Marvel Super Heroes

CALADONIA

Alysande Stuarte

F- IN
A- AM
S- IN
E- RM
R- GD
I- GD
P- EX
H- 160
K- 40
R- TY
P- 10/0

Powers: Alter Ego: By unknown and presumed mystic means Alysande Stuarte can become Caladonia with just a thought. The stats listed above are those for her Caladonia form. In her other form she is presumed to have average physical stats and her mental stats presumably stay the same. All her powers are as Caladonia. As Sandy she only has the ability to change forms.

Body Armor: RM vs. physical, EX vs. energy
Flight: EX, note that this power has never been displayed but is presumed since she is an alternate dimension Captain Britain.

Equipment: Sword: Caladonia carries a claymore which inflicts RM edged damage

Talents: Leadership, Trivia-Scottish History.
Contacts: Johnny Storm, The Fantastic Four, The Captain Britain Corp.

History: Caladonia was born to Scottish royalty on an alternate Earth. In her world her people were slaves and even with her power as Caladonia she was unable to free them. Johnny Storm rescued her from her world and brought her to our own. Because of this she feels a bond with him and although she calls all The Fantastic Four friends, she is especially close to Johnny because of the debt of honor she feels she owes him.

By David Fryer


GREEN GOBLIN

Phil Urich

F- GD (10)
A- RM (30)
S- RM (30)
E- RM (30)
R- TY (6)
I- GD (10)
P- EX (20)
H- 100
K- 36
R- PR
P- 5

Equipment- Moblin Glider
IN material strength
EX Control
RM (30) Body Armor
IN Flight

Mask- the goblin mask is the source of Phil's powers. It gives him a burst of electricity when he's wearing it, which activates the super serum that he was doused with. It's of RM material and exaggerates the wearer's facial features.
- Laugh, the mask can release a scream in the form of goblin laughter, this confuses enemies with IN effect. Enemies must make a Psyche feat vs. IN, or be confused for 1-10 rounds. All attacks when confused are at -4cs to hit, and have a 25% chance of hitting an ally.
- Telescopic Vision PR
- Thermal Vision EX
- Targeting +1CS to hit with distance attacks
- RM prot from blinding attacks

Gloves- RM material, and let him generate RM intensity energy blasts from his fingers.

Goblin skates- from the boots, they grant GD flight, but Phil cannot carry extra gear.

Remote camera- bat shaped camera that flies at EX speed, all things can be seen by Phil through the mask at a range of up to 10 miles. EX material. Pumpkin bombs- RM explosions, either force or energy.

Throwing bats- GD edged, can throw up to five a round, -1cs per bat after one.

Remote control- Summons glider, with goblin gear, at a range of up to 10 miles, made of a nintendo controller.

Belt pouches, unlike the other goblins who use those sissy satchels, Phil uses belt pouches, they hold up to 16 items.

Talents: Journalism, Music Trivia.

Phil lost all his hero stuff after Onslaught, and has since disappeared from the marvel scene.

By Drekstar


HUMAN FLY

F- EX (20)
A- RM (30)
S- GD (10)
E- RM (30)
R- GD (10)
I- EX (20)
P- RM (30)
H- 90
K- 60
R- RM
P- 30

Equipment: Power Baton
EX material
Light Generation EX

Boots with magnetic clamps EX
Jets- FB flight, IN Leaping

Costume- EX resistance to Heat and Cold.

Talents: Repair/Tinkering, Escape Artist, Land Vehicles, Martial Arts A, C, Wrestling, Tumbling, Resist Domination, Sleight of Hand, Trance, First Aid, Detective, Performer.
Contacts: Johny Blaze (the orginal Ghost Rider), Daredevil, White Tiger.

By Greg Kerner
Jerry Jenkins


SON OF SATAN

Daimon Hellstrom (a.k.a. Prince of Lies, Hellstorm, Devilspawn)

F- GD (10)
A- GD (10)
S- EX (20)
E- IN (40)
R- GD (10)
I- AM (50)
P- UN (100)
H- 80
K- 160
R- EX
P- 4

Talents: Mystic Background, Occult Lore, Exorcism, Demonology, Theology.
Contacts: Defenders.

Powers: Alter Ego?: By invoking, "the sign of the trident," Daimon could transform himself into his heroic form. However, I am unclear as to whether this transformation just changed him from normal clothes to his Son of Satan outfit, or if it really had some effect on Daimon's powers and physical abilities.

Soulfire: Daimon can generate hellfire from his own soul, or if necessary from the soul of anyone in contact with his trident (hence, "soulfire"). This mystical energy causes excruciating pain through direct stimulation of a person's life force. The victim must make a yellow Psyche FEAT roll or pass out from pain. The bolts burn in a manner similar to normal fire, doing In (40) energy damage. He can project soulfire at a 4 area range.

Magic Detection: Daimon has a certain amount of psychic sensitivity to occult or otherworldly activity, at Ex (20) ability. He can identify magic and its effects, as well as the potential for magic use in an individual. A green FEAT will identify the past use of magic, a yellow FEAT will identify the magic user responsible, and a red FEAT will identify the actual spell.

Biophysical Control-Healing: Daimon can promote healing of damage caused by wounds, trauma, toxins, and disease with a touch He can increase a targets health by 40 points. This is the maximum benefit the hero can give per day to one specific person. He must make a FEAT on his In (40) power rank. A Green FEAT will handle broken bones, non-terminal disease, and simple wounds. A yellow FEAT will heal physical trauma, wounds to organs, non-fatal poisoning, and terminal diseases. A Red FEAT will cure mortal wounds, coronary attacks, strokes, toxic poisoning, and massive physical trauma. The Power seals the body and returns any still-living tissues to health. It cannot replace lost tissue.

Exorcism: Through the Catholic Church's Roman Ritual of Exorcism, and his own demonic powers Daimon can release a being from any external domination imposed by a third party with MN (75) ability at a range of 10 feet. Such controls include Possession, Mental Domination, Serial Immortality, and Magic. If there's a control, this Power can break it. Daimon's MN (75) rank is compared to that of the Power controlling the subject. Upon severing the being's control over the subject, that being is immediately teleported to its home dimension. This Power commonly appears as a spell used by sorcerers and holy men.

Equipment: Trident: The trident is a souvenir from an early battle with his father. It is made of "Netheranium," a psycho-sensitive element of Shift Y material strength, which can hold Satan at bay (Acts as an Un (100) force field with a one area range, affecting only Satan and his powers). The trident also allows Daimon to:
*Detect Demons: with Rm (30) ability
*Flight: direct his soulfire for short flights at Pr (4) airspeed.
* call up the demonic steeds Hecate, Agnon and Set for longer journeys. These steeds pulled his chariot at Un (100) airspeed. The Chariot has Ex (20) control and Am (50) body.

Daimon Hellstrom is the son of the powerful Demon who calls himself Satan, a pan-dimensional being of immense, immeasurable cosmic and mystical might who just happens to go by the name of the ultimate manifestation of evil. At one time, Satan took on a human form, and calling himself Hellstrom, fathered a child with a mortal woman. This child, born with a pentagram shaped birthmark on his chest grew up to be the Jesuit priest and exorcist Daimon Hellstrom. When he discovered his nature as the half demon heir to Satan, Daimon renounced his father and his birthright.

Both on his own and as a member of the Defenders, Daimon fought against supernatural menaces usually outside the purview of the standard spandexed crime fighter. Daimon was an arrogant, brutal, and downright creepy warrior against the forces of the underworld. Daimon's human soul and demonic soul constantly battled for control of his body- occasionally merging, occasionally so far out of synch he seems to be two different people- in fact, DareDevil heard two heartbeats when he met Hellstrom.

Daimon eventually succeeded in overthrowing his father. However, his Dark Soul gained control and he usurped his father's position as King of Hell. It is possible that Daimon's human soul will once more come to the fore, and he will become the heroic individual he has been in the past.

By Andy Morrow III


WAR MACHINE

James Rhodes

F- GD (10)/ RM (30)
A- GD (10)/ RM (30)
S- TY (6)/ UN (100)
E- GD (10)/ UN (100)
R- GD (10)
I- EX (20)
P- TY (6)
H- 36/260
K- 36
R- EX
P- 5

Equipment: The Variable Threat Response Battle Suit, Model XI, Mark II, nicknamed "War Machine"

Body Armor: When it's activated its RM material is increased to AM. It offers RM (30) protection vs. acid; AM (50) vs. physical, heat, cold; MN (75) vs. most energy; UN (100) vs. radiation and electricity.

Force Field: For a maximum of 5 turns per hour he can surround himself with a UN (100) force field. While this power is operational, his armor can do nothing else.

Rocket: EX airspeed (10 areas/round) and still maneuver. He can move at MN airspeed (30 areas/round) but can only perform simple actions (using armor's radio, not firing repulses or charging attack). The boots operate in a vacuum for 10-100 minutes but travel at SH-X speeds (50 areas/turn or 750 mph) If used as a weapon they inflict IN (40) damage and have a 2 area range.

Absorption: Armor can absorb 300 points of energy, either recharging or harmlessly dissipating. With an IN intensity Reason FEAT he can increase his Strength, Flight, or Repulsors to UN for 3 turns maximum. Each turn he overloads his system, must obtain a Red result on the AM intensity column, or the armor short circuits and is drained of power until repaired. The absorption operates at UN intensity, but absorbing an incoming attack is a yellow power stunt.

Self-Sustenance: The armor provides 1 hour of recycled air.

Protected Senses: Armor contains ear-protection to dampen noise greater than 70 decibels. Also, blinding lights automatically trigger polarized lenses in his eye slots, they offer RM protection. Nevertheless, a blinding attack can work, the armor must succeed a RM intensity FEAT to protect his eyes. They can be manually triggered but all Intuition roll requiring sight are - 1 CS.

Sensors: All built into helmet
*Infravision: advanced infrared sensors function at IN ability, 5 area range
*Radar: Successful Intuition roll gives him details of the rough shape of his surrounding within 3 areas.
*Sonar: Same as radar, but works underwater and is - 1 CS for 6 areas.
*Electrical Power Detectors: Capable of showing powerlines in walls of buildings. AM ability and 5 areas
*IN ability to detect radio waves and communication signals

Advanced Communications Array- Allows communications with CL. 1000 (5000 mile) range and IN encryption capabilities.

ECM: Armor is invisible to radar and sonar at RM intensity.

Anti-theft Device: To tamper, analyze, or duplicate the circuitry requires an MN Reason FEAT. If triggered insides melt to slag and in 2 rounds explodes with IN intensity.

Weapons Systems: vamped up targeting computer provides +1 CS to all attacks, coupled with the helmet-mounted, laser sighting/guidance system capable of tracking several targets at once War Machine receives a MN multiple attacks ability.

Plasma Bolt Generation: the armor can create "torpedoes" of high-energy plasma. They have a range of 10 areas, and inflict 10 points of damage per area traveled, due to slow travel characters receive a +1 CS to dodge per 2 areas traveled.

Repulsors: In the palms of the gauntlets, at standard setting they cause MN damage and travel 10 areas.

Uni Beam: The armor's chest beam (3-area range on all effects) can produce an IN Heat Beam, an AM Laser, a RM Light Beam, a RM strength Tractor Beam, and can make GD holographic illusions of War Machine.

Chain gun: this Electric Mini-Gun can rest on the shoulder, deployed from the back. Similar to those found on military aircraft, the spiral-packed magazine carries 1,800 caseless, electrically primed 3.9mm spent-uranium core armor-piercing rounds. It can be set to fire 1 or 1,000 rounds per second. (-2 CS to BA, can inflict TY (6) to IN (40) shooting damage, bursts.)

Deployable missile box launcher: an eight missile cache capable of launching a payload of different missiles according to mission:
Anti-Tank (-2 CS to Body and Protection, AM edged)
Anti-Ship (-2 CS to Body and Protection, AM edged)
Spent Uranium Core Armor-Piercing (-2 CS to BA, IN (40) edged)
Flame Bomb (IN (40) energy damage, burns with GD (10) intensity)
Fire Suppressant (RM (30), Smoke (EX (20) intensity)
Tear Gas (TY (6) intensity FEAT or take no actions until one round after leave area)
Radio Repeater (IN (40))
Sub-Nuke (equivalent to 1.8 kilotons of TNT, UN (100) edged)

Gauntlet Mini-Cannon: contains 8 kinds of speciality 3.9mm ammo:
Spent Uranium Armor-Piercing (-2 CS to Body Armor, RM (30) shooting)
High Explosive (RM (30) Energy)
Concussion Type (EX (20) force)
High Temperature Thermite (RM (30) energy)
Tear Gas (TY (6) intensity FEAT or take no actions until one round after leave area)
Tracer, Flare (illuminates 3 area radius, incendiary)
Smoke (EX (20) intensity). 1 round to switch ammo type.

Talents: Business/ Finance, Martial Arts B, D, Piloting (combat and standard aircraft), Repair/Tinkering, Military.

By Andy Morrow III


CENTURY

F: RM (30)
A: EX (20)
S: EX (20)
E: RM (30)
R: RM (30)
I: IN (40)
P: PR (4)
H: 100
K: 74
R: GD
P: TY

Equipment: Unique Weapon Most of Century's known powers seem to emanate from his staff "Parallax" These include:

Teleportation: CL 1000 (This is based on Night Crawler having a 6 mile range at Shift X, while Century seems able to cover intergalactic distances with ease)

Dimensional Travel: AM

Tracking: AM (Can be enhanced to track mystic elements with the aid of the Scarlet Witch)

Navigation: AM

Non-staff Abilities:

Ultimate Skill: Weapon Specialist - Parallax: IN
Psi-Screen: CL 1000
Healing: RM *

Limitation: Century is a composite creation of 100 of the Hodomur race's best warriors. Parallax keeps these many minds in check and, if stripped of the staff, Century risks mental breakdown.

Talents: Martial Arts A, B, C, Sharp Weapons.
Contacts: Force Works.

*This is based on an ability he had in the "Iron Man" half of the "Marvel Action Hour"

Origin: Alien
Sex: Male
Age: Unknown
Group Affiliation: Force Works

By Jerry Jenkins


DEVIL SLAYER

Eric Simon Payne

F- EX (20)
A- EX (20)
S- GD (10)
E- EX (20)
R- GD (10)
I- EX (20)
P- IN (40)
H- 70
K- 70
R- EX
P- 10

Powers: Hallucinations IN
Mental Probe IN
Telekinesis GD
Telepathy EX

Bonus: Devil Slayer can use two of his powers simultaneously on any given subject without any penalty.

Limitations:

Mental Illusion can only make things look normal.

Telepathy is very limited with non-English-speaking subjects.

Equipment: Shadow Cloak
UN Material Strength
Dimension Travel EX
Teleportation IN
Summoning - various medieval weapons

Limitation: Warp cannot affect more than 1,000 pounds.

The Shadow cloak opens on a dark dimension. He can draw various western medieval melee weapons from an armory within, can use it to travel in another dimension and come back on Earth (thus teleporting), or send a foe in a pocket dimension by covering him with his cloak.

Talents: Intimidation, Military, Occult, Firearms, Melee and Missile Weapons.

History: Eric Simon Payne with a very good sniper, obedient and merciless. He was such a good sniper that he ended in the brig for war crimes; going back to the civilian life was a nightmare. His wife left him and he started to drink. Within months he had become a hitman for the underworld.

He rationalized this by thinking he was only killing other criminals, but at one point he realized that during a hit he had killed the wife and child of an innocent journalist. He fell even lower in his depression and became a part of a demon-worshipping sect. They unlocked his psionic powers and gave him a potent weapon, the Shadow Cloak, so he would become their main agent.

However, at some point he came back to his sense and fully realized what he was doing. He left the sect to become wage war on demons, and allied with the Defenders to break apart the sect. His fate after that was never explored AFAIK.

Description: The Devil Slayer is 1,84m and 90kg. he used to wear a dark blue suit leaving only his face bare, with orange motifs, gloves, boots and a high cape. He can routinely extrudes halberds, maces, swords, axes and so on from his cape.


ULTRA GIRL

F- TY (6)
A- EX (20)
S- MN (75)
E- AM (50)
R- TY (6)
I- TY (6)
P- EX (20)
H- 151
K- 32
R- EX (20)
P- 10

Powers: Flight: RM(30)
Body Armor: EX (20) vs Physical attacks
Regeneration: AM (50) 5 pts of Health a round
Recovery
Lightning Speed: AM
- Thus far only used to make multiple attacks

Aura Reading: Used to identify types of people
- Yellow: Mutant
- Purple: Robots & Cyborgs
- Blue: Humans
- Green: Aliens

Talents: Shopping (finding the best deals, 'natch!); Performer (Modeling).
Contacts: New Warriors; Assumed to have some relationship with an agency or two in L.A. as Issue #3 ended with her receiving various endorsement offers; Source (a disembodied Sentinel head - LONG story)

Real Name: Suzy Sherman (Kree Name- Tsu-Zhana)
Occupation: Professional celebrity
Legal Status: U.S. Citizen
Identity: Public
Place of Birth: Presumably Los Angeles, CA
Marital Status: Single
Known Relatives: Toby Sherman (Father); Mother (name unrevealed) Presumably, since Suzie is half-kree, one or both of her parents is not her biological parent(s).
Base of Operations: Los Angeles, CA
Past Group Affiliation: Teamed with The New Warriors to battle Effex once.
Present Group Affiliation: None.

History: She's a California teen who discovers her powers after being hunted by a Sentinel. After defeating the Sentinel (and keeping its head as a sort of data-storage device), she learns from her parents her true origin: she's genetically engineered by the "pink" Kree living in exile on Earth to one day be a secret weapon against the blue Kree.

UltraGirl rejects her role as a weapon, preferring to live as a normal teenager, and teams up briefly with the New Warriors.

Stats by Norseman


BLITZKRIEG

''Der Blitzkrieger'' Franz Mittelstaedt
F- GD (10)
A- RM (30)
S- GD (10)
E- EX (20)
R- EX (20)
I- GD (10)
P- EX (20)
H- 70
K- 50
R- GD
P- 0 (40 in Germany)

Powers: Electrical Generation and Control: IN (40)

Electrical bolts: IN (40) Range 80 areas 2 miles.
Blitzkrieg's electrical bolts are generated differently from most other electrical generators. Blitzkrieg's bolts originally start from the target as he uses them to create a static charge that makes it all but impossible to avoid the electricity. Blitzkrieg's bolts have been known to follow targets around corners to strike. The bolt, if successfully targeted (Blitzkrieg's agility) then it automatically hits regardless of the defenders ability to dodge. Only an ability to control electricity or a specific system of defense such as an insulated electrical system are able to help a defender to dogde this bolt.

Wind Generation RM (30) Can create a wind vortex that can due up to RM (30) damage up to 5 areas away.

Flight EX Blitzkrieg can fly by creating a lightning bridge beneath his feet. This allows him to fly at EX speed 10 areas per round, or 120 mph.

Invulnerability : CL. 1000 Blitzkrieg is totally invulnerable to the effects of electricity. This is a mental-based power and if a character with psionic or mental power were to totally shut down his mind then he would be just as vulnerable to electricity as a normal person.

Talents: Engineering, Languages (German English).
Contacts: Captain America, Zeitgeist, Hauptnan Deutschland, German government.

Background: Mittlestaedt was inspecting an electrical power plant when a stray bolt of lightning stuck a faulty generator and bathed him in electricity. When he emerged from his coma weeks later, he found that he could summon lightning at will to wield as a weapon. He decided to use his powers in the name of democracy. Blitzkrieg often works for the German Government and teams up with Zeitgest and Hauptman Deutschland.

By Fiasco

UNION JACK

Montgomery Falsworth II

F- Remarkable (30)
A- Remarkable (30)
S- Excellent (20)
E- Remarkable (30)
R- Good (10)
I- Excellent (20)
P- Good (10)
H- 110
K- 40
R- Incredible (Heir to Falsworth fortune)
P- 20 (80 in the United Kingdom)

Powers: Unknown to the public, this Union Jack was born a mutant. Even in England, mutant hysteria runs rampant. To keep his loved ones and his family's sacred tradition safe, he has kept this fact a secret. His father's genes were recessive, so he inherited his grandfather's altered DNA. These abilities are reflected in Montgomery's FASERIP and the following powers.

Electrical Manipulation= Passed on from his grandfather, Montgomery also can manipulate and generate electricity at a RM (30) level. The powers bestowed on both Union Jacks by Thor has given Montgomery the following power stunts:

Gliding= by generating electrical impulses, Union Jack is able to glide with Good ability at 4 areas per round.

Bursts= Union Jack is able to create electro-magnetic charges at Excellent intensity up to 2 areas away

Electrical Sheath= By creating an electrical field around him , Union Jack has good protection from physical and energy attacks.

Talents: Martial Arts A, B, E, Acrobatics, Espionage, Business/Finance.
Contacts: Excalibur, Captain America.

Role playing: Montgomery is desperately trying to escape the stuffy image his wealth and position portray. He does take his role as Union Jack very seriously, but also has seen the damage obsessive responsibility can cause firsthand. Searching for something in the middle, Montgomery has found his place as one of the foremost of England's heroes as the modern Union Jack.

By Curtis C. Bryan


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