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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