Marvel Phile 028 Wonders
Marvel Phile 028 Wonders
Marvel Phile 028 Wonders
1
®
Consider this Marvel-Phile something of a teaser for a around the streets of New York of the 1910s: the
work in progress. A while ago, I proposed the idea of conniving Sinners, the stalwart Upwards Path, and
a “Marvel Guide to Time Travel” supplement that caught in the middle, the lower-class waifs called the
would be a sort of boxed set: a grouping of books that Street Arabs. Although we normally think of the
encompassed some alternate rules and power stunts Golden Age as the start of the Marvel era, the
for time travel, a list of various gadgets that heroes and Wonders set the clock back even earlier, providing all
villains have used for mucking about in the time sorts of possibilities for Steampunk-ish adventuring
stream, and a roster of NPCs whom one might find decades before Captain America was even a thing. I
while zipping around in the past and future. The idea think that writer Joss Whedon must have thought the
seems to be picking up steam, and while at the same thing when he came up with these guys, since
moment I don’t have a release date for it, I’m fairly sure this story arc is loaded with references to the Yellow
it’s going to happen. Kid and other proto-comic books that scholars are now
calling “the Platinum Age.”
Around the same time, Keith Kilburn was gathering
stats for his excellent Old West sourcebook (check it On top of the Wonders, I’ve also thrown in Professor
out if you haven’t already) and I wanted to contribute Duck, a mad scientist not-quite-ally that one could
some characters who fit in with the genre, but could be easily see palling around with Fu Manchu (another
considered a bit unusual. So, with time travel on the villain who fits in comfortably with the era) and the
brain, and fresh off of my Pride-themed Marvel Phile Silver Bullet Gang, a more comical take on werewolf
(check that out too!) [Ed. Note: Issue 20!] , I put hunters that could be used in just about any era from
together profiles for some of the Runaways’ the Old West onward. Deciding that none of these
anachronistic bad guys and good guys, collectively folks really fit in with Keith’s Old West book (and with
known as the Wonders. the time travel sourcebook a ways off, unless you have
a TARDIS) I’ve decided to release this as a Marvel-
The later issues of volume 1 of the Runaways featured Phile, since they’re fun characters still worth the
not just one, but three sets of super-types running exposure. Enjoy!
All characters featured in this book and the distinctive names and likenesses thereof, and all related indicia, are trademarks of Marvel Characters,
Inc 2019. This book was originally distributed in and hosted by Marvel Super Heroes - The Unofficial Canon Project on Facebook. If you are in
receipt of this book and wish to share it, you must do so strictly on a non-profit basis, and credit the original source. If you’re aware of copies in
any format made available for sale, please contact Marvel Super Heroes - The Unofficial Canon Project via Facebook Messenger.
1
PROFESSOR DUCK
STATISTICS
F FE (2)
A PR (4)
S PR (4)
E TY (6)
R IN (40)
I RM (30)
P TY (6)
Health: 16
Karma: 76
Resources: EX
Popularity: 2
BACKGROUND
Real Name: Unknown
Occupation: Inventor
Legal Status: Unknown
Identity: Secret
Other Known Aliases: None
Marital Status: Single
Known Relatives: None
Base of Operations:
Past Group Affiliations:
Present Group Affiliation:
KNOWN POWERS:
Intuitive Genius: Hyper-Invention at
Incredible rank. Professor Duck was
apparently able to understand the ROLE-PLAYING NOTES
workings and mechanics of any device. He Professor Duck is a quintessential mad
was able to construct Tristan's mechanical scientist. He has a twisted sense of humor
wings, and even demonstrate knowledge and a nonchalant attitude towards high
of technology from the future that had not technology. Apparently a Chinese
yet been invented. immigrant, he speaks in broken English.
TALENTS: Biotechnology, Identify HISTORY
Gadgets, Repair/Tinkering, Language: Professor Duck is a resident of 1907 New
Mandarin Chinese York City. He is Chinese, and resides in
Chinatown. His background is unknown,
CONTACTS: Street Arabs but he was unfazed by future technology
and able to recognize it for what it was,
ADDITIONAL NOTES implying that he may have had some past
Duc (pronounced “duck) is a common experience with high technology and/or
Vietnamese proper name; if Professor time travel before encountering the time-
Duck is in fact Chinese, it is possible that displaced Runaways.
he hails from Indochina.
Profile by Andrew Goldstein Among other technological accomplish-
ments, he designed mechanical wings for
Tristan of the Street Arabs.
2
3
SILVER BULLET GANG
TEAM HISTORY
Identity: Secret
Other Known Aliases: Werewoofs;
Cowboy Werewoofs
Base of Operations: Mobile; formerly Los
Angeles, California
Team Leader: Unknown
Members: Four unnamed werewolves
Contacts: None
F GD (10)
A EX (20)
S EX (20)
E EX (20)
R TY (6)
I GD (10)
P EX (20)
Health: 70 Endurance FEAT roll. A Red or Yellow their transformation have not been
Karma: 36 result is treated as a Kill. revealed.
Resources: TY
Popularity: -6 EQUIPMENT: ROLE-PLAYING NOTES:
Fox carries a standard shotgun; the white- The four members of this team are
KNOWN POWERS: furred female brandishes a pair of essentially played for comedy. They speak
Natural Weaponry: The gang each has standard revolvers. Both carry at least one like B-movie cowboys, with their Old West
claws and fangs capable of Excellent silver bullet as a holdover from their slang mixed with wolf-like barks and
edged damage. werewolf-hunting days; each member may growls.
carry additional supernatural hunting
Senses: Each member has Infravision at equipment as needed. The foxlike one appears to be the
Excellent ability, and Amazing level team leader and the “brains” of the group,
hearing and smelling, which they can use TALENTS: All members: Guns, Occult while the white-furred female plays the role
as Tracking. Lore (Lycanthropes), Paranormal of the combat leader. The small, terrier-like
Phenomena. Fox: Leadership. Terrier: member fills the role of the short,
Running and Jumping: The werewolves Martial Arts B and C. White-furred female: aggressive and impulsive fighter. The
Paired Weapons. Black-furred male: personality of the black-furred male
can run at Poor ground speed (2
areas/round) and leap 2 areas up or Stealth werewolf is unknown but he is assumed to
fill a stealth role.
across.
ADDITIONAL NOTES:
WEAKNESSES: These statistics represent the Silver Bullet
Silver Vulnerability: Each hit by a silver Gang in their modern appearance, after
their transformation into lycanthropes.
weapon requires the target to make an
Their capabilities and background prior to
4
5
SINNERS
KNOWN POWERS:
Muscled jaw: Maneater's jaw is so hard
that it can even withstand a punch from
Xavin using his Thing-strength. It provides
the following:
• Bite: Excellent damage
• Damage Resistance: His jaw can absorb
up to Monstrous physical damage if that
area is targeted.
6
Advanced Longevity: Amazing rank;
Forget-Me-Not claims to have been
around "for centuries"
ROLE-PLAYING NOTES
Due to the nature of her powers, Forget-
Me-Not plays the role of seductress for the
team, using her influence to the team’s
advantage.
HISTORY
Forget-Me-Not’s background is unknown.
KID TWIST
F GD (10)
A GD (10)
S TY (6)
E GD (10)
R TY (6)
I GD (10)
P GD (10)
FORGET-ME-NOT Health: 36
Karma: 26
F TY (6) Resources: TY
A GD (10) Popularity: -6
S TY (6)
E GD (10) BACKGROUND
R TY (6) Real Name: Unknown
I TY (6) Occupation: Mercenary
P TY (6) Legal Status: U.S. Citizen with criminal
record
Health: 32 Identity: Secret
Karma: 18 Other Known Aliases: None
Resources: PR Marital Status: Single
Popularity: -2 Known Relatives: None
7
HISTORY
Kid Twist was one of the Sinners; his EQUIPMENT:
background prior to his appearance is Morphine carries a medical bag filled with
unknown. He killed Hoyden and Creeper, various medicines, medical tools, and
destroyed Swell's Stick, and was later syringes. He is able to throw his syringes
killed by Dead George as weapons to inject his opponents. The
syringes do Feeble (2) damage and
contain substances capable of the
following; each syringe is capable of only
one ability:
Disease: As per Plague Carrier at
Excellent rank; symptoms will vary.
Poison: The target must make a
successful FEAT roll against Endurance
each round, or be reduced by 1 CS of
Endurance. The effect lasts 1-10 turns.
Recovery is as normal recovery rules,
although presumably Morphine carries
antidotes with him.
Anesthetic: For 1-10 rounds, the target is
able to absorb up to 10 points of new
Health damage per turn (i.e., incurred after
the anesthetic injection). When the
anesthetic’s duration is up, the target takes
the full damage that was absorbed.
Narcotics: May cause disorientation,
hallucination (-3 CS to Fighting and
Intuition), or sleep at Remarkable for 1-10
rounds.
Healing: As per the Healing specialty of
Biophysical Control, at Excellent rank.
ROLE-PLAYING NOTES
Morphine is a man of science and prefers
MORPHINE not to engage in combat directly. He views
himself as a pragmatist.
F TY (6) HISTORY
A TY (6) Morphine is apparently a doctor with a
S PR (4) specialty in medicine and chemicals. How
E GD (10) he came to join the Sinners is unknown
R EX (20)
I GD (10)
P TY (6)
Health: 26
Karma: 36
Resources: GD
Popularity: -2
BACKGROUND
Real Name: Unknown
Occupation: Doctor, Criminal
Legal Status: U.S. Citizen with possible
criminal record
Identity: Secret
Other Known Aliases: None
Marital Status: Single
Known Relatives: None
KNOWN POWERS: None known
8
Other Members
The Sinners are implied to have several
additional members, three of whom have
only been shown in the background. As
such, their statistics are not provided.
9
STREET ARABS
10
SPIELER
F GD (10)
A EX (20)
S TY (6)
E EX (20)
R TY (6)
I GD (10)
P GD (10)
Health: 56
Karma: 26
Resources: PR
Popularity: 2
BACKGROUND
Real Name: Lillie McGurty
Occupation: Unrevealed
Legal Status: U.S. citizen, criminal record
unknown
Identity: Secret
Other Known Aliases: Miss Dance-On-
Air
Marital Status: Single
Known Relatives: None
KNOWN POWERS:
Acoustikinetic Flight: Spieler can convert
music and song into her own personal
kinetic field enabling her to fly and dance
on air. She can use this power as
Levitation at Excellent strength, and
Skywalk at Good ability. There must be
sound present in order for her to use this
power.
11
TRISTAN
F EX (20)
A EX (20)
S RM (30)
E IN (40)
R GD (10)
I GD (10)
P GD (10)
Health: 110
Karma: 30
Resources: PR
Popularity: 2
BACKGROUND
Real Name: Tristan (full name unknown)
Occupation: Unknown
Legal Status: U.S. Citizen with
presumably no criminal record
Identity: Secret
Other Known Aliases: None
Marital Status: Single
Known Relatives: None
KNOWN POWERS:
Flight: Tristan had a pair of large
HISTORY
mechanical wings built by Professor Duck
Apparently orphaned at an early age,
permanently installed on his back, granting
Tristan joined the Street Arabs gang,
him the ability of Flight, at Remarkable
becoming particularly close to Spieler.
ability (6 areas/round, 90 mph max.)
Sometime later, in 1907, the Runaways
appeared in the Street Arabs' midst,
Longevity: Tristan appears to have been in having accidentally travelled back in time
his late teens in 1907, which would make to escape Kingpin in their own time.
him well over 116 years old in 2007. Sensing the potential for new muscle,
Arabs leader Swell invited to join the gang.
TALENTS: Aerial combat, Martial Arts B, Lillie fell in love with Runaway Victor
C, and D Mancha and pursued him much to
Tristan's dismay.
ROLE-PLAYING NOTES:
Tristan is soft-spoken and polite. He is in The Runaways' arrival, however,
love with Lillie, leading to his jealousy of inadvertently triggered a war between the
Victor Mancha. Arabs and their enemies, the Upward Path
and the Sinners, culminating in an attempt
to bomb the Arabs' headquarters. The
damage was mitigated through the
combined efforts of Xavin, Karolina and
Nico, while Tristan carried the bomb as far
into the air as possible, seemingly giving
up his life in the process.
12
Mental Immunity: Dead George is immune
to all mental attacks, as his brain is
technically inactive.
ADDITIONAL NOTES:
The character of George Pelham may be
named for the New York City architect of
the same name, also active in the 1900s.
There does not appear to be a connection
or resemblance beyond the name
however.
HOYDEN
ROLE-PLAYING NOTES:
Dead George is a zombie with a natural F EX (20)
craving for human brains. He is quiet but A EX (20)
can converse and act as a normal human. S AM (50)
He dresses in the manner of a turn of the E RM (30)
century gentleman. R TY (6)
DEAD GEORGE I GD (10)
HISTORY P TY (6)
F EX (20)
Very little is known of Dead George’s
A EX (20) Health: 120
background. He killed Kid Twist and ate his
S EX (20) Karma: 22
brain.
E AM (50) Resources: PR
R PR (4) Popularity: 0
I GD (10)
P TY (6) BACKGROUND
Real Name: Megan Hoyden
Health: 110 Occupation: Street urchin
Karma: 20 Legal Status: Unknown
Resources: TY Identity: Secret
Popularity: 0 Other Known Aliases: “The Hoyden”
Marital Status: Single
BACKGROUND Known Relatives: None
Real Name: George Pelham
Occupation: Unknown KNOWN POWERS:
Legal Status: (Presumably) U.S. citizen Hyper-Speed: In addition to her enhanced
with criminal record strength, Hoyden has Hyper-Speed at
Identity: Secret Excellent rank, including Hyper-Running at
Other Known Aliases: None Good ground speed (4 areas/round, 60
Marital Status: Single mph)
Known Relatives: None
TALENTS: Streetsmart, Martial Arts B,
KNOWN POWERS: Dodging
Zombie: Dead George was apparently a
zombie with that could not be killed by ADDITIONAL NOTES: “Hoyden” is
conventional means and who ate brains. antiquated slang, meaning “a girl or
He has the following abilities: woman of saucy, boisterous, or carefree
behavior.”
Invulnerability: CL1000 vs. disease,
gasses that require breathing for effect, ROLE-PLAYING NOTES:
cold, heat, and extreme pressure. He does Very little is known about Hoyden. She is a
not suffer from Kill effects, but can still be tomboy, as evidenced by her masculine
Stunned or Slammed. attire and nickname. She is loyal to the
Street Arabs and seems to be closest to
Regeneration: Poor (4 Health/10 turns). To Creeper.
facilitate this power, Dead George must
eat human or animal flesh at least once per
week.
13
HISTORY ROLE-PLAYING NOTES:
Hoyden’s history before joining the Street Little has been revealed of Creeper’s
Arabs is unrevealed. She was killed personality or background. He appears to
escaping from Kid Twist. have a cheerful disposition and is loyal to
the Street Arabs. He is closest with
Hoyden.
HISTORY
Creeper’s background before joining the
Street Arabs is unknown. He was killed by
Kid Twist.
CREEPER
F PR (4)
A EX (20)
S FE (2)
E PR (4)
R TY (6)
I GD (10)
P TY (6)
Health: 30
Karma: 22
Resources: PR
Popularity: 0
BACKGROUND
Real Name: Unknown
Occupation: Unknown
Legal Status: Unknown, presumably U.S.
citizen
Identity: Secret
Other Known Aliases: None
Marital Status: Single
Known Relatives: None
KNOWN POWERS:
Miniature Size: Creeper is approximately 6
inches tall, acting as the personal form of
Diminution at Good rank. As a result, all
attacks are -1CS to hit him.
ADDITIONAL NOTES:
It is unknown whether Creeper’s miniature
stature can be “turned off”. Since he is
usually carried by Hoyden, it is assumed
here that his diminutive size is permanent.
14
Nightshirt: He wore a long yellow nightshirt HISTORY
with writing on it; the text seemed able to The Yellow Kid first appeared as a
change from time to time, apparently character in the humor magazine Truth in
communicating on the silent Kid's behalf; it 1894 before switching to Richard
is unclear whether the Kid couldn't speak, Outcault's newspaper strip Hogan's Alley
or whether he merely preferred not to talk. in 1895. The Swell's comment that the
Yellow Kid is notorious might suggest that
Longevity: The Yellow Kid may also have 616's Outcault had seen or heard of the
been unaging (perhaps via contracting "real" Yellow Kid and based a comic strip
vampirism - see below), aged slowly or character around him, the same way
have skipped through time at some point, various real Western heroes had Dime
as he was active in both 1907 and the Novels based on their exploits.
modern era without showing any real signs
of aging. By 1907, the Yellow Kid had joined the
Street Arabs and done occasional criminal
YELLOW KID TALENTS: Streetsmart, Martial Arts B work for the Sinners. The Yellow Kid was
and C among the Street Arabs encountered by
F RM (30) the Runaways when they traveled in time
A EX (20) ADDITIONAL NOTES: A vampire to 1907. Though initially not visible
S PR (4) resembling the Yellow Kid was active in amongst the combatants, the Yellow Kid
E EX (20) the 1930s, identified by the name Sylar was present for the fight between the
R PR (4) Remz. It is unlikely that the vampire was Street Arabs, Sinners, and Upward Path,
I TY (6) the same individual as the one detailed
P EX (20) herein, but it is possible that the Yellow Kid During the conflict, the Yorkes detonated a
could have become a vampire after his massive bomb intended to slay all the
Health: 74 time with the Street Arabs, died when combatants, even their own allies, the
Karma: 30 staked by Wolverine circa the 1930s, and Sinners, but two of the Runaways,
Resources: PR resurrected when Blade was tricked into Karolina Dean and Xavin, combined their
Popularity: -20 reviving all slain vampires. However, the powers to shield as many people as
Kid's presence earlier would mean he possible. The Yellow Kid was amongst the
BACKGROUND would have had to have been resurrected survivors, and continued to fight, battling
Real Name: Unrevealed; presumably before that, then slain again and revived a both the Sinners' non-powered thug allies
Mickey Dugan second time by Blade's ceremony. and the Adjudicator and Black Mariah.
Occupation: Petty thief Another possibility beyond simple
Legal Status: U.S. citizen, criminal record coincidence is that perhaps Remz was a In the modern era later, the Yellow Kid
unknown fan of the Yellow Kid comic strip, or his hung out in Manhattan's Laughing Horse
Identity: Secret maker was and chose to turn Remz into a Bar. Though something close to a century
Other Known Aliases: None vampire because of his resemblance to the had passed since his time with the Street
Marital Status: Single Kid. Or perhaps Deacon Frost created a Arabs, he had barely aged.
Known Relatives: Mr. & Mrs. Dugan Yellow Kid doppelganger who took the
(parents); unnamed sister name Sylar Remz. Jacob
An additional member of the Street Arabs,
KNOWN POWERS: ROLE-PLAYING NOTES: Jacob, was seen in the background of a
Energy Emission: The Yellow Kid could According to his original creator, “He had a few panels featuring the Street Arabs. He
generate golden energy from his hands; sweet character and a sunny disposition appears as a young man with a slight build,
exactly what type of energy and how he and was generous to a fault. Malice, envy wearing spectacles. He was playing a
created it remains unrevealed, but it could or selfishness were not traits of his, and he fiddle for Spieler; the extent of his
clearly injure people as he used it never lost his temper.” capabilities, or whether he has super
offensively in combat. Treat as an powers, is unknown, but it is implied that
Excellent level Force attack. he can utilize extraordinary powers by
playing his fiddle.
15
UPWARD PATH
16
TALENTS: Leadership, Law Enforcement, ROLE-PLAYING NOTES: BLACK MARIA
Electronics, Steam Engines, Martial Arts B, Nightstick appears as a masked turn-of-
C, and E. the-century constable with a gruff and F GD (10)
taciturn demeanor. A GD (10)
ROLE-PLAYING NOTES: S TY (6)
Difference Engine appears as a large HISTORY E EX (20)
steampunk automaton. He has a serious Nightstick’s background is unknown, other R TY (6)
demeanor and is concerned with keeping than that he is an upholder of the law, I EX (20)
law and order. His speech is sprinkled with possibly with a background in law P RM (30)
oaths to the likes of Ada Lovelace and enforcement. He is the senior partner of
Charles Babbage. Daystick, with whom he may be a Health: 46
counterpart to DC’s Batman and Robin. Karma: 56
HISTORY Resources: TY
Difference Engine’s background is Popularity: 2
unknown; it has also not been revealed
who constructed him. DAYSTICK BACKGROUND
Real Name: Unknown
F EX (20) Occupation: Nun
A RM (30) Legal Status: U.S. Citizen with no criminal
NIGHTSTICK S TY (6) record
E EX (20) Identity: Secret
F IN (40) R TY (6) Other Known Aliases: None
A RM (30) I EX (20) Marital Status: Single
S GD (10) P TY (6) Known Relatives: None
E RM (30)
R TY (6) Health: 76 KNOWN POWERS:
I RM (30) Karma: 32 Pain Touch: Black Maria has a touch that
P TY (6) Resources: PR apparently causes unspecified pain. It does
Popularity: 2 Excellent damage per round of contact.
Health: 110
Karma: 42 BACKGROUND Power Sense: She has the ability to sense
Resources: TY Real Name: Unknown what a person's power is, correctly stating
Popularity: 4 Occupation: Adventurer that Nico Minoru, "is a witch". The
Legal Status: U.S. Citizen with no criminal Witchbreaker says, "Even Black Maria
BACKGROUND record knows you for a witch," to Nico, an unclear
Real Name: Unknown Identity: Secret implication. She can identify powers with
Occupation: Adventurer Other Known Aliases: None Monstrous ability; a Red FEAT roll
Legal Status: U.S. Citizen with no criminal Marital Status: Single indicates that she is able to determine the
record Known Relatives: None power’s intensity (ability rank).
Identity: Secret
Other Known Aliases: None KNOWN POWERS: None TALENTS: Theology, Martial Arts A, C and
Marital Status: Single D
Known Relatives: None EQUIPMENT: Same as Nightstick, above.
ROLE-PLAYING NOTES:
KNOWN POWERS: None TALENTS: Streetsmart, Weapons Little has been shown of Black Maria’s
Specialist: Batons, Martial Arts B and C, personality.
EQUIPMENT: Acrobatics
Nightsticks: Nightstick is armed with a HISTORY:
number of batons of varying sizes that may ROLE-PLAYING NOTES: Black Maria is an apparent nun empowered
be used as either thrown or handheld Daystick is young, rash, and hotheaded. He by the heavenly light. Nothing is otherwise
weapons (blunt attacks). The nightsticks is the junior partner of Nightstick. known of her background.
are of Poor material strength and do
Excellent damage. HISTORY
Daystick’s background is unknown, other
Body Armor: Nightstick’s uniform provides than his role as Nightstick’s junior partner,
Good protection vs. Physical Attacks and possibly ward.
17
TALENTS: Martial Arts A, B, and C;
Weapons Specialist: Guns; Marksman;
Detective/Espionage; Stealth; Crime;
Intimidation/Interrogation; Theology;
Strategist/Tactician
ROLE-PLAYING NOTES
The Adjudicator is fanatically moralistic and
burdened with an obsessive need to fight
crime. He longs for an excuse to ignite full-
fledged war against the Sinners as a
means to “cleanse” the city.
HISTORY
Although details of his background are
never given, the Adjudicator appears to be
the 1907 equivalent of the Punisher, a man
obsessed with warring against the criminal
elements of New York.
ADJUDICATOR
F IN (40)
A EX (20)
S GD (10) WITCHBREAKER
E EX (20)
R TY (6)
I EX (20) F EX (20)
P TY (6) A GD (10)
S TY (6)
Health: 90 E TY (6)
Karma: 32 R TY (6)
Resources: TY I IN (40)
Popularity: 0 P AM (50)
BACKGROUND Health: 42
Real Name: Unknown Karma: 96
Occupation: Vigilante Resources: TY
Legal Status: Unknown Popularity: 2
Identity: Secret
Other Known Aliases: None BACKGROUND
Marital Status: Single Real Name: Tokiko Minoru
Known Relatives: None Occupation: Sorceress
Legal Status: U.S. Citizen with no criminal
KNOWN POWERS: None known record
Identity: Secret
EQUIPMENT: Other Known Aliases: None
Revolver: Adjudicator wields a variety of Marital Status: Unrevealed
guns, but typically uses a revolver of Good Known Relatives: Nico Minoru
range, made of Excellent material, that (descendant); Tina Minoru (possible
does Typical (6) damage. His guns may descendant, deceased); Robert Minoru
take specialized ammunition. (possible descendant, deceased); Rei
(possible descendant)
KNOWN POWERS:
18
Magical Ability: Witchbreaker channels her
magical power through the Staff of One TALENTS: Occult Lore, Ritual Magic,
(see below). However, as the full extent of Teacher
her power has been unrevealed, it is
possible that she has additional magic ROLE-PLAYING NOTES:
powers as well. As Tokiko Minoru Witchbreaker is extremely shrewd and
describes herself as a “Witchbreaker”, it is uses her cunning to pursue her own
probably that her abilities include some sort interests. Although perhaps the most
of magic resistance. powerful member of the Upward Path, she
views them as tools for her own goals,
EQUIPMENT: much as the Yorkes views the Sinners. Her
Staff of One: The Staff of One possessed outfit is modeled off of traditional Japanese
by Witchbreaker is more powerful than the miko garb.
one originally wielded by Nico Minoru, and
Witchbreaker bequeathed her staff to Nico HISTORY
after Nico passed her trial. When the Runaways ended up time-
displaced in 1907 New York, Nico Minoru
Staff of One: The Staff of One is a magical was kidnapped and brought by the Upward
object so powerful that, according to Tina Path to a woman named "the
Minoru, it made even the likes of Witchbreaker." The Witchbreaker claimed
Dormammu tremble. Tina Minoru received she was Nico's great-grandmother, and
the Staff of One by unknown means. When stated she would teach Nico how to
attempting to bring their children back, Tina withstand more pain and, therefore, wield
attacked Nico with the Staff, but instead of more magic with better proficiency. She
wounding her, the Staff was absorbed into wielded a weapon similar to the Staff of
her body. One, with more adornments. When
reunited with her comrades, a significant
• Witchbreaker’s version of the staff is development to Nico's abilities was evident,
more powerful than Nico or Tina where she was freely able to float,
Minoru’s. It does not appear to have the displayed more proficiency and confidence
requirement of shedding the user’s blood in casting spells and was able to use a spell
in order to take effect. The Staff is able to with an effect more complicated than most
replicate any single-slot power from the of her others thus far. Somehow Nico had
Ultimate Powers Book, at Amazing obtained the Witchbreaker's Staff.
ability.
• To cast spells, the user simply needs to
utter a word or simple phrase. However,
the Staff of One can only cast a spell
once. Attempts to cast a spell a second
time result in unpredictable feats of
magic or have no resulting effect
whatsoever (50/50 chance, roll randomly
for Personal spell if a random effect is
activated). The Staff recognizes different
masters, so the same spell can be cast
more than once, as long as it's by
different users.
• Direct contact with the Staff of One
appears to make spellcasting easier, but
advanced practitioners such as
Witchbreaker are able to cast spells
through the Staff of One without direct
contact.
• The Staff of One appears to have an
affinity for certain individuals, but it the
Staff can be wielded by anyone.
However, Witchbreaker’s version of the
Staff appears to have become more
discriminating about who can wield it.
• Witchbreaker can upgrade any version of
the Staff of One to the above
specifications, provided that the holder is
of her own bloodline.
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