Investigators Extraordinare: the 3Xs

the 3Xs: 1X

F
Gd 10
A
Ty 6
S
Ty 6
E
Gd 10
R
Gd 10
I
Rm 30
P
Gd 10
Res
Rm 30
Pop
Fe +2


Health:
Karma:
32
50

the 3Xs: 2X

F
Ty 6
A
Gd 10
S
Pr 4
E
Gd 10
R
Rm 30
I
Gd 10
P
Gd 10
Res
Rm 30
Pop
Fe +2


Health:
Karma:
30
50

the 3Xs: 3X

F
Ex 20
A
Ty 6
S
Gd 10
E
Ex 20
R
Ty 6
I
Gd 10
P
Gd 10
Res
Rm 30
Pop
Fe +2


Health:
Karma:
56
26

Origin:

All three members of the 3x team are naught but normal humans, being but 'ordinary' men who work together to solve the bizarre crimes that are beyond their fellows. Some of them wield high tech implements beyond their day and age, but they aren't super human.

Known Powers:

(none)

Equipment:

Secret Sanctum: 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: 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 with Remarkable (30) ability, inflicting like AI Energy damage with each deadly hit.

Quirks:

(none)

Talents:

1X: Detective / Espionage: 1X was a competent detective, easily able to put two and two together about any crime he was looking into. Consider all of his FEAT rolls in this area of knowledge and action to be +1 CS.

2X: Science: 2X was an avid man of Science, demonstrating knowledge of Botany, Electronics, and just about everything else you could study. Consider his Reason score +1CS concerning ALL scientific matters, as his specific skills weren't yet defined.

3X: Martial Arts Types A, B, and E: the bruiser of the trio, 3X was well schooled in the arts of busting heads. As such, in unarmed combat, he makes attacks at +1 CS, has a +1 initiative modifier in combat, and can achieve slams or stuns regardless of an opponent's Str or End.

Contacts:

The 3Xs were known as effective crime-fighters to most normal police authorities, who would call them in if they couldn't solve a serious crime or spree. As such, the 3Xs could probably rely on the aid of local Police whenever they are working to help them out, if necessary.

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 Classic Text File Download

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