The SLINGERS

NOTE: All four identities share the following stats in common:

F- RM (30)
A- AM (50)
S- IN (40)
E- IN (40)
R- EX (20)
I- GD (10)
P- IN (40)
H- 160
K- 70
R- PR

Powers: Wall Crawling- Am (50)
Combat Sense- Am (50) "spider sense."

Talents: Chemistry, Physics, Photography

His four identities displayed the following additional powers, all gained through different equipment.

DUSK

Cassie St. Commons

Flight: Ex (20)
Blending (Darkness) Am (50)

PRODIGY

Ritchie Gilmore

Body Armor: Rm (30) protection from physical and energy attacks
Flight: Rm (30) airspeed

HORNET

Eddie McDonough

Flight: Ex (20)
Body Armor: Ex (20) protection from physical and energy attacks
Protected Senses: Gd (10) vision protection
Stingers: These are small, aerodynamic "needles". Stingers are made of MN (75) material (they are made of hardened webbing), are 3" (75mm) long, and do PR (4) damage. They can't make a "kill" result. If a red FEAT is made, treat it as a Stun. They carry an In (40) tranquilizing drug that can stun for 1d10+4 rounds. Each additional stinger which hits a target increases the effect of the tranquilizer by +1 CS

RICOCHET

Johnny Gallo

Ricochet Projectiles- PR (4) damage at a three area range. After an initial hit they bounce around within the same area, off floors, walls, ceilings, and anything else, depending upon the initial throwing blunt FEAT, striking (Green= 2, Yellow= 4, Red= 6) additional times. If multiple targets in the same area, divide strikes evenly between them. Up to three of these projectiles can be thrown in one round, but all must be thrown into the same area.

By Andy Morrow III


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