek aid.
Distinctions Fashionista
STRESS / TRAUMA
Founding Avenger or
Heroic Socialite +1 PP
Personality
While origi-
nally somewhat
flighty and even
spoiled, the Wasp
has become one of the
most experienced and cagey
Avengers in history. She is in many
ways the heart of the team, providing her fellow
members with support, understanding, and the oc-
casional shocking wake-up call. She’s a romantic
who does truly love her former husband, but she’s
also a pragmatist who realizes they have had their
chance. She is confident, courageous, and while
not the strongest or most powerful Avenger, she is
among the most loyal and steadfast.
STRESS / TRAUMA
Masterless Samurai +1 PP
Personality
Wolverine is gruff, blunt, but ex-
tremely loyal and passionate.
He combines the code of a
samurai warrior with the
instincts and impulses
of a predator. Wolverine
is often protective of
younger, less experienced
heroes and teammates,
but he never coddles them,
preferring to help them
grow and advance through
“tough love.” Wolverine
isn’t proud of his berserker
rages and past activities as
an assassin and killer, but he
isn’t drowning in shame either.
Instead, he accepts what he is,
expects others to do the same, and
tries to use those skills and experi-
ences for good.
STRESS / TRAUMA
Distinctions Been Dead Before
Hollywood Hero or
Ionic Powerhouse +1 PP
MEDIA DARLING 12
1 XP when you give an interview about your work as a super hero.
3 XP when you attack an enemy, causing emotional or mental stress, by using the
media.
XP
10 XP when you either lead a high profile team that has its own camera crew or decide
that you need to shun the media.
History Personality
Industrialist Sanford Williams had two sons, At heart, Simon Williams is a good man, but one
Simon and Eric, and one company, Williams burdened by considerable guilt and feelings of inad-
Innovations. The elder, Eric, wanted nothing to do equacy. Under pressure, he responds impulsively. He
with his father’s business and secretly became finds himself alienated by the nature of his powers.
quite an accomplished career criminal, working He now knows he’s effectively immortal, and that
with the Maggia crime syndicate. The younger, realization is proving difficult for him on an emo-
Simon, therefore inherited his father’s business tional level. Although he loves the Scarlet Witch, he
at the tender age of 22. Despite his studious bent feels unworthy of her, conflicted by his complicated
and technical acumen, the younger Williams sibling psychological relationship with her ex-husband, the
proved woefully unsuited to managing a corpora- synthezoid Vision. Sadly, his experiences may drive
tion. Competition from the likes of Stark Industries him toward the idea that he and his fellow superhu-
was crushing Williams Innovations; in desperation, mans ultimately do more harm than good, regardless
Simon approached his brother for help. Following of their intentions.
Eric’s advice, Simon embezzled from his own com-
pany then unwisely invested in Maggia businesses. Abilities & Resources
When his board of directors discovered his crimes, As Wonder Man, Simon Williams is no longer
Williams found himself ousted, indicted, and then really human in any physical sense. Essentially
convicted. ionic energy bound in organic form with Simon’s
“Rescued” from his prison sentence by Baron consciousness, he is on par with Thor in terms of
Zemo and the Masters of Evil, Simon joined the strength and is, for all practical purposes, indestruc-
Masters to strike directly at Stark, who Williams tible. Even when an attack of sufficient magnitude
was led to believe was the reason his life had come disperses his physical form, he simply reforms some
crashing down. Zemo used ionic ray technology to time later, though he sometimes requires external
transform Williams into “Wonder Man,” a power- help. Williams doesn’t tire or get sick, ignores tem-
house that infiltrated the Avengers as a new hero. perature and pressure extremes, and doesn’t even
Although Williams believed Zemo’s story that he bleed. In his current form, he can channel ionic
needed continuous treatments for his new form to energy for flight, and his senses perceive beyond
survive, his conscience ultimately wouldn’t let him the human range.
betray his new teammates, and he turned against Simon has a background in engineering and
Zemo. Seeming to die from the side effects of his electronics, and he’s smarter than he conveys in
ionic enhancement, Simon instead fell into a co- the company of people like Stark and Pym. He’s
ma-like state while his body continued to change. a decent actor with stuntman training, and tu-
Through a complicated set of circumstances, Simon telage at the hands of Captain America and
eventually revived. S.H.I.E.L.D. experts has made him a respect-
He fought alongside the Avengers for many years, able unarmed combatant.
leaving for short periods to pursue a Hollywood
career and work with the West Coast Avengers and
Force Works teams. While fighting with Force Works
against the Kree, Simon again appeared to die. His
ionic energies dispersed, only to be resurrected later
by the Scarlet Witch’s hex-magics.
STRESS / TRAUMA
Need To Prove Myself
Towering Intellect +1 PP
Milestones MAKER E
1 XP when you use your Tech Specialty to create a new resource in the form of a robot, 4
artificial intelligence, or computer.
3 XP when you get into a conflict with your creation. 6
10 XP when you help your creation find its place in the world, or inflict trauma on it
and deny responsibility for its existence. 8
Personality
Henry Pym is a brilliant man who often
proves to be his own worst enemy, never
living up to his impossible standards. His
need for validation has driven him to ner-
vous breakdowns, and his sometimes ques-
tionable emotional stability has cost him
his marriage and the respect of his peers.
While Stark and Richards appreciate
Pym’s technical acumen, they hold
his judgment suspect and find it
difficult to accept his conclu-
sions or actions, especially
if they think he’s having an
emotional “episode.” Despite
his great accomplishments in
many different fields, Pym fo-
cuses more on his failures than
his successes. He carries the
guilt of having created Ultron, a
genocidal monster of the first order,
who Pym knows was programmed
partially from copies of his own
personality engrams.
Action: Rolling dice to achieve a desired out- Event: A single, over-arching storyline, incor-
come. Opposed by a reaction. porating several Acts and many Scenes.
Action order: The order in which the char- Experience Points (XP): Earned by hitting
acters act, determined by the situation triggers in Milestones and used to
and then by the players. unlock datafile updates, gain new traits
and resources, or trigger interesting de-
Activate an opportunity: Spending a PP or
velopments in the story.
a doom die to gain a benefit from an
opponent’s opportunity (roll of 1 on Extraordinary success: When your action
the dice). total is 5 or more points higher than
your opponent’s reaction total.
Attack action: An action taken to inflict stress
or a complication on a target character Framing a Scene: Establishing who is present
or trait. in a Scene and where they are.
Affiliations: Three traits—Solo, Buddy, and Hitting the trigger: Completing the require-
Team—that embody a hero’s comfort ments on a Milestone to get an XP award.
level, capability, and confidence with
Limit: Restriction on a Power Set that helps
others or alone.
the player generate PP.
Asset: A beneficial effect die that can be
Major character: Usually an antagonist of the
added to a hero’s dice pool.
player heroes, created using the same
Complication: A problematic effect die that rules hero datafiles are created with.
is added to an opposing dice pool.
Milestone: A guide to the sorts of decisions
Datafile: Sheet with everything you need to the hero should make or seek out during
know about your hero and the traits— play.
powers, significant backgrounds, abili-
Minor character: Usually a secondary villain
ties, and so on—that you can use in the
or hero in the current Event, with limited
game.
datafiles.
Dice pool: A collection of dice from various
Mob: Anywhere from two to a dozen or more
traits on your hero’s datafile that sup-
individual Watcher characters that act
port or help to achieve a goal.
and behave as a unit.
Distinction: A trait that represents defin-
Opportunity: Any die that comes up a 1 in
ing backgrounds, personality traits, or
a roll.
catchphrases that summarize impor-
tant facets of the hero’s outlook and Panel: A moment in the Scene, usually en-
approach to life. compassing a single character’s action
or effort to do something.
Doom dice: Dice in the doom pool.
Plot Point (PP): The currency of play; earned
Doom pool: The pool of dice the Watcher
by investing in the story or taking risks;
uses in place of PP to add to the heroes’
spent to enhance your hero’s actions,
opposition and activate additional
activate opportunities rolled by the
threats, challenges, and situations.
Watcher, and more.
CW222
ARCHANGEL
Affiliations PP
Solo Buddy Team
STRESS / TRAUMA
Distinctions Apocalyptic Legacy
Astute Businessman or
Mutant Spokesperson +1 PP
XP
Personality
As a child of wealth, Angel lived an indulgent,
carefree existence as a playboy. During his original
tenure at Xavier Institute of Higher Learning, Angel
was an inattentive student more interested in Jean
Grey’s attentions than his lessons. Though he hid his
mutation from the public, he felt less of an outcast
than many of his teammates, reveling in adventuring
and super heroics.
After being transformed into Archangel, Warren
became dark and brooding, lamenting his trans-
formation and mourning his loss of innocence.
Warren’s shifting back and forth between his Angel
and Archangel forms did not hamper his romantic
relationships, though, which included teammates
Husk and Psylocke.
As he matured, Archangel became a public
spokesperson for mutantkind and took an active
hand running Worthington Industries. Recently, his
appearance has returned to his original form, but
the scars on his soul remain unhealed.
STRESS / TRAUMA
Distinctions Genetic Activist
Renaissance Beast or
Smartest Man In The Room +1 PP
Personality
Beast’s personality has changed
wildly based on his current state of
mutation. In his more human-looking
guise, he tended to be bookish and
fairly serious. After he turned himself
into a blue-furred creature, he started
to joke and wisecrack more, to cover
up his insecurity about looking less
human. In his current furry blue feline
form he’s a combination of the two–
prone to academic musings as well as
self-deprecating witticisms and bon
mots. In any form, Hank McCoy is a
dedicated scientist and a loyal friend.
STRESS / TRAUMA
Make A Difference or
Mutant Policeman +1 PP
History
Lucas Bishop was born into a reality in which
the original X-Men team was slain by the Sentinels.
With no organized force to stop them, the Sentinels
rounded up all mutants and imprisoned them in
Mutant Relocation Camps. Each mutant was given
a large M-shaped tattoo above their eyes to identify
them. Human and mutant alike rose up against the
Sentinels, overthrowing them. Bishop eventually
became a member of the Xavier Security Forces,
charged with capturing and punishing criminal
mutants. Bishop and his two partners followed and
killed the escaped mutant criminals that had opened
a portal back to the X-Men’s timeline, but Bishop’s
friends were killed in the process, stranding Bishop
in a world he had difficulty adapting to.
When Onslaught, a psychic merging of Xavier
and Magneto, attempted to destroy the X-Men,
Bishop absorbed the massive energy, saving all
of their lives. He stepped back into a familiar
role, becoming a protection officer in District
X, a neighborhood in Manhattan set aside for
mutants. He worked closely with govern-
ment forces to ensure the protection of its
citizens. Lately, he has maintained strong ties
with the Office of National Emergency, or
O*N*E, helping them manage the survivors
of M-Day.
Personality
Bishop is a stern and serious man dedicated
to doing what he believes is right, no matter what
anyone else thinks. This frequently leads him to
confrontations with others, as his actions can turn
lethal if he believes it necessary. Coming as he does
from a nightmarish future, Bishop constantly fears
that the events of his own timeline’s history are
taking place in the present he now inhabits, and
does anything he can to prevent their recurrence.
STRESS / TRAUMA
Loyal Friend or
Morlock Survivor +1 PP
Personality
Caliban was a simple soul fond of speaking in
the third person. As a lonely outcast Morlock, he did
not understand social norms. His limited combat
prowess made him feel small and useless, pow-
erless against the Marauders that slaughtered his
friends. Under Apocalypse’s genetic augmen-
tation, Caliban’s personality shifted back and
forth between his original demeanor and an
angry, threatening nature. Despite the changes,
Caliban’s good and heroic nature usually shines
through. His personality has become less aggres-
sive and more heroic, but with Apocalypse’s treat-
ments, it’s unclear whether Caliban will ever
truly be free of what was done to him.
STRESS / TRAUMA
Distinctions Kentucky Coalminer
Off like a Rocket or
Tactical Leader +1 PP
XP
History
Sam Guthrie was born and raised in Kentucky,
the firstborn in a large family. His father died after
succumbing to black-lung from the mines, and Sam
became the family’s support system. On his first day
in the mines, he and another man became trapped;
Sam’s powers manifested, blasting a way out of
the cave-in. This caught the eye of Donald Pierce,
who was forming a team to combat the X-Men. Sam
joined him, but quickly rejected his plan and turned
to Xavier, who placed him in the first class of New
Mutants.
As co-leader of the team with Danielle Moonstar,
the newly dubbed Cannonball and the New Mutants
gathered new teammates, including Magik, Domino,
Rictor and several others, during their adventures.
Sam began dating Tabitha, also known as Boom
Boom around this time.
Sam then joined X-Force, a secret team of deadly
heroes charged with dealing with threats in a far
more lethal manner than the X-Men engage in. After
battling Apocalypse, Sam joined the X-Men, work-
ing alongside Wolverine; he defeated Gladiator,
a powerful Shi’ar warrior, in single combat—a
feat only Hulk and Thor were able to accom-
plish before.
Personality
Sam is the quintessential southern
gentleman, with a quick wit and warm
smile As the eldest child, he feels
responsible for his family’s well-
being and sees himself as a bit of a
father figure to his younger siblings.
Responsibility weighs heavily on his
shoulders, and he takes everything he does as
a member of the X-Men very seriously.
STRESS / TRAUMA
Quick To Anger or
Russian Farmboy +1 PP
XP
Personality
Piotr Rasputin is a simple and caring soul
often forced into violent situations. He is shy,
trusting, and somewhat guileless, though ca-
pable of tremendous rage when he sees his
friends hurt or innocents suffer. He is also
selfless, bravely putting himself in harm’s
way time and time again to protect
those weaker than himself. He
prefers to hide his deeper emo-
tions behind a stoic exterior, al-
though his artistic talents pro-
vide an outlet for his friends to
appreciate.
Given the tumultuous events of the
past few years, particularly his death and resurrec-
tion, he has an even greater appreciation for the
fragile joys of love and the living. Whether he con-
tinues his relationship with Kitty Pryde or reunites
with his sister Illyana are open questions at this
point in his life.
STRESS / TRAUMA
Distinctions I Don’t Have Time For This
Tactical Genius or
Uncompromising +1 PP
XP
Personality
Cyclops behaves like the stern and no-nonsense
leader he believes he needs to be. He has no real
life outside of his responsibilities, sacrificing his per-
sonal needs to his perceived duties time and again.
Selfless, he is devoted to safeguarding mutantkind
from all threats and proving they can coexist with
mankind.
Summers has lost the love of his life, Jean Grey,
more than once, he has developed an antagonistic
relationship with his former mentor, and he’s seen
enemies become friends and friends become ene-
mies. Even his current girlfriend, Emma Frost, used to
be a mortal foe. Fostering his sense of self-reliance
has left him with serious trust issues, and on an emo-
tional level, he is very, very alone. Worse, he sees
even this condition as necessary for his situation.
STRESS / TRAUMA
Femme Fatale or
Hardened Mercenary +1 PP
SFX: Domino Effect. On a successful reaction against a physical stress attack action,
8
inflict physical stress with your effect die. Spend 1 pp to step it up.
SFX: Second Chance. If your pool includes a Probability Manipulation power, spend
10
1 pp to reroll.
12
Limit: Exhausted. Shutdown Superhuman Reflexes to gain 1 pp. Activate an opportunity
or participate in a Transition Scene to recover that power.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
M
4
6
Specialties Combat Master Covert Master
8
Menace Expert Psych Expert
10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
Personality
Domino spent most of her adult life fighting for
money, for herself, or for a cause. Her toughness and
fortitude can be intimidating. She is not afraid to get
her hands dirty and works particularly well with
Cable. She uses weapons and tactics that
some of her fellow mutants might find
unsettling, but she does so out of
mission necessity rather than
cruelty or sadism.
STRESS / TRAUMA
Village Hero or
Voice In The Wind +1 PP
XP
Personality
Sooraya is a quiet and reserved young woman,
preferring to let others take charge. Extremely intro-
verted, she is uncomfortable around other people,
humans and mutants alike. While she prefers less
deadly methods, she can and will strip flesh from
bone with her power to take down increasingly
dangerous enemies. Sooraya is an observant Sunni,
wearing the traditional abaya and niqab seen in the
Middle East to cover her face and body.
STRESS / TRAUMA
Distinctions Former Reaver
Impulsive Hero or
Power Over Life & Death +1 PP
XP
Personality
Joshua is a very passionate and friendly young
man that thinks with his heart rather than his head.
This leads him to make some fairly rash decisions,
much to the chagrin of his instructors and fellow
students. His previous involvement with the Reavers
has left some students unsure of his loyalties, and
his flip-flopping interest between Wallflower and
Wolfsbane left neither woman happy. Joshua is a
dedicated team player, constantly seeking to prove
himself around much more powerful team mem-
bers. The destructive side of his powers causes him
distress; when his golden skin turns coal-black, he
sees it as a badge of shame for all to see.
STRESS / TRAUMA
No Secrets From Me +1 PP
OMEGA-CLASS TELEPATH P
Enhanced Senses Mind Control 4
Psychic Blast Psychic Resistance 6
Telepathy 8
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
10
an additional effect die.
12
SFX: Multipower. Add more than one Omega-Class Telepath power die to your pool.
Step back each Omega-Class Telepath power die in your pool once for each die
beyond the first. M
SFX: Psychic Healing. When helping others recover stress, add Telepathy to your dice
pool. Spend 1 pp to recover your own or another’s mental or emotional stress or
4
step back your own or another’s mental or emotional trauma. 6
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
8
Specialties Business Master Crime Expert 10
Psych Master Science Expert 12
Tech Expert E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
4
Milestones HELLFIRE LEGACY 6
1 XP when you use your powers to assert your will.
3 XP when your Criminal Past gets you in trouble with allies. 8
10 XP when you reveal a major betrayal—real or staged—that either costs you greatly
or leads to the ruination of an ally. 10
ICE QUEEN 12
1 XP when you point out something noble you’ve done for others.
3 XP when you use extreme or wicked means to a good end.
10 XP when you ask a teammate for forgiveness, or demonstrate that the ends you’ve XP
achieved justify your means.
Personality
Emma Frost is not a nice
person. She is domineering,
manipulative, ruthless, some-
times cruel, and far less encum-
bered by the moral scruples she
perceives as hampering her team-
mates. Frost carries a monumental
case of survivor’s guilt—not only has
she watched most of the students she’s
been responsible for die, she also help-
lessly witnessed first-hand the death of
millions in Genosha. This changed her in
ways she doesn’t yet have the emotional
tools to accept fully. While she has come
a lot closer to the side of the angels while
working with the X-Men, she retains most of
the ice queen persona that helped her survive in her
life before Xavier’s school. She is still trying to find a
stable equilibrium between her own nature and the
role she’s chosen to play in her new environment,
and there have been a few stumbles along the way.
The deep love she has developed for Summers
is a new feeling for her, and one she’s exploring
with great caution. Emma is not a woman to accept
second place gracefully, and living in the shadow
of the (currently) deceased Jean Grey rankles her
STRESS / TRAUMA
Distinctions Crack Shot
Intuitive Inventor or
Weight of the World +1 PP
Vehicles Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
Milestones MODERN MEDICINE MAN
4
1 XP when you discuss how technology could help a situation or how magic could
make it worse. 6
3 XP when you use Science Master or Tech Master to create an asset.
10 XP when you either destroy something dangerous that you helped create or realize 8
that your technology is causing trouble because it has no soul and begin to use
magic in your technological efforts. 10
S.H.I.E.L.D. OPERATIVE 12
1 XP when you discuss past work you have done for S.H.I.E.L.D.
3 XP when you help a mutant evade S.H.I.E.L.D. or other governmental forces.
10 XP when you either take a high ranking position with S.H.I.E.L.D., so that you can make XP
the word a better place, or vow to never work with S.H.I.E.L.D. again, considering
the organization an enemy to mutantkind.
Personality
Forge possesses a grim responsibil-
ity toward mutants, feeling that he owes
them his service, much as he once owed the
government. His approach to his work is one
centered on gut feeling and instinct, and as such he
can often make terrible mistakes or become caught
up in his feelings toward his friends and allies. Most
of the time, Forge masks his guilt or cynicism with
a mask of maturity and even-temperament, helping
others without raising a fuss. When the situation
is dire, his military training kicks in, and he rarely
remains on the sidelines. At other times, however,
he is content to let his colleagues lead the way.
STRESS / TRAUMA
Distinctions Brash & Bold
Short-Tempered or
We Are The Future +1 PP
XP
Personality
Julian is a loose cannon, often going against
orders he doesn’t agree with. This can lead to clashes
not only with those in command over him, but also
those under him. He has a remarkable talent for
leadership in spite of his arrogance and bold at-
titude. When those who oppose him push him, he
often finds ways of punishing them through passive
aggressive means. Julian’s romantic interests have
ranged from Wind Dancer, to the Stepford Cuckoos,
to X-23.
STRESS / TRAUMA
Heroic Prankster or
Terrifying Potential +1 PP
XP
Personality
As the youngest of the origi-
nal team, he was unsure of him-
self and adapted by becoming
the team’s resident prankster.
Iceman has had a number of
failed romances; behind his
exuberance and smiles, Iceman
is a man deeply troubled with
his own powers and sorely lack-
ing confidence. He is one of the
few Omega Class mutants in
the world, and ought to be unri-
valed by most of his teammates,
but his powers have languished;
the breakthroughs he experiences
are often inspired by the ideas of
others. Iceman went back to college
for an accounting degree, seeking an
identity outside of his powers. If he ever
overcomes his trepidations about unleashing
his full potential, Iceman may be one of the most
powerful X-Men of all time.
Distinctions Haughty
Mutant Rights Activist or
STRESS / TRAUMA
Perfection Is My Mutant Power +1 PP
SO MUCH POTENTIAL 12
1 XP when you discuss your mutant powers.
3 XP when you hide how many superhuman abilities you possess.
10 XP when you either decide to seek out a way of unlocking your incredible potential,
XP
or decide to hide your extensive mutant abilities and your potential behind your
snarky attitude.
Personality
M’s aristocratic upbringing, plethora of powers,
and tremendous trauma in her early life made her
snarky, superior, and abrasive. She is unapologetic
to the point of arrogance about her abilities, wealth,
culture, and expensive tastes. M is blunt and sar-
castic and completely willing to cause angst and
problems amongst her friends as much as her foes.
She is happy to bluntly refuse unnecessary or un-
wanted social engagement. However, beneath the
difficult persona, M does want to be a hero. Because
of her time as Penance, she empathizes with those
are trapped and helpless. She is quick to aid her
teammates, even as they wonder if she cares, but
will leave friends on their own in awkward and dif-
ficult (but not dangerous) situations to prove a point.
STRESS / TRAUMA
Distinctions Ancient Customs
Nova Roma Nobility or
Walking Volcano +1 PP
Science Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
Milestones CHILD OF A LOST CIVILIZATION 4
1 XP when you express confusion or contempt for the ways of the uncivilized modern
world compared to Nova Roma. 6
3 XP when you make your Nova Roman heritage the central issue of a confrontation
or conflict.
8
10 XP when you either deny your heritage or Nova Roma’s existence, or you abandon 10
your allies to return to Nova Roma.
12
TECTONIC SHIFT
1 XP when you use Earth Mastery in a die pool and succeed.
3 XP when you use your Lava Eruption SFX and fail, adding to the doom pool. XP
10 XP when you either cause or stop a natural disaster that threatens many innocent
people.
Personality
Magma is a fiercely loyal ally and friend. Due
to troubles with being emotionally influenced
in her past, she hates
being manipulated and
will make every effort
to break free of such
control. Magma has a
good heart and often
sees the best in people,
even if they don’t see it
themselves. Raised in a
classical, noble family, she
has a strong sense of pride and
honor, and it can occasionally get her into
trouble. She also fears her powers raging
out of control and endangering people
around her, particularly if she’s near a vol-
cano or fault line. She will err on the side
of caution rather than risk inflicting harm.
STRESS / TRAUMA
This Isn’t My Reality +1 PP
Specialties 8
Combat Expert Cosmic Expert
10
Menace Expert Tech Expert
Vehicles Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] E
4
Milestones HOUND
1 XP when you discuss how to hunt down a mutant. 6
3 XP when you discuss how to get away from someone hunting down mutants.
10 XP when you either gather a group of mutants to hunt down fellow mutants once
8
again, or gather a group of mutants to help hunted mutants get away from those
who would hunt them down.
10
OMEGA 12
1 XP when you discuss your potential power.
3 XP when you hide your potential power.
10 XP when you either seek out other mutants of your power level, in order to make XP
sweeping changes to the world, or decide to hide your power levels and attempt
to live a humble life.
Personality
Rachel is bitter and broken from her time as a
Hound and the decimation she’s seen in her own
future. She makes her intentions and beliefs well
known, and isn’t afraid to confront people. She is
wary about the occupation of the X-Mansion by the
O*N*E Sentinels, if only because of the frightening
reminder of her own timeline. Rachel recently lost
all of her family, who were slain by the Shi’ar Death
Commandos in an attempt by the Shi’ar Empire to
eliminate the Phoenix bloodline. This has under-
scored her feeling of isolation, even when surround-
ed by friends and allies.
STRESS / TRAUMA
Distinctions Approval-Seeker
Go With The Flow or
I Don’t Want To Be Different +1 PP
Psych Expert 8
XP
Personality
Cessily is insecure, feeling rejected by her
parents and those around her. As a result, she
constantly seeks approval from others. Since her
capture and torture, she has become much more
quiet and introspective, fearful of the world
around her. Despite this, she craves friend-
ships and the company of those in her team.
STRESS / TRAUMA
Distinctions Behind The Façade
Not So Secret Agent or
This Needs A Soundtrack +1 PP
XP
History
Once a humble disc jockey, Scott Wright was
assigned to the British security agency FI6. While
staking out a museum targeted by a thief, he at-
tacked Rachel Grey, AKA Marvel Girl, by mistaking
her for the thief while the real thief escaped. During
another stakeout, Scott battled Nightcrawler and
the bizarre mercenary group known as the Technet,
who were working with the Inter-Regional Police
Taskforce. The thief’s master was discovered to be
Necrom, the Sorcerer Supreme of an extra-dimen-
sional race. Scott was held in reserve while other
agents were sent in to capture Necrom; they were all
butchered. Scott charged in, hoping to stop Necrom
himself, but was imprisoned by Necrom’s force field.
He shrank, hoping to avoid detection, but passed out
from the strain. Necrom left him for dead, but Scott
was later able to join the other heroes in defeating
Necrom once and for all.
Scott spent some time in the USA as an employee
of the Brand Corporation, and helped the Avengers
battle Kang the Conqueror’s invading armies. He
kept his mutant powers after M-Day, and has signed
up as part of an international mutant team on loan
to the Office of National Emergency.
Personality
Scott is an arrogant but affable man, hiding the
fact that he’s a middle aged, overweight, balding
disc jockey with no business being a super hero. He
has installed a sound system into his suit to listen to
music while he fights, and attempts to keep things
light and jovial with his dry British wit.
STRESS / TRAUMA
What Haven’t I Done? +1 PP
Personality
Madrox is defined by his childhood ex-
periences and his remarkable mutant power.
He lived in “isolation” for years, but in real-
ity he lived with countless dupes, making
for a highly unusual and schizophrenic
adolescence. His dupes, and his ability to
recall their memories and experiences,
grant him the remarkable opportunity to
do just about anything. At nearly every
fork in the road, the Multiple Man is able
to take both. However, the ability to avoid
choices has made Madrox fearful and hesi-
tant those few times when his actions bear
real consequences. He became a private
eye as a way to break the monotony of his
fragmented vast life. Recently, with his
dupes’ reliability in question, Madrox has
been forced to rely more on himself and less
on his multitudes of dupes. He’s a reluctant
and thoughtful leader, fearful of making mis-
steps at critical junctures, but he takes the re-
sponsibility seriously.
STRESS / TRAUMA
Distinctions Adapt or Die
Fickle Deceiver or
Older than She Looks +1 PP
Personality
Mystique is a woman of powerful ambition and
confidence, although she has at times wavered
or lost sight of her goals. A cipher to many, she is
guarded and rarely invites others into her inner
circle of trust. Because of her mutant power, she
can rapidly adopt new identities and appearances,
and has the acting skill to pull them off. Mystique
can come across as seductive, dismissive, vicious,
or protective, depending on the individual or the
circumstances. Mystique’s decades of experience in
dealing with others grants her an uncanny insight
into the person others expect her to be, and thus she
is able to exploit those expectations at any moment.
STRESS / TRAUMA
Demonic Appearance or
Devout Catholic +1 PP
Milestones ROMANTIC E
1 XP when you woo an ally or enemy. 4
3 XP when you spend a Transition Scene with a romantic entanglement.
10 XP when you either break off a romantic relationship, or seek to enter into a more 6
permanent partnership and ask your love to marry you.
8
SWASHBUCKLER
1 XP when you offer quips during deeds of swashbuckling and derring-do.
10
3 XP when you offer more serious philosophical insights.
12
10 XP when you save the world with swordplay, or set the sword aside for other ways
to resolve conflicts.
XP
Personality
Kurt is a dichotomy of serious philosopher and
happy-go-lucky adventurer. He often acts before
thinking things through, preferring to imagine him-
self as an Errol Flynn-like hero. He is dedicated to
his Catholic faith, believing it gives him strength,
while fully understanding the irony of a Catholic
who looks like the Devil. He has become comfortable
with himself, hardly ever using the image inducer
created for him to disguise his appearance.
STRESS / TRAUMA
Sentinel Programming +1 PP
Personality
Karima is a practicing
Hindu and dedicated law
enforcement officer who strug-
gles with the dramatic changes
forced by her transformation.
Her human soul is at odds
with her artificial intel-
ligence protocols and
cybernetics. Never one
to give up or turn down a
plea for help, Karima is
STRESS / TRAUMA
True Brit +1 PP
History lift large masses of material with her mind, and re-
Elizabeth Braddock was born into a noteworthy strain targets psychically. Since her older brother
British family. Her father, Sir James Braddock, was Jamie resurrected her, she’s been nearly impervious
one of the United Kingdom’s leading scientists, and to psychic tampering. Betsy is one of the world’s
her twin brother, Brian, later became the super hero foremost martial arts masters, skilled in kendo, nin-
Captain Britain. Betsy worked as a charter pilot until jutsu, and many other forms, made
her older brother, Jamie, was injured in a crash. She even more capable due to her
and her brother, Brian, rushed to the scene, only to heightened awareness and
be attacked by the villainous Dr. Synne. As a result reflexes. As a former pilot,
of the ensuing conflict, Betsy’s innate precognitive she is also an accomplished
talents greatly increased, allowing her to escape aviator. Prior to her history
Synne’s clutches. with the X-Men, Betsy was
Betsy became a model, but was soon recruited a member of the British
by S.T.R.I.K.E., the UK’s counterpart of S.H.I.E.L.D. She covert agency S.T.R.I.K.E.
used her modeling job as a cover for her covert op- and retains much of that
erations, dealing with the Hellfire Club among other training. She enjoys all of
organizations. Betsy became the new Captain Britain the benefits of being
for a time. After an encounter with Mojo and the New part of the X-Men,
Mutants, Betsy joined the X-Men, where she took on including access
the code name of Psylocke. When the X-Men were all to the Xavier
believed dead, Betsy was captured and brainwashed Institute and its
by a Japanese crime lord, her mind switched with many residents
a Japanese assassin known as Kwannon. She still and hero teams.
possesses Kwannon’s body; the real Kwannon, in
Betsy’s body, died from the Legacy Virus.
While helping the X-Men search for the prophetic
diaries of the dead mutant precog, Destiny, Betsy
was killed. Years later, she mysteriously came back
to life, appearing on the spot where she died. The
circumstances of her resurrection remain unclear,
although after the events of M-Day, she is certain
they have something to do with her reality-warping
brother Jamie.
Personality
Betsy has a sharp tongue, and even sharper wit.
Her upper-class British sensibilities frequently shine
through. She is fiercely protective of her twin, Brian
Braddock, AKA Captain Britain; she is willing to do
anything for him, and has similar affection for her
insane older brother Jamie. Having been to other
dimensions, died, come back to life, and had her
body switched with that of a ninja assassin, Betsy
is no longer surprised by extraordinary situations.
STRESS / TRAUMA
Distinctions I’ll Take On Anyone!
Like A Rock or
Pop Culture Aficionado +1 PP
XP
History
Santo joined the Xavier Institute soon after ac-
quiring his mutant powers. There, he was placed
within the Hellions training squad. When his
squad made a deal with the Kingmaker,
Santo was transformed into a World-
class Champion in the Superhuman
Wrestling League. The group turned
against the Kingmaker, and Santo was
destroyed, blasted into thousands of
pieces. Hellion reassembled him via
telekinesis, and they were able to
defeat the Kingmaker.
Hot on the heels of the mutant
population’s decimation from the
events of M-Day, William Stryker
attacked the school, killing dozens
of de-powered mutants. Santo felt
responsible for their deaths, believing
he could have saved them. Santo was assigned to
the New X-Men, who fended off another attack by
Stryker’s forces that resulted in the death of Stryker.
The X-Men were able to track Stryker’s connec-
tions to Nimrod. During the ensuing battle, Nimrod
seemingly destroyed Santo; but he survived and re-
formed his body into a larger and more rugged form.
Personality
Santo is a brash and loud-mouthed young man,
prone to issuing challenges and threats. At various
times Santo has claimed he could take down Thing,
the Hulk, Hulkling and many other, powerful op-
ponents. He was once a school bully, and his rough
edges show. Beneath his serious and dangerous ex-
terior, however, there is a warm heart; he uses his
appearance and personality to keep others at bay.
STRESS / TRAUMA
Untouchable +1 PP
Specialties 12
Acrobatic Expert Combat Expert
Covert Expert E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 4
Milestones FORMER EVIL MUTANT
6
1 XP when you discuss your history with the Brotherhood of Evil Mutants. 8
3 XP when you deal stress to a member or former member of the Brotherhood.
10 XP when you either gather the Brotherhood of Evil Mutants to lead them, or lead a 10
team against the Brotherhood.
12
SOUTHERN REBEL
1 XP when you offer someone sass, attitude, or Southern charm.
3 XP when you disobey orders from a prominent mutant leader. XP
10 XP when you either lead a team of mutants in accordance with current mutant
leadership, or lead a team of mutants against the laws of mutantkind.
Personality
Rogue is a Southern belle, through and through.
Her rebellious nature and tendency to get into
trouble as a child is what earned her
the name Rogue, and it stuck. Rogue is
fiercely loyal to her friends and part-
ners. Her personality can change rap-
idly, especially if she is sharing the same
head-space as someone whose life energy
she has absorbed.
STRESS / TRAUMA
Trained By Mossad +1 PP
PEAK OF PERFECTION
Enhanced Reflexes Enhanced Speed
P
Enhanced Stamina Superhuman Durability
4
Superhuman Strength
SFX: Dangerous. Step back the highest die in your attack action pool to add a d6 and 6
step up physical stress inflicted.
SFX: Healing Factor. Add Enhanced Stamina to your dice pool when helping others 8
recover stress. Spend 1 pp to recover your own or another’s physical stress or step
back your own or another’s physical trauma. If you assist in recovering another’s 10
physical trauma, the person gains one power of any kind at random as a d6 until
the next Transition Scene. Step back your Superhuman Durability until the end 12
of a Transition Scene.
SFX: Immunity. Spend 1 pp to ignore stress, trauma, or complications from poison, M
disease, or fatigue.
Limit: Exhausted. Shutdown any Peak Of Perfection power to gain 1 pp. Activate an 4
opportunity or participate in a Transition Scene to recover that power.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
6
8
Specialties Acrobatic Expert Combat Expert 10
Covert Expert Tech Expert 12
Vehicle Expert E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
4
Milestones ISRAELI SUPER-SOLDIER 6
1 XP when you discuss the political situation in Israel.
3 XP when you compare the political situation in Israel to the plight of mutantkind. 8
10 XP when you either dedicate your efforts to aiding the state of Israel, or dedicate
your efforts to aiding mutantkind. 10
XAVIER’S DREAM 12
1 XP when you discuss Xavier’s Dream.
3 XP when betray Xavier’s Dream in order to destroy an enemy to mutantkind.
10 XP when you either dedicate yourself to the ideals of Xavier’s Dream, or dedicate XP
your life to killing all enemies of mutantkind.
History
Ruth Bat-Seraph was born in a top-secret kib-
butz, raised to serve as a mutant Mossad agent for
the Israeli government. She was trained in all kinds
of warfare, while learning to master her flourishing
mutant powers. Her first mission was to engage the
Hulk, who was mistakenly believed to be working for
terrorists. Later, her son was killed during a terrorist
attack. Ruth violated orders and sought out her son’s
killer, bringing him to justice. She focused primarily
on domestic affairs in Israel, but was revealed to be
a member of the Mutant Underground organized by
Xavier when Operation: Zero Tolerance was activat-
ed. Ruth has frequently worked alongside the X-Men,
especially when dealing with Magneto. Assigned
to the X-Corporation’s Paris branch, she left when
the facility was bombed and shut down. She was
with Xavier and the X-Men as they investigated the
Sentinel attack on Genosha, and has since retained
close ties with the team.
Personality
Ruth Bat-Seraph is a woman with a purpose. Her
Mossad training influences her personality, giving
her an air of danger. Ruth still mourns the death of
her son, Jacob, seeking to do justice in his name with
the life she leads. She subscribes to Xavier’s ideals
of peace between humanity and mutants, and hopes
to someday live to see that dream fulfilled.
STRESS / TRAUMA
Distinctions
Century-Long Grudges or
Savage Survivor +1 PP
Psych Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
Milestones MUTANT TERRORIST
4
1 XP when you threaten anyone you see as making mutantkind’s place in the world
weaker or less stable. 6
3 XP when you kill or maim a human who speaks out against mutants.
10 XP when you either gather a new incarnation of the Brotherhood of Evil Mutants in 8
order to take over the world, or curb your bloodlust in order to lead an X-Men
team. 10
WEAPON X 12
1 XP when you discuss ops you have done with your fellow Weapon X agents.
3 XP when you separate yourself from a team so that you can do a job the right way.
10 XP when you either kill someone who was associated with the Weapon X Program, XP
or rescue another Weapon X agent from the clutches of the program.
Personality
Victor Creed has been called a sadist, a vi-
cious killer, and a psychopathic monster,
though in recent years he has toned
much of this down, if only to get what
he wants. He hates being
caged or watched, but his
past is so extensive that
there are hundreds of
people at all levels of the
covert and criminal world
that would love to see him
dead or incapacitated. His
anti-authoritarian streak is a mile wide, and he de-
lights in threatening and bullying the weak. When
he has a cause, however, he is fearless, driven, and
unstoppable. Professor Xavier once sought him out
as a member of the X-Men, and if Creed would rein
in his primal instincts, he might be a considerable
asset to them.
STRESS / TRAUMA
Spirited or
Tech Prodigy +1 PP
Distinctions Dimension-Hopper
Mysterious Origin or
STRESS / TRAUMA
Warrior-Born +1 PP
GENETIC ENGINEERING
4
Enhanced Durability Enhanced Senses 6
SFX: Adaptive Learner. Step up or double a Specialty for your next action. Count both 1s
12
and 2s on your dice as opportunities for this action only, but only 1s are excluded
from your total or effect dice. M
SFX: Bred for the Arena. Before you make an action including a Genetic Engineering
power, move your mental or emotional stress dice to the doom pool and step up
4
the Genetic Engineering power for this action.
6
Limit: Hollow Bones. Step up physical stress inflicted by brute force to gain 1 pp.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp. 8
Specialties 10
Acrobatic Expert Combat Master
12
Cosmic Expert Menace Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] E
4
Milestones LIBERATED
1 XP when you discuss being imprisoned. 6
3 XP when you liberate someone who is enslaved or imprisoned.
10 XP when you either dedicate your warrior life to freeing all sentient beings who
8
are enslaved, or choose to forget your origins, making the Mojoverse seem like
a distant bad dream.
10
MOJO-MADE KILLER 12
1 XP when you talk about your home, the Mojoverse.
3 XP when you make an awkward social mistake because of your otherworldliness.
10 XP when you either embrace the emotional expectations of Earthlings, or shun them, XP
remaining the cold, distant warrior Mojo created you to be.
History Personality
Shatterstar was artificially created and trained Shatterstar was created to be a gladiator and
for televised combat 100 years in the future of the raised for that sole purpose. He is serious about war-
Mojoverse. He escaped from his time and dimen- fare and does not believe in anything less than full
sion to Earth to recruit the X-Men to help free his effort in combat. Headstrong and proud, Shatterstar
world, but ended up finding Cable and the New often engages the most powerful and respected ad-
Mutants instead. He agreed to join X-Force and aid versary he can find to test his own mettle. Shatterstar
Cable in exchange for help freeing his world. While still hopes to free his homeworld from the rule of
with X-Force he discovered he had strange memo- Mojo V, although his troubles on Earth have side-
ries of an Earth mutant named Benjamin Russell. tracked him considerably. Despite his extended
He was then captured along with Cable and forced time on Earth, his alien upbringing leads him to be
into gladiatorial combat in the Mojoverse. During confused by many Earth traditions and culture. He
the games he was mortally wounded, but saved has an amazing intellect and ability to learn, having
by Mojo’s majordomo, Spiral, and transported to a taught himself Spanish by watching TV. Shatterstar
mental health facility in Vermont. There, he encoun- has a liberated sexual attitude that is completely
tered the comatose Benjamin Russell, who looked unfettered by Earth morality and notions.
strangely identical to Shatterstar.
Another Mojoverse denizen, Longshot, trans- Abilities & Resources
ferred Shatterstar’s soul into Benjamin and the two Shatterstar’s engineered abilities exceed a
merged into one individual, both mind and body. normal human’s ability in almost every way. In ad-
This incident along with others has led some to dition to his augmented physical abilities he is an
surmise that Shatterstar is somehow the child of expertly trained combatant and showman, made for
Longshot and Dazzler. Shatterstar traveled with the the televised dystopia of Mojoworld. Shatterstar’s
mutant Rictor to Mexico to end his family’s arms blades can penetrate materials that normal weap-
dealing; sometime during Shatterstar’s tenure with ons cannot. He can discharge sonic energy through
X-Force and travels with Rictor, they had developed his blades, though he prefers to rely on his combat
romantic feelings for one another. Shatterstar was prowess. He can use his swords and the mental
lured to Madripoor to take place in a tournament, image of a person linked to him (an “anchor”) to
but it was actually a ruse by Spiral to draw him into teleport a small group, but he must wait for an ex-
an alternate reality where she ruled the world. He tended period of time before teleporting again.
successfully liberated that world from that Spiral’s Shatterstar has been a member of X-Force and
rule and then rejoined his X-Force companions. shares potential familial connections with Longshot
and Dazzler. The X-Men know of Mojoworld’s
plight and are sympathetic to Shatterstar’s cause.
Shatterstar’s teammates have relied on his stal-
wart support and in a pinch he can likely rely on
them; he is especially close to Rictor, who lost
his mutant powers after M-Day.
STRESS / TRAUMA
Distinctions Fiery Temper
Irish Lass or
Strong Willed +1 PP
XP
Personality
Siryn spent her youth being groomed to be an
obedient subordinate, but since breaking away
from her Uncle Black Tom’s grasp she has shown
great willpower and perseverance. She is unafraid
to express her opinion and has overcome a number
of injuries that have disrupted her mutant powers.
She is comfortable with her background as a super
villain, as daughter to a hero, and as a woman of
Irish descent. When situations become heated or
personal, Siryn’s willingness to disagree can quickly
become an opportunity for her temper to get the
best of her; the connection between her voice and
her powers can lead her to accidentally unleash
sonic screams. Siryn’s will and temper make her a
fearless ally to her friends and a terrible foe to those
that have wronged her.
STRESS / TRAUMA
Protect The Little Guy or
Snarky +1 PP
XP
Personality
Guido is at heart the nerdy boy with glasses. He
remembers being bullied and often uses his own
size to stick up for the vulnerable. He grew up an
underdog and an outcast and is quick to support
those that are outmatched. His massively muscled
and disproportionate body makes him appear oafish,
an opinion he sometimes purposefully reinforces.
Nonetheless, Strong Guy possesses a keener intel-
lect than he is given credit for. Loyal to a fault,
Guido is happiest supporting his friends and
lending a hand rather than taking a lead role.
It was no accident that he was the first person
to join Madrox’s P.I. enterprise.
Fast Talker
STRESS / TRAUMA
Distinctions
I Can’t Control This or
Street-Smart +1 PP
XP
History
Noriko Ashida was a Tokyo native who fled the
country when her powers manifested themselves.
Making her way to New York, she lived homeless
on the streets until she learned of Xavier’s school.
When she showed up at the gates of the school, she
was confronted by Hellion; he sent her away, think-
ing she was a drug-addicted homeless girl. Elixir
gathered some friends to search for her, finding her
in Salem Center buying the drugs she needed in
order to keep her powers under control. She was
subdued by Wallflower and taken back to the school,
where Beast created a pair of special gauntlets de-
signed to absorb and dissipate the energy she drew
from the air. She gained acceptance from the group
when she cleverly figured out how to cause a cata-
tonic Elixir to heal himself by jolting him with her
electric energy. Noriko began a relationship with
Prodigy, and though his powers were lost in the
M-Day incident, Noriko continued her relationship
with him. Shortly thereafter, Forge created a newer,
more effective set of gauntlets for her to wear.
Personality
Noriko is a quiet and reserved girl, unsure how
to handle her powers, and constantly in fear of ac-
cidentally harming someone with them. The built up
electrical energy can cause her mind to race, and she
will often begin speaking faster than anyone else
can understand. Noriko is a very forgiving person,
willing to set aside her own misgivings if it means
making friends.
STRESS / TRAUMA
Distinctions Advice Is Free
Religious Code or
Wild Side +1 PP
XP
Personality
Wolfsbane has come to terms
with the traumas of her upbringing,
overcoming a number of prejudices
towards other mutants and doubts
about herself, and becoming mostly
comfortable with her faith. However,
her wolf-form creates more animal-
istic urges that conflict with her per-
sonal ethos. It is a constant battle for
her to restrain the ferocity and instinc-
tive nature of the wolf, and, at times, her
actions during the heat of battle prompt
her to undertake another round of soul
searching. She takes on the role of conscience
when her friends are in danger of making mis-
takes, as she knows the price of failing to meet
your own standards all too well.
STRESS / TRAUMA
Distinctions Clone Experiment
Killer Instinct or
Wolverine’s Watchdog +1 PP
SFX: Berserk. Add a doom die to your next attack action. After your action, step up the
P
doom die and return it to the doom pool. 4
SFX: Healing Factor. Spend 1 pp to recover your own physical stress or step back your
own physical trauma. 6
SFX: Immunity. Spend 1 pp to ignore stress, trauma, or complications from disease,
drugs, and poisons, 8
SFX: Slice & Dice. Against a single target, step up or double a Feral Mutant die. Remove
the highest rolling die and use three dice for your total. 10
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
12
M
Specialties Acrobatic Expert Combat Master 4
Covert Master Menace Expert 6
8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
10
12
Milestones THE BEST AT WHAT SHE DOES
1 XP when you lead your team in battle.
E
3 XP when you teach a teammate the art of hand-to-hand combat.
10 XP when you either kill an opponent in front of your team, or declare you will never 4
take another life.
6
LOGAN’S DNA
1 XP when you stalk an enemy like a predator stalking prey.
8
3 XP when you take an ally out for a night out on the town.
10
10 XP when you either find Wolverine and demand he be your mentor, or disavow any
part of Logan’s traditions or legacy and seek out your own path. 12
XP
STRESS / TRAUMA
Distinctions Athena’s Chosen
Brooklyn’s Champion or
Student of Classics +1 PP
Specialties 8
Combat Expert Crime Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
10
12
E
4
Milestones CHEST DEEP IN MYTH 6
1 XP when you talk to a mythical figure or talk about your experience with him or her.
3 XP when you deal stress to or take stress from a mythical figure. 8
10 XP when you either declare yourself a demi-god or wed a monster or deity, or you
abandon the Aegis and heroism to focus on your studies. 10
PROTECTOR 12
1 XP when you ask an ally to allow you to take a risk on their behalf.
3 XP when you take stress meant for an ally or bystander.
10 XP when you either take trauma trying to protect a teammate or train a teammate XP
who you have taken stress for in the ways of Athena, so that they can protect
themselves.
Personality
As an adolescent high school student, Trey
Rollins is studious and hardworking. He sought a
better life for himself through education. As Aegis,
his own time dealing with the gangs of his neighbor-
hood gave him a harder edge and harsher code of
personal justice. His time with the New Warriors
taught him to respect even the lives of his
foes. Aegis was unsure of himself as a hero,
but experience and the blessing of Athena in-
stilled confidence in him. Perhaps due to grow-
ing up around powerful gangs and their reprisals,
Aegis is very protective of his secret identity. He
isn’t part of the most recent iteration of the New
Warriors. In fact, he’s recently been less active as a
hero, presumably focusing on his studies and ready-
ing himself for college.
STRESS / TRAUMA
Distinctions Big Brother
Ex-New Warrior or
Gifted Young Man +1 PP
STRESS / TRAUMA
Distinctions Hyper-focused
Mastermind Excello or
Seventh Smartest Person on Earth +1 PP
STRESS / TRAUMA
Mourning Gert or
Troublemaker +1 PP
Personality
Chase has an anti-authoritarian streak and
frequently disobeyed his parents, even at the
expense of a beating. He earned his codename,
Talkback, because of his quick-
thinking, loudmouth attitude.
Chase is athletic and popular,
in stark contrast with his
genius-inventor parents. He
is quick to judge and rash in
his decisions. However, as
the oldest Runaway, he de-
veloped a camaraderie with
the group’s youngest member,
Molly. Chase became very invest-
ed in the group’s health, welfare, and
well-being. Chase often clashes with the
team’s leader—whether Nico or Alex—due more
to his nature rather than a personal problem with
them. He opposed admitting Victor, because of the
young man’s potentially dark future. Part of his dis-
like turned out to be Chase’s envy of Victor’s natural
aptitudes, a reminder of his own failings in his
parent’s eyes. After Chase’s girlfriend Gertrude
died, his mischievous heart hardened; he’s
become inconsiderate and reckless.
STRESS / TRAUMA
Distinctions Edge Against Crime
Heroic Rehab or
One Mind in Two Bodies +1 PP
History Personality
As a young man, Christopher Powell encountered Powell gained his powers as a young man and
his policeman father taking a bribe from a notori- had to cope with the burden of great power. His ap-
ous crime boss. As Christopher fled in despair and proach to heroics and treatment of criminals is hard-
disbelief, chased by henchman, he stumbled upon a nosed and gritty. Unbeknownst to him, the amulet
powerful amulet that allowed him to switch places and the android it controlled may not be designed
with a mighty armored android that he controlled for a human to use. Use of his amulet causes him
telepathically. Taking on the name Darkhawk, he to suffer emotional imbalance, particularly trouble
swore a war on crime. with anger management. Because of these effects,
Darkhawk often teamed up with other heroes, Chris questions whether his continued use of the
including Spider-Man, the New Warriors, and the amulet is actually an addiction. With the help of
West Coast Avengers, and fought a number of pow- the Loners, Darkhawk is coping with his powers and
erful foes including Hobgoblin, the Brotherhood emotions more maturely, but unanswered questions
of Evil Mutants, and the U-Foes. Powell learned about their origin make Powell vigilant against
that an alien mob boss had commissioned his an- losing control again.
droid—along with five others—and stored them on
a sentient vessel floating in Nullspace. However, this Abilities & Resources
explanation of the origin of his powers has since Darkhawk’s android possesses a wide array
come into question. This mystery surrounding the of powers including enhanced physical abilities,
android’s true purpose and the exertion required wings for gliding or flying, dark energy blasts,
use the amulet began to cause Christopher extreme and claws useful in combat and as a grapnel. To
mental stress. use these powers, Christopher must call upon his
Powell began having problems coping with his amulet, which then switches him and the android
powers and the mental toll they took on him. He he telepathically controls. If he’s denied the ability
joined a support group of former teen heroes called to change places, Christopher is a normal human.
Excelsior—later the Loners—and was eventually Moreover, damage done to Darkhawk doesn’t affect
persuaded to help track down another group of teen Christopher’s normal body. He can revert back to his
heroes, the Runaways. His erratic actions during this normal body and remain unharmed by any physical
mission forced him to admit he’d suffered a nervous damage suffered by Darkhawk. Over time the an-
breakdown; he resolved to stop using his powers. droid body repairs itself. These days, Darkhawk has
Ultron’s attack on the Runaways forced Darkhawk the Loners to call on if he gets into trouble; they help
back into action, where he demonstrated remark- keep him from relapsing
able prowess. into super-powered
addiction.
STRESS / TRAUMA
Distinctions Chip on Her Shoulder
Dangerously Brave or
Society Girl +1 PP
STRESS / TRAUMA
Distinctions Levelheaded
More Human Than Alien or
Prince of Two Worlds +1 PP
Personality
Hulkling initially used his powers to com-
pensate for his own lack of confidence in high
school, but his confidence has grown along with
his control. Although he modeled his initial super
hero look on the Hulk, he soon began to mirror
his actual non-powered appearance more. His
dual alien origin leaves him without any idea
or real guidance for how to master his powers,
so much of his development is impromptu. In
addition to his unique background, Teddy is
homosexual, and both contribute to his wor-
ries about fitting in. His budding relationship with
Wiccan and Wiccan’s parents’ acceptance of Teddy
have helped him embrace himself for who he is. His
role in two alien empires concerns him, but hasn’t
changed his outlook.
STRESS / TRAUMA
Combative or
Stalwart Tween +1 PP
STRESS / TRAUMA
Distinctions Big Sister
Smarter than She Acts or
Trying to Fit In +1 PP
Personality
Without her powers, Julie’s a typical teenager.
Or more accurately, she really wants to be a typical
teenager and hopes she can do that with a back-
ground involving aliens and superpowers. Lately
she’s even been discouraging other young people
from becoming super heroes. Julie does this because
she’s acutely aware of the dangers of putting on a
costume—an understanding reinforced by recent
events like Stamford—even if it comes off as a little
self-righteous.
Julie seriously contemplates what she wants to
do with her life. Recently, Julie downplayed being
an avid reader and quick-witted young lady in favor
of fitting in with her friends and trying to be more
outgoing. She’s also accepted her attraction to both
women and men. All these major changes in such a
short time have somewhat overwhelmed the seven-
teen-year-old, requiring her to depend even more
on her support group and family.
STRESS / TRAUMA
Distinctions Alien Among Us
Betrothed to Xavin or
Teen Insecurity +1 PP
Personality
Karolina was the last Runaway to accept her par-
ents’ evil nature. Karolina also had trouble accepting
both her origins as an alien and her emerging homo-
sexuality. She mistook Nico’s statement that she was
“done with men” to be an opening for Karolina’s own
affections, suffering embarrassment when Nico re-
jected her. However, her betrothed Xavin—a shape-
shifter—has embraced Karolina’s sexual preference
by adopting a female form, though his propensity to
switch genders still leaves her confused. Her desire
to do good for both her people and the Skrulls mo-
tivated Karolina to leave the team. Upon her return
from space, she was distraught by the team’s turmoil
and adopted a peacemaking role.
STRESS / TRAUMA
Distinctions Child Prodigy
Hates Bullies or
Kid Sister +1 PP
Personality
Katie’s a sweet kid. She’s mature for her age
and highly intelligent, learning new concepts and
ideas quickly. However, she’s still ten years old and
doesn’t handle mockery, goading, or bullying well.
Her powers have made her somewhat more cautious
in this regard, but if pushed she can still lose her
temper with destructive side effects. When this hap-
pens, she always feels bad afterwards, all too aware
of the dangers of using her powers unchecked.
As the youngest of the Power family, Katie is used
to being treated like the baby of the group. Her feel-
ings on this are mixed. She wants to be respected
and treated as an equal, but she also likes the at-
tention and protection being the “baby” gets her.
STRESS / TRAUMA
Distinctions Gentle Giant
Inexperienced Hero or
Powered by Science +1 PP
Personality
Microbe is gentle and soft-spoken. On a team
of personalities that has adventured together
for years, he has a habit of fading into the
background. In contrast to his large size, his
powers are subtle and often lack obvious
combat applications. He still mourns his
father’s death, and it affects his belief in
himself. Coupled with his inexperience,
Microbe lacks confidence as a New
Warrior. Despite powers that lack ob-
vious combat applications, he consis-
tently finds ways to contribute to his
team’s endeavors. Still a minor, he ap-
preciates all that Night Thrasher has
done for him. He’s eager to make him-
self useful and maybe find a new family
among his New Warrior teammates. He’s
aware that the network wanted to replace
him on the team and is often the target of
barbs from the network’s handpicked trou-
blemaker, Debrii.
STRESS / TRAUMA
Distinctions Adolescent Bruiser
Adorably Annoying or
Princess Powerful! +1 PP
STRESS / TRAUMA
I Guess I’m in Charge or
Tired of Losing People +1 PP
STRESS / TRAUMA
Distinctions Headstrong
Princess of Atlantis or
Raised by Surface-Dwellers +1 PP
STRESS / TRAUMA
Distinctions Justice Above All
Mentor and Guardian or
Taylor Foundation Chairman +1 PP
Personality
Night Thrasher is obsessed with justice. He’s
vowed to make criminals pay for their misdeeds at
any price. His moral code allows for few gray areas.
Learning his parents were killed by the hand of the
person that raised him has made him more hardened
and jaded.
Night Thrasher is hardworking, determined, and
brilliant. He developed his own armor and complex
systems to aid him in his fight against crime; he up-
grades and improves his armor frequently.
Dwayne Taylor is a “big picture” person,
which led him to cut down on costumed
crime fighting in favor of doing bigger
things by running the Taylor Foundation.
He believed that justice could be done
bigger and better in the boardroom than on
the streets. Night Thrasher takes his leader-
ship of both the New Warriors and the Taylor
Foundation seriously.
STRESS / TRAUMA
Distinctions Legacy of Liberty
Natural Leader or
Young Avenger +1 PP
Personality
Eli is driven, patriotic, and thoughtful, but his
desire to prove himself and resentment at his grand-
father’s treatment—by both the public and the
government—sometimes cloud his judgment.
He believes in the ideals put forth by Captain
America, but he can’t help but be suspicious
of authority.
Eli cares deeply about his teammates and
friends and is willing to sacrifice himself
to save them. He’s strongly attracted to his
teammate Kate Bishop (AKA Hawkeye), though
the two tend to bicker and try to show each other
up much in the same way their adult counterparts
once did—minus the romantic tension the two teens
obviously have.
STRESS / TRAUMA
Distinctions African-American Advocate
Fueled by Anger or
Teenager Trapped in an Adult Body +1 PP
Personality
Rage no longer has to conceal his age,
doing his best to fit in among other heroes.
His powers, as his name suggests, are fueled by
anger, and he’s not afraid to tap into that anger
when conflict erupts. He’s killed before, and
he may be in danger of losing control again. He
now focuses on aspects of his life that don’t involve
heroics, but he isn’t afraid to answer the call for
aid when needed. Elvin never lost sight of gaining
an education, a virtue instilled by his loving grand-
mother. He’s decided to experience some part of a
normal childhood, complete with an educa-
tion, before resuming being a full-time hero.
STRESS / TRAUMA
Living Cartoon or
Mean Streak +1 PP
ELECTROPLASMIC FORM P
Enhanced Strength Godlike Durability 4
6
Godlike Stamina Stretching
8
Superhuman Reflexes
SFX: Cartoon Physics. You may step back any doom die used in an opposing roll. After 10
the roll, that die returns to the doom pool at its new stepped-back size.
SFX: “I’m Baaaccckkk!!!” Spend 1 PP to recover your own physical stress and step back 12
physical trauma.
SFX: Invulnerability. Spend 1 PP to ignore physical or trauma unless caused by cosmic
forces.
M
Limit: Harsh Reality. Step up emotional or mental stress that highlights mundane, every 4
day limitations and barriers to gain 1 PP.
6
8
Specialties Acrobatics Expert Menace Expert
10
Psych Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
Milestones FUNNY AND LOYAL
1 XP when you point out your teammates’ shortcomings in good fun.
4
3 XP when you use Ectoplasmic Form to create an asset for a teammate. 6
10 XP when your loyalty finally brings you to leadership and you lead the team, or you
leave the team and create your own cartoon-themed team to lead. 8
MEAN AS AN OLD CARTOON. 10
1 XP when you say something that shows the mean streak beneath your slapstick
façade. 12
3 XP when you deal physical stress to an opponent using cartoon-inspired methods
and dark humor.
10 XP when you either show your disregard for human life by killing an opponent, XP
or realize that your powers are causing you to lose your empathy and ask your
teammates for help in finding your humanity.
STRESS / TRAUMA
Distinctions Cocky
Headstrong or
Juvie Record +1 PP
STRESS / TRAUMA
Distinctions Boundless Energy
Colorful Force Bubbles or
Quick with a Joke +1 PP
M
4
6
Specialties Acrobatics Expert Combat Expert 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
10
12
E
Milestones BOUNCE
1 XP when you discuss how you used your powers in a creative way in the past. 4
3 XP when you use Speedball Effect to create an asset for your team or a complication 6
for your enemy.
10 XP when you either end directly a global threat using the Speedball Effect Power 8
Set or use your XP to create a new way to use the Speedball Effect.
10
GOOFBALL
1 XP when you make a joke of a serious situation. 12
3 XP when you use humor to help a teammate deal with a serious situation during a
Transition Scene.
10 XP when you either set aside humor for an entire act because a situation has become XP
too serious for laughs or make a joke in the midst of a truly terrible tragedy,
hoping to help cope with the pain through humor.
Personality
When Speedball’s powers initially manifested,
their unpredictability led others to see him as a joke.
Speedball embraced it and relished being a goof-
ball and prankster. On the New Warriors, Speedball
provides a light-hearted counterbalance to more
serious teammates, including Night Thrasher’s dour
thirst for justice and vengeance. Speedball genuine-
ly loves being a super hero, even if sometimes
he wishes his powers were more formidable.
Speedball’s immature antics help hide
his determination to master his
unusual powers and contribute
to his team. He’s succeeded
in steadily gaining more
control—and use—of his
Speedball Effect. Speedball
has evolved from a slap-
stick hero barely in control
of his powers to a more fo-
cused teammate, without
losing his exuberance or
sense of humor. Beneath
his bubbly demeanor,
however, those that
know him often wonder if
there’s an undercurrent of something
less pleasant.
STRESS / TRAUMA
Distinctions Ant-Mans Daughter
Emotional Teenager or
Naïve Courage +1 PP
Personality
Cassie loved her father deeply and was deeply
hurt when her mother took her away and criticized
his super hero career. This rift between mother
and daughter isn’t helped by her stepfather Blake
Burdick’s staunch anti-superhuman stance. These
problems make Cassie feel angry and lost, but also
push her to prove to her parents and the world
what good super heroes do. Desperate for friends
and companions, she found them with the Young
Avengers. As a result, Cassie is fiercely loyal to her
team and unwilling to give up her costumed identity,
even when pushed by her family or veteran heroes.
This also causes her to ignore the potential dangers
her size-changing powers might have in reactivating
her heart condition.
Cassie’s issues with loss were complicated when
she grew close to Young Avenger’s founder Iron Lad
only to have him return to the future. However, she’s
since found herself attracted to the new Vision,
whose brain patterns are modeled after Iron Lad’s.
STRESS / TRAUMA
Valiant Warrior Maiden +1 PP
STRESS / TRAUMA
Distinctions Aspiring Journalist
Attuned to Armor or
Reluctant Hero +1 PP
STRESS / TRAUMA
Distinctions Heroic Aspirations
Likes Attention or
Unwilling Kree Messiah +1 PP
STRESS / TRAUMA
Distinctions Destiny Be Damned
Son of Ultron or
Strong Moral Fiber +1 PP
Personality
Victor is polite, pleasant, and possesses a strong
moral fiber. He was a devoted and loving son, but
with his mother gone and his father a maniacal AI,
his only remaining family is the Runaways. Despite
what the future may bring, he feels a kinship with
them and remains loyal. While he appears to be a
well-adjusted teenager, his past programming by
Ultron doesn’t inspire confidence in his companions.
Chronologically he’s only a few years old; his older
memories are complete fabrications. His spirituality
and love of super heroes makes him an enthusiastic
and supportive teammate, but he and everyone else
knows that these traits were part of Ultron’s calcu-
lated maneuver. Victor is frustrated by his team-
mates’ lack of trust in him, but he understands their
paranoia.
STRESS / TRAUMA
Distinctions
Not Your Father’s Vision or
Synthezoid +1 PP
Personality
The Vision is a relatively new entity, lacking
much of the experience of the original version that
adventured with the Avengers. Instead, he has a per-
sonality based on Iron Lad. Since Iron Lad grows up
to be Kang the Conquerer, this can lead to some un-
settling developments. Whatever his programming,
the Vision is supportive and focused. He’s commit-
ted to being a hero and joins the Young Avengers
rather than the New Avengers, in part to mentor the
newer heroes. He also retained Iron Lad’s roman-
tic feelings for his teammate Stature. The Vision’s
past with the Avengers and present with the Young
Avengers makes his interactions with former com-
rades occasionally awkward, but they’re all happy
to see him back in any capacity.
STRESS / TRAUMA
Distinctions Complicated Origin
Doesn’t Really Understand His Powers or
Super Hero Fanboy +1 PP
Personality
Wiccan grew up as a bright, but timid and bullied,
boy. Despite asserting himself in his personal life, he
still lacks confidence in his abilities. The scope and
magnitude of his powers intimidate him and even
his method of magic suggests a level of doubt about
his ability. Regardless of his emotional baggage, he’s
committed to his teammates and to doing good in
the world. He’s curious about his origins and explor-
ing the nature of his relation to Speed. Wiccan’s love
for Hulkling is a source of strength and inspiration.
Although not eager to make a spectacle, Billy has
no problem if the public knows that Wiccan and
Hulkling are dating. He still idolizes the Avengers to
some extent, but his experience as a Young Avenger
has begun to convince him that he’s someone worth
believing in.
STRESS / TRAUMA
Super-Skrull Cadet +1 PP
Personality
Xavin is rash, headstrong, and war-like. When
threatened, she often resorts to violence without
thinking, which puts her at odds with the rest of
the Runaways. She shifts genders depending on the
situation, often assuming a male form in battle and a
female form for Karolina. Her gender bending makes
the rest of the team uncomfortable. They’re unsure
how to relate to another alien. Xavin is dismissive
of Victor, believing him to be second-class because
of his robotic origins. She clashes with Nico, often
disagreeing over her leadership choices. Despite
Xavin’s disagreeable nature, no one doubts her dedi-
cation and loyalty to Karolina. Xavin routinely proves
her genuine love and affection for Karolina, going so
far as having the Skrull Royal Band learn “Lucy in the
Sky with Diamonds” to cheer her up when Karolina
was homesick in space.
YR132
CREDITS TM
Licensing
Jamie Kampel (Marvel), Christi Cardenas (MWP).
Special Thanks
D. Vincent Baker, Jessica Banks, the Bear Swarm! Podcast, Brian Michael Bendis, Dungeon Crawler
Radio, Jeff Grubb, Hugh Hawkins, Fred Hicks, Steve Kenson, Paul Marcinkevage, Nearly Enough Dice
Podcast, Clinton R. Nixon, Brian Overton, the Podge Cast, Mike Selinker, Source Comics & Games, Dave
Thomas, Clark Valentine, Vigilance Press Podcast, Margaret Weis, and Jennifer Wong.
marvel.com
TM & © 2012 Marvel & Subs.
Margaret Weis Productions, the MWP Logo, Cortex System (and all derivatives), the Cortex Plus logo,
and the Heroic Roleplaying logo are trademarks of Margaret Weis Productions, Ltd.
Cortex Plus and Heroic Roleplaying system © 2012 Margaret Weis Productions, Ltd.
www.margaretweis.com
ARMORY
Affiliations PP
Solo Buddy Team
STRESS / TRAUMA
Distinctions Armed and Dangerous
Fragile Confidence or
Impulsive +1 PP
Specialties 8
Combat Expert Psych Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
10
12
E
Milestones ISSUES 4
1 XP when you openly discuss the suicide attempt that led to you gaining your powers. 6
3 XP when you either help an ally during a Transition Scene or ask an ally for help.
10 XP when you either decide to seek out a counselor to deal with your problems or bury 8
your problems deep within you, knowing that they will cause greater problems
later. 10
LEARNING ABOUT HER POWER 12
1 XP when you discuss the Tactigon’s powers.
3 XP when you use the Tactigon to create an asset or complication.
10 XP when you either find the alien race that created the weapon, so that they can XP
teach you how to use it, or find a human tutor who can help you master your
power.
Personality
Armory gained a new self-assurance and a re-
newed take on life after finding the Tactigon. She
feels now she has what it takes to truly make some-
thing of herself, and looks forward to proving her-
self to the Initiative. The confidence she’s gained
through acquiring the device means she tends to
head into a fight without assessing the situation.
She can be an impulsive individual. Attached
to the Tactigon, her impulsiveness may lead
to devastating results.
STRESS / TRAUMA
Distinctions Dangerously Alluring
I’m No Hero or
World-Class Thief +1 PP
Vehicle Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
Milestones BURGLAR 4
1 XP when you talk to someone who works closely with the item you are planning to 6
steal.
3 XP when you incorporate an ally or enemy into your heist. 8
10 XP when you either give up the heist in order to bring about some justice or find a
way to do the right thing and get away with the crime. 10
QUESTIONABLE ETHICS 12
1 XP when you lie to someone who trusts you.
3 XP when you continue to hold on to a lie even though it will cause heroes to get into
conflicts. XP
10 XP when you abandon a hero to his enemies for monetary gain, or you break an
agreement in order to save another hero.
STRESS / TRAUMA
Distinctions Cold-Blooded Assassin
Deadly Accuracy or
Killer Grudges +1 PP
Personality
Bullseye delights in kill-
ing, and will often do so for
sport or his own twisted amuse-
ment. He shows no empathy for his targets,
instead concentrating on the skill with which
he dispatches them and the torment their deaths
cause to those around them. He is a sociopath and
unrepentant killer who prefers to study his targets
for some time before deciding on the best, most
dramatic, and most emotionally devastating way
to engage them. To Bullseye, killing is an art, and
he always looks forward to his next masterpiece.
Bullseye hates Daredevil almost as much as he
loves tormenting and killing the Man Without Fear’s
loved ones. The hero has caused the assassin enough
pain and embarrassment over the years that it is
unlikely their battles will stop until one (or both)
of them is dead.
STRESS / TRAUMA
Distinctions Drunk and Disorderly
I’m Not Stupid or
Not That Captain +1 PP
Personality
The Captain isn’t too bright, usually acting long
before his brain gets a chance to catch up. He is a
terrible alcoholic, spending more time drunk than
sober. He’s accused of stupidity quite often, and
that’s something that makes him very, very angry.
While everyone else in the group uses their own
names, The Captain retains his code name, most
likely because he doesn’t remember what his own
name actually is.
STRESS / TRAUMA
Distinctions I Just Want To Fly
Shy or
Unwilling Hero +1 PP
Personality
Boylen is awkwardly shy and introverted. She
keeps her head down and keeps to herself. Self-
conscious about her body, she considers other
super heroines to have “bodies straight out of Teen
Vogue.” She tries to remain unnoticed among the
Camp Hammond recruits, hoping just to get through
training so she can go back to flying.
STRESS / TRAUMA
Mistress of Martial Arts or
Samurai Ancestry +1 PP
Personality
Colleen is fun-loving and generally well-adjust-
ed. She is fiercely loyal to her friends and dislikes
turning her back on an employer. Her friendship with
Misty Knight is a defining aspect of her personality,
and the two are more like sisters than anything else.
She has a particularly close relationship to Danny
Rand as well, who once melded his mind with hers to
break her free of brainwashing by the villain Master
Khan. Because of this, she understands the martial
arts hero perhaps better than anyone else alive.
Colleen follows a strict code of honor borrowed
from her samurai ancestors and enjoys testing her
skills against others. This also translates into a gen-
eral avoidance of most modern weaponry, preferring
to use her family’s ancestral katana instead.
STRESS / TRAUMA
Distinctions Daddy Was an Immortal Monster-Hunter
Faux European Accent or
I’ve Seen Worse +1 PP
MONSTER HUNTER
12
1 XP when you discuss hunting an enemy.
3 XP when inflict physical stress on a monster or robot that is threatening humans. XP
10 XP when you either train someone to take over in the Bloodstone tradition or declare
that you will be the last of the Bloodstone monster hunters.
History Personality
Elsa Bloodstone had a difficult childhood as Elsa is a serious young woman, jaded by what she
the daughter of a famous monster hunter. Ulysses has seen and unwilling to take any guff. She has a
Bloodstone subjected his daughter to cruel and European accent, though as a Native American, the
dangerous things at an early age, teaching her accent is likely a put-on.
about monsters by utilizing an evil robot nanny.
He also forced her to fight and kill monsters as a Abilities & Resources
toddler. Her father died soon after she turned 18, Elsa is a formidable member of Nextwave, having
leaving the Bloodstone Estate to her. While looking trained for years as a monster hunter. Her choker
through the house, she discovered a secret room gives her great power, such as superhuman strength,
where Ulysses kept his monster hunting gear and speed, and durability. Her training has given her
Adam, the Frankenstein Monster. Adam gave her the further skill. She carries all the weapons of a mon-
mystic Bloodstone Choker, passed down through the ster hunter, including her favored weapons, two
generations. The choker unlocked powers within shotguns. Elsa has an encyclopedic knowledge of
her, giving her superhuman strength and speed, al- monsters and alien monsters from all over the world,
lowing her to battle those things that go bump in and an online blog to catalog them.
the night. She journeyed across the world battling
Dracula, necromancers, Nosferatu, and many more.
She decided to attend college shortly thereafter, but
put her studies on hold when Dirk Anger recruited
her to join Nextwave.
STRESS / TRAUMA
Distinctions Drill Sergeant
I’ve Got This or
Professional Soldier +1 PP
Personality
The Gauntlet is demanding, unwavering, and can
be quite mean at times. Seeking to mold these new
heroes into a professional fighting force, he will
do anything it takes to create a disciplined team
of super heroes, including asking whether the new
heroes want to be Avengers or just “baby-killing
New Warriors.” This has earned him
many enemies, especially among
former members of the New
Warriors. Green ignores those
who want him to change
his tune, knowing that the
constant reminder of those
who failed before will en-
courage these new recruits
to dig deep and prove they
have what it takes.
STRESS / TRAUMA
Distinctions Bad Guy Gone Good
Cocky or
Looking for a Fight +1 PP
Personality
Roger is a cocky and relaxed hero, who is
more than happy to throw out jokes and jabs as
he fights. He can come off as arrogant and impetu-
ous, but he uses his alpha male personality to hide
his concerns over his previous life, wary that it may
come back to haunt him someday.
STRESS / TRAUMA
Former Fangirl or
Psychic Conditioning +1 PP
Personality
Despite several harrowing experiences, Hellcat
draws strength from being a super hero, accepting
she’s better at it than trying to lead anything
resembling a normal life. She occasion-
ally gets frustrated when dealing with
one odd occurrence after another, but
she wouldn’t trade the life she’s chosen for
one more mundane. Past pain and loss occa-
sionally leads her to bouts of depression and
self-doubt, but she usually buries this beneath
her fun-loving and sassy exterior.
Patsy cares deeply for her friends and
teammates, and is always willing to lend aid or a
sympathetic ear. Her experiences surrounding her
death and rebirth make her somewhat leery around
magic, but also very willing to opposing demonic or
evil occult forces.
STRESS / TRAUMA
Irritable Cynic or
Lucky Duck +1 PP
Personality
Even though he’s an anthropomorphic talking
duck, Howard strives to be just an ordinary person.
There’s a good chance, however, that even were
he to return to Duckworld, he would still be
the bitter, cynical, and irritated reluctant
hero that he is on Earth. Howard is clever,
resourceful, and enjoys streaks of good
fortune, qualities that have kept him alive
throughout all of the catastrophic events
he’s caught up in. He sighs heavily when
something dire looms on the horizon, shouts
“Wauugh!” when things get worse, and eventu-
ally loses his cool entirely until things calm down.
STRESS / TRAUMA
Distinctions Brave New Warrior
Leadership Potential or
Struggling Idealist +1 PP
Personality
Justice is a responsible young man with a rough
history. Between an abusive father, jail time, a
broken engagement to Firestar, and watching a
bunch of his old teammates die at Stamford, he has
to work hard to stay positive. Fortunately, Vance’s
willpower, sense of justice, and desire to help others
carries him along, though insults or jokes about his
past tragedies annoy and anger him.
Justice really wants the New Warriors to be re-
membered as the heroes they were and not for the
one time their actions went wrong. He also still isn’t
completely over Firestar and isn’t sure he complete-
ly trusts the government to deal with the fallout of
the SHRA hostilities.
STRESS / TRAUMA
Distinctions I was a Nobody
Student of the Lizard or
Vicious Combatant +1 PP
History Personality
As a child, Melati Kusuma lost both of her legs. Kusuma is prone to bouts of anger, especially
Years later, as a graduate student to Doctor Curt when she believes herself threatened in any way.
Connors, she learned about his regenerative lizard She is a fearsome combatant, and doesn’t resist caus-
serum. She stole the serum and modified it to her ing violent physical harm. No one knows about her
own physiology. She injected herself, drastically ability to transform back into her old self: she guards
modifying her DNA and re-growing her legs. It came the secret closely. She deeply fears washing out of
with a cost, however, as she transformed into a the program and having her powers taken from her,
monstrous lizard-creature. When Connors realized as she believes her powers are the only thing that
what she had done, he helped her register with the make her special. She is eager to prove herself to
Superhuman Registration Act as Komodo, and she the team and her handlers at Camp Hammond, as
went to Camp Hammond to train as a new hero. The that draws her attention away from her insecurities.
leaders of Camp Hammond worry about her trust-
worthiness after stealing the serum, but Connors Abilities & Resources
vouches for her, swearing she is a capable and reli- Like her namesake, Komodo has the physiology
able young woman. Although she can transform back of a lizard. Her skin is thick and leathery, she can use
to her normal body, she does so reluctantly, as it also her tail for balance in jumping and climbing, and she
means losing her legs again. wields sharp teeth and fangs. When perfecting the
Doctor Connors’ serum, Komodo altered it so that
she is able to grow back limbs incredibly quickly,
recovering from almost any injury she might sustain.
In addition to having a perfected reptile form,
she is also a skilled and accomplished scientist, one
in whom Connors sees great promise. Her knowl-
edge of the biological sciences is impressive for
her age, and she uses this both in the field and in
the laboratory.
STRESS / TRAUMA
Distinctions More than Just a Machine
My Robot Brain Needs Beer or
Sentient Android +1 PP
History Personality
Robot X-51 was part of a top-secret government Machine Man is cool and collected, sometimes
program designed to create a robot who could think disturbingly so. After all he’s been through, he sees
like a man. One of the scientists on the program, humanity as “fleshy ones.” He’s unable to have a
Dr. Abel Stack, understood that no robot would be nervous breakdown, but he actually created a fan-
able to think like a man unless it was treated like tasy world for himself so that he would be able to
one. Stealing X-51 and working in secret, he built have one. He’s an alcoholic, constantly seeking out
the robot a human-like face and began treating it beer to consume.
as human. When the other robots began displaying
personality defects, the government shut down the Abilities & Resources
program by activating the self-destruct sequence Machine Man is robot form made flesh. His tita-
in all robots. Dr. Stack died deactivating X-51’s nium alloy construction means he’s incredibly resil-
self-destruct. ient to damage, and his “wave-modifying coating”
Machine Man took on a human name, Aaron Stack is a protective barrier to energy attacks.
(after his “father”), and began to live among human- He’s capable of anti-gravity flight,
ity, hiding the truth of his origins. The government as well as extending his limbs to
hunted him down, but stopped once they saw he extreme lengths. He has sufficient
was able to successfully take on the Hulk during strength to throw cars around like
one of his rampages. playthings.
Machine Man worked for a time with the The tips of his fingers can trans-
Avengers, before being captured by S.H.I.E.L.D. The form into pistols, lasers, radars, audi-
Red Skull attacked the Helicarrier while Aaron was in ometers, gravity wave detectors,
S.H.I.E.L.D.’s custody, and X-51 saved the day, though computer inputs and outputs,
he was destroyed in the process. radio transceivers, cutting
When the Brotherhood of Mutants battled a torches, and more… anything
Prime Sentinel near his remains, the Sentinel’s na- he needs. Aaron keeps spare
nites worked their way into the body of X-51, and he fingertips in belt pouches.
re-awoke. The Celestials took interest in him, and he Machine Man uses solar
traveled with them for a time. Recently, he returned energy to power his body,
to Earth to become a member of the counter-terror- and when denied it long
ism team Nextwave. enough, he will shut down.
STRESS / TRAUMA
Daughter of the Dragon or
Ex-NYPD +1 PP
Personality
Misty has a tough no-nonsense attitude and a
strong sense of loyalty, both holdovers from her
days with the NYPD. This results in a very “us versus
them” attitude. For Misty, “us” consists of friends,
most super heroes, innocent civilians, and the oc-
casional sympathetic villain while “them” are mostly
criminals, villains, and anyone foolish enough to get
on her bad side. Misty doesn’t suffer fools, decep-
tion, or betrayal, and will confront anyone who hurts
her loved ones.
Misty has a code of honor involving taking jobs
and finishing them, but she has been known to bend
the rules in extreme circumstances. She’s particular-
ly likely to do this for old friends and heroes whom
she deeply respects. Despite occasional protesta-
tions that their relationship is over and done, Misty
still loves Danny Rand and seeing their mutual friend
Luke Cage embrace marriage and fatherhood has
gotten her thinking about her own future.
STRESS / TRAUMA
I Used to Lead the Avengers or
Same Name, Different Hero +1 PP
Specialties 8
Combat Expert Cosmic Expert
10
Crime Expert Psych Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
Milestones LASER LEADER
1 XP when you give orders in the midst of an Action Scene. 4
3 XP when you use your Electromagnetic Projection power set to create an asset for 6
a teammate.
10 XP when you either declare someone else leader so that you can lead a different 8
team, or turn down an offer to lead another team in order to stay with Nextwave.
10
MASTER BLASTER
1 XP when you threaten to destroy someone with your Electromagnetic Projection 12
power set.
3 XP when you deal out stress to the most significant threat in an Action Scene.
10 XP when you either destroy a global threat with your Electromagnetic Projection XP
power set or use an Electromagnetic Form power to create a complication that
allows the team to save the day.
History Personality
While serving as a lieutenant in the New Orleans Monica Rambeau is a dedicated and somber
harbor patrol, Monica Rambeau learned that a mad woman. She views duty and service above all else,
scientist was creating an other-dimensional energy- often including her own family. As the former leader
tapping device. With the help of a fellow harbor of the Avengers, she has faced world-threatening
patrol member and an old family friend, she inves- forces, and views all dangers as serious matters.
tigated and helped shut down the device, but not She wishes she could be back with the Avengers,
before it bombarded her with extra-dimensional but understands that she’s needed with this band
rays, giving her the power to turn her body into pure of misfits at the moment. For now, she’ll put up with
energy. their antics, despite any and all collateral damage
She took the name of Captain Marvel and joined that takes place as result of members’ actions.
the Avengers, working alongside Captain America
and the Wasp. While with the Avengers, she bat- Abilities & Resources
tled a multitude of foes such as Annihilus, Kang Due to the accident she suffered in New Orleans,
the Conqueror, Morgan Le Fay, and Quicksilver. She Rambeau is capable of transforming her body into
was one of the many heroes transported to the a being of pure energy. This energy can be any
Beyonder’s Secret Wars. form within the electromagnetic spectrum, allow-
Eventually, Rambeau stepped up as leader of ing her to penetrate solid surfaces as x-rays, radio
the Avengers, with Captain America’s nomination. waves, microwaves, and visible light. She’s capable
During a vicious battle with the Leviathan, Rambeau of achieving light speed in her energy form. In her
stretched her powers to the limit, dispersing her human form, she’s able to project this energy from
body. She was able to pull herself back together, but her hands in bursts of electromagnetic energy, as
lost her powers and became a shell of her former well as use the energy to fly.
self. In addition to her energy powers, Rambeau has
She eventually regained her powers, stronger experience with law enforcement, swimming and
than ever, and led a delegation of Avengers to the nautical expertise, and connections with many
Shi’ar Empire during the Kree-Shi’ar War. members of the super hero community, through
She changed her name after the son of the origi- her tenure with the Avengers.
nal Captain Marvel became a hero, taking the name
Photon, and later Pulsar. When she took charge of
Nextwave, she dropped her moniker in favor of
her own name.
STRESS / TRAUMA
Distinctions Bound to Power
Coldhearted Schemer or
Manipulative +1 PP
Personality
Moonstone almost obsessively de-
ceives others, including herself. She has
blocked out key moments from her past,
including how her impoverished mother
truly died. She loves to flirt and seduce at-
tractive, powerful men, especially super-
humans. Ultimately driven to gain what-
ever respect, power, and influence she
can, she subconsciously believes it’s the
only way to be truly happy and protected.
Karla doesn’t respond well to the lead-
ership of others. Even if she follows orders
outwardly, she’s always working to improve her
own position. She can be almost shockingly arrogant
and selfish, seeking to finish a task quickly so she
can get back to some hedonistic pursuit or scheme.
While it’s true this behavior masks some heroic feel-
ings, they might never really overcome her other
personality defects.
STRESS / TRAUMA
Distinctions All-American Boy
Clean Living or
“Put Me in, Coach!” +1 PP
Personality
Michael Van Patrick is friendly, intelligent,
charming, and remarkably level-headed. He’s so
nice and likeable, cynics might suspect it’s all an
act and beneath that exterior is some terrible per-
sonality defect. There’s not; MVP is a just a great
guy. He’s helpful, looks out for the well-being of
others, and doesn’t lord his amazing abilities over
others. Simply put, he doesn’t only display the abili-
ties of Captain America, he displays the Sentinel of
Liberty’s strength of character as well.
All that said, MVP is still young.
Losing his scholarship and being
accused of cheating hurt him, and
he wants to prove he’s a hero and
a superstar. He sometimes forgets
he’s still not immortal, particularly
when others are in danger.
STRESS / TRAUMA
In It for the Money
Mercenary Code +1 PP
Psych Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
Milestones BOUNTY HUNTER 4
1 XP when you talk about your target and how you plan to bring them in. 6
3 XP when you create an asset that helps the team capture your quarry.
10 XP when you either bring in an enemy alive who has a d12 in their Power Set or let 8
someone go because it is the right thing to do.
10
DASHING MERCENARY
1 XP when you discuss the pay behind a job or flirt with someone. 12
3 XP when you inflict up a complication on an opponent or ally that allows you to get
away with more money.
10 XP when you either betray your team for a big pay-off or decide that something is XP
more important than money and leave a big payday on the table so that you can
keep your conscience clear.
Personality
Paladin is an unrepentant gun-for-hire. He enjoys
testing his skills against potent opponents, beating
them, and getting paid well. Occasionally he’ll do
something altruistic, especially if it means stick-
ing it to a group or individual who’s particularly
loathsome, but it’s not a reliable virtue. He has no
problem allying himself with heroes when neces-
sary, especially those who don’t seek a cut of his
payment. He prefers to avoid lethal force, though
this is likely at least in part because live bounties
tend to pay better. Although he also tends to stay
bought when hired, he’s not above deception re-
garding who’s really paying him and why.
Paladin also loves the ladies. He enjoys the com-
pany of beautiful women and views disinterest as an
excuse to at least amuse himself with further flirta-
tions. Mostly, he likes to have fun and make money.
STRESS / TRAUMA
Distinctions Broken New Warrior
Haunted by Stamford or
I Have to Suffer +1 PP
Personality
As Penance, Baldwin is moody, unbalanced, and
guilt-ridden. He believes he deserves to suffer con-
stantly for the deaths at Stamford. He especially
focuses on the 60 children who died during the
incident, even going to far as making the spikes on
his costume that represent them the largest and
most painful. He also claims to hear the voices of
the death taunting him.
Penance is easily manipulated by anyone who
tells him they can help him redeem himself and
prevent further tragedy. He’s so obsessed with that
and his own suffering that he doesn’t consider that
someone might manipulate him into serving their
own ends. Baldwin isn’t stupid, but he is fairly naïve
and very tormented. The combination might fuel his
powers, but it’s doing so at the cost of his sanity.
STRESS / TRAUMA
Distinctions Chinese Patriot
Highly Pragmatic or
Smarter than He Looks +1 PP
Personality
Radioactive Man is proud, intelligent, and a bit
arrogant. He is also a Chinese patriot, though a lack
of consistent agreement with the government of
his homeland results in him often leaving to work
abroad. He is also fairly honorable for someone who
has spent so much time as a villain, though he isn’t
above dirty tricks to win a fight.
As a scientist, Chen Lu often prefers to use brains
over brawn. However, he isn’t blind to the vast
amount of force he can bring to bear with his powers,
and won’t shy away from direct confrontation. He is
sensitive about his own radioactivity, often explain-
ing he is safe to be around and protections like his
suit are unnecessary. Still, he also acquiesces to such
measures to put others at ease.
STRESS / TRAUMA
Distinctions Cultivated Inner Peace
Ex-Secret Agent or
Master of Kung Fu +1 PP
Personality
Hiding his violent upbringing within a
shell of carefully cultivated control, Shang-
Chi desires nothing so much as balance and
peace. He is driven to action by a sense of justice
and a desire to prove he is not an evil man like his
father, but he keeps a careful rein on his emo-
tions. This often makes him seem distant and
cold, though in truth he feels very deeply.
He is simply afraid of what damage
those feelings, left unchecked,
might cause. However, he
will open up to others
given time, revealing a
thoughtful, just man
with a dry wit.
Shang-Chi will sacrifice much for his
friends, allies, and any innocents who are
threatened by the wicked. He thinks noth-
ing of facing numerous foes or superpowered
opponents, believing such conflicts to be
the ultimate test of his skills.
STRESS / TRAUMA
Distinctions Abandonment Issues
Former Professional Wrestler or
Reformed Criminal +1 PP
History Personality
Once the villainess and Unlimited Class Wrestler A tragic family life and time spent as a super vil-
known as Screaming Mimi, Melissa Joan Gold joined lain give Songbird a harder edge than many heroes.
the Masters of Evil as Songbird during the group’s She is willing to justify her means for suitable ends
original ruse of posing as the new hero group, the at times, and often keeps a distance between herself
Thunderbolts. Remaining with the group after and others. Despite this, she’s at heart a compassion-
the deception was revealed, she attempted to go ate and heroic young woman, just one haunted by
straight and become a true hero. Melissa has stuck her past. She would like very much to find romance
with her formerly villainous allies, trying to help her and a higher purpose, but misfortune and her own
fellow teammates pursue a more righteous path. cynicism have made this difficult.
Songbird has close ties to her fellow Melissa believes in the Thunderbolts and the
Thunderbolts, including a one-time romance with team’s quest to redeem themselves. This often
Abner Jenkins (Mach I AKA the Beetle). She and brings her into conflict with self-righteous heroes
Jenkins left the group for a time, trying to pursue a and less savory villains. She also has some issues
normal life. However, their domestic bliss was short- with authority. While she is willing to work with
lived, and an encounter with the villain Graviton left S.H.I.E.L.D. and similar organizations, she doesn’t
Songbird seemingly the sole survivor of her team. completely trust them.
Though the other Thunderbolts were eventually
found alive, her relationship with Jenkins never Abilities & Resources
recovered. Becoming the leader of the team and Damage to her vocal cords weakened Melissa’s
working with S.H.I.E.L.D. periodically, Melissa is their original sonic powers, but as Songbird she uses
mostly highly thought-of member. amplification technology designed by Paul Norbert
Recently, the US government hired the Ebersol (Fixer AKA Techno) to augment them beyond
Thunderbolts to track down unregistered super- their original levels. She can emit powerful sonic
humans. Melissa remains with the group, though blasts, create shapes out of solid sound, fly by cre-
she is wary of the team’s newer and more violent ating solid sound “wings,” and use subsonic vocal-
members, such as Venom and Bullseye. ization for mild hypnotic effects. Melissa is also a
trained hand-to-hand combatant.
Songbird has worked with the Thunderbolts ex-
tensively and has many allies in the group. She also
is well-thought-of by certain Avengers, especially
Hawkeye. She has some connections with S.H.I.E.L.D.,
a fact that gives her a bit more influence and leeway
than many of her current teammates in
their role as SHRA “hero hunters.”
STRESS / TRAUMA
Distinctions Broken Twin
Ex-Super Terrorist or
Skilled Swordsman +1 PP
History Personality
Children of Supreme Hydra Baron Wolfgang Andreas is a ruthless but passionate and hon-
von Strucker, Andreas von Strucker and his twin orable man still trying to crawl out from under a
sister Andrea were chosen to serve their father number of past traumas. His sister’s death, his own
even before their birth. Genetically manipulated in torture, and the fact that he’s the son of one of
the womb, the twins gained great powers when in the most evil men in existence weigh heavily on
physical contact with each other. As the terrorist duo Andreas. He’s trying to be a better person, but it’s
codenamed Fenris, they wreaked havoc and chaos. not always easy and he knows he could slip back
For years Andrea and Andreas were inseparable, into full-blown villainy. Still, Swordsman hopes the
both due to their powers and their strong emo- Thunderbolts will give him purpose, redemption,
tional bonds. Truly there was no one Andreas loved and his dear Andrea back.
more in the world than Andrea. Thus when then Though far more concerned with his sister and
Thunderbolt’s head Citizen V killed Andrea to keep his own freedom than the well-being of most of his
the secret that he was in fact manipulative master- teammates, he feels a bond to longtime Thunderbolt
mind Baron Helmut Zemo, Andreas was devastated. members Moonstone and Songbird.
Grief-stricken and powerless, Andreas found
himself at the mercy of Zemo’s ally, the twisted and Abilities & Resources
merciless Purple Man (Zebediah Killgrave). Killgrave Swordsman is a master swordsman and all-
tortured Andreas, then brainwashed him into be- around skilled fighter. He is also an experienced
coming the newest Swordsman. Andreas’ tormentor covert operative, acrobat, and proficient in the arts
also ordered him to flay his sister’s body and use of guerilla combat and terrorism. When his sister
the skin on the hilt of a sword, allowing him to use was alive, the pair was able to fire destructive
his powers despite her death. After a brief foray as energy blasts and fly while touching each other.
Purple Man’s slave, Andreas broke his conditioning Since Andrea’s death, Andreas is able to use her
and helped the Thunderbolts defeat the villain. tanned skin that is wrapped around his sword hilt
Recently, the US government hired the to channel powerful blasts through the weapon. His
Thunderbolts as “hero hunters,” and Swordsman costume is also fitted with numerous hidden blades
has elected to remain with the team to redeem him- and back-up weapons, though none of these allow
self, earn a pardon for his crimes, and have his sister him to use his powers.
cloned and returned to him. As former terrorist Fenris and the son of Hydra
leader Baron Strucker, Andreas has extensive contacts
with various criminal and terrorist groups, though all
of these individuals might not be so keen on working
with him now that he’s part of the Thunderbolts. As
a Thunderbolts member, Swordsman can rely on
a certain amount of government assistance and
resources, though he’s also being
watched carefully.
STRESS / TRAUMA
Distinctions Mutant with Attitude
X-Veteran or
ZOMG OH NOES! +1 PP
History Personality
Tabitha Smith was a rebellious thirteen-year- Tabitha’s personality has changed many times
old girl when her mutant powers manifested, giving over the years. Beginning as a bubbly and excited
her the ability to create balls of plasma. Her father young girl, she frequently and easily formed crushes
beat her mercilessly until she ran away from home. on her teammates, including Iceman, Cannonball,
While on the run, heading toward Xavier’s school and others. As she grew and matured, she toned
for mutants, she encountered the Beyonder, who down and became more levelheaded, withdrawing
took her out to explore the universe. She watched into herself, until she finally began talking about
the Beyonder destroy several Celestials before she her childhood and her family’s abuse. As a member
demanded to be taken back to Earth. of Nextwave, she revels in using her powers, hates
Tabitha moved to L.A., where she took the name police officers, and generally causes as much col-
Boom-Boom. There, she joined the Fallen Angels, lateral damage as she can get away with. She’s also
a gang led by the Vanisher. Eventually, Beast and taken to using Internet phrases such as “ZOMG” and
Iceman of X-Factor convinced her to leave the gang “Oh Noes!” in everyday speech.
and join them instead. She became a member of
X-Factor, and participated in a series of battles in- Abilities & Resources
volving Apocalypse, alien races, and more. Tabitha Tabitha can generate psionic balls of plasma
and other younger members of X-Factor were sent energy, which she can control for a timed explo-
to Phillips Academy in New Hampshire. While inves- sion. The balls can be as small as marbles, generating
tigating a demonic kidnapping, her group of X-Factor small explosions doing little damage, all the way up
members formed the X-Terminators. After battling to much larger spheres capable of devastating ex-
the demonic forces, Tabitha was expelled from plosions. She’s capable of muffling the sound of the
Phillips Academy, and the X-Terminators merged explosions, as well as regulating the exact amount
with the New Mutants. Tabitha changed her code of energy released.
name to Boomer, then Meltdown.
Recently, Cable recruited Tabitha into a group
called the Underground, to investigate a
restarted Weapon X program. The attack
on the facility was a failure, and Tabitha
had her memory of the events erased.
Following that incident, she joined
Nextwave as a founding member,
eschewing her old code
names in favor of her own.
STRESS / TRAUMA
Distinctions Emo Boy
I Know What You’re Afraid Of or
I’m No Good Alone +1 PP
STRESS / TRAUMA
Distinctions Brutal Killer
Unrelentingly Savage or
Vengeful +1 PP
Specialties 8
Acrobatic Expert Combat Expert
10
Crime Expert Menace Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
Milestones HUNGRY SYMBIOTE 4
1 XP when you talk about how good an ally or enemy might taste.
6
3 XP when you do stress to an enemy by trying to eat them or threatening to devour
them. 8
10 XP when you either devour an opponent in public, showing your ugly cannibal side
to your entire team, or break free of the symbiote’s grip, denying its bloody 10
sustenance from your actions.
12
OLD SCHOOL THUG
1 XP when you talk to a super villain about a heist or job you worked together.
3 XP when you do stress to a villain you once worked with. XP
10 XP when you either capture a villain you once worked with or convince them to join
up and become a Thunderbolt.
History Personality
Mac Gargan’s life changed forever when he Mac Gargan is a monster. His mind was already
agreed to undergo a dangerous experiment to damaged and broken during his transformation into
have his body altered and twisted into the sinister the Scorpion, and the bond with the symbiote has
Scorpion. The experiment shattered his mind, driv- pushed his murderous urges further towards total
ing him insane. For years, Scorpion battled Spider- psychopathy. Venom can usually be tamed or sated
Man, each time defeated by the web-head’s superior through feeding (usually on people) and has to be
skill and wit, eventually learning Spider-Man’s real kept locked up, lest he decide to take out his rage
identity from Norman Osborn. on those around him.
More recently, the freed Venom symbiote found
Gargan and offered to bond with him, making him Abilities & Resources
more powerful than ever. Now, with his murderous Venom possesses incredible strength, able to
mind and brand new powers as the new Venom, throw cars like playthings. The symbiote allows
Gargan began a campaign of destruction against him to grip onto any surface, lash out with thick
Spider-Man. Teaming up with eleven other villains black tendrils, and create organic webs he can use
to form the Sinister Twelve, they nearly destroyed to web-sling. The suit’s prior connection to Peter
Spider-Man, only to be stopped by the combined Parker means Spider-Man’s Spider-Sense is unable
might of the Fantastic Four and the Avengers. to react to Venom, leaving the webhead at a great
During the battle, Spider-Man dropped a building disadvantage. The symbiote feeds off of the adrena-
on Gargan, after which he was imprisoned. He told line within the user; so as Gargan becomes angrier,
Spider-Man that he would never reveal his secret the suit grows stronger.
identity, as it was the only leverage he could use In addition, the suit is able to shift itself into
against wall-crawling hero. any shape and color in order to disguise itself into
Breaking out of prison, Gargan went to ordinary clothing, allowing Gargan to slip away un-
Battleworld, where the symbiote had first made con- noticed if necessary.
tact with Peter Parker. Upon his return, he was ap-
proached by S.H.I.E.L.D. and given the chance to join
the Thunderbolts and hunt down wayward heroes.
STRESS / TRAUMA
Semper Fi +1 PP
History Personality
His helicopter shot down by enemy forces, Rhodes is a fierce and determined leader, dedi-
James “Rhodey” Rhodes found himself lost and cated to doing what is right, no matter the cost.
alone, trying to repair his vehicle, when Iron Man He seeks to work within the law to seek order and
came to his rescue. Rhodes and Stark made their justice, but isn’t afraid to get his hands dirty when
way to the American encampment, where Stark of- absolutely necessary. While Rhodes has had serious
fered Rhodes a job as his personal pilot. Working disputes with Tony Stark in the past, he believes in
for Stark International, Rhodes assisted Iron Man Stark’s ideals and respects him as a close personal
in many battles. friend.
When Stark descended into alcoholism, Rhodes Beneath his generally serious demeanor is a
assumed the role of Iron Man for a time. After quick wit and sharp sense of humor that he uses to
Stark’s presumed death, Rhodes took charge of calm rising tempers before he’s forced to unleash
Stark International and developed the War Machine the immense firepower contained within the War
armor, a far more heavily armed suit. Shocked to Machine.
discover that Stark hadn’t died, Rhodes tendered
his resignation. Abilities & Resources
Rhodes became the director of Worldwatch, a Rhodes wears a new version of his War Machine
human rights organization. He allied with S.H.I.E.L.D. armor, this one derived from Obadiah Stane’s at-
for a time, investigating Neo-Nazi activity. When tempts to reverse-engineer older Iron Man suits.
Rhodes uncovered a plot to send modern day weap- The new suit allows his cybernetic limbs to inter-
ons back to WWII-era Germany, he followed them act with his suit in whole new ways. The armor
back, interacting with a young Nick Fury and his possesses an extensive life support system, and
Howling Commandoes, though he lost his armor is made of Wakandan vibranium alloy. The suit
when time shifted again. is bleeding-edge tech at its finest. Armed with a
Rhodes managed to drive himself into bank- Gatling gun, rocket launchers, pulse bolts, repul-
ruptcy through mismanagement and a hard-partying sors, a unibeam, and sonic generators, the armor is a
lifestyle. Given the chance to turn his life around, miniature flying fortress of mass destruction capable
he accepted the role of direct commanding officer of bringing justice down upon
and combat instructor for Sentinel Squad O*N*E*. those who battle against
As leader of O*N*E*, he defended the surviving the Superhuman
mutants after the reality-altering powers of Scarlet Registration Act.
Witch depowered nearly all homo superior in the
world. Sent to Dubai as a military consultant, Rhodes
received critical injuries in a terrorist attack.
Stark saved his life, equipping him with
cybernetic replacements to the body
parts he lost. Recently, he joined
the Initiative to serve as the di-
rector of the Camp Hammond
training facility.