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Marvel Galaxies


Egyptoid

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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)

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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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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:

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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

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HIGH EVOLUTIONARY - galaxy style

 

HIGH_EVO.jpg

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.:dyn

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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.

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Guest Major Tom

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 :cool:

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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.:D

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...

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Guest Major Tom

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 :cool:

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  • 3 weeks later...

Re: Marvel Galaxies

 

:king:

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

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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]

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Space Stations in the Marvel Galaxies

 

these public use facilities aid all comers, except the truly unrepentant evil

 

CHARTER HUB - :Pluto: former base of defunct peacekeepers, now intergalactic truck-stop

 

STARBUCKS - :hex: former rulers of earth, now intergalactic hostel and coffeehouse

 

DANTE STATION - :jupiter: space station, repair and refuels, with fine dining.

 

KNOWHERE - :idjit: former head of a celestial, now a transit way station.

 

BATTLEWORLD - :mars: former site of clandestine battles, now a galactic quickie mart

 

 

see Galaxies Map posted previously

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  • 2 weeks later...
  • 2 weeks later...

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.

wasteland.jpg 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.

xx8_p.jpgKnoxville, 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.

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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.Kang99.jpg

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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.

enzyme.htm_txt_catalase.gifNitro-Chromyl Gamma Reductase

- - Mutation Reducer

nanite.jpg 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.

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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 :D

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.

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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.

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  • 2 weeks later...

High evolutionaries log book

 

GAME WEEK 4: :dynStar 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) :rolleyes:

 

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 :D)

 

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.

Herck.PNG

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.

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