Professional Documents
Culture Documents
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I first started this book back on October 31, I know there are purists out there who only
2008. Originally, it was just going to be about like to use official material, so I have broken up
six items, all from official MSH products. this book into official and unofficial material.
There will still be some (hopefully) new material
http://www.classicmarvelforever.com/phorum/read.php?3,73 for the purists to use, since this book contains not
48
only the official origins from the core books, but
I decided to start adding some of the fan Dragon Magazine, Modules, etc…
written material because much of it is just as well Any commentary/changes I have made
written as the official material, and my goal was throughout this book will appear in Orange so
to make this book "complete", and it would be there is no mistaking them. I have also made
foolish not to utilize the various brilliant authors comments on just about everything at the top of
around the net. So I started searching and each section, because some of the people I spoke
sending PMs to those whose websites that have to while working on this asked me questions
not vanished from the internet, and the final along the lines of "How would I use this in my
result is the much larger then originally game?" so I thought it might be helpful to others
anticipated book you now have in your hands (or as well.
on your PC, etc…).
Occasionally I would take a break from this Magic was split into it's own section as
and work on other projects due to writer's block suggested by Sparks as it is for a single origin
and other assorted issues. With my ADD it is with many options. Compiling it into it's own
easier for me to jump around from project to sections (Official and Unofficial) makes it easier
project. Oddly that helps me focus and keeps me for Players and Judges to peruse and choose
from losing interest, or giving up on projects like which one(s) to include in their games.
this that started off small in scope, then I hope you enjoy our work, and to those who
snowballed into an avalanche. have been watching from the start, I hope it was
Of course, I had to ask the wife for help so I worth the wait.
did not need to put out twenty versions of this -MTS
book to correct typos, and how I sometimes type
in "Engrish" rather then English. It took a little
work, but eventually I managed to get her to What he said.
agree to help. - Tammra
http://www.fearcast.net/
This book is dedicated to a dear friend of… This book is that promise, and as soon as I
Well, let's just say a long time. I am dedicating have the money to buy new ink cartridges, you
my work on this project to Shane (Ogre) who has will be getting a bound, printed copy.
always been one of the best friends anyone could
have. If you look up the word loyal, it should Ogre has always been one of the most
have a picture of him and some basic entertaining role-players I have known, and his
information about him. Comic Book knowledge dwarfs my own. He will
always be a Super-Hero to me.
He actually helped me and the wife move into
out new apartment on his birthday, carrying all Additionally, I would like to dedicate this to
the heavy furniture, all by himself, up to the all the Classic Marvel role-players on the net.
second floor. Sadly we were just about broke You keep this game alive by promoting it, and it
from getting the apartment, so all we had for him astounds me how a game system dead for so
was a card, and a promise of more later. long continues to draw new players. Keep telling
everyone about the game, and those still writing
material for the game, keep it up! The weblists
inspired me to make the Ultimate Talents Book,
Origin Table
Normal Humans
Resources are reduced -1 CS. Humanoid Race: The hero is a normal member
of a human-like race from "somewhere else."
Endurance is raised +1CS. This may be another world, era, dimension, or
lost land hidden somewhere on the Earth. Most
Breed Mutants: The hero's parents were can pass as Normal Humans with a little disguise
Mutants, as were any number of preceding or explanation. Some of the Humanoid Race's
generations. Breed Mutants form tribes and have Powers don't exist in their home environment but
close-knit families; this is a defense mechanism develop as a result of the Humanoid's exposure
born from generations spent hiding their true to Earth's environment.
selves from normal society. Examples of Breed
Mutants include the Inhumans. Humanoids roll on column 5 of the Random
Ranks Table for their Primary Abilities.
Breed Mutants roll on Column 1 of the
Random Ranks Table. Humanoids can raise any one Ability +1CS.
Surgical Composites: The hero was created in Musculars gain +1CS Strength and
an operating room. His body contains parts taken Endurance.
from several bodies. Close examination reveals
the scars from his creation. The most famous Skeletals gain +1CS Resistance to Physical
example is Adam, the Frankenstein Monster. Attacks.
Because of the widespread knowledge of that
story, Surgical Composites are feared more than At least one Contact should be the
Mutants. They also possess a morbid curiosity organization responsible for the modification.
about the people whose parts now form their
bodies. All Modified Humans gain one less Power
initially.
Surgical Composites roll on column 2 of the
Random Ranks Table for their Primary Abilities. Modified Human-Extra Parts: This type of
body is harder to disguise than the other
Strength, Fighting, and Endurance are all Modifications because the body now possesses
increased +1CS. extra pieces of anatomy. These may be
duplicates of normal parts (arms are probably the
Resistance to Mental Domination is reduced - most common example), or parts that are not
1CS. found on a Normal Human. Such new parts
include wings, tails, antennae, fins, or anything
Initial Popularity is zero. else that might create Powers for the hero.
Initial Resources are Poor. Humans with Extra Parts roll on column 1.
Mech Bodies initially have only one While most Humanshapes are the size of
Contact—the lab where they were created. Normal Humans, they are much heavier. The
average specimen weighs 500 to 2,000 pounds.
Mechanical Augmentation: This is a Cyborg who
still has all his original (human) equipment but Humanshapes roll on column 4.
carries some options inside. Unused spaces in his
body are now filled with various useful devices. Initial Popularity is zero.
These can be directly controlled through the
nervous system. It is these devices that give the Player character robots possess self-repair
hero his Powers. They can be anything from a, facilities that simulate normal Healing.
tiny radio in the ear to a Disintegration gun
concealed in the arm. There is Karma loss if a hero purposely
destroys a sentient robot. Robots are people too.
Augmenteds chose their condition and do not Non-sentient robots are cannon fodder.
suffer from the depression that affects most
Cyborgs and Mech Bodies. Since there is a Usuform Robot: This is a robot that believes in
limited amount of extra space in the body, the adage, "Form follows function." This robot's
Augmenteds receive one less Power. body is anything but humanshaped and is
designed to best serve specific needs. For the
Augmenteds roll on column 3. game's purposes, needs refers to Powers the
usuform possesses.
Initial Resources are Good or optionally
rolled. Example: A usuform hero possesses Bio-
physical Control, Cold Emission, and Levitation.
Sentient usuforms are often mistaken for The computer may hide its true nature and
mindless industrial robots; people usually look intelligence from its owners, creators, and/or
for a human controller hiding nearby. programmers. Only a major threat to its
existence can cause it to reveal itself and risk
Popularity is unaffected because people losing its freedom.
simply do not give the usuform any thought
other than "Oh, what a wild prop!" In a magical setting, the computer can be any
mystical device, such as a crystal ball or an
Metamorphic Robot: This is a robot whose elaborate altar. Slave units and peripherals are
design is so flexible it can change into two or likewise translated into mystical analogs.
more forms, each possessing different Physical
Abilities and Physical Powers. Most
Metamorphs have a dual nature. The primary
form is a humanshape; the secondary form may
be a vehicle or usuform. Both forms weigh the
same, but may be different sizes. A Metamorph
can change into a form that is up to three times
larger than the smaller form. If the metamorph
possesses size-altering Powers, this limit is
replaced by that Power's limit.
Resources are zero unless the animal has Abnormal Biochemistry: The body is
attached himself to a human. In this case, the apparently normal but possesses a different
Resource rank is assigned to that human. chemical base than that of Normal Humans. A
key element in the body's chemical makeup is
replaced by another element. The most common
abnormalities are silicon-replacing carbon,
copper replacing iron, and cobalt replacing iron.
Because Mineral Life is simpler, it is easier to If the liquid life possesses Endurance and
feed and maintain. If food is needed, the Mineral Psyche ranks of Excellent or better, the Fluid
Life can digest raw matter of its composition. Body can form an erect simulation of a human
Wounds can be bandaged by applications of the body. This can "walk" by sliding along the
same matter as well. ("But I'm a doctor, not a ground.
bricklayer!")
Contrary to what you might think, a Fluid
Body is actually dry to the touch. This is because
none of the body's liquids leave the body unless
deliberately secreted.
Rank Name 3 4 5
Feeble 01-05 01-05 01-10
Poor 06-10 06-10 11-20
Typical 11-40 11-15 21-30
Good 41-80 16-40 31-40
Excellent 81-95 41-50 41-60
Remarkable 96-00 51-70 61-70
Incredible --- 71-90 71-80
Amazing --- 91-98 81-95
Good 41-80 16-40 31-40
An overview of the various tables found within • Tammra's Favorites Origin Chart: Tammra
this section is as follows: is picky about what she likes to play. This Origin
table was a surprise to her, and she did not see it
• The Ultimate Origins Table: This table until the editing process. It is not balanced
contains the various origins from official and un- power-wise in comparison to the others. If you
official sources found in this book. It is designed do not like it, you are invited to not use it and/or
to give Players and Judges a wide selection of to bite MTS.
random Origins for use in the game.
Note: Any entry marked with an * indicates
• The Ultimate Origins Table (Simplified): there is an optional sub-table for that Origin.
This table is similar to the Ultimate Origins
table, but the Origins containing multiple Sub- • Various Sub-Tables (Official): These sub-
Forms (such as Mutants), have been condensed tables are designed with the purists in mind.
into sub categories. To use this table, roll your There is no new unofficial material added to
percentage dice as normal, then (if applicable), these tables. As a note, the percentage chance
roll again on the appropriate sub-table to was not preserved in the various sub-tables. As
determine sub-form. an example; in the UPB you have a 01% chance
of being a robot with the computer Sub-Form.
• UPB Origin Table (Revised): This is an On the sub-table, you have a 25% chance to be a
alphabetical version of the standard Origin table computer. This was by design, to give a grater
from the Ultimate powers Book. All the Origins chance of playing a different origin.
still have the same percentage chance to be
rolled, but the Origins themselves have been re- Note: While these tables are labeled "official"
ordered into alphabetical order. This was created they have been created for this book and they
for purists who might like to try something a have never appeared in an official Marvel RPG
little different, without adding unofficial material supplement. They are labeled "official" because
to their games. they only feature official Origins from the books.
• UPB Origin Table (Simplified): This table is • Various Sub-Tables (Official - Extended):
the simplified version of the Origin table from These tables contain the official Sub-Forms from
the Ultimate Powers Book. It contains nothing the core books, as well as additional Sub-Forms
new on the table, and it is intended as an optional from sources such as Dragon Magazine, and
rolling method for the purists. The Origins other Marvel RPG books from TSR.
containing Sub-Forms have been condensed into
sub categories. To use this table, roll your • Various Sub-Tables (Unofficial): These sub-
percentage dice as normal, then (if applicable), tables contain the various official, and unofficial
material contained in this book.
Die Die
Physical Form Sub-Form Physical Form Sub-Form
Roll Roll
Abnormal 39 Homo Sublimis ---
01 ---
Chemistry 40-46 Humanoid Race* ---
02-03 Android --- 47 Hybrid ---
04 Animal --- 48 Liquid ---
05 Angel/Demon --- 49-50 Magic User ---
06 Changeling --- 51 Martial Artist ---
07 Collective Mass --- 52 Mineral ---
08 Compound --- 53-55 Modified Human Extra Parts
Artificial 56-57 Modified Human Organic
09-10 Cyborg
Limb/Organs 58-59 Modified Human Muscular
11 Cyborg Custom 60-61 Modified Human Skeletal
12-13 Cyborg Exoskeleton 62-63 Mutant Breed
14-15 Cyborg Mechanical Body 64 Mutant Homo Arcanus
Mechanically 65 Mutant Homo Disneius
16-18 Cyborg
Augmented 66 Mutant Morlock
19 Cyborg Nanites 67-69 Mutant Induced
20 Cyborg Vampire 70-72 Mutant Random
21 Deity --- Savage Land
22-23 Demihuman Avian 73 Mutant
Mutate
24 Demihuman Centaur 74-85 Normal Human ---
25 Demihuman Chiropteran 86 Psionist ---
26 Demihuman Equiman 87 Robot Computer
27 Demihuman Faun 88-91 Robot Human Shape
28-29 Demihuman Felinoid 92-93 Robot Metamorphic
30-31 Demihuman Lupinoid 94-95 Robot Usuform
32 Demihuman Lamian Surgical
33 Demihuman Merhuman 96 ---
Composite
34 Demihuman Other The People
97
Elder of the (Saurians)
35 ---
Universe 98 Undead ---
36 Energy --- 99 Vegetable ---
37 Ethereal --- 00 Werewolf ---
38 Gaseous ---
Die
Physical Form Sub-Form
Roll
01-03 Abnormal ---
Chemistry
04-11 Angel ---
12-14 Changeling ---
15-17 Compound ---
18-25 Deity ---
26-33 Demon ---
Elder of the ---
34-36
Universe
37-39 Energy ---
40-42 Homo Sublimis ---
43-45 Humanoid Race* ---
46-48 Hybrid ---
49-55 Magic User ---
56-58 Martial Artist ---
59-61 Modified Human Extra Parts
62-64 Modified Human Organic
64-67 Modified Human Muscular
68-70 Modified Human Skeletal
UPB Origin Table (Simplified) 71-73 Mutant Breed
Homo
Dice Roll Physical Form 74-76 Mutant
Arcanus
01-26 Normal Human Homo
77-79 Mutant
27-35 Mutant* Disneius
36-38 Android 80-82 Mutant Morlock
39-46 Humanoid Race* 83-85 Mutant Induced
47 Surgical Composite 86-88 Mutant Random
48-57 Modified Human* 89-94 Normal Human ---
58-70 Demihuman* 95-00 Psionist ---
71-79 Cyborg*
80-87 Robot*
88 Angel/Demon
89 Deity
90 Animal
91 Vegetable
92 Abnormal Chemistry
93 Mineral
94 Gaseous
95 Liquid
96 Energy
97 Ethereal
98 Undead
99 Compound
00 Changeling
This section is a list of Origins that were printed in Official Marvel articles and books.
The following was taken from the "Advanced Set Ability Modifier Table*
Judge's Book" by Jeff Grubb.
Dice Modification
01-15 Reduce by one rank
16-50 Remain unchanged
51-70 Increase by one rank
71-85 Increase by two ranks
86-95 Increase by three ranks
96-00 Increase by four ranks
*Unless noted otherwise, no ability may be
modified in any fashion below Feeble or above
Monstrous
Known Powers:
• Body Armor: Good
F A S E R I P
Gd Ty Rm Rm Ty Ty Ty
10 6 30 30 6 6 6
Health: 76 Karma: 18
Known Powers:
• Water Breathing
• Swimming: 2 areas/turn
• Resist Cold: Excellent F A S E R I P
Ty Gd Ty Ty Ty Gd Gd
The origins of homo mermanus are unknown, 6 10 6 6 6 10 10
though their own legends claim that the Health: 28 Karma: 26
Olympian Poseidon modified them to their
present form. In any event, the largest group of Known Powers:
this race has settled the ruins of ancient Atlantis • Mystic Origin
on the Atlantic seabed, though there are small
settlements throughout the ocean. They have The Dark Dimension is a series of pocket
been ruled in the past by Namor, the Sub- dimensions that have been expanded and
Mariner, though he has been sent into exile by
Deviants
F A S E R I P
Gd Ex In Am Ex Rm Rm
F A S E R I P 10 20 40 50 20 30 30
Gd Ty Ty Gd Gd Pr Pr Health: 120 Karma: 70
10 6 6 10 10 4 4
Health: 32 Karma: 18 Known Powers:
• Invulnerability
Available Powers: • Cosmic Energy Manipulation
• Strength of +2CS or 2 additional super • Flight: Unearthly at 40 areas/round.
Powers rolled randomly
The Celestials’ other experiment in early
When the Celestials first landed on Earth, humanity were the highly advanced and
they modified human genes to produce two superhumanly powerful Eternals, a long-lived,
distinct separate races, the Deviants and the clearly human-looking race that wields great
Eternals. The Deviants were created with a Powers of cosmic energy manipulation.
genetically unstable gene structure, so that each
generation will be radically different from All Eternals are Invulnerable to Heat, Cold,
previous generations. Any Deviant character has Energy, Electricity, Radiation, Toxins, and
the choice of additional strength benefits (in Disease. They do not age. They can still be
affected by Stun, Slam, and Kill results, but only
Final notes
Lemurians
F A S E R I P
F A S E R I P
Gd Ty Ex Rm Ty Ty Gd
10 6 20 30 6 6 10 * * * * Gd 10 Gd 10 Gd 10
Health: 66 Karma: 22 Health: Special Karma: 30
F A S E R I P
Gd Gd Rm Gd Gd Gd Gd
10 10 30 10 10 10 10
F A S E R I P
Health: 60 Karma: 30
Gd Ex In Am Ty Ty Rm
10 20 30 50 6 6 30
The Shi’ar are an expansionist alien race
Health: 120 Karma: 42 whose empire is still developing, encompassing
a wide variety of other alien races. The Shi’ar
Known Powers: themselves are descended from avian ancestors,
• Body Armor and though mammalian in appearance retain
• Immortality some avian vestiges.
The Olympians are the superhuman residents The Shi’ar are highly advanced, and have
of the pocket dimension of Olympia. Like the warp drive ships and instanteous teleporters with
Asgardians, who were also worshipped as deities intergalactic range, called stargates. Their
by early civilizations, they have Good protection interest in Earth is based purely on its location
from physical attack, but unlike the Asgardians, near a natural space warp nexus, and they have
the Olympians are true immortals, and as such in the past cared as much for Earth’s inhabitants
are very difficult to slay. as humans care about apes gathered near a jungle
railway station.
The pocket dimension of Olympus has its
earthly terminus in Greece, and it was here and The Shi’ar count a number of alien races in
throughout the Mediterranean that these beings their empire, with varying degrees of freedom
were venerated. They used the Eternals of dependent on their loyalty to the throne. The
Olympia as their representatives among men, ruler of the empire commands the Imperial
which resulted in confusion between the Eternals Guard, an organization of super-powered aliens
and the Olympian pantheon (made worse by (Shi’ar and others) who keep the peace in the
similarity in name and appearance—Zeus and empire. The current ruler of the Shi’ar is called
Zuras, Athena and Thena, Mercury and Deathbird, who desposed her sister Lilandra
Makkari). The Olympian pantheon is no longer Neramani from the throne with the aid of the
worshipped save for Neptune/Poseidon, who is Badoon and Brood, other alien races. Neramani
venerated by the Atlanteans. is on the run from Deathbird’s forces, with her
lover Charles Xavier and the intergalactic
The Olympians are ruled by Zeus, the freebooters called the Starjammers.
mythological head of the Pantheon. Olympians
such as Hercules and Venus still walk among
humans.
F A S E R I P
Gd Ty Ty Ty Gd Ty Ty
10 6 6 6 10 6 6
Health: 28 Karma: 22
This excerpt was taken from the book; "The duties of sanitation, food production,
Fantastic Four™ Compendium" by David E. manufacturing, and so on. They were intended to
Martin. be docile creatures with simple thoughts. They
are all sexless and identical (5'7", green eyes,
and completely hairless).
The Chosen
F A S E R I P
Ty Ty Rm Rm Fe Fe Fe
6 6 30 30 2 2 2
Health: 72 Karma: 6
Resources: Fe 2 Popularity: 1
F A S E R I P
Background: The Alpha Primitives are a cloned
Gd Ty Ty Ex Gd Gd Gd
race of menial laborers. They were created by the
10 6 6 20 10 10 10
Inhuman scientist Avadar to serve as brute
laborers to handle the necessary but odious Health: 42 Karma: 30
Resources: Ex 20 Popularity: 0
None.
Field Generator
Reality Alteration (Temporal Flow): The device
has Beyond-rank ability to speed up the passage
of time within its area of effect. The actual rate is
2,000,000:1 (about one month per second).
Because of the time difference, radiation cannot
pass through the dome in levels high enough to
be noticed. This gives the dome a pure black
exterior.
F A S E R I P F A S E R I P
Pr Gd Pr Ty Ty Ty Gd Fe 2 Pr 4 Ty 6 Ty 6 Ty 6 Ty 6 In 40
4 10 4 6 6 6 10
Health: 18 Karma: 52
Health: 24 Karma: 22
Known Powers:
Known Powers:
• Force Field Generation: (Excellent
• Absorption Power: The Burners have
rank)
the Incredible ability to safely absorb
fiery attacks.
Headbrothers have a twin skull and brain. It
• Energy Body (Flame): The Burners
appears as if two heads were glued together
have the ability to transform their
around the ears. The Head-Brothers have two
bodies into animate fireballs of
distinct minds, although their muscles operate
Remarkable Intensity.
jointly.
• Fire Generation: Remarkable rank.
• True Flight: Excellent speed
Winged Flyers
The Burners are bald midgets.
Clobbers:
F A S E R I P
Gd Ex Ty Gd Ty Ty Ty
F A S E R I P 10 20 6 10 6 6 6
Rm Ty In In Fe Fe Fe Health: 46 Karma: 18
30 6 40 40 2 2 2
Health: 116 Karma: 6 Known Powers:
• Winged Flight: Typical airspeed.
Known Powers:
• None. Shortly after the dome was created, the West
Coast Avengers were called to investigate. Iron
The Clobbers are huge and brutish. Man penetrated the dome (in AD 11885, Dome
King's Crossing, NY
The following excerpt was taken from the After some time, however, the Subterraneans,
"Gamer's Handbook of the Marvel Universe - who all had human intelligence, revolted against
Mad thinker thru Sentry" written by Scott their Deviant masters. The Subterraneans' leader,
Bennie, David E. Martin, and Chris Mortika. Gor-Tok I, led the others in capturing several
underground cities and took up residence in
them. The first race of Subterraneeans has
become known as the Gortokians, after the rebel
leader.
Subterraneans
The Subterraneans are four races of humanoid
beings who were originally bred though genetic
engineering by the offshoot of humanity known
as the Deviants to live in a network of caves and
tunnels called Subterranea which exists miles
beneath the Earth's surface. Before the Great
Cataclysm, which sank Atlantis and Lemuria, the
Deviants had launched an attack on Atlantis,
center of the sole known empire under human
control. At this point, the Second Host of the
extraterrestrial Celestials arrived, and the
Deviants attacked them as well. In retaliation, the
Celestials triggered the Great Cataclysm, which
sank Lemuria and destroyed the Deviant Empire.
The Deviants who survived escaped to the small The Deviants, still desiring slaves,
number of underground cities that they had experimented upon captive Gortokians. They
previously established. created two servant races of Subterraneans, the
Moloids and Tyrannoids. They are often
Skilled at genetic engineering, the Deviants denigrated as "mindless". They have the
altered the genetic composition of a few human intellectual capability to construct and operate
slaves, and created clones who were the first of a highly advanced Deviant technology, but they
new race of strong humanoids specially adapted are incapable of creative thought. Without
to the conditions of underground life. guidance from a master, these races are totally
helpless in dealing with any new situation for
The Deviants put these new slaves to work at which they have not been trained.
expanding the huge caverns in which the
underground Deviant cities were located, The Moloids and Tyrannoids proved to be the
creating tunnels linking the cities themselves. ideal slaves for the Deviants, but as soldiers they
F A S E R I P
F A S E R I P Ty Ty Gd Gd Ty Pr Pr
6 6 10 10 6 4 4
Fe Ty Gd Gd Ty Fe Fe
2 6 10 10 6 2 2 Health: 32 Karma: 14
Health: 28 Karma: 10
Known Powers
• Abnormal Sensitivity: Excellent ability
Known Powers
to see in darkness. Like the Moloids,
• Abnormal Sensitivity: Excellent ability
they are temporarily blinded by typical
to see in apparent darkness, but they are
illumination. Each carries protective
temporarily blinded by normal light
goggles.
intensity. To prevent this, they wear
protective goggles.
Talents: All are well versed in Deviant
Technology. Their exposure to Tyrannus made
Talents: All are trained in operating Deviant
them able warriors with a Good understanding of
Technology.
military tactics.
Role-Playing Notes
Role-Playing Notes
Moloids are the weakest of the Subterraneans.
Tyrannoids occupy the middle ground of the
Without an able leader, they are almost
Subterraneans. They are preyed upon by the
completely helpless. They will readily serve
superior Lava Men. In response, they Tyrannoids
anyone who will stay as their leader. In battle,
have had to develop their own leaders and
their main tactic is to swarm over a target and
martial skills. The Tyrannoids are contemptuous
just hold on.
of the Moloids and see them as little better then
neurotic weaklings. Tyrannoids try to carry
weapons, although they are still unsure of how to
use them.
Known Powers
• None
F A S E R I P
Gd Gd In Ex Ty Ty Ty
10 10 40 20 6 6 6
Health: 80 Karma: 18
Resources: Good 10 Popularity: 0
History
Contacts: None
Role-playing Notes
F A S E R I P F A S E R I P
Ty Gd Gd Ex In Gd Gd Gd Gd Ex Gd Ty Ex Ty
6 10 10 20 40 10 10 10 10 20 10 6 20 6
Health: 46 Karma: 60 Health: 50 Karma: 32
Resources: Ex 20 Popularity: 20 (-20 to the Resources: Pr 4 Popularity: 4 (-10 to Sun
Pterons) People)
Background: Background:
F A S E R I P F A S E R I P
Gd Ty Ex Rm Pr Ty Pr Ty Ty Ty Ty Gd Gd Gd
10 6 20 30 4 6 4 6 6 6 6 10 10 10
Health: 66 Karma: 14 Health: 24 Karma: 30
Resources: Fe 2 Popularity: -20 Resources: Am 50 Popularity: -20
Background: Background:
Base of Operations: The caverns of Athmeth Base of Operations: The Sun Empire
beneath Pangea Type of Government: Empire ruled by a
Type of Government: Monarchy priestess queen
Level of Technology: Low Level of Technology: Low
Group History:
Equipment:
This excerpt was taken from the "Domains of In the other countries of Europe, the Gypsies
Doom" core book from the boxed set of the same are not trusted due to their stereotypical thievery
name written by Scott Davis with Steven and uncleanliness and feared for their mastery of
Schend. minor magic. In most cases, these claims are
founded in truth, for the Gypsies make their way
in life through sleight-of-hand tricks, tricking the
townsfolk, and stealing what they can.
F A S E R I P
Ty Gd Ty Gd Ty Ty Ty
6 10 6 10 6 6 6
Health: 32 Karma: 18
Role-Playing Notes
F A S E R I P
Pr Ty Pr Gd Gd Gd Gd
4 6 4 10 10 10 10
Health: 24 Karma: 30
Powers/Talents
Role-Playing Notes
The following is a Marvel-Phile article that originally group the hero belongs to like Code Blue or
appeared in Dragon Magazine, issue #197 under the SHIELD).
same name, and was written by Steven E. Schend. • If your hero has gizmos (whether a shield,
gun, or webline) of her own devising that
grants her abilities of less than Amazing
rank.
Contact generation
Each hero gets a number of initial contacts as
rolled on the new Secondary Abilities table. Normal-
human heroes get an additional contact due to their
origin. A hero does not have to establish all his
contacts at the start of the campaign. The others can
appear as need be or as the result of role-playing. For
each established contact, the hero must provide a
name. Characters with secret IDs can assign contacts
to his heroic ID, his secret ID, or both. The secret ID
has less risk to the hero, because if your contacts
don’t know you are a superhero, you cannot be called
upon by them to perform heroic acts.
Sample campaigns
This excerpt was taken from the Advanced Set's sometimes they stole children, too, as many
"Children of the Atom" X-Men expansion written Morlocks are sterile. This raiding was
by Kim Eastland. discontinued when Callisto lost her rule to Storm
in a fight.
Further Morlocks
Most of the Morlocks have passive mutations,
harmful mutations, or mutations that only affect
certain abilities or powers.
This excerpt was taken from the Advanced Set's Background: In his villainous past, Magneto
"Children of the Atom" X-Men expansion written tried many schemes that organized mutants into
by Kim Eastland. an effective force that he used to try and take
over the world, assuring mutantkind a safe place
in it. One of his schemes took place in the
Savage Land, a secret prehistoric world best
known as the land of Ka-Zar. By assuming the
guise of "the Creator," he built a large
installation. Using his superior intellect in the
field of genetics, his magnetic manipulation
powers, and tapping into the power of the South
Magnetic Pole for immense energy, he used this
energy on a handful of Swamp People, no more
intelligent than the average prehistoric man, and
mutated them. He called them the Strange Ones,
and later, Neo-Mutants, but they are known to
everyone else involved as the Mutates of the
Savage Land Mutates Savage Land. Each character had his own,
Mutated Swamp People from the Savage Land unique power, but instead of being born with
Used by Magneto as agents them, as a mutant is, Magneto "granted" them
the power, along with an increased intellect. He
Average Mutate Abilities planned on mutating thousands of the Swamp
People and, with this super powered army,
F A S E R I P conquering the world, but the X-Men foiled his
Gd Ty Ty Ex Pr Gd Ty plans. Those Savage Land Mutates that he had
10 6 6 20 4 10 6 created eventually devolved back to their
Health: 42 Karma: 20 original state, except Lorelei who later joined
Resources: Fb (2) Popularity: 0 Magneto's Brotherhood of Evil Mutants.
The following was taken from the Marvel-Phile, Endurance. Roll on the following table:
article "Dire Invasion" which originally
appeared in Dragon Magazine, issue#112. Die Roll Endurance Score
01-30 Amazing
31-90 Monstrous
91-00 Unearthly
Spaceknights
Though most players may want to play Rom
or Starshine in a Marvel Super Heroes campaign,
some players might want to create their own
Spaceknight characters. This section helps
players do this. First of all, the procedure for
rolling a hero’s abilities is changed as follows:
Table 25: Random Ranks Body Armor: Rom’s suit of armor provided him
with Incredible protection against all physical,
Die Roll Rank radiation, heat-based, and cold based attacks. He
01-05 Feeble (2) could survive in deep space indefinitely.
06-10 Poor (3)
Regeneration: Rom’s armor had built-in micro-
11-20 Typical (6)
factories able to repair damaged circuitry,
21-40 Good (10) providing him with Good regeneration.
41-60 Excellent (20)
61-80 Remarkable (30) Resistances and Senses: Protected Senses,
81-96 Incredible (40) Extraordinary Senses, and Infravision are
97-00 Amazing (50) possible.
Ability Rank
Fighting Good (10)
Agility Poor (4)
Strength Remarkable (30)
Endurance Remarkable (30)
Reason Remarkable (30)
Intuition Typical (6)
Psyche Good (10)
Health: 74 Karma: 46
Resources: Amazing
Caster's Duration of
Area of Spell
Psyche Spell
Feeble Can't Cast Can't Cast
Poor Can't Cast Can't Cast
Typical Can't Cast Can't Cast
Good One Round Touching
Excellent One Hour One Area
Remarkable One Day One Area
Incredible One Week Two Areas
Amazing Permanent Five Areas
Ten Square
Monstrous Permanent
Miles
Unearthly Permanent One Planet
One
Class 1000 Permanent
Dimension
From the book "Project Widewake" Designed by living starships, robbing them of their minds and
Jeff Grubb souls. (Acanti ships: Body Remarkable, Speed
Unearthly, Control Good; laser weapons fire for
Monstrous damage.)
Brood Queen
Background:
The overview of Vampires was taken from “The Like most spells, the Montesi Formula contained
Marvel Database”. a counter-spell, and within a few short years,
vampires began to appear across the world once
again. Dracula himself rose from the grave and
reclaimed his title as Lord of the Vampires.
Destruction
http://marvel.wikia.com/
History
MTS Note: These are the rules that I always use in my games for Armored Battlesuit using characters.
This article was part of the Marvel-Phile, and table, not column 3 ("High Technology") as in
was originally printed in issue #180 of Dragon both the Ultimate Powers Book or the Advanced
Magazine. Set rules - Reprinted below for convenience).
These abilities are the Character's normal levels.
This is to reflect that the character is a normal
human wearing an armored suit that supplies him
with his super powers.
Players can choose their armor's powers from Energy attacks are a special case, as Body
this list. If you find this list to be too limiting, Armor is 20 points less effective against energy
just use your imagination, the cornerstone of attacks than against physical ones. When a hero
super-hero gaming is the use of powers in new is hit by an Energy attack capable of breaching
ways. the armor's reduced rank vs. Energy attacks, the
character must follow the procedure for
Once the powers for the battlesuit have been determining armor damage from physical attacks
selected, rolls are made on Table 2 for the power as before. Armored heroes can take Resistance to
rank of each power. These rolls are not modified, Energy Attacks to cover this weakness.
with the exception of Body Armor (as previously
noted). Also generate a power rank for Armor
Endurance at this point.
Damaging Armor
These entries were originally written by X-Man interstellar empire in their region of space. The
Al for his website " X-Man Al's Marvel Super scout Ten-For was vanguard for a proposed
Heroes Classic RPG Web Source". It is an invasion of Earth, but the invasion was cancelled
excellent site and worth checking out. after Machine Man defeated Ten-For.
Powers:
• Armor Skin: (Permanent, Visually
Inorganic) Ex 20
• Longevity: Pr 4
Autocron biochemistry is based on iron rather Contacts: Autocron Empire (Military, CL1000
than carbon. Resources).
Powers:
• None.
F A S E R I P Brood
Ex Gd Gd Gd Ty Pr Pr
20 10 10 10 6 4 4
Health: 50 Karma: 14
Resources: Pr 4/Rm 30 on their homeworld.
Popularity: 0
Each representative of the Ba-Bani race has light Age: 3d10+15 years (Brood have an average
yellow skin and orange to yellow hair. lifespan equal to that of their host)
F A S E R I P
Ex Gd Rm Rm Gd Ex Rm
10 10 30 30 10 20 30
Health: 80 Karma: 60
Powers:
Individuals may possess one or more powers,
which they emit through their antennae. The F A S E R I P
powers thus far displayed by the Elan are: In Ty In In Gd Pr Pr
• Elemental Conversion: Am 50 40 6 40 40 10 4 4
• Kinetic Bolt: Am 50 Health: 126 Karma: 18
• Molding: Am 50 Resources: Pr 4/Rm 30 on their homeworld.
• Molecular Conversion: Am 50 Popularity: -10 on Earth, 0 elsewhere
• Telekinesis: Am 50
• Telepathy: Am 50. Primarily used for The Ergons come from the planet Ergonar.
communication with other Elan. All Ergonar is the second planet from the star called
Elan have this power. M. Canum Venaticorum II in the Milky Way
galaxy. The planet has an estimated population
All Elan also have the following powers: of two point four billion Ergons. Ergon society is
• Longevity: Fb 2. See Age. made up of a variety of national governments,
• Growth-Atomic Gain: Permanent. Pr 4. primarily military dictatorships. Ergons have
starships with sub-light engines, but are the same
Weakness: Elan focuses the majority of their technology-wise as Earth. They have a neutral
powers through their antennae. If their antennae attitude towards Earth. Due to their evolution on
are damaged, the powers that emanate from the a high-gravity world (Thirty times Earth
antennae are -2CS. If one of them is severed, the gravity), Ergons have superhuman strength.
powers function at -4CS. If both are severed, the Their skin is red.
Elan loses all of those powers.
Note: The Ergons are a belligerent people prone
Talents: Randomly generated. to piracy.
Contacts: United Democracy of Elanis Age: 3d10+15 years (Ergons have an average
(Planetary, CL1000 Resources), Fantastic Four lifespan equal to that of a Normal Human)
(Hero Group), Power Pack (Hero Group).
Height: 2d10+63" for females, 2d10+64" for
males
Powers:
• Body Resistance: Gd 10
Weakness: None.
Talents: Military, otherwise randomly
generated.
Powers:
• Levitation: Ty 6.
• Body Resistance: Ty 6.
Powers:
• Longevity: Through the use of advanced
genetic engineering, Horusians have
given themselves this power at Pr 4
rank.
Weakness: None.
Kawa
F A S E R I P
Ex Rm Ex Rm Ex Ty Gd
20 30 20 30 20 6 10
Health: 100 Karma: 36
Resources: Pr 4/Rm 30 on their homeworld.
Popularity: 0 on Earth and elsewhere.
Contacts: Mekka (homeworld), Fantastic Four Note: Individual Mobians are adventurous and
(Hero Group). stubborn. Once they set upon a goal, they
persevere until either the goal is accomplished or
forever beyond the Mobian's efforts.
Powers:
• Growth-Atomic Gain: Permanent. Fb 2.
Mobians are +1CS to hit.
• Self-Sustenance: Mn 75. Temporary
only.
• Resistance to Physical Attacks: Ty 6
• Resistance to Energy Attacks: Ty 6
• Telelocation: Ex 20.
Weakness: None.
F A S E R I P
Talents: Randomly generated Ex Pr Ex Ex Pr Pr Fb
20 4 20 20 4 4 2
Contacts: Mobius Republics (Homeworld, Health: 64 Karma: 10
CL1000 Resources). Resources: Pr 4/Rm 30 on their homeworld.
Popularity: 0, -5 on Earth.
Talents: Randomly generated. Note: Rajak bands of space pirates will wipe out
all life on planets in order to plunder them of
Contacts: Various starfaring races in which they valuable elements.
serve as mercenaries.
As a result, they have come into conflict with
Rajak both the Kawa and the Planet Trade Guild.
Powers:
• None.
Weakness: None.
Powers:
• Waterbreathing (Amphibious)
• Water Freedom
• Resistance to Cold: Ex 20
• Armor Skin: Permanent. Leather. The
thick scaly hides of Saurids give them
Gd 10 protection against both energy
and physical attacks.
• Growth-Atomic Gain: Fb 2. Saurids are
+1CS to hit.
Weakness: None.
Contacts: The City-Dwellers are allies of the The Tektons are a race of ape-like homonids
Kree (Interplanetary, Un) while the Demon from the planet Tekton, in the Tacuspar system
Rebels are allies of the Inhumans (Interplanetary, of the Andromeda galaxy. The planet Tekton has
Un 100 Resources). gravity equal to that of one point seven times
that of Earth. Tektons are almost completely
Notes: Stenth are obstinate and fatalistic. They covered with purple fur. They have four fingers
will not hesitate to go on "suicide" missions to (including an opposable thumb) on each hand,
advance their causes. three toes on each foot, two eyes, and a
prehensile tail.
Height: 2d10+68" for females, 2d10+70" for The Vegans number about 5.3 billion. The
males Vegans have an empire of planets throughout the
Vega system that are governed by
Weight: 6d10+100 lbs. for females, 6d10+140 representatives on Vega Superior. The Vegans
lbs. for males. have a culture and society much like Earth's
Powers: ancient Roman republic.
• Body Resistance: Gd 10.
The Vegans are moderately ahead of Earth in
• Extra Body Parts: Prehensile Tail.
that their starships have sublight engines.
Tektons can use their tails to either do
Gd 10 blunt damage or grapple with Rm
The Vegans consider Earth as a potential
30 Strength.
target for conquest. The Vegans are known to
Weakness: None. use their formidable appearance to cow other
races into submission. They only attack races
Talents: Randomly generated they judge to be weak, defenseless, or gullible.
One of their agents attempted to trick Earth into
Contacts: Tekton (Homeworld) surrendering but was defeated by Ant-Man
(a.k.a. Henry Pym).
Vegan
Age: 3d10+15 years (Vegans have an average
lifespan equal to that of a Normal Human)
Powers:
• Growth-Atomic Gain: Permanent. Ex
20. +1CS to hit.
• Resistance to Physical Attacks: In 40.
• Resistance to Energy Attacks: Ex 20
• Gravity Manipulation: Ex 20. Vegans
have evolved specialized glands that
connect to their vestigle horns that act
as stabilizers. These glands do this by
emitting anti-gravitons through the
horns. This creates an invisible personal
energy field that helps Vegans support
their massive weight. They also use this
F A S E R I P
power to simulate the following power
Gd Pr Rm 30/ Ex Ty Ty Ty for as long as the anti-gravitons are
10 4 Am 50 20 6 6 6 being generated:
Health: 64 Karma: 18 • Hyper-Strength: Ex 20
Resources: Pr 4/Rm 30 on their homeworld.
Popularity: 0, -10 on Earth, -5 with races whose Weakness: If a Vegan sustains injury to his/her
planets they have conquered. horns or traumatic head injury, their "stabilizer"
gland shuts off. The Vegan must make a Red
Little is known about the origins of the Strength FEAT to remain on its feet. He/She
Vegans. Their homeworld is the planet Vega must then make a Red Endurance FEAT every
Superior (also known as Vega IV), which is the 10 rounds or feint from the utter exhaustion of
moving its massive weight. (Stunned for 1-10
Powers:
• Shapeshifting: Am 50. Some Xartans
have developed the following power
stunts:
o They can give themselves the
equivalent of Am 50 Body
Armor and/or Strength.
• Invisibility (Physics): Ex 20
• Self-Sustenance: Mn 75 - Temporary
version only.
• Power Duplication: Mn 75. As a Power
Stunt, they can even create items used
to focus the powers of those they are
duplicating. The items are of up to rank
Material Strength.
F A S E R I P
Ty Ty Ty Am Ex In Rm Weakness: If assuming an inanimate form, they
6 6 6 50 20 40 30 are rendered unconscious for 2d10 years. They
Health: 68 Karma: 90 do not age in this dormant state.
Resources: Pr 4/Ex 20 on their homeworld.
When in the process of shapeshifting, a pulse
Popularity: 0 on Earth, -5 elsewhere
of ionic energy surrounds their chests. The pulse
The Xartans come from the planet Xarta IV in is emitted from a gland like pore on the middle
the Zugano star system. They are ruled by of their chests. If the pore is hit by energy, force,
military dictatorships that view Earth as a target or successfully targeted attacks, then the Xartan
for conquest. They have achieved warp drive must make a successful Endurance FEAT or be
technology and have ion-beam weapon systems stunned for 2d10 rounds.
installed in their starships.
Talents: Military, otherwise randomly
Eons ago, Xarta IV was visited by the generated.
Celestials, who performed experiments upon the
Contacts: Xartan IV (Homeworld, Un 100
population which resulted in a deviant race who
Resources)
could shapeshift. Ultimately, the deviant sub-
species became the dominant race, and drove the
others to extinction.
The overview of Asgard was taken from It was prophesied that Odin's son Loki would
“Wikipedia". lead Asgard's enemies in a final conflict known
as Ragnarök that would lead to its destruction.
This comes to pass when Loki obtains the forge
that created Mjolnir and creates new uru
hammers for his army. The entirety of Asgard
and its inhabitants are destroyed in resulting
battle.
http://en.wikipedia.org/
History
According to Asgardian legend in the
beginning there was nothing, but in time two
worlds came into being on opposite sides of the
void. The one to the north was named Niflheim,
a world of clouds and shadows in whose center
surged the fountain Hvergelmir from which
flowed twelve rivers of ice. The one to the south
was named Muspelheim, which teemed with
rivers of fire. Eventually the warm air from the
south carved out the frost giant Ymir from the
ice in the north. Ymir became the father of all the
giants and his cow Auðumbla licked out of the
ice the first Asgardian, Buri. Buri had a son
named Borr who married the giantess Bestla.
Borr and Bestla had three sons named Odin, Vili
and Ve, who were known as the Æsir. Odin and
his brothers grew to hate the giants and slew
Ymir and his blood formed a great sea. Odin and
his brothers then raised Ymir's body from the sea After Ragnarök Donald Blake awakens Thor
and created Midgard, the middle between from the "Void of Non-Existence". Thor returns
Niflheim and Muspelheim. With Ymir's bones to Earth and rebuilds Asgard outside of Broxton,
they created mountains and with his hair they Oklahoma, purchasing the land with gold from
created trees. They then raised Ymir's skull upon the treasury. Thor then goes about restoring the
four pillars to create the heavens. Within the Asgardians who have been reborn in the bodies
skull contained sparks from Muspelheim, which of mortal men and women.
became the sun, moon and stars. When Midgard
was complete Odin and his brothers created a Asgard is destroyed yet again after Norman
home for themselves above it called Asgard. Osborn seizes control of S.H.I.E.L.D. following
Between the two worlds they stretched a rainbow the Secret Invasion as he seeks to expel Asgard
bridge and called it Bifröst. from U.S. soil in an effort to consolidate power.
Osborn leads the Dark Avengers in an invasion
against Asgard known as the Siege. The invading
Other Regions
Region Notes
Realm of the dishonored dead,
Nifleheim which is distinct but closely,
connected to Hel.
Realm of the honored dead and is a
Valhalla distinct region on the Asgard
planetoid.
F A S E R I P
Rm Ex Am Am Ty Pr Ty
30 20 50 50 6 4 6
Health: 150 Karma: 16
Powers:
• Dense Flesh: Ex Body Armor
• Fire Giants:
o Invulnerability to Fire F A S E R I P
o Growth: Am In Ty Mn Mn Pr Pr Ty
• Frost Giants: 40 6 65 65 4 4 6
o Invulnerability to Cold Health: 196 Karma: 14
o Growth: Mn Resources: Pr Popularity: 0
• Storm Giants:
o Weather Control: Rm Powers:
o Growth: Un • Body Armor vs. Blunt, Edged, Shooting
• Hill Giants: and Force Attacks: Rm
o Growth: In • Resistance to Earthly Disease: CL.
1000
• Resistance to Cold: SH-Z
F A S E R I P
Gd In Pr Gd Gd Gd Gd
10 40 4 10 10 10 10
Health: 64 Karma: 30
Powers:
• Resistance to Aging and Disease: Am
• Infravision: Ex
F A S E R I P
Ex Ty Ex Ex Gd Ty Gd
20 6 20 20 10 6 10 Asgardian Trolls
Health: 66 Karma: 26
Powers:
• Resistance to Aging and Disease: Sh-X
Asgardian Elves
F A S E R I P
Rm Ty Am Rm Ty Pr Ty
30 6 40 30 6 4 6
Health: 116 Karma: 16
Powers:
F A S E R I P
• Infravision: Rm
Rm Pr In Rm Fb Pr Pr
• Resistance to Disease: Sh-Y
30 4 40 30 2 4 4
• Body Armor: Gd
Health: 104 Karma: 10
Resources: Fb Popularity: 0
These Typical Troll stats are taken from the
module "Thunder Over Jotunheim" by Bruce
Nesmith Known Powers:
• Body Armor: Good. Trolls have rough
hides, which protect them from physical
attacks of any kind.
• Infravision: Remarkable. Trolls can see
in the dark.
• Invulnerability: Shift Y. Trolls are
immune to Earthly diseases.
Known Powers
• Body Armor: At least Gd protection
against physical and energy attacks.
• Infravision: Gd rank.
F A S E R I P
Rm Gd In In Gd Gd Ex
30 10 40 40 10 10 20
Health: 120 Karma: 40
F A S E R I P
In Rm Am Rm Ty Ty Ty
40 30 50 30 6 6 6
Health: 150 Karma: 18
Powers:
• Invulnerability to Fire and Heat
• Energy Sheath (Fire): Ex
• Fire Control: Rm
F A S E R I P
Am Rm Mn Rm Ty Ty Gd
40 30 65 30 6 6 10
Health: 185 Karma: 22
Resources: Pr Psyche: -10
Powers:
• Resistance to Fire/Heat: CL. 1000
• Body Armor vs. Blunt, Edged and
Shooting Attacks: Am
• Heat Generation: Am (5 areas)
Die-Roll Stat
01-05 Feeble
06-10 Poor
11-40 Typical
41-80 Good
81-95 Excellent
96-00 Remarkable
Elemental Creation: The nanites use the atoms Spray: The nanites use the atoms and molecules
and molecules of the host's dead skin cells, waste of the host's dead skin cells, waste materials, and
materials, and hair to create elements. The hair to create various aerosol-based solutions.
maximum is equal to the total of the host's This is to a maximum of Un 100 with a
Reason and Endurance ranks with an initial maximum range of two areas.
range of Contact only.
Webcasting: The nanites use the atoms and
Lifeform Creation: The nanites use the atoms molecules of the host's dead skin cells, waste
and molecules of the host's dead skin cells, waste materials, and hair to create web-like constructs.
materials, and hair to generate living tissue, This is to a maximum of Un 100 with a range of
bone, and nerves to create a life form, with the five areas.
nanites serving as brains for any life forms
created in this manner. The maximum is equal to Physical Enhancement Powers
the total of the host's Reason and Endurance
ranks with an initial range of Contact only. This Armor Skin: The nanites modify the host's
means that the life form is either grown from the epidermis. This is to a maximum of Un 100.
host by budding, sexual intercourse, blood
transfusion, or artificial womb. Body Resistance: The nanites modify the host's
physical structure for increased durability. This
is to a maximum of Am 50.
Digestive Adaptability: To compensate for the Pheromones: The nanites modify the host's
tremendous amount of energy the nanites need, epidermis (pores, sweat glands). This is to a
they can modify the host's digestive system maximum of Ex 20.
(enzymes/glands/organs/teeth/jaw muscles) to
allow the host to consume almost any substance. Regeneration: The nanites modify the host's
This is to a maximum of Am 50. immune system and cell reproduction sequences
to stimulate regeneration of tissue. This is to a
Hyper-Endurance: The nanites modify the host's maximum of Am 50.
neuro-muscular, respiratory, and endocrine
systems to allow the host to temporarily have Selective Adaptation: The nanites modify the
superhuman Endurance. The maximum boost host's DNA and RNA sequences to adapt to
equal to host's Endurance rank. For example: certain stimuli. These changes are permanent.
The host's Endurance is Rm 30. The nanites can This is to a maximum of Un 100.
boost the host's Endurance to Am 60 for a total
time limit equal to the host's Endurance. Self-Revival: In the event of the host's death, The
nanites continue the host body's functions and
effectively reconstruct the body, while keeping
the host's consciousness in stasis. This is to a
maximum of Un 100.
Power Duplication: The nanites establish a Power Selection: The nanites cannot maintain
network gateway between the host and target's more than one power at the same time. They can
bodies. The nanites then alter the DNA/RNA/or however let the host activate the one power at
neural pathways of the host to duplicate any one-half the time it would normally take.
powers (non-magical) the target may have. This
is to a maximum of Am 50 with an initial range Weakness Creation: The nanites establish a
of Contact only and a subsequent maximum network gateway between the host and target's
range of Am 50. The nanites cannot duplicate bodies. The nanites then alter the DNA/RNA/or
Darkforce or Magic-based powers. neural pathways of both the host and the target
so that an appropriate weakness is generated in
Power Focus: The nanites reroute the energies of the target's body. Maximum is equal to the total
the host's body into one power or ability. This of both the host's Reason and Psyche Ranks with
has a Maximum is equal to the host's Endurance an initial range of Contact only and a subsequent
rank. range equal to the host's Psyche.
Power Vampirism: The nanites establish a Alter Ego: The nanites "partition" the host's
network gateway between the host and target's DNA, RNA, and neural pathways in order to
bodies. The nanites then alter the DNA/RNA/or create an Alter Ego. Maximum is equal to the
neural pathways of both the host and the target host's Psyche rank.
so that a portion or all of the host's powers are
siphoned off to "feed" the host. This is to a Animal Transformation: The nanites restructure
maximum of Am 50 with an initial range of the host's DNA, RNA, skeletal, and muscular
Contact only and a subsequent range of Am 50. structures to that of the chosen animal.
This cannot siphon off Darkforce powers. It is Maximum is equal to the host's Endurance rank.
only communicable when used in conjunction
with Power Transferal/Creation/Residual Animal Mimicry: The nanites alter the host's
Absorption. DNA, RNA, skeletal, and muscular structures to
mimic certain abilities of chosen animals.
Residual Absorption: The nanites take samples Maximum is equal to host's Endurance Rank.
of their environment to search for
DNA/RNA/matter-affected by powers to then Blending: The nanites alter the host's hair and
alter the host's body to incorporate such powers skin cells to act as chromataphores. This is to a
into the host's power matrix. This is to a maximum of Un 100.
maximum of Un 100 with an initial range of
Contact only. The nanites search within a range Body Adaptation: The nanites scan the host's
radius equal to this Power Rank's Rank Number environment in order to find the best genetic
in feet divided by two. This is to a maximum of algorithm for the host's survival. Once the
This article was originally written by Wouter of implants the character has (see threshold
Vlemmings, of "Marvel RPG and More", which rating below). The table also includes the
is slowly disappearing from the Internet. maximum amount of Resource Points the
character can spend on implants as well as the
http://web.archive.org/web/20021212212420/http://www.tele maximum amount spend on the implants
byte.nl/~vlemming/index.html
individually. A character may decide to take less
implants with a total amount of Resource Points
Described below are the rules for creating equal to or less than the maximum allowed.
Cyborgs in the Marvel RPG Universe.
Cyborgs are normal humans that gain
Number Res.
superhuman powers or abilities from mechanical Die Max Res.
of Points
or bio-engineered parts that have been installed Roll Points
Implants Total
in their body. Because normal humans that
become cyborgs have stats up to the maximum 01-10 3 20 10
human potential their stats are rolled on 11-20 4 30 10
somewhat different columns. 21-35 5 40 15
36-55 6 50 18
Character Creation: 56-70 6 65 20
71-85 7 70 25
Stats: 86-98 7 90 30
99-00 8 120 Unlimited
Cyborgs use the following columns to
determine their stats: Talents:
- Ex Rm In Am
F 36-60 61-80 81-95 96-00
A 41-70 71-90 91-00 ---
S 91-00 --- --- ---
E 41-80 81-00 --- ---
R 76-95 96-00 --- ---
I 61-80 81-97 98-00 ---
P 81-00 --- --- ---
Threshold Ratings
Number of Implants:
There is a maximum amount of implants the
After the stats are determined you must roll human body can handle. This is called the
on the following table to determine the amount Threshold Rating. There are two different
Cranial Bombs
Cyber Threshold: -
Resource Rating: Varies
Memory
Cyber Threshold: Varies
Resource Rating: Varies
Olfactory Booster
Cyber Threshold: 4
Resource Rating: Ty 6
Orientation System
Cyber Threshold: 8
Resource Rating: Gd 12
For each attack against a tagged opponent the
An Orientation System can analyze a
character then gets a bonus determined from the
character's whereabouts on a planet of which it
table below.
contains maps with Un accuracy. It can also
display various country and city maps.
Tactical Computer:
Softlink
Cyber Threshold: 5 Cyberware Resource
Rating Ability:
Resource Rating: Ty 6 Threshold Rating
Level
Ex 60 Rm 27
A Softlink contains two open slots for chips 1
on which professional skills are imprinted. With Level
Rm 75 Rm 29
these chips the character can use those skills. The 2
costs of the chips are Gd 8 except for uncommon Level
In 85 Rm 31
skills for which the Judge should determine the 3
price.
Ability increases by +1CS for every extra level.
Recorder
Cyber Threshold: 5
Resource Rating: Ty 7
Camera
Cyber Threshold: 8
Resource Rating: Ty 6
The character gets Thermal Vision (DT18) at A Cybertorso gives Ty body armor and halves
In rank. the Cyber Threshold for strength increase in the
limbs. It can also be plated; this gives body
Eye Weapons armor equal to the Resource Rating spent. This
Cyber Threshold: Varies body armor counts only for hits on the torso.
Resource Rating: Varies
Cyberskull
Cyber Resource Cyber Threshold: 13
Weapon Damage
Threshold Rating Resource Rating: Ex 18
Pr
Eye A Cyberskull gives Pr body armor and can
(Possible 5 Ty 6
Dart also be plated like a Cybertorso for the same
Poison)
Eye costs.
Ty 8 Ty 7
Gun Retractable Razors
Cyber Threshold: 4
They both can fire only once and take 2
Resource Rating: Gd 8
rounds to reload. After firing the character is at -
1CS for 1-4 rounds. This gives the character retractable claws for
Ex edged damage.
Oral Weapons
Cyber Threshold: Varies
Resource Rating: Varies
Cyber Resource
Weapon Damage
Threshold Rating
Pr
Oral Dart 5 Ty 5
(Poison)
Oral Gun Ty 8 Ty 6
Oral Whip Ty 5 Gd 8
Oral Spur Ty 5 Ty 7
Bone Lacing
Cyber Threshold: varies
Resource Rating: varies Internal Air Tank
Cyber Threshold: 5
There are three types of bone lacing: Resource Rating: Ty 5
Each level increases the character's Strength Move By Wire increases the smoothness with
and Agility by +1CS (not above Mn), level three which a character moves. Since the character
also increases Fighting by +1CS. lives in a constant state of seizure he must make
an Endurance FEAT every month or suffer
Cyberware Resource cardiac arrest. For each level of Move By Wire
Level he gets a -1CS on Endurance.
Threshold Rating
1 20 Ex 17
2 40 Ex 20 Cyberware Resource
Level Effect
3 60 Ex 23 Threshold Rating
+1 CS
Smartlink Agility,
Cyber Threshold: 5 1 Fighting, +2 50 Ex 24
Resource Rating: Ty (5) Initiative, 1
extra attack
The smartlink gives the character +1CS to hit +2 CS
when shooting a firearm. Firearms must be made Agility,
"smart" which doubles their normal costs. Fighting, +4
2 77 Rm 26
Initiative, 2
extra
attacks
+3 CS
Agility,
Fighting, +6
3 100 Rm 30
Initiative, 3
extra
attacks
Boosted Reflexes
Cyber Threshold: Varies
Cyberlimbs Resource Rating: Varies
Cyber Threshold: Varies
Resource Rating: Varies
Cyberware Resource
Level Effect
Threshold Rating
Each limb can be replaced with a cyberlimb,
which gives the character Ty body armor. The +1
limbs can also be plated like the Cyberskull and Initiative,
Torso. They can hold containers for weapons and 1 +1 CS 10 Gd 12
items, and their strength can also be upgraded. multiple
attack tests
Cyberware Resource +2
Limb Initiative,
Threshold Rating
2 +2 CS 20 Gd 15
Cyber Arm/Leg 20 Ex 22
multiple
Cyber Hand/Foot 7 Gd 14 attack tests
Cyber +3
Forearm/Lower 13 Ex 17 Initiative,
Leg 3 +3 CS 30 Ex 17
multiple
A covering to make it look natural costs an attack tests
extra two Resource Points. Increases strength (up
to Un) costs Resource Ranks and Cyberware Boosted reflexes are not compatible with the
Threshold equal to strength/3 (rounded up). Move by Wire system or Wired Reflexes.
Skill-Wires
Cyber Threshold: 30
Resource Rating: Rm 30
Reason
Bio Resource
Level and
Threshold Rating
Intuition
1 +1 CS 5 Ex 22
2 +2 CS 10 Ex 25
Mnemonic Enhancer
Bio Threshold: varies
Resource Rating: varies
Toxin Exhaler
Bio Threshold: 6
Resource Rating: Gd 15
Enhanced Articulation
Bio Threshold: 6
Resource Rating: Gd 14
Muscle Augmentation
Bio Threshold: Varies
Resource Rating: Varies
While it would be easy to take the quick path with technology to enhance their biological
and just create a vampire and add a couple of capabilities; however, these modifications are no
implants, I thought it might be entertaining to more cybernetic than would be a pen or a
explore the idea and test my creativity to create wooden leg. Cochlear implants that combine
an entirely new origin for the game. mechanical modification with any kind of
feedback response are more accurately cyborg
Overview of the Two Separate enhancements.
Origins The term is also used to address human-
technology mixtures in the abstract. This
Cyborg includes artifacts that may not popularly be
considered technology; for example, pen and
paper, and speech and language. Augmented
with these technologies, and connected in
communication with people in other times and
places, a person becomes capable of much more
than they were before. This is like computers,
which gain power by using Internet protocols to
connect with other computers. Cybernetic
technologies include highways, pipes, electrical
wiring, buildings, electrical plants, libraries, and
other infrastructure that we hardly notice, but
which are critical parts of the cybernetics that we
work within.
Resources
Vampirism
Repair
Advancement
This article was originally written by Firebomb happens. Furthermore, the Elders' contention that
for his website "Technohol 13". It is celebrating one has to be the last of their species to be one of
year thirteen at the time of writing this, and it is them seems to just be a matter of convenience;
simply an amazing site. most of them are the last of their kind only
because they are so darned old. One can generate
an Elder by rolling up statistics for them as an
alien (with the Player's Handbook) or a deity
(column five with the Ultimate Powers Book). It
http://www.technohol.com/ is important to note that an Elder typically has
higher ranks in his or her Endurance, Intuition,
and Psyche ranks.
Elders of the Universe are a type of immortal
being. The wellspring of their immortal life
forces is their passion for a single pastime,
obsessively pursued throughout most of their
mortal lives. If this passion for their hobbies is
enough, they may have what it takes to shrug off
their mortality.
Typical Stats
F A S E R I P
Rm Rm Rm Rm Rm Ty Gd
26 26 26 26 26 6 10
Health: 120 Karma: 42
Credit for this section goes to Gene and it was Known Powers
originally posted in the "Classic Marvel Forever (These do take slots)
Phorum".
Magic Detection
True Sight
Popularity Modifers
http://www.classicmarvelforever.com.
Background
Character Creation
FASERIP Modifiers
Credit for this section goes to Gene and it was FASERIP Modifiers
originally posted in the "Classic Marvel Forever
Phorum". All Homo Disneius receive a +1CS bonus to
Appearance.
Character Creation
Modifers to Appearance
Homo Sublimis are characters that begin play Resources: Rolled Normally
seemingly as "Normal Humans", but when
exposed to radiation, gamma rays, or any other While this may seem to be a "weak" character
type of potentially altering energy (liquid, gas, initially, the character may roll on the Exposure
etc…) they become something else. Table when affected by something that could
possibly be fatal to most characters.
The Homo Sublimis genus is often thought as
the missing link between Homo Sapien, and
Homo Superior. In some cases, a Homo Sublimis
can be detected before the change, but in most
cases any type of scan, mystical, psionic,
mundane, etc… will simply register them as a
Normal Human.
Effects:
Hybrid Characters can either be created by which many of the more "unique" looking
scientific experiment by others (Purposeful or Hybrids are often mistaken for based on their
accidental), alien abduction, alien crash, alien appearance.
mating, born of alien mating, etc… The results
can be as varied as the nature of their "origin". It Known Powers: Players roll normally for the
is not always known what caused the change, number of initial powers. With permission of the
and the results can fall anywhere between Judge, they can take one (or more) of the known
negligible to grandiose. powers typical to the Humanoid Race used in
their creation instead of rolling randomly for
"Alien" does not always refer to races from their powers. Any power taken this way replaces
other planets; it can also be denizens of other one random power.
dimensions. The only constant to the creation of
hybrids are normal humans. Mutants, and other Talents: Generated normally.
types of Origins do not always produce Hybrids
(of this nature anyway).
The overview of M'Ndavians was taken from Charter greeted the cosmic Avenger, Quasar
“The Appendix to the Handbook of the Marvel (Wendell Vaughn) and informed that the Charter
Universe” had plans to include the Earth among its
members. Mduul explained the Charter's history
and future goals to Quasar. Mduul escorted him
to his quarters for the night, but when Quasar
awoke from his sleep, he found everyone on the
Hub dead. Unknown to Quasar they were killed
http://marvel.com/universe/Main_Page
by a plague created by Votan of the Axi-Tun
race. Mduul's body was returned to M'Ndavi
When Reed Richards was place on trial by the containing a plague which was released from his
Intergalactic Council for having spared the life of body at the funeral, quickly infecting and slaying
Galactus, a M'Ndavian served among the judges, the entire planet's population. Lord Votan's
and the trial followed the legal laws of the people made it appear as though the Pheragots
M'Ndavians. Their presence at the trial was at were responsible for the genocide.
Richards request. He ultimately won the trial During the event known as Maximum Security
after the testimony of Eternity, who was the M'Ndavian's legal system was employed by
Galactus' character witness. Eternity revealed to the Intergalactic Council to determine what
all present Galactus' true purpose in the universe. should be done about the interference of humans
of Earth throughout the galaxies. They utilized
some sacred crystals to determine the fate of the
humans. When the crystals all turned black, it
was agreed to turn the Sol System into a penal
colony for the worst offenders within the galaxy.
http://www.classicmarvelforever.com/phorum_archive
/read.php?6,39205
Statistics
F A S E R I P
Ty Ty Gd Ty Am Rm In
6 6 10 6 50 30 40
Health: 28 Karma: 120
The information below was written by having been locked in stasis with his foe in order
Nightmask and was posted on the "Classic to forever watch over him, the Shi’ar commander
Marvel Forever Phorum". had committed a terrible atrocity. Beaten,
demoralized, on the verge of total defeat, he and
his remaining troops took refuge inside one of
the temples where they female Mephitisoids
cared for the wounded Shi’ar as they would one
of their own, and he learned about their
pheromone powers.
http://www.classicmarvelforever.com/phorum/read.php?4,35
8
Racial Powers/Abilities
Talents
This article was done by Niniri who was nice Drawbacks: Sensitive or vulnerable to True
enough to email me this so it could be included Cold Iron.
in the book.
Notes: The full Sight-gift only occurs in
Average Otherworlder women…or rarely an androgyn or gay male…or
a male with something akin to Klinefelter’s
F A S E R I P Syndrome (XXY chromosomal abnormality).
Such individuals are invariably born with
Rm Rm Rm In Gd In In
varying levels of visual impairment or blindness
30 30 30 40 10 40 40
and are always sterile. The blindness is
Resources: Gd Appearance: Rm customarily remedied with psibernetic
prosthetics that do not interfere with their psi-
Known Powers: talents.
• Telepathy: In
• Empathy: Rm Bladesingers, Spellsingers, Sword-dancers,
• ESP: In Soul-blades are all part of an elite sort of
• Body Resistance: Ex warrior-mages, mages, warriors etc.
• Regeneration: Ex
• Immortal Bladesong (weapons combat) and Battledance
• Sorcerous Potential: Equal to Psyche, (unarmed combat) are both styles of fighting as
max well.
‘Powers’ Gained:
• Combat Sense: Intuition +1CS
• Body Resistance: Varies
This article was taken from "Norseman Central", metabolism of the gods gives them superhuman
and the article in question can only be accessed endurance in all physical activities. In addition,
via archive.org. many Olympian gods possess additional
superhuman powers, which may be magical in
http://web.archive.org/web/20020225194730/http://w nature.
ww.norse-man.net/Marvel/NewRules/index.htm
Group History:
The Gods of Olympus are a race of
superhumanly powerful humanoid beings who
were worshipped by the ancient Greeks and
Romans from about 2,000 B.C. to 500 A.D. The
Olympians dwell in Olympus, a small “pocket”
dimension adjacent to Earth; an interdimensional
nexus between Olympus and Earth exists
somewhere on Mount Olympus in Greece. The
Olympians’ human worshippers in ancient Rome
called these gods by different names than those
by which the gods were known in ancient
Greece: for example, the Greeks called the king
of the gods Zeus, where as the Romans called
him Jupiter or Jove. The Olympian gods, except
for Neptune, patron deity of the Atlanteans, no
longer have or actively seek worshippers on
Earth. However, certain gods, notably Hercules
and Venus, still take active interest in humanity.
Bonus Powers:
The article is from Ty States' Marvel RPG AD&D to MSH Psyche Bonus Table
website, one of the longest running and all
around best sites on the web. 'Elric' created the AD&D Intelligence Psyche Bonus
rules for this origin. 01-15 None
16-17 +1 CS
18-19 +2 CS
20-22 +3 CS
23-25 +4 CS
Powers
http://gamingnerdsrus.co/forum/index.php?action=page;id=6
Die Roll Powers
01-12 1
This is an origin that I created to help me
translate AD&D Psionicists to MSH format. 13-25 2
Included is a modified Starting Powers Table. 26-37 3
38-50 4
Psions are Mutants whose powers are mostly 51-62 5
centered around the mind, though they can have 63-75 6
other powers as well. Because they are still 76-87 7
Mutants, they are as feared and disliked by the 88-00 8
public as standard Mutants. Examples of Psions
include: Prof. X, Phoenix (both Jean and
Rachel), and Mastermind.
Credit for this section goes to Sébastien Andrivet, like breasts, and in some cases a full head of human-
and it was originally posted on writeups.org. like hair. Both are completely out of place for
reptiles, and seemed new - females seen in 1978 had
neither. The most likely hypothesis is that their
"accelerated evolution" set them on a parallel path to
humans from the beginning, making them
http://writeups.org/ increasingly primate-like as their reptilian traits
became more and more cosmetic. Whether the People
Background are now viviparous, oviparous or ovoviviparous is
unknown, but at least some individuals have kids
The People are large humanoid reptiles who need to be fed some sort of milk. It seems likely
("Saurians"), usually with human-level intelligence. that these individuals are warm-blooded - between
Most remain recognisable as species from the iguania this, hair in some individuals and mammary glands
suborder, usually North American desert lizards. they are practically mammals.
Their intelligence and humanoid form are the The accelerated evolution of The People may be
result of some sort of "accelerated evolution" from slower now that they have left their traditional home.
exposure to nuclear tests. While scientifically The specimens encountered in 2002 seemed
improbable - to put it mildly - this is a clear biologically more advanced (or at least more human-
inheritance of the atomic horror stories from the like) than those encountered in 1978, but the rate of
1950s, like the giant ants. In the context of the progress was not comparable to the one that was
Marvel Universe this "super-evolution" might be the evident from 1948 to 1978.
result of fictional radiation. Perhaps the White Sands
tests used a early form of gamma bombs, which
didn't work right until the concept was revisited by
Dr. Bruce Banner. This variant gamma radiation
might even have turned some local minerals into a
loose equivalent of the High Evolutionary's Isotope
B.
A few generations during the 1950s actively Saurian warriors attacked her as yet another
hunted humans (chiefly civilians) as prey like any interloper to be captured, and were soundly thrashed.
other, but they soon stopped as they realised the risks One of their number managed to bring Ms. Marvel
from this - and as they grew sophisticated enough to down with a psionic attack, but it quickly became
prefer not to kill sentient beings. obvious that they couldn't really contain her. Danvers
faced down the patriarch of the People, Arach'tyr, at
Calling themselves "The People", the saurids which point she reaffirmed that she didn't intend to
clustered in an improbably large cavern below a mesa betray or kill anybody. Arach'tyr soon realized that he
in the San Andres. The sun generously entered had no choice but to trust Danvers.
through fissures yet they could not be seen, even
from the sky. Ms. Marvel estimated that the main Ms. Marvel obtained freedom for all the human
cavern was more than a mile across and taller than prisoners, after they were subjected to a psionic
the Sears Tower - so presumably about five hundred treatment that scrambled their memories of both the
meters high. People and their captivity at their hands.
Flying Fighter
F A S E R I P
Ex 16 Ex 16 In 36 In 36 Gd 8 Gd 8 Gd 8
Health: 104 Karma: 24
Known Powers F A S E R I P
• Analytical Smell/Tracking Scent: Gd 8 Ex Ex Ex Ex Gd Gd Gd
• Digging: Pr 3 16 16 16 16 8 8 8
• Growth: Gd 8 Health: 64 Karma: 24
• Extended hearing: Gd 8
• Ultra-vision: Gd 8 Known Powers
• Analytical Smell/Tracking Scent: Gd 8
Note: Growth is always on and already factored into • Extended Hearing: Gd 8
their Abilities. • Winged Flight: Rm 26
• Ultra-vision: Gd 8
Talents: Military science and Thief (It is likely these
Talents only work in a desert environment). Note: Growth is always on and already factored into
their Abilities.
Contacts: Various within The People.
Talents: Acrobatics (Aerial).
Warrior-Primes are spiked giant humanoid lizards.
They have massive superhuman strength and are Contacts: Various within The People.
practically immune to small arms fire. In their native
desert milieu, they are amazingly stealthy, Much lighter than the Warrior-Primes, these guys
disappearing silently into the sand within seconds and seem evolved from gliding lizards (Draco Volans).
emerging back in perfect silence. Between their They can fly under their own power, reaching
ability to lay nigh-undetectable ambushes and their impressive speeds with excellent manoverability.
raw power, they could wreck a US Army elite One flying fighter was named Tak. He was more
armoured column within minutes. They did not fare careful, less aggressive than a Warrior-Prime. Other
very well against Ms. Marvel, though. flyers may not be as fast and agile as Tak.
The article is from Ty States’ Marvel RPG website, are rolled normally but they do not receive the
one of the longest running and all around best sites bonus to Fighting.
on the web. Gary Hall, Tormain, Ty States, and
Aunt Petunia are credited for this entry. The Martial Artist
http://gamingnerdsrus.co/forum/index.php?action=page;id=6
Table 2 – Powers
Maneuver Effect
Half damage from falls and needs to
Fall make no Endurance rolls to check Table 3.05 – Vitals
for broken limbs.
Instant Regain feet without losing any Maneuver Effect
Stand action. Target must roll red Endurance feat
+1 CS damage and green Endurance Pain Touch to avoid -2 CS to all feats for one to
Hurl check or stunned, also thrown one ten rounds due to pain.
to ten feet. Target must roll red Endurance
+2CS damage and roll Endurance Stunning
Great FEAT at -1CS to avoid being
check at -1CS or stunned, also Touch
Throw stunned for one to ten rounds.
thrown one to ten feet. Target must roll red Endurance
+2CS damage and Endurance check Paralyzing
Crushing FEAT at -2CS to avoid being
vs. stun or stunned for one to ten Touch
Drop stunned for one to ten rounds.
rounds. Shatter Shatters an object at +2CS to your
Touch Strength.
Ability Modifier
F ---
A ---
S +3
Acquiring the Curse E +3
R ---
A character can become a Werewolf by being I ---
bitten by a Werewolf, reading the Darkhold (in P ---
the case of a latent curse), or by one of the
Werewolf Rings. In all cases (except for the
Claws: Werewolves have razor-sharp claws and MTS Note: Redman II linked me to rules he had
teeth and can inflict up to Remarkable edged- written for Werewolves when I posted a list of
attack damage with them. what was going into the book. They are included
in this chapter as an additional option for
Infravision: A Werewolf's sight extends into the creating werewolf characters. The " Ability
infrared, allowing him to see in the dark by Modifier Table" on page 35 of this book can be
detecting heat emissions. used to create more personalized characters.
Extraordinary Senses: Werewolves senses of The information below was written by Redman
sight, hearing, and smell are all Amazing. They II and was posted on the "Classic Marvel
can detect sensations far beyond the Normal Forever Phorum".
Human range by making an Intuition FEAT roll.
They can track by smell and remember scents
previously encountered. They can hear a
heartbeat at a one-area range and smell an
approaching being within a three-area range.
This chapter was written by Powersurge for the effects of the virus. Failure indicates a -1CS to
"Classic Marvel Forever" website. Reason and Intuition, as well as being subject to
a Feeble Strength Emotion Attack: Rage
whenever one experiences significant agitation
(roll each round to regain control). The rank of
the Emotion Attacks will increase by +1CS with
each successive failed Endurance FEAT.
Typical Slow Zombie Bite: The bite of the slow zombie is of Poor
Strength and rolled on the Edged Column. It also
Stat Rank transmits the Incredible Strength virus. Victims
F Fb must make an Endurance FEAT vs. Incredible
A Fb intensity or contract the virus.
S Pr
Movement: Slow zombies are physically limited
E Ty and can only move at a max of a half area/turn. If
R Shift 0 inspired by hunger/food source (which occurs on
I Pr a Yellow Psyche Feat after first spotting a living
P Fb being) they can "dash" at up to 1 area/turn for as
Health: 44 (see below) long as that target remains visible.
Undead Status: Zombies are effectively Lunge Attack: Most zombies "prefer" to move
immune to gases, diseases, poisons, sensory toward a target, throw their weight at it in hopes
attacks, psionic attacks, and stuns. They are also of dragging it down, and then commence biting.
incredibly tough and gain a bonus of +30 Health This feeble form of "charge" attack uses the
points and continue to operate until their Grappling column with Typical intensity (based
Endurance Rank is Shift 0. A Kill result scored on average body weight), save that on a Yellow
against a zombie generally reflects a grievous or Red FEAT the victim must roll vs. a Strength
physical injury that results in a flat -1CS to FEAT vs. Typical intensity or be dragged down
Endurance, and a potential reduction of (Strength feat to escape). Greater numbers of
movement or FASE stats at the Judge's zombies can incidentally "Combine" their attacks
as per the combine rules
Additionally, another official Magic user option can be found in Chapter Five: Gypsies of
the Balkans on page 61 of this book. It was not included in this part of the book, as only
the entry on Gypsy Healers deals with Magic.
MTS Note: I included this article as an option for Players and Judges to have the opportunity to create a
different type of magic wielder for the MSH game.
The following is a Marvel-Phile article that The Campaign Book states that all magic
originally appeared in Dragon Magazine, issue comes from three sources: Personal Energy,
#100, and was written by Eric Walker. Universal Energy, and Dimensional Energy. A
brief description of types of spells is given on
page 142, and the rest of the section describes
the casting of magical spells. Actually, the three
spell sources can be divided into subgroups as
given on the following table.
Universal Energies
Alteration - This is a sorcerer’s ability to
physically change things. With this power, a
boulder can be changed into a statue, weather
can be summoned and controlled, people can be
Illusions - This is not the same as the Image changed into animals (and vice versa), and so on.
Generation power (under Mental Powers in the Anything affected by this spell will radiate magic
Campaign Book). The illusions that can be for the spell’s duration; this is a telltale mark of a
created are extremely varied, and include sorcerer’s work. Note that if the spell caster has
illusionary creatures and things, invisibility, and never seen a particular thing (for example, a
even the illusory healing of damage. If the latter Skrull), he cannot turn any person or object into
illusion takes effect (meaning the affected being that thing.
thinks the illusion is real), the being will be
healed of a number of Health points equal to the Divination - This is the ability to uncover
caster’s Psyche. Actually, no damage has been information. With this power, the sorcerer can
healed, and the Judge will have to keep a running detect sources of magic (such as other sorcerers),
total of the being’s Health points; when they locate physical objects (such as a key or hidden
reach zero, the being is affected normally. Only weapon), or contact other beings (such as the
then does he learn that the healing. was an rulers of other dimensions) and seek advice from
illusion. them. If he attempts to do this, he must make a
Personality FEAT roll. White means that the
Mental power - This magical power can be being is angered by the sorcerer’s interference,
treated the same as the Mental Powers super and he might send one of his minions to attack
power (p. 42 in the Campaign Book), except that the sorcerer. A green result means that no
This material was originally printed in "The For example, Robots might be now
Ultimate Powers Book" by David E. Martin. considered to be clockwork automatons or
Galatea-like animated statues.
Magical Powers
To properly perform a Gesture takes one turn Necromancy: The Mage can achieve an Effect by
per twenty points of the Effect's Power rank using the remnants of life force contained in
number. For example, a Monstrous Effect takes once-living biological materials. Unfortunately
four turns to properly execute. for everybody concerned, the most potent source
of this life force is a living organism, which the
Alchemy: The hero can achieve a specific Effect Necromancer must slay in order to have the
by following a recipe that combines arcane or benefit of its life force. Necromancy is the
even commonplace substances in a special nastiest form of Magic there is. If the player rolls
This excerpt was taken from the book; "Realms items is usually a powerful magical being or god
of Magic" by Kim Eastland who grants the item to the character, or the item
is found in a ruin, ‘in an ancient temple, hidden
away by its previous user, etc. The Black Knight
is an example of a character whose power is
primarily shaped by a magical item, in his case it
is his magical weapon, the Ebony Sword, given
to him by the image of his centuries old ancestor,
the original Black Knight. Other characters who
would fit into this category are Moon Knight and
Tigra. Note that many of the characters who have
magical items also have developed their natural
abilities, such as Fighting, acrobatics, and the
like.
Character Generation
Credit for this section goes to Brotherless_one The main benefit (and drawback) of this
and it was originally posted in the "Classic system is that it provides another alternative to
Marvel Forever Phorum". the term Magical Ability. Creating the spell is a
Reason + Occult Lore (and/or other applicable
Talents like Mystic Origin) FEAT, having the
means to cast the spell requires a Resources
FEAT, and – unlike true spell casting -- casting
the spell requires a second Reason +
<Appropriate Talent> FEAT. If the FEAT fails
or the mage is interrupted, the components are
http://www.classicmarvelforever.com. “used up” and the mage is stuck waiting another
week to make the purchase for the materials.
Creating an Artifact is like building Hardware Most PC spell casters will be limited to – at best
by process of performing a Ceremony. Ritual – Rm effects and none of them will be worth a
Magic, Hedge Magic, or D&D style spell casting damn in combat. Also, since a spell is essentially
is like kit-bashing. The “level” of the micro- a kit-bashed ritual, the effects will only last 1d10
ritual is determined by the highest Ability rank rounds. These modifiers would apply as well:
as is the number of rounds it takes to cast. The • +1CS for assistance, no less than one
spell-caster rolls initiative to determine when rank lower (maximum of +1)
they begin the micro-ritual (which sometimes
• +1CS for each applicable Talent
allows them to be interrupted during casting) and
(examples — Demonologist for
the effect would not occur until the same point of
summoning, Bibliophile for using a
initiative in the round the spell concludes. The
scroll; maximum of +3CS from Talents)
spell-components normally used in D&D are
• -1CS if time was shortened by rushing
substituted by a Resources FEAT. The caster’s
Resource rank limits the maximum spell level. • -1CS for each special requirement for
the ritual (Maximum of -3CS)
This system has automatic advantages and • +1CS if the ritual existed previously
disadvantages built into it. The key disadvantage from a failed experiment or from "fast-
is that anything that could be cast in a single casting".
round (to go into effect the following round) is
Fb, which is clearly not well designed for attack
or defense (but goes well with the Constantinian
caveat of magic: “When you absolutely,
positively need it to work, it doesn’t.”).
This article was originally written by The Judge friendly, I often let the players have some of
for his hidden website "Realms of Magic". It was their powers stored in talismans (objects which
a great website, but it has vanished from the automatically cast the spell thereby avoiding
Internet needless Psyche FEATs - e.g. a flying cloak that
obeys spoken commands), which is the same as
having hi-tech devices.
http://web.archive.org/web/20041126192954/members
.aol.com/door2magic/
War Justice
Earth Shield
Light Elitism
Falcons Crocodiles
Hate Humor & Jest
Travel Kraken
Fish & Sea Animals Primitivism
Love & Lust Mercy
Sun Armour
Deserts Woodland
Bats Octopus
Wealth Medicine
Technology Lychanthropy
Decay & Disease Pain & Torture
Death Moon
Arrow & Bullet Sharks
Song & Music & Poetry Dance & Rhythm
Spiders Wisdom
Youth Dragon
Undead Plants
Chaos & Anarchy Storms
Sky Spear
Seas or Rivers Hunting
Orka Ravens
Mercy Sorrow
Phoenix Vampirism
Order & Obedience Mirror
Winds Deceit
Time & Change Birds
Mountains or Plains Wolves
Air Spear
Silence Griffin
Unicorn Crystal
Indulgence Ice
Fire Sword
Shadows Deer
Bears Light
Fear Women
Men Elephant
Insects
The article is from Ty States’ Marvel RPG website, gustatory illusions are also possible. Audible
one of the longest running and all around best sites illusions, a scream for help, the Philadelphia strings
on the web. ' Matthew Lewis ' created the first part of plays "Satisfaction", (The latter might be considered
this entry. The Second part is by Greg Paradis, a type of sonic attack) or tactile illusions, a change in
starting at “From the Palladium List”. the texture of an object, an invisible object, are easily
isolated. In other words those senses can be affected
without involving any of the others. Gustatory or
illusions of taste, are a little harder, since you have to
touch your tongue to things to taste them. A purist
may argue that taste and smell are linked. But, few
people perceive those senses that way, and when
working with illusion, perception is everything.
http://gamingnerdsrus.co/forum/index.php?action=page;id=6
The article is from Ty States’ Marvel RPG website, Wizard Experience Levels
one of the longest running and all around best sites
on the web. This entry is credited to Gary Hall. Karma
Level Talents
investment
1 0 4*
2 250 -
3 500 -
4 1000 -
5 2000 -
6 4000 2
http://gamingnerdsrus.co/forum/index.php?action=page;id=6
7 6000 -
To be a wizard under this category one must have 8 8000 -
a minimum Psyche of Gd 10 and must have some 9 10,000 1
way of acquiring the spells from other realms or other 10 12,000 -
mages or devices. The chart below is the 11 14,000 -
advancement table for a wizard. To gain levels you 12 16,000 2
must put Karma into this field. Once Karma is put
13 18,000 -
into this field IT CAN NOT BE REMOVED. To cast
the higher level spells, you must have a higher 14 20,000 -
Psyche. Sixth level spells require an Ex 20 Psyche, 15 22,000 1
7th = Rm, 8th = In, and for 9th level spells you must 16 24,000 -
have an Am Psyche. 17 26,000 -
18 28,000 2
19 30,000 -
20 32,000 -
21 34,000 1
22 36,000 -
23 38,000 -
24 40,000 2
25 42,000 -
26 44,000 -
27 46,000 1
28 48,000 -
29 50,000 -
30 52,000 2
No more talents
31 +2,000 per level
gained
This article was originally written by The Judge • One quick and easy enchantment is to
for his website "The Unholy Contents of the make their costume appear with a
Judge's Mind". It was a great website, but it has mental command, and replace whatever
vanished from the Internet. they were wearing (Feeble intensity)!
Simple Objects
• The simplest are normal objects with
above average abilities (e.g. a sword
that gives +1cs to hit).
• These are fairly common and easy to
make even for a minor mage.
Advanced Objects
• More advanced objects release a stored
spell when a minor invocation spell is Clerics and Occultists
used (usually three or four ranks lower
than the stored spell intensity - this Even non-magical characters can become
might even be a spoken phrase at Shift clerics by joining a "cult " (see career
0 intensity). advancement).
• These object usually have a number of
safeguards built in, partly to prevent the Different cults will have different belief
non-worthy using them, or as a systems, rituals, restrictions, powers and mortal-
limitation accepted at the time the realm focus. Some will be focused on the here
object was created to gain bonuses and now, others will be almost entirely
under certain conditions. concerned with the actions of beings in another
• These are rare, and keenly sought after dimension.
items!
The acquisition of power and status can lead
to an increasingly important role in destiny
(gaining the talent Mystic Background), and
eventual immortality!
Story Ideas
This chapter was written by Brotherless_one for The primary focus of this addendum/revision
the "Classic Marvel Forever" website. is the True Magician but for the sake of
completion, use the following character creation
table for randomly generating all Magical
Origins.
Ceremonial Magic
There’s a difference between spells cast on
the fly and spells methodically worked over
time. If casting combat magic is like building a
snowman then performing a magical ritual is
akin to carving an ice sculpture. Magic worked
over time is more precise and its effects last
longer and cover a greater area than all but the Once the appropriate text is found, it takes
most advanced magic cast of the fly. 1000 karma points to “learn” the ceremony
(which can be paid for by karma pool, if
Similarly, people who could not otherwise applicable). Essentially, the character or group
work magic can channel Extradimensional forces gains the Extradimensional entity as a neutral
through ceremony. In fact, a group of non- Contact. Note: If a Judge allows “Occultist”
magical acolytes working in tandem with an characters in their campaign, the character may
experienced magic user can increase the start with no more than one Extradimensional
effectiveness of the true magician’s power. Be contact.
they members of The Dark Cabal or a single
person “gifted” with a page from the Darkhold, To even attempt to perform the entreaty, the
“typical” humans can work great magics …for a character or npc must pay 100 + Power Rank
price. number x 2 in karma points. If Dr. Louise
Hastings casts an Excellent rank Astral
Below are some expanded rules on the Projection spell, she would need to expend 140
benefits of Ceremony for the True Magician, as karma points at the start of the ritual. The karma
well as new rules for “mundane” spell casters. cost may be divided by each additional person
If the ritualist is interrupted at any point of the The spell is now considered Shift Y when
ceremony, the entreaty fails. The ritual is rolling to see if it is successful and achieves Shift
Y AoE and Duration as well, thanks to Doctor
Karma Awards
Personal Karma Awards
The portrayal of which is a pain for Judges. The character chooses which Powers he
wishes to duplicate and makes a Psyche FEAT to
Be that as it may, for someone wanting to cast the spell. The effects, range and duration are
play a magician, to present magic otherwise is then determined by the Power rank of that
very constricting. Sure, following the Advanced ability, as per the chart on page 65 of the player’s
Set rules, it’s easier and cheaper for spell- handbook.
slingers to gain new powers but that’s not much
help when you need that water breathing spell The type of FEAT needed to cast the “spell
right now! stunt” is determined by the number of times the
character has tried it.
• Never tried it — red FEAT roll
• Tried it up to three times — yellow
FEAT roll
• Tried it more than three times — green
FEAT roll
This article was done by Psyko for his website seek to take and destroy the crystal, so the
"Psykosis 4.0". various deities are powerless to stop the Age of
Chaos from coming. Legend dictates the Council
of 12 are all that stands between the Age of
Chaos and the Age of Order. (Note: We are
currently in the Age of Order, but the pendulum
http://psyko.homeftp.net/default.htm is swinging towards chaos currently. Every two
thousand years the pendulum swings the other
Sorcery in my amalgam universe runs a bit way.)
differently from the way the books details it. I
will preface it by saying that, until this current
campaign started in WebRPG, I did not allow
any magic wielding in my games, save for the
occasional NPC. I did allow mystic origins, but
no true magic users. I also never had the Realms
of Magic books until I downloaded them in PDF
format a short time after I started running this
WebRPG game. I've yet to thoroughly read them
either, so these rules have evolved and are
constantly evolving. These have been created
jointly by myself and Shadowwalkyr, who
played the LEGION's resident mage, Scarlet
Speaker. With that in mind, below you will find
magic as it exists in my campaign
Schools of Magic
Atlantean
Dimensional
Order
This article was originally written by Brian C. The Sorcerer has the ability to cast spells.
Roth, of "The Warp Zone", which has vanished And all sorcerers have a rank, to determine how
from the Internet. well they can cast spells. The Sorcerers spell
casting rank is equal to his or her Psyche Rank.
Spells
This article was originally written by "The Being a magic user has its Advantages and
Phantom", of "Marvel RPG Earth", which has Disadvantages like any other Origin. Ok I'll be
vanished from the Internet. honest; every other Origin doesn't have to worry
about endangering the multiverse on a failed
No matter how you phrase it, the only reason Power FEAT. But Hey, Nobody's perfect! It's all
you're here is you want to learn magic. The part of the fun.
author of the Players Book in the Advanced Set
put it this way. "Magic in the Marvel Universe is Before everyone starts reaching for the escape
a can of worms, that once opened, may be key, I'd better bribe him or her with the
difficult to contain." I personally feel that is an advantages.
understatement. Every time I get something
written down I think of a better way to do it. So Advantages: Some of these you know from
treat all the rules as temporary. For the most part Chapter one but this seems like a good time
the following is as it appears in the Players repeat them.
Book. I added a few of my Advantages though. • Wizards gain two extra Powers (always
Good)
Wizards are a category I felt that the game • Wizards gain +2CS to starting Psyche
needed. In the original set they considered them (also good)
Altered Humans, but nothing about them has • You may choose Eldritch Bolt/Shield as
really changed. Wizards don't have any right first two powers (Offensive and
being able to roll for Amazing Strength. These Defensive abilities from start. What
are normal guys with Powers, and in the original more do you want?)
game not enough Powers. What really stinks is • Learning new spells cost five hundred
getting few Powers and sorry stats. Spells are a Karma with a surprise rank (hey its
little easier to learn than gaining new powers. better than three thousand + forty times
Now Wizards can get lots of Powers and more starting rank)
realistic stats. • It only costs fifty Karma for power
stunts
• All mages have an ear for magical
power, and are aware of its use in their
area. The casting of a spell that will
affect a ten-mile area will alert any
mage of that power level or higher in
that area (Hmm… that one could
actually go either way).
Disadvantages:
• All spells are run through Psyche (or
applicable rank, usually psyche) first,
then the spell effect (Could be good or
bad).
• Karma gains are normal, but Karma
losses are doubled. Reasoning is that the
mage know how all things are
connected (Ok I admit this stinks).
• Extra dimensional Contacts cost double
(You REALLY want these).
Senses
• Combat Sense
• Enhanced Senses
• Infravision
• Protected Senses
• Astral Detection
• Emotion Detection
• Energy Detection
• Magic Detection
• Magnetic Detection
Universal Energies
• Psionic Detection
• Tracking Ability Matter Control Powers
• Air Control
Body Alterations -- Defensive
• Earth Control
• Absorption
• Fire Control
• Body Armor
• Water Control
• Healing
• Weather Control
• Pheromones
• Density Manipulation
• Recovery
Resistance Powers
• Resistance to Cold
• Resistance to Electricity
• Resistance to Energy Attacks
• Resistance to Fire and Heat
• Resistance to Mental Attacks
• Resistance to Radiation
Senses
• Astral Detection (Various)
• Cosmic Awareness (Aggamotto)
• Enhanced Senses (Aggamotto,
Nirvalon)
• Magic Detection (Various)
• Psionic Detection (Various)
• Tracking Ability (Various)
Movement Powers
• Climbing (Various)
• Digging (Various)
• Dimensional Travel (Hoggoth,
Seraphim, Various)
• Flight (Seraphim, Various, Elemental
Spirits)
• Leaping (Various)
• Lightning Speed (Watoomb)
• Swimming (Various, Elemental Spirits)
• Teleportation (Watoomb) Distance Attacks
• Wall-Crawling (Various) • Darkforce Generation (Darkforce
Dimension)
Matter Control Powers • Energy Generation (Seraphim, Faltine,
• Air Control (Vaitorr, Wattomb, Oshtur, Balthakk)
Elemental Spirits) • Fire Generation (Faltine, Falroth,
• Earth Control (Elemental Spirits) Elemental Spirits)
• Fire Control (Faltine, Elemental Spirits) • Ice Generation (Ikthalon, Various)
• Water Control (Munnopor, Elemental • Sound Generation (Various)
Spirits) • Corrosive Missile (Bromagdon,
• Weather Control (Munnopor, Satannish, Various)
Elemental Spirits) • Ensnaring Missile (Raggadorr,
• Density Manipulation (Various) Cytorrak, Dyzakk, Various)
Wild Surges
Die Effect
Roll
1 Target is afflicted by a random disease.
Vapors-Resist Death emanates from the
2
caster in a 60ft range.
The intended spell functions at its normal
3 rank; however the target's FEAT roll to
resist is made at a -2CS penalty.
Eldritch Blast of In 40 rank centered on
4
the caster.
The caster rolls the effects of his next
three surges and retains the knowledge of
what will happen. The caster retains the
5
knowledge of what will happen on the
surges, but the change of a surge is still
rolled normally.
6 Target loses all body hair.
The caster's clothing transforms to that of
a stage magician (all items carried are
7 retained). If the clothing worn by the
caster is magical in nature, the effect is
It is in the use of spells that the Wild Magic
transferred to the new clothing.
Wielder differentiates themselves from other
The following information originally appeared in 1) Raise his highest attribute rank to
the ME Module “Cosmos Cubed” by Troy Denning. Unearthly 100.
2) Raise all other powers and attributes an
equal number of ranks (use the Standard
Rank Number). Powers raised in this
manner may not exceed Shift X.
3) Bestow Unearthly flight and Shift X Life
Support on characters not possessing these
powers.
This excerpt was taken from the article "Ms. greater than the maximum listed rank. For
Marvel (Sharon Ventura)" which was originally Advanced Set characters, abilities so raised are
printed in issue 121 of Dragon Magazine. placed at the lowest possible rank number for
that rank.
Ability Score
F GD (10)
A RM (30)
S RM (30)
E RM (30)
R TY (6)
I GD (10)
P GD (10)
Health: 100
Karma: 26
Resources: GD
Popularity: 10
Dice Roll Augmentation Effect Minimum Rank Value Maximum Rank Value
01-50 +1 Rank GD (10) RM (30)
57-70 +2 Ranks EX (20) IN (40)
71-99 +3 Ranks RM (30) AM (50)
00 +4 Ranks IN (40) MN (75)
The following overview is paraphrased from the The following section is paraphrased from the
“Vampire the Masquerade” corebook by Justin book “Ghouls Fatal Addiction” by Ronni
Achilli, Andrew Bates, Phil Brucato, Richard E Radner and Ethan Skemp.
Dansky, Ed Hall, Robert Hatch, Michael B. Lee,
Ian Lemke, Jim Moore, Ethan Skemp, and
Cynthia Summers.
Sex
Known Weaknesses
The author of this Origin is unknown, and lost Majestrix (Roma), the Omniversal Executrix
over time. It was archived by Niniri, who was (Opal Luna Saturnyne) and Alison Double.
nice enough to send this in for inclusion for the
book. Alien Psions include the Eternal Sersi, and
her people and the Inhumans Crystal and Luna
A New Origin: Psion Amaquelin.
Psions are characters whose powers are Mystically inclined Psions include Topaz,
mostly centered around the mind, though they Moondragon and Sundragon.
can have other powers as well.
Those that are still Mutants, they are as feared
They are not always mutants. Some are and disliked by the public as standard Mutants.
Humanoid Aliens or 'Breed Mutants' (such as an Examples of Mutant Psions include: Professor X,
alien/human hybrid), Altered Humans or Phoenix (Jean Grey), Mastermind (Martinque
Mystically inclined. Wyngarde) or Lady Mastermind (Regan
Wyngarde) Legion (David Haller) and Marvel
Girl III (Rachel Grey), Hellion (Julian Keller) or
Justice (Vance Astrovich)
Known Powers:
This article was originally written by Wouter The mental stats are affected as shown in the
Vlemmings, of "Marvel RPG and More", which second column. Intuition is affected somewhat
is slowly disappearing from the Internet. differently:
Effects
Physical stats are affected by rolling on the
following table (no stat can be raised above
Unearthly):
Physical Mental
Roll Powers Rank
Effect Effect
01- 1
-2 CS -3 CS Typical
05 Power
06- 1
-1 CS -2 CS Good
15 Power
16- No 2
-2 CS Excellent
60 Effect Powers
61- 2
+1 CS -1 CS Remarkable
80 Powers
81- 3
+2 CS -1 CS Incredible
95 Powers
96- No 4
+3 CS Amazing
00 Effect Powers
Note upon humans the Terrigen mist is Here, the players find themselves harried by
permanent. giant Dragonflies as big as they are, with the
following stats:
In the area surrounding the players, a large
number of changes have occurred, but will only F A S E R I P
last ten or so days before reverting to normal TY RM GD GD FE FE FE
(unless the referee chooses to make them
permanent).
Trying to find their way back, the players The Dragonflies' mandibles do Excellent
may choose to climb a nearby hill to get a better edged damage (# of dragonflies=# of players).
view. Have them travel towards the hill for some Trapped on the bank, a large serpentine head
time, making Intuition FEATs all the while - a flashes out of the water and eats a dragonfly or
successful one indicating that the hill seems to be two! A plesiousaur-like dinosaur lives in the lake
moving. A close inspection reveals a turtle and was unaffected by the Terrigen; he is
(tortoise) a hundred feet in diameter, carrying peaceful, and will aid the heroes if they are non
about on its shell a large amount of topsoil violent... but he cannot leave the lake itself.
including a couple bushes, and a tree or two.
This is all I have for now, but you get the
Scene 2: Light Up My Life idea. Once the adventure is over, you can then
have the pc's return home and act as superheroes
The players, while traveling, see a number of for their hometowns, or if ran as a one shot Reed
distant lights. In time, the lights reveal Richards may be able to create an Anti-Terrigen
themselves to be wasps - which the Terrigen ray or the like.
Mists have altered into Fire Wasps! Each wasp is
a hand span across, and can fire a blast of Note for added fun the players could also deal
Typical to Good ranked Energy (heat). There are with military men combing the forest for the
more than a hundred such Fire Wasps, and each ship, be captured and have themselves
has five Health. transported to a holding facility until the brass
can decide what to do with them. It all depends
on your campaign style.
Scene 3: The Incredible Edibles.
This article was originally written by Wouter amount of implants table, a Yellow FEAT results
Vlemmings of "Marvel RPG and More", which in normal creation while a Red FEAT allows her
is slowly disappearing from the Internet. to shift the Stat table by one column (not higher
than the listed max.) and the number of implants
The Body Shoppe is Spiral's private table by +2.
laboratory where she can experiment with
genetic alterations, cybernetics and various other By genetically altering people, Spiral can
forms of body-alterations. It is located in its own greatly enhance them. She can give them up to
pocket dimension and it is not known if Mojo two powers (non-magical or mental) at a power
created it, or if she somehow acquired it herself. rank of Ex when she succeeds in a Green FEAT,
Spiral does rule supreme in her Shoppe however Rm when she gets a Yellow FEAT and In when
and it seems Mojo does not control the events she get a Red FEAT. (If she grants only one
here. power its power rank is +1CS). She can also
increase stats (physical stats) by a total number
of rank shifts equaling two when she makes a
Green FEAT, four when she makes a Yellow
FEAT or six when she makes a Red FEAT. She
may not increase stats above Am rank (or Mn if
the original stat is already Am). She cannot
enhance characters that already have been
physically enhanced.
This article was originally written by Wouter will follow those of low power. The path can be
Vlemmings of "Marvel RPG and More", which divided in at least ten sections, each with many
is slowly disappearing from the Internet. turns. In game terms, it depends upon the rise of
the ranks of a character’s spells as with normal
The Path of the Winding Way is one of the power advancement; but certain things may
many Schools of Magic, but it is certainly not speed up a character's advancement, this is
one of the easiest to follow. It brings great related to the removal of mages ahead of them on
power, but also periods of extreme weakness. It the path. The sections are listed in the table
is also a highly competitive path. below with the maximum spell-rank being the
rank the character must have in at least three
spells to reach this level in normal ways.
Time in
Max Min Max
Section Each
Rank Effect Effect
Cycle
1 Ty I Year -1CS +1CS
6
2 Ex -1CS +1CS
Months
4
3 Ex -1CS +1CS
Months
4
4 Rm -1CS +1CS
Months
2
5 In -1CS +1CS
Months
The best-known follower of this path is
6 Am 1 Month -1CS +1CS
Margali Szardos, the mother of Amanda Sefton
and adoptive mother of Excalibur's Nightcrawler. Am (10
The only known other follower was the magic- 7 3 Days -2CS +2CS
Spells)
user Gravemoss, but there should be between 8 Ms 9 Days -2CS +2CS
thirty to sixty other followers. Mn (10
9 3 Days -2CS +2CS
Spells)
Followers of the Path of the Winding Way
10 Un 1 Day -3CS +3CS
can be pictured as being on a sort of spiral rising
upwards, which defines their power-levels. The
mages are always on the opposite level of power The character spends the duration in the table
with regards to the mage ahead of them on the per CS difference. So a character from section
path. It is a slow way up since no one can pass eight spends nine days at normal level, then nine
the one ahead of him or her; the only way to do days at +1 CS, nine days at + 2 CS, again nine
this is to remove him or her from the path. days at +1 CS and nine days at normal level,
then nine days at -1 CS, nine days at -2 CS etc.
Game Information: The effects in Column Shift are applied to all
power ranks in magical abilities and all magical
Magic-users on the path of the Winding Way
FEATs. Also affected are the characters
are subject to fluctuations in their power levels.
Endurance (and thus health) and Psyche.
The higher you get, the greater these fluctuations
will be and also the faster periods of high power
There exist two ways to advance unnaturally The Ritual of Removal is one of the best-
fast on the path. The first one is the death of the guarded secrets of the mages that possess it - and
mage directly before you on the path; the second only one copy is rumored to exist. This
one is the use of the Ritual of Removal. extremely difficult ritual can remove a mage to a
lower section of the path.
The article is from Ty States Marvel RPG fight, in case they fall in battle, or for some other
website, one of the longest running and all reason cannot continue their quest. The Hunter
around best sites on the web treats this apprentice as a loved son or daughter.
Basic Requirements
This article was originally written by Wouter Defensive or Other Powers: -1CS (max Am,
Vlemmings of "Marvel RPG and More", which resistances have a max of Un)
is slowly disappearing from the Internet.
Talents: Sort of as original as well as a
Typical X-Baby children's trait.
F A S E R I P
-1CS -1CS -1CS
(-2 CS (-2CS (-2 CS
-1 -1 -2 Ty
for for for
CS CS CS 6
Am or Am or Am or
higher) higher) higher)
Known Powers:
The following was taken from the "Advanced Set Alligators are found in tropical rivers and, in the
Judge's Book" by Jeff Grubb. sewers of New York City.
Ape
Alligator
F A S E R I P
Ty Ty Gd Ex Fb Ty Pr
6 6 10 20 2 6 4
Health: 42
Bat, Individual F A S E R I P
Gd Ty Rm Rm Fb Pr Fb
10 6 30 30 2 4 2
Health: 76
Behemoth
F A S E R I P
Fb 2 Pr 4 Fb 2 Fb 2 Fb 2 Pr 4 Fb 2
Health: 10
F A S E R I P
Pr Ty Gd Ex Fb Fb Fb
F A S E R I P
4 6 10 20 2 2 2
Fb 2 Fb 2 Fb 2 Fb 2 Fb 2 Fb 2 Fb 2
Health: 40
Health: 8
Stats for cattle apply to all manner of similar
Bird, Flock of Ten herd animals, including bison, zebras, gnu, and
the ever popular Guernsey Cow. Cattle are by
F A S E R I P and large inoffensive, but if spooked (by
Gd 10 Ty 6 Fb 2 Ty 6 Fb 2 Pr 4 Fb 2 gunshot, for example) can stampede (those in the
Health: 24 way take a Charging attack of +3CS Strength
and Endurance to hit).
The description applies to all non-hunting
birds, ranging from sparrows to ducks to geese.
Birds attack on the Edged attack column, but
individuals cannot get Stun or Kill results. Birds
fly up to 4 areas/turn, and are inoffensive against
human targets unless controlled by outside
forces.
Cat
F A S E R I P
Fb Gd Fb Gd Fb Ty Fb
2 10 2 10 2 6 2
Health: 24
F A S E R I P
Rm Rm Un Un Pr Pr Pr
30 30 100 100 4 4 4
F A S E R I P Health: 260
Gd Pr Am Un Fb Fb Fb
10 4 50 100 2 2 2 The Giant Radioactive Dinosaur is a mutant
Health: 164 of unknown origin that survives today in various
inaccessible reaches. The Giant Radioactive
Dinosaur, Giant Flesh-Eating Dinosaur has Amazing Body Armor, inflicts
Edged attack damage, and breathes a 10- area-
F A S E R I P long stream of Unearthly radioactive energy.
Rm Gd In Un Fb Fb Fb This is a moderate example of one such creature,
30 10 40 100 2 2 2 though large ones have plagued Japan and the
Health: 180 American West Coast.
Dolphin
F A S E R I P
Gd Gd In Am Fb Pr Fb
10 10 40 50 2 4 2
F A S E R I P Health: 110
Gd Ex Gd Gd Ty Gd Ty
10 20 10 10 6 10 6 Elephants include the Indian and African
Health: 50 varieties, as well as their prehistoric cousins, the
mastodon and mammoth. They move 1 area/turn,
Dolphins are highly intelligent, aquatic and can inflict either Blunt or (if they have tusks)
mammals that have a language of their own. Edged damage.
Undersea races use the dolphin in much the same
way as humans use dogs or horses: for transport Fish
(swim 3 areas/ round), protection (Blunt attack
damage), and companionship.
Eagle
F A S E R I P
Fb 2 Fb 2 Fb 2 Fb 2 Fb 2 Fb 2 Fb 2
Health: 8
Killer Whale
F A S E R I P
Ty Gd Rm Rm Pr Ty Pr
6 10 30 30 4 6 4
Health: 76
Lions
F A S E R I P
Ex Fb Fb Ex Fb Fb Fb
20 2 2 20 2 2 2
Health: 44
F A S E R I P F A S E R I P
Gd Ty Pr Gd Fb Ty Pr Fb 2 Fb 2 Fb 2 Fb 2 Fb 2 Fb 2 Fb 2
10 6 4 10 2 6 4 Health: 8
Health: 30
Rat, Pack of Ten
Monkeys, for the purpose of this game,
include all small primates not covered under the F A S E R I P
Ape category. Monkeys do not possess the Ex Ty Fb Ex Fb Fb Fb
strength of the apes, and cannot make Kill or 20 6 2 20 2 2 2
Slam results in their attacks, but can manipulate Health: 48
objects and be trained.
Rats and other rodents and vermin are found
Octopus and Squid in sewers beneath every major city. An
individual rat attacks on the Edged attack
column, but cannot score Stun or Kill results. A
pack of rats also attacks on this column, and may
score Kill results from multiple attacks. Rats are
normally not so bold (they prefer to push around
frogs), but will attack when externally
controlled.
F A S E R I P
Ex Rm Gd Rm Fb Fb Fb
20 30 10 30 2 2 2
Health: 90
Wolves
F A S E R I P
Gd Gd Rm In Fb Fb Fb
10 10 30 40 2 2 2
Health: 90
Snake, Constrictor
F A S E R I P
Ty Ty Ex Ex Fb Fb Fb
6 6 20 20 2 2 2
Health: 52
Snake, Poisonous
F A S E R I P
Gd 10 Pr 4 Fb 2 Pr 4 Fb 2 Fb 2 Fb 2
Health: 20
Hard Drugs
In the Marvel Super Heroes game, a hard
drug is defined as any addictive drug that is
hazardous to the user's mental and physical
health. Such drugs often block the awareness of
pain, so that they have the short-term effect of
raising Endurance one rank (to a maximum of
Excellent) for 2d10 rounds. After that time,
Endurance is lowered one rank from the original
score for twenty-four hours. During this period,
drugs also lower Reason and Intuition by two
ranks each (to a minimum of Feeble).
This except is from the "Machines of Doom" the device, taking into account certain modifiers.
book from the boxed set "Domains of Doom" Applicable ranks are those ranks that define the
written by Anthony Herring. performance of the object:
• Vehicles: Applicable ranks are Control,
Speed, and Body (the overall material
strength of the vehicle).
• Weapons: Applicable ranks are damage,
range, and material strength.
• Power Suits: This classification
includes all items that enhance a
character's abilities. Applicable ranks
are the modified abilities (Example:
Good (10) to Amazing (50) Strength)
and the material strength (or the
equivalent Body Armor) of the suit.
• Robots: This includes androids,
cyborgs, and all other types of artificial
A vast array of technological wonders are
beings but not clones. Applicable ranks
presented in the pages of this book. Because
are the ranks of the being's listed
most of these items lie within the steely grip of
abilities (Fighting, Agility, etc.) and any
their creator—Victor Von Doom—player
powers.
character heroes have a limited number of
options if they want one of these inventions for • Miscellaneous: With any other
their very own: They can try to "acquire" it from technological item that doesn't apply to
Doctor Doom—good luck!—or they can try to the above classifications, its applicable
reproduce it themselves. This chapter presents ranks are its overall material strength
rules for inventing high-tech gadgets and and any power ranks involved.
modifying existing ones.
Tech Rank
Special Requirements
Kit-Bashing
Kit-bashing may also be used to rush a Sometimes heroes don't want to build an
project to completion. Your character is on the entirely new device, but simply want to modify
fifth day of work on a robot-neutralizer device, an existing one. Modification is often less
which requires 10 days of construction time, but expensive than a full-scale project, and can be
Doctor Doom's robot army suddenly attacks! The used to smooth out the edges of inventions or
project can be completed in five turns by kit- improve them slowly.
bashing. However, if any part of the device is
kit-bashed, the entire machine is considered to Only one modification can be made to a
have been kit-bashed. device at one time. Adding blaster weapons and
a turbo-jet to your motorcycle is actually two
The inventor must still succeed at a Reason separate modifications; one must be done before
FEAT as described previously. If the roll is the other.
failed, the device does not function. Another
attempt may be made, but the construction time Modifications that alter abilities have a Tech
is the same, and Karma must be spent again. rank equal to the new ability rank. Each ability
Unlike standard hardware creation, a new special may only be added one rank at a time. If a hero
requirement is not added with a failure at kit- wants to increase the Body Armor rank of a
bashing. battle suit from Good (10) to Remarkable (30),
The Resource FEAT, construction time, and A device that has not been totally obliterated
Reason FEAT of a modification are all handled may suffer damage in addition to a loss of
exactly as for any standard invention. Failure material strength. Roll a FEAT against the item's
during modification stages may damage the lowered material strength:
original device as well, with individual results • White: All of the device's applicable
determined by the Judge. Modifications can be ranks are reduced by -2CS (except
kit-bashed. material strength, which has already
been lowered).
• Green: All of the item's applicable
ranks are reduced by -1CS (excluding
material strength).
• Yellow: One of the machine's applicable
ranks is reduced by -1CS (choose at
random; excluding material strength).
• Red: None of the invention's applicable
ranks is reduced (except material
strength, of course). If any of the
device's applicable ranks are reduced to
Shift 0, it is damaged beyond hope and
cannot be repaired. The pieces may be
salvaged for use in new inventions
along similar lines.
Damage to Robots
This article was part of the Marvel-Phile, and If the character's powers are species abilities
was originally printed in issue #150 of Dragon or are the results of processes used on a number
Magazine. of beings, one post-mortem effect should be
sufficient for everyone in that group. The Judge
should be prepared to decide how
technologically produced superpowers are
affected if the deceased equipment still operates
after the death of its user or if such equipment is
damaged at the time of the user's death.
Post-mortem effects
Table 1 lists the various post-mortem effects
that might occur when a superbeing dies. Of
course, these effects may not apply if the
superbeing was merely a normal (if athletic)
human.
PM4/Retention: The body retains its PM8/New Power: For reasons unknown, the
superpowers, though it is, of course, unable to death trauma causes the deceased's existing
use them unless converted into a zombie or powers to transform into a new power. The
animated by a possessing life force. Some power is selected at random and may have
powers are localized in particular parts of the nothing to do with the previously existing
This material was originally printed in "The Ultimate working out at all like the plans said it should; the
Powers Book" by David E. Martin. Powers Steve has manifested are entirely unexpected.
Self-Achievement: The hero actively sought out a Technical Experiment: The hero was the subject
means of giving himself Power. He developed the of a controlled scientific or magical experiment.
methods, procedures, equipment, or whatever permits Assuming that all the factors are reproduced, such a
him to possess Power. This could be through Technical Experiment should be “able to produce a
scientific endeavors (Henry Pym/Ant Man), arcane steady supply of super powered heroes.
study (Dr. Strange), or physical training (iron Fist). Unfortunately, the geniuses behind such experiments
Anyone can gain Powers similar to the hero's by often leave inadequate notes; if something happens to
following this special training. the genius, the experiment is irreproducible. Dr.
Reinstein, for example, never really wrote down the
Super-Soldier Formula that transformed Steve Rogers
into Captain America. Attempts to recreate it
produced the Infinity Formula that has the simpler
effect of increasing the subject's Health, Endurance,
and lifespan.
This material was originally printed in "The Ultimate convert a Fatal Weakness to an Incapacitating
Powers Book" by David E. Martin. Weakness.
Energy Depletion: The hero has a finite energy Incapacitation: The hero becomes physically ill after
supply that permits him to manifest Power. This exposure to the Stimulus. Beginning with the initial
energy must be periodically renewed by means of contact, the hero loses one point of Health per turn.
rest, food, Energy Absorption, Energy Vampirism, or This loss continues for the Duration of the Effect.
simply making contact with a source of that energy. However, the loss stops when Health reaches zero;
If the hero's energy level drops too low, dire Effects this Effect does not directly kill the hero. The hero
result. retains his Powers but finds it harder to use them as
his condition worsens.
Energy Dampening: The hero has the problem of
having to release the energy pent up within himself;
Limited Duration with Contact: The Effect begins Players and Judges should work together to
immediately upon contact with the Stimulus. develop a playable Weakness. The more Powerful the
However, the Effect only functions for a limited character, the more common the Stimulus should be.
amount of time. After that time elapses, the hero is For example, when I was testing the character
assumed to have either built up a temporary generation system set out in this book, I rolled up a
immunity to the Stimulus or the Stimulus has character I named "Godling." Godling was a Normal
discharged its Effect. In either case, the Stimulus Human who had been Reborn into an Entity of Great
cannot further affect the hero. Duration is 1 -100 Power. He possessed 30 different Powers, but had
turns after initial Contact. The Judge makes a random one tragic flaw. Magnetism completely negated his
die roll to determine this. Powers. (He spent all his days and nights trying to
escape Earth's gravitational Pull.)
Limited Duration After Contact: The Effect is
continuous with Contact and also lasts for a limited The Nemesis Power can be used to simulate
time after the hero is no longer exposed to the Stimuli, but this should be used as a last resort.
Stimulus. Duration is 1 -100 turns after the hero's Judges who do this should be penalized by the
contact, with the Stimulus is broken. The Judge may players. (I suggest withholding munchies for the next
either randomly determine this or develop his own month—KM)
criteria.
All credit for this section goes to Red Jack and any item through a successful Intuition Check.
Phantom. Any attempt to persuade another character
receives a +1CS if the character has had an
http://home.att.net/~Red-Jack.htm
opportunity to exercise his/her ability (wining
http://fortunecity.com/underworld/stunt/16/marvel.html and dining subject, engaging in clever
conversation).
System
Sadly, neither source defined how to use
these rules. I decided to create this foreword to
explain the system to those who might be
unfamiliar with rules of this type.
Example: Joe Fix-It with this advantage can Miscellaneous Advantage (Variable Cost):
build a jetpack in a junkyard with no tools, This is a catchall category for any advantage that
however he would need a lab or garage to build doesn't fit into any other heading. You will have
the jetpack without this advantage. to work out exact point values with your Judge
for things. Example include:
Insta-Change (-5): A character with this power
can switch into costume instantly as opposed to Advantage Point Cost
spending two rounds changing clothes. Being Jimmy Olsen's Pal -1 point
A minor, ineffective animal
Intensive Training (-20): A character with this -5 points
companion
advantage has spent a lot of time training, and as
Membership in Young Justice -5 points
such gains discounts when raising abilities and
powers. When raising abilities, instead of each A discreet butler/chauffeur -10 points
point costing 10 times the current rank and 400 Membership in Titans -10 points
for cresting into a new rank (TY to GD), a A mysterious guardian angel
-20 points
character with this advantage spends 6 times the helps you from time to time
current rank and 300 for cresting. When raising Membership in JLA -50 points
power ranks it costs 15 times the current rank
and an additional 400 for cresting. Perceived Weakness (Cost is the value of the
drawback used): For some reason the general
Iron Nerves (-20): A character with this public sees you as having a weakness you do not
advantage is unusually resilient to fear and fear have. This will result in villains using methods
based attacks as well as intimidation attempts that will be futile against you. Eventually villains
made against him. This character receives a will get wise to this, but this advantage gives you
+2CS in such situations. a break on the first encounter. For example:
Because the silver age Green Lantern (Hal
Jordan) could not affect yellow items with his
ring, sometimes people think that the current
Green Lantern (Kyle) has this weakness too.
Column
Bonus
Shifts
-1 +5
-2 +15
-3 +25
-4 +35
This article was originally written by The Judge for A record of which career the character has held,
his website " The Unholy Contents of the Judge's and what they gained when there, should be kept.
Mind". It was a great website, but it has vanished
from the Internet. Normal Rule:
• Only current career exits are available (as
this helps the judge to plan storyline ahead
of time). Loss of a job may mean returning
to a starting career!
Where to Start
How it works
• Academic
• Aircrew
• Animal Handler
• Forensic Scientist
• Antiquarian
• Gang Leader
• Archaeologist
• Global Hero
• Armed Forces Cadet
• Government Sanctioned
• Artist
Hero
• Assassin
• High Priest
• Blackmailer • Reporter
• Inventor
• Bodyguard • Researcher
• Laborer
• Bio-Mechanic • Rescuer
• Lawyer
• Businessman • Scientist
• Mercenary
• Commando • Security Advisor
• Monk
• Community Activist • Security Chief
• National Hero
• Community Sanctioned • Security Guard
• National Reporter
Hero • Shop/Office Worker
• National Ruler
• Con-Artist • Spy
• Novice Priest
• Corporate Director • Student
• Paramilitary
• Corporate Sanctioned Hero • Stunt Performer
• Pathologist
• Corporate Spy • Surgeon
• Patron of the Arts
• Criminal Enforcer • Television
• Petty Criminal
• Criminal Godfather Personality
• Physician
• Criminal Heavy • Terrorist
• Pilot
• Criminal Overlord • Vehicle-Mechanic
• Police Cadet
• Criminal Psychologist, • Weapon Smith
• Police Officer
• Cult Apostle,
• Political Activist
• Cult Leader
• Political Leader
• Cult Sanctioned Hero
• Politician
• Detective
• Priest
• Dictator/Idol
• Psychologist
• Embezzler
• Engineer
• Explorer
Laborer
Strength +10
Endurance +20
Resources +5
Petty Criminal
Fighting +5
Strength +5 Shop/Office Worker
Resources +5
Popularity -5 Agility +5
Reason +5
Talents: Stunt Driver, Sleight of Hand, Intuition +5
Acrobatics, Martial Arts G, Thrown Objects, and Resources +5
Perform (acting).
Popularity +5
Exits: Criminal Heavy, Community Activist, and
Con Artist. Talents: Computers, Business/Finance, Languages,
and Perform (acting).
Police Cadet
Exits: Businessman, Businessman (shop owner),
Endurance +5 Businessman (chef), and Con Artist.
Reason +5
Student
Intuition +5 Follows academic study course.
Popularity +5
Reason +10
Talents: Criminology, Law Enforcement, Blunt Intuition +10
Weapons, and Martial Arts A.
Talents: Studentship (allows one talent to be gained
Exits: Police Officer, and Criminal Heavy.
at half price when starting a new career), and
medicine.
Talents: Occult Lore, First Aid, Trance, Journalism, Requirements: Agility Good, and Intuition Good.
and Perform (singing).
Talents: Pilot, Repair/Tinkering, Engineering, and
Exits: Priest, Monk, Community Activist, and Artist. Tumbling.
Archaeologist
Blackmailer
Reason +5
Intuition +10
Resources +20
Bodyguard Fighting +5
Agility +5
Fighting +10 Intuition +5
Strength +10 Psyche +5
Endurance +5 Popularity +10
Intuition +5
Resources +5 Requirements: Popularity 0.
Popularity -5
Talents: Criminology, Perform (acting), Journalist,
Requirements: Fighting Remarkable, Strength Guns, Artist (drawing), Languages, and Blunt
Excellent, and Guns. Weapons.
Talents: Martial Arts A, Martial Arts B, Martial Arts Exits: Political Activist, Blackmailer, Terrorist, Cult
F, Criminology, and Wrestling. Apostle, Novice Priest, Businessman (illegal drug
dealer), and Community Sanctioned Hero.
Exits: Security Chief, Assassin, and Criminal
Enforcer.
Businessman
Unless specified this refers to banking.
Psyche +10
Resources +50
Criminal Enforcer/Specialist
Agility +5
Endurance +5
Intuition +10
Resources +10
Popularity -5
Corporate Director
Requirements: Fighting Excellent, Blunt Weapons,
Reason +5 and Intuition Good.
Intuition +5
Resources +10 Talents: Crime, Negotiations, Acrobatics,
Popularity +5 Accounting, Business/Finance, Martial Arts C,
Martial Arts E, Martial Arts H, and Weapon
Requirements: Business, Law, and Leadership. Specialist (cost 200 karma).
Talents: Espionage, Resist Domination, and Perform Exits: Embezzler and Gang Leader.
(acting).
Criminal Godfather
Exits: Embezzler, Corporate Spy, and Corporate
Sanctioned Hero. Psyche +10
Resources +30
Corporate Sanctioned Hero Popularity -20
Criminal Psychologist
Reason +10
Intuition +10
Psyche +5
Resources +5
Engineer
Designs and builds software/hardware; buildings and
bridges; and vehicles and clothes.
Agility +10
Detective Reason +10
Intuition +5
Fighting +5 Resources +5
Agility +5
Reason +5 Requirements: Agility Typical, Reason Poor
Intuition +10
Resources +5 Talents: Electronics, Chemistry, Engineering,
Requirements: Intuition Remarkable, Criminology, Repair/Tinkering, and Computers.
and Espionage.
Exits: Weapon-Smith, Vehicle-Mechanic, Bio-
Talents: Occult Lore, and Psychology. Mechanic, Businessman (fashion or heavy industry),
and Inventor.
Exits: Criminal Psychologist, Antiquarian,
Blackmailer, Spy, and Corporate Spy. Explorer
Dictator/Idol Fighting +5
Agility +5
Endurance +10 Endurance +10
Reason +5 Reason +5
Psyche +80 Intuition +5
Resources +60 Resources +5
Popularity +60 Popularity +5
G
Gang Leader Government Sanctioned Hero
Reason +5 Fighting +5
Psyche +10 Strength +5
Resources +10 Psyche +5
Popularity +10 Resources +20
Popularity +20
Requirements: Criminal Enforcer experience, gang
leader dies/murdered, Reason Excellent, and Requirements: Must follow government orders,
Popularity –10. superhuman ability/power, and Fighting Remarkable.
Talents: Leadership, Resist Domination, and Talents: Leadership, First Aid, Law Enforcement,
Business/Finance. Politics, and Weapons Specialist.
Reason +5
Intuition +5
Psyche +5
Resources +10
Popularity +10
I M
Inventor Mercenary
Pathologist
Requirements: Journalism, and Popularity 20.
Popularity +20
Physician Fighting +5
Agility +10
Agility +10 Reason +5
Endurance +10 Psyche +5
Reason +20 Resources +5
Intuition +10 Popularity +10
Resources +5
Requirements: Journalism, and Guns.
Requirements: Medicine
Talents: Law, Perform (acting), Languages, and
Talents: Psychology, Anatomy, Immunology, Artist (drawing).
Cardiology, Emergency Medicine, Pediatrics,
Geriatrics, Obstetrics/Gynecology, General Surgery, Exits: Politician.
Neurosciences, Pharmacology, Physiology, Genetics,
Resist Domination, Biology, and Martial Arts D.
Pilot
Agility +10
Intuition +10
Resources +5
Reason +30
Intuition +10
Psyche +5
Resources +10
Requirements: Reason Ex 20
Exits: Forensic Scientist, Criminal Psychologist, Requirements: Agility Typical 6, and Endurance Ex
Blackmailer, and Researcher. 20.
Scientist
Involved in research and development of
technological and industrial processes.
Reason +20
Intuition +10
Resources +5
Requirements: Bodyguard experience, Criminology, Exits: Assassin, Blackmailer, and Corporate Spy.
and Intuition Remarkable.
Stunt Performer
Talents: Espionage, Business/Finance, Martial Arts
A, and Guns. Agility +10
Strength +5
Exits: Spy, and Security Advisor.
Endurance +10
Security Advisor Intuition +5
Resources +5
Fighting +5 Popularity +10
Reason +5
Intuition +20 Requirements: Pilot, Perform (acting), and Agility
Remarkable.
Psyche +5
Resources +20 Talents: Engineering, Repair/Tinkering, Perform
Popularity +5 (singing), Tumbling, Martial Arts G, Stunt Driving,
and Stunt Flying.
Surgeon
Fighting +5
Agility +20
Reason +5
Intuition +10
Psyche +5
Resources +15
T Fighting +5
Agility +5
Television Personality Reason +20
Resources +5
Resources +20
Popularity +20 Requirements: Engineering, Repair/Tinkering
Requirements: Journalism, and Popularity 30 (+ or -). Talents: Pilot, Stunt Driver, Military, Law
Enforcement, Computers, Electronics, and
Talents: Perform (acting), Perform (singing), and Art Chemistry.
(writer).
Exits: Police Officer, Criminal Enforcer,
Exits: Politician, Patron of the Arts, Artist, and Cult Businessman (smuggling), and Businessman
Apostle. (motor trade).
Terrorist W
Fighting +10 Weapon Smith
Agility +5 A maker of weaponry, employed by military or
Strength +5 criminal organizations.
Endurance +5
Popularity +25 Fighting +5
Reason +20
Requirements: Guns, Agility Excellent, and Psyche Resources +5
Excellent.
Requirements: Engineering, Repair/Tinkering
Talents: Criminology, Thrown Weapons, Chemistry,
and Repair/Tinkering. Talents: Guns, Bows, Sharp Weapons, Blunt
Weapons, Military, Chemistry, and Physics.
Exits: Political Activist, Paramilitary, Mercenary, and
Cult Apostle. Exits: Terrorist, Businessman (arms trade),
Businessman (illegal arms supplies), Inventor,
Commando, and Researcher.
This article is from Ty States' Marvel RPG 2) Low Self Control: The character is
website, one of the longest running and all unable to control some part of his
around best sites on the web. 'Greg Kerner ' is actions or powers. Examples:
credited for this entry. Wolverine (Berserk), Hulk
(Uncontrolled Change), Cyclops (Eye
beams always on), Havok (cannot
reduce damage below excellent)
3) Personal Problem: The character has
some problem that affects his daily life.
Common problems are Age,
Archenemy, Dependants, hunted,
http://gamingnerdsrus.co/forum/index.php?action=page;id=6 watched. Examples: New Mutants
(Age), Spiderman (Aunt May).
The following is a simple system borrowed 4) Phobia/Psychosis: The character has a
from Villains and Vigilantes by Jeff Dee and mental problem that manifests under
Jack Herman. After rolling up the powers, the certain conditions. Examples: Aurora
Player rolls (d10) twice on the following table to (multiple personalities), Storm
determine their disadvantages (the player may (Claustrophobia)
choose the disadvantages with Judge’s 5) Physical Handicap: The character has
permission). If characters are rolled randomly, a physical handicap such as missing
the player may drop one disadvantage by body part or reduced mobility.
dropping a power (drop one that does not fit your Examples: Nick Fury (missing eye),
character concept). If original characters are Prof X (paralyzed)
being modeled, look over the disadvantages 6) Prejudiced: The character is
below to get ideas (if necessary). Regardless of considered a villain by the public and
the generation method used, the Judge and the other heroes. Mutants already start with
Player should then work out how the a form of this. Example Spiderman
disadvantage works in the game. In many (early days).
instances I have listed examples of characters 7) Speech Impediment: The character is
with a form of the disadvantage and the either mute or stutters.
disadvantage in parenthesis. 8) Strange Appearance: The character
either has a disfigurement that makes
Note: A few disadvantages also cross over with him easy to recognize on the street or he
the power limitations and ideas that develop in has a nonhuman appearance that others
character development. If a player already has a may find frightening. Examples:
concept and limits their character on their own Caliban, Beast, Nightcrawler
(without taking an increase in power rank), the 9) Special Requirement: The character
Judge is encouraged to allow the player imposed needs a special pill, a special item, or
limitation to substitute as one or both rolls. whatever, to activate or use his powers.
Weakness
Roll (d10) twice or choose two (with the Judge’s
permission)
This article was originally written by Firebomb All of the Vampirism Powers, for instance,
for his website "Technohol 13". It is celebrating would cost a character eight quirk points to
year thirteen at the time of writing this, and it is purchase outright, since they each count as two
simply an amazing site. Powers.
Loner: Loners generally can't stand other people, Snob: Snobs tend to look down on everyone save
and positively hate being around large groups of for their special little clique. A snob receives a
them for any length of time. A loner must pass a +2CS Popularity adjustment from others within
Psyche FEAT roll at a -2CS for each level this their social group, but a -2CS adjustment to
quirk is taken whenever they are in a crowded those they look down upon. Snobs tend to be on
situation. If this FEAT roll fails, he must particularly bad terms with nerds and loners, the
immediately leave or suffer a like penalty to all former of which may not understand why they're
actions taken while surrounded by these people. the subject of scorn and the latter of which
remind them why they hate others so much.
Notes:
The 'Karmic Shell' and 'Karmic Dearth' quirks
assume the use of an optional rule that allows
players to begin each session with an amount of
spendable Karma equal to the sum of their
Reason, Intuition and Psyche scores - the Karma
total normally listed on all character descriptions.
The idea is this sum is an amount a player may
not use for advancement purposes, but may only
be spent during game play.
The following was paraphrased from "Warriors 26-29 Perfect white teeth.
of Heaven" for 2nd Edition D&D and was 30-31 Long, distinguished nose.
written by Christopher Perkins. 32-33 Hooked nose.
34-36 Crystal blue eyes.
37-39 Bright green eyes.
40-42 Gleaming silver eyes.
43-45 Golden eyes.
Six fingers per hand (including
46-48
thumb).
49-50 Fingers one-inch longer then normal.
51-52 Animal horns on head.
53-54 Silver or gold fingernails.
55-57 Long, slender arms.
58-60 Long, slender legs.
61-65 Feathered wings (Gd 8 Flight).
The appearances of angels may vary 66-72 Vestigial wing bones on shoulders.
quite a bit. Because of this, the following 73-76 Opalescent skin.
two tables were created to add variety to 77-80 Naturally tanned skin.
angels. Roll to determine the number of 81-83 Body covered with speckled markings.
special features added to their 84-85 Bald, hairless.
Small feathers rather then hair on 10-
appearance. Multiple rolls within the 86-89
100% of body.
same body parts can be combined (i.e. Special side effect (roll on table
one red eye, one black eye), or re-rolled. 90-95
below).
96-98 Roll twice again, ignoring rolls above.
Number of Angelic Features
Roll three times again, ignoring rolls
99-00
above 89
Die Roll Number of Features
01-25 1
26-50 2
51-75 3
76-00 4
Angel Appearance
Die
Appearance
Roll
01-04 Silvery skin.
05-07 Green-tinted skin.
08-10 Blue-tinted skin.
11-14 Golden skin.
15-16 Pointed ears.
17-18 Ridged ears.
19-20 Dog-like ears.
21-25 Angular face with high cheekbones.
Die
Side Effect
Roll
01-10 Sweet, fresh odor surrounds body.
Surrounded by aura of calm (good
11-15 creatures within 30' receive +2 on
Psyche FEATs against fear effects).
16-25 Regeneration at Fb 2 rank.
Susceptible to fire (suffers an
26-30
additional +1CS to damage).
Susceptible to cold (suffers +1CS to
31-35
damage).
Presence eases animals (+4CS to
36-45
popularity with animals).
Touch inflicts Gd 8 damage to evil
46-50
creatures.
Odd skin composition results in Body
51-55
Armor of Gd 8 rank.
56-60 Unholy water inflicts Gd 8 damage.
Susceptible to banishment type magic
61-70
and powers.
Speaks telepathically to any intelligent
71-75
creature within 1 mile.
76-80 Hyper Leaping at Gd 8 rank.
Endurance is considered to be +1CS
81-85 higher when determining movement
rate on ground.
Immune to powers and magic that
86-90
holds or ensnares them.
91-98 Speaks any language.
Eyes have the power to see though any
99-00
illusion.
The following was paraphrased from "The 17 Very small (almost unnoticeable) nose.
Planewalker's Handbook" for 2nd Edition D&D 18 Extremely long eyelashes.
and was written by Monte Cook. 19-21 Red eyes.
22-23 Black eyes.
24 Feline eyes.
25-26 Extremely deep-set eyes.
27-28 Green hair.
29-30 Blue hair.
31 Multi-colored hair.
32-33 Six fingers (including thumb).
34-35 Three fingers (including thumb).
36-37 Black fingernails.
38-39 Red fingernails.
40-41 Fingers one-inch longer then normal.
42 Arms six inches longer then normal.
Due to differences in their backgrounds, 43 Legs six inches longer then normal.
demon appearances can be quite varied. Because
44-46 Horse-like legs.
of this, the following two tables were created to
add variety to demons. Roll to determine the 47-49 Goat-like legs.
number of special features added to their 50-52 Goat-like hooves.
appearance. Multiple rolls within the same body 53-55 Long, thin tail.
parts can be combined (i.e. one red eye, one 56-57 Horse-like tail.
black eye), or re-rolled. 58-59 Lizard-like tail.
60-62 Spiny ridge on back.
Number of Features 63-65 Spiny ridges all over body.
66-68 Hairless body.
Die Roll Number of Features
69-71 Body covered in short fur or long hair.
01-25 1
72-73 Body covered in striped markings.
26-50 2
74-75 Extremely greasy skin.
51-75 3
76-80 Scaly skin.
76-00 4
81-82 Leathery skin.
Small feathers rather then hair on 10-
Demon Appearance 84
100% of body.
85 Green-tinted skin.
Die
Appearance 86 Blue-tined skin.
Roll
01-04 Small horns on forehead. 87 Red-tinted skin.
05-06 Small horns on temples. Special side effect (roll on table
88-89
below).
07 Single horn on forehead.
Roll twice again, ignoring rolls above
08-09 Long, thin face. 90-94
89.
10 Fangs in mouth.
Roll three times again, ignoring rolls
11 All teeth are pointed. 95-00
above 89
12 Forked tongue.
13-14 Pointed ears.
15 Fan-like ears.
16 Extremely long nose.
Die
Side Effect
Roll
01-10 Ashy odor surrounds body.
11-15 Sulfurous odor surrounds body.
16-20 Rotting odor surrounds body.
21-25 Skin exudes ashy grit.
26-30 Body casts no shadow.
31-33 Body has no reflection in mirror.
Susceptible to banishment type magic
34-40
and powers.
41-45 Cannot be recorded on film/video.
Leaves a trace amount of sulfur in areas
46-50
where they spend too much time.
51-60 Presence causes unease in animals.
Presence causes unease in NPCs.
61-65
Popularity is at -4CS.
66-70 Prolonged touch withers normal plants.
Fingers treated as claws (Gd 8 edged
71-75
damage).
Touch inflicts Gd 8 damage due to high
76-80
body heat.
Touch inflicts Gd 8 damage due to cold
81-85
body temperature.
Odd skin composition results in Body
86-90
Armor of Gd 8 rank.
91 Cannot reproduce.
92 Holy water inflicts Gd 8 damage.
Exposure to direct sunlight inflicts Fb 1
93
damage per round.
94 Cannot enter "holy" areas.
Harmed only by magical or silver
95
weapons (as well as spells and powers).
Intuitively speaks the language of one
96-00
fiendish race.
http://www.classicmarvelforever.com/phorum/read.ph
p?3,772
Examples follow below: I usually have the Character use ALL their
True Karma to maintain their ‘Soul’… but they
For Fb:02 / Pr:04 / Ty:06 just go by Fractions of will still become a Vampire…
Rounds / Hours / Days
What happens if you die? The rulebooks are a little Hypocritical on this. The "OFFICIAL" rules say that
when your character dies then he is dead and you will need another one if you wish to play again. The rules
also have a nice little introduction saying that you are playing in the Marvel Universe. Anyone else see the
inconsistency there? If not I'll make it easier MARVEL UNIVERSE = DEAD? SINCE WHEN? So to
make it more MARVELous I designed this chart. This is to be used after your Endurance reaches Sh0.
Die
Method or Manner of Resurrection
Roll
01-03 Abducted by Aliens (return next game with a gift; books, chocolate, cure for cancer).
04-06 Transported to future (roll again).
07-09 Revived by a futuristic machine.
10-12 Revived by a bored god.
13-15 Clone was killed.
16-18 Clone is alive.
19-21 Not sure who was the clone but someone died.
22-24 Not sure who was the clone both survived because ... (roll again)
25-27 Wound wasn't really fatal.
28-30 "Got Better".
31-33 Really a mutant with a healing factor (roll rank).
34-36 Really an Immortal (get a sword and a trench coat and guest star on the series).
37-39 Leftover doppelganger from Infinity war was killed.
40-42 Went insane and replaced by a younger version (lower all stats by 1cs).
43-45 Alien shape-shifter was killed.
Dead until anniversary Issue, make new character (roll 1d10 to see how many games character is
46-48
dead).
49-51 Aunt May Syndrome; have 25 heart attacks & 23 strokes, then get up and make cookies.
52-54 Come back with four Wanna-be's.
55-57 Not really dead but appoint an armored psycho as a replacement.
58-60 Not killed but Identity is discovered.
Not dead but your book was canceled. (Whatever world shattering disaster you were about to stop is
61-63
no longer important. You will never be seen again, except in some comic with the word Infinity in it).
64-66 Clone takes place (play with clone).
67-69 Character gets better and has an identity crisis and quits for 1d4, 6, or 10 games.
70-72 Character gets better and has an identity crisis but doesn't quit.
Character has an identity crisis and runs around with nothing but his boxer shorts on. Problem is, he
73-75
is using them as a mask. Character is locked in an asylum forever (make new character).
76-78 Character becomes evil and tries to take over the world... or something.
79-81 Character becomes a vampire (see vampire stats for additional stats).
82-85 Character becomes trapped in an Astral plane until a body is found.
86-91 Nuclear Bomb annihilates body (roll again).
92-94 Magneto Syndrome; comeback with all powers 1cs higher (and change name to Joseph ).
95-99 Mind was fried, but who'll miss it (lose the laces and get slip on shoes or velcro)
STAY DEAD (hey its happened) (really it has) (I'm not lying) (really...) (Remember Bucky and.....
00
Okay just Bucky)
Who ever heard of a Marvel character dying? (Remember Guardian/Vindicator). So someone out there
came up with this funky little table. I've changed a few things but it was pretty good to start with. Thanks
Phantom. Hey! My character died! Now what?
Die
Method or Manner of Resurrection
Roll
01-03 Body abducted by aliens (return next game with a gift; chocolates, cure for cancer).
04-06 Transported to future (roll again).
07-09 Revived by a futuristic machine.
10-12 Revived by a bored god.
13-15 Clone/alien shapeshifter/android replica was killed, real hero found one week later.
16-18 Brought back to life as a cyborg by un unscrupulous criminal overlord (roll cyborg).
19-21 Not sure who was the clone but someone died.
22-24 Not sure who was clone/android replica but both survived because (roll again).
25-27 Wound wasn't really fatal.
28-30 "Got Better".
31-33 Really a mutant with a healing factor (roll rank).
34-36 Revived by government but is now under their control (cranial bomb implanted).
37-39 Abducted and revived by sorcerer/lesser god for a specific mission.
40-42 Younger version (lower all statistics by -1CS) cloned from dead body tissue.
43-45 Personality of hero transferred into an android character (roll new android character).
Dead until anniversary Issue, make new character (roll 1d10 to see how many games character is
46-48
dead).
49-51 Aunt May Syndrome; have 25 heart attacks & 23 strokes, then get up and make cookies.
52-54 Hospitalized, forgets identity, mysteriously disappears then turns up implicated in crime.
55-57 Character in a coma. Appoint an armored psycho as replacement (roll hi-tech character).
58-60 Not killed but Identity is discovered.
61-63 Revived by a criminal gang for specific mission.
64-66 Revived as a normal human, but some criminal process is offered to return powers.
67-69 Character gets better but has shell shock (psyche FEAT required each combat round).
70-72 Character gets better, has identity crisis, but continues (psyche -3CS).
Character has identity crisis, runs around naked waving a lemming, and is locked away in an
73-75
asylum (make new character).
76-78 Time traveling future self turns up from alternate timeline with a warning and decides to stay.
79-81 Character is reanimated as a vampire (this may alter stats).
82-85 Character trapped on astral plane until a new body can be found.
86-91 Deadly disease found during autopsy also afflicts another team member (roll new character).
Team believes the character died, but they come back with power +1CS (angry NPC wants to
92-94
take-over /destroy the world).
Mind was fried (time to throw away those lace up shoes in favor of Velcro). Roll a normal human
95-99
sidekick who keeps the hero tame.
00 Stay dead (for real) (really real) (its not a lie) (really...) (remember Bucky and ...er...)
Credit for this section goes to Capo Castillo and Merits/Flaws: Up to 50 CP points can be gained
it was originally posted in the "Classic Marvel by taking flaws, and up to 50 CP points can be
Forever Phorum". spent by taking merits. I generally use the
generic merits and flaws from the World of
Darkness games (blindness, addiction, etc/.) and
multiply their costs by 10. But as a general rule
of thumb, a 10 point flaw would be color
blindness, a 30 point flaw would be drug
addiction, and a 50 point flaw might be Cursed
by Dormammu. A 10 point merit could be
http://www.classicmarvelforever.com/phorum/read.ph Ambidextrous, a 30 point merit could be
p?9,2754 Honorary Team Member, and a 50 point merit
could be Significant Destiny.
Stage 1 - Character Creation
Negative popularity can be taken as a flaw on
I use a point based character creation system. a 1 CP point per negative point basis.
I usually let starting point allotments range
between 250-350 points, though this number
should be adjusted to reflect the scale of
chronicle you're trying to run.
New Talents: 100 karma plus in-game Example: An exchange of 100 Bad Karma
justification should be a minor flaw (nightmares, bad press).
A 500 BK exchange should represent a major
New Contacts: Earned in game flaw (severed limb, Dr. Doom now hates you
more than anyone).
New Stat - Bad Karma
New Combat Phase - the Soak Roll
When a character performs a particularly un-
heroic deed, the character earns bad karma (in One thing that never set well with me is the
place of receiving a karma penalty). The amount static damage levels of Marvel. Every attack
of bad karma earned is at the judge's discretion does the same amount of damage. To address the
but below is a guideline: 'toughness' of certain characters, I allow them to
roll their Endurance score to 'absorb' some of the
Deceiving a friend: 5 - 10 bad karma damage they take. This roll is made in addition
to any damage reductions they would receive
Committing a misdemeanor: 20 bad karma from body Armor, or Force Fields, and karma
can be added to this roll. This roll should be
Committing a felony: 30 - 40 bad karma made after endurance checks are made for
(depending on severity) special effects (kills/stuns/slams). Depending on
a character's 'soak' roll, they can take a reduced
Unnecessary brutality in combat: 40 bad karma damage cost:
Leaving someone to their doom: 50 bad karma White: Character takes full damage [after body
Murder: 100 bad karma. armor/forcefield reductions, if any]
Multiple Actions
Table C.
Strength Modifier
Feeble to Poor x0.8
Typical No Change
Good to Excellent x1.25
Remarkable to Incredible x1.5
Amazing to Monstrous x2.0
Unearthly x3.0
Shift-X to Shift-Z x4.0
Then look at the table below: Keep in mind that being this big may create
some problems if you have less than Remarkable
Die Roll Weight strength.
1 50 - 80lbs
10,000-40,000: (5-20 tons) Seriously above
2 80 - 120lbs human. Big... in a big way!
3-5 120 - 160lbs
6 160 - 250 lbs This may put a real strain on that secret
7 250 - 400 lbs identity unless you have some kind of limitation
8 400 - 1000lbs (e.g. only grows this massive in water "Sponge-
Man", or at night "Large-Bed-Man", or when
9 1,000 - 10,000
facing power-rangers "50's B-Movie Reject-
10 10,000 - 40,000 Man")
50 - 80: Probably a very small or very young Hopefully you have the strength (Incredible or
character, or maybe they've just got hollow more) to be able to move yourself around! A big
bones! character is easier to hit than a small one, but to
compensate somewhat they should also be harder
Being small should make you harder to hit
to kill (go on, give yourself +1CS Endurance)!
(remind the judge when you stumble across that
http://www.classicmarvelforever.com/phorum_archive
/read.php?3,226
Credit for this section goes to Nick, and it was Table 2: Gender
posted on the Marvel Mailing List at "Topica".
Die Roll Gender
01-45 Male
46-00 Female
http://lists.topica.com/
Table 9: Height
Die
Height
Roll
01-02 Dwarf
03-12 Petite
Heroic (an inch or two taller than
13-20
average)
21-80 Normal
Heroic (an inch or two taller than
81-87
average)
88-97 Tall (6'2" for women, 6'6" for men)
98-00 Giant (6'6" for women, 7' for men)
Die Die
Capability Extra
Roll Roll
Mentally Handicapped (Autism, 01 Acne
01-03
Attention Deficit Disorder, Obsessive) 02 Alopecia (Bald/Balding)
Socially Handicapped (Withdrawn, 03 Clumsy
04-06
Megalomania, Manic/Depressive) 04 Flat-chested/Bird-chested
Physically Handicapped (Impaired Habit (Nail-biting, Tapping
07-10 05
Limb, Paraplegic, Vision Problems) fingernails)
11-90 No Handicaps Other Large Facial Feature (Usually
Heroic (Note: give a hero a bonus on a 06-08
91-00 nose or ears)
Physical, Social or Mental ability) 09-92 None
93-96 No Muscle Tone
97 Pale-Skinned/Albino
98 Smoker
Thick Eyebrows/Excessive Lip Hair
99
(women)
Odd Voice (High-pitched/Deep-
00
voiced)
A B
(Continued)
Abnormal Biochemistry – 17
Aerians – 53 Bird, Individual – 279
Agents of the People's Defense Force – 51 Bird, Flock of Ten – 279
Aliens – 2, 4, 6 Body Shoppe, The – 268
Alligator – 277 Breed Mutants – 9
Alpha Primitives – 43 Brethren, The – 56
Altered Humans – 2, 3, 5 Brood, The – 75, 85
Androids – 9 Burners – 46
Angels – 15
Animals – 16, 277
Ape – 277
Armadillo – 277
Armored Battlesuit – 78
Asgardian Dwarves – 105
Asgardian Elves – 105
Asgardian Giants – 104
Asgardian Gods – 99, 103
Asgardian Fire Demons – 108
Asgardian Races – 100
Asgardian Trolls – 105
Asgardians – 35, 100
Atlanteans – 36
Augmentation Process, The – 252
Autocron – 84
B C
Ba-Bani – 85 Cat – 279
Bat, Individual – 278 Cattle (Herd Animals) – 279
Bats, Flock of Ten – 278 Changeling – 21
Bear – 278 Chosen, The – 43
Beasts of Berlin, The – 51 Clobbers – 46
Behemoth – 278 Collective Mass – 59
Dakkamite – 86 H
Deity – 15
Demihuman: Avians – 11 Head-Brothers – 46
Demihuman: Centaurs – 11 High Technology – 5
Demihuman: Chiropterans – 11 High-Techs – 3
Demihuman: Equimen – 11 Hi-Tech Wonders – 2
Demihuman: Felinoids – 11 Homo Arcanus – 141
Demihuman: Fauns – 11 Homo Disneius – 142
Demihuman: Lamians – 11 Homo Sublimis – 145
Demihuman: Lupinoids – 11 Horses – 282
Demihuman: Merhumans – 12 Horusian – 90
Demihumans – 10 Humanoid Race – 9
Demons – 15 Hybrids – 147
Denizen of the Dark Dimension – 36
Deviants – 37
Dinosaur, Giant Armored – 280 I
Dinosaur, Giant Flesh-Eating – 280
Dinosaur, Giant Plant-Eating – 280 Induced Mutant – 9
Dinosaur, Giant Radioactive – 280 Insect, Swarm – 282
Dire Wraiths – 73 Inhumans – 38
Dog – 280
Dolphin – 281
E
Eagle – 281
Elan – 87
Elders of the Universe – 138
Elephant – 281
Energy Body – 19
Enhanced Combat Operatives – 140
Ergon – 88
Eternals – 37
Ethereal – 19
F
Fall People – 53
Fast Zombie – 178
Lava Men – 49 P
Lions – 282
Lemurians – 40 Path of the Winding Way, The – 269
Liquid Life – 18 People, The (Saurians) – 158
Procyonite – 93
M Pseudo-Skrulls – 47
Psion Body Type – 157
M'Ndavians – 148 Psion Template – 262
Magic Users – 181 Pterons – 54
Mekkan – 91 Pure Robot: Computer – 14
Mephitisoids – 150 Pure Robot: Humanshape – 13
Mineral Life – 18 Pure Robot: Metamorphic Robot – 14
Mobian – 92 Pure Robot: Usuform Robot – 13
Modified Human – 10
Modified Human: Extra Parts – 10 Q
Modified Human: Musculars – 10
Modified Human: Organics – 10 Quon – 44
Modified Human: Skeletals – 10
Moloids – 50 R
Monkeys – 283
Morlocks – 68 Rajak – 94
Mutants – 2, 3, 5 Random Mutation – 9
Muspelheim Demon – 108 Rat, Individual – 284
Rat, Pack of Ten – 284
Robots – 2, 4, 6
S
Saurid – 95
Savage Land Mutates – 70
Savage Land Races – 52
Scarlet Beetles – 52
Sharks – 285
Shi’ar – 41
Skrull – 42
Slow Zombie – 179
Snake, Constrictor – 285
Spaceknights – 71
Squid – 283
Sssth – 95
Stenth – 96
N Subterraneans – 48
Sun People – 54
Surgical Composites – 10
New Men – 40
Symbiotes – 263
Normal Humans – 7, 9, 63
U
Ultimate Martial Artist, The – 163
Undead – 20
V
Vampire Hunters – 271
Vampires – 76
Vegan – 98
Vegetable – 17
W
Warrior Prime – 161
Werewolves – 173
Winged Flyers – 46
Wolves – 285
X
X-Babies – 273
Xartan – 99
Z
Zn’rx (Snarks) – 176
Zombies – 177
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