The Ultimate Origins Book - Golden Age and More
The Ultimate Origins Book - Golden Age and More
The Ultimate Origins Book - Golden Age and More
- MTS
II
III
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
---
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
IV
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
Page 1
Page 6
Page 7
Page 9
Page 11
Page 12
Page 15
Page 17
Page 18
Page 19
Page 20
Page 22
Page 23
Page 26
Page 27
Page 28
Page 29
Page 30
Page 31
Page 33
Page 35
Page 37
Page 38
Page 39
Page 41
Page 42
Page 43
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
Page 74
Page 75
Page 76
Page 81
Page 83
Page 85
Page 86
Page 87
Page 89
Page 90
Page 91
Page 92
Page 93
Page 94
Page 97
Page 98
Page 99
Page 107
Page 108
Page 112
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
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
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
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
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
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
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
F
Gd
8
A
Ex
16
S
E
R
I
Gd
Ex
Ex
Gd
8
16
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
Resistance to Cold: Ex 16
Talents: Survival
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
Amazar
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.
Typical Amazite
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
10
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
12
13
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
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
15
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
16
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
17
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.
F
*
A S E
R
I
P
* * * Gd 10 Gd 10 Gd 10
Health: Special Karma: 30
18
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
19
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:
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
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
22
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
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
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
24
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
Typical Bem
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
26
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
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
28
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
29
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
30
31
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.
32
33
Typical Cathexis
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
34
35
Typical Chitauri
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.
36
Typical Clawite
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
37
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.
38
39
The Elixir
History
Typical Undercloak
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
F
Gd
8
A
Gd
8
S
E
R
I
Rm
Gd
Ty 5 Ty 5
26
8
Health: 50 Karma: 15
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
P
Ty 5
Quotes
Threat assessment directory Exiles subject
code Deadeye - searching Supernormal
ability: extreme proficiency with ranged
weapons. Engage immediate countermeasures.
41
Typical Cyber-Sidhe
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
42
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
Typical Brain-Lord
Typical Synthopoid
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
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
44
Typical Deaglos
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
45
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
46
Typical Descendant
47
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.
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.
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
48
Typical Vampiri
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
49
Cortexin
Bio-Restorative Formula
50
Powers
Gingold
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
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
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.
52
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
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
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
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
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.
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.
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.
56
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.
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
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
58
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.
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.
60
Effect
Permanent after one dose.
Requires Boosters
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
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
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.
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.
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
63
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
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.
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
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
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
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.
66
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
67
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
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.
69
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
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
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
70
Typical Half-Man
71
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
Powers
The Ice People are resilient to the cold.
72
Typical Imagion
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
73
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
74
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
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
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
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
Characteristics:
Typical Dragon-Man
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
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
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
81
Siege of Darkness
Typical Lilin
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
82
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
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.
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
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
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.
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
86
Typical Lunezon
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
87
Typical Mooniac
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
88
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
Typical Mercurian
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
90
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
91
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
92
93
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
94
95
Typical Neo
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.
96
Typical Neptunian
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
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
97
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.
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.
98
99
Elves
Faerie
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.
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
Typical Elf
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
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
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
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
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
104
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
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
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
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.
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
108
109
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
110
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
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,
112
Typical Mahar
Typical Sagoth
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
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
114
115
Typical Phantom
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
116
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.
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
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.
118
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.
119
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
120
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
Bonus
+1CS
+1CS
+1CS
+1CS
121
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
Typical Parasite
Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
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
Physical Stats
These are the stats of the Parasite itself.
Die Roll
01-40
41-85
86-99
00
Rank
Fb 1
Pr 3
Ty 5
Gd 8
Modifier to all
Physical Stats
-2CS
-1CS
No Changes
122
Powers
History
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
Typical Rigellian
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
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
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
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
126
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.
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
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
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
128
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
Typical Saturnian
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
130
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.
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
Powers
The Scorpeople tails are equipped with a
poisonous stinger. In small doses the poison can
131
Typical Scorpius
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
132
133
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.
134
135
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
Typical Sharkman
Rank
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
136
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
Typical Solanoid
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
138
139
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
140
141
Typical Stark
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
142
Typical Stoneback
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
143
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
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
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
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
Typical Aleph
Typical Abyss
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.
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
148
Typical Caretaker
Typical Curator
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
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.
Typical Gardener
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
150
151
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
Typical Fable
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
152
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
Typical Tor-o-don
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.
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
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
Typical Tyclosian
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
156
Typical Uncarian
157
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
Humanoids
158
Typical Venusian
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
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.
Typical Voltaman
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
160
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
161
Typical Zarkon
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
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
162
Typical Zutarian
Initial Score
Fb 1
Pr 3
Ty 5
Gd 8
Ex 16
Rm 26
In 36
Am 46
Mn 63
163
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
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
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
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
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
Country
England
Wales
Scotland
North Ireland
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
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
169
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
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"
Female
85-109lbs
110-140lbs
141-160lbs
160-180lbs
181-220lbs
Male
90-149lbs
150-180lbs
181-200lbs
201-220lbs
221-250lbs
Result
17-19
20-25
26-28
29-31
32-36
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.
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.
172
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
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.
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
174
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
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 .
Die Roll
1-50
51-00
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.
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:
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
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
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
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
182
183
184
185
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
188
Appendix
Character Origins Chronomancer
Optional Ways to Round Out Your Character
Legion of Heroes PBEM HomePage & Coalition
Sourcebook I
189