1993 Marvel Annual character stats

BANTAM

Roberto Velasquez

F- EX (20)
A- EX (20)
S- IN (40)
E- IN (40)
R- TY (6)
I- TY (6)
P- TY (6)
H- 120
K- 18
R- TY
P- 0

Powers: Regeneration RM
Body Resistance GD

Limitation: Bantam sometimes becomes enraged during battle, especially if it is personal. When this happens he must make a Psyche feat roll to come out of it or he continues to pound on his victim.

Talents: Martial Arts B.
Contacts: Captain America.

First appearance: Captain America Annual #12
Height: 5' 5"
Weight: 119 lbs.
Background: Roberto Velasquez was a bantam weight boxer in San Juan, Puerto Rico. He was approached by a promoter named Armando Aviles and offered a chance to have his abilities increased so he would have a chance in America. He reluctantly agreed and in Miami, Florida met Dr. Karl Malus and underwent an augmentation process.

In his first professional fight, he went into a berserker rage and accidentally killed Emilio Garzon in the ring. Velasquez immediately quit, which forced his promoter to send another enhanced fighter after his friend Manuel Torres. Manuel was pummeled to near death in a fight by one of Aviles' fighters until Bantam stormed the ring to save him. Again refusing to fight for him, Berto was shot several times and dumped in the swamp.

Much to his amazement, he didn't die and recovered quickly from the bullet wounds. Velasquez came up with a disguise so he could go after Aviles' operation.

Bantam then stormed Aviles' apartment and his former promoter was caught in crossfire from his thugs and killed.

Shortly afterward, Captain America came to Miami investigating a report from a contact about strength augmentation in professional boxing. He went to see Torres in the hospital who had called the hotline, but the fighter feigned ignorance and revealed no more information. Cap went undercover as Steve Rogers to ferret out the organization.

When they had Cap ready to be checked out, Bantam attacked looking to avenge the murder of his friend Manuel, who had been tossed out of his hospital room window. After taking care of the goons, Cap and Bantam fought briefly as the new hero was in the fits of a berserker rage. The duo were able to put this branch of the organization out of business. Now Bantam works as a trainer in the gym where he started, trying to get the gangs and kids off the street and into the ring to settle their differences.


WILDSTREAK

Tamika Bodden

F- EX (20)
A- RM (30)
S- EX (20)
E- EX (20)
R- EX (20)
I- GD (10)
P- GD (10)
H- 90
K- 40
R- TY
P- 0

Equipment: Exo-Skeleton
Leather Armor GD
the suit enhances Wildstreak's physical abilities to the listed levels.
Power Pack

Limitation: Wildstreak is paralyzed from the waist down and must use a wheel chair when not wearing the exo-skeleton.

Talents: Mechanical Engineering, Acrobatics.
Contacts: Thing, Psi-Lord.

First appearance: Fantastic Four Annual #26
Height: 5' 9"
Weight: 120 lbs.
Background: Tamika Bodden was a world class olympic gymnast. Her father designed advanced weaponry, and got into shady deals with the wrong people. That made his daughter a target, and she was paralyzed from the waist down after her equipment was tampered with.

She decided to fight the crime boss that did this after her father built her an exo-skeleton so she could walk again. She re-learned him gymnastic skills and set about crime fighting.

The trail led to the Florida Keys, at the same time the Thing and Psi-Lord were lured there. They soon discovered that the alien Dreadface was there, but the fight was cut short when the resort was blown up by its criminal owner. The trio escaped the battle with a draw and presume that Dreadface is still alive.


KYLLIAN

Kyllian Boddicker

F- GD (10)
A- GD (10)
S- GD (10)
E- EX (20)
R- TY (6)
I- EX (20)
P- RM (30)
H- 50
K- 56
R- TY
P- 0

Powers: Kyllian's body has several tatoos or birthmarks on it to represent the various powers at his disposal through the three Celtic Gods. So far he has been seen using bolts of force or lightning, to harness the power of the wind, fire and heat, water and electricity and stealth. These powers are at an IN (40) level and could increase as he learns how to use them.

Limitation: each time Kyllian manifests his power he endures a stabbing pain to release it. Repeated use of the power is extremely tiring, so the Judge may call for an Endurance feat roll or he must rest before using it again.

Equipment: Oak Staff of the Druids
Kyllian can focus his powers through the staff

Talents: Mystic Origin.
Contacts: Dr. Strange

First appearance: Dr. Strange Annual #3
Height: 6' 2"
Weight: 210 lbs.
Background: Kyllian Boddicker did not know that he was carrying an ancient curse inside of him. Three gods of the ancient Celts resided within his mind - Morrigan, Queen of Battle and Death, Taranis, King of Thunder and the Elements, and Cernunnos, God of the Hunt. They reside in his Psyche and grant him the powers of the natural forces. Upon understanding what was going on inside his head with voices talking to him, he was given the Oak Staff of the Druids.

The origin of the curse began in Ireland, the first century A.D. The Roman army was busy exterminating the druids. The last two, man and wife, family slain, dying themselves, called out to the gods for revenge. With staff raised, the woman swore that one day two of their clan shall meet in a new land and a warrior will be born to exact vengeance on the evils of Rome. They offered themselves as a sacrifice. They were consumed in flame as the gods accepted their oath.

Kyllian fought Dr. Strange a couple times before learning the truth of his powers and was taught by the sorcerer a little in their use.


TRACER

Richard Bloom

F- EX (20)
A- EX (20)
S- IN (40)
E- IN (40)
R- EX (20)
I- EX (20)
P- GD (10)
H- 120
K- 50
R- IN
P- 0

Equipment: Tracer Armor
Body Armor RM
Boot Jets EX
Mini-Radar RM
Communications RM
Helmet Goggles RM protection vs. Light based attacks

The Tracer Armor is specially fitted for each mission. The Judge can equip it with whatever he thinks would be useful in defeating whoever the target is.

The armor has been shown to have weapons in the wrist gauntlets or separate guns. In the combat simulator against Spiderman, the armor used a stun gun and smart-targeting gas pellets.

In the live fight against Deathlok it has a defensive scramble screen, was able to download a heuristic virus into Deathlok's computer to knock out his preprogrammed combat routines, had a separate large rifle weapon and another gun attachment, and when the fight was over could read the computer memory with a cyberscan.

Recommended power ranks are from RM to AM, depending on who the target is and how long the team has had to work on the program to be used. Depending on how well prepared Tracer is to fight his target, a +1 or +2CS may be appropriate during the battle.

Talents: Engineering, Business/Finance.
Contacts: Business.

First appearance: Deathlok Annual #2
Background: Richard Bloom came to hate all super-powered beings for the death of his father. He came upon the idea of a methodical, scientific approach to the elimination of super humans. He decided to give it a try and got contracts for the capture or execution of superhumans. He constructed a top-secret lab 200 feet below the Bloom Industries complex. They named themselves the Tailor Group, and they would make a tracer for each assignment. They made invisible sensor drones to gain information on their targets. A simulation chamber would allow them to test the counter measures.

Programs were in the works for super beings like Spiderman, Hulk, Namor, Wonderman, Titania, Wizard, Wrecker. The Deathlok capture mission, worth $20 million, was deemed the most ready to go after the Spiderman scenario failed in the simulator. Tracer did indeed defeat Deathlok, but after a cyberscan found out it was human and not a robot. He had been lied to. To make amends he left materials for him to be repaired and took Deathlok to the hospital where he was trying to go to see his daughter.


NOCTURNE

Angela Cairn added 3/25/00

F- EX (20)
A- IN (40)
S- RM (30)
E- IN (40)
R- GD (10)
I- EX (20)
P- RM (30)
H- 130
K- 60
R- N/A
P- 0

Powers: Flight (Bat-wings) IN

Claws RM (30)

Empathy IN (40)

Emotion Blast IN (40)
she can channel her feelings into emotional blasts, also conveying her thoughts to others. She can touch people with her emotions, and leave traces of herself in their Psyches.

Prehensile Hair RM (30)

Armor Skin - Leather GD (10)

Self Sustenance SH-X

Limitation: Mute

Talents: Detective/Espionage
Contacts: Spiderman

First Appearance: Spectacular Spiderman Annual 13
Background: Angela Cairn was a detective on the New York police force. Her best friend Jackie Kessler was an officer. Angela's attitude changed the night Jackie was murdered by Vermin (Spectacular Spiderman #178). She brooded every night, unable to sleep. She turned to the cards that her mother had taught her about. To the animal spirits. The card she turned over was a bat.

An informant gave her a tip on Vermin's whereabouts. She wasted no time in getting there, but it was a trap. An unknown murderer was still on the loose that Angela thought was Vermin, despite his apparently being cured. A doctor was working with the mutate monsters that Baron Zemo had created (Spectacular Spiderman #194-196). It was one of these mutates that captured Angela, and put her through the torture that was Zemo's machine.

The transformer apparently did not work, and Angela was dead. The mutate threw her body in the river, but she was reborn.

Spiderman decided to look up one Angela Cairn in hopes of getting help on the Mutilation Killer. When he got to her apartment, a winged creature crashed out of the window. After a brief fight Angela got away. But Spidey got a tracer on her and soon found her back in Zemo's lab fighting the mutate. The mutate was a shape-shifter and looked like Angela, telling Spidey that's the killer. So the hero fought Nocturne again, but Angela let out with an emotion blast that put the truth in Spiderman's mind, that she was Angela. The mutate was beaten and Angela refrained from killing it. She flew off to discover her destiny.


HITMAKER

Orlando Sinclair added 3/25/00

F- EX (20)
A- RM (30)
S- IN (40)
E- IN (40)
R- GD (10)
I- GD (10)
P- GD (10)
H- 130
K- 30
R- GD
P- 10

Equipment: Power Suit
Hitmaker's abilities come from the power suit.
Body Armor IN (40)

Limitation: Orlando is a quadraplegic without the power suit.

Talents: Acting.
Contacts: Wonderman, Beast.

First appearance: Wonder Man Annual #2
Height: 5' 9"
Weight: 160 lbs.
Background: The Hitmaker, Orlando Sinclair, came into being when he was contacted by a criminal organization. Hitmen came looking for his brother, but shot him in his place. It left him a quadriplegic. The criminal organization gave him a power suit that increased his strength and reflexes and let him walk again.

He went rogue though and used it for himself. He started making Wonder Man look even worse than he did after recent media problems painted the Avenger as a psycho. Hitmaker continued in that vein, showing up Simon Williams on tv several times so he could be the new hollywood superhero. Eventually, Hitmaker teamed up with Wondy and the Beast to take out the people who were after him for the power suit. Hitmaker than set out to take care of business with his brother.


THE CADRE

VORTEX

Vor

F- GD (10)
A- EX (20)
S- GD (10)
E- EX (20)
R- GD (10)
I- GD (10)
P- GD (10)
H- 60
K- 30
R- N/A
P- 0

Powers: Wind Control IN (concussive wind bursts, tornados, flight, defense wind shield)

SHARD

Ard

F- EX (20)
A- TY (6)
S- RM (30)
E- RM (30)
R- TY (6)
I- TY (6)
P- TY (6)
H- 86
K- 18
R- N/A
P- 0

Powers: Spike-Form
Shard's body is covered razor-sharp spikes. He fire a barrage of spikes at once for AM Edged damage, and now has control enough to shoot one at a time for IN Edged damage. He can also retract the spikes from his body.

Body Armor EX (20)
Anyone coming into physical contact with Shard takes IN Edged damage.

DEMENTIA

Tia

F- TY (6)
A- GD (10)
S- PR (4)
E- GD (10)
R- GD (10)
I- EX (20)
P- EX (20)
H- 30
K- 50
R- N/A
P- 0

Powers: Perceptual Distortion AM
Dementia can project paranoia, vertigo, distortion, and nausea at power rank range. The distortions also manifest illusions that warp all perception. Dementia is very hard to hit when in her area of effect, and all attacks take a -3CS to hit her. She can also focus specific perceptual distortions on a single target if she chooses.

First Appearance: Web of Spiderman Annual #9
Background: The Cadre are the tainted legacy of the original Knights Templar. The Knights Templar are the self-appointed chroniclers of historical accuracy throughout the ages. Three babies were left on the doorstep of a monastery in upstate New York. But the order of monks who lived there were not of the ordinary kind. They knew upon seeing them that the dark bloodline had resurfaced. The trio were taken in and raised, sheltered from the world. The three are members of a race known as the Hellbent. They are called Shadowspawn for their cursed heritage.

Vor took the name of Vortex as he developed his wind related powers. Ard became Shard when his body became covered with sharp spikes. Tia turned into Dementia as her uncontrollable perceptual distortion powers became apparent.

The Cadre hit the New York City by storm, as sudden exposure to the outside world brough Dementia's powers out in full force, with no control. Spiderman did his best to contain them, but even he was unable to concentrate on her enough to hit her. The police and Code Blue were also no match for the Cadre. It took the intervention of a true Knight Templar to restore order and get the Cadre out of there. She was able to calm Dementia enough to control her powers and with Spiderman's help they escaped.

The Cadre are nearing complete control of their powers. They plan on finding the identity of their true mother, which is likely to bring them other knowledge they didn't want to know.


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