Showing posts with label Marvel Super Heroes RPG. Show all posts
Showing posts with label Marvel Super Heroes RPG. Show all posts

Monday, October 1, 2012

The Giant Squid from 'The Beast'

Below the thunders of the upper deep;
Far far beneath in the abysmal sea,
His ancient, dreamless, uninvaded sleep
The Kraken sleepeth: faintest sunlights flee
About his shadowy sides; above him swell
Huge sponges of millennial growth and height;
And far away into the sickly light,
From many a wondrous grot and secret cell
Unnumber'd and enormous polypi
Winnow with giant arms the slumbering green.
There hath he lain for ages, and will lie
Battening upon huge seaworms in his sleep,
Until the latter fire shall heat the deep;
Then once by man and angels to be seen,
In roaring he shall rise and on the surface die.
- Alfred Lord Tennyson




The Beast Squid






F: Rm (30)
A: Rm (30)
S: Am (50)
E: Mn (75)
R: Pr (04)
I: Rm (30)
P: Pr (04)

Health: 185
Karma: 38
Resources: Fe (2)
Popularity: -20 (In Bermuda, when discovered)

Talents:
None

Powers:
The Squid's Physiology: The Squid is a fearsome oceanic predator, which has very few equals. Size, ferocity, and adaption has made the Squid more than capable of dealing with threats both ocean-born and land-based, and it remains something that is deftly adapted for its world.
  • Aquatic Adaption: While the body is massive, it is unique adapted for its environment. The Squid can move with In (40) Hyper Swimming, while it is also capable of +1cs while in water for combat actions. The Squid has water freedom and water breathing, although it does not have an air bladder...it's unique body emits ammonia chloride to keep it buoyant.
  • Multiple-Attacks: The Squid against up to Six attacks per round, with two attacks being the massive whip-like arms which can grapple with +2cs. Each arm is studded with curved hooks which do Rm (30) edged damage as well as the crushing damage. In addition, if the Squid makes a successful Grapple check, it begins doing Strength Damage against an opponent as well as slashing damage from the claws.
  • Tracking: The Squid can track prey through the water by feeling vibrations made and through scent. The Squid can track with Am (50) intensity while in water.
  • Luminescence: The Squid can shift it's skin colors based on mood, from a red to a neutral gray and can camouflage itself with Rm (30) ability
  • Size: The Squid is at least 40 M long. As such, normal weapons have problems damaging it (As seen in the books), as the Squid shrugs off most gunshots and anything short of a high caliber. The Squid can hit targets up to 3 areas from itself.
  • Beak: The Squid has a razor sharp beak capable of shredding steel, bone, and plexiglass with Am (50) ability.

Contacts:
None

Limitations:
The Squid's Physiology:
The Squid's own physiology works against it too:
  • Size: The Squid is +2cs to hit, easily
  • Water Dependence: The Squid requires an oceanic environment to survive. It cannot operate in fresh water, nor can it exist outside of water for long before suffocating.
  • Must Feed: The Squid must feed at least 1 per day to maintain itself, otherwise it begins to enter a state close to hibernation, or arrival of prey
  • Animal instinct: As seen in the book, the Squid is tricked by forcing it to react to its instinctual nature.

Captain Cold, the coolest Flash villain around.

Captain Cold





Dr. Leonard Snart

F: Ex (20)
A: Gd (10)
S: Good (10)
E: Excellent (20)
R: Rm (30)
I: Excellent (20)
P: Remarkable (30)

Health: 60
Karma: 80
Resources: Ex (20)
Pop: - 30 in Central/Keystone City, - 20 Everywhere else

Talents:
Leadership
Weapons Design
Engineering
Crime
Knowledge: The Society
Knowledge: The Rogues
Knowledge: The Flash (2, 3, and 4 specifically)
Resist: Domination*
Repair/Tinkering
Weapons Specialist: Cold Gun
Electronics
Computers
Repair/Tinkering

Powers:
Captain Cold's Cold Gun: A remarkable device which generates intense cold, the Cold Gun has undergone many changes since it first appeared. The Cold Gun is a unique weapon, and designed by Snart to perform many functions based around Mn (75) level Ice Generation. Cold has developed several key 'power stunts' off of the gun's main generation abilities, including:
  • Ice Blast: Mn (75) Damage
  • Creating basic structures as shields and/or debris
  • Creating large ramps and travel methods, granting Snart Ex (20) movement
  • Freezing opponents instantly solid with Mn (75) ability following a successful 'to-hit'
  • Creating slick areas reducing effective enemy agility by -4cs
  • Cold Generation of Mn (75)
  • Suffocating individuals by creating solid weights

The Cold Gun:
(Unique, Bio-locked, Scientific): Mn (75) material (Promethium housing (As of Flash vol 3), portable thermofusion generator).

Costume: Captain Cold wears a costume which protects him against the intense cold of his gun and provides some additional protection. The suite provides him with Gd (10) physical protection, and Rm (30) cold protection. In addition, the visor that Cold wears grants him Ex (20) Protected Senses - Vision.

Experienced: while not necessarily a power, Cold gains a +2 initiative bonus when fighting superheroes due to his experience. Cold is one of the most experienced villains in the game, and knows the ins and outs of being a super-villain. In addition, Snart gains an additional +2 initiative bonus for a total of +4 when fighting speeders.

Contacts:
The Society, The Rogues, Golden Glider

Limitations:
  • The Rogue's Code: Snart follows (and enforces) the Rogue's code, which is a strict set of guidelines that all of the Flash Rogues follow. Failure to follow the rules earns a severe if not lethal reprimand from Cold, as in the case of the killing of Inertia for killing Bart Allen. No one breaks the Rogues Code, no one.
  • Known Identity: Captain Cold's identity is known by the authorities
  • Wanted: Captain Cold is actively wanted by the authorities.

Saturday, August 15, 2009

Purposes of this blog

So, I'm thinking I should say something or kick things off with a few ideas on what this blog will do. This blog is dedicated to the original Marvel Super Heroes game system, originally published by TSR from 1984 to 1996. The game still maintains an avid following, hence this blog, and I'm lucky enough to continue to find groups who want to play.

A lot of what will be posted here will be rules, write-ups, and other items that I've worked on over the years, and is featured more prominantly at Classicmarvelforever.com. I'm just looking to reprint some of those things here, and add to them.

Without further delay, let's get started!