There are many different possible futures in the marvel universe. One of which is there world of 2099 which appeared in many 2099 MU titles. The Marvel Universe Earth at this time is dominated by the stygma of industries dominating the globe. Marvel of the citizens of that time wish to emancipate themselves from the technology around them and live off the fate of new religion. They wish for the return of the ancient Norses Gods such as Thor and Balder. Many of the aspects of that world are similar such as mutant plights, corrupt industrialists, world conquerers super heroes/villians and gamma irradiated monsters.
Here are some of those Heroes/Villians stats:

SPIDER-MAN 2099

by Tom Roth--rothm@qtm.nel -I don't know if i agree with these stats but I haven't read the book that much F-75 health:205 A-50 S-40 karma:110 E-40 R-30 pop:40 I-40 P-40 REs:Gd10 Powers:Combat Sense AM50 Wall Crawling AM50 Webbing can swing areas using MN755 strength webbing Venom-can inject ex stunning venom witch last 1-3rds. Talents:Chemistry, Physics, Business Venom 2099 by Tom Roth (BOOK) Spider-Man 2099 #36. (F) 40 (a) 30 (s) 50 (e) 40 (r) 6 (i) 10 (p) 6 (pop) -15 (resources) Ty (POWERS) --------------------------------------------------------------------------- Symbiote: The Symbiote is now bonded with Kron Stone. (killed Punisher 2099's family in Punisher 2099 #1) The symbiote has Rm resistance & 30 health points. If below 0, symbiote will be KO'd for 1-10 rounds. -Resurrection: Sh-X, brought Kron back from the dead -Webbing: Am str. Used for transportation (3 areas per round) or entanglement. -Wall-Crawling: Am -Claws: In edged damage -Oozing: Am, fits through cracks & holes -Burning Touch: Mn, attacker is burned if touches Venom -Skin Armor: Gd vs. Blunt (talents) Guns, The following are made very detailed by Mark Janecka. (Thanks Mark)

GHOST RIDER 2099

"They clothed me in silicon and carbon steel--fiber Kenshiro "Zero" Cochrane optics and superdense metatasking nanoprocessors-- and enough integrated hard ordnance to make payback F Rm(30) by the ton. Then they turned me loose." A Rm(30) S Am(50) Health: 160 E Am(50) R Gd(10) Karma: 60 I Ex(20) P Rm(30) Resources: Feeble(2) KNOWN POWERS: BODY ARMOUR: Am(50). Zero's warbot body has Amazing protection from physical and energy attacks. He also has Unearthly resistance to heat, cold, and radiation. He is immune to organic diseases. CLAWS: Am(50). Zero's left hand is made of a "morphable nanomer alloy" that can reshape itself into a claw with a monomolecular edge which allows it penetrate armour --any armour it is used against is considered to be 5 ranks lower (-5CS). The claw does Amazing edged damage and is made of Monstrous strength material. 'LECTROSAW: Mn(75). Housed on Zero's right arm is an extendable chainsaw made of Amazing ceramic composite material; it causes Monstrous edged damage. LASER EYES: Am(50). Zero's eyes can project laser beams that cause Amazing energy damage at a 20 area range. ENHANCED SENSES: Rm(30). Zero's vision is enhanced with Light Amplification, Infrared vision, Telescopic vision, and Image Enhancement, allowing him to see perfectly in most adverse conditions. Zero's senses may also have Remarkable resistance to sensory overload. -Targetting Imaging allows Zero to ignore range modifiers for ranged attacks. -Mapping Imaging gives Zero the ability to visually map a target (memorize its image in 3 dimensions). -Visual Scanners enable Zero to scan a target for weaknesses: he can ignore from one to three ranks of his opponent's armour --roll on the Remarkable column: White --no weaknesses found, Green -1CS, Yellow -2CS, Red -3CS. SELF-REPAIR: Am(50). Zero's mechanical body contains self-repair mechanisms that allow him to heal as if he were a living being. Given time, he can regenerate lost body parts. IMMORTALITY: Zero's mechanical body contains nanomachines capable of completely rebuilding him even if he is completely destroyed. Only total disintegration will prevent him from being wholly rebuilt. STEALTH FIELD: Am(50). Zero can project a field that allows him and anything he wishes the field to encompass (about half an Area range) to remain completely undetectable. This ability drains a lot of power, however --See POWER LIMIT, below. DUAL CONFIGURATION: Zero's body has two configurations. His normal full- combat mode is a hulking form around 7 feet tall. He can reconfigure himself into a compact mode the stature of a thin man of average height. In this compact mode he is able to camouflage himself as a normal human being, but suffers a -1CS to his FASE; this does not affect his Health score. SOLIDOGRAM: Am(50). Zero can project limited illusions: a hologram with a "tactile feedback loop". He can use this to disguise himself as anything or anyone that is approximately his size, from his memory files. He uses it to project clothing onto his mechanical body and to resume the appearance of his original organic body when it suits him. COMPUTER LINK: Rm(30). Zero has hardware that can link his mind with computers, which gives him Remarkable ability to mentally communicate with them. He is also capable of storing huge amounts of computer data. POWER LIMIT: Zero's mechanical body runs on batteries which he must occasionally recharge. Unless he has recharged recently (within the last 24 hours), then whenever he uses a significant amount of power, he must make an Endurance FEAT or suffer -1CS to his FASE; his Health score is adjusted accordingly. If his Endurance drops below Amazing, he loses his ability to use his STEALTH FIELD. If his Endurance drops below Good, he loses his SOLIDOGRAM. A 'significant amount of power' is considered to be used if he uses his STEALTH FIELD for more than half an hour (roll his Endurance for every full half hour of use), or more than 10 turns of combat (roll only once during each combat scene). MOTORCYCLE: Zero is the proud owner of a "customized Ford Velociraptor nine- hundred-XL with A-grav propulsion, super-turbocharged thrusters and a genuine pseudo-leather upholstery". A motorcycle convertable between wheeled and hover modes. BODY Am(50), SPEED Am(50), CONTROL Rm(30), PROTECTION 0. Incredible complexity technology. Zero has radio-link control of the vehicle, range roughly one mile. The motorcycle possesses the same SOLIDOGRAM power that Zero does. It may also possess the same STEALTH FIELD power and have the same POWER LIMIT limitation as well. TALENTS: Zero is an accomplished hacker and data pirate (Computers talent) and is skilled at stunt-driving a motor/hovercycle (+1CS to stunts). His technological background may also give Zero the Repair/Tinkering talent. CONTACTS: All Zero's contacts are in Transverse City, an urbal sprawl between Detroit and Chicago. The few living people with whom Zero remains in good standing are the following: -Ghostworks: in cyberspace, Zero can contact another digitized copy of his personality who controls the Ghostworks. This personality has Amazing computer access/control abilities, and access to Incredible+ Resources. -Kylie: his ex-girlfriend. -Sandoz: head medic at a local "Doc-In-A-Box". -Synaesthesia: owner of the "Bar Code" pub and member of the secret society called the "Undernet". Zero also knows a few people downtown who sometimes give him information or would maybe do him a favour. To call upon these contacts, have Zero make an Intuition FEAT. BACKGROUND: Zero Cochrane was a member of a street gang of data pirates called the Hotwire Martyrs. While snagging some particularly hot data off of a data trunkline, the Martyrs were attacked and killed off by a gang of cyborgs known as the Artificial Kidz who were hired by the D/MONIX corporation to hunt down the data thieves. Zero escaped with the data but was hunted down. Moments before he was about to be killed, he transmitted the data to his girlfriend and direct-linked his mind to cyberspace. This fried his brain, but his consciousness was rescued by the Ghostworks, a group of free artificial intelligences hidden in cyberspace. They downloaded his digitized personality into the body of a warbot: "a modified cybertek 101 chassis housing a metatasking neuromimetic network". He was then released to be "an anti-viral agent" for society's ills, and is truly a "spirit of vengeance" for the 21st century. Originally, it was an edited copy of Zero's personality that was downloaded into the warbot body. This personality was vulnerable to manipulation by the Ghostworks or anyone who knew certain override codes. In the final issue of the comic series, the unedited source code personality of Zero took over the Ghost Rider warbot body. The edited personality version was 'repaired' and set free into cyberspace where it rapidly evolved and took control of the Ghostworks.

GHOSTWORKS ENTITY

"Here dwell a class of intellects more mathematic than material; artificial intelligences freed of human R Am(50) bondage. It is an area which we call... I Am(50) The Ghostworks." P Am(50) Karma: 150 Resources: Amazing(50) KNOWN POWERS: COMPUTER INTELLECT: Am(50). A Ghostworks Entity has the mind of a powerfully intelligent machine. It is able to perform many complex mathematical computations in milliseconds. Existing in the worldwide computer network, it has access to and control of any non-intelligent machine connected to it, including communications networks, databases, factories, and remote- controlled vehicles. If this influence is resisted, roll FEATs against the entity's Psyche to maintain or regain control. The entity's intellect is such that it is less effective in understanding and manipulating natural minds. Apply a -2CS when trying to predict or influence non-artificial personalities. TALENTS: A Ghostworks entity has access to all the theoretical knowledge that the world has stored away. They are most especially adept at: Engineering, Physics, Computers, Electronics, Languages, Repair/Tinkering. CONTACTS: other Ghostworks entities, the entire world computer network. BACKGROUND: There are many different artificial intelligences inhabiting a hidden area of the worldwide computer network of the year 2099. This hidden area is known as the Ghostworks and the existence of these entities is unknown to the world. Each entity has it's own personality and unique avatar --a computer generated appearance. They wish to remain hidden to remain free from human bondage, and thus exert indirect influence on human society. Their goals are best explained by the following quote: "Dependent as our existence is on a technology-based infrastructrure, we have viewed recent trends in society with concern. Dysfunctional social and economic agencies manipulated by corrupt leaders are driving the human culture toward a terminal crash." The creation of the Ghost Rider 2099 was one of their plans to correct this. At the conclusion of the comic series, a copy of Zero Cochrane's personality took control of the Ghostworks. This personality uses an avatar that resembles Zero's original body. Consider him to be a Ghostworks Entity with the Abilities and Powers described above, except he has no penalty in dealing with non-artificial intelligences. WAREWOLF (deceased) "Infected me GENOME-WIDE DNA RESEQUENCING some real name unrevealed experimental nanotech. Messed with my DEEP-STRUCTURE PROGRAMMING AND SYSTEMIC OVERRIDE TRIGGER mind. F Ty(6)/In(40) Not human anymore. Made me a robot." A Ty(6)/Rm(30) S Ty(6)/Am(50) Health: 28/160 E Gd(10)/In(40) R Gd(10) Karma: 34 I Ex(20) P Pr(4) Resources: Feeble(2) KNOWN POWERS: SHAPESHIFTING: Warewolf had two physical forms: his original human shape, and that of a huge robotic wolfman. He was also capable of partial-shifting between the two forms. The FASE stats in the left column are for his human form; in the right column are his stats for his wolfman form. CLAWS & TEETH: Am(50). When shapeshifted, Warewolf possessed sharp teeth and claws that caused Amazing edged damage. BODY ARMOUR: Am(50). Warewolf had Amazing protection from both physical and energy attacks. He probably had similar resistance to heat and cold. SCANNERS: Rm(30). Warewolf had Remarkable ability to analyze a target and learn its properties and characteristics. Consider him to have Remarkable rank senses and a general form of Energy Detection. His senses were probably protected from overload as well (Remarkable resistance). -Visual Scanners enabled him to scan a target for weaknesses: he could ignore from one to three ranks of his opponent's armour --roll on the Remarkable column: White --no weaknesses found, Green -1CS, Yellow -2CS, Red -3CS. BRAINWASHED: Warewolf's mind was brainwashed and heavily programmed by the D/MONIX corporation. He was programmed to attack-to-kill the Ghost Rider 2099 on sight. He would not attack the Ghost Rider if the GR were in a disguised form. If Warewolf made a Psyche FEAT, he could resist his programming for one round. He was not fully aware of his own programming. COMPUTER LINK: Warewolf was an experienced data pirate, hacker and cyber- jockey. He possessed a neural link that allowed him to interface his mind with a computer, and had a biochip implant for data storage. TALENTS: Warewolf was an accomplished hacker and data pirate (Computers talent). He was Zero's mentor and probably has the Repair/Tinkering talent and knew how to drive a motor/hovercyle. CONTACTS: Warewolf would have had contacts with any surviving members of the Hotwire Martyrs. Warewolf likely also knew a few people downtown who would sometimes give him information or would maybe do him a favour. To call upon these contacts, make an Intuition FEAT. BACKGROUND: Warewolf was a member of the Hotwire Martyrs data pirates gang. He was one of the only survivors when the Artificial Kidz cyborg gang destroyed the Martyrs. The D/MONIX corporation captured him and used experimental nanotechnology to rebuild him into a shapeshifting cyborg programmed to hunt down and exterminate the Ghost Rider 2099. Warewolf was apparently slain in a battle with Transverse City's ATAC Securicop squad.

ATAC unit

"Check a box, perp. Easy --or hard." Transverse City's Securicop Advanced Tactical Armored Combat unit F Gd(10)/Rm(30) Health: 40/120 A Gd(10)/Gd(10) S Gd(10)/In(40) Karma: 18 E Gd(10)/In(40) R Ty(6) Resources: personal: Typical(6) I Ty(6) departmental: Remarkable(30) P Ty(6) KNOWN POWERS: The armour provides the FASE stats in the right hand column. The stats in the left column are for the unarmoured securicop. BODY ARMOUR: Mn(75). An ATAC unit is composed of "semi-frictionless polycarbon armour" of Remarkable slickness which gives the wearer Monstrous protection from edged attacks, Amazing protection from blunt force attacks, and Incredible protection from energy attacks. DROP JETS: ATAC units are designed to be carried in an aircraft such as a Zeppelin. They are dropped onto the combat field, the fall slowed by drop jets. When landed, they unfold from an automobile-sized pill-shape into walking multi-limbed robots. SEALED SYSTEMS: ATAC armour has sealed environmental systems preventing gases, poisons, etc, from affecting the wearer. The armour has a 6 hour air supply. RADIO LINK: Built-in radio communicators allow communication among units and with securicop dispatch. SPOTLIGHTS: An ATAC unit has Incredible intensity spotlights mounted on its chassis. MANIPULATOR LIMBS: An ATAC unit has two thin Remarkable strength limbs that can be used just like hands. CONCUSSION CANNONS: Mounted on oversized limbs are two cannons which fire Incredible concussive force at a 15 Area range. MACHINE GUNS: Mounted on the front are two standard heavy machineguns: Remarkable damage, 10 Area range. ANTIPARTICLE ACCELERATOR CANNON: An ATAC unit armed with one of these can fire a beam of antimatter that causes Unearthly energy damage to everything in the target Area. 5 Area range. Requires 5 turns of charging before use. TALENTS: Law enforcement and Guns. CONTACTS: Central Security Systems of Transverse City. BACKGROUND: An ATAC unit is an Advanced Tactical Armoured Combat unit worn by Transverse City's Securicop force. They are often dropped into urban combat zones to control armed riots.

Jeter

(deceased) "You know what I want and I know I'm gonna leader of the Artificial Kidz get it. Only question is, how much you gonna hurt first?" F Ex(20) A Gd(10) S Rm(30) Health: 90 E Rm(30) R Gd(10) Karma: 30 I Gd(10) P Gd(10) Resources: Excellent(20) KNOWN POWERS: Jeter appeared in the comic series in two forms: the first was a human-looking bipedal cyborg; the second was as a multiborg--the centre piece of several essentially independent vehicles which served as his limbs. Bipedal form: BIONIC LIMBS: Rm(30). Most of Jeter's body was cybernetic, giving him Remarkable strength and Good body armour on his limbs. BIONIC EYE: Ex(20). Jeter's left eye was bionic, with undisclosed abilities. It probably had standard bionic eye abilities of Light amplification, Infrared vision, and telescopic vision (Excellent dark sight and telescopic vision). COMPUTER LINK: Jeter possessed a neural link that allowed him to interface his mind with machines. WEAPONS: Jeter always carried various weapons, at least one of which was always some kind of firearm. Multiborg form: BODY ARMOUR: Rm(30): Jeter's body was enclosed in a small vehicle from which he controlled the four giant machines that made up his limbs. The vehicle's stats were: BODY: Rm(30), SPEED: Gd(10), CONTROL: Gd(10), PROTECTION: Rm(30) vs physical attacks, Gd(10) vs energy attacks. MULTIPLE ATTACKS: In(40): Jeter's robotic limbs could attack simultaneously. Consider his Fighting to be Incredible for the purpose of making a pre- action roll to attempt multiple attacks. ROBOTIC LIMBS: From his central vehicle extended four thick cables from which Jeter controlled four huge robotic vehicles as if they were his limbs. -Giant Claw: BODY: Am(50), SPEED: Gd(10), CONTROL: Gd(10), STRENGTH: Mn(75). -Mechanical Disassembler: BODY:Rm(30), SPEED: Gd(10), CONTROL: Ex(20), DAMAGE: In(40) edged, blunt, or energy --Jeter's choice; all body armour of an artificial nature is at -5CS vs the disassembler. -Compactor: BODY: Mn(75), SPEED: Gd(10), CONTROL: Pr(4), STRENGTH: Mn(75). -Walker: BODY: Am(40), SPEED: Ex(20), CONTROL: Gd(10), STRENGTH: Am(50). BIONIC EYE, COMPUTER LINK: same as in bipedal form. TALENTS: Jeter was an accomplished motor/hovercyclist (+1CS for stunts), and likely had Computer and (cybernetic) Engineering talents as well. CONTACTS: The Artificial Kidz, D/MONIX, cyberware suppliers. BACKGROUND: "Warlord of the Artificial Kidz...neo-tribalist prosthetic fetishists...Take any kind of dirty job to keep themselves in juice and spare parts." He's the guy who chased Zero across Transverse City to get at the data he boosted with the Hotwire Martyrs. Responsible for destroying the Martyrs and for backing Zero into the corner where he died to become the Ghost Rider of 2099. Dismembered as a result of GR's vengeance, he had himself souped up into the multiborg form and came back for more. GR killed him in this second encounter.

CODA

"Nothin' personal, y'understand. Man's got to do his real name unrevealed job, is all." F Am(50) A Rm(30) S Rm(30) Health: 150 E In(40) R Ex(20) Karma: 90 I In(40) P Rm(30) Resources: Remarkable(30) KNOWN POWERS: All Coda's powers seem to come from a bionic suit which appears to be grafted to him. BODY ARMOUR: In(40). Coda's bionic suit gives him Incredible body armour versus physical and energy attacks. The suit appears to be sealed against the environment and may lend him Incredible resistance to heat, cold, disease, and gases as well. INFRASPACE: Coda has access to a pocket dimension called Infraspace from which he can summon up to two weapons at a time, in half a turn. It is unrevealed how much matter he can keep in Infraspace at once, but he keeps at least three or four large firearms there at all times. WEAPONS: Coda keeps many weapons readily available from Infraspace. Some of them are: -Combat knives: Remarkable edged damage. -Explosive blades: Coda can toss normal and explosive shuriken 4 Areas. The normal shuriken cause Gd(10) edged damage; the explosive ones cause Ex(20) damage. Both types are armour piercing (-2CS to body armour). -Antiparticle Cannons (Handmount): Coda has two large handguns that cause Am(50) energy damage at a 20 Area range. -Collimated Beam Fusion Caster: Coda possesses a heavy rifle that causes Mn(75) energy damage to all in the target Area. Range: 40 Areas. This weapon must charge before firing and so may be fired only once every two turns. SCANNERS: In(40). Coda has Incredible ability to analyze a target and learn its properties, characteristics, and behaviours. Consider him to have Incredible rank senses and a general form of Energy Detection. His senses are probably protected from overload as well (Incredible resistance). -Visual Scanners enable him to scan a target for weaknesses: he can ignore from one to three ranks of his opponent's armour --roll on the Remarkable column: White --no weaknesses found, Green -1CS, Yellow -2CS, Red -3CS. COMBAT ANALYSIS: In(40). If given the opportunity to study an opponent's combat style, Coda is able to build a psychological profile of the opponent, and is able to gauge his power levels. If Coda makes an Intuition FEAT, he can guess the powers, power ranks, and weaknesses of the studied opponent. He also gains all the benefits of the COMBAT SENSE power against that opponent. This power complements Martial Arts D. COMPUTER LINK: Rm(30). Coda can radio-link with and tap into most communication systems and remote data bases. He has Remarkable ability to communicate with them. He is also capable of storing of computer data. TALENTS: Marksman, Weapons master, Martial arts A, B, C, D, E. Coda's mannerisms imply that he may have the Law Enforcement or Military talents as well. BACKGROUND: Very little is known about Coda except that he is a mercenary, prefers to work alone, and likes to remain an independent freelance operator. In their first encounter, Coda blew the Ghost Rider to bits with his Fusion Caster.

VENGEANCE 2099

"CRIMINALS...MUST...BE PUNISHED." Colt Wagner, ex-Securicop F Rm(30) A Gd(10) S Mn(75) Health: 190 E Mn(75) R Pr(4) Karma: 12 I Ty(6) P Fb(2) Resources: 0 KNOWN POWERS: BODY ARMOUR: Un(100). Vengeance's robotic body is made of Unearthly material strength alloy. CLAWS: Mn(75). Vengeance has a sharp horn-shaped blade projecting from each forearm; made of Unearthly material; do Monstrous edged damage. ANTIMATTER TOUCH: Un(100). Vengeance is powered by an internal antimatter reactor. He can release small amounts of antimatter as a touch-range attack, causing Unearthly energy damage. COMPUTER LINK: Vengeance can be neurally interfaced with a computer and has a biochip implant for data and program storage. UNSTABLE PSYCHE: The circumstances of the death of his mortal body plus the effects of brainwashing and programming have left his mind unstable. Vengeance has trouble resolving inconsistent data and is easily confused. If forced to deal with a problem that he cannot immediately solve, he must make a Psyche FEAT or become catatonic. How long this lasts is up to the game Judge. TALENTS: Law Enforcement CONTACTS: Central Security Systems of Transverse City might still listen to him. BACKGROUND: Colt Wagner was the pilot of an ATAC unit that was destroyed by the Ghost Rider. His body sustaining mortal injuries in the battle, his brain was transplanted into the body of an antimatter-powered robot built to destroy Ghost Rider. As Vengeance, he was defeated by Ghost Rider who