The Ultimate Origins Book - Golden Age and More

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The author intended to compile origins from various comic book publishers but the project grew larger than anticipated. He discusses including a large number of Amazon origins.

The author initially intended the book to be a single volume but it grew into a series. It was first going to be called 'Odds and Ends' and include origins from various publishers but expanded greatly upon discovering additional sources of information.

Kat has been a longtime contributor to the classic comics community and provided the author with archived files and information over the years. She also gifted the author an external hard drive and storage to recover files when his computer died.

I am beginning to wonder if calling these the

Ultimate Origins Book might have been a mistake.


When I started compiling the original, it was going to
be a single book, not the first in a series. Not sure if
the word ultimate applies anymore. Still, I like the
title, so I shall proceed to call this line by that name,
and there will be at least one more following this
book.
This book was originally going to be called Odds
and Ends, and it was going to contain Origins from
DC, Image, and Marvel (and any other source I
stumbled upon).
It quickly outgrew the original intention, when I
discovered Public Domain Super Heroes Wikia,
which is a great site, and a very fun read. I simply
could not find many Origins from Image available
online, and to be honest, I know very little about the
line. I had not originally planned on having a lot of
Origins from Image, but that changed, and I quickly
had well over a hundred Origins, and decided I would
do an Image Sourcebook as a separate project
(coming soon).

Amazon of Backworld, and Amazon of the Amazon


chapters.
For this project, I needed to raise money. Making
a .pdf is expensive, and it requires virtual currency
that has no real value, and only exists inside my
imagination. So, unfortunately, I was forced to sell ad
space for the book to a few organizations. I did not
really check them out too well, but I am sure they are
pure and wholesome groups, run by moral people.
As always, I hope this book is enjoyed by others,
and that you find some useful Origins for your
campaign within these pages.
-MTS

I dubbed this Supplement Golden Age and More


because the bulk of the book is Golden Age Origins.
As you peruse the book, you might notice this one
is a little Amazon heavy. When I was showing
Tammra the Origins being added so she could pick
the ones for her Origin Table, she said I should do
one just for Amazons from various comics. I offered
to make one, and told her some of them would be a
reprint of previous Origins, and she said it was OK,
and I did not need to do one. Therefore, to make her
happy, I did some searching an added Amazite,

Golden Age and More

picture to the left is an excellent example, and the one


she uses on various forums).
This project, even though nearly complete, was on
indefinite hiatus. Our PC died, and being out of
work, I simply did not have the money to recover
anything off of the old hardrive. I found some cheap
cables, and posted on Facebook asking if they would
work for the transfer, and she sent us an External
Hardrive unit, and a 1TB hardrive for extra storage
(seriously, the laptop I am using right now is pretty
laughable my mother got it for free as part of a
purchase years ago). She did this all out of her own
pocket, and asked for nothing in return.
This book is dedicated to an awesome lady, who
has been a cornerstone of the Classic Marvel
community for years, even before I started writing
and sharing. Kat is definitely a veteran, going back to
being part of the original MSH RPG mailing list that
is now archived at Topica.
Kat, I could fill pages singing your praises, but you
do like to have a modicum of privacy, and I can
respect that. Hell, it was years before I revealed my
real name on the net, and was only known as
MajorTomSawyer.
Also, An Iron Butterfly is an awesome moniker.

Kat, you are AWESOME, and Tammra and I


cannot thank you enough, ever. Not only was I able
to recover this, but several other projects, which will
be released over time.
Thank you, Thank You, and THANK YOU
again!

- MTS

Thank you! As one of the projects I worked the


most on appeared to be lost as well, thank you again.
May you have the life you deserve.
- Tammra

She has contributed many things over the years,


and has sent me quite a few files she has archived
that can be found at Gaming Nerds Us, or appear
as parts of the various books I have released over
time.
She is also an amazing 3D artist, and you can find
much of her work scattered across the web (the

II

Golden Age and More

I like to play characters that are unconventional


characters, especially when I use a canon Origin.
Sometimes this can even explain why the character is
on Earth (or wherever the setting of the game takes
place), instead of their home planet. Imagine how a
fire-wielding alien born to a race of ice-wielding
aliens might be treated? They might have been
shunned by their race, so they left their home,
looking for acceptance.

option. Allow me to paraphrase the Alien Hero


Option from the Advanced Set Judges Book:

You will find that many of the Origins should


have their abilities/powers better defined, but I have
elected to keep them generic to allow players and
Judges more freedom in character creation.
Additionally, not always assigning ranks to lists of
known Powers allows the freedom to roll their initial
ranks, rather than using the Ability Modifier Table
for everything.

Talents should be chosen with an eye towards the


Origin involved. Those listed for the Origin may be
taken first, in place of randomly rolled Talents.

This is an option that may be chosen by the player


with the Judges permission. The hero has the listed
abilities, modified by a roll on the Ability Modifier
Table, making one roll for each ability. Any Powers
possessed by the Origin are similarly wielded by the
hero, occupying random slots.

As for Contacts, the hero may either choose the


race/group he/she belongs to, or no initial Contacts
(in which case the character is a renegade).
Ability Modifier Table*
Die Roll
Modification
01-15
Reduce by one rank
16-50
Remain unchanged
51-70
Increase by one rank
71-85
Increase by two ranks
86-95
Increase by three ranks
96-00
Increase by four ranks
*Unless noted otherwise, no ability may be
modified in any fashion below Feeble or above
Monstrous

To use this book, the Ability Modifier Chart from


the Advanced Players Book tends to be the best

Golden Age and More

Now, it may be easy to substitute the base stats


listed with some of the Origins presented in this
book, and use the various rolling charts from the
Ultimate Powers Book. As an example; Aliens roll on
column five. Cyborgs roll on column four, etc

III

I always recommend Players and Judges work


together on things like this to determine what is best
for the game. I have taken the liberty of reproducing
the Ability charts from the Ultimate Powers Book
here for convenience, in case anyone disagrees with
the base stats/rolling chart provided, and would like
to substitute one of the charts listed below.
Generating Primary Abilities
Each Origin uses one of the following columns on
the Random Ranks Table. Roll for each of the seven
primary abilities on this table.

Feeble
Poor
Typical
Good
Excellent
Remarkable
Incredible
Amazing
Monstrous

Initial
Rank
Number
1
3
5
8
16
26
36
46
63

Rank
Name
Feeble
Poor
Typical
Good
Excellent
Remarkable
Incredible
Amazing
Monstrous

3 High
Technology
01-05
06-10
11-40
41-80
81-95
96-00
-------

Rank
Name

1 Mutant,
Altered
Humans
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00
---

they do. Dagda joining a team of Outcasts could be a


little much.
To preserve balance in my games, I limit the
number of Powers I allow some Origins. I have the
Player roll their initial number of Powers normally. I
treat every power that is a default Power for that
Origin as an optional Power. Players can roll up new
Powers on their own and be a Mutant character of
that Origin if they prefer. They use the Origin for the
characters background. If they decide they want to
buy powers with Karma later on, I allow them to buy
their Origins Powers at a discounted price.

2 Normal
Folks
01-05
06-25
26-75
76-95
96-00
---------

4 Robots

5 Aliens

01-05
06-10
11-15
16-40
41-50
51-70
71-90
91-98
99-00

01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Now, keep in mind that when the legendary


David E. Martin wrote the Ultimate Powers Book,
none of the Origins had as many Powers as some of
the default powers listed in this book. It would be
very easy in some of the cases to roll fewer powers
then the Origin comes with by default. This is yet
another opportunity for Players and Judges to work
together to determine what will be the most fun for
the Player, and preserve campaign balance for the
game.
Judges should never feel bad about saying Roll
or pick again, and Players should understand when

IV

Golden Age and More

Table of Contents
Origin Tables

Origins
Chapter One: Aldebarans
Chapter Two: Alfheim
Chapter Three: Amazar
Chapter Four: Amazons
Chapter Five: Amazons of Backworld
Chapter Six: Amazons of the Amazon
Chapter Seven: Amoeba Men
Chapter Eight: Ani-Men
Chapter Nine: Antarenes
Chapter Ten: Antons
Chapter Eleven: Arc Centurians
Chapter Twelve: Autan
Chapter Thirteen: Bems
Chapter Fourteen: Berev'ha Dentii
Chapter Fifteen: Black Light Men
Chapter Sixteen: Blyntzyns
Chapter Seventeen: Brain Men of Mars
Chapter Eighteen: Cat People
Chapter Nineteen: Cathexis
Chapter Twenty: Chitauri
Chapter Twenty-One: Clawites
Chapter Twenty-Two: Core People
Chapter Twenty-Three: Crimson Dawn
Chapter Twenty-Four: Cybernoids
Chapter Twenty-Five: Cyber-Sidhe
Chapter Twenty-Six: Cymradia
Chapter Twenty-Seven: Deaglos
Chapter Twenty-Eight: Demon People
Chapter Twenty-Nine: Descendants
Chapter Thirty: Drakulon
Chapter Thirty-One: Drugs, Formulas, &
Serums
Chapter Thirty-Two: Fire-Monsters
Chapter Thirty-Three: Fish People
Chapter Thirty-Four: Fish-Men
Chapter Thirty-Five: Flatula
Chapter Thirty-Six: Fleshless Ones
Chapter Thirty-Seven: Giants of the
Elephant Grave Yard
Chapter Thirty-Eight: Gnorrkin
Chapter Thirty-Nine: Haydes
Chapter Forty: Ice People
Chapter Forty-One: Imagions

Golden Age and More

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Page 45
Page 46
Page 47
Page 48
Page 50
Page 62
Page 63
Page 64
Page 65
Page 67
Page 68
Page 69
Page 71
Page 72
Page 73

Origins (Continued)
Chapter Forty-Two: Invaders from
Venus
Chapter Forty-Three: Land of the Ghost
Fox Women
Chapter Forty-Four: Ligra
Chapter Forty-Five: Lilin
Chapter Forty-Six: Living Corpses
Chapter Forty-Seven: Lizard Men
Chapter Forty-Eight: Ludberdites
Chapter Forty-Nine: Lunerzons
Chapter Fifty: Mechanical Monsters
Chapter Fifty-One: Mercury
Chapter Fifty-Two: Mermazons
Chapter Fifty-Three: Monsters from the
Mirror
Chapter Fifty-Four: Mosquito Men
Chapter Fifty-Five: Neo
Chapter Fifty-Six: Neptune
Chapter Fifty-Seven: Onees
Chapter Fifty-Eight: Otherworld
Chapter Fifty-Nine: Outcasts
Chapter Sixty: Paratwa
Chapter Sixty-One: Pellucidar
Chapter Sixty-Two: Phantoms
Chapter Sixty-Three: Pixies
Chapter Sixty-Four: Plasma Wraiths
Chapter Sixty-Five: Possessors and
Parasites
Chapter Sixty-Six: Rigel-3
Chapter Sixty-Seven: Sagittarius
Chapter Sixty-Eight: Sakaar
Chapter Sixty-Nine: Satania
Chapter Seventy: Saturnians
Chapter Seventy-One: Scorpio
Chapter Seventy-Two: Scorpius
Chapter Seventy-Three: Seaweed
Creatures
Chapter Seventy-Four: Shark People
Chapter Seventy-Five: Sharkmen
Chapter Seventy-Six: Sidri
Chapter Seventy-Seven: Solanoids
Chapter Seventy-Eight: Spineless Ones
Chapter Seventy-Nine: Starks
Chapter Eighty: Stonebacks
Chapter Eighty-One: Sunev

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Page 99
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Page 108
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Page 115
Page 117
Page 118
Page 119
Page 123
Page 125
Page 126
Page 128
Page 129
Page 131
Page 132
Page 133
Page 135
Page 136
Page 137
Page 138
Page 139
Page 141
Page 143
Page 144

Origin Tables (Continued)


Chapter Eighty-Two: The Builders
Chapter Eighty-Three: The Homelands
Chapter Eighty-Four: Titan Eternal
Chapter Eighty-Five: Tor-o-don
Chapter Eighty-Six: Tyclosians
Chapter Eighty-Seven: Uncara
Chapter Eighty-Eight: Venus
Chapter Eighty-Nine: Volta
Chapter Ninety: White Apes of Barsoom
Chapter Ninety-One: Zarko
Chapter Ninety-Two: Zutarians
Appendix
Appendix One: Character Origins
Appendix Two: Optional Ways to Round
Out Your Character
Extras
In Closing
Index
Notes
Bibliography

VI

Page 146
Page 151
Page 153
Page 154
Page 156
Page 157
Page 158
Page 160
Page 161
Page 162
Page 163
Page 166
Page 170
Page 178
Page 179
Page 182
Page 187

Golden Age and More

Book of Origin
Use this to determine which Origin book will be used
when rolling up a character.
Die Roll
01-25
26-50
51-75
76-00

Book Used

DC
Golden Age and More
Marvel
Wildstorm

The Golden Age and More Origin Chart


Die Roll
01
02
03
04
05
06
07
08
09
10
11
12
13
14
15
16
17
18
19
20

Origin
Aldebaran
Amazite
Amazon*
Amoeba Man
Ani-Man
Antarene
Arc Centurian
Anton
Autanian
Bem
Berev'ha Dentii
Black Light Man
Blyntzyn
Brain-Lord
Brain Man of Mars
Builder*
Cat Person
Cathexis
Centaur
Chemically Enhanced

Die Roll
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51

Origin
Chitauri
Clawite
Core Person
Cube Man
Cybernoid
Cyber-Sidhe
Deaglos
Demon Person
Descendant
Dragon-Man
Dwarven Servant
Elf*
Fable
Fairie
Fire-Monster
Fish Person
Fish-Man
Flatulan
Fleshless One
Fomor
Ghost Fox Woman
Giant
Giant of the Elephant Grave Yard
Goblin
Gnorrkin
Half-Man
Ice Person
Imagion
Invader from Venus
Leprechaun
Lilin

Golden Age and More

The Golden Age and More Origin Chart


(Continued)
Die Roll
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96

Golden Age and More

Origin
Lion-Person
Living Corpse
Lizard Man
Ludberdite
Lunezon*
Mechanical Life Form
Mechanical Monster
Mercurian
Mermazon
Mosquito Man
Neo
Neptunian
Onee
Outcast
Paratwa
Pellucidarian*
Phantom
Pixie
Plasma Wraith
Possessor/Parasite
Rigellian*
Sakaaran Native
Satanian
Saturnian
Scorperson
Scorpius
Seaweed Creature
Shark Person
Sharkman
Sidri
Solanoid
Spineless One
Stark
Stoneback
Sunevian*
Synthopoid
Titan Eternal
Tor-o-don*
Tuatha de Danan
Tyclosian
Uncarian
Undercloak
Vampiri
Venusian
Voltaman

Die Roll
97
98
99
00

Origin
White Ape of Barsoom
Wolf of Tuatha de Danan
Zarkon
Zutarian

Amazon Sub-Table
Die Roll
01-34
35-67
68-00

Origin
Amazon
Amazon of Backworld
Amazon of the Amazon
Builder Sub-Table

Die Roll
01-16
17-32
33-52
53-68
69-84
85-00

Origin
Aleph
Abyss
Builder
Caretaker
Curator
Gardener

Elf Sub-Table
Die Roll
01-25
26-50
51-75
76-00

Origin
Cat Elf
Elf (Otherworld)
Ice Elf
Light Elf

Lunezon Sub-Table
Die Roll
01-50
51-00

Origin
Lunezon
Mooniac

Pellucidarian Sub-Table
Die Roll
01-33
34-67
68-00

Origin
Mahar
Primitive Human
Sagoth

Possessor/Parasite Sub-Table
Die Roll
01-50
51-00

Origin
Parasite
Possessor*

Possessor Sub-Table
Die Roll
01-17
18-34
35-50
51-66
67-83
84-00

Origin
Angel
Demon
Energy Being
Magical Entity
Psionic Being
Undead

Rigellian Sub-Table
Die Roll
01-50
51-00

Origin
Rigellian
Rigellian Recorder

Sunevian Sub-Table
Die Roll
01-50
51-00

Origin
Birdman
Parrot-Man

Tor-o-don Sub-table
Die Roll
01-50
51-00

Origin
Gryf
Tor-o-don

Tammras Favorites
Die Roll
01-05
06-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-95
96-00

Origin
Amazite
Amazon
Amazon of Backworld
Amazon of the Amazon
Cat Elf
Cat Person
Chemically Enhanced
Fable
Fairie
Fomor
Ghost Fox Woman
Invader from Venus
Lilin
Lunezon
Mermazon
Neo
Titan Eternal
Tuatha de Danan
Vampiri
Wolf of Tuatha de Danan

Golden Age and More

This Part of the book is dedicated to Origins.

Golden Age and More

Chapter One: Aldebarans


Typical Aldebaran

Source: Nedor Comics


In the year 2488 A.D., alien invaders from
distant space known as the Aldebarans tried to
conqueror the Earth using their advanced
weaponry and other technology. Their main
method of invasion is to convert small planetoids
into space fortresses/bombs. Each fortress was
equipped with an armada of ships to defend the
base while it prepared to smash into its target.
The Aldebarans were also equipped with ray
guns, holographic projectors, and language
translators. They did not succeed in invading the
Earth.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes

Golden Age and More

Aldebarans can raise any one Ability


+1CS.
Starting Resources are set at Poor.
Aldebarans start out with only one
Contact, their race.

Chapter Two: Alfheim


Typical Cat Elf

Source: Marvel Comics


Alfheim is one of the Nine Worlds and exists
on the highest level of the World Tree along with
Asgard and Vanaheim. Little is known about this
realm, whose primary inhabitants are the Light
Elves. The Light Elves' few appearances have
shown them to be peaceful, friendly, and happy
beings with few, if any, weapons. Their shapes
range from appearing physically human save for
their pointy ears, to slightly more alien
anatomies. Odin, the All-Father, appointed the
Vanir known as Frey to be Alfheim's ruler. At
least two different extremes of climate have been
documented in the realm. Primarily, it has been
shown to have a temperate, spring-like climate,
including vast forests.

Alternately, Alfheim has been described as a


land of ice and snow. It is unknown of this
change was brought about due to the rebirth of
Ragnarok, or if this is simply another portion of
Alfheim. The blue-skinned light elves of
Alfheim's snowy regions share many of the same
characteristics of their ordinary counterparts,
being peaceful, playful, and friendly beings.
Elves
The Light Elves first appeared in Alpha
Flight, when Loki lied to an ill and delusional
Northstar, claiming he is one of them. This
prompts Northstar to journey to Alfheim to
reside there, abandoning the rest of Alpha Flight.

F
Gd
8

A
Rm
26

S
E
R
I
Gd
Gd
Ex
Gd
8
8
16
8
Health: 50 Karma: 40

P
Ex
16

Known Powers:
Power Simulation: Due to the mystical
nature of the Elves all powers possessed
by them are spells, as per Power
Simulation. The exception to this rule is
powers that are Always on such as
Hyper-Intelligence, Hyper-Strength,
etc
Natural Weaponry Claws: Ex 16
Edged damage.
Talents: Tracking

The Cat Elves, a subspecies of Light Elves,


are introduced later, when Northstar learns he
has been deceived. These Elves are smaller than
their brethren, and ride winged cats as their
steeds.
Another subspecies, the Ice Elves, were
revealed when the Ano-Athox warlord Uthana
Thoth wiped one of their palaces out. The Ice
Elves reside in the frozen portion of Alfheim.

Golden Age and More

Typical Ice Elf

F
Gd
8

A
Ex
16

S
E
R
I
Gd
Ex
Ex
Gd
8
16
16
8
Health: 48 Karma: 40

Typical Light Elf

P
Ex
16

Known Powers:
Power Simulation: Due to the mystical
nature of the Elves all powers possessed
by them are spells, as per Power
Simulation. The exception to this rule is
powers that are Always on such as
Hyper-Intelligence, Hyper-Strength,
etc
Resistance to Cold: Ex 16
Talents: Survival

Golden Age and More

F
Ex
16

A
Ex
16

S
E
R
I
Gd
Gd
Ex
Gd
8
8
16
8
Health: 48 Karma: 40

P
Ex
16

Known Powers:
Power Simulation: Due to the mystical
nature of the Elves all powers possessed
by them are spells, as per Power
Simulation. The exception to this rule is
powers that are Always on such as
Hyper-Intelligence, Hyper-Strength,
etc
Talents: Archery

Chapter Three: Amazar


Source: Marvel

Amazar

Scarlet Witchs Dream

Amazar was an alien dimension, a world of


swords and sorcery, ruled by the witch-queen
Eleyn. It was assaulted by Gargan and his Iron
Golems, after which it was presumably fed on by
Lore, and whatever was left when she was done
was likely scavenged by the Scatter. It appeared
as a lone island floating in the void of space.

The stars are afraid tonight. Space crackles


and shudders, as if in dread or revulsion. The
end is drawing near. Eldritch chaos surrounds
this bright, lonely world. Amazar. Soon it will
not need a name at all. Portents are aligned, the
signs are right. Vast magicks are woven in a
lattice around the planet, and beneath their
unwholesome glow, Amazars famous floating
citadel prepares to die. Wave upon wave of
landing pods swarm down through the clouds
and strike the citadel rock, ready to split open
and release their cargo Iron Golems, large
and powerful warriors.
Witchcraft keeps the Golems bound and loyal,
while malice alloyed into their metal souls drives
them on. As they rampage within the floating
citadel, the Golems know no mercy, no feeling,
no remorse - they know only how to kill. The
warrior-women of Amazar fall beneath the
Golems creaking, burnished fists. The Amazites,
as the warrior-women are known, are famed
across the cosmos for their nobility and martial
prowess. Now, the white marble halls and
terraces of their citadel become their tombs.

Amazites
A group of warrior women and sorceress,
they fought savagely against Gargan and his Iron
Golems, but were no match for the powerful
wizard, who captured their witch-queen Eleyn
and turned her over to Lore. It is not known if
any of them survived Lore's draining their
world's energy, or the likely follow-up attack by
the Scatter.

The dread Gargan, wizard and conqueror,


stands atop his huge flying beast, hovering over
the madness below. On the floating citadel, he
relishes the relentless advance of the Golems.
For a lunar month, he and his forces have laid
siege to Amazar. Now they commit it to the fires
of never-more. The Amazite women are lost and
leaderless, for their witch-queen is sick and
dying. For the last week she has lain in her
chambers, suffering from an unknown malady,
thus depriving the Amazites of her vast elemental
powers, which are their greatest strength.
Despite that, the Amazites battle on, delaying
in the inevitable. Gargan believes his victory is
assured and his elaborate plan complete. It is
almost too easy

Golden Age and More

Typical Amazite

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Amazites can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Amazites start out with only one
Contact, their race.

Golden Age and More

10

Chapter Four: Amazons


Typical Amazon

Source: Fiction House


In the Brazilian jungles, Oran of the Jungle
discovered a group of Amazons with plans of
conquest, armed with advanced technology such
as rocket ships, ray guns, and televisors. Their
army had a massive modern city hidden inside a
mountain, that featured buildings such as a
palace and coliseum.
Their Queen dealt with outsiders, such as
Oran. She would force them into gladiatorial
matches with her pet, a giant reptile resembling a
dinosaur or dragon. A mutual attraction between
Oran and the Amazonian Queen was seemingly
developing, but nevertheless the queen threw the
handsome newcomer to the beast lest he interfere
with her plans.
After being informed of the threat by Oran,
The Brazilian army destroyed and apprehended
the Amazonian forces swiftly using their tanks.
F
Ex
16

A
Rm
26

S
E
R
I
Ex
Ex
Ex
Rm
16
16
16
26
Health: 74 Karma: 58

P
Ex
16

Known Powers:
None
Talents: Engineering, Animal Husbandry,
Weapons, & Martial Arts.

11

Golden Age and More

Chapter Five: Amazons of Backworld


Source: Marvel Comics
The Amazons are a tribe of warrior women
living in a city either in or bordering the "rocky
outlands," across a river from a jungle region.
Having experienced brutal treatment by men, the
Amazons generally slew any they encountered,
though an Amazon could take a man as her
private property. Amazons wishing to claim the
same man would resolve the matter by combat,
sometimes to the death. The Amazons typically
refer to each other as sisters, presumably more of
a figurative designation than literal.

to "do what must be done." As Soreana


acknowledged that she would try, the former
Cody realized what was going on between the
two Amazon women.

They worshipped the god of light and life:


Brontnekkhar, though they also invoked Flauvus,
K'ozar, and Great Zharn.
They wield spears, daggers, bolas, and bow
and arrows.
The Amazons were experienced with the
"Kell," the undead servants of Shlime.
Following a thunderstorm, Soreana wandered
the jungle lands. Observing an eeoynai
approaching the open canister containing the
unconscious body of the mind-erased former
Emmanuel Cody, Soreana struck it with an
arrow, but became trapped under a collapsing
rotten branch before she could finish the
creature.
Reviving, the former Cody slew the eeoynai,
freed Soreana, and struggled to breach the
language barrier and convince Soreana of his
good intentions. Coming upon the scene, the
Amazons subdued Cody with a bola, and then
Axomeen ordered the others to slay him, to make
certain he would not do further violence to one
of their own. Before the women could strike with
their spears, Soreana rushed forward, explaining
how the man had saved her. Imploring Axomeen
to spare him, she answered in the affirmative
when Axomeen inquired if she wished to take
the man as her private property. Keelooah
challenged Soreana's claim, further noting how
Axomeen had long favored Soreana, despite
Keelooah being the bravest and strongest.
Whispering to Soreana that Keelooah had too
long spewed poison against her queen, Axomeen
gave Soreana her own blade and encouraged her

Golden Age and More

Soreana slew Keelooah in a fierce struggle,


after which the warrior-sisters broke into a wild
song of praise, an ancient song in honor of the
god of light and life, Brontnekkhar. As Soreana
claimed Bront, he told her that, though he lacked
a past and a name, he was still a man, a free man,
and he refused to be anyone's servant. When he
grabbed one of the warrior-sisters' spears,
Soreana struck him with the shaft of her spear,
knocking him out.
With the former Cody unconscious, the
warrior women bound his arms behind his back
around a thick branch.
As he recovered, Soreana apologized, telling
him this was necessary if he was to stay alive;
"Be faithful and obedient and I will reward you
well."
Shackled and weary, the man was led through
the lush jungle - out toward the Amazon city. As
the group reached the rocky outlands, the night
wind whispered excitedly to the stars, naming
the man as "Bront."

12

The night wind whispered the name even as


the party of tawny-limbed amazons, chattering in
a strange, musical language, led him captive
through the rocky crag. It was picked up and
carried by the tides and eddies swirling below:
Bront...Bront...Bront!
As they crossed a stone bridge between two
cliff edges, presumably hearing the voice in the
wind, Soreana told Axomeen she had decided to
name the man Bront. Axomeen only insisted
Soreana feed and clean up after him.
Suddenly, one of the Amazons noticed and
warned Axomeen that one of the Kell was in the
water, invoking both Flauvus and Zharn for
protection as she realized the Kell saw
them...with eyes that cannot see. Shlime, acting
in unseen fashion through his servant, caused the
stone bridge to crumble, and Axomeen told the
women to be brave as Bront and the Amazons
fell into the water. After the Kell claimed Bront
and rowed away, Axomeen and Soreana pulled
themselves onto land, with Axomeen warning
Soreana that she had feared her pet would anger
the elders...and that she would be whipped for
this. Soreana sobbed over the loss of her Bront.
Identified Members: Axomeen (leader),
Keelooah, Soreana
Note: Some of the women were referred to as
"these two Amazons" in #66, and the group was
referred to a "party of tawny-limbed Amazons"
in #79. The term may well be a descriptor rather
than their actual name, but they were otherwise
only described as warrior women or warriorsisters.

Katrin's Dwarven Servants

Katrin referred to them as her pets, and she


treated them like animals. They spoke in some
primitive language, though Katrin seemed to
understand them.
Telepathically, guided by Shlime, Bront
began a journey to the Lake of Fire and the
Monkey Puzzle Tree. Shlime led Bront over a
ridge and to a cave; as he approached, Bront was
unaware he was being watched by several
dwarven man-creatures armed with axes and
other weapons.
After guiding Bront into a cave, Shlime
realized he actually had made a mistake and that
this was the wrong cave, but it was too late to
stop Bront from being ambushed by at least
seven dwarven creatures; armed with battle-axelike weapons, they swiftly subdued Bront.
The dwarves bound Bront's hands and feet to
a pole and carried him through the caverns to
their mistress, Katrin.
Bront awakened near the end of the trip and
futilely attempted to re-establish mental contact
with Shlime, and his one-sided conversation
amused Katrin. Intrigued, Katrin wondered what
else he could do, and his responses led her to
have him brought to her bed and left there (hands
still bound). Bront eventually became annoyed
with Katrin, and he departed Katrin's abode,
fighting his way past a number of dwarves in the
process.
One of her dwarves told her "Unga Slug
Batha!" She understood this to mean that Bront
would soon be dead if he continued heading in
the direction he was going...towards the lake of
fire and the whampa.
Comment: Most of the time, only 3-4 of the
servants were shown on panel, but there was one
in the initial conflict that showed seven attacking
Bront. Whether it was intentional to have seven
dwarves (as in Snow White and the...), I have no
idea.

13

Golden Age and More

Typical Amazon of Backworld

F
Ex
16

A
Rm
26

S
E
R
I
Ex
Ex
Ex
Rm
16
16
16
26
Health: 74 Karma: 58

Known Powers:
None

Golden Age and More

Typical Dwarven Servant

P
Ex
16

F
Gd
8

A
Ex
16

S
E
R
I
Gd
Ex
Gd
Ex
8
16
8
16
Health: 48 Karma: 32

P
Gd
8

Known Powers:
None

14

Chapter Six: Amazons of the Amazon


When Wonder Woman first encountered these
warrior women, they had been brainwashed by
Tezcatlipoca, and were doing his bidding. She
immediately recognized they were Amazons, albeit a
variety she had neither seen nor heard of before. The
Amazonians took Wonder Woman to the sacrificial
altar with her friends, wherein she engaged in a battle
of wills and might with Tezcatlipoca. His thralls were
freed from his control during the battle, when
Wonder Woman released an imprisoned eagle, the
symbol of pride and courage to the Amazons. They
subsequently fought alongside Tezcatlipoca against
animated Aztec statues. When Wonder Woman
managed to open a great sealed door, the Amazons
fled, which prompted Tezcatlipoca to say "Bah! Let
them go... I do not care!" The battle was concluded
when Wonder Woman destroyed an artifact made to
resemble Tezcatlipoca, freeing him from his mortal
form, and he withdrew.
After defeating Tezcatlipoca, Wonder Woman
reunited with the Amazons, who had mistook her for
Artemis (the ancient Wonder Woman). They stated
that Hippolyta told them that she was dead, but the
Queen had lied before. Wonder Woman then
persuaded the Amazonians to let her follow them
back to their Amazon River home, which was very
similar in construction to the architecture of Paradise
Island.

the Amazons attacked her calling her traitor and


deceiver, with an Amazon named Ariadne hurling her
spear at Diana.
A brief battle ensued, and Diana quickly brought
it to an end by using her golden lasso to subdue many
of the Amazons, when an unbound Atalanta called
for an end to the skirmish. Atalanta revealed to Diana
that her greeting raised their ire, since it was her
mother's ruinous leadership that caused them to leave
Paradise Island. She continued mentioning
Hippolyta's ill-starred romance with Heracles, and
how he beguiled her then stole her Girdle of Strength.
She stated she was never the same thereafter, and she
withdrew all of the Amazons from the world and
forbade them ever to consort with men. Diana
countered that this was Aphrodite's edict, not the
Queen's, but Atalanta replied that the Goddess of
Love was testing her. It was Hippolyta's chance to
prove that she could overcome her wounded pride
and learn to love again. Atalanta thought she never
would, but believed that Diana's presence suggested
that she did open her heart again at last.
Diana revealed that she had no father. Atalanta
stated she must have sought out Godly help, and that
the love of a mother for her daughter is powerful
indeed, but it is not the only love that women were
made for, and asked her if she had ever loved a man.
Diana said that the picture Atalanta painted was of a
stranger, and that Hippolyta was never so unjust. She
stated that she learned of justice, courage, and
kindness at her knee. Atalanta replied stating that she
was stubborn, righteous, and would hear no dissent.
She continued adding that Hippolyta was a fine
teacher but refused to be taught. Atalanta then asked
what lesson might they would they have learned had
it been Hippolyta who told Diana the tale of the
Amazons of the Amazon, and asked what other
lessons of the past she keeps hidden from Diana.
Visibly shaken by Atalanta's words, Diana
accused her of lying, and said she would not listen to
her talk this way and walked away. Atalanta allowed
her to go, knowing her words had struck a troubling
chord in Diana's heart.

She was taken to their Queen Atalanta by a group


of Amazons led by Maia, as they thought it was her
place to answer Wonder Woman's questions. Atalanta
had questions of her own, and when Wonder Woman
revealed she was Diana, the daughter of Hippolyta,

15

Diana went to the river, wishing the waters could


wash away her strife. She wondered if what
troubled her the most was that she can believe her
mother might when her reverie was interrupted by
Atalanta. Diana started to apologize, and was cut off

Golden Age and More

by Atalanta. She stated that they are very much alike,


and that she also comes to that very spot for solitude.
She said she would leave Diana with her private
thoughts, and once more, that she has sisters here
who will always welcome her.

Typical Amazon of the Amazon

F
Ex
16

A
Rm
26

S
E
R
I
Ex
Ex
Ex
Rm
16
16
16
26
Health: 74 Karma: 58

P
Ex
16

Known Powers:
None

Golden Age and More

16

Chapter Seven: Amoeba Men


Typical Amoeba Man

Source: Nedor Comics


Amoeba Men are an aggressive species of
amoeba-like aliens that are said to originate from
Saturn, and foes of Lance Lewis. The technology
of their race was unique, but similar to that
possessed by Earth at the time including laser
weapons and spaceships.
Powers and Abilities
Amoeba Men have several unique powers
thanks to their physiology. These included the
ability to survive unaided in a vacuum, shapeshifting, mass manipulation, telepathy, being
unaffected by physical blows, and the ability to
swallow and digest prey with their acidic bodies.
Energy weapons or attacks are effective against
them, however.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes

17

Amoeba Men can raise any one Ability


+1CS.
Starting Resources are set at Poor.
Amoeba Men start out with only one
Contact, their race.

Golden Age and More

Chapter Eight: Ani-Men


Source: DC Comics

Typical Ani-Man

History
The Ani-Men were an organization of
human/animal hybrids. They were the former
board members of the bankrupt corporation,
Repli-Tech Industries. When Repli-Tech's CEO
Rex Rogan discovered that the company was
going under, he had his top scientist, Doctor
Lovecraft, use an experimental DNA treatment
to transform Rex and the others into powerful
beast men. Rex became a lion-man, while his
assistant and lover, Irena, became a cat-woman
named Reena. Others were transformed into
rhinoceros-men, whale-men, lizard-men,
scorpion-men, etc.
Naming himself Maximus Rex, Rogan
provided his Ani-Men with the glory and power
that he had promised them. He opened a private
stadium called the Arena, where the Ani-Men
would participate in bloody gladiatorial combat.
Maximus Rex presided over the festivities to an
audience filled with the wealthiest elite the city
of New York had to offer. Rex himself would
also engage in combat, but always as the main
event of the evening.
Reena eventually grew sickened with what
happened to her and the others. Betraying her
lover, she sought sanctuary with the Justice
League of America. She told the League about
Rex and the Ani-Men, and the League fought
against the Ani-Men on at least three separate
occasions. The Ani-Men proved to be powerful
though, and League members Elongated Man,
the Flash, and Hawkman all suffered severe
injuries.
What Rex and the others didn't know though,
was that the process which gave them their
animal powers, was also robbing them of their
humanity. They eventually devolved into a
completely animalistic state. The League
determined that the Ani-Men were now just
normal animals and no longer presented a threat
to humanity. They left them to eke out their own
lives on a small island off the coast of
Newfoundland.

Golden Age and More

F
*

A S E
R
I
P
* * * Gd 10 Gd 10 Gd 10
Health: Special Karma: 30

*Their initial physical stats are those of their


original animal stock (original Armadillo stock is
Feeble in all physical abilities), plus Typical.
Add the rank numbers together to complete their
power rank (round down).
Example: The animal listed above is an
Armadillo. Using those stats: Fb 1 + Ty 5 = 6,
so the score would be Ty 6 in all physical
abilities. The Player can then roll on the Ability
Modifier Chart to customize them further.
In addition, the Ani-Men will have the listed
nonphysical abilities, plus any special traits they
possessed before.

18

Chapter Nine: Antarenes


Typical Antarene

Source: Komos Comics


Antarenes are a race of ant-men from a distant
solar system whose sun had expired. This made
their planet of Antar uninhabitable. The ant-men
went underground and built a propulsion device
to move their planet through space called a
Propulsor. Using this device they hoped to find a
new solar system with a thriving sun.
In the 2680's the Antarenes arrived in the
Earth's solar system. They planned to push the
planet Earth out of its orbit and then into the sun
while Antar would take its place. However,
Marvo1.2Go+ discovered their plan when he
visited their dead world. Marvo pretended to go
along with the Antarenes plan until he and his
friend Bud found an opportunity to destroy the
force ray gun. Bud and Marvo then sent the antmen's planet out of the solar system.
Characteristics
The Antarenes are a green ant-like creature of
average height. They have antennae and can
walk upright. They have a queen but are ruled by
a Grand Dobol.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Powers and Abilities


They have the ability to communicate
telepathically with their "amennae", antennae
like organs on their head. The antarenes possess
an advanced technological society having
developed devices that can move worlds: a force
ray gun, which can push a planet out of its orbit
and a propulsor, which propelled Antar through
space.

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes

19

Antarenes can raise any one Ability


+1CS.
Starting Resources are set at Poor.
Antarenes start out with only one
Contact, their race.

Golden Age and More

Chapter Ten: Antons


Source: Marvel Comics
Origin:
The mysterious race of Antons evolved on the
planetoid of Torsa, a world far, far away from the
earth, though a celestial mishap thrust their home at
our own. Though they share the features of various
terrestrial creatures, this resemblance is wholly
coincidental.

Characteristics:
The Antons, ostensibly an intelligent species,
seem more than ready to inflict violence on other
sentient beings for their own benefit. Whether or not
they are egged on by their crowned ruler, Antons
appear happy to bully those weaker than themselves.

History
Little is known of the mysterious race of Antons,
minimally humanoid beings hailing from the world of
Torsa. This small planetoid seemed too small to
support the evolution of such large entities, so
perhaps they originated elsewhere.
Regardless, Torsa was the home of the Antons, or
at least a small portion of their kind, when a celestial
accident thrust the world out of its original orbit. As
luck would have it, it found a new home in a very,
very tight orbit around the planet earth.

Appearance:

Its motion and proximity causing untold havoc to


its new neighbor, Torsa was quickly abandoned by
the Antons, who decided to conquer this larger world
and its weak inhabitants. Naturally, said inhabitants
took considerable exception to this plan.

To all outward appearances, Antons are a strange


mishmash of terrestrial and alien anatomies. Vaguely
humanoid in stature, the Antons are approximately
nine foot tall, and feature long, shaggy brown hair (or
fur) on both their torso and their head.

Exploring Torsa as it wreaked chaos around the


earth, Professor Zog and his associate, Doctor
Horrace Forde, attempted to destroy the planetoid
with his robotic Marvel of the Age: Electro! Winds
kicked up by Torsa's movements around the earth
derailed this scheme, however.

Their facial features are vaguely porcine in


appearance, including a wide snout and saber-like
teeth in addition to shorter fangs. Their long, thick
limbs are sea green in hue, and include two arms, two
legs, and two powerful wings to carry them aloft.

Momentarily seizing control of his Marvel, the


Antons then used Electro to help them conquer the
earth - at least until Professor Zog was able to regain
mastery of the robot. With this done, Zog then used
Electro to bomb Torsa, destroying it utterly!
It is possible that some Antons survived the
destruction of Torsa, and remain in hiding on our
world to this very day. Furthermore, it is quite
possible that Torsa wasn't the only home of these
aliens, meaning they could resurface to invade the
earth once more!

Golden Age and More

Ecological Niche:
Antons appear to exist at the apex of life on
whatever world they make their home, whether or not
it is their native planet. They seemed too few in
number to have evolved and thrived on the planet
Torsa, but the Antons have nonetheless made it their
home.
While they may come across as simple, violent
brutes, Antons nonetheless possess highly advanced
scientific knowledge - or, at the very least, their
nameless ruler does. Thus, the calamity that befell the
world of Torsa may well have been of their own
making.

20

Typical Anton

Limitations / Enhancements:
Susceptibility / Z-Rays: Though the exact
properties of Professor Zog's Z-Rays are
unknown, Antons have demonstrated a
particular weakness to them. All known
Antons suffer at least one fourth of their
maximum Health score in damage with each
exposure to Z-Rays.
Talents: None.
Contacts: The strange band of aliens known as
Antons likely can consider other members of their
species reliable contacts, as they tended to elevate
themselves above others in stature. This would be
particularly true if a given Anton needed help gaining
vengeance against humanity!

F
Gd
10

S
E
R
I
Ex
Gd
Ty 6
Ty 6 Ty 6
20
10
Health: 45 Karma: 22
Resources: Ty 6 Popularity: Shift-0

P
Gd
10

Known Powers:
Fangs: The maw of the average Anton is
replete with sharp teeth, including two
oversized, saber-like fangs jutting out past
their upper lips. Antons may use these fangs
to inflict their Strength rank in Edged Attack
damage to whatever they bite.
Growth: Though they do not have the ability
to actually change their size, Antons are
larger than humans by far. Standing at
approximately nine feet tall, Antons possess
this power at Feeble (2) rank, mostly to
showcase their heightened reach and
leverage.
Resistance to Cold Attacks: Though their
limbs lack this benefit, the torsos of Antons
of Torsa are covered in long, shaggy fur.
This helps them to preserve body heat, and
allows them to stand tall in the face of
Remarkable (30) ranked cold.
Wings: Finally, all Antons possess a large
pair of bird-like wings, with which they may
soar through skies both familiar and alien.
Being big and bulky, Antons can only fly at
Good (10) speed, or 120 miles per hour, for
short periods of time.

21

Golden Age and More

Chapter Eleven: Arc Centurians


Source: Marvel

Typical Arc Centurian

The Arc Centurians are an advanced alien


race of telepaths from the planet Arc Centauri.
Not much else is known about their race. A
geneticist from their planet was traveling though
Earth's solar system in 1954 when the
gravitational pull of the planet pulled him to the
surface. With his ship damaged, the alien
attempted to get help from the locals of the
northern American town he had landed in, but
was only met with fear.
The appearance of the alien being prompted
the Human Torch and Toro to investigate. They
arrived on the scene just as a young boy - fleeing
from the alien in fear - ran off a cliff. As the
Torch rescued the boy Toro engaged the alien
but struck his head on a tree, knocking him out
and sending him falling down the cliff. Fatally
wounded, Toro was restored to health by the Arc
Centurian, who then communicated to the Torch
and convinced him that he was benevolent. The
alien explained his problem to the Torch, and the
hero helped fix his ship allowing the alien to
return to the stars before he was attacked by an
angry mob of frightened townspeople.
No other members of this race have been seen
since; their present activities are unknown.
Powers
All members of the Arc Centurian race are
telepaths and are immune to fire. They also
possess six legs, and a tail.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Arc Centurians can raise any one
Ability +1CS.
Starting Resources are set at Poor.
Arc Centurians start out with only one
Contact, their race.
Telepathy, and/or Prehensile Tail may
be taken as an optional power (counts as
one of the initial powers rolled).
At least half of Arc Centurians powers
should be mental in nature.

Golden Age and More

22

Chapter Twelve: Autan


Source: Marvel Comics
Not much is known about the planet Autan or
its location in the universe. It is a barren rock
world that appears to have no plant life, but is
rich in various minerals including gold. The only
known inhabitants of this world are the
Autanians. Until early 1949, the Autanians were
enslaved by a creature known as the Brain
Monster, who used his army of Cube Men to
force the Autanians to mine for gold, the
substance the Brain Monster needed to survive.
Eventually the Autanians refused to mine and
were assisted by the Earth heroine known as Sun
Girl, who slew the Brain Monster and freed the
Autanians.

Autanians
Autanians are the humanoid residents of the
planet Autan. They were forced into slave
mining by the creature known as the Brain
Monster, who required gold in order to survive.
However, Grail, the leader of the Autanians,
convinced his people to stop mining gold for the
Brain Monster. The Brain Monster then turned
its sights to Earth, and its Cube Men brought the
Earth heroine known as Sun Girl to help with his
harvest of Earthen gold.
Sun Girl, learning that the Autanians were to
be sentenced to death, instead convinced the
Brain Monster to let her talk the Autanians into
going back to work instead. The Brain Monster

23

allowed this, and Sun Girl convinced Grail and


his people to go back to work for the Brain
Monster and plan a mutiny. Sun Girl and Grail
were then taken to the Brain Monster. There,
Grail helped Sun Girl get out of her binds, and
she slew the monster with her sun beam. With
the Brain Monster dead, the Cube Men fell inert
as well, and the Autanians were free. In thanks,
they helped Sun Girl return to Earth.

The Brain Monster


The origins of the Brain Monster are
unknown. A massive brain needing to eat gold, it
somehow forced the local Autanians to mine for
the material it needed to eat. It also developed an
army of Cube Men, robots that were an
extension of its own powerful mind. By 1949,
the Autanians, led by a man named Grail,
revolted against the Brain Monster and refused to
mine for gold. The Brain Monster then sent its
Cube Men to Earth to collect gold from that
planet. There the Cube Men brought back Sun
Girl to present to their master because locals
referred to her as the "Golden Goddess".
The Brain Monster told Sun Girl that it
intended to eliminate the Autanians and harvest
gold from Earth instead, but Sun Girl convinced
the creature to let her talk to Grail and his
people. Sun Girl convinced Grail to feign
subservience to the Brain Monster, and when the
creature was distracted, Sun Girl loosened her
bonds and fired her sunbeam directly into the
Brain Monster's massive brain. The effect killed
the Brain Monster and deactivated his Cube
Men, ending the creatures threat.
Powers
The Brain Monster has a powerful intellect
that allows it to transmit its will into machines,
in particular his Cube Men. The monster did not
appear to have any other extra-cognitive abilities.
Weaknesses
The Brain Monster was mostly immobile,
making it an easy target. It also relied on gold as
its only form of sustenance.

Golden Age and More

Cube Men
The Cube Men were mechanical creatures
created by the Brain Monster of the planet
Autan. The Cube Men were powered by the
creature's massive brain, but other than following
their creators orders, the Cube Men appeared to
have unique personalities and were completely
autonomous. The Cube Men's primary function
was to force the Autanians to mine for gold, the
only substance their master ate. By 1949, the
Autanians refused to mine any more, and so the
Cube Men were sent to planet Earth to steal gold.
In New Mexico they captured Earthen heroine
Sun Girl, because she was referred to as the
"Golden Goddess". They brought her to Autan,
where the Brain Monster intended to use her to
collect gold from Earth. However, Sun Girl
convinced the Brain Monster to allow her to
convince the Autanians to once more resume
their mining. Sun Girl was sent with a Cube Man
named Bokx to talk to the Autanians.
Sun Girl convinced the leader of the
Autanians, named Grail, to once more pretend to
serve the Brain Monster. This served to allow
Sun Girl to get close enough to use her sun beam
on the monster, killing it. With the Brain
Monster dead, all the Cube Men fell inert.

Typical Autanian

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Autanians can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Autanians start out with only one
Contact, their race.

Golden Age and More

24

Typical Cube Man

Primary Ability Chart; Column Four


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-15
16-40
41-50
51-70
71-90
91-98
99-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Benefits
Initial Popularity is zero.
Player character Cube Men
possess self-repair facilities that
simulate normal Healing.

25

Golden Age and More

Chapter Thirteen: Bems


Source: Marvel

Typical Bem

Not much is known about the Bems, a race of


insectoid aliens unique to the Earth-5391 reality,
a reality where space travel and exploration
boomed in the late 20th Century. By the year
2075, they were enemies of the United Planets, a
coalition of planets in Earth's solar system that
were devoted to intergalactic peace.
The Bems, led by Bakka, led raids across the
solar system, prompting the United Planets to
send the Space Sentinels to deal with it. Captain
Speed Carter, his sidekick Johnny Day and his
girlfriend Stellar Stone soon found themselves
captured by the Bems. Their leader Bakka then
demanded that Speed order the Space Sentinels
to stop their attack on the Bems so they could
leave the asteroid they were forced to take cover
on. When Carter refused, Bakka then used a
matter converter device to transform Stellar into
a Tigagator and Johnny into a Girafonkey, its
natural prey and set them against each other.
When Speed still refused to give the orders,
he found himself transformed into an Elepheagle
and set free. Retaining his human intelligence,
Speed then led the Space Sentinels to the
asteroid on a counterattack that saw the Bems
wiped out. Speed and his friends were then
restored to human form. It is unknown if any
Bems still live.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Bems can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Bems start out with only one
Contact, their race.

Golden Age and More

26

Chapter Fourteen: Berev'ha Dentii


Source: Marvel

Typical Berev'ha Dentii

The Berev'ha Dentii are a rat-like race of


warrior mystics that were not part of Heaven's
overall plan. They were hunted by angels and
were thought dead before Blackheart resurrected
Verminus Rex as one of his Spirits of
Vengeance. Somehow Verminus Rex resurrected
his race, and fed them the stolen power of Ghost
Riders that he captured. When they captured
Shoba Mirza, they drew the attention of Danny
Ketch and his Ghost Rider.

Primary Ability Chart; Column One


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46

Additional Benefits
Intuition is raised +1CS.
Endurance is raised +1CS.
Berev'ha Dentii must have at least
one Contact, usually Berev'ha Dentii.

27

Golden Age and More

Chapter Fifteen: Black Light Men


Source: Story Magazine

Typical Black Light Man

Not much is known about the Black-Light


Men, an alien race that exists in Universe-5464.
They live on a planet that they can apparently
direct and, as such, is mobile. Their planet is
difficult to detect by conventional means, and
would require a "Negative-Spot Ray" to be seen
through a telescope.
They live on an Arctic world that is covered
with ice and snow, and mostly devoid of life.
This is likely due to the fact that their planet is
rogue, no longer being heated by a star.
In their only recorded appearance, the Black
Light Men were attempting to reposition the
Earth in an effort to render it unable to sustain
human life. The goal of this effort was to lift any
survivors of this global freeze off the planet, so
they could ultimately sell it to Martians.
Whirlwind Carter and the Interplanetary Secret
Service who stormed the Black Light Planet
bravely fought the attackers. Learning that the
Black Light Men were afraid of fire, their armies
were chased off a cliff by a group of ISS soldiers
carrying torches.
In defeat, the Black Light Men's planet was
sent spiraling off into space. Their fate remains
unrevealed.
Powers
The Black Light Men are capable of seeing in
the dark and are immune to the effects of
extreme cold.
Weaknesses
The Black Light Men are afraid of heat and
fire.

Golden Age and More

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Black Light Men can raise any one
Ability +1CS.
Starting Resources are set at Poor.
Black Light Men start out with only one
Contact, their race.

28

Chapter Sixteen: Blyntzyns


Typical Blyntzyn

Source: Amazing Adventures


The Blyntzyns are a race of diminutive,
would-be conquerors that ran afoul of the
Voltamen, though they avoided being conquered
only through luck, and the Voltamens
preoccupation with the rebellion on Earth. Now
they are valued members of The United Planets,
finding the cutthroat world of business and
especially industry more to their liking than
direct warfare.
The Blyntzyn home world is mineral and
energy rich, allowing the Blyntzyns to construct
a potent fleet of ships and robots. Due to earlier
disasters in their home system, the Blyntzyn
System is very poor in plant and animal life,
making biomass of any kind highly valued.
Blyntzyns are very small by human standards,
standing roughly two feet in height. They have a
"goblin-like appearance, including huge pointed
ears and horns. Though small and not very
strong, they are brilliant technologists, and are
highly resistant to toxins due to their highly
(even overly) industrialized home world.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Robotics is very important to the Blyntzyns,


as they build a wide arrangement of highly
advanced robots to run their industry, fight their
wars, and explore the universe for them. In the
United Planets, Blyntzyn-built robots are a
regular sight in dangerous industrial zones, and
are employed in the United Planets Navy as
shock troops, pilots, and robotic weapons
platforms.

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes

29

Blyntzyns can raise any one Ability


+1CS.
Blyntzyns possess horns that can be
used to gore for Gd 8 damage.
Starting Resources are set at Poor.
Blyntzyns start out with only one
Contact, their race.

Golden Age and More

Chapter Seventeen: Brain Men of Mars


Typical Brain Man of Mars

Source: Fox Comics


The Brain-Men of Mars are brilliant
humanoids who require mechanized exoskeletons to help their small bodies support the
weight of their gigantic heads.
When Dr. Martinious came to Mars, he used
the scientific genius of the Brain Men to devise a
weapon that would allow him to conquer the
universe, starting with Earth. Their plan involved
sending meteors to earth, infested with Martian
insects, which would spread disease across the
land. Stardust arrived on earth, giving scientists
there the secret to wipe out the insects and the
disease they carried.
The Brain-Men are highly intelligent and
technologically advanced. They carry small,
hand held ray weapons, which are powerful
enough to destroy a building.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes

Golden Age and More

Brain Men of Mars can raise any one


Ability +1CS.
Starting Resources are set at Poor.
Brain Men of Mars start out with only
one Contact, their race.

30

Chapter Eighteen: Cat People


Source: Marvel Comics
History
The Cat People are a race of demons in the
form of humanoid cats that inhabit an alternate
dimensional netherworld. The Cat People
originated roughly a thousand years ago when a
human sorcerer on Earth named Ebrok magically
transformed two house cats into sentient
humanoid cats. Ebrok, a kindly man, instructed
these first two Cat People, Flavius and Helene, in
the mystic arts. The number of Cat People grew,
but Ebrok's fellow sorcerers, who belonged to
the Sorcerers' Guild, opposed his work with the
Cat People. The other sorcerers, including the
man now known as the demonic sorcerer
Belasco, magically banished the Cat People to
the other dimensional netherworld that the Cat
People themselves call the Land Within. This
realm was part of the interconnected series of
netherworld pocket dimensions known
collectively as Hades, after the most infamous of
these realms, which was ruled by Mephisto.
(This Hades is not to be confused with the
Olympian underworld of the same name, which
is ruled by the god Pluto).
According to the spell of the sorcerers who
banished the Cat People, one of the Cat People
must answer the summons of any Earth-born
sorcerer who calls upon them. The member of
the Cat People chosen by them to respond to
such calls is given the title of the Balkatar. The
current Balkatar is named Grigar.
In time the demonic environment of the Land
Within caused the Cat People living there to
become demons themselves.
However, unknown to the mystics who
banished the Cat People, Flavius and Helene had
learned of their plan against them in sufficient
time to use their own mystic skills to avoid
banishment. Flavius and Helene secretly
remained with Ebrok, assisting him in his work.
One night, however, another sorcerer discovered
Flavius and Helene with Ebrok, and killed
Ebrok. Enraged, Flavius hurled a container
holding the results of their current experiment at
the killer, thereby releasing the germ that caused

31

the Black Plague, that then swept over Europe,


killing untold numbers of people.
Flavius and Helene fled to the mountains
where they worked to find a cure for the plague,
but they were again persecuted by the Sorcerers'
Guild. Flavius and Helene summoned the
Balkatar to protect them, but he could not, since
he had to obey the Sorcerers' Guild. The Guild
also mystically prevented Flavius and Helene
from successfully using the spell to transform
cats into Cat People. Flavius and Helene instead
decided to transform human beings into Cat
People, and transformed a human woman into a
cat-like warrior named Tigra. This original Tigra
destroyed the enemies of Flavius and Helene.

Finally, when Flavius and Helene were quite


old, they discovered the cure for the Black
Plague. Since the Sorcerers' Guild no longer
existed, Flavius and Helene were able to get the
Balkatar to do their bidding, which was to mate
with the original Tigra. Thus the Balkatar of the
time and the original Tigra became the parents of
a second race of Cat People.
A descendent of the second race of Cat
People, Dr. Joanne Marie Tumulo, who posed as
a normal human being and lived among other
human beings, created a means to give human
beings the powers of the Cat People through
artificial means. She designed a costume, which
heightened the agility of its wearer to a feline
level and gave it to Greer Nelson, who wore it in
her secret identity of the Cat. After Nelson was
hit by alpha radiation while battling members of
the subversive organization HYDRA, Tumulo
saved her life by using scientific, mystical, and

Golden Age and More

psionic means to transform her into a modern


day version of Tigra.

Typical Cat Person

Tumulo sacrificed her own life to stop the


rampage of Tabur, a humanoid cat created by the
High Evolutionary. The rest of the second race of
Cat People was wiped out. The now-demonic
Cat People of the Land Within still exist and
have fallen under the domination of Belasco.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Benefits
A Cat Person has a tail, claws, fangs,
pointed ears on top of the head, and slitted
pupils in the eyes. A Cat Person can see in
the dark with Excellent night vision.
All Physical Abilities are raised +1CS.
Cat People possess claws that deal
Excellent Edged damage.

Golden Age and More

32

Chapter Nineteen: Cathexis


Source: DC Comics
Originating from the sixth dimension of
reality - as opposed to humanity's existence in
the third dimension - the Cathexis are an
advanced and powerful race, capable of creating
sentient energy beings and wielding remarkable
power in their own right. Wishing to expand
their power, they created the sentenergy 'Id'. It is
an energy field capable of modifying reality
based on the wishes of those it made contact
with and subsequently modifying the vibrations
of subatomic particles to grant wishes, and
unleashed it upon Earth.

Upon arriving in this dimension, Id


essentially began to act like the malevolent
genie, granting any wishes that it sensed to give
the wish-maker precisely what was asked for
without giving them precisely what they wanted.
As its first wish in this dimension, it latched on
to the strongest superhuman mind it could find,
Superman, just as he was wishing that those
superhumans who had two lives sometimes did
not have to cope with such pressures. As a result,
he, Batman, the Flash, Green Lantern, Plastic
Man and the Martian Manhunter were split into
their human and superhuman identities; Wonder
Woman and Aquaman alone remained the same
because they had no secret identities in the first
place.
However, as Wonder Woman and Aquaman
swiftly realized, the separation had been far from
perfect. Without the other identity to balance out
their personalities, the heroes began to change in
initially subtle but increasingly obvious ways:
Lacking Clark Kent's influence,
Superman grew increasingly alien and aloof
from the people he had vowed to protect,
changing his costume to a more Kryptonian
style of clothing and on one occasion
actually partially lobotomizing a new
opponent to shut down the part of his brain
that allowed him to use his new powers.

33

Clark Kent, despite enjoying his new


freedom not to have to lie about where he
has been, became increasingly fearful of
even simple things like heights, and became
increasingly less confident in himself.
Being normally driven by Bruce
Wayne's memory of the deaths of Thomas
and Martha Wayne, Batman rapidly lost his
spirit and resolve without Wayne's memory
to drive him, becoming a faceless individual
with no real drives of his own. Bruce
Wayne, unable to channel his rage into his
Batman identity, became increasingly
hostile, violently beating a couple of vandals
who attempted to graffiti his car.
Lacking Wally's human influence, the
Flash simply reveled in his speed with no
thought for the past - he even changed his
costume, despite promising to keep it the
way it was to honor the memory of Barry
Allen. Wally, lacking the Flash's haste,
became increasingly lethargic, even missing
dinner dates with his wife Linda.
Without the Green Lantern ring to
properly express himself creatively, Kyle
Rayner began to increasingly descend into
madness, obsessively sketching down ideas
to try to keep himself under control. Green
Lantern, on the other hand, lacked any
imagination and simply used his ring as a
weapon, to the point where he simply
attempted to shoot at a massive flood rather
than taking the more responsible solution of
erecting a wall to contain it.
Without Eel O'Brien's darker nature,
Plastic Man degenerated from being a man
with a sense of humor to being a nearineffective idiot, making inappropriate jokes
in the middle of a crisis. O'Brien,
meanwhile, found himself contemplating
returning to his criminal ways without
Plastic Man's powers and lighter nature to
give him a reason to remain a hero.
As with Superman, Martian Manhunter
began to grow aloof from his adopted people
and assume a more Martian-like appearance.
In contrast to the others, John Jones reveled
in his new freedom, including his lack of a
fear of fire and him no longer being plagued
by the long-standing grief from being the
last of his race.

Golden Age and More

While investigating the apparent resurrection


of the deceased Metamorpho, the League met the
Cathexis for the first time and learned about Id.
Metamorpho had been brought back by his son
Joey's wish, but Joey had unfortunately wished
that his father was back rather than alive, and so
Id had translated his wish as such. Using the
residual 'Id energies' left from the wish, the
Cathexis were able to reverse the wish, and
explained the situation to the League.
Accompanied by the League, the Cathexis
subsequently tracked Id to Los Angeles after it
turned the entire city blind, following a scarred
beauty queen's yell of "Don't look at me!!" while
on live television. After the Justice League
captured Id using Wonder Woman's lasso and
the Flash's vibrations, the Cathexis showed their
true colors and turned on them.
After realizing the problems being faced by
the divided Leaugers, Eel O'Brien gathered their
civilian identities together, who then confronted
the Cathexis while Eel attempted to use their
equipment to reverse Superman's original wish.
Unfortunately, so much time had passed that
there was not enough energy to fully reverse the
wish, and the reverse consisted of a haphazard
mess, with both personas struggling for
dominance. As the Cathexis divided Aquaman
into his fish and human sides, Wonder Woman,
making a last desperate gambit, tricked them into
separating her soul of truth from her physical
form, her spirit form thus able to reveal the truth
to her six split teammates; that they were
stronger together than apart. Using Id's power,
the Flash divided the Cathexis from two sixdimensional creatures into four threedimensional ones, rendering them easily bested
by Batman. With this achieved, the League
united around Id, channeling their combined
desires into a wish for Id to destroy itself and
banish the Cathexis back to their dimension,
lacking the knowledge to ever recreate Id again.

Golden Age and More

Typical Cathexis

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Cathexis can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Cathexis start out with only one
Contact, their race.

34

Chapter Twenty: Chitauri


Source: Marvel Comics
The Chitauri are a race similar to Earth-616's
Skrulls, as they are a shapeshifting alien species
that have attempted to conquer the Earth, most
notably during World War II and again in the
early 21st century. The Chitauri claim to be part
of "the immune system of the Universe", wiping
out disorder and free will wherever they find it.
They seem to prefer to acting behind the scenes,
mimicking and influencing the social and
military methods of the species they are currently
infiltrating. For example, they aided the Nazis in
their attempt at world conquest by providing
them with the technology to create a nuclear
bomb carried by an intercontinental ballistic
missile. However, this attempt was thwarted by
the super-soldier codenamed Captain America.

Through the entire conflict of World War II,


the Chitauri were being driven out of their
operations in Africa and Europe, and even from
their main Japanese training camps in Hiroshima
and Nagasaki. Following the end of the war, the
Chitauri withdrew to make new plans.
Their next attempt at conquest was more
subtle (at first), involving long-term methods of
manipulation such as will-inhibiting drugs in
many nations' water supplies, influencing the
media, and R.F.I.D. (Radio-frequency
identification) microchips to be implanted in
schoolchildren, among other means. The
Chitauri also infiltrated S.H.I.E.L.D., particularly
the Psi-Division, which could telepathically
ferret out Chitauri agents. However, S.H.I.E.L.D.
was able to detect some of the low-ranking

35

"drone" staff of the aliens, disguised as common


office workers, and wiped them out in an assault
led by Black Widow and Hawkeye.
The Chitauri planted false information
through the compromised Psi-Division that led
S.H.I.E.L.D. and the Ultimates into a trap on a
small Micronesian island. Due to the combined
efforts of Iron Man and Thor, the Ultimates,
Nick Fury and a handful of SHIELD soldiers
survived, but thousands of S.H.I.E.L.D. soldiers
were killed and dozens of Helicarriers were
destroyed.
The Chitauri then counterattacked by
infiltrating the Triskelion and capturing The
Wasp. The Chitauri leader, known only by his
former Nazi identity as Herr Kleiser, took the
Wasp to a hidden Chitauri base in Arizona.
However, their location was given away when a
fleet of damaged Chitauri starships suddenly
entered Earth's atmosphere to hover above the
formerly secret base. They claimed that they
were fleeing major defeats across the galaxy by
their intergalactic enemies. Furthermore, that the
remainder of their forces were forced to the
"backwaters" of the Milky Way Galaxy,
specifically Earth's solar system. Disregarding
Herr Kleiser's long-term efforts, the Chitauri
ordered him to destroy Earth, and its solar
system with a doomsday bomb as part of a
scorched-earth policy, and retreat to the "lower
fourth-dimension". The Ultimates and all
available S.H.I.E.L.D. and military forces
immediately converged on the alien fleet.
While Iron Man and Thor were able to
damage the Chitauri ships, and the latter of the
two even teleported the Chitauri bomb to the
wastes of Nastrond, where its detonation caused
only a small ripple in space-time, it was the Hulk
who downed the majority of the fleet. At the
same time, Captain America battled his old
enemy Herr Kleiser, but was unable to defeat
him alone. At Captain America's urging, the
Hulk was able to beat, dismember, and devour
Kleiser. It is presently presumed that the
combination of the Chitauri's series of
intergalactic defeats and the destruction of the
Chitauri fleet on Earth spelled the complete and
total defeat of the alien race.

Golden Age and More

Typical Chitauri

During the Chitauri-Kree War, an entire


Chitauri armada was fighting their enemies when
they encountered Gah Lak Tus. When their ships
were being heavily damaged by the entity, a rift
in the fabric of reality brought a being from
another universe, which called itself Galactus.
Gah Lak Tus merged with the visitor, creating an
even more powerful Galactus - with an even
greater need to feed.

F
Gd 8

A
S
E
R
I
Ty 5 Ty 5 Ty 5 Gd 8 Ty 5
Health: 28 Karma: 22

P
Ty 5

Known Powers:
Shapeshifting: All Chitauri possess the
ability to spontaneously alter their
appearance to that of any living thing.
They can even modify parts of their
bodies to imitate the appearance and
properties of clothing, equipment, or
secretions connected with the original.

Golden Age and More

36

Chapter Twenty-One: Clawites


Source: Daredevil Comics

Typical Clawite

The Clawites are monstrous henchmen,


created to serve the Claw. The Claw forced his
scientist, Cling, to create a formula that
transformed human beings into deadly goblinlike creatures, loyal to him.
Though many of these humans were enemies
of the Claw, once they were transformed into
Clawites, they are his slaves and serve their
master loyally. The Clawites have razor sharp
claws, prehensile tails, and wings that enable
them to fly. They are bulletproof (one cop
complained that it took 100 shots of his tommy
gun to kill a single Clawite) and they usually
carry a trident or pitchfork style weapon. Some
use grenades and most are willing to die for their
master.

Primary Ability Chart; Column One


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46

Additional Creation Notes


Clawites can raise any one Primary
Ability +1CS.

37

Golden Age and More

Chapter Twenty-Two: Core People


Source: Marvel Comics

Typical Core Person

The Core People live in the center of the


Earth on Earth-5391, a reality where the Earth is
apparently hollow, and contains a smaller micro
"universe" inside where the Core People reside.
They apparently lived below the surface of the
Earth for centuries undiscovered until the year
2075. In that year the Core People went to war
against the surface world due to drilling and
mining minerals out of the Earth. The attack was
repelled by the Space Sentinels, whose leader
Speed Carter, his sidekick Johnny Day, and
girlfriend Stellar Stone were contacted by the
Core People's leader Nikka, who claimed the
surface people were invading their home planet.
Carter and his companions then traveled to the
center of the earth and made peace with Nikka
and his people, and made a trade agreement
when he realized that his people were plundering
the Core People's domain.
Shortly after a peace agreement was formed,
the Saturnians attacked the Earth. However,
thanks to their new alliance with the Core
People, the Space Sentinels were able to launch a
surprise attack and repelled the invaders.

Primary Ability Chart; Column One


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46

Additional Benefits
Core People can raise any one Primary
Ability +1CS.

Golden Age and More

38

Chapter Twenty-Three: Crimson Dawn


Source: Marvel Comics
The Crimson Dawn is first mentioned as a
mystical life-giving elixir that could save the life
of Psylocke after being critically wounded by the
villain known as Sabretooth. The X-Man,
Wolverine along with Elisabeth's lover and
fellow X-Man, Warren Worthington, embarked
on a quest to save her life through the use of the
Dawn. With the help of Doctor Strange and
Gomurr the Ancient, the duo was able to defeat
the Crimson Dawn's proctor Tar and cast the soul
of Psylocke into it, saving her.

darker, colder, harsher personality, and the


development of the ability to travel through
shadows. Lastly, the subjects are taken over by
the energies of the Crimson Dawn, and are either
made servants (if willful enough) or simply
mindless slaves. The Undercloaks are the lowest
general representation of life after tasting the
Dawn, although certain, more powerful subjects
(Spiral, The Dragons of the Crimson Dawn)
retain their intelligence and will, though they are
still bound to serve the Dawn and its proctor.
The Realm
The realm of the Crimson Dawn is named
after the substance it serves to contain, and is
representative of the elixir's properties. It can
only be accessed by those who can travel
through shadows. The sky is blood red, akin to
perpetual sunset or twilight, and the landscape is
devoid of vegetation and harsh and rocky. The
air is devoid of any real warmth or moisture.
Being that this realm is mystical in nature, none
of the life that exists there is dependent on food
or water to survive.

Alternatively, the Crimson Dawn is also used


as the name of the elixir's location; a pocket
dimension that exists within the shadows of our
world. Within this realm, the sky is red in color,
and the landscape is harsh and dark. The only
buildings that exist in the Crimson Dawn are
asian in design, and its denizens are a species
called the Undercloaks; souls tainted by the
Dawn's power and made slaves to its current
proctor.

39

The architecture is reminiscent of that of


China and Japan, albeit much more fantastic in
design. The city itself is composed of multiple
buildings of this nature, though, strangely, the
buildings have neither doors nor windows. As its
denizens utilize shadows for travel, they are
unnecessary.
The central tower within the city stands much
higher than the surrounding buildings. Within
this tower is the Ebon Vein: the chamber in
which the elixir itself is located. The Vein also
serves as the throne room for its current proctor,
and is heavily guarded by Undercloaks.

The Elixir

History

The Crimson Dawn, more specifically the


mystical elixir kept within the realm of the same
name, is a life-giving substance with vast
mystical properties. Those near death who sip
from the elixir will be granted new life, and an
innate connection to the realm itself. There are
side effects, however. The most immediate side
effect is the appearance of a kana-like red mark
over the left eye. As time goes on, the connection
to the shadow realm grows, as is indicated by a

The Crimson Dawn has apparently existed for


ages. It is unclear when exactly the realm was
formed, or if it had simply always existed. What
is known is that sometime during the last years
of the Ming Dynasty (circa 1640), China was
overrun by "The Roaming King", Li-Tzu
Cheng. A group of monks, Xiandu, A'yin,
Barak, and Ra'al, in vengeance for the fall of the
Ming Dynasty, sought out the "Covenant of the
Ebon Vein", and were inducted on the promise

Golden Age and More

that China would be freed from its oppressors.


The four of them tasted the Crimson Dawn and
were transformed. During the night, A'yin, Barak
and Ra'al were corrupted by the Crimson Dawn's
powers and murdered Xiandu. The former were
transformed into the Dragons of the Crimson
Dawn, and the latter would roam Earth as a spirit
for centuries to come.
Much later, the X-Man known as Psylocke
was mortally wounded by Sabretooth. In order to
save her life, Wolverine and Archangel travelled
to New York's Chinatown to enlist the aid of
Gomurr the Ancient in finding the Crimson
Dawn. Doctor Strange, sensing their intentions,
also joined them in their quest. Together, the
four of them sought out the Crimson Dawn,
which was currently being protected by its
proctor Tar. Though Psylocke was not with them
to sip the elixir, Strange summoned the piece of
Psylocke's soul she had entrusted to Archangel
and tossed it into the Dawn itself. She was
restored, though Strange sensed the true battle
for Psylocke's soul had just begun.

an engagement ring. Gomurr came to warn them,


but was too late, and Betsy, enchanted by the
ring, slipped it on, allowing Kuragari to steal her
away to his realm. Warren followed, but by then,
Betsy had been brainwashed and transformed
into Kuragari's Shadow Queen. She left him
behind, going with Kuragari.
Gomurr was next visited by the spirit of the
deceased Tar, who named him the next rightful
proctor of the Crimson Dawn. Gomurr accepted,
and he joined Archangel in his fight. In order to
free Betsy from the Dawn's influence, Warren
sacrificed a piece of his own life force to replace
what had been given, and the couple was
reunited. Gomurr managed to defeat Kuragari,
becoming the next proctor of the Dawn.

Typical Undercloak

Strange was proven right as Psylocke slowly


began to change. She became cold and distant,
developing shadow teleporting abilities, as well
as a gradual increase of her own telepathic
abilities.
At the same time, the misplaced Dragons of
the Crimson Dawn found themselves in the
Wildways, the home of Spiral, and forced her to
join them and taste the elixir herself. She fought
the Dawn's influence, but was forced to teleport
the Dragons to Earth. They appeared in London,
attacking Captain Britain (aka Brian Braddock)
and his fianc Meggan. The Dragons kidnapped
Captain Britain and traveled to Hong Kong,
where they intended to use him to breach the
walls between Earth and the Crimson Dawn.
Spiral was able to alert Captain Britain's
teammates, the group known as Excalibur, to the
Dragons' plans, and the spirit of Xiandu also
aided the team, namely Meggan, by guiding her.
Meggan was able to help Brian, and together, the
couple managed to stop the Dragons plans,
though Brian was left powerless for some time
afterwards.
Finally, when the malevolent Kuragari
murdered Tar, he became the new proctor of the
Dawn, and sent his Undercloaks to claim
Psylocke for his bride. They attacked Archangel
and Psylocke in their apartment, leaving behind

Golden Age and More

F
Rm
26

A
Ex
16

S
E
R
I
Gd
Ex
Gd
Ty 5
8
16
10
Health: 66 Karma: 20

P
Ty 5

Known Powers:
Undercloaks are made of shadows from
the Crimson Dawn Dimension. They
can transport through and hide in the
shadows with In ability and they posses
Ty body armor. They fight with In
material Ninja weapons.
Talents: Martial Arts: A, C, D, & Oriental
Weapons.

40

Chapter Twenty-Four: Cybernoids


Typical Cybernoid

Source: Malibu Comics


History
Cybernoids are humanoid combat robots that
were deployed by corrupt millionaire Malcolm
Kort to support his ultrahuman mercenaries.
Though considerable effort went into upgrading
and improving the design, the results against
ultrahumans were deplorable.
Personality
Cybernoids will, for some reason, talk aloud
and expound what theyre about to do and why.
As a result, they typically have a catastrophic
Initiative score.
Powers and Abilities
Cybernoids are enormously strong combat
robots with concussive cannons for hands and
titanium-steel alloy amour plating. Their sensors
are protected by bulletproof glass and armored
plastics. They have fairly simple if-then
programming, and are incapable of adapting to
unexpected circumstances.

F
Gd
8

A
Gd
8

S
E
R
I
Rm
Gd
Ty 5 Ty 5
26
8
Health: 50 Karma: 15

In practice Cybernoids are slow, imprecise


and surprisingly fragile. They could probably
fare well against conventional forces with small
arms (say, the police) but if they run into fast,
precise opposition with attacks powerful enough
to handle their amour plating theyll get thrashed
with surprising ease.

Known Powers:
Density Increase: Pr 3
Energy Blast: Rm 26
Flight: Ex 16
Growth: Pr 3
Self-Link (Gadgetry): In 36
Body Armor: Ex 16

One Cybernoid was clearly seen flying using


built-in jetboots, and from context this seems to
be standard equipment. Theyre not going to win
dogfights, but it makes them quite mobile
outside of combat.

Talents: Weaponry (Built-in cannons)

P
Ty 5

Quotes
Threat assessment directory Exiles subject
code Deadeye - searching Supernormal
ability: extreme proficiency with ranged
weapons. Engage immediate countermeasures.

41

Golden Age and More

Chapter Twenty-Five: Cyber-Sidhe


Source: Marvel Comics

Typical Cyber-Sidhe

Known in their own language as the Tuatha


De Turing, the Cyber-Sidhe were a race of
cybernetic beings native to Earth-10001011. The
Cyber-Sidhe were worshipped by the native
Mechlans of this Earth, who made sacrifices to
them through the ritualistic Henge-Nodes. When
a renegade Cyber-Sidhe called Phinn Mac Mram
attempted to enslave the Mechlans, they rose up
against him and banished his warband to another
world.
Phinn Mac Mram and his warriors rematerialized on Earth-616 at the Carhenge tourist
attraction in Western Nebraska. Lyra, acting as
an agent of A.R.M.O.R, engaged them. The
Cyber-Sidhe's Chromedruids began infecting
Earth's machines and controlling them, including
Lyra's wrist-computer, Boudicca. Lyra engaged
the Cyber-Sidhe and killed Phinn Mac Mram,
ending the Cyber-Sidhe threat.
Powers
The Cyber-Sidhe speak the universal machine
language, and are able to infect and control
computerized devices.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Cyber-Sidhe can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Cyber-Sidhe start out with only one
Contact, their race.

Golden Age and More

42

Chapter Twenty-Six: Cymradia


Source: Fiction House
Cymradia is a planet covered with forests and
swamps, and surrounded by purple mists in its
atmosphere. It is the home of Cymrad City, a
massive technological marvel built by the old
Brain-Lords of Cymradia. They called it the
"pearl of the cosmos." The planet is also home to
tribes of the intelligent Arborotes, primitive
humanoids with purple fur and prehensile tails,
who live in the forests. There is also the domed
city of Sargazzo, where the former test subjects
of the Brain-Lords live as a tribe. The city is
hidden under a lake in the swamplands, and
beneath that are crystal caves, where the keeper
of the dead reigns over the moth-men. The
forests and rivers of Cymradia are inhabited by
many unusual species including pyro-spores
(fiery worms) and large reptilian creatures,
including the lizard-birds in the air and huge
alligator and octopus-like creatures in the water.
There are also huge insect-like creatures,
including Spidrons, butterfly/moth-like creatures
and giant dragonfly-like creatures.

from throughout the galaxy, in search of the


most durable and compatible bodies to serve as
hosts to their minds. They succeeded in both
transferring their heads onto larger humanoid
bodies, and transplanting their brains into human
skulls. Eventually, the project was halted when
the test subject, Futura, led a revolt against them.
Many of the Brain Lords appeared to perish
when a ship they were in crashed into a geyser of
hot magma.
In addition to their advanced biological
technology, the Brain Lords possessed ships
capable of nearly instant intergalactic travel,
tractor beams, teleportation devices, powerful
ray guns, and equipment capable of monitoring
all of their subjects vitals from hundreds of
miles away (possibly anywhere).
The Brain Lords have also built
"Synthopoids" which are powerful creatures,
standing about 7 feet tall, designed to perform
physical labor. They are slaves to the telepathic
signals of their creators.
Note: In all but their first appearance, the BrainLords and Synthopoids were depicted with green
skin.

Cymradian Brain-Lords
The Cymradian Brain-Lords rule the planet
Cymradia. They are highly intelligent and
technologically advanced humanoids standing
around 4 feet tall, with massive heads. However,
they are a dying race, looking for new bodies.
They initiated Project: Survival in which they
abducted and tested various humanoid species

43

Golden Age and More

Typical Brain-Lord

Typical Synthopoid

Primary Ability Chart; Column Five


From the Ultimate Powers Book

Primary Ability Chart; Column One


From the Ultimate Powers Book

Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Brain Lords can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Brain Lords start out with only one
Contact, their race.

Golden Age and More

Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46

Additional Creation Notes


Synthopoids can raise any one Primary
Ability +1CS.
Starting Resources are set at Poor.
Synthopoids start out with only one
Contact, their race.

44

Chapter Twenty-Seven: Deaglos


Source: Silver Streak Comics

Typical Deaglos

Deaglos are bird-men created by the magic of


The Black Dragon, and are foes of Captain
Battle. In fact, his sidekick Nathan Hale was one
formerly until Captain Battle cured him.
Black dragon created Deaglos by using the
spirit of a dodo bird, which is extinct, to turn all
his prisoners into these giants. Deaglos are about
20 feet tall, with yellow, bird like faces, bulging
red eyes, green beaks, and pointed ears - a few of
the nastier ones even have red crestfins. They
have blue-gray wings and feathers about the
shoulders and chest, but human torsos otherwise.
They are also bulletproof and retain their
intelligence and speech but lose their free will.
Black Dragon sent a division of Deaglos to
destroy the navy of an Asian nation, but Captain
Battle stops them when he discovered the
Deaglos could be killed with simple radio beams.
Primary Ability Chart; Column One
From the Ultimate Powers Book
Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46

Additional Creation Notes


Deaglos can raise any one Primary
Ability +1CS.
Deaglos gain the power Winged Flight
at Rm 26 rank.

45

Golden Age and More

Chapter Twenty-Eight: Demon People


Source: Marvel Comics

Typical Demon Person

In another dimension adjacent to Earth-4040,


the Demon People live in the Demon City,
located in a timeless realm, unable to pass
through the one-way portal between Earth and
this plane. They are an advanced warrior society
that constantly clashes with those who have
become trapped in this realm and built the City
of the Mirage. By 1945 they would be led by the
tyrannical Mubahn, who would seek to breach
the barrier and invade the Earth. Those who were
not loyal to him would find themselves enslaved.
When American soldier Breeze Barton found
himself trapped in this realm he deduced that
magnetism would be a means to get past the
barrier. After failing to learn this technology
from Barton, Mubahn had the elderly scientist
Zanoba captured and his mind probed. Breeze
Barton led an invasion of the Demon City,
slaying Mubahn and freeing his slaves.
The fate of the Demon People now that they
are free of their tyrannical rule remains
unknown.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Demon People can raise any one Ability
+1CS.
Demon People possess the Power
Winged Flight at Ex 16 rank.
Starting Resources are set at Poor.
Demon People start out with only one
Contact, their race.

Golden Age and More

46

Chapter Twenty-Nine: Descendants


Source: Marvel Comics

Typical Descendant

The beings known as Descendants are the


creation of the man known as Father, working
for Weapon Plus UK under the secret robotics
project called "Project Descendant".
When science failed Project Descendant,
Father resorted to magic, using the Orb of
Necromancy to animate their best twenty failures
as perfectly functional synthezoid "HighBreeds", potentially the first of a new android
species. Father wanted to unveil them, but they
fell to arguing and the synthezoids were released
into the wild, mingling among normal humans.
Father eventually created an underground city of
robotic intelligences, the Core, where he has
worked to lure the descendants of the HighBreeds.
For decades, the Descendants remained in the
shadows, avoiding contact with other robots but
slowly building their numbers... but all that
changed with Parvez. In the aftermath of the Day
of the Serpent, the boy's nonhuman ancestry
activated, making him the first example of a
High-Breed emerging spontaneously from a
Descendant/human pairing. Seeing this as
evidence of the viability of the Descendants as a
species, the rulers of the Core struck to claim
him, accidentally revealing themselves to the
Secret Avengers. They secured the boy, but the
Core's rulers nonetheless managed to plant a
double agent LMD of Ant-Man on the team.
Months after the conflict between the
Avengers and the X-Men, the Descendants
decided to rise and take over the world, raiding
important cities of the planet and launching a
nano-mist, which slowly started turning every
human into machines.
The Secret Avengers fought the Descendants,
and Human Torch managed to destroy the Orb of
Necromancy (retrieved from an alternate
universe), which reversed the Orb's effect on the
original Descendants and their synthezoid
offspring, and eliminated the nano-mist from all
the humans. However, before dying, Father held
onto his faith that Parvez, whose natural birth
allowed him to survive the Orb's destruction,
would secure the future of the Descendants.

47

Primary Ability Chart; Column Four


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-15
16-40
41-50
51-70
71-90
91-98
99-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Benefits
Popularity is initially lowered
-1CS.
Descendants may raise any one
Ability +1CS.
Descendants gain one additional
Power.

Golden Age and More

Chapter Thirty: Drakulon


Sources: Warren Publishing, Harris Comics, &
Dynamite Entertainment.
MTS Note: This chapter was taken from the
original history of Vampirella. Later it was retconned
that she is the daughter of Lilith and her memories
were altered by her evil brother and sister Madek and
Magdalene, so she would forget they exist.
Futhermore, Draculon is now a part of hell.

last few of them lie dying when a spaceship from


Earth crashed on the planet. Vampirella was sent to
investigate, and was attacked. She retaliated and
discovered that the astronauts have blood in their
veins.
In order for her race to survive, she managed to
pilot the ship back to Earth, where her adventures
begin. Vampirella became a "good" vampire, and
devoted her energy to ridding our world of the evil
kind. Evil vampires owe their existence to Dracula,
who also came from Drakulon but was later
corrupted by Chaos.
Known Powers of the Vampiri:
Bio-Vampirism
Longevity: Vampiri are seemingly immortal.
Night Vision
Shapeshifting - Bat
Superhuman Agility
Superhuman Senses
Superhuman Speed
Superhuman Strength
Wings Note: These can be summoned and
banished at will, granting the power Winged
Flight.

History
Draculon is, quite literally, a planet of blood. By a
strange quirk of nature, the water on Drakulon is
composed of virtually the same combination of
elements that on Earth constitute hemoglobin. The
rivers and seas were full of blood, and it rained from
the skies themselves.

Key Differences between Vampiri and


traditional Vampires:
Immune to Sunlight: Unlike normal undead
vampires, Vampiri are not harmed by
sunlight, because they are living (alien)
vampires not undead.
The Vampiri are immune to many of the old
varietys banes (sunlight, holy symbols,
etc.).

Drakulon orbits around twin suns, Satyr and


Circe, that were causing droughts across the planet,
Satyr was creating the larger problem. It is a variable
star that erupts at irregular intervals to scorch the
surface of the planet, destroying all life. Then, as the
sun wanes, civilization begins anew.

Vampiri
On Drakulon evolution has taken strange ways on
Drakulon. A race has developed that depends solely
on blood for sustenance. The inhabitants, known as
Vampiri, live on the blood as we do on water
They were dying slowly due to the drying up of
Drakulons blood after Satyrs latest eruption. The

Golden Age and More

48

Typical Vampiri

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Vampiri can raise any one Ability +1CS.
Starting Resources are set at Poor.
Vampiri start out with only one Contact,
their race.
Weaknesses:
Being impaled through the Heart: Any
object, not just wooden stakes.
Decapitation: Causes death.

49

Golden Age and More

Chapter Thirty-One: Drugs, Formulas, & Serums


MTS Note: I decided to combine all of these for simplicity. All of the various comics seem to have at least
one Origin of this nature. There are quite a few examples listed in this chapter, but I am sure I have missed
others. Feel free to substitute the compound of your choice for any of these. P.S. Drugs are bad.
Source: DC Comics

Cortexin

Bio-Restorative Formula

Many years ago, on an Earth of an alternate


dimension, there lived a man named Dr. Michael
Grant. Grant was a scientist who had developed
an experimental chemical agent known as
Cortexin. He tested his mutagenic drug on
several species of animals inside of his
laboratory including, apes, rats, bats, and tigers.
The exact purpose or nature of the Cortexin
compound remains shrouded in mystery,
however.

The Bio-Restorative Formula was the


invention of chemist Alec Holland. The formula
was designed to stimulate hormonal growth in
plant life, enabling plants to grow in hostile
terrain.
Holland was contracted by what he believed
to be the federal government to create the
process in a small laboratory set up in the bayous
of Louisiana. A villainous organization known as
the Conclave, led by Mister E., raided the
laboratory and attempted to steal Holland's
research. Alec tried to escape with the formula,
but was shot several times, ultimately falling into
the outside swamps where he "died". For years it
was believed that the formula had a chemical
reaction with the surrounding plant life,
transforming Holland into the creature known as
the Swamp Thing.

Shortly after beginning the initial stages of his


experiments, the world fell sway to a global
catastrophe commonly referred to as the Great
Disaster. Earthquakes and tidal waves erupted all
across the globe and the nations of Earth found
themselves at the mercy of nuclear Armageddon.
Dr. Grant did not survive long enough to see his
experiments come to fruition, but the lasting
after-effects produced a legacy that would
endure for centuries.
A large section of the Earth was rendered
uninhabitable due to atmospheric nuclear
radiation. However, the radiation produced a
mutagenic side effect within the surviving
Cortexin-infected animals from Dr. Grant's labs.
Not only were they safe from the long-term side
effects of nuclear fallout, but the strange drug
permanently altered their genetic structure. With
each successive generation, the various animal
species began to evolve adopting specific
physical human characteristics. Within two
human generations, apes, birds, felines, canines,
and many other breeds were developing
heightened intellect, bipedal locomotion, extra
fingers, toes, thumbs, and even the ability to
articulate.
As each race grew in strength and numbers,
they began to form primitive tribal societies and
family clans. Many of the clans did not live in
harmony with their cousins, and a culture of
survival of the fittest soon developed among
them.

Golden Age and More

50

Powers

Gingold

While the full nature of Cortexin's effects are


lost to history, it appears that the drug granted its
benefactor immunity against high level forms of
atomic radiation. It could be argued that Cortexin
alters the recipient's biological cell structure
allowing it to adapt to its environment.

Gingold is a soft drink whose main flavoring


comes from the rare Gingo fruit. Although the
Gingo fruit is edible, a large number of people
are allergic to it in high doses. Gingold is
popular amongst Indian rubber men who feel that
it enhances their physical elasticity, allowing
them to contort their bodies into various
positions. Many years ago, a junior detective
named Ralph Dibny, trying to discern the secret
of these performers' abilities, distilled the
essence of the fruit and drank it. Fortunately,
Ralph's body did not suffer any poisonous
effects. Instead, the concentrate permanently
altered his body chemistry giving him the ability
to stretch any part of his anatomy into nearly any
shape his mind could imagine.

Notes
As Earth-AD ceased to exist with the collapse
of the Multiverse during the Crisis on Infinite
Earths, the existence of Cortexin is considered
apocryphal by modern standards. However, the
toxin is replaced by the Post-Crisis Morticoccus
Virus, which causes animals to evolve into the
Animal People, and also causes some humanoid
people to devolved into savage feral animals.
Furthermore, unlike the Cortexin toxin, the virus
is the cause of the modern form of the Great
Disaster on Earth-51.

Elasti-Formula
While exploring the reaches of outer space,
Superman discovered an old chest and brought it
back to Earth. He showed it to his friend Jimmy
Olsen, and upon examining the contents, they
discovered a vial of green liquid. Jimmy's
clumsiness got the worst of him, and he spilled
the alien liquid onto himself. The fluid
temporarily altered Jimmy's genetic structure,
giving him great physical elasticity. Excited by
his newfound powers, he decided to adopt the
heroic alias Elastic Lad.
Another version of the formula was later
found in the laboratory of Professor Phineas
Potter. Jimmy accidentally drank from the serum
and gained his super-stretching abilities once
again. This time, he used them to play a game of
baseball with Superman. After several hours,
however, the formula eventually wore off, and
Jimmy returned to normal.
Later, Lois Lane borrowed some of the ElastiFormula and used it to give herself superhuman
powers. Calling herself Elasti-Lass, she
performed 10 great feats of elasticity while
simultaneously investigating a man named
Raphael Byron, whom she suspected of being a
criminal named The Wrecker. After exposing
Byron's schemes, the effects of the ElastiFormula wore off.

51

The pliancy of Gingold abstract has been


found to have other uses as well. Using notes
taken from Gotham City criminal Bart Magan,
scientist Aristotle Rodor developed a Gingoldbased synthetic polymer known as Pseudoderm.
Pseudoderm is the substance that the Question
uses when crafting his elaborate masks.

Notes
Oral consumption of Gingold can grant one
the abilities of super-elasticity, however, this is
not a guaranteed effect and can just as easily lead
to death.

Man-Bat Serum
The Man-Bat serum is bat gland extract
created by Robert Langstrom. It was originally

Golden Age and More

created to amplify a person's hearing capabilities


to bat-like levels. When injected into the body, it
causes a transformation into a half-human/halfbat creature. Once the serum wears off, the user
returns to their normal human form.
Repeat exposure has been shown to induce
serious mutations. This was evidenced with
Aaron Langstrom, the son of Robert and
Francine Langstrom, who was born with many of
the attributes induced by the man-bat serum.
Batman is in possession of an antidote, which
causes a transformed person to revert to their
normal state before the serum would naturally
wear off.

Keeping the discovery of Miraclo a secret,


Tyler decided that human trials would be limited
to the only subject he could trust... himself.
Hourman derives all his super-human abilities
from Miraclo.
In Earth 2, Thomas Wayne uses Miraclo in
order to serve as the second Batman.
Notes
The active ingredient of Miraclo is a special
form of phosphorus, which bonds temporarily
with the ATP in muscle cells to create a
"Adenosine Quad-Phosphate" which energizes
the cells. The energy released gives the subject
increased strength, limited invulnerability and
heightened stamina for about an hour. After that
time, the "AQP" burns itself out, and the waste
toxins generated need to be eliminated in the
bloodstream over about a 24 hour period.

Nuvafed
Nuvafed was the name of an experimental
chemical created by the project team of Doctor
Bruce Bonwitt of Ollins Medical Lab in New
York City. The chemical acted as an extremely
potent anti-histamine, but had yet to be
submitted for FDA approval. Dr. Bonwitt
approached his supervisor Doctor Ollins,
requesting permission to experiment with the
drug in human trials. Ollins refused to endorse
such procedures and instructed Bonwit to find an
alternative means to conduct his research.

Miraclo
Growing up in upstate New York, young Rex
Tyler developed an affinity for chemistry,
particularly those areas involving biology.
Working his way through college, he landed a
job researching vitamins and hormone
supplements at Bannerman Chemical. A series of
discoveries and accidents led him to the
"miraculous vitamin" or Miraclo. He found that
concentrated doses of that "vitamin" gave a
strength and vigor to test mice several times that
of normal. Taking a dose, Rex found that his
strength and vitality and speed increased to that
of super-human levels. However, the human
body could only process the Miraclo for an hour
at a time, whereafter the subject was weakened
and returned to human strength levels.

Golden Age and More

Refusing to kowtow to Ollins' commands,


Bonwit approached the laboratory's patent
lawyer, Ted Benton, Jr. Benton agreed to help
Bonwit find a suitable test subject and contacted
a failed lawyer named Fred Delmar. Delmar,
desperate for money, agreed to participate in the
experiment providing that the doctors could
guarantee his safety. A man named Dr. Harris
assured Delmar that Nuvafed was completely
safe. In fact, he had hopes that the anti-histamine
would actually improve Delmar's health.
Harris injected Delmar with a concentrated
dose of Nuvafed, but the drug caused an adverse
side effect in Delmar's body. The Nuvafed
actually increased Fred's histamine levels
causing severe allergic reactions. Delmar
convulsed violently for several minutes and
finally fell over dead. Bonwit and his team had

52

no intention of letting Ollins discover the truth


about their failed experiment, so they drove
Delmar's body to upstate New York and dumped
it in a field. The Nuvafed reacted to the
surrounding fauna and mutated Delmar's body,
resurrecting him as a monstrous creature
composed entirely of vegetative matter named
Goldenrod.
Powers
Nuvafed is potentially fatal to most human
beings. However, pending unforeseen
circumstances, the chemical can alter a bodys
genetic makeup granting it a variety of unknown
abilities. In the case of Frederick Delmar, it
transformed his body into vegetative material
and granted him the ability to project lethal doses
of concentrated histamine chemicals.
Notes
Nuvafed had been properly tested in primate
studies, but the FDA denied Ollins Medical Lab
approval for human testing.

Quantum Juice
Quantum Juice, or "Q Juice", for short is the
nickname for dequantified plasma, a unique and
sometimes deadly form of plasma. (In physics,
plasma is a gas-like state of matter whose
particles are partially ionized. Stars and lightning
are examples of plasma.) This plasma is called
dequantified because it randomizes Planck's
constant, the physical constant of any interaction
of matter or energy at the quantum level. Thus,
Quantum Juice can warp the laws of physics to
induce mutations in living beings like people,
who then develop metahuman abilities.
Renowned quantum physicist Dr. Nathan
Flack, who theorized its existence but lacked the
funding to prove it, developed quantum Juice.
Flack finally got a break after receiving a
substantial investment from a man named
Dharma. Unknown to Flack at the time, his
benefactor secretly led the Shadow Cabinet, an
ancient superhero team that covertly defends
humanity from various threats. Through his own
precognitive powers, Dharma learned that
Flack's work would result in a new breed of
metahumans capable of saving the world from an
impending apocalyptic disaster.

53

Eventually, Flack's efforts resulted in a viable


sample of Quantum Juice. Whether by accident
or not, the container of Quantum Juice ruptured
and exposed Flack to its contents. As a result,
Flack now existed between his universe and a
realm called Netherspace, thus making him
undetectable unless he willed otherwise. Flack
realized the incredible potential of his new
abilities and decided to use Q Juice to similarly
"bless" the rest of mankind with such power.
Flack submitted his scientific findings to Dharma
while concealing his powers and his long-term
plans for humanity. The two men ended their
partnership soon afterward.
The Big Bang
Since its discovery, those with criminal or
unethical motives have too often employed
Quantum Juice. The most infamous example was
Dr. Flack, now known as Dr. Nemo, adding the
mutagen to the tear gas that police used to quell
the Big Bang, Dakota City's deadliest gang war.
The Quantum Juice in the gas quickly overcame
the surprised police, gangbangers, and innocent
bystanders, 90 percent of whom died while the
survivors later known as Bang Babies gained
metahuman abilities. (It was the Bang Babies
that Dharma had foreseen as the new race of
metahumans.) These results inspired Dr. Nemo
to plot replicating the Big Bang on a global
scale.
SYSTEM
Events at the Big Bang caught the attention of
SYSTEM Amber, a Dakota-based SYSTEM
cell. Amber Leader Mom dispatched squads of

Golden Age and More

armored SYSTEMatics to collect as many Bang


Babies and unexploded tear gas grenades as
possible. The SYSTEMatics took all they had
collected to Cross Station, a secret SYSTEM:
Amber base where scientists tried to isolate the
mutagen used at the Bang. SYSTEM: Amber had
a temporary setback in their research when they
were forced to abandon and then self-destruct
Cross Station, which came under attack by the
Bang Baby gang, the Blood Syndicate. However,
Amber did successfully transfer the captive Bang
Babies to their Garden Station base while the
tear gas grenades went to a SYSTEM base in Las
Vegas.
Hence, Amber was able to again conduct their
secret experiments, leading to their discovery of
the Q Juice formula. Mom ordered production of
a concentrated form of Q Juice, which she used
to enhance the powers of some of the captive
Bang Babies who had been brainwashed to be
obedient SYSTEM soldiers. However, aided by
SYSTEM agent Rose, the Bang Babies
overcame the brainwashing and used their
increased powers to escape Garden Station.
Mom's superior, Grandmother, promptly ordered
Amber's Bang Baby experiments to be shut
down, thus ending SYSTEM's research into Q
Juice.

Static, Payback and Wise Son of the Blood


Syndicate tracked down Nemo, who died when
he overtaxed his cloaking powers to escape
capture.
Holocaust
At the end of the Shadow War, the Shadow
Cabinet destroyed all samples of Quantum Juice
once belonging to SYSTEM and the Star
Chamber. Despite this, Dakota crimelord
Holocaust still had a small vial of the mutagen,
which he acquired as a member of the Star
Chamber. He began to regularly inhale his
Quantum Juice in hopes that it would enhance
his powers rather than kill him. Holocaust's
gambit paid off because his pyrokinetic powers
increased to such a degree that he eventually
conquered Dakota's criminal underworld,
making him a major menace to the city and
beyond.

Shadow War
Q Juice's existence also became known to the
Star Chamber, a group of Shadow Cabinet
operatives who went rogue, and plotted to
acquire the mutagen as weapon of world
conquest. During the Shadow War, the Chamber
attempted to steal SYSTEM's Q Juice stockpile
in Las Vegas, but the Cabinet got to it first. The
Chamber later succeeded in stealing radioactive
material from the Einstein Institute and
processed it into Q Juice. Then, they loaded the
mutagen into a missile that they launched. Upon
reaching orbit, this missile would be a trump
card that would be detonated if anyone opposed
the Star Chamber's plans of ruling mankind.
However, an unseen Dr. Nemo had been
observing the war and took control of the
missile, which he detonated in order to mutate
mankind into Bang Babies. His mad scheme
failed thanks to Cabinet ally Hardware, who
intercepted the missile in mid-air and removed
the Q Juice before it exploded. The defeated Star
Chamber surrendered to local authorities while
Nemo fled the scene to plot anew. Months later,
the superhero Icon and his Bang Baby allies

Golden Age and More

Rashnikov Formula
The Rashnikov Formula is an experimental
chemical compound designed to turn people into
enhanced vampires. Yuri Rashnikov of the KGB
developed it to turn Russia's high command into
immortals with no vampire weaknesses. The
Cult of the Blood Red Moon tried to steal it from
his facility, although Andrew Bennett took it.
Mary, Queen of Blood, sent Dunya Mishkin to
her death trying to take it back. Eventually
Bennett eventually took the formula, giving him
a full day of humanity with his lover, Deborah
Dancer. It was revealed that the formula would
not work properly on those who were already
vampires, and the Blood Red Moon captured
Bennett during rigor mortis. His body continued

54

to rapidly deteriorate the 400 years he had lived


past death, while Mary tortured him in a church.
Deborah Dancer was also captured and bitten,
although she revealed that she had taken the
formula and suffered no drawbacks. Using her
new vampire powers, Deborah murdered Mary
before watching her lover Andrew wither into
dust.

Tar
Tar is a narcotic, strength-enhancing drug,
somewhat similar to the Venom compound that
gave Bane his strength. Tar's effects include
granting temporary super-strength and nighinvulnerability. John Henry Irons had numerous
run-ins with gang members using tar to gain an
advantage over their enemies; these drugged
individuals were often known as "tar-freaks". A
more insidious effect of Tar is it heightens the
affected individual's aggression instincts, making
them actively seek out battles to find (and people
to pummel).
At one time, Steel was accused of a savage
murder; the Washington, D.C. police claimed he
used his giant hammer to decapitate a man. Steel
was able to prove his innocence simply by listing
the already well-known effects of Tar, and
explained that a tar-freak could easily inflict the
same injuries that his hammer could (which
would indicate that a Tar-Freak's skin becomes
at least as tough as Steel's hammer, and that their
super-human strength rivaled many super
heroes).
S-Tar
Later on, an enhanced version of this drug
called "S-Tar" (short for "Super Tar") would be
created, which granted even more strength and
invulnerablity, and was even more addicting.
Also, once a person had used S-Tar 3 times, the
drug buildup in their system would become fatal.

Titan
Titan is a dangerous super-steroid drug
developed by Doctor Young in Batman: Arkham
Asylum, using Bane's Venom as a chemical base
along with elements from Poison Ivy's plants.
First conceptualized by Doctor Young as a
means of strengthening the minds and bodies of
weaker mental patients so as to allow for more
extreme treatment methods, the doctor soon
found herself financed by a mysterious investor
named Jack White (an alias of the Joker). With
his money, Doctor Young managed to ship the
super-criminal Bane into Arkham Asylum,
combining his Venom-laced blood with elements
of Poison Ivy's plants. The combined chemicals
created a Venom-like drug that would turn
normal people into hulking, mindless monsters
with only a small dose, similar to Bane's own
drug. However, unlike its predecessor, it does
not require a storage tank or excess amounts
pumped into the blood stream to maintain the
effects.
Its benefits do not come without risk,
however. People using the Titan serum have
their bodies morphed and distorted by the drug's
effects, their skin and muscles splitting and
enlarging, bones often protruding from their
skin. The drug also lowers its user's intelligence
significantly, to the point where they are little
more than mindless beasts (Joker was able to
resist this effect, possibly due to the fact that he
was insane). These effects, along with the
enhanced strength, seem to be temporary, as
Joker (and possibly other thugs) reverted to his
original form after some time. Titan users are
often shown to succumb to heart attacks after
some time, probably from the increased strain on
their hearts while using the drug. The effects it
had on Poison Ivy were different as she
physically stayed the same (aside from green
eyes) but it enhanced her chlorokinetic abilities.
The long-lasting effect of Titan is that, over
time, the chemicals begin to degrade into poison
inside the body, slowly killing the user. While
infected, the person's skin loses color and begins
to peel, hair begins to fall out, and a significant
cough develops. If a cure is not administered
after some time, the victim will die. Joker
managed to spread this disease to the citizens of
Gotham City by shipping his infected blood to
hospitals for transfusion, with Batman being
infected personally by the Joker in Arkham City.

55

Golden Age and More

Notes
The effects of Titan can be repressed by
someone of significant willpower, shown when
Batman is shot with a Titan dart by the Joker, but
manages not to transform into a monster for a
significant amount of time.
Batman had managed to develop a cure for
both the Titan drug and the virus that follows its
usage (the latter with help from Mister Freeze).
Both of these are used on himself.

them back to hospital. However, 90% died of


shock before they could be sedated.
Years later, the impurities of Velocity 9 were
successfully removed and a formula was created
without the worst side affects. Deathstroke
supplied some to Inertia, who was looking to
gain superspeed after his access to the Speed
Force had been stripped away when it was
absorbed by Bart Allen, in exchange for his
membership in Titans East.

Venom
Venom is a highly addictive super-steroid. It
was originally based on the Hourmans Miraclo
formula although it does not have the same 60minute limitation as Miraclo. The drug, usually
injected in a constant supply into the base of the
neck, would instantly transform someone into a
hulking mass of unbridled physical strength.
Bane's apparatus included a special "boost"
button to give him a jolt of Venom when needed.

Velocity 9
Velocity 9 was a drug developed by Vandal
Savage. It granted its user with a high that
included the ability to travel at superspeed. But
these highs came at a severe cost to the user,
causing premature aging, exhaustion, red eyes,
staring, salivating, and eventually death. It was
especially appealing to highly successful young
men.
The presence of Velocity 9 on the market
severely hurt the drug empire of mobster Nick
Bassaglia. He hired Dr. Conrad Bortz to help
him synthesize the drug.
Savage was able to convince Bassaglia to
form a partnership, planning to use Bassaglia's
heroin distribution network to bring Velocity 9
to stockbrokers and lawyers and gain control of
Wall Street. Their plan, however, was foiled by
the Flash and Dr. Bortz, but not before Flash was
robbed of his powers after receiving an injection
of the drug. Savage and Bassaglia subsequently
disappeared.

However, as the drug wore off or when the


user was cut off from its constant supply, their
body would rapidly return to its original state or
sometimes becomes even weaker, at which point
the user would suffer from massive, debilitating
withdrawal, usually accompanied by terrifying
hallucinations.
Batman became addicted to the drug while
searching for a way to cope with his physical
limitations and imperfections, forcing him to
eventually lock himself in the Batcave to "detox"
himself when he realized how dependent on it he
had become. Later, it resurfaced as the power
source for Bane, who used it to overpower and
cripple Batman by breaking his back over his
knee.
Source: Image Comics

Project Genesis
Project Genesis was an I.O. project tasked
with the creation of superhumans under
government control. It was responsible for Gen
12, Gen and DV8 among others. They used
drugs and other means to activate latent genactive abilities.

Kapitalist Kouriers were hired to round up as


many Velocity 9 addicts as they could and bring

Golden Age and More

56

Source: Marvel Comics

Amphogenesis
Amphogenesis is a process of injection of the
one drop of diluted water from the dormant
Amphogen, a mutagenic substance, which gives
Badoon Inhumans their powers.

recovering. After finally regaining


consciousness, he found his mental and physical
functions have been greatly enhanced. It was
later learned that exposure also causes severe
insanity, which was the primary motivation for
Norman taking the identity of the Green Goblin.

Antigenesis
Antigenesis is a process of consumption of
the nectar of blooms of Antigen Tree, a
mutagenic substance, which gives Kymellian
Inhumans their powers.

Calypso Serum
The Calypso Serum was created by the witch
doctor Calypso Ezili from various jungle herbs
and plants. She gave this to her beloved Sergei
Kravinoff, a big game hunter from Russia.
An unforeseen side effect of the formula was
that its effects were passed on to Kraven's son,
Alyosha Kravinoff, as he was born a mutant and
did not need to ingest the serum to benefit from
its effects.

D-Lite
D-Lite was a drug created by D'Spayre that
gave Cloak & Dagger their powers.

Exogenesis
Exogenesis is a process of inhalation of the
Exogen Spice, a mutagenic substance, which
gives Dire Wraith Inhumans their powers.

Goblin Formula
The Goblin formula, additionally known as
the OZ formula, is a biogenic chemical
compound made to augment the human body.
After Norman Osborn had his business partner,
Mendel Stromm, arrested for embezzlement, he
found in his notes a formula, which could
apparently augment a persons body to
superhuman levels. Norman began research on
the formula, hoping to eventually sell it.
Unknown to him his son had tampered with it to
spite him. Consequentially the completed
formula was unstable and exploded in Norman's
face. He spent the next week in the hospital

57

Hyde Formula
The Hyde formula is a hormonal treatment
created by biochemist Calvin Zabo. The formula
drastically enhances the human body, adding
several hundred pounds of muscle and bone. The
transformation is usually complete within thirty
seconds of ingestion. The skin apparently does
not develop in exact proportion to the rest of the
body, so a user's face has a perpetual grimace,
and their fingerprints are altered. Zabo has
continued to experiment with his formula,
increasing its potency as well as prolong its
effects.
An unforeseen side effect of the formula was
that a genetic mutation was passed on to Zabo's
illegitimate daughter Daisy Johnson alias Quake.
Daisy was born with the power to control
seismic waves.

Infinity Formula

(Also known as The Forever Compound)


The Forever Compound is an alchemical
serum produced by the Brotherhood of the
Shield. It is a diluted form of the Elixir of
Immortality developed by Sir Isaac Newton in
1652.

Golden Age and More

While it still retains the life-prolonging


properties of its parent elixir, it doesnt keep any
of the other properties. In particular, it does not
prevent the mind or body of the person injected
with it from decaying.
Newton administered it to Nostradamus in
1652, which kept the seer alive and also kept his
prophetic gifts intact until Nostradamus took the
Elixir of Immortality three hundred years later.

thugs, the future indeed looked bleak for Fury as


he began to age incredibly rapidly (from not
receiving an inoculation of the Infinity Formula).
However, the timely intervention of Val de
Fontaine saved the day. Fontaine had previously
liberated the serum from its captors and
inoculated Fury just in time to save his life.
It was seen being used on a chained
Nostradamus, to ensure that he will live long
enough to go insane due to a combination of
immortality, imprisonment, and isolation.
Nick Fury's aging process was incredibly
slowed by taking regular doses, but now he
doesn't take anymore and his son Nick Fury, Jr.
inherited the effects.

Isogenesis
Isogenesis is the process of injection of the
extract of the Isogen Orbs, a mutagenic
substance, which gives Centaurian Inhumans
their powers.
Professor Sternberg
Nick Fury was seriously wounded in France
during World War II. He was saved in part due
to Professor Sternberg's Infinity Formula. Fury
must be inoculated by the serum every year or he
will age dramatically. Since Fury's first
inoculation, the Colonel had to pay a blackmail
price to Sternberg every year to acquire the
serum.
The Infinity Formula substantially slowed his
aging process, and Fury was thrust with a double
edged sword: although his life was saved, the
consequences of the Infinity Formula would
haunt him throughout his life as he would see
many friends age and die, as well as become the
target of various villains seeking his secret. Dr.
Sternberg himself was not immune to taking
advantage of Fury's delicate situation, basically
holding Fury's life for ransom starting in 1946,
every year through 1976 by charging Fury a high
fee for more of the serum.
However, Steel Harris killed the Professor,
seizing control of the serum. He decided to
blackmail Fury even further by making demands
to become immersed in SHIELD and other
National Security briefings. Nick found Harris in
Las Vegas and battled him and his minions.
Even though the Colonel defeated Harris and his

Golden Age and More

Mutant Growth Hormone


Mutant Growth Hormone (often abbreviated
as MGH) is a naturally occurring hormone
produced within Homo superior and genetically
altered superhumans. This hormone can be
extracted and isolated, and when used by
baseline humans it will result what's known as a
"temporary genetic shift". In other words, it
temporarily grants super powers like flight, fire
breath, teleportation or increased strength to its
users. Sometimes the powers are duplicates those
belonging to the donor, but results are known to
vary. When a mutant uses MGH, it increases the
super-human powers they already possess.
MGH is most commonly available in a
capsule form for oral ingestion, but a liquid form
for intramuscular injection is also available. The
MGH is known to be highly addictive, especially
in baseline humans. A known side effect of
MGH use is heightened aggression. Possession,
trade, and consumption are completely illegal in
the United States. Other countries have passes
similar laws, as well.
Discovery
The first person known to have isolated
Mutant Growth Hormone was biochemist Dr.

58

Henry McCoy, PhD, while working for the


Brand Corporation on Long Island. McCoy was
attempting to develop a serum that would act as a
catalyst for activating latent mutations. However,
he was forced to consume an experimental
version of his serum to protect his discovery
from industrial spies. This drug caused McCoy
to grow fur all over his body, and changed his
ears, canine teeth, and nails to more sharpened
forms of the originals. It also provided him with
enhanced senses and a greater healing factor.

mimicked Cloaks power with the MGH had


performed the attack.

Dealers and Users


Years later, an unknown party provided a
crowd with an experimental drug that gave them
powers similar to some popular super-humans
such as Thor, Cyclops, and Daredevil. Though
the drug also made them extremely aggressive,
Iron Man managed to control the situation. It is
unclear if this was a release of MGH proper,
however, or a similar drug.
MGH reached prominence when the mutant
crimelord, Owl, began refining his own genetic
material to obtain a drug he could sell. He
attempted to build a criminal empire using the
profits from its sale, but Daredevil stopped him.
The Vanisher sold MGH on the black market
until the X-Men stopped him.
At one point Spider-Woman, Mattie Franklin,
was kept sedated in her apartment to be
harvested for MGH by her boyfriend. She was
eventually freed when former super-heroine
Jessica Jones broke into her apartment and
rescued her.
The Young Avenger, Patriot was a regular
user of MGH. Having no superpowers, he lied to
his friends and teammates, claiming to have
inherited his grandfather's powers via a blood
transfusion. Ashamed when his secret was
revealed, Patriot quit the Young Avengers. He
later rejoined the team after he took a bullet for
Captain America, and received an actual blood
transfusion from his grandfather that did give
him the powers of a true Super Soldier.
The Runaways and the New Avengers found
some evidence of the superhero, Cloak, beating
his partner, Dagger, which landed her in the
hospital. However, after chasing Cloak, they
discovered that orderly Reginald Mantz who

59

Post M-Day
During the Civil War, Wolverine discovered
that the super-villain Nitro used a combination of
MGH and Kick to increase his power level,
which allowed him to annihilate Stamford,
Connecticut.
While trying to reverse the effects of M-Day,
which robbed most of the worlds mutants of
their powers and X-Genes, Beast and Bishop
shook down a MGH dealer, Charlie Hustle, to
obtain active MGH samples. Unfortunately, they
discovered like most mutants, most MGH lost its
viability (Hustle only possessed viable samples
of Whirlwind, whom he sold for a fortune).
Utopia/Dark X-Men
To convince Weapon Omega to join the Dark
X-Men, Norman Osborn affected a building site
and a school with MGH, making all humans in
those areas mutants temporarily, and possible
targets for Omega's powers. According to a
conversation between Dark Beast and Norman,
they had many active MGH samples, and the
resources to make it again.
As Fear Itself unfolded, a few drug dealers
used MGH on themselves to acquire the strength,
size, and auras of Native American devils. Using
these enhanced qualities to fuel a clash between
their white neighborhood and nearby Natives,
these dealers were defeated by American Eagle.
The origin of this MGH is unknown.

Golden Age and More

Pym Particles
Dr. Henry Pym originally discovered and
isolated a rare group of subatomic particles,
which have become known as "Pym Particles",
which can increase or decrease the size and mass
of objects or living beings. The Pym Particles
work by stunting matter into the Kosmos
Dimension when shrinking an subject or
accruing extra matter from that dimension when
enlarging.

next step in human evolution for regular, nonmutant man, a man from the coming decades.
Which means, someday humanity will reach this
level.

Originally, these Pym Particles existed in a


liquid elixir form, which would shrink objects or
living being to which it was applied. Later, Pym
was able to synthesize Pym Particles into a
gaseous form for quick shrinking results, via
inhalation. Later still, Pym was able to refine the
Pym Particles into a pill form.
Repeated, long-term exposure to Pym
Particles can actually result in the subject's body
naturally producing its own Pym Particles. Pym,
Janet van Dyne and Cassie Lang's bodies all
biologically produce Pym Particles because of
this phenomenon.
Pym Particles do exert a large amount of
physical and mental strain on the subject's body.
Pym personally has had many mental
breakdowns because of his Pym Particles usage.

Super Soldier Serum


A formula capable of enhancing human
beings into "super soldiers." The exact formula
given to Steve Rogers is unknown; there have
been many attempts to duplicate it. According to
Private Biljo White, a "Dr. Anderson" indicated
that potassium was one of the elements used in
its formulation.
The Super-Soldier Serum, also called the
Super-Soldier Formula, is the name for a process
to increase the physical attributes of its recipient
to the peak of human potential as in almost
superhuman. Peak Humans are superior to any
Olympic level athletes who have ever competed.
Top athletes normally have one or two aspects
close to, or a bit under, peak level, while peak
human enhancements have all their capabilities
)like mind, strength, speed, durability, healing,
eye sight, immune system, aging etc.), at the
maximum level of human potential. Dr.
Reinstein established that this potential is the

Golden Age and More

"Serum" is somewhat of a misnomer, as the


"serum" actually consists of various processes.
Characters that are considered by a enhancement
true "Peak-Potential" are noted to be Captain
America, Isaiah Bradley, Josiah X, Protocide,
Union Jack (different SSS variant), and Black
Panther (Wakanda-herb). Variations of the Super
Soldier serum have been developed over the
years, which induced greater mutations then peak
human capabilities, even one that created the
powerful Sentry.
But the more powerful variants come with
strange side effects that may also include mental
deficiencies.
Those people who attempted to recreate the
Super Soldier Serum had become something far
more than an enhanced human and then became
superheroes and supervillains.

60

Typical Chemically Enhanced

Compound Effect Table


Die Roll
01-50
51-00

Effect
Permanent after one dose.
Requires Boosters

Note: At the discretion of the Judge, if a


character requires boosters to maintain their
Powers, they become Normal Humans if they go
too long without a boost.
Additionally, many of the compounds listed
in this chapter can have some rather detrimental
side effects. If the Player and the Judge desire
those, roll on the following tables.
Insanity Type

Primary Ability Chart; Column One


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46

Effects of Compounds on Existing Characters

01-50
57-70
71-99
00

61

Effect
+1
Rank
+2
Ranks
+3
Ranks
+4
Ranks

Minimum
Rank

Maximum
Rank

Gd 8

Rm 26

Ex 16

In 36

Rm 26

Am 46

In 36

Mn 63

Insanity Type
Long-Term
Short-Term
None

Type of Insanity
Die Roll
0111
1248
4968
6978
7984
8500

Additional Creation Notes


Chemically Enhanced can raise any one
Primary Ability +1CS.

Dice
Roll

Die Roll
01-10
11-49
50-00

Type of Insanity
Amnesia
Mania/Phobia
Multiple Personality Disorder
Paranoia
Psychosis
Schizophrenia

Notes:
The above types of insanity are but a
fraction of the various mental disorders
possible. If the Player or the Judge does not
desire the type rolled, feel free to substitute
with another type. These tables are
presented to provide additional Role-Playing
opportunities, and not to force someone to
play a character that is not enjoyable due to
their psychosis.
Feel free to use Drug and Alcohol
Abuse by Jeff Grubb (It can be found in the
Original Ultimate Origins Book in Appendix
Two), for possible side effects of attempting
to quit taking the chemical used to enhance
the character. This would work especially
well with characters that require boosters to
maintain their Powers.

Golden Age and More

Chapter Thirty-Two: Fire-Monsters


Source: Marvel Comics

Typical Fire-Monster

History
The origins of the Fire-Monsters are
unknown, but they have been constantly kept in
check of the Tibetan lamas known as the FireMen for centuries, and have also been referred to
as the "Monsters of the Hill". Presumably, the
creatures are located in some remote region of
Tibet, however their place of origin is also a
mystery.
In modern times, Culfa, a member of the FireMen, sought to use a Fire-Monster as part of a
series of crimes he hoped to pin on the android
Human Torch. Aware that there was a FireMonster on the loose in New York City, but not
knowing who was responsible, the Fire-Men
sought the aid of the Torch to help. Ultimately,
the Torch slew the Fire-Monster whose
destruction he was being blamed for, and
captured Culfa, turning him over to the
authorities.
It remains unrevealed whether or not there are
any more Fire-Monsters alive in the world today.
Although entirely left to speculation, it's
possible that the Fire-Monsters could be another
genetic creation of the Deviants or some other
species that has been known for genetic
modification prior to humanity becoming the
dominant species on Earth.
Powers
The Fire-Monsters can excrete flames from
the pores of their skin and snort smoke from
their nostrils.

Golden Age and More

Primary Ability Chart; Column One


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46

Additional Benefits
Fire-Monsters can raise any one
Primary Ability +1CS.

62

Chapter Thirty-Three: Fish People


Source: Marvel Comics

Typical Fish Person

The so-called Fish People are a race of


humans that live on an island in the Pacific
Ocean.
In the year 750 AD, after an earthquake
caused their island to sink in the ocean, the
surviving members of the race were able to
survive due to a naturally formed air funnel
created by the earthquake. Around 1450 AD,
another earthquake cut off this source of air,
however by this time the Fish People had
adapted to breathing underwater.
In the year 1950, yet another earthquake
caused the island to surface, allowing the Fish
People to travel on the surface for first time in
centuries. The island was claimed by the
international pirate Count Varron, who sought to
exploit it's resources. Also visiting the island was
Uranian hero Marvel Boy, who made first
contact with the Fish People, and attempted to
convince them that he came in peace. Varron and
his men attacked, killing some of the Fish People
and sending the rest fleeing. A female member of
their race was also briefly a hostage of Count
Varron, but later released.
Varron attempted to slay the Fish People with
TNT, but the resulting explosion caused the
island to sink, drowning Varron and his men.
The fate of the Fish People is unknown.
Powers
The Fish People have adapted to life
underwater. They have gills allowing them to
extract oxygen from the water, and scales instead
of skin. Likely they have adaptations similar to
the Atlanteans, that allow them to live under
great water pressure and cold temperatures.

63

Primary Ability Chart; Column One


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46

Additional Creation Notes


Fish People can raise any one Primary
Ability +1CS.

Golden Age and More

Chapter Thirty-Four: Fish-Men


Source: Marvel Comics

Typical Fish-Man

History
The so-called Fish-Men are the product of
underwater nuclear tests carried out during the
1950s that mutated a number of fish into
amphibious humanoids. They gave off a
radiation at levels that were harmful to human
beings. Caused either by the nuclear tests or by
the Fish-Men's own power, a mass of land rose
out of the ocean in 1951, putting the Fish-Men in
the path of the Honolulu Queen Cruise ship.
Thinking the ship a monster, one of the FishMen attempted to board it, but was shot dead.
The radiation sickening her lover Whitney
Hammond, the love goddess Venus sought the
aid of the sea god Neptune in investigating the
creatures. Confronting the Fish-Men, Venus and
Neptune learned their origins and the threat they
posed to the humans aboard the Honolulu Queen.
Neptune took the Fish-Men under his care, while
Venus helped the Honolulu Queen escape and
continue its course. Those exposed to the
radiation emitted by the Fish-Men all recovered.
The Fish-Men have not been seen since, and
their subsequent fate is unknown.
Powers
The Fish-Men are amphibious beings that can
breathe both in water and in the air. Any
limitations to their amphibious nature are
unknown. Presumably they have adaptations that
are similar to the Atlanteans and other undersea
races that allow them to dwell under water, such
as the ability to withstand the oceans pressures
and temperatures, as well as the ability to see in
the blue-green spectrum so as to navigate in the
deeps of the ocean. The Fish-Men are inherently
radioactive, causing them to evince a green glow.
While they appear to be immune to radioactivity,
other living creatures - particularly humans - are
vulnerable to their emissions and risk radiation
poisoning after prolonged exposure. The FishMen do not appear to have any ability to control
the radioactivity that they emit.

Golden Age and More

Primary Ability Chart; Column One


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46

Additional Benefits
Fish-Men can raise any one Primary
Ability +1CS.

64

Chapter Thirty-Five: Flatula


Source: Marvel Comics

Typical Flatulan

The realm of Flatula is a mostly twodimensional world that exists in the Earth-616
universe. In 1949, the Flatulans discovered the
third dimensional world and their leader, B4,
kidnapped a number of prominent humans from
Earth to put on display in a zoo on in their
dimension. After defeating B4 and liberating his
prisoners, the Human Torch and Sun Girl
brought him back to earth with them, thus
preventing the Flatulans from continuing to
kidnap people in order to put them on display.

Flatulans
The Flatulans live in the two-dimensional
world of Flatula. By 1949, they had discovered
the third dimension and the planet Earth, and
began kidnapping parts of American culture,
history, and famous individuals. Their targets
included President Harry Truman, the
Declaration of Independence, and the Liberty
Bell. Seeking to stop this, the Human Torch and
Sun Girl hitched a ride on the Liberty Bell as it
was being stolen, and found themselves
transported to Flatula and converted into twodimensional beings. There they were quickly
captured and brought before the Flatulans
leader, B4. B4 took them to a zoo where they
had displayed everything stolen from Earth.
There the Torch flamed on, reversing the twodimensional effect on himself and Sun Girl, and
began lighting the Flatulans city on fire. He then
rescued the captives and stolen material, and
brought them back to Earth. B4 then used his
device to bring the Torch and Sun Girl back to
Flatula, and attempted to imprison them.
However, the Torch flamed on again and this
time brought B4 with him back to Earth.
Apparently, B4 was the only one who knew how
to use his machine and was thus trapped on
Earth. The ultimate fate of B4 is unknown, and
to date there are no further records of the
Flatulans venturing out of their dimension.

65

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Flatulans can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Flatulans start out with only one
Contact, their race.

Golden Age and More

Known Powers
Two-Dimensional: Flatulans can slip
into small cracks and under doors with
ease. If they stand very still, they can
seemingly fade from view by turning
his body so they stand sideways to a
viewer. This is of limited use (and only
effective against viewers on his or her
right or left), but it allows them Gd 8
Invisibility against viewers who are
actively looking for them, Ex 16
Invisibility to opponents who are
unaware of their presence, and Rm 26
Invisibility when sneaking past an
otherwise distracted viewer.

Golden Age and More

66

Chapter Thirty-Six: Fleshless Ones


Source: Fawcett

Typical Fleshless One

The Fleshless Ones are a race of malevolent,


skeletal beings first introduced in Fawcett's
horror line. Cruel, vicious, and totally without
mercy, they were bent on world domination,
having succeeded in infiltrating human society at
various levels.
When rookie patrolman Perry Mahoney
answered a desperate cry for help, he was
confronted by a race of undead beings lurking in
deep caverns and dark places beneath the streets.
Motivated purely by hate, these creatures
secretly plot to wipe out humanity, and turn the
world into a vast graveyard ruled over by the
dead. When Mahoney discovered their existence,
they respond by abducting his girlfriend,
planning to convert her to one of "them" through
a process too horrific to conceive. Tracking them
to their lair, Mahoney managed to save Ellen
from a fate literally worse than death ... only to
discover that she was not be all that she seemed.

Primary Ability Chart; Column One


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46

Additional Creation Notes


Strength and Endurance are increased
by +1CS.
The Player and Judge must come up
with a body maintenance procedure,
unless the hero possesses a Vampiric
Power.
Fleshless Ones possess a Psychological
Weakness; their Power is negated while
they are within 10' of a religious
symbol. If the symbol is that of a
religion they practiced while they were
alive, they suffer Excellent damage.

67

Golden Age and More

Chapter Thirty-Seven: Giants of the Elephant


Grave Yard
Source: Fox Comics
A race of literal giants, men big enough to
straddle elephants like horses, made their
kingdom near the elephant grave yard, and kept
numerous normal sized humans as slaves. Rulah
was aware of the danger the giants posed, and
avoided their territory.

Typical Giant of the Elephant Grave


Yard

When the explorer Johnson, along with his


daughter Susan and her fianc Hallek, arrived in
the jungle with the intent to find the elephant
grave yard, Rulah tried to persuade them not to
seek it out, but the group was quite determined.
Rulah accompanied them on their trek, hoping to
keep them safe. They were soon attacked by the
gaints, many of Johnson's bearers were killed,
and Susan and Hallek were taken captive.
Hallek had in fact betrayed the party,
promising Tongo, the king of the giants, all of
the party's members as slaved in exchange for
the wealth of ivory littering the region. He
returned to the party, claiming he had barely
managed to escape, and led them back to the
giant's castle in hopes of freeing Susan. Once
inside, the trap was sprung and the giants began
collecting the party. During the confusion,
Hallek found himself crushed under a giant's
foot.
While avoiding the giants, Rulah figured out
their main weakness. Their feet were incredibly
sensitive and easily hurt. She gathered up some
available glass and pottery, and smashed it to
pieces, scattering the fragments on the ground.
When the giants charged over the shards, the
shock from the pain was sufficient to kill them.

Golden Age and More

Primary Ability Chart; Column One


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46

Additional Benefits
Giants of the Elephant Grave Yard can
raise any one Primary Ability +1CS.

68

Chapter Thirty-Eight: Gnorrkin


Source: Marvel Comics
Origin:
The species which spawned Gnorr, the selfproclaimed Emperor of our Moon, is not of our world
- or the moon, for that matter. No, his species evolved
elsewhere in the cosmos, and may originate quite far
away from earth, for no others of his kind have been
seen near this planet.
History
Very little has been revealed about the species that,
for lack of a better term, we know as the Gnorrkin.
They are a long-lived, spacefaring race that may
range far and wide through the cosmos, so much so
that one Gnorrkin rarely encounters another. Or, they
may be dying out.
The latter of two possibilities was posited by
Gnorr himself, the only known representative of this
species (hence their placeholder of a name). But then
again, he spent several thousand years on our moon,
with no readily available means with which to leave
that dead satellite.

Appearance:
Gnorrkin are non-humanoid entities. The vast
majority of their body consists of what looks like a
squashed sphere, perhaps in the approximate
dimensions of a pumpkin, the majority of which is
occupied by their immense faces - faces that are
vaguely humanoid in aspect.
On this immense, head-like body, Gnorrkin have a
fanged jaw, pointy ears, bulging eyes, and a bulbous
nose. They possess long, sparse hair that circles
around their head from just over their eyes, and their
rich brown skin tone shows through the gaps in these
follicles.
To interact with the world, Gnorrkin possess four
tentacles, which issue forth from the bottom of their
bodies. These may or may not end in smaller
tentacles, which act more or less like hands do, but
this is not certain. These limbs can be used for
manipulation or locomotion.

Whether or not his information was correct, or


even if he was being truthful, is unknown at this time.
But if he was right, Gnorr's apparent death at the
hands of Professor Zog and two hotrodding space
explorers means that Gnorrkin were rendered extinct
in the early 1940s.
Even if Gnorrkin have shuffled off to (hopefully)
higher planes of existence, relics of their species may
yet remain, scattered throughout space. Who knows
what kinds of ridiculously advanced, abandoned
technology they may have left lying about, where
almost anyone could find it?
Characteristics:
Little is known about the culture of the species
that ultimately spawned Gnorr. The Gnorrkin (not
their actual name, but it's as good a title as any) seem
to be highly advanced in an intellectual sense, and
may very well mirror Gnorr's general behavior and
his sense of superiority.

69

Golden Age and More

Ecological Niche:
The people who spawned Gnorr are not
particularly powerful, in a physical sense. Most of
their body is their immense heads, after all, leaving
only their relatively small (if long) tentacles with
which to affect their surroundings. Unless they bite
something, that is.
On the other hand, they are quite intelligent and
long lived, which readily lends itself to the
manufacture of advanced technologies. Being that
Gnorrkin are a spacefaring race, they likely rest at the
top of the food chain on their world... assuming they
still exist.

Typical Gnorrkin

would give them an approximate lifespan of


15,120 years (normal human lifespan times
power rank cubed), barring injury or disease.
Super Senses: A large portion of Gnorrkin
anatomy is comprised of their sensory
organs. As a result of this anatomical oddity,
they presumably have perception that's
better than a mere human's. They may
attempt Intuition FEATs dependent on
conventional senses at a +2 CS.
Tentacles: Instead of the limbs possessed by
a conventional humanoid, Gnorrkin have
four tentacles, each of which issue forth
from the bottom of their vaguely spherical
frame. They can use these as either extra
arms or extra legs in a turn, but not both at
once.

Equipment:
In and of themselves, the kin of Gnorr do
not possess inherent technology. However,
they seem to have a facility for either the
creation or modification of highly advanced
devices, which means a given Gnorrkin may
very well possess various examples of
fantastic gear on hand.
Talents: Gnorrkin have no specific talents that are
shared across their race. They are a spacefaring
species, however, so it is safe to assume that a given
Gnorrkin might know a thing or two about science in
general, or possibly some specialization therein.

A
Ex
20

E
R
I
Gd
Ex
Gd
Ty 6
Ty 6
10
20
10
Health: 42 Karma: 40
Resources: Ex 20 Popularity: Ty -5

P
Gd
10

Contacts: According to this species' only known


representative, Gnorr, it's quite likely that Gnorrkin
are extinct. If this proves not to be the case, one
member of this species may very well be highly
motivated to assist another in need, should they
happen to luck upon each other in the wild.

Known Powers:
Fangs: Gnorrkin all have horrible, enormous
teeth. Supplementing their sharp, pointy
fangs, Gnorrkin also have two large tusks
protruding from their mouth. They may use
these immense natural weapons to inflict
their Strength rank in Edged Attack damage,
should they so desire.
Longevity: Gnorr's people are extremely
long lived. They have the benefit of
possessing Typical (6) longevity, which

Golden Age and More

70

Chapter Thirty-Nine: Haydes


Source: Marvel

Typical Half-Man

The planet Haydes is a world that is unique to


Earth-5391. a universe where space travel and
exploration from the planet Earth boomed in the
late 20th Century. It is a world with rich
vegetation, and was home to a race of humanoid
beings that eventually became known as the
Half-Men. In the year 2075, mad scientist
Professor Alfred Kurt came to this world and
experimented on the natives, turning them into
the Half-Men. Speed Carter and Johnny Day of
the Space Sentinels peacekeeping force, which
put a stop to Kurts mad plans, later explored the
planet.
Half-Men
The exact origins of the Half-Men of Haydes
is unknown, however, they appear to be the
original inhabitants of the planet which resides in
the Earth-5391 reality, a universe where space
travel and exploration boomed in the late 20th
Century. The people who became the Half-Men
were the victims of mad scientist Professor
Alfred Kurt, who fled to Haydes with his
daughter after escaping from an insane asylum
for experimenting on cutting human beings in
half. Kurt continued his ghastly experiments on
the indigenous population, eventually succeeding
in creating his Half-Men, who were the residents
of Haydes, but split in half. Each half could then
move and operate independently, although they
were loyal to Professor Kurt.
The Space Sentinels peacekeeping force
eventually sent Captain Speed Carter and his
sidekick Johnny Day to explore Haydes where
they were attacked and captured by the HalfMen. They were brought to Professor Kurt who
then attempted to repeat his experiments on
Speed, only to become a victim of his own
experiments himself. His personality was split
between the two halves, and his "good" half
killed his "evil" half before he turned himself
into the authorities. The fate of the Half-Men
after Kurt's surrender is as of yet unrevealed.

71

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Half-Men can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Half-Men start out with only one
Contact, their race.

Golden Age and More

Chapter Forty: Ice People


Source: Marvel Comics

Typical Ice Person

The so-called Ice People are a unique alien


race that resides within an unspecified frozen
world on Earth-5391, a universe where space
travel and technology boomed in the late 20th
century.
Prior to their dominance, prehistoric beasts
that were eventually wiped out or frozen in ice,
entering a state of suspended animation, ruled
their world. Their world was first visited by the
human race when a group of Earth explorers
discovered their world in the year 2050. The Ice
People feared that the Earthmen would free the
frozen beasts, and although doing so was
punishable by death they were lenient to the
alien visitors, and merely froze them in ice.
Twenty-five years later, in the year 2075,
Speed Carter and Johnny Day of the Space
Sentinels crash-landed on the Ice People's planet
following a battle with space pirates.
Discovering the frozen explorers from 2050, they
used the rockets from their damaged spacecraft
to thaw them out, and learned they were in
suspended animation for over two decades. They
were confronted by a group of Ice People, who
then neutralized Speed and the others with their
freeze rays. However, there were renegade
elements among the Ice People who then stole
Speed and Johnny's Hydro-Guns, and unleashed
the prehistoric beasts to destroy them.
The traitors left Speed, Johnny, the explorers,
and their leaders at the hands of the creatures.
Unfrozen by the leader of the Ice People, Speed
led them to the explorers ship, and managed to
escape the planet. Meanwhile, the renegade
faction of Ice People tried to escape in Speed's
damaged rocket, and found that it could not take
off. The prehistoric beasts then caused the rocket
to explode killing them all in the blast. With the
threat neutralized, Speed made peace with the
Ice People, and returned them to their world.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Ice People can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Ice People start out with only one
Contact, their race.

Powers
The Ice People are resilient to the cold.

Golden Age and More

72

Chapter Forty-One: Imagions


Source: Sterling Comics

Typical Imagion

Investigating what appeared to be a meteorite,


Captain Flash and Ricky entered the impact
crater, only find a flying saucer. They are
subsequently seized by duplicates of themselves,
then brought on-board the ship and then back to
the Alien's home world. Mirago - the Lord of
Imagions - explained how, since their sun lost its
gravitational hold on the planet, Imago is
reverting to the gaseous state it was 10 million
years ago. He also said that one spark will cause
them all to be atomized. Not wanting to end his
family's two million year dynasty, he planned for
them to use their shape-shifting abilities to insert
themselves into positions of power, and take
over the world.
Captain Flash and Ricky fought their way out,
escaping on a stolen saucer after Flash destroyed
the other ships. They informed Mayor Dalton of
their experience, and he vowed to take action.
Although, unbeknownst to them, Dalton had
already been replaced by an Imagion..
Powers and Abilities
The Imagions are technologically advanced,
and are able to shape-shift as well as imitate
voices. However, in human form, Imagions have
green palms on their hands.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Imagions can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Imagions start out with only one
Contact, their race.

73

Golden Age and More

Chapter Forty-Two: Invaders from Venus


Source: E.C. Comics

Typical Invader from Venus

On the planet Venus, an Amazonian race was


on the verge of mass extinction, due to death of
all their males. To avert this fate, their queen sent
her confidant, Erica, and a squad on a mission to
capture men from Earth.
Once on Earth, they landed in Rawley
College, where Lionel Manning, A.K.A. Prince
Mengu, was engaged in sports. They quickly set
their sights on and subdued him. However,
Moon Girl arrived just in time, and forced them
to flee.
Outside of Earths orbit, Erica's continued
infatuation with the prince caused her to return
once more to try and capture him. Moon Girl
soundly defeated them this time, and the
invaders promised to never try to return to Earth.
However, they were unable to keep this
promise, and returned again in Moon Girl #6.
This time, the invaders created earthquakes to
distract Moon Girl from their kidnapping
activities. However, they were once again
defeated by Moon Girl, who hurled their out of
control ship into space.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Invaders from Venus can raise any one
Ability +1CS.
Starting Resources are set at Poor.
Invaders from Venus start out with only
one Contact, their race.

Golden Age and More

74

Chapter Forty-Three: Land of the Ghost Fox


Women
Typical Ghost Fox Woman

Source: DC Comics
The "Ghost Fox Women" of China live in a
hidden colony similar to the Amazons of
Themyscira.
History
Upon the Twilight Realm just beyond the veil
of death is the civilization of the Ghost Fox
Women. The twilight realm is a subtle realm that
depends on its ties to the normal world. Thus, the
land of the Ghost Fox Women needs the souls of
evil men to maintain these ties. Without these
souls, the land will crumble to nothingness. A
Ghost Fox Woman took it on herself to sustain
the land as Ghost Fox Killer. Her actions will
decide her people's fate.
Ghost Fox Killer
Ghost Fox Killer is a female emissary from
the hidden colony of the Ghost Fox Women,
tasked with killing evil men. She controls the
ghosts of men she kills. She is driven by the need
to harvest these evil souls in order to keep the
land of the Ghost Fox Women stable.

F
Ex
16

A
Rm
26

S
E
R
I
Ex
Ex
Ex
Rm
16
16
16
26
Health: 74 Karma: 58

P
Ex
16

Known Powers:
None
Talents: Occult

75

Golden Age and More

Chapter Forty-Four: Ligra


Source: Marvel Comics
The planet Ligra is an Earth-like world that is
home to two dominant races: the evil DragonMen and the noble Lion-People. Both races are
monarchical societies that are technologically
advanced, having invented energy-based
weaponry, and are capable of interstellar travel.

Other creatures unique to Ligra are War


Eagles, gigantic birds resembling Earth's eagles,
Oryx-Beasts, horned and cloven-hooved
creatures, and a giant species of octopus - the
first two of which were domesticated by the
Lion-People for use against the Dragon-Men.
In the early 20th century, British inventory
Roland Gale would built a rocket and took his
family to the planet Ligra. There they were
accepted into the Lion-People's kingdom. Roland
and his wife were murdered by the Dragon-Men,
orphaning their daughter Nara Gale. Nara grew
up to be the queen of the Lion-People.
In the early 1940s, Jago, ruler of the DragonMen, kidnapped the Earth scientist Professor
Philo Zog and his creation the robot known as
Electro in order to take over the planet. Zog was
tortured into using his robot to overthrow Queen
Nara, and captured her. However, Zog escaped,
and used Electro to defeat the Dragon-Men,
restoring Nara as queen of the planet before
being return to Earth.

Dragon-Men
The dreadful Dragon-Men are but one sentient
species hailing from the world of Ligra, which is
an unknown distance from our own planet, but

Golden Age and More

presumably somewhat close. Their incredible


physical prowess is directly attributable to their
unique evolution.

History:
Little has been revealed about the origins of
the Dragon-Men. Though possessed of two
genders, Dragon-Men are always identified as
Dragon-Men, which could imply that others have
poorly translated their name, either by
themselves or from those who have encountered
them.
They hail from the planet Ligra, which lies in
the Mandahl star system, but are not alone on
their world. No, the Dragon-Men evolved
alongside the Lion-People, leonine humanoids
who have developed along generally similar
lines, at least where technology is concerned.
This parallel technological development is
likely a result of the Dragon-Men's yearning for
conquest. Their society itself is ruled with an
iron fist by its dictator, who then wishes to inflict
the rule of the Dragon-Men upon all others,
starting with, of course, the Lion-People.
Luckily, the Dragon-Men have yet to achieve
this goal, even if they came rather close once,
thanks to the coerced aid of Professor Zog and
his creation, Electro. However, should this

76

space-faring race achieve rule over Ligra, it's


only a matter of time before they spread further!
Characteristics:
Though they're not stupid, Dragon-Men tend
to come across as thuggish in nature. This is
because they are in the complete thrall of
whoever their current dictator is, and will readily
execute whatever order he or she gives them,
regardless of how immoral it happens to be.
Appearance:
The Dragon-Men of Ligra are reptilian
humanoid beings. They are primarily green in
hue, with yellow bands complementing that
green on their five extremities, and either red or
green spots on their torsos. Their heads are
yellow, with red bands around their eyes.
This vibrant splash of color comes not from
scales, but instead from their scutes. They
possess long fangs, short claws, and a prehensile
tail. Though reptilian, and somewhat bestial in
appearance, Dragon-Men of either gender stand
upright, as would an ordinary human.
Ecological Niche:
Though they are not, the Dragon-Men yearn
to be at the top of their food chain. They thus
war with their counterparts on Ligra, the LionPeople, constantly. When not actually fighting
their eternal foes, the Dragon-Men are often
hatching new plots against them.

Lion-People
The noble Lion-People are but one sentient
species hailing from the world of Ligra, which is
an unknown distance from our own planet, but
presumably somewhat close. Their incredible
physical prowess is directly attributable to their
unique evolution.
History:
Not all that much has come to light regarding
the origins of the Lion-People. It is known that,
sequestered within the mysterious Mandahl star
system, lies the strange world of Ligra. It is
rather like our earth, and seems to be somewhat
close to us, but things proceeded differently
there.

77

This is because not one, but two distinct


sapient species evolved there: the Lion-People
and the dreadful Dragon-Men. The former are
ruled by a benevolent monarchy, which cares for
its subjects, while the latter is steered by the
whims of an absolute dictator bent on conquest.
Though they live under the constant threat of
warfare from their fellow Ligrans, the LionPeople try to peacefully apply their advanced
technology, which helps them to all prosper.
Which is why, somewhat recently, the DragonMen decided they must conquer Ligra at all cost.
Desperately coveting the wealth of the LionPeople, the Dragon-Men's leader, Jago, abducted
earthling super-scientist Professor Zog to do
what he couldn't. Torturing him into compliance,
Jago forced Zog to wield his robotic creation,
Electro, to overthrow the Lion-People's
monarch!
While he was momentarily successful, Zog,
who recovered from his abuse enough to turn
Electro against the Dragon-Men, eventually
betrayed Jago. Having liberated their human
queen, Nara Gale, Zog was named an honorary
Knight of Ligra before returning home.
Little else regarding the history of the LionPeople, outside this strange interstellar incident,
has yet to be revealed. However, Lion-People are
known to have journeyed through space in the
intervening years, and one known as Gur even
joined Earth's ARMOR organization!

Golden Age and More

Characteristics:

Typical Dragon-Man

Ligra's Lion-People are a stalwart species,


striving for peace while preparing for war.
Advanced in culture and technology, they strive
to bring prosperity to all, save for those who
would harm them. And even then, they would
provide humanitarian aid to their enemies if but
asked.
Appearance:
The Lion-People of Ligra are leonine,
humanoid beings, essentially resembling humans
with a lion's head. On the whole, they are
covered in a soft, auburn fur, though some
exceptional examples of blond and black-furred
individuals have been seen in their limited
appearances.
Their lion-like heads give the Lion-People
oversized eyes and ears as well as whiskers, all
of which grant them a considerable awareness of
their environment. Male Lion-People also
possess a long, thick mane while the females do
not.
Ecological Niche:
The Lion-People are the primary rules of the
planet Ligra. Able to stave off the would-be
dominion of the Dragon-Men, if barely, the
Lion-People - and by extension, their monarch lead the citizens of their world to prosperity
through peaceful, advanced means.

Golden Age and More

F
Gd
8

S
E
R
I
P
Ex
Ex
Gd
Pr 3
Ty 5
Pr 3
16
16
8
Health: 43 Karma: 16
Resources: Gd 8 Popularity: Gd 8

Known Powers:
Body Armor: The coloration of the
Dragon-Men varies, with most being some
combination of green and yellow, while
others add red to the mix here and there.
This bold color comes from their scutes,
which provide them Pr 3 ranked, inherent
body armor.
Claws: Their primary melee
implements, save for perhaps their tails,
Dragon-men all have short, keratin claws.
Using these sharp physical weapons, a
Dragon-Man may inflict his or her Strength
rank in Edged Attack damage with each
swipe of their hands.
Fangs: While their claws are more
useful for melee combat, a Dragon-Man
may nonetheless bite his or her foe with two
elongated, saber-like fangs. When wielded
in melee, these sharp implements will inflict
a Dragon-Man's Strength rank in Edged
Attack damage.
Prehensile Tail: The Dragon-Men all
possess long, prehensile tails that they may
wield either to supplement, or in addition to,
what their arms are doing. They may either

78

Typical Lion-Person

gain an additional Blunt Attack with this


thick implement, or gain a +1 CS when
grappling others.
Limitations/Enhancements:
None
Equipment:
Death Rays: though they are barbaric,
the Dragon-Men have mastered several
technologies. The most ubiquitous amongst
them is their death rays, which all DragonMan soldiers carry, whose entropic rays can
inflict Ex 16 anti-life, metabolic damage.
Quirks:
Hypermobility: Unlike their leonine
counterparts, the Dragon-Men of Ligra
evolved with twice as many joints as do
other humanoids of like size and/or
proportions. As such, they benefit from a
+1 CS on Grapple and Escape attempts, as
their range of motion is greatly improved.
Talents:
Military: the society of the Dragon-Men
is controlled by an absolute dictatorship.
Though their leadership tends to give the
Dragon-Men a reputation for savagery, the
Dragon-Men are well disciplined, and
readily fight in formation on the command
of their superiors.
Contacts: Dragon-Men can presumably rely
upon each other for aid should they need it, since
the species at a whole vies for control of the
planet Ligra with their counterparts, the LionPeople. Most of the Dragon-Men appear to be
part of the same military machine, after all.

79

F
Gd
8

S
E
R
I
P
Ex
Gd
Gd
Ex
Gd
Ty 6
16
10
8
16
8
Health: 40 Karma: 32
Resources: Gd 8 Popularity: Ex 16

Known Powers:
Claws: As do conventional lions, the
Lion-People possess protractile claws in
each of their digits. Thanks to this natural
weaponry, a Lion-Person can inflict Edged
Attack in melee combat if they so choose,
though they are by no means required to do
so.
Fangs: While their claws are more
useful for melee combat, a Lion-Person may
nonetheless bite his or her foe with their
long, sharp fangs. When wielded in melee,
these sharp implements will inflict a LionPerson's Strength rank in Edged Attack
damage.
Resistance to Cold Attack: having
evolved from creatures much like the lions
of earth, the Lion-People have a small
amount of fur covering their bodies (manes
on the males notwithstanding). This
provides them a modest, Pr 3 resistance to
cold attacks.
Super Senses / Hearing, Sight, and
Touch: their oversized eyes, ears, and
inherent whiskers grant slightly enhanced
versions of these senses to the Lion-People.
In addition to providing for their generally

Golden Age and More

high Intuition, these three senses function at


that rank +1 CS.
Limitations/Enhancements:
None
Equipment:
Q-Rays: Though they are peaceful in
nature, the Lion-People live under the threat
of the warlike Dragon-Men, and thus,
usually carry advanced armaments. These
ray guns broadcast an unknown form of
energy, which inflicts Ex 16 Force damage
with each blast.
Quirks:
None

Golden Age and More

Talents:
Natural Weapons: Though they are an
advanced people, and are often armed with
powerful Q-ray guns, the Lion-People are
nonetheless well-versed in the use of their
inherent physical weaponry. They may
attempt to strike with fangs or claws at their
Fighting rank +1 CS.
Contacts: The Lion-People, a peace-loving
species, generally aids their own - particularly
since they live under perpetual threat of DragonMan invasions. They can thus consider their
fellow Lion-People a reliable contact, assuming
no bad blood between individuals is involved.

80

Chapter Forty-Five: Lilin


Source: Marvel Comics
The Lilin are a race of demons spawned by
Lilith, the self-professed Mother of Demons.
Each apparently possessing unique superhuman
powers, the Lilin are either immortal or
extremely long-lived. It is undetermined if the
first generation of Lilin were demon/human
hybrids, the result of Lilith mating with other
demons, or creations of some other type. Lilith
and her children led a campaign of terror and
death against humanity, but at some point,
Atlantean magicians incarcerated her within the
belly of a leviathan, after which their adversaries
killed many of the Lilin off. Some survived,
either escaping to other dimensions or
assimilating themselves into humanity. For
thousands of years, Lilith's children awaited her
return.

Rise of the Midnight Sons


When Lilith escaped the Levathian's stomach,
she prepared to start her quest for demons to rule
the world.
With one of her Lilin, Pilgrim, they went out
to seek other Lilin to join the fight. They would
soon find a converted Creed, and the vicious
archenemy of Ghost Rider, Blackout who turned
out to be Lilith's grandson.
The Lilin's first attack started at Johnny
Blaze's carnival where Blaze's family was
threatened. During this conflict, Ghost Rider and
Blaze defeated the Lilin first leaving Creed dead.
After their defeat, The Lilin went to NYC to find
the other Lilins, Fang and Nakota, at the

81

Limelight, and poisoned Morbius with Lilin


blood.
They would later add the Lilin Doc to the mix
after a meeting alliance with the Darkholders,
and later reunite with the deadliest Lilin known
as Skinner.
Skinner proved a deadly match for Blaze, but
both Blaze and Ghost Rider defeated him in the
end.
In disguise, Lilith would soon try to make the
Nightstalkers kill Ghost Rider and Blaze, while
the Lilin Meatmarket joined the mix to spy on
the Nightstalkers to make sure they did the deed.
Meatmarket was later spotted by both the Spirits
of Vengeance and the Nightstalkers, and killed
shortly thereafter. The Lilin grieved over
Meatmarket's death.
Later on, The Lilin went to Greenland, where
Meatmarket was brought back to life, and where
Lilith would bring out all of her demon children.
The Lilin then took the fight with the Midnight
Sons. During the battle, Lilith brought forth a
Lilin version of Daniel Ketch, and Pilgrim open
a void in Lilith's chest to bring forth the demons.
In the battle, Meatmarket died from a blow to the
head administered by Victoria Montesi and a
series of gunshots from Sam Buchanan, Morbius
knocked out Doc and drained the blood of Fang,
the Lilin Dan Killed Pilgrim by cutting a void
into his chest, Blackout was slain by Blade, and
Lilith was jammed into her own stomach. After
the battle, Nakota was the only survivor, but was
eaten by Lilith to survive.
The Missing Link
Months later, the Lilin returned from the
death after being eaten by Lilith, and were reborn
with the help of the Lilin Outcast. At this point,
they joined Centurious in a task to kill Ghost
Rider and get the Medallion of Power. Soon, the
Lilin Parasite controlled the dead body of
Martine, Morbius' ex-girlfriend, in order to free
Bloodthirst. The Lilin Short Circuit was also set
loose, but was killed by the Nightstalkers. The
Lilin later betrayed Centurious after the return of
Zarathos, but they were defeated by the Spirits of
Vengeanceb and sent to the Shadowside
Dimension.

Golden Age and More

Siege of Darkness

Typical Lilin

The Lilin eventually escaped the Shadowside


Dimension in greater numbers and raged
chaotically with Zarathos at their side. This was
their most brutal attack, known as the Siege of
Darkness. During this time, the Lilin possessed
Morbius (Bloodthirst), killed Louise Hastings,
Doctor Strange's mansion was destroyed, the
Lilin Pixil tried to spread Lilin forces all over the
electronic world, and most of all tried to
eliminate the Midnight Sons and take over the
world. The Spirits of Vengence defeated them in
time, using the magic of the Medallion of Power,
and both Lilith and all the Lilin were sent back to
the Shadowside Dimension. Back in the
Shadowside Dimension, the Lilin tried to escape
it using the cloth of Devil-Slayer, but failed.
By the end of the Siege of Darkness, when
Zarathos was killed, Lilith spoke to his corpse,
saying that he will be avenged with a whole new
brand of Lilin.
After the Siege
The only Lilin to not be trapped in the
Shadowside Dimension were Sister Nil, Parasite,
Bloodthirst, Skinner, and Blackout. Sister Nil
would keep Doctor Strange company in another
dimension but later would be watched by Doctor
Strange back in the real world. At this point she
wanted to fit in with the human world.
Parasite was killed by ex-Fallen member
Embyree, after escaping her host Martine when
trying to attack Morbius.
Bloodthirst was released from Morbius's
body, but was soon killed by Morbius after a
fight in the hospital.
Skinner was defeated by Ghost Rider, after
being later encountered at a facility called the
Blackhole.
Blackout met with defeat at the hands of
Ghost Rider, who attached him to a building to
burn in the painful sun. But he would later come
back and join forces with both The Hood's gang
as well as joining the dark angel Zadkiel in his
mission to stop Ghost Rider once again.

Golden Age and More

Primary Ability Chart


Die Roll
01-07
08-14
15-25
26-40
41-60
61-75
76-87
88-97
98-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Lilin can raise any two Primary
Abilities +1CS.
Lilin have no initial Contacts (other
than Lilith at the Judge's discretion) but
will soon be sought out by groups who
see them as symbols or tools.
Lilin lose -1CS Popularity.
MTS Note: While the Lilin are Demons, I do
not see them as powerful as normal variety. I
wanted to design them to be unique. I attempted
to make them somewhere between a normal
Demon, and Breed Mutants power-wise.
If the Player and/or Judge do not like the
generation rules presented here, the normal
Demon character generation rules can be
substituted.

82

Chapter Forty-Six: Living Corpses


Source: Marvel Comics
Origin:
The living corpses are the deranged creation of
Doctor Bruno Varoz. Using his artificial blood
formula and a jolt of electricity, he can reanimate
dead tissues, creating horrible, zombie like creatures
that are obsessed with evil - and follow his every
diabolical command!
Characteristics:
All of Varoz's living corpses are obsessed with
crime. They eagerly engage in villainy, and continue
to do so even if Varoz is not directing them in this
regard. Once free of his control, they will simply
continue to steal, smash, and slay - just doing so
under their own direction.

With his laboratory destroyed, it is unknown if


living corpses will plague the earth once more. It's
possible that his hunchbacks could replicate the
process of their creation, having witnessed it firsthand, or perhaps someone else could develop Varoz's
methods in parallel.
How long the process which reanimates a living
corpse lasts is unknown. They showed no sign of
breaking down during their initial crime spree, but it's
possible that they may need additional electricity to
empower their artificial blood over time, or perhaps
more artificial blood.
All of which is pure conjecture, of course.

Appearance:
The living corpses are dead humans. They have a
green pallor and vaguely skeletal appearance, as
corpses tend to once they begin to decompose. They
still possess eyes and ears, though their mouths are
trapped in a terrifying rictus. Their bodies are devoid
of hair whatsoever.
For some reason, Doctor Bruno Varoz felt the
need to clothe his living corpses in a like fashion but then, it's not like people are usually buried in
functional clothing. All of his living corpses were
given long green robes to wear upon being restored to
an animate state.
Ecological Niche:
Living corpses are unnatural abominations birthed
in the derelict laboratory of the mad neurologist
Bruno Varoz. Reanimated via his artificial blood
formula and a powerful dose of electricity, they exist
outside any natural ecosystem, and live (again) only
to steal, destroy, and murder.
They are similar to zombies in many respects, but
they possess minds and the ability to use tools. This
would make them exceedingly dangerous, save for
the fact that they appear to be unable to create more
of themselves - not without Varoz's reanimation
process, that is.

83

Golden Age and More

Typical Living Corpse

Limitations / Enhancements:
Inert Metabolism: The problem with living
corpses, as far as a long term existence is
concerned, is that they have no metabolism.
Since their body is 'just there', with most of
it slowly decomposing, living corpses lack
the abilities that come with a metabolism like healing.
In other words, once a living corpse takes
damage, it will not recover from it. Ever.
Bits that are chopped off become inanimate
again, and will not grow back on their own.
However, as long as none of the damage
taken is to the brain, a living corpse can
persist indefinitely.
Even at zero Health!

F
Gd
10

S
E
R
I
P
Gd
Ex
Ty 6
Ty 6 Pr 4
Fe 2
10
20
Health: 46 Karma: 12
Resources: Fe 2 Popularity: Gd -10

Known Powers:
Agelessness: Varoz's living zombies have no
metabolism to speak of. As such, they do not
age whatsoever. If carefully maintained, a
living corpse can last indefinitely for labor
or other uses; they do not age, even if they
can be destroyed by conventional means.
Damage Reduction: Living Corpses are
surprisingly tough, despite looking like
decomposing human bodies. They enjoy -1
CS Damage Reduction against all physical
attacks that do not strike them in the head;
other damage forms affect them normally.
Environmental Independence: No longer
truly alive, living corpses do not need to eat,
drink, breathe, or sleep. While they may find
themselves immobile for vast stretches of
time, Varoz's 'children' are never
'unconscious', and always alert and aware of
the world.
Resistance to Cold and Pressure Variance:
As walking dead, Varoz's creations need not
worry about the rigors of extreme cold or
pressure. Possessing this power at Unearthly
(100) rank, a living corpse can maneuver in
the depths of the sea or in interstellar space
equally well.

Golden Age and More

Equipment:
Not all living corpses carry equipment.
However, numerous members of Varoz's
legion of evil dead have been seen wielding
clubs, knives, and even firearms!
Furthermore, they have made use of
advanced equipment to extend their crime
spree, including fixed-wing aircraft!
Quirks:
Unattractive: Living corpses are icky! No
matter how fresh they were before Varoz got
done with them, these walking dead take on
a sickly green pallor, and an almost skeletal
countenance upon their reanimation. People
tend to react to them at a -2 CS
Talents: Unlike traditional zombies, the living
corpses appear to retain their minds to some extent,
even if they're obsessed with crime. As such, a living
corpse can retain any skills it possessed in life - even
something as complicated as firing a gun or piloting
airplanes!
Contacts: A living corpse could conceivably rely
upon former friends and family for assistance should
they request it, though that would require getting past
the fact that a dead friend and/or relative is trying to
get them to aid and abet their murderous crime spree.

84

Chapter Forty-Seven: Lizard Men


Source: Marvel Comics

Typical Lizard Man

The missing men and women from a local


village, the Lizard-Men are a group of mystically
altered humans. Iranda, Queen of the LizardMen, changed them so she would have creatures
to serve her every whim.
Ka-Zar arrived to rescue the villagers but was
attacked by the Lizard Men. He was barely able
to escape but after he did, he took Iranda's crown
with him. With her crown gone, her enchantment
wore off at moonrise, and she became a Lizard
being as well. After she died, her enchantments
faded and the Lizard-Men turned back into the
missing warriors from the village.

Primary Ability Chart; Column One


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46

Additional Benefits
Lizard Men can raise any one Primary
Ability +1CS.

85

Golden Age and More

Chapter Forty-Eight: Ludberdites


Source: Marvel Comics

Typical Ludberdite

History
The Ludberdites are a race of scientific
philosophers who feel that they are a superior
race in the universe and, as such, owe it to other
races to bring them enlightenment.
After his encounter with the Defenders,
Nebulon found himself and the Squadron
Sinister transported to Zaar, the home of the
Ludberdites. Nebulon used the technology of
that world to send the Squadron Sinister back to
Earth, though he chose to stay behind to learn
more of the Ludberdites philosophy. Nebulon
took a strong interest in the Ludberdites' ideas,
and decided to make it his mission to "enlighten"
the people of Earth. He, along with the
Ludberdites, kidnapped a sample of Earth's
population and controlled their minds, offering a
type of peace to the people of Earth.
After this initial success, Nebulon and the
Ludberdites started the Celesital Mind Control
Movement, offering people the chance to reach
their true potential. The group attracted
worldwide attention with an especially large
following in France. Nebulon was opposed by
the Defenders and Doctor Strange, who forced
Nebulon to experience much of the history of
humankind, after which he decided that
humankind was beyond redemption, and he and
the Ludberdites departed from Earth.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Ludberdites can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Ludberdites start out with only one
Contact, their race.

Golden Age and More

86

Chapter Forty-Nine: Lunerzons


Source: Fiction House

Typical Lunezon

The Lunerzons are a race of fierce warrior


women who live on the moon and resorted to
space piracy to obtain goods. They keep men as
slaves and breed Mooniacs as their own personal
weapons. They have plans of either conquering
or destroying the Earth, but have been stopped
by Spurt Hammond in the past.
The Lunezons rely on primitive weapons such
as swords and spears, but they also possess
powerful explosives.
Mooniacs are strong and savage creatures
with low intelligence, standing approximately 46 feet tall, which were native to the moon.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Lunezons can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Lunezons start out with only one
Contact, their race.

87

Golden Age and More

Typical Mooniac

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Mooniacs can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Mooniacs start out with only one
Contact, their race.

Golden Age and More

88

Chapter Fifty: Mechanical Monsters


Source: Paramount

Typical Mechanical Monster

The Mechanical Monster are robots created


by a mad scientist to carry out his dirty work,
such as robbing banks.
They are about 10-12 feet tall and they are
extremely resistant to damage, easily
withstanding conventional firearms. They also
posses superhuman strength and the ability to fly
using propellers around their necks. The have a
large locked cargo compartment in their backs,
big enough to easily fit the body of an adult
human. They also have two nozzles on the lower
half of their heads, which can project flames at
least 20 feet. There were about 30 of these
robots, which were kept in a hangar in their
creator's remote headquarters.

Primary Ability Chart; Column Four


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-15
16-40
41-50
51-70
71-90
91-98
99-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Benefits
Initial Popularity is zero.
Player character Mechanical
Monsters possess self-repair facilities
that simulate normal Healing.

89

Golden Age and More

Chapter Fifty-One: Mercury


Source: Marvel Comics

Typical Mercurian

Mercury is the first planet in the Milky Way


Galaxy's Sol system. It is a small, hot, red planet.
In most timelines, the planet is too hot sustain
life.
Earth-616
On Earth-616, Mercury is presumably
uninhabited, although a number of alien beings
have claimed to originate from the planet.
However, it could be that - like many other
aliens who visited Earth in the past - these aliens
were from another planet, and either lied about
what world they originated from or temporarily
colonized Mercury.
Mercurians
In most realities, the planet Mercury cannot
sustain life. Within the Earth-616 universe in
particular, there are aliens who claimed to have
originated from the planet Mercury. However, it
is possible that like many other aliens who have
claimed to hail from other planets in the Sol
system, they may be masking their true
homeworld, or have colonized Mercury.
On Earth-616, a number of aliens have been
recorded as either living on or having originated
from Mercury. These accounts all occurred in the
1950s and 60s.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Mercurians can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Mercurians start out with only one
Contact, their race.

Golden Age and More

90

Chapter Fifty-Two: Mermazons


Typical Mermazon

Source: Quality Comics


The Mermazons are a race of beautiful
women who live in the city of Merezonia, under
the ocean.
Merezonia is protected by crystal walls, and is
ruled by the benevolent Queen Klitra from a
crystal citadel filled with air. Mermazons can
breathe underwater and are talented swimmers.
They are able to survive for long periods in the
ocean depths. They carry tridents as weapons
and are skilled in killing large monsters with
them.

F
Rm
26

A
S
E
R
I
Rm
Rm
Rm
Ex
Rm
26
26
26
16
26
Health: 104 Karma: 58

P
Ex
16

Known Powers:
Hyper Swimming: Ex 16
Water Freedom: Ex 16

While Klitra showed Red Torpedo around the


city, she showed him an area containing giant,
tame electric eels, which are raised by the
Mermazons.

91

Talents: Swimming, Underwater Combat,


Weaponry (Trident), & Animal Husbandry
(Giant Electric Eels).

Golden Age and More

Chapter Fifty-Three: Monsters from the Mirror


Source: Quality Comics

Typical Monster from the Mirror

One day, Dr. Von Kelm invented a machine


that made mirrors in to portals to another world.
From that world escaped monsters!
The tried to conquer Earth, but were sent back
to their world by Kid Eternity and his
companions!
Nothing else is known of the monsters. Mr.
Keeper theorized that their world had become a
terrible place to live, and they wanted Earth to be
their new home.
Powers
They are brutishly strong, and nothing that
pierces trough them can harm them, but ordinary
punches and kicks can. They also have telepathic
powers. This gives them the ability to learn any
language instantly, anticipate their opponents
every move and probe other knowledge from
minds. They cannot concentrate on multiple
persons at once.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Monsters from the Mirror can raise any
one Ability +1CS.
Starting Resources are set at Poor.
Monsters from the Mirror start out with
only one Contact, their race.

Golden Age and More

92

Chapter Fifty-Four: Mosquito Men


Source: Marvel Comics

Typical Mosquito Man

Not much is known about the Mosquito Men,


a race unique to Earth-5391, a universe where
space travel and technology boomed in the late
20th century. By the year 2075, the Mosquito
Men were one of the deadliest alien races in the
known universe, prompting the Space Sentinel
peacekeeping force to come up with a means of
subduing them. When their leader, Mosk, learned
that Dr. Frontier was developing a weapon to
stop them, they attacked just as Frontier was
showing it to the Space Sentinels' leader, Speed
Carter, and his sidekick, Johnny Day. Thinking
that it was the DDT Gun that Frontier was
developing to destroy them, the Mosquito Men
attacked, fatally wounding Frontier and stealing
the weapon.
With his last breath, Frontier told Speed that
the Mosquito Men stole an even more dangerous
weapon instead, but died before he could warn
Speed and Johnny what it does. With the DDT
Gun in hand, the pair tracked down the Mosquito
Men and used the gas on them, which effectively
started killing them off. Seeking a way to stop
Carter, Mosk used the weapon he stole from
Frontier and was shocked to discover it was a
duplication ray, having unwittingly made
duplicates of Speed Carter - each armed with a
DDT Gun. The original Speed Carter then killed
Mosk and recovered the duplicator and then
forced the rest of the Mosquito Men to surrender.
The Mosquito Men complied, and were
imprisoned on an asteroid that utilized the army
of Speed Carter duplicates as guards.
Powers
The Mosquito Men could fly, thanks to the
wings that sprouted from their back. They were
highly invulnerable, able to withstand blasts
from the Space Squadron's hydro-guns. They
could also apparently live in the vacuum of space
without any apparent assistance.

93

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Mosquito Men can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Mosquito Men start out with only one
Contact, their race.

Golden Age and More

Chapter Fifty-Five: Neo


Source: Marvel Comics
At some point in the course of evolution, a
side-branch of humanity emerged who called
themselves the Neo. They were happy living a
solitary life in their community, which initially
prospered, at least until tragedy struck. After the
actions of the High Evolutionary temporarily
"turned off" the mutant gene to transform all
mutants into "baseline" humans, many of the
Neo perished. Among the deceased was the
daughter of their leader, Domina, who could
breathe underwater, and drowned when her
powers were removed. Domina and other Neo
who survived swore vengeance (misguidedly) on
the X-Men and Mister Sinister (who Domina has
"killed" on several occasions), with those leaving
their home to exact their revenge now calling
themselves the Warclan.

They first tracked down Nightcrawler, who


was on leave from the team to pursue religious
matters. They found him studying to be a priest,
and Rax hastily tried to kill him. Nightcrawler
was able to save his himself but was seriously
wounded and teleported off to find help in the
form of Doctor Cecilia Reyes, who had a clinic
nearby. As the leader of the Warclan, Jaeger
insisted that it was his right to make the kill, and
traveled off alone to find his prey. He hunted
down Nightcrawler, but was surprisingly
defeated by Cecilia who, in a panic, turned her
force field into a spiky barrier, which impaled
the ruthless man. The rest of the clan sensed
Jaeger's death, a turn of events that only served
to infuriated Domina even more. Rax took over
as the new Jaeger.

Golden Age and More

Meanwhile, in space, the X-Men attempted to


help repair a space station as an act of good will.
Among the X-Men present was Shadowcat, who
found herself attracted to a worker named Seth.
He actually turned out to be a spy planted by the
Neo, who sabotaged the space station and
kidnapped Shadowcat, believing her to be of Neo
heritage. The X-Men barely survived the
encounter.
Running from the Warclan, Nightcrawler and
Cecilia happened upon Detective Charlotte Jones
a longtime ally of the X-Men. She was
hunting down a sociopath named Rufus Delgado,
and accompanied the two X-Men on their
journey. Cecilia saw several vials of a mutant
performance-enhancing drug called Rave and,
being a good doctor, she picked them up so that
no one else would be hurt by them. They were all
separated from each other, and subsequently
trapped. Charlotte Jones, Delgado, and
Archangel (who decided to help out his friend)
became caught in the illusionary thralls of the
two younger Neo, Elysia and Tartarus, while
Cecila and Nightcrawler had to face off against
the warriors of the clan in the basement of an
abandoned apartment complex. Nightcrawler
passed out from his injuries leaving Cecilia to
defend herself and her friend. While facing off
against the immense mutant Anteus, she decided
to take the Rave to better her chances of survival.
The drug worked and she defeated the giant, but
then had to fend off the barrage from Salvo's
attack. The X-Men finally arrived to help, but
were quickly defeated by Domina, who adeptly
used the collective powers of her Warclan to best
them. She then ordered Barbican to seal off the
building, and the X-Men left so as not to be
trapped inside. However, Cecilia volunteered to
stay behind, since Charlotte Jones was still
trapped as well.
Trapped inside the illusions of Tartarus,
Charlotte Jones and Delgado were in reality
merged into a gestalt being with Delgado being
the dominant form, and they went about the
building hunting the Neo. However, Rax
approached the being with the proposition of an
alliance, asking it to side with him against
Domina for the leadership of the group. Cecilia
managed to evade capture by the Neo for a week,
and stumbled upon the Charlotte-Delgado being.

94

Wolverine and Nightcrawler teleported inside of


the sealed complex, just in time to save Elysia
from the creature attacking her. They were able
to convince the girl that the X-Men had nothing
to do with the worldwide power loss, and tried to
get her to talk to Domina.

When they heard about a new baby mutant,


the Guardian Clan, powered Neo, came to
threaten the remaining mutants on Utopia,
looking for a response about the massive
depoweration of their kind, and the way to revert
it as mutants were about to do.

Rax had his fellow Neo Junction teleport him


outside of the complex so he could fight Rogue.
He defeated her (or so he thought), and offered
her the same alliance against Domina. Rogue
accepted, but confided in her teammates that she
didn't trust Rax. Under his orders, Barbican
opened the complex for the X-Men, who had to
fight the combined might of the Neo. However,
the Delgado creature interrupted their battle, and
the X-Men helped to stop it. After the threat was
dealt with, Elysia convinced Domina to let the
X-Men go. As the X-Men left, the building was
sealed off again.

Arriving on the scene, the Neo were placed


on the path of extinction. Because of this
aggression on Utopia, the Evolutionaries,
protectors of both Evolution and Mutants,
quickly arrived, extinguishing Neo everywhere
around the globe to ensure the survival of Homo
Superior.

Trying to prove himself to the clan, Rax once


again ventured out on his own, and tried to kill
Gambit. Rax had to resort to unethical conduct
(endangering the lives of civilians) in order to
win the fight. Just as the Neo arrived and ordered
him to kill his target, the New Orleans Thieves
Guild (Gambit's family) also showed up. Domina
decided to allow Gambit to live, and they went
back to their apartment building.

No surviving Neo has been seen since. Kitty


Pryde, who was suspected of being a Neo, was
not affected by the termination. It is unknown if
this was due to the fact she was maybe a
"classic" mutant, she was at this point stuck in
her intangible form, or her clear affiliation at the
X-Men's side made her be spared from the
Evolutionaries' action.

Shortly after, Magneto arrived at the Neo's


apartment building, and commanded them to
serve him in his Genoshan army. The Neo resist,
and for their efforts Magneto dismembers Rax
and Salvo. Having proven himself to the clan,
Domina bows before her new leader. Given that
most of the Neo were never seen again, it can be
inferred that many of them perished along with
millions of other mutants when Cassandra Nova
sent her wild Sentinels to attack the island,
however, some of them seem to have survived.
The X-Men later encountered another group
of Neo known as the Lost Souls. The renegade
Neo Ransome Sole was also encountered, with
him having ties to both Domina and Elias Bogan.
M-Day and Extinction
On M-Day, the Neo were as affected by the
Decimation as the other mutants. A few Neo (at
least eight of them, and among them at least two
powered) from the Warclan even attacked San
Francisco after the mutant community relocated
there.

95

Golden Age and More

Typical Neo

Primary Ability Chart; Column One


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46

Additional Benefits
Intuition is raised +1CS.
Endurance is raised +1CS.
Neo must have at least one Contact,
usually The Neo.

Golden Age and More

96

Chapter Fifty-Six: Neptune


Source: Marvel Comics

Typical Neptunian

Neptune is the eighth planet in Earth's solar


system. In most realities, however, it does not
sustain life.

Neptunians
The Neptunians are a race of amphibious
humanoids that are unique to Earth-5106, a
timeline where their home planet of Neptune is
capable of sustaining life. Not much is known
about their history, except that their ancient
enemies are the vampiric Octopus-Men. By the
year 2000, the Neptunians are members of the
interplanetary Galaxy organization. Their race
was threatened when a volcanic eruption
occurred on Saturn's Dead Sea region,
unleashing the Octopus-Men, who by that point
were believed to have gone extinct. The
Neptunians were saved by the Space Squadron
peacekeeping force, who eliminated the
Octopus-Men who were unleashed upon their
planet by Saturn's volcano.
Powers

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Neptunians can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Neptunians start out with only one
Contact, their race.

The Neptunians are amphibious able to


breathe under water and on the surface. They can
breathe whatever atmosphere exists on the Earth5106 version of Saturn, as well as Earth's
oxygen-nitrogen based atmosphere.

97

Golden Age and More

Chapter Fifty-Seven: Onees


Source: Marvel Comics

Typical Onee

History
The Onees are subterranean creatures of
unknown origin. Seeking to take over the surface
world but sensitive to light, they used a suction
ray to pull buildings in the town of Fairbanks
down into their domain. There, they stripped the
buildings of all their iron and melted it down.
Their plan was to redistribute the planet's weight
with the iron, so that it would move Earth's
rotation away from the sun, allowing them to
take over the surface world above without being
exposed to their primary weakness.
Their activities led authorities on the surface
to seek out Professor Zog, and his robot Electro.
When Electro was captured, Zog pretended to
betray humanity in order to learn of the creatures
plot. Learning what they were planning, Zog sent
many of the Onees fleeing from the light of their
own suction ray. Zog freed Electro, and used the
robot to slay the Onees' master by tossing him
into the furnace they used to melt their stolen
metals. Zog escaped, as the Onees metal fortress
exploded. Whether or not any of the Onees
survived the explosion remains to be seen.
Weakness
With the exception of their king, the Onees
were all sensitive to light.

Primary Ability Chart; Column One


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46

Additional Benefits
Onees can raise any one Primary
Ability +1CS.

Golden Age and More

98

Chapter Fifty-Eight: Otherworld


Source: Marvel Comics
Otherworld is the current location of the
Court of Camelot ruled by King Arthur. Other
points of interest include the Isle of Avalon, the
Green Chapel (home of the Green Knight, which
also exists simultaneously on Earth), and the
Starlight Citadel, headquarters of the
Ominiversal guardian Roma until her apparent
death, and, formerly, her father Merlyn. The
Captain Britain Corps are also headquartered in
Otherworld.

Annfwn, the Land of the Dead, ruled by


Arawn (also known as Donn), son of
Mider. The Briton Lord Pwyll ruled
here in Arawn's stead in Prehistoric
times.
Tir nam Beo, the land of the living, set
apart from Annfwn as a paradise for
certain worthy souls favored by the
Celtic gods.

It is also intimately associated with:


The Dark Realm of the Fomor (home of
the Fomor)
The Netherworld of Necromon
(Doomwraiths, Necromon, Nightshade,
White Rider of Death, Wolfsbane);
Note: The Starlight Citadel is the base of
Brian Braddock, and formerly Roma and
Merlyn. It exists within Otherworld on top of a
small floating island.

Features: Otherworld actually consists of the


cosmology of the Celtic gods, especially the
island of Avalon, the home of the gods, although
some references use the name Avalon as the
name for all the worlds in this dimension. These
other worlds include:
Momur (also spelled Magh Mor or
called Tir Na Bog), which is ruled by
Midir, and is home for numerous elfinlike creatures. In myth, this realm was
considered underground, but this may
be because some portals to it from Earth
were located there.
Tir fo Thuinn, the under-sea home of
Leir, the god of sea and storm
(presumably the same Leir who is god
of lightning and the spear).
Tir inna mBan, a land of paradise
populated by beautiful women who
abducted mortals to be their husbands.
Tir tairngiri, the Land Of Promise, ruled
by Leir's son, Manannan, where Bran
the Second retired millennia ago.

99

There is some indication that time runs more


slowly in Otherworld than on Earth. When Oisin,
the son of Finn, returned home after three weeks
in Momur, he discovered three centuries had
passed in his absence. Back in Ireland, he turned
into an old man overnight before dying. When
Bran the Second left Tir inna mBan after one
year, his crew realized they were returning home
after over three thousand years. The one man
who set foot on Eire (Ancient Ireland)
immediately turned to dust. Bran and his crew
returned to Otherworld where they presumably
became the Walkers. (This Bran is not to be
confused with Bran the Blessed, the son of Leir
and brother of Branwen)
Residents
Elves (formerly including Jackdaw and
Moondog), Vortigen and the Proud Walkers,
King Arthur and the Court of Camelot, Captain
Britain Corps, the Green Knight.
The Native races that can be found in
Otherworld are: Otherworlders, Tuatha de
Danaan, Fomore, Elves, Faeries, Leprechauns,
Giants, Ogres, Goblins, and Trolls (MTS Note:
Information on the Trolls can be found in the
Original Ultimate Origins Book).

Golden Age and More

Elves

Faerie

MTS Note: I could not find any clear


descriptions of Elves from Otherworld. What I
found in a few characters, was that the
descriptions of the elves vary. For the sake of
this book, they will simply be presented as
Altered Humans. Because they are so varied, the
powers/abilities listed below are not being
treated as standard, and players should simply
roll-up Elves like any other character to
determine their abilities.

The faerie are an ancient, magical race of


humanoid beings with supernatural powers,
which originated from an other-dimensional
world that borders upon Britian and Ireland on
earth. They are closely related to the Dark Elves
of Svartalfheim, one of the Nine Worlds of
Asgardian Cosmology.

In Elf if a Gun, they are presented as


sarcastic and fairly nasty in general.
Additionally, their true nature and motives
remain an enigma.
Jackdraw is an excellent archer, and has
Psychic power above normal elf average. He can
fire mental bolts or teleport, even between
dimensions. With a great deal of effort he can
temporarily influence people's mind for a little
while. He is even able to subtlely alter his
appearance.

There are also faeries native to Avalon, the


world of the Celtic Gods, and Svarga, the realm
of the Slavic gods. The nymphs, lesser divinities
of Olympus, home of the Olympian gods, also
have faerie attributes, so their origins are not
entirely inclusive to Svartalfheim. The Hindu,
Oceanic, Chinese and African pantheons also
have divinities nearly identical to faeries.

Fomor
The Fomor (Fomore) are the original spirits
of Ireland, and they withheld mortal colonization
of the land for millennia.
The Fomor are the children and descendants
of the Celtic God Nuadhu and the Earth goddess
Gaea in her aspect as Danu, the Celtic motherearth. The original spirits of Ireland, they
withheld mortal colonization of the land for
millennia until overthrown by their relatives and
descendants, the Tuatha da Danaan.
During a second battle, Bres and the Fomor
were cast from Eire into the Dark Realm, a
dimension beyond.

Giants:
MTS Note: If there was information to be
found for generic giants from Otherworld, I was
unable to find it.

Goblins
Moondog is drawn with animal features, and
is only 12-18 inches tall, but he is nonetheless a
brave and fierce warrior. He is a highly skilled
archer, and is also handy with both a knife and
his bare hands. He is a skilled tracker and likely
possesses superhuman senses, specifically
olfactory, hearing, and possibly vision.

Golden Age and More

MTS Note: These are not very well defined


anywhere (as far as I can tell). From what I have
inferred, they are a little dull-witted, militaristic,
able to track by scent, have a hatred of elves, and
serve Necromon, the Ruler of Netherworld.

100

Leprechauns
MTS Note: The leprechauns are not very
well defined in the comics as far as I can find.
One called Padraic was the first to address
Wolverine as Logan, and when questioned all he
said was "I'm called Padraic mate - an' we little
people know a lot o' things" (X-Men #103).
According to Mr. O'Donnell, three hundred and
fifty-seven of them live in Cassidy Keep.
Typically they are thought of as Fae, so the
character creation entry will be taken with that in
mind.

Tuatha de Danaan
History
Tuatha de Danaan (also known as the "Celtic
gods" and "Children of Danu") are a race of
superhumanly powerful humanoid beings who
were worshipped by the ancient Celts and earlier
Goidelic-speaking people of the British Isles
from about 2000 BC to 500 AD, although a
number of Tuatha may have been worshipped as
early as the Hyborian Age. The Tuatha
originated in the land of Tir na ng within
Otherworld, a small "pocket" dimension adjacent
to Earth. Interdimensional nexuses between
Otherworld and Earth exist near Glastonbury Tor
(a hill in modern-day Glastonbury, Somerset,
England) and at the Siege Perilous (in the
Cheviot Hills bordering modern-day England
and Scotland), as well as at various hidden sidhe
(fairy mounds) situated throughout the British
Isles. Worship of the Tuatha de Danaan in the

101

Earth realm was largely supplanted by the spread


of Catholicism by St. Patrick in the 5th century
AD, although some druid priests and priestesses
(such as Lady Evaine of Scandia) continued to
worship the Tuatha in secret. Even today, they
are still worshipped by practitioners of neodruidism and other nature-based religions, such
as Druid (Sebastian Druid) and Dark Mairi of the
Shore.
The precise origin of the Tuatha, like that of
all Earth's pantheons, is shrouded in legend.
According to ancient myths, the high chieftain
Iarbonel coupled with the primordial Earth
Mother Gaea (known as "Danu" to the Tuatha)
and produced the first generation of Celtic gods.
Following Iarbonel's death, his progeny (under
Nuada's leadership) left their cities in
Otherworld's Tir na ng and traveled through an
interdimensional nexus to Earth in
approximately 1896 BC, just as their hated
enemies the Fomorians had done centuries
earlier.
The Tuatha Da Danaan are the descendants
of the goddess Danu. They have been at war with
their Fomorian ancestors and relatives ever since
they competed for worship rights from the
ancient Fir Bholg tribes of Ireland. Their leader,
Nuadhu led them into battle at Magh Tuiredh,
but lost his hand in battle. They were
subsequently victorious, but Nuadhu was unable
to reign with this disability and had to resign his
leadership of the gods.
The Tuatha inhabited Ireland until 350 AD.
Upon the arrival of the Milesians (ancestors of
the Celts), the Tuatha relinquished their holdings
in the Earth realm and returned to Otherworld.
Thanks to an agreement made with the Milesian
druid Amergin, the Tuatha were worshipped by
Ireland's new mortal inhabitants as gods in
exchange for protecting the land.
Starting in the 8th century AD, a cold war
between the Tuatha de Danaan and the
Asgardians began when the Norse Vikings who
worshipped the Asgardians began plundering
villages in the British Isles. This enmity lasted
for centuries, until the Celtic God Leir
encountered the Asgardian god Thor who has
pursued a griffin-like creature into Avalon,
where it killed a Danaan family. Because of an
ages old enmity between the Celts and the
Vikings, the two rehashed old feuds as Leir
accused Thor of the deaths. The creature then

Golden Age and More

returns to prove Thor's innocence as Leir and


Thor destroy the beast. Feeling he owes Thor a
debt, Leir later leads an army of Danaans to
Asgard's defense against the Egyptian god Seth.

Typical Elf

Leir defeated a Troll summoned by the


Fomorians. Dagda attempted to dissuade Leir
from seeking vengeance and potentially
reigniting a war between the Danaans and the
Fomor. Leir went off to battle anyway, but
Dagda summoned a swarm of insects to disrupt
the fight, causing both sides to retreat to their
own land.
The Wolves of Tuatha de Danan

Primary Ability Chart; Column One


From the Ultimate Powers Book
The Tuatha de Danan, a race of wolf-people
encountered by Mirage (Dani Moonstar) and
Wolfsbane (Marvel Comics Presents #22),
appear to be an offshoot of the primary race of
gods. Origins and connections are unclear, but
there are no werewolf types in the Celtic Gods.

Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46

Additional Creation Notes


Elves can raise any one Primary Ability
+1CS.

Golden Age and More

102

Typical Fomor

Typical Fairie

F
Gd
8

A
Ex
16

S
E
R
I
Gd
Gd
Ex
Gd
8
8
16
8
Health: 40 Karma: 40

P
Ex
16

Known Powers:
Immortality: If reduced to 0 health and
Shift 0 Endurance, Faeries do not die.
Their Karma reserves are reduced to 0,
and they will automatically begin to
heal. In the dimension of Avalon, and
other such dimensions, they are mortal,
and can be killed.
Power Simulation: Due to the mystical
nature of the Fae, all powers possessed
by them are spells as per Power
Simulation. The exception to this rule is
powers that are Always on such as
Hyper-Intelligence, Hyper-Strength,
etc
Winged Flight: Ex 16

Primary Ability Chart; Column One


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46

Additional Benefits
Intuition is raised +1CS.
Endurance is raised +1CS.
Fomor must have at least one
Contact, usually Fomor

Limitations:
Power Negation: Contact with cold
wrought Iron negates all powers for the
Faeries.

103

Golden Age and More

Typical Giant

F
Rm
30

A
S
E
R
I
Ex
Am Am
Ty
Pr
20
50
50
6
4
Health: 150 Karma: 16

Known Powers:
Dense Flesh: Ex Body Armor

Typical Goblin

P
Ty
6

Primary Ability Chart; Column One


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46

Additional Creation Notes


Goblins can raise any one Primary
Ability +1CS.

Golden Age and More

104

Typical Tuatha de Danan

Typical Leprechaun

F
Gd
8

A
Ex
16

E
R
I
Gd
Ex
Gd
Ty 5
8
16
8
Health: 37 Karma: 40

P
Ex
16

Known Powers:
Immortality: If reduced to 0 health and
Shift 0 Endurance, Faeries do not die.
Their Karma reserves are reduced to 0,
and they will automatically begin to
heal. In the dimension of Avalon, and
other such dimensions, they are mortal,
and can be killed.
Power Simulation: Due to the mystical
nature of the Leprechaun, all powers
possessed by them are spells as per
Power Simulation. The exception to this
rule is powers that are Always on
such as Hyper-Intelligence, HyperStrength, etc

Limitations:
Power Negation: Contact with cold
wrought Iron negates all powers for the
Leprechaun.

105

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


All primary abilities are raised +2CS.
Tuatha de Danan automatically possess
at least one Travel Power.
Tuatha de Danan gain two additional
Powers.
Tuatha de Danan have increased
Popularity (+2CS) with the public but
zero Popularity with the hierarchy of
the other established Earth religions.
Tuatha de Danan eventually attract any
remaining living worshippers they still
have. All of these people serve as
Contacts. A Tuatha de Danan PC who
abuses his worshippers faces a stiff
Karma penalty. Tuatha de Danan are
honor-bound not to actively promote a
religion based on themselves. Tuatha de

Golden Age and More

Danan PCs who try this lose -1CS from


all their Abilities and Powers.

Typical Wolf of Tuatha de Danan

Stats Human Form Wolf Form


F
Ty
Rm
A
Ty
Ex
S
Ty
Rm
E
Gd
In
R
Ty
Ty
I
Ty
Ex
P
Ty
Ex
Health: 28/120 Karma: 18/46
Known Powers:
Animal Transformation (Self / Wolf
only): Wolves of Tuatha de Danan s
have the Amazing rank ability to
transform from human form into wolf
form, and back again, any time they feel
like it.
Body Armor: Wolves of Tuatha de
Danan are much more resilient in their
transformed state, enjoying Good
protection vs. physical attacks and Poor
protection vs. energy attacks.
Enhanced Senses: Wolves of Tuatha de
Danan possess Remarkable rank senses
of hearing and smell, and are capable of
Tracking targets via their sense of smell
with Remarkable ability.
Natural Weaponry (Claws / Teeth): In
wolf form, a Wolves of Tuatha de

Golden Age and More

Danan possesses strong teeth of


Excellent material strength, enabling
them to deliver up to Excellent Edged
Damage per bite. Their transitional
form likewise possesses claws of
similar material strength that they can
use in combat.
Recovery: Whether in human, or animal
form, Wolves of Tuatha de Danan are
far hardier than they appear, and are
capable of recuperating from seemingly
fatal injuries with Amazing ability,
making feat rolls with this rank to
recover from Endurance losses.
Regeneration: Regardless of form,
Wolves of Tuatha de Danan heal
rapidly from any injuries, healing 10x
faster than their current forms
Endurance would normally permit, as
per Good rank regeneration.

Weaknesses:
Vulnerability to Iron: Wolves of Tuatha
de Danan suffer an extreme reaction to
iron, often suffering even rashes and
other skin irritations from simple iron
posts, and weapons of iron can more
easily inflict grievous injury. In game
terms, this is represented by the Wolves
of Tuatha de Danan suffering a -4CS
penalty against attacks made with iron
weapons, thus leaving them with no
protection vs. a physical attack from
such weapons. In addition, their
Recovery and Regeneration powers do
not work in regards to wounds inflicted
by silver, making it easier to potentially
slay them, and resulting in slower
healing if they do manage to survive
such wounds.

106

Chapter Fifty-Nine: Outcasts


Source: Marvel Comics

Typical Outcast

History
The Outcasts are a group of animal, insect,
and vegetable-based life forms mutated into
often vaguely humanoid forms by the Gamma
Bomb explosion that created the Hulk. They live
in underground tunnels connected to Bruce
Banner's hidden desert lab.
They befriended the Rick Jones version of the
Hulk until S.H.I.E.L.D. agents attacked them.
After Jones defeated them, he offered to stay
and protect the Outcasts. Rattilore knew that
S.H.I.E.L.D. would not stop looking for Jones,
so he asks him to leave and led the Outcasts to
live underground.

Primary Ability Chart; Column One


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46

Additional Benefits
Outcasts can raise any one Primary
Ability +1CS.

107

Golden Age and More

Chapter Sixty: Paratwa


Source: Liege-Killer, Ash Ock, and Paratwa
novels. Gemini Blood comics.
History
The first Paratwa was created in the midtwenty-first century. Scottish scientists injected a
pair of lab-bred human fetuses with cells from
another artificially grown lifeform, called a
McQuade Unity. Several years earlier, it was
discovered that two samples from one of these
primitive cellular masses were capable of
remaining in telepathic contact with each other,
even when separated by thousands of miles.
Segments of this McQuade Unity were
injected into these fetuses in the hope that two
genetically different humans would develop a
permanent telepathic link. Instead, the two
fetuses metamorphosed into a single
consciousness. The McQuade Unity enabled
their brain patterns to interlace - to develop as
one entity. The result was a creature with a
single discrete awareness - one mental/emotional
consciousness - yet inhabiting two randomly
selected physical bodies.

In 2058, the New Jersey division of


Intellitech Hydrocomco released the first brood
of combat Paratwa onto the world armaments
market. From a military standpoint, they were an
instant success. By the year 2070, with the world
coming apart at the seams and over a hundred
mini-wars being fought on any given day, the
demand for these Paratwa increased
astronomically. By the year 2080, there were
over thirty different breeds available from the
genetic labs of two-dozen countries. Warriors,
bodyguards, and assassins the genetic labs
created them and sold them to the highest bidder.

Golden Age and More

Accelerated developmental programs were used


to train the Paratwa. The breeding labs utilized
drug and neuromuscular enhancers - anything
that might give their Paratwa an edge over the
competition.
By the time a binary interlink reached the age
of five, it had already learned to hunt and kill its
own food. They were trained in all methods of
hand-to-hand combat and were given state-ofthe-art weaponry. By 2090, there were two
breeds - namely the Russian Voshkof Rabbits
and the North American Jeek Elementals - that
were considered undefeatable in normal combat
situations.
During the final days, some seven thousand
Paratwa assassins were believed to have been
directly responsible for the deaths of over one
hundred and fifty million human beings. Under
the guidance of the ruling caste, the Ash Ock
(Codrus, Theophrastus, Sappho, Aristotle, and
Empedocles), the Paratwa reached new heights
of destruction. With intelligence well beyond
that of even human genius (as well as being the
only Paratwa capable of unlinking and operating
as separate beings), the Ash Ock were able to
plan in terms of centuries rather than years. The
nuclear and biological obliteration of Earth in
2099 was believed to have destroyed all of the
assassins, along with much of humanity.
However, the Ash Ock had foreseen the
Apocalypse and prepared for it. While believed
dead by humankind, at least three of the ruling
caste survived. Mankind had left Earth in two
ways: to the colonies or into space on long-range
colonization ships. Many Paratwa avoided the
stringent screening processes involved in
immigration to the colonies and bought passage
onto the less restricted colonization ships. Once
on their way, the Paratwa took over the ships.
During the late pre-Apocolyptic period, the
Ash Ocks greatest enemies were E-Tech (the
organization responsible for controlling
technological growth to prevent a second societal
collapse) and their elite group of mercenaries
who specialized in hunting Paratwa. All but that
groups field leader Gillian and his dwarf partner
Nick died in an ambush set by Reemul, The
Liege-Killer (an insane Jeek who served the
ruling caste). Gillian was shaken by the loss and

108

Reemuls disappearance. E-Tech placed Nick


and Gillian in stasis in the event that they were
needed again. Nick had planted two programs
deep within the computers of E-Tech that would
lead to their awakening in the event of a
Paratwa-related problem. When a Paratwa was
awakened from stasis and set loose in the
colonies 200 years later, current E-Tech director
Rome Franco went looking for solutions,
discovered the first program, and awakened Nick
and Gillian. Nick refused to tell Franco what the
second program did and told him to hide its
existence from Gillian.
Acting in secret to avoid confrontation with
E-Techs political enemies, Gillian and Nick
recruited a new team of hunters from a group of
outlaw Cousteau pirates. Gillian found that the
rampaging Paratwa was in fact Reemul.
Knowing that Reemuls presence meant the
involvement of the Ash Ock, the hunters began
looking for other signs of Ash Ock involvement.
They found that the Ash Ock Codrus had gained
power at the highest levels of colonial society
through sapient supersedure, and was using it to
stifle technological growth. As this plan aided
the Ash Ocks enemies in E-Tech, Nick
suspected deeper levels of manipulation.
Nick and Gillian, with the help of Rome
Franco and an E-Tech programmer named
Begelman, found that Paratwa had taken control
of the ships, and were returning to Earth and to
the colonies in 56 years time to conquer the
human race. Codrus had been left behind to
ensure that mankind was technologically inferior
to the Paratwa and thus unable to defend against
the incoming attack. During the hunt, mind
blocks placed on Gillian by Nick unraveled.
Gillian was set in front of the second program,
which unlocked the rest of his memories; he was
in fact the surviving tway of Empedocles (long
believed dead), youngest of the Ash Ock.
Gillian opted to stay with Nick and E-Tech in
recognition of who he was currently, rather than
who he had been. The hunters found the identity
of one of the tways of Codrus, and discovered
hidden communications centers on the planets
surface that allowed Codrus to communicate
with the ships. Gillian contacted the ships and
used his brief conversation (speaking as
Empedocles) with the Paratwa, Meridian, to
narrow down the list of suspects for Codruss
second tway. Nick and Gillian confronted the
other tway in a public setting and used the

109

situation to set a trap for Reemul. Gillian was


able to call up some of his long-dormant Paratwa
abilities and kill the insane Jeek. He and Nick
were then placed back into stasis while the
colonies began to prepare for the return of the
Paratwa in 56 years.

Description
Paratwa vary in appearance as much as any
other people - in fact, even the two tways of a
single Paratwa may look nothing alike, as
Paratwa are often/usually created from two, nongenetically related fetuses. Add to this the fact
that every Paratwa is trained to be a master of
disguise (capable of posing convincingly as the
opposite gender with little effort) AND has no
problem with undergoing cosmetic alteration in
order to pose as another person, and you find that
even a specific Paratwa may not look the same
from day to day.
Personality
Paratwa live to kill other living things.
Paratwa personalities vary by breed, nationality,
and particular quirks, but they share that one trait
universally. If Paratwa have one weakness, its
their predictability. Most assassins are rigidly
territorial, doing their killing within small
geographic areas. A few even had homes in
respectable suburban communities. They were
creatures specialized almost to the point of
absurdity, and such specialization inevitably led
to the formation of strong habits. Repeated
actions were predictable actions.
Incest between tways occurred, but it was
more common for the Paratwa to acquire a pair
of sexual partners or share a single partner. For
some reason not fully understood by students of
Paratwa psychology, many of the creatures
became pedophiles.
All Paratwa must flex, a process not fully
understood by even the most advanced Paratwa

Golden Age and More

physiologists. Flexing is the mental orgasm of


being totally out of control. In theory, a way in
which a Paratwa releases internal pain that has
been suppressed during years of training and
rigorously imposed discipline. It is a need to kill
in a completely uncontrolled and inhibited
manner; this may be done through the killing of
large numbers of humans or wild or
domesticated animals. If this is not done in
regular intervals, the pain and stress overwhelm
the Paratwa, causing it to risk going berserk at
inopportune times.
DC Universe History
While the Paratwa are tied fully into the
world from their books, they fit in a couple of
other places in comic book worlds. In the DC
Universe, the Council of 10 or scientists may
have created them involved in it as a follow-up
to the Paul Kirk/Manhunter cloning project. As
later books in the series reveal that the Paratwa
are part of a plot by an alien race, they also fit
well into the plotting of 30th century Dominators
as part of events that lead up to or immediately
follow the Great Collapse (although they would
need flight and sealed systems equipment
comparable to the Legion at its peak). Of course,
a Batman/Predator type scenario isnt out of the
question, either.

The early Genoshan government was


experimenting on mutants, before the mutants
rebelled and Magneto took over. Some members
of the Genoshan government escaped into exile
and started breeding Paratwa to retake Genosha.
The Paratwa abilities might easily be mistaken
for mutant powers, which would make it look
like a civil war rather than an external attempt at
an overthrow and thus discourage outside
interference.
As for the Wildstorm Universe - two words:
Kaizen Gamorra. The Paratwa could easily
backfire on Gamorra, leading to an even more
horrific regime than the one already in place.

Golden Age and More

Powers and Abilities


Paratwa are binary interlink assassins; they
are one mental and emotional being but have two
separate bodies, known as tways. They are
genetically designed to exceed peak human
physical abilities, giving them superhuman
reflexes, senses, and movement speed. Speed Possibly its single greatest advantage.
Genetically modified neuromuscular systems
enable faster reaction times. Training from birth
enhances these inbred abilities.
They are trained in every possible aspect of
killing, from weaponry and unarmed combat to
military strategy and tactics to duplicating the
appearance and behavior of a target to the point
of fooling the targets family, friends, and
coworkers. Paratwa both commonly used this
last process, known as sapient supersedure for
counter-intelligence purposes as well as for
personal advancement within human
organizations (i.e. replace the man in line for
promotion to manager and thus become the
manager yourself). Sapient supersedure was not
as commonly used amongst the lower breeds, but
allowed the Ash Ock to gain control over major
governmental institutions.
Paratwa are masters of the Cohe wand. A
Cohe wand looks like a black egg with a small,
silver tube protruding from one end. Powered by
pre-Apocalyptic technology and controlled by
subtle hand pressures, they are believed to be the
most powerful hand weapon ever devised.
Cohe wands emit a beam of black energy
(capable of slicing, impaling, or melting), which
remains connected to the silver protrusion even
as it moves towards its target. While only the
leading 6-18 inches of the beam are dangerous,
some Paratwa master a technique that uses the
harmless after-trail connecting the front edge to
the cohe itself as a distraction. This leads targets
to avoid the after-trail while being lured into
lethal front end.
While a trained Paratwa can follow a target
up a spiral staircase with a cohe wand beam, the
weapon is extremely difficult to use and most
untrained wielders risk severe injury or death by
simply activating it. The Jeek Elementals were
capable of a signature technique known as the
Lariat. Wrist control allowed the Jeek to
encircle the targets neck with the cutting edge of
the beam and then tighten the noose, garroting
the neck from all sides evenly. No other breed
was capable of this maneuver.

110

Skills and attributes vary greatly by breed.


The North American Jeek Elementals and the
Russian Voshkof Rabbits are considered
unbeatable in normal combat while even a
Paratwa of a lesser breed (such as the Terminus
assassins or the Japanese Loshito breed) can
wipe out everyone on a crowded city block
within 10 seconds.
Quotes
Gillian on the Paratwa: According to
figures, on the average, each Paratwa killed
over twenty thousand humans. And that ratio
occurred in a society that was infinitely more
prepared for violence.

Typical Paratwa

F
Am
46

A
In
36

S
E
R
I
Ex
Rm
Ex
Ex
16
26
16
16
Health: 124 Karma: 48

P
Ex
16

Known Powers:
Cold Immunity: Gd 8
Flame Immunity: Gd 8
Sealed Systems: Gd 8
Split: Ty 5 Always on and does not
cause abilities to decrease; split bodies
share initiative but have separate dice
actions Split Bodies are not necessarily
identical in appearance (or gender).
Superspeed: Am 46 This power can
only be used in combat; It cannot be
used for Multi-Attacks.

111

Paratwa always attack with the bodies at 90


degree positions to each other in relation to the
target. They gain a +1CS to Team Attacks made
attacking from this position. If forced to attack
on a different angle, the Paratwa loses the bonus
AND suffers a -1 CS for ALL attacks until it
corrects the angle.
Equipment:
Crescent Web: Am 46 Force Field
protects user and anyone touching the user
only. User can attack through Force Field
via gaps at the sides of the screen - these
holes can be targeted with a Trick Shot (2CS to hit). Systemic Antidote only works
against poison gases, which are repelled by
the crescent web. Melee attacks (ramming
attacks only - no use of limbs) can be made
using the field, but is limited to knockback
only.
Cohe Wand: Am 46 Energy Blast has a
Range of but 03; Cohe wands are difficult to
control. Anyone without a Cohe Wand
Weaponry specialization or a minimum
Agility of Rm 26, attempting to use one is
struck with a physical attack of In 36.
Targeting Computer: Ex 16 Used to fire
automated weapons when the target is not
wearing a scrambler.
Muscle Controlled Thighpad: Rm 26
Includes Fragmentation, Concussive, and
Gas Grenades, as well as incendiary
Firedarts.
Acid Twister: Ex 16 Acid has Area
Effect. This is a thin extending arm that
rises from a backpack and sprays acid in a
circular field around the user.
Scrambler: Ex 16 Invisibility works
only on electronic forms of detection,
including video.
Jetpack: Rm 26
Disguises: Ex 16
Talents: Acrobatics, Artist (Actor), Charisma
(Interrogation, Intimidation), Martial Artist,
Military Science (Camouflage, Cartography,
Danger Recognition, Demolition, Tracking),
Thief (Concealment, Escape Artist, Locks and
Safes, Pickpocketing, Security Systems, Stealth),
& Weaponry (including Cohe specialization).

Golden Age and More

Chapter Sixty-One: Pellucidar


Source: At the Earth's Core
Pellucidar is a world 500 miles below the
surface of the hollow Earth, which resides on the
inside of the earth's shell. It is accessible through
a tunnel in the Antarctic. The landmasses are the
inverse of the land masses on Earth's surface.
"We know that the crust of the globe is 500
miles in thickness; then the inside diameter of
Pellucidar must be 7,000 miles, and the
superficial area 165,480,000 square miles.
Three-fourths of this is land. Think of it! A land
area of 124,110,000 square miles! Our own
world contains but 53,000,000 square miles of
land, the balance of its surface being covered by
water."
As one looks into the horizon of Pellucidar,
things appear to be higher, the farther away they
are. While the jungles can be misty and the
atmosphere can make great distances hazy, there
are rarely clouds in the skies of Pellucidar.

and this region is known to the inhabitants as the


Dark Country.
The Inhabitants
Because of the constant sun, Pellucidar is
covered in heavy jungles of vegetation, which
support a wide variety of animal life. Pellucidar
is inhabited by a number of intelligent and semiintelligent species including:
Mahars: A race of intelligent flying reptiles,
about 6-8 feet in length, who appear to be one of
the dominant life forms of Pellucidar. They live
in subterranean cities and have telepathic
powers. In addition to winged flight, they have
webbed feet and are excellent swimmers.
Sagoths: Semi-intelligent ape-like men who
faithfully serve the Mahars. They have sleek
black skin, large white teeth, short legs, long
arms and thin prehensile tails capable of
supporting their weight. They live in huts built in
the trees, 50 feet above the ground. They have no
weapons and wear no clothes or garments. They
are very strong and agile and tend to grin and
chatter.
Primitive Humans: There are humans who live
in Pellucidar, surviving with primitive tools and
weapons in the dangerous jungles. They wear
animal skins and metal jewlery.

The Sun
A stationary inner sun that shines on the land
24 hours a day lights Pellucidar. As a result,
Pelluciadar is hot and overgrown with
vegetation. Intelligent inhabitants can not rely on
the sun to keep track of time.
The Moon
There is a moon, known to the inhabitants of
Pellucidar as The Dead World, which hangs in
geosynchronous orbit, about a mile off the
surface of Pellucidar. The region below it, is the
only place in Pellucidar that is naturally dark,

Golden Age and More

The lands are also inhabited by a wide variety


of dinosaurs and prehistoric creatures, including
saber-toothed tigers (tarags to the natives), cave
lions (felis spelaea), cave bears (ursus spelaeus),
giant sloths (megatherium), hyaenodons,
mastodons, and raging bos (thags to the natives).
The skies are dominated by fierce pterodactyls
(thipdars to the natives). The waters are
inhabited by all manner of prehistoric monsters
and serpents including labyrinthodons,
ichthyosaurs (azdyryths to the natives), and
plesiosaurs (tandorazes to the natives).
Notes
Only information on Pellucidar from the first
two novels, At the Earth's Core, and Pellucidar,
is in the public domain in the United States.

112

Typical Mahar

Typical Sagoth

Primary Ability Chart; Column Three


From the Ultimate Powers Book

Primary Ability Chart; Column Three


From the Ultimate Powers Book

Die Roll
01-05
06-10
11-40
41-80
81-95
96-00

113

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26

Die Roll
01-05
06-10
11-40
41-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26

Golden Age and More

Typical Primitive Human

Primary Ability Chart; Column Two


From the Ultimate Powers Book
Die Roll
01-05
06-25
26-75
76-95
96-00

Golden Age and More

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16

114

Chapter Sixty-Two: Phantoms


Source: Marvel Comics
The Phantoms are a humanoid race of aliens.
They are the servants of Immortus, the Master of
Time. For many years it was assumed that there
was only one Space Phantom, but in the course
of the Destiny War the Avengers discovered that
there was more than one. During a journey back
in time to 1873, a trio of Space Phantoms was
caught impersonating the Gunhawks and the
Black Rider. The Space Phantoms were
previously said to have originated on the planet
Phantus, in the Phalbo system in the Milky Way
Galaxy.

difficult to determine which Space Phantom did


what; the following activities have previously
been attributed to the Space Phantom who first
encountered the Avengers.
A Space Phantom allied with the Grim
Reaper and impersonated Madame Hydra, and
commanded a division of Hydra. The Space
Phantom battled the Avengers, but was shunted
back into Limbo when he attempted to mimic
Rick Jones, who was linked to Captain Mar-Vell
at the time.
A Space Phantom was compelled by
Immortus to impersonate Mantis to deceive
Kang.
Another Space Phantom attempted to trick
Thor into freeing the planet Phantus from Limbo.
It allied with Thor to save Phantus, which led to
Thor losing much of Mjolnir's power.

Immortus traps individuals who become lost


in Limbo, and due to the nature of that plane,
they begin to forget their former lives and
change into misshapen beings. Immortus
conditions these into servants who can
perpetuate his schemes and manipulations of
historical events. The Phantoms can assimilate
anyone, even maintaining their guise under
torture, and escaping notice of even mind
readers.
The first Space Phantom encountered by the
Avengers copied Iron Man, Hulk, and GiantMan (Hank Pym). During the fight, he first
copied the Hulk, and battled Iron Man. He took
the shape of a flying insect to escape, but Iron
Man continued to battle the Hulk. The Space
Phantom attacked the Wasp in his insect form,
and then became Giant-Man.
After fighting Iron Man he took Iron Man's
form. He finally attempted to copy Thor, but was
sent back to Limbo because he couldn't affect
Asgardians. The Space Phantom incident was the
main reason why the Hulk quit the team.
As all the Space Phantoms appear identical
and can also imitate other life-forms, it can be

115

Rom was confronted by Dire Wraiths in


Limbo, and was observed by the Space Phantom,
who then began to scheme. The Space Phantom
sought out another Galadorian trapped in Limbo,
Roms old friend Karas. He then assumed his
appearance, which immediately teleported Karas
out of Limbo. After helping Rom in battle with
the Dire Wraiths using Karas command of The
Living Fire, The Space Phantom (disguised as
Karas) told Rom how Karas, the original Firefall,
came to be trapped in Limbo. As more Wraiths
attacked the Phantom tried to use the Living Fire
to save himself and it rebelled against him.
Karas ID reappeared in Limbo and explained to
Rom what had happened. As yet another assault
by the banished Dire Wraiths began, Karas
summoned the Living Fire to envelop Rom and
returned him to Earth. As Rom asked why he
Karas didnt free himself, Karas told him that
upon his return to his homeworld he had
discovered that he has no humanity to return to.
He then told Rom to return to Galador to see for
yourself, Rom. For Galador no longer. And
then the dimensional portal shut.
The Young God Calculus, in a scheme pitting
Spider-Man against the Avengers, used a Space
Phantom as a pawn. The Space Phantom,
masquerading as She-Hulk, attacked Spider-Man
and trapped him in a hole. Spider-Man then went

Golden Age and More

to Avengers Mansion to pick a fight. Captain


America quickly proved that it could not have
been She-Hulk. Finally, Jason Jerome was
making harassing phone calls asking Mary Jane
Watson out.

Typical Phantom

Spider-Man gathered Puma, Prowler, Rocket


Racer, and Sandman to assist him on a case
involving the Avengers and a trouble-making
masquerading Space Phantom, who was working
for a mysterious master.
Powers
A Space Phantom can assume the form of
objects or people, temporarily sending them into
limbo until he resumes his natural form or that of
another object or person. Assuming the form of
certain powerful creatures can result in the Space
Phantom being forced back into limbo instead.
While in the form of another creature, the Space
Phantom gains all the abilities of that person.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Phantoms can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Phantoms start out with only one
Contact, their race.

Golden Age and More

116

Chapter Sixty-Three: Pixies


Source: Marvel Comics

Typical Pixie

History
The Pixies are an underground race of
dwarfish individuals who live in a kingdom near
Abysmia.
According to the legends and folklore of
Jugoslavia, the Pixies were known to have come
to the surface, where they kidnapped the people
of Jugoslavia.
In 1941, they captured Princess Alecia of
Jugoslavia and brought her to their domain in
order to force her into marriage to their king. The
ruler of Jugoslavia sought the aid of Abysmian
ruler Rockman.
The hero invaded the Pixie realm, but the
Pixies overpowered him and took him prisoner.
He called upon the assistance of his fellow
Abysmians who led a counter attack.
With his kingdom crumbling, and his
attempts to marry Princess Alecia thwarted, the
king of the Pixies tried to kill the girl.
He was stopped by Rockman who disposed of
him as leader of the Pixies and installed an
Abysmian to act as Prime Minister of the Pixies
and govern them as a democracy. This stopped
their aggression against the surface world.
To date there are no further recorded
encounters with the Pixies.

Primary Ability Chart; Column One


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46

Additional Benefits
Pixies can raise any one Primary Ability
+1CS.

117

Golden Age and More

Chapter Sixty-Four: Plasma Wraiths


Typical Plasma Wraith

Source: Marvel Comics


The Plasma Wraiths are the temporal agents
of Mojo, serving at the Big Crunch. They seem
to have powers similar to Jubilee, and may be
based on her.
Chimera is often accompanied by the Plasma
Wraiths. She gained their help by traveling to the
Crunch at the End of Time. There, she convinced
several deadly Plasma Wraiths to serve her.

F
Ex
16

A
Gd
8

S
E
R
I
Ex
Ex
Fb 1 Pr 3
16
16
Health: 56 Karma: 7

P
Pr 3

Known Powers:
Plasma form: These wraith are in
essence only plasma, held together by a
leather suit.
o Body Armor: Gd.
o Claws: Ex edged damage.
o Plasma Discharge: Rm
damage, 3 areas.
o When destroyed they explode
for Ty plasma damage.

Golden Age and More

118

Chapter Sixty-Five: Possessors and Parasites


Source: Generic

Possessors
Sometimes confused with Mind Control,
possession is a term used to describe the ability
of some beings to take physical and mental
control over another. Most commonly, this
Power is often employed by supernatural entities
such as ghosts or demons.
Unlike Mind Control, people with this Power
displace their own consciousness into the target,
or host body. The affected individual's actual
consciousness is subsumed in favor of the more
dominant mind or spirit.
A few examples from DC Comics are ChayAra Reincarnates, Parallax Hosts, Spectre Hosts,
Khufu Reincarnates, Eclipso Hosts, and Ion
Hosts.
A few examples from Marvel Comics are
Gravemoss, Malice, Mindmeld, Possessors (the
race), Onslaught, Qareen, and the Shadow King.
If the Possessor has a Power or Spell that
allows them to possess another body, then it is
easy to imagine how they began play in a game
with a host body. If the character possesses a
Power or Spell of this nature, they have the
ability to switch host bodies.
Now, not all Possessors have the ability to
switch bodies, or even possess one in the first
place. There are Spells and Powers that can
place, sometimes even by force, these types of
characters into a host body. If the character does
not have a Power that would allow them to
possess a host, and they are later expelled, they
are unable to possess another host body without
some form of outside aid.

Optionally, Angels must possess someone of


their own faith. If this option is used, no one
other than their host can forcefully expel them.
Demons/Daemons
Comics, movies, novels, television, and even
history are peppered with stories of Demonic
possession.
Energy Beings
Some Energy Beings are not portrayed as
having a body of their own. They are simply a
being of pure energy. It is not a stretch to
imagine some of these characters might have the
ability to inhabit a host body.
Magical Entities
These characters are comprised of sentient
magical energy. They could have been created
through continued use of magic in a single area,
or various other means.
Psionic Beings
These are creatures of pure mental energy.
They have no body of their own, but are sentient.
Several examples of this can be found in various
forms of entertainment.
Undead
Ghosts, and Liches are undead typically
associated with possession of mortals. This is
featured in games, as well as other forms of
entertainment.

To balance out this rather severe drawback,


Characters of this type are awarded a +1CS
Column Shift to any one Mental Attribute, or a
Power/Spell at the Judges discretion.
Angels
In some settings, Angels do not appear on
Earth in their own bodies, instead they take
control of another person.

119

Golden Age and More

Typical Possessor

Physical Stats
These are the stats of the Host Body, enhanced
by the Possessor.
Die Roll
01-05
06-15
16-50
51-72
73-85
86-00

Rank
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Mental Stats
These are the actual mental stats of the
Possessor.

Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-99
00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Any type of Physical Power, Spell, or Attack


that does not specifically target the Possessor
affects the host body. Should the Possessor be
attacked by a Power or Spell that targets them
directly, their Health Score is determined by

Golden Age and More

adding Intuition + Reason + Psyche for the


amount of Damage they can sustain before being
forced out of the host body.
Known Powers
Angels
o Artifact Creation (Sword): Ex
16.
Demons
o Fire Generation: Gd 8.
Energy Beings
o Energy Emission: This must be
the same type of energy as the
Energy Being.
o Energy Control: This is an
Optional Power (at the Cost of
one of their initial Powers).
The same limitation from
above applies
Magical Entities
o All Powers possessed are
Magical in nature per MG9
Power Simulation.
o Magic Beings can raise one
Mental Stat by +1CS.
Psionic Beings
o Psionic beings gain a +1CS
bonus to their initial Psyche
ability score.
Undead
o Vampirism: Undead characters
gain one of the various types
of Vampirism powers.
Any non-mental/magical Powers possessed
by the character belong to the host body. Should
they switch bodies again, the character will lose
any Powers that belong to the previous host.
Limitations:
Spirit Vampirism can destroy the
Possessor. Psi-Vampirism can destroy their
self-image and reduce the Possessor to a
mindless Poltergeist.
Exorcism Spells or Powers can expel
the Possessor from the host. The Possessor
can attempt to resist these with a Psyche
FEAT.
Demons and Undead Possessors possess
a Psychological Weakness; their Powers are
negated while they are within 10' of a
religious symbol (A Psyche FEAT can be
used in an attempt to resist). If the symbol is
that of a religion the Undead practiced while
they were alive, they suffer Ex 16 damage.
All holy symbols work on Demons.

120

All unholy symbols of Dark Faith have


the same effect on Angels as per Demons.
Holy Water causes Ex 16 Damage to
Undead or Demons. Unholy Water causes
Ex 16 Damage to Angels.
Energy Beings suffer +1CS additional
damage from elements that counter their
energy type.
Possessors are vulnerable to Spirit
Traps/Wards designed for their specific
type.

Normal Polaris

Optional Limitation
Some Possessors alter the appearance of
the Host body (like Malice from Marvel
Comics). Since the greatest advantage a
Possessor has is no one being able to detect
them in the Host Body, Players who choose
to take this limitation gain the Intimidation
Talent free. Possession by Malice in the
Marvel Universe is a prime example of this.
It should be noted that this is listed only an
example. As always, Players should create their
own unique look should they choose this option.

Possessed by Malice

Shadow King Conduit

Effects of a Possessor on a New Host Body*


The initial Stats of the Host Body are generated
normally based on their Origin.
Stat
Fighting
Agility
Strength
Endurance

Bonus
+1CS
+1CS
+1CS
+1CS

*Optionally, the Player can be awarded a total of


four +1CS as the start of the game, and they can
distribute them among bonus Physical Attributes
for host bodies as they wish. Once those points
have been allocated, they cannot be changed,
even when possessing a new host body.

121

Golden Age and More

Parasites
Parasites differ slightly from most other
Possessors, but take over the host in a similar
fashion. They have a physical body of their own,
and attach themselves to their host. Mental
Attributes are generated in the same fashion, and
Physical stats are generated using the following
table.

Mental Stats
These are the actual mental stats of the Parasite.
Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-99
00

In DC the Starro Parasite appears as a Starfish


that attaches to the face of the host. In another
source, the Parasites are depicted as worms that
enter though the ear and attach to the brain stem.
While they do not possess the same
Limitations as the other Possessors, they can be
removed by force from the Host Body though a
contested Strength FEAT. They can be directly
targeted by Attacks, Powers, or Spells once
discovered.
Parasites do not require Powers, nor Spells to
attach to the host, they must simply Grapple the
target instead. In addition, they may also possess
physical powers of their own.

Typical Parasite

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Size Modifier Table


Modifier to
all Physical
Stats

Size

Microscopic

-2CS

Tiny

-1CS

Small

No Changes

Medium

+1CS

Large

+2CS

Example
Microscopic,
impossible to
see with the
naked eye.
A tick.
Hermit Crab
sized.
Starro Parasite
Noticeably
covers a part of
the body
Venom
Symbiote
Covers entire
body

Opacity Modifier Table


Opacity
Transparent
Translucent
Opaque

Physical Stats
These are the stats of the Parasite itself.
Die Roll
01-40
41-85
86-99
00

Golden Age and More

Rank
Fb 1
Pr 3
Ty 5
Gd 8

Modifier to all
Physical Stats
-2CS
-1CS
No Changes

Much like the other Possessors, the greatest


advantage a Parasite has is being undetected,
Microscopic to Medium Parasites with this
limitation gain the Intimidation Talent free.
Large Parasites may only gain Intimidation for
free if they are Transparent.
Note: Any claws, fangs, or similar Powers
may be used in contested grappling rolls for the
Parasite to attach itself, or if someone attempts to
forcibly remove it.

122

Chapter Sixty-Six: Rigel-3


Source: Marvel Comics

Powers

History

Psionic abilities allow them to control other


Humanoids' minds or overpower the bodies of
other Humanoids. They can also alter their
physical density, thereby granting themselves
superhuman strength.

Thanos claimed that one of his doubles, allied


with Mangog, had destroyed the planet, and he
decided to apologize by helping the Rigellian
colony of New Rigel-3.
It was seemingly rebuilt and re-peopled, as
Karnak and Gorgon visited the planet in the
search of the Rigellian Recorder 236A67,
possessed codes to hack into the Skrulls'
communications.

Rigellian Recorders
The Rigellian Recorders are a race of sentient
robots created by the Rigellians, with the
purpose of exploring new territory, and report
their findings back to the Rigellians. Recorders
are also used by various cosmic entities such as
Recorder 211, who lived at Uatu the Watcher's
home at the Blue Area of the Moon. He recorded
the events of the death of the X-Man, Jean Grey,
whilst she was possesed by the Phoenix Force.
Recorder RT-Z9 works for the Living
Tribunal's Magistrati, She-Hulk.
Recorder 211 later accompanied the
Asgardian hero Thor on a mission to the Black
Galaxy to find Ego the Living Planet. The
Recorder performed well, gathering an
unprecedented amount of rare data, including
witnessing Thor's struggle against Mangog. As
such the Rigellian Grand Commissioner
permitted it to retain its artificial memories rather
than seeing them erased. It was arguing with the
Asgardian that transcended his programming
making him a sentient being.

123

Rigellians

Recorder 211 was later captured by the High


Evolutionary, and reprogrammed and
reconstructed as the Analyzer.

The Rigellians are a race of space colonizers.


Threatened by the expansion of the Black Galaxy
and Ego's attacks, they sought new worlds to
colonize for when they would have to leave their
home planet. A Rigellian colonizer, Tana Nile,
tried to take control over Earth, but was not
taken seriously by the authorities.

Recorders also have a certain amount of legal


authority among the Rigellians. When renegade
commander Arcturus split his ships away from
the main fleet, a Recorder Observer, YJ-18,
tracked him and his followers down, and had
Arcturus arrested for several violations of
Rigellian law.

Golden Age and More

Typical Rigellian

Typical Rigellian Recorder

Primary Ability Chart; Column Five


From the Ultimate Powers Book

Primary Ability Chart; Column Four


From the Ultimate Powers Book

Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Rigellians can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Rigellians start out with only one
Contact, their race.

Golden Age and More

Die Roll
01-05
06-10
11-15
16-40
41-50
51-70
71-90
91-98
99-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Benefits
Initial Popularity is zero.
Rigellian Recorders possess selfrepair facilities that simulate normal
Healing.

124

Chapter Sixty-Seven: Sagittarius


Source: Marvel Comics
The planet Sagittarius is located in the
Sagittarius Constellation, and is unique to Earth5391. It is home to the Centaurs, a race of
winged Centaurs who were at war against the
Scorpeople of the planet Scorpio. The
Scorpeople got a significant advantage when
Speed Carter and Johnny Day, of the Space
Sentinels peacekeeping force, visited their
homeworld. Despite capturing Speed and Johnny
and forcing them to use their rocket to travel to
Sagittarius, the two Space Sentinels managed to
break free and force the Scorpeople to crash.
They then led the Centaurs back to Scorpio,
where the warrior Scorpeople were wiped out,
leaving the peaceful faction to make peace with
the Centaurs.

and Johnny then united with the Centaurs, and


were flown back to Scorpio where they slew the
remaining warrior Scorpeople. In the aftermath
of the carnage, the peaceful faction of
Scorpeople made their presence known, and
made a peace agreement with the Centaurs.

Typical Centaur

Centaurs
The Centaurs are a race of humanoids that are
half winged men and half horse, that live on the
planet Sagittarius in the Sagittarius Constellation
the race, it's homeworld, and constellation are
apparently unique to Earth-5391, a timeline
where space travel and technology boomed in the
late 20th century. Not much is known about their
history. The warlike Scorpeople of the planet
Scorpio went to war against the Centaurs,
somehow doing so even though they had no
technology to travel between worlds. However,
their plans for invasion were halted when the
Centaurs developed poison arrows that could kill
Scorpeople.
The conflict was at a stalemate until the year
2075, when the Space Sentinels sent Speed
Carter and his sidekick Johnny Day to explore
the planet Scorpio. There they were captured and
taken prisoner by the Scorpeople, and Speed was
ordered to pilot their rocket to Sagittarius so they
could attack the Centaurs. Speed instead sent his
ship on a collision course with the surface of
Sagittarius, while he and Johnny bailed out.
After the ship crashed killing all on board, Speed

125

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Centaurs can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Centaurs start out with only one
Contact, their race.

Golden Age and More

Chapter Sixty-Eight: Sakaar


Source: Marvel
Sakaar is the fourth planet from the star Tayo,
a member of the grouping of eight major
heavenly bodies that comprise the Tayo Star
System within the Fornax Galaxy.

already beleaguered by the Spike War, viewed


the arrival of the vortex as a sign of the end of
their world. However, in time, the people of
Sakaar learned that the vortex brought valuable
detritus to their planet in the form of off-world
technology and extraterrestrial species. Naming
it the Great Portal, the inhabitants soon came to
view the vortex as a boon rather than a curse.
The inhabitants of Sakaar have been unable to
determine the cause of the Great Portal's arrival,
but they theorize its first appearance was related
to the Spikes, extraterrestrial invaders whose
arrival on Sakaar triggered the Spike War. The
Great Portal sporadically disappears and
reappears, depositing technological detritus and
exotic alien species from all corners of the
universe onto the planet's surface upon
reopening. The inhabitants have been unable to
track its movement or fully explain its seemingly
random comings and goings.

Sakaar is the only planet within the Tayo Star


System known to be inhabited by sentient life.
The planet and its moons are currently inhabited
by four main sentient species, although the
question of which of these species is actually
native to the planet is a debated topic among the
inhabitants. In addition, various other off-world
species have become stranded on the planet's
surface in recent years.
Sakaar is considered a savage planet that is
full of extremes. However, it is the most
geographically diverse planet in the Tayo Star
System. Outer regions once included great
deserts with incredible rock formations, tropical
paradises at the foothills of steaming volcanoes,
mountainous arctic wastelands, great
archipelagos, lakes, and oceans. Sakaar exhibits
vast expanses of untamed wilderness populated
by a great variety of dangerous non-sentient
creatures, both large and small. The planet is
orbited by two satellites: Aakar and Sabyr - the
Broken Moon.
During the height of the Spike War, which
plagued Sakaar for decades, a cosmic vortex
opened in the planet's orbit. Upon the vortex's
first appearance, it emitted a powerful blast of
energy that shattered the moon Sabyr and caused
massive earthquakes and tidal waves on Sakaar's
surface. At first, the inhabitants of Sakaar,

Golden Age and More

Most recently Galactus destroyed the planet


after he easily defeated Skaar Son of Hulk and
his own herald Silver Surfer.
Sakaaran Natives
The Natives are a small insectoid like
humanoid race that live in the harsh deserts of
Sakaar. They are primitive and easily conquered
by the Red King armies. They are treated as
second-class citizens, compared to both the
Shadow people and the ruling pink skinned
beings known as Sakaaran Imperials.
The main threat to the race are the "Spikes",
who are spore like creatures that infect the host,
and continue to kill and replicate.
The Natives also have to deal with other life
forms that have fallen through the portal. These
are usually captured on their arrival, and taken to
the arena to take part in gladiatorial combat for
the peoples pleasure.
Native Queen
The Natives of Sakaar are like many other
insectoid races, as they are ruled by a queen. The
queen is ten times the size of the typical Natives,
with many legs and a large, bulbous body. The
queens are developed from larvae selected by

126

worker drones, and specially fed in order to


become the mother of that hive. They then
produce thousands of eggs, whose hatchlings
then follow their queen's orders without
question.

The Natives possess a low level type of


telepathy with which they communicate, in
which they call chemming. Cheming allows
the entire race to share thoughts, memories,
experiences, and emotions. The Natives are able
to share this ability with other sentient species,
as Miek shared with the Warbound, who he
considered part of his hive.

Typical Sakaaran Native

Native King
Native King are the also rulers of the Hive
as they are the only fertile members of the race.
A Native King is much larger and thicker
comparable to the size of the Hulk. They are
much stronger than normal Natives, and their
exoskeleton armor is also much thicker and more
durable, as seen with Miek, who was able to
withstand punches from the Hulk. Unlike the
drones and the queens, they are capable of selfpropelled flight, thanks to the wings they
develop on their back.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Powers
The Natives of Sakaar are typically bipedal,
insectoids with four arms, and they are protected
by natural exoskeleton armor.

127

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Sakaaran Natives can raise any one
Ability +1CS.
Starting Resources are set at Poor.
Sakaaran Natives start out with
only one Contact, their race.

Golden Age and More

Chapter Sixty-Nine: Satania


Source: Marvel Comics
Satania is a planet that is located in the Milky
Way, somewhere relatively close to the Sol
system.
The planets dominant race is the Satanians a
highly advanced race of humanoids. In 1951, the
Satanians believed that their home planet was
going to be pulled into the sun, and plotted to
invade the colony built by the Eternals of
Uranus. Uranian hero Marvel Boy used Uranian
science to prove that Satania was not being
pulled into the sun, and the Satanians stopped
their invasion plans.

not being pulled into the sun. Satana and Marvel


Boy then brought this information to her father,
who realized the errors of his ways, and stopped
his plans for invasion.
The subsequent fate of the Satanians is
unknown.

Typical Satanian

Satanians
The Satanians are a race of highly advanced
humanoids that live on the planet Satania. They
were ruled by a king and worshiped the sun. In
1951 they were under the belief that their world
was being pulled into the sun and plotted to take
over the colony built by the Eternals of Uranus.
They sent their agent Casimar to Uranus, and try
to create animosity on Uranus by causing the
masses to rise up against their rulers. This rabble
rousing caused Marvel Boy to investigate the
social disobedience. Learning of Casimar's
connection to the Satanians, Marvel Boy and his
Youth Squad captured him.
Marvel Boy then traveled to Satania, where
he was brought before the leader of the
Satanians. Marvel Boy pleaded with him to not
invade Uranus. When this failed, Marvel Boy
kidnapped princess Satana and brought her to
Uranus, to see the life that the Eternals had made
for themselves there. He then used their
technology to give Satana proof that Satania was

Golden Age and More

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Satanians can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Satanians start out with only one
Contact, their race.

128

Chapter Seventy: Saturnians


Source: Marvel Comics
Earth-5106
The Saturnians are a race of aliens that live on
the planet Saturn, which is unique to Earth-5106,
a timeline where Saturn is capable to sustaining
life.
They are a highly intelligent race with minor
telepathic abilities, and are characterized by their
large brows. By the year 2000, they are a
member of the Galaxy, the governing body of a
union of planets in Earth's solar system. One of
the most prolific members of their race is LLA
38, who is the commanding science officer of the
Space Squadron galactic peacekeeping force.
Among Space Squadron, Squad 3 consists
entirely of Saturain scientists. Squad 3 assisted
the Squadron ending a crisis on planet Mercury,
by creating a device that pushed away the sun
when it drew too near the planet, causing its
inhabitants to give into their evil personalities.

through the solar system. The lizard men sought


the sun's warmth, and asked if they could share
it. The Saturnians rejected the offer, prompting
the desperate lizard men to try and steal the sun.
With the extinction of all life in the solar system
looming, the Saturnian grudgingly joined forces
with the Space Sentinels to stop the theft and the
situations was defused when Speed Carter
invited the lizard people to move into the solar
system.
The Saturnians later attempted revenge on the
Space Sentinels by capturing Speed Carter and
Johnny Day in a massive robot they constructed.
However, Carter and Day managed to take
control of the robot and incapacitate the
Saturnian fleet and escape.

Earth-5391
On Earth-5391, the Saturnians are a race of
diminutive humanoids with purple tinged skin
and pointed ears. They are a warlike race that has
achieved interplanetary travel by the year 2075.
They are frequently at war with the United
Planets, a coalition of four other planets in
Earth's solar system who strive for intergalactic
peace. This war has placed the Saturnians to in
conflict with the Space Sentinels peacekeeping
force, in particular their field leader Captain
Speed Carter.
Their earliest recorded clash with the Space
Sentinels involved working with the Blobs, a
globular race of space pirates, and kidnapping
Speed Carter's sidekick Cadet Johnny Day to
keep Speed away. However, Carter and his
teammate Crash Morgan stopped this plot.
The Saturnians later attempted to infiltrate the
United Planets by killing Markov, the Martian
leader, and having one of their numbers disguise
himself as the dignitary, however Speed Cater
also exposed this plot. The Saturnians where
approached by an unidentified race of lizard
men, who resided on an asteroid that was passing

129

When the Saturnians later attempted to attack


the Earth, they were taken by surprise and sent
packing thanks to the newly formed alliance
between the Human race and the Core People, a
race of being that lived below the Earth's surface.
Incidentally, another race calling themselves
Saturnians, being reptilian in nature, sparked war
between the Neganatives and Positpeople of the
Earth's Moon. To accomplish this, they
unleashed Lunanimals on both populations,
causing them to blame each other. Speed Carter
and Johnny Day helped expose the Saturnian
involvement and restore peace.
Powers
Saturians have minor telepathic abilitie,s
allowing them to read the minds of others to a
limited extent.

Golden Age and More

Typical Saturnian

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Saturnians can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Saturnians start out with only one
Contact, their race.

Golden Age and More

130

Chapter Seventy-One: Scorpio


Source: Marvel Comics
The planet Scorpio is located in the Scorpio
Constellation, and is unique to Earth-5391.
It is home to the Scorpeople, a race of
humanoid scorpions that were divided up into
two factions, those who espoused war and those
who wished to live in peace.

paralyze, and a strong dose can kill. Their


exoskeletons make them highly durable and
immune to Hydro-Rays.

Typical Scorperson

Scorpeople
Not much is known about their history,
however at some point the race split up into two
groups; one peaceful the other warlike. The
warlike faction decided to go to war against the
Centaurs of the planet Sagittarius, somehow
doing so even though they had no technology to
travel between worlds. However, their plans for
invasion were halted when the Centaurs
developed poison arrows that could kill
Scorpeople.
The conflict was at a stalemate until the
year 2075, when the Space Sentinels sent Speed
Carter and his sidekick Johnny Day to explore
the planet Scorpio. There they were captured and
taken prisoner by the Scorpeople, and Speed was
ordered to pilot their rocket to Sagittarius so they
could attack the Centaurs. Speed instead sent his
ship on a collision course with the surface of
Sagittarius, while he and Johnny bailed out.
After the ship crashed killing all on board, Speed
and Johnny then united with the Centaurs, and
were flown back to Scorpio where they slew the
remaining warrior Scorpeople. In the aftermath
of the carnage, the peaceful faction of
Scorpeople made their presence known, and
made a peace agreement with the Centaurs.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Scorpeople can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Scorpeople start out with only one
Contact, their race.

Powers
The Scorpeople tails are equipped with a
poisonous stinger. In small doses the poison can

131

Golden Age and More

Chapter Seventy-Two: Scorpius


Source: Marvel Comics

Typical Scorpius

The Scorpius are an alien race of conquerors.


They conquered the home planet of the Kaddak
and built an enormous city there, while
attempting to subjugate the natives.
When industrialist George Stanislaus sought
to exploit that planet after finding a dimensional
rift, he and his exploration group, including
Skull the Slayer (who had had previous
experience with the Scorpians years before when
fighting Slitherogue at his Tower of Time) and
Lee Forrester, became stranded there. Stanislaus
eventually left the survivors and discovered the
Scorpius' city.
For unknown reasons, the Scorpius carried
out several attacks against Skull the Slayer and
the survivors at the temples they used as a refuge
When the X-Men and Future Foundation
arrived after receiving a distress signal from
Forrester, they split into several teams, one of
which, consisting of the X-Men's Cyclops and
Emma Frost and the Future Foundation's
Invisible Woman, eventually discovered the
Scorpius city and Stanislaus.
After being escorted into the city by
Stanislaus, the trio found themselves under
attack and captured. When they wondered about
the specific methods used to disable them, the
Future Foundation's Dr. Doom showed himself,
seemingly having allied with the Scorpius
Emperor in a plot to conquer Earth.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Scorpius can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Scorpius start out with only one
Contact, their race.

Golden Age and More

132

Chapter Seventy-Three: Seaweed Creatures


Source: Four Star
The Seaweed Creatures, led by their Queen,
are of a race of humanoid plants who live in the
deep sea.
They sought to conquer the surface world by
using their chlorophyll machine to transform
humans into one of their own, and then to use
those humans as slaves.
In order to acquire humans to transform, the
creatures had used their binding weeds to sink
numerous ships in the Gulf. However, this
attracted the attention of the Navy, who sent
Deep Sea Dawson/Kinks Mason to investigate.

Her men brought the diver before the queen.


She then proceeded to explain her plan to her
captive, and gave him a tour of their facilities.
She intended to turn Dawson/Kinks into a
Seaweed Creature, but he fought back escaping
into a submarine the monsters had attacked
earlier.
When Deep Sea Dawson/Kinks Mason fired a
torpedo from the sub, and later also used
dynamite on their machines, the monsters
drowned and their captives were freed. This was
because like the rest of her species, the queen
was dependent on their supply of chlorophyll to
survive.
Notes
In Fight Comics, the Seaweed Creatures had
peach colored torsos on some pages, but in
Captain Flight they were completely green from
head to toe.

The Seaweed Queen


The Seaweed Queen was the leader of the
Seaweed Creatures who lived in the depths of the
ocean. She sought to conquer the surface world
by using their chlorophyll machine to transform
humans into one of their own and then enslave.
In order to aquire humans to transform into their
slaves, the Seaweed Queen had her binding
weeds sink numerous ships in the Gulf.
However, this attracted the attention of the Navy,
who sent Deep Sea Dawson/Kinks Mason to
investigate.

133

Golden Age and More

Typical Seaweed Creature

Primary Ability Chart; Column One


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-20
21-40
41-60
61-80
81-96
97-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46

Additional Benefits
Seaweed Creatures have zero
Resources.
Seaweed Creatures automatically
possess Absorption Power of Good rank
in the form of enhanced photosynthesis.
Seaweed Creatures have -2CS
Fighting.
Seaweed Creatures gain +2CS
Endurance.
Seaweed Creatures have one initial
contact, their race.

Golden Age and More

134

Chapter Seventy-Four: Shark People


Source: Marvel Comics
The planet and origins of the so-called Shark
People, including the actual name of their race, is
unknown. They claimed to be an aquatic race
that mastered the ability to project their minds
into space. A group of these creatures projected
their minds to Earth. There they created new
bodies in the form of life of the great white
shark, believing this to be the most superior form
on Earth. As carnivores, the Shark People took a
liking to human flesh, and adapted the ability to
change into human form to better hunt their prey.
However, they had to return to the water after a
few hours or die in the surface.

It is unknown if there are any surviving


members of the race known as the Shark People
left in the universe.

Typical Shark Person

The Shark People terrorized the shores of


New York City over the course of several days in
1954. They attacked people on land in the sea,
and even smashing open the hulls of Coast
Guard vessels to feast on the crew inside. These
series of strange murders and other strange
circumstances prompted the Sub-Mariner to
investigate.
During his investigation of the wreckage of a
Coast Guard vessel, Namor took interest in a
witness at the scene who made a snide comment
suggesting that he might know something about
the attack. This of course was one of the Shark
People, who later slipped away to a secluded
spot on the beach to return to the water. When
Namor went after the man, the Shark Person
attacked him in his Great White form. Namor
killed the Shark Man, and when his body later
washed to shore in human form Namor began to
suspect the truth.
He began watching the beach, capturing a
female member of the Shark People, and forced
her to explain their plan. After she revealed that
her people were meeting off the coast of Cape
Hatteras, she committed suicide for betraying
them. Namor subsequently organized a fleet of
Coast Guard ships that scooped up all the Shark
People in nets. Namor then demanded that they
either project their minds back into space or die.
Refusing to surrender, the Shark People chose
death, and were dragged out of the water, where
they suffocated.

135

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Shark People can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Shark People start out with only one
Contact, their race.

Golden Age and More

Chapter Seventy-Five: Sharkmen


Source: Sterling

Typical Sharkman

Professor Wallace Thornton, the scientist


behind the Nautilus atomic sub, was throwing an
engagement party onboard his boat, the
Seasprite, for his daughter Carole and Leslie
Adams. The Sharkmen come on deck where they
kidnaped Thornton, and took him into a steel
capsule and then drug it underwater.
Captain Flash theorized that Thornton was
still alive, so he and Ricky took another sub and
paint it to look like the Nautilus. As predicted,
the Sharkmen attack. Flash and Ricky put on
scuba gear and fought them underwater. Flash
was able to defeat the Tiger Shark and Killer
Whale that they launched at him, but in the
struggle Ricky is captured.
Flash followed the Sharkmen to their plastic
bubble base, saving Ricky and the Professor, and
capturing all the Sharkmen but their leader The
Sharkmen were in fact just a gang in special
suits. Upon returning the Professor home, Flash
identified Leslie as the leader - with the gang
backing this up, since he double-crossed them.
Leslie wanted to marry Carole only to get close
to her Father, so he could then sell the Nautilus
plans to the highest bidder.
Powers and Abilities
The Sharkmen suits appear to have scuba gear
hidden inside.

Primary Ability Chart; Column Four


From the Ultimate Powers Book
Die Roll
01-05
06-10
11-15
16-40
41-50
51-70
71-90
91-98
99-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

MTS Note: Any powers should be tied to


their battlesuits.

Golden Age and More

136

Chapter Seventy-Six: Sidri


Typical Sidri

Source: Marvel Comics


The Sidri, also known as Sidrian Hunters, are
a race of extraterrestrial beings. They are
adversaries of the X-Men.
Physical Characteristics and Abilities
The Sidri look roughly like giant beetles or
crabs. The dorsal portion of their bodies
resembles a shell and is dark purple. The
underbelly is yellow. Sidri have six apparently
digit-less limbs. Four limbs are large, purple, and
located on the sides. Two are small, yellow, and
located near the front of the underbelly. Each
Sidri has a single, large, red eye.
Sidri live in colonies, and are so closely
linked that they can combine into a "ship
matrix." The ship matrix is a giant collective
Sidri being roughly resembling a manta ray. The
ship matrix has a tail and two limbs with digits
on the underbelly. This bioship form is capable
of faster than light flight and survival in space.
Sidri can project an energy beam of unknown
nature to stun their opponents. Sidri are
particularly vulnerable to heat. They reproduce
by laying eggs.
Encounters with the X-Men
The Sidri first encountered the X-Men when a
group of Sidri bounty hunters followed Corsair
to the X-Mansion. The Sidri attacked Corsair,
Cyclops, and Storm, and destroyed the mansion.
The Sidri ship matrix then pursued the trio, who
had escaped in the Blackbird jet. Corsair killed
the Sidri by igniting a petroleum storage facility
beneath them.
Later, Kitty Pryde was attacked by a group of
Sidri in a maintenance tunnel of the
reconstructed X-Mansion's sub-basement. The
sub-basement had survived the attack, and
several Sidri hid there to lay eggs. Colossus and
Lockheed came to Kitty's aid, and the three
defeated the Sidri. Lockheed then destroyed
thousands of Sidri eggs by burning them with his
fire-breath and eating them.

F
Rm
26

A
Ex
16

S
E
R
I
Rm
Rm
Rm
Ex
26
26
26
16
Health: 94 Karma: 58
Resources: Rm 26 Popularity: 0

P
Ex
16

Known Powers:
The Sidri seem to be partly technoorganic and they are a highly space
adapted species.
Body Armor: Mn 63 versus physical,
CL 1000 vs. cold and vacuum, In vs.
energy.
Claws: They can form claws for Rm
edged damage.
Adhesive Spittle: Am strength web-like
fluid, which they can use once, every
three rounds to bind their targets up to 1
area away.
Self-Sustenance: No need to eat, sleep
or breathe.
Energy Weapons: They have spear-like
energy weapons that deliver an Ex
intensity electric 'sting' which inflicts 20
damage, and can stun targets that fail to
pass an Endurance FEAT.
Talents: Hunting, Astro Navigation, & Piloting

137

Golden Age and More

Chapter Seventy-Seven: Solanoids


Source: Nedor Comics

Typical Solanoid

The Solanoids are inhabitants of the planet


Mercury, who practice a Sun-centric religion.
The Sun King, leader of the Solanoids, wishes
to prevent the Sun from one day dying. He
decided that all the other planets in the solar
system must be used to re-fuel the sun. So, the
Sun King had his scientists create a tractor beam
that would pull the other planets out of orbit and
into the sun. Their plan was stopped by the
timely action of Lance Lewis.
Powers and Technology
The Solanoids possessed the ability to
communicate telepathically. They also had force
field generators and plasma cannons. The
Solanoids do not have interplanetary ships,
however, since they have no desire to leave the
planet so close to the star they worship.
Primary Ability Chart; Column Five
From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Solanoids can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Solanoids start out with only one
Contact, their race.

Golden Age and More

138

Chapter Seventy-Eight: Spineless Ones


Source: Marvel Comics
The Spineless Ones are a humanoid race
living in the alien dimension known as the
Mojoverse. They have a yellow skin, no hair,
only three fingers on each hand (plus thumb),
and most importantly: no spine. Because they
have no spine, their legs are mostly atrophied
and they are very obese. The Spineless Ones are
larger than humans (about twice their size).
Somehow, they could mentally receive television
programs that were sent from Earth. These
transmissions caused madness within the
Spineless Ones, and the creatures in these
transmissions (humans) have become demons in
the myths of the Spineless Ones.

Earth, Arize's programs were the same ones that


caused the insanity). Arize built artificial spines
and most Spineless Ones accepted these. With
these spines the society of the Spineless ones
quickly became very advanced, but the small
group who refused the artificial spines ruled
them. This group forced Arize to create a race of
slaves for the Spineless Ones. Arize complied,
although he gave his slaves a free mind and a
free will, so they would eventually rebel against
the Spineless Ones. After that, the Spineless
Ones wanted weapons, but Arize refused to work
for them any longer and was exiled.
Since the Spineless Ones had slaves to do all
their work for them, they quickly became
addicted to television. They worshipped the
person who created the best television shows.
For many years, a megalomaniac called Mojo
was their absolute ruler. His programming was
created using the slaves as 'actors' who were
placed in real situations. His greatest star was the
being that later became known as Longshot.
Longshot escaped and became leader of the
resistance against Mojo. He commanded several
insurrections against Mojo, but he was mostly
defeated. For a short time, a creature called Mojo
II, the Sequel, became the leader of the
Mojoverse, but Mojo later returned and claimed
his throne back.
According to Longshot's wife, Dazzler, most
of the Mojoverse was destroyed by Mojo's
newest creations: X-baby versions of
Apocalypse, Holocaust, Sugar Man, and Dark
Beast. Whether Mojo and the other Spineless
Ones are gone for good, remains to be seen.

The Spineless Ones were a primitive society,


until a mutant was born. This mutant, called
Arize, was a scientific genius, and wasn't capable
of receiving transmitted TV programs like the
other Spineless Ones. (Later it turned out that
Arize himself had sent the TV-programs from
earth to the Mojoverse, hoping that the Spineless
Ones would learn from the humans, but due to
the time-difference between the Mojoverse and

139

Recently, the dimension-hopping group


Exiles found themselves abducted to the
Mojoverse. Things seemed to back to the way
they were before: The Spineless Ones ruled, with
Mojo in charge, and the Slave Race were slaves
once more. However, due to the Mojoverses
unique temporal status, especially with
timedancer Spiral involved, this incident could
have occurred at a point before the AoA babies
went on their rampage.
The current state of the Mojoverse, or its
remains, is still undetermined.

Golden Age and More

Typical Spineless One

F
Fe 1

E
R
I
Gd
Gd
Fe 1 Pr 3
Pr 3
8
8
Health: 13 Karma: 16

P
Ty 5

Known Powers:
None

Golden Age and More

140

Chapter Seventy-Nine: Starks


Source: Marvel Comics
During the second invasion of Earth by the
Martian Masters, in 2001, Tony Stark (Iron Man)
of Earth-691 launched an arsenal of technology
into space, believing that it would be devastating
for the Martians to possess such technology. This
rocket carrying the technology slingshot past the
sun, where it was accelerated by gravity and
launched far beyond the Sol system.
After an untold number of years, the rocket
eventually crashed on an alien world, landing
near a tribe of primitive blue- and purple-skinned
aliens. In time, the tribe eventually overcame
their fear of the crashed rocket, and investigated,
finding a cache of Stark technology.

conquering other worlds for their resources,


ruining them as they had ruined their own world.
This eventually brought them into conflict with
Guardians of the Galaxy.
Habitat: (natural) temperate; (current) polluted
with life sustained in artificial domes.
Gravity: Gravity of this race is unknown.
Atmosphere: Atmosphere of this race is
unknown.
Population: Population of this race is unknown.
Type of Government: A council of matriarchs
heading a militaristic hierarchy.
Level of Technology: Advanced interstellar
ships with faster-than-light star-drives; domes
sustaining artificial environment and connected
by pneumatic tubes; Advanced weapons systems
primarily based on the technology of Tony Stark.
Cultural Traits: Though ravenous and ruthless
in pursuing power and resources, the Stark are
also governed by a system of tribal and personal
honor. Names are considered a badge of honor,
and to be stripped of ones name is considered
the harshest punishment for failure. Stark society
is matriarchal, and all military commanders and
political leaders seem to be female. Stark
warriors even remain somewhat reluctant to
attack female opponents, and tend to "pull their
punches" when doing so. The Stark worship
Tony Stark as a god.

Over the centuries, the Stark would study and


learn from the technology, as they grew into an
industrial civilization. The young race even went
so far as to name their race and their planet after
their new, ironclad god. The Stark made it a
point of pride to see that every member of their
race possessed a custom suit of armor. For a
time, the Stark lived a golden age of
technological achievement, and erected a large
golden statue of Tony Stark.
The Stark were ravenous, however, and
emulation of their idol eventually depleted the
planet Stark of its resources. Their factories
polluted the air, and eventually all Stark lived in
artificial domes. The Stark soon began

141

Golden Age and More

Typical Stark

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Stark can raise any one Ability +1CS.
Starting Resources are set at
Remarkable.
Stark start out with only one Contact,
their race.
Powers:
Some Stark may be augmented by
genetic modification.
Equipment:
Each Stark possesses a suit of
customized armor based on Tony Starks
technology. Though the exact abilities of the
suits vary from Stark to Stark, most jet
boots, blades, repulsors, and other blasters
are common.

Golden Age and More

142

Chapter Eighty: Stonebacks


Source: Nedor Comics

Typical Stoneback

The Stonebacks are reptiles from the asteroid


called Algol. The creatures live in subterranean
glass or crystal houses. The Stonebacks capture
prey by curling up into their shells and
camouflaging themselves as rocks. They have a
primitive language, however one of the
Stonebacks named Gluck could speak English.
Their religion is based on the worship of a giant
turtle god, which they confused for a stranded
space marine Steve while in his space suit.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Stonebacks can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Stonebacks start out with only one
Contact, their race.

143

Golden Age and More

Chapter Eighty-One: Sunev


Source: Marvel Comics
According to historical accounts, the planet
Sunev was a chunk of the planet Earth that broke
free, and found its own orbit near Earth's solar
system. However, as the suns light was blocked
from the planet Earth, astronomers could not see
it. Its two dominant races are avian-humanoids
the Birdmen and the Parrot-Men. The dominant
language is English, which further lends validity
to the fact that Sunev has some connection to the
planet Earth. It is possible that the Birdmen and
the Parrot-Men could be an offshoot of an avian
species such as the Bird-People. However, any
explanation is speculative at this time.

civilized monarchy that had some advancement


in science, however, Zephyr and Corky would
provide them various technologies.
Their major opponents are the Parrot-Men, a
savage species of avian humanoids that seek to
take over the planet. Unknown to King Bolo and
his daughter, Princess Tonka, their General
Roudo was a traitor spying for the Parrot-Men.
Growing jealous of Zephyr, he would frame the
two humans as spies, and have them locked up to
be executed.
Shortly thereafter, the Birdmen were invaded
by the Parrot-Men, however, Zephyr and Corky
fought them off with their guns. With the battle
won, and Roudo exposed as a traitor and
executed, Zephyr would provide the knowledge
to make guns to the Birdmen so that they could
defend themselves from the Parrot-Men.
Parrot-Men
The Parrot-Men are a race of savage and
primitive warriors from the planet Sunev, who
seek to overthrow the rule of the more peaceful
and technologically advanced Birdmen. Their
chief spy, General Roudo attempted to frame
Earthmen Zephyr Jones and Corky Grogan as
spies, leaving the kingdom of the Birdmen open
for attack.

In the 1940's, Earth explorer Zephyr Jones


and his friend Corky Grogan travelled in their
rocket to Mars, but were accidentally redirected
to the planet Sunev, inadvertently discovering
that world. There they aided the Birdmen in
fighting off an invasion of the Parrot-Men, and
provided them with various forms of technology
before leaving the planet.

However, shortly after the attack, Zephyr and


Corky were freed by Princess Tonka and with
their guns, the likes of which the Parrot-Men
have never seen, fought off the invaders sending
them to flee. Roudo was exposed as a traitor and
executed. Zephyr would leave the Birdmen with
the knowledge to build guns of their own, so that
the Parrot-Men would menace them no further.

While the Birdmen's King Bolo has extended


an invitation for visitors from Earth to return to
Sunev, to date no other travels to the planet have
been recorded.
Birdmen
Their ancestry is a mystery. Their common
language is English, and they knew that men
would one day visit them from Earth. They are a

Golden Age and More

144

Typical Birdman

F
Ex
16

A
Ex
16

S
E
R
I
Ex
Gd
Ex
Rm
16
8
16
26
Health: 56 Karma: 58

Typical Parrot-Man

P
Ex
16

Known Powers:
Winged Flight: Rm 26
Resistance to Cold: Gd 10. Their bodies
are adapted to high altitudes.
Telescopic Vision: Fb 2

145

F
Rm
26

A
Rm
26

S
E
R
I
Ex
Ex
Gd
Ty 5
16
16
10
Health: 84 Karma: 20

P
Ty 5

Known Powers:
Winged Flight: Rm 26
Resistance to Cold: Gd 10. Their bodies
are adapted to high altitudes.
Telescopic Vision: Fb 2

Golden Age and More

Chapter Eighty-Two: The Builders


Source: Marvel Comics
The Builders

could take with themselves, as the tide of the


battle had been turned.

The Builders are said to be the universe's


oldest race. As they were "perfect", they molded
a path of expansion in which they created
"systems" to control the structure of space and
time, created different races called Alephs,
Gardeners, Curators, Abyss, and Caretakers.
There are two types of Builders: the Creators
and the Engineers.
When a Gardener raised by an Aleph called
Ex Nihilo tried to make Earth sentient, his own
creations cataloged the planet as a "failure", after
the origin site designated for self-repair was
unable to stop it from experiencing incursions,
and sent a signal to the Builders. They started
heading to this planet in order to destroy it and
save their universe. Along the way they went
about annihilating and conquering other planets
in their path.
A resistance comprised of the Galactic
Council and the Avengers managed to oppose
the Builders, although they still had the odds in
their favor. When Captain Universe arrived at
the Builder Command Vessel and started
defeating the Builders, the alien entities ordered
their Alephs to auto-destroy along with whatever
they could take with themselves, as the tide of
the battle had been turned.
Alephs
The Alephs are a species of robotic creatures
created by the Builders, their mission is to purge
the species which would unfit in whose vision of
the universe. An Aleph carries the eggs of an
Gardener and an Abyss, whose task when they
grow up is to create new life.
A resistance formed by the Galactic Council
and the Avengers managed to oppose the
Builders, although they still had the odds in their
favor. When Captain Universe arrived at the
Builder Command Vessel and started defeating
the Builders, the alien entities ordered their
Alephs to auto-destroy along with whatever they

Golden Age and More

Abyss
The Abyss are creatures created by the
Builders to help them shape the universe. An
Abyss always accompanies a Gardener, as it is
its job to judge the Gardener's work. An Aleph
carries the eggs of a Gardener and an Abyss until
it finds a suitable environment to let them create
life.
All of the Abyss except one mysteriously died
when the new universal structure was created,
and the Builders recalled all the Gardeners and
forbid them from harvesting worlds, because if
the Abyss had no works to judge, they had no
purpose.
Caretakers
The Caretakers are creatures created by the
Builders to help them shape the universe. They
are tasked with the vigilance of the Builders
creations along with the Curators.
Curators
The Curators are robotic creatures created by
the Builders to help them shape the universe.

146

They are tasked with the vigilance of the


Builders creations along with the Caretakers.

Typical Builder

Gardeners
The Gardeners are creatures created by the
Builders to help them shape the universe. An
Abyss, who is in charge of judging his/her work,
always accompanies a Gardener. An Aleph
carries the eggs of a Gardener and an Abyss until
it finds a suitable environment to let them create
life. After the creation of a new universal
structure and the mysterious death of almost all
the Abysses, the Builders recalled the Gardeners
and forbid them from harvesting worlds, and the
Gardeners were relegated to being servants to
those who created them.
But somehow, one Gardener wasn't called,
and along with the last of the Abysses and an
Aleph continued creating life, and his actions to
try to make Earth sentient caused the Builders to
catalogue that planet as a failure in need of being
destroyed. In the process, the Builders conquered
and destroyed numerous planets. A resistance
comprised of the Galactic Council and the
Avengers managed to oppose the Builders, who
still had the odds in their favor.
Resentful for how the Builders had
downgraded them, the Gardeners helped their
brother Ex Nihilo to wake up Captain Universe,
and turn the tide of the conflict in favor the
Avengers.
After the defeat of the Builders and Alephs,
the Gardeners returned to their work of growing
life on worlds.

147

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Builders can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Builders start out with only one
Contact, their race.

Golden Age and More

Typical Aleph

Typical Abyss

Primary Ability Chart; Column Four


From the Ultimate Powers Book

Primary Ability Chart; Column Five


From the Ultimate Powers Book

Die Roll
01-05
06-10
11-15
16-40
41-50
51-70
71-90
91-98
99-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Benefits
Initial Popularity is zero.
Player character Alephs possess
self-repair facilities that simulate
normal Healing.

Golden Age and More

Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Abyss can raise any one Ability +1CS.
Starting Resources are set at Poor.
Abyss start out with only one Contact,
their race.

148

Typical Caretaker

Typical Curator

Primary Ability Chart; Column Five


From the Ultimate Powers Book

Primary Ability Chart; Column Four


From the Ultimate Powers Book

Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Caretakers can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Caretaker s start out with only one
Contact, their race.

149

Die Roll
01-05
06-10
11-15
16-40
41-50
51-70
71-90
91-98
99-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Benefits
Initial Popularity is zero.
Player character Curators possess
self-repair facilities that simulate
normal Healing.

Golden Age and More

Typical Gardener

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Gardeners can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Gardeners start out with only one
Contact, their race.

Golden Age and More

150

Chapter Eighty-Three: The Homelands


Source: DC Comics
The Homelands is the name given to a series of
interconnecting fantasy realms that exist separate
from the normal space/time continuum. It is a world
of magic, populated by nearly every character who
has ever appeared in legend, folklore, or faerie tale
known collectively as the Fables. The territories of
the Homelands are spread out through a thousand
separate kingdoms in over a hundred different
worlds. In the words of Old King Cole, "We were
kings and cobblers, wizards or woodcarvers".
Over two hundred years ago, an evil entity known
only as the Adversary invaded the Homelands and
sought to conquer them. He brought with him an
army of giants and armored warriors. He first took
dominion over his own territory, then set out to
conquer the rest of reality. The Fables worried little
about the Adversary's advances at first, even when he
took control of the Emerald Kingdom and the
Kingdom of the Great Lion.
Before long, however, the creatures inhabiting the
Homelands discovered that the Adversary planned on
subjugating everyone. Many went into hiding at first,
but the Adversary's minions rooted them out. United
under the cause of survival, the Fables had little
choice but to place themselves into exile. They
abandoned the Homelands for Earth, believing that
the Adversary would have little interest in invading
such a "mundane" world. The exiled Fables
established their own underground community on
Earth called Fabletown.
For the past two-hundred years, the inhabitants of
Fabletown paid homage to the lands of their birth at
the annual Remembrance Day celebration.
Points of Interest
The Black Forest
The Emerald Kingdom
The Kingdom of the Great Lion
The Shores of Never
Baghdad
The Keep at World's End
The Keep at Worlds End
Behind this run-down castle was a long river
that led to the last portal to the Mundy realm. A
group of rebels from different lands came together at

151

this spot to defend it, keeping it open as long as they


could for any Fables who still wanted to escape the
Adversary.

Fables
Fables are a race of beings of myth and legend
who originally hailed from a realm known as the
Homelands. Fables come in all shapes and sizes,
though many are humanoid in appearance. Years ago,
a being known as the Adversary sought to conquer
the Fables' home world, and the surviving denizens
staged a mass Exodus to Earth. They became part of
an underground network of Fables, and established
themselves in two key locations in the state of New
York. Those who could pass for human took up
residence in Fabletown, an unofficial district of
midtown Manhattan, many of whom began living at
the Fabletown City Hall at the Woodland Luxury
Apartments. Others took up residence in private
abodes elsewhere. Those who could not pass for
human were forced to live at a locale in Upstate New
York known as The Farm.
Known Powers
Immortality: One gift that seems to unite all
Fables is their ability to live indefinitely
without suffering the rigors of age. Other
Fables may demonstrate a wide variety of
abilities depending upon their origin. Bigby
Wolf, for example, has the ability to
transform from a wolf into a human and
back again. Bufkin possesses the gift of
winged flight, and many anthropomorphic
beings, such as the Three Little Pigs, have
acquired the power of speech.
Variable Invulnerability: While each Fable
is immortal, it does not mean that they can't
be killed. However not every Fable can be
killed as easily as the other, and some are

Golden Age and More

virtually unkillable. This all depends on one


crucial factor, how popular that Fable is to
the mundane humans. Fables who are more
obscure are almost as easily killed as
mundane, normal beings. While others who
are so popular that they are inherently part
of human culture such as Goldilocks or
Snow White can survive almost anything
including multiple consecutive fatal wounds
which they recover from through accelerated
healing, or even total mutilation were they
can appear whole again elsewhere.

Typical Fable

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Fables can raise any one Ability +1CS.
Starting Resources are set at Poor.
Fables start out with only one Contact, their
race.

Golden Age and More

152

Chapter Eighty-Four: Titan Eternal


Typical Titan Eternal

Source: Marvel Comics


These are the Eternals fathered by Mentor
with Sui-San on Titan, after Mentor left Earth
and found the Eternal colony on Titan, which
had been devastated by a civil war. Since SuiSan, like all Eternals on Titan, had not been
exposed to the cosmic energy flare triggered by
Chronos on Earth, she did not possess the
powers common among Earths Eternals; the
Titanian Eternals thus have lower-level
molecular control over their body, and little
cosmic energy powers. However, they may be
the most advanced scientific civilization in the
solar system.

F
Gd
8

A
Gd
8

S
E
R
I
Ex
Rm
Ex
Rm
16
26
16
26
Health: 58 Karma: 68

P
Rm
26

Known Powers:
Cold Immunity: Rm 26
Flame Immunity: Rm 26
Flight: In 36
Invulnerability: Rm 26
Regeneration: Gd 8
Sealed Systems: Ex 16
Systemic Antidote: Am 46
Talents: Science, & Gadgetry

153

Golden Age and More

Chapter Eighty-Five: Tor-o-don


Source: Tarzan the Terrible
Background
The Tor-o-dons are a solitary race of nearly
extinct primates living in the wilderness of Palu-don. It is uncertain if female Tor-o-dons exist,
because only males have been encountered.
When the Tor-o-don reaches their rutting season,
they kidnap females from surrounding, more
humanlike neighbors, like the Waz-don and Hodon. Other than these times, they roam thier
hunting grounds alone.
They may be capable of some sort of speech.
They give the great Gryfs commands, which
forces them to do their bidding. They use tools
and weapons of a primitive sort, such as clubs
and stones usually. They are merciless killers
and hunter. All other humanoids of Pal-u-don,
fear these manlike beasts.

Tarzan used their techniques to master the Gryf


as well.
Like all humanoids of Pal-u-don, the Tor-odon are masterful climbers, aided by their
prehensile tails.
Description
They are huge, hairy hominids that are either
a very high order of ape or a very low order of
man. A Tor-o don is of massive build, equipped
with large fangs and a fully functional prehensile
tail. Its appearance is extremely frightful.

Typical Tor-o-don

Tarzan slew one with a knife in hand-to-hand


combat. It was one of his closest fights because
of the Tor-o-dons prehensile tail. It is a favorite
tactic of these beast-men to curl it around an
opponents neck and choke him to death. Even
while Tarzan killed it, the Jungle Lord was
rendered unconscious by this chokehold.

F
Ex
16
However, one of its kind was easily slain by
Tarzan when he used his bow. Since this weapon
is unknown in Pal-u-don, the Tor-o-don was
unaware of its deadly properties.
Tor-o-dons use Gryfs (a tremendous
carnivorous triceratops) as mounts or attack
animals. They have a relationship of leadership
over these powerful beasts that is nearly magical.

Golden Age and More

A
Ex
16

S
E
R
I
Rm
Rm
Pr 3 Pr 3
26
26
Health: 84 Karma: 14

P
Gd
8

Known Powers:
Analytical Smell/Tracking Scent: Ex 16
Animal Summoning: Rm 26
Extended Hearing: Pr 3
Extra Limb (Prehensile tail): Ex 16
Talents: Acrobatics (Climbing), Animal
Handling (Gryfs), & Thief (Stealth).

154

Gryfs
History
Gryfs are the most fearsome predators of Palu-don, a lost land in Africa. They are relentless
trackers, never giving up on their prey, and
somehow always manage to keep on the trail
despite all attempts to shake them. Even Tarzan
couldnt escape them. They are carnivorous. One
curious characteristic of Gryfs is that they cannot
be detected by a sense of smell. They have no
scent.
The inhabitants of Pal-u-don to some extent
worship Gryfs. There is a Temple of the Gryf in
the Ho-don city of Alur. In a lost world where
missile weapons are nearly unknown, such a
monstrous beast is supreme.

Description
Much larger than the typical triceratops:
twenty feet at the shoulder, seventy-five feet in
length. Slate blue in color with the exception of
its yellow face, blue bands circling its eyes and a
red hood with yellow lining. Its belly was also
yellow. Three parallel lines of bony
protuberances down its back.
They have three horns, two large ones above
the eyes and one medium horn below. Their toes
were talons as befitting a predator.
This dinosaur was enormous. If it rears up on
its hind legs it might reach 50 feet in the air,
despite being a tank like four-legged creature.
Its roar is capable of terrifying most creatures
and men.

Typical Gryf

With one exception: the dreaded man-beasts


called the Tor-o-dons have the uncanny ability to
control these monsters. By screaming a
command that sounds like Wheeooo and using
a staff to beat on their fearsome heads, the Tor-odons change the giant killer into a submissive
mount. It is unknown how the Gryfs came to be
subject to the Tor-o-dons, a secret lost in
antiquity, but this control is absolute. Gryfs are
steered by hitting their head with a stick, the
overall technique resembling popular
conceptions of elephant riding.
Tarzan learned to control the mighty Gryf by
watching the Tor-o-dons and reproducing their
cry and behavior with his own wonderful ability
to mimic any animal sound he hears. This ability
added greatly to the reputation that caused him to
be known as Tarzan-jad-guru, Tarzan the
Terrible.

155

F
Gd
8

A
Gd
8

S
E
R
I
In
In
Pr 3 Pr 3
36
36
Health: 88 Karma: 11

P
Ty 5

Known Powers:
Analytical Smell/Tracking: Am 46
Claws: Am 46
Invisibility (Olfactory): Am 46
Running: Ex 16
Body Armor: Gd 8

Golden Age and More

Chapter Eighty-Six: Tyclosians


Source: Marvel

Typical Tyclosian

The Tyclon race is mostly a mystery. They


exist in another dimension parallel to Earth. One
of their race was a brilliant scientist, who in
1954, built a device that allowed him to travel to
the Earth dimension, but soon found himself
trapped there. Calling himself the Maker, the
Tyclosian decided to take over the entire Earth.
Disguising himself as a human and taking up the
identity of physician Doctor Manning, the Maker
built an army of humanoid robots in order to take
over the world. One of his greatest robots was
one that he named Pete, who was unaware of his
true nature. Pete lived a normal life, meeting and
falling in love with a woman named Margot, and
befriending the Human Torch.
Eventually, some of the Maker's robot men
suddenly "died", and were brought to the
hospital to be operated on. As Dr. Manning, the
Maker was able to keep the true nature of his
robots secret from the public. After the third such
failure, Pete called in the Human Torch and Toro
to help him investigate. Without Manning's
knowledge, they repaired the deactivated robot
man, and followed him back to the Maker's lair.
There the Torch, Toro, and Pete overheard the
Maker's plans, and attacked. While the Torch
and Toro destroyed the army of robot men, Pete
shot the Maker and learned his true identity and
his mission on Earth. Realizing that he, too, was
a robot created by the Maker, Pete committed
suicide.
Following the Maker's death, there have not
been further interactions with the Tyclosians on
Earth recorded.

Golden Age and More

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Tyclosians can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Tyclosians start out with only one
Contact, their race.

156

Chapter Eighty-Seven: Uncara


Source: Marvel Comics
Uncara is an alternate dimension that exists
parallel to Earth, on a different vibrational
attunement. It is the home to the Uncarians, a
humanoid race that, in 1948, was ruled by the
dictator Kain. They were a highly advanced
society that developed dimensional travel
technology, and weapons of mass destruction.

between dimensions. They all materialized in


New York Harbor, where they drowned.
As Sun Girl destroyed all their technology, it
would appear that the Uncarians are forever
trapped in Uncara, as there have been no
recorded sightings since.

Typical Uncarian

The exact nature of Uncara is unknown, what


has been seen is an Earthlike environment that
has unique plants and geological formations. The
only known recorded race in this dimension is
the Uncarians themselves.
Uncarians
Uncara is a technologically advanced society
that is ruled by a dictatorship. In 1948, their
leader, Kain, had set his sights on invading the
planet Earth, and so they developed devices that
allowed them to partially or totally traverse
dimensions. They soon caused a panic all over
New York City, as they prepared with Prism
Bombs to blow up the city, and reveled in the
chaos their intangible forms caused.
Arthur Blair, son of scientist Professor Blair,
managed to capture one of the Uncarians who
materialized completely on Earth, and forced
him to reveal the aliens plot. Travelling to
Uncara, Arthur was gravely injured by the
Uncarians, and returned to Earth to tell his father
all he knew before dying. Professor Blair then
contacted Sun Girl, who agreed to travel to
Uncara to stop Kain and his invasion plan. Kain
and his men soon tracked down and captured
Sun Girl, and brought her to his palace. There,
Kain's wife, Cara, became jealous of Sun Girl,
believing that Earthling intended to steal her
man. Sun Girl convinced her otherwise, and
learned that Cara had no interest in invading
Earth, only having her mate back.
Cara assisted Sun Girl in escaping the palace,
and Sun Girl then destroyed the Uncarian armory
before traversing between dimensions again.
Meanwhile, Earth refused to surrender, and Kain
began detonating his Prison Bombs. Before they
could all be set off, Sun Girl attacked, destroying
the devices that kept the Uncarian invaders

157

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Uncarians can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Uncarians start out with only one
Contact, their race.

Golden Age and More

Chapter Eighty-Eight: Venus


Source: Marvel Comics
The planet Venus is the second planet from
the Earth's sun. While commonly accepted
scientific research suggests that Venus is a world
that could not sustain life due to its harsh
environments, the Earth has been visited many
times by aliens claiming to be from the planet
Venus.
While some realities in the multiverse have
seen life develop on the planet Venus, there is a
great question in the timeline containing Earth616 as to whether or not life ever developed on
Venus. There are many beings that have claimed
to come from Venus, and given the variety of
these beings, their claims are called into
question. It is also known that many other races
in the universe use other worlds in the Sol
system as staging grounds for attempted
invasions of the planet Earth, often claiming to
have come from those planets in order to confuse
the origin point of the invasion.

gain untold wealth on Earth, Mulford freed a


number of criminals, and kidnapped a Venusian
female named Vanza, and brought them to Earth
in the year 1945.
There, Mulford led his followers in attacking
the island nation of Barbuda, in order to steal its
wealth. Mulford and his minions clashed with
the Sub-Mariner, who, with the help of Vanza
tracked down their secret headquarters. Namor
slew Mulford and then triggered bombs that
blew up his hideout, killing the entire group of
renegade Venusians inside.
Mechanical Life Forms
This race of sentient robots also claimed to be
from the planet Venus. Initially considering the
human race an inferior species, they sought to
conquer the planet Earth.
They arrived in late 1953, creating a hideout
in the waters of the South Pacific. They used a
magnetic beam to sink supply ships, and
harvested them for salvage as part of their
invasion plot. Their activities prompted the SubMariner to come out of retirement to investigate.
He easily trounced these Venusians, as they
did not anticipate encountering a human being
with his strength and ability to breathe under
water. The Venusian leader then surrendered,
and ordered his minions to return to their home
world, never to endanger the Earth again.
However, the Sub-Mariner kept the Venusian
leader captive to prove his existence, though
after the invasion force fled Earth in a rocket,
their captured leader instantly went inert.

Humanoids

His body was turned over to the United States


government for examination.

A humanoid race calling themselves


Venusians claimed to live on the planet Venus, a
seemingly peaceful race, but not without its own
criminals, which are incarcerated for their
crimes. Sometime in the year 1925, American
mobster George Mulford used a stolen rocket to
escape to the planet Venus. There, the Venusians
welcomed him, and he taught them how to speak
English. Wishing to use Venusian technology to

Golden Age and More

158

Typical Venusian

Typical Mechanical Life Form

Primary Ability Chart; Column Five


From the Ultimate Powers Book

Primary Ability Chart; Column Four


From the Ultimate Powers Book

Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Venusians can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Venusians start out with only one
Contact, their race.

159

Die Roll
01-05
06-10
11-15
16-40
41-50
51-70
71-90
91-98
99-00

Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Benefits
Initial Popularity is zero.
Player character Mechanical Life Forms
possess self-repair facilities that
simulate normal Healing.

Golden Age and More

Chapter Eighty-Nine: Volta


Source: Fiction House
Volta was the home planet of an extremely
violent and merciless humanoid race with dry
green skin and flat noses.
The Voltamen built large steel cities on their
home world, with spiraling architecture
characterized by spike-like protrusions. The
Voltamen also built great landing pads for their
interstellar ships, and they possessed advanced
technology, mostly geared toward military
conquest. In the 33rd Century, they conquered
the Earth and nearly wiped out the entire human
race. They were resisted by Hunt Bowman and
Lyssa, leaders of the last humans, who
eventually took their fight to the planet Volta
itself.

skinned beings, but eventually they became the


tall thin green-skinned lizard men familiar to
most of the Fiction House readers. The Voltamen
wear gray uniforms with spiked pith helmets
similar to those worn in World War I, and they
have jet black eyes with red pupils.

Typical Voltaman

Primary Ability Chart; Column Five


From the Ultimate Powers Book

The Voltamen
By the beginning of their appearance in the
first story in Planet Comics #21, the Voltamen
had already conquered the Earth and enslaved its
people. Hunt Bowman, one of the few surviving
free humans, met Lyssa, the Queen of Mars, and
together they defeated the Voltamen who had
captured them, and used their ship to return to
Lyssa's home world. There, they formed an
invasion party to take back the Earth from the
Voltamen.

Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Voltamen can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Voltamen start out with only one
Contact, their race.

Originally, the Voltamen were depicted as


being short, somewhat hunchbacked, and orange-

Golden Age and More

160

Chapter Ninety: White Apes of Barsoom


Source: Story Magazine

Typical White Ape of Barsoom

White Apes were natives of the planet


Barsoom, and they were among the most feared
creatures on the entire planet.
Often taking shelter in the ruins of ancient
cities, John Carter, Warlord of Mars, was forced
to fight these creatures on several occasions.
Resembling huge African gorillas, they have
four arms and are hairless except for their heads.
They are massive creatures, standing around 15
feet tall when erect, possessing tremendous
strength and ferocity "unmatched by anything on
Earth."
They are substantially stronger than John
Carter or any other Barsoomians, and their
intelligence is roughly equal to that of an angry
gorilla.
Primary Ability Chart; Column Five
From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


White Apes of Barsoom can raise any
one Ability +1CS.
Starting Resources are set at Poor.
White Apes of Barsoom start out with
only one Contact, their race.

161

Golden Age and More

Chapter Ninety-One: Zarko


Source: Marvel Comics
Not much is known about the planet Zarko, or
its location, and the only recorded interaction
between Earth and Zarko happened in 1948. It is
home of the Zarkons, a peaceful alien race who
became interested in the planet Earth in the late
1940s. They brought heroine Sun Girl and
criminal Peanuts McCoy to their planet to offer
them the secret of world peace. However, they
soon recanted their offer, and sent them home
when the pair was unable to stop from fighting
before king Brfsk.

to date there have been no further interactions


between Zarko and the planet Earth.

Typical Zarkon

To date there have been no other recorded


encounters with the planet Zarko and its people.

Zarkons
Not much is known about the Zarkons, aliens
from the planet Zarko. They are an advanced
society that apparently abolished war and lived
in peace. They are ruled by an Elder Council
headed by a great leader. They discovered the
planet Earth during the 1940s, and determined
that it was a world of strife, war, and crime, and
decided to do something about it.
In 1948, Brfsk, the leader of Zarko, ordered
his minion, Zzzsk, to travel to Earth to collect a
man and a woman to bring back to their planet
for further evaluation. Arriving on Earth, Zzzsk
allowed criminal Peanuts McCoy and heroine
Sun Girl to board his ship, and brought them to
planet Zarko. There they were brought before the
Zarkons' leader, who offered the key to peace to
Sun Girl, to bring back to her planet. Sun Girl
accepted the offer, but when Peanuts McCoy
attempted to escape she fought him. This
convinced Brfsk that Earth was beyond help, and
he ordered Zzzsk to return the humans to Earth.
Dousing them with gas, Zzzsk did just that, and

Golden Age and More

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Zarkons can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Zarkons start out with only one Contact,
their race.

162

Chapter Ninety-Two: Zutarians


Source: Story Magazine

Typical Zutarian

Zutarians, also called Imps, were an alien race


native to the planet Zutarn. They possesed
technology a thousand years advanced of earth
such as monocars, rocket powered air transports,
as well as long range ray guns, and powerful
knockout gas guns. The Zutarians also had an
organized military, but were not an aggressive
race until the human known as Tyrno conquered
them. They are helped by Golden Knight and his
partner Alice (Fox) to overthrow Tyrno and
prevent him from taking Alice as his wife. For
hid help, Golden Knight wins the respect and
admiration of their people and is told that he
could return anytime he wishes as their friend
Notable Individuals
Ulka was among the party of three who
discovered the sky chariot carrying Golden
Knight and Alice. He, along with Ho Gana, took
the duo back to Tyrno's palace, but when he
asked Tyrno for a reward, the tyrant sent Ukla to
the dungeon. Golden Knight forgave the imp
and, moved by the earthling's compassion, Ulka
decided he would help him. Golden Knight and
Ulka battle a fierce sea monster, and then burst
into the palace. Ulka jumped at Tyrno to save
Alice and was struck down, but the villain was
then shot by multiple ray blasts from Ulka's
fellow imps. He then wished his new friends
goodbye, and told them they could return to
Zutarn with his blessing anytime they wished.

Primary Ability Chart; Column Five


From the Ultimate Powers Book
Die Roll
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-95
96-00

Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63

Additional Creation Notes


Zutarians can raise any one Ability
+1CS.
Starting Resources are set at Poor.
Zutarians start out with only one
Contact, their race.

163

Golden Age and More

This section is comprised of various Fan-Written materials, which while not qualifying as an
Origin, can still definitely be useful in shaping your character.

165

Golden Age and More

Appendix One: Character Origins


Okay, this is for those who truly want to
randomize their character's history and where
they are from.
Roll 1d6. The continents are as follows:
Die Roll
1
2
3
4
5
6

Continent
Africa
Asia
Europe
North America
South America
Oceania.

Africa Sub-Table
Roll 1d60 find the country below.
Die Roll
01
02
03
04
05
06
07
08
09
10
11
12
13
14-15
16
17
18
19
20
21
22
23
24
25
26
27-28
29

Country

Algeria
Angola
Benin
Botswana
Burkina
Burundi
Cameroon
Central African Republic
Chad
Comoros
Republic of the Congo
Democratic Republic of the Congo
Djibouti
Egypt
Equatorial Guinea
Eritrea
Ethiopia
Gabon
The Gambia
Ghana
Guinea
Guinea-Bissau
Kenya
Lesotho
Liberia
Libya
Madagascar

Golden Age and More

Africa Sub-Table (Continued)


Die
Roll
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50-51
52
53
54
55
56
57
58
59
60

Country
Malawi
Mali
Mauritania
Mauritius
Mayotte
Morocco
Mozambique
Namibia
Niger
Nigeria
Runion
Rwanda
Sahrawi Arab Democratic Republic
Saint Helena, Ascension and Tristan
da Cunha
So Tom and Prncipe
Senegal
Seychelles
Sierra Leone
Somalia
Somaliland
South Africa
South Sudan
Sudan
Swaziland
Tanzania
Togo
Tunisia
Uganda
Zambia
Zimbabwe

166

Asia Sub-Table
Roll 1d85 find the country below.
Die Roll
01
02
03
04
05
06
07
08
09
10
11
12-19
20
21
22
23
24
25-26
27-32
33
34
35
36
37-40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56-58
59
60
61
62
63
64

167

Country

Abkhazia
Afghanistan
Akrotiri and Dhekelia
Armenia
Azerbaijan
Bahrain
Bangladesh
Bhutan
British Indian Ocean Territory
Brunei
Cambodia
China
Christmas Island
Cocos (Keeling) Islands
Cyprus
East Timor (Timor-Leste)
Georgia
Hong Kong
India
Indonesia
Iran
Iraq
Israel
Japan
Jordan
Kazakhstan
Kuwait
Kyrgyzstan
Laos
Lebanon
Macau
Madripoor
Malaysia
Maldives
Mongolia
Myanmar (Burma)
Nagorno-Karabakh
Nepal
Northern Cyprus
North Korea
Oman
Pakistan
Palestine
Philippines
Qatar
Saudi Arabia

Asia Sub-Table (Continued)


Die Roll
65
66-69
70
71
72
73
74
75-76
77
78
79
80
81-84
85

Country
Singapore
South Korea
South Ossetia
Sri Lanka
Syria
Taiwan
Tajikistan
Thailand
Turkey
Turkmenistan
United Arab Emirates
Uzbekistan
Vietnam
Yemen

Europe Sub-Table
Roll 1d60 find the country below.
Die Roll
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28

Country
land Islands
Albania
Andorra
Austria
Belarus
Belgium
Bosnia and Herzegovina
Bulgaria
Croatia
Czech Republic
Denmark
Estonia
Faroe Islands
Finland
France
Germany
Gibraltar
Greece
Guernsey
Hungary
Iceland
Ireland
Isle of Man
Italy
Jersey
Kosovo
Albania
Andorra

Golden Age and More

Europe Sub-Table (Continued)


Die Roll
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44-45
46
47
48
49
50-51
52
53
54
55
56
57
58-59
60

Country
Latvia
Latveria
Liechtenstein
Lithuania
Luxembourg
Macedonia
Malta
Moldova
Monaco
Montenegro
Netherlands
Norway
Poland
Portugal
Romania
Russia
San Marino
Serbia
Slovakia
Slovenia
Spain
Svalbard
Sweden
Switzerland
Transnistria
Transvasal
Ukraine
United Kingdom*
Vatican City

United Kingdom Sub-Table


Roll 1d4 find the country below.
Die Roll
1
2
3
4

Golden Age and More

Country
England
Wales
Scotland
North Ireland

North America Sub-Table


Roll 1d70 find the country below.
Die Roll
1
2
3
4
5
6
7
8
9
10-15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32-37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54-69
70

Country
Anguilla
Antigua and Barbuda
Aruba
Bahamas
Barbados
Belize
Bermuda
Bonaire
British Virgin Islands
Canada
Cayman Islands
Clipperton Island
Costa Rica
Cuba
Curaao
Dominica
Dominican Republic
El Salvador
Greenland
Grenada
Guadeloupe
Guatemala
Haiti
Honduras
Jamaica
Martinique
Mexico
Montserrat
Navassa Island
Nicaragua
Panama
Puerto Rico
Saba
Saint Barthlemy
Saint Kitts and Nevis
Saint Lucia
Saint Martin
Saint Pierre and Miquelon
Saint Vincent and the Grenadines
Sint Eustatius Eustatius
Sint Maarten
Trinidad and Tobago
Turks and Caicos Islands
United States
United States Virgin Islands

168

South America Sub-Table


Roll 1d20 find the country below.
Die Roll
1
2
3-6
7
8-9
10-11
12
13
14
15
16-17
18
19
20

Country
Argentina
Bolivia
Brazil
Chile
Colombia
Ecuador
Falkland Islands
French Guiana
Guyana
Paraguay
Peru
Suriname
Uruguay
Venezuela

Oceania Sub-Table
Roll 1d50 find the country below.
Die Roll
1
2
3-15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32-35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50

Country
American Samoa
Ashmore and Cartier Islands
Australia
Baker Island
Cook Islands
Coral Sea Islands
Fiji
French Polynesia
Guam
Howland Island
Jarvis Island
Johnston Atoll
Kingman Reef
Kiribati
Marshall Islands
Micronesia
Midway Atoll
Nauru
New Caledonia
New Zealand
Niue
Norfolk Island
Northern Mariana Islands
Palau
Palmyra Atoll
Papua New Guinea
Pitcairn Islands
Samoa
Solomon Islands
Tokelau
Tonga
Tuvalu
Vanuatu
Wake Island
Wallis and Futuna

And there ya go. Things like States /


Provinces / Districts (in countries such as Russia,
US, Canada, England etc...) can be chosen by the
individual character, by the Judge, or by a
combination of both.

169

Golden Age and More

Appendix Two: Optional Ways to Round Out Your


Character
MTS Note: Originally, this Appendix was taken
from the Legion of Heroes PBEM HomePage. I had
some C&P errors that Firebomb caught, so I had to
look up the article again to make the proper
corrections.
I stumbled across the Coalition Sourcebook I for
RIFTS, and much of the information was similar. I
found a few options not listed, on the LoH PBEM,
but the insanity tables were missing.
In the end, I elected to combine the two sources
into a single Appendix. All non-table text is by Loh
PBEM.
I've found that many players like as much
background and details about their characters as
possible. Consequently, I've assembled a series of
optional tables to satisfy those details. All tables
require the roll of percentile dice.
Gender
Die Roll
01-50
51-00

Result
Male
Female

Birth Order
Die Roll
1-30
31-44
45-55
56-65
66-80
81-90
91-00

Order
First Born
Second Born
Third Born
Fourth Born
Last Born
First Born of Twins
Illegitimate
Build

Die Roll
1-10
11-30
31-55
56-74
75-89
90-00

Golden Age and More

Body Type
Skinny
Thin
Average
Husky
Potbelly
Obese

Height
Die Roll
1-30
31-70
71-00

Height
Short
Average
Tall

In-Depth Height
Die Roll
01-30
31-70
71-00

Female
4'9 - 5'5"
5'6" - 5'9"
5'10 - 6'2"

Male
5' - 5'9"
5'10" - 6'1"
6'2" - 6'5"

Note: Average Height:


6ft, male
5ft 6in, female
Weight
Die Roll
01-20
21-40
41-60
61-80
81-00

Female
85-109lbs
110-140lbs
141-160lbs
160-180lbs
181-220lbs

Male
90-149lbs
150-180lbs
181-200lbs
201-220lbs
221-250lbs

Note: Average Weight:


150 to 180lbs (male)
110 to 140lbs (female)
Age
Die Roll
01-25
26-50
51-70
71-85
76-00

Result
17-19
20-25
26-28
29-31
32-36

Age I think it is best to generally assume most


characters are young late teens to mid-twenties. It
is best to determine the age by the level of the
character's education and Player preference.

170

Disposition I
(Roll Three Times)
Die Roll
01-05
06-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-95
96-97
98
99
00

Disposition
Hates all aliens.
Loves combat.
Shy.
Cocky.
Timid.
Parental.
Overbearing.
Blabber Mouth.
Paranoid.
Trusts no one.
Tends to be a loner.
Gung-Ho.
Complainer.
Nice.
Friendly.
Self-reliant.
Wild-person.
Tough-person.
Lone wolf.
Quick-tempered.
Nervous & Cautious.
Feels, superior to others.
Schemer.

Family Origin
Die
Roll
01-50
51-65
66-75
76-85

86-00

Family Origin
Earth Native: Character is human.
Dimensional Being: Human (or close to
it), but parents came through a rift from
another dimension.
Earth Native, but human mutants with a
history of Powers in the family.
One parent was a native Earthling the
other a dimensional being. The
character may look human, but
Roll on the following Family Sub-Table
& Roll twice on the Random
Appearance Table to determine the
character's appearance, or select two
different features.
Family Origin Sub-Table

Die Roll
01-50
51-90
91-00

Family
Earth Mutant.
Dimensional Being.
Humanoid Alien with unusual features.

Disposition II
(Roll Once)
Die Roll
01-10
11-20
21-30
31-40
41-50
51-60
61-70
71-80
81-90
91-00

171

Disposition
Worry-wart.
Snob.
Hot-headed.
Foul mouth.
Hates to work in a group.
Constant liar.
Very prejudice.
Sees self as hero.
Natural leader.
Works well in a group.

Golden Age and More

Sentiments toward Non-Humans

Random Appearance Sub-Table


Die
Roll
01-05
06-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-70
71-80
81-85
86-90
91-95
96-00

Appearance
Has a long, bushy, dog-like tail.
Has a long, monkey-like tail.
Has a long, lizard-like tail.
No body hair.
Body is covered in short fur.
Body is covered in long fur.
Body is covered in tough, lumpy skin.
Body is covered in scaly skin.
Body is extremely thin and tall (add one
foot to height).
Facial features are very feline.
Facial features are very ape-like.
Facial features are very lizard-like.
Skin is an odd color, like orange, green,
purple, etc.
Teeth are fangs.
Teeth are large and flat; large mouth too.
A pair of small horns protrude from the
forehead.
Large round eyes and unusual color.
Large or oddly shaped head.

Die
Roll
01-10
11-30

31-50

51-70

71-85

86-95

Type of Environment
Die
Roll
01-20
21-40
41-60
61-80
81-00

Environment
Little farm community.
Small wilderness town.
Small to medium city.
Wilderness town or city with magic and/or
psychics.
Big city or metropolis (i.e. New York).

96-00

Sentiment
Hates and distrusts all non-humans!
Hates all demons and supernatural
creatures (including dragons), and does
not like nor trust dimensional beings,
mutants, psychics, and aliens/ monsters.
Hates demons, but will give all other
non-humans the benefit of the doubt.
Still, tends to be wary and suspicious of
non-humans.
Hates demons, but believes that all
races can live and work in harmony
together. Treats humans and nonhumans equally, but is a bit suspicious
of creatures who are supernatural or
whose appearance is extremely
inhuman.
Is wary of demons, but has had mostly
good experiences with non-humans and
treats them as equals, without doubt or
suspicion.
Prefers the company of non-humans
over humans (had bad experiences with
humans, perhaps the subject of ridicule
and/or prejudice, but was treated kindly
by friendly non-humans).
Suspicious of everybody, humans and
non-humans alike! Tends to be a bit
paranoid, because "in these times you
never really know who's human and
who's not. Even the humans can have
unusual powers these days. I mean, is a
Juicer or Crazy truly human?"

Insanity
In the context of this game, we will assume that
all player characters are mentally and emotionally
sound. Any insanities, developed from this point on,
will be the result of trauma. A psychological trauma
may result from a violent, emotional experience or
shock. A trauma that will result in an insanity will
have to be quite horrible.
Note: More than one phobia, obsession,
psychosis, or affective disorder is possible. If the
same one is rolled, ignore it and roll again.

Golden Age and More

172

Random Insanity Table (Optional)


Die Roll
1-19
20-45
46-65
66-85
86-00

Insanity
Affective Disorders
Neurosis
Phobia
Obsession
Psychosis

Insanity Tables
Random Insanity Table
(Resulting from Trauma)
Die
Roll
1-10

Trauma
I've found that having a character roll on the
insanity tables after a terrible trauma is very
appropriate, realistic, and fun, adding a new element
to the game. What constitutes a traumatic experience
is, in part, up to the Judge and the actual situation.
The following is a guide to some traumatic
situations requiring a roll on the Random Insanity
Tables.
Long period of physical and/or mental torture.
Two to eight weeks: Roll once on the Insanity
Table. Nine weeks to months: Roll once on the
Insanity Table and once on the Neurosis Table.
Drug Induced Hallucinations that were
particularly terrifying, hideous, or realistic. Roll
once on the Phobia Table. If extremely
traumatic, lengthy, or recurring hallucinations,
roll on the Random Insanity Table.
A real life encounter with the subject of the
traumatic hallucination is likely to cause more
trauma. 70% chance of developing another
insanity; roll on the Random Insanity Table.
Witnessing or experiencing a shockingly
grotesque atrocity. Roll on the Phobia Table.
Terrible, frightening or unusual brush with death.
Roll on the Random Insanity Table.
Witnessing the terrible or shocking death of a
deeply loved one. Roll on the Psychosis Table.
Severe physical disability. 60% chance of
alcoholism or drug addiction. The cause
(accidental) of several innocent peoples' deaths.
(applies to characters of a good alignment). Roll
on the Random Insanity Table.

11-20
21-25
26-30
31-40
41-50
51-60
61-70
71-80
81-90
91-00

Reborn; alignment reversal; good


becomes evil, evil becomes good
(selfish becomes principled or
scrupulous).
Neurosis; roll on the table that follows.
Compulsive Liar.
Kleptomaniac; a compulsion to steal,
even if of a good alignment.
Obsession; roll on the table that
follows.
Phobia; roll on the table that follows.
Psychosis; roll on the table that follows.
Fear of Animals; see neurosis.
Recluse; prefers to be alone, quiet,
unobtrusive.
Affective Disorder; roll on the table that
follows.
Fear of the Dark; see neurosis.
Affective Disorders

Die
Roll
1-19
20-35
36-54

55-75

76-88

89-00

173

Trauma

Disorder
Frightened by loud noises to the point
of cowering and wetting self.
Disgusted by anything sticky, and will
go to any length to avoid touching it.
Obsessed with cleanliness, and must
clean up any area he/she is at for more
than a few minutes.
Outraged by acts of violence, becoming
violent themselves; 72% chance of
going berserk and attacking the
perpetrator of the violent act without
regard for self (MTS Note: As per the
Berserker Power).
Hates music and musicians, and will try
to destroy or stop the source of those
terrible noises.
Intimidated by spoken language; cannot
speak meaningful sentences, and must
use sign language or written
communication.

Golden Age and More

Neurosis
Die
Roll
1-18

19-34
35-49

50-64

65-85

86-00

Neurosis
Fear of the Dark (spent much time
locked in closets) to the point of
gibbering and total collapse while in the
dark.
Fear of Animals (chewed on by the
family pet while a nipper) to the point
of running away when confronted by
small, furry things.
Cannot tell the Truth; compulsive liar.
Invasion of the Body Snatchers: Acute
paranoia toward all supernatural
entities, those of alien heritage and even
humans born off the Earth. ("They're
out to get ya! They could be anybody!!
even . . . you!?!").
Fear of Heights (Uncle Goober used to
dangle the character, by one foot, out of
windows) to the point of being frozen
above the second story; character is fine
as long as they cannot see how far up
they are
Fear of Success (Mom always said you
weren't any good): Character will
sabotage self at critical moments. The
following minuses apply during critical,
or high pressure moments (battle,
danger, watched by others, etc.).

Psychosis
Die
Roll
1-15
16-28

29-49

50-73
74-85
86-00

Psychosis
Hysterical Blindness when under
pressure, 1-89% likelihood of
happening roll for each situation.
Paranoid type; everyone is out to get
you/trusts no one.
Manic depressive; alternate severe
depression one week (suicidal, nobody
loves you) with manic episodes the next
week (everything is great and I'm the
best that there ever was!). 30% chance
of alcoholism.
Schizophrenia; you are passive and
easily frightened; jumpy. You hear
voices telling you that all the angels are
dead; worry about what angels are. 50%
chance of alcoholism or drug addiction.
Mindless aggression see table below.
Become a psychiatrist and try to cure
everyone around (they're all sick, even
if only you have the perspicacity to
tell); be sure to demand stiff fees.
Mindless Aggression Sub-Table

Die
Roll

01-94

95-00

Result
Semi-functional: When frustrated, angry, or
upset, there is a 72% likelihood of going
berserk and lashing out at anyone/everyone
around until killed or confined; will take 318 minutes of confinement to regain
composure.
Non-functional/homicidal: Continually
going berserk until confined or killed; have
one lucid day a week and try to talk your
way out of confinement.

Phobias
A phobia is an irrational fear, which may result
from a horrifying/ traumatic experience. The object
of the phobia can be anything: bugs, snakes, the dark,
heights, flying, guns, typewriters . . . anything that
may have been the focus or cause of the severe
psychological trauma. While there are scientific
names for specific phobias, it is far easier to simply
identify the object of the phobia. To determine a
specific phobia, the player can roll on the random
table which follows, or the Judge and Player can
decide on a phobia which best applies to the severely

Golden Age and More

174

traumatic experience. In the latter case, the


determination of a phobia should be made on a
common sense basis.
For Example: If a character has had a horrifying
experience in a haunted house, walked through spider
webs, descended into a dark cellar and encountered a
walking skeleton, one of the following phobias could
easily apply: fear of empty old houses, the dark,
spiders or insects, cellars, corpses, etc.
Judges Note: Dealing with the supernatural will
constantly send characters into scary, horrifying,
bizarre, and deadly situations. But it is only the most
horrifying and unexpected experiences that may
create a phobia or other insanity. Remember, the
characters will be prepared and hardened to sights,
concepts and creatures that might bedazzle the mind
of a normal, unsuspecting person.
Die Roll
1-3
4-6
7-9
10-12
13-15
16-19
20-22
23-26
27-29
30-32
33-35
36-39
40-44
45-48
49-51
52-54
55-57
58-61
62-64
65-67
68-70
71-73
74-77
78-80
81-84
85-87
88-90
91-93
94-96
97-00

175

Phobia

Undead
Reptiles
Scientists
Mutants
Snakes
Ghosts
Confining Enclosures
Skeletons
Darkness
Graveyards/Burial Mounds
Abandoned Old Houses/Buildings
Giant Creatures/Monsters
Basements/Cellars
Corpses
Users of Magic
Spiders
Tombs
Cats
Heights
Dogs
Contamination
Psychic Strangers
Insects
Flying
Bats/Bat-Like Things
Water
Computers
Psychic Healing
Open Spaces
Supernatural Entities

Note: If the same phobia is rolled, the player must


re-roll.
Phobic Panic
The character who suffers from a phobia will
become terrified when the object of fear is
encountered. If the character is surrounded by friends
who can talk and soothe away his fears, the person
may be able to contain himself long enough to safely
avoid it (Yellow Psyche FEAT).
However, if the character is alone, already
nervous or feels threatened, he or she will be
overcome by fear. This is a phobic panic. Upon
reaching the breaking point, the character's mind will
defend itself by causing the character to respond in
one of the following ways. (Roll percentile dice).
Die
Roll
1-25

26-80

81-00

Panic Type
Pass Out/Fall unconscious for 1 to 10
minutes.
Flee/run away at top speed. Panicstricken, the character will ignore the
outcry, pleas or needs of his or her
companions. All the terrified person
knows is that he or she must escape.
The character will run and run until
they are certain theyve escaped the
object of his fear, or until subdued.
The person will fight only if there is
no other way to escape, and then only
until he/she can get away and run.
Paralyzed with fear, the character can
only cry, whimper or scream.
Physically, the character will stand
completely rigid or huddled in a
corner, immobilized with fear. He/she
cannot run, use skills, fight, or move
in any way, until either the object of
the fear is removed or destroyed, or
they are dragged away from it.

Obsessions
Obsessions are either an intense, irrational
love/desire of something, or an intense
hatred/loathing. The former is likely to cause the
obsessed person to obtain their desire, while the latter
is likely to cause the obsessed person to avoid or
destroy the object of their obsession. The Judge can
decide which is most appropriate under the
circumstances or roll once on the following table .

Golden Age and More

Focus of the Obsession

Cures for Insanity

Die Roll
1-50
51-00

Affective Disorder or Neurosis:

Focus
Love/Desire
Hate/Destroy

Obsession
Die
Roll
1 -5
6-12
13-20
21-27
28-35
36-43
44-50
51-55
56-63

64-70

71-78
79-86

87-92

93-00

Obsession
Timeliness (either a fanatic about being
punctual or always late).
High technology (either loves to
acquire/use or loathes it).
The gender(s) the character finds
attractive.
Wealth.
Secrecy (either prizes their secrecy
above all else, or abhors even the
thought of keeping secrets).
Specific individual.
Specific object/item or animal.
Appearance (fashion plate or slob).
Danger (either loves the thrill of
danger, which usually means throwing
caution to the wind, the more deadly the
better; or, despises danger, overly
cautious, worry wart, jumpy).
Food (covets only the finest foods and
drink, or would, just as readily, eat
worms and stale food as anything else;
a slob).
Alcohol (either a heavy drinker with a
keen taste for the finest liquor, or a
fanatical, anti-alcohol prude).
Gambling (will bet it all, or an antigambling fanatic).
Solitude (either loves quiet and being
alone to the point of growing
irrationally angry and frustrated if
continually bothered or interrupted; or
can't stand the thought of being left
alone for even short periods of time).
Crime-busting: Loves it if a hero;
obsessed with stomping out crime and
evil everywhere. If a villain "crime
lord". Loves the thrill of being a
criminal mastermind.
Note: This insanity may drive a
character to incredible (even
outrageous) lengths, to satisfy his or her
obsession.

Golden Age and More

Therapy and counseling, and/or the use of


hypnosis. Requires a minimum of three months of
therapy, with the following results:
Die
Roll

Result
No effect; requires another three
months of therapy.
Half cured; person feels occasional
return of old neurosis or disorder when
under stress, 48% chance.
Total cure.

1-29
30-69
70-00
Psychosis:

Therapy and possible use of hypnosis and drugs to


control the moods and tension/stress. Requires a
minimum of six months of therapy, with the
following results:
Die
Roll
1-33
34-68
69-00

Result
No effect; requires another six months of
therapy.
Psychosis replaced by phobia.
Total cure.

Phobia:
There is no cure for phobias, but prolonged or
repeated exposure to the object of the fear will lessen
the intensity of the fear. Requires a minimum of three
months of therapy, with the following results:
Die
Roll
1-39
40-88

89-00

Result
No effect; requires more therapy.
Fear is lessened so that the person can
function normally, but he/she still does
not like the phobia object ugh!
Fear is intensified so that there is a 50%
likelihood that the person will become
completely paralyzed until the source of
the fear is removed, or the person is
physically removed. Therapy sessions
generally cost $75 each, with two
sessions per week (this includes
treatment for each category of insanity).
Similar therapy can help obsessions.

176

As stated earlier, I hope you find this book useful


and enjoy it. I always make these for myself, but
share them in the hope that someone else might enjoy
them.
I know I ask for feedback a lot, but it is what
drives me to write more, and do more. If there are
things you would like to see in the future, letting me
know is the best way to see it in a book. Of all the
requests made of me, I only said no once (so far). I
just did not like the subject matter enough to add it.
I have said it before, if you do not like how
Tammra always gets her own Origin Table in every
book, feel free to ignore it (or bite me, I am good
either way). If you want one of your own in an
upcoming book, I do accept bribes. Donating time
and/or money to projects goes a long way (not
interested in polygamy, so Tammras method is

Golden Age and More

unavailable plus she does help out with every book,


in varying amounts).
One final request; please do not upload any
Gaming Nerds Us books to Scribd. I truly deplore
that site. I hate how it is a haven for piracy, and you
have to pay to be a member. They will let anyone
upload any book regardless of copyright, and people
can only view it if they pay for it. I do not make any
money off of the books I create. I only accept
donations to offset some of the cost for maintaining
the website. Making money off of other peoples
work is just dirty. I have even sent them requests
showing the original site for my books, and stated I
was the author and asked them to be removed all
my requests have been ignored.
- MTS

178

A
Abyss
Aldebaran
Aleph
Amazite
Amazon
Amazons of Backworld
Amazon of the Amazon
Amoeba Man
Ani-Man
Antarene
Anton
Arc Centurian
Autanian

C - Continued
148
6
148
10
11
14
16
17
18
19
20
22
24

B
Bem
Berev'ha Dentii
Birdman
Black Light Man
Blyntzyn
Brain-Lord
Brain Man of Mars
Builder

Clawite
Core Person
Cube Man
Curator
Cybernoid
Cyber-Sidhe

37
38
25
149
41
42

D
Deaglos
Demon Person
Descendant
Dragon-Man
Dwarven Servant

45
46
47
78
14

26
28
145
26
29
44
30
147

C
Caretaker
Cat Elf
Cat Person
Cathexis
Centaur
Chemically Enhanced
Chitauri

179

149
7
32
34
125
61
36

Golden Age and More

E
Elf (Otherworld)

H
102

Half-Man

F
Fable
Fairie
Fire-Monster
Fish Person
Fish-Man
Flatulan
Fleshless One
Fomor

71

I
152
103
62
63
64
65
67
103

Ice Elf
Ice Person
Imagion
Invader from Venus

8
72
73
74

L
Leprechaun
Light Elf
Lilin
Lion-Person
Living Corpses
Lizard Man
Ludberdite
Lunezon

105
8
82
79
84
85
86
87

M
Mahar
Mechanical Life Form
Mechanical Monster
Mercurian
Mermazon
Monster from the Mirror
Mooniac
Mosquito Man

113
159
89
90
91
92
88
93

N
Neo
Neptunian

96
97

O
Onee
Outcast

G
Gardener
Ghost Fox Woman
Giant
Giant of the Elephant
Grave Yard
Gryf
Goblin
Gnorrkin

Golden Age and More

98
107

150
75
104
68
155
104
70

Parasite
Paratwa
Parrot-Man
Phantom
Pixie
Plasma Wraith
Possessor
Primitive Human

122
111
145
116
117
118
120
114

180

R
Rigellian
Rigellian Recorder

124
124

S
Sagoth
Sakaaran Native
Satanian
Saturnian
Scorperson
Scorpius
Seaweed Creature
Shark Person
Sharkman
Sidri
Solanoid
Spineless One
Stark
Stoneback
Synthopoid

113
127
128
130
131
132
134
135
136
137
138
140
142
143
44

T
Titan Eternal
Tor-o-don
Tuatha de Danan
Tyclosian

153
154
105
156

U
Uncarian
Undercloak

157
40

V
Vampiri
Venusian
Voltaman

49
159
160

W
White Ape of Barsoom
Wolf of Tuatha de Danan

161
106

Z
Zarkon
Zutarian

181

162
163

Golden Age and More

Golden Age and More

182

183

Golden Age and More

Golden Age and More

184

185

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Golden Age and More

186

Origins
Aldebarans: Public Domain Super Heroes Wikia
(History) & David E. Martin (Stats)
Alfheim: Marvel Database (History) &
MajorTomSawyer (Stats)
Amazar: MajorTomSawyer (History) & David E.
Martin (Stats).
Amazons of Backworld: Marvel Database, The
Appendix to the Handbook of the Marvel Universe
(History) & MajorTomSawyer (Stats)
Amazons of the Amazon: MajorTomSawyer
(History and Stats).
Amoeba Men: Public Domain Super Heroes Wikia
(History) & David E. Martin (Stats)
Amazons: Public Domain Super Heroes Wikia
(History) & MajorTomSawyer (Stats)
Ani-Men: DC Database (History) & David E.
Martin, MajorTomSawyer (Stats)
Annunaki: Marvel Database (History) & David E.
Martin (Stats)
Autan: Marvel Database (History) & David E.
Martin (Stats)
Antarenes: Public Domain Super Heroes Wikia
(History) & David E. Martin (Stats)
Antons: Firebomb (History & Stats)
Arc Centurians: Marvel Database (History) &
David E. Martin (Stats)
Bems: Marvel Database (History) & David E.
Martin (Stats)
Berev'ha Dentii: Marvel Database (History) &
David E. Martin (Stats)
Black Light Men: Marvel Database (History) &
David E. Martin (Stats)
Blyntzyns: Aaron of Random Acts Blog (History)
& David E. Martin (Stats)

187

Brain Men of Mars: Public Domain Super Heroes


Wikia (History) & David E. Martin (Stats)
Cat People: Marvel Database (History) & David E.
Martin, MajorTomSawyer (Stats)
Chitauri: Marvel Database (History) & David E.
Martin (Stats)
Clawites: Public Domain Super Heroes Wikia
(History) & David E. Martin (Stats)
Core People: Marvel Database (History) & David
E. Martin (Stats)
Crimson Dawn: Marvel Database (History), &
Wouter Vlemming (Stats)

Cybernoids: Sbastien Alexandre Andrivet


(History & Stats)
Cyber-Sidhe: Marvel Database (History) & David
E. Martin (Stats)

Golden Age and More

Cymradia: Public Domain Super Heroes Wikia


(History) & David E. Martin (Stats)
Deaglos: Public Domain Super Heroes Wikia
(History) & David E. Martin (Stats)
Demon People: Marvel Database (History) &
David E. Martin (Stats)
Descendants - Marvel Database (History) & David
E. Martin (Stats)
Drakulon: MajorTomSawyer (History and Stats)
Dragon-Men: Firebomb (History & Stats)
Drugs, Formulas, & Serums: DC Database, Image
Database, Marvel Database (History) & David E.
Martin, Jeff Grubb, MajorTomSawyer (Stats).
Ennead: Marvel Database (History) & David E.
Martin (Stats)
Fire-Monsters: Marvel Database (History) &
David E. Martin (Stats)
Fish-Men: Marvel Database (History) & David E.
Martin (Stats)
Fish People: Marvel Database (History) & David
E. Martin (Stats)
Flatula: Marvel Database (History) & David E.
Martin (Stats)
Fleshless Ones: Public Domain Super Heroes
Wikia (History) & David E. Martin (Stats)
Giants of the Elephant Grave Yard: Public
Domain Super Heroes Wikia (History) & David E.
Martin (Stats)
Gnorrkin: Firebomb (History & Stats)
Gryfs: Rod H, Sbastien Andrivet, Darci (History
& Stats)

Haydes: Marvel Database (History) & David E.


Martin (Stats)
Ice People: Marvel Database (History) & David E.
Martin (Stats)
Invaders from Venus: Public Domain Super
Heroes Wikia (History) & David E. Martin (Stats)
Jumala: Marvel Database (History) & David E.
Martin (Stats)

Golden Age and More

Land of the Ghost Fox Women:


MajorTomSawyer (History & Stats)
Lilin: Marvel Database, Comic Vine (History), &
MajorTomSawyer (Stats)
Living Corpses: Firebomb (History & Stats)
Lizard Men: Marvel Database (History) & David
E. Martin (Stats)
Ludberdites: Marvel Database (History), & David
E. Martin (Stats)
Lunerzons: Public Domain Super Heroes Wikia
(History) & David E. Martin (Stats)
Mechanical Monsters: Public Domain Super
Heroes Wikia (History) & David E. Martin (Stats)
Mercury: Marvel Database, Comic Vine (history),
& David E. Martin (Stats)
Mermazons: MajorTomSawyer (History & Stats)
Monsters from the Mirror: Comic Vine (History),
& David E. Martin (Stats)
Mosquito Men: Marvel Database, Comic Vine
(history), & David E. Martin (Stats)
Neo: Marvel Database (History) & David E. Martin
(Stats)
Neptune: Marvel Database (History) & David E.
Martin (Stats)
Onees: Marvel Database (History) & David E.
Martin (Stats)
Otherworld: Marvel Database, The Appendix to
the Handbook of the Marvel Universe (History) &
David E Martin, MajorTomSawyer (Stats)
Outcasts: MajorTomSawyer (History) & David E.
Martin (Stats)
Paratwa: Andrew Lee, Roy Cowan, John
Colagioia, Sbastien Andrivet, & Eric
Pellucidar: Public Domain Super Heroes Wikia
(History) & David E. Martin (Stats)
Phantoms: Marvel Database (History) & David E.
Martin (Stats)
Pixies: Marvel Database (History) & David E.
Martin (Stats)
Plasma Wraiths: MajorTomSawyer (History), &
Wouter Vlemming (Stats)
Possessors: MajorTomSawyer (History) &
MajorTomSawyer, David E. Martin (Stats)
Rigel-3: Marvel Database (History) & David E.
Martin (Stats)
Sagittarius: Marvel Database (History) & David E.
Martin (Stats)
Sakaar: Marvel Database (History) & David E.
Martin (Stats)
Saturnians: Marvel Database (History) & David E.
Martin (Stats)
Satania: Marvel Database (History) & David E.
Martin (Stats)
Seaweed Creatures: Public Domain Super Heroes
Wikia (History) & David E. Martin (Stats)

188

Scorpio: Marvel Database (History) & David E.


Martin (Stats)
Scorpius: Marvel Database (History) & David E.
Martin (Stats)
Sharkmen: Public Domain Super Heroes Wikia
(History) & David E. Martin (Stats)
Shark People: Marvel Database (History) & David
E. Martin (Stats)
Sidri: Wikapedia (History), & Wouter Vlemming
(Stats)
Solanoids: Public Domain Super Heroes Wikia
(History) & David E. Martin (Stats)
Spineless Ones: Marvel Database (History), &
Wouter Vlemming (Stats)
Starks: Marvel Database (History) & David E.
Martin (Stats)
Stonebacks: Public Domain Super Heroes Wikia
(History) & David E. Martin (Stats)
Sunev: Marvel Database (History) &
MajorTomSawyer (Stats)
The Builders: Marvel Database (History), & David
E. Martin (Stats)
The Homelands: DC Database (History), & David
E. Martin (Stats)
Titan Eternal: DC Writeups - An individual author
was not credited (History & Stats)
Tor-O-Don: Rod Hunsicker & Sbastien Alexandre
Andrivet (History & Stats)
Tyclosians: Marvel Database (History) & David E.
Martin (Stats)
Uncara: Marvel Database (History) & David E.
Martin (Stats)
Venus: Marvel Database (History) & David E.
Martin (Stats)
Volta: Public Domain Super Heroes Wikia,
Wikapedia (History) & David E. Martin (Stats)
White Apes of Barsoom: Public Domain Super
Heroes Wikia (History) & David E. Martin (Stats)
Zarko: Marvel Database (History) & David E.
Martin (Stats)
Zutarians: Public Domain Super Heroes Wikia
(History) & David E. Martin (Stats)

Appendix
Character Origins Chronomancer
Optional Ways to Round Out Your Character
Legion of Heroes PBEM HomePage & Coalition
Sourcebook I

189

Golden Age and More

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