Januari Comics
[Heroes For Hire #7] [Thunderbolts #10] [Thunderbolts #11]
This time only the stats for the Thunderbolts and HFH issues (even one feb issue).
The stats and summaries of HFH and Thunderbolts were again send to me by Krisbab@aol.com. Thanks.
Heroes for Hire #7
Summary: Ghaur calls off the attack of his Deviants, and the team, as
it is splits up. White Tiger reveals she is a creation of the High
Evolutionary and offers to lead Thenna there for protection of her twins.
Sersi has other things to attend to but teleports Iron Fist, Luke Cage, Black
Knight, and Ant Man to the Oracle Atlantean sub. Once there Jim Hammond calls
and reveals that Scott Lang's daughter, Cassie, has accidentally activated the
Super Adaptoid and her mind was also absorbed. They tell Jim they are still
several hours away, so he calls in the Thunderbolts.
The Thunderbolts arrive and attack but the Super Adaptoid mimics them in their
Masters of Evil IV guises! Citizen V decides the only way to quickly end this
problem is kill Cassie. However the Heroes for hire arrive soon enough to
prevent this. The two teams working together, with Cassie defeat the Super
Adaptoid and the day is won. The Thunderbolts take the Super Adaptiod and gloat
to the media... making H4H suspicious.
WHAT'S NEW!!!
First! Black Knight can apparently absorb ALL energy types into his shield...
even sonics. Next, it is revealed the White Tiger is a creation of the High
Evolutionary... a knight of Wundagore. I have added PILOT, the atlantean sub
driver and the requirements to creating Atlantean characters.
Black Knight
(Dane Whitman)
F - Rm(30)
A - Ex(20)
S - Gd(10)
E - Gd(10)
R - Gd(10)
I - Ty(6)
P - Ty(6)
Health: 70
Karma: 22
Resources: Ex
Popularity: 40
Known Powers:None
Equipment:
1. Elven Armor:
Gives EX rank protection from Physical attacks.
2. Shield Of Night:
Made of CL1000 material. It can absorb 80 points of damage per turn if used as
a defensive weapon an reduces slam/stun results against him by -4CS! Falling
damage can also be absorbed. As a special ability it can also absorb energy
attacks (including sonics) up to UN rank and rechannel it (through the sword
of light) to a different target (the energy remains unchanged). An endurance
roll must be rolled by the weilder or be fatigued for 1-5 turns.
3. Sword Of Light:
Made of CL1000 material. It causes RM edged damage in combat and will fire
energy absorbed by the shield of night as a bolt of force with a 3 area range.
4. Necklace:
When Black Knightspeaks the word Avalon it causes the above three items to
vanish to be replaced by a necklace. All he need do to return his equipment is
again say Avalon.
Talents: Weapon Specialist- Sword, Horsemanship, Genetics, Physics, Repair/Tinker
Contacts: Avalon, Dr. Strange, Avengers, Heroes for Hire, Crystal, Sersi,
Ultra Force
ATLANTEANS
The Atlanteans are more exactly the race of Homo Mermanus, a water breathing
branch of humanity. They all possess gills in the neck. They have stayed
fairly tue to thier genes and may breed with surface dwellers if desired. The
result is a pink skinned hybrid not detailed here. Atlantean's political and
technical outlooks mirror that of Caesar's Rome.They are hunter/ gatherers
with limited science skills. What high technology they have they have learned
from the Deviants of Lemuria.
CREATING ATLANTEAN HEROES: Treat them as off humans (Humanoid Race) and roll
abilities as normal on column 5. They may also raize one ability by one rank.
Starting resources are limited to POOR and only one contact is allowed at the
beginning of play... Atlantis! They also have only three powers. Water
Breathing, Water Freedom, and Hyper Swimming.
Pilot
F - Ty(6)
A - Gd(10)
S - Gd(10)
E -Gd(10)
R - Gd(10)
I - Ty(6)
P - Ty(6)
Health: 36
Karma: 22
Resources: Pr
Popularity: 0
Known Powers:
1.Water Breathing:
This power is permanant... in fact, pure Atlanteans cannot breathe air! The
pilot can breathe water normally (salt water preffered). There is a bonus
weakness with this power. The Atlanteans are -1 CS to resist heat or arid
conditions/ attacks. Also damage done by such conditions is considered 1 rank
higher.
2. Water Freedom:
This ability is due to the Atlanteans numerous body adaptations. They can move
through water as we do through air. This is due to great muscle strength and
if out of water you should consider both Strength and Endurance both +2 CS,
but due to other concerns agility drops -2 CS.
3. Hyper Swimming: PR,
Atlanteans can swim very quickly, and due to water freedom powers they also do
not slow down based on depth underwater. He can tow things of equal buoyancy
in his wake at -1 CS speed, the weight of which is determined by his
strength.
Equipment:
1. Water Breathing System:
Usually used in conjunction with a suit of armor that provides EX protection
from Physical and Energy attacks. The helmet encompases the head and neck
(thus gills) and will recycle water for several days before it needs
servicing. It grants the wearer normal vision also.
Talents: Aquatic Combat, Pilot, Repair/ Tinker,
Contacts: Atlantis, Oracle Inc., Namor
VILLIAN
Super Adaptoid
F - Ty
A - Ty
S - Ty
E - Ty
R - Ty
I - Ty
P - Ty
Health: 150
Karma: varies
Resources: N/A
Popularity: 0
Known Powers:
1. Imitation: ShZ,
He has the ability to match the appearance and abilities of any chosen being.
However, if it ever uses the abilities or powers of more than one being then
it's coloration becomes kelly Green.
2. Power Duplication: ShZ,
Can duplicate the powers of any being. It can store and utilize the data on up
to eight beings.
WEAKNESS:
If the Super Adaptoid uses the abilities or powers of more than 2 beings in
the same round or simultaneously, it is rendered innert and may loose those
powers. All powers require touch to work. The adaptoid's primary progamming
makes it obsessed with the destruction of both Captain America and the
Avengers.
Talents: as being imitated
Contacts: Heavy Metal, AIM
Thunderbolts #10
Summary: In the joyous wake of the Heroes Return, the Thundrbolts are
granted a Paragon level clearance. Suddenly, before the press, G.W. Bridge
breaks in with SHIELD to arrest them for crimes commited as the Masters of
Evil. Citizen V prooves himself a master tactician here as his team
excapes...leaving Jolt who flees. The team splits and heads for the HQ and
must face off against many heroes... including Hawkeye, Spiderman, Daredevil,
and the New Warriors. Once together Baron Zemo II replaces Citizen V. They
excape in a jet and Jolt is a stow away. As they leave Zemo blows up 4
Freedoms Plaza.
WHAT'S NEW!!!
First Techno's robot form has a new power just revealed in this issue...
ROCKET (Ex(20)) as detailed in the UPB. Also Turbo seems to be with the New Warriors in
this issue. The Thunderbolts all now have a -20 popularity due to revealations
that they are the Masters of Evil. Finally... the Heroes are back!!!
NEW WARRIORS
The New Warriors lost their book about the time of Onslaught and have only
been a background feature. Turbo is the only new appearance here.
Turbo
Mickey (female)
F - Gd(10)
A - Gd(10)
S - Ty(6)
E - Ex(20)
R - Ty(6)
I - Gd(10)
P - Ty(6)
Health: 46
Karma: 26
Resources: Pr
Popularity: 10
Known Powers:
None.
Equipment:
1. TorpedoSuit- This is the suit of armor worn by the Torpedo. It reacts
better with Mickey than it does with it's male wearer. It has the following
powers. No ability adjustments.
*Body Armor- Rm vs. physical attacks. UN vs. all energy attacks.
*Flight- Was beleived MN flight but has recently shown the top air speed as ShZ.
*Power Punch- Using the turboes she punches for IN damage.
*Cosmetics- The suit is self cleaning but will at Mickey's will alter color.
2. Visor- The visor originally granted only protection for the eyes and ears
from flight. It has been altered to also serve as an energy analyser
(including infrared) and can detect the presence of exotic or alien energies.
This gives a TY rank detection ability for finding Mutants or shapechanging
aliens.
Talents: Student, Journalism, Martial Arts A,B
Contacts: Turbo (Male): Mike, New Warriors, Spider-Man
S.H.I.E.L.D.
G.W.Bridge
F - Rm(30)
A - Ex(20)
S - Ex(20)
E - Rm(30)
R - Ex(20)
I - Rm(30)
P - Ex(20)
Health: 100
Karma: 70
Resources: Ex
Popularity: 6
Known Powers:
None.
Equipment:
G.W. Bridge has access to all S.H.I.E.L.D. owned weaponry and
equipment. However, the following pieces are to be considered Part of him as
standard.
** Colt Auto (.45)
S.H.I.E.L.D. issue handgun with Range 3 areas, Damage 20pts/burst, ROF 1
burst/round, Ammo 6 bursts/clip, EX rank material strength.
** Plasma Blaster (5mm)
S.H.I.E.L.D. issue blaster with Range 7 areas, Damage 20 pts energy or force,
ROF 1/rd, Ammo 10/ powerpack, EX rank material strength.
** S.H.I.E.L.D. Uniform (standard)
Invented by Levine and others, this suit is worn by agents of S.H.I.E.L.D.
It's 9 ply kevlar Type C beta cloth provides TY protection from physical
attacks and EX protection from energy attacks (not including cold). It also
has the following...
* Shoulder holster- Holds the .45 Colt Auto
* Hip Holster- Holds the 5mm Blaster
* Left front Belt pouch- Secure radio link pocket computer. (UN reason)
* Seam of Belt- Flexible saw, EX cutting ability.
* Watch- 20' garrotte reel.
* Boot Sheath- Thowing blade, Range 3 areas, EX material, GD edged damage.
* Right Front Pouch- 1 flare( TY light in 1 area), 3 grenades (player's choice)
Talents: Martial Arts (A, E), Marksmanship, Military, Detective/Espionage,Leadership.
Contacts: Wild Pack (Cable's), S.H.I.E.L.D.
Thunderbolts #11
Summary: It has been weeks since the Thunderbolts blew up 4 freedom's
Plaza and excaped capture. Suddenly, all over the world, the military forces
are mentally controlled for the rule of ZEMO! The Avengers and Fantastic Four
are at a loss. Meanwhile... high above in an abandoned A.I.M. satellite, the
Thunderbolts hide. From here Zemo and Techno have used the BIO-Modem to
conquer 36 countries so far. Jolt tries to talk a few into being heroes again
but only manages to split the team. (Songbird, Jolt, Mach1, and Moonstone
against the rest) It is a battle royale but in the end the 'goodguys' loose,
with only Moonstone standing. That is when the heroes arrive (Human Torch,
Thing, Mr. Fantastic, Invisible Woman, Captain America, Iron Man, Thor, Giant
Man, Wasp, Hawkeye, Scarlett Witch, and Quicksilver) Moonstone thinks she is
saved until she realizes...Zemo controls them too!
WHAT'S NEW!!!
The Thunderbolts all now have a -20 popularity due to revealations that they
are the Masters of Evil. Finally... the Heroes are back!!! Also we have Zemo's
new Bio- Modem to contend with. Also... for the time being the Popularity of
the Avengers and Fantastic Four is raised by 20 points.
Wasp
Janet Van Dyne
F - Ex(20)
A - Rm(30)
S - Gd(10)
E - Ex(20)
R - Gd(10)
I - Rm(30)
P - Ex(20)
Health: 80
Karma: 60
Resources: Ex
Popularity: 50
Known Powers:
1. Size Manipulation- IN(40),
Shrinking Only. Now human again, Janet can shrink with IN ability down to 1/2
inch. tall. She retains all her other powers only between this 1/2 inch and 48
inches in height. When she shrinks small wings grow from her back. While small
she is +2 CS to fight larger opponents and is -2 CS to be hit by them.
2. Winged Flight- PR(4),
She can fly at Poor air speeds (4 areas/rd) and can fly at any size below 48
inches. She cannot carry extra weight.
3. Enhanced Abilities-,
Her strength is raized by +1 CS in her smallest size but her health does not
change.
4. Insect Communication- TY(6),
She can communicate with all insectoid life with TY ability/range. She can
also command them.
5. Wasp Sting- RM(30),
Triggered by her shrinking, she can fire bio-electric energy up to 1 area away
at RM damage. This is from her hands.
Talents: Business, Martial Arts D, Airborne Combat (+1 CS), Leadership, Fashion Design.
Contacts: Avengers, Giant Man.
Iron Man
Tony Stark
F - Ty(6)
A - Ty(6)
S - Ty(6)
E - Ty(6)
R - In(40)
I - Ex(20)
P - Ty(6)
Health: 24
Karma: 66
Resources: Rm
Popularity: 35
Known Powers:
None.
Equipment:
1. Ironman Suit Mark IX:
This suit is the most recent. As of yet the suit has shown us little different
from it's predecessor save appearance... we anxiously await to be proven in
error. It's Powers are.
* ABILITY ENHANCEMENT: all physical abilities are enhanced as follows... Fi
+3(RM), Ag +3 (RM), St +6 (AM), En +6 (MN).
* ANTI- THEFT DEVICE: Attempts to copy or dismantle the suit causes it to
detonate in 2 rounds for IN damage to all in 1 area.
* BODY ARMOR: It is made of RM strength material reinforced by a forcefield
for a total protection of AM vs. physical and energy.
* ECM: The armor has RM invisibility to radar and sonar.
* Electro- Magnetic pulse: The EMP shuts down all electrical devices (and all
but iron Man's life support/sensors) in 1 area for 6 minutes.
*ENERGY ABSORBTION: He can absorb up to 300 points of energy for weapons
systems, raising them to MN for one round. He can absorb incoming attacks on a
yellow feat or better (UN column)
* FLIGHT: He flies at EX speed (50 areas/round) in clear flightpaths.
* FORCEFIELD: He can cancel all power to weapons to feed this power for MN
protection.
* MAGNETISM: He can magnetically control metal items at IN ability.
* PLASMA BOLTS: These force bolts gain 7 points force damage per area
travelled through. Max range 15 areas for 100 points.
*PROTECTED SENSES: RM protection against sound and light. Blindness only lasts
1 round max.
* REPULSERS: His primary weapons. AM force damage... range 10 areas.
* SENSORS: IN rank radar/sonar/electrical systems to detect objects, radio
waves, etc.
*UNIBEAM: Chest beam has a 3 area range for all effects.
** Heat Beam (IN)
** Laser (AM)
** Light Beam (RM)
** Tractor Beam (RM)
** Holographic Projector (GD)
Talents: Bionics, Buisiness, Cybernetics, Electronics, Engineiring, Weapon Design.
Contacts: Avengers, Maria Stark Foundation, James Rhodes.
New Items
BIO-MODEM
Created by Techno and Baron Zemo II
Copied from a system used to control the Thunderbolts once before (Siderman
Team up # 7) The revised bio-modem was uploaded into the military computers of
the world. It is activated by visual stimuli on the computer sceen. The power
is as follows.
* MIND CONTROL (UN)
Any being who looks upon a terminal running this virus must instantly roll to
resist mind control and may NOT spend Karma to enhance the roll (after all it
mesmerized the fantastic four AND Avengers). Any being who fails the roll will
now willingly obey the dictates of the initiator (In this case Zemo). The
effects can be resisted (again with a roll) only over time or in high stress
situations like Guilt or combat.
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