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    I am beginning to wonder if calling these the

    “Ultimate Origins Book” might have been a mistake.When I started compiling the original, it was going to be a single book, not the first in a series. Not sure ifthe word “ultimate” applies anymore. Still, I like thetitle, so I shall proceed to call this line by that name,and there will be at least one more following this

     book.

    This book was originally going to be called “Oddsand Ends”, and it was going to contain Origins fromDC, Image, and Marvel (and any other source Istumbled upon).

    It quickly outgrew the original intention, when Idiscovered Public Domain Super Heroes Wikia,which is a great site, and a very fun read. I simplycould not find many Origins from Image availableonline, and to be honest, I know very little about theline. I had not originally planned on having a lot ofOrigins from Image, but that changed, and I quicklyhad well over a hundred Origins, and decided I woulddo an Image Sourcebook as a separate project(coming soon™).

    I dubbed this Supplement “Golden Age and More” because the bulk of the book is Golden Age Origins.

    As you peruse the book, you might notice this oneis a little Amazon heavy. When I was showingTammra the Origins being added so she could pickthe ones for her Origin Table, she said I should doone just for Amazons from various comics. I offeredto make one, and told her some of them would be areprint of previous Origins, and she said it was OK,and I did not need to do one. Therefore, to make herhappy, I did some searching an added Amazite,

    Amazon of Backworld, and Amazon of the Amazon

    chapters.

    For this project, I needed to raise money. Makinga .pdf is expensive, and it requires virtual currencythat has no real value, and only exists inside myimagination. So, unfortunately, I was forced to sell adspace for the book to a few organizations. I did notreally check them out too well, but I am sure they are

     pure and wholesome groups, run by moral people.

    As always, I hope this book is enjoyed by others,and that you find some useful Origins for yourcampaign within these pages.

    -MTS

    Golden Age and More I

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    This book is dedicated to an awesome lady, whohas been a cornerstone of the Classic Marvelcommunity for years, even before I started writingand sharing. Kat is definitely a veteran, going back to

     being part of the original MSH RPG mailing list thatis now archived at Topica.

    Kat, I could fill pages singing your praises, but youdo like to have a modicum of privacy, and I canrespect that. Hell, it was years before I revealed myreal name on the net, and was only known asMajorTomSawyer.

    Also, An Iron Butterfly is an awesome moniker.She has contributed many things over the years,

    and has sent me quite a few files she has archivedthat can be found at Gaming Nerds Я Us, or appearas parts of the various books I have released overtime.

    She is also an amazing 3D artist, and you can findmuch of her work scattered across the web (the

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

    she uses on various forums).

    This project, even though nearly complete, was on“indefinite hiatus”. Our PC died, and being out ofwork, I simply did not have the money to recoveranything off of the old hardrive. I found some cheapcables, and posted on Facebook asking if they wouldwork for the transfer, and she sent us an ExternalHardrive unit, and a 1TB hardrive for extra storage(seriously, the laptop I am using right now is prettylaughable – my mother got it for free as part of a

     purchase years ago). She did this all out of her own pocket, and asked for nothing in return.

    Kat, you are AWESOME, and Tammra and Icannot thank you enough, ever. Not only was I ableto recover this, but several other projects, which will

     be released over time.

    Thank you, Thank You, and THANK YOU again!

    - MTS

    Thank you! As one of the projects I worked themost on appeared to be lost as well, thank you again.May you have the life you deserve.

    - Tammra

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    I like to play characters that are unconventional

    characters, especially when I use a canon Origin.Sometimes this can even explain why the character ison Earth (or wherever the setting of the game takes

     place), instead of their home planet. Imagine how afire-wielding alien born to a race of ice-wieldingaliens might be treated? They might have beenshunned by their race, so they left their home,looking for acceptance.

    You will find that many of the Origins shouldhave their abilities/powers better defined, but I haveelected to keep them “generic” to allow players andJudges more freedom in character creation.

    Additionally, not always assigning ranks to lists ofknown Powers allows the freedom to roll their initialranks, rather than using the Ability Modifier Tablefor everything.

    To use this book, the Ability Modifier Chart fromthe Advanced Player’s Book tends to be the best

    option. Allow me to paraphrase the Alien Hero

    Option from the Advanced Set Judge’s Book:

    This is an option that may be chosen by the playerwith the Judge’s permission. The hero has the listedabilities, modified by a roll on the Ability ModifierTable, making one roll for each ability. Any Powers

     possessed by the Origin are similarly wielded by thehero, occupying random slots.

    Talents should be chosen with an eye towards theOrigin involved. Those listed for the Origin may betaken first, in place of randomly rolled Talents.

    As for Contacts, the hero may either choose therace/group he/she belongs to, or no initial Contacts(in which case the character is a renegade).

    Ability Modifier Table*

    Die Roll Modification

    01-15 Reduce by one rank16-50 Remain unchanged51-70 Increase by one rank71-85 Increase by two ranks86-95 Increase by three ranks96-00 Increase by four ranks

    *Unless noted otherwise, no ability may bemodified in any fashion below Feeble or aboveMonstrous

     Now, it may be easy to substitute the base statslisted with some of the Origins presented in this

     book, and use the various rolling charts from theUltimate Powers Book. As an example; Aliens roll oncolumn five. Cyborgs roll on column four, etc…

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      I always recommend Players and Judges worktogether on things like this to determine what is bestfor the game. I have taken the liberty of reproducingthe Ability charts from the Ultimate Powers Bookhere for convenience, in case anyone disagrees withthe base stats/rolling chart provided, and would liketo substitute one of the charts listed below.

    Generating Primary Abilities

    Each Origin uses one of the following columns onthe Random Ranks Table. Roll for each of the seven

     primary abilities on this table.

    Rank

    Name

    Initial

    Rank

    Number

    1 Mutant,

    Altered

    Humans

    2 Normal

    Folks

    Feeble 1 01-05 01-05Poor 3 06-10 06-25

    Typical 5 11-20 26-75Good 8 21-40 76-95Excellent 16 41-60 96-00Remarkable 26 61-80 ---Incredible 36 81-96 ---Amazing 46 97-00 ---Monstrous 63 --- ---

    Rank

    Name

    3 High

    Technology4 Robots 5 Aliens

    Feeble 01-05 01-05 01-10

    Poor 06-10 06-10 11-20Typical 11-40 11-15 21-30Good 41-80 16-40 31-40Excellent 81-95 41-50 41-60Remarkable 96-00 51-70 61-70Incredible --- 71-90 71-80Amazing --- 91-98 81-95Monstrous --- 99-00 96-00

     Now, keep in mind that when the legendaryDavid E. Martin wrote the Ultimate Powers Book,none of the Origins had as many Powers as some ofthe default powers listed in this book. It would bevery easy in some of the cases to roll fewer powersthen the Origin comes with by default. This is yetanother opportunity for Players and Judges to worktogether to determine what will be the most fun forthe Player, and preserve campaign balance for thegame.

    Judges should never feel bad about saying “Rollor pick again”, and Players should understand when

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

    To preserve balance in my games, I limit thenumber of Powers I allow some Origins. I have thePlayer roll their initial number of Powers normally. Itreat every power that is a default Power for thatOrigin as an optional Power. Players can roll up newPowers on their own and be a Mutant character ofthat Origin if they prefer. They use the Origin for thecharacter’s background. If they decide they want to

     buy powers with Karma later on, I allow them to buytheir Origin’s Powers at a discounted price.

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    Table of Contents

    Origin Tables Page 1Origins

    Chapter One: Aldebarans Page 6Chapter Two: Alfheim Page 7Chapter Three: Amazar Page 9Chapter Four: Amazons Page 11Chapter Five: Amazons of Backworld Page 12Chapter Six: Amazons of the Amazon Page 15Chapter Seven: Amoeba Men Page 17Chapter Eight: Ani-Men Page 18Chapter Nine: Antarenes Page 19Chapter Ten: Antons Page 20Chapter Eleven: Arc Centurians Page 22Chapter Twelve: Autan Page 23

    Chapter Thirteen: Bems Page 26Chapter Fourteen: Berev'ha Dentii Page 27Chapter Fifteen: Black Light Men Page 28Chapter Sixteen: Blyntzyns Page 29Chapter Seventeen: Brain Men of Mars Page 30Chapter Eighteen: Cat People Page 31Chapter Nineteen: Cathexis Page 33Chapter Twenty: Chitauri Page 35Chapter Twenty-One: Clawites Page 37Chapter Twenty-Two: Core People Page 38Chapter Twenty-Three: Crimson Dawn Page 39Chapter Twenty-Four: Cybernoids Page 41Chapter Twenty-Five: Cyber-Sidhe Page 42Chapter Twenty-Six: Cymradia Page 43Chapter Twenty-Seven: Deaglos Page 45Chapter Twenty-Eight: Demon People Page 46Chapter Twenty-Nine: Descendants Page 47Chapter Thirty: Drakulon Page 48Chapter Thirty-One: Drugs, Formulas, &Serums

    Page 50

    Chapter Thirty-Two: Fire-Monsters Page 62Chapter Thirty-Three: Fish People Page 63Chapter Thirty-Four: Fish-Men Page 64Chapter Thirty-Five: Flatula Page 65Chapter Thirty-Six: Fleshless Ones Page 67Chapter Thirty-Seven: Giants of theElephant Grave Yard

    Page 68

    Chapter Thirty-Eight: Gnorrkin Page 69Chapter Thirty-Nine: Haydes Page 71Chapter Forty: Ice People Page 72Chapter Forty-One: Imagions Page 73

    Origins (Continued)

    Chapter Forty-Two: Invaders from

    Venus

    Page 74

    Chapter Forty-Three: Land of the GhostFox Women

    Page 75

    Chapter Forty-Four: Ligra Page 76Chapter Forty-Five: Lilin Page 81Chapter Forty-Six: Living Corpses Page 83Chapter Forty-Seven: Lizard Men Page 85Chapter Forty-Eight: Ludberdites Page 86Chapter Forty-Nine: Lunerzons Page 87Chapter Fifty: Mechanical Monsters Page 89Chapter Fifty-One: Mercury Page 90Chapter Fifty-Two: Mermazons Page 91

    Chapter Fifty-Three: Monsters from theMirror Page 92

    Chapter Fifty-Four: Mosquito Men Page 93Chapter Fifty-Five: Neo Page 94Chapter Fifty-Six: Neptune Page 97Chapter Fifty-Seven: Onees Page 98Chapter Fifty-Eight: Otherworld Page 99Chapter Fifty-Nine: Outcasts Page 107Chapter Sixty: Paratwa Page 108Chapter Sixty-One: Pellucidar Page 112Chapter Sixty-Two: Phantoms Page 115Chapter Sixty-Three: Pixies Page 117

    Chapter Sixty-Four: Plasma Wraiths Page 118Chapter Sixty-Five: Possessors andParasites

    Page 119

    Chapter Sixty-Six: Rigel-3 Page 123Chapter Sixty-Seven: Sagittarius Page 125Chapter Sixty-Eight: Sakaar Page 126Chapter Sixty-Nine: Satania Page 128Chapter Seventy: Saturnians Page 129Chapter Seventy-One: Scorpio Page 131Chapter Seventy-Two: Scorpius Page 132Chapter Seventy-Three: SeaweedCreatures

    Page 133

    Chapter Seventy-Four: Shark People Page 135Chapter Seventy-Five: Sharkmen Page 136Chapter Seventy-Six: Sidri Page 137Chapter Seventy-Seven: Solanoids Page 138Chapter Seventy-Eight: Spineless Ones Page 139Chapter Seventy-Nine: Starks Page 141Chapter Eighty: Stonebacks Page 143Chapter Eighty-One: Sunev Page 144

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    Origin Tables (Continued) Chapter Eighty-Two: The Builders Page 146Chapter Eighty-Three: The Homelands Page 151Chapter Eighty-Four: Titan Eternal Page 153Chapter Eighty-Five: Tor-o-don Page 154Chapter Eighty-Six: Tyclosians Page 156

    Chapter Eighty-Seven: Uncara Page 157Chapter Eighty-Eight: Venus Page 158Chapter Eighty-Nine: Volta Page 160Chapter Ninety: White Apes of Barsoom Page 161Chapter Ninety-One: Zarko Page 162Chapter Ninety-Two: Zutarians Page 163

    Appendix Appendix One: Character Origins Page 166Appendix Two: Optional Ways to RoundOut Your Character

    Page 170

    Extras In Closing Page 178Index Page 179

     Notes Page 182Bibliography Page 187

    VI Golden Age and More

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    Book of Origin

    Use this to determine which Origin book will be usedwhen rolling up a character.

    Die Roll Book Used

    01-25 DC26-50 Golden Age and More51-75 Marvel76-00 Wildstorm

    The Golden Age and More Origin Chart

    Die Roll Origin

    01 Aldebaran02 Amazite 

    03 Amazon*04 Amoeba Man05 Ani-Man06 Antarene07 Arc Centurian08 Anton09 Autanian10 Bem11 Berev'ha Dentii12 Black Light Man

    13 Blyntzyn14 Brain-Lord15 Brain Man of Mars16 Builder*17 Cat Person18 Cathexis19 Centaur20 Chemically Enhanced

    Die Roll Origin

    21 Chitauri22 Clawite23 Core Person24 Cube Man25 Cybernoid26 Cyber-Sidhe27 Deaglos28 Demon Person29 Descendant30 Dragon-Man31 Dwarven Servant32 Elf*

    33 Fable34 Fairie35 Fire-Monster36 Fish Person37 Fish-Man38 Flatulan39 Fleshless One40 Fomor41 Ghost Fox Woman

     

    42 Giant43 Giant of the Elephant Grave Yard

    44 Goblin45 Gnorrkin46 Half-Man47 Ice Person48 Imagion49 Invader from Venus

     

    50 Leprechaun51 Lilin

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    The Golden Age and More Origin Chart

    (Continued)

    Die Roll Origin

    52 Lion-Person53 Living Corpse

    54 Lizard Man55 Ludberdite56 Lunezon*57 Mechanical Life Form58 Mechanical Monster59 Mercurian60 Mermazon

     

    61 Mosquito Man62 Neo63 Neptunian64 Onee65 Outcast

    66 Paratwa67 Pellucidarian*68 Phantom69 Pixie70 Plasma Wraith71 Possessor/Parasite72 Rigellian*73 Sakaaran Native74 Satanian75 Saturnian76 Scorperson

    77 Scorpius78 Seaweed Creature79 Shark Person80 Sharkman81 Sidri82 Solanoid83 Spineless One84 Stark85 Stoneback86 Sunevian*87 Synthopoid88 Titan Eternal

    89 Tor-o-don*90 Tuatha de Danan91 Tyclosian92 Uncarian93 Undercloak94 Vampiri95 Venusian96 Voltaman

    Die Roll Origin

    97 White Ape of Barsoom98 Wolf of Tuatha de Danan99 Zarkon00 Zutarian

    Amazon Sub-Table

    Die Roll Origin

    01-34 Amazon 35-67 Amazon of Backworld68-00 Amazon of the Amazon

    Builder Sub-Table

    Die Roll Origin

    01-16 Aleph17-32 Abyss33-52 Builder53-68 Caretaker69-84 Curator85-00 Gardener

    Elf Sub-Table

    Die Roll Origin

    01-25 Cat Elf26-50 Elf (Otherworld)51-75 Ice Elf76-00 Light Elf

    Lunezon Sub-Table

    Die Roll Origin

    01-50 Lunezon51-00 Mooniac

    Pellucidarian Sub-Table

    Die Roll Origin

    01-33 Mahar34-67 Primitive Human68-00 Sagoth

    Possessor/Parasite Sub-Table

    Die Roll Origin

    01-50 Parasite51-00 Possessor*

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    Possessor Sub-Table

    Die Roll Origin

    01-17 Angel18-34 Demon35-50 Energy Being

    51-66 Magical Entity67-83 Psionic Being84-00 Undead

    Rigellian Sub-Table

    Die Roll Origin

    01-50 Rigellian51-00 Rigellian Recorder

    Sunevian Sub-Table

    Die Roll Origin01-50 Birdman51-00 Parrot-Man

    Tor-o-don Sub-table

    Die Roll Origin

    01-50 Gryf51-00 Tor-o-don

    Tammra’s Favorites

    Die Roll Origin

    01-05 Amazite06-10 Amazon11-15 Amazon of Backworld16-20 Amazon of the Amazon21-25 Cat Elf26-30 Cat Person31-35 Chemically Enhanced36-40 Fable41-45 Fairie46-50 Fomor51-55 Ghost Fox Woman56-60 Invader from Venus61-65 Lilin66-70 Lunezon

    71-75 Mermazon76-80 Neo81-85 Titan Eternal86-90 Tuatha de Danan91-95 Vampiri96-00 Wolf of Tuatha de Danan

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    This Part of the book is dedicated to Origins.

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    Chapter One: Aldebarans

    Source: Nedor Comics

    In the year 2488 A.D., alien invaders fromdistant space known as the Aldebarans tried toconqueror the Earth using their advancedweaponry and other technology. Their mainmethod of invasion is to convert small planetoidsinto space fortresses/bombs. Each fortress wasequipped with an armada of ships to defend the

     base while it prepared to smash into its target.The Aldebarans were also equipped with rayguns, holographic projectors, and languagetranslators. They did not succeed in invading theEarth.

    Typical Aldebaran

    Primary Ability Chart; Column Five

    From the Ultimate Powers Book

    Die Roll Initial Score

    01-10 Fb 111-20 Pr 3

    21-30 Ty 531-40 Gd 841-60 Ex 1661-70 Rm 2671-80 In 3681-95 Am 4696-00 Mn 63

    Additional Creation Notes•  Aldebarans can raise any one Ability

    +1CS.•  Starting Resources are set at Poor.• 

    Aldebarans start out with only oneContact, their race.

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    Chapter Two: Alfheim

    Source: Marvel Comics

    Alfheim is one of the Nine Worlds and existson the highest level of the World Tree along withAsgard and Vanaheim. Little is known about thisrealm, whose primary inhabitants are the LightElves. The Light Elves' few appearances haveshown them to be peaceful, friendly, and happy

     beings with few, if any, weapons. Their shapesrange from appearing physically human save fortheir pointy ears, to slightly more alienanatomies. Odin, the All-Father, appointed theVanir known as Frey to be Alfheim's ruler. Atleast two different extremes of climate have beendocumented in the realm. Primarily, it has beenshown to have a temperate, spring-like climate,including vast forests.

    Alternately, Alfheim has been described as aland of ice and snow. It is unknown of thischange was brought about due to the rebirth ofRagnarok, or if this is simply another portion ofAlfheim. The blue-skinned light elves ofAlfheim's snowy regions share many of the samecharacteristics of their ordinary counterparts,

     being peaceful, playful, and friendly beings.

    Elves

    The Light Elves first appeared in AlphaFlight, when Loki lied to an ill and delusional

     Northstar, claiming he is one of them. This prompts Northstar to journey to Alfheim toreside there, abandoning the rest of Alpha Flight.

    The Cat Elves, a subspecies of Light Elves,

    are introduced later, when Northstar learns hehas been deceived. These Elves are smaller thantheir brethren, and ride winged cats as theirsteeds.

    Another subspecies, the Ice Elves, wererevealed when the Ano-Athox warlord UthanaThoth wiped one of their palaces out. The IceElves reside in the frozen portion of Alfheim.

    Typical Cat Elf

    F A S E R I P

    Gd8

    Rm26

    Gd8

    Gd8

    Ex16

    Gd8

    Ex16

    Health: 50 Karma: 40

    Known Powers: • 

     Power Simulation: Due to the mysticalnature of the Elves all powers possessed by them are spells, as per PowerSimulation. The exception to this rule is

     powers that are “Always on” such asHyper-Intelligence, Hyper-Strength,etc…

    •   Natural Weaponry – Claws: Ex 16Edged damage. 

    Talents: Tracking

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    Typical Ice Elf

    F A S E R I P

    Gd8

    Ex16

    Gd8

    Ex16

    Ex16

    Gd8

    Ex16

    Health: 48 Karma: 40

    Known Powers: •   Power Simulation: Due to the mystical

    nature of the Elves all powers possessed by them are spells, as per PowerSimulation. The exception to this rule is

     powers that are “Always on” such asHyper-Intelligence, Hyper-Strength,etc…

    •   Resistance to Cold: Ex 16

    Talents: Survival

    Typical Light Elf

    F A S E R I P

    Ex16

    Ex16

    Gd8

    Gd8

    Ex16

    Gd8

    Ex16

    Health: 48 Karma: 40

    Known Powers: •   Power Simulation: Due to the mystical

    nature of the Elves all powers possessed by them are spells, as per PowerSimulation. The exception to this rule is

     powers that are “Always on” such asHyper-Intelligence, Hyper-Strength,etc…

    Talents: Archery

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    Chapter Three: Amazar 

    Source: Marvel

    Scarlet Witch’s Dream

    The stars are afraid tonight. Space crackles

    and shudders, as if in dread or revulsion. The

    end is drawing near. Eldritch chaos surrounds

    this bright, lonely world. Amazar. Soon it willnot need a name at all. Portents are aligned, the

     signs are right. Vast magicks are woven in a

    lattice around the planet, and beneath their

    unwholesome glow, Amazar’s famous floatingcitadel prepares to die. Wave upon wave of

    landing pods swarm down through the clouds

    and strike the citadel rock, ready to split open

    and release their cargo… Iron Golems, large

    and powerful warriors.

    Witchcraft keeps the Golems bound and loyal,

    while malice alloyed into their metal souls drivesthem on. As they rampage within the floating

    citadel, the Golems know no mercy, no feeling,

    no remorse - they know only how to kill. The

    warrior-women of Amazar fall beneath the

    Golems’ creaking, burnished fists. The Amazites,

    as the warrior-women are known, are famedacross the cosmos for their nobility and martial

     prowess. Now, the white marble halls andterraces of their citadel become their tombs.

    The dread Gargan, wizard and conqueror,

     stands atop his huge flying beast, hovering over

    the madness below. On the floating citadel, he

    relishes the relentless advance of the Golems. For a lunar month, he and his forces have laid

     siege to Amazar. Now they commit it to the fires

    of never-more. The Amazite women are lost andleaderless, for their witch-queen is sick and

    dying. For the last week she has lain in her

    chambers, suffering from an unknown malady,

    thus depriving the Amazites of her vast elemental

     powers, which are their greatest strength.

     Despite that, the Amazites battle on, delaying

    in the inevitable. Gargan believes his victory is

    assured and his elaborate plan complete. It isalmost too easy…

    Amazar

    Amazar was an alien dimension, a world ofswords and sorcery, ruled by the witch-queenEleyn. It was assaulted by Gargan and his IronGolems, after which it was presumably fed on byLore, and whatever was left when she was donewas likely scavenged by the Scatter. It appearedas a lone island floating in the void of space.

    Amazites

    A group of warrior women and sorceress,they fought savagely against Gargan and his IronGolems, but were no match for the powerfulwizard, who captured their witch-queen Eleynand turned her over to Lore. It is not known ifany of them survived Lore's draining theirworld's energy, or the likely follow-up attack bythe Scatter.

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    Typical Amazite

    Primary Ability Chart; Column Five

    From the Ultimate Powers Book

    Die Roll Initial Score

    01-10 Fb 111-20 Pr 321-30 Ty 531-40 Gd 841-60 Ex 1661-70 Rm 26

    71-80 In 3681-95 Am 4696-00 Mn 63

    Additional Creation Notes

    •  Amazites can raise any one Ability+1CS.

    •  Starting Resources are set at Poor.•  Amazites start out with only one

    Contact, their race.

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    Chapter Four: Amazons

    Source: Fiction House

    In the Brazilian jungles, Oran of the Junglediscovered a group of Amazons with plans ofconquest, armed with advanced technology suchas rocket ships, ray guns, and televisors. Theirarmy had a massive modern city hidden inside amountain, that featured buildings such as a

     palace and coliseum.

    Their Queen dealt with outsiders, such asOran. She would force them into gladiatorialmatches with her pet, a giant reptile resembling adinosaur or dragon. A mutual attraction betweenOran and the Amazonian Queen was seeminglydeveloping, but nevertheless the queen threw the

    handsome newcomer to the beast lest he interferewith her plans.

    After being informed of the threat by Oran,The Brazilian army destroyed and apprehendedthe Amazonian forces swiftly using their tanks.

    Typical Amazon

    F A S E R I P

    Ex16

    Rm26

    Ex16

    Ex16

    Ex16

    Rm26

    Ex16

    Health: 74 Karma: 58

    Known Powers:

    • 

     None 

    Talents: Engineering, Animal Husbandry,Weapons, & Martial Arts.

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    Chapter Five: Amazons of Backworld

    Source: Marvel Comics

    The Amazons are a tribe of warrior womenliving in a city either in or bordering the "rockyoutlands," across a river from a jungle region.Having experienced brutal treatment by men, theAmazons generally slew any they encountered,though an Amazon could take a man as her

     private property. Amazons wishing to claim thesame man would resolve the matter by combat,sometimes to the death. The Amazons typicallyrefer to each other as sisters, presumably more ofa figurative designation than literal.

    They worshipped the god of light and life:Brontnekkhar, though they also invoked Flauvus,

    K'ozar, and Great Zharn.

    They wield spears, daggers, bolas, and bowand arrows.

    The Amazons were experienced with the"Kell," the undead servants of Shlime.

    Following a thunderstorm, Soreana wanderedthe jungle lands. Observing an eeoynaiapproaching the open canister containing theunconscious body of the mind-erased formerEmmanuel Cody, Soreana struck it with an

    arrow, but became trapped under a collapsingrotten branch before she could finish thecreature.

    Reviving, the former Cody slew the eeoynai,freed Soreana, and struggled to breach thelanguage barrier and convince Soreana of hisgood intentions. Coming upon the scene, theAmazons subdued Cody with a bola, and thenAxomeen ordered the others to slay him, to makecertain he would not do further violence to oneof their own. Before the women could strike withtheir spears, Soreana rushed forward, explaining

    how the man had saved her. Imploring Axomeento spare him, she answered in the affirmativewhen Axomeen inquired if she wished to takethe man as her private property. Keelooahchallenged Soreana's claim, further noting howAxomeen had long favored Soreana, despiteKeelooah being the bravest and strongest.Whispering to Soreana that Keelooah had toolong spewed poison against her queen, Axomeengave Soreana her own blade and encouraged her

    to "do what must be done." As Soreanaacknowledged that she would try, the formerCody realized what was going on between thetwo Amazon women.

    Soreana slew Keelooah in a fierce struggle,after which the warrior-sisters broke into a wildsong of praise, an ancient song in honor of thegod of light and life, Brontnekkhar. As Soreanaclaimed Bront, he told her that, though he lackeda past and a name, he was still a man, a free man,and he refused to be anyone's servant. When hegrabbed one of the warrior-sisters' spears,Soreana struck him with the shaft of her spear,knocking him out.

    With the former Cody unconscious, thewarrior women bound his arms behind his backaround a thick branch.

    As he recovered, Soreana apologized, telling

    him this was necessary if he was to stay alive;"Be faithful and obedient and I will reward youwell."

    Shackled and weary, the man was led throughthe lush jungle - out toward the Amazon city. Asthe group reached the rocky outlands, the nightwind whispered excitedly to the stars, namingthe man as "Bront."

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      The night wind whispered the name even asthe party of tawny-limbed amazons, chattering ina strange, musical language, led him captivethrough the rocky crag. It was picked up andcarried by the tides and eddies swirling below:Bront...Bront...Bront!

    As they crossed a stone bridge between twocliff edges, presumably hearing the voice in thewind, Soreana told Axomeen she had decided toname the man Bront. Axomeen only insistedSoreana feed and clean up after him.

    Suddenly, one of the Amazons noticed andwarned Axomeen that one of the Kell was in thewater, invoking both Flauvus and Zharn for

     protection as she realized the Kell sawthem...with eyes that cannot see. Shlime, actingin unseen fashion through his servant, caused thestone bridge to crumble, and Axomeen told the

    women to be brave as Bront and the Amazonsfell into the water. After the Kell claimed Brontand rowed away, Axomeen and Soreana pulledthemselves onto land, with Axomeen warningSoreana that she had feared her pet would angerthe elders...and that she would be whipped forthis. Soreana sobbed over the loss of her Bront.

    Identified Members: Axomeen (leader),Keelooah, Soreana

    Note: Some of the women were referred to as"these two Amazons" in #66, and the group was

    referred to a "party of tawny-limbed Amazons"in #79. The term may well be a descriptor ratherthan their actual name, but they were otherwiseonly described as warrior women or warrior-sisters.

    Katrin's Dwarven Servants

    Katrin referred to them as her pets, and shetreated them like animals. They spoke in some

     primitive language, though Katrin seemed tounderstand them.

    Telepathically, guided by Shlime, Bront began a journey to the Lake of Fire and theMonkey Puzzle Tree. Shlime led Bront over aridge and to a cave; as he approached, Bront wasunaware he was being watched by severaldwarven man-creatures armed with axes andother weapons.

    After guiding Bront into a cave, Shlimerealized he actually had made a mistake and thatthis was the wrong cave, but it was too late tostop Bront from being ambushed by at leastseven dwarven creatures; armed with battle-axe-like weapons, they swiftly subdued Bront.

    The dwarves bound Bront's hands and feet toa pole and carried him through the caverns totheir mistress, Katrin.

    Bront awakened near the end of the trip andfutilely attempted to re-establish mental contactwith Shlime, and his one-sided conversationamused Katrin. Intrigued, Katrin wondered whatelse he could do, and his responses led her tohave him brought to her bed and left there (handsstill bound). Bront eventually became annoyedwith Katrin, and he departed Katrin's abode,fighting his way past a number of dwarves in the

     process.

    One of her dwarves told her "Unga SlugBatha!" She understood this to mean that Brontwould soon be dead if he continued heading inthe direction he was going...towards the lake offire and the whampa.

    Comment: Most of the time, only 3-4 of theservants were shown on panel, but there was onein the initial conflict that showed seven attackingBront. Whether it was intentional to have sevendwarves (as in Snow White and the...), I have no

    idea.

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    Typical Amazon of Backworld

    F A S E R I P

    Ex16

    Rm26

    Ex16

    Ex16

    Ex16

    Rm26

    Ex16

    Health: 74 Karma: 58

    Known Powers:

    •   None 

    Typical Dwarven Servant

    F A S E R I P

    Gd8

    Ex16

    Gd8

    Ex16

    Gd8

    Ex16

    Gd8

    Health: 48 Karma: 32

    Known Powers:

    •   None 

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    Chapter Six: Amazons of the Amazon

    When Wonder Woman first encountered thesewarrior women, they had been brainwashed by

    Tezcatlipoca, and were doing his bidding. Sheimmediately recognized they were Amazons, albeit avariety she had neither seen nor heard of before. TheAmazonians took Wonder Woman to the sacrificialaltar with her friends, wherein she engaged in a battleof wills and might with Tezcatlipoca. His thralls werefreed from his control during the battle, whenWonder Woman released an imprisoned eagle, thesymbol of pride and courage to the Amazons. Theysubsequently fought alongside Tezcatlipoca againstanimated Aztec statues. When Wonder Womanmanaged to open a great sealed door, the Amazonsfled, which prompted Tezcatlipoca to say "Bah! Letthem go... I do not care!" The battle was concludedwhen Wonder Woman destroyed an artifact made toresemble Tezcatlipoca, freeing him from his mortalform, and he withdrew.

    After defeating Tezcatlipoca, Wonder Womanreunited with the Amazons, who had mistook her forArtemis (the ancient Wonder Woman). They statedthat Hippolyta told them that she was dead, but theQueen had lied before. Wonder Woman then

     persuaded the Amazonians to let her follow them back to their Amazon River home, which was verysimilar in construction to the architecture of ParadiseIsland.

    She was taken to their Queen Atalanta by a groupof Amazons led by Maia, as they thought it was her

     place to answer Wonder Woman's questions. Atalantahad questions of her own, and when Wonder Womanrevealed she was Diana, the daughter of Hippolyta,

    the Amazons attacked her calling her traitor anddeceiver, with an Amazon named Ariadne hurling her

    spear at Diana.

    A brief battle ensued, and Diana quickly broughtit to an end by using her golden lasso to subdue manyof the Amazons, when an unbound Atalanta calledfor an end to the skirmish. Atalanta revealed to Dianathat her greeting raised their ire, since it was hermother's ruinous leadership that caused them to leaveParadise Island. She continued mentioningHippolyta's ill-starred romance with Heracles, andhow he beguiled her then stole her Girdle of Strength.She stated she was never the same thereafter, and shewithdrew all of the Amazons from the world andforbade them ever to consort with men. Dianacountered that this was Aphrodite's edict, not theQueen's, but Atalanta replied that the Goddess ofLove was testing her. It was Hippolyta's chance to

     prove that she could overcome her wounded prideand learn to love again. Atalanta thought she neverwould, but believed that Diana's presence suggestedthat she did open her heart again at last.

    Diana revealed that she had no father. Atalantastated she must have sought out Godly help, and thatthe love of a mother for her daughter is powerfulindeed, but it is not the only love that women weremade for, and asked her if she had ever loved a man.

    Diana said that the picture Atalanta painted was of astranger, and that Hippolyta was never so unjust. Shestated that she learned of justice, courage, andkindness at her knee. Atalanta replied stating that shewas stubborn, righteous, and would hear no dissent.She continued adding that Hippolyta was a fineteacher but refused to be taught. Atalanta then askedwhat lesson might they would they have learned hadit been Hippolyta who told Diana the tale of theAmazons of the Amazon, and asked what otherlessons of the past she keeps hidden from Diana.

    Visibly shaken by Atalanta's words, Diana

    accused her of lying, and said she would not listen toher talk this way and walked away. Atalanta allowedher to go, knowing her words had struck a troublingchord in Diana's heart.

    Diana went to the river, wishing the waters couldwash away her strife. She wondered “if whattroubled her the most was that she can believe hermother might…” when her reverie was interrupted byAtalanta. Diana started to apologize, and was cut off

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     by Atalanta. She stated that they are very much alike,and that she also comes to that very spot for solitude.She said she would leave Diana with her privatethoughts, and once more, that she has sisters herewho will always welcome her.

    Typical Amazon of the Amazon

    F A S E R I P

    Ex16

    Rm26

    Ex16

    Ex16

    Ex16

    Rm26

    Ex16

    Health: 74 Karma: 58

    Known Powers:

    •   None 

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    Chapter Seven: Amoeba Men

    Source: Nedor Comics

    Amoeba Men are an aggressive species ofamoeba-like aliens that are said to originate fromSaturn, and foes of Lance Lewis. The technologyof their race was unique, but similar to that

     possessed by Earth at the time including laserweapons and spaceships.

    Powers and Abilities

    Amoeba Men have several unique powersthanks to their physiology. These included theability to survive unaided in a vacuum, shape-shifting, mass manipulation, telepathy, beingunaffected by physical blows, and the ability to

    swallow and digest prey with their acidic bodies.Energy weapons or attacks are effective againstthem, however.

    Typical Amoeba Man

    Primary Ability Chart; Column Five

    From the Ultimate Powers Book

    Die Roll Initial Score

    01-10 Fb 111-20 Pr 3

    21-30 Ty 531-40 Gd 841-60 Ex 1661-70 Rm 2671-80 In 3681-95 Am 4696-00 Mn 63

    Additional Creation Notes•  Amoeba Men can raise any one Ability

    +1CS.•  Starting Resources are set at Poor.• 

    Amoeba Men start out with only oneContact, their race.

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    Chapter Eight: Ani-Men

    Source: DC Comics

    History

    The Ani-Men were an organization ofhuman/animal hybrids. They were the former

     board members of the bankrupt corporation,Repli-Tech Industries. When Repli-Tech's CEORex Rogan discovered that the company wasgoing under, he had his top scientist, DoctorLovecraft, use an experimental DNA treatmentto transform Rex and the others into powerful

     beast men. Rex became a lion-man, while hisassistant and lover, Irena, became a cat-womannamed Reena. Others were transformed intorhinoceros-men, whale-men, lizard-men,scorpion-men, etc.

     Naming himself Maximus Rex, Rogan provided his Ani-Men with the glory and powerthat he had promised them. He opened a privatestadium called the Arena, where the Ani-Menwould participate in bloody gladiatorial combat.Maximus Rex presided over the festivities to anaudience filled with the wealthiest elite the cityof New York had to offer. Rex himself wouldalso engage in combat, but always as the mainevent of the evening.

    Reena eventually grew sickened with whathappened to her and the others. Betraying herlover, she sought sanctuary with the JusticeLeague of America. She told the League aboutRex and the Ani-Men, and the League foughtagainst the Ani-Men on at least three separateoccasions. The Ani-Men proved to be powerfulthough, and League members Elongated Man,the Flash, and Hawkman all suffered severeinjuries.

    What Rex and the others didn't know though,was that the process which gave them their

    animal powers, was also robbing them of theirhumanity. They eventually devolved into acompletely animalistic state. The Leaguedetermined that the Ani-Men were now justnormal animals and no longer presented a threatto humanity. They left them to eke out their ownlives on a small island off the coast of

     Newfoundland.

    Typical Ani-Man

    F A S E R I P

    * * * * Gd 10 Gd 10 Gd 10Health: Special Karma: 30

    *Their initial physical stats are those of their

    original animal stock (original Armadillo stock isFeeble in all physical abilities), plus Typical.Add the rank numbers together to complete their

     power rank (round down).

    Example: The animal listed above is anArmadillo. Using those stats: Fb 1 + Ty 5 = 6,so the score would be Ty 6 in all physicalabilities. The Player can then roll on the AbilityModifier Chart to customize them further.

    In addition, the Ani-Men will have the listednonphysical abilities, plus any special traits they

     possessed before.

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    Chapter Nine: Antarenes

    Source: Komos Comics

    Antarenes are a race of ant-men from a distantsolar system whose sun had expired. This madetheir planet of Antar uninhabitable. The ant-menwent underground and built a propulsion deviceto move their planet through space called aPropulsor. Using this device they hoped to find anew solar system with a thriving sun.

    In the 2680's the Antarenes arrived in theEarth's solar system. They planned to push the

     planet Earth out of its orbit and then into the sunwhile Antar would take its place. However,Marvo1.2Go+ discovered their plan when hevisited their dead world. Marvo pretended to go

    along with the Antarenes plan until he and hisfriend Bud found an opportunity to destroy theforce ray gun. Bud and Marvo then sent the ant-men's planet out of the solar system.

    Characteristics

    The Antarenes are a green ant-like creature ofaverage height. They have antennae and canwalk upright. They have a queen but are ruled bya Grand Dobol.

    Powers and Abilities

    They have the ability to communicatetelepathically with their "amennae", antennaelike organs on their head. The antarenes possessan advanced technological society havingdeveloped devices that can move worlds: a forceray gun, which can push a planet out of its orbitand a propulsor, which propelled Antar throughspace.

    Typical Antarene

    Primary Ability Chart; Column Five

    From the Ultimate Powers Book

    Die Roll Initial Score

    01-10 Fb 111-20 Pr 3

    21-30 Ty 531-40 Gd 841-60 Ex 1661-70 Rm 2671-80 In 3681-95 Am 4696-00 Mn 63

    Additional Creation Notes•  Antarenes can raise any one Ability

    +1CS.•  Starting Resources are set at Poor.• 

    Antarenes start out with only oneContact, their race.

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    Chapter Ten: Antons

    Source: Marvel Comics

    Origin:

    The mysterious race of Antons evolved on the planetoid of Torsa, a world far, far away from theearth, though a celestial mishap thrust their home atour own. Though they share the features of variousterrestrial creatures, this resemblance is whollycoincidental.

    History

    Little is known of the mysterious race of Antons,minimally humanoid beings hailing from the world ofTorsa. This small planetoid seemed too small tosupport the evolution of such large entities, so

     perhaps they originated elsewhere.

    Regardless, Torsa was the home of the Antons, orat least a small portion of their kind, when a celestialaccident thrust the world out of its original orbit. Asluck would have it, it found a new home in a very,very tight orbit around the planet earth.

    Its motion and proximity causing untold havoc toits new neighbor, Torsa was quickly abandoned bythe Antons, who decided to conquer this larger worldand its weak inhabitants. Naturally, said inhabitants

    took considerable exception to this plan.

    Exploring Torsa as it wreaked chaos around theearth, Professor Zog and his associate, DoctorHorrace Forde, attempted to destroy the planetoidwith his robotic Marvel of the Age: Electro! Windskicked up by Torsa's movements around the earthderailed this scheme, however.

    Momentarily seizing control of his Marvel, theAntons then used Electro to help them conquer theearth - at least until Professor Zog was able to regainmastery of the robot. With this done, Zog then used

    Electro to bomb Torsa, destroying it utterly!

    It is possible that some Antons survived thedestruction of Torsa, and remain in hiding on ourworld to this very day. Furthermore, it is quite

     possible that Torsa wasn't the only home of thesealiens, meaning they could resurface to invade theearth once more!

    Characteristics:

    The Antons, ostensibly an intelligent species,seem more than ready to inflict violence on othersentient beings for their own benefit. Whether or notthey are egged on by their crowned ruler, Antonsappear happy to bully those weaker than themselves.

    Appearance:

    To all outward appearances, Antons are a strangemishmash of terrestrial and alien anatomies. Vaguelyhumanoid in stature, the Antons are approximatelynine foot tall, and feature long, shaggy brown hair (or

    fur) on both their torso and their head.

    Their facial features are vaguely porcine inappearance, including a wide snout and saber-liketeeth in addition to shorter fangs. Their long, thicklimbs are sea green in hue, and include two arms, twolegs, and two powerful wings to carry them aloft.

    Ecological Niche:

    Antons appear to exist at the apex of life onwhatever world they make their home, whether or notit is their native planet. They seemed too few in

    number to have evolved and thrived on the planetTorsa, but the Antons have nonetheless made it theirhome.

    While they may come across as simple, violent brutes, Antons nonetheless possess highly advancedscientific knowledge - or, at the very least, theirnameless ruler does. Thus, the calamity that befell theworld of Torsa may well have been of their ownmaking.

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    Typical Anton

    F A S E R I P

    Gd10

    Ty 6Ex20

    Gd10

    Ty 6 Ty 6Gd10

    Health: 45 Karma: 22Resources: Ty 6 Popularity: Shift-0

    Known Powers:

    •   Fangs: The maw of the average Anton isreplete with sharp teeth, including twooversized, saber-like fangs jutting out past

    their upper lips. Antons may use these fangsto inflict their Strength rank in Edged Attackdamage to whatever they bite.

    •  Growth: Though they do not have the abilityto actually change their size, Antons arelarger than humans by far. Standing atapproximately nine feet tall, Antons possessthis power at Feeble (2) rank, mostly toshowcase their heightened reach andleverage.

    •   Resistance to Cold Attacks: Though theirlimbs lack this benefit, the torsos of Antonsof Torsa are covered in long, shaggy fur.

    This helps them to preserve body heat, andallows them to stand tall in the face ofRemarkable (30) ranked cold.

    •  Wings: Finally, all Antons possess a large pair of bird-like wings, with which they maysoar through skies both familiar and alien.Being big and bulky, Antons can only fly atGood (10) speed, or 120 miles per hour, forshort periods of time.

    Limitations / Enhancements:

    •  Susceptibility / Z-Rays: Though the exact properties of Professor Zog's Z-Rays areunknown, Antons have demonstrated a

     particular weakness to them. All knownAntons suffer at least one fourth of their

    maximum Health score in damage with eachexposure to Z-Rays.

    Talents: None.

    Contacts: The strange band of aliens known asAntons likely can consider other members of theirspecies reliable contacts, as they tended to elevatethemselves above others in stature. This would be

     particularly true if a given Anton needed help gainingvengeance against humanity!

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    Chapter Eleven: Arc Centurians

    Source: Marvel

    The Arc Centurians are an advanced alienrace of telepaths from the planet Arc Centauri.

     Not much else is known about their race. Ageneticist from their planet was traveling thoughEarth's solar system in 1954 when thegravitational pull of the planet pulled him to thesurface. With his ship damaged, the alienattempted to get help from the locals of thenorthern American town he had landed in, butwas only met with fear.

    The appearance of the alien being promptedthe Human Torch and Toro to investigate. Theyarrived on the scene just as a young boy - fleeing

    from the alien in fear - ran off a cliff. As theTorch rescued the boy Toro engaged the alien

     but struck his head on a tree, knocking him outand sending him falling down the cliff. Fatallywounded, Toro was restored to health by the ArcCenturian, who then communicated to the Torchand convinced him that he was benevolent. Thealien explained his problem to the Torch, and thehero helped fix his ship allowing the alien toreturn to the stars before he was attacked by anangry mob of frightened townspeople.

     No other members of this race have been seen

    since; their present activities are unknown.

    Powers

    All members of the Arc Centurian race aretelepaths and are immune to fire. They also

     possess six legs, and a tail.

    Typical Arc Centurian

    Primary Ability Chart; Column Five

    From the Ultimate Powers Book

    Die Roll Initial Score

    01-10 Fb 111-20 Pr 321-30 Ty 531-40 Gd 841-60 Ex 1661-70 Rm 2671-80 In 3681-95 Am 4696-00 Mn 63

    Additional Creation Notes

    •  Arc Centurians can raise any oneAbility +1CS.

    •  Starting Resources are set at Poor.•  Arc Centurians start out with only one

    Contact, their race.•  Telepathy, and/or Prehensile Tail may

     be taken as an optional power (counts asone of the initial powers rolled).

    •  At least half of Arc Centurians’ powersshould be mental in nature.

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    Chapter Twelve: Autan

    Source: Marvel Comics

     Not much is known about the planet Autan orits location in the universe. It is a barren rockworld that appears to have no plant life, but isrich in various minerals including gold. The onlyknown inhabitants of this world are theAutanians. Until early 1949, the Autanians wereenslaved by a creature known as the BrainMonster, who used his army of Cube Men toforce the Autanians to mine for gold, thesubstance the Brain Monster needed to survive.Eventually the Autanians refused to mine andwere assisted by the Earth heroine known as SunGirl, who slew the Brain Monster and freed theAutanians.

    Autanians

    Autanians are the humanoid residents of the planet Autan. They were forced into slavemining by the creature known as the BrainMonster, who required gold in order to survive.However, Grail, the leader of the Autanians,convinced his people to stop mining gold for theBrain Monster. The Brain Monster then turnedits sights to Earth, and its Cube Men brought theEarth heroine known as Sun Girl to help with hisharvest of Earthen gold.

    Sun Girl, learning that the Autanians were to be sentenced to death, instead convinced theBrain Monster to let her talk the Autanians intogoing back to work instead. The Brain Monster

    allowed this, and Sun Girl convinced Grail andhis people to go back to work for the Brain

    Monster and plan a mutiny. Sun Girl and Grailwere then taken to the Brain Monster. There,Grail helped Sun Girl get out of her binds, andshe slew the monster with her sun beam. Withthe Brain Monster dead, the Cube Men fell inertas well, and the Autanians were free. In thanks,they helped Sun Girl return to Earth.

    The Brain Monster

    The origins of the Brain Monster areunknown. A massive brain needing to eat gold, itsomehow forced the local Autanians to mine for

    the material it needed to eat. It also developed anarmy of Cube Men, robots that were anextension of its own powerful mind. By 1949,the Autanians, led by a man named Grail,revolted against the Brain Monster and refused tomine for gold. The Brain Monster then sent itsCube Men to Earth to collect gold from that

     planet. There the Cube Men brought back SunGirl to present to their master because localsreferred to her as the "Golden Goddess".

    The Brain Monster told Sun Girl that itintended to eliminate the Autanians and harvestgold from Earth instead, but Sun Girl convincedthe creature to let her talk to Grail and his

     people. Sun Girl convinced Grail to feignsubservience to the Brain Monster, and when thecreature was distracted, Sun Girl loosened her

     bonds and fired her sunbeam directly into theBrain Monster's massive brain. The effect killedthe Brain Monster and deactivated his CubeMen, ending the creature’s threat.

    Powers

    The Brain Monster has a powerful intellectthat allows it to transmit its will into machines,

    in particular his Cube Men. The monster did notappear to have any other extra-cognitive abilities.

    Weaknesses

    The Brain Monster was mostly immobile,making it an easy target. It also relied on gold asits only form of sustenance.

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    Cube Men

    The Cube Men were mechanical creaturescreated by the Brain Monster of the planetAutan. The Cube Men were powered by thecreature's massive brain, but other than following

    their creator’s orders, the Cube Men appeared tohave unique personalities and were completelyautonomous. The Cube Men's primary functionwas to force the Autanians to mine for gold, theonly substance their master ate. By 1949, theAutanians refused to mine any more, and so theCube Men were sent to planet Earth to steal gold.In New Mexico they captured Earthen heroineSun Girl, because she was referred to as the"Golden Goddess". They brought her to Autan,where the Brain Monster intended to use her tocollect gold from Earth. However, Sun Girlconvinced the Brain Monster to allow her toconvince the Autanians to once more resumetheir mining. Sun Girl was sent with a Cube Mannamed Bokx to talk to the Autanians.

    Sun Girl convinced the leader of theAutanians, named Grail, to once more pretend toserve the Brain Monster. This served to allowSun Girl to get close enough to use her sun beamon the monster, killing it. With the BrainMonster dead, all the Cube Men fell inert. 

    Typical Autanian

    Primary Ability Chart; Column Five

    From the Ultimate Powers Book

    Die Roll Initial Score

    01-10 Fb 111-20 Pr 321-30 Ty 531-40 Gd 841-60 Ex 1661-70 Rm 26

    71-80 In 3681-95 Am 4696-00 Mn 63

    Additional Creation Notes

    •  Autanians can raise any one Ability+1CS.

    •  Starting Resources are set at Poor.•  Autanians start out with only one

    Contact, their race.

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    Typical Cube Man

    Primary Ability Chart; Column Four

    From the Ultimate Powers Book  

    Die Roll Rank

    01-05 Fb 106-10 Pr 311-15 Ty 516-40 Gd 841-50 Ex 1651-70 Rm 26

    71-90 In 3691-98 Am 4699-00 Mn 63

    Additional Benefits

    •  Initial Popularity is zero.•  Player character Cube Men

     possess self-repair facilities thatsimulate normal Healing.

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    Chapter Thirteen: Bems

    Source: Marvel

     Not much is known about the Bems, a race ofinsectoid aliens unique to the Earth-5391 reality,a reality where space travel and exploration

     boomed in the late 20th Century. By the year2075, they were enemies of the United Planets, acoalition of planets in Earth's solar system thatwere devoted to intergalactic peace.

    The Bems, led by Bakka, led raids across thesolar system, prompting the United Planets tosend the Space Sentinels to deal with it. CaptainSpeed Carter, his sidekick Johnny Day and hisgirlfriend Stellar Stone soon found themselvescaptured by the Bems. Their leader Bakka then

    demanded that Speed order the Space Sentinelsto stop their attack on the Bems so they couldleave the asteroid they were forced to take coveron. When Carter refused, Bakka then used amatter converter device to transform Stellar intoa Tigagator and Johnny into a Girafonkey, itsnatural prey and set them against each other.

    When Speed still refused to give the orders,he found himself transformed into an Elepheagleand set free. Retaining his human intelligence,Speed then led the Space Sentinels to theasteroid on a counterattack that saw the Bems

    wiped out. Speed and his friends were thenrestored to human form. It is unknown if anyBems still live.

    Typical Bem

    Primary Ability Chart; Column Five

    From the Ultimate Powers Book

    Die Roll Initial Score

    01-10 Fb 111-20 Pr 321-30 Ty 531-40 Gd 841-60 Ex 1661-70 Rm 2671-80 In 3681-95 Am 4696-00 Mn 63

    Additional Creation Notes

    •  Bems can raise any one Ability+1CS.

    •  Starting Resources are set at Poor.•  Bems start out with only one

    Contact, their race.

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    Chapter Fourteen: Berev'ha Dentii

    Source: Marvel

    The Berev'ha Dentii are a rat-like race ofwarrior mystics that were not part of Heaven'soverall plan. They were hunted by angels andwere thought dead before Blackheart resurrectedVerminus Rex as one of his Spirits ofVengeance. Somehow Verminus Rex resurrectedhis race, and fed them the stolen power of GhostRiders that he captured. When they capturedShoba Mirza, they drew the attention of DannyKetch and his Ghost Rider.

    Typical Berev'ha Dentii

    Primary Ability Chart; Column One

    From the Ultimate Powers Book  

    Die Roll Rank

    01-05 Fb 106-10 Pr 3

    11-20 Ty 521-40 Gd 841-60 Ex 1661-80 Rm 2681-96 In 3697-00 Am 46

    Additional Benefits

    •  Intuition is raised +1CS.•  Endurance is raised +1CS.•  Berev'ha Dentii must have at leastone Contact, usually Berev'ha Dentii.

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    Chapter Fifteen: Black Light Men

    Source: Story Magazine

     Not much is known about the Black-LightMen, an alien race that exists in Universe-5464.They live on a planet that they can apparentlydirect and, as such, is mobile. Their planet isdifficult to detect by conventional means, andwould require a "Negative-Spot Ray" to be seenthrough a telescope.

    They live on an Arctic world that is coveredwith ice and snow, and mostly devoid of life.This is likely due to the fact that their planet isrogue, no longer being heated by a star.

    In their only recorded appearance, the Black

    Light Men were attempting to reposition theEarth in an effort to render it unable to sustainhuman life. The goal of this effort was to lift anysurvivors of this global freeze off the planet, sothey could ultimately sell it to Martians.Whirlwind Carter and the Interplanetary SecretService who stormed the Black Light Planet

     bravely fought the attackers. Learning that theBlack Light Men were afraid of fire, their armieswere chased off a cliff by a group of ISS soldierscarrying torches.

    In defeat, the Black Light Men's planet was

    sent spiraling off into space. Their fate remainsunrevealed.

    Powers

    The Black Light Men are capable of seeing inthe dark and are immune to the effects ofextreme cold.

    Weaknesses

    The Black Light Men are afraid of heat andfire.

    Typical Black Light Man

    Primary Ability Chart; Column Five

    From the Ultimate Powers Book

    Die Roll Initial Score

    01-10 Fb 111-20 Pr 321-30 Ty 531-40 Gd 841-60 Ex 1661-70 Rm 2671-80 In 3681-95 Am 4696-00 Mn 63

    Additional Creation Notes

    •  Black Light Men can raise any oneAbility +1CS.

    •  Starting Resources are set at Poor.•  Black Light Men start out with only one

    Contact, their race.

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    Chapter Sixteen: Blyntzyns

    Source: Amazing Adventures

    The Blyntzyns are a race of diminutive,would-be conquerors that ran afoul of theVoltamen, though they avoided being conqueredonly through luck, and the Voltamens’

     preoccupation with the rebellion on Earth. Nowthey are valued members of The United Planets,finding the cutthroat world of business andespecially industry more to their liking thandirect warfare.

    The Blyntzyn home world is mineral andenergy rich, allowing the Blyntzyns to constructa potent fleet of ships and robots. Due to earlierdisasters in their home system, the Blyntzyn

    System is very poor in plant and animal life,making biomass of any kind highly valued.Blyntzyns are very small by human standards,standing roughly two feet in height. They have a"goblin-like” appearance, including huge pointedears and horns. Though small and not verystrong, they are brilliant technologists, and arehighly resistant to toxins due to their highly(even overly) industrialized home world.

    Robotics is very important to the Blyntzyns,as they build a wide arrangement of highlyadvanced robots to run their industry, fight their

    wars, and explore the universe for them. In theUnited Planets, Blyntzyn-built robots are aregular sight in dangerous industrial zones, andare employed in the United Planets Navy asshock troops, pilots, and robotic weapons

     platforms.

    Typical Blyntzyn

    Primary Ability Chart; Column Five

    From the Ultimate Powers Book

    Die Roll Initial Score

    01-10 Fb 111-20 Pr 3

    21-30 Ty 531-40 Gd 841-60 Ex 1661-70 Rm 2671-80 In 3681-95 Am 4696-00 Mn 63

    Additional Creation Notes•  Blyntzyns can raise any one Ability

    +1CS.•  Blyntzyns possess horns that can be

    used to gore for Gd 8 damage. •  Starting Resources are set at Poor.•  Blyntzyns start out with only one

    Contact, their race.

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    Chapter Seventeen: Brain Men of Mars

    Source: Fox Comics

    The Brain-Men of Mars are brillianthumanoids who require mechanized exo-skeletons to help their small bodies support theweight of their gigantic heads.

    When Dr. Martinious came to Mars, he usedthe scientific genius of the Brain Men to devise aweapon that would allow him to conquer theuniverse, starting with Earth. Their plan involvedsending meteors to earth, infested with Martianinsects, which would spread disease across theland. Stardust arrived on earth, giving scientiststhere the secret to wipe out the insects and thedisease they carried.

    The Brain-Men are highly intelligent andtechnologically advanced. They carry small,hand held ray weapons, which are powerfulenough to destroy a building.

    Typical Brain Man of Mars

    Primary Ability Chart; Column Five

    From the Ultimate Powers Book

    Die Roll Initial Score

    01-10 Fb 111-20 Pr 3

    21-30 Ty 531-40 Gd 841-60 Ex 1661-70 Rm 2671-80 In 3681-95 Am 4696-00 Mn 63

    Additional Creation Notes•  Brain Men of Mars can raise any one

    Ability +1CS.•  Starting Resources are set at Poor.• 

    Brain Men of Mars start out with onlyone Contact, their race.

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    Chapter Eighteen: Cat People

    Source: Marvel Comics

    History

    The Cat People are a race of demons in theform of humanoid cats that inhabit an alternatedimensional netherworld. The Cat Peopleoriginated roughly a thousand years ago when ahuman sorcerer on Earth named Ebrok magicallytransformed two house cats into sentienthumanoid cats. Ebrok, a kindly man, instructedthese first two Cat People, Flavius and Helene, inthe mystic arts. The number of Cat People grew,

     but Ebrok's fellow sorcerers, who belonged tothe Sorcerers' Guild, opposed his work with theCat People. The other sorcerers, including theman now known as the demonic sorcererBelasco, magically banished the Cat People tothe other dimensional netherworld that the CatPeople themselves call the Land Within. Thisrealm was part of the interconnected series ofnetherworld pocket dimensions knowncollectively as Hades, after the most infamous ofthese realms, which was ruled by Mephisto.(This Hades is not to be confused with theOlympian underworld of the same name, whichis ruled by the god Pluto).

    According to the spell of the sorcerers who

     banished the Cat People, one of the Cat Peoplemust answer the summons of any Earth-bornsorcerer who calls upon them. The member ofthe Cat People chosen by them to respond tosuch calls is given the title of the Balkatar. Thecurrent Balkatar is named Grigar.

    In time the demonic environment of the LandWithin caused the Cat People living there to

     become demons themselves.

    However, unknown to the mystics who banished the Cat People, Flavius and Helene had

    learned of their plan against them in sufficienttime to use their own mystic skills to avoid banishment. Flavius and Helene secretlyremained with Ebrok, assisting him in his work.One night, however, another sorcerer discoveredFlavius and Helene with Ebrok, and killedEbrok. Enraged, Flavius hurled a containerholding the results of their current experiment atthe killer, thereby releasing the germ that caused

    the Black Plague, that then swept over Europe,killing untold numbers of people.

    Flavius and Helene fled to the mountainswhere they worked to find a cure for the plague,

     but they were again persecuted by the Sorcerers'Guild. Flavius and Helene summoned theBalkatar to protect them, but he could not, sincehe had to obey the Sorcerers' Guild. The Guildalso mystically prevented Flavius and Helenefrom successfully using the spell to transformcats into Cat People. Flavius and Helene insteaddecided to transform human beings into CatPeople, and transformed a human woman into acat-like warrior named Tigra. This original Tigradestroyed the enemies of Flavius and Helene.

    Finally, when Flavius and Helene were quiteold, they discovered the cure for the BlackPlague. Since the Sorcerers' Guild no longerexisted, Flavius and Helene were able to get theBalkatar to do their bidding, which was to matewith the original Tigra. Thus the Balkatar of thetime and the original Tigra became the parents ofa second race of Cat People.

    A descendent of the second race of CatPeople, Dr. Joanne Marie Tumulo, who posed asa normal human being and lived among otherhuman beings, created a means to give human

     beings the powers of the Cat People throughartificial means. She designed a costume, whichheightened the agility of its wearer to a felinelevel and gave it to Greer Nelson, who wore it inher secret identity of the Cat. After Nelson washit by alpha radiation while battling members ofthe subversive organization HYDRA, Tumulosaved her life by using scientific, mystical, and

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     psionic means to transform her into a modernday version of Tigra.

    Tumulo sacrificed her own life to stop therampage of Tabur, a humanoid cat created by theHigh Evolutionary. The rest of the second race ofCat People was wiped out. The now-demonicCat People of the Land Within still exist andhave fallen under the domination of Belasco.

    Typical Cat Person

    Primary Ability Chart; Column Five

    From the Ultimate Powers Book  

    Die Roll Rank

    01-10 Fb 111-20 Pr 321-30 Ty 531-40 Gd 841-60 Ex 1661-70 Rm 26

    71-80 In 3681-95 Am 4696-00 Mn 63

    Additional Benefits

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

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    Chapter Nineteen: Cathexis

    Source: DC Comics

    Originating from the sixth dimension ofreality - as opposed to humanity's existence inthe third dimension - the Cathexis are anadvanced and powerful race, capable of creatingsentient energy beings and wielding remarkable

     power in their own right. Wishing to expandtheir power, they created the sentenergy 'Id'. It isan energy field capable of modifying reality

     based on the wishes of those it made contactwith and subsequently modifying the vibrationsof subatomic particles to grant wishes, andunleashed it upon Earth.

    Upon arriving in this dimension, Idessentially began to act like the malevolentgenie, granting any wishes that it sensed to givethe wish-maker precisely what was asked forwithout giving them precisely what they wanted.As its first wish in this dimension, it latched onto the strongest superhuman mind it could find,

    Superman, just as he was wishing that thosesuperhumans who had two lives sometimes didnot have to cope with such pressures. As a result,he, Batman, the Flash, Green Lantern, PlasticMan and the Martian Manhunter were split intotheir human and superhuman identities; WonderWoman and Aquaman alone remained the same

     because they had no secret identities in the first place.

    However, as Wonder Woman and Aquamanswiftly realized, the separation had been far from

     perfect. Without the other identity to balance outtheir personalities, the heroes began to change ininitially subtle but increasingly obvious ways:

    •  Lacking Clark Kent's influence,Superman grew increasingly alien and alooffrom the people he had vowed to protect,changing his costume to a more Kryptonianstyle of clothing and on one occasionactually partially lobotomizing a newopponent to shut down the part of his brainthat allowed him to use his new powers.

    Clark Kent, despite enjoying his newfreedom not to have to lie about where he

    has been, became increasingly fearful ofeven simple things like heights, and becameincreasingly less confident in himself.•  Being normally driven by BruceWayne's memory of the deaths of Thomasand Martha Wayne, Batman rapidly lost hisspirit and resolve without Wayne's memoryto drive him, becoming a faceless individualwith no real drives of his own. BruceWayne, unable to channel his rage into hisBatman identity, became increasinglyhostile, violently beating a couple of vandalswho attempted to graffiti his car.• 

    Lacking Wally's human influence, theFlash simply reveled in his speed with nothought for the past - he even changed hiscostume, despite promising to keep it theway it was to honor the memory of BarryAllen. Wally, lacking the Flash's haste,

     became increasingly lethargic, even missingdinner dates with his wife Linda.•  Without the Green Lantern ring to

     properly express himself creatively, KyleRayner began to increasingly descend intomadness, obsessively sketching down ideasto try to keep himself under control. GreenLantern, on the other hand, lacked anyimagination and simply used his ring as aweapon, to the point where he simplyattempted to shoot at a massive flood ratherthan taking the more responsible solution oferecting a wall to contain it.•  Without Eel O'Brien's darker nature,Plastic Man degenerated from being a manwith a sense of humor to being a near-ineffective idiot, making inappropriate jokesin the middle of a crisis. O'Brien,meanwhile, found himself contemplatingreturning to his criminal ways withoutPlastic Man's powers and lighter nature to

    give him a reason to remain a hero.•  As with Superman, Martian Manhunter

     began to grow aloof from his adopted peopleand assume a more Martian-like appearance.In contrast to the others, John Jones reveledin his new freedom, including his lack of afear of fire and him no longer being plagued

     by the long-standing grief from being thelast of his race.

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      While investigating the apparent resurrectionof the deceased Metamorpho, the League met theCathexis for the first time and learned about Id.Metamorpho had been brought back by his sonJoey's wish, but Joey had unfortunately wishedthat his father was back rather than alive, and soId had translated his wish as such. Using theresidual 'Id energies' left from the wish, theCathexis were able to reverse the wish, andexplained the situation to the League.Accompanied by the League, the Cathexissubsequently tracked Id to Los Angeles after itturned the entire city blind, following a scarred

     beauty queen's yell of "Don't look at me!!" whileon live television. After the Justice Leaguecaptured Id using Wonder Woman's lasso andthe Flash's vibrations, the Cathexis showed theirtrue colors and turned on them.

    After realizing the problems being faced by

    the divided Leaugers, Eel O'Brien gathered theircivilian identities together, who then confrontedthe Cathexis while Eel attempted to use theirequipment to reverse Superman's original wish.Unfortunately, so much time had passed thatthere was not enough energy to fully reverse thewish, and the reverse consisted of a haphazardmess, with both personas struggling fordominance. As the Cathexis divided Aquamaninto his fish and human sides, Wonder Woman,making a last desperate gambit, tricked them intoseparating her soul of truth from her physicalform, her spirit form thus able to reveal the truth

    to her six split teammates; that they werestronger together than apart. Using Id's power,the Flash divided the Cathexis from two six-dimensional creatures into four three-dimensional ones, rendering them easily bested

     by Batman. With this achieved, the Leagueunited around Id, channeling their combineddesires into a wish for Id to destroy itself and

     banish the Cathexis back to their dimension,lacking the knowledge to ever recreate Id again.

    Typical Cathexis

    Primary Ability Chart; Column Five

    From the Ultimate Powers Book

    Die Roll Initial Score

    01-10 Fb 111-20 Pr 321-30 Ty 531-40 Gd 841-60 Ex 1661-70 Rm 26

    71-80 In 3681-95 Am 4696-00 Mn 63

    Additional Creation Notes

    •  Cathexis can raise any one Ability+1CS.

    •  Starting Resources are set at Poor.•  Cathexis start out with only one

    Contact, their race.

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    Chapter Twenty: Chitauri

    Source: Marvel Comics

    The Chitauri are a race similar to Earth-616'sSkrulls, as they are a shapeshifting alien speciesthat have attempted to conquer the Earth, mostnotably during World War II and again in theearly 21st century. The Chitauri claim to be partof "the immune system of the Universe", wipingout disorder and free will wherever they find it.They seem to prefer to acting behind the scenes,mimicking and influencing the social andmilitary methods of the species they are currentlyinfiltrating. For example, they aided the Nazis intheir attempt at world conquest by providingthem with the technology to create a nuclear

     bomb carried by an intercontinental ballistic

    missile. However, this attempt was thwarted bythe super-soldier codenamed Captain America.

    Through the entire conflict of World War II,the Chitauri were being driven out of theiroperations in Africa and Europe, and even fromtheir main Japanese training camps in Hiroshimaand Nagasaki. Following the end of the war, theChitauri withdrew to make new plans.

    Their next attempt at conquest was moresubtle (at first), involving long-term methods ofmanipulation such as will-inhibiting drugs inmany nations' water supplies, influencing themedia, and R.F.I.D. (Radio-frequencyidentification) microchips to be implanted inschoolchildren, among other means. TheChitauri also infiltrated S.H.I.E.L.D., particularlythe Psi-Division, which could telepathicallyferret out Chitauri agents. However, S.H.I.E.L.D.was able to detect some of the low-ranking

    "drone" staff of the aliens, disguised as commonoffice workers, and wiped them out in an assault

    led by Black Widow and Hawkeye.

    The Chitauri planted false informationthrough the compromised Psi-Division that ledS.H.I.E.L.D. and the Ultimates into a trap on asmall Micronesian island. Due to the combinedefforts of Iron Man and Thor, the Ultimates,

     Nick Fury and a handful of SHIELD soldierssurvived, but thousands of S.H.I.E.L.D. soldierswere killed and dozens of Helicarriers weredestroyed.

    The Chitauri then counterattacked byinfiltrating the Triskelion and capturing TheWasp. The Chitauri leader, known only by hisformer Nazi identity as Herr Kleiser, took theWasp to a hidden Chitauri base in Arizona.However, their location was given away when afleet of damaged Chitauri starships suddenlyentered Earth's atmosphere to hover above theformerly secret base. They claimed that theywere fleeing major defeats across the galaxy bytheir intergalactic enemies. Furthermore, that theremainder of their forces were forced to the"backwaters" of the Milky Way Galaxy,specifically Earth's solar system. DisregardingHerr Kleiser's long-term efforts, the Chitauri

    ordered him to destroy Earth, and its solarsystem with a doomsday bomb as part of ascorched-earth policy, and retreat to the "lowerfourth-dimension". The Ultimates and allavailable S.H.I.E.L.D. and military forcesimmediately converged on the alien fleet.

    While Iron Man and Thor were able todamage the Chitauri ships, and the latter of thetwo even teleported the Chitauri bomb to thewastes of Nastrond, where its detonation causedonly a small ripple in space-time, it was the Hulkwho downed the majority of the fleet. At the

    same time, Captain America battled his oldenemy Herr Kleiser, but was unable to defeathim alone. At Captain America's urging, theHulk was able to beat, dismember, and devourKleiser. It is presently presumed that thecombination of the Chitauri's series ofintergalactic defeats and the destruction of theChitauri fleet on Earth spelled the complete andtotal defeat of the alien race.

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      During the Chitauri-Kree War, an entireChitauri armada was fighting their enemies whenthey encountered Gah Lak Tus. When their shipswere being heavily damaged by the entity, a riftin the fabric of reality brought a being fromanother universe, which called itself Galactus.Gah Lak Tus merged with the visitor, creating aneven more powerful Galactus - with an evengreater need to feed.

    Typical Chitauri

    F A S E R I P

    Gd 8 Ty 5 Ty 5 Ty 5 Gd 8 Ty 5 Ty 5Health: 28 Karma: 22

    Known Powers:

    •  Shapeshifting: All Chitauri possess theability to spontaneously alter theirappearance to that of any living thing.They can even modify parts of their

     bodies to imitate the appearance and

     properties of clothing, equipment, orsecretions connected with the original.

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    Chapter Twenty-One: Clawites

    Source: Daredevil Comics

    The Clawites are monstrous henchmen,created to serve the Claw. The Claw forced hisscientist, Cling, to create a formula thattransformed human beings into deadly goblin-like creatures, loyal to him.

    Though many of these humans were enemiesof the Claw, once they were transformed intoClawites, they are his slaves and serve theirmaster loyally. The Clawites have razor sharpclaws, prehensile tails, and wings that enablethem to fly. They are bulletproof (one copcomplained that it took 100 shots of his tommygun to kill a single Clawite) and they usually

    carry a trident or pitchfork style weapon. Someuse grenades and most are willing to die for theirmaster.

    Typical Clawite

    Primary Ability Chart; Column One

    From the Ultimate Powers Book

    Die Roll Initial Score

    01-05 Fb 106-10 Pr 311-20 Ty 521-40 Gd 841-60 Ex 1661-80 Rm 2681-96 In 3697-00 Am 46

    Additional Creation Notes

    •  Clawites can raise any one PrimaryAbility +1CS.

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    Chapter Twenty-Two: Core People

    Source: Marvel Comics

    The Core People live in the center of theEarth on Earth-5391, a reality where the Earth isapparently hollow, and contains a smaller micro"universe" inside where the Core People reside.They apparently lived below the surface of theEarth for centuries undiscovered until the year2075. In that year the Core People went to waragainst the surface world due to drilling andmining minerals out of the Earth. The attack wasrepelled by the Space Sentinels, whose leaderSpeed Carter, his sidekick Johnny Day, andgirlfriend Stellar Stone were contacted by theCore People's leader Nikka, who claimed thesurface people were invading their home planet.

    Carter and his companions then traveled to thecenter of the earth and made peace with Nikkaand his people, and made a trade agreementwhen he realized that his people were plunderingthe Core People's domain.

    Shortly after a peace agreement was formed,the Saturnians attacked the Earth. However,thanks to their new alliance with the CorePeople, the Space Sentinels were able to launch asurprise attack and repelled the invaders.

    Typical Core Person

    Primary Ability Chart; Column One

    From the Ultimate Powers Book  

    Die Roll Rank

    01-05 Fb 106-10 Pr 3

    11-20 Ty 521-40 Gd 841-60 Ex 1661-80 Rm 2681-96 In 3697-00 Am 46

    Additional Benefits

    •  Core People can raise any one PrimaryAbility +1CS.

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    Chapter Twenty-Three: Crimson Dawn

    Source: Marvel Comics

    The Crimson Dawn is first mentioned as amystical life-giving elixir that could save the lifeof Psylocke after being critically wounded by thevillain known as Sabretooth. The X-Man,Wolverine along with Elisabeth's lover andfellow X-Man, Warren Worthington, embarkedon a quest to save her life through the use of theDawn. With the help of Doctor Strange andGomurr the Ancient, the duo was able to defeatthe Crimson Dawn's proctor Tar and cast the soulof Psylocke into it, saving her.

    Alternatively, the Crimson Dawn is also usedas the name of the elixir's location; a pocketdimension that exists within the shadows of ourworld. Within this realm, the sky is red in color,and the landscape is harsh and dark. The only

     buildings that exist in the Crimson Dawn areasian in design, and its denizens are a speciescalled the Undercloaks; souls tainted by theDawn's power and made slaves to its current

     proctor.

    The Elixir

    The Crimson Dawn, more specifically themystical elixir kept within the realm of the samename, is a life-giving substance with vastmystical properties. Those near death who sipfrom the elixir will be granted new life, and aninnate connection to the realm itself. There areside effects, however. The most immediate sideeffect is the appearance of a kana-like red markover the left eye. As time goes on, the connectionto the shadow realm grows, as is indicated by a

    darker, colder, harsher personality, and thedevelopment of the ability to travel through

    shadows. Lastly, the subjects are taken over bythe energies of the Crimson Dawn, and are eithermade servants (if willful enough) or simplymindless slaves. The Undercloaks are the lowestgeneral representation of life after tasting theDawn, although certain, more powerful subjects(Spiral, The Dragons of the Crimson Dawn)retain their intelligence and will, though they arestill bound to serve the Dawn and its proctor.

    The Realm

    The realm of the Crimson Dawn is namedafter the substance it serves to contain, and is

    representative of the elixir's properties. It canonly be accessed by those who can travelthrough shadows. The sky is blood red, akin to

     perpetual sunset or twilight, and the landscape isdevoid of vegetation and harsh and rocky. Theair is devoid of any real warmth or moisture.Being that this realm is mystical in nature, noneof the life that exists there is dependent on foodor water to survive.

    The architecture is reminiscent of that ofChina and Japan, albeit much more fantastic indesign. The city itself is composed of multiple

     buildings of this nature, though, strangely, the buildings have neither doors nor windows. As itsdenizens utilize shadows for travel, they areunnecessary.

    The central tower within the city stands muchhigher than the surrounding buildings. Withinthis tower is the Ebon Vein: the chamber inwhich the elixir itself is located. The Vein alsoserves as the throne room for its current proctor,and is heavily guarded by Undercloaks.

    History

    The Crimson Dawn has apparently existed forages. It is unclear when exactly the realm wasformed, or if it had simply always existed. Whatis known is that sometime during the last yearsof the Ming Dynasty (circa 1640), China wasoverrun by "The Roaming King", Li-TzuCh’eng. A group of monks, Xiandu, A'yin,Barak, and Ra'al, in vengeance for the fall of theMing Dynasty, sought out the "Covenant of theEbon Vein", and were inducted on the promise

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    that China would be freed from its oppressors.The four of them tasted the Crimson Dawn andwere transformed. During the night, A'yin, Barakand Ra'al were corrupted by the Crimson Dawn's

     powers and murdered Xiandu. The former weretransformed into the Dragons of the CrimsonDawn, and the latter would roam Earth as a spiritfor centuries to come.

    Much later, the X-Man known as Psylockewas mortally wounded by Sabretooth. In order tosave her life, Wolverine and Archangel travelledto New York's Chinatown to enlist the aid ofGomurr the Ancient in finding the CrimsonDawn. Doctor Strange, sensing their intentions,also joined them in their quest. Together, thefour of them sought out the Crimson Dawn,which was currently being protected by its

     proctor Tar. Though Psylocke was not with themto sip the elixir, Strange summoned the piece of

    Psylocke's soul she had entrusted to Archangeland tossed it into the Dawn itself. She wasrestored, though Strange sensed the true battlefor Psylocke's soul had just begun.

    Strange was proven right as Psylocke slowly began to change. She became cold and distant,developing shadow teleporting abilities, as wellas a gradual increase of her own telepathicabilities.

    At the same time, the misplaced Drag