The Marvel Phile's Stats

3-D MAN

Chuck Chandler & Hal Chandler

Chuck
F- GD (10)
A- GD (10)
S- GD (10)
E- EX (20)
R- GD (10)
I- GD (10)
P- EX (20)
H- 50
K- 40
R- GD
P- 0 (10 in 1958)

Hal F- PR (4)
A- PR (4)
S- PR (4)
E- GD (10)
R- GD (10)
I- EX (20)
P- GD (10)
H- 22
K- 40
R- PR
P- 0 (5 in 1958)

3-D MAN

F- RM (30)
A- RM (30)
S- RM (30)
E- AM (60)
R- GD (10)
I- IN (40)
P- IN (40)
H- 150
K- 90
R- PR
P- 0

Powers: Gestalt Being

Alter Ego: Hal Chandler owns a pair of special glasses that have identical red and green images of a human being on each lens. When Hal dons the glasses and focuses on merging the two figures, he triggures a dimensional transfer that places him in a trancelike state. His mind and the two images from his glasses or his elder brother, Chuck, merge into a gestalt being known as 3-D MAN.

3-D Man can only remain active for 3 hours at a time, after which he must split into his composite images and return Hal's mind to his body. While active 3-D Man's brain is a composite of the minds of both Hal and Chuck Chandler, with Chuck usually being the dominant mind in the merging. 3-D Man's body is based primarily on Chuck's original form, including the experimental flight suit that was changed into the two-tone red/greensuit. Chuck's body was altered by radiation from an exploding Skull ship, and 3-D Man has a number of powers in addition to his enhanced stats.

Leaping: 3-D Man has an AM (50) rank Leaping ability, able to leap up to 3 areas from a standing start.
Running: 3-D Man has a ground speed or GD, enabling him to run at approximately 60 MPH (4 areas per round).
Skrull Sense: due to Skrull radiation while escaping the exploding space craft, he has an EX (20) ability to detect the presence of Skrulls within 6 areas.

Talents: Chuck Chandler has the Piloting and Martial Arts B skills. Hal has no talents. 3-D Man can tap into both brother's talents while active.
Contacts: None

These stats were originally published in Dragon Magazine# 175.


BLUE SHIELD

Joseph Cartelli

F GD (10)
A RM (30)
S EX (25)
E IN (40)
R TY (6)
I GD (10)
P GD (10)
H- 105
K- 26
R- EX
P- 0

Powers: Originally, Blue Shield derived his powers from the microcircuitry-lined belt that he wore when in costume. The belt heightened his physical abilities and allowed him to project a personal force field. Over time, exposure to the belt (or perhaps its unknown power source) apparently mutated Cartelli's genetic structure to the point where he no longer needs the belt to use his powers. The origin, designer, and current status of the belt are unknown. Blue Shield displays these powers:

Force Field: Blue Shield is able to project a personal force field of AM (50) strength around his body. The field is impervious to all harmful gases and toxins while allowing Blue Shield to breathe normally. The field also provides him with IN (40) resistance to heat and cold-based attacks.

Lightning Speed: Blue Shield's heightened metabolism allows him to move at GD (10) land speed, 4 areas per round.

Talents: Martial Arts B, C, Acrobatics, Tumbling, and Law enforcement.
Contacts: Dazzler, She-Hulk, Captain America, Quasar, Project Pegasus, & the Avengers.

These stats were published in Dragon magazine #175


The Death Web

ANTRO


F- EX (20)
A- RM (30)
S- IN (40)
E- IN (40)
R- TY (6)
I- TY (6)
P- GD (10)
H- 120
K- 22
R- EX
P- (-10)

Known powers:
Arachnid Armor: All evidence seems to suggest that Antro`s powers are derived from his armor. Though all its abilities may not have been exhibited, the armor is equipped with these known abilities:
-Acid Jets:can "spit" Rm(30) strength acid from the mandibles on his helmet, at a range of 3 areas.
-Body Armor: Rm(30) protection from physical and force attacks and Ex(20) from energy attacks.
-Teleportation "Trapdoor effect": can generate Am(50) rank teleportation fields that can cover up to one entire area, teleporting everything within that area to a mentally chosen location within 20 areas. He also can choose to isolate his "trapdoors" around himself or a single target, teleporting the target to desired locations.
-Wall-crawling: Antro`s armor contains micro suction pads on the hands and feet, allowing him to stick to vertical surfaces with Ex(20)ability.
-Web-shooting: Antro`s wrist cannons shoot webbing to a range of 3 areas. The webbing has Ex(20) material strength and sticks to targets and surfaces with Ex(20) strength adhesive.

Role-playing notes: Given the amazing abilities of his armor, Antro is rather arrogant and overconfident in combat. However, he loses control of a situation (and his temper) quickly if bested and is quick to blame others for his mistakes. He's the perfect bully - tough and brave when he has the upper hand, but quick to lose his nerve when the battle starts to turn. This Chinese-American supervillain and the rest of Deathweb seem to operate on a freelance basis, and as such are available for hire for the arch-nemesis of any given heroes.


ARACHNE

F- RM (30)
A- EX (20)
S- GD (10)
E- EX (20)
R- TY (6)
I- GD (10)
P- GD (10)
H- 80
K- 26
R- EX
P- (-10)

Known powers:
Arachne`s abilities seem to be equipment-oriented or derived from talents such as martial arts.

Equipment:
Arm Spikes: Arachne wears an Ex(20) material strength arm spike on each arm that is connected to supplemental cartridges to provide the following effects:
-Venom Injections: Arachne`s spikes can deliver direct injections of poisonous venom into a victims body. Her venom injections are of In(40) intensity and can kill anyone in 3 to 6 (1d4+2) rounds who fail an Endurance feat roll. Those victims with Endurance ranks below Incredible need a Red result to take only 10 points of damage. Failure indicates death in the time noted unless other measures are taken (healing powers, antidotes, etc.). The venom causes severe swelling of the tissues at the injection point.
-Venom Webs: Arachne can shoot venom-coated webbing up to 2 areas away. The web venom is a paralytic agent of Rm(30) rank that can kill by paralyzing all the victims muscles if the victim fails an Endurance feat roll (heart and respiratory failure are the causes of death). Those victims with Endurance ranks below Remarkable require a Red result to avoid paralyses and death in 1d4+2 rounds.

Talents: Martial Arts A and B, Leadership.

Role-playing notes: Arachne is a woman with an attitude. She is focused on her targets, shows no remorse in killing, and enjoys taunting her enemies and prolonging their suffering. Cool but vicious, she's the unofficial field leader of the Deathweb.


THERAK

F- EX (20)
A- TY (6)
S- MN (75)
E- MN (75)
R- TY (6)
I- TY (6)
P- TY (6)
H- 176
K- 18
R- EX
P- (-10)

Known powers:
Hybrid Form: Of all the members of the deathweb, Therak is the most spider like. His body is covered in a chitinous carapace that resembles the shell-like skin of some spiders: his 8 limbs (2 legs, 6 arms) have also changed to less human proportion, with the arms ending in four-digit grasping claws and his feet growing two toe claws for grip and stability. Therak`s head has also become spider like, and his eyes glow an opaque red that hints at his powers being ionic in nature.

Therak`s powerful body provides him with the following powers:
-Additional Limbs(arms): Therak has 6 arms capable of attacking opponents, though he cannot attack more than 2 targets at once. Separate attacks (and separate damage) are not rolled, but Therak`s Fighting score increases by +1CS for each arm beyond one for an attack on a character (to a maximum of Incredible). Therak`s altered body structure only allow a maximum of 4 arms to be used against one target. If 2 targets are attacked at once, Therak`s Fighting score has a maximum of Excellent for either attack.
-Body Armor: Am(50) protection from physical or force attacks and In(40) from energy attacks.

Talents: None revealed.

Role-playing notes: Therak only whispers when he speaks; due to the radical changes in his body structure, it may be too difficult or too painful for him to speak in a normal voice. What little he has said indicates he's a very bitter, angry person whop takes out his pain on others. He is not one to take the initiative, but is content to wait for others and directions from his allies and employers. He has a brutal fighting style more like a barroom brawler than a trained fighter.


LILITH, Daughter of Dracula

F- EX (20)
A- IN (40)
S- RM (30)
E- UN (100)
R- GD (10)
I- IN (40)
P- AM (50)
H- 190
K- 100
R- GD
P- (-20)

Powers: Immortality: thanks to the gypsy spell that gave Lilith her vampiric aspect, Lilith is now virtually immortal. Even if her body is destroyed, her mind can inhabit any 'innocent' woman that wanted her father dead. This perk lasted as long as Dracula, himself, was alive. So, the only way to truly slay Lilith is to first kill Dracula himself, and then hunt down and destroy Lilith's body. Otherwise, she will always return to cause trouble another day.
Regeneration: Regardless of the body she's inhabiting, Lilith possesses EX regeneration.
Body Transformation: Lilith has the power to change her form as listed here:
* Mists: Lilith could fly at FB speed, and could 'leak' through tiny cracks and openings. Lilith could transform some of her body into mist, instead of all of it.
* Normal-Sized Bat: Lilith could Fly at PR speed, and could make PR (4) Edged Attacks (no Kills).

Vampire Bite: Lilith doesn't have to feed upon blood, but she does like to. This bite does TY (6) Edged Attack damage and injects vampiric ichor that, if the victim dies of blood loss, will force him to rise anew as a vampire in three days time.
Weather Control: making a Red Psyche FEAT roll, Lilith can induce several changes in local weather patterns, such as thick fog, lightning, snow, rain, etc... Such changes are very draining, and prevent Lilith from using any other vampiric powers for 1d10 hours.
Hypnosis: Lilith can hypnotize mere mortals by making eye contact with them. This is the only action she can perform in a turn, and victims are allowed a Psyche FEAT against AM intensity to resist. If successful, hypnotized victims will do anything short of suicide.
Summoning: Lilith can, with a successful Psyche FEAT roll, summon her Psyche rank number in bats, rats, mice, dogs, or wolves(!), which will obey her every command.
Telepathy: Lilith can communicate with anyone she has bitten telepathically, with global range. This worked whether the victim was still mortal, or has risen as a vampire from death.

Limitations: Since Lilith's vampirism was imparted upon her by a gypsy spell, and not by a vampire, Lilith is immune to most of the standard vampiric weaknesses (direct sunlight, holy symbols, garlic, and needing to rest during the day time). However, she was still vulnerable to wooden stakes through the heart (as are most mortals, incidentally). Staking a vampire requires at least a partial hold, and then a Red attack on the Edged Attack table with the wooden stake. This would destroy Lilith's current body.

Talents: Occult Lore.
Contacts: Lilith has no known contacts. She is opposed to the efforts of Dracula and Doctor Strange.


LA BANDERA

Fighting Ex (20)
Agility Ex (20)
Strength Gd (10)
Endurance Rm (30)
Reason Ty (6)
Intuition Gd (10)
Psyche Ex (20)

Health: 80
Karma: 36
Resources: Ty (6)
Popularity: 20 (see powers)

Powers:
Leadership: La Bandera has the Rm (30) rank mutant ability of leadership. She harnesses peoples' beliefs and unites them in a common cause, while she gains power from their beliefs. She can influence and draw power from people within a two area radius of her body. These targets must be willing to support her on some level and cannot be hostile toward her in any way. With this popular support she can perform the following power stunts:
*Rally: She can rally the group she is with to fight alongside her for her cause, but not simply for her benefit.
*Energy Conversion: Bandera can fire a bolt of energy from her staff, inflicting force or energy damage equal to the number of her supporters, to a maximum of Am (50) intensity.
*La Bandera's supporters treat her as if she has a popularity of 100. Of course, popularity doesn't preclude common sense; if the supporters meet some threat beyond their ability to fight, they will leave.

Equipment:
Staff- Bandera's staff can be used both as a blunt weapon and as a focus for her power blasts. In (40) material strength, allows her to do Gd (10) blunt damage.

Talents: Weapon Specialist- Staff, Bandera is also an excellent speaker, able to arouse strong emotions from her intended audience. Contacts: Wolverine.

Background: Bandera is a young heroine, prone to exuberance and the mistakes that come with youth. She is highly dedicated to a cause once committed to it, and she possesses a strong desire to accomplish the goals she sets for herself. Bandera's early history has not been revealed yet. It is known that her father was a "big deal" in Fidel Castro's revolution in Cuba, but he became disillusioned soon after Fidel gained power. He fled to Florida, became hooked on drugs, and eventually died a junkie. It can be assumed that Bandera's vehemence and determination while fighting the corrupt ruler of the country of Tierra Verde can be traced back to her father's tragic life.


WITCHFIRE

Fighting Gd (10)
Agility Gd (10)
Strength Ty (6)
Endurance Rm (30)
Reason Ty (6)
Intuition Rm (30)
Psyche In (40)

Health: 56
Karma: 76
Resources: Gd (10)
Popularity: 5

Powers: Witchfire is a disciple of Nature Magic, with the following spells. When she casts a spell magical fire dances around her body. Spells are cast at Rm (30) rank. Throughout her career she has used three wands: red, short white, and gnarled wooden. These wands may provide the source for, or help to channel her powers.
*Flight (P) Rm (30) (8 areas/round)
*Sense Evil (P) Rm (30) (8 area range) Witchfire must concentrate to use this spell, it is not automatic.
*Eldritch Bolt (U) Ex (20) energy or force.
*Spell of Attunement (U) Causes materials within one area to adhere to others of similar composition. Inorganic materials only. Example: Made falling girder adhere to side of building.
*Spell of Interference (U) If successful, this spell immediately stops an opponent's spell from working.

EQUIPMENT:
Wands: Witchfire has used three different wands during her short career a red cane, a white wand, and a gnarled, wooden wand. Any information on the wands is pure speculation, as magicians don't reveal their secrets easily. These wands may be the source of her powers, or they may augment existing magical powers.

Talents: Mystic Background, Occult Lore.
Contacts: Alpha Flight, Department H.

ROLE-PLAYING NOTES: Witchfire is just a novice adventurer, but that hasn't stopped her from letting people know her opinions. She is a forthright character with a strong will.

In your campaigns, Witchfire might seek out any magic-users to learn more magic. Alternatively, she could seek the aid of the heroes to help her regain her wands from the Sorcerer or some other magical or Alpha Flight foe (perhaps one who has encountered your players' heroes in the past). Witchfire could also investigate any magic-wielding hero, gathering information for Department H, since she and Shaman are consultants for the Supernatural Sciences Division there.

HISTORY: Witchfire first appeared as a member of Gamma Flight when they were called in by the military to investigate a killing spree in a neighborhood of Montreal. Gamma Flight had been appointed Canada's official superteam, since the government was having a difficult time controlling Alpha Flight. An evil demon, sent by the Sorcerer, was beaten back by the combined group of Alphans and Gammas. During this battle, Witchfire used a red cane as a focus of her magic and first exhibited the mystical fire that surrounds her when she uses her magic, hence her "professional" name.

When Alpha Flight and Gamma Flight next met, they were at odds with each other. Alpha Flight's heroes had been warned by the Canadian government not to use their powers in public, but Vindicator and Diamond Lil were forced to battle Nekra and the Scorpion in Winnipeg, in order to combat the plans of Llan, the Sorcerer. Gamma Flight was duty-bound to stop them, but first the villains had to be stopped. Witchfire used a spell to cut Llan's controlling strings to the villains. Gamma Flight then arrested those members of Alpha Flight who were present, and the latter went along peacefully. However, the members of Alpha Flight who were captured quickly escaped jail to continue the fight against Llan. Gamma Flight found out and went after Alpha. After a short battle, Talisman sent a mental picture of Llan's amassing army to anyone near Alpha Flight. This convinced the Gamma Flight members that the Alphans weren't the real enemy, so the two teams joined together to defeat Llan.

In the wake of defeating Llan, the Canadian government both rescinded the ban that it had placed on Alpha Flight and recommended that the current version of Gamma Flight be disbanded. Wild Child went berserk, thinking that disbanding Gamma would result in throwing the members back onto the street, but she was later captured by Vindicator and Wolverine after a long and bloody chase.

Gamma Flight stuck together, though, and broke Wild Child out of a maximum security cell. Wolverine tracked the members of Gamma Flight to a factory, where he and Vindicator beat the whole team. At the end of the fight, the heroes Auric and Silver left, heading for their homeland, China; Nemesis and Wild Child were either disintegrated or teleported in a flash of light; and Witchfire asked to join Alpha Flight as a trainee.

At this time, Witchfire started using a short, white wand with which to focus her magic. Most recently, she wields a gnarled wooden wand in battle. It's unknown whether these items focus her magic or whether they are actually a source of some of her magical might. Witchfire shared one adventure with Alpha Flight, the battle against Headlok, before being assigned primarily to Beta Flight for further training. She has also been assigned to Gamma Flight as an advisor on supernatural sciences.


NOBILUS

Fighting Mn (75)
Agility Ex (20)
Strength Mn (75)
Endurance Mn (75)
Reason Ty (6)
Intuition Ty (6)
Psyche Pr (4)

Health: 245
Karma: 16
Resources: Fb (2)
Popularity: 0

Powers:
True Invulnerability- Ex (20) resistance to physical attacks, heat, cold, radiation, poisons, aging, and disease. Ty (6) resistance to energy attacks.
Berserker Rage- Each round Nobilus is in a stressful situation, such as combat, he must make a psyche FEAT roll. If he fails the rolls, he goes into a berserker rage, adding +1 CS to his fighting and strength scores. His health score does not increase, however. He will attack everyone and everything within reach while berserk. This will continue until he makes a successful Psyche FEAT roll- check once per round after Nobilus enters his berserker state.

Limitation: see powers.


LIVING MUMMY

N'Kantu

F- EX (20)
A- PR (4)
S- RM (30)
E- MN (75)
R- TY (6)
I- TY (6)
P- GD (10)
H- 129
K- 22
R- N/A
P- 0

Powers: Body Armor RM
Environmental Independence - no longer needs to eat, drink, breathe, or sleep, and can easily survive in many places where an ordinary human would be killed, plus he no longer ages.

Limitations: because he depends on the special fluid that substitutes for his blood, any damage he takes from heat or fire is +1CS due to dehydration. It is not known if such attacks could kill him, or if he would remain unconscious until he regenerates. He can speak only with great difficulty since his throat is so dry.

Background: N'Kantu was a chieftain of the Sarili tribe of North Africa over 3,000 years ago, when they were enslaved by the Egyptians. Bound in chains, N'Kantu and his people were forced to build a temple for the reigning pharaoh, Aram-Set. He obeyed his captors, but plotted rebellion. When word of his plans reached the pharaoh, they decided to have the slaves killed when the temple was finished.

N'Kantu and his followers struck before then adn were able to slay the pharaoh before being subdued. Nephrus, the high priest, drained the chieftain's blood and replaced it with a special preservative fluid. He was then bound head to toe in bandages and entombed in a sarcophagus beneath the sand, still conscious but completely immobile.

There he remained until the paralysis wore off in recent years and he could move. The three millenia he spent confined rendered him insane. His rampage ended in the streets of Cairo. He grabbed a telphone pole and was electrocuted by a dangling power line. This left in a coma-like state for several weeks; upon awakening his sanity had returned. Immortal, he now wanders Egypt and North Africa seeking some purpose in his life.


STICK

F AM (50)
A RM (30)
S GD (10)
E RM (30)
R TY (6)
I UN (100)
P MN (75)
H: 120
K: 181
R: PR(4)
P: 0 (25 to martial-arts experts)

POWERS:
Proximity Sense. UN rank combat sense. Stick could not be blindsided, and this ability worked even in darkness.

Enhanced Senses. Applied to taste, touch, hearing, and smell (Stick was blind); AM power rank

Telepathy. EX power rank

Bio-Energy Drain. AM power rank, three area radius. By mentally linking with another member of his martial-arts group, Stick and his fellow member could drain 50 Health points each, per round, from every enemy within three areas. After draining 1,000 points of bio-energy, the drainer’s body exploded. Stick and his partner could do nothing else while drain- ing life energy. If less than 1,000 Health points were drained, Stick and his helper each made an Endurance check on the Stun column.

Weapons: Stick’s weapon of choice was a quarterstaff with which he could do GD damage. When fighting with the staff, his Fighting rank was considered to be UN. Stick could use his staff to deflect arrows and thrown weapons such as shurikens. This action requires a successful Agility FEAT roll.

Talents: Stick was a martial-arts master and knew all five types of Martial Arts (A through E). He was also a Weapons Master and a Weapons Specialist with his stick (quarterstaff). He had the Trance and First Aid talents.
Contacts: Stick was the leader of a group of six other marital-arts masters. He helped Daredevil when the latter was learning how to use his radar sense. Stick also knew Black Widow, and he taught some skills to Elektra.

ROLE-PLAYING NOTES
Stick was a taciturn, stern fellow. He was a harsh taskmaster when training someone, crankily pointing out a person’s mistakes no matter how well that person did. But he was also a brave and generous man who was willing to give up his life to save his friends.

In your campaign, Stick might have been the trainer of any martial artist or weapon-using hero or any hero with proximity sense or heightened senses. Although he died in the comics, he could still be alive in a game-campaign world. He could act as a counselor for heroes, guiding them and occasionally providing them with important information. He and his group of martial-arts masters could also provide a great place in which injured or hunted heroes or NPCs could hide.

BACKGROUND
Real Name: Unknown
Occupation: Leader of order of martial
artists, sensei, pool hustler
Legal Status: Unknown
Aliases: Master
Identity: The general public was unaware of Stick’s fighting abilities.
Place of Birth: Unknown
Marital Status: Unknown
Known Relatives: None
Base of Operations: New York City and atop a mountain at an unknown location
Past Group Affiliations: Unnamed order of martial-arts masters
Present Group Affiliations: None

HISTORY
Nothing is really known about Stick’s early life before he befriended Matt Murdock (Daredevil). Stick was a blind man who had somehow developed a special proximity sense and enhanced his remaining senses. These abilities allowed him to sense far more than a normal human could.

Stick became the leader of an elite group of warriors based on the top of an un-named mountain. Stick was a master of martial arts and was especially adept in using a long stick in combat, from which he took his name. The members of the order developed a number of mental powers that were either psionic or mystical in nature. Each member of the order was required to rid himself of all destructive emotions.

Stick’s group spent many years fighting the Hand, a Japanese-based group of ninjas who hired themselves out as mercenaries and assassins. The members of the Hand served a demonic entity known as the Beast.

Long ago in New York City, a young man named Matt Murdock was accidentally struck in the face by a canister containing radioactive waste. The radiation blinded him but also provided him with a unique radar sense. After leaving the hospital, Matt was found by Stick, who taught Matt how to use his new radar sense, which was similar to Stick’s proximity sense. Stick also taught Matt various methods of hand-to-hand combat.

Later, while enrolled at Columbia University, Matt met Elektra Natchios and fell in love with her. After Elektra’s father, a Greek Ambassador, was killed by terrorists, Elektra left Matt and the United States, going to Japan. There she was trained under a sensei who had been thrown out of Stick’s order because he had not been able to completely rid himself of all his destructive emotions. Elektra reached a high level of martial prowess, but she was still filled with hate because of the death of her father. Elektra’s sensei told her about Stick’s order, hoping that it could teach Elektra to achieve inner peace. Stick accepted Elektra as a pupil and trained her for one year. She became even better at combat and began to develop the mental powers that the members of the order possessed. Stick eventually had to expel her as she had still not been able to rid herself of her hatred. Elektra joined the Hand for a time, then became a freelance assassin.

Years later, Matt Murdock (as Daredevil) met Elektra again. Shortly after that, Murdock lost his radar sense after being caught in the concussive force of a bomb blast. Murdock found Stick, who was pool-hustling in New York City, and Stick helped Matt develop his radar sense again.

A while after that, the Hand began a campaign to kill all the members of Stick’s secret order, which at that time had only seven members, including Stick. After Stick was attacked by four Hand assassins in New York City, he summoned the other members there. Only three other members arrived: Claw, Shaft, and Stone (the other members had apparently already been killed). Stick and his fellow members were able to kill Kirgi, the Hand’s deadliest warrior. Later that night, a horde of Hand assassins attacked Stick and his friends at Matt Murdock’s apartment. Daredevil and the Black Widow were also involved in the battle. Claw was killed during, the fight. Stick and Shaft then joined hands to drain the life force of the remaining Hand mem- bers. Stick ordered Stone to help Daredevil and the Black Widow escape. Stone fled with his two charges, reluctantly leaving Stick and Shaft behind. The bodies of Stick and Shaft exploded shortly thereafter, having been filled with more life energy than they could contain.


WINDSHEAR

Colin Ashworth Hume
Alpha Flight operative

F EX (20)
A EX (20)
S EX (20)
E GD (10)
R GD (10)
I TY (6)
P TY (6)
H 70
K 22
R EX(20) w/Alpha Flight
P 0

POWERS: Hard Air Generation and Control
Windshear can manipulate the properties of the air molecules around him, giving him the following powers.

Flight: By propelling hard (compressed) air molecules behind him at a fast rate, Windshear can fly up to eight areas per round (RM air speed).

Explosions: Windshear can compress large amounts of air within his area, then forcibly release all of it at once, causing an explosion of RM (30) force that affects all targets except Windshear within the area.

Force Field: Windshear can erect a hard-air screen that grants him AM (50) rank protection against physical attacks, and RM (30) protection against energy attacks. This screen can be generated only within two areas of Windshear’s position. Windshear can also change the shape of his air screen to form simple geometric shapes like cones, cubes, and globes.

EQUIPMENT: Battle Armor: Windshear still wears a suit of battle armor designed for him while he was a Roxxon Para-Operative. The suit provides EX (20) protection against physical attacks for Windshear alone.

TALENTS: None known.

ROLE-PLAYING NOTES: Windshear is an amateur hero and has had some doubts about his ability to make the grade in the world of costumed heroes. He often acts impulsively due to his inexperience. When he gets nervous or put under stress, his British accent becomes more apparent. Windshear is not easily cowed or frightened into inaction, but he is still uncomfortable in his role as a hero. He constantly looks to others for confirmation that he is doing well at his job, even though he commits himself fully in his heroics. He thought he did his work only for money when he was with Roxxon. Now, as a member of Alpha Flight, Windshear is realizing that he is a hero, despite his lack of experience and confidence. In your campaigns, Windshear might still be a confused and naive Roxxon operative, possibly taking orders to hunt down and capture one of your players’ heroes. Another option might be for Windshear to turn to other heroes for help, if Roxxon wants his armor back and has deployed the Serpent Society or some other villains to return the armor his body not included. Alternately, Windshear could appear in your campaign city on a mission for Alpha Flight. He could seek out your heroes for information or assistance, or he could accidently walk into the middle of a battle between your heroes and their arch-foes. If you have any British heroes, they might know or even be related to Windshear.

HISTORY: Alpha Flight’s newest, member, Windshear, was born in Canada. His mother is black, and his father is a white career diplomat from England. When Colin was young, his family moved from Toronto to England against the wishes of his mother’s father.

Colin was first seen in action when Roxxon’s Denver facility borrowed Windshear from the Super Human Division, U.K. Branch of Roxxon to help against a mechanical growth in the lower levels of the site. Box and Diamond Lil of Alpha Flight were also called in to combat the ever-growing machine, which had hooked into all electronic networks and had taken control of all the systems in the building, including security. The security weaponry pulled Madison "Box" Jeffries out of his armor, though Madison did discover that there was a man in the middle of the security machine.

Forge of the X-Men was also called in, given his intuitive knowledge and skill with electronics, but the site blew up as Forge arrived to aid them. The explosion was a result of Roxxon trying to unplug the machine by cutting off all power to the facility.

With Forge aiding Box, the heroes tapped into the machine and found that the man at the center of it all, the one was causing all the mayhem, was James McDonald Hudson, also known as Guardianor Vindicator, the former leader of Alpha Flight. Box phased into the mechanical portion of Hudson and brought out his human consciousness by focusing on Heather, Hudson’s wife. At the beginning of his first chronicled adventure, Windshear worked solely for money. During this time, he met and worked with Forge and other heroes who did these dangerous things because they need to be done. Windshear thus began thinking seriously about his motivations and how he was using his powers. When he found out that an explosion that killed many civilians was caused by a Roxxon employee, Samuel Higgins, Windshear quit Roxxon and flew to Canada with Hudson, Diamond Lil, and Box. Higgins vowed to himself that Windshear’s armor would somehow be recovered by Roxxon.

Consequently, Windshear unofficially joined Alpha Flight and fought alongside the group against Headlok. Despite his inexperience, Windshear carried himself well and was eventually officially named a member of the team.


HURRICANE

Roger Philip Banks
Criminal mercenary
Armor - Normal enhanced

F GD(10) EX(20)
A GD(10) EX(20)
S GD(10) RM(30)
E EX(20) IN(40)
R EX(20) EX(20)
I GD(l0) GD(10)
P GD(10) GD(10)
Health 50 - 110
Karma 40 - 40
Resources GD(10) - GD(10)
Popularity 0 / - 2

POWERS: All of Hurricane's powers originate from his battlesuit. These abilities include:
Body Armor: His reinforced battlesuit provides Hurricane with EX (20) protection from physical and Force attacks and GD (10) protection from Energy attacks. The suit also enhances Banks' physical abilities (FASE) as noted.

Wind control: Hurricane's suit gives him the power to control wind and air patterns with AM (50) ability within his own area and up to one area away in every direction. Hurricane is immune to the effects of his own winds. This power grants him the following Power Stunts:

Air Shield: Hurricane can swirl his winds closely about him, which creates an AM-rank shield vs. physical attacks.

Flight: Hurricane can fly at GD (10) air speed, eight areas per round.

Flight disruption: Using his windcontrol power, Hurricane can disrupt other flying or gliding characters. Flying characters must make an Agility FEAT roll vs. AM intensity to avoid being buffeted by winds (see next Power Stunt) and moved about through the air at Hurricane's bidding. Gliding characters must always get a red FEAT result to avoid falling under Hurricane's control.

Buffeting: Airborne characters who fall under Hurricane s control suffer an AM-rank attack due to wind buffeting. This buffeting attack can inflict up to RM (30) Blunt Attacks damage, and victims can be Slammed or Stunned.

Lifting: Hurricane can use his winds to lift unanchored people or objects off the ground. Hurricane s winds lift objects with AM (50) strength. Characters must make a successful Strength or Agility FEAT roll (whichever is better) vs. AM intensity to avoid leaving the ground. Hurricane can control the movements through the air of those who fail the roll, and he can inflict buffeting damage, as noted earlier. Characters who make the FEAT roll and remain grounded can still take up to EX (20) buffeting damage, but cannot be Slammed or Stunned (they are assumed to be avoiding the worst effects of the winds by getting under cover, holding onto anchored objects, etc.). Hurricane is also fond of lifting powerful, nonflying opponents high off the ground, buffeting them, then dropping them to cause even more damage to the hapless victim (see "Downward Movement: Advanced Set, Players' Book, page 21).

Vacuum: Hurricane can create a small, partial vacuum around a single target. Victims of this attack must make an Endurance FEAT roll vs. AM intensity or be forced to roll on the Stun table.

Limitation: Hurricane's powers affect everyone in an area, with Hurricane himself being the only exception. Hurricane can control the amount of buffeting damage taken by victims, but all victims in an area take the same amount of damage.

Energy Beam: Hurricane can fire this variable-setting energy projector from his suit's helmet. This beam can inflict up to IN (40) Energy damage at RM range. He calls this weapon the "Eye of the Hurricane."

TALENTS: Banks has the Engineering, Computers, Electronics, and Repair/Tinkering skills.
CONTACTS: Hurricane has no current contacts, though he is seeking some in organized-crime and super-villain mercenary circles. Banks knows a few people employed by Stark International, but they are not considered to be contacts as they are disinclined to be on friendly terms with Banks (see "History" below).

HISTORY: Roger P. Banks was an electrical engineer by trade and a computer hacker by hobby. He filled his free time by doing his best to break into computers illegally. Until recently, Banks was a midlevel engineer for Stark International. He stayed late after work one evening to test a new hacking program he had been developing. Curiosity and greed drove him to try breaking into some of Stark International's restricted files, something he had been unable to do before. He hoped this new program would crack the security of restricted areas of the main-frame computer. Banks had some success, managing to access and download low-clearance files on one of Stark's inventions, the Guardsman armor. He also broke into some mid-level security-clearance Research & Development files concerning two technology-based villains.

Banks found some files concerning the power horn of one of Iron Man's old foes, the Unicorn. Iron Man had once captured Unicorn, only to find the man inside the Unicorn suit was seriously ill. Tony Stark (Iron Man) devised a special bath treatment in which Unicorn's suit and helmet were removed and the villain was placed in the treatment bath. Some of Stark's technicians analyzed the power horn, though little was done with the information gained. Stark International kept this information after Unicorn left and subsequently disappeared. It was these files and partial plans that Banks discovered.

Banks also came across some files concerning the battlesuit of a deceased villain, Cyclone. (After Cyclone and so many others were killed in "The Bar with No Name" by Scourge a few years back, some of the technology that Scourge did not completely destroy was sent by the authorities to Stark International for testing.) Banks found virtually complete plans for the wind-controlling suit, and he decided to make that suit the basis of his new identity: Hurricane!

Once he had this information, Banks did his best to electronically cover his tracks. In this, he was less successful. Computer Security personnel discovered the data break-in but could not determine the identity of the thief. Banks soon quit Stark International and moved away with his illicit information, assembling his suit from components stolen from Stark International. The company later discovered the missing equipment and discerned that Banks was the thief; it reported the theft to the authorities and left it at that. The company was unaware that Banks planned to turn the stolen components into a functioning battlesuit.

Recently, Hurricane completed his suit and has been committing crimes (bank and armored-car robberies, wanton public displays of his wind-controlling powers, destruction of property, etc.) in an effort to attract the attention of those who might be interested in hiring superpowered muscle or an assassin. He has had little success so far. He has neither encountered any super-heroic resistance nor received any offers of employment from normal criminals or super villains. Whether this changes in the future is up to you.

ROLE-PLAYING NOTES: Roger P. Banks is a greedy man. Born and raised in lowermiddle-class family, he grew to resent those who possessed more than he. As a teenager, his family noticed his talent for electronics and his fascination with computers. Banks' parents encouraged him to turn these abilities into his career, and they put him through college. Banks did well and got an entry-level job at Stark International after graduation. Over the next few years, he did good work and was promoted twice. This, however, was not enough for Banks; although he enjoyed his work, he came to resent Tony Stark, the wealthy owner of Stark International, for the latter's material wealth. This resentment grew over time until Banks became bitter. The bitterness (and his hobby of hacking) was what led to him breaking into Stark's files. In your campaign, Hurricane can appear as a thug for a criminal mastermind or as a super villain. Due to the nature of his powers, Hurricane will work most effectively when he works alone. Hurricane would also gladly work as an assassin, as long as he was very well paid for the act. He does have a penchant for destroying property, seeing this as another way of harming those who have more than he by destroying what he feels "they" possess. The main thing to remember about Hurricane is his greed, his prime motivation. For example, Hurricane would not be above stealing from the home of someone who he was contracted to assassinate.


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