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Marvel RPG Characters

The following consists of a number of Actions and Modifiers I invented, tweaked, or modified, as well as house rules for how I make them work. A number of these can also be found on other character write-ups of mine; the sources of my desire to be creative, but I finally felt a need to just commit them all to a single place.

ACTIONS

Gambling
Functions as in the MURPG core book, except as follows:
  • "Cheating" stones are free stones, up to your Agility. Thus, you are cheating. Otherwise, Gambit cannot "cheat", as he lacks the energy pool, as does anyone else he's likely to compete against. (This may be how it is meant to be, but I feel it was poorly written, so I elaborated.)

  • Fear
    As a house rule, one could work in an overstraining-like effect. Example: Shriek is battling Invisible Woman. Invisible Woman spends six stones into Force Field.

    Inventing
    Inventing has the single most useless description in the book. As well as being complex, it is also vague. Thus, I worked out the rules I'll use for Inventing, when it is present in my games.

    Example: Stretch wants a belt that can fly at Mach speed, carry a passenger, and protect them from the high speed or incoming attacks.

    (Total Aspect Stones) 6 stones of flying + 2 stones of carrying + 6 stones of defense, in the form of an energy barrier = 14 stones.

    (Total Invention Factor) Tech he knows (x4) + Permanent (+6) + make a Modifier/self-powered (+3) + benefits others advantage (+3) x(4+6+3+3) = 16 stones

    14 x 16 = 224 Total Invention Stones (p.52-53)

    Now, apparently cost of Actions is completely irrelevant, because Flight 6 couldn't cost 6 stones if you wanted it to, based on the above text. It's either A#+2 or A#-1, with tech discount, so 9 or 3 white stones. Certain benefits are also, apparently, not valid. Force fields usually double defense stones, but Force Field 3 (6 defensive stones) would be only 3, while 6 stones of Force Field would be 12 protection. Also, that makes me wonder how one might price Modifiers, if they don't have a M#, but just a cost. This Action is one I like to try and use, but the book does a horrible job of explaining it. I'll give an example below. Here is how I would price Forge's Neutralizer Gun.

    (TAS) 2 stones of Suppress Mutant Powers (for Range=2) + 5 stones for permanent effect + 1 stone for "curable"/reversible = 9
    (TIF) Tech he knows (x4; I deem Forge always knows, as he subconsciously sees into the future) + 6 (permanent) +3 (self-powered) = 13 (TIS) 9x13=117

    So, Forge could build this weapon in approximately nine days (117/13; book Forge is I6 and Inv7). Somehow, I find it disgusting that it could be done so fast. This assumes, of course, that options purchased are "+CL", such as the +5 CL for permanent effect of SMP. If each option only costs an extra +1 Aspect stone, we'd be sitting at 4x13 = 52, in which case, Forge would be don in four whole days. Not bad for a gun that otherwise costs 40 white stones, huh?

    Option: (+3 CL) May add free stones into Inventing each day equal to Wealth rating. Effectively, the option actually benefits you for having high Wealth, like Forge and Stretch do. Nothing in Invention mentions actually paying money, and Powered Armor, which gains a small to moderate bonus for certain Wealth ratings is better built without Invention; you'd never finish. Still, if you are Forge, for instance, you can spend in your 13 each day, and also add in 9 Wealth points, hastening up your work, and reflecting your good materials, assistance, etc. Still, it is a somewhat expensive option on an already expensive Action.
    Arcanist
    (CL+5)
    An Arcanist is the magical version of the Inventor. Where techies use chips, batteries, circuits, and stuff, Arcanists use crystals incantations, and magical energies. This action covers how sorcerers might craft their relics, such as the Cape of Levitation. This Action works just like Inventing, except that it requires Mastery of Magic, rather than Technology. Arcanist A# cannot exceed the Mastery of Magic A#. Like Inventing, Arcanist comes with a free Intelligence Bonus, but since Mastery of Magic is somewhat more rare, and costs CL+2, rather than CL+1 (Technology), it is only CL+5, rather than CL+6. Otherwise, it works the same as Inventing. Some people still might rather like using Mastery of Magic, or something else.

    The Power Cosmic
    The following are special rules I use for the Power Cosmic, as rarely as it appears, not withstanding.

  • Use Power Cosmic Action # for red energy recharge rate per panel, rather than Durability or Intelligence.
  • Gain free bonuses as power used, such as Mental Defense for using Telepathy/Mesmerism 9.
  • Can use acceptable bonuses, so long as the combined Action # would still be less than or equal to PC Act. #.
  • Effects can stack with existing Actions, if applicable.
  • Mastery Of Earth
    (CL=A# + Options) Earth Masters are a rare breed; beings able to move and shape the Earth to follow their desires. Once might shape a chunk of marble into a perfect replica of Michaelangelo's David, or use their powers to move a lump of stone upon which they are standing, and have it carry them aloft. Others will sheath their bodies in rock or crystal, and give themselves the strength of the earth, or become one with the rocks, walking effortlessly through it, like air.

    OPTIONS
  • Immunity to Effects of Earth

  • (+1 CL)
  • Can transform into earth, stone, or crystal

  • (+1 CL)
  • Can create/manipulate earth to number of stones spent. This includes Barriers and object creation. By Object Creation, we mean shapes and forms, not working devices.

  • (+1 CL)
  • Get Force Blast with appropriate effect.

  • (+1 CL)
  • Accumulate Energy over time for major effects. Stunned afterward for a panel.

  • (+2 CL)
  • May buy Flight or a Special Movement related to Mastery at -1 Cost Level.

  • (+1 CL)
  • Increase Body Density, up to Mastery Action #. Spend 1 stone to up Strength OR Toughness 1 point. Spend one stone/panel to maintain boosts, regardless of how much.

  • (+3 CL)
  • Can substitute Mastery for Durability. Energy DOES NOT increase with Health.

  • (+2 CL)

    EXAMPLES OF EARTH MASTER EFFECTS
  • Cause buildings to collapse
  • Create tremors, earthquakes, mudslides, and avalanches
  • Move stone/earth as if with Telekinesis
  • EXAMPLES OF OBJECT CREATION
  • Objects are PERMANENT
  • May manipulate Earth like Telekinesis
  • EXAMPLES OF ELEMENT BLASTS
  • Stone chunks - 2x damage
  • Crystal Shards - Normal damage, Armor-Penetrating
  • Quakes - Area, 2x damage, but does not harm living beings except indirectly (building falls on them, etc.)
  • EXAMPLES OF MOVEMENT
  • Earth Meld - walk through earth, stone, and crystal as if phased. CANNOT pass through metal.
  • EXAMPLES OF ELEMENT BARRIERS
  • Wall of solid rock/crystal that blocks 1 stone/stone used. Duration 1 stone/panel.
  • Golem - Earth Mastery
    CL= Act # + 9

  • Immune to Effects
  • Can turn to stone, mud, and crystal
  • Create stone, mud, and crystal
  • Force Blast - variable
  • Accumulate Energy
  • Special Movement - Earth Meld
  • Increase Density
  • Mastery Of Youki
    (CL=A# + Options) Masteries of youki are inspired by anime. Youki is "demon energy", and is a way to try and grant powerful demons many of their abilities, without the need for umpteen million actions.

    OPTIONS

    Will be added later, after I figure more out.
  • Get Force Blast with appropriate effect.

  • (+1 CL)
  • May buy Flight or a Special Movement related to Mastery at -1 Cost Level.

  • (+1 CL)
  • Increase energy pool by A# x3 red stones.

  • (+3 CL)

    EXAMPLES OF ELEMENT BLASTS
  • Acid whip - 2x damage, works like tendril whip.
  • EXAMPLES OF ELEMENT BARRIERS
  • Toxic miasma that inflicts damage to attackers. Duration 1 stone/panel. Area, Focused on self.
  • Technomancy
    This is a new branch of Magic, and works mostly like Sorcery, except that it requires cyberarcana props. Since it is mostly using science to duplicate Sorcery, it doesn't allow Magic Defense, at the GM's discretion.

    MODIFIERS

    Precise Strike
    (CL=M#+4) This modifier works like Targeting, but stacks with Close Combat, rather than ranged combat.

    Additional Limbs
    (CL=Strength of limbs) This modifier grants the use of more than the normal amount of limbs, like Doc Ock's Tentacle Device, or Forearm's four, super-strong appendages. Originally, I just planned to have someone pay for two points higher than planned for Strength, and much like Ock, have a Strength, S+1 for 2 arms, and S+2 for 4 arms, but I've decided I like this person's better. It is the ninth one down, by lordofchange.

    Wealth
    One might consider making Options for a few Actions, where you can add your Wealth. Social Skills and Business Skills could both benefit from you being loaded; Tony Stark can get women who hate and berate him to also sleep with him, at the same time. It's because he's loaded. Make a +3 option to various Actions to add your Wealth bonus as free stones.

    EQUIPMENT

    if necessary

    GOLEM
    Michael Ignatius
    Height: 6’3”
    Weight: 205 lbs.
    Eye Color: Gray
    Hair Color: Black
    Species: Mutant
    Stone Cost: 226r = 75W 1R

    ABILITIES
    Intelligence: 3
    Strength: 6
    Agility: 2
    Speed: 2
    Durability: 5

    Energy
    W 5/R 15

    Seems Original Character = Picture Not Available
    Sorry Folks

    ACTIONS
    Close Combat (CL+0): 6
    (Strength Bonus and Modifier)

  • Kickboxing
  • Ranged Combat (CL+0): 5
    (Weapon Modifier)

  • Hurled Objects
  • Mastery of Earth (CL+9): 6

  • Immune to Effects
  • Transform (sculpturesque appearance)
  • Create/Manipulate stone, sand, mud.
  • Force Blast- takes the form of mudballs/gem chunks or tremors/earthquakes (not energy-based)
  • "Terra Sanctuary"- as Force Field/Barrier. Can be partial or total cover, but much as Magic, no double stones.
  • Accumulate Energy
  • Earth Travel: can move through stone/crystal as if air. CANNOT pass through metal.
  • Manipulate Body Density
    • Can only increase (spend 1 stone to up Strength OR Toughness 1 point)
    • 1 stone/panel to maintain increases (regardless of amount increased)

    Social Skills (CL+0): 3

  • Religion
  • Church information

    MODIFIERS
    Appearance: Human
    Toughness (+4; CL+5), Nullifies Armor Penetration, Nullifies 2x Damage
    Challenge: Mutant

    EQUIPMENT
    Kevlar Armor: (+1) Defense.

    Michael Ignatius is a mutant with considerable power at his command. As a boy he was raised in a very religious family, and was taught the tenets of Christianity. He was raised, however, to believe that some things were wrong, and mutants were among these. So, when he discovered, during puberty, that he was going through "changes" that other boys weren't, he chose to hide it from his family and friends. Later, he began to feel that his mutant condition was a curse; a punishment for some sin that he wasn't aware of having committed. In order to atone for this perceived sin, Michael became a minister, and devoted himself to God, hoping that this would convince the Almighty to remove the curse. Later however, this view was shattered, when another mutant destroyed the church, for no reason other than to terrify the human onlookers. Michael's powers saved him, but many of his congregation were less fortunate, especially children. In a fit of rage, Michael eruprted from the rubble, encased in stone, and did battle with the one responsible. After defeating him, his rage subsided, and Michael returned to normal. His own secret now out, due to the gathered crowd, Ignatius was shunned by the people, who believed that he had been the aggressor's intended target. Since he could no longer serve the people in his prior capacity, however, he chose to serve them in another. Michael Ignatius had now decided that his power, while still somewhat a curse, was a curse that could allow him to defend the weak, as his beliefs commanded. If the people shunned him, that was their choice; he only answered to God, and to his own conscience. Now, like the ancient construct of the same name, Golem protects the weak from evil, with a resolve as unyielding as the very earth from which he draws his power; a man and warrior of God, devoted to the defense of Good.

    NEW ACTION

    MASTERY OF EARTH (Mastery of Element)


    Cost Level = Action # + Options

    Earth Masters are a rare breed; beings able to move and shape the Earth to follow their desires. Once might shape a chunk of marble into a perfect replica of Michaelangelo's David, or use their powers to move a lump of stone upon which they are standing, and have it carry them aloft. Others will sheath their bodies in rock or crystal, and give themselves the strength of the earth, or become one with the rocks, walking effortlessly through it, like air. Since Golem is an original character, imagining him, and his powers in action could be difficult, so I offer another example; one who motivated the creation of Golem, to a degree. Terra, a DC character from Teen Titans, would be an Earth Master.


    Terra, from Teen Titans, found at Wikipedia.

    OPTIONS
  • Immunity to Effects of Earth

  • (+1 CL)
  • Can transform into earth, stone, or crystal

  • (+1 CL)
  • Can create/manipulate earth to number of stones spent. This includes Barriers and object creation. By Object Creation, we mean shapes and forms, not working devices.

  • (+1 CL)
  • Get Force Blast with appropriate effect.

  • (+1 CL)
  • Accumulate Energy over time for major effects. Stunned afterward for a panel.

  • (+2 CL)
  • May buy Flight or a Special Movement related to Mastery at -1 Cost Level.

  • (+1 CL)
  • Increase Body Density, up to Mastery Action #. Spend 1 stone to up Strength OR Toughness 1 point. Spend one stone/panel to maintain boosts, regardless of how much.

  • (+3 CL)
  • Can substitute Mastery for Durability. Energy DOES NOT increase with Health.

  • (+2 CL)

    EXAMPLES OF EARTH MASTER EFFECTS
  • Cause buildings to collapse
  • Create tremors, earthquakes, mudslides, and avalanches
  • Move stone/earth as if with Telekinesis
  • EXAMPLES OF OBJECT CREATION
  • Objects are PERMANENT
  • May manipulate Earth like Telekinesis
  • EXAMPLES OF ELEMENT BLASTS
  • Stone chunks - 2x damage
  • Crystal Shards - Normal damage, Armor-Penetrating
  • Quakes - Area, 2x damage, but does not harm living beings except indirectly (building falls on them, etc.)
  • EXAMPLES OF MOVEMENT
  • Earth Meld - walk through earth, stone, and crystal as if phased. CANNOT pass through metal.
  • EXAMPLES OF ELEMENT BARRIERS
  • Wall of solid rock/crystal that blocks 1 stone/stone used. Duration 1 stone/panel.
  • Golem - Earth Mastery
    CL= Act # + 9

  • Immune to Effects
  • Can turn to stone, mud, and crystal
  • Create stone, mud, and crystal
  • Force Blast - variable
  • Accumulate Energy
  • Special Movement - Earth Meld
  • Increase Density
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