Egyptoid Posted May 20, 2008 Report Share Posted May 20, 2008 Marvel setting, the universe approx. 5O years after the events in Annihilation and Conquest. In the bizarre tradition I seem to have for Marvel (Remember Love Children otMU)? here's another one coming at ya! The players will be cosmic level, with elements of Galactic Champions and Star Hero mixed in. here's my backfill ( oops, backstory) and guidelines so far. Marvel Galaxies takes place 75 years after the events in Annihilation, Conquest, etc. There has been severe trouble on Earth, and several heroes from outside the Solar System have banded together, to return to Sol System, and find out what can be done to repair the homeworld of man. War is brewing. The Major Empires have been colonizing in the Galactic neighborhood. Regular infringements have made all the great empires uneasy and tense. The last 50 years of peace since the disposal of Phalanx have made many forget the old days of raiding and sabotage and diplomatic wrangling. Imperial Level movers and shakers Include The Badoon, reptilian overlords from the Milky Way Galaxy. The Alpha Centaurians, ancestors of Yondu, that have a sizable hold in M W G The Skrulls, shapeshifting humanoids that strike from Andromeda Galaxy Men of Sol 3, the Terrans, now scattered in small colonies and refuge planets. The Kree, cosmopolitan space men from the Magellanic Clouds Xandar, the human-like race from Andromeda Galaxy, home of the Nova Corps The Brood, insectoid raiders stealing out from their own nearby Galaxy Shiar, hailing from their own galaxy, the proud overlords of 5OOO worlds Baluurian Remnant, soldiers from the Negative Zone living in the Milky Way Arthrosian Stragglers, Negative Zone warriors staking claim in the Milky Way Character are built on 450 base points, plus up to 200 points of disadvantages. Characters will be either space-based Marvels, Or original ideas of legacies based on OHhotMU. (FYI this is a table-top game played in Hampton Roads) Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted May 20, 2008 Author Report Share Posted May 20, 2008 Silver Surfer (Galaxy Style) no arguments, there's a lot of hand-waving at this level Silver-Surfer - Norrin Radd VAL...CHA...Cost...Total...Roll......Notes 58....STR.....38...58......21-.......HTH Damage 11 1/2d6 END [6] 43....DEX.....99...43......18-.......OCV 14 DCV 14 40....CON.....60...40......17- 24....BODY....28...24......14- 38....INT.....28...38......17-.......PER Roll 17- 48....EGO.....76...48......19-.......ECV: 16 58....PRE.....48...58......21-.......PRE Attack: 11 1/2d6 21....COM.....6...21......13- 12....PD......0...12/28.............12/28 PD (6/22 rPD) 12....ED......2...12/28.............12/28 ED (6/22 rED) 6....SPD.....7...6.................Phases: 2, 4, 6, 8, 10, 12 18....REC.....0...18 80....END.....0...80 68....STUN....0...68 6....RUN......0...6"................END [1] 2....SWIM.....0...2"................END [1] 12....LEAP.....0...11 1/2"................11 1/2" forward, 5 1/2" upward CHA Cost: 392 Cost...POWERS .....Silver, all slots cosmic (-2) - END= 4.....1) Gliding 6", x4 Noncombat (11 Active Points) - END=0 6.....2) Power Defense (18 points) (18 Active Points) - END=0 7.....3) Density Increase (600 kg mass, +10 STR, +2 PD/ED, -2" KB), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (22 Active Points) - END=0 17.....4) Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 1600 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (50 Active Points) - END=0 2.....5) Mental Defense (16 points total) (6 Active Points) - END=0 3.....6) Damage Resistance (6 PD/6 ED/3 Mental Def./6 Power Def.) (10 Active Points) - END=0 20.....7) Armor (16 PD/16 ED), Hardened (+1/4) (60 Active Points) - END=0 ..... - END= 154.....Surfer Powers: Variable Power Pool, 135 base + 19 control cost, (202 Active Points); Cosmic (-2), Visible (-1/4), Only In Heroic Identity (-1/4) - END= 0.....1) Telekinesis (35 STR), Fine Manipulation, Semi-Armor Piercing (+1/4), Increased Maximum Range (2,725"; +1/4), Difficult To Dispel (x4 Active Points; +1/2) (125 Active Points) Real Cost: 125 - END=12 0.....2) Killing Attack - Ranged 4d6, Armor Piercing (+1/2), Affects Desolidified Any form of Desolidification (+1/2) (120 Active Points) Real Cost: 120 - END=12 0.....3) Cosmic: Major Transform 8d6+1 (manipulate matter and energy, and restructure or animate matter at will, even transmuting elements. , cosmic) (125 Active Points) Real Cost: 125 [Notes: capable of revitalizing or evolving organic life on a planet wide scale. form and manipulate energy constructs, manipulate gravity, absorb and discharge most forms of energy,] - END=12 0.....4) Desolidification (affected by magic or darkforce) (40 Active Points) Real Cost: 40 - END=4 0.....5) +48 STR (48 Active Points); No Figured Characteristics (-1/2) Real Cost: 32 - END=5 0.....6) Minor Cosmic Alterations: Change Environment 32" radius, +10 Points of Telekinetic STR, -7 to Characteristic Roll or Skill Roll, Long-Lasting 1 Hour, Multiple Combat Effects, Varying Combat Effects (123 Active Points) Real Cost: 123 - END=12 0.....7) Cosmic Boost: Aid any one stat at a time 7d6, Can Add Maximum Of 81 Points (90 Active Points); Extra Time (Full Phase, -1/2) Real Cost: 60 - END=0 0.....8) Heralding: Telepathy 5d6+1 (Additional Class of Minds class of minds), Area Of Effect (One Hex; +1/2), Penetrating (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (129 Active Points) Real Cost: 129 - END=13 0.....9) Cosmic Awareness: Retrocognitive, Precognitive Clairsentience (Hearing Group, Danger Sense And Mind Scan), x64 Range (25,600"), Discriminatory, Telescopic: +10 (110 Active Points) Real Cost: 110 - END=11 0.....10) Dispel Energy Powers 30d6 (90 Active Points) Real Cost: 90 - END=9 0.....11) Drain Cosmic Powers 12d6 (120 Active Points) Real Cost: 120 - END=12 0.....12) Energy Blast 25d6 (125 Active Points) Real Cost: 125 - END=12 0.....13) Entangle 12d6, 12 DEF (120 Active Points) Real Cost: 120 - END=12 0.....14) Flash: Sight, Radio, Hearing, Mental and Mystic Groups, Spatial Awareness, Combat Sense, Detect and Danger Sense Flash 12d6 (94 Active Points) Real Cost: 94 - END=9 0.....15) Illusion-Casting: Sight, Radio and Hearing Groups and Spatial Awareness Images Increased Size (16" radius; +1), +/-10 to PER Rolls (110 Active Points) Real Cost: 110 - END=11 0.....16) Healing: any physical stat, 6d6, Can Heal Limbs, Variable Special Effects (Any SFX; +1/2) (97 Active Points) Real Cost: 97 - END=10 0.....17) Force Wall (16 PD/16 ED/3 Mental Defense/3 Power Defense/1 Flash Defense: Sight Group; 12" long and 3" tall) (124 Active Points) Real Cost: 123 - END=12 0.....18) Life Seeking: Detect A Single Thing 17- (Mystic Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Rapid: x1000, Sense, Telescopic: +3, MegaScale (1" = 100 billion km; +3) (130 Active Points) Real Cost: 130 - END=0 POWERS Cost: 213 Cost...MARTIAL ARTS 5......Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 68 STR to Disarm; FMove 5......Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 11 1/2d6 +v/5; FMove 5......Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 11 1/2d6 +v/5; Target Falls; FMove MARTIAL ARTS Cost: 15 Cost...SKILLS 3......Acrobatics 18- 3......Acting 21- 3......Analyze: Combat 17- 3......Breakfall 18- 3......Combat Piloting 18- 10......+2 with Ranged Combat 3......Conversation 21- 3......Deduction 17- 3......KS: Galactography, Super-Beings, Physics, Astronomy 17- 3......SS: Xenobiology, History, Art, Philosophy, Relativity, Cosmology 17- 7......Navigation (Air, Astral, Dimensional, Hyperspace, Space, Temporal) 17- 3......Persuasion 21- 3......TF: Snowboarding, Surfing, Windsurfing 3......Tracking 17- 3......+1 with any three related Skills SKILLS Cost: 56 Cost...PERKS 3......Favors 3......Favors 10......Follower 3......Reputation: The First Herald (A large group) 14-, +1/+1d6 [Notes: (not true)] 20......Vehicle ......- - - - Silver Surfboard - - - - ......20 DEF, 20 BODY, Hardened ......A: FTL travel: Level 50, Usable by up to 8 others, One Extra Phase to Activate ......B. Flight, 20 Inches, X 16 Non Combat, Usable by up to 8 others ......C. Force Field, 3 Def. ,Usable by Up to 8 persons ......D. Pilot, Acrobatics, 14 or less PERKS Cost: 39 Cost...TALENTS 3......Bump Of Direction 15......Danger Sense (immediate vicinity, in combat, Intuitional) 17- 20......Universal Translator 17- 3......Absolute Range Sense 24......Hotshot Pilot (Star Hero) 4......FTL Pilot [Notes: Paraphernalia: board is composed of the same impervious, cosmic-powered silvery material as his skin, mentally linked to him; moves in response to his thoughts, even when he is not in phys.contact. almost indestructible, but on rare occasions where it has been damaged , he's been able to repair. Surfer can attack opponents remotely by directing the board against them, and the board is capable of pinning other beings temporarily.] TALENTS Cost: 69 Value..DISADVANTAGES 25.....Distinctive Features: Mercurial Humanoid (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 20.....Physical Limitation: Under-emotional, Semi-male, Aloof Demeanor (All the Time, Greatly Impairing) 30.....Vulnerability: 2 x Effect Primordial Powers (Very Common) 20.....Susceptibility: Primordial Energies, 2d6 damage Instant (Very Common) ..... 5.....Unluck: 1d6 20.....Psychological Limitation: Scholarly, Messianic (Very Common, Strong) 15.....Psychological Limitation: Heroic (Common, Strong) ..... 10.....Social Limitation: Public ID (Frequently, Major, Not Limiting In Some Cultures) 35.....Hunted: Mojo Galactic Baddies, and by certain Empires 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 20.....Rivalry: Professional and Romantic (Other Heralds; Rival is Significantly More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 20.....Reputation: Galactic Accomplice, 14- (Extreme) 10.....Reputation: Heroic, 14- (Known Only To A Small Group) DISADVANTAGES Points: 230 Base Pts: 400 Exp Required: 154 Total Exp Available: 165 Exp Unspent: 11 Total Character Cost: 784 Background/History Real Name: Norrin Radd^^ Aliases: Sentinel or Sky-Rider of the Spaceways, Silverado^^ Identity: True identity unknown to most of Earth^^ Part of an extremely long-lived and technologically advanced humanoid race which had created a worldwide utopia devoid of crime, disease, hunger, poverty, and want of any kind. Urged on by his atypically ambitious father Jartran, Norrin was raised as a grimly intellectual youth, encouraged to seek knowledge, advancement, and achievement rather than the aimless hedonism which had come to dominate Zenn-Lavian society. Despite his lifelong love, Shalla-Bal,, immersing himself in histories of Zenn-La's adventurous ancient past.^^^^ Norrin's life changed forever when a menacing alien spacecraft pierced Zenn-La's long-neglected defense systems. Convincing a Council of Scientists member to provide him with a spaceship, Radd soon confronted the invader, Galactus, who intended to consume Zenn-La.^^ Education: Tutored in science by Jartran Radd and in the nature of the universe by Galactus; self-taught in various areas, especially history, and absorbed much Zenn-Lavian knowledge from "hypno-powered study cubes" Personality/Motivation Radd offered to become his herald and seek out new worlds for him in exchange for Galactus sparing Zenn-La .___ Galactus agreed, transforming Radd into a silver-skinned, cosmic-powered super-being patterned after an adolescent fantasy plucked from Norrin's memories. Known thereafter as the Silver Surfer because of the silvery flying board he rode, Radd departed Zenn-La with Galactus. ___ The Surfer served Galactus well for many years, enjoying exploring the wonders of the universe; however, it became increasingly difficult for Radd to find energy-rich worlds devoid of sentient life.^^ ===========^^ Norrin grew into a restless soul who longed for challenge and struggle Quote One of the noblest and most tormented cosmic entities in the universe, the Silver Surfer treasures freedom above all else, but has often sacrificed his liberty for the greater good. Powers/Tactics SS wields "power cosmic", absorbing and manipulating the universe's ambient energies. ^^He can augment his strength to incalculable levels, and is almost totally indestructible. ^^He can navigate space, hyperspace and dimensional barriers^^flies at near-limitless speeds on his board, entering hyperspace when he exceeds light speed. ^^He has even proven capable of time travel on occasion. Immune to temperature extremes^^Does not require food, drink, air or sleep, sustained entirely by converting matter into energy. ^^ Immune to most radiation, can survive in vacuum environments such as space & hyperspace. ^^Analyze & manipulate matter and energy, & restructure or animate matter at will, even transmuting elements. ^^Can heal the living (cannot raise dead), & capable of revitalizing or evolving organic life on a planet wide scale. ^^He can alter the size of himself or of other matter, cast illusions, fire energy blasts, ^^form and manipulate energy constructs, manipulate gravity, absorb and discharge most forms of energy, ^^and phase through solid matter. His senses enable him to detect objects and energies light years away, ^^and to perceive matter and energy in subatomic detail; ^^he can even see through time, and with concentration can achieve limited perception of past and future ^^events in his general vicinity. , has demonstrated limited telepathic ability on occasion, ^^and has proven able to influence human emotion and sensation. Campaign Use Occupation: Spacefaring adventurer and explorer; former would-be world conqueror, minion of Gaea, Earthbound adventurer, herald of Galactus, scholar; sometimes mistakenly regarded as a messianic figure Citizenship & Place of Birth: Planet Zenn-La, Deneb System, Milky Way Galaxy ::: Known Relatives: Jartran Radd (father, deceased), Elmar Radd (mother, deceased), Fennan Radd (half-brother, possibly deceased) :::: Group Affiliation: Heralds of Galactus; Formerly Defenders, the Order, Star Masters, Secret Defenders, Titans Three Appearance Notes: Paraphernalia: board is composed of the same impervious, cosmic-powered silvery material as his skin, mentally linked to him; moves in response to his thoughts, even when he is not in phys.contact. almost indestructible, but on rare occasions where it has been damaged , he's been able to repair. Surfer can attack opponents remotely by directing the board against them, and the board is capable ofpinning other beings temporarily. 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Egyptoid Posted May 20, 2008 Author Report Share Posted May 20, 2008 STAR_FOX, Galaxies Styled STARFOX - Eros VAL...CHA...Cost...Total...Roll......Notes 33....STR.....23...33......16-.......HTH Damage 6 1/2d6 END [3] 23....DEX.....39...23......14-.......OCV 8 DCV 8 33....CON.....46...33......16- 14....BODY....8...14......12- 23....INT.....13...23......14-.......PER Roll 14- 43....EGO.....66...43......18-.......ECV: 14 28....PRE.....18...28......15-.......PRE Attack: 5 1/2d6 23....COM.....7...23......14- 8....PD......1...8/26.............8/26 PD (0/18 rPD) 8....ED......1...8/26.............8/26 ED (0/18 rED) 5....SPD.....17...5.................Phases: 3, 5, 8, 10, 12 14....REC.....0...14 66....END.....0...66 48....STUN....0...48 6....RUN......0...6"................END [1] 2....SWIM.....0...2"................END [1] 7....LEAP.....0...6 1/2"................6 1/2" forward, 3" upward CHA Cost: 239 Cost...POWERS 55.....Emotion control: Multipower, 125-point reserve, (125 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4), Limited Effect Friendly, Cooperative, Pleasurable (-1/4); all slots Side Effects (Side Effect affects both character and recipient of Power's benefits; can start arguments; -3/4) - END= 7u.....1) Mind Control 12d6 (Additional Class of Minds class of minds), Telepathic (+1/4), Armor Piercing (+1/2) (122 Active Points) - END=12 7u.....2) Non-Sequitur Feelings: Ego Attack 7d6 (Additional Class of Minds class of minds), Armor Piercing (+1/2) (120 Active Points) - END=12 4u.....3) Mind Scan 23d6 (Additional Class Of Minds class of minds) (125 Active Points); detect emotion sources Power does not work in Common Circumstances (-1/2), Extra Time (Full Phase, -1/2) - END=12 5u.....4) Telepathy 23d6 (Additional Class of Minds class of minds) (125 Active Points); Empathy All Emotions (-1/2) - END=12 2u.....5) Katana Girls Club: Summon 8 100-point creatures (35 Active Points) - END=3 ..... - END= 7.....Power Defense (7 points) - END=0 7.....Mental Defense (19 points total) - END=0 3.....Lack Of Weakness (-3) for Resistant Defenses - END=0 3.....Lack Of Weakness (-3) for Mental Defense - END=0 10.....FF (3 PD/3 ED/3 Mental Defense/3 Power Defense/3 Flash Defense: Hearing Group) (15 Active Points); OIF (-1/2) - END=1 ..... - END= .....StarFox, all slots Star Fox (-1/4) - END= 20.....1) Emotion Control: Find Weakness 14- with Single Attack, 1st Slot (25 Active Points) - END=0 38.....2) Life Support (Eating: Character only has to eat once per year; Immunity All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: 1600 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per year) (48 Active Points) - END=0 26.....3) Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) - END=0 28.....4) Healing BODY 1d6, Can Heal Limbs, Resurrection (35 Active Points) - END=3 40.....5) Mind Link , Additional Class of Minds class of minds, Specific Group of Minds, No LOS Needed, Number of Minds (x16) (50 Active Points) - END=0 20.....6) Luck 5d6 (25 Active Points) - END=0 41.....7) Flight 18", x16 Noncombat (51 Active Points) - END=5 POWERS Cost: 323 Cost...SKILLS 3......Acrobatics 14- 3......Acting 15- 3......Breakfall 14- 3......Conversation 15- 4......Gambling (Card Games, Dice Games) 14- 3......High Society 15- 3......KS 14- 4......Language (completely fluent; literate) 3......Persuasion 15- 5......Seduction 16- 3......Stealth 14- 3......Teamwork 14- SKILLS Cost: 40 Cost...PERKS 3......Reputation (A large group) 14-, +1/+1d6 3......Access 3......Contact 12- 30......Follower 5......Money: Well Off 3......Reputation (A large group) 14-, +1/+1d6 PERKS Cost: 47 Cost...TALENTS 12......Combat Luck (6 PD/6 ED) 4......FTL Pilot 1......Lightning Reflexes: +1 DEX to act first with Single Action 3......Lightsleep 5......Rapid Healing TALENTS Cost: 25 Value..DISADVANTAGES 15.....DNPC: Katana Girls 11- (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs) 15.....Distinctive Features: Titan (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 5.....Enraged: attacks on women (Uncommon), go 8-, recover 14- 5.....Enraged: marring his good looks (Uncommon), go 8-, recover 14- 20.....Hunted: Usual space Bastards 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 5.....Psychological Limitation: seeks justice (Uncommon, Moderate) 5.....Psychological Limitation: feels bad about junk his brother Thanos does (Uncommon, Moderate) 15.....Reputation: womanizer, casanova, 11- (Extreme) 15.....Rivalry: Professional (Thanos; Rival is Significantly More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15.....Social Limitation: public ID (Frequently, Major) 5.....Susceptibility: black magicks, 1d6 damage Instant (Uncommon) 10.....Vulnerability: 2 x Effect black magicks (Uncommon) 70.....Titan Homeworld Destroyed DISADVANTAGES Points: 200 Base Pts: 400 Exp Required: 74 Total Exp Available: 100 Exp Unspent: 26 Total Character Cost: 674 STAR_FOX Background/History: Eros of Titan Personality/Motivation: Ladies Man Quote: Not now, She-Hulk Powers/Tactics: Talk-em, Joke-Em, Wow-em Campaign Use: the Face-Man Appearance: Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted May 20, 2008 Author Report Share Posted May 20, 2008 Re: Marvel Galaxies HERCULES - Heracles VAL...CHA...Cost...Total...Roll......Notes 100....STR.....25...100......29-.......HTH Damage 20d6 END [9] 28....DEX.....54...28......15-.......OCV 9 DCV 9 60....CON.....30...60......21- 37....BODY....30...37......16- 15....INT.....5...15......12-.......PER Roll 12- 28....EGO.....36...28......15-.......ECV: 9 41....PRE.....31...41......17-.......PRE Attack: 8d6 25....COM.....8...25......14- 25....PD......18...25/41.............25/41 PD (18/34 rPD) 25....ED......13...25/41.............25/41 ED (18/34 rED) 6....SPD.....22...6.................Phases: 2, 4, 6, 8, 10, 12 20....REC.....2...20 120....END.....0...120 86....STUN....0...86 10....RUN......2...10"................END [2] 7....SWIM.....2...7"................END [2] 23....LEAP.....0...23"................23" forward, 11 1/2" upward CHA Cost: 278 Cost...POWERS 22.....STRENGTH: Multipower, 65-point reserve, (65 Active Points); Olympian (-2) - END= 4u.....1) Tunneling 6" through 11 DEF material (45 Active Points) - END=4 3u.....2) Wrap Up with Railings: Entangle 6d6, 6 DEF (60 Active Points); OAF Expendable (Difficult to obtain new Focus; available crud; -1 1/4) - END=6 1u.....3) Stratospheric Punch: Mega-Scale On up to 60 STR (10 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Only Affects Knockback Distance (-1/2), Called Shot, minus 5 to OCV (-1/2) - END=4 3u.....4) Thrown Object: EB 13d6 (65 Active Points); OAF Expendable (Difficult to obtain new Focus; -1 1/4) - END=6 2u.....5) Rending: HKA 2 1/2d6 (5d6+1 w/STR), Armor Piercing (+1/2) (60 Active Points); Gestures (Requires both hands; requires a successful Grab first; -1/2), Required Hands Two-Handed (-1/2), No Knockback (-1/4), Extra Time (Delayed Phase, -1/4) - END=6 2u.....6) Swinging 21", x4 Noncombat (26 Active Points); OIF (-1/2) - END=3 4u.....7) Missile Deflection (Bullets & Shrapnel), Missile Reflection, Reflect At Any Target (45 Active Points) - END=0 4u.....8) +65 STR (65 Active Points); No Figured Characteristics (-1/2) - END=6 6u.....9) Blowing Away Junk: Dispel Fire, Gas/Smoke/Mist Powers 10d6, [four powers] simultaneously (+1) (60 Active Points) - END=6 3u.....10) I Ignore Your Puny Weapons: (Total: 30 Active Cost, 30 Real Cost) Missile Deflection (Any Ranged Attack) (Real Cost: 20) [b]plus[/b] +5 with Missile Deflection (Real Cost: 10) - END=0 ..... - END= .....Olympian Ideal, all slots Olympian (-2) - END= 4.....1) Power Defense (12 points) (12 Active Points) - END=0 11.....2) Life Support (Eating: Character only has to eat once per year; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per year) (34 Active Points) - END=0 12.....3) Leg-Sweep: Find Weakness 16- with Single Attack (35 Active Points) - END=0 8.....4) Loud Voice: Change Environment 16" radius (25 Active Points) - END=2 23.....5) +35 CON (70 Active Points) - END= 8.....6) +12 BODY (24 Active Points) - END= 7.....7) Damage Resistance (18 PD/18 ED/3 Mental Def./3 Power Def.) (21 Active Points) - END=0 35.....8) Mace: Killing Attack - Hand-To-Hand 4d6 (6 1/2d6 w/STR), Affects Desolidified One Special Effect of Desolidification (magic; +1/4), Armor Piercing (+1/2), Double Knockback (+3/4) (150 Active Points); OAF (-1), Real Weapon (-1/4) - END=15 3.....9) Nightvision, Discriminatory (10 Active Points) - END=0 2.....10) IR Perception (Sight Group) (5 Active Points) - END=0 2.....11) UV Perception (Sight Group) (5 Active Points) - END=0 3.....12) Mental Defense (17 points total) (8 Active Points) - END=0 ..... - END= 10.....FF (3 PD/3 ED/3 Mental Defense/3 Power Defense/3 Flash Defense: Hearing Group) (15 Active Points); OIF (belt; -1/2) - END=1 6.....Energy Damage Reduction, Resistant, 25% (15 Active Points); Not Versus Black Magic or Poison ; (-1 1/2) - END=0 11.....Running +3" (11" total), x4 Noncombat - END=1 13.....Leaping +3" (23" forward, 11 1/2" upward) (Accurate, x4 Noncombat) - END=1 8.....Swimming +3" (9" total) (x4 Noncombat) - END=1 6.....Physical Damage Reduction, Resistant, 25% (15 Active Points); Not Versus Black Magic or Poison ; (-1 1/2) - END=0 15.....Watched By zeus: Luck 3d6 - END=0 22.....Armor (13 PD/13 ED) (39 Active Points); OIF (-1/2), Real Armor (-1/4) - END=0 POWERS Cost: 263 Cost...MARTIAL ARTS 3......Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 21d6 Strike, Target Falls 3......Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 20d6 +v/5, Target Falls 4......Reversal: var Phase, -1 OCV, -2 DCV, 115 STR to Escape; Grab Two Limbs 5......Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 110 STR to take weapon away 3......Takedown: 1/2 Phase, +1 OCV, +1 DCV, 20d6 Strike; Target Falls MARTIAL ARTS Cost: 18 Cost...SKILLS 16......+2 with All Combat 3......Language (fluent conversation; literate) 5......KS 14- 3......Acrobatics 15- 3......Acting 17- 3......Analyze: Fighting & Ma.Arts 12- 5......Animal Handler (Aquatic Animals, Birds, Bovines, Camels, Canines, Dragons, Elephants, Equines, Felines, Other, Raptors, Reptiles & Amphibians, Ursines) 17- (14 Active Points); Olympian (-2) 3......Breakfall 15- 3......Climbing 15- 3......Combat Piloting 15- 3......Conversation 17- 3......Deduction 12- 5......Defense Maneuver I-II 3......Disguise 12- 9......Gambling (Card Games, Dice Games, Sports Betting, Other, Roulette) 12- 3......High Society 17- 3......Lipreading 12- 5......Navigation (Air, Land, Marine, Space) 12- 3......Oratory 17- 3......PS: Soldier, Gladiator, King, Thespian, Farmer 17- 3......Paramedics 12- 3......Persuasion 17- 3......Riding 15- 3......Seduction 17- 3......Streetwise 17- 3......Survival 12- 6......TF: Riding Animals, Chariots, Combat Aircraft, Early Spacecraft, Large Military Ships, Personal Use Spacecraft 3......Tactics 12- 3......Teamwork 15- 3......Tracking 12- 3......Trading 17- 8......WF: Common Melee Weapons, Siege Engines, Bows, Inertial Gloves, Javelins and Thrown Spears, Nets, Thrown Rocks SKILLS Cost: 131 Cost...PERKS 5......Contact (Contact has useful Skills or resources, Good relationship with Contact) 12- 20......Followers 5......Fringe Benefit: Member of the Aristocracy/Higher Nobility 5......Money: Well Off 1......Vehicles 15......Vehicle: 2 Goats and 1 Chariot PERKS Cost: 51 Cost...TALENTS 3......Ambidexterity (-2 Off Hand penalty) 6......Lightning Reflexes: +6 DEX to act first with Punch 5......Rapid Healing 1......Eidetic Memory (5 Active Points); Limited Power : I Like Stories (-2), Incantations (-1/4) TALENTS Cost: 15 Value..DISADVANTAGES 25.....Enraged: Berserk : Insults, Honor Problems, Cultural Quibbles (Uncommon), go 11-, recover 11- 5.....Social Limitation: Called on for Favors by Avengers, Defenders, Nova Corps (Occasionally, Minor) 15.....Psychological Limitation: Brave (Common, Strong) 15.....Psychological Limitation: Brash (Common, Strong) ..... 30.....Hunted: Galactic Evils, Celestials, Ultrons, Avenger-Haters 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 15.....Reputation: Adventuring Lunk-Head, 11- (Extreme) 5.....Rivalry: Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5.....Rivalry: Romantic (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 10.....Rivalry: Professional and Romantic (; Rival is Less Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 5.....Unluck: 1d6 15.....Social Limitation: Demigod (Frequently, Major) ..... 5.....Susceptibility: poisons, 1d6 damage Instant (Uncommon) 10.....Vulnerability: 2 x Effect poisons (Uncommon) DISADVANTAGES Points: 160 Base Pts: 400 Exp Required: 196 Total Exp Available: 200 Exp Unspent: 4 Total Character Cost: 756 Background/History: son of Zeus, name means "Glory of Hera", He earned 650 exp in 3000 years, or about 1 every five years. Reminds me of some of my characters... Avengers, Champions of Los Angeles, Galactic Bounty Hunters versus Galactus Personality/Motivation: thrillseeker , adventurer Quote: "I am a warrior born, If I ever know defeat, it shall only be in battle." --- Thor 198 Powers/Tactics: Basic Brick Campaign Use: Helper, Comrade in Arms; "Hold Varlet, you must answer these questions to our satisfaction." Appearance: Olympian Idea Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted May 20, 2008 Author Report Share Posted May 20, 2008 HIGH EVOLUTIONARY - galaxy style High Evolutionary - Herbert Edgar Wyndham VAL...CHA...Cost...Total...Roll......Notes 20....STR.....10...20/140......13- / 37-.......HTH Damage 4d6/28d6 END [2/14] 23....DEX.....39...23......14-.......OCV 8 DCV 8 25....CON.....30...25......14- 20....BODY....20...20/44......13- / 18- 43....INT.....33...43......18-.......PER Roll 18- 30....EGO.....40...30......15-.......ECV: 10 20....PRE.....10...20......13-.......PRE Attack: 4d6 10....COM.....0...10......11- 10....PD......6...10/38.............10/38 PD (0/28 rPD) 10....ED......5...10/38.............10/38 ED (0/28 rED) 4....SPD.....7...4.................Phases: 3, 6, 9, 12 9....REC.....0...9 50....END.....0...50 43....STUN....0...43/67 6....RUN......0...6"................END [1] 2....SWIM.....0...2"................END [1] 4....LEAP.....0...4"/28"................4"/28" forward, 2"/14" upward CHA Cost: 200 Cost...POWERS 40.....Power Armor Abilities: Multipower, 150-point reserve, (150 Active Points); all slots Conditional Power Power does not work against Energy (-1), Cosmic : (-1), Gestures (Requires both hands; -1/2), Only In Heroic Identity (-1/4) - END= 3u.....1) Flight 35", x2,048 Noncombat (120 Active Points) - END=12 4u.....2) Evolution Ray: Major Transform 8d6 (Living creatures into primative or evoloved state), Variable Special Effect (Limited Group of SFX; +1/4) (150 Active Points) - END=15 3u.....3) Bio-Energy Blast: Energy Blast 16d6, Penetrating (+1/2) (120 Active Points) - END=12 1u.....4) Class 1000 Communication with Animals, Cybernetics, Mental Probe, Speech-Throwing, Telepathy, and Linguistics: Mind Link , Additional Class of Minds class of minds, Any Willing Target, Any distance (30 Active Points) - END=0 4u.....5) Acid or Bullets: Killing Attack - Ranged 6d6, Area Of Effect (One Hex; +1/2) (135 Active Points) - END=13 2u.....6) Class 1000: Invisibility to Sight, Mental, Radio, Hearing, Smell/Taste and Touch Groups, Danger Sense, Combat Sense and Spatial Awareness , No Fringe (66 Active Points) - END=7 3u.....7) Matter Creation: Life-form, Artifact, or Element Creation 12d6, 12 DEF (standard effect: 12 BODY, 12 DEF), Reduced Endurance (1/2 END; +1/4) (150 Active Points); : (-1) - END=6 3u.....8) Superluminal Thrusters: Faster-Than-Light Travel (35,702,052 Light Years/second) (110 Active Points) - END=0 3u.....9) Growth (+120 STR, +24 BODY, +24 STUN, -24" KB, 1.53E9 kg, -16 DCV, +16 PER Rolls to perceive character, 475 m tall, 237 m wide) (120 Active Points) - END=12 3u.....10) Healing BODY 9 1/2d6, Can Heal Limbs, Resurrection (120 Active Points) - END=12 3u.....11) Devolution Ray: Drain All Mutational Abilities 7d6+1, Armor Piercing (+1/2), Delayed Return Rate (points return at the rate of 5 per Month; +1/2) (146 Active Points); Lim: Only Versus Mutated or Evolved (-1 1/2) - END=15 ..... - END= 22.....Power Armor: Armor (18 PD/18 ED), Hardened (+1/4) (67 Active Points); Conditional Power Half-Value against Cosmic Power (-1), OIF (-1/2), Real Armor (-1/4), Only In Heroic Identity (-1/4) - END=0 32.....Power Armor Field: Force Field (10 PD/10 ED/10 Mental Defense/10 Power Defense/5 Flash Defense: Hearing Group/10 Flash Defense: Sight Group) (Protect Carried Items), Hardened (+1/4), Costs END Only To Activate (+1/4) (97 Active Points); Activation Roll 11- (-1), OIF (-1/2), Only In Heroic Identity (-1/4), Real Armor (-1/4) - END=8 21.....Power Armor Sealed Systems: Life Support (Eating Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week) (43 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4), Real Armor Power loses about a fourth of its effectiveness (-1/4) - END=0 ..... - END= 6.....Power Armor Sensors: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4), Real Armor Power loses about a fourth of its effectiveness (-1/4) - END=0 3.....Power Armor Sensors: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) - END=0 5.....Unique Power Armor: Lack Of Weakness (-10) for Resistant Defenses (10 Active Points); OIF (-1/2), Real Armor (-1/4), Only In Heroic Identity (-1/4) - END=0 ..... - END= 13.....Power Armor Anti-Grav: Flight 10" (20 Active Points); Real Armor Power loses about a fourth of its effectiveness (-1/4), Only In Heroic Identity (-1/4) - END=2 24.....Power Armor Anti-Matter Power Supply: Endurance Reserve (100 END, 20 REC) Reserve: (30 Active Points); OIF Fragile (-3/4), Fuel Dependent (fuel is Very Common; must refuel Once per year; -3/4) - END=0 24.....Superior Mind: Telepathy 4d6 (Additional Class of Minds class of minds) (30 Active Points); Requires An INT Roll (-1/4) - END=3 POWERS Cost: 222 Cost...SKILLS 3......Jack of All Trades 2......1) PS: doc (3 Active Points) 18- 2......2) PS: Sci (3 Active Points) 18- 2......3) PS: Pilot (3 Active Points) 18- 2......4) PS: T-Form (3 Active Points) 18- 3......Scholar 2......1) KS: Alien Animals (3 Active Points) 18- 2......2) KS: Alien Humanoid (3 Active Points) 18- 2......3) KS: Alien Plants (3 Active Points) 18- 2......4) KS: Earth Animals (3 Active Points) 18- 2......5) KS: Earth Humanoid (3 Active Points) 18- 2......6) KS: Earth Plants (3 Active Points) 18- 2......7) KS: Biology, Biochemistry, Xenobiology, Genetics (3 Active Points) 18- 3......Scientist 1......1) SS: biochem 11- (2 Active Points) 2......2) SS: bio, xenobio 18- (3 Active Points) 4......3) SS: gene. 20- (5 Active Points) 2......4) SS: micro-bio 18- (3 Active Points) ...... 4......Language (completely fluent; literate) 3......Mechanics 18- 2......Navigation (Space) 18- 3......Paramedics 18- 3......Analyze: Naturalabilities and inherent racial powers 18- 5......Systems Operation (Medical Systems, Dimensional Sensors, FTL Sensors, Medical Sensors) 18- ...... 3......Tactics 18- 3......Teamwork 14- 2......TF: Science Fiction & Space Vehicles 4......Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons) 18- 3......Combat Piloting 14- 3......Computer Programming 18- 3......Deduction 18- 3......Electronics 18- 3......Forensic Medicine 18- 3......Inventor 18- SKILLS Cost: 90 Cost...PERKS 18......Contact: Avengers, Fant.Four, Knights of W, Counter-Earth, Adam Warlock (Contact has access to major institutions, Contact has extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 8- 1......Fringe Benefit: Starship License 3......Fringe Benefit: Galactic Computernet Access Card 15......Money: Filthy Rich (Somewhere) 1......Reputation (A small to medium sized group) 8-, +1/+1d6 5......Base 20......Vehicle PERKS Cost: 63 Cost...TALENTS 5......Eidetic Memory 4......FTL Pilot 10......Universal Translator 18- (20 Active Points); OAF (-1) TALENTS Cost: 19 Value..DISADVANTAGES 20.....Accidental Change: Super-Evolved Form: When he takes more than 10 body from an attack or is knocked unconcious. Always (Uncommon) 10.....Accidental Change (GM Controlled): Devolve Into Fighting Ape Form 11- (Uncommon) 15.....Distinctive Features: Unique Designer Armor. (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10.....Vulnerability: 1 1/2 x STUN Magic Stun Attacks (Common) 10.....Vulnerability: 1 1/2 x BODY Magic Killing Attacks (Common) 5.....Vulnerability: 1 1/2 x Effect Magic non-combat effects (Uncommon) ..... 20.....Psychological Limitation: Mad Scientist: will stop to take apart the roses. (Very Common, Strong) 25.....Psychological Limitation: Wundagor must be found! (Very Common, Total) 15.....Enraged: Science or Experiments Thwarted (Common), go 11-, recover 14- ..... 15.....Hunted: Ultron 3000 11- (As Powerful), NCI, Mildly Punish 15.....Hunted: Galactus 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 15.....Hunted: Elders of the Universe 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 10.....Reputation: Cold Hearted Pragmatic Researcher, 11- 10.....Reputation: manipulative crazy scientist, 11- 5.....Social Limitation: Always wears armor. (Occasionally, Minor) DISADVANTAGES Points: 200 Base Pts: 400 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 594 HIGH_EVO. Background/History: Earth scientist / super-genius who made his own world "Wundagore" also known as Counter-Earth. Created the Animal-Men race from earth animal stock. Father of Adam-Warlock. World was stolen by alien collectors, he wants it back. Personality/Motivation: Recover his homeworld and people of Wundagor. Quote: All Knowledge Comes From Some Where Powers/Tactics: Transforms enemies into primative states. Has lots of labs and technology at his disposal. Campaign Use: Science expert. Appearance: Metallic purple and adamantine-like power-armor with dark purple lab coat. Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted May 20, 2008 Author Report Share Posted May 20, 2008 there's the first four characters, pretty gross I know. there's a legacy character on her way.... So the Team's Roles are loosely STARFOX - chief negotiator SURFER - errand boy and forward sensor array CATGIRL - misc. odd powers, advanced set dressing EVOLUTIONARY - gadgets, tech, and science dept. chair HERCULES - heavy lifting the main plot elements are new war brewing ? what is Galactus's major problem ? why is the Earth devastated so horribly? (no PCs were on earth when it went south) plus I'm trying a new concept here: the players will help rebuild the Earth. Quote Link to comment Share on other sites More sharing options...
Hermit Posted May 20, 2008 Report Share Posted May 20, 2008 Re: Marvel Galaxies (FYI this is a table-top game played in Hampton Roads) See, for a moment I thought this was a play by post online somewhere folks could join... tease. Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted May 20, 2008 Author Report Share Posted May 20, 2008 Re: Marvel Galaxies I post campaign journals, share my ideas, no matter how flaky plus here's other cosmic goodies: Quote Link to comment Share on other sites More sharing options...
Guest Major Tom Posted May 21, 2008 Report Share Posted May 21, 2008 Re: Marvel Galaxies there's the first four characters, pretty gross I know. there's a legacy character on her way.... So the Team's Roles are loosely STARFOX - chief negotiator SURFER - errand boy and forward sensor array CATGIRL - misc. odd powers, advanced set dressing EVOLUTIONARY - gadgets, tech, and science dept. chair HERCULES - heavy lifting the main plot elements are new war brewing ? what is Galactus's major problem ? why is the Earth devastated so horribly? (no PCs were on earth when it went south) plus I'm trying a new concept here: the players will help rebuild the Earth. Is the Catgirl mentioned in the lineup a descendant of Tigra? Major Tom Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted May 21, 2008 Author Report Share Posted May 21, 2008 Re: Marvel Galaxies Catgirl (a working title, hopefully not the characters hero-name) will no doubt be a legacy of Tigra, possible Hellcat or Feral. the deal is, there's a new woman in our gaming group, and her styles are not our styles, but I am a merciful GM, and I'm trying to fit her concept into this huge universe. just look at the Team. aye yi Yi. cue the Mr. Rogers music: one of these things is not like the other . . .one of these things is not the same... not that there's anything wrong with that... Quote Link to comment Share on other sites More sharing options...
Mister Khan Posted May 21, 2008 Report Share Posted May 21, 2008 Re: Marvel Galaxies She could play Hepzibah of the Star Jammers (or a descendant) Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted May 21, 2008 Author Report Share Posted May 21, 2008 Re: Marvel Galaxies thanks guys for the suggestions, but the new players seems to be immune to the power of suggestion... anyways here's ye campaign map Quote Link to comment Share on other sites More sharing options...
Guest Major Tom Posted May 22, 2008 Report Share Posted May 22, 2008 Re: Marvel Galaxies There seems to be a problem with the link to your campaign journals page. I tried clicking on the link and all I got was a message saying that the page could not be displayed. Major Tom Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted June 7, 2008 Author Report Share Posted June 7, 2008 Re: Marvel Galaxies START DATE will be first thursday in July Roster is set as thusly: Leigh - STARFOX - chief negotiator Charlie - SURFER - errand boy and forward sensor array Marcy - ARIAH M. - support powers, advanced set dressing Craig - EVOLUTIONARY - gadgets, tech, and science dept. chair Robert - HERCULES - heavy lifting watch this space for weekly campaign updates, True Galactic Mid-Nite News, and the progress reports on rebuilding the Earth. PS: the Love-Child link is fixed below. and here Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted June 7, 2008 Author Report Share Posted June 7, 2008 Ariah Mephitina's Powers, Beta Version Powers/Tactics: = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = HOUND - tracks things down CONDOR - carries things aloft ANACONDA - constricts things ALOE PLANT: aid & healing SQUID: ink of darkness MONKEY: fetches and fingers PIGEON: message, directions HIPPO: physical beatngs COBRA : spits in eyes JELLYFISH: highly poisonous OWL: enhanced senses HEDGEHOG: little prickly blocker ANIMISTA: Variable Power Pool Note: all powers manifest physically near Catgirl, from the Quantum Bands then travel to the target, then affect the target, but can be dispelled or reflected if the target has any "affects desolid" powers All powers on this list are usable once per day each. 1) OWL: the Spotter ; Nightvision, Spatial Awareness, Ultravision, Infravision; Discriminatory, Increased Arc Of Perception (360 Degrees) , Tracking, at Range; One charge lasting 20 minutes, Mobile point of perception, 12 inches per phase [1] 2) ANACONDA: Wrap up Things nicely: Entangle 8d6, 8 DEFense , with Backlash, Sticky, Affects Desolid, Can Attack Indirectly (only affects living targets; ) [1] 3) HOUND: to Sniff Things Out : Detect: A Large Class Of Things 18- (Unusual Group) , Discriminatory, as a Sense, Tracking (only affects living targets; ) Physical Manifestation, Mobile point of perception, 12 inches per phase One charge lasting 20 minutes, [1] 4) PIGEON: Message Delivery and Homing (works as Mind Link , Additional Class of Minds , Any Willing Target, Any dimension, No Line of Sight; Needed, Indirect (Same origin, any direction; ) Extra Time (90 Minutes, Must Travel to Target ; Physical Manifestation Does Not Provide Mental Awareness, takes a PREsence Skill Roll note: includes the talent : Bump of Direction [1] 5) COBRA: stings when it gets in their eyes; Sight and Mystic Groups and Detect Flash 10d6, Affects Desolidified (Any form) Indirect attack (Any origin, any direction; (only affects living targets; ) [1] 6) JELLYFISH: stinging prickles Killing Attack at Range 3d6, Attack Versus Flash Defense (only affects living targets; ) [1] 7) HIPPOPOTAMUS: beats things to pulp; Physical Blast 11d6, Autofire (3 shots ) , Continuous; (only affects living targets; ) , 1 Continuing Charge lasting 1 Minute ; Extra Time (Extra Segment, Only to Activate, Physical Manifestation [1 cc] 8) ALOE: healing salve source ; Aid any 1 physical stat 6d6, Sticky, Area Of Effect (One Hex) (only affects living targets; ) , Only Restores to Starting Values [1] 9) MONKEY: well another pair of hands comes in quite handy. Extra Limbs (5) , Ranged Uncontrolled (only affects living targets; ) , 1 Continuing Charge lasting 20 Minutes (attention span) Physical Manifestation 10) SQUID: squirts a cloud of ink ; Darkness to Sight, Mental, Radio and Mystic Groups, and to Combat Sense and Spatial Awareness in a 15" radius 1 Continuing Charge lasting 1 Hour 1cc 11) HEDGEHOG: mama's little blocker; Entangle 8 Body, 18 DEFense (only affects living targets; ) Physical Manifestation, includes +5 to hit for overcoming velocity modifiers Mobile Attack point can crawl up to 4 inches per phase. (1) 12) CONDOR: in case there's any heavy lifting Telekinesis (65 STRength) , Physical Manifestation , delayed affect. [1] Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted June 12, 2008 Author Report Share Posted June 12, 2008 Space Stations in the Marvel Galaxies these public use facilities aid all comers, except the truly unrepentant evil CHARTER HUB - former base of defunct peacekeepers, now intergalactic truck-stop STARBUCKS - former rulers of earth, now intergalactic hostel and coffeehouse DANTE STATION - space station, repair and refuels, with fine dining. KNOWHERE - former head of a celestial, now a transit way station. BATTLEWORLD - former site of clandestine battles, now a galactic quickie mart see Galaxies Map posted previously Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted June 21, 2008 Author Report Share Posted June 21, 2008 please stand for our corporate anthem splash screen for the Videlectrix Game Program of MG you have 03 mans left Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted July 2, 2008 Author Report Share Posted July 2, 2008 Re: Marvel Galaxies Good Gosh Whatta Line-Up . . . Marvel Galaxies Team Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted July 3, 2008 Author Report Share Posted July 3, 2008 Pre-Game Show Marvel Galaxies takes place 75 years after the events in Annihilation, Conquest, etc. There has been severe trouble on Earth, and several heroes from outside the Solar System have banded together, to return to Sol System, and find out what can be done to repair the homeworld of man. Boston, Mass. War is brewing. The Major Empires have been colonizing in the Galactic neighborhood. Regular infringements have made all the great empires uneasy and tense. The last 50 years of peace since the disposal of Phalanx have made many forget the old days of raiding and sabotage and diplomatic wrangling. Knoxville, Tenn Hails to Earth are not answered, but it still shows up on sensor scans. Recent Trading reports are unavailable. Seems none of the usual smugglers have swung by there in 2-3 months. The brave have gathered at Starbucks, to venture to Earth. There's safety in numbers, you know. Plus if Earth be silent,and all its great supergroups can not be contacted.... Defenders, Avengers, X-Men, Shield, Alpha-Flight, Fantastic Four, Thunderbolts, and other legacy groups. Heck even Hydra would return your phone calls, even if all they did was fuss at you. Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted July 4, 2008 Author Report Share Posted July 4, 2008 Re: Marvel Galaxies Campaign Log, Week One: the big day finally arrived. Kisa, Herc, Starfox and Evo showed up. they met at Starbucks, and a brawl did not break out. they met up with Rocket Raccoon, and got some dirt (info), and they decided to stock up ion supplies, get a cloaking device, and go to to Earth. but they were spied upon by a Chaos Sprite (or sprites) as they left. They hatched a plan to use Larry Niven-style astronomy detective work to observe what happened to earth. (fly out a light year away, use a computerized telescope to observe what happened a year ago) they flew to Alpha Centauri, thinking that as nearby neighbor, they may have observed what had gone on earth, but the ties arent that strong, and all they had seen was some refugees, which gathered at a colony on Tau Ceti. On A.Cent they met Mantis. she was expecting Silver Surfer, and was quite non-plussed to find Starfox and Hercules instead. Her pre-cog is rarely wrong. on the way, they brainstormed, and dubbed their group SEEKERS of EARTH. So reluctantly the heroes flew to Earth, sneaking in a light year away, and they set up their equipment to get the pix, listen to old radio traffic. What they saw and heard was horrible: nuclear war, constant fighting for about six months, then a gradual deadening and darkening of civilization as they knew it. Earth is a post-cataclysmic wasteland, with precious few pockets of humanity left. But the radio traffic told the true horror, relating how each city succumbed to a vicious horde of mutants and machines, led by a horrid warlord. but as devastating as the Apoc.War had been, what they could not understand was now it was over. If Apoc. had won, then why wasnt he ruling the planet now ? where were the cities full of his statues and slaves? Of course the heroes would have to get boots on the ground to investigate. their sensors identified ten hot spots to investigate, and they went to Egypt first. here they found Kang looting ancient tombs, and they trounced him, and rescued his mind controlled agents (actually terran colonial marines) so what the players have to do is buy contacts and means to protect and restore the earth, and remake the planet into something beautiful and livable. Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted July 12, 2008 Author Report Share Posted July 12, 2008 Captains Log, Week 2 The team (Hi Evo, Kisa AQM, Herc, and Starfox) scouted around Egypt to see if Kang had anything else going on. He didnt, so they flitted up to Aswan Dam (ruins) and rebuilt it, built a water purification plant, and started building their base. Raccoon showed up with some supplies, but they had a Shiar homing beacon on them, and some Shiar Scouts beamed in and a fight started. Both Raccoon and Shiar brought news of the brewing war. Kisa felt honor bound to grind the birdpeople into dust, but was talked out of it. Hi Evo found that earth's entire ecology was rampant with Nanites and Enzymes left over from the Apoc.War. Nitro-Chromyl Gamma Reductase - - Mutation Reducer Machinoscopes The nanites reduce or reprogram all machines for Apocs. purposes, and the enzyme reduces mutations. this either depowers or kills mutants. but 10 points of Life Support keeps them at bay. Starfox set up Radio Free Egypt, and has a john-tesh style morning show that tries to give news and hope to the common people, who love the base hospital. News reports led the team (after a week) to Tau Ceti, to see what was happening at the nearest terran refugee planet. In orbit they met an ACent battle-cruiser, with whom they talked current events and war, and oaths and traeties. but on TC it was chaos, as various meta-humans fought each other for control over the thralls living there. They heard Wonder Man and Shatter-star were alive and attempted to contact them. When they dropped out of cloaak to do so, an attack immediately started up towards them. Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted July 19, 2008 Author Report Share Posted July 19, 2008 Marvel Galaxies; Week 3 Seekers Team Members Present STARFOX, HERCULES, KISA ARIAH, and HIGH EVOLUTIONARY The group had jetted off to Tau Ceti, after hearing rumors of the human refugee camps there. Sensors picked up 4 main settlements, ranging from size of village, camp, outpost. 11 figures rocketed up from the largest village. Ten were copies of old iron man armor, and the eleventh was a female version resembling the Iron Widow. they attacked the Seekers , but they couldnt handled Kisa's constructs, and the leader girl couldnt handle Starfox's mentalism So finally Hercules goes back to his original plan. He jumps out the airlock and falls on Wonderman from orbit as his way of saying Hello Well that might have been funny except Wonderman was in the local farmers market at the time, and the impact and the following mega-fight (friendly rivalry) totally ruined the burgeoning economy of the colonial village. (High Evo rebuilt all that was destroyed) Anyways, the four villages were full of refugees, of various flavors. North Alpha was run by ex-pat russians, was the old first colony,and had the best equipment. Their Leaders wore copies of Crimson Dynamo armor, and the "Iron Widow" was a descendant of N.Romanov who had guessed her great-grand-aunt's password (daredevil) Western Branch is run by Wonderman, and has people from all walks of life, from America mostly. Eastern Calgary is protected by Aurora, and is full of ex-pat Canucks. Southern Delaware became the haven for the mutants, and resembles a gamma world village. the Protector here is Shatterstar. Plus there's something on the planet that eats people. and no-ones been able to corner it and kill it yet. Alpha Centauri had been keeping a ship in orbit to help out, but they left. Part of the Brewing War had the Skrulls declare open war on the A-Cent, and the Skrulls offered a gold bounty for any human heads or slaves. So Wonder-Man, Hercules, Shatter-Star, are all standing around swapping war-stories. High Evo genetically engineers a local rabbit into an incredibly useful food animal, and reworks some local herbs into a multi-use food crop. Kisa sneaks off and finds some freidnship in the mutant burg. Star-Fox and the Katan Girls set up a tent and have a pai gow tournament, and roulette, and Star-Fox is distributing literature about how wonderful the rebuilt Earth is gonna be. High Evo also built Wonder-Man a def-con satellite, to give help and warning when aliens invade Tau Ceti. Also he built the villages "Cell Towers" that actually cause jamming on the Iron Men circuits, so that the nasty russkies can't lord it over the other villages as much. Everyone asks about the Silver Surfer, and Doc Strange, why arent they helping out lately? Its very sorry, but Tau Ceti has little to offer the Team, and needs much help itself. and the Team feels they have to high-tail it back to earth to continue the rescuing and rebuilding. The team is headed back to Egypt,than on to Alkali Lake in Canada. Quote Link to comment Share on other sites More sharing options...
Checkmate Posted July 20, 2008 Report Share Posted July 20, 2008 Re: Marvel Galaxies I've started playing in a couple of 600-650pt games and I've noticed a trend. This is the 4th game (5th character) at this level where I'm able to say this: I can effectively neutralize one of your 600pt characters with a 45 Active Point power: Entangle 3d6, 6 DEF. Make it a 60 Active points (4d6, 8 DEF) and the only way your 600pt character gets out is if someone lets them out. I'm of course talking about the High Evolutionary who has taken Gestures on all his powers. I'm not trying to pick on anyone I just find it curious that the more points given, the more players try to squeak in as much as possible. Quote Link to comment Share on other sites More sharing options...
Kisa Posted July 21, 2008 Report Share Posted July 21, 2008 Re: Marvel Galaxies; Week 3 Kisa does not "sneak" - she wanders off looking for something more interesting/exciting than watching the guys rebuild and swapping tales of old battles. ;-) Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted August 2, 2008 Author Report Share Posted August 2, 2008 High evolutionaries log book GAME WEEK 4: Star Fox, High Evo, Kisa AQM, and Hercules participating the Team goes to W. Canada, to investigate the strange energy at Alkali Lake. they find the dam has been rebuilt, and there's security pylons on the perimeter. an intercom on a pylon tells them to halt. they are rebuffed from entering the base, and told to wait on the Boss, whoever that is. meanwhile back at the parked shuttle, attempts are made to hack and enter.... Starfox tries to do all the talking to the intercom, but that turns the guards off, who have been instructed to ignore Starfox, and Hercules (due to rep) agents sneak out of the base and surround the team at a distance. while the talk goes on. Kisa's owl power detects the trap before it is sprung. finally the boss comes to the radio, and he seems familiar. Its Martin Bochs, the grandson of Roger Bochs, the Canadian superhero BOX, with metal and electronic powers. he's taken over Alkali Lake and restarted the turbines, fixed the dam, purified the water, set up a perimeter, and housed about 750 canadian citiziens as refugees in an underground complex. what Box didnt know was that about 80 Skrulls had infiltrated the base over time, and were masquerading as the citizens. and they had figured out how to manipulate the adamantium forge "The old part of the Lab, no-one goes there anymore." (old Dexter quote) and the Skrulls had made a Wolverine clone called Weapon Zeta. Box thought he had a couple of Skrulls loose in the kitchen he had no idea he'd been pwned. But outside Box and Hi Evo negotiate, and Hi Evo is giving Box his tech, tells him that Aurora the Canadian survives on Tau Ceti, Box sends out a guard with a laptop to receive Hi Evo's data, and oddly the guard was an expert thief, and when he made the transfer attempted to pick Hi Evo's pocket. Theif-guard made the Sleight of Hand roll, but Hi Evo also made his PERC roll, and he comments on this petty larceny, is the item stolen was just a minor atomic screwdriver for power armor. Box at the mic is flabber gasted by what he hears, asks for clarification, and instructs the team to SHOOT THE GUARD DOWN so big fight: featuring hot hot DM dice; several critical hits and big fumbles, awesome skill roll, and over ten 8 or less rolls made in one session ! some highlights: HERC, tunnel escape from the rock to mud entangle, track down and kill all escapees, Greco-Roman maneuvers to outfox Weapon Zeta KISA AQM, used up all combat charges of her anima powers, and many were quite creative usages ! StFOX, mind controls a skrull agent to kill friends, heals self repeatedly after crit to face. HiEVO, slimed skrulls, acid WZ had to use team tactics with Box to defeat Weapon Zeta. npc BOX: electrocutions, entangles, metal suppress. his citizens agents. seal off battle area Weapon Zeta: berzerk, mental def, claws are HKA 3d6 PenX2, APx2 Roaches: sneaky, assassin bugs, they used poison vs Herc. Skrulls: snipers! called shots to face, mind control betrayal easy (when mind controlled, the Skrull begs to please have his betrayals to be gloriously recorded posthumously for posterity ) Winter Wolf: fights own master due to Starfox's meddling. Ghetto-Ranger: fights own wolf, not pretty. Territorial Troops: much shooting with their flash-bangs, force wall, steam fumble. Frosquatch: shoots Herc, but has Men.Def, and gets strato-punched by Herc. Sorceroid. drops Herc into rock-o-mud pit, but gets swallowed up by Tunneling, and one punched by Herc. Fallout: they help Box find and kill all the Skrulls hiding in the city, they help Box clean up the damage, and upgrade his protection scheme, they help the berserk Wolverine clone calm down, and Starfox and Hi Evo soothe his mind so he can live a normal life. they think they can settle him so he likes living in AL, and wants to be a defender of it. they persuade Box to buy in n their plan for cleaning and defending Earth ===== Lest any of you complain abut all the killing, the players are all for 4-color, but I as the GM have tossed them into a world of shizzle. Well maybe one player is bloodthirsty, but the majority is my fault. The Skrull Empire has declared all-out war on Humanity. Quote Link to comment Share on other sites More sharing options...
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