Saturday, July 26, 2025

IRON LAD (Marvel-M6311)

 

IRON LAD
(Secret Identity: Nathaniel Richards)

Affiliations: Solo D8, Buddy D6, Team D10
Distinctions: Boy Who Would Be Kang; Future Tech; Natural Leader


NEUROKINETIC ARMOR

Cybernetic Senses D8, Superhuman Durability D10, Superhuman Strength D10, Supersonic Flight D10

SFX: Boost. Shutdown the highest-rated NEUROKINETIC ARMOR or WEAPONS SYSTEMS power to step up another power. Spend 1 PP to recover that power.

SFX: Energy Absorbers. On a successful Reaction against an energy-based attack action, convert your opponent’s effect die into a NEUROKINETIC ARMOR or WEAPONS SYSTEMS stunt or step up a WEAPON SYSTEMS power until used in an action. If your opponent’s action succeeds, spend 1 PP to use this SFX instead.

Limit: Power Surge. Shutdown any NEUROKINETIC ARMOR power to earn 1 PP. Spend 1 PP or participate in a Transition Scene to recover it.


WEAPONS SYSTEMS

Energy Blast D8, Magnetic Control D8, Teleport D10

SFX: Area Attack. Can target multiple opponents. For each additional target add a D6 to your Action Pool and keep an additional effect die.

SFX: Overcharge. Step up or double any WEAPONS SYSTEMS power for one action or spend 1 PP to do both. Then step back that power. Spend 1 PP to recover it.

Limit: Temporal Circuits: TELEPORT is only usable to travel through time. Spend 1 PP to activate it.

Limit: Timeline Disruption: Activate and earn 1 PP. Count 1’s and 2’s as generating opportunities for the rest of the Scene, but only 1’s are excluded from being used for totals or effect dice.


Specialties: Cosmic Expert D8, Psych Expert D8, Science Expert D8, Tech Expert D8



DESIGN NOTES

Iron Lad can be found in the Civil Events supplement for the Young Avengers / Runaways. It's pretty much a straightforward conversion from Watcher to Hero datafile. 'Nuff Said!


Monday, July 7, 2025

Design Note: Marvel Sliding Timescale

 


Let me say something about the Marvel Sliding Timescale that I'll be using in my Marvel Penultimate continuity. It's based on an off-hand comment Stan Lee made when asked about the apparent contradiction of elapsed time in the real world versus apparent time in the comics. He suggested that there should be a 3:1 ratio of the real world : the fictional time. 

This seemed to me to be a great idea. My Penultimate continuity is about roughly following the Marvel storyline, but updating it to be more contemporaneous with our current experience. (Somewhat like the Marvel Ultimate reality, but with less wholesale reinvention of characters and storylines.)

To construct the timescale, I synchronized the publication of MHRP with the contemporaneous dates for the actual comics. Thus, the MHRP publication date of April 2014 coincided with the dates for comic titles from April to June 2014. And then I just worked back until I arrived at the date for the start of the Marvel Silver Age with Fantastic Four 1 1 in August 1961. Fortuitously, that made it neatly January 1995, which then corresponded to Marvel comic dates of July to September 1961.

You can certainly apply this method forward or backward in time as needed. Though dates in the past rooted in specific dates may require a real date instead. But only if narratively necessary. (Captain America being a WWII character is an example. It is inconceivable for him to be anything else otherwise.)

That's my idea. For what it's worth. Enjoy!

JOHN CARTER (Marvel-M616)

 

JOHN CARTER OF MARS
(No Dual Identity)

Affiliation: Solo D6, Buddy D8, Team D10
Distinctions: Confederate Cavalryman; Dotar Sojat; Reincarnated

PRINCE OF HELIUM
Leaping D6, Superhuman Reflexes D10, Superhuman Strength D10, Telepathy D6, Teleport D12, Weapon D6
SFX: Area Attack: May target multiple opponents. For each additional target, add D6 to your Action Pool and keep an additional effect die.
SFX: Extra Effort. Spend 1 PP to step up LEAPING for one action.
SFX: Versatile. Split SUPERHUMAN REFLEXES or SUPERHUMAN STRENGTH into 2D8 OR 3D6.
Limit: Alien on Mars. Shutdown PRINCE OF HELIUM power set when he is removed from Mars to earn 1 PP. Restore him to the planet to recover it.
Limit: Exhausted. Shutdown any PRINCE OF HELIUM power to earn 1 PP. Activate an opportunity OR participate in a Transition Scene to recover it.
Limit: Interplanetary Travel. TELEPORT may only be used across interplanetary distances. But only during a Transition Scene.

Specialties: Acrobatic Expert D8, Combat Master D10, Cosmic Expert D8


DESIGN NOTES
On Earth, John Carter is a remarkable (but not superhuman) character. It is on Mars with its weaker gravity that he becomes superheroic. Like Conan, he is normally mostly peak-human in ability. He has picked up some Martian abilities from his time assimilating to Martian culture.

'Nuff Said!

CONAN (Marvel-M616)

 

CONAN THE BARBARIAN
(No Dual Identity)

Affiliations: Solo D10, Buddy D8, Team D6
Distinctions: By Crom!; Mighty-Thewed; Noble Savage

CIMMERIAN HERO
Enhanced Durability D8, Enhanced Reflexes D8, Enhanced Senses D8, Enhanced Strength D8, Weapon D6
SFX: Area Attack. May target multiple opponents. For each additional target, add D6 to your action pool and keep an additional effect die.
SFX: Focus. If your dice pool includes a CIMMERIAN HERO power die, you may replace two dice of equal size with one stepped-up die.
SFX: Second Wind. Before you make an action including a CIMMERIAN HERO power, you may move your Physical Stress to the doom pool and then step up that power.
SFX: Unleashed. Step up or double any CIMMERIAN HERO power die for one action. If the action fails, add die to the Doom Pool equal to the normal die rating of that power.
Limit: Exhausted. Shutdown a CIMMERIAN HERO power to earn 1 PP. Recover it by activating an opportunity OR during a transition scene.

Specialties: Combat Master D10, Covert Expert D8, Menace Expert D8


DESIGN NOTES
Marvel created a number of series based on popular pulp titles from yesteryear. In creating Conan, I leaned on the fact that he was in peak-human condition and highly skilled as a hand-to-hand warrior. Solid build, nothing too flashy!

'Nuff Said!

Sunday, June 29, 2025

EBON MAW (Marvel-M199999)

 

EBON MAW
(No Dual Identity)

Affiliations: Solo D10, Buddy D6, Team D8
Distinctions: Prophet; Supreme Confidence; Thanos Lieutenant

MENTAL PARAGON
Enhanced Reflexes D8, Flight D8, Mind Control D8, Telekinetic Mastery D10
SFX: Area Attack. Target multiple opponents. For each additional target, add D6 to your Action pool and keep an additional effect die.
SFX: Invulnerable. Spend D6 from the Doom Pool to ignore Physical Stress or Trauma.
SFX: Multipower: Use two or more MENTAL PARAGON powers in a single dice pool, step down each power by one step for each additional power included beyond the first.
SFX: Versatile: Split TELEKINETIC MASTERY into 2D8 or 3D6.
Limit: Exhausted. Shutdown any MENTAL PARAGON power and add D6 to the Doom Pool OR step up the lowest die.

Specialties: Combat Expert D8, Cosmic Master D10, Menace Expert D8, Psych Master D10, Vehicle Expert D8


DESIGN NOTES
Each Marvel continuity has its own versions of characters found in the mainstream reality. This is meant to be the MCU version of Ebon Maw. I used this Watcher Datafile for Magneto from the MHRP Wiki as a model for his Power Set. All scoped for his abilities as portrayed in the movies.

Friday, June 27, 2025

THE OTHER (Marvel-M199999)

 

"THE OTHER"
CHITAURI CAPTAIN

Affiliations: Solo D10, Buddy D6, Team D8
Distinctions: Chitauri Supremacist; Fanatic; Supremely Loyal to Thanos

CHITAURI LEADER
Cybernetic Senses D8, Rifle of Office D8, Superhuman Durability D10, Superhuman Strength D10
SFX: Focus. If your dice pool includes a CHITAURI LEADER power die, you can replace two dice of equal size with one stepped-up die.

SFX: Pain Touch. Add D6 to your Action pool and step up your effect die when using your SUPERHUMAN STRENGTH to inflict Physical Stress on an opponent.
Voice of Authority: When issuing orders to someone under your command, you may spend D6 from the Doom Pool to recover their Emotional or Mental Stress OR if they are a mob, you may recover one TEAM die instead.
Limit: Mercurial Temperament: Step up Emotional Stress from taunts or insults to add D6 to the Doom Pool OR step up the lowest die in the Doom Pool.

MIND-GEM STAFF

Godlike Mind Control D12, Godlike Psychic Resistance D12, Telekinetic Blast D10

SFX: Area Attack. When using TELEKINETIC BLAST, you may target multiple opponents. For each additional target, add D6 to your Action Pool and keep an extra effect die.

SFX: Psychic Shield. Spend Doom die to ignore stress, trauma, or complications from psychic attacks. Limit: Gear. Shutdown MIND-GEM STAFF to add D6 to the Doom Pool OR step up lowest die in the Doom Pool.

Specialties: Business Expert D8, Combat Expert D8, Menace Master D10, Psych Expert D8, Tech Expert D8


DESIGN NOTES
As with the Chitauri goons, I had to be a little creative in creating him. I blended aspects of both the Kree and the Skrulls. (Important since the MCU Chitauri lack the Skrulls' shapeshifting ability.) I then layered most of the Commander template from the Annihilation event to finish him up.

POSTSCRIPT
I'd forgotten that my Event called for The Other to have in his possession the Mind-Gem Staff. I based it on the Marvel Plot Points Write-Up Here. I slightly tweaked it to fit its narrative use in the film and to slightly weaken its impact in the particular Scene. 'Nuff Said!

CHITAURI "EXTRAS" (Marvel-M199999)


CHITAURI "EXTRAS"
For my Battle for New York City event, I'm gonna need some Chitauri goons -- actually, lots and lots and lots of Chitauri goons.

Here are some Watcher files I've made up for the unnamed menace known as the Chitauri!

CHITAURI TROOPERS (Cost D8)

Affiliations: Team 5D6

Distinctions: Bio-Mechanical; Hive Mind


SHOCK TROOPS

Energy Weapon D8, Enhanced Durability D8 SFX: Horde Tactics. Target multiple opponents. For every additional target, add D6 to your Action Pool and keep an additional effect die.

Limit: Mob Cohesion. Defeat TEAM dice by inflicting D8 stress or complication to reduce the squad.


Specialties: Combat Expert D8



CHITAURI FLIERS (Cost D8)

Affiliations: Team 5D6

Distinctions: Bio-Mechanical; Hive Mind


FLYING HORDE

Energy Weapon D8, Enhanced Durability D8, Flight D6 SFX: Horde Tactics: Target multiple opponents. For every additional target, add D6 to your Action Pool and keep an additional effect die.

Limit: Mob Cohesion. Defeat TEAM dice by inflicting D8 stress or complication to reduce the squad.



CHITAURI HERO, INDIVIDUAL (Cost D10)

Affiliations: Solo D6, Buddy D4, Team D8 Distinctions: Bio-Mechanical; Independently Minded; Zealot


IMPERIAL CHAMPION

Energy Weapon D8, Enhanced Strength D8, Enhanced Durability D8 SFX: Area Attack. Target multiple opponents. For each target add D6 to your action pool and keep an extra effect die.

SFX: Brute Force. Step up or double any IMPERIAL CHAMPION power for one Action or Reaction. If it fails, add die to the Doom Pool equal to the normal rating for that power.

Limit - Exhausted. Shutdown any IMPERIAL CHAMPION power to add D6 to the Doom Pool OR step up the lowest die in the Doom Pool instead. Recover power by activating an Opportunity OR during a Transition Scene.


Distinctions: Combat Expert D8, Menace Expert D8, Vehicle Expert D8


DESIGN NOTES

Since these are "extras," I leaned on the Mob datafile from the prison break scene in the Breakout event located in the Basic Game book. I added on some minor powers to reflect the bio-mechanical nature of the Chitauri and made sure to give them the AREA ATTACK SFX. For the Chitauri Hero, I gave him more autonomy than the goons and upgraded him to be a minor villain. 'Nuff Said!