Investigators Extraordinare: the 3xs

the 3xs: 1x

Strength
6x
Agility
3x
Intellect
4d
Willpower
4x

Hand Size:
Edge:
3 (17)
1

the 3xs: 2x

Strength
4x
Agility
5x
Intellect
8a
Willpower
4x

Hand Size:
Edge:
3 (17)
1

the 3xs: 3x

Strength
8c
Agility
3x
Intellect
3x
Willpower
4x

Hand Size:
Edge:
3 (17)
1

Known Powers:

(none)

Equipment:

Secret Sanctum (i): the 3Xs hail from a secret base, where they stay when off duty and perform necessary research, technical work, and other duties related to their crime fighting occupation. This Sanctum is loaded with scientific gear and such.

Disintegrator Gun (i): 2X has built himself a disintegrator gun, though he hasn't shared this marvel of 1940s technology with his fellows just yet. This device disintegrates matter per the power, at intensity 10, with each deadly hit.

Hindrances:

(none)

Skills:

1x: Espionage (i): 1x was the detective of the group, and as such, he has a knack for investigative work. He can easily spot clues in a case, operate surveillance equipment naturally, and almost intuitively knows when a body (or bodies) are following him.

2x: Scientific Genius (i): 2x was the group brain, and demonstrated a mastery of various sciences. He should be considered a scientific genius, allowing him a total of eight science-based skills, though he has only demonstrated Botany (i), Cryptography (i), Electronics (i), and Physics (i) to date.

3x: Boxing (s): the true fighter on the team, 3x was a man that threw out punches like there was no tomorrow. He can divide his total action score into two unarmed melee attacks per exchange, the last of which will occur as a contingent action.

3x: Brawling (s): in addition to the above skill, 3x can also dish out rather harmful, bloody damage with his natural weaponry (fists, feet, forehead, etc...). If he K.O.'s an opponent while using this skill, 3x can drop the sorry sod into a coma, which he'll remain in for some time.

Calling:

Protectors: sharing a deep desire to protect innocents from the depredations of evil folks, the 3xs have banded together to pool their talents and resources to this end. They don't act for personal gratification, fame, or monetary compensation; they only do what they do to stamp out crime.

Costume:

The 3Xs all wore business suits and fedoras into action, though each wore a suit that was of a different color than the others. Whether they were the same from caper to caper is unknown, but no member of the 3x will wear a suit of a color similar to his teammate.

For example, on one night 1X wore a red ensemble, 2X wore one of maroon hue, and 3X chose a purple outfit. And then on the very next day, 1X wore a blue ensemble, while 2X wore his bright orange suit and fedora, and 3X went with a solid yellow (and later red) outfit.

Personality:

It's hard to get a bead on the 3Xs personality, as the three heroes only appeared in one story. However, it is safe to say that all three were avid crime fighters, as they all wanted to make the world a better place for law-abiding citizens.

Real Names: unrevealed
Occupations: adventurers
Legal Status: American citizens with no known criminal record
Marital Status: unknown
Alias(es), if any: none known
Group Affiliation: the 3Xs

Height: 1x: 6' 2X: 5' 10" 3X: 6' 2"
Hair: 1X: blond 2X: brown, balding 3X: black
Eyes: 1X: ? 2X: ? 3X: ?
Weight: 1X: ? 2X: ? 3X: ?
Other Distinguishing Characteristics: 1X: none 2X: has glasses 3X: has a large chin and hook nose.

Story:

After one of two women is kidnapped on the way home from work, the other went to the local police chief to report this crime at the hands of green-garbed goons, who assured her that everything was fine. This was because he'd just called in the greatest team of crime busters in America: the 3Xs!

Just who are the 3Xs, you ask? Well, hardly anybody knows their origins, but the three crime-fighers that comprise the team of the 3Xs consist of 1X, the detective, 2X, the inventor and science guy, and 3X, the team thug. Together, they form an effective criminal deterrent.

Anyway, once they arrive in the city, the 3Xs take the only evidence left at the scene of the crime, a green glove, and 2X discovers a rare South African orchid pollen wedged into the glove's fabric. At this point, men in green suits - agents of the Green Terror - rush in and beat up the 3Xs, taking the glove.

Recovering, the 3Xs track the Terror's agents to a ship fresh from South Africa, where two friends of that kidnapped girl are taken captive by the Green Terror's agents, simply for trying to help the 3Xs bust them. Boarding the ship, the 3Xs are also caught by the Green Terror.

Who, at this point, reveals his dastardly plot to achieve immortality by using the blood of living humans to extend his life somehow. When he switches the blood draining mechanism on, the 3Xs spring into action, 2X being particularly fearsome with his disintegration gun.

In the end, the 3Xs won, and brought the Green Terror and his still-living minions to justice. However, their further exploits have yet to be recounted in the comics world, and as such, it's hard to gauge exactly what impact they had on crime in general during the 1940s.

Extra Goodies:

The 3xs Saga Text File Download

Return to the Solo Heroes main page!