Marvel Heroic Role-Playing: Thoughts on a Power Pack Intro (Issue #1)

Daniel and I were musing on G+ about a play-by-post MHR game with Power Pack, one of Daniel’s fav comics. I was thinking about not putting them directly into an Event but making the first issues of their comic book its own thing, letting the group breath before tossing them into the deep end of Marvel continuity. This could be done with any 4 heroes, especially with the tradition of odd Fantastic Four teams.

The Pitch:

Thanksgiving meal at the Power household and a hologram message of Reed Richards arrives to each of the Power Pack kids: “If you are getting this, it is because we are far away, so very far that we might not come back before this era ends and I am asking you to take over, to be the new Fantastic Four. Wearing the ‘4’ has always been about family, science and exploration. Please accept my invitation to look over the Baxter Building and continue these traditions.”

In the first issue, the Snarks arrive to beg an absent Reed Richards for help, Galactus has come to their homeworld.

Unlockables:

  • She-Hulk’s legal counsel
  • T’Challa/Henry Pym/Tony Stark/Bill Foster/Adam Cho’s scientific expertise
  • Cool Trophy Room Toys
  • An understanding of one of Reed’s Experiments
  • A place in Johnny’s rock band
  • A place on the Illuminati
  • A clue as to the Fantastic Four’s whereabouts (that way the return of the FF is firmly in the players’ control and of course each clue leads to an adventure and once they have 4, they can go rescue the FF and bring them back)
  • A place at the head of one of Sue’s non-profit organizations

Next Issue: Milestones and ideas on Alternative Fantastic Four replacements

Marvel Heroic Role-Playing: How to create your own Milestones.

I’ve been writing milestones lately and thought I’d share some thoughts on making your own.

I am really interested to read AP threads where people cash out their 10XP options on the milestones that came with the character and seeing what players write as their next milestones, see where the table is taking the Marvel Universe.

From this thread:

1XP Make it something flavorful, something the player can do a few times to get XP that will say something about the character and add to the overall vibe of the table.

This can be something as fast and easy as quip or remark or topic of conversation.

3XP Make it something that contradicts the overall milestone, something that encourages the hero to do something counter to the milestone. Sometimes noble heroes have a moral lapse or the funny hero takes something very seriously.

Or you can make this 3XP marker about the mechanics of the Power Set, using a power to create an asset for a purpose that is linked to the milestone or using a Specialty in a specific manner.

10XP This is the big choice that closes out the milestone and changes the character in some subtle way. In comics, this is the mark a writer leaves on a hero at the end of the arc, how a hero is slightly different when the trade paperback is over. Make both of the choices meaningful and interesting.

Always make milestones an action, something the player can do. Don’t make milestones other characters’ reactions to the character. If a player is stuck and not sure what to do next, they should be able to look down at their milestones and it should inspire them. Every action they make doesn’t need to be an XP generator but if a milestone is dormant for a session or two, it is time to scratch that milestone off and pick one that is meaningful.

Hope that helps.

 

See Also: Marvel Milestones

Marvel Heroic Role Playing: Movie Avengers, some assembly required

With the DLC for the Marvel Heroic Role-Playing Game, you can (with the help of the basic book’s Black Widow, Iron Man and Cap) grab Hawkeye, Hulk and Thor and assemble the movie incarnation of the Avengers.

When I played Breakout with Aaron and Jim, we used the Hulk instead of Sentry as the big, threatening prisoner at the bottom of the Raft. I did this because the Sentry wasn’t meaningful to Jim and Aaron but the Hulk is filled with green-skinned gamma irradiated resonance.

Also, we used the Samuel L. Jackson version of Nick Fury because…given the choice, why wouldn’t you? Aaron had just seen the Captain America movie, so we said that Breakout was going down right after the credits rolled on that film. Luke Cage and Cap swept up bad guys as they tried to escape from the Raft. I seem to remember that Cap shut an emergency blast door with a  deft shield toss and Luke Cage ended up in a brawl in Manhattan Bay.

We only played for a few hours, so I didn’t get to whip out Carnage stalking the sewers or put them face to face with Banner down there in isolation with only his guilt and his purple pants for company.

Fun times.

 

NOTE: “But Judd!” you scream. “You said you were on a game-fast! You are a liar!”

Yeah, when I couldn’t make it to Dreamation because of car troubles, I got together with Jim and Aaron and played a few hours of Marvel Heroic.

Marvel Heroic Role-Playing: The Trinity from another world’s Golden Age

In the midst of WWII, a Crisis on 52 Worlds. Now they are stranded here on 616, an alternate reality embroiled in its own eerily similar second World War.

Batman a.k.a. Bruce Wayne

Bruce Wayne

Affiliations

Solo 1d6
Buddy 1d10
Team 1d8

Distinctions

Detective

Inspires Fear

Playboy Facade

Power Sets

Peak Human Conditioning and Training: REFLEXES D8, STAMINA D8, PERCEPTION D6, SENSES D8

SFX: Skills, Means and Method. Use any Peak Human Conditioning and Training Power Trait with any Utility Belt Power Trait in a single dice pool at -1 step for each additional power.

SFX: League of Assassins trained. Step up one Power Trait from Peak Human Conditioning and Training when you trying to stalk or kill your enemies.

SFX: Sherlock’s Student. Add a D6 and step up the effect die by +1 when you are creating an Asset that utilizes your Crime Master or Psychology Mastery.

SFX: Cowardly and Superstitious Lot. Step up the effect die by +1 when you are using Menace Master to cause Emotional Stress to your enemies.

SFX: To the Batcave. You can step up any Specialty to D12 for an entire Chapter if you spend a Transition Scene in a conflict with the next scene’s upcoming Doom Pool.

SFX: Lucky Amateur/Lucky Old Man. Spend 1PP to reroll when using any Peak Human Conditioning and Training power.

Limit. Flesh and Blood. If the opponent has DURABILITY at Superman D10 or higher, this Power Set can only be used to create assets to be used against the opponent or complications against the opponent unless you beat the Doom Pool in a conflict, showing how you prepared.

Utility Belt: WEAPONS D8, SWINGLINE D6, ENHANCED DURABILITY D8

SFX: Pistol. Step up or double any Weapons die for one action. If the action fails, add a die to the Doom Pool equal to the normal rating of your power die.

SFX: Gas Grenades. Step up the effect die when creating an asset or complication.

SFX: Prepared.

LIMIT: Gear. Shutdown Utility Belt and gain 1PP. Take an action vs. Doom Pool to recover.

Specialties

  • Combat Master D10
  • Covert Master D10
  • Menace Master D10
  • Psych Master D10
  • Acrobatics Master D10
  • Vehicle Master D10

Milestones

 Crime Alley’s Shadow
1XP When you talk about justice.
3XP When you inflict Mental or Physical stress on someone breaking the law.
10XP When you either take justice into your own hands and execute a villain or decide that killing is a line you will never cross, no matter the cost.

Batman Family
1XP When you talk to a bystander or ally about an injustice they have suffered.
3XP When you recruit an ally or bystander as a soldier in your war on crime..
10XP When you either adopt and train a new member of your family or use your resources to make sure that they can lead a happy life apart from your war.

No Powers
1XP When you talk about how one might bring down a super hero or villain.
3XP When you spend a transition scene studying a super hero or villain’s powers, habits and methods.
10XP When you either bring down a hero or villain with one D12 in their Power Sets or give a file you have compiled to someone else so they can bring the threat down.


Superman a.k.a Clark Kent a.k.a. Kal-El

Affiliations

Solo 1d10
Buddy 1d8
Team 1d6

Distinctions

Last Child of Krypton

Farm Boy from Kansas

Truth, Justice and the American Way

Power Sets

Kryptonian under a Yellow Sun: DURABILITY D10, LEAP D10, REFLEXES D10, SENSES D10, STAMINA D10, STRENGTH D10, EYEBEAMS D8 

SFX: Speeding Locomotive, Tall Buildings… Use two or more Kryptonian under a Yellow Sun powers in a single dice pool at -1 step for each additional power.

SFX: “Great Krypton!” Combine 2 D10’s from the Kryptonian under a Yellow Sun power set to get a D12.

SFX: Invulnerable. Spend 1PP to ignore stress, trauma or complications from mundane physical attacks.

Limit: Sorcerous Weakness: Complications created by Sorcery take +1 to their effect die.

Limit: Kryptonite: Stress from attacks using Kryptonite take +1 to their effect die and Kryptonian under a Yellow Sun cannot be used until an action is taken against the Doom Pool to recover.

Specialties

  • Combat Master 1d10
  • Vehicle Expert 1d10
  • Cosmic Expert 1d10

Milestones

Lessons of Ma and Pa Kent
1XP When you simplify a morally complicated situation into right and wrong.
3XP When you
10XP When you either

Refugee
1XP When you talk about alienation, loneliness or Kryptonian super-science.
3XP When you use Cosmic Expert to create an asset.
10XP When you either disconnect from your earthly origins and take up your Kryptonian name or make peace with your heritage and dedicate your Fortress of Solitude to remembering your birth parents’ home.


Wonder Woman a.k.a. Diana, ambassador of Themyscria

Diana

Affiliations

Solo 1d10
Buddy 1d6
Team 1d8

Distinctions

Themiscyran Diplomat

Amazon Warrior

Feminist Icon

Power Sets

Hephaestus-forged Arsenal: WEAPONS D12, DURABILITY D10

SFX: Bracelets. Spend 1PP to ignore stress or trauma from any bullets, melee weapons or missile weapons.

SFX: Golden Lasso. Step up the effect die by +1 when inflicting mental stress after already inflicting the D8 or higher Complication, Tangled in the golden lasso.

SFX: Sword of Ares. Add a d6 to your dice pool for an attack action and step back highest die in pool by -1. Step up Physical Stress inflicted by +1.

LIMITGear. Shutdown Hephaestus-forged Arsenal and gain 1PP. Take an action vs. Doom Pool to recover.

Invisible Jet: FLIGHT D12, DURABILITY D10, INVISIBILITY D10

SFX: Sentient Plane. If Wonder Woman is stressed out, spend 1 PP and the Invisible Jet can enter into a conflict with the Doom Pool in order to remove her from the scene.

Limit: Off to Hephaestus for repairs. Gain 1 PP when the Invisible Jet is out of a scene.

Amazonian Warrior Princess: DURABILITY D10,  REFLEXES D10, STAMINA D10, STRENGTH D10, SPEED D8

SFX: Counterattack. On a reaction against physical combat, inflict physical stress with your effect die at no PP cost or spend a PP to step it up by +1.

SFX: Second Wind. Before you make an action including Amazonian Warrior Princess power, you may move your Physical Stress die to the doom pool and step up the Amazonian Warrior Princess power by +1 for this action.

Limit: Conscious Activation. If stressed out, or unconscious, shut down Amazonian Warrior Princess. Recover Amazonian Warrior Princess when stress is recovered or you awake. If Physical trauma is taken, shut down Amazonian Warrior Princess until trauma is recovered.

Specialties

  • Combat Master D10
  • Acrobatics Expert D8
  • Psych Expert D8
  • Vehicle Master D10
  • Mystic Expert D8

Milestones

Diplomat
1XP When you discuss peace with warring parties.
3XP When you inflict Physical stress on an enemy in an attempt to force a cessation of the conflict.
10XP When you either broker peace between two warring nations or choose a side and arm yourself for war.

Gather the Furies…
1XP When you talk to a woman about her power.
3XP When you inflict stress on someone who is oppressing another based on their gender, race, class or religion.
10XP When you either gather an army of super heroic women with you as their general or train super heroic women so they can be their lead their own armies.


I’m blending inspirations from a bunch of different eras and comics for the Trinity.

If I was going to play this, I’d start in WWII and let the group age through the Silver Age, having adventures in the founding moments of Marvel’s greatest heroes and villains into the Modern Era of the Marvel Universe where I’d probably rock out with an event.

Fun What If? Things to Think About:

  • Are there Amazons in the Marvel Universe and if so, how do they react to Diana?
  • Are Bruce’s parents alive here?
  • Does Arkham Asylum exist here?
  • Does Krypton exist and was it saved from destruction from the Nova Corps?
I’d want familiar details, Lex Luthor as a struggling executive at Roxxon Oil, a struggling comic hired to poison a water treatment facility outside of New York City, Harvey Dent running for D.A.,  a WWII fighter ace named Steve Trevor.
Other blog posts to consider:

Places to Brawl in the Golden Age (WWII – Fantastic Four’s Voyage)

  • Pick a WWII battle
  • Red Skull’s fortress in Norway alongside Captain America and Bucky. [Rocket Ship, HYDRA goons]
  • The Nazi Submarine Siege of Atlantis [Nazi Underwater Robots, Undersea monsters]
  • The Nazi Siege of Wakanda [Unstable Vibranium, Wakandan Freedom Fighters]
  • The Nazi Occupation of Latveria [Fleeing Refugees]
  • Isolationist Inhumans’ City [apathetic mutants, decadent mutants]

Places to Brawl in the Silver Age (Fantastic Four vs. Mole Man – X-Men vs. Krakoa)

  • The under-construction Baxter Building [Iron Beams, Super Science Widgets]
  • The Gamma Radiation Testing Site in Arizona [Radiation, Green Rage Monster?]
  • The Brooklyn Bridge when Spider-man and Green Goblin were battling over the falling Gwen Stacy [kid in a mask, crazy guy on a rocket sled, bystanders]

Places to Brawl in the Modern Age (X-Men vs. Krakoa – Break-Out)

  • Inhumans City [Mutagenic Gas Chamber, Super Powered Bystanders]
  • Savage Land [Dinosaurs, Abandoned SHIELD Installations]
  • New York City (particularly near the Flatiron Building where we always see Spider-man swinging around)[Beautiful Bystanders,]
  • Genosha [Busted Sentinels]
  • Xavier School for Gifted Children or Jean Grey School for Gifted Children [Mutant Bystanders, Danger Room]
  • The Baxter Building [Unfinished Experiment, ]
  • Right in front of the Watcher on the dark side of the Moon [Craters, ]
  • Morlock Tunnels [Unstable Tunnels, Reeks of Death]
  • Roxxon Oil Platform [Secret Super Villain, Pipes that Explode]
  • Atlantis [Under Water, Thermal Vents]
  • S.H.I.E.L.D. Heli-Carrier [Top Security, Villain Transfer]
  • Wakanda [Unstable Vibranium, Panther Guard]
  • Latverian Tech-Castle of Doom [Oppressed Bystanders, Latverian Artifacts]
  • Asgard (especially the Rainbow Bridge) [Mythological Bystanders, Monsters, Epic Architecture]
  • On an Avenger’s Quinjet [Inevitable Crash, Stark Tech]
  • Negative Zone [Bug Monsters, Reed’s Gate]

If you have any critique or questions, please let me know in the comments and if you play using these folks and/or situation, please let me know.


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In which Judd fantasizes about how he’d end his game-fast.

Game-fast: in which a gamer stops playing games in order to focus on other pursuits and goals.

In N.Y.C.:

  • Solo Houses of the Blooded game with Janaki where she can ride dragons, get into duels, adventure in Puzzle Houses, debate ven policy in the Senate and have sexy romances.
  • Sit down with Rob, Jason, Witt, Melissa and Janaki and play Misspent Youth.
  • Get together with Bret and run a Ghost Rider Marvel Heroic game where folks who can make it show up and guest star as their favorite Marvel characters.
  • In a Wicked Age with Bret, Janaki, and Carly with sangria and mojitos.

In Ithaca:

  • I’d show up to Barry’s house in the middle of the night, plop down World of Dungeons and a 1 Page Dungeon in my clipboard and play until the sun comes up or City of Fire and Coin, depending on who is around.
  • Sit down with Paula, B.C., Cole and Evan and play Monsterhearts on summer evenings.
  • Get my roommates, Anthony, Andrew and Sarah, to the table and make characters around Anthony’s idea of playing an Imperial Engineer in the Warhammer world using Burning Wheel.
  • Grab my old Tiefling Rogue/Sorcerer and jump into Jim, Charlotte and Aaron’s 4e game.
Visitors and Such
  • City of Fire and Coin with Drew and whoever is in arm’s reach.
  • Dust Devils with Samurai with my dad.
  • Marvel Heroic’s Civil War with Storn, Pete, Anthony, Andrew and Sarah.

But I won’t. I’m staying on target and keeping those flying monkeys in the sky. And ya know, as much as I want to game it feels good to put it aside and concentrate on what is important. It will make gaming that much more satisfying once it hits the table again.

The job search grind is grinding on me.

Marvel Heroic Role Playing: The Authority, from across the bleed, here to kick 616 in the nethers

“Talk to me, Angie.”

“No one’s chasing us. We’re out of the Bleed and near an alternate reality earth. The Carrier is in a comfortable orbit but we’re right out in the open. Navigation and Weapons systems are down and link to the reality anchor back home as been cut.”

“Angie, Apollo, take a look around, figure out who to contact before someone get’s neighborly and knocks on our door.”

What happens when the Authority parks its shiftship in orbit above Marvel’s 616?

Characters

“Daemonites? Any of that kind of alien interference?”

“Lots of off-world tinkering from an array of powerful beings. Shit, they even have some kind of alien watching the world from the dark side of the moon. It ignored Apollo and Engineer when they tried to engage it. Engineer has a hologram of the thing for you, Jenny, thought you’d get a kick out of it.”

“A giant bald man in a toga watches this world from the moon? That is bloody creepy. Does it touch itself, wank off into a moon crater?”

“Don’t make jokes; I had to stop the Doctor from trying to tag the thing’s bald head with graffiti of a penis.”

Jenny Sparks

Affiliations

Solo D8, Buddy D6, Team D10

Distinctions

Spirit of the 20th Century, Been There and Done That, “Bugger this, I want a better world.”

Power Sets

Age of Electricity: ELECTRICAL SUPREMACY D12, LIGHTNING BOLTS D10, INTANGIBILITY D10, TELEPORT D8

SFX: Back Atcha. On a successful reaction against a lightning energy attack, convert your opponent’s effect die into an Age of Electricity stunt or step up an Age of Electricity  power by +1 for your next action. Spend 1 PP to use this stunt if your opponent’s action succeeds.

SFX: Electrocute the Lot.  Add a d6 and keep an additional effect die for each additional target.

SFXVersatile.  Split Electrical Supremacy into 2D at -1 step or 3D at -2 steps.

SFXJolt.  If a pool includes an Age of Electricity power, you may replace two dice of equal size with one die +1 step larger.

LIMITPass Out, Lights Out. If stressed out, passed out, asleep or unconscious shut down Power of the Century. If  Physical Trauma is taken shut down Power of the Century until trauma is recovered.

LIMITScary. Both 1 and 2 on your dice count as opportunities when using an Age of Electricity power.

Specialties

Combat Expert, Cosmic Master, Covert Expert, Menace Master, Psych Master

Milestones

Boss-Lady

1 XP when you bark an order at a member of the team.

3 XP when you send different members of the team to different parts of the world on missions.

10 XP when your team changes the world through super heroics and violence or when you step down and ask someone else to be leader.

A Better World

1 XP when you discuss some aspect of the world that is a total mess.

3 XP when you inflict stress on some bastard because you are seeking social justice

10 XP when you either make the world a better place or fail to do so and seek to disband the Authority so that you can find another way .


“This Logan fellow is by all accounts  a bad-ass.”

“I could kill him.”

“I know, dear.”

Midnighter

Affiliations

Solo D10, Buddy D8, Team D6

Distinctions

Night’s Bringer of War, Sardonic, Loves Apollo

Power Sets

Bendix Bio-Engineered Super Soldier: ENHANCED STRENGTH D8, ENHANCED STAMINA D8, SUPERHUMAN SENSES D10, SUPERHUMAN REFLEXES D10, ENHANCED DURABILITY D8

SFXDeadly.  Add a d6 to your dice pool for an attack action and step back highest die in pool by –1. Step up Physical Stress inflicted by +1.

SFX: Fought this battle a million times. On a reaction against a Physical Stress attack action, inflict Physical Stress with your  effect die at no PP cost or spend a PP to step it up by +1.

SFX: Sees Your Enhancements. Split either Superhuman Senses or Superhuman Reflexes into 2D at -1 step or 3D at -2 steps.

LIMITWar is Hell. Both 1 and 2 on your dice count as opportunities when using a Bendix Bio-Engineered Super Soldier power.

Specialties

Acrobatic Master, Combat Master, Covert Master, Crime Master, Menace Master, Psych Expert, Vehicle Expert

Milestones

Cowled Avenger

1 XP when you threaten an enemy with violence.

3 XP when you when you inflict Physical Stress on an enemy.

10 XP when you either inflict Trauma on an enemy, ending their threat or by sowing chaos and destruction create an asset so that one of your allies can win the day.

Hit the Soft Parts with your Hands and the Hard Parts with a Utensil

1 XP when you discuss how you would destroy someone or something.

3 XP when you destroy a building of some kind.

10 XP when you either destroy a building or kill everyone inside the building with your hands.


“Adorable that their World’s Finest Couple are called Iron Man and Captain America.”

Apollo

Affiliations

Solo D10, Buddy D8, Team D6

Distinctions

The Sun King, So Powerful it’s Scary, Loves Midnighter

Power Sets

Bendix Bio-Engineered Solar-Powered Super Man: SOLAR BLAST D12, GODLIKE DURABILITY D12, FLIGHT D12, SUPERHUMAN SENSES D10, SUPERHUMAN STAMINA D10, GODLIKE STRENGTH D12

SFX: Majestic Class Superhuman. Spend 1 PP to ignore Physical Stress or Physical Trauma unless caused out of direct sunlight.

SFX: Solar Flare. Step up or double any Bendix Bio-Engineered Solar-Powered Super Man Power Set for one action. If the action fails, add a die to doom pool equal to the normal rating of your power die.

SFXHand-to-Bastard Ratio. Add a D6 and keep an additional effect die for each additional target.

SFXFlying Juggernaut. Split Flight D12  into 2D at -1 step or 3D at -2 steps.

LIMITDevastating.  Both 1 and 2 on your dice count as opportunities when using a Bendix Bio-Engineered Solar-Powered Super Man Power Set.

LIMITSolar Powered.  Once per Action Scene, the Watcher can demand a conflict against the Doom Pool, if you lose, you gain a complication against any use of your Bendix Bio-Engineered Solar-Powered Super Man Power Set.

Specialties

Combat Master, Covert Master, Crime Expert, Menace Expert,

Milestones

Center of the Solar System

1 XP when you talk to a member of the media about your exploits.

3 XP when you cause emotional stress during an interview.

10 XP when you when you either allow an embedded reporter to travel with the team or begin a media black-out, taking yourself out of the spotlight whenever possible.

One Man Army

1 XP when you engage an enemy with at least one D12 power among their power sets.

3 XP when you deal stress to an enemy with at least one D12 power among their power sets.

10 XP when you either acknowledge that you are the most powerful member of the team, the vanguard of all offensives or admit that you need back-up when you attack.


“Where’s the Engineer with the damned tech threat reports I asked for? I want to know where the orbital lasers are on this dump of an earth. We’re sitting ducks up here and its only a matter of time before someone knocks on the door.”

“She went down to the surface. Apparently, she wants to bed some guy named Forge before we announce ourselves.”

The Engineer a.k.a. Angela Spica

Affiliations

Solo D6, Buddy D10, Team D8

Distinctions

Genius Maker, Sense of  Wonder,  Scientist

Power Sets

Nine Pints of Liquid Machinery: WEAPONS D10, SUPERHUMAN DURABILITY D10, FLIGHT D10,  TELEPATHY D8, ENHANCED REFLEXES D8, SUPERHUMAN SENSES D10, ENHANCED STAMINA D8, ENHANCED STRENGTH D8,

SFX: Nano-Machinery. Add a D6 and step up your effect die by +1 when using any Nine Pints of Liquid Machinery power to create assets.

SFX: Every Tool is a Weapon if you Hold it Right. Split Weapons  into 2D at -1 step or 3D at -2 steps.

SFX: Liquid Metal. Use two or more Nine Pints of Liquid Machinery powers in a single dice pool at -1 step for each additional power.

LIMIT: Gear in my Blood. Shutdown Nine Pints of Liquid Machinery and gain 1 PP. Take an action vs. the Doom Pool to recover.

Specialties

Combat Expert, Medical Master, Psych Expert, Science Master, Tech Master, Vehicle Master

Milestones

Maker

1 XP when you explain the science behind what is occurring.

3 XP when you create an asset that helps the team with your Nine Pints of Liquid Machinery power set.

10 XP when you either make something with science and engineering to destroy an extinction level global threat or make something to fix the world and make it better.

Wonder

1 XP when you declare something you are seeing as wondrous.

3 XP when you help a teammate recover during a Transition Scene.

10 XP when you either create something to display your sense of wonder at what you have seen or become a jaded veteran of too many super human wars and lose the sense of wonder forever.


“They have their own doctor?”

“Well, he calls himself a Sorcerer Supreme. Heard about him in the Garden of Ancestral Memory. He’s a doctor but…not a Doctor.”

“Huh, what’s his story?”

“He’s a western surgeon magical super hero, all magical surgery and no preventative medicine.”

The Doctor a.k.a Jereon Thorndike

Affiliations

Solo D10, Buddy D6, Team D8

Distinctions

Feels Unworthy, Heroin Addict, Global Shaman

Power Sets

Chosen by the Garden of Ancestral Memory: TRANSMUTATION D12, SORCERY SUPREMANCY D12, SUPERHUMAN SENSES D10, MYSTIC RESISTANCE D12, TELEPORT D12, FLIGHT D8

SFX: Magic is Change. Spend 1 PP to ignore Physical stress or trauma caused by any mystical attacks.

SFX: Action and Reaction. On a successful reaction against a physical or energy attack action, convert your opponent’s effect die into a Chosen by the Garden of Ancestral  Memory stunt or step up a Chosen by the Garden of Ancestral Memory power by a D6 for your next action. Spend 1 PP to use this stunt if your opponent’s reaction succeeds.

SFXLearned from his Ancestors. Split Sorcery Supremancy into 2D at -1 step or 3D at -2 steps.

LIMIT: Exhausted. Shutdown any Chosen by the Garden of Ancestral Memory power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.

LIMIT: Under Pressure. During any Transition Scene, the Watcher can ask for a roll against the highest Doom Pool from the previous scene, trying to either inflict emotional stress on you or creating a complication for the next Action Scene.

Specialties

Cosmic Expert, Mystic Master

Milestones

Talk to the Lineage

1 XP when you discuss your problems with the former Doctors or talk to your teammates about the wisdom they have shared with you.

3 XP when you help a teammate deal with Emotional Stress by sharing your shamanic wisdom.

10 XP when you full accept your role as global shaman, replacing the Distinction, Feels Unworthy with something else or retire your role as Doctor off to the someone you declare as next in line or a predecessor.

Fame

1 XP when you leverage your role as Doctor or member of Authority to gain something petty and mundane.

3 XP when you take Emotional stress from a teammate because of the mess you make in the world.

10 XP when you either deal with your fame with grace and poise or become a media punching bag, putting a complication on the entire team for the next chapter’s conflicts with any public figure.


There are some sexy cities here, boss. Attilan, Kun L’un, more odd underground cities of mutants, monsters and robots beneath New York City than I can easily count. As usual, New York City thinks its the center of the god damned universe but here it seems even more pronounced than usual.”

Jack Hawksmoor

Affiliations

Solo D6, Buddy D8, Team D10

Distinctions

The God of Cities, Stuffed with 70th Century Tech, Womanizer

Power Sets

Urban Organism: URBAN BLASTS D10, SUPERHUMAN DURABILITY D10, URBAN MASTERY D10, TELEPORT D8, LEAPING D8, SUPERHUMAN REFLECTS D10, SUPERHUMAN SENSES D10, ENHANCED STAMINA D8, ENHANCED STRENGTH D8

SFXWhen Cities Bleed. Add a die from the Doom Pool to one or more attack actions. Step up the Doom Pool die by +1 for each action; return it to the Doom Pool when you’re done.

SFX: Streetwise. If a pool includes an Urban Organism power, you may replace two dice of equal size with one die of +1 step or larger.

SFX: Multi-task. Use two or more Urban Organism powers in a single dice pool at -1 step for each additional power.

LIMITCities Only. When you leave a city (the Carrier counts as a city) you must take any effects you cause on the scene, stepped down -1 as Emotional Stress.

Specialties

Acrobatic Master, Combat Expert, Covert Expert, Crime Master, Menace Expert

Milestones

Don’t make me do this.

1 XP when you seek a non-lethal option or point out the Authority’s over-exuberant blood-shed.

3 XP when you have to kill.

10 XP when you either decide you cannot kill again and leave the Authority or slaughter a defenseless enemy and confirm your role as a murderer of bastards.

City Folk

1 XP when you talk about a city as if it was a person.

3 XP when you take stress while defending a city or help with a clean-up effort during a Transition Scene.

10 XP when you either fend off an attacker who would have done damage to a city or do tremendous damage to a city in order to fend off a global threat.


“So, let me get this straight, humans are evolving into these mutants, who are meta-humans?”

“Yeah, they’ve located a gene, have even built this ingenious device to locate others of their kind because naturally, humanity being humanity, the mutants are hunted, hated and mistrusted.”

“Typical. Why haven’t the mutants taken over the world?”

“Uh-oh.”

“Is Shen thinking what I think she’s thinking?”

“No, we can’t take them all on the Carrier. That is a big mess waiting to happen. We can’t…we’re only guests here… right?”

Swift a.k.a. Shen Li-Min

Affiliations

Solo D6, Buddy D10, Team D8

Distinctions

Former Pacifist, Master Hunter, Fastest Winged Mammal

Power Sets

Wings and Talons: CLAWS D10, ENHANCED DURABILITY D8, FLIGHT D12, ENHANCED REFLEXES D8, SUPERHUMAN SENSES D10, ENHANCED STAMINA D8, ENHANCED STRENGTH D8

SFX: Aerial combatant. On a successful reaction against Physical Stress dealt by another flying opponent, inflict Physical Stress with your effect die at no PP cost or spend PP to step it up by ++1

SFX: Easy Prey. Add a D6 and step up your effect by +1 when inflicting Physical Stress against a grounded opponent.

SFX: Wing and Claw: Use two or more Wings and Talons powers in a single dice pool at -1 step for each additional power.

LIMITAwake to Fly. If stressed out, asleep or unconscious, shutdown Wings and Talons. Recover Wings and Talons when stress is recovered or you are awake. If Physical Trauma is taken, shutdown Wings and Talons until trauma is recovered.

Specialties

Acrobatic Master, Combat Expert, Covert Expert, Vehicle Master

Milestones

Read the Wind

1 XP when you talk about the glory of flight and the sky.

3 XP when you create an asset to help a teammate navigate through the air in an Action Scene or save an ally from falling.

10 XP when you either inflict trauma from the air to a villain with a D12 in one of their Power Sets or are dealt trauma while flying and must learn to love flight again.

Too Pragmatic for Pacifism

1 XP when you discuss a plan that does not involve killing.

3 XP when you kill an enemy who you have talked to in relatively civil tones in the past.

10 XP when you decide that killing is indeed the only way or decide that killing is wrong and leave the team.


“How are their meta-humans organized?”

“Not unlike how we had Stormwatch towards the end, really. For the global threats, they have different teams of Avengers for different kinds of threats. The X-teams are the mutant equivalent, also set up into teams based on mission type or creed. The links between the Avengers teams and the government is tenuous even though their leader is a military boy scout from the second world war. Here he is on the big screen.”

“Is there something about him that just makes you want to sully him a bit?”

“Is he a virgin?”

“It is going to be a race to sleep with him, isn’t it?”

Event Milestones

The Big Bads

“They’ve let some bad eggs flourish down there. Let’s kick some heads in and end some bad patterns I’m seeing.”

1 XP when you declare your intentions to do harm to one of Marvel’s biggest villains or heroes because of the harm they have done the world.

3 XP when you do harm to one of Marvel’s iconic villains (Magneto, Dr. Doom, Kingpin, Norman Osborne, Loki, Kang, etc.).

10 XP when you either publicly execute a villain or ask them to join the Authority.

Fall in Love

“She’s a gamma irradiated lawyer with can squat thrust over 80 tons. What is not to love?”

1 XP when you tell a hero or villain you are in love with them.

3 XP when you spend a Scene on a date with a hero or villain.

10 XP when you either marry the hero or villain or move on, leaving them behind as the Authority traverses the Bleed.

Fall in Lust

“He’s an egomaniacal king of Atlantis whose in unrequited love with some science hero’s wife and the body of an olympic swimmer. What’s not to lust?”

1 XP when you make over advances towards a hero or villain.

3 XP when you spend a Scene recovering from stress by being in bed with a hero or villain.

10 XP when you either decide that you love them and this is serious or casually toss them aside, letting them know that this relationship is nothing but physical.

Best Intentions

“Take me to your leader, wankers.”

1 XP when you assure someone that you have no intentions of causing a ruckus while visiting.

3 XP when you cause trauma to someone or capture someone and take them back to the ship.

10 XP when you either announce to the world that you plan to kick its teeth in or try to work with the populace to effect change on their own.

Endangered Species

“Their mutants are nearly extinct; I’m going to help them.”

1 XP when you talk to a mutant about how to solve their community’s problems.

3 XP when you use one of your specialties to create an asset for a mutant to use.

10 XP when you either decide to eradicate all enemies of mutant-kind or take the mutants on to the ship so they can find a better world than this.

Alphabet Soup

“The Hand, Hydra, A.I.M., the Hellfire Club, H.A.M.M.E.R., S.H.I.E.L.D., and the list goes on and on, all with different ideas about how to make the world heaven or hell.”

1 XP when you talk to a grunt in any of the above organizations.

3 XP when you talk to the leader of an organization and deal them mental or emotional stress from the conversation.

10 XP when you either decide that this organization needs to be decimated and declare war upon them or take control of the organization so that it is ruled by you.

Not So Secret War

“Burn it down. All of it.”

1 XP when you tell a major world power that they are being a shit in a public venue.

3 XP when you declare war on a major world power.

10 XP when you either declare the war a victory because your enemy is decimated or find a middle ground or declare the war lost and pull out

Welcome to the Authority

“She’s too amazing to leave in this back-water reality.”

1 XP when you mention to the team that someone in this reality is worth recruiting.

3 XP when you test that person to see what they are made of.

10 XP when you either ask them to join the Authority or find them lacking and let them know they blew their shot.

Hunger

“Something is coming to eat the Carrier’s engine.”

1 XP when you ask someone about Galactus or one of his Heralds.

3 XP when you deal stress to one of the Heralds of Galactus.

10 XP when you either deal trauma to Galactus, fending him off or get the ship moving and run from his hunger.

Unlockables

Spy, 10 XP

You have a spy on the inside of an organization or community (Kingpin’s mob, Sect of Mutants, Hellfire Club, The Hand, A.I.M., S.H.I.E.L.D., S.W.O.R.D., Hydra, The Avengers, The Hulks, The Inhumans, Nova Corps, Atlantis, Wakanda, Latveria, 50 State Initiative, Stark Corp., Roxxon) who will feed you information in return for something…

The Carrier

Distinctions

Powered by a Baby Universe, Abandonment Issues

Traits

Fifty Miles Long d10

Door, 10 XP

The Carrier’s teleportation system is now online and can take you anywhere on earth.

Navigation, 10 XP

The Carrier’s in-reality navigational system is now online. You can move the ship to anywhere in the Marvel Universe but it can’t cross into the Bleed yet.

Weapons, 10 XP

The Carrier’s weapons systems are now online. You can call on the Carrier during Action Scenes.

Once all 3 of the above unlockables have been bought by players, they may chip in so that they can unlock the following:

Carrier is a go, 40 XP

The Carrier is able to tack into the Bleed and leave this reality. You can go at any time.

Cool Places to Punch One Another

  • Inhumans City [Mutagenic Gas Chamber, Super Powered Bystanders]
  • Savage Land [Dinosaurs, Abandoned SHIELD Installations]
  • New York City (particularly near the Flatiron Building where we always see Spider-man swinging around)[Beautiful Bystanders,]
  • Genosha [Busted Sentinels]
  • Xavier School for Gifted Children or Jean Grey School for Gifted Children [Mutant Bystanders, Danger Room]
  • The Baxter Building [Unfinished Experiment, ]
  • Right in front of the Watcher on the dark side of the Moon [Craters, ]
  • Morlock Tunnels [Unstable Tunnels, Reeks of Death]
  • Roxxon Oil Platform [Secret Super Villain, Pipes that Explode]
  • Atlantis [Under Water, Thermal Vents]
  • S.H.I.E.L.D. Heli-Carrier [Top Security, Villain Transfer]
  • Wakanda [Unstable Vibranium, Panther Guard]
  • Latverian Tech-Castle of Doom [Oppressed Bystanders, Latverian Artifacts]
  • Asgard (especially the Rainbow Bridge) [Mythological Bystanders, Monsters, Epic Architecture]
  • On an Avenger’s Quinjet [Inevitable Crash, Stark Tech]
  • Negative Zone [Bug Monsters, Reed’s Gate]

Notes

Y’know, I’d be really tempted to start this game during the Breakout, just because it is the iconic Marvel Heroic Role Playing game start point. Honestly, I’d be tempted to start this game in the middle of any event or comic book. Toss the Authority at the MU in the middle of something big and ask them to take sides and punch someone hard.

The Authority are a hard lot to write milestones for because, particularly in their first few graphic novels, they don’t really have much in the way of moral quandaries. If you need a list of who to punch, here’s a good place to start.

If you play with these folks, please let me know how it goes.

This was mostly based off of the Warren Ellis stories but some Mark Millar’s stuff crept in.

The Authority: Relentless by Warren Ellis, Bryan Hitch, Paul Neary and Laura Depuy

The Authority: Change of Management by Warren Ellis, Bryan Hitch, Paul Neary, Laura Depuy, Mark Miller and Frank Quitely

Things to do in Action Scenes

  • Stick your nose into a well worn Marvel conflict.
  • Punch someone in need of punching.
  • Depose a country’s ruler.
  • Help a team take down a villain.
  • Stop a natural or ecological disaster.

Things to do in Transition Scenes

  • Wake up hungover in bed with any number of villains and/or heroes.
  • Throw a party in the Carrier.
  • Uncover secrets that change everything.
  • Meet up with someone who holds a similar archetype as you and talk shop.
  • Meet with leaders.
  • Be interviewed by the media on television.
  • Discuss this world with a teammate.

Addendum

Over at the MWP forum, Jim has some solid critique for my character builds that are well worth thinking about. I changed a few characters with his comments in mind but will keep the 1 and 2 adds to the Doom Pool for Apollo, Midnighter and Jenny until playtesting tells me differently. I really like the idea of those power-houses making a situation worse at times.

Game-fasting: thinking about where table-top RPG’s fit in my life

Yes, as I talked about with Jen on the Jennisodes, I am game-fasting.

This has led to me fantasizing about what games I’d like to play and with whom.

Monsters and Hearts: In this fantasy, I have moved to New York City and we play Monsterhearts  with my lady-friend, our friend, Janira and her special friend. This is based on our love/hate relationship with Buffy and Supernatural, a love of YA fiction and seeing Janira play a teenager in a game of Shock:.

Stick it to the Man: Also a NYC fantasy game, in which there are 10 days to any given week so I can play Misspent Youth with the lady-friend and my buddies Rob,  Jason and Witt. It would be one of those games that Jason plays with his newborn on his lap. I like the idea of our first game all together being something finite that we can bring to a definite close.

The Siege: I’d love to run a BW game with my house-mate, a long time Warhammer fan. I asked him what kind of Warhammer PC he’d like to run and he said he’d like to play an Imperial Engineer. This would be a game about an Imperial Engineer fresh out of the Imperial Gunnery School in Nuln and put on the front lines of a vicious siege. If roommates wanted to play, they could pick up other characters, like an Imperial Wizard or a grizzled Sergeant.

Excelsior Highway: Another 8 days in the week NYC fantasy, where me and Bret have an evening to play Marvel Heroic Role-playing Game about Ghost Rider on a road trip or in the midst of some homemade magical event. Mayhaps friends come and play as guest starring heroes but the main adventure is about Ghost Rider kicking ass for vengeance.

Good-bye Games: I’d like to play a game with Paula and some folks, a way to say, “good-bye,” to the Ithaca gamers.  I think they’d like Monsterhearts too, actually.  Maybe an epilogue game with the Apocalypse World crew and  a good-bye game with Jim and Charlotte and Pete and Aaron.

Burning Wheel Greed: Yeah, I’d to play in a BW game with only the dwarven lifepaths with the BWHQ posse.

This is what game-fasting brings on at my current stage of game-hunger, fantasies about not only campaigns ideas but social set-ups that there are not enough days in the week to bring out and play. As much as I miss gaming, it is a relief to have that big gap of time in my week to get other things done and when I get to New York City, begin my career, move into a new place with Janaki and start a new city life, I am going to be very careful as to how I fill that time.

The more I think about it.  The more I look hard at my goals, at the short amount of time life has to offer, at the many glorious things to learn and see, the things that keep me happy, healthy and sane, I am wondering where and if gaming will fit in. I’m looking at a period of time in my life where visiting fictional places with friends just might not work at all for a while and I’m finding that exciting.

And you? What games are you thinking about playing and how is gaming fitting into your life at the moment?

 

Marvel Heroic Role-Playing: Marvel Boy, Kree Ensign Noh-Var

Marvel Boy

Avengers Codename: Protector

Kree Ensign Noh-Var

Affiliations

Solo 1d10
Buddy 1d6
Team 1d8

Distinctions

Refugee from Another World

Kree Soldier

“This world killed my friends and imprisoned me.”

Power Sets

Nega Bands

Energy Blast d8

Teleportation d6

Flight D6

 

SFX: Versatile: Split POWER TRAIT into 2d at –1 step, or 3d at –2 steps.

LIMIT: Gear: Shutdown POWER SET and gain 1 PP. Take an action vs. doom pool to recover.

 

Alien Insect DNA

Superhuman Durability d10

Superhuman Speed d10 (can run up walls)

Enhanced Reflexes d8 (maybe d10 too or am I overdoing it?)

Enhanced Senses d8

Enhanced Stamina d8

Enhanced Strength d8

Energy Blast d8 (able to grow fingernails and use them as grenades…seriously)

 

SFX: Multi-power: Use two or more Alien DNA powers in a single dice pool at -1 step for each additional power.

LIMIT: Conscious Activation: If stressed out, asleep, or unconscious, shutdown Alien DNA. Recover Alien DNA when stress is recovered or you awake. If Physical Trauma is taken, shutdown Alien DNA until trauma is recovered.

 

Specialties

  • Combat Master 1d10
  • Acrobatics Master 1d10
  • Vehicle Master 1d10
  • Tech Master 1d10
  • Cosmic Master 1d10

Milestones

Rebel without a World
1XP When you mock the crude ways of Earth-616.
3XP When you rebel against society through your actions.
10XP When you either find a place in this world or launch on a campaign to change it once and for all, for its own damned good.

Kree Soldier/Diplomat
1XP When you declare someone an enemy.
3XP When you take stress in battle or in an argument with an enemy.
10XP When you either declare war on something or broker peace.

Inspirations and Thoughts:
Marvel Boy by Grant Morrison and J.G. Jones
http://marvel.wikia.com/Noh-Varr_(Earth-200080)

Marvel Heroic Role Playing: Marvel Milestones

One of the things that might be difficult for folks who want to create their own characters is tying them to the Marvel universe.

Here are a few character Milestones that try to do just that by attaching Milestones (Milestoning?) to iconic Marvel motivations.

“Welcome to the X-Men, hope you survive the experience.”

1 – For asking if you are now a member of the X-men.

3 – For taking stress in an Action Scene alongside an X-man.

10 – For either being inducted as a full fledged member of an X-team or walking away from X-folk forever.

Once a criminal, now an Avenger

1 – When you verbally defend your right to be among the world’s best super-heroes.

3 – When you give Emotional stress to a hero who doubts you.

10 – When you  prove yourself by during an Trauma in an Event or leaving the Avengers (for a while).

Humans are puzzling.

1 – When you misunderstand something basic about humanity that is funny or odd.

3 – When you cause someone stress because of your inhuman ways.

10 – When you make a big step towards integrating into human life or go the other way and become even more alien and incomprehensible.

DIE MUTIE SCUM!

1 – When you admit that mutants make you nervous.

3 – When you tell a mutant that they should surrender some of their rights in order to make those around them more comfortable.

10 – When you either get over your bigotry or become a die-hard anti-mutant advocate.

Former Herald of Galactus

1 – When you recount a detail of a world you helped Galactus consume.

3 – When you take stress defending your adopted home against a cosmic threat.

5 – When you either repent and realize the wrongs you have done or go back to Galactus and serve His infinite hunger once more.

The Punisher is right.

1 – When you announce that a villain deserves to die by your hand.

3 – When you arm a friend with a lethal weapon.

10 – When you either kill a villain in cold blood or realize the error of your ways and allow them to live (even if that is in jail).

 

NOTE: Chris has some great examples of mutant milestones in the comments, worth taking a look.

https://shopofjudd.threadless.com/collections/tabletop-role-playing-games

Marvel Heroic Role-Playing: Moon Knight

Moon Knight by Alex Maleev

Moon Knight
Marc Spector

Affiliations

Solo 1d10
Buddy 1d8
Team 1d6

Distinctions

Soldier of Fortune
“I am the Chosen of Konshu.”
C-List Avenger

Power Sets

Weapons of the Moon God

Crescent Darts d8
Gliding Cape d8
Truncheon w/ Grappling Hook d8

SFX: AFFLICT Add a d6 and step up your effect die by +1 when damaging a werewolf.
SFX: IMMUNITY Spend 1 PP to ignore stress, trauma, or complications from Psychic Attacks.

Shutdown Weapons of the Moon God and gain 1 PP. Take an action vs. doom pool to recover.

Weapons of the Confidants
Logan’s Claws d8
Web-shooters d8
Cap’s Back-up Shield d8
SFX: UNLEASHED Step up or double any Weapons of the Confidants power for one action. If the action fails, add a die to doom pool equal to the normal rating of your power die.

Change any Weapons of the Confidants power into a complication and gain 1 PP. Activate an opportunity or remove the complication to recover the power.

Specialties

  • Combat Master 1d10
  • Mystic Expert 1d8
  • Cover Master 1d10
  • Menace Expert 1d8
  • Acrobatics Expert 1d8
  • Vehicle Expert 1d8

Milestones

Voices
1XP When you talk to the voices in your head as if they were real people.
3XP When you allow the voices to talk you into a dangerous course of action or admit to someone that you talk to people who aren’t there.
10XP When you either seek help for your fractured personality or run away and change the cast of the voices for a new purpose.

C-List Avenger
1XP When you have to tell someone that you are a super-hero or an Avenger
3XP When you gain stress from engaging in public super-heroism.
10XP When you either accomplish a tremendous public super-heroic feat or break down and fade into obscurity.

Inspirations and Thoughts:
Moon Knight by Bendis and Maleev, issues 1-9 (10 comes out tomorrow)
http://marvel.wikia.com/Marc_Spector_(Earth-616)

The most important bits to me were that he was a kick-ass vigilante and that the limitations and milestones showed how mentally unstable Spector is…or is he a stable guy dealing as best he can with the blessings of an ancient Moon God? I didn’t want to make any judgments.