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ARMOR

Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Dutiful Student
Heroic Ambition or
Technophile +1 PP

Power Sets PSYCHIC EXO-ARMOR

Superhuman Durability Superhuman Strength


SFX: Ancestral Boost. Step up or double a Psychic Exo-Armor die for that Scene, or
spend 1 PP to do both. Take your second-highest rolling die of each subsequent P
action or reaction as emotional or physical stress.
SFX: Memory Surge. Use your current emotional stress die as your effect die, then step
4
up your emotional stress by +1.
6
SFX: Invulnerable. Spend 1 PP to ignore physical stress or trauma results unless caused
by light-based attacks. 8
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Psy-
chic Exo-Armor. Recover Psychic Exo-Armor when you recover that stress or 10
wake up. If you take emotional trauma, shutdown Psychic Exo-Armor until you
recover that trauma. 12
Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech.
M
4
6
Specialties Combat Expert Science Expert 8
Tech Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
4
Milestones FOR MY ANCESTORS
6
1 XP when you first use your Ancestral Boost SFX.
3 XP when you make your Japanese heritage the subject of an argument or 8
confrontation.
10 XP when you either embrace your heritage completely or deny it. 10
ONE OF THE TEAM 12
1 XP when you give support to another hero.
3 XP when you’re given an official place on a team.
XP
10 XP when you either sacrifice something you hold dear for the benefit of your team
or walk away from your team to avoid that sacrifice.

BR52 BREAKOUT
Hisako Ichiki [secret]

History Abilities & Resources


Growing up in an old-fashioned and patriarchal Drawing on the strength of the line of her ances-
family, teenager Hisako Ichiki left her native Japan tors, Ichiki’s mutant power allows her to manifest a
for the United States. There she sought training at psionic exo-skeleton. This multi-colored, translucent
the Xavier School for Higher Learning, to master energy shell, resembling a suit of armor, can protect
her mutant gift. Although she has been exposed to her from substantial physical injury. Although vul-
numerous dangers and emotional trials during her nerable to lasers and other light-based attacks (since
short stint at the school, Ichiki’s bravery and tenacity her shell allows light through), as well as hyper-
have thus far seen her through. In that time she has dense materials such as Adamantium, the shell’s
won the respect of her peers and even a few of her psionic protection is proof against most other forms
teachers, including Wolverine. This being the X-Men, of harm. While the armor is active, Hisako can even
however, that respect often translates into new and survive re-entry into a planetary atmosphere and the
interesting opportunities to place herself in peril. terminal-velocity impact following such a descent.
In addition to protection, the exo-skeleton also
Personality amplifies her physical strength. While her upper
Hisako demonstrates a stubborn courage and limits are currently unknown, she is capable of toss-
steadfast resolve that belie her young age. She is ing vehicles aside with little effort and tearing apart
an intelligent, quick learner, determined to absorb reinforced construction materials.
everything the X-Men and their school can teach Ichiki has yet to realize her full potential, and she
her, regardless of the dangers she might can exhaust herself if she’s not careful. With more
face. She is also remarkably level- training, she may be able to extend the size and
headed for her age, managing shape of her armor, as well as protect against attacks
to keep calm in the face that might otherwise prove impossible to resist.
of great stress and If given the chance to join the X-Men, Ichiki has
violence. her codename picked out: Armor.

HERO DATAFILES BR53


BEAST
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Genetic Activist
Renaissance Beast or
Smartest Man in the Room +1 PP

Power Sets BESTIAL MUTANT


Enhanced Durability Enhanced Senses
Enhanced Stamina Superhuman Reflexes
P
Superhuman Strength 4
SFX: Claws & Fangs. Add a d6 to your dice pool for an attack action and step back the
highest die in your pool by –1. Step up physical stress inflicted by +1.
6
SFX: Oh My Stars and Garters! Spend 1 PP to borrow the highest die in the doom pool
as an asset for your next action, then step back and return the doom die. 8
Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech.
10
12
M
Specialties Acrobatic Master Combat Expert
4
Cosmic Expert Medical Expert 6
Science Master Tech Master 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
10
12
Milestones MUTANTS SANS FRONTIÈRES E
1 XP when you use your Medical Expert to help a mutant recover stress.
4
3 XP when you choose not to engage in a confrontation in order to rescue or support
noncombatant mutants. 6
10 XP when you either allow a mutant to die or give up your status or reputation to
save a mutant. 8
WORKPLACE ETHICS 10
1 XP when you reveal a new stunt associated with your Medical, Science, or Tech
Specialties. 12
3 XP when you engage in a confrontation with another hero regarding your use of
your Specialties and your action or reaction total makes you the victor.
10 XP when you use a questionable Medical, Science, or Tech asset or resource to sup- XP
port a team member or you refrain from supporting a team member with your
Specialties at a critical moment.

BR54 BREAKOUT
Dr. Henry “Hank” Phillip McCoy [public]

History Abilities & Resources


Born a mutant with ape-like features and limbs, Beast possesses superhuman strength, durabil-
Henry “Hank” McCoy, codenamed Beast, was the ity, endurance, speed, and agility. He is an amazing
founding member of the X-Men. Already mentally acrobat and able to use his clawed hands and feet to
gifted, he studied biochemistry and genetics under cling to surfaces and climb walls, though his current
Professor Xavier and eventually became the X-Men’s cat-like state doesn’t possess the same heightened
resident science expert. dexterity as his other forms. Beast heals somewhat
Eventually, Hank left the X-Men to work in the faster than normal and can emit pheromones at-
private sector. He made great strides in understand- tractive to the opposite sex. Beast is also a trained
ing the nature of human mutation while he was em- geneticist and biochemist and considered one of the
ployed by the Brand Corporation. This changed when greatest scientific minds in the world.
Hank discovered his boss was stealing classified With the possible exception of Wolverine, no
government documents. Determined to stop the mutant has as diverse a collection of allies as Beast.
espionage himself, he took an experimental formula A founding and long-time member of the X-Men,
to augment his abilities and mask his appearance. Beast can count most members of that team as
His heroics succeeded, but the formula permanently close friends, especially the other founders and
changed him. their mentor, Professor X. As an Avenger, Beast often
Now a blue, furry, simian-like mutant, Hank left found public acceptance even during various peri-
the private sector. He returned to super heroics first ods of anti-mutant hysteria and worked alongside
a member of the Avengers, then the Defenders. He Captain America, Hawkeye, Ms. Marvel, and others.
eventually rejoined his original X-Men teammates As a Defender, he befriended mystical heroes such
in X-Factor. During this time he briefly regained his as Dr. Strange and the Valkyrie.
more human appearance, though his body suffered Hank’s scientific reputation, expertise, and con-
frequent mutations, with effects such as a tempo- nections allow him access to some of the most ad-
rary decrease in intellect and increase in strength. vanced laboratories in the world.
Finally, Beast returned to his blue, furry form and
his original home with the X-Men. During his later
time with the X-Men, Beast eventually mutated again
into his current form-one larger, stronger, and more
cat-like.

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.

HERO DATAFILES BR55


BLACK PANTHER
Affiliations PP
Solo Buddy Team

Distinctions King of Wakanda

STRESS / TRAUMA
Peerless Strategist or
World-Class Intellect +1 PP

Power Sets WAKANDAN TECHNOLOGY


Cybernetic Senses Enhanced Durability
Wall-Crawling Weapon
SFX: Energy Absorption. On a successful reaction against an energy-based attack action,
convert opponent’s effect die into a Wakandan Technology stunt or step up a
Wakandan Technology power by +1 until used in an action. Spend 1 PP to use
this stunt if opponent’s action succeeded.
Limit: Gear. Shutdown a Wakandan Technology power and gain 1 PP. Take an action vs.
the doom pool to recover. P
CHOSEN OF THE PANTHER GOD 4
Enhanced Reflexes Enhanced Senses 6
Enhanced Stamina Enhanced Strength 8
SFX: Focus. In a pool including a Chosen of the Panther God die, replace two dice of
equal steps with one die of +1 step. 10
SFX: Panther Champion. Before you make an action including a Chosen of the Panther
God power, move your mental and emotional stress dice to the doom pool and 12
step up the Chosen of the Panther God power by +1 for this action.
Limit: Fit to Rule. May not spend PP when making reaction rolls during ritual or mystical M
combat or when facing challenges to your title.
4
6
Specialties Acrobatic Master Combat Master
8
Covert Master Menace Expert
10
Science Expert Tech Expert
12
Vehicles Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] E
4
Milestones A KING NEEDS A QUEEN
1 XP when you interact with an appropriate character specifically for the purpose of
6
determining her suitability as your queen.
8
3 XP when you pursue a potential mate beyond your initial advances.
10 XP when you propose to your chosen queen, regardless of whether she accepts or 10
rejects your proposal.
12
PROTECT MY PEOPLE
1 XP when you declare a character—ally or enemy—as a threat to Wakanda.
3 XP when you take a major step against that threat, such as recruiting a significant XP
ally or joining a team in order to monitor the threat.
10 XP when you eliminate the threat to Wakanda, through diplomacy or force.

BR56 BREAKOUT
T’Challa [secret]

History Abilities & Resources


Latest in a long line of warrior-statesmen, A lifetime of training, as well as the rare herbs
T’Challa rules the African nation of Wakanda as involved in the ceremony that made him king, have
their champion and king, the Black Panther. His na- given Black Panther physical abilities at peak human
tion’s advanced technology and the world’s only level. His senses possess animal-like acuity and he
abundant source of the mysterious metal Vibranium is an expert hunter and tracker. T’Challa is a master
has meant centuries of isolation and secrecy. This of various martial arts, an accomplished acrobat,
changed when opportunistic fortune hunter, Ulysses a trained scientist, and a master of stealth and in-
Klaw, killed T’Chaka, T’Challa’s father and then cur- filtration. He has one of the best tactical minds in
rent Black Panther. Swearing to avenge his father the world and is a keen student of human nature.
and take his place as the new Black Panther, T’Challa He augments these considerable abilities with nu-
studied and trained, eventually passing the trials of merous weapons and inventions, many using ad-
leadership and ascending to the throne. vanced Wakandan technology and Vibranium as key
Deciding a more proactive stance on world af- elements.
fairs was needed to protect his people, T’Challa As King of Wakanda, T’Challa has incredible re-
interacted more with the outside world than his sources. His people possess vast technological and
predecessors. First, he allied with the Fantastic Four cultural advancements on par with or exceeding
against Klaw. Later, he became a valued member most Western nations. Dora milaje—ceremonial
of the Avengers. He often returned to Wakanda to wives-in-training and highly skilled bodyguards—
deal with affairs of state, coup attempts, tribal con- often attend him. He personally counts as friends
flicts, and other issues. However, he eventually left and allies some of the greatest heroes in the world.
again to aid his allies, monitor external threats to Most notable among these are Captain America, his
his people, and stay connected to the world. Recent childhood love Storm, and the Fantastic Four. Black
pressure from the United States, as well as a failed Panther can call upon all of his former Avengers
invasion of his homeland, has prompted T’Challa to allies for aid, though he and Tony Stark sometimes
once again focus on Wakandan affairs and to think clash ideologically.
seriously about the need for an heir to carry on the
legacy of the Black Panther.

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.

HERO DATAFILES BR57


BLACK WIDOW
Affiliations PP
Solo Buddy Team

Distinctions Dangerous Liaisons

STRESS / TRAUMA
Natural Leader or
Russian Superspy +1 PP

Power Sets RED ROOM CONDITIONING


Enhanced Durability Enhanced Reflexes
Enhanced Stamina
SFX: Focus. In a pool including a Red Room Conditioning die, replace two dice of equal
steps with one die of +1 step.
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from aging,
disease, or psychic attack.
P
Limit: Deep Programming. Earn 1 PP to step up emotional stress inflicted by intelligence
agencies and their directors by +1. 4
Limit: Killswitch. When you take emotional trauma, shutdown any Red Room Condition-
ing power and gain 1 PP. Recover power when you recover that emotional trauma. 6
8
WIDOW’S STING BRACELETS
Electric Blast Swingline 10
SFX: Widow’s Bite. Spend 1 PP to step up Electric Blast to d10; step back to 2d6 for
subsequent actions. Recover power by activating an opportunity or during a 12
Transition Scene.
Limit: Gear. Shutdown Widow’s Sting Bracelets and gain 1 PP. Take an action vs. the M
doom pool to recover gear.
4
6
Specialties Acrobatics Master Combat Expert 8
Covert Master Menace Expert 10
Vehicles Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
4
Milestones BLACK OPS BETRAYAL
1 XP when you first use your Covert Specialty in an action and succeed. 6
3 XP when you convince a team member to make a painful or difficult choice.
8
10 XP when you either betray a team member in a critical moment or sacrifice yourself
for them.
10
DEADLY ROMANCE 12
1 XP when you choose to flirt with another hero.
3 XP when you make a decision or create a circumstance that puts your chosen hero
directly in harm’s way. XP
10 XP when you either abandon your chosen hero at a critical moment or sacrifice
something you hold dear in order to preserve your chosen relationship.

BR58 BREAKOUT
Natalia “Natasha” Alianovna Romanova [public]

History Abilities & Resources


Born in Soviet Russia in the late 1920s, orphan The Black Widow Program enhanced Natasha’s
Natalia “Natasha” Romanova joined the USSR’s physique and greatly slowed her aging. Despite
Black Widow Program after WWII. The Program cre- being born in the first half of the 20th century, she
ated elite female spies and assassins. Subjected to still appears young and vital. The program’s Red
various experiments and years of rigorous training, Room training honed her skills, and Black Widow is
Natasha eventually gained the title of Black Widow a master of armed and unarmed combat, espionage,
and undertook a mission to kill defecting scientist tactics, and infiltration. She speaks several languag-
Anton Vanko and his new boss, famed American es and is familiar with most intelligence, criminal,
industrialist and weapons designer, Tony Stark. military, and insurgent organizations worldwide. In
Black Widow failed to kill Stark, but stayed in the addition to the traditional firearms and weapons
United States to harass Stark and his heroic iden- she sometimes uses, Black Widow usually wears
tity, Iron Man. Seducing the hero Hawkeye to assist her Widow’s Sting—specially designed bracelets
her, Natasha fell victim to her own game, falling for that house a built-in swing-line launcher and elec-
the handsome archer and cutting her ties with her tric blaster.
Soviet spymasters. Though her relations with Russia are shaky,
Defecting to the United States, Black Widow Natasha still has some contacts in the former USSR.
joined S.H.I.E.L.D. She served with the short- An ex-Avenger and ex-Champion, she has friends and
lived West Coast super hero group known as the allies that include Angel, Hercules, Wasp, and Iron
Champions and partnered with both Hawkeye and Man. She maintains good relations with her former
Daredevil for a time. Eventually she joined the lovers, Hawkeye and Daredevil, and can call on them
Avengers and even led the group for a time, leaving for aid in a pinch. Her work with S.H.I.E.L.D. means
after the villain Onslaught killed or severely injured the organization is a potent ally that
most of the team. views her as a vital resource. Her
Since then Natasha has alternated between personal friendship with longtime
working with her fellow heroes and working in the S.H.I.E.L.D. director, Nick Fury, and
espionage community again. She has even encoun- allied heroes such as Wolverine
tered her replacement in the Black Widow program, and Captain America only
Yelena Belova, and the two share a fierce rivalry. strengthen this relationship.

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.

HERO DATAFILES BR59


CAPTAIN AMERICA
Affiliations PP
Solo Buddy Team

Distinctions Lead By Example

STRESS / TRAUMA
Man Out of Time or
Sentinel of Liberty +1 PP

Power Sets SUPER-SOLDIER PROGRAM


Enhanced Durability Enhanced Reflexes
Enhanced Stamina Enhanced Strength
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from poison,
disease, or fatigue.
SFX: Last-Ditch Effort. Step up or double any Super-Soldier Program die on your
next roll, or spend 1 PP to do both, then shutdown that power. Recover power
by activating an opportunity or during a Transition Scene. P
SFX: Second Wind. Before you make an action including a Super-Soldier Program
power, you may move your physical stress die to the doom pool and step up the 4
Super-Soldier Program power by +1 for this action.
Limit: Patriot. Earn 1 PP if you step up emotional stress inflicted by government forces 6
or popular opinion by +1.
8
VIBRANIUM-ALLOY SHIELD
10
Godlike Durability Weapon
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 to 12
your pool and keep +1 effect die.
SFX: Ricochet. Step up or double Weapon die against a single target. Remove highest- M
rolling die and add an additional die to your total.
Limit: Gear. Shutdown Vibranium-Alloy Shield and gain 1 PP. Take an action vs. the 4
doom pool to recover gear.
6
8
Specialties Acrobatic Expert Combat Master 10
Covert Expert Psych Expert 12
Vehicle Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
4
Milestones MENTOR THE HERO 6
1 XP when you choose to aid a specific hero for the first time.
8
3 XP when you aid a stressed-out hero in recovery.
10 XP when you either give leadership of the team to your chosen hero or force your 10
chosen hero to resign or step down from the team.
12
AVENGERS ASSEMBLE!
1 XP when you first lead a team.
3 XP when you defeat a foe without any team member becoming stressed out. XP
10 XP when you either convince a hero to join a new Avengers team or disband your
existing team.

BR60 BREAKOUT
Steve Rogers [public]

History Abilities & Resources


Born in the early 20th Century in New York City Operation: Rebirth transformed Rogers into the
to poor Irish parents, Steve Rogers grew up sickly. pinnacle of physical perfection. Captain America’s
Despite his heartfelt desire to aid his country in its body operates at the maximum of human physical
struggle against the Axis powers, his frailties dis- potential, giving him levels of strength, endurance,
qualified him from active military service. However, and agility that would shame world-class athletes.
his unyielding determination and moral character His body also makes him effectively immune to
resulted in his being chosen for the top-secret poison, disease, and fatigue. In addition, he is highly
Operation: Rebirth project. Dr. Abraham Erskine’s trained in all aspects of military and tactical skill,
Super-Soldier process transformed Rogers into a and his close-quarter combat skills combine with his
peerless physical specimen—a success that would physical abilities to make him one of the single best
never be reproduced thereafter, due to Erskine’s hand-to-hand fighters alive. Rogers possesses exten-
subsequent murder at the hands of a Nazi spy. sive battlefield experience and years working in the
Trained and equipped as a spy-busting propaganda intelligence community, and he is a natural leader
asset to counterbalance Germany’s Red Skull, Rogers with virtually unmatched powers of inspiration.
became Captain America. Accompanied by his part- Captain America wears a scale-mail uniform of
ner Bucky Barnes, Captain America fought alongside sophisticated anti-ballistic materials and carries a
the Sub-Mariner and the original Human Torch as a circular shield. This shield is one-of-kind—the ac-
member of the Invaders. cidental alloying of steel and Vibranium—practically
While trying to stop a rocket weapon of Baron indestructible and known to dampen kinetic energy
Zemo’s, Barnes apparently died and Rogers was lost impact entirely. In addition to using it defensively,
to the icy waters of the North Atlantic. The Super- Rogers has mastered its use as a throwing weapon.
Soldier formula put Rogers into a state of suspended Steve Rogers is a “champion level” S.H.I.E.L.D.
animation, while the world thought him dead for agent with effectively unlimited security clearance
decades. Eventually discovered and revived by the and access to S.H.I.E.L.D. facilities, equipment, and
Avengers in more recent times, Captain America has personnel surpassed only by Director Nick Fury. He
had to adapt to a world half a century different than uses customized vehicles such as a high-tech van
the one that shaped him. and a heavily modified motorcycle, both gifts from
the Black Panther’s people. Rogers is particularly
Personality close to fellow hero the Falcon and to S.H.I.E.L.D.
Captain America is the moral measure against agent Sharon Carter. Cap’s reputation,
whom most other heroes compare themselves. He particularly among the superhuman
is the hero’s hero—fearless, selfless, noble, and un- community, is unmatched—no other
yielding. Rogers lives the ideals he represents— figure commands the degree of re-
they aren’t simply a code he espouses and works to spect and loyalty among heroes
uphold. Equality and fairness, justice and liberty for that he does.
all—these are fundamental to Cap’s basic
character, not just words, and his every
action demonstrates this.

HERO DATAFILES BR61


COLOSSUS
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Ironclad Loyalty
Quick to Anger or
Russian Farmboy +1 PP

Power Sets ORGANIC STEEL TRANSFORMATION

Godlike Durability Godlike Strength


Superhuman Stamina
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 and
keep +1 effect die. P
SFX: Invulnerable. Spend 1 PP to ignore physical stress or trauma results unless caused
by electromagnetic attacks. 4
SFX: Take the Hit. Spend 1 PP to take physical stress intended for a nearby ally or
friend. 6
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Or-
ganic Steel Transformation. Recover Organic Steel Transformation when you
8
recover that stress or wake up. If you take physical trauma, shutdown Organic
Steel Transformation until you recover that trauma.
10
Limit: Heavy Metal. On a magnetic or Vibranium attack, or while swimming, change any
Organic Steel Transformation power into a complication and gain 1 PP. Activate
12
an opportunity or remove the complication to recover the power.
Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech.
M
4
6
Specialties Combat Expert Menace Expert 8
Psych Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
Milestones HEROIC SELF-SACRIFICE 4
1 XP when you first use your Take the Hit SFX.
6
3 XP when you allow another hero to talk you out of a dangerous course of action.
10 XP when you either sacrifice yourself for your allies or find you’re the last hero 8
standing.
10
RETURN TO THE MOTHERLAND
1 XP when you first draw on your Russian heritage.
12
3 XP when you make your Russian heritage the central issue of a confrontation or
conflict.
10 XP when you either deny your Russian heritage completely or abandon your friends
XP
for Russia.

BR62 BREAKOUT
Piotr “Peter” Nikolaievitch Rasputin [secret]

History Abilities & Resources


Born on the Ust-Ordynski Collective in Russia, Colossus possesses the ability to transform his
Piotr Rasputin grew up a dutiful son and a respon- body into a form of organic steel of immense den-
sible worker on his family’s farm. His mutant abili- sity and toughness. This adds height to his already
ties manifested when he rescued his younger sister prodigious frame and more than doubles his weight.
Illyana from a runaway tractor. Soon after, Charles While in metal form he has tremendous superhuman
Xavier recruited him to join the second generation of strength and is almost invulnerable. Environmental
X-Men, whose first mission was rescuing the previ- conditions seem to have little effect in this form,
ous team from the living island of Krakoa. though rapid shifts between extreme heat and cold
His tenure with the X-Men taught Rasputin how can harm him. He neither appreciably tires nor
to control his powers and introduced him to many needs to breathe, eat, or drink, until he returns to
good friends and his long-time love, Kitty Pryde. It mere flesh. The presence of the “anti-metal” varia-
also pushed him into a life where he has lost many tion of Vibranium causes Colossus to revert to his
loved ones and discovered uncomfortable truths human form.
about his family, his brother, and his homeland. As a member of the X-Men, Rasputin has received
After his sister died from the mutant-targeted significant training in combat and teamwork. He nor-
Legacy Virus, Colossus sacrificed his own life in mally takes a front-line position in any team action
order to disseminate the cure. Denizens of the alien and works especially well alongside Wolverine,
Breakworld secretly stole his body and resurrected with whom he has mastered the “Fastball Special,”
him during their experimentation. His friends have which involves bodily throwing Wolverine at an
only recently discovered that he is alive, after spend- opponent. Of course, he also has
ing the last couple of years believing him dead. access to the vehicles, extensive
facilities, and other resources
Personality of the team.
Piotr Rasputin is a simple and caring soul often
forced into violent situations. He is shy, trusting,
and somewhat guileless, though capable of tremen-
dous 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
emotions behind a stoic exterior, although his ar-
tistic talents provide an outlet for his friends to
appreciate.
Given the tumultuous events of the past few
years, particularly his death and resurrection,
he has an even greater appreciation for the
fragile joys of love and life. As a result, he
has recently resumed his one-time relation-
ship with Kitty Pryde.

HERO DATAFILES BR63


CYCLOPS
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions I Don’t Have Time For This
Tactical Genius or
Uncompromising +1 PP

Power Sets OPTIC BEAM

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]

History Abilities & Resources


Oldest son of USAF Major Christopher Summers, Scott Summers is an alpha-level mutant whose
young Scott Summers barely survived the Shi’ar eyes act as apertures to an extra-dimensional source
attack that took his parents from him. Attempting of energy. This energy emits in beam form whenever
to save his life, his mother strapped him into the his eyes are open and can only be filtered safely by
only parachute onboard and pushed him and his ruby quartz lenses. Powerful enough to blast easily
younger brother Alex from their father’s burning through reinforced materials and knock aside heavy
plane. Orphaned and hospitalized, Scott became vehicles, the beam manifests as concussive force
a ward of the state, which separated him from his rather than heat or radiation. The visor Summers
brother and shuttled him from home to home. As he wears gives him precise control over the beam’s size,
grew older, Summers’ mutant abilities emerged and intensity, and scatter—and he is an expert marks-
caused him trouble until Professor Charles Xavier man with his innate attack. Cyclops is immune to
rescued him and became the boy’s teacher and the effects of his own blast—even his closed eyelids
father figure. are sufficient to block its release—and the energy
As “Cyclops,” Scott Summers was a member of powers of his brother Alex, AKA Havok. However, he
the first class of X-Men trained by Xavier. He has cannot control the energy itself; without the visor it
remained loyal to Xavier’s dream, if not the man him- bursts from his eyes. It’s unclear whether this lack of
self, at great cost over the years, through two mar- control is due to physiological
riages and a revolving roster of X-Men. Eventually he or psychological trauma.
emerged from Xavier’s shadow to take a leadership In addition to his
position, in charge not only of the X-Men but also of mutant power, Cyclops is
the school bearing Xavier’s name. a gifted tactician, hand-to-
hand combatant, and pilot.
Personality He has extensive training in
Cyclops behaves like the stern and no-nonsense a variety of subjects, includ-
leader he believes he needs to be. He has no real ing telepathically implanted lan-
life outside of his responsibilities, sacrificing his per- guages. He has access to all of the
sonal needs to his perceived duties time and again. X-Men’s tech, vehicles, and facility
Selfless, he is devoted to safeguarding mutantkind resources.
from all threats and proving they can coexist with Summers can call on any number
mankind. of teams and personal allies, includ-
Summers has lost the love of his life, Jean Grey, ing a telepathic girlfriend, an equally
more than once, he has developed an antagonistic powerful mutant brother, and a father
relationship with his former mentor, and he’s seen with a spaceship and his own team.
enemies become friends and friends become ene- Cyclops is essentially the leader and
mies. Even his current girlfriend, Emma Frost, used to public spokesman of mutants, at
be a mortal foe. Fostering his sense of self-reliance least in the eyes of the public and
has left him with serious trust issues, and on an emo- the government, and this gives
tional level, he is very, very alone. Worse, he sees him certain political clout and
even this condition as necessary for his situation. cultural standing.

HERO DATAFILES BR65


DAREDEVIL
Affiliations PP
Solo Buddy Team

Distinctions Blind Justice


Man Without Fear or

STRESS / TRAUMA
Protector of Hell’s Kitchen +1 PP

Power Sets BILLY CLUB


Enhanced Durability Swingline
Weapon
SFX: Rebound. Step up or double Weapon die against a single target. Remove highest-
rolling die and add an additional die to your total.
SFX: Grapple. Add d6 and step up effect die +1 when inflicting a complication on a
target.
Limit: Gear. Shutdown Billy Club and gain 1 PP. Take an action vs. the doom pool to
recover gear.
P
HYPERSENSES 4
Enhanced Reflexes Enhanced Stamina 6
Superhuman Senses 8
SFX: Focus. In a pool including a Hypersenses die, replace two dice of equal steps with
one die of +1 step. 10
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from attacks
targeting sight or vision. 12
SFX: Radar Sense. Spend 1 PP to add Superhuman Senses (or step up by +1 if already
in your pool) and reroll all dice when taking an action.
M
Limit: Overstim. Shutdown a Hypersenses power and gain 1 PP. Recover power by acti-
vating an opportunity or during a Transition Scene. 4
6
Specialties Acrobatic Master Combat Expert 8
Covert Expert Crime Master 10
Menace Expert Psych Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
Milestones OUT IN THE OPEN 4
1 XP when you first tell a hero that you’re not Daredevil.
6
3 XP when you go into action as Daredevil without your mask.
10 XP when you either join a team in spite of your identity crisis or refuse to join a team 8
because of it.
10
DEVIL IN THE DARK
1 XP when you first inflict stress on a foe who cannot see you. 12
3 XP when your allies first confront you about your methods or you challenge another
ally’s methods.
10 XP when you choose to inflict physical trauma on a foe who has inflicted stress on you XP
and at least one ally, or you choose to redirect stress from that foe as emotional
stress and allow yourself to be stressed out.

BR66 BREAKOUT
Matt Murdock [secret]

History Abilities & Resources


Young Matt Murdock’s life changed forever the Daredevil is blind, but compensates with super-
day he pushed a blind man out of the way of a speed- humanly heightened senses of smell, touch, hearing,
ing truck. A container filled with radioactive liquid and taste. He also possesses a radar sense that lets
from that truck struck Matt, destroying his sight but him detect objects and people. His senses are acute
enhancing his other senses to superhuman levels. enough that he can read newsprint by touching it
Growing up blind in New York City’s crime-ridden and detect lies by listening to someone’s heartbeat.
Hell’s Kitchen, he was determined not to let his situ- Daredevil is a master hand-to-hand combatant,
ation hinder him. He trained his body at the gym and trained in boxing, ninjitsu, and various other martial
his mind in the classroom. The blind martial artist, arts. He is an incredible acrobat and uses a specially
Stick, taught Matt to master his enhanced senses designed billy club equipped with a swingline. As
and hone his fighting skills. Matt Murdock, he is one of the world’s most gifted
Eventually, Matt became a top law student, and defense attorneys.
his future looked bright, until the mob murdered Daredevil is not a great team
Matt’s father, prizefighter “Battlin’ Jack” Murdock, player, but has many friends. He
for refusing to throw a fight. Unable to get justice in has worked closely with Spider-
the courts, Matt donned a costume and took down Man, Moon Knight, Captain
the killers as “Daredevil, the Man Without Fear.” America, and even the Punisher.
After this tragedy, Matt devoted his life to the pur- At different times in his life, he has
suit of justice, both in the courtroom and on the been a partner, romantically and
streets of Hell’s Kitchen. As Daredevil he has fought otherwise, to Elektra and the Black
numerous criminals and killers, chief among them Widow. He is also close to his law
the Kingpin’s mob, the master assassin Bullseye, partner, Franklin “Foggy” Nelson,
and the villainous ninja cult known as the Hand. As and reporter Ben Urich. Daredevil
Matt Murdock, he has become a crusading attorney is a licensed attorney in the State
aiding the defenseless. of New York and a respected
Daredevil’s life has been full of trials and trag- member of that profession.
edy. He has loved and lost many times, most nota-
bly ex-secretary Karen Page and the Greek assassin
Elektra. The Kingpin has targeted him and his loved
ones several times, nearly destroying the hero’s
sanity and reputation. More recently, Daredevil’s
true identity has leaked to the press, endangering
the lives of everyone Matt Murdock holds dear.

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.

HERO DATAFILES BR67


EMMA FROST
Affiliations PP
Solo Buddy Team

Distinctions Criminal Past

STRESS / TRAUMA
Icy Confidence or
One Step Ahead of You +1 PP

Power Sets OMEGA-CLASS TELEPATH


Mind Control Psychic Blast
Psychic Resistance Telepathy
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 and
keep +1 effect die.
SFX: Multipower. Use two or more Omega-Class Telepath powers in your dice pool, at
–1 step for each additional power.
SFX: Psychic Healing. Add Telepathy die to your pool when helping others to recover P
stress. Spend 1 PP to recover your own or another’s mental stress or step back
your own or another’s mental trauma by –1. 4
Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech.
6
DIAMOND BODY 8
Enhanced Strength Godlike Stamina 10
Superhuman Durability 12
SFX: Invulnerable. Spend 1 PP to ignore physical stress or trauma results unless caused
by mystical attacks.
Limit: Mutually Exclusive. Shutdown Omega-Class Telepath to activate Diamond Body. M
Shutdown Diamond Body to recover Omega-Class Telepath.
4
Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech.
6
8
Specialties Business Master Crime Expert
10
Psych Master Science Expert
12
Tech Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] E
4
Milestones HELLFIRE LEGACY 6
1 XP when you give a hero or villain your word.
3 XP when you either break your word to that hero or keep your word to that villain.
8
10 XP when you either prove to that hero that breaking your word helped them or prove 10
to that villain that keeping your word hurt them.
12
PEDAGOGUE
1 XP each time you aid a chosen student in using their powers.
3 XP when your chosen student betrays or inflicts stress on you. XP
10 XP when you sacrifice or shutdown your powers, wealth, or reputation for a student,
or vice versa.

BR68 BREAKOUT
Emma Grace Frost [public]

History Abilities & Resources


The Frost family does not reward weaklings. Frost is a powerful and highly skilled telepath.
Emma Frost’s father raised strong-willed and ruth- She can read minds, project her own thoughts, ma-
less daughters, but a disappointingly fragile son. nipulate perceptions, induce pain, control thoughts
Seeing the brother she loved cruelly used as yet and actions, and so on. She developed a second-
another of her father’s object lessons, Emma finally ary mutation during the annihilation of Genosha:
walked away from her family, determined to make the ability to transform her body mass into organic
her way alone. On her own she learned hard lessons diamond. In her diamond form, she gains immense
about life that honed her native aggression and ruth- strength and durability with no loss in mobility or
lessness even further. Combined with her mutant flexibility, but she loses access to her telepathic
telepathic abilities, her brutal and ambitious nature powers while in that form.
eventually earned her a seat as the White Queen, Even without her mutant abilities, Emma is a
helping Sebastian Shaw seize control of the Hellfire master manipulator. She’s fully aware of her great
Club from their murderously anti-mutant predeces- beauty and shameless in exploiting it and any emo-
sors. As a member of the Club’s ruling council, she tional weaknesses her insight into human psychol-
fought against the X-Men on numerous occasions. ogy might reveal. Emma is also an electronics expert
Emma also channeled her ambition into mold- and capable businesswoman.
ing and teaching new generations of mutants. After As a member of the X-Men, and
watching too many of her charges die—first in her one in a leadership position, she
own school and later on Genosha—she experienced has full access to all of the team’s
a change in her attitudes and eventually came to resources. She also has her own
Xavier’s school for a second chance and emotional substantial personal wealth.
sanctuary. In her time teaching at the school, she’s Emma maintains the many
proven a valuable asset to the X-Men; she’s also contacts she cultivated
developed a strong romantic relationship with the before joining the X-Men,
widowed Scott Summers (Cyclops). including a former inti-
mate relationship with
Personality Tony Stark.
Emma Frost is not a nice person. She is domi-
neering, manipulative, ruthless, sometimes cruel,
and far less encumbered by the moral scruples she
perceives as hampering her teammates. Frost car-
ries a monumental case of survivor’s guilt—not only
has she watched most of the students she’s been
responsible for die, she also helplessly witnessed
first-hand the death of millions in Genosha. This
changed her in ways she doesn’t yet have the emo-
tional 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 tremendous-
ly. Frost also remains quite aware
that Kitty Pryde and a number
of her other teammates are a
long way from trusting her,
regardless of her bond with
Summers or her actions
with the team thus far.

HERO DATAFILES BR69


HUMAN TORCH
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Hotheaded Hero
Never Grows Up or
Shameless Flirt +1 PP

Power Sets FLAME ON!

Fire Mastery Flame Blast


Supersonic Flight
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 to
your pool and keep +1 effect die.
SFX: Fiery Body. On a successful reaction against a physical attack action, inflict physi-
P
cal stress with your effect die at no PP cost or step up +1 for 1 PP.
4
SFX: Immunity. Spend 1 PP to ignore stress or trauma from fire, heat, or cold.
SFX: Multipower. Use two or more Flame On! powers in your dice pool, at –1 step for 6
each additional power.
SFX: Nova Flame. Step up or double your Flame On! powers for that Scene, or spend 8
1 PP to do both. Take second-highest rolling die of each subsequent action or
reaction as physical stress. 10
Limit: Extinguished. Shutdown all Flame On! powers vs. flame-retardant attack and gain
1 PP. Recover power by activating an opportunity or during a Transition Scene.
12
M
4
Specialties Cosmic Expert Tech Expert 6
Vehicles Expert 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 10
12

Milestones DANGEROUS LOVE E


1 XP when you choose to flirt with a non-heroic Watcher character. 4
3 XP when your heroic activities put your chosen character in danger, or your com-
mitment to your chosen character puts your team in danger. 6
10 XP when your involvement with your chosen character changes them irreversibly,
or you break off your relationship in order to protect your chosen character.
8
10
CELEBRITY DISTRACTIONS
1 XP when you take up an activity that involves significant time away from the rest of 12
your team.
3 XP when the demands of your chosen activity conflicts with your team responsibilities.
10 XP when you either abandon your team for your chosen activity at a critical moment XP
or abandon your chosen activity in order to help your team at a critical moment.

BR70 BREAKOUT
Jonathan Lowell Spencer “Johnny” Storm [public]

History Abilities & Resources


Joining his big sister Sue on an experimental The Human Torch can project fire from any part of
space flight, young Johnny Storm gained fantastic his body. He can use this power to hurl fiery blasts,
powers after cosmic rays bombarded their ship. engulf his entire body in flames, and make shapes
The four crewmembers became the Fantastic Four, composed of fire. He can even “sculpt” flames, al-
with Johnny’s fire-based powers leading him to take lowing him to form decoys of himself. His fiery aura
the name “The Human Torch.” The Fantastic Four protects him from projectiles and allows him to fly.
became one of Earth’s most prominent super hero He can extinguish part of it in order to safely carry
teams and the Human Torch one of Earth’s most passengers or objects and still fly. He can control
famous heroes. fire as well, using it to create cages, rings, and other
Johnny’s life since becoming a hero has been shapes. His body is fireproof, and he can absorb
full of adventure and opportunity. He’s traveled the nearby fire and heat at will. The Human Torch can
cosmos with the Fantastic Four, been a race car driver even voluntarily overload himself, creating a “Nova
for a time, and watched his girlfriend Frankie Raye Flame” that is much hotter and more powerful than
become Nova, the Herald of Galactus. He worked Johnny normally projects, but doing this exhausts
briefly as an actor and a firefighter, finished college, him quickly. In addition to his powers, Human Torch
engaged in various solo heroics, and even married is an experienced race car driver and mechanic.
the Skrull Lyja while she was disguised as the Thing’s As a member of one of Earth’s most famous super
then ex-girlfriend, Alicia Masters. Through it all, hero teams, Johnny Storm has a lot of friends and
Johnny has kept his cheerful attitude, though his allies. Chief among them are his teammates and
impulsive nature and penchant for practical jokes family. He is especially close to his sister Sue Storm,
have sometimes annoyed his teammates. Despite the Invisible Woman, and he and the Thing have a
often seeming immature and irresponsible, the brotherly rivalry going back years. Johnny has also
Human Torch has helped save the world many times become good friends with Iceman and Spider-Man—
over and is a beloved member of the Fantastic Four. heroes close to his own age—who better understand
his attitudes and impulsive behavior than most.
Personality Despite his well-deserved reputation as a hothead,
The Human Torch loves being a super hero. He the Human Torch can still call on many heroes for as-
dates supermodels, pals around with various cos- sistance, especially fellow New York-based
tumed heroes, and fights evil with a daredevil atti- ones such as previous members of
tude and youthful exuberance. Recently confronted the currently defunct Avengers.
about his tendency to shirk “boring” responsibili-
ties, he is slowly becoming more
mature and adult. He still
loves pranks and jokes, with
teammate the Thing a fa-
vorite target. Johnny loves
his sister Sue and the other
members of the Fantastic
Four dearly, and would do
anything to aid them.

HERO DATAFILES BR71


INVISIBLE WOMAN
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Compassionate
Implacable Will or
Soul of the Team +1 PP

Power Sets FORCE PROJECTION

Flight Force Blast


Godlike Durability Invisibility
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 to
your pool and keep +1 effect die.
SFX: Force Constructs. When using Force Projection to create assets, add d6 and step
up effect die by +1.
P
SFX: Multipower. Use two or more Force Projection powers in your dice pool, at –1 4
step for each additional power.
SFX: Reactive Power. Spend 1 PP to add a Force Projection power to another charac- 6
ter’s dice pool before they roll a reaction. If that character takes physical stress,
take d6 mental stress. 8
SFX: Force of Will. When using Godlike Durability in your dice pool, redirect physi-
cal stress to mental stress at no cost. Redirect effect dice targeting your Force 10
Projection assets to yourself as mental stress. Spend 1 PP to step back either
redirected stress by –1. 12
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Force
Projection. Recover Force Projection when you recover that stress or wake up. M
If you take mental trauma, shutdown Force Projection until you recover that
trauma. 4
6
8
Specialties Cosmic Expert Covert Expert
10
Psych Master Science Expert
12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
4
Milestones INDEPENDENT
1 XP when you stand up to another hero. 6
3 XP when you prove one of your decisions was best for your team.
8
10 XP when you stress out the last foe in an Action Scene, or another character acknowl-
edges your assistance was essential in saving the day. 10
EMOTIONAL CENTER 12
1 XP when you first use your Reactive Power SFX in a Scene.
3 XP when you help another hero recover stress inflicted in a Scene in which you were
present. XP
10 XP when you either accept membership on a team that includes a hero you have
helped recover or turn down an offer of membership unless that hero is excluded.

BR72 BREAKOUT
Susan Storm Richards [public]

History Abilities & Resources


The children of a successful Long Island physi- In the early years of the Fantastic Four, Susan’s
cian, Susan Storm and her brother Johnny lost their abilities seemed limited to bending light around
parents to a car accident. Their mother died from her her or others, making her or her targets invisible to
crash injuries, and their father spiraled into guilt- the naked eye. As time passed, it became apparent
fed self-destruction after failing to save his wife. that this was only one aspect of her power to gener-
Moving to California to live with her aunt, Sue met ate a force-field malleable to her will. This field can
Reed Richards when he stayed as one of her aunt’s protect her from attack, expand outward in domes or
boarders. She would meet him again years later spheres to protect others, or simply be formed into
and start a relationship with him. That relationship a number of crude—but practically indestructible—
was strong enough that she was able to convince geometric shapes for uses ranging from ramps and
Richards to allow her and her brother on board on movable platforms to bludgeoning ranged attacks.
the fateful spaceflight that gave all of them super- Given her level of control, this force-field projection
human abilities. is highly versatile and potentially quite dangerous.
As a member of the Fantastic Four, Sue initially Even the team’s enemies have more than
proved a convenient hostage or stumbling block. once acknowledged that the Invisible
Over time, as her powers and confidence grew, Woman is probably the most power-
that changed dramatically. By the time Susan ful member of her team.
Storm became a happily married Susan Richards Sue has access to all of
and mother to young son Franklin, she was a the Fantastic Four’s facili-
vital member of the team. After an emotion- ties and equipment, as well
ally grueling experience under Psycho-Man’s as the significant goodwill
control, a newly confident Sue, now aware that and reputation bestowed on
the extent of her powers was much greater than her and her teammates by
previously thought, changed her codename New York City and the world.
from “Invisible Girl” to “Invisible Woman.”
Susan is the mother of two extraordinary
children, Franklin and Valeria. She is unique
among her peers for the additional distinc-
tion of juggling active motherhood along-
side her responsibilities as a costumed hero.

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.

HERO DATAFILES BR73


IRON FIST
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Indifferent Billionaire
Living Weapon of K’un-Lun or
Young Dragon +1 PP

Power Sets HEART OF SHOU-LAO


Enhanced Reflexes Enhanced Speed
Enhanced Stamina Enhanced Strength
SFX: Iron Fist. Double or step up Enhanced Strength for one action. If that action fails,
shutdown Enhanced Strength. Recover power by activating an opportunity or
P
during a Transition Scene.
4
SFX: Chi Focus. In a pool including a Heart of Shou-Lao die, replace two dice of equal
steps with one die of +1 step. 6
SFX: Chi Healing. Add Enhanced Stamina to your dice pool when helping others to
recover stress. Spend 1 PP to recover your own or another’s physical stress or 8
step back your own or another’s physical trauma by –1.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Heart 10
of Shou-Lao. Recover Heart of Shou-Lao when you recover that stress or wake
up. If you take mental trauma, shutdown Heart of Shou-Lao until you recover 12
that trauma.
M
4
6
Specialties Acrobatic Master Business Expert 8
Combat Master Covert Expert 10
Mystic Expert Psych Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
4
Milestones IMMORTAL WEAPON 6
1 XP when you use your Combat or Mystic Specialties to aid another hero.
3 XP when you first defeat an opponent in a Buddy situation using your Iron Fist SFX.
8
10 XP when you either nominate another hero as your replacement and give up your
title or defeat another hero to prove your status as the true Iron Fist.
10

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]

History Abilities & Resources


Years ago, Daniel Rand’s father found the legend- Trained to be the current Immortal Weapon for
ary city of K’un-Lun. Saving the life of the city’s ruler, the fabled city of K’un-Lun, Iron Fist is one of the
Wendell Rand stayed in K’un-Lun for a time before world’s greatest martial artists. He has mastery over
desiring to return to the United States. Years later, his body’s internal energies, or chi. Danny can chan-
Wendell took his son Daniel, his wife Heather, and nel this energy to heal, augment his physical and
his friend and business partner, Harold Meachum, mental abilities, and transform each hand “like unto
on a journey back to K’un-Lun. When Meachum be- a thing of iron,” making them capable of delivering
trayed them, Daniel’s parents died and he survived devastating blows. His abilities also extend his life
only due to the timely intervention of agents of and grant him exceptional resistance to disease and
K’un-Lun. Seeing the boy’s need for focus and desire toxins, though these can still affect him and weaken
for vengeance, the city’s ruler Yü-Ti directed the his chi. Danny is also a shrewd businessman, accom-
famed martial arts master Lei Kung the Thunderer plished acrobat, and trained investigator.
to train the boy. As the current Immortal Weapon of K’un-Lun,
Danny Rand trained in K’un Lun, eventually de- Iron Fist can draw upon the resources and secret
feating the dragon Shou-Lao and gaining the power knowledge of that fabled hidden city. Danny also
of the Iron Fist, the city’s protector and champion. runs his family’s multinational corporation, Rand
Returning to the United States, Iron Fist avenged International, though its fortunes rise and fall. Iron
his father and took over the family business, Rand Fist is a long-time partner and best friend of Luke
International. He also met hero-for-hire Luke Cage, Cage and has many connections in the super hero
AKA Power Man. The two became unlikely friends community. Chief among these allies are Daredevil
and partners, working together as freelance super and the Daughters of the Dragon, Colleen Wing and
heroes for years. Eventually the two dissolved their Misty Knight. Misty and Danny have a long
business partnership but not their friendship. romantic history, though the two are
Danny then wandered the world, seeking en- currently not together.
lightenment and resolving various issues
with his troubled past.
Recently, Iron Fist has returned to
the United States once more. When
the identity of Daredevil, Danny’s
long-time friend and fellow hero,
leaked to the public, Iron Fist
stepped into the vigilante’s
identity for a time to help
out.

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.

HERO DATAFILES BR75


IRON MAN
Affiliations PP
Solo Buddy Team

Distinctions Billionaire Playboy

STRESS / TRAUMA
Cutting Edge Tech or
Hardheaded Futurist +1 PP

Power Sets POWERED ARMOR


Cybernetic Senses Enhanced Reflexes
Superhuman Durability Superhuman Strength
SFX: Boost. Shutdown highest-rated Weapons Platform or Powered Armor power to
step up another Powered Armor power by +1. Recover power by activating an
opportunity or during a Transition Scene.
Limit: Power Surge. Shutdown highest-rated power to gain 1 PP. Take an action vs. the
doom pool to recover.
P
WEAPONS PLATFORM
4
Missiles Repulsors
6
Supersonic Flight 8
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 to
your pool and keep +1 effect die.
SFX: EMP. Target multiple tech-based opponents. Add a d6 or step up the lowest die
10
in the doom pool by +1 for each target and add them to a dice pool including
Repulsors. Return added dice to doom pool and shutdown Weapons Platform.
12
Recover power by activating an opportunity or during a Transition Scene.
SFX: Unibeam. Step up or double Repulsors on your next roll, or spend 1 PP to do M
both, then shutdown Repulsors. Recover power by activating an opportunity or
during a Transition Scene. 4
Limit: Charged System. Shutdown highest-rated power and gain 1 PP. Recover power 6
by activating an opportunity or during a Transition Scene.
8

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]

History Abilities & Resources


Much like his father before him, Tony Stark was A brilliant futurist and engineer, Tony Stark has
born into privilege and wealth that shaped him few intellectual peers, even in a world with minds
into both a jaded, cynical playboy and a successful like Reed Richards and Henry Pym.
industrialist. His worldview changed when he was As Iron Man he wears a sophisticated suit of
grievously wounded and taken captive while touring powered armor that he constantly upgrades and
a war-torn area where Stark Industry weapons were redesigns to keep at the cutting edge. The full capa-
being tested. From parts his captors wanted made bilities change over time, but the suit always boasts
into weapons, Tony cobbled together the first Iron a combination of force-field reinforced armor, so-
Man suit and used it to escape. His eyes now opened phisticated sensor suites, flight systems, strength-
by his first-hand knowledge of the bloody and vio- augmentation, and an array of energy-based weap-
lent legacy behind his family’s wealth, as well as by ons such as repulsor blasts fired from its palms and
witnessing the death of the man who helped him a broad EM-spectrum unibeam unleashed from the
build the suit, Stark had a change of soul. He turned suit’s chestplate. Custom modifications to specific
the same focus he had previously used to build his models include space-worthy suits, stealth suits
family’s business toward helping humanity directly with advanced EM cloaking abilities, and a large
with the same technology. model focused on strength and durability designed
As Iron Man, Stark was a founding member of the to go toe-to-toe with the Hulk.
Avengers. He has helped support the team either The Stark fortune is legendary, and Tony’s pe-
personally or financially during its many incarna- riods of insolvency brief. Whatever their current
tions. Though his personal problems have occasion- form, his businesses always give him access to bril-
ally forced him from the team, as well as cost him liant minds other than his own and usually substan-
multiple businesses and multiple fortunes, he has tial manufacturing capabilities on a global scale.
always rebuilt and eventually returned to his allies He also has a loyal circle of friends who have
in the good fight. braved terrible challenges for him—
James Rhodes, his former pilot and
Personality sometimes bodyguard who wears
Tony Stark is a dichotomy. On the one hand, the War Machine armor; Virginia
he is a caring humanitarian, a brave and phil- “Pepper” Potts, his former assis-
anthropic soul who works tirelessly for tant and lasting close
a better world; on the other, he is a friend; and Harold
womanizer and recovering alcoholic “Happy” Hogan, his
who tries to bury his insecurities and former chauffeur,
fears in an endless parade of meaningless sometimes bodyguard,
relationships or at the bottom of a bottle. and constant confidante.
Stark’s towering intellect carries with it
a degree of arrogance, and Stark some-
times has trouble grasping why people
don’t simply see the world as he does. This makes
him self-assured in his conclusions, but also hard-
headed and more than a bit self-righteous.

HERO DATAFILES BR77


LUKE CAGE
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Come Get Some!
Hero for Hire or
Street Smart +1 PP

Power Sets UNBREAKABLE


Superhuman Durability Superhuman Strength
Superhuman Stamina P
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 and 4
keep +1 effect die.
SFX: Second Wind. Before you make an action including an Unbreakable power, you 6
may move your physical stress die to the doom pool and step up the Unbreakable
power by +1 for this action. 8
SFX: Versatile. Replace any Unbreakable power with 2d8 or 3d6 on your next roll.
Limit: Difficult Recovery. Add Superhuman Durability die to the opposing roll when 10
others try to recover your physical stress.
12
M
4
Specialties 6
Business Expert Combat Expert
8
Covert Expert Crime Expert
10
Menace Master
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
4
Milestones ON THE JOB 6
1 XP when you start a Scene working for another hero as an employee.
3XP when you engage with a foe and your employer becomes stressed out.
8
10 XP when you either quit working for your employer to join a team as an equal or
decline to work with a team in favor of staying in the pay of your employer.
10

SETTLE THE SCORE 12


1 XP when you declare a villain as an old foe.
3 XP when you inflict trauma on your chosen foe.
XP
10 XP when you forgive your chosen foe, or they beg for your forgiveness and you let
them go.

BR78 BREAKOUT
Carl Lucas/Luke Cage [public]

History Abilities & Resources


Framed and imprisoned for a crime he didn’t Luke Cage is superhumanly strong, and his body
commit, ex-gang member Carl Lucas hoped for a tissues have the density and strength of steel,
chance at escape or parole. When Lucas volunteered making him highly resistant to injury. He also recov-
for an experiment in cell regeneration and disease ers from injury more quickly and completely than a
control, a vengeful racist prison guard sabotaged the normal human. Cage is a trained combatant, using
experiment. Instead of death or injury, the experi- a mix of street brawling and martial arts training
ment transformed Lucas, giving him superhuman learned from his friend Iron Fist and others. Cage
strength and resistance to injury. Using his new- is also an experienced business-
found powers to escape, he changed his name to man, able to turn his super-
Luke Cage and became the “hero for hire” known human abilities into profit
as Power Man. Later, he found a lifelong friend and more readily than most
long-term business partner in fellow hero Iron Fist. heroes, though his kind
Eventually, Luke cleared his name but chose to heart often leads him to
put his old life as Carl Lucas behind him and remain take cases for little or no
Luke Cage. For years, he and Iron Fist worked as part- money.
ners, often doing heroic jobs for mundane pay. Luke Luke has nu-
also joined super hero groups such as the Defenders merous allies
and the Fantastic Four, though usually preferring to he can call on
assist such teams as needed instead of staying a for aid. Chief
long-term member. among them
Over the years, Luke has become a respected are his girl-
member of the super hero community. He’s expect- friend, Jessica
ing a child with his girlfriend, former super hero Jones, and his
Jessica Jones. He now stands shoulder to shoulder best friend and
with the Earth’s mightiest heroes without missing a partner, Danny Rand,
beat. He rarely goes by Power Man anymore, prefer- AKA Iron Fist. Luke
ring to face foes as the man he was forced to become has also worked with
and chose to remain, Luke Cage. He’s been working the Fantastic Four, the
as a bodyguard for Matt Murdock since the story Defenders, the Daughters
broke about the lawyer being the hero Daredevil. of the Dragon, and Spider-
Man on numerous occa-
Personality sions. Outside the super
Luke is an honest, often blunt, strong-willed man. hero community, Luke is
He has the instincts of a street hustler and the heart considered a great hero
of a hero. He is extremely devoted to his friends and and role model among
family, but also cares for his community. He loves many of the poorer
“sticking it to The Man” and will go out of his way to sections of New York
fight, embarrass, or confront those who think their and other major cities,
power and privilege lets them cheat or abuse others. as well as within the
After all, this is the guy who once flew all the way to African-American
Latveria to confront Dr. Doom about an unpaid bill. community.

HERO DATAFILES BR79


MISTER FANTASTIC
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Absent-Minded Professor
Boundless Curiosity or
Family Man +1 PP

Power Sets HYPERELASTICITY


Enhanced Reflexes Enhanced Speed
Stretching Superhuman Durability
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 to
your pool and keep +1 effect die.
SFX: Grapple. Add d6 and step up effect die +1 when inflicting a complication on a P
target.
SFX: Rebound. Step up or double Stretching die against a single target. Remove
4
highest-rolling die and add an additional die to your total. 6
SFX: Versatile. Replace Stretching die with 2d8 or 3d6 on your next roll.
Limit: Exhausted. Shutdown any Hyperelasticity power and gain 1 PP. Recover power 8
by activating an opportunity or during a Transition Scene.
10
12

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.

HERO DATAFILES BR81


MS. MARVEL
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Homeland Security Hero
Struggling Identity or
Take-Charge Attitude +1 PP

Power Sets KREE GENETICS

Energy Blast Superhuman Durability


Subsonic Flight Superhuman Stamina
Superhuman Strength
SFX: Energy Absorption. On a successful reaction against an energy-based attack
P
action, convert your opponent’s effect die into a Kree Genetics stunt or step up
a Kree Genetics power by +1 for your next action. Spend 1 PP to use this stunt
if opponent’s action succeeded.
4
SFX: Multipower. Use two or more Kree Genetics powers in your dice pool, at –1 step 6
for each additional power.
SFX: Second Wind. Before you make an action including a Kree Genetics power, you may 8
move your physical stress die to the doom pool and step up the Kree Genetics
power by +1 for this action. 10
Limit: Overload. Shutdown a Kree Genetics power and gain 1 PP. Recover power by
activating an opportunity or during a Transition Scene. 12
M
4
Specialties Combat Expert Cosmic Expert 6
Covert Expert Psych Expert 8
Vehicles Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
Milestones BINARY ACTIVATION
1 XP when you first use your Energy Absorption SFX in a Scene.
4
3 XP when you use your Energy Absorption SFX to aid another hero followed by acti- 6
vating your Limit.
10 XP when you choose to either defeat an opponent using a d12 asset created by 8
Energy Absorption SFX and Multipower SFX, or defeat an opponent with all Kree
Genetics powers shutdown. 10
IDENTITY CRISIS 12
1 XP when you first take mental or emotional stress.
3 XP when you either ask to join a new team or turn down an offer to join one.
10 XP when you either abandon your heroic identity to return to civilian life or when
XP
you leave your current occupation to be a full-time hero.

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.

HERO DATAFILES BR83


SENTRY
Affiliations PP
Solo Buddy Team

Distinctions Forgotten History

STRESS / TRAUMA
Golden Guardian of Good or
Phobic +1 PP

Power Sets POWER OF A MILLION EXPLODING SUNS


Light Mastery Superhuman Durability
Superhuman Senses Superhuman Speed
Superhuman Strength Supersonic Flight
SFX: Multipower. Use two or more Power of a Million Exploding Suns powers in your
dice pool, at –1 step for each additional power.
SFX: Unleashed. Step up or double any Power of a Million Exploding Suns power for P
one action. If that action fails, add a die to the doom pool equal to the power die
you unleashed. 4
Limit: Growing Dread. Count 1s and 2s on dice as opportunities when using a Power of 6
a Million Exploding Suns power.
Limit: Evil Rises. When the doom pool includes at least 2d12 or when Sentry takes 8
emotional or mental trauma, activate The Void.
10
THE VOID
The Void is Bob’s monstrous alter ego. It uses the doom pool for all actions and op- 12
poses the heroes and other characters, preying on their darkest fears and shapeshifting
rapidly into dark and terrible forms. While manifested, the Void’s dice may be targeted M
like a mob’s dice; the Void does not take stress, but successful actions against it may
reduce the doom pool. The Void may use any of Bob’s SFX but does not use any of his 4
Affiliation, Distinction, or Specialty traits. The Void continues to grow in power if the
doom pool also grows. If the doom pool is reduced to two dice, the Void dissipates, but 6
is not truly destroyed.
8
10
Specialties Combat Expert Cosmic Expert
12
Psych Expert Tech Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] E
4
Milestones HOW THE MIGHTY HAVE FALLEN 6
1 XP when you first use your powers again.
3 XP when you refrain from using your powers when another hero asks for your help.
8
10 XP when you either leave the battlefield to avoid activating the Void or accept an 10
offer to join a team after activating the Void.
12
WHEN YOU GAZE INTO THE VOID…
1 XP when you first fail an action using your Unleashed SFX.
3 XP when your Growing Dread Limit first adds a d10 or larger to the doom pool. XP
10 XP when you either first activate the Void and aid in defeating it or you activate the
Void and sacrifice yourself to prevent it from harming others.

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.

HERO DATAFILES BR85


SHADOWCAT
Affiliations PP
Solo Buddy Team

Distinctions Girl Next Door

STRESS / TRAUMA
Spirited or
Whizkid +1 PP

Power Sets PHASING


Airwalking Intangibility
SFX: Disruption. When including Intangibility as part of an attack action against tech-
related targets, add d6 and step up effect die +1.
SFX: Reactive Power. Spend 1 PP to add a Phasing power to another character’s dice
pool before rolling. If that character takes physical stress, take d6 mental stress.
SFX: Versatile. Replace Intangibility die with 2d8 or 3d6 on your next roll.
Limit: Phantom. Earn 1 PP and change Intangibility into a complication when you take
physical trauma. Recover that trauma to recover power. P
Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech.
4
LOCKHEED THE DRAGON 6
Fire Blast Flight 8
SFX: Hot Hot Hot! Step up or double Fire Blast for one action, then step back to 2d6.
Recover power by activating an opportunity or during a Transition Scene.
10
SFX: To the Rescue. If Kitty is stressed out, spend 1 PP to have Lockheed remove her
from the Scene.
12
Limit: Unexplainable Absence. Earn 1 PP if you have Lockheed the Dragon shutdown
for the remainder of the Scene. M
4
Specialties Acrobatics Expert Combat Expert 6

Cosmic Expert Covert Expert 8

Science Expert Tech Expert 10

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]

History Abilities & Resources


A genius and computer prodigy whose mutant Shadowcat can render her body intangible, phas-
abilities manifested when she was thirteen years ing out of synch with physical matter around her.
old, Katherine “Kitty” Pryde joined the X-Men de- This lets her walk through walls and even slowly
spite interference from Emma Frost and the Hellfire walk on air itself. She can extend this effect to those
Club. The youngest member admitted to the team, she touches, rendering them intangible while she
she has grown up in a world of costumed heroes, remains in contact with them. When passing through
fantastic battles, and travels to alien locales. During objects with active electrical fields, her phasing in-
those trying years she has matured greatly, adapting terferes destructively, shorting out electrical devices
to the many extreme and exotic experiences with with often pyrotechnic side-effects. While phased,
great aplomb. she is immune to most violence directed at her, with
She helped S.H.I.E.L.D. and worked with the the exception of some disruptive energy emissions.
New Mutants while proving to Professor Xavier she On occasions where her abilities have been pushed
should retain her place in the X-Men proper. During beyond her normal limits, or when her normal con-
a period of time when she thought the X-Men were trol has been interfered with (by magic or other
dead, Kitty joined another group of heroes, Excalibur. phasing powers), she has remained trapped in an
At Emma Frost’s request, Kitty returned to the intangible state for a period of time.
Xavier school as a teacher and potential safeguard Even without her powers, Kitty is an impressive
against Frost returning to her villainous old ways. individual. A genius-level intellect, she has excep-
Early in her new tenure, she discovered her on- tional aptitude in computer science, mechanics,
again, off-again boyfriend Colossus alive again, and electronics. Her combat training is
after believing him to be dead for the previous extensive, including a considerable
two years. They are exploring a return to their background in Japanese martial
previous relationship. arts, thanks to previous pos-
session by the ghost
Personality of the ninja master
Kitty is strong-willed to the Ogun. She speaks
point of occasionally being several languages, has
headstrong. Her natural self- professional-level
confidence has grown through dance training,
surviving multiple near-death ex- and shares an
periences, enduring possession by empathic con-
ninja ghosts, resisting attempted nection with
demonic corruption from an in- her “pet,” the miniature
herited soulsword, and facing alien dragon Lockheed.
the loss of friends and loved
ones. She is precocious,
witty, and charming,
though her exuberant
and snarky sense of
humor can grate
occasionally on
her teammates.
Kitty is also
extremely loyal
to those people
she considers her
friends, regardless
of circumstances or
practical demands.

HERO DATAFILES BR87


SPIDER-MAN
Affiliations PP
Solo Buddy Team

Distinctions Friendly Neighborhood Hero?


Wisecracker or

STRESS / TRAUMA
With Great Power Comes Great Responsibility +1 PP

Power Sets SPIDER-POWERS


Enhanced Senses Enhanced Stamina
Superhuman Reflexes Superhuman Strength
Wall-Crawling
SFX: Spider-Sense. Spend 1 PP to add Enhanced Senses (or step up by +1 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 your physical stress die to the doom pool and step up the Spider-
Powers power by +1 for this action. P
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
4
or Enhanced Senses is shutdown.
6
Limit: Exhausted. Shutdown any Spider-Powers power to gain 1 PP. Recover power by
activating an opportunity or during a Transition Scene. 8
WEB-SLINGING 10
Enhanced Durability Swingline 12
Weapon
SFX: Grapple. Add d6 and step up effect die by +1 when inflicting a web-related com- M
plication on a target.
SFX: Web Constructs. When creating web-related assets, add d6 and step up effect die
4
by +1. 6
Limit: Exhausted. Shutdown Web-Slinging to gain 1 PP. Recover power by activating an
opportunity or during a Transition Scene. 8
10
Specialties Acrobatic Master Combat Expert
12
Covert Expert Psych Expert
E
Science Expert Tech Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
4
6
Milestones TEAM PLAYER
8
1 XP when you give support to another hero not already on your team.
3 XP when you confront a team member about your place on the team. 10
10 XP when you either walk away from your team or join it at a cost to your family.
12
DEADLY FOES OF SPIDER-MAN
1 XP when you declare a villain as an old foe.
3 XP when you take trauma from your chosen foe. XP
10 XP when you forgive your chosen foe, or they beg for your forgiveness and you let
them go.

BR88 BREAKOUT
Peter Parker [secret]

History Abilities & Resources


Raised by his Uncle Ben and Aunt May, science Spider-Man possesses superhuman strength,
prodigy Peter Parker grew up shy and bookish. He agility, and reflexes, as well as a sixth sense attuned
had trouble making friends and was something of to danger. An attraction field based around his palms
a social outsider in his school. When he was fifteen and the soles of his feet enables him to cling to most
years old, Peter went on a school field trip, during surfaces and even climb them.
which an irradiated spider bit him. The radioactive Despite having extraordinary powers, Peter
venom somehow caused a series of mutations that frequently has to rely on his exceptional scientific
gave the boy superhuman abilities. acumen. Among other applications, Parker has used
Attempting to earn money to help his finan- his innate genius to fashion a pair of “web-shooters”
cially struggling family, Parker donned a costume that spray a short-duration chemical adhesive of his
and tried his hand as a small-time television celeb- own devising. He has learned to use this so-called
rity. Thinking himself too important because of his “webbing” to form swing lines or nets, and even to
newfound fame, Peter ignored the chance to stop spin together solid structures, such as small barriers
a thief escaping the studio one day, only to return or parachutes.
home later to find that a burglar had murdered Uncle Spider-Man notably lacks the wealth of mate-
Ben. Hunting the burglar down, Parker discovered rial resources many other heroes have, though he
the killer was the man he had chosen to ignore does have the respect of a number of those he’s
earlier. Consumed by guilt, and having his future worked alongside. Parker has a small circle of con-
celebrity career curtailed by a set of critical edito- tacts through the Daily Bugle (such as reporter Phil
rials published by J. Jonah Jameson’s Daily Bugle, Urich), as well as the emotional sup-
Peter began a checkered career as the costumed port of his wife Mary Jane and
vigilante Spider-Man. He eventually put Jameson’s his Aunt May. Other than his
animosity to good use by making a living as a news powers and intellect, though,
photographer selling to the Bugle and specializing Parker normally has little else
in photos of his alter ego. to rely on besides pure gump-
Peter eventually graduated college and devel- tion and blind luck.
oped a strong relationship with
girlfriend Mary Jane Watson,
a romance that evolved into
a happy, if problematic, mar-
riage. Leaving his work with
Jameson behind him, Parker
used his science credentials to
become a teacher, while con-
tinuing to fight the good fight
as Spider-Man, no matter the
personal cost.

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.

HERO DATAFILES BR89


SPIDER-WOMAN
Affiliations PP
Solo Buddy Team

Distinctions Alluring

STRESS / TRAUMA
Private Investigator or
S.H.I.E.L.D. Super-Agent +1 PP

Power Sets BIO-ELECTRIC METABOLISM


Flight Superhuman Stamina
Venom Blast
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from toxins,
radiation, or disease.
SFX: Pheromones. Add d6 and step up effect die by +1 when using any powers to inflict
mental stress. P
Limit: Uncontrollable. Change any Bio-Electric Metabolism power into a complication
and gain 1 PP. Activate an opportunity or remove the complication to recover the 4
power.
6
SPIDER-POWERS 8
Enhanced Senses Superhuman Reflexes
10
Superhuman Strength Wall-Crawling
SFX: Second Chance. Spend 1 PP to reroll when using any Spider-Powers power. 12
Limit: Exhausted. Shutdown any Spider-Powers power to gain 1 PP. Recover power by
activating an opportunity or during a Transition Scene. M
4
6
Specialties Acrobatic Expert Combat Expert 8
Covert Master Menace Expert
10
Mystic Expert Psych Expert
12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
4
Milestones BETRAYAL OF TRUST
1 XP when you convince another hero to buddy up with you. 6
3 XP when you abandon that buddy in the middle of a fight.
10 XP when you either choose to betray your buddy to keep S.H.I.E.L.D status or give
8
up your S.H.I.E.L.D. status in order to rescue your buddy.
10
BLAST FROM THE PAST 12
1 XP when you declare a hero or villain to be an old foe or flame.
3 XP when you either deal emotional stress to your old flame or deal physical stress
to your old foe. XP
10 XP when you either give up something important to be with your old flame or forgive
your old foe.

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.

HERO DATAFILES BR91


STORM
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Claustrophobic
Mercurial or
Strong-Willed Leader +1 PP

Power Sets GODDESS OF THE STORM


Electrical Blast Enhanced Reflexes
Enhanced Senses Enhanced Stamina
Psychic Resistance Subsonic Flight
Weather Supremacy P
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 to
your pool and keep +1 effect die. 4
SFX: Emotional Link. Add a die to the doom pool equal to your current emotional stress
to add that emotional stress die to a pool including a Goddess of the Storm 6
power.
8
SFX: Immunity. Spend 1 PP to ignore stress or trauma from extremes of temperature
or electricity.
10
SFX: Multipower. Use two or more Goddess of the Storm powers in your dice pool, at
–1 step for each additional power. 12
Limit: Emotional Tempest. Change any Goddess of the Storm power into a complica-
tion and recover emotional stress equal to that power’s die size. Activate an
opportunity or remove the complication to recover the power.
M
Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech. 4
6
8
Specialties Combat Expert Cosmic Expert
10
Covert Expert Crime Expert
12
Mystic Expert Psych Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
4
6
Milestones MY PLACE IN THE WORLD
1 XP when you aid a hero for the first time. 8
3 XP when you either ask to join a new team or turn down an offer to join one.
10 XP when you either accept leadership of a team or leave your current team.
10

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]

History Abilities & Resources


Descended from a line of African priestesses but Storm has the mutant ability to control the
born in New York City, Ororo Munroe moved with weather. She can create storms, call down light-
her parents to Cairo when she was just an infant. ning, and even fly by summoning strong winds to
After a building collapse killed her parents and left carry her. Heightened emotional states can cause
her trapped in the rubble for days, the young girl her powers to run rampant, meaning she must be
found herself alone on the streets at the age of five. careful to control her feelings. Storm also has latent
Surviving as a thief and pickpocket for many years, mystical potential, inherited through her mother and
she left the city and traveled into the African wilder- going back generations.
ness at the age of twelve. Storm is an experienced adventurer, gymnast,
On her journey she met, saved, and romanced and thief. She speaks multiple African dialects and
the young Wakandan Prince, T’Challa. Harsh ele- is surprisingly skilled in hand-to-hand combat, par-
ments and harsher people nearly meant her death ticularly knife-fighting.
on several occasions. During this time her mutant Storm is a veteran member of the X-Men and can
abilities surfaced, and young Ororo discovered she call on the team for aid, particularly her close friends
could control the weather. She eventually reached Shadowcat, Wolverine, Nightcrawler, and Colossus.
her ancestral home in Kenya, where her mother’s She was romantically involved with the mutant
tribe took her in and, due to her powers, worshipped super-inventor Forge and once led the subterra-
her as a living goddess. nean mutants known as the Morlocks—she can still
Years later, Professor Xavier recruited Ororo for count both as allies, despite some tensions. Storm’s
a new team of X-Men. Given the codename “Storm,” Wakandan prince, T’Challa, grew up to become the
the young mutant at first was distant and struggled Black Panther, hero and king of Wakanda. The two
to fit in. However, over the years, Storm became a still hold a special place in each other’s hearts,
valued member of the X-Men and eventually leader though only time will tell what will come of their
of multiple incarnations of the team. Shaped by longstanding attraction.
tragedies such as temporarily losing her powers
and encountering terrible foes such as the Brood
and the Shadow King, Storm has emerged
triumphant, a regal leader of Earth’s most
prominent band of mutant heroes.

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.

HERO DATAFILES BR93


THING
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions It’s Clobberin’ Time!
I’m a Monster! or
Wotta Revoltin’ Development +1 PP

Power Sets ROCKY ORANGE HIDE

Godlike Durability Godlike Strength


Enhanced Stamina P
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 to
your pool and keep +1 effect die. 4
SFX: Collateral Damage. Instead of spending 1 PP, add d6 to the doom pool to create
a Rocky Orange Hide stunt. 6
SFX: Haymaker. Double Godlike Strength for an action, then add second-highest
rolling die from that action to the doom pool.
8
SFX: Invulnerable. Spend 1 PP to ignore physical stress or trauma unless caused by
mystical attacks.
10
Limit: Moody. Earn 1 PP and step up emotional stress caused by doubt, guilt, or self- 12
worth by +1.

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]

History Abilities & Resources


A street tough turned ace pilot, Ben served as The Thing’s orange rocky skin is incredibly du-
pilot on the famous space flight that bombarded its rable. He is capable of withstanding amazing pun-
crew with cosmic rays and created the super-team ishment, such as being knocked through several
known as the Fantastic Four. The most physically al- buildings by a devastating blow, only to emerge
tered by the accident, Ben became a being of orange slightly woozy and very annoyed. He’s one of the
rocky skin and amazing might. Calling himself “the stronger heroes in the Marvel Universe, capable of
Thing,” Ben became one of the world’s most recog- lifting great weights and slugging it out with giant
nizable super heroes. monsters and other menaces.
Ben has been “cured” of his inhuman appear- The Thing is an experienced brawler and pilot. He
ance before, but he always reverts back to it out of can fly nearly anything and is at home in the middle
necessity or some twist of fate. He’s traveled the of a scrap. No scientist, he has nevertheless become
cosmos, worked with numerous heroes, and even familiar with many alien races and strange phenom-
found love a few times. He’s left the Fantastic Four ena from his adventures with the Fantastic Four.
periodically, only to return to the team he sees as his The Fantastic Four aren’t just the Thing’s
true family. The Thing’s brawls with various villains friends—they’re his family. The Thing has teamed
and powerful menaces are legendary. He’s gone toe- up with nearly every hero on Earth—and beyond—at
to-toe with everyone from the Hulk to the Champion some time or another. He’s worked closely with the
of the Universe. In the latter matchup, the Thing’s likes of Spider-Man, Ms. Marvel, Captain America, and
dogged determination and refusal to quit saved the also with little-known heroes such as the Aquarian
whole planet from destruction. The hero’s battle cry and Skull the Slayer. His good reputation means he
of “It’s Clobberin’ Time!” is welcomed by allies and can even call upon resources from organizations like
feared by enemies. No one ever forgets Ben Grimm, S.H.I.E.L.D. occasionally. He has a longstanding and
the ever-lovin’ blue-eyed Thing. sometimes troubled romance with blind sculptor
Alicia Masters, whom he loves dearly. The Thing is
Personality surprisingly wealthy, having gained a share of
Underneath the Thing’s rocky orange hide and the Fantastic Four’s patents over
gruff attitude is a hero’s heart and adventurer’s the years, but he’s done little
spirit. He’s loyal and brave, and refuses to quit with this wealth.
even in the face of impossible odds. Despite
his inherent goodness, the Thing’s own
disgust at his inhuman appearance is
his key weakness. On some level he
cannot bring himself to believe he
isn’t the monster he appears to be.
This makes him try even harder to
be a good and decent person, but it
often makes him angry and deeply
wounded by any rejection, real or
imagined.

HERO DATAFILES BR95


WOLVERINE
Affiliations PP
Solo Buddy Team

Distinctions I’m the Best There Is at What I Do


Masterless Samurai or

STRESS / TRAUMA
Mysterious Past +1 PP

Power Sets FERAL MUTANT


Enhanced Reflexes Enhanced Strength
Godlike Stamina Superhuman Senses
SFX: Berserk. Borrow a die from the doom pool for an attack action. Step up the doom
die by +1 and return to the doom pool.
SFX: Focus. In a pool including a Feral Mutant die, replace two dice of equal steps
with one die of +1 step.
SFX: Healing Factor. Spend 1 PP to recover your physical stress and step back your
physical trauma by –1.
Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech.
P
4
WEAPON X PROGRAM
6
Adamantium Claws Psychic Resistance
SFX: Adamantium Skeleton. On a successful reaction against an edged or blunt attack 8
action, either convert opponent’s effect die into a Weapon X Program stunt or
step back effect die by –1 and inflict as physical stress. Spend 1 PP to use this 10
stunt if opponent’s action succeeded.
SFX: Fearsome. Add d6 and step up effect die by +1 when using Weapon X Program 12
powers to inflict emotional stress.
SFX: Immunity. Spend 1 PP to ignore telepathy or mind control. M
Limit: Heavy Metal. On a magnetic attack or while swimming, change any Weapon X
Program power into a complication and gain 1 PP. Activate an opportunity or 4
remove the complication to recover the power.
Limit: Toxic Metal. If Godlike Stamina is shutdown, take d10 physical stress at the begin-
6
ning and end of every Action Scene.
8
Specialties Combat Master Covert Master 10

Crime Expert Menace Master 12


Vehicle Expert E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
4
Milestones …AND WHAT I DO ISN’T VERY NICE 6
1 XP when you first choose to inflict physical stress in a Scene.
8
3 XP when another hero rebukes you for your violence or you threaten another
hero with violence. 10
10 XP when you kill someone in front of innocents or recover from your berserker rage
in front of innocents without having inflicted trauma on anyone. 12
OLD FRIENDS, OLD ENEMIES
1 XP when you declare someone an old ally or foe. XP
3 XP when you aid your old ally in a buddy situation or deal trauma to your old foe.
10 XP when you declare your old ally is now an enemy or vice versa.

BR96 BREAKOUT
Logan [public]

History Abilities & Resources


James Howlett was born sickly to wealthy parents Wolverine possesses uncanny stamina and
in late 19th Century Canada. Abuse, betrayal, lost recuperative abilities. This healing factor allows
love, murder, and the manifestation of his mutant him to recover from terrible wounds, rendering
abilities led young James to flee his ruined home him functionally immune to poisons and diseases,
with his first love, a girl named Rose. Eventually he and greatly retarding his aging. His skeleton and
lost Rose as well and fled into the wilderness to live natural bone claws are bonded with Adamantium;
with a pack of wolves. this makes them unbreakable and the claws hyper-
Leaving the forest after a time, James spent de- sharp, capable of cutting through nearly anything.
cades having a series of strange and half-remem- Wolverine also has enhanced physical abilities and
bered adventures. Under the name Logan, he fought heightened senses.
in World War II, met Captain America, and worked In addition to his powers, Wolverine has sev-
for various intelligence services. Later he came to eral lifetimes of training and experience. He speaks
the attention of the Weapon X program, which was multiple languages and is a trained spy, soldier, and
attempting to make the perfect assassin and kill- assassin. He has mastered various forms of combat,
ing machine. The program bonded Adamantium particularly unarmed ones and those using bladed
to Logan’s skeleton and bone claws, making them weapons. He is an expert woodsman and tracker—
unbreakable. The process also broke Logan’s mind, skills augmented by his mutant senses.
causing his memories to fragment and reverting him Though he can’t remember all of it, Wolverine
to an animal state. He wandered the Canadian wil- has been there and done that. There are few su-
derness until Heather and James MacDonald Hudson perhumans in the Marvel Universe he hasn’t fought
found him. The couple helped restore his sanity and with or against—often both. In particular, he has
recruited him for Canada’s Department H. worked closely with Spider-Man, Nick Fury, Captain
As Department H’s operative, Logan took the America, and Spider-Woman. He is surprisingly close
name Wolverine. He fought the Hulk, worked to fellow X-Men member Shadowcat and spent years
with Alpha Flight, and went on various missions in love with teammate Jean Grey and in rivalry with
until Charles Xavier recruited him for the X-Men. her longtime beau, Cyclops. He has numerous
Wolverine stayed with the X-Men for years, leav- contacts in the intelligence
ing periodically in attempts to find peace or put community and extensive
together the fractured memories of his past. He is criminal contacts centered
currently with the X-Men, but becoming a bit restless around the Southeast
working only with one team. Asian island of Madripoor.

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.

HERO DATAFILES BR97


BETA RAY BILL
Affiliations Solo Buddy Team PP
Distinctions Korbonite Champion
Last of His Kind or
Thor’s Hammer-Brother +1 PP

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]

History Abilities & Resources


After their home was destroyed and their race Beta Ray Bill was altered by Korbonite scientists
nearly so, the Korbonites selected one of their own to be the ultimate warrior. The process enhanced
to protect them and lead them to a new planet. They his reaction times and gave him physical might to
transformed their champion, Beta Ray Bill, into a rival Thor. After being selected to wield the mystic
super-powered cyborg with a horse-like face. hammer Mjolnir and later Stormbreaker, Bill was
Encountering Thor when his ship passed through further enhanced, giving him the fortitude and
Earth’s solar system, Bill fought and defeated the resistance of a true Asgardian. In addition to his
thunder god by separating him from his hammer and superhuman physique, Bill is a skilled warrior and
causing him to revert back to his then alter ego, Dr. intergalactic explorer.
Donald Blake. Striking Blake’s cane on the ground, Stormbreaker, Bill’s hammer, is an enchanted
Bill was transformed into an alien version of Thor. weapon similar to Thor’s own Mjolnir. Using the
Odin then summoned Bill and Thor to Asgard, forc- hammer, Bill can fly, summon storms, deflect attacks,
ing them to fight to the death for the right to wield fire blasts of mystic energy, and open dimensional
Thor’s hammer, the mighty Mjolnir. Bill again defeat- rifts. With Stormbreaker and his other abilities, Bill
ed Thor, but refused to kill him. Impressed with Bill’s is a match for a Herald of Galactus.
ability and heroism, Odin gifted him with Asgardian Beta Ray Bill has many allies, though currently
might as well as his own hammer, Stormbreaker. most of them are believed to be lost. He was very
For years afterward, Bill frequently adventured close to the Asgardians, particularly Thor
with Thor and other Asgardians, including his some- and Sif. His own people, the Korbonites,
time lover Sif. He faced numerous galactic threats considered Bill their greatest champion
before finding a new home for his race. Though Thor, and some even worshipped him as a
Sif, and the rest of the Asgardians perished during god or patron saint. At this time, Bill’s
Ragnarok, Bill survived the twilight of the gods only closest friend is Skuttlebutt, his sentient
to see Galactus devour his race’s new homeworld spacecraft.
and all of his fellow Korbonites. Gravely wounded
during this affair, Bill was saved by bonding his spirit
to homeless war veteran Simon Walters.

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.

HERO DATAFILES AN179


BLASTAAR
Affiliations Solo Buddy Team PP

STRESS / TRAUMA
Distinctions Living Bomb-Burst
Massive Muscular Bulk or
Ruler of Baluur +1 PP

Power Sets BALUURIAN TYRANT


Energy Blast Enhanced Reflexes
Enhanced Speed Godlike Durability
P
Space Flight Superhuman Stamina
4
Superhuman Strength
6
SFX: Blown Apart. Step back one or more dice in your attack action pool to add a d6
for each die stepped back. Step up physical stress inflicted. 8
SFX: Dual Blasts. Replace Energy Blast die with 2d10 or 3d8 on your next roll.
SFX: Imperial Resources. Step up any Tech resource you create during an Action Scene. 10
SFX: Suspended Animation. Spend 1 PP to enter a state of suspended animation. As
far as anyone can tell, you appear to be dead. Recover during a Transition Scene. 12
Limit: Charging Blasts. Shutdown Energy Blast to gain 1 PP. Activate an opportunity or
participate in a Transition Scene to recover Energy Blast. M
4
6

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.

WOULD-BE EMPEROR OF THE NEGATIVE ZONE 12


1 XP when you discuss your empire.
3 XP when you use Cosmic Expert or Menace Master to create an asset for use in
galactic diplomacy. XP
10 XP when you either ascend to supreme Emperor of the Negative Zone, or bow to
another, biding your time until you can overthrow them.

AN180 ANNIHILATION
Blastaar

History Abilities & Resources


Blastaar is the ruthless king of Baluur, a planet in With his superhuman levels of strength and
the anti-matter universe called the Negative Zone. endurance, Blastaar is ranked among the most in-
In a race of large humanoids with grey-blue skin, vulnerable beings in any universe. Attacks with
Blastaar is considered an exceptionally strong and conventional weapons such as ballistic missiles do
large example of a prime Baluurian. After years of not affect him, and he can survive in outer space by
subjugation under Blastaar’s rule, the Baluurians inducing a state of hibernation.
rebelled against him, imprisoning him in an adhe- Blastaar projects powerful blasts of concussive
sion suit and setting him adrift in space. The outlaw force from his fingertips. These blasts are strong
king escaped, following Reed Richards and Triton— enough to punch through six-inch-thick titanium-
themselves trapped in the Negative zone—through overlaid steel and can propel him through space.
a portal to Earth. The allied Fantastic Four and As the head of an empire, Blastaar has access to
Sandman defeated Blastaar and repelled him back to advanced technology and weapons from many races,
the Negative Zone. Although Blastaar attempted to though he prefers to use his own powers. Blastaar
conquer Earth several times, Earth’s heroes—such as does not tend to form alliances with heroes, but
the Fantastic Four, the Avengers, and Thor—thwarted instead prefers to ally with his enemy, Annihilus.
him repeatedly. His son, Burstaar, is a known ally of the Kree, so
After returning to the Negative Zone, Blastaar Blastaar’s ultimate allegiance may be a wild card.
formed an alliance with Annihilus, agreeing to serve
Annihilus in exchange for his help in regaining the
throne of Baluur. Annihilus had no intention of keep-
ing his promises, and when Blastaar’s mate, Nyglar,
discovered Annihilus’ intentions, Annihilus slew
Nyglar with his Cosmic Control Rod. In retaliation,
Blastaar fought Annihilus, stole the Cosmic Control
Rod, and left him for dead.
Blastaar expanded his territory, creating an in-
terplanetary empire in the Negative Zone that
rivaled Annihilus’ vast territory. Despite
their fierce rivalry, Blastaar and Annihilus
reached an uneasy alliance when their
goals aligned.

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.

HERO DATAFILES AN181


CERISE
Affiliations Solo Buddy Team PP

Distinctions Honorable Shi’ar


Military Background or

STRESS / TRAUMA
Single-Minded +1 PP

Power Sets COHERENT RED ENERGY


Energy Blast Flight
Light Influence Superhuman Durability
SFX: Constructs. When using a Coherent Red Energy power to create assets, add a d6
and step up your effect die.
SFX: Reactive Power. Spend 1 PP to add a Coherent Red Energy power to another
character’s dice pool before rolling. If that character takes physical stress, you
take d6 mental stress.
Limit: Exhausted. Shutdown any Coherent Red Energy power to gain 1 PP. Activate an
opportunity or participate in a Transition Scene to recover that power. P
SHI’AR WARRIOR 4
Enhanced Reflexes Enhanced Speed 6
Superhuman Senses Enhanced Stamina 8
Superhuman Strength 10
SFX: Second Wind. Before you take an action including a Shi’ar Warrior power, you may
move your physical stress die to the doom pool and step up the Shi’ar Warrior 12
power for this action.
SFX: Warrior Mentality. Step back the highest die in your attack action pool to add a M
d6 and step up physical stress inflicted.
Limit: Gear. Shutdown Superhuman Senses to gain 1 PP. Take an action vs. the doom 4
pool to recover Superhuman Senses.
6
Specialties Acrobatics Expert Combat Expert 8
Cosmic Expert Covert Expert 10
Menace Expert Tech Expert 12
Vehicle Expert E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
4
Milestones IMPERIAL SPECIAL INVESTIGATOR 6
1 XP when you discuss abuses of Imperial power.
3 XP when you use a Specialty to uncover a crime within the Shi’ar Empire. 8
10 XP when you bring a high ranking Shi’ar Imperial Officer to justice, or throw away
your badge and seek justice outside of the Shi’ar Empire.
10
JOIN THE GRACES 12
1 XP when you discuss the purpose of the Graces with an ally.
3 XP when you aid a Grace or someone you are recruiting to be a Grace in a Transition
Scene. XP
10 XP when you either bring in a new member to the team, or you leave the Graces to
join a different super team.

AN182 ANNIHILATION
Cerise [secret]

History Abilities & Resources


Cerise was once a member of the Shi’ar military As a member of the Shi’ar race, Cerise is far stron-
assigned to recruit new soldiers aboard the imperial ger and more durable than the average human, and
warship Grand Jhar. She turned against her com- her bone structure allows greater agility as well. She
mander when he decided to brutally slaughter one is also a mutant with the psionic ability to generate
of the new races he and his crew discovered rather and control coherent energy fields of a red hue. This
than recruit them to the empire’s cause. Forced to energy can be used to form armor or force fields,
fight and kill many of her fellow crewmembers to to manifest as weapon-shaped constructs or as de-
prevent this genocide, Cerise caused the war vessel structive discharges, or simply as illumination. She
to collide into a star, destroying it. She managed is also capable of limited flight.
to escape to Earth where she met the hero team A highly trained warrior of the empire, Cerise is
Excalibur. After a violent introduction, she joined an able tactician and superb close quarter combat-
them and grew close to fellow member Kurt Wagner ant. She uses bracers incorporating advanced Shi’ar
(Nightcrawler). technology that provide a broad spectrum of sensor
An encounter with the Starjammers ended with capabilities.
Cerise discovering she had been tried and convicted
in absentia by the Shi’ar for the deaths of the crew
and destruction of their starship. She
returned with the Starjammers
to serve her sentence, but was
pardoned by the Shi’ar empress
Lilandra. Cerise became Lilandra’s
personal aide and special investigator
of the empire, specifically tasked with
preventing abuses of powers like those
demonstrated by her former command-
er. During an adventure that has yet to
be revealed, Cerise joined with the band
of female warriors led by Gamora known
as the Graces.

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.

HERO DATAFILES AN183


DEVOS THE DEVASTATOR
Affiliations Solo Buddy Team PP

Distinctions Genocidal Maniac

STRESS / TRAUMA
Supreme Protector of Galactic Peace or
Technologically Versatile +1 PP

Power Sets ARMORED BATTLESUIT


Psychic Resistance Space Flight
Superhuman Durability Superhuman Senses
Superhuman Strength Weapons Array
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die. P
SFX: Electric Shock Field. On a successful reaction against a close combat physical
attack action, inflict physical stress with your effect die. Spend 1 PP to step it up.
4
SFX: I’ve Got an App for That. When using an Armored Battlesuit stunt in a dice pool, 6
add a d6 and step up your effect die.
SFX: Luminator. When inflicting a Blinded complication on a target, add a d6 and step 8
up your effect die.
SFX: Mobile Arsenal. Spend 1 PP to step up a Tech resource you have just created. 10
SFX: Multi-Galactic Technology. Spend 1 PP to ignore attacks targeting your Weapons
Array power trait. 12
SFX: Vibroclaws. Step back the highest die in your attack action pool to add a d6 and
step up physical stress inflicted. M
Limit: Energy Reserves. Shutdown Armored Battlesuit to gain 1 PP. Recover Armored
Battlesuit by activating an opportunity or participating in a Transition Scene.
4
6
8
Specialties Combat Master Cosmic Master
10
Tech Master Vehicle Expert
12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
4
Milestones END WAR BY ENDING WARRIORS
1 XP when you threaten someone capable of fighting. 6
3 XP when you inflict stress on a soldier.
8
10 XP when you declare your intent to destroy a world for its warlike nature, or find a
way to disable their ability to make war without attempting genocide. 10
A FINE WARRIOR BUT NOT THE FINEST
12
1 XP when you compare your abilities to another warrior.
3 XP when you enter into single combat with a warrior in order to prove your
dominance.
XP
10 XP when you declare yourself the finest warrior in the galaxy, or admit that another
is more adept at combat than you.

AN184 ANNIHILATION
Devos [public]

History Abilities & Resources


Growing up an orphan on a planet under constant Armed with a battlesuit constructed from multi-
attack, Devos was drafted into the military early in ple galactic technologies, Devos is a walking arsenal.
life and became his world’s finest warrior. He was His battlesuit is equipped with an array of weapons
selected for an experimental program that enhanced including missiles, energy blasters, frost grenades,
his natural abilities and equipped with a power- poison gas dispensers, and vibroblades. The battle-
ful battlesuit. Devos believed that the end of war suit provides additional protection by emitting an
throughout the universe could be accomplished only electroshock field to counter physical attacks and a
by destroying those races capable of it. The exact blast of extremely bright light to temporarily blind
sequence of events is unclear, but it seems that he his enemies. Although the battlesuit is capable of
began his string of genocides with the devastation orbital space flight, it cannot travel interstellar dis-
of his home planet, whose name and location have tances. Devos is capable of resisting psionic attacks
been forgotten. but it is unknown if this is due to his innate abilities
Devos targeted the Skrull and Kree empires for or the battlesuit.
destruction due to their frequent conflicts, Devos teams up with other powerful beings for
but his determination to eradicate dan- as long as it suits him, but he relies on no one. His
gerous races brought him to the Milky successes are often due to a storehouse of advanced
Way. He fought powerful psionic races weapons and technology on his Mobile Arsenal
such as the Elan and Xem before encoun- base.
tering Earth . He tested the capabilities of the
Fantastic Four with the defenses on his Death
Cruiser as well as with unintelligent creatures
he collected in his “peacekeeping” missions.
When the Fantastic Four proved themselves
up to the challenge, Devos attempted to kill
them, which led to the destruction of his Death
Cruiser.
Devos allied himself with Paibok the Power-
Skrull to attack the Fantastic Four, but the heroes
repelled their advances. When Devos betrayed
his Skrull ally and attacked the Skrull Throneworld,
Paibok sabotaged the stardrive on the Mobile
Arsenal and sent himself and Devos hurtling through
subspace. After he was captured and sentenced to
exile on Earth, Devos escaped and made his way to
Godthab Omega.

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.

HERO DATAFILES AN185


DRAX THE DESTROYER
Affiliations Solo Buddy Team PP

STRESS / TRAUMA
Distinctions Engineered to Survive
Flashbacks of Fatherhood or
Single-Minded +1 PP

Power Sets TITAN-CREATED BODY


Cosmic Senses Enhanced Reflexes
Enhanced Speed Superhuman Durability
Superhuman Stamina Superhuman Strength
SFX: Healing Factor. Spend 1 PP to recover your own physical stress or step back your P
own physical trauma.
4
SFX: I Am Not Fighting, I Am Destroying. Step back the highest die in an attack action
pool to add a d6 and step up physical stress inflicted. 6
SFX: Immunity. Spend 1 PP to ignore vacuum, thirst, hunger, fatigue, disease, or effects
related to Thanos. 8
SFX: Thanos Is My Destiny. Step up any Titan-Created Body power when taking an
action or reaction against Thanos. 10
SFX: Twin Knives. Replace Superhuman Strength die with 2d8 or 3d6 on your next roll.
Limit: Paternal Instincts. Step up emotional or mental stress related to someone under
12
your care to gain 1 PP.
M
4
Specialties 6
Acrobatics Expert Combat Grandmaster
8
Cosmic Expert Covert Expert
10
Menace Master Vehicle Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
4
Milestones FATHERHOOD
1 XP when you bestow wisdom on someone under your protection. 6
3 XP when you chastise someone under your protection and discipline them appro-
priately.
8
10 XP when you either prepare someone under your protection for your eventual death, 10
or disown them and leave them to their fates.
12
GIVE THANOS TO HIS LOVE
1 XP when you discuss ending Thanos.
3 XP when you inflict stress on someone coming between you and Thanos. XP
10 XP when you either destroy Thanos once and for all, or set aside the hatred in your
heart and seek out another to destroy.

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.

CAMMI Cammi (last name unknown)


Solo Manipulative Cammi is a spunky, sarcastic
Affiliations

Distinctions

teenager from a broken home


Buddy Sarcastic Preteen in Coot’s Bluff, Alaska, who
Team Too Brave for Her Own Good is present when the Omega
Core prison transport
STAR-FARING SIDEKICK carrying Drax and other
Power Sets

Psychic Resistance prisoners crashes on


Earth. Sick of deal-
SFX: “I’m Coming, Too!” In a roll including Team or Buddy, double
or step up that Affiliation die. If roll fails, remove a d6 from
ing with her alcoholic
the doom pool or step back highest doom die. mother and the small
SFX: Helping Hand. Add a d6 and step up Cammi’s effect die in a town drama she causes,
support action. Cammi is ready to jump
Limit: Over Her Head. Step up stress taken from a character who at the chance for some-
has at least one d12 in their roll to step up the lowest die in thing more exciting, regard-
the doom pool or add a d6 doom die. less of the danger.

HERO DATAFILES AN187


Specs

Psych Expert Vehicles Expert


FIRELORD
Affiliations Solo Buddy Team PP

Distinctions Blazingly Honest


Former Herald of Galactus or

STRESS / TRAUMA
Former Nova Corps Officer +1 PP

Power Sets COSMIC FIRE STAFF


Fire Blast Fire Mastery
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die.
SFX: Constructs. When using a Cosmic Fire Staff power to create assets, add a d6 and
step up the effect die.
Limit: Gear. Shutdown Cosmic Fire Staff to gain 1 PP. Take an action vs. the doom pool
to recover Cosmic Fire Staff.

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]

History Abilities & Resources


Pyreus Kril was a Xandarian Nova Corps officer Like the other Heralds of Galactus, Firelord is
serving on the starship Way-Opener, commanded by imbued with the Power Cosmic. Firelord manifests
Gabriel Lan. When Galactus abducted Gabriel and the Power Cosmic by wielding a flaming staff that
transformed him into his Herald Air-Walker, Kril took projects blasts of stellar flame. The Power Cosmic
command of the ship, hoping to save his friend. Kril provides Firelord with incredible strength and re-
found Galactus and demanded to know his friend’s flexes. He’s practically indestructible; if damaged,
fate. Galactus offered Kril a trade—news of Gabriel’s he heals quickly. Firelord is capable of space flight
fate for Kril agreeing to become Galactus’ new and can transport himself to other star systems and
Herald. Galactus transformed Kril into the Herald galaxies.
Firelord and kept his bargain, explaining that Gabriel As a former member of the Xandarian Nova
had died but his soul transferred into an android Corps, he has an excellent knowledge of combat,
body. However, Galactus then suppressed this in- advanced technology, and astronavigation.
formation in order to send Kril on a mission to Earth. Firelord fought alongside many Earth-based
Firelord served Galactus for only a brief time heroes including the Avengers and Thor. He fre-
before asking to be released from his service. quently came to the aid of his fellow Heralds.
Galactus agreed to release him on the condition that
Firelord find a replacement Herald. With the help of
Thor and Hercules, Firelord presented Galactus with
an Asgardian magical suit of armor known as the
Destroyer. Although Firelord was free to leave, Earth
was the final resting place of his friend, Gabriel.
When the Air-Walker android reactivated and
fought Thor, Firelord took custody of the re-
mains and buried them on an asteroid
in their home system. He returned
to his native Xandar, only to find it
completely destroyed.
Firelord became a hero much
like the Silver Surfer, although he
mistakenly fought many earthbound
heroes, including Spider-Man and the
X-Men. The Silver Surfer teamed up
with Firelord, Nova, Terrax, and the
newly revived Air-Walker against
Galactus’ latest Herald, Morg, after
he intentionally led Galactus to oc-
cupied worlds. Firelord was wounded in
the battle, but after Terrax apparently killed Morg,
Firelord and the Silver Surfer agreed to become
Galactus’ Heralds once more. After another clash
with the recovered Morg, Galactus released Firelord
from his service.
Firelord recently restored the Xandarian civi-
lization by helping Richard Rider reactivate the
Worldmind and regenerate Xandar’s queen Adora.

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.

HERO DATAFILES AN189


GAMORA
Affiliations Solo Buddy Team PP

Distinctions Deadliest Woman in the Universe


Needs to Belong or

STRESS / TRAUMA
Vanity Unfair +1 PP

Power Sets CYBERNETICALLY ENHANCED ASSASSIN


Enhanced Senses Enhanced Speed
Leaping Superhuman Durability
Superhuman Reflexes Superhuman Stamina
Superhuman Strength
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die.
SFX: Claws. Step back the highest die in your attack action pool to add a d6 and step
up physical stress inflicted. P
SFX: Focus. If your pool includes a Cybernetically Enhanced Assassin power, you may 4
replace two dice of equal size with one stepped-up die.
SFX: Precog Tracking. Spend 1 PP or use an effect die to create a tracking-type com- 6
plication for a target. You may track that target anywhere until the complication
is removed or Enhanced Senses is shutdown. 8
SFX: She Just Won’t Quit. Step up emotional stress to recover your physical stress.
Spend 1 PP to convert physical trauma to emotional trauma. 10
Limit: Twisted Upbringing. Step up emotional stress to gain 1 PP.
12
GODSLAYER
M
Superhuman Durability Weapon
SFX: No Defense. Spend 1 PP on an attack action with Weapon to prevent your opponent 4
from using a Durability power in their reaction pool.
SFX: Spinning Death-Parry. On a successful reaction against a physical stress attack
6
action, inflict physical stress with your effect die. Spend 1 PP to step it up.
8
Limit: Gear. Shutdown Godslayer to gain 1 PP. Take an action vs. the doom pool to
recover Godslayer. 10
Specialties Acrobatics Master Combat Grandmaster 12
Cosmic Expert Covert Master E
Menace Expert 4
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
6
Milestones DANGEROUS ROMANCE 8
1 XP when you flirt with another hero.
3 XP when you either accept or rebuff the advances of another hero. 10
10 XP when you break off a relationship to maintain your independence or commit
deeply to a monogamous relationship. 12
TRAINED BY THANOS
1 XP when you discuss the assassination of an enemy. XP
3 XP when you offer mercy to an enemy, rather than slay them.
10 XP when you kill Thanos and end his terror once and for all, or offer him mercy.

AN190 ANNIHILATION
Gamora [public]

History Abilities & Resources


Gamora is the last member of the Zen-Whoberis Thanos used advanced technology to grant
race, which was destroyed by the Universal Church Gamora enhanced strength, reflexes, durability, and
of Truth. Thanos rescued Gamora, bringing her 20 stamina. Her body has an enhanced healing factor,
years into the past before her race was destroyed allowing her to rapidly recover from even mortal
and raising her to be an assassin. After she trained injuries. Gamora’s formidable physical abilities were
and practiced her assassination techniques on the enhanced after returning from the dimension within
Grand Inquisitors of the Universal Church of Truth, the Soul Gem and more so just before arriving on
Thanos directed her to kill his enemy, the Magus— Godthab Omega. Now, she’s the equal of nearly any
the evil version of Adam Warlock. cosmic being, especially when she wields the mys-
Gamora defeated the Magus, then learned of terious dagger Godslayer.
Thanos’ intent to destroy all life in the universe. She In the past she fought alongside Adam Warlock,
joined Drax the Destroyer, Captain Mar-Vell, and the Pip the Troll, Captain Mar-Vell, Doctor Strange,
Avengers against Thanos, but he mortally wounded and Spider-Man. She’s currently the leader of the
her. To save Gamora, Adam Warlock sent her sprit Graces—Cerise, Nebula, Stellaris, and Tana Nile.
into his Soul Gem; he and Pip the Troll later joined
her. After Thanos obtained all of the Infinity Gems
and formed the Infinity Gauntlet, Adam Warlock led
Gamora and Pip out of the Soul Gem, taking over the
bodies of three victims of an automobile accident.
Gamora quickly began transforming her host body,
Bambi Long, into Gamora’s original form.
Using the Infinity Gauntlet, Thanos killed Gamora
and eliminated half of all the life in the universe.
Eventually Thanos was defeated, returning Gamora
to life. She joined the Infinity Watch, which included
Adam Warlock and Drax; her task was to safeguard
the Time Gem.
Recently, the great powers of the universe hum-
bled Gamora and discarded her. She came to the
planet of Godthab Omega to carve out a kingdom
and became a living goddess to her Graces, a group
of female warriors.

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.

HERO DATAFILES AN191


GLADIATOR
Affiliations Solo Buddy Team PP

Distinctions By My Will Alone


or

STRESS / TRAUMA
Praetor of the Shi’ar Imperial Guard
Strontian Exemplar +1 PP

Power Sets PSIONIC AUGMENTATION


Godlike Durability Godlike Reflexes
Godlike Speed Godlike Stamina
Godlike Strength Heat Vision
Psychic Resistance Space Flight
Superhuman Senses P
SFX: Freeze Breath. When inflicting a Binding, Entangling, or Freezing complication
on a target, add a d6 and step up the effect die. 4
SFX: Invulnerability. Spend 1 PP to ignore stress, trauma, or complications caused by 6
aging, disease, poison, radiation, or vacuum.
SFX: Multipower. Add more than one Psionic Augmentation to your pool. Step back 8
each Psionic Augmentation power die in that pool once for each die beyond the
first. 10
SFX: Onslaught. Against a single target, double Godlike Speed, Godlike Reflexes, or
Space Flight. Remove the highest rolling die and use three dice for the total. 12
SFX: Supreme Will. Double any Psionic Augmentation power for one action, then add
the second-highest rolling die from that action to the doom pool. M
Limit: Shaken Confidence. Step back all Psionic Augmentation powers by one step to
gain 1 PP. Activate an opportunity to recover. 4
6
Specialties Combat Master Cosmic Expert 8
Covert Expert Menace Master 10
Psych Expert Science Expert 12
Tech Expert Vehicle Expert E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
4
Milestones LONELY STRONTIAN 6
1 XP when you discuss your Strontian heritage.
8
3 XP when you create an asset to be used by a fellow Imperial Guard.
10 XP when you create a monument to the Strontians that will echo through eternity 10
forever, or find a way to repopulate the galaxy with your lost people.
12
WILLPOWER, DEDICATION, AND DUTY
1 XP when you tell someone what they should sacrifice in order to reach their goals.
3 XP when you inflict stress on enemies of the Shi’ar Empire. XP
10 XP when you destroy an enemy who was seeking the destruction of the Shi’ar Empire,
or turn them into loyal Shi’ar subjects.

AN192 ANNIHILATION
Kallark [public]

History Abilities & Resources


Loyal to the Shi’ar Empire, the Strontians were Gladiator is one of the most physically powerful
a race of humanoids able to channel their will into mortal beings known to exist—as long as his will-
godlike power. The empire feared the use of their power and confidence hold out. If he maintains his
abilities would start rebellion. To stop this threat, confidence, it enables him to channel his psionic po-
the Shi’ar Emperor ordered a group of new Strontian tential into great physical feats. Gladiator’s strength
military recruits, including young Kallark, to kill their can destroy small planetoids and he’s practically
elders. With his unswerving dedication and will, only indestructible, reputedly having flown through the
Kallark completed the task. The other recruits heart of a star. He can move at vast speeds, strike an
were demoralized and drained of their opponent a thousand times in the space of a heart-
powers, leaving Kallark alone empowered beat, and fly under his own power at superluminal
and the only survivor of the massacre. velocity. His inner power can discharge in the form
As “Gladiator,” Kallark rose through of heat rays from his eyes, or he can freeze objects
the ranks of the Shi’ar Imperial Guard to with his breath.
become its leader, the Praetor. In this In addition to this already staggering array of
role he fought with the X-Men, the abilities, Kallark is also a highly trained warrior with
Fantastic Four, Thor, the Silver Surfer, years of experience commanding the Imperial Guard
and many others. When Lilandra as- in battle against the empire’s most terrible enemies.
cended to the throne, a saner and more When acting in his role as Praetor he can
reasonable ruler than those that came call on the full military might of the
before her, Gladiator joined her in cre- Shi’ar Empire and all of their resources.
ating a prosperous empire.

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.

HERO DATAFILES AN193


HUMAN TORCH
Affiliations Solo Buddy Team PP

STRESS / TRAUMA
Distinctions Hotheaded Hero
Prankster or
Shameless Flirt +1 PP

Power Sets FLAME ON!


Fire Mastery Flame Blast
Supersonic Flight
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die.
SFX: Burn! When using a Flame On! power to threaten, intimidate, or scare a target, P
double the power die. Remove the highest rolling die and keep three dice for
your total. 4
SFX: Fiery Body. On a successful reaction against a close-combat attack action, inflict
physical stress with your effect die. Spend 1 PP to step it up.
6
SFX: Immunity. Spend 1 PP to ignore stress or trauma from fire, heat, cold, or physical 8
projectiles like bullets or arrows.
SFX: Multipower. Add more than one Flame On! power die to your pool. Step back each 10
Flame On! power die in your pool once for each die beyond the first.
SFX: Nova Burst. Add one or more doom dice to your next attack action using the Area 12
Attack SFX. After your action, step up each doom die and return it to the doom
pool, then shutdown Flame On! Participate in a Transition Scene to recover the M
Power Set.
Limit: Extinguished. Shutdown a Flame On! power when targeted by a flame-retardant 4
attack to gain 1 PP. Activate an opportunity or participate in a Transition Scene
to recover that power. 6
8
10
Specialties Acrobatic Expert Cosmic Expert
12
Tech Expert Vehicles Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] E
4
6
Milestones ALIEN LOVE
1 XP when you flirt with someone from another planet, dimension, or timeline. 8
3 XP when you get into a conflict due to your love life.
10
10 XP when you either ask an alien to leave their home and come back to New York
City with you, or ask an alien to allow you to stay with them.
12
FORMER HERALD
1 XP when you discuss the hunger of Galactus.
3 XP when you deal out stress working against Galactus. XP
10 XP when you either agree to help a planet evade Galactus’ hunger, or agree to be a
Herald once again.

AN194 ANNIHILATION
Jonathan Lowell Spencer “Johnny” Storm [public]

History Abilities & Resources


Joining his big sister Sue on an experimental The Human Torch can project fire from his body.
space flight, young Johnny Storm gained fantastic With this power he can hurl fiery blasts, engulf his
powers after cosmic rays bombarded their ship. The entire body in flames, and create fiery shapes. His
four crewmembers became the Fantastic Four; due fiery aura protects him from projectiles and allows
to Johnny’s fire-based powers, he took the name him to fly. If he extinguishes part of it to safely
“The Human Torch.” The Fantastic Four became one carry passengers or objects, he can still fly. He can
of Earth’s most prominent super hero teams and the control fire as well, using it to create cages, rings,
Human Torch one of Earth’s most famous heroes. and other shapes. His body is fireproof, and he can
Johnny’s life since becoming a hero has been absorb nearby fire and heat at will. The Human Torch
full of adventure and opportunity. He’s traveled can voluntarily overload himself, creating a “Nova
the cosmos with the Fantastic Four and watched Flame” that’s much hotter and more powerful than
his girlfriend Frankie Raye become Nova, the Herald usual, but doing this exhausts him quickly. In addi-
of Galactus. He worked briefly as an actor and a fire- tion to his powers, Human Torch is an experienced
fighter, finished college, and engaged in various solo racecar driver and mechanic.
heroics; he married Lyja, a Skrull who was disguised As a member of one of Earth’s most famous
as the Thing’s then ex-girlfriend, Alicia Masters. super hero teams, Johnny Storm has a lot of friends
Through it all, Johnny keeps his cheerful attitude, and allies. He’s especially close to his sister Sue
though his impulsive nature and penchant for practi- Storm, the Invisible Woman; he and the Thing have
cal jokes sometimes annoy his teammates. He may a brotherly rivalry going back years. Johnny has also
seem immature and irresponsible, but the Human become good friends with Iceman and Spider-Man—
Torch has helped save the world many times over. heroes close to his own age, who understand his
Recently, Johnny spent a brief time as a Herald attitudes and impulsive behavior better than most.
of Galactus, following a power switch with his sister Despite his well-deserved reputation as a hothead,
Sue, the Invisible Woman. Although he lost the the Human Torch can call on many heroes for assis-
Power Cosmic at the conclusion of that adventure tance, especially fellow New York-based ones such
and has his old flame powers back, Johnny hasn’t as members of the Avengers.
forgotten what it feels like to be plugged directly
into the universe.

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.

HERO DATAFILES AN195


INVISIBLE WOMAN
Affiliations Solo Buddy Team PP

Distinctions Heart of the Team


Implacable Will or

STRESS / TRAUMA
Visibly Brilliant +1 PP

Power Sets FORCE PROJECTION


Flight Force Blast
Godlike Durability Invisibility
Psychic Resistance Psychic Senses
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die.
SFX: Force Constructs. When using Force Projection to create assets, add a d6 and
step up your effect die. P
SFX: Multipower. Add more than one Force Projection power die to your pool. Step
back each Force Projection power die in your pool once for each die beyond 4
the first.
6
SFX: Reactive Power. Spend 1 PP to add a Force Projection power to another charac-
ter’s dice pool before rolling. If that character takes physical stress, you take d6 8
mental stress.
SFX: Force of Will. When using Godlike Durability in your dice pool, redirect physi- 10
cal stress to mental stress at no cost. Redirect effect dice targeting your Force
Projection assets to yourself as mental stress. Spend 1 PP to step back either 12
redirected stress.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Force
Projection. Recover Force Projection when you recover that stress or wake up.
M
If you take mental trauma, shutdown Force Projection until you recover that 4
trauma.
6
Specialties Combat Expert Cosmic Expert 8
Covert Expert Psych Master 10
Science Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
Milestones NOT THIS TIME! 4
1 XP when you discuss why your team should stand up to a tyrant or authority of great 6
power.
3 XP when you uncover the excesses, threats, or abuses of power or authority. 8
10 XP when you stress out a tyrant or authority figure, or sacrifice yourself so that others
can escape this figure’s control or rule. 10
SUSAN RICHARDS OF EARTH 12
1 XP when you use Force of Will to redirect physical stress inflicted by an alien.
3 XP when you lend aid or assistance to an alien at the expense of your own safety or
reputation. XP
10 XP when you either accept an alien into your family or relocate your own family to
an alien culture.

AN196 ANNIHILATION
Susan Storm Richards [public]

History Abilities & Resources


Susan Storm and her brother Johnny lost their In the early years of the Fantastic Four, Susan’s
parents to a car accident—their mother died from abilities seemed limited to bending light around
her crash injuries and their father, a successful Long her or others, making her or her targets invisible to
Island surgeon, spiraled into guilt-fed self-destruc- the naked eye. As time passed, it became apparent
tion when he failed to save his wife. The siblings that this was only one aspect of her power to gener-
moved to California to live with their aunt; this is ate a psionic force-field malleable to her will. This
where Sue first met and became smitten with her field can protect her from attack, expand outward
aunt’s tenant, Reed Richards. Years later she met in domes or spheres to protect others, or simply
him again and they started dating. She convinced be formed into a number of crude—but practically
Richards to let her and her brother accompany him indestructible—geometric shapes with uses ranging
on the fateful spaceflight that gave all of them su- from ramps and movable platforms to bludgeoning
perhuman abilities. ranged attacks. She’s even capable of extending her
As a member of the Fantastic Four, Sue initially control over these fields into the psychic plane, pro-
proved a convenient hostage or stumbling block. viding her with protection from telepathic intrusion
Over time, as her powers and confidence grew, that and a degree of psychic awareness. Even enemies
changed dramatically. By the time Susan Storm was of the Fantastic Four have acknowledged that the
the happily married Susan Richards and mother to Invisible Woman is probably the most powerful
young son Franklin, she was a vital member of the member of her team.
team. After an emotionally grueling experience Sue’s an accomplished actor, counselor, and
under Psycho-Man’s control, a newly confident parent. She’s trained in martial arts with Iron Fist,
Sue changed her codename from “Invisible Girl” to witnessed countless alien cultures, and speaks mul-
“Invisible Woman.” tiple languages.
The mother of two extraordinary children, Sue has access to all of the Fantastic
Franklin and Valeria, Susan is unique among her Four’s facilities and equipment, as
peers for successfully juggling active motherhood well as the significant goodwill and
alongside her responsibilities as a costumed hero. reputation bestowed on her and her
Sue recently switched powers with her brother, teammates by New York City, the
Johnny, who then became the Herald of Galactus for Earth, and worlds beyond.
a brief time. Following this adventure, their powers
were switched back once more.

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.

HERO DATAFILES AN197


KORATH THE PURSUER
Affiliations Solo Buddy Team PP

Distinctions Ex-Starforce Operative


Gifted Cybergeneticist or

STRESS / TRAUMA
Kree Outcast +1 PP

Power Sets KREE ARSENAL


Subsonic Flight Weapon
SFX: Beta Batons. Against a single target, step up or double a Kree Arsenal die. Remove
the highest rolling die and use three dice for your total.
Limit: Gear. Shutdown Kree Arsenal power to gain 1 PP. Take an action vs. the doom
pool to recover Kree Arsenal.

PURSUER GENETIC ALTERATION


Enhanced Reflexes Enhanced Senses
Superhuman Durability Superhuman Stamina P
Superhuman Strength 4
SFX: Focus. If your pool includes a Pursuer Genetic Alteration power, you may replace
two dice of equal size with one stepped-up die.
6
SFX: Kree Commander. Spend 1 PP to step back emotional and mental stress and 8
recover a Team die in any mob under your command.
SFX: Psychic Tracking. Spend 1 PP or use an effect die to create a Tracked complication 10
for a target. You may track that target anywhere until the complication is removed
or Enhanced Senses is shutdown. 12
SFX: Second Wind. Before you make an action including a Pursuer Genetic Alteration
power, you may move your physical stress die to the doom pool and step up the M
Pursuer Genetic Alteration power for this action.
Limit: Atmospheric Purity. Step up stress, trauma, or complications based on exposure 4
to non-native atmospheres to gain 1 PP.
Limit: Kree Patriot. Step up emotional stress inflicted by Kree leaders or populace to 6
gain 1 PP.
8
Specialties Combat Expert Cosmic Expert 10
Covert Master Science Expert 12
Tech Expert Vehicles Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
4
Milestones OUTCAST
1 XP when you question your Kree superiors. 6
3 XP when you create a complication against a Kree.
8
10 XP when you either re-dedicate yourself to the Kree Empire and declare your undy-
ing loyalty to your homeworld, or defect and declare your allegiance to a new 10
power or philosophy.
12
PURSUER
1 XP when you talk about the quarry you are seeking.
3 XP when you create an asset so that your quarry is easier to pursue. XP
10 XP when you either capture a foe and bring them to the Kree Empire for justice, or
set them free and earn the Kree Empire’s wrath.

AN198 ANNIHILATION
Korath-Thak [public]

History Abilities & Resources


A Kree scientist working on genetic templates, Altering himself with the Kree Pursuer genetic
Korath-Thak was part of the failed project to test template, Korath’s physical abilities are boosted
the “Pursuer” genetic template on Earth. Seeking to beyond normal Kree. He also carries various ad-
prove the merits of his research, he subjected him- vanced weapons and equipment of Kree design.
self to the process and became Korath the Pursuer, Chief among these are his uniform—which allows
special agent of the Kree Empire. him to fly and is outfitted with a number of scanning
Since then, Korath has experienced a lot of ups devices—and his “beta-baton” weapons, which can
and downs. He was recruited into the Kree Starforce fire powerful energy blasts. In addition to his tech-
along with other enhanced Kree operatives such as nology and augmented abilities, Korath is a skilled
Captain At-Lass and Dr. Minn-Erva. He served with fighter, scientist, pilot, tracker, and tactician.
the group through regime changes, the conquest of Korath is currently banished from the Kree
the Kree by the Shi’ar, and other calamities. He even Empire, but he’s well thought of among the outcasts
briefly served as a bodyguard for the Shi’ar noble of his race on Godthab Omega. He also might be able
Deathbird—though, as a loyal Kree, Korath’s feelings to call on the high-
about the Shi’ar who once conquered his people are powered members
understandably mixed. of the Starforce,
Recently, Korath settled on Godthab Omega with such as Captain
many of the exiled Kree Star Corps. Many Kree look At-Lass and Dr.
to him as a community leader and protector; he does Min-Erva. He
what he can to keep his people safe from Gamora’s shares a strong
Graces, rival settlements, and other threats. mutual respect
with Ronan the
Personality Accuser.
Early in his career, Korath was obsessed with his
work and ruthlessly devoted to serving the Kree
Empire. However, his time as an outcast refined his
views; he still loves the Kree, but he’s more aware
that the desires of the Kree rulers aren’t always
what’s right for the empire. Rather than simply
following orders, Korath is more interested in pro-
tecting his fellow refugees on Godthab Omega and
doing what he can to root out corruption and weak-
ness in the Kree Empire.
Despite his hard-won cynicism, Korath is confi-
dent in the abilities and moral fortitude of veteran
warriors and proven Kree heroes such as Ronan the
Accuser. In fact, he’s pretty sure the future of the
Kree rests on the shoulders of such individuals. He’ll
do what he must to aid or even push them to set
things right.

HERO DATAFILES AN199


LYJA
Affiliations Solo Buddy Team PP

Distinctions Gone Native

STRESS / TRAUMA
Masterful Infiltrator or
Obsessed with Johnny Storm +1 PP

Power Sets LAZERFIST


Bio-Blast Enhanced Durability
SFX: Concentrated Fire. Against a single target, step up or double Bio-Blast die. Remove
the highest rolling die and use three dice for the total.
Limit: Exhausted. Shutdown Bio-Blast to gain 1 PP. Activate an opportunity or participate
in a Transition Scene to recover that power.

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]

History Abilities & Resources


An agent of the Skrull Empire, Lyja was chosen As a Skrull, Lyja is a master shapeshifter and
by Paibok the Power Skrull to act as his spy and in- highly skilled at infiltrating and subverting other
filtrator in a plan to bring down the Fantastic Four. societies. She’s a trained combatant, able to put her
Lyja traveled to Earth and replaced Alicia Masters, shifting abilities to efficient use in a fight even when
planning to use this guise to get close to it’s the only weapon left to her. For a time,
the team through Masters’ connection she had a weapons implant that gave her an
with Ben Grimm. Before she could do so, energy discharge capability that she resource-
the Beyonder took Grimm and many others fully adapted to multiple uses. While working
into space for his “Secret Wars.” Grimm for her Skrull superiors, she has access to tech-
chose to stay in space and Lyja was forced nology beyond Earth’s standard resources.
to improvise—she seduced the returning
Johnny Storm instead. She went so far
as to marry Storm while still acting as
Alicia. Eventually this deception was ex-
posed through the intervention of Alicia
Masters’ uncle, the villainous Puppet
Master. During the team’s rescue of the
real Alicia from the Skrulls, Lyja seemed
to sacrifice herself to save Johnny’s life.
Saved by her former commander
Paibok, Lyja returned time and again to
hound the Fantastic Four, specifically
targeting—and even stalking—her
former husband. Enhanced with Skrull
implant weaponry and going with the
moniker “Lyja the Lazerfist,” she even
managed to work her way back onto
the Fantastic Four for a time and went
so far as pretending to be pregnant with
Storm’s child. Hanging onto a relationship
with Johnny despite her many betrayals
and deceptions, it was only when Johnny and
many other heroes were presumed killed fighting
the monstrous Onslaught that Lyja finally left to
pursue life disguised as a human woman.

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.

HERO DATAFILES AN201


MISTER FANTASTIC
Affiliations Solo Buddy Team PP

STRESS / TRAUMA
Distinctions Boundless Curiosity
Family Man or
Scientific Paragon +1 PP

Power Sets HYPERELASTICITY


Enhanced Reflexes Enhanced Speed
Stretching Superhuman Durability
SFX: All Tied Up. When inflicting a grappling complication on a target, add a d6 and P
step up your effect die.
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep 4
an additional effect die.
SFX: Bounding Attack. Against a single target, step up or double Stretching. Remove 6
the highest rolling die and use three dice for your total.
SFX: Elastic Mind. If your pool includes both Stretching and a Master-level Specialty,
8
spend 1 PP to reroll your dice.
10
SFX: Versatile. Replace Stretching die with 2d8 or 3d6 on your next roll.
Limit: Exhausted. Shutdown any Hyperelasticity power to gain 1 PP. Activate an op- 12
portunity or participate in a Transition Scene to recover that power.

M
4
Specialties Cosmic Master Medical Expert 6

Science Master Tech Master 8

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]

History Abilities & Resources


After accumulating numerous degrees and aca- Mr. Fantastic possesses an elastic form down to
demic distinctions, Reed ultimately used the family the cellular level. He can reshape his body mass
fortune to pursue his dream of advancing human- into numerous shapes and can stretch his extremi-
ity’s spaceflight capabilities. When the government ties over a thousand feet. He can contort his body
threatened to shut down the program, Reed took into a lengthy coil or a springy sphere, or even flat-
reckless action. With his college friend and pilot, ten himself into a kite-like shape. He can also exert
Ben Grimm, and the Storm siblings, Sue and Johnny, some finer control, distending his facial features or
rounding out a minimal crew, Richards launched a forming his fingers into makeshift tools; however,
prototype spacecraft employing an experimental he can’t adapt finely enough for disguise or other
drive and shielding. Fate intervened and the ship’s precise or cosmetic uses.
crew experienced high levels of unidentified exotic Reed Richards is arguably the single greatest
cosmic rays. Crash landing back on Earth, Reed dis- scientific genius on Earth, noticeably outstripping
covered that their exposure to those energies had even his peers Tony Stark, Bruce Banner, and Henry
changed all four of them. They were now super- Pym. His genius is even spoken of by alien cultures
human, and his best friend was trapped within a beyond the Earth system and as far afield as the
monstrous form. Negative Zone.
Rather than risk being considered freaks and out- Richards is one of the four shareholders for
casts from humanity, Richards worked to brand them his patents and other revenue sources tied to
as heroes in the public eye. Their open identities, the Fantastic Four and their discoveries, allowing
philanthropic works, and, above all, their exciting Richards and his family to live comfortably without
exploits as the “Fantastic Four” cemented that image outside assistance or normal employment.
firmly in the world’s awareness.
Over the years, Reed has taken the fruits of his
genius and turned them into a business enterprise
with deep enough pockets to fund the Fantastic
Four’s most exotic explorations and adventures. He
spends his time going on these adventures, repre-
senting his team and family to the world as the most
visible “face” of the Fantastic Four, and performing
the research and invention that ultimately finances
the team. Reed has one other set of responsibili-
ties—he and Susan Storm eventually married and
had children, so Reed is unusual among his peers as
he must also juggle marriage and father-
hood alongside his other roles.

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.

HERO DATAFILES AN203


MOONDRAGON
Affiliations Solo Buddy Team PP

Distinctions Disciplined Mind


Dragon Within or

STRESS / TRAUMA
Haughty Attitude +1 PP

Power Sets PSIONIC POTENTIAL


Mind Control Psychic Blast
Psychic Resistance Psychic Senses
Superhuman Durability Telekinesis
Telepathy
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep an ad-
ditional effect die.
SFX: Autonomic Immunity. Spend 1 PP to ignore stress or complications from poison, hunger,
thirst, or fatigue.
P
SFX: Mental Illusions. When inflicting an illusion-based complication on a target, add a d6 and
step up the effect die.
4
SFX: Pushing the Limit. Step up or double a Psionic Potential power for one action. If the action
fails, step back that power. Spend a PP to recover that power.
6
Limit: Tainted by the Dragon. If a dice pool includes a Psionic Potential power, both 1s and 2s on
those dice count as opportunities, but only 1s are excluded from being used for totals or
8
effect dice.
10
SHAO-LOM MONK TRAINING
Enhanced Durability Enhanced Reflexes 12

Enhanced Speed Enhanced Stamina M


SFX: Focus. Replace two dice of equal size in a pool containing a Shao-Lom Monk Training power
with one stepped up die.
4
SFX: Pama Strike. When making a close-combat attack action against a single target, step up or 6
double Enhanced Reflexes. Remove the highest rolling die and use three dice for the total.
Limit: Emotional Isolation. Gain a PP to step up emotional stress related to alienation and loneliness. 8

Specialties 10
Combat Master Cosmic Expert
Medical Expert Psych Master 12

Science Master Vehicle Expert E


[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 4
Milestones ADVISOR 6
1 XP when you give advice to a hero.
8
3 XP when you aid a hero during a Transition Scene.
10 XP when you either trust an advisee to make a monumental decision, or use your 10
telepathic powers to ensure they overcome their own weakness.
12
DRAGON OF THE MOON
1 XP when you discuss past victories.
3 XP when you use your powers to create complications for your enemies. XP
10 XP when you either are possessed by the Dragon of the Moon, or gain a victory over
an even greater enemy and take that enemy’s name as your own.

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.

HERO DATAFILES AN205


NEBULA
Affiliations Solo Buddy Team PP

Distinctions Infamous Space Pirate


Power-Hungry or

STRESS / TRAUMA
Split-Second Decision Maker +1 PP

Power Sets ALIEN CYBORG


Cybernetic Senses Enhanced Speed
Enhanced Strength Superhuman Durability
Superhuman Stamina
SFX: Berserk. Add a doom die to your next attack action. After your action, step up the
doom die and return it to the doom pool.
SFX: Better, Stronger, Faster. When you take stress, spend 1 PP to step up an Alien
Cyborg power of the same size or smaller than your stress until the stress is
recovered. P
Limit: Borderline Psycho. Gain 1 PP to step up emotional stress from taunting, insults,
etc., or any situation where you are consistently thwarted or denied your goals. 4
HIGH-TECH EQUIPMENT 6
Energy Blast Shapeshifting 8
SFX: Concentrated Fire. Against a single target, step up or double Energy Blast die.
Remove the highest rolling die and use three dice for the total. 10
Limit: Gear. Shutdown High Tech Equipment to gain 1 PP. Take an action vs. the doom
pool to recover High Tech Equipment. 12
M
Specialties Combat Expert Cosmic Expert
4
Covert Expert Crime Expert
6
Menace Master Psych Expert
8
Science Expert Tech Expert
10
Vehicle Expert
12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
Milestones GRACE
1 XP when you discuss your old pirate life with some regret or wistful romance. 4
3 XP when you use your cutthroat sensibilities to aid one of your fellow Graces in 6
battle.
10 XP when you seek redemption for your thieving, lying, murdering ways, or leave the 8
Graces in order to be a pirate captain once again.
10
PIRATE CAPTAIN
1 XP when you discuss something worth stealing. 12
3 XP when you use a Cosmic Expert, Covert Expert, or Crime Expert to create an asset
that will aid in piracy.
10 XP when you send your crew into sure destruction and jump ship in order to avoid XP
death, or hand over your captain’s chair to someone else so you can join another
team.

AN206 ANNIHILATION
Unknown

History Abilities & Resources


A bloodthirsty pirate and mercenary with a mys- Nebula is a capable tactician, but one unused
terious past, Nebula took control of Thanos’ ship, to strategic-level thinking. She’s managed to form
Sanctuary II, when Thanos was believed dead at pirate organizations, recruit crews, and gather re-
Adam Warlock’s hands. She put the ship to good sources despite—or perhaps thanks to—her brutal
use, cutting a broad swath of slaughter and piracy reputation, and her lack of emotional attachment
through one star system after another. She even means she has no problem discarding all of it if
claimed to be Thanos’ granddaughter in order to necessary. Her cybernetic modifications increase
magnify her already fearsome reputation. her prodigious physical capabilities, and she uses
Nebula murdered the Xandarian race by de- a holomorphic field generator and wrist
stroying the artificial habitat they’d built to replace blaster with great skill.
their world; those that survived the initial bombard-
ment from her ship either perished in the vacuum
of space or were picked off by her crew. She set
her sights on the Skrull Empire as her next target
and began a campaign of terror against vulner-
able worlds. Eventually she came into conflict with
Firelord (seeking vengeance for his murdered fellow
Xandarians) and the Avengers while trying to seize
control of and use the doomsday device, The Infinity
Union; she lost both the fight and the majority of her
resources in the process.
When Thanos returned and sought the
Infinity Gems, he found and
made an example of Nebula,
torturing her horrifically
for having dared claim re-
lation to him. She temporar-
ily managed to get her hands
on the Infinity Gauntlet, but was
tricked out of it by Thanos.
She sacrificed her last crew to
escape imprisonment and accepted
cyborgization to improve her personal
power. Most recently, she appeared on Godthab
Omega as one of Gamora’s Graces, together with her
“aunt,” the Luphomoid mercenary Spirit. The details
of her recruitment have yet to be revealed.

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.

HERO DATAFILES AN207


NOVA
Affiliations Solo Buddy Team PP

Distinctions Blue Blazes!


Buckethead or

STRESS / TRAUMA
Human Rocket +1 PP

Power Sets NOVA CENTURION


Enhanced Reflexes Enhanced Stamina
Gravimetric Blast Superhuman Strength
Supersonic Flight Teleport
SFX: Gravimetric Pulse. Step up or double Gravimetric Blast for one action or spend
1 PP for both. Shutdown Gravimetric Blast. Activate an opportunity to recover
the power.
SFX: Multipower. Add more than one Nova Centurion power die to your pool. Step
back each Nova Centurion power die in your pool once for each die beyond the
first. P
Limit: Exhausted. Shutdown any Nova Centurion power to gain 1 PP. Activate an op-
portunity or participate in a Transition Scene to recover the power.
4
Limit: Stargate Activation. After the first time Teleport is used during an Action Scene, 6
shutdown Teleport. Recover during the next Transition scene.
8
NOVA CORPS UNIFORM
Enhanced Senses Superhuman Durability 10

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]

History Abilities & Resources


Richard Rider was a normal Long Island high Nova can go blow-for-blow with superhuman
school student until an energy beam from an orbit- strength against even the most intimidating foes
ing spacecraft granted him the powers of a Nova due to the energy he absorbed as a teen. Critical
Corps Centurion. Charged by his dying benefac- to his role as protector of Xandar, Nova can fly at
tor, Rhomann Dey, to stop a rampaging Luphomoid supersonic speeds and withstand the rigors of space
called Zorr, Rich continued fighting as the hero Nova flight. Under extreme stress, he can emit optic blasts
even after he defeated Zorr. In time, Nova forged his or the rare, powerful Gravimetric Pulse and open
place among other heroes in New York and grew existing stargates.
from an impulsive kid to a trusted ally in the New A key asset, Rider’s standard Nova Corps uniform
Warriors. is damage resistant and provides a 6-hour air supply.
Outside of his role as a hero on Earth, Rich The helmet boosts Nova’s sight through infrared,
became an important member of the Nova Corps, night vision, and telescopic sights, as
protectors of Xandar. He fought alongside the Novas well as acting as a communication
of the Xandarian Starcorps to defeat the Skrulls; device to other Novas and the
afterwards, weary and battle-scarred, he volun- Worldmind. Although metal-
teered to relinquish his powers in order to return lic, the entire uniform can be
home. After Nova regained his powers, he became modified by thought and be-
the leader of the Nova Corps and helped restore comes malleable when re-
Xandar. Although he fiercely battled super villains moved, allowing Nova
such as Supernova Garthaan Saal, the Sphinx, and to easily assume his
the anti-hero team Psionex, the Corps stripped him civilian identity.
of his Nova Prime rank when he ignored orders to
return to Xandar, choosing instead to save Earth from
the devastating Aakonian Deathstorm. Stripped of
his rank and powers, Rich nevertheless soon found
a way to regain his Nova powers and act as a hero
and defender of Earth and Xandar.

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.

HERO DATAFILES AN209


PAIBOK THE POWER SKRULL
Affiliations Solo Buddy Team PP

Distinctions Devious Planner


Frustrated Leader or

STRESS / TRAUMA
Ruthless Warrior +1 PP

Power Sets SKRULLIAN BIO-ENGINEERING


Bio-Electric Blast Cold Control
Flight Superhuman Durability
Superhuman Stamina Superhuman Strength
SFX: Ice Constructs. When using Cold Control to create ice-related assets, add a d6 and
step up your effect die.
SFX: Multipower. Add more than one Skrullian Bio-Engineering power die to your pool.
Step back each Skrullian Bio-Engineering power die in your pool once for each
die beyond the first. P
SFX: Vicious Fighter. Step back the highest die in your attack action pool to add a d6
and step up physical stress inflicted. 4
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Sk-
rullian Bio-Engineering. Recover that stress or wake up to recover Skrullian Bio-
6
Engineering. If emotional trauma received, shutdown Skrullian Bio-Engineering 8
until trauma recovered.

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]

History Abilities & Resources


An officer in the Skrull military and an elite espio- As a Skrull, Paibok is a natural born shapeshifter;
nage agent for the empire, Paibok was chosen to take he’s developed this ability to its fullest as an im-
part in the Warskrull augmentation programs and to perial espionage agent. He’s a highly trained and
act as a direct agent against the Fantastic Four. While experienced soldier. Additionally, he’s undergone
enacting a plan using fellow agent Lyja to infiltrate augmentation by Skrull scientists, greatly enhanc-
the Fantastic Four, Paibok himself underwent gruel- ing his strength, stamina, and durability. He can fly;
ing surgical and technological modification to gain he can turn his skin into a metallic substance; and
a number of superpowers to use against enemies he possesses both bio-electrical
of the Empire. and cold control powers.
His scheme to replace Alicia Masters was the first
in a series of defeats that ended with his ill-informed
formation of the Fearsome Four and subsequent
exile from the empire with a death sentence on his
head. He was caught and imprisoned, but managed
to escape imperial custody. Paibok then endured
short-lived alien augmentation in an attempt to
impress his superiors.
Paibok was captured by the Kree while attempt-
ing to capture an immature Watcher and kill Ben
Grimm. He escaped the prison transport when it
crashed to Earth and Paibok was briefly a free agent.
After causing substantial casualties in the small
Alaskan community nearby, Paibok was forced to
summon help from the Kree. It was that or face the
wrath of Drax the Destroyer, another escapee from
the prison transport.

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.

HERO DATAFILES AN211


PHYLA-VELL
Affiliations Solo Buddy Team PP

STRESS / TRAUMA
Distinctions Cosmic Inheritance
Headstrong Hero or
Much to Prove +1 PP

Power Sets KREE/ETERNAL HYBRID


Energy Blast Superhuman Durability
Superhuman Senses Superhuman Stamina
Superhuman Strength Supersonic Flight
SFX: Absorption. On a successful reaction against an energy-based attack action,
P
convert your opponent’s effect die into a Kree/Eternal Hybrid stunt or step up
a Kree/Eternal Hybrid power until used in an action. If your opponent’s action
4
succeeds, spend 1 PP to use this SFX. 6
SFX: Cosmic Awareness. Spend 1 PP to add Superhuman Senses (or step up if already
in your pool) and reroll all dice on a reaction. 8
SFX: Multipower. Add more than one Kree/Eternal Hybrid power die to your pool. Step
back each Kree/Eternal Hybrid power die in your pool once for each die beyond 10
the first.
Limit: Exhausted. Shutdown any Kree/Eternal Hybrid power to gain 1 PP. Activate an 12
opportunity or participate in a Transition Scene to recover that power.
M
4
Specialties Combat Expert Cosmic Expert 6
Menace Expert Science Expert 8

Tech Expert Vehicle Expert 10


[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
Milestones LOVE BOND 4
1 XP when you discuss your feelings for your chosen beloved. 6
3 XP when you ask for your chosen beloved to aid you during a Transition Scene.
10 XP when you either seek out a ritual to make your relationship with your chosen 8
beloved more permanent and official in the eyes of the Mar-Vell family, or end
the romantic relationship and seek out another. 10
MAR-VELL LEGACY 12
1 XP when you discuss your father’s heroic legacy.
3 XP when you use Cosmic Expert, Science Expert, or Tech Expert to create an asset
for allies to use. XP
10 XP when you take the mantle of Captain Marvel for your own, or give your blessing
to someone else who has taken up your father’s mantle.

AN212 ANNIHILATION
Phyla-Vell [public]

History Abilities & Resources


Elysius of Titan, once Captain Mar-Vell’s lover, Possessing the same abilities as her father and
combined her DNA with his to create a son after brother before her, Phyla is superhumanly strong
Mar-Vell’s death. This individual, Genis-Vell, de- and durable, an effective energy-manipulator who
stroyed and recreated the universe during a period can fly and release destructive cosmic energy bursts.
of heightened cosmic power. In the recreated uni- She can also act as a sort of energy “sponge,” ab-
verse, Elysius’ success with Genis-Vell had inspired sorbing incoming energy and converting it to her
her to also create a daughter named Phyla. Genis— own use. Phyla possesses cosmic awareness to some
rendered insane by his experiences and inability to degree, though she minimizes its use after seeing
filter his cosmic awareness—fought his sister as she the power drive her brother mad. Raised to fill
tried to help him; she also attempted to replace him the role of hero, Phyla
as the new “Captain Marvel.” She lost that struggle, received consider-
and gave up on assuming her father and brother’s able physical and
title. Still trying to prove herself worthy of being combat training
her father’s daughter, Phyla-Vell met Moondragon which she doesn’t
while Phyla played errant hero on her crusade for hesitate to use.
self-discovery. The two fell in love and currently
roam the galaxy, each trying to find their place in
the universe.

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.

HERO DATAFILES AN213


PRAXAGORA
Affiliations Solo Buddy Team PP

Distinctions Fusion-Powered Android

STRESS / TRAUMA
Last of Her Kind or
Reluctant Warrior +1 PP

Power Sets ATARAXIAN POWERS


Fusion Blast Godlike Durability
Godlike Flight Godlike Stamina
Godlike Strength Machine Senses
Supersonic Flight Technology Control
SFX: Cutting Loose. Double any Ataraxian Powers power for one action. If that action
P
fails, add a die to the doom pool equal to the power’s rating. 4
SFX: Immunity. Spend 1 PP to ignore stress of trauma from vacuum, hunger, thirst, or
fatigue. 6
SFX: Invulnerability. Spend 1 PP to ignore physical stress or trauma.
SFX: Multipower. Add more than one Ataraxian Powers power die to your pool. Step
8
back each Ataraxian Powers power die in your pool once for each die beyond the
first. 10
Limit: Dangerous Design. Change Fusion Blast power into a complication to gain 1 PP.
Activate an opportunity or remove the complication to recover that power.
12
Limit: Exhausted. Shutdown any Ataraxian Powers power to gain 1 PP. Activate an op-
portunity or participate in a Transition Scene to recover that power. M
4
6
Specialties Cosmic Expert Psych Expert
8
Science Expert Tech Expert
10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12

Milestones LAST OF HER KIND E


1 XP when you speak of your Ataraxian culture or talents.
4
3 XP when you use a Specialty to create an asset inspired by the works of your lost
people. 6
10 XP when you build a monument to your people’s existence that will last until the
end of time, or find a way to repopulate the galaxy with Ataraxian androids once 8
again.
10
STAR HEART
1 XP when you show caring and empathy for someone who has suffered loss. 12
3 XP when you aid an ally in a Transition Scene, sharing something of your own pain
to ease their suffering.
10 XP when you set aside your revenge against Annihilus to help victims of the Nega- XP
tive Zone’s genocidal rampage, or you set aside someone who needs your help
in order to seek revenge against Annihilus.

AN214 ANNIHILATION
Praxagora [public]

History Abilities & Resources


Ataraxia—located in the Helicon cluster in the As an Ataraxian, Praxagroa is an android with a
Negative Zone—was a world that spawned a sen- fusion power core. She’s incredibly strong and du-
tient android civilization powered by stellar con- rable, capable of discharging plasma
tainment. The Ataraxians were a peaceful race, self- sufficient to cut through starship
sufficient and above petty divisions over resources. hulls. She flies under her own
Unfortunately, the conqueror Annihilus saw them power and can mentally com-
as a threat and destroyed their civilization, killing municate with other machines.
all Ataraxians—save one. That sole survivor, named
Praxagora, he kept as a trophy and focus of study in
a prison planetoid. There she met Preak; they allied
with many other captives to escape from the plan-
etoid with the assistance of Kl’rt the Super-Skrull.
Together, Praxagora and the Super-Skrull are
hunting down the scientist Hawal— her former
keeper and torturer. They hope to learn how to
stop the planet-destroying weapon, the Harvester
of Sorrow, before it finishes cutting through the
Skrull Empire.

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.

HERO DATAFILES AN215


QUASAR
Affiliations Solo Buddy Team PP

Distinctions Cosmic-Powered Everyman


Protector of the Universe or

STRESS / TRAUMA
S.H.I.E.L.D.-Trained +1 PP

Power Sets QUANTUM BANDS


Energy Blast Godlike Durability
Leech Psychic Resistance
Quantum Supremacy Space Flight
Superhuman Senses Teleport
SFX: Absorption. On a successful reaction against an energy-based attack action, con-
vert your opponent’s effect die into a Quantum Bands stunt or double a Quantum
Bands power until used in an action. If your opponent’s action succeeds, spend
1 PP to use this SFX. P
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep 4
an additional effect die.
SFX: Energy Drain. When using Leech to create Power Loss complications on a target 6
with energy-based powers, add a d6 and step up the effect die.
SFX: Multipower. Add more than one Quantum Bands power die to a pool. Step back 8
each Quantum Bands power die in that pool once for each die beyond the first.
SFX: Quantum Constructs. When using a Quantum Bands power to create assets, add 10
a d6 and step up the effect die.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Quan-
12
tum Bands. Recover that stress or wake up to recover Quantum Bands. If mental
or emotional trauma received, shutdown Quantum Bands until trauma recovered. M
Limit: Quantum Jump. When using Teleport within a planetary atmosphere or sealed
environment, add a die to the doom pool equal to the power’s rating. 4
6
Specialties Combat Expert Cosmic Expert
8
Covert Expert Crime Expert
10
Menace Expert Psych Expert
12
Science Expert Tech Expert
Vehicle Expert E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 4
6
Milestones EPOCH’S DISCIPLE
1 XP when you discuss saving the universe. 8
3 XP when you create a power stunt in the process of saving a planet, culture, or galaxy.
10 XP when you either gather a group of allies for the purpose of saving the universe, 10
or pass the Quantum Bands on to another so they might save the universe.
12
FORMER S.H.I.E.L.D. AGENT
1 XP when you discuss your time with S.H.I.E.L.D.
3 XP when you use one of your Specialties to create an asset for an ally to use. XP
10 XP when you either call in S.H.I.E.L.D. for help with a cosmic problem, or come into
conflict with S.H.I.E.L.D. in order to save the universe.

AN216 ANNIHILATION
Wendell Vaughn [secret]

History Abilities & Resources


A graduate of S.H.I.E.L.D. training, Wendell Quasar is a trained S.H.I.E.L.D. agent with consid-
Vaughn was given desk duty after his instructors de- erable technical expertise, including facing cosmic
cided he lacked the killer instinct needed for field- scale menaces in multiple planes of existence. He
work. While working as an analyst, Vaughn became possesses the Quantum Bands, alien artifacts crafted
peripherally involved in testing the Quantum Bands by the cosmic entity Eon. These bands tap into the
S.H.I.E.L.D. recovered following their previous user’s limitless power of a dimension called the Quantum
death. Vaughn watched one test pilot attempting Zone. They enable their user to fire blasts of cosmic
to use the bands disintegrating as the bands over- energy and create coherent energy constructs, as
loaded. When the testing facility came under attack, well as defensive energy fields. The bands can tap,
Vaughn wore the bands himself, saving his fellow drain, and convert almost any form of energy for use
agents; he assumed it would be at the cost of his life. by their wielder, and enable interplanetary flight
However, he discovered that his creative personal- or—through transiting via the Quantum Zone—even
ity and willpower were the needed components in intergalactic flight. They also provide life support.
using the bands safely. Even though psychic energy isn’t one of the energy
Vaughn took the name Quasar. He discovered forms the bands can channel, Vaughn has successful-
the origin of the bands, which were created by the ly programmed the bands to protect his mind from
cosmic entity Eon to empower his champion as the psychic assault. The Quantum Bands may also be
Protector of the Universe. Quasar took up this role, used to analyze energy sources, enhance Vaughn’s
working first for Eon and then for Epoch, Eon’s prog- senses, and acquire navigational information.
eny and replacement. Through many tumultuous Initially, the bands also allowed their
adventures, he’s learned how to use the bands with wielder to manifest a form of cosmic
great efficacy. He maintains ties to the Avengers, but awareness, but Eon disabled this ability
he’s left Earth to expand his role into the greater given its propensity to drive mortal users
universe. insane. Vaughn was temporarily en-
hanced with an alternate-reality power
Personality source called the Starbrand, but
Wendell Vaughn is a good man trying to do the this source has long since
right thing in a universe well beyond the comprehen- been transferred to an-
sion of most of humanity. He’s clever, resourceful, other user.
brave, and self-sacrificing. Although he possesses
all the qualities of the traditional costumed heroes
he’s fought alongside, he’s more fallible than he’d
like—he never lets himself forget his mistakes and
he’s always working to learn from his errors.

HERO DATAFILES AN217


RONAN THE ACCUSER
Affiliations Solo Buddy Team PP
Distinctions Kree Supremacist
Wandering Exile or
You Stand Accused! +1 PP

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]

History Abilities & Resources


Ronan’s noble birth and strong belief in Kree The Kree’s Forever Crystal made Ronan physi-
supremacy made him an ideal member of the Kree cally superior to the already strong and resilient
Public Accuser Corps, the Kree Empire’s main law en- Kree. This process also eliminated the Kree vulner-
forcement order. This role placed him at the forefront ability to foreign atmospheres and granted him the
of the Kree Empire’s expansionism, bringing him into ability to adapt to hostile environments. Ronan’s
conflict with the Fantastic Four, the Avengers, and cybernetics and High Accuser armor further aug-
the Super-Skrull. ment these abilities and also grant the ability to
After proving himself during the Kree-Skrull War, become invisible. Ronan also wields the Universal
Ronan earned the rank of Supreme Accuser, second Weapon—a hammer capable of controlling cosmic
only to the Supreme Intelligence and the Imperial energy—which grants the ability to fly, fire blasts of
Minister. energy, transmute matter, and generate protective
Ronan’s pride in the Kree race got the better of fields. Ronan is trained and experienced with Kree
him as he attempted to start a civil war to overthrow martial arts, law, and politics. He has encountered
the Supreme Intelligence. Ronan believed natural- many races, but he’s especially familiar with humans
born Kree and not machines should rule the empire, and Skrulls, who he has fought against many times.
but his ambitions were thwarted. He later redeemed As Supreme Accuser, Ronan was the third most
himself and returned to his post. powerful being in the Kree Empire after the Supreme
Recently, Ronan found himself wrongly accused Intelligence and Imperial Minister. He has lost his
of treason and sedition. House Fiyero, the current political influence in exile, but retains
rulers of the Kree Empire, stripped Ronan of his titles the respect of the Kree people.
and banished him from Kree space. The case against Ronan also has the begrudging re-
Ronan relies on evidence produced by Tana Nile—a spect of the Fantastic Four and
Rigellian operative and member of Gamora’s Graces. the Avengers, though
Ronan comes to Godthab Omega to clear his name he really can’t call
and serve the Kree, with or without his empire’s them friends.
blessing.

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.

HERO DATAFILES AN219


SILVER SURFER
Affiliations Solo Buddy Team PP

Distinctions Former Herald of Galactus


Noble Soul or

STRESS / TRAUMA
Sentinel of the Spaceways +1 PP

Power Sets POWER COSMIC


Energy Blast Cosmic Supremacy
Godlike Durability Godlike Reflexes
Godlike Senses Godlike Stamina
Godlike Strength Subsonic Flight
Telepathy Teleport
Transmutation P
SFX: Boost. Shutdown a Power Cosmic power to step up another Power Cosmic power. Spend a
PP to recover that power. 4
SFX: Experienced User. When inflicting a Power Cosmic complication on a target, add a d6 and
step up the effect die. 6
SFX: Healing. Add Transmutation to your dice pool when helping others to recover stress. Spend
1 PP to recover your own or another’s physical stress or step back your own or another’s 8
physical trauma.
SFX: Immunity. Spend 1 PP to ignore stress or trauma from vacuum, hunger, thirst, or fatigue. 10
SFX: Invulnerability. Spend 1 PP to ignore physical stress or trauma unless caused by magic.
Limit: Interstellar Travel. Teleport may only be used across interstellar or intergalactic distances, 12
and only if Silver Surfboard Power Set is not shutdown.
Limit: Power Beyond Mortal Ken. Change any Power Cosmic into a complication to gain 1 PP. Activate
an opportunity to recover.
M
Limit: Whim of Galactus. Shutdown Power Cosmic when affected by a Galactus-specific complica-
tion or other trait.
4
SILVER SURFBOARD 6
Space Flight Weapon 8
SFX: Perfect Control. When using a Silver Surfboard power in an action pool for movement-related
stunts, add a d6 and keep an additional effect die. 10
SFX: To Me, My Board. Step up or double Weapon against a single target. Remove highest-rolling
die and add an additional die to your total. 12
Limit: Gear. Shutdown Silver Surfboard and gain 1 PP. Take an action vs. the doom pool to recover.
E
Specialties Acrobatics Expert Combat Expert 4
Cosmic Master Science Master 6
Tech Master Vehicle Master 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
10
Milestones COSMIC POWER
1 XP when you discuss mundane matters. 12
3 XP when you use the Power Cosmic to create an asset for saving a world or system.
10 XP when you use your powers to stop a threat to the universe or bestow the Power Cosmic on
someone else so that they might save worlds and traverse the spaceways. XP
HERALD
1 XP when you discuss your time as a Herald of Galactus.
3 XP when you use Cosmic Master to create an asset for making the galaxy a better place.
10 XP when you either take up your role as Herald of Galactus once again, or gather the Heralds
AN220 for a noble purpose.
ANNIHILATION
Norrin Radd [secret]

History Abilities & Resources


A highly advanced and almost utopian society, Norrin Radd was transformed by Galactus into a
the society of Zenn-La long ago succumbed to ennui nearly indestructible figure capable of channeling
and apathy—they lost the will to further explore the mighty Power Cosmic. The Surfer is strong, fast,
the universe or even to pursue worthy goals at and durable beyond most mortal understanding; he
all. When Galactus targeted their planet, they had can alter matter, energy, and even the very nature
little defense against the might of the Devourer. of the universe at a whim. He can raze worlds or
The scholar Norrin Radd, who still yearned for ad- obliterate mighty armadas. Riding his mentally-con-
venture, approached Galactus and bargained for trolled board, he’s capable of unimaginable speeds
his planet’s survival. Galactus’ travels in search of traversing galactic distances. His heightened senses
worlds to consume cost the cosmic entity too much are such that the universe holds no secrets from
wasted time between feedings, so Radd offered to him and he can navigate anywhere with no need
become Galactus’ Herald, performing the laborious for instruments.
search for suitable targets in Galactus’ stead so that
the Devourer only needed to expend the energy to
move from one suitable target to another with no
wasted time.
Galactus accepted the bargain. He trans-
formed Radd into the gleaming Silver Surfer.
Radd performed well in this role until
bringing Galactus to Earth. Something
about the courageous and noble
way Earth’s heroes stood against
Galactus touched the part of the
Surfer that was still Norrin Radd; he
rebelled against his master, aiding
the Fantastic Four in driving Galactus
away from Earth. As punishment, Galactus created
a barrier attuned to the Surfer which trapped his
former Herald on Earth.
The Surfer eventually found a way around the
barrier; but while on Earth he made many friends
and allies among Earth’s costumed champions, even
joining Dr. Strange, Namor, and the Hulk as one of
the founders of the Defenders. After escaping from
Earth, the Silver Surfer wandered throughout the
universe, defending the weak and helping the help-
less. After many adventures, he discovered that his
homeworld no longer existed—ironically, destroyed
by a different menace unrelated to Galactus. Truly
alone in the world—though not without purpose—
he continues to champion the noble beliefs that
caused him to become the Silver Surfer in the first
place.

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
he’s 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.

HERO DATAFILES AN221


SPIRIT
Affiliations Solo Buddy Team PP

STRESS / TRAUMA
Distinctions Lethal Lady
Obsessive or
Seeks Death +1 PP

Power Sets ENERGY STAFF


Energy Blast Weapon
SFX: Unleashed. Step up or double any Energy Staff power for one action. If the action
fails, add a die to doom pool equal to the normal rating of that power die.
Limit: Gear. Shutdown Energy Staff to gain 1 PP. Take an action vs. the doom pool to
recover Energy Staff.
P
LUPHOMOID DEATH-SEEKER
4
Enhanced Durability Enhanced Stamina
6
Enhanced Strength Superhuman Reflexes
SFX: Death-Bringer. Step back the highest die in your attack action pool to add a d6 8
and step up physical stress inflicted.
SFX: Not a Worthy End. Before you take an action including a Luphomoid Death-Seeker
10
power, you may move your physical stress die to the doom pool and step up the
Luphomoid Death-Seeker power for this action. 12
Limit: A Worthy End. Step up current physical stress or trauma and add it to your next
die roll including a Luphomoid Death-Seeker power to gain 1 PP. M
4
6
Specialties Acrobatics Expert Combat Master
8
Cosmic Expert Covert Expert
10
Menace Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
4
Milestones DEATHWISH
1 XP when you talk about death. 6
3 XP when you help an ally deal with death or loss in a Transition Scene.
8
10 XP when you either die—only to be reborn as something new, rewriting one or more
of your Distinctions—or pledge your allegiance to Thanos and become an agent 10
of Death herself.
12
GATHER THE ANGELS
1 XP when you talk to a female ally about her deadly capabilities.
3 XP when you create an asset for a fellow female warrior. XP
10 XP when you sacrifice yourself to save an ally, or accept the sacrifice of a teammate
and pledge to honor their gift to you.

AN222 ANNIHILATION
Xira [public]

History Abilities & Resources


Xira, a member of the alien Luphomoid race, Xira is a trained Luphomoid warrior. She has
is one of the few to survive the destruction of her exceptional strength, agility, and endurance; she’s
world by Galactus. Sister to the warlord Zorr and skilled in most forms of combat. In addition to her
rumored to be the aunt of the galactic mercenary natural abilities and training, she carries an energy
Nebula, she responded to her planet’s death and staff she can use to channel powerful energy blasts;
the devastation of her people by devoting herself she uses other weapons as needed.
to finding a threat worthy of ending her life. A member of a scattered race of former war-
Encountering the cyborg Death Metal outside lords and soldiers, Xira could call upon members
her temple and noting his resemblance to her own of her race for assistance if she could find them.
conception of Death Incarnate, she followed him Whether they’d help her depends on their relation-
for a time. She assisted him and Brassknuckles in ship with her or her brother Zorr. The same could be
fighting the techno-wizards of Mys-Tek and their said of the cyborg Death Metal and his companion
agents. Despite her expressed desire Brassknuckles, as the circumstances of their separa-
for Death Metal to take her life, the tion are unknown. It’s rumored she’s the aunt
two parted ways with her very of fellow Graces member Nebula, but this
much alive. hasn’t been confirmed.
Coming to Godthab
Omega, Xira joined Gamora
as one of her Graces. Working
together, the deadly female
warriors took over the planet;
they rule over it from their base
of operations on Mount Virago.
Perhaps with these new companions
this alien Valkyrie will find the death
she so passionately seeks.

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.

HERO DATAFILES AN223


STARDUST
Affiliations Solo Buddy Team PP

Distinctions Galactus Before All Others


Inconstant Servant or

STRESS / TRAUMA
Pure Energy +1 PP

Power Sets COSMIC HALBERD


Energy Blast Gravity Supremacy
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die.
SFX: Energy Constructs. When using a Cosmic Halberd power to create assets, add a
d6 and step up the effect die.
Limit: Gear. Shutdown Cosmic Halberd to gain 1 PP. Take an action vs. the doom pool
to recover Cosmic Halberd.

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]

History Abilities & Resources


Stardust is an Ethereal, an incorporeal race of Stardust is immune to all diseases and is capable
energy believed to have evolved from elementary of reconstituting herself even if utterly destroyed.
particles present at the creation of the universe. While she can be defeated, it may be impossible to
Despising the life of an Ethereal, she abandoned her truly kill her.
people to become Galactus’ Herald and served him Now granted the Power Cosmic by Galactus,
as zealously as a religious fanatic. She not only led Stardust possesses cosmic levels of strength, du-
Galactus to populated worlds but also attempted rability, stamina, and superhuman reflexes. She
to destroy all evidence of those who oppose him. doesn’t need food, air, water, or any other kind of
Stardust defeated Beta Ray Bill when Galactus sustenance. Stardust is capable of space flight and
arrived to devour New Korbin. She destroyed the can travel quickly to other star systems and galaxies.
rest of the Korbinite fleet and retrieved the construct She generates destructive energy blasts that she
Alpha Ray, delivering it to Galactus. When Stardust can focus through her halberd. Stardust can create
encountered Beta Ray Bill again, she threatened to inter-dimensional portals and black holes which she
destroy the Meta-Orb that contained the last souls uses to destroy powerful beings.
of Korbin. In a vicious fight, Beta Ray Bill destroyed
Stardust’s physical form and rescued the Meta-Orb.
Stardust quickly reconstituted herself and opened a
portal to a hellish realm—however, instead of send-
ing Beta Ray Bill into the portal, the demon Asteroth
was released.
Realizing the threat to the universe that Asteroth
posed, Stardust and Beta Ray Bill joined forces.
Stardust created a black hole to slay Asteroth, but
the demon redirected the gravitational pull towards
his foes. Galactus imbued Alpha Ray with the Power
Cosmic and it threw itself into the fight. Alpha
Ray, Asteroth, and Stardust fell into the black
hole. Stardust re-coalesced and returned to
Galactus’ service.

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.

HERO DATAFILES AN225


STARLORD
Affiliations Solo Buddy Team PP

Distinctions Cynical Tactician


Foolhardy Hero or

STRESS / TRAUMA
Epic Guilt Complex +1 PP

Power Sets CYBERNETIC WARRIOR


Cybernetic Senses Enhanced Reflexes
Enhanced Speed Enhanced Stamina
SFX: Devilishly Resourceful. Spend 1 PP to step up a stunt or resource from Combat or Covert
Specialties.
SFX: Fights for Keeps. Step back the highest die in your attack action pool to add a d6 and step
up physical stress inflicted.
SFX: Second Chance. If your pool includes a Cybernetic Warrior power, spend 1 PP to reroll.
SFX: Second Wind. Before you take an action including a Cybernetic Warrior power, you may move
your physical stress die to the doom pool and step up the Cybernetic Warrior power for this
action.
P
Limit: Exhausted. Shutdown any Cybernetic Warrior power to gain 1 PP. Activate an opportunity or
participate in a Transition Scene to recover that power. 4
Limit: Fate’s Fickle Hand. If your pool includes a Cybernetic Warrior power, both 1s and 2s on your
dice count as opportunities, but only 1s are excluded from being used for totals or effect dice. 6
WARTIME ARMAMENT 8
Enhanced Durability Kree Weapons
SFX: Concentrated Fire. Against a single target, step up or double Kree Weapons die. Remove the
10
highest rolling die and use three dice for your total.
SFX: Focus. If your pool includes a Wartime Armament power, you may replace two dice of equal 12
size with one stepped-up die.
SFX: Going For Broke. Step up or double any Wartime Armament power for one action. If that M
action fails, add a die to doom pool equal to the normal rating of that power die.
SFX: Immunity. Spend 1 PP to ignore stress or trauma from vacuum, hunger, thirst, or fatigue. 4
SFX: Tactical Expertise. Spend 1 PP to step up a Combat Master stunt or resource and recover
mental or emotional stress. 6
Limit: Gear. Shutdown Wartime Armament to gain 1 PP. Take an action vs. the doom pool to recover
Wartime Armament. 8

Specialties Acrobatic Expert Combat Master 10

Cosmic Expert Covert Expert 12


Menace Expert Psych Master E
Science Expert Tech Expert 4
Vehicle Master 6
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 8
Milestones KYLN ALUMNUS 10
1 XP when you discuss your time in the intergalactic prison, the Kyln.
3 XP when you free someone from prison or bondage. 12
10 XP when you attempt to correct the mistakes that got you into prison, or get revenge against
those who put you in prison.

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]

History Abilities & Resources


Once upon a time, a prince of the Spartoi Empire Peter Quill is in Olympic-level physical condi-
was forced into exile and wandered through the uni- tion and displays extraordinary tactical skills and
verse before crash-landing on Earth. While trapped combat prowess, as well as an impressive breadth
there, he fell in love with a human woman and they of knowledge about the cultures and peoples of
had a child. The prince left when his ship was fi- the universe. He uses a variety of alien weapons
nally repaired, hoping to draw any attention away and personal defense items such as a suit that’s
from the existence of his lover and son and protect armed with deadly energy weapons and provides
them from his enemies. The child was raised as Peter armor protection and life support. Quill has gained a
Quill and was a loner, very much apart from his com- number of cybernetic implants over the years—most
munity. When his father’s enemies made their way enhance his senses, but he also has an integrated
to Earth, they killed Peter’s mother, not realizing computer. He had a gun that acted as a teleportal to
the child’s significance. No one believed the boy’s channel elemental matter from nearby worlds and
story of his mother’s murder and he was placed in a sentient star vessel called “Ship,” but these were
an orphanage. both apparently destroyed in his fight against the
Peter made his way into the Space Program, Fallen One.
where he first made contact with alien life. Through
a complicated set of adventures, Quill became the
champion of an alien entity called the Master of
the Sun, earning the title “Starlord.” His travels
and struggles among the stars eventually saw
him dragged into his natural father’s conflict
with enemies seeking to take over the Spartoi
throne. Discovering his true origins and ties to
the Spartoi, he chose to decline any involve-
ment with the empire and continue on his
journeys.
While trying to stop the Fallen One, former
Herald of Galactus, Starlord inadvertently
caused massive collateral damage, killing hun-
dreds of thousands. As a result, he was sentenced
to a term in the Kyln, an intergalactic prison.

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.

HERO DATAFILES AN227


STELLARIS
Affiliations Solo Buddy Team PP

Distinctions Cosmic-Powered Tech


Hatred of Celestials or

STRESS / TRAUMA
Reckless Warrior +1 PP

Power Sets ALIEN WARRIOR


Enhanced Reflexes Psychic Resistance
Superhuman Stamina
SFX: Cut Loose. Add a doom die to your next attack action. After your action, step up the doom
die and return it to the doom pool.
Limit: Easily Manipulated. Step up mental stress or complications inflicted upon you by manipula-
tive characters to gain 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

Specialties Combat Expert Cosmic Expert 12

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]

History Abilities & Resources


Lone survivor of an unknown race destroyed by Stellaris wears an alien armor fueled by pow-
the Celestials, Stellaris has devoted herself to the erful cosmic energies. While wearing it, she’s an
destruction of these cosmic beings. Armed with alien “alpha-class” threat on par with a Herald of Galactus.
armor of vast power, she tracked a Celestial agent to The armor is capable of leveling cities with an array
Earth where she fought Thor and Hercules. Defeated, of weapons including concussion, sonic, and heat
she escaped and raided the High Evolutionary’s ship, blasts. It also boosts her strength to incredible
freeing the Thor-clone, Nobilus. The pair traveled to levels, protects her from most harm, and is capable
the massive bio-sphere known as the Black Galaxy to of space flight. In addition to her armor, Stellaris is
prevent the birth of a new Celestial; there they once an exceptional warrior, experienced with fighting a
again encountered Thor and Hercules. Intending to number of alien and cosmic-powered beings.
destroy the newborn cosmic being, Stellaris in real- Outside the Graces, Stellaris doesn’t have a lot
ity provided the spark needed to bring it to life—an of friends. Her people are gone and her relationship
act that consumed the Black Galaxy. with the heroes she’s met, such as Thor, is shaky
Later, Stellaris tried to attack Thor again, but at best. As a member of the Graces, she
she was soundly defeated by the thunder god. can call upon fellow members for help
Eventually, she had a change of heart and and has access to their holdings on
even aided the hero Thunderstrike (Eric Godthab Omega.
Masterson) for a time before returning to
space.
Recently, Stellaris joined with other
female cosmic adventurers, pirates, and
assassins to form the Graces; the group
has settled on Godthab Omega, taking
the world as their personal domain.

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.

HERO DATAFILES AN229


SUPER-SKRULL
Affiliations Solo Buddy Team PP

Distinctions Old Warhorse


Ruthless Fighter or

STRESS / TRAUMA
Sneaky Son of a Schma’ag +1 PP

Power Sets FANTASTIC POWER MATRIX


Flame Blast Flame Mastery
Force Blast Invisibility
Stretching Subsonic Flight
Superhuman Durability Superhuman Strength
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an effect die.
SFX: Fiery Body. On a successful reaction against a melee attack action, inflict physical
stress with the effect die. Spend a PP to step it up. P
SFX: Force Constructs. When using a Force Blast power to create assets, add a d8 and 4
step up the effect die.
SFX: Multipower. Add more than one Fantastic Power Matrix power die to a pool. Step 6
back each Fantastic Power Matrix in that pool once for each die in the pool.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Fan- 8
tastic Power Matrix. Recover that stress or wake up to recover Fantastic Power
Matrix. If emotional trauma is received, shutdown Fantastic Power Matrix until 10
trauma recovered.
12
SKRULL PARAGON
Enhanced Reflexes Enhanced Stamina M
Mind Control Shapeshifting 4
SFX: Immunity. Spend 1 PP to ignore stress or trauma from vacuum, hunger, thirst, or
fatigue.
6
Limit: Quick-Tempered. Gain 1 PP to step up emotional stress from taunting, insults, etc. 8
10
Specialties Combat Expert Cosmic Expert
Covert Master Menace Expert 12

Tech Expert Vehicle Expert E


[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 4
Milestones FANTASTIC RIVALRY 6
1 XP when you discuss your rivalry or past battles with the Fantastic Four. 8
3 XP when you use the Fantastic Four’s own powers to inflict stress on them.
10 XP when you either defeat the Fantastic Four, or find peace with them and put your 10
rivalry to rest.
12
SKRULL SOLDIER
1 XP when you give orders to Skrull soldiers.
3 XP when you alter or ignore orders given to you by a Skrull officer. XP
10 XP when you either achieve the highest rank possible for a Skrull soldier, or sever
your ties with the Skrull Empire and declare yourself an independent agent.

AN230 ANNIHILATION
Kl’rt [public]

History Abilities & Resources


Skrull Emperor Dorrek handpicked the soldier Like other Skrulls, the Super-Skrull is an ac-
Kl’rt to become the first Super-Skrull—soldiers of complished shapeshifter, infiltrator, and agent pro-
the empire enhanced with superpowers. Dorrek vocateur. He’s a highly experienced warrior with
sought revenge on the Fantastic Four directly, so considerable skill in fighting against super-pow-
Kl’rt’s powers were engineered versions of the ered opponents. His abilities are modeled after the
Fantastic Four’s own powers, amped up through Fantastic Four’s original abilities. While resourceful
an energy transmission beam directed at him from in his own usage of these powers, he isn’t actually on
space. His initial confrontation with the four went par with any of the Fantastic Four with their finely
in his favor, but then Reed Richards figured out how tuned expertise.
the Super-Skrull was getting his power boost and
the team delivered the first of many defeats to the
Super-Skrull.
Disgraced in the eyes of the Skrull Empire, the
Super-Skrull found other allies to help him as he
continued to strike against Earth and her champi-
ons. Over time, the Super-Skrull came into conflict
with several other Earth heroes besides his hated
Fantastic Four. For a while, Kl’rt was mind-wiped
and conditioned to believe he was a human with
superpowers; Master Khan used him to fight Power
Man and Iron Fist. Kl’rt was trapped in the Van Allen
Radiation Belt when the other Skrulls lost their
shape-changing abilities; this inspired one of
the claimants to the Skrull throne to bring him
back to the empire where he was used as the
genetic template needed to recover the race’s
shapeshifting powers.
Returned to the good graces of his fellow
Skrulls, Kl’rt was recently tried to take custody
of Hulkling of the Young Avengers so he could be
returned to the empire.

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.

HERO DATAFILES AN231


TANA NILE
Affiliations Solo Buddy Team PP

Distinctions Brilliant Logician


Rigellian Renegade or

STRESS / TRAUMA
Xenophile +1 PP

Power Sets POWER ARMOR


Energy Blast Shapeshifting
Superhuman Durability
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from pressure,
vacuum, or radiation.
Limit: Gear. Shutdown Power Armor power to gain 1 PP. Take an action vs. the doom
pool to recover.

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]

History Abilities & Resources


The lead female among the Rigellian Colonizers, As a Rigellian, Tana can increase her density at
Tana Nile was sent to Earth as part of a plan to colo- will, boosting her strength and resistance to injury.
nize the world for her race. Posing as the roommate She can also use her native mental powers to read
of Jane Foster—Thor’s sometime romantic inter- and dominate the minds of others. She usually wears
est—Tana began taking control of humanity using Rigellian power armor that protects her from harm,
her alien mental powers. However, she was forced to alters her appearance to assume various humanoid
abandon her mission when she was ordered home shapes, and allows her to fire off “stasis rays” of
to marry the High Commissioner of Rigel. heat or concussive force. Tana is a skilled scientist
Little is known of Tana’s history until she encoun- and spy. She’s well trained in her race’s martial arts.
tered Thor some time later, noticeably unattached. In addition to her fellow Graces, Tana has
Tana assisted Thor, Sif, and their allies in defeating a number of allies. These include Thor, Sif, the
the menace of Ego-Prime, a failed creation of Ego Valkyries, and even Howard the
the Living Planet, before discovering she had been Duck. She can also call upon
manipulated by Odin. Reeling from her failure and her fellow Rigellians
enamored with humanity, she chose to stay on Earth for assistance, es-
with her romantic interest, sailor Silas Grant. pecially when
On Earth, Tana had varied and strange adven- working to di-
tures, including meeting the X-Men and falling in rectly advance
love with Howard the Duck. After the destruction of her people.
much of the Rigellian Empire at the hands of Thanos,
she was reassigned to work as an infiltrator among
various alien cultures, including the Skrull. Recently,
she was involved in the plot to frame Ronan the
Accuser for treason. She’s currently hiding out on
Godthab Omega as a member of Gamora’s Graces.

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.

HERO DATAFILES AN233


TERRAX THE TAMER
Affiliations Solo Buddy Team PP

Distinctions Not Subtle


Quick to Anger or

STRESS / TRAUMA
Tyrant Herald +1 PP

Power Sets COSMIC AXE


Energy Blast Godlike Durability
Weapon
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep an ad-
ditional effect die.
SFX: Nothing Can Stop This. Spend 1 PP to prevent any material-based Durability power from
being used in a reaction dice pool against your next attack action.
SFX: Power Attack. Against a single target, step up or double your Weapon die. Remove the highest
rolling die and use three dice for your total.
Limit: Gear. Shutdown Cosmic Axe to gain 1 PP. Take an action vs. the doom pool to recover Cosmic
Axe. P
POWER COSMIC 4
Earth Supremacy Energy Blast 6
Godlike Durability Godlike Senses 8
Godlike Stamina Godlike Strength 10
Mimic Space Flight 12
Superhuman Reflexes Teleport
M
Transmutation 4
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from heat or cold attacks.
SFX: Versatile. Replace Earth Supremacy die with 2d10 or 3d8 on your next roll. 6
Limit: Charging. Shutdown any Power Cosmic power to gain 1 PP. Activate an opportunity or par-
ticipate in a Transition Scene to recover that power. 8
Limit: Interstellar Travel. Teleport may only be used across interstellar or intergalactic distances.
10
Specialties Combat Master Cosmic Master
12
Menace Master
E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
4
Milestones ACT, THEN THINK
6
1 XP when you end a Transition Scene by doing something rash and impulsive that
will directly lead to an Action Scene. 8
3 XP when you discuss your upcoming actions with an ally and make plans.
10 XP when you either impulsively destroy something massive, or save something 10
massive by successfully executing on a plan.
12
AND MY AXE!
1 XP when you discuss your service to Galactus.
3 XP when you do stress to an enemy with your weapon. XP
10 XP when you either gather other Heralds for your own purposes, or take up your axe
once again and become a Herald of Galactus.

AN234 ANNIHILATION
Tyros [secret]

History Abilities & Resources


Tyros ruled of the city of Lanlak on the planet Even before becoming a Herald of Galactus,
Birj and ensured his rule through his ability to com- Terrax had impressive powers. His rock-like skin is
mand rock and earth. His lust for power and con- incredibly tough and he can control rock and earth.
quest drew the attention of Galactus who selected After being imbued with the Power Cosmic, his
Tyros to become his Herald. In return for helping the control over silica-based objects grew exponen-
Fantastic Four fight the villain Sphinx, Galactus sent tially and he can now control objects as small as
the superhero team to humble Tyros and bring him sand grains or as large as islands within a 100 mile
before Galactus. Although Tyros resisted, he was range. Using these powers he once lifted the island
unable to defeat the Fantastic Four. In the presence of Manhattan into space.
of Galactus, the Power Cosmic amplified his powers A dangerous combatant, Terrax often channels
and he transformed into Terrax. his cosmic power through his axe. He can emit
Terrax excelled in leading Galactus to many powerful blasts of destructive energy, as well as
worlds to feed, but he also wished to use his abili- cleave through almost any known material. Terrax
ties for personal power. Neglecting his duties to the can create a powerful force field with his axe and
Devourer, Terrax eventually led Galactus to Earth in can fly through space on asteroids, reaching speeds
the hope that the Fantastic Four would be able to faster than light. He’s rarely formed an alliance with
kill him. In response, Galactus withdrew the Power heroes, preferring to act on his own. Terrax despis-
Cosmic from Terrax in order to regain his energy; he es the Fantastic Four because they defeated and
left Terrax on Earth. humbled him.
Doctor Doom restored some of Terrax’s power
using a portion of the Power Cosmic so he could
fight the Fantastic Four. However, this portion of the
Power Cosmic was unstable and, while he battled
the Silver Surfer, Terrax was consumed. Terrax even-
tually regenerated and the Silver Surfer exiled him
to an uninhabited world.
Terrax’s power and cunning were needed by the
Silver Surfer when he tried to subdue Morg, who
had been made a Herald of Galactus because of his
potential for unlimited destruction. Terrax joined
Firelord, Nova, Gabriel Air-Walker, and the Silver
Surfer to fight Morg, in exchange for his freedom
and the recovery of his axe. During the battle, Morg
soundly defeated the combined strength of the
former Heralds and destroyed Terrax’s axe. However,
when Morg killed Nova against Galactus’ wishes,
Galactus revoked Morg’s access to the Power Cosmic
and Terrax killed Morg with his own axe.

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.

HERO DATAFILES AN235


THING
Affiliations Solo Buddy Team PP

STRESS / TRAUMA
Distinctions It’s Clobberin’ Time!
Not Just Another Pretty Face or
Wotta Revoltin’ Development +1 PP

Power Sets ROCKY ORANGE HIDE


Godlike Durability Godlike Strength
Superhuman Stamina P
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die.
4
SFX: Collateral Damage. Instead of spending 1 PP, add d6 to the doom pool to create 6
a Rocky Orange Hide stunt.
SFX: Haymaker. Double Godlike Strength for an action, then add the second-highest 8
rolling die from that action to the doom pool.
SFX: Invulnerability. Spend 1 PP to ignore physical stress or trauma unless caused by 10
mystical attacks.
Limit: Moody. Step up emotional stress from doubt, guilt, or self-worth to gain 1 PP. 12
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
4
Milestones FAR AWAY FROM YANCY STREET
6
1 XP when you ask aliens questions about their strange ways.
3 XP when you decide to solve a problem by dealing a bad guy physical stress. 8
10 XP when you either declare cosmic adventuring as a big mess and go back to Earth,
or take up a title, vocation, or role that will keep you in space. 10
WHAT TIME IS IT? 12
1 XP when you lead a charge into a dangerous battle, yelling your battle cry.
3 XP when you take stress from standing toe-to-toe with a villain who possesses a d12
in one of their Power Sets. XP
10 XP when you either apologize to an opponent for clobbering them, or deal trauma
to a global threat, defeating it.

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

Power Sets SPIDER-SERUM


Superhuman Reflexes Enhanced Senses
Enhanced Stamina Superhuman Strength
SFX: Focus. If your pool includes a Spider-Serum power, you may replace two dice of
equal size with one stepped-up die.
Limit: Exhausted. Shutdown any Spider-Serum power to gain 1 PP. Recover by activating P
an opportunity or during a Transition Scene.
4
PSI-WEBS
6
Enhanced Durability Swingline
8
Wall-Crawling Weapon
SFX: Ensnare. When inflicting a web-related complication on a target, add a d6 and 10
step up your effect die.
SFX: Web Control. When creating web-related assets, add d6 and step up your effect die. 12
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Psi-
Webs. Recover Psi-Webs when you recover that stress or wake up. If you take M
emotional trauma, shutdown Psi-Webs until you recover that trauma.
4
6
Specialties Acrobatic Expert Combat Expert 8

Covert Expert Menace Expert 10

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.

CW158 CIVIL WAR


Julia Cornwall Carpenter [secret]

History Abilities & Resources


Recruited by college friend Valerie Cooper, strug- Arachne’s physical abilities are similar to Spider-
gling single mom Julia Carpenter participated in Man and Spider-Woman—superhuman agility and
an experiment by the Committee for Superhuman strength, extraordinary senses and endurance. In
Affairs (CSA), unaware its purpose was to create su- addition, with her psychokinetic powers she can
perhuman covert operatives. Julia gained a number create web-like psychic constructs to ensnare foes,
of superhuman powers and joined the CSA under create swinglines, and crawl on walls like a spider.
the codename Spider-Woman. One of the heroes Trained as a government agent and spy, she’s skilled
abducted to an alien world by the extra-dimensional in close combat, espionage operations, stealth, and
and godlike Beyonder, she unwillingly fought in his acrobatics.
“Secret Wars.” It was here she met many of Earth’s Julia is on good terms with most other arachnid-
premiere heroes, impressing several of them with themed heroes, including Peter Parker, Jessica Drew,
her power, courage, and skill. and one-time Spider-Woman Mattie Franklin. She
Returned to Earth, Julia worked alongside former has close friends and allies among the Avengers,
super criminals in the government-run Freedom particularly Ms. Marvel, Wonder Man, and Iron Man.
Force. When they tried to arrest the Avengers on Recently, she’s also grown close to the mysterious
trumped-up treason charges, she quit the team and Shroud. Though she’s a former member of the CSA’s
chose to aid the heroes instead. Julia eventually Freedom Force team, she really doesn’t consider
became an Avenger herself, serving on the team’s that group as allies or friends. She does have con-
West Coast branch. Due to her double life of secret tacts within various government agencies, however.
identities and long absences, she lost custody of her She’s still close to her parents, Walter and Elizabeth
daughter Rachel to her ex-husband. When he was Cornwall, who take care of her
later killed, she was reunited with her child. daughter on occasion.
Villainess Charlotte Witter attacked Julia and
stole her powers and the Spider-Woman mantle.
Depowered and severely injured, Julia retired from
super heroics completely. Eventually she recovered,
her powers restored with the aid of Max Coleridge,
the mysterious vigilante known as the Shroud. Julia
gave up the Spider-Woman moniker out of defer-
ence to the returned Jessica Drew, but she returned
to heroics part-time as Arachne. Her primary focus is
her personal life—her daughter and Coleridge, who
she’s grown very close to.

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.

HERO DATAFILES CW159


BLACK PANTHER
Affiliations PP
Solo Buddy Team

Distinctions King of Wakanda


Peerless Strategist or

STRESS / TRAUMA
World-Class Intellect +1 PP

Power Sets WAKANDAN TECHNO-RAIMENT


Cybernetic Senses Enhanced Durability
Wall-Crawling Weapon
SFX: Ebony Blade. If your attack action pool includes a Weapon power, you may step
back the highest die to add a d6 and step up the physical stress inflicted.
SFX: Energy Absorption. On a successful reaction against an energy-based action,
convert your opponent’s effect die into a Wakandan Techno-Raiment stunt or
step up a Wakandan Techno-Raiment power until used in an action. If your op-
ponent’s action succeedes, spend 1 PP to use this SFX.
SFX: Mystic Armory. At the cost of creating a resource, you may step up or double P
Weapon or Enhanced Durability for the duration of a resource.
Limit: Gear. Shutdown a Wakandan Techno-Raiment power to gain 1 PP. Take an action 4
vs. the doom pool to recover.
6
CHOSEN OF THE PANTHER GOD
8
Enhanced Reflexes Enhanced Senses
10
Enhanced Stamina Enhanced Strength
SFX: Focus. If your pool includes a Chosen of the Panther God power, you may replace
two dice of equal size with one stepped-up die.
12
SFX: Panther Champion. Before you take an action including a Chosen of the Panther
God power, you may move your mental and emotional stress dice to the doom
M
pool and step up the Chosen of the Panther God power for this action.
4
Limit: Fit to Rule. May not spend PP when making reaction rolls during ritual or mystical
combat or when facing challenges to your title. 6
8
Specialties Acrobatic Master Combat Master
10
Covert Master Menace Expert
12
Mystic Expert Science Expert
Tech Expert Vehicles Expert E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 4
Milestones LEARNING ABOUT MUTANTS 6
1 XP when you ask Storm, or a mutant ally, a question about mutant history or culture.
8
3 XP when you get into a conflict with a mutant or an enemy of mutant-kind.
10 XP when you either join an X-team as an honorary member or create a team for you 10
and your wife to lead.
SHREWD INTELLECT 12
1 XP when you use Science Expert to create an asset for an Action Scene.
3 XP when you utilize Wakandan technology to do physical stress to an opponent.
10 XP when you either decide to use Wakandan science to change the world for the
XP
better or take away Wakandan-made Vibranium tools and weapons that are
outside of your nation’s boundaries.

CW160 CIVIL WAR


T’Challa [public]

History Abilities & Resources


Latest in a long line of warrior-statesmen, A lifetime of training, as well as the rare herbs
T’Challa rules the African nation of Wakanda as involved in the ceremony that made him king, have
their champion and king, the Black Panther. His na- given Black Panther physical abilities at peak human
tion’s advanced technology and the world’s only level. His senses possess animal-like acuity and he
abundant source of the mysterious metal Vibranium is an expert hunter and tracker. T’Challa is a master
has meant centuries of isolation and secrecy. This of various martial arts, an accomplished acrobat,
changed when opportunistic fortune hunter, Ulysses a trained scientist, and a master of stealth and in-
Klaw, killed T’Chaka, T’Challa’s father and then cur- filtration. He has one of the best tactical minds in
rent Black Panther. Swearing to avenge his father the world and is a keen student of human nature.
and take his place as the new Black Panther, T’Challa He augments these considerable abilities with nu-
studied and trained, eventually passing the trials of merous weapons and inventions, many using ad-
leadership and ascending to the throne. vanced Wakandan technology and Vibranium as key
Deciding a more proactive stance on world affairs elements; he recently acquired the Black Knight’s
was needed to protect his people, T’Challa interact- Ebony Blade, adding it to his arsenal.
ed more with the outside world than his predeces- As King of Wakanda, T’Challa has incredible re-
sors. First, he allied with the Fantastic Four against sources. His people possess vast technological and
Klaw. Later, he joined the Avengers and became a cultural advancements on par with or exceeding
valued member. He often returns to Wakanda to deal most Western nations. Dora milaje—ceremonial
with affairs of state, coup attempts, tribal conflicts, wives-in-training and highly skilled bodyguards—
and other issues. However, he eventually leaves often attend him. He personally counts as friends
again to aid his allies, monitor external threats to his and allies some of the greatest heroes in the world.
people, and stay connected to the world. Recently, Most notable among these
T’Challa has been focused on affairs of state, in- are Captain America, fiancée
cluding the continuation of the royal line. To this Storm, and the Fantastic Four.
end he rekindled his childhood romance with Ororo Black Panther can call upon
Monro,(AKA Storm). The couple are now engaged to all of his former
be married, and the wedding is scheduled for the Avengers allies for
coming months. aid, though he and
Tony Stark sometimes
Personality clash ideologically.
Black Panther is a man who was both born to
and earned his right to rule. As such, he is confi-
dent and used to being heeded, but also doesn’t see
birthright or destiny as a key element of character.
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 himself 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.

HERO DATAFILES CW161


CABLE
Affiliations   PP
Solo Buddy Team

Distinctions Complicated History

STRESS / TRAUMA
Man on a Mission or
Time Traveler +1 PP

Power Sets HEAVILY-ARMED CYBORG


Big Guns Cybernetic Senses
Enhanced Reflexes Superhuman Durability
Superhuman Stamina Superhuman Strength
Telekinetic Control Teleport
SFX: Man with the Plan. Spend 1 PP to borrow the highest die in the doom pool as an
asset for your next action, then step back and return that doom die.
P
SFX: Multipower. Add more than one Heavily-Armed Cyborg power to your pool. Step
back each Heavily-Armed Cyborg die in your pool once for each die beyond the first. 4
Limit: Gear. Shutdown a Heavily-Armed Cyborg power trait to gain 1 PP. Take an action
vs. the doom pool to recover. 6
Limit: Techno-Organic Virus. When you take mental or emotional stress, change any
Heavily-Armed Cyborg power into a complication to gain 1 PP. Activate an op- 8
portunity or remove the complication to recover that power.
10
BURNED-OUT MUTANT TELEPATH
Psychic Resistance 12
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from psychic
attacks. M
SFX: Latent Power. When a Heavily-Armed Cyborg power is shutdown, spend 1 PP to
recover and step up that power as a Burned-Out Mutant Telepath power for the
4
remainder of the scene. 6
Limit: Mutant. When affected by mutant-specific complications and tech, earn 1 PP.
8
Specialties Combat Master Cosmic Expert 10
Covert Master Menace Expert 12
Tech Expert Vehicle Master E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
4
Milestones THERE’S ALWAYS ANOTHER WAR 6
1 XP when you make a battle plan with your allies.
3 XP when you put fellow soldiers into the line of fire for the sake of the mission.
8
10 XP when you sacrifice friends or family for the mission, or when you choose family
or friends over the mission.
10
SO MANY THREADS… 12
1 XP when you seek out a friend or enemy from your timeline.
3 XP when you describe the horrors of your world to an ally or enemy from this time.
10 XP when you either take actions that preserve your timeline or find a new path that XP
dissolves your timeline into oblivion, leaving you a refugee from another reality,
a man without a world.

CW162 CIVIL WAR


Nathan Christopher Summers [public]

History Abilities & Resources


Cable was born Nathan Summers, the son of Cable’s original mutant powers were telepathy
Scott Summers (AKA Cyclops) and Jean Grey’s clone and telekinesis. Although he possessed the potential
Madelyne Pryor-Summers, as part of a long-term to manifest tremendous levels of both, he spent
plan by Mr. Sinister against the mutant En Sabah Nur most of his energy containing the techno-organic
(AKA Apocalypse). To thwart Sinister, Apocalypse virus that ravaged his body. After burning out his
infected the baby with a techno-organic virus, but original powers, he switched to technology as sub-
the time-traveling Mother Askani took Nathan into stitutes for them. The Dominus Objective is a cy-
the future to cure him. There, he learned to resist the berpathic connection to the infonet, which he uses
virus and trained to become a weapon against Nur, in place of his telepathy, and the Cone of Silence is
who had taken over the Earth of that future timeline. a prototype force field generator and gravimetric
Cable’s fight against his enemy would span eons, sheath that functions much like his telekinesis did.
as he jumped through time to fight Apocalypse at As a result of the techno-organic virus, Summers
different points in history. is functionally a cyborg, with significant physical
Eventually, Summers ended up in the 20th cen- enhancements. He’s never without large guns and
tury, decades before his own birth. As part of his other tools of his violent trade, and he frequently
overall strategy, he worked as a mercenary, honing relies on his “body-sliding” teleport technology.
skills while amassing resources, contacts, and allies. Also, Cable usually has little difficulty getting his
He came into contact with the X-Men, indirectly at hands on time-travel equipment when he needs it.
first, then finally meeting his father at a point when Even without his powers and tech, Summers is a
Cable was actually older than Cyclops. highly experienced soldier and covert operator with
Over time, he achieved his hard-won goal of de- well-developed leadership and tactical skills.
feating Apocalypse, only to find new causes there- Over the years he has amassed numerous hidden
after. Recently he became the leader of a peaceful caches of resources in various locations and times,
Pacific island community named Providence. as well as many contacts and allies. Significant
among these are “Professor,” the consolidated AI
Personality brain of a Celestial ship, and Blaquesmith, a diminu-
Nathan Summers is a hard man, forged by diffi- tive time-traveling mentor who has saved Cable’s
cult times and countless trials. At heart, he’s simply a life many times.
soldier, doing what he must to complete the mission
at hand. Robbed of any chance at a normal existence,
he has little that passes for a life outside of what-
ever struggle currently occupies his time. Molded
by his experiences on the battlefield
and in the shadows of clandestine
communities, Summers is less up-
standing and noble in his tactics
and actions than most heroes. He
has little problem making hard,
even brutal, decisions when
the situation calls for them.
Cable has sacrificed much, re-
grets much, and has learned to
live with it all while fighting on.

HERO DATAFILES CW163


CAPTAIN AMERICA
Affiliations PP
Solo Buddy Team

Distinctions Moral Compass

STRESS / TRAUMA
Resolute Tactician or
Sentinel of Liberty +1 PP

Power Sets SUPER-SOLDIER PROGRAM


Enhanced Durability Enhanced Reflexes
Enhanced Stamina Enhanced Strength
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from poison,
disease, or fatigue.
SFX: Last-Ditch Effort. Step up or double any Super-Soldier Program die on your next
roll, or spend 1 PP to do both, then shutdown that power. Activate an opportunity
to recover the power or during a Transition Scene.
SFX: Second Wind. Before you take an action including a Super-Soldier Program P
power, you may move your physical stress die to the doom pool and step up the
Super-Soldier Program power for this action.
4
Limit: Patriot. Step up emotional stress inflicted by government forces or popular 6
opinion to gain 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.

CW164 CIVIL WAR


Steve Rogers [public]

History Abilities & Resources


Born in the early 20th Century in New York City Operation: Rebirth transformed Rogers into the
to poor Irish parents, Steve Rogers grew up sickly. pinnacle of physical perfection. Captain America’s
Despite his heartfelt desire to aid his country in its body operates at the maximum of human physical
struggle against the Axis powers, his frailties dis- potential, giving him levels of strength, endurance,
qualified him from active military service. However, and agility that would shame world-class athletes.
his unyielding determination and moral character His body also makes him effectively immune to
resulted in his being chosen for the top-secret poison, disease, and fatigue. In addition, he is highly
Operation: Rebirth project. Dr. Abraham Erskine’s trained in all aspects of military and tactical skill,
Super-Soldier process transformed Rogers into a and his close-quarter combat skills combine with his
peerless physical specimen—a success that would physical abilities to make him one of the single best
never be reproduced thereafter, due to Erskine’s hand-to-hand fighters alive. Rogers possesses exten-
subsequent murder at the hands of a Nazi spy. sive battlefield experience and years working in the
Trained and equipped as a spy-busting propaganda intelligence community, and he is a natural leader
asset to counterbalance Germany’s Red Skull, Rogers with virtually unmatched powers of inspiration.
became Captain America. Accompanied by his part- Captain America wears a scale-mail uniform of
ner Bucky Barnes, Captain America fought alongside sophisticated anti-ballistic materials and carries a
the Sub-Mariner and the original Human Torch as circular shield. This shield is one-of-kind, the acci-
the Invaders. dental alloying of steel and Vibranium, practically
While trying to stop a rocket weapon of Baron indestructible and known to dampen kinetic energy
Zemo’s, Barnes apparently died and Rogers was lost impact entirely. In addition to using it defensively,
to the icy waters of the North Atlantic. The Super- Rogers has mastered its use as a throwing weapon.
Soldier formula put Rogers into a state of suspended Steve Rogers has always enjoyed a close relation-
animation, while the world thought him dead for ship with S.H.I.E.L.D., through former Director Nick
decades. Eventually discovered and revived by the Fury and sometime romantic partner Sharon Carter
Avengers in more recent times, Captain America has (AKA Agent 13). Of late, however, Fury’s replacement
had to adapt to a world half a century different than Maria Hill has been less accommodating
the one that shaped him. and many of his S.H.I.E.L.D. resources
have been limited. He uses custom-
Personality ized vehicles such as a high-tech van
Captain America is the moral measure against and a heavily modified motorcycle,
whom most other heroes compare themselves. He both gifts from the Black Panther’s
is the hero’s hero—fearless, selfless, noble, and people. Cap’s reputation, particu-
unyielding. Rogers lives the ideals he represents— larly among the superhuman com-
they aren’t simply a code he espouses and works to munity, is unmatched—no other
uphold. Equality and fairness, justice and liberty for figure commands the degree of
all—these are fundamental to Cap’s basic character, respect and loyalty among heroes
not just words, and his every action demonstrates this. that he does.

HERO DATAFILES CW165


CLINT BARTON
Affiliations PP
Solo Buddy Team

Distinctions Checkered Past


or

STRESS / TRAUMA
Cocky Rogue
Peerless Marksman +1 PP

Power Sets EXCEPTIONAL TRAINING


Enhanced Reflexes Enhanced Senses
Enhanced Stamina
SFX: Fortune Favors the Bold. If your pool includes an Exceptional Training power, spend 1 PP to reroll.
Limit: Headstrong. When your opponent includes your existing mental or emotional stress in a dice pool,
step up that stress to gain 1 PP. If the opponent’s action or reaction fails, step back that stress.

BOW AND TRICK ARROWS (HAWKEYE)


Enhanced Durability Weapon P
SFX: Shoot to Kill. Add a d6 to your attack action pool and step back the highest die in pool. Step
up physical stress inflicted.
4
SFX: EMP Arrow. Against multiple robot or computerized opponents, for every additional target
add a d6 and keep an additional effect die. 6
SFX: Adamantium Arrow. When your target uses a Durability power in their reaction pool, step
on which costumed identity Clint chooses to adopt.
Choose one of the following power sets, depending

up physical stress inflicted. 8


SFX: Tear Gas Arrow. Against multiple opponents, for every additional target add a d6 and keep
an additional effect die.
10
SFX: Explosive Arrow. Step up or double Weapon for one action. If the action fails, add a die to
doom pool equal to the normal rating of your power die.
Limit: Gear. Shutdown Bow and Trick Arrows to gain 1 PP. Take an action vs. doom pool to recover.
12
NINJA ARSENAL (RONIN) M
Enhanced Durability Weapon 4
SFX: “I’m Just That Good.” If your pool includes a Ninja Arsenal power, you may replace two dice
of equal size with one stepped-up die.
SFX: “Watch Me Work.” Against multiple targets, for every additional target add a d6 and keep an
6
additional effect die.
SFX: Weapon Savant. Against a single target, step up or double a Ninja Arsenal die. Remove the
8
highest rolling die and use three dice for your total.
Limit: Gear. Shutdown Ninja Arsenal to gain 1 PP. Take an action vs. doom pool to recover.
10
SIZE-CHANGING FORMULA (GOLIATH) 12
Enhanced Stamina Growth
E
Superhuman Durability Superhuman Strength 4
SFX: Area Attack. Against multiple targets, for every additional target add a d6 and keep an ad-
ditional effect die.
SFX: Push Your Limits. Add d6 to the doom pool to step up or double a Size-Changing Formula
6
power for your next roll.
Limit: Huge. When your great size becomes a complication for you, gain 1 PP.
8
Limit: Fatigue. Every time after the first that you change height in a scene, take d6 physical stress.
10
Specialties Acrobatic Expert Combat Master 12

Covert Expert Crime Expert


XP
Menace Expert Vehicle Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]

CW166 CIVIL WAR


Clint Barton [secret]

History Abilities & Resources


Orphaned young, Clint and his brother Bernard Regardless of what costumed identity he’s
ran away to join the circus. There Clint met the men using—and he’s gone through several during his
who would mentor him, the original Swordsman career—Barton remains one of the finest marksmen
and Trick-Shot. Both men noticed Clint’s natural on the planet. His peers are few, limited to such
abilities and trained him, but Trick-Shot had the villains as Trick-Shot, Bullseye, and Taskmaster. His
greater influence, beginning Clint’s lifelong love of impressive archery skills are often supplemented by
archery. Inspired after watching Iron Man in action, a wide variety of trick arrows provided by Stark and
Clint Barton left his brother and the circus, don- others, but even without them, he’s a highly expe-
ning a colorful costume to fight crime as Hawkeye. rienced and well-trained martial artist and master
Unfortunately, during Barton’s first outing, the au- of many weapons. This is a man used to fighting
thorities mistook him for one of the criminals he was alongside Thor and Iron Man—and looking good
attempting to stop, and the young man ultimately while doing so—with nothing other than his skill and
found himself fighting the very hero who had in- courage to complement their power and technology.
spired him in the first place: Iron Man. In addition to a broad background of expertise
After some unhappy times on the wrong side of and an unhealthy level of personal bravery, Clint
the law, Clint approached the Avengers in an attempt Barton also possesses many contacts in the intel-
to reform his image, and Iron Man sponsored him for ligence and superhuman communities. Most of the
membership. Hawkeye was part of the first serious world still believes the man once known as Hawkeye
set of changes in the team’s line-up, a situation that is dead. If he does reassume a heroic iden-
saw him, Captain America, and their teammates tity, he could easily become Hawkeye
forced to prove themselves worthy of name again (or Goliath, as he has been at
“Avengers” repeatedly. least once in the past) or don the
Hawkeye has been on and off the roster recently vacated costume of
of the Avengers over the years, but he has Ronin.
always returned to his allies, even when his
choices and moral decisions cost him per-
sonally. Barton died as an Avenger, sacrific-
ing himself aboard a Kree warship to save his
comrades, a consequence of reality distorted by
the Scarlet Witch. More recent manipulation by the
Scarlet Witch returned him to the living, confused
and uncertain. Although his allies suspect he is back
from the dead, Clint has yet to reveal himself to his
former teammates.

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.

THE ONE AND ONLY… Milestones


1 XP when you talk trash to a super villain and the doom pool has at least 2d8 in it.
3XP when your refusal to back down when obviously outclassed or overpowered either causes you to take stress or
allows one of your allies to gain XP from one of their Milestones.
10 XP when you publically take full credit for defeating a superior enemy or acknowledge the aid of your allies.

THE NEW MASK


1 XP when you hide your identity or utilize new methods in order to reinforce your new identity.
3 XP when you share you true identity with an ally.
10 XP when you adopt this new mask as your new super hero persona, or take off the new mask in order to take on an
older identity.

HERO DATAFILES CW167


CLOAK
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions The Demon Inside
In Love With Dagger or
Street Kid +1 PP

Power Sets LIVING DIMENSIONAL INTERFACE


Darkforce Control Enhanced Stamina
Enhanced Strength Intangibility
P
Teleport
SFX: Area Attack. Against multiple targets, for every additional target add a d6 and 4
keep an additional effect die.
SFX: Engulf. When inflicting an Entrapped complication on a target, add a d6 and step 6
up your effect die.
SFX: Life Drain. If your attack action against organic targets includes Intangibility, add 8
a d6 and step up your effect die.
Limit: Growing Hunger. If you pool includes a Living Dimensional Interface power, both
10
1 and 2 on your dice count as opportunities, but only 1s are excluded from being
used for totals or effect dice. 12
Limit:  The Predator. Whenever you successfully stress out a target using Living Dimen-
sional Interface, you must choose to take d6 emotional stress or feed your target M
to the Predator and add a d6 to the doom pool.
4
6
8
Specialties Crime Expert Menace Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
Milestones THE DEMON NEVER SLEEPS 4
1 XP when you first use your Life Drain SFX in a Scene. 6
3 XP when your Growing Hunger Limit first adds a d10 or larger to the doom pool in a
Scene. 8
10 XP when you either choose to feed someone to the Predator, despite the pleas of
your friends, or stress yourself out to resist doing so. 10
CLOAKED PORTAL 12
1 XP when you teleport an ally into or out of trouble.
3 XP when you teleport an ally or innocent bystander out of danger.
10 XP when you either teleport everyone on your side of the conflict into a major battle XP
or take a large contingent from your team into safety when they are in terrible
danger.

CW168 CIVIL WAR


Tyrone “Ty” Johnson [secret]

History Abilities & Resources


Growing up on the rough streets of Boston, Tyrone’s physical form is a “door” to the
Tyrone “Ty” Johnson tried to stay on the straight and “Darkforce Dimension.” He can move through that
narrow, despite frequent temptations to an easier dimension, teleporting from one point to another in
but less law-abiding life. Then he and his friend Billy the real world. Cloak can carry passengers when he
witnessed a deadly robbery. Police saw them leav- uses the conduit to teleport, but passengers travel
ing the scene and ordered them to stop. Tyrone’s at their own peril. The darkness leeches at their
lifelong stutter interfered as he tried to protest their life force and fills them with dread and nameless
innocence, and the police opened fire, killing Billy. horror during the trip. Cloak can also summon bil-
Tyrone ran, from the police and his old life. lowing clouds of darkforce that psychically numb
He ended up in New York City. At the Manhattan and fill people with fear. At its fullest, this dark-
Port Authority, Tyrone met Tandy Bowen—a runaway ness can completely drain the life from victims
from a rich family in the Midwest—when he stopped caught in it, killing them. Tyrone sometimes feels
another runaway from robbing her. They quickly compelled to this act of psychic vampirism by the
became close friends. When a group of strangers Predator—his name for the entity his powers link
offered Tandy shelter, Tyrone went along to pro- him to. Dagger’s light can sate this hunger tempo-
tect her. He failed again, as the strangers worked rarily. As Cloak, Tyrone is normally intangible and
for the Maggia crime syndicate and forced the two must solidify through force of will. He also seems
runaways to become guinea pigs for a new form of to gain a small amount of height, and his strength
synthetic heroin. Unlike the other subjects of the increases significantly.
test, Tyrone and Tandy survived, the trauma Cloak and Dagger have good relationships
triggering their powers. with many other “street-level” heroes such
The pair began operating as the vigi- as Spider-Man and Daredevil, but little in
lantes Cloak and Dagger. At first merci- the way of resources beyond their powers
less in their meth- and allies.
ods, the pair
slowly became
less ruthless as
the unique bond
of their powers drew them closer to-
gether. Tandy’s powers as Dagger influ-
enced her towards less murderous ends;
over time she guided Cloak to less extreme
actions as well.
Cloak and Dagger never stray far
or long from one another. They
always return to the streets
of New York, providing aid
and hope to the continuous
stream of runaways and
other denizens of the street
in dire need of both.

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.

HERO DATAFILES CW169


DAGGER
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions In Love with Cloak
Inner Light or
Naïve +1 PP

Power Sets CHANNELING THE LIGHT


Enhanced Reflexes Enhanced Stamina
Light Daggers Light Mastery P
SFX: Area Attack. Against multiple targets, for every additional target add a d6 and
keep an additional effect die. 4
SFX: Healing. Add Light Mastery to your dice pool when helping others recover stress.
Spend 1 PP to recover your own or another’s physical stress or step back your 6
own or another’s physical trauma.
SFX: Soul Shock. When using Light Daggers to inflict emotional stress, add a d6 and 8
step up your effect die.
SFX: Versatile. Replace Light Mastery die with 2d8 or 3d6 on your next roll.
10
Limit: Only Humans. Light Mastery only works on human targets. Earn 1 PP when you
take an action against non-human targets.
12
Limit: Overcharged. Shutdown any Channeling the Light power to gain 1 PP. Activate
an opportunity to recover the power or during a Transition Scene.
M
4
6
8
Specialties Acrobatic Master Combat Expert
10
Crime Expert Psych Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
4
Milestones ATTACKING THE DARKNESS 6
1 XP when you first use your Soul Shock SFX on a character in a Scene.
8
3 XP when you use Healing SFX to help someone recover emotional stress or trauma.
10 XP when you either stress yourself out helping another hero recover or you help a 10
foe recover trauma.
RUNAWAY 12
1 XP when you talk with your dearest friend about an exit strategy from your current
living situation.
3 XP when you use your powers to defend your current home.
XP
10 XP when you either set down roots and decide to call this place your home or run
away again, taking only one dear friend with you when you go.

CW170 CIVIL WAR


Tandy Bowen [secret]

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.

HERO DATAFILES CW171


DAREDEVIL
Affiliations PP
Solo Buddy Team

Distinctions Devil’s Advocate


Indifferent Billionaire or

STRESS / TRAUMA
Living Weapon of K’un-Lun +1 PP

Power Sets BILLY CLUB


Enhanced Durability Swingline
Weapon
SFX: Rebound. Against a single target, step up or double your Weapon die. Remove
the highest rolling die and use three dice for your total.
SFX: Grapple. When inflicting a complication on a target, add a d6 and step up your
effect die.
Limit: Gear. Shutdown Billy Club to gain 1 PP. Take an action vs. the doom pool to
recover.
P
HEART OF SHOU-LAO
4
Enhanced Reflexes Enhanced Speed
6
Enhanced Stamina Enhanced Strength
SFX: Iron Fist. Double or step up Enhanced Strength for one action. If that action fails, 8
shutdown Enhanced Strength. Activate an opportunity to recover or during a
Transition Scene. 10
SFX: Chi Focus. If your pool includes a Heart of Shou-Lao die, you may replace two
dice of equal size with one stepped-up die. 12
SFX: Chi Healing. Add Enhanced Stamina to your dice pool when helping others to
recover stress. Spend 1 PP to recover your own or another’s physical stress or M
step back your own or another’s physical trauma.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Heart 4
of Shou-Lao. Recover Heart of Shou-Lao when you recover that stress or wake
up. If you take mental trauma, shutdown Heart of Shou-Lao until you recover 6
that trauma.
8
Specialties Acrobatic Master Business Expert 10
Combat Master Covert Expert 12
Mystic Expert Psych Expert E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
4
Milestones DRAGON BEHIND THE DEVIL 6
1 XP when you use your Combat or Mystic Specialties to aid another hero.
3 XP when you take stress in a battle where you did not use the Iron Fist. 8
10 XP when you either nominate another hero as Iron Fist, so that you can fully become
Daredevil, the champion of Hell’s Kitchen or take off the Daredevil costume and 10
let Foggy know that you can no longer participate in this charade.
12
IRON PEN
1 XP when you use your Business Expert in a conflict.
3 XP when you hire an ally to make the world a better place. XP
10 XP when you either seize another character’s business assets or merge with another
character’s company.

CW172 CIVIL WAR


Daniel “Danny” Thomas Rand-K’ai [secret]

History Abilities & Resources


Years ago, Daniel Rand’s father found the legend- Trained to be the current Immortal Weapon for
ary city of K’un-Lun. Saving the life of the city’s ruler, the fabled city of K’un-Lun, Iron Fist is one of the
Wendell Rand stayed in K’un-Lun for a time before world’s greatest martial artists. He has mastery over
desiring to return to the United States. Years later, his body’s internal energies, or chi. Danny can chan-
Wendell took his son Daniel, his wife Heather, and nel this energy to heal, augment his physical and
his friend and business partner, Harold Meachum, mental abilities, and transform each hand “like unto
on a journey back to K’un-Lun. When Meachum be- a thing of iron,” making them capable of delivering
trayed them, Daniel’s parents died, and he survived devastating blows. His abilities also extend his life
only due to the timely intervention of agents of and grant him exceptional resistance to disease and
K’un-Lun. Seeing the boy’s need for focus and desire toxins, though these can still affect him and weaken
for vengeance, the city’s ruler Yü-Ti directed the his chi. Danny is also a shrewd businessman, accom-
famed martial arts master Lei Kung the Thunderer plished acrobat, and trained investigator.
to train the boy. As the current Immortal Weapon of K’un-Lun,
Danny Rand trained in K’un L’un, eventually de- Iron Fist can draw upon the resources and secret
feating the dragon Shou-Lao and gaining the power knowledge of that fabled hidden city. Danny also
of the Iron Fist, the city’s protector and champion. runs his family’s multinational corporation, Rand
Returning to the United States, Iron Fist avenged International, though its fortunes rise and fall. Iron
his father and took over the family business, Rand Fist is a long-time partner and best friend of Luke
International. He also met hero-for-hire Luke Cage Cage and has many connections in the super
(AKA Power Man). The two became unlikely friends hero community. Chief
and partners, working together as freelance super among these allies
heroes for years. Eventually the two dissolved their are Daredevil and the
business partnership but not their friendship. Danny Daughters of the Dragon,
then wandered the world, seeking enlightenment Colleen Wing and Misty
and resolving various issues with his troubled past. Knight. Misty and Danny
Recently, Iron Fist has returned to the United have a long romantic
States once more. With the identity of Daredevil, history, though the
Danny’s long-time friend and fellow hero, leaked two are currently not
to the public, Iron Fist has stepped into the role together.
himself to support the illusion that Matt Murdock
is not Daredevil.

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.

HERO DATAFILES CW173


DEADPOOL
Affiliations PP
Solo Buddy Team

Distinctions Completely Unpredictable


The Merc with a Mouth or

STRESS / TRAUMA
Totally Insane +1 PP

Power Sets TOYS FOR BOYS


Teleport Weapon
SFX: Unnecessary Sales-Boosting Violence. Against a single target, step up or double a
Toys for Boys die. Remove the highest rolling die and use three dice for your total.
SFX: They Can Cut Through A Tank…Honest! Step back the highest die in your attack
action pool to add a d6 and step up physical stress inflicted.
SFX: I Can Use Two At Once! On your next action or reaction, replace a Weapon die with 2d6.
Limit: Gear. Shutdown a Toys for Boys power to gain 1 PP. Take an action vs. the doom
pool to recover.
P
WEAPON X AUGMENTATION
4
Enhanced Reflexes Enhanced Strength
6
Godlike Stamina Psychic Resistance
SFX: Healing Factor. Spend 1 PP to recover your physical stress and step back physical 8
trauma.
SFX: Immunity. Spend 1 PP to ignore telepathy or mind control. 10
SFX: Breaking the Fourth Wall. When one of your opportunities is activated to add a
d6 to the doom pool, replace it with a d4. Spend 1 PP to do this to an existing d6 12
in the doom pool.
Limit: Unstable. Step up mental stress to gain 1 PP. M
4
Specialties Acrobatics Expert Combat Master 6
Covert Master Menace Expert 8
Psych Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
Milestones NEVER CAN TELL…
1 XP when you first use your Unstable Limit in any Scene. E
3 XP when you alter your pattern of insane joking to say something lucid, smart, and 4
logical in the midst of super heroic chaos and weirdness.
<unauthorized user edit>: Great thing about this is not only do you get to be 6
reasonable but it sets up an even better crazier joke for later!
10 XP when you arbitrarily switch sides in a conflict or reject a reasonable and attractive 8
offer to remain with your allies.
10
MYSTERIOUS PAST
1 XP when you reference a past connection with another character, real or imagined. 12
3 XP when you put another character at serious risk in order to explore your past
connection with that character.
10 XP when you discover a significant fact about your past and have a serious emotional XP
or mental breakthrough, or you discover a significant fact about your past and
decide it isn’t a big deal at all because mental breakthroughs are hard work.

CW174 CIVIL WAR


Wade Wilson [public]

History Abilities & Resources


The Weapon X program altered mercenary Wade Deadpool’s healing factor allows him to recover
Wilson, heightening his physical abilities and giving from dismemberment, even decapitation, if the sev-
him a healing factor similar to Wolverine. This made ered pieces are reattached. This power also greatly
him an effective operative, but side effects from his increases his lifespan and resistance to drugs and
transformation disfigured him and unbalanced his disease. Rampant and unrestrained cell growth
mind. As Deadpool, Wade became a government causes his cerebral tissues to recover quickly from
operative and later a killer for hire. psychological trauma and renders him incredibly
<unauthorized user edit>: I’m also the lost son resistant to psychic powers such as mind control and
of the Asgardian trickster god Loki. Why doesn’t telepathy. Wilson’s physical abilities are also aug-
anyone mention that? mented, giving him increased strength and agility.
Deadpool worked as a mercenary and assassin In addition to his powers, Deadpool is a highly
for years, alternating between trying to recover his trained soldier, assassin, and covert operative. He
lost past and ignoring it entirely. Over time, Wilson is particularly adept with bladed weapons and fire-
has become less of a villain and more of an adventur- arms, and fights so unpredictably that even skilled
er for hire—albeit a very unorthodox and unstable tacticians have a hard time following his moves. He
one. He has fought both with and against various also possesses various pieces of advanced technol-
heroes and villains, most notably Cable, Wolverine, ogy, most notably a teleportation device. He has
and Agent X. used an image inducer in the past to conceal his
scarred features and appear normal.
Personality <unauthorized user edit>: I also make a great
Wilson switches allegiances frequently, even tiramisu and knit cunning wool hats.
in the middle of a fight. He also talks constantly, Deadpool has worked with numerous heroes
cracking jokes and making odd references. He fre- and villains, from Cable to Taskmaster. Due to his
quently talks to an unseen “audience” as though personality problems and insanity, it’s hard to con-
he’s a fictional character. Underneath this behavior sider most of these people allies much less friends,
is a deeply scarred man unsure of what is real and though he might call on some of them for help in
what is an elaborate delusion caused by his super- a pinch. In addition to temporary partnerships,
human abilities. Deadpool has a couple of close confidants, most
<unauthorized user edit>: Okay, I suppose that’s notably his manager Sandi Brandenburg and the
fair. But hey, it keeps things interesting, right, folks? troubled genius known as Weasel.
<unauthorized user edit>: I’m also multilingual
and once shot a man in Reno just…because some-
one paid me. Please don’t play me as if I’m an idiot.
That’ll really annoy me. Toodles!

HERO DATAFILES CW175


DOCTOR STRANGE
Affiliations Solo Buddy Team PP
Distinctions Former Surgeon
The Price of Magic or
Earth’s Arcane Defender +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]

History Abilities & Resources


Stephen Strange was always destined for great- Doctor Strange is the Sorcerer Supreme of Earth’s
ness. An early experience helping his injured sister dimension. He’s one of the most powerful practi-
inspired Stephen to be a doctor, a career at which he tioners in the cosmos, understanding magic on a
excelled. Family tragedies hardened his heart even level most mages can’t comprehend. He sets his own
as his easy success swelled his ego to towering pro- rules, performing magic that other sorcerers think
portions. At the peak of his career, an auto accident to be impossible. Stephen interacts with universal
robbed him of the use of his hands. Too arrogant to entities as a respected near-equal; Eternity stated
accept working as an assistant or consultant, Strange that Strange’s power dwarfs other mortals. He can
burned through his fortune and contacts desper- teleport himself and others anywhere in the cosmos,
ately trying to find a way to mend his hands. This destroy enchantments cast by godlike beings, and
quest sent him to the far reaches of the Earth and hold his own in both physical and mental duels
ultimately into the hall of the Ancient One. There versus Dormammu and Nightmare.
Stephen faced his destiny, and when he chose altru- As Sorcerer Supreme, Strange possesses the Eye
istic reasons to aid the Ancient One, Strange passed of Agamotto and the Book of the Vishanti, powerful
the first of many tests to prove himself worthy of artifacts that expand his mystical knowledge beyond
his future title. any mortal limitations. His Cloak of Levitation grants
Stephen spent decades under the Ancient One’s him the ability to fly without tapping his own power,
tutelage before returning to the world outside to and his heavily warded Sanctum Sanctorum on
practice his mystic arts. Defeating the likes of Mordo Bleeker Street is home to countless artifacts ac-
and Dormammu further honed his skills, and when quired by Strange and his predecessors.
the time came for his master to leave the mortal Beyond his mystical talents, Stephen Strange is
realm behind, Stephen Strange took the Ancient also a formidable martial artist and was once one of
One’s place as the Sorcerer Supreme, mystical de- the premiere neurosurgeons in the world; though
fender of Earth’s dimension. his hands are no longer suited for surgical tasks, he
retains his considerable medical knowledge. He has
Personality many allies in both the mystical and costumed com-
A calm, reserved, and often stoic presence, munities, such as his manservant Wong and various
Stephen is a master of self-control. He knows the incarnations of the Defenders. 
terrible cost of even his smallest errors in judgment.
At the cost of his own happiness and relationships,
Strange keeps himself constantly apart from those
he protects. His cold exterior is a necessary shell to
contain the passions and emotions that otherwise
may interfere with the concentration and focus his
arts require. In his heart, two forces wage war—ar-
rogance due to his many achievements and guilt
resulting from his many failures.

HERO DATAFILES CW177


FALCON
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Loyal Partner
Socially Conscious or
Troubled Past +1 PP

Power Sets PSYCHIC ALTERATION


Bird Control Enhanced Senses
SFX: Redwing. Target an additional opponent and either add a d8 to your pool or step
up your effect die. Keep an additional effect die.
Limit: “Snap” Wilson. Step up mental or emotional stress relating to your criminal past
to gain 1 PP.
P
FLIGHT HARNESS
4
Enhanced Durability Enhanced Senses
6
Subsonic Flight Weapon
SFX: Boost. Spend 1 PP to step up or double Flight Harness power for one die roll. 8
SFX: Stealth Technology. When including a Flight Harness power in an action or reac-
tion to avoid electronic detection or tracking, step up or double Covert Expert. 10
Spend 1 PP to do both.
Limit: Gear. Shutdown Flight Harness Power Set to gain 1 PP. Take an action vs. the 12
doom pool to recover.
M
4
Specialties Acrobatics Expert Combat Expert 6
Covert Expert Crime Expert 8
Psych Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
Milestones PAY IT FORWARD 4
1 XP when you help out a kid mixed up in the same kind of trouble that tempted you
before becoming the Falcon. 6
3 XP when you make amends for something you did in your past or help another do
the same. 8
10 XP when you help a fellow super hero make the world a better place through an act
of kindness or convince a villain to turn over a new leaf as a hero.
10
WINGED AVENGER 12
1 XP when you first take to the air during a battle.
3 XP when you save a teammate from stress due to falling or engage in a dogfight
with multiple flying enemies. XP
10 XP when you change the tide of a battle by providing air superiority or take a com-
plication that prevents you from flying.

CW178 CIVIL WAR


Sam Wilson [public]

History Abilities & Resources


Harlem-born Sam Wilson’s early encounters with The Cosmic Cube augmented Sam’s natural avian
racism and the death of his father pushed him into affinity. He has an empathic link with birds, commu-
crime. Taking the nickname “Snap,” the embittered nicating with them and seeing through their eyes.
young man became a hustler and thug and likely This link is particularly strong with his own falcon,
would have remained so, if not for ex-Nazi super vil- Redwing, but the Falcon has controlled whole flocks
lain the Red Skull. The Skull used the reality-altering and used a city’s bird population to locate a target.
properties of the fabled Cosmic Cube to transform The Falcon’s skills are equally impressive. His
Wilson into the perfect friend and partner for his street fighter’s instincts combine with years of train-
archenemy, Captain America, as part of a plot to ing with Captain America make him a formidable
destroy the star-spangled Avenger. The Skull’s plan gymnast and martial artist. His experience in social
backfired, and Sam continued on as the Falcon, part- work and his criminal background make Wilson a
ner of Captain America. shrewd, no-nonsense counselor and advocate.
As the Falcon, Wilson has worked mostly with The Falcon’s original costume included turbines
Cap and S.H.I.E.L.D, joining the Avengers occasion- and glider wings for flight. Fellow hero Black Panther
ally. Over the years the Falcon has become a formi- recently gifted Wilson with a sophisticated flying
dable hero in his own right. harness of Wakandan manufacture. This “hard light”
Recently, the world-changing powers of the version uses solidified energy and magnetism to
Scarlet Witch pushed Sam back into his “Snap” per- provide flight. The new costume incorporates sen-
sona, and the hero became more violent, moody, and sors, body armor, and shielding from most mechani-
angry. However, the hero’s will and his bond with his cal detection, such as radar or satellite tracking. The
friends allowed him to push past these problems costume also possesses a hidden “talon” for climb-
and continue as the high-flying Falcon. ing or combat.
In addition to Captain America
Personality and Black Panther, the Falcon has
The Falcon is brave, self-sacrificing, and de- several allies among the hero
voted to social justice. His friendship with Captain community, including many
America has nurtured these qualities, making the Avengers. Wilson has
once-criminal Wilson a true hero. Despite this, Sam worked for S.H.I.E.L.D.
often questions if putting on a costume is the best in the past and still has
way to help people. A social worker in his civilian connections with the
identity, he has given up being the Falcon at various organization, though
points to devote himself fully to his community. mostly through long-
Wilson’s life is defined most by his relationship time associate Nick
to Captain America. The two men, despite different Fury. While often a re-
backgrounds, form one of the most effective and luctant team player, he
famous partnerships ever. This is reinforced by Cap’s has joined the Avengers
old-school ethics and Wilson’s modern social per- more than once and
spectives, which combine to form a whole greater he worked with the
than the sum of its parts. Defenders briefly.

HERO DATAFILES CW179


GOLIATH
Affiliations Solo Buddy Team PP

STRESS / TRAUMA
Distinctions Brilliant Biochemist
Humble Hero or
Standing on the Shoulders of Giants +1 PP

Power Sets SIZE-CHANGING FORMULA


Enhanced Stamina Growth
Superhuman Durability Superhuman Strength
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and
keep an additional effect die.
SFX: Multipower. Add more than one Size-Changing Formula power to your pool. Step P
back each Size-Changing Formula die in your pool once for each die beyond the
first. 4
SFX: Push Your Limits. Add d6 to doom pool to step up or double a Size-Changing 6
Formula power for your next roll.
SFX: Human Shield. When a nearby ally or friend takes physical stress, you may step 8
up that stress to take it yourself instead.
Limit: Huge. Change any Size-Changing Formula power into a complication to gain 1 10
PP. Activate an opportunity or remove the complication to recover that power.
Limit: Fatigue. Every time after the first that you change height in a scene, take d6 12
physical stress.
M
4
Specialties Combat Expert Medical Master 6
Science Master Psych Expert 8
Tech Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E

Milestones GIANT AMONG MEN


4
1 XP when you take stress meant for someone else. 6
3 XP when you add an asset that allows an ally to inflict trauma on a villain or inflict
trauma by utilizing a complication set up by an ally. 8
10 XP when you take trauma from using your Human Shield SFX to protect another or
you allow an ally to take trauma when you could have saved them. 10
BRAINS OVER BRAWN 12
1 XP when you use Science, Medical, or Tech specialties to create an asset or
complication.
3 XP when you help a friend or ally recover from a problem involving their powers. XP
10 XP when you quit a super hero team in order to devote yourself to science or when
you reject a great opportunity for research in order to remain a hero.

CW180 CIVIL WAR


William “Bill” Foster [secret]

History Abilities & Resources


Born in the poverty-stricken neighborhood of Altered by his formula, Goliath can grow to mas-
Watts in Los Angeles, military veteran and scien- sive heights. In this form he possesses superhuman
tist Bill Foster eventually became head of Stark strength and resistance to injury. Early in his career
Industries’ biochemistry division. Working with Foster could only increase to 15 feet tall, but re-
fellow scientist—and super hero—Henry Pym, Foster cently this limit disappeared. He’s also one of the
helped cure Pym when his growth powers malfunc- most brilliant scientists in the world, ranking among
tioned. Later Bill used his knowledge of Pym’s work such luminaries as Pym and Richards. His military
to develop his own growth formula. Desperate to background and training with other heroes has made
restore a failed marriage, Foster concocted an ill- him an effective hand-to-hand combatant, especially
advised plan to win his wife back by becoming the at giant size.
super hero known as Black Goliath. This brought him For someone who thinks of himself as
to the attention of Luke Cage, briefly as an enemy a “second-rater,” Foster has an amazing
and then as an ally. resume of scientific and super heroic ac-
Unable to repair his marriage, Foster continued complishments that have gained him the
as a hero until an encounter with a villain gave him admiration of an impressive array of friends
terminal radiation poisoning. Taking a position with and allies, from Black Panther to Iron Man.
Project: P.E.G.A.S.U.S. in the hopes they might be He was a highly valued employee of Stark
able to cure him, the hero changed his costumed Industries, as well as a consultant for
identity to Giant-Man. Foster’s heroism was ulti- both the Project: P.E.G.A.S.U.S.
mately his salvation, as several heroes worked to and the Avengers. Having
save him. Eventually cured with a transfusion from saved both heroes
the radiation-immune Spider-Woman, he retired in the past, Bill is a
from super heroics and worked as a consultant to good friend of the
the Avengers’ West Coast branch. Later Bill came Thing and Hank Pym,
into the employ of the High Evolutionary, regained as well as Pym’s ex-
his powers and helped stop the Evolutionary’s mad wife, Janet van Dyne
plan to forcibly evolve humanity, then retired again. (AKA Wasp). Spider-
In recent years Foster, now known simply as Woman temporarily
Goliath, has lost and regained his powers, worked sacrificed a portion
to aid various heroes with his scientific expertise, of her own powers
and occasionally engaged in traditional heroics. to save Goliath,
Preferring work as a researcher, he is more than an example of
willing to become Goliath if the cause is right. the high regard
his peers have
Personality for his keen sci-
Goliath is a mix of ambition and selflessness. entific mind and
Devoted to research and scientific advancement, he heroic heart.
has shown repeatedly that he will fight and sacrifice
to aid others, risking injury and death many times to
help fellow heroes. Foster himself has self-esteem
issues when it comes to his status as a hero, often
stating he’s a “second rater” and deciding his efforts
are better focused on research, but he’s repeatedly
shown a willingness to step up and fight against
significant threats. This behavior results in Bill being
more admired and respected than he might person-
ally believe.

HERO DATAFILES CW181


HERCULES
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Brash Demigod
Party Animal or
Prince of Power +1 PP

Power Sets LION OF OLYMPUS


Enhanced Speed Godlike Stamina
Godlike Strength Leaping
Superhuman Durability P
SFX: Area Attack. Against multiple targets, for every additional target add a d6 and
keep an additional effect die. 4
SFX: Boundless Strength. Double Godlike Strength for an action. If the action fails,
add the highest rolling die to the doom pool. 6
SFX: Grappling. When inflicting a Physically Restrained complication to a target, add
a d6 and step up your effect die. 8
SFX: Golden Mace. Add a d6 to the doom pool to step up a Combat resource.
SFX: Immortal. Spend 1 PP to ignore stress, trauma, or complications caused by aging,
10
disease, poison, radiation, or vacuum.
Limit: Hubris. Step up mental or emotional stress, trauma, or complications caused by
12
pride or overconfidence to gain 1 PP.
M
4
Specialties 6
Combat Expert Cosmic Expert
8
Menace Expert Mystic Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 10
12
E
Milestones CONTESTS OF STRENGTH
1 XP when you joyously congratulate an opponent for a blow that inflicts physical 4
stress on you.
3 XP when you engage in a contest of might against another character with Godlike 6
Strength and prevail.
10 XP when you fight a foe who wields a d12 from one of their Power Sets without ac-
8
cepting any help from your allies, or admit that you cannot defeat this foe with
your own Zeus-granted strength and accept your ally’s aid.
10
IMMORTAL FRIENDSHIP 12
1 XP when you declare another character a true friend and companion.
3 XP when you help your ally recover from emotional or mental stress through food,
drink, and fellowship. XP
10 XP when you avenge a fallen comrade or take trauma in avenging your comrade’s
fall.

CW182 CIVIL WAR


History Abilities & Resources


Hercules is in fact the famed Greek hero of Hercules’ strength is legendary, matching Thor,
legend. His father Zeus elevated him to godhood the Hulk, Gladiator, and others. His Olympian physi-
among the Olympians as a reward for his various ology makes him highly resistant to harm and effec-
acts of mortal heroics. The god-prince wandered for tively immortal. In addition to his powers, Hercules
centuries, having adventures both among mortals has centuries of experience, is a skilled warrior, and
and elsewhere. From time to time he displeased is particularly adept at wrestling. He also possesses
Zeus and was banished from Olympus until he either a mace of indestructible Adamantine forged by the
learned his lesson or his father relented. During god Hephaestus himself.
his travels he met the Norse god Thor, and the two Hercules has many allies from across the cosmos,
became both friends and rivals. Eventually he found including his fellow Olympians; the gods of many
worthy companions among the super heroes of the other pantheons respect him. He can count many
late 20th Century and began to operate as a super heroes as friends and battle brothers, including Thor,
hero. the Thing, Captain America, and Hawkeye. Although
In modern times, Hercules worked with a number on good terms with his teammates in the Avengers
of heroes. He joined the Avengers and also helped and the now-defunct Champions, some of the more
form the short-lived Champions of Los Angeles. technically minded like Iron Man see him as a bit
He’s fought the Hulk to a stalemate and matched of a fool.
might with all Earth’s powerhouses at one point or
another. Hercules has traveled to other planets as
well, once even fighting on behalf of one—Ego, the
Living Planet—against Galactus’ herald, Firelord. A
brutal attack by the Masters of Evil once left him
half-dead and brain damaged, but his Avengers allies
managed to restore him.
More recently, the dissolution of the Avengers
and the loss of several of its members hit Hercules
hard. Tricked by his stepmother Hera, he recre-
ated his famous labors as a reality TV show. A war
between the Olympians and the Japanese gods
seemed to sober him up, and since then he has re-
turned to Earth, looking for a good cause, a good
fight, and a good party—if not always in that order.

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.

HERO DATAFILES CW183


HUMAN TORCH
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Hotheaded Hero
Never Grows Up or
Shameless Flirt +1 PP

Power Sets FLAME ON!


Fire Mastery Flame Blast
Supersonic Flight
SFX: Area Attack. Against multiple targets, for every additional target add a d6 and
keep an additional effect die. P
SFX: Fiery Body. On a succesful reaction against a physical attack, inflict physical stress
with your effect die at no PP cost. Spend 1 PP to step it up. 4
SFX: Immunity. Spend 1 PP to ignore stress or trauma from fire, heat, or cold.
6
SFX: Multipower. Add more than one Flame On! powers to your dice pool. Step for
back each Flame On! die in your pool once for each die beyond the first. 8
SFX: Nova Flame. Step up or double your Flame On! powers for that scene, or spend
1 PP to do both. Take second-highest rolling die of each subsequent action or 10
reaction as physical stress.
Limit: Extinguished. Shutdown all Flame On! powers vs. a flame-retardant attack to gain 12
1 PP. Activate an opportunity to recover or during a Transition Scene.
M
4
Specialties 6
Acrobatics Expert Cosmic Expert
8
Tech Expert Vehicles Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 10
12
E
Milestones DANGEROUS LOVE
1 XP when you choose to flirt with a non-heroic Watcher character. 4
3 XP when your heroic activities put your chosen character in danger, or your com- 6
mitment to your chosen character puts your team in danger.
10 XP when your involvement with your chosen character changes them irreversibly, 8
or you break off your relationship in order to protect your chosen character.
10
WORLD’S COOLEST SUPER HERO
1 XP when you talk to a young super hero about a problem and tell them how you 12
dealt with something similar.
3 XP when you create an asset that allows a young super hero to shine in battle, doing
stress or trauma to an enemy. XP
10 XP when you either gather a group of young super heroes and form a team or gather
a group of young super heroes and form a rock band.

CW184 CIVIL WAR


Jonathan Lowell Spencer “Johnny” Storm [public]

History Abilities & Resources


Joining his big sister Sue on an experimental The Human Torch can project fire from any part of
space flight, young Johnny Storm gained fantastic his body. He can use this power to hurl fiery blasts,
powers after cosmic rays bombarded their ship. engulf his entire body in flames, and make shapes
The four crewmembers became the Fantastic Four, composed of fire. He can even “sculpt” flames, al-
with Johnny’s fire-based powers leading him to take lowing him to form decoys of himself. His fiery aura
the name “The Human Torch.” The Fantastic Four protects him from projectiles and allows him to fly.
became one of Earth’s most prominent super hero He can extinguish part of it in order to safely carry
teams and the Human Torch one of Earth’s most passengers or objects and still fly. He can control
famous heroes. fire as well, using it to create cages, rings, and other
Johnny’s life since becoming a hero has been shapes. His body is fireproof, and he can absorb
full of adventure and opportunity. He’s traveled the nearby fire and heat at will. The Human Torch can
cosmos with the Fantastic Four, been a race car driver even voluntarily overload himself, creating a “Nova
for a time, and watched his girlfriend Frankie Raye Flame” that is much hotter and more powerful than
become Nova, the Herald of Galactus. He worked Johnny normally projects, but doing this exhausts
briefly as an actor and a firefighter, finished college, him quickly. In addition to his powers, Human Torch
engaged in various solo heroics, and even married is an experienced race car driver and mechanic.
the Skrull Lyja while she was disguised as the Thing’s As a member of one of Earth’s most famous super
then ex-girlfriend, Alicia Masters. Through it all, hero teams, Johnny Storm has a lot of friends and
Johnny has kept his cheerful attitude, though his allies. Chief among them are his teammates and
impulsive nature and penchant for practical jokes family. He is especially close to his sister Sue Storm,
have sometimes annoyed his teammates. Despite the Invisible Woman, and he and the Thing have a
often seeming immature and irresponsible, the brotherly rivalry going back years. Johnny has also
Human Torch has helped save the world many times become good friends with Iceman and Spider-Man,
over and is a beloved member of the Fantastic Four. heroes close to his own age, who understand his
attitudes and impulsive behavior better than most.
Personality Despite his well-deserved reputation as a hothead,
The Human Torch loves being a super hero. He the Human Torch can still call on many
dates supermodels, pals around with vari- heroes for assistance, especially
ous costumed heroes, and fights evil with fellow New York-based ones
a daredevil attitude and youthful exu- such as previous members of
berance. Recently confronted about his the currently defunct
tendency to shirk “boring” responsibili- Avengers.
ties, he is slowly becoming more mature
and adult. He still loves pranks and jokes,
with teammate the Thing a favorite target.
Johnny loves his sister Sue and the other
members of the Fantastic Four dearly, and
would do anything to aid them.

HERO DATAFILES CW185


INVISIBLE WOMAN
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Compassionate
Implacable Will or
Most Dangerous Team Member +1 PP

Power Sets FORCE PROJECTION


Flight Force Blast
Godlike Durability Invisibility
SFX: Area Attack. Against multiple targets, for every additional target add a d6 and
keep an additional effect die.
SFX: Force Constructs. When using Force Projection to create assets, add a d6 and P
step up your effect die.
SFX: Multipower. Add more than one Force Projection power to your pool. Step back 4
each Force Projection die in your pool once for each die beyond the first.
SFX: Reactive Power. Spend 1 PP to add a Force Projection power to another char-
6
acter’s dice pool before rolling. If that character takes physical stress, take d6 8
mental stress.
SFX: Force of Will. When using Godlike Durability in your dice pool, redirect physi- 10
cal stress to mental stress at no cost. Redirect effect dice targeting your Force
Projection assets to yourself as mental stress. Spend 1 PP to step back either 12
redirected stress.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Force
Projection. Recover Force Projection when you recover that stress or wake up.
M
If you take mental trauma, shutdown Force Projection until you recover that
trauma.
4
6
8
Specialties Cosmic Expert Covert Expert 10
Psych Master Science Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
4
Milestones INDEPENDENT 6
1 XP when you stand up to another hero.
3 XP when you prove one of your decisions was best for your team. 8
10 XP when you stress out the last foe in an action scene, or another character acknowl-
edges your assistance was essential in saving the day. 10
EMOTIONAL CENTER 12
1 XP when you first use your Reactive Power SFX in a scene.
3 XP when you help another hero recover stress inflicted in a scene in which you were
present. XP
10 XP when you either accept membership on a team that includes a hero you have
helped recover or turn down an offer of membership unless that hero is excluded.

CW186 CIVIL WAR


Susan Storm Richards [public]

History Abilities & Resources


The children of a successful Long Island physi- In the early years of the Fantastic Four, Susan’s
cian, Susan Storm and her brother Johnny lost their abilities seemed limited to bending light around
parents to a car accident. Their mother died from her or others, making her or her targets invisible to
her crash injuries, and their father spiraled into the naked eye. As time passed, it became apparent
guilt-fed self-destruction after failing to save his that this was only one aspect of her power to gener-
wife. Moving to California to live with her aunt, Sue ate a psionic force-field malleable to her will. This
met Reed Richards when he stayed as one of her field can protect her from attack, expand outward
aunt’s boarders. Smitten, she would meet him again in domes or spheres to protect others, or simply
years later and start a relationship with him. That be formed into a number of crude—but practically
relationship was strong enough that she was able indestructible—geometric shapes for uses ranging
to convince Richards to allow her and her brother from ramps and movable platforms to bludgeoning
along on the fateful spaceflight that gave all of them ranged attacks. Given her level of control, this force-
superhuman abilities. field projection is highly versatile and potentially
As a member of the Fantastic Four, Sue initially quite dangerous. Even the team’s enemies have
proved a convenient hostage or stumbling block. more than once acknowledged that the Invisible
Over time, as her powers and confidence grew, Woman is probably the most powerful member of
that changed dramatically. By the time Susan her team.
Storm became a happily married Susan Richards Sue has access to all of the Fantastic Four’s fa-
and mother to young son Franklin, she was a vital cilities and equipment, as well as the significant
member of the team. After an emotionally grueling goodwill and reputation bestowed on her and her
experience under Psycho-Man’s control, a newly teammates by New York City and the world.
confident Sue, now aware that the extent of her
powers was much greater than previously thought,
changed her codename from “Invisible Girl” to
“Invisible Woman.”
Susan is the mother of two extraordinary chil-
dren, Franklin and Valeria. She is unique among
her peers for the additional distinction of juggling
active motherhood alongside her responsibilities
as a costumed hero.

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.

HERO DATAFILES CW187


IRON MAN
Affiliations Solo Buddy Team PP

Distinctions Billionaire Playboy


Cutting Edge Tech or

STRESS / TRAUMA
Hardheaded Futurist +1 PP

Power Sets EXTREMIS ENHANCILE


Cybernetic Senses Enhanced Speed
Enhanced Stamina Superhuman Reflexes
Technology Control
SFX: Healing Factor. Spend 1 PP to recover your physical stress and step back your physical trauma.
SFX: Situation Control. Step up or double an Extremis Enhancile power for your next action, then
remove lowest die from the doom pool and take it as mental stress.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Extremis En-
hancile powers (but not Healing Factor SFX). Recover Extremis Enhancile powers when you
recover that stress or wake up. If you take mental trauma, shutdown Extremis Enhancile P
powers until you recover that trauma.
4
POWERED ARMOR
Weapon Systems Superhuman Durability 6
8
Superhuman Strength Supersonic Flight
SFX: Area Attack. Against multiple targets, for every additional target add a d6 and keep an ad-
ditional effect die.
10
SFX: Boost. Shutdown highest-rated Powered Armor power to step up another Powered Armor
power. Activate an opportunity to recover or during a Transition Scene. 12
SFX: EMP. For each tech-based target you chose, add a d6 to the doom pool. Roll Weapon Systems
+ doom pool as an attack action against each target. Shutdown Powered Armor. Activate an M
opportunity to recover or during a Transition Scene.
SFX: Energy Absorption. On a successful reaction against an energy-based attack action, convert 4
opponent’s effect die into a Powered Armor stunt or step up a Powered Armor power until
used in an action. If opponent’s action succeeds, spend 1 PP to use this SFX. 6
SFX: Unibeam. Step up or double Weapon Systems on your next roll, or spend 1 PP to do both, then
shutdown Weapon Systems. Activate an opportunity to recover or during a Transition Scene. 8
Limit: Charged System. Shutdown highest-rated power to gain 1 PP. Activate an opportunity to
recover or during a Transition Scene. 10
Specialties Business Master Science Expert 12
Tech Master Vehicle Expert E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 4
Milestones CAN’T BUY HAPPINESS 6
1 XP when you suggest a solution to a problem that involves either Stark technology or millions
of dollars. 8
3 XP when you inflict mental stress on an ally who disagrees with your methods.
10 XP when you either take a position of great power or realize that some people do not have 10
access to your considerable resources and dedicate all of them to social justice.
12
IRON MENTOR
1 XP when you use a Transition Scene to arm an ally with Stark technology.
3 XP when you create an asset in an Action Scene that allows an ally armed by you to inflict stress
against an opponent.
XP
10 XP when you either found and lead your own team of Iron Men and Women or strip those you
mentored of their Stark technology, encouraging them to walk their own path without your aid.

CW188 CIVIL WAR


Anthony Stark [public]

History Abilities & Resources


Much like his father before him, Tony Stark was A brilliant futurist and engineer, Tony Stark has
born into privilege and wealth that shaped him few intellectual peers, even in a world with minds
into both a jaded, cynical playboy and a successful like Reed Richards and Henry Pym.
industrialist. His worldview changed when he was As Iron Man he wears a sophisticated suit of
grievously wounded and taken captive while touring powered armor that he constantly upgrades and
a war-torn area where Stark Industry weapons were redesigns to keep at the cutting edge. His latest suit
being tested. From parts his captors wanted made incorporates impact-resistant ceramic plate armor
into weapons, Tony cobbled together the first Iron and full-spectrum repulsor technology that allows it
Man suit and used it to escape. His eyes now opened to fly, assemble itself around him, and project con-
by his first-hand knowledge of the bloody and vio- cussive blasts. It also greatly enhances his physical
lent legacy behind his family’s wealth, as well as by strength.
witnessing the death of the man who helped him Recently, in order to stop a technological terrorist
build the suit, Stark had a change of soul. He turned threat, Tony injected himself with a nanite-powered
the same focus he had previously used to build his payload called Extremis, which rewrote his nervous
family’s business toward helping humanity directly system and reconfigured many of his internal organs
with the same technology. in order to store essential elements of the Iron Man
As Iron Man, Stark was a founding member of the armor within his body. He is now directly linked to
Avengers. He has helped support the team either his armor via a personal area network, which not
personally or financially during its many incarna- only gives him lightning-fast response time but also
tions. Though his personal problems have occasion- unparalleled access to worldwide data networks.
ally forced him from the team, as well as cost him The Stark fortune is legendary, and Tony’s periods
multiple businesses and multiple fortunes, he has of insolvency brief. Whatever their current form, his
always rebuilt and eventually returned to his allies businesses always give him access to brilliant minds
in the good fight. other than his own and usually substantial manufac-
turing capabilities on a global scale. He also has a
Personality loyal circle of friends who have braved terrible chal-
Tony Stark is a dichotomy. On the one hand, he lenges for him—James Rhodes, his former pilot and
is a caring humanitarian, a brave and philanthropic sometimes bodyguard who wears the War Machine
soul who works tirelessly for a better world, and on armor; Virginia “Pepper” Potts, his former assis-
the other, he is a womanizer and recovering alcoholic tant and lasting close friend; and Harold “Happy”
who tries to bury his insecurities and fears in an end- Hogan, his former chauffeur,
less parade of meaningless relationships or at the sometimes bodyguard, and
bottom of a bottle. Stark’s towering intellect carries constant confidant.
with it a degree of arrogance, and Stark sometimes
has trouble grasping why people don’t simply see
the world as he does. This makes him self-assured
in his conclusions but also hardheaded and more
than a bit self-righteous.

HERO DATAFILES CW189


LUKE CAGE
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Come Get Some!
Hero for Hire or
Street Smart +1 PP

Power Sets UNBREAKABLE


Superhuman Durability Superhuman Stamina
Superhuman Strength P
SFX: Area Attack. Against multiple targets, for every additional target add a d6 and
keep an additional effect die. 4
SFX: Second Wind. Before you make an action including an Unbreakable power, you
may move your physical stress die to the doom pool and step up the Unbreakable 6
power for this action.
SFX: Versatile. Replace any Unbreakable power with 2d8 or 3d6 on your next roll.
8
Limit: Difficult Recovery. Add your Superhuman Durability die to the opposing roll when
others try to recover your physical stress.
10
12
M
Specialties Business Expert Combat Expert 4
Covert Expert Crime Expert 6

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.

CW190 CIVIL WAR


Carl Lucas/Luke Cage [public]

History Abilities & Resources


Framed and imprisoned for a crime he didn’t Luke Cage is superhumanly strong, and his body
commit, ex-gang member Carl Lucas hoped for a tissues have the density and strength of steel,
chance at escape or parole. When Lucas volunteered making him highly resistant to injury. He also recov-
for an experiment in cell regeneration and disease ers from injury more quickly and completely than a
control, a vengeful racist prison guard sabotaged the normal human. Cage is a trained combatant, using
experiment. Instead of death or injury, the experi- a mix of street brawling and martial arts training
ment transformed Lucas, giving him superhuman learned from his friend Iron Fist and others. Cage is
strength and resistance to injury. Using his new- also an experienced businessman, able to turn his
found powers to escape, he changed his name to superhuman abilities into profit more readily than
Luke Cage and became the “hero for hire” known most heroes, though his kind heart often leads him
as Power Man, later finding a lifelong friend and to take cases for little or no money.
long-term business partner in fellow hero Iron Fist. Luke has numerous allies he can call on for aid.
Eventually, Luke cleared his name but chose to Chief among them are his girlfriend, Jessica Jones,
put his old life as Carl Lucas behind him and remain and his best friend and partner, Danny Rand AKA
Luke Cage. For years, he and Iron Fist worked as part- Iron Fist. Luke has also worked with the Fantastic
ners, often doing heroic jobs for mundane pay. Luke Four, the Defenders, the Daughters of the Dragon,
also joined super hero groups such as the Defenders and Spider-Man on numerous occasions. Outside the
and the Fantastic Four, though usually preferring to super hero community, Luke is considered a great
assist such teams as needed instead of staying a hero and role model among many of the poorer sec-
long-term member. tions of New York and other major cities, as well as
Over the years, Luke has grown to become a re- within the African-American community.
spected member of the super hero community. He’s
married to ex-super-hero Jessica Jones and they
have a new baby together, Danielle. He stands shoul-
der to shoulder with the Earth’s mightiest heroes
without missing a beat. He rarely goes by Power Man
anymore, preferring to face foes as the man he was
forced to become and chose to remain, Luke Cage.

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.

HERO DATAFILES CW191


MISTER FANTASTIC
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Absent-Minded Professor
By the Numbers or
Family Man +1 PP

Power Sets HYPERELASTICITY


Enhanced Reflexes Enhanced Speed
Stretching Superhuman Durability
SFX: Area Attack. Against multiple targets, for every additional target add a d6 and P
keep an additional effect die.
SFX: Grapple. When inflicting a complication on a target, add a d6 and step up your 4
effect die.
SFX: Rebound. Against a single target, step up or double a Stretching die. Remove
6
the highest rolling die and add use three dice for your total.
8
SFX: Versatile. Replace a Stretching die with 2d8 or 3d6 on your next roll.
Limit: Exhausted. Shutdown any Hyperelasticity power to gain 1 PP. Activate an op- 10
portunity to recover or during a Transition Scene.
12
M
Specialties Cosmic Master Medical Expert 4

Science Master Tech Master


6
8
Vehicles Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 10
12
E
Milestones LOVE AND SUPER SCIENCE
1 XP when you use super science to do something to show that you care about 4
someone.
6
3 XP when you take stress from an argument with a family member or loved one.
10 XP when take the big step and once and for all either prioritize love over science or 8
prioritize science over love.
10
SCIENCE SAVES THE WORLD
1 XP when you use Medical, Science, or Tech Specialties to create an asset that will 12
help an ally.
3 XP when you put science aside in order to end a threat with the Hyperelasticity
Power Set. XP
10 XP when you either use science to contribute something new to the world or use
science to stop a global, extinction-level threat.

CW192 CIVIL WAR


Reed Richards [public]

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.

HERO DATAFILES CW193


MOON KNIGHT
Affiliations Solo Buddy Team PP

Distinctions Dangerous Past


Fist of Khonshu or

STRESS / TRAUMA
Who is Marc Spector? +1 PP

Power Sets LUNAR ARSENAL


Enhanced Durability Glider Cape
Swingline Weapon
SFX: Focus. If your pool includes a Lunar Arsenal die, you may replace two dice of
equal size with one stepped-up die.
SFX: Moon Copter Extraction. Shutdown a Lunar Arsenal power to leave your current
scene in an outdoor or exposed location. Spend 1 PP to recover power and join
the next scene after it begins.
Limit: Gear. Shutdown a Lunar Arsenal power to gain 1 PP. Take an action vs. the doom
pool to recover.
P
AVATAR OF VENGEANCE
4
Enhanced Reflexes Enhanced Stamina
6
Enhanced Strength
SFX: Lunar Might. Activate an opportunity to step up Enhanced Strength until the 8
end of the Scene.
SFX: Call for Vengeance. Add a doom die to a dice pool including an Avatar of Ven- 10
geance die, then take the die as mental stress.
Limit: Under a Full Moon. Shutdown Lunar Might when the moon isn’t full; recover with 12
a full moon.
Limit: Unstable. Change any Avatar of Vengeance power into a complication to gain 1 M
PP. Activate an opportunity or remove the complication to recover that power.
4
Specialties Acrobatic Expert Business Expert 6
Combat Master Covert Master 8
Menace Expert Mystic Expert 10
Vehicles Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
Milestones GOD OF VENGEANCE 4
1 XP when you allow Khonshu’s desire for vengeance to distract you from something
or someone important to you. 6
3 XP when you inflict trauma in the name of your god.
10 XP when you kill a dangerous foe or reject Khonshu’s edicts and spare that foe, 8
explaining your mercy to the enemy and what you expect in return.
10
SOMEONE HAS TO DO THE FUN STUFF
1 XP when you use a resource die to take down a street-level criminal or criminal 12
organization.
3 XP when you oppose, confront, or challenge another hero in the course of dealing
with the criminal underworld. XP
10 XP when you turn in the boss of a major criminal organization, or you expose enough
of that organization to cripple its operations.

CW194 CIVIL WAR


Marc Spector [secret]

History Abilities & Resources


Marine-turned-mercenary Marc Spector didn’t Moon Knight is one of the most skilled combat-
have to die to meet his god, but it was close. ants in the world, having mastered various forms
Attacked by fellow mercenary Raoul Bushman while of armed and unarmed combat. He is also a skilled
serving in Africa, Spector hovered near death when pilot, acrobat, businessman, and covert operative
Khonshu appeared. The ancient Egyptian god of ven- who speaks several languages. His contact with
geance and the moon saved Spector, in exchange for Egyptian gods, werewolves, and sorcerers has given
him becoming the god’s avatar on Earth. Returning him a keen understanding of magic and mysticism.
to the States, Marc invested his mercenary gains He also possesses a gift from his patron god—en-
and adopted an array of high-tech weapons and hanced physical abilities that reach superhuman
a costume styled after Khonshu. He also adopted heights during the full moon.
alternate identities to cover up his past, including As Moon Knight, Spector sports crescent-shaped
millionaire Steven Grant and no-nonsense cabbie darts, a grapple, batons that can be configured into
Jake Lockley. nunchaku or a fighting staff, and an armored cos-
Spector, now calling himself Moon Knight, began tume equipped with a cape capable of gliding short
his heroic career by taking down a criminal con- distances. He also uses custom-made helicopter-
spiracy called the Committee. During those early type vehicles known as the Moon Copter and the
days, he encountered a number of strange foes, such Angel Wing. In the past Moon Knight employed
as Werewolf by Night, Morpheus, Midnight Man, heavily reinforced Adamantium armor and mysti-
and Stained Glass Scarlet. After a short retirement, cal weapons, but he currently uses neither.
Marc renewed his connection to Khonshu and found Marc Spector is a millionaire with numerous
himself armed with new mystical weaponry and contacts in high society, the art world, and various
driven by visions to right various wrongs. Joining mercenary organizations. His close friends and allies
the Avengers briefly, he returned to solo heroics include his old pilot buddy Jean-Paul “Frenchie”
and eventually sacrificed himself to save friends DuChamp and his former assistant and girlfriend
and loved ones. Marlene Alraune. He has worked with numerous
However, Spector didn’t stay dead long, as heroes, most notably the Avengers, Spider-Man,
Khonshu once again revived his champion. Since and the Punisher. For a time he even had a sidekick,
resuming his career as Moon Knight, he has con- Midnight, but Midnight eventually turned against
centrated on street-level heroics and bringing down him and is currently believed to be deceased.
more mundane threats.

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.

HERO DATAFILES CW195


MS. MARVEL
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Battle-Tested Hero
Letter of the Law or
Take-Charge Attitude +1 PP

Power Sets KREE GENETICS


Energy Blast Subsonic Flight
Superhuman Durability Superhuman Stamina
Superhuman Strength P
SFX: Energy Absorption. On a successful reaction against an energy-based attack action,
convert your opponent’s effect die into a Kree Genetics stunt or step up a Kree 4
Genetics power until used in an action. If opponent’s action succeeds, spend 1
PP to use this SFX. 6
SFX: Multipower. Add more than one Kree Genetics power to your pool. Step back
each Kree Genetics die in your pool once for each die beyond the first. 8
SFX: Second Wind. Before you take an action including a Kree Genetics power, you may
move your physical stress die to the doom pool and step up the Kree Genetics
10
power for this action.
Limit: Overload. Shutdown a Kree Genetics power to gain 1 PP. Activate an opportunity
12
to recover or during a Transition Scene.
M
4
6
Specialties Combat Expert Cosmic Expert
8
Covert Expert Psych Expert
10
Vehicles Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
4
Milestones CHAIN OF COMMAND 6
1 XP when you give an order to an ally in the heat of battle.
3 XP when you cause stress utilizing an asset created by one of your allies. 8
10 XP when you take the leadership role of an established team or create a new team
to lead into battle. 10
KREE-FUELED POWER HOUSE 12
1 XP when you fly directly into the most obviously powerful enemy on the field.
3 XP when you use brute force to create an asset for an ally.
10 XP when you either defeat an enemy by using Superhuman Strength to inflict XP
trauma or when you defeat an enemy by absorbing their energy with the Energy
Absorption SFX.

CW196 CIVIL WAR


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 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.

HERO DATAFILES CW197


NIGHTHAWK
Affiliations PP
Solo Buddy Team

Distinctions Heart of the Team

STRESS / TRAUMA
Needs to Wear the Mask or
Trust Fund Baby +1 PP

Power Sets ALCHEMICAL AUGMENTATION


Enhanced Reflexes Enhanced Senses
Enhanced Stamina Enhanced Strength
SFX: Second Wind. Before you make an action including an Alchemical Augmentation
power you may move your physical stress die to the doom pool and step up the
Alchemical Augmentation power for this action.
SFX: From Dusk Til Dawn. Step up Enhanced Strength when using it between sunset P
and sunrise.
Limit: Exhausted. Shutdown any Alchemical Augmentation power to gain 1 PP. Activate 4
an opportunity to recover or during a Transition Scene.
6
WINGED SUIT
8
Cybernetic Senses Subsonic Flight
10
Laser Cannons Superhuman Durability
SFX: Sensor Suite. Spend 1 PP to add Cybernetic Senses (or step up if already in your 12
pool) and reroll all dice on a reaction.
SFX: Talons. Add a d6 to your pool for an attack action and step back the highest die M
in the pool. Step up physical stress inflicted.
Limit: Gear. Shutdown Winged Suit to gain 1 PP. Take an action vs. the doom pool to 4
recover.
6
8
Specialties Business Expert Combat Expert 10
Mystic Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
4
Milestones THE HERO BEFORE THE MAN
1 XP when you talk to a hero about joining an eclectic team. 6
3 XP when you convince a group of disparate heroes to form an ongoing team or keep
such a team from disbanding.
8
10 XP when you either make a great personal sacrifice to show the team the meaning 10
of heroism or abandon your team or heroic identity in order to save yourself.
12
THE ROAD TO REDEMPTION
1 XP when you talk to an ally about seeing a noble side to a villain or enemy.
3 XP when you inflict emotional stress on a villain, causing them to abandon their XP
criminal ways.
10 XP when you leave a team you consider villainous or join a team you consider heroic.

CW198 CIVIL WAR


Kyle Richmond [public]

History Abilities & Resources


Born the heir to the Richmond family fortune, Nighthawk’s augmented physical abilities and
Kyle Richmond grew up in a loveless but wealthy sensory capacity are derived from past alchemical
home. The accompanying rashness and lapses in infusions. His strength and other athletic traits are
judgment that came with being spoiled helped increased further at night. He once also possessed
him leave a trail of broken hearts, bad decisions, precognitive visions, but does not currently.
and disappointed expectations behind him. Only Kyle has used the Richmond family fortune to
after hitting rock bottom emotionally did Richmond equip himself with an advanced skin-tight armored
start trying to improve himself. After being denied suit with artificial wings and jet-powered flight ca-
entry into the army, he threw himself into a tortur- pabilities. Adding to his already heightened physi-
ous program of physical training. This was when the cal resilience, the suit and wing construction allow
Grandmaster chose Richmond to play the part of him to survive substantial incoming damage. Sensor
“Nighthawk” in the gamesman’s Squadron Sinister, systems in the cowl expand his already augmented
a counterpart to the extra-dimensional heroes, the senses and give him a number of digital inputs on
Squadron Supreme, who the Grandmaster had faced top of his natural perception. The wings house com-
previously. With the Grandmaster’s encouragement, puter-aimed laser weapons, and the gloves possess
Richmod sought the alchemical resources he used titanium claws.
to augment his physical abilities and used his family Nighthawk benefits from extensive self-training
fortune to create advanced weapons and vehicles. in combat and acrobatics, as well as no small back-
Though he started his costumed career as a crimi- ground in occult research. In addition to the resourc-
nal, he ultimately turned hero when he chose to es that come with extensive personal wealth, Kyle
sacrifice his life to stop the alien Nebulon’s attempts has cultivated contacts in a number of
to destroy humanity. Saved through a mystical ritual fields and on various super teams.
by the original Defenders, Richmond threw himself
into his new role with gusto. He aided many heroes,
especially his close allies in the constantly changing
Defenders team. Surviving a roller coaster of person-
al challenges—including paralysis during daylight
hours and multiple attempts to wreck his businesses,
as well as a time when even his allies thought him
dead—Richmond ultimately persevered. Helping his
friends in the Defenders save themselves from their
old enemy Yandroth, he returned to action, most re-
cently aiding the Thunderbolts before leaving them
due to personal problems with Baron Zemo.

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.

HERO DATAFILES CW199


PUNISHER
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Dead Inside
Former Marine or
Obsessed Vigilante +1 PP

Power Sets WAR ON CRIME


Enhanced Durability Weapon
SFX: Battle Van. Add a d6 to the doom pool to step up a Combat or Vehicles-related
resource.
SFX: Explosives. Against multiple targets, for every additional target add a d6 and keep
an additional effect die. For each complication you create using your effect dice, P
step up that effect die and add d6 to the doom pool.
SFX: Full Auto. Against a single target, step up or double a War on Crime die. Remove 4
the highest rolling die and use three dice for your total.
SFX: Take Your Shot. Spend 1 PP or take d6 physical stress to step up or double your 6
Weapon die.
SFX: Welcome Back, Frank. Step up your physical stress die and move it to the doom
8
pool. Spend 1 PP to do the same to physical trauma.
10
Limit: Gear. Shutdown a War on Crime power or SFX to gain 1 PP. Take an action vs. the
doom pool to recover.
12
Limit: Tragic Past. When reminded of a past tragedy, step up mental or emotional stress
to gain 1 PP.
M
4

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.

CW200 CIVIL WAR


Frank Castle [public]

History Abilities & Resources


The life of Frank Castle shattered when the The Punisher has no superhuman abilities, but
mob killed his wife and children for witnessing a he’s a veteran soldier in peak physical condition.
gangland execution. Distraught and vengeful, Frank A master of various forms of close combat and a
donned a costume styled on an enemy sniper he’d marksman with numerous weapons, Frank uses
fought during the war and became the killer vigilan- whatever tools are required for his mission, but
te known as the Punisher. Using his Marine training favors military-style firearms and explosives. He
and various military-grade armaments, the Punisher wears body armor to protect himself from small
waged a one-man war on crime. He targeted every- arms and other attacks, and even uses specialized
thing from street thugs to super villains, though he vehicles, most notably his armored “battle van.”
often focused on organized crime figures. The Punisher has few friends, but he’s had a few
Frank has spent years bringing down criminals, allies or temporary partners. He’s teamed up with
terrorists, and those who harm the innocent. His Moon Knight and Wolverine on more than one oc-
methods are brutal and decisive, making it hard for casion, and fought both with and against Daredevil
him to work with costumed heroes. In fact, many and Spider-Man. Frank’s more mundane contacts
such heroes have attempted to capture or stop the include everyone from computer hackers to police
vigilante. He has been presumed dead many times; officers. Unfortunately, these individuals often meet
however, Castle always manages to come back from bad ends, sometimes even at the hands of Castle
certain death or capture to return to his mission. himself. He doesn’t have
Recently, the Punisher began working his way many old military
through various criminal syndicates around New buddies left, though
York, killing soldiers and crime family heads alike. he might still be able
He will likely continue along this path unless some to scare up a few to
new injustice demands his attention. aid him.

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.

HERO DATAFILES CW201


SHE-HULK
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Crusading Attorney
Impulsive or
Jade Giantess +1 PP

Power Sets GAMMA-IRRADIATED BLOOD


Godlike Strength Leaping
Superhuman durability Superhuman Stamina
SFX: Area Attack. Against multiple targets, for every additional target add a d6 and
keep an additional effect die. P
SFX: Break the Fourth Wall. When one of your opportunities is activated to add a d6
to the doom pool, replace it with a d4. Spend 1 PP to do this to an existing d6 in
4
the doom pool. 6
SFX: Collateral Damage. Add a d6 to the doom pool to step up or double a Gamma-
Irradiated Blood power. 8
SFX: Lose Yourself. Step up or double a Gamma-Irradiated Blood power for your next
action and take d6 emotional stress. 10
Limit: Puny Human. Shutdown Gamma-Irradiated Blood to gain 1 PP. Activate an op-
portunity to recover or during a Transition Scene. 12
M
4
Specialties Combat Expert Cosmic Expert 6
Crime Master Psych Expert 8
Vehicles Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
Milestones GIRLS JUST WANT TO HAVE FUN 4
1 XP when you name another character as a former romantic partner or reference 6
some wild times you had.
3 XP when you help another character recover mental or emotional stress, or recover 8
your own mental or emotional stress by flirting, partying, or socializing.
10 XP when you get serious with a romantic partner or break off a relationship to 10
maintain your independence.
12
OBJECTION!
1 XP when you use your legal expertise to aid another character.
3 XP when you agree to defend someone in court, regardless of guilt or innocence. XP
10 XP when you defend a law or regulation in court, despite your personal feelings, or
give up being an attorney in order to oppose it.

CW202 CIVIL WAR


Jennifer Walters [public]

History Abilities & Resources


A transfusion from her cousin, Dr. Bruce Banner, As She-Hulk, Jennifer possesses incredible
saved attorney Jennifer Walters’ life, but sharing strength, endurance, and resistance to physical
blood with the human alter ego of the Hulk changed damage. As her powers grew over the years, she
her life forever. Becoming a green-skinned, super- became one of the strongest beings on Earth.
powered She-Hulk, Jennifer stopped the criminals Jennifer is a skilled hand–to-hand fighter, having
who put her in the hospital. At first unable to change been trained by Captain America. Her legal skills are
unless she was angry or afraid, she eventually gained top-notch, ranking among such famed attorneys as
control of her changes. Matt Murdock and her co-worker Mallory Book. Her
As She-Hulk, Jennifer joined the Avengers, time with the Avengers and Fantastic Four, as well
became the Thing’s replacement on the Fantastic as some odd personal adventures, give her impres-
Four for a time, and provided legal counsel for sive experience with aliens and cosmic phenomena.
Heroes for Hire. Remaining in her human form less In addition to the Fantastic Four and the Avengers,
and becoming more comfortable as She-Hulk, she She-Hulk is very close to her cousin, Bruce Banner.
became incapable of changing forms. Indifferent, Her connection to the Hulk is more volatile. She
Walters even appeared in court in her green-skinned remains on decent terms with most of her romantic
form, an act that garnered much attention in the partners, which may or may not include the villain
legal community. She went on strange adventures, Juggernaut. As an attorney, she’s defended heroes
fought bizarre foes such as the Headman and Doctor and villains from both civil and criminal charges and
Bong, and romanced several partners, notably Luke has contacts in the legal community as a whole. The
Cage and Wyatt Wingfoot. latter includes the staff of her current employer:
Recently, the reality-altering havoc unleashed by Mad Thinker, an android named
her fellow Avenger Scarlet Witch caused Jennifer to Awesome Andy, her room-
lose control of herself as She-Hulk. After destroying mate Augustus
the android Vision, her friend and teammate, she “Pug” Pugliese, and
fled the team. Afraid to assume her jade-hued the time-displaced
alter ego, Jennifer laid low until fellow gam- western hero, the
ma-irradiated Dr. Leonard Samson cured her Two-Gun Kid.
instability. Accepting a job with Goodman,
Lieber, Kurtzberg, & Holliway—contingent
on her practicing law only in human form—
Jennifer has returned to both heroics and
her legal career.

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.

HERO DATAFILES CW203


SPIDER-MAN
Affiliations Solo Buddy Team PP

Distinctions Friendly Neighborhood Hero?


Wisecracker or

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.

CW204 CIVIL WAR


Peter Parker [secret]

History Abilities & Resources


Raised by his Uncle Ben and Aunt May, science Spider-Man possesses superhuman strength,
prodigy Peter Parker grew up shy and bookish. He agility, and reflexes, as well as a sixth sense attuned
had trouble making friends and was something of to danger. An attraction field based around his palms
a social outsider in his school. When he was fifteen and the soles of his feet enables him to cling to most
years old, Peter went on a school field trip, during surfaces and even climb them. A recent “rebirth”
which an irradiated spider bit him. The radioactive has granted him additional spider-related powers,
venom somehow caused a series of mutations that including organic webshooters and stingers that he
gave the boy superhuman abilities. can extend from his palms.
Attempting to earn money to help his finan- Despite having extraordinary powers, Peter
cially struggling family, Parker donned a costume frequently has to rely on his exceptional scientific
and tried his hand as a small-time television celeb- acumen. Before his new powers manifested, he had
rity. Thinking himself too important because of his designed, constructed, and used mechanical “web
newfound fame, Peter ignored the chance to stop shooters” and various other gadgets. Tony Stark cre-
a thief escaping the studio one day, only to return ated a new suit of red and gold armor that comple-
home later to find that a burglar had murdered Uncle ments his own abilities, in addition to extending his
Ben. Hunting the burglar down, Parker discovered already considerable senses.
the killer was the man he had chosen to ignore Spider-Man benefits from the resources and
earlier. Consumed by guilt, and having his future mentorship of Tony Stark, which also shoulders him
celebrity career curtailed by a set of critical edito- with significant professional responsibility. Parker
rials published by J. Jonah Jameson’s Daily Bugle, has a small circle of contacts through the Daily Bugle
Peter began a checkered career as the costumed (such as reporter Phil Urich), as well as the emotional
vigilante Spider-Man. He eventually put Jameson’s support of his wife Mary Jane and his Aunt May.
animosity to good use by making a living as a news Other than his powers and intellect, though, Parker
photographer selling to the Bugle and specializing normally has little else to rely on besides pure
in photos of his alter ego. gumption and blind luck;
Peter eventually graduated college and devel- if he were to end his
oped a strong relationship with girlfriend Mary relationship with
Jane Watson, a romance that evolved into a happy, Stark, he would
if problematic, marriage. Leaving his work with be sacrificing the
Jameson behind him, Parker used his science cre- security of both
dentials to become a teacher, and more recently himself and his
personal assistant to Tony Stark AKA Iron Man. As loved ones.
Spider-Man he is now a member of the Avengers, a
life-changing event for him and his 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.

HERO DATAFILES CW205


SPIDER-WOMAN
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Alluring
Private Investigator or
Triple Agent +1 PP

Power Sets BIO-ELECTRIC METABOLISM


Flight Superhuman Stamina
Venom Blast
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from toxins,
radiation, or disease.
SFX: Pheromones. When using any powers to inflict mental stress, add a d8 and step
P
up your effect die. 4
Limit: Uncontrollable. Change any Bio-Electric Metabolism power into a complication
to gain 1 PP. Activate an opportunity or remove the complication to recover the 6
power.
8
SPIDER-POWERS
10
Enhanced Senses Superhuman Reflexes
Superhuman Strength Wall-Crawling 12
SFX: Second Chance. If your pool includes a Spider-Powers power, spend 1 PP to reroll.
Limit: Exhausted. Shutdown any Spider-Powers power to gain 1 PP. Activate an op-
M
portunity to recover or during a Transition Scene.
4
6
8
Specialties Acrobatic Expert Combat Expert
10
Covert Master Menace Expert
12
Mystic Expert Psych Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] E
4
6
Milestones DOUBLE-DOUBLE CROSS
1 XP when you talk to Hydra agents as if they are allies. 8
3 XP when you give orders to S.H.I.E.L.D. agents in the heat of battle.
10 XP when you either cripple a Hydra operation or betray an ally in order to venture
10
deeper into Hydra, leaving your team behind.
12
VIPER’S DAUGHTER
1 XP when you argue with an ally because you perceive them as mistrusting you.
3 XP when you take emotional stress from an ally. XP
10 XP when you either become true friends with an ally, trusting them with your life
and your secrets, or betray an ally to an enemy.

CW206 CIVIL WAR


Jessica Drew [secret]

History Abilities & Resources


To save his daughter’s life, Jonathan Drew Spider-Woman possesses superhuman strength,
transformed her. He conducted experiments that agility, and stamina. Her enhanced metabolism
super-charged young Jessica Drew’s metabolism, makes her immune to poisons and disease, as well
giving her a variety of superhuman powers. Jessica as giving her the ability to build up and generate
grew up on Wundagore Mountain among the High bio-electric “venom blasts” and cling to walls.
Evolutionary’s New Men, until Hydra recruited and These powers also super-charge her pheromones,
brainwashed her to be a living weapon and assas- making reactions to her—positive and negative—
sin codenamed Arachne. Hydra sent her to attack much more intense than usual. Spider-Woman is a
S.H.I.E.L.D. and its director, Nick Fury. Fury managed skilled covert operative, investigator, and hand-to-
to break Jessica’s conditioning and turn the con- hand combatant, having received training from both
fused young woman against her villainous masters. S.H.I.E.L.D. and Hydra. Her costume and enhanced
Seeking redemption and her own destiny, Jessica physique allow her to glide on air currents.
became the sensational Spider-Woman. Spider-Woman has an eclectic mix of allies. She
As Spider-Woman, Jessica has had many strange has worked closely with the Shroud, Tigra, Werewolf
adventures, highs, and lows. She has encountered by Night, and several heroes with ties to the espio-
monsters, murderous madmen, and magicians. She nage community like Ms. Marvel, Wolverine, and Nick
has worked with everyone from Captain America to Fury. Her friend and ex-partner, Lindsay McCabe, is
the Thing. A run-in with the sorceress Morgan Le Fay one of the few relatively normal people she knows.
resulted in Jessica’s apparent death, but her spirit As a S.H.I.E.L.D. agent she has access to the resources
and body were later reunited. After her resurrection, of that organization, subject to authorization from
her powers became erratic and unreliable, and she her superiors.
gave up her costumed identity, instead working with
her friend Lindsay McCabe as a private investigator.
During this time, various others took up the mantle
of Spider-Woman, but Jessica eventually regained
her abilities and took up her heroic identity once
again.
Since then, Spider-Woman has struggled to find
a place, both in her normal life and in the superhu-
man community. She recently rejoined S.H.I.E.L.D.
She also rejoined Hydra, who actually restored her
powers, and is now working as a personal double
agent for S.H.I.E.L.D.’s spymaster, Nick Fury. On top
of all of this, she’s a full-time Avenger.

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.

HERO DATAFILES CW207


SUB-MARINER
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Human-Atlantean Hybrid
Imperious Rex! or
Long & Colorful History +1 PP

Power Sets AQUATIC MUTANT


Enhanced Reflexes Flight
Godlike Strength Superhuman Durability
Superhuman Stamina Swimming
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.
SFX: Foul-Tempered. Step up or double any Aquatic Mutant power for one action. If 4
the action fails, add a die to the doom pool equal to the normal rating of your
power die.
6
SFX: In His Element. Before you take an action including an Aquatic Mutant power 8
while underwater, you may move your physical stress die to the doom pool and
step up the Aquatic Mutant die for this action. 10
SFX: Mighty Fortitude. Spend 1 PP to ignore stress, trauma, or complications caused
by aging, disease, poison, radiation, or vacuum. 12
Limit: Mutant. When affected by mutant-specific complications and tech, earn 1 PP.
Limit: Need…Water…Now. Step back your Godlike Strength power to gain 1 PP. Immerse M
yourself in water to recover the power.
4
6
Specialties Business Expert Combat Expert 8
Menace Master Psych Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
Milestones IT’S ONLY ARROGANCE IF IT’S NOT TRUE 4
1 XP when you explain to a surface-dweller exactly what you think of their stupidity. 6
3 XP when you engage in a conflict with other heroes in order to prove your superior
qualities. 8
10 XP when you either sacrifice an important personal goal to validate a point of ego,
reputation, or pride or you swallow your pride and admit to your own error. 10
POWER IS THE ULTIMATE APHRODISIAC 12
1 XP when you tell a powerful woman how majestic her power is to behold.
3 XP when you explain to a powerful woman’s suitor or spouse why they are not worthy
of her love. XP
10 XP when you either ask a powerful woman to be your queen or declare her unworthy
and seek another match.

CW208 CIVIL WAR


Namor [public]

History Abilities & Resources


Son of human sea captain Leonard McKenzie, and The Sub-Mariner is immensely strong and su-
Fen, an Atlantean princess, Namor is a creature of perhumanly resilient, far beyond other Atlanteans,
two worlds and has never comfortably fit in either. and he has fought toe-to-toe against the likes of the
Violent in defense of his undersea kingdom, he has Thing and Hercules. Naturally amphibious, he must
also protected humanity from terrible enemies. be careful of how long he spends both below and
Attacking New York City in response to surface- above the water, as prolonged imbalances can make
dweller incursions, he later joined forces with the his behavior erratic. He can fly, a result of a mutation
Allies against the Axis forces, working alongside beyond even his unusual parentage. Out of water,
Captain America and the original Human Torch as Namor weakens over time. Though approaching a
one of the Invaders. century in years, he looks and acts like a man still
Mentally attacked and afflicted with amnesia, in the prime of his life.
Namor wandered the surface for decades before Namor, a sovereign with access to sunken trea-
being recognized and returned to lucidity by Johnny sure around the globe, is wealthy beyond measure.
Storm. Believing his people destroyed by the surface As King of Atlantis, he commands a military with
world, the Sub-Mariner spent years as its enemy, advanced technology and superhuman warriors and
allying himself with such figures as Doctor Doom he benefits from diplomatic rank and government
or Magneto in one scheme after another against connections. He has a reputation as dangerous and
the Fantastic Four and the Avengers. As his memo- sometimes erratic, one earned over decades, and
ries slowly returned and he discovered his people he knows how to turn that to his advantage. Having
still alive and in need of his guidance, Namor stabi- fought both for and against humanity, as well as
lized somewhat. He has fought alongside and as a alongside and against many of its champions, Namor
member of the Avengers, made uneasy peace with has allies on both sides of the hero/
the Fantastic Four, and is a founding member of the villain divide and no qualms
Defenders. As a member of Iron Man’s Illuminati, about using any of them,
Namor has been involved in a number of when he sees fit.
critical turning points in recent superhuman
history.

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.

HERO DATAFILES CW209


THING
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions I’m a Monster!
It’s Clobberin’ Time! or
Wotta Revoltin’ Development +1 PP

Power Sets ROCKY ORANGE HIDE


Godlike Durability Godlike Strength
Enhanced Stamina P
SFX: Area Attack. Against multiple targets, for every additional target add a d6 and
keep an additional effect die. 4
SFX: Collateral Damage. Instead of spending 1 PP, add a d6 to the doom pool to create
a Rocky Orange Hide stunt. 6
SFX: Haymaker. Double Godlike Strength for an action, then add the second-highest
rolling die from that action to the doom pool. 8
SFX: Invulnerable. Spend 1 PP to ignore physical stress or trauma results unless caused
by mystical attacks.
10
Limit: Moody. Step up emotional stress caused by doubt, guilt, or self-worth to gain 1 PP.
12
M
4
Specialties Combat Expert Cosmic Expert 6
Psych Expert Vehicles Master 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
10
12
E
Milestones BLUE-EYED BOY FROM YANCY STREET
1 XP when you spend a Transition Scene either enjoying simple pleasures with the 4
Richards family or going on a romantic date.
6
3 XP when a bystander who is close to you is embroiled in danger because of your
relationship with them. 8
10 XP when you either welcome someone into your life, trusting that they can handle
the dangers of your fantastic lifestyle or push your loved ones away so that they 10
never get hurt because of you.
WHAT TIME IS IT? 12
1 XP when you lead a charge into a dangerous battle, yelling your battle cry.
3 XP when you take stress from standing toe-to-toe with a villain who possesses a d12
in one of their power sets. XP
10 XP when you either apologize to an opponent for clobbering them or deal trauma
to a global threat, rending it defeated.

CW210 CIVIL WAR


Benjamin Jacob Grimm [public]

History Abilities & Resources


A street tough turned ace pilot, Ben served as The Thing’s orange rocky skin is incredibly du-
pilot on the famous space flight that bombarded its rable. He is capable of withstanding amazing pun-
crew with cosmic rays and created the super team ishment, such as being knocked through several
known as the Fantastic Four. The most physically al- buildings by a devastating blow, only to emerge
tered by the accident, Ben became a being of orange slightly woozy and very annoyed. He’s one of the
rocky skin and amazing might. Calling himself “The stronger heroes in the Marvel Universe, capable of
Thing,” Ben became one of the world’s most recog- lifting great weights and slugging it out with giant
nizable super heroes. monsters and other menaces.
Ben has been “cured” of his inhuman appearance The Thing is an experienced brawler and pilot. He
before, but he always reverts back to it out of neces- can fly nearly anything and is at home in the middle
sity or some twist of fate. He’s traveled the cosmos, of a scrap. No scientist, he has nevertheless become
worked with numerous heroes, and even found love familiar with many alien races and strange phenom-
a few times. He’s left the Fantastic Four periodically, ena from his adventures with the Fantastic Four.
only to return to a team he sees as his true family. The Fantastic Four aren’t just the Thing’s
The Thing’s brawls with various villains and power- friends—they’re his family. The Thing has teamed
ful menaces are legendary. He’s gone toe-to-toe up with nearly every hero on Earth—and beyond—at
with everyone from the Hulk to the Champion of the some time or another. He’s worked closely with the
Universe. In the latter matchup, the Thing’s dogged likes of Spider-Man, Ms. Marvel, Captain America, and
determination and refusal to quit saved the whole also with little-known heroes such as the Aquarian
planet from destruction. The hero’s battle cry of “It’s and Skull the Slayer. His good reputation means he
Clobberin’ Time!” is welcomed by allies, feared by can even call upon resources from organizations like
enemies, and no one ever forgets Ben Grimm, the S.H.I.E.L.D. occasionally. He has a longstanding and
ever-lovin’ blue-eyed Thing. sometimes troubled romance with blind sculptor
Alicia Masters, whom he loves dearly. The Thing is
Personality surprisingly wealthy, having gained a share of
Underneath the Thing’s rocky orange hide and the Fantastic Four’s patents over the years,
gruff attitude is a hero’s heart and adventurer’s but done little with the wealth.
spirit. He’s loyal, brave, and refuses to quit even in
the face of impossible odds. Despite his inherent
goodness, the Thing’s own disgust at his inhuman
appearance is his key weakness. On some level he
cannot bring himself to believe he isn’t the monster
he appears to be. This makes him try even harder to
be a good and decent person, but it often makes
him angry and deeply wounded by any rejec-
tion, real or imagined.

HERO DATAFILES CW211


TIGRA
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Adventurous Were-Cat
Borderline Feral or
Mystical Legend +1 PP

Power Sets CHOSEN CHAMPION OF THE CAT PEOPLE


Enhanced Speed Enhanced Strength
Psychic Resistance Superhuman Reflexes
Superhuman Senses Superhuman Stamina P
SFX: Claws & Fangs. Step back the highest die in your attack action pool to add d6 and
step up physical stress inflicted. 4
SFX: Immunity. Spend 1 PP to ignore stress from disease, poison, or psychic attack.
SFX: Multipower. Add more than one Chosen Champion of Cat People power to your 6
pool. Step back each Chosen Champion of Cat People die in your pool once for
each die beyond the first. 8
SFX: Pounce. On a succesful reaction against a physical attack, inflict physical stress
with your effect die at no PP cost. Spend 1 PP to step it up. 10
Limit: Human Form. Shutdown Chosen Champion of Cat People power set to assume
human form. Recover Chosen Champion of Cat People power set to revert to 12
feline form.
M
4
Specialties Acrobatics Master Combat Expert 6
Cosmic Expert Covert Expert 8
Crime Expert Mystic Expert 10
Vehicles Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
4
Milestones EVERY CAT HAS ITS CLAWS 6
1 XP when you flirt with another hero.
3 XP when you either accept or rebuff the advances of another hero. 8
10 XP when you either break off a relationship to maintain your independence or commit
deeply to a monogamous relationship.
10
FELINE HERITAGE 12
1 XP when you engage in innocent catlike behavior in everyday life.
3 XP when you admit to a friend that you engage in feral catlike behavior that some-
times makes you feel out of control and uncomfortable. XP
10 XP when you attempt to abandon one of your souls in favor of the other or find a
balance and peace between your feline and human souls.

CW212 CIVIL WAR


Greer Grant Nelson [public]

History Abilities & Resources


Still grieving over the shooting death of her Tigra’s physical transformation gives her a
husband, Bill, Greer Grant Nelson needed work number of superhuman abilities. She’s strong, tough,
and found it with her old professor, Joanne Tumulo, fast, incredibly agile, and possesses senses keener
who was working on human augmentation. As Dr. than a cat’s. She sports the claws and orange and
Tumulo’s test subject, Greer gained feline-like black-striped fur of a cat, and her twin souls, human
powers. Donning a gold and blue costume and call- and feline, make her highly resistant to psychic at-
ing herself the Cat, the young woman fought various tacks. She is a trained detective and pilot. Her abili-
costumed villains. ties, combined with extensive training, make Tigra a
Shortly afterwards, Dr. Tumulo revealed her true skilled combatant and amazing acrobat. In addition
nature as one of a race of humanoids evolved from to these abilities, Greer has an affinity with magic, a
felines. The Cat People used science and sorcery to talent that remains largely undeveloped.
protect themselves and keep their existence secret. Although Tigra possess an amulet that allows her
After Greer was mortally injured while operating to resume human form, she rarely uses it, viewing
as the Cat, Tumulo used her people’s science and her feline-human hybrid form as her true self. She
magic to save her friend by transforming her into has a diverse group of allies, including Werewolf
“the Tigra,” the chosen champion and protector of by Night, Moon Knight, Wonder Man, and many of
the Cat People. her fellow Avengers. She befriended Spider-Woman
As Tigra, Greer joined the Avengers, traveled the (Jessica Drew), back when the hero was without
cosmos, and had numerous solo adventures. At times powers, and maintains a friendly, flirtatious, and
her feline nature has caused her problems, making occasionally romantic relationship with Yellowjacket
her unpredictable or feral. She has also lost her (Hank Pym). The Cat People see Tigra as their cham-
powers temporarily, usually by rejecting the “tiger pion and emissary and have aided her many times
soul” that fuels her powers. She even joined the in the past with their sorcery and advanced science.
Chicago police department for a time, following in She has spent a long time traveling the
the footsteps of her murdered husband. These galaxy with former Avenger Starfox,
days, Tigra is an active solo hero, eager to aid and has worked with the mysterious
her friends and allies. psychic Moondragon as well.

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.

HERO DATAFILES CW213


WASP
Affiliations PP
Solo Buddy Team

Distinctions Fashionista

STRESS / TRAUMA
Founding Avenger or
Heroic Socialite +1 PP

Power Sets ALTERED CELLULAR STRUCTURE


Enhanced Reflexes Enhanced Strength
Growth Shrinking
SFX: Giant Strength. Shutdown Shrinking to step up Enhanced Strength. Recover
Shrinking by stepping back Enhanced Strength.
SFX: Multipower. Add more than one Altered Cellular Structure power to your dice
pool. Step back each Altered Cellular Structure die in your pool once for each
die beyond the first.
P
Limit: Exhausted. Shutdown any Altered Cellular Structure power to gain 1 PP. Activate
an opportunity to recover or during a Transition Scene. 4
Limit: Size Matters. Add a complication equal to Growth or Shrinking to an opposing
dice pool to gain 1 PP. 6
INSECT POWERS 8
Bio-Electric Blast Enhanced Flight 10
Insect Control
SFX: Wasp’s Sting. Spend 1 PP to step up Bio-Electric Blast to d10. Step back to 2d6 12
for subsequent actions. Activate an opportunity to recover.
SFX: Sting Barrage. Step up or double Bio-Electric Blast for your next action. Remove M
highest rolling die and use three dice for your total.
Limit: Exclusive. Shutdown Insect Powers to activate Growth. Shutdown Growth to
4
recover Insect Powers. 6
8
Specialties Business Expert Combat Expert
10
Cosmic Expert Psych Master
12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
Milestones HEART OF THE TEAM 4
1 XP when you aid another character in combat or in recovering mental or emotional
stress. 6
3 XP when you discover the source of a teammate’s emotional or mental problems
and attempt to help through a support action. 8
10 XP when you help teammates recover from a long-term emotional or mental prob-
lem or kick them off the team so they can find the solution to their problem on
10
their own.
12
OVER IT
1 XP when you flirt with other heroes or reject their advances.
3 XP when you help out a romantic partner despite significant personal risk—mental, XP
emotional, or physical.
10 XP when you reconcile with an old flame or move on by starting a new relationship.

CW214 CIVIL WAR


Janet Van Dyne [public]

History Abilities & Resources


When an extra-dimensional creature killed Janet Altered by “Pym particles,” Wasp’s genetic struc-
Van Dyne’s scientist father, she convinced her fa- ture allows her to shrink down to mere inches or
ther’s associate, Dr. Henry “Hank” Pym, to help her grow to several stories tall. When shrunk she can
fight it. The young socialite became the costumed fly and channel bio-electric energy into potent
hero known as the Wasp, with Pym taking on the “stinger blasts,” and has a limited ability to com-
identity of Ant-Man. Janet was attracted to costumed municate with and control insects. When grown she
heroics, as well as the handsome, if somewhat so- is superhumanly strong and durable, but she’s more
cially obtuse, Pym. The pair worked alone for a comfortable at smaller sizes.
time, but soon allied with fellow heroes Iron Man, In addition to her powers, Janet is very capable
Thor, and the Hulk to form the Avengers. Janet also and talented. Trained in combat by Captain America,
became a successful fashion designer and remains she is also a skilled businesswoman, designer, strate-
well known for the wide variety of costumes she gist, and leader. Her adventures with the Avengers
sports in her heroic identity. have given her an impressive array of experiences to
Janet has been a key member of the Avengers draw on, and her intuition and social skills make her
for most of her heroic career, eventually leading a natural confidant. She’s also very wealthy, having
the group as chairperson. She took periodic leaves used her inheritance and skills to become even more
of absence, but always returned to the action, cama- financially successful.
raderie, and adventure of being an Avenger. After an As a founding Avenger and one of the pre-
up-and-down courtship, she and Hank eventually mier heroes on Earth, Wasp has numerous allies
married, but this ended badly after he suffered a and friends. Her former husband Hank, currently
series of severe mental breakdowns. She has had using the identity of Yellowjacket, still cares for
other relationships since, including several attempts her deeply. She is close to most heroes who served
to reconcile with Hank, but nothing has stuck. on the Avengers during her numerous and lengthy
Recently, Wasp accidentally reminded a dis- stints on the team, including She-Hulk, Ms. Marvel,
turbed Scarlet Witch of traumatic events involving Black Knight, Goliath, Hawkeye, and others. She also
the fellow Avenger’s children. This triggered maintains decent relationships with numerous old
events that led to the breakup of the Avengers flames, including Iron Man and the super-mercenary
for a time, as well as the apparent deaths of Paladin. Her status as a famous designer, heiress, and
several members. Injured during these events, celebrity hero also affords her numerous contacts
she and Hank attempted another go at leaving in the media.
the team and being together, but they’ve since
decided to just be friends.

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.

HERO DATAFILES CW215


WOLVERINE
Affiliations Solo Buddy Team PP

Distinctions Century-Long Lifetime


I’m the Best There Is At What I Do or

STRESS / TRAUMA
Masterless Samurai +1 PP

Power Sets FERAL MUTANT


Enhanced Reflexes Enhanced Strength
Godlike Stamina Superhuman Senses
SFX: Berserk. Add a doom die to your next attack action. After your action, step up the
doom die and return it to the doom pool.
SFX: Focus. If your pool includes a Feral Mutant die, you may replace two dice of
equal size with one stepped-up die.
SFX: Healing Factor. Spend 1 PP to recover your physical stress and step back your
physical trauma.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 PP.
P
WEAPON X PROGRAM
4
Adamantium Claws Psychic Resistance
SFX: Adamantium Skeleton. On a successful reaction against edged or blunt attack 6
action, either convert opponent’s effect die into a Weapon X Program stunt or
step back your effect die and inflict it as physical stress. If your opponent’s action 8
succeeds, spend 1 PP to use this SFX.
SFX: Fearsome. When using Weapon X Program powers to inflict emotional stress, 10
add a d6 and step up your effect die.
SFX: Immunity. Spend 1 PP to ignore telepathy or mind control. 12
Limit: Heavy Metal. On a magnetic attack or while swimming, change any Weapon X
Program power into a complication to gain 1 PP. Activate an opportunity or M
remove the complication to recover the power.
Limit: Toxic Metal. If Godlike Stamina is shutdown, take d10 physical stress at the begin- 4
ning and end of every action scene.
6
Specialties Combat Master Covert Master 8
Crime Expert Menace Master 10
Vehicle Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
Milestones …AND WHAT I DO ISN’T VERY NICE
1 XP when you first choose to inflict physical stress in a scene. 4
3 XP when another hero rebukes you for your violence or you threaten another hero 6
with violence.
10 XP when you kill someone in front of innocents or recover from your berserker rage 8
in front of innocents without having inflicted trauma on anyone.
10
“NOW IT’S MY TURN!”
1 XP when you separate from your allies, accepting no help, so that you can hunt an 12
enemy down alone.
3 XP when you inflict trauma on a villain due to an asset created by an ally.
10 XP when you either admit that you needed an ally’s help, declaring that they are XP
good to have around in a scrap or explain to an ally why they are a danger to
themselves and any team they serve on.

CW216 CIVIL WAR


Logan/James Howlett [public]

History Abilities & Resources


James Howlett was born sickly to wealthy parents Wolverine possesses uncanny stamina and recu-
in late 19th Century Canada. Abuse, betrayal, lost perative abilities. This healing factor allows him to
love, murder, and the manifestation of his mutant recover from terrible wounds, rendering him func-
abilities lead young James to flee his ruined home tionally immune to poisons and diseases, and great-
with his first love, a girl named Rose. Eventually he ly retarding his aging. His skeleton and natural bone
lost Rose as well and fled into the wilderness to live claws are bonded with Adamantium, making them
with a pack of wolves. unbreakable and the claws hyper-sharp, capable of
Leaving the forest after a time, James spent de- cutting through nearly anything. Wolverine also has
cades having a series of strange and half-remem- enhanced physical abilities and heightened senses.
bered adventures. Under the name Logan, he fought In addition to his powers, Wolverine has sev-
in World War II, met Captain America, and worked eral lifetimes of training and experience. He speak
for various intelligence services. Later he came to multiple languages, is a trained spy, soldier, and as-
the attention of the Weapon X program, which was sassin. He has mastered various forms of combat,
attempting to make the perfect assassin and kill- particularly unarmed ones and those using bladed
ing machine. The program bonded Adamantium weapons. He is an expert woodsman and tracker,
to Logan’s skeleton and bone claws, making them skills augmented by his mutant senses.
unbreakable. The process also broke Logan’s mind, Wolverine has been there and done that. There
causing his memories to fragment and reverting him are few superhumans in the Marvel Universe he
to an animal state. He wandered the Canadian wil- hasn’t fought with or against—often both. In par-
derness until Heather and James MacDonald Hudson ticular, he has worked closely with Spider-Man,
found him. The couple helped restore his sanity and Nick Fury, Captain America, and Spider-Woman. He
recruited him for Canada’s Department H. is surprisingly close to fellow X-Man Shadowcat
As Department H’s operative, Logan took the and spent years in love with teammate Jean Grey
name Wolverine. He fought the Hulk, worked and rivals with her longtime beau, Cyclops. He has
with Alpha Flight, and went on various missions numerous contacts in the intelligence community
until Charles Xavier recruited him for the X-Men. and extensive criminal contacts centered around the
Wolverine stayed with the X-Men for years, leav- Southeast Asian island of Madripoor, many of whom
ing periodically in attempts to find peace or put he had forgotten about until recently.
together the fractured memories of his past. When
the Scarlet Witch altered reality to create a world
where mutants were no longer hated and feared,
she also restored all of Logan’s memories, which
remained when reality resumed. He is currently with
both the X-Men and the Avengers, splitting his time
between both teams, while finding time to deal with
his recovered memories.

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.

HERO DATAFILES CW217


WONDER MAN
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Been Dead Before
Hollywood Hero or
Ionic Powerhouse +1 PP

Power Sets ENERGY-AUGMENTED FORM


Enhanced Reflexes Enhanced Senses
Godlike Durability Godlike Stamina P
Godlike Strength Subsonic Flight 4
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications caused by aging,
disease, poison, radiation, or vacuum.
6
SFX: Multipower. Add more than one Energy-Augmented Form power to your dice 8
pool. Step back each Energy-Augmented Form die in your pool once for each
die beyond the first.
10
SFX: My Fists Hit Like Thor’s Hammer! Double Godlike Strength for an action, then
add the second-highest rolling die from that action to the doom pool. 12
Limit: Flirting with Instability. Step up a mental or emotional stress die being used
against you to gain 1 PP. Step back the stress to the previous rating afterwards.
M
4
6
Specialties Business Expert Combat Expert 8
Psych Expert Tech Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
4
Milestones AVENGER WHO HAS SEEN IT ALL 6
1 XP when you talk about crazy things you have seen as an Avenger.
3 XP when you call out an old enemy and deal them stress.
8
10 XP when you decide this life is not for you and leave the Avengers or take over
leadership and decide the team needs a radically new direction.
10

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.

CW218 CIVIL WAR


Simon Williams [public]

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.

HERO DATAFILES CW219


YELLOWJACKET
Affiliations PP
Solo Buddy Team

Distinctions Epic Guilt Complex


or

STRESS / TRAUMA
Need To Prove Myself
Towering Intellect +1 PP

Power Sets SIZE OF AN ANT


Enhanced Reflexes Flight
Insect Control Shrinking
SFX: Miniaturized Arsenal. When using Size of an Ant to create tech-related assets,
add a d6 and step up your effect die.
Limit: Gear. Shutdown Insect Control or Flight or both to gain 1 PP. Take an action vs.
the doom pool to recover.
Limit: I’m Tiny! Change Shrinking into a complication to gain 1 PP. Activate an oppor-
tunity or remove the complication to recover the power. P
SIZE OF A BUILDING 4
Enhanced Stamina Growth 6
Superhuman Durability Superhuman Strength 8
SFX: Area Attack. Against multiple targets, for every additional target add a d6 and
keep an additional effect die.
10
SFX: Gargantuan. Step up or double any Size of a Building power for one action. If
the action fails, add a die to the doom pool equal to the normal rating of your
power die.
12
Limit: Too Big! Change Growth into a complication to gain 1 PP. Activate an opportunity
or remove the complication to recover the power. M
Limit: Mutually Exclusive. Shutdown Size of a Building to activate Size of an Ant. Shut- 4
down Size of an Ant to recover Size of a Building.
6
Specialties Combat Expert Cosmic Expert 8

Science Master Tech Master 10


[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12

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

OWN WORST ENEMY 10


1 XP when you try to make yourself feel better by pointing out the shortcoming of a
loved one.
12
3 XP when you do something really nice to make up for having wronged someone
you love.
10 XP when you either take responsibility for your cycle of abuse and seek outside help
XP
to end it, or break off your current romantic relationship, blaming the problems
on someone else.

CW220 CIVIL WAR


Henry “Hank” Pym [public]

History Abilities & Resources


Emotionally traumatized by the murder of his A genius in multiple disciplines, Pym has created
first wife, Henry “Hank” Pym dedicated himself to cybernetic means to communicate with insects and
helping humanity in order to find some peace or true artificial intelligence in the form of the Ultron
purpose in her death. His research yielded a number entity, but he is perhaps best known for his discovery
of discoveries, the most prominent of which were of the exotic Pym Particles. Able to add or subtract
the size-changing Pym Particles and a cybernetic mass and size from physical objects, these particles
helmet he could use to communicate with insects. allow users to become as small as insects or grow to
He used these inventions to become the costumed giant size. Over time, exposure to these particles has
hero Ant-Man, the first of many heroic personas. resulted in Pym (and ex-wife Janet Van Dyne) being
Pym met his future wife when he defeated an able to make these size changes by themselves. In
alien invader who had killed her father. Janet Van addition to changing his own size, Pym normally car-
Dyne convinced Hank to use his research to trans- ries weapons, vehicles, and other equipment shrunk
form her into the Wasp. Pym and Van Dyne found- and safely stored about his person. He can return
ed the Avengers, but Pym himself went through a pieces of this technological arsenal to normal size
number of heroic personas such as Giant-Man and in seconds and is rarely caught without gear handy.
Goliath before driving himself to a nervous break- Applying his great intellect to combat applica-
down. Under the persona and separate personality tions, Pym has mastered the use of his various sizes
of Yellowjacket, Hank married Janet, who wasn’t as tools in a fight, changing size at the most oppor-
fooled by the new identity. Despite the happy tune moment to throw enemies off-balance or to hit
wedding, the following years saw Pym’s expulsion targets from vulnerable angles.
from the Avengers for recklessness and brutal be-
havior, the disintegration of his marriage, and even
his framing and imprisonment for treason. It took
some time for Pym to redeem himself, first in his
own eyes and then in the eyes of his former friends
and teammates. He had finally returned to duty with
the Avengers when the madness of the Scarlet Witch
tore the team apart. In the aftermath, Hank and Janet
both left heroics to give their relationship another
chance, but they have since gone their sepa-
rate ways.

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.

HERO DATAFILES CW221


GLOSSARY OF GAME TERMS
Act: A chunk of time involving multiple Effect die: A die from your roll not included
Scenes, all of it leading up to some piv- in your total, and used to create an asset,
otal point or moment. complication, or stress.

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

Power Sets WINGED MUTANT


Enhanced Reflexes Enhanced Senses
Superhuman Stamina Subsonic Flight
P
SFX: Healing Blood. Add Superhuman Stamina to your dice pool when helping others
recover stress. Spend 1 pp to recover your own or another’s physical stress or 4
step back your own or another’s physical trauma.
SFX: Winged Charge. Against a single target, step up or double Subsonic Flight. Remove 6
the highest rolling die and use three dice for your total.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp. 8
Limit: Legacy of Apocalypse. Step up emotional stress inflicted by issues with your his-
tory as Archangel to gain 1 pp.
10
12
M
Specialties Acrobatic Master Business Master 4
Combat Expert Psych Expert 6
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 8
10
12
Milestones GOLDEN BOY
1 XP when you talk to the media on behalf of mutantkind.
E
3 XP when you use Business Master to create an asset to benefit mutants. 4
10 XP when you either create a corporation to benefit all mutants, or buy out a corporation
that is seeking the destruction of mutantkind. 6
HORSEMAN 8
1 XP when you discuss your link to Apocalypse.
3 XP when you deny the pull Apocalypse has on your will.
10
10 XP when you either accept leadership of Apocalypse’s empire, dedicating yourself to his
12
vision of the world, or declare your link to Apocalypse’s legacy finished and take direct
action to sever it forever.

XP

XM58 CIVIL WAR: X-MEN


Warren Worthington III [public]

History Abilities & Resources


Life changed for Warren Worthington III, heir Warren’s natural abilities included increased
to the Worthington Industries fortune, when angel muscle mass, hollow bones, the ability to withstand
wings sprouted from his back. After a brief solo the rigors of high-atmosphere flight, and incredible
career, he joined the original class of X-Men as Angel. stamina. After his transformation by Apocalypse, his
He returned home to discover his father murdered wings became dangerously sharp weapons, capable
at the hands of his villainous uncle, Dazzler, who of firing deadly quills, and his physical abilities were
had schemed to marry and murder Warren’s mother; increased. When he regained his original form, it
the plan was thwarted, but not before Warren’s triggered a secondary mutation that allows his blood
mother succumbed to Dazzler’s poison. Warren to heal himself and others.
left the X-Men, first joining the Los Angeles-based In addition to his mutant powers, Warren is the
Champions, and then becoming a member and fi- primary shareholder of Worthington Industries.
nancier of the Defenders. Warren later joined the He is an original member of the X-Men, and has
rest of the original X-Men on the new X-Factor team. connections with other heroes from his stints on
Angel’s wings were mutilated while defend- other super teams. Between his wealth, his busi-
ing the Morlocks from the Mutant Massacre. The ness and a lifetime of heroics, Warren can call
ancient and powerful mutant Apocalypse struck upon great resources and contacts throughout
a deal with Warren, replacing Angel’s amputated the super hero community.
feathery wings with deadly techno-organic steel,
turning Angel’s skin blue, and transforming him into
Archangel—Horseman of Death. Under Apocalypse’s
thrall, Warren fought against his friends until he was
tricked into believing he had killed Iceman. Warren
regained control and worked hard to deprogram
himself. After suffering an attack at the hands of
Sabretooth, Archangel took time off to recuperate,
ultimately shedding his metallic wings and reveal-
ing his original, feathered wings underneath. During
a battle with Black Tom, Warren’s skin reverted to
normal color and he discovered a secondary muta-
tion that gave his blood healing properties.

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.

HERO DATAFILES XM59


BEAST
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Genetic Activist
Renaissance Beast or
Smartest Man In The Room +1 PP

Power Sets BESTIAL MUTANT


Enhanced Durability Enhanced Senses
Enhanced Stamina Superhuman Reflexes
Superhuman Strength Wallcrawling
P
SFX: Claws & Fangs. Step back the highest die in your attack action pool to add a d6
and step up physical stress inflicted. 4
SFX: Healing Factor. Spend 1 pp to recover your physical stress or step back your physi-
cal trauma.
6
SFX: Oh My Stars and Garters! Spend 1 pp to add a doom die to your next attack action. 8
After your action, step back the doom die and return it to the doom pool.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp. 10
12
M
Specialties Acrobatic Master Combat Expert
4
Cosmic Expert Medical Expert 6
Science Master Tech Master 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
10
12
Milestones A BEAST FOR ALL SEASONS
1 XP when you discuss the history of the Mutant Registration Act as it relates to the
E
Superhuman Registration Act. 4
3 XP when you help another hero avoid some aspect of the SHRA.
10 XP when you denounce the SHRA in a public forum, or throw in your full support for 6
its enforcement as a S.H.I.E.L.D. or O*N*E agent.
8
ONCE AN X-MAN, ALWAYS AN X-MAN
1 XP when you point out how little the original X-Men have changed over the years.
10
3 XP when you lament to a teammate how much the world the X-Men sought to improve
has changed for the worse.
12
10 XP when you invite a younger mutant to join the team, or leave the X-Men for the
good of the team.
XP

XM60 CIVIL WAR: X-MEN


Dr. Henry “Hank” Phillip McCoy [public]

History geneticist and biochemist and considered one of the


Born a mutant with ape-like features and limbs, greatest scientific minds in the world.
Henry “Hank” McCoy was the founding member With the possible exception of Wolverine, no
of the X-Men codenamed Beast. Already mentally mutant has as diverse a collection of allies as Beast.
gifted, he studied biochemistry and genetics under A founding and long-time member of the X-Men,
Professor Xavier and eventually became the X-Men’s Beast can count most members of that team as
resident science expert. close friends, especially the other founders and
Eventually, Hank left the X-Men to work in the their mentor, Professor X. As an Avenger, Beast often
private sector. Employed by the Brand Corporation, found public acceptance even during various peri-
he made great strides in understanding the nature ods of anti-mutant hysteria and worked alongside
of human mutation. This changed when Hank dis- Captain America, Hawkeye, Ms. Marvel, and others.
covered his boss was stealing classified government As a Defender, he befriended mystical heroes such
documents. Determined to stop the espionage him- as Dr. Strange and the Valkyrie.
self, he took an experimental formula to augment his Hank’s scientific reputation, expertise, and con-
abilities and mask his appearance. His heroics suc- nections allow him access to some of the most ad-
ceeded, but the formula permanently changed him. vanced laboratories in the world.
Now a blue, furry, simian-like mutant, Hank left
the private sector and returned to super heroics.
First a member of the Avengers, then the Defenders,
he eventually rejoined his original X-Men team-
mates in X-Factor. During this time he briefly re-
gained his more human appearance, though his body
suffered frequent mutations, with effects such as
a temporary decrease in intellect and increase
in strength. Finally, Beast returned to his blue,
furry form and his original home with the X-Men.
Beast eventually mutated again into his current
form−one larger, stronger, and more cat-like. He
serves as primary physician, research scientist,
and technician for the X-Men, roles for which
he is ideally suited.

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.

Abilities & Resources


Beast possesses superhuman strength, durabil-
ity, endurance, speed, and agility. He is an amazing
acrobat and able to use his clawed hands and feet to
cling to surfaces and climb walls, though his current
cat-like state doesn’t possess the same heightened
dexterity as his other forms. Beast heals somewhat
faster than normal and can emit pheromones at-
tractive to the opposite sex. Beast is also a trained

HERO DATAFILES XM61


BISHOP
Affiliations PP
Solo Buddy Team

Distinctions Dark Future Survivor

STRESS / TRAUMA
Make A Difference or
Mutant Policeman +1 PP

Power Sets ENERGY BATTERY


Energy Blast Enhanced Stamina
Enhanced Strength Guns
Superhuman Durability

SFX: Energy Absorption. On a successful reaction against an energy-based attack,
convert your opponent’s effect die into an Energy Battery stunt or step up an P
Energy Battery power until the next Transition Scene. If your opponent’s action
succeeds, spend 1 pp to use this SFX.
4
SFX: Everything I’ve Got. Step up or double any Energy Battery power for one action. If 6
that action fails, add a die to doom pool equal to the normal rating of that power
die and then step back that power. Recover the power during a Transition Scene. 8
SFX: Invulnerability. Step back an Energy Battery power to ignore physical stress or
trauma unless caused by a non-energy attack. Recover the power during a Transi- 10
tion Scene.
SFX: Self-Healing. Step back an Energy Battery power to recover your own physical 12
stress or step back your own physical trauma. Recover the power during a Transi-
tion Scene. M
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
Limit: Overloaded. Shutdown any Energy Battery power to gain 1 pp. Activate an op- 4
portunity or participate in a Transition Scene to recover that power.
6
8
Specialties Combat Expert Crime Expert 10
Menace Expert Tech Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
4
Milestones COP FROM THE FUTURE 6
1 XP when you talk to a mutant as a police officer would speak to a citizen.
3 XP when you lead an investigation into a mutant-related crime. 8
10 XP when you either found a law enforcement agency for mutantkind, or join
S.H.I.E.L.D. as a mutant liaison officer. 10
M 12
1 XP when you discuss parallels between your timeline and the present.
3 XP when you speak out against mutant bigotry to the press or to a government.
10 XP when you gather a team to destroy any possibility of your timeline coming true, XP
or go back to your own timeline with a team of mutants in order to liberate it.

XM62 CIVIL WAR: X-MEN


Lucas Bishop [secret]

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.

Abilities & Resources


Lucas Bishop has the mutant ability to absorb
almost any kind of energy directed against him,
building it up within himself, and then discharging
it at magnified levels. He is able to direct the power
out of his body through his hands or through the
weapons he carries. He is also able to use this power
to heal himself and increase his strength to immense
levels. In addition, Bishop is an accomplished police
officer, having worked as a member of the XSF in
the future and as a cop in Mutant Town in the pres-
ent, before M-Day stripped most of that district’s
mutants of their powers. His knowledge of future
events sometimes relates to events in the present.

HERO DATAFILES XM63


CALIBAN
Affiliations PP
Solo Buddy Team

Distinctions Competing Natures

STRESS / TRAUMA
Loyal Friend or
Morlock Survivor +1 PP

Power Sets APOCALYPSE AUGMENTATION


Enhanced Durability Enhanced Speed
Leaping Superhuman Strength

SFX: Berserk. Add a doom die to your next attack action. After your action, step up the
doom die and return it to the doom pool.
Limit: Uncontrollable. Change any Apocalypse Augmentation power into a complication
to gain 1 pp. Activate an opportunity or remove the complication to recover that
power. P
MUTANT BLOODHOUND 4
Enhanced Reflexes Enhanced Senses 6
SFX: Psychoactive Virus. Add a die equal to your opponent’s current emotional stress 8
to any attacks made against them at no additional cost. If successful, spend 1
pp to step up their emotional stress in addition to any effect you create against 10
them.
SFX: X-Factor Sense. Against a single mutant target, step up or double an Enhanced 12
Senses die. Remove the highest rolling die and use three dice for your total.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp. M
4
Specialties Combat Expert Covert Expert 6
Menace Expert 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 10
12
Milestones OCCASIONAL VILLAIN
1 XP when you openly discuss your villainous past. E
3 XP when you create an asset for a villain to use, or for a hero to use in a way that is
morally objectionable.
4
10 XP when you either seek penitence for your past villainy, or denounce mutant heroes 6
as hypocrites and start your own team.
8
REMEMBER THE MORLOCKS
1 XP when you discuss the genocidal slaughter in the Morlock Tunnels.
10
3 XP when you do emotional stress to a fellow mutant, so that they grow stronger and
do not forget the many mutants who have been killed.
12
10 XP when you either find vengeance for what was done to the Morlocks, or go back
into the tunnels with a team of mutants and seek to settle the tunnels as a mutant
haven once again. XP

XM64 CIVIL WAR: X-MEN


Unknown

History Abilities & Resources


Caliban was one of the original Morlocks to in- Caliban’s natural mutant powers let him track
habit the sewers of New York City. Like his adopted other mutants and increase his strength by drawing
kin, his unusual appearance made living a normal life on their fear. His augmentations increased his speed,
among humans impossible. His mutant tracking abil- reflexes, strength, durability, and leaping ability, and
ity allowed their leader, Callisto, to find other poten- gave him natural weapons. His fear-based powers
tial recruits and strengthen the Morlocks’ numbers. were enhanced, letting him attack opponents with
One evening, Caliban sensed mutants above in their own fear, or infect them with a psychoactive
a nightclub and confronted them. Entranced with a fear virus. Caliban was once a Morlock and often-
young Kitty Pride, he attempted to “befriend” and times an ally of the X-Men, as well a member of
kidnap her. Kitty’s companions prevented her cap- X-Force. The heroes that know Caliban believe him
ture and the misunderstanding between Caliban and to be a good-natured at heart and work hard to undo
the X-Men was cleared up. When the X-Men were Apocalypse’s changes. Caliban has friends and allies
threatened by the Morlocks, Kitty offered Caliban throughout the mutant community, most of who
her hand in marriage in exchange for his help. He know and love his natural gentle demeanor and
assisted her and the X-Men, but she reneged on her would assist him should he need it.
offer. Caliban later came to realize he did not want
to win anyone’s affections through coercion.
Caliban was one of the lucky survivors of the
Mutant Massacre, but the loss of friends and his
own powerlessness to stop the slaughter prompted
him to ask Apocalypse for help getting revenge
on those that killed the Morlocks. Apocalypse
obliged, beginning an on and off rela-
tionship with Caliban. Caliban’s new
powers came with extra aggression
and a wildly varying intellect. He
fought the X-Men as Apocalypse’s
Hellhound and the Horseman
Death, as a dupe for
Mr. Sinister, and
as the Horseman
Pestilence. He
once kidnapped
Jubilee to force a
confrontation with
the seemingly re-
formed Sabretooth,
but these days, Caliban
works with X-Force as a
hero.

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.

HERO DATAFILES XM65


CANNONBALL
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Kentucky Coalminer
Off like a Rocket or
Tactical Leader +1 PP

Power Sets THERMO-CHEMICAL PROPULSION


Energy Blast Superhuman Durability
Supersonic Flight
SFX: Blasting. When making an action that includes Supersonic Flight, you may add
an additional Thermo-Chemical Propulsion power die to your pool. If the action
fails, add a die to the doom pool equal to the smaller of the two power dice. P
SFX: Invulnerability. If your reaction dice pool includes Superhuman Durability, spend
1 PP to ignore physical stress or trauma.
4
SFX: Reactive Power. Spend 1 PP to add a Thermo-Chemical Propulsion power to an- 6
other character’s dice pool before rolling. If that character takes physical stress,
take d6 mental stress. 8
Limit: Explosive Propulsion. In order to use any other Thermo-Chemical Propulsion
power, you must use Supersonic Flight in the same dice pool. 10
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 PP.
12
M
4
Specialties Combat Expert Psych Expert 6
Vehicles Expert 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 10
12
Milestones MUTANT LEADER E
1 XP when you give an order to a fellow mutant.
3 XP when you take an order from a mutant you look up to.
4
10 XP when you either take up leadership of the X-Men, or join a different mutant team. 6
ONE OF THE MOST POWERFUL MUTANTS 8
1 XP when you discuss past victories.
3 XP when you discuss past defeats. 10
10 XP when you either defeat a worldwide threat to mutantkind, or use your powers
to create an asset so that a teammate can defeat that threat.
12

XP

XM66 CIVIL WAR: X-MEN


Samuel Guthrie [secret]

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.

Abilities & Resources


Sam has the ability to propel himself forward at
incredible speeds through the explosive release of
thermo-chemical energy. While he is “blasting,” he
is surprisingly maneuverable, able to change direc-
tion at will, and can create a field around himself
that is virtually impenetrable. Flying adds incredible
might behind his punch, but if he can’t fly, he cannot
use any of his other powers.
Sam can extend his blasting field around those
who he carries while flying. He can also perform
other stunts with this field of blasting energy, but
generally focuses on flight.

HERO DATAFILES XM67


COLOSSUS
Affiliations PP
Solo Buddy Team

Distinctions Ironclad Loyalty

STRESS / TRAUMA
Quick To Anger or
Russian Farmboy +1 PP

Power Sets ORGANIC STEEL TRANSFORMATION


Godlike Durability Superhuman Stamina
Godlike Strength

SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die.
SFX: Invulnerability. Spend 1 pp to ignore physical stress or trauma unless caused by P
electromagnetic attacks.
SFX: Take the Hit. Spend 1 pp to take physical stress intended for an ally or friend 4
nearby.
6
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Or-
ganic Steel Transformation. Recover Organic Steel Transformation when you 8
recover that stress or wake up. If you take physical trauma, shutdown Organic
Steel Transformation until you recover that trauma. 10
Limit: Heavy Metal. When attacked by magnetism, Anti-Metal, or when submerged in
water, change any Organic Steel Transformation power into a complication and 12
gain 1 pp.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
M
4
Specialties Combat Expert Menace Expert 6
Psych Expert 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 10
12
Milestones FROM RUSSIA WITH LOVE
1 XP when you declare your affection for another hero.
E
3 XP when you spurn the romantic advances of another hero. 4
10 XP when you abandon your team to save your loved one, or break off your relation-
ship for the good of the team. 6
HEROIC SELF-SACRIFICE 8
1 XP when you first Take the Hit for an ally.
3 XP when you allow another hero to talk you out of a dangerous situation.
10
10 XP when you choose to either sacrifice yourself for your allies, or you’re the last 12
man standing.

XP

XM68 CIVIL WAR: X-MEN


Piotr “Peter” Nikolaievitch Rasputin [secret]

History superhuman strength and is almost invulnerable.


Born on the Ust-Ordynski Collective in Soviet Environmental conditions seem to have little effect
Russia, Piotr Rasputin grew up a dutiful son and a in this form, though rapid shifts between extreme
responsible worker on his family’s farm. His mutant heat and cold can harm him. He neither appreciably
abilities manifested when he rescued his younger tires nor needs to breathe, eat, or drink, until he re-
sister Illyana from a runaway tractor. Soon after, turns to mere flesh. The presence of the “Anti-Metal”
Charles Xavier recruited him to join the second gen- variation of Vibranium causes Colossus to revert to
eration of X-Men, whose first mission was rescuing his human form.
the previous team from the living island of Krakoa. As a member of the X-Men, Rasputin has received
His tenure with the X-Men taught Rasputin how significant training in combat and teamwork. He nor-
to control his powers and introduced him to many mally takes a front-line position in any team action
good friends and his long-time love, Kitty Pryde. It and works especially well alongside Wolverine, with
also pushed him into a life where he has lost many whom he has mastered the “Fastball Special,” which
loved ones and discovered uncomfortable truths involves bodily throwing Wolverine at an opponent.
about his family, his brother, and his homeland. Of course, he also has access to the vehicles, exten-
After his sister died from the mutant-targeted sive facilities and other resources of the team.
Legacy Virus, Colossus sacrificed his own life in
order to disseminate the cure. Denizens of the alien
Breakworld secretly stole his body and resurrected
him during their experimentation. His friends have
only recently discovered that he is alive, after
spending the last couple of years believing him
dead.

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.

Abilities & Resources


Colossus possesses the ability to transform his
body into a form of organic steel of immense den-
sity and toughness. This adds height to his already
prodigious frame and more than doubles his
weight. While in metal form he has tremendous

HERO DATAFILES XM69


CYCLOPS
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions I Don’t Have Time For This
Tactical Genius or
Uncompromising +1 PP

Power Sets OPTIC BEAM


Force Blast

SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die.
SFX: Energy Absorption. On a successful reaction against an energy attack, convert
your opponent’s effect die into an Optic Beam stunt or step up Force Blast until
used in an action. If your opponent’s action succeeds, spend 1 pp to use this SFX. P
SFX: Ricochet. Against a single target, step up or double Force Blast. Remove the
highest rolling die and use three dice for your total. 4
SFX: Versatile. Replace Force Blast die with 2d8 or 3d6 on your next roll. 6
Limit: Ruby-Red Visor. Change Force Blast into a complication or shutdown Force Blast
to gain 1 pp. Spend an action vs. doom pool to recover Force Blast. 8
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
10
12
Specialties Combat Expert Cosmic Expert M
Covert Expert Tech Expert 4
Vehicle Master 6
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 8
10
Milestones ONE OF THE 198 12
1 XP when you talk about the responsibilities of being one of the few mutants left on
the planet.
E
3 XP when you confess to another hero that you wish you had lost your powers and
could lay down your burdens. 4
10 XP when you either abandon your responsibilities, to search for a way to give up
your mutant power, or defy a large organization in your defense of the remaining 6
mutants.
8
TO ME, MY X-MEN
1 XP when you first lead a team including more mutants than non-mutants.
10
3 XP when you defeat a foe without any team member ending the scene with stress.
12
10 XP when you either lead the X-Men to victory over mutant issues, or disband them
in the face of persecution.

XP

XM70 CIVIL WAR: X-MEN


Scott Summers [public]

History In addition to his mutant power, Cyclops is a


Oldest son of USAF Major Christopher Summers, gifted tactician, hand-to-hand combatant, and pilot
young Scott Summers barely survived the Shi’ar with extensive training in a variety of subjects, in-
attack that took his parents from him. Attempting cluding telepathically implanted languages. He has
to save his life, his mother strapped him into the access to all of the X-Men’s tech, vehicles, and facil-
only parachute onboard and pushed him and his ity resources.
younger brother Alex from their father’s burning Finally, Summers can call on
plane. Orphaned and hospitalized, Scott became any number of teams and per-
a ward of the state, which separated him from his sonal allies, including a tele-
brother and shuttled him from home to home. As he pathic girlfriend, an equally
grew older, Summers’ mutant abilities emerged and powerful mutant brother, and
caused him trouble until Professor Charles Xavier a father with a spaceship and
rescued him and became the boy’s teacher and his own team. Cyclops is es-
father figure. sentially the leader and public
As “Cyclops,” Scott Summers was a member of spokesman of mutants, at
the first class of X-Men trained by Xavier. He has least in the eyes of
remained loyal to Xavier’s dream, if not the man him- the public and the
self, at great cost over the years, through two mar- government, and
riages and a revolving roster of X-Men. Eventually he this gives him
emerged from Xavier’s shadow to take a leadership certain political
position, in charge not only of the X-Men but also of clout and cul-
the school bearing Xavier’s name. tural standing.

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.

Abilities & Resources


Scott Summers is an alpha-level mutant whose
eyes act as apertures to an extra-dimensional source
of energy. This energy emits in beam form whenever
his eyes are open and can only be filtered safely by
ruby quartz lenses. Powerful enough to blast easily
through reinforced materials and knock aside heavy
vehicles, the beam manifests as concussive force
rather than heat or radiation. The visor Summers
wears gives him precise control over the beam’s size,
intensity, and scatter—and he is an expert marks-
man with his innate attack. Cyclops is immune to
the effects of his own blast—even his closed eyelids
are sufficient to block its release—and the energy
powers of his brother Alex. The only thing he cannot
do is control the energy itself, preventing it from
spilling from his eyes, although whether this is due
to physiological or psychological trauma is unclear.

HERO DATAFILES XM71


DOMINO
Affiliations PP
Solo Buddy Team

Distinctions Checkered Past

STRESS / TRAUMA
Femme Fatale or
Hardened Mercenary +1 PP

Power Sets DOMINO’S ARSENAL


Guns Staff

SFX: Full Auto. Against a single target, step up or double a Guns die. Remove the high-
est rolling die and use three dice for your total.
SFX: Roomsweeper. Against multiple targets in an action including Staff, for each
additional target add a d6 and keep an additional effect die.
Limit: Gear. Shutdown a Domino’s Arsenal power to gain 1 pp. Take an action vs. the
doom pool to recover that power. P
PROBABILITY MANIPULATION 4
Superhuman Reflexes 6

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

Milestones MUTANT MERC E


1 XP when you discuss payment for a deed. 4
3 XP when you put aside money and safety to do something noble.
10 XP when you either take up a high paying position no matter the morality behind 6
what you are paid to do, or find a calling that benefits others besides just yourself.
8
MYSTERIOUS PAST
1 XP when you discuss a mysterious past with an ally.
10
3 XP when you use Covert Master, Psych Expert, or Combat Master to help a team-
mate uncover details of their mysterious past.
12
10 XP when you either put the ghosts and mysteries of an ally’s mysterious past to bed,
or decide that the truth is far too dangerous and work to cover up a mysterious
past. XP

XM72 CIVIL WAR: X-MEN


Neena Thurman [secret]

History Domino’s luck has not extended to her relation-


Neena was bred from a precognitive mutant by ships. Her first marriage was cut short, and her re-
the government’s Project Armageddon program. She lationship with Cable is volatile, with the unstable
was stolen by devotees of her mother’s cult and nature of their romance and their equally strong per-
placed in the care of a priest. After her powers de- sonalities. Cable is a radical visionary and Domino
veloped, she engaged in espionage, mercenary work, is not afraid to point out the flaws in his logic or
and became Dr. Milo Thurman’s bodyguard. They question his methods.
fell in love, married, and he coined her nickname,
Domino. Milo could predict the future by analyzing Abilities & Resources
world events, making him a prime target; an attack Domino’s mutant power allows her to manipu-
by A.I.M. separated them, each believing the other late probability by telekinetically affecting objects
dead. around her on a subconscious level. She can weave
Domino joined the mercenary group Six Pack through debris with precision and luck, weapons
and met her longtime ally, Cable. The two began an jam when fired against her, and things just happen
on-again off-again romantic relationship. Six Pack in her favor. She has to actively engage in the events
clashed with Stryfe and the enigmatic Tolliver before around her to trigger her power—it will not passively
the group split up. Around that time, Neena was re- protect her. Domino is a highly trained covert opera-
placed with the shapeshifter Copycat, who rejoined tive and combatant and has access to an arsenal of
Cable when he transformed the New Mutants into weaponry. She maintains relationships throughout
X-Force. After a year, Cable unmasked the decep- the mercenary world and her former unit, Six Pack.
tion and together Cable and Domino defeated and Her tenure with X-Force has given her ties to the
seemingly killed Tolliver. rest of the X-Men community, but her willingness to
The real Domino then joined X-Force. She uncov- work for pay means that any help she would receive
ered a plot by Donald Pierce and Lady Deathstrike would likely depend on what exactly her mission is
to download Milo’s brain into a predictive computer and why she is undertaking it.
and stopped it, but not before Milo died. During
Operation: Zero Tolerance, an old foe installed a
block that shorted out Domino’s powers. Domino,
believing herself of no use without her powers,
left X-Force. Her powers eventually came back and
she drifted between teams for a while. She worked
alongside Cable, ultimately leaving him when he
took over the nation of Rumekistan. She has since
rejoined her old X-Force companions, Shatterstar
and Caliban.

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.

HERO DATAFILES XM73


DUST
Affiliations PP
Solo Buddy Team

Distinctions Devout Adherent

STRESS / TRAUMA
Village Hero or
Voice In The Wind +1 PP

Power Sets SAND FORM


Enhanced Durability Growth
Intangibility Magical Resistance
Psychic Resistance Sand Blast
Sand Mastery Stretching
P
Subsonic Flight
4
SFX: All Is Dust. When inflicting a sand- or dust-based complication on a target, add a 6
d6 and step up your effect die.
SFX: Sandstorm. Against multiple targets, for each additional target add a d6 and keep 8
an additional effect die.
SFX: Versatile. Replace Sand Mastery die with 2d8 or 3d6 on your next roll. 10
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
Limit: Turned to Glass. Step up physical stress from fire or heat to gain 1 pp, then replace 12
physical stress with a Turned To Glass complication equal to your new physical
stress. M
Limit: Wind and Water. Step up physical stress from wind and water-based effects to
gain 1 pp. 4
6
8
Specialties Combat Expert Covert Expert
10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12

Milestones FLESH FROM BONE E


1 XP when you discuss using lethal force. 4
3 XP when you inflict physical stress on an enemy with the intent to kill them.
10 XP when you train someone else to kill, or decide that killing is wrong and vow to 6
use your powers in non-lethal ways in the future.
8
SHY
1 XP when you close down a conversation with terse answers.
10
3 XP when you open up to one of your teammates.
12
10 XP when you decide that your teammates are not worth your trust and counsel, or
vow to speak your mind and offer your thoughts.

XP

XM74 CIVIL WAR: X-MEN


Sooraya Qadir [secret]

History Abilities & Resources


Born in western Afghanistan, Sooraya Qadir Sooraya can turn her whole body into a swirling
had been forced into a slave-trading ring as a teen. mass of sand and silicon. She can propel this sand
Lashing out against her captors, she turned into a in all directions, creating sand storms at terrify-
vicious sandstorm, killing every one of them. It was ing speeds. The power behind the blasts can tear
there that Fantomex discovered her, handing her a human body apart with its incredible velocity, even
over to Wolverine. Logan took her to the X-Corps ripping steel to pieces. While in her sand form, magic
base in India before she was eventually taken to has little effect on her. When she transforms, her
the Xavier Institute. At the school, she came under clothing transforms as well. Sooraya is fluent in both
Xorn’s tutelage, becoming indoctrinated as he Arabic and English.
worked to undermine Xavier. She resisted Xorn’s
teaching, but Xorn convinced Xavier that she was out
of control, and she was contained before she had a
chance to give warning. Xavier realized his mistake
too late, and was paralyzed by Xorn.
Sooraya was one of the few mutants who re-
tained their powers after Scarlet Witch de-powered
the majority of the mutant population. Only 27 stu-
dents remained, and all were teamed with X-23.
Reverend William Stryker waged a cru-
sade against the X-Men, seeking to kill Dust and
Wallflower, mutants Nimrod claimed would destroy
Stryker’s forces. Stryker failed; Dust managed to dis-
able his forces and Elixir killed the Reverend.

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.

HERO DATAFILES XM75


ELIXIR
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Former Reaver
Impulsive Hero or
Power Over Life & Death +1 PP

Power Sets BIOKINESIS


Transmutation
SFX: Blackened Touch. Against a single target, step up or double Transmutation.
Remove the highest rolling die and use three dice for your total.
SFX: Golden Healing. Add Transmutation to your dice pool when helping others recover
physical stress. Spend 1 pp to recover your own or another’s physical stress, step P
back your own or another’s physical trauma, or recover another’s shutdown power.
SFX: Omega-Level Mutant. Step up or double any Biokinesis power for one action. If
4
that action fails, add a die to doom pool equal to the normal rating of that power
die.
6
SFX: Versatile. Replace Transmutation die with 2d8 or 3d6 on your next roll. 8
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Bio-
kinesis. Recover Biokinesis when you recover that stress or wake up. If you take 10
physical trauma, shutdown Biokinesis until another character steps back or re-
covers your trauma. 12
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
Limit: 100% Organic. Transmutation only affects organic targets. M
4
6
Specialties Medical Master Psych Expert 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 10
12

Milestones FORMER REAVER E


1 XP when you discuss anti-mutant hysteria. 4
3 XP when you open up about your time as a Reaver.
10 XP when you either seek forgiveness for the terrible things you did as a Reaver, or 6
seek revenge and gather a team in order to kill all surviving Reavers.
8
HEALER/KILLER
1 XP when you discuss someone’s affliction and how you can help them.
10
3 XP when you cause physical stress against an enemy with your mutant power.
12
10 XP when you either vow to never use your powers to kill, or vow to kill anyone who
threatens mutantkind.

XP

XM76 CIVIL WAR: X-MEN


Joshua Foley [secret]

History Abilities & Resources


Joshua Foley was once a member of the terror- Joshua has the ability to manipulate the biologi-
ist anti-mutant group, the Reavers; when his group cal configuration of himself or those around him on a
battled against heroic mutants Danielle Moonstar molecular level. He can heal simple cuts and bruises,
and Karma, his X-gene activated. Suddenly able to cancer, and even bring someone back from the brink
heal anyone, including those mortally wounded, he of death. His power has a dark side, however; he is
was rejected and attacked by the Reavers, and his capable of causing great pain, tearing apart skin or
parents disowned him. Cast adrift, he joined Xavier’s inflicting tumors and welts. His power has proven
school and Moonstar became his legal guardian. effective against humans and mutants alike, even
Wallflower developed a crush on him, but Joshua those with a healing factor such as Wolverine. No
found himself attracted to Rahne Sinclair, also one knows the full extent of his abilities, and wheth-
known as Wolfsbane. Joshua healed the recently er healing and causing harm are just the beginning
de-powered Rahne when he kissed her, unleashing of his potential.
her wolf aspect. She attacked Joshua before fleeing
and he was rushed to the X-Mansion by Wallflower.
When he awoke after healing himself, his skin had
become golden.
Joshua was placed on the New Mutants squad
and was given his codename, becoming an invalu-
able member of the team. He and Wallflower began
dating soon after. After M-Day, Elixir was one of
the few mutants to remain empowered. When the
mutants were gathered at the mansion to protect
themselves, William Stryker, an anti-mutant zealot,
attacked the school and killed Wallflower. Enraged,
Elixir hunted down Stryker and unleashed his power
in a deadly manner, subjecting Stryker to lethal boils
and tumors. Although he was in a coma for some
time afterward, Joshua has since recovered and
seeks to balance his ability to give life and take it
away.

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.

HERO DATAFILES XM77


EMMA FROST
Affiliations PP
Solo Buddy Team

Distinctions Criminal Past


Icy Confidence or

STRESS / TRAUMA
No Secrets From Me +1 PP

Power Sets DIAMOND BODY


Enhanced Strength Godlike Stamina
Superhuman Durability
SFX: Invulnerability. Spend 1 pp to ignore physical stress or trauma unless caused by
mystical attacks.
Limit: Mutually Exclusive. Shutdown Diamond Body to activate Omega-Class Telepath.
Shutdown Omega-Class Telepath to recover Diamond Body.

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.

XM78 CIVIL WAR: X-MEN


Emma Grace Frost [public]

History tremendously. Frost also remains quite aware that


The Frost family does not reward weaklings. Kitty Pryde and a number of her other teammates are
Emma Frost’s father raised strong-willed and ruth- a long way from trusting her, regardless of her bond
less daughters, but a disappointingly fragile son. with Summers or her actions with the team thus far.
Seeing the brother she loved cruelly used as yet
another of her father’s object lessons, Emma finally Abilities & Resources
walked away from her family, determined to make Frost is a powerful and highly skilled telepath.
her way alone. On her own she learned hard lessons She can read minds, project her own thoughts, ma-
about life that honed her native aggression and ruth- nipulate perceptions, induce pain, control thoughts
lessness even further. Combined with her mutant and actions, and so on. She developed a second-
telepathic abilities, her brutal and ambitious nature ary mutation during the annihilation of Genosha:
eventually earned her a seat as the White Queen, the ability to transform her body mass into organic
helping Sebastian Shaw seize control of the Hellfire diamond. In her diamond form, she gains immense
Club from their murderously anti-mutant predeces- strength and durability with no loss in mobility or
sors. As a member of the Club’s ruling council, she flexibility, but she loses access to her telepathic
fought against the X-Men on numerous occasions. powers while in that form.
Emma also channeled her ambition into mold- Even without her mutant abilities, Emma is a
ing and teaching new generations of mutants. After master manipulator. She’s fully aware of her great
watching too many of her charges die, first in her beauty and shameless in exploiting it and any emo-
own school and later on Genosha, she experienced tional weaknesses her insight into human psychol-
a change in her attitudes and eventually came to ogy might reveal. Emma is also an electronics expert
Xavier Institute for a second chance and emotional and capable businesswoman.
sanctuary. In her time teaching at Xavier Institute, As a member of the X-Men, and one in a leader-
she’s proven a valuable asset to the X-Men; she’s ship position, she has full access to all of the team’s
also developed a strong romantic relation- resources. She also has her own substan-
ship with the widowed Scott Summers tial personal wealth. Emma maintains
(Cyclops). the many contacts she cultivated
After M-Day, Emma lost a number of before joining the X-Men, in-
her depowered students when William cluding a former intimate rela-
Stryker’s Purifiers blew up a school bus tionship with Tony Stark.
with them on board. She is still haunted
by this and even more protective of her
charges now than ever.

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

HERO DATAFILES XM79


FORGE
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Crack Shot
Intuitive Inventor or
Weight of the World +1 PP

Power Sets MUTANT TECHNO-SHAMAN


Enhanced Senses Expert Sorcery
Mimic Mystic Resistance
SFX: Built to Spec. When you activate an opportunity to create a Combat or Tech re-
source, step up that resource die. If another player gives you 1 pp, their hero may
also use this resource.
SFX: Technological Intuition. When using Mimic to create technology-based assets or P
complications, add a d6 and step up your effect die.
SFX: We Can Rebuild Him. When helping robots, synthetics, or cyborgs recover stress, 4
add Enhanced Senses to your dice pool. Spend 1 pp to recover your own or an-
other cybernetic or robotic character’s physical stress or step back your own or 6
another cybernetic or robotic character’s physical trauma.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
8
Limit: Prototype. When you create an asset or complication with Mimic, shutdown Mimic 10
until the asset or complication is eliminated, removed, or recovered.
Limit: Reluctant Medicine Man. If your dice pool includes Expert Sorcery, both 1s and 12
2s on your dice count as opportunities, but only 1s are excluded from being used
for totals or effect dice.
M
4
Specialties Combat Expert Mystic Expert 6
Science Master Tech Master 8

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.

XM80 CIVIL WAR: X-MEN


ID: Unrevealed (secret)

History Abilities & Resources


Forge was raised from an early age in the tra- Forge’s mutant talents offer him a way of under-
ditions of Cheyenne medicine men, but when his standing and using technology in an entirely intui-
mutant power to intuitively invent things mani- tive manner. He doesn’t necessarily have the kind of
fested, he chose to pursue military service instead. scientific or technological training that many others
During one of his tours of duty, enemy forces wiped have, but he doesn’t need it; he understands weap-
out his entire squad. Seeking to use his shamanistic ons, equipment, machines, electronics, and other
training for revenge, he gathered the spirits of his inventions on a subconscious level, allowing him
fallen comrades together and opened a mystic gate- to literally build anything. Given ample resources,
way. A horde of demons poured forth before Forge he can come up with a gadget or device for any
realized his error in judgment. He called in an air situation.
strike to eliminate the demons, but lost his leg and Forge is also trained in Cheyenne mystic ritual,
hand in the process. Afterward, Forge swore to never allowing him to open and seal mystic portals,
again use magic to solve his problems. summon or gather together spirits, and commune
Recruited by S.H.I.E.L.D. as an inventor and engi- with nature. He rarely falls back on these talents,
neer, Forge contributed to the Helicarrier’s design, however, preferring to use technology as a solution.
as well as various other technological marvels. One As well as the X-Men and related teams, Forge
such device, a power neutralizer, was used by Henry maintains many high-level government contacts,
Peter Gyrich to strip away the mutant powers of including some within S.H.I.E.L.D. and international
Ororo Munroe, AKA Storm. This complicated rela- peacekeeping forces. His patents and past successes
tions between Forge and the X-Men, though ul- continue to keep him well stocked in tech supplies
timately Storm regained her powers and Forge and tools.
became one of the X-Men himself. During his tenure
with the X-Men, Forge confronted the Adversary, a
being he had unwittingly released years ago when
he opened the mystic gateway. Forced once again
to use his magic, Forge used the spirits of the X-Men
to seal the gateway shut permanently.
He later spent time acting as a government oper-
ative before returning to Xavier’s team as their chief
technician. After M-Day, Forge retained his mutant
powers, and has used them to inquire into
the cause of the Decimation, to no avail.
Most recently he assisted the New X-Men
in battling the future sentinel Nimrod, a
threat he only now realizes he had a part
in creating.

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.

HERO DATAFILES XM81


HELLION
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Brash & Bold
Short-Tempered or
We Are The Future +1 PP

Power Sets TK FIELD


Superhuman Durability Supersonic Flight
Telekinetic Blast Telekinetic Mastery
SFX: Absorb the Blow. When using Superhuman Durability in your dice pool, redirect
physical stress to mental stress at no cost. Spend 1 pp to step back redirected
stress. P
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die. 4
SFX: Multipower. Add more than one TK Field power die to your pool. Step back each 6
TK Field power die in your pool once for each die beyond the first.
SFX: Telekinetic Constructs. When using a TK Field power to create assets, add a d6 8
and step up your effect die.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown TK 10
Field. Recover TK Field when you recover that stress or wake up. If you take mental
trauma, shutdown TK Field until you recover that trauma. 12
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
M
4
Specialties Business Expert Combat Expert 6
Menace Expert 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 10
12
Milestones FROST’S DISCIPLE
1 XP when you put down an ally, or seek out advice from Emma Frost.
E
3 XP when you let someone know that you are better than him or her. 4
10 XP when you form a mutant team for Frost to lead, or find the flaws in Frost’s phi-
losophy and seek out another mutant leader. 6
LADY’S MAN 8
1 XP when you flirt with a woman.
3 XP when you help an ally with romantic troubles.
10
10 XP when you either dedicate yourself to one relationship, or break off a relationship, 12
ending a romance.

XP

XM82 CIVIL WAR: X-MEN


Julian Keller [public]

History Abilities & Resources


Julian Keller was born with a silver spoon in his Julian can create fantastic surges of telekinetic
mouth. His parents tried to keep his mutant powers energy, which cause his hands and eyes to glow
quiet, but when Julian refused, he was sent to join green. He has mastered his ability, able to create
Xavier’s School for Gifted Youngsters. There, he fields of energy, fly at incredible speeds, and even
quickly earned a place leading Emma Frost’s team affect multiple objects from a great distance away.
of students known as the Hellions, showing creativ- As a member of the New X-Men, Julian has the re-
ity and skill in the use of his telekinetic powers. sources of the Xavier Institute at his disposal, includ-
Hellion often found himself in trouble, fighting not ing the Blackbird, medical facilities and multiple
only super villains, but the FBI and the New Mutants other supplies the school provides.
as well. He caused an incident at the airport in an
attempt to take some of his friends to his home in
California, causing his parents to disown him.
Following the devastating M-Day incident, Julian
competed with remaining powered students for po-
sitions on the new team Emma was assembling. He
was ordered to eliminate X-23 from the competition,
but when he refused, Surge was made leader as his
punishment.

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.

HERO DATAFILES XM83


ICEMAN
Affiliations PP
Solo Buddy Team

Distinctions Hapless Romantic

STRESS / TRAUMA
Heroic Prankster or
Terrifying Potential +1 PP

Power Sets CRYOKINESIS


Enhanced Durability Enhanced Senses
Enhanced Speed Enhanced Stamina
Ice Blast Ice Mastery
Intangibility
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep P
an additional effect die.
SFX: Constructs. When using a Cryokinesis power to create assets, add a d6 and step
4
up your effect die. 6
SFX: Immunity. Spend 1 pp to ignore stress, trauma, or complications from cold-based
attacks. 8
SFX: Multipower. Add more than one Cryokinesis power die to your pool. Step back
each Cryokinesis power die in your pool once for each die beyond the first. 10
SFX: Omega-Level Mutant. Step up or double any Cryokinesis power for one action. If
that action fails, add a die to doom pool equal to the normal rating of that power 12
die.
Limit: Exhausted. Shutdown any Cryokinesis power to gain 1 pp. Activate an opportunity M
or participate in a Transition Scene to recover that power.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp. 4
6
8
Specialties Business Expert Psych Expert
10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12

Milestones LIVING UP TO THE ICE E


1 XP when you discuss how you can use your powers. 4
3 XP when you take stress when using your powers.
10 XP when you either seek out a mentor to help you unlock your full mutant potential, 6
or abandon your friends and teammates in your quest to reach your limits.
8
ORIGINAL X-MAN
1 XP when you discuss your adventures during your first years with Xavier.
10
3 XP when you rebel against Xavier’s philosophy.
12
10 XP when you either join a team of mutants who are not the X-Men, or join a non-
mutant superhuman team.

XP

XM84 CIVIL WAR: X-MEN


Robert “Bobby” Louis Drake [secret]

History Abilities & Resources


Bobby’s powers first manifested when he froze Iceman can lower the temperature around him
a bully solid. Cyclops was sent to recruit him, but and gather moisture to create ice. Originally, this
a mob closed in on both young mutants. Professor manifested as a snowman-like appearance and later
Xavier saved them from the angry crowd and Bobby as translucent ice. He often made sleds of ice to rep-
joined the X-Men as Iceman, where he quickly licate flying, but can now propel himself with ice and
became best friends with Beast. Iceman was in- through moisture. He can use his ice to bulk himself
volved in their early encounters against numerous up for battle, to create weapons and objects, and
foes and was one of the original X-Men captured by to hinder or bind his foes; he can reassemble him-
the island of Krakoa. After that incident he left the self if his ice form is broken, and can sense others
team to join the Champions, and later the Defenders, by the change in heat they produce. As an origi-
at times alongside fellow original X-Men comrades nal member of the X-Men, he is well known in the
Beast and Angel. Eventually, the original X-Men all mutant community and counts much of the X-Men
reunited as X-Factor. as close friends. He has connections to other heroes
Bobby was kidnapped by Loki to use in a plan from when he was on the Champions and Defenders.
alongside Frost Giants. Iceman was rescued, but Iceman can rely on countless heroes to answer his
not before his powers were augmented to such an call should there ever be a need.
extent that he needed a dampening belt to safely
use them. His powers stabilized and he rejoined
the X-Men, where a confrontation with the mutant
Mikhail made Bobby realize he had not yet tapped
the full extent of his powers. When a comatose
Emma Frost hijacked Iceman’s body and demon-
strated even further abilities he had never thought
to use, Iceman’s confidence was shaken. He fought
Black Tom, triggering his secondary mutation, which
left him a being of pure ice. Iceman resolved to em-
brace his powers and explore their full poten-
tial. After M-Day, it appeared that Iceman’s
powers had been stripped from him,
but it turned out to be a self-imposed
mental block.

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.

HERO DATAFILES XM85


M
Affiliations PP
Solo Buddy Team

Distinctions Haughty
Mutant Rights Activist or

STRESS / TRAUMA
Perfection Is My Mutant Power +1 PP

Power Sets MUTANT MENTALIST


Enhanced Senses Mind Control
Telepathy
SFX: Cutting Wit. On a successful reaction against an emotion-based attack action,
inflict emotional stress with your effect die. Spend 1 pp to step it up.
SFX: Focus. If your pool includes a Mutant Mentalist power, you may replace two dice
of equal size with one stepped-up die.
SFX: Superhuman Intuition. Shutdown Enhanced Senses to add an Expert Specialty
or step up an Expert Specialty to Master. Activate an opportunity or participate
in a Transition Scene to recover power.
P
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown
Mutant Mentalist. Recover Mutant Mentalist when you recover that stress or 4
wake up. If you take mental trauma, shutdown Mutant Mentalist until you recover
that trauma. 6
PEERLESS PHYSIOLOGY 8
Enhanced Reflexes Enhanced Speed 10
Enhanced Stamina Enhanced Strength 12
Superhuman Durability Subsonic Flight M
SFX: Adrenal Boost. Shutdown a Peerless Physiology power to step up another Peerless
Physiology power. Activate an opportunity or participate in a Transition Scene 4
to recover the power.
SFX: Multipower. Add more than one Peerless Physiology power die to your pool. Step 6
back each Peerless Physiology power die in your pool once for each die beyond
the first. 8
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
10
Specialties Combat Expert Psych Master 12
Tech Expert E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 4
Milestones BAD ATTITUDE 6
1 XP when you are condescending or sarcastic.
3 XP when you show a caring side under the hard demeanor.
8
10 XP when you either decide your team isn’t worth finessing your foul mouth, or decide 10
they’re your true friends and worthy of some respect.

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.

XM86 CIVIL WAR: X-MEN


Monet St. Croix [secret]

History Abilities & Resources


Monet St. Croix was the eldest and favorite M has an impressive array of powers includ-
daughter of the esteemed Monacan diplomat Carter ing enhanced reflexes, speed, strength, durability
St. Croix. Her brother, Emplate, had grand and dark and flight. She has the ability to read and control
ambitions that Monet refused with her typical dis- minds, enhanced senses, genius-level intellect, ei-
dain. Enraged, Emplate put Monet in a diamond- detic memory, and superhuman adaptability. When
hard and incommunicative body called Penance. Her it comes to M’s powers, it’s more a question of what
twin sisters discovered them and banished them to she cannot do. Her younger twin sister can merge
another dimension, unaware that M was Penance. together to create a replica of her, although her that
Fearing their father’s reaction to M’s absence, the version of M suffers bouts of catatonia. As her team-
twins combined to masquerade as her. Monet-as- mate Jubilee once joked, perfection seems to be
Penance, back in this dimension, and the St. Croix her mutant power. In addition to
Twins-as-M, joined Generation X. When Emplate re- her array of abilities, Monet’s
surfaced, the true identities of the St. Croix sisters father is a wealthy Monacan
were revealed. M regained her original body and diplomat that has run a
her twin sisters ceased masquerading as her. She number of Fortune 500
maintained her trademark abrasiveness, but being countries. Her personal-
trapped as Penance deeply affected her. When she ity has not endeared her
emerged as her true self and joined Generation X, to her teammates, but
M continued to clash with her teammates. her abilities and as-
She opened her heart to Synch, but he sacrificed sistance have cre-
his own life to stop a bomb from killing the team ated grudging
not long after. Heartbroken, M left Generation X and loyalty between
spent time with X-Corps before receiving an invita- them.
tion to join Multiple Man’s X-Factor Investigations.
Her presence on the team seemed an odd fit, but she
claimed she just wanted to be in New York. During
their investigation of a murder perpetrated by a
Hollywood actor, Monet exhausted herself to exon-
erate the victim’s sister. When the team succeeded
its investigation, Monet broke down and cried to
Multiple Man. She empathized with the victim, but
M promised she would hurt Madrox if he revealed
her vulnerability.

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.

HERO DATAFILES XM87


MAGMA
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Ancient Customs
Nova Roma Nobility or
Walking Volcano +1 PP

Power Sets MUTANT GEOTHERM


Burrowing Earth Mastery
Enhanced Durability Enhanced Stamina
Fire Control Magma Blast
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die. P
SFX: Blazing Body. On a successful reaction against a close-combat attack action, inflict
physical stress with your effect die. Spend 1 pp to step it up. 4
SFX: Immunity. Spend 1 pp to ignore stress, trauma, or complications from earth- or 6
heat-based attacks.
SFX: Lava Eruption. Step up or double Magma Blast for one action. If that action fails, 8
add a die to the doom pool equal to the normal rating of that power die.
SFX: Multipower. Add more than one Mutant Geotherm power die to your pool. Step 10
back each Mutant Geotherm power die in your pool once for each die beyond
the first. 12
Limit: Earth’s Embrace. Step up emotional stress suffered or step back effect dice used
to recover stress or trauma while not in contact with the earth to gain 1 pp. M
Limit: Mutant. When affected by mutant-specific complication or tech, earn 1 pp.
4
6
Specialties Combat Expert Psych Expert 8

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.

XM88 CIVIL WAR: X-MEN


Amara Juliana Olivians Aquilla [secret]

History Abilities & Resources


Amara Juliana Olivians Aquilla was born in Nova Magma possesses geothermic powers that let her
Roma, a colony of Rome founded in the Amazon in manipulate the earth, specifically the movement of
44 B.C. and ruled by Selene, an immortal mutant tectonic plates. She can cause seismic disruption,
and witch. After Amara’s powers manifested when draw molten rock from the earth’s core to create
Selene threw her into a lava pit as a human sacrifice, miniature volcanoes, or throw blasts of fire. While
she left Nova Roma to learn to use her powers at the her powers are active, she usually assumes a molten
Xavier Institute. She joined the New Mutants under form with skin like lava, which gives her extreme
the name Magma. Though she has wandered many resistance to volcanic conditions and heat. She can
paths—some alone, some with other teams—Magma use her powers without assuming this form, but only
has returned again and again to her friends among in very minor ways. Contact with the ground allows
the New Mutants and the X-Men. Magma to regenerate most wounds.
Amara was given a teaching position at the
Xavier Institute, something she takes seriously. She
retained her mutant powers after M-Day and devotes
considerable time to helping those mutant refugees
among the 198 housed at the Institute.

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.

HERO DATAFILES XM89


MARVEL GIRL
Affiliations PP
Solo Buddy Team

Distinctions Anything Is Possible


Former Hound or

STRESS / TRAUMA
This Isn’t My Reality +1 PP

Power Sets OMEGA-LEVEL TELEPATH


Enhanced Durability Invisibility
Mind Control Psychic Blast
Psychic Resistance Subsonic Flight
Telekinetic Control Telepathy
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die. P
SFX: Echo of the Phoenix. Step up or double any Omega-Level Telepath power for one
action. If that action fails, add a die to the doom pool equal to the normal rating
4
of that power die. 6
SFX: Powerful Psychic. Step back the highest die in your attack action pool to add a
d6 and step up mental stress inflicted. 8
SFX: Psychic Feedback. On a successful reaction against a psychic action, convert your
opponent’s effect die into an Omega-Level Telepath stunt or step up an Omega- 10
Level Telepath power until used in an action. If your opponent’s action succeeds,
spend 1 pp to use this SFX. 12
SFX: Versatile. Replace Psychic Blast or Telepathy die with 2d8 or 3d6 on your next
roll. M
Limit: Exhausted. Shutdown any Omega-Level Telepath power to gain 1 pp. Activate an
opportunity or participate in a Transition Scene to recover that power. 4
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp
6

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.

XM90 CIVIL WAR: X-MEN


Rachel Anne Grey [public]

History Abilities & Resources


Rachel Summers was born in an alternate time- Rachel is an Omega-level mutant whose true
line in which the Phoenix Force merged with Jean potential is still likely untapped. She inherited her
Grey, rather than replacing her. As a result, Jean could mother’s incredible psychic powers of telepathy
control the Phoenix Force. She and Scott were mar- and telekinesis; she can make herself invisible to
ried, and Rachel was born soon after. Senator Kelly, others by clouding their minds, control the minds
an important anti-mutant activist, was killed in her of those around her, and create telepathic blasts of
reality, resulting in the Sentinels purging the United force. For a time, the Phoenix Force bonded to her,
States of mutants. Soldiers captured Rachel when and while she retains some connection to it, she
Xavier’s fell, and she was placed under the watchful does not presently manifest its power.
eye of Ahab. Through torture and brainwashing, she
was turned into a mutant hunter, known as a Hound,
and her face was tattooed with permanent markings.
Rachel rebelled against Ahab because of the
pain she experienced hunting down her loved ones.
She was placed in the same containment facility as
Wolverine, Magneto, and Shadowcat. Rachel used
her powers to exchange the minds of the current and
past Shadowcat; this prevented the assassination
of Senator Kelly, but didn’t change Rachel’s pres-
ent. Instead of going into the past, Shadowcat had
crossed into another time stream. While Rachel and
Shadowcat explored this phenomenon, the Phoenix
Force found Rachel’s astral form. Impressed with her
powers and skills, the Force helped Rachel escape
into the past when she was fleeing from Nimrod, a
powerful Sentinel.
Rachel soon found a place in the Xavier Institute,
and Professor Xavier trained her in mastering her
powers. She learned of the death of Jean Grey in this
reality and decided to claim the name and power
of the Phoenix. After working alongside Excalibur
for a time, she rejoined the X-Men, taking the name
Marvel Girl in honor of her mother. She also changed
her last name to Grey to express her condemnation
of Cyclops’ relationship with Emma Frost.

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.

HERO DATAFILES XM91


MERCURY
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Approval-Seeker
Go With The Flow or
I Don’t Want To Be Different +1 PP

Power Sets BIO-MERCURY FORM


Intangibility Magical Resistance
Psychic Resistance Shapeshifting
Stretching Superhuman Durability
Wallcrawling Weapon P
4
SFX: Immunity. Spend 1 pp to ignore stress, trauma, or complications from attacks that
only target organic beings. 6
SFX: Invulnerability. Spend 1 pp to ignore physical stress or trauma unless caused by
energy attacks. 8
SFX: Malleable. Before you make a reaction including a Bio-Mercury power, you may
move your physical stress die to the doom pool and step up a Bio-Mercury power 10
for this reaction.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp. 12
Limit: Vulnerability. Step up physical stress from electrical attack to gain 1 pp.
M
4
Specialties Acrobatic Expert Covert Expert 6

Psych Expert 8

[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 10


12

Milestones HESITANT MUTANT E


1 XP when you discuss your misgivings about a mutant adventure. 4
3 XP when you plan a mutant adventure, throwing yourself into your life as an X-Man.
10 XP when you dedicate your life to the Xavier Institute and the X-Men, or gather 6
together a group of mutants and embark on a different path.
8
UNSUPPORTIVE FAMILY
1 XP when you discuss your family’s hatred of your mutant powers.
10
3 XP when you confront an anti-mutant bigot.
12
10 XP when you either make peace with your family’s bigotry, or exile them from your
life until they can love you for what you are.

XP

XM92 CIVIL WAR: X-MEN


Cessily Kincaid [secret]

History Abilities & Resources


Cessily’s life was turned upside-down when her Cessily is able to transform her body into a pli-
power to turn herself into mercury manifested. In able liquid mercury figure. The metal is non-toxic
an attempt to keep her mutant status quiet, she and inorganic. She can bend and contort into any
was sent off to Xavier Institute by her parents. At shape, becoming a formless blob of silvery liquid,
the school, she quickly became friends with Julian create blades and other weapons, and shift into any
Keller, also known as Hellion. She became close to metallic form. She no longer requires oxygen, water
Wither, a student who could rapidly cause decay in or sustenance, though she continues to do so purely
anything he touched. Cessily discovered she was out of habit. She is difficult to pinpoint through te-
immune to his devastating power. lepathy due to her make-up, as well as nearly impos-
Soon, she became a member of Emma Frost’s sible to affect magically. Her body allows her to cling
Hellions squad, where she met the Kingmaker, a to walls and ceilings with ease, and fit through the
mutant capable of granting wishes. Her only wish smallest of spaces.
was for acceptance from her parents, but when the
Hellions rejected the Kingmaker’s deal, Cessily’s
parents blamed her for the mind control and re-
jected her.
When M-Day left only 27 students at Xavier
Institute with powers, she was devastated to learn
that she was one of those whose powers remained.
Shortly after, she was placed with the X-Men. While
out in town with X-23, agents loyal to the recently
deceased Stryker captured Cessily and subjected her
to dangerous and mentally catastrophic experiments
in order to learn how to take her powers from her.
She was rescued and was forced to recover back at
the Institute.

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.

HERO DATAFILES XM93


MICROMAX
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Behind The Façade
Not So Secret Agent or
This Needs A Soundtrack +1 PP

Power Sets WHATEVER SIZE I NEED TO BE


Enhanced Durability Enhanced Reflexes
Growth Shapeshifting
Shrinking Superhuman Strength
P
SFX: Max Out. Shutdown Shrinking to recover Superhuman Strength. Recover Shrink-
ing by shutting down Superhuman Strength. 4
SFX: Multipower. Add more than one Whatever Size I Need To Be power die to your
pool. Step back each Whatever Size I Need To Be power die in your pool once for 6
each die beyond the first.
SFX: Push It. Step up your physical stress to step up or double a Whatever Size I Need
8
To Be power for your next roll.
10
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
Limit: Size Matters. Add a complication equal to Growth or Shrinking to an opposing 12
dice pool and gain 1 pp.
M
4
Specialties Combat Expert Tech Expert 6
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 8
10

Milestones BRING THE FUNK


12
1 XP when you quote song lyrics.
E
3 XP when you let everyone know what music should be playing during an Action
Scene. 4
10 XP when you either find a way to blast your music on every battle you participate
in, or decide that music has no place in super heroic fights. 6
DRY WIT 8
1 XP when you respond to a situation with sarcasm and wry humor.
3 XP when you treat a situation with dead seriousness.
10
10 XP when you decide that your humor has no place in this grim world, or vow to inflict 12
your brother and sister mutants with more of your British humor because they
need it, dammit.

XP

XM94 CIVIL WAR: X-MEN


Scott Wright [secret]

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.

Abilities & Resources


Scott is able to enlarge and shrink his body to im-
mense and minute sizes, transforming his costume
with it. While enlarged, he grows incredibly strong
and durable. While small, he becomes the perfect
escape artist, able to slip through the smallest of
cracks. He also has minor shapeshifting abilities,
able to make himself appear trimmer and better
muscled than he actually is. As a member of FI6 and
attached to groups like O*N*E, Scott has access to a
fair amount of mid-grade covert resources, gear, and
benefits, but hardly ever uses them. He’s on good
terms with most super hero teams in the United
Kingdom and Europe.

HERO DATAFILES XM95


MULTIPLE MAN
Affiliations PP
Solo Buddy Team

Distinctions Multiple Men Multiple Problems


That’s So Noir or

STRESS / TRAUMA
What Haven’t I Done? +1 PP

Power Sets MULTIPLYING MUTANT


Madrox Mob
SFX: Absorb Dupes. Spend 1 pp to eliminate any errant duplicate-related complication
that you are nearby. If this duplicate resists or had any kind of stress, step up
your mental stress.
SFX: Absorption. On a successful reaction against a physical kinetic attack, convert
your opponent’s effect die into a Multiplying Mutant stunt or, if the effect die
is d10 or greater, add a die to your Madrox Mob power until the end of the Scene
(maximum 5d8). If your opponent’s action succeeds, spend 1 pp to use this SFX.
SFX: Did I Do That? During a Transition Scene, you may create duplicate-based re- P
sources for heroes in other Scenes in which you are not present.
4
SFX: Plenty for Everybody. Target multiple opponents. For every additional target, add
d6 to your pool and keep an additional effect die. 6
SFX: Take One for the Team. On a successful attack action against you, spend 1 pp to
ignore the effect die and remove a die from your Madrox Mob power. Recover 8
Madrox Mob after a Transition Scene.
Limit: Fly in the Ointment. Add a Multiplying Mutant d8 complication to gain 1 pp. If 10
you are suffering emotional stress or trauma, step up this complication.
Limit: Mob Cohesion. Madrox Mob may be targeted individually or by Area Attack SFX. 12
d10 physical stress inflicted removes a die from Madrox Mob power. Recover
Madrox Mob after a Transition Scene. M
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
4
6
Specialties Acrobatics Expert Combat Expert 8
Covert Expert Crime Expert
10
Medical Expert Psych Expert
12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
Milestones ALL POSSIBLE ROADS
4
1 XP when you discuss the many possibilities at hand.
3 XP when you lock onto one way forward and refuse to take a safer route. 6
10 XP when you either accept the counsel of your teammates over your own, or choose
the advice of your other selves over that of your teammates. 8
LEADS FROM THE FRONT, BACK, AND SIDES 10
1 XP when you give an order in the midst of battle.
3 XP when you take stress because you are putting yourselves into the most dangerous
12
parts of the conflict.
10 XP when you either hand leadership over to another member of the team, or leave
the team so that you can lead a different group. XP

XM96 CIVIL WAR: X-MEN


James “Jamie” Arthur Madrox [public]

History Abilities & Resources


Jamie Madrox’s mutant power manifested at Since birth, Jamie Madrox had the power to
birth. His parents moved to an isolated farm and create duplicates of himself in proportion to the
constructed a suit to help Jamie absorb incidental amount of kinetic energy absorbed. Madrox can
kinetic impact and control his duplication power. absorb a duplicate’s knowledge, memories, and
At the age of 15, a freak tornado killed his parents, experiences. His duplicates oftentimes were car-
and Madrox worked the farm alone with only the bon-copies of him, with full knowledge of their
help of his dupes for six years. In that time, he was ‘dupe’ nature, but recently his duplicates embody
desperately alone and developed a chronic need an aspect of his personality. Despite this complica-
for attention. When his suit malfunctioned, Jamie tion, Multiple Man’s power is versatile and over-
came to New York and clashed with the Fantastic whelming. He has sent hundreds of dupes into the
Four before Professor Xavier interceded and helped world to learn trades, take new professions, and have
heal his fractured psyche. new experiences. Although he has reabsorbed many
Madrox opted to join Moira McTaggert on Muir of them (and their knowledge), there are others in
Island as a research assistant. While there, Madrox the world completely independent of the original
aided in clashes against Proteus, the Shadow King, Multiple Man. Madrox is a long-time X-Men affiliate
and other powerful foes, but did not join the X-Men. and current leader of X-Factor Investigations. When
He eventually joined the government sponsored he can overcome his own demons Multiple Man has
X-Factor, where he encountered a rogue dupe that an unpredictable army of himself at his disposal
had joined their foes, Mr. Sinister’s Nasty Boys. along with a mutant team of heroes. Multiple Man
Madrox reabsorbed the rogue duplicate through is a force to be reckoned with.
trickery.
Multiple Man contracted the Legacy Virus and
seemingly died, but in reality it was a dupe, and
Madrox’s memories were lost from the ensuing psy-
chic trauma caused by the death of the dupe.
When Multiple Man reemerged he spent time
with X-Factor, on Muir Island, on Genosha, and time
with X-Corps. He became obsessed with film noir
and opened up a detective agency while his dupes
went into the world to learn an unparalleled vari-
ety of trades and skills. Madrox opened X-Factor
Investigations, a mutant team of detectives based
in New York.

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.

HERO DATAFILES XM97


MYSTIQUE
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Adapt or Die
Fickle Deceiver or
Older than She Looks +1 PP

Power Sets MUTANT METAMORPH


Enhanced Durability Enhanced Reflexes
Shapeshifting Superhuman Stamina
SFX: Immunity. Spend 1 pp to ignore stress, trauma, or complications from toxins and
disease.
SFX: Peerless Shifter. When using a Mutant Metamorph power to create assets, add a
d6 and step up your effect die. P
SFX: Skin Deep. When taking an action to confuse, deceive, or threaten a target, step
up or double Shapeshifting. Remove the highest rolling die and keep three dice
4
for your total. 6
SFX: Second Wind. Before you take an action including a Mutant Metamorph power,
you may move your physical stress die to the doom pool and step up the Mutant 8
Metamorph power for this action.
Limit: Emotional Scarring. Step up or double emotional stress or trauma used in an action 10
or reaction against you to gain 1 pp. If you do, the stress returns to its original die
rating after it is used against you. 12
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
M
4
Specialties Business Expert Combat Expert 6
Covert Master Crime Master 8
Menace Expert Psych Master 10
Tech Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
Milestones DOPPLEGANGER
4
1 XP when you ask questions, seeking out information that will help you take some-
one’s place. 6
3 XP when you take someone’s place during a time when they would have made a
significant leadership or romantic decision. 8
10 XP when you either create an international incident while masquerading as a world
leader or prevent such an incident by using your mimicry. 10
MUTANT SURVIVAL 12
1 XP when you discuss the possibility of mutantkind going extinct.
3 XP when you take someone’s place in order to benefit mutantkind.
10 XP when you either take steps towards the destruction of humanity in order to save XP
your people, or accept that mutant survival is linked to human survival.

XM98 CIVIL WAR: X-MEN


Raven Darkholme [secret]

History Abilities & Resources


Raven Darkholme, real name unknown, was born Mystique can alter her outward appearance to
some time prior to the beginning of the 20th cen- look like anyone, male or female, old or young.
tury. For years, she and her companion Irene Adler She can change her voice, even her scent, though
(AKA Destiny) strove to keep Irene’s prophetic vi- those with extraordinary senses can occasionally
sions from coming true. In the course of this quest, tell her apart from those she mimics. (Wolverine,
Mystique steadily grew more and more convinced for instance, has detected her in the past.) Her com-
that only mutants like herself would survive the mand over her own biology also grants her greater
coming days of darkness. This as well as her own reflexes and stamina, to the point that she possesses
natural tendency toward deception and social engi- a degree of immunity to various biological attacks
neering led her to adopt a series of alternate identi- and the process of aging. Even though she is over a
ties, rising high among various social organizations century old, her body still appears young unless she
including the US Department of Defense. chooses otherwise.
Mystique is the mother of two children: the late Mystique is a skilled covert operative, terrorist,
Graydon Creed (with Victor Creed, AKA Sabretooth), and weapons expert. Her mastery of human behav-
whom she later assassinated, and the X-Man ior and body language grants her considerable ad-
Nightcrawler (with the demonic mutant Azazel), vantage in maintaining disguises, even beyond her
who shares his mother’s blue skin and yellow shapeshifting powers. With years of insider informa-
eyes. Neither child grew up knowing Mystique as tion and contacts, she’s usually able to acquire cut-
a mother. She and Irene also adopted the young ting-edge technology and resources available only
mutant Anna Marie, AKA Rogue, raising her to share to high-ranking agents of government or industry.
their commitment to a future of mutant survival. The
three formed the core of a new Brotherhood of Evil
Mutants, battling the X-Men and earning infamy for
their terrorist actions.
After Rogue left the group, the US government
recruited Mystique’s team as a special ops unit
known as Freedom Force and granted them clem-
ency. Destiny died on a mission and Mystique went
on to alternate between covert operations both for
and against the law. Most recently, she joined the
X-Men under the guise of being a young trainee
mutant, hoping to drive a wedge between Rogue
and Rogue’s lover Gambit. Although this failed and
Mystique’s true identity was revealed, she was nev-
ertheless invited to join the team properly.

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.

HERO DATAFILES XM99


NIGHTCRAWLER
Affiliations PP
Solo Buddy Team

Distinctions Dashing Swashbuckler

STRESS / TRAUMA
Demonic Appearance or
Devout Catholic +1 PP

Power Sets BAMF!


Enhanced Senses Invisibility
Leaping Superhuman Reflexes
Teleport Wallcrawling
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die.
P
SFX: Flurry of Teleportation. Against a single target, step up or double Teleport. Remove 4
the highest rolling die and use three dice for your total.
SFX: Prehensile Tail. Step back the highest die in your attack action pool to add a d6 6
and keep an extra effect die for a complication.
Limit: Exhausted. Shutdown any Bamf! power to gain 1 pp. Activate an opportunity or
8
participate in a Transition Scene to recover that power.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
10
12
M
Specialties Acrobatics Master Combat Expert
4
Covert Expert Medical Expert
6
Mystic Expert Tech Expert
8
Vehicles Expert
10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12

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

XM100 CIVIL WAR: X-MEN


Kurt Wagner [secret]

History Abilities & Resources


Kurt Wagner’s parents were Mystique, the shape- Kurt can teleport himself and those he is hold-
shifting villainess, and Azazel, one of the world’s ing great distances. The further he goes, the more
oldest mutants. At birth, Kurt Wagner’s blue skin strain it puts on him. When he teleports, he mo-
betrayed his mother’s true identity and she fled from mentarily passes through a brimstone dimension,
frightened, torch-wielding villagers with the infant leaving behind the smell of sulfur and the sound of
in tow. An old gypsy woman, who used a carnival as displaced air filling the vacuum. His prehensile tail
a ruse for her true powers as a sorceress, raised Kurt and unique physiology allow him to climb walls and
among the circus-folk. He became a great acrobat ceilings. Kurt’s body is covered in short indigo-blur
and performer, but the circus was eventually sold off fur, and this, together with his teleportation field’s
to a wealthy Texas businessman. The new owner felt aura, allows him to blend into shadows. His eyesight
that Kurt belonged in the freak show, so Kurt fled. is keen, giving him the ability to see in near-dark
Wandering through Germany, Kurt was accused conditions.
of breaking a man’s neck and branded a demon by Kurt is a master acrobat, and has trained exten-
a mob of villagers. They almost killed both Kurt, but sively in the art of swordplay. He has often served
were stopped by Professor Xavier. as a mechanic for the X-Men’s vehicles and is a
After a time, he joined the X-Men, helping them competent pilot. His extensive exposure to magic
stop the assassination of Senator Kelly by the and mystical forces over the years, as well as his
Brotherhood. During the battle, he faced Mystique devout faith, affords him considerable knowledge
for the first time, and she spoke his true name. Kurt of these subjects.
took over as leader of the X-Men after Storm tem-
porarily lost her powers, but stepped down after the
return of Cyclops. Kurt joined Excalibur in England,
where he learned of his origins from Mystique. He
enrolled in seminary with intent to join the priest-
hood, but never completed his training. He is once
again with his adopted family, the X-Men.

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.

HERO DATAFILES XM101


OMEGA SENTINEL
Affiliations PP
Solo Buddy Team

Distinctions Honor Bound


No Longer Human or

STRESS / TRAUMA
Sentinel Programming +1 PP

Power Sets OFFENSIVE COUNTERMEASURES


Electric Blast Mimic
Weapon Array
SFX: Adapt. Add d6 to your reaction dice pool for each failed reaction made against
an opponent during this Scene.
SFX: Reassess. When taking an action, spend 1 pp to add Mimic (or step up Mimic if
already included in your dice pool) and reroll all dice.
Limit: Hostile Work Environment. If you share an Action Scene with one or more mutants,
both 1s and 2s on your dice count as opportunities, but only 1s are excluded from
being used for totals or effect dice. P
SENTINEL NANOTECH 4
Cybernetic Senses Enhanced Durability 6
Enhanced Reflexes Enhanced Speed 8
Machine Influence Subsonic Flight 10
Superhuman Stamina Superhuman Strength 12
SFX: Healing Factor. Spend 1 pp to recover your physical stress or step back your physi-
cal trauma.
SFX: Immunity. Spend 1 pp to ignore stress, trauma, or complications from aging,
M
dehydration, disease, poison, starvation, or vacuum. 4
Limit: Abort/Retry/Fail. Shutdown any Sentinel Tech power to gain 1 pp. Activate an
opportunity or participate in a Transition Scene to recover that power. 6
8
Specialties Combat Expert Crime Expert 10
Menace Expert Tech Expert 12
Vehicles Expert E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
4
Milestones OFFICER OF THE LAW 6
1 XP when you treat a mutant like a perp.
3 XP when you treat a super hero fight like a crime scene. 8
10 XP when you either hand in a major mutant villain to local law authorities, or form
a team dedicated to policing mutants in their own nation. 10
SENTINEL 12
1 XP when you talk about hunting down a mutant.
3 XP when you overcome your programming to help a mutant.
10 XP when you either find someone who can take out all of your Sentinel programming, XP
or give in and inflict trauma on a mutant.

XM102 CIVIL WAR: X-MEN


Karima Shapandar (secret)

History nevertheless constantly worried that her program-


Karima Shapandar served as a police officer ming will become fully restored and she will lose
in India before she became caught up in a con- herself entirely to her machine nature. Even though
flict between the X-Men and Bastion, the leader many of her friends and colleagues are mutants, she
of Operation: Zero Tolerance. Bastion kidnapped distances herself from them at times to give her
Karima and the X-Man Thunderbird, AKA Neal Shaara, hyper-vigilant Sentinel systems no reason to kick in.
and transformed Shapandar into an advanced hu-
manoid anti-mutant cyborg known as an Omega Abilities & Resources
Sentinel. She remained unaware of this change until Widespread cybernetic implants, synthetic re-
her Sentinel programming later asserted itself and placements, and advanced nano-engine networks
she attacked the X-Men. within Karima’s human body give her a number of
Some time later, Karima joined several other offensive and defensive powers. Although outward-
mutants including Professor Charles Xavier and ly human, when Karima goes into action, her body
Magneto in rebuilding the island of Genosha, once shifts and reassembles itself, engaging weapons,
home to a large mutant population. Professor X armor, and other clearly machine-like functions.
helped her overcome her programming but was Electrostatic power may be channeled along retract-
unable to undo the technological modifications able poles at her forearms to blast targets. She’s
Bastion had made. Following M-Day, Karima disap- capable of flight and can regenerate most injuries.
peared, only to resurface, partially disassembled, Karima was once a police officer in India, and
in a laboratory. Rogue’s X-Men team found her and presumably still has ties to law enforcement agen-
brought her back to the Xavier Institute, where she cies. She is an ally of the X-Men, although many of
uses her Sentinel-based powers to assist Rogue in them, including Shapandar herself, are wary of her
emergency response actions around the world. Sentinel programming.

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

HERO DATAFILES XM103


PSYLOCKE
Affiliations PP
Solo Buddy Team

Distinctions Ninja Psychic


Sharp-Tongued or

STRESS / TRAUMA
True Brit +1 PP

Power Sets PSYCHIC WARRIOR


Enhanced Reflexes Enhanced Senses
Flight Psychic Resistance
Telekinetic Blast Telekinetic Mastery
Telepathy
SFX: Focused Totality. If your pool includes a Psychic Warrior power, you may replace
two dice of equal size with one stepped-up die. P
SFX: My Teke Shatters Mountains. Step up or double a Psychic Warrior power for your
next action. If the action fails, add a die to the doom pool equal to the stepped-up 4
power.
6
SFX: Telekinetic Katana. When making a physical attack action using Telekinetic Blast,
step back the highest die in the pool to add a d6 and step up your effect die. 8
SFX: You’re Good, I’m Better. On a successful reaction against a psychic-based attack
action, inflict mental stress with your effect die. Spend 1 pp to step it up. 10
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Psy-
chic Warrior. Recover Psychic Warrior when you recover that stress or wake 12
up. If you take mental trauma, shutdown Psychic Warrior until you recover that
trauma.
M
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
4
6
Specialties Acrobatics Master Combat Master 8
Covert Expert Psych Expert 10
Vehicles Expert
12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
Milestones BRITAIN’S SISTER
4
1 XP when you discuss your brother, or talk to your brother about your problems.
3 XP when you either defend your brother’s actions, or get into an argument with your 6
brother.
10 XP when you either take up the mantle of Captain Britain, or shun your brother until 8
he treats you with respect and apologizes for his actions.
10
PSIONIC NINJA SECRET AGENT
1 XP when you discuss how to use covert operations to deal with a problem. 12
3 XP when you confront a complicated problem head on, without subtlety.
10 XP when you either decide to embrace the way of the ninja assassin or abandon it
for the less-direct methods of the secret agent. XP

XM104 CIVIL WAR: X-MEN


Elizabeth “Betsy” Braddock [secret]

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.

Abilities & Resources


Betsy is a mutant with tremendous psychic po-
tential. In the past, she was a strong telepath, but
when her powers were tangled with those of Jean
Grey she was limited to telekinesis. She can create
a katana-like blade out of solidified psychic energy,

HERO DATAFILES XM105


ROCKSLIDE
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions I’ll Take On Anyone!
Like A Rock or
Pop Culture Aficionado +1 PP

Power Sets ROCKY BODY


Godlike Strength Rock Blast
Superhuman Durability Superhuman Stamina
SFX: Can’t Touch This. Spend 1 pp to ignore physical stress or trauma unless caused
by an energy attack or earth-manipulation powers. P
SFX: Let’s Try This Again. If your pool includes a Rocky Body power, spend 1 pp to reroll.
SFX: Shattered. When you take physical stress, you may replace your physical stress 4
with a Cracked complication. If this complication is stepped up past d12, your
body falls apart and you cannot act for the remainder of the Scene. Spend 1 6
pp or gain d6 trauma during a Transition Scene to reform and eliminate the
complication. 8
SFX: Wall of Stone. On a reaction roll including a Rocky Body power, instead of spend-
ing 1 pp, add d6 to the doom pool to create a stunt.
10
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
12
Limit: Vulnerability. Step up physical stress from energy attacks or from earth-manip-
ulation powers to gain 1 pp.
M
4
6
Specialties Combat Expert Menace Expert 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
10
12
Milestones SOFT-HEARTED BRICK
1 XP when you act loud and obnoxious to cover up your soft heart.
E
3 XP when you give support to an ally. 4
10 XP when you either trust someone enough to let them in past your hard exterior, or
decide that your soft heart is weak and vow to harden it further. 6
WORLD-CLASS BRICK 8
1 XP when you brag about super heroes you could defeat in hand-to-hand combat.
3 XP when you inflict stress against someone with a d12 Strength or Durability.
10
10 XP when you either defeat a world-class brick (Hulk, Thing, Thor, Colossus, Juggernaut, 12
etc.), or are defeated by a world-class brick and find humility.

XP

XM106 CIVIL WAR: X-MEN


Santo Vaccarro [secret]

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.

Abilities & Resources


Santo is a geokinetic psychic entity, having
given up a true body when his powers manifested.
As a result, he is able to re-form himself if de-
stroyed from any nearby stone. His appearance
changes based on the type of stone used. As a
creature of rubble, Santo is immensely strong, ca-
pable of throwing a bus or tearing down a small
building. He is also incredibly durable, able to
deflect firearms, heat, cold and other dangers. By
spontaneously expanding his geokinetic field in
one direction, Santo is able to shoot chunks of rock
at incredible speeds.

HERO DATAFILES XM107


ROGUE
Affiliations PP
Solo Buddy Team

Distinctions Sense Of Responsibility


Southern Belle or

STRESS / TRAUMA
Untouchable +1 PP

Power Sets POWER ABSORPTION


Leech Mimic
SFX: Drain Vitality. When using Leech to create a Power Loss complication on a target,
add a d8 and keep an extra effect die for either physical stress or a Copied Powers
asset.
SFX: Memory Flash. Spend 1 pp to use any SFX or Specialty belonging to a target on
whom you have inflicted a Power Loss complication for your next roll.
SFX: What’s Yours is Mine. On a successful reaction against an action that involves
physical contact, convert your opponent’s effect die into a Power Loss complica-
tion. If your opponent’s action succeeds, spend 1 pp to use this SFX.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp. P
Limit: Uncontrollable. Change any Power Absorption power into a complication to gain
1 pp. Activate an opportunity or remove the complication to recover that power. 4
Limit: Zero Sum. Leech requires skin-to-skin contact with the target. Mimic only du-
plicates powers of those on whom you’ve inflicted a Power Loss complication.
6
Mimic-based assets created based on the target’s power are limited in size to the
Power Loss complication affecting the target.
8
SUNFIRE’S POWERS 10
Enhanced Senses Enhanced Strength 12
Plasma Blast Supersonic Flight M
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die. 4
SFX: Fiery Aura. On a successful reaction against a close-combat attack action, inflict
physical stress with your effect die. Spend 1 pp to step it up. 6
SFX: Immunity. Spend 1 pp to ignore stress, trauma, or complications from fire, heat,
or cold. 8
Limit: Exhausted. Shutdown any Sunfire’s Powers power to gain 1 pp. Activate an op-
portunity or participate in a Transition Scene to recover that power. 10

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.

XM108 CIVIL WAR: X-MEN


Anna Marie [secret]

History Abilities & Resources


Anna Marie’s past is a long, troubled, and storied Rogue has the ability to absorb the life energy
one. Her mother disappeared when she was young, of others through touch. Upon contact, she can use
so she was raised by her strict disciplinarian aunt. what powers they have, while sapping their life force
She ran away from home, meeting a boy her age. and absorbing their psyches. If she holds on long
When she kissed him for the first time, her muta- enough, she can kill the victim. It is unknown how
tion activated, nearly killing him. She was soon ap- many powers she is capable of absorbing, though
proached by Mystique, who took her in as an adopt- when she absorbs too many, the minds that crowd
ed daughter with her partner Destiny. Mystique had into hers can render her unconscious. She recently
formed a Brotherhood of Mutants, and wished to use absorbed the abilities of Sunfire, giving her the
Rogue’s abilities to further their cause. On Rogue’s powers of flight, strength, and the ability to project
first mission, she battled Ms. Marvel, draining away fire from her body.
her powers and memories, leaving Carol Danvers
in a coma. They battled the X-Men multiple times,
eventually renaming their group the Sisterhood of
Mutants.
Rogue began to experience Ms. Marvel’s person-
ality coming to the forefront, and she saw her life
for what it really was. She fled, arriving at the doors
of Xavier Institute, begging for help. She joined the
X-Men, and fought against her former allies. There
she met Remy LeBeau, also known as Gambit, and
the two fell in love. Unable to touch one another, the
two had a difficult relationship. After battling Vargas,
a powerful mutant, both she and Gambit were left
powerless. Over time, her powers returned, though
she never regained the powers of Ms. Marvel. She
absorbed Sunfire’s powers while he was on the cusp
of death, and was soon after given command of an
X-Men team by Cyclops.

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.

HERO DATAFILES XM109


SABRA
Affiliations PP
Solo Buddy Team

Distinctions Disciple Of Xavier


Haunted By Death or

STRESS / TRAUMA
Trained By Mossad +1 PP

Power Sets MOSSAD-ISSUED GEAR


Flight Plasma Blast
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die.
Limit: Gear. Shutdown Mossad-Issued Gear to gain 1 pp. Take an action vs. the doom
pool to recover Mossad-Issued Gear.

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.

XM110 CIVIL WAR: X-MEN


Ruth Bat-Seraph [secret]

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.

Abilities & Resources


Ruth is an elite special forces soldier, her training
enhanced by her incredible mutant powers. She can
lift a tank, run a mile in less than a minute, withstand
injuries that would kill a normal human, and heal
herself afterwards. She can also use her healing
factor on others, helping them heal. If she transfers
some of her life energy to them, she can give them
a random superpower until Sabra takes it back. In
addition, Sabra is equipped with multiple weapons
and equipment designed by the Mossad. Her cape
has an antigravity field, allowing her to fly, while
her wrists are equipped with plasma-charged guns.

HERO DATAFILES XM111


SABRETOOTH
Affiliations PP
Solo Buddy Team

Bad to the Bone

STRESS / TRAUMA
Distinctions
Century-Long Grudges or
Savage Survivor +1 PP

Power Sets MUTANT PREDATOR


Enhanced Durability Enhanced Reflexes
Enhanced Speed Godlike Stamina
Superhuman Senses Superhuman Strength
SFX: Adamantium Skeleton. Step up or double Enhanced Durability when targeted by
blunt-force or crushing attacks, then step up or add d6 to the doom pool.
P
SFX: Berserk. Add a doom die to your next attack action. After your action, step up the doom
die and return it to the doom pool. 4
SFX: Claws & Fangs. Step back the highest die in your attack action pool to add a d6 and
step up emotional or physical stress inflicted. 6
SFX: Healing Factor. Spend 1 pp to recover your physical stress and step back your physical
trauma.
8
SFX: Immunity. Spend 1 pp to ignore stress, trauma, or complications from poison, disease,
or fatigue.
10
Limit: Bloody Past. Step up emotional or mental stress caused by government or covert
12
sources linked to your past to gain 1 pp.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
M
4
Specialties Combat Master Covert Expert 6

Crime Expert Menace Master 8

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.

XM112 CIVIL WAR: X-MEN


Victor Creed [secret]

History Abilities & Resources


Serial killer, mercenary, special ops agent, and Sabretooth is a mutant with a greatly enhanced
terrorist: Victor Creed has added many vocations regenerative healing factor and senses that operate
to his century-long resume. A psychopathic mutant well above those of other humans. Together with his
hunter whose superhuman healing factor kept him elongated nails and canines, these abilities make
alive through multiple world wars and international him the perfect predator. He is capable of recover-
conflicts, Creed possesses a mysterious and check- ing from almost any injury, and the Adamantium
ered past. A member of Mister Sinister’s Marauders, implants in his bones—but not his joints—only
responsible for the massacre of the Morlocks under- improve his considerable durability. Sabretooth’s
neath New York City and a constant threat to the senses are so acute he can track almost anyone
X-Men, he’s been a foe of Wolverine for longer than whose scent he catches wind of, even if his quarry
most heroes have been alive. is able to cover their tracks. He is a formidable hand-
Years ago, Creed was a part of Team X, a mutant to-hand opponent, has extensive training on special
black ops unit that also included Wolverine. Their ops and wetworks teams, and his heightened speed
falling-out was explosive, and while both ended up and endurance allow him to push himself beyond
part of Weapon X experiments, it wasn’t until Creed the limits of most athletes and soldiers.
began attacking Wolverine on the latter’s birthday Although Sabretooth has few allies, he’s worked
year after year that the depths of Creed’s hatred with many criminals in the past and his fearsome
became clear. Creed has taken on many jobs just reputation could make it easier to reconnect with
to get close enough to Wolverine and his allies, but them. He fathered a son by Mystique several de-
recently Creed was caught up in a plot involving a cades ago, although neither has a kind word to say to
group of murderous evolutionary-advanced mutants the other now, and the son—human rights suprema-
known as the Children of the Vault. Forced to side cist Graydon Creed—is now deceased. Regardless,
with the X-Men against them, he remains with his Sabretooth can usually count on getting assistance
former foes for the time being, kept at arm’s length from the shadowy edge of superhuman society, if
and under close watch. he needs it.

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.

HERO DATAFILES XM113


SHADOWCAT
Affiliations PP
Solo Buddy Team

Distinctions Girl Next Door

STRESS / TRAUMA
Spirited or
Tech Prodigy +1 PP

Power Sets PHASING


Airwalking Intangibility
SFX: Disruption. When including Intangibility as part of an attack action vs. tech-
related targets, add a d6 and step up your effect die.
SFX: Reactive Power. Spend 1 pp to include a Phasing power in another character’s
dice pool before they roll. If that character takes stress, you immediately take
d6 mental stress.
SFX: Versatile. Replace Intangibility with 2d8 or 3d6 on your next roll.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp. P
LOCKHEED THE DRAGON 4
Fire Blast Flight 6
SFX: Hot Hot Hot! Step up or double Fire Blast for one action, then step back to 2d6. 8
Activate an opportunity to recover.
SFX: To the Rescue. If Kitty is stressed out, spend 1 pp to have Lockheed remove her 10
from the scene.
Limit: Unexplainable Absence. Shutdown Lockheed The Dragon for the remainder of 12
the scene to gain 1 pp.
M
Specialties Acrobatics Expert Combat Expert 4
6
Cosmic Expert Covert Expert
8
Science Expert Tech Expert
10
Vehicles Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
Milestones INNOCENCE AND EXPERIENCE
4
1 XP when you reminisce about previous adventures.
3 XP when you point out something new and startling. 6
10 XP when you retire from adventuring for a safer job, or you take an opportunity for
adventure in order to learn something new or experience something different. 8
STUDENT TEACHER 10
1 XP when you counsel or support a student.
3 XP when you admit to another instructor that you’re not sure about your new role
12
as teacher.
10 XP when you leave Xavier Institute to strike out on your own, or when you convince
a student to stay enrolled at the school. XP

XM114 CIVIL WAR: X-MEN


Katherine “Kitty” Pryde [secret]

History Abilities & Resources


A genius and computer prodigy whose mutant Shadowcat can render her body intangible, phas-
abilities manifested when she was thirteen years ing out of synch with physical matter around her.
old, Katherine “Kitty” Pryde joined the X-Men de- This lets her walk through walls and even slowly
spite interference from Emma Frost and the Hellfire walk on air itself. She can extend this effect to those
Club. The youngest member admitted to the team, she touches, rendering them intangible while she
she has grown up in a world of costumed heroes, remains in contact with them. When passing through
fantastic battles, and travels to alien locales. During objects with active electrical fields, her phasing in-
those trying years she has matured greatly, adapting terferes destructively, shorting out electrical devices
to the many extreme and exotic experiences with with often pyrotechnic side-effects. While phased,
great aplomb. she is immune to most violence directed
She helped S.H.I.E.L.D. and worked with the at her, with the exception of some dis-
New Mutants while proving to Professor Xavier she ruptive energy emissions. On occa-
should retain her place in the X-Men proper. During sions where her abilities have been
a period of time when she thought the X-Men were pushed beyond her normal limits
dead, Kitty joined another group of heroes, Excalibur. in terms of amount of time or
At Emma Frost’s request, Kitty returned to the mass she has phased, or when her
Xavier school as a teacher and potential safeguard normal control has been interfered
against Frost returning to her villainous old ways. with by magic or other phas-
Early in her new tenure, she discovered her on- ing powers, she has re-
again, off-again boyfriend Colossus alive again, mained trapped in an
after believing him to be dead for the previous two intangible state for a
years. They are exploring a return to their previous period of time.
relationship. Even without her
powers, Kitty is an
Personality impressive individ-
Kitty is strong-willed to the point of occasion- ual. A genius-level
ally being headstrong. Her natural self-confidence intellect, she has
has grown through surviving multiple near-death exceptional apti-
experiences, enduring possession by ninja ghosts, tude in computer
resisting attempted demonic corruption from an in- science, mechan-
herited soulsword, and facing the loss of friends and ics, and electron-
loved ones. She is precocious, witty, and charming, ics. Her combat training
though her exuberant and snarky sense of humor is extensive, including a
can grate occasionally on her teammates. Kitty is considerable background
also extremely loyal to those people she considers in Japanese martial arts,
her friends, regardless of circumstances or practical thanks to previous posses-
demands. sion by the ghost of the
ninja master Ogun. She
speaks several languages,
has professional-level
dance training, and shares
an empathic connection
with her “pet,” the minia-
ture alien dragon Lockheed.

HERO DATAFILES XM115


SHATTERSTAR
Affiliations PP
Solo Buddy Team

Distinctions Dimension-Hopper
Mysterious Origin or

STRESS / TRAUMA
Warrior-Born +1 PP

Power Sets BIO-SHOCK SWORDS


Sonic Blast Teleport
Weapon
SFX: Shockwave. When making an attack action including Weapon, take d6 physical
stress in order to add Sonic Blast to your dice pool and step up physical stress
inflicted.
Limit: Telepathic Teleportation. Take an action vs. the doom pool to use Teleport. Take
physical stress equal to your current Affiliation, then shutdown Teleport. Recover
physical stress to recover this power.
Limit: Gear. Shutdown Bio-Shock Swords to gain 1 pp. Take an action vs. the doom pool P
to recover Bio-Shock Swords.

GENETIC ENGINEERING
4
Enhanced Durability Enhanced Senses 6

Enhanced Speed Enhanced Stamina 8

Superhuman Reflexes Superhuman Strength 10

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.

XM116 CIVIL WAR: X-MEN


Gaveedra Seven [secret]

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.

HERO DATAFILES XM117


SIRYN
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Fiery Temper
Irish Lass or
Strong Willed +1 PP

Power Sets BANSHEE SCREAM


Enhanced Senses Mind Control
Sonic Blast Subsonic Flight
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die.
P
SFX: Immunity. Spend 1 pp to ignore stress, trauma, or complications from sound-based
attacks. 4
SFX: Unleashed. Step up or double any Banshee Scream power for one action. If that
action fails, add a die to doom pool equal to the normal rating of that power die. 6
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
Limit: Uncontrollable. Change any Banshee Scream power into a complication to gain
8
1 pp. Activate an opportunity or remove the complication to recover that power.
10
12

Specialties Crime Expert Psych Expert M


[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 4
6
8
Milestones BANSHEE’S DAUGHTER
1 XP when you discuss your family’s complicated mutant history. 10
3 XP when you rebel against your family.
10 XP when you either attempt to gather your family together into a team for you to 12
lead, or disavow your links to your family.
E
X-FACTOR INVESTIGATOR
1 XP when you discuss an investigation. 4
3 XP when you break X-Factor’s rules and rebel against the group. 6
10 XP when you either successfully complete a difficult investigation, or leave the team
to continue pursuing an investigation on your own. 8
10
12

XP

XM118 CIVIL WAR: X-MEN


Theresa Maeve Rourke Cassidy [secret]

History Abilities & Resources


Theresa’s father, Sean Cassidy AKA Banshee, met Siryn has the ability to project powerful sound
and romanced her mother on a secret Interpol mis- waves from her vocal chords. She can create sonic
sion. Banshee’s mission ended without knowing that blasts, fly, use her voice as sonar, and hypnotize
she was pregnant. When Theresa’s mother was slain people, though it is believed that mutants are some-
in an IRA bombing, her uncle Black Tom Cassidy took how resistant to her hypnotism. Siryn is the daughter
her in, suspecting she would develop powers like her of the X-Men member Sean Cassidy, AKA Banshee,
father. When she did, Black Tom introduced her to a and has a long affiliation with the X-Men. She has
life of super-powered crime and she became Siryn. had romances with Deadpool and Multiple Man and
When they were stopped, Black Tom exonerated his still cares for both. During her tenure in X-Force,
niece and explained her origin to the X-Men. Siryn Siryn developed a number of lifelong friendships
was introduced to her father for the first time and and has allies in X-Factor Investigations. Siryn has
they worked on establishing a relationship. Siryn led teams before, and could competently do so again
split her time between Cassidy Keep and Muir Island if required. All told, Siryn has a diverse group of
with her father and his new beau Moira McTaggart. people within the mutant community to call upon.
On Muir Island, Siryn met and became roman-
tically involved with Jamie Madrox, Multiple Man.
Following an adventure with the New Mutants, Siryn
and Madrox parted ways. She later resurfaced when
Black Tom and the Juggernaut attacked the World
Trade Center. There she teamed with X-Force and
Spider-man to stop the duo. She remained with the
fledgling X-Force after the incident, providing some
age and experience to the group. After Cable and
Cannonball left the group, Siryn assumed a lead-
ership role. After X-Force disbanded Siryn joined
X-Corporation. She joined X-Factor Investigations
at Madrox’s invitation. When the team foiled
Singularity Investigations machinations, the orga-
nization brutally beat Siryn to send a message. When
Cyclops informed Siryn of her father’s death she
reacted with extreme denial: after all, the X-Men
die and come back very regularly.

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.

HERO DATAFILES XM119


STRONG GUY
Affiliations PP
Solo Buddy Team

Distinctions Bad Ticker

STRESS / TRAUMA
Protect The Little Guy or
Snarky +1 PP

Power Sets MUTANT POWERHOUSE


Enhanced Durability Enhanced Stamina
Superhuman Strength
SFX: Absorption. On a successful reaction against a physical attack action, convert
your opponent’s effect die into a Mutant Powerhouse stunt or step up a Mutant
Powerhouse power until used in an action. If your opponent’s action succeeds, P
spend 1 pp to use this SFX.
SFX: Take the Hit. Spend 1 pp to take physical stress intended for a nearby ally or friend. 4
SFX: Versatile. Replace Superhuman Strength die with 2d8 or 3d6 on your next roll.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
6
Limit: Uncontrollable. Change any Mutant Powerhouse power into a complication to 8
gain 1 pp. Activate an opportunity or remove the complication to recover that
power. 10
12
M
Specialties Combat Expert Psych Expert 4
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 6
8
Milestones BODYGUARD TO THE STARS, IN THE STARS 10
1 XP when you talk about security measures.
3 XP when you take stress for your client. 12
10 XP when you either give up your status as bodyguard, informing your client that
they are on their own, or sign a contract with a new client, pledging to be their E
bodyguard.
4
SIMPLE NAME, SIMPLE PURPOSE
1 XP when you talk about fights you’ve been in.
6
3 XP when you use your Superhuman Strength to create an asset, power stunt, or 8
complication.
10 XP when you either take down a villain who also has Superhuman Strength, or save 10
the world with your own strength.
12

XP

XM120 CIVIL WAR: X-MEN


Guido Carosella [secret]

History Abilities & Resources


Guido grew up scrawny with thick glasses and As a result of his mutant ability to absorb ki-
without his parents. Living with his aunt and uncle, netic energy, Guido has significantly more physical
his powers manifested when he was victimized by power than an ordinary human being. Use of his
bullies and hit by a bus. He absorbed enough force powers puts a great strain on his body, and though
that his scrawny body became disproportionately his heart is artificially supported, he is unlikely to put
muscled. He left school and frittered away the on any more permanent muscle. Guido has traveled
money he won as a result of his parents’ accidental the universe with Lila Cheney and is on excellent
death. Guido crossed paths with Lila Cheney, the terms with the members of two X-Factor teams. He’s
intergalactic thief and rock star, and became her a steadfast ally and
bodyguard. While on Muir Island Guido was domi- his loyalty would
nated by the Shadow King and forced to commit inspire former
violent acts. teammates to
After his defeat, Valerie Cooper recruited Guido help him in a
for a new government-sponsored X-Factor team. At time of need.
the press conference, he jokingly dubbed himself Although not the
“Strong Guy” and the name stuck. X-Factor clashed most famous or
with Mister Sinister and his henchmen, the Nasty flashy member of the
Boys. Strong Guy made a bad impression by destroy- X-Men, his dedication
ing the Washington Monument in the ensuing brawl. and loyalty are well
During another battle, a bomb endangered his old known and respected
employer, Lila Cheney, and he threw himself on it even when he disagrees
to protect her. The massive influx of kinetic energy with the team’s core
was too much for Guido’s body to safely handle. His members.
heart weakened and he plunged into coma. Jamie
Madrox, AKA Multiple Man, rescued him from the
coma and a device made by mutant inventor Forge
repaired his weakened heart. Guido joined Madrox’s
new X-Factor Investigations as the team’s muscle.
He stood up for the de-powered mutants of Mutant
Town and supported the enigmatic Layla Miller
during a time of crisis.

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.

HERO DATAFILES XM121


SURGE
Affiliations PP
Solo Buddy Team

Fast Talker

STRESS / TRAUMA
Distinctions
I Can’t Control This or
Street-Smart +1 PP

Power Sets ELECTRICAL CONDUIT


Electricity Blast Enhanced Reflexes
Enhanced Speed
SFX: Energy-Regulating Gauntlets. Shutdown an Electrical Conduit power to step up
another Electrical Conduit power. Activate an opportunity or participate in a
Transition Scene to recover the power. P
SFX: Gathering Power. On a successful reaction against an electricity-powered action,
convert your opponent’s effect die into an Electrical Conduit stunt or step up 4
an Electrical Conduit power until used in an action. If your opponent’s action
succeeds, spend 1 pp to use this SFX. 6
SFX: Shock-Storm. Add a d6, d8, OR d10 to an attack action using Electricity Blast,
and then add a die of the same size to the doom pool.
8
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
10
Limit: Uncontrollable. Change any Electrical Conduit power into a complication to gain
1 pp. Activate an opportunity or remove the complication to recover that power. 12
M
4
Specialties Combat Expert
6
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
8
10
Milestones LEARNING CONTROL
1 XP when you discuss the problems with your powers. 12
3 XP when you use your powers to create a stunt.
10 XP when you either seek out a hero or villain with electricity-based powers to help E
you gain mastery over your powers, or refuse any further aid or instruction in
controlling your powers. 4
ROUGH CHILDHOOD 6
1 XP when you discuss something horrid you have seen while living on the streets.
8
3 XP when you discuss something helpful or wonderful that you saw while living on
the streets.
10
10 XP when you either put your life on the streets behind you, or leave the Xavier
Institute with a team of mutants you have gathered, in order to make your living 12
on the streets.

XP

XM122 CIVIL WAR: X-MEN


Noriko Ashida [secret]

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.

Abilities & Resources


Noriko absorbs electricity from everything
around her: the air, outlets, electrically powered
appliances. Only through wearing her specially de-
signed gauntlets is she able to control and regulate
this. After absorbing the energy around her, she can
discharge it from her body in electrical pulses, blast-
ing powerful lightning at her foes. She can also chan-
nel the electricity through her own body, enabling
her to generate bursts of speed, leaving a trail of
static electricity in her wake.

HERO DATAFILES XM123


WOLFSBANE
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Advice Is Free
Religious Code or
Wild Side +1 PP

Power Sets MUTANT LYCANTHROPE


Enhanced Reflexes Enhanced Stamina
Enhanced Strength Growth
Superhuman Senses
P
SFX: Berserk. Add a doom die to your next attack action. After your action, step up the
doom die and return it to the doom pool. 4
SFX: Claws & Fangs. Step back the highest die in your attack action pool to add a d6
and step up physical stress inflicted. 6
Limit: Guilt. Step up emotional stress inflicted by moral or religious dilemmas to gain
1 pp.
8
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp. 10
12
Specialties Acrobatic Expert Menace Expert M
Mystic Expert Psych Expert 4
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 6
8
10
Milestones FAITH
1 XP when you discuss the strength to be found in a higher power. 12
3 XP when you exhibit guilt over your lupine instincts.
10 XP when you either reconcile your religious upbringing with your mutant gene, or E
lose your faith and find something to fill that spiritual hole.
4
WOLF
1 XP when you relate to other humans with instincts that you have taken from your
6
wolf form.
8
3 XP when you display your humanity while in your wolf form.
10 XP when you declare your human form as secondary and decide that your truer side 10
is your inner wolf, or find a shapechanging mentor who can help you reconcile
your human and your wolf forms. 12

XP

XM124 CIVIL WAR: X-MEN


Rahne Sinclair [secret]

History Abilities & Resources


Rahne Sinclair was raised by an extremely reli- Wolfsbane can transform into a wolf. She can
gious adoptive father. When her powers manifested, assume a hybrid of full wolf form and gains all the
he viewed her lycanthropy as possession by a demon natural abilities of a wolf while changed. It increases
and sought to exercise it. Sinclair was saved and her strength and stamina, though not to superhuman
adopted by the researcher Moira McTaggert, who levels, and heightens her senses and reflexes. Her
then introduced her to Charles Xavier. Along with full wolf form also increases her size to some extent.
other young students, she saved Professor X from Wolfsbane has been a member of the New Mutants,
the Hellfire Club and persuaded him to allow them Excalibur, and two incarnations of X-Factor. She
to form a new team: the New Mutants. taught at the Xavier Institute. While she is closest to
Rahne’s strict religious upbringing caused her her teammates, past and present, she is a respected
to feel shame and guilt over natural romantic im- and valued member of the X-Family. Her adoptive
pulses and also made her wary of some mutants mother, Moira McTaggert, still connects Rahne to
she encountered. much of the scientific community. Wolfsbane has
When the New Mutants went to Asgard, Rahne allies worldwide that know her good nature and
began a relationship with the Wolf-God, Jotunheim. would help her in an instant.
She considered staying in Asgard for him, but ulti-
mately returned with the rest of the New Mutants.
Wolfsbane was kidnapped by Genoshan forces
that turned her into a mutate. The transformation
increased the ferocity and power of her lycan-
thrope form and left her unable to change back.
She left the New Mutants to cope with the changes
she undertook. Wolfsbane joined X-Factor when it
re-formed as a government agency. She was cured
of the effects of her time in Genosha and joined
Excalibur on Muir Island with her mother, who
was then killed in a bomb blast. Rahne lost her
powers in a conflict and briefly led a team
of mutant trainees at the Xavier Institute.
After having a romance with Elixir, the
student that restored her powers, she
left to find herself and joined Multiple
Man’s X-Factor Investigations.

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.

HERO DATAFILES XM125


X-23
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Clone Experiment
Killer Instinct or
Wolverine’s Watchdog +1 PP

Power Sets FERAL MUTANT


Adamantium Claws Enhanced Reflexes
Enhanced Strength Godlike Stamina
Superhuman Senses

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

XM126 CIVIL WAR: X-MEN


­­A EGIS
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Athena’s Chosen
Brooklyn’s Champion or
Student of Classics +1 PP

Power Sets AEGIS OF ATHENA


Force Blast Superhuman Durability P
SFX: Absorption. On a successful reaction against a kinetic, energy, or force attack
action, convert your opponent’s effect die into an Aegis of Athena stunt or step
4
up an Aegis of Athena power until used in an action. If your opponent’s action 6
succeeds, spend 1 PP to use this SFX.
SFX: Reactive Power. Spend 1 PP to add an Aegis of Athena power to another charac- 8
ter’s dice pool before they roll a reaction. If that character takes physical stress,
take d6 mental stress. 10
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Aegis
of Athena. Recover Aegis of Athena when you recover that stress or wake up. If 12
you take mental trauma, shutdown Aegis of Athena until you recover that trauma.
M
4
6

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.

YR74 YOUNG AVENGERS / RUNAWAYS


Trey Jason Rollins [secret]

History Abilities & Resources


Trey Rollins was a teen in Brooklyn with a pas- Aegis has no superhuman abilities. His powers
sion for mythology and the classics. One day, he derive solely from the Aegis of Athena. The breast-
stumbled upon an ancient golden breastplate that plate protects him from harm, allows him to fire
he recognized as the Aegis of Greek legend. Taking energy blasts, and absorbs and redirects energy
its name, he protected his Brooklyn neighborhood directed towards him. Although it seemed like the
from criminals and gang violence. During this time, Aegis became Trey’s by luck, Athena implied that it
Aegis encountered, assisted, and ultimately joined was her desire for him to take up the artifact. His
the New Warriors. patron goddess, Athena, and the Greek pantheon
Aegis was the only New Warrior to keep his have taken an interest in him and his future, but who
identity secret from his teammates. When the New knows if the scrutiny of the gods is a blessing or a
Warriors confronted gangs touting A.I.M. weaponry curse? Hercules, at least, might respond to a call for
from Trey’s neighborhood, he repeatedly went out aid. Aegis is no longer an active New Warrior, but his
of his way to protect his old friend, James, exposing old teammates would likely help him out if needed,
his teammates to extraordinary and unnecessary as he would do for them.
danger. The New Warriors discovered and stopped
the arms dealer behind the advanced weaponry, but
not before James went into hiding as a murderer.
Distraught at this turn of events, Trey revealed his
identity to his teammates in order to explain his
actions. With his identity no longer secret and his
actions given context, Aegis’ relationship with his
teammates blossomed.
The Greek demigod Hercules discovered Aegis’
use of the legendary breastplate and mistook his
possession of the ancient armor as a theft from
Athena. Taking Aegis to Olympus, Hercules was as
surprised as Trey to discover that Athena had se-
lected the teenager as her next champion. Buoyed
by her faith in him and Hercules’ new role as his
mentor, Aegis stands poised to enter a new, more
confident phase of his heroic career.

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.

HERO DATAFILES YR75


ALEX POWER
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Big Brother
Ex-New Warrior or
Gifted Young Man +1 PP

Power Sets GRAVITY MANIPULATION


Enhanced Stamina Flight
Gravity Mastery
SFX: Gee Force. When creating gravity-based complications, add a d6 and step up your
effect die. P
SFX: Heavy Hitter. Step back the highest die in an attack action pool including Gravity 4
Mastery to add a d6 and step up physical stress inflicted.
SFX: Versatile. Replace Gravity Mastery with 2d8 or 3d6 on your next roll. 6
Limit: Exhausted. Shutdown any Gravity Manipulation power to gain 1 PP. Activate an
opportunity or participate in a Transition Scene to recover that power. 8
10
12

Specialties Cosmic Expert Psych Expert M


4
Science Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 6
8
10
Milestones GREW UP FIGHTING ALIENS 12
1 XP when you mention something crazy that happened in your childhood with Power
Pack.
E
3 XP when you use your experience as a super hero to aid an ally during a Transition
Scene. 4
10 XP when you either start a romantic relationship with an alien, try to have a normal
teenage romance with someone from another world, or bring someone who has 6
not had a heroic upbringing into your life, clinging to them for some sense of
normalcy. 8
NEW WARRIOR 10
1 XP when you discuss how things in the New Warriors are different than how they
were in Power Pack.
12
3 XP when you use Gravity Manipulation to make an asset for one of your New War-
rior teammates.
10 XP when you either leave the New Warriors, in order to start up the Power Pack
XP
again, or lead the New Warriors, using your Power Pack experience to the team’s
benefit.

YR76 YOUNG AVENGERS / RUNAWAYS


Alexander Power [secret]

History Abilities & Resources


The eldest child in the Power family, Alex became Alex can manipulate gravity, completely negat-
the super hero, Gee, when he gained gravity ma- ing it or increasing it exponentially. When he first
nipulation abilities from a dying Kymellian alien. became a super hero, he could only affect things he
Using these powers against the tyrannical Snark could touch and he could float but not propel him-
Empire and other threats, Alex led his siblings in self. After a mix of training and studying scientific
the super-group, Power Pack. Power Pack operated principles involving gravity he’s greatly expanded
through most of Alex’s mid-teens, eventually going his powers. He can affect gravity at a distance, pro-
into semi-retirement. vide both lift and propulsion in flight, and even in-
Alex didn’t stay as inactive as his siblings, howev- crease the gravity around himself to land punishing
er. Taking his sibling’s powers into himself, he joined blows. Alex also possesses heightened healing abili-
the New Warriors. First calling himself Powerpax ties and shows an extraordinary talent for science.
and later Powerhouse, he even refused to return Through various adventures, he’s become familiar
his brother and sister’s abilities to them for a time, with alien phenomena and technology. As the eldest
believing he was keeping them safe. Eventually, Alex member of Power Pack, Alex has notable leadership
returned his powers to the rest of the team and re- and strong protective instincts.
joined them. Power Pack was active for a short time Alex is close to his family and former Power Pack
until all four siblings mostly retired from heroics member Franklin Richards. He’s also well thought of
and returned to a relatively normal life with their by Franklin’s parents, Mr. Fantastic and the Invisible
parents. Woman. As a former New Warrior,
After Stamford, Alex has been wrestling with Alex is generally on good
what to do next. He mourns the loss of his fellow terms with the surviving
New Warriors, and he’s uncertain where best to use members of that group
his powers and talents. and could call on them
for assistance.
Personality
Alex is a highly intelligent, compassionate young
man who prefers discovery and adventure to fight-
ing. He’s highly protective of his siblings, even to the
point of not respecting their wishes if he feels his
actions will keep them safe. Since the Stamford in-
cident and his sister Julie’s recent anti-teen heroics
leanings, he’s more worried than ever about protect-
ing his siblings, dealing with having super-powers,
and what sort of future Power Pack has.
A great admirer of both Captain America and Mr.
Fantastic, Alex believes in equality and personal
freedom but also in the idea that power needs to
be used responsibly and that super humans need
protection and training lest they hurt themselves
or someone else. During events such as the conflict
over the SHRA, these ideals often find themselves
at odds.

HERO DATAFILES YR77


AMADEUS CHO
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Hyper-focused
Mastermind Excello or
Seventh Smartest Person on Earth +1 PP

Power Sets QUANTUM PROBABILITY AWARENESS


Superhuman Senses
SFX: Best Pal. Spend 1 PP to step up or double your Affiliation die when making a
support action.
SFX: Brilliant Troublemaker. When creating complications, add a d6 and step up your
effect die. P
SFX: I Know I’m Right. If your pool includes Hyper-focused, step up or double any die
in that roll. If your action generates an opportunity, add an additional die to the 4
doom pool equal to your effect die.
6
SFX: Not a Problem. If your pool includes Quantum Probability Awareness, spend 1
PP to borrow a die from the doom pool for that roll. Then step back that doom 8
die and return it to the doom pool.
Limit: Gotta Feed the Brain. Shutdown Quantum Probability Awareness to gain 1 PP. 10
Activate an opportunity to recover Quantum Probability Awareness.
Limit: Kirby, the Coyote. Change Superhuman Senses into a complication to gain 1 PP. 12
Activate an opportunity or remove the complication to recover the power.
M
4
6
Specialties Cosmic Expert Psych Expert
8
Science Master Tech Master
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 10
12
E
Milestones SEVENTH AND CLIMBING
1 XP when you discuss super science. 4
3 XP when you use Science Mastery to aid an ally during a Transition Scene. 6
10 XP when you create something that will leave a lasting mark on the world through
super science or find a mentor among one of the top six smartest people in the 8
world so that you can learn to be a better scientist.
10
WORLD’S SMARTEST ASSISTANT
1 XP when you give smart advice to an older super hero. 12
3 XP when you use Science Master, Tech Master, or Cosmic Expert to create an asset
for an older super hero.
10 XP when you either take up a super hero identity so that you can officially be a XP
side-kick or realize that you are too smart to be an assistant and gather a team
of like-minded teen geniuses.

YR78 YOUNG AVENGERS / RUNAWAYS


Amadeus Cho [public]

History Abilities & Resources


Shortly after winning the Excello Soap contest Amadeus Cho is the seventh smartest person
to find the next promising young genius, Amadeus on Earth and is capable of instinctively analyzing
Cho’s life changed forever—his house was bombed probabilities and advanced quantum mechanics.
and his parents were killed by the twisted master- This allows him to accomplish seemingly impos-
mind, Pythagoras Dupree. Unsure of whom to trust, sible tasks, like redirecting a laser-guided missile
the brilliant Korean American orphan hit the road with a car’s side mirror or instantly tracking people
on his own. by trajectory and speed. Amadeus understands and
While fleeing Dupree’s agents, Cho encountered processes patterns better than 99.999999993%
the Hulk. The monster accidentally saved the boy, of Earth’s population, though his youth and single-
which convinced Amadeus that Hulk is truly a great minded focus can sometimes blind him.
hero. He’s decided to aid the Hulk however he can— Though Amadeus considers the Hulk a great
though, given that the monster’s currently off-planet hero, it’s unclear how the gamma-powered brute
due to the actions of the Illuminati, he’s unable to feels about him. As winner of Excello Soap’s “young
do much about it. Seeking a purpose, he travels on genius” contest, Amadeus’ intel-
his trusty Vespa scooter with his adopted coyote lect is well-known to many,
pup, Kirby. though few understand the
true depths of his genius.
Personality While he’s not yet aware of
Amadeus is brilliant, idealistic, and well-mean- it, Amadeus has attracted
ing. He’s also immature, obsessive, and overconfi- the attention of several
dent. The former traits make him a potential force masterminds and immor-
for great good, but the latter mean he’s also capable tals, including the Greek
of screwing up royally by refusing to listen to others goddess Athena. He
and deciding he’s got everything figured out. travels with a young
Cho is still emotionally coping with the deaths coyote pup named
of his parents; because of this he has a tendency to Kerebos (AKA
attach himself quickly to others such as the Hulk and Kirby), for whom
his pet, Kirby. He tends to distrust authority, which he cares deeply.
can blind him to times when the government and
organizations like the FBI or S.H.I.E.L.D. are actually
trying to help him and others.

HERO DATAFILES YR79


CHASE STEIN
Affiliations PP
Solo Buddy Team

Distinctions Getaway Guy

STRESS / TRAUMA
Mourning Gert or
Troublemaker +1 PP

Power Sets LEAPFROG


Enhanced Durability Enhanced Strength
Invisibility Lasers
Leaping
SFX: Boost. Shutdown your highest-rated Leapfrog power to step up another Leapfrog
power. Activate an opportunity or participate in a Transition Scene to recover the
power. P
SFX: Room for Everybody! Spend 1 PP point to remove you and one other character
from the Scene. Other characters may tag along for 1 PP from each of them. 4
Limit: It’s Big! Shutdown Leapfrog to gain 1 PP. Take an action vs. the doom pool to 6
recover Leapfrog.
Limit: Mutually Exclusive. Shutdown Old Lace to activate Leapfrog. Shutdown Leapfrog 8
to recover Old Lace.
OLD LACE 10
Enhanced Durability Enhanced Strength 12
SFX: Claws & Fangs. Step back the highest die in an attack action pool to add a d6 and
step up physical stress inflicted. M
SFX: Psychic Link. Physical stress received may be converted into mental stress instead.
Limit: Mutually Exclusive. Shutdown Old Lace to activate Leapfrog. Shutdown Leapfrog 4
to recover Old Lace.
6
8
Specialties Tech Expert Vehicle Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
Milestones THE DRIVER
1 XP when you talk about cool places you’ve been in the Leapfrog or cool maneuvers 4
you’ve piloted during aerial dogfights.
3 XP when you bail out on the Leapfrog in order to get away from trouble or deal out
6
stress piloting her in an aerial battle.
8
10 XP when you either pilot the Leapfrog to its own destruction once and for all and
get a new ship, or make a technical change to the Leapfrog’s specs that changes 10
the way it works forever.
PET DINOSAUR 12
1 XP when you talk to Old Lace as someone might talk to his cat or dog.
3 XP when you explain to an ally or enemy that you have a pet dinosaur in order to
either threaten them or to ease their fears. XP
10 XP when you either use Tech Expert so Old Lace can talk for herself or hand control
of Old Lace over to someone else who will take good care of her.

YR80 YOUNG AVENGERS / RUNAWAYS


Chase Stein [secret]

History Abilities & Resources


Chase’s parents were inventors and members Chase possesses no superhuman powers. Early
of the villainous Pride. After witnessing the Pride on, he possessed no ability or affinity for technology,
sacrifice an innocent teen in a dark ritual, he fled but as he defined himself by more than a contrast
along with the Pride’s other children and formed to his parents, he’s demonstrated an innate under-
the Runaways. The Runaways sought to stop their standing of their devices and is able to make his
parents and help undo the evil they had done. When own repairs. He’s the pilot of the Stein’s old vehicle,
the team confronted their parents, Chase drowned the Leapfrog, and has psychic control of Gertrude’s
fighting the Pride’s guardians, but Gertrude Yorkes dinosaur, Old Lace. Although he also offered his
revived him. The final confrontation led to both personal place of solitude as the Runaway’s first
Alex Wilder’s and the Pride’s demise at the hands hideout, they’ve since moved on to the La Brea Tar
of their masters, the Gibborim. Chase saved his Pits in Los Angeles. He and the other Runaways are
friends by stealing his parents’ amphibious vehicle, extremely loyal to one another. Since most of them
the Leapfrog. are minors without guardians—and given their prior
While the other Runaways went to foster homes experiences with heroes—they fear aid from any
after the fall of the Pride, Chase lied to authorities adult, whether hero or villain.
and spent the time on his own searching for Gert’s
dinosaur, Old Lace. After the Runaways reformed,
Chase’s relationship with Gert blossomed into ro-
mance. When Geoffrey Wilder returned with a new
Pride, he sought to kill Chase as an innocent sacri-
fice. Chase continued to goad Wilder into the move,
believing he lacked innocence, but Gert interceded.
Wilder managed to kill her instead before being
defeated. Knowing she was dying, she gave Chase
psychic command over Old Lace as one final gift.

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.

HERO DATAFILES YR81


DARKHAWK
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Edge Against Crime
Heroic Rehab or
One Mind in Two Bodies +1 PP

Power Sets ANDROID AMULET


Concussive Blast Enhanced Durability
Enhanced Reflexes Enhanced Senses P
Enhanced Stamina Enhanced Strength 4
Subsonic Flight Swingline 6
Weapon 8
SFX: Swap Places. Shutdown Android Amulet Power Set to remove physical stress or
trauma. Participate in a Transition Scene to recover Android Amulet. 10
SFX: Unleashed. Step up or double any Android Amulet power for one action. If that
action fails, add a die to doom pool equal to the normal rating of that power die. 12
Limit: Uncertain Origin. Step up emotional stress inflicted by tales about the origins of
your powers or your powers’ effect on you to gain 1 PP. M
4
6
Specialties Combat Expert Cosmic Expert 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 10
12
E
Milestones THE AMULET’S TOLL 4
1 XP when you discuss difficulties dealing with the amulet.
3 XP when you spend a Transition Scene with a teammate and bring up how difficult 6
the amulet makes your life.
10 XP when you either uncover the true origin and purpose of your amulet so that you
8
can gain mastery over it or get rid of the amulet forever and find a new way to
be a super hero.
10
HARD-NOSED WITH CRIMINALS 12
1 XP when you threaten a criminal or discuss the best way to bring down a criminal.
3 XP when you inflict physical stress on a criminal.
10 XP when you either bring down a mob with a super villain leader or take over a mob
XP
and become its super villain mob boss.

YR82 YOUNG AVENGERS / RUNAWAYS


Christopher Powell [secret]

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.

HERO DATAFILES YR83


HAWKEYE
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Chip on Her Shoulder
Dangerously Brave or
Society Girl +1 PP

Power Sets EXCEPTIONAL TRAINING


Enhanced Reflexes
SFX: Versatile. Replace Enhanced Reflexes with 2d6 on your next roll.
Limit: Exhausted. Shut down an Exceptional Training power to gain 1 PP. Activate an
opportunity to recover that power.
P
SPECIAL EQUIPMENT 4
Enhanced Durability Weapon 6
SFX: Blades and Broadheads. Step back the highest die in a pool including Weapon to
add a d6 and step up physical stress inflicted. 8
SFX: Trick Arrows. When inflicting a trick arrow complication on a target, add d6 and
step up Weapon die. 10
Limit: Gear. Shutdown Special Equipment to gain 1 PP. Take an action vs. the doom pool
to recover Special Equipment. 12
M
4
Specialties Acrobatics Expert Combat Expert 6
Menace Expert Psych Expert 8
Vehicles Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
Milestones HAWKEYE TRADITION 4
1 XP when you talk about a parallel between your current situation and something 6
Clint Barton went through when he was Hawkeye.
3 XP when you use Special Equipment to create a complication for a foe. 8
10 XP when you either confront Clint Barton about your claim on his title or choose a
new name, beginning your own tradition. 10
WELL-TRAINED DAME WITH A BOW 12
1 XP when you plan how to take down a powerful villain with your teammates.
3 XP when you inflict stress or put a complication on a super villain who has a d12 in
their Power Set. XP
10 XP when you either gain a super power, or seek out further training so that you can
continue to save the world from super villains.

YR84 YOUNG AVENGERS / RUNAWAYS


Kate Bishop [secret]

History Abilities & Resources


Daughter of the wealthy Bishop family, Katherine Hawkeye has no superhuman powers, but she’s
“Kate” Bishop followed her mother’s example of intelligent, well-educated, and highly trained. She’s
charity and philanthropy. After a vicious attack in studied fencing, martial arts, kickboxing, archery,
New York’s Central Park, Kate embarked on an ag- gymnastics, and other physical disciplines. She
gressive regimen of self-defense classes, weapons supplements her considerable skills with a vari-
training, and physical conditioning to ensure she ety of weapons, including a sword, duplicates of
was never victimized again. When armed gunmen Mockingbird’s battle staves, and a set of the original
stormed her sister’s wedding, Kate assisted the Hawkeye’s bows and arrows. The latter was given to
Young Avengers in bringing down the criminals. Kate her by Captain America, who after some reluctance
subdued the final gunman using one of Patriot’s has determined she and her fellow Young Avengers
throwing stars while wearing a bridesmaid dress are worthy successors to his own team. These arrows
and being held at gunpoint. Her heroism made the have a number of heads, from target points and
news, prompting Cassie Lang—the heroine known broadheads to explosive-tipped and knockout gas.
as Stature—to seek her out in hopes of locating the Kate’s family is incredibly wealthy and well con-
Young Avengers. Together the two young women nected. She has access to many of these financial
located the team and joined. Using an assortment of resources, though her father Derek Bishop could pre-
weapons and costume pieces taken from the ruins sumably hamper her spending if he desired.
of Avenger’s Mansion, Kate created a costume and As a member of the Young Avengers,
small arsenal for herself. While at first unsure of a she can call on both her team and
code name, she eventually took the name Hawkeye the Avengers for assistance.
to honor the thought-deceased Clint Barton. She’s also close to Luke
Kate has been with the Young Avengers since, Cage’s wife and former
serving as second-in-command and source for both hero Jessica Jones, who
romantic tension and professional rivalry for their sees a lot of herself in
leader, Patriot. She also replaced him as leader the young woman who
during his absence from the team. decided to overcome past
tragedy with determina-
Personality tion and action.
Kate is shaped by two things—
privilege and past tragedy. She
realizes she’s lucky to have so much
due to her family’s wealth and she wants
to give back to society and the community.
On the other hand, being assaulted also now
drives her to take a more active role in fighting
crime and evil.
Her focus on not allowing herself to be hurt
makes it harder for her to get close to some people.
This is especially true of her teammate, Patriot.
The pair share obvious attraction and chemistry,
but their personal issues often lead them to chal-
lenge each other, fight, and avoid expressing how
they really feel. Still, she cares deeply for the Young
Avenger and he for her.

HERO DATAFILES YR85


HULKLING
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Levelheaded
More Human Than Alien or
Prince of Two Worlds +1 PP

Power Sets KREE/SKRULL HYBRID


Flight Growth
P
Shapeshifting Shrinking
4
Superhuman Durability Superhuman Stamina
6
Superhuman Strength
SFX: Claws and Spines. Step back the highest die in your attack action pool to add a 8
d6 and step up physical stress inflicted.
SFX: Resilient Body. Spend 1 PP to ignore physical stress or trauma.
10
Limit: Exhausted. Shut down Kree/Skrull Hybrid power to gain 1 PP. Activate an op-
portunity or participate in a Transition Scene to recover that power.
12
M
4
6
Specialties Cosmic Expert Psych Expert 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 10
12
E
Milestones BETWEEN A KREE AND A SKRULL PLACE 4
1 XP when you discuss your hybrid ancestry. 6
3 XP when you deal out stress to a foe with a Kree, Skrull, or cosmic background.
10 XP when you either choose between your ancestries or declare yourself a bridge 8
between the two warring worlds and devote yourself to peace between them.
10
CONFIDENCE SMASH
1 XP when you talk about your limitations. 12
3 XP when you use your Kree/Skrull Hybrid to create complications for your foes or
assets for your allies.
10 XP when you either declare yourself above your limitations and change one of XP
your Distinctions to show it or give in to your self-doubt and change one of your
Distinctions to illustrate your lack of confidence.

YR86 YOUNG AVENGERS / RUNAWAYS


Teddy Altman [secret]

History Abilities & Resources


Theodore “Teddy” Altman discovered his abil- Hulkling is a Kree-Skrull hybrid and possesses
ity to change shape as a teen. He initially used it powers befitting both. As a Skrull he has full shape-
for teenage pranks; he was brought into the Young shifting abilities—he can change his appearance
Avengers by Iron Lad, thanks to the Vision’s failsafe and modify his body to create extra appendages—
program. Teddy joined the group as Hulkling and including wings—or protect him from harm. He also
faced down Kang the Conqueror. During Hulkling’s has superhuman strength, in excess of a normal Kree.
time with the Young Avengers, he developed ro- Teddy’s heritage makes him an important figure in
mantic feelings for his teammate, Wiccan, and they both the Kree and Skrull empires. Although he lacks
began dating. any official position at this time, his connections
After Patriot quit the group, Kl’rt the Super-Skrull could be parleyed into assistance from either group.
appeared and claimed Teddy was a Skrull. The Young Furthermore, with the Kree and Skrull’s longstanding
Avenger fled to his home, where the Super-Skrull animosity, Hulkling represents a unique opportunity
followed—with a kidnapped Patriot in tow to use to bridge the gap of mistrust between both peoples.
as a hostage—and demanded Teddy return to Skrull Teddy’s Young Avenger teammates are loyal to him
territory with him. Kl’rt used a device meant to prove and he to them. They’ve demonstrated that they
Hulkling’s heritage; instead it revealed Teddy’s would risk their lives to aid
mother was a Skrull. When she fired an alien weapon him.
at the Super-Skrull, his counterattack accidentally
killed her. Kl’rt captured Teddy and revealed the
young man was heir to the Skrull throne. The Young
Avengers caught up to them just as the Kree ap-
peared and claimed Teddy for themselves. They told
him he was the son of the Kree Captain Mar-Vell and
by law had to join the Kree Army. Teddy refused and
a battle ensued.
He eventually agreed to surrender himself to
stop the mayhem, with the understanding that he
would spend six months with each empire before
declaring his allegiance. In fact, it was the Super-
Skrull who left with the aliens, impersonating Teddy
and leaving the boy on Earth.

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.

HERO DATAFILES YR87


JACK POWER
Affiliations PP
Solo Buddy Team

Distinctions Angry Middle Child

STRESS / TRAUMA
Combative or
Stalwart Tween +1 PP

Power Sets DECREASE DENSITY


Enhanced Stamina Flight
Intangibility
SFX: Envelop. Against a single target, step up or double a Decrease Density die. Remove
the highest rolling die and use three dice for your total.
SFX: Go Cloudy. Spend 1 PP to ignore physical stress or trauma unless caused by magic
or air-based attacks.
P
Limit: Mutually Exclusive. Shutdown Decrease Density to activate Increase Density.
Shutdown Decrease Density to recover Increase Density. 4
INCREASE DENSITY 6
Enhanced Stamina Enhanced Strength 8
Shrinking Superhuman Durability 10
SFX: Jack Hammer. Add a d6 to the doom pool to step up or double an Increase Density
power for an attack action.
12
SFX: Multipower. Add more than one Increase Density power die to your pool. Step
back each Increase Density power die in your pool once for each die beyond the
first.
M
Limit: Compact Molecules. If Shrinking is shutdown or becomes a complication, shut- 4
down Enhanced Strength and step back Superhuman Durability. Recover when
Shrinking recovers or you remove the complication. 6
Limit: Small Fry. Change Shrinking into a complication to gain 1 PP. Take an action vs.
the doom pool to recover Shrinking. 8
10

Specialties Cosmic Expert Menace Expert 12


[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] E
4
Milestones MIDDLE CHILD 6
1 XP when you point out something unfair to a sibling or ally.
3 XP when you create an asset for an older or younger sibling to use in an Action Scene.
8
10 XP when you find peace with your place in the family, or tell your siblings off and
leave Power Pack to join a different super hero team.
10
SUPER HERO FAN 12
1 XP when you talk to a super hero and ask them questions about their most famous
exploits.
3 XP when you aid a super hero you adore in a Transition Scene. XP
10 XP when you either realize that you are just like the super heroes you idolize, or see
the faults in those you idolize and stop putting them on a pedestal.

YR88 YOUNG AVENGERS / RUNAWAYS


Jonathan “Jack” Power [secret]

History Abilities & Resources


Along with his siblings, young tough guy and Jack possesses the ability to control his body’s
super hero fan Jack Power gained powers from a density. He can expand his molecules to become a
dying alien, Aelfire Whitemane. Together, the kids cloud capable of floating on air and immune to many
became Power Pack. Taking the name Mass Master, physical attacks. He can also compact his molecules
Jack aided his family in rescuing their kidnapped to shrink in size while gaining impressive physical
parents, stopping various alien invasions, and help- might and resistance. Like the rest of Power Pack, he
ing kids and others stuck in bad situations. recovers more quickly from injuries. Driven by his
Over the past few years, Power Pack has worked desire to be a “real” super hero, Jack has more prac-
with various heroes and helped stop super-powered tice with his powers than the rest of his family. He’s
threats, including repeated attacks by the nefarious also familiar with his sibling’s powers, having gained
aliens, the Snarks. Jack in particular loves working his kid sister Katie’s and brother Alex’s in the past.
with Spider-Man and other heroes he sees as his Jack is close to his siblings, even if he doesn’t
idols. always agree with them. He’s also a close friend
Despite previously switching powers with his of Franklin Richards, son of Mr. Fantastic and the
siblings, Jack has regained his density control abili- Invisible Woman. He looks up to Spider-Man and
ties. He lives with his parents and family in semi- other heroes Power Pack
retirement, but he’s among the most likely of Power has worked with—
Pack to put on his costume in signs of trouble. these heroes generally
admire the young man’s
Personality courage and resourceful-
The brash, sometimes irritable middle Power ness, even if they’re a
child, Jack is tough and not afraid to fight. He’s also bit concerned that
fond of making sure no one forgets this; he often such a young kid
taunts foes and is quick to dive into a brawl. This is playing hero.
impulsive attitude sometimes causes trouble, but
it also means Jack’s quick to defend his family and
innocent bystanders. His enthusiasm has kept his
team active and together at times when the others
wanted to give up.
As he’s grown up, his aggression has been tem-
pered a bit, but he’s still the member of Power
Pack who most enjoys costumed heroic brawls.
Jack loves super heroes and being a super hero; he
highly values the opinions and relationships with
older heroes. This means he’ll often listen more
to heroes like Spider-Man or Captain America over
other adults, as long as they aren’t telling him to go
home, take off his costume, and stay out of things.

HERO DATAFILES YR89


JULIE POWER
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Big Sister
Smarter than She Acts or
Trying to Fit In +1 PP

Power Sets RAINBOW LIGHT ACCELERATION


Enhanced Durability Enhanced Reflexes
Enhanced Stamina Supersonic Flight
P
Teleport
SFX: Fly By. Against a single target, step up or double a Rainbow Light Acceleration 4
die. Remove the highest rolling die and use three dice for your total.
SFX: Focus. If your pool includes a Rainbow Light Acceleration power, you may replace 6
two dice of equal size with one stepped-up die.
SFX: Versatile. Replace Supersonic Flight with 2d8 or 3d6 on your next roll.
8
Limit: Exhausted. Shutdown any Rainbow Light Acceleration power to gain 1 PP. Activate 10
an opportunity or participate in a Transition Scene to recover that power.
12
M
Specialties 4
Acrobatics Expert Cosmic Expert
6
Psych Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 8
10
12
Milestones SECOND IN COMMAND E
1 XP when you back up your eldest sibling or leader of your super team.
3 XP when you inflict emotional stress disagreeing with your older sibling or team 4
leader, or aid a young super hero dealing with the stress of heroic life during a
Transition Scene. 6
10 XP when you either take over leadership of Power Pack, or leave your current team
in order to join a new super team.
8
WORLD’S PRESSURE ON A YOUNG GIRL 10
1 XP when you act dumber than you really are, or hold back some facet of your
intelligence. 12
3 XP when you use Cosmic Expert or Psych Expert during a Transition Scene to aid a
sibling or during an Action Scene to inflict stress on a foe.
10 XP when you either refuse to waste your gifts and declare that you’ll use every bit XP
of your intelligence in future adventures, or you find a strong older woman to
be your heroic mentor.

YR90 YOUNG AVENGERS / RUNAWAYS


Julie Power [secret]

History Abilities & Resources


The second oldest Power sibling, Julie gained After absorbing part of the powers of a dying
powers from a dying alien at the same time as her Kymellian alien, Julie can emit an energy that allows
sister Katie and brothers, Alex and Jack. Forming her to fly at incredible speeds, leaving a rainbow-like
Power Pack, Julie acted as the second-in-command light trail in her wake. She’s learned to manipulate
under the older Alex. Taking the name Lightspeed, the rainbow energy to allow her to hover, shield
she quickly learned to expand both her powers and herself while in flight, and even teleport. Like all of
those of her siblings during periods when their abili- Power Pack, she also heals more quickly than most
ties were swapped. humans. Julie has honed her skill at flying over
After several years of adventuring, Power Pack the years and is now capable of impressive aerial
settled down to a more normal family life. Julie is maneuvers. Recent time in therapy combined with
willing to use her powers when necessary, but even years caring for the younger members of Power Pack
during Power Pack’s strangest adventures she always give her exceptional insight into helping people deal
tried to find time for mundane teenage endeavors. with stress and emotional problems.
Recently, Julie has taken to meeting with other Julie is close to her fellow siblings and team-
retired and semi-retired teen super heroes in a mates, as well as the members of the Losers, her sup-
support group. The group includes such heroes port group. She’s also fond of Franklin Richards—son
are Turbo, AKA Mickey Musashi, and Ricochet, AKA of Mr. Fantastic and the Invisible Woman—whom
Johnny Gallo; like them, Julie has been using the she helped look after during his time as Power Pack
meetings to determine what role she wants powers, member, Tattletale. Despite an antago-
costumes, and adventure to play in her future. Only nistic encounter with the Runaways,
time will tell if Julie decides to stay with this group Julie and Karolina Dean share a
or once again head into action with her super-family. mutual attraction.

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.

HERO DATAFILES YR91


KAROLINA DEAN
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Alien Among Us
Betrothed to Xavin or
Teen Insecurity +1 PP

Power Sets MAJESDANIAN HERITAGE


Enhanced Durability Flight
Solar Blast P
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die.
4
SFX: Sunburst. Against a single target, step up or double a Solar Blast die. Remove 6
the highest rolling die and use three dice for your total.
SFX: With a Little Help for My Friends. Spend 1 PP to add a Majesdanian Heritage power 8
to another character’s dice pool before rolling. If that character takes physical
stress, take d6 mental stress. 10
Limit: Lost My Charge. Shutdown any Majesdanian Heritage power to gain 1 PP. Bathe
yourself in sunlight for an extended period to recover the power. 12
M
4
6
Specialties Cosmic Expert Psych Expert
8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
10
12
E
Milestones GETTING BETTER
1 XP when you hide your feelings for someone from the rest of your team, or rebuff 4
the advances of an unwanted suitor.
3 XP when you confess your feelings to your crush, or ask for another’s advice and
6
acceptance about your feelings.
8
10 XP when you either accept another’s feelings for you, regardless of what your parents
might have thought of the relationship, or leave your team rather than accept 10
the rejection of your crush.
PEACEMAKER 12
1 XP when you talk to a teammate in an effort to head off conflict before it occurs.
3 XP when you aid a teammate during a Transition Scene.
10 XP when you either explode at your teammates, dealing out stress because you’re XP
unable to handle the pressure of keeping the peace, or take trauma as a result
of maintaining the peace among your teammates.

YR92 YOUNG AVENGERS / RUNAWAYS


Karolina Dean [secret]

History Abilities & Resources


Karolina Dean is the daughter of two famous As a Majesdanian, Karolina has light-based
actors who were secretly aliens and members of the solar powers. Her natural form is the same human
villainous Pride. While other children of the Pride shape but shines like a scintillating rainbow. She
witnessed their parents commit murder, Karolina used to need an heirloom from her parents to look
was elsewhere and therefore slower to accept their human, but she’s since mastered switching between
villainy. She eventually realized the truth and joined Majesdanian and human appearance without assis-
the rest of the Pride’s children to form the Runaways, tance. Karolina can project both precise and broad
taking the name Lucy in the Sky with Diamonds. beams of light as attacks, extend her glowing nimbus
The Runaways sought to stop their parents and help as a shield to herself and others, and fly. Her parents
undo the evil they had done. When a vampire tricked were exiled from their home planet as criminals, but
his way onto the team, it was Karolina’s solar-pow- her background does give her a certain amount of
ered blood that slew the evil creature. prestige on her home planet. Karolina is engaged
During the confrontation with the Pride, to Xavin, a Super-Skrull in training with political
Karolina’s parents—as the only non-humans—at- and military connections. Finally, like all of the
tempted to betray the rest of the Pride and their Runaways, she’s loyal to her teammates, as they
children. The ensuing chaos—and Alex Wilder’s own are loyal to her, and they’ll assist one another even
betrayal—unleashed a chain of events that resulted in the direst circumstances.
in the demise of Alex and the Pride.
After all the Runaways were sent to
foster homes, Karolina organized a reunion
at the very James Dean statue where they
first met; there the Runaways decided to
leave home all over again. Soon after, a
Super-Skrull cadet named Xavin arrived, re-
vealing that Karolina had been betrothed to
him. After an initial misunderstanding, Karolina
decided to leave with him, hoping that their mar-
riage would stop the years of bloodshed orches-
trated by her parents. She and Xavin returned to the
team after hostile relations once again broke out
between the Majesdanians and the Skrulls, ruining
their off-world wedding.

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.

HERO DATAFILES YR93


KATIE POWER
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Child Prodigy
Hates Bullies or
Kid Sister +1 PP

Power Sets MATTER-ENERGY CONVERSION


Energy Blast Enhanced Stamina
Transmutation P
SFX: Energizer. Include Transmutation in an attack action using Energy Blast at no
extra cost. If the attack succeeds, step up your effect die. If the roll fails, add a 4
die equal to your effect die to the doom pool.
SFX: Destroyer. Step back the highest die in your attack action pool to add a d6 and 6
step up physical stress inflicted.
SFX: Versatile. Replace Energy Blast with 2d8 or 3d6 on your next roll. 8
Limit: Disintegrate. Transmutation can only be used to disintegrate matter, not change
its form.
10
Limit: Exhausted. Shutdown any Matter-Energy Conversion power to gain 1 PP. Activate
an opportunity or participate in a Transition Scene to recover that power.
12
M
4
6
Specialties Cosmic Expert Psych Expert
8
Tech Expert
10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
Milestones BRAINY BABY OF THE FAMILY 4
1 XP when you give sound advice to an older sibling. 6
3 XP when you use Cosmic Expert, Psych Expert, or Tech Expert to create an asset for
your siblings or allies to use. 8
10 XP when you show that you’ve grown up by either leaving the team or becoming
the leader of Power Pack. 10
HOW TO HANDLE BULLIES 12
1 XP when you warn a bully to stop their behavior.
3 XP when you inflict physical stress on a bully.
10 XP when you either stop someone trying to bully the world, or realize that beating XP
up bullies is part of a cycle of violence and seek out new ways to protect the
bullied.

YR94 YOUNG AVENGERS / RUNAWAYS


Katherine “Katie” Power [secret]

History Abilities & Resources


Like her siblings, Katie Power gained superhuman Katie’s powers allow her to disintegrate matter
powers from a dying member of the Kymellian alien and use it to fuel powerful energy blasts. Since she
race. The alien—the horse-like Aelfire Whitemane— can affect gases, solids, and liquids she usually has
was trying to stop Kate’s father Alex from perform- access to at least some energy. Her powers are dan-
ing an experiment that could have destroyed the gerous and potentially deadly, and because of this
Earth. Whitemane was killed by his race’s enemies, Katie has had to learn more restraint and control
the Snarks, and in his dying moments he gifted the than your average kid. Like all of Power Pack, she
Powers children with a portion of his alien powers. also possesses some superhuman recuperative
Katie gained the alien’s ability to convert matter powers. In addition to her powers, Katie is very in-
to energy. Donning a costume and taking the name telligent and familiar with alien cultures from her
Energizer, Katie, along with her siblings, became adventures.
Power Pack. Over the past several years the Power As a member of the Power family, Katie can rely
children have fought aliens, saved their parents from on her parents, big brothers, and sister for protection
alien abduction, dealt with various social issues such and support. She is very close friends with Franklin
as child abduction, and worked alongside several Richards, a former Power Pack member and son of
older super heroes. The group even helped end a the Invisible Woman and Mr. Fantastic. She’s also met
galactic war between the Kymellians and Snarks. several super heroes, including Spider-Man and the
At various times the children have swapped X-Men. Wolverine—or, as they call him, Mr. Logan—is
powers among themselves, with Katie briefly gain- particularly fond of the pre-teen powerhouse.
ing her brother Alex’s gravity and sister Julie’s
flight powers. During these times she called her-
self Counterweight and Starstreak, respectively.
Currently Katie and the rest of Power Pack are
in semi-retirement and living happily with their
parents.

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.

HERO DATAFILES YR95


MICROBE
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Gentle Giant
Inexperienced Hero or
Powered by Science +1 PP

Power Sets NOSOKINESIS P


Bacteria Bomb Enhanced Senses 4
Microorganism Control Transmutation 6
SFX: Healing. Add Microorganism Control to your dice pool when helping others
recover stress. Spend 1 PP to recover your own or another’s physical stress or 8
step back your own or another’s physical trauma.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 PP. 10
Limit: Rookie. Step up emotional stress inflicted by doubts about your experience or
the usefulness of your powers to gain 1 PP. 12
M
4
6
8
Specialties Science Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
10
12
E
4
Milestones NEW NEW WARRIOR 6
1 XP when you ask a teammate or elder super hero for advice.
8
3 XP when you create an asset for a teammate.
10 XP when you either take your confidence earned during your tenure on the New 10
Warriors and join another team or take over leadership of the New Warriors.
12
YOUNG MUTANT
1 XP when you ask an older mutant about your mutant heritage.
3 XP when you deal out stress protecting a mutant. XP
10 XP when you either reject your mutant heritage or join an X-team to be with your
fellow mutants.

YR96 YOUNG AVENGERS / RUNAWAYS


Zachary Smith, Jr. [secret]

History Abilities & Resources


Zachary worked at his father’s microbiology lab. Microbe spent his youth in a lab, assisting his
His father—sponsored by Night Thrasher’s Taylor microbiologist father and learning a great deal about
Foundation—seemingly developed a revolution- science. His mutant power allows him to control mi-
ary cure for cancer with bacteria that attacked the croorganisms including germs, viruses, and bacteria.
cancer itself. However, tests on human patients out- His understanding of science can directly aid him in
side of lab conditions proved to be fatal. Zachary had his ability to know and understand what particular
unconsciously used his burgeoning mutant powers microorganisms can do for him. Microbe mentally
to “convince” the bacteria to perform as his father processes this as a type of anthropomorphic com-
wished. Enraged, Zachary’s father fled to a small lab munication between himself and the microorgan-
to prove his “treatment” worked. Instead, without isms he seeks to manipulate. Microbe has shown
Zachary’s mutant power, the bacteria killed him. the ability to use the presence of microorganisms
Night Thrasher, Chairmen of the Taylor Foundation, to better perceive things, cause sickness or damage
legally adopted Zachary and trained him to use his to foes, cultivate bacterial weapons, and assist in
mutant powers. Zachary became Microbe and a healing wounds. Microbe is the newest and youngest
member of the New Warriors. member of the New Warriors and can ask them for
This incarnation of the New Warriors adven- assistance if need be. His guardian, Night Thrasher,
tured as super heroes on a reality-television show. runs the powerful, but struggling, Taylor Foundation.
Microbe’s relative shyness and inexperience initially
caused the television executives to demand he be
cut from the roster, but Night Thrasher leveraged his
contract language against the networks to keep him
on the team. As a newcomer, Microbe felt left out
because he was new to both the group and being a
super hero. As a New Warrior, Microbe consistently
found clever ways to use his powers. He discov-
ered an enemy’s personal problems and ailments
by communicating with the bacteria on him, fixed
the team’s flat tire with his powers, developed bac-
terial bombs to use in combat, tracked down miss-
ing teammates through their bacteria, and used his
own immunities to befriend a friendless villain, thus
defeating him.

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.

HERO DATAFILES YR97


MOLLY HAYES
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Adolescent Bruiser
Adorably Annoying or
Princess Powerful! +1 PP

Power Sets PRETEEN MUTANT POWERHOUSE


Superhuman Durability Superhuman Strength P
SFX: Molly Smash! Spend 1 PP to step up and double Superhuman Strength for one
action. Then step back Superhuman Strength. Recover during a Transition Scene
or with an opportunity.
4
SFX: Versatile. Split a Preteen Mutant Powerhouse power into a 2d8 or 3d6. 6
Limit: Nap Time. Leave the current scene by falling asleep to gain 1 PP. Wake up during
the next Transition Scene. 8
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 PP.
10
12
M
4
Specialties Psych Expert
6
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
8
10
12
Milestones EVERYONE’S LITTLE SIS
1 XP when you ask an older super hero for advice, or inform them that they are gross
E
for their romantic activity.
4
3 XP when you ask an older super hero to aid you during a Transition Scene.
10 XP when you either buddy up with an older super hero and declare yourself their 6
sidekick, or take a younger super hero under your wing and act as their older
sibling. 8
PUNCH FIRST, THINK LATER 10
1 XP when you either warn someone that you’re going to punch them, or talk about
other super heroes and villains you’ve punched in the past. 12
3 XP when you inflict physical stress on a foe by punching them through something
else.
10 XP when you either save the world by punching out a global level threat with a d12 XP
in a Power Set, or use Preteen Mutant Powerhouse to create an asset so an ally
can take down said global level threat.

YR98 YOUNG AVENGERS / RUNAWAYS


Molly Hayes [secret]

History Abilities & Resources


Discovering that her parents were mutant mem- Despite her age, Molly’s mutation makes her one
bers of the super villain group, The Pride, Molly of the strongest females on Earth. She’s also very
Hayes and the other children of the Pride’s members resistant to damage. Unfortunately, she doesn’t pos-
ran away from home. The youths then discovered sess more endurance or energy than your average
their parents had long ago made a pact with the kid. Early in her powers’ manifestation, that meant
creatures known as the Gibborim to save their chil- she’d often fall asleep quickly after exercising her
dren at the cost of all other human life. Fleeing their strength. Recently she’s been able to use her powers
parents and trying to come to terms with these rev- for longer periods, though overexertion is still an
elations, these “Runaways” formed a tight knit group issue. She’s a cute kid whose only real skill is making
more like a family than a gang of wayward kids. Like friends. She also has an astonishing array of funny
all the other members of the Pride, Molly’s parents hats.
were lost in the final battle. Since then, Molly has Other than her fellow Runaways, Molly doesn’t
encountered various heroes and villains. Both have know a lot of folks who haven’t tried to kill, kidnap,
found themselves surprised by the cute little girl or imprison her. Also, none of the Runaways trust
who can punch a hole in a battleship. For her part, adult heroes much, who too often seem to want to
Molly enjoys her role as the unlikely bruiser for the split them up or turn them over to child services.
team. Of course as a young mutant she could likely count
on the X-Men’s help, assuming she stops punch-
Personality ing Wolverine through
Molly is a precocious, spunky, twelve year old girl buildings…
trying very hard not dwell on the fact her parents
were super villains who tried to destroy the world
for their own ends. She sees her teammates as older
siblings except for Victor—because he joined the
team after her, she’s decided he’s the “baby” in-
stead of her. She’s a good kid at heart, secretly very
concerned about becoming like her folks. She’s also
a mutant hero “fangirl,” loving high-profile mutant
heroes like Dazzler. She used to have a huge crush
on Wolverine, but she’s less certain about their in-
evitable future marriage since punching him into
the street when they first met.
Perhaps more than anything, Molly hates being
treated like “a baby.” She expects inclusion in
whatever her fellow Runaways are doing and has
no patience for being laughed at for her age or ap-
parent helplessness. Such actions tend to result in
Molly showing off just what makes her more capable
than your average preteen girl. That said, Molly is a
preteen girl, and often acts the part. It’s just some-
times that part involves dinosaurs, killer robots, and
punching super villains through walls.

HERO DATAFILES YR99


NICO MINORU
Affiliations PP
Solo Buddy Team

Distinctions Goth Sorceress

STRESS / TRAUMA
I Guess I’m in Charge or
Tired of Losing People +1 PP

Power Sets MYSTIC POTENTIAL


Magic Resistance Mystic Senses
Novice Sorcery
SFX: Rally. Before you take an action including a Mystic Potential or Staff of One
power, you may move your emotional or mental stress die to the doom pool and
step up the Mystic Potential or Staff of One power for this action.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Mystic
Potential. Recover Mystic Potential when you recover that stress or wake up. P
If you take mental trauma, shutdown Mystical Potential until you recover that
trauma. 4
STAFF OF ONE 6
Enhanced Durability Expert Sorcery 8
Flight Magic Blast 10
Transmutation Teleport 12
SFX: Blessings and Hexes. When creating magic assets or complications, add a d6 and
step up your effect die.
SFX: Power with a Price. Step up or double any Staff of One power for one action. If M
the action fails, add a die to the doom pool or create a magic-based complication
on yourself or an ally equal to the normal rating of that power die. 4
Limit: Unique. Any roll including a Staff of One power may not create the same effect 6
as any previous effect.
Limit: “When Blood Is Shed, Let the Staff of One Emerge.” While stressed out, asleep, 8
unconscious or suffering from emotional or mental trauma, shutdown Staff of
One. Take or self-inflict at least d6 physical stress to recover Staff of One. 10
12
Specialties Mystic Expert Psych Expert
E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
4
6
Milestones BAD ROMANCE
1 XP when you flirt with a young super hero or villain. 8
3 XP when you aid someone you’re attracted to during a Transition Scene.
10 XP when you either start a relationship with a dangerous teammate, or realize they’re
10
a threat to the team and take action to kick them out.
12
RUNAWAY LEADER
1 XP when you give orders to a member of the Runaways.
3 XP when you aid someone in a Transition Scene who took stress taking your orders. XP
10 XP when you either accept responsibility for the trauma or death of a teammate, or
hand the role of leader off to another young super hero on the run.

YR100 YOUNG AVENGERS / RUNAWAYS


Nico Minoru [secret]

History Abilities & Resources


Nico Minoru’s parents, mystical super villains Nico is the latest in a long line of mystics and
Robert and Tina, were part of the criminal super- witches. She has great mystical potential, though her
syndicate the Pride. Believing her parents to be training and powers are currently very limited. Her
upstanding but boring Japanese Americans, she main power is her connection to the fabled Staff of
discovered their secret at the same time as the other One, an arcane artifact capable of incredible feats
children of the Pride. Running away from their fami- of magic. Using the staff, she can summon objects
lies, Nico and her friends became the super-group and creatures, affect people’s minds, control ele-
known as the Runaways. Sometimes known as Sister ments, and nearly anything else she can imagine.
Grimm, Nico used the mystic Staff of One to protect However, this power comes with two limitations.
her friends and fight the Pride. First, she can’t use the staff to cast the same spell
Nico began a romantic relationship with Runaway twice—trying will cause random and often disrup-
leader, Alex Wilder, while on the run from the Pride. tive effects. Second, the Staff of One can’t raise
She loved Alex, but she turned against him when he the dead. When not in use, the artifact is bonded
revealed his plan to sacrifice the rest of the group to to Nico’s body and soul. To summon the staff, Nico
save Nico, himself, and their parents. This resulted has to shed blood. This causes it to burst forth from
in the deaths of Alex and the Pride. Since then, Nico her chest with enough force to drive itself through
has become the group’s leader. a vampire’s heart.
Under Nico’s direction, the Runaways have dealt Nico’s greatest allies are her fellow Runaways.
with a number of threats from vampires to super vil- She’s close to all of them, especially her
lains. She shows a real talent for leadership, though best friend
her age and past traumas make her sometimes un- Karolina Dean.
certain. She’s also begun to learn more about the Nico’s relation-
mystic arts. She’s begun a romantic relationship with ships with those
recent Runaways recruit Victor Mancha. outside her team
are erratic, tinged
Personality with the suspicion
Nico is a bright but emotionally volatile and that even well-meaning
often fatalistic young woman. This is reflected in super heroes want to
everything from her leadership style to her goth control and split up her
fashion sense. She’s protective of her friends and surrogate family.
teammates and is more than willing to fight anyone
who threatens them, though Nico prefers avoidance
to confrontation. She often uses her powers to help
her teammates escape or to remove a threat from
the area. However, if this doesn’t work, she fights
like a cornered animal.
Despite her often gloomy attitude, Nico is very
romantic. She loved Alex Wilder very much despite
his betrayals and she forgave and tried to resurrect
him. She’s particularly attracted to dynamic, confi-
dent, and courageous young men.

HERO DATAFILES YR101


NAMORITA
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Headstrong
Princess of Atlantis or
Raised by Surface-Dwellers +1 PP

Power Sets AQUATIC MUTANT


Enhanced Durability Enhanced Reflexes
P
Enhanced Stamina Flight
4
Superhuman Strength Swimming
SFX: In Her Element. Before you make an action including an Aquatic Mutant power 6
while underwater, you may move your physical stress die to the doom pool and
step up the Aquatic Mutant die for this action. 8
SFX: Mighty Fortitude. Spend 1 PP to ignore stress, trauma, or complications caused
by aging, disease, poison, radiation, or vacuum. 10
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 PP.
Limit: Need…Water…Now. Shutdown any Aquatic Mutant power other than Swimming
12
to gain 1 PP. Immerse yourself in water to recover the power.
M
4
6
8
Specialties Combat Expert Psych Expert
10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
4
Milestones ONE FOOT ON LAND, ONE IN THE SEA
1 XP when you talk about your time in Atlantis or your normal upbringing. 6
3 XP when you deal stress to someone threatening Atlantis or young surface-dwelling
bystanders.
8
10 XP when you either renounce the surface world for Atlantis, or accept your unique 10
upbringing and declare yourself the Ambassador of Atlantis to the surface world.
12
TROUBLED LEADER
1 XP when you give a teammate an order.
3 XP when you create an asset for a teammate to use. XP
10 XP when you either promote someone else to leader so that you can accept leader-
ship on a different team, or step down as leader because of your shortcomings.

YR102 YOUNG AVENGERS / RUNAWAYS


Namorita “Nita” Prentiss [public]

History Abilities & Resources


Namorita was created by the Atlantean scien- Namorita’s unique combination of human and
tist Vyrra as a clone of Prince Namor’s half-cousin, Atlantean DNA grant her physical abilities that far
Namora, combined with the DNA of Atlantis’ great- exceed that of a normal human, including the power
est warriors. Namora bore Namorita but never told of flight. In addition, she can swim at enhanced
her of her true genetic makeup. After the death speeds and breath underwater. All of her abilities
of Namorita’s parents, she came into the care of diminish with prolonged time out of the water. Her
Namor’s surface friend, Betty Prentiss. She attend- unique genetic background has, at times, made her
ed high school and college like a normal surface- appearance and powers fluctuate. On occasion, she’s
dweller. However, when Namorita sprang to action shown the ability to secrete paralytic toxins and
alongside a group of young heroes against Terrax, acid from her skin, along with the ability to cam-
she consequently became a founding member of ouflage herself to the point of invisibility; but for
the New Warriors. now, those powers seem to have gone into remis-
During her time on the team, Namorita had her sion. Her appearance has changed back
share of successes and difficulties. During a mis- and forth between a blue-
sion to Trans-Sabal, Namorita had the opportunity skinned Atlantean and
to save an enemy combatant, but the complexity of a more human
the situation caused her to freeze and a life to be appearance.
lost. Later, while Namorita led the New Warriors, a Namorita
drunken night caused her to fall prey to the charms is a member of
of an enemy agent. That agent used his access to the royal family of Atlantis
Namorita to find out the team’s personal informa- and has, at times, ruled Atlantis.
tion and kidnap their family members. Although Even when she isn’t actively
Namorita left the original New Warriors as a result ruling, she may call upon the
of that incident, she’s returned to its current, reality- technology, military, and
television show incarnation. treasure of Atlantis, pro-
vided that she’s in the
Personality good graces of Namor.
Though she may be royalty—and spent time Tthe Atlantean princess
ruling an underwater nation—Namorita’s surface- has had a number of notable
world upbringing has rounded out her personality. romances, including a relation-
She’s confident, perhaps even cocky, but her time on ship with Johnny Storm and
the surface as a “normal” teenager allows her to fit the former New Warrior, Nova.
in and enjoy human society. Her first experience as a
true super hero came in a team setting, which is her
most comfortable role. However, she’s had her share
of setbacks in the role of team leader and is leery
of accepting such responsibility again. Passionate
and headstrong, Namorita has no qualms about ex-
pressing herself in public or private. Her friendships
and relationships are long-lasting, meaningful, and
important to her. Although she’s proud of her royal
heritage, her pride comes across as less imperious
than that of her royal cousin, Namor.

HERO DATAFILES YR103


NIGHT THRASHER
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Justice Above All
Mentor and Guardian or
Taylor Foundation Chairman +1 PP

Power Sets MARK II BATTLE ARMOR


Cybernetic Senses Enhanced Durability
Enhanced Senses Swingline
P
Weapon
SFX: Battle Staves. Against a single target, step up or double a Weapon die. Remove 4
the highest rolling die and use three dice for your total.
SFX: Dangerous. Step back the highest die in your attack action pool to add a d6 and 6
step up physical stress inflicted.
SFX: The Right Tool for the Job. When using Tech Master to create assets or resources, 8
add a d6 and step up your effect die.
Limit: Gear. Shutdown Mark II Battle Armor to gain 1 PP. Take an action vs. the doom
10
pool to recover Mark II Battle Armor.
12
M
4
Specialties Acrobatic Expert Business Expert 6
Combat Master Crime Expert 8
Psych Expert Tech Master 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
Milestones MENTOR 4
1 XP when you give advice to younger super heroes. 6
3 XP when you aid a younger super hero during a Transition Scene.
10 XP when you either put a younger super hero in charge so that they can learn how 8
to lead, or renounce your role as mentor and change your Mentor and Guardian
Distinction to something more fitting. 10
THRASH THE NIGHT 12
1 XP when you discuss the apprehension of a criminal.
3 XP when you deal stress to a villain who victimizes the weak and the helpless.
10 XP when you either bring in a major villain to the authorities, or decide to take justice XP
into your own hands.

YR104 YOUNG AVENGERS / RUNAWAYS


Dwayne Taylor [secret]

History Abilities & Resources


Dwayne Taylor’s parents were killed when he Dwayne has trained since his youth to combat
was young. His memory of the events is hazy, but crime. He has no innate powers, but his training,
he swore to make all criminals pay for their actions. coupled with his versatile armor, allows him to par-
With the assistance of his guardians, Chord and Tai— ticipate in conflicts that would make most humans
and his parent’s considerable fortune—he trained to without powers balk. His armor contains a wide
fight crime. He became Night Thrasher and teamed variety of gadgets, defenses, and enhancements
with Silhouette and Midnight’s Fire. One of their that give him versatility in a variety of situations.
mission’s went bad, resulting in Silhouette’s paral- He periodically upgrades his armor to improve his
ysis and Midnight’s Fire turn to villainy. He dated edge against criminals.
Silhouette at various times during his life, before she Night Thrasher has led the New Warriors often
abandoned him for his half-brother, Bandit. Dwayne throughout its existence. As such, he has the cur-
decided to train harder, upgrade his equipment, and rent team and its alumni to call upon as allies.
recruit a new team modeled after the Fantastic Four. Furthermore, Night Thrasher is the head of the
When Night Thrasher led his handpicked teammates powerful Taylor Foundation. Although it has fallen
of Justice, Firestar, and Nova on their first mission, on hard times, it still has resources and a reputation
they met Speedball and Namorita. This core group to draw on.
formed the original New Warriors.
Night Thrasher discovered that Tai murdered his
parents as part of a mystical gambit on behalf of the
Folding Circle organization. Although he thwarted
that group—by joining it without the New Warriors
knowledge—Dwayne grew distant from the New
Warriors and left the team to focus on running the
Taylor Foundation. At different times during his
career as a super hero, Night Thrasher served as
legal guardian of two young heroes—Microbe and
Rage. Although he returned periodically to being
a hero, he came out of retirement when the Taylor
Foundation became financially imperiled, and re-
formed the New Warriors as a super hero reality-
television show.

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.

HERO DATAFILES YR105


PATRIOT
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Legacy of Liberty
Natural Leader or
Young Avenger +1 PP

Power Sets BLOOD OF THE SUPER-SOLDIER


Enhanced Durability Enhanced Reflexes
Enhanced Stamina Enhanced Strength
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from poison,
disease, or fatigue.
SFX: Second Wind. Before you take an action including a Blood of the Super-Soldier P
power, you may move your physical stress die to the doom pool and step up the
Blood of the Super-Soldier power for this action.
4
Limit: Patriotic Legacy. Step up emotional stress inflicted by government forces, popular 6
opinion, or personal heroes to gain 1 PP.
8
STAR-SPANGLED ARSENAL
Superhuman Durability Weapon 10
SFX: Throwing Stars. Against a single target, step up or double a Weapon die. Remove
the highest rolling die and use three dice for your total.
12
Limit: Gear. Shutdown Star-Spangled Arsenal power to gain 1 PP. Take an action vs.
the doom pool to recover Star-Spangled Arsenal. M
4
6
Specialties Acrobatics Expert Combat Expert 8
Psych Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
Milestones LIVING UP TO THE LEGEND 4
1 XP when you discuss what you think your grandfather would have done in a given
situation. 6
3 XP when you inflict stress on an enemy who’s making a mockery of the American
Way. 8
10 XP when you either take over as the new Captain America, or find a way to link
yourself even more intimately with your grandfather’s heroic legacy.
10
TRUE PATRIOT 12
1 XP when you question authority.
3 XP when you inflict stress on an authority figure who you see as abusing their power.
10 XP when you either take down an authority figure who was abusing their power, or
XP
join the government and try to make it better from the inside.

YR106 YOUNG AVENGERS / RUNAWAYS


Elijah Bradley [secret]

History Abilities & Resources


Grandson of Isaiah Bradly, the only African- Patriot has all the abilities of a Super Soldier.
American to survive an experiment to replicate the These include peak human reflexes and strength, en-
Super-Soldier serum during WWII, Elijah “Eli” Bradly hanced recuperative powers, and resistance to aging
grew up with tales of his grandfather’s heroism and and disease. In addition to his impressive physical
the racism and difficulties he overcame. These sto- abilities, Eli uses a triangular shield modeled after
ries, as well as the exploits of Steve Rogers and Eli’s his grandfather’s and Steve Roger’s original shield.
Uncle Josiah gave the young man a strong sense He also uses shuriken shaped like the stars on the
of patriotism and desire to prove himself. When American flag. Eli is a natural leader and talented
Iron Lad appeared looking for Josiah to help battle combatant and gymnast, mostly self-trained.
Kang, Eli immediately offered to assist. Explaining Patriot has strong connections to his family,
he received his grandfather’s abilities from a blood which includes the Super Soldiers Isaiah Bradley
transfusion after a drive-by shooting, he donned a and Josiah X. He’s also close to Captain America, but
costume modeled after both Bucky’s and Isaiah’s he and the Sentinel of Liberty don’t tend to agree on
Captain America costumes and became Patriot. how involved the young man should be in heroics.
Along with Iron Lad and others, he formed the Young Eli’s friends and allies on the Young Avengers are
Avengers and helped defeat Kang. After Iron Lad’s among his closest friends, and there’s little they
departure, the team turned to Eli as their new leader. wouldn’t do for each
When the group discovered that Eli had lied other.
about how he got his powers—he’d taken Mutant
Growth Hormone—he left the group, ashamed of
his actions. However, that wasn’t the end of Patriot.
Coming to the aid of his team even without his
powers, Eli was seriously wounded. Hearing of this,
Captain America raced to the hospital to give Eli a
transfusion that would save his life and allow him
to recover from his injuries only to find Isaiah had
already done so. Thus Patriot’s alleged origin came
true after a fashion, and Eli rejoined his team.

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.

HERO DATAFILES YR107


RAGE
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions African-American Advocate
Fueled by Anger or
Teenager Trapped in an Adult Body +1 PP

Power Sets TOXIC MIGHT


Enhanced Stamina Superhuman Durability P
Superhuman Strength 4
SFX: Give In to Your Anger. Add a die equal to your emotional stress to the doom pool
to include your emotional stress in your next attack action. 6
SFX: Unleashed. Step up or double any Toxic Might power for one action. If that action
fails, add a die to doom pool equal to the normal rating of that power die. 8
Limit: The Rage Within. Step up emotional stress from situations that make you angry
to gain 1 PP.
10
12
M
4
Specialties Combat Expert Psych Expert 6
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 8
10
12

Milestones NOT ANGRY, JUST PAYING ATTENTION E


1 XP when you lose your temper. 4
3 XP when you control your temper and deal out emotional stress rather than physical
stress. 6
10 XP when you either give in to your anger and let that be the defining characteristic
of the adult you will become, or declare something about the world that you will 8
work to change, finding a balance between outrage and activism and letting your
anger drive you to do important work instead. 10
PUNCH RACISM IN THE FACE 12
1 XP when you explain to someone the depth of his or her ignorance.
3 XP when you either deal out physical stress to an ignorant hater or aid an ally during
a Transition Scene, to help them understand how to overcome their shortcomings. XP
10 XP when you either start our own group of like-minded super heroes, or join the
Avengers in order to bring these issues to the forefront of the heroic scene.

YR108 YOUNG AVENGERS / RUNAWAYS


Elvin Daryl Haliday [secret]

History Abilities & Resources


At the age of twelve, Elvin Haliday was attacked Rage’s incredible size accompanies superhuman
by a gang of racist bullies. He hid in a stream to evade strength, durability, and vitality. His reflexes, speed,
them, just as toxic chemicals were poured in. The and recuperative abilities outstrip that of a normal
chemicals caused him great pain, and he fled home. human, but don’t quite cross into the superhuman
As his Granny Staples nursed him back to health, his level. When Rage uses his strength for violence or
body went through an impossible growth spurt that in anger, his power increases dramatically. No one
transformed him into a large and super-powered has been able to adequately explain this linkage
adult. His granny fashioned a crude costume for him between his relative strength and his anger, nor has
to protect the neighborhood from street criminals. Rage gone to great lengths to determine why that
Subsequently, he scolded the Avengers for its lack might be. He’s been trained in hand-to-hand combat
of minority membership and joined the roster as a by Captain America and Night Thrasher, but often
reservist. He was a successful member of the team prefers to use a more brawling street style. Despite
on a number of occasions, but during a conflict with his size, experience, and superhuman abilities, Rage
the bigoted Sons of the Serpent, he accidentally is still a teenager, prone to all the shortcomings
revealed his true age. Captain America moved him common of adolescence. He counts his fellow New
to trainee status, and Elvin bolted to join the New Warriors as allies, and even some of the Avengers,
Warriors, even helping them steal an Avengers but now leaves the heroics to others.
Quinjet for an emergency mission.
After the Poison Memories gang killed Granny
Staples in an attempt to strike at the New Warriors,
Rage killed their leader, Kimeiko Ashu, but was later
acquitted of all wrongdoing. Now an orphan and
still a minor, he was adopted by Night Thrasher.
They left the team to try to redeem the juvenile
delinquent group Psionex, but found that the team
was too wild for them to reform. He drifted apart
from Night Thrasher and adventured less frequently,
only occasionally assisting the Avengers as a reserv-
ist. Instead, he’s focused on his academics at the
Oatridge School for Boys.

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.

HERO DATAFILES YR109


SLAPSTICK
Affiliations PP
Solo Buddy Team

Distinctions Class Clown

STRESS / TRAUMA
Living Cartoon or
Mean Streak +1 PP

Power Sets DIMENSION X GLOVES


Weapon
SFX: Deep Pockets. When using a Dimension X Gloves power to create cartoon-like
prop assets, add a d6 and step up your effect die.
SFX: Hammer Time! Against a single target, step up or double a Weapon die. Remove
the highest rolling die and use three dice for your total.
Limit: Where Did I Put That? Shutdown Dimension X Gloves to gain 1 PP. Activate an
opportunity to recover Dimension X Gloves.

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.

YR110 YOUNG AVENGERS / RUNAWAYS


Steve Harmon [secret]

History Abilities & Resources


Class clown and prankster Steve Harmon became As a being of multidimensional electroplasm,
Slapstick when he ran into a gang of evil extra-di- Slapstick has many of the abilities of a living car-
mensional clowns while about to play a trick on his toon. He’s remarkably durable and resilient, able
archrival. Traveling through a dimensional portal to survive everything from conventional weapons
disguised as a funhouse, Steve’s molecules were to being melted into goo. His body is also extremely
stretched over 3741 dimensions before he was malleable and he’s stronger than his thin clownish
discovered by the Scientist Supreme of Dimension form suggests. Slapstick has the ability to store and
X. The eccentric extra-dimensional scientist aided retrieve objects from a pocket dimension accessed
Slapstick in defeating the clowns and their master, by his gloves and pockets. He commonly uses this
the Overlord. to summon an oversized hammer that he can use
Returning to Earth, Slapstick eventually fell in to deliver punishing blows, but he’s also pulled out
with the New Warriors and aided them on numerous everything from a rubber chicken to a chainsaw.
adventures with a mix of enthusiasm and insane car- Slapstick’s pranks and wacky attitude make him
toony antics. After the Stamford incident, Slapstick a bit hard to take, but his cheerful demeanor has
was recruited by the Initiative for training. Slapstick earned him various friends. Chief among these
is an unconventional but effective recruit, though is Speedball and other former New
how he’ll justify his warped outlook with being a Warriors. As an Initiative recruit, he
registered super hero is uncertain. has access to various organizational
resources, if he can just
Personality convince people
Most of the time, Slapstick acts like a wacky he seriously
character out of an old cartoon. He makes funny needs them.
faces, corny jokes, and seems to be able to laugh
at anything. He’s also a prankster, loving practical
jokes. Beneath that exterior, there are two other
major aspects.
The first is that Slapstick is very loyal to his
friends and companions, particularly the New
Warriors. He won’t tolerate people insulting them.
The second is that underneath the fun is a real nasty
streak. Whether he’s always been this way or it’s a
result of his powers, Slapstick doesn’t look at the
world normally. He doesn’t see much difference be-
tween a cruel, dangerous prank and a harmless joke.
Being functionally immortal himself, he’s starting
to lose his understanding of what “going too far”
means. He tries to keep this under wraps around
others who don’t feel the same, but it’s uncertain if
this is because of some understanding of the danger
of these impulses or just because he wants people
to like him.

HERO DATAFILES YR111


SPEED
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Cocky
Headstrong or
Juvie Record +1 PP

Power Sets HYPERFAST EXISTENCE


Godlike Reflexes Godlike Speed
SFX: All Over the Place in the Blink of an Eye. Against multiple targets, for each additional
target add a d6 and keep an additional effect die. P
SFX: Can’t Touch This. Double a Hyperfast Existence power for one reaction to an
attack action. If that reaction fails, add a die to the doom pool equal to the normal 4
rating of that power die.
6
SFX: Hyperkinetic Vibrations. Step back the highest die in your attack action pool to
add a d6 and step up physical stress inflicted. 8
SFX: Machine Gun Punches. Against a single target, step up or double a Godlike Re-
flexes die. Remove the highest rolling die and use three dice for your total. 10
Limit: Exhausted. Shut down Hyperfast Existence power to gain 1PP. Activate an op-
portunity or participate in a Transition Scene to recover that power. 12
Limit: Hothead. Step up emotional stress from opponents that provoke or otherwise
tick off Speed to gain 1 PP. M
4
6
8
Specialties Crime Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
10
12
E
Milestones MAXIMOFF LEGACY 4
1 XP when you discuss the history and philosophy of the Scarlet Witch, Quicksilver, 6
or Magneto.
3 XP when you use your powers to defend mutant-kind. 8
10 XP when you either renounce your links to the Maximoff family, or gather your own
Brotherhood of Mutants. 10
SPEEDSTER 12
1 XP when you talk about how fast you can run.
3 XP when you use your Hyperfast Existence to create an asset for a teammate or a
complication for a foe. XP
10 XP when you either prove that you’re the fastest mutant on earth or realize that you
have more to learn about speed and take a veteran speedster as a mentor.

YR112 YOUNG AVENGERS / RUNAWAYS


Thomas Shepherd [secret]

History Abilities & Resources


Thrown into a juvenile detention facility for un- Speed is one of the fastest people on Earth, able
derage super-criminals after allegedly accidentally to run at velocities rivaling ex-Avenger—and pos-
destroying his school, Thomas “Tommy” Shepard sible relation—Quicksilver. He’s immune to friction
was subjected to experiments and abuse while im- and can breathe and otherwise operate normally
prisoned. Freed by the Young Avengers, he joined when moving at these speeds. His reflexes and agil-
the team but first had to be restrained from violently ity are far superior to normal humans as well. He’s
dispatching the guards and doctors who had abused also able to vibrate his body at hypersonic veloci-
him. Taking the name Speed, Tommy aided the team ties, allowing him to pass through solid objects or
in rescuing fellow Young Avenger Hulkling and has excite molecules within them with explosive results.
remained a member since. Speed was a small-time criminal with a juvenile
Speed has recently suspected there’s a connec- record before joining the Young Avengers and may
tion between him and the now disappeared children still have contacts on the shadier side of society.
of Scarlet Witch—he bears a striking resemblance As a Young Avenger, Speed can rely on his team-
with his teammate Wiccan and his silver-white mates for support. He also can call on many Avengers
hair and powers are reminiscent of Scarlet Witch’s for aid, but their reaction to the young ex-con who
brother, Quicksilver. To date, the nature of these con- refuses to listen to most people is unpredictable.
nections remains a mystery. How the Scarlet Witch or Quicksilver in particular
would react to the young man is uncer-
Personality tain, but it seems likely they would
Self-assured, overconfident, and unwilling to rec- aid him if convinced of a real
ognize his own limitations, Speed’s attitude is both connection between them.
admirable and infuriating. He throws himself into
danger or rushes to help someone without regard
for his personal safety, but he also arrogantly refuses
to listen to reason or calls for restraint once he’s set
his mind to something.
Recent mistreatment during his imprisonment
hasn’t helped this attitude. Speed holds a serious
grudge against anyone who mistreats or experi-
ments on superhumans. This— combined with a
less than ideal family life—has reinforced the young
man’s distrust of authority figures and parental
types. As a result, he much prefers the company of
people his own age or younger, though he still acts
just as arrogant and impulsive around them.

HERO DATAFILES YR113


SPEEDBALL
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Boundless Energy
Colorful Force Bubbles or
Quick with a Joke +1 PP

Power Sets SPEEDBALL EFFECT


Kinetic Blast Leaping
Superhuman Durability P
SFX: Invulnerability. Spend 1 PP to ignore physical stress or trauma.
SFX: Kinetic Crash. If using Leaping in a pool to inflict physical stress on an opponent, 4
double it for that action. Afterward add your second-highest rolling die from that
action to the doom pool.
6
SFX: Rebound Attack. On a successful reaction against a kinetic-based attack action, 8
convert opponent’s effect die into a Speedball Effect stunt or step up Kinetic
Blast until used in an action. If opponent’s action succeeds, spend 1 PP to use
this SFX.
10
Limit: Uncontrollable. Change any Speedball Effect power into a complication to gain 12
1 PP. Activate an opportunity or remove the complication to recover that power.

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.

YR114 YOUNG AVENGERS / RUNAWAYS


Robert “Robbie” Baldwin [secret]

History Abilities & Resources


Robbie is the son of a district attorney and Robbie developed his powers after exposure to
an actress; his parents often forced him into the radiation at Hammonds Labs. Whenever he’s ex-
middle of their arguments. An after-school intern posed to kinetic force, his body gains size and mass
at Hammond Labs, Robbie became intrigued by an and is surrounded by chromatic “speed bubbles”
experiment involving an extra-dimensional energy that protect and redirect any force used against him.
source. When he snuck in to observe the experiment, Impacts that would have harmed him now cause him
he was unwittingly exposed to the otherworldly to bounce harmlessly in another direction. Initially
energy. Robbie became Speedball and cut his teeth even minor exposure to impact would cause his
against a host of hometown villains. He soon ex- powers to manifest, but he’s since learned to con-
panded his area of adventures to New York City. In trol his powers. At times, he’s shown the ability to
New York—on the day Terrax attacked—Speedball project his force bubbles as a blast or extend his
assisted the group of young heroes that became the field beyond his own body to protect others.
original New Warriors. Speedball has been a staple of every incarna-
Speedball’s time with the New Warriors included tion of the New Warriors and can count on many of
team-ups with notable heroes such as Spider-Man, them to back him up, even when they’re not active
Daredevil, and the Fantastic Four. The New Warriors teammates. Speedball was close with all the New
fought against powerful foes such as Juggernaut, Warriors, but maintains stronger ties to Nova and
and the White Queen and her Hellions, in addition Rage.
to battles of great cosmic importance. He’s been
part of every incarnation of the team, including the
newest reality-television based incarnation.

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.

HERO DATAFILES YR115


STATURE
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Ant-Man’s Daughter
Emotional Teenager or
Naïve Courage +1 PP

Power Sets NOW I’M BIG


Enhanced Stamina Growth
Superhuman Durability Superhuman Strength
SFX: Gargantuan. Step up or double a Now I’m Big power for one action. If the action
fails, add a die to the doom die equal to the normal rating of that power die.
P
Limit: Guilt Complex. Change Growth into a guilt-related complication to gain 1 PP. 4
Activate an opportunity or remove the complication to recover that power.
6
NOW I’M SMALL
Enhanced Reflexes Shrinking 8
SFX: Can’t Hit Me Now. Step up or double an Now I’m Small power for your next reac-
tion. If that reaction fails, add a die to the doom pool equal to the normal rating
10
of that power die.
Limit: Angry Young Woman. Change Shrinking into an anger-related complication to
12
gain 1 PP. Activate an opportunity or remove the complication to recover that
power. M
Limit: Mutually Exclusive. Shutdown Now I’m Big to activate Now I’m Small. Shutdown
Now I’m Small to recover Now I’m Big.
4
6
8
Specialties Psych Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
4
Milestones CONFLICTED
1 XP when you discuss what it means to be a super hero.
6
3 XP when you either inflict emotional stress on a super hero who disagrees with you 8
or aid a teammate during a Transition Scene.
10 XP when you either decide on your place in the heroic world, or decide that your 10
mother was right and leave your father’s legacy behind forever.
12
LANG LEGACY
1 XP when you discuss what it was like to grow up with your father.
3 XP when you do something you know your father would have disapproved of. XP
10 XP when you either make peace with losing your father, or declare that you’ll find
him and speak to him, whether through time travel or fighting Death herself.

YR116 YOUNG AVENGERS / RUNAWAYS


Cassandra “Cassie” Eleanor Lang [secret]

History Abilities & Resources


Cassandra “Cassie” Lang is the daughter of Scott As Stature, Cassie can increase or decrease her
Lang, the second Ant-Man; he stole Pym Particles size. She can reliably grow to around 40 feet, though
and a costume from the original Ant-Man, Hank Pym, at times she can push this limit considerably. When
to rescue a kidnapped scientist who could cure her giant-sized she possesses superhuman strength and
heart condition. Remaining Ant-Man after this inci- resistance to injury. She can shrink to roughly the
dent with Pym’s blessing, Scott operated as a solo size of an ant, retaining her human strength when
hero as well as a member of the Heroes for Hire and she does so.
the Avengers. Cured of her condition, Cassie grew As a Young Avenger and daughter of an hon-
up healthy, living much of the time with her father. ored former Avenger, Cassie can call on both her
However, when her mother grew concerned with the team and her father’s old team for support. Many of
dangers of Scott’s double life, she sued for custody the Avengers don’t believe she should be fighting
of her daughter and won. super villains and placing herself in such danger, but
Her heroic life was shaped by her father’s death their concern for her safety
at the hands of an out-of-control Scarlet Witch, as makes them strong—if
well as by the increasing condemnation of her fa- sometimes overly
ther’s heroic lifestyle by her mother and NYPD of- protective—allies.
ficer stepfather. Cassie is also close
After seeing a news broadcast of the first adven- to Jessica Jones—
ture of the Young Avengers, she sought the team former super hero
out and insisted on joining. The group balked at Jewel and the wife of
her demand at first until Cassie displayed her own Luke Cage.
powers, a product of sneaking Pym Particles from her
father’s Ant-Man gear for several years. Joining the
group as Stature, Cassie wears a costume modeled
after her late father and has proven herself a valued
member of the team.

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.

HERO DATAFILES YR117


THOR GIRL
Affiliations PP
Solo Buddy Team

Distinctions Asgardian Ideals


Thor’s Disciple or

STRESS / TRAUMA
Valiant Warrior Maiden +1 PP

Power Sets ASGARDIAN MIGHT


Enhanced Durability Enhanced Reflexes
Enhanced Senses Magic Resistance
Superhuman Stamina Superhuman Strength
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from disease or fatigue.
SFX: “Thor Would Not Fall…Nor Will I!” Before you make an action including an Asgardian Might
power, you may move your physical stress die to the doom pool and step up the Asgardian
Might power for this action.
Limit: Hero Worship. Step up emotional stress taken from Asgardian-based attacks, betrayals, and P
loss to gain 1 PP.
4
GOLDEN HAMMER
6
Cosmic Influence Superhuman Durability
8
Supersonic Flight Teleport
10
Weapon Weather Control
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep an ad-
ditional effect die.
12
SFX: Channel Energy. On a successful reaction against an energy-based action, convert your op-
ponent’s effect die into a Golden Hammer stunt or step up a Golden Hammer power until M
used in an action. If your opponent’s action succeeds, spend 1 PP to use this SFX.
SFX: Lay the Hammer Down. Double or step up a Golden Hammer power for your next action, 4
then step back that power. Activate an opportunity or participated in a Transition Scene
to recover that power. 6
Limit: Gear. Shutdown Golden Hammer to gain 1 PP. Take an action vs. the doom pool to recover
Golden Hammer. 8
10
Specialties Combat Expert Cosmic Expert 12
Mystic Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] E
4
Milestones DESIGNATE DESTINY
6
1 XP when you discuss the responsibilities that come with your Designate status.
3 XP when you deal physical stress to those who seek to steal or abuse the power of the 8
Designate.
10 XP when you abandon your current heroics and allies to resume your duties as the Designate,
or decide that you have no place being the Designate and seek out your own destiny.
10
HONOR THE THUNDER GOD 12
1 XP when you discuss what Thor would want you to do in a given situation.
3 XP when you use Mystic Expert to summon or hold council with any figures within the Norse
Pantheon. XP
10 XP when you either take up Mjolnir and take over Thor’s place as the Goddess of Lightning
and Thunder, or turn away from the Asgardians and seek new allies.

YR118 YOUNG AVENGERS / RUNAWAYS


Tarene, Tora Olson [secret]

History Abilities & Resources


Born on a distant world, the young woman known Once possessing cosmic power rivaling Odin
as Tarene was destined to become the Designate, himself, Thor Girl’s powers are now more in line with
a being that will aid in the ascension of sentient the Asgardian warriors she emulates. She’s superhu-
life across the universe. Rescued by Thor after the manly strong, tough, and functionally immortal. In
archvillain Thanos destroyed her world, she aided addition to her physical powers, she wields a golden
the Odinson and the cosmic entity Orikal in de- hammer similar to Thor and his hammer-brothers
feating the villain. Tarene then used her evolving Beta Ray Bill and Throg. This weapon isn’t quite
cosmic powers to give herself the form of a young an equal to Mjolnir or Stormbreaker, but it’s nev-
Asgardian. Honoring the Thunder God who saved ertheless a mighty artifact capable of firing blasts
her, she took both the name Thor Girl and the mortal of energy, summoning storms, deflecting attacks,
identity of Tara Olson. and traversing dimensional boundaries. Like Thor,
Thor Girl aided Thor against numerous foes, in- she can use the hammer to fly and she can will it
cluding Loki and Surtur. In a battle against the fire to return to her grasp. Despite her age, Thor Girl
giant king, she sacrificed most of her power to aid is an experienced melee combatant; her alien ori-
Odin in defeating Surtur. Returning to Earth, she gins make her familiar with many alien cultures and
settled down to live as both Tara Olson and Thor cosmic phenomena.
Girl, waiting until her powers return and her time Thor Girl was close to Thor and the other
as the Designate begins. Asgardians before their deaths during Ragnarok.
One of the first recruits for the Initiative, Thor Should they ever return she can count on their
Girl and her teammate Ultra Girl are considered the aid. In the meantime, she can count on assistance
project’s emerging powerhouses. from Thor’s closest friends and
allies such as the
Personality Avengers and Beta
Tara defines herself by devotion to the Asgardian Ray Bill. Since join-
ideals of heroism—virtues she sees as ultimately ing the Initiative
expressed through Thor, the God of Thunder. She she’s begun to make
values bravery, honesty, and compassion, but she friends with her in-
can be a bit arrogant and distant. structors and fellow
Despite her power and talents, Thor Girl is still recruits.
fairly inexperienced. She tends to view things simply
and without subtleties, viewing deception and trick-
ery as the province of villains such as Loki.
Thor Girl is remarkably self-sacrificing, having
once given up vast cosmic power to help the
Asgardians. She’s unconcerned with such losses,
confident fate will provide her with the tools to
meet any future challenge.

HERO DATAFILES YR119


TURBO
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Aspiring Journalist
Attuned to Armor or
Reluctant Hero +1 PP

Power Sets TORPEDO SUIT


Air Blast Enhanced Senses
Superhuman Durability Superhuman Strength P
Supersonic Flight 4
SFX: Full Charge. Step up or double any Torpedo Suit power for one action. If the action
fails, add a die to the doom pool equal to the normal rating of that power die. 6
SFX: Hyper-Blast. Against a single target, step up or double a Torpedo Suit die. Remove
the highest rolling die and use three dice for your total. 8
SFX: Multipower. Add more than one Torpedo Suit power die to your pool. Step back
each Torpedo Suit power die in your pool once for each die beyond the first. 10
Limit: Gear. Shutdown Torpedo Suit power to gain 1 PP. Take an action vs. the doom
pool to recover Torpedo Suit. 12
M
4
Specialties Acrobatics Expert Cosmic Expert 6
Psych Expert Tech Expert 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 10
12
E
Milestones RELUCTANT SUPER HERO
4
1 XP when you talk about what you’d be doing if you weren’t engaged in heroics.
3 XP when you use a Transition Scene to reconnect to your mundane life. 6
10 XP when you commit to heroics, finding space in your mundane life to be a super hero,
or give up your super hero life and give the Turbo armor to a worthy successor. 8
TINKERING WITH TURBO 10
1 XP when you talk about some way you’d like to change your armor or enhance
someone else’s gadgets. 12
3 XP when you use Tech Expert to either fix a super hero’s armor or fail a Tech Expert
roll to make adjustments to your own and receive a complication related to your
own gadgets. XP
10 XP when you either create a new power for the Turbo armor, or set the Turbo armor
aside so that you can create a new armor.

YR120 YOUNG AVENGERS / RUNAWAYS


Michiko “Mickey” Musashi [secret]

History Abilities & Resources


When lifelong super hero fan Mike Jeffries dis- Mickey uses a cybernetically controlled armor in-
covered the power armor of the deceased hero corporating technology from the alien Dire Wraiths.
Torpedo, AKA Brock Jones, he thought it was just In the hands of these aliens, the suit is incredibly
a silly Halloween costume. He gave it to his friend powerful. Under human control it’s less potent,
Michiko “Mickey” Musashi to wear, and the young though Mickey’s rapport with the armor is greater
journalism student found herself fighting the power- than any non-Dire Wraith. She’s further modified the
armored Rocketeers, a group who sought to claim armor to be even more effective. The armor allows
the armor for themselves. Defeating her foes, Mickey Mickey to fly at several times the speed of sound,
reluctantly agreed to work with Mike to become boosts her strength to superhuman levels, and gen-
super heroes. Sharing the suit and the identity of erates a protective field. The suit’s turbines can fire
Turbo, the pair soon joined the New Warriors. concussive air blasts and the visor contains technol-
The less enthusiastic but more skilled of the duo, ogy that can spot the shape-shifted Dire
Mickey found herself repeatedly called to act as a Wraiths. As the Dire Wraith’s are
hero. After Mike was killed by the alien Dire Wraiths, deviant offshoots of the alien
Mickey decided to continue on to honor his memory. Skrull, the armor might be able
After the New Warriors disbanded for a time, to detect them as well.
Mickey tried to retire but returned as Turbo when Mickey is also a trained jour-
the group reformed. She even redesigned her armor, nalist with a natural talent for
making it more distinctive and effective. A failed re- technology and aerobatics.
lationship with Dalton Beck—the arson investigator Turbo has contacts with her
and mercenary villain known as Firestrike—pushed former New Warriors team-
her once again to retire. Taking a job with the Los mates; she’s particularly close
Angeles Times, she also founded the ex-teen-hero to Nova. She’s also a member
support group the Loners with her friend Phil Urich. of the Loners support group, a
However, despite trying to move on, she keeps find- team that included such part-
ing herself becoming Turbo again to protect the in- time and retired teen heroes as
nocent or stop some villainous threat. Julie Power and Chris Powell—
the former Darkhawk.
Personality
While Mickey is a brave and compassionate
young woman, she tends to think super heroism
isn’t the best use of her time. Preferring travel and
discovery over fighting super villains, she’d rather
be reporting and helping people out of costume.
Still, she can’t deny the good she’s accomplished
while wearing the armor and dons it when necessary.
The loss of her friend and partner Mike Jeffries,
a failed relationship with the villain Firestrike, and
other tragedies only compound Mickey’s internal
struggle. On one hand, she wants to honor Mike’s
memory and desires to be a hero, as she’s seen first
hand what harm super villains cause. On the other,
she wants to distance herself from painful memories
and move on with her life.

HERO DATAFILES YR121


ULTRA GIRL
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Heroic Aspirations
Likes Attention or
Unwilling Kree Messiah +1 PP

Power Sets ULTIMATE UNIFIER


Enhanced Senses Subsonic Flight
Superhuman Durability Superhuman Stamina P
Superhuman Strength 4
SFX: Multipower. Add more than one Ultimate Unifier power die to your pool. Step
back each Ultimate Unifier power die in your pool once for each die beyond the 6
first.
SFX: Push My Limits. Step up or double an Ultimate Unifier power or stunt for a roll. If 8
your roll fails, step up your lowest stress die or take d6 stress of a type you don’t
have currently. 10
Limit: Kree Mutant. When affected by mutant or Kree-specific complications or tech,
earn 1 PP. 12
Limit: Uncertain Origins. Change any Ultimate Unifier power into a complication to gain
1 PP. Activate an opportunity or remove the complication to recover the power. M
4
6
8
Specialties Business Expert Cosmic Expert
10
Psych Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
4
Milestones KREE MESSIAH 6
1 XP when you talk to an alien or someone with powers that have cosmic origins.
8
3 XP when you use Cosmic Expert in an Action Scene.
10 XP when you either create a lasting peace between the Kree and the Skrulls, or set 10
aside your messianic role to follow a different path.
12
POWER HOUSE
1 XP when you discuss a battle plan in which you take point, leading the charge.
3 XP when you inflict physical stress on the most potent threat on the battlefield. XP
10 XP when you either end a global threat with your fists, or find a more subtle way to
save the world.

YR122 YOUNG AVENGERS / RUNAWAYS


Susanna “Suzy” Lauren Sherman AKA Tzu-Zana [secret]

History Abilities & Resources


An aspiring model in Southern California, Suzy Ultra Girl is a mutant Kree possessing superhu-
Sherman’s dreams of being the next young fashion man strength, speed, limited invulnerability, and
sensation ended when she developed superhu- the ability to fly at supersonic speeds. She can see
man powers and a powerful physique. However, a various forms of energy, including infrared and ul-
high-profile brawl with a renegade Sentinel robot traviolet. As she’s young and her abilities are still
resulted in Suzy gaining newfound fame as a super developing, she may have other powers that have
hero. Dubbed Ultra Girl by the press, she soon found yet to mature. In addition to her powers, Ultra Girl is
the media attention and stardom she’d lost. a charming young woman with experience in model-
Believing herself to be a mutant, Suzy soon dis- ing and acting. An exceptional Initiative recruit, she’s
covered she’s not a human mutant—she’s Tzu-Sanna, begun learning how to better refine her abilities and
a mutant member of the alien race known as the combat skills; she still has a way to go.
Kree. Raised on Earth for her own protection, she’s Ultra Girl’s status as the Kree messianic figure
the “Ultimate Unifier”—a messiah prophesied to “the Ultimate Unifier” gives her contacts and re-
restore glory to the Kree Empire. Still reluctant to sources among those Kree who believe she’s their
embrace this destiny, Suzy remained on Earth, ad- chosen one. As a former New Warrior and current
venturing as Ultra Girl. Initiative recruit, she has ties to both organizations.
Serving with the New Warriors prior to the Past product endorsements from her time as high-
Stamford incident, her identity and superhuman profile celebrity hero give her significant financial
status was outed after the disaster. After the super- resources. Ultra Girl sees Ms. Marvel as a mentor and
human conflict over the SHRA, she joined the newly inspiration, and the experienced hero
founded Initiative as one of the first recruits. Suzy’s is aiding the girl’s development
enthusiasm and potent abilities make her one of the however she can. Suzy is
program’s most promising members. romantically interested
in her former team-
Personality mate and current
When she first became a hero, Ultra Girl was Initiative instruc-
more interested in fame and attention. She saw he- tor, Justice.
roics as a replacement for her now-defunct modeling
career and this made her somewhat shallow. This
attitude also served to distract Susanna from the
immense responsibility her Kree protectors tried
to push upon her. Working with the New Warriors
and Initiative mostly eliminated this self-centered
attitude. She still likes recognition and attention, but
she’s now devoted to earning it through her actions.
She takes her responsibilities as a hero very seri-
ously and looks up to heroines like Ms. Marvel as role
models. Susanna is conflicted over her New Warriors
experiences after Stamford; she’s still proud of the
good the team did, but that incident has opened her
eyes to the dangers of heroics.

HERO DATAFILES YR123


VICTOR MANCHA
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Destiny Be Damned
Son of Ultron or
Strong Moral Fiber +1 PP

Power Sets NANITE CYBERNETICS


Electromagnetic Blast Machine Influence P
Magnetic Mastery 4
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die. 6
SFX: Constructs. When using a Nanite Cybernetics power to create assets, add a d6
and step up your effect die. 8
Limit: Not Yet Human. When affected by machine-specific complications or tech, earn
1 PP. 10
Limit: Self-Doubt. Step up emotional stress caused by doubt about your ability to do
good as Ultron’s child to gain 1 PP. 12
M
4
6
Specialties Tech Expert Vehicle Expert 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 10
12
E
Milestones LOYAL CONSTRUCT 4
1 XP when you discuss how loyal you’ve been in the past. 6
3 XP when you deal mental stress to anyone who wants you to betray your teammates.
10 XP when you either stay loyal to your teammates under great duress and know, once 8
and for all, that you will never betray them, or betray them to a robotic enemy
due to a hidden sub-routine in your Ultron software. 10
ULTRON LEGACY 12
1 XP when you talk to a robot, machine, or cyborg.
3 XP when you aid or receive aid from a robot, machine, or cyborg.
10 XP when you either gather a group of synthetic super heroes to prove to the world XP
that you are not robotic menaces, or gather a group of robots, machines, and
cyborgs to take over the world from the idiotic humans.

YR124 YOUNG AVENGERS / RUNAWAYS


Victor Mancha [secret]

History Abilities & Resources


Victor Mancha seemed like a normal teenager Victor’s an artificial construct ; he’s demonstrat-
until the Runaways attacked him at his school. He ed a number of abilities, but he doesn’t know the full
learned that Gertrude Yorkes came from an alter- extent of his powers yet. He has an eidetic memory,
nate future where Victorious—the son of one of control over electromagnetic forces, along with the
the world’s greatest super villains—betrayed and ability to interface with machines and nanites that
slaughtered the heroes of that time. The Runaways can engage in a limited degree of self-repair. When
determined that Victor wasn’t a villain and had no Nico looked into the future where Victor became
knowledge about his supposed future or uncertain Victorious, he demonstrated the ability to fly and
parentage. Still reeling from Alex Wilder’s betrayal, sufficient power to personally defeat that era’s
the team nonetheless took him in, both to keep an Avengers and X-Men. Currently, he can call upon
eye on him and change his fate. his teammates to aid him, although his origin does
Soon, Ultron sent a Doombot to kidnap Victor’s leave them with nagging doubts about his continued
mother and make Doom appear to be Victor’s actual loyalty. Moreover, Xavin tends
father. When the team defeated the Doombot, Ultron to look at him as a second-
revealed himself and killed Victor’s mother. The mur- rate being due to his ro-
derous machine explained that Victor was a mix of botic nature.
his mother’s DNA and Ultron’s technology, ingrained
with spiritualism and a love of super heroes—all to
make the young hero the perfect hidden weapon
to infiltrate the Avengers and destroy them from
within. Ultron forced Victor to attack the Runaways,
but Gert managed to break his programming—allow-
ing the team, alongside Excelsior, to defeat Ultron.
Victor’s dark destiny forces him to prove himself
to the team, and he’s often paired with Molly Hayes
because she’s the only Runaway capable of defeat-
ing him. The new Pride used Victor’s cybernetic in-
terface to spy on the Runaways, which caused addi-
tional mistrust until the circumstances became clear.
After the Runaways defeated the new Pride, Victor
and Nico had a romantic encounter. Victor expressed
his feelings to her, but Nico remains uncertain.

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.

HERO DATAFILES YR125


VISION
Affiliations PP
Solo Buddy Team

Future Tech Hero

STRESS / TRAUMA
Distinctions
Not Your Father’s Vision or
Synthezoid +1 PP

Power Sets ARTIFICIAL FORM


Cybernetic Senses Enhanced Durability
Enhanced Strength Flight
Intangibility Shapeshifting
Solar Blast Superhuman Stamina P
SFX: Computerized Intellect. When creating intellect-related assets, add a d6 and step
up your effect die. 4
SFX: Disruption. When including Intangibility in an attack action, add a d6 and step
up the effect die. 6
Limit: Inexperienced with Emotion. Step up emotional stress in situations when you
attempt to use or understand human emotions to gain 1 PP. 8
HYPER-DENSITY 10
Superhuman Durability Superhuman Strength 12
SFX: Diamond-Hard Body. Step up or double any Hyper-Density power for one action. If
that action fails, add a die to doom pool equal to the normal rating of that power
die. M
Limit: Mutually Exclusive. Shutdown Flight and Intangibility to activate Hyper-Density.
Shutdown Hyper-Density to activate Flight and Intangibility.
4
Limit: Too Heavy. Change Hyper-Density into a complication to gain 1 PP. Activate an 6
opportunity or remove the complication to recover Hyper-Density.
8
10
Specialties Combat Expert Science Expert
12
Tech Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] E
4
Milestones AVENGING MENTOR
6
1 XP when you give a member of the team advice. 8
3 XP when you create an asset for a teammate to use in battle.
10 XP when you either rename the team, renouncing the legacy of the Avengers, or 10
leave the team to take your place with the Avengers.
12
SYNTHETIC LOVE
1 XP when you discuss your feelings for your teammates.
3 XP when you help a teammate recover from stress in a Transition Scene. XP
10 XP when you either declare your love for a fellow team member, or break off a
romance, unable to put your faith in human emotions.

YR126 YOUNG AVENGERS / RUNAWAYS


Jonas [secret]

History Abilities & Resources


The Vision was created by Ultron to trap Ultron’s The Vision’s body possesses durability, strength,
creator, Hank Pym, and the Avengers. The Avengers and stamina beyond normal human limits. He’s able
eventually persuaded the synthezoid to turn against to fly, change his appearance, generate powerful
his master and join them. The Vision assumed the blasts, and become intangible. His flight and in-
mental imprint of Wonder Man to form a fully de- tangibility stem from his ability to manipulate his
veloped human persona, but throughout the years density; when he chooses to, he can increase his
the exact nature of his humanity—and his capacity mass to further enhance his strength and durability.
for emotion—has varied wildly. Due to his immense Lastly, his artificial body naturally and efficiently
computing powers and his ties to Ultron, the Vision interfaces with modern, future, and even alien tech-
has been used by a number of factions at different nology when required.
times in bids for world power. When not being ma- The Vision has longtime allies amongst the
nipulated against his will as a tool for evil, the Vision normal Avengers teams who are eager to help him
is a stalwart and steadfast Avenger. when required. His Young Avengers
The Vision began a relationship with the Scarlet teammates also value the Vision
Witch; the pair eventually had twin children. After and assist him when required.
her sons were reabsorbed as soul fragments by The synthezoid’s ability to
Mephisto, Scarlet Witch went insane. She subcon- interface with machines also
sciously manipulated events that led to the Vision’s allows him access and control
outright destruction at the hands of an enraged She- over a great deal of resources
Hulk. Iron Man stored the Vision’s broken body in a and technology, poten-
Stark Industries warehouse. tially without proper
Long after, Iron Lad reactivated the Vision’s sys- permission.
tems and used the synthezoid’s failsafe program to
recruit a new generation of Avengers in an effort to
thwart Kang the Conqueror. When Iron Lad returned
to his own time, he left his armor behind and merged
it with Vision’s components and a copy of Iron Lad’s
personality—thus the Vision was reborn.

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.

HERO DATAFILES YR127


WICCAN
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Complicated Origin
Doesn’t Really Understand His Powers or
Super Hero Fanboy +1 PP

Power Sets MAGICAL REALITY ALTERATION


Expert Sorcery Flight
Mystic Lightning Blast
SFX: Area Effect. Against multiple targets, for each additional target add a d6 and keep
an additional effect die.
SFX: Magic Mantra. When using a Magical Reality Alteration power to create magical P
assets or inflict magical complications, add a d6 and step up the effect die.
SFX: Multipower. Add more than one Magical Reality Alteration power die to your
4
pool. Step back each Magical Reality Alteration power die in your pool once 6
for each die beyond the first.
SFX: Power at a Cost. Step up Expert Sorcery by one or more for the rest of the Scene. 8
For every step up, spend 1 PP, then inflict a Scene-based complication equal to
the new die size on all present. 10
SFX: Versatile, but Dangerous. Replace your Expert Sorcery die with 2d6 or 3d4 on
your next roll. 12
Limit: Exhausted. Shutdown any Magical Reality Alteration power to gain 1 PP. Activate
an opportunity or participate in a Transition Scene to recover that power. M
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Magi-
cal Reality Alteration. Recover that stress or wake up to recover Magical Reality 4
Alteration. If emotional trauma received, shutdown Magical Reality Alteration
until trauma recovered. 6
8
10
Specialties Mystic Expert Psych Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
4
Milestones GOOD BOYFRIEND 6
1 XP when you talk to your boyfriend or about your boyfriend. 8
3 XP when you aid your boyfriend in a Transition Scene.
10 XP when you either declare your love for your boyfriend and get married, or end 10
the relationship, unable to carry on in the face of the team’s conflicts.
12
SCARLET LEGACY
1 XP when you talk about your potential relationship to the Scarlet Witch.
3 XP when you deny your relationship with the Scarlet Witch or talk to your parents. XP
10 XP when you either find the Scarlet Witch and confront her about how you came to
be, or deny the relationship, cutting off all ties to that family forever.

YR128 YOUNG AVENGERS / RUNAWAYS


Billy Kaplan [secret]

History Abilities & Resources


When Billy Kaplan was bullied in high school, Wiccan possesses reality-altering powers that
he found a place of solace outside the Avengers’ manifest as lightning blasts, healing abilities, flight,
mansion. One day, his favorite Avenger, the Scarlet teleportation, and general spellcasting. Wiccan’s
Witch, told him to stand up to his tormentors. He did, spells involve him using a self-help mantra of re-
and his powers manifested, changing his life. Iron peating a statement he wants to be true until his
Lad found Billy through the Vision’s Avengers’ fail- magic makes it happen. He’s a young and inexperi-
safe program. He first adopted the name Asgardian, enced magic user and doesn’t fully understand his
before changing it to Wiccan at his teammate’s own powers, but he seems to have a great deal of
suggestion. raw strength.
He soon began a relationship with his teammate, The Young Avengers are his stead-
Hulkling. As his super hero career developed, Wiccan fast allies, and his boyfriend
attempted to reveal his identity to his parents. The Hulkling would do anything
“coming out” conversation resulted in them cel- for him. Moreover, his
ebrating his relationship with Hulkling, rather than possible relation to
confirming his superpowers. When Hulkling became Scarlet Witch would
the center of an intergalactic conflict, Wiccan did make him related to the
everything in his power to save his boyfriend. Vision, Magneto, and
Billy’s own origins came into question when the Quicksilver, all of whom
team’s newest member, Speed, joined. Thomas ap- might be persuaded to
pears to be related to Billy, and Wiccan and Speed aid Wiccan under
may in fact be Scarlet Witch’s lost twins. The exact the right cir-
metaphysics of how such a thing might be possible cumstances.
are subject to conjecture, but considering the paral-
lels between Wiccan and Scarlet Witch and between
Speed and Quicksilver, there does appear to be some
validity to the theory.

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.

HERO DATAFILES YR129


XAVIN
Affiliations PP
Solo Buddy Team

Distinctions Betrothed to Karolina


Hot-Headed or

STRESS / TRAUMA
Super-Skrull Cadet +1 PP

Power Sets SUPER-SKRULL IN TRAINING


Enhanced Durability Enhanced Stamina
Enhanced Strength Fire Control
Flame Blast Flight
Force Blast Invisibility
Stretching
SFX: Hostile. Step up or double any Super-Skrull in Training power for one action. If P
that action fails, add a die to doom pool equal to the normal rating of that power
die. 4
Limit: Exclusivity. You may only use one set of Fantastic Four powers at
a time: Human Torch: Fire Control d8, Flame Blast d8, Flight d8;
6
Invisible Woman: Enhanced Durability d8, Flight d8, Force Blast d8, Invisibility 8
d8; Mister Fantastic: Enhanced Durability d8, Stretching d8; Thing: Enhanced
Durability d8, Enhanced Stamina d8, Enhanced Strength d8.
10
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Super-
Skrull in Training. Recover Super-Skrull in Training when you recover that stress 12
or wake up. If you take emotional trauma, shutdown Super-Skrull in Training
until you recover that trauma.
M
TARNAXIAN SKRULL
4
Enhanced Stamina Shapeshifting
SFX: Versatile. Replace your Shapeshifting die with 2d8 or 3d6 on your next roll. 6
Limit: Mercurial Temperament. Step up emotional stress from taunting or insults to gain
1 PP. 8
10
Specialties Combat Expert Cosmic Expert
12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
Milestones LOYAL MATE 4
1 XP when you talk to your betrothed about the trouble at hand.
3 XP when you aid your betrothed during a Transition Scene. 6
10 XP when you either officially exchange vows with your betrothed in the proper
marriage rites, or formally break off your engagement, renouncing Majesdanian
8
love as a waste of time.
10
SHIFTER
12
1 XP when you change shape for social reasons.
3 XP when you use your Shapeshifting Power Set to create a complication for an
enemy.
XP
10 XP when you either pretend to be one of your teammates in order to root out traitor-
ous activity, or pretend to be an Avenger in order to get a teammate out of big,
big trouble.

YR130 YOUNG AVENGERS / RUNAWAYS


Xavin [secret]

History Abilities & Resources


The child of Skrull royalty who died in a stalemat- Xavin is Skrull royalty and—when in Skrull
ed war against the Majesdanians, Xavin trained from space—can access that empire’s military equipment.
a young age to be the next Super-Skrull and master She had an advanced spacefaring vessel, but it was
the powers of the Fantastic Four. He came to Earth destroyed when she and Karolina crash-landed on
to find Karolina Dean, as their parents betrothed Earth. Like all Skrulls, she can shapeshift with con-
them to one another fifteen years prior. Xavin’s first vincing accuracy. She’s also a Super-Skrull candidate
meeting with the Runaways quickly escalated into and possesses all the powers of the Fantastic Four,
hostilities, but once Xavin’s purpose became clear, including the Invisible Woman’s invisibility and force
peaceful discussions began. The Skrull sought the fields; Mr. Fantastic’s stretching; the Human Torch’s
marriage to bring peace between their two peoples. self-immolation, flames, and flight; and the Thing’s
Karolina was surprisingly responsive, but because rocky skin, strength, and toughness. However, being
of her sexuality didn’t want to live a lie with the in training, Xavin can only manifest one set of abili-
seemingly male Xavin. Xavin surprised everyone ties at a time. Xavin is a member of the Runaways,
by changing shape into a woman and informing and despite her abrasive personality can count on
Karolina that it was no trouble at all for a Skrull to them for aid and assistance, if for no other reason
switch genders. than the Runaways’ fondness for Karolina.
Xavin and Karolina departed, attempting to
broker a peace between their peoples through their
marriage. Things went well until hostilities between
the Skrull and Majesdanians flared again. The two
barely escaped with their lives, crash-landing on
Earth. Upon their return, they found their team at
odds with one another, and Molly Hayes in the hands
of the new Pride.
Xavin supported Karolina’s efforts to reunite the
team. Knowing that the Pride needed to sacrifice
an innocent life, Xavin impersonated Nico and al-
lowed herself to be shot, tricking Geoffery Wilder
into believing he’d succeeded in slaying an innocent
for the Gibborim. Xavin’s shapeshifting allowed the
young Super-Skrull to make sure her vital organs
were well protected. This led to the New Pride’s
defeat, Molly’s rescue, and Xavin’s permanent place
among the Runaways.

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.

HERO DATAFILES YR131


DATAFILE INDEX
Aegis.............................................................YR74 Longstrike..................................................YR20
Alex Power................................................YR76 Marvel Boy.................................................YR47
Alex Wilder...............................................YR27 Microbe.......................................................YR96
Amadeus Cho...........................................YR78 Molly Hayes..............................................YR98
Arsenic........................................................YR27 Namorita................................................. YR102
Bandit..........................................................YR08 Nico Minoru............................................ YR100
Blackwing..................................................YR19 Night Thrasher..................................... YR104
Bloodshed.................................................YR59 Night Thrasher II.......................................YR18
Blue Streak................................................YR66 Patriot....................................................... YR106
Bolt................................................................YR08 Phaser..........................................................YR20
Cape-Killer Unit......................... YR33, YR41 Phil Urich....................................................YR57
Chase Stein...............................................YR80 Prowler.......................................................YR56
Chondu the Mystic.....................................YR63 Rage........................................................... YR108
Cobalt Man................................................YR15 Renascence...............................................YR21
Coldblood..................................................YR54 Ricadonna..................................................YR69
Coldheart...................................................YR15 Rick Jones..................................................YR58
Cube Agents.............................................YR46 Ricochet......................................................YR57
Cybermancer............................................YR54 Ripcord........................................................YR21
Darkhawk...................................................YR82 Ruby Thursday.........................................YR64
Debrii...........................................................YR09 Satana..........................................................YR70
Decibel........................................................YR19 Shockwave................................................YR61
Digitek.........................................................YR55 Shrunken Bones........................................YR65
Ferocia.........................................................YR67 Silhouette..................................................YR12
Firestar........................................................YR09 Skybolt........................................................YR22
Flag-Smasher...........................................YR33 Slapstick.................................................. YR110
Flame...........................................................YR68 Slyde............................................................YR61
Ghost-Maker.............................................YR59 Speed........................................................ YR112
Gibborim....................................................YR26 Speedball................................................ YR114
Gorilla-Man...............................................YR64 Speedfreek................................................YR16
Hammerhead...........................................YR60 Stature...................................................... YR116
Hawkeye.....................................................YR84 Stilt-Man.....................................................YR62
Helix.............................................................YR10 Tempest......................................................YR22
Hindsight ..................................................YR10 Thor Girl.................................................. YR118
Hulkling .....................................................YR86 Timeslip......................................................YR12
Iron Lad.......................................................YR37 Topaz............................................................YR71
Jack Power.................................................YR88 Turbo......................................................... YR120
Jennifer Kale............................................YR71 Ultra Girl.................................................. YR122
Julie Power................................................YR90 Victor Mancha....................................... YR124
Justice..........................................................YR11 Vienna.........................................................YR62
Karolina Dean..........................................YR92 Vision........................................................ YR126
Katie Power...............................................YR94 Warden........................................................YR51
King Size.....................................................YR68 Wiccan...................................................... YR128
Lightbright................................................YR55 Wondra........................................................YR23
Living Mummy.........................................YR56 Xavin......................................................... YR130

YR132
CREDITS TM

The Illuminati (Concept Team)


Cam Banks (design lead), Rob Donoghue,
Matt Forbeck, Will Hindmarch,
Philippe-Antoine Ménard, and Jesse Scoble.

Advanced Idea Mechanics (Design Support Team)


Dave Chalker, John Harper, Jeremy Keller (art director), Jack Norris, and Aaron Sullivan.

Damage Control (Editing Team)


Amanda Valentine (managing editor) with Sally Christensen, Matthew Gandy, Miranda Horner,
Alex Perry, and Chad Underkoffler.

Wrecking Crew (Playtesters)


Scott Acker: Kristin Strickland, Matthew Strickland, James George Delamater, Reg Klubeck, Chris Perrin; Justin D. Jacobson:
Buckingham, Christopher Acker; Daniel Bacon—Dark Sun Gang: Jeffrey Piroozshad, Mark Rickard, Steven Baker, Michael Ruiz; Seth
Robert Sutton, Joseph Zabinski, Kristian Cardillo, Steven Farrell, Johnson: John Aegard, Wilhelm Fitzpatrick, Kristian Happa-Aho,
Robert Smith, Michael Callahan; Cam Banks—UTC Gamers: Chris Jon Leitheusser; Rob Justice—The Bear Swarm!: Michael Curry,
Adkins, Jeremy Keller, Adam Minnie, Michelle Nephew, Mark Brett Zeiler, Darryl Loyd, Chad Brinkley, Jacob Evans, Jeremy Elder,
Reed; Jeremy Beyer: Ray Axmann, Seth Tiede, Risa Barrett, Kevin Parrott; Tim Kirk: Larry Tull, Eve Tull, Allison Glass, Jeremy
Dan Hemmingsen, Daniel Moenning, Tyler Wagner; Joseph “Chu” Carroll, Chris Cox; Christian Lindke—The Champions of
Blomquist: Mary Blomquist, Katie Bond, Angie Espelage, Adam Los Angeles: Wes Kobernick, Joel Allan, James Leszuk, Jason
Lake, Jeff Lewis, Mike Walter; T. Rob Brown—The Midwest Parker, Eric Lytle; Paul Marcinkevage: Harry Kaiserian, Bill
Avengers: Chad Denton, Jason Denton, Travis Shofler; James White, Clark Valentine, Amanda Valentine; Philippe-Antoine
Carpio—Connecticut Crusaders: Adam Rinehart, Matt Millman, Ménard: Yan Décarie, Alexandre David, François Jauvin, Pierre-
Gregory Krakovich, Mike “Best there is at what I do” Pankenier, Marc Giroux; Joseph Meyer: Mike Lafferty, David Goodner, Stacie
Mary “Storm” Lindholm, Justin Schneider, Shane McCarthy; Dave Winters, Kevin Mowery, Stacey Montgomery; Jay Miller: Lisa
Chalker—The Piledrivers: Fred Hicks, Kate Kirby, Dennis Twigg, Miller, Stewart Mabey, John Cheraz; Adam Minnie—The Other
Jim Henley, Josh Drobina, E Foley, Bob Bretz, Brennan Taylor, Midwest Avengers: Kelsey Speer, Aaron Speer, Stephanie Ingold,
Irven Keppen, Tim Rodriguez, Brendan Conway, Matt Dukes, Paul Silber, Matthew Silber; Quinn Murphy: Gerald Cameron,
Danny Rupp, Dean Gilbert, Gerald Cameron, Quinn Murphy; Ryven Cedrylle, Matt Sheridan; Jack Norris—Mike Holmes,
Jason Childs—West Coast Wrecking Crew: Peter Childs, Kelli Jason Inglert, Lindsey McHenry, Matt Miller, Stephanie Miller,
Turpin, Roger Bogh, John Gradilla, Ron Robinson, Robert Barry; Danielle Reimer, Lauren Ringersma, Charles Sturgis; Craig Payne:
Joshua H. Coons: Mark R. Crump, Keith Grace, Brandon Schipper, Adam Berry, Chris Coates, Graham Handby, James Hunt, Mark
Richard Ignasiak II, Charles Boswell; Jason Corley—Vistamar Peyton; Alex Perry: Adam Perry, Marianna Csaszar; Christopher
College Fighting Chimeras: Kim Corley, Ryan Franklin, Golda Pierce—Game Citadel Gamers: Merlin and Michelle Littlefield,
Lloyd, Sara Kuwahara; James Dawsey—The Dawsey Posse: Brad Frank Hartnett, Logan McLaughlin, Gabriel Perro, Joshua
Rogers, Jamal Hassan, Jeremy Dawsey, Jeremy Moore; Matthew Wilson, Zach Zoroya, Brian Barnes, Eric Knowlton; Christopher
D. Gandy—You Burst into Flames!: Travis Bryant, Tim Gemma, Ruthenbeck: Josh Acker, Ashley Adams, Brendan Flaherty, Amber
Andy Kitkowski, Joey Rodgers; Matthew D. Gandy—Clone Saga: Flaherty, Mark Miller, Mason Miller, Ryan Vent; Eric Smailys—The
Julie Baker, Mark Causey III, Darren Hennessey, Michael Kelly, Wildcards: James Baize, Curtis McClain, Richard Altman, Brent Avis;
Eric Provost; Mark Garbrick: Kelley Hightower, Jennifer Bedell, Bob Smith—Battleground: Leonidas Argyropoulos, Dan Bacon,
John Wright, Matthew Smith, Roger Gray—Blackland Gaming Jared Brown, Jason Gerstein, Alan Lucas  , Sam Pearson; David
Group: Jim, Paul, Conner, Chris; Jim Henley—Scoot!: Bill Dowling, Thomas—The Midwest Maulers: Genna Thomas, Tiffany Thomas,
  bigail Hanley; Will Hindmarch—Marvel Knights:
Kirt Dankmyer, A Eric Schroeder, Tom Holley; Talon Waite: Lauren Valentine; Stacie
Anne Petersen, Marty Gleason; Wayne Humfleet—The Ancient “Glass” Winters: Kelly “Fabien” Kiel, Justin “Savagehominid”
Gamers: Jeff Ayers, Tom Carpenter, Brian Kelley, Tom Kimball, Smith, Rausha Furgason, Erika Zofchak, Nick Wiedmaier.

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

Power Sets TACTIGON


Mimic Weapon
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die. P
SFX: Proportional Response. On a successful reaction against an attack action, convert
your opponent’s effect die into a Tactigon stunt or step up a Tactigon power until 4
used in an action. If your opponent’s action succeeds, spend 1 PP to use this SFX.
6
SFX: The Right Tool for the Job. Split Weapon into 2d8 or 3d6.
Limit: Gear. Shutdown Tactigon to gain 1 PP. Take an action vs. the doom pool to recover 8
Tactigon.
Limit: Losing Control. Change any Tactigon power into a complication to gain 1 PP. 10
Activate an opportunity or remove the complication to recover that power.
Limit: Omega Level Threat. If your pool includes a Tactigon power, both 1s and 2s on 12
your dice count as opportunities, but only 1s are excluded from being used for
totals or effect dice. M
4
6

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.

FS76 FIFTY STATE INITIATIVE


Violet Lightner [secret]

History Abilities & Resources


Raised in an old, spider-infested home, Violet The Tactigon is an extraterrestrial device lost in
Lightner had a difficult childhood. Depressed, the battle long ago. From the bottom of San Francisco
young woman decided to take her own life by leap- Bay, it sensed Violet and sought her out. Now she
ing off the Golden Gate Bridge. As she plummeted, wields the Tactigon, the apparatus grafted to her left
an alien device that had fallen to Earth raised itself arm. The device is capable of shapeshifting itself
from the bottom of the bay, latched onto her arm, into any weapon, conventional or otherwise. The
and averted Violet’s suicide attempt. Deciding to Tactigon does so involuntarily, reacting to the situa-
make something of her life, she named the device tion on hand, so Armory never knows what she may
the Tactigon, and took the name Armory. When be wielding when rushing into battle.
Ultimo attacked San Francisco, Lightner sprang into
action, helping the Mighty Avengers defeat the robot
with a single blast from the Tactigon. Shipped off to
Camp Hammond, now she must earn her right to call
herself a super hero.

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.

HERO DATAFILES FS77


BLACK CAT
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Dangerously Alluring
I’m No Hero or
World-Class Thief +1 PP

Power Sets CAT SUIT


Enhanced Reflexes Enhanced Senses
Enhanced Speed Enhanced Strength
Leaping Swingline P
Wall-Crawling 4
SFX: Cat Claws. Step back the highest die in your attack action pool to add a d6 to your
and step up physical stress inflicted. 6
SFX: Focus. If your pool includes a Cat Suit power, you may replace two dice of equal
size with one stepped-up die. 8
SFX: Multipower. Add more than one Cat Suit power to your pool. Step back each Cat
Suit power die in your pool once for each die beyond the first. 10
Limit: Gear. Shutdown Cat Suit to gain 1 PP. Take an action vs. the doom pool to recover.
12
M
Specialties Acrobatic Expert Combat Expert 4
Covert Expert Crime Expert 6

Menace Expert Psych Expert 8

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.

FS78 FIFTY STATE INITIATIVE


Felicia Hardy

History Abilities & Resources


Born the daughter of a master thief, Felicia Hardy Black Cat has gained and lost powers more than
grew up idealizing her father despite his incarcera- once during her career. In the past, she possessed
tion. After being a victim of violence, she trained a limited form of probability control that enhanced
herself to fight and to follow in her father’s trade. her natural luck, while negatively warping the luck
She originally took on her “Black Cat” identity as part of others, as well as heightened physical abilities
of a scheme to break her father out of prison. That and senses. Merely a highly skilled human at the
plan brought her into contact with Spider-Man, and moment, Felicia uses a suit designed for her by crim-
her life changed. They started a relationship, Felicia inal tech-wiz the Tinkerer. This suit greatly ampli-
began putting herself at great risk to aid Spidey in fies her strength and agility, while providing built-in
his activities, and he revealed his secret identity to retractable claws and a sophisticated sensor suite.
her. Worried she was proving a liability to him, she Regardless of her powered state, Black Cat is an
sought out powers of her own. Her quest and the Olympic-level acrobat and athlete with
abilities she acquired earned her unwanted enemies significant combat training. She
and debts, as well as endangering Spider-Man and is a highly accomplished bur-
others. Ultimately, it cost her that relationship. glar with a well-established
Later, Black Cat lost her powers and fell in and out network of connections
of love again with Parker. She took his marriage to throughout the underworld,
Mary Jane quite badly, but Felicia and Parker remain which she uses to fence loot,
friends. acquire advanced technology
and security information,
Personality and provide ample em-
Felicia Hardy is a conflicted woman. On the one ployment for her talents.
hand, she is an incredible thief, at home in a world Her personal charms
of murky alliances and gray morality. On the other, ensure that she
she wants to be worthy of the few good people she stays in the good
has allowed herself to love, which has influenced graces of this
her to act the hero even when it was distinctly not in network, despite
her best interests. Black Cat is vindictive and never jumping back and
forgets a slight, real or imagined, especially from forth between the
men. Conversely, she shows surprising loyalty to careers of a crimi-
people she likes. Seductive, flirtatious, and extreme- nal and a border-
ly well-versed in exploiting her feminine charms to line hero.
their fullest, Hardy has no compunctions about ma-
nipulating people to get what she wants. Although
materialistic and self-centered, she is aware of those
flaws and how others might attempt to use those
traits against her.

HERO DATAFILES FS79


BULLSEYE
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Cold-Blooded Assassin
Deadly Accuracy or
Killer Grudges +1 PP

Power Sets EVERYTHING IS A WEAPON


Enhanced Durability Weapon
SFX: Focus. If your pool includes an Everything Is a Weapon power, you may replace
two dice of equal size with one stepped-up die P
SFX: I Never Miss. If your pool includes an Everything Is a Weapon power, spend 1 PP
to reroll. 4
SFX: Trick Shot. Against a single target, step up or double a Weapon die. Remove the
highest rolling die and use three dice for your total. 6
SFX: Whatever’s on Hand. When using an asset, step up or double your asset die. If the
asset is persistent, step it back for the rest of the Scene.
8
Limit: Psychotic. When you take mental stress, step it up and gain 1 PP. 10
12
M
4
Specialties Acrobat Expert Combat Master
6
Covert Expert Crime Expert
8
Menace Expert Psych Expert
10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
Milestones FAKE EMOTIONS 4
1 XP when you pretend to care about something or someone. 6
3 XP when you show your true sociopathy by inflicting stress on an opponent or ally.
10 XP when you either discover something that truly moves you and then try to find 8
another line of work or give up on your own humanity and continue killing people
with projectiles for money. 10
KNOW YOUR TARGET 12
1 XP when you talk to someone who knows your target intimately.
3 XP when you create a complication for your target by meddling with their personal
life using Menace or Psych Expert. XP
10 XP when you either kill your target in a single perfect shot or decide that they are
not worth the time of an assassin of your caliber.

FS80 FIFTY STATE INITIATIVE


Lester (full name unknown)

History Abilities & Resources


A former major-league pitcher and covert opera- Bullseye’s mastery of ranged weapons borders
tive, Bullseye is one of the world’s foremost killers- on the supernatural. In addition to more convention-
for-hire. A sadistic sociopath able to turn anything al weapons, he has maimed or killed with playing
into a weapon, he has taken contracts on targets all cards and toothpicks. He is also a highly skilled mar-
over the world. Other than his brief sports career tial artist, gymnast, and covert operative. Despite
and time spent working with the National Security lacking superhuman abilities, Bullseye is easily one
Agency, little is known about Bullseye. He often of the most dangerous men alive. Over the years
gives wild, varied and contradictory accounts of these injuries have compelled the assassin to aug-
his childhood and family history, usually to throw ment his bones with Adamantium implants, making
targets, employers, or law enforcement off balance. him even more formidable.
Bullseye often surfaces in the employ of some Bullseye has extensive contacts in criminal circles
criminal mastermind or corrupt government of- and with various intelligence agencies. It’s hard to
ficial, most notably the Kingpin. This work brings call any of these people friends, but they are people
him into conflict with various costumed heroes in- who appreciate Bullseye’s value as an assassin. This
cluding Captain America, the Punisher, and most holds especially true with New York organized crime
notably Daredevil. His conflicts with the Man figures such as the Kingpin. Bullseye briefly worked
Without Fear are brutal, extremely personal, and with Deadpool, but it’s unlikely the mercenary cares
legendary: Bullseye has killed or maimed several much about or even remembers their shared his-
of Daredevil’s friends and lovers, such as Elektra tory. As a member of the Thunderbolts, Bullseye
and Karen Page. The hero has severely injured the has access to various
assassin in return, once even letting him fall from a government re-
height that shattered his spine and nearly killed him. sources, though his
Recently, Norman Osborn recruited Bullseye into actions are closely
the government-sponsored Thunderbolts team. monitored.
Bullseye doesn’t really care about enforcing the
SHRA or capturing unregistered heroes, but he rel-
ishes the opportunity to track
down, maim, and kill renegade
heroes.

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.

HERO DATAFILES FS81


THE CAPTAIN
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Drunk and Disorderly
I’m Not Stupid or
Not That Captain +1 PP

Power Sets THE HEARTSTAR OF THE SPACE BETWEEN GALAXIES


Superhuman Durability Superhuman Senses
Superhuman Stamina Superhuman Strength
P
Supersonic Flight
SFX: Generic Super Power SFX. Add more than one The Heartstar of the Space Between 4
Galaxies power die to your pool. Step back each The Heartstar of the Space
Between Galaxies power die in your pool once for each die beyond the first.
6
SFX: Invulnerability. Spend 1 PP to ignore physical stress or trauma. 8
SFX: Overcompensating. Step up or double any The Heartstar of the Space Between
Galaxies power for one action. If that action fails, add a die to doom pool equal 10
to the normal rating of that power die.
Limit: Cease and Desist. Step up any mental or emotional stress inflicted by intimidation 12
or threats of lawsuits to gain 1 PP.
M
4
6
Specialties Menace Expert 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 10
12
E
Milestones BLEEP!
1 XP when you threaten an opponent in a way unbecoming a proper, old-fashioned
4
super hero. 6
3 XP when you try to act like a proper super hero and take stress in the process.
10 XP when you either reform your way of life, clean up your act, and begin acting more 8
like Captain America or **** that nonsense and accept your unique take on super
heroics, putting the **** in Captain **** as only you can. 10
NOT THE BRIGHTEST STAR IN THE GALAXY 12
1 XP when you say something stupid.
3 XP when you say something that is actually pretty smart or inflict physical stress on
someone who calls you stupid. XP
10 XP when you either make peace with your own lack of mental acuity or take concrete
steps to educate yourself and get smarter by seeking out a tutor or mentor.

FS82 FIFTY STATE INITIATIVE


The Captain [unknown]

History Abilities & Resources


Wandering the streets of Brooklyn late at night, The Captain was given the Heartstar of the Space
the man who would be known as The Captain stum- Between Galaxies, granting him superhuman abili-
bled upon two aliens, Spa-fon and Squa-tront. They ties beyond mortal ken. These powers were intended
had come from an unknown destination, seeking to make the universe Brooklyn a better place.
someone to give the “Messianic Siddha-complex.” The Captain possesses a generic set of spe-
They met The Captain and gave him the Heartstar cial superhuman abilities, including superhuman
of the Space Between Galaxies, pressing it into his strength, stamina, durability, and sight. In addition,
chest. The Captain proceeded to bash their skulls he’s able to fly at great speed. Along with the other
in. He was disappointed to learn they were not, in members of Nextwave, The Captain travels around
fact, leprechauns, and therefore didn’t turn into in the Shockwave Rider, an experimental vehicle
gold coins when struck in the head. He attempted designed by H.A.T.E.
to steal their wallets, but instead threw up violently He can usually be found with a bottle of liquor
on them. in hand.
No one knows where The Captain comes from,
or what his real name is. He chose the name The
Captain, because all the super hero names that begin
with “Captain” were already taken, and it was the
only one left. He is known to introduce himself as
Captain ****, Captain ****, or even Captain ****,
though the last of those caused Captain America,
upon meeting him, to shove a bar of soap in his
mouth and leave him in a dumpster.
His memory of his past is vague, as it is believed
that Nextwave may possess false memories implant-
ed by the Beyond Corporation©.
Little else is known about this stupid, stupid man.

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.

HERO DATAFILES FS83


CLOUD 9
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions I Just Want To Fly
Shy or
Unwilling Hero +1 PP

Power Sets AEROKINESIS


Enhanced Reflexes Subsonic Flight
Weather Control P
SFX: Choking Gas. Step back the highest die in your attack action pool to add a d6 and
step up physical stress inflicted. 4
SFX: Cloud Burst. Shutdown your highest-rated Aerokinesis power to step up another
Aerokinesis power. Activate an opportunity or participate in a Transition Scene 6
to recover the power.
SFX: Cloud Constructs. When using Aerokinesis to create assets or complications, add 8
a d6 and step up your effect die.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Aero-
10
kinesis. Recover Aerokinesis when you recover that stress or wake up. If you take
mental trauma, shutdown Aerokinesis until you recover that trauma. 12
M
4
6
Specialties Combat Expert
8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
10
12

Milestones I’LL FLY AWAY E


1 XP when you take flight during an Action Scene. 4
3 XP when you shut down Subsonic Flight in order to step up a die in another power
in your Aerokinesis Power Set. 6
10 XP when you either take down the main threat in an Action Scene through flight or
go rogue, deciding not to be a registered super hero because you only wanted 8
to fly in the first place.
10
WALLFLOWER
1 XP when your shyness and awkwardness comes across in a scene. 12
3 XP when you overcome your shyness for a moment to help an ally during a Transition
Scene.
10 XP when you either go into your shell, becoming even more shy and awkward or XP
become more comfortable with your own skin and declare yourself a super hero
on par with any of the others on your team.

FS84 FIFTY STATE INITIATIVE


Abigail “Abby” Boylen [secret]

History Abilities & Resources


Abigail Boylen gained the ability to levitate on Cloud 9 is able to generate a gas, possibly of ex-
clouds of her own creation. Her new powers gave traterrestrial origin, which is able to hold the weight
her the chance to soar, flying over her hometown of of several people. She uses this gas primarily as a
Evanston, IL, while manipulating the clouds around form of transportation, but she can use these clouds
her. to fill her opponents’ lungs as well as obscure her
On her first flight out, she was stopped by mili- from sight.
tary jets and War Machine, who informed her that Cloud 9 is also a natural sharpshooter, possibly
if she wanted to use her powers, she would be re- more capable than anyone else in her class.
quired to register and head to Camp Hammond for
training. She has no desire to become a super hero,
only wanting to be given a chance to fly.

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.

HERO DATAFILES FS85


COLLEEN WING
Affiliations PP
Solo Buddy Team

Distinctions Deadly Beauty

STRESS / TRAUMA
Mistress of Martial Arts or
Samurai Ancestry +1 PP

Power Sets ANCESTRAL KATANA


Weapon
SFX: Death by the Sword. Step back the highest die in your attack action pool to add
a d6 and step up physical stress inflicted.
SFX: Mistress of the Blade. On a successful reaction against a close combat action,
convert your opponent’s effect die into an Ancestral katana stunt or step up
an Ancestral katana power until used in an action. If your opponent’s action
succeeds, spend 1 PP to use this SFX.
Limit: Gear. Shutdown Ancestral katana to gain 1 PP. Take an action vs. the doom pool
P
to recover Ancestral katana. 4
MARTIAL ARTS MASTERY 6
Enhanced Reflexes Enhanced Stamina 8
Enhanced Strength 10
SFX: Chi Focus. If your pool includes a Martial Arts Mastery power, you may replace
two dice of equal size with one stepped-up die.
12
SFX: Chi Healing. Spend 1 PP to recover physical stress and step back physical trauma.
Limit: Exhausted. Shutdown any Martial Arts Mastery power to gain 1 PP. Activate an
opportunity or participate in a Transition Scene to recover that power.
M
4
6
Specialties Acrobatic Expert Business Expert 8
Combat Master Covert Expert 10
Crime Expert Mystic Expert
12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
Milestones PARTNERS IN CRIME-FIGHTING 4
1 XP when you talk to your co-workers about a job. 6
3 XP when you use your Ancestral Katana to create an asset for your co-workers to
use. 8
10 XP when you hire someone new to join you and Misty in your work or leave the job
for a while in order to chase down other opportunities and adventures. 10
WAY OF THE MODERN SAMURAI 12
1 XP when you discuss your family’s heritage.
3 XP when you use your Ancestral Katana to create a complication for your enemy.
10 XP when you either declare yourself a daimyo, gathering other modern samurai XP
under your leadership to make the world a better place, or set aside the katana,
seeking out other weapons and methods of martial arts mastery.

FS86 FIFTY STATE INITIATIVE


Colleen Wing [public]

History Abilities & Resources


The daughter of an Asian history professor and Colleen is an incredibly skilled swordswoman,
descended from an ancient samurai lineage, Colleen martial artist, and acrobat. Working with Misty
Wing grew up surrounded by the martial arts. She Knight has honed her detective skills as well. She
learned various fighting arts while studying in Japan prefers using her thousand-year-old katana to other
and elsewhere in the Far East, showing particular weapons, but uses other martial arts weapons when
aptitude with kenjutsu, or “the way of the sword.” necessary. She also possesses some ability to chan-
Sent by her father to aid the newly anointed Iron Fist nel and manipulate her chi (internal energy), an ar-
(Danny Rand), she assisted the Immortal Weapon of tifact from her one-time mental link with Iron Fist.
K’un-Lun on several adventures. Colleen has many friends and allies, includ-
Coming to the U.S.A. she met NYPD officer Misty ing Misty Knight, Iron Fist, and Luke Cage. She has
Knight, who would eventually become her partner in worked with the X-Men as well, especially the
Nightwing Restorations, Ltd. Dubbed the Daughters second iteration of the team including Jean Grey,
of the Dragon, the pair worked together for years, Cyclops, and Wolverine. Colleen’s family has ex-
often alongside Iron Fist and his Heroes for Hire part- tensive contacts in Japan and her great-uncle is
ner, Luke Cage. She also was romantically involved head of the Japanese Secret Service. As a member
with ex-martial arts action star Bob Diamond, one of Nightwing Restorations and the newly re-formed
of the legendary Sons of the Tiger, although that Heroes for Hire, she has contacts with
relationship has ended, leaving the modern-day various law enforcement agen-
samurai maiden single once again. cies and criminal informants.
Recently Colleen and Misty re-formed Heroes for A recent duel with crime
Hire as bail bondswomen, but have been contacted lord Ricadonna spawned a
by those supporting the SHRA to hunt down and bizarre mix of animosity
capture superhumans who operate in defiance of and mostly one-sided
the registration act. Whether or not they will accept flirtation on the part
this job or assist heroes opposing it remains unclear. of the villainess.

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.

HERO DATAFILES FS87


ELSA BLOODSTONE
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Daddy Was an Immortal Monster-Hunter
Faux European Accent or
I’ve Seen Worse +1 PP

Power Sets BLOODSTONE LEGACY


Enhanced Speed Enhanced Stamina
Enhanced Strength Superhuman Durability
SFX: Just a Flesh Wound. Spend 1 PP to recover your physical stress and step back your
physical trauma.
SFX: Immortality. Spend 1 PP to ignore stress, trauma, or complications from aging or P
disease.
Limit: Bloodgem Choker. Shutdown Bloodstone Legacy to gain 1 PP. Take an action vs.
4
the doom pool to recover Bloodstone Legacy. 6
TOOLS OF THE MONSTER-HUNTER 8
Weapon
SFX: Five Rounds Rapid. Against a single target, step up or double a Weapon die. Remove 10
the highest rolling die and use three dice for your total.
SFX: From the Private Collection of Ulysses Bloodstone. When you create a Mystic- 12
related resource or stunt, step up the lowest doom die to step up the stunt or
resource. M
Limit: Nothing to Hand. Shutdown Weapon to gain 1 PP. Activate an opportunity or
participate in a Transition Scene to recover Weapon. 4
6
8
Specialties Acrobatics Expert Combat Expert 10
Covert Expert Mystic Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
4
Milestones THE BLOODSTONE CURATOR 6
1 XP when you explain something mystical to an ally.
8
3 XP when you use your Mystic Expert to create an asset for your allies.
10 XP when you either open the Bloodstone Library to other heroes or burn these 10
dangerous books so that they will not be used for evil.

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.

FS88 FIFTY STATE INITIATIVE


Elsa Bloodstone [public]

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.

HERO DATAFILES FS89


THE GAUNTLET
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Drill Sergeant
I’ve Got This or
Professional Soldier +1 PP

Power Sets CYBERNETIC GAUNTLET


Stretching Superhuman Durability
Superhuman Stamina Superhuman Strength P
SFX: Powerhouse. Against a single target, step up or double a Cybernetic Gauntlet
die. Remove the highest rolling die and use 3 dice for your total.
4
SFX: Step It Up. If your pool includes a Cybernetic Gauntlet power, you may replace 6
two dice of equal size with one stepped-up die.
SFX: Well in Hand. When using Stretching to inflict a grappling-related complication 8
on a target, add a d6 and step up your effect die.
Limit: Alien Artifact. Shutdown Cybernetic Gauntlet to gain 1 PP. Take an action vs. the 10
doom pool to recover Cybernetic Gauntlet.
12
M
4
Specialties Combat Expert Menace Expert 6
Vehicle Expert 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 10
12
E
Milestones SARGE 4
1 XP when you bark an order at someone on your team.
3 XP when you use Combat Expert or Menace Expert to train an ally during a Transition 6
Scene.
10 XP when your team follows your orders with military precision or you realize that
8
someone else is more qualified and set yourself as their second-in-command.
10
TRUE WARRIORS DON’T KILL CHILDREN
12
1 XP when you insult the New Warriors.
3 XP when you inflict stress on a lazy super hero.
10 XP when you either lead a super team successfully against a global threat, taking XP
down an opponent with a d12 in their Power Set, or realize that the New Warriors
were doing their best and apologize to each and every one of them.

FS90 FIFTY STATE INITIATIVE


Sergeant Joseph “Joe” Green [public]

History Abilities & Resources


Joseph Green was a United States Army ser- Green wields the gauntlet, an alien artifact found
geant, tasked with leading a squad of soldiers into at the crash site. This glove was part of a complete
the Sudanese desert to investigate an alien crash set of armor worn by an alien combatant, now scat-
site. Upon arrival, his unit found themselves pinned tered across the globe and acquired by other heroes
down by Hydra forces that also tracked the crash. and villains including Southpaw and Grasshopper.
During the fierce battle, Green was able to make The gauntlet generates an arm of pure energy. This
his way through the wreckage and put on a large energy arm is stronger and bigger than his own,
gauntlet-like device. After subduing the Hydra con- capable of crushing vehicles and lifting incredibly
tingent, Green discovered he was unable to remove heavy objects.
the gauntlet from his right arm. Green is also a sergeant in the United States
Green went on to serve in Iraq, until Secretary Army, having served in Sudan, Iraq, and other con-
Gyrich convinced him to return to the states and flict zones.
train new heroes at Camp Hammond. There, he has
gained a reputation for being strict, stern, and dis-
paraging of the New Warriors who caused the deaths
of hundreds on the site of the new facility.

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.

HERO DATAFILES FS91


HARDBALL
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Bad Guy Gone Good
Cocky or
Looking for a Fight +1 PP

Power Sets BALL ENERGY


Electromagnetic Blast Energy Mastery
Superhuman Durability P
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die. 4
SFX: Reactive Power. Spend 1 PP to add a Ball Energy power to another character’s
dice pool before they roll a reaction. If that character takes physical stress, you
6
take d6 mental stress.
8
SFX: Spheres of Pure Energy. When using a Ball Energy power to create assets or
complications, add a d6 and step up your effect die. 10
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Ball
Energy. Recover Ball Energy when you recover that stress or wake up. If you take 12
mental trauma, shutdown Ball Energy until you recover that trauma.
M
4
6
Specialties Combat Expert Crime Expert 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
10
12
E
Milestones ENERGY MANIPULATOR
1 XP when you discuss your understanding of your powers.
4
3 XP when you use your Ball Energy Power Set to create complications, assets, or 6
stunts.
10 XP when you either seek out someone to teach you how to tap into your unlimited 8
potential or decide that you are the only one who understands your powers and
refuse to accept anyone’s help or advice about them. 10
BILLS TO PAY 12
1 XP when you brag about your own strength, skills, or powers.
3 XP when you pretend to do something heroic so that you can make money.
10 XP when you either come clean about your family’s difficulties and your ties to the XP
Power Broker and Hydra or decide to become a super heroic mercenary, selling
your powers to the highest bidder.

FS92 FIFTY STATE INITIATIVE


Roger Brokeridge [secret]

History Abilities & Resources


Roger Brokeridge grew up watching his broth- Hardball is able to create spheres of electromag-
er competing in the Unlimited Class Wrestling netic energy. He can hurl these through the air as
Federation. When his brother became paralyzed and projectile weapons, increase their size to envelop
his family was unable to pay his medical bills, Roger and imprison his foes, and use them as shields. The
decided to seek revenge on the Power Broker, who spheres can crush and smash, or be formed within
gave his brother powers. Instead, the Broker con- something and expand, destroying it from the inside.
vinced Roger to accept superpowers of his own and The spheres disrupt any electronic signals nearby,
begin a crime spree, in order to pay for his brother’s making them (and everything within) invisible to
bills (minus the Broker’s seventy-percent cut). When surveillance.
Roger decided to rob an armored truck, he inad-
vertently saved a young girl when he stopped the
vehicle. Wonder Man saw the events and believed
Roger stepped in deliberately to save the girl. He
convinced Roger to join the Initiative. Realizing that
life as a hero was never going to make him turn a
profit, the Broker sold Roger’s contract to Hydra.
Now, as Hardball, Roger wants to change his
ways by working with the Initiative, hoping
his criminal masters will never come calling.

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.

HERO DATAFILES FS93


HELLCAT
Affiliations PP
Solo Buddy Team

Distinctions Daring Adventurer

STRESS / TRAUMA
Former Fangirl or
Psychic Conditioning +1 PP

Power Sets BEEN THROUGH HELL


Enhanced Senses Magic Resistance
Psychic Resistance
SFX: Deflect. On a successful reaction against a mystical attack action, inflict stress
with your effect die. Spend 1 PP to step it up.
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from magic and
psychic attacks.
Limit: Sometimes It’s Too Much. Step up emotional stress caused by loss, overwhelming P
responsibilities, or tragedy to gain 1 PP.
4
CAT COSTUME
6
Enhanced Reflexes Enhanced Stamina
8
Enhanced Strength
SFX: Claws. Step back the highest die in your attack action pool to add a d6 and step 10
up physical stress inflicted.
SFX: Focus. If a pool includes a Cat Costume power, replace two dice of equal size with 12
one stepped-up die.
Limit: Wardrobe Malfunction. Shutdown Cat Costume to gain 1 PP. Take an action vs.
the doom pool to recover Cat Costume.
M
4
6
Specialties Acrobatics Expert Combat Expert
8
Cosmic Expert Mystic Expert
10
Psych Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
Milestones HELL AND BACK
1 XP when you discuss some crazy aspect of your life experience as if it is entirely
4
normal. 6
3 XP when you use Cosmic or Mystic Expert to create an asset or aid an ally during a
Transition Scene. 8
10 XP when you either take a drastic life choice in order to make your life more normal
or embrace the many crazy turns your life has taken and take yet another, escalat- 10
ing your odd history.
12
SON OF SATAN’S EX-WIFE
1 XP when you discuss demons or devils.
3 XP when you deal stress to a demonic force. XP
10 XP when you either send a demonic force back to hell or summon an infernal power
for your own use.

FS94 FIFTY STATE INITIATIVE


Patricia “Patsy” Walker [secret]

History Abilities & Resources


Popular small-town teenage ingénue Patsy Hellcat’s connection to mystic realms and her
Walker always loved super heroes. She read about psychic training give her heightened resistance to
them, tried to meet them, and dreamed of becoming magical and psychic attacks. Her costume enhances
one. Figuring she would never get the chance, she her already excellent physique. The garment can be
married her high-school sweetheart, Robert “Buzz” summoned and dismissed at will and sports razor
Baxter, and settled into domestic life. However, fate sharp claws on the gloves. Patsy is a well-trained
had other plans for Patsy. acrobat and martial artist whose adventures have
After her husband turned angry and abusive, given her familiarity with magic, strange phenom-
Patsy left. Meeting Dr. Hank McCoy (Beast), she as- ena, and most of Earth’s super heroes. For a time,
sisted the hero in his struggles with the nefarious she had psychic abilities such as telekinesis and
Brand Corporation. Eventually the Avengers became telepathy, but she has since lost these powers.
involved and Patsy sought to aid them. Donning the A member of the Defenders and the Avengers,
empowered costume of the heroine known as the she was well-thought-of by their members, particu-
Cat (Greer Grant Nelson AKA Tigra), she became the larly the Beast, who also served with both teams.
ferocious Hellcat. She and Tigra share a close bond, having
As Hellcat, Patsy worked with several teams shared both the same costume and
including the Avengers and the Defenders. It was identity. Patsy was formerly married
during her time with the Defenders that she met to Daimon Hellstrom but the two are
Daimon Hellstrom, the infamous occult hero known now separated. Her other ex-
as the Son of Satan. The two fell in love and got mar- husband Buzz is now the
ried. Patsy died some time later, her soul trapped super villain Mad Dog.
in Hell. Eventually, Daimon and the Avengers freed
Hellcat and restored her to life. After a period of
adjustment and recovery, she became Hellcat once
more.
Recently, Hellcat has signed on with the Initiative
as an instructor. She is also considering a field posi-
tion, realizing she misses the thrill of active heroic
work.

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.

HERO DATAFILES FS95


HOWARD THE DUCK
Affiliations PP
Solo Buddy Team

Distinctions Fast Learner

STRESS / TRAUMA
Irritable Cynic or
Lucky Duck +1 PP

Power Sets IRON DUCK SUIT


Enhanced Durability Flamethrower
Leaping
SFX: It Has a Lamp. Add d6 to the doom pool to ignore darkness-related complications.
SFX: What Does This Thing Do? When taking an action including an Iron Duck Suit
stunt, step up your existing emotional stress to step up the effect die.
Limit: Blunt-Edge Tech. Shutdown an Iron Duck Suit power to gain 1 PP. Activate an P
opportunity or participate in a Transition Scene to recover.
4
YOU’RE A DUCK!
6
Enhanced Reflexes Mystic Resistance
8
Psychic Resistance
SFX: Fowl-Mouthed. Step back the highest die in your attack action pool to add d6 and 10
step up emotional stress inflicted.
SFX: Quack Fu. Against a single target, step up or double a Combat Expert stunt die. 12
Remove the highest rolling die and use three dice for your total.
Limit: Wauugh! Step up emotional stress inflicted by extra-dimensional or mystical M
threats to gain 1 PP.
4
6
Specialties Business Expert Combat Expert 8
Mystic Expert Vehicle Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
Milestones METAFICTIONAL CRISIS
1 XP when you first link a specific action, situation, or character to a literary reference. 4
3 XP when you temporarily adopt a new identity, style, theme, or costume after re- 6
covering from being stressed out.
10 XP when you either reject a permanent change in your status quo or embrace it for 8
good, despite a loss in friends, allies, or resources.
10
TRAPPED IN A WORLD HE NEVER MADE
1 XP when you point out why the current situation is the way it is because you’re from 12
another world.
3 XP when your otherworldly origin, different point of view, or strange appearance
aids you in overcoming a threat or challenge. XP
10 XP when you decide to leave Earth for good via a dimensional portal or gateway, or
close such a gateway after deciding to stay here permanently.

FS96 FIFTY STATE INITIATIVE


Howard [public]

History Abilities & Resources


Born on an alternate Earth named Duckworld, Howard is a two-and-a-half-foot-tall talking duck,
Howard arrived in this dimension by the machina- able to do anything a regular human (or “hairy ape”)
tions of the demonic Thog the Overmaster and sub- can do and sometimes a little more. He’s gifted with
sequently became involved in a series of bizarre and the ability to pick up new things quickly, and indeed
surreal mystical adventures. Teaming up with such has already demonstrated a natural gift at martial
heroes as Jennifer Kale, the Defenders, Spider-Man, arts and even mystical abilities. With his circle of
and She-Hulk, Howard has struggled with his new past associates, Howard may be able to borrow (or
home and the constant irritations that come with it. end up with) any number of other powers, items,
Howard has no secret identity, though most technological gadgets, and sidekicks.
people think he’s actually just a little person in a Howard owns a suit of Iron Duck armor built by
duck suit. He has run for the highest office in the a past associate. It’s in a closet somewhere. If he
land, traveled to other dimensions, briefly gained needs to get involved in some badness, he’ll prob-
the powers of Daimon Hellstrom, the Son of Satan, ably dig it out.
and acquired a succession of odd arch-villains.
Recently, Howard returned to his adopted city of
residence, Cleveland, Ohio, where he makes a living
as a cab driver and lives with his on-again, off-again
romantic partner, actress Beverly Switzler. Although
Howard tried to register as a super hero, City Hall
decided to make things easy on him by officially
declaring that he doesn’t exist.

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.

HERO DATAFILES FS97


JUSTICE
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Brave New Warrior
Leadership Potential or
Struggling Idealist +1 PP

Power Sets PSYCHOKINESIS


Force Blast Subsonic Flight
Superhuman Durability Telekinetic Mastery
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep P
an additional effect die.
SFX: Multipower. Add more than one Psychokinesis power die to your pool. Step back 4
each Psychokinesis power die in your pool once for each die beyond the first.
SFX: Telekinetic Grab. When using a Psychokinesis power to inflict immobilizing com-
6
plication on a target, add a d6 and step up your effect die.
8
SFX: Versatile. Split Telekinetic Mastery into 2d8 or 3d6.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Psy- 10
chokinesis. Recover Psychokinesis when you recover that stress or wake up. If
you take mental trauma, shutdown Psychokinesis until you recover that trauma. 12
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 PP.
M
4
6
Specialties Combat Expert Crime Expert
8
Psych Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
10
12
E
Milestones COUNTER FORCE 4
1 XP when you discuss a shortcoming of the Initiative.
3 XP when you create an asset for members of the Initiative to use. 6
10 XP when you take a senior position in the Initiative, so that you can be sure that the
organization will be just, or leave and lead a team of rebel super heroes against
8
the Initiative.
10
REMEMBER THE WARRIORS
12
1 XP when you compare a current adventure to something that happened during your
tenure with the New Warriors.
3 XP when you help a young super hero during a Transition Scene.
XP
10 XP when you form a new incarnation of the New Warriors and lead them or when
you join a different team and leave your New Warrior legacy behind.

FS98 FIFTY STATE INITIATIVE


Vance Astrovik [public]

History Abilities & Resources


After a visit from his future self, Vance Astrovik’s Justice is a potent mutant telekinetic who has
life changed forever. The encounter altered his desti- honed his powers over years of practice and train-
ny, kickstarting mutant powers that otherwise would ing. He is capable of projecting force blasts, moving
have sat dormant for years. He soon found himself objects, flying, and defending himself with a force
the target of his abusive anti-mutant father. Running field. Vance’s control is exceptional; he is even able
away from home, he partnered with the Thing brief- to affect smoke and gas particles with enough con-
ly as Marvel Boy, even joining the Unlimited Class centration. Vance has trained with the Avengers and
Wrestling Federation. Later rejected by the Avengers the Thing, making him a skilled combatant. He’s also
due to his age and inexperience, Vance helped found very socially aware and sympathetic, making him an
the New Warriors supergroup. excellent teammate, leader, and counselor.
Vance was a valued member of the team for some A former Avenger and New Warrior, Justice can
time, until a violent encounter with his father put call on surviving members
Vance on trial for negligent homicide and murder. of those teams for aid. His
Although the jury decided the young man acted in relationship with Firestar
self-defense, they also found the use of his powers is strained since they
was reckless and sentenced him to a brief prison broke off their engage-
term. ment, but they still care
Older, wiser, and more in control after serving his for each other. Vance idol-
time, Vance returned to lead the New Warriors under izes Captain America, and the
the name Justice. Eventually he joined the Avengers older hero thinks highly
alongside his fiancé and fellow New Warrior, Firestar. of him. He’s also
The pair served with distinction despite their youth, quite friendly with
aiding the team against various foes. Eventually the the Thing. As an
pair left the group, their relationship faltered, and Initiative instructor,
they split up. he has access to the
Vance wasn’t with the New Warriors when the program’s resourc-
Stamford disaster happened. However, he often es and personnel.
finds himself the target of those who blame any
member of the team, past or present, for the disaster.
After siding with anti-SHRA forces during the Civil
War, Justice accepted an instructor position with the
newly founded Initiative program.

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.

HERO DATAFILES FS99


KOMODO
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions I was a Nobody
Student of the Lizard or
Vicious Combatant +1 PP

Power Sets LIZARD DNA


Enhanced Durability Superhuman Reflexes
Superhuman Stamina Superhuman Strength
P
Wall-Crawling
SFX: Ferocious. Add a doom die to your next attack action. After your action, step up 4
the doom die and return it to the doom pool.
SFX: Rending Claws and Teeth. Step back the highest die in your attack action pool to 6
add a d6 and step up physical stress inflicted.
SFX: Regrow Limbs. Spend 1 PP to recover your physical stress or step back your physi-
8
cal trauma.
Limit: Exhausted. Shutdown Lizard DNA to gain 1 PP. Activate an opportunity or par-
10
ticipate in a Transition Scene to recover that power.
12
Limit: Mindless Rage. Change any Lizard DNA power into a complication to gain 1 PP.
Activate an opportunity or remove the complication to recover that power.
M
4
6
Specialties Acrobatics Expert Combat Expert
8
Menace Expert Science Expert
10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
Milestones GRADUATE STUDENT 4
1 XP when you talk about your graduate work with Dr. Connors.
6
3 XP when you use your Science Expert to create an asset or complication.
10 XP when you decide be a scientist and use super-science to make someone’s life 8
better or find a science hero to be your mentor so that you can continue your
education. 10
LIZARD BRAIN 12
1 XP when you discuss rending something apart with your claws.
3 XP when you use Menace Expert to threaten an enemy, causing mental stress.
10 XP when you either ask someone for help with your lizard bloodthirst or surrender XP
to the lizard, taking up your lizard-form full-time, only occasionally turning back
to your human-form.

FS100 FIFTY STATE INITIATIVE


Melati Kusuma [secret]

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.

HERO DATAFILES FS101


MACHINE MAN
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions More than Just a Machine
My Robot Brain Needs Beer or
Sentient Android +1 PP

Power Sets MECHANICAL BODY


Cybernetic Senses Enhanced Reflexes
Enhanced Speed Enhanced Stamina
Flight Superhuman Durability P
Superhuman Strength Stretching 4
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from aging,
dehydration, disease, poison, starvation, or vacuum. 6
SFX: Multitasking. Add more than one Mechanical Body power die to your pool. Step
back each Mechanical Body power die in your pool once for each die beyond 8
the first.
SFX: Swiss-Army Fingers. When using a Mechanical Body power to create assets, add
10
a d6 and step up your effect die.
Limit: Needs a Recharge. Shutdown any Mechanical Body power to gain 1 PP. Activate
12
an opportunity or participate in a Transition Scene to recover that power.
M
4
6
Specialties Cosmic Expert Science Expert 8
Tech Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
Milestones FLESHY ONES 4
1 XP when you threaten an organic creature. 6
3 XP when you help a fleshy ally recover from stress during a Transition Scene.
10 XP when you either decide that humanity is well worth learning from and attempt to 8
gain empathy or decide that humanity is mad and decide to be a cold, calculating
robot with no emotions that don’t involve beer. 10
SELF-HATRED OR JUST FUN? 12
1 XP when you discuss the destruction of equipment, architecture, or robots.
3 XP when you create an asset, complication, or stunt that involves destroying inani-
mate objects. XP
10 XP when you either decide that it’s your duty to hunt down rogue robots or that you
can’t do violence to your comrades anymore.

FS102 FIFTY STATE INITIATIVE


X-51 / Aaron Stack [public]

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.

HERO DATAFILES FS103


MISTY KNIGHT
Affiliations PP
Solo Buddy Team

Distinctions Bionic Bounty Hunter

STRESS / TRAUMA
Daughter of the Dragon or
Ex-NYPD +1 PP

Power Sets BIONIC ARM


Energy Blast Superhuman Strength
SFX: Anti-Metal. When using Superhuman Strength power in an attack action against
metallic objects or characters, add a d6 and step up your effect die.
SFX: Cryogenic Blast. When inflicting a cold-based complication on a target, add a d6
and step up your effect die.
Limit: Still Human. Step back Superhuman Strength and shutdown other Bionic Arm
powers to gain 1 PP. Take an action vs. the doom pool or participate in a Transition
Scene to recover. P
Limit: Wired into My Brain. Step up mental stress taken from electromagnetic pulses
and other anti-technology attacks to gain 1 PP. 4
6
GIRL’S GOTTA ACCESSORIZE
Enhanced Durability Weapon 8
SFX: Rapid Fire. Against a single target, step up or double a Girl’s Gotta Accessorize
die. Remove the highest rolling die and use 3 dice for your total.
10
SFX: Take Aim. Step up or double any Girl’s Gotta accessorize power for one action. If
the action fails, add a die to doom pool equal to the normal rating of that power die.
12
Limit: Gear. Shutdown Girl’s Gotta accessorize to gain 1 PP. Take an action vs. the doom
pool to recover Girl’s Gotta accessorize . M
4
6
Specialties Business Expert Combat Expert
8
Crime Expert Covert Expert
10
Menace Expert Vehicles Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
Milestones FORMER COP
4
1 XP when you talk about an investigation or talk to someone from your life in the
NYPD. 6
3 XP when you create a complication for an opponent with one of your Specialties.
10 XP when you either bring in an opponent to the appropriate law enforcement agency 8
or decide that their villainy has made it personal and take justice into your own
hands. 10
PARTNERS IN CRIME-FIGHTING 12
1 XP when you talk to your co-workers about a job.
3 XP when you use Business Expert, Crime Expert, or Covert Expert to create an asset
for your co-workers to use. XP
10 XP when you hire someone new to join you and Colleen in your work or leave the
job for a while in order to chase down other opportunities and adventures.

FS104 FIFTY STATE INITIATIVE


Mercedes “Misty” Knight [public]

History Abilities & Resources


An NYPD cop until a terrorist’s bomb destroyed Misty is a talented investigator, exceptional
her right arm, Misty Knight received a bionic replace- markswoman, and skilled driver and pilot. Originally
ment from Stark Industries. Rejecting a desk job, relying on the superhuman might of her bionic arm
she left the force to become a private investigator. and exceptional street fighting skills, over the years
Early in her career, Misty teamed with Colleen Wing Misty has added more traditional martial arts to
to take down crime lord Emil Vachon. Impressed her repertoire. A recent battle with the crime lord
with how well they worked together, the duo formed Ricadonna destroyed her arm, leading her to acquire
Nightwing Restorations, Ltd and became informally a new upgraded prosthesis of Anti-Metal and dia-
known as the Daughters of the Dragon. The pair has mond. The prosthetic also now sports various offen-
had a few rough spots over the years, but mostly sive weapons, like a cryogenic blaster and repulsor
remain friends and partners. The Daughters of the field. On the job Misty wears body armor and carries
Dragon have operated all over the world, chiefly in various firearms, favoring high-caliber pistols.
New York and the Far East. A former cop, Misty has contacts in the NYPD and
In addition to her friendship with Colleen, Misty among police informants and petty crooks. Years
has had a long-running romantic relationship with of working with Colleen Wing, Luke Cage, and Iron
billionaire Danny Rand AKA Iron Fist (and recently, Fist have formed close-knit bonds. An ally to the
known as Daredevil). She and Danny aren’t currently X-Men and former roommate of Jean Grey,
together, but the flame between them burns bright. Misty can count herself among the mutant
Recently Misty and Colleen re-formed Heroes for team’s friends. Tony Stark personally
Hire as bail bondswomen but have been contacted designed and upgraded Misty’s bionic
by pro-Registration forces to hunt down unregis- arm, and the two are good friends
tered heroes and villains. Whether the two will despite their different backgrounds
ultimately take the job or aid the opposition is and worldviews.
uncertain.

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.

HERO DATAFILES FS105


MONICA RAMBEAU
Affiliations PP
Solo Buddy Team

Distinctions Been There, Fought That

STRESS / TRAUMA
I Used to Lead the Avengers or
Same Name, Different Hero +1 PP

Power Sets ELECTROMAGNETIC FORM


Intangibility Space Flight
SFX: Zap! On a successful reaction against a close-combat attack action, inflict physical
stress with your effect die at no PP cost. Spend 1 PP to step it up.
Limit: Half-Life. Change any Electromagnetic Form power into a complication to gain
1 PP. Activate an opportunity or remove the complication to recover that power.
Limit: Mutually Exclusive. Shutdown Electromagnetic Form to activate Electromagnetic
Projection. Shutdown Electromagnetic Projection to recover Electromagnetic
Form.
P
ELECTROMAGNETIC PROJECTION 4
Energy Blast Radiation Control 6
Subsonic Flight 8
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die.
SFX: Energy Absorption. On a successful reaction against an energy-based attack
10
action, convert your opponent’s effect die into an Electromagnetic Projection
stunt or step up an Electromagnetic Projection power until used in an action.
12
If your opponent’s action succeeds, spend 1 PP to use this SFX.
SFX: Versatile. Replace Energy Blast with 2d8 or 3d6 on your next roll. M
Limit: Overload. Shutdown any Electromagnetic Projection power to gain 1 PP. Activate 4
an opportunity or participate in a Transition Scene to recover that power.
6

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.

FS106 FIFTY STATE INITIATIVE


Monica Rambeau [secret]

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.

HERO DATAFILES FS107


MOONSTONE
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Bound to Power
Coldhearted Schemer or
Manipulative +1 PP

Power Sets LIFESTONE AUGMENTATION


Energy Blast Intangibility
Subsonic Flight Superhuman Durability
P
Superhuman Reflexes Superhuman Stamina
4
Superhuman Strength
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep 6
an additional effect die.
SFX: Dazzling Burst. When inflicting a Blinded complication or mental stress on a 8
target, add d6 and step up your Energy Blast die.
SFX: Puppets on a String. Spend 1 PP to step up a Psych Master stunt or resource and
10
recover mental or emotional stress.
Limit: Holds a Grudge Forever. Step up emotional stress from opponents that offend or
12
mock Sofen to gain 1 PP.
M
4
6
Specialties Combat Expert Medical Expert 8
Menace Expert Psych Master 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
Milestones LOVE OR JUST MORE MANIPULATION? 4
1 XP when you flirt with a hero or villain on the team. 6
3 XP when you use Menace Expert or Psych Master to create an asset for a lover.
10 XP when you either enter into a truly loving relationship or break off your current 8
affair the moment it stops being advantageous to you.
10
MIND GAMES
1 XP when you say something to an ally or enemy that plays upon their fears and 12
shortcomings.
3 XP when you inflict mental stress using Menace Expert or Psych Master.
10 XP when you either decide to stop your pattern of manipulation and abuse and XP
use your psychiatric skills to heal others or destroy a hero or villain with mental
trauma.

FS108 FIFTY STATE INITIATIVE


Karla Sofen [public]

History Abilities & Resources


Swearing to rise above the poverty in which The Kree gravity stones that have bonded with
she was born, Karla Sofen became a successful but Moonstone’s body give her an array of powers.
unethical psychiatrist. Briefly a companion to the Superhumanly strong and tough, she can fly, fire
villainous Dr. Faustus, she used her skills to gain laser blasts, and become intangible. The stones also
access to a Kree gravity stone found on Earth’s moon. sustain her life, and she will die if separated from
Taking the name Moonstone, she used her newfound them for too long.
powers and professional abilities to harass, seduce, In addition to her powers, she is a skilled psy-
and dominate others. A member of the Masters of chologist, psychiatrist, and hypnotist. She uses these
Evil, she participated in the deception that reinvent- abilities to great effect against others, even remov-
ed the team as the new heroes, the Thunderbolts. ing mental blocks and conditioning others to use
Remaining with the team after they were unmasked their powers in new ways.
as villains, she constantly sought to manipulate her Moonstone doesn’t have many friends, mostly
teammates in order to increase her own power and because those who spend enough time with her
importance. She eventually discovered another become aware of her constant scheming. Still, she
Kree stone in an alternate dimension, furthering can count on many of her fellow Thunderbolts for
her abilities. at least begrudging assistance. She also is adept
After the death of the young Thunderbolt Jolt, at creating new allies through manipulation, being
Karla attempted to redeem herself. Her natural ten- especially fond of using her beauty and talents to
dencies combined with the influence of the grav- seduce others into doing her bidding.
ity stone on her mind made this difficult. Her rocky
redemption was cut short when ex-Thunderbolts
leader Baron Zemo stole the stones that gave her
power, an act which left her comatose.
Recently, teammate Songbird helped revive
Moonstone. Karla seems to be much as she was
before, a compulsive manipulator and villain with
occasional flashes of genuine heroism. However,
she supports her current Thunderbolt role as
SHRA enforcer fully. Whether this is due to
sincere belief or because she’s working
some angle remains to be seen.

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.

HERO DATAFILES FS109


MVP
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions All-American Boy
Clean Living or
“Put Me in, Coach!” +1 PP

Power Sets ERSKINE’S LEGACY


Enhanced Durability Enhanced Reflexes
Enhanced Stamina Enhanced Strength
SFX: Focus. If your pool includes an Erskine’s Legacy power, you may replace two dice
of equal size with one stepped-up die.
P
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from poison, 4
disease, or fatigue.
SFX: Second Wind. Before you make an action including an Erskine’s Legacy power, you 6
may move your physical stress die to the doom pool and step up that Erskine’s
Legacy power for this action. 8
SFX: Selfless Heroism. Spend 1 PP to take physical stress intended for a nearby ally or
friend. 10
SFX: Versatile. Split any Erskine’s Legacy power into 2d6.
Limit: Star Player. Step up emotional stress from betrayal, mistrust, and accusations of
12
misconduct to gain 1 PP.
M
4
6
Specialties Acrobatics Expert Combat Expert 8
Psych Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
Milestones GOLDEN BOY 4
1 XP when you tell your allies or opponents that your powers come from hard work 6
and cleaning living.
3 XP when you take stress by using your Selfless Heroism SFX. 8
10 XP when you either eclipse all memory of the allegations of cheating by saving
the world from a super villain or seek out actual super powers through cosmic 10
radiation or super science.
12
GREAT EXPECTATIONS
1 XP when you tell someone that you don’t have any super powers.
3 XP when you best someone who does have powers. XP
10 XP when you either graduate from the Initiative with your hero license or quit the
Initiative to go back to your extraordinarily ordinary life.

FS110 FIFTY STATE INITIATIVE


Michael Van Patrick [public, background kept secret]

History Abilities & Resources


One of the most promising young college ath- Maintaining special nutrition and exercise since
letes of his generation, Michael Van Patrick lost his birth, MVP is in perfect condition. His strength,
scholarship when it was revealed his great-grandfa- agility, reflexes, and endurance all operate at peak
ther was Abraham Erskine, the inventor of the Super- human levels. These abilities combined with years of
Soldier Serum that transformed Steve Rogers into athletic training make him a naturally gifted combat-
Captain America. Assuming Michael was similarly ant, gymnast, and acrobat. In addition to his physical
augmented, his school barred him from athletics. abilities, MVP is bright and an excellent student,
In truth, Michael’s exceptional abilities are a result though he’s not yet applied himself seriously to any
of a carefully cultivated program of special nutri- particular discipline. He’s got definite leadership
tion and isometric exercises based on Dr. Erskine’s potential, being singled out by his instructors as “the
research inherited by Michael’s father. This program kind of kid we should be putting front and center.”
duplicated in young Michael the same peak human While he’s young, Michael is well thought of
abilities as Captain America but without the need by everyone who spends any time with him. He is
for the Super-Soldier Serum. Michael doesn’t know seen as one of the most promising Initiative recruits
the source of his abilities, only that he’s never been among the current classes, and his instructors are
exposed to radiation, alien technology, or anything committed to seeing he succeeds.
else that would have given him powers.
Impressed with the young man’s abilities and
seeking recruits for their new Initiative program,
Justice recruited Michael under the code name MVP.
He is sure to be at the forefront of the newest gen-
eration of promising young heroes.

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.

HERO DATAFILES FS111


PALADIN
Affiliations PP
Solo Buddy Team

Distinctions Have Stun Gun Will Travel


or

STRESS / TRAUMA
In It for the Money
Mercenary Code +1 PP

Power Sets AUGMENTED HUMAN


Enhanced Reflexes Enhanced Stamina
Enhanced Strength
SFX: Focus. If your pool includes an Augmented Human power, you may replace two
dice of equal size with one stepped-up die.
SFX: Sorry, It’s Just Business. Step up and move your mental or emotional stress to an
opposing roll involving another player’s hero to gain 1 PP. If this roll causes the
player to be stressed out, give the Watcher an opportunity as well.
SFX: Whose Side Are You On? When gaining 1 PP for a rolled opportunity, add an ad- P
ditional d6 to the doom pool to gain 1 additional PP.
Limit: Greed. Step up mental stress caused by bribes or opportunities for riches to gain 4
1 PP.
6
TOOLS OF THE TRADE
8
Energy Blast Enhanced Durability
10
Enhanced Senses
SFX: Air Supply. Spend 1 PP to ignore stress, trauma, and complications from airborne 12
substances and suffocation.
SFX: Stunner. If your attack roll includes Energy Blast, add a d6 and step up physical
stress. If the target is stressed out from this attack, they take no trauma.
M
Limit: Gear. Shutdown Tools of the Trade power to gain 1 PP. Take an action vs. the 4
doom pool to recover Tools of the Trade.
6
Specialties Business Expert Combat Expert 8

Covert Expert Crime Expert 10

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.

FS112 FIFTY STATE INITIATIVE


Paul Dennis/Paul Denning [secret]

History Abilities & Resources


Little is known about the roguish mercenary and The origin of Paladin’s augmented strength and
bounty hunter who calls himself Paladin. He clearly agility are unknown, but he possesses somewhat
has advanced training in military, intelligence, or law more than peak-human strength, endurance, and
enforcement but only he knows the source of these reflexes. He uses custom body armor fitted with an
skills. He first surfaced tracking down the Purple internal air supply and infrared lenses. His main
Man, encountering Daredevil during the case. He’s weapon is his stun gun, which emits an energy that
worked both with and against numerous heroes, in- interferes with a target’s neural system, causing
cluding Daredevil, Spider-Man and Captain America. disorientation and unconsciousness. He will often
For a time he dated the Wasp, though eventually employ other devices and equipment as needed.
his mercenary nature and secrecy destroyed their Paladin is a trained combatant, skilled investigator,
relationship. and competent bodyguard.
Paladin spent some time in the employ of Silver Although Paladin has worked with a lot of folks,
Sable as a member of her Wild Pack, though he he doesn’t have a lot of friends. This seems to suit
eventually went solo again. He’ll take almost any him just fine, but it also means it’s uncertain what
assignment for the right price, though he tends to try sort of reaction he’ll get from a past ally. For ex-
and work with law enforcement agencies, legitimate ample, he’s helped Daredevil
corporations, or reputable governments whenever fight various foes, but he
possible. Recently Paladin joined Heroes for Hire, also once shot the hero and
lured by the bounties offered on superhumans who helped the FBI capture him.
refuse to comply with the Registration Act. His team- This makes his relationships
mates don’t entirely trust him, but they admire his with the super hero commu-
skills and abilities. nity unpredictable.

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.

HERO DATAFILES FS113


PENANCE
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Broken New Warrior
Haunted by Stamford or
I Have to Suffer +1 PP

Power Sets PENANCE ARMOR


Enhanced Durability
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die.
SFX: Power in Pain. Step up your emotional or physical stress to step up and double
a Speedball Effect power.
Limit: 612. Step up mental stress or trauma taken from authorities, public opinion, or
confronting victims of superhuman actions to gain 1 PP. P
Limit: Gear. Shutdown Penance Armor to gain 1 PP. Take an action vs. the doom pool 4
to recover Penance Armor.
6
SPEEDBALL EFFECT
8
Kinetic Blast Leaping
10
Superhuman Durability
SFX: Invulnerability. Spend 1 PP to ignore physical stress or trauma.
12
SFX: Rebound Attack. On a successful reaction against a kinetic-based attack action,
convert opponent’s effect die into a Speedball Effect stunt or step up Kinetic
Blast until used in an action. If opponent’s action succeeds, spend 1 PP to use M
this SFX.
4
Limit: Uncontrollable. Change any Speedball Effect power into a complication to gain
1 PP. Activate an opportunity or remove the complication to recover that power. 6
8
Specialties Acrobatics Expert Combat Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
Milestones “I CAN SEE THEIR FACES!” 4
1 XP when you talk about what happened at Stamford.
6
3 XP when you throw yourself into unnecessary danger and take stress due to guilt or
seek out help dealing with your grief during a Transition Scene. 8
10 XP when you either fully become Penance, vowing to never take off the mask, be
called Speedball or even answer to your given name, or overcome your pain and 10
put the Penance persona aside.
12
THE MASKED MARVEL
1 XP when you talk to a younger super hero about his or her own problems.
3 XP when you give support to a younger super hero during a Transition Scene. XP
10 XP when you either claim your place as a veteran super hero and lead your own
team or decide to put away all super heroism for good and retire.

FS114 FIFTY STATE INITIATIVE


Robert “Robbie” Baldwin [secret]

History Abilities & Resources


Gaining powers from a lab accident that ex- As Speedball, Baldwin could surround himself
posed him to extra-dimensional energies, Robert with a field of extra-dimensional energy that redi-
“Robbie” Baldwin became Speedball, the Masked rected and amplified kinetic force. This “Speedball
Marvel. Joining the young team the New Warriors, Effect” allowed him to absorb massive attacks,
Speedball fought numerous foes and slowly mas- bound over great distances, and eventually project
tered his erratic and unpredictable powers. Known short-range bursts of energy. Losing these abili-
for his fun-loving attitude and colorful costume, ties due to severe trauma, Baldwin now uses self-
Speedball remained a member of the team through inflicted injury to activate a variant of his former
its various incarnations. powers. His armored costume channels his energy,
Baldwin’s life changed forever when the New allowing him to generate explosive blasts, delivering
Warriors and Nitro caused the Stamford disaster. kinetically charged blows, and generate force fields.
At first denying he and his fellow heroes were re- As one of the New Warriors at Stamford, Baldwin
sponsible for the tragedy, an assassination attempt is currently hated, despised, and pitied. He has few
and his parent’s disownment made Robbie acutely allies and doesn’t believe himself
aware of the loss and pain his actions helped cause. worthy of friendship or
This realization broke something inside the young compassion. Still, many
man, causing him to spiral into a deep depression. of his surviving ex-New
Thinking he had lost his powers, he eventually Warriors would happily help
discovered they could be reactivated by causing him if he asked. Of course,
himself physical pain. Crafting a suit with 612 iron given his current mental
spikes on the inside, one for each Stamford victim, state, Penance might not
he joined the pro-SHRA forces under the new code- agree on what sort of
name Penance. As Penance, Baldwin seeks to punish aid he needs. As a
himself and stop heroes who think they should not Thunderbolt, he has
be controlled and monitored by the government. access to various gov-
Now a member of the Thunderbolts, Penance ernment resources
is driven and fragile, dangerous and pathetic. Only but is also under
time will tell what becomes of him. strict supervision.

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.

HERO DATAFILES FS115


RADIOACTIVE MAN
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Chinese Patriot
Highly Pragmatic or
Smarter than He Looks +1 PP

Power Sets RADIOACTIVE BODY


Enhanced Stamina Radiation Mastery
Superhuman Durability Superhuman Strength
SFX: Creative Applications. When inflicting a complication on a target, add d6 and step P
up your effect die.
SFX: Energy Absorption. On a successful reaction against an energy-based attack, 4
convert your opponent’s effect die into a Radioactive Body stunt or step up a
Radioactive Body power until used in an action. If your opponent’s action suc-
6
ceeds, spend 1 PP to use this SFX.
8
SFX: Hypnotic Lights. Step back the highest die in an attack action pool to add a d6
and step up mental stress inflicted. 10
Limit: Radiation-Based. When stressed out by energy-draining or radiation-inhibiting
tech, shutdown Radioactive Body to gain 1 PP. 12
M
4
Specialties Combat Expert Menace Expert 6
Psych Expert Science Expert 8
Tech Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
4
Milestones AMBITIOUS VILLAIN, NEW HERO
1 XP when you discuss the downfall of a hero or villain with at least one d12 in their 6
Power Set.
3 XP when you deal stress to the most powerful opponent on the battlefield.
8
10 XP when you either stress out an opponent who has defeated you in the past or help 10
one of your former foes recover.
12
SMART HENCHMAN
1 XP when you take orders from another villain.
3 XP when you use Science Expert to create an asset for an ally. XP
10 XP when you either bring about the downfall of a hero who has a d12 in a power or
decide to betray the villain whose orders you have followed.

FS116 FIFTY STATE INITIATIVE


Chen Lu [public]

History Abilities & Resources


Chinese operative and nuclear physicist Chen Radioactive Man’s body has been changed by
Lu gained his powers while attempting to create a controlled exposure to high levels of radiation. This
superhuman to defeat Thor. Confronting the thunder process gave him bright green skin and the ability to
god and losing, Chen Lu encountered the Avengers manipulate radiation with a number of effects. He
repeatedly as a member of the Masters of Evil. He can project blasts of radiation, generate a powerful
later worked for the Mandarin and as a physicist for force field, and even create hypnotic light patterns.
Stane International, encountering and being defeat- He also has superhuman strength and can absorb
ed by Iron Man in both cases. He has also returned incredible levels of radiation without harm, though
to China on occasion to serve as a member of their this can increase his body’s radioactivity. He wears
super-powered forces or to work with heroes from a special containment suit to protect others from
allied nations. these excess energies. Chen Lu is a trained nuclear
Eventually Chen tired of this cycle of villainy and physicist and has some expertise in covert opera-
defeat. He joined the Thunderbolts in an attempt tions due to his time as a Chinese agent.
to reform and become a hero. Meeting modest suc- Despite trying to go straight, Chen Lu has pre-
cess with the team, he also found himself growing cious few contacts among the super hero commu-
increasingly radioactive. Requiring a special suit to nity. His previous allies, friends, and contacts
shield others from these energies, he has remained are former Masters of Evil cohorts, Chinese
with the team through several incarnations and is secret agents, and an assortment of
a current member. other current and former super vil-
Recently, the Thunderbolts have become govern- lains. As a Thunderbolt, he has access
ment operatives tracking down those who refuse to to various government resources, but
register under the SHRA. Chen is a valued member of he is closely watched due to
the team, though he has concerns about the behav- his villainous past, radio-
ior of some of the Thunderbolts more brutal mem- active nature, and ties
bers, preferring the company of teammate Songbird. to a foreign power.

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.

HERO DATAFILES FS117


SHANG-CHI
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Cultivated Inner Peace
Ex-Secret Agent or
Master of Kung Fu +1 PP

Power Sets LIVING WEAPON


Enhanced Durability Enhanced Reflexes
Enhanced Stamina Enhanced Strength
SFX: Focus. If your pool includes a Living Weapon power, you may replace two dice of
equal size with one stepped-up die. P
SFX: Never Outmatched. When using Combat Master stunts or resources in a roll that
includes a Living Weapon power, add a d6 and step up your effect die.
4
SFX: Never Outnumbered. Against multiple targets, for each additional target add a d6 6
and keep an additional effect die.
SFX: Rising of the Spirit. Before you make an action including a Living Weapon power, 8
you may move your emotional stress die to the doom pool and step up the Living
Weapon power for this action. 10
Limit: Exhausted. Shutdown any Living Weapon power to gain 1 PP. Activate an oppor-
tunity or participate in a Transition Scene to recover that power. 12
M
4
Specialties Acrobatics Master Combat Master 6
Covert Expert Crime Expert 8
Psych Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
Milestones HEIR TO AN EVIL EMPIRE 4
1 XP when you discuss your father’s villainy. 6
3 XP when you cause stress to your father’s minions or destroys one of your father’s
headquarters 8
10 XP when you either defeat your father and end his villainy once and for all or gather
your own team and begin your own criminal empire. 10
THE MASTER 12
1 XP when you compliment or critique a martial arts technique.
3 XP when you cause physical stress to another martial artist.
10 XP when you either defeat a rival martial artist and offer to take them as a student XP
or admit that your opponent is your better and declare them as the Master of
Kung-Fu.

FS118 FIFTY STATE INITIATIVE


Shang-Chi [public]

History Abilities & Resources


Born in China’s Hunan province, Shang-Chi (“the Shang-Chi is one of, if not the greatest martial
rising of the spirit”), was born the son of an evil artist in the world. He can hold off legions of lesser-
criminal mastermind with countless aliases. Trained trained foes or engage superhumans using only his
almost from birth to be his father’s best warrior, incredible fighting skills. He is also a trained secret
Shang-Chi discovered his father was a villain who agent, detective, and acrobat. Adept with all manner
had trained his son to be his personal assassin. of martial arts weapons, he can easily adapt to an
Turning against his father, the young martial artist opponent’s fighting style.
joined with various law enforcement and intelli- Shang-Chi’s life has crossed the paths of many
gence agents to help bring down his family’s crimi- others. He has many allies in British Intelligence,
nal empire. law enforcement, and has met and fought with or
His ultimate confrontation with his father came against most of the world’s top martial artists. He
when the old man sought Shang-Chi’s blood as part has worked with Spider-Man, Moon Knight, Pete
of the Elixir Vitae, a serum used to provide near- Wisdom and M13, and many others. He would also
immortality. Afterward believing his father dead, presumably have contacts within his father’s crimi-
Shang-Chi retired to a quiet fishing village, leav- nal empire, some of whom would see him as an heir
ing only when threats to his friends and allies de- apparent, but he is usually loath to explore these
manded his attention. Eventually Shang-Chi’s father connections.
resurfaced very much alive, and Shang renewed his
quest to stop him. He also confronted his “brother”
Moving Shadow, an assassin raised as Shang-Chi
himself was. He put a stop to both villains.
After a short attempt to leave behind violence
and adventure again failed, Shang-Chi travels
the world in search of adventure and wrongs
to right. He has recently joined up with
Heroes for Hire, lending his experience
and skills to the organization.

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.

HERO DATAFILES FS119


SONGBIRD
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Abandonment Issues
Former Professional Wrestler or
Reformed Criminal +1 PP

Power Sets SONIC HARNESS


Enhanced Durability Enhanced Reflexes
Enhanced Stamina Sonic Blast P
Sonic Control Subsonic Flight 4
SFX: Chorus. Add more than one Sonic Harness power die to your pool for an action.
If that action fails, add a die to doom pool for each additional power die equal 6
to the rating of that power die.
SFX: Listen to the Sound of My Voice. Step back the highest die in your attack action 8
pool to add a d6 and step up mental stress inflicted.
SFX: Sonic Constructs. When inflicting a sonic-related complication on a target, add 10
d6 and step up your effect die.
Limit: Gear. Shutdown Sonic Harness to gain 1 PP. Take an action vs. the doom pool to 12
recover Sonic Harness .
M
4
6
Specialties Combat Expert Crime Expert 8
Menace Expert Psych Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
E
4
Milestones ALMOST A HERO, ALMOST A VILLAIN
6
1 XP when you talk to a hero about villainy or a villain about heroism.
3 XP when you do something (villainous or heroic) that goes against the expectations 8
of the mission you are currently on.
10 XP when you decide, once and for all, to be either a super hero or a super villain. 10
SECOND IN COMMAND 12
1 XP when you back the plan of the current leader of the team.
3 XP when you use your Menace or Psych Expert to help a teammate reform during a
Transition Scene. XP
10 XP when you either help depose the current leader, so that someone else can take
their place, or finally quit the Thunderbolts.

FS120 FIFTY STATE INITIATIVE


Melissa Gold [secret]

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.”

HERO DATAFILES FS121


SWORDSMAN
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Broken Twin
Ex-Super Terrorist or
Skilled Swordsman +1 PP

Power Sets GENETICALLY ENGINEERED TWIN


Kinetic Blast
SFX: Second Wind. Before you make an action including a Genetically Engineered
Twin power, you may move your physical stress die to the doom pool and step
up the Genetically Engineered Twin power for this action.
Limit: Twisted Family Tree. Step up emotional stress involving the loss of your sister
and relations with your father to gain 1 PP. P
SWORDS & BLADES 4
Enhanced Durability Swingline 6
Weapon 8
SFX: Focus. If your pool includes a Swords & Blades power, you may replace two dice
of equal size with one stepped-up die. 10
SFX: Master Swordsman. On a successful reaction against a close combat-based attack
action, convert your opponent’s effect die into a Swords & Blades stunt or step 12
up Weapon until used in an action. If your opponent’s action succeeds, spend 1
PP to use this SFX.
M
Limit: Gear. Shutdown Swords & Blades to gain 1 PP. Take an action vs. the doom pool
to recover Swords & Blades. 4
6
8
Specialties Acrobatics Expert Combat Master
10
Covert Expert Menace Expert
12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
E
4
Milestones MY DEAR SWEET SISTER
6
1 XP when you talk about how your sister would have reacted to a circumstance.
3 XP when you spend time with a woman in a Transition Scene, attempting to fill the 8
void left by your dead sister.
10 XP when you either get over your sister’s death or devise a plan to beat death and 10
bring her back.
12
SON OF HYDRA
1 XP when you talk about the glory of Hydra and how the world needs a violent change.
3 XP when you deal stress to Hydra agents or destroy Hydra property. XP
10 XP when you either realize that Hydra has made the world worse and renounce your
father’s ways or begin your own sect of Hydra with you as its head.

FS122 FIFTY STATE INITIATIVE


Andreas von Strucker

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.

HERO DATAFILES FS123


TABITHA SMITH
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Mutant with Attitude
X-Veteran or
ZOMG OH NOES! +1 PP

Power Sets PSIONIC TIME BOMBS


Concussive Blast
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die.
P
SFX: Big Bombs. Step up or double Concussive Blast for one action. If that action fails, 4
add a die to doom pool equal to the normal rating of that power die.
SFX: Tick, Tick—Boom! When using Concussive Blast to create Time Bomb assets, add 6
a d6 and step up your effect die.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 PP. 8
10
12
M
Specialties Combat Expert Covert Expert
4
Crime Expert
6
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
8
10
12
Milestones 3, 2, 1…
1 XP when you discuss solving a problem by blowing something up.
E
3 XP when you use Psionic Time Bombs to create an asset or complication rather than 4
simply inflicting stress and trauma on your enemies.
10 XP when you either decide that your powers are simple and you will use them to 6
make things go boom or decide that since your mutant power is linked to your
mind, you will find a way to use your gift for something other than creating 8
explosions.
10
UNFLAPPABLE TEENAGER
1 XP when you roll your eyes and declare that you have seen an opponent or situation 12
before and then describe your last interaction with it.
3 XP when you take stress from something you have never seen before.
10 XP when you either decide that you have indeed seen it all and will never be sur- XP
prised again or realize that there are things you have never seen before and need
further training and understanding.

FS124 FIFTY STATE INITIATIVE


Tabitha Smith [public]

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.

HERO DATAFILES FS125


TRAUMA
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Emo Boy
I Know What You’re Afraid Of or
I’m No Good Alone +1 PP

Power Sets TELEPATHIC SHAPESHIFTING


Mimic Shapeshifting
SFX: Fear is the Mindkiller. When inflicting a fear-based complication on a target, add
a d6 and step up your effect die. P
SFX: Fear Me. Step back the highest die in your attack action pool to add a d6 and step 4
up emotional stress inflicted.
SFX: I Am What You Fear. When using Mimic to create fear-related assets, borrow 6
another hero’s emotional stress for your roll, then step up that stress die and
return it. 8
Limit: I Can’t Control This! When a hero near you takes emotional stress, roll against
the doom pool. On a successful roll, step up that hero’s emotional stress. On an 10
unsuccessful roll, add your effect die to the doom pool.
Limit: Your Worst Nightmare. Mimic can only copy the powers of a target’s worst fear. 12
M
4
6
Specialties Menace Master Psych Expert 8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 10
12
E
Milestones FEAR MONGER 4
1 XP when you discuss an opponent or ally’s fears.
3 XP when you use someone else’s fear to create a complication. 6
10 XP when you either use an opponent’s fear to take down an epic opponent with
at least one d12 in their Power Set or help an ally overcome their fear during a
8
Transition Scene and begin using your powers for healing.
10
TEENAGER
12
1 XP when you say something that displays your youth and lack of world wisdom.
3 XP when you use Menace Master or Psych Expert to get out of doing something
difficult.
XP
10 XP when you either refuse to grow up and continue being a child or, through your
super heroics, grow up and become an adult.

FS126 FIFTY STATE INITIATIVE


Terrance Ward [secret]

History Abilities & Resources


Unable to control his powers and with his mother Trauma is able to read the minds of those near
in a mental ward, Terrance Ward had little choice but him and transform his body into whatever it is they
to register and join the Initiative. Coming to Camp fear most. He is capable of growing in size and imi-
Hammond fresh out of high school, he took the name tating the powers of the phobia. This can give him
Trauma and begun his super hero training, hoping great strength, durability and other abilities based
to learn how to harness his incredibly volatile and on their imaginations. His power is very unstable,
dangerous powers. however, and if he is feeling
defensive or under duress,
Personality he will lose control of his
Trauma is particularly gloomy, on account of his ability, debilitating allies
powers, and displays this in his dress and manner, and adversaries alike
appearing as the quintessential emo teenager. with their own fears.
Beneath this exterior, he is kind-hearted, with a
wry sense of humor. Telepathically able to sense
what others fear, however, he distances himself from
those around him, lest his powers run out of control.

HERO DATAFILES FS127


VENOM
Affiliations PP
Solo Buddy Team

STRESS / TRAUMA
Distinctions Brutal Killer
Unrelentingly Savage or
Vengeful +1 PP

Power Sets SCORPION POWERS


Superhuman Durability Superhuman Stamina
Superhuman Strength
SFX: Focus. If a pool includes a Scorpion Powers power, replace two dice of equal size
with one stepped-up die.
Limit: Exhausted. Shutdown any Scorpion Powers power to gain 1 PP. Activate an op-
portunity to recover that power during a Transition Scene. P
SYMBIOTE 4
Enhanced Durability Shapeshifting 6
Superhuman Reflexes Swingline 8
Wall-Crawling 10
SFX: Claws. Step back the highest die in an attack action pool to add a d6 and step up
physical stress inflicted. 12
SFX: Envelop. When inflicting a restraining or immobilizing complication on a target,
add a d6 and step up the effect die. M
Limit: Vulnerability. Step up stress or complications from sonic or fire-based attacks to
gain 1 PP. 4
6

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.

FS128 FIFTY STATE INITIATIVE


MacDonald “Mac” Gargan [public]

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.

HERO DATAFILES FS129


WAR MACHINE
Affiliations PP
Solo Buddy Team

Distinctions Enforcing a Little Coexistence


No-Nonsense Leader or

STRESS / TRAUMA
Semper Fi +1 PP

Power Sets POWERED ARMOR


Cybernetic Senses Superhuman Durability
Superhuman Strength Supersonic Flight
SFX: Siphoning Power. On a successful reaction against an energy-based attack action,
convert your opponent’s effect die into a Powered Armor stunt or step up a
Heavy Weapons Systems power until used in an action. If your opponent’s action
succeeds, spend 1 PP to use this SFX.
SFX: Reallocate Power. Shutdown your highest-rated Powered Armor power to step
up a Heavy Weapons Systems power. Activate an opportunity or participate in a
Transition Scene to recover the power. P
Limit: Powering Down. Shutdown Powered Armor to gain 1 PP. Take an action vs. the
doom pool to recover Powered Armor. 4
HEAVY WEAPONS SYSTEMS 6
Gatling Gun Repulsors 8
Rocket Launcher 10
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die.
12
SFX: Unibeam. Step up or double Repulsors for one action. If the action fails, add a
die to doom pool equal to the normal rating of that power die.
SFX: Unload. Add Gatling Gun, Repulsors, and Rocket Launcher to your next roll, then
M
shutdown Heavy Weapons Systems. Take an action vs. the doom pool to recover 4
Heavy Weapons Systems.
Limit: Overload. Shutdown highest-rated power to gain 1 PP. Recover power by activat- 6
ing an opportunity or during a Transition Scene.
8
Specialties Business Expert Combat Expert 10
Covert Expert Tech Master 12
Vehicle Master E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
4
Milestones ARMORED LEADER 6
1 XP when you give an order to an ally.
3 XP when you train a member of your Team during a Transition Scene. 8
10 XP when you send someone from your team off to lead their own team or step down
as the team leader because you believe someone else is more qualified. 10
MILITARY TRAINING 12
1 XP when you discuss a super heroic act like it is a military deployment.
3 XP when you use your Combat Expert to create an asset for your team or inflict a
complication on your enemy. XP
10 XP when you either lead a Team directly linked to the military or retire from service
and take up civilian super heroics.

FS130 FIFTY STATE INITIATIVE


James Rupert “Rhodey” Rhodes [secret]

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.

HERO DATAFILES FS131

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