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Welcome to the second installment Let us know if you like what we are

of our British Invasion series. doing here, or if you want to see Write-ups by Tom Roake, Richard
Continuing from the New Marvel something different. Requests are Green and George Henson
Phile #35, we present some of the also welcome, but please bear in Random encounters table by
heroes and villains of Great Britain mind, that we cannot possibly George Henson
and from the Marvel UK line of accommodate all requests. Feel free Layout and cover by Tom Roake
comics. In addition to the character to send requests, feedback, and Editing by Simon Barns, Richard
profiles, this month we have submissions (especially Green and the Marvel Super Heroes
included a guide to London and it's submissions) to RPG: The Unofficial Canon Project
landmarks and a random encounter themarvelphile@gmail.com ! All illustrations by the Marvel
table. More UK characters to come Bullpen
in the future. Prime Evil illustrations by Tom
Roake

This book was originally distributed All characters featured in this book and
If you are aware of copies in any
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If you are in receipt of this book and
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CAPTAIN BRITAIN

STATISTICS
F IN (40)
A RM (30)
S IN (40)
E AM (50)
R GD (10)
I IN (40)
P EX (20)

Health: 160
Karma: 70
Resources: EX (20)
Popularity: 5 as Brian Braddock /
40 as Captain Britain elsewhere / 90
as Captain Britain in the U.K.

BACKGROUND
Real Name: Brian Braddock
Occupation: Physicist, Adventurer
Legal Status: British citizen with no
criminal record
Identity: Secret
Other Known Aliases: None
Place of Birth: Maldon, England
Marital Status: Single
Known Relatives: None
Base of Operations: Braddock
Manor, Maldon, Essex, U.K.
Past Group Affiliations: None
Present Group Affiliation: None

KNOWN POWERS

Enhanced Abilities: Without his


ability amplifying suit, Captain
Britain possesses RM (30) Strength
and 150 Health.

Unique Weapon (Battle Suit):


Merlin transformed Captain Britain's
mystic amulet and scepter into a
costume composed of highly
advanced micro-circuitry. The suit
acts as a lens, amplifying his body's
natural electromagnetic fields,
boosting his strength and providing
the following powers:

Flight: Sh-X (150) speed (50


areas/round, 770 Mph).

Personal Force Field: Ex (20)


Rank

Limitations: At this point in his Contacts: Merlin, Roma, Betsy Additional Notes:
career, Brian believes the suit is the Braddock (Psylocke), X-Men, New
source of his powers and without it Mutants, Excalibur, S.T.R.I.K.E.,
he can not fly, generate force fields Black Knight
and has a lower rank of Strength .

Talents: Physics and British folklore.


Role Playing Notes: Gang, Slaymaster, Vixen, the Fury This profile represents the interim
Captain Britain is a stalwart and Jim Jaspers. He met and fell in version of Captain Britain before he
champion of Britain. He would like to love with the mutant Meggan and learned of his own innate power or
be able to live a normal life but his was approached by the British of his father's Otherworld origin.
sense of duty obligates him to government seeking his help with Near the end of this period
remain a hero. the Warpies, children mutated by Braddock began living in a
Mad Jim Jaspers' powers and they lighthouse that was a dimensional
Background: were for a time housed at Braddock nexus to Otherworld. The
Brian Braddock was the older twin Manor. The Captain learned that he dimensional energies began to
brother of Elizabeth (later, Psylocke) was Earth 616's representative in boost his power so that he could fly
and younger sibling to elder brother, the Captain Britain Corps, an army without his suit, though its unclear if
Jamie. Brian grew up a quiet, of Captain Britains from numerous he could generate his force field. His
reserved child, and studied science parallel dimensions tasked with strength was boosted to In (40)
and chemistry. Landing a job at a protecting the universe. without the suit and probably at least
research facility after college, Brian Am (50) with it. By the time he
was severely injured to the point of While on hiatus, the British began adventuring with Excalibur
death when the facility was attacked government recruited his sister his powers would be significantly
and virtually destroyed. Brian was Betsy to replace him as Captain boosted beyond this.
approached, in a guise, by Merlin Britain. She was nearly beaten to
from Otherworld and revived him, death by Slaymaster who gouged
giving him a choice between the out her eyes before Brian returned
Amulet of Right or the Sword of and killed the assassin.
Might. Brian chose the amulet,
proving himself worthy of becoming
Britain's champion. He was
transformed into the costumed
athlete Captain Britain, with a
scepter that granted his powers.
Captain Britain fought crime and
injustice in England for some time,
and even teamed-up with American
heroes, like Captain America and
Spider-Man, for other adventures.

At one point, Brian felt he was


magically/mentally attacked and
jumped from a plane into the Atlantic
Ocean. He was washed up
amnesiac on the coast of Cornwall,
SW England. He stayed there as a
hermit for a while, until he
encountered the Black Knight. The
two were drawn into an adventure in
Otherworld (another reality, but no
time travel involved, nor any
involvement in the Crusades).
Towards the end of that adventure,
the two heroes were sent to awaken
King Arthur for the coming battle
against the dark forces of Necromon.
Jackdaw was told by Merlin to
secretly accompany them, and
proved useful in overcoming the
guardians who kept Arthur asleep.
Once Arthur was awakened, he
magically sent Jackdaw and Brian
away through the dimensions,
stating they were needed elsewhere.
After several adventures in other
dimensions, while en route to
returning to Earth, Merlin
transformed Brian's amulet and
sceptre into a suit of mystical micro-
circuitry. Brian battled the Crazy
DIGITEK
STATISTICS
F EX (20)
A EX (20)
S RM (30)
E IN (40)
R RM (30)
I EX (20)
P GD (10)

Health: 110
Karma: 60
Resources: FB (2)
Popularity: 0

BACKGROUND
Real Name: Jonathan Bryant
Occupation: Adventurer, British
government agent, former research
scientist and electrical engineer
Legal Status: British citizen with no
criminal record, legally deceased
Identity: Secret
Other Known Aliases: The
Singularity
Place of Birth: England
Marital Status: Married
Known Relatives: Dr. Samantha
Bryant (wife)
Base of Operations: Mobile,
formerly London England
Past Group Affiliations: Nakasoni
Corporation
Present Group Affiliation: MI:13,
Special Air Service

KNOWN POWERS

Body Armor: Digitek's armor


(except his helmet) is part of his
body and provides Gd (10)
protection from all physical attacks, hologram from his hands to share to organic life, such as a gunshot to
and Rm (30) protection from energy, information. the head. However, his CPU is
heat and cold. He is vulnerable to located where his heart should be,
electrical attacks that he is unable to Cybernetic Communication and and destroying it would be fatal.
absorb and has no Body Armor Control: Digitek can read circuit
against such attacks. boards and access electronically Regeneration: Digitek heals
stored information on contact. damage and recovers from draining
Teleportation: Digitek can his body's energy by absorbing
dematerialize himself and at least Energy Body: Digitek's body is a electricity. Even static electricity
one other person, transform them solid energy analogue and though from touching another person can
into an energy signal and transmit he does feel pain, he is free of most provide 1 Health point. Absorbing
them over phone lines or any biological limitations. He is immune power from an ordinary electrical
transmitted medium including radios, to all drugs, poisons and disease outlet allows him to recover 10
or into the internet and reemerge and requires no food, water, air or Health points per round and +1CS to
through any electronic device rest. He "heals" by replacing ranks lost from using up his body's
connect to that network or receiving damaged portions of his body when energy. More powerful energy
that signal. If he knows a specific recharging his energy level. He has sources, such as a large generator
phone number or IP address he can no internal organs, nervous system, would allow him to recover 30
select a specific destination. etc. and damage from edged or Health points per round and +3CS of
projectiles that ignores his Body lost power ranks.
Hologram Generation: Digitek can Armor is reduced by -2CS. He can
project a small, monochromatic, 3D survive wounds that would be fatal
Weapons Creation: Digitek can Contacts: MI:13, Deathlok
transform his limbs into powerful
weapons, including a particle beam Role-Playing Notes: Jonathan Digitek traced his attackers to the
cannon that inflicts Am (50) energy Bryant shares his consciousness Miracle Systems corporate
damage with a 5 area range. with an alien technology and it headquarters where the Psi-Key
Enhanced eyesight , scopes and initially made him behave in a was held and the mercenaries who
laser targeting provide him with a robotic fashion, overly logical and had attacked him and also been
+2CS to hit. devoid of emotion until his memories transformed into Bacillicons, beings
of who he was exerted themselves. with powers similar to Digitek,
 Sword: Digitek can solidify Becoming Digitek made him less though corrupted by the computer
energy into a sword that selfish and self-centered. He is virus.
has In (40) material driven to protect his wife and help
strength and inflicts In (40) heal the Psi-Key. He enjoys the Digitek healed the Psi-Key of the
damage. power he's gained but feels that he virus, further bonded with it and was
has lost some of his humanity. joined by Deathlok in defeating the
Machine Creation: Digitek can Bacillicons.
transform his lower body into a high Background: Jonathan Bryant was
tech motorcycle to transport allies at an engineer and project leader for Digitek joined the fight against the
In (40) land speed. His enemies, the Nakasoni Corporation in London, Super Hero Registration Act during
with similar powers, were able to secretly a subsidiary of the the American "Civil War", was
transform their bodies into small, villainous Mys-Tech Corporation. captured by S.H.I.E.L.D., and sent
armed helicopters, though doing so Mys-Tech's mercenaries had to the Negative Zone prison. Digitek
rapidly drained their bodies of returned from another dimension appeared to have fallen into despair
energy. with a sample of a new material and committed suicide in his cell,
called Protosilicon that mimicked shooting himself on the head. This
Power Source: Using his powers human brain tissue and became a appears to have been part of an
frequently drains his supply of sentient super-computer called the escape plan since only damage to
electricity, reducing his powers and "Psi-Key". Bryant's supervisor, Dr. his CPU, located in his chest, could
ability ranks until he is recharged. Grant, sabotaged the project with a kill him.
He becomes weak and emaciated. computer virus as the faculty was
Every 4 hours of normal activity or attacked by mercenaries who Digitek at an unknown point,
10 rounds of combat, particularly if gunned down everyone in the lab. became a reserve agent of the
he is manifesting and using an British MI:13 and was sent to the
energy projection weapon, he loses Bryant was shot and fell into the Psi- U.S. on an intelligence gathering
-1CS to all ability ranks and powers Key, which bonded with his mind. mission. He joined with other British
until he can recharge. The mercenaries stole the Psi-Key heroes to battle a vampire invasion
and set off a bomb that destroyed on the moon.
Photographic Memory: The Psi- the lab. Bryant was transformed into
Key is a computer based on a being of living energy and rebuilt a
advanced extra-dimensional alien physical body for himself. Digitek
technology. Digitek has Un (100) transported himself through phone
Reason for retaining, organizing and lines to his estranged wife and
retrieving vast amounts of data. convinced her of his former identity
. as Jonathan.
Talents: Electronics, Computers
Gallagher, Ben

F RM (30)
A RM (30)
S IN (40)
E IN (40)
R GD (10)
I IN (40)
P GD (10)

Health: 140
Karma: 60
Resources: GD (10)
Popularity: 20

BACKGROUND
Real Name: Ben Gallagher
Occupation: Writer
Legal Status: Citizen of the United
Kingdom, deceased
Identity: No dual identity
Other Known Aliases: His
Pendragon previously inhabited
Perceval who was known as "the
perfect fool", "the seeker", and "the
grail knight". Ben has been referred
to as "the perfect fool" by the Bane
for this reason. Otherwise, Ben went
by his real name both as a member
of the Knights of Pendragon and as
a writer
Place of Birth: Unrevealed
Marital Status: Single
Known Relatives: None
Base of Operations: Camelaird
Farm, Wiltshire
Past Group Affiliations: Knights of
Pendragon particularly his smell, were EQUIPMENT:
Present Group Affiliation: None superhuman and he had
Environmental Awareness at Grail: Ben’s fake holy grail became
KNOWN POWERS Monstrous rank. He could detect a focal point for his pendragon
Bane over a mile away and could power. He could throw it to inflict
Alter Ego: Ben’s physical abilities see their demon like appearance edged damage.
were enhanced by his Pendragon even if they were in human form.
spirit. Prior to this he had Good Talents: Ben was a writer with a
Fighting, Agility and Endurance with Healing: Unearthly. Ben needed his keen interest in Arthurian Lore. His
Typical Strength. Although he grail to focus his power. Though he Pendragon spirit granted him
lacked his other powers, he always had potential to wield it without, he Horsemanship and Swordsmanship.
had Incredible Intuition and never had opportunity to develop it.
experienced unexplained visions. -Note: On one occasion Ben healed Contacts: Fortune Publishing,
He remained in his enhanced the environment around him within a Knights of Pendragon.
Pendragon state till his death in several mile radius. As the Green
Otherworld. Knight was present it is likely this Role Playing Notes: Ben was a
power was enhanced by his kind, gentle, romantic individual, but
Animal Communication: Excellent. presence. could become very brutal in combat
Perhaps due to his superior senses, and once fought off an entire group
Ben could “mind dive” and retain Pendragon Visions: Ben’s visions of Bane singlehanded. He was of a
contact with animals at long were uncontrollable and led the jealous nature and competed with
distance. team into their adventures, as such Union Jack over Kate’s affections.
should be controlled by the Judge.
Enhanced Senses: Monstrous. Ben Being the most sensitive of his team, Background: Ben had a strong
was more sensitive than most he would be the character to use in intuition from an early age, which led
Pendragon, even Albion. His senses, a campaign for such purposes. him to become a writer. Fascinated
with the Grail, he studied Arthurian Resurrected, Ben was summoned to
myth and legend. He felt if he could Avalon to fight the Red Lords army
find the Grail he could understand with a host of Pendragons. Settling
his power. Ben became a writer for his differences with Union Jack, Ben
the publishing company Fortune and used his grail to save his teammates
became close friends with his editor life but sadly passed away from his
Justin Meyer. He buried a fake grail own injuries. Although the battle was
to publicise his book, Flame In The won, the Green Knight was unable
West, which contained clues as to to heal its numerous Pendragon
its whereabouts at the Kitsford casualties. Kate devoted her time to
Countless Stones in Kent. When the finishing the book that Ben had been
site was unexpectedly under threat working on prior to his death.
of demolition, he had to put an end
to his readers grail quests to their
dismay.

Investigating dolphin massacres in


the Orkney Islands, he was
approached by Dionne Bell, a
journalist for Astra TV working the
same story. They worked together,
attracting the attention of those
responsible for the killings and their
leader, Scarman. They were chased,
and Dionne killed, but Ben
recognised something monstrous in
Scarman, a Bane spirit. That spirit
fled when Scarman, like Ben,
sensed the anguish of the local
whales. The whales showed Ben
that Omni Corp had been dumping
toxic waste. With this on his mind,
he decided to contact Dionne’s
friend at Astra TV, Kate McClellan.

Ben became embroiled in Kate’s


search for her kidnapped son, along
with Peter Hunter and Union Jack.
When Hunter suggested they
retrieve his grail, Ben found he had
other abilities which he used to drive
off a Bane ambush and heal his new
friends. Quickly falling for Kate, he
travelled to Joselito where they
found her son and stopped the Bane
plot. His power enabled him to heal
the lands there wounded by Omni
Corps pollution.

Led to Africa by his dreams, Ben


grew more jealous of Union Jack’s
affection for Kate. The team
separated, as the Bane had planned,
and while Kate and Ben were in
Australia he became jealous of her
Astra TV boss, Les Buchanan. Kate
sensed this, and left Ben to his own
devices. Investigating on his own,
Ben was mortally wounded in
combat with B’ngudja, the Bane
shark possessing Brent McCinley.
HURRICANE
STATISTICS
F GD (10)
A EX (20)
S RM (30)
E IN (40)
R RM (30)
I TY (6)
P TY (6)

Health: 100
Karma: 42
Resources: PR (4)
Popularity: 0

BACKGROUND
Real Name: Albert Potter
Occupation: Unemployed; former
criminal, meteorologist
Legal Status: Citizen of UK with a
criminal record
Identity: Known to Authorities
Other Known Aliases: None
Place of Birth: Newcastle-Upon-
Tyne, England, UK
Marital Status: Married
Known Relatives: Buford Potter
(son), Mercy Potter (daughter),
unidentified wife
Base of Operations: New York City,
formerly UK
Past Group Affiliations: Formerly
agent of Mys-Tech
Present Group Affiliation: None
 Wrist Blasters; These allow for Once the storm is 5 areas across,
KNOWN POWERS Potter to focus his powers into a the area that Potter occupies is
Hurricane Powers: Potter blast of air of Incredible intensity stable and wind free, such as within
possesses the powers of a full- force to a range of 3 areas the eye of a true hurricane. In colder
blown Hurricane. His powers lack  Lightning; A recently developed conditions, he can create Blizzards
focus and he needs his armor to power, Potter can direct bolts of of similar effect.
help direct and harness the forces lightning either from his hands or  Flight; Hurricane can use the
that he commands. Originally the called down from a storm for winds to propel him through the
armor also regulated his metabolism, Remarkable Electrical damage up air at Remarkable airspeed, 15
keeping him from overloading, as to 10 areas away. areas/rd or approx 225mph . He
would happen if the armor's  Wind Storm; Potter can summon can use his wind to carry others
backpack was damaged. That is no a wind storm that his body is the aloft, but his speed is reduced one
longer required as his powers have center of. The first round, the rank.
been stabilized. storm is of Remarkable intensity,
the second it is Incredible and FORMER POWERS
Armor: Hurricane's body armor was from the third on, it is Amazing. At For a brief period, Potter possessed
originally his life-support system, but this point it starts to become a full- the ability to absorb energy at the
that is no longer needed since his on storm and begins generating Amazing Level and channel it into
cure from Dr. Merrick. Now the suit's rain and random lightning bolts powerful lightning bolts. He also
main purpose is protection and as a (that will never strike Hurricane). possessed the ability to control
focus for his weather powers. The storm starts at a single area minds with Remarkable ability. He
Potter has the powers of a full-blown at the first round growing an area no longer has those powers.
hurricane and uses the armor as a per round until it is 20 areas
focus to channel those powers. The across. Those trapped in this WEAKNESS
powers that he can use in the suit storm must make an Agility Feat Hurricane requires his armor to
include: each round or are struck by focus his powers. Without the armor,
 Body Armor, The suit provides objects doing up to wind intensity his powers are at -2 shifts and he
Incredible protection from damage depending upon the must make a yellow Feat or cannot
Physical and Excellent protection material strength of the object that pull off the feat attempted.
from energy attacks. strikes the victim. TALENTS:
Response Mandate) in return for a Merrick apparently succeeded, and
Because of his scientific lessened sentence. His DNA was a reformed Potter was released.
background, Hurricane’s Reason is mixed with soldier ants, giving him Reconciled with his estranged wife
Incredible in all matters relating to additional powers, but also leaving and children, relocating to New York.
Meteorology. He is also skilled with him nearly dead. The criminal Unable to find work, and wanting to
electronics and can pilot aircraft. conspiracy Mys-Tech revived him to get Christmas presents for his
steal a Gene Scanner from STORM, children, he broke into a toy store,
bringing him into conflict with Q7 only to be caught by the Fantastic
Strikeforce (agents of Mys-Tech Four. Realizing Potter's motives, the
CONTACTS: Dr. Samuel Merrick, rival Takashei Otomo) and group decided to give him a second
Fantastic Four STORM's Gene Dog: it took the chance on condition that he stay on
combined might of both teams to the straight and narrow; rather than
overpower him. Hurricane was handing him over to the authorities,
frozen while Merrick worked on the Four instead celebrated
ROLE-PLAYING NOTES curing the damage he'd caused. Christmas with the Potter family. In
Albert Potter was originally driven by the wake of the Superhuman
revenge, against those whom he Registration Act, SHIELD identified
perceived as having wronged him, Potter as a potential recruit.
and those that stood in his way.
Later, he was only driven to helping
his family and would do most
anything to protect and help them.

HISTORY
When his project on diffusing
hurricanes was canceled,
meteorologist Albert Potter piloted
an experimental weather control
craft into the hearth of Hurricane
Linda in a desperate bid to prove his
theories. His vehicle could partially
control the storm, but Potter had
drawn the attention of Otherworld's
Nethergods, who sought a pawn to
destroy their enemy Merlyn's
champion, Captain Britain (Brian
Braddock). Potter's craft was struck
repeatedly by lightning and
exploded. Bathed in strange
energies, Potter was transformed.
Rescued by a passing ship, he
returned to Britain convinced his
vehicle had been sabotaged.
Abandoning his former life, he spent
months in hiding designing a control
harness to focus his powers, then
attacked London's Thames
University as Hurricane, wishing to
test his new abilities against
fledgling hero Captain Britain. Potter
easily overpowered the novice hero,
but Captain Britain subsequently
tore off Hurricane's backpack in a
later bout: without it's cooling system,
the villain violently overheated and
was taken into custody.

Sent to Darkmoor prison, Potter


underwent genetic experiments run
by Dr. Samuel Merrick of STORM
(Special Taskforce Omega
McClellan, Kate
F TY/RM (6/30)
A TY/IN (6/40)
S PR/IN (4/40)
E GD/IN (10/40)
R TY (6)
I GD (10)
P GD (10)

Health: 26/150
Karma: 26
Resources: Gd
Popularity: Ex

BACKGROUND

Real Name: Katherine Elspeth


McClellan
Occupation: Investigative Reporter
Legal Status: Citizen of the United
Kingdom with no criminal record
Identity: No dual identity
Other Known Aliases: None
Place of Birth: Strathaven,
Scotland
Marital Status: Divorced
Known Relatives: Cam McClellan
Base of Operations: London
Past Group Affiliations: The
Knights of Pendragon, the British
Broadcasting Company
Present Group Affiliation: Astra
TV

KNOWN POWERS

Alter Ego: Kate’s powers during her


time with the Pendragons were
derived from a Pendragon spirit that
had apparently at one time belonged
to Guinevere. Without the spirit's
enhancement her physical abilities
were in the normal human range as
shown above. There was no obvious
physical transformation, unlike some
Pendragons, and Kate’s spirit
currently empowers Breeze James.
her power shattered all the windows Contacts: Astra TV, Captain Britain
Enhanced Senses: Remarkable. in her area, but she didn’t have the (Brian Braddock), Knights of
Pendragon spirits enhance the power long enough to develop any Pendragon, Iron Man. Kate briefly
senses and attune the individual to stunts. met the Black Panther, and Reed
the natural order, granting and Susan Richards of the Fantastic
Environmental Awareness. Kate Precognition and Clairvoyance: Four and was on good terms with
didn’t display as wide an array of Kate experienced the occasional them.
sensory abilities as other Pendragon vision. This was an
Pendragons but was able to detect uncontrolled power which should be ADDITIONAL NOTES
Bane up to a mile (40 areas) away. used by the judge to draw her into
an adventure.
Energy Generation: Incredible.
Kate was able to project blasts of Talents: Journalism. As an
lightning like energy from her hands. investigative reporter she has the
On one occasion she levitated a equivalent of Detective talent.
short distance off the ground and
Kate didn’t display any Animal fight to Joselito in Spain. Grace was Returning to journalism some time
Communication or Danger Sense, planning to resurrect the Red Lord, later, she worked alongside Dai
unlike some Pendragons, but these but the Pendragons defeated her Thomas again and encountered
abilities may have been dormant. with help from Captain Britain, Iron zombie duplicates of the Knights of
Man and the Green Knight. Peter the Round Table. In the process she
ROLE-PLAYING NOTES reclaimed the Albion identity, was briefly reunited with Albion,
causing Cam to revert to normal. Union Jack and the Green Knight
Kate is a driven woman considered but her power didn’t return and she
“pushy” by many men, but is Kate, Ben, Union Jack and Albion has presumably continued with her
unintimidated by such attitudes set up base at Camelaird Farm as journalistic career.
having built a successful career out the Knights of Pendragon. They
of her journalism. She is caring and were drawn to Africa by Ben’s
passionate about environmental visions and routed some ivory
causes. Thanks to her job having poachers with help from the Black
taken her into war zones, she isn’t Panther, Invisible Woman and
fazed in combat situations with the Mister Fantastic. The team split up
Pendragons. Indeed, if the situation to investigate different leads,
calls for it she will kill to defend unaware that this was the Bane’s
herself, her friends or family. intention. Ben, now Kate’s lover,
was killed by the Bane shark
HISTORY B’ngudja. However, all Pendragons
whether living or dead were
Kate was born in Strathaven, summoned to Avalon to fight the
Scotland, an only child. She married resurrected Red Lord and his Bane
at age twenty-two, a relationship army. Led by Adam Crown, the
that produced her only son, Cam. Pendragon’s latest “King Arthur”,
Divorced after four years, she they turned the tide though Ben died
started a career in TV journalism the a second and final time. Kate left the
year afterwards. Initially working on Knights of Pendragon and took time
the show “Look North” for the BBC, out from her journalism to finish
she progressed to Astra TV as an Ben’s latest book.
investigative reporter and won a
BAFTA. While investigating a series
of murders with various connections
to the Omni Corporation, she
became familiar with Dai Thomas.
She, Dai and Captain Britain
encountered the Green Knight, who
had been lashing out having
suffered due to his connection to the
Earth. The Green Knight was healed
when Dai, transformed into the
likeness and personality of Gawain,
sacrificed his Pendragon power.

Kate discovered her own Pendragon


abilities after her son was kidnapped
by Francesca Grace, the head of
Omni Corp, and twisted into a pawn
of the Bane. In truth, Cam had been
possessed by the spirit that had
empowered World War One hero
Albion, also known as Peter Hunter;
one of Cam’s teachers at Gatton
School. Kate was assisted in
searching for Cam by Hunter, Union
Jack (Joseph Chapman) and the
writer Ben Gallagher. Gallagher’s
healing ability saved their lives after
a Bane attack, and they took the
PRIME EVIL

STATISTICS
F EX (20)
A GD (10)
S IN (40)
E AM (50)
R EX (20)
I TY (6)
P IN (40)

Health: 120
Karma: 66
Resources: GD (10)
Popularity: 0

BACKGROUND
Real Name: Unrevealed
Occupation: Would be conqueror
Legal Status: None
Identity: Secret
Other Known Aliases: Number
One
Place of Birth: Haldane
Encephalographic Laboratories
Limited (H.E.L.L.), Alberta, Canada
Marital Status: Single
Known Relatives: None
Base of Operations: A citadel in
the Savage Land
Past Group Affiliations: None
Present Group Affiliation: None

KNOWN POWERS

Body Armor: Prime Evil's thick hide


and dense musculature provides
him with Ex (20) protection from all
physical and energy attacks.

Bio-Energy Vampire: Prime Evil


can drain the life-energy from
organisms to heal and regenerate Growth: As his genetic structure corrupted are loyal to him and
body parts. He can drain up to 20 became more unstable, Prime Evil become sadistic, violent and turn
points per round from a target with grew to a height of 20 feet, gaining against their friends and allies.
physical contact and add those Am (50) Strength, Mn (75) Prime Evil must touch his victim for
points to his own Health score, up to Endurance (Health 155) and at least 3 rounds, and his mind
his original 120 Health. If he can increased his Body Armor to Rm control can be resisted with a
recover his entire Health score, all of (30). His genetic instability meant he Psyche FEAT against In (40)
his wounds heal, up to and including could only remain this way for 10 intensity. If Prime Evil has captured
regenerating severed limbs. rounds and intense physical exertion, and restrained his victim, they need
combat and using his powers could to make this FEAT for each period
Dimensional Doorway: Prime Evil cause his powers to overload, equal to a number of rounds equal
had the power to tear open producing and explosion of energy to their Psyche rank (Exp: Rm (30)
dimensional doorways with his that would appear as if he exploded Psyche = once every 30 rounds) to
hands that he and his Pride could and leave him severally weakened avoid having him break them.
step through to arrive anywhere in for a long period. Victims can attempt another FEAT
the world. every 10 minutes to try to break his
Mind Control (Corruption): Prime conditioning. A shock to the system,
Force Field: Prime Evil could erect Evil can exert a kind of mind control such as Genetix having their
a Mn (75) rank force bubble around on his victims, corrupting them and inhibitor collars removed, will
a space 3 areas in diameter. turning them evil. Victims who are automatically free them from his
control.
Talents: Prime Evil understands After approximately 15 years, Prime
Genetic Engineering and Biology Evil dispatched some of his Pride to
and how to build, repair and search for Dr. Mullarkey in both
maintain the technology involved. Canada and the U.K.. The feral
However, he can only replicate what Pride creatures also hunted and
he has seen others do and cannot butchered several innocent people,
invent anything new. drawing the attention of both
Wolverine and the team of young
Minions: Prime Evil bio-engineered heroes known as Genetix, (also
primitive, native tribesmen from the products of Dr. Mullarkey's
Savage Land into small, savage, experiments). When the villain
werewolf like creatures to serve him located Dr, Mullarkey working for
as his "Pride". A typical creature has: Gena-Sys, a subsidiary of the Mys-
Tech corporation in London, Prime
F EX (20) H: 56 Evil kidnapped her after a brief
A EX (20) K: 14 battle with the heroes. Prime Evil
S TY (6) intended to force Mullarkey to help
E GD (10) him engineer his new race. The
R FB (2) heroes tracked Prime Evil to the
I GD (10) Savage Land where he captured
P FB (2) Wolverine, Ridge and Stinger, using
his mental powers to turn the two
 Claws: These wolf- younger heroes to his side, but
creatures have clawed failing to turn Wolverine. Prime Evil
hands and sharp teeth that forced Dr. Mullarkey to use genetic
can inflict Gd (10) edged samples taken from Wolverine and
damage. combine them with dinosaurs to
produce a powerful new warrior race.
 Most of his Pride were Seeking to buy time, Dr. Mullarkey
smaller than a man, about had intentionally designed the dino-
the size of a baboon or creatures to be genetically unstable,
large dog. However, a and they quickly degenerated and
small number of creatures fell apart, while she freed Wolverine.
were larger than a man and Prime Evil was forced to retreat in
more powerful with a +1CS . battle from the combined forces of
to claws damage. These Background: The creature known the superheroes and Mys-Tech
larger "Alpha" wolves were as Prime Evil was the product of an security forces. Prime Evil's genetic
often the ones hunting experiment by Dr. Oonagh structure began to destabilize and
alone: Mullarkey at Haldane all the animal and human genetic
Encephalographic Laboratories material and personae used to
F Rm (30) Limited (H.E.L.L.) in Canada. Dr. create him began to bubble to the
A Rm (30) Mullarkey had collected genetic surface. The combined powers of
S Ex (20) samples from six criminally insane the heroes forced his powers to
E Ex (20) inmates and combined them with overload and he appeared to
test animals, for an unrevealed explode. Later, unobserved by the
H: 100 purpose. The results were mostly heroes, Prime Evil's hand emerged
mindless, violent monsters, except from a nearby lake. He has not been
Tracking: The larger wolf- for test subject Number One who seen since.
creatures may have had was the most genetically unstable
enhanced senses, but possessed an advanced
night-vision and the ability intelligence and other superhuman
to track by smell with Rm abilities, including the power to open
(30) rank. dimensional warps. Number One,
who would eventually name itself
Prime Evil, used a dimensional
Role Playing Notes: It's implied doorway to escape. He made
that Prime Evil had multiple, his way to the prehistoric refuge in
conflicting personalities based on the Savage Land and ether found or
the numerous mental patients used built a laboratory. Prime Evil
to create his DNA. He was sadistic, mutated native tribespeople into his
vengeful and arrogant werewolf-like Pride and planned to
engineer a more powerful race that
he could use to conquer the world.
SLAYMASTER

STATISTICS
F AM (50)
A RM (30)
S GD (10)
E EX (20)
R GD (10)
I IN (40)
P RM (30)

Health: 110
Karma: 80
Resources: EX (20)
Popularity: 0

BACKGROUND
Real Name: Unrevealed
Occupation: Assassin
Legal Status: Unrevealed,
deceased
Identity: Secret
Other Known Aliases: The
Caterpillar
Place of Birth: Unrevealed
Marital Status: Unrevealed
Known Relatives: None
Base of Operations: Unrevealed
Past Group Affiliations: Agent of
Vixen, ally of the Crazy Gang
Present Group Affiliation: None

KNOWN POWERS

Powers: Slaymaster was a normal


human with no true super-human
powers, but was highly trained in
esoteric martial-arts that provided
the following abilities:

Hypnosis: Slaymaster could


temporarily hypnotize an opponent
who failed to make either a Rm (30)
Intensity Intuition FEAT to avoid
eye-contact (+2CS to this roll if they
are aware of this ability) or an Ex
(20) Intensity Psyche FEAT to resist
being hypnotized. Victims are
momentarily immobilized, and lose
½ their Initiative roll and are -2CS to
his/her first action for that round. Weakness Detection: Slaymaster ignored). If his opponent has no
had the In (40) rank ability to sense armor then his damage is
Knife Hand: Slaymaster was a weaknesses in physical structures, increased +1CS (maximum of
practitioner of an ancient Ninja opponents and energy fields Incredible (40).
technique used to harden the (including Force Fields). There was
striking surfaces of his hand to allow a 40% chance the target has a  Slaymaster’s weakness
it to inflict edged damage in detectable weakness. Analysis detection stems from his
unarmed combat. His left hand has takes 1D4+1 rounds. martial arts discipline and
been hardened to the equivalent of his five natural senses that
Ex (20) Material Strength and he If a weakness is detected he can allow him to sense only
could use it to inflict Ex (20) Edged reduces an opponent’s body armor pressure points, physical
damage. His left hand was immobile or force field rank –2CS against his stress-points and fracture
and could not be used to hold or attacks (armor and Force Fields planes in solid objects or
manipulate objects. reduced to Ex (20) or less are force fields. He possesses
no superhuman psychic Enhancement Suit: During his final Ex (20) Intensity Intuition FEAT to
abilities that would allow encounter with Captain Britain, look away or close his eyes before
him to detect specific Slaymaster wore a cybernetically being blinded for 2 rounds. The flash
weaknesses such as a controlled enhancement suit could be used once every 6 rounds.
molecular allergy, specific modeled after the Captain's own.
energy frequency or The suit enhances the wearer’s His original "atomic wrist-lets"
mental/psychological biological energy fields and raised increased his Strength to Ex (20)
weakness. Slaymaster’s Strength and rank (no Health change), allowed
Endurance to Rm (30) rank (140 him to fly at Gd (10) airspeed (12
Health). The suit provided a Gd (10) areas/round, 180 Mph) and
rank personal Force Field. The suit contained a lasso/swing line of Ex
also allowed him to fly at Mn (75) (20) Material Strength and 2-area
airspeed (50 Areas/round, 750 Mph). range.

Weapons/Equipment: As a Unique Weapon (Gauntlet): Unique Weapon (Jazzlers):


professional assassin, Slaymaster Slaymaster sometimes wore a high- Slaymaster carried numerous
carried an arsenal of conventional tech gauntlet bristling with weapons specially-designed, high-tech bladed
weapons, including guns that fired and equipped with metal claws with weapons that could be thrown to
explosive ammunition (+1CS Ex (20) Material Strength that would inflict Ty (6) damage on a Green
damage). inflict Rm (30) Edged damage. result, Ex (20) damage on a Yellow
or In (40) damage on a Red. These
Body Armor: Slaymaster wore a The gauntlet was equipped with a “Jazzlers” disrupt nerve impulses
uniform, often concealed under a miniature flamethrower and and can completely paralyze the
disguise, made of bullet-proof fabric electrical blaster that inflicted Rm victim.
that provided Gd (10) protection (30) damage and had a 1-area
from projectiles, energy, fire and range.  He may use the needle-
electrical attacks. Firearms that shaped weapons as an
inflict Rm (30) or less damage are The gauntlet could also produce a ordinary Edged attack on
converted to Blunt Physical rather blinding flash at point-blank range any roll or attempt to strike
than Shooting damage. that forced his opponent to make an to paralyze.
Circuitry within the Jazzlers allow
them to ignore armor or Force Fields
of Ex (20) rank or less. They will
penetrate Rm (30) rank armor and
inflict -1CS damage. In (40) rank or
higher armor will complete block the
weapon.

 If Slaymaster first uses his


Weakness Detection ability,
the Jazzlers can ignore up
to In (40) rank armor or
Force Fields. They will
penetrate Am (50) rank
armor and inflict -1CS
damage. Mn (75) rank or
higher armor will complete
block the weapon.

 Striking to paralyze with


one Jazzler requires that
he win Initiative by at least
+4 and rolls a Yellow result,
or he may spend 30 Karma
which is not added to the
roll (he may spend
additional Karma to
enhance his roll, maximum
of another 30), and must
still roll a Yellow result. the victim is partially paralyzed.
The victim is penalized -2CS to
all actions and -1CS to Strength.
 Once stuck by a single
Removing the Jazzler instantly
Jazzler, the victim must
allows the hero to return to
make an Am (50) rank
normal movement and combat.
Endurance FEAT. Failure
means the victim is
 Heroes who can make a
completely paralyzed until
Un (100) intensity
it is removed.
Endurance FEAT can
ignore the effects of the
 Success at an Endurance
Jazzler altogether.
FEAT against Am (50)
intensity, means the victim
is mostly paralyzed, but  If he wins Initiative by at
can painfully struggle least +6, and rolls a Red
enough to move one limb, Agility FEAT Slaymaster
and reach out and pull one can throw up to 6 Jazzlers
Jazzler out of his body. The at once, or he may spend
victim is penalized -4CS to 50 Karma which is not
all actions and -2CS to added to the roll (he may
Strength. Removing the spend additional Karma to
Jazzler instantly allows the enhance his roll, maximum
hero to return to normal of another 30). Striking with
movement and combat. multiple Jazzlers counts as
one attack that inflicts
 Success at against a +1CS damage and
Mn(75) intensity Endurance increases the necessary
FEAT, means Endurance FEAT roll
intensities +1CS.
Blinding Strike: Slaymaster could Additional Notes: Background: Slaymaster was a
use his knife-like hand to gouge his professional assassin of Middle-
opponent's eyes out (Judge's Eastern origin who battled Captain
discretion). Slaymaster would first Britain numerous times in his early
need to roll 3 times his target’s career. While working for the British
Initiative roll and roll a called Red crime-lord Vixen. Slaymaster was
result to strike (if he "calls" a Red employed to hunt down and kill a
result, declares he's going to try to number of psychic agents of the
roll a Red, and fails, any other result RCX (the Resource Control
is considered a miss). Executive), a division of British
If his roll is successful there is an Intelligence. Adopting the costumed
80% chance he permanently blinds Role Playing Notes: Slaymaster identity of the Caterpillar, he
one eye and a 40% chance of considered himself to be an convinced the Crazy Gang to work
permanently gouging out both eyes. honorable man and treated those he for him. He defeated and captured
viewed as worthy opponents with the Captain and attempted to steal
Talents: Guns, Marksman, Disguise, respect. Unworthy opponents could his ability enhancing costume which
Espionage, Martial Arts A, B, C, D, be brutalized and humiliated. Vixen partially copied. Slaymaster
E, Thrown Weapons, Edged Slaymaster was an arrogant savagely beat and blinded Captain
Weapons professional, prideful of his skill and Britain’s sister before ultimately
reputation. He was a merciless killer provoking the Captain into kill him.
Contacts: The international criminal who enjoyed the challenge of
underworld, Vixen, Crazy Gang combat.
SUPER SOLDIERS

Team Background): A team of


British soldiers including Joseph
Hauer, Alec Dalton and Lee Childs
were genetically altered and bio-
engineered to gain super-human
abilities. Based on the program that
created the American super-soldier
Nuke, but seeking to avoid the same
drug dependency, the soldiers were
bio-engineered with an artificial
organ replacing their appendix, that
would naturally produce the same
type of stimulants and sedatives that
Nuke used artificially. The team of
elite soldiers were brainwashed and
sent on secret missions, including
assassinating suspected IRA
terrorists. On a mission to the
Thai/Cambodian border, Childs went
mad and murdered most of the other
soldiers, seriously wounding Dalton
and Hauer, who believed he killed
Childs. The Super Soldier program
was cancelled, Hauer was put in
suspended animation for years and
Childs became the bodyguard for Sir
Marcus Grantby-Fox, the head of
Empire Chemicals Enterprises
(ECE). Sir Marcus also retained
other early test subjects of the
Super Soldier program as his own
corporate commando unit.

After several years, Hauer woke up,


escaped and befriended journalist
Sarah Wilde who tried to help him fill
in the gaps in his memories. They
traveled to the Thai/Cambodian
border where they discovered Clockwise from left: The Guvnor,
Dalton alive and living among a Gog, Dalton, Hauer
group of Buddhist monks. After a
brief battle with U.S. Agent, he
joined Hauer and his team against
Sir Marcus' super soldiers, including
Gog, who they helped free from his
cybernetic control. The team and decided they were unwilling to Years later the Super Soldiers had
attacked ECE headquarters with the fight to the death. The three retired and written a book about
help of Captain America who newcomers joined Hauer's team in their exploits. A movie was made
convinced Hauer not to kill Sir escaping and killing the Warlord. based on the book and Dalton, the
Marcus. The new recruits joined the team Govnor and Gog playing themselves,
working for the British government with Hauer advising. When
Hauer, Dalton and Gog went to work and were sent on a U.N.
for the British government and were peacekeeping mission. The team Mephisto's Psycho-Wraiths attacked
enlisted by SHIELD to take down was sold off to the Mercy to capture Hauer, the others
the Warlord (Huang Zhu), a drug Corporation, who hoped to use them sacrificed themselves to allow
lord and Hydra commander who to solve a problem with civilians to escape. Hauer was later
was staging an international martial degenerative mutations in their own freed and helped fight off Hell's
arts tournament in the Savage Land. super soldier subjects. Mercy invasion of Earth. Hauer was made
Dragonfly, the Guvnor and Xantia wanted only super human recruits the head of the European Division of
were all competing in the and Dragonfly and Xantia were SHIELD.
tournament for their own reasons forced to leave.
DALTON
STATISTICS
F IN (40)
A RM (30)
S RM (30)
E RM (30)
R TY (6)
I RM (30)
P RM (30)

Health: 130
Karma: 66
Resources: FB (2)
Popularity:

BACKGROUND
Real Name: Alec Dalton
Occupation: Former soldier,
Buddhist monk, private paramilitary
contractor, government agent,
adventurer
Legal Status: British citizen with no
criminal record
Identity: Public
Other Known Aliases: Dauntless
Place of Birth: Unrevealed
Marital Status: Single
Known Relatives: None
Base of Operations: Formerly a
Buddhist monastery on the
Thai/Cambodian border, Formerly
various ECE safe houses in the U.K.,
Mercy Science Central, Alaska
Past Group Affiliations: Super
Soldiers, unnamed Buddhist
monastery
Present Group Affiliation:
S.H.I.E.L.D., MI 13

KNOWN POWERS

Adrenalin Surge: Dalton 's otherwise disliked by him, and he Healing Factor: The Super Soldiers
appendix was replaced with an must make a Yellow Psyche FEAT gain a +1CS to Endurance rank for
artificial organ that can pump him roll to prevent attacking and trying to calculating healing.
full of ability enhancing stimulants or kill all perceived enemies within his
sedatives at will. The stimulants line of sight. Once he has made the Telepathy: Dalton was able to learn
cause him to "go red", boosting his FEAT he can pump himself full of to deeply meditate and tap his
each of his FASE ranks +1CS for up sedatives, come down off the "red" minds potential allowing him to read
to 10 rounds once every 20 minutes. and no further Psyche FEATS are peoples general mood and
While "red" he is filled with mindless necessary and he loses his ability intentions within 4 areas at Gd (10)
bloodlust and it is difficult for him to boost. Or, he can simply refrain from rank. He can probe a persons mind
refrain from killing. His semi-mystical that attack and continue fighting on contact, revealing deeper
meditation techniques make it easier other targets, requiring more FEATS memories and thoughts.
for him to control his murderous to stay in control.
impulses than Hauer. He does not  Astral Projection: Dalton
need to make a Psyche FEAT roll Body Armor: Dalton's dense flesh claims to have
to resist attacking civilians, friends and bone provide Gd (10) protection experimented with astral
and allies. He needs a Green FEAT from blunt physical attacks, energy, projection and likely has
to refrain from attacking and trying falls or concussive force, and no the power at Gd (10) rank.
to kill anyone who irritates, angers, protection from bullets or edged
argues, threatens him or is weapons.
 Cybernetics
Communication: Dalton is
can link his mind to
computer networks and
travel through cyberspace
to retrieve information at
Gd (10) rank.

Equipment: Dalton normally relies


on his physical abilities and martial
arts skills in combat, but he has
access to the same type of body
armor as Hauer and is usually
armed with rifles that inflict In (40)
damage with a 5 area range and 20
shots.

Talents: Military, Guns, Martial Arts


D and E

Role Playing Notes: Dalton turned


his back on violence and became a
contemplative and pacifistic monk,
for a time. He resumed working as a
soldier, but was calmer, more
controlled, laid-back, and good-
natured. He claimed he was
founding a religion based on the
enlightenment he found in deep
meditation, but this was likely a front
for his womanizing.

Background: Alec Dalton was


inducted into the Super Soldier
program and served alongside
Hauer, until he was gravely
wounded and nearly killed. He was
nursed back to health by Buddhist
monks who taught him meditative
techniques and began to worship
him. When the monks were
slaughtered by Sir Marcus' troops,
he abandoned his pacifism and
fought back. He rejoined Hauer and
founded his own, small, religion on
the side, but probably only to
seduce women.
DRAGONFLY
STATISTICS
F IN (40)
A EX (20)
S GD (10)
E EX (20)
R TY (6)
I EX (20)
P IN (40)

Health: 90
Karma: 66
Resources: PR (4)
Popularity: 0

BACKGROUND
Real Name: Andre LeRoux
Occupation: Petty criminal,
champion street fighter, later
government agent
Legal Status: U.S. citizen, probably
with a criminal record
Identity: Public
Other Known Aliases: None
Place of Birth: Unrevealed
Marital Status: Single
Known Relatives: None
Base of Operations: Formerly the
South Bronx, N.Y., Formerly
various ECE safe houses in the U.K.
Past Group Affiliations: Former
ally of Red Wolf (Thomas
Thunderhead), former agent of the
British government
Present Group Affiliation:
Unknown

KNOWN POWERS

Dragonfly has no true super-human


abilities but has studied advanced,  Death Touch. The Dim  can be prevented by
esoteric martial arts techniques that Mak can be applied as a another practitioner with
provide the following extraordinary strike or simple touch and Chi manipulation abilities.
abilities: allows him to disrupt or When this attack is used
poison his target's Chi, or against a Non-Player
Martial Arts Supremacy: Dragonfly life-force. The victim must Character, the Judge may
claims to have studied all forms of make a Psyche FEAT call for all 4 FEAT rolls to
martial arts and invented his own, against In (40) intensity or be made at one time to
G-Jitsu. He is trained in some take 40 points of damage avoid instant death.
esoteric, semi-mystical techniques that ignores all non-  Suspended Animation:
including controlling Chi energy. He mystical or non-Chi specific Dragonfly can control and
has the following abilities: defenses, and fall slow his own heartbeat,
unconscious for 4 rounds. respiration and metabolism
Dim Mak (the Death Touch): When Each round for the next 3 and enter a state of
Dragonfly beats an opponent's rounds the unconscious suspended animation for
Initiative roll by at least 6 he can victim must make a Psyche 20 years or longer. During
attempt a Yellow Fighting FEAT to FEAT against Rm (30) this time, he is unconscious
use his Death Touch. intensity or lose another 30 and needs no food or water,
Health points. If the victim minimal air and does not
is reduced below 0 Health, seem to age.
he dies. Further damage
in the Warlord's martial arts
 Dragonfly can inflict Ex (20) tournament in the Savage Land.
edged damage with his
bare hands when he
scores a Yellow or better
result.

 Dragonfly is a highly
trained martial artist and
knows exactly where, when
and how to strike for
maximum effect. Non-
player character opponents
must make an Endurance
check against the damage
rank of his strikes to avoid
being knocked
unconscious.

 Dragonfly likely possesses


other forms of Chi
manipulation powers
including healing others
and himself.

Equipment: During his time with the


Super Soldiers, Le Roux had access
to the same type of body armor as
his team including rifles that inflict In
(40) damage with a 5 area range
and 20 shots.

Talents: Martial Arts A,B,C,D,E,


Streetwise

Role Playing Notes: LeRoux is a


stereotypical, 70's era, inner-city
petty criminal. He speaks in dated
slang and dressed like a pimp. He is
proud of his undefeated street
fighting record and expects to be
treated with respect. He was willing
to go to great lengths to find an
opponent who can challenge his
skills. He was honorable and
unwilling to kill for money or sport,
though he would not hesitate to kill
in self defense.

Background: Andre LeRoux was a When he discovered that it was to


petty criminal and undefeated street be a fight to the death, he fled
fighting champion in the South alongside Dalton, the Guvnor and
Bronx in the 1970's. He placed Princess Xantia. He joined the
himself in suspended animation, Super Soldiers in their fight against
where he stayed undisturbed for the Warlord and returned to England
decades, in a run-down tenement, as part of the team. When the team
hoping to find a worth while was bought by the Mercy
opponent in the future. When he Corporation, he was forced to leave.
awoke he was invited to participate His fate after that is unrevealed.
GOG Healing Factor: The Super Soldiers
STATISTICS gain a +1CS to Endurance rank for
F GD (10) calculating healing.
A TY (6)
S IN (40) Equipment:
E AM (50)
R TY (6) Guns: Owen was originally a cook,
I TY (6) not a combat solder, but ECE
P TY (6) programming and training under
Hauer makes him handy with a pair
of huge cannons he wields, one in
Health: 106 each hand. The cannons inflict Am
Karma: 18 (50) explosive damage with a 10
Resources: FB (2) area range, and 10 shots each.
Popularity:
Talents: Gog gains a +1CS with his
BACKGROUND cannons and other guns.
Real Name: Owen Llewelyn
Occupation: Former cook in the Role Playing Notes: In spite of his
Welsh Guard, ECE commando, monstrous appearance, Gog is
government agent, adventurer warm, friendly, intelligent, loyal and
Legal Status: British citizen with no compassionate. He is especially
criminal record (legally deceased) protective of children.
Identity: Secret
Other Known Aliases: None Background: Owen Llewelyn was a
Place of Birth: Unrevealed Welsh military cook onboard a troop
Marital Status: Divorced ship that was hit by a missile during
Known Relatives: Joanne (ex- the Falkland Wars. Badly wounded
wife), Kelly and Marie Llewelyn and comatose, he was
(daughters) experimented on in an attempt to
Base of Operations: Formerly ECE create a cheaper Super Soldier. He
research center in the U.K., Mercy was cybernetically controlled by Sir
Science Central, Alaska Marcus' and deployed along with
Past Group Affiliations: Super other, zombie-like shock troops
Soldiers, Empire Chemical against Hauer and Dalton who were
Enterprises, to kill anyone who irritates, angers, able to free him from control and
Present Group Affiliation: argues, threatens him or is restore his memories. Owen's wife
S.H.I.E.L.D., MI 13 otherwise disliked by him, and he had believed he was dead for years,
must make a Red Psyche FEAT roll and his monstrous appearance
KNOWN POWERS to prevent attacking and trying to kill prevented him from rejoining normal
all perceived enemies within his line society. He went to work for the
Adrenalin Surge: Owen 's appendix of sight. Once he has made the Government, hoping to earn enough
FEAT he can pump himself full of money to move his kids to a better
was replaced with an artificial organ
sedatives, come down off the "red" part of the country.
that can pump him full of ability
and no further Psyche FEATS are
enhancing stimulants or sedatives at
necessary and he loses his ability
will. The stimulants cause him to "go
boost. Or, he can simply refrain from
red", boosting his each of his FASE
that attack and continue fighting
ranks +1CS for up to 10 rounds
other targets, requiring more FEATS
once every 20 minutes. While "red"
to stay in control.
he is filled with mindless bloodlust
and it is difficult for him to refrain
Body Armor: Gog's body was
from killing. Each round he must
subject to experimentation that
make a Green Psyche FEAT roll,
vastly increased his size and
failure indicates that he will attack
strength. His dense flesh and bone
anyone nearby, including civilians,
provides Ex (20) protection from
friends and allies. He needs a
blunt physical attacks, energy, falls
Yellow FEAT to refrain from
or concussive force, and no
attacking and trying
protection from bullets, edged
weapons.
Background: Andy Black grew up
The GUVNOR poor, his family on government
STATISTICS assistance his whole life. Growing
F GD (10) up on the streets he became a petty
A TY (6) thief. When his mutation first
S TY (6) manifested, his family was
E EX (20) approached by Professor X about
R PR (4) attending his school. Black's father
I PR (4) rejected the offer, believing Xavier
P PR (4) was a pervert and Andy and the
neighborhood boys began throwing
stones and chased the X-Men out.
Health: 42 Andy knowing he was a mutant
Karma: 12 joined an underground boxing circuit.
Resources: FB (2) His powers allowed him to win the
Popularity: championship title of the Guvnor.
His obviously rigged victory
BACKGROUND triggered a riot. The Guvnor was
Real Name: Andy "Boy" Black invited by Hydra to participate in a
Occupation: Underground boxer, martial arts tournament in the
later government agent Savage Land. When he discovered
Legal Status: U.S. citizen, probably that the fights would be to the death,
with a criminal record he attempted to flee (while drunk).
Identity: Public He joined Dalton and the others in
Other Known Aliases: None taking down the Hydra cell and
Place of Birth: Unrevealed returned to the U.K. as a member of
Marital Status: Single absorbed, he can make 2 attacks at the Super Soldiers.
Known Relatives: None -1CS the original rank absorbed
Base of Operations: Formerly the before the stored energy is depleted. Additional Notes: The Guvnor has
South Bronx, N.Y., Formerly Example: Absorbing one Am (50) the letters ACAB Tattooed on the
various ECE safe houses in the U.K. attack allows him to strike twice for knuckles of his right hand, (All
Past Group Affiliations: Former In (40) damage. Absorbing two In Coppers Are Bastards).
ally of Red Wolf (Thomas (40) damage attacks allows him to
Thunderhead), former agent of the attack four times for Rm (30)
British government damage each. He can absorb
Present Group Affiliation: numerous lesser attacks and use
Unknown the accumulated energy to make an
attack with Strength equal to all the
KNOWN POWERS energy absorbed up to In (40) rank.
Example: if he absorbs 4 Gd (10)
Kinetic Absorption: The Guvnor damage attacks (40 points), he can
has the Am (50) rank mutant ability deliver one In (40) damage punch. If
to absorb the kinetic energy of any he absorbs 3 Ex (20) damage
physical attack that strikes his body. attacks (60 points), he could punch
He automatically absorbs any blow once for In (40) damage and once
of In (40) rank or less and takes no for Ex (20).
damage from these attacks and can
not be Stunned or Slammed by Talents: Martial Arts A
them. Damage at Am (50) rank or
higher require him to make a power Role Playing Notes: Black grew up
rank FEAT roll against the attack. poor and is uneducated and not very
Failure means he takes half damage bright. He was nervous and hesitant
and must check against being to discover the limitations of his
Stunned or Slammed. Success powers but is enthusiastic about
means he takes no damage, isn't them. He's a rowdy hooligan who
Stunned or Slammed and can likes to fight and boast though he's
channel the energy into his Strength. often a coward when he believes his
life is really at risk. He is hostile
Strength Boost: The Guvnor can towards authority, especially the
channel absorbed kinetic energy police but willing to follow Hauer's
into his strength. For each attack orders and work for the government.
HAUER
STATISTICS
F RM (30)
A EX (20)
S RM (30)
E IN (40)
R GD (10)
I EX (20)
P EX (20)

Health: 120
Karma: 50
Resources: TY (6)
Popularity: 0

BACKGROUND
Real Name: Joseph Hauer
Occupation: Former SAS soldier,
former private paramilitary
contractor, government agent,
ranking S.H.I.E.L.D. officer in the
U.K.
Legal Status: British citizen with no
criminal record
Identity: Public
Other Known Aliases: Invincible
Place of Birth: Unrevealed, father
was a Dutch refugee
Marital Status: Single
Known Relatives: Unnamed father
Base of Operations: Formerly
various ECE safe houses in the U.K.,
Mercy Science Central, Alaska
Past Group Affiliations: the SAS,
Super Soldiers
Present Group Affiliation:
S.H.I.E.L.D., MI 13

KNOWN POWERS

Adrenalin Surge: Hauer's appendix


was replaced with an artificial organ attacking and trying to kill all Healing Factor: The Super Soldiers
that can pump him full of ability perceived enemies within his line of gain a +1CS to Endurance rank for
enhancing stimulants or sedatives at sight. Once he has made the FEAT calculating healing.
will. The stimulants cause him to "go he can pump himself full of
red", boosting his each of his FASE sedatives, come down off the "red" Equipment:
ranks +1CS for up to 10 rounds and no further Psyche FEATS are
once every 20 minutes. While "red" necessary and he loses his ability Body Armor: Hauer wears
he is filled with mindless bloodlust boost. Or, he can simply refrain from chobham plate body armor, kevlar
and it is difficult for him to refrain that attack and continue fighting helmet and fire proof fatigues that
from killing. Each round he must other targets, requiring more FEATS provides Ex (20) protection from
make a Green Psyche FEAT roll, to stay in control. bullets, shrapnel, fire and edged
failure indicates that he will attack attacks. His helmet includes a
anyone nearby, including civilians, Body Armor: Hauer's dense flesh targeting system that provides a
friends and allies. He needs a and bone provide Gd (10) protection +1CS to hit with his guns.
Yellow FEAT to refrain from from blunt physical attacks, energy,
attacking and trying to kill anyone falls or concussive force, and no Knife: Hauer has an adamantium
who irritates, angers, argues, protection from bullets, edged combat knife that has Sh-X (150)
threatens him or is otherwise weapons. material strength and allows him to
disliked by him, and he must make a inflict In (40) edged damage.
Red Psyche FEAT roll to prevent
Guns: Hauer carries various large
firearms including .44 automatic
handguns loaded with Teflon dum-
dum rounds (Rm (30) damage), an
enormous rifle that fires depleted
uranium armor-piercing rounds (Am
(50) damage, 6 area range and 20
shots, armor is reduced -1CS) with a
built in laser range finder and a 40
mm grenade launcher (In (40)
damage, 1 area-of-effect). He and
his team also had access to smaller
rifles that inflict In (40) damage with
a 5 area range and 20 shots.

Talents: Military, Guns, Marksman,


Leadership, Martial Arts E

Role Playing Notes: Hauer was a


stereotypical military man.
Disciplined, serious, professional
and calm but always concerned
about losing control and hurting
innocents. In combat he doesn't
hesitate to kill, including helpless
and wounded enemies. Years after
his first story arc, he had become
cynical, and felt like he was no
longer useful or respected. That
likely changed when he was tapped
for a leadership role in SHIELD. He
does not like Pete Wisdom.

Background: Joseph Hauer is the


son of a Dutch refugee. He was a
Captain in the SAS during the
Falklands War where he was badly
wounded. He was inducted into the
British Super-Soldier program,
probably unwillingly. He underwent
the enhancement process and was
brainwashed using hypnosis and
drugs to erase his memories after
his Cold War missions. When he
emerged from suspended animation
he had to slowly recover his
memories over several days.
XANTIA
STATISTICS
F RM (30)
A RM (30)
S TY (6)
E GD (10)
R PR (4)
I RM (30)
P EX (20)

Health: 76
Karma: 54
Resources: FB (2)
Popularity:

BACKGROUND
Real Name: Princess Xantia
Occupation: Adventurer, Reality
TV show competitor
Legal Status: No known legal
citizenship, born in the Savage Land
Identity: Public
Other Known Aliases: Xan,
Princess Xan
Place of Birth: The Savage Land
Marital Status: Single
Known Relatives: None
Base of Operations: Formerly the
Savage Land, Formerly various
ECE safe houses in the U.K.
Past Group Affiliations: an
unnamed tribe of Savage Land
natives
Present Group Affiliation: None

KNOWN POWERS

None Background: Xantia had been the were bought out by the Mercy
princess of an unnamed tribe of corporation, who wanted only super-
Equipment: natives in the Savage Land. The powered operatives, she was forced
Warlord (Huang Zhu) and Hydra to leave the team. She was offered
Swords: Xantia normally carries a stole her land and slaughtered her work on the athletic competition TV
pair of Japanese style long swords people. Presumably she was the game show Gladiators.
that inflict Ex (20) damage and have only survivor and the last of her tribe.
Rm (30) material strength. She escaped the Savage Land and
traveled the world to obtain the skills
Talents: Swords, Guns, Martial Arts she would need to avenge her
B, D and E people. After killing Hydra agents
who ambushed her in Hong Kong,
Role Playing Notes: Xantia was she found an invitation to the
serious and single minded in her Warlord's martial arts tournament in
quest for revenge. She took the Savage Land. She entered the
pleasure in killing Hydra agents. tournament and when the others
Once she had killed the Warlord, discovered that the fights would be
she joined the Super Soldiers, to the death and attempted to flee,
seeking a new purpose for her life. she used the chaos to hunt down
and kill the Warlord. She returned to
the U.K. as a member of the Super
Soldiers. When the Super Soldiers
TANGERINE
STATISTICS
F GD (10)
A EX (20)
S PR (4)
E GD (10)
R GD (10)
I RM (30)
P IN (40)

Health: 44
Karma: 80
Resources: UNKNOWN
Popularity: 0

BACKGROUND
Real Name: Unrevealed
Occupation: British government
agent (Earth-616), Freedom fighting
(Earth-811)
Legal Status: British citizen with no
criminal record
Identity: Secret
Other Known Aliases: None
Place of Birth: Unrevealed
Marital Status: Unrevealed
Known Relatives: None
Base of Operations: MI:13
Headquarters, Portwell House,
Whitehall, London, England (Earth-
616), Mobile (Earth-811)
Past Group Affiliations: Unknown
(Earth-616), RCX (Resistance
Coordination Executive) (Earth-811)
Present Group Affiliation: MI:13

KNOWN POWERS

Telepathy: Tangerine is presumably


a mutant with the In (40) rank ability
to read minds, send and receive
thoughts, and read emotions and
intentions with a 4 area range. She
can attempt to probe memories of a
target within close proximity, roughly
arms length.
Talents: Tangerine's talents are Role Playing Notes: Nothing has
Bio-Electrical Generation: mostly unrevealed. She gets a +1Cs been revealed about the personality
Tangerine of Earth-616 can project to hit with her Bio-Electric Blasts. or motivations of the Tangerine of
bio-electrical blasts from her hands Earth-616. Her counterpart on
to inflict In (40) damage with a 3 are Contacts: MI:13, British Earth-811 was brave and disciplined,
range. The Earth-811 version of Government (Earth-616), struggling to maintain her
Tangerine had a power she Resistance Coordination Executive, composure while psychically
described as a bio-electric blast, Excalibur (Earth-811) experiencing the suffering and death
though it was projected from her of her teammates around her. She
head and more closely resembled a Additional Notes: remained intensely focused on
Mind Blast at In (40) rank. doing her job despite of the danger,
but she could be overwhelmed by
Postcognition: Tangerine of Earth- her fear.
811 had the ability to read the
memories of the recently dead,
viewing past events through their
eyes and knowing their thoughts.
Background: Nothing has been
revealed about the background or
origin of the Tangerine of Earth-616,
except that she is an agent of MI:13
and returned from a battle against
the Mandarin in time to join the other
British heroes battling Dracula's
army of vampires on the moon.

The Tangerine of an alternate future


time-line (Earth-811) was a British
mutant and a resistance fighter
against mutant hunting Sentinel
robots. When her resistance cell
discovered the time-displaced
Widget, she attempted to read its
mind and found it was trying to warn
the Phoenix of an impending attack
by Ahab and the Sentinels. Widget
opened a temporal portal and
Excalibur from Earth-616 arrived
and joined the fight. Kitty Pryde
saved Tangerine's life and Widget
and Phoenix were captured and
teleported away by the Sentinels.

Tangerine and her team joined


Excalibur in attacking the Sentinel
base where she experienced the
memories of many of her friends
and allies who had died in battle
there. The heroes managed to
reprogram the Sentinel Master Mold
so that the robots would thereafter
protect both human and mutant life
and Excalibur returned to their
timeline. Tangerine's fate is
unknown. The Tangerine of Earth-
616 may in fact be the time-
displaced mutant from Earth-811.

Presumably both versions of


Tangerine, if they are not the same
person, have similar or identical
ability ranks and powers.
Thomas, Dai

F GD (10)
A GD (10)
S TY (6)
E GD (10)
R GD (10)
I RM (30)
P GD (10)

Health: 36; 160 as Gawain


Karma: 50
Resources: Good
Popularity: 10

BACKGROUND
Real Name: Dai Thomas
Occupation: Police Detective
Legal Status: Citizen of the United
Kingdom with no criminal record
Identity: No secret identity. The
general public are unaware Dai was
ever Gawain.
Other Known Aliases: The Hero
Hater.
Place of Birth: Wales.
Marital Status: Widower.
Known Relatives: Ruth Thomas
(Daughter), Valerie Thomas (Wife,
deceased), nephew.
Base of Operations: London, New
Scotland Yard.
Past Group Affiliations: Knights of
Pendragon, Special Operations
Directive, London Metropolitan
Police, liaison to Excalibur and
W.H.O.
Present Group Affiliation: Police
Inter-Regional Taskforce.

KNOWN POWERS
danger, allowing him to replace this Talents: Detective, Guns, Law
Alter Ego: When possessed by rank for his Intuition. Enforcement, Martial Arts B. As a
Gawain’s Pendragon spirit, Dai’s Pendragon he displayed some of
Physical Abilities raise to Incredible Note: The later, robotic, Gawain Gawain’s weapons talents.
rank, Agility to Remarkable and he exhibited far more sensory powers,
has 150 Health. He develops the as did other Pendragons, but this Contacts: Blade (Eric Brooks),
Pendragon powers listed below. If entry only deals with abilities Dai Captain Britain, Excalibur, DI Kate
he is killed in this form, he may displayed in his short time as a Fraser, Kate McClellan, Knights of
revive physically transformed into Pendragon. Pendragon, Police Inter-Regional
Gawain and manifest his armour Taskforce, Special Operations
and weapons. On such occasions EQUIPMENT: Directive, London Metropolitan
he has been restored to normal by Police, MI13, WHO. Dai has a
the Green Knight. Armor: Gawain wore medieval daughter, Ruth (or “Ruthie”), that he
armour which provided Good rarely hears from and a nephew.
Pendragon Visions: Dai would protection from physical attacks.
experience visions of distant events Role Playing Notes: Dai started out
as if with Clairvoyance and Sword: Gawain could strike for as the gruff hater of heroes, always
Clairaudience. These were Incredible Edged damage. It was on the scene to berate Captain
uncontrollable and would lead Dai said he could “harness the lightning”, Britain. He was never afraid to get in
into encounters. suggesting some use of Pendragon his face and bring him down to Earth.
-Danger Sense: Incredible. Dai will Force. He wields his sword with While his hatred has faded,
xperience a warning flash of Amazing ability. especially where the Captain is
concerned, he is still more than present at the Battle of London
happy to take any super powered Bridge, part of a ploy by MyS-Tech
individuals to task with his cynical to sacrifice the population of the
brand of common sense. Caustic United Kingdom to escape their deal.
and dour he may be, with a Some time after the battle the
sarcastic wit, but he has become a Pendragon returned to inhabit Dai
true friend to Captain Britain and the once more when former MyS-Tech
Pendragons. assassin Killpower threatened to
invade with a legion of demons. The
Background: Chief Inspector Dai spirit quickly left him again, however,
Thomas was with his wife and and he was kidnapped by
daughter in New York during a battle Killpower’s forces. He was rescued
between the Hulk and Thor. Falling by numerous heroes, and has since
rubble fatally injured his wife, Valerie. returned to his police work.
Dai developed an intolerance
towards costumed heroes, though
this didn’t prevent him or his
assistant Kate Fraser helping the
Vampire hunter Blade when he was
framed for murder. However, when
Captain Britain sprung onto the
scene, Dai was there seemingly at
every turn to show his disapproval.
The hero vanished from the public
eye in time, but on his return Dai’s
investigations led him to discover
the Captain’s secret identity. As
head of a new National
Investigations Unit, he begrudgingly
approached the Captain for help to
stop a Warpie responsible for
numerous killings in Glasgow.
Revealing that he knew the Captain
was indeed Brian Braddock, they
settled their differences.

He gradually developed a friendship


with Brian and his girlfriend, Meggan.
Dai became their police liaison when
they formed the team Excalibur. He
unexpectedly found himself drawn
further into their world when
possessed by the Pendragon spirit
of Sir Gawain. The spirit was
sacrificed to heal the Pendragon
mentor, the Green Knight, but not
before Dai had travelled the world
investigating the Omni Corporation
and their links to the Bane. He
encountered Gawain himself when
all former Pendragons were
summoned to Otherworld to battle
the Bane and their leader, the Red
Lord. Gawain’s spirit eventually
passed on to a robot designed in the
knight's image, though Dai remained
in contact with the Knights of
Pendragon and was used by the
villain called Magpie to lure Albion
and Grace into a trap. Dai was later
WARPIES
The Warpies are a group of several
hundred British children who were
transformed into superhumans by
the residual effects of a reality warp
created by the mutant Jim Jaspers.
All Warpies were fairly young,
between the ages of infancy and 15
when they first appeared and almost
all have obvious non-human
appearances, strange skin, eye
and/or hair colors, warped features
or proportions, animal-like
appearances, etc. Presumably, most
of the Warpies had not yet reached
the peak of their physical
development and their power and
ability ranks would have improved
with age and experience in the
years since their last appearance.
Some of the Warpies were
abandoned as children by parents
frightened by their inhuman
appearances, others were outright
abducted by government agents.
Most of the Warpies were willingly
being trained to become
superheroes & government agents.

The Warpies powers were sustained


by extra dimensional energies
emanating from the nexus to
Otherworld in Captain Britain's
lighthouse. Without this energy they
revert to human form.
Not all of the Warpies were Peter moved the Warpies
The RCX (Resource found by the RCX. James Lexington to the Cloud Nine complex in
Control Executive) was a branch of Christian was drawn to the infant Liverpool, recovered the Cherubim
British Intelligence tasked with Siren, and used her to lure other and formed several more combat
containing, protecting and educating Warpies to him. Calling him "Uncle squads. The new base housed
the Warpies and other superhuman Lex", Christian was abusive and around 400 Warpies, often given
resources & threats. The RCX's used violence and intimidation to code names based on animals,
original leader, codenamed: Peter control is band of Warpie street minerals or vegetables. The
(Nigel Orpington-Smythe) incorrectly criminals, called the Parasites. Warpies were relatively free within
believed the children to be mutants. Christian probably beat at least one the base, most happy with their
RCX agent Joshua N'Dingi (later: of the children to death. The assigned tasks. A group of feral
Doctor Crocodile) was severely Cherubim briefly joined the Warpies, called the Serpents, their
injured when an infant Warpie Parasites until a jewelry store minds damaged by their
(Robert Arnold) exploded in his robbery went badly and Snap was transformation, were imprisoned in
hands. The RCX originally housed killed. Realizing that Uncle Lex felt the "snake pit".
the Warpies in an abandoned prison no remorse and intended to use
and used drugs and hypnosis to Siren to raise a Warpie army, the When Captain Britain
control them while training some to Cherubim quit after a brief battle destroyed his lighthouse and shut
fight and follow orders. The original with the Parasites. The fate of Uncle off the dimensional nexus, the
RCX Warpie strike-force was called Lex and the Parasites is unrevealed. Warpies began to randomly regress
the Cherubim. Agents who objected towards normalcy. Believing this to
to using the children as soldiers In Glasgow, alcoholic be an attack by an unknown foe,
sought out Captain Britain's help but Donald McGill was bribed by local Peter quarantined the children and
a fight broke out that led to Captain gangsters to use his Warpie son RCX medics inadvertently killed
Britain's girlfriend, Meggan, (Silver Death) to murder their rivals. some of the children while trying to
accidentally killing the 5 children of Silver Death killed 27 people before stabilize them. Peter placed some in
Cherubim Whirlwind. The rest of the the police recruited Captain Britain suspended animation to halt the
Cherubim slipped away. The rest of to intervene and he killed the child. reversion. Peter used his strike
the Warpies moved into Captain teams to kidnap Captain Britain,
Britain's home, Braddock Manor. Meggan, Micromax
After the X-Men intervened Other Warpies: Robert Arnold,
and the WHO's science and the other Jaspers was Beetroot, Butane, Chili, Damson,
advisor, Alistaire Stuart and lure murdered, the Warpies were left in Ferret, Gourd, Graphite, Memo,
Excalibur to him. Peter failed to the care of the Mutants Without Prune, Silkworm, Silver Death,
convince Excalibur to join his cause Frontiers charitable organization. Skink, Snoop, Sponge, Static,
and when Captain Britain threatened Syphon, Tadpole, Wire
him, his elite Warpies reluctantly Profiles are listed by the following
beat him nearly to death. groups: Unless specified, the following
biographical information applies to
When Excalibur freed The Advocates (RCX): Aberdeen all the Warpies in the U.K.
many of the captives, they were Angus, Celery, Mustard, Salt, Shrew
attacked by the other elite squads BACKGROUND
and many of the non-elite Warpies, The Cherubim (RCX): AC/DC, Real Name: Various, mostly
fans of Excalibur, helped to defend Cherubim Whirlwind, Fern, Giggles, unrevealed
the heroes. Peter's leadership was Lump, Quill, Occupation: Wards of the state,
overthrown and more students, trainees
compassionate agents took charge The Parasites: Hal, Nettle, Peeping Legal Status: British citizen with no
of caring for the Warpies. Tom, Remora, Siren, Snap, Spasm, criminal record (minors)
Uncle Alex, Identity: Secret
The covert intelligence Other Known Aliases: None
agency Black Air , claimed The Seraphim (RCX): Cabbage, Place of Birth: the United Kingdom,
jurisdiction over the Warpies and Cyanide, Peanut, Pumice, Weasel mostly England, especially in and
began experimenting on them, around London. As far away as
dissecting some and weaponizing Serpents (RCX): Several unnamed Glasgow, Scotland
others with armor and implants. prisoners Marital Status: Single (minors)
Captain Britain's robot servant Known Relatives: Various, mostly
Mastermind, rescued the survivors Sky Pilots (RCX) Bison, Chlorine, unrevealed
and used them to stage an invasion Kobold, Malachite, Parsnip Base of Operations: Formerly an
of Otherworld, slaughter the Captain abandoned prison in the U.K.,
Britain Corps and capture Roma. Unnamed RCX Squad #1: formerly Braddock Manor, Malden,
Captain Britain and his allies Loadstone, Oak, Ocelot Essex, U.K., Cloud Nine, a massive,
rescued Roma and he used the secret underground government
Sword of Might to turn the remaining Unnamed Support Team: Iris, Lens, complex under the ruins of St.
Warpies back to normal humans. Scan, Scope, Sonar Oswald’s church in Liverpool,
approximately 220 miles from
A second group of Warpies, London, England
all newborns, appeared in the small Past Group Affiliations: The RCX,
African country of M'bangawi, when (except for the Parasites)
an alternate-Earth counterpart of Present Group Affiliation: None
Jim Jaspers teleported there.
CELERY
The Advocates:
The Advocates were Peter's F: RM (30)
(Orpington Smyth) personal guard. A: EX (20)
Aberdeen Angus destabilized, S: GD (10)
painfully reverting to human form. E: RM (30)
R: TY (6)
I: TY (6)
P: TY (6)

HEALTH: 90
KARMA: 18
RESOURCES: FB (2)
POPULARITY: 0

Powers:

Elongation: Celery can stretch his


limbs and torso to reach up to 2
areas away and gains a +1 Initiative
in melee combat

Plasticity: Celery’s malleable body


can stretch and deform to absorb
impacts. If he can make a Rm (30) MUSTARD
rank FEAT against his opponent’s
Fighting rank he can reduce blunt F: TY (6)
force damage by -5CS. If he fails A: PR (4)
this FEAT or is taken by surprise, S: FB (2)
damage is only reduced -3CS. E: PR (4)
Damage from edged or projectiles is R: PR (4)
reduced -1CS and he has no I: PR (4)
protection from energy damage P: PR (4)

Background: Celery was one of the HEALTH: 16


elite fighters of the Advocates, KARMA: 12
ABERDEEN ANGUS
personal guards of Orpington Smyth. RESOURCES: FB (2)
POPULARITY: 0
F: EX (20)
A: TY (6)
Powers:
S: AM (50)
E: IN (40)
Flight: Mustard could hover and fly
R: TY (6)
at Pr (4) airspeed (4 areas/round, 60
I: GD (10)
Mph). Mustard had Ex (20) Agility in
P: GD (10)
the air (not Health change).
HEALTH: 116
Fire Generation: Mustard's body
KARMA: 26
was constantly surrounded by
RESOURCES: FB (2)
yellow flame of up to In (40) intensity
POPULARITY: 0
and would damage anyone striking
or grappling him.
Powers:
Background: Mustard was a good
Body Armor: Angus’ dense
natured toddler and one of the elite
musculature provides Gd (10)
fighters of the Advocates, personal
protection from Blunt Physical
guards of Orpington Smyth. Mustard
attacks.
appears to be a baby (though is
probably more mentally developed)
Background: Angus was one of the
whose body is surrounded by yellow
elite fighters and leader of the
flame.
Advocates, personal guards of
Orpington Smyth.
SALT

F: EX (20)
A: GD (10)
S: EX (20)
E: RM (30)
R: TY (6)
I: TY (6)
P: TY (6)

HEALTH: 80
KARMA: 18
RESOURCES: FB (2)
POPULARITY: 0

Powers:

Body Armor: Salt's body was


transformed into a jagged, razor
sharp crystalline form that constantly
broke off small pieces when he
moved or was struck. His crystal
body provided Ex (20) protection
from physical and energy damage. SHREW
Anyone striking Salt would take Ty
(6) edged damage. An opponent F: RM (30)
who scored a Partial hold in A: RM (30)
Grappling combat would take Gd S: TY (6)
(10) damage and Ex (20) damage E: GD (10)
on a Full Hold result. R: TY (6)
I: GD (10)
Background: Salt was one of the P: TY (6)
elite fighters of the Advocates,
personal guards of Orpington Smyth. HEALTH: 76
KARMA: 22
RESOURCES: FB (2)
POPULARITY: 0

Powers:

Claws: Shrew's fingertips ended


with long claws that could inflict Ex
(20) edged damage.

Background: Shrew was one of the


elite fighters of the Advocates,
personal guards of Orpington Smyth.
Shrew appeared to be much older
than most of the Warpies, likely due
to her features being distorted by
her transformation.
Flight: The twins can hover or fly at
Fb (2) airspeed (3-Areas/round, 45
The Cherubim (RCX): Mph).
Air Control: By flying together in a
The Cherubim strike-force were the Talents: circle and using their collective
first Warpies encountered by Aerial Combat: All the Cherubim psychokinetic control over air
Captain Britain. When they were have been trained for combat from a currents, the quintuplets can
inadvertently deployed against him, young age, and while AC/DC are generate and direct a powerful
Meggan accidentally killed the hampered in a fight by being cyclone.
Cherubim Whirlwind. The Cherubim conjoined, their maneuverability in  The whirlwind effects
briefly fled the RCX and joined flight provides a +1CS to all combat everything in its target area
Uncle Lex and the Parasites. They actions and a+1 Initiative. and 10 areas into the air, it
have since rejoined the RCX and can move 4-areas/round.
have battled Captain Britain a Background: AC/DC are conjoined  Anything on the ground
second time. twins, one positively charged the weighing less than 100 Lbs
other negatively charged, connected is automatically pulled up
at the elbow. They were raised to into the cyclone.
fight other super humans to protect  Characters on the ground
Britain.. Little has been revealed must make an Endurance
about AC/DC‘s personality. FEAT against Am (50)
intensity to avoid being
sucked up into the cyclone.
The Cherub Whirlwind  Characters with the power
of Flight can attempt to use
their power (at rank minus
F: FB (2) 2CS) against an Am (50)
A: FB (2) intensity FEAT to resist and
S: FB (2) escape the winds.
E: TY (6)  Objects and people on the
R: FB (2) ground and victims inside
I: TY (6) the storm take (roll 1D10):
P: EX (20) either (1-3) Ty (6) damage
(4-7) Gd (10) damage or
HEALTH: 32 (8-10) Ex (20) damage
KARMA: 28 from the winds, debris and
RESOURCES: FB (2) buffeting, each round.
POPULARITY: 0
AC/DC POWERS
Talents: The quintuplets are infants
and have not developed any talents.
F: TY (6)
Background: Nothing has been
A: PR (4)
revealed about the quintuplet's past
S: PR (4)
except that they were infants
E: TYL (6)
transformed by the Jasper Warp.
R: TYL (6)
They were motivated by simple
I: TYL (6)
needs and instincts. They were
P: TYL (6)
unleashed against targets more than
controlled. They likely possessed a
HEALTH: 20
telepathic or empathic hive-mind.
KARMA: 18
Meggan’s powers somehow
RESOURCES: PR (4)
interacted with and disrupted the
POPULARITY: 0
cyclone, killing the quadruplets.
POWERS

Electrical Touch: When both twins


touch a target with their hands, they
can deliver an In (40) damage
electrical attack. If the target is
flying/levitating or otherwise not
grounded, damage is reduced -2CS.
Fern  Energy attacks inflict full Talents: Fern's talents are
normal damage and fire unrevealed.
F: EX (20) inflicts +1CS damage
against her. History: Nothing has been revealed
A: GD (10)
S: PR (4)  Tendrils: Fern can engulf about Fern's past except that she
her opponent in a blanket was a child transformed by the
E: EX (20)
of moss or extend dozens Jasper Warp and has been training
R: FB (2)
of plant-tendrils to grapple from a very young age to fight on
I: PR (4)
with Rm (30) Fighting and behalf of the British government,
P: PR (4)
Strength. She can only Under her helmet, her head and
inflict a maximum of Gd (10) neck appear to be flesh and blood
HEALTH: 54
damage while grappling. and vulnerable to attack.
KARMA: 10
RESOURCES: PR (4) She could however attempt
POPULARITY: 0 to smother/suffocate an
opponent who can’t escape.
POWERS:
Flight: Fern seems to be able to fly,
Plant Body: Fern’s body, below her close to the ground at Fb (2)
neck is an animated mass of moss- airspeed.
like vascular cryptograms. Most
physical attacks below her head, Equipment:
pass harmlessly through her, or are
absorbed by her soft, malleable form. Helmet: Fern’s helmet provides Gd
Physical attacks that can separate (10) protection from physical and
large portions of her mass, such as energy attacks. Her head is
large edged weapons or any large vulnerable to physical attacks and
object that can bisect her, inflict she must resolve Stun and Slam
damage proportional to the percent results normally.
of her body removed. Cutting her
mass in half reduces her Health by
half, cutting off 10% of her mass,
reduces her Health by 10%, etc.
Giggles
F: TY (6)
A: GD (10)
S: PR (4)
E: GD (10)
R: TY (6)
I: TY (6)
P: GD (10)

HEALTH: 30
KARMA: 22
RESOURCES: PR (4)
POPULARITY: 0

POWERS:

Blinding Flash: Giggles can


manipulate light patterns to create a
disorienting effect. He can fill one
entire area with an exploding,
strobing, hypnotic lights. Because
his power would affect his
teammates once they enter the area,
his attack is used to soften the
target up before the rest of the
Cherubim rush in.
POWERS:
Targets must make an Intuition
FEAT against Ty (6) intensity to Illusion Generation: Lump can
shield their eyes in time before create illusions of the thing his target
they are Stunned, conscious fears most, if they fail a Psyche
but unable to take any combat FEAT against Mn (75) intensity. He
actions for 1-round. can affect multiple opponents within
 They must make an the same 3-area range, each seeing
Intuition FEAT against Ex their own worst fear.
(20) intensity or become  He can not seem to create
disoriented, penalized one an illusion in empty space,
color result in any roll and but only on/over another
have their Initiative roll person or perhaps object
halved. and he uses this ability to
 Targets must make an trick his target into
Intuition FEAT against In attacking their teammates.
(40) intensity or they are  He will sometimes use his
penalized -2CS to all powers to make enemies
actions and -3 Initiative. see their worst fears,
 Opponents with Protected where he and his fellow
Senses of Gd (10) rank or Cherubim really are,
higher are immune to his hoping to scare them away.
power.  Lump has demonstrated
the ability to disguise
Flight: Giggles can fly, usually in a himself as a specific
sitting position, at Fb (2) airspeed person, so may no long be
(3-areas/round, 45 Mph). Lump limited to what his target
fears.
Dimensional Doorway: Giggles
developed the ability to open F: PR (4) Background: Nothing has been
dimensional doorways with Am (50) A: PR (4) revealed about Lump's past except
rank ability. S: TY (6) that he was a child transformed by
E: GD (10) the Jasper Warp. He has been
R: TY (6) training from a very young age to
Background: Nothing has I: GD (10) fight on behalf of the British
been revealed about P: IN (40) government.
Giggles' past except that
HEALTH: 24
he was a child transformed KARMA: 56
by the Jasper Warp. He RESOURCES: PR (4)
was been training from a POPULARITY: 0
very young age to fight on
behalf of the British
government. Giggles may
be unable to speak
Quill
F: RM (30)
A: RM (30)
S: GD (10)
E: EX (20)
R: TY (6)
I: TY (6)
P: TY (6)

HEALTH: 90
KARMA: 18
RESOURCES: PR (4)
POPULARITY: 0

POWERS:

Body Armor: Quill's body is


covered in silicon barbs that provide
him with Gd (10) protection from
physical and energy damage and
inflict Ty (6) Edged damage to
anyone striking him in melee combat,
Gd (10) damage to anyone who
scores a Partial Hold in Grappling
combat or Ex (20) to those who
score a Full Hold.

Claws: Quill's hands end in large


silicon talons that inflict Rm (30)
Edged damage.

Talents: Quill’s speed, ferocity and


combat training grant him the
equivalent of Martial Arts B and E.

Background: While very young


Quill was transformed by the Jasper
warp and spent most of his young
life being trained by the R.C.X. He is
a confident bully, who enjoys
fighting and likes to taunt opponents,
even those much more powerful
than he is. He is a natural brawler,
fast, tough and vicious.
The PARASITES:
The Parasites were a criminal street
gang, lead by Uncle Lex. Lex
threatened, beat and intimidated
homeless Warpies to force them to
commit robberies and muggings for
him. Lex had ambitions of leading a
Warpie army. The Parasites were
based in their "Den", an
underground lair in London.

HAl

F: GD (10)
A: TY (10)
S: EX (20)
E: EX (20)
R: PR (4)
I: PR (4)
P: PR (4)

HEALTH: 56
KARMA: 12
RESOURCES: FB (2) NETTLE
POPULARITY: 0
F: GD (10)
Powers: A: GD (10)
S: GD (10)
Hyper-Breathe: Hal's powerful E: GD (10)
lungs allowed him to blow hurricane R: TY (6)
force winds at an opponent within 1 I: PR (4)
area with Gd (10) Agility. Victim's P: PR (4)
must make an Endurance FEAT
against Rm (30) intensity to avoid HEALTH: 40
being Slammed 2 areas and taking KARMA: 14
Gd (10) damage. Victims who are RESOURCES: FB (2)
Slammed must also check against POPULARITY:
being Stunned.
Powers:
Background: Hal was a short,
oddly-proportioned male, with a Claws: Nettle's tall thin body and
wide, oblong shaped torso and head long limbs are covered, head to toe,
and short but powerfully built arms. with short spikes that allow her to
Hal rarely speaks or is unable to. inflict Gd (10) Edged damage in
melee combat. Anyone striking
Nettle would take Pr (4) edged
damage. An opponent who scored a
Partial hold in Grappling combat
would take Ty (6) damage and Gd
(10) damage on a Full Hold result.
intensity to avoid becoming
Poison: Nettle's spikes deliver a completely paralyzed for 16 rounds.
paralyzing poison to anyone she is
able to cut, that forces her victim to Background: Nettle was a tall, thin
make an Endurance FEAT roll female with large eyes and was
against In (40) intensity to avoid a - covered with small spikes that
2CS to all actions for 4 rounds, resembled feathers. She rarely
against EX (20) intensity to avoid a - spoke and may have been unable to.
4CS to all actions for 8 rounds, and
against Gd (10)
REMORA

F: GD (10)
A: TY (6)
S: PR (4)
E: TY (6)
R: PR (4)
I: PR (4)
P: GD (10)
SIREN
HEALTH: 26
KARMA: 18 F: Sh-0 (0)
RESOURCES: FB (2) A: Sh-0 (0)
POPULARITY: 0 S: Sh-0 (0)
E: FB (2)
Powers: R: FB (2)
I: GD (10)
Bio-Energy Vampire: When P: RM (30)
Remora grabs a victim with her
tentacle-arms, she can drain their HEALTH: 2
life-force. Each round the victim fails KARMA: 42
at a Gd (10) intensity Psyche FEAT, RESOURCES: FB (2)
he/she is paralyzed and Ramora POPULARITY: 0
PEEPING TOM absorbs 10 Heath points from them,
adding the points to her own. Her Powers:
F: PR (4) tentacle arms provide her with a
A: PR (4) +1CS in Grappling combat. Longevity: Siren is described as an
S: PR (4) "immortal' child. It's unlikely that she
E: TY (6) Background: Ramora is a little girl was truly immortal but she may have
R: TY (6) whose arms were mutated into stopped aging shortly after birth and
I: IN (40) masses of tentacles. She was would not have aged or developed
P: PR (4) unable to absorb life-force energy any farther as long as she was a
from Giggles of the Cherubim, Warpie.
HEALTH: 18 ostensibly because he had no life or
KARMA: 50 soul to steal and because he had Summoning: Siren was a blind,
RESOURCES: FB (2) some ability to manipulate reality. helpless, newborn infant who, as a
POPULARITY: 0 Her test of wills against him caused survival instinct, would transmit a
her extreme pain and she collapsed. psychic summons that would draw
Powers: other Warpies to her from many
miles away. The summons was
Clairvoyance: Peeping Tom can subtle, subconscious and easily
see distant places, events and ignored, mostly effective with
objects, past barriers and inside Warpies that had lower intelligence,
buildings. He is constantly scanning less willpower and not much
his surroundings and can detect occupying their attention. The
approaching threats up to 20 areas summons only works on other
away with In (40) rank. Peeping Warpies and most weren't even
Tom can see into nearby aware of it and ignored it.
dimensions. Presumably, once in Siren's
presence, they felt some compulsion
Background: Peeping Tom had to care for and protect her. Her
green skin and large, insect-like power had Pr (4) rank but a range of
eyes. several miles.

Background: Siren was a newborn


baby whose eyes had not opened
and instinctively summoned other
Warpies to her. Once there, Uncle
Lex took advantage of them and
forced them to commit crimes for
him.
SPASM

F: GD (10)
A: GD (10)
S: PR (4)
E: TY (6)
R: PR (4)
I: TY (6)
P: PR (4)

HEALTH: 30
KARMA: 14
RESOURCES: FB (2)
POPULARITY: 0

Powers:

SNAP Electrical Touch: Spasm's touch


could deliver enough electricity to
F: TY (6) short out a person's nervous system
A: GD (10) and cause the loss of all voluntary
S: PR (4) muscle control. Victims would need
E: TY (6) to make an Endurance FEAT
R: PR (4) against Am (50) to avoid a -2CS
I: TY (6) penalty to all actions for 2 rounds,
P: PR (4) against Rm (30) to avoid a -4CS to
all actions for 4 rounds and against
HEALTH: 26 Gd (10) to avoid becoming
KARMA: 14 incapacitated, conscious but unable
RESOURCES: FB (2) to move for 6 rounds. His touch
POPULARITY: 0 inflicts Ex (20) rank electrical
damage. If Spasm touches a large
Powers: body of water with his hands while
using his power, he shorts out his
Teleportation: Snap could teleport own nervous system and is knocked
himself at In (40) rank and was out for 10 minutes.
require to snap his fingers to
activate his power. Background: Spasm was a young
boy with blue-green skin and large, UNCLE LEX
Background: Snap was a relatively protruding, asymmetrical eyes and
normal looking young boy though pupils. Spasm accidentally knocked F: GD (10)
with oversized hands. himself out while fighting Quill of the A: TY (6)
When Snap panicked during a Cherubim. S: TY (6)
robbery he accidentally teleported E: GD (10)
himself into traffic and was hit by a R: TY (6)
bus and killed. Uncle Lex's I: GD (10)
indifference to his death is what led P: GD (10)
the Cherubim to leave the Parasites.
HEALTH: 32
KARMA: 26
RESOURCES: FB (2)
POPULARITY: 0

Powers:

Uncle Lex's powers are unrevealed.


He is confirmed to be a Warpie,
since he answered Siren's call and
he likely has some type of power
since he was able to keep the other
Parasites in line through threats of
violence.
Background: James Lexington CYANIDE
Christian ("Uncle Lex"), was a
The SERAPHIM (RCX):
The Seraphim acted as guards for F: GD (10)
normal looking Warpie with
the Cloud Nine base. A: GD (10)
unrevealed abilities. Lex was a man
with few prospects and found S: PR (4)
himself summoned to London by E: TY (6)
Siren's power. As other Warpies R: TY (6)
found their way to her, he trained I: TY (6)
them in using their powers and P: TY (6)
forced them to become a gang of
thieves. Lex had a girl named Moley HEALTH: 30
use her powers to create their KARMA: 18
underground den but because of an RESOURCES: FB (2)
unspecified disagreement, she POPULARITY: 0
either ran away or was killed by Lex.
The others were forbidden from ever Powers:
mentioning Moley again. Lex didn't
care for the children and used them Poison Touch: Cyanide’s chemical
as tools for his own benefit. He touch paralyzes the victim’s
dreamed of having an army of voluntary nerve impulses, leaving
Warpies under his control. when the them conscious but unable to move
Cherubim briefly separated from the for 15-minutes. His power can be
RCX, Lex recruited them. When resisted with an Un (100) intensity
Snap died during a robbery, Lex's Endurance FEAT roll (of suffer a -
indifference convinced the Cherubim 2CS and -1 Color Result to all
to leave. Lex initially had the actions and -2CS to Strength rank)
Parasites try to stop them but losing and an Amazing (50) intensity FEAT
CABBAGE
the battle, he let them go. The fate to avoid complete paralysis.
of Uncle Lex and his gang since
F: TY (6)
then is unrevealed. Background: Cyanide is a thin
A: PR (4)
teenager who enters combat in a
S: RM (30)
grim reaper costume, death’s-head
E: EX (20)
mask, hood & cape.
R: PR (4)
I: TY (6)
P: PR (4)

HEALTH: 60
KARMA: 14
RESOURCES: FB (2)
POPULARITY: 0

Powers:

Body Armor: Cabbage's great bulk


provides him with Ty (6) protection
from physical and energy damage.

Background: Nothing is revealed


about Cabbage's background. He
fought Nightcrawler.
PUMICE

F: TY (6)
A: TY (6)
S: RM (30)
E: RM (30)
R: TY (6)
I: TY (6)
P: TY (6)

HEALTH: 72
KARMA: 18
RESOURCES: FB (2)
POPULARITY: 0

Powers:

Body Armor: Pumice's body is


composed of a rough, hard, rock-like
mineral that provided him with Ex WEASEL
(20) protection from physical and
energy damage. F: RM (30)
A: RM (30)
Background: Pumice helped battle S: GD (10)
Excalibur. E: EX (20)
R: TY (6)
I: EX (20)
- P: TY (6)
PEANUT
HEALTH: 90
F: SH-0 (0) KARMA: 32
A: FB (2) RESOURCES: FB (2)
S: SH-0 (0) POPULARITY: 0
E: PR (4)
R: TY (6) Powers:
I: TY (6)
P: EX (20) Claws: Weasel's fingertip claws
inflict Gd (10) edged damage.
HEALTH: 6
KARMA: 32 Fur: Weasel's fur provided Gd (10)
RESOURCES: FB (2) protection from cold.
POPULARITY: 0
Stealth: Weasel was skilled at
Powers: sneaking up on her opponents, and
could hide in shadows & cluttered
Mental Disruption: Peanut has the environments with Ex (20) skill.
power to mentally disrupt people’s
concentration. Those who fail an Am Talents: Martial Arts A, D, E
(50) intensity Psyche FEAT can not
use any intellectual Talents or any Background: Weasel snuck up on
power that requires concentration Cerise of Excalibur and knocked her
including; Teleportation, Mental out.
Probe, etc, though it appears to
have no appreciable effect on
combat skills.

Background: Peanut has no arms


or legs and is mobile only through a
mechanical spider-like walking
device (though in an emergency he
can roll across the floor).
SERPENTS: The RCX
imprisoned a number of Warpies in SKY PILOTS (RCX):
the "Snake Pit", whose The Sky Pilots were another team
transformations either drove them formed by the RCX. The
mad or damaged their brain significance of the team name is
functions, leaving them feral unrevealed.
berserkers who attack anyone they
encounter. The Serpents had a BISON
variety of physical appearances,
and types. Most had claws and F: GD (10)
fangs. A: TY (6)
S: RM (30)
TYPICAL SERPENT E: EX (20)
R: PR (4)
F: EX (20) I: TY (6)
A: GD (10) P: TY (6)
S: GD (10)
E: EX (20) HEALTH: 66
R: FB (2) KARMA: 16
I: PR (4) RESOURCES: FB (2)
P: FB (2) POPULARITY: 0

HEALTH: 60 Powers:
KARMA: 8
RESOURCES: FB (2) Body Armor: Bison's tough
POPULARITY: 0 musculature provided Gd (10)
protection from physical and energy
Powers: damage.

Claws: Most Serpents have clawed Background: Bison followed Peter's


hands and vicious teeth that allow orders and battled Excalibur to
them to inflict Gd (10) edged prevent them from escaping Cloud
damage. Nine.

Background: The Serpents were


reduced to mindless, animalistic
berserkers.
KOBOLD

F: GD (10)
A: TY (6)
S: EX (20)
E: GD (10)
R: TY (6)
I: TY (6)
P: TY (6)

HEALTH: 46
KARMA: 18
RESOURCES: FB (2)
POPULARITY: 0

Powers:

Body Armor: Kobol's tough


musculature provided Ty (6)
protection from physical and energy
damage.

Background: Kobold followed


CHLORINE Peter's orders and battled Excalibur
to prevent them from escaping MALACHITE
F: GD (10) Cloud Nine.
A: GD (10) F: GD (10)
S: TY (6) A: TY (6)
E: GD (10) S: TY (6)
R: TY (6) E: EX (20)
I: TY (6) R: TY (6)
P: TY (6) I: TY (6)
P: TY (6)
HEALTH: 36
KARMA: 18 HEALTH: 42
RESOURCES: FB (2) KARMA: 18
POPULARITY: 0 RESOURCES: FB (2)
POPULARITY: 0
Powers:
Powers:
Poison Gas: Chlorine can generate
and project a cloud of poison gas Radiation Generation: Malachite
from his hands to a range of 10 feet. wears what appears to be a
Anyone breathing the gas must radiation suit with a respirator and
make an Am (50) intensity projects and unrevealed form of
Endurance FEAT or suffer a -1CS to energy from his hands. Presumably
all actions for 2 rounds, against Rm his body generates harmful radiation
(30) or suffer -2CS for 4 rounds, and that he needs the suit to regulate
against Gd (10) intensity to avoid and prevent him from harming the
being incapacitated, gasping and other children. He can project blasts
choking, for 6 rounds. of radiation from his hands to inflict
up to In (40) damage with a range of
Background: Chlorine followed 2 areas. He has Un (100) resistance
Peter's orders and battled Excalibur to radiation. The heavy suit provides
to prevent them from escaping Ty (6) protection from physical
Cloud Nine. He appeared briefly in damage, In (40) from heat/fire and
balled wearing a green hood that Ex (20) from energy damage.
concealed his face.
Background: Malachite followed
Peter's orders and battled Excalibur
to prevent them from escaping
Cloud Nine.
Unnamed RCX Squad
#1: Loadstone, Oak, Ocelot
The RCX sent this team to capture
Kylun.

LOADSTONE

F: TY (6)
A: GD (10)
S: PR (4)
E: TY (6)
R: TY (6)
I: TY (6)
P: TY (6)

HEALTH: 26
KARMA: 18
RESOURCES: FB (2)
POPULARITY: 0
PARSNIP
Powers:
F: GD (10)
A: TY (6) Magnetic Manipulation: Loadstone
S: EX (20) had the In (40) rank power to move OAK
E: RM (30) metal objects within 10 areas.
R: TY (6) F: GD (10)
I: TY (6) Background: Loadstone was a A: PR (4)
P: TY (6) young boy who helped to capture S: AM (50)
Kylun. E: AM (50)
HEALTH: 66 R: TY (6)
KARMA: 18 I: TY (6)
RESOURCES: FB (2) P: TY (6)
POPULARITY: 0
HEALTH: 114
Powers: KARMA: 18
RESOURCES: FB (2)
Body Armor: Parsnip either wore a POPULARITY: 0
battle suit or his power produced an
organic shell that provided Ex (20) Powers:
protection from physical and energy
damage. BODY ARMOR: Oak is a large
brown skinned male with long arms
Energy Projection: Parsnip can and his great bulk and dense hide
project blasts of In (40) damage provides Rm (30) protection from
energy from his hands with a 2 area physical damage, and Gd (10)
range. against energy attacks.

Background: Parsnip followed Background: Oak was the leader of


Peter's orders and battled Excalibur his unnamed squad and was sent to
to prevent them from escaping capture Kylun. Oak fought against
Cloud Nine. Excalibur when they attempted to
escape Cloud Nine. Oak battled
Captain Britain who's powers were
not fully functioning and severally
beat him. Oak refused Peter's
orders to deliver a killing blow. Oak
is an honorable, compassionate
individual who believes he’s training
to become a hero.
Unnamed Support
Team (RCX): This team
used their sensory powers to
analyze the powers of new arrivals
for the RCX.

IRIS

F: PR (4)
A: TY (6)
S: PR (4)
E: PR (4)
R: TY (6)
I: RM (30)
P: TY (6)

HEALTH: 20
OCELOT KARMA: 42
RESOURCES: FB (2)
F: RM (30) POPULARITY: 0
A: RM (30)
S: GD (10) Powers:
E: GD (10)
R: TY (6) Enhanced Vision: Iris' large eyes
I: EX (20) could see across the LENS
P: TY (6) electromagnetic spectrum with In
(40) rank ability. She was F: PR (4)
HEALTH: 80 cybernetically liked to the Cloud A: TY (6)
KARMA: 32 Nine computer systems. S: PR (4)
RESOURCES: FB (2) E: PR (4)
POPULARITY: 0 Background: Iris was part of the R: TY (6)
scientific support staff and I: RM (30)
Powers: presumably sided with Excalibur P: TY (6)
against Peter's elite fighters.
Claws: Ocelot possessed large HEALTH: 20
claws that could inflict Ex (20) KARMA: 42
damage. RESOURCES: FB (2)
POPULARITY: 0
Background: Ocelot was part of
Oak's team sent to capture Kylun Powers:
who was surprised when his mystic
sword wouldn't harm him, realizing Microscopic/Telescopic Vision:
that the Warpie's weren't evil. Lens could see far distances and at
the microscopic scale with Am (50)
rank ability. He was cybernetically
linked to the Cloud Nine computer
systems.

Background: Lens was part of the


scientific support staff and
presumably sided with Excalibur
against Peter's elite fighters.
SCAN SONAR

F: PR (4) F: PR (4)
A: TY (6) A: TY (6)
S: PR (4) S: PR (4)
E: PR (4) E: PR (4)
R: TY (6) R: TY (6)
I: RM (30) I: RM (30)
P: TY (6) P: TY (6)

HEALTH: 20 HEALTH: 20
KARMA: 42 KARMA: 42
RESOURCES: FB (2) RESOURCES: FB (2)
POPULARITY: 0 POPULARITY: 0

Powers: Powers:

Energy Detection: Scan could Hyper-Senses (Hearing): Sonar


perceive energy fields with his mind. had large, bat-like ears that provided
Presumably he could sense energy a superhuman range of hearing at
types that Iris could not, those Mn (75) rank. He may have had the
outside the electromagnetic power of Sonar. His powers were
spectrum. He has Am (50) power SCOPE linked to the Cloud Nine computers.
rank. Scan was cybernetically
remotely linked to the Cloud Nine F: PR (4) Background: Sonar had a bat-like
computers. A: TY (6) appearance . He was part of the
S: PR (4) scientific support staff and most
Background: Scan had no eyes E: PR (4) likely sided with Excalibur against
and was presumably blind but could R: TY (6) Peter's elite fighters.
perceive his environment as energy I: RM (30)
fields. He was part of the scientific P: TY (6)
support staff and most likely sided
with Excalibur against Peter's elite HEALTH: 20
fighters. KARMA: 42
RESOURCES: FB (2)
POPULARITY: 0

Powers:

Biophysical Detection: Scope's


antenna allowed him to sense and
analyze organic systems, such as a
subject's metabolism. Presumably
he could sense the target's vital
signs and other biological conditions,
possibly detecting sickness and
mutation. He had Am (50) rank.

Background: Scope had


yellow/orange skin and an antenna
protruding from his head. He was
part of the scientific support staff
and most likely sided with Excalibur
against Peter's elite fighters.
OTHER WARPIES: BUTANE

F: GD (10)
Arnold, Robert A: GD (10)
S: IN (40)
E: RM (30)
R: TY (6)
I: TY (6)
P: TY (6)

HEALTH: 90
KARMA: 18
RESOURCES: FB (2)
POPULARITY: 0

Powers:

Body Armor: Butane's body seems


to be composed of purple
(sometimes yellow) metal or
encased in armor that provides him
with Gd (10) protection from
Background: Robert Arnold was an physical attacks and Ex (20) from
infant with horns. When RCX agent energy damage. Butane seems to
Joshua N'Dingi was sent to remove internally generate flames that seep
him from his home, the hysterical from his head. Presumably he can
child lost control of his powers and generate and project fire of at least
exploded, severely injuring N'Dingi. Rm (30) intensity and has Mn (75)
resistance to heat and fire.

Flight; Butane can fly at Gd (10)


Beetroot airspeed (8 areas/round, 120 Mph).

Background: Butane followed


Peter's orders and battled Excalibur
to prevent them from escaping
Cloud Nine. Presumably, with his
power set, Butane was considered
and elite fighter and was assigned to
one of the strike-teams, though its
unclear which one.

Background: Beetroot was a very


young child when the Warpies were
living in Braddock Manor. He was
wounded by a bombing at the manor
and died at Cloud Nine. Beetroot
was a minor telepath who was able
to mentally share his memories and
feelings before he died.
DAMSON

F: TY (6)
A: PR (4)
S: FB (2)
E: PR (4)
R: PR (4)
I: PR (4)
P: PR (4)

HEALTH: 16
KARMA: 12
RESOURCES: FB (2) FERRET
POPULARITY: 0
F: TY (6)
Powers: A: EX (20)
S: PR (4)
Ensnaring Weapon: Damson could E: TY (6)
project a stream of some type of R: PR (4)
liquid adhesive from his hands at an I: EX (20)
opponent, ensnaring them, making P: TY (6))
CHILI them sticky, slowing them down or
blinding them with Ex (20) rank and HEALTH: 36
F: TY (6) a 1 area range. KARMA: 30
A: PR (4) RESOURCES: FB (2)
S: FB (2) Flight: Damson could seem to fly POPULARITY: 0
E: PR (4) under his own power at Pr (4)
R: PR (4) airspeed (4 areas/round, 60 Mph). Powers:
I: PR (4) Damson had God (10) Agility in the
P: PR (4) air (not Health change). Stealth: Ferret's powers are
unrevealed but he could hide in dark
HEALTH: 16 Background: Damson sided with spaces and it would require an Ex
KARMA: 12 Excalibur against Peter's elite (20) rank Intuition FEAT to spot him.
RESOURCES: FB (2) fighters. Damson appeared to be a
POPULARITY: 0 blue-skinned infant though he was Weapons:
probably more mentally developed.
Powers: Fazer Gun: Ferret carried an energy
projecting stun gun that would force
Resistance to Heat/Fire: Chili was the victim to make an Am (50)
immune to heat and fire at Am (50) intensity Endurance FEAT or suffer
rank. It's unknown if he could a -1CS to all actions for 1 rounds,
generate fire himself. against In (40) to avoid a -2CS for 2
rounds, against Ex (20) intensity or
Flight: Chili wore an anti-gravity become physically incapacitated,
flight-belt that allowed him to hover though conscious for 4 rounds and
and fly at Pr (4) airspeed (4 against Gd (10) intensity or be
areas/round, 60 Mph). He had Ex knocked unconscious for 10 minutes.
(20) Agility in the air (not Health The fazer was effective against
change). opponents who were intangible.

Background: Ferret was a small


Background: Chili was a red- fur-covered child, with a long, bushy
skinned, horned, infant that tail. He was assigned to hide in the
resembled a devil. Chili sided with air ducts and crawl spaces of Cloud
Excalibur against Peter's elite Nine to watch for intruders. He
fighters and fought Mustard. stunned Kitty Pryde with his Fazer
Gun but was concerned that he
might have hurt her. He sided with
Excalibur against Peter and his
elites.
GOURD MEMO Nine. He sided with Excalibur
against Peter's elite fighters.

Background: Gourd was a teenage


boy with large, tuberous growths on Nothing is revealed about Memo
his back and head. His powers were except his name. He was a non-
unrevealed. He sided with Excalibur combatant and sided with Excalibur
against Peter's elite fighters. against Peter's elites.

SILKWORM

F: PR (4)
PRUNE A: TY (6)
S: PR (4)
F: TY (6) E: PR (4)
GRAPHITE A: PR (4) R: TY (6)
S: IN (40) I: TY (6)
F: TY (6) E: RM (30) P: GD (10)
A: TY (6) R: PR (4)
S: GD (10) I: PR (4) HEALTH: 20
E: EX (20) P: PR (4) KARMA: 22
R: TY (6) RESOURCES: FB (2)
I: TY (6)) HEALTH: 80 POPULARITY: 0
P: TY (6)) KARMA: 12
RESOURCES: FB (2) Powers:
HEALTH: 42 POPULARITY: 0
KARMA: 18 Matter Manipulation (Fabric):
RESOURCES: FB (2) Powers: Silkworm had the Rm (30) rank
POPULARITY: 0 ability to manipulate, animate and
Body Armor: Prune's large, alter clothing, cloths and fabrics
Powers: powerful build provides him with Gd within 6 feet. He used his powers to
(10) protection from physical repair and redesign clothing.
Body Armor: Graphite's tough, damage and Pr (4) from energy
mineral like sin provided Ty (6) attacks. Background: Silkworm sided with
protection from physical and energy Excalibur against Peter's elite
damage. Background: In spite of his physical fighters.
power, it was decided that Prune
Background: Graphite sided with wasn't fit for combat and he was
Excalibur against Peter's elite relegated to menial work at Cloud
fighters.
Limitation (Damage Threshold):
While Silver Death was composed
of a durable, organic metal, his
body's structure had a limit to how
much punishment it could withstand.
If he sustained damage that reduced
him to zero Health and the final blow
was of Ex (20) or greater damage,
his body explosively shattered and
he automatically died.

Background: Silver Death was


believed to be a Warpie named
Calum McGill, the son of an
alcoholic, small-time hoodlum,
Donald "Shoulders" McGill. The
child was a mindless, feral killer who
could only be controlled by his father,
who carried his small body in a
briefcase. The gangster McCloud
brothers convinced Donald that God
had given him a living weapon to SNOOP
purge the underworld. The McCloud
brothers manipulated McGill into F: TY (6)
targeting their rivals, unleashing his A: TY (6)
son and slaughtering 27 criminals S: TY (6)
SILVER DEATH and 3 undercover policemen. E: TY (6)
Detective Dai Thomas recruited R: TY (6)
F: IN (40) Captain Britain to stop the creature I: EX (20)
A: IN (40) and after a short battle, the Captain P: TY (6)
S: FB (2) struck the child hard enough to
E: GD (10) destroy it. HEALTH: 24
R: FB (2) KARMA: 32
I: TY (6) SKINK RESOURCES: FB (2)
P: PR (4) POPULARITY: 0

HEALTH: 72 Powers:
KARMA: 12
RESOURCES: SH-0 Sensor Cloak: Snoop's powers are
POPULARITY: 0 unrevealed but he acts as a spy for
Cloud Nine and his powers may aid
Powers: him in surreptitiously following and
filming his target. While he isn't
Claws: Silver Death is a mass of invisible, he may have the ability to
dozens of metallic tentacles ending hide his presence from Enhanced
in barbs, spikes, hooks and blades Senses/Tracking powers and/or
that allow him to inflict Am (50) psychic detection at Mn (75) rank.
edged damage, ignoring Body He may have a form of Mental
Armor or Force Fields of Ex (20) Invisibility that won't cause his target
rank or less. The child's body was a to ignore him, but may make them
mass of razor sharp edges and ignore his unusual appearance. A
anyone striking it took Ex (20) edged target who fails a Mn (75) Psyche
damage. An opponent who scored a FEAT will see him and see what he
Partial Hold against it took Rm (30) is doing, but see him as a regular
damage and In (40) on a Full Hold. person.
Background: Skink was a bald
Flight: Silver Death could fly at male, with large pupil-less eyes. His Background: Snoop had a
blinding speed, slicing through powers were unrevealed but he was reptilian/amphibian appearance,
targets without slowing down and judged unfit for combat and he was with green skin and dreadlocks.
attain Mn (75) airspeed (30 relegated to menial work at Cloud Snoop was sent to spy on Captain
areas/round, 450 Mph). Nine. He sided with Excalibur Britain and Meggan. He was
against Peter's elite fighters. presumably loyal to Peter.
STATIC

F: PR (4)
A: GD (10)
S: PR (4)
E: TY (6)
R: TY (6)
I: TY (6)
P: TY (6)

HEALTH: 24
KARMA: 18
RESOURCES: FB (2)
POPULARITY: 0

Powers:

Electrical Generation: Static


presumably had the ability to control
and generate electricity at Rm (30)
rank.

Flight: Static could fly at Pr (4)


SPONGE airspeed (4 areas/round, 60 Mph). SYPHON

F: FB (2) Power Neutralization: Static F: PR (4)


A: PR (4) demonstrated the power to prevent A: PR (4)
S: FB (2) Shadowcat from Phasing as long as S: PR (4)
E: TY (6) he’s concentrating on her. It is E: PR (4)
R: TY (6) unknown what other types of powers R: TY (6)
I: TY (6) he could block and he had Mn (75) I: TY (6)
P: TY (6) rank. P: TY (6)

HEALTH: 14 Background: Static was a small, HEALTH: 16


KARMA: 18 thin male with yellow skin and spiky KARMA: 18
RESOURCES: FB (2) hair. He was assigned to escort (and RESOURCES: FB (2)
POPULARITY: 0 de-power) Shadowcat while POPULARITY: 0
Excalibur was being held captive at
Powers: Cloud Nine. He sided with Excalibur Powers:
against Peter's elite fighters.
Energy Absorption: Sponge had Power Neutralization: Syphon’s
the ability to absorb excess ambient power is unrevealed but allowed him
energies, providing her with Un (100) to block Nightcrawler’s Teleportation
resistance to energy attacks and power as long as he was within a 2-
allowing her to neutralize energy area range. Syphon may be able to
generation or manipulation powers neutralize other superhuman powers
with 2-areas. as well at the Un (100) rank.

Flight: Sponge could fly at Feeble Background: Syphon was a young


(2) airspeed (2 areas/round, 30 Warpie with large ears and flippers
mph). Sponge could not walk in place of his hands and feet. He
normally and hovered and floated was assigned to escort (and de-
everywhere. power) Nightcrawler while Excalibur
was being held captive at Cloud
Background: Sponge had a small Nine. He grew to like and respect
round body with tiny hands and feet. the hero. When the fight broke out
She was assigned to escort (and de- between Excalibur and Peter's elite
power) Cerise while Excalibur was fighters, Syphon initially stood with
being held captive at Cloud Nine. Peter's side but became frightened
She sided with Excalibur against and fled. He then helped gather
Peter's elite fighters. other Warpies to help fight.
TADPOLE
The ruins of St. Oswald’s
church in Liverpool

Background: Nothing is revealed


about Tadpole's powers and abilities.
He warned Peter that Excalibur had
escaped and presumably sided with
the elites against them.

WIRE

Background: Wire had grey skin, a


scar over his right eye and a glowing
left eye. He bore a strong
resemblance to Cable. Nothing is
revealed about his powers or
abilities and he sided with Excalibur
against Peter's elites.
WISDOM, PETE

STATISTICS
F RM (30)
A RM (30)
S GD (10)
E EX (20)
R GD (10)
I RM (30)
P RM (30)

Health: 90
Karma: 70
Resources: EX (20)
Popularity: 0

BACKGROUND
Real Name: Peter Paul Winston
"Pete" Wisdom,
Occupation: British government
agent, former British Secret Service
agent, spy
Legal Status: British citizen with no
criminal record
Identity: Secret
Other Known Aliases: Mr. W,
Winston
Place of Birth: London, England,
U.K.
Marital Status: Divorced
Known Relatives: Harold Wisdom
(father), unnamed mother
(deceased), Romany Wisdom (sister,
deceased), Tinkabelinos "Tink"
Hardleg (ex-wife) , Oberon (father-
in-law)
Base of Operations: MI:13
Headquarters, Portwell House,
Whitehall, London, England
Past Group Affiliations: Excalibur,
X-Force, Black Air, MI:6
Present Group Affiliation: MI:13

KNOWN POWERS

PLASMA GENERATON: Wisdom


has the mutant power to generate
"hot knives" of plasma energy from
his hands. He can manifest his
knives as claws, extending from his
finger tips or fire them as projectiles
for up to Am (50) heat damage with
a 3 area range.  Wisdom can use his hot Talents: Detective/Espionage, Guns,
knives to generate thermal Military, Martial Arts E, Acrobatics.
 On a Yellow Agility FEAT updrafts to slow his decent Wisdom gets a +1CS to hit with his
he can project a barrage of while and survive a fall hot knives in melee combat or when
hot knives to hit up to 3 from virtually any height. projecting them at a distance.
targets in the same area for
In (40) damage.  Wisdom can use his Limitations: Wisdom is beginning
plasma to generate a to feel the effects of a lifetime of
shield in front of his hands chain smoking and becomes winded
 On a Red Agility FEAT he
to destroy incoming after even a short run. His
can project a barrage of hot
projectiles with less than Endurance is considered Pr (4) for
knives to hit up to 6 targets
Am (50) material strength. all stamina FEATS.
in the same area for Rm
(30) damage.
several missions until Peter faked
Contacts: The British government, his death.
all established U.K. superheroes, Wisdom was assigned to work
Captain America, X-Men, X-Force, alongside the super-team Excalibur Peter returned to British Intelligence
Excalibur, Kitty Pryde and developed a romantic and a leadership role in MI-13, the
relationship with Kitty Pryde, though agency responsible for policing
Additional Notes: her pet alien dragon, Lockheed super-humans. He helped, through
disapproved of Wisdom and would manipulation, to reform Excalibur
often steal his suits and cigarettes. and helped them to confront Black
Air. He led a covert squad to
Wisdom helped Excalibur foil a plot Otherworld to retaliate against a
by the London Hellfire Club to take faerie invasion, which ended with
over the U.K., with the help of Black Peter's arranged marriage to the
Role Playing Notes: Pete Wisdom Air. Peter eventually decided he was faerie king's daughter. Their
is sarcastic and cynical, a bad for Kitty and was putting relationship did not last long.
manipulative, ruthless professional Excalibur in danger. He broke up
who will do anything to fulfill his with her and left the team. Wisdom was instrumental in MI-13
mission. destroying Dracula's army of
vampires on the moon and stopping
Background: Pete Wisdom's father the Skrull invasion of Earth.
had been a detective with Scotland
Yard who specialized in profiling
serial killers, but by the time he had
retired he had gone slightly insane,
believing in various occult related
conspiracy theories.

When his parents divorced, Peter


had an argument with his mother
that left her waiting for him by her
window on a day a spree killer
walked through her town, shooting
whoever he saw, killing her. Peter
blamed himself for her death and so
did his father.

Both Peter and his older sister


Romany became intelligence agents.
Romany maintained a cover as an
eccentric occult specialist and would
eventually run her own top-secret
agency. Peter joined the SIS
(Special Intelligence Service), MI-6.

Peter joined Black Air, a Ministry of


Defense unit charged with
recovering unusual artifacts for
weapons research. Peter was an
assassin for Black Air, though he
tried to only kill other killers, people
"in the lifestyle". Peter was
sometimes haunted by his missions.
He developed an extensive network
of contacts and associates
throughout various intelligence
agencies, mostly of people he's Peter began working with other
served along side or who's life he's disillusioned ex-intelligence
saved. Peter began to have doubts operatives and techno-anarchists to
about Black Air and their morally make up for the things they'd done,
dubious missions, including killing cleaning up some of their dirtier
civilian witnesses. After a mission secrets. He worked alongside X-
where he slaughtered everyone in a Force and came up against his
terrorist training camp in Thailand, sister's agency. Peter helped train
he swore his killing days were over. X-Force for months and shared
LONDON

London: Just as New York is the Central London features a number the city in taxis (the famous black
nexus of most super-hero activity in of iconic points of interest within just cabs), the iconic red double-decker
the United states, most super- a few miles, making it a popular buses and through London's
activity in the United Kingdom, and tourist destination. extensive subway system commonly
indeed, much of Europe, is focused Unfortunately all this also makes referred to as "the Underground" or
in and around London. London is London a prime target for foreign "the Tube". The river Thames runs
the country's seat of government enemies, terrorists, espionage through the city and can be crossed
power, home to the royal family, the agents and super-criminals. using several bridges, including the
Prime Minister, Parliament and the Thousands of tourists, businessmen well-known London Bridge and
financial and cultural center of the and foreign diplomats arrive through Tower Bridge, or by ferries and
country. Heathrow airport everyday and water taxies.
travel around
Points of Interest
Big Ben: Probably the most iconic
landmark associated with London is
the clock tower at the north end of
the Palace of Westminster. Officially
named Elizabeth Tower it is more
commonly referred to as Big Ben.
The tower has a height of 315 feet
(96 meters) and has 11 floors. The
tower has 4 clock faces and each
side of the square tower measures
39 feet (12 meters) across. The
clock dials are 23 feet (7.0 meters)
in diameter. The clock contains 5
bells, the largest weighing 15 tons.
The clock tower is attached to the
Palace of Westminster, which
contains the House of Parliament.
Buckingham Palace: Buckingham
Palace is the London residence and
administrative headquarters for the
Royal Family. State functions,
diplomatic receptions, and national
celebrations and times of national
mourning center on the palace. The
front of the palace is 355 feet (108
meters) across, 390 feet (120
meters) deep and is 80 feet (24
meters) high. There are 775 rooms,
including 188 staff bedrooms, 92
offices, 52 principle bedrooms, 19
state rooms and of course, the
Throne Room.
The palace also contains a
post office, cinema, swimming pool,
police station, doctor's surgery and
jeweler's workshop. The palace
features a 55 yard (50 meter) long
Picture Gallery, featuring several
priceless paintings. The back of the
palace features a large (40 acre)
park-like garden, a lake, helicopter
landing pad and a tennis court. The
palace is surrounded by a high wall,
fence and gates (Rm (30) material
strength). The interior of the Palace
features an open-air courtyard with
a balcony for public appearances by
the Royal Family.
Typical Palace Guard
F GD (10)
A GD (10)
S TY (6)
E GD (10)
R TY (6)
I GD (10)
P GD (10)

Health: 36
Karma: 26

Talents: Military, Marksman, Melee


Weapons

The Palace Guard: Also known as


the Queen's Guard, dressed in their Additionally, the Palace has its own
distinctive, ceremonial red coats and police station, and the Royal Family
tall, black, bearskin hats, the Palace is guarded by their own secret-
Guards are as iconic as any tourist service detail. Tactical military units,
attraction. The Palace Guard is heavy weapons, helicopters, snipers
composed of 36 regular infantry and and riot police can be deployed to
cavalry soldiers (plus 3 officers) the Palace within minutes.
selected for their observation skills
and discipline. When the Queen is
at residence in the palace, four
guards stand at posts at the front of
the building, inside the gates. When
the Queen is away, two stand guard.
The Guards are armed with assault
rifles, which are normally kept
unloaded, though magazines of live
ammunition (Ex (20) damage) are
kept inside their guard posts along
side an alarm switch. The unloaded
rifles are still equipped with a
bayonet (Ex (20) damage). Except
for a periodic, short, ceremonial
march they are expected to remain
motionless and silent. They are
traditionally expected to not speak,
but can shout orders to intruders or
people who get too close or in the
way.
The London Eye: The London Eye
(also called the Millennium Wheel),
on the south bank of the Thames
river, is one of the world's largest
Ferris wheels. The wheel is 443 feet
(135 meters) in height, 394 feet (120
meters) diameter. The wheel has 32
sealed and air-conditioned ovoid
shaped passenger capsules, each
weighing 10 tons and
accommodating up to 25
passengers, sitting or standing at a
time. It takes approximately 30
minutes to complete one rotation
around the wheel.
MI13 Headquarters (The Shard):
MI13 is the British government
agency tasked with policing and
recruiting super-humans and
investigating strange phenomena.
The organization had formerly been
housed in an unspecified building in
Whitehall but has since been
relocated to the Shard, the tallest
building in the United Kingdom and
the sixth tallest building in Europe.
Standing 1,016 feet (309.6 meters),
the Shard comprises 72 floors of
habitable space. In the Marvel
Universe MI13 is likely the only
occupant of the tower. It is unknown
if the public is aware of the agency's
presence in the Shard, but since the
building is so prominent and
distinctive, it is most likely. The
actual Shard has an open-air
observation deck on the 72nd floor
(801 feet, 244 meters). It is
unrevealed if the Marvel Universe
Shard has one.
MI6 Headquarters: The Secret The windows are triple glazed and
Intelligence Service (SIS), bullet resistant.
commonly called MI6, is the foreign Large parts of the building's
intelligence agency for the British structure are below street level with
government, tasked with covert numerous underground corridors.
collecting of overseas human The building is rumored to have a
intelligence related to national tunnel that leads directly to
security. The SIS building is located Whitehall, the Ministry of Defence
in the southwestern part of central and possibly the Prime Minister's
London, on the banks of the office/residence. The building has
Thames near the Vauxhall Bridge. the most modern systems and
The buildings layered construction procedures and is protected by 2
results in it having 60 tiered roof moats. The headquarters has been
areas. the target for several, failed terrorist
attacks.
The Tower Bridge: The Tower
Bridge is an iconic symbol of
London, often confused with London
Bridge, spanning the Thames river
near the Tower of London. The
bridge has a total length of 801 feet
(244 meters) and a height of 213
feet (65 meters). The distance
between the two towers is 200 feet
(60.96 meters). The bridge has a
clearance bellow of 28 feet (8.6
meters) when closed and 139 feet
(42.5 meters) when open for ships
to pass through. The bridge is open
to vehicle and pedestrian traffic and
has a high level, glass walkway and
internal exhibits for tourists.
The Tower of London: The Tower
of London is a fortress/castle in
central London built in 1078. The
complex of several buildings
surrounding the White Tower, it was
originally built as a palace but over
the centuries it served as a prison
where several prisoners were
beheaded. Today the Tower is a
tourist attraction and museum that
houses a number of artifacts
including the royal family's Crown
Jewels. The artifacts are protected
by modern security systems and
armed guards. The tower is rumored
to be haunted, including by the
ghost of Anne Boleyn, who is said
to walk the White Tower with her
severed head under her arm. The
tower stands 89 feet (27 meters) in
height.

The tower was used for a time as


the headquarters for the
government's Weird Happenings Interior of the White
Organization (WHO).
Tower
Westminster Abbey: Westminster
Abby is a large, Gothic, Roman
Catholic church just west of the
Palace of Westminster. The Abbey
is the traditional sight of coronations
and burials for the British monarchs.
The Abbey's nave, the central part
of the church, is 85 feet (26 meters)
across and 166 feet (50.59 meters)
long and 101 feet (31 meters) high.
It has four towers measuring 225
feet (69 meters) in height. The
church is 530 feet (161.5 meters)
long.
Big Ben (BB) Buckingham Palace (BP)
House of Parliament (HP) London Eye (LE)
MI13 Headquarters/the Shard (M13) MI 6 Headquarters (M6)
Tower Bridge (TB) Tower of London (TL)
Westminster Abbey (WA)

Distances between:

WA TL TB M6 M13 LE HP BP BB
BB 0.2 2.5 2.8 1.1 2.7 1 mile/ 374 0.8
miles/ miles/ miles/ miles/ miles/ 40 feet/ mile/
8 100 112 44 108 Areas 3 32
Areas Areas Areas Areas Areas Areas Areas
BP 0.8 3.2 3.6 1.6 3.2 1.8 0.8 0.8
miles miles/ miles/ miles/ miles/ miles/ miles/ miles/
32 128 144 64 128 72 32 32 Areas
Areas Areas Areas Areas Areas Areas Areas

HP 0.2 1.3 3.2 1.1 3.1 1.3 0.9 374 feet/


miles/ miles/ miles/ miles/ miles/ miles/ miles/ 3 Areas
8 52 128 44 124 52 36
Areas Areas Areas Areas Areas Areas Areas
LE 0.9 2.3 2.6 1.7 2.5 0.8 1.8 1 mile/
miles/ miles/ miles/ miles/ miles/ miles/ miles/ 40 Areas
36 92 104 68 100 32 72
Areas Areas Areas Areas Areas Areas Areas
M13 2.3 1.5 1.8 2.9 2.5 3.1 3.2 2.7
miles/ miles/ miles/ miles/ miles/ miles/ miles/ miles/
92 60 72 116 100 124 128 108
Areas Areas Areas Areas Areas Areas Areas Areas
M6 1.3 3.5 3.3 2.9 1.7 1.1 1.6 1.1
miles/ miles/ miles/ miles/ miles/ miles/ miles/ miles/
52 140 132 116 68 44 64 44 Areas
Areas Areas Areas Areas Areas Areas Areas
TB 3.1 0.4 3.3 1.8 2.6 3.2 3.6 2.8
miles/ miles/ miles/ miles/ miles/ miles/ miles/ miles/
124 16 132 72 104 128 144 112
Areas Areas Areas Areas Areas Areas Areas Areas
TL 2.8 0.4 3.5 1.5 2.3 1.3 3.2 2.5
miles/ miles/ miles/ miles/ miles/ miles/ miles/ miles/
112 16 140 60 92 52 128 100
Areas Areas Areas Areas Areas Areas Areas Areas
WA 2.8 3.1 1.3 2.3 0.9 0.2 0.8 0.2
miles/ miles/ miles/ miles/ miles/ miles/ miles/ miles/
112 124 52 92 36 8 32 8 Areas
Areas Areas Areas Areas Areas Areas Areas

Distance from London to the Braddock Academy (Essex): 40 miles (64.3 K)


Distance from London to Brussels: 226.6 miles (364.7 K)
Distance from London to Excalibur's Lighthouse (Cornwall): 259.7 miles (417.9 K)
Distance from London to New York: 3,459 miles (5566.7 K)
Distance from London to Paris: 286.6 miles (461.3 K)
Distance from London to RCX Cloud Nine base (Liverpool): 217.5 miles (350 K)
Distance from London to Stonehenge: 90 miles (144 K)
Central London Map

1. Big Ben
2. Buckingham Palace
3. House of Parliament
4. London Eye
5. MI13 Headquarters/the Shard
6. MI6 Headquarters (not shown on map)
7. Tower Bridge
8. Tower of London
9. Westminster Abbey
London Random Encounters Table

This encounter table is extremely modified by George


Henson from an AD&D adventure originally presented in
Dragon Magazine 100, called "The City Beyond the Gate"
by Robert Schroeck.

The following tables are basically self explanatory. Please


bear in mind that these are not the norm encounters— that
is, encounters other than the usual traffic to be found on
the streets or in the park areas. Central London is a very
congested city, one of the most populous in the world.
There will always be traffic during the day and through
most of the night, with a minimum of twenty cars, trucks,
bikes of various types and taxis per one-block area at any
given time. During the day, there will always be 5-20
civilians of both sexes and assorted ages within 1 area of
any PC(s), unless action is taken by the PC(s) to avoid
people. Only late at night will the streets and parks be
virtually empty. Super heroes and Super villains, while
being present in the city, are in much smaller numbers than
New York. This is reflected in the random encounter tables.
Keep in mind that I didn't use this table as a way to create
encounters, but as a way to add some randomness and
throw a monkey wrench into

another adventure going on in a campaign. As an example,


my PC(s) were once hunting down a cabal of vampires
when a group of children spotted them and came running
up for autographs. The team was paranoid that the kids
were little ankle biter vampires. Another time had the
heroes apprehending a murderous villain (Mongoose) only
to have to stop the apprehension allowing the villain to
escape when a mystic portal opened and a warband of
several dozen Jothen Frost Giants emerged and started
rampaging through Canary Warf.

Street encounters (check once every 4 minutes game


time)

Dice Daytime encounters


01-08 1-2 street kids 53-61 Street gang (10% punks)
09-16 1-4 police officers on foot 62-67 1-4 muggers
17-25 Crowd 68-77 Bus
26-32 Pushcart peddler 78-84 Horse-drawn hackney cab
33-39 Pickpocket 85-92 1-3 prostitutes
40-50 Horse-drawn hackney cab 93-96 Special (see subtable)
51-62 Bus (50% double-decker) 97-00 Very Special (see subtable)
63-68 Beer Truck (Lorry) or Beer Wagon (10% chance)
69-79 Group of 2-12 tourists Park encounters (check once every 6 minutes game time)
80-87 Group of 2-6 children
88-91 1-6 punks Dice Daytime encounters
92-96 Reporter 01-15 1-3 police officers (40% on horseback)
97-98 Special (see subtable) 16-20 1-3 street kids
99-00 Very Special (see subtable) 21-28 2-16 children
29-34 Lovers
Street encounters, continued (check once every 4 35-42 Band in bandstand
minutes game time) 43-49 1-3 persons riding horseback
50-58 Nanny with pram (baby carriage)
Dice Nighttime encounters 59-70 2-12 people playing soccer
01-10 1-4 street kids 71-81 Picnicking family
11-25 1-4 police on foot 82-92 Horse-drawn hackney cab
26-37 1-3 police on horseback 99-97 Special (see subtable)
38-45 1-2 police in patrol car 98-00 Very Special (see subtable)
46-52 Bum/wino (15% chance is also pickpocket)
Dice Nighttime encounters
01-25 1-3 police officers (50% on horseback)
26-35 Lovers
36-50 Street gang (35% punks)
51-60 1-4 muggers
61-65 Bum/wino (15% may be pickpocket, as above)
66-70 Horse-drawn hackney cab
71-90 1-3 prostitutes
91-96 Special (see subtable)
97-00 Very Special (see subtable)

Special encounters (subtable)

Dice Encounter
01-23 Major fire
24-31 Traffic helicopter or other low flying aircraft
32-44 Major traffic accident
45-54 Mugging/robbery
55-64 Street gang warfare (night only)
65-79 Police van
80-88 A tall, blue box with a bright light on top is found.
(Old-style police phone box).
89-95 Terrorist attack (bombing, suicide bombing, sniper,
or the like. Can be Al Qaeda, Taliban or sympathizers,
Nationalist, right or left wing extremists, IRA splinter groups,
Hydra, AIM, Ultimatum or similar group)
96-00 1-8 terrorists (incognito, possibly scouting or casing,
not on an attack, similar groups to above)

Very Special Encounters


01-05 Known hero (heroes) signing autographs
06-08 Visit from SHIELD/SWORD
09-12 Spot known wanted criminal incognito (use one that
the PC(s) have a history with and would know).
13-20 Unusual Weather
21-25 Unusual magical effect or happening
26-55 Robbery (daytime)/ Burglary (at night)
56-70 Super-Brawl: Two groups having a super throw-
down.
71-79 Rampage: Villain or
possibly hero, is destroying
everything in sight
80-85 Chance Encounter: PC(s)
suddenly come face to face with
costumed criminal.
86-90 Vendetta/Ambush
91-94 Hit: Someone just tried to
off you.
95-96 Giant Monster: Rampage
on steroids.
97-99 Invasion: From aliens to
Atlanteans, to extra-dimensional
beings
00 Galactus
Notes on encounter tables Pickpocket: Use stats for Young Tough from Judges Book
pg. 63, but with Good Intuition. 50% chance of carrying a
Street kids: are “teens to early adults who live in the knife. 25% chance of being of Gypsy origin
streets of London and are often accomplished thieves.
Sometimes orphans, more often than not they are Horse-drawn cab: Two Horses, pulling cab of Typical and
rebellious kids escaping school or bad family situations and Good ranked materials, driven by driver with Businessman
trying to survive on their own. To best portray the majority stats pg. 63.
of these children, they tend to wear the current fashions
and can often be seen carrying a backpack with sleeping Bus: 65% chance of Double Decker, use stats from
bag, but that may be the only outward distinction between Players Handbook pg.48 Will be driven by a driver and
them. All stats Typical. have 4d10 passengers.

Crowd: of 11-20 shoppers (5d10+50 near peddlers, 10% Tourists: Group obvious tourist led by a tour guide. This
chance for a pickpocket to be with them) group is almost obnoxious and stereotypical wearing
London t-shirts and hats, carrying of trinkets in bags saying
Pushcart Peddler: (DM’s option as to wares) Possibilities "I love London" Pretty much all are carrying cameras. If the
include Food, such as hot dogs and drinks, tourist PCs are in costume, and have a popularity of 20 or higher,
memorabilia such as t-shirts, roasted chestnuts or these people want a picture with a known hero. 25%
caramelized peanuts or anything that you can think of. chance of a pickpocket casing the group.
Seller has Businessman stats from Judges Book pg. 63.

Vagrant/Wino: Pcs catch his attention


and now he's a nuisance. Begging for
money, if in costume will make comments
and harass until leave the area. 15%
chance that he is a pickpocket. Might steal
something important (or dangerous) from
pc(s).

Group of children: Group of children spot


the characters (only if in costume) and if
Popularity is above 10 come over excited
and want to meet the heroes, get selfies
autographs etc. Could be potentially in
harms way if villains are about.

Lovers: These two need to get a room.


Are oblivious to anything short of gunfire
or explosions and could potentially be in
harms way or a hostage situation should
some conflict with villains occur nearby.

Picnicking family: Family out for a day at


the park, not expecting any trouble.
Potential for needing saving from life
threatening villains and hostage takers.

Nanny with pram: Much like the picnicking family as a Prostitutes: These ladies can be a source of information
potential victim needing life saving. or victims of criminals and need rescuing from harm
themselves.
Band in Bandstand: Band playing music in the park with
crowd of onlookers potentially in the hundreds enjoying the Police: Encounters should be treated with common sense.
music. There will be a pickpocket working the crowd. If any Bobbies who are armed will shoot persons attempting to
action breaks out, most will scatter and run as Londoners escape arrest if they’re considered dangerous and can’t be
have become accustomed to terror related incidences and run down on foot. English cops may have a reputation for
react quickly if a threat is near. being peaceful and helpful, but they are police officers just
the same. Play them like they were polite N.Y.C. or L.A.
Soccer players: Group of athletic minded individuals out cops. While the traditional "Bobbies" dont carry firearms,
enjoying a game. 2d10+6 playing. If one gets in trouble at the London Metro police do. There are also roaming vans
least half (1d10+3) will come to his aid as there is a strong of Anti-Terror police at various locations in the city ready to
team bond between them, otherwise will also scatter if respond quickly. You can also encounter Anti-terror police
trouble breaks out. at tourist and popular locations such as the horse guards
changing ceremony, 10 Downing street, Buckingham
Palace etc. All police wear body armor and anti-terror carry using hostages or other means. There is the possibility that
sub-machine guns. If characters are in costume, police will if the terrorist sees the party being persecuted, they might
stop and question them 25% chance, add popularity to roll. offer shelter and aid, at the DM’s option. Terrorist groups
If wanted, then it is a 50% chance with added popularity roll. will be composed of 2d10 members. Use Mercenary stats
from Judges Book.
Punks: are outrageously dressed persons
of either sex, usually in leather or other
non-standard garb. Their hair will be in
various shades not normally found in
nature or completely shorn off, and their
behavior will be calculated to shock or
disgust. Treat as young toughs from pg 63
of Judges Book.

Street gangs: will sometimes be


composed of punks, but generally will
conform to the American stereotype of the
gang. They will number from 2-16 youths,
armed with knives (10% chance for 1-4
9mm pistols). All but the leader will be Young Toughs, the Major fire /fire engines on their way to a fire (5% chance
leader will be a Thug from pg 62 of Judge's book. A gang caused by super criminal) This will be a fire at a tall building
will usually (75%) be composed of males ranging from (hotel, apartment), factory, refinery etc. There are lives at
fourteen to twenty years in age. The remainder will be stake and the perfect opportunity for heroes to step up. A
either all females of the same age (60%) or mixed. Karma loss should be incurred if heroes do not respond

Muggers: Someone looking to liberate hard earned goods Traffic helicopter or other low flying aircraft: (5% chance
from somebody in an illegal, unfriendly and forceful manner. aircraft piloted or carrying super criminal) Might even be a
Use thug stats from pg. 62 of Judges book. terror attack, or a pilot in distress. This is not a normal
situation, but one of those where that the aircraft is so low
Beer Trucks: 10% are horse drawn wagons and are huge, or in such an unusual place, that people start looking up to
wheeled vehicles, averaging 20’ -30’ long and carrying a see what is happening.
dozen or more barrels of English beer, delivered daily to
the local pubs. They are drawn by teams of six to ten large Major traffic accident: This is bad and someone needs
horses (Clydesdales or Percherons), guided by a driver rescuing quickly. Think in terms of trapped in vehicle with
who sits 10’ off the ground. By law, beer wagons always spilled gas going to be ignited by flames or power lines
have the right-of-way on London streets; if one is causing explosion or something of the type.
encountered, it is likely that the party noticed the ruckus
made by traffic getting (or being made to get) out of the Mugging/robbery in progress: (10% chance, carried out by
wagon’s way. The remainder are large lorries trucks super criminal) see mugger entry above
delivering Kegs and cases of tasty nectar.
Street gang warfare: 4d10 vs 4d10 members throwing
Reporters are likely to notice anything out of the ordinary down. See gang entry above.
about a party, like costumes, armor and weapons, and they
will investigate. Even if PCs are disguised, a reporter is still Police van: (25% chance police will stop PCs and try to
40% likely to notice something odd and check out his arrest them if in costume. Add popularity score to roll)
hunch. To this end, he or she will tail the PCs, attempting These police are armed for anti-terror situations, so expect
not to be noticed, and will take notes on their actions when shotguns, sniper rifles, sub-machine guns and grenades of
applicable. A reporter may also consult police, local varying types and ordinance.
contacts and other sources of information on PCs, and may
possibly alert police and other A tall, blue box with a bright light on top is found. A tall,
curly haired man with a floppy hat and a long scarf enters
“hostiles” to the party’s location if they are wanted or the box, followed by a girl saying, “But Doctor, where are
spotted doing something suspicious. 40% of all reporters we going now?” The light starts to blink, and the box makes
are female. 30% work for radio or wire services and 50% hideous screeching noises and slowly vanishes. This
for television. The remainder are employed by the many encounter can only occur once.
London newspapers. Television reporters are 95% likely to
have a camera crew ready nearby or a camera or cell Terrorist attack: This is an attack happening, such as a
phone that can record video. Use lawyer stats from pg 63 bombing, gun attack, rampage with knife gun etc, attack
of Judges book for stats. using a vehicle as a weapon or some other. 10% chance of
super powered individuals carrying out an attack, 25%
Terrorists are not likely to be nice. They will always be chance of advanced weapons such as those manufactured
politically motivated, and fanaticism is not uncommon. by A.I.M.
Should a terrorist group get an idea of what a party is
capable of, it will attempt to gain control of the PCs by
Known hero (heroes): Signing autographs and taking surprise modifiers and bonuses apply. All intuition checks
pictures with fans. If PC(s) are wanted, the heroes may try against surprise are at -2 shifts.
to take them into custody (50% - popularity score of PC(s).
If PC(s) not wanted, may be a source of information or Hit: Someone just tried to off you. PC(s) ticked off
rumors. someone and they took out a hit on them. Could be
anything from a sniper with a high powered rifle, to a known
Visit from SHIELD/SWORD: With tip they need you to murderous villain such as Sabretooth or Mongoose, a
follow or mission for you. If PC(s) are wanted, this will be known mercenary such as Mauler or known underworld
pointed out and stressed that helping out, can be very enforcers such as Knight and Fogg. Some higher up crime
much to PC(s) advantage. If PC(s) have contacted with figure is tired of the PC(s) interference and is sending a
organization, then use that character. If they don't have a message.
contact, they do now, whether they like it or not.
Giant Monster: Rampage on steroids. From the likes of
Unusual Weather: Something is up with the weather, it is the Atlantean Behemoth to Fin Fang Foom, to famous fire
certainly not normal. It could be natural, such as a breathing radioactive dinosaurs, something has decided to
downpour, lightning storm, blizzard or unusually hot, it eat London. What are you going to do?
could be the result of someone with super powers such as
Storm, technological in origin such as Hurricane or magical Invasion: From aliens to Atlanteans, to extra-dimensional
from the likes of Thor (maybe such characters are already beings. A large number of baddies think that London is a
involved in an altercation and the weather is part of what is great place to Loot and pillage, maybe make their new
happening). Regardless, something is happening and the home as well. Or maybe they are just there for a good time
people of London are in the way and possibly in danger. before going home. (smashing stuff and looting of course).

Unusual magical effect or happening: This can


be pretty much anything: flame in the sky, massive
intra-dimensional portal opening above the city, to
an event such as "An Age Undreamt of" When
Kulan Gath transformed New York City into a
Hyborian age realm. It could be someone raising
the dead in London. London has a strong history of
magic and occult activates, so it should not be
difficult creating such an encounter.

Robbery (daytime)/ Burglary (at night): 20%


involving super criminals. Daytime robbery could
include the likes of the Wrecking Crew or Crazy
Gang. Night time burglary, can include the likes of
Ghost, Spymaster or some similar ilk.

Super-Brawl: Two groups having a super throw-


down:
01-85 Hero or Heroes vs. Villain or Villains
86-95 Hero or Heros vs. similar
96-00 Villain or Villains vs. similar

Rampage: Villain or possibly hero, is destroying


everything in sight: This can be someone massively
strong such as Juggernaut or Hulk, or someone
with destructive powers such as Hurricane. It could
also be a distraction such as Juggernaut tearing up
Bond Street, while Black Tom loots Lloyds of
London.

Chance Encounter: PC(s) suddenly come face to


face with costumed criminal. Criminal naturally
expects the worst and attacks. This is a good way
to introduce a new villain to the campaign.

Vendetta/Ambush: Nemesis of the PC(s) has prepared an


ambush and they just walked in it. This is a character or
group that the PC(s) have a history with and they are out
for revenge. This is a well sought out ambush and all
Galactus arrives with his current Herald and is hungry as it Body Armor: Galactus’ armor provides Unearthly
has been several months since he last fed. He begins to protection from physical Monstrous energy attacks. In
build his energy converter to devour Earth. Of coarse he addition, Galactus Unearthly resistance to Heat, Cold,
will pick the most obvious and noticeable location to build Corrosives, Toxins, Disease, and Radiation.
his converter (St. Paul's, top of the Shard etc). This
encounter can only happen once. Energy Manipulation:Galactus has Shift X ability to
manipulate all forms of energy. He has used that ability for
Special notes on Galactus a number of Power stunts. • Transform and transmute living
Galactus is very emaciated and extremely weak only about and nonliving matter. • Project Energy or Force with 10
half his normal size) and as thus it is reflected in his areas range. • Teleportation of self or other objects •
current stats. That being said, he is still Galactus and has Creation of Force fields • Endow others with a portion of his
his current Herald running interference. power • Manipulate objects as if having Monstrous
Telekinesis • Flight at Unearthly Speeds Galactus does not
use his Powers at full levels of ability as they drain his
cosmic energies, preferring to rely on his technologies.
Telepathy: Galactus has Monstrous Telepathy, but may
only read a mind that is not being read by another.

Technology: Galactus has an unbelievable amount of


technological devices available to him, noted by the high
Resources rating. He has a spherical shuttle ship that may
carry him between the stars, and carries equipment to
allow him to eat planets without expending any of his own
energies.

His solar system sized world ship, Taa 11, was destroyed
in a conflict with the Beyonder.

LIMITATION: Hunger. In order to survive, Galactus must


consume the bio-energies of planets that support (or have
the potential to support) life. Galactus’ hunger is so severe
he must feed every 30 Terran days or begin to suffer
reductions in abilities. Use of his Powers at full abilities
reduce this time by 1 Terran day for each instance. After 30
days Galactus’ Class 3000 abilities will slip to Class 1000,
with resultant reduction of Power and Health. After another
30 Terran days, all Class 1000 abilities diminish to Shift Z
(one of the few cases when such a shift is possible). After
90 days, they lessen to Shift Y, and so on. It is theoretically
possible for Galactus to die of starvation, but upon reaching
the Shift X level, he will take any measures necessary to
prolong his life. Galactus may devour a planet’s energies
by using specially-built devices, or by absorbing the energy
(the last leaves Galactus immobile for 1-10 days). The
process takes 24 hours to initiate and complete.

GALACTUS (current emaciated form) During this encounter, Galactus is extremely weak and for
Galan of Taa. every 10 rounds of using his powers at their current
maximum (he can choose less), he loses 1 rank to all his
F AM (50) stats and powers, with the corresponding loss of Health
A AM (50) and Karma. If Galactus losses more than 2 ranks, he stops
S SHX (150) for one round and gestures to his herald, whether they are
E SHY (250) conscious or having fallen, and takes back his cosmic
R SHX (150) powers, bringing his stats and abilities back up 2 ranks and
I UN (100) reducing the herald to just normal mortal status and if
P UN (100) conscious, bewildered and in shock. The Herald is now out
of the fight for good. At this point Galactus is willing to listen
Health: 500 to PC(s) pleas and ideas so long as it involves him satiating
Karma: 350 his hunger. PC(s) should have been trying already, but only
Resources: UN (100) now will Galactus, in his desperation, be willing to briefly
Popularity: -1000 listen to PC(s). PC(s) should come up with something
creative or Galactus eats and the characters need a new
world to call home. Actually, if the PC(s) fail, The Avengers
and the Fantastic Four arrive and save the Day. First with
Thor calling down lightning and then
unleashing his hammer, knocking
Galactus off his feet. He is then joined
by members of the FF and Avengers
as they battle while Mr. Fantastic and
Iron Man quickly assemble a weapon
that they incorporate into the
Avenger's armor allowing him to fire a
bolt of energy that subdues Galactus.
They later find a way to re-energize
him and send him on his way, getting
all the recognition and praise of the
media.

Special Karma Awards:


Defeat Galactus: +500
Defeat Herald: +150
Destroy Galactus' energy converter
delaying him: +100
Save London and the World: +1000
Need to be saved by Avengers and
Fantastic Four: -100

Popularity
Fight Galactus and Herald +1
Defeat Herald +1
Defeat Galactus and save World +10
Saved by Avengers and Fantastic
Four -5

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