Investigators Extraordinare: the 3Xs

the 3Xs: 1X

Melee
RV 10
Coordination
RV 6
Brawn
RV 6
Fortitude
RV 10
Intellect
RV 10
Awareness
RV 30
Willpower
RV 10
Lifestyle
RV 30
Repute
RV +2

Health:
Fortune:
32
50

the 3Xs: 2X

Melee
RV 6
Coordination
RV 10
Brawn
RV 4
Fortitude
RV 10
Intellect
RV 30
Awareness
RV 10
Willpower
RV 10
Lifestyle
RV 30
Repute
RV +2

Health:
Fortune:
30
50

the 3Xs: 3X

Melee
RV 20
Coordination
RV 6
Brawn
RV 10
Fortitude
RV 20
Intellect
RV 6
Awareness
RV 10
Willpower
RV 10
Lifestyle
RV 30
Repute
RV +2

Health:
Fortune:
56
26

Origin:

All three members of the 3x team are naught but normal humans, being physically ordinary men who work together to solve 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)

Limitations / Enhancements:

(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 rank value 30 ability, inflicting like Metabolic damage with each deadly hit.

Quirks:

(none)

Skills:

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 ACT rolls in this area of knowledge and action to be +1 RS.

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

3X: Martial Arts styles A, B, and E: the bruiser of the trio, 3X was well schooled in the art of busting heads. In unarmed combat, he makes attacks at +1 RS, benefits from a +1 initiative modifier, and can Pound or Concuss foes regardless of their Brawn or Fortitude.

Contacts:

The 3Xs were known as effective crime-fighters to most 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 personalities, 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. He assured her everything was fine, for he'd just called in the greatest team of crime busters in America: the 3Xs!

Just who are the 3Xs, though? Hardly anybody knows their origins, but the three crime-fighters that comprise 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.

Once they arrived in the city, the 3Xs took the only evidence left at the scene of the crime, a green glove, and 2X discovered a rare, South African orchid pollen wedged into the glove's fabric. At this point, agents of the Green Terror rushed in and beat up the 3Xs, taking the glove!

Recovering, the 3Xs tracked the Terror's agents to a ship fresh from South Africa, where two friends of that kidnapped girl were taken captive by the Green Terror's agents, simply for trying to help the 3Xs. Boarding the ship, the 3Xs were subsequently caught by the Green Terror as well.

The Green Terror then revealed his dastardly plot to achieve immortality - using the blood of living humans to extend his life, somehow! When he switched the blood draining mechanism on, the 3Xs sprang into action, 2X being particularly fearsome with his disintegration gun.

In the end, the 3Xs won, bringing the Green Terror and his remaining 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 the 3Xs had on crime during the 1940s.

Extra Goodies:

the 3Xs 4C System: Edition 13 Text File Download

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