THE JURY

The Jury was formed by philanthropist Orwell Taylor, a self proclaimed man of vast resources. When Venom escaped from The Vault, he killed Taylors son, Hugh, who was a guard. Taylor put his resources to work finding everything he could about the alien symbiote and creating weapons to destroy the monster. He recruited four of Hugh's ex-army buddies, armed them with specially developed weapons and armor, and set out to hunt down and destroy Venom.

SCREECH

F- GD (10)
A- EX (20)
S- GD (10)
E- EX (20)
R- GD (10)
I- EX (20)
P- TY (6)
H- 60
K- 36

Powers: All derived from equipment.
Sonic blaster: EX (20) material strength, located on left wrist, able to generate AM (50) force blast against 1 target, or RM (30) intensity stunning attack to all in 1 area. Targets must make an Endurance FEAT or be stunned for 1-10 rounds.

Body armor: EX (20) material and provides EX (20) protection vs. physical and energy attacks.

RESOURCES: Unlimited while in Orwell Taylor's employment.
TALENTS: Various military based skills, possibly some form of martial arts.
GROUP AFFILIATION: The Jury


RAMROD

F- EX (20)
A- GD (10)
S- TY(6)
E- EX (20)
R- TY (6)
I- GD (10)
P- TY (6)
H- 56
K- 32

POWERS: All derived from equipment.
Vibro-plates: EX (20) Material plates that generate IN (40) intensity sonic waves. The plates are held in each hand and resemble old fasioned irons.

- 'Battering Ram', an IN (40) intensity viboratory force attack.

- Can use IN (40) intensity 'battering ram' to hold down a target that has been knocked down. The target must attempt to escape as if grappled. Once pinned ramrod may use his other vibro-plate to make additional attacks on another target.

Body armor: EX (20) material and provides EX (20) protection vs. physical and energy attacks.

RESOURCES: Unlimited while in Orwell Taylor's employment.
TALENTS: Various military based skills, possibly some form of martial arts.
GROUP AFFILIATION: The Jury


BOMBBLAST

F- EX (20)
A- GD (10)
S- TY (6)
E- EX (20)
R- TY (6)
I- GD (10)
P- TY (6)
H- 56
K- 32

POWERS: All derived from equipment.
Plasma cannon: EX (20) material strength, attached to power battery strapped to Bombblasts back.

- IN (40) intensity force attack to a single target
- RM (30) intensity attack to all targets in an area

Body armor: EX (20) material and provides EX (20) protection vs. physical and energy attacks.

RESOURCES: Unlimited while in Orwell Taylor's employment.
TALENTS: Various military based skills, possibly some form of martial arts.
GROUP AFFILIATION: The Jury


FIREARM

F- RM (30)
A- GD (10)
S- GD (10)
E- EX (20)
R- TY (6)
I- EX (20)
P- TY (6)
H- 70
K- 32

POWERS: All derived from equipment.
Power gloves: Produce an IN (40)intensity flame that can be used for the following:

- IN (40) intensity ranged energy attack.
- IN (40) energy damage in slugfest combat, or any action where he touches the intended target.

Body armor: EX (20) material and provides EX (20) protection vs. physical and energy attacks.

RESOURCES: Unlimited while in Orwell Taylor's employment.
TALENTS: Various military based skills, possibly some form of martial arts.
GROUP AFFILIATION: The Jury


Gene Nation

These are the two newest nationals. They are lovers and mutants, and both have a similar angry view of the world. They are not murderers, but It's your funeral if you decide to interrupt their lives. recently they aided Havok's brotherhood, but refused to join as long as dark beast and other murderers were in it.

TETHER

F- Ex 20
A- Rm 30
S- Gd 15
E- Rm 30
R- Ty 6
I- Ex 20
P- Ty 6
H- 95
K- 32

Powers: Electrified combat tail- Tether can make one extra attack with her tail, inflicting EX BA damage, + a RM electric shock in addition.

Claws- Tether can make 1 claw attack each round for EX (20) EA damage. they are of EX material strength.

Scale skin- Tether's skin is like a lizard's and gives her GD (10) protection from physical attacks.

Leaping- Tether is able to Leap with EX ability

Talents: none revealed yet, possibly M. arts B or A.

Tether was witness to the destruction of an unarmed wounded refugee camp of mutants by humanity's last stand. As such, she will mersilessly kill anyone alling with HLS. She was the leader of the nationals who wanted to kill the captured HLS attackers. ( they were apparently "killed" when dark beast created a light flash and teleported them away. now a worse fate awaits them as his bio-tech test subjects. )


BOOST

F- Ex 20
A- Gd 10
S- Ex-20
E- Ex-20
R- Ty 6
I- Gd 10
P- Gd 10
H- 70
K- 26

Powers: Boosting- boost is able to boost another mutant's powers with MN ability. He body jumps into them on a power feat, raising their powers or abilities by +2CS, or up to +3CS on a Yellow feat. It is possible that on a Red feat he could raises their abilities higher, but that would require at least twenty karma before even making the roll.

Talents- None exibited, but he does seem to have extensive knowledge of others' powers.

Boost witnessed the massacre of the mutant wounded, but is a little more compassionate than tether. He might have changed after the massacre though.


Weapon P.R.I.M.E.

DOUBLE TROUBLE

F- GD (10)
A- EX (20)
S- TY (6)
E- RM (30)
R- TY (6)
I- TY (6)
P- TY (6)
H- 66
K- 18
R- RM
P- 0

Powers: Plasma Generation The twins can generate IN (40) plasma blasts
Flight GD

Limitation: The twins must remain within one area of each other to use their powers.

Equipment: Uniform- EX material kevlar and Beta cloth, providing them with GD (10) protection from physical and energy attacks. It also masks Double Trouble's heat signatures so that detection devices or super senses that rely an thermal imaging are at -2CS to detect them.

Talents: Espionage.
Contacts: Weapon P.R.I.M.E.

Role Playing Notes: The twins Double Trouble are symbiotic plasma dischargers.

By John Yardley


KILLJOY

Real name unrevealed

F- RM (30)
A- RM (30)
S- EX (20)
E- EX (20)
R- TY (6)
I- EX (20)
P- TY (6)
H- 100
K- 32
R- RM
P- O

Powers: Phasing Rm (30). As a Power Stunt, Killjoy can partially phase his blades. This reduces a victim's Body Armor -2 CS.

Equipment: Blades EX (20) strength material, EX (20) edged damage in hand-to-hand combat.

Uniform: EX material kevlar and Beta cloth, providing him with EX (20) protection from physical and energy attacks. It also masks Killjoy's heat signature so that detection devices or super senses that rely an thermal imaging are at -2CS to detect him.

Talents: Acrobatics, Espionage, Martial Arts B, E, Sharp Weapons.
Contacts: Weapon P.R.I.M.E.

Role Playing Notes: Killjoy is the team's psycho-killer. I'm not sure if he really has the Phasing Power. It LOOKS like he might be coming through a wall behind Domino in one panel. Or maybe he's just really sneaky.

By John Yardley


TIGERSTRYKE

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

Equipment: Electromagnetic Armor
GD (10) material
Force Field IN (40)
Flight AM
Energy Bolts IN (40) Force up to a range of 10 areas.
Goggles RM (30) protection against light-based attacks.

Talents: Leadership.
Contacts: Weapon P.R.I.M.E.

Role Playing Notes: Tigerstryke is the point man and team leader. I've modeled his armor as a Dept. H knock-off of Guardian's old suit.

By John Yardley


YETI

F- RM (30)
A- GD (10)
S- AM (50)
E- MN (75)
R- FB (2)
I- GD (10)
P- PR (4)
H- 165
K- 16
R- RM
P- O

Powers: Body Armor RM (30)
Invulnerability to cold and disease.
Regeneration EX
Tracking EX in the wilderness.

Talents: Yeti can survive indefinitely in a wilderness environment.
Contacts: Weapon P.R.I.M.E.

Role Playing Notes: Yeti appears to a real yeti outfitted with some kind of control device. He acts like a wild beast roaring and attacking wildly. My first impression was that they had somehow captured and tamed Wendigo. I thought that that would be really cool so I based Yeti's stats on Wendi's. He's not quite as powerful due to the control device.

By John Yardley


Death Squad

These guys are hired goons with some hi-tech gear, fairly standard lackeys. We haven't yet been told who they work for. I gave them the benefit of the doubt in terms of physical power, as they managed to fight Iron Man to a stalemate.

FIREFIGHT

F- RM (30)
A- RM (30)
S- EX (20)
E- EX (20)
R- TY (6)
I- TY (6)
P- TY (6)
H- 100
K- 18

Equipment: Machine Gun - EX (20) damage, various rounds of ammo
Targeting Computer - +1CS to hit
Kevlar Armor - GD (10)

Talents: Leadership, Marksman.
Contacts: Death Squad


ROCKET LAUNCHER

F- RM (30)
A- EX (20)
S- RM (30)
E- EX (20)
R- TY (6)
I- TY (6)
P- TY (6)
H- 100
K- 18

Equipment: Rocket Launcher IN (40) damage
Armor - EX (20)

Talents: Guns, Martial Arts A.
Contacts: Death Squad


BOOBY TRAP

F- RM (30)
A- RM (30)
S- EX (20)
E- EX (20)
R- TY (6)
I- TY (6)
P- TY (6)
H- 100
K- 18

Equipment: Mines IN (40) damage, covers 1 area of floor surface.

"Gummy Stuff" - similar to Trapster's glue, entangles opponent at RM ability

Armor GD (10)

Talents: Guns, Electronics.
Contacts: Death Squad


AIRBORNE

F- GD (10)
A- EX (20)
S- EX (20)
E- RM (30)
R- TY (6)
I- TY (6)
P- TY (6)
H- 80
K- 18

Equipment: Flight Harness - EX
Machine Guns - EX (20) range and damage
6 Missiles - RM (30) range and damage
Armor - EX (20)

Talents: Guns, Pilot.
Contacts: Death Squad


SMOKESCREEN

F- RM (30)
A- RM (30)
S- GD (10)
E- EX (20)
R- EX (20)
I- GD (10)
P- TY (6)
H- 90
K- 36

Equipment: Heat Sensors - IR vision, can detect invisible objects at EX ability Cloaking - Invisibility, GD

Chaff Spray - can jam electronic sensors at RM ability

Talents: Electronics, Espionage.
Contacts: Death Squad.

By Don Knots


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