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Putty*—Excellent strength adhesion,

HAWKEYE™ Equipment/Possessions:
ARROWS. Hawkeye carries 36 arrows in
causes Remarkable damage to open
Clint Francis Barton machinery
his quiver. Twelve are standard, target- Hypersonic—Excellent potency knockout
Adventurer tipped arrows that inflict Excellent slugfest
tip, stuns for five rounds
Fighting: GOOD damage. Six have triple-bladed razor Flame-Killer—Amazing smothering effect
heads (Excellent Hack'n Slash damage); or damage to flaming creatures.
Agility: REMARKABLE he never aims these to strike a living crea-
Strength: GOOD ture but uses them, instead, to shred tires, * This type of arrow can be attached to a
Endurance: EXCELLENT pin people to trees, etc. The other 18 light rope or cable. The light rope is Excel-
Reason: TYPICAL arrows are chosen from a large variety of lent Material and has a maximum range of
special and exotic arrows. Whenever 5 areas. The cable is Incredible Material
Intuition: GOOD and has a maximum range of 3 areas.
Hawkeye leaves his base of operations,
Psyche: TYPICAL he must specify what type and how many Talents: Hawkeye has received train-
Health: 70 of each of these exotic arrows he is carry- ing under Captain America in martial arts,
Karma: 22 ing. Some types of special arrows are and as such can stun and slam any oppo-
listed below. Players can design others nent in combat. Hawkeye receives one
Resources: TYPICAL with the judge's permission. column shift to the right when using any
Popularity: 45 weapon that requires an agility FEAT roll.
Explosive—Amazing grenade damage
Powers: Tear gas—Excellent potency Background: Hawkeye was trained in
EXTRAORDINARY VISION. Hawkeye Acid—Monstrous corrosive strength archery and gymnastics as a circus mem-
has Remarkable vision, allowing him to Electric—Amazing damage ber. He started off on the wrong foot as a
pick out distant objects with precision. Smoke—Covers 1 area villain, teaming up with the Soviet agent
Thermal—Remarkable heat Black Widow. Eventually he found his way
POOR HEARING. Hawkeye recently had Suction Cup*—Remarkable strength, into the ranks of the Avengers. For a short
his hearing damaged. When he wears his attaches to smooth surfaces only time he took over the powers of Goliath
hearing aid his hearing is normal. Vibrating—Excellent damage and assumed the name Goliath II. On sev-
MARKSMAN, BOW Hawkeye has Mon- Boomerang*—Returns next round. Can eral occasions he has quit the Avengers,
strous Agility when firing a bow. He usu- be used with light rope or cable to only to return later or become a back-up
ally uses a 2-meter, double-recurved, wrap around an object or person member. He is now the leader of the
compound, reinforced-fiber glass long- Flare—Lights up a 2-area radius, or Avenger's West Coast team. He is married
bow with a 75 Ib. pull that has a range of 7 causes Good fire damage to Mockingbird and has few friends out-
areas. He can fire up to three arrows in Magnetic*—Incredible strength, attaches side of the Avengers.
one round, and can "pin" an opponent up to metal surfaces only
to 2 areas away without harming the oppo-
nent. This requires a bull's-eye.

TIGRA™ also has infravision and can see in the


dark. Her vertical pupils allow a greater
Background: As a laboratory assist-
ant, Greer Nelson agreed to take treat-
Greer Grant Nelson angle of vision above and below her, which ments to enhance her physical and mental
Adventurer accounts for her high Intuition. abilities as part of an experiment. The
EMPATHY. Tigra can share the emotions head of the laboratory was actually one of
Fighting: EXCELLENT of other beings. She senses strong emo- the Cat People, an alien race evolved from
Agility: INCREDIBLE tions automatically, but may detect a spe- cats. In pursuing HYDRA agents who
Strength: INCREDIBLE cific emotion (such as fear in a cornered were trying to obtain a black plague serum
villain) by making a Psyche FEAT roll. from the lab, Greer was mortally wounded.
Endurance: REMARKABLE
To save her life, the Cat People mystically
Reason: TYPICAL RUNNING SPEED. Tigra can run 4 areas transformed her into one of their own kind.
Intuition: REMARKABLE per round for up to 3 rounds before tiring However, she retained the extraordinary
Psyche: EXCELLENT and slowing to normal speed. abilities gained from the experiments as
CLAWS. Tigra's claws inflict Good dam- well. She took the name of Tigra and
Health: 130 age on the Hack'n Slash chart. thereafter pursued a crimefighting
Karma: 56 career. Tigra still holds a powerful
Equipment/Possessions. grudge against HYDRA. She was a mem-
Resources: TYPICAL
TALISMAN. Tigra wears a cat's head tal- ber of the Avengers for only a short time
Popularity: 50
isman around her throat which allows her and did not develop a close friendship with
Powers: to create an illusion of her original self. any of them. Hawkeye recruited her to the
She can easily pass in society as a human West Coast Avengers. She and Wonder
EXTRAORDINARY SENSES. Tigra has
Monstrous vision, hearing and smell. Her this way, though she prefers her feline Man have since grown close, owing to the
form. fact both are unsure of their powers.
sense of smell is good enough to allow her
to track a person through a crowd. Tigra
6864

TM

OFFICIAL GAME ADVENTURE

THE LAST RESORT Kim Eastland

Recently, a new branch of the AVENGERS™ was established. Led with RICK JONESTM being a Non-Player Character. If you have
by HAWKEYE™, the astounding archer, the new group is com- more than four players, other Avengers can be used as well (we
posed of MOCKINGBIRD™, ex-SHIELD™ agent and Hawkeye's suggest less powerful characters like CAPTAIN AMERICA™ or the
wife; IRON MAN™, one of the founding Avengers; TIGRA™, a WASPTM). If you add more heroes, you'll have to increase the
human altered into one of the mysterious Cat People; and WON- strength of their foes, too, giving them more Karma: add 100 points
DER MAN™, a super-powered hero with the strength to battle for each additional hero.
THOR™. Together these five form the WEST COAST If you have fewer than four players, either let some players con-
AVENGERS™. trol more than one hero or run those heroes yourself as NPCs.
Yet even now, as they vacation in the mountains, their enemies The West Coast Avengers have a Karma pool of 240 points, but if
are gathering. For both this gang of villains and for the newly they get separated, divide the Karma evenly among the heroes.
formed group of heroes, this vacation may be their Last Resort! It's important that you read this entire module and the map infor-
This adventure occurs before the events depicted in Iron Man mation before running the adventure. There are different
#200 and West Coast Avengers #1. The "golden armor" of Iron approaches the team can take in accomplishing its task, so be pre-
Man is worn by Jim Rhodes, not Tony Stark. pared for any eventuality.
This adventure is designed for use with with the MARVEL So here we go, Marvelites, on a deadly vacation with one of
SUPER HEROES™ Role-Playing Game. You need the game in Marvel's newest, yet most experienced, super teams, the West
order to play. Coast Avengers.
This adventure is primarily designed for a judge and four players, Excelsior!! • •
Credits:
Designed by Colossal Kim Eastland
Edited by Stereophonic Steve Winter
Cover by Ron Frenz TSR, Inc.
Illustrations by Kyle Baker and the Marvel POB 756 Lake Geneva, Wl 53147
Bullpen
ISBN 0-88038-132-9 TSR, Inc.
Typeset by Betty Elmore PRODUCTS OF YOUR IMAGINATIONTM
394-54553-2TSR0600
Thanks to Jaunty Jeff Grubb for some of
the characters and various clarifications.
The names of the characters used herein are fictitious and do not refer to any person living or dead. Any descriptions including similarities to persons living or dead are merely coincidental. All
Marvel Characters and the distinctive likenesses thereof are trademarks of the Marvel Comics Group. MARVEL SUPER HEROES, MARVEL SUPER VILLAINS and WEST COAST AVENGERS are
trademarks of the Marvel Comics Group. 1985 Marvel Comics Group, a division of Cadence Industries Corporation. All Rights Reserved. Printed in U.S. A. PRODUCTS OF YOUR IMAGINATION
and the TSR logo are trademarks owned by TSR, Inc. Game design 1984 TSR, Inc. All Rights Reserved.

This book is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written consent of TSR, Inc., and Marvel Comics Group.
Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors.

1
THE MANDARIN'S USING THE MAP Table 2: Animal Encounters

PLAN The map provided in The Last Resort


covers a larger amount of ground than is
Number
Rolled Encounter
The MANDARIN™ has concocted a usual. To compensate, the map is divided
fantastic scheme to capture and brain- into mega-areas. Each mega-area repre- 1-10 Small (bunny, bird, rat, etc.)
wash Iron Man. It all began when the Man- sents 5 to 10 times as much ground as a 11-16 Medium (racoon, opossum, etc.)
darin learned Iron Man would attend a Boy normal area. This has some special 17-18 Large, passive (deer, etc.)
Scout mini-jamboree in a remote section effects on play. 19-20 Large, threatening (bear, wolf, etc.)
of Baldy National Forest in Idaho. The MOVEMENT. Movement on the forest 21-00 No encounter
Mandarin was there far in advance to set preserve map is counted in minutes per
up his secret headquarters. Under the mega-area, not areas per round. Table 1: If the heroes encounter something
guise of MR. MYN CHUTM, he hired Movement shows how many minutes a (whether it's a rabbit or RADIOACTIVE
"lesser" villains to keep out intruders until hero needs to cross each type of mega- MANTM)tell them that they hear a rustling
his plans were complete. area, depending on his or her Endurance. sound or see movement in the brush. The
Holographically disguised as a park The first number is for heroes with Feeble players must decide whether to investi-
ranger, the Mandarin easily gained the Endurance, the second number is for Poor gate, attack, or ignore each little noise
scouts' confidence. Soon, through his to Excellent, and the third number is for they hear. (Tigra's senses prevent her
Mento Intensifier ring, the scouts were Remarkable or better. from ever being surprised by a creature in
under his control. When Jim Rhodes the woods, but she must make an Intuition
arrive as Iron Man, they gave him Table 1: Movement FEAT roll to identify the type of creature by
drugged food and drink that paralyzed him sound or smell.)
in seconds. The golden Avenger did man- Terrain Time to Cross WEATHER. The season is late summer
age to turn on his emergency beeper or early fall. The weather on each day is as
Trail, Campground 5 3 2 minutes
transmitter and drop a power cell as a follows:
Narrow Ford 0 0 0
clue. The Mandarin didn't expect anyone 2 minutes First Day—pleasant and clear.
Wide Ford 5 3
to look for Iron Man because this was a pri- High temp—70s Low temp—50s
Narrow Stream 10 5 3 minutes
vate appearance; his fellow Avengers in Sunrise—6:30 a.m. Sunset—7:15 p.m.
Wide Stream 20 10 7 minutes
New York wouldn't suspect a thing. Wind—calm Moon—Full
Brush, High Grass 10 5 3 minutes
The plan worked perfectly...except for 20 10
Second Day—partly cloudy.
Sparse Forest 7 minutes
one small hitch. Iron Man is now a mem- High temp—60s Low temp—40s
Dense Forest 40 20 12 minutes
ber of the West Coast Avengers, a fact not Sunrise—6:33 a.m. Sunset—7:11 p.m.
Rock Slide 30 15 10 minutes
known by the Mandarin. Upon his arrival, Wind—NW 10-25 mph Moon—not visible
Rock Outcroppings 45 25 15 minutes
Jim called his friends on the coast and Rain—begin 5 p.m., heavy in evening
Mountain 60 30 20 minutes
suggested they come up for the weekend. Third Day—rain and fog.
Unexpected heroes were on the scene High temp—50s Low temp—30s
As an example, Hawkeye, whose
within 24 hours of Iron Man's abduction. Sunrise—6:45 a.m. Sunset—6:50 p.m.
Endurance is Excellent, moves one mega-
The scouts and villains were deployed Wind—calm Moon—full
area along a forest trail in 3 minutes, one
to keep hikers and campers from coming Rain—through early morning, then fog
mega-area through brush in 5 minutes,
near the Mandarin's lair. No consideration DARKNESS. Unlike the city, the wilds of
and one mega-area through dense forest Idaho are dark at night. On evenings with-
was given to keeping away super-powered
in 20 minutes.
intruders. out a full moon sight is restricted to a sin-
Some of the trails are marked with dot-
Because their arrival was unexpected, gle area and objects can be clearly
ted lines. This indicates the trail is an ani-
the Mandarin has instructed most of his identified only when very close. Attacks
mal path. Following an animal path
minions to capture the heroes for interro- are shifted one column to the left. Super
requires a yellow Intuition FEAT roll in
gation. powers may negate this.
each area. Tigra finds animal trails auto-
The Mandarin's plan included using his RAIN. Visibility is reduced to a single
matically. area during heavy rain, and all missile
Mento Intensifier Selective Concentrator
COMBAT. The use of mega-areas weapon attacks (including arrows but
(MISC) enhanced Mento Intensifier ring to affects combat ranges also. Any weapon
break down Iron Man's will and mentally excluding energy bolts) are shifted two
or super power that has a range of 1 to 5
enslave him. He calculated that the initial columns to the left. Fires of less than Good
areas can only be used against opponents
control would take no longer than 24 hours intensity are dampened, and fires of
in the same mega-area. A weapon or
to establish, but that complete control of greater intensity are reduced by one level
super power with a range of 6 to 10 areas each round unless renewed.
Iron Man would take 48 to 72 hours of con- can be used against an opponent in an
ditioning. Once controlled, Iron Man adjacent mega-area. A weapon or super
would accompany the Mandarin back to
power with a range of 11 areas or more
China where the Mandarin's new world
can be used against an opponent up to
domination campaign would begin. two mega-areas away. (All of the ranges
Iron Man is under the Mandarin's con- given in the character and equipment
trol when this module begins, but he is
descriptions are in normal areas.)
weakened. His abilities return in full, WILDLIFE. The Judge rolls the dice every
despite the Mandarin's control, by the time a hero or group of heroes moves four
afternoon of the third day. Iron Man mega-areas. Check Table 2: Animal
remains in the Mandarin's cavern labora- Encounters to see whether the heroes have
tory until either all of the heroes are cap-
been startled by some wildlife.
tured or the heroes attack the cave.

2
CHAPTER 1:

THE PHANTOM JAMBOREE


CAMPAIGN
Read the following to the players:

You wake up with a start at the ste-


wardess's announcement, "All pas-
sengers, please buckle your seat belts
and prepare for arrival." The four of
you—Hawkeye, Mockingbird, Tigra,
and Wonder Man—have decided to
join Iron Man for a vacation in the
mountains following weeks of battling
baddies and getting situated in your
new West Coast Avengers compound.
All of you are tired and welcome this
chance to relax.
Iron Man was chosen by the Boy
Scouts as the "most prepared man in
America." He was invited up to the local
jamboree being held at Old Baldy For-
est Preserve, near the resort town of
Sun Bird Valley, Idaho. You've heard
wonderful stories about this beautiful
resort area, so when Iron Man called
and told you how relaxing it was and
how reasonable the hotel rates are, the
group as a whole decided it was the
perfect chance to get away.

The West Coast Avengers, minus Iron


Man, go immediately to their hotel rooms
after landing. There is a message for them
from Rick Jones, honorary Avenger and to have been carefully set down: the mug
coordinator of the scout contest that Iron campsite, and you find it easily. A and plate look as though they were
Man is here for. The message asks the posted sign states that the campsite is dropped.
Avengers to find Rick immediately, as reserved for the jamboree. But when Mug & Plate— The character who
something has come up. you arrive at the site you find only notices the utensils should make a second
Rick is staying in the same hotel and empty tents. No other campers are at Intuition FEAT roll, adding 15 to the dice. If
can be found easily by the heroes. He is the site and there is no sign of Iron Man the roll is successful the character notices
worried. He tells the team that when he or the scouts. some unusual powder in the tipped-over
arrived last evening he checked to see if mug and plate. If Tigra examines this pow-
Iron Man had arrived in the morning as The characters probably will search the der she identifies it by smell as a powerful
planned. Apparently Iron Man did arrive campsite for clues. Discovering a clue is paralyzing agent manufactured from a
on schedule, but Rick hasn't been able to an Intuition FEAT. Seven clues are rare herb found in the Orient.
find him yet. Rick also went out to the described in the following paragraphs; the Battery Cell—A general sweep of the
campsite early this morning and couldn't Judge can make up more if he wants. area turns up one of Iron Man's spare bat-
find the scouts, either. They should have The characters will discover the clues in tery cells by the campfire. It is fully
arrived a few days ago. the order that they're listed, If all the char- charged and appears undamaged.
Iron Man's room contains his personal acters miss their Intuition FEAT rolls then Telegram—If the tents are searched, a
effects but no sign that he ever slept there the Judge can let Rick Jones "discover" telegram from Boy Scout Headquarters is
or even stopped in since his initial check- one or two. If a character announces that found. It was sent to one of the scoutmas-
in. If the Avengers call their compound, he is looking for a specific type of clue or ters requesting that his troop come a few
where a few of the New York Avengers are examining a limited area (i.e, "I'm looking days earlier than planned to help with
covering for them, they will find that Iron through the tents for letters or diaries"), preparations. Rick Jones tells the Aveng-
Man has left no calls for them. add 15 to that character's Intuition FEAT ers that the telegram, because of its return
When the characters check out the dice roll and let him discover any clue that address and "special headmaster" signa-
campground, read the following: applies to the area he is searching. ture, definitely was not sent by scout head-
Utensils—Eating and drinking utensils quarters.
You arrive at the park at 1:00 p.m. A are scattered about the campsite as if all Searching the tents also reveals that
park ranger gives you directions to the of them were left at the same time. AIl most of the scouts' food and personal gear
utensils except one plate and mug seem is still in the campsite.

3
Footprints— Definite signs of Iron Man's no later than four rounds after he leaves. If one on the trail, night or day, but they have
metal boots are found throughout the he escapes, add another scout/trap to any only a 50% chance of spotting someone
campsite. A second successful Intuition mega-area. off the trail (Typical FEAT roll) and no
FEAT roll finds a wide trail of many foot- If the scout is captured, he shows signs "chance of spotting someone off the trail in
prints leading into the woods between B- of being mentally controlled and fades in heavily wooded mega-areas. When the
12 and E1. All of these footprints must and out of consciousness. Read the fol- Mandarin locates intruders he teleports
have been made when the ground was lowing: one of his hired villains out to deal with
wet. Rick can tell the heroes that the most them, but only in pre-selected areas where
recent rain was yesterday morning and As the young scout slips back into a their power can be best utilized. He can
the ground was dry by yesterday evening. coma, he whispers, "All controlled! teleport his minions to and from anywhere
Park Ranger—If any hero checks at the Can't resist. Much Danger. Took him in the park with the help of the Mento
ranger station at the entrance to the park, north! Took him to...to..." and then he Intensifier Selective Concentrator (MISC).
the ranger there tells him that the scouts passes out. Rick Jones says, "I better If a villain defeats heroes in one mega-
are the only campers who've been in the see what medical help I can get up here area, The Mandarin teleports him to
park recently and they didn't leave and notify some parents. I'll try to join another mega-area.
through the main entrance today or yes- you again later, if I can. You better find
terday. The ranger has not seen Iron Man. those scouts as soon as possible, AFTERMATH
Scent— If Tigra uses her heightened before something really awful hap- If a hero is captured or knocked out, he
sense of smell, she discovers no strong pens. If whoever planned this will do is tied up and turned over to Radioactive
scents in the area, indicating to her that no this to kids, I don't want to imagine Man, who takes the prisoner to the Manda-
one has been in the campsite in the last 24 what he'll do with Iron Man!" rin.
hours.
If a scout is subdued by the Avengers,
If the Avengers notify the rangers imme- he falls into a deep, coma-like trance for
Give the characters plenty of time to diately, they will take care of the scout and 24 hours. After that he will be fine, with no
rummage around for clues. When they are call local police to guard the campground memory of what happened, except for any
finished searching, or if it looks like they while waiting for further instructions. injuries he received.
are going to skip the camp and search the It should be obvious to the heroes that
woods, or if Wonder Man prepares to fly off they have to search the forest preserve for Table 3: Phantom Jamboree Karma
for some reason, the following things hap- Iron Man and the scouts. They may pro-
pen: ceed in any direction they wish, along a Each clue discovered +15
- Tigra hears a sharp hiss from the direc- trail or through the underbrush or forest. Bonus if all clues are discovered +15
tion of B1; At various locations along the trails, the Each scout captured +10
- Something strikes Wonder Man's jet scouts under the Mandarin's mental con- Bonus for each scout
belt. No one saw what it was. trol are waiting in ambush. At least 19 of captured unharmed +15
them are lurking out in the underbrush, Stepping into a trap -10
BATTLE waiting to stop anyone who comes down Each scout who attacks, causes
the trails. They use their knives, hatchets, damage, and escapes -10
The heroes start out wherever they want
or fists to turn back any intruders who are Each Avenger knocked out -20
in the campground. All of the characters
moving north; this is their prime mission. Each Avenger captured -35
can make an Intuition FEAT roll to see if
the spot anything. All characters who get a Each scout has set three traps in his
yellow or red result spot someone with a area. When a hero moves into a mega-
rifle in B1. area that contains a trap, make a FEAT roll
The sniper in the woods is actually a boy for the trap. If the trap gets a yellow result
scout mesmerized by the Mandarin, and on the Typical column, the hero steps into
his gun is a compressed air-powered tran- it. The hero can make an Agility FEAT roll
guilizer rifle. His shot hit Wonder Man's jet to escape before the trap closes. A trap
belt. The dart jammed the jet mechanism causes Typical damage.
and the belt is now inoperable for the rest A scout is hiding in each of the following
of this adventure. The scout thinks Won- mega-areas:
der Man's impervious skin deflected the B9 D2 F5 06
shot and will not fire at him again. B10 D6 F6 07
The scout can fire one shot per round. B11 D8 G6 P1
The rifle has a range of 10 areas and it C1 E1 H1 P4
holds five shots. The tranquilizer dart C3 E2 H5
causes Good damage and automatically
knocks out anyone whose skin it punc- These scouts, under mentally controlled
tures in two rounds. The unconscious vic- conditions, can be subdued after they
tim wakes up again in two or three hours. have sustained Excellent damage or over-
The Mandarin does have an immediate powered and restrained for four rounds.
antidote for the tranquilizer dart in his Besides the scouts, the Mandarin has
headquarters. scanners everywhere in the preserve. A
Each time the tranquilizer rifle is fired, hero may spot one if he is looking for the
the characters can make another Intuition unusual; a successful Intuition FEAT roll
FEAT roll to spot it, shifting one column to locates a scanner in that mega-area. A red
the right per shot. Intuition FEAT roll always spots a scanner,
If the scout runs out of darts, he drops regardless of whether the hero was look-
the rifle and runs into the woods. Any pur- ing for one.
suing Avengers can catch him if they start The scanners automatically spot any-

4
CHAPTER 2: FLORAL FIENDS!

CAMPAIGN pling, Poor Material.) If a character is still the southeast. He rests there for two days,
conscious after three rounds, one of the then leaves by plane.
The first confrontation the heroes have • trees attacks (Typical Fighting for Slug- If Plantman is captured and the heroes
with a villain is with PLANTMAN™. He is test, causing Amazing damage. Typical convince him to talk, he spills the beans.
teleported to one of the following mega- Material.) He knows that other villains are in the pre-
areas to intercept the team or a member: Although Plantman's floral fiends are serve, but doesn't know who they are. A
C2, C4, C8, D4, F5, or G4. When one or extremely loyal he must make a yellow Mr. Myn Chu hired him by phone and
more Avengers enters one of these mega- Psyche FEAT roll to convince plants to instructed him to wait in a cave in mega-
areas, read the following: approach certain death: fire, acid, poison, area M8. His orders were to capture any-
etc. one moving north through the preserve
You are surrounded by forest when you Any character trying to locate Plantman into the mountains. He was also told a
hear rustling to your right. You pause, among the foliage must make an Intuition messenger of Mr. Chu's would check with
and suddenly something wraps around FEAT roll. Attacking Plantman disrupts his him later in the day, if he caught anyone.
your ankles. You look down to find your concentration and shifts all attacks by his Apparently, Mr. Chu knows about every-
feet entangled in vines; all of the plants plants two columns to the left. They aban- thing that happens in the preserve. He has
around you are moving, reaching for you. don their attacks altogether only if he already been paid and was told he could
From the forest you hear a wicked laugh. orders them to or falls unconscious. leave the day after tomorrow, when "the
If a hero dodges Plantman's vines and subject would be properly controlled." He
Plantman has stimulated most of the branches for two rounds, Plantman com- has no idea who the subject is or what is
plants in this area and commands them to mits more and more plants to the fray until going on. Plantman doesn't know how he
attack the characters. His primary mission there are too many to dodge. was transported here and wasn't told
here is to prevent anyone from moving there were Avengers involved.
north past him. He is to subdue and AFTERMATH
deliver the heroes to "a large, green man," Table 4: Floral Fiends Karma
If any heroes are captured, they are
but not kill them. turned over to Radioactive Man when he Plantman is captured +40
arrives. Plantman is not to pursue any Plantman is successfully
BATTLE heroes who flee south, only to prevent questioned +15
The plants attack until Plantman is anyone from passing through to the north. Plantman escapes -20
defeated. Three vines wrap around each If things look bad for Plantman, he has Each hero defeated -20
character in the first round (Excellent the trees drop enough leaves to create an Each hero defeated and captured -35
Strength for Grappling. Feeble Material.) effective "smoke screen." A yellow Intui- Extensive damage to the forest -15
After a character is grappled and held in tion FEAT roll locates him in the falling foli-
place for one round, a root surfaces and age. If he escapes, he circles around his
attacks (Remarkable Strength for Grap- opponents and heads toward his camp in

5
CHAPTER 3: AVENGERS ON ICE

CAMPAIGN BATTLE AFTERMATH


Blizzard is directing his attack from the If Blizzard is about to be defeated, he
As the characters proceed north they far side of the stream, standing in the runs to the north, where a spare backpack
eventually come across a large stream
open. Freezing someone in place, is in his cave (Q8). He then heads back to
flowing west. This stream is guarded by
whether on the cable or in the water, takes the Sun Bird Valley Hotel where he is stay-
BLIZZARD™.
him two rounds. ing. (The Avengers are also staying at that
Any character who continues swimming hotel.) He catches a bus for Boise the day
Ahead, you hear the roar of cascading on the surface is frozen into a block of ice after tomorrow.
water. Soon you see a swollen stream before they reach the bank. They won't If Blizzard is captured he refuses to talk,
that has overflowed its banks and is drown, but they can't do anything while but characters can try frightening him or
racing to the west. You have no idea trapped. The ice is Remarkable material. dealing with him. If a hero makes a believ-
whether the stream is fordable. Any character who swims under the ice able bluff or an attractive offer, make a
can reach either shore without freezing Reason FEAT roll for Blizzard. If it fails, he
If the characters have been following a (but must surface frequently to breathe). tells the heroes what he knows. Other-
path they can ford the stream. At any loca- The ice floes are just the right size to wise, he clams up.
tion the stream depth drops to about 7 feet capture a person but will capsize easily if If Blizzard talks, he says that he was hired
in the middle, and the heroes must swim someone tries to climb on top. Blizzard by a Mr. Chu. He was teleported from his
across. This is no real problem, but the channels all the floes to his side of the campsite to a cave where he was told to
current is so strong it carries swimming river by freezing the water to form a canal. wait. He also tells the characters that the
heroes two mega-areas to the west by the He can trap someone and bring him to the mountains north of the forest are riddled
time they cross. shore in six rounds. with caves. He doesn't know who Mr. Chu is
If Hawkeye is present, he can shoot a If the heroes counterattack, Blizzard but he saw a big, green, flying guy carrying
line across the stream so characters can attacks with his ice missiles and uses his ice Iron Man to the mountain ridge just west of
cross hand-over-hand. armor. He can also ice up the trees along the the plateau yesterday afternoon.
Whether the heroes swim or climb, Bliz- river, toppling them and causing Excellent
zard attacks while they are crossing the damage. He can create a blinding snow- Table 5: Avengers on Ice Karma
stream. If they are swimming, heroes notice storm to cover his retreat and ice the ground
the water getting horribly cold about halfway behind him to slow down pursuers. Blizzard is captured +55
across. Ice begins forming, threatening to Blizzard is successfully questioned +15
trap them or push them under. Blizzard escapes -20
If the heroes are climbing across, the Each hero defeated -20
cable begins freezing when they are half- Each hero defeated and captured -35
way across. Ice forms on it for no apparent
reason, making it very slippery.
6
CHAPTER 4:

"BEWARE THE
PYRO-MANIAC!"
CAMPAIGN
Mandarin scans all of the passes and chan- oxygen are the only effective attacks. Pyro is not that difficult to find. The fire
nels through the rock outcroppings north of The huge jellyfish is large enough to creatures originate from him, so he is
the stream and teleports PYROTM to cut off engulf five people. It immediately tries to always right around the corner from the
anyone trying to pass through to the north. cover the largest gathering of people in battle.
Pyro fights on the ground and usually sta- the pass (or on the rocks if they've been
tions himself at the very center of the pass. If seen). The creature covers its victim auto- AFTERMATH
the characters try to move north through matically unless the victim dodges by
If Pyro is captured, he is disheartened
mega-areas J1 through J9, K1, K3, K4, K5, making an Agility FEAT roll. Heroes inside
and has a one column shift to the left when
N3, or O1, read the following: sustain Remarkable fire damage the first
trying to resist questioning. If he talks, he
round. The flaming beast stays in place
tells the characters that he was bored last
Ahead are some foreboding rock out- over its victim, inflicting Remarkable dam-
night, so he created some fire creatures
croppings, 30 feet high in some places, age each round. The fire also consumes
and sent them out to scout around while
though they may be climbable. The all of the oxygen inside in two rounds. Any
he stayed in the cave that Mr. Chu pro-
passage seems to continue through character still inside must make a red
vided. His creatures located several differ-
the rocks. Endurance FEAT roll every round to avoid
ent humans in other nearby caverns.
passing out. The creature continues
Through his flame scouts he deduced the
If any character climbs over the rocks, attacking one hero until that hero passes
other people were Plantman, Whirlwind,
he catches Pyro off guard. At some point out, then chooses another victim.
Radioactive Man, Blizzard, and someone
the character sees flames rolling through If one hero tries to break free (an Agility
else who was too far away to identify.
the pass in a domelike shape, followed by FEAT), the jellyfish simply moves along
If Pyro is defeated but escapes, he tra-
a figure in orange who seems to be con- with the hero until he passes out.
vels east along the rock outcroppings until
trolling the flames. Pyro can create and control only one of
he is out of the park. He then goes to his
If the characters move through the these suffocating flame creatures a day,
hotel room at the Ron Day View Motel
passes, they meet Pyro's flaming jellyfish but can create numerous lesser flame
(where he is registered as Al St. John) and
face-to-face. It resembles a flaming Portu- beasts. His mission is to capture any
waits for the 9:00 a.m. flight out of Sun
guese man-of-war floating in the air, ignit- heroes and deliver them to "the boss."
Bird Valley to Boise, day after tomorrow.
ing shrubs as it passes. A character passing through the rock
outcroppings by way of the streams can
Table 6: Pyro-Maniac Karma
BATTLE swim underwater and pass Pyro safely. A
bucket or boot full of water thrown on one Pyro is captured +65
The fire beast reaches the characters in of these creatures inflicts Typical damage. Pyro is successfully questioned +15
one round unless they move. No normal, The fire creatures can be doused by a Pyro escapes -25
physical damage affects any of Pyro's great deal of water, a lot of dirt, at Pyro's Player-hero is defeated -20
flame creatures. Cold, water, and lack of command, or if Pyro loses consciousness. Player-hero is defeated and captured -35
CHAPTER 5:

TORNADO ALLEY!
CAMPAIGN
WHIRLWIND™ is the Mandarin's final tele- prone or hide behind rocks, they suffer
portable ally. He will be teleported to any only Good damage. Whirlwind can't use
location north of the great east-west trail his force field effect while he's causing a
running from L2 to P9 as soon as anyone tornado.
enters. When a hero crosses this line, When he believes the heroes are dead
read the following: or unconscious, he spends one round cre-
ating his air cushion force field before
A strange wind has suddenly picked checking the bodies. He is vulnerable dur-
up, died down, then picked up again. In ing this switch.
the distance you see a bizarre sight. A If the heroes dish out more than they
little funnel cloud is moving away from take, Whirlwind twirls away until he
you erratically, sometimes growing, reaches a trail or flat land, then switches to
sometimes shrinking to the size of a Lightning Speed and takes off down the
dust devil. Eventually, the funnel slows western-most trail.
down and a man can be seen inside,
spinning like a top. He finally stops and AFTERMATH
staggers a few steps. He appears If the heroes are defeated, Whirlwind
injured, as though he just went 15 waits for Radioactive Man to show up and
rounds with the Hulk. You recognize turns them over. If he escapes, he heads
him as Whirlwind, a minor villain. He is back to Harold's Hide-A-Way Motel where
moving away from you and doesn't he is staying under the name JOHNNY
seem to note your presence. SPINNER™. He takes the late afternoon
flight to Butte, Montana, the day after
Whirlwind's fighting style is restricted by tomorrow.
dense forest and not very effective in Whirlwind has no knowledge of where
brush, so he is trying to lure the heroes or who the Mandarin is, so if the charac-
into a rocky area. He feigns injury and ters ignore him and he sets up an ambush,
leads the characters to mega-area L1 he may unknowingly attack them in Q9 as
through L4, the rockslide or the rocky they confront the Mandarin.
bluffs around the ranger tower. He attacks If Whirlwind is captured and made to
as soon as he gets to one of those mega- talk, he confirms the others' stories about
areas. the caves and the provisions. However, he
If the heroes don't follow him, he heads also knows that Iron Man is under Mr.
to the northernmost part of the map and Chu's control, because Chu told him, "If
waits in ambush in a rocky mega-area. He you destroy only half of them, that will be
will not fight in forest or brush. Whirlwind's sufficient. Iron Man will finish the rest in
assignment is not to stop any hero from the arena."
going north; "Mr. Chu" has decided that if
the Avengers eluded capture this far Table 7: Tornado Alley Karma
north, they must be destroyed.
Whirlwind is captured +55
BATTLE Whirlwind escapes
Whirlwind is questioned
-20
+15
Once Whirlwind gets the heroes into a Player-hero is defeated -20
rocky area, he goes into Tornado mode. Player-hero is defeated and
One round after he reaches Tornado captured -35
strength the gravel and rocks within 100 Characters pursue Whirlwind
feet of him are picked up and spin with immediately upon sighting +10
him. Anyone within 100 feet sustains Characters decide to
Remarkable damage every round they catch Whirlwind later -10
stand in the tornado. If the characters fall

8
CHAPTER 6:

"IF ONE SHOULD


BETRAY..."
CAMPAIGN
Unlike the Mandarin's flunkies, Radioac- Radioactive Man is taking a break AFTERMATH
tive Man is a very powerful villain, here because he is unused to the boots and his
If Radioactive Man accepts the offer, he
only because the Mandarin has him men- feet hurt. If the characters remain hidden
tells them that the Mandarin is trying to
tally controlled. He torments Radioactive they hear references to the "hated mas-
gain mental control over Iron Man, and
Man and even caused him to break his ter," a cursed ring, Iron Man, and several
succeeding. He may show them where the
own fingers to show his subjugation. of the other villains.
Mandarin's cave is, but they cannot reach
Because the Mandarin must keep If undisturbed, Radioactive Man leaves
it without detection.
Radioactive Man under constant mental after 15 minutes of griping. If attacked, he
control, he does not teleport him. Instead, fights to subdue.
Table 8: Betray Karma
the Mandarin has developed floater boots Radioactive Man checks on the Manda-
that allow Radioactive Man to fly around rin's flunkies in clockwise order beginning Radioactive Man is captured +65
the park at a rate of two mega-areas in one with the easternmost scouts in the stream. Radioactive Man escapes -20
minute. They cannot be worn by anyone If the characters waited in hiding, they Radioactive Man is talked into
else. surprise Radioactive Man. If they stum- joining with the WCA vs. Mandarin +60
Entering Q8 or Q9, the characters hear bled upon him and attacked, they don't Player-hero is defeated -20
something crashing about in the woods near surprise him. Player-hero is defeated and
the base of the mountain. If the players captured -35
ignore it, go to Chapter 7 and take Radioac- BATTLE For each of the facts that is gained
tive Man out of this adventure. The Manda- by staying hidden and listening +10
Radioactive Man is uninformed of
rin will not recall him while there is a chance
recent events in the preserve. Conse-
of combat; he is too weakened to be sure
quently, he is not expecting an attack and
that he can control him.
will only fight to defend himself. If he wins,
If the players investigate, read the fol-
he will then bring his captives to the Man-
lowing:
darin. Radioactive Man need only lose half
his Health points before he surrenders.
You sneak up to a clearing in the Radioactive Man accepts any reasonable
woods. Seated atop a fallen tree is a offer of help to fight against the Mandarin.
large green man—Radioactive Man!
He is rubbing his bare feet, mumbling.
On the ground next to him is a pair of
odd-looking boots.

9
CHAPTER 7:

THE CAVERNS OF CHU


CAMPAIGN 1
If the heroes assault the Mandarin's cave, Man flies from one of the tunnels and B.—Sun Bird Valley Hotel, 555-6991
begin this chapter here. If the heroes have attacks the Avengers. Because the Man- W.—Harold's Hide-A-Way Motel,
been captured, begin at B. darin's mind control reduces Iron Man's 555-8513
will, Iron Man's abilities are shifted one C.—555-4836
A. Iron Man's beeper can direct the
column to the left. He fights until either the These are the locations where the mer-
heroes to the proper cave in Q9. The Man-
Avengers are defeated or he is uncon- cenary villains are staying. The Sun Bird
darin's surveillance equipment prevents
scious, using his repulsor and uni-beam Valley Hotel is where the Avengers are
him from ever being surprised. He allows
the most. Any action that might kill an staying. The "C" is the Mandarin's cabin.
the heroes to penetrate his headquarters
Avenger is aborted if Iron Man makes a If the Avengers call the local operator
until they reach its heart. Read the follow-
successful Intuition FEAT roll (the Manda- they can find out the "C" number is listed
ing:
rin isn't strong enough to completely over- to Mr. Myn Chu. She also gives them the
come Iron Man's conscience). address; the cabin is out in the country.
The cave is an old tin mine. In its dark- If an Avenger does not fight, but spends If the players do not search for the black
ened depths you hear the hum of the round pleading with Iron Man to come book or decide that it isn't important, then
machinery. Numerous secondary to his senses, make a FEAT roll on the tell them, as soon as they contact any law
shafts twist off the main branch into the Feeble column. If the result is yellow, the enforcement or government officials, that
blackness, but you sense no move- character sparks Iron Man's willpower, a helicopter was tracked coming out of the
ment. enabling him to break the Mandarin's con- mountains and landing on the other side of
Finally, you see a light ahead, com- trol. Shift two columns to the right for each Sun Bird Valley, deep in the woods. The
ing from a large vaulted chamber filled additional Avenger doing this in one Mandarin is staying at the cabin for three
to the ceiling with electronic machinery. round. days, disguised as a ranger by his holo-
Many tunnels lead from this main belt. After the evening of the third day, he
chamber. There is no one in sight. CAMPAIGN 2 has made good his escape.
Go to Part C. If Iron Man breaks the Mandarin's con-
trol or is defeated, the Mandarin escapes
BATTLE 2
B. into one of the tunnels. Disguised as a In this fight, let one of the players control
ranger, he flees to his emergency escape Iron Man. Though the Mandarin is drained
You awaken from a deep sleep. All of helicopter. He then flies to a cabin hideout from the strain of the last few days, he still
your wounds are healed and your in the surrounding woods. From there he puts up a fight. He is alone, since none of
weapons and equipment are at hand. tries to contact the other villains in his his escaped accomplices are answering
You are lying on the stone floor of a employ to help him escape the Avengers. their phones. He uses his Disintegrate
huge cavern chamber. The walls are If the players are defeated and Iron Man ring only once as it is the most draining of
lined with computers and exotic is still under the Mandarin's control, then his rings.
machinery. Iron Man accompanies the Mandarin to
the chopper. Meanwhile, Rick Jones has AFTERMATH
Proceed to Part C. located Tony Stark at Circuits Maximus
If the heroes are beaten, the Mandarin
and had him broadcast over Iron Man's
C. does not bother to destroy them, but
built-in communicator. Just as he's about
laughs and makes his getaway, leaving
to step into the helicopter, the sound of
Suddenly, powerful spotlights on the them in shame. If he is defeated he uses
Tony's voice and the memories of his
ceiling illuminate the chamber. In the the residual MISC power in his Matter
years as a pilot are too much for the Man-
bright light you notice scanners Rearranger ring to transport himself away.
darin's mental control. Iron Man slumps to
mounted everywhere above the the ground, unconscious but free. The
machines, watching you and following Table 9: The Caverns of Chu Karma
Mandarin decides to beat a hasty retreat
you as you move. and flies off to his hidden cabin. Iron Man is defeated +70
Abruptly, a voice boomes from hid- If the players search the premises after Iron Man recovers
den speakers. "Greetings, my guests. I the Mandarin has fled, they find a powerful while fighting Avengers +75
trust you are looking for your friend, worldwide transceiver, a bank of television The Mandarin is defeated +100
Iron Man. He is mine now, doing my screens that can be adjusted to show Hero searches and finds book +25
bidding. He must be tested, however, almost any spot in the preserve (including Heroes find the Mandarin's
so I have arranged for this little gather- the locations of any remaining scouts), hideout using notebook +30
ing. I have only just learned that you and the MISC. The transceiver and the Iron Man defeats hero -35
call yourselves the West Coast Aveng- scanners are simple to operate. The Mandarin escapes -50
ers. How quaint. Avengers," he laughs They also discover Mandarin's luxuri- Heroes don't search cave -10
maniacally, "Assemble!" ous living chamber. In his desk is a small, each
black book. There are only five lines
printed inside:
BATTLE 1 P.—Camping, not available
As the Mandarin's voice dies away, Iron P.—Ron Day View Motel, 555-5604
10
CHAPTER 8:

VACATION'S END
The Avengers' performance to this point If it is past midnight of the second day, any "peculiar-looking" guests recently.
determines how much work they have left the four hired villains are in their hotels or Make up names if the players ask to see
to do. campsite and must be hunted down there. the registration slips for the last few days,
First, a total of 20 scouts must be How and when they intend to leave Sun but slip in the alias or real name used by
accounted for. They remain in a zombie-like Bird Valley is listed in the individual chap- each individual criminal. Plantman is
state for 24 hours after the Mandarin leaves ters. In case the players ask, here is a list camped out in an adjoining section of the
or is defeated, and then wake up dazed. of hotels in Sun Bird Valley: campgrounds. The only public transporta-
Second, the villains must be caught. Just Old Western Motel tion out of Sun Bird Valley includes Grey-
because they're out of sight doesn't mean Sunbird Funtime Inn hound Bus Service, plane service, and
mean they're out of the game. If the heroes Sun Bird Valley Hotel helicopter service.
haven't yet identified all five of the Manda- Harold's Hide-Away Motel If the characters need to find Radioactive
rin's hirelings, let one of Mockingbird's Ran Day View Motel Man and are having difficulty, the forestry
SHIELD contacts radio her. He tells her that Route 77 Motel department can lend them a helicopter and
SHIELD has confirmed the presence of Chateau Marmet Hotel several infrared scanners used by the Uni-
Plantman, Pyro, Blizzard, and Whirlwind in The Winter Retreat versity of Idaho for general atmospheric
this area. SHIELD also knows that Radioac- The Bar-Nihl Inn radiation studies in the past. With some
tive Man is working with the Mandarin, but If the heroes decide to check these loca- minor alterations, these will locate Radioac-
doesn't know there they are. tions, the managers don't recall having tive Man in the preserve easily.

ALTERNATIVES
If you are running this adventure for darin in the past but has died in the com-
heroes created by your players then the ics), and the GREY GARGOYLE™.
scenario must be changed slightly. Put your Another option is to have Radioactive
heroes on the trail of one of the Mandarin's Man rendezvous with the Mandarin at his
hirelings, and let them stumble onto the Iron hidden cabin retreat. If the Mandarin,
Man kidnapping accidentally. They can Radioactive Man, and Iron Man are all on
always put in a call to the Avengers for help if the same side, be ready to bring all of the
they get into too much trouble. If they save Avengers to Sun Bird Valley.
Iron Man by themselves, they should get a If you, as the judge, wish to change the
Karma pool bonus of 200 points for the rec- weather patterns or seasons, feel free.
ognition that Iron Man would be sure they This adventure in the middle of winter
received from the press. would take on a whole new aspect, such
If your group of players is a mixture of as snow blizzards, tracks in the snow, and
experienced veterans and one or two the iced river. A muddy springtime thaw
greenhorns, insist that the characters might also be a kick if you want your
stick together for playability's sake. Some- heroes to wallow in pursuit.
one who has never played before usually If you really want a battle, remember
won't appreciate being completely on his that this is a federal forest preserve with
own in a forest full of baddies. public parks in it. It is under the auspices
If your normal group of characters is of either the Forestry Service or, because
really tough, throw a few more hired vil- of the huge lake off the west of the map,
lains into the park. Place them in a specific the Army Corps of Engineers. If the gov-
environment where their powers can be ernment caught wind of 20 scouts being
used to greatest advantage. Don't forget abducted, six villains on the loose, or the
to register them somewhere so they can preserve being threatened ("Who did you
be tracked down later in case they escape. say was in the forest? PYRO!!!") it is quite
More villains can be found in other possible that the National Guard or regu-
MARVEL SUPER HEROES adventures lar U.S. Army would be called in. You
and accessories or in DRAGON® maga- might mention to the players that the U.S.
zine, or you can make them up yourself Army's Green Rangers training grounds
using the game's character generation are located nearby. See if they pick up on it
system. If you need a few more super bad- (the Green Rangers would be very well
dies, we recommend the GRIM REAPER™ trained for forest combat and pack enor-
(Wonder Man's brother), the LIVING mous firepower for infantry).
LASER™ (who has worked with the Man-

11
RICK JONESTM startling transformation and for many
musician, honorary Avenger years to come. In an attempt to stop one of
the Hulk's rampages, Rick contacted a
Fighting: TYPICAL group of heroes that later became the
Agility: TYPICAL Avengers. He was made an honorary
Strength: TYPICAL Avenger and traveled with Captain Amer-
Endurance: TYPICAL ica for quite some time. Rick still has
Reason: TYPICAL Avengers security clearance and is a
Intuition: GOOD respected honorary member of that group.
Psyche: TYPICAL Rick also had an unusual relationship with
the Kree CAPTAIN MAR-VELLTM. Their life
Health: 24 forms were linked and Rick could draw Mar-
Karma: 22 Vell out of the Negative Zone and exchange
Resources: TYPICAL places with him when danger arose.
Popularity: 8 In the last few years, Rick has become
involved with a group of scouts on a volun-
Background: Rick Jones was a constant teer basis and was selected to be the
companion to DR. BRUCE BANNER™ his advance man for the Top 20 Survivalist
alter ego, the HULK™, from Banner's first, Scouts Contest.

MESMERIZED SCOUTS that the Mandarin has them under his


mental control). They captured Iron Man
Fighting: TYPICAL and turned him over to Radioactive Man.
Agility: TYPICAL Their mission after that is to hide in the
Strength: TYPICAL preserve and prevent any curious
Endurance: TYPICAL campers or investigators from moving
Reason: TYPICAL north toward the Mandarin's hideout.
Intuition: GOOD
Psyche: TYPICAL Talents: All of these scouts are skilled in
emergency survival techniques and can
Health: 24 swim, climb, rappel, and stay perfectly
Karma: 22 motionless with Remarkable ability. They
Resources: TYPICAL are familiar with the woods and can make
Popularity: 12 traps that cause Typical damage. Each
scout has a hunting knife and a hatchet.
Background: These scouts have no Both cause 10 points of damage in Hack &
TM super powers, but they are in fine physical Slash combat or 6 points if thrown.
and mental shape (if you overlook the fact

BLIZZARDTM BODY ARMOR. The suit provides Good


Gregor Shapanka; body armor and Amazing protection against
scientist, professional criminal cold. He also can ice himself up to provide
Remarkable body armor, and still move.
Fighting: TYPICAL
Agility: GOOD GLOVES. Blizzard's gloves allow him to
Strength: GOOD make ice-based attacks. He can create icy
Endurance: EXCELLENT missiles that cause Remarkable damage
Reason: REMARKABLE with a three-area range. He can form ice
Intuition: GOOD walls of Remarkable strength. Finally, ha
Psyche: POOR can generate snow, sleet, or freezing rain
with Remarkable power.
Health: 46
Karma: 44 BACKPACK. The cryogenic backpack is
Resources: GOOD the heart of Blizzard's battlesuit. It can
Popularity: 4 sustain Remarkable damage before
breaking down.
Powers:
Background: Gregor Shapanka was an
BATTLESUIT. All of Blizzard's powers come employee of Tony Stark who stole the cir-
from his battlesuit, which consists of an insu- cuitry of the original Iron Man armor for
lated full-body suit, a specially designed set personal gain. Using that circuitry in com-
of gloves, and a cryogenic backpack that bination with his own genius, Shapanka
gives him his freezing powers. created the Blizzard and embarked on a
criminal career.

TM
12
PLANTMAN™ ple (up to Incredible damage), roots to
Samuel Smithers; grasp (Remarkable damage), vines to
gardener, professional criminal grow and choke (Excellent damage),
leaves to fall and provide camouflage, etc.
Fighting: TYPICAL
Agility: TYPICAL Talents: Plantman's natural empathy
Strength: TYPICAL toward plants causes them to exhibit sin-
Endurance: TYPICAL gular loyalty to him, obeying his mental
Reason: GOOD commands above any others they receive.
Intuition: TYPICAL
Psyche: TYPICAL Background: While an assistant to a
noted botanist, Smithers learned of a
Health: 24 plant's psi field and dreamed of being able
Karma: 22 to manipulate it. Later a freak accident
Resources: TYPICAL supercharged one of his inventions and
Popularity: 7 made his dream a reality. His crimes
include attacking London and kidnapping
Equipment/Possessions: the U.S. President.

PLANT PSI-FIELD PROJECTOR.


Through perseverence and luck Smithers
created an energy stimulator that "wakes
up" plants. Once awakened, the plants
become receptive to the mental com-
mands of the projector's manipulator. The
normal range of this manipulation is two
areas (for this adventure Plantman must
be in the same mega-area as the plants he
is controlling). The plants usually remain
TM under his manipulator's influence for an
hour after being stimulated. With this
device Plantman can cause trees to grap-

PYRO™ Pyro must be within one area of the orig-


St. John Allerdyce; inal flame in order to control it, but then
mutant, journalist, professional criminal can manipulate his creatures with Mon-
strous ability for as long as they are in his
Fighting: GOOD sight. These tire-creatures are dispelled if
Agility: GOOD Pyro stops concentrating on the creatures
Strength: TYPICAL or is knocked unconscious. The creatures
Endurance: REMARKABLE then return to normal fire. They take no
Reason: GOOD damage from physical attacks (though
Intuition: TYPICAL they may be disrupted if stunned, requir-
Psyche: GOOD ing a round to reform), and take double
damage from water.
Health: 56
Karma: 26 FIRE RESISTANCE. Pyro has Unearthly
Resources: POOR resistance to flame under his control. He is
Popularity: -10 vulnerable to normal fire, and wears a
body suit that provides Amazing protec-
Powers: tion against fires other than his own.

FIRE CONTROL. Pyro is a mutant with the FIRE GENERATION. Since Pyro cannot
ability to cause any fire to grow in size and create flame his suit is also equiped with a
intensity and to take any form he desires, flamethrower. It causes Remarkable dam-
even that of a living creature. The abilities of age and has a range of two areas.
such creatures have the following maxi:
mums: Background: St. John Allerdyce was born
and raised in Australia. He worked as an
F A S E R I P
Australian wire service journalist covering
In In In In — — —
Vietnam and Indonesia. These experiences
Health = 160 (maximum) were the foundation for many of his novels,
which critics consider "literary junk." He
Pyro can mentally control these creatures
eventually met Mystique and joined her new
of flame and command them to do as he
Brotherhood of Evil Mutants, but works as a
wishes, These creatures may cause up to
free-lance villain as well.
Monstrous damage.
13
RADIOACTIVE MAN™ FORCE FIELD. Radioactive Man can pro-
Dr. Chen Lu; ject a force field that gives him Monstrous
nuclear physicist, professional criminal protection, but it works both ways so he
cannot attack while it is up. Anything
Fighting: TYPICAL thrown at this force field bounces off, and
Agility: GOOD Radioactive Man can redirect it, though
Strength: REMARKABLE his aim for redirecting things is only Typi-
Endurance: EXCELLENT cal.
Reason: EXCELLENT
Intuition: TYPICAL RADIOACTIVITY. His body constantly
Psyche: TYPICAL leaks background radiation, making
Radioactive Man easy to detect and find.
Health: 66
Karma: 32 Background: Radioactive Man was origi-
Resources: TYPICAL nally created to defeat Thor. Failing this,
Popularity: 2 Dr. Lu became an outcast and turned to
crime. He understands his powers very
well. Recently, Radioactive Man was freed
from jail by the Mandarin and has fallen
GAMMA BEAMS. Radioactive Man can under his mental control. He hates the
project beams of gamma radiation from Mandarin's constant control over his
his hands. The beams cause Amazing actions.
damage and have Amazing range.

AREA BLAST. He can also release most


of his energy in a devastating explosion.
The blast inflicts Remarkable damage to
everything in the same area, Excellent
damage to everything in each adjacent
area. He can explode this way only once
per dayl and usually as a last resort, as it
TM fatigues him.

WHIRLWIND™ FLIGHT. Whirlwind can fly at Remarkable


David Cannon; speed for up to 12 rounds. He is unable to
criminal mutant use his arms to fight while flying, because
he is using them as crude helicopter
Fighting: GOOD
Agility: INCREDIBLE blades.
Strength: GOOD FORCE FIELD. Any time he is spinning,
Endurance: REMARKABLE Whirlwind has the equivalent of Remark-
Reason: TYPICAL able body armor. If he does nothing else,
Intuition: TYPICAL and spends one round preparing, he can
Psyche: TYPICAL create an Incredible air cushion force
field.
Health: 90
Karma: 18 TORNADO. Whirlwind can create
Resources: TYPICAL tornado-force winds in the area he occu-
Popularity: 8 pies and all adjacent areas. Loose objects
in these areas are picked up and hurled
Powers: with great force, causing Remarkable
damage to anyone standing in the area.
SPINNING. The Whirlwind can spin his He can also pick up large, individual
body up to 400 revolutions per minute. He objects (Strength is Remarkable) and toss
has an almost perfect sense of balance. them around. If he wants to fling some-
Only a character with Unearthly or greater thing to a specific spot, he must make an
Strength can grab him while he's spin- Agility FEAT roll.
ning.
Background: David Cannon started out
LIGHTNING SPEED. He can travel at as a bully and petty thief, using his mutant
Remarkable speed while spinning. He powers to his advantage. He has worked
looks like a small hurricane when he is as a circus performer and pro wrestler,
moving. among other things. He has had run-ins
with the Avengers before.

14
MANDARINTM Electro Blast—middle finger. electri- MENTO INTENSIFIER
real name unknown; cal shock, three-area range. SELECTIVE CONCENTRATOR
conqueror Flame Blast—index finger. two-area
range. Body: REMARKABLE
Fighting: REMARKABLE White Light—thumb. This ring can Controls: EXCELLENT
Agility: EXCELLENT emit any type of light or radiation. The Size: Room-Sized
Strength: GOOD beam causes Remarkable damage up to Complexity: AMAZING
Endurance: REMARKABLE five areas away. Power Source: Atomic Battery
Reason: REMARKABLE
Intuition: GOOD Right hand: Powers:
Psyche: GOOD Dark Light—little finger. Emits
Darkforce with Remarkable intensity. AMPLIFICATION. The MISC was
Health: 90 Disintegration—ring finger. Mon- designed to amplify Mandarin's Mento
Karma: 50 strous disintegrator blast, affected by Intensifier or Matter Rearranger rings. It
Resources: AMAZING force fields but not body armor. A Kill result increases Mandarin's mental control
Popularity: 12 means the target is totally disintegrated range to 40 miles, though the victim must
Vortex Beam—middle finger. This ring be within two areas of the MISC when con-
Powers: causes nearby air to move rapidly in a vor- trol is established. Anyone subjected to
tex. The result is identical to Whirlwind's the Mandarin's Mento Intensifier ring,
HARD HITTING. The Mandarin has tough- tornado. amplified by the MISC, must lower his
ened his hands so that they cause Excellent Impact Beam—index finger. Emits a Psyche by two ranks when making a
damage when striking. If his force field is beam of concussive energy which causes Psyche FEAT roll to resist mental control.
tight against his body, he can cause Incredible slugfest damage up to one area This resistance check is made once per
Remarkable damage with one blow. away. hour for as long as the victim is subjected
Matter Rearranger—thumb. This ring to the Mento Intensifier ring. Once the roll
FORCE FIELD. He wears equipment that can reshape objects in the same area as the is missed, the victim's willpower is broken,
can project a Monstrous force field around Mandarin, but it cannot change one element although the victim may use Karma to
him. He can extend it to cover the entire into another, nor can it affect living matter. resist.
area he is in, or shrink it down to a skin- Any force field stops it. The power also can The MISC also increases the Manda-
tight layer around himself. be used to teleport persons or objects to or rin's teleporting ability, allowing him to
from the Mandarin. It can even reach into teleport anyone twice per round.
HOLO-BELT. In this adventure, the Man- some other dimensions. Using the MISC is a heavy strain, and
darin is using a holo-belt that gives him the seriously affects the Mandarin's concen-
appearance of a specific, programmed Talents: The Mandarin is adept in several tration.
image: in this case, a forest ranger. martial arts fighting styles, giving him the
chance to Stun or Slam anyone. He also is
MAKLUAN RINGS. The Mandarin wears a master of modern technology and the
10 rings, each of which has a different alien Makluan technology. He usually car-
power. He is linked psionically with these ries numerous hi-tech items.
rings and no one else can use them. He
can control a ring from anywhere on earth Background: The Mandarin displayed his
and mentally observe what is happening scientific genius at an early age and
near any of the rings. underwent intensive education in China.
All the rings that produce a blast cause He eventually rose to a position of great
Remarkable damage unless otherwise power within the government, much like
specified. the ancient mandarins. The Chinese com-
munist revolution deprived him of his posi-
Left hand: tion, wealth, and palace. Eventually, he
Ice Attack—little finger. causes stun explored China's forbidden "Valley of
only, range of two areas. Spirits" and there found a wrecked Mak-
Mento Intensifier—ring finger. This luan star vessel. Eventually he reassem-
ring magnifies the Mandarin's Psyche to bled it and mastered the Makluan
Remarkable, and gives him the power to technology, as well as the 10 rings he
control minds. To control someone's mind, found inside the ship.
the Mandarin must be in the same area as Mandarin used his rings in many
his victim, and the victim must make a attempts to conquer China and the world,
Psyche FEAT roll. If the victim's Psyche is but he was usually stopped by Iron Man.
Excellent or less, he resists the Mandarin He transferred his life essence into a
only with a red FEAT roll. If the victim's younger, stronger body and began his
Psyche is Remarkable, a yellow FEAT roll attempts to dominate anew.
resists the Mandarin. If the victim's
Psyche is Incredible or better, a green
FEAT roll is sufficient. Once control is
established, the Mandarin can maintain it
from a distance of up to one mile.

15
IRON MANTM a FEAT roll on the Shift 0 column; any IMAGE PROJECTOR. The armor can cre-
James Rhodes; bodyguard, pilot result other than red or yellow means the ate as many as a dozen visual duplicates
armor's circuits have fused and immobi- of Iron Man. Any attack from a distance
Fighting: EXCELLENT lized the suit. against a group of Iron Man duplicates has
Agility: EXCELLENT an equal chance of hitting any of them.
Strength: INCREDIBLE ENERGY PODS. The two disc-like pods (For example, if there are nine duplicates,
Endurance: MONSTROUS on Iron Man's waist are for storing excess the real Iron Man will be hit only once in
Reason: GOOD energy. They can be detached to create an every 10 attacks.)
Intuition: EXCELLENT induction field that acts as a Remarkable
Psyche: TYPICAL force field in a single area, and can over- DIGGING ABILITY. Iron Man can tunnel
load electrical machinery with Incredible through the earth at~Good speed, using
Health: 155 power. (Normal electronics are overloaded gougers that fit over the wrists. These
Karma: 36 with a Green FEAT roll, while machinery gougers can dig through Incredible mate-
Resources: TYPICAL with an Endurance rank is allowed an rial.
Popularity: 70 Endurance FEAT roll.) Finally, the pods
can be thrown up to five areas and
Powers: exploded, causing damage equal to the
energy stored. Each pod removed shifts
BODY ARMOR. Rhodey's suit provides Iron Man's Strength, Endurance, and
Amazing protection from physical damage damage from other attacks one column to
and most energy attacks, and has the left.
Unearthly resistance to radiation and elec-
tricity. The armor also has Remarkable SONIC. Iron man can inflict up to Amazing
resistance to heat, cold, and acid. damage to everyone within three areas
(Endurance FEAT or be stunned for 1-10
FLIGHT. The suit's boot jets can reach rounds).
Monstrous speeds. They can inflict
Incredible slugfest damage to one target TRACTOR BEAM. The armor has a small
in the same area as Iron Man. tractor beam capable of lifting up to 400
lbs at a range of one area.
REPULSORS. Medium-density plasma
projectors are fitted into each glove, capa- SENSORS. Rhodey's suit is equipped
ble of inflicting Amazing damage at with radar, sonar, and heat detectors that
Incredible range. The repulsors may be allow him to locate invisible or camou-
fired at separate targets (requiring a yel- flaged opponents up to 10 areas away. A
low Agility FEAT roll to hit either target). nightvision lens allows Iron Man to see in
normal darkness as if it was daytime, up to
UNIBEAM. A high-intensity lamp mounted three areas away.
in the center of Iron Man's chest, the
Unibeam can illuminate an area up to two FREON TABLETS. These tablets are
areas away, or blind an unsuspecting launched from dispensers in the armor's
opponent for 1 to 10 rounds (treat as Stun? epaulets. They can only be used against
result). If narrowed to a laser, the beam opponents in the same area as Iron Man,
inflicts Incredible damage at Good range. but they cause Monstrous cold damage.
They generally are used against non-living
AIR SUPPLY. When sealed, the armor opponents.
contains enough air for two hours, and can
withstand the pressure of the deep ocean ELECTRONIC COUNTER MEASURES.
or the vacuum of space. The armor has Good ECM. Standard
radar cannot detect Iron Man, and exter-
FIRE EXTINGUISHER. The armor can fill nal signals weaker than Monstrous
an area with foam. This foam shifts dam- cannot override the suit.
age from fire seven columns to the left.
REVERSE MAGNETISM. Iron Man has
ENERGY ABSORPTION. The armor can Incredible control over magnetism, allow-
absorb up to an Unearthly amount of elec- ing him to alter or reverse the course of
trical energy in a single round with no ill thrown metal objects (striking the caster
effect. The pods can absorb such intense on an Agility FEAT roll).
energy for up to three rounds before
exploding, causing Monstrous damage. ROLLER SKATES. Iron Man can reach
The energy can be redirected safely Excellent speed using a set of skates
through the repulsors, inflicting Mon- nested within his boots.
strous damage.
EYE PROTECTION. The suit has polar-
OVERIDE. Iron Man can remove the ized eye shields that provide Monstrous
armor's safety interfaces to channel his protection against blinding attacks. The
power into one system giving him shields drop into place automatically, and
Unearthly Strength or Unearthly result in one round of blindness from the TM

repulsors. Each round he does this, make sudden change.

6864XXX1501 16
AVENGERS TRANSCEIVER. Mocking-
MOCKINGBIRDTM Equipment/Possessions:
PROTECTIVE SUIT. Mockingbird's suit
bird's training in espionage has taught her
Barbara "Bobbi" Morse Barton is made of Kevlar and woven Beta cloth.
to always carry her transceiver. Since this
Adventurer is an Avengers transceiver, it can pick up
The suit provides Remarkable protection any Avenger's emergency signal, includ-
from physical damage and Excellent pro- ing Iron Man's beeper.
Fighting: EXCELLENT
tection from fire.
Agility: EXCELLENT Background: Barbara Morse started
Strength: BATTLE STAVE. Mockingbird's chief her career as an assistant on the
TYPICAL
weapon is her battle-stave, composed of government-sponsored project to redis-
Endurance: GOOD two hollow steel-alloy poles (Remarkable cover the Super-Soldier formula that cre-
Reason: EXCELLENT material). She keeps these strapped sepa- ated Captain America. Her exemplary
Intuition: TYPICAL rately to her forearms beneath her loose- record came to S.H.I.E.L.D.'s attention.
Psyche: TYPICAL fitting sleeves. The battle stave can be: She was quickly recruited and trained as a
A) Thrown as a javelin, causing Remark- field agent. She performed many assign-
Health: 56 able damage with a range of 4 areas ments for S.H.I.E.L.D., became good
Karma: 32 (one attack per round.) friends with Ka-Zar of the Savage Land,
Resources: TYPICAL B) Used as a bo stick, causing Remark- worked for the U.S. government in investi-
Popularity: 50 able Slugfest damage. gating and cleaning up S.H.I.E.L.D., and
C) Broken down into two short clubs, both operated for a while as a free agent and
Talents: of which can be launched from spring adventurer. She is one of the founding
ACROBATICS. Mockingbird receives an forearm holsters in one round to a members of the West Coast Avengers and
additional one-column shift in her favor range of 3 areas causing Remarkable is married to its leader, Hawkeye.
when using her Agility to Dodge. slugfest damage. She can throw one
baton per round. Mockingbird can
CONTACTS. Because of her extensive throw a baton so that it bounces back
espionage work for the government, to her, allowing her to catch it again by
Mockingbird's Popularity is Monstrous making an Agility FEAT roll.
when seeking aid or information from D) Extended to a length of 8 feet, provid-
S.H.I.E.L.D., any U.S. government secu- ing MocKingbird with a vaulter's pole
rity or law enforcement agency, Interpol, that allows her to clear a one-story
etc. building.
BIOLOGY. Barbara is a trained biologist. In all uses, Mockingbird has Remark-
Her Reason is Remarkable in this field. able Agility with her battle-stave.

Equipment/Possessions: tured by the Avengers, he slowly began to


WONDER MAN TM

FLIGHT. Simon wears a belt which allows


regain his humanity. It was later discov-
Simon Williams him to fly at Remarkable speeds. The belt
ered that he had never been dead, but in a
actor, adventurer deep coma while his body underwent a
can lift only 300 pounds more than his own permanent metamorphosis into a form
Fighting: GOOD weight, but this does not affect his speed. that allowed him to retain his powers.
Agility: REMARKABLE Background: The owner of the failing After breaking away from his brother
Williams Electronics, Simon Williams fell Simon became a guest of the Avengers,
Strength: UNEARTHLY in with Baron Zemo and the Enchantress, and eventually was elected to full mem-
Endurance: MONSTROUS members of the Masters of Evil. He was bership. During this period Tony Stark
Reason: TYPICAL subjected to an ionic ray treatment that designed the jet-belt for him. He left the
gave him extraordinary strength and invul- Avengers to pursue an acting career, pri-
Intuition: TYPICAL nerability. Zemo told him that a side effect marily as a stunt man. Recently he joined
Psyche: TYPICAL of the treatment would kill him unless he the West Coast Avengers, though he still
took an antidote that Zemo would provide has doubts about his heroic calling. Simon
Health: 215 every week. With Wonder Man at their and Tigra met in the West Coast Avengers,
Karma: 18 side, the Masters of Evil challenged the and the two have become close friends.
Resources: POOR Avengers. Wonder Man betrayed Baron As a result of his transformation,
Zemo, and the Masters of Evil were Simon's eyes glow with strange energy.
Popularity: 45
defeated. Then Wonder Man, without his This glow is not harmful in any way, but is
Powers: antidote, apparently died. His brother, rather unsettling to others. For this reason
the Grim Reaper, took Simon's body to a Simon usually wears tinted glasses.
BODY ARMOR. Wonder Man's skin is so
voodoo priest to have it revived. Reani-
hard that it gives him Amazing protection
mated as a mindless zombie, Wonder Man
from all forms of damage.
followed the commands of his brother and
ENVIRONMENTAL INDEPENDENCE. once again attacked the Avengers. Cap-
Simon does not need to eat, drink, or
breathe, but can if he wants to. He can sur-
vive comfortably in outer space. He is not
truly a human anymore, and does not age.
HAWKEYE™ MOCKINGBIRD™ IRON MAN™ RADIOACTIVE
Clint Barton, Barbara "Bobbi" James Rhodes,
leader of West Coast Morse Barton pilot and bodyguard MAN™
Avengers Dr. Chen Lu
Fighting: EXCELLENT Fighting: EXCELLENT
Agility: EXCELLENT Agility: EXCELLENT Fighting: TYPICAL
Fighting: GOOD Strength: Agility: GOOD
Strength: TYPICAL INCREDIBLE
Agility: REMARKABLE Endurance: Strength: REMARKABLE
Endurance: GOOD MONSTROUS
Strength: GOOD Reason: Endurance: EXCELLENT
Reason: EXCELLENT GOOD
Endurance: EXCELLENT Intuition: Reason: EXCELLENT
Intuition: TYPICAL EXCELLENT
Reason: TYPICAL Psyche: Intuition: TYPICAL
Psyche: TYPICAL TYPICAL
Intuition: GOOD Psyche: TYPICAL
Psyche: TYPICAL Health: 56 Health: 155
Karma: 32 Karma: 36 Health: 66
Health: 70 Resources: GOOD Karma: 32
Resources: TYPICAL
Karma: 22 Popularity: 70 Resources: TYPICAL
Popularity: 50
Resources: TYPICAL Popularity: 2
Popularity: 45 Body Armor Override
Protective Suit
Acrobatics Tractor Beam Repulsors Gamma Beams
Extraordinary Vision Reverse Energy Area Blast
Poor Hearing Battle Stave
Magnetism Absorption Force Field
Bow Skill Unibeam Flight
Special Arrows Energy Pods Air Supply
Image Projection ECM
Roller Skates Sensors
Digging Ability Optics
Nightvision Lens
TIGRA™ WONDER MAN™ RICK JONES™
Greer Grant Nelson Simon Williams Rick Jones;
Fighting: EXCELLENT Fighting: GOOD Honorary Avenger
Agility: INCREDIBLE Agility: REMARKABLE
Strength: INCREDIBLE Strength: UNEARTHLY Fighting: TYPICAL
Endurance: REMARKABLE Endurance: MONSTROUS Agility: TYPICAL
Reason: TYPICAL Reason: Strength: TYPICAL
TYPICAL
Intuition: REMARKABLE Intuition: TYPICAL Endurance: TYPICAL
Psyche: EXCELLENT Psyche: TYPICAL Reason: TYPICAL
Intuition: GOOD
Health: 130 Health: 215 Psyche: TYPICAL
Karma: 56 Karma: 18
Resources: TYPICAL Resources: POOR Health: 24
Popularity: 50 Popularity: 45 Karma: 22
Resources: TYPICAL
Claws Body Armor Popularity: 8
Extraordinary Senses Environmental Independence
Empathy Flight
Running Speed

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