marvel super heroes (classic) - realms of magic 3 - codex of characters and creatures

Upload: senilelarry

Post on 02-Jun-2018

241 views

Category:

Documents


2 download

TRANSCRIPT

  • 8/10/2019 Marvel Super Heroes (Classic) - Realms of Magic 3 - Codex of Characters and Creatures

    1/16

    REALMS OF MAGICBook 3: CODEX OF CHARACTERS AND CREATURES

    by Kim EastlandPDF Version 1.0

    TABLE OF CONTENTS

    INTRODUCTION .............................................................1BARON MORDO.............................................................2

    BROTHER VOODOO ......................................................2CLEA ..............................................................................3DIABLO ..........................................................................4DOCTOR DOOM.............................................................5DOCTOR DRUID.............................................................4DOCTOR STRANGE .......................................................6DORMAMMU..................................................................7

    DSPAYRE .......................................................................8MAGIK.............................................................................8

    MORGAN LE FEY ...........................................................9NIGHTMARE...................................................................9SHAMAN AND TALISMAN................................10 and 11SILVER DAGGER ..........................................................12UMAR............................................................................12MAGICAL CREATURES..............................13 through 16

    INTRODUCTION

    This book is protected under the copyright laws of the United States of America. Any re production orother unauthorized use of the material or artwork contained herein is prohibited without the express written consent of TSR, Inc. and the Marvel Comics Group, Distributed to the book trade in the United States by Random House Inc. and in Canadaby Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors.

    The names of characters used herein are fictitious and do not refer to any persons living or dead. Any descriptions including similarities to persons living or dead are mere lcoincidental. All Marvel characters, and the distinctive likenesses thereof are trademarks of the Marvel Comics Group.

    TSR, Inc.PRODUCTS OF YOUR IMAGINATION

    TSR, Inc.

    POB 756

    Lake Geneva, WI 53147

    ISBN 394-55423-XTSR1200

    6870XXX1903

    Hail, persistent seeker of the arcane arts,and welcome to the third and final bookletof REALMS OF MAGIC: The Codex ofCharacters and Creatures. The contentsof this booklet offer mages and monsters

    that are ready to be included in an alreadyexisting game campaign, or that can actas guidelines for future generated crea-tures or conjurers.

    Authors notes: The listing of all of thepowers of a magic wielding hero requiresmore space than is available. Therefore,the following character descriptions aredifferent from ones that have appeared

    previously in Marvel game adventures.Characters in this booklet are listed withtheir mastery level, the spells they mostoften employ and their power rank. If amore detailed description of any particularspell is desired, consult Book 1 for normal

    powers or Book 2 for DimensionalEntreaty powers or miscellaneous spells.

    The given background and magical abili-ties are guidelines, indicating what might

    be available to a particular character. TheJudge or player should fill in the remainingpowers available until the charactersmaximum is reached.

    Some Marvel characters have uniquespells or abilities that are not explained inBook 1 or Book 2. These spells are notavailable to other characters and areexplained in this book.

    C e rtain major characters within theMarvel Universe have group spells. Thesespells are a combination of lower spellsand are explained in detail in Book 1. Anasterisk (*) denotes these spells.

    Although dozens of other magic wieldingcharacters have appeared over several

    decades in Marvel adventures, the characters listed here are the major magiwielders of the Marvel Universe. ThJudge should base the creation of newNPCs (non-player characters) on the infor

    mation provided with similarly levelecharacters listed in this book.

    The true difference between one disciplor master and another is in what powereach has and what school of magic he fol

    lows. Although the powers vary greatly fromone adventure to another, the school o

    magic and the entities he calls on remain thsame. Baron Mordos abilities, for exampleare fairly typical of other masters, but it is hiobsessions, greed, evil, and connectionthat set him apart from others on his level. I

    short, it is his personality that makes him diferent. To help you in reproducing or creat

    ing a new character, the mastery levels ar

    listed in Book 2.

  • 8/10/2019 Marvel Super Heroes (Classic) - Realms of Magic 3 - Codex of Characters and Creatures

    2/16

    BARON MORDOKarl Amadeus MordoSorcerer

    Fighting: TYPICALAgility: TYPICALStrength: TYPICALEndurance: REMARKABLEReason: GOODIntuition: REMARKABLEPsyche: AMAZING

    Health: 48Karma: 90

    Resources: TYPICALPopularity: -5

    Powers:

    Mastery LevelMaster of Chaotic MagicAfter intense study and an apprenticeship

    under the Ancient One, Baron Mordo hasaccess to most magical powers and spells,including those of the Vishanti. He has minimumen e rgy use for spells used for non-evil pur-p o ses. The following are magical abilitiesalways available to him.

    Personal

    ASTRAL PROJECTION: (Monstrous)SHIELDINDIVIDUAL: (Amazing)

    TELEPATHY: (Unearthly)

    All other Personal spells he may use are of anIncredible power rank.

    Universal

    CONJURE: (Incredible)ELDRITCH BEAMS/BOLTS: (Amazing)

    MESMERISM: (Monstrous)NECROMANCY: (Incredible)

    Mordo can create zombies from the dead,as he once did with Lord Phyffe. These zom-bies stats are:

    F A S E R I PGd Ty Gd Pr N/A N/A N/AHealth: 30Karma: N/A

    Zombies can either slugfest or use hand-heldmelee weapons. Mordo must make a powerrank FEAT roll for every zombie he animates.

    TELEPORTATION: (Unearthly)All other Universal spells he may use are of anAmazing power rank.

    Dimensional

    DEMONS AND CHAOS: (Monstrous)

    DENAK: (Monstrous)IKONN: (Amazing)MABDHARA: (Amazing)SATANNISH: (Amazing)VALTORR: (Incredible)All other Dimensional powers he may use are ofan Amazing power rank.

    Miscellaneous SpellsAll Miscellaneous spells he may use are of anIncredible power rank.

    Background: Karl Mordo became interested inthe occult at an early age and as an adult stud-ied in Tibet under the Ancient One. During histenure as a disciple, Baron Mordo met andbecame a rival of Doctor Strange. Mord obelieves that he would have become the

    Sorcerer Supreme of the Earth dimension whenthe Ancient One passed on, if Strange had notentered the picture. Mordo is obsessed withdestroying Doctor Strange and will go to almostany lengths to do so. Mordo has been a minionof Dormammu.

    2

    BROTHER VOODOOJericho DrummHoungan (voodoo priest)

    Fighting: TYPICALAgility: GOODStrength: TYPICAL

    Endurance: EXCELLENTReason: EXCELLENTIntuition: EXCELLENTPsyche: AMAZING

    Health: 42Karma: 90Resources: TYPICALPopularity: 30 in Haiti

    0 anywhere else

    Powers:

    Mastery LevelVoodoo Master

    Personal

    TRANCE-IMMUNITY TO FIRE: (Automatic)

    SUMMON: (Monstrous)Brother Voodoo can summon the spec-

    ter of his deceased brother, Daniel, from itsdwelling place within Brother Voodoos body.By doing so he increases his Strength toExcellent and his Health to 56. He can alsosend his brothers spirit form, like an astralform, to inhabit other peoples bodies (treatas a full Mental Control of Monstrous powerrank). The hosts body, however, must bealive and cannot already be inhabited by aforeign spirit.

    A person inhabited by Daniels spirit isunder Brother Voodoos control and capableof performing any number of complex activ-

    ities. No known time limit exists whichrestricts how long Daniel can remain outsidehis brothers body. When Daniel ceasesinhabitation of a person other than hisbrother, the host may suffer disorientation,nausea ortrauma. Disorientation involves a

    1 CS to the hosts Fighting, Reason, andPsyche abilities for 1 to 10 rounds.All other Personal spells he may use are of anExcellent power rank.

    Universal

    MENTAL CONTROL-LIMITED: (Remarkable)MESMERISM-ALL ANIMALS: (Monstrous)

    Only one creature at a time.MESMERISM-PLANTS: (Remarkable)

    Only one plant at a time.NATURE CONTROL-FIRE: (Incredible)

    VAPORS-OBSCURITY: (Remarkable)B rother Vo od o o s obscuring vapors,

    appearing in the form of smoke, are alwaysaccompanied by the sound of voodoodrums. This sound has a disorienting effect

    on others (Fighting, Reason, and Psycheabilities all suffer a 1 CS in the area of thispower).

    Talents: Jericho Drumm, a professional psy-chologist, and has Incredible Reason in mattersof the human mind and mental state.

    Background: Jericho Drumm is the brother ofDaniel Drumm, former Haitian houngan whowas killed by Damballah, the voodoo serpent-god. Before he died, Daniel made his brothervow to follow in his footsteps. Drumm gave uphis practice and learned the arts of the hounganfrom Papa Jambo.

    Having vanquished Damballah and his cult,Brother Voodoo is now established as Haitishoungan supreme and champion of the land.

  • 8/10/2019 Marvel Super Heroes (Classic) - Realms of Magic 3 - Codex of Characters and Creatures

    3/16

    CLEAFormer Disciple of Doctor StrangeRuler and Sorceress Supreme of the DarkDimension

    Dark EarthDimension Dimension

    Fighting: EXCELLENT GOODAgility: EXCELLENT GOODStrength: REMARKABLE EXCELLENTEndurance: REMARKABLE EXCELLENTReason: EXCELLENT GOODIntuition: AMAZING INCREDIBLEPsyche: UNEARTHLY AMAZING

    Health: 100 60Karma: 170 100Resources: MONSTROUS TYPICALPopularity: 70 5

    Powers:

    Mastery LevelSorceress Supreme in the DarkDimension, Master in the Earth Dimension

    Clea has access to most magical powers andspells in her own dimension. She has studiedunder Doctor Strange and knows the Vishantispells. The following are magical abilitiesalways available to her.

    Note: The power ranks of Cleas spells listedbelow are for the Dark Dimension. Outside thisdimension she suffers a 1 CS unless other-wise indicated.

    Personal

    ASTRAL PROJECTION: (Monstrous)SHIELDINDIVIDUAL: (Amazing)TELEPATHY(Unearthly)

    Upon desire, Clea can telepathicallyappear to all of her subjects, or telepathicallycontact characters in other dimensions.

    All other Personal spells she may use are of anAmazing power rank.

    Universal

    BARRIER: (Unearthly)

    As ruler of her realm, Clea constantlydraws power from the Dark Dimension tomaintain the Unearthly strength barr i eraround the dwelling place of the MindlessOnes (see their description in the Creaturessection of this booklet).

    CONJURE: (Amazing)MATTER REARRANGEMENT: (Unearthly)NATURE CONTROL-ALL: (Unearthly)

    With a great deal of concentration, Cleacan control the physical appearance of herdimension. She can level mountains andcreate seas.

    ELDRITCH BEAMS/BOLTS: (Amazing)TELEPORTATION: (Monstrous)

    All other Universal spells she may use in theEarth or Dark Dimension are of a Monstrous

    power rank. In other dimensions her Universalmagical abilities are of an Amazing power rank.

    Dimensional

    DIMENSIONAL APERTURE: (Amazing)FALTINE: (Monstrous)RAGGADORR: (Monstrous)VISHANTI: (Unearthly)All other Dimensional powers she may use areof an Incredible power rank.

    Miscellaneous Spells

    All Miscellaneous spells she may use are of an

    Incredible power rank.

    Talents: Clea has been trained in the martiarts. She can Stun and Slam opponents ogreater Endurance than her Strength.

    Background: Clea is the daughter of Umar, member of the extradimensional Faltinian raceand of Prince Orini, the son of Oinar, ruler of thDark Dimension before Dormammu. Clea waraised by Orini, and, until recently, only Umaand Orini knew that Umar was Cleas mother.

    Clea befriended and aided Doctor Strange ohis first journeys into the Dark Dimension, as

    Strange engaged in battle with the dreaded Dormammu. The comradeship of Clea and Strangled to their failing in love. Attempting to escapthe vengeance and manipulations of Domammu and Umar, Clea went to live with DoctoStrange on Earth, where she was his lover andisciple. The current status of their relationshiis unknown.

    Clea eventually returned to her dimension tlead a rebel force against the tyrannical UmaWith the aid of Doctor Strange, the rebebested Umars forces. Clea defeated Umar ipersonal combat and, by the peoples consenbecame ruler and Sorceress Supreme of thDark Dimension.

    The mystical flames of regency, once belonging to Dormmamu and Umar, and indicating th

    peoples acceptance of the bearers leadershipnow burn about the head of Clea.

    The full range of Cleas mystical abilities hayet to be seen, but Clea is believed able to perform any magical feat available to her mentoDoctor Strange or her mother Umar. Cleas abities, however, are limited by her experience antraining.

    The rate at which Clea ages is unknownSome claim that she is thousands of years oldp hy s ic a l l y, however, she remains a younwoman.

  • 8/10/2019 Marvel Super Heroes (Classic) - Realms of Magic 3 - Codex of Characters and Creatures

    4/16

    DIABLOEsteban DiabloCriminal and Alchemist

    Fighting: GOODAgility: TYPICALStrength: TYPICALEndurance: GOODReason: REMARKABLEIntuition: TYPICALPsyche: EXCELLENT

    Health: 32Karma: 56Resources: GOODPopularity: -10

    Powers:

    Mastery LevelMaster of Scientific MagicDiablos powers stem entirely from a huge

    arsenal of alchemical potions and pellets that hemystically concocts. His entire costume is linedwith hidden pockets where he keeps theseitems that simulate magical effects.

    Alchemy Items

    ALTERATIONAPPEARANCE POTION:(Incredible)

    With this potion, Diablo can make theflesh of his face and body pliable and he canchange his human form into a nervelessprotoplasm In protoplasmic form, Diablosuffers no damage from energy attacks andonly half damage from physical attacks.

    ANIMATE POTION: (Remarkable)When poured on an inanimate object, the

    object comes alive, and Diablo controls the

    abilities and actions of the new life form as ifusing an Animation spell.EMOTION CONTROL POTION: (Excellent)

    When a character drinks this potion, Dia-blo controls the character as if he wereunder the Emotion Control spell.

    EXPLOSIVES: (Incredible)These non-magical potions or pellets can

    be thrown up to 1 area away and act as highexplosive grenades.

    LONGEVITY POTION:Although centuries old, Diablo retains the

    vitality of a man in his late 30s by occasion-ally drinking this potion.

    MATTER REARRANGEMENT POTION:(Amazing)

    This potion makes temporary molecular

    transmutations, allowing, for instance, forthe transformation of stones to feathers. Dia-blo controls the activities of this new mass asif using the Matter Rearrangement spell.The effect has a duration of 10 rounds.

    MENTAL CONTROL PELLET. (Remarkable)A pellet that gives Diablo control over a char-

    acter as if using the Mental Control spell.

    METABOLISM POTION: (Remarkable)A character drinking this potion can slow

    down his metabolism as if using the Per-sonal spell Trance.

    NATURE CONTROL POTION: (Incredible)This rare potion, that gives Diablo this Uni-

    versal magical ability, can only control one ofthe basic elements and no more than onepotion can be used at a time.

    NERVE GAS PELLET: (Excellent)This gas covers two areas.

    RESIST DEATH POTION: (Incredible)This potion, when drunk, allows a dying

    person to resist death for a short time. Theeffect is the same as the Universal spellVapors-Resist Death.

    SLEEPING POTION: (Incredible)This potion acts as the Miscellaneous

    spell Mists of Morpheus.

    Talents: Diablo is the worlds foremost alche-mist. His Reason in pharmacy is Amazing andIncredible in chemistry.

    Background: Diablo was born in early NinthCentury Spain. At a young age he became inter-ested in alchemy and within a decade was theworlds greatest living authority in the field.Later, he moved to Transylvania and, with thepowers of his magical alchemy, began a tyranni-cal reign of terror. He was eventually trapped

    and entombed by the local populace and heremained that way until the Twentieth Century,when he gained mental control over the Thing,who set him free. The Fantastic Four continue tobe Diablos most frequent opponents.

    4

    DOCTOR DRUIDAnthony DruidPsychiatrist, Occult Expert, Mystic

    Fighting: GOODAgility: GOODStrength: GOOD

    Endurance: REMARKABLEReason: EXCELLENTIntuition: EXCELLENTPsyche: INCREDIBLE

    Health: 60Karma: 80Resources: GOODPopularity: 7

    Powers:

    Mastery LevelDruidic AdeptDoctor Druids abilities are derived from two

    major sources: Personal energy and the arcanelore of his Celtic forefathers. This Druidic form ofNature magic consists of Universal spells.

    PersonalFORETELLING: (Good)

    Available only in times of extreme danger.LEVITATION: (Excellent)MANIPULATION: (Excellent)SENSINGMYSTICAL DETECTION:(Excellent)TELEPATHY: (Unearthly)TELEKINESIS: (Excellent)TRANCE: (Remarkable)

    All other Personal spells he may use are of anExcellent power rank.

    Universal

    HYPNOSIS: (Amazing)The victim is allowed a Psyche FEAT roll to

    resist. If the hypnosis is not successful,Druid can still create illusions that duplicateother powers. In this way he can duplicate

    the powers of Invisibility, Eldritch Beams/Bolts, Transformation, and Conjure by hyp-notizing the victim. Druid cannot killso m eone with these illusions, but any char-acter whose Health declines to zero, fallsunconscious. He does not however, loseEndurance ranks and the damage is auto-matically healed when the spell expires.

    MENTAL CONTROL: (Incredible)MENTAL PROBE: (Unearthly)NATURE CONTROLALL: (Remarkable)

    Doctor Druid can control the elements andthe weather.

    PLANT CONTROL: (Amazing)All other Nature-type Universal spells he mayuse are of a Remarkable power rank.

    Limitations: Druids druidic powers have a spe-cial vulnerability to iron (see Iron in the MagicItems section in Book 2) but are increased whenon Celtic holy grounds or dealing with Celticmagical items (see Schools of Magic in Book 1).

    Talents: Doctor Druid is a physician, psychia-trist, and occultist. He has a Remarkable Rea-son in all three of these areas. Druid also has aRemarkable knowledge of Astronomy.

    Background: A graduate of Harvard MedicalSchool and a licensed psychiatrist, AnthonyDruid retired from practice to pursue his occultstudies. In the midst of research for his second

    book on the occult, Druid was summoned by aseriously ill lama. Finding Druid worthy after aseries of spiritual tests, the lama opened Druidsmind to hidden powers and taught him thesecrets of certain mystic arts. The lama died,leaving Druid to continue on his own.

  • 8/10/2019 Marvel Super Heroes (Classic) - Realms of Magic 3 - Codex of Characters and Creatures

    5/16

    DOCTOR DOOMVictor Von DoomMonarch of Latveria

    Fighting: REMARKABLEAgility: EXCELLENTStrength: REMARKABLEEndurance: INCREDIBLEReason: AMAZINGIntuition: INCREDIBLEPsyche: AMAZING

    Health: 120Karma: 140

    Resources: AMAZINGPopularity: 40

    Powers:

    Mastery LevelDisciple of the Scientific Schoolof Magic

    Doctor Dooms technological powers arederived from his nuclear-powered, computer-assisted, iron armor.

    BODY ARMOR: (Incredible)FORCE FIELD: (Monstrous)

    The force field is effective against all phys-ical and energy attacks, including magnet-ism, but excluding magical and psionicattacks.

    BLASTERS: (Amazing)Dooms gauntlets are equipped with min-

    iature particle accelerators. These shootbeams of Amazing energy to Remarkabledistances (7 areas).

    FLIGHT: (Excellent speed)A jet pack is built into Dooms armor.

    AIR SUPPLY:When sealed, the armor contains enough

    air for four hours underwater or in a total vac-uum.

    PSYCHIC TRANSFER: (Incredible)Doom may exchange his consciousness

    with another humans thus exchangingbodies as well. The target can avoid a trans-fer if a Psyche FEAT roll is successful.

    Personal Spells

    Doom has no Personal energy spells, but canuse magical items.

    Universal Spells

    ELDRITCH BEAMS/BOLTS: (Amazing)No other Universal spells have been revealed.

    Dimensional

    FALROTH: (Monstrous)No other Dimensional spells have beenrevealed.

    Talents: Doom is a scientific genius who hasbuilt time machines, space craft, robot servantsand guards, mind control devices, and innumer-able super-weapons. His reason is Monstrous

    when inventing things.Doom has invented and uses a wide variety of

    devices, but the ones he is most noted for arehis Warrior and Imitation Doom Robots. TheWarrior Robots have the following stats:

    F A S E R I PEx Gd Gd Ex Pr Pr PrHealth = 60 Karma = NoneBody Armor: (Good)

    Imitation Doom robots with combat capabilitieshave the following stats:

    F A S E R I PEx Ex Ex Rm Ex Ex ExHealth = 90 Karma = NoneBody Armor: (Remarkable)Force Field: (Amazing)Force Beams: (Incredible)

    Imitation Doom robots that operate in a diplo-

    matic function have the following stats:

    F A S E R I PGd Gd Gd Ex Ex Rm RmHealth = 50 Karma = NoneBody Armor: (Remarkable)Force Beams: (Good)

    Each Imitation Doom robot is a double, of thereal Doom and is programmed to think it is Doc-tor Doom, except when it is in the presence ofthe real Doom or another Doom robot.

    Background: The son of a gypsy healer fatherand a mother who was a witch, Doom was

    orphaned at a young age and discovered himothers chest of herbs, medicines, and objectsaid to have magical powers. He learned thuse of these items and eventually came tunderstand the basics of magic. Doom latebecame more interested in science but hretained some of his early magical teachings.

    During an experiment in which Doom tried tcontact the spirit world, an explosion permanently disfigured his face. He fled to Tibet whera number of monks taught him their secrets anforged his first suit of armor. He returned to hnative Latveria and ruled there with an iron fist

    Shortly before a number of heroes were transported to the Beyonders Battleplanet, Doombody was killed but he saved his consciousnesby using his Psychic Transfer power. Doomfailed in an attempt to restore his own body but has been restored by the Beyonder.

    The full extent of his magical knowledge anpower is unknown. He normally relies upon htechnology.

  • 8/10/2019 Marvel Super Heroes (Classic) - Realms of Magic 3 - Codex of Characters and Creatures

    6/16

    6

    DOCTOR STRANGEStephen StrangeSorcerer Supreme of the Earth Dimension

    Fighting: GOODAgility: EXCELLENTStrength: TYPICALEndurance: REMARKABLEReason: GOODIntuition: MONSTROUSPsyche: UNEARTHLY

    Health: 66Karma: 185

    Resources: GOODPopularity: 18

    Powers:

    Mastery LevelSorcerer Supreme of the EarthDimension and Master of the Order School ofmagic

    Doctor Strange has access to most magicalpowers and spells. The following are thosepowers always available to him.

    Personal

    ALTERATIONAPPEARANCE: (Amazing)Doctor Strange can change his own

    appearance as well as the appearance ofthose in the same area.

    ASTRAL PROJECTION: (Unearthly)LEVITATION: (Incredible)SHIELDINDIVIDUAL: (Monstrous)TELEPATHY: (Unearthly)

    All other Personal spells he may use are of aMonstrous power rank.

    Universal

    CONJURE: (Amazing)ELDRITCH BEAMS/BOLTS: (Amazing)MESMERISM: (Amazing)TELEPORTATION: (Unearthly)

    All other Universal spells he may use are of anAmazing power rank.

    Dimensional

    CYTTORAK: (Amazing)DIMENSIONAL APERTURE: (Monstrous)HOGGOTH: (Amazing)RAGGADORR: (Monstrous)SERAPHIM: (Amazing)VISHANTI: (Unearthly)All other Dimensional powers he may use are ofan Amazing power rank.

    Miscellaneous Spells

    MISTS OF MORPHEUS: (Monstrous)SPELL OF SILENCE: (Automatic)

    No FEAT roll needed.All other Miscellaneous spells he may use are ofan Amazing power rank.

    Magic Items

    BOOK OF THE VISHANTICLOAK OF LEVITATIONDARKHOLD

    (Seldom used by Doctor Strange)EYE OF AGAMOTTOORB OF AGAMOTTO

    (See the Magic Item section in Book 2.)

    Talents:As part of Doctor Stranges training inthe Far East he learned the basic techniques ofmartial arts. He can Stun and Slam opponentsof greater Endurance than his Strength. Though

    he no longer practices medicine, DoctorStranges Reason is Remarkable in general

    medicine and Incredible in medical surgery.Background: Stephen Strange was a brilliant,ambitious, and somewhat arrogant neurosur-geon whose meteoric career was cut shortwhen an accident injured his hands. Althoughhe was offered many consulting positions, hispride prevented him from accepting. AfterStranges fortune was lost on many failedattempts at finding a miracle cure for hisinjured hands, he quickly degenerated into adrunken derelict.

    Strange then heard of a learned man in Tibet,known only as the Ancient One, who could workmiracles. Strange completed the journey across

    the ocean and the frozen wastes of the Hima-layan Mountains, and just as he reached the

    limits of his endurance, he stumbled upon theAncient Ones palace. Unsure of Stranges wor-thiness, the Ancient One proved reluctant toaccept the former derelict as his pupil. But whenStrange warned the sorcerer of the treachery ofBaron Mordo, a student of the Ancient One,Strange became the sorcerers disciple.

    In time, the Ancient One left this mortalsphere and the position of the Earth Dimen-sions Sorcerer Supreme passed to DoctorStrange. He has, during his tenure, successfullyth w arted many would-be magical tyrants,including his oldest nemesis, Baron Mordo; pre-vented numerous extradimensional invasions byother Sorcerers Supreme, most notably Dor-

  • 8/10/2019 Marvel Super Heroes (Classic) - Realms of Magic 3 - Codex of Characters and Creatures

    7/16

    mammu and Umar of the Dark Dimension andTiboro of the Sixth Dimension; and stopped thespread of chaos by its determined agents,

    Nightmare, Shuma-Gorath, and Satannish. If amans greatness is measured by the might of hisenemies, then Doctor Strange is surely one ofthe greatest heroes of all time.

    Unaware of his position of Sorcerer Supreme,the world at large believes Strange is no morethan an eccentric authority on the occult.Strange resides in his mansion, the SanctumSanctorum, located in Greenwich Village inNew York City. (For details, see the Locationssection in the Miscellany of Mysticism.)

    Clea, currently the Sorceress Supreme of theDark Dimension, has been the only disciple ofDoctor Strange. They were lovers but the cur-rent status of the relationship is unknown.

    DORMAMMUMalevolent Extradimensional MortalFormer Ruler of the Dark Dimension

    Fighting: UNEARTHLYAgility: UNEARTHLYStrength: MONSTROUSEndurance: CLASS 1000Reason: MONSTROUSIntuition: MONSTROUSPsyche: UNEARTHLY

    Health: 1275Dormammu increases his strength by

    draining spiritual energy from his followers.Therefore he cannot be destroyed unless allof his followers no longer exist.

    Karma: 250Resources: Not ApplicablePopularity: +90 to his followers

    30 to those who know of himbut are not his followers0 to anyone else.

    Powers:

    Mastery LevelMaster of the School ofChaotic Magic and former Sorcerer Supremeof the Dark Dimension.

    Dormammus magical abilities rest almost

    entirely within himself, and are increased byother beings worship of him. Dormammu canuse any Personal, Universal, or Dimensionalenergy7 power and magical spell except thosespecifically connected to the maintenance ofOrder, such as the Agamotto and Vishantipowers.

    The following are powers always available tohim.

    COUNTERSPELL: (Unearthly)Dormammu can cancel out or tamper with

    the magical spells of others. For example,he once caused Thor to transform into hismortal guise, reversing an enchantment ofOdin. To do this, Dormammu must make apower rank FEAT roll.

    DIMENSIONAL APERTURE: (Unearthly)Dormammu can step through a Dimen-

    sional aperture or teleport himself into theEarth dimension only on Halloween nightand only after his followers perform a cere-mony.

    ELDRITCH ATTACKS*: (Monstrous)GROWING: (Class 1000)

    Dormammu can grow up to hundreds offeet tall.

    ILLUSION: (Amazing)Dormammu can create illusions in other

    dimensions.INTERDIMENSIONAL TELEPORTATION:(Class 1000)

    Dormammu can teleport within his dimen-sion. This includes the ability to slip into

    interdimensional space and travel back intime in any dimension. The use of this powerresults in a 2 CS of Dormammus Psycheand the power ranks of his spells for no lessthan 24 hours. In addition there is also thenormal 1 CS for being in another dimen-sion.

    MATTER REARRANGEMENT: (Unearthly)NATURE CONTROLALL: (Unearthly)

    Dormammu can control the four basic ele-ments and the weather of a planet he is near.

    SHRINKING: (Unearthly)TELEPATHY: (Class 1000)

    Dormammu can telepathically contact

    anyone throughout the dimensions. If thcontact persons Psyche rank is Class 1000Dormammu must first make a successful rePsyche FEAT for contact.

    TRANSFORMATION: (Unearthly)Dormammu can use this magical powe

    on himself or other items and beings.

    Magic Item and Servants

    PINCERS OF POWER(See the Magic Item section in Book 2.)

    WRAITHS: Dormammu has at his command,

    host of Wraiths that do his bidding. Wraiths arnormally used for surveillance and attacks outside of the dimension in which Dormammu residing. Dressed in sinister black garb, theappear as the astral forms of humans. Usualldispatched singly or in groups of ten, they arcompletely loyal to Dormammu and no attaccan be made against their minds or emotionsThe Wraiths deep-set, hollow eyes may givtheir identity away. Their use can be loaned to minion if it will further Dormammus plans.

    Their statistics are as follows:

    F A S E R I PEx Gd Ex Gd Pr Rm ExHealth: 60 Karma: 54

    Powers:

    ASTRAL PROJECTION: (Unearthly)Wraiths do not normally have a physica

    body.ELDRITCH BEAMS/BOLTS: (Remarkable)

    They can strike from the astral plane intthe material plane.

    FLIGHT: (Monstrous)SENSINGDANGER: (Incredible)SENSINGMYSTICAL DETECTION:

    (Incredible)

    Background: Little is known of Dormammuorigins, other than that he is a member of thextradimensional Faltinian race. With the helof his sister Umar, he defeated the invasion othe Mindless Ones and became ruler of th

    Dark Dimension, increasing his magical abilties by transforming his body into mysticaenergy. He consolidated his power, exiled hs ist e r, and eventually became Sorc ereSupreme of the Dark Dimension.

    As a result of his latest defeat, Dormammwas scattered throughout the universe. It is nobelieved however, that he was permanentdestroyed, but rather just severely weakenedDuring his absence, both Umar and Clea havbeen Sorc eress Supreme of the DarDimension.

    In the last years of his known existence, Dormammus attention was not focused on reestablishing himself as leader of that Dimension, burather on defeating Doctor Strange and conquering Earth. To accomplish these ends Domammu enlisted the aid of humans, mosnotably Baron Mordo (see illustration). Thquantity of power that Dormammu can confeupon a minion is immeasurable, but at leaspotentially sufficient to dwarf a dimensions socerer supreme.

  • 8/10/2019 Marvel Super Heroes (Classic) - Realms of Magic 3 - Codex of Characters and Creatures

    8/16

    DSPAYREDemon

    Fighting: REMARKABLEAgility: EXCELLENTStrength: INCREDIBLEEndurance: REMARKABLEReason: GOODIntuition: EXCELLENTPsyche: AMAZING

    Health: 120Karma: 80Resources: Not applicable

    Popularity: 0

    Powers:

    Mastery levelSpecialDSpayre is not a standard magic wielder. He is

    a demon, a psychic vampire, who draws his suste-nance from the fear and despondency of humans.DSpayre may have mystical abilities other thanthose listed below, but they have yet to be cata-logued. DSpayre does not follow a particularschool of magic and has no level of Magical Mas-tery. Because of the nature of his rather undefin-able magical abilities, they are not listed asPersonal, Universal or Dimensional.

    FEAR: (Monstrous)DSpayre must touch the victim (Fighting

    FEAT) to use this ability.ILLUSION: (Unearthly)

    DSpayre can mystically instill fear bytouch, but seems to prefer acting indirectly.He causes his victims to generate their ownfears by filling their minds with illusions.DSpayre also uses illusions to masqueradeas a person trusted by his victim.

    MENTAL PROBE: (Amazing)To better generate more frightening illu-

    sions, DSpayre probes the minds of his vic-tims, looking for phobias and emotionalvulnerabilities.

    PSYCHIC VAMPIRE: (Unearthly)If DSpayre successfully induces fear in

    another being, he can absorb the victimsPsyche, converting it to Health by making asuccessful power FEAT roll. The victimsPsyche is reduced one rank and the differ-ence between the two rank numbers isadded to DSpayres health.

    The victim can avoid Psyche absorbtionby making a Red Psyche FEAT roll.

    Background: The origin of DSpayres being isunknown. It is possible that he serves theDweller in the Darkness, but he appears to workindependently. He has been seen attempting toincrease his abilities in the Florida interdimen-sional nexus (see the Location section in Book2) so it is possible that he has some Dimen-sional powers. He has tangled with Spider-Man,

    Man-Thing, Cyclops, and Doctor Strange.

    8

    MAGIKIllyana Nikolovna RasputinSorceress Supreme of the Limbo Dimension

    Fighting: EXCELLENTAgility: GOODStrength: GOODEndurance: INCREDIBLEReason: GOODIntuition: EXCELLENTPsyche: AMAZING

    Health: 80Karma: 80Resources: GOODPopularity: 4

    Powers:

    Mastery LevelSorceress Supreme of LimboUse the spells listed for Dormammu as Sor-

    cerer Supreme of the Dark Dimension with a 1CS to represent Rasputins power in Limbo.Outside her realm Magik is severely weakenedand has the following magical abilities.BODY ARMOR: (Excellent-Monstrous)

    The Body Armor is originally of ExcellentStrength and improves by one rank to a max-imum of Monstrous, each time she usesmagic in battle. Her armor stays in effect forup to five rounds without her having to use

    magic specifically for the purpose of keepingit. (See Book 2 for more information.)

    TELEPORT DISKSMagiks mutant power is the ability to

    summon teleport disks. After a successfulPsyche FEAT roll, the disk teleports the userfirst to Limbo and then to the desired desti-nation. A failed roll indicates a misjump,either in distance (up to one-quarter mileaway) or in time. (Judges discretionThefinal destination could be past or future fromhours to decades away.)

    Equivalent to a Servant spell, Magik can,with these teleport disks, summon creaturesnative to Limbo and equal to the Demons ofDenak (See the magical creatures section).

    Personal spells

    ASTRAL PROJECTION: (Monstrous)SENSINGMYSTICAL DETECTION:

    (Monstrous)SUMMON SOULSWORD: (Automatic)

    No FEAT roll is required to summon thesword. A physical manifestation of Magiks

    magical powers, the Soulsword causesMonstrous damage to any magical creatureit hits, attacking on the Hack and Slashcolumn. If the sword is swung through acharacter that is possessed or otherwisemagically controlled or transformed, Magikcan make a Psyche FEAT roll for counteringthe spell.

    Magik can store her sword in nothingnessand summon it whenever she desires auto-matically.

    No other Personal spells have been revealedoutside the Limbo dimension.

    Universal spells

    No Universal spells have been revealed outsidethe Limbo dimension.

    Dimensional

    Magik does not use Dimensional spells. Theonly Dimensional entities she knows are purelychaotic and she does not wish them to recog-nize her.

    Background: Magik is the younger sister ofColossus of the X-Men. The first appearance ofher teleportation power sent her and the X-Mento Limbo where they confronted the lord of thatrealm, Belasco. The X-Men escaped, but Magikwas lost. Because of time distortion, what wasa few seconds for the X-Men was seven years for

    Magik. During this time she learned dark magicfrom Belasco, contested his rule, won theSoulsword and became Sorceress Supreme ofLimbo.

    Magik is a good example of a magic wielderwho was taught one school of magic (chaos inthis case) and is trying to shape it into anotherschool with which she is comfortable.

  • 8/10/2019 Marvel Super Heroes (Classic) - Realms of Magic 3 - Codex of Characters and Creatures

    9/16

    MORGAN LE FEYSorceress, high priestess

    Fighting: TYPICALAgility: TYPICALStrength: TYPICALEndurance: GOODReason: GOODIntuition: EXCELLENTPsyche: INCREDIBLE

    Health: 28Karma: 70Resources: POOR

    Popularity: 0

    Powers:

    Mastery LevelMaster of the Faerie School ofMagic.

    Faerie magic is a subschool of Naturemagic and is considered to be Universal.

    Personal

    ASTRAL PROJECTION: (Monstrous)Her body appears to have been destroyed

    and she now exists in astral form on theastral plane.

    ASTRAL SUPREMACY: (Amazing)Le Fey is magically stronger on the astral

    plane. Any magic she uses while in astral

    form has a + 1 CS bonus for FEAT rolls.SHAPESHIFTING, UNLIMITED: (Amazing)SHIELDINDIVIDUAL: (Incredible) All otherPersonal spells she may use are of anExcellent power rank.

    Universal

    ELDRITCH BEAMS/BOLTS: (Incredible)

    GLAMOR: (Remarkable)ILLUSION: (Monstrous)MENTAL CONTROL: (Amazing)RAISE DEAD: (Incredible)

    Because of her dealings with the forces ofdarkness, Le Fey can sometimes raise mor-tals who have died. This requires a cere-mony to be perf o rmed over the deadp e rsons remains and a successful PsycheFEAT roll on her part. She may attempt thisonly once per corpse.

    All other nature-type Universal spells shemay use are of an Amazing power rank. Other

    non-nature-type Universal spells are of aRemarkable power rank.

    Dimensional

    CHTHON: (Amazing)DARKHOLD: (Monstrous)

    Le Fey took possession of the Darkhold inthe Sixth Century and established a cult ofDarkholders in Europe. She was betrayed byher lover, Magnus, who sealed the Darkholdaway from those of evil intent. Since thattime she has been trying to regain theDarkhold, which is currently in the posses-sion of Doctor Strange.

    DEMON WINDS: (Incredible)(As the entreated Winds of Watoomb spell)DIMENSIONAL APERTURE: (Amazing)

    GAEA: (Amazing)Le Fey is the high priestess of Gaea and

    can entreat this entity for Nature Control andPlant Control abilities.

    All other Dimensional powers she may use areof an Incredible power rank.

    Limitations: Le Feys faerie magical abilities

    have a special vulnerability to iron (see Iron ithe Magic item section in Book 2) but receive bonus when in celtic or faerie holy grounds (seSchools of Magic in Book 1.)

    Background: Morgan Le Fey is half-human anhalf faerie. She is the same character aappears in the legends of King Arthur.

    NIGHTMAREMalevolent Humanoid EntityRuler of the Dimension of Dreams

    Fighting: UNEARTHLYAgility: CLASS 1000Strength: CLASS 1000Endurance: CLASS 1000Reason: UNEARTHLYIntuition: UNEARTHLYPsyche: CLASS 1000

    Health: Nightmare cannot be destroyed unlessall beings who dream no longer exist. Undersuch circumstances, the Dimension of Dreamswould also cease to exist.Karma: Not ApplicableResources: Not ApplicablePopularity: Not Applicable

    Powers:

    Mastery LevelSorcerer Supreme of the DreamDimension.

    Personal

    APPARITION: (Class 1000)ASTRAL THEFT: (Class 1000)

    Nightmare can project his power into alldimensions over those who sleep. He candraw the astral forms of sleepers to his realmfor study, leaving the sleepers physicalbodies in comas. Once in his domain theseastral forms can be imprisoned in globes offorce, shrunk in size, turned to stone, orbombarded with their greatest fears. Theastral forms can be trapped indefinitely, butafter time begin to lose their vitality and

    become useless.IMAGE PROJECTION: (Class 1000)SCRYING: (Monstrous)SHIELDINDIVIDUAL: (Monstrous)

    All other Personal spells he may use are of aMonstrous power rank.

    Universal

    BANDS: (Monstrous)ELDRITCH ATTACK: (Monstrous)ILLUSION: (Class 1000)All other Universal spells he may use are of amonstrous power rank.

    Dimensional

    DIMENSION OF DREAMS: (Class 1000)Nightmare can change the substance of

    this dimension in both matter and energy.

    All other powers he may use are of a Monstrouspower rank.

    Magic Item and Pet

    NIGHTMARES WAND:DEMONIC STEED: The steed is a large black

    demonic horse with one long horn on hisforehead. The horn should be treated as aclaw of a creature attack with a RemarkableFighting rank. The steed also has UnearthlyFlight. Like Nightmare, the demon-horsecannot be killed unless all creatures cease todream. (See Magic Items Section)

    LIMITATIONS: Nightmare is capable of travel-ing to the waking world, but as the materialworld leaves him virtually powerless, he rarely

    does. He can attack characters only when thesleep.

    Background: Similarly to DSpayre, who feedupon human fear for sustenance, Nightmarlives off the dreams of humans. Dwelling in thDimension of Dreams, Nightmare monitors thcollective unconscious of humanity, sometimemanipulating an individuals dreams for his owsinister ends.

    Nightmare is nearly invincible in his owrealm. Few mortals other than Doctor Stranghave dared to confront Nightmare in this Dimension. He is however, easily frustrated by stalemates, and has been known to give up hiattacks. By means of the occult, Nightmare ultmately hopes to expand his dimension into thwaking world.

    Since killing an opponent decreases the number of dreamers upon which he can feedNightmare prefers to defeat and degrade hvictims.

    Nightmare has but one natural enemy in athe dimensions, the creature Gulgo, who nevesleeps. Gulgos statistics are as follows:

    F A S E R I PUn Un Un C1 Rm Mn ExHealth: 1300 Karma 125

  • 8/10/2019 Marvel Super Heroes (Classic) - Realms of Magic 3 - Codex of Characters and Creatures

    10/16

    SHAMANMichael TwoyoungmenPhysician, Medicine Chief of the Sarcee Indians

    Fighting: GOODAgility: GOODStrength: GOODEndurance: EXCELLENTReason: EXCELLENTIntuition: AMAZINGPsyche: INCREDIBLE

    Health: 50Karma: 110

    Resources: EXCELLENTPopularity: 25

    Powers:

    Mastery LevelMaster of Nature MagicShaman will never use a power that may

    shape the mind of a person against his will. Thefollowing are magical abilities always availableto him.

    Personal

    ALTERATIONAPPEARANCE: (Remarkable)Shaman can change his own appearance,

    and if they are willing, the appearance ofthose around him. But he needs items fromhis pouch to do this (such as magical pow-

    ders). At this stage in his mystical develop-ment, he needs items from his pouch toperform any magical feat.

    HEALINGSELF: (Incredible)This sometimes requires an item from his

    mystical pouch.LEVITATION/FLIGHT: (Remarkable/Good)

    Shaman can levitate and fly at the sametime. While this allows him a Remarkablepower rank for Levitation, his magical Flightspeed has only a Good ranking.

    SENSINGEVIL: (Automatic)Shaman need not cast a spell because

    this inherent power will automatically warnof evil. This ability has a Remarkable area ofeffect.

    All other Personal spells he may use are of an

    Excellent power rank.

    Universal

    ELDRITCH BEAMS/BOLTS: (Remarkable)HEALINGOTHERS: (Incredible)

    This sometimes requires an item from hismystical pouch.

    NATURE CONTROL: (Amazing)Shaman has the ability to control all four

    basic elements and the Earths weather.This magical ability is sometimes aug-mented by totems and spell components hepulls from his mystical pouch, for instance,powder to create a snowstorm. The exactrelationship between his Nature Controlpower and his extradimensional pouch isunknown.

    PLANT CONTROL: (Monstrous)Shaman can control the growth and shape

    of plants, increasing their size one area perround. He cannot, however, make themgrow more than ten areas.

    All other Universal spells he may use are of anRemarkable power rank.

    Dimensional

    The only known source of Dimensional ener-gies used by Shaman is his mystical pouch.

    PAN-DIMENSIONAL BLAST: (Monstrous)Shaman can release energy from his

    pouch to negate any extradimensionally cre-

    ated spell or to send back any extradimen-sional creature to its home plane. He canteleport himself and others using magicpowder from his pouch.

    TIME TRAVEL:Shaman can use the Dimensional ener-

    gies within his pouch to propel himself, andthose he wishes to accompany him, backthrough time. When he travels he physicallyremains in the same location while timechanges. Unlike most other time travelers,Shaman need not go to Limbo. The changein time only takes seconds.

    TELEPORTATION: (Incredible)

    Sh a m an s teleportation is dependentupon components from his mystic pouch.

    Miscellaneous Spells

    SPELL OF SILENCE: (Automatic)No FEAT roll required.

    All other Miscellaneous spells he may use are ofan Excellent power rank.

    Magic Items

    GRANDFATHERS SKULLGREAT KEYMYSTIC POUCH(See the Magic Items section in Book 2)

    Talents: Michael Twoyoungmen is a physician

    10

  • 8/10/2019 Marvel Super Heroes (Classic) - Realms of Magic 3 - Codex of Characters and Creatures

    11/16

    and surgeon. His Reason is Remarkable in mat-ters of medicine and of the occult that deal withNature magic. His Reason is also Remark-

    able in the mysticism and lore of the NorthAmerican and Innuit (Eskimo) Indians.

    Background: Dr. Twoyoungmen was a notedsurgeon who became disillusioned when mod-ern science could not save the life of his wife.Following her death, he turned to the mysticismof his grandfather, shaman of the Sarcee Indiantribe. He was introduced to Canadas superhero team Alpha Flight, by Heather Hudson,and became a member. He subsequentlybecame the protector and mentor of two AlphaFlight teammates: Snowbird, a demigoddess,and his daughter Talisman, a natural mystic.

    TALISMANElizabeth Twoyoungmen

    Art Student, Natural Mystic

    Fighting: GOODAgility: TYPICALStrength: GOODEndurance: EXCELLENTReason: EXCELLENTIntuition: INCREDIBLEPsyche: AMAZING

    Health: 36Karma: 110

    Resources: TYPICALPopularity: 5

    Powers:

    Mastery LevelDisciple of Nature MagicFrom forty generations of Sarcee medicine

    men, very little is known about the full potentialof Talismans powers. It is clear however, thatshe is already very powerful aftervery little train-ing. Talisman must tap mystical forces in hervicinity to perform any magical FEAT. The fol-lowing are spells and powers she has alreadyexhibited.

    Personal

    DAMAGE ABSORPTION/ATTACK: (Amazing)

    Talisman has the ability to take mysticalenergy focused at her in an attack, absorb it,reshape it, and send it back at her attacker.

    FLIGHT: (Remarkable)MYSTIC CALL/COMPULSION: (Amazing)

    When Talisman wishes to summon mem-bers of the Alpha Flight team for help, shesends out a mystic call which they all feel.If she fails a power rank FEAT roll, the sum-mons becomes a compulsion that the char-acter is forced to obey. When she is in greatdanger this call with an Unearthly range (allof Canada) automatically goes out to a char-acter she knows can help her, usually herfather.

    SENSING-EVIL: (Automatic)Talisman need not cast a spell for this

    inherent power will automatically warn her ofevil. This spell has an Incredible area ofeff ec t .

    SENSINGMYSTICAL DETECTION: (Auto-matic)

    This inherent power automatically tells herthat magic is present. This ability has anIncredible area of effect and no FEAT roll isrequired.

    All other Personal spells she may use are of aRemarkable power rank.

    Universal

    ELDRITCH BEAMS/BOLTS: (Remarkable)NATURE CONTROLALL: (Remarkable)

    Talisman has the ability to control all four

    basic Earth elements.All other Universal spells she may use are of aRemarkable power rank.

    Dimensional

    TELEPORTOTHERS: (Special)Talisman has been unable to teleport her-

    self or an enemy away from herself. Shehas, h owever, during times of extremeanger, teleported members of Alpha Flighthundreds of miles away against their will.This is not a power she can call on as shedesires, but when successful has Unearthlyrange.

    LIMITATIONS:As yet, her powers are too wiland uncontrolled to allow her to be any leveabove a disciple. She must make a PsychFEAT roll everytime she wishes to use a poweat anything less than its full power, area opower, or duration of power.

    Magic Items

    CORONET OF ENCHANTMENT:Now permanently attached to her head,

    helps focus her energies as Talisman.

    Background:Elizabeth Twoyoungmen is a naural mystic. She is a living focus for magica

    energies and, when she learns fully to controthem, will have awesome powers. Many, including the demi-goddess Snowbird, have recognized her as The promised one of northerlegends, the embodiment of a great and poweful force for good, the breaker of dark spells, anthe one who binds all evil.

    1

  • 8/10/2019 Marvel Super Heroes (Classic) - Realms of Magic 3 - Codex of Characters and Creatures

    12/16

    SILVER DAGGERReal Name UnrevealedCriminal, Assassin of Magicians

    Fighting: EXCELLENTAgility: EXCELLENTStrength: TYPICALEndurance: EXCELLENTReason: EXCELLENTIntuition: REMARKABLEPsyche: REMARKABLE

    Health: 66Karma: 80

    Resources: TYPICALPopularity: -5

    Powers:

    Mastery LevelDisciple of Eclectic MagicSilver Dagger has had no systematic training

    in the mystic arts but through research heknows a hodge-podge of powers and spells. Hehas used the following powers.

    Personal

    At the discretion of the Judge any Personalspells he may use are of a Good or Excellentpower rank.

    Universal

    ELDRITCH BEAM/BOLTS: (ExcellentMENTAL CONTROL: (Remarkable)MESMERISM: (Remarkable)

    All other Universal spells he may use are of anExcellent power rank.

    Dimensional

    FARALLOH: (Excellent)No other Dimensional powers have beenrevealed.

    Magic Items

    SILVER DAGGER (Amazing)Silver Daggers Agility and Fighting abili-

    ties in using this weapon are Amazing. (Seethe Magic Item section in Book 2.)

    Talents:Silver Dagger has received training in

    the martial arts. He can Slam or Stun an oppo-nent whose Endurance is greater than SilverDaggers Strength.

    B a c k gro u n d : Silver Dagger is a re l i g i o u sfanatic with a personal vendetta against allmagic. Once a high clergyman, his frustratedambition led him to begin studying the mysticalarts. He quit his position and began travelingaround the world to study with adepts of all thedark religions. After they taught him all theycould, he killed them with his dagger.

    He now seeks out magic wielders and eithermakes them renounce magic or kills them. Sil-ver Dagger is utterly ruthless and obsessed withcleaning the world of magic, although heuses it himself to accomplish his ends. He

    believes that god is using him as his personalweapon to rid the world of this evil.

    Silver Daggers last known location was in theOrb Dimension of Doctor Stranges Orb of Aga-motto. He has escaped from there before, andis likely able to do so again.

    12

    UMARFormer Ruler and Sorceress Supreme of theDark Dimension.

    Fighting: EXCELLENTAgility: REMARKABLEStrength: AMAZINGEndurance: UNEARTHLY

    Reason: INCREDIBLEIntuition: INCREDIBLEPsyche: MONSTROUS

    Health: 200Karma: 155Resources: Currently unknownPopularity: Currently - 20 in the Dark

    Dimension, 0 elsewhere

    Powers:

    Current Mastery LevelMaster of Chaotic MagicF ormer Sorc e ress Supreme of the Dark

    DimensionAs Sorceress Supreme, Umar had the same

    abilities to manipulate malevolent mystic forcesas her brother Dormammu, but her skill in using

    them was not equal to his. As SorceressSupreme, Umar has all the listed powers of Dor-mammu, but at a power rank of 1 CS from hislisted power ranks.

    Umars daughter Clea has dethroned her, andUmar is now considered a Master. As a Master,Umar has all the listed powers of Dormammu,but at a power rank of -2 CS from his listedpower ranks. At this level none of her powersexceed a Monstrous power rank.

    Specials:

    LONGEVITY: A pure-blooded Faltinian, Umarhas not aged since reaching adulthood.

    INCREASED ENDURANCE: Umar can surviveenvironmental conditions that would be fatal tomost humanoids. She has, for example, easilysurvived the intense heat and pressure at thecenter of the Earth.

    B a c k g rou n d: Umar and her brother Dor-mammu were both born in the mystical dimen-sion of the Faltine. Having great mystical talentsand perceived as a threat, they were both exiledto the Dark Dimension before they reachedmaturity.

    After reaching maturity, Dormammu, in orderto become more powerful, transformed his bodyinto living mystical energy and attained a powergreater than his sister, in her present form, canachieve.

    Umar helped Dormammu defeat the Mind-less Ones and secure the throne of the DarkDimension for himself. She was eventually ban-ished to an isolated pocket-dimension becauseher brother did not trust her ambitions. When hewas defeated by Doctor Strange and his powersdiminished, Umar returned to the Dark Dimen-sion where she claimed the throne. Rebelforces, led by her daughter Clea, recently over-threw her tyrannical rule. The loss of theflames of regency which indicate the peoplessupport, has seriously weakened her mysticalpowers.

    To prevent a counter-revolution, Clea sus-pended her mother and father, Umar and Orini,within mystic crystals and cast them into eter-nal banishment, presumably in some pocketdimension.

  • 8/10/2019 Marvel Super Heroes (Classic) - Realms of Magic 3 - Codex of Characters and Creatures

    13/16

    The following monsters all serve the purposesof chaos. Occasionally a single creature or packof creatures will slip through a Dimensionalaperture that has not been properly sealed butmost often they are brought to the Earth dimen-sion by a villainous magic wielder.

    These creatures also might act as troops for amystical invasion or as guards to prevent char-acters from entering a specific dimension.Whatever their function, they are seldom pleas-

    ant and almost always act to weaken or distracta hero so an evil character can strike.

    Magical creatures with physical attacks usethe Magic Effects Table when attacking. Thosewith claws or teeth determine their attacks byusing their Fighting ability for the Bite-Clawcolumn, those that pummel use the Slugfestcolumn. A creatures bite, claw, or pummelcauses damage equal to its Strength rank, notits Fighting rank.

    When in its home dimension a creaturealways has initiative on the first round of com-bat, but thereafter initiative is determined asnormal. When an extradimensional creature isreduced to 0 Health, it usually either goes backto its own dimension or dies and decays rapidly.Karma is given as normal for the defeat of a

    creature and no Karma is lost for inadvertentlydestroying a demon or evil creature.

    A creature may be poisonous. When a hero ispoisoned, the Judge makes a FEAT roll for thepoison, using the poisons potency rank. If suc-cessful and the heros Endurance rank is equalto or higher than the poisons potency, the herofalls unconscious for 1 to 10 rounds (roll onedie). If the poison FEAT is successful and theheros Endurance rank is less than the poisonspotency, the hero loses all his Health points andstarts dying, losing one Endurance rank perround until someone gives him first aid. In bothcases, assuming he survives, the hero tem-porarily loses two ranks from every ability notbelow Feeble for the next 24 hours.

    Creatures, especially demons, are not knownfor their courage and they quickly lose morale. Ifa pack of extradimensional creatures suffers aloss of at least a third of its numbers withoutinjuring a party of defenders, its members willretreat to the location from where they came.They will not return to fight unless their master iswith them. If he refuses to accompany theattack, the creatures will disperse to their nativedimensions.

    Silver weapons, as has been explained in theMiscellany of Mysticism, cause double their nor-mal damage to demons. Creatures listed belowthat qualify as demons are set inbold italics.

    Note: Descriptions for magical creatures do nothave the normal Powerssection, as a char-acter does. Instead it has a Specialssectionfor unusual abilities. The powers used are

    reserved for magical abilities and spells.

    DEMONS OF DENAKF A S E R I PEx Ty Ex Ty Pr Gd PrHealth: 52 Karma: 18

    Specials:

    CLAWS AND BITE: The Demons of Denakhave two claw attacks per round. If they suc-cessfully grapple an opponent, they mayattempt to bite him in the same round.

    FLY: There is a 25 percent chance that anyDemon of Denak can fly. He may writhe throughthe air or possess wings. Roll for the possibilityof flight when the demon appears.

    COLD TOUCH: The demon must first grapplehis opponent, and if successful, can causeRemarkable damage in subsequent rounds bymaintaining his grapple. A demon cannot usehis claws while applying his freezing touch.

    TEL E PATH YLIMI TE D: Their commandeusually a powerful being in another dimensioncan maintain a telepathic link with the creatureand direct their actions.

    UNIQUE SHAPESHIFTING: The Demons oDenak can easily alter their shapes. They caooze around most obstacles and througtraps. Only a complete enclosure, like a spheror cube, can contain them.

    Background: Demons of Denak is the titlgiven to most non-humanoid or non-animalesser demons that exist in the multiverse. Thecan be any texture, shape, and color thedesire. A demon usually does not serve any pemanent master. These are the creatures summoned by the spell the Demons of Denak(see Denak entry in Book 2). The Demons oDenak love to spread chaos and will usualappear in the Earth dimension as shock troopof an incoming extradimensional invasion.

    DEMONS OF DESPAIRF A S E R I PGd Ty Gd Ty Fb Pr TyHealth: 32 Karma: 12

    Specials:

    FANGS: Demons of Despair can bite only onopponent a round, but can bite that opponentwice.

    POISON BITE: The fangs of a Demon oDespair drip with venom. If a second bite in thsame round is successful the venom will entethe wound, causing Incredible damage.

    Background: Demons of Despair are usualfound in the Dimension of Dreams. They arhumanoid and can walk on two legs but movtwo areas per round quicker when on all fouThese demons are most often summoned to thEarth dimension as servants of Nightmare.

    1

    MAGICAL CREATURES

  • 8/10/2019 Marvel Super Heroes (Classic) - Realms of Magic 3 - Codex of Characters and Creatures

    14/16

    14

    DYKORRSF A S E R I PRm Gd Ex Gd Ty Gd TyHealth: 70 Karma: 22

    Specials:

    CLAWS: All Dykorrs have claws that are fullymanipulative, like a human hand. They caneither be used to cause claw damage or cangrasp a weapon.

    FLIGHT:A Dykorr has the magical ability to fly

    with an Excellent power rank. Its normal speedis four areas per round and its top speed is sixareas per round. (See the Flight power in Book 1for limitations of magical flight.)

    THICK SKIN: A Dykorr has thick skin that isequivalent to Remarkable body armor

    B a c k g ro u n d : The Dykorrs have beendescribed as the most grotesque demons in allthe cosmos. They are basically humanoid inform, but are usually part animal in structure.The Ancient One imprisoned the Dykorrs in theUnknown Realm centuries ago. There theydwindled in number until now only a coupledozen remain.

    They are among the most intelligent of thelesser demons and are the equivalent of most

    humans at using devices. Though they have fewspecial powers, they are extremely organized andcould easily be group leaders of lesser demons,such as the Demons of Denak or Despair

    They are a demanding lot and pick theirleader meticulously. The last character to rallythem was the dread Dormammu, but they con-stantly questioned his ability to lead them. Onceconvinced, however, that their leader is compe-tent (Judges discretion) their morale increasesand they will break ranks and retreat only if theyhave failed to defeat a single opponent and halftheir numbers have been destroyed (asopposed to a third for most other demons).

    ELEMENTALS, GREATERF A S E R I PIn Pr Ex Gd Pr Fb FbHealth: 74 Karma: 8

    Specials:

    NATURAL ARMOR: Since a Greater Elementalis made up of any one of the four basic Earthelements, air, earth, fire, or water, it is extremelydifficult to hurt them physically. A weapon com-posed of the same element as the elementalhas no effect on the monster. If the weapon usedto strike is magical no body armor is considered.Otherwise their body armor is Remarkable.

    ELEMENTAL MOVEMENT:A living manifesta-tion of one of the four elements, it is quite simplefor Greater Elementals to speed along inits own

    element. For example, an earth elemental thatwishes to move along the ground can leave itsform and simply recreate itself farther along inthe direction it wants to travel. All of the GreaterElementals move at 1 area per round outside oftheir element. Within their element their move-ment rate is as follows:

    Air7 areas per roundEarth4 areas per roundWater6 areas per round

    Powers:

    NATURE CONTROL: (Incredible)A greater elemental can create shields or

    make attacks of or in whatever element it iscomposed.

    Background: Greater Elementals are strongmagical creatures that can be conjured forthfrom the basic substance of a planet, either air,earth, fire, or water. Those that exist on Earthrespond most readily to druidic spells and otherforms of nature magic. Though not actuallydemons and not usually chaotic, they can beemployed in such a fashion by master magicwielders.

    Generally a Conjure spell combined with a

    Nature Control spell is necessary to call forth aGreater Elemental. When they appear, theyusually take the form of a humanoid composedof their element. Once vanquished, a GreaterElemental will simply revert back to its inani-mate substance.

    No Greater Elemental can take form in sub-stances that are mixtures of elemernts, such asconcrete and plastics. A Greater Elemental can,however, pass through substances of which itselement composes the primary part. A GreaterElemental, however, must reform from its pureelement. So, for example, as concrete is com-posed mostly of rocks, an earth elemental canforce its way up through pavement and attack ahero only if it can find dirt.

    ELEMENTALS, LESSERF A S E R I PTy Ty Pr Pr Pr Pr FbHealth: 20 Karma: 10

    Specials:

    BITE: Lesser Elementals have very sharp teeth.They can bite once per round and while they areflying. This is their only means of attack outsideof slugging with their fists.

    FLIGHT: Lesser Elementals have bat-wings andfly at no faster than I area per round.

    Background: Lesser low level Elementals,as Doctor Strange calls them, are ugly, greenhumanoids with bat-wings and sharp teeth.They are among the easiest creatures to sum-mon to the Earth Dimension and as Lesser Ele-mentals have humanoid shapes, many magicwielders use them as servants, mystical slaves,and messengers. They can also be used as nor-mal troops in an extradimensional invasion.

    EYE KILLER(Also called the Stealer of Souls)

    F A S E R I PRm Gd Ex Ty Ex Gd ExHealth: 66 Karma: 50

    Specials:

    UNIQUE SHAPE-SHIFT: Eye Killers can shapeshiftfrom their natural form into a normal human

    form. If they wish, however, to appear as a spe-cific human, they must make a successful Rea-son FEAT roll. Eye Killers can transform fromthe human to their natural form in one round, ifthey are doing nothing else. As a human theycan move only one area per round and they losetheir claws.

    CLAWS: In their natural shape, Eye Killers havethe forelegs of a mountain lion, complete withretractable claws.

    SPEED: Eye Killers have serpentine shapesthat allow them to move quickly, four areas perround.

    IMPROVED SIGHT: In their natural shape, EyeKillers have the head of an owl, complete withInfravision (See MARVEL SUPER HEROESCampaign Book, p. 40). Their heads can turncompletely around allowing them to see directlybehind themselves.

    Powers:

    ELDRITCH BEAMS: ( I n c redible) Thesebeams issue forth from their hands or fore-limbs. With their Eldritch Beams Eye Killerscan steal an already defeated characters

    life essence. Eye Killers are known asstealers of souls by many North AmericanIndian tribes. Eye Killers retain these beamcapabilities even in human form.

    Background: Eye Killers are Earth demonsthat have their origins in another dimension. Inits natural state an Eye killer is a 20 to 30-foot-long green serpent with the feathered head ofan owl and the forelegs of a mountain lion.There are few Eye Killers left on Earth and theyonly travel in pairs, usually as mates. They haveserved powerful characters in the past and willdo so again if they believe it will lead to a returnof the old ways, that is, a low level of civilizationsteeped in fear and superstition.

    GARGOYLESF A S E R I PEx Ex Rm Ex Pr Fb PrHealth: 90 Karma: 10

    Specials:

    CLAWS: Gargoyles have large claws that, whenused, raise their Fighting rank to Remarkable.Only one claw attack per round can beattempted.

    TAIL: Gargoyles have long, segmented tailsthat can be used for the purposes of Slugfests.The tail can be used to attack a character onearea away but they cannot attack with both tailand claws in the same round.

    HORN: Gargoyles have a single, long horn ontheir foreheads which can be used with a normalcombat charge. A successful Fighting FEAT rollcauses an additional 10 points of Bite and Clawdamage to the target above the Slugfest dam-age from the charge.

    MAGICAL MATERIAL: Gargoyles are made ofenchanted stone and have Amazing body armoragainst all forms of non-magical attack. Magicalattacks or magical weapons, affect them as nor-mal (No body armor).

    Powers:

    FORCED SHAPE-SHIFTING: A Gargoyle cantransform another character into a gargoyleby making an Agility FEAT role for Targeting

    (see Magic Effects Table) and holding thevictim for two consecutive rounds. On thethird round, transformation is complete andthe victim will assist on the attackers mis-sion. Once altered, a victim will act as a mag-ical creature even if the original Gargoyle isdefeated. If a Psychic Seal of Permanancespell is cast upon the transformed character,the transformation is permanent. Otherwisethe victim can be restored to his originalcharacter by a spell of exorcism. There is notime limit on the length of the spell or for itsreversal.

  • 8/10/2019 Marvel Super Heroes (Classic) - Realms of Magic 3 - Codex of Characters and Creatures

    15/16

    Background: There are many types of Gar-goyles, but the ones described here are themost powerful ones encountered by DoctorStrange. They appear to be made of gray stone,are 10 feet long from the tip of the horn to the tipof the tail, and have blazing red eyes, Theyoccasionally stand up on their hind legs, but areusually quadrapedal.

    They seem to be extremely susceptible to theLight of Truth and Order emitted by variousspells and objects (see the Vishanti and Aga-motto entities and magic items in the Miscellanyof Mysticism). They will not enter an area bathed

    in this light, for they dare not admit the truth oftheir own base nature. If cornered and sub-

    jected to this light for 5 continuous rounds theywill disintegrate.

    They are usually encountered in no more thanpairs and very rarely in great numbers. Thoughit is feasible for them to exist everywhere, theyare most prevalent in the Dimension of the Sha-dowqueen.

    (The Defenders Gargoyle is not the sametype of gargoyle as the ones mentioned here.)

    GURANTHIC GUARDIANF A S E R I PRm Ty Mn Am Pr Ty AmHealth: 161 Karma: 60

    Specials:

    BODY ARMOR: The Guranthic Guardian hasMonstrous Body Armor against all forms ofattacks.

    E NVIR O NM EN TAL INDEPENDENCE: T heGuranthic Guardian can stand in its portal-likeposition for eons without nourishment, sleep, orneed for movement. It is one of the most patientof creatures.

    Powers:

    GURANTHIC EYEBEAM: (Incredible)Usually closed, the single eye of the

    Guranthic Guardian opens to scan theintent of an approaching character. If thecharacter means to harm the ruler of theDark Dimension the scanning beam turnsinto an unusual attack beam. Submitted tothis beam, a character is rooted in place andmust succeed in a Psyche FEAT roll to move.Five successful Psyche FEAT rolls by thevictim are required to move out of thebeams range.

    Each round that a character is in thebeam, the Guranthic Guardian may make aPsyche FEAT roll. If the roll is successful, thevictims Reason, Intuition, and Psyche are allreduced by one rank.

    If the victim leaves the beam while theseabilities are still Typical or higher, he willslowly recover on his own at the pace of onerank for each ability per hour.

    If the victims Reason, Intuition, andPsyche all drop to Feeble it is as if all of thecharacters knowledge and will power weredrained away. The enfeebled victim cannotuse mental or magical powers and even themost simple of tasks cannot be completed.Once the victim has been stupified, the crea-ture closes its eye and waits for the nextintruder. After the beams power has expired,the stupified victims abilities return at therate of one rank per hour.

    A counter-spell can fully restore the char-acters mind and knowledge. Such counter-

    spells are available to the Agamotto and theVishanti-the Judge can create other count-er-spells.

    Background: The Guranthic Guardian is a 50-foot-tall scaly humanoid creature which guardsthe palace of the Dark Dimension. It is not ademon and not an item, but some form of livingartifact that squats over the palace entrance,looking downward, waiting to defend his post.The Guardian has a large fist giving him a Mon-strous Fighting rank for Slugfest.

    While most attacks do not faze the Guardian,

    his eye can be blinded by either extreme mysti-cal darkness, as in the Darkforce or by the Lightof Truth and Order as in the light of the Eye ofAgamotto or the light spell of the All-SeeingVishanti. Once blinded the Guardian will shuthis eye and take a day or two to recover.

    MINDLESS ONESF A S E R I PRm Pr Gd Ex Fb Fb FbHealth: 64 Karma: 6

    Specials:

    THICK SKIN: The Mindless Ones have thickskin that acts as Excellent body armor.

    EYE BEAM: The single, oval eye that each ofthe Mindless Ones possesses, fires an energybeam that causes Excellent damage. The beamis not magical in nature, but is like the Slugfestenergy beam of the mutant hero Cyclops. It canbe fired only once per round and has a range ofonly 1 area.

    MINDLESSNESS: These beings are completelymindless. Though illusionary powers and spellswork on them, other mental powers that attack oraffect the mind, such as Confusion, Fear, MentalControl, and Mesmerism, do not.

    EN VIR O NM EN TAL INDEPENDENCE: Th eyneed not eat, sleep, or breathe, but seem toderive their energy from an inexhaustable inter-nal supply. It is unknown if they age or ever die.

    This does not appear to be a magical condition,just a natural one.

    INEXHAUSTIBLE: The Mindless Ones are tire-less and never cease fighting and moving. Ifdefeated they will lay as if dead for 3 rounds,then rise up and begin fighting again. Karma isgranted as normal for defeating them.

    Background: These tireless beings are the ulti-mate chaotic creatures. Clea, the current Sor-ceress Supreme of the Dark Dimension, whokeeps them confined behind a mystical trans-parent barrier has referred to them as, primi-tive, savage, totally devoid of love, or hate, orany type of intelligence. They live only tofight... and to destroy.

    The Mindless Ones, gray humanoids withslightly bulkier and taller bodies than humanmales, lived in a pocket cosmos that was acci-dentally added to the expanding Dark Dimen-sion. In rebellion, they killed many of thatDimensions magic wielders and Olnar, its ruler.Dormammu, who was later to become SorcererSupreme of the dimension, herded them, andlocked them behind a mystical barrier. Theyhave on numerous occasions escaped from thisbarrier, caused chaos, and then been returnedto their confines. These creatures travel in largepacks of between ten and 100 and have neverentered the Earth dimension.

    SLITHEF A S E R I PTy Gd In Ty Ty Pr GdHealth: 62 Karma: 20

    Specials:

    TENDRIL EYES: The Slithe has two large, reeyes, both located on the tips of tendrils. Thestendrils can stretch to 5 areas long and becomso thin they can snake through plumbing pipeand out of faucets. Thus, the Slithe can spy omatters that interest him by using these eyes a

    periscopes out of street gratings, manhole covers, and so on.

    TENTACLES: The Slithe has numerous tentacles of various lengths and thicknesses. Thtentacles can be used to grab victims and drathem down to the Slithe waiting below.

    NEAR INVULNERABILITY: The Slithe is invunerable to all attack forms except very brighlight and a loss of fear (see Background for thloss of fear). Intense natural or artificial light (fusunlight or searchlight equivalency) causeGood damage to the Slithe every round he iexposed to it. Magical light does its normal ranof damage to the Slithe. The Slithe never postions itself anywhere near a source of brigh

    light.

    Background: The Slithe is a huge monster tharesembles a hybrid of a slug and a squid. It hatwo red eyes on stalks, numerous tentacles, anis a dung color. The Slithe lives in the depths othe sewers of New York City and can reach uthrough the adjoining vents, grates, manhocovers, and plumbing into the world of man.

    It eats by dragging a terror-stricken victimdown into the sewers and then sticking him intone of its transparent, gelatinous, holding sacs

    All of the fear and terror felt by the victim createa form of energy that the Slithe feeds upon. Presumably, the Slithe keeps its victims in the sauntil they die of starvation or fear, then deposittheir remains somewhere. It can hold up to tw

    human-sized victims at one time.Strangely enough, if the victim in the sacconquers his fears (which requires a red PsychFEAT roll) a reverse siphon is enacted andrains the lifeforce out of the Slithe in 3 roundsWhen the Slithe is drained, nothing is left but pool of goo.

    The Slithe is the Earthly counterpart of thDweller in the Darkness, ruler of his own dimension, the Dimension of Fear.

    SPINYBEASTF A S E R I PTy Gd Pr Ty Pr Fb FbHealth: 26 Karma: 8

    Specials:

    SPINES: The Spinybeast is covered with shored spines which act as Good body armoThese magical spines of Remarkable MateriaStrength are filled with a poison of Amazinpotency. Upon the puncture of a characterskin, he is allowed an Agility FEAT roll to jumback before the poison is injected.

    Background: The Spinybeasts exist only iNightmares Dimension of Dreams. These dogsized, red quadrapedal creatures, act as guardians of the dimension.

    Nightmare forces these creature into actio

    1

  • 8/10/2019 Marvel Super Heroes (Classic) - Realms of Magic 3 - Codex of Characters and Creatures

    16/16

    by flashing a special mystic prod, just abovetheir spines. If, however, Nightmare touches aSpinybeast with the prod, the creature is killedinstantly. Spinybeasts are never encounteredmore than one at a time.

    TWIN SPIRITSThis pair of smoky ghosts has no known sta-tistics and none are needed. Twin Spirits cannotattack and need not defend as no known attackaffects them and they can pass through anyobstacle.

    Their sole purpose is to fetch an item or char-acter that their summoner has specified. Theytravel at speeds up to the speed of light but cantravel slower if transporting a character. Umaronce had Doctor Strange brought to her in thisfashion and there was nothing he could do tostop his abduction. These creatures can evengrasp astral forms.

    Twin Spirits are created by mystic smoke pro-duced by a magic wielders brazier, but theirinfrequent appearances have led many to con-clude that an extremely expensive and rareincense must be burned in a brazier to createtheir form (Judges discretion).

    VISIMAJORIS(Also called the Divider of Souls)

    F A S E R I PRm Gd Ex In Gd Ex ExHealth: 100 Karma: 50

    Specials:

    MULTIPLE EYES: Visimajoris has at least 17eyes, most on eyestalks but at least one eachon the back of his hands. He can see in all direc-tions at once and he can never be surprised bya physical creature.

    TENTACLED HANDS:Visimajoriss hands endin tentacles so strong they are considered clawsin combat.

    Powers:

    EYE BEAM:Visimajoris can fire magical beams from

    his eyes combining the beams from all eyesinto a single attack. To affect a victim Visima-joris must obtain a bulls eye result on a Tar-geting FEAT roll (see the Magic EffectsTable). When properly focused on a victim,the beam divides the target by doubling hisform every round until, for example, after 9rounds, there are 512 different forms.

    Every round the character is struck by thebeam, all of his abilities and power ranks arereduced by one rank. The character dies ifall abilities are reduced to Shift 0. If the char-acter is still alive, the instant Visimajoris isstruck down, the multiple images recombineinto their original form. Abilities and power

    ranks return at the rate of one rank perround.

    Background: Visimajoris is a demon monsterand guardian of The Creators portal into theQuadriverse. Visimajoris nearly defeated Doc-tor Strange, who was trying to stop The Crea-tors, when Apalla, the sun queen, struck themulti-eyed creature down. He still lives and it isdoubtful that he can ever be completelydestroyed.

    YANDROTHS BATF A S E R I PTy Ex Ex Ty Pr Fb FbHealth: 52 Karma: 8

    Specials:

    FLIGHT: Yandroths Bats massive wings allowsit to Fly at a rate of 20 areas per round. Its abilityto maneuver in the air is better than any otherknown flying creature of comparable size. It cancompletely switch directions in one area, nomatter how fast it is moving, making it unpredict-

    able and a very dangerous opponent.

    CLAWS: Yandroths Bat has a three-digit talonat the end of each wing, which can strike asclaws. If the bat uses one of these claws whileswooping, its Fighting and Strength ranks areincreased one column for every 5 areas itswoops. For example, at its fastest speed thebat has an Incredible Fighting rank and a Mon-strous Strength rank. The bat cannot strike withmore than one claw per round.

    THICK SKIN: The bats thick skin acts asExcellent Body Armor.

    Background: This bat is named after Yandroth,the alien scientist who sought to defeat Doctor

    Strange by scientific and technical expertise.Yandroth ruled the planet on which the batexists, and he most likely created the bat bygenetic engineering.

    A demonic-looking creature, but not a demon,the bat is magenta in color, has a man-sized trunkand head, and has colossal wings with a span of atleast 100 feet. An omnivore, the bats speed andmaneuverability are fantastic, and few animalsbeing hunted can escape it. The bat is not chaoticor evil and it is highly unlikely that a characterwould ever encounter more than one bat at a time.

    YANDROTHS SLUGF A S E R I PPr Pr Ex Gd Fb Fb FbHealth: 38 Karma: 6

    Specials:

    SHELL: The shell that covers most of Yan-droths Slug is of Monstrous Material Strength.Unless an attacker can batter through the shell,he must target his attacks on the head. A bulls-eye is needed to hit it (see the Magic EffectsTable for Targetting magical attacks and the Bat-tle Effects Table for Shooting & Throwing).

    ULTRASOUND: Yandroths Slug can emit ultra-sound through his two antennae. This ultra-sound is a sonic attack that causes Amazingdamage to everything in and adjacent to thearea it occupies.

    Background: This slug is named after Yan-droth, the alien scientist who sought to defeatDoctor Strange by scientific and technicalexpertise. Yandroth ruled the planet on whichthe slug exists and he most likely created theslug by genetic engineering.

    The slug is monstrous, 60 to 70 feet long and 35feet high. It is mottled gray, except for its singlelarge, pink, multifaceted eye. The slug cannotmove faster than 1 area per round horizontally andcan climb only half an area per round. YandrothsSlug is always found alone. It is omnivorous andmost likely, given the time and inclination, can con-sume inorganic matter as well.

    MARVEL SUPER HEROES, MARVEL SUPER VIL-LIANS, MARVEL UNIVERSE, Baron Mordo, BrotherVoodoo, Clea, Diablo, Doctor Doom, Doctor Druid,Doctor Strange, Dormammu, DSpayre, Magik, Mor-gan Le Fey, Nightmare, Shaman, Talisman, Silver Dag-ger, Umar, Demons of Denak, Demons of Despair,Dykkors, Greater Elementals, Lesser Elementals, Gar-goyles, Guranthic Guardian, Mindless Ones, Slithe,Spinybeast, Twin Spirits, Visimajoris, Yandroths Bat,Yandroths Slug, Karl Amadeus Mordo, Ancient One,Vishanti, Lord Phyffe, lkonn, Mabdhara, Satannish,Valtorr, Jericho Drumm, Daniel Drumm, Damballah,Papa Jambo, Faltine, Raggadorr, Prince Orini, Olnar,Dark Dimension, Flames of Regency, Esteban Diablo,

    Thing, Fantastic Four, Anthony Druid, StephenStrange, Cyttorak, Seraphim, Darkhold, Agamotto,Tib o ro Sixth Dimension, Shuma-Gorath, Chthon,Sanctum Sanctorum, Thor, Odin, Wraiths, Dweller inDarkness, Florida Interdimensional Nexus, Spider-Man, Man-Thing, Cyclops, Magnus, Gaea, Merlin, Spi-der Woman, the Avengers, Dimension of Dreams,Demonic Steed, Gulgo, Victor Von Doom, Latveria,Falroth, Doom Robots, Beyonder, Battleplanet, IllyanaNikolovna Rasputin, Dimension of Limbo, Soulsword,Colossus, X-Men, Belasco, Michael Twoyoungmen,Great Key, Mystic Pouch, Grandfathers Skull, AlphaFlight, Heather Hudson, Snowbird, Faralloh, ElizabethTwoyoungmen, Unknown Realm, Infravision, The Lightof Truth and Order, Dimension of the Shadowqueen,Darkforce, Dweller in the Darkness, Dimension ofFear, Creators, Apalla, Yandroth, and the distinctivelikenesses thereof are trademarks of the Marvel Com-ics Group. Copyright 1986 Marvel Comics Group, a

    division of Cadence Industries Corporation. All rightsreserved. Printed in the U.S.A. Game Design Copy-right 1986 TSR, Inc. All rights reserved.This book is protected under the copyright laws of theUnited States of America. Any reproduction or otherunauthorized use of the material or artwork containedherein is prohibited without the express written con-sent of TSR, Inc. and the Marvel Comics Group. Dis-tributed to the book trade in the United States byRandom House Inc. and in Canada by Random Houseof Canada, Ltd. Distributed to the toy and hobby tradeby regional distributors.

    The names of characters used herein are fictitious anddo not refer to any persons living or dead. Any descrip-tions including similarities to persons living or dead aremerely coincidental. All Marvel characters, and thedistinctive likenesses thereof are trademarks of theMarvel Comics Group. This product is fictitious and is

    not based on any known belief or practice, nor is it anendorsement of any belief or practice. MARVELSUPER HEROES and MARVEL SUPER VILLAINS aretrademarks of the Marvel Comics Group. Copyright1986 Marvel Comics Group, a division of CadenceIndustries Corporation. All Rights Reserved. Printed inthe U.S.A.

    Game Design Copyright 1986 TSR, Inc. All RightsReserved.

    NIGHTMARE

    16