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Mary Marvel (5e, 1200pts)


Enforcer84

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MARY MARVEL

 

Val Char Cost Roll Notes

7+103 STR -3 10- / 31- Lift 66.0kg/104.9ktons; 1d6/22d6

12+14 DEX 6 11- / 14- OCV: 4/9/DCV: 4/9

8+62 CON -4 11- / 23-

9+18 BODY -2 11- / 14-

15+15 INT 5 12- / 15- PER Roll 17-/20-

11+10 EGO 2 11- / 13- ECV: 4/7

13+32 PRE 3 12- / 18- PRE Attack: 2 ½d6/9d6

14+10 COM 2 12- / 14-

 

2+46 PD 1 Total: 2/48 PD (2/48 rPD)

2+46 ED 0 Total: 2/48 ED (2/48 rED)

2+3 SPD 0 Phases: 6, 12/3, 5, 8, 10, 12

3+33 REC 0

16+124 END 0

17+123 STUN 0 Total Characteristic Cost: 10

Movement: Running: 6"/12"

Flight: 30"/60"

Leaping: 1"/2"

Swimming: 2"/4"

Cost Powers END

Solomon's Wisdom, all slots Only In Heroic Identity (-¼)

18 1) Danger Sense: Danger Sense (self only, out of combat, Function as a Sense) (22 Active Points); Only In Heroic Identity (-¼) 17-/15-

2 2) Direction Sense: Bump Of Direction (3 Active Points); Only In Heroic Identity (-¼)

2 3) Distance Sense: Absolute Range Sense (3 Active Points); Only In Heroic Identity (-¼)

12 4) Keen and Perceptive Mind: +15 INT (15 Active Points); Only In Heroic Identity (-¼)

10 5) Logical Analysis: Deduction 17- (20-) (13 Active Points); Only In Heroic Identity (-¼)

16 6) Powerful Will: +10 EGO (20 Active Points); Only In Heroic Identity (-¼)

2 7) Time Sense: Absolute Time Sense (3 Active Points); Only In Heroic Identity (-¼)

20 8) Tongues: Universal Translator 17-/20- (25 Active Points); Only In Heroic Identity (-¼)

24 9) True Eidetic Memory: Retrocognitive Clairsentience (Sight, Smell/Taste And Hearing Groups), Reduced Endurance (0 END; +½) (90 Active Points); Personal History Only (see text; -1), Retrocognition Only (-1), No Range (-½), Only In Heroic Identity (-¼)

10 10) Very Perceptive: +5 PER with all Sense Groups (15 Active Points); Nonpersistent (-¼), Only In Heroic Identity (-¼)

 

Hercules' Strength, all slots Only In Heroic Identity (-¼)

103 1) The Strength of Hercules: +103 STR, Reduced Endurance (½ END; +¼) (129 Active Points); Only In Heroic Identity (-¼) 5

71 2) The True Brick Tricks of Hercules: Variable Advantage (+½ Advantages; +1) for up to 125 Active Points of STR 125 (125 Active Points); Requires A Brick Tricks Skill Roll (-½), Only In Heroic Identity (-¼) 12

25 3) Toughness of Hercules: +25 PD, Hardened (+¼) (31 Active Points); Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic)

 

Atlas's Endurance, all slots Only In Heroic Identity (-¼)

29 1) The Endurance of Atlas: +18 BODY (36 Active Points); Only In Heroic Identity (-¼)

18 2) The Endurance of Atlas: +22 STUN (22 Active Points); Only In Heroic Identity (-¼)

34 3) The Endurance of Atlas: +34 ED, Hardened (+¼) (42 Active Points); Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic)

99 4) The Endurance of Atlas: +62 CON (124 Active Points); Only In Heroic Identity (-¼)

50 5) The Endurance of Atlas: Damage Resistance (50 PD/50 ED), Hardened (+¼) (62 Active Points); Only In Heroic Identity (-¼)

16 6) The Endurance of Atlas: Energy Damage Reduction, 50% (20 Active Points); Only In Heroic Identity (-¼)

36 7) The Endurance of Atlas: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; 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) (45 Active Points); Only In Heroic Identity (-¼)

16 8) The Endurance of Atlas: Physical Damage Reduction, 50% (20 Active Points); Only In Heroic Identity (-¼)

 

Zeus's Power, all slots Only In Heroic Identity (-¼)

4 1) Good Looking Demigoddess: +10 COM (5 Active Points); Only In Heroic Identity (-¼)

28 2) The Bolt of Travel: Extra-Dimensional Movement (Single Dimension), x8 Increased Weight (35 Active Points); Only In Heroic Identity (-¼) 3

Notes: To the Rock of Eternity!

126 3) The Magic Lightning of Zeus: Killing Attack - Ranged 7d6, Personal Immunity (+¼), Indirect (From the Sky, strikes near Captain Marvel; +¼) (157 Active Points); Only In Heroic Identity (-¼) 16

16 4) The Power of Zeus: Luck 4d6 (20 Active Points); Only In Heroic Identity (-¼)

16 5) Zeus' Invulnerability: Power Defense (20 points) (20 Active Points); Only In Heroic Identity (-¼)

12 6) Zeus' Invulnerability: Lack Of Weakness (-15) for Normal Defense (15 Active Points); Only In Heroic Identity (-¼)

26 7) Zeus' Mein: +32 PRE (32 Active Points); Only In Heroic Identity (-¼)

 

Achilles' Courage, all slots Only In Heroic Identity (-¼)

4 1) Will not be cowed: Resistance (5 points) (5 Active Points); Only In Heroic Identity (-¼)

 

Mercury's Speed, all slots Only In Heroic Identity (-¼)

34 1) Mercury's Agility: +14 DEX (42 Active Points); Only In Heroic Identity (-¼)

144 2) Mercury's Movement: Flight 30", Variable Advantage (+1 Advantages; +2) (180 Active Points); Only In Heroic Identity (-¼) 18

16 3) Mercury's Speed : +2 SPD (20 Active Points); Only In Heroic Identity (-¼)

28 4) Speed to Spare!: +5 SPD (50 Active Points); Costs Endurance (-½), Only In Heroic Identity (-¼) 5

8 5) SuperSpeed: Lightning Reflexes: +10 DEX to act first with All Actions (15 Active Points); Costs Endurance (-½), Only In Heroic Identity (-¼) 1

7 SHAZAM!: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-½) 1

 

Perks

6 The Rep: Reputation: Oh...THAT Mary. (A large group) 14-, +2/+2d6

8 Group Memberships: Fringe Benefit: Membership: Justice League of America (inactive member), Membership: Justice Society of America (Active Member)

18 The Family: Contact: The Marvel Family (Very Good relationship with Contact), Organization Contact (x3) (18 Active Points) 13-

 

Skills

16 Experience: +2 with All Combat

20 Experience: +4 with HTH Combat

23 Brick Tricks 22- (25-)

3 Conversation 12- (18-)

3 High Society 12- (18-)

2 KS: The Arcane World 11-

2 KS: The Superhuman World 11-

3 Paramedics 12- (15-)

3 Persuasion 12- (18-)

3 Systems Operation 12- (15-)

 

Total Powers & Skill Cost: 1192

Total Cost: 1202

 

500+ Disadvantages

20 Accidental Change to Mary Batson: Dispel/Drain/Supress "Magic" that successfully negates her highest priced power Always (Uncommon)

20 Hunted: Captain Marvel's Rogues Gallery 11- (As Pow; NCI; Harshly Punish)

20 Hunted: Shazam 14- (Mo Pow; NCI; Watching)

10 Hunted: Zeus 8- (Mo Pow; NCI; Watching)

10 Psychological Limitation: Naive (Common; Moderate)

10 Psychological Limitation: Still awed by superheroes! (Common; Moderate)

25 Psychological Limitation: True Blue Hero (Very Common; Total)

5 Social Limitation: Minor: Age 16 (Occasionally; Major; Only when in Mortal Form)

15 Social Limitation: Secret Identity (Frequently; Major)

567 Experience Points

(24 points unspent)

 

Total Disadvantage Points: 135

Earned Experience: 591

Spent Experience: 567

Unspent Experience: 24

 

Background/History: From: http://en.wikipedia.org/wiki/Mary_Marvel#Modified_DC_origin

Mary Marvel's current DC origin was presented within the pages of the Power of Shazam! graphic novel and ongoing series, written by Jerry Ordway.

 

Prominent archaeologists C.C. and Marilyn Batson are assigned by the Sivana expedition on an excursion to Egypt. They take along their young daughter Mary, but are forced to leave their son Billy in America with C.C.'s half-brother. The elder Batsons are killed by their associate Theo Adam, who then kidnaps Mary. Upon Theo Adam's return to the United States, Adam’s sister, a maid named Sarah Primm, takes Mary into her care. Primm arranges for her childless employers, Nick and Nora Bromfield, to illegally adopt Mary. As Mary Bromfield, the young girl grows up living an idyllic life in a wealthy family, but continuously has dreams of another family with a brother she has never seen.

 

Meanwhile, Billy eventually finding himself on the streets, and is given the power to become Captain Marvel. He learns that Mary is still alive, but after four years of searching, neither he nor his benefactor, the wizard Shazam, can find the girl. The only thing Billy has to remember Mary by is her favorite toy, a "Tawky Tawny" doll, which was shipped to America with the Batsons’ possessions after their murders.

 

As a young teenager, Mary enters a regional spelling bee held in Fawcett City and emceed by Billy, who works as an on-air reporter for WHIZ radio. After saving Mary from kidnappers twice as Captain Marvel, Billy notices how much Mary Bromfield reminds him of Mary Batson and has an undercover cop named “Muscles” McGinnis retrieve the girl’s forged adoption record. Learning that Mary is indeed his sister, Billy tries to figure out a way to let Mary know he is her brother. The old "Tawky Tawny" doll suddenly transforms into a full-sized humanoid tiger and comes to life, instructing Billy to take it to Mary. As Captain Marvel, Billy flies out to the Bromfields’ hometown of Fairfield to deliver the doll and the adoption papers to Mary.

 

Captain Marvel arrives at the Bromfield estate and changes back to Billy Batson to deliver the package, but is immediately kidnapped by the thugs who helped Primm forge Mary’s adoption records. Mary, not having seen Billy, takes the package and opens it, discovering the adoption records and the Tawky Tawny doll. Once again, the doll comes to life and instructs the bewildered girl to say the magic word "Shazam" and save her brother. Mary complies and is transformed by a bolt of magic lightning into a super powered doppelganger of her deceased mother. She saves Billy, who transforms into Captain Marvel to help Mary defeat the thugs, but the two Marvels cannot save Sarah Primm, who is murdered by one of the thugs.

 

 

Personality/Motivation: Mary Marvel has been through the gamut of motivations and personalities from naive tween (no matter what her age) to rebellious "Bad Girl." I won't count her time being possessed by Desaad as a personality change. But she was clearly not firing on the Wisdom of Solomon or anyone else when she chose to ally herself with Black Adam, Darkside, Black Adam again...

 

For the most part I play her as Billy's moral equal, they should both be a tad worldlier than they appear in the comics IMO but that's the easiest way for two teenagers in grown up (More Billy than Mary) bodies to be depicted.

 

Since this version is trying to be true to the DC comics version she's pretty much got the exact same power set Billy has with slightly lower physical stats and slightly greater agility and INT boost.

 

Quote: "Shazam!"

"Oh my Gosh!"

 

Powers/Tactics: Like Captain Marvel, Mary Marvel has a set of brick tricks that are more limited than Superman's but she's got super human everything.

 

Campaign Use: Mary doesn't get the rep for power that Wonder Woman, Powergirl, or Supergirl get. However, I'm putting her in their class anyway.

 

Appearance: Though she was originally just a super powered version of her young self, the more modern version of Mary appears to have a distinct difference of appearance in her two forms as people just don’t make the connection. Either way, she is a pretty brunette in her late teens.

 

Her traditional costume is a girl's version of Captain Marvel's, red with a gold thunderbolt on her chest and short sleeves, a white skirt and red boots.

 

The reboot gave her a more mature form and a white costume with a skirt, short cape and a golden thunderbolt on her chest. She has white or yellow boots and a golden sash at her waist (This is my favorite).

 

When she was under Black Adam's influence her suit was tighter...much much tighter, shiny, she had a more developed body, long sleeves that ended in gloves and a scandalously short skirt. She wore black boots.

 

She also briefly had a white costume with a Black Thunderbolt on her chest for the second go-round with Black Adam I believe.

 

And then when she was possessed by Desaad she looked like a dominatrix Barbie in black with a thunderbolt cutout and a black cape. Her hair was pink and mangled and she wore some harness on her face.

 

 

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Mary Marvel, JLI Fantasy Draft Version

 

MARY MARVEL

 

Val Char Cost Roll Notes

10+100 STR 0 11- / 31- Lift 100.0kg/104.9ktons; 2d6/22d6

12+14 DEX 6 11- / 14- OCV: 4/9/DCV: 4/9

10+50 CON 0 11- / 21-

10+20 BODY 0 11- / 15-

15+15 INT 5 12- / 15- PER Roll 17-/20-

21 EGO 2 13- ECV: 7

13+32 PRE 3 12- / 18- PRE Attack: 2 ½d6/9d6

14+10 COM 2 12- / 14-

 

5+40 PD 3 Total: 5/45 PD (5/45 rPD)

5+40 ED 3 Total: 5/45 ED (5/45 rED)

3+3 SPD 8 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12

4+30 REC 0

20+100 END 0

20+115 STUN 0 Total Characteristic Cost: 32

 

Movement: Running: 6"/12"

Flight: 25"/50"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

7 SHAZAM!: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-½) 1

 

Strenua's Might, all slots Only In Heroic Identity (-¼)

71 1) Applied Strength : Variable Advantage (+½ Advantages; +1) for up to 125 Active Points of STR 125 (125 Active Points); Requires A Brick Tricks Skill Roll (-½), Only In Heroic Identity (-¼) 12

100 2) Goddess of Might: +100 STR, Reduced Endurance (½ END; +¼) (125 Active Points); Only In Heroic Identity (-¼) 5

 

Horme's Impulse, all slots Only In Heroic Identity (-¼)

16 1) Horme's Quick Response: +2 SPD (20 Active Points); Only In Heroic Identity (-¼)

7 2) Impulse Driven: Lightning Reflexes: +8 DEX to act first with All Actions (12 Active Points); Costs Endurance (-½), Only In Heroic Identity (-¼) 1

130 3) Horme's Movement: Flight 25", Usable as Running (+¼), Variable Advantage (+1 Advantages; +2) (162 Active Points); Only In Heroic Identity (-¼) 16

23 4) Speed to Spare!: +4 SPD (40 Active Points); Costs Endurance (-½), Only In Heroic Identity (-¼) 4

 

Aphrodite's Grace

32 1) Goddess Mein: +32 PRE

27 2) Persuasive Beauty: +8 with Interaction Skills (40 Active Points); Only For Pleasant Interaction (-½)

5 3) Touch of Beauty: +10 COM

75 4) Voice of Beauty: Mind Control 10d6 (Human and Alien classes of minds), Telepathic (+¼), Reduced Endurance (0 END; +½), Area Of Effect (17" Radius; +1), Continuous (+1) (225 Active Points); Set Effect (stand quietly and listen to me talk; -1), Incantations (Requires Incantations throughout; -½), No Range (-½)

 

Personification of Bia, all slots Only In Heroic Identity (-¼)

16 1) Bia's Defenses: Power Defense (20 points) (20 Active Points); Only In Heroic Identity (-¼)

28 2) The Bolt of Travel: Extra-Dimensional Movement (Single Dimension), x8 Increased Weight (35 Active Points); Only In Heroic Identity (-¼) 3

Notes: To the Rock of Eternity!

126 3) The Magic Lightning of Bia: Killing Attack - Ranged 7d6, Personal Immunity (+¼), Indirect (From the Sky, strikes near Mary Marvel; +¼) (157 Active Points); Only In Heroic Identity (-¼) 16

 

Athena's Wisdom, all slots Only In Heroic Identity (-¼)

13 1) Athena's Skill: +2 with All Combat (16 Active Points); Only In Heroic Identity (-¼)

20 2) Athena's Skill: +5 with HTH Combat (25 Active Points); Only In Heroic Identity (-¼)

2 3) Athena's Wisdom: Tactics 12- (15-) (3 Active Points); Only In Heroic Identity (-¼)

18 4) Danger Sense: Danger Sense (self only, out of combat, Function as a Sense) (22 Active Points); Only In Heroic Identity (-¼) 17-/15-

2 5) Direction Sense: Bump Of Direction (3 Active Points); Only In Heroic Identity (-¼)

2 6) Distance Sense: Absolute Range Sense (3 Active Points); Only In Heroic Identity (-¼)

16 7) Graceful Confidence: +10 EGO (20 Active Points); Only In Heroic Identity (-¼)

12 8) Keen and Perceptive Mind: +15 INT (15 Active Points); Only In Heroic Identity (-¼)

10 9) Logical Analysis: Deduction 17- (20-) (13 Active Points); Only In Heroic Identity (-¼)

2 10) Logical Thought: Deduction 12- (15-) (3 Active Points); Only In Heroic Identity (-¼)

2 11) Time Sense: Absolute Time Sense (3 Active Points); Only In Heroic Identity (-¼)

20 12) Tongues: Universal Translator 17-/20- (25 Active Points); Only In Heroic Identity (-¼)

24 13) True Eidetic Memory: Retrocognitive Clairsentience (Sight, Smell/Taste And Hearing Groups), Reduced Endurance (0 END; +½) (90 Active Points); Personal History Only (see text; -1), Retrocognition Only (-1), No Range (-½), Only In Heroic Identity (-¼)

10 14) Very Perceptive: +5 PER with all Sense Groups (15 Active Points); Nonpersistent (-¼), Only In Heroic Identity (-¼)

34 15) Warrior's Grace: +14 DEX (42 Active Points); Only In Heroic Identity (-¼)

 

Maera's Endurance, all slots Only In Heroic Identity (-¼)

50 1) Basically Bulletproof: Damage Resistance (50 PD/50 ED), Hardened (+¼) (62 Active Points); Only In Heroic Identity (-¼)

16 2) Damage Soak: +20 STUN (20 Active Points); Only In Heroic Identity (-¼)

36 3) Demi-Goddess Form: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; 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) (45 Active Points); Only In Heroic Identity (-¼)

9 4) Enduring Soul: Mental Defense (15 points total) (11 Active Points); Only In Heroic Identity (-¼)

80 5) Maera's Might: +50 CON (100 Active Points); Only In Heroic Identity (-¼)

12 6) Maera's Perfection: Lack Of Weakness (-15) for Normal Defense (15 Active Points); Only In Heroic Identity (-¼)

16 7) Maera's Will: Energy Damage Reduction, 50% (20 Active Points); Only In Heroic Identity (-¼)

16 8) Maera's Will: Physical Damage Reduction, 50% (20 Active Points); Only In Heroic Identity (-¼)

20 9) Shrugs Off Damage: +20 PD, Hardened (+¼) (26 Active Points); Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic)

29 10) Shrugs Off Damage: +30 ED, Hardened (+¼) (38 Active Points); Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic)

32 11) Strong Will to Live: +20 BODY (40 Active Points); Only In Heroic Identity (-¼)

 

Apokalips Combat Training

Maneuver OCV DCV Notes

4 Block/Shrug off Damage +2 +2 Block, Abort

4 Disarm -1 +1 Disarm; 20 STR / 120 STR to Disarm

4 Escape +0 +0 25 STR / 125 STR vs. Grabs

3 Grappling -1 -1 Grab Two Limbs, 20 STR / 120 STR for holding on

3 Slam +0 +1 2d6 / 22d6 +v/5, Target Falls

4 Strike +0 +2 4d6 / 24d6 Strike

 

Perks

6 The Rep: Reputation: Oh...THAT Mary. (A large group) 14-, +2/+2d6

3 Group Memberships: Fringe Benefit: Membership: Justice League International(Active Member)

6 The Family: Contact: The Marvel Family (Small Group) (Very Good relationship with Contact) 13-

6 Contact: The Divine Sextet (Small Group) (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 8-

 

Talents

5 Toughened Psyche: Resistance (+5 to roll)

 

Skills

5 +1 with HTH Combat

3 Breakfall 11- (14-)

23 Brick Tricks 22- (25-)

3 Conversation 12- (18-)

3 High Society 12- (18-)

3 Paramedics 12- (15-)

3 Persuasion 12- (18-)

3 Scholar

1 1) KS: Greek Mythology (2 Active Points) 11-

1 2) KS: The Arcane World (2 Active Points) 11-

1 3) KS: The Superhuman World (2 Active Points) 11-

3 Systems Operation 12- (15-)

3 Teamwork 11- (14-)

 

Total Powers & Skill Cost: 1269

Total Cost: 1301

 

500+ Disadvantages

20 Accidental Change to Mary Batson: Dispel/Drain/Supress "Magic" that successfully negates her highest priced power Always (Uncommon)

20 Hunted: Captain Marvel's Rogues Gallery 11- (As Pow; NCI; Harshly Punish)

20 Hunted: Shazam 14- (Mo Pow; NCI; Watching)

10 Hunted: Athena 8- (Mo Pow; NCI; Watching)

10 Psychological Limitation: Naive (Common; Moderate)

10 Psychological Limitation: Desire to prove herself (Common; Moderate)

25 Psychological Limitation: True Blue Hero (Very Common; Total)

15 Social Limitation: Secret Identity (Frequently; Major)

671 Experience Points

 

Total Disadvantage Points: 130

Earned Experience: 671

Spent Experience: 671

Unspent Experience: 0

Background/History: From: http://en.wikipedia.org/wiki/Mary_Marvel#Modified_DC_origin

Mary Marvel's current DC origin was presented within the pages of the Power of Shazam! graphic novel and ongoing series, written by Jerry Ordway.

 

Prominent archaeologists C.C. and Marilyn Batson are assigned by the Sivana expedition on an excursion to Egypt. They take along their young daughter Mary, but are forced to leave their son Billy in America with C.C.'s half-brother. The elder Batsons are killed by their associate Theo Adam, who then kidnaps Mary. Upon Theo Adam's return to the United States, Adam’s sister, a maid named Sarah Primm, takes Mary into her care. Primm arranges for her childless employers, Nick and Nora Bromfield, to illegally adopt Mary. As Mary Bromfield, the young girl grows up living an idyllic life in a wealthy family, but continuously has dreams of another family with a brother she has never seen.

 

Meanwhile, Billy eventually finding himself on the streets, and is given the power to become Captain Marvel. He learns that Mary is still alive, but after four years of searching, neither he nor his benefactor, the wizard Shazam, can find the girl. The only thing Billy has to remember Mary by is her favorite toy, a "Tawky Tawny" doll, which was shipped to America with the Batsons’ possessions after their murders.

 

As a young teenager, Mary enters a regional spelling bee held in Fawcett City and emceed by Billy, who works as an on-air reporter for WHIZ radio. After saving Mary from kidnappers twice as Captain Marvel, Billy notices how much Mary Bromfield reminds him of Mary Batson and has an undercover cop named “Muscles” McGinnis retrieve the girl’s forged adoption record. Learning that Mary is indeed his sister, Billy tries to figure out a way to let Mary know he is her brother. The old "Tawky Tawny" doll suddenly transforms into a full-sized humanoid tiger and comes to life, instructing Billy to take it to Mary. As Captain Marvel, Billy flies out to the Bromfields’ hometown of Fairfield to deliver the doll and the adoption papers to Mary.

 

Captain Marvel arrives at the Bromfield estate and changes back to Billy Batson to deliver the package, but is immediately kidnapped by the thugs who helped Primm forge Mary’s adoption records. Mary, not having seen Billy, takes the package and opens it, discovering the adoption records and the Tawky Tawny doll. Once again, the doll comes to life and instructs the bewildered girl to say the magic word "Shazam" and save her brother. Mary complies and is transformed by a bolt of magic lightning into a super powered doppelganger of her deceased mother. She saves Billy, who transforms into Captain Marvel to help Mary defeat the thugs, but the two Marvels cannot save Sarah Primm, who is murdered by one of the thugs.

 

 

JLI Adjusted Background: After the last few years, Mary's psyche had taken a beating. To top it off, she was no longer in her own body. With Desaad's 'attentions' and his use of her body to evil ends, she was feeling quite lost and alone. And used. And stupid. When she was rescued by Barda and Mister Miracle, Mary was so grateful that she readily agreed to their terms of not letting Mary Marvel out of the bottle until she had some time to adjust.

 

So Mary began working out with Barda and some of the others. When she once again went into the field she was still less than fully stable, there was some outbursts and a few wild moments, that concerned Barda; so being the direct individual she is, she took her team to Themyscria and demended an audience with the Olympians. In an attempt to boost readership this demand would required a one on one fight with Princess Diana. ;)

 

The battle won (or at least a draw and Barda's request granted) Mary and the others would discuss her behavior with the Gods and it would be decided that her patrons would be changed (though not to the Golden Age Fawcet Sextet) and Mary's powers wold be altered slightly. Namely she gains "Attractiveness abilities" at the loss of some of her physical durability and top end speed.

 

Personality/Motivation: Mary Marvel has been through the gamut of motivations and personalities from naive tween (no matter what her age) to rebellious "Bad Girl." I won't count her time being possessed by Desaad as a personality change. But she was clearly not firing on the Wisdom of Solomon or anyone else when she chose to ally herself with Black Adam, Darkside, Black Adam again...

 

For the most part I play her as Billy's moral equal, they should both be a tad worldlier than they appear in the comics IMO but that's the easiest way for two teenagers in grown up (More Billy than Mary) bodies to be depicted.

 

The character growth ads a bit more worldliness, lowers the naivite but she's really still a good kid - more idealistic than innocent now.

 

Quote: "Shazam!"

"Oh my Gosh!"

 

Powers/Tactics: Mary Marvel has the superhuman attributes granted to her by Greek (and Roman) Goddesses and Personifications. She has awesome superhuman physical characteristics, near invulnerability to conventional weapons and damage, and the ablity to Fly (and many other transport options). In addition, she can summon the power of Bia - in the form of a gold/white bolt of lightning. The Lightning can transform her between her mortal form (which the Goddesses felt was key to keeping her grounded) and her demi-goddess form, it can transport her to the Rock of Eternity, and can direct it at other targets causing them great damage (if they are not chosens of the Gods).

 

In addition she has the "Wisdom of Athena" which not only grants her a keen, deductive mind, and enhanced senses, but gives her access to a brilliant tactical mind, allowing her to make the best use of her physical gifts and martial training.

 

Also, as something of a gift to the insecure girl she was, Mary has been given beauty and poise by Aphrodite herself, making the young superheroine a natural speaker and capable of inspiring awe in those around her. Not so much seductive beauty but inspiring.

 

Lastly, she has been training with Barda, in her mortal form, making Mary Batson stronger and more capable than she was, and giving her superhuman form some disciplined combat maneuvers in addition to her natural skill.

 

Campaign Use: Mary doesn't get the rep for power that Wonder Woman, Powergirl, or Supergirl get. However, I'm putting her in their class anyway. This version of Mary Marvel is supposed to stand more on her own in the Marvel Family. Depending on how you use them in your campaign they can be growing apart or getting closer together again, as a result of Mary's trials with Black Adam and Darkseid. Neither of whom will probably be willing to just let the matter drop.

 

Appearance: Though she was originally just a super powered version of her young self, the more modern version of Mary appears to have a distinct difference of appearance in her two forms as people just don’t make the connection. Either way, she is a pretty brunette in her late teens.

 

Her traditional costume is a girl's version of Captain Marvel's, red with a gold thunderbolt on her chest and short sleeves, a white skirt and red boots.

 

The reboot gave her a more mature form and a white costume with a skirt, short cape and a golden thunderbolt on her chest. She has white or yellow boots and a golden sash at her waist (This is my favorite).

 

When she was under Black Adam's influence her suit was tighter...much much tighter, shiny, she had a more developed body, long sleeves that ended in gloves and a scandalously short skirt. She wore black boots.

 

She also briefly had a white costume with a Black Thunderbolt on her chest for the second go-round with Black Adam I believe.

 

And then when she was possessed by Desaad she looked like a dominatrix Barbie iIn black with a thunderbolt cutout and a black cape. Her hair was pink and mangled and she wore some harness on her face.

 

For the return of Mary, I was thinking a white costume with a red lightning bolt, sash, and boots, as a nod to Captain Marvel. This version migth be struck by red-hued Lightning rather than the golden bolts Billy and Freddie use.

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Re: Mary Marvel (5e, 1200pts)

 

Musing Number One: Originally, Mary's patrons were "goddesses," they get the quotes because one was a dude:

  • Selena, who gives her Grace
  • Hippolyta, for great Strength
  • Ariadne, who imparts Skill
  • Zephyrus, who gives her Fleetness
  • Aurora, who grants Beauty
  • Minerva, for bestowing Wisdom

 

So my idea centers around Mary getting new patrons, no longer sharing power with Billy - this allows me to give her a slightly different power set (not too much, I like the power set - maybe you can tell), but I don't necessarily want to go with the ones above, since a) they leave out some of her abilities and B) she really gained nothing from them. The main problem here is that there are no Greek goddesses to neatly fit the SHAZAM letters. Particularly "Z" I couldn't even find a personification. Or on my second attempt, a Roman.

 

So I've somewhat made the decision that since the wizard is no longer with us (at the writing of my write up) that I'd ignore that constraint. Mary is getting her powers from the goddesses directly. Shazam is the password out of habit.

 

This, of course, ignores the fact (I believe) that the Six Entities that give Captain Marvel his powers are not, in actuality Greek Gods, but demons who shared their names (please correct me if I'm wrong) - as established in the latest reboot with Billy as the Wizard and Freddie as grown up Captain Marvel. While I don't like this idea that much it does make Solomon's inclusion easier for me to deal with. (winks and GoldenAge)

 

So...

 

My first attempt is this:

  • Strenua, Roman Goddess of Strength and Endurance - grants...Strength and Endurance (STR, brick tricks, REC, END, STUN)
  • Horme, personification of impulse and energy - grants Speed and Quickness (SPD, Lightning Reflexes, Movement Powers)
  • Athena, Goddess of Wisdom - grants wisdom and skill in battle (INT, EGO, PRE, Supersenses, Wisdom Powers, as well as combat skills)
  • Bia, personification of power - grants the transformation and "Lightning." (The Lightning Transport, Thunderbolt, and Transform, not sure I'd use lightning or a different energy type...but probably stick with what Mary knows)
  • Aphrodite, Goddess of Beauty - Grants Beauty and Grace (PRE, COM, some minor appearance based powers)
  • Maera, Daughter of Atlas - grants durability/invulnerability (total reach on my part) (CON, Defenses, Regeneration)

No, she wouldn't say "SHABAM!"

 

Tweaks here would be to the Wisdom and Power models mostly. She's not Billy's Equal - sexist? Perhaps, but since I have to scrape the bottom of the divine barrel for her Brick attributes, so Billy has her beat. Wisdom however I'm gonna give her an edge. And he's got nothing for her beauty.

 

But I haven't even started this write up.

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Re: Mary Marvel (5e, 1200pts)

 

Musing 2: The Growth of Mary Batson.

 

Ok in the story arc I had for the Justice League International Draft (Thread here), I had 3 basic plots among the heroes I wanted to explore (if I were actually writing/plotting a series) Mary's powers being one of them, another being Barda's (continued) evolution towards a heroic version of Granny Goodness. In essence Barda was going to become a teacher and leader as well as a soldier. They'd explored it somewhat in Miracle Man's solo series. Her first big project would be Mary. She wanted to get Mary's powers and her personality under control.

 

To this end she started training Mary Batson in combat. Unable to rely on her superhuman abilities the youngster (Barda was shocked at how young, but continued anyway), was trained in martial arts and forced to exercise. The reasons for this from a meta standpoint is that Mary's powers have always defined her (IMO) I haven't followed the Marvels too closely but I couldn't in my research find any skills for Mary at all - beyond what she gets when she says SHAZAM. So here I took the gamer approach and wanted to have her not completely helpless when caught in normal ID. Nothing drastic after all she's only a beginner, but here's my Skill Set:

+1w/ Hand to Hand Combat

Breakfall

 

martial arts:

Block

Disarm

Grapple

Escape

Slam (martial throw)

Strike (martial strike)

 

Also, I needed to give her some more background skills (my OCD is showing) and so tried to see where my team was proficient and deficient. I didn't want to simply gift her with skills but I am willing to lean on the Wisdom of Athena to get the job done.

 

I should also come up with a Justice League package. Perks (Membership, Computer Access), some skills (JL Foes, Members)

 

I have finals next week so I won't get to the revised write up as soon as I'd like. Heck I've all but gven up on my Rhulk and Harpy Write ups.

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Re: Mary Marvel (5e, 1200pts)

 

Hmmm. Athena grants her battle SKILL. She should be able to kick the crap out of Billy and hang skill wise with the centuries old Black Adam then.

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Re: Mary Marvel (5e, 1200pts)

 

Hmmm. Athena grants her battle SKILL. She should be able to kick the crap out of Billy and hang skill wise with the centuries old Black Adam then.

 

Well, she's not a formidable physically, but she can probably hang with them. She's now outside the Captain Marvel/Freddie, Black Adam/Osiris loop ;)

Given free reign over DC, I'd probably have her show Billy what training could do for him (I've never seen him do so) and have him look to add some to Billy...they'd be growing up in my DC. (I should Point out Mary in this instance is about 18 now, and Billy (by nature of being her twin) is as well. Probably give him some uptick in his normal stats.

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Re: Mary Marvel (5e, 1200pts)

 

Well, she's not a formidable physically, but she can probably hang with them. She's now outside the Captain Marvel/Freddie, Black Adam/Osiris loop ;)

Given free reign over DC, I'd probably have her show Billy what training could do for him (I've never seen him do so) and have him look to add some to Billy...they'd be growing up in my DC. (I should Point out Mary in this instance is about 18 now, and Billy (by nature of being her twin) is as well. Probably give him some uptick in his normal stats.

 

To go on a tangent

 

I've always felt brick skill wasn't allowed to really exist except for Wonder woman and its bugs me, hence my comment. Seems to me someone like Thor or Black Adam with centuries of experience should be tougher than just his power level but they all just seem to flail at each other.

 

In my campaign, the experienced heroes aren't more powerful, they just have better skill sets and combat skill levels.

 

Mary's a good build and more where I think she should be rather than the lightweight she's often portrayed as.

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Re: Mary Marvel (5e, 1200pts)

 

oh yeah, It's amazing the drift in ability for a character. Particularly a villain like Black Adam. But that's story telling. The comics don't hamstring themselves with character sheets like gamers do.

 

And Adam was a superlative warrior to begin with.

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Re: Mary Marvel (5e, 1200pts)

 

oh yeah, It's amazing the drift in ability for a character. Particularly a villain like Black Adam. But that's story telling. The comics don't hamstring themselves with character sheets like gamers do.

 

And Adam was a superlative warrior to begin with.

 

I know I'm anal but I do kind of wish they did have and used some sort of relatively detailed "bible'.

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Re: Mary Marvel (5e, 1200pts)

 

If I were to write a comic I'd use something like Champions character sheets as a bible. :D

 

Which is all well and good til you start drifting into the plot device powers and such. Or getting multiple writers with even slightly different interpretations of the same line of text. Or that one dude who's always "oh, wouldn't it be cool if..."

 

But even series with strong story bibles often have last minute changes because someone thinks of something new and better... or because someone makes a mistake that isn't caught in the editing process...

 

It's all part of the shared creative process, which is WAY easier to deal with in a small face to face game setting then it is in a modern multinational business.

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