DREAMWEAVER

Donna Weston

Fighting - Typical 6
Agility - Excellent 20
Strength - Good 10
Endurance - Excellent 20
Reason - Excellent 20
Intuition - Remarkable 30
Psyche - Excellent 20
Health - 56
Karma - 70
Resources - Excellent
Popularity - Remarkable

Powers: Illusion-Casting AM
Invisibility (physics) RM
Telekinesis GD
Telekinetic Flight FB
Telekinetic Blast RM
Telekinetic Force Field RM
Body Armor (leather) TY

Power Limitation: Dreamweaver's abilities require absolute concentration to maintain. Donna must succeed in a Green Psyche Feat each turn, or be distracted. If distracted, it takes Dreamweaver 1 turn to re-initiate her powers.

Talents: Student, Psychology, Mesmerism/Hypnosis, Tumbling, Performer, Resist Domination.

Contacts: The Crusaders, Lynda Turner.

Age: 21
Occupation: Student.


ENFORCER

Eric Forrest

F: EX (20)
A: GD (10)
S: GD (10)
E: EX (20)
R: EX (20)
I: TY (6)
P: PR (4)
H: 60
K: 30
R: TY
P: 5

Powers: Force Field
Enforcer has a force field which provides IN (40) protection from all attacks except magical or mental. He has developed the following power stunts:

* A force blast of RM (30) Intensity, at a range of 8 areas.
* Enforcer can expand his force field to cover up to 4 areas. For every area beyond the first, the force field is at -1CS effect.

Equipment: Variable Pistol
Enforcer uses a pistol which can fire different types of ammunition. It has a range of 4 areas, is constructed of EX (20) materials, has a firing rate of 1, and can hold up to 9 shots.

Ammunition: Enforcer can use various types of ammunition with his variable pistol. The types of ammunition he has used thus far are:

* Standard bullets, which do RM (30) Shooting damage.
* Explosive bullets, which do MN (75) Shooting damage to all within 5 feet of target.
* Mercy bullets, which inflict no damage, but spread MN (75) Intensity knockout drug over the skin of the target. The bullet is able to penetrate up to GD (10) defenses, and the target must make an Endurance FEAT at MN (75) Intensity, or be knocked out for 1-20 turns.
* Flare bullets, which do AM (50) Energy damage and produce a blinding attack. All within 17 feet of the target must make an Endurance FEAT at AM (50) Intensity or be blinded for 5-50 turns.

Talents: Weapons Specialist(Variable Pistol), Espionage.
Contacts: The Crusaders.

Role playing Notes: 27 year old Eric Forrest was once a secret agent in good standing for 'the Company'. He was given the job one day of guarding a Dr Freidrich from the murder attempts of a rival corporation. Dr Freidrich had invented a formula which would develop a human being's mental force as a way to protect him and make him invulnerable. The formula worked, but that made the Company see him as being too dangerous to remain extant. When Forrest refused to carry out his orders to kill the innocent scientist, the Company arranged for someone else to do the dirty deed. Before he died however, Dr Freidrich gave Forrest the sole sample of the formula. It was this formula that gave Forrest his powers. Disgusted with the Company's lack of morals, he took the codename Enforcer and resigned, vowing to have nothing more to do with them. Enforcer is a good man who wants to do the right thing, though his mutual dislike of Mercury Mercenary means that if he comes across that villain he is likely to forget anything else but defeating him.

By Darren Bulmer


EVERGREEN

Fighting - Excellent
Agility - Poor
Strength - Excellent
Endurance - Unearthly
Reason - Good
Intuition - Monstrous
Psyche - Excellent
Health - 144
Karma - 105
Resources - Poor
Popularity - Remarkable

Powers: Regeneration Excellent
Poison Secretion Excellent
Plant Control Amazing
Plant Growth Incredible
Serial Immortality
Natural Weaponry - Wooden Claws & Spikes Remarkable

Power Limitation: Evergreen's Regeneration power functions only when she is direct sunlight or contact with the earth.

Talents: Blunt Weapons, Sharp Weapons, History, Horticulture.
Contacts: The Crusaders.


LASERFIRE

Larry Fredricks

F: EX (20)
A: GD (10)
S: GD (10)
E: GD (10)
R: GD (10)
I: TY (6)
P: EX (20)
H: 50
K: 36
R: PR
P: 8

Powers: Flame Generation: In (40) rank, which gives him the following power stunts:

* In (40) Fire blasts, at a range of 1 area.
* Rm (30) flame sheath, which provides Rm (30) protection from projectiles, heat and fire, and causes Rm (30) damage to anybody who comes into contact with him.
* Rm (15 areas per turn, 225 mph) flight speed.

Light Emission: Am (50) rank, with the following power stunts:

* Am (50) Intensity Laser blasts, which inflict heat damage at a range of 1 area.
* Blinding flashes of Am (50), causing everybody within his area to make an Endurance FEAT at Am (50) Intensity, or be blinded for 5-50 turns.
* Laserfire can fill 1 area with Am (50) Intensity light to see by, though this isn't an attack of any sort.
* Laserfire can create a personal forcefield which provides Am (50) protection from light attacks, and Rm (30) protection from energy attacks.

Talents: Student.
Contacts: Blizzard, the Crusaders.

Roleplaying Notes: When Larry Fredricks received his powers from an extraterrestrial encounter, he decided to use them to make a difference in the world as Laserfire. Aside from his powers, Larry has the same skills and abilities of any other average 17 year old. He doesn't excell in sports or academically, but doesn't suffer in any particular area either. Laserfire is good friends with Blizzard, as the two are in the same age group. In combat, he tends to use his offensive flame powers only when they are needed, preferring to use his light-based powers.

By Darren Bulmer


MANTA-MAN

Dr. Carter Manning

Fighting - Excellent
Agility - Good
Strength - Excellent
Endurance - Good
Reason - Amazing
Intuition - Excellent
Psyche - Remarkable
Health - 60
Karma - 100
Resources - Remarkable
Popularity - Remarkable

Powers: All of Manta-Man's powers derive from a battlesuit of his own design and creation.

Body Armor EX Waterbreathing RM Flight Pack PR Glider Wings GD Paralysis Ray RM Lightning Blast IN

Power Limitations: Manta-Man must recharge his battlesuit's power cells each day. This can be accomplished by plugging the cells into any electrical outlet. For every 4 hours of recharging, the cells are good for 24 hours.

Talents: Martial Arts A, Military, Marine Biology, Physics, Electronics, Mechanical Engineering, Wrestling, First Aid, Repair/Tinkering.

Contacts: The Crusaders.

Age: 32
Occupation: Marine Biologist


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