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Ve

rsi
on2.
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I first started this book back on October 31, I know there are purists out there who only
2008. Originally, it was just going to be about like to use official material, so I have broken up
six items, all from official MSH products. this book into official and unofficial material.
There will still be some (hopefully) new material
http://www.classicmarvelforever.com/phorum/read.php?3,73 for the purists to use, since this book contains not
48
only the official origins from the core books, but
I decided to start adding some of the fan Dragon Magazine, Modules, etc…
written material because much of it is just as well Any commentary/changes I have made
written as the official material, and my goal was throughout this book will appear in Orange so
to make this book "complete", and it would be there is no mistaking them. I have also made
foolish not to utilize the various brilliant authors comments on just about everything at the top of
around the net. So I started searching and each section, because some of the people I spoke
sending PMs to those whose websites that have to while working on this asked me questions
not vanished from the internet, and the final along the lines of "How would I use this in my
result is the much larger then originally game?" so I thought it might be helpful to others
anticipated book you now have in your hands (or as well.
on your PC, etc…).

Occasionally I would take a break from this Magic was split into it's own section as
and work on other projects due to writer's block suggested by Sparks as it is for a single origin
and other assorted issues. With my ADD it is with many options. Compiling it into it's own
easier for me to jump around from project to sections (Official and Unofficial) makes it easier
project. Oddly that helps me focus and keeps me for Players and Judges to peruse and choose
from losing interest, or giving up on projects like which one(s) to include in their games.
this that started off small in scope, then I hope you enjoy our work, and to those who
snowballed into an avalanche. have been watching from the start, I hope it was
Of course, I had to ask the wife for help so I worth the wait.
did not need to put out twenty versions of this -MTS
book to correct typos, and how I sometimes type
in "Engrish" rather then English. It took a little
work, but eventually I managed to get her to What he said.
agree to help. - Tammra

The Ultimate Origins Book I


Just don't make him angry, you won't like him when he is angry…

http://www.fearcast.net/

This book is dedicated to a dear friend of… This book is that promise, and as soon as I
Well, let's just say a long time. I am dedicating have the money to buy new ink cartridges, you
my work on this project to Shane (Ogre) who has will be getting a bound, printed copy.
always been one of the best friends anyone could
have. If you look up the word loyal, it should Ogre has always been one of the most
have a picture of him and some basic entertaining role-players I have known, and his
information about him. Comic Book knowledge dwarfs my own. He will
always be a Super-Hero to me.
He actually helped me and the wife move into
out new apartment on his birthday, carrying all Additionally, I would like to dedicate this to
the heavy furniture, all by himself, up to the all the Classic Marvel role-players on the net.
second floor. Sadly we were just about broke You keep this game alive by promoting it, and it
from getting the apartment, so all we had for him astounds me how a game system dead for so
was a card, and a promise of more later. long continues to draw new players. Keep telling
everyone about the game, and those still writing
material for the game, keep it up! The weblists
inspired me to make the Ultimate Talents Book,

II The Ultimate Origins Book


and now the Ultimate Origins Book. It is though
all of your hard work that this game has never
become stale to me.

I do feel that Firebomb, Sparks, spillbeer,


Your Humble Servant, hawkeye, & GL Logan
2814 deserve special mentions as well. They
were kind enough to take time to post on the
Gaming Nerds Я Us forum about the book. The
encouragement helped push me to finally finish
this!
- MTS

I'd like to dedicate this particular nightmare to


my favorite cuddly Ogre. I spent many long
hours trying to find a way to make this poignant,
however, I find in the case of Ogre words just
aren't enough. You could say he is the epitome
of friend with a heart the size of Texas, but
defining those words still doesn't quite add up.

When I was a little girl my favorite tall-tale


was Paul Bunyan, and when I met Shane, that's
the thing that came to my mind. We were meant
to be friends, and I'd never have it any other way.

Your favorite Faerie Gothmother,


- Tammra Goodman

The Ultimate Origins Book III


Table of Contents
Origin Tables
Official Origin Tables Page 200
Unofficial Origin Tables Page 230
Official Origins
Chapter One: Aliens and Non-Human Races I Page 350
Chapter Two: Aliens and Non-Human Races II Page 430
Chapter Three: Aliens and Non-Human Races III Page 480
Chapter Four: Collective Mass Page 590
Chapter Five: Gypsies of the Balkans Page 610
Chapter Six: Heroes of the Street Arise! Page 630
Chapter Seven: Morlocks Page 680
Chapter Eight: Savage Land Mutates Page 700
Chapter Nine: Spaceknights & Dire Wraiths Page 710
Chapter Ten: The Brood Page 750
Chapter Eleven: Vampires in the Marvel Universe Page 760
Chapter Twelve: Wear your Best Suit! Page 790
Unofficial Origins
Chapter Thirteen: Aliens and Non-Human Races IV Page 840
Chapter Fourteen: Asgardian Races Page 100
Chapter Fifteen: Cyborg - Nanites Page 110
Chapter Sixteen: Cyborg - Custom Page 122
Chapter Seventeen: Cyborg - Vampires Page 131
Chapter Eighteen: Elders of the Universe Page 138
Chapter Nineteen: Enhanced Combat Operatives Page 140
Chapter Twenty: Homo Arcanus Page 141
Chapter Twenty-One: Homo Disneius Page 142
Chapter Twenty-Two: Homo Sublimis (Exaulted) Page 145
Chapter Twenty-Three: Hybrids Page 147
Chapter Twenty-Four: M'Ndavians Page 148
Chapter Twenty-Five: Mephitisoids Page 150
Chapter Twenty-Six: Otherworlders Page 152
Chapter Twenty-Seven: Olympian Demigods & Gods Page 154
Chapter Twenty-Eight: Psion Body Type Page 157
Chapter Twenty-Nine: The People (Saurians) Page 158
Chapter Thirty: The Ultimate Martial Artist Page 163
Chapter Thirty-One: Werewolves Page 173
Chapter Thirty-Two: Zn’rx (Snarks) Page 176
Chapter Thirty-Three: Zombies Page 177
Official Magic Origins
Chapter Thirty-Four: Creative Conjuring Page 183
Chapter Thirty-Five: Magic Page 188
Chapter Thirty-Six: Magic Wielding Characters Page 192
Unofficial Magic Origins
Chapter Thirty-Seven: Constantinian Magic Page 203
Chapter Thirty-Eight: Clerics Page 206
Chapter Thirty-Nine: Illusionist - The Tactics of Deception Page 214

IV The Ultimate Origins Book


Unofficial Magic Origins (Continued)
Chapter Forty: Level Based Magic-Users Page 217
Chapter Forty-One: Mages, Wizards, and Witches Page 219
Chapter Forty-Two: Revised Magic Rules Page 222
Chapter Forty-Three: Sorcery Page 228
Chapter Forty-Four: The Sorcerer Page 236
Chapter Forty-Five: Wizards, Sorcerers, Mages, Etc… Page 237
Chapter Forty-Six: Wild Mages Page 243
Official Templates
Chapter Forty-Seven: Cosmic Characters Page 251
Chapter Forty-Eight: The Augmentation Process Page 252
Unofficial Templates
Chapter Forty-Nine: Genetic Engineering Rules Page 256
Chapter Fifty: Ghouls Page 259
Chapter Fifty-One: Psion Page 262
Chapter Fifty-Two: Symbiotes Page 263
Chapter Fifty-Three: Terrigen Mist Page 265
Chapter Fifty-Four: The Body Shoppe Page 268
Chapter Fifty-Five: The Path of the Winding Way Page 269
Chapter Fifty-Six: Vampire Hunters Page 271
Chapter Fifty-Seven: X-Babies Page 273
Official Appendix
Appendix One: Animals Page 277
Appendix Two: Drug and Alcohol Abuse Page 285
Appendix Three: Inventing and Modifying Hardware Page 287
Appendix Four: Nobody Lasts Forever Page 295
Appendix Five: Origin of Power Page 300
Appendix Six: Overcoming Obstacles Page 303
Appendix Seven: Weakness Generation Page 306
Unofficial Appendix
Appendix Eight: Advantages and Drawbacks Page 310
Appendix Nine: Career Advancement via Occupations Page 317
Appendix Ten: Disadvantage System Page 333
Appendix Eleven: Quirks Page 335
Appendix Twelve: Random Angel Appearance Page 351
Appendix Thirteen: Random Demon Appearance Page 353
Appendix Fourteen: Resisting Infections and Transformations Page 355
Appendix Fifteen: Resurrection Chart v1 Page 358
Appendix Sixteen: Resurrection Chart v2 Page 359
Appendix Seventeen: The Capo Castillo School Of Marvel Super Heroes Page 360
Unofficial Appendix II
Appendix Eighteen: Height and Weight Page 367
Appendix Nineteen: Weight Modification Tables Page 369
Appendix Twenty: The Not-So-Perfect Superhero Page 372
Extras
Fumbles Page 376
In Closing Page 377
Index Page 379
About the Team Page 375

The Ultimate Origins Book V


This Part of the book is dedicated to random Origin Tables. It is split into two sections,
one for the various Official Origin Tables from the various MSH supplements, and the
second is for the Unofficial Origin Tables created for this book.

The Ultimate Origins Book 2


MTS Note: I decided to include this for those who do not find my Origin Table to be fitting in their games.
They are also nice to look over, to see how the game changed though the years as things were added.

Campaign Book Hi-Tech Wonders are normal humans whose


powers come from advanced technology. Their
powers are built into their suits and devices, so
the heroes may be very weak with their
equipment.

Robots are machines, computers, cyborgs,


androids, or golems. All robots must be created
by someone or something, either intentionally or
by accident.

Aliens are creatures from other planets or times,


or even isolated places on Earth. This category
includes Inhumans, Eternals, Asgardians,
Atlanteans, and natives of the Kree Galaxy.
Table 24: General Origins

Dice Roll Origin


01-30 Mutant
31-60 Altered Human
61-90 Hi-Tech Wonder
91-95 Robot
96-00 Alien

Mutants derive their powers from changes in


their genetic structure. These changes become
evident during adolescence.

Altered Humans were once normal humans.


Exposure to powerful chemicals, radiation,
magic, cosmic, or unknown forces changed them
and gave them their powers.

3 The Ultimate Origins Book


Rule Book Players can increase ONE of their powers by
one rank when generating a mutant character (a
roll of Amazing can be increased to Monstrous

Starting Resources for a mutant character are


always lowered by one rank.

Mutant Popularity always begins at 0.


Mutants gain popularity at a slower rate than
other characters types.

In addition, they may be subject to devices


and powers that detect, alter, or nullify mutant
abilities.

Origin Table

Dice Roll Origin


01-30 Altered Human
31-60 Mutant
61-90 High-Tech
91-95 Robot
96-00 Alien

Altered Humans: Altered humans are everyday


folk who have been exposed to cosmic rays,
gamma bombs, magical forces, radioactive
spiders and the like, with the result that they are
"more then human".

Altered humans are fairly common (in the


heroic community, at least) and most "typical" of
super-powered heroes. Altered humans can use
technological devices (Captain America, who
would be considered an altered human, uses his
shield), but the majority of their powers come
from within (such as Fantastic Four's abilities).

High-Techs: Also called "hi tech wonders,"


these heroes derive all their super-human
abilities from inventions and devices. The most
common type of high-tech is the hero in a
battlesuit, like Iron Man, but other high-techs are
characters like Punisher or Black Widow, who
make up what they lack in super-human abilities
with superior firepower.

High-tech heroes roll major abilities on the


Mutants: Another common group, mutants are Random Ranks table, but re-roll any rolls over
members of homo superior, a new race of man 80 for the following abilities: Agility, Strength,
born from homo sapiens. Mutants are generally and Endurance. They are help to maximum of
feared by the populace. Mutants have a number Remarkable (initially) in these areas.
of advantages and disadvantages.

The Ultimate Origins Book 4


High-tech heroes raise initial Resources by Aliens add 10 to their die rolls for their initial
one rank. abilities-most aliens that end up on Earth are of
at least Typical level, and usually much better.
High-tech heroes raise their Reason by one
rank. Aliens have one LESS power then rolled.
This is the price they pay for being generally
Body Armor Options: If a high-tech has Body tougher.
Armor as one of his powers, then he can choose
to incorporate all of his other super-abilities into Alien abilities can either be natural or the
that armor as well (like Iron Man). In addition, result of technology (much like hi-tech wonders,
the armor will increase his normal abilities though they do not gain the advantage of the
according to his Reason ability, Make a Reason Body Armor option). If the player decides that
FEAT for each of Agility, Strength, and his ability is common to ALL of his race, he then
Endurance. A White result means no increase, a gets a +1CS to that ability (However, the Judge
Green result a +1CS to that score, a Yellow can then use critters from his home planet, also
result a +2CS to that score, and a Red result a with that ability, to bother the hero).
+3CS to that score. Health is figured from the
new stats. However, when the hero is NOT in his
armored outfit, his abilities remain normal.

Robots: Robots are artificially-created beings.


They include robots, synthezoids, androids, life
module decoys, and full cyborgs (where all flesh
but the brain has been replaced by inorganics).
Machine Man, Vision, and Deathlok are all
robotic characters.

Robots are unaffected by powers that affect


the human mind or emotions, while subject to
those that control machinery. Player character
robots are assumed to have self-repair circuitry
that allows them to regain Health in the normal
fashion.

Robots have an initial Popularity of 0. Unlike


mutants, they do not suffer further in popularity
because of their origin.

There is no Karma loss for killing a robot or


allowing a robot to be deactivated. If "killed," a
robot is deactivated and can be reactivated by a
Reason FEAT against that robot's highest ability.
If returned from the "dead," a robot has 0 Karma.

Aliens: "Aliens" is a blanket term that covers


creatures from elsewhere--other civilizations,
planets, or dimensions. Inhumans, Atlanteans,
Asgardians, Kree, Skrulls, eternals, and all the
other creatures and races that are "not of this
earth" are aliens. When creating an alien
character in the Basic game, the Judge will
assume he is from a race that we have not
encountered.

5 The Ultimate Origins Book


Advanced Set Player’s Book generally feared and disliked by the populace at
large. Examples of mutants include the X-Men,
X-Factor, and New Mutants. When creating a
mutant character:
• Random ranks are rolled on Column 1
of the Random Ranks Table.
• Mutants gain one additional Power, up
to the total number of Powers available
to the Hero (maximum of 5).
• Resources are reduced by one rank.
• Starting Popularity is always 0.
• Mutants gain and lose Popularity at a
slower rate than other character types.
• Endurance is raised by one rank.
• The majority of a mutant's Powers are
Origin Table inborn as opposed to equipment-based.
• They may be affected by mutant
Rice Roll Origin detection and mutant nullification
01-30 Altered Human devices.
31-60 Mutant
61-90 Hi-Tech High Technology: Also called Hi-Tech
91-95 Robot Wonders, these heroes derive their abilities
solely through equipment, whether that
96-00 Alien
equipment is mystical or technological in nature,
such as Iron Man or Captain Britain. High
Altered Humans: Altered Humans are everyday technology heroes start with lower primary
people like you and me (well. me, anyway) who ability scores and in addition may not use their
have been accidentally or purposefully exposed powers without their equipment; however, they
to weird radiation, secret formulas, or chose to receive many other benefits.
be instructed in strange and powerful talents. The • High technology heroes roll on column
Fantastic Four, Hulk, Nick Fury, and Doctor 3 of the Random Ranks Table.
Strange are examples of altered humans.
• The initial Reason is raised by two
• Altered humans roll their random ranks ranks (If Good is rolled, then initial
for primary abilities on Column 1 of the reason is Remarkable).
Random Ranks Table.
• Initial Resources are set at Good, or
• After the primary ability ranks are optionally rolled.
rolled, Altered humans may raise any
• High technology heroes must have at
single primary ability rank by one rank.
least one Contact, and they must declare
what that Contact is before starting
play. This Contact represents the
organization that the player-character
works for (or, if Resources are high
enough, owns).
• At least one Talent chosen by the player
must be Scientific or professional in
nature.
• If, when generating Powers, the high
tech wonder chooses Body Armor as a
Power, the high technology hero may
choose to have all his Powers combined
Mutants: Mutants are members of the race of into a battlesuit (a la Iron Man). Check
Home Superior, a new race of man born from the under the Body Armor entry for these
race of Homo Sapiens (that's us). Mutant powers effects. Effects are rolled on Column 6
often (though not always) first manifest to see how the armor affects the
themselves in the teen-age years. Mutants are

The Ultimate Origins Book 6


Fighting, Agility, Strength, and • Alien characters roll their primary
Endurance of the player-character. abilities on column 5 of the Random
Ranks Table.
• Alien powers may be natural or the
result of Equipment carried. The player
must declare whether any Power is
inborn to his race or external.
• Aliens gain one less Power (minimum
of two).
• Starting Resources are set at Poor.
• An alien character starts with one
Contact (maximum). This is usually the
alien's home race, dimension, or people.
Those characters who do not choose the
race as one of their Contacts are
considered outcasts of that race, planet,
Robots: Robots are artificially created sentient or dimension (note to Judges: Outcasts
beings, including organic constructs, clones, life- are usually hunted down by others of
model decoys, mystically powered golems, their race).
synthezoids, androids. and robots. Examples of
such beings include Machine Man, Vision, Generating Primary Abilities
Jocasta, the evil Ultron, and the robotic form of
Deathlok (the original cyborg Deathlok is an Each origin uses one of the following
altered human). columns on the Random Ranks Table. Roll for
• Robots roll their primary abilities on each of the seven primary abilities on this table.
column 4 of the Random Ranks Table.
• Popularity is reduced to 0 (like mutants, 1
Initial 2
robots have a hard time being accepted Rank Mutant,
Rank Normal
by the populace at large). They suffer Name Altered
Number Folks
no further penalty regarding earning Humans
Popularity. Feeble 1 01-05 01-05
• All player-character robots may heal Poor 3 06-10 06-25
normally, simulating internal repair Typical 5 11-20 26-75
functions. Good 8 21-40 76-95
• There is no Karma loss for killing a Excellent 16 41-60 96-00
robot or allowing a robot to be
deactivated. A robot may potentially be Remarkable 26 61-80 ---
reactivated after it has "died." A "dead" Incredible 36 81-96 ---
robot must be reactivated by outside Amazing 46 97-00 ---
forces, and will return with Karma set at Monstrous 63 --- ---
0.

Aliens: "Alien" is a blanket term representing 3


Rank 4 5
those individuals from other civilizations, High
Name Robots Aliens
planets, dimensions, or races of man. These may Technology
include Home Mermanus (but not Home Feeble 01-05 01-05 01-10
Superior), Asgardians, Denizens of the Dark Poor 06-10 06-10 11-20
Dimension, Atlanteans, Olympians, Eternals, Typical 11-40 11-15 21-30
Kree, Skrulls, and Shi'ar, as well as races that Good 41-80 16-40 31-40
have yet to be discovered in the Marvel Excellent 81-95 41-50 41-60
Universe. Aliens have the potential of being
Remarkable 96-00 51-70 61-70
incredibly powerful, but have limited secondary
abilities. The following generation system is for Incredible --- 71-90 71-80
super-powered aliens whose races have not been Amazing --- 91-98 81-95
encountered before. Monstrous --- 99-00 96-00

7 The Ultimate Origins Book


Ability Modifier Table Silver Sable, and the original Union Jack are all
examples of normal-human heroes.
Dice Modification
01-15 Reduce by one rank MTS Note: The complete article can be found on
page 63.
16-50 Remain unchanged
51-70 Increase by one rank
71-85 Increase by two ranks
86-95 Increase by three ranks
96-00 Increase by four ranks

Unless noted otherwise, no ability may be


modified in any fashion below Feeble or above
Monstrous.

Heroes of the Street Arise!

New Origins Table

D100 Roll Origin


01-25 Altered Human
26-50 Mutant
51-75 High Technology
76-90 Normal Human
91-95 Robot
96-00 Alien

Normal Humans

As the name implies, these characters are


simply human, albeit highly trained and focused
individuals devoted to fighting crime and
injustice. Though this type of hero was most
prevalent during comics' Golden Age, there has
been a resurgence of nonpowered costumed
heroes in the 1990s. While they seldom possess
powers, normal humans have a wider range of
talents and contacts. Any powers they might
have are gained through equipment. The original
Bucky, Mockingbird, the Punisher, Shang-Chi,

The Ultimate Origins Book 8


The Ultimate Powers Book Dice Physical
Sub-Form
Roll Form
01-26 Normal Human ---
27-30 Mutant Induced
31-33 Mutant Random
34-35 Mutant Breed
36-38 Android ---
39-46 Humanoid Race ---
Surgical
47 ---
Composite
48-49 Modified Human Organic
50-51 Modified Human Muscular
52-53 Modified Human Skeletal
MTS Note: The bits in red are updates to the 54-57 Modified Human Extra Parts
Original Ultimate Powers Book by Zan of 58 Demihuman Centaur
http://www.heroplay.com/ and are from the 59 Demihuman Equiman
Ultimate Addendum which originally appeared
60 Demihuman Faun
in Dragon Magazine, issue #122.
61-62 Demihuman Felinoid
63-64 Demihuman Lupinoid
65-66 Demihuman Avian
67 Demihuman Chiropteran
68 Demihuman Lamian
69 Demihuman Merhuman
70 Demihuman Other
Artificial
71-72 Cyborg
Limb/Organs
73-74 Cyborg Exoskeleton
75-76 Cyborg Mechanical Body
Mechanically
77-79 Cyborg
Augmented
Physical Form 80-82 Robot Human Shape
Your character's physical form is what he 83-84 Robot Usuform
looks like now. Oh, he might have been born a 85-86 Robot Metamorphic
relatively normal child in Cleveland, Ohio, but 87 Robot Computer
this category is how people see him now. The 88 Angel/Demon ---
player can either select one of the body types 89 Deity ---
below or be brave and let the dice do it for him.
Deliberate selection is recommended if YOU are 90 Animal ---
setting up a special campaign that requires 91 Vegetable ---
certain types of characters, like on other worlds Abnormal
92 ---
or in other eras. Chemistry
93 Mineral ---
94 Gaseous ---
95 Liquid ---
96 Energy ---
97 Ethereal ---
98 Undead ---
99 Compound ---
00 Changeling ---

9 The Ultimate Origins Book


Type Definitions Breed Mutants must have at least one
Contact, usually their tribe.
Normal Human: The body is completely
normal and possesses no detectable
abnormalities. Any Powers the hero possesses
have left no visible mark on the body.

Random ranks are rolled on Column 2 of the


Random Ranks Table, page 6 of the Player’s
Book and reproduced in this text for your
convenience.

Resources are increased +1CS.

Induced Mutant: The hero started life as a


Normal Human, "then something happened." As
a result of a freak happenstance, the hero has
been physically and genetically altered. The Androids: These are artificially created organic
Fantastic Four are examples of this type. beings. An android is made of laboratory-created
protoplasm and grows to maturity in an artificial
Induced Mutants roll their random ranks for womb. More intricately made Androids can
Primary Abilities on Column 1 of the Random actually interbreed with Normal Humans. One
Ranks Table. example is the Vision. Androids generally
resemble the race that created them; alien
Induced Mutants can raise any one Primary androids can be any shape.
Ability +1CS.
Androids roll on column 4 of the Random
Random Mutation: The hero was born to Ranks Table.
Normal Humans, but a freak twist of genetic fate
made him a mutant from birth. Most of these are Popularity is initially lowered -1CS.
the Mutants found in the Marvel Universe, such
as the X-Men. Androids may raise any one Ability +1CS.

Random Mutants roll on Column I of the Androids gain one Power.


Random Ranks Table.
Androids have at least one Contact, the lab
They gain one additional Power. tech or scientist who created them.

Resources are reduced -1 CS. Humanoid Race: The hero is a normal member
of a human-like race from "somewhere else."
Endurance is raised +1CS. This may be another world, era, dimension, or
lost land hidden somewhere on the Earth. Most
Breed Mutants: The hero's parents were can pass as Normal Humans with a little disguise
Mutants, as were any number of preceding or explanation. Some of the Humanoid Race's
generations. Breed Mutants form tribes and have Powers don't exist in their home environment but
close-knit families; this is a defense mechanism develop as a result of the Humanoid's exposure
born from generations spent hiding their true to Earth's environment.
selves from normal society. Examples of Breed
Mutants include the Inhumans. Humanoids roll on column 5 of the Random
Ranks Table for their Primary Abilities.
Breed Mutants roll on Column 1 of the
Random Ranks Table. Humanoids can raise any one Ability +1CS.

Intuition is raised +1CS. Starting Resources are set at Poor.

Endurance is raised +1CS.

The Ultimate Origins Book 10


A Humanoid starts out with only one Contact, Organics heal twice as fast as Normal
his race. Humans.

Surgical Composites: The hero was created in Musculars gain +1CS Strength and
an operating room. His body contains parts taken Endurance.
from several bodies. Close examination reveals
the scars from his creation. The most famous Skeletals gain +1CS Resistance to Physical
example is Adam, the Frankenstein Monster. Attacks.
Because of the widespread knowledge of that
story, Surgical Composites are feared more than At least one Contact should be the
Mutants. They also possess a morbid curiosity organization responsible for the modification.
about the people whose parts now form their
bodies. All Modified Humans gain one less Power
initially.
Surgical Composites roll on column 2 of the
Random Ranks Table for their Primary Abilities. Modified Human-Extra Parts: This type of
body is harder to disguise than the other
Strength, Fighting, and Endurance are all Modifications because the body now possesses
increased +1CS. extra pieces of anatomy. These may be
duplicates of normal parts (arms are probably the
Resistance to Mental Domination is reduced - most common example), or parts that are not
1CS. found on a Normal Human. Such new parts
include wings, tails, antennae, fins, or anything
Initial Popularity is zero. else that might create Powers for the hero.

Initial Resources are Poor. Humans with Extra Parts roll on column 1.

Composites heal twice as quickly as Normal Arms raise Fighting +1CS.


Humans.
Duplicate organs doubles the Health point
The Composite initially possesses one the total.
hospital or person responsible for his creation.
Tails give the hero an additional attack when
Modified Human: This is someone who started engaged in blunt attacks (1 per tail).
life as a Normal Human and was later altered by
some means. The change affected his body on a Wings give the hero Flight.
physical level but did not alter his DNA.
Genetically, the hero is still very much human
and cannot pass on his Powers to his
descendants. Organic Modification means the
hero's internal organs and nervous system have
been altered. Perhaps he now possesses new
organs or glands that are the basis for what
Powers he has. Muscular Modification is easy to
detect; just look for a person with outrageous
muscular development. Captain America is a
good example of this. Skeletal Modification
means the hero's original skeletal structure has
been replaced or augmented by artificial means.
Although he is also a Random Mutant,
Wolverine is a good example of this type of
character. The new skeleton can be crammed
with various things that can give the hero his Demihumans: This covers a range of human-
Powers. like beings who combine the physical traits of
humans and animals. Demihumans can be
Modified Humans roll on column 1. unique individuals or members of a race that

11 The Ultimate Origins Book


inhabits a different place or time. Because of the Felinoids are human-shaped, cat- like beings.
wealth of legends surrounding demihumans, a The overall body shape is human, but the skin is
new character of this type finds that his covered in fur and the face is that of a cat. A
Popularity is influenced by people's felinoid has a tail, claws, fangs, pointed ears on
preconceived notions and biases toward things top of the head, and slitted pupils in the eyes. A
with his shape. felinoid can see in the dark with Excellent night
vision. Such beings possess +1CS Climbing
Centaurs have a human head, torso, and arms ability. Tigra is a good example. Felinoids roll
mated to the body of a horse. They possess on Column 1.
increased Strength (+1CS), can move quickly
over horizontal ground (four areas/turn), and can Lupinoids are human-shaped, caninelike beings.
fight with their hooves. On the minus side, They are often mistaken for the cinematic
centaurs have Feeble Climbing ability. They are conception of a werewolf. The body is covered
popularly thought of as scholars or drunken in hair and the face is definitely canine. The
lechers. Centaurs roll on Column 5. body has a tail, harmless claws, big teeth, and
long pointed ears atop the head. A lupinoid
Equimen possess horse legs in place of human possesses an Excellent sense of smell. The
ones. They have a horse's mane and tail as well. Popularity of lupinoids varies. Because some
Such beings are often confused with fauns, people think every lupinoid is a werewolf, their
although equimen lack horns. An equiman is Popularity decreases -1CS. Other people see
born from two equimen, or from a centaur them as dogs, and thus as man's best friend; this
mating with a human. By hiding the legs and tail, prevents the Popularity from dropping any
an equiman can pass for human. Kicking does further. Lupinoid genetics are the most flexible
+1CS damage. Equimen roll on Column 3. of all the demihumans. There are as many breeds
of lupinoids as there are of dogs, wolves, and
Fauns possess the hairy legs, short tail, and foxes (the latter being a subclass, the vulpinoid).
horns of a goat. They are frequently confused Lupinoids roll on Column 4.
with either equimen, who are taller, or with the
traditional image of a devil. Because of the Avians come in two basic types, angels and
unfortunate resemblance to the latter, fauns have harpies. The angelic avians resemble humans
an initial Popularity of zero. They possess Feeble with wings sprouting from the shoulder blades.
Mental Domination over females of any human Angel of X-Factor is this type. They get an
(oid) race, which, coupled with their penchant increased Popularity (+1CS). Harpies possess
for intoxication, causes them to gain Popularity arms that are modified to also serve as wings and
more slowly than other Demihumans. Fauns roll feather- covered legs that end in bird claws. They
on Column 2. gain +1CS Fighting. Angelic avians reproduce
by normal human means. Harpies lay eggs.
Angelic Avians roll on Column 3. Harpies roll
on Column 2.

Chiropterans are similar to angelic humans


except that they combine the human parts with
those of a bat. Their arms also serve as leathery
wings, their feet have elongated toes that can
serve as hands, and in addition they possess large
ears. They possess the Power of Active Sonar at
Good rank. 'Pterans scare most people, especially
the bulk of the populace who believe all bats are
Vampires. Initial Popularity is Feeble.
Chiropterans roll on Column 2.

Lamians are snake people. The legs have been


replaced by a serpentine body, although the arms
are normal. The skin is covered in fine scales.
Lamians have lidless eyes and retractable fangs.
There is a 50% chance the lamian is venomous

The Ultimate Origins Book 12


(Excellent Intensity poison). Because snakes Exoskeletons: The hero's body is intact but is
terrify so many people, the lamian's initial encased in a mechanical suit that provides him
Popularity is zero. Lamians are difficult to bind with life-support and Powers. The natural and
(+1CS to escape). Lamians roll on Column 3. artificial bodies exist in symbiosis. Tony
Stark/Iron Man is the perfect example of this.
Merhumans are amphibious relatives of lamians.
The body is human from the waist up; the rest is
a flexible fish-tail. Merhumans possess both
lungs and gills, but can only stay away from
water a limited time because their bodies quickly
dry out. Movement on dry land is limited to
crawling or dependence on vehicles. Merhumans
also possess Water Freedom. They fascinate
Normal Humans and have an increased
Popularity (+1CS). The usefulness of a
merhuman in a land-locked campaign is limited,
but certain Powers can overcome the
merhuman's disadvantages— Shapechange, Alter
Ego, True Flight, and so on. Merhumans roll on
Column 2.

There are numerous other Demihumans you


could create. The player can combine any animal
with a human to create a new Demihuman, and
then work with the Judge to provide it with The most common Exoskeletons are roughly
reasonable statistics. the same size and shape as the being within; that
is, the Exoskeleton resembles a clunky suit of
Cyborg—Limb and Organ: The hero began as a armor. Exoskeletons can come in any size of
Normal Human but has had parts of his body shape, however. The giant robots of Japanese
replaced by artificial devices. This may have cartoons are actually immense Cyborg
been done to save the hero's life after a near-fatal Exoskeletons.
accident or the hero may have voluntarily
undergone the operation in order to gain Powers. Mechanical Body: The only part of the hero's
The original Deathlok is an example of the original body that remains is his brain and the
former type. Cyborgs initially have a decreased nervous system. This is housed in a special life-
Intuition (-1CS) due to mental anguish over a support module that fills most of the brain's
perceived loss of humanity (in the former case) needs (oxygen, blood, nutrients). The life
or a self-hatred toward their original weak support module is mated with a mechanical form
human form (in the latter). that serves the brain as its new body. The
nervous system is directly linked with the
While most cyborgs are High Tech creations, machine's control circuits, allowing both control
there are also Magical Cyborgs. For example, the and sensory feedback.
Celtic god Nuada had an arm made of silver.
Mech bodied characters are often mistaken
The player should determine what parts are for Pure Robots. In fact, an internal examination
artificial, using the randomly generated Abilities is needed to clearly distinguish the two types. Of
and Powers as a guide. For example, Strength of course, Pure Robots don't feel the urge to cry.
Remarkable or better suggests the limbs and Mech bodies are even more morose than Mech
skeleton are artificial. Speed-running could come Limb cyborgs; at least the latter retain some of
from a leg-replacement. Vision Powers seem to their bodies. Their depression causes them to
require at least one man-made eye. At least one have a lower initial Intuition and Psyche (-1CS
Contact must be either the lab or hospital that to both).
created him of a facility that provides
maintenance services. Mech Bodies have Monstrous Resistance to
Disease and Poisons of all sorts. This is because
the brain is doubly protected from the outside

13 The Ultimate Origins Book


world. However, they are prone to things that If the hero possesses Hyper-Intelligence,
never harm a flesh-bound character, like Hyper-Invention, or Weapons Tinkering, then he
Magnetic attacks and rust. may have created his new form himself with the
help of a Remarkable clinic.
When creating the hero, the player must
decide what his Mech Body looks like. For most
campaigns, the Mech Body is basically human-
shaped. It may even have a pseudo-flesh
covering to disguise the body's true nature. Such
coverings tend not to survive battles, though, so
the hero must have a spare supply. Replacing a
full body cover has an Excellent cost; a head-
and-hands only set is a bargain of Good cost.

Mech Bodies can come in other shapes. These


can be anything the hero might find useful in his
environment: spider bots, baby tanks, starships,
etc. Since specialized Mech Bodies are less
adaptable, such characters tend to be NPCs.
Mech Bodies are not limited to a single body,
though. A lab with Remarkable facilities can
adapt the life-support module for easy transferral
to other bodies. Thus, your hero can have as Pure Robot—Humanshape: This is a
many bodies as his Resources can provide. completely mechanical being that is patterned
after the human body. The degree of similarity
Random ranks are rolled on column 4. varies; specimens can include metallic skinned
caricatures (Sentinels), metallic simulations
If the Mech Body has different forms, the (Jocasta), and pseudo-fleshed imitations
player must generate the Physical Abilities and (Delphine Courtney). Most are High Tech but
Powers of additional bodies as if they were rare specimens are Magical in nature, clockwork
separate characters. men given life by eccentric mages.

Mech Bodies initially have only one While most Humanshapes are the size of
Contact—the lab where they were created. Normal Humans, they are much heavier. The
average specimen weighs 500 to 2,000 pounds.
Mechanical Augmentation: This is a Cyborg who
still has all his original (human) equipment but Humanshapes roll on column 4.
carries some options inside. Unused spaces in his
body are now filled with various useful devices. Initial Popularity is zero.
These can be directly controlled through the
nervous system. It is these devices that give the Player character robots possess self-repair
hero his Powers. They can be anything from a, facilities that simulate normal Healing.
tiny radio in the ear to a Disintegration gun
concealed in the arm. There is Karma loss if a hero purposely
destroys a sentient robot. Robots are people too.
Augmenteds chose their condition and do not Non-sentient robots are cannon fodder.
suffer from the depression that affects most
Cyborgs and Mech Bodies. Since there is a Usuform Robot: This is a robot that believes in
limited amount of extra space in the body, the adage, "Form follows function." This robot's
Augmenteds receive one less Power. body is anything but humanshaped and is
designed to best serve specific needs. For the
Augmenteds roll on column 3. game's purposes, needs refers to Powers the
usuform possesses.
Initial Resources are Good or optionally
rolled. Example: A usuform hero possesses Bio-
physical Control, Cold Emission, and Levitation.

The Ultimate Origins Book 14


His design might look like a metal egg supported computer programs are "living" beings. If the
and propelled by an induction field. The egg has computer possesses Alter Ego or Lifeform
two arms, a variety of sensors, a speaker grill, an Creation, it can create a human-like extension of
underslung ray- projector (the Cold Power), and itself. Such a being would possess all the
carries on its back an expandable life-support computer's abilities and most of its Powers (save
chamber (the Healing Power). those assigned to the peripheral hardware).
Damage to the extension results in feedback that
Usuforms roll on column 4. causes equivalent damage to the mainframe.

Sentient usuforms are often mistaken for The computer may hide its true nature and
mindless industrial robots; people usually look intelligence from its owners, creators, and/or
for a human controller hiding nearby. programmers. Only a major threat to its
existence can cause it to reveal itself and risk
Popularity is unaffected because people losing its freedom.
simply do not give the usuform any thought
other than "Oh, what a wild prop!" In a magical setting, the computer can be any
mystical device, such as a crystal ball or an
Metamorphic Robot: This is a robot whose elaborate altar. Slave units and peripherals are
design is so flexible it can change into two or likewise translated into mystical analogs.
more forms, each possessing different Physical
Abilities and Physical Powers. Most
Metamorphs have a dual nature. The primary
form is a humanshape; the secondary form may
be a vehicle or usuform. Both forms weigh the
same, but may be different sizes. A Metamorph
can change into a form that is up to three times
larger than the smaller form. If the metamorph
possesses size-altering Powers, this limit is
replaced by that Power's limit.

Metamorphs roll on column 4.

The player must generate separate Physical


abilities for each form and assign Powers to
either or both forms. Metamorphs have a
minimum of two forms. In the creation process,
additional forms can be gained at a cost of -1CS
to all Primary Abilities for each additional form
gained.

Computer: The hero is a computer, period. At


first glance this seems unplayable, but hear me
out. This is a rare computer, one that is self-
aware and possesses true intelligence. While the
mainframe itself is immobile and unable to
physically act, peripherals give the sentient For game purposes, assume that all sentient
computer a wide range of means to deal with the computers have a minimum of one remotely
physical world. Slave robots act as proxies for controlled industrial robot. The owners think this
the computer. Physical additions provide tile robot is only used for self-maintenance and
mainframe with add-on functions. The Computer experimentation.
can directly interact with other computers,
robots, and some cyborgs on a programming Example: RALPH 3000 is a sentient computer
level. officially owned by the Carlson Institute, a
private think-tank. Only one programmer,
In some campaigns, there may even be a Jennifer, knows RALPH is alive and has been
computer-generated pocket dimension where sworn to secrecy by him. The computer

15 The Ultimate Origins Book


possesses the Powers of Mental Duplication, supernatural and corporeal in nature. The main
Mind Blast, Imitation, and Rocket. RALPHs difference between these types is their inherent
mainframe possesses the first two Powers. With personality. "Angels" are benevolent; "demons"
Jennifer's help, he has radically modified his are malevolent. Other than that, there isn't much
maintenance bot to possess the other Powers. difference.
The bot can become a humanshape under
RALPH's control. The bot's legs contain jets that These beings resemble characters from
provide Flight. various mythologies. This affects their
Popularity. Angels gain +2CS while demons lose
Computers roll on column 4. -2CS on their initial Popularity. These beings do
not necessarily follow the popular traditional
Reason is increased +2CS. behavior patterns. A heroic demon might be
fighting a personal war against other, even more
Fighting is decreased -1CS. evil beings. A crazed angel might be a villain,
Resources are increased +1CS and represent seeking to purify the Earth at any cost.
company supplies directly controlled by the Angels and Demons roll on Column 5.
computer or those, which it can order without
arousing suspicion. Angels and demons have no initial Contacts
but will soon be sought out by groups who see
Computers have a decreased Resistance to them as symbols or tools.
Electrical and Magnetic Attacks and also to
Phasing. All Physical Abilities are raised +1CS.
Loss of all electrical power to the mainframe Such beings possess a Psychological
causes deactivation and loss of some of the Weakness that Negates their Power.
computer's abilities and all of its Karma.
Abilities and Powers are reduced -1CS across the Angels gain +2CS Popularity.
board.
Demons lose -2CS Popularity.

Demons automatically possess Good Fire


Generation and Specific Invulnerability to Heat
and Fire.

Angels automatically possess a specific form


of Artifact Creation that produces a magical
sword that does Excellent damage.

MTS Note: Appendixes 12 & 13 on pages 351 &


353 feature tables for rolling random Angel and
Demon appearance.

Deity: This is an "Entity of Great Power" - or


rather, was such a being. The deity was an actual
god, demigod, or close relative who was actually
worshipped at some point in the past. Now his
powers have waned because the religion, which
was devoted to him, is no longer practiced. His
followers have disappeared into the annals of
history. Thor is an example of such a being.

Now he is a god-on-Earth and locked into a


mortal shell. He is still a formidable being,
though. Deities have increased ranks in all their
primary abilities and cannot really die in the
Angels and Demons: These are magical beings Earth Dimension unless the slayer is another
from other planes of existence. They are both deity. Each deity has a home dimension; on that

The Ultimate Origins Book 16


plane the deity loses his special protection from between Earth and his home dimension.
death. However, for game purposes, this reason is
restricted to NPC deities who are acting as
villains in your campaign.

Deities roll on Column 5.

All primary abilities are raised +2CS.

Deities automatically possess at least one


Travel Power.

Deities gain two additional Powers.

Deities have increased Popularity (+2CS)


with the public but zero Popularity with the
hierarchy of the major established Earth
religions.

Deities eventually attract any remaining


living worshippers they still have. All of these
people serve as Contacts. A deity PC who abuses
his worshippers faces a stiff Karma penalty.

Deities are honor-bound not to actively


promote a religion based on themselves. Deity
PCs who try this lose -1CS from all their
Abilities and Powers.

Animals: This is a catch-all category that


Deities are usable as player characters. The includes fish, mammals, birds, reptiles, and the
Marvel Universe includes Asgardians, rest of Earth's fauna, in addition to aliens that do
Olympians, and deities from a host of other not fit into any other category. About the only
pantheons. Both Thor and Hercules are members example of this in the Marvel Universe is
of the Avengers. Snowbird, daughter of an Inuit Lockheed, the dragon. Your campaign, on the
Goddess, is a member of Alpha Flight. The thing other hand, might be filled with heroic Animals
that permits their playability is their diminished or really peculiar aliens (I'll fudge a little and
Power. Once Odin formed the Earth from the include Lockjaw, the Inhumans' "dog" as an
blood and bones of a slain Ice Giant, but he can't example of this).
do things like that anymore.
Animal PCs have three main types of
There are three reasons a deity might be backgrounds. One is that the animal is a mutant.
found on Earth. One is that his Powers have Another is that the animal was altered in ways
diminished to such a point that the Earth that gave his intelligence and Power. The last is
Dimension is the only place he can survive. The the animal is a relatively normal member of a
second is that he has been sent to the Earth race of animals like him (Lockheed, for
Dimension by other, more powerful Deities. example). The player can determine this in the
Both Thor and Snowbird are in this category. Origins of Power section and embellish it to the
The third reason is that the deity is bored with best of his ability.
timeless infinity and is slumming it on Earth as a
way of generating excitement. Hercules fits this Animals have to have a human Contact.
bill. People tend to see the human Contact as the
animal's owner or trainer. People refuse initially
Actually, there is also a fourth reason. The to believe the animal is intelligent. Animals have
deity might be on Earth seeking Power, whether very few legal rights, but they also have few
by regaining worshippers or establishing a portal responsibilities.

17 The Ultimate Origins Book


Animals roll on column 1. Plants automatically possess Absorption
Power of Good rank in the form of enhanced
Aliens in this category roll on column 5. photosynthesis.

Animals gain one less Power. Plants have -2CS Fighting.

Animals automatically have two Detection Plants gain +2CS Endurance.


Powers at Good rank.
Plants have no initial Contacts; the exception
Animals risk death or capture from people is if the Plant was created by scientific means, in
who are ignorant of the animal's true nature. which case its creator might be a Contact.

Resources are zero unless the animal has Abnormal Biochemistry: The body is
attached himself to a human. In this case, the apparently normal but possesses a different
Resource rank is assigned to that human. chemical base than that of Normal Humans. A
key element in the body's chemical makeup is
replaced by another element. The most common
abnormalities are silicon-replacing carbon,
copper replacing iron, and cobalt replacing iron.

Silicon-based life has a body temperature 40


degrees lower than similar carbon-based life.

Copper produces green blood.

Cobalt produces blue blood.

In all these cases, acquiring food that fits the


hero's metabolic needs is a problem. If the
abnormal lacks a food supply, he'll have to seek
one out. A lab of Remarkable cost can synthesize
the necessary foodstuffs. For game purposes,
Vegetable: The hero is an intelligent, mobile assume the hero already possesses a steady food
plant. He can be of any nature but for game supply.
purposes the hero is assumed to be a man-
shaped plant. His physiology is based on Because of the different body chemistries,
photosynthesis. The plant-man doesn't need to Abnormals cannot donate blood or body tissues
eat anything except a bit of fertilizer for transfusion into Normal Humans. Likewise,
occasionally. Prolonged deprivation of light and anything foolish enough to try to feed on the
water reduces the hero's Strength and Endurance abnormal, like a lion or a Bio-Vampire, takes
-1CS per day after an initial three days. Good damage as it tries to digest what, to its
system, is poison.
Plants have no legal rights. This can be a real
problem. Abnormals cannot interbreed easily with
Normal Humans, even when their bodies are
The Plant Hero may be a mutant, a modified virtually identical. A hospital with Incredible
plant, a member of a species of intelligent plant facilities is needed to alter the would-be parent's
life, or a human or other being who was genetic material to a compatible type.
somehow transformed into a plant. A permanent
result of Induced Vegetation could create such a Abnormals roll on column 2.
character. Man-Thing is an example of the last
type. Endurance is raised +1CS.

Plants roll on column 1. Mineral Life: The body is composed of solid


materials that normally do not sustain life. In
Plants have zero Resources. fact, the body might not even have anything

The Ultimate Origins Book 18


remotely resembling internal organs. In such Liquid Life: You know that the Normal Human
cases, an internal examination would only reveal body is 68% liquid? Well, this type is 100%
homogenous matter. liquid. However, it is composed of special
liquids that remain together. The fluid body can
The body can be of any single element or be of any viscosity from gelatinous to watery. It
compound or a mixture of anything the player can move at will by flowing through other
can think of. Examples of Mineral Life include liquids or along surfaces. It can even climb
golems and Warlock (of the New Mutants). vertical surfaces.

Because Mineral Life is simpler, it is easier to If the liquid life possesses Endurance and
feed and maintain. If food is needed, the Mineral Psyche ranks of Excellent or better, the Fluid
Life can digest raw matter of its composition. Body can form an erect simulation of a human
Wounds can be bandaged by applications of the body. This can "walk" by sliding along the
same matter as well. ("But I'm a doctor, not a ground.
bricklayer!")
Contrary to what you might think, a Fluid
Body is actually dry to the touch. This is because
none of the body's liquids leave the body unless
deliberately secreted.

The Fluid Body can be housed in a naturally


secreted sac or in an artificial container. This is
determined by the player rolling such Powers as
Armor, Body Armor, or Body Coating.

If the Fluid Body is frozen, the hero is


immobilized until he can melt. He takes no
damage from such an attack, although sacs or
body containers might be shattered by the cold.
Vaporization is a fatal act for most Fluid Bodies.

Fluid Bodies roll on column 5.

Fluid Bodies have a natural variation of


Phasing that permits them to permeate any
porous material.

Fluid Bodies have no initial Contacts except


their own race, if one exists.

Because of the Fluid Bodies' control over


their own fluids, it requires an Incredible Agility
Mineral Life is immune to all Poisons and
FEAT to drain off any part of the Fluid Body.
Diseases that harm Normal Humans. Conversely,
Drained parts remain under the main body's
exotic poisons and diseases that do harm to
control as long as they are within one area. Once
Mineral Life do only Feeble damage to Normal
beyond that limit, the drained liquid "dies" and
Humans. Mineral Life is vulnerable to attacks
becomes inert.
with special effects on the body materials. For
example, an iron golem is prone to rust.

Mineral Life rolls on column 2.

Initial Health is doubled.

Movement rate is decreased -1CS.

19 The Ultimate Origins Book


The only way to destroy a Gas Body is to
alter its composition through Powers like Matter
Conversion and Matter Control.

Inhaling a Gas Body can be a fatal act since


the being's gases can prevent required gases from
reaching the lungs.

Gas Bodies can enter a symbiotic relationship


with a solid being.

Gas Bodies possess a natural form of Phasing


that permits them to penetrate solids.

Energy Body: The hero is a field of coherent


energy. The basis for this can be any Energy
form found in the Energy Emission and Control
sections of this book. The Energy Body can
Swallowing a Fluid Body can be a fatal act if move at will in any direction, even though
the body so chooses. It can also result in a spaces that lack a medium to transmit it. The
symbiosis if the Fluid Body takes a liking to the Energy Body possesses an Intensity rank of its
solid host. own; this is how the Health points apply to this
being.
Gaseous Life: The body is completely
composed of gases, vapors, smoke, and mist Energy Bodies follow the same characteristics
without any solid (or even liquid) components as normal energy of the same type. They possess
above the microscopic level. The Gas Body is a a special vulnerability to Plasma Control (-1CS
coherent cloud that retains its integrity even in Resistance). Energy Bodies can be contained
the face of Amazing Intensity winds. Unlike within special storage batteries; this is the only
normal clouds, the Gas Body can more at will in way to immobilize these beings.
any direction and even penetrate liquids and
permeable solids. However, it cannot freely Energy Bodies composed of visible energy
move in a vacuum unless it possesses a Travel or types can create a ghost-like image of a human.
Energy Power. If the Energy Body possesses Alter Ego, Energy
Solidification, or Lifeform Creation, it can form
The Gas Body may be composed of a single a solid facsimile of a human.
element or compound or any sort of exotic
mixture. The only way to destroy an Energy Body is to
completely negate or solidify its energy.
If the gaseous hero possesses a
Shapechanging Power, Alter Ego, or Body Energy Beings roll on column 5.
Transformation-Self, the being can temporarily
assume a human-like form. Gas Bodies are Energy Beings have a Bonus Power of
immobilized if converted to liquid or solid forms Energy Emission. Energy Control is an Optional
but take no damage from this act. While gaseous, Power.
the being can freely expand or contract.
Minimum size is one cubic foot. The maximum Physical contact with an Energy Being does
size can fill a volume equivalent to the average Feeble damage.
shopping mall.
Ethereal: The hero is an intangible,
Gas Bodies roll on column 5. disembodied spirit. He can be a ghost who once
possesses a mortal shell, or belong to a race that
On Earth, Gas Bodies have zero Resources always exists in this form. An Ethereal can drift
and no initial Contacts. about in any direction he chooses, and can pass
through solid matter without any effort. The
visibility of an Ethereal varies according to his

The Ultimate Origins Book 20


whim; he can be invisible, transparent, Fighting rank is zero in the Earth Dimension,
translucent, or opaque. unless the Ethereal is fighting another Ethereal.

Physical attacks have a decreased effect on


Ethereals (-9CS).

Spirit Vampirism completely destroys


Ethereals. Psi-Vampirism destroys the self-
image and reduces the Ethereal to a mindless
Poltergeist.

At least one Contact can be a Spiritual


Medium.

Undead: The being in question had once been a


Normal Human (or any other species) but has
since died. Through some arcane and possibly
If the Ethereal is a ghost, his form resembles disgusting means, the body has regained
an idealized version of his old body. The ghost's animation and ceased to decay. The being's life
appearance is actually based on his self-image force is once again in residence (although the old
and thus reflects the ghost's attitude toward house just isn't the same). Special means are
himself. This is why ghosts are usually either required to maintain the reunion of mind and
very beautiful (or handsome) or quite pathetic. body. This can be anything from being
frequently re-embalmed to utilizing any of the
Ghosts are immune to most physical attacks Vampiric Powers. If the Undead fails to follow
with Intensities less than Unearthly. They are his required maintenance procedures, he begins
vulnerable to Mental and Magical attacks, to fall apart. In Undead terms, this is what Health
especially by Powers that affect the spirit. Either points are used for. Health is the structural
Psi or Spirit Vampirism can destroy an Ethereal. integrity of the Undead's own corpse.
While Ethereals are intangible on the Earth
Dimension, they regain solidity in other The nature of the Undead can vary. Examples
Dimensions. In such realms Ethereals are include Bio-Vampires like Dracula, Zombies
vulnerable to all Powers except those that ("Zuvembies" in the Marvel Universe), animate
specifically affect Ethereals and other Mummies like those in ancient pyramids and bad
disembodied beings; these Powers are Spirit B-movies, and even hybrid forms that still retain
Summoning and Storage, Reincarnation, and some humanity. Dracula's daughter Lilith is such
Exorcism. a being; being conceived after Dracula had
become an Undead.
If the Ethereal once had a solid body, he
might not necessarily have died to reach his Technical note: At this time, all Bio-Vampires
current state. He might have become an Ethereal on the Marvel Universe Earth have been
by being directly transformed from solidity to destroyed. Your campaign, however, can be free
ethereality. Such transformations can be magical, of this restriction if you so desire. The Great
scientific, Powerbased, accidental, or deliberate. Continuity Goddess bade me mention it anyway.
The Red Ghost is an example of a Normal
Human directly transformed into an Ethereal as a Undead roll on column 1.
result of a scientific mishap.
Strength and Endurance are increased by
If the Ethereal possesses Alter Ego or +1CS.
Lifeform Creation, he can create a living body
for himself. If he possesses Mental Domination, The player and Judge must come up with a
he can possess a human host. body maintenance procedure, unless the hero
possesses a Vampiric Power.
Ethereals roll on column 1. (They're about as
altered as a human can be). Undead possess a Psychological Weakness;
their Power is negated while they are within 10'

21 The Ultimate Origins Book


of a religious symbol. If the symbol is that of a The artificial Body Types lend themselves
religion the Undead practiced while he was alive, especially well to creating Compounds. All such
he suffers Excellent damage. Compounds are automatically Cyborgs.

Compounds only roll on a single column,


determined by the A/D percentage.

Most Compounds are unique individuals. Due


to their peculiar nature, they do not easily
reproduce. Genetic offspring, including clones,
possess only a single aspect. In the example, a
clone of the freak would either be a Normal
Human, Chiropteran, or wasp-man.

Popularity is decreased -1CS, cumulative


with any losses determined by the various
aspects (Body Types).
Compound Form: The hero's body contains
aspects of two or more of the preceding Body
Changeling: The hero can transform into any of
Types. As such, it possesses a mixture of the
a number of possible Body Types. Each Body
advantages and disadvantages of each type.
Type aspect of the Changeling possesses its
regular advantages and disadvantages, which
Die Roll Number Adv/Disadv % apply only when the hero is in that particular
01-50 2 50% form.
51-75 3 33%
76-95 4 25% Die Roll Number
96-00 5 20% 01-50 2
51-75 3
The Combination of advantage and 76-95 4
disadvantage is unique to each Compound. 96-00 5
When creating a Compound character, the player
first generates the number of Body Types
What powers the hero possesses are assigned
combined in his character, then the actual types,
to any and all of his Aspects. Each Aspect must
using the Body Type Table above. The next step
have one Power, which is unique to it, a Power
is determining the advantages and disadvantages
no other Aspect has.
are retained by the compound.
The hero can transform himself from one
Example: The dice have assigned the hero a
Aspect to another in 10 turns. During this time,
Compound Body Type. Muttering under his
no Powers can function and all Primary Abilities
breath ("Great, I get to play a freak"), the player
temporarily drop -2CS.
rolls a 61. His Compound has three aspects,
which the dice again decide16 (Normal Human),
Changeling is similar to the Power of Alter
69 (Chiropteran), and 72 (Other Demihuman).
Ego. If the player rolls that Power while creating
Three Body Types get him a 33% chance of
a Changeling character, he can discard it and roll
retaining advantages and disadvantages. He
another Power.
starts rolling. By the time he's done, his freak has
begun to form. The character's wings sprout from
Example: Kit has rolled Changeling for his Body
his back, rather than being formed by his arms.
Type. This one has two Aspects: 83,
The ears are smaller and more human-like since
Humanshape Robot, and 91, Vegetable. "Great, a
he lacks sonar. From the Other Demihuman
robot that turns into Man-Thing." Eventually, Kit
aspect, a waspman, he gets a stinger that does
decides his robot was specially designed to
Excellent Paralysis damage and rigid plates on
imitate other life-forms, but the Shapechange
his torso.
circuitry burned out after recording its first form.

The Ultimate Origins Book 22


Changelings roll on column 5, regardless of Initial
what the various Aspects would roll on. Rank
Rank 1 2
Name
Number
If while in one Aspect the hero loses all Feeble 1 01-05 01-05
Health points, he can save his life by making a
Poor 3 06-10 06-25
red Psyche FEAT. Success means he lives, but
permanently loses the ability to transform into Typical 5 11-20 26-75
that Aspect. Good 8 21-40 76-95
Excellent 16 41-60 96-00
Powers can be assigned to any or all Aspects. Remarkable 26 61-80 ---
Each Aspect must have a unique Power not
Incredible 36 81-96 ---
shared with other Aspects.
Amazing 46 97-00 ---
Monstrous 63 --- ---

Rank Name 3 4 5
Feeble 01-05 01-05 01-10
Poor 06-10 06-10 11-20
Typical 11-40 11-15 21-30
Good 41-80 16-40 31-40
Excellent 81-95 41-50 41-60
Remarkable 96-00 51-70 61-70
Incredible --- 71-90 71-80
Amazing --- 91-98 81-95
Good 41-80 16-40 31-40

23 The Ultimate Origins Book


This section contains the new origin tables for roll again on the appropriate sub-table to
use with this book. determine sub-form.

An overview of the various tables found within • Tammra's Favorites Origin Chart: Tammra
this section is as follows: is picky about what she likes to play. This Origin
table was a surprise to her, and she did not see it
• The Ultimate Origins Table: This table until the editing process. It is not balanced
contains the various origins from official and un- power-wise in comparison to the others. If you
official sources found in this book. It is designed do not like it, you are invited to not use it and/or
to give Players and Judges a wide selection of to bite MTS.
random Origins for use in the game.
Note: Any entry marked with an * indicates
• The Ultimate Origins Table (Simplified): there is an optional sub-table for that Origin.
This table is similar to the Ultimate Origins
table, but the Origins containing multiple Sub- • Various Sub-Tables (Official): These sub-
Forms (such as Mutants), have been condensed tables are designed with the purists in mind.
into sub categories. To use this table, roll your There is no new unofficial material added to
percentage dice as normal, then (if applicable), these tables. As a note, the percentage chance
roll again on the appropriate sub-table to was not preserved in the various sub-tables. As
determine sub-form. an example; in the UPB you have a 01% chance
of being a robot with the computer Sub-Form.
• UPB Origin Table (Revised): This is an On the sub-table, you have a 25% chance to be a
alphabetical version of the standard Origin table computer. This was by design, to give a grater
from the Ultimate powers Book. All the Origins chance of playing a different origin.
still have the same percentage chance to be
rolled, but the Origins themselves have been re- Note: While these tables are labeled "official"
ordered into alphabetical order. This was created they have been created for this book and they
for purists who might like to try something a have never appeared in an official Marvel RPG
little different, without adding unofficial material supplement. They are labeled "official" because
to their games. they only feature official Origins from the books.

• UPB Origin Table (Simplified): This table is • Various Sub-Tables (Official - Extended):
the simplified version of the Origin table from These tables contain the official Sub-Forms from
the Ultimate Powers Book. It contains nothing the core books, as well as additional Sub-Forms
new on the table, and it is intended as an optional from sources such as Dragon Magazine, and
rolling method for the purists. The Origins other Marvel RPG books from TSR.
containing Sub-Forms have been condensed into
sub categories. To use this table, roll your • Various Sub-Tables (Unofficial): These sub-
percentage dice as normal, then (if applicable), tables contain the various official, and unofficial
material contained in this book.

The Ultimate Origins Book 24


The Ultimate Origin Chart

Die Die
Physical Form Sub-Form Physical Form Sub-Form
Roll Roll
Abnormal 39 Homo Sublimis ---
01 ---
Chemistry 40-46 Humanoid Race* ---
02-03 Android --- 47 Hybrid ---
04 Animal --- 48 Liquid ---
05 Angel/Demon --- 49-50 Magic User ---
06 Changeling --- 51 Martial Artist ---
07 Collective Mass --- 52 Mineral ---
08 Compound --- 53-55 Modified Human Extra Parts
Artificial 56-57 Modified Human Organic
09-10 Cyborg
Limb/Organs 58-59 Modified Human Muscular
11 Cyborg Custom 60-61 Modified Human Skeletal
12-13 Cyborg Exoskeleton 62-63 Mutant Breed
14-15 Cyborg Mechanical Body 64 Mutant Homo Arcanus
Mechanically 65 Mutant Homo Disneius
16-18 Cyborg
Augmented 66 Mutant Morlock
19 Cyborg Nanites 67-69 Mutant Induced
20 Cyborg Vampire 70-72 Mutant Random
21 Deity --- Savage Land
22-23 Demihuman Avian 73 Mutant
Mutate
24 Demihuman Centaur 74-85 Normal Human ---
25 Demihuman Chiropteran 86 Psionist ---
26 Demihuman Equiman 87 Robot Computer
27 Demihuman Faun 88-91 Robot Human Shape
28-29 Demihuman Felinoid 92-93 Robot Metamorphic
30-31 Demihuman Lupinoid 94-95 Robot Usuform
32 Demihuman Lamian Surgical
33 Demihuman Merhuman 96 ---
Composite
34 Demihuman Other The People
97
Elder of the (Saurians)
35 ---
Universe 98 Undead ---
36 Energy --- 99 Vegetable ---
37 Ethereal --- 00 Werewolf ---
38 Gaseous ---

25 The Ultimate Origins Book


Ultimate Origin Chart (Simplified) UPB Origins Table (Revised)

Die Roll Physical Form Die


Physical Form Sub-Form
01 Abnormal Chemistry Roll
02-03 Android Abnormal
01 ---
04 Animal Chemistry
05 Angel/Demon 02-04 Android ---
06 Changeling 05 Animal ---
07 Collective Mass 06 Angel/Demon ---
08 Compound 07 Changeling ---
09-20 Cyborg* 08 Compound ---
21 Deity Artificial
09-10 Cyborg
22-34 Demihuman* Limb/Organs
35 Elder of the Universe 11-12 Cyborg Exoskeleton
36 Energy 13-14 Cyborg Mechanical Body
37 Ethereal Mechanically
15-17 Cyborg
Augmented
38 Gaseous
18 Deity ---
39 Homo Sublimis
19-20 Demihuman Avian
40-47 Humanoid Race*
21 Demihuman Centaur
48 Hybrid
22 Demihuman Chiropteran
49 Liquid
23 Demihuman Equiman
50-51 Magic User
24 Demihuman Faun
52 Martial Artist
25-26 Demihuman Felinoid
53 Mineral
27-28 Demihuman Lupinoid
54-61 Modified Human*
29 Demihuman Lamian
62-73 Mutant*
30 Demihuman Merhuman
74-87 Normal Human
31 Demihuman Other
88 Psionist
32 Energy ---
89-95 Robot*
33 Ethereal ---
96 Surgical Composite
34 Gaseous ---
97 The People (Saurians)
35-42 Humanoid Race* ---
98 Undead
43 Liquid ---
99 Vegetable
44 Mineral ---
00 Werewolf
45-48 Modified Human Extra Parts
49-50 Modified Human Organic
51-52 Modified Human Muscular
53-54 Modified Human Skeletal
55-56 Mutant Breed
57-60 Mutant Induced
61-63 Mutant Random
64-89 Normal Human ---
90 Robot Computer
91-93 Robot Human Shape
94-95 Robot Metamorphic
96-97 Robot Usuform
Surgical
98 ---
Composite
99 Undead ---
00 Vegetable ---

The Ultimate Origins Book 26


Tammra's Favorites Origin Chart

Die
Physical Form Sub-Form
Roll
01-03 Abnormal ---
Chemistry
04-11 Angel ---
12-14 Changeling ---
15-17 Compound ---
18-25 Deity ---
26-33 Demon ---
Elder of the ---
34-36
Universe
37-39 Energy ---
40-42 Homo Sublimis ---
43-45 Humanoid Race* ---
46-48 Hybrid ---
49-55 Magic User ---
56-58 Martial Artist ---
59-61 Modified Human Extra Parts
62-64 Modified Human Organic
64-67 Modified Human Muscular
68-70 Modified Human Skeletal
UPB Origin Table (Simplified) 71-73 Mutant Breed
Homo
Dice Roll Physical Form 74-76 Mutant
Arcanus
01-26 Normal Human Homo
77-79 Mutant
27-35 Mutant* Disneius
36-38 Android 80-82 Mutant Morlock
39-46 Humanoid Race* 83-85 Mutant Induced
47 Surgical Composite 86-88 Mutant Random
48-57 Modified Human* 89-94 Normal Human ---
58-70 Demihuman* 95-00 Psionist ---
71-79 Cyborg*
80-87 Robot*
88 Angel/Demon
89 Deity
90 Animal
91 Vegetable
92 Abnormal Chemistry
93 Mineral
94 Gaseous
95 Liquid
96 Energy
97 Ethereal
98 Undead
99 Compound
00 Changeling

27 The Ultimate Origins Book


Animal/New Men Sub-Table Cyborg Sub-Table (Unofficial)

Die Roll Animal Die Roll Sub-Form


01-04 Alligator 01-15 Artificial Limb/Organs
05-08 Ape 16-29 Custom
09-12 Armadillo 30-44 Exoskeleton
13-16 Bat 45-58 Mechanical Body
17-20 Bear 59-72 Mechanically Augmented
21-24 Behemoth 73-86 Nanites
25-28 Bird 87-00 Vampire
29-32 Cat
33-36 Cattle Demihuman Sub-Table
37-40 Dinosaur*
41-44 Dog Die Roll Sub-Form
45-48 Dolphin 01-10 Avian
49-52 Eagle 11-20 Centaur
53-56 Elephant 21-30 Chiropteran
57-60 Fish 31-40 Equiman
61-64 Horse 41-50 Faun
65-68 Killer Whale 51-60 Felinoid
69-72 Lion 61-70 Lamian
73-76 Monkey 71-80 Lupinoid
77-80 Octopus 81-90 Merhuman
81-84 Rat 90-00 Other
85-88 Shark
89-92 Snake*
93-96 Squid
97-00 Wolf

Animal/New Men Sub-Table A: Dinosaur

Die Roll Dinosaur Sub-Type


01-25 Giant Plant-Eating
26-50 Giant Flesh-Eating
51-75 Giant Armored
76-00 Giant Radioactive

Animal/New Men Sub-Table B: Snake

Die Roll Snake Sub-Type


01-50 Constrictor
51-00 Poisonous

Cyborg Sub-Table (Official)

Die Roll Sub-Form


01-25 Artificial Limb/Organs
26-50 Exoskeleton
51-75 Mechanical Body
76-00 Mechanically Augmented

The Ultimate Origins Book 28


Humanoid Race Sub-Table (Official -
Judge's Book)

Die Roll Sub-Form


01-09 Asgardians
10-18 Atlanteans
19-26 Denizen of the Dark Dimension
27-34 Deviants
35-42 Eternals
43-51 Inhumans
52-59 Kree
60-67 Lemurians
68-75 New Men
76-83 Olympians
84-92 Shi’ar
93-00 Skrull

Humanoid Race Sub-Table (Official -


Extended)

Die Roll Sub-Form


01-03 Agent of the People's Defense Force
04-06 Alpha Primitives
07-11 Asgardians
12-16 Atlanteans
17-19 Brethren
20-22 Brood
23-25 Burners
26-28 Clobbers
29-34 Denizen of the Dark Dimension
35-38 Deviants
39-41 Dire Wraith
42-45 Eternals
46-48 Head-Brothers
49-53 Inhumans
54-57 Kree
58-61 Lemurians
62-65 New Men
66-69 Olympians
70-72 Pseudo-Skrulls
73-75 Quon
76-78 Savage Land Race
79-83 Shi’ar
84-88 Skrull
89-91 Space Knight
92-94 Subterranean
95-97 The Chosen
98-00 Winged Flyers

29 The Ultimate Origins Book


Humanoid Race Sub-Table (Unofficial)

Die Roll Sub-Form Die Roll Sub-Form


Agent of the People's 49-50 M'Ndavians
01-02
Defense Force 51-52 Mekkan
03-04 Alpha Primitives 53-54 Mephitisoids
05-06 Asgardians* 55-56 Mobian
07-08 Atlanteans 57-58 New Men*
09-10 Autocron 59-60 Olympians*
11-12 Ba-Bani 61-62 Otherworlder
13-14 Brethren 63-64 Procyonite
15-16 Brood 65-66 Pseudo-Skrulls
17-18 Burners 67-68 Quon
19-20 Clobbers 69-70 Rajak
21-21 Dakkamite 71-72 Saurid
Denizen of the Dark 73-74 Savage Land Race*
23-24
Dimension 76-77 Shi’ar
25-26 Deviants 78-80 Skrull
27-28 Dire Wraith 81-82 Space Knight
29-30 Elan 83-84 Sssth
31-32 Ergon 85-86 Stenth
33-34 Eternals 87-88 Subterranean*
35-36 Froma 89-90 Tekton
37-38 Head-Brothers 91-92 The Chosen
39-40 Horusian 93-94 Vegan
41-42 Inhumans 95-96 Winged Flyers
43-44 Kawa 97-98 Xartan
45-46 Kree 99-00 Zn’rx (Snarks)*
47-48 Lemurians

The Ultimate Origins Book 30


Humanoid Race Sub-Table A: Modified Human Sub-Table
Agent of the People's Defense Force
Die Roll Sub-Form
Die Roll Sub Form 01-25 Extra-Parts
01-50 Beast of Berlin 26-50 Muscular
51-00 Scarlet Beetle 51-75 Organic
76-00 Skeletal
Humanoid Race Sub-Table B: Asgardian
Mutant Sub-Table (Official - UPB)
Die Roll Asgardian Race
01-16 Demon Die Roll Sub-Form
17-32 Dwarf 01-33 Breed
33-48 Elf 34-66 Induced
49-64 Giant 67-00 Random
65-84 God
85-00 Troll Mutant Sub-Table (Official - Extended)

Asgardian Sub-Table A: Giant Die Roll Sub-Form


01-20 Breed
Die Roll Giant Type 21-40 Induced
01-25 Fire 41-60 Morlock
26-50 Frost 61-80 Random
51-75 Hill 81-00 Savage Land Mutate
76-00 Storm
Mutant Sub-Table (Unofficial)
Humanoid Race Sub-Table C: Olympian
Die Roll Sub-Form
Die Roll Sub-Form 01-14 Breed
01-50 Demigod 15-28 Homo Arcanus
51-00 God 29-42 Homo Disneius
43-57 Induced
Humanoid Race Sub-Table D: 58-71 Morlock
Savage Land Race 72-86 Random
87-00 Savage Land Mutate
Die Roll Race
01-25 Aerian Robot Sub-Table
26-50 Fall Person
51-75 Pteron Die Roll Sub-Form
76-00 Sun Person 01-25 Computer
26-50 Human Shape
Humanoid Race Sub-Table E: 51-75 Metamorphic
Subterranean 76-80 Usuform

Die Roll Sub-Form The People (Saurians) Sub Table


01-33 Lava Man
34-67 Moloid Die Roll Sub-Form
68-00 Tyrannoid 01-50 Flying Fighter
51-00 Warrior Prime

31 The Ultimate Origins Book


This section will contain information on the various "new" Origins contained in this
book. It is split into two sections, the first being Official Origins from the various MSH
supplements, and the second being Unofficial Origins written by fans of the game from
across the globe.

33 The Ultimate Origins Book


The Classic Marvel game provided Players and Judges a plethora of options of Origins
for use in the game. Most of them were contained in the Ultimate Powers Book, but some
of them came in other supplements such as Dragon Magazine.

This section is a list of Origins that were printed in Official Marvel articles and books.

The Ultimate Origins Book 34


Chapter One: Aliens and Non-Human Races I
MTS Note: For a more comprehensive list of official marvel Aliens check out the book "The Unofficial
Lonely Planet Guide to Aliens & Space Travel" by David Edward Martin and Andrew James McFayden
hosted at http://www.classicmarvelforever.com/. It is an excellent resource for any Classic Marvel campaign.

The following was taken from the "Advanced Set Ability Modifier Table*
Judge's Book" by Jeff Grubb.
Dice Modification
01-15 Reduce by one rank
16-50 Remain unchanged
51-70 Increase by one rank
71-85 Increase by two ranks
86-95 Increase by three ranks
96-00 Increase by four ranks
*Unless noted otherwise, no ability may be
modified in any fashion below Feeble or above
Monstrous

Characters generated in this fashion tend to be


more limited and weaker than those created by
The following listings apply to typical
the method listed in the Character Creation
members of the various alien, extra dimensional,
section, but have the advantage of having an
and variant human races that have appeared in
organized and existing racial background.
the Marvel Universe. These are typical values
only, and there are superior examples of these
various races in existence, much the same as Asgardians
there are a wide variety of humans.

Alien Hero Option: This is an option that may


be chosen by the player with the Judge’s
permission, if the player has rolled the Alien
category. The player “picks” a race with the
Judge’s approval. The hero has the listed
abilities, modified by a roll on the Ability
Modifier Table, page 5 of the Players’ Book
(listed below), making one roll for each ability.
Any Powers possessed by the race are automatic
Powers of the hero, occupying random slots. (A
pre-Secret Wars Skrull would have Imitation as
one Power, filling one random Power slot.)
Talents should be chosen with an eye towards
the race involved. As Contacts, the hero may
either choose the race he/she belongs to, or no F A S E R I P
initial Contacts (in which case the character is a Rm Gd In In Gd Gd Ex
renegade). 30 10 40 40 10 10 20
Health: 120 Karma: 40

Known Powers:
• Body Armor: Good

Asgardians are the most human-looking and


powerful of the intelligent races of Asgard, a
mystic dimension once connected to Earth by

35 The Ultimate Origins Book


Bifrost, the rainbow bridge. All Asgardians have his advisors, and they in turn were overthrown
Good protection from physical and energy by the Atlantean barbarian Attuma.
attacks, provided by the denser materials of their
worlds. While Asgardians are long-lived, they Atlanteans are water-breathers, such that
are not immortal like the Olympians. exposure to air is similar to a human’s
immersion in water—they can suffocate out of
Asgard has a warrior society and has come water (Namor, given his half-breed blood, is an
under assault by its enemies many times in it's exception). Atlantean technology has produced
recent history. Any Asgardian character with water tanks that operate as scuba gear in reverse,
Weapons Talents must choose Edged or Blunt allowing Atlanteans to survive out of water for
Weapons Skill as his first choice. Gunpowder up to 4 hours before more water is needed.
works in the Asgardian dimensions, but has only Atlanteans also have a chemical compound that
recently been introduced. allows normal breathing in air, while turning the
flesh from normal blue to human flesh-tones.
Asgard has Class 1000 Resources though low This chemical allows air breathing for 24-hours.
levels of technology in a 20th-century sense. An Atlantean hero that gains “water-breathing”
With the disappearance of Odin in battle with the ability as a Power can breathe air normally.
fire demon Surtur, Asgard is ruled by Balder the Atlanteans scavenge lost technology and magic
Brave. from the sea floor, and as such have access to
lost treasures of Atlantis and Deviant
Atlanteans technology, but most are not inventors in their
own right. Any Atlantean hero must take Edged
Weapon or Blunt Weapon skill as his first
Talent.

Denizen of the Dark Dimension

F A S E R I P
Gd Ty Rm Rm Ty Ty Ty
10 6 30 30 6 6 6
Health: 76 Karma: 18

Known Powers:
• Water Breathing
• Swimming: 2 areas/turn
• Resist Cold: Excellent F A S E R I P
Ty Gd Ty Ty Ty Gd Gd
The origins of homo mermanus are unknown, 6 10 6 6 6 10 10
though their own legends claim that the Health: 28 Karma: 26
Olympian Poseidon modified them to their
present form. In any event, the largest group of Known Powers:
this race has settled the ruins of ancient Atlantis • Mystic Origin
on the Atlantic seabed, though there are small
settlements throughout the ocean. They have The Dark Dimension is a series of pocket
been ruled in the past by Namor, the Sub- dimensions that have been expanded and
Mariner, though he has been sent into exile by

The Ultimate Origins Book 36


conquered by the Dread Dormammu. This realm addition to any rolled for the character) or two
was later ruled by Umar the Unspeakable, additional Powers.
Dormammu’s sister, and presently by Clea,
Umar’s daughter. The ruler of the Dark Deviants have a warped sense of beauty,
Dimension is recognized by the flames of regarding hideousness as attractiveness and vice
regency about his or her head. versa. Corruption is valued.

A collection of pocket dimensions with Deviants judged unacceptable are slain by


various populations, natural laws, and sizes, the their society, so those with exceptional
Dark Dimension appears as a collection of large appearance or Powers may be renegades at best.
floating islands, each with its own localized They rule large areas of underground caverns,
gravity, all connected by a variety of mystic with their main base being the Lemurian City of
bridges and passages. One section of the Toads. They are at this writing ruled by Kro.
Dimension is walled off by a mystical force
field—the domain of the Mindless Ones, a Deviant technology is highly advanced, but
nonsentient destructive race. the race has yet to understand how to correct its
genetic curse.
The Dark Dimension is inherently and
powerfully magical in nature, such that magical Eternals
Powers are +1CS when operating within it, and
dimensional apertures may be formed from it to
any other known dimension. The normal citizens
of the dimension have no inherent magical
ability, but may be easily trained, as magic is as
available a force as technology is on 20th
century Earth.

Deviants

F A S E R I P
Gd Ex In Am Ex Rm Rm
F A S E R I P 10 20 40 50 20 30 30
Gd Ty Ty Gd Gd Pr Pr Health: 120 Karma: 70
10 6 6 10 10 4 4
Health: 32 Karma: 18 Known Powers:
• Invulnerability
Available Powers: • Cosmic Energy Manipulation
• Strength of +2CS or 2 additional super • Flight: Unearthly at 40 areas/round.
Powers rolled randomly
The Celestials’ other experiment in early
When the Celestials first landed on Earth, humanity were the highly advanced and
they modified human genes to produce two superhumanly powerful Eternals, a long-lived,
distinct separate races, the Deviants and the clearly human-looking race that wields great
Eternals. The Deviants were created with a Powers of cosmic energy manipulation.
genetically unstable gene structure, so that each
generation will be radically different from All Eternals are Invulnerable to Heat, Cold,
previous generations. Any Deviant character has Energy, Electricity, Radiation, Toxins, and
the choice of additional strength benefits (in Disease. They do not age. They can still be
affected by Stun, Slam, and Kill results, but only

37 The Ultimate Origins Book


by scattering their ashes over a wide area of Inhumans
space can they be permanently slain. They are
still vulnerable to mental and magical attacks.

Eternals can manipulate Cosmic Energy in a


number of discrete fashions. Any Eternal
character created may be considered to draw his
or her individual Power from Cosmic Energy
manipulation, including in some cases such
forms as Shape-Shifting, Teleportation, and
Matter Manipulation. Eternals may project
cosmic energy as Force Bolts of Amazing range
and Intensity. Eternals may perform Power
stunts with their cosmic energy abilities to
assume other super-human Powers, though most
stay within their self-imposed limits, working to
increase their Powers in discrete personalized
areas.

Eternals “fly” by means of Levitation,


mentally projecting themselves through the air.
They may lift and carry others with them as well.
More than a hundred Eternals in one location can
form the Uni-Mind, an energy creation that
resembles a huge brain with Class 1000 abilities F A S E R I P
under the control of the Eternal leader. This Gd Ex Ex Rm Gd Gd Gd
creation has Class 1000 Reason and is used as a 10 20 20 30 10 10 10
parliamentary device to gather a consensus for Health: 80 Karma: 30
Eternal affairs. The Uni-Mind also has offensive
Powers, but when it challenged the Celestials, it Inhumans are a divergent human race created
was destroyed and the controlling force, Zuras, by the Kree on the model of the Eternals. While
was slain. Less than 100 Eternals can create a generally superior to mainstream humanity, the
Uni-Mind of a power equal to their percentage discovery of Terrigen mist and exposure of the
(80 Eternals create a Uni-Mind of 80% power). Inhuman populace to that chemical accounts for
their widespread differences in abilities.
Eternals have for the most part departed
Earth. The Terran Eternals have departed their All Inhumans may be considered Altered
homes in Olympia, Oceana, and Polaria in order Humans when generating Powers and Talents.
to explore the universe as the Uni-Mind, leaving Inhumans may inherit their traits from their
a handful of adventurers and renegades behind. parents, or gain them from exposure to the mist,
An Eternal outpost on Saturn’s moon Titan is either at the wish of their parents, or upon
ruled by Mentor, father of Starfox and Thanos, reaching the age of consent (31 Terran years).
and is still recovering from a recent war.
Inhuman technology is highly advanced,
particularly in the area of Genetics. The
Inhumans’ home city of Attilan was originally in
(not under) the Atlantic Ocean at a similar time
as Atlantis. They have moved Attilan twice, once
to the Himalayans, and the second time to the
Blue Area of the Moon.

The Ultimate Origins Book 38


This excerpt was taken from The Marvel-Phile Kree
article "To the Moon!" by Jeff Grubb, which was
originally printed in issue #134 of Dragon
Magazine.

Final notes

As noted in Crystal's entry (the limitation


below), Inhumans are more vulnerable to disease
and its effects than ordinary humans. All FEATS
made by Inhuman characters against disease are
at -2 CS for resolving effects.

Limitation: All Inhumans are to some degree F A S E R I P


vulnerable to air pollution, Crystal more so than
Gd Ty Ex Ex Gd Gd Ty
most. To make matters worse, she has built up an
10 6 20 20 10 10 6
immunity to the drug that allowed Inhumans to
journey into the polluted world. When on Earth, Health: 56 Karma: 26
Crystal must make a daily Endurance FEAT for
the effects of pollution — green for the first The Kree are a race of aliens that were
week, yellow for the second, and red for all carving an interstellar empire at a time when the
succeeding weeks. This assumes the medication first mammals had appeared on Earth. The Kree
is used; otherwise, red FEATS are required. For are naturally blue-skinned, though a pale skinned
every failed FEAT, Crystal's physical abilities mutation has flourished to the point that the
are dropped by one rank. Should any ability drop original Kree are a powerful minority.
beneath Feeble, she will collapse. Exposure to
pure air allows her to regain lost Endurance Kree possess extremely powerful technology
ranks at normal time (this includes the air within including interstellar drive and genetic
the Blue Area of the Moon). manipulation devices, but not time travel. They
are responsible for the Terran Inhuman race and
And now back to the "Advanced Set's Judge's the Blue Area of the Moon. They have created
Book". powerful robotic Sentries that act as recorders
and protectors of their installation. They have
interest in Earth not only for its native races, but
for its location near a natural space warp nexus
and advantageous position in regard to the
Skrulls.

The Kree are ruled by a group organism made


up of the minds of past rulers, called the
Supreme Intelligence. Like the Kree themselves,
the Supreme Intelligence seems limited in

39 The Ultimate Origins Book


imagination, and the development of the Kree New Men
race has hit its apex.

Lemurians

F A S E R I P
F A S E R I P
Gd Ty Ex Rm Ty Ty Gd
10 6 20 30 6 6 10 * * * * Gd 10 Gd 10 Gd 10
Health: 66 Karma: 22 Health: Special Karma: 30

Known Powers: The New Men are an artificial race of


• Water Breathing mutagenically altered, human-size animals,
created by the High Evolutionary, given human
• Swimming: 2 areas/round
equivalent minds and consciousness. Their initial
• Resist Cold: Excellent
physical stats are those of their original animal
• Mystic Origin stock (original Armadillo stock is Feeble in all
physical abilities), but the New Men will have
The Lemurians are a branch of homo the listed nonphysical abilities, plus any special
mermanus that migrated to the Pacific Ocean and traits they possessed before.
settled in the ruins of ancient Lemuria. They are
similar to their Atlantic cousins in their air- The New Men were first created on
breathing limitations. Wundergore Mountain, in Trasnia, and trained
by the High Evolutionary in knightly arts and
The Lemurians are set apart from their virtues to combat the demon Chthon. The High
Atlantic relations by the discovery or Evolutionary built atomic steeds as mounts for
development of the Serpent Crown, an artifact of these knights. One was rescued from the
ancient power that places the user in mystic mountain by the Beast and repaired, and is now
contact with Set, a snakelike elder demon. used by the current Black Knight.
Veneration of this crown and its use in rulership
have made the Lemurians’ skin greenish and The New Men have left Earth and currently
scaly. It has also given them a greater potential have colonized Wundergore II, a planet orbiting
to wield magic. They can perform magic of a Sirius, the Dog Star.
Dimensional type by invoking Set.

The Lemurians are currently ruled by Karthon


the Questor. It is unknown what relationship, if
any, the Lemurians have with the Deviants and
their City of Toads.

The Ultimate Origins Book 40


Olympians Shi’ar

F A S E R I P
Gd Gd Rm Gd Gd Gd Gd
10 10 30 10 10 10 10
F A S E R I P
Health: 60 Karma: 30
Gd Ex In Am Ty Ty Rm
10 20 30 50 6 6 30
The Shi’ar are an expansionist alien race
Health: 120 Karma: 42 whose empire is still developing, encompassing
a wide variety of other alien races. The Shi’ar
Known Powers: themselves are descended from avian ancestors,
• Body Armor and though mammalian in appearance retain
• Immortality some avian vestiges.

The Olympians are the superhuman residents The Shi’ar are highly advanced, and have
of the pocket dimension of Olympia. Like the warp drive ships and instanteous teleporters with
Asgardians, who were also worshipped as deities intergalactic range, called stargates. Their
by early civilizations, they have Good protection interest in Earth is based purely on its location
from physical attack, but unlike the Asgardians, near a natural space warp nexus, and they have
the Olympians are true immortals, and as such in the past cared as much for Earth’s inhabitants
are very difficult to slay. as humans care about apes gathered near a jungle
railway station.
The pocket dimension of Olympus has its
earthly terminus in Greece, and it was here and The Shi’ar count a number of alien races in
throughout the Mediterranean that these beings their empire, with varying degrees of freedom
were venerated. They used the Eternals of dependent on their loyalty to the throne. The
Olympia as their representatives among men, ruler of the empire commands the Imperial
which resulted in confusion between the Eternals Guard, an organization of super-powered aliens
and the Olympian pantheon (made worse by (Shi’ar and others) who keep the peace in the
similarity in name and appearance—Zeus and empire. The current ruler of the Shi’ar is called
Zuras, Athena and Thena, Mercury and Deathbird, who desposed her sister Lilandra
Makkari). The Olympian pantheon is no longer Neramani from the throne with the aid of the
worshipped save for Neptune/Poseidon, who is Badoon and Brood, other alien races. Neramani
venerated by the Atlanteans. is on the run from Deathbird’s forces, with her
lover Charles Xavier and the intergalactic
The Olympians are ruled by Zeus, the freebooters called the Starjammers.
mythological head of the Pantheon. Olympians
such as Hercules and Venus still walk among
humans.

41 The Ultimate Origins Book


Skrull Who rules the Skrulls changes with the
location in the remains of the Empire. After the
resolution of the eons-long Kree-Skrull war
(final declaration: a tie), Nova brought the Eater
of Worlds, Galactus, to the Skrull Throneworld,
which he then consumed, destroying most of the
Skrull ruling class. Various factions have
attempted to seize control of the remains,
including planetary governors, starship admirals,
and galactic pirates. The victor has not been
declared, but the battle is being watched by the
Kree and Shi’ar, the other two dominant empires
in our part of the universe.

F A S E R I P
Gd Ty Ty Ty Gd Ty Ty
10 6 6 6 10 6 6
Health: 28 Karma: 22

The Skrulls are an ancient race with an


ancient empire. They were not warlike
originally, but the long wars with Kree, who
stole their original technology, have made them
militaristic and cruel, bending their technology
to weapons of war.

Until recently, Skrulls had the natural power


of Shape-Shifting/Imitation with Amazing
ability. This is due to Celestial interference in
their planet’s history similar to that which on
Earth produced the Deviants and Eternals. This
modification produced the present Skrulls, the
race of Dire Wraiths, and an as-yet-undiscovered
(or extinct) race of Skrull Eternals. The skrulls
lost their shape-shifting ability in a recent battle
in the Skrull Civil War, when a bomb was
detonated which mutagenically locked their
shapes.

The Ultimate Origins Book 42


Chapter Two: Aliens and Non-Human Races II
MTS Note: I decided to add this chapter for some of the other races introduced in the FF Compendium.
They may not be as powerful, or as well known as the Alien Races from the Judge's Handbook, but if
nothing else this does give additional options to players. I would suggest using the rules from the previous
chapter for creating Alien Characters from these races.

This excerpt was taken from the book; "The duties of sanitation, food production,
Fantastic Four™ Compendium" by David E. manufacturing, and so on. They were intended to
Martin. be docile creatures with simple thoughts. They
are all sexless and identical (5'7", green eyes,
and completely hairless).

Maximus has twice used the Alpha Primitives


as a tool in his quest for power. In his first
attempt, Maximus used a concentrated form of
the Terrigen Mists to transform three A-Ps into
the Trikon. In his second attempt, Maximus used
the collective guilt felt by the Inhumans towards
the Alpha Primitives. He constructed the android
Omega to feed on that guilt. Omega was defeated
when the Inhumans finally released the Alpha
Primitives from servitude.

Since that time, the Inhumans have ceased to


Alpha Primitives create new Alpha Primitives and have begun to
take responsibility for their own manual labor.
The Alpha Primitives were released into a
separate city beneath Attilan where they are
slowly dying out.

Running Alpha Primitives: Alpha Primitives


are simple-minded and obedient. They can only
deal with a single command at a time.

The Chosen

F A S E R I P
Ty Ty Rm Rm Fe Fe Fe
6 6 30 30 2 2 2
Health: 72 Karma: 6
Resources: Fe 2 Popularity: 1
F A S E R I P
Background: The Alpha Primitives are a cloned
Gd Ty Ty Ex Gd Gd Gd
race of menial laborers. They were created by the
10 6 6 20 10 10 10
Inhuman scientist Avadar to serve as brute
laborers to handle the necessary but odious Health: 42 Karma: 30
Resources: Ex 20 Popularity: 0

43 The Ultimate Origins Book


Quon
Known Powers:

None.

Talents: The Chosen are trained in the design,


construction, and operation of high tech items.

Contacts: The Chosen can call on the FF for


help.

Background: The Chosen were originally a tribe


of yetis living in the Himalayas. Several
centuries ago, they came under the leadership of
a Tibetan monk known only as the Master who
decided his mission was to lead them to
enlightenment. Under his guidance, the Chosen
flourished and quickly developed a technical
culture that surpassed that of the outside world.
As a sideline of their research, they discovered a
treatment that greatly extended the Master’s
lifespan. However, as the Master grow older he
maintained less direct control over the Chosen.
In time, renegade elements seized control of the
Chosen. They were preparing to conquer the F A S E R I P
world when the FF discovered the Chosen’s Ex Ex Ex Gd Ex Pr Ty
existence. The FF aided the Master in 20 20 20 10 20 4 6
transforming the Chosen from yetis to humans. Health: 70 Karma: 30
With the transformation the Chosen lost their
urge to conquer. The Master and his Chosen then Known Powers:
retired to their hidden city. • Water Freedom: The Quon are an
aquatic race.
Running The Chosen: When they were still • Water-Breathing: The Quon are
yetis, some of the Chosen saw humans as amphibious.
inferior animals to be conquered or destroyed. • Hyper-Swimming: Quon can attain Poor
The rest of the Chosen remained serene seekers speeds (30 mph).
of tranquility and enlightenment. The Master • Communicate With Animals (Sea Life):
sees his purpose as leading at least a small part The Quon have the Excellent ability to
of humanity, the yetis, into spiritual command the higher forms of sea life.
enlightenment and better domestic conditions.
Talents: The Quon male encountered by the FF
was skilled in Astro-Navigation, Starship
Piloting, and Biochemistry.

Contacts: The Quon male was befriended by the


FF.

Background: The Quon race is native to Quon,


third planet from Byjak, a star in our galaxy.
They are extremely strong, amphibious
humanoids who have developed a star-traveling
culture. A pair of Quons crashed in Lost Lagoon,
coincidentally a spot where the FF were
vacationing. The male went in search of
materials to repair his ship and medical help for
his mate. Through a series of misunderstandings

The Ultimate Origins Book 44


he and the FF fought until Reed finally realized As a power stunt, the device can also isolate
what the Quon was actually up to. After waving specific targets from the accelerated time
the FF away, the Quons took their ship into passage; this has the practical effect of putting
deeper water to continue repairs. Several months that person in “suspended animation.”
later, when the female became ill, the male
invaded East Side Medical Pavilion in search of Time Travel: The field generator “stores” the
drugs. Coincidentally (again), the FF were time difference. It can use it to make a single
present. The Quon kidnapped Sue because he time-jump that transports everything within its
needed someone who could administer the drugs area of effect to a point in the future equal to the
he’d taken. After another battle, everything was same number of years that has elapsed inside the
cleared up. With his ship repaired and his mate field.
well again, the Quon took his ship into space.
Jessup was mistaken about the capabilities of
Running Quon: The Quon do not speak or make his Field Generator. He had reversed the
any recognizable attempt at communication aside equations and thought that time passed swiftly
from the most basic gestures. The Quon male is on the outside of the dome. As soon as the
devoted to his mate and, when things go awry, device was complete, he activated it.
he tends to act recklessly. Because of his
appearance and the lack of communication, he The people of Central City rebelled soon after
tends to be mistaken for a rampaging monster. the isolation occurred. Jessup and his fifty
assistants somehow overcame virtually the entire
city and placed them all in stasis. Over the ten
Location Specific Modified millennia that followed, Jessup’s people
Humans proliferated. Because of the small genetic pool,
disastrous inbreeding occurred. The people
evolved into five breeds: Normals, Head-
Central City, California Brothers, Burners, Flyers, and Clobbers (see
below).
This city is the original home of the FF. It
was from the nearby rocket base that Reed and
Jessup’s admiration for the FF led him to
the others blasted off on their fateful trip into
create a religion that worshipped them. The myth
space. This was also the place where the FF
grew that someday they would arrive to end the
made their debut as a super-hero team when the
long isolation.
Mole Man sent his monsters to attack the
surface.

One of Reed’s colleagues back then was


Harvey Jessup, a nuclear engineer. Jessup
became obsessed with the Idea of nuclear
disaster. He dedicated his life to finding a way to
save his family and friends. He found it in the
creation of a powerful force field that would
isolate the community and transport it ahead to a
time when the Earth would have recovered from
the disaster.

Field Generator
Reality Alteration (Temporal Flow): The device
has Beyond-rank ability to speed up the passage
of time within its area of effect. The actual rate is
2,000,000:1 (about one month per second).
Because of the time difference, radiation cannot
pass through the dome in levels high enough to
be noticed. This gives the dome a pure black
exterior.

45 The Ultimate Origins Book


Burners: Head-Brothers

F A S E R I P F A S E R I P
Pr Gd Pr Ty Ty Ty Gd Fe 2 Pr 4 Ty 6 Ty 6 Ty 6 Ty 6 In 40
4 10 4 6 6 6 10
Health: 18 Karma: 52
Health: 24 Karma: 22
Known Powers:
Known Powers:
• Force Field Generation: (Excellent
• Absorption Power: The Burners have
rank)
the Incredible ability to safely absorb
fiery attacks.
Headbrothers have a twin skull and brain. It
• Energy Body (Flame): The Burners
appears as if two heads were glued together
have the ability to transform their
around the ears. The Head-Brothers have two
bodies into animate fireballs of
distinct minds, although their muscles operate
Remarkable Intensity.
jointly.
• Fire Generation: Remarkable rank.
• True Flight: Excellent speed
Winged Flyers
The Burners are bald midgets.

Clobbers:

F A S E R I P
Gd Ex Ty Gd Ty Ty Ty
F A S E R I P 10 20 6 10 6 6 6
Rm Ty In In Fe Fe Fe Health: 46 Karma: 18
30 6 40 40 2 2 2
Health: 116 Karma: 6 Known Powers:
• Winged Flight: Typical airspeed.
Known Powers:
• None. Shortly after the dome was created, the West
Coast Avengers were called to investigate. Iron
The Clobbers are huge and brutish. Man penetrated the dome (in AD 11885, Dome

The Ultimate Origins Book 46


time) and escaped three weeks later. A few Pseudo-Skrulls
minutes later, She-Hulk accidentally entered the
dome (111940, Dome time). She was captured
and placed in stasis. In 11990, the FF appeared
and fulfilled the prophecy.

Reed made Jessup realize his mistake. Jessup


gave Reed the information he needed to correct
the situation. Reed arranged to make the bulk of
Central City flash forward to the Earth of AD
11990. The subterranean vault with the stasis
chambers remained behind. The government
later declared Central City a disaster area and
began helping the people rebuild.

King's Crossing, NY

The area was the site where the FF first


fought the Skrulls. The four Skrull scouts they
defeated were hypnotically locked in the shape F A S E R I P
of cows. There the “cows” stayed for years as
Gd Ty Ty Ty Ty Ty Ty
part of a local dairy herd. The Skrulls were freed
10 6 6 6 6 6 6
and reportedly killed during the Kree-Skrull
War. Health: 28 Karma: 18

During their years spent as cows, the Skrulls Known Powers:


produced a milk-like fluid that was • Shapeshifting: Typical rank
indistinguishable from real milk. The Skrull
“milk” contained Skrull genetic material that Running A Pseudo-Skrull: The Pseudo-Skrulls
invaded whoever drank it and transformed them are xenophobic but not hostile. They will try to
into Pseudo-Skrulls. These beings retained their capture anyone who suspects their secret and
human appearance but gained Shapeshifting then force them to drink the Skrull “milk.”
powers and the inherent Skrull urge to conquer.
Fortunately for Earth, this drive was transformed
into reclusiveness and the urge to create greater
crops. Sharon Selleck discovered the Pseudo-
Skrull invasion when her car broke down near
the town. Her allergy to milk kept her human and
enabled her to detect the contamination.

When the FF came to Sharon’s rescue, they


also cured the people of the Skrull virus. Note: it
is unknown how much milk was shipped away
from King’s Crossing and was therefore not
affected by the FF’s cure. Anyone drinking the
milk will suffer the same effects as the King’s
Crossing populace. It is also unknown whether
the recent energy pulse that stripped all Skrulls
of their Shapeshifting power also affected any
such Pseudo-Skrulls.

47 The Ultimate Origins Book


Chapter Three: Aliens and Non-Human Races III
MTS Note: The following various write-ups were taken from the various Gamer's Handbooks. They are not
in perfect alphabetical order; instead they are presented in order of the book they appeared in. I
recommend using the " Ability Modifier Table " that appears in "Aliens and Non-Humans Races I" on page
35 to implement these in your game.

The following excerpt was taken from the After some time, however, the Subterraneans,
"Gamer's Handbook of the Marvel Universe - who all had human intelligence, revolted against
Mad thinker thru Sentry" written by Scott their Deviant masters. The Subterraneans' leader,
Bennie, David E. Martin, and Chris Mortika. Gor-Tok I, led the others in capturing several
underground cities and took up residence in
them. The first race of Subterraneeans has
become known as the Gortokians, after the rebel
leader.

Eventually a minority of the Gortokians


formed a relgious cult that worshipped a demon,
whose identity has not yet been determined. This
demon transformed his worshippers into a new
race of Subterraneans know as the Lave Men,
who abandoned the Gortokian civilization.

Subterraneans
The Subterraneans are four races of humanoid
beings who were originally bred though genetic
engineering by the offshoot of humanity known
as the Deviants to live in a network of caves and
tunnels called Subterranea which exists miles
beneath the Earth's surface. Before the Great
Cataclysm, which sank Atlantis and Lemuria, the
Deviants had launched an attack on Atlantis,
center of the sole known empire under human
control. At this point, the Second Host of the
extraterrestrial Celestials arrived, and the
Deviants attacked them as well. In retaliation, the
Celestials triggered the Great Cataclysm, which
sank Lemuria and destroyed the Deviant Empire.
The Deviants who survived escaped to the small The Deviants, still desiring slaves,
number of underground cities that they had experimented upon captive Gortokians. They
previously established. created two servant races of Subterraneans, the
Moloids and Tyrannoids. They are often
Skilled at genetic engineering, the Deviants denigrated as "mindless". They have the
altered the genetic composition of a few human intellectual capability to construct and operate
slaves, and created clones who were the first of a highly advanced Deviant technology, but they
new race of strong humanoids specially adapted are incapable of creative thought. Without
to the conditions of underground life. guidance from a master, these races are totally
helpless in dealing with any new situation for
The Deviants put these new slaves to work at which they have not been trained.
expanding the huge caverns in which the
underground Deviant cities were located, The Moloids and Tyrannoids proved to be the
creating tunnels linking the cities themselves. ideal slaves for the Deviants, but as soldiers they

The Ultimate Origins Book 48


were no match for the Gortokians. The Lava Men
Gortokians, eventually deciding to build an
underground empire of their own, drove the
Deviants out of most of Subterranea. The
Deviants abandoned the Moloids and Tyrannoids
and allowed them to fend for themselves.
Through inbreeding, the Moloids and Tyrannoids
physically degenerated so that, at present,
individual Subterraneans are no stronger them
humans. Futermore, the secondary sex
characteristics distinguishing the male and
female members of the two races have
diminished, and most are now incapable of
speech.

At some unspecified time, the wizard Merlin


banished the evil Roman known as Tyrannus to
Subterranea, where he found and made himself
master of the group that became known as the
Tyrannoids. Similarly, the human being known
as the Mole Man found his way to Subterranea
and easily became master of the Moloids. The F A S E R I P
new masters were able to take charge of the Gd Ty Ex Ex Ty Ty Ty
technology and machines the Subterraneans had 10 6 20 20 6 6 6
been tending. The Mole Man and Tyrranus have Health: 56 Karma: 18
each made attempts to conquer the surface world
and have also battled each other over domination Known Powers
of the Subterranea. • Infravision: Excellent ability to see by
infrared light.
In recent years the Gortokians were about to • Resistance to Heat: Monstrous rank
attempt to conquer the surface world when their • Heat Emission: Amazing rank
capital city was destroyed by an underground • Molecular Conversion: Remarkable
nuclear test conducted by surface humans who ability to transform metal into volcanic
were ignorant of the Gortokians' existence. As ash.
far as is known, the heir to the throne, Prince • Spray: Excellent intensity blasts of ash.
Dor-Tok, who was named for his ancestor, is the
only remaining Gortokian. The radiation warped Talents: Lave Men are well versed in
Gor-Tok's mind and mutated his body. Under the Subterranean geography and Deviant technology.
name Grotesk, he has since attempted to avenge They are able strategists and military planners.
his race by destroying all surface humans.
Role-Playing Notes
Presumably the Mole Man now commands
the Tyrannoids as well as the Moloids; the Lave Lava Men see themselves as the true rulers of
Men remain independent. There are probably the Subterranean realms. They are openly hostile
still Subterranean cities inhabited by the toward the other Subterranean races.
Deviants as well.

Two races of human beings are also known to


exist in Subterranea. One is the Netherworlders,
led by Kala, the Mole Man's consort. There are
also the people of El Dorado, a city in the Andes
Mountains, which was wrecked in a battle
between Tyrannus and the Hulk.

49 The Ultimate Origins Book


Moloids Tyrannoids

F A S E R I P
F A S E R I P Ty Ty Gd Gd Ty Pr Pr
6 6 10 10 6 4 4
Fe Ty Gd Gd Ty Fe Fe
2 6 10 10 6 2 2 Health: 32 Karma: 14
Health: 28 Karma: 10
Known Powers
• Abnormal Sensitivity: Excellent ability
Known Powers
to see in darkness. Like the Moloids,
• Abnormal Sensitivity: Excellent ability
they are temporarily blinded by typical
to see in apparent darkness, but they are
illumination. Each carries protective
temporarily blinded by normal light
goggles.
intensity. To prevent this, they wear
protective goggles.
Talents: All are well versed in Deviant
Technology. Their exposure to Tyrannus made
Talents: All are trained in operating Deviant
them able warriors with a Good understanding of
Technology.
military tactics.
Role-Playing Notes
Role-Playing Notes
Moloids are the weakest of the Subterraneans.
Tyrannoids occupy the middle ground of the
Without an able leader, they are almost
Subterraneans. They are preyed upon by the
completely helpless. They will readily serve
superior Lava Men. In response, they Tyrannoids
anyone who will stay as their leader. In battle,
have had to develop their own leaders and
their main tactic is to swarm over a target and
martial skills. The Tyrannoids are contemptuous
just hold on.
of the Moloids and see them as little better then
neurotic weaklings. Tyrannoids try to carry
weapons, although they are still unsure of how to
use them.

The Ultimate Origins Book 50


The following excerpt was taken from the Real Name: N/A
"Gamer's Handbook of the Marvel Universe - Occupation: Security agents, researchers
1989 Character Updates" written by Scott Legal Status: Honorary citizens of East
Bennie, David E. Martin, Chris Mortika, David Germany
Rogers, and William Tracy Identity: Known to authorities
Place of Birth: Unknown
Marital Status: N/A
Known Relatives: Unknown
Base of Operations: Bratislava Prison
Superhuman Research Complex, Hungary
Past Group Affiliations: The People's Defense
Force
Present Group Affiliation: N/A

Known Powers
• None

Talents: The Beasts are trained in Martial Arts


C, Wrestling, and Tumbling. They have
Agents of the People's Defense Force Excellent Reason in the field of mental and
induced mutations.
Background
Contacts: Hungarian Secret Police, Soviet Bloc
The "People's Defense Force" is not a team of intelligence services
villains, but rather a group composed of Eastern
European adventurers and super beings who Role-Playing Notes
were linked by the fact that they had individually
fought Henry Pym during his earliest exploits as The Beasts of Berlin are lowland gorillas
Ant-Man and Giant-Man. They operate as The mutated to human intelligence and speech. They
People's Defense Force out of the Bratislava operate as a team and are loyal to the Bratislava
Prison Superhuman Research Complex, the Complex.
Eastern European center for superhuman studies.
History
The Beasts of Berlin
The East Germans developed a mutagenic ray
designed to stimulate the physical and mental
development of its subjects. The ray's first test
subjects, twelve lowland gorillas, received
human-level intelligence and speech. The
"Beasts of Berlin," as they were codenamed,
were sent into battle against Henry Pym, then
operating as Giant-Man. During the battle, the
experimental ray was demolished and the notes
on its construction destroyed. They currently act
as members of The People's Defense Force.

F A S E R I P
Gd Gd In Ex Ty Ty Ty
10 10 40 20 6 6 6
Health: 80 Karma: 18
Resources: Good 10 Popularity: 0

51 The Ultimate Origins Book


Scarlet Beetles They are primarily used as guards and shock
troops to assist human agents.

History

The Scarlet Beetles are normal beetles that


are mutated to possess giant size (10'), human
intelligence, and speech. The original Scarlet
Beetle was sent on a rampage to wreak havoc
and hopefully kill Pym. Instead, Pym removed
its intelligence and shrank it to normal size. The
scientists of the Bratislava Complex continued to
grow and train Scarlet Beetles. They are used to
patrol the unused section of the Complex and
eliminate intruders. A band of them was killed
by the Avengers during the invasion of the
Bratislava Complex.

The following excerpt was taken from "Gamer's


F A S E R I P Handbook of the Marvel Universe - 1990
Gd Ty Ex Ex Pr Fe Fe Character Updates" written by David E. Martin,
10 6 20 20 4 2 2 Chris Mortika, William Tracy, and Raymond
Health: 56 Karma: 8 Maddox.
Resources: N/A Popularity: - 70

Real Name: N/A


Occupation: N/A.
Legal Status: Property of Hungarian Secret
Police
Identity: N/A.
Place of Birth: Bratislava Prison Complex,
Hungary
Marital Status: N/A
Known Relatives: N/A
Base of Operations: Bratislava Prison
Superhuman Research Complex, Hungary
Present Group Affiliation: N/A
Savage Land Races
Known Powers
• Mandibles: Good damage. If the Scarlet MTS Note: These are not to be confused with the
beetle succeeds in killing combat, its Savage Land Mutates created by Magneto.
victim is cut in two. Those can be found on page 70.
• Armor Shell: Remarkable protection
against physical attacks and Good Below are the descriptions of four of the
protection against energy attacks. major Savage land Races. The Statistics given
are for a typical member of that particular race.
Weakness: Due to their insect metabolism, the
Scarlet beetles are paralyzed by cold-based
attacks with Intensities greater than Good.

Talents: They speak Hungarian.

Contacts: None

Role-playing Notes

The Ultimate Origins Book 52


Aerians Fall People

F A S E R I P F A S E R I P
Ty Gd Gd Ex In Gd Gd Gd Gd Ex Gd Ty Ex Ty
6 10 10 20 40 10 10 10 10 20 10 6 20 6
Health: 46 Karma: 60 Health: 50 Karma: 32
Resources: Ex 20 Popularity: 20 (-20 to the Resources: Pr 4 Popularity: 4 (-10 to Sun
Pterons) People)

Background: Background:

Base of Operations: Aerie Shalan Base of Operations: A village in the Savage


Type of Government: Technocracy, led by a land
chief scientist. Type of Government: Tribal, led by a chieftain
Level of Technology: Highly advanced, even Level of Technology: Primitive, but had learned
beyond that of mainstream Earth science in to make iron tools and weapons
various areas.
Known Powers:
Known Powers: • None
• Flight: The Aerians possess large
feathered wings, which allow them to Talents: The typical tribesman of the Fall
fly at Good speed. An Aerian gets a People has Animal Handling, Thrown Weapon,
+1CS to his Agility in flight. and Bow skills. He would also have other skills
related to wilderness survival, such as hunting
Talents: The typical Aerian has Excellent (or and fishing.
better) Reason with Atlantean technology.
History:
History:
Ka-Zar took a particular interest in the Fall
The Aerians became the principal allies of People, and their chieftain Tongah was his best
Ka-Zar and Shanna in Pangea and were aided by friend. Most of the Fall People were killed by
them in their war with the Pterons. attacks from the Sun People and by the
extraterrestrial Quarlians.

53 The Ultimate Origins Book


Pterons Sun People

F A S E R I P F A S E R I P
Gd Ty Ex Rm Pr Ty Pr Ty Ty Ty Ty Gd Gd Gd
10 6 20 30 4 6 4 6 6 6 6 10 10 10
Health: 66 Karma: 14 Health: 24 Karma: 30
Resources: Fe 2 Popularity: -20 Resources: Am 50 Popularity: -20

Background: Background:

Base of Operations: The caverns of Athmeth Base of Operations: The Sun Empire
beneath Pangea Type of Government: Empire ruled by a
Type of Government: Monarchy priestess queen
Level of Technology: Low Level of Technology: Low

Known Powers: Known Powers:


• Flight: Like the pterodactyls (winged • None
reptiles) they resemble, Pterons can fly
with Poor speed. While airborne, History:
Pterons gain a +2CS to their Agility
rank. The Sun People were the most powerful
grouping of sentient beings within the Savage
History: Land, within which they had established a small
"empire" through conquest. In conquering other
The origin of the Pteron race is unknown. peoples and other lands, the Sun People believed
Presumably the Pterons were created through that they did honor to their Sun God, Garokk.
genetic engineering by Atlantean scientists. Their leader, the priestess queen Zaladane, was a
Recently, the Pterons launched a war against the sorceress who twice attempted to conquer all of
Aerians, which ended when much of the Pteron the Savage Land and once allied herself with a
race was killed in a cave-in. human being who had taken on the appearance
of Garokk.

Group History:

The Savage Land was an artificially created


tropical forest region nestled amidst a ring of

The Ultimate Origins Book 54


volcanic mountains on the icy continent of Several small tribes of nomadic Atlanteans sailed
Antarctica. Ages ago, an alien race to Antarctica and lived within the great caverns
known as the Nuwali created the Savage Land as lying beneath the frozen wastelands bordering
a kind of wildlife preserve where Earth's life the Savage Land. Eventually these Atlanteans
forms could be studied under controlled discovered an immense cavern containing the
conditions. The Nuwali created this preserve on machinery that helped to regulate climate
behalf of their employers, yet another alien race conditions in the Savage Land. Atlantean
which has not yet been identified. These same scientists made considerable improvements in
em- - ployers also had the Nuwali establish the machinery and extended its range to cover
similar preserves on other planets. The Nuwali certain areas of the surface beyond the Savage
constructed advanced technological devices Land. The scientists used other technological
within caverns beneath the Savage Land devices left behind by the Nuwali to create
knowing that the volcanic heat would enable incredible\ means of amusement for their people.
them to create a tropical environment best suited The Atlanteans soon named their Antarctic
to the life of that era in isolation from the rest of colony "Pangea," which means "paradise." Word
the planet. Within the Savage Land, the Nuwali of Pangea spread back to Atlantis as well as to
preserved many of Earth's life forms past the other nations of that time, such as Valusia. Soon,
point that their species became extinct in the Pangea became a leading center of trade and the
outside world. Hence, plant and animal species world's finest amusement and recreation center.
from the Triassic period (the beginning of the The Savage Land served as stock lands for
"Age of Dinosaurs") through the Pleistocene (the various forms of wildlife, many examples of
"Ice Age") continued to flourish there. Into the which were imported into Pangea.
Savage Land the Nuwali also brought the Man-
Apes, an evolutionary forebear of Homo sapiens, The Atlantean scientists in Pangea turned
and early examples of Homo sapiens itself. their attention to genetic engineering,
Finally, however, the Nuwali's employers lost experimenting upon Man-Apes they had brought
interest in the Savage Land and the similar from the Savage Land, and using equipment left
habitats of other worlds, and so the Nuwali behind by the Nuwali. Thus the Atlantean
abandoned them. All of the habitats collapsed scientists genetically altered the bodies of the
except the Savage Land. beast men into bird-people (the Aerians),
monkey-people (the Tree People), fish-people
(the Tubanti), and other animal-like races, all of
which had human-level intelligence. The
Atlanteans initially used these animalpeople as
laborers in the Pangean amusement center. The
animal people grew increasingly restive at being
treated as slaves and eventually the Atlanteans of
Pangea built fully automated, self-repairing
maintenance machinery, eliminating the need for
the animal-people to work as laborers. The
Atlanteans then confined the animal-people to a
sector of Pangea far removed from their own.
The animal-people finally rose up in rebellion
and, after weeks of warfare, defeated the
Pangean Atlanteans. The animal-people
demanded equal rights as sentient beings and so,
the Atlanteans further extended the range of the
climate control machinery so that it turned all of
the frozen wasteland above the underground
Pangea colony into a tropical environment. The
In the centuries before the worldwide disaster animalpeople then settled in unpopulated areas
known as the Great Cataclysm in which the of Pangea's surface.
continents of Atlantis and Lemuria sank, Atlantis
built a great worldwide empire and achieved When the Great Cataclysm struck, the
scientific and technological heights still continent of Atlantis sank and the Atlantean
unsurpassed in many areas of research today. Empire came to an end. The Cataclysm caused

55 The Ultimate Origins Book


the Savage Land and Pangea to sink below sea The following excerpt was taken from the
level, but thanks to the surrounding mountains, "Gamer's Handbook of the Marvel Universe -
neither area was submerged beneath the sea. The 1992 Character Updates" written by John Elliot,
climate-control mechanisms were so well built and David Pulver
that they survived the sinking of the landmass
and continued to be operational. However, three-
fourths of the human population of the Savage
Land and Pangea were killed in the upheaval.
The rest sank swiftly into barbarism, and soon,
as a result of widespread violence, only a 10th of
the human population that existed before the
Cataclysm was still alive. Peace eventually
returned and the human beings of Pangea and the
Savage Land struggled back upwards toward
civilization, forming tribes such as the Fall
People.

The British Lord Kevin Plunder and the


American Shanna O'Hara, better known as Ka- The Brethren
Zar and Shanna the She-Devil, came to live in
the Savage Land in recent times, and in
exploring the Savage Land and Pangea
encountered many of its diverse races and tribes.
Recently, the alien marauder Terminus wreaked
extraordinary destruction within Pangea and the
Savage Land, destroying the climate-control
machinery and snuffing the volcanoes
surrounding the Savage Land. Terminus
slaughtered great numbers of the sentient beings
living in Pangea and, with the volcanoes extinct
and the climate-control machinery wrecked,
virtually all of the inhabitants of these two
regions were soon killed by the Antarctic cold,
which swiftly spread over both the Savage Land
The Brethren owed their existence, or at least
and Pangea. Ka-Zar, Shanna, their sabertooth
their existence as sentient humanoid beings, to
tiger Zabu, and a small number of Savage Land
the enigmatic space gods called the Celestials. In
natives are known to have survived the disaster;
the time before recorded history, the Celestials
it is not known how many other survivors there
visited many worlds and conducted genetic
may be.
experiments on the life-forms they found there.
In addition to the list above, there were many The Celestials are known to have visited Earth
other races that dwelled in the Savage Land and on four different occasions. Their genetic
Pangea, such as the Lizard Men of the city of manipulations are responsible for the two sub-
Vala-Kuri in the Savage Land, the nomadic Cat species of humanity known as the Eternals and
People of Pandori in Pangea, and the amphibious the Deviants, as well as the dormant DNA
fish-like Tubanti of Pangea's inland Gorahn Sea. complex, which is responsible for benevolent
The full number of races that lived in the Savage mutations in the mainstream human race. Seeing
Land and Pangea may now never be known. a need for a counter-balance, lest one of their
creations rise to threaten their own preeminence,
The Savage Land was restored to its tropical the Celestials remixed the genetic coding of
state by the High Evolutionary and Garokk. The bacteria to create a humanoid race. This race
plant and animal life has been restored, and some became known as the Brethren. The Brethren
former inhabitants have returned from were reportedly used by the Celestials as
otherdimensional exile. executioners of the life forms of planets, which
they deemed unworthy. Eventually they were let
loose to conquer planets after their own fashion.
It was during this period of self-determination

The Ultimate Origins Book 56


that the Brethren were discovered by the Elder of allowed her to read the sacred scrolls, which
the Universe Taneleer Tivan, the Collector. The recorded the Brethren's proud military conquests,
Collector had long been about the business - of and he also told her the truth about the Brethren's
collecting living beings and artifacts throughout origin and their secret shame. Ector's dream was
the known universe and the Brethren ended up as that the Brethren would one day overcome their
part of his collection. The Collector, having long genetic predispositions and become the proud
wanted to add humanity to his collection, but people legends proclaimed. This truth, even
realizing that for his collection to be truly among the Brethren, is known only by the Thane
singular, his specimens should be the last of the and his Fool; only the quick thinking of the Fool
species, launched a plan for Terran decimation. saved Ector from being deposed as Thane for
This plan involved the Collector allowing his consorting with the outsider.
starship to crash on Earth's moon and allowing
the Brethren to escape. When Ector learned that the Avengers had
freed the Brethren's jailer, and oppressor, the
accursed Collector, he personally led an attack
on the Avenger's Headquarters. Ector made his
way through the Avengers, though Hercules
delayed him for a time, to the Collector. As Ector
attempted to kill him, the Elder of the Universe
"pulled aside the curtain," revealing his true form
and plan. As Ector lay unconscious at his feet,
the Collector, now transformed to a cosmic
energy-channeling giant, told those assembled
that he had actually engineered the escape of the
murderous Brethren for the purpose of laying
waste the Earth's population. Only a small
remnant would survive in the Collector's
safekeeping. Feeling that it was time that the
Brethren, and most specifically Ector's betrothed
For their part, the Brethren believed they had Sybyl Dorn, know the truth about their race, the
actually escaped from the Collector's prison. Collector told the story of the true origin of the
When they learned they were orbiting Earth, the Brethren. He explained that there are three genus
planet that first defeated Galactus, they felt it or shapes of bacteria: bacillus, spirilla, and cocci,
was their destiny to subjugate the planet and the "little things" to which the Celestials looked
make it their new home world. From the start, to when they set about the task of fashioning the
the Brethren's plan and practices did not sit well Brethren. The exact nature of the basic genetic
with Earth's mightiest heroes, the Avengers. For components that make up the Brethren was never
three days, the Avengers with SHIELD and the clearly defined. Evidence provided by the
combined military might of Earth battled the autopsies of the Brethren's victims, that their
forces of the Brethren in several major bodies had no trace of bacteria or germs in them,
population centers. Meanwhile, reserve indicate it might have been bacteriophages,
Avengers Dr. Henry Pym, the Beast, and Black bacterial viruses which infect and destroy
Panther, along with active member Quasar, bacterial cells. From the Greek phagein meaning
traveled to the Moon in the hope that they could "to eat," a bacteriophage is a virus which eats
revive the Collector and learn a way to defeat the bacteria. The nature of viruses are not fully
Brethren. understood, but the simplicity of their structure
suggests that they are not individual
In Paris, during an encounter between the microorganisms. They may be components of
Avengers and the Brethren, Thane Ector normal cells, which have gotten out of control,
captured the Avenger and Eternal called Sersi. descendants of subcellular units that infected the
Though he claimed to have taken her as prisoner earliest cellular organisms and evolved with
to learn more about the Earth, Ector knew that them, or products of degenerating bacteria that
the Eternals, like the Brethren, were the products gave up independence for a specialized parasitic
of genetic manipulation on the part of the life. Though in humanoid form the Brethren may
Celestials. He also felt a great attraction for her. have been able of sexual reproduction, a normal
In fact, Ector was so attracted to Sersi that he virus cannot reproduce except in the host cell.

57 The Ultimate Origins Book


Having told the Brethren the truth, the Identity: Publicly known on Earth and among
Collector reduced all of the Brethren, save Ector their own people.
and his Fool, to their basic genetic components.
This was done to hasten the destruction of Earth. Known Powers:
Presumably, either a Thane or his Fool must • Alien Physiology: Typical Brethren are
remain sentient for the Brethren to function human-sized beings with pointed ears.
properly as a collective organism. The Collector Many of the men are bald with bumps
appeared to have planned to take these last two or other formations on their heads and
remaining individual Brethren into his collection bodies. Some Brethren are less
once more. Whatever the case, Ector and his humanoid in appearance with tentacles
Fool remained sentient and in telepathic contact rather than arms or legs, but these are
with the disembodied host of the Brethren. This what the Brethren themselves refer to as
proved to be the Collector's undoing. With the genetic throwbacks. The Fool is
aid of Sersi, Ector and his Fool were able to included in this class, presumably
summon the Brethren into the "collective will of because he has a tail.
a race made incarnate" that is called the
Unimind. The Unimind reaching out with Resistances: The nature of the Brethren's very
tentacles of flame, grabbed the Collector, then being grants them CL5000 resistance to toxins
both exploded in a blaze of light. Though the and disease. In fact, germs and bacteria seemed
strain of summoning the Unimind proved to to be what the Brethren feed upon.
great for Ector and his Fool, they died knowing
Berserker: In combat, the Brethren are
what it was to heal rather than to kill. In the end,
Berserkers and entered a mental state, which
the Brethren became the noble race, which Ector
allows them to ignore Stun results and grants a
had dreamed they could be.
-1CS to their fighting with resulting Health
benefits.
Typical Brethern
Ocular Beams: Typical Brethren can fire ocular
beams which can inflict up to Incredible force or
energy damage, though they can not fire them
more than two areas away.

Equipment:

Battle Armor: The Brethren Elite Guard wears


highly sophisticated Battle Armor. Five members
of the Brethren are known to have been wearing
this armor when they established a parameter
around the Citadel of Thane Ector, which was
perched atop the World Trade Center in New
York City. This armor is large, in excess of 17'
tall, granting it permanent, Feeble Growth and
making it + ICS to be hit. It raises each of its
F A S E R I P wearers FASE abilities by +4CS and provides
Rm Ex Rm In Ty Ty Ex them with Amazing Body Armor. Weaponry
30 20 30 40 6 6 20 varies, but includes wrist-mounted throwers able
to fire force beams of Monstrous Intensity and a
Health: 120 Karma: 22
Monstrously strong tractorlrepulser mounted on
Resources: Unrevealed Popularity: -25 (6
their helmets.
with the Brethren)
Role-Playing Notes:
Background:
By tradition, the Brethren were all about
Real Name: Varies soldiering and conquest. By biology, they were
Occupation: Warriors all about destroying life. They were very good at
what they were all about.

The Ultimate Origins Book 58


Chapter Four: Collective Mass
This excerpt was taken from The Marvel-Phile UPB Rank Table; Column One
article "The Ultimate Addenda's Addenda" by
David E. Martin, which was originally printed in Rank Name Initial Rank Number Die Roll
issue #134 of Dragon Magazine.
Feeble 1 01-05
Poor 3 06-10
Typical 5 11-20
Good 8 21-40
Excellent 16 41-60
Remarkable 26 61-80
Incredible 36 81-96
Amazing 46 97-00
Monstrous 63 ------

A Collective Mass gains + 2CS Resistance to


physical or directed energy attacks (lasers, for
example). Its unique physical structure allows it
to simply create holes in its body to avoid
S32/Collective Mass: Tom Lamphier looked at making contact with the attacking force.
the Marvel Super Villain Swarm and came up However, such beings have a peculiar weakness:
with this variation of the S16/Physical Gestalt A successful Grappling attack breaks the body
body type. The body of the character is a into two masses! The body can automatically
collection of individual bodies held tightly rejoin in 1-4 turns unless something prevents
together and functioning as a single unit. Unlike this, like teleporting half the body into a parallel
Physical Gestalt, the individuals retain their dimension.
distinct physical forms (though admittedly it may
be hard to actually spot any given individual if
they are tiny). One helpful side effect of this
power is that the individual bodies do not
physically suffer while they are joined together;
breathing is assumed to occur without difficulty.
However, the Collective Mass will probably
have to break apart in order to allow the
individual units to eat.

Primary and secondary abilities are rolled on


Column 1 of the Rank Table on page 11 of the
UPB (Added below for convenience). Because of
its peculiar dual nature, a Collective Mass has
two sets of primary abilities. The first set
The Collective Mass can be any size,
represents the average abilities possessed by the
depending on the size and number of the
individual component entities; the second set is
individual's entities that compose it. Most
that of the Collective Mass. The majority of
Collective Masses in Marvel Universe
powers can only be manifested by the Collective
campaigns are human-size and composed of
Mass. Individual entities can at best exhibit
smaller creatures generally less than 3 long
Feeble-rank versions of the available powers;
(between the size of a mouse and a dragonfly). If
otherwise, why bother to be a Collective Mass in
the Judge allows, a Collective Mass may be a
the first place? The Collective Mass's abilities
giant composed of human-size entities. In special
may be affected by the loss or addition of more
cases, the Collective Mass may even be a titan
individual entities to its form.
composed of relatively large beings.

59 The Ultimate Origins Book


Ordinarily, the number of individuals
composing the Collective Mass is less than the
rank number of the Collective Mass's Reason,
multiplied by 100. The individual entities can be
of any nature, whether animal, plant, or machine;
the individual components may be sentient or
not. If the Collective Mass is composed of
relatively ordinary creatures (as opposed to
something strange, like a colony of snakes
mutated by a nuclear test at Los Alamos), the
Collective Mass has the option of absorbing
more of these component creatures into itself. A
Red Psyche FEAT allows this to occur. In such a
case, the addition may have the effect of
increasing the Collective Mass's primary
abilities.

In an Earth-based Marvel Universe campaign,


the Collective Mass has the ability to transform
itself into a human likeness by making a Psyche
FEAT. However, the visual appearance of the
individual bodies does not change; a disguise is
needed if the Collective Mass is to impersonate a
normal human.

The Ultimate Origins Book 60


Chapter Five: Gypsies of the Balkans
MTS Note: These can be used in place of Normal Humans, or even Magic Users. I recommend using the
"Ability Modifier Table " that appears in "Aliens and Non-Humans Races I" on page 35 to implement these
in your game.

This excerpt was taken from the "Domains of In the other countries of Europe, the Gypsies
Doom" core book from the boxed set of the same are not trusted due to their stereotypical thievery
name written by Scott Davis with Steven and uncleanliness and feared for their mastery of
Schend. minor magic. In most cases, these claims are
founded in truth, for the Gypsies make their way
in life through sleight-of-hand tricks, tricking the
townsfolk, and stealing what they can.

Typically, they deal fairly with a new


community for the first few encounters, using
real money and trading items equally. Once they
decide to leave an area, however, the last
purchases they make are with counterfeit money
and bartered objects that are just junk concealed
by minor magic spells or carefully constructed
mechanisms. Either way, the object falls apart
only hours after the Gypsies depart. Victor Von
Doom was a master at this type of crime, and
No one knows for sure from where the gypsy was well-known for it throughout Europe in his
tribes originated. Some say from the deserts of teenage years. He used magic to make a lump of
ancient Egypt, where the word Gypsy is derived. mud appear as a gold statue and sold a potion
Others insist on Pakistan or India for the original that cured a man's headache but made all his hair
birthplace of the European Gypsies. However, fall out. These are more extreme examples of the
the Gypsies care not where they came or where Gypsies' handiwork in the Marvel Universe.
they are going, only upon what is happening to
them now. The Balkan Gypsies are no different,
save that their persecution and harsh treatment
by the Baron Draasen of Latveria inadvertently
produced one of the world's most powerful men,
Victor Von Doom.

Wherever they originated, the Gypsies now


make all of Europe their home. The Gypsies of
the Balkan states roam from country to country,
basically shunned and avoided by all citizens,
except in Latveria. Because of Doom's origins,
he has issued an official decree granting the
Gypsies amnesty, giving them free reign to settle
on any public land for as long as necessary. The arrival of a band of Gypsies, while not
always something to look forward to, is not
It is because of this decree that this particular always a hated event either. They often have
band of Gypsies stays in the general area of talents for healing that nobles of the area like to
Latveria and Transia. In Latveria, they are even put to use. Each group of Gypsies has at least
given special permission to come and go as they one healer among them and, if the group is larger
want. Most citizens are restricted from leaving than forty or so members, the healer usually has
the country, but the Gypsy tribes are allowed free some minor magics to augment his natural skills.
passage over the Latverian border if they present Another reason to welcome the Gypsies is for
the royal decree given to them from Doom. their skill with a forge. They are very adept at

61 The Ultimate Origins Book


blacksmithing and many folk pay them
adequately for this service.

General Gypsy Stats

F A S E R I P
Ty Gd Ty Gd Ty Ty Ty
6 10 6 10 6 6 6
Health: 32 Karma: 18

Role-Playing Notes

Gypsies live for the day at hand, reveling


during the good times and enduring hardships
when necessary. They are boisterous, exuberant
people, singing about anything from a beautiful
sunset to the tempestuous storm. Because of
centuries of persecution, Gypsies are initially
wary of outsiders, but will warm up to friendly
people.

Typical Gypsy Healer

F A S E R I P
Pr Ty Pr Gd Gd Gd Gd
4 6 4 10 10 10 10
Health: 24 Karma: 30

Powers/Talents

Minor Magic: Gypsy healers are generally


capable of Typical rank healing, granting a
patient 6 Health points per spell to augment the
natural healing processes. Under a healer's care,
characters can heal an additional 6 points per
hour in addition to their normal Endurance rank
healing.

Botany: Gypsy healers have Good knowledge of


herbs and plants and their medicinal properties.

Role-Playing Notes

Gypsy healers are generally gentle and


compassionate men and women with a
knowledge of magic that is used to supplement
their natural healing skills. They perform their
duties within the tribes gladly, but for outsiders,
they usually exact a fee for their services. The
fee is usually food or other practical items, but if
the injured person or his companions are
especially irritating, the healer can and will
demand some sort of large monetary payment.

The Ultimate Origins Book 62


Chapter Six: Heroes of the Street Arise!
MTS Note: This article is a classic. Not only did it introduce Normal Humans into the Classic Marvel game, but
also it provided more depth than any of the later supplements that included them. I have always used this article for
Normal Human generation rules in my MSH campaigns.

The following is a Marvel-Phile article that originally group the hero belongs to like Code Blue or
appeared in Dragon Magazine, issue #197 under the SHIELD).
same name, and was written by Steven E. Schend. • If your hero has gizmos (whether a shield,
gun, or webline) of her own devising that
grants her abilities of less than Amazing
rank.

These guidelines are not concrete, but they serve


to distinguish street-level heroes from other gadget-
laden humans like those in the Avengers. While it’s
true that Captain America, Hawkeye, and the Black
Widow don’t have any powers, their equipment is far
beyond the available level of technology for most
street heroes. These extraordinary gadgets, when
coupled with their owner's formidable skills, allow
them to operate against opponents like Kang or Dr.
Doom.
In the last few years, the Marvel Universe has seen
an astonishing number of normal humans taking to
the streets and fighting crime with little more than
their wits and a strong right hook; there have not
been as many non- or low-powered heroes on the
streets fighting crime since the Golden Age of comics
in the 1940s. When the Marvel Super Heroes (MSH)
game was created, this type of hero was rare, and
wasn’t given much attention. The times and the
heroes have changed, so it’s time for the game rules
to get up to speed.

In this special Marvel-Phile, I’ll provide an


addendum to the MSH Advanced Set’s character-
generation rules to allow for the low-powered heroes
to join your MSH campaign without being
overwhelmed by the powered heroes. These low-
powered, street-level heroes will not fit into all
campaigns in any case. If you're running a high-
powered or cosmic campaign with beings like Silver
Surfer or Adam Warlock, these vigilante-level heroes Origin
will still be severely outclassed.
The MSH Advanced Set detailed five origins,
Vigilante heroes are defined by the following complete with their own advantages and
general guidelines: disadvantages for players to generate their heroes.
• Your hero’s primary abilities (FASERIP) We need to add a sixth origin type, “Normal human”,
are within maximum human limits (see to account for non-powered or very low-powered
pages five though six of the MSH Advanced heroes.
Set’s Judge’s Book for human limits);
• Your hero carries weaponry or technology The original origins were set to reflect the Marvel
that is available to the general public (or a Universe in 1987; I’ve altered the percentages on the

63 The Ultimate Origins Book


Origins table from page five of the Advanced Set Sable, and the original Union Jack are all examples
Player’s Book to indicate the emergence of the of normal-human heroes.
Normal-human hero in the 1990s. These changes are
detailed on the new table below, followed by a full
description of the Normal human origin and what sets
it apart from the other character origins.

New Origins Table


D100 Roll Origin
01-25 Altered Human
26-50 Mutant
51-75 High Technology
76-90 Normal Human
91-95 Robot
96-00 Alien

• Normal humans add one rank to any three


primary abilities (or three ranks to any one,
or two ranks to one and one rank to another
ability), provided their abilities do not
exceed maximum human limits.
• Normal humans automatically gain three
additional talents (these do not count toward
the maximum rolled on the Secondary
Abilities table below).
• Normal humans gain one additional contact.
Again this does not count against the
number of initial contacts rolled on
Secondary Abilities table.
• Normal humans have no innate powers; any
powers rolled must be incorporated into
their equipment and have a maximum rank
of Incredible for whatever power effect they
have.

Normal Humans Abilities


As the name implies, these characters are simply
As we’ve altered the Origins, we also have to
human, albeit highly trained and focused individuals
adjust the numbers for the Generating Primary
devoted to fighting crime and injustice. Though this
Abilities table on page 6 and the Generating
type of hero was most prevalent during comics.
Secondary Abilities table on page 7 of the Player’s
Golden Age, there has been a resurgence of non-
Book to allow for the greater levels of ability that
powered costumed heroes in the 1990s. While they
compensate for the lack of powers. Remember to roll
seldom possess powers, normal humans have a wider
for powers (equipment), talents, and contacts
range of talents and contacts. Any powers they might
separately on the Secondary Abilities table. The
have are gained through equipment. The original
Secondary Abilities table below is for Normal-human
Bucky, Mockingbird, the Punisher, Shang-Chi, Silver
heroes only.

The Ultimate Origins Book 64


Power Generation Talent generation
The number before the slash is the number of The character’s number of initial talents are rolled
powers the hero currently possesses, and the number on the new Secondary Abilities table. The number
after the slash is the maximum number possible for before the slash is the initial number the hero
the hero. Remember most vigilante heroes are non- possesses, while the second number is the maximum
powered personally, and hence, all power slots potential number of talents; this maximum can be
represent specialized equipment. Just about any exceeded only by bonus talents from the character’s
power in the Marvel Universe has been artificially Origin. Determine talents as you would normally.
duplicated by some scientist or other. Even the rare
mental powers have been recently created by Spider- Talent ranks are rolled on Column One of the
Man (Emotion-control gun used against Carnage and Generating Primary Abilities table in the Player’s
crew) and the Black Knight (psi-screen armor that Book. If the player rolls less than the corresponding
protects vs. mental and psionic attacks). Determine Primary ability, the hero gains the talent with the
powers as you normally would in your campaign. ability’s standard rank number i.e., Good 10, not
Good 8.

Contact generation
Each hero gets a number of initial contacts as
rolled on the new Secondary Abilities table. Normal-
human heroes get an additional contact due to their
origin. A hero does not have to establish all his
contacts at the start of the campaign. The others can
appear as need be or as the result of role-playing. For
each established contact, the hero must provide a
name. Characters with secret IDs can assign contacts
to his heroic ID, his secret ID, or both. The secret ID
has less risk to the hero, because if your contacts
don’t know you are a superhero, you cannot be called
upon by them to perform heroic acts.

Normal-Human Ranks Table (Column 6)


Rank Initial Normal Human
Name Rank Human Maximums
Feeble 1 01-05 ------
Poor 3 06-15 ------
Typical 5 16-50 ------
Good 8 51-75 ------
Maximum
Excellent 16 76-85 Human
Strength
Max.
Remarkable 26 86-95
Endurance
Incredible 36 96-00 Max. Agility
Max
Fighting,
Amazing 46 ------
Reason,
Intuition
Monstrous 63 ------ ------
Power ranks are rolled on the Random Ranks table
above.

65 The Ultimate Origins Book


Example character Before choosing her talents, I need to think about
her background. I think I’ll give this heroine an
Now that we’ve got the mechanics in place, let’s espionage background, so I’ll give her the following
try them out and create a new heroine for the Marvel talents: Detective/ Espionage, Law enforcement,
Universe. Martial arts A and C, Guns, and First aid.

Origin & Abilities In keeping with her background, three of her


contacts will be with the FBI, her college
I’ve already determined that the character’s origin criminology professor, and SHIELD. This leaves one
is a Normal-human hero. Therefore, using the new contact left to be determined through role-playing.
table, I generate the following ability scores:
Background
Roll Ability Initial Rank & Number
97 Fighting Incredible (36) I’ve decided this is a female hero with no secret
identity. Given the good physical and mental
22 Agility Typical (5)/Excellent (16)
abilities, the character’s a fighter and a scholar. I
64 Strength Good (8) choose to make her a young college graduate and
53 Endurance Good (8)/Excellent (16) neophyte SHIELD agent.
76 Reason Excellent (16)
88 Intuition Remarkable (26)
32 Psyche Typical (6)

Our new character’s Health is seventy-six (total of


Fighting, Agility, Strength, and Endurance), and her
Karma is forty-eight (total of Reason, Intuition, and
Psyche).

Normal-Human Secondary Abilities


Table

D100 Powers Talents Contacts


Roll I/P I/P I/P
01-10 0/1 2/4 2/4
11-35 0/2 3/4 2/5
36-65 1/2 3/5 3/4 The rest of her origin, including her motivation
66-85 1/3 3/6 3/5 and codename, are up to each Judge and whatever
she wishes to do with the character. We've quickly
86-95 2/3 4/5 4/4
generated a character on par the Black Widow, so
96-00 3/3 4/6 4/5 finish her up and put her on the streets fighting
crime!
Powers, Talents, & Contacts
Villains
I roll three times on the Secondary Abilities table.
A thirty for powers grants her no powers, but leaves The MSH system is set up to be a broad-based
the potential for two (of technological origin) later. A system that allows much flexibility in game play.
thirty-eight for her talents gives her three talents as Unfortunately, that same flexibility makes it difficult
well as the three from her Origin for a total of six. for the Judge to accurately gauge which villains are
She has two more talents pending, to be gained most appropriate to use against the PC heroes.
through game play. Finally, a fifty-nine on the
contacts column allows her three contacts in addition A vigilante-level campaign focuses on the “down-
to the one from her Origin gives her four contacts and-dirty” crime fighting. Heroes in this campaign
right now. She has no powers now, so I don’t need to tend to deal more with drug-dealers, crime bosses,
worry about them yet. and gang wars than with aliens, evil doppelgangers,
and gamma bombs. Street-level heroes tend to be

The Ultimate Origins Book 66


normal humans trained to fight crime, but can be Bombshell, Oddball and the Death-Throws; ad
low-powered heroes as well. A majority of these infinitum. Other heroes (beyond PC heroes) might
heroes have secret identities, operate alone, and do include a stint with Code Blue or the old Freedom
not work within the law all the time. SHIELD Force ("Crimson Commando and Super Sabre could
campaigns are also considered vigilante-level use your expertise for a mission.").
campaigns, provided the emphasis is on the non-
powered spy-thriller action, not the high-tech gadgets
or super-agents.

Sample campaigns

I’ve laid out some basic campaigns and some


villains to populate said campaigns.

Golden Age: This 1940s campaign typifies the era


when so many heroes took to the streets in three-
piece suits and domino masks to fight crime with
their fists. Typical villains include Nazis, Bundists,
gangsters, racketeers, etc. The recent “Invaders”
miniseries is an example of this era. For more on this
type of campaign, see "With Great Power" in issue
#85 of the RPGA. Networks Polyhedron Newszine.

SHIELD: SHIELD will always be the first and


foremost of the super-spy agencies for me and it has
great potential for a campaign. Given the wide range
of weapons and equipment available, characters can
push the power envelope on this campaign with
plasma guns and super-lasers. Villains for SHIELD
(and other spy agencies) for this level are Baron
Wolfgang von Strucker and HYDRA, the ZODIAC
cartel (its first incarnation), Fenris, and AIM. Shang-
Chi, the Master of Kung Fu, and his M.I.6 allies also
fit into this campaign type.

“Crimebusters:” In the vein of pulp fiction, this


campaign is the standard for the comic-book genre.
The heroes mission is to fight crime and injustice
where they find it.

This campaign focuses on stopping normal and


low-powered villains such as muggers, bank robbers,
terrorists, and the odd ninja or two. Daredevil best
highlights the solo hero for this campaign type, while
such teams as Silver Sable and her Wild Pack take on
larger numbers of the same. The villains goals are
anywhere from scoring a big haul from a bank
robbery to destroying cities. Villains for this type of
campaign include many of the lesser villains who
fought Spider-Man, Iron Man,

Ant-Man, and others: The Vulture, Dr. Octopus,


the original Enforcers, the Living Brain, the Black
Cat (before she reformed), Blacklash, Discus,
Stiletto, Lady-Killer, the Constrictor, the Leapfrog,
the Melter, the Porcupine, Egghead, Crossfire,

67 The Ultimate Origins Book


Chapter Seven: Morlocks
MTS Note: These can easily be introduced as either Breed or Random Mutants if you want to stick with the
original origin tables from the game.

This excerpt was taken from the Advanced Set's sometimes they stole children, too, as many
"Children of the Atom" X-Men expansion written Morlocks are sterile. This raiding was
by Kim Eastland. discontinued when Callisto lost her rule to Storm
in a fight.

Morlock society has many of its conflicts


settled by combat. The decision of who will be
the Morlock leader has been settled by mortal
combat in the past. Storm actually stabbed
Callisto through the heart, officially killing her,
and won the title that way. Though Storm is not
in residence, she is still considered the leader.
Callisto was saved from death at the last moment
by Healer. Though she is not the official ruler,
she usually makes sure law and order is upheld
in Morlock society while Storm is gone.
The Morlocks are a large community of
mutants who feel they are outcasts, living in the
underground tunnels beneath New York, New
Jersey, and Connecticut. These tunnels were
built in the 1950s by the U.S. Government as
shelters in case of a national emergency, and
later abandoned. The vast majority of the public
has no idea these tunnels exist. There are
numerous tunnels stretching out of sight, many
unexplored. The main tunnel is 50 feet high and
runs the length of Manhattan. It is called "the
alley" by its inhabitants.

The Morlocks are outcasts and rebels against


surface society who named themselves after
subterranean creatures found in H. G. Wells's
book, The Time Machine. They were founded by
Callisto, who discovered the tunnels and moved
into them decades ago, shortly after they were
abandoned. She enlisted the aid of Caliban in
finding other mutants to create a new
underground society, and has maintained the
tunnels ever since (one tunnel that has an Most Morlocks are hideous and deformed, yet
underground rail line has even had its engine another reason for them to dwell away from
restored to full working capability). Morlock society. When Professor Xavier offered to help
society has no actual class system, except for the resettle them on the surface, they declined
leader who all Morlocks obey, somewhat like a because they feel the tunnels are the right place
huge street gang. Until recently, the leader was for them. This image of themselves as almost
Callisto. Under her reign, Morlocks often raided sub-human has psychologically affected most
the surface world, preying on the lower classes Morlocks who feel frustrated, bitter, and
so that losses as a result of their activities would vengeful about their situation. Lately rumors
not be noticed. They stole furnishings, food, have begun to spread about another group of
clothing, and the other necessities of life, but mutants, named the Marauders, who have

The Ultimate Origins Book 68


attacked some or all of the Morlocks. The (there is a 50% chance of either). Above average
Morlock's present status is unclear. indicates that the ability is one rank higher than
the average listed. Way above average indicates
There are hundreds upon hundreds of that the ability is at least two ranks above
Morlocks. One of them, Masque alters the average and possibly more (not to exceed
appearance of new recruits so that they are Monstrous rank). Variable indicates that variable
twisted and ugly by surface standards, thus abilities (Health and Karma) depend on the
assuring that they will remain with the Morlocks. randomly rolled abilities above them.

Talents: All Morlocks have Remarkable Way


knowledge of not only the underground tunnels Below Above
Ability Average Above
they occupy, but Manhattan sewers, access -1 CS +1 CS
+2 CS
tunnels, and subway lines that connect their
world with the surface. Fighting Gd (1-5) (92-98) (99-00)

Contacts: In addition to having contacts with Agility Ty (1-3) (96-99) (00)


each other (a bond which is quite strong), the
Morlocks have met the X-Men and can seek out Strength Pr (1-3) (90-97) (98-00)
their aid if they are being persecuted. The X-Man
Storm is their leader. Endurance Ex (1-5) (92-98) (99-00)

Reason Pr (1-3) (90-97) (98-00)

Intuition Gd (1-3) (90-97) (98-00)

Psyche Pr (1-5) (92-98) (99-00)


Health 40 (V) --- --- ---
Karma 18 (V) --- --- ---
Resources Feeble --- --- ---
Popularity 0 --- --- ---

Special Powers: 10% chance, roll on Table 28


for type, and Table 25 for effectiveness (on
pages 37 and 38 of the Campaign Book).

Further Morlocks
Most of the Morlocks have passive mutations,
harmful mutations, or mutations that only affect
certain abilities or powers.

Typical statistics for other Morlocks are


presented below for use in crowded battles or as
guidelines for the creation of new Morlocks.
These statistics can be modified by rolling
percentile dice and referring to the three columns
after the ability to see if the result falls anywhere
in them. There are three columns after the
normal statistic: below, above, and way above.
Below average means that the statistic should be
one or two ranks below what is listed as average

69 The Ultimate Origins Book


Chapter Eight: Savage Land Mutates
MTS Note: These can easily be introduced as either Breed or Random Mutants. Like the various Alien
Races in this book, you can use the " Ability Modifier Table " that appears in "Aliens and Non-Humans
Races I" on page 35 to implement these in your game if you want a unique Mutate.

This excerpt was taken from the Advanced Set's Background: In his villainous past, Magneto
"Children of the Atom" X-Men expansion written tried many schemes that organized mutants into
by Kim Eastland. an effective force that he used to try and take
over the world, assuring mutantkind a safe place
in it. One of his schemes took place in the
Savage Land, a secret prehistoric world best
known as the land of Ka-Zar. By assuming the
guise of "the Creator," he built a large
installation. Using his superior intellect in the
field of genetics, his magnetic manipulation
powers, and tapping into the power of the South
Magnetic Pole for immense energy, he used this
energy on a handful of Swamp People, no more
intelligent than the average prehistoric man, and
mutated them. He called them the Strange Ones,
and later, Neo-Mutants, but they are known to
everyone else involved as the Mutates of the
Savage Land Mutates Savage Land. Each character had his own,
Mutated Swamp People from the Savage Land unique power, but instead of being born with
Used by Magneto as agents them, as a mutant is, Magneto "granted" them
the power, along with an increased intellect. He
Average Mutate Abilities planned on mutating thousands of the Swamp
People and, with this super powered army,
F A S E R I P conquering the world, but the X-Men foiled his
Gd Ty Ty Ex Pr Gd Ty plans. Those Savage Land Mutates that he had
10 6 6 20 4 10 6 created eventually devolved back to their
Health: 42 Karma: 20 original state, except Lorelei who later joined
Resources: Fb (2) Popularity: 0 Magneto's Brotherhood of Evil Mutants.

The Ultimate Origins Book 70


Chapter Nine: Spaceknights & Dire Wraiths
MTS Note: I decided to include the stats for Dire Wraiths from this article as well. They might not have
been given in-depth rules for character creation like the space knights, but if anyone should want to play
one of these vile creatures, you can always use the base stats presented here, and use the Ability Modifier
Table from the Judge's Book (which is reprinted in the Aliens Chapter). Space Knights and Dire Wraiths
could easily be used as an option for a player who rolls Alien on the origin chart. Additionally, you could
also use Spaceknights for High Technology, or for Cyborg, Exoskeletons depending on which Origin Chart
your table uses.

The following was taken from the Marvel-Phile, Endurance. Roll on the following table:
article "Dire Invasion" which originally
appeared in Dragon Magazine, issue#112. Die Roll Endurance Score
01-30 Amazing
31-90 Monstrous
91-00 Unearthly

Note that Endurance scores refer only to the


need for rest, as Spaceknights could withstand
exposure to deep space indefinitely.

Spaceknights
Though most players may want to play Rom
or Starshine in a Marvel Super Heroes campaign,
some players might want to create their own
Spaceknight characters. This section helps
players do this. First of all, the procedure for
rolling a hero’s abilities is changed as follows:

Fighting. Roll on the following table:

Die Roll Fighting Score


01-60 Excellent
61-80 Remarkable
81-96 Incredible
97-99 Amazing
00 Monstrous

Agility and Strength. Roll on the following table:

Die Roll Ability Score


01-10 Excellent Reason and Intuition. Roll as per the rules in
the Campaign Book (Reprinted below for
11-30 Remarkable
convenience), but shift the results two ranks to
31-70 Incredible the right, to represent the fact that the characters
71-90 Amazing come from an advanced race. The characters
91-00 Monstrous have been fighting the Wraiths for a long time,
too, which would increase their scores in general.

71 The Ultimate Origins Book


Psyche, Roll as per the normal Campaign range, allowing “shortcuts” through space with
Book rules. Class 1000 range.

Table 25: Random Ranks Body Armor: Rom’s suit of armor provided him
with Incredible protection against all physical,
Die Roll Rank radiation, heat-based, and cold based attacks. He
01-05 Feeble (2) could survive in deep space indefinitely.
06-10 Poor (3)
Regeneration: Rom’s armor had built-in micro-
11-20 Typical (6)
factories able to repair damaged circuitry,
21-40 Good (10) providing him with Good regeneration.
41-60 Excellent (20)
61-80 Remarkable (30) Resistances and Senses: Protected Senses,
81-96 Incredible (40) Extraordinary Senses, and Infravision are
97-00 Amazing (50) possible.

Movement: Lightning Speed and Teleportation


are possible.

Nature Control: Not possible.

Energy Control: All powers are possible.

Body Control: All powers are possible except


Plasticity, Shape-shifting, and Body
Transformation.

Distance Attacks: All are possible.

Mental Powers: All are possible.

Body Alteration (offensive): All are possible.

Body Alteration (Defensive): All are possible.

Weapons: Only Unique Weapon are possible.

All Spaceknight characters have the same


flight, body armor, and regeneration abilities
possessed by Rom and Starshine (listed below).
In addition, each Spaceknight character may roll
randomly for 1-2 extra powers using the hero-
creation section in the Campaign Book, Some
variations should be made to the powers, as
noted below.

Flight: Rom’s armor was provided with twin


rocket pods (electrically powered, low-density
plasma engines), which enabled him to fly at
Unearthly speed in the vacuum of space or at
Monstrous speeds in an atmosphere. Rom also
possessed special sensors that enable him to
locate space warps with Monstrous ability and

The Ultimate Origins Book 72


Keep in mind that these super powers are combat. The Dire Wraiths often took the form of
produced and made possible by the the Deathwing:
Spaceknight's advanced battle suits. The power
ranks of their powers, after being randomly F A S E R I P
rolled, should be shifted to the right one column Gd Ex Ty Rm Rm Ty Gd
to indicate they have been created by an Health: 66 Karma: 46
advanced technology. A power's rank should
have a maximum of Monstrous. In Deathwing form, a Dire Wraith could fly at
Typical speed and breathe fire one per turn for
Dire Wraiths Incredible damage with Typical range.

Ability Rank
Fighting Good (10)
Agility Poor (4)
Strength Remarkable (30)
Endurance Remarkable (30)
Reason Remarkable (30)
Intuition Typical (6)
Psyche Good (10)
Health: 74 Karma: 46
Resources: Amazing

Special Attack: The Dire Wraith's most


insidious form of attack was its barbed tongue,
which also secreted a powerful acid. The tongue
instantly penetrated an unprotected human skull.
If the skull was armored, the acid secretion and
barbs of the tongue did Excellent damage to the
armor each turn. Any item made of Monstrous
material or better could not be pierced by the
tongue.

The tongue had range of one area. To


successfully use the tongue, a Dire Wraith had to
completely surprise a victim from behind or
grapple an opponent and roll a hold result,
indicating that the Wraith held the victim in front
of itself.

The referee should allow a victim a dodge roll


or escape roll instant death to the victim. Right
after the tongue hits, the victim's body turns into
dust. The Wraith gains all the knowledge and
memories of the victim, and the Wraith is now
able to become a perfect duplicate of the victim,
down to the victim's voice. After taking a new
form, the Wraith's physical abilities become
Known Powers: those of the form taken. The Wraith loses all
normal abilities and vulnerabilities except for its
Shape-Shifting: The Dire Wraiths most shape-changing power. If more damage is taken
important power was their uncanny shape- than its new form can withstand, it is forced to
shifting abilities, when faced with physical return to its true shape, and the previously taken
combat, the Dire Wraiths could change into the damage is retained.
form of some alien beast more suitable for

73 The Ultimate Origins Book


Heat Resistance: The Wraiths originated from a
planet with a great deal of volcanic activity.
They took half damage from fire and heat-based
attacks. At the same time, they took double
damage from cold-based attacks.

Magic: The Dire Wraith species consisted of


two branches: the males, who were experts in
advanced technology, and the females, who were
spell-casters. Female Wraiths had Monstrous
Psyches and Good Reason scores (see pages 10
and 32 of the Campaign Book for rules
concerning magic - The table from page 10 is
reprinted below for convenience).

Table 8: Magical Limits

Caster's Duration of
Area of Spell
Psyche Spell
Feeble Can't Cast Can't Cast
Poor Can't Cast Can't Cast
Typical Can't Cast Can't Cast
Good One Round Touching
Excellent One Hour One Area
Remarkable One Day One Area
Incredible One Week Two Areas
Amazing Permanent Five Areas
Ten Square
Monstrous Permanent
Miles
Unearthly Permanent One Planet
One
Class 1000 Permanent
Dimension

The Ultimate Origins Book 74


Chapter Ten: The Brood
MTS Note: These are less then heroic, but they have been included for completion, or for those who like
playing characters that go against the grain so to speak. A more in-depth unofficial write-up of the Brood
can be found on page 85, and the " Ability Modifier Table" on page 35 of this book can be used to create
more personalized characters.

From the book "Project Widewake" Designed by living starships, robbing them of their minds and
Jeff Grubb souls. (Acanti ships: Body Remarkable, Speed
Unearthly, Control Good; laser weapons fire for
Monstrous damage.)

The Broodworld was recently destroyed


though actions of the X-Men and the
Starjammers. Members of the Brood are
scattered across their empire, but it is not known
if any Brood Queens survived the destruction of
the Planet.

Brood Queen

The ruling class of the Brood is the Brood


Queen. She is the absolute ruler of the race,
The Brood though she may raise other Brood Queens to rule
upon her demise. Her statistics are as follows:
F A S E R I P
Rm Gd Gd Ex Gd Ty Ex F A S E R I P
30 10 10 20 10 6 20 Rm Gd Gd Am Ex Ex Un
Health: 70 Karma: 36 30 10 10 50 20 20 100
Resources: Mn Popularity: -60 Health: 100 Karma: 140
Resources: Mn Popularity: -50
Known Powers:
A Brood Queen can inject eggs into a living
Body Armor: All members of the Brood have host, doing so only when the host is unconscious.
thick, scaly hides that provide Good protection These eggs will hatch in 1-10 weeks,
against physical and energy attacks. transforming the host into a fully developed
Brood Queen with all the powers of the (no
Sting: The Brood have double tails ending in
deceased) host. This process can only be halted
wicked spikes that are tipped with poison. Those
only by characters with high natural immunities,
hit will take Excellent damage and must make a
or by advanced medical aid.
Red Endurance FEAT roll. Those failing this roll
will fall unconscious for 1-10 hours.

Flight: Brood warriors can fly up to 3 areas per


round using their light, gauzy wings.

Background:

The Brood are natives of a nightmare planet


known only as "Broodworld". The Brood society
is an absolute matriarchy built on an organization
much like that of terrestrial insects. The Brood
race is savage, merciless, and motivated by the
drive to eat and produce more Brood. In their
drive for domination, the Brood have developed
advanced weapons and bioengineering, and have
turned a race of space whales, the Acanti, into

75 The Ultimate Origins Book


Chapter Eleven: Vampires
MTS Note: The main reason I switched the history from what appeared in Dragon Magazine with the bit
from the Marvel Database is because the Dragon Magazine Article was about Dracula, with additional
information on playing a Vampire character. I wanted the history to be more "general" so it would apply to
all characters.

The overview of Vampires was taken from “The Like most spells, the Montesi Formula contained
Marvel Database”. a counter-spell, and within a few short years,
vampires began to appear across the world once
again. Dracula himself rose from the grave and
reclaimed his title as Lord of the Vampires.
Destruction

http://marvel.wikia.com/

History

The race of vampires first appeared in the pre-


cataclysmic era (before the sinking Atlantis and
Lemuria), circa 18,500 B.C., when the Atlantean
cult of Darkholders used the power of the
Chthon Scrolls in order to oppose King Kull,
who had slain their leader, Thulsa Doom. The
result was Varnae, one of their own raised as the
world's first vampire. Varnae quickly slew the
other Darkholders and used them to found the
vampire race, with himself as Vampire Lord.
Other races of vampires -- the Adze, Ancients,
Charniputra, Huskies, Jumlin, Nosferati, The only substances which could cause a
Purebloods, Tryks, and Yiki Onna -- either vampire pain were silver and, to a lesser extent,
diverged from this original Varnaean line, or else unless it penetrated the vampire's heart, wood.
arose out of other circumstances. When Atlantis The surest way to kill a vampire was to drive a
sank 500 years after his creation, Varnae went wooden stake or a silver blade through his or her
into hibernation, emerging from time to time to heart. The stake or blade prevented the heart
confront threats (such as that posed by Conan in from supplying ichor to the rest of the body. If
10,000 B.C.) and to coerce the sorceress the stake or blade was removed, however, even if
Aamshed into creating a ritual to increase his the vampire's body had crumbled to dust, the
power. This Ritual of Ascendance could only be vampire's mystical vitality would restore his or
performed once every 2000 years on the her body to the condition it had before the
vampire's home soil, however, and twice Varnae vampire was slain, and return him or her to
failed to complete the ritual before he gave up vampiric "life." Beheading a vampire would also
and resolved to instead seek an heir. Varnae kill him or her. However, there were only three
reigned as the unchallenged leader of Earth's methods of making sure of destroying a vampire
vampires for many thousands of years before permanently. One was to expose the vampire to
ceding the title and position to Vlad Dracul in direct sunlight and then to scatter the ashes.
the year 1459. Dracula retained this title in a Another was to pierce the vampire's heart with
nearly unbroken reign until Earth's Sorcerer wood or silver, sever his or her head, burn the
Supreme, Dr. Stephen Strange, uncovered a head and body in separate places and scatter the
mystical spell called the Montesi Formula that two resulting piles of ashes in separate locations.
would banish all vampires from this dimension. The third was mystically, most notably by using
Ironically, this spell was found within the the incantation known as the Montesi Formula
Darkhold, the same mystical text containing the (after the monk who first realized its
spell used to create vampires in the first place. significance). Montesi created the incantation by

The Ultimate Origins Book 76


studying fragmentary copies of the Darkhold. It This article originally appeared as part of the
was lost amid many other documents copied by ongoing Marvel-Phile series, issue #126, and
various anonymous monks over the centuries. was written by Jeff Grubb.
Research by various vampire hunters over the
past few decades revealed its significance, and it
was sought by both those hunters and by
Dracula, who wished to destroy all copies of it.
The incantation apparently canceled the mystic
curse that allowed any vampire within earshot to
exist, causing it to crumple to dust. The danger is
that, as the Montesi Formula was created from
black magic theory from the Darkhold, using it
untrained (in the mystic arts) causes the user to
lose his soul.

Not all vampires had the power of Dracula,


though most such creatures had abilities over and
above those of normal mortals. Conversion into a
vampire modified one’s abilities as follows:

Agility: + 1CS (maximum Remarkable),


Strength: + 1CS (maximum Remarkable);
Endurance: + 2CS (maximum Amazing);
and, Health: modified accordingly.

A vampire in the Marvel Universe had the


ability to transform like Dracula as noted below,
and gained Typical regenerative abilities. It
suffered all the effects noted below under
At one point, a cult who worshiped the elder Limitations. It could also be controlled by the
demon gods apparently fixated on Dracula as a vampire who bit (and created) it, should the
recipient of their power. Dracula gave them the victim fail a Psyche FEAT Roll.
fragments of the Darkhold he had discovered; the
cultists (who were low level mystics) repeatedly Transformation: Dracula could, at will,
recast the original spells that created the first transform himself into a number of different
vampires. This increased Draculas powers shapes, each taking but a single round to assume.
considerably, and he lost his vulnerably to These included:
sunlight and others. Dacula was able to take full
control of their minds (as well as anyone around • A mist-like cloud which allowed him
the world that Dracula had ever hypnotized in passage through tight spaces and
the past, at will). allowed him to fly at 1 area/round (he
could not be harmed by physical attacks
Doctor Strange (who at the time was in a in this form);
great battle with Dracula) was aware of the • A bat with Dracula’s normal
Montesi Formula. He tracked down the Darkhold intelligence, having bite attacks (Good
and using the original source material to study damage) and the ability to fly at 6
the spells that created vampires, Doctor Strange areas/round;
created a massive version of the Montesi • A wolf with Dracula’s normal
Formula (backed by his power as Sorcerer intelligence, having the abilities to bite
Supreme) to wipe out all vampires in the Marvel (Remarkable damage), move at 3
Universe. areas/round, and use its Intuition at
+1CS to reflect its enhanced senses;
and,

77 The Ultimate Origins Book


• A man-sized bat capable of flying at 4 entering a dwelling unless freely
areas/round, with claw and biting invited. Dracula could counter that by
attacks (for Excellent damage each). making a Psyche FEAT roll.
• Silver: Silver weaponry could inflict
Limitations: Dracula and other vampires were normal damage on and could even kill
unstoppable if opponents used most normal vampire.
weapons and attacks. A number of attack forms • Wood: A wooden stake through the
and weaknesses did inflict damage to a vampire: heart produced an automatic "kill"
result against a vampire. Of course, this
• Blood Dependency: Vampires needed meant holding the vampire down and
human blood to survive. Voluntary or getting a "Red" result with the attack. A
involuntary deprivation of blood wood stake or silver blade through the
resulted in weakness (-1CS on all stats heart caused a vampire to decay into
for every two days without blood) and dust, but the dust reassembled and the
an overwhelming desire for blood. A vampire started to heal as soon as the
Psyche FEAT put off that desire for one stake or blade was removed.
day, but the need remained. • Permanent Destruction: All vampires
• Soil Dependency: Vampires could not had a tendency to regenerate lost
go 100 miles beyond their places of damage over time, even if chopped into
human birth without taking a pound of tiny pieces. Three methods of slaying a
soil with them. This soil, usually used to vampire were known to " kill " it
line a coffin, offset the negative effects forever:
of the sun (see below). 1. Exposure to sunlight until the
• Direct Sunlight: The rays of the sun vampire becomes dust,
caused Amazing damage per round to followed by scattering the
vampires. If reduced to zero Health ashes.
points, a vampire dehydrated and turned 2. Piercing the heart of and
to powder. Sunlight also caused beheading the vampire,
vampires not under its effects to burning the head and body n
become comatose unless in contact with two separate pyres, then
native soil. Energy attacks which scattering the ashes.
duplicated solar radiation (such as the • Using the Montesi Formula: This last
new Captain Marvel’s powers) could method was how Dracula was finally
affect vampires. destroyed.
• Garlic Plants: A vampire could not
directly attack a victim wearing a clove
of garlic (the vampire could push a wall
over on the garlic-wearer, though, or
perform similar actions). Further, a
vampire’s transformation abilities could
not function within 1 area of garlic.
• Religious Objects: Vampires had an
allergy of sorts to objects of religious
faith, such that any religious symbol
(such as the cross or the Star of David)
held by someone who had great faith in
that symbol would keep a vampire at
bay. Such a symbol inflicted normal
damage (as a club, sword, or shuriken)
to the vampire.
• Mirrors: Vampires did not reflect an
image in mirrors, nor show up on
photographic plates or similar mediums.
• Houses: Most vampires were bound by
a code that prevented them from

The Ultimate Origins Book 78


Chapter Twelve: Wear your Best Suit!
Advanced Armor Battlesuit rules for the Marvel Super Heroes™ game

MTS Note: These are the rules that I always use in my games for Armored Battlesuit using characters.

This article was part of the Marvel-Phile, and table, not column 3 ("High Technology") as in
was originally printed in issue #180 of Dragon both the Ultimate Powers Book or the Advanced
Magazine. Set rules - Reprinted below for convenience).
These abilities are the Character's normal levels.
This is to reflect that the character is a normal
human wearing an armored suit that supplies him
with his super powers.

Rank Name Roll


Feeble (1) 01-05
Poor (3) 06-25
Typical (5) 26-75
Good (8) 76-95
Excellent (16) 96-00
Remarkable (26) ---
Incredible (36) ---
Amazing (46) ---
Scenario one (from the Iron Man comic
book): Tony Stark, as Iron Man, fights Monstrous (63) ---
Firepower and receives several damaging blows.
Tony is beaten senseless and has his armor
nearly destroyed, so he has to fly warily to his
nearby helicopter.

Scenario two (from the Marvel Super


Heroes™ game): Tony Stark, as Iron Man, fights
Firepower and receives several damaging blows.
Tony is beaten senseless and flies his undamaged
armor at top speed to his nearby helicopter.

Notice the difference? In the Marvel Super


Heroes™ game, armored battlesuit combat
should be handled differently to reflect damage
incurred to the armor during combat, and to
better represent the unusual abilities of an
armored hero. The system in this article
showcases an alternate method of generating and
playing high-tech armored characters.

Creating Armored Heroes


Judges may wish to allow a character to
increase his physical stats when wearing the
This article assumes that you have MA3 The armor by rolling once on Table 1 here, then
Ultimate Powers Book. If you don't, simply use dividing the results among the hero's four
the Players’ Book from the Advanced Set rules, physical abilities (FASE). Note that the ability
selecting the powers you think are reproducible scores indicated when the character adds the
by machinery or electronics. Using this system, modifiers to his personal attributes reflect the
armored heroes are rolled up using column 2 benefits of the armor only when it is being worn.
("Normal Folks") of the character-generation

79 The Ultimate Origins Book


For example, a character whose Strength is against attempts to control the armor from
Typical (6), with a + 3CS modifier for the armor, outside sources.
might add +1CS, +2CS, or +3CS to his Strength,
or he might not increase his Strength at all, Because of their nature, armored heroes can
preferring to divide + 3CS among his other three use only certain powers that could be technology
physical statistics. based. A suggested list of these powers, from the
Ultimate Powers Book, is given here:
If the character created his own armor, he also
receives a + 1CS to his Reason, a + 1CS to his Defensive powers: Body Armor (already taken
Electronics talent, and another + 1CS to repair but can be taken again; + 1CS each time this is
and modify his personal armor. If the character chosen as a power), Force Field, Reflection,
receives the armor from someone else, it is Resistance to Energy Attacks, Resistance to
assumed that the original owner or people he Physical Attacks.
knows (all NPCs) can repair it. In the latter case,
the hero would not receive any of the Reason Detection powers: Circular Vision, Energy
bonuses above, though he could receive training Detection, Hypersensitive Hearing,
later on, at the Judge's discretion. Hypersensitive Touch, Life Detection,
Microscopic Vision, Penetration Vision,
Radarsense, Sonar, Telescopic Vision, Thermal
Vision, Ultraviolet Vision.

Energy Control powers: Electrical Control,


Energy Sponge, Hard Radiation Control,
Magnetic Manipulation.

Energy Emission powers: All except for Energy


Doppelganger.

Fighting powers: Weapons Creation.


Illusory powers: Illusion-Casting, Illusory
Duplication.

Life Control powers: Sleep Induced.


Magical powers: None.

Matter Control powers: Bonding, Machine


Animation.

Matter Conversion powers: Disintegration.

Matter Creation powers: Missile Creation,


Spray, Webcasting.

Mental Enhancement powers: Clairaudience,


Clairvoyance, Communicate With Cybernetics,
The character then rolls up the number of his Danger Sense, Speechthrowing, Total Memory.
armored suit's powers, using the usual tables in (These powers are not mental powers per se, but
the Ultimate Powers Book or the Advanced Set are technological versions of mental powers.)
rules. This character automatically has Body
Armor at Excellent (20) rank, though this can be Physical Enhancement powers: Hyper-Speed,
increased (see the note under Defensive powers,. Lung Adaptability, Stealth, Waterbreathing,
which follows). When the character's powers are Water Freedom.
determined, a special power rank called Armor
Endurance is also created. This is usually called Power Control powers: None.
ECM (electronic countermeasures) and is used
Self Alteration powers: Blending, Invisibility.

The Ultimate Origins Book 80


Travel powers: Gliding, Hyper-Digging, Hyper- would take 20 points of damage and would roll
Leaping, Hyper-Running, Hyper-Swimming, and 1d100 on the Good (10) column (50 -4CS = 10).
Rocket. If the result is red, then roll on Table 3.

Players can choose their armor's powers from Energy attacks are a special case, as Body
this list. If you find this list to be too limiting, Armor is 20 points less effective against energy
just use your imagination, the cornerstone of attacks than against physical ones. When a hero
super-hero gaming is the use of powers in new is hit by an Energy attack capable of breaching
ways. the armor's reduced rank vs. Energy attacks, the
character must follow the procedure for
Once the powers for the battlesuit have been determining armor damage from physical attacks
selected, rolls are made on Table 2 for the power as before. Armored heroes can take Resistance to
rank of each power. These rolls are not modified, Energy Attacks to cover this weakness.
with the exception of Body Armor (as previously
noted). Also generate a power rank for Armor
Endurance at this point.

Damaging Armor

To add depth to armored combat, each power


including Body Armor and each of the FASE
ability modifiers is then assigned a number as
part of a random-roll table. These numbers will
determine which of the armor's systems are
damaged when an attack exceeds the suit's Body
Armor (or applicable Force Fields, etc.) by more
than + 1CS, as noted later. The numbers should
be arranged so as they can be rolled on a simple
die: 1d8, 1d10, 1d12, etc. Optionally, assign two
or more numbers on such a table to a power that
would have a greater chance of being damaged,
like Body Armor or Flight, depending on your
vision of the character's armored suit and the
placement of his weaponry and equipment.
Repairing Damage
We now get to the raison d’etre for this
expanded system: armored suit combat. Every Fixing damaged armor is relatively simple.
time the character is in combat and receives a The hero must make a Reason FEAT roll to
blow that inflicts more damage than his Body make the proper repairs correctly. A Resources
Armor rank, the character takes damage equal to FEAT roll might be called for as well, to see if
the amount of damage minus the amount the hero can afford to make the repairs. Other
absorbed by his body armor. For example, if a strictures can be applied to the roll at the Judge's
hero has Remarkable (30) Body Armor and is hit whim.
by an Incredible (40) rank Force bolt, the hero
takes 10 points of damage (40 - 30 = 10). This is It is often a good idea for the Judge to make
per the normal rules. the Reason FEAT roll for the hero in secret. That
way, if the roll is a failure by a narrow margin
If the damage is 2CS or more than the Body say, within five points of the number needed for
Armor rank, the character takes the appropriate success the hero may mistakenly believe that his
damage, and percentile dice are then rolled on armor is repaired when it actually might fail at an
the rank of the attack - 4CS to determine if the important moment. This is a nasty thing to do,
character's armor was damaged by the attack. For but I leave the decision whether or not to use this
example, if the hero as above with Remarkable up to each Judge.
(30) Body Armor was punched by a villain
possessing Amazing (50) Strength, the hero

81 The Ultimate Origins Book


Armored Advancement FEAT roll. (This is, of course, up to the
individual Judge.) All other forms of
The player may, at some point in his Hero's advancement are performed normally.
career, attempt to modify the hero's armor by
adding new powers. Armor powers can be added, Creativity is the key to any successful and
up to the maximum number that was determined enjoyable role-playing game. This system can
at creation, by spending 3,000 Karma for each, only get you started on the way. Where you go
plus 10 times the starting rank number for that now is up to you.
power (this is also the formula by which robots
can add powers). Power advancement is done Table 1 Armor Modifiers for FASE Abilities
normally, by spending 10 points times the
current rank plus 500 points for cresting from 1d100 Result
one rank to another. 01-10 Unchanged
11-20 +1 CS
21-45 +2 CS
46-75 +3 CS
76-95 +4 CS
96-00 +5 CS

Table 2 Power Rank Generation Table

1d100 Power Rank


01-05 Feeble (2)
06-10 Poor (4)
11-20 Typical (6)
21-40 Good (10)
41-55 Excellent (20)
56-80 Remarkable (30)
81-95 Incredible (40)
96-00 Amazing (50)

Table 3 Armor Damage Table

1d100 Damage Result


01-20 One Power is at -2CS
21-40 One FASE ability modifier is at -2CS
A Reason FEAT roll should be called for, 41-65 One power inoperative
with the difficulty equal to the new rank, if an 66-90 All powers are at -1CS
old power is being advanced to a new, higher 91-94 All FASE ability modifiers are -1CS
rank or if a new power is set at its starting level. All FASE ability modifiers and powers
A Resource FEAT roll might also be needed to 95-98
are at -2CS
see if the hero has the cash to perform the Massive systems overload. All FASE
modifications. ability modifiers are at - 2CS, and all
99-00
powers, with the exception of one (of
The Judge should make his own rulings on the player's choice) are inoperative
how to do the total makeover. That's so popular
with armored heroes, including such things as
resetting Popularity to zero, upping appropriate
powers and FASE abilities one rank, or adding
new things. This should cost a great deal: about
10,000 Karma points, a high Resource FEAT roll
(Amazing or better), and access to high-tech
equipment or a high (Incredible or better) Reason

The Ultimate Origins Book 82


The Internet is full of various fan-made resources for the Classic Marvel Role-Playing
System. Unfortunately, many of them have been lost over time. This section is an attempt
to compile the various fan-written Origins into a single volume for the convenience of
Players and Judges alike.

83 The Ultimate Origins Book


Chapter Thirteen: Aliens and Non-Human
Races IV
MTS Note: All material for this chapter came from X-Man Al's awesome website. He has even more Alien
races then these listed there. I omitted the ones that appear earlier in this book that come from official
books, as well as some non-Marvel Comics races. If you are looking to expand your game and add unique
origins, his website is an excellent place to start. I recommend using the " Ability Modifier Table " that
appears in "Aliens and Non-Humans Races I" on page 35 to implement these in your game.

These entries were originally written by X-Man interstellar empire in their region of space. The
Al for his website " X-Man Al's Marvel Super scout Ten-For was vanguard for a proposed
Heroes Classic RPG Web Source". It is an invasion of Earth, but the invasion was cancelled
excellent site and worth checking out. after Machine Man defeated Ten-For.

The Autocron homeworld is the planet Cron.


It orbits the star Betelgeuse VI in the Milky Way
Galaxy, and has an estimated population of ten
billion.

Autocrons have achieved trans-warp travel


and the use of metamorphic technology.
http://www.angelfire.com/rpg2/xmanalb/MRPG.html
Unfortunately, much of their technology is
focused on military uses.
Autocron
Age: 30*(3d10+15) years (Autocrons have an
average lifespan equal to that of 30 times that of
a Normal Human)

Height: 1d10+76" for females, 1d10+77" for


males

Weight: 3*(6d10+100 lbs.) for females,


3*(6d10+140 lbs.) for males.

Powers:
• Armor Skin: (Permanent, Visually
Inorganic) Ex 20
• Longevity: Pr 4

Weakness: Magnetic and Electrical attacks are


+1CS against Autocrons. Saltwater also causes
F A S E R I P
rust-like lesions on their skin, which decreases
Rm Ty Am Am Ex Gd Ty their Armor Skin -1CS per week until treated. A
30 6 50 50 20 10 6 common treatment for this is heat-treating in
Health: 136 Karma: 36 mineral oils for one day per week left untreated.
Resources: Pr 4/Ex 20 on their homeworld.
Popularity: 0 on Earth, -10 elsewhere Talents: Randomly generated.

Autocron biochemistry is based on iron rather Contacts: Autocron Empire (Military, CL1000
than carbon. Resources).

Autocrons are a militaristic technocracy ruled


by a world-computer. They established a small

The Ultimate Origins Book 84


Ba-Bani Age: 3d10+15 years (Ba-Bani have an average
lifespan equal to that of a Normal Human)

Height: 2d10+59" for females, 2d10+60" for


males

Weight: 6d10+100 lbs. for females, 6d10+140


lbs. for males

Powers:
• None.

When encountered, a Ba-Bani may be


equipped with various energy weapons or armed
vehicles.

Weakness: Same weaknesses as humans.

Talents: Randomly generated.

Contacts: Avengers (Hero Group).

F A S E R I P Brood
Ex Gd Gd Gd Ty Pr Pr
20 10 10 10 6 4 4
Health: 50 Karma: 14
Resources: Pr 4/Rm 30 on their homeworld.
Popularity: 0

Little is known about the origins of the Ba-


Bani. Their homeworld is the planet Ba-Banis. It
is the 4th planet from the star known as Ba, in
the Milky Way Galaxy.

The Ba-Bani number about ninety-two


--- Royal Warrior Scientist
million. This population estimate changes due to
the various constant civil wars that erupt between F Gd 10 Ex 20 Gd 10
local dictators of the Ba-Bani. The only time this A Gd 10 Gd 10 Gd 10
has ever remained stable was during the brief S Rm 30 Ex 20 Gd 10
reign of the Earth human known as Moondragon. E Ex 20 Rm 30 Gd 10
R Gd 10 Ty 6 Ex 20
The Ba-Bani have an equivalent technology I Gd 10 Ty 6 Gd 10
level as Earth. The exception is they have sub- P Gd 10 Ty 6 Ty 6
light-speed engines on their ships, as well as
Health 70 80 40
advanced weaponry.
Karma 30 18 36
The general populace of the Ba-Bani are Resources: Pr 4/Ex 20 on their hiveship and Rm
ignorant of Earth. The Ba-Bani dictators, 30 on Brood-conquered planets.
however, view Earth as a potential threat to their Popularity: -10, -30 to members of the Shi'ar
rule, thanks to the actions of Moondragon. Empire, -20 on Earth.

Each representative of the Ba-Bani race has light Age: 3d10+15 years (Brood have an average
yellow skin and orange to yellow hair. lifespan equal to that of their host)

85 The Ultimate Origins Book


Height: 2d10+59" for females, 2d10+60" for rewrites the host's DNA and RNA. This
males process effectively destroys the host as
a viable living being. Any genetically
Weight: 6d10+100 lbs. for females, 6d10+140 based powers and/or abilities that the
lbs. for males. host had are now assimilated into the
newly "hatched" Brood. Ten percent of
Powers: these Brood will have the Mn 75 ability
Same as host in addition to the following: to shapeshift into their hosts original
• Natural Weaponry: likeness and form (and may even share
o Brood have razor sharp teeth the hosts mind and personality). There
that can cut through up to Gd is a five percent chance that a Brood
10 materials and do ten points hatchling is a queen; ten percent for a
of edged damage. Royal; twenty percent for a Scientist;
o Brood have twin stingers at the sixty-five percent for a Warrior.
ends of their tails that can • Telepathy: In 40
pierce up to Ex 20 material and • Body Armor: The chitinous scales of the
can do up to ten points of Brood Queen give her Ty 6 resistance to
edged damage. Physical attacks.
o Brood have two tentacles • Growth-Atomic Gain: Brood Queens
which can grapple with Gd 10 are twice as large as normal Brood.
ability. They are +1CS to hit.
• True Flight: Brood have winged flight
and can fly up to Ty 6 airspeeds. Weakness: Same weaknesses as host. If a host's
• Incarnation Awareness: All brood have body somehow expels the infection, that host
the Mn 75 ability to sense those who are will forever be immune to any future attempts at
shapeshifted Brood, newly-infected, or infecting him by Brood.
hosts who have expelled the embryonic
infection from their bodies. This is due Talents: Determined by caste. Otherwise,
to the unique protein marker the Randomly generated.
infection leaves in a host's body.
Contacts: Brood hive that the individual Brood
Talents: Leadership (Royal), Military (Warrior), belongs to (Ex 20 Resources).
and at least one Scientific (Scientists).
Dakkamite
Note: Brood Queens are the only members of the
Brood race that can reproduce.

Brood Queens have the following stats:

F A S E R I P
Ex Gd Rm Rm Gd Ex Rm
10 10 30 30 10 20 30
Health: 80 Karma: 60

Talents: Leadership, Resist Domination


F A S E R I P
Powers: Ty 6 Ty 6 Ty 6 Ty 6 Ty 6 Ty 6 Ty 6
As well as having the standard Brood powers, a Health: 24 Karma: 18
Brood Queen has the following abilities: Resources: Pr 4/Ex 20 on their homeworld.
• Embryonic Infection: Brood Queens Popularity: 0
have the Mn 75 ability to infect a host
with a brood egg (DNA packet). Within The Dakkamites come from the planet
a time frame equal to ten turns x the Dakkam, in the Beta Rigel system of the Milky
rank number of the queen's psyche, the Way Galaxy. They number only thirty-seven
egg completely assimilates and/or million. The Dakkamites have a peaceful

The Ultimate Origins Book 86


potential to mutate and acquire superpowers. Elan
They also have their share of madmen, such as
the unnamed Dakkamite scientist who
incorrectly predicted Dakkam would explode,
and sent his infant son Wundarr to Earth in a
small starship. In an alternate thirtieth century,
the Dakkamites established a galaxy-wide
empire under the leadership of the Overlord.

Dakkamites wield advanced technology such


as interstellar spacecraft, energy weapons,
exoskeletal combat suits, and advanced energy
tracking sensor systems. Dakkamites view Earth
as a base of operations for exposing squads of F A S E R I P
Dakkamite volunteers to solar radiation, and as a Ty Ty Ex Am Gd Gd Am
training ground in "scientifically" using their 6 6 20 50 10 10 50
powers and abilities.
Health: 82 Karma: 70
Age: 4d10+15 years (Dakkamites have an Resources: Pr 4 on Earth, Rm 30 on homeworld.
average lifespan equal to twice that of a Normal Popularity: 0, -5 on Earth
Human.)
The Elan originated on the planet Elanis, in
Height: 2d10+59" for females, 2d10+60" for the Beta Scorpi V star system of the Milky Way.
males They evolved from an insectoid-like mullusk.
Their government is a planet wide union of
Weight: 6d10+100 lbs. for females, 6d10+140 democratic nations.
lbs. for males.
After millennia of global peace, the Elan
Powers: abandoned military technology. They started
• None. focusing on the development of both their
Utopian society, and their racial powers.
Weakness: Same as Normal Humans.

Talents: Randomly generated. Unfortunately, this was not to last. Skrull


envoys, hearing of the powers of the Elan,
Contacts: Dakkam (Homeworld, Un 100 traveled to Elanis and began negotiating trade for
Resources). weapons. Due to over ten thousand years of
peace, the Elan had no weapons. Furthermore,
Note: Dakkamites exposed to the solar energy of they could not even imagine what a weapon
Earth's sun develop superhuman abilities and looked like. Furious as the supposed ignorance
powers. After initial exposure to such energy, a of the Elan, the Skrull envoys ordered their
Dakkamite is to be considered an Induced starships to attack the planet. Many Elan were
Mutant and should be generated as such a killed. The Fantastic Four eventually saved the
character. Once altered by the exposure, any planet and its inhabitants.
powers and/or abilities the Dakkamite as a result
are permanent and not contingent on further The greatest threat to the Elan race appeared
exposure. over ten years later with the appearance of a
Vorm named Star Stalker II. This Star Stalker
laid waste to entire Elan cities and drained many
Elan of their life energies. It was only with the
help of Power Pack, Nova of the Heralds of
Galactus, and the Elan known on Earth as the
Infant Terrible that Star Stalker II was defeated.
The damage, however, was done. The Elan, who
once numbered one billion, now number two
point seven million scattered across the Milky
Way. Their once Utopian society and non-violent
ways have ended. They are now in the process of

87 The Ultimate Origins Book


training a defensive force to protect their race. Ergon
Their ships have warp-drive engines. The Elan
considers Earth to be mostly harmless and a safe
place to leave your kids. The Elan are a friendly,
open people although they seldom seek contact
with other races.

Age: 10*(3d10+15) Elan have the equivalent


lifespan of 10Xs that of a Normal Human.

Height: 3d10+108" for females and males.

Weight: 2*(4d10+100 lbs.) for both females and


males.

Powers:
Individuals may possess one or more powers,
which they emit through their antennae. The F A S E R I P
powers thus far displayed by the Elan are: In Ty In In Gd Pr Pr
• Elemental Conversion: Am 50 40 6 40 40 10 4 4
• Kinetic Bolt: Am 50 Health: 126 Karma: 18
• Molding: Am 50 Resources: Pr 4/Rm 30 on their homeworld.
• Molecular Conversion: Am 50 Popularity: -10 on Earth, 0 elsewhere
• Telekinesis: Am 50
• Telepathy: Am 50. Primarily used for The Ergons come from the planet Ergonar.
communication with other Elan. All Ergonar is the second planet from the star called
Elan have this power. M. Canum Venaticorum II in the Milky Way
galaxy. The planet has an estimated population
All Elan also have the following powers: of two point four billion Ergons. Ergon society is
• Longevity: Fb 2. See Age. made up of a variety of national governments,
• Growth-Atomic Gain: Permanent. Pr 4. primarily military dictatorships. Ergons have
starships with sub-light engines, but are the same
Weakness: Elan focuses the majority of their technology-wise as Earth. They have a neutral
powers through their antennae. If their antennae attitude towards Earth. Due to their evolution on
are damaged, the powers that emanate from the a high-gravity world (Thirty times Earth
antennae are -2CS. If one of them is severed, the gravity), Ergons have superhuman strength.
powers function at -4CS. If both are severed, the Their skin is red.
Elan loses all of those powers.
Note: The Ergons are a belligerent people prone
Talents: Randomly generated. to piracy.

Contacts: United Democracy of Elanis Age: 3d10+15 years (Ergons have an average
(Planetary, CL1000 Resources), Fantastic Four lifespan equal to that of a Normal Human)
(Hero Group), Power Pack (Hero Group).
Height: 2d10+63" for females, 2d10+64" for
males

Weight: 3*(6d10+100 lbs.) for females,


3*(6d10+140 lbs.) for males.

Powers:
• Body Resistance: Gd 10

Weakness: None.
Talents: Military, otherwise randomly
generated.

The Ultimate Origins Book 88


Contacts: Ergonar (Homeworld, Un 100 Age: 3d10+15 years (Froma have the same
Resources). lifespan as humans)

Froma Height: 2d10+69" for females, 2d10+70" for


males

Weight: 6d10+100 lbs. for females, 6d10+140


lbs. for males

Powers:
• Levitation: Ty 6.
• Body Resistance: Ty 6.

Weakness: The atmosphere of Chize is 70%


Methane. As such, Froma who visit Earth must
make a Green Endurance FEAT for every week
spent in Earth's atmosphere or suffer a -1CS to
all physical stats. This is cumulative. Extended
exposure to such an environment can prove fatal.
The Froma's stats go back to their previous levels
when out of Earth's atmosphere or when
provided with a concentrated source of methane
gas (Sewers are a good source of this).

Talents: Business, Randomly generated.

F A S E R I P Contacts: Chize (Homeworld), Planet Trade


Ty Ty In Rm Gd Ty Ty Guild (Business, CL1000).
6 6 40 30 10 6 6
Health: 82 Karma: 22
Resources: Pr 4/Rm 30 on Chize.
Popularity: -5 on Earth, 0 elsewhere.

The Froma are a race of green-skinned


humanoids from the planet Chize (pronounced
"Cheeze") in Deleen Star System of the Milky
Way Galaxy.

Froma culture is based on economics and


interplanetary trade.

The Froma have achieved star-drive


technology. Other than that, they are at the same
level of technology as Earth.

The Froma have extensive contracts and


connections with the Planet Trade Guild, and
often license out the services of Froma
mercenaries to the Guild.

Because of the heavy gamma radiation


emitted from star, Delee, the Froma have
evolved into large-bodied, greenish humanoids
resembling Earth's Hulk.

89 The Ultimate Origins Book


Horusian Height: 2d10+59" for females, 2d10+60" for
males

Weight: 6d10+100 lbs. for females, 6d10+140


lbs. for males.

Powers:
• Longevity: Through the use of advanced
genetic engineering, Horusians have
given themselves this power at Pr 4
rank.

Weakness: None.

Talents: Pilot (air/space), one scientific or


professional talent, otherwise randomly
generated.

Contacts: Horusian Planetary Kingdoms


(Interplanetary, CL1000 Resources).

Kawa
F A S E R I P
Ex Rm Ex Rm Ex Ty Gd
20 30 20 30 20 6 10
Health: 100 Karma: 36
Resources: Pr 4/Rm 30 on their homeworld.
Popularity: 0 on Earth and elsewhere.

Horusians originated on planet Horus IV, in


the Horus star system in the Milky Way Galaxy.
Their population is an estimated one point three
billion.

Horusians are ruled by a monarchy.


Horusians idealize the warrior ethic but are
mostly non-violent. They are fascinated by alien
cultures and often disguise themselves as the
local gods of whatever worlds they are visiting.
On Earth they masqueraded as the gods of F A S E R I P
Heliopolis, the ancient Egyptian pantheon. Ty Ty Gd Ex Ty Ty Ty
6 6 10 20 6 6 6
Their advanced technology lets them simulate Health: 42 Karma: 18
psionic powers like telepathy, teleportation, and Resources: Pr 4/Un 100 with their fleet.
telekinesis. They use a somna-ray to stun their Popularity: -5, -25 with races who have
opponents. They have advanced interstellar survived the destruction of their homeworlds by
starships and their bioengineering expertise Galactus, -10 with members of the Planet Trade
allows them to create very powerful warriors. Guild
Disputes with neighboring worlds are settled The Kawa are a reptilian race from the planet
by combat of champions. Kawa, in the Bawa-Kawa star system of the
Andromeda galaxy.
Age: 10d10+15 years (Horusians have an
average lifespan of 1000 years.)

The Ultimate Origins Book 90


The Kawa race was almost exterminated by Powers:
Galactus' eternal hunger when the entity • Armor Skin: Permanent. Leather. The
consumed their homeworld. The survivors (less thick scaly hides of Kawa give them Gd
than fifty thousand), those away from the planet 10 protection against both energy and
in starships, underwent a profound cultural physical attacks.
shock. They became obsessed with their race's • Growth-Atomic Gain: Permanent. Fb 2.
perceived guilt (for being destroyed) and their
own (for surviving). The survivors became a Weakness: None.
theocracy dedicated to seeking expiation and
worshipping Galactus as their God of Talents: Randomly generated.
Vengeance. They periodically offer sacrifices to
Galactus in the form of other worlds they lead Contacts: Galactus (he is worshiped as their
him to. Any race that lost a world to Galactus deity).
considers the Kawa to be a race of genocidal
religious fanatics. Mekkan
Kawa employ immense, highly automated
starships the size of planets. When the Kawa
have selected a world for sacrifice, two such
ships position themselves on opposite sides of
the doomed world and surround it with an energy
field that will attract Galactus' attention. If the
Kawa involved fail in their intended sacrifice,
they destroy themselves and their ships.

Kawa technology is highly advanced. They


have achieved warp drive technology as well as
gravimetric weaponry.

Kawa have two eyes (on head) with red


pupils. They have three fingers on each hand
(including opposable thumb) and three toes on
each foot (two on the front of foot, one on back).
Kawa have orange skin.
F A S E R I P
The Planet Trade Guild sees the Kawa as a Ex Gd Am Un Ty Ty Ty
threat to their clients as well as a business rival. 20 10 50 100 6 6 6
Fleet commanders of the Planet Trade Guild are
Health: 180 Karma: 18
paid bonuses for attacking Kawa ships. Kawa
Resources: Pr 4/Un 100 on their homeworld.
consider the Planet Trade Guild unworthy of
Popularity: 0, -5 with Skrulls
serving Galactus' needs, and will not hesitate to
use their gravimetric weapons to cripple or
The Mekkans are a race of sentient humanoid
destroy Planet Trade Guild ships.
robots from the planet Mekka (formerly known
as Maarin) in the Kirtham II star system of the
Kawa view Earth as a shrine to Galactus in
Milky Way Galaxy. They were created by an
that Galactus was both killed and later
Earth-like race called the Maarinites. The
resurrected there.
Maarinites built the Mekkanites as servants.
They gradually transformed their world into a
Age: 3d10+15 years (Kawa have an average
planetwide mass of metal (similar to Cybertron).
lifespan equal to that of Normal Humans.)
An alien virus exterminated the Maarinites. The
robots were then free to build a society of their
Height: 2d10+115" for females, 2d10+120" for
own. For centuries afterwards, the Mekkans led
males
lives of quiet serenity.
Weight: 10d10+100 lbs. for females, 10d10+140
lbs. for males

91 The Ultimate Origins Book


Unfortunately, the ambitions of Skrull Mobian
warlords would shatter that peace. Many
Mekkans were captured by Skrull raiders and
reprogrammed to kill. Hundreds were sent as
shocktroops against rival warlords as well as
planets the Skrulls wanted to conquer. This
"slavery" was finally ended by a rebellion led by
the Mekkan known as Torgo and the Fantastic
Four's Thing.

As a result of the rebellion, Torgo was given


the title of "1st Among Equals" or "Prime" of all
Mekkans. (Torgo's role as "Prime" is equal to
that of the U.S. President.) Mekkans have a
democratic society. They are highly advanced,
especially in the fields of Robotics and
Cybernetics. Mekkans number an estimated 1.7
billion.

Mekkans have a neutral attitude towards


Earth. They regard the Fantastic Four as heroes
F A S E R I P
and ambassadors of Earth.
Ex Gd Ex Am Gd Gd Ty
Age: N/A 20 10 20 50 10 10 6
Health: 100 Karma: 26
Height: 2d10+75" for both females and males Resources: Pr 4/In 40 on their homeworld.
Popularity: -5 on Earth and with the Skrulls, 10
Weight: 10*(10d10+100 lbs.) for both females with races at war against the Skrulls, 0 elsewhere
and males.
The Mobians come from the planet Mobius,
Powers: of the Lemivell XI star system in the Andromeda
• Body Armor: Due to their robotic Galaxy. The Mobians have an estimated
construction, Mekkans have the population of fifteen million. Their society is
equivalent of In 40 protection against based on loosely affiliated interplanetary
physical attacks and Ex 20 protection republics dominated by major trading
against energy attacks. corporations, principally those involved with
• Energy Source: A Mekkan's hunting space-dwelling beasts for commercial
consciousness is linked to the main use. Mobian starships are equipped with
power emitter on the planet Mekka. stardrives and are capable of intergalactic travel.
This has a CL1000 range in that it can Their starships are also equipped with advanced
also breach dimensions to power a gravimetric weapon and shield systems. Mobian
Mekkan's body. spacehunters are often armed with harpoons that
can stun, fire energy or force bolts, or drain
Weakness: As mentioned above, a Mekkan is energy with Un 100 ability. The Mobian
linked to the "The Tower of Life" on Mekka. If spacehunter known as Xeron was able to capture
the tower is ever deactivated, then all Mekkans the Hulk with only two of these harpoons! The
will deactivate until the tower is reactivated. stubborn Mobians have thus far resisted the
Skrulls' attempts at annexation. They are allied in
Talents: Randomly generated. their resistance with the Gegku and Wilameanis.

Contacts: Mekka (homeworld), Fantastic Four Note: Individual Mobians are adventurous and
(Hero Group). stubborn. Once they set upon a goal, they
persevere until either the goal is accomplished or
forever beyond the Mobian's efforts.

The Ultimate Origins Book 92


Age: 3d10+15 years (Mobians have an average Procyonite
lifespan equal to that of a Normal Human)

Height: 2d10+92" for females, 2d10+94" for


males

Weight: 2*(6d10+10 lbs.) for females,


2*(6d10+140 lbs.) for males.

Powers:
• Growth-Atomic Gain: Permanent. Fb 2.
Mobians are +1CS to hit.
• Self-Sustenance: Mn 75. Temporary
only.
• Resistance to Physical Attacks: Ty 6
• Resistance to Energy Attacks: Ty 6
• Telelocation: Ex 20.

Weakness: None.
F A S E R I P
Talents: Randomly generated Ex Pr Ex Ex Pr Pr Fb
20 4 20 20 4 4 2
Contacts: Mobius Republics (Homeworld, Health: 64 Karma: 10
CL1000 Resources). Resources: Pr 4/Rm 30 on their homeworld.
Popularity: 0, -5 on Earth.

Procyonites originate from the planet Perratin,


which is the second planet orbiting the star
Procyon in the Milky Way Galaxy.

Procyonites have an estimated population of


three point four billion and appear to have
evolved from a reptile-like species similar to
Earth's dinosaurs. They have two lidless eyes,
four fingers with an opposable thumb, and three
toes.

Their society is made up of a collection of


large warrior tribe nations with a Stone Age
equivalent technology level. They have no means
of interplanetary travel, but have served as
mercenaries for various starfaring races.

The vast majority of Procyonites are ignorant


of Earth's existence.

Age: 3d10+15 years (Procyonites have an


average lifespan equal to that of a Normal
Human)

Height: 2d10+70" for females, 2d10+77" for


males

Weight: 10d10+100 lbs. for females, 10d10+140


lbs. for males.

93 The Ultimate Origins Book


Powers: Little is known of the race called the Rajak.
• Armor Skin: Permanent. Rigid Plates. What is known is that they originated from the
The thick scaly plated hides of planet Rajak, in the Jakkel star system, in what
Procyonites give them Ty 6 protection many intergalactic scholars and explorers believe
against both energy and physical is the same galaxy that contains the Watcher's
attacks. The armor-plated back shells of homeworld.
the Procyonites give them Ex 20
protection against rear energy and Planet Rajak has one point two times the
physical attacks. gravity of Earth and has an estimated population
• Natural Weaponry: The spikes along a of three point seven billion. Rajak have black
Procyonite's shell are of Gd 10 material irises and green skin. Their appearance is similar
strength and can do Pr 4 edged damage. to the Neanderthals of Earth.
A Procyonite can use its tail as a spiked
club by swinging it at an opponent in Rajak are ruled by confederacies of large
combat. The tail does Rm 30 blunt space piracy organizations. They have advanced
damage while the spikes on the tail can interstellar ships with warp drive, highly
peirce up to Gd 10 material and do Pr 4 advanced weaponry, including the "delta-ray
edged damage. Their claws can rend up cannon" that can kill all life on a planet while
to Gd 10 material and also do Pr 4 mounted on a nearby world (Disintegration of
edged damage. CL1000 rank and range that only affects organic
life). Rajak are ruthless and have no respect for
Weakness: None. other alien races.

Talents: Randomly generated. Note: Rajak bands of space pirates will wipe out
all life on planets in order to plunder them of
Contacts: Various starfaring races in which they valuable elements.
serve as mercenaries.
As a result, they have come into conflict with
Rajak both the Kawa and the Planet Trade Guild.

Age: 3d10+15 years (Rajak have an average


lifespan equal to that of a Normal Human)

Height: 2d10+69" for females, 2d10+70" for


males

Weight: 6d10+10 lbs. for females, 6d10+140 lbs.


for males.

Powers:
• None.

Weakness: None.

Talents: Randomly generated.

Contacts: Rajak Confederacies (Homeworld,


CL1000 Resources).
F A S E R I P
Rm Rm Gd Ex Ex Ex Gd
30 30 10 20 20 20 10
Health: 90 Karma: 50
Resources: Pr 4/Am 50 on their homeworld.
Popularity: -50 with races whose planets the
Rajak have plundered, 0 elsewhere.

The Ultimate Origins Book 94


Saurid Weight: 10d10+100 lbs. for females, 10d10+140
lbs. for males.

Powers:
• Waterbreathing (Amphibious)
• Water Freedom
• Resistance to Cold: Ex 20
• Armor Skin: Permanent. Leather. The
thick scaly hides of Saurids give them
Gd 10 protection against both energy
and physical attacks.
• Growth-Atomic Gain: Fb 2. Saurids are
+1CS to hit.

Weakness: None.

Talents: Randomly generated.


F A S E R I P
Rm Gd In Ex Rm Gd Ex Contacts: Shi'ar Empire (CL1000 Resources),
30 10 40 20 30 10 20 Starjammers (Hero Group).
Health: 100 Karma: 60
Resources: Pr 4/Rm 30 on their homeworld. Sssth
Popularity: 0, -5 on Earth.

The Saurid homeworld is the planet Timor. It


is the fourth planet from the star Varanus in the
Shi'ar Galaxy.

The Saurids have an estimated population of


four billion. Their government is made up of a
council of philosopher-scientists with little real
authority. Saurid technology is moderately
advanced compared to Earth, but they have
starships that are on par with those of the Shi'ar.

The Saurids appear as amphibious reptilian


bipeds with two eyes, (black surrounded by red),
four fingers (with opposable thumb), two toes. F A S E R I P
Their skin color is green, scaled, with yellow Ex Ty Ex Gd Pr Pr Pr
fins. The Saurid homeworld has two times 20 6 20 10 4 4 4
Earth's gravity and is eighty-five percent covered Health: 56 Karma: 12
by water, with dry land limited to chains of Resources: Pr 4/Rm 30 on their homeworld.
islands. Saurid society is scattered both on land Popularity: -5, -15 with races whose members
and in the world ocean. Technological centers have been enslaved by the Sssth.
tend to be on land. Individuals are contemplative
philosophers but also formidable warriors. The Sssth are a race of reptilian humanoids
Saurids act as mercenaries for the Shi'ar but also from the planet Sszardil, in the Sslirteep system
serve rebellious forces if the cause is just. of the Milky Way Galaxy. The planet Sszardil
has gravity equal to that of one point three times
Saurids have a neutral attitude towards Earth. that of Earth. Sssth have two red eyes, three
. fingers (including an opposable thumb) on each
Age: 3d10+15 years (Saurids have an average hand, 3 toes on each foot, and a tail.
lifespan equal to that of a Normal Human)
The Sssth number an estimated four point
Height: 4d10+66" for females, 4d10+68" for three billion. The Sssth are ruled by provincial
males dictatorships and regard cunning, treachery, and

95 The Ultimate Origins Book


assassination as virtues and acceptable means to Stenth
advance one's self in intergalactic circles. The
Sssth have warpdrives in their starships. Other
than their starships, the Sssth are at an equal
technology level as Earth. The Sssth have
military and trading alliances with the
Vrellnexians and the Planet Trade Guild. The
Sssth are a major player in the intergalactic slave
market. They enslave entire planetary
populations and sell them to the highest bidders.

The Sssth regard Earth as a threat, because it


was the Earth hero known as Thor who was
responsible for the loss of the Sssth's Golden Star
slaver center.

Age: 3d10+15 years (Sssth have an average


lifespan equal to that of Normal Humans.)

Height: 2d10+90" for females, 2d10+92" for F A S E R I P


males Ty Ty Gd Gd Ty Ty Pr
6 6 10 10 6 6 4
Weight: 7d10+100 lbs. for females, 7d10+140
Health: 32 Karma: 16
lbs. for males.
Resources: Pr 4 /Rm 30 on their homeworld.
Popularity: 0
Powers:
• Natural Weaponry: Teeth. Sssth can
Little is known about the origins of the Stenth.
bite through up to Ty 6 Strength
Their homeworld is the planet Stent, which is the
Materials and do up to ten points of
fifth planet from the star known as Duggil in the
edged damage with each bite.
Milky Way Galaxy. Stent's gravity is one point
• Extra Body Parts: Combat Tail. Sssth three times that of Earth. Each Stenth has light
can use their tails to do Rm 30 blunt yellow skin and white hair.
damage.
The Stenth number about one hundred million.
Weakness: None. Because of the extreme environmental conditions
of their homeworld's surface, they now live in
Talents: Randomly generated. live in mobile cities shaped like immense beetles
or spiders that constantly move in search of
Contacts: Sszardil (Homeworld) water sources. Each city houses seven million
Stenth and are governed differently in various
mobile cities, but most are ruled by an elite class
of "City-Keepers" who restrict the lower classes
to "squalor-sections". The City-Keepers (also
known as the City Mongers), live in the "body"
of the beetle, while the lower classes, the
"Squalor Dwellers", are forced to live in relative
squalor in the "limbs" of the beetles. Opposing
this class system and way of life, are the "Demon
Rebels". They are anarchists, who live in giant
robot spiders, with no divisions between classes.
The City-Keepers and Demon Rebels will use
their vessels to actively combat each other, even
at the expense of crippling each other. The
Squalor Dwellers, while forced to live under the

The Ultimate Origins Book 96


City-Keepers' rule, are more closely allied with Tekton
the outside "Demon Rebels".

The Stenth have advanced genetics and mobile


habitat technology. Their ships have sub-light-
speed engines. Stenth technology is powered by
water. As such, the Stenth consider water to be
more precious than gold.

The general populace of the Stenth are


ignorant of Earth's existence.

Age: 3d10+15 years (Stenth have an average


lifespan equal to that of a Normal Human)

Height: 2d10+60" for females, 2d10+61" for


males

Weight: 6d10+100 lbs. for females, 6d10+140


lbs. for males.
F A S E R I P
Powers: Am Gd Mn Am Pr Pr Pr
• None. 50 10 75 50 4 4 4
Health: 185 Karma: 12
Weakness: Same weaknesses as humans. Resources: Pr 4/Rm 30 on their homeworld.
Popularity: 0, -10 with Skrulls, 10 with races
Talents: Randomly generated who are at war with the Skrulls, -5 on Earth.

Contacts: The City-Dwellers are allies of the The Tektons are a race of ape-like homonids
Kree (Interplanetary, Un) while the Demon from the planet Tekton, in the Tacuspar system
Rebels are allies of the Inhumans (Interplanetary, of the Andromeda galaxy. The planet Tekton has
Un 100 Resources). gravity equal to that of one point seven times
that of Earth. Tektons are almost completely
Notes: Stenth are obstinate and fatalistic. They covered with purple fur. They have four fingers
will not hesitate to go on "suicide" missions to (including an opposable thumb) on each hand,
advance their causes. three toes on each foot, two eyes, and a
prehensile tail.

The Tektons number an estimated three point


four billion. The Tektons have a primitive,
savage culture that was long ago conquered by
the Skrulls. Still, despite their overwhelming
firepower and technology, the Skrulls were never
able to subdue the Tektons or impress them into
their armies. However, individual Tektons may
be captured for use in the gladiatorial contests in
the Kral system of the Andromeda galaxy. The
Tekton gladiator Taxtor once defeated the
Fantastic Four's Thing in gladiatorial combat.
Textons have a technology level equal to Stone
Age Earth and are governed by a tribal council.
There are individual Textons, however, who
have become crewmembers on the starships of
other races who are at war with the Skrulls.

Tektons are not aware of Earth's existence.

97 The Ultimate Origins Book


Age: 3d10+15 years (Tektons have an average 4th planet from the star known as Vega in the
lifespan equal to that of Normal Humans.) Milky Way Galaxy.

Height: 2d10+68" for females, 2d10+70" for The Vegans number about 5.3 billion. The
males Vegans have an empire of planets throughout the
Vega system that are governed by
Weight: 6d10+100 lbs. for females, 6d10+140 representatives on Vega Superior. The Vegans
lbs. for males. have a culture and society much like Earth's
Powers: ancient Roman republic.
• Body Resistance: Gd 10.
The Vegans are moderately ahead of Earth in
• Extra Body Parts: Prehensile Tail.
that their starships have sublight engines.
Tektons can use their tails to either do
Gd 10 blunt damage or grapple with Rm
The Vegans consider Earth as a potential
30 Strength.
target for conquest. The Vegans are known to
Weakness: None. use their formidable appearance to cow other
races into submission. They only attack races
Talents: Randomly generated they judge to be weak, defenseless, or gullible.
One of their agents attempted to trick Earth into
Contacts: Tekton (Homeworld) surrendering but was defeated by Ant-Man
(a.k.a. Henry Pym).
Vegan
Age: 3d10+15 years (Vegans have an average
lifespan equal to that of a Normal Human)

Height: 2d10+349" for females, 2d10+350" for


males

Weight: 1d10+18,000 lbs. for females,


1d10+20,000 lbs. for males.

Powers:
• Growth-Atomic Gain: Permanent. Ex
20. +1CS to hit.
• Resistance to Physical Attacks: In 40.
• Resistance to Energy Attacks: Ex 20
• Gravity Manipulation: Ex 20. Vegans
have evolved specialized glands that
connect to their vestigle horns that act
as stabilizers. These glands do this by
emitting anti-gravitons through the
horns. This creates an invisible personal
energy field that helps Vegans support
their massive weight. They also use this
F A S E R I P
power to simulate the following power
Gd Pr Rm 30/ Ex Ty Ty Ty for as long as the anti-gravitons are
10 4 Am 50 20 6 6 6 being generated:
Health: 64 Karma: 18 • Hyper-Strength: Ex 20
Resources: Pr 4/Rm 30 on their homeworld.
Popularity: 0, -10 on Earth, -5 with races whose Weakness: If a Vegan sustains injury to his/her
planets they have conquered. horns or traumatic head injury, their "stabilizer"
gland shuts off. The Vegan must make a Red
Little is known about the origins of the Strength FEAT to remain on its feet. He/She
Vegans. Their homeworld is the planet Vega must then make a Red Endurance FEAT every
Superior (also known as Vega IV), which is the 10 rounds or feint from the utter exhaustion of
moving its massive weight. (Stunned for 1-10

The Ultimate Origins Book 98


rounds). A gravimetric pulse will also have the Due to the constant warfare on Xartan IV and
same effect on a Vegan. against other races, there are only 4.3 million
Xartans left.
Talents: Randomly generated.
Age: 4d10+15 years (Xartans have an average
Contacts: Vegan Empire (CL1000). lifespan equal to that of double that of a Normal
Human.)
Xartan Height: 2d10+64" for females, 2d10+65" for
males

Weight: 6d10+100 lbs. for females, 6d10+140


lbs. for males.

Powers:
• Shapeshifting: Am 50. Some Xartans
have developed the following power
stunts:
o They can give themselves the
equivalent of Am 50 Body
Armor and/or Strength.
• Invisibility (Physics): Ex 20
• Self-Sustenance: Mn 75 - Temporary
version only.
• Power Duplication: Mn 75. As a Power
Stunt, they can even create items used
to focus the powers of those they are
duplicating. The items are of up to rank
Material Strength.
F A S E R I P
Ty Ty Ty Am Ex In Rm Weakness: If assuming an inanimate form, they
6 6 6 50 20 40 30 are rendered unconscious for 2d10 years. They
Health: 68 Karma: 90 do not age in this dormant state.
Resources: Pr 4/Ex 20 on their homeworld.
When in the process of shapeshifting, a pulse
Popularity: 0 on Earth, -5 elsewhere
of ionic energy surrounds their chests. The pulse
The Xartans come from the planet Xarta IV in is emitted from a gland like pore on the middle
the Zugano star system. They are ruled by of their chests. If the pore is hit by energy, force,
military dictatorships that view Earth as a target or successfully targeted attacks, then the Xartan
for conquest. They have achieved warp drive must make a successful Endurance FEAT or be
technology and have ion-beam weapon systems stunned for 2d10 rounds.
installed in their starships.
Talents: Military, otherwise randomly
Eons ago, Xarta IV was visited by the generated.
Celestials, who performed experiments upon the
Contacts: Xartan IV (Homeworld, Un 100
population which resulted in a deviant race who
Resources)
could shapeshift. Ultimately, the deviant sub-
species became the dominant race, and drove the
others to extinction.

In the past twenty years, the Xartans have


secretly invaded Earth and used their
shapeshifting powers to cause confusion by
assuming the identities of law enforcement
and/or government officials. Their plans were
thwarted by the heroics of Thor and X-Factor.

99 The Ultimate Origins Book


Chapter Fourteen: Asgardian Races
MTS Note: Lots of good information in this chapter. I struggled finding a good source of information for
Asgard that included the various races that dwell there, and in the end, I had to use Wikipedia.

The overview of Asgard was taken from It was prophesied that Odin's son Loki would
“Wikipedia". lead Asgard's enemies in a final conflict known
as Ragnarök that would lead to its destruction.
This comes to pass when Loki obtains the forge
that created Mjolnir and creates new uru
hammers for his army. The entirety of Asgard
and its inhabitants are destroyed in resulting
battle.

http://en.wikipedia.org/

History
According to Asgardian legend in the
beginning there was nothing, but in time two
worlds came into being on opposite sides of the
void. The one to the north was named Niflheim,
a world of clouds and shadows in whose center
surged the fountain Hvergelmir from which
flowed twelve rivers of ice. The one to the south
was named Muspelheim, which teemed with
rivers of fire. Eventually the warm air from the
south carved out the frost giant Ymir from the
ice in the north. Ymir became the father of all the
giants and his cow Auðumbla licked out of the
ice the first Asgardian, Buri. Buri had a son
named Borr who married the giantess Bestla.
Borr and Bestla had three sons named Odin, Vili
and Ve, who were known as the Æsir. Odin and
his brothers grew to hate the giants and slew
Ymir and his blood formed a great sea. Odin and
his brothers then raised Ymir's body from the sea After Ragnarök Donald Blake awakens Thor
and created Midgard, the middle between from the "Void of Non-Existence". Thor returns
Niflheim and Muspelheim. With Ymir's bones to Earth and rebuilds Asgard outside of Broxton,
they created mountains and with his hair they Oklahoma, purchasing the land with gold from
created trees. They then raised Ymir's skull upon the treasury. Thor then goes about restoring the
four pillars to create the heavens. Within the Asgardians who have been reborn in the bodies
skull contained sparks from Muspelheim, which of mortal men and women.
became the sun, moon and stars. When Midgard
was complete Odin and his brothers created a Asgard is destroyed yet again after Norman
home for themselves above it called Asgard. Osborn seizes control of S.H.I.E.L.D. following
Between the two worlds they stretched a rainbow the Secret Invasion as he seeks to expel Asgard
bridge and called it Bifröst. from U.S. soil in an effort to consolidate power.
Osborn leads the Dark Avengers in an invasion
against Asgard known as the Siege. The invading

The Ultimate Origins Book 100


forces are defeated with help from the reunited The Six Races
Avengers although Asgard itself is toppled by
the Sentry. Immediately following the Siege, The six races of intelligent humanoid beings
Thor reerects Heimdall's observatory atop Stark known to reside within the Asgardian dimension.
Tower as sign of solidarity with Midgard and
appreciation for the Avengers' aid. Race Known Members
Amora the Enchantress,
Regions Balder, Borr, Búri,
Brunnhilde, Fandral,
The Asgardian dimension contains several Frigga, Heimdall,
distinct regions. Hermod, Hildegarde,
Æsir
Hoder, Kelda, Lorelei,
The Nine Worlds Asgardians
Magni, Mimir, Odin,
Skurge the Executioner,
World Notes
Sif, Thor, Tyr, Vidar, Vili,
Home of the Light Elves Ve, Volla, Volstagg
Alfheim (Ljósálfar). Alfheim is a distinct
Frey, Freya, Idunn, Njord,
region on the Asgard planetoid. Vanir
Sigyn
Home of the Asgardians. Asgard
Hrinmeer, Skulveig,
is the name of the planetoid, a Demons
Asgard Surtur
distinct region on the planetoid
and its capital city. Alfrigg, Brokk, Dvalin,
Dwarves
Eitri, Grerr, Throgg
Realm of the dead who are
Hel neither honored nor dishonored. Dark Alflyse, Grendell, Kurse,
It is ruled by Hela. Elves Malekith
Elves
Jotunheim Home of the Giants (Jötunn). Light Aeltri, Hrinmeer
Elves
Midgard is the Earthly plane of
existence. Although technically Angerboda, Fafnir, Fasolt,
not a part of the Asgardian Gerd, Gymir, Hela,
dimension, it is considered one of Laufey, Loki, Skadi,
Midgard Giants
the Nine Worlds by the Skurge the Executioner,
Asgardians because of its Solveig, Utgard-Loki,
significant connections to Vidar, Ymir
Asgard. Trolls Geirrodur, Ulik
Home of the Demons. It is ruled Hogun, Hrimhari,
Muspelheim Karnilla, Mogul of the
by Surtur.
Home of the Dwarves. Nidavellir Other Mystic Mountain, Three
Nidavellir is a distinct region on the Asgard Norns (Urd, Skuld, and
planetoid. Verdandi)
Home of the Dark Elves
Svartalfheim
(Svartálfar).
Home of the Vanir who are the
sister race of the Asgardians.
Vanaheim
Vanaheim is a distinct region on
the Asgard planetoid.

Other Regions

Region Notes
Realm of the dishonored dead,
Nifleheim which is distinct but closely,
connected to Hel.
Realm of the honored dead and is a
Valhalla distinct region on the Asgard
planetoid.

101 The Ultimate Origins Book


Racial Attributes light elves. Both types have natural proclivity
towards magic.
All Asgardians possess certain superhuman
physical attributes. They are extremely long- Giants are basically humanoid in appearance
lived (though not truly immortal like the and color although they tend toward the
Olympians), aging at an extremely slow rate neanderthalic in body and bone structure. Their
upon reaching adulthood (through the periodic most distinguishing feature is their height. The
consumption of the golden apples of Idunn). average giant is twenty feet (6 meters) tall,
Asgardian flesh and bone is about three times although some may reach thirty feet (9.1 meters).
denser than similar human tissue, contributing to On occasion giants will produce stunted
the Asgardians superhuman strength and weight. offspring who look similar to the Asgardians.
An average Asgardian male can lift about 30 Loki and the Executioner are both children of
tons (27.2 metric tons); an average Asgardian giants despite their diminutive six or seven foot
female can lift about 25 tons (22.7 metric tons). (1.8 or 2.1 meter) stature.
Asgardians are immune to all terrestrial diseases
and resistant to conventional injury. The Trolls are the least human looking of the
metabolism of the Asgardians gives them denizens of Asgard, possessing body
superhuman endurance in all physical activities. characteristics that are almost simian. Trolls are
stocky and massive, have thick body hair (almost
Demons are beings of fire and tend to be fur) and tend toward a ruddy orange color. They
about the same stature as the Asgardians. are on average taller than the Asgardians but
shorter than giants, around seven feet (2.1
Dwarves are smaller in stature than the meters) tall, although some trolls are
Asgardians, and have short, stocky bodies. Their considerably taller. Trolls tend to be extremely
average height is four feet (1.2 meters). strong, stronger than the average Asgardian,
dwarf or elf and on par with giants. Trolls like
Ulik rival Thor in strength.

Flora and Fauna


Flora
• Yggdrasil; the world tree is an immense
ash tree that is central to the Asgardian
dimension. The tree is supported by
three roots that extended far into the
other worlds; one to the spring of
Hvergelmir in Niflheim, one to the well
of Mimir in Jotunheim, and another to
the well of Wyrd in Asgard. Though
Midgard is not physically connected to
Yggdrasil, it is said that the Earth's axis
is in alignment with the tree. In the
limited series Thor: Blood Oath, Thor
and the Warriors Three are sent to
retrieve golden apples from the
branches of the tree. Odin once hung
himself from the tree for nine days and
nights as a sacrifice to gain knowledge
of the runes. Thor repeated this action
during Ragnarök. Later Amora the
Enchantress attempt to destroy the tree
Elves vary greatly in size from four to eight in an effort to free the body of Skruge
feet (1.2 to 2.4 meters). They tend toward slender the Executioner from its roots, an action
bodies and proportionately longer limbs. The that nearly tore apart the fabric of
dark elves tend to be darker in color than the reality.

The Ultimate Origins Book 102


Fauna The information below was compiled from a
• Dragons are ancient creatures that are discussion and on the old "Classic Marvel
stated to live in Nastrond. These include Forever Phorum". The chief contributors to the
Fafnir, Hakurel; a dragon Thor slew stats were Dr Archeville, Nick Zimmerman,
during one of his earliest adventures, Warlock, & Ty States.
and Níðhöggr; who feeds on the roots of
Yggdrasil.
• Eagles are giant sapient versions of
their Earthly counter-parts. These
include Gnori; king of snow eagles
whom a young Thor, Sif and Balder
sought for one of his feathers as part of http://www.classicmarvelforever.com/phorum_archive
a quest, and Lerad; an eagle that guards /read.php?6,39205
the magic apples of Yggdrasil. Volstagg
was able to steal an apple by first Asgardian Gods
beating Lerad in a drinking contest.
• Fenris Wolf; a giant wolf that is said to
be the offspring of Loki and the giantess
Angrboda. During Ragnarök Fenris
swallowed all that remained of Asgard
following the final battle.
• Geri and Freki are Odin's pet wolves.
Freki stopped an assassination attempt
on Thor's life during a time known as
the Reigning when Thor assumed the
throne of Asgard and ruled both Asgard
and Midgard with an iron fist.
• Huginn and Muninn are Odin's pet
ravens. They guided Thor to find the
means to end the Ragnarök cycle and
again through Hel to find Odin.
• Midgard Serpent; an immense serpent
that lives in the Sea of Space circling
Midgard, ready to eat unwary sailors. The origin of the gods is shrouded in legend.
• Rattatosk; a squirel that lives on It is believed that they are not native to the
Yggdrasil and carries messages between dimension of Asgard, but were born on Earth
Lerad and Níðhöggr. As a child Thor and relocated there at some point in the distant
would go to Yggdrasil to visit Rattatosk past. A typical Asgardian will have the following
and listen to his stories. stats:
• Sleipnir; Odin's eight-legged steed.
Thor had eight steeds Firegnaw, F A S E R I P
Mudbrute, Slaughterbit, Smokemare, Rm Gd Am In Gd Gd Ex
Snow Harpy, Stormbringer, 30 10 50 40 10 10 20
Swamptooth and Warhoof. During a Health: 130 Karma: 40
famine on earth, some humans ate the
horses over Thor's request that they not Powers:
do so. The God of Thunder took the • Body Armor: Gd
bones back to Asgard. Using magics, he
reformed them into Sleipnir.
• Toothgnasher and Toothgrinder; two
mystical goats that pull Thor's chariot

103 The Ultimate Origins Book


Asgardian Giants These Typical Frost Giant stats are taken from
the module "Ragnarok and Roll" by Troy
Denning

Typical Frost Giant


The second race of Asgard is the Giants,
whose dwelling place is Jotunheim. The Giants
are basically humanoid in appearance and color,
although they tend toward the neanderthalic in
body and bone structure. Their most
distinguishing feature is their height. The
average Giant is twenty feet tall, although some
reach up to thirty feet. All Giants known to
reside in Asgard have the following abilities:

F A S E R I P
Rm Ex Am Am Ty Pr Ty
30 20 50 50 6 4 6
Health: 150 Karma: 16

Powers:
• Dense Flesh: Ex Body Armor

Additional Power's Based on Type of Giant

• Fire Giants:
o Invulnerability to Fire F A S E R I P
o Growth: Am In Ty Mn Mn Pr Pr Ty
• Frost Giants: 40 6 65 65 4 4 6
o Invulnerability to Cold Health: 196 Karma: 14
o Growth: Mn Resources: Pr Popularity: 0
• Storm Giants:
o Weather Control: Rm Powers:
o Growth: Un • Body Armor vs. Blunt, Edged, Shooting
• Hill Giants: and Force Attacks: Rm
o Growth: In • Resistance to Earthly Disease: CL.
1000
• Resistance to Cold: SH-Z

Weakness: Heat based attacks receive a +1CS.

The Ultimate Origins Book 104


bodies with proportionately long limbs, although
Asgardian Dwarves there are exceptions. The Light Elves tend to be
lighter in color than the Dark Elves, and dwell on
the surface while the Dark Elves dwell
underground. Both typically possess the
following ability ranks:

F A S E R I P
Gd In Pr Gd Gd Gd Gd
10 40 4 10 10 10 10
Health: 64 Karma: 30

Powers:
• Resistance to Aging and Disease: Am
• Infravision: Ex

The third race of Asgard is the Dwarves.


Dwarves are smaller in stature than the gods, and
have squat, stocky bodies. Their average height
is four feet. The Dwarves tend to be craftsmen
and farmers who maintain friendly trade and
peace relations with the Gods. Dwarves dwell in
the land of Nidavellir, which is part of the
landmass where Asgard and Vanaheim are
situated. The following represent a typical Dwarf
of Asgard:

F A S E R I P
Ex Ty Ex Ex Gd Ty Gd
20 6 20 20 10 6 10 Asgardian Trolls
Health: 66 Karma: 26

Powers:
• Resistance to Aging and Disease: Sh-X

Asgardian Elves

The fourth race of Asgard is the Elves. There


are two types of Elves, the Dark Elves and the
Light Elves, and each dwell in their own separate
world, Svartalfheim and Alfheim, respectively. The fifth race of Asgard is the Trolls, the least
Elves of both kinds vary greatly in size, from human looking of the denizens of the worlds of
four to eight feet. They tend toward slender Asgard, possessing body characteristics that are
almost simian. Trolls are stocky and massive,

105 The Ultimate Origins Book


have thick body hair, and tend toward a ruddy
orange in color. They live in scattered
settlements throughout Asgard, Vanaheim,
Jotunheim, and Svartalfheim, mostly
underground. The following represents a
standard Troll:

F A S E R I P
Rm Ty Am Rm Ty Pr Ty
30 6 40 30 6 4 6
Health: 116 Karma: 16

Powers:
F A S E R I P
• Infravision: Rm
Rm Pr In Rm Fb Pr Pr
• Resistance to Disease: Sh-Y
30 4 40 30 2 4 4
• Body Armor: Gd
Health: 104 Karma: 10
Resources: Fb Popularity: 0
These Typical Troll stats are taken from the
module "Thunder Over Jotunheim" by Bruce
Nesmith Known Powers:
• Body Armor: Good. Trolls have rough
hides, which protect them from physical
attacks of any kind.
• Infravision: Remarkable. Trolls can see
in the dark.
• Invulnerability: Shift Y. Trolls are
immune to Earthly diseases.

Weapons: Most Rock Trolls carry weapons,


which do Incredible damage.

MTS Note: Before I found this article, I had


done my own write-up on Trolls for the book. I
decided with the various alternates contained in
F A S E R I P this chapter to go ahead and include them here
as well.
Rm Pr In Rm Fb Pr Pr
30 4 40 30 2 4 4
The overview of trolls was taken from “The
Health: 104 Karma: 10 Appendix to the Handbook of the Marvel
Resources: Feeble Popularity: 0 Universe”
Powers
• Body Armor: Good
• Infravision: Excellent

Equipment: Club (Damage=Strength +1CS)


http://www.marvunapp.com/Appendix/
Limitation-Cowardice: Trolls will not attack
unless they outnumber an opponent or can take Membership: Phay, Phee, Phelix, Phiend, Phit,
them by surprise. They are more courageous Phlegm, Phlopp, Phopp, Phough, Phumm, Phy
when given firm leadership. Geirrodur is leader
of the trolls except for Ulik's band of outcasts. Affiliations: Originated from Asgard, claim
relation to other magic folk, such as the elves
These Typical Troll stats are taken from the and faeries
module "Ragnarok and Roll" by Troy Denning

The Ultimate Origins Book 106


Enemies: Alchemy, X-Factor, Excalibur, and the Alchemy back to his flat, where they attempted
X-Men to force him to swear allegiance to them by
threatening to kill his mother. Alchemy broke his
Base of Operations: Crazy Gang's Wonderland; vow not to use the power on living beings and
formerly London, England turned Phy and Phee to unliving gold. X-Factor
then had him turn them into lead, and placed
First Appearance: X-Factor I#41 (June 1989) them on display in Hyde Park for safekeeping.
Phough, Phumm, and Phay remained free.

Sometime later, Phough gathered several


other Trolls, Phiend, Phit, Phlegm, Phlopp, and
Phopp, beside him, and kidnapped Alchemy's
mother, forcing Alchemy to do his will. Initially,
History: The Troll Associates claim that they are Phough thought only to force him to restore the
all from different branches of trolls that dwelled Trolls trapped in golden form. Excalibur
in England before the rise of civilization. Over members were at the same time investigating the
the centuries, they moved underground and sewers in search of their enemy Sat-yr9 , where
became less involved with mankind. they encountered the Troll Associates. Following
Phough's orders, Alchemy transmuted Captain
One day, Phy detected the scent of gold, Britain, and then Meggan into gold. Meanwhile,
which all trolls covet, and he followed the scent the X-Men had received a request for aid from
to the young mutant Alchemy. Learning of Alchemy, traveled to England, and joined forces
Alchemy's power, Phy came up with a plan: with Excalibur. However, both groups fell into a
They would use his ability to transmute objects trap set by the Trolls, and were captured by
into gold to create an overwhelming surplus of them. Nightcrawler pretended to want to join
gold. This they reasoned, would make everyone with the Trolls, because he was an outcast among
rich and cause all labor to cease. The resulting mankind, convincing them to free him. Phough
inflation would then shatter England's economy, decided to rally the rest of the "faery-folk"
causing everyone to flee, and returning the land (elves, fairies, etc.) to wage war on mankind.
to the magic folk who were driven out long ago. Nightcrawler challenged Phough's claims that
mankind would want to destroy them, and
To this end, Phy abducted Alchemy and challenged Phough to single combat.
brought him to the underground lair of his Nightcrawler managed to keep Phough off
associates, Phough, Phumm, Phay, and Phee. balance until the X-Men and Excalibur freed
Mistaking Phy for a mutant, Alchemy's mother themselves. The heroes and the Trolls allied with
contacted X-Factor to rescue him. Having Phough battled until Alchemy turned Phough to
formerly posed as mutant hunters to locate and gold, ending the battle. The innocent faery-folk
help other mutants, X-Factor journeyed to brought to Earth by Phough then traveled to the
London and followed the trail of gold to the Crazy Gang's wonderland to live a life with
Troll Associates lair. In their first encounter, X- which they could be comfortable.
Factor was defeated and bound as prisoners. X-
Factor broke free and disrupted their plot to turn Comments: Created by Louise Simonson and
the White Tower to gold. Phy and Phee brought Arthur Adams.

107 The Ultimate Origins Book


All of the Troll Associates were giants and Known powers are taken from the "Roster
possessed some measure of superhuman strength Book", included with the "Uncanny X-Men"
and durability. In addition, they have a weakness Boxed Set.
to bright light.

Known Powers
• Body Armor: At least Gd protection
against physical and energy attacks.
• Infravision: Gd rank.

Fear of Sunlight: Direct sunlight is said to turn


Trolls to stone. Whether this is true or not, Trolls
In Marvel Atlas#1 the Troll Associates were
fear sunlight, and avoid it whenever possible. (If
revealed as Asgardians.
the Judge determines that Trolls can be turned to
stone, they should make an Endurance FEAT
The typical abilities are taken from the Judge’s
each round of exposure to avoid such a fate.
Handbook (from Asgardians)
Asgardian Fire Demons

Trolls (Typical Abilities)

F A S E R I P
Rm Gd In In Gd Gd Ex
30 10 40 40 10 10 20
Health: 120 Karma: 40

The sixth race of Asgard is the Demons. The


Demons are beings of fire who dwell in
Muspelheim, but sometimes venture to the other
worlds in the name of war. A nomadic race, the
Demons are the offspring of the great fire demon
Surtur, whose existence is said to preceed that of

The Ultimate Origins Book 108


the Gods. A typical Muspelheim Demon
possesses the following:

F A S E R I P
In Rm Am Rm Ty Ty Ty
40 30 50 30 6 6 6
Health: 150 Karma: 18

Powers:
• Invulnerability to Fire and Heat
• Energy Sheath (Fire): Ex
• Fire Control: Rm

These Typical Muspelheim Demon stats are


taken from the module "Ragnarok and Roll" by
Troy Denning

F A S E R I P
Am Rm Mn Rm Ty Ty Gd
40 30 65 30 6 6 10
Health: 185 Karma: 22
Resources: Pr Psyche: -10

Powers:
• Resistance to Fire/Heat: CL. 1000
• Body Armor vs. Blunt, Edged and
Shooting Attacks: Am
• Heat Generation: Am (5 areas)

109 The Ultimate Origins Book


Chapter Fifteen: Cyborg - Nanites
MTS Note: I really like the option of a "Nanite-Using Cyborg", and I thought these rules were extremely
unique.

This article was originally written by X-Man Al Nano-Cybernetics


for his website "X-Man Al's Marvel Super
Heroes Classic RPG Web Source". It is an This needs a clinic or research facility that has
excellent site and worth checking out. Am 50 resources and a group of scientist with
Biology, Robotics, Genetics, Chemistry,
Computers, and a total Reason of Sh-Y 200.

Note: These powers do not activate


automatically. It takes a number of rounds equal
to the power's rank x0.1. For example, Kaos the
Cyberknight is a Nano-Cyborg. Kaos has the
following stats:
http://www.angelfire.com/rpg2/xmanalb/MRPG.html

This topic is often overlooked in Marvel F A S E


RPG. Most players don't know that this can Ex 20 Ex 20 Ex 20 Rm 30
provide a realistic origin and source for their
powers and abilities. He has Thermal Vision of Rm 30, Armor
Skin (Inorganic/Temporary Un 100 Power Rank)
Here are several guidelines I've summed up of Am 50 (Temporary form is -2CS of the Power
from my thirteen years of playing the Marvel Rank), and Hyper-Strength (Temporary form) of
RPG for the use of Cyborg-technology: In 40 (can only use this at full power for up to a
total of forty turns). Kaos is in his secret ID and
Note: To add a sense of reality, consider NASA spots Doctor Octopus robbing a bank. Kaos
(Un 100 Resources, Engineering, Electronics, activates his Armor Skin. It would take ten turns
Physics, Robotics), Berkley University (In 40 to go up to maximum armor, so Kaos settles for
Resources, Electronics, Physics, Robotics, Gd 10 for now. Kaos also activates his Hyper-
Computers, Engineering, Business/Finance), and Strength. It would take four turns to get the full
MIT (In 40 Resources, Engineering, Electronics, forty point Strength boost. He settles for a ten-
Physics, Robotics, Computers) have the point boost (Strength: Rm 30).
technology for all of this.

Nano-Cyborgs roll on the following table.


Going though "The Ultimate Talents Book" I
chose to let them roll on column three, the same
as "Mechanically Augmented Cyborgs", which
seemed to be the closest to these in scope. I have
reprinted the table here for convenience.

Die-Roll Stat
01-05 Feeble
06-10 Poor
11-40 Typical
41-80 Good
81-95 Excellent
96-00 Remarkable

The Ultimate Origins Book 110


The number of initial powers is determined in Detection Powers
the same fashion as for other characters in your
game. Die Roll Power
01-12 Hyper-Hearing
I created the following tables for rolling 13-23 Hyper Olfactory
initial powers to preserve the random element of
24-34 Hyper-Touch
the MSH character generation.
35-45 Microscopic Vision
Die-Roll Power Category 46-56 Penetration Vision
01-07 Defensive Powers 57-67 Sonar
08-15 Detection Powers 68-78 Telescopic Vision
16-22 Energy Control Powers 79-89 Thermal Vision
23-30 Energy Emission Powers 90-00 UV Vision
31-37 Fighting Powers
Energy Control Powers
38-44 Lifeform Control Powers
45-51 Matter Control Powers
Die Roll Power
52-58 Matter Conversion Powers
01-13 Absorption
59-65 Matter Creation Powers
14-25 Catalytic Control
66-72 Mental Enhancement Powers
26-38 Electrical Control
73-79 Physical Enhancement Powers
39-50 Energy Conversion
80-86 Power Control Powers
51-63 Energy Sponge
87-93 Self-Alteration Powers
64-76 Magnetic Manipulation
94-00 Travel Powers
77-88 Radio Wave Control
89-00 Thermal Control
Defensive Powers
Energy Emission Powers
Die
Power
Roll
Die Roll Power
01-14 Force Field vs.
01-25 Electrical Generation
15-28 Reflection
26-50 Hard Radiation
29-42 Resistance to Emotion & Mental
Attack 51-75 Magnetism
43-57 Resistance to Energy 76-00 Radiowave Generation
58-72 Resistance to Physical Attacks
Fighting Powers
73-87 Resistance to Power Manipulation
88-00 Resistance to Vampirism
Die Roll Power
01-20 Berserker
21-40 Martial Supremacy
41-60 Natural Weaponry
61-80 Weapons Creation
81-00 Weapons Tinkering

111 The Ultimate Origins Book


Lifeform Control Powers Matter Creation Powers

Die Roll Power Die Roll Power


01-12 Biophysical Control 01-12 Artifact Creation
13-23 Bio-Vampirism 13-24 Elemental Creation
24-34 Emotion Control 25-36 Lifeform Creation
35-45 Mind Control 37-50 Mechanical Creation
46-56 Mind Transferal 51-64 Missile Creation
57-67 Neural Manipulation 65-76 Molecular Creation
68-78 Plague Carrier 77-86 Spray
79-89 Plant Growth 87-00 Webcasting
90-00 Sense Alteratio
Physical Enhancement Powers
Matter Control Powers
Die Roll Power
Die Roll Power 01-07 Armor Skin
01-14 Bonding 08-14 Body Resistance
15-28 Collection 15-20 Chemical Touch
29-42 Crystallization 21-27 Digestive Adaptability
43-56 Disruption 28-34 Hyper-Endurance
57-72 Machine Animation 35-41 Hyper-Speed
73-86 Molding 42-48 Hyper-Strength
87-00 Zombie Animation 49-54 Lung Adaptability
55-60 Pheromones
61-67 Regeneration
68-74 Selective Adaptation
75-80 Self-Revival
81-86 Self-Sustenance
87-93 Suspended Animation
94-00 Water Breathing

Power Control Powers

Die Roll Power


01-10 Power Control (All)
11-20 Power Creation
21-30 Power Duplication
31-40 Power Focus
41-50 Nemesis
51-60 Power Transferal
61-70 Power Vampirism
Matter Conversion Powers 71-80 Residual Absorption
81-90 Power Selection
Die Roll Power 91-00 Weakness Creation
01-17 Coloration
18-33 Combustion
34-50 Disintegration
51-67 Elemental Conversion
68-84 Ionization
85-00 Molecular Conversion

The Ultimate Origins Book 112


Self-Alteration Powers energy attacks (doesn't work against Darkforce,
Vibration, or Cold attacks).
Die Roll Power
01-04 Age-Shift Resistance to Emotion & Mental Attacks: The
05-09 Alter Ego nanites could be programmed to manufacture
certain combinations of psychotropic drugs and
10-14 Animal Transformation
then release them when the host is under stress.
15-19 Animal Mimicry
20-24 Blending
25-28 Body Adaptation
29-32 Body Coating
33-36 Chemical Mimicry
37-40 Evolution
41-45 Growth
46-50 Imitation - Face Changer
51-55 Imitation - Human Changeling
56-60 Invisibility - Physics
61-64 Mass Decrease
65-68 Mass Increase
69-73 Phasing
74-77 Physical Gestalt
78-81 Plant Mimicry
82-86 Plasticity Resistance to Energy: The nanites restructure the
cells of the host's body to become resistant to
87-91 Self-Duplication
most forms of energy (doesn't work against
92-95 Self-Vegetation darkforce and -1CS resistance to electricity and
96-00 Shrinking magnetism).

Travel Powers Resistance to Physical Attacks: The nanites


restructure the cells of the host's body to become
Die Roll Power resistant to all forms of physical attack
01-17 Astral Body (including aging and disease).
18-33 Hyper-Leaping
34-50 Hyper-Running Resistance to Power Manipulation: The nanites
can temporarily boost existing powers to resist
51-67 Hyper-Swimming
outside manipulation. This does not work against
68-84 Rocket magical versions of Power Manipulations. The
85-00 Spider Climb amount of the boost is equal to the rank number
of the host's Endurance rank.
Nano-Cyborg Powers
Resistance to Vampirism: The nanites can fight
Defensive Powers off the effects of Power and Bio Vampirisms
only.
Force Field vs. Energy/Emotion/Mental/Power
Manipulation/Psionic Vampirism/Energy Detection Powers
Vampirism/Physical: (personal only) The nanites
can emit a low level Electro-Magnetic/Beta- Hyper-Hearing: The nanites modify the cell
Alpha/Tachyon wave/Inertial dampener field that structure of the eardrum and the brain's audio
surrounds the surface of the host's body. This has receptors. The maximum is equal to the host's
a maximum rank equal to the host's Endurance Intuition Rank.
rank. This is due to the massive power drain on
the nanites (doesn't work against Darkforce). Hyper-Olfactory: The nanites modify the cell
structure of the nose, tongue, and the brain's
Reflection: The nanites modify the host's skin olfactory receptors. Maximum is equal to the
cells to serve as a mirror coat to reflect most host's Intuition Rank.

113 The Ultimate Origins Book


Hyper-Touch: The nanites modify the touch to host's Endurance Rank (+2CS if specializing
receptors in the skin of the host. Maximum is in one energy form).
equal to the host's Intuition Rank.
Catalytic Control: The nanites modify the cell
Microscopic Vision: The nanites modify the cell structure of the skin and sweat glands to secrete a
structure of the eyes and the brain's visual catalytic enzyme. Fb 2 range only with a
receptors. This is to a maximum of Un 100. maximum rank equal to the host's Endurance
rank.
Penetration Vision: The nanites modify the cell
structure of the eyes and the brain's visual Electrical Control: The nanites modify the cell
receptors to receive and transmit X-rays. structure of the skin, major organs, skeleton, and
Maximum is equal to host's Endurance Rank. neural-muscular system to serve as super-
capacitors, semi-conductors, and transmitters. Fb
Sonar (Passive): The nanites modify the cell 2 range only with a maximum rank equal to the
structure of the eardrum and the brain's host's Endurance rank.
audio/video receptors. Maximum is equal to the
host's Intuition Rank. Energy Conversion: The nanites modify the cell
structure of the skin, major organs, skeleton, and
Telescopic Vision: The nanites modify the cell neural-muscular system to serve as energy
structure of the eyes and the brain's visual collection panels, super-capacitors, semi-
receptors. This is to a maximum of Ty 6. conductors, and transmitters. Must specialize in
converting one specific form of energy into
Thermal Vision: The nanites modify the cell another with a maximum rank of Un 100. (Does
structure of the eyes and the brain's visual not work with Darkforce or Kinetic energies)
receptors. This is to a maximum of In 40.
Energy Sponge: The nanites modify the cell
UV Vision: The nanites modify the cell structure structure of the skin, major organs, skeleton, and
of the eyes and the brain's visual receptors. This neural-muscular system to serve as energy
is to a maximum of Un 100. collection panels, super-capacitors, semi-
conductors, and transmitters. Must specialize in
one specific form of energy with a maximum
rank of Un 100. (Does not work with Darkforce
or Kinetic energies)

Energy Vampirism: The nanites modify the cell


structure of the skin, major organs, skeleton, and
neural-muscular system to serve as energy
collection panels, super-capacitors, semi-
conductors, and transmitters. Must specialize in
one specific form of energy with a maximum
rank of Un 100 and Contact range only. (Does
not work with Darkforce or Kinetic energies)

Magnetic Manipulation: The nanites modify the


cell structure of the skin, major organs, skeleton,
and neural-muscular system to serve as electro-
magnetic field generators, transducers,
transformers, and alternators. This is up to a
maximum rank of Am 50 with Contact range.
Energy Control Powers Radio Wave Control: The nanites modify the cell
structure of the skin, hair, and skeleton to serve
Absorption Power: The nanites modify the cell as antennae and transmitters. Must specialize in
structure of the skin and major organs to match one form of radio waves with a maximum rank
certain wavelengths of energy (does not work on of Un 100.
darkforce or kinetic energy). Maximum is equal

The Ultimate Origins Book 114


Thermal Control: The nanites modify the cell Weapons Tinkering: The nanites can temporarily
structure of the skin, major organs, skeleton, and boost the neural pathways in the host's brain to
neural-muscular system to serve as exothermal allow him/her to modify existing technology.
energy transmitters. Contact range only with a The maximum is equal to the host's Reason rank
maximum rank equal to the host's Endurance (+2CS if specializing).
rank.

Energy Emission Powers

Electrical Generation: The nanites modify the


host's bio-electrical field to emit electricity at up
to Ex 20 range and this is to a Maximum of Un
100.

Hard Radiation: The nanites modify the host's


cells to emit radiation of up to a Maximum is
equal to the host's Endurance rank (+1CS if
specializing) rank with a Gd 10 range radius for
the maximum range.

Magnetism: The nanites restructure the cells of


the host's body making the host a living electro-
magnetic field. This is to a maximum of Am 50
rank.
Lifeform Control Powers
Radiowave Generation: The nanites restructure
the dead skin or hair cells of the host's body to Biophysical Control: Any of the sub-types with a
become antennas to send and receive radio maximum rank equal to the host's Endurance
signals. This is to a maximum rank of Un 100. rank with a maximum range of Contact only.
The nanites infect the intended target. The host
Fighting Powers and target must be in contact for at least one turn
per level of rank for the power to be used at full
Berserker: The nanites modify the host's effect. The nanites alter the target's RNA/DNA
adrenalin, seratonin, and other hormonal levels. to enact the power.
A good example of this is the victims of the Dark
Gundam Cells from the G Gundam Series. This Bio-Vampirism: Maximum is equal to that of the
has a maximum of Mn 75 rank. host's Endurance rank (+1CS per weakness to a
maximum of +4CS) with Contact range only.
Martial Supremacy: The nanites could be Nanite Bio-Vampirism is not communicable
programmed to condition the bone, nerve, and unless used in conjunction with Nano Power
muscle tissue as well as the brain cells to Transferral/Creation/Residual Absorption. The
program the host with any martial art (within nanites drain mitochondrial energy from the
reason) he observes. target. The host and target must be in contact for
at least one turn per level of rank for the power
Natural Weaponry: The nanites restructure the to be used at full effect.
cells of the host's body at key surface points to
allow him/her to grow spikes, claws, spines, Emotion Control: This is to a maximum of Am
barbs, etc. 50 with initial Contact range only and a
maximum rank of Un 100. The nanites alter the
Weapons Creation: The nanites restructure the bio-chemical transmitters in the target's brain.
dead skin or hair cells of the host's body to
become weapons or components of weapons. Mind Control: Any of the sub-types with a
The maximum is equal to the host's Endurance Maximum of Am 50, initial Contact range only,
Rank. and a maximum range of Un 100. The nanites
establish a network between the host and target.
They then restructure key areas in the target's

115 The Ultimate Origins Book


brain to respond to the command protocols of the DNA sequences of the target plants that control
host. the growth cycle and metabolic rate.

Mind Transferal: This is to a maximum of Am Sense Alteration: This is to a maximum of Am


50 rank with Contact range only. The nanites 50 with Contact range only. The nanites "hack"
establish a network between the host and into the areas of the brain that interpret sensory
target(s). They then transfer the consciousness input, and alter them to deliver the
(es) of the target(s) or host to whatever mind(s) interpretations the host chooses.
the host selects. The host must be in contact with
the target(s) for at least one turn per level of rank Matter Control Powers
for the power to be used to full effect. The host
should only transfer his own consciousness as a Bonding: The nanites create ionic, covalent, or
last resort as he acts as a network server. Once he hydrogen bonds with the target and the object(s)
uses the power on himself he will need to make a to be bonded with the target. Maximum rank of
red Reason, Psyche, and Power FEAT to return Un 100 and a maximum range of contact only.
to his.
Collection: The nanites are limited to the actual
materials that are in contact with the host. They
can however, collect materials miles away if they
are in contact with the same ground as the host.
This is to a maximum of Un 100.

Crystallization: The nanites restructure the


target’s molecules into a crystalline matrix. This
is to a maximum of Un 100 with a range of
Contact only.

Disruption: The nanites disrupt the molecular


bonds of an object. This is to a maximum of Un
100 with a range of Contact only.

Machine Animation: The nanites infect


electronic machines and put them under direct
control of the host, while they also serve as
power sources. This is to a maximum of Am 50
with an initial range of Contact only.

Molding: The nanites change the physical


Neural Manipulation: This is to a maximum of
structure of a target. This is to a maximum of
Un 100, initial Contact range only, and a
Am 50 with an initial range of Contact only.
maximum rank of Un 100. Functions the same as
the Nano Mind Control power, but targets the
Zombie Animation: The nanites can infect non-
nervous system instead of the brain.
living organisms and serve as network nodes for
the prime host through which he/she can
Plague Carrier: This is to a maximum of Un 100
effectively control the zombies. This is to a
rank with initial range of Contact only.. The
maximum of Ex 20 with an initial range of
nanites alter certain cells in the host's body to
Contact only.
serve as living petri dishes for any viruses or
disease causing bacteria and fungi. The host
Matter Conversion Powers
must be in contact with the target for a duration
of time equal to the power rank divided by ten.
Coloration: The nanites alter the molecules that
affect pigment. Maximum rank of Un 100 and a
Plant Growth: This is to a maximum of Am 50
maximum range of contact only.
with initial Contact range only and a maximum
range radius of Un 100. The nanites alter the
Combustion: The nanites alter the molecular
structure of the surface of the target. This is to a

The Ultimate Origins Book 116


maximum of Am 50 with an initial range of Mechanical Creation: The nanites use the atoms
Contact only. and molecules of the host's dead skin cells, waste
materials, and hair to create mechanical
Disintegration: The nanites break down the constructs. The maximum is equal to the total of
molecular structure of the target converting it to the host's Reason and Endurance ranks with an
ambient energy. This is to a maximum of Un 100 initial range of Contact only. This means that the
with an initial range of Contact only. construct is created on either the host's skin or
the surface of whatever he/she touches.
Elemental Conversion: The nanites alter the
atomic structure of the target in a way that
converts it into a chosen element. Maximum is
equal to the total of the host's Reason and
Endurance ranks with an initial range of Contact
only.

Ionization: The nanites alter the atomic structure


of the target in a way that not only releases
energy but also its atomic frequency. This is to a
maximum of Am 50 with an initial range of
Contact only.

Molecular Conversion: The nanites alter the


molecular structure of the target in a way that Missile Creation: The nanites use the atoms and
converts it into a chosen molecular structure. molecules of the host's dead skin cells, waste
Maximum is equal to the total of the host's materials, and hair to create missiles. This is to a
Reason and Endurance ranks with an initial maximum of Am 50 damage.
range of Contact only.
Molecular Creation: The nanites use the atoms
Matter Creation Powers and molecules of the host's dead skin cells, waste
materials, and hair to create molecular
Artifact Creation: The nanites use the host's dead constructs. The maximum is equal to the total of
skin cells, waste materials, and hair to create the host's Reason and Endurance ranks with an
Artifacts. The maximum is equal to the total of initial range of Contact only. This means that the
the host's Reason and Endurance ranks with an construct is created on either the host's skin or
initial range of Contact only. the surface of whatever he/she touches.

Elemental Creation: The nanites use the atoms Spray: The nanites use the atoms and molecules
and molecules of the host's dead skin cells, waste of the host's dead skin cells, waste materials, and
materials, and hair to create elements. The hair to create various aerosol-based solutions.
maximum is equal to the total of the host's This is to a maximum of Un 100 with a
Reason and Endurance ranks with an initial maximum range of two areas.
range of Contact only.
Webcasting: The nanites use the atoms and
Lifeform Creation: The nanites use the atoms molecules of the host's dead skin cells, waste
and molecules of the host's dead skin cells, waste materials, and hair to create web-like constructs.
materials, and hair to generate living tissue, This is to a maximum of Un 100 with a range of
bone, and nerves to create a life form, with the five areas.
nanites serving as brains for any life forms
created in this manner. The maximum is equal to Physical Enhancement Powers
the total of the host's Reason and Endurance
ranks with an initial range of Contact only. This Armor Skin: The nanites modify the host's
means that the life form is either grown from the epidermis. This is to a maximum of Un 100.
host by budding, sexual intercourse, blood
transfusion, or artificial womb. Body Resistance: The nanites modify the host's
physical structure for increased durability. This
is to a maximum of Am 50.

117 The Ultimate Origins Book


Chemical Touch: The nanites modify the host's Lung Adaptability: The nanites modify the host's
epidermis at key points (hands/feet/fingers/etc.). respiratory system. Maximum is equal to host's
This is to a maximum of Un 100. Endurance rank.

Digestive Adaptability: To compensate for the Pheromones: The nanites modify the host's
tremendous amount of energy the nanites need, epidermis (pores, sweat glands). This is to a
they can modify the host's digestive system maximum of Ex 20.
(enzymes/glands/organs/teeth/jaw muscles) to
allow the host to consume almost any substance. Regeneration: The nanites modify the host's
This is to a maximum of Am 50. immune system and cell reproduction sequences
to stimulate regeneration of tissue. This is to a
Hyper-Endurance: The nanites modify the host's maximum of Am 50.
neuro-muscular, respiratory, and endocrine
systems to allow the host to temporarily have Selective Adaptation: The nanites modify the
superhuman Endurance. The maximum boost host's DNA and RNA sequences to adapt to
equal to host's Endurance rank. For example: certain stimuli. These changes are permanent.
The host's Endurance is Rm 30. The nanites can This is to a maximum of Un 100.
boost the host's Endurance to Am 60 for a total
time limit equal to the host's Endurance. Self-Revival: In the event of the host's death, The
nanites continue the host body's functions and
effectively reconstruct the body, while keeping
the host's consciousness in stasis. This is to a
maximum of Un 100.

Self-Sustenance: The nanites completely recycle


the host body's waste to provide sustenance for
the host in hostile environments.

Suspended Animation: The nanites slow down


the host's metabolic rate in order to put the host
into hibernation. The maximum number of days
is equal to double the host's Endurance rank.

Water Breathing: The nanites alter the host's


circulatory, respiratory, and neuro-muscular
system to allow the host's body to extract oxygen
(or whatever key element of respiration) directly
through the skin from the liquid medium the host
is in.
Hyper-Speed: The nanites modify the host's
Power Control Powers
neuro-muscular, respiratory, endocrine, and
skeletal systems to allow the host to move at Power Control (All): The nanites alter the
superhuman speeds. Maximum is equal to host's emission points/DNA/RNA/or neural pathways
Endurance rank. of the target to affect the target's powers. This is
to a maximum of Am 50 with an initial range of
Hyper-Strength: The nanites modify the host's Contact only and a subsequent maximum range
neuro-muscular, respiratory, endocrine, and of Am 50. This has no effect on Darkforce or
skeletal systems to allow the host to temporarily Magic-based Powers.
have superhuman Strength. The maximum boost
is equal to host's Endurance rank +1CS. For Power Creation: The nanites alter the
example: The host's Endurance is Rm 30 and DNA/RNA/or neural pathways of the target to
Strength is Ex 20. The nanites can boost the give the target powers and/or superhuman
host's strength to Am 60 for a total time limit abilities. This is to a maximum of Am 50 with a
equal to the host's Endurance. maximum range of Contact only. This power can
also make any nano-powers the host may have

The Ultimate Origins Book 118


permanent. The nanites cannot create Darkforce fifty feet. This does not work on residual
or Magical powers. Darkforce powers.

Power Duplication: The nanites establish a Power Selection: The nanites cannot maintain
network gateway between the host and target's more than one power at the same time. They can
bodies. The nanites then alter the DNA/RNA/or however let the host activate the one power at
neural pathways of the host to duplicate any one-half the time it would normally take.
powers (non-magical) the target may have. This
is to a maximum of Am 50 with an initial range Weakness Creation: The nanites establish a
of Contact only and a subsequent maximum network gateway between the host and target's
range of Am 50. The nanites cannot duplicate bodies. The nanites then alter the DNA/RNA/or
Darkforce or Magic-based powers. neural pathways of both the host and the target
so that an appropriate weakness is generated in
Power Focus: The nanites reroute the energies of the target's body. Maximum is equal to the total
the host's body into one power or ability. This of both the host's Reason and Psyche Ranks with
has a Maximum is equal to the host's Endurance an initial range of Contact only and a subsequent
rank. range equal to the host's Psyche.

Nemesis: The nanites establish a network Self-Alteration Powers


gateway between the host and target's bodies.
The nanites then alter the DNA/RNA/or neural Age-Shift: The nanites regenerate or degenerate
pathways of the host to simulate any powers certain key DNA sequences in the host's body to
(non-magical) that are the opposite of any the achieve aging results. Maximum is equal to the
target may have. This is to a maximum of Am 50 host's Endurance rank.
with an initial range of Contact only.

Power Transferal: The nanites establish a


network gateway between the host and target's
bodies. The nanites then alter the DNA/RNA/or
neural pathways of both the host and the target
so that a portion or all of the host's powers are
transferred to the target or vice versa. This is to a
maximum of Am 50. Contact only.

Power Vampirism: The nanites establish a Alter Ego: The nanites "partition" the host's
network gateway between the host and target's DNA, RNA, and neural pathways in order to
bodies. The nanites then alter the DNA/RNA/or create an Alter Ego. Maximum is equal to the
neural pathways of both the host and the target host's Psyche rank.
so that a portion or all of the host's powers are
siphoned off to "feed" the host. This is to a Animal Transformation: The nanites restructure
maximum of Am 50 with an initial range of the host's DNA, RNA, skeletal, and muscular
Contact only and a subsequent range of Am 50. structures to that of the chosen animal.
This cannot siphon off Darkforce powers. It is Maximum is equal to the host's Endurance rank.
only communicable when used in conjunction
with Power Transferal/Creation/Residual Animal Mimicry: The nanites alter the host's
Absorption. DNA, RNA, skeletal, and muscular structures to
mimic certain abilities of chosen animals.
Residual Absorption: The nanites take samples Maximum is equal to host's Endurance Rank.
of their environment to search for
DNA/RNA/matter-affected by powers to then Blending: The nanites alter the host's hair and
alter the host's body to incorporate such powers skin cells to act as chromataphores. This is to a
into the host's power matrix. This is to a maximum of Un 100.
maximum of Un 100 with an initial range of
Contact only. The nanites search within a range Body Adaptation: The nanites scan the host's
radius equal to this Power Rank's Rank Number environment in order to find the best genetic
in feet divided by two. This is to a maximum of algorithm for the host's survival. Once the

119 The Ultimate Origins Book


scanning process is complete, the nanites mass. Maximum is equal to one-half the host's
restructure the host's DNA, RNA, and physical Endurance rank.
structure (and if necessary, the host's nervous
system) to adapt to the surrounding environment. Mass Increase: The nanites alter the host's
This is to a maximum of Un 100. atomic structure of the host to increase his/her
mass. Maximum is equal to one-half the host's
Body Coating: The nanites construct synthetic Endurance rank.
matrixes of matter to coat the host's body. This
coating can be as flexible as mucus or as solid as Phasing: The nanites fluctuate the frequency of
titanium steel. This is to a maximum of Am 50. the host's body to the point that the host is out of
phase with matter. Maximum is equal to the
Chemical Mimicry: Combines the rules of both host's Endurance rank.
the Nanite Chemical Touch and Nano Animal
Mimicry. Maximum is equal to host's Endurance. Physical Gestalt: The nanites align the
frequencies of the host and any subjects he is
Evolution: The nanites restructure the host's "merging" with. Maximum is equal to the total of
DNA/RNA and physical structure to simulate de- host's Endurance and Psyche Ranks with an
evolution or evolution of the host. Maximum is initial range of Contact only.
equal to the host's Endurance rank.
Plant Mimicry: Same as the Nanite Animal
Growth: The nanites can either alter the host's Mimicry. Maximum is equal to the host's
growth hormones and physical structure to Endurance rank.
handle this power or increase the size of the
host's atoms. Maximum is equal to 1/2 the host's Plasticity: The nanites alter the collagen,
Endurance rank. cartilage, skeletal, and neuro-muscular system of
the host to be "super-flexible" and more durable.
Imitation - Face Changer: The nanites alter the Maximum is equal to one-half the host's
bone and facial tissue structure of the host. Endurance rank.
Maximum is equal to host's Endurance rank.
Self-Duplication: Same rules as the Nanite
Lifeform Creation. Maximum is equal to one-
half the host's Endurance rank.

Self-Vegetation: Same rules as the Nanite


Animal Transformation. Maximum is equal to
one-half the host's Endurance rank.

Shrinking: The nanites reduce the size of the


host's atoms in order to shrink him/her.
Maximum is equal to one-half the host's
Endurance rank.

Imitation - Human Changeling: The nanites alter Travel Powers


the host's physical structure to match that of the
subject being imitated. Maximum is equal to the Astral Body: (Cyberspace version only) The
host's Endurance rank. nanites alter the host's cerebral cortex to serve as
a wireless modem that allows the host to enter
Invisibility - Physics: The nanites alter the cyberspace. This is to a maximum of Un 100.
energy frequency of the host's body to one that Think of the Matrix.
cannot be picked up by (organic/inorganic)
sensors. Maximum is equal to that of the host's Hyper-Leaping: The nanites alter the host's
Intuition rank. skeleton and neuro-muscular system to use this
power. Maximum is equal to host's Strength rank
Mass Decrease: The nanites alter the host's +1CS.
atomic structure of the host to decrease his/her

The Ultimate Origins Book 120


Hyper-Running: The nanites alter the host's
skeleton, neruo-muscular & cardio-vascular
system to use this power. Maximum is equal to
one-half host's Endurance rank.

Hyper-Swimming: Same as the Nanite Hyper-


Running Power. This is to a maximum of one-
third host's Strength rank.

Rocket: The nanites convert the host's waste


material and dead hair/skin cells as "rocket" fuel
to use this power. Maximum is equal to one-half
host's Endurance rank. This power has a finite
fuel supply. The host has a flight time of minutes
equal to one-half his/her Endurance rank. This
fuel supply is for an entire day.

SpiderClimb: The nanites alter certain areas of


the host's skin surface to act as molecular hooks
to use this power. This is to a maximum of Am
50.

121 The Ultimate Origins Book


Chapter Sixteen: Cyborg - Custom
MTS Note: I am going to venture a guess that Shadowrun heavily inspired these Cyborgs. I would have
liked to create random charts for the different "powers" to maintain the randomness of the Marvel system,
but it would not work with how these are laid out. Still, they are neat and unique and I have used these
rules in the past.

This article was originally written by Wouter of implants the character has (see threshold
Vlemmings, of "Marvel RPG and More", which rating below). The table also includes the
is slowly disappearing from the Internet. maximum amount of Resource Points the
character can spend on implants as well as the
http://web.archive.org/web/20021212212420/http://www.tele maximum amount spend on the implants
byte.nl/~vlemming/index.html
individually. A character may decide to take less
implants with a total amount of Resource Points
Described below are the rules for creating equal to or less than the maximum allowed.
Cyborgs in the Marvel RPG Universe.
Cyborgs are normal humans that gain
Number Res.
superhuman powers or abilities from mechanical Die Max Res.
of Points
or bio-engineered parts that have been installed Roll Points
Implants Total
in their body. Because normal humans that
become cyborgs have stats up to the maximum 01-10 3 20 10
human potential their stats are rolled on 11-20 4 30 10
somewhat different columns. 21-35 5 40 15
36-55 6 50 18
Character Creation: 56-70 6 65 20
71-85 7 70 25
Stats: 86-98 7 90 30
99-00 8 120 Unlimited
Cyborgs use the following columns to
determine their stats: Talents:

- Fe Pr Ty Gd Talents are determined normally.


F 01-03 04-08 09-20 21-35
A 01-02 03-06 07-20 21-40 Implanting:
S 01-05 06-20 21-60 61-90
E 01-05 06-10 11-20 21-40
R 01-10 11-25 26-45 46-75
I 01-10 11-25 26-40 41-60
P 01-15 16-30 31-60 61-80

- Ex Rm In Am
F 36-60 61-80 81-95 96-00
A 41-70 71-90 91-00 ---
S 91-00 --- --- ---
E 41-80 81-00 --- ---
R 76-95 96-00 --- ---
I 61-80 81-97 98-00 ---
P 81-00 --- --- ---
Threshold Ratings
Number of Implants:
There is a maximum amount of implants the
After the stats are determined you must roll human body can handle. This is called the
on the following table to determine the amount Threshold Rating. There are two different

The Ultimate Origins Book 122


Threshold Ratings. The first one is the replaced entirely. A green result means it needs
Cyberware Threshold, the second one the repair for at least fifty percent of the total costs.
Bioware threshold. The total amount of implants A yellow result means it needs twenty-five
cannot exceed the Threshold, but Cyberware and repairs and a Red result means only temporary
Bioware do not conflict unless otherwise noted. disablement.

The Cyberware Threshold is equal for To repair Cyberware or Bioware a character


everyone; it is equal to one hundred. needs the Medicine skill and either cybernetics
(for Cyberware) or bio-engineering (for
The Bioware Threshold is equal to the Bioware) skills. The costs for Cyberware repair
Endurance rank Number. are usually twenty percent of the total costs.

Effects of Cyber/Bio-ware: When implanting a doctor must make a skill


FEAT and check on the table below. (The judge
The more Cyberware someone possesses the should decide if this must be done during
more difficult it is for the body to heal naturally. character creation or only when implanting
Instead of the normal Endurance rank number during the campaign.)
the character can heal he can only heal a
percentage equal to his current Threshold rating. Endurance FEAT or die, lose
(For example: a character with Rm 30 endurance White
one point Threshold permanently
and forty points of Cyberware threshold Green Success
remaining would only heal forty percent of thirty Yellow Success, -5% Threshold cost
= twelve points of damage.) This limitation can
Red Success, -15% Threshold cost
be overcome by installing a self-regenerating
device with each implant. This however adds
fifty percent to the Resource costs and Threhold Cyberware:
costs.
Chemical Analyzer
Cyber Threshold: 4
Resource Rating: Ty 6

This implant allows the character to analyze


compounds with a +2CS on their chemistry skill.

Cranial Bombs
Cyber Threshold: -
Resource Rating: Varies

There are three different forms of Cranial


Bombs:
• Kink Bombs - Resource Rating: Ex 16
Whenever a character takes more than Am • Microbombs - Resource Rating: Ex 23
damage from a single attack the Judge must • Area Bombs - Resource Rating: Rm 26
make a roll at the remaining Cyberware
Threshold Rank to determine if a system is Cranial Bombs are placed somewhere in the
damaged. A white result means a randomly wearer's body and can be detonated by remote.
determined system is damaged. The exact effects Kink Bombs force the bearer to make a Yellow
are up to the Judge. Endurance FEAT or die, Micro Bombs kill the
bearer instantly and Area Bombs kill the bearer
Bioware has no effects on healing and it is instantly and inflict Am damage to anyone
somewhat more difficult to damage. Whenever a within 1 area.
character's health drops below zero a Bioware
Threshold roll must be made, a white result Datajack
means a bioware system is damaged. A second Cyber Threshold: 4
roll determines how badly the damage is. A Resource Rating: Ty 6
second white result means the system must be

123 The Ultimate Origins Book


A datajack allows the wearer to plug devices Tactical Computer
directly into his head. He can use this to directly Cyber Threshold: Varies
view video images or control computerized Resource Rating: Varies
devices. It gives the wearer Rm computer
communication and computer control at the A tactical computer is used to tag an
wearer's Reason rank. opponent and predict it's next move; it can tag
(Reason/10 + level of tactical computer)
Encephalon opponents. An orientation system adds two to the
Cyber Threshold: Varies effective level of the tactical computer,
Resource Rating: Varies additional hearing or visual senses also increase
it's rank by one. To tag an opponent the
An Encephalon increases the wearer's computer must make a roll on the ability listed
Reason. There are two levels: below with a -1CS modifier for each area the
• +1CS Reason - Cyberware Threshold: opponent is beyond the first. When an opponent
15 - Resource Rating: Ex 20 disappears from the line of sight the computer
• +2CS Reason - Cyberware Threshold: gets a -1CS for each meter the opponent moved
35 - Resource Rating: Ex 25 while out of line of sight.

Memory
Cyber Threshold: Varies
Resource Rating: Varies

Implanted memory allows the character to


store data of any kind. To use this he must also
posses a Datajack.
• Cyberware Threshold: 6 per 10 Gb
• Resource Rating: Gd 8-15

Olfactory Booster
Cyber Threshold: 4
Resource Rating: Ty 6

This gives the character the Hyper-Olfactory


(DT7) power at Rm rank.

Orientation System
Cyber Threshold: 8
Resource Rating: Gd 12
For each attack against a tagged opponent the
An Orientation System can analyze a
character then gets a bonus determined from the
character's whereabouts on a planet of which it
table below.
contains maps with Un accuracy. It can also
display various country and city maps.
Tactical Computer:
Softlink
Cyber Threshold: 5 Cyberware Resource
Rating Ability:
Resource Rating: Ty 6 Threshold Rating
Level
Ex 60 Rm 27
A Softlink contains two open slots for chips 1
on which professional skills are imprinted. With Level
Rm 75 Rm 29
these chips the character can use those skills. The 2
costs of the chips are Gd 8 except for uncommon Level
In 85 Rm 31
skills for which the Judge should determine the 3
price.
Ability increases by +1CS for every extra level.

The Ultimate Origins Book 124


Effect Table
(All fractions rounded down): Telephone
Cyber Threshold: 10
White No effect Resource Rating: Ty 5
Green (Level/3) +1 CS bonus
Yellow (Level/2) +2 CS bonus An implanted telephone.
Red Level +3 CS Bonus
Balance Augmentation
Cyber Threshold: 8
Additionally the tactical computer gives +1 Resource Rating: Gd 15
Initiative/level
The character gets a +2CS for tumbling and
Commlink acrobatic tests.
Cyber Threshold: 6
Resource Rating: Gd 12 Damper
Cyber Threshold: 2
This is a normal commlink system only Resource Rating: Ty 5
implanted in the character's head.
The character gains resistance vs. sonic
Crypto Circuit attacks at Ex rank.
Cyber Threshold: 2
Resource Rating: Ex 20 Hearing Amplification
Cyber Threshold: 4
This Circuit scrambles or descrambles Resource Rating: Ty 5
messages with In ability.
The character gains Hyper-Hearing at Rm
rank.

Recorder
Cyber Threshold: 5
Resource Rating: Ty 7

If combined with the Memory implant a


character can record things he hears.

Camera
Cyber Threshold: 8
Resource Rating: Ty 6

If combined with the Memory implant a


character can record things he sees.
Radio
Cyber Threshold: 12 Low-Light
Resource Rating: Ty 6 Cyber Threshold: 4
Resource Rating: Ty 5
A Radio transmitter with a larger area than
the normal Commlink, only it is easier to The character can see better in darkness and
overhear. suffers 2 CS less penalties.

Radio Reciever Vision Magnifier


Cyber Threshold: 8 Cyber Threshold: 4
Resource Rating: Ty 5 Resource Rating: Ty 6

A normal implanted receiver. The character gains telescopic vision (DT17)


at Fe rank.

125 The Ultimate Origins Book


Thermographic Cybertorso
Cyber Threshold: 4 Cyber Threshold: 25
Resource Rating: Ty 5 Resource Rating: Ex 22

The character gets Thermal Vision (DT18) at A Cybertorso gives Ty body armor and halves
In rank. the Cyber Threshold for strength increase in the
limbs. It can also be plated; this gives body
Eye Weapons armor equal to the Resource Rating spent. This
Cyber Threshold: Varies body armor counts only for hits on the torso.
Resource Rating: Varies
Cyberskull
Cyber Resource Cyber Threshold: 13
Weapon Damage
Threshold Rating Resource Rating: Ex 18
Pr
Eye A Cyberskull gives Pr body armor and can
(Possible 5 Ty 6
Dart also be plated like a Cybertorso for the same
Poison)
Eye costs.
Ty 8 Ty 7
Gun Retractable Razors
Cyber Threshold: 4
They both can fire only once and take 2
Resource Rating: Gd 8
rounds to reload. After firing the character is at -
1CS for 1-4 rounds. This gives the character retractable claws for
Ex edged damage.
Oral Weapons
Cyber Threshold: Varies
Resource Rating: Varies

Cyber Resource
Weapon Damage
Threshold Rating
Pr
Oral Dart 5 Ty 5
(Poison)
Oral Gun Ty 8 Ty 6
Oral Whip Ty 5 Gd 8
Oral Spur Ty 5 Ty 7

The dart and the gun also take two rounds to


load although they can be fired twice.

Bone Lacing
Cyber Threshold: varies
Resource Rating: varies Internal Air Tank
Cyber Threshold: 5
There are three types of bone lacing: Resource Rating: Ty 5

--- Plastic Aluminum Titanium Increases the character's endurance by +4 CS


Body for purposes of holding ones breath.
Pr Ty Ex
Armor
Fingertip Compartment
+2 CS
Damage +1 CS (not Cyber Threshold: 2
--- (not above
Modifier above Rm) Resource Rating: Ty 5
In)
Cyber Allows the character to store small objects.
10 23 45
Threshold
Resource
Ty 7 Gd 13 Ex 17
Rating

The Ultimate Origins Book 126


Muscle Replacement Move-By-Wire System
Cyber Threshold: Varies Cyber Threshold: Varies
Resource Rating: Varies Resource Rating: Varies

Each level increases the character's Strength Move By Wire increases the smoothness with
and Agility by +1CS (not above Mn), level three which a character moves. Since the character
also increases Fighting by +1CS. lives in a constant state of seizure he must make
an Endurance FEAT every month or suffer
Cyberware Resource cardiac arrest. For each level of Move By Wire
Level he gets a -1CS on Endurance.
Threshold Rating
1 20 Ex 17
2 40 Ex 20 Cyberware Resource
Level Effect
3 60 Ex 23 Threshold Rating
+1 CS
Smartlink Agility,
Cyber Threshold: 5 1 Fighting, +2 50 Ex 24
Resource Rating: Ty (5) Initiative, 1
extra attack
The smartlink gives the character +1CS to hit +2 CS
when shooting a firearm. Firearms must be made Agility,
"smart" which doubles their normal costs. Fighting, +4
2 77 Rm 26
Initiative, 2
extra
attacks
+3 CS
Agility,
Fighting, +6
3 100 Rm 30
Initiative, 3
extra
attacks

Boosted Reflexes
Cyber Threshold: Varies
Cyberlimbs Resource Rating: Varies
Cyber Threshold: Varies
Resource Rating: Varies
Cyberware Resource
Level Effect
Threshold Rating
Each limb can be replaced with a cyberlimb,
which gives the character Ty body armor. The +1
limbs can also be plated like the Cyberskull and Initiative,
Torso. They can hold containers for weapons and 1 +1 CS 10 Gd 12
items, and their strength can also be upgraded. multiple
attack tests
Cyberware Resource +2
Limb Initiative,
Threshold Rating
2 +2 CS 20 Gd 15
Cyber Arm/Leg 20 Ex 22
multiple
Cyber Hand/Foot 7 Gd 14 attack tests
Cyber +3
Forearm/Lower 13 Ex 17 Initiative,
Leg 3 +3 CS 30 Ex 17
multiple
A covering to make it look natural costs an attack tests
extra two Resource Points. Increases strength (up
to Un) costs Resource Ranks and Cyberware Boosted reflexes are not compatible with the
Threshold equal to strength/3 (rounded up). Move by Wire system or Wired Reflexes.

127 The Ultimate Origins Book


Dermal Plating Bioware
Cyber Threshold: Varies
Resource Rating: Varies Platelet Factory
Bio Threshold: 4
Dermal Plating gives body armor equal to Resource Rating: Gd 12
Resource Points times two, Cyberware
Threshold equals Resource Points spent. Platelet factories increase the body's ability to
handle damage. A character with Platelet
Dermal Sheath factories suffers -1CS damage from attacks
Cyber Threshold: Varies (attacks of more than Un damage do normal
Resource Rating: Varies damage.). However to avoid cardiac arrest a
character must take a dose of anticoagulants each
Dermal Sheath gives body armor equal to day. One dose costs Pr 3 Resource Points but are
Resource Points times three, Cyberware hard to come by. When the character doesn't take
Threshold equals Resource Points times one the anticoagulants he must make an Endurance
point five. Dermal sheaths can be outfitted with FEAT every twelve hours with a -1CS penalty
adaptive coloration (five Resource points extra). for each day without the anticoagulants. If he
fails to make a yellow result he goes into cardiac
Filteration Systems arrest. Platelets cannot be damaged.
Cyber Threshold: 8
Resource Rating: Ex 16

This gives the character resistance to gasses


and poisons at Ex rank.

Skill-Wires
Cyber Threshold: 30
Resource Rating: Rm 30

Just like Softlink this implants allows the


character to use chips with skills upon it, Skill-
Wires can handle up to ten skills and can handle
all sorts of skills, so not only Professional skills.

Wired Reflexes Symbiotes


Cyber Threshold: Varies Bio Threshold: Varies
Resource Rating: Varies Resource Rating: Varies

Cyber Resource Symbiotes grant the character Regeneration,


Level Effect but the character's food consumption increases
Threshold Rating
+2 also.
1 Initiative, 40 Ex 20
+1 attack Food
+4 and Bio Resource
Level Regen
2 Initiative, 60 Ex 23 Beverage Threshold Threshold
+2 attacks intake
+6 Fe (2/10
1 + 50% 4 Gd 11
3 Initiative, 100 Rm 28 rounds)
+3 attacks Pr (4/10
2 + 70% 7 Ex 16
rounds)
Wired reflexes are not compatible with Gd
boosted reflexes or the move by wire system. 3 + 100% 10 Ex 20
(1/round)

Symbiotes cannot be damaged.

The Ultimate Origins Book 128


Synthacardium Adrenal Pump
Bio Threshold: Varies Bio Threshold: Varies
Resource Rating: Varies Resource Rating: Varies
A Synthacardium boosts the heart's capabilities.
An adrenal pump temporarily increases the
Bio Resource character's statistics. It lasts for 1d6 minutes per
Level Endurance level and after the character suffers damage
Threshold Rating
1 +1 CS 2 Gd 8 equal to twice the amount of minutes the pump
2 +2 CS 3 Gd 12 was active. Note however that although a
character can fall unconscious from the damage
he cannot die from it.
Orthoskin

Bio Threshold: Varies Bio Resource


Level Effect
Resource Rating: Varies Threshold Rating
+1 CS F, A,
An extra layer of skin that provides armor. 1 S, E, P, +2 13 Ex 20
Initiative
Body Bio Resource +2 CS F, A,
Level 2 S, E, P, +4 25 Ex 24
Armor Threshold Rating
1 Pr 5 Gd 15 Initiative
2 Gd 10 Ex 19 No stat can be raised above Un and damage is
taken from the extra health first.
3 Ex 15 Ex 22
Toxin Extractor
Tailored Pheromones Bio Threshold: Varies
Bio Threshold: Varies Resource Rating: Varies
Resource Rating: Varies
The Toxin Extractor gives the character
This bioware gives the character emotion resistance to toxins at a level of two times the
control upon the opposite (or sometimes the Resource Points spent (max. twenty five). The
same) sex, at a power rank equal to twice the Bio Threshold is one-half times Resource Points
Resource Rating spent. The Bio Threshold is spent (rounded up).
equal to half the Resource Rating spent.
Cerebral Booster
Bio Threshold: Varies
Resource Rating: Varies

The cerebral booster raises Reason and


Intuition:

Reason
Bio Resource
Level and
Threshold Rating
Intuition
1 +1 CS 5 Ex 22
2 +2 CS 10 Ex 25

Mnemonic Enhancer
Bio Threshold: varies
Resource Rating: varies

The Mnemonic enhancer giver the character


Total Memory (M33) at a rank equal to two
times Resource Points spent (max. twenty-five).
The Bio Threshold is one-half times Resource
Points spent (rounded up).

129 The Ultimate Origins Book


Synaptic Accelerator
Bio Threshold: 15
Resource Rating: Ex 20

The synaptic accelerator allows +1 Attack


and +2 Initiative.

Toxin Exhaler
Bio Threshold: 6
Resource Rating: Gd 15

With the Toxin Exhaler the character can spit


or breathe up to Rm level poisons. Note that the
character is not immune himself.

Enhanced Articulation
Bio Threshold: 6
Resource Rating: Gd 14

Enhanced Articulation gives +3 Initiative.

Muscle Augmentation
Bio Threshold: Varies
Resource Rating: Varies

Each level gives +1CS Agility and Strength.


The Bio Threshold is equal to eight points per
level and the Resource rating is equal to twenty
plus level. No stats can be increases above Mn.

The Ultimate Origins Book 130


Chapter Seventeen: Cyborg - Vampires
MTS Note: This origin was pitched by StrykerSigma at the Classic Marvel Forever Phorum:
http://www.classicmarvelforever.com/phorum/read.php?3,28308 I thought it was an interesting concept,
and with a little work, turned it into an Origin of its own. This could be used for Compound characters if
you prefer to use the standard Origin Table from the Ultimate Powers Book.

While it would be easy to take the quick path with technology to enhance their biological
and just create a vampire and add a couple of capabilities; however, these modifications are no
implants, I thought it might be entertaining to more cybernetic than would be a pen or a
explore the idea and test my creativity to create wooden leg. Cochlear implants that combine
an entirely new origin for the game. mechanical modification with any kind of
feedback response are more accurately cyborg
Overview of the Two Separate enhancements.
Origins The term is also used to address human-
technology mixtures in the abstract. This
Cyborg includes artifacts that may not popularly be
considered technology; for example, pen and
paper, and speech and language. Augmented
with these technologies, and connected in
communication with people in other times and
places, a person becomes capable of much more
than they were before. This is like computers,
which gain power by using Internet protocols to
connect with other computers. Cybernetic
technologies include highways, pipes, electrical
wiring, buildings, electrical plants, libraries, and
other infrastructure that we hardly notice, but
which are critical parts of the cybernetics that we
work within.

Bruce Sterling in his universe of


Shaper/Mechanist suggested an idea of
alternative cyborg called Lobster, which is made
not by using internal implants, but by using an
external shell (e.g. a Powered Exoskeleton).
Unlike human cyborgs that appear human
externally while being synthetic internally, a
Lobster looks inhuman externally but contains a
human internally. The computer game Deus Ex:
Invisible War prominently featured cyborgs
called Omar, where "Omar" is a Russian
According to some definitions of the term, the translation of the word "Lobster" (since the
metaphysical and physical attachments humanity Omar are of Russian origin in the game).
has with even the most basic technologies have
already made them cyborgs. In a typical
example, a human fitted with a heart pacemaker
or an insulin pump (if the person has diabetes)
might be considered a cyborg, since these
mechanical parts enhance the body's "natural"
mechanisms through synthetic feedback
mechanisms. Some theorists cite such
modifications as contact lenses, hearing aids, or
intraocular lenses as examples of fitting humans

131 The Ultimate Origins Book


Vampire Like most spells, the Montesi Formula contained
a counter-spell, and within a few short years,
vampires began to appear across the world once
again. Dracula himself rose from the grave and
reclaimed his title as Lord of the Vampires.

How Can These Two Origins Work


Together?

Vampires are undead, and traditionally


cybernetic implants draw their power from both
power sources (such as batteries), and from body
from things like the cardiovascular system. In the
Marvel universe, the surest way to kill a vampire
was to drive a wooden stake or a silver blade
through his or her heart. The stake or blade
prevented the heart from supplying ichor to the
rest of the body. If the stake or blade was
removed, however, even if the vampire's body
The race of vampires first appeared in the pre- had crumbled to dust, the vampire's mystical
cataclysmic era (before the sinking Atlantis and vitality would restore his or her body to the
Lemuria), circa 18,500 B.C., when the Atlantean condition it had before the vampire was slain,
cult of Darkholders used the power of the and return him or her to vampiric "life."
Chthon Scrolls in order to oppose King Kull,
who had slain their leader, Thulsa Doom. The From the Ultimate Powers Book -Undead:
result was Varnae, one of their own raised as the
world's first vampire. Varnae quickly slew the The being in question had once been a
other Darkholders and used them to found the Normal Human (or any other species) but has
vampire race, with himself as Vampire Lord. since died. Through some arcane and possibly
Other races of vampires -- the Adze, Ancients, disgusting means, the body has regained
Charniputra, Huskies, Jumlin, Nosferati, animation and ceased to decay. The being's life
Purebloods, Tryks, and Yiki Onna -- either force is once again in residence (although the old
diverged from this original Varnaean line, or else house just isn't the same). Special means are
arose out of other circumstances. When Atlantis required to maintain the reunion of mind and
sank 500 years after his creation, Varnae went body. This can be anything from being
into hibernation, emerging from time to time to frequently re-embalmed to utilizing any of the
confront threats (such as that posed by Conan in Vampiric Powers. If the Undead fails to follow
10,000 B.C.) and to coerce the sorceress his required maintenance procedures, he begins
Aamshed into creating a ritual to increase his to fall apart. In Undead terms, this is what Health
power. This Ritual of Ascendance could only be points are used for. Health is the structural
performed once every 2000 years on the integrity of the Undead's own corpse.
vampire's home soil, however, and twice Varnae
failed to complete the ritual before he gave up
and resolved to instead seek an heir. Varnae
reigned as the unchallenged leader of Earth's
vampires for many thousands of years before
ceding the title and position to Vlad Dracul in
the year 1459. Dracula retained this title in a
nearly unbroken reign until Earth's Sorcerer
Supreme, Dr. Stephen Strange, uncovered a
mystical spell called the Montesi Formula that
would banish all vampires from this dimension.
Ironically, this spell was found within the
Darkhold, the same mystical text containing the
spell used to create vampires in the first place.

The Ultimate Origins Book 132


The physiology of a vampire can account for Die Roll Talents Contacts*
some of the needed supply of power to power the 01-12 0/3 0/2
implants, but they require more than use the 13-36 1/4 0/4
vampire's limited organics to give them the
37-41 1/6 1/4
power they need to function. To make up for
that, I suggest the following tweaks to the dual 42-55 2/4 2/4
origin: 56-66 2/6 2/6
67-75 2/8 3/3
76-83 3/4 3/4
84-89 3/6 3/6
90-94 4/8 4/4
95-97 4/4 4/5
98-99 5/6 5/5
00 6/8 6/6
* One of the initial contacts must be the lab that
created the character (or added the implants)

Resources

Resources are initially good or optionally


rolled below. As a note, a low resource rank
reflects the Cyber Vampire no longer has access
to the lab/equipment that is responsible for their
Ability Table: implants.

Die Roll Rank Die Roll Rank


01-05 Feeble 1 01-05 Feeble 1
06-10 Poor 3 06-10 Poor 2
11-15 Typical 5 11-40 Typical 5
16-40 Good 8 41-80 Good 8
41-50 Excellent 16 81-95 Excellent 16
51-70 Remarkable 26 96-00 Remarkable 26
71-90 Incredible 36
91-98 Amazing 46 Powers
99-00 Monstrous 63
Vampires roll on the following table to
Traditionally Vampires also gain the determine the initial number of powers gained
following ability bonuses: though implants. Keep in mind the following
note from The Ultimate Powers Book:
Agility: + 1CS (maximum Remarkable),
Strength: + 1CS (maximum Remarkable); "The player should determine what parts are
Endurance: + 2CS (maximum Amazing); artificial, using the randomly generated Abilities
and Powers as a guide. For example, Strength of
While adding to the body, the cybernetic Remarkable or better suggests the limbs and
implants add additional strain to the Vampire's skeleton are artificial. Speed-running could
systems, so they lose these traditional bonuses. come from a leg-replacement. Vision Powers
seem to require at least one man-made eye."
Talents and Contacts
Now, there is some flexibility added to
Talents and Contacts are rolled separately. Cyborg Vampires stats, as they are vampires
The number before the slash indicates the initial with implants. Any high stats that would
number of Talents, or Contacts the hero has, normally indicate a modification in a normal
while the number after the slash represents the Cyborg does not always mean it is an implant on
maximum number allowable. a Cyborg Vampire. As a rule, I would suggest

133 The Ultimate Origins Book


that any physical stat with a rank of Incredible or days, sufficient ichors exist to turn the victim's
higher should be a result of an implant. The body into a normal vampire.
number before the slash indicates the initial
number of implants the character has, while the If the victim is not slain by the vampire, the
number after the slash represents the maximum victim remains weak (-1CS on all FEATS) until
number allowable. an Endurance FEAT is made, checked once each
week. During this time, the vampire has a limited
hypnotic control over the victim, so any FEATs
against that control cannot add Karma.

It is though this bite they are able to use the


following power.

Vampirism

Due to the unique dual origin of the Cyborg


Vampire, They can only feed on beings that
possess super powers of some sort. They need
the extra 'fix' of energy to keep their cybernetics
functioning properly.

The Vampire can drain the raw Power from a


victim and convert that energy into extra
Strength, Endurance, Psyche, and ranks for other
Powers the Vampire has.
Implant Table
The Vampire can force a nonliving, non-
Number or Powers sentient target to release all its raw Power. He
Die Roll
Gained though Implants must make an Intensity FEAT equal to the
01-45 1/2 highest ranked Power the target possesses. A
46-76 2/3 drained item reverts to its original state. Living
77-90 3/4 or sentient beings are harder to drain. The
victim's Psyche determines what Intensity FEAT
91-00 4/5
is required. A successful FEAT enables the
Vampire to drain Power from the victim. The
In addition, Vampiric Cyborgs gain the amount of raw Power equal to this Power's rank
following powers: number is drawn in equal portions from all the
victim's Powers. The process of feeding can
Regeneration: Typical 6 continue indefinitely, as long as the vampire
• This does not apply to their implants makes successful FEATs. Each turn drains
another rank's worth of Power.
Transformation:
• None - The vampire loses all The Vampire can voluntarily cease feeding at
transformation abilities once the any time by making a Psyche FEAT of any color
implants have been added to the except red. A red FEAT means the hero has
character. They "lock" the Vampire in entered an uncontrollable feeding frenzy that can
its human form. only stop when the victim is drained or the
Vampire is repulsed.
Vampire Bite
If the Vampire fails to make a FEAT at any
The Vampire Cyborg's canines are enlarged point in the feeding process, he is immediately
so they can deliver the classic "vampire bite." repulsed from the victim and can never resume
This bite inflicted 6 points of damage per turn. If the attack. The victim gains an instant immunity
the victim is killed in the attack, an enzyme in to any future Vampiric attacks by that being.
the vampire's saliva causes the body to produce a
greenish ichor, which replaces its blood. In three

The Ultimate Origins Book 134


The Power the Vampire absorbs is used to traditional vampire. A number of attack forms
increase his own Strength, Endurance, Psyche, and weaknesses inflict damage to a vampire:
and Cybernetic Implants. The increase in equal
amounts to all the adjustable Abilities. The • Blood Dependency. Cyborg Vampires
exception is this Power, as no Vampire can need blood and energy to survive.
increase his own Vampiric Power. Voluntary or involuntary deprivation of
these results in weakness (-1CS on all
Cyborg Vampires lose energy at a depressing stats for every two days without blood)
rate. The rank numbers for Strength, Endurance, and an overwhelming desire for blood.
Psyche, and all Powers except this one decrease A Psyche FEAT put off that desire for
one point per hour. The Power Vampire must one day, but the need remains.
feed to survive. • Soil Dependency. Vampires cannot go
100 miles beyond their places of human
A Vampire cannot actually starve to death if birth without taking a pound of soil with
denied a sufficient supply of victims. When all them. This soil, is usually used to line a
the affected Abilities reach Shift-0, the Vampire coffin, offsets the negative effects of the
falls into a coma. Their Power Vampirism sun (see below).
continues to function and tries to drain anyone • Direct Sunlight. The rays of the sun
who comes within a foot of the body. When the cause Amazing damage per round to
Power Vampire's abilities return to Feeble rank, Cyborg Vampires. If reduced to zero
the Vampire returns to life. The powers gained Health points, a vampire dehydrates and
though the implants also regain ranks in the same turns to powder. Sunlight also causes
fashion. vampires not under its effect to become
comatose unless in contact with native
soil. Energy attacks which duplicate
solar radiation (such as the new Captain
Marvel’s powers) can affect Cyborg
Vampires.
• Garlic Plants. A Cyborg Vampire
cannot directly attack a victim wearing
a clove of garlic (the Cyborg Vampire
can push a wall over on the garlic-
wearer, though, or perform similar
actions). Further, a Cyborg Vampire’s
transformation abilities could not
function within one area of garlic.
• Religious Objects. Cyborg Vampires
have an allergy of sorts to objects of
religious faith, such that any religious
symbol (such as the cross or the Star of
David) held by someone who has great
Weaknesses faith in that symbol can keep a Cyborg
Vampire at bay. Such a symbol inflicts
Vampirism is communicable. A living or normal damage (as a club, sword, or
sentient being that is completely drained by a shuriken) to the Cyborg Vampire.
Cyborg Vampire must make a Psyche FEAT roll. • Mirrors. Cyborg Vampires do not
A red FEAT means the victim has himself been reflect an image in mirrors, nor show up
transformed into a Feeble Power Vampire. The on photographic plates or similar
Nemesis is a Psyche temporarily raised 2CS mediums.
higher than the Cyborg Vampire's rank. • Houses. Most Cyborg Vampires are
bound by a code that prevents them
Limitations from entering a dwelling unless freely
invited.
Due to the vampiric side of their dual origin,
Cyber Vampires suffer all the negatives of a

135 The Ultimate Origins Book


• Silver. Silver weaponry can inflict Damage and Repair
normal damage on and could even kill
Cyborg Vampire. Implants can be damaged though "called
• Wood. A wooden stake through the shot" attacks. To determine the amount of health
heart produces an automatic "kill" result each implant has, consult the table below:
against a Cyborg Vampire. Of course,
this means holding the Cyborg Vampire Number of Implants Health
down and getting a "Red" result with 50% of max
the attack. A wood stake or silver blade 1
health score
through the heart causes a Cyborg 25% of max
Vampire to decay into dust, but the dust 2
health score
will reassemble and the Cyborg 12% of max
Vampire will start to heal as soon as the 3
health score
stake or blade is removed.
6% of max
• Permanent Destruction. All Cyborg 4
health score
Vampires have a tendency to regenerate
lost damage over time, even if chopped
into tiny pieces. Three methods of Once the necessary amount of damage has
slaying a Cyborg Vampire are known to been inflicted to an implant, roll on the following
"kill " it forever: table for the effect:
3. Exposure to sunlight until the
vampire becomes dust, Die
Damage Result
followed by scattering the Roll
ashes. 01-20 The power is at -2CS
4. Piercing the heart of and 21-40 One FASE ability modifier is at -2CS
beheading the vampire, 41-65 Power is inoperative
burning the head and body n Energy Feedback - All powers are at -
two separate pyres, then 66-90
1CS
scattering the ashes. 91-94 All FASE ability modifiers are -1CS
5. Using the Montesi Formula. All FASE ability modifiers and
This last method was how 95-98
powers are at -2CS
Dracula was finally destroyed. Massive systems overload. All FASE
ability modifiers are at - 2CS, and all
99-00
powers, with the exception of one (of
the player's choice) are inoperative.

Repair

Repairing Implants requires someone (the


character or other) with the necessary talents. In
addition, they must have access to a laboratory
stocked with equipment a minimum of one
column higher in rank then the power of the
implant that requires repair.

Advancement

The player may, at some point in his Hero's


career, attempt to modify the hero's cybernetics
by adding new powers. Additional implants can
be added, up to the maximum number that was
determined at creation, by spending three
thousand Karma for each, plus ten times the
starting rank number for that power (this is also
the formula by which robots can add powers).

The Ultimate Origins Book 136


Power advancement is done normally, by
spending ten points times the current rank plus
five hundred points for cresting from one rank to
another.

A Reason FEAT roll should be called for,


with the difficulty equal to one column higher
then the new rank (to reflect the difficulty of
implanting the undead), if an old power is being
advanced to a new, higher rank or if a new power
is set at its starting level. A Resource FEAT roll
might also be needed to see if the hero has the
cash to perform the modifications. The NPC or
other character performing the surgery can
optionally roll this for the Cyborg Vampire.

The Judge should make his own rulings on


how to do the total makeover. This can be done
with Cyborgs, where they have all implants
removed, and replaced with new ones. Feel free
to include such things as resetting Popularity to
zero, upping appropriate powers and FASE
abilities one rank, or adding new things. This
should cost a great deal: about ten thousand
Karma points, a high Resource FEAT roll
(Amazing or better), and access to high-tech
equipment or a high (Incredible or better) Reason
FEAT roll. (This is, of course, up to the
individual Judge.) All other forms of
advancement are performed normally.

Optionally you can use the rules for Nanite


Cyborgs (X-Man Al) or Custom Cyborgs
(Wouter Vlemmings) for how you want to
add/manage implants in your game

And there you have it; a little tweaking,


borrowing from existing rules, and creativity can
spawn a unique character to play.

137 The Ultimate Origins Book


Chapter Eighteen: Elders of the Universe
MTS Note: This article has appeared on many Classic Marvel RPG websites throughout the years. I hate
to put this one on the "Unofficial Origins" section of the book, but it is what it is. I am sure if you asked
around the community, many (including myself) consider this "Canon".

This article was originally written by Firebomb happens. Furthermore, the Elders' contention that
for his website "Technohol 13". It is celebrating one has to be the last of their species to be one of
year thirteen at the time of writing this, and it is them seems to just be a matter of convenience;
simply an amazing site. most of them are the last of their kind only
because they are so darned old. One can generate
an Elder by rolling up statistics for them as an
alien (with the Player's Handbook) or a deity
(column five with the Ultimate Powers Book). It
http://www.technohol.com/ is important to note that an Elder typically has
higher ranks in his or her Endurance, Intuition,
and Psyche ranks.
Elders of the Universe are a type of immortal
being. The wellspring of their immortal life
forces is their passion for a single pastime,
obsessively pursued throughout most of their
mortal lives. If this passion for their hobbies is
enough, they may have what it takes to shrug off
their mortality.

Four billion years ago, your home star grew


cold and dark. Your galaxy collapsed on itself
two billion years ago; all that remains now is a
dark singularity. Of all the trillions of life forms
in your galaxy, you alone fled and escaped the
death of your race. Of all those trillions of life
forms, you alone understood that to live one
needs a passion. Of all the trillions in the galaxy,
you are alone. Alone. This is what it means to be
an Elder of the Universe.

The Elders are the only survivors of the first


galaxies that formed in the wake of the Big
Bang. Each comes from a different race and a
different galaxy. Each has achieved immortality
and moves freely through space. And each
wields the power of a god, though the forms of
this power are as varied as the Elders themselves.
Long ago, every Elder realized the key to eternal
life lay in an all-encompassing task that
prevented its pursuer from losing interest in life.
To this end, some elders have chosen to perfect
their mental or physical potentials, and others
have dedicated their lives to Herculean errands
that can never be finished. Whatever the pursuit,
it is immense, perhaps even impossible - for with It is probably best, however, to model an
fulfillment comes oblivion. Elder, rather than roll one up randomly. No
tables can generate the proper balance of ability
There is no set way to determine how much scores and powers to represent an Elder properly
zeal it takes to become an Elder. It just sort of (unless you roll like a demon on speed)...

The Ultimate Origins Book 138


Standard Powers for the Elders are presented Disease, Poison, and Aging effects at
below: Class 1000 rank. Some Elders (most
notably those shown in the comic
• Immortality: Having pursued their books) also have this resistance to
personal hobby to their mortal limits Energy attacks, as well. Unless this is
and beyond, Elders of the Universe an NPC, I don't recommend that.
have transcended mere mortality. An • Resistance to Cold and Pressure
Elder can be reduced to Shift 0 Variance: Rather than a complete
Endurance and 0 Health; he can be immunity to energy attack, I
killed, but he will not die. The only recommend that new Elders 'just' have
thing that will put an Elder down for Unearthly resistance to extreme cold
good is a loss of his desire to further the and pressures, allowing them to exist in
pursuit of his personal interest; any the vacuum of space (or in dense
other defeat will only be temporary. atmospheres) without problem.
Should he lose this passion, his life • Self-Sustenance: Elders have no need
force will shut down, and he will die at of sustenance of any sort, be it food,
once. drink, or even air. Some Elders no
• Power Primordial: The original energy longer even need to sleep!
of the universe, this power is at the • Telepathy: Telepathy: all Elders have
command of the Elders. Primarily, it is this power, at a minimum of Feeble (2)
a framework for all the powers that rank. This allows them to converse with
represent the Elder's mastery of their others, even in space!
passion, and can take any form. For
example, the Contemplator manifested All this is the easy part. When making an
vast psionic powers, while the Gardener Elder of the Universe, his origin and personality
wielded power over plants. The powers are the most important. Elders should stand out
taken should reflect and enhance the compared to other characters, as they are indeed
Elder's hobby, but still be useful to special beings. A Judge (or lucky player) should
some extent, should the Elder be subject spend an extra amount of time figuring these
to violence. matters out.
• Invulnerabilities: Elders are immune to

139 The Ultimate Origins Book


Chapter Nineteen: Enhanced Combat Operatives
MTS Note: I find these rather useful for the game. If you want to make these characters a little more
personal, you can always use the "Ability Modifier Table" From The Advanced Set's Judge's Book on page
35 in this book.

This article is from Ty States' Marvel RPG Sample Drugs


website, one of the longest running and all
around best sites on the web. Blitz: This adds +1CS to Fighting for every dose,
maximum of three doses. An overdose causes the
user to attack any moving thing and continue
attacking until it stops breathing. Death occurs
when the corpuscles in the brain burst.

Static: One dose produces +1CS Psyche,


maximum of four doses. An overdose causes the
users neurons to overload and their head to
http://gamingnerdsrus.co/forum/index.php?action=page;id=6 explode.
Enhanced Combat Operatives, or ECO's Buzz: A type of super caffeine that allows the
(Echos), were created to help the government user to stay awake for twenty-four hours without
combat superhuman threats. They recruit the side effects.
most physically capable men from the standard
military divisions, and then run them through a Mnemos: Increases memory to near photographic
grueling physical training program. During this level. Each dose allows up to one dictionary
program they are fed metasteroids and worth of information to be memorized. This is
engineered hormones, increasing their strength up to a maximum of four doses. An overdose
and stamina to beyond human levels. They are causes the user to remember everything in a
then outfitted with a standard skintight bodysuit, repetitive matter, relaying everything from birth
which has built in "slap" patch areas filled with to death. Death is caused when they forget to
drugs of various kinds. These are triggered breathe.
through the patch, which takes physical contact,
by the wearer of the suit. The drugs vary
according to the mission. ECO's only live for
two years as their hyped up metabolism burns
out fast.

Typical Stats

F A S E R I P
Rm Rm Rm Rm Rm Ty Gd
26 26 26 26 26 6 10
Health: 120 Karma: 42

The Ultimate Origins Book 140


Chapter Twenty: Homo Arcanus
MTS Note: This is an interesting variant for Breed Mutants. It is short, balanced, and to the point.
Basically it is all you need to create a character of this origin with no fluff to pad it out.

Credit for this section goes to Gene and it was Known Powers
originally posted in the "Classic Marvel Forever (These do take slots)
Phorum".
Magic Detection
True Sight

Popularity Modifers

Reduce Popularity -1CS if discovered

http://www.classicmarvelforever.com.

Background

You come from a long line of people with the


Sight/Gift/Intuition/Etc..

Often called witches, freaks, fey touched,


ect..You learn to hide your abilities at a young
age as they set you apart from those around you,
nowadays you even attempt to blend in with
Mutants or Empowered Beings.

Character Creation

Homo Arcanus use Column One from the


Ultimate Powers book when creating a character.
(Reprinted below for convience).

Die Roll Initial Rank


01-05 Feeble 1
06-10 Poor 3
11-20 Typical 5
21-40 Good 8
41-60 Excellent 16
61-80 Remarkable 26
81-96 Incredible 36
97-00 Amazing 46

FASERIP Modifiers

Homo Arcanus recive a +1CS bonus to


Intuition and Psyche

141 The Ultimate Origins Book


Chapter Twenty-One: Homo Disneius
MTS Note: This is another interesting variant for Breed Mutants. The humor of this one should be obvious,
but I think it can work well in a Marvel game. The Origin is short, balanced, and to the point. Basically it is
all you need to create a character of this origin with no fluff to pad it out.

Credit for this section goes to Gene and it was FASERIP Modifiers
originally posted in the "Classic Marvel Forever
Phorum". All Homo Disneius receive a +1CS bonus to
Appearance.

Males: Additionally receive a +1 CS bonus


to both Fighting and Endurance.

Females: Additionally receive a +1 CS bonus


to both Agility and Intuition.
http://www.classicmarvelforever.com.
Known Powers
Background (These do take slots)

Your parents are ..Perfect. He is Handsome, Communicate with Animals


She is Beautiful, and they never had a negative Iron Will (Males)
word to say about anyone. Shortly after puberty, Hypnotic Voice: Singing (Females)
you started noticing strange things. Animals
would respond as if they knew what you meant
when you spoke to them, your skin nearly
glowed with health, your eyes sparkled and your
teeth nearly blinded a classmate when you
smiled for school photos. Then your parents told
you. All about running away from "the
homeland" making a new life here. Among the
"Mundies" and, how one day. You may have to
worry about your Step-Grandmother...

Character Creation

Homo Disneius use Column One from the


Ultimate Powers book when creating a character.
(Reprinted below for convience).

Die Roll Initial Rank


01-05 Feeble 1
06-10 Poor 3
11-20 Typical 5
21-40 Good 8
41-60 Excellent 16
61-80 Remarkable 26
81-96 Incredible 36
97-00 Amazing 46 Popularity Modifers

Homo Disneius receive a +1CS bonus to


Popularity, or a -1CS if they are Evil/Villianous.

The Ultimate Origins Book 142


MTS Note: This Origin requires use of the Appearance Benchmark Table
Appearance stat created by Arakne and Matt
Thompson. For convience, I have included the Rank Description Example
rules for this below. Sauron and
Shift-0 Hideous
Daemonites
Appearance Chamber
Feeble Repulsive and
Randomly-rolled characters begin the game Deadpool
with an Appearance of Typical, followed by a Toad and
roll on the ability modifier table. Mutants reduce Poor Homely
Reptile
this by -1CS, because of that unsightly third eye
Iceman and
(note that the randomness still allows for a good- Typical Plain to Average
Wolverine
looking mutant, there's just not as many). The
Judge may allow players to set a specific stat if Jubilee and
Good Attractive
the player can come up with a good enough Savant
reason, and modelled characters can have their Captain
Appearance stat set by the player (subject to the Britain,
Judge's approval, of course) Excellent Pretty/Handsome Grifter, and
Moon
New characters should also be allowed to Knight
trade in Powers, Talents, and Contacts for Phoenix,
additional Appearance ranks (allow one rank per Remarkable Statuesque Candra, and
trade-in) Mr. Majestic
Psyloke,
Laura Croft,
Incredible Bewitching
and Emma
Frost
Storm,
Voodoo,
Amazing Stunning Zealot, and
Bruce
Wayne
Roma and
Monstrous Radiant Megan in her
true form
Demigods
Unearthly Devine and Deities
in true form

Appearance does figure in to Popularity,


which is covered later in this supplement.

Using the Appearance Stat

Characters can use their Appearance to


influence members of the opposite gender (this
may work differently for some alien species). If a
character is talking to somebody who does not
know them, they may use their appearance stat in
the place of their popularity (The Judge may
even state that they *have* to use their
Appearance stat instead, especially if their
Appearance is lower than their Popularity stat)

143 The Ultimate Origins Book


Of course, if you are known to be a world- Appearance may be allowed by the Judge
dominating villain, or a hero who has saved (plastic surgery?)
thousands of lives, it doesn't really matter what
you look like, as people know you by reputation. Improving Appearance Permanently
Typically, anyone with a Popularity of larger
than 20 (or -20) can't use their Appearance in Apart from the aforementioned plastic
place of Popularity. However, they may be able surgery, there is no easy way to improve one's
to gain a +1CS to a Popularity roll given a appearance stat. It can't be done by spending
successful Appearance FEAT first. Karma, however much you've managed to save.
The Judge may decide under certain
The Judge may also rule that the Appearance circumstances that Appearance is actually
stat can be used for other things. Getting a date reduced (having your face plunged into a bucket
for Tony Stark's party could be considered an of acid is a good example of this).
appearance FEAT. Of course, if plain old Jane
Smith (Appearance Typical, Popularity 4/60) Note from Gene
slips into her costumed identity of Avenger Girl
first, she may be able to use a popularity FEAT I don't give Random Mutants a -1CS. But if
for the same thing, and will probably make front anyone rolls a 01 on the mod table they get -2CS
page news in the local scandal sheet the next not -1CS to base Appearance.
day, too.

Johnny Crandall, the Crimson Cartographer,


stops dead in his tracks while trying to escape
the villain's hideout. Ahead of him is the exit, but
it's guarded by two Amazonian warriors.
Realising he's hopelessly outclassed if things
turn agressive, he slips into the shadows and
changes into his secret ID. Putting on his best
smile, he approaches the ladies "Hey, I'm really
sorry about this, but I have absolutely no idea
where I am - I thought this was some kind of
bookstore....... Say, are you two girls doing
anything tonight?" The Judge may even allow
him a red FEAT roll to get past unhindered. If he
doesn't turn up for dinner, though, he's likely to
be the subject of a manhunt the next day. If he
does turn up, he'd better have his escape route
well planned after the two finish fighting over
him.......

Modifers to Appearance

The Appearance stat represents how the


character appears to members of their own race.
The Judge should make relevant modifiers when
a character tries to use their Appearance stat to
influence members of alien races. For similar
races, there may be no modifier, but in the case
of a Skrull talking to a human, anything from
-2CS to -4CS could be applied.

If a character spends a good hour or so


making themselves look presentable, they may
be able to gain a +1CS to Appearance for a short
while. Any other measures taken to improve

The Ultimate Origins Book 144


Chapter Twenty-Two: Homo Sublimis (Exaulted)
MTS Note: This origin was suggested by Nightmask at the Classic Marvel Forever Phorum:
http://www.classicmarvelforever.com/phorum/read.php?3,28535. It was an excellent discussion, and I
decided to run with it and turn it into a full-fledged Origin. I borrowed the Alteration Table (adapting
slightly) from the one Sidhain wrote for Terrigenesis, that appears on page 266 of this book.

Homo Sublimis are characters that begin play Resources: Rolled Normally
seemingly as "Normal Humans", but when
exposed to radiation, gamma rays, or any other While this may seem to be a "weak" character
type of potentially altering energy (liquid, gas, initially, the character may roll on the Exposure
etc…) they become something else. Table when affected by something that could
possibly be fatal to most characters.
The Homo Sublimis genus is often thought as
the missing link between Homo Sapien, and
Homo Superior. In some cases, a Homo Sublimis
can be detected before the change, but in most
cases any type of scan, mystical, psionic,
mundane, etc… will simply register them as a
Normal Human.

Scientists have contributed these phenomena


to what they have called the S-Gene, which by
nature is recessive. A recessive gene is a gene
that is phenotypically expressed in the
homozygous state but has its expression masked
in the presence of a dominant gene.

Examples of this type of character would be;


The Fantastic Four, Bruce Banner, and Peter
Parker. All of these characters started out
normal, but circumstances changed them. They
managed to not only survive exposures that
would have killed most humans, but they
emerged from it changed, with new powers.

Initial Ability Score Table

Die Roll Initial Rank


01-05 Fb1
06-12 Pr3
13-45 Ty5
46-73 Gd8
74-83 Ex16
84-93 Rm26
94-98 In36
99-00 Am46

Homo Sublimis gain a +1 CS to Endurance

Contacts: Rolled Normally


As a note, most Homo Sublimis do not know
Powers: None
that they are anything other then Normal
Talents: Rolled Normally +1 Extra Talent (This
Humans. So unless extensive testing has been
does not count against the maximum number
done to reveal the truth of their nature, it would
allowed)

145 The Ultimate Origins Book


be silly for them to go running into a nuclear Alteration Table
explosion. They do have the potential to be
slightly better then Normal Humans stat-wise, so Die
most would simply think they are in better shape, Result
Roll
smarter, etc... then the average person (if they are 01-40 Physical Transformation
even aware of that fact) 41-75 Ability Modification Table
76-80 Power/Minor
81-99 Power/Major
No change and the character becomes
00
"normal"

Effects:

Physical Transformation: A major


physiological/appearance change occurs to the
exposed. Let the player pick their favorite
animal, color etc., and being generous in
assigning modifications based on those
preferences. Meaning in the players favor, or
having them transformed into some preferred
image, Sidhain likes Elves so his pc turning into
an elf would be fun for him.

Ability Modification: Roll on the Ability Mod


table for 1d6 abilities and apply the results (or a
d7 if you are lucky enough to have one - I do).

Power/Minor: Combat Sense, Computer Links,


etc. or a power at most Excellent Rank

Power Major: Any power ranked up to


Incredible.

Normal: The character may add one to two stats


of his choice, providing they do not exceed the
maximum for Normal Humans. Any other stats
exceeding the maximum for normal humans drop
When the character is exposed to something to the normal human maximum.
such as radiation, injected with chemicals, etc...
Roll on the Exposure Table Ability Modification Table

Exposure Table Die Roll Modification


01-15 Reduce by one rank
Die 16-40 Remain unchanged
Result
Roll 41-70 Increase by one rank
01-02 Character Dies 71-88 Increase by two ranks
03-73 No Change (Character may roll 89-00 Increase by three ranks
03-73 again when exposed to a different type
of radiation, chemical, etc...)
The "S-Gene" activates. Roll on the
74-98
Alteration Table
Same effect as "Normal" on the
99-00
Alteration Table.

The Ultimate Origins Book 146


Chapter Twenty-Three: Hybrids
MTS Note: The legendary David E. Martin inspired this Origin, when he made a comment on my
Facebook about The Ultimate Origins Book.

Hybrid Characters can either be created by which many of the more "unique" looking
scientific experiment by others (Purposeful or Hybrids are often mistaken for based on their
accidental), alien abduction, alien crash, alien appearance.
mating, born of alien mating, etc… The results
can be as varied as the nature of their "origin". It Known Powers: Players roll normally for the
is not always known what caused the change, number of initial powers. With permission of the
and the results can fall anywhere between Judge, they can take one (or more) of the known
negligible to grandiose. powers typical to the Humanoid Race used in
their creation instead of rolling randomly for
"Alien" does not always refer to races from their powers. Any power taken this way replaces
other planets; it can also be denizens of other one random power.
dimensions. The only constant to the creation of
hybrids are normal humans. Mutants, and other Talents: Generated normally.
types of Origins do not always produce Hybrids
(of this nature anyway).

Appearances vary greatly among Hybrids.


Some can pass as Normal Humans, others take
on the appearance of the Humanoid Race, and
others look like a cross between the two. Even in
the case of siblings created though mating, the
children will not always look the same.

Hybrids roll on the following column for their


Primary Abilities. This table is unique to
Hybrids.

Random Ranks Table

Die Roll Initial Rank


01-05 Feeble
06-25 Poor
26-50 Typical
51-65 Good
66-75 Excellent
76-85 Remarkable
86-95 Incredible
96-00 Amazing

Contacts: Generated normally.

Resources: Generated normally.

Popularity: Hybrids suffer a -1CS penalty to


initial Popularity. At the Judge's discretion, if the
Hybrid takes on too many of the Humanoid
Race's features, their initial Popularity can be as
low as zero. This is the initial score of Morlocks,

147 The Ultimate Origins Book


Chapter Twenty-Four: M'Ndavians
MTS Note: This race would work well as an Alien Hero Option. Sadly I almost missed these, and saw them
while finishing up the book. An excellent write-up, and the book would have been incomplete without them.
As with the other various Alien Races in this book, you can use the " Ability Modifier Table " that appears
in "Aliens and Non-Humans Races I" on page 35 to implement these in your game.

The overview of M'Ndavians was taken from Charter greeted the cosmic Avenger, Quasar
“The Appendix to the Handbook of the Marvel (Wendell Vaughn) and informed that the Charter
Universe” had plans to include the Earth among its
members. Mduul explained the Charter's history
and future goals to Quasar. Mduul escorted him
to his quarters for the night, but when Quasar
awoke from his sleep, he found everyone on the
Hub dead. Unknown to Quasar they were killed
http://marvel.com/universe/Main_Page
by a plague created by Votan of the Axi-Tun
race. Mduul's body was returned to M'Ndavi
When Reed Richards was place on trial by the containing a plague which was released from his
Intergalactic Council for having spared the life of body at the funeral, quickly infecting and slaying
Galactus, a M'Ndavian served among the judges, the entire planet's population. Lord Votan's
and the trial followed the legal laws of the people made it appear as though the Pheragots
M'Ndavians. Their presence at the trial was at were responsible for the genocide.
Richards request. He ultimately won the trial During the event known as Maximum Security
after the testimony of Eternity, who was the M'Ndavian's legal system was employed by
Galactus' character witness. Eternity revealed to the Intergalactic Council to determine what
all present Galactus' true purpose in the universe. should be done about the interference of humans
of Earth throughout the galaxies. They utilized
some sacred crystals to determine the fate of the
humans. When the crystals all turned black, it
was agreed to turn the Sol System into a penal
colony for the worst offenders within the galaxy.

The information below was written by Fangs


(AKA: Andrew McFayden email:
traolcoladis@yahoo.com.au) and David E.
Martin. It was posted on the old "Classic Marvel
Forever Phorum".

http://www.classicmarvelforever.com/phorum_archive
/read.php?6,39205

Origin Galaxy: Shi'ar

Homeworld/ Star System: Planet M'Ndavi,


B'lbwo Star System, tenth from sun

Estimated Population: 49 million


Later in the Hub home of the Intergalactic Society: Representative monarchy
Council, Peacekeeper-General Mduul of the

The Ultimate Origins Book 148


Technology Level: Superior to Earth,

Spaceflight Level: Faster than Light Travel


(FTL)

Average Height: 6'3"

Statistics

F A S E R I P
Ty Ty Gd Ty Am Rm In
6 6 10 6 50 30 40
Health: 28 Karma: 120

Racial Powers: Highly advanced intellects


The M'Ndavians have the most complex legal
Representatives: None known system in the known galaxies. They are
employed within the Shi'ar Empire for matters of
Attitude Toward Earth: Neutral great significance to the empire. A M'Ndavian
judge presided at the trial of Mr. Fantastic who
Notes: M'Ndavians have the following physical was tried for saving the life of Galactus, the
characteristics they are Semi-humanoid with 2 planet ravager.
Eyes, 4 Fingers and 4 Toes their skin color is
Light yellow and they have an average height of
6'3"

149 The Ultimate Origins Book


Chapter Twenty-Five: Mephitisoids
MTS Note: This race would work well as an Alien Hero Option. Sadly I almost missed these, and saw them
while finishing up the book. An excellent write-up, and the book would have been incomplete without them.
As with the other various Alien Races in this book, you can use the " Ability Modifier Table " that appears
in "Aliens and Non-Humans Races I" on page 35 to implement these in your game.

The information below was written by having been locked in stasis with his foe in order
Nightmask and was posted on the "Classic to forever watch over him, the Shi’ar commander
Marvel Forever Phorum". had committed a terrible atrocity. Beaten,
demoralized, on the verge of total defeat, he and
his remaining troops took refuge inside one of
the temples where they female Mephitisoids
cared for the wounded Shi’ar as they would one
of their own, and he learned about their
pheromone powers.
http://www.classicmarvelforever.com/phorum/read.php?4,35
8

The Mephitisoids are an anthropomorphic


skunk-like (NOT Felinoid as has been
erroneously listed) race that exists within the
Shi’ar Empire, after being forcibly annexed
during one of the empire’s expansionist phases.
As a proud and primitive people often prone to
rebelling against unwanted Shi’ar rule they are
treated as a slave race by the ruling Shi’ar
Empire and often subject to reprisals as a result.
The most well known member of this race is
Hephzibah of the Starjammers, lover (former?)
of Corsair, the father of Scott and Alex
Summers.

As a result of their natures the males of the


species are both territorial and aggressive, while
the females are peaceful and part of a non- Desperate he and his remaining sub-
violent religious order. All Mephitisoids are commanders hatched a desperate plot to win, and
possessed of a pheromone-based mind control in a terrible act of atrocity murdered the
ability that allows them to manipulate the defenseless females in order to distill from them
emotions of others. This ability for the males is a their pheromones, in order to use them to inspire
means of inspiring each other while in battle and his own troops and lead them to victory. This act
give them a cohesiveness few others can hope to of mass murder shocked the relatively honorable
match, while for the females is unused except in Shi’ar to their core, and to cover it up they exiled
special ceremonies. Their names are also both the leader of the Mephitisoid troops and
unpronounceable by humans and therefore must their own commander to float for eternity in
adopt a more pronounceable name when stasis. Unfortunately eternity rarely is, and with
interacting with humans. the crash-landing on Earth final conflict resumed
until all the sordid truths were revealed, and the
Not much is known about their history save Mephitisoid leader was slain by his rival. This is
for some dark revelations revealed after an the last time we see any member of the
encounter with the Avengers. After a stasis pod Mephitisoid race outside of the occasional
containing the last leader of the Mephitisoid race appearance of Hepzibah.
crash-landed on Earth, releasing both him and
the great Shi’ar leader who barely stopped them
from conquering the Shi’ar Empire. Instead of

The Ultimate Origins Book 150


Generic Stats for a relatively normal member
of the race

Rank for Rank for


Ability
Females Males
Fighting Pr 4 Ex 20
Agility Ex 20 Gd 10
Strength Ty 6 Rm 30
Endurance Ex 20 Rm 30
Reason Ty 6 Ty 6
Intuition Ex 20 Ex 20
Psyche Ex 20 Ex 20
Health: 50 for Females/90 for Males
Karma: 46 Resources: Poor (4)
Popularity: 0

Racial Powers/Abilities

Enhanced Senses (Hearing/Smell): Remarkable

Pheromones: Remarkable mind control and


ability to manipulate emotions.

Natural Weaponry/Claws: Mephitisoid’s have


Excellent material strength claws inflicting
Excellent edged damage.

Extra Body Part/Large: Prehensile Skunk Tail

Talents

Varies by background. As they are a slave


race the Shi'ar tend to work Mephitisoids from
learning anything useful to oppose them, like
high-tech skills and weapons training but
exceptional individuals may have any range of
talents.

151 The Ultimate Origins Book


Chapter Twenty-Six: Otherworlders
MTS Note: An excellent write-up. These could be used as an option for Alien characters if desired. The
"Ability Modifier Table" on page 35 of this book can be used to create more personalized characters.

This article was done by Niniri who was nice Drawbacks: Sensitive or vulnerable to True
enough to email me this so it could be included Cold Iron.
in the book.
Notes: The full Sight-gift only occurs in
Average Otherworlder women…or rarely an androgyn or gay male…or
a male with something akin to Klinefelter’s
F A S E R I P Syndrome (XXY chromosomal abnormality).
Such individuals are invariably born with
Rm Rm Rm In Gd In In
varying levels of visual impairment or blindness
30 30 30 40 10 40 40
and are always sterile. The blindness is
Resources: Gd Appearance: Rm customarily remedied with psibernetic
prosthetics that do not interfere with their psi-
Known Powers: talents.
• Telepathy: In
• Empathy: Rm Bladesingers, Spellsingers, Sword-dancers,
• ESP: In Soul-blades are all part of an elite sort of
• Body Resistance: Ex warrior-mages, mages, warriors etc.
• Regeneration: Ex
• Immortal Bladesong (weapons combat) and Battledance
• Sorcerous Potential: Equal to Psyche, (unarmed combat) are both styles of fighting as
max well.

This is an Elven/Sidhe fighting style that can


be learned by any number of peoples from the
Otherworld. It can take decades to truly master
and more than a human life time to truly move
into the advanced techniques, and those who
dedicate themselves to it garner great respect.

The most elite of warriors among the


Otherworlds…aside from the Valkyries...are the
Bladesingers, particularly those that are part of
the order called the Ladies of the Lake.

Elements are the substyles: Air, Earth, Fire,


Water

There is a fifth Element, called Storm, that is


unique to the Ladies of the Lake and the
Bladesingers of Clan Pendragon.

Patterns are the Katas, can involve various


weapons or not.

Once one has mastered the basics of


Wild talents often vary among psychokinetic Bladesong, the states are typically as follows:
variants, cyberpathy, and variations of ESP, and Fighting: In, Agility: In, Intuition: Rm.
the rare Sight-gift or Second Sight.

Talents: Mystic Origin free

The Ultimate Origins Book 152


Bladesong: +1CS for blocking/evading,
dodging, feinting and with one’s weapon of
mastery

Typically the following talents are gained over


the duration of learning:
1. Sharp Weapons or Oriental Weapons or
Weapon Specialist
2. Weapons Master
3. Thrown Weapons or Thrown Objects,
or Juggling
4. Acrobat/Tumble and Escape Artist
5. Martial Arts: minimum of 3. May also
choose Wrestling.
6. Espionage/Detective or Law
Enforcement or Military
7. First Aid, Survival
8. Politics or Diplomacy or Psychology

‘Powers’ Gained:
• Combat Sense: Intuition +1CS
• Body Resistance: Varies

153 The Ultimate Origins Book


Chapter Twenty-Seven: Olympian Demigods &
Gods
MTS Note: A last minute addition to the book (found during the proofreading stage). This could be
substituted for Deity or Humanoid Race for the purists. The odd thing with this article is that it only
appeared on the site from 2001-2002, which is why I almost missed it.

This article was taken from "Norseman Central", metabolism of the gods gives them superhuman
and the article in question can only be accessed endurance in all physical activities. In addition,
via archive.org. many Olympian gods possess additional
superhuman powers, which may be magical in
http://web.archive.org/web/20020225194730/http://w nature.
ww.norse-man.net/Marvel/NewRules/index.htm

Group History:
The Gods of Olympus are a race of
superhumanly powerful humanoid beings who
were worshipped by the ancient Greeks and
Romans from about 2,000 B.C. to 500 A.D. The
Olympians dwell in Olympus, a small “pocket”
dimension adjacent to Earth; an interdimensional
nexus between Olympus and Earth exists
somewhere on Mount Olympus in Greece. The
Olympians’ human worshippers in ancient Rome
called these gods by different names than those
by which the gods were known in ancient
Greece: for example, the Greeks called the king
of the gods Zeus, where as the Romans called
him Jupiter or Jove. The Olympian gods, except
for Neptune, patron deity of the Atlanteans, no
longer have or actively seek worshippers on
Earth. However, certain gods, notably Hercules
and Venus, still take active interest in humanity.

The Olympian gods all possess certain


superhuman physical attributes. They are true
immortals, who cease to age upon achieving
adulthood, and who are unable to die by
conventional means. The Olympians are immune
to all terrestrial diseases and are resistant to
conventional injury. If an Olympian is wounded,
his or her godly life force will enable him or her
to recover at a super human rate. It would take an According to ancient myths, the primeval
injury of such magnitude that it incinerates an Earth goddess Gaea is the progenitor of the
Olympian or disperses a major portion of his or principal Olympian gods. However, it is unclear
her bodily molecules to cause him or her to die. whether the Olympian race originated on Earth,
Even then, it may be possible for a god of greater on Olympus, or in another dimension linked to
or equal power, or several gods acting together, Olympus. Gaea gave birth to the sky god
to revive the deceased Olympian before the Ouranos (who is not to be confused with the
god’s life essence is beyond resurrection. Eternal named Uranus). Gaea mated with
Olympian flesh and bone are about three times Ouranos and bore him the first generation of the
denser than similar human tissue, contributing to Olympian race, known as the Titans. One of the
the gods’ superhuman strength and weight. The Titans, Cronus, rose to power when he fatally

The Ultimate Origins Book 154


wounded Ouranos. (Cronus is not to be confused After the end of the Hyborian Age, the
with the Eternal known as both Chronos and Olympian gods sought worshippers on Earth.
Kronos.) The dying Ouranos prophesied that Neptune became the patron god of the water-
Cronus would likewise be overthrown by breathing Atlanteans. Zeus worked for the
Cronus’s children. As a result, upon the birth of Olympian gods to be worshipped by the people
each of Cronus’s children, he had the infant of the land now known as Greece. Mount
imprisoned in Tartarus, the most dismal section Olympus lay near Olympia, the principal city of
of the Olympian underworld known as Hades. the Eternals. Zeus and his daughter Athena met
with Zuras, the leader of the Eternals, and his
Appalled at the mistreatment of their children, daughter Azura. Noticing the physical
Cronus’s wife, the Titaness Rhea, concealed her resemblance between Zeus and Zuras and
sixth pregnancy from him and secretly gave birth between Azura and her self, Athena suggested
to Zeus in Greece. Zeus grew to adulthood that the Olympian gods and the Eternals form an
among the human shepherds of Crete. alliance in which the Eternals would act as the
gods’ representatives on Earth. The other three
enthusiastically agreed, and Azura took her
current name of Thena to signify the sealing of
the pact. However, over the years, many humans
came to think of many Eternals not as the gods’
representatives but as the gods themselves. This
led to a growing resentment by the gods toward
the Eternals, a resentment that recently erupted
into war, but today they are again at peace.

Worship of the Olympian gods spread from


Greece to Rome, and throughout the Roman
Empire. But when Christianity finally replaced
the worship of the Olympian gods in the Roman
Empire, Zeus decided that the time had come for
the Olympians to break most of their ties with
Earth. Neptune, however, was still allowed to
watch over his Atlantean worshippers. Zeus’s
children Hercules and Venus have spent periods
living among Earth mortals.
Zeus set his siblings—Neptune, Pluto, Hera,
Demeter, and Vesta, now all grown to
An alternate future has been depicted in
adulthood—free from Tartarus. Zeus and his
which Zeus and the other Olympians, except for
allies fought a ten-year war with the Titans, a
Hercules, leave their plane of existence in the
war which ended with Zeus’s victory. He
23rd century so that Hercules may father a new
imprisoned most of the male Titans in Tartarus
race of gods. Whether the Olympian gods will
and established himself in Olympus as supreme
come to such an end in what becomes the “main
ruler of the Olympian race. Zeus married the
stream” future is as yet unknown.
goddess Hera, but he engaged in many affairs
with goddesses and mortal Earth women. Some
of his children were gods. Zeus, Hera, Neptune, Form: Olympian Demigod
Demeter, and Vesta, together with Zeus’s
children, Apollo, Ares, Artemis, Athena, When rolling up a random character, if the
Hephaestus, Hermes, and Venus, comprised the Character Form is determined to be an
membership of the high council of the Olympian Angel/Demon, there is a chance (5% or so) that
gods, known as the Pantheon. Vesta later it will be a Demigod of Olympian heritage.
resigned her seat on the council in favor of
Zeus’s son Dionysus. Zeus’s brother Pluto was Olympian Demigods roll stats on Column 5.
not a member of the Pantheon, preferring to stay Every FASERIP result is increased +1CS with
within Hades, which he ruled. the exception of Strength, which is increased
+2CS. Additionally; the character receives two
bonus powers, in addition to any other powers.

155 The Ultimate Origins Book


Bonus Powers Olympian before the god’s life essence is beyond
resurrection.
Immortality: CL1000 resistance to aging,
disease, and toxins. Olympian Demigods can be Invulnerability: Incredible resistance to physical
killed, but will not die from old age or aging and energy attacks.
attacks
Talents:
Invulnerability: Incredible resistance to physical
and energy attacks. As for talents, they get two fewer talents than
are rolled, with a minimum of 1. Whatever talent
Talents they receive provides them with a minimum of
Monstrous knowledge or ability.
As for talents, they get two fewer talents than
are rolled, with a minimum of 1. Whatever talent Olympian Gods have parents that are
they receive provides them with an extra column Olympian Gods or Demigods. Because of the
shift. (Example: Thrown weapon now gives unusual nature of the Olympians, there is no set
+2CS, while Weapon Specialist give +3CS) number of individuals required to make a child,
so there could be as few as one, and no upper
Olympian Demigods have one parent that is limit. Most gods however conform to the
an Olympian God or Demigod, and one that is a standard two.
true mortal. They have racial traits from their
mortal parent.

Form: Olympian God


When rolling up a random character, if the
Character Form is determined to be a Deity,
there is a chance (5% or so) that it will be from
the Olympian pantheon.

Olympian Gods roll stats on Column 5. Every


FASERIP result is increased +2CS with the
exception of Strength, which is increased +3CS.
Additionally; the character receives two bonus
powers, in addition to any other powers.

Bonus Powers:

True Immortality: CL1000 resistance to aging,


disease, and toxins. They cannot die even if
reduced to 0 Health and Endurance. It would
take an injury of such magnitude that it
incinerates an Olympian or disperses a major
portion of his or her bodily molecules to cause
him or her to die. Even then, it may be possible
for a god of greater or equal power, or several
gods acting together, to revive the deceased

The Ultimate Origins Book 156


Chapter Twenty-Eight: Psion Body Type
MTS Note: These are well written 'quick' rules for Psions. A template for Psionic character can be found
in page 262 of this book. If you are looking for more in-depth rules, I recommend Firebomb's Manual of
the Psi from Technohol 13.

The article is from Ty States' Marvel RPG AD&D to MSH Psyche Bonus Table
website, one of the longest running and all
around best sites on the web. 'Elric' created the AD&D Intelligence Psyche Bonus
rules for this origin. 01-15 None
16-17 +1 CS
18-19 +2 CS
20-22 +3 CS
23-25 +4 CS

Powers

http://gamingnerdsrus.co/forum/index.php?action=page;id=6
Die Roll Powers
01-12 1
This is an origin that I created to help me
translate AD&D Psionicists to MSH format. 13-25 2
Included is a modified Starting Powers Table. 26-37 3
38-50 4
Psions are Mutants whose powers are mostly 51-62 5
centered around the mind, though they can have 63-75 6
other powers as well. Because they are still 76-87 7
Mutants, they are as feared and disliked by the 88-00 8
public as standard Mutants. Examples of Psions
include: Prof. X, Phoenix (both Jean and
Rachel), and Mastermind.

• Random ranks are rolled on Column 1


• Half of their powers MUST be a mental
power of some sort (Telepathy,
Telekinesis, etc.)
• Receive the power of Psi-Screen free
• Because they are still Mutants, they
may still be affected by Mutant
detection and nullification devices and
powers
• Starting Psyche is raised by one rank, to
a maximum of MN. If Psyche is already
MN, then this bonus may be assigned to
Reason or Intuition (with the same limit
of a maximum of MN), or discarded all
together.
• Starting Popularity is always zero
• If being converted from AD&D to
MSH, Psyche receives a class shift
based on the AD&D character's Int.

157 The Ultimate Origins Book


Chapter Twenty-Nine: The People (Saurians)
MTS Note: This is from writeups.org, so it required converting it from the DC rules to Marvel. I used the rules from
Ty States’ awesome site (now hosted at Gaming Nerds R Us) written by MoonSylver under the More DC to Marvel
link. I recommend using the "Ability Modifier Table" that appears in "Aliens and Non-Humans Races I" on page 35
to implement these in your game.

Credit for this section goes to Sébastien Andrivet, like breasts, and in some cases a full head of human-
and it was originally posted on writeups.org. like hair. Both are completely out of place for
reptiles, and seemed new - females seen in 1978 had
neither. The most likely hypothesis is that their
"accelerated evolution" set them on a parallel path to
humans from the beginning, making them
http://writeups.org/ increasingly primate-like as their reptilian traits
became more and more cosmetic. Whether the People
Background are now viviparous, oviparous or ovoviviparous is
unknown, but at least some individuals have kids
The People are large humanoid reptiles who need to be fed some sort of milk. It seems likely
("Saurians"), usually with human-level intelligence. that these individuals are warm-blooded - between
Most remain recognisable as species from the iguania this, hair in some individuals and mammary glands
suborder, usually North American desert lizards. they are practically mammals.

Their intelligence and humanoid form are the The accelerated evolution of The People may be
result of some sort of "accelerated evolution" from slower now that they have left their traditional home.
exposure to nuclear tests. While scientifically The specimens encountered in 2002 seemed
improbable - to put it mildly - this is a clear biologically more advanced (or at least more human-
inheritance of the atomic horror stories from the like) than those encountered in 1978, but the rate of
1950s, like the giant ants. In the context of the progress was not comparable to the one that was
Marvel Universe this "super-evolution" might be the evident from 1948 to 1978.
result of fictional radiation. Perhaps the White Sands
tests used a early form of gamma bombs, which
didn't work right until the concept was revisited by
Dr. Bruce Banner. This variant gamma radiation
might even have turned some local minerals into a
loose equivalent of the High Evolutionary's Isotope
B.

Successive generations of local lizards were


smarter, larger, more humanoid, more adept at tools-
using - this was rapid, and in less than 30 years they
were essentially iguana persons with a thriving tribal
culture. Not all specimens were equally affected - a
few had super-powers, whereas a subset of the
population was still quadrupedal, without
manipulative limbs and displaying no sign of
sapience. The latter were used as mounts, and it
seems that while mutated they were still animals. History
These mounts were not seen again after the 1979
genocide (see the History section). The People are the result of nuclear experiments
run by the US in New Mexico, and traditionally lived
During the 2002 appearance of the People, under the San Andres mountains - within the White
individuals identifying as female had something Sands Missile Range, where the tests took place.

The Ultimate Origins Book 158


Starting in the late 1940s, radiation hyper- At that point, Ms. Marvel (Carol Danvers) had just
accelerated the evolution of numerous local lizards. arrived in New Mexico, investigating the
Each generation was markedly larger, nimbler, disappearance of a female reporter. Despite warnings
stronger, smarter and more able to work in a from the Army, she was given a ride into the San
collective fashion. By the 1950s they could walk Andres by a friendly state trooper, and stumbled upon
erect, and a few years later they had a tribal proto- the wrecked tanks and APCs mere minutes after the
culture and the beginning of a written language. Rangers were captured.

A few generations during the 1950s actively Saurian warriors attacked her as yet another
hunted humans (chiefly civilians) as prey like any interloper to be captured, and were soundly thrashed.
other, but they soon stopped as they realised the risks One of their number managed to bring Ms. Marvel
from this - and as they grew sophisticated enough to down with a psionic attack, but it quickly became
prefer not to kill sentient beings. obvious that they couldn't really contain her. Danvers
faced down the patriarch of the People, Arach'tyr, at
Calling themselves "The People", the saurids which point she reaffirmed that she didn't intend to
clustered in an improbably large cavern below a mesa betray or kill anybody. Arach'tyr soon realized that he
in the San Andres. The sun generously entered had no choice but to trust Danvers.
through fissures yet they could not be seen, even
from the sky. Ms. Marvel estimated that the main Ms. Marvel obtained freedom for all the human
cavern was more than a mile across and taller than prisoners, after they were subjected to a psionic
the Sears Tower - so presumably about five hundred treatment that scrambled their memories of both the
meters high. People and their captivity at their hands.

Said main cave was surrounded by a maze of Eliminated


tunnels and caverns, though I'd assume that the
People preferred to live in the warmer, sunlit central Ms. Marvel kept her word, never revealing the
mammoth cavern. Population seemed to be in the existence of the People to the authorities so they
hundreds, and quite possibly the low thousands. The could continue to live in peace. As a reminder,
cavern included a huge statue of an Indian cobra Arach'tyr had an ordinary pet iguana mailed to her.
(complete with hood markings), which symbolised
the developing civilisation of the People. Unfortunately, one of the 'human' captives that
was released was actually a Dire Wraith, who resisted
the memory scrambling. He reported what he had
witnessed to his Wraith masters, who were very
interested in the giant, hidden cavern and decided that
it would make a perfect base. They attacked without
warning with high-tech weapons, spectral servants
and sorcery, slaughtering The People.

A handful of Warrior-Primes managed to rally


among the carnage, some wielding weapons taken
from Wraiths they had killed. Rather than face them
the invaders just retreated and sent a deathwing to
finish them off. Only one member of that group,
Exposed called Serpentyne, survived the deathwing.

By 1978, humans in New Mexico suspected that Exiled


something was stalking the San Andres mountains
area, and poor luck led to several locals stumbling on Perhaps thanks to the warriors's stand some
People parties and being captured. This led to search survivors escaped, shellshocked and looking for a
parties and journalists investigating the area, leading refuge. One of the surviving saurid children searched
to even more humans getting captured - including a databases for such a place, and discovered the
reporter from Woman magazine. An armoured existence of the Savage Land.
column of Army Rangers was sent to investigate
what was going on, and was ambushed and captured In the flashback to this, the genocide is retconned
by The People. to have taken place in the late 1990s as part of the

159 The Ultimate Origins Book


ten-year sliding timescale, and the kid uses an United
Internet access. If you prefer a timeline where the
massacre took place in 1978, the kid presumably C'rel eventually became co-leader of the United
used military intelligence records that the Rangers Tribes, along with Nereel, a human. The People's
had been carrying in their vehicles. culture changed to match many of the trappings and
values of other civilizations among the United Tribes,
The survivors, hoping to find peace in the nigh- and they celebrated the X-Men as their heroes and
mythical, dinosaur-infested jungle, began a trek that saviors.
lasted for years. They were led by a female called
C'rel, daughter of Arachty'r, flanked by a male In the mid-2000s, the Savage Land was invaded
warlord called Khadar. by an even more advanced saurid race, the Hauk'ka.
They were hell-bent on a war of extermination, and
The survivors apparently never realised that they C'rel was forced to negotiate an alliance with the
had been attacked by Dire Wraiths, and thought the Savage Land Mutates so the United Tribes would
genocide had been perpetrated by humans - since have a chance to survive that war.
most Dire Wraiths raided the cavern in human guise.
Many members of The People trusted that the X-
Men would come and save the day, and in the end
they were proved right, as a team of mutants
stumbled upon the situation and narrowly stopped the
Hauk'ka. Interestingly, part of the victory was won
when a Hauk'ka super-heroine and military leader,
Carai, witnessed the unconditional trust the saurid
People had in the simian X-Men, and how the
ideology of necessary war between the two was
baseless drivel.

The People presumably continue their tribal


existence in the Savage Land.

The People seem to adopt specialized roles and


attitudes governed by their species. For instance,
warrior-primes tend to all look and behave pretty
The survivors had nearly reached the southern tip similarly, at least to human eyes, and can safely be
of South America when they again ran into trouble - assumed to have the same stats.
presumably but one of many, many similar episodes.
Local militias, alarmed by the monstrous appearance
of the reptilian refugees, gave chase. A team of X-
Men intervened, and Rogue learned about their
history. The X-Men helped the survivors of the
People find the hidden passage through the caverns
beneath the Drake Passage, and flew them through
the colossal caverns on the Blackbird.

A catastrophe triggered by Brainchild's Savage


Land Mutates split the group, though the X-Men's
efforts ensured that everyone miraculously survived
and made it into the Savage Land. After some
confusion caused by the further machinations of
Brainchild, C'rel decided that her refugees join the
United Tribes, a political body with a majority of
humans but that also included sapient Saurian tribes.
Despite their considerable misgivings, the saurid
refugees from New Mexico agreed to settle a corner
of the Savage Land as United Tribes members, and it
apparently more or less worked out.

The Ultimate Origins Book 160


Warrior Prime brow disposition. A few Warrior-Primes were named
- M'dhar, Faelar, and B'ok.

Warriors who are not 'prime' come from lighter


species of iguanas. Strength and Endurance are
lowered by at least –2CS, effectively lowering their
health.

Flying Fighter

F A S E R I P
Ex 16 Ex 16 In 36 In 36 Gd 8 Gd 8 Gd 8
Health: 104 Karma: 24

Known Powers F A S E R I P
• Analytical Smell/Tracking Scent: Gd 8 Ex Ex Ex Ex Gd Gd Gd
• Digging: Pr 3 16 16 16 16 8 8 8
• Growth: Gd 8 Health: 64 Karma: 24
• Extended hearing: Gd 8
• Ultra-vision: Gd 8 Known Powers
• Analytical Smell/Tracking Scent: Gd 8
Note: Growth is always on and already factored into • Extended Hearing: Gd 8
their Abilities. • Winged Flight: Rm 26
• Ultra-vision: Gd 8
Talents: Military science and Thief (It is likely these
Talents only work in a desert environment). Note: Growth is always on and already factored into
their Abilities.
Contacts: Various within The People.
Talents: Acrobatics (Aerial).
Warrior-Primes are spiked giant humanoid lizards.
They have massive superhuman strength and are Contacts: Various within The People.
practically immune to small arms fire. In their native
desert milieu, they are amazingly stealthy, Much lighter than the Warrior-Primes, these guys
disappearing silently into the sand within seconds and seem evolved from gliding lizards (Draco Volans).
emerging back in perfect silence. Between their They can fly under their own power, reaching
ability to lay nigh-undetectable ambushes and their impressive speeds with excellent manoverability.
raw power, they could wreck a US Army elite One flying fighter was named Tak. He was more
armoured column within minutes. They did not fare careful, less aggressive than a Warrior-Prime. Other
very well against Ms. Marvel, though. flyers may not be as fast and agile as Tak.

Their strength is difficult to evaluate - they could The People of Note


throw wrecked tanks (which I assume to be M60s,
weighing about 45 tons). Aracht'yr was the elected patriarch of the People in
All the Warriors seen in the story were apparently 1978. He was wise and perceptive, and preferred
male and they generally had a surly, brutish, low- peace to war - though his priority was protecting the

161 The Ultimate Origins Book


People. Aracht'yr did not seem to have special
physical abilities. He was married to one Mirielle and
had two or more youngs.

Haemon was a close associate of Aracht'yr,


perhaps a sort of advisor and/or bodyguard. He had
psychic powers, including Mental Blast: Am 46, the
ability to scramble specific memories in ordinary
persons (Hypnotism: Ex 16 with a narrow range of
applications) and perhaps some mind-probing ability
since he knew that Ms. Marvel was named Carol
Danvers.

Haemon may have been some sort of mutant, or


perhaps he was the equivalent of Captain Comet for
the People - a freak specimen in the present of what
the People would evolve into in the distant future.

C'rel is the daughter of Aracht'yr, though she looks


more human than the small children who were
glimpsed in Aracht'yr's home in 1978. Her chest
looks human-like, and though she doesn't have hair,
the top of her head and her back support scales of
varying lengths that evoke it. C'rel is an idealist who
remains attached to the dreams of peace of her father
- whereas Khadar, her warlord (that is, military
commander) is more aggressive and considerably less
diplomatic.

The Ultimate Origins Book 162


Chapter Thirty: The Ultimate Martial Artist
MTS Note: I have loved this origin since the four authors created this and posted it on the Internet.

The article is from Ty States’ Marvel RPG website, are rolled normally but they do not receive the
one of the longest running and all around best sites bonus to Fighting.
on the web. Gary Hall, Tormain, Ty States, and
Aunt Petunia are credited for this entry. The Martial Artist

A martial artist must declare himself such


during character creation. This is because a martial
artist must follow special rules, different from
other heroes, representing the dedication needed to
follow the path of warriors.

http://gamingnerdsrus.co/forum/index.php?action=page;id=6

Martial Artists have run rampant through the


pages of Comic Books, with characters like Iron
Fist, Batman, Daredevil and even Captain America
practicing and regularly fighting using Martial
Arts. Until now the marvel description of such
skills are relegated to the fighting attribute and a
set of 5 Martial Arts Talents, that can hardly
describe the skills shown in some comics.

Most Martial Artists in the Marvel world can be


easily explained using the current system. The
usual black belt in karate represented by Martial
Arts A, B, C etc. This text isn't about them. This is
about the Super Powered Martial Artist. A normal
man who through years of training has attained
powers that most normal men can only dream of.
They have become the best they can be. They have
mastered hundreds of attacks, and know a thousand
ways to kill a person before they can move.

To create your Martial Artist


• Roll abilities on Table 1. +2CS to
Fighting to a maximum of Amazing Firstly, a Martial Artist must train at least two
• Roll powers but subtract three. If this puts hours every day, and at least eight hours in one day
the character at zero, that’s OK. once a week. While most fighters consider fighting
• Roll talents and add four. Other talents villains training, this discipline cuts into their
weekly karma gain, giving them half the normal
can be chosen outside the listed.
weekly karma gain. Failure to train results in a
• Contacts must include a -1CS per day to martial arts powers to a minimum
sensei/sifu/teacher, unless a suitable of Feeble. The martial artist must train eight hours
reason is provided. a day for a week in order to gain 1CS back after
losing them in this manner.
Aliens may also become Martial Artist and
should work with the judge to develop an Alien Secondly, unless otherwise specified a martial
combat technique using the natural abilities of the artist uses the edged column when using martial
alien race and the listed maneuvers. Alien abilities arts powers. This is to represent the sheer
deadliness of their style. Martial Artists with

163 The Ultimate Origins Book


powers greater than Remarkable always used the Table 1.2 – Mental Abilities
edged column while fighting, unless they fight at a
-1CS. --- R I P
Feeble 01-05 01-05 01-05
Poor 06-10 06-10 06-25
Typical 11-40 11-20 26-75
Good 41-80 21-40 76-95
Excellent 81-95 41-60 96-00
Remarkable 96-00 61-80 ---
Incredible --- 81-95 ---
Amazing --- 96-00 ---

Martial Arts Powers


Martial Artists have an array of special powers
because of the dedication martial artists have in
these skills. Powers are rolled on Table 2.

Table 2 – Powers

Die Roll Power


01-06 Atemi
07-15 Chi
16-25 Chi Absorption
26-38 Combat Sense
39-47 Deadly Strike
48-56 Focus Energy
57-63 Hyper-Attack
64-75 Iron Will
76-82 Stealth
Finally, all super powered martial artists must 83-94 Ultimate Skill
have a Remarkable or greater fighting. Anything 95-00 Weakness Detection
less than this and they lack the skill to use their
martial arts abilities. If the initial modified attribute Atemi: This is the ancient art of using hidden points
is less than Remarkable raise it to this minimum. If on the body of others to help or hurt them. Some
their fighting drops below that point, all martial practitioners of this use their fingers, others needles
arts powers are lost until they reach that point or sticks. However it is used, it is one of the most
again. powerful martial arts techniques available. The
following is a partial listing of some power stunts
Abilities are rolled on Table 1.1 and 1.2. that may be developed using pressure points.
• Healing: By pressing the correct points
Table 1.1 – Physical Abilities you may heal up to power rank damage.
This takes one full round, and cannot be
--- F A S E
interrupted or the process is ended.
Feeble 01-05 01-10 01-05 01-05
• Stun: A successful hit with this causes the
Poor 06-10 11-20 06-25 06-10
opponent to be unable to act for one to ten
Typical 11-20 21-40 26-75 11-40
rounds.
Good 21-40 41-60 76-95 41-80
Excellent 41-60 61-80 96-00 81-95 • Paralyze: Opponent cannot move any
Remarkable 61-80 81-95 --- 96-00 muscle in their body on a successful
Incredible 81-95 96-00 --- --- strike. A red results in a full shutdown of
Amazing 96-00 --- --- --- lungs, heart, etc. Characters get an

The Ultimate Origins Book 164


automatic one-half karma loss when this • The PC can go into a deep meditation.
happens. The paralysis ends only when This can calm the mind to; sleep instantly;
the character touches the release point. eat without indigestion; relax in the face
This power stunt costs twice the normal of danger; shake off the effects of insanity
Karma to learn and drugs; or regain lost Chi.
• Slow Poison: A successful use of this • The PC can utilize his/her Chi as a force
touch slows the ravaging effects of poison field of Power rank equal to his/her
for a short time. Each level of result stops Psyche rank. This force field is similar to
the loss of Endurance for one hour. This the power Force Field.
power can only be used once per • The PC can heal himself at Psyche's rank.
poisoning. • The PC can Levitate using constant
• Death: The dreaded death touch may only control over the providing gliding at
be gained if it is taught by a master who Excellent ability. Through karma, this can
already knows the technique. When using be raised to flight, but only while
the touch, yellow results are kills and red concentrating.
results are kills with a -2 CS to Endurance
check vs. death. Upon learning the
technique a body section must be picked.
If that part is covered by anything thicker
than cloth the touch cannot work.

Chi: channel the body's energy to heal and perform


special attacks. The PC can draw on the invisible
force of the mind and body called Chi. He can
utilize this force to accomplish a variety of Power
stunts: Chi is equal to the amount of Power stunts
• The PC can temporarily increase FASE a developed by this power. When creating the
Character, the Player automatically gets to choose
+1CS for ten rounds. For this to take a stunt to begin with, and has Chi at first level. The
effect the Player needs 1 turn to make a type of Chi the Character has reflects the type of
Psyche FEAT. Karma the Character has.
• The PC can develop any number of
attacks and defenses using Chi. All attacks Chi Absorption: This power is one of the most
and defenses are based off Psyche FEATS dreaded powers to martial artists, as a successful
touch drains off their vaunted skill for a short time,
for the amount of damage. If the intensity
while increasing the power of the opponent. This
of the PC's attack is one less or equal to attack takes the form of a strike to the shoulder of
his/her Psyche rank, then the attack the opponent. Upon hitting the attacker makes an
temporarily causes a loss of Health equal contested check vs. Endurance to see if the
to his Psyche's rank number. If the opponent can withstand his power. Success reduces
intensity of the attack is more than his the opponents Fighting by one and increases one
Psyche's rank number, then the attack Martial Arts Power of the PC by +1 for 1-10
rounds.
causes unconsciousness for 1d10 rounds.
The PC can develop his/her Chi Combat Sense: This power heightens the senses of
Awareness; an ability to sense the level the PC during times of battle, letting reflexes
and type of Chi in others. respond almost as fast as the signals get to the
• He can sense the target's Chi level up to brain. The PC has to choose one of three ways this
what his/her level is, and tell whether it's power works... One melee attack per round, in
addition to multiple attacks, etc. One distance
positive or negative.
attack per round, in addition to normal attacks one
dodge per round, in addition to any other actions.

165 The Ultimate Origins Book


Deadly Strike: Deadly strike may be used by a total of power rank damage, if it is released half of
martial artist against a human or humanoid the damage is suffered for real.
opponent. All attacks made by the martial artist
using deadly strike do damage equal to the power Stealth: The ability to move silently and without
rank instead of Strength. The power rank for this leaving a trace. Subtract rank from those tacking
power must be a least one rank higher than the him.
character's strength. Practitioners of deadly strike
may develop several power stunts using this power, Ultimate Skill: The PC has a talent, which he's
including use against non-human opponents, honed. The Talent is automatically used at
heavily armored opponents, and use of the edged Unearthly rank. Talents that may have the Ultimate
table when calculating attack results. skill are:
• Weapon skills: All
• Fighting skills: All

Weakness Detection: Study an opponent to learn


their weaknesses. Characters with this power may
ignore body armor up to his ranking in Armor
Bypass on a successful power check. The character
must first see the target in action for at least one
round to find flaws in the protection. Power stunts
may be developed to bypass mystical barriers and
force fields on a successful red check.

Martial Arts Talents:


Some of these rules you will have to adapt to
your own rule system. The "belt levels" are a
Focus Energy: This power allows the Martial guidelines not all styles have belts, but this system
Artist to focus their power into one of their allows you to see relative skill levels between
physical attributes. Upon creating this power the different styles.
practitioner must choose which attribute they wish
to focus their power into. Activating this power Each Martial Art style costs two hundred and
takes one round. When activated, the fighter rolls a fifty Karma, or a talent slot to gain. You then
power check, with a green result being a +1CS, possess the basic style that allows a +1 CS to
yellow +2CS and red +3CS. Failure means the fighting when you use this style in combat. Each
power may not be activated for five more rounds. special maneuver under each style costs an
Power Stunts may be developed to pump the additional two hundred and fifty Karma or Talent
energy into other attributes. slot to gain and gives whatever bonus the
maneuver bestows in addition to the +1 CS to
Hyper-Attack: The PC has an extreme ability to fighting. This system adds a new dimension to the
perform a variety of nearly impossible Fighting and game instead of the old system of Martial Arts A to
Agility FEATS in one round. The PC can perform E.
FEATS while in combat of a Power rank equal to
the rank number of his Fighting or Agility rank
number added to the rank of this power +1CS. The
user may choose to combine his attacks into one
attack instead of making several normal attacks. If
he does so, the attack is consider +1CS to damage
for each additional attack.

Iron Will: Control your body precisely. Ignore


wounds and resist the effects of harsh terrain,
flames, cold and more. This power absorbs up to a

The Ultimate Origins Book 166


Area of Game The PC is
Skill Examples
Knowledge Effects able to
With a ignore
successful certain
Skill roll, the effects of
PC can armor when
ignore any calculating
size or damage
strength against an
effects that Tai Ch'i opponent
Those arts
would Ch'uan, provided that
concentrating
Those arts normally Wing he is able to
Judo, on internal
concentrating negatively Chun, successfully
Nihon Martial energies
on utilizing affect his Sinanju channel his
Jujitsu, Arts D (such as chi
Martial the strength, ability to (from the essence into
Akido, or ki) and
Arts A size, and slam, throw, Destroyer the blow
Shaolin their combat
momentum of or avoid the novels), (perhaps a
Chin Na, applications.
an opponent enemy, the etc. separate roll
etc. against
against him degree to
which he can Willpower or
ignore these similar
modifiers attribute),
being directly
directly related to his
related to his level of
level of martial arts
martial arts skill.
skill. A successful
The PC evasion of an
Most attack by this
gains a
schools of PC puts the
specific
Karate, PC in a more
Those arts damage Those
Tae Kwon advantageous
concentrating bonus for martial arts
Do, position to
Martial on inflicting hand-to-hand concentrating
Boxing, Pencak attack; any
Arts B damage in combat, on fakes,
Muay Silat, Jeet effect he
quick, short directly range
Thai, Kune Do, wishes to
bursts relative to Martial control, and
Shaolin the generate may
his level of Arts E trapping
Hung Gar, Filipino then be
martial arts techniques.
etc. arts in attempted
skill. Concerned
The PC general with a
with timing
gains positive
and eccentric
bonuses both bonus
theories
to damage directly
Brazilian related to his
and the
Those arts' Jiu-Jitsu, level of
ability to
Martial concentrating Combat martial arts
hold or break
Arts C on holds and Sambo, skill.
a technique
escapes. Pancrase,
directly
etc.
related to his Martial Arts Styles:
level of
martial arts Each basic style adds its standard bonuses and is
skill. considered the level of "Black Belt" with the
special maneuvers adding special bonuses as
stated. These levels are further mastery (Dans) in

167 The Ultimate Origins Book


the style of choice. Cross-reference the skill with 5. Incapacitator, Shatter Touch, Sticking Touch,
its description under Martial Arts Table. Eagle Claw, Great Throw, Back Kick,
Featherwalk, Steel Cloth
When selecting a Talent the Martial Artist 6. Contortion, Resuscitation, Immobilizing, One
should define the "style". Each mastery level costs Finger, Disarm
two hundred and fifty Karma points and each 7. Summon Strength, Power Punch, Reflection,
maneuver costs a further two hundred and fifty Great Shield
Karma. All maneuvers must be purchased before
advancing to the next level of mastery. Martial Arts B

A Martial Artist can only learn those maneuvers Boxing:


given to the style as described below. Each 1. Iron Fist
maneuver is outlined in detail in Table 3. 2. Feint
3. Spatial Awareness
4. Quickstrike
5. Iron Skin
6. Speed
7. Power Punch

Tae Kwon Do:


1. Sweep, Iron Fist, Meditation
2. Roundhouse Kick, Leap, Spatial Awareness
3. Snap Kick, Elbow Strike, Knee Strike
4. Double Fist Punch, Jump Kick
5. Backhand, Flying Kick, Back Kick
6. Palm, Scissor Kick
Martial Arts A 7. Double Kick, Great Throw

Akido: Shoto Kan:


1. Meditation, Fall, Choke Hold 1. Meditation, Iron Fist
2. Instant Stand, Locking Block 2. Feint, Sweep
3. Resist Domination, Hurl, Featherwalk 3. Crushing Blow, Crescent Kick
4. Balance, Great Throw 4. Ridgehand, Snap Kick
5. Incapacitator, Resuscitation 5. Backhand, Axe Kick
6. Hand Parry, Immobilizing 6. Eagle Claw
7. Contortion, Suppressed Desire 7. Immovability

Jujitsu:: Street Fighter:


1. Meditation, Feint, Fall 1. Iron Fist
2. Sweep, Instant Stand, Pain Touch 2. Pronefighting
3. Leap, Elbow Strike, Choke Hold 3. Choke Hold
4. Balance, Hurl, Jump Kick, Knee Strike 4. Hurl
5. Snap Kick, Palm, Stunning Touch 5. Choose one Kick
6. Great Throw, Paralyzing Touch 6. Blind
7. Immovability, Suppressed Desire 7. Great Blow

Shao-Lin: Kobu Jitsu:


1. Meditation, Resist Domination, Pronefighting, 1. Meditation
Ear Clap, Crescent Kick, Elbow Strike 2. Weapon Catch
2. Instant Stand, Choke Hold, Pain touch, 3. Weapon Breaker, Resist Domination
Headbutt, Knee Strike, Feint, Sweep 4. Arrow Cutting
3. Axe Kick, Concentrated Push, Stunning Touch, 5. Quickstrike
Double Fist Punch, Hurl, Palm, Balance, Pause 6. Disarm
4. Snap Kick, Double Kick, Paralyzing Touch, 7. Hand Parry
Hand Parry, Immovability, Backhand

The Ultimate Origins Book 168


Savate: 4. Hurl, Sticking Touch, Weapon Catch, Blind
1. Meditation, Crescent Kick, Feint 5. Blindfighting, Weapon Breaker, Incapacitation,
2. Elbow Strike, Instant Stand Backhand
3. Knee Strike, Axe Kick, Leap 6. Quickstrike, Immobilizing, Back Hand
4. Balance, Flying Kick 7. Hand Parry, Speed
5. Backhand, Quickstrike, Stunning Blow, Double Pentjak-Silat:
Kick 1. Pronefighting, Fall
6. Palm, Incapacitator, Back Kick 2. Feint, Instant Stand
7. Hand Parry 3. Hurl, Choke Hold, Crescent Kick
4. Roundhouse Kick, Blindfighting
Muay Thai: 5. Axe Kick, Leap
1. Iron Fist, Sweep, Feint 6. Incapacitator, Great Throw
2. Elbow Strike, Roundhouse Kick 7. Hand Parry
3. Back Hand, Knee Strike
4. Backhand, Snap Kick, Jump Kick Ninjutsu:
5. Double Kick, 1. Iron Fist, Spatial Awareness, Light Step
6. Palm, Flying Kick 2. Pronefighting, Fall, Blindfighting, Sweep
7. Power Punch 3. Leap, Snap Kick, Hurl
4. Quickstrike,
Martial Arts C 5. Suppressed Desire, Palm
6. Hand Parry, Incapacitator
Pankration: 7. Sticking Touch
1. Iron Fist
2. Pronefighting Martial Arts Maneuvers
3. Choke Hold
4. Crescent Kick, Pain Touch Table 3. 01 – Strikes
5. Stunning Touch
6. Flying Kick Maneuver Effect
7. Incapacitation +1 CS to damage with each fist
Iron Fist
attack.
Wrestling: Crushing +2 CS to Strength for purpose of
1. Pronefighting Blow breaking objects.
2. Choke Hold
Takes two attacks or only attack,
3. Pain Touch, Hurl Eagle Claw
Causes +2CS damage.
4. Great Throw
5. Immovability, Incapacitator 2 Normal attacks, If both hit then
6. Immobilizing Double Fist victim makes Endurance check or
7. Crushing Drop stunned for 1-10 rounds.
Only action, Causes +2CS damage
Thunder
Martial Arts D and requires red Endurance check or
Punch
stunned for 1-10 rounds.
Wing Chun: Shatters matter with Material
1. Iron Fist Thunder Strength -2CS less than your
2. Crushing Blow Clap strength within 10'. Causes -1CS
3. Locking Block Strength damage.
4. Palm Requires two attacks or only action,
5. Speed Power
Causes +2CS damage and automatic
6. Backhand Punch
slam.
7. Eagle Claw Normal damage to opponent behind
Backhand
Martial Arts E you with no penalties to hit.
Normal damage and requires
Escrima: Palm Endurance check at -2CS to resist
1. Pronefighting, Fall, Choke Hold stun.
2. Disarm, Locking Block, Limb Paralysis +1CS damage and Slam/Stun check
Ridgehand
3. Spatial Awareness, Resist Domination, Arrow as if Endurance was 3CS less.
Cutting

169 The Ultimate Origins Book


Table 3.02 – Kicks Table 3.04 – Push

Maneuver Effect Maneuver Effect


Normal damage to opponent behind Normal damage and opponent is
Back
you with no penalty to hit. Concentrated knocked back one foot' per point
Crescent +1CS damage. of Strength.
+2CS damage and opponent must Normal damage and opponent is
Axe roll vs. Endurance or be knocked to Concentrated knocked back one foot per point of
the ground. Strength.
+1CS damage and -1CS to One attack at no damage, if
Hook Sticking successful all following attacks are
opponents defense roll.
Roundhouse +2CS damage. Touch at +2CS to hit and -1CS to
Normal damage with a -1CS to opponents defense.
Snap As concentrated push but with no
opponents defense roll.
One attack roll to hit two opponents One Finger contact. Range is no more than
Scissor within six feet of each other with two areas.
normal damage to each. Used as an evasion, redirects an
Two attacks at one opponent, if both Reflection opponent’s melee attack to an
Double hit then opponent is slammed adjacent area.
automatically.
+2CS damage and requires a five
Flying feet running start and is the only
attack possible for the round.
To avoid sweep you must dodge
Sweep completely or roll red Endurance
check vs. slam or fall to the ground.
+1CS damage, attack strikes the
Jump head or shoulders, treat yellow hit
roll as red.

Table 3.03 – Throws

Maneuver Effect
Half damage from falls and needs to
Fall make no Endurance rolls to check Table 3.05 – Vitals
for broken limbs.
Instant Regain feet without losing any Maneuver Effect
Stand action. Target must roll red Endurance feat
+1 CS damage and green Endurance Pain Touch to avoid -2 CS to all feats for one to
Hurl check or stunned, also thrown one ten rounds due to pain.
to ten feet. Target must roll red Endurance
+2CS damage and roll Endurance Stunning
Great FEAT at -1CS to avoid being
check at -1CS or stunned, also Touch
Throw stunned for one to ten rounds.
thrown one to ten feet. Target must roll red Endurance
+2CS damage and Endurance check Paralyzing
Crushing FEAT at -2CS to avoid being
vs. stun or stunned for one to ten Touch
Drop stunned for one to ten rounds.
rounds. Shatter Shatters an object at +2CS to your
Touch Strength.

The Ultimate Origins Book 170


Table 3.06 – Slash Table 3.09 – Movement

Maneuver Effect Maneuver Effect


Normal damage attack, above the Opponent must roll against a
Blind eyes. Twenty-five percent chance to normal attack from you. If you
blind opponent for one to ten rounds. Feint succeed you get +2 CS to your
Causes normal damage and causes following attack and +1 color
Vein additional damage every round until shift.
tended. Does one Health point/round. No penalty for fighting on the
Same as vein above but damage is Pronefighting ground and opponent gains no
Arteries bonuses.
three points/round.
Uses one action, gives a +2CS to
Table 3.07 – Blunt Immovability resist slams and stuns with a
+1CS.
Maneuver Effect +1CS standing jump and +2CS
Leap
Heavy running jump.
+1CS damage. • +2CS to dodge and -1CS to
Blow
With weapon doing normal damage Missile opponents attack roll or
Limb Deflection • May evade missile attacks
can also cause paralysis (see
Paralysis with +2CS to Fighting
Paralyzing touch under Vitals).
Normal damage and requires red Double move rate and attacks for
Stunning Speed five rounds and requires one to
Endurance roll or stunned for one to
Blow ten rounds rest after use.
ten rounds.
Two attacks or only attack causes Slow
+1CS to resist stun or KO.
+2CS damage and requires red Resistance
Great Blow
Endurance FEAT or KO for one to One half move rate opponent gets
Featherwalk
ten rounds. -3 CS to tracking and hearing.
One quarter move rate, leave no
Light Step
Table 3.08 – Weapon tracks and move in total silence.
May block or evade all blows &
Maneuver Effect missile attacks using either
Use weapon or hand with Agility or Fighting at +3CS.
Great Shield
Weapon Excellent protection to Automatically evades the best
catch/block opponents weapon. attack with no roll needed.
Must catch weapon as above then Requires all actions except one.
Weapon
may break it with yellow Strength
Breaker
feat at Strength +2CS.
Must catch weapon as above then
Weapon
may break it with yellow Strength
Breaker
feat at Strength. +2CS.
Use a scarf or similar cloth as a
weapon six feet and ten inches in
Steel Cloth
length, does Strength -1CS
damage.
Agility roll at Amazing rank to
block missile weapons slower
Arrowcutting
than bullets granting Excellent
protection.
Additional +1CS to Fighting to
Disarm
remove weapon from opponent.

171 The Ultimate Origins Book


Table 3.1 – Mental Table 3.2 – Special Maneuvers

Maneuver Effect Maneuver Effect


One hour of meditation equals Two normal attacks with normal
Meditation
two hours of sleep. damage that if both hit, opponent
Spatial Aware of all in your immediate Ear Clap must roll red Endurance check or
Awareness area to include behind you. stunned for one to ten rounds plus
Resist +1CS vs. any mental attack and two rounds.
Domination some magical attacks. Elbow No penalty to strike opponent behind
Only penalty is -1CS to FEAT’s Strike you and -1CS to opponent's defense.
Blind Fighting Can block any melee attack with bare
in complete darkness.
Gives Good protection against hands, a successful result is
Hand
Iron Skin physical attacks (Judge automatically upgraded to red
Parry
discretion). equaling a +1CS to Strength in
Allows absolute motionless for protection.
Stillness one hour plus Endurance rank in Normal damage and -1CS to
Head Butt
minutes.. opponent's defense.
+1CS to any action requiring Normal damage and -2CS to
Balance Knee
good balance (Judge discretion). opponent's defense if done to the
Strike
Two rounds of concentration front.
Summon increases Strength +1CS for one
Strength to ten rounds, must rest one turn
after use.
+3CS to escape bonds or fit
through spaces as small as one
Contortion
square feet, and hide in places as
small as four square feet.
+2CS to any feat for one round
Controlled
and gives Good protection vs.
Breathing
heat and cold permanently.
One round concentration to find
weakness in style giving
Pause additional +1CS to Fighting.
Must roll yellow Intuition check
at +1CS to find weakness.
Use pressure points for one round
Resuscitation to bring stunned or KO person
back to consciousness.
Go without food, water, or sleep
Suppressed
for one half Endurance number in
Desire
days with no penalties.
Quick Strike +2 to initiative rolls.

The Ultimate Origins Book 172


Chapter Thirty-One: Werewolves
MTS Note: This one was also inspired by a discussion at Classic Marvel Forever:
http://www.classicmarvelforever.com/phorum/read.php?3,4150. My comment/question was somewhat off-
topic and ignored, so I decided to create these on my own. Additional information about resisting the
infection can be found on page 355 of this book.

History rings) the curse burrows into it's victim making


itself part of their genetic code to be passed on to
The mythos of Werewolves in Marvel their offspring.
Comics is somewhat shrouded in mystery. There
is some information on the various Werewolf The ring allows its wearer to transform into a
characters in the comics, but the background on Werewolf with just a thought. The wearer of the
Werewolves as a whole seems to vary from ring retains his or her own mind while in the
character to character. form of the Werewolf.

What is known; is that the Darkhold, an Game Mechanics


arcane tome of evil magics created by the demon
Chthon, plays a role in their history. Among the In theory any Origin can be infected with the
fragments of occult lore contained between the Werewolf's curse, but to keep things simple use
book's covers is a detailed account of the origin the initial ranks of a Normal Human using
of Lycanthropy. column one of the Ultimate Powers Book. This is
used in lieu of the expanded rules for generating
Normal Humans, to offset the advantages gained
in their Werewolf form.

Initial Ranks Table

Die Roll Rank


01-05 Feeble 2
06-25 Poor 3
26-75 Typical 5
76-95 Good 8
96-00 Excellent 16

Talents: Generated normally. Replace the first


random Talent with Mystic Origin.

Contacts: Generated normally.

While in Werewolf form, FASERIP is


modified as per the chart below:

Ability Modifier
F ---
A ---
S +3
Acquiring the Curse E +3
R ---
A character can become a Werewolf by being I ---
bitten by a Werewolf, reading the Darkhold (in P ---
the case of a latent curse), or by one of the
Werewolf Rings. In all cases (except for the

173 The Ultimate Origins Book


Powers have been adapted from the Marvel Phile -1CS. A Red or Yellow result from a silver
magazine article "A Marvel Monster Phile" by edged or missile weapon is treated as a "kill".
Douglas Lent that appeared in issue 126. They
were derived from the stats for Jack Russell. On the three nights of the full moon,
Werewolves automatically change but have their
Reason reduced to Feeble. Their nature also
becomes that of a savage beast. Exceptions can
apply at the Judge's discretion.

Werewolves also gain the following powers


in their Werewolf form:

Claws: Werewolves have razor-sharp claws and MTS Note: Redman II linked me to rules he had
teeth and can inflict up to Remarkable edged- written for Werewolves when I posted a list of
attack damage with them. what was going into the book. They are included
in this chapter as an additional option for
Infravision: A Werewolf's sight extends into the creating werewolf characters. The " Ability
infrared, allowing him to see in the dark by Modifier Table" on page 35 of this book can be
detecting heat emissions. used to create more personalized characters.

Extraordinary Senses: Werewolves senses of The information below was written by Redman
sight, hearing, and smell are all Amazing. They II and was posted on the "Classic Marvel
can detect sensations far beyond the Normal Forever Phorum".
Human range by making an Intuition FEAT roll.
They can track by smell and remember scents
previously encountered. They can hear a
heartbeat at a one-area range and smell an
approaching being within a three-area range.

Running: Werewolves can move at a rate of two http://www.classicmarvelforever.com/phorum/read.ph


areas per round for up to half an hour a day. p?9,4125

Invulnerability: As a supernatural creature, A brief writeup for ‘average’ werewolves,


Werewolves have Amazing resistance to all with some material adapted from and inspired by
forms of physical damage except that caused by AD&D and DC Heroes.
silver weapons. Werewolves, if injured, cannot
have their Endurance reduced below Feeble Stats Human Form Werewolf Form
except by silver weapons. F Ty Rm
A Ty Ex
Limitations S Ty Rm
E Gd In
As mentioned above, silver weapons are the
only ones unaffected by a Werewolf's R Ty Ty
invulnerability and are one of the few things that I Ty Ex
can kill them. Each hit by a silver weapon causes P Ty Ex
all of a Werewolf's physical abilities to drop by Health: 28/120 Karma: 18/46

The Ultimate Origins Book 174


Powers: Damage per bite. Their transitional form likewise
possesses claws of similar material strength that
Affliction (Lycanthropy): Werewolves are they can use in combat.
capable of infecting victims with Lycanthropy
via their bite and saliva, thus resulting in the Recovery: Whether in human, animal or
victim becoming an infected werewolf. This is transitional form, werewolves are far hardier
treated as an Amazing intensity infection, and than they appear, and are capable of recuperating
can be countered by Resistance to Disease or from seemingly fatal injuries with Amazing
Healing abilities. ability, making feat rolls with this rank to
recover from Endurance losses.
Animal Transformation (Self / Wolf only):
Werewolves have the Amazing rank ability to Regeneration: Regardless of form, even in
transform from human form into wolf form, and human form, werewolves heal rapidly from any
back again, typically at night with a full moon in injuries, healing 10x faster than their current
the sky. They are also capable of assuming a form’s Endurance would normally permit, as per
transitional form – the classic humanoid wolf Good rank regeneration.
depiction often associated with werewolves.
Aside from their recuperative abilities (Recovery Weaknesses:
and Regeneration), their additional powers are
only available in either their wolf or transitional Triggered Transformations: Cursed and Infected
forms. Note that Natural Werewolves can Werewolves generally suffer from involuntary
transform any time they feel like it. transformations into either wolf or werewolf
form, typically dictated by lunar cycles – most
commonly transforming on the nights of the full
moon. They are then essentially locked into
animal form for the duration of the night,
although they are typically still able to shift
between their wolf and transitional forms. Note
that Natural Werewolves do *not* have this
weakness, as their inherent ability enables them
to transform when and how they choose amongst
their forms.

Vulnerability to Silver: Werewolves suffer an


extreme reaction to silver, often suffering even
Body Armor: Werewolves are much more rashes and other skin irritations from simple
resilient in one of their transformed states, silver jewelry, and weapons of silver can more
enjoying Good protection vs. physical attacks easily inflict grievous injury. In game terms, this
and Poor protection vs. energy attacks. is represented by the werewolf suffering a -4CS
penalty against attacks made with silver
Enhanced Senses: Werewolves possess weapons, thus leaving them with no protection
Remarkable rank senses of hearing and smell, vs. a physical attack from such weapons. In
and are capable of Tracking targets via their addition, their Recovery and Regeneration
sense of smell with Remarkable ability. powers do not work in regards to wounds
inflicted by silver, making it easier to potentially
Hyper Leaping: Werewolves can jump slay them, and resulting in slower healing if they
frightening distances, leaping with Remarkable do manage to survive such wounds.
ability, thus enabling them to clear 40' across and
safely leap down from as high as 60'. Personal Notes: This provides more variety, and
helps confuse the issue, for Werewolves,
Natural Weaponry (Claws / Teeth): In either resulting in 3 distinct categories -- Cursed,
wolf or transitional form, a werewolf possesses Infected, and Natural.
strong teeth of Excellent material strength,
enabling them to deliver up to Excellent Edged

175 The Ultimate Origins Book


Chapter Thirty-Two: Zn’rx (Snarks)
MTS Note: This is from writeups.org, so it required converting it from the DC rules to Marvel. I used the
rules from Ty States’ awesome site (now hosted at Gaming Nerds R Us) written by MoonSylver under the
More DC to Marvel link. I recommend using the "Ability Modifier Table" that appears in "Aliens and Non-
Humans Races I" on page 35 to implement these in your game.

Credit for this section goes to Sébastien Personality


Andrivet, and it was originally posted on
writeups.org. Snark soldiers are no more evil than human
soldiers. While they seem clumsy in the Power
Pack comics, it is probably more a matter of big,
heavy things trying to catch small, fast things
(i.e., Growth vs. Shrink).
http://writeups.org/
Typical Zn’rx
History

The Zn’rx, nicknamed the Snarks, are a


reptilian race. Their homeworld is nicknamed
Snark World. It is roughly Earth-like, but seems
deserted, with Snarks living underground.

The most important cultural trait of the


Snarks is their Queen Mother. The Snarks are
governed by an Emperor, who is polygamous;
each of his wives, or Queen Mothers, is the head
of an extensive clan. Each can have a single
High Snark (a bigger, tougher offshoot of Snark
- add +1CS to Strength and Endurance)
offspring. When the Emperor dies, the Queen
Mothers and their clan go to war against each
other for the right to crown a new Emperor.
These highly devastating and cyclical Snark F A S E R I P
Wars are pretty much considered a natural Gd Gd Ex Ex Ty Ty Ty
hazard in their galactic sector, as they tend to 8 8 16 16 6 6 6
impact on neighboring planets.
Health: 48 Karma: 18
First contact with humanity happened in the Known Powers
Marvel Universe when the most vicious Queen • Growth: Pr 3
Mother, named Maraud, sent a military force to
capture an experimental matter/antimatter Equipment
converter, whose prototype had been developed • Energy Weapon [Body Ex 16, Energy
on Earth by professor James Power. The mission Blast: Rm 26]
not only failed, but resulted in the creation of the
Power Pack superhuman kids, who ultimately Note: Growth is always on and already factored
were the downfall of Maraud. into their Abilities.

Description Drawbacks: Attack vulnerability to cold


(+1CS).
Snarks are 2.45m (8.03ft) high from head to
toes, and 3.35m (9.84ft) long from snout to tail; Talents: Military Science and Weaponry
they weigh about 180kg (396.83lbs). (Firearms).

Contacts: Their clan.

The Ultimate Origins Book 176


Chapter Thirty-Three: Zombies
MTS Note: Calling a zombie heroic is a stretch of he imagination to say the very least. Still, this is the
Marvel Universe and stranger things have happened. These could be used as an option for Undead
characters if desired. The " Ability Modifier Table" on page 35 of this book can be used to create more
personalized characters. The rules for Resisting Infections on page 355 can be useful for Zombies as well.

This chapter was written by Powersurge for the effects of the virus. Failure indicates a -1CS to
"Classic Marvel Forever" website. Reason and Intuition, as well as being subject to
a Feeble Strength Emotion Attack: Rage
whenever one experiences significant agitation
(roll each round to regain control). The rank of
the Emotion Attacks will increase by +1CS with
each successive failed Endurance FEAT.

http://www.classicmarvelforever.com Some might want to scale down the onset


time even further.
Zombies have appeared in many forms in
modern media, evolving away from the slow,
lumbering zombies of the Romero movies,
discarding the well nigh invulnerable ones of the
Return of the Dead movies, skirted the
boundaries with "Rage Virus" movies, and given
us the fast zombies of the modern era, as well as
the "Zombielord" ... and with the scientific origin
triumphing over Romero's implied spiritual
origin.

I think that there is room for all of these types


of "zombies", and have unified them in my
homebrew "Grendal Virus" as representing
various stages in the progression of the virus.
Those who have contracted the virus become
forgetful, moody and irritable until they at last
succumb to a cannibalistic rage, ultimately to be
killed by the virus itself and reanimated as a fast,
nimble and ferocious zombie. Over time the vast
majority of these zombies suffer decay and
environmental rigors that enfeeble them to the
slow and lumbering degree. When Reason reaches Feeble, the host's
powers of higher reasoning have all but
The Rage Virus could work like the Onset of collapsed and they are overwhelmed with rage.
the Grendel Virus. Here is a typical example. Stats reflect the
adjustments shown in brackets:
It is of Incredible intensity and only a very
few humans are genetically inclined to have any Stat Rank
hope of fighting it off. Once infected, another F Ty (+1CS)
Endurance FEAT must be rolled, with the result A Ty (unaffected)
dictating the general speed of its spread S Ty (+1CS)
throughout the host. White equals a further
E Gd (+2CS)
Endurance check every minute, Green every 10
minutes, Yellow 30 minutes, Red every hour. R Fb (n/a)
When this time elapses yet another Endurance I Pr (n/a)
FEAT (vs. Excellent intensity) is required, i.e. P Rm (n/a)
allowed, to stave the effects of the immediate Health: 28

177 The Ultimate Origins Book


Tactics: Weaponless, headlong and ferocious, to sustain ungodly trauma without flinching. A
generally opening with a charge in hopes of typical example might look like:
dragging the prey down, followed by clubbing
blows, and culminating in bites when the Typical Fast Zombie
opponent is stunned or otherwise helpless bites.
Stat Rank
Bite: The enraged can bite for up to Typical
F Ty (+1CS)
damage on the Edged Column. Such bites are
also infectious at Incredible Intensity. Victims A Ty
must make an Endurance FEAT vs. Incredible S Pr
intensity or contract the virus. E Ty
R Shift 0
Claws: The enraged can scratch for Feeble I Pr
Edged damage or Poor if they have long nails.
P Fb
Movement/Fatigue: The enraged can run at the Health: 52 (see below)
usual 2 areas/turn, but can sustain this pace
indefinitely without tiring. Tactics: Charge, grapple, feed.

Undead Status: Zombies are effectively


immune to gases, diseases, poisons, sensory
attacks, psionic attacks, and stuns. They are also
incredibly tough and gain a bonus of +30 Health
points and continue to operate until their
Endurance Rank is Shift 0. A Kill result scored
against a zombie generally reflects a grievous
physical injury that results in a flat -1CS to
Endurance, and a potential reduction of
movement or FASE stats at the Judge's
discretion. A called shot to the head result in
immediate death for any weapon capable of
scoring a Kill result, otherwise the head can
absorb 15 points of damage before the zombie is
killed.

Bite: The bite of the fast zombie is of Poor


Strength and rolled on the Edged Column. It also
transmits the Incredible Strength virus. Victims
must make an Endurance FEAT vs. Incredible
intensity or contract the virus.

I would rank a zombie virus at a similar


Incredible intensity, with the intervals for the
speed of onset reduced to White = every 30
minutes, Green = every hour, Yellow = every 5
hours, Red = every day. Failure to roll a
successful End FEAT vs. Excellent Intensity at
these intervals results in -1CS to Endurance per
failure until they are dead; at which point they
rise as zombies. Accidental death results in
immediate zombification.
The slow zombie ultimately comes into being
Dealing with the fast zombie first, it is as a result of a rare infection of the already dead
virtually identical to the enraged host, save for and decomposed, or via the gradual degradation
being slightly less cunning and its zombie ability of the infected corpse. This degradation occurs at

The Ultimate Origins Book 178


a rate of -1 point off Fighting and Agility per discretion. A called shot to the head result in
week dead, until both are reduced to Feeble. This immediate death for any weapon capable of
is what happens to a zombie that has gone scoring a Kill result, otherwise the head can
without feeding! A typical slow zombie might absorb 15 points of damage before the zombie is
look like this: killed.

Typical Slow Zombie Bite: The bite of the slow zombie is of Poor
Strength and rolled on the Edged Column. It also
Stat Rank transmits the Incredible Strength virus. Victims
F Fb must make an Endurance FEAT vs. Incredible
A Fb intensity or contract the virus.
S Pr
Movement: Slow zombies are physically limited
E Ty and can only move at a max of a half area/turn. If
R Shift 0 inspired by hunger/food source (which occurs on
I Pr a Yellow Psyche Feat after first spotting a living
P Fb being) they can "dash" at up to 1 area/turn for as
Health: 44 (see below) long as that target remains visible.

Undead Status: Zombies are effectively Lunge Attack: Most zombies "prefer" to move
immune to gases, diseases, poisons, sensory toward a target, throw their weight at it in hopes
attacks, psionic attacks, and stuns. They are also of dragging it down, and then commence biting.
incredibly tough and gain a bonus of +30 Health This feeble form of "charge" attack uses the
points and continue to operate until their Grappling column with Typical intensity (based
Endurance Rank is Shift 0. A Kill result scored on average body weight), save that on a Yellow
against a zombie generally reflects a grievous or Red FEAT the victim must roll vs. a Strength
physical injury that results in a flat -1CS to FEAT vs. Typical intensity or be dragged down
Endurance, and a potential reduction of (Strength feat to escape). Greater numbers of
movement or FASE stats at the Judge's zombies can incidentally "Combine" their attacks
as per the combine rules

179 The Ultimate Origins Book


To say magic is diverse would be an understatement at the very least. That statement
holds true in the Marvel Universe as well. As there are so many options for Magic users
in this book, Magic has been split into its own section, so those wishing to include magic
in their games have the convenience of having all the Magic Origin options in a single
section of the book.

181 The Ultimate Origins Book


Even in the official Marvel Superheroes game by TSR, more than one option was
presented for those wishing to have Magic User as their Origin. This section will present
the official options for those playing that Origin.

Additionally, another official Magic user option can be found in Chapter Five: Gypsies of
the Balkans on page 61 of this book. It was not included in this part of the book, as only
the entry on Gypsy Healers deals with Magic.

The Ultimate Origins Book 182


Chapter Thirty-Four: Creative Conjuring

A variant magic system for the MARVEL SUPER HEROES game

MTS Note: I included this article as an option for Players and Judges to have the opportunity to create a
different type of magic wielder for the MSH game.

The following is a Marvel-Phile article that The Campaign Book states that all magic
originally appeared in Dragon Magazine, issue comes from three sources: Personal Energy,
#100, and was written by Eric Walker. Universal Energy, and Dimensional Energy. A
brief description of types of spells is given on
page 142, and the rest of the section describes
the casting of magical spells. Actually, the three
spell sources can be divided into subgroups as
given on the following table.

Personal Universal Dimensional


Energies Energies Energies
Extended
Alterations Conjurations
Senses
Illusions Divinations Creations
Mental
Evocations Necromantics
Powers

The Marvel Super Heroes game is a fast-


paced, action-filled adventure game in which the
players can do anything they want. However,
like all games, it has a few bugs, particularly in
the character generation system. The Campaign
Book (p. 45) notes that magical training is not
available as a normal talent, meaning that players
cannot use Doctor Strange or create characters
with magical powers. As the game stands now,
magic is too powerful; characters can do
anything with it. A sorcerer with a Psyche of
Good (the minimum required for magical
training) can do everything that a sorcerer with a
Class 1000 Psyche could do, albeit within a very
limited range, This article will attempt to solve
these problems by categorizing the Marvel
Universe magic system and limiting its powers,
so that even Doctor Strange is not all-powerful.
This system is based on the Advanced Dungeons
& Dragons® magic system, and Judges may
modify it as they please.
These nine categories contain all types of
magics, including raising mystical force fields,

183 The Ultimate Origins Book


dimensional travel, and turning people into frogs. normal range of spells. Magic items such as
Most spell effects that a Marvel Super Hero crystal balls, talismans, and wands can either be
mage would desire to cast are duplicated in the taken from enemy sorcerers (a difficult deed), or
AD&D Players Handbook and easily classified they can be enchanted by the sorcerer himself.
by the above system. To make a magical item, the sorcerer must
follow the steps in Chapter 2 of the Campaign
A spell caster can choose a certain number of Book, in the section Building Things. (under the
magical powers from these categories, depending category of special devices). Instead of a Reason
upon his Psyche. For every rank of a sorcerer’s FEAT roll, he must make a Psyche FEAT roll.
Psyche above Typical, he gets to choose one
magical power from the table. Thus a sorcerer
with a Psyche of Good would have only one
power (such as Alterations), while a magician
with Class 1000 Psyche would have all nine
powers. Furthermore, a wizard with Good
Psyche could only choose his power from the
three powers under Personal Energy, and cannot
use Universal or Dimensional Energies. A
sorcerer with Excellent Psyche (able to use two
powers) can use Personal and Universal
Energies, but not Dimensional ones. The use of
Dimensional Energies requires a Psyche of
Remarkable or better.

To create a magical item, though, the sorcerer


must have something connected with the power
he wants to enchant into the item. If he wants an
item that increases Strength, he must have some
part of a creature of a strength equal to the level
desired, such as the ear of a bull (or even a lock
of the hair of Thor.). A device to allow travel
through the dimensions would likely require
something from another dimension. This can
lead to interesting scenarios as the character and
This simple system limits a magic-using his allies venture into another dimension in
character but still allows him great variety in the search of the required item.
types of spells that he can use. All nine of the
magical powers are described below.
Personal Energies
The only way for a sorcerer to gain more
magical powers is to either have his Psyche Extended senses - This is the ability of a wizard
raised magically or to augment his magical to heighten or lessen his own ability scores or
powers through the use of magical items. These powers, or those of a willing subject. It also
are enchanted objects under a sorcerer’s control includes the ability to see into other dimensions
that allow him to practice magic outside of his and to project his soul into the Astral Dimension.

The Ultimate Origins Book 184


There are limits as to how high or low ability the Image Generation power will not work. A
scores or powers can be adjusted. A sorcerer wizard having this power can use telepathy,
with a Psyche of Good to Remarkable can launch a mental blast, generate a force field, and
change ability scores up to 2 ranks above or so forth. If the spell cast is permanent, the caster
below normal; a sorcerer with Incredible to does not gain mental powers as a super power.
Monstrous Psyche can affect scores for up to 3 Because it is a magical power, this power can be
ranks; a Psyche of Unearthly and Shift X allows detected and dispelled normally. (Dispelling
him to affect scores by 4 ranks, and a Class 1000 magic is detailed under Evocation.)
Psyche allows him to alter the scores by 5 ranks.
Unlike all other spells, the effects of raising or
lowering ability ranks puts such a drain on the
spell caster that abilities are only affected for one
day at most, and the sorcerer automatically loses
10 Health points when the spell wears off. This
does not happen when the sorcerer augments his
normal senses, such as sight or touch; a normal
Psyche FEAT roll must be made as usual.

Universal Energies
Alteration - This is a sorcerer’s ability to
physically change things. With this power, a
boulder can be changed into a statue, weather
can be summoned and controlled, people can be
Illusions - This is not the same as the Image changed into animals (and vice versa), and so on.
Generation power (under Mental Powers in the Anything affected by this spell will radiate magic
Campaign Book). The illusions that can be for the spell’s duration; this is a telltale mark of a
created are extremely varied, and include sorcerer’s work. Note that if the spell caster has
illusionary creatures and things, invisibility, and never seen a particular thing (for example, a
even the illusory healing of damage. If the latter Skrull), he cannot turn any person or object into
illusion takes effect (meaning the affected being that thing.
thinks the illusion is real), the being will be
healed of a number of Health points equal to the Divination - This is the ability to uncover
caster’s Psyche. Actually, no damage has been information. With this power, the sorcerer can
healed, and the Judge will have to keep a running detect sources of magic (such as other sorcerers),
total of the being’s Health points; when they locate physical objects (such as a key or hidden
reach zero, the being is affected normally. Only weapon), or contact other beings (such as the
then does he learn that the healing. was an rulers of other dimensions) and seek advice from
illusion. them. If he attempts to do this, he must make a
Personality FEAT roll. White means that the
Mental power - This magical power can be being is angered by the sorcerer’s interference,
treated the same as the Mental Powers super and he might send one of his minions to attack
power (p. 42 in the Campaign Book), except that the sorcerer. A green result means that no

185 The Ultimate Origins Book


information is received (Sorry, all lines are busy Dimensional Energies
now...). Yellow means that the sorcerer receives
a vague message or vision that must be Conjuration: This is the power to summon
deciphered. Red means that the sorcerer receives creatures or things from other dimensions.
exactly the information he wanted to get. (Teleportation is a power found under
Evocation.) With conjuration, the sorcerer can
steal a piece of rock from the Negative Zone
(though this is extremely dangerous), or he could
summon one of the creatures from the mystic
dimensions. i.e., demons. Demons are very
powerful monsters that most characters should
avoid, as they have certain magical abilities of
their own. Unless the sorcerer has some way to
control the demon he summons, there is nothing
to stop it from attacking as soon as it appears.
However, demons are repelled by the holy
symbols of various religions, and a pentagram
will serve to successfully contain. a demon: the
creature cannot cross the boundaries of the star,
nor can it cast spells across the barrier. A typical
incantation to summon a demon might be versed
as follows:

“Hear me, Dormammu™ the Dark! A boon I


dare to ask of thee: I call upon the Black
Hellspawn — Awake! And harken unto me.”
Evocation - This is the sorcerer’s ability to
harness magical energy and channel it in certain
ways. This power governs the casting of magical
bolts of power, the raising of mystical shields,
the power to reflect a spell completely (requiring
both a red Psyche FEAT roll and the player’s
prior declaration that this is being attempted), or
the casting of a special spell called dispel magic.

Dispel magic: allows a sorcerer to completely


erase or neutralize a magical effect. To
accomplish this, the caster must make a Psyche
FEAT roll as normal, but if his Psyche is less
than the Psyche of the wizard who cast the spell
that he is trying to negate, he must make a red
FEAT roll to successfully dispel the magic. If his
Psyche is equal to the opposing spell caster, he
needs a yellow FEAT to succeed; if his Psyche is
greater, a green FEAT will successfully dispel
the magic. If the FEAT fails, nothing happens,
and the sorcerer will not have another chance to
dispel the magical effect. Note that he may
automatically dispel his own magic, whether he
has the power of Evocation or not.

Note that the power of Conjuration can be


reversed, so as to banish a being from this
dimension to a dimension of the sorcerer’s
choice.

The Ultimate Origins Book 186


Creation: This is simply the creation of things. wasting the spell (and getting the sorcerer into
With this power, the sorcerer can create a terrible trouble).
physical object out of thin air; its dimensions are
the size of one area square per rank of the spell Other forms of Necromancy that are much
caster’s Psyche above Excellent. Thus, a sorcerer less dangerous include the healing of damage
with Remarkable Psyche could create an object (equal to the spell caster’s Psyche), the ability to
of one area size, such as a small wall, while a fake death (stop heartbeat and brain patterns,
wizard of Class 1000 can create a seven-area etc., but still live), and to steal the soul of
object. The object can only be roughly shaped; another being and place it in a container (called
for fine detail, the Universal power of Alteration magic jarring a variation of this spell was used
will have to be used by the sorcerer. Rough on Ghost Rider. once). The chance for the spell
shape. means the object can be given no more caster to steal a soul is the same as the sorcerer’s
than a humanoid form or the general outline of chance to dispel magic based on the victim’s
an automobile, for instance. Psyche. Note that the stealing of souls is an
extremely evil act, and it is sure to affect the
Popularity of the sorcerer.

Doctor Strange’s personal abilities are given


in the Campaign Book, on pp. 4-7. Under this
revised system, Doctor Strange’s magical
abilities are not as ultimately powerful as they
were under the original Marvel Super Heroes
system. Nonetheless, this system should give
wizards in the game a fighting chance, and it will
still keep a sorcerer from upsetting the all-
important game balance. It should also be said
that though this system limits the powers of
wizards, magic-users should be very rare (at
best) in the Marvel Universe. I would suggest
that there should be only one wizard in every
group of player characters. Otherwise, why
would the game need beings like the X-Men™?

Necromancy: This is the most dangerous of all


magical powers, as it involves intrusions into the
domain of the being known as Death. This is the
sorcerer’s ability to bring the dead back to life.
Only a red FEAT will bring the dead back to
life, and, whether the caster succeeds or not,
Death will become aware of the spell caster’s
existence. Death may ask a service of the wizard
in exchange for the dead soul, or he may just
shorten the sorcerer’s life span by an appropriate
amount. The Judge has complete authority when
dealing with the sorcerer on this matter; if he
thinks that the dead being should not be brought
back to life, he can rule that Death does not want
this soul to return to the land of the living, thus

187 The Ultimate Origins Book


Chapter Thirty-Five: Magic
MTS Note: An amazing variant system for Magic in the Marvel Universe. As normal, David E. Marti
outdid himself.

This material was originally printed in "The For example, Robots might be now
Ultimate Powers Book" by David E. Martin. considered to be clockwork automatons or
Galatea-like animated statues.

The research for this book revealed that those


Powers most often referred to as Magic had two
basic components in the way they operated. I call
these components Mechanism and Effect.

Magical Powers

The Powers referred to by the word "Magic"


cannot be easily categorized in the other Power
classes. It is, as Jeff Grubb so quaintly put it in
the Players' Book of the Marvel Super Heroes
Advanced Set, "a can of worms that, once
opened, may be difficult to contain." The subject
of Magic in the Marvel Universe is dealt with at Mechanism is the manner in which the, hero
length by Kim Eastland's book, Realms of Magic manifests his Magical Power. There are ten basic
(MHAC9). However, the book you're reading types of Mechanisms with an infinite number of
couldn't be called The Ultimate Powers Book if it further variations. These further variations are
simply shunted you off to Mr. Eastland's book the actual “spells” that produce a specific Power/
now, could it? Effect. When the Player rolls his first Magical
Power, he must select a Mechanism. He can
This section is for those players and Judges choose one of those listed below or let pure
who are not following a strict interpretation of chance decide. Upon gaining further Magical
the aforementioned tome or are simply interested Powers, the player can stay with that first
in forging a Magic system that is unique to their Mechanism or have another go at random
campaign. It can be treated as a supplement to, determination.
explanation of, or replacement for your current
magic system. Die Roll Mechanism
01-08 Word
If a Magic Power appears at any time during 09-20 Chant
the character generation process, the player 21-28 Song
should convert the entire character to a Mage and
29-40 Gesture
convert all the Powers into their Magical
equivalents. If the character was a High Tech 41-52 Alchemy
type or possessed a physical type that was 53-60 Talisman
obviously technological in nature, these should 61-68 Familiar
be altered to reflect a Magical background for 69-76 Necromancy
the character. 77-84 Summoning
85-00 Ritual

The Ultimate Origins Book 188


Word: The hero needs to speak a single, specific procedure. The resulting substance possesses
word in order to manifest his Power. Subtle enough Power to attempt the desired Effect. The
variations in pronunciation change the range, length of preparation time and the cost of the
direction, and Intensity of the Effect. The higher ingredients increases with the rank of the Effect.
the Effect's rank, the harder the required Word is Prep time is one turn per each ten points of the
to pronounce properly. Power rank number. The ingredients cost an
amount of Resource points equal to 10% of the
Effect's rank. For example, an Effect of Shift Y
rank would require materials of Excellent cost
stirred together for 20 turns.

Talisman: The Mage must possess a specific


item in order to achieve his desired Effect. This
can be a specific type of item for each type of
spell, such as a marble sphere to communicate
with spirits or a handful of eagle feathers to
achieve flight. Common talismans have a cost of
one Resource point for each point of the Effect's
rank number. For example, a common talisman
for a Remarkable Effect would cost 30 points.
Much rarer is the Magical Talisman, a unique
Chant: The hero needs to recite a series of words item that possesses its own Power or focuses the
to manifest his Power. The Chant can be any Mage's own Power. Magic Talismans are
length and form. Generally, the rank of the general-purpose devices that can serve the
Effect determines the length of the Chant. The Mage's every need, regardless of the type of
Chant lasts one turn for each ten points of the Effect desired. An example of this is Dr.
Power rank number. For example, a Chant of Strange's amulet, the Eye of Agamotto. Magic
Incredible effect takes 4 turns. Talismans can be of any nature, whether jewelry,
implements, clothing, or your grandfather's skull.
Song: The hero needs to sing or play a specific
song, tune, or rhythm to bring about the desired Familiar: The Mage possesses (or is possessed
Effect. The name is a misnomer, since the nature by) a special lifeform who serves as an amplifier,
of the Song can be as diverse as words-and- conduit, and transmitting device for the Mage's
music, a hummed tune, a series of notes on an Power. The hero must be in contact with the
instrument, or an exotic drumbeat. The Song Familiar to achieve any type of Effect aside from
lasts one turn for each ten points of the Power communication. The Familiar can be any
rank number. For example, a Song of Shift X species, but generally is a non-sentient being of a
Effect takes 15 turns to be properly performed. lower order of life than the Mage's physical
form. The Familiar's species is usually from the
Gesture: The hero must perform a specific same world or dimension as the Mage. Of
physical action to bring about the desired Effect. course, if the Mage is of a higher order than
The nature and complexity of Magic Gestures humans, he might have a human as a Familiar.
varies. They can be hand and arm movements, The relationship between Mage and Familiar
facial expressions, acrobatics, dance steps, and or bonds them together so well that they can
anything else the player can think of. The Effect Telepathically communicate with each other.
determines the complexity and performance time Common examples of Familiars include felines
of the and owls.

To properly perform a Gesture takes one turn Necromancy: The Mage can achieve an Effect by
per twenty points of the Effect's Power rank using the remnants of life force contained in
number. For example, a Monstrous Effect takes once-living biological materials. Unfortunately
four turns to properly execute. for everybody concerned, the most potent source
of this life force is a living organism, which the
Alchemy: The hero can achieve a specific Effect Necromancer must slay in order to have the
by following a recipe that combines arcane or benefit of its life force. Necromancy is the
even commonplace substances in a special nastiest form of Magic there is. If the player rolls

189 The Ultimate Origins Book


this form, he has three options. One, continue randomly generates the component Mechanisms.
creating the character and then give him to the Duplicate rolls simply means that an extra effort
Judge for use as an NPC villain. Two, say the is needed; that Mechanism is twice as
magic word "Drat!," discard this Mechanism, complicated as your Mage had initially thought.
and roll again. Three, go with this Mechanism Examples of Ritual combinations include
and assume that your Mage is an "enlightened" Word/Gesture, Chant/Talisman, and
Necromancer who only uses already deceased Song/Dance.
materials and is a valiant foe of nasty, evil,
"unenlightened" Necromancers who still do
things the old fashioned way. Higher ranked
Effects require harder to acquire body bits. The
Judge will have to decide his own standards for
this. For example, a dead mouse is required for a
Feeble Effect while 400-year-old bones of
somebody named Fredrikson might be required
for a Shift-X Effect.

Summoning: The Mage can summon


supernatural beings and compel/ bribe/ beg them
to go do the actual work that produces the Effect.
Such beings include Spirits, Angels, Demons,
and any other Magical Beings who might exist in
the Judge's campaign. Generally speaking, each
Summoner specializes in a particular type of
Magical creature. The Summoner can draw on
the services of other types but this is an unlikely
event brought about by special circumstances.
For example, Illyana Rasputin can summon a
variety of Demons but has never tried to
summon a Ghost. The overall Power rank of the
being to be summoned is dictated by the rank of Mechanisms are only effective if used by
the desired Effect. (If the being can't do the job someone who actually possesses Magical Power.
then why summon it in the first place?) The Mechanisms can be imitated by normal people
Mage runs into danger as he attempts to summon but the Effect won't occur because the imitator
more Powerful beings, many of whom might doesn't have the Power to support the mimicry.
resent the Mage for dragging them away from So forget about tape-recording Chants and
their home dimension and sending them off on playing them back whenever you want. Of
some ridiculous mission. Should the Mage loses course, if the Mechanism is imitated by someone
control of the situation, things might get nasty, who didn't know that they possessed Magical
messy, and probably fatal. Power, then the Effect might unexpectedly
occur.
Ritual: This is a combination of any of the
preceding nine Mechanisms into a compound For example, the famous choreographer Rob
Mechanism. The player rolls the dice to Fusse created a ballet that incorporated dance
determine how many Mechanisms are to be steps he'd once witnessed in a Tibetan temple.
combined into the Ritual. He didn't know that the dance was really a
Weather Control spell. He also didn't know that
Number of his lead dancer was a budding Sorceress; she
Die Roll didn't know it either. On the opening night, the
Mechanisms
01-33 2 dancer's excitement finally allowed her latent
Power to connect with the spell she was
34-67 3
unwittingly casting, with torrential results.
69-00 4 Critics hailed it as a new triumph in bringing
realism into the theatre.
The player then returns to the Mechanism
listing at the beginning of this section and

The Ultimate Origins Book 190


Curiously, if anyone who possesses Powers
other than Magic tries to imitate a Mechanism,
there is a chance it will succeed. In such a case,
the mimic's own Powers provide the raw energy
to achieve the Effect. Such mimicry requires two
red Reason FEATs to succeed. The first FEAT
means that some kind of Effect has been
achieved, while the second means the Effect is
under the mimic's control.

Example: Kitty Pride has been watching


Illyana Rasputin closely in order to figure out
how Illyana creates space warps. Kitty tries to
imitate her friend's actions. Kitty's Remarkable
Reason gives her a slim chance of success. She
lucks out the first phase (a 95) and vanishes into
a glowing circle of light. Unfortunately she
botched the second phase (a 32) and didn't
reappear at poolside as she intended. An hour
later Professor X accepts a collect call from
Bristol, England. It's Kitty, asking if somebody
could come get her.

The second Component to Magic is the


Effect. It's just another word for the Power the
player has already acquired through the Power
Generation process. There are twelve Powers
that are unique to the Magic classification. Since
Mages often display Magical Powers that are
virtually identical to more normal Powers, the
system had to account for those as well. These
are handled under the category of Power
Simulation.

191 The Ultimate Origins Book


Chapter Thirty-Six: Magic Wielding Characters
MTS Note: An embarrassing confession; I almost left this out of the book. At that time I had two
appendices for different types of magical characters, but I was about to omit the core rules for them.
Needless to say, these rules are used often in my games.

This excerpt was taken from the book; "Realms items is usually a powerful magical being or god
of Magic" by Kim Eastland who grants the item to the character, or the item
is found in a ruin, ‘in an ancient temple, hidden
away by its previous user, etc. The Black Knight
is an example of a character whose power is
primarily shaped by a magical item, in his case it
is his magical weapon, the Ebony Sword, given
to him by the image of his centuries old ancestor,
the original Black Knight. Other characters who
would fit into this category are Moon Knight and
Tigra. Note that many of the characters who have
magical items also have developed their natural
abilities, such as Fighting, acrobatics, and the
like.

Character Generation

To understand a character in the Marvel


Universe one must look at the three general areas
that define a character’s magical abilities and
personality: how magic shapes a character’s life,
the character’s suitability as a magic user, and
what energies he draws upon to use his magic.

There are three different generalized types of


magical characters: those who have been
magically enhanced, those who have a magical
item or items, and those who are magic wielders.
Needless to say, some characters can fit into
more than one category, but it is how they
primarily use magic that is important. Doctor
Strange has his magical cloak and amulet, but it
is his abilities as a magic wielder that are the Magic Wielders are the most complicated
basis of his career. classification, as we will later see. These are
characters who wield magic themselves. It
Magically Enhanced characters are those who sometimes manifests itself as an innate power,
have touched some magical item or been but usually is used by means of spells and
influenced by some mighty magical being or incantations. Doctor Strange, Baron Mordo,
spell in the past and now have abilities and/or Brother Voodoo, and Shaman all fit into this
powers that are permanently enhanced. Increased category. The character’s suitability as a magic
Strength and Endurance, improved eyesight or user depends primarily on what type of magical
movement, are all typical examples of magically character he is. Suitability requirements for
enhanced abilities and characteristics. Absorbing characters who have stumbled upon a magical
Man is an excellent example of a character who item or have been enhanced magically usually
has been “enhanced” by magical spells. consists of dumb luck, and sometimes a stout
heart, pure nature, etc. Suitability requirements
Magical Items possessed by characters create for magic wielders are far more stringent and this
another kind of hero. The source of magical section is primarily for these characters.

The Ultimate Origins Book 192


A hero who is a magic wielder must have a beginning Health, Karma, and Popularity as you
Psyche of Good or higher. The reason for this is normally would. The next step is to determine
that Psyche is so often used in a FEAT roll to what kind of magic related character is being
resist a magical spell that a magic wielder of created.
Typical Psyche just would not last that long.
As there are no rules for rolling basic stats in
A magic wielder has usually had training in the book, this originally appeared in, for
the past, such as Doctor Strange received from convenience I have included table one from the
the Ancient One. Most (95%) magic wielders Generating Primary Ability Table from The
have had to undergo intense training. The other Ultimate Powers Book. It is for Altered Humans,
5% (a percentile roll of 96-00) have an innate and on page five it lists Dr. Strange as an
ability to use magic, like Talisman, but must example of that Origin.
immediately find a master to help teach them
how to control and use their powers. Primary Ability Table

Die Roll Rank


01-05 Feeble 1
06-10 Poor 3
11-20 Typical 5
21-40 Good 8
41-60 Excellent 16
61-80 Remarkable 26
81-96 Incredible 36
97-00 Amazing 46

Step 1. Character Type

Roll percentile dice and use Table 1.0 to


The only way for a magic wielder to increase determine the type of magical character. Each
his abilities is to study long and hard under a type is further defined by another Step, referred
master who understands the mysterious ways of to in Table 1.0.
magic and is of the same school of magic (this
will all be explained later on). “Studying” not Table 1.0: General Character Type
only includes gaining experience through the
actual use of magic “in the field” to combat Dice Roll Go To Character Step
villains, but also spending free time pouring over
01-10 Magically Enhanced #2
ancient tomes, practicing spells, etc.
11-35 Possesses Magical Item(s) #3
A magic wielder’s life is not an easy one. 36-00 Magic Wielder #4
When other characters are out scoring Karma
points through a social life, making personal Step 2. Magically Enhanced Character
appearances, etc., a magic wielding apprentice
must spend many isolated hours a day at study This type of character derives his power from
and practice, just to maintain what he has a permanent magical spell or effect placed on
learned. him by a powerful magical being or
enchantment. This type of character is an Altered
Creating a Character Human. To determine the characters powers, use
either the character generation system in the
To begin, either the player or Judge has Campaign Book or the Enhancement spell in the
determined that the character will be magical by Magical Spell Definition section. The origin of
either freely choosing that type of hero, or by the character and his powers is up to the Judge
using the Marvel Super Heroes Game character and the player.
generation system, whichever method the Judge
is using in his campaign. Before Step 1 below, If the system in the Campaign Book is used
roll the character’s ability ranks, determine his to create the character, use the definitions of

193 The Ultimate Origins Book


powers found there, rather than the spell return to this section and roll on Table 3.9 to
definitions in this book. create drawbacks for using them. When the items
are completely determined, go to Step 7.
Step 3. Characters Possessing Magic Item(s)
Table 3.0: Number of Magical Items
This type of character derives his power from
a magical item or items (Judge’s discretion as to Dice
origin). Roll percentile dice on Table 3.0 for the Number
Roll
number of items, then again on the following 1 item (Character should also have one
tables until all of the items have been 01-10 ability of the player’s choice increased
determined. by 2 ranks)*
Once the types of the items are known, go to 2 items (Character should also have one
Table 3.9 to find if there is a catch or drawback 11-50 ability of the player’s choice increased
to any of them. Each item has only one power to by 1 rank).*
begin with (a Judge may decide that more than 3 items. Roll on Table 3.1 for each
51-90
one power is in the item, but that all except one item.
are latent powers that require some time before 4 items. Roll on Table 3.1 for each
91-00
the character knows of or can control them). item.
Roll on Table 3.1 for each item.
Once the drawbacks (if any) of the items are *Abilities cannot be increased above Amazing
known, go to Step 5 to determine the “school” rank.
that all of the powers belong to (treat all of the
items as one for this purpose). Then go to Step 6 Table 3.1: Magical Item Categories
to determine what exact power the item is
capable of performing or granting to its user. Dice Roll Item Type Go to Table
Treat the powers as using either personal or 01-25 Weapon 3.2
universal energies, whichever the player prefers. 26-35 Armor 3.3
36-45 Gemstone 3.4
46-60 Jewelry I 3.5
61-75 Jewelry II 3.6
76-95 Miscellaneous 3.7
96-00 Creatures 3.8

Table 3.2: Weapons

Dice Roll Weapon


01-25 Sword
26-30 Two-Handed Sword
31-40 Dagger
41-50 Battle Axe
51-60 War Hammer
61-70 Mace
71-80 Bow
81-90 Spear
91-95 Unusual weapon (Judge’s choice)
96-00 Weapon of player’s choice

Note: The player should also note on his


character sheet the weapon note below that is
If, after the powers of the items are known, applicable to him.
the Judge believes that the item or items are too
powerful and could possibly upset the game
balance, he should either reduce their power or

The Ultimate Origins Book 194


Table 3.22: Weapons Damage Chart Table 3.3: Armor

Weapon Range Damage Notes Dice


Armor Type
Blade Roll
10 pts/or as
Sword 0 longer than 01-20 Full Medieval Plate 1
thrown
12 in. 21-40 Full Chain Mail 1
Blade 41-50 Chest Plate 2
2-Hand *
0 20 pts longer than 51-60 Shield 3
Sword
36 in. 61-70 Helmet 4
Blade 71-80 Full Leather Armor 1
4 pts/or as
Dagger 0 or T shorter than
thrown Unusual or exotic armor (Judge’s
12 in. 81-90
discretion)
Two-
Battle 91-00 Armor of player’s choice
0 15 pts. handed
Axe 1 Covers the wearer’s entire body
weapon
2 Covers the wearer’s torso and back only
Two-
War Strength 3 Protects against frontal attack only. If a shield
0 handed
Hammer +2 CS is used in combination with a chest plate or any
weapon*
type of full armor, the shield raises the protection
Shift right of the other armor by one rank. If used alone or
Strength 1column with a helmet only, use the shield’s armor rank.
Mace 0
+1 CS when 4 Covers the wearer’s head only
attacking
Two hands Table 3.4: Gemstone (large as a fist)
Bow 5 6 pts needed to
fire Dice Roll Type
Blade with 01-10 Diamond
10 pts/or as a handle 11-20 Ruby
Spear 0 or T
thrown over 1 ft. 21-30 Pearl
long 31-40 Emerald
blunt, 41-50 Sapphire
Material or
thrown
Strength 51-60 Opal
weapons do
Thrown T rank number 61-70 Amethyst
not kill-
whichever is 71-80 Topaz
they stun
lower 81-90 Aquamarine
instead
*These two-handed weapons cannot be used 91-95 Judge's Choice
effectively by a character unless both hands are 96-00 Player's Choice
on the weapon. However, if the character’s
Strength is at least Remarkable, he can wield it Table 3.5: Jewelry I
with one hand only
Dice Roll Type
T Thrown weapons have a range equal to the 01-10 Headband
number of ranks that the thrower’s Strength is 11-20 Bracelet
above Typical, plus one.
21-30 Medallion
31-40 Scarab
41-50 Pendant
51-60 Arm Band
61-70 Necklace/Collar
71-80 Earring(s)
81-90 Belt
91-95 Judge's Choice
96-00 Player's Choice

195 The Ultimate Origins Book


Table 3.6: Jewelry II new one (Judge’s discretion). The size and type
of animal is completely up to the Judge and
Dice player.
Type
Roll
01-35 Ring
36-55 Amulet
56-65 Scepter
66-70 Charm (Judge's discretion)
71-85 Orb
86-90 Crown
An exotic or unique piece of jewelry
91-95
selected by Judge
An exotic or unique piece of jewelry
96-00
selected by Player

Table 3.7: Miscellaneous

Dice Roll Item


01-10 Wand
11-20 Rod
21-25 Staff
36-35 Cloak
36-40 Rug (flying)*
41-45 Mask
46-55 Bag, Pouch, Box, etc.
56-60 Horn or other musical instrument
61-65 Cube, Pyramid, or other polyhedron
66-70 Sculpture (Judge’s discretion) Mount indicates a large animal such as a horse,
71-75 Boots giant bird, large cat, etc., that the hero can ride.
76-80 Brazier The mount usually has at least one powerful
81-85 Robe magical ability or power of its own, such as,
86-90 Rope, Chain, Etc… flying, phasing through solid objects, body
armor, etc. (Judge’s discretion). Valkyrie’s
91-95 Unusual Item (Judge’s choice)
winged horse, Aragorn, is an example of a
96-00 Unusual Item (Player’s choice) magical mount.
*Judge’s discretion on capacity and flying speed
Familiar indicates a being that is very powerful
Table 3.8: Creatures magically and actively assists the hero. Two
powers should be rolled randomly or selected by
Dice Roll Type the Judge from the personal and universal energy
01-20 Pet lists for this familiar. In addition, the familiar is
21-60 Mount intelligent (Reason and Psyche at least Typical)
61-00 Familiar and can communicate with its owner (the kind of
communication is left to the Judge’s discretion).
The form of the familiar can either be that of a
Pet indicates a normal-looking animal that is
normal animal (usually a cat) or an unusual type,
completely obedient to the character. The animal
such as a small dragon or other mythical
has some magical link to the character, such as, it
creature. The familiar’s form is at the player’s
can magically communicate with the character,
discretion.
the hero can see through the animal’s eyes when
he wishes, the hero can switch bodies with the
pet when he wishes, and so on (Judge’s
discretion). If the pet is ever destroyed, the
player character may be able to find and train a

The Ultimate Origins Book 196


Table 3.9: Item Conditions Step 4. Magic Wielding Characters

Dice This type of magical character derives his


Condition powers from spells using personal, universal, or
Roll
There are no conditions to the item (it dimensional energy (see the Magical Energies
01-50 operates as described.) The item has section for the details on these three types of
no effect: energy). Not all magic wielders are alike. Roll on
51-53 Vs. a certain material* Tables 4.0 below to determine the nature of the
energies this character wields.
Vs. a certain type of creature (aliens,
54-56
mutants, magicians, etc.)*
After determining what types of energy are
57-60 When not in plain sight available for the character to tap into, roll on
Vs. one type of magical energy Table 4.1 to determine how many spells the
61-63
(personal, universal, dimensional)* magic wielding character has. Then go to Step 5
64-66 Unless used in the light to find out what 11 school” of magic the
67-70 On a condition set by the Judge* character follows. When finished, go to Step 6
The item will not work unless it for the specific spells in the categories that have
71-73 consumes or destroys an evil magical been established. After all of the magic wielder’s
monster (once a year) spells have been completely defined, go to Step
At least 10 resource points of precious 7.
74-76 metal or jewels (once every two
weeks) Table 4.0: Magic Wielder Energy Use
A huge energy charge of some form
77-80 Dice Types of Energies the Character
(once a week)*
A roomful of light or darkness (once a Roll Can Tap Into and Utilize
81-82 01-15 Personal Energy Only
day)
A condition and usage rate defined by 16-50 Personal and Universal Energies Only
83-86 51-00 All Energies
the Judge*
The item has a hatred for a specific
type of creature or thing and takes Personal Energy Only means that the character
87-89 over the hero when it is close to it, can only have spells listed on Table 6.1: Personal
forcing him to attack. Possibilities Energy in Step 6. These spells can only be
include demons, evil mutants, etc.* utilized by the character using his own, personal
The item doubles its effectiveness energy. Roll on Table 4.1, then go to Step 5.
under certain conditions. The doubling
effect could be damage caused, twice Personal and Universal Energies Only means
the range, twice the duration, etc.* The that the character can use spells from both Tables
90-92 conditions could include a certain 6.11: Personal Energies and Table 6.2: Universal
level of karma points that must be Energies, in Stop 6. The character’s spells will
obtained by the hero, if the item is only be able to be utilized by tapping into either
used during certain times of the day, his personal energy or the energy of the universe
and so forth* around him. Roll on Table Step 4.1, then go to
The item has an additional known Step 5.
power that manifests itself under
93-97 certain conditions. Roll or select the All Energies indicates that the character is able
new power as normal, then assign a to use all of the spell tables in Step 6 to
condition* determine his spells. Roll on Table 4. 1, then go
to Step 5.
The item grants the user knowledge of
3 powers from the list of universal
98-00
energy. Assign a condition to the item
as a single item*.
*Judge’s discretion

197 The Ultimate Origins Book


Table 4.1: Number of Magic Wielder their original schools, but a wise sorcerer should
Spells always beware of them.

Number of Spells The major schools of magic are listed below.


Dice Roll Unlike the other Steps, random selection is not
Character Wields
01-05 2 involved; the Judge should allow each player to
06-50 3 choose his school of magic. The Judge should
not interfere in a player’s choice unless he
51-85 4
believes that the chosen school of magic has no
86-97 5 place in his campaign. A random system for
98-00 6 school choice is included only for those players
who have no preference in schools. A player
Step 5. Magic Schools should not be forced to play a character with a
school that is not interesting to the player.
Most mystics, magicians and sorcerers in the
Marvel Universe follow a specific school of A better feel for the different schools of
magic. Magic schools are divided into three magic, and of magic overall, can be obtained
general types: magic for the establishment of from reading the Miscellany of Mysticism.
order in the dimensions (usually referred to as
“white” or “good” magic); magic for the Most schools have strengths and
breakdown of order that results in chaos in the vulnerabilities listed in their brief descriptions.
dimensions (usually referred to as “chaotic”, These are guidelines for the Judge to determine
“evil”, or “black” magic; magic that neither when a character’s magic may receive bonuses
strives for chaos or for order, but remains neutral (+1 CS, extra Psyche FEAT roll, etc.) or
in its existence (usually referred to as “neutral” penalties (-1 CS, no Psyche FEAT roll, etc.)
or “gray” magic).
Table 5.0: School Determination

Dice Roll School


01-10 Magic for Chaos (NPC only)
11-20 Druidic magic
21-30 Voodoo magic
31-40 Faerie magic
41-50 Atlantean Magic
51-60 Scientific Magic
61-70 Specific Realm/Pantheon magic
71-80 "Nature" Magic
81-90 Magic for Order
91-00 Eclectic Magic

Magic for Chaos. This is a forbidden or


dangerous type of magical school whose goal is
to promote chaos, which will lead to an evil
Each magic school is more complicated than
tyranny. One of the primary subschools of
the definitions above. Each school includes
“chaotic” magic is one that follows the little-
concepts of nature and the character’s place in it,
known archaic rituals and beliefs based on the
guidelines on what entities to entreat if
existence of the Elder Gods. This type of magic
dimensional magic is being used, and goals to
is much more powerful in certain settings (such
strive for. Furthermore, despite the general
as ancient temples to the unknown gods) and
tendency of each school (“white”, “gray”,
with the use of “chaotic” magic artifacts. The
black”) each school contains sorcerers who
vulnerability of “chaotic” magic is that it tends to
violate the principles of the school, much as
attract “white” magic wielders or creatures who
Baron Mordo violated the teachings of the
wish to negate it.
Ancient One by using evil magic. Such renegade
magic wielders usually become outcasts from

The Ultimate Origins Book 198


Druidic Magic. This school practices Celtic “white” magical artifacts or against chaotic
earth magic, drawing strength from the powers magic. Vulnerability would exist in the fact that
of nature. It is particularly powerful in natural chaotic magical creatures would be constantly
Earth settings, but has a special vulnerability to trying to find and neutralize a wielder of “white”
iron or steel. It is a neutral magic school. magic.

Scientific Magic. This is a school that has no


particular philosophy or ethical background.
Magic is regarded not as a way of life, but rather
as a tactic used to attain one’s goal. Followers of
this school are seldom spellcasters themselves,
but rather combine elements of magic with
obscure or highly advanced forms of science to
create effects that seem magical. In this school,
the distinction between science and magic is
never clear; either or both could be used to
produce a single effect. Alchemy is the best
example of a semi-magical science. The
character, such as Diablo, would be an alchemist,
that is, he brings about his effects through the
use of potions, powders, and pills he himself
creates (sometimes through materials or energy
tapped from dimensional or universal sources).
A scientific sorcerer is somewhat vulnerable (his
items and creations can be destroyed or stolen,
Voodoo Magic. This is a school derived from robbing him of power; or he could run out of
the Loa, the spirit-gods of voodoo, a faith items whereas spells are usually always
originated and practiced in Haiti. The character available). However, a scientific spellcaster is
is most likely a houngan, or voodoo priest. somewhat less restricted in what he can
Voodoo magic is particularly effective in its accomplish (add three more spells, 2 of Personal
homeland and in locations of the dead. It has no energy and 1 of Universal energy to his
special vulnerabilities and is considered a capabilities, in artificial forms, of course).
“white” magic, but can be perverted into a
chaotic magic. The time required to gather materials and
create new items, powders, potions, or tablets are
Faerie Magic. This school is based on the left to the Judge and depend on the spell, how
practices of the faerie, an ancient race of beings strong it is and what its effects are. It is
with supernatural powers who originated in an suggested that times with effects of Remarkable
extradimensional world that borders upon Britain rank or less can be created at the rate of 2 per
and Ireland on Earth. This magic school is day, while items up to Amazing rank can be
similar to the Druidic school, except that a produced at the rate of 1 per day. The creation of
character in this school most likely possesses items with greater effect, or the creation of any
faerie blood. This makes him extremely powerful permanent item requires the equivalent of a
when wielding an ancient faerie artifact or in ceremony and must be handled by the Judge.
Britain or Ireland, but extremely vulnerable to
iron or steel. A scientific magic wielder begins his career
with access to his master’s laboratory, which is
Atlantean Magic. This school was established stocked with equipment whose cost in resource
eons ago in the ancient Earth civilization of points equals at least 20 times the master’s
Atlantis. Little is known about the school, except Psyche rank number. The magic wielder can use
that Dakimh the Enchanter, last disciple of the his master’s lab as long as the master agrees. If
Atlantean sorceress Zhered-Na, practices it and the student wishes to set up his own lab, he only
is now the mentor of Jennifer Kale. Atlantean needs to spend 10 times his Psyche rank number
magic seems to be a “white” magic, that which in resource points for equipment (the master
draws upon the powers of order. Therefore, it makes up the difference). The Judge should use
can be very powerful if used in conjunction with the guidelines on ceremonies and ceremonial

199 The Ultimate Origins Book


areas to handle the creation of items in “white” school of magic, striving for order and
laboratories. good by practicing an ascetic, disciplined
approach that has its foundations deeply rooted
A scientific magic wielder automatically in Oriental philosophy and magic. It is currently
receives one scientific talent of his choice (such the strongest form of magic on Earth. The
as engineering, biology, genetics, physics, etc.) bonuses attached to this type of school are the
in addition to any other talents he may normally various magical characters that Doctor Strange
receive. The automatic talent received by has managed to ally with over the years and the
alchemists is pharmacy (the mixture and vast knowledge that Doctor Strange, and others
preparation of medicines). of the same bent, can teach a good pupil. The
penalties include Doctor Strange’s enemies, who
Scientific magic is a “neutral” school, and no are numerous and powerful.
special bonuses or vulnerabilities apply to it.
Eclectic Magic. This is an unorganized school of
Special Realm or Pantheon. This is a school magic, that is, it follows no one school of
usually reserved for non-player characters, but philosophy but is a hodge-podge of “get-as-get-
can be the basis for a player character if carefully can” magic. It is considered neutral magic. Many
defined by a Judge. The magical teachings and of those who “dabble” in magic, and are not up
spells come from the history of a Special Realm to the level of a Marvel super hero, usually wind
or Pantheon of the Marvel Universe (such as up with this type of magic. A spell learned here,
Asgard or Olympus). Bonuses for this type of an enchantment discovered there, makes up the
magic would come with the use of items or whole of their philosophy. The bonus with this is
spells developed by this pantheon or realm, and that there is very little to bind the character
when at certain locations (Greece for the (enemies, rituals, obligations, etc.), the penalty
Olympian pantheon, etc.) Penalties would exist with this type of magic is that there is no one to
as items or locations that exist to destroy the learn from in a complete and comprehensive
specific pantheon or realm (an Asgardian manner; thus advancement can be very slow.
character casting a spell while in the hostile
realm of Muspelheim would have a - 1 CS
penalty.

“Nature” Magic. This important school of


magic is sometimes splintered off into more
specialized and defined schools, such as the
Druidic and Faerie schools. The belief
surrounding all nature schools is that all of
nature is sacred and is bound together as one.
Therefore it is magic given towards order,
though some of its splinter schools tend towards
neutral magic in a belief that nature should be
balanced between order and chaos.

The bonuses that accompany a nature school


are in the form of greater effect upon and
communication with nature, especially animals.
Most spells rolled for this school would be
similar to those used by Shaman (see Book 3):
controlling elements, animal control, and so
forth. The penalties include drawing the attention
of chaotic creatures and characters who desire to
destroy nature and the Earth.
Number of Spells Allowed Per Round
Magic for Order. This is the school to which
Personal and Universal Spells: A magic wielder
Earth’s former Sorcerer Supreme, the Ancient
can normally cast one personal or universal spell
One, and Earth’s current Sorcerer Supreme,
per round. However, at the beginning of the
Doctor Strange, belong. It is the most powerful

The Ultimate Origins Book 200


round, the magic wielder can announce that he
will attempt to cast two spells that round. He
then makes an Agility FEAT roll. If he obtains a
Red result, he can successfully cast both spells.
If the FEAT roll fails, he is limited to one spell
that round, and a -1CS is applied to the spell
rank (in his haste, he has garbled the spell
slightly).

If the sorcerer succeeds in his attempt to cast


two spells in one round, he can cast two personal
or two universal spells, or one of each type.

A magic wielder cannot cast a dimensional


spell in the same round that he casts a personal
or universal spell.

Dimensional and Entreaty Spells: A magic


wielder can cast only one dimensional spell
(including entreaty spells) per round, and cannot
cast a personal or universal spell in the same
round that he cast a dimensional spells.

Group Spells: Group spells use dimensional


energies, and only one group subspell can be cast
per round.

201 The Ultimate Origins Book


Fans of the Classic Marvel RPG have not let down the other fans of the game by
providing a plethora of options for anyone wanting to play a Magic User Origin. This
section is dedicated to the various Magic User Origin options written by fans.

The Ultimate Origins Book 202


Chapter Thirty-Seven: Constantinian Magic
MTS Note: This is an interesting system for Magic, or an alternate way of creating Magic Wielding
characters. The Hedge Mage from White Wolf comes to mind as a good comparison.

Credit for this section goes to Brotherless_one The main benefit (and drawback) of this
and it was originally posted in the "Classic system is that it provides another alternative to
Marvel Forever Phorum". the term Magical Ability. Creating the spell is a
Reason + Occult Lore (and/or other applicable
Talents like Mystic Origin) FEAT, having the
means to cast the spell requires a Resources
FEAT, and – unlike true spell casting -- casting
the spell requires a second Reason +
<Appropriate Talent> FEAT. If the FEAT fails
or the mage is interrupted, the components are
http://www.classicmarvelforever.com. “used up” and the mage is stuck waiting another
week to make the purchase for the materials.
Creating an Artifact is like building Hardware Most PC spell casters will be limited to – at best
by process of performing a Ceremony. Ritual – Rm effects and none of them will be worth a
Magic, Hedge Magic, or D&D style spell casting damn in combat. Also, since a spell is essentially
is like kit-bashing. The “level” of the micro- a kit-bashed ritual, the effects will only last 1d10
ritual is determined by the highest Ability rank rounds. These modifiers would apply as well:
as is the number of rounds it takes to cast. The • +1CS for assistance, no less than one
spell-caster rolls initiative to determine when rank lower (maximum of +1)
they begin the micro-ritual (which sometimes
• +1CS for each applicable Talent
allows them to be interrupted during casting) and
(examples — Demonologist for
the effect would not occur until the same point of
summoning, Bibliophile for using a
initiative in the round the spell concludes. The
scroll; maximum of +3CS from Talents)
spell-components normally used in D&D are
• -1CS if time was shortened by rushing
substituted by a Resources FEAT. The caster’s
Resource rank limits the maximum spell level. • -1CS for each special requirement for
the ritual (Maximum of -3CS)
This system has automatic advantages and • +1CS if the ritual existed previously
disadvantages built into it. The key disadvantage from a failed experiment or from "fast-
is that anything that could be cast in a single casting".
round (to go into effect the following round) is
Fb, which is clearly not well designed for attack
or defense (but goes well with the Constantinian
caveat of magic: “When you absolutely,
positively need it to work, it doesn’t.”).

Another disadvantage is that the more


expensive the material components, the more
you have to carry (or co-opt from the
environment…).

Note: This is not a universal constant…a


diamond is significantly lighter than a 5lb bag of
manure.

Yet another is – regarding non-damaging or


indirectly damaging spells in one round – the
limited area of effect. You could open a
dimensional aperture to the Dark Dimension, but
it would be hard as Hell to fit anything through
it.

203 The Ultimate Origins Book


Mages with high enough Resources – at the Casting a Formal Spell
Judge’s discretion – can be assumed to be able to
cast effects at -3CS of their Resource rank The caster gains a +1CS for doing a ritual that
PROVIDED they possess the spell prior to takes hours, and +2CS for crafting an artifact
casting. Spell effects can be made up “on the over days.
fly”, but the casting duration is doubled.
Since you can't make a Resources FEAT at a
Example: Johnny Faustus grabs two sticks, rank higher than your own, any maximized
makes a cross, and says the Lord's Prayer in an Dimensional energy spell would require
attempt to duplicate Force Field vs. Hostiles. "borrowing" money from a Contact (as per the
Bank Loans option on p. 22 of the Advanced
A proper ritual/ceremony follows the same Player’s Handbook).
rules. The established rules in the Advanced
Player’s Handbook sate that a ceremony is Borrowing from extradimensional Contacts --
casting a spell for a number of rounds equal to rather than reducing your Resources rank --
the rank number, which is already built into this requires a "tithe" of Karma equal to the spell
method. Days seem a little long for your average rank for every month equal to the rank +
"dabbler" to be casting something, especially modifier number.
since they are still limited in spell rank by their
Resources rank. AND the results would still be Example: Johnny Faustus has Rm Resources and
determined by the chart for range/duration/area decides to cast a Rm rank (duration: 1 hour)
of effect, i.e. a Ty rank spell takes 6 days to cast, probability manipulation-good luck defensive
lasts for 1 round and has a range of either touch spell. He decides to hit up Mephisto for some
or one area...which is great for "realism", I extra scratch and so, for the next 3 years or so,
guess...but I'm not sure I'd want to play that out he's out 30 points of Karma a month (that's 1,200
when all the other PCs can shoot laser beams out Karma points, kids...).
their eyes at will...hypothetically. If you are
doing a straight low-level occult adventurer As always, failure to pay results in the lender
thing, it still only works (in terms of playability) taking back the item. In this example, the item in
if there's nothing big and nasty coming your question being your eternal soul...
way... "In for a penny, in for a pound", Johnny says
and decides to make it a proper ritual. He spends
Karma to guarantee he makes the red Resources
FEAT, sits down at the roulette wheel and then
makes his Reason FEAT + modifiers to cast
(since it's a dimensional spell, treat the modified
Reason as popularity in this instance).

Since it has to be cast uninterrupted and it's a


ritual, which took 30 hours to complete, he
probably made the roll before leaving his suite to
hit the casino... For fun, we'll assume Johnny has
Mephisto as a friendly Contact, so he needs a
green result and – just to make it extra fun –
Johnny fails the FEAT roll. Since Mephy likes
Johnny, the spell goes off at Rm rank + 1CS for
ritual – 3CS for failing the entreaty = Gd
Probability Manipulation (duration: 1 round).
Johnny Faustus wins big off the first spin and
then loses everything he owns over the course of
the next 59 minutes, 54 seconds.
I'm thinking for actual "mundane" ritual
spells, the casting time would be in minutes or That kinda points out a nice unexpected
hours...or base in minutes, +1CS (to bonus to "fast casting": spells ranked GD or less
duration/effect/range) for hours, +2CS for days. can last 1-10 rounds instead of 1 round, making

The Ultimate Origins Book 204


magic come off as a bit fickle at higher ranks but Anton Arcane’s Personality Transfer Ritual
a nice gamble at the lower ones. Effect: Mind Transferal (U): Mn (75)
Casting Time: 4 hours (+1CS for extended
If Johnny was a bit wiser, he could have also casting time)
tried to make a "lucky rabbit's foot" that – had Necessary Components: A large, silver mirror
the FEAT succeeded – would have maintained (+1CS); oil and herbs (+1CS); cost of $10,000
the effect for up to a month (+2CS or Am (Ex 20).
duration)... Special Restrictions: If the mirror is shattered
after the ritual has been performed, the Mind
Contacts Transferal effect is instantly reversed (+1CS).
Notes: The Ritual allows the caster to place his
Characters can also "call in favors" from own personality into the body of a single target.
contacts or cast spells on their behalf and use The target’s personality is transferred to a body
their Resources to determine spell rank as well. of the caster’s choice. Anton Arcane once used
Seemingly, that is how Constantine pulls off his this ritual to temporarily occupy the body of the
big effects... Swamp Thing.
Maximum spell rank with regards to Casting
FEATs should probably be equal to Reason + Brujerian Invunche Teleportation Ritual
modifiers for applicable Talents (up to +3CS) as Effect: Troubleseeker(D): Ex (20)
per the normal hardware rules. Casting Time: 4 hours (+1CS for extended
casting time)
Assuming this system is used for Normal Necessary components: dedicated cauldron
Human to "Hi-Tech" Wonder types of characters, (+1CS), magic herbs (+1CS), Photograph
the maximum Magical Ability would fall (+1CS); cost of $400 (Pr 04)
somewhere around Am-Mn. Even so, you're Special Restrictions: Before they can perform
never going to make a Doctor Strange type with this ritual, the brujeria must somehow acquire
this system. Maxed out this type of character A photograph of a single being, who will be the
could pull off a Mn Eldritch Blast, but it would Invunche’s target. If the ritual is performed
take them 7 1/2 minutes to complete the spell. Successfully, a single Invunche is teleported
within 10 areas of the target (as per
Spells troubleseeker). Once the target is dead, the
Invunche is immediately teleported back to the
MTS Note: Brotherless_one wanted to include occultist who performed the Ritual.
these as examples. His inspiration came from the Notes: The Brujeria use this ritual to teleport
DC Heroes “Magic” book, and requested it be their hideous servants, the Invunche, all across
credited. the world to slay their enemies.

John Constantine’s Locate Person Ritual


Effect: Life Detection (P): Rm (30)
Casting Time: 30 minutes (300 rounds) (+1CS
for extended casting time)
Necessary Components: Specially prepared
charm (+1CS), map of immediate area (+1CS),
an object belonging to the target (+1CS), cost of
$50 (Fb 02)
Special Restrictions: The caster must be
acquainted with the target (+1CS)
Notes: This is the Ritual Constantine used to
locate his niece after she was abducted during
the war between the Resurrection Crusade and
the Damnation Army.

205 The Ultimate Origins Book


Chapter Thirty-Eight: Clerics
MTS Note: Another archive.org dig-up. This is an interesting take on faith based magic users, or clerics as
they are called in this article. The interesting bit about this section is I could find no links or references to
it on The Judges' website. I had a printout and managed to track it though the url on the bottom of the page

This article was originally written by The Judge friendly, I often let the players have some of
for his hidden website "Realms of Magic". It was their powers stored in talismans (objects which
a great website, but it has vanished from the automatically cast the spell thereby avoiding
Internet needless Psyche FEATs - e.g. a flying cloak that
obeys spoken commands), which is the same as
having hi-tech devices.

http://web.archive.org/web/20041126192954/members
.aol.com/door2magic/

Magic, like everything else in MSH, is open


to debate, negotiation and discussion with the
judge. The MSH rules divide magic use into
three types:

Personal Magic - Using energies that exist


within you. This is the simplest and usually
encompasses a number of resistance powers and
some mental abilities. Not many personal magic But after a while some players get a taste for
spells would need incantations, but some may advancement. In most other RPGs magic and
require meditation. spells are divided into levels, but the MSH
system just treats spells as powers. Even my
Universal Magic - Using energies found in the beloved Career List advancement system can't
world around us. This type of magic is best at really help out here. So, I have developed an
manipulating existing forces or energies, and advancement system somewhat similar to the
communicating with animals and plants. More Cleric class of AD&D, but it is applicable to
powerful, energy creating spells may require ANY character (those with higher Psyches will
potions and a touch of alchemy, vision questing, do better than others). And even better, you can
or rituals dedicated to nature spirits. simultaneously be advancing by careers too!

Dimensional Magic - Using energies from Oh no! Another advancement system.


another dimension. Many dimensions are
inhabited and ruled by powerful beings. If you (Before I get hate mail from anyone offended
want to use their energy you have to be on good by the idea that religion should be used in a
terms with them, help them when they ask you, game, stop and relax. Think of a beautiful image,
or bring them appropriate offerings. These spells count to one hundred. Breathe in, hold it, and
are cast by incantations that ask that dimensional out. Ok, now send me hate mail).
ruler to grant you that power.
The underlying assumption is that different
Some lateral thinking... faiths place different amounts of emphasis on the
physical world and the spiritual world. The
All fine and well you may think, but this is normal divide for the two worlds is death, but
little more than window dressing for altered some spiritual agents can enter the physical
human powers. That in itself is not wrong or bad. world without the need to be born into it - such
In fact, to make magic users more player- agents can therefore be regarded as immortals

The Ultimate Origins Book 206


(e.g. the Valkerie). Equally, some physical This is the second reason for following the
people can achieve a status of immortality by advancement scheme, but requires more
being remembered and celebrated long after their dedication. Certain actions (daily worship,
death - they too can be considered to have been making appropriate offerings, following the
immortalized (e.g. Hercules). I've given some strictures, making quests) will earn the character
examples of what I mean by different faith types deity points (DP). Under certain ceremonial
here: circumstances different people's DP can be
combined, and the total used to perform a
ceremony. This can help magic users cast
particularly trick spells, help characters get rid of
curses (remember Spider-Man visiting Doc
Strange to get rid of his bad luck?), and even to
enchant objects. The full list of available
ceremonies must be worked out in advance - you
can't just make one up because you need it. If
you want it that badly you'll have to find another
faith... but watch out for that wrath of gods!

On the downside there are:


Strictures - A minimum set of behaviors to
qualify as a member of that faith. Number one
would be belief, but the others would vary from
faith to faith. A War-god faith may demand daily
All right, so there are different faith types. combat practice. A Love-god faith may have
What about this advancement system? other demands. A Humor-god may demand that
you wear an ill-fitting pantomime horse costume
As I said above, any character using this in daylight hours. Common restrictions would
system can gain benefits from following a faith, include celebrating holy days, dietary restrictions
but they must also be prepared to take on the (e.g. garlic in the case of vampires), avoiding
limitations (restrictions), which that faith may certain objects, minimum amounts of worship, or
require. These benefits come in three flavors: certain dress code. Breaking a restriction can
have unforeseen consequences that again vary
Blessings - A god may be called upon in a no- from faith to faith (see divine retribution).
hope situation to take pity on one of their
followers in a moment of great need. There is a
one percent chance for most followers, but this
can be increased to two percent for someone on
the advancement system (an initiate), and plus
one percent for each holy item they have
(holding a relic, praying at a shrine, on a holy
quest etc).

Gifts - A god may reward a particularly favored


follower with talismans, powers and so on. This
happens as part of the advancement system
(being cynical, this is the real reason for doing
it). Different gods will bestow different amounts
of power at different rates. The powers
themselves and their ultimate power rank (from Divine Retribution - This can be very bad or
Unearthly 100 to Class 1000) will be specific to just irritating, depending upon the faith.
the type of god being served. More later on the Essentially, if an initiate (someone who has
Clerics Section. received the benefits of being on the
advancement system) changes faith (in effect
Ceremonies - A god may be called upon to bend breaks the first stricture of belief), their old god
reality lightly to aide healing, grant visions etc. may become somewhat angry. The form of

207 The Ultimate Origins Book


retribution must be determined when the religion Pick a theme. The player should be allowed a
is created and must be in keeping with the type free choice of themes, but the specifics must be
of god. War-gods may demand your character's negotiated when each religion is created. Deity
death; a Love-god may remove love from you (a points (DP) should be awarded by the judge in
curse of hate upon you!). But other gods (those place of karma at the Judge's discretion (usually
of mirth and happiness) may just demand you are DP award should be about 1/10 of the karma
publicly pelted with custard pies or slugs etc. award). The specifics of a religion will include at
Any initiate may be sent on a quest to deliver least:
divine retribution. This usually earns a great deal • A description of the deity's known
of DP and lots of initiates want the glory, so be appearance, attitudes (d10) and
careful whom you offend. preferred offerings (human, ghostly, a
sacred living sword, a white stag, likes
roller skating and MTV, hates
anchovies- whatever). For those of you
with a great urge to roll dice I've made a
table of attitudes of deities. Everyone
else can exercise his or her imaginations
instead.
• A set (d6) of restrictions (foods to
avoid, colors to avoid, activities to
avoid such as killing, times of fasting,
times of rest, maximum resources etc.) I
think the judge should choose these.
• A set of ceremonies (d4) the first of
these is of course "Becomes first level
initiate" and it is quite possible that
that's all you will have. Ceremonies can
be used to supplement weak faiths (e.g.
having a bestowed power of Feeble
Making a cleric, in practical terms... Cold Generation might be fine if I
known there is a ceremony for
Roll d6 for the mortality divide. The result summoning an Ice Elemental; equally
will indicate how specific and real world based a Feeble Body Armour could be tolerated
gods bestowed powers are (given in % physical if there are ceremonies for healing).
and %spiritual). A War-god who was a great • Powers which could be bestowed This
mortal hero is more likely to bestow powers is going to depend so much on what
related to the weapon they used in life or the theme you want that there is little point
physical strength of their initiates, while a War- writing out a list right now. Just try to
god who is from another world may be able to come to a reasonable agreement on how
bestow more subtle mental powers such as fear- many powers there could be (d10
generation or illusion generation. sounds reasonable). Then flick through
the power list making a note of those
Roll d10 and multiply by 100 for the that sound possible, and then, following
maximum bestowed power. The result will be the physical: spiritual ratios given,
between Unearthly100 and Class1000. Most assign those powers to physical artifacts
gods bestow this power in increasing increments (relics, crystals, talismans etc - no spell
of the whole (e.g. 25% first of all, then 75% on casting required) or spiritual spells
the next level). The result of this roll should not (Psyche FEATs vs. Power rank to
be disclosed to the players until they become a control), and then TAA-DAA one
first level initiate, since it is of little interest to religion.
normal followers. It is possible for initiates to
choose to re-do a level and thereby gain
additional powers.

The Ultimate Origins Book 208


Mortality Divide 3) Spirit Worship - 65% physical, 45%
spiritual
1) Self Fulfillment - 85% physical, 15%
spiritual Spirits are believed to hold small amounts of
power each. Ancestors are venerated and may act
A system of behavior and discipline focused as messengers to the spirit world. Certain natural
on the self. Worship is focused on great heroes, areas are considered holy. People can call upon
objects or fantastic beasts. The faith tries to the spirits for help. Some spirits may be asked to
duplicate and emulate the hero's lifestyle or protect villages, homes or whole communities.
characteristics. Communities may sponsor one of More powerful spirit may work in groups or
his or her own to become an initiate, learn the have some control of lesser ones. Rocks and
arts of the faith, and act as a leader and guardian stones may be carved to resemble the spirits to
against danger. Sagas and stories are sacred. form sacred objects. Customs are important.

No official structure. Initiates make a vow to Structure is maintained by a high priest or


the deity to follow a quest and uphold the values demonologist, who is served by lesser priests and
of the faith. Group celebrations take the form of then initiates. Initiates may be sent to spend time
reenactments of the stories. Advancement is all with different priests with different abilities
or nothing, immortality or death. Difficult to before taking on a specialty of their own. High
achieve, and often perilous. The highest honor is priest position is very select, and may be viewed
to be immortalized in sagas as second only to the as a wise spokesperson respected by the spirits.
deity. Most powers come in the form of holy Powers are often housed within familiars or
relics ("As used by..."). Using this system your carved figurines ("Hey, how come Zoo-god gave
character could end up like Juggernaught (who you and The Elephant of Wisdom and I just got
got his powers from a holy crystal). The Slug of Destiny?").

Bestowed Power: 100% Bestowed Power: 17%, 33% then 50%

2) Cosmic Harmony - 70% physical, 30%


spiritual

Great emphasis is placed at being in tune with


the world. Herbal medicines try to re-establish
that balance for the sick. Seasons, winds, tides,
solar and lunar cycles are important. Music and
ritual are used to keep the traditions. Natural
features of the landscape may have associated
legends. Some shapes and materials may be
sacred. Outdoor worship commonly on mounds,
cliffs, or stone circles. Similar to shamanistic,
voodoo or witchcraft practices - dream-seeking,
possession and hallucination are key in this
belief system.

Loose structure, part custom part faith.


Initiates can enter an apprentice-like stage where
some power is bestowed and dream-questing 4) Living Idol - 40% physical, 60% spiritual
begins, before making the final transition to full
power. Sacred knowledge is guarded, and the One person, animal, ideal or object is
initiate must be accepted by the coven or local believed to be a god in physical form.
people before they can achieve the final stage. Ceremonies may be required to bring inanimate
Powers are often in the form of talismans ("Hey objects to life. They demand service in this life
look man, I've got a crystal!"). as payment for their help in the afterlife. Their
death is extremely significant, and great efforts
Bestowed Power: 33% then additional 67% may be made to celebrate it. Texts describe their
holy right, and their pedigree provides proof of a

209 The Ultimate Origins Book


legitimate claim. Faithful servants may be given It is possible for mortals to join a pantheon,
the right to control certain classes of people. but mortals cannot to challenge the gods directly
Birthright is extremely significant in this faith. (unless under exceptional circumstances - but
lets face it, there are plenty of those in this
Structure is maintained by a feudal or cast game!). Being in favor with the gods in
system. Advancement is through adoption and important as they often involve mortals in their
sponsorship by appropriate families. Results schemes.
count, as does reputation, and blackmail and
dueling may occur in some faiths. Initiates may Most pantheon gods enjoy being praised, and
be give a sector or geographical region to work so building shrines and dedications is often a
with. Advancement can be rapid at low levels, task given to initiates. At higher levels the
but becomes increasingly competitive. The character may be asked to destroy shrines, relics
ultimate position is that of becoming part of the and followers of rival gods in the pantheon. The
deity's family, and their voice to the people. ultimate position is that to the envoy of the deity
Powers are often bestowed directly into the - ensuring that their will is done without them
initiate leaving obvious signs ("Look here having to descend to the mortal realm
Electro-god! The lightning bolt power is great, themselves. Most powers are bestowed as vocal
but having one eye removed to store it plays incantations since most pantheon gods are just
havoc with my make-up ensemble!"). vain! ("I call upon the power of Flatus,- god of
the winds, lord of nasty niffs, master of the air,
Bestowed Power: 10%, 20%, 30% then 40% sender of smoke, and thoroughly nice bloke if
the wind is in the right direction- to summon a
poisonous gas upon my enemies... cough,
cough").

Bestowed Power: 7%, 13%, 20%, 27% then 33%

6) Other Worldly - 10% physical, 90%


spiritual

Dream realms or other worlds accessible


under very specific circumstances are often the
5) Pantheons - 25% physical, 75% spiritual domain of powerful beings looking for mortal
servants. Initiates may start by doing very
Pantheons of immortals exist, each symbolizing dangerous tasks, but as their worth becomes
the ultimate manifestation of a certain theme or more obvious they may be given underlings to
attribute. They live away from the mortal world command. Often the lesser inhabitants of the
but may occasionally visit. other realm appear demonic to mortals, and some
• The number of gods is rolled on d6 + 1 may have to take on mortal form. Contact with
• The type of structure is rolled on d100 the realm is limited and so much of the worship
is symbolic and many of the powers may be
Die
Structure based upon the extrusion into this dimension of
Roll some aspect of the other realm (nightmares,
01-15 Family feelings of peace, darkness etc.).
16-25 Geographical
This type of faith may require large numbers
26-35 Elemental
of followers to worship, make offerings, and
Celestial (star constellations, moon, maybe sacrifice themselves to perform the
36-50
sun etc.) ceremonies. The need for DP may necessitate a
51-60 Heroes and historical figures strict discipline between the priests. Initiates
61-65 Weather or animals would be expected to develop a steady supply of
Powerful protectors who serve higher DP to complete the ceremonies. Other lost DP
66-75
gods raising items (relics etc.) may need to be found
76-80 Departmental bureaucracy again and guarded. A lot of these powers are
81-00 Mixed based on mental links with the lost or forbidden
realm and can be housed in many forms (not
very helpful is it!).

The Ultimate Origins Book 210


Bestowed Power: 5%, 10%, 14%, 19%, 24%, • Must obey the orders of more senior
then 28% initiates
Description of the deity • Days of vision seeking and
hallucinations
Roll Attitude to mortals • Must never touch another person except
Oblivious or otherwise preoccupied, at specified times
1-2 (perhaps a consciousness but not as we • Must attend worship with a non-
know it Jim!) believing friend (a friend for how
Aloof, finds mortals disdainful creatures, long?)
3-4
sees mortal life as of little worth • Must not leave the city without special
Protective, towards followers at least, permission
5-6 • Days of talking in song or rhyme
may spend some time with mortals
Meddlesome, enjoys fiddling with • Days of talking in a holy language
7-8 mortals' lives (maybe maliciously, maybe • May only speak in a holy language
not), probably enjoys using disguises when in a holy place
Angry, Disappointed or Brooding, • Cannot talk on certain days or to certain
worship is done partly to avoid or diffuse types of people (e.g. men, women, giant
this anger, this anger might only be lizard-people)
9-0 • Must present an offering at each time of
occasional (e.g. a Love-god might only
become enraged when betrayed by an worship
initiate) • Must make large financial donations
each week
Restrictions & Ceremonies • No killing or Must kill every week
• Must not go up above 3 stories
This is where the judge can be ruthless; after • No lying, deceit nor concealment
all they have to ensure that cleric characters don't • Must not use any other method of
have to great an advantage over other characters transport other than walking
when it comes to advancement. • Must only use one hand
Here's a list of restrictions just to give you some • Must not travel over water
inspiration.
• Food items banned (e.g. meat, fish,
alcohol, low calorie foods)
• Must believe in the deity
• Must consume certain foods each day
• Days of feasting and drinking
• Days of fasting
• Special clothing for worship
• Days of nudity
• Must only wear one color
• Must carry or wear a sacred item at all
times
• No possessions (Resources become Fe2
if your lucky!) Here is a list of ceremonies I could think of.
• Must keep a certain type of pet or plant Obviously adapt them to suit the player and the
• Special clothing for everyday use theme. Keep in mind that it is useful to have the
• Shaving or altering one's hair ability to combine the DP of other followers,
• Days of not washing either that or have a ready supply of martyrs.
• Daily prayer at a specific time • Achieves next level of advancement,
• Daily prayer at a specific place DP cost = (% of power to be bestowed x
• Days of rest 10)
• Days of solitude • Combine DP of followers on touch, DP
• Must live alongside other followers (in cost = (number of followers x 10)
a monastery, abbey or whatever) • Convert Endurance rank points into DP
(permanent loss so remember to adjust

211 The Ultimate Origins Book


health accordingly), DP cost = (1 • Daily worship, DP gain = 1
endurance rank points per 2DPgained) • Make appropriate offering, DP gain = 1
• Increase an ability (FASERIP), DP cost • Worship at a holy place, DP gain = 2
= (increase in points x 2) per round • Make a pilgrimage to a holy place, DP
• Serial immortality (judge has control gain = (Number of days travel)
over what form you come back in!), DP • Becoming a follower, DP gain = 5
cost = 500 per revival • Inducting a non-believer to become a
• Body resurrected, DP cost = (400 per follower, DP gain = 2
revival) + (healing of body wounds • Building a monument or shrine, DP
prior to revival gain = (1DP per person capacity of the
• Reanimate the dead (all powers and building or monument)
abilities -2CS due to decomposition), • Dying as a martyr, DP gain = 2 (for
DP cost = (10DP per health point they yourself) and 5 (for those other
will have) followers present)
• Pass part of a power or ability into an • Delivering divine retribution to those
object or relic, DP cost = (1 point per who have betrayed the faith (the exact
rank point) nature of the vengeance is defined in
• Store a talent in an object or relic on broad terms by the judge but should be
touch (permanent transfer, usable by fairly nasty), DP gain = (50 + 1 point
anyone holding the relic - e.g. a sword for every % of bestowed power that
that also give the user weapon specialist person has)
talent), DP cost = 50 • Destroying shrines of other faiths, DP
• Pass part of a power or ability into a gain = (10% of shrine capacity)
follower, DP cost = (5 points per rank • Leading worship, DP gain = (number of
point) worshipers / 10) or (10% of DP earned
• Give one of your own talents to another by the followers being lead)
follower on touch, DP cost = 250 • Making one striction into a lifetime
• Healing others, DP cost = (10DP per vow, DP gain = 20
health point)
• Sanctify/curse an object including
doorways etc. (i.e. prevent people with
opposite (+/-) popularity from using it -
people with 0 popularity or a secret
identity with a different +/- popularity
will also be effected by this curse). This
curse acts like a non-physical force field
only to a person with either +ve or -ve
popularity but maybe overcome with a
psyche FEAT greater than the intensity
of the curse), DP cost = (1DP per
intensity of curse)
• Removing a curse from an object, DP
cost = (2DP per intensity of the curse)
• Picking up postcognitive flashbacks on
touch, DP cost = (10 per day of trying)
• Astral projection, DP cost = (10 points
per round)
• Use a power at a distance (i.e. use your
fire generation power but start a fire 1
mile away at your enemies house -hee
hee hee!), DP cost = (20DP per area)
• Summon
spirit/familiar/medium/elemental/envoy
/demon, DP cost = 200 (must have at
least 50% of the bestowed power to try)

The Ultimate Origins Book 212


Theme Ideas

Of course this is not a comprehensive list, but


it should give you an idea of what sort of things
could make good gods.

War Justice
Earth Shield
Light Elitism
Falcons Crocodiles
Hate Humor & Jest
Travel Kraken
Fish & Sea Animals Primitivism
Love & Lust Mercy
Sun Armour
Deserts Woodland
Bats Octopus
Wealth Medicine
Technology Lychanthropy
Decay & Disease Pain & Torture
Death Moon
Arrow & Bullet Sharks
Song & Music & Poetry Dance & Rhythm
Spiders Wisdom
Youth Dragon
Undead Plants
Chaos & Anarchy Storms
Sky Spear
Seas or Rivers Hunting
Orka Ravens
Mercy Sorrow
Phoenix Vampirism
Order & Obedience Mirror
Winds Deceit
Time & Change Birds
Mountains or Plains Wolves
Air Spear
Silence Griffin
Unicorn Crystal
Indulgence Ice
Fire Sword
Shadows Deer
Bears Light
Fear Women
Men Elephant
Insects

213 The Ultimate Origins Book


Chapter Thirty-Nine: Illusionist - The Tactics of
Deception
MTS Note: Another option for Magic-Wielding characters. Two authors on this one. With how varied Magic users
are in the Marvel Universe, you really cannot have too many options in my opinion.

The article is from Ty States’ Marvel RPG website, gustatory illusions are also possible. Audible
one of the longest running and all around best sites illusions, a scream for help, the Philadelphia strings
on the web. ' Matthew Lewis ' created the first part of plays "Satisfaction", (The latter might be considered
this entry. The Second part is by Greg Paradis, a type of sonic attack) or tactile illusions, a change in
starting at “From the Palladium List”. the texture of an object, an invisible object, are easily
isolated. In other words those senses can be affected
without involving any of the others. Gustatory or
illusions of taste, are a little harder, since you have to
touch your tongue to things to taste them. A purist
may argue that taste and smell are linked. But, few
people perceive those senses that way, and when
working with illusion, perception is everything.
http://gamingnerdsrus.co/forum/index.php?action=page;id=6

Illusionists tend to be a rare breed. Few villains


and even fewer heroes have this most underrated
power. Although illusions can't break down walls, or
heave Cadillacs, they should not be dismissed. A
skilled illusionist can change the apparent nature of
reality. Properly handled, this seemingly weak power
can leave characters doubting their sanity. Illusion is
a power of subtlety and indirection. Use it to mislead,
deceive and confuse rather than destroy your
opponent. If you accept that illusion is not a power
for direct violence, you can give your friends an
enormous tactical advantage, and drive your foes out
of their minds.

First of all, if you as a player or GM wish to run


an illusionist, you should ask yourself these
questions: Can I describe images quickly and
concisely? Can I come up with them in the first
place? If you tend to speak slowly and softly, it's best
to stick with other types of characters. Unless you
find that the others in your group are hanging from
your every word. You should also work up a
repertoire of images. Jot down any descriptions you
hear or come across that seem effective. If you invent
them yourself, so much the better. If the description
comes from somewhere else try to understand why
it's effective. As for your own deathless prose, try to When role-playing an illusionist, you should
find ways to tighten it. Remember to go for consider how the character uses the power in
impression, not detail. Although mental illusions are 'everyday' situations. In combat, there are many
predominantly visual, you shouldn't limit yourself to possibilities besides the attack-by-phantom-beast, or
vision. The scent of an appropriate species female in phantom ray-gun. To illustrate uses of illusion, both
heat would be a serious distraction to a bestial type in and out of combat, I use two of my characters as
like Jaguar, for instance. Audible, tactile, and examples:

The Ultimate Origins Book 214


StarDancer has Images that affect the visual effects, which do not betray his presence. For
senses, and normal hearing. When not in combat she example, the doctor might generate a mental illusion
uses her images to help communicate, for instance, that would convince his antagonist that he's being
using pictures, rather than try to describe things, or attacked by one of his own teammates. Another
incidents. She also likes to subject everyone within illusionist might create a ray-pistol. Dr. Eidektos
range to her taste in music, and imagery drawn from would create the smell of natural gas (actually a
Saturday-morning TV. Auto firing candy-apple-red commercial product known as Odalarm(tm)) then
lip-prints at cameramen is one of her favorites. When sparks from a nearby wall. The unfortunate person
in combat, she is much more subtle. A common caught at ground zero would think the resulting
defensive move is displacement. This means she explosion was perfectly reasonable. The good Doctor
makes something, usually herself, appear to be where does not believe that an illusion has to be monstrous
it isn't. In game terms, she becomes invisible, and or bizarre to be effective. (I also believe that an
projects the image elsewhere. Since her invisibility is illusionist should get a bonus for plausibility.) Out of
bought usable by others, she can also do this to other combat, Dr. Eidektos can use his powers to help other
characters. Another good defensive tactic is characters overcome psychological problems. The
replication. This means multiplying herself, or process will take weeks, even months of game-time,
someone else. This considerably reduces the odds of and is far from pleasant for said character. The
being targeted, as her opponent has to figure out Doctor uses telepathy to uncover memories, and his
which image has a person inside. A third tactic is illusions to reveal said memories to his patient. This
trading places. This is a very good move for dealing combination of powers has great potential for abuse,
with multiple opponents. Trading places is as it is possible to alter memories, given enough time.
accomplished by flying close to her victim, as if Finally, Dr. Eidektos will use illusions to enhance his
performing a move-through, and then exchanging presence attack. He doesn't do this in combat because
images. To a bystander, or her opponents, it appears he likes to keep his profile nice and low. Which is a
as if she hit her target, and knocked him back several good survival tactic for any egoist.
hexes. Lastly, she can set up coordinated attacks. She
does this by outlining one of the opposition, (usually Using Dr Eidektos and StarDancer, I have touched
in a clashing color) and keeping him outlined until on some of the non-combat uses for illusion. An
everyone is ready to attack. illusionist might use images to create music videos
etc. The ways you can use illusions to entertain or
annoy fellow players are too numerous for a
complete list. Any of the standard practical jokes can
be done with illusion. I leave it to your, hopefully,
fiendish imagination other possibilities. Keep it light
though, and make sure that the other players are
amused even if their characters might not be.

Then there is the primary purpose of illusion. That


is plain, straightforward deception. One standard 'bit'
is disguise. With illusion it is possible for a character
to disguise or conceal himself and his friends.
Keeping this effect going for extended periods might
be a problem. First the illusionist must concentrate or
expend energy. (Fourth edition rules do make this
easier.) A quick pat down will reveal visual images;
remote surveillance equipment will uncover mental
illusions. Even so, illusions are still useful for mass
infiltration. Another possibility is to use the disguise
phenomenon to break (bend actually) a recalcitrant
prisoner. Make him think he's escaped and is now
reporting to a superior officer. Or, he can be passing
what he knows to a fellow operative. If you make
him think he's dreaming he will be less likely to
notice small mistakes. This is more effective if
Dr. Eidektos takes a more serious approach. If he preceded by more conventional techniques. (Bright
has to be in combat, he prefers to use naturalistic lights, lack of sleep and so on) your subject will think

215 The Ultimate Origins Book


you're just using what little 'convincing' is available Use the Illusionist powers in the following way.
to the good guys. No sweat for an agent from Demon
or Viper. Disguise is also useful for persuasion. Sound - Used for distractions or to deafen an
Sometimes who you are can be as important as what opponent. Can also be used to disguise your sounds
you are saying. When dealing with opposing or allied as something else. In other words, if the person fails
groups the clever illusionist will try to pass himself his save, you have complete control over what they
off as someone they are likely to listen to. Given the hear.
right source, and delivery, people will believe all
kinds of things. An example of that was the 1938 Visuals but no Sound - My classic example is
broadcast of The War of the Worlds. Hundreds, known, as "there's something in the oven". My
maybe thousands of people thought the Martians Dwarven Illusionist had disguised himself as some
were really invading. So with these ideas to spark guard in a kitchen and was using imitate voices to
your imagination, you should be well equipped to complete the disguise. There was also one other
cloud their minds. guard in the place. My dwarf told him something
scary was in the oven and played the part of the
From the Palladium List coward, so the buddy went over to check. While he
was walking over I had plenty of time to get control
So you want to know how to play an Illusionist. over his visual senses. When he opened the oven, a
Should I tell you the secret to making the most fun "giant octopus" ate him, big coincidence huh? Well
character in the world? Why not! the next guy fell for it as well until my dwarf was the
only one left. Put your illusions in places where only
First step is having a character that is a quick one person could possibly see what is going on so
thinker, and is able to prowl well… You will need to even the people who can't see it will believe it.
hide to enjoy the effect of making your enemies go
mad.

The Ultimate Origins Book 216


Chapter Forty: Level Based Magic-Users
MTS Note: An interesting system to determine how a mage can advance in power (even if borrowed from AD&D). I
like to use this to help me build villains in the game I run. I keep track of the average karma of the party (based on
the rewards they have earned) and use this system to determine how powerful to make the evil mage.

The article is from Ty States’ Marvel RPG website, Wizard Experience Levels
one of the longest running and all around best sites
on the web. This entry is credited to Gary Hall. Karma
Level Talents
investment
1 0 4*
2 250 -
3 500 -
4 1000 -
5 2000 -
6 4000 2
http://gamingnerdsrus.co/forum/index.php?action=page;id=6
7 6000 -
To be a wizard under this category one must have 8 8000 -
a minimum Psyche of Gd 10 and must have some 9 10,000 1
way of acquiring the spells from other realms or other 10 12,000 -
mages or devices. The chart below is the 11 14,000 -
advancement table for a wizard. To gain levels you 12 16,000 2
must put Karma into this field. Once Karma is put
13 18,000 -
into this field IT CAN NOT BE REMOVED. To cast
the higher level spells, you must have a higher 14 20,000 -
Psyche. Sixth level spells require an Ex 20 Psyche, 15 22,000 1
7th = Rm, 8th = In, and for 9th level spells you must 16 24,000 -
have an Am Psyche. 17 26,000 -
18 28,000 2
19 30,000 -
20 32,000 -
21 34,000 1
22 36,000 -
23 38,000 -
24 40,000 2
25 42,000 -
26 44,000 -
27 46,000 1
28 48,000 -
29 50,000 -
30 52,000 2
No more talents
31 +2,000 per level
gained

* If you are creating a character start off with the 4


talents; otherwise, spend five hundred Karma to gain
mystic origin and become a first level mage. The
number of "powers" your character starts with
determines your starting level. Example: you roll
seven powers, you can start as a 7th level mage (at
Judges discretion).

217 The Ultimate Origins Book


Mage Talent List: Mystic origin, Demonologist, 10 4 4 3 2 2 - - - -
Stamina, Astrologist, Gem Cutting, Bibliophile, 11 4 4 4 3 3 - - - -
Herbalist, Alchemist, Zoologist of Magic, Occult 12 4 4 4 4 4 1 - - -
Lore, Runesmith, Theoginist, Chronicler of Magic,
13 5 5 5 4 4 2 - - -
Scholar of Antiques. Whatever other talents deemed
to fit by Judge and player may be used also. 14 5 5 5 4 4 2 1 - -
15 5 5 5 5 5 2 1 - -
As with AD&D, you may choose to specialize in a 16 5 5 5 5 5 3 2 1 -
particular field of magic, but you must have the 17 5 5 5 5 5 3 3 2 -
Talent Mystic Origin regardless. 18 5 5 5 5 5 3 3 2 1
19 5 5 5 5 5 3 3 3 1
20 5 5 5 5 5 4 3 3 2
21 5 5 5 5 5 4 4 4 2
22 5 5 5 5 5 5 4 4 3
23 5 5 5 5 5 5 5 5 3
24 5 5 5 5 5 5 5 5 4
25 5 5 5 5 5 5 5 5 5
26 6 6 6 6 5 5 5 5 5
27 6 6 6 6 6 6 6 5 5
28 6 6 6 6 6 6 6 6 6
29 7 7 7 7 6 6 6 6 6
Wizard Spell Progression
30 7 7 7 7 7 7 7 6 6
31 8 8 8 8 7 7 7 6 6
Level 1 2 3 4 5 6 7 8 9
32 8 8 8 8 7 7 7 7 7
1 1 - - - - - - - -
33 8 8 8 8 8 8 8 7 7
2 2 - - - - - - - -
34 8 8 8 8 8 8 8 8 8
3 2 1 - - - - - - -
35 9 9 9 9 8 8 8 8 8
4 3 2 - - - - - - -
36 9 9 9 9 9 9 9 8 8
5 4 2 1 - - - - - -
6 4 2 2 - - - - - -
Anything beyond this and you're on your own.
7 4 3 2 1 - - - - -
8 4 3 3 2 - - - - -
9 4 3 3 2 1 - - - -

Mage Specialist Requirements

Specialist School Min Ability Opposition


Abjurer Abjuration Ex Reason Alteration & Illusion
Ex
Conjurer Conjuration/Summoning Divination & Invocation
Endurance
Diviner Divination Ex Reason Conjuration/Summoning
Enchanter Enchant/Charm Ex Psyche Invocation/Evocation & Necromancy
Illusionist Illusion Ex Agility Necromancy/Invocation/Evocation/Abjuration
Ex
Invoker Invocation/Evocation Enchant/Charm/Conjuration/Summoning
Endurance
Necromancer Necromancy Ex Reason Illusion & Enchantment/Charm
Transmuter Alteration Ex Agility Alteration & Necromancy

The Ultimate Origins Book 218


Chapter Forty-One: Mages, Wizards, and Witches
MTS Note: This is very "AD&D" but still useful. If nothing else, it will help create truly unique magic users
for your Marvel Super Heroes game.

This article was originally written by The Judge • One quick and easy enchantment is to
for his website "The Unholy Contents of the make their costume appear with a
Judge's Mind". It was a great website, but it has mental command, and replace whatever
vanished from the Internet. they were wearing (Feeble intensity)!

Mages should avoid becoming members of a


cult (not an absolute rule), and instead seek out
gurus (who might be cult members themselves)
as this will give them faster advancement.

http://web.archive.org/web/20030204060237/members.aol.co Casting a spell requires an intensity feat.


m/psyclops42/loadastuff.html Spells of comparatively low intensity may be
considered automatic for a mage with a Psyche
To my judge's mind, a mage is a scientific more than two ranks higher. Enchanted objects
magic-user. usually have low intensity casting spells.
They learn to shape and control magic forces.
Rules for Mage Magic
How much effort you put in depends upon
The original game never had clear rules for
how much magic is part of your game
magic users, so you may want to think of your
own way of doing things.

Here are some suggestions:


• Standard Rules - Magic is divided into
three classes. Personal (using energy
from within the body to influence the
body), Universal (using ambient energy
to change things within the immediate
environment), and Dimensional (using
energy from other realms to conjure
objects or cause events that are
normally impossible in our own realm).
The power rank represented the
particular spell known to the character,
and all spells were cast using a psyche
feat. More complex versions of these
rules can be found in the three books of
magic that you can download from Zan
(Also available at Gaming Nerds Я Us -
With the covers!).
Mages Can and Cannot... • Ultimate Rules - The Ultimate Powers
List has magic as a category of super
Mages can research new spells and enchant power. As such spells are just like any
objects in the same way other characters might other power.
build items. They need the right materials, • AD&D Style Rules - The mage must
instructions and time. try to re-memorize the spells each day
• There are potentially more serious risks (using a Reason feat against the
if it doesn't work, as the object is intensity of the spell). Thus, low power
mystically linked to the character! rank spells are easier to remember than

219 The Ultimate Origins Book


more powerful ones. The mage casts • If the character cannot supply sufficient
memorized spells using a psyche feat. psychic energy (fails the psyche feat
• Magic Capacity Rules - Every spell required to cast the spell) the object will
has a fixed intensity rank, and the draw psychic energy straight from the
character's "super-power" is to be able character Psyche rank, reducing it
to manipulate a psyche-rank amount of permanently!
magic every 24hours. Some spells are • Eventually the object will be able to
accessed directly by the mage (therefore control the actions of the character!
using a lot of their power), while others • Curses items are difficult to get rid off,
are stored in enchanted wands, scrolls, and often hard to remove, as they can
weapons and objects (and so require contain the imprisoned soul of a
only a small "access spell" to trigger - previous evil owner.
e.g. Poor intensity). When creating a
character the player must decide how
many spells are memorized and how
many are in enchanted objects - this will
obviously relate to their psyche.

Guardians of Enchanted Objects


Enchanted objects come in many forms. The
more powerful ones are often fought over!

Simple Objects
• The simplest are normal objects with
above average abilities (e.g. a sword
that gives +1cs to hit).
• These are fairly common and easy to
make even for a minor mage.

Advanced Objects
• More advanced objects release a stored
spell when a minor invocation spell is Clerics and Occultists
used (usually three or four ranks lower
than the stored spell intensity - this Even non-magical characters can become
might even be a spoken phrase at Shift clerics by joining a "cult " (see career
0 intensity). advancement).
• These object usually have a number of
safeguards built in, partly to prevent the Different cults will have different belief
non-worthy using them, or as a systems, rituals, restrictions, powers and mortal-
limitation accepted at the time the realm focus. Some will be focused on the here
object was created to gain bonuses and now, others will be almost entirely
under certain conditions. concerned with the actions of beings in another
• These are rare, and keenly sought after dimension.
items!
The acquisition of power and status can lead
to an increasingly important role in destiny
(gaining the talent Mystic Background), and
eventual immortality!

Cursed Objects Cult sanctioned heroes (see career


• Some cursed enchanted objects will be advancement) may be made guardians of
in constant effect (the spell constantly enchanted relics charged with mystical power
recasting itself once it elapses). (sometimes finding an enchanted item may
automatically make the character its guardian,

The Ultimate Origins Book 220


especially in cults that believe in destiny). As
with mages, only Psyche rank amount of magic
can be released every twenty-four hours by the
character in an attempt to trigger the enchanted
object.

Types of cults and their varying focus on the


mortal world

Types of cults and their varying focus on the


mortal world cult beliefs

In the game, cults are often secret


organizations that operate by their own ancient
laws and beliefs.

Story Ideas

Their secret nature is extremely useful for a


cunning judge when planning a new adventure!
Long time non-player characters can suddenly be
discovered to be cult apostles:

"Mysterious ritual killings start to occur at


certain times of day"

You get the idea!

The specific nature of the cult can generate


storylines:
• In some cults it may be natural (indeed
encouraged) for the new leader to kill
the old one
• Or the role of the cult hero may be to
silence those who leave (a dilemma
when the hero wants to leave - hunter
becomes the hunted!)

At any rate, there are a number of campaign


ideas to play with once the hero joins a cult.

(If you want to be really cruel, you could


make it a condition during character generation!)

221 The Ultimate Origins Book


Chapter Forty-Two: Revised Magic Rules
MTS Note: This is more of a revised system for magic and as such, it is technically way beyond the scope
of this book. Still, it contains a variant Origin for Magic Users, and it is an excellent system.

This chapter was written by Brotherless_one for The primary focus of this addendum/revision
the "Classic Marvel Forever" website. is the True Magician but for the sake of
completion, use the following character creation
table for randomly generating all Magical
Origins.

Die Roll Magical Origin


01-15 Occultist
http://www.classicmarvelforever.com/phorum/read.ph
16-35 Magical Item
p?9,13112
36-65 Magically Enhanced
Character Creation 66-90 Extradimensional
91-95 Artificial Being/Construct
First, let us look at the various types of magic 96-00 True Magician
users.
For all but the True Magician, use the
Magical or supernatural characters run the equivalent mundane Origin. For True Magicians,
gamut of character origins. Spell Casters make the following applies:
up a surprisingly small percentage of magical • True Magicians are members of the
characters. Most of these characters are Human race that are inherently
indistinguishable from their more mundane connected to the flow of the world’s
counter parts. In the Magical Community, there magic. Magical powers may manifest
are talented Occultist (Frank Drake, Victoria themselves at any time. True Magicians
Montesi) “normal humans”, Magically Enhanced are generally marginalized and
(The Wrecker, Absorbing Man) Altered Humans, misunderstood by the populace at large.
Magical Item wielding (The Black Knight, Examples of True Magicians include
Captain Britain) “Hi-Tech wonders”, Doctor Strange, Jennifer Kale, and
Extradimensional (Loki, Dormammu) Aliens, Magik of the New Mutants. When
and Artificial Being/Construct (Frankenstein’s creating a True Magician character:
Monster, The Destroyer) Robots. Additionally, • Random ranks are rolled on Column 1
while all humans have the potential to wield of the Random Ranks Table.
magic, some humans are inherently connected to • True Magicians automatically gain the
the flow of the world’s magic. Each of the Power Magical Ability, subtracting 3
previous origin types may potentially wield slots from the total number of Powers
magical forces but in these unique humans the available to the Hero (maximum of 5).
potential becomes actuality. These “Mutants” are If less than 3 power slots are rolled, the
True Magicians. difference is subtracted from the
number of talent slots available.
• Resources are reduced by one rank.
• Starting Popularity is always 0.
• True Magicians lose Karma at double
the rate of other character types.
• Psyche is raised by one rank (minimum
of Good).
• The majority of a true magician’s
Powers are inborn as opposed to
equipment-based.
• They may be affected by magical
Detection.

The Ultimate Origins Book 222


New Talents: Magic and the Mundane
Occult Lore Specialist*: The character with this Any non-magical character may perform
Talent gains a + 2CS with a field of Occult Lore. dimensional entreaties. There are three factors
These fields are: Bibliophile; Chronicler of that determine the possibility of success:
Magic; Demonologist; Rune smith; Scholar of Research, Raising Energy, and Time.
Antiquities; Theoginist; and Zoologist of Magic.
(see Realms of Magic book one, page 11 for The first step in casting the spell is finding it.
descriptions). New spells may be found in mystic texts,
unearthed in ancient ruins, or in old collections.
Psychic Sensitivity: The character with this They can be purchased by private auction (In
Talent is in tune with the subtle energies of the cost) or stolen (although in such cases, loss of
universe. He gains +1CS to Intuition for the karma is probably the least of your worries), but
purposes of sensing “invisible presences”, you have to locate them first. This can either be
resisting emotional attacks, and initiative. done through Role-playing the search or through
appropriate Contacts.
Psychometry: The character with this Talent can
“read” the auras of objects. Essentially A weaker It’s never a bad idea to have an archeologist
version of Post-Cognition, the Psychic spends 10 on speed dial…
karma points and makes An intuition Feat. On a
red result, the Character receives information
equal to a green Post- Cognition result.

Ritual*: This Talent has two effects. First, it


allows characters with out direct Access to
magical abilities to cast spells Using dimensional
energies (as explained In the section below). For
characters With Magical Ability it grants +1CS
to AOE and duration of spells cast in Ceremony.

Ceremonial Magic
There’s a difference between spells cast on
the fly and spells methodically worked over
time. If casting combat magic is like building a
snowman then performing a magical ritual is
akin to carving an ice sculpture. Magic worked
over time is more precise and its effects last
longer and cover a greater area than all but the Once the appropriate text is found, it takes
most advanced magic cast of the fly. 1000 karma points to “learn” the ceremony
(which can be paid for by karma pool, if
Similarly, people who could not otherwise applicable). Essentially, the character or group
work magic can channel Extradimensional forces gains the Extradimensional entity as a neutral
through ceremony. In fact, a group of non- Contact. Note: If a Judge allows “Occultist”
magical acolytes working in tandem with an characters in their campaign, the character may
experienced magic user can increase the start with no more than one Extradimensional
effectiveness of the true magician’s power. Be contact.
they members of The Dark Cabal or a single
person “gifted” with a page from the Darkhold, To even attempt to perform the entreaty, the
“typical” humans can work great magics …for a character or npc must pay 100 + Power Rank
price. number x 2 in karma points. If Dr. Louise
Hastings casts an Excellent rank Astral
Below are some expanded rules on the Projection spell, she would need to expend 140
benefits of Ceremony for the True Magician, as karma points at the start of the ritual. The karma
well as new rules for “mundane” spell casters. cost may be divided by each additional person

223 The Ultimate Origins Book


participating in the ceremony and the adjusted assumed to take the character’s total
cost is paid by EACH, not from any existing concentration.
karma pools. Note that if only two people
perform the ceremony, they each pay the full Although Occult Lore is not explicitly
karma cost. To continue the above example, required to perform the entreaty, remember it can
although Victoria Montesi has offered her potentially grant a +1CS to area of effect,
assistance, Louise would still need Sam duration and damage as well with a red result for
Buchanan’s help as well to lessen the spiritual Occult Lore) It still only takes Louise five
drain, cutting the karma cost to 70 points each. minutes to perform the ritual but thanks to her
Obviously, the more people who participate in knowledge and experience, the effect lasts for an
the ritual, the less each suffers the resultant hour.
spiritual drain.
Ceremony and the True Magician
When the karma cost exceeds the amount
available, the difference is subtracted from the For True Magicians, the process is far less
Health score. The excess cost is divided evenly complicated. They may channel either Personal,
by the total number of participants. If any of the Universal or Dimensional energy and are
participants are reduced to 0 health points, all are assumed to “raise energies” without the need for
knocked unconscious for 1-10 minutes and massive Karma expenditure.
awaken with only their endurance rank in health.
The entreaty has failed before it was started and When two mage collaborate in a ritual, use
may not be attempted again until the participants the standard “assistance from equal or lesser
gain enough karma AND at least 24 hours have power rank equals +1CS rule. Additionally, for
passed. every two magicians participating beyond the
first, increase the rank +1CS. When a magician
The final component necessary is Time. The leads a ceremony with “mundane” characters, the
amount of time it takes to perform the ceremony shift becomes +1cs per every five.
is determined by the initial duration of the spell
effect x 5. In our example, Hastings’ Astral Assume the time taken to perform the
Projection ceremony would take five minutes to ceremony is a number of turns equal to the
cast. No player character can perform an entreaty power rank of the effect. Dr. Strange, performing
spell of greater than Monstrous rank under a ritual to open a Dimensional Aperture to
normal circumstances. (The Judge has the option Avalon with a Magical Ability of MN, spends 75
of allowing NPCs to perform magics of greater rounds in casting. If the magician spends a
rank, reasoning that the cult, coven or individual number of rounds equal to two ranks above his
has been performing the ritual throughout Magical Ability rank, add +1cs to that rank for
countless generations, either because of the purposes of determining success. Area of
immortality or fertility rites inherent to the Effect, Duration, and Damage remain at the
entreaty). initial rank and are only modified by the Ritual
Talent and/or a successful Occult Lore FEAT.

Example: Doctor Strange, with the assistance of


Brother Voodoo, Jennifer Kale and Topaz,
performs a ceremony to close a rift between our
reality and a zombie plague infected alternate
earth. With Brother Voodoo acting as his second,
Strange’s Magical Ability increases to
Unearthly. Topaz and Kale channels their magics
into the mix, increasing it further to Shift X.
Wanting to ensure that the rift never opens again,
Strange extends the ceremony for another seven
and a half minutes (Shift X 150).

If the ritualist is interrupted at any point of the The spell is now considered Shift Y when
ceremony, the entreaty fails. The ritual is rolling to see if it is successful and achieves Shift
Y AoE and Duration as well, thanks to Doctor

The Ultimate Origins Book 224


Strange’s Ritual skill. That’s why he’s the mage in question. The new spell costs 1000
Sorcerer Supreme… (2000 for Dimensional) Karma points -- as per
purchasing a new power – and functions at +1cs
Karma and Advancement to the magician’s Magical Ability rank. This is
due to the diligence of research and
It should be fairly evident by now that Karma experimentation required in mastering the spell
is an important trait for magic users, even more (as opposed to just winging it). The player has
so than Psyche. It is, in fact, raw Universal the option (at the judge’s discretion) of
Energy. The PHB states that “Karma is … a increasing the rank an additional +1cs by adding
spendable experience point. In other words, it is a limitation. This reflects the potential vagueness
gained by the player, and may be spent by the of the spells description in regards to unknown
player to make sure certain actions happen when requirements or deadly curses. Judges are
they are supposed to”. Thus, Karma is the magic encouraged to be petty and vindictive in
that everybody can use. assigning limitations to players who choose this
option (example: The Scion of Forever finally
To reiterate, characters who have true magic unlocks the secrets hidden within the Scroll of
abilities (as opposed to those with only Immortality but fails to realize it only applies to
Extradimensional origins, the potential to gain Magik’s Limbo…).
magic, or using magical items) gain Karma at the
standard rate. All Karma losses are at twice the
standard rate. To again quote the PHB: “The
reason for this is thus: A sorcerer, no matter what
his background, is more aware that all things are
part of a greater whole, that bread cast upon the
water comes back a hundredfold, and you reap
only what you sow. In other words, Karma
counts twice as much against them because they
are more aware of its effects.”

Karma Awards
Personal Karma Awards

Mages study. A lot. As such, they rarely – if


ever – make personal appearances or have
personal commitments outside of their duties to
their masters. When they do manage to make
them, the karma award is doubled but failure to
make an appointment is quadrupled. Also, the Friendly Contacts in other planes cost twice
character is assumed to spend his free time the normal Karma cost of Contacts to reflect the
studying and automatically receives the weekly powerful nature of these Contacts. A neutral
award. If the judge feels the player has gone Contact can be purchased at the normal cost. All
above and beyond this expectation (say, other rules remain the same.
practicing meditations while in the clutches of a
villain for example), he may double this award as All Extradimensional beings can grant
well. magical assistance but only some powerful
Extradimensional beings grant magical Powers.
Advancement In cases where dealing with Entities of power
who have limited contact with, or have
A mage advances in ability ranks and gains representatives walking among, humanity (i.e.
talents as do non-magical characters. A mage Odin, Zeus), the deity in question grants +1cs to
may gain new spells in two ways: through magical ability for determining effect but the
Magical Ability power stunts, and through spell is still considered Personal or Universal in
location of new spells. New spells may be found terms of advantages and disadvantages. If the
in mystic texts, unearthed in ancient ruins, or character is a member of the entity’s race (for
taught by individuals of higher ability than the

225 The Ultimate Origins Book


example, Asgardian or Olympian) AND outside The character with Magical Ability wields
of their home dimension, treat the entreaty per unimaginable power. By tapping into the very
normal (assuming, of course, the character is fabric of reality itself, he can duplicate the
NOT Loki…). effects of any power listed in appendix A of the
player’s handbook. Magical Ability counts as
Magical Ability three power slots and may limit the number of
talent slots available at character creation as well
Spell casters are arguably some of the most (see above)*.
powerful characters in comics. They routinely
pull just the right spell out of their proverbial As stated, Magical Ability may duplicate
hats at precisely the right time to save the day. every power in appendix A. Powers duplicated
While other characters have well-defined power may be considered either Personal, Universal or
sets, the magician is usually limited only by his Dimensional energies, following the basic rules
knowledge and imagination. of each type of energy

The portrayal of which is a pain for Judges. The character chooses which Powers he
wishes to duplicate and makes a Psyche FEAT to
Be that as it may, for someone wanting to cast the spell. The effects, range and duration are
play a magician, to present magic otherwise is then determined by the Power rank of that
very constricting. Sure, following the Advanced ability, as per the chart on page 65 of the player’s
Set rules, it’s easier and cheaper for spell- handbook.
slingers to gain new powers but that’s not much
help when you need that water breathing spell The type of FEAT needed to cast the “spell
right now! stunt” is determined by the number of times the
character has tried it.
• Never tried it — red FEAT roll
• Tried it up to three times — yellow
FEAT roll
• Tried it more than three times — green
FEAT roll

Each spell stunt is dependant on which form


of energy was used to cast it. For example, if
Azazel, Keeper of the primordial flame casts a
Fire Control stunt using Universal Energy once
and the next time tries the same effect using
Dimensional Energy, each stunt counts as one
attempt for that energy type, not two overall fire
control stunts. Yes, it’s a book keeping
nightmare but nobody said magic was easy!

In addition, a character casting a spell must


lay out 100 Karma points to make the roll or 200
Rather than making spell-use a concrete, one- Karma points for Dimensional spells (in addition
for-one duplications of existing powers, Magic to any other Karma he may spend -- see Karma).
now becomes a Power itself. Spending the Karma does not guarantee success;
it only ensures that yes, the character can try the
If you check your Official Handbooks to the spell.
Marvel Universe supplements, you should notice
that all the major Magicians have listed The magical energy used affects the effects of
something called “Magical Ability” which the spell. Each type of energy has its own
covers the potential power of any spells they advantages and disadvantages.
may cast. Magical Ability is then followed by a
list of spells common to the character. If a player character has tried a spell more
then ten times, it is considered to be part of his or
her bag of tricks and a FEAT roll is not

The Ultimate Origins Book 226


necessary to say if it is possible (this is similar to Power allows the user to detect magic. When
purchasing another Power in full, but allowing magic is in force around the hero, make a Power
the player to use the Power as he is paying for rank FEAT roll. White means failure; check
it). Failing the FEAT means the spell has failed. again next round. A green result indicates
The manner of failure will depend entirely on the recognition that there is magic in the area, a
situation. The Judge is instructed that while the yellow result the individual or individuals
failure may be life endangering, it should not be involved in the magic, and a red result the type
initially or immediately deadly. of spell or magic involved. Spells that mask or
mislead the spell-casting may reduce these
On the plus side, the cost for a mage to chances at the Judge's option.
perform Power Stunts using his established
spells is reduced. It costs a mage only 10 points Oh, yeah. For the purposes of random
of Karma to use a Personal or Universal “sub- character generation, assume that Magical
spell”, 50 for Dimensional. Ability is listed under 26-40 Energy Control, and
is an optional power listed with 9. Dark force
The character starts off with no power stunts. Manipulation.
However, the power also includes an innate
connection to the fabric of reality itself, allowing *Covered in the alternate supernatural
the mage to perceive other powerful entities and character creation section: Origin - True
to detect magical energy. Individuals with Class Magician.
1000 primary abilities or better within 10 miles
of the hero will always be noticed by the hero. In
addition, making a Power rank FEAT with this

227 The Ultimate Origins Book


Chapter Forty-Three: Sorcery
MTS Note: Originally, I got this from an old mailing list archive, and he said "Below is a work in
progress, for a page I just added to our domain: http://www.psyko-software.com/rpg_index.html. By all
means share with me your comments, suggestions, etc. This is not meant as an end all, but only as it exists
in my campaign, currently." The url he mentioned only has the homepage and index accessible via
archive.org. While these rules were written for a specific game, they are still useable and an interesting
take on magic that could be used in any game. Sparks was the one who noticed I had the same information
in two separate chapters.

This article was done by Psyko for his website seek to take and destroy the crystal, so the
"Psykosis 4.0". various deities are powerless to stop the Age of
Chaos from coming. Legend dictates the Council
of 12 are all that stands between the Age of
Chaos and the Age of Order. (Note: We are
currently in the Age of Order, but the pendulum
http://psyko.homeftp.net/default.htm is swinging towards chaos currently. Every two
thousand years the pendulum swings the other
Sorcery in my amalgam universe runs a bit way.)
differently from the way the books details it. I
will preface it by saying that, until this current
campaign started in WebRPG, I did not allow
any magic wielding in my games, save for the
occasional NPC. I did allow mystic origins, but
no true magic users. I also never had the Realms
of Magic books until I downloaded them in PDF
format a short time after I started running this
WebRPG game. I've yet to thoroughly read them
either, so these rules have evolved and are
constantly evolving. These have been created
jointly by myself and Shadowwalkyr, who
played the LEGION's resident mage, Scarlet
Speaker. With that in mind, below you will find
magic as it exists in my campaign

It has been said, that one does not choose the


way of sorcery, but that it chooses them. That
being said, in order to even be an apprentice, one
must have this link to this crystal. (Note: Most of
All sorcery/magic in this world flows to and the time, most apprentices are unaware of this,
from The Crystal of Magic, and is actually until the time of their initial test.) Then they must
channeled through persons who are linked to this seek out someone to teach them the skills
crystal. As of the time of this writing, the actual necessary to channel to and from it. If they
physical location of the crystal is unknown to all succeed, they are known as an Apprentice.
but the most powerful sorcerers. The Crystal of Apprentices are trained by their teacher for a
Magic's origins are unknown, but it is believed to time, before being encouraged to go out and
be related to various mythological pantheons. explore the world around them. (Note: There is
What is known of the Crystal is that it is tied to no established time limit before the apprentice
Armageddon/Ragnarok. The Lords of Chaos must learn on their own. For some, they were

The Ultimate Origins Book 228


with their teacher for years, while for others, it powerful sorcerers), and apprentice's teacher,
was only a month.) It is important that the rather it has been hinted at by sorcerers in the
teacher helps his pupil as little as possible during past.
this time of exploration, because the apprentice
must learn on his own how to deal with
prejudices others have about sorcery and magic.
(Note: This is a direct result of the Salem Witch
Trials.) Additionally, the apprentice has to
prepare himself for his test to become a Sorcerer,
which he/she must go through alone. All
apprentices are aware that they have to take the
test, but no one actually knows when the test is
supposed to happen. There is no set time frame
in which the apprentice must take the test, but
they are encouraged to do so after they have
prepared themselves sufficiently. There have
been cases where a person was an apprentice for
ten years, however most take their test within a
year of going off on their own.

New sorcerers are able to take apprentices of


their own, but they are discouraged from doing
so for at least a year. A sorcerer's next goal is to
become a Master Sorcerer, Another test must be
passed to be a Master Sorcerer, but very few
have failed it. Additionally, it is usually a few
years before a Sorcerer is skilled enough to
attempt the second test. Only the most skilled
sorcerers can hope to become a Master Sorcerer.
At most 10 percent of all Sorcerers will become
a Master Sorcerer. A Master Sorcerer works
closely with the Council of 12, when the need
arises, however they are otherwise free to do as
before. If there is an opening on the Council of
12, the remaining members will elect a Master
Sorcerer to take that opening. There is no test
involved should the Sorcerer accept the job, but
they do have the right to not accept it. Usually
The Test itself is a highly guarded secret, by when someone turns down the appointment, it is
all sorcerers. Sorcerers are forbidden from because they do not want to deal with the politics
revealing any details of their own tests to of it.
anyone, including their own apprentices. It is as-
yet unknown what the consequences are for The Council of 12 are the most powerful
doing so. Compound that with the fact that sorcerers in the universe, each a specialist in
everyone's test is believed to be different, one their particular school. To attain that honor is a
never knows what to expect with their test. More great achievement. They serve as the judges on
than a few apprentices have been killed during the Wizard's Council. They also must protect the
their test, but success makes one a Sorcerer. The Crystal of Magic, at all costs. They are among
test has altered newly christened sorcerers as the few who know the location of it. The Council
well, physically & mentally, but that is not of 12 do not necessarily serve the cause of
always the case. One side effect of the test is a mankind, but serve the cause of magic. In the
voracious appetite that lasts for about a week. It past their actions have clashed with super-
is believed the tests are overseen by the Sorcerer powered beings, specifically on Earth (which
Supreme, the Council of 12 (the 12 most seems to be an important nexus in more than one

229 The Ultimate Origins Book


regard). Currently the Sorcerer Supreme, Dr. and most of the rewards will come from that
Fate - Nabu, has been a humanizing factor for wish list.
the Council. The Sorcerer Supreme is always the
being who can channel the most magic through 3. To augment the sorcerers, they have access to
the crystal. Quite literally, you are chosen minor cantrip type spells. These spells
(usually from the Council of 12, but not always) encompass, such items as tagging a certain car
to be Sorcerer Supreme by the Crystal itself. magically, overhearing a conversation, minor
illusions, stage tricks, etc. A being must spend 5
karma to do these minor cantrips, but they must
be approved by the judge ahead of time. There is
no need to roll a feat when doing so, unless the
situations demands it or is particularly
extraordinary.

4. There is evidence of Ley Lines existing on


Earth, but it has not been explored enough by
anyone to say exactly where the Ley Lines are.
One spot evidently where true sorcerers cannot
wield their magic is under the lakebed of Lake
Erie.

Schools of Magic
Atlantean

Atlantean magic is a flowing magic that is


often attracted to large amounts of water. As
such, it is often found in and around islands,
lakes, oceans and certain celestial features that
primarily include water, such as ice comets.
Atlantean magic is primarily divinatory in
nature, and was used by the inhabitants of the
(now sunken) continent of Atlantis in their
Now for some specifics: studies of the universe, and is a major reason
they had advanced so much further than the rest
1. To create initial stats, the hero must roll on of the world. Atlantean magic has also been used
the normal humans tables, unless their to good effect in creating "Hermes' Portals," rifts
classification falls under another category (such in space that allow travel between two or more
as alien). For starting numbers of spells, you will areas with little effort. Minor Atlantean spells
roll for powers & talents just as an altered human typically require a few seconds of chanting
would, using the tables provided here Starting (usually in the tongue of Ancient Atlantis) and a
sorcerer characters are restricted to just the spells few simple gestures to enact. Major workings of
using Personal or Universal Energies. Spells that magic often involve long sessions of chanting
use Dimensional Energy will only be accepted (multiple days are not uncommon) and favorable
pending Judge approval. As with normal heroes, astrological conditions. Sorcerers using
certain powers I do not allow. Atlantean magic gain +1CS when attempting to
divine an answer or when dealing with the Astral
2. Apprentice PC's will be rewarded should they Plane. They gain -2CS when attempting to create
pass their test. The reward can be any number of or destroy anything. Practitioners of Atlantean
things, but your character is always more magic are called "Atlantean Wizards" or simply
powerful than when they were first created. I do "Wizards."
this, because, to be honest, when rolling from the
normal humans table, you're gonna be quite
weak. I usually ask for a wish list from the
player sometime before I give them their test,

The Ultimate Origins Book 230


Chaos Dimensional spells typically involve grand
gestures and few incantations. "Hermes' Portals"
Chaos magic is an unpredictable magic that is can easily be created using these spells, and a
rarely attracted to any one thing. It is often mage gets +1CS if using an existing portal (such
thought of as wildly destructive, but that is only as a doorway) as a frame. Sorcerers using
partially accurate. Although it can be used easily Dimensional magic gain +1CS when attempting
to destroy, it can be used to create as well. to teleport within a single dimension. Sorcerers
Despite this, it has a bad reputation among many attempting trans-dimensional travel using any
sorcerers, who, at best, consider it "Magic for the other kind of magic have a -2CS. Practitioners of
Desperate." While its results are often wildly Dimensional Magic are called "Dimensionalists."
unpredictable, they are rarely detrimental to the
user. Chaos spellcasters have no set style used Divine
for casting; rather, they typically have an eclectic
style of spellcasting preferred over any other. Divine magic is the only truly sentient magic
Sorcerers using Chaos magic gain +/-1CS extant. It manifests primarily as "gods," who
whenever the Judge feels like it. Practitioners of grant "miracles" to the practicing mage. Often,
Chaos magic are called "Chaos Mages." the mage thinks of him (or her) self as a priest or
avatar of the god granting the miracle. Although
Divine magic can be used easily for any kind of
effect, certain gods may decline to grant certain
magical favors. Gods typically gather into
pantheons; such pantheons may or may not
acknowledge each others' existences. Divine
magic typically involves prayer, and as such is
more likely to involve incantation than gesture.
Major workings typically require high ritual in a
consecrated location. Sorcerers using Divine
magic gain no set benefits or penalties, though
certain gods may choose to help/hinder for
reasons of their own. Practitioners of Divine
magic are called "Priests."

Dimensional

Dimensional magic flows evenly over the


universe, connecting every point to every other
point. As such, it is an unparalleled way to move
throughout space; some more advanced mages
claim it is possible to move throughout time as
well. It also is extremely easy to create spaces
between dimensions, creating "pocket"
universes. It is the most efficient manner of
traveling between the various dimensions known
Elemental
to magic. As such, it is commonly studied by
mages of all stripes, though few choose to
Elemental magic is actually several closely
specialize in it, as it is seen as useful only for
related flavors of magic, each of which is
"going places and storing stuff"; it does not have
attracted to a single elemental force. An
the versatility that most mages crave.

231 The Ultimate Origins Book


Elementalist typically studies all such flavors, For reasons few mages understand, even Fey
although most have two or three as particular mages, Fey magic is bent and disrupted by iron
favorites. More than just the four classical and iron ores. Different alloys containing ferrous
elements, as many laymen believe, other forces materials affect the magic differently, and these
are considered to be elements. Air, Blood, Cold, amounts can be measured. Some of the more
Darkness, Earth, Fire, Light, Lightning, Metal, scientifically minded Fey mages have learned to
Vacuum, Water and Wood are all elements. Even use shaped iron to focus their spells for
apprentice Elementalists can typically maximum effectiveness. Many Fey Masters
manipulate at least two of these. Elemental spells develop an allergy to iron due to their long
often involve invocations, these invocations sympathy with Fey magic. Fey spells often
typically involve incantation supported by involve simple rhymes and gestures. Most spells
gesturing. In addition, they often require a ready are minor, and the creative Fey mages tend to do
supply of the element in question. Sorcerers more with tiny amounts of magic than many
using Elemental magic gain +1CS when others do with truly huge amounts. Sorcerers
creating, manipulating, or destroying raw using Fey magic gain +1CS when creating or
elemental force. They suffer -1CS when destroying illusions. They gain -3CS when trying
attempting to deal with anything other than to create an object that is not a copy of
actual elements. Practitioners of Elemental something immediately on-hand.Practitioners of
magic are called "Elementalists." Many add the Fey magic are called "Sidhe," pronounced
names of favorite elements to this ("Fire "shee."
Elementalist" "Light Elementalist" and so on.)
Lemurian

Lemurian magic is the magic of sound.


Attracted primarily to crystals and vibrating
objects, it tends to stay put for long periods of
time. As such, it is possible for a Lemurian mage
to have a great number of prepared spells waiting
to be released at a moment's notice. Lemurian
Mages are rare, and have been since Lemuria's
destruction in a cataclysm much like the one that
sunk Atlantis (some consider the two to be
related events). Most Lemurian mages are very
secretive of their practices, and no one can
manipulate sound like a Lemurian Master. Most
Lemurian spells are composed entirely of songs
and chants, and most every Lemurian Sorcerer is
an accomplished singer and musician in addition
to anything else. Sorcerers using Lemurian
magic gain +1CS when attempting to create,
manipulate or destroy sound or when focusing
spells through a crystal (flawless quartz works
best). They suffer a-2CS when attempting to use
magic in extremely quiet or cold environments.
Practitioners of Lemurian magic are called
Fey "X'ichil," which is "Wizard" in the ancient
Lemurian language.
Fey magic, attracted to sylvan lands in
general and the British Isles in particular, was Mechanical
often attributed to the "faerie," immortal nature
spirits who were both helpful and malicious by Once called "Alchemy," Mechanical Magic is
turns (and often human sorcerers in disguise). magic attracted to inanimate objects. Its mages
Fey magic lends itself well to illusion, trickery, often seek to invest magic into an item, thereby
and general mischief. It can also be used to creating an enchanted item. Like Lemurian
create copies (even improvements) of items, mages, Mechanical mages tend to have many
though creating new ones is extremely difficult. spells stored in inanimate objects, just waiting to

The Ultimate Origins Book 232


be used. Like mystic Boy Scouts, they try to be of blood or bone. Few such spells are flashy, but
prepared for anything. Mechanical spells are many are effective nonetheless. Sorcerers using
typically placed into inanimate items and stored Necromantic magic gain +2CS when attempting
until used. Easy to make, one-shot items (which to create, control, repair or destroy undead
are used and in the process disenchanted or beings, to include zombies, revenants, vampires
destroyed, such as potions) are known as "talens" (of all stripes) and other such creatures. They
while permanently enchanted items are known as suffer -2CS when attempting to deal with living
"artifacts." Artifacts are much harder to make things or inanimate objects. Practitioners of
and have to be done "just so," often taking weeks Necromantic magic are called "Necromancers."
or months. Sorcerers using Mechanical magic
gain a +1CS when attempting to enchant a talen
or artifact. They suffer -1CS when trying to
affect living things or when casting spells on the
fly. Practitioners of Mechanical magic are called
"Talents" if they usually make talens and
"Artificers" if they prefer making artifacts. Other
mages use "Alchemists" or "Machinations" to
refer to both groups, but neither accepts the use
of these terms.

Order

Order magic finds itself attracted to places


where things are orderly. Most forms of
civilization become fine resting places for order
Necromantic magic, as do salt flats and peaceful areas in
nature. Order magic can be used to greater effect
Necromantic magic invests itself in places to create or heal/repair than it can to deal direct
and things associated with death, not the least of damage. Most Order spells are cast using
which is corpses. Ancient battlefields, burial arduous magical formulae, often memorized ad
grounds and catacombs are often ripe with nausem during apprenticeship. Most mages do
Necromantic magic also. Manipulation and these formulae in their heads, while some scrawl
creation of undead beings is the primary purpose their calculations in glowing characters on the
to which Necromantic magic is used, although air. Some Order mages find it hard to improvise,
no few Necromancers study the so-called "Dark although others have no such trouble. Most
Art" to destroy such travesties. Necromantic Order spells have an accompanying element,
magic, like all magic, is considered to be neither either invocation or gesture. Sorcerers using
good nor evil in and of itself, only the mage may Order magic gain +1CS when attempting to
be judged. That said, most mages find create or repair something, or when in a city.
Necromantic magic to be distasteful, and few use They suffer -1CS when attempting to damage or
it. Necromantic spells are often cast with a low destroy anything, or when not in urban or
chant with a few magical runes and sprinklings

233 The Ultimate Origins Book


suburban areas. Practitioners of Order magic are Sorcerers using Wiccan/Druidic magic gain a
called "Wizards" or "Hermetics." +1CS when attempting to heal a being or when
dealing with nature. They suffer -1CS when
Rune dealing with or in urban environments (but not
suburban). Most Wiccan spells are cast using
Rune magic is the magic of symbol and simple herbal formulas, acupressure, and simple
gesture, of rune and sigil. It finds itself mostly in prayers. Most works are minor and most involve
areas of harsh climate--the Arctic, the Middle the mage or a single subject. Druidic spells are
East, and such places. Rune magic lends itself more complex (and, according to Wiccan mages,
towards enhancing or negating already extant less refined) than Wiccan and are more suited to
traits of things. Although it can be used to create major taskings. Both styles of magic lend
or destroy, it doesn't work quite as well as some themselves to group workings. Practitioners of
of the others and is rarely called upon for those the Wiccan style are called "Witches" and
purposes. Rune spells are usually cast by practitioners of the Druidic style are called
marking the item to be enhanced/negated with "Druids."
one or more sigils. Like Mechanical magic, Rune
spells are difficult to cast at a moment's notice,
so they are usually prepared in advance
(particularly by mages expecting trouble).
Sorcerers using Rune magic gain +1CS when
attempting to enhance or negate traits of
beings/items. They suffer -3CS when attempting
to create or destroy anything. Practitioners of
Rune magic are called "Skalds" if they use the
Norse version or "Quabbalists" (alternatively,
"Kabbalists") if they use the traditional Jewish
version. "Runesmiths" may refer to either one,
but the more modern "Runecasters" is not
generally accepted and will often lead to a
conflict. Notes:

Wiccan/Druidic Each school has a name or variety of names


for their practitioners (see above), but the terms
"Wiccan" and "Druidic" are two different "Mage" and "Sorcerer" may be used
styles of using the same flavor of magic. Druidic interchangeably to describe any spell-caster. The
magic is falling out of fashion with most vast majority of Sorcerers are familiar with all of
sorcerers, being replaced by the more modern these terms.
Wiccan style. Although either term may be used
to describe the magic itself, one must be careful Most mages will use many flavors of magic
how one refers to the practitioner in question. during their careers. However, most specialize in
Wiccan magic is the magic of life and rebirth, one or two. In the case of one sorcerer who
and often invests itself in places associated with specializes in two flavors, both terms are used,
healing, childbirth, and natural splendor (some with the less used flavor used as a modifier for
sorcerers consider it odd that hospitals attract the primary. For example, Jesse Messah, a
both Wiccan and Necromantic magic, others Wizard who makes good use of Wiccan magic
think it's the most natural thing in the world). It also, is known as a "Wiccan Hermetic." If he
can be used to great effect to create, change, were to do it the other way around, he'd be a
restore or heal, but to little effect to destroy "Hermetic Witch." As is, Jesse makes good use
anything. Wiccan magic can also be used to of the Order magic found in Cleveland, his base
connect people and/or to facilitate of operations. If he were to find himself in the
communication. Wicca and Druidism are also woodlands, he'd probably find his Order magic
religions, and nearly every practitioner of either weakened a bit while finding his Wiccan spells
style will be a follower of the accompanying enhanced.
religion. It is important to note, however, that not
every member of the religion will be a sorcerer It is important to note that any flavor of magic
of any stripe. Not everybody has the talent. can be used to perform any effect. It is, however,

The Ultimate Origins Book 234


considerably easier to accomplish certain ends
by more appropriate means. Want to demolish a
building with Wiccan magic? Sure. Just expect
to be spell-casting for at least a week and
probably three. A Chaos Mage, on the other
hand, could simply wave his hand and watch the
building decay between blinks.

There is some question among some as to


whether it's better to use Rune or Mechanical
magic to enchant an item. Which form of magic
is better depends on exactly what you want to do.
If you want to enchant a gun so that it's invisible,
use Rune magic (you're negating its opacity). If
you want to enchant a gun so that it doesn't
require bullets anymore, use Mechanical magic
(you're adding something that wasn't there
before). Also, Rune effects tend to be more
constant than Mechanical ones. If you want the
gun to be invisible only when a certain person is
holding it, only when drawn or only to the
person it's being pointed at, use Mechanical
magic. Finally, Rune effects really only effect
one thing at a time. If the gun makes its wielder
invisible too, it's best to use Mechanical magic

235 The Ultimate Origins Book


Chapter Forty-Four: The Sorcerer
MTS Note: This one is short, and to the point. It is another treasure recovered though archive.org.

This article was originally written by Brian C. The Sorcerer has the ability to cast spells.
Roth, of "The Warp Zone", which has vanished And all sorcerers have a rank, to determine how
from the Internet. well they can cast spells. The Sorcerers spell
casting rank is equal to his or her Psyche Rank.

The spell caster has the choice of picking his


first two spells, instead of randomly rolling
them. These spells he may choose from are as
follows.

Spells

http://web.archive.org/web/20030418052035/expage.com/pa Mystic Bolts: They do Psyche Rank energy or


ge/thewarpzone force damage.

The Sorcerer Origin Mystic Shield: It provides Psyche Rank


protection from energy, force, physical, or
These heroes derive their super-human magical attacks.
abilities from ancient spells and magical items.
Sourcerous heroes roll major abilities on Column
three, and Increase their psyche by +2CS ranks.

The Ultimate Origins Book 236


Chapter Forty-Five: Wizards, Sorcerers, Mages,
Etc…
MTS Note: Another dig-up though Archive.org. This is a neat option for making magical characters
without needing the Realms of Magic set. If you prefer the RoM rules, this can provide additional spells.

This article was originally written by "The Being a magic user has its Advantages and
Phantom", of "Marvel RPG Earth", which has Disadvantages like any other Origin. Ok I'll be
vanished from the Internet. honest; every other Origin doesn't have to worry
about endangering the multiverse on a failed
No matter how you phrase it, the only reason Power FEAT. But Hey, Nobody's perfect! It's all
you're here is you want to learn magic. The part of the fun.
author of the Players Book in the Advanced Set
put it this way. "Magic in the Marvel Universe is Before everyone starts reaching for the escape
a can of worms, that once opened, may be key, I'd better bribe him or her with the
difficult to contain." I personally feel that is an advantages.
understatement. Every time I get something
written down I think of a better way to do it. So Advantages: Some of these you know from
treat all the rules as temporary. For the most part Chapter one but this seems like a good time
the following is as it appears in the Players repeat them.
Book. I added a few of my Advantages though. • Wizards gain two extra Powers (always
Good)
Wizards are a category I felt that the game • Wizards gain +2CS to starting Psyche
needed. In the original set they considered them (also good)
Altered Humans, but nothing about them has • You may choose Eldritch Bolt/Shield as
really changed. Wizards don't have any right first two powers (Offensive and
being able to roll for Amazing Strength. These Defensive abilities from start. What
are normal guys with Powers, and in the original more do you want?)
game not enough Powers. What really stinks is • Learning new spells cost five hundred
getting few Powers and sorry stats. Spells are a Karma with a surprise rank (hey its
little easier to learn than gaining new powers. better than three thousand + forty times
Now Wizards can get lots of Powers and more starting rank)
realistic stats. • It only costs fifty Karma for power
stunts
• All mages have an ear for magical
power, and are aware of its use in their
area. The casting of a spell that will
affect a ten-mile area will alert any
mage of that power level or higher in
that area (Hmm… that one could
actually go either way).

Disadvantages:
• All spells are run through Psyche (or
applicable rank, usually psyche) first,
then the spell effect (Could be good or
bad).
• Karma gains are normal, but Karma
losses are doubled. Reasoning is that the
mage know how all things are
connected (Ok I admit this stinks).
• Extra dimensional Contacts cost double
(You REALLY want these).

237 The Ultimate Origins Book


• When spells fail bad things happen... Mental Powers
Really bad things happen... I wouldn't • Astral Projection
forget the Judge's birthday if I were • Emotion Control
you. • Empathy
• Mental Probe
Random Ranks Table
• Mind Control
• Postcognition
Initial
Die Roll • Psi-Screen
Rank
• Psionic Attack
01-05 Fb 2
• Telepathy
06-25 Pr 4
26-75 Ty 6 Body Control Powers
76-85 Gd 10 • Blending
86-95 Ex 20 • Imitation
96-00 Rm 30 • Invisibility
• Shape-Shifting
Casting Spells This entirely depends on which
kind of energies the spell/power uses. Below is a Movement Powers
list of powers from the Player's Book broken into • Flight
Personal/Universal/Dimensional categories • Gliding
• Levitation
Personal Energies • Lightning Speed
• Swimming
Resistances
• Resistance to Gold
• Resistance to Corrosives
• Resistance to Disease
• Resistance to Electricity
• Resistance to Emotion Attacks
• Resistance to Fire and Heat
• Resistance to Radiation
• Resistance to Toxins

Senses
• Combat Sense
• Enhanced Senses
• Infravision
• Protected Senses
• Astral Detection
• Emotion Detection
• Energy Detection
• Magic Detection
• Magnetic Detection
Universal Energies
• Psionic Detection
• Tracking Ability Matter Control Powers
• Air Control
Body Alterations -- Defensive
• Earth Control
• Absorption
• Fire Control
• Body Armor
• Water Control
• Healing
• Weather Control
• Pheromones
• Density Manipulation
• Recovery

The Ultimate Origins Book 238


Senses Distance Attacks
• Astral Detection • Corrosive Missiles
• Emotion Detection • Ensnaring Missiles
• Energy Detection • Nullifier Missiles
• Magic Detection • Projectile Missiles
• Magnetic Detection • Slashing Missiles
• Psionic Detection • Stunning Missiles
• Combat Sense • Ice Generation
• Cosmic Awareness • Fire Generation
• Enhanced Senses • Energy Generation
• Infravision • Sound Generation
• Protected Senses
• Tracking Ability Movement Powers
• Climbing
• Digging
• Flight
• Gliding
• Leaping
• Lightning Speed
• Teleportation
• Swimming
• Wail-Crawling

Resistance Powers
• Resistance to Cold
• Resistance to Electricity
• Resistance to Energy Attacks
• Resistance to Fire and Heat
• Resistance to Mental Attacks
• Resistance to Radiation

Body Alterations -- Offensive


• Blinding Touch
Energy Control Powers • Corrosive Touch
• Electrical Manipulation • Energy Touch
• Gravity Manipulation • Health-Drain Touch
• Light Manipulation • Paralyzing Touch
• Magnetic Manipulation • Rotting Touch
• Sound Manipulation • Claws
• Energy Reflection • Extra Attacks
• Extra Body Parts
Mental Powers
• Animal Control and Communication Body Alterations -- Defensive
• Animal Empathy • Absorption
• Animate Drawings • Damage Transfer
• Emotion Control • Healing
• Force Field Generation • Recovery
• Image Generation • Regeneration
• Mind Control • Water Breathing
• Precognition Body Control Powers
• Psi-Screen • Animal Transformation -- Self
• Telekinesis • Animal Transformation -- Others
• Transferal • Blending

239 The Ultimate Origins Book


• Body Transformation -- Self Body Control Powers
• Body Transformation -- Others • Animal Transformation (Various)
• Density Manipulation -- Self • Body Transformation (Various)
• Elongation • Blending (Ikonn, Various)
• Growth • Growth (Various)
• Imitation • Phasing (Various)
• Invisibility • Shrinking (Various)
• Phasing • Shape-Shifting (Various) Energy
• Plasticity Control Powers
• Power Absorption • Time Control (Various)
• Shape-Shitting • Nullifying Power (Amtor, Various)
• Shrinking • Darkforce Manipulation (Darkforce
Dimension)
Dimensional Energies (And entities commonly • Light Manipulation (Nirvalon,
entreated) Seraphim)
• Probability Manipulation (Various)
Resistance Powers
• Resistance to Magical Attacks
(Satannish, Oshtur)
• Invulnerability (Various)

Senses
• Astral Detection (Various)
• Cosmic Awareness (Aggamotto)
• Enhanced Senses (Aggamotto,
Nirvalon)
• Magic Detection (Various)
• Psionic Detection (Various)
• Tracking Ability (Various)

Movement Powers
• Climbing (Various)
• Digging (Various)
• Dimensional Travel (Hoggoth,
Seraphim, Various)
• Flight (Seraphim, Various, Elemental
Spirits)
• Leaping (Various)
• Lightning Speed (Watoomb)
• Swimming (Various, Elemental Spirits)
• Teleportation (Watoomb) Distance Attacks
• Wall-Crawling (Various) • Darkforce Generation (Darkforce
Dimension)
Matter Control Powers • Energy Generation (Seraphim, Faltine,
• Air Control (Vaitorr, Wattomb, Oshtur, Balthakk)
Elemental Spirits) • Fire Generation (Faltine, Falroth,
• Earth Control (Elemental Spirits) Elemental Spirits)
• Fire Control (Faltine, Elemental Spirits) • Ice Generation (Ikthalon, Various)
• Water Control (Munnopor, Elemental • Sound Generation (Various)
Spirits) • Corrosive Missile (Bromagdon,
• Weather Control (Munnopor, Satannish, Various)
Elemental Spirits) • Ensnaring Missile (Raggadorr,
• Density Manipulation (Various) Cytorrak, Dyzakk, Various)

The Ultimate Origins Book 240


• Nullifier Missile (Various) Casting Personal Energies: These are
• Projectile Missile (Denak, Daveroth, automatically available, but may only be used on
Various) the caster or willing targets. A green Psyche
• Slashing Missile (Denak, Cyndriarr, FEAT is required for success. These spells
Hoggoth, Various) require no chanting or gesturing to succeed. For
• Stunning Missile (Various) each turn of power use the caster loses one
Health point. If Health hits 0 you fall
Mental Powers unconscious you will not get an Endurance
• Animal Communication and Control FEAT unless dire. The example in the Players
(Set, for reptiles; various) Book is if the player falls unconscious over an
• Animate Drawings (Ikonn, Various) active volcano (Oops actually it's an active
• Emotion Control (D'Spayre, Nirvalon, nuclear reactor...but you get the idea).
Various)
Universal Energies: Ambient energy from the
• Force Field Generation (Cytorrak,
mage's own dimension, and are tapped by the
Seraphim, Various)
mage. Most forms of attack, teleportation,
• Image Generation (Ikonn)
illusions etc…
• Mind Control (Nightmare, Munnopor,
Various) Casting Universal Energies: This depends on the
• Possession (Various) type of spell. All spells that effect the Psyche or
• Postcognition (Various) abilities of the target grant that target a Psyche
• Precognition (Aggamotto, Various) FEAT to avoid the effect. Treat the casters
• Telekinesis (Various) Psyche as the intensity of the attack. If the
• Ultimate Skill (Various) target's FEAT succeeds the caster loses 1 rank of
Psyche for 1-10 turns If Psyche is reduced below
Body Alterations -- Defensive Gd the mage loses the ability to cast spells.
• Body Armor (Seraphim, Various) Universal spells require a gesture or chant to
• Extra Body Parts (Various) cast, and the caster must have his hands and
• Immortality (Various, but always mouth free.
exacting a high price)
• Life Support (Various) Dimensional Energies: Energies not native to
this dimension. Either being a part of that
dimension (Rings of Raggador) or granted by a
powerful native of that dimension (Ikonn or
Dormammu)

Casting Dimensional Energies: These spells may


duplicate those of Personal or Universal effects,
but draw their power from outside sources.
Those extra dimensional entities on the mage's
contact sheet are considered Friendly (I told you
these are important!) Those not listed are
considered Neutral or Unfriendly. Those the
mage has personally offended (bad, Bad really
BAD Idea!) are considered Hostile.
Dimensional spells automatically have an
initiative of 10 and require both chanting and
gesturing to entreat the force to respond.

To cast a spell using dimensional energies,


make a popularity FEAT using the caster's
Psyche as popularity. If successful the spell goes
Personal Energies: Derive of a character's own off as noted.
Spirit, Mind, and Body. In general these are
useable only on caster himself or willing targets.

241 The Ultimate Origins Book


However… A ceremony is an established ritual by which
certain actions are taken to achieve desired
If the FEAT is Unsuccessful, there is still a results. Ceremonies are only used for Universal
magical effect. and Dimensional energies. A ceremony takes a
• Friendly Entities: The spell goes off at number of rounds equal to the rank number of
-3CS less powerful as expected (You the spell being cast.
REALLY want those Contacts).
• Neutral Entities: The Spell simply fails
• Unfriendly Entities: Judge must make a
choice if the entity responds as Neutral
or Hostile. If all else fails, roll 1d10.
1-7=neutral, 8-0=Hostile (You know
you really should have at least sent your
favorite judge a CARD!).
• Hostile Entities: If the being is hostile
then retribution is swift and sure and
totally up to the judge. If the being is
hateful of all life, a gate may be opened,
allowing them to enter this dimension.
If the caster is in combat, the being
called upon may aid the opponent. If the
being is rather a dimension, the caster
may find himself suddenly sucked into
that dimension, before that being or just
tossed into another dimension entirely.
It is not a good idea to summon Hostile
Beings (or forget a Judge's Birthday) Magical Abilities/Limitations

Shifts for Casting Spells Spell Area Standard


Duration
Rank of Effect Damage
Column Sh-0 None None None
Effect
Shifts Fb 1 Round Touch 2
If the target is from different Pr 1 Round Touch 4
-1 CS dimension than the caster, or caster Ty 1 Round Touch 6
is in astral form. Gd 1 Round Same Area 10
If the target is more than thirty feet Ex 1 Minute 1 Area 20
-2 CS in size or occupies more than one
Rm 1 Hour 2 Areas 30
area.
In 1 Day 5 Areas 40
If the area in which the spell is cast
is familiar to the mage or the Am 1 Month 12 Areas 50
+1 CS Mn 1 Year 1 Sq Mile 75
powers he invokes (home turf
advantage). Un Permanent 10 Sq Miles 100
If the spell is cast in Ceremony, or if Sh-X Permanent 1 Planet 150
the form of the spell comes from an Sh-Y Permanent 1 Planet 250
+2 CS
ancient book or tome found during Sh-Z Permanent 1 Planet 500
the campaign. CL 1
If the target of the spell is a willing Permanent 1000
1000 Dimension
+3 CS subject for Dimensional and CL 1
Universal Energies. Permanent 3000
3000 Dimension
CL 5
Permanent 5000
5000 Dimensions
Beyond Permanent ALL Infinite

The Ultimate Origins Book 242


Chapter Forty-Six: Wild Mages
MTS Note: This is perhaps my favorite D&D class. I have been running a magic-based game for Tammra,
and I used my Wand of Wonder and I thought… Why not convert the class for use in Marvel?

Basics of Wild Magic Character Generation.


Magic is not easily controlled. It takes A Wild Magic Wielder is rolled up the same
training, talent, or blessing to successfully wield way as a normal Magic Wielder. The tables
magic energies. However, even if a Magic- below were taken from the "Ultimate Powers
Wielder devotes themselves fully to learning the Book" and "Realms of Magic" and have been
art of magic, their desire for mastery cannot reprinted here for convenience.
match the limitless power that is magic. Often,
for a variety of reasons, a Magic-Wielder fails to
control the powerful forces of their magic, and
the energies go wild, acting randomly, or
sometimes against her original intentions.

Wild Magic is most often found in areas


where the normal flow of magic has been
disrupted, but just as often a Magic-Wielder may
themselves cast their spells wild, due to a curse
or perhaps even simple lack of discipline. Arcane
libraries occasionally even have a small
collection of unusual or defective spells and
magical items that either tap the forces of
randomness, or merely the forces of unreliability.

There is no one cause, necessarily, of wild


magic. It is up to the Players and the Judge as to
how wild magic works in their game or with
their characters.
Primary Ability Table
New School of Magic: Wild Magic
Die Roll Rank
This school can be substituted for a roll of
01-05 Feeble 1
"Chaos Magic" at the discretion of the Judge,
since that school is typically for NPCs only. 06-10 Poor 3
11-20 Typical 5
Wild Magic: This school of magic derives its 21-40 Good 8
power from pure untapped, and uncontrollable 41-60 Excellent 16
magic energy. It is boundless, and powerful, and 61-80 Remarkable 26
far too raw to be shaped by the typical Magic 81-96 Incredible 36
Wielder. While many of the same effects that 97-00 Amazing 46
come with "normal" spells still take effect,
typically they come with additional effects. The
Energy Use
vulnerability of Wild Magic is the random
effects, and that agents of Order tend to frown
upon its use and often try to suppress those who Die Roll Useable Types of Energy
wield it. 01-15 Personal Energy Only
16-50 Personal and Universal Energy Only
51-00 All Energies

243 The Ultimate Origins Book


Initial Talents Magic Wielders. All Wild Magic Wielders cast
their spells though a Dweomer. This Spell does
Die Roll Number of Talents not cost them any Karma, nor does it detract
01-35 1 from their normal number of initial spells. What
36-70 2 it does, is tap into pure and Wild Energies and
whenever they cast any spell, they must roll on
71-00 3
the following chart:
Initial Number of Spells Effect of Spell Casting

Die Roll Number of Spells Die


01-05 2 Effect
Roll
06-50 3 01 Spell Fizzles (Nothing Happens)
51-85 4 02-08 Spell is cast at -2CS ranks.
86-97 5 09-16 Spell is cast at -1CS ranks.
98-00 6 17-25 Spell is cast normally.
26-30 Wild Surge - Spell is lost.
Initial Spell Ranks 31-70 Wild Surge - Spell is cast normally.
71-75 Wild Surge - Spell is lost.
Die Roll Rank
76-83 Spell is cast normally.
01-15 Good 10
84-91 Spell is cast at +1CS ranks.
16-45 Excellent 20
92-99 Spell is cast at +2CS ranks.
46-70 Remarkable 30
Spell is cast normally, and the caster
71-90 Incredible 40 00 can choose if they want an
91-50 Amazing 50 uncontrolled surge to happen as well.

In the case of a Wild Surge, roll on the


following chart to determine the effects.

Wild Surges

Die Effect
Roll
1 Target is afflicted by a random disease.
Vapors-Resist Death emanates from the
2
caster in a 60ft range.
The intended spell functions at its normal
3 rank; however the target's FEAT roll to
resist is made at a -2CS penalty.
Eldritch Blast of In 40 rank centered on
4
the caster.
The caster rolls the effects of his next
three surges and retains the knowledge of
what will happen. The caster retains the
5
knowledge of what will happen on the
surges, but the change of a surge is still
rolled normally.
6 Target loses all body hair.
The caster's clothing transforms to that of
a stage magician (all items carried are
7 retained). If the clothing worn by the
caster is magical in nature, the effect is
It is in the use of spells that the Wild Magic
transferred to the new clothing.
Wielder differentiates themselves from other

The Ultimate Origins Book 244


The caster is affected by the Bands spell Resistance Aura (Magic) at In 40 rank
8 25
at Gd 8 rank. affects the target.
Colored streamers shoot forth from the Flowers grow in the caster's hair. They
9
caster's fingertips. 26 can be pruned and will not re-grow, but it
Caster affected by a Growth spell cast at is extremely painful.
10
Fb 2 rank. The caster is randomly polymorphed
Roll again, but substitute caster/target/ 27 (race and gender) into a random Origin
11 (re-roll height weight, etc...).
Re-roll second roll is inappropriate.
The intended spell functions, but the The caster gains a foul odor that
12 visual effects become spectacular and functions similar to P8/Pheromones from
over the top. the "Ultimate Powers Book" page 81 for
Fear with a 60ft radius centered on 28 one week. Sadly, rather then giving them
wielder. Effects all within radius except hypnotic control over others, they suffer
the Magic Wielder. This is effect is a -2CS penalty to Popularity. Roll rank
13 randomly.
considered to be at Ex 20 rank for
purposes of determining Psyche FEATs The intended spell backfires, and targets
29
to resist the effects. the caster.
The caster's fingernails grow to 12 inches Caster permanently gains one point of
14 30
in length. health.
The caster and the target exchange a Spell functions at one rank higher, but
15 random known spell or power the sudden surge of magic causes the
31
permanently. caster immense pain and they must make
Nothing appears to happen, but a "Kick a Stun check.
16 Me" sign is now taped to the back of the Caster randomly looses knowledge of
target. 32 one spell, but can relearn it at a cost of 10
Caster begins to sweat profusely for a Karma with research.
month, and they must drink at least Power Block at Mn 75 emanates in a
17 33
twelve glasses of water a day or lose a 100ft radius from the caster.
rank of Endurance due to dehydration. The caster gains insight into the future.
Target is affected by Mesmerism. This is The next round all PCs and NPCs have to
34
effect is considered to be at In 40 rank for declare their actions before the caster
18 chooses theirs.
purposes of determining Psyche FEATs
to resist the effects. Caster is affected with the Shape-Shifting
35
Nothing appears to happen, but the Limited at Pr 4 rank.
19 caster's next spell functions at Fb 2 rank 36 Caster and target exchange places.
(and is cast normally). Caster looses all sense of direction for
37
Spell is cast normally, but targets an ally one hour.
of the Caster. If the caster has no allies in The spell functions at a -1CS rank, but
20 range, nothing appears to happen and the 38 causes the target wracking pain, and they
spell happens the next time the caster is must make a Stun check.
in the presence of an ally. Shield-Aura at Rm 30 rank centers on the
The caster becomes a Bio-Vampire and is 39
caster.
granted the power L2/Bio-Vampirism Caster and target both re-roll their lowest
from the "Ultimate Powers Book" page 40 ability score (use the same chart normally
21 36. Unknown to the caster, if they used for their Origin).
manage to ignore the hunger for 24 41 Target turns invisible for five rounds.
hours, they are returned back to normal
Wings sprout forth from the target,
and lose the power. 42
granting them flight at Ex 20 rank.
The intended spell functions at its normal
No effect appears to happen, while the
22 rank, however the target's FEAT roll to
Judge secretly rolls the result that
resist is made at a-+2CS bonus. 43
happens in the targeted area 2 rounds
23 Target and caster trade features. later.
24 Caster's eyes turn white. 44 Spell functions normally.

245 The Ultimate Origins Book


Target leaves an ectoplasmic trail for one Nothing seems to happen, but animals are
45
week. 65 repelled at the sight of the caster for three
Spell functions normally, but the caster days.
46 gets a bad headache. -1CS penalty to all A random deity becomes aware of the
66
mental FEATs for one hour. caster.
Target is teleported back to their home or Target is affected by the Levitate spell as
47 67
base. cast at Fb 2 rank.
Music fills the air and follows the caster 68 All of the caster's teeth become pointed.
48 for 2d10 rounds (music suits the current Eldritch Blast of In 40 rank centered on
mood). 69
the target.
All jewelry worn by the target turns to The spell fires twice on the same target
49 70
copper. simultaneously.
Roll again twice; the first random effect The caster's clothes begin to itch, causing
50 happens to the target, the second random a -1CS penalty to all actions. The effect
effect happens to the caster. 71 lasts until the caster removes all of their
Caster becomes extremely depressed for clothing. The clothes will cause the same
51 one day, and must make a Psyche FEAT effect until laundered.
of Ex 20 intensity to take any actions. The caster is afflicted by a random
72
52 Target changes sex. disease.
Caster's thumb turns green for three days; A black cloud appears 9ft above the
they can grow any seed to maturity by caster and follows them for 24 hours. If
53
touch, and any Plant-Type being they 73 the caster complains about the cloud, or
touch is healed 20 points. is disrespectful in any way toward it - it
The caster is affected by a rush of rains on the caster.
adrenaline and becomes over-confident The target is randomly polymorphed
54 and will try something heroically stupid 74 (race and gender) into a random Origin
the next round unless they succeed in a (re-roll height weight, etc...).
Rm 30 intensity Intuition FEAT. A flag with the word "BANG" extends
Spell functions normally, but emanates from the caster's finger. The flag remains
75
from the caster with impressive force, so until it is cut off, and causes the caster 10
55
much so that it forces the target to make a points of damage when it is removed.
Stun check. Nothing seems to happen, but the target
Target granted the power becomes immortal. When they die, they
56 P9/Regeneration from the "Ultimate loose a point of Endurance, and rise from
Powers Book" at Pr 4 rank for two days. 76 the dead the next time it is Midnight.
57 Roll twice and combine the effects. When their Endurance rank drops to
The intended spell functions at its normal Shift-0 they become a ghost, which
58 rank; however the target's FEAT roll to haunts the caster.
resist is made at a-1CS penalty. The caster is restored to full Health if
77
59 Caster becomes intoxicated. injured.
Caster gains an addiction to something - The caster is covered in scales, which
60 provide Gd 8 body armor. If the caster
Judge's discretion.
The caster takes on a random appearance 78 already posses scales, they thicken. If the
61 caster already has body armor, the rank is
feature of the target permanently
raised +1CS.
Nothing seems to happen, but the next
62 phrase spoken by wielder becomes true The target is affected by the Bands spell
79
for 1 day. at Gd 8 rank.
Possibly no effect - roll again on the The caster's nearest ally falls in love with
80
Effect of Spell Casting table. If another them.
63 The caster's nearest ally becomes enraged
surge is indicated, roll normally ignoring
a result of 63. 81 at the caster, and attacks them for one
Target is affected by Vapors-Sleep (Same round.
64 82 Target is affected with amnesia.
rank as the spell attempted).

The Ultimate Origins Book 246


The target is restored to full Health if
83
injured.
Caster leaves an ectoplasmic trail for one
84
week.
Caster and Target both re-roll their
85 highest Ability Score (use the same chart
normally used for their Origin).
86 Target becomes intoxicated.
The caster learns to speak a new random
87
language.
The caster forgets how to speak a random
88
language.
Caster is teleported back to their home or
89
base.
90 Caster can change their eye color at will.
91 Roll three times and combine the effects.
92 The caster's hair grows 1ft.
Nothing appears to happen, but the
93 caster's next spell functions at Mn 75
rank (and is cast normally).
The intended spell functions at its normal
94 rank; however the target's FEAT roll to
resist is made at a +1CS bonus.
Two effects happen rather then a single
95
one (roll twice).
Target falls in love with wielder of the
96
wand.
Tentacles replace caster's arms. Roll the
power rank using the Primary Ability
Table listed earlier in this chapter, and
97 they function as S26/Prehensile Hair
from page 91 of the "Ultimate Powers
Book", in terms of length, number and
ability.
The intended spell functions at Un 100
98
rank.
99 Judge rolls or chooses.
Caster chooses from any previously
00
known effect.

247 The Ultimate Origins Book


This Part of the book is for Templates. Templates are a way to specialize an Origin by
adding a specific character type to a character. These can be used for specific campaign
types, or even just to add flavor to a character. This Part of the book is split into two
sections, the first is Templates from Official Marvel Role-Playing books, and the second
is various fan-made templates for use in your games.

249 The Ultimate Origins Book


This section of the book is dedicated to Templates from Official Marvel RPG Sources.

The Ultimate Origins Book 250


Chapter Forty-Six: Cosmic Characters
MTS Note: While this may have been created to enhance existing characters for a rather tough series of
modules, it is still an origin, or in the very least a way to ‘tweak’ characters for the ME Module series, or a
Cosmic Level adventure/campaign devised by the Judge of the game. The information below is copied
directly from the book, so it does make references to the modules (and might seen to not make sense for
normal games).

The following information originally appeared in 1) Raise his highest attribute rank to
the ME Module “Cosmos Cubed” by Troy Denning. Unearthly 100.
2) Raise all other powers and attributes an
equal number of ranks (use the Standard
Rank Number). Powers raised in this
manner may not exceed Shift X.
3) Bestow Unearthly flight and Shift X Life
Support on characters not possessing these
powers.

Adjust each hero's Health according to his or her


new attribute ranks. Do not adjust the hero's Karma
level.

If nobody in the party has a Dimensional Travel


power, Uatu will bestow this at Amazing rank upon
Non-Pregenerated Heroes one hero (preferably the weakest). Return the heroes
to normal when finished with this series (“Cosmos
This is a cosmic adventure. The characters Cubed”, “Ragnarok and Roll”, and “Left Hand of
involved are many times more powerful then heroes Eternity”).
in most campaigns. Therefore Uatu uses his powers
to bring under-powered heroes up to par. For each
player-generated hero, Uatu will do the following:

251 The Ultimate Origins Book


Chapter Forty-Seven: The Augmentation Process
MTS Note: I included this article, as it could work well as an optional background/character creation
option for Altered Humans, or for Induced Mutants.

This excerpt was taken from the article "Ms. greater than the maximum listed rank. For
Marvel (Sharon Ventura)" which was originally Advanced Set characters, abilities so raised are
printed in issue 121 of Dragon Magazine. placed at the lowest possible rank number for
that rank.

Health is adjusted to the new levels. As


previously noted, there is a 50% chance of
failure for normal humans (01-50 indicates
success). This failure usually results in a gross
mutation of the body, and the reduction of
abilities as follows:

The process of developing super-powered


agents and soldiers has been a desire of many
organizations since World War II, but with the
exception of a few, such as the Super-Soldier
Project, most experiments of this type have
ended in disaster. The Power Broker's
augmentation process is the most recent and
most successful of these processes.

To develop the process, the Power Broker has


made use of the talents of the criminal scientist
Karl Malus, whose previous successes included
the creation of the criminal Goliath and the
Armadillo (see Dragon issue #103). Funded by
grants from secret illegal operations within the
U.S. Government and by outside aid from groups
such as the UCWF. Malus made several
prototypes of his equipment before arriving at
his present design.
Psyche is reduced by as many ranks as Strength
The augmentation process modifies the test is increased;
subject's Strength, Agility, and Endurance,
increasing each to various degrees according to Intuition is reduced by as many ranks as Agility
the test subject's normal metabolism. Given is increased; and,
normal human test subjects, the success rate is
50% - failure indicates disaster. Using the Reason is reduced by as many ranks as
Augmentation Process Results table, roll Endurance is increased.
separately for each ability to determine the
number of ranks that the ability is increased. Reduction of any of these abilities down to the
Such enhancements will always have at least the Feeble level leaves the test subject a mindless
minimum value listed, and each will never be

The Ultimate Origins Book 252


brute. Player characters thus become NPCs There may be literally hundreds of augmented
controlled by the Judge. individuals in the world at present, and as many
failures in the sewers beneath Los Angeles.
Karl Malus disposed of his lab failures by
putting them in the sewers beneath Los Angeles. Malus's process was apparently a three-stage
A large number of them still live there, though process. Captain America underwent the first
some have been rescued by the Shroud and his part briefly, and Ms. Marvel underwent the first
criminal Night Shift. Typical stats for such and second stages.
creatures follow:
First Stage: Initial Augmentation. The Subject's
Ability Score cells are bombarded and enhanced. At this point,
F TY (6) success is determined. Success grants the levels
A RM (30) rolled on the Augmentation Results Table for 1-
100 hours. Failure results in the immediate
S RM (30)
effects listed above (including the RIP changes),
E RM (30) which are permanent.
R FB (2)
I FB (2) Second Stage: Fixing the Augmentation. For
P FB (2) beneficial augmentations, this makes the change
Health: 96 permanent.
Karma: 6
Resources: None Third Stage: Addiction. Used in connection with
Popularity: 0 the wrestler-augmentation program for the
Unlimited Class Wrestling Federation, the target
subject is injected with a highly addictive drug,
which the Power Broker provides to keep a close
rein on his workers. It is possible to break the
hold of the drug (as explained in DRAGON issue
#91, page 78); D-Man and the other wrestlers did
so after the Power Broker's initial plans were
exposed by Ms. Marvel and the Thing.

The above effects are noted only for normal


humans, and the effects on mutants and mutated
humans are as yet not fully investigated (though
Malus is probably champing at the bit for
subjects). Captain America was enhanced by the
process temporarily, but he did not choose to
finish the process.
Typical successful Augments, (such as super-
powered wrestlers or augmented soldiers) have
the following stats:

Ability Score
F GD (10)
A RM (30)
S RM (30)
E RM (30)
R TY (6)
I GD (10)
P GD (10)
Health: 100
Karma: 26
Resources: GD
Popularity: 10

253 The Ultimate Origins Book


As a rule of thumb, use the following Mutants: 10-60% chance of failure; Aliens: 1-
randomly determined rates for determining 100% chance of failure (per species); and,
success or failure of the augmentation process on
unusual subjects: Robots: No effect, unless the robot's construction
closely parallels human tissue, in which case
Mutated Humans (including those already there is a 1-100% chance of failure (per
augmented by the process): 52-70% (50 +2d10) individual).
chance of failure;

Judges may use augmented thugs for their


own adventures, but keep in mind that heroes
will have a tendency to seek out those who create
such individuals and stop them. The Power
Broker, who is in reality a criminal named
Curtiss Jackson, is currently free on bond and
awaiting trial, but is still in the business of
augmenting humans.

Augmentation Process Results


(Roll for Agility, Strength, and Endurance)

Dice Roll Augmentation Effect Minimum Rank Value Maximum Rank Value
01-50 +1 Rank GD (10) RM (30)
57-70 +2 Ranks EX (20) IN (40)
71-99 +3 Ranks RM (30) AM (50)
00 +4 Ranks IN (40) MN (75)

The Ultimate Origins Book 254


This section is dedicated to various fan-made Templates from around the Internet.

255 The Ultimate Origins Book


Chapter Forty-Eight: Genetic Engineering Rules
MTS Note: This could work as either an interesting "Background" as for how a character gained their
powers, or it can be preformed to enhance existing characters as well. This article can also be used an
option for "Induced Mutants" or "Altered Humans".

This article was originally written by X-Man Al Gene Splicing Table


for his website " X-Man Al's Marvel Super
Heroes Classic RPG Web Source". It is an Die-
excellent site and worth checking out. Effect
Roll
Dormant: The subject becomes an
anomalous human, meaning that the
descendants have a 25%-50% chance
of becoming Random Mutants and the
01-50
subject has a 1-10% chance of
becoming a superhuman at a later time
(provided he/she is exposed to the
http://www.angelfire.com/rpg2/xmanalb/MRPG.html right stimulus).
Temporary: The subject gets powers
This topic is often overlooked in Marvel and enhanced abilities, but only for a
RPG. Most players don't know that this can limited amount of time (use the Power
provide the most realistic origin and source for 51-90 Creation explanation) and may need
their powers and abilities. repeated treatments. The descendants
have a 10% chance of getting these
Here are several guidelines I've summed up genes.
from my thirteen years of playing Marvel RPG Permanent: The subject gains
for the use of bio-technology: Gene-Splicing: permanent enhancement abilities and
This needs a clinic or research facility that has 91-00 powers and may pass on these genes to
Rm 30 resources and a group of geneticists with his/her descendants. The descendants
a totaled Reason of Un 100. This can allow a would be Breed Mutants.
human to have powers such as the adrenalin
capacity of a wolverine, effectively giving him
the berserker power. Unfortunately, this is not an
exact science.

Genetic Engineering: This is actually the


radical change of genes, DNA, RNA, proteins,
and amino acids inside the subject's body. This is
also the most dangerous way to give a subject
superhuman abilities. The judge should roll on
the following table for results: Gene Splicing
Table, Genetic Engineering Table Powers that
can be gained through genetic modification can
be found here.

Note: To add a sense of reality, consider that


New York City's Mount Sinai Hospital (In 40
Resources, Gene-Splicing therapy), the Mayo
Cancer Research Clinic (Rm 30 Resources,
Gene-splicing therapy, oncology, radiation and
chemo therapy), and Amgen (Am 50 Resources,
genetic engineering, cloning) have the
technology for all of this.

The Ultimate Origins Book 256


Genetic Engineering Table Total Memory (The subject's RNA becomes an
organic hard drive. Think of Rain Man and
Die- Photographic Memory).
Effect
Roll
Fatal: The subject develops a terminal Physical Enhancement Powers: Armor Skin
01-50 (Leather or Rigid Plates only), Body Resistance,
disease (cancer, leukemia, etc.)
Visible Mutation: The subject's body Chemical Touch (Think of the poison arrow
visibly mutates into something other frog), Digestive Adaptation (This is really a
51-90 build up of digestive enzymes), Lung
(or less) than human (think of Spidey's
mutations). Adaptability (Think of living Sponges and
certain strains of bacteria), Hyper-Strength (think
No Visible Change: Think of the FF
of steroidal compounds), Hyper-Endurance
(except for Thing of course).
91-00 (think of Darkman), Hyper-speed (with a limit of
Descendants have a 25%-75% chance
up to Gd 10 cheetah speed), Pheromones (think
of getting the genes.
of certain species of plants), Longevity (Think of
stem cell research), Regeneration (Think of
Genetically Gained Powers lizards and certain invertebrates), Selective
Adaptation (think of the Saiyans and
The following powers can be gained through Doomsday), Self-Sustenance (Temporary
Gene-splicing and Genetic Engineering version only, think of snakes and crocodilians),
(manipulation): Suspended Animation (Think of hibernating
animals), Vocal Control (Think of certain
Resistances: All except for magic. parrots), Water breathing (gills or salamander-
like skin), Recovery (Think of the immune
Detection powers: All except for True Sight, system), Water Freedom (must choose which
Weakness Detection, Environmental Awareness, version to use at creation).
Energy Detection, Life Detection, Tracking.
Energy Emission Powers: Electrical Generation
(think of an electric eel), Sound Generation
(think of bugs, bats, dolphins, and whales)

Fighting Powers: All.

Lifeform Control Powers: Bio-Physical Control -


Healing/Regeneration (via blood transfusion),
Bio-Vampirism (think of the Reapers from Blade
2), Plague Carrier (think of Resident Evil).
Matter Control Powers: Bonding (think of Toad's
mucus from the X-Men movie), Zombie
Animation (think of Resident Evil).

Matter Creation Powers: Missile Creation (think


of Spyke from X-Men: Evolution), Spray (like a Power Control Powers: Power Combination,
spitting cobra or stink bug), Webcasting
Power Vampirism (think of Cell from DBZ),
(Spiderman's webs from the movie), Lifeform
Residual Absorption (extracting cell samples,
Creation (think of the Cell Juniors from the Cell DNA, or RNA), Power "Flare" (Explained under
Saga in DBZ).
"New Power").
Mental Enhancement Powers: Danger Sense Self-Alteration Powers: Alter Ego (Hulk, Puma),
(Spiderman's Spider Sense), Incarnation
Animal Mimicry, Body Adaptation, Blending
Awareness (think of Species Two), (Think of Zartan from G.I.Joe), Growth - Atomic
Communicate with Plants (think of Poison Ivy Gain (Permanent. This can be caused either by
from Batman and Robin), Communicate with
Marphan's syndrome (think of Abe Lincoln) or
Animals (think of Aquaman), Hyper-Intelligence Acromegaly (think of Goliath from the Bible and
(think of the Lawnmower Man), Serial
forms of Gigantism). The limit is up to Pr 4
Immortality (only through cloning and Parasite),
rank.), Self-Vegetation, Shrinking - Atomic

257 The Ultimate Origins Book


Reduction (Permanent. Think of Progeriac subject has wings, Sh-X 150 should be the
children, midgets, and dwarves. A perfect max.), Gliding (only if subject has membranous
example of this would be Puck after the Master tissue. Think of Gargoyles.).
Bio-Engineered him. The limit is up to Pr 4
rank.), Body Coating (mucus, poison), Animal New Power
Transformation (think of Wolfsbane or the
Manimal show), Plant Mimicry, Self Duplication Power Flare: By making a Green Psyche
(think of asexual reproduction, Nameks, not FEAT, a character can cause his Fighting,
Madrox the Multiple Man. I got the idea from an Agility, and Strength to increase +1CS (without
episode of the New Outer Limits.) changing Health) as well as any Powers at the
same rate. To maintain this "flare" for an
Travel Powers: Hyper-Leaping (maximum of Un additional one to five turns, the character must
100 if the subject's body looks unchanged), make a Yellow Endurance FEAT, etc. Once this
Hyper-Running (up to Gd 10. Cheetah speed "flare" dies, the character is -4CS on all FEATs
should be the max.), Hyper-Digging, Hyper- for eighty-one rounds (six hours)
Swimming (up to Ex 20), True Flight (only if

The Ultimate Origins Book 258


Chapter Forty-Nine: Ghouls
MTS Note: I will be the first to admit I am totally ripping this idea off from "Vampire the Masquerade",
and when I mentioned the idea to Tammra she told me it was going into the book, period. I am a big fan of
the game, and I thought this could be an interesting character variant for Marvel Superheroes. All you
need to do is change the "embrace" method by Bio Vampires adding the final stage is feeding the mortal
their blood and these can be inserted in any game

The following overview is paraphrased from the The following section is paraphrased from the
“Vampire the Masquerade” corebook by Justin book “Ghouls Fatal Addiction” by Ronni
Achilli, Andrew Bates, Phil Brucato, Richard E Radner and Ethan Skemp.
Dansky, Ed Hall, Robert Hatch, Michael B. Lee,
Ian Lemke, Jim Moore, Ethan Skemp, and
Cynthia Summers.

The "Human" Side of Ghouls

Ghouls are still mortal. This simple statement


A vampire's blood has great power, power embodies a host of relationships and
that can be passed on. Long ago, vampires responsibilities - from babies to bosses - that the
discovered that mortals who drank vampire alienated vampires simply don't think about. The
blood would become possessed by supernatural inevitable dichotomy that occurs within each
abilities and dark appetites. Soon it became ghoul can metamorphose into a devastating
common practice for vampires to keep certain battle.
favored servants, fattening them on vampiric
blood - and bonding them in the process - all the Some ghouls deny the presence of their
better to have undying, hellishly loyal servitors - supernatural abilities, fearing that they will be
ghouls. labeled witches, lunatics, or addicts. A few
Most ghouls exist at the whim of their ghouls treat the whole incident as a nightmare.
domitors (masters), serving loyally in exchange
for blood. A ghoul's emotions run to extremes Other ghouls, particularly those who suffered
with the heady drug of vampire blood in their from emotional handicaps in their mortal
veins - such a creature often falls prey to great lifestyles, revel in their status. These ghouls
rages and disturbing cravings. The name quickly (and often violently) lift themselves up
"ghouls" was not chosen at random. in the mortal pecking order, becoming abusive
bullies (behavior often reinforced by their
domitor). Such ghouls swiftly become dependent
on vampiric blood to maintain their power over
mortals, who may have abused them previous to
their transformations.

Most ghouls, however, wind up as alienated


as their masters. As they move deeper into their
weird nocturnal world, they find themselves
unable to confide in their mundane friends, out

259 The Ultimate Origins Book


of fear of exposing that vampires exist, or fear of home to the vampire's haven to be ghouled as
ridicule. As a ghoul grows more and more communal concubines. This doesn't always work
distant from the their daylight world, friends, out, as each ghoul has different tastes and
loved ones, and relatives disappear - not in one desires, and many ghouls' predilections are seen
fell swoop, as often happens to vampires, but as "perverse" by other servitors.
with heartbreaking slowness. A date broken in
favor of some errand for the domitor; a Vampires, no longer understanding sexuality
friendship cast aside, as the ghoul refuses to but abstractly realizing its usefulness as a carrot
reveal why they have "been acting so weird" stick, often use sex as a motivator. Typically, a
lately… all too often, ghouls find suicide to be vampire finds a pleasing victim and bonds them,
the only way out. offering the ghoul's service as reward for the
more productive members of their entourage.
An exceptionally troublesome phenomenon is Star performers may even be granted a half-hour
that of the abandoned ghouls, a mortal who was or so of sanguinary pleasure with the master,
fed vampiric blood but subsequently neglected. though such ecstasy is typically limited to oral
These wretched ghouls often have no idea what pursuits. As for those ghouls who are not so
is happening to their bodies and minds; they productive… well, there are always the
crave something but can't quite put their fingers hellhounds.
on it. Many such ghouls, feeling odd sensations
in their blood, seek out drugs from street gangs
and dealers, thinking they need injections of
some sort. Coupled with the recent resurgence of
heroin's popularity, this longing has led
numerous ghouls to messy deaths from overdose,
as they inject more and more smack in a
desperate attempt to quiet the craving. Some
ghouls share needles with humans, spreading
their vampiric-tainted blood to mortals, while
others contract AIDS and other potentially fatal
viruses from the unsterilized needles. In the last
few years, this phenomenon has ravaged lower-
income communities.

Sex

Even after their transformations, ghouls retain


the desire to give and receive affection. Not
surprisingly, many ghouls, physically and
psychologically traumatized by the
transformation, become obsessed with sexual Ghouls who enjoy sadomasochistic activity
activity as a way to feel human. In some ways, tend to be the luckiest of the lot. Although
vampiric blood can be looked at as a gateway vampires do not enjoy intercourse, many find
drug, one that leads the ghouls to obsess about that eating and whipping their ghouls into shape
matters such as sexuality. is an excellent catharsis, and sexually submissive
ghouls experience the orgasms of their lives
More often then not, ghouls want only their when their domitors "punish" them for pleasure.
beloved domitors. Unfortunately, though
vampires may be sensual creatures, they are far
from being sexual creatures, and ghouls want
Game-Play Information
more then quick kisses or emotionless romps in
the coffin. Upon becoming a Ghoul, the character is
granted a +1CS bonus to Strength (maximum of
Vampires since the first nights have struggled Excellent if your table follows the vampiric
to deal with their ghouls' overeager libidos. maximums listed in rules for vampires in Dragon
Many vampires ask their ghouls to find people Magazine #126). Additionally, at the discretion
who they consider attractive, then to bring them

The Ultimate Origins Book 260


of the Judge, an Endurance Bonus can be vampiric blood. In addition to the power it gives
substituted for the Strength bonus. them, it is a rush unlike anything else.

Known Powers: Withdrawn ghouls suffer symptoms for a


period of six weeks, minus one week per rank of
Resistance to Disease: Ghouls are less Endurance above Excellent. Whenever the
susceptible to disease than other characters with opportunity to gain vampiric blood arises, the
the same Endurance. Included are common ghoul must make a Psyche FEAT versus
diseases, as well as the effects of biological Incredible intensity or attempt to "score"
warfare. The rank of this power is the Ghoul's however possible. Additionally, each week of
Endurance rank +1CS. withdrawal requires the ghoul to make a Psyche
FEAT check versus Remarkable intensity; if this
Regeneration: Ghouls posses Regeneration at Ex roll fails, the ghoul begins to sublimate their
16 rank, which allows them to rapidly recover cravings for vampiric blood into a desire for
from any wound. Cuts quickly close and disease human blood, flesh, or sex.
symptoms disappear. Ghouls heal sixteen times
as fast as normal. With time, ghouls can re-grow
large areas of lost tissue, especially severed
limbs. Lost limbs or organs require a red FEAT.
It cannot repair losses that resulted in the ghoul's
death unless the ghoul is revived. If such a fatal
loss and subsequent revival occurs, the ghoul
requires life-support equipment to give his
Power time to function.

Immortality: Ghouls do not age as long as they


have vampire blood in their system. However,
once ghouls have passed their natural lifespan,
they must always have vampiric blood in their
bodies, or they will swiftly age to the point of
death and decomposition. This decomposition
might occur within days or (for very old ghouls)
within minutes.

Age Of Ghoul Decomposition Rate


Within normal
Resumes normal aging
lifespan
Ages at 10x the normal
100-250 Years
rate
Crumble instantly to
More then 250 years
dust.

Known Weaknesses

Withdrawal: Ghouls often develop


psychological, if not physical additions to

261 The Ultimate Origins Book


Chapter Fifty: Psion
MTS Note: A very nifty Psion template that was designed to be applied to any origin. A Psionist origin can
be found on page 157 of this book.

The author of this Origin is unknown, and lost Majestrix (Roma), the Omniversal Executrix
over time. It was archived by Niniri, who was (Opal Luna Saturnyne) and Alison Double.
nice enough to send this in for inclusion for the
book. Alien Psions include the Eternal Sersi, and
her people and the Inhumans Crystal and Luna
A New Origin: Psion Amaquelin.

Psions are characters whose powers are Mystically inclined Psions include Topaz,
mostly centered around the mind, though they Moondragon and Sundragon.
can have other powers as well.
Those that are still Mutants, they are as feared
They are not always mutants. Some are and disliked by the public as standard Mutants.
Humanoid Aliens or 'Breed Mutants' (such as an Examples of Mutant Psions include: Professor X,
alien/human hybrid), Altered Humans or Phoenix (Jean Grey), Mastermind (Martinque
Mystically inclined. Wyngarde) or Lady Mastermind (Regan
Wyngarde) Legion (David Haller) and Marvel
Girl III (Rachel Grey), Hellion (Julian Keller) or
Justice (Vance Astrovich)

Bonuses and Penalties include:

• Primary Stats are rolled on the appropriate


column for their primary type (Humanoid Alien,
etc.).

• Random Power ranks are rolled on Column 4.

• Half of their powers must revolve around the


mind.

• Receive the power of Psi-Screen or Resist


Mental for free.

• Psyche is raised by 1 rank, to a maximum of


Mn. If Psyche is already at Mn, then this bonus
may be assigned to Reason or Intuition, with the
same limitation as Psyche, or it can be discarded
altogether.

• Starting Popularity varies as for normal


characters, except for those whom are also
'Random Mutants'

• Psions who are also Mutants (such as Marvel


Girl, Professor X) are still subject to being
Otherworldly Psions include Revanche detected as such, and having their powers
(Elisabeth Braddock), Charade (Meggan/Morgan nullified.
Ashra), Cuckoo (Kay Cera) and the bulk of her
relatives in Clan Destine, the Omniversal • A Psion may enjoy the benefits and penalties of
the 'other' primary origin type at GM's discretion.

The Ultimate Origins Book 262


Chapter Fifty-One: Symbiotes
MTS Note: While most of these are not heroic, this could still make an interesting origin to play.

This article was originally written by Ben Riely,


of "Ben Riely's Marvel RPG Page". It is an Limitations:
excellent site for the Classic Marvel RPG
system. Weak against Sonics: The Symbiote is -3CS vs.
Sonics attacks
http://www.angelfire.com/comics/benriely/index.html
Weak against Fire: The Symbiote is -1CS vs.
Typical Symbiote Fire attacks

Statistic Bonus Talents: None


Fighting +2 CS
Contacts: None
Agility +2 CS
Strength +3 CS This article that follow below originally
Endurance +3 CS appeared as part of the ongoing Marvel-Phile
Health: 30 series, and was printed in issue #94.

Known Powers:

Symbiosis: A symbiote bonds with its host. The


host and the symbiote must be attacked
separately. When a target tries to attack them,
they are -6 CS to attack. It grants its host the
following power stunts:
• Body Resistance: Rm resistance vs.
attacks
• Regeneration: The symbiote itself has
thirty Health. It regenerates six points of
health a round. When the symbiote falls
to zero Health, it is knocked
unconscious for one to ten rounds.
• Symbiote Tendrils: Am, it can stick to Spiderman's Suit
In strength material. When it is Alien Symbiote
disconnected for the symbiote, it
dissolves in five to fifty minutes. It can Statistic Ability Score
be used to entangle or transportation Fighting Remarkable 30
(Three areas/round). Agility Amazing 50
• Claws: Ex Edge Strength Incredible 40
• Teeth: Ex Edge to a victim in a grapple Endurance Incredible 40
• Body Armor: Ty protection vs. blunt Reason Good 10
attacks
Intuition Excellent 20
• Object Creation: A symbiote can create
Psyche Monstrous 75
small weapons from its substance that
disintegrate one to six rounds after Health: 160 Karma: 105
creation. The damage is weapon- Resources: None Popularity: Not applicable
specific.
• Elongation: Ex Powers:

Equipment: Symbiotic Nature: The Suit survives by feeding


None off a host creature's power. In its most recent
incarnation, the Suit has acted as the costume of

263 The Ultimate Origins Book


Peter Parker, the Amazing Spider-Man™. This device, Spider-Man "summoned" the Suit from
symbiosis has several effects: its hiding space. The Suit spread over Spider-
1) The Suit may be commanded to change Man's body, subtly contacting his mind and
shape or color by its host to a variety of reading his thoughts, and became Spider-Man's
forms, and can create holding pouches new costume.
or similar adornments.
2) The Suit, with long use, can duplicate Returning to Earth with Spider-Man [the
the physical powers of its wearer. The Invasion of the Body Stocking? -Texan Ed], the
above stats are duplicates of the Suit quickly began to feed off its host's energy. It
physical abilities of its last host, Spider- took command of Parker's sleeping body during
Man. the night, forcing him to sleep-walk (or, more
3) The Suit can control its host, forcing correctly, sleep-websling) through the city in
him to conduct actions against his will. order to get its sustenance. Peter Parker got no
Its ability to control the bodies of others real rest, and a general deterioration of Spidey's
is at a Monstrous level, and it shifts Health set in.
DOWN ONE for each level of Psyche
of its target. Unaware or sleeping After several weeks of increasingly strange
targets are easier to control, such that problems and effects, Spider-Man contacted
the shift is only DOWN TWO at most. Reed Richards of the Fantastic Four™ to analyze
4) The Suit feeds off energy from its host, the Suit. Richards discovered the organic and
leaving him weak and sluggish. The symbiotic nature of the Suit, but the Suit itself
referee should secretly halve the Health resisted any attempt to be removed from its host.
rating of any hero under the influence of Richards finally separated the Suit from Parker
the Suit for as long as he wears it. by subjecting it to ultra-sonic waves. The Suit
5) The Suit does not wish to be separated was then placed in a glassed-in environment for
from its host and will, therefore, tighten study.
over the host's body, crushing it in an
unescapable grappling attack, if an The Suit displayed its animal craftiness in its
attempt is made to remove it. In this many attempts to escape, but it was finally
case any damage taken from an outside released by an exploration probe under the
attack is absorbed by the Suit first, then control of an unseen foe of the Fantastic Four.
by the hero wearing it (see below). The Suit escaped into New York City, and, after
6) Other than as noted above, the Suit has possessing a number of bodies, sought out its
no effect on the Body Armor of anyone former host once again.
wearing it. Its structure is such that it
transmits the force of a physical blow to In the battle with Spider-Man that followed,
its host. the Suit was apparently destroyed. It should be
noted, however, that no trace of the alien
Web Shooters: In duplicating Spider-Man's symbiote was found after the final battle.
original costume, the Suit also duplicated his
web-shooters. The Suit can fire Monstrously
strong webbing up to two areas away and can use
it for swing-lines, nets, and entrapment devices.

The Suit's story: The creature known as


Spider-Man's Suit is a parasitic symbiote, a being
that feeds off the mental and physical energy of
its host. It was a native of a world used by the
Beyonder™ to construct his battleplanet in the
Secret Wars™. The creature took refuge in the
complex commandeered by Doctor Doom™ and
his bench-villains.

Spider-Man found the creature's lair while


trying to locate a machine to repair his own
badly damaged costume. Using a likely looking

The Ultimate Origins Book 264


Chapter Fifty-Two: Terrigen Mist
MTS Note: Another excellent article. I have used both of these many times in my games over the years.
Two great sources for this bit, which makes sense, as the effects of the Terrigen Mist varies from person to
person.

This article was originally written by Wouter The mental stats are affected as shown in the
Vlemmings, of "Marvel RPG and More", which second column. Intuition is affected somewhat
is slowly disappearing from the Internet. differently:

This substance can be used to mutate Die Roll Intuition


characters into super-powered beings, often with 01-30 -1 CS
deformities but also with possible great powers. 31-60 No Change
61-00 +1 CS
The Mist can be used on any character with
an Endurance lower than Monstrous, that
character may attempt a In Endurance check to Then roll again to see how many powers the
avoid the effect. character gains. The powers are rolled on the
powers table.

They should have at least one physical power.


The power rank is gained from the last column
and then modified (not above Unearthly) by
rolling again on the first column.

Finally this process affects the character's


memory of his previous life, but this can be
regained slowly.

Effects
Physical stats are affected by rolling on the
following table (no stat can be raised above
Unearthly):

Physical Mental
Roll Powers Rank
Effect Effect
01- 1
-2 CS -3 CS Typical
05 Power
06- 1
-1 CS -2 CS Good
15 Power
16- No 2
-2 CS Excellent
60 Effect Powers
61- 2
+1 CS -1 CS Remarkable
80 Powers
81- 3
+2 CS -1 CS Incredible
95 Powers
96- No 4
+3 CS Amazing
00 Effect Powers

265 The Ultimate Origins Book


Sidhain did the following write-up. He included adventurous sorts will investigate, allow one
a short intro adventure that could be used with player to cajole the others into going if they seem
the Terrigen Mist. I decided to include it because reluctant.
an adventure that creates the player's origin is
defiantly within the scope of this book. The It takes only a quick jog to arrive at the
article is from Ty States Marvel RPG website, plowed earth - and a craft never meant for man's
one of the longest running and all around best eyes... or so it would seem. Sleek, green and blue
sites on the web. metal lies twisted and scattered across a quarter
mile of the valley. A large canister is spewing a
pale mist into the air, and two figures - the pilots,
obviously - lay unmoving in the shattered
remains of the cockpit. It is at this point that the
players should intervene, attempting to rescue
the pilots. Both are dead but they can note that
one looks reptilian and the other looks very
feline in nature. Dragging the bodies form the
http://rivendell.fortunecity.com/battlespire/85/homepage.htm
remains the players won't be fast enough to
escape the exploding canister which spews out a
Terrigenesis cloud of gas, namely Terrigen Mist (used by the
Inhumans to imbue their offspring with powers)
Start out with only Normal Humans with Each player is knocked unconscious by the gas,
maximum of Good in any Stat. and awakens later... altered... by the mists.
Synopsis: As the dawn millennium approaches,
a new need for heroes grows as the new threats
arise against humanity. Seeking a cure for the
Legacy Virus through advanced mutagenic
agents, Mr. Fantastic arranges to have the
Inhumans transport several canisters of Terrigen
Mist to the Four Freedoms Plaza. However, a
terrorist attack by Maximus and his minions
damages the craft, forcing it to enter the Earth's
atmosphere uncloaked. As it descends, the craft
is detected by the United States Air Force, and
two F-22s are sent to intercept. While the
Inhumans attempt to communicate with them, an
Terrigen Mist Effects
overzealous pilot opens fire, forcing the craft
into a mountain range. There, it barrels into a Roll four times and take best three results
forest within, shortly thereafter releasing the
Terrigen Mist in a powerful explosion. Die Roll Result
Beginning: Hiking in the woods as a camper at 01-40 Physical Transformation
Cold-Lake would be fun if it wasn't for the fact 41-75 Ability Modification Table
that you had chosen to be a camp counselor this 76-80 Power/Minor
year. You would think that these trails would be 81-99 Power/Major
patrolled by park rangers or the like whether than 00 Roll Twice More
by you and the other counselors. It is your fault
after all you volunteered and that meant arriving
nearly two weeks before the campers most of
them nine to twelve years old, and more Effects:
interested in the video games they left behind
than hiking up into the mountains. At least it's Physical Transformation: A major
quiet - until a loud noise roars across the sky, physiological/appearance change occurs to the
shattering the hikers' thoughts. Moments later, a exposed. I suggest letting the player pick their
strange craft, spewing smoke, veers around the favorite animal, color etc., and being generous in
mountain ahead and crash-lands in the valley assigning modifications based on those
beyond. It is assumed that the players being

The Ultimate Origins Book 266


preferences. Meaning in the players favor, or
having them transformed into some preferred The players stumble upon a relatively
image, I like elves so turning my pc to an elf peaceful clearing (insert hysterical laugh). This
would be fun. clearing is normal, nothing happens upon the
players' arrival, but run this scene twice. The
Ability Modification: Roll on the Ability Mod second time, in a nearly identical clearing, the
table for 1d6 abilities and apply the results. plants are now Hungry for blood! They attack
with floral tendrils of Excellent to Remarkable
Power/Minor: Combat Sense, Computer Links, strength, which once attached (Incredible Agility
etc. or a power at most Excellent Rank FEAT to avoid), begin to drain ten Health per
round until the character so trapped is freed.
Power Major: Any power ranked up to
Incredible. Scene 4: Lake of the Lost

Note upon humans the Terrigen mist is Here, the players find themselves harried by
permanent. giant Dragonflies as big as they are, with the
following stats:
In the area surrounding the players, a large
number of changes have occurred, but will only F A S E R I P
last ten or so days before reverting to normal TY RM GD GD FE FE FE
(unless the referee chooses to make them
permanent).

The following can occur at anytime. The


players are lost because the area and trails have
been overgrown, and much of the plants have
been altered, so pick a scene that is appropriate
and run it.

Scene 1: Turtle Hill

Trying to find their way back, the players The Dragonflies' mandibles do Excellent
may choose to climb a nearby hill to get a better edged damage (# of dragonflies=# of players).
view. Have them travel towards the hill for some Trapped on the bank, a large serpentine head
time, making Intuition FEATs all the while - a flashes out of the water and eats a dragonfly or
successful one indicating that the hill seems to be two! A plesiousaur-like dinosaur lives in the lake
moving. A close inspection reveals a turtle and was unaffected by the Terrigen; he is
(tortoise) a hundred feet in diameter, carrying peaceful, and will aid the heroes if they are non
about on its shell a large amount of topsoil violent... but he cannot leave the lake itself.
including a couple bushes, and a tree or two.
This is all I have for now, but you get the
Scene 2: Light Up My Life idea. Once the adventure is over, you can then
have the pc's return home and act as superheroes
The players, while traveling, see a number of for their hometowns, or if ran as a one shot Reed
distant lights. In time, the lights reveal Richards may be able to create an Anti-Terrigen
themselves to be wasps - which the Terrigen ray or the like.
Mists have altered into Fire Wasps! Each wasp is
a hand span across, and can fire a blast of Note for added fun the players could also deal
Typical to Good ranked Energy (heat). There are with military men combing the forest for the
more than a hundred such Fire Wasps, and each ship, be captured and have themselves
has five Health. transported to a holding facility until the brass
can decide what to do with them. It all depends
on your campaign style.
Scene 3: The Incredible Edibles.

267 The Ultimate Origins Book


Chapter Fifty-Three: The Body Shoppe
MTS Note: This could be an interesting way to tweak mutants (Induced would work well), and it would
also work well for Altered Humans.

This article was originally written by Wouter amount of implants table, a Yellow FEAT results
Vlemmings of "Marvel RPG and More", which in normal creation while a Red FEAT allows her
is slowly disappearing from the Internet. to shift the Stat table by one column (not higher
than the listed max.) and the number of implants
The Body Shoppe is Spiral's private table by +2.
laboratory where she can experiment with
genetic alterations, cybernetics and various other By genetically altering people, Spiral can
forms of body-alterations. It is located in its own greatly enhance them. She can give them up to
pocket dimension and it is not known if Mojo two powers (non-magical or mental) at a power
created it, or if she somehow acquired it herself. rank of Ex when she succeeds in a Green FEAT,
Spiral does rule supreme in her Shoppe however Rm when she gets a Yellow FEAT and In when
and it seems Mojo does not control the events she get a Red FEAT. (If she grants only one
here. power its power rank is +1CS). She can also
increase stats (physical stats) by a total number
of rank shifts equaling two when she makes a
Green FEAT, four when she makes a Yellow
FEAT or six when she makes a Red FEAT. She
may not increase stats above Am rank (or Mn if
the original stat is already Am). She cannot
enhance characters that already have been
physically enhanced.

Past 'victims' of this Shoppe include Rachel


'Phoenix' Summers, Lady Deathstrike and the
Hellfire Mercenaries, Cole, Macon and Reese,
Psylocke and Revanche and recently Karma's
siblings Leong and Nga Coy Mahn.

The devices in her shop increase Spiral's


genetics and cybernetics skills by +4CS. It
apparently has an unlimited amount of energy to
sustain her experiments. When she succeeds in a
skill FEAT she can create a Cyborg according to
the rules in Cyborg Creation, a green FEAT
results in normal creation with a -1 shift in the

The Ultimate Origins Book 268


Chapter Fifty-Four: The Path of the Winding
Way
MTS Note: I have always been a fan of this article. It might not work as an origin, but it is a great way to
breathe life into a magic-using character. All in all, an excellent template..

This article was originally written by Wouter will follow those of low power. The path can be
Vlemmings of "Marvel RPG and More", which divided in at least ten sections, each with many
is slowly disappearing from the Internet. turns. In game terms, it depends upon the rise of
the ranks of a character’s spells as with normal
The Path of the Winding Way is one of the power advancement; but certain things may
many Schools of Magic, but it is certainly not speed up a character's advancement, this is
one of the easiest to follow. It brings great related to the removal of mages ahead of them on
power, but also periods of extreme weakness. It the path. The sections are listed in the table
is also a highly competitive path. below with the maximum spell-rank being the
rank the character must have in at least three
spells to reach this level in normal ways.

Time in
Max Min Max
Section Each
Rank Effect Effect
Cycle
1 Ty I Year -1CS +1CS
6
2 Ex -1CS +1CS
Months
4
3 Ex -1CS +1CS
Months
4
4 Rm -1CS +1CS
Months
2
5 In -1CS +1CS
Months
The best-known follower of this path is
6 Am 1 Month -1CS +1CS
Margali Szardos, the mother of Amanda Sefton
and adoptive mother of Excalibur's Nightcrawler. Am (10
The only known other follower was the magic- 7 3 Days -2CS +2CS
Spells)
user Gravemoss, but there should be between 8 Ms 9 Days -2CS +2CS
thirty to sixty other followers. Mn (10
9 3 Days -2CS +2CS
Spells)
Followers of the Path of the Winding Way
10 Un 1 Day -3CS +3CS
can be pictured as being on a sort of spiral rising
upwards, which defines their power-levels. The
mages are always on the opposite level of power The character spends the duration in the table
with regards to the mage ahead of them on the per CS difference. So a character from section
path. It is a slow way up since no one can pass eight spends nine days at normal level, then nine
the one ahead of him or her; the only way to do days at +1 CS, nine days at + 2 CS, again nine
this is to remove him or her from the path. days at +1 CS and nine days at normal level,
then nine days at -1 CS, nine days at -2 CS etc.
Game Information: The effects in Column Shift are applied to all
power ranks in magical abilities and all magical
Magic-users on the path of the Winding Way
FEATs. Also affected are the characters
are subject to fluctuations in their power levels.
Endurance (and thus health) and Psyche.
The higher you get, the greater these fluctuations
will be and also the faster periods of high power

269 The Ultimate Origins Book


It is speculated that there exist levels above to use the Soulsword to kill those in front of
ten but it is not known how to reach them. them on the path. Margali seems to have
succeeded. You can however voluntarily step
Unnatural Advancement: down and let someone pass.

There exist two ways to advance unnaturally The Ritual of Removal is one of the best-
fast on the path. The first one is the death of the guarded secrets of the mages that possess it - and
mage directly before you on the path; the second only one copy is rumored to exist. This
one is the use of the Ritual of Removal. extremely difficult ritual can remove a mage to a
lower section of the path.

About an average of four mages must be


passed before one advances to the next section.
When this happens by unnatural means the spells
are increased to the needed ranks, but this also
means the magic-user may freely be hunted by
other mages of the path.

When someone drops in sections the power


ranks are decreased.

A Side effect of an increase in sections seems


to be that a lust for power slowly corrupts even
the mage with the best intentions. Whenever one
increases in section the mage should make a
The difficulty of removing those in front of Psyche FEAT. When failed he should slowly
you is the fact that, when the magic of the path begin to lust for more power. In some games this
of the Winding Way is used against someone on is a common phenomenon so the Judge could
it, all bonuses are negated and the attacker is also decide the player to play this effect out
affected as if in the low powered part of his normally.
cycle. This means that personal attacks are
extremely difficult to perform. To overcome this
problem, a few magic-users have recently sought

The Ultimate Origins Book 270


Chapter Fifty-Five: Vampire Hunters
MTS Note: This is a character template that could easy be substituted for "Altered Humans". This is a very
specialized origin, and will work best in games with a 'dark' theme. It can be a lot of fun to play, and
definitely belongs in this book.

The article is from Ty States Marvel RPG fight, in case they fall in battle, or for some other
website, one of the longest running and all reason cannot continue their quest. The Hunter
around best sites on the web treats this apprentice as a loved son or daughter.

One of Vampire Hunters greatest dangers is


the distinct possibility that he or she may
someday become what they loathe. Some
Vampire Hunters who become vampires
themselves commit suicide if they can, yet most
become the most ruthless creatures of the night,
as if their fanaticism for the destruction of
http://rivendell.fortunecity.com/battlespire/85/homepage.htm vampires has transformed to a lust for blood
most vampires cannot even comprehend.
The Vampire Hunter is a character driven
fanatically by the goal of destroying all Vampire Hunter Powers:
vampires. The character sees vampires as
creatures from the depths of hell that pose the Some people say these powers don't exist,
most serious threat to humanity it has ever seen. that they are just rumors created from the
They may be right. Vampire Hunters focus on rantings of Vampire Hunters. Others say that
physical and mental strengths to defeat their these powers are a special sort of psionics, and
foes. The longer they live the more still others say a deity granted the Vampire
knowledgeable they become about their enemy, Hunter these strange powers. What is the real
yet as they grow older they often are not strong answer? Nobody knows, not even the Vampire
enough to carry on their crusade. The Vampire Hunters themselves, but nevertheless they DO
Hunter can be of any alignment. Just because the work. The GM can determine what column
vampires that they seek to destroy are evil by no abilities are rolled on if the body type is other
means indicates that their Hunters must be than normal human, and if other powers will be
Principled! Some characters will attempt to allowed.
overcome any boundary in-between them and
their goal, even if it means hurting or killing a
human being.

A Vampire Hunter will work alone if need be,


but they tend to like to working in groups. They
feel that there is more safety in numbers, and
frankly they are confronting an evil that has
much more power than they, so having other
people with them increases their chance of
survival. However most Vampire Hunters do not
like to work among their peers. They dispute and
bicker over methods and targets, but this is a
smoke screen to cover up their clashing egos.
Other hunters will often find or assemble a group
of hearty adventurers to help them further their
cause. These characters are usually relatively
naive about vampires, and the Hunter takes great Smell Undead: When a Vampire Hunter is
joy in acting as a strange kind of mentor. A within 1 mile of a vampire (or other undead) they
Vampire Hunter also often takes an apprentice; a smell something in the air. It's common to see a
person he or she can teach to carry on the good Vampire Hunter take a deep breath and say
something like "Yep, there's vampires here."

271 The Ultimate Origins Book


Minimum Intuition of RM, Psyche of RM.
Immune to Ghoulish Horror: Vampire Hunters
face horror so often they have become numb to Possible Talents:
it. They can be surprised, but any Psyche FEAT
roll needed against fear is made at +3CS. • Radio: Basic
• Basic Electronics
Faith: A Vampire Hunter's greatest weapon, the
one that makes their strikes ring true and their • Detect Ambush
foes flee in terror can simply be called faith. • Detect Concealment
Three times a day, Vampire Hunters can call • Pick Locks
upon their faith to add a +1CS on any roll against • Tracking
the undead, to exorcise a demon, or otherwise • Wilderness Survival
help many other minor actions. However the • Martial Arts A, D, E
player must declare its use before the action (not • Acrobatics
after the roll.) • Tumbling
• Climbing
• Prowl
• Language
• Lore (Vampires, Demons & Monsters)
• Occult
• Archery
• Marksman
• Guns
• Carpentry
• Hunting
• Communications: Any
• Domestic: Any
• Electrical: Any except Robot
• Electronics
• Espionage: Any
• Mechanical: Weapons Engineer only
• Medical: First Aid or Medical Doctor
Induce Fear in Undead: Undead who realize the only
Vampire Hunter for what he/she is have to make • Pilot: Airplane, Auto, Boat,
a Yellow Psyche FEAT roll. Vampires will have Horsemanship, Motorcycle and Truck
unpredictable reactions to this. Some will flee in
• Science: Any
terror; others will attack like a raccoon that's
• Technical: Any
been backed into a corner. But the reaction will
always be extreme. • Wilderness: Any

Note: A vampire cannot tell a Vampire Hunter Starting equipment:


like a Hunter can detect a vampire until the
Hunter is approaching with a stake in one hand GD Resources, A vehicle (usually large
and a water gun in the other, bearing a silver enough for one to two people to live in) OR a
cross. small home. Numerous guns, crosses, stakes,
water pistols, garlic, and one techno-wizard
Weapon Making: Vampire Hunters know how to made weapon.
create vampire-killing weapons, and they
commonly modify guns, crossbows, and water
pistols. Vampire Hunters will give these
weapons to other people in town, hoping they
will protect themselves.

Basic Requirements

The Ultimate Origins Book 272


Chapter Fifty-Six: X-Babies
MTS Note: I decided to include these as an alternative for mutant characters. They might be annoyingly
cute, but different people like to play different things. So I present your very own Instant X-Babies
Template, just add milk???

This article was originally written by Wouter Defensive or Other Powers: -1CS (max Am,
Vlemmings of "Marvel RPG and More", which resistances have a max of Un)
is slowly disappearing from the Internet.
Talents: Sort of as original as well as a
Typical X-Baby children's trait.

Contacts: X-Men, Dazzler, Excalibur, Mojo


(depending on the contract), Ricochet Rita

In Brief: The X-Babies were created by Mojo to


replace the X-Men who were believed to be
killed. They were based on an earlier exploit in
which he reduced the X-Men to babies.

When they broke their contracts and fled to


Earth, Mojo tried to re-capture them. They only
returned when he offered them better contracts.
Recently (after Mojo's death), they again fled to
Earth followed by Gog and Magog. Then finally
found an adoptive mother in Dazzler (who had a
miscarriage) and they have probably now joined
the rebellion.

F A S E R I P
-1CS -1CS -1CS
(-2 CS (-2CS (-2 CS
-1 -1 -2 Ty
for for for
CS CS CS 6
Am or Am or Am or
higher) higher) higher)

In is the maximum for any physical stat, Am for


I or P. Minimum stat is Ty. (Unless a physical
stat is already lower)

Health: Varies Karma: Varies


Popularity: 30 Resources: Pr

Known Powers:

Offensive Powers (and damage resistances): As


original at -1CS (-2CS for Am or higher, max In)

273 The Ultimate Origins Book


This Part of the book is comprised of various Appendices to help enhance characters.
While most of the information contained in these sections is not Origins by nature, they
are articles designed to help enhance a character and prevent them from being two-
dimensional. This Part of the book is broken into three sections, the first is Appendices
from Official Marvel Role-Playing Sources, the second is Appendices from
Un-Official Sources, and the third is Appendices dealing with appearance and body taken
from around the Internet.

275 The Ultimate Origins Book


This section is comprised of Appendices to help enhance your characters from Official
Marvel RPG sources.

The Ultimate Origins Book 276


Appendix One: Animals
MTS Note: I decided to include this section for those interested in making New Men, or for guidelines for
the animal origin that can be rolled on the Ultimate Powers Book's origin table. This information was
taken straight from the Judge's Book, and the only editing done was on the section description, as I chose
not to include the "Criminals and Other Supporting Characters" that shared the Supporting Cast section of
that book for this appendix.

The following was taken from the "Advanced Set Alligators are found in tropical rivers and, in the
Judge's Book" by Jeff Grubb. sewers of New York City.

Ape

This section details in full a large, but not


exhaustive, list of other animals that may be
found in the Marvel Universe.

Alligator

F A S E R I P
Ty Ty Gd Ex Fb Ty Pr
6 6 10 20 2 6 4
Health: 42

Apes describe man’s close cousins: the


chimp, the orangutan, and gorilla (gorilla
Strength = Excellent, Health = 52). These
creatures have human-like hands, and can
manipulate tools.
F A S E R I P
Pr Gd Rm Ex Fb Fb Fb Armadillo
4 10 30 20 2 2 2
Health: 64

These large, lethal lizards are normally


peaceable, but have been known to attack if their
territory is threatened, they sense a meal, or are
commanded by a more powerful being with
animal control abilities, such as the Lizard. F A S E R I P
Alligators inflict Edged attack damage with their Fb 2 Fb 2 Fb 2 Fb 2 Fb 2 Fb 2 Fb 2
teeth. They move 1 area per turn on land, 2 areas Health: 8 (and this is being generous)
per turn in water. These stats also apply to the
crocodile or other cold-blooded lizards.

277 The Ultimate Origins Book


Armadillos are natives of Texas and other Bear
south-western states. They are slow (1 area in
about 3 turns) and have Feeble Body Armor
from their protective shell. (They also answer
mail.) Unprepossessing as individuals, in huge
herds they are even less so. Armadillos attack on
the Blunt attacks column, but cannot score Slam
or Stun results against human-sized targets.
Armadillo stats apply to most other forms of
small, inoffensive life.

Bat, Individual F A S E R I P
Gd Ty Rm Rm Fb Pr Fb
10 6 30 30 2 4 2
Health: 76

Bears include the grizzly, brown bear, and


polar bear. These large carnivores have been
known to attack unwary tourists, and inflict
Edged attack damage with their teeth and claws
as well as Grappling attacks (Hugs). They move
2 areas/round at top speed.

Behemoth

F A S E R I P
Fb 2 Pr 4 Fb 2 Fb 2 Fb 2 Pr 4 Fb 2
Health: 10

Bats, Flock of Ten


F A S E R I P
Gd Pr Fb Gd Fb Pr Fb
10 4 2 10 2 4 2
Health: 26 F A S E R I P
Am Ty Un Un Pr Pr Pr
Bats are winged mammals who have radar 50 6 100 100 2 2 2
like senses that allow them to navigate at night Health: 256
with Remarkable ability. They are normally
harmless unless surprised or controlled by an Behemoth is a name for a large variety of sea
external force. A single bat inflicts Edged attack monsters capable of walking on land, and
damage, but cannot score Kill results, while a include the whale-like Giganto used by the Sub-
flock inflicts Edged attack damage in full to Mariner in his initial invasion of the surface
reflect the large number of possible bites per world, and the spawn of that creature. These
round. Bats are found throughout the US. They beasts move 1 area/round on the surface and 3
move at 3 areas/turn. areas/round in water. Behemoths have Amazing
protection from physical and energy attacks, and
inflict Blunt attack damage. They can be
controlled by certain devices available to
Atlantean technology.

The Ultimate Origins Book 278


Bird, Individual
Cattle (Herd Animals)

F A S E R I P
Pr Ty Gd Ex Fb Fb Fb
F A S E R I P
4 6 10 20 2 2 2
Fb 2 Fb 2 Fb 2 Fb 2 Fb 2 Fb 2 Fb 2
Health: 40
Health: 8
Stats for cattle apply to all manner of similar
Bird, Flock of Ten herd animals, including bison, zebras, gnu, and
the ever popular Guernsey Cow. Cattle are by
F A S E R I P and large inoffensive, but if spooked (by
Gd 10 Ty 6 Fb 2 Ty 6 Fb 2 Pr 4 Fb 2 gunshot, for example) can stampede (those in the
Health: 24 way take a Charging attack of +3CS Strength
and Endurance to hit).
The description applies to all non-hunting
birds, ranging from sparrows to ducks to geese.
Birds attack on the Edged attack column, but
individuals cannot get Stun or Kill results. Birds
fly up to 4 areas/turn, and are inoffensive against
human targets unless controlled by outside
forces.

Cat

F A S E R I P
Fb Gd Fb Gd Fb Ty Fb
2 10 2 10 2 6 2
Health: 24

Cats include most ordinary house cats and


small wild cats. They inflict Edged attack
damage with their claws, but cannot score a Kill
result against human targets. They move 2
areas/turn.

279 The Ultimate Origins Book


Dinosaur, Giant Plant-Eating triceratops, which have plates that provide
Excellent Body Armor, and inflict Edged attack
damage with their horns and sharp tails.

Dinosaur, Giant Radioactive

F A S E R I P
Rm Rm Un Un Pr Pr Pr
30 30 100 100 4 4 4
F A S E R I P Health: 260
Gd Pr Am Un Fb Fb Fb
10 4 50 100 2 2 2 The Giant Radioactive Dinosaur is a mutant
Health: 164 of unknown origin that survives today in various
inaccessible reaches. The Giant Radioactive
Dinosaur, Giant Flesh-Eating Dinosaur has Amazing Body Armor, inflicts
Edged attack damage, and breathes a 10- area-
F A S E R I P long stream of Unearthly radioactive energy.
Rm Gd In Un Fb Fb Fb This is a moderate example of one such creature,
30 10 40 100 2 2 2 though large ones have plagued Japan and the
Health: 180 American West Coast.

Dinosaur, Giant Armored Dog


F A S E R I P
In Ty Am Mn Fb Fb Fb
40 6 50 65 2 2 2
Health: 171

These are the flashiest of the large lizards that


once dominated this Earth. They survived until
recently in the Savage Land, and regions of
Africa are still said to be home to these beasts.
The Giant Plant-Eater includes such favorites as
the brontosaurus. They move 1 area/round,
inflict Blunt damage, and, according to recent
studies, travel in herds similar to cattle (check
under Cattle for stampedes). Giant Flesh-Eaters
F A S E R I P
include the allosaurus and the tyrannosaurus rex.
Gd Ty Ty Gd Fb Gd Fb
They inflict Edged attack damage with their teeth
10 6 6 10 2 10 2
and claws, and move 2 areas/turn. The Giant
Armored Dinosaurs include the stegosaurus and Health: 32

The Ultimate Origins Book 280


The above stats are for guard dogs, and Elephant
smaller animals may have lesser stats. Dogs
inflict Edged attack damage, move 2 areas/turn,
and track with Remarkable ability.

Dolphin

F A S E R I P
Gd Gd In Am Fb Pr Fb
10 10 40 50 2 4 2
F A S E R I P Health: 110
Gd Ex Gd Gd Ty Gd Ty
10 20 10 10 6 10 6 Elephants include the Indian and African
Health: 50 varieties, as well as their prehistoric cousins, the
mastodon and mammoth. They move 1 area/turn,
Dolphins are highly intelligent, aquatic and can inflict either Blunt or (if they have tusks)
mammals that have a language of their own. Edged damage.
Undersea races use the dolphin in much the same
way as humans use dogs or horses: for transport Fish
(swim 3 areas/ round), protection (Blunt attack
damage), and companionship.

Eagle

F A S E R I P
Fb 2 Fb 2 Fb 2 Fb 2 Fb 2 Fb 2 Fb 2
Health: 8

F A S E R I P This classification is a catchall for all sea life


not covered elsewhere. Most sea life has no
Gd Gd Pr Ex Fb Ty Fb
special Powers beyond moving 1 area/turn, and
10 10 4 20 2 6 2
will rather flee than fight.
Health: 44

Eagles include all large predatory Terran


birds, including vultures, hawks, owls, and
condors. They are not dangerous unless
threatened or under the control of another
individual. Eagles inflict Edged attack damage,
and fly up to 4 areas/round, at top speed.

281 The Ultimate Origins Book


Horses those against natural Body Armor) forces the
target creature to make an Endurance FEAT
(during the pre-action part of the turn) or be
unable to perform any actions or concentrate.
The Intensity of this attack is Typical for most
insects, but for particularly nettlesome pests
(such as red ants, mosquitoes, or bees) the
Intensity may reach Good or Excellent. Some,
but not all, insect swarms fly at 1 area/turn.

Killer Whale

F A S E R I P
Ty Gd Rm Rm Pr Ty Pr
6 10 30 30 4 6 4
Health: 76

Horses run from Shetland ponies to beer


wagon-pulling Clydesdales. Horses may make
Blunt attacks if threatened, but normally seek to
flee threatening situations (such as fires and
battles). Horses may be trained to withstand such
challenges. They move 3 areas/turn while
carrying a rider. Certain individual horses F A S E R I P
(usually those associated with heroes) may have Rm Ty In Mn Pr Gd Ty
superior talents of higher Reason, Intuition, or 30 6 40 65 4 10 6
Psyche than their brethren. Health: 151
Insect, Swarm Killer Whales are large killers of the deep,
mammals adapted to the ocean environment as
efficient predators. They inflict Edged attacks
when they bite with their toothy jaws, and swim
at 3 areas/round.

Lions

F A S E R I P
Ex Fb Fb Ex Fb Fb Fb
20 2 2 20 2 2 2
Health: 44

Insects are listed as a swarm of about 100


creatures, minimum. These insects attack on the
Edged Attack column, but cannot get Stun or F A S E R I P
Kill results. Instead, any insect attack against Ex Gd Gd Ex Fb Fb Fb
unprotected flesh (including those that get 20 10 10 20 2 2 2
underneath artificial Body Armor but excluding Health: 60

The Ultimate Origins Book 282


Lions include all the “big cats”—tigers, The above stats; are for the giant economy-
pumas, and leopards. They are, in their natural size octopi that underwater geniuses leave
state, predators which avoid man, though there around to threaten heroes and heroes’ allies. The
are “man-killing” versions of each. The big cats high Fighting and Agility reflects the large
may be trained to hunt, attack and protect by number of arms that may be brought to bear. In
someone with appropriate skills, such as Kraven addition, octopi may shoot inky clouds of
the Hunter. Lions and their kin attack on the Excellent Intensity.
Edged attack column, and move 2 areas/round.
Rat, Individual
Monkeys

F A S E R I P F A S E R I P
Gd Ty Pr Gd Fb Ty Pr Fb 2 Fb 2 Fb 2 Fb 2 Fb 2 Fb 2 Fb 2
10 6 4 10 2 6 4 Health: 8
Health: 30
Rat, Pack of Ten
Monkeys, for the purpose of this game,
include all small primates not covered under the F A S E R I P
Ape category. Monkeys do not possess the Ex Ty Fb Ex Fb Fb Fb
strength of the apes, and cannot make Kill or 20 6 2 20 2 2 2
Slam results in their attacks, but can manipulate Health: 48
objects and be trained.
Rats and other rodents and vermin are found
Octopus and Squid in sewers beneath every major city. An
individual rat attacks on the Edged attack
column, but cannot score Stun or Kill results. A
pack of rats also attacks on this column, and may
score Kill results from multiple attacks. Rats are
normally not so bold (they prefer to push around
frogs), but will attack when externally
controlled.

F A S E R I P
Ex Rm Gd Rm Fb Fb Fb
20 30 10 30 2 2 2
Health: 90

283 The Ultimate Origins Book


Sharks grappling attacks, crushing the life out of it.
Poisonous snakes are smaller, but their bite
(Edged attack, no Stuns or Kills) carries a deadly
venom (Good Intensity poison). Both varieties
will attack if threatened, or if controlled by an
outside force (such as the Lizard).

Wolves

F A S E R I P
Gd Gd Rm In Fb Fb Fb
10 10 30 40 2 2 2
Health: 90

The other standard threat protecting


underwater lairs and sunken treasure is sharks. F A S E R I P
The above stats are for your everyday killer-type Ex Gd Gd Gd Fb Fb Fb
shark. The “Great Whites” in the movies weigh
Health: 50
in at +1CS on all physical abilities. Sharks are
drawn by blood in the water, often travel in Wolves are relatives of dogs, and usually
packs, inflict Edged attack damage, and travel at travel in packs to bring down their prey Wolves
3 areas/round. Their mortal enemies are the move 2 areas/turn, attack on the Edged attack
dolphins, and dolphin attacks against sharks gain column, and can track with Excellent ability.
a +1CS to hit.

Snake, Constrictor

F A S E R I P
Ty Ty Ex Ex Fb Fb Fb
6 6 20 20 2 2 2
Health: 52

Snake, Poisonous
F A S E R I P
Gd 10 Pr 4 Fb 2 Pr 4 Fb 2 Fb 2 Fb 2
Health: 20

Most snakes are fairly small and inoffensive


(see Armadillos, above). Large constrictor
snakes (like the anaconda) attack their prey by

The Ultimate Origins Book 284


Appendix Two: Drug and Alcohol Abuse
MTS Note: While this may not be a true "Origin" for MSH (No, I don't have junkie on my personal rolling
tables), it does make a good background or a way to expand on a character.

The following was taken from the Cloak and Alcohol


Dagger article by Jeff Grub, which originally
appeared in Marvel-Phile, issue #91. Alcohol is called 'courage in a bottle', and this
is the effect in the game: Raise Fighting one rank
for a character who has been drinking. However,
lower the Agility and Intuition of drinking
characters (including super-heroes) two ranks, to
a minimum of Poor.

Alcohol also has a nasty aftereffect, the


hangover. Make a Yellow Endurance FEAT (or
Red, at the Judge's option) or suffer from a shift
down one in all actions the next morning.
Another drink will allow a second FEAT roll.
This opens the door to...

Hard Drugs
In the Marvel Super Heroes game, a hard
drug is defined as any addictive drug that is
hazardous to the user's mental and physical
health. Such drugs often block the awareness of
pain, so that they have the short-term effect of
raising Endurance one rank (to a maximum of
Excellent) for 2d10 rounds. After that time,
Endurance is lowered one rank from the original
score for twenty-four hours. During this period,
drugs also lower Reason and Intuition by two
ranks each (to a minimum of Feeble).

Regular, uncontrolled abuse of drugs can lead


to addiction. The Judge may call for a Psyche
FEAT roll at the end of any week in which a
character has used drugs more than twice. Shift
down one for every week of continued use. A
successful Psyche FEAT means that the Alcohol Abuse
character is still in control of his drug use.
Failure means the character is hooked on the Alcohol abuse, which is as deadly as drug
drug and craves more of it. abuse. NPCs can be determined by the judge to
be alcoholic or not. Player characters use a
Drug addiction can be an ugly thing. The user similar method to that given for drugs. If a
needs daily doses of his drug, failure resulting in character is drinking alcohol more than three
a one-rank loss of Endurance and Intuition per times a week, make a Psyche FEAT. Effects of
day without the drug, to a minimum of Feeble. In success and failure are as for drugs, with the loss
NPCs, the character will become violent if of Endurance (and resulting Health) if kept from
denied his fix. The only way to break the habit is drinking. Endurance cannot drop below Feeble.
going cold turkey (see below).

285 The Ultimate Origins Book


personal loss, or seeking help). Karma may be
added to any of these rolls.

Karma and Drugs


Drug use and drug abuse are illegal in most
states. Heroes will lose forty Karma for dealing
in hard drugs; forty for using hard drugs
themselves, and all Karma if someone's death
results from these actions. Alcohol is slightly
more acceptable; heroes lose five Karma points
for every alcoholic drink taken or thirty for each
night of drunkenness. Friends of an alcoholic or
drug abuser lose five to twenty Karma points for
not helping a friend in need. Villains suffer a
similar loss as heroes, but receive a ten Karma
bonus for selling drugs, only if they follow up
Cold Turkey with another sale within a week. The super-
criminal Kingpin™ will not traffic in drugs,
This is the popular name for deliberately because they are a deadly habit for villains as
going without something - in this case, drugs - in well as heroes.
order to break a habit. The addicted character
stops taking the drug to which he is addicted and A Final Note
'guts it out'. He will suffer the effects of not
using the drug (loss of Endurance), but at the end The above rules are simplified for use in the
of each day he makes a Psyche FEAT roll. game, and are optional. These rules were
Success indicates the loss of Endurance stops developed especially for this article, since drugs
there; failure indicates that the Endurance loss are a central part of Cloak and Dagger's
continues into the next day with another Psyche background. To exclude reference to drug and
FEAT roll at the end, combined with an alcohol abuse would be to exclude some of the
overwhelming desire for the drug. If two Psyche realism of the Marvel Universe from which these
rolls in a row fail, the character will become two super heroes came.
violent and will continue losing Endurance
ranks. Roll for each day until a full week of not
using the drug or alcohol has passed. The
character can be considered 'clean' at the week's
end.

Going cold turkey purges the body of its


poisons, as does a hit from one of Dagger's light-
missiles. Being hit by one of her missiles has the
same effect as going cold turkey, but involves a
great risk to the person affected (see the
description of Dagger given above).

A character who has kicked the habit has a


good chance of backsliding even after he has
stopped using drugs or alcohol. Each week the
'clean' character makes a Psyche FEAT roll. One
failure indicates some backsliding, while two in
a row indicates a return to the addicted stage,
with all the penalties of the original state. The
Judge may modify the FEAT roll according to
the immediate situation (business pressure,

The Ultimate Origins Book 286


Appendix Three: Inventing and Modifying
Hardware
MTS Note: The reason this was included is because I find the open two paragraphs to be contradictory.
The first one ends with how this presents rules for inventing and modifying, but the second begins with how
this does not apply to High-Tech characters? I included this as a choice for High-Tech characters, or
anyone with the appropriate talents/powers.

This except is from the "Machines of Doom" the device, taking into account certain modifiers.
book from the boxed set "Domains of Doom" Applicable ranks are those ranks that define the
written by Anthony Herring. performance of the object:
• Vehicles: Applicable ranks are Control,
Speed, and Body (the overall material
strength of the vehicle).
• Weapons: Applicable ranks are damage,
range, and material strength.
• Power Suits: This classification
includes all items that enhance a
character's abilities. Applicable ranks
are the modified abilities (Example:
Good (10) to Amazing (50) Strength)
and the material strength (or the
equivalent Body Armor) of the suit.
• Robots: This includes androids,
cyborgs, and all other types of artificial
A vast array of technological wonders are
beings but not clones. Applicable ranks
presented in the pages of this book. Because
are the ranks of the being's listed
most of these items lie within the steely grip of
abilities (Fighting, Agility, etc.) and any
their creator—Victor Von Doom—player
powers.
character heroes have a limited number of
options if they want one of these inventions for • Miscellaneous: With any other
their very own: They can try to "acquire" it from technological item that doesn't apply to
Doctor Doom—good luck!—or they can try to the above classifications, its applicable
reproduce it themselves. This chapter presents ranks are its overall material strength
rules for inventing high-tech gadgets and and any power ranks involved.
modifying existing ones.

It is important to note that high-tech


characters are not affected by the following
rules. These characters and their special gear can
and should still be created according to the
guidelines provided in the current Marvel Super
Heroes Basic Set.

Tech Rank

The most important information required for


building or modifying an item is its Tech rank,
which measures how complex and powerful the
invention is. Every device in this book has a
Tech rank listed in its description. Like powers Machines which duplicate abilities not readily
and abilities, Tech rank ranges from Shift 0 all available in our real world always have an
the way up to the infinite Beyond. Tech rank is applicable rank of Monstrous (75) added to
equal to the highest applicable rank number of everything else. If the heroes want to build a

287 The Ultimate Origins Book


Good (10) rank time machine, a Monstrous (75) an ionic blade, a weapon hidden inside
applicable rank is added since we do not have Doc Doom's armor).
time machines in our society. A vehicle that flies • +1CS if the machine is portable.
with jet engines would not suffer this penalty, • +1CS if the invention is pocket-sized or
but one that flies due to antigravity devices smaller.
would. • +1CS if it occupies more than one area;
compartmented vehicles are considered
A device's applicable ranks that are to occupy as many areas as they have
realistically producible by 1990's technology compartments.
have a Tech rank limit of Monstrous (75). For • +1CS if the object is a robot designed to
example, a conventional military jet has a Speed imitate a specific individual (such as a
of Shift X (150), but since jet aircraft are Doombot).
common in our society, the rank is considered to • -1CS if the item is a humanoid robot.
be Monstrous (75) for determining the planes • -1CS if the item is a hand-held melee
overall Tech rank. The jet still has a Speed of weapon, which must touch the target to
Shift X (150); it is only counted as Monstrous inflict damage, like a sword.
(75) for calculating Tech rank.
Once the object's final, modified Tech rank
has been established, it's time to get down to the
basics of creating the device. The following four
factors are directly related to a device's Tech
rank:
• The Resources required to build the
item;
• The amount of time that must be spent
building it;
• Whether or not the item actually works
after design and construction; and
• Whether or not a character can use
another character's invention.

The Resource FEAT

Before work begins on inventing new


technologies, the character must succeed at a
Resource FEAT against the Intensity of the
item's Tech rank. If the object has a Tech rank of
Incredible (40), for instance, the character must
When the highest applicable rank has been succeed at an Incredible (40) Intensity Resource
determined, apply the following modifiers to that FEAT. This FEAT represents buying all of the
rank to find the invention's Tech rank: various high-tech components needed to piece
• +2CS for every applicable rank equal to the invention together.
the highest applicable rank. For
example, a battle suit with two If the Tech rank is more than one rank higher
Remarkable (30) powers would have a than the character's Resource rank, it is an
Tech rank of Amazing (50): impossible FEAT for that character—he or she
Remarkable (30) +2 Column Shifts. simply doesn't have the funds available.
• +1CS for every applicable rank that is However, the FEAT can still be accomplished
one rank lower than the highest with outside help. Two characters can chip in to
applicable rank. buy the materials. To do so, the Resource ranks
• +0CS for all ranks two or more ranks of the characters involved must be within one
lower than the highest applicable rank. rank of each other. If so, the higher rank is
• +2CS if the item is easily concealable increased by +1CS.
and cannot normally be seen (Example:

The Ultimate Origins Book 288


Additionally, a character with insufficient the invention. If it duplicates a power that is not
funds, but with contacts in an organization, could available in "real life" (such as time travel), a
persuade an outside corporation or benefactor to special requirement is always mandatory.
fund the project. Remember that contacts may Similarly, if the object has powers of Incredible
have their own restrictions or requirements to (40) rank or higher, a special requirement should
any such agreement: "Well, now that you've be called for, though items should rarely exceed
completed your nuclear-powered battle suit, Joe three requirements. The Judge always has final
Hero," says the smiling CEO of Tech-Star from say as to the number of special requirements (if
behind a desk the size of Kansas, "we have a any) needed, but he or she may be especially
little job for you in Latveria. Surely you can help lenient in cases where speed is of the essence (as
us after all the money we put in to your armor...." with kit-bashing).

If the Resource FEAT is failed, the character


may make another attempt in one week
(assuming it was not an impossible FEAT to
begin with). It is rationalized that the inventor
can actually afford to design and build the
device, but does not have the money at hand.

Special Requirements

Most powerful inventions need a certain


component, substance, or ability to power them,
called a special requirement. These components
are totally in the province of the Judge, who
should use them as a means to prevent heroes
from building every type of gadget imaginable. When the Judge decides a special requirement
For instance, if the characters can't come up with is necessary, players should work with the Judge
some antimatter, they won't be able to build a to create something that ties in with the device in
replica of Doom's antimatter extrapolator. question. Examples include:
• A special material or alloy is needed.
Special requirements also serve to place For example, a noiseless engine might
characters in adventure situations. An entire require vibranium, or a device of
scenario could be designed around the hunt for a Unearthly (100) material strength may
special item needed to restore power to a dying require some adamantium or uru metal.
hero's life-saving environmental battle suit. For • A specific component must be found for
an example in the Marvel Universe, the Fantastic the device to function. For an electronic
Four traveled to the Negative Zone to get the invention, a unique circuit board or
Cosmic Control Rod to aid in the birth of Reed's computer chip may have to be acquired
son, Franklin Richards. or developed independently at a Tech
rank of -1CS from the original
Special requirements also justify why villains invention's Tech rank.
commit crimes in order to finish their nefarious • Someone knowledgeable in the field
devices. In a recent adventure against Spider- must be consulted. Michael Morbius,
Man, villains stole a priceless Latverian gem Bruce Banner, and Doctor Octopus are
from a museum to further their ambitions. "This all masters in the field of radiation,
machine will call the holy Swarm back to Earth, while Henry Pym and Bill Foster are
to purify the planet of all but our kind!" gloated two of the few consultants available on
Master Andrew, leader of the Arcane Order of size control. Doctor Doom is a master
the Night, as he gently placed the powerful in robotics, as well as just about every
Dragon's Egg into a strange contraption aimed at other field, including magic. Arranging
the stars. "And tonight, at last, we have the a meeting with such experts is the hero's
occult engine with which to power the machine!" problem, and could certainly be the
beginning of a memorable adventure.
In deciding whether or not a special • A unique process is needed to fire the
requirement is needed, consider the function of reaction to complete the project. Some

289 The Ultimate Origins Book


standard favorites are exposure to similar invention built by someone else,
cosmic or gamma radiation, solar flares, time is again halved.
zero gravity, and even sorcery. Tell the • If the inventor has hired or persuaded a
players what is required ("All you need non-player character to do the work
to fully power your VTOL chariot is a based on the inventor's requests or
charge of Unearthly Intensity designs, the maximum amount of time
lightning."), but let them figure out how is always used. A character may only
to acquire it. work on one invention at a time, but he
• A working model of the device must be may have several projects being
found and studied. This can be required developed by others.
when trying to duplicate another's
invention or a hero's powers. The cost The Reason FEAT
of instruments to analyze the model
may also be added, further increasing After succeeding at the Resource FEAT and
the difficulty in creating an item. spending the required amount of time completing
the project, the inventor attempts a Reason
FEAT roll to determine if all of his effort has
paid off. The following modifiers are applied to
the character's Reason:
• +1CS for an assistant with Reason no
less than one rank lower than the
inventor's (maximum of +1CS).
• +1CS for each applicable talent
(electronics, robotics, etc; maximum of
+3CS total).
• +1CS if the device existed previously
(the inventor's failed experiments,
research on individual components, or
salvaged parts from another device).
• +2CS if the inventor has another
character's blueprints or working model.
• -1CS if time was shortened by rushing
Construction Time the project.
• -1CS for each special requirement
The Tech rank number determines the number needed (maximum of -3CS).
of days required to finish the project. For
example, a flying rocket-powered skateboard Using his modified Reason, the inventor
with an Incredible (40) Tech rank takes 40 days attempts a Reason FEAT against the Intensity of
to complete. This figure assumes normal the item's Tech rank. If the Tech rank is
working conditions: one man working alone with Amazing (50), for example, an Amazing (50)
regular breaks for eating, sleeping, and other Intensity Reason FEAT is called for. Karma may
necessities. The following situations may reduce be added before the die roll, but in this case (and
the construction time: this case only!), the amount of Karma must be
• If the inventor (the character making the stated before the roll is made.
Reason FEAT) has a lab assistant, the
time is halved. This is an impossible FEAT if the Tech rank
• If the assistant has a Reason within one is more than one rank higher than the inventor's
rank of the inventor's, the time is modified Reason. After all of his effort, time,
quartered, rather than halved as and money, the inventor still cannot fathom the
described above. intricacies of this machine. Back to the drawing
board!
• If the inventor works non-stop with
only short breaks for food and rest, time
Even if the Tech rank is more than two ranks
is again halved.
lower than the character's Reason, this is never
• If the inventor has blueprints for the
an automatic FEAT. Everybody makes mistakes,
invention or a working model of a

The Ultimate Origins Book 290


even such brilliant scientists as Mister Fantastic If the Reason FEAT is passed, the device
and Doctor Doom. operates as planned for 1-10 rounds before
becoming useless. Depending upon the gadget, it
If the Reason FEAT is failed, the device does might explode, fuse solid, or simply fall to
not work and the inventor realizes he has missed pieces. If the inventor can salvage the remains,
a vital component—one special requirement is he receives a +1CS bonus on future Reason
added. The character must start again, but no FEAT rolls to duplicate the item.
Resource FEAT is required (except possibly to
get the new special requirement). Construction Karma for kit-bashed devices can be taken
time is the same as before, and a Reason FEAT from any source available to the inventor: his
must again be attempted. own fund; Karma pools he belongs to; Karma
that has been set aside for advancement; and
If the Reason FEAT is successful, the device Karma contributed by assistants.
works exactly as planned. Eureka!

Kit-Bashing

Sometimes it is crucial for a hero to come up


with a device right away if not sooner. The
solution is to start kit-bashing—using what
gadgets are immediately at hand to build
something that will save the day. In the Marvel
Universe, Reed Richards is the unparalleled
champion at kit-bashing items to rescue the
planet from peril.

Kit-bashing proceeds much like normal


inventing, but no Resource FEAT is necessary,
and construction takes far less time at the
expense of Karma. Every 10 points of Karma
spent reduce one day of normal work to one
round. For example, if a machine has a Tech
rank of Amazing (50), it takes 50 days to build
under normal circumstances. By spending 500
Karma points, the construction time is reduced to
50 rounds. Modifying Hardware

Kit-bashing may also be used to rush a Sometimes heroes don't want to build an
project to completion. Your character is on the entirely new device, but simply want to modify
fifth day of work on a robot-neutralizer device, an existing one. Modification is often less
which requires 10 days of construction time, but expensive than a full-scale project, and can be
Doctor Doom's robot army suddenly attacks! The used to smooth out the edges of inventions or
project can be completed in five turns by kit- improve them slowly.
bashing. However, if any part of the device is
kit-bashed, the entire machine is considered to Only one modification can be made to a
have been kit-bashed. device at one time. Adding blaster weapons and
a turbo-jet to your motorcycle is actually two
The inventor must still succeed at a Reason separate modifications; one must be done before
FEAT as described previously. If the roll is the other.
failed, the device does not function. Another
attempt may be made, but the construction time Modifications that alter abilities have a Tech
is the same, and Karma must be spent again. rank equal to the new ability rank. Each ability
Unlike standard hardware creation, a new special may only be added one rank at a time. If a hero
requirement is not added with a failure at kit- wants to increase the Body Armor rank of a
bashing. battle suit from Good (10) to Remarkable (30),

291 The Ultimate Origins Book


he must first modify it to Excellent (20), then If the amount of damage caused is less than
make a second modification to Remarkable (30). twice the device's material strength, it is
damaged and does not work, but the item may
Modifications that give abilities or powers still be repaired. Subtract its material strength
which the device did not already possess (such as from the damage done, and reduce its material
Flight for a battle suit) have a Tech rank equal to strength by the remainder. For example, if a
the power rank of the added feature. Remember machine with Remarkable (30) material strength
that powers not reproducible by modern suffers an Incredible (40) attack, it ceases to
technology have a minimum Tech rank of function and now has a material strength of
Monstrous (75). Excellent (20): 40-30 = 10; 30-10 = 20.

The Resource FEAT, construction time, and A device that has not been totally obliterated
Reason FEAT of a modification are all handled may suffer damage in addition to a loss of
exactly as for any standard invention. Failure material strength. Roll a FEAT against the item's
during modification stages may damage the lowered material strength:
original device as well, with individual results • White: All of the device's applicable
determined by the Judge. Modifications can be ranks are reduced by -2CS (except
kit-bashed. material strength, which has already
been lowered).
• Green: All of the item's applicable
ranks are reduced by -1CS (excluding
material strength).
• Yellow: One of the machine's applicable
ranks is reduced by -1CS (choose at
random; excluding material strength).
• Red: None of the invention's applicable
ranks is reduced (except material
strength, of course). If any of the
device's applicable ranks are reduced to
Shift 0, it is damaged beyond hope and
cannot be repaired. The pieces may be
salvaged for use in new inventions
along similar lines.

Damage to Robots

Unlike other devices, robots and their kin


(androids, cyborgs, synthezoids, etc.) have
Health points and suffer damage just like other
characters. Player character robots and artificial
beings (and some non-player character robots, as
determined by the Judge) are assumed to have
Damage self-repairing circuitry and other regenerative
systems that allow them to heal damage like
All devices have a material strength rank, normal humans and humanoids. This is a
which provides them the equivalent of Body standard rule, though some characters are
Armor. For a vehicle, material strength equals its exceptions; Misty Knight's bionic arm does not
Body attribute. When any device suffers damage have any regenerative capabilities, and must be
greater than its material strength, it immediately externally repaired whenever it is damaged.
ceases to function; robots are an exception, as
noted below. If it is a vehicle and is moving, it As an addition to the rules, assume that
crashes. If the amount of damage inflicted is two characters with the robotics skill can use that
times the item's material strength or greater, it is talent to administer first aid to a robot. This halts
utterly destroyed, damaged beyond repair, kaput. the Endurance loss of "dying" robots, including
those at Shift 0 Health. Robots receiving this aid

The Ultimate Origins Book 292


regain one rank of Endurance immediately (if Reprogramming
any were lost).
The construction of computers and robot non-
Long-Term Repairs player characters follows the same rules as for
constructing other types of devices. Such
A repair center (usually part of the inventor's machines are assigned Reason abilities, but
laboratory) is required to fix damaged machines, possess no creative thought or personality of
and can increase the healing rate of robots just as their own (player character robots and other
hospitals do for biological characters. The Tech synthetic heroes are the exception). The artificial
rank of the repair center determines its Resource Reason ability reflects the amount of stored
cost and its overall effectiveness. For example, a information the device has and the ease with
repair center of Good (10) Tech rank may be which it can access it. Computers are only as
used to make repairs at up to Good (10) rank— smart as the information they receive and
an Excellent (20) or higher rank mechanism accessing information or reprogramming a
could not be fixed here. computer or robot is simple if the proper
passwords are known. Passwords allow the user
Damaged machines are those that have lost to bypass any internal security programs. The
applicable ranks. If the Tech rank of the repair level of security of a computer or robot is the
center is at least two ranks greater than the Tech same as its Reason.
rank of the device, full repairs are possible
(assuming the controller successfully makes his
Reason FEATs). Otherwise, a repair center can
restore one rank at a time. A Green Reason
FEAT is attempted for each rank, using the
Reason of the repairperson or the Tech rank of
the center, whichever is less. Karma may be
added to the roll of a PC or NPC repairperson,
not a repair center. The Reason FEAT is the
same as for modifications, and must be
attempted for each repaired rank. Time is
measured in hours rather than days.

Repairs in the field may be made with a


successful Reason FEAT against the Intensity of
the original applicable rank. If a vehicle's
Excellent (20) Speed has been reduced to Good
(10), a character can make a temporary repair by
succeeding at an Excellent (20) Intensity Reason
FEAT roll. Repair time equals one turn per
applicable rank number. The vehicle's Speed in
the above example would take 20 turns to fix.
Only one rank can be repaired per attempt—it is
not possible to raise the vehicle's Speed from
Typical (6) to Excellent (20) in one repair
attempt. If the passwords are not known, taking
information from or reprogramming a computer
Field repairs last for 1-10 hours before or robot requires the character to succeed at a
shaking loose again. As a result of the jury- Reason FEAT against the Intensity of the
rigging, more damage is caused to the machine's Reason. The time required to perform
machine—the applicable rank ends up at one the procedure is equal to the machine's Reason
rank lower than that before repairs were made. In rank number in turns.
the previous example, the vehicle's Speed after
1-10 hours would be reduced to Typical (6). With the proper passwords, the device's
Reason is considered to be at -4CS for
determining the Intensity of the required Reason
FEAT. The time required to extract the

293 The Ultimate Origins Book


information or reprogram the machine is also considered to be lower when determining the
reduced by -4CS. The amount of time needed to Intensity of any Resource and Reason FEATs.
reprogram a computer or robot cannot be Thus, through magic, it is possible for inventors
reduced to less than two rounds (Feeble (2) to pass what would otherwise be impossible
Reason). FEATs. How much the time and FEAT Intensity
are reduced depends upon the inventor's magical
As an example, Reed Richards has captured a ability power rank:
Doombot that was attacking Four Freedoms
Plaza. It has Excellent (20) Reason, and Reed Magic
wants to reprogram it to attack its master. Reduction of Reduction of
Ability
Because he doesn't know the robot's various Intensity Time
Rank
passwords, Mr. Fantastic must succeed at an Fb (2) -1CS -25%
Excellent (20) Intensity Reason FEAT. With his Pr (4) -1CS -25%
Amazing (50) Reason and talents in robotics and
Ty (6) -1CS -25%
electronics, this is hardly a problem for Mister
Fantastic. The process takes him 20 turns to Gd (10) -2CS -25%
complete, and then the robot is sent on itsway— Ex (20) -2CS -50%
watch out Victor! Rm (30) -2CS -50%
In (40) -3CS -50%
Using Another Inventor's Creations Am (50) -3CS -75%
Mn (75) -3CS -75%
To successfully use a device invented by Un (100) -4CS -75%
someone else, the character must succeed at a
Reason FEAT roll, using the item's Tech rank as
For example, an inventor with Amazing
the opposing Intensity. Failure indicates the
magical ability could construct an Incredible (40)
character hit the wrong button, activated the
Tech rank item as if it were a Good (10) Tech
wrong system, pointed it in the wrong direction,
rank (for Reason and Resource FEATs) and
or caused some damage to the device. The Judge
complete it in 10 days.
should vary results according to the situation.
At Shift X (150) or greater magical ability,
A Reason FEAT need not be attempted each
the character is such a powerful sorcerer that the
time the device is used. Once a character
thought of spending time to invent technological
succeeds at the FEAT, it is assumed he or she
items is ridiculous. Such a character could
has "got the hang of it," understands the basic
probably create whatever he desired with no
function and workings of the device, and can use
need of technology.
it without additional risk.

Mixing Science and Sorcery

Doctor Doom's Reason is high and his


scientific resources are phenomenal, but his
talents in sorcery can sometimes lend a hand in
his inventions. When applied correctly, inventors
skilled in mystic arts can use magic to help them
pass the Resource and Reason FEAT rolls
involved in hardware building, drastically
reducing the total construction time of the item.

To combine magic with inventing, the


character must first succeed at a Yellow FEAT
roll against his magical ability power rank. If the
roll is missed, the inventor's magical abilities
cannot help him with that particular item. If the
roll is passed, construction time is shortened in
relation to the inventor's magical power.
Additionally, the device's Tech rank is

The Ultimate Origins Book 294


Appendix Four: Nobody Lasts Forever
But Death rarely has the last word on superheroes
MTS Note: While "being dead" is not really an origin, this article goes into detail about longevity, which
might be a power, but it definitely shapes the character's origin and background. Death simply tends to
lead to "rebirth" in the Marvel Universe, and if that is not an opening to change your origin, I don't know
what is.

This article was part of the Marvel-Phile, and If the character's powers are species abilities
was originally printed in issue #150 of Dragon or are the results of processes used on a number
Magazine. of beings, one post-mortem effect should be
sufficient for everyone in that group. The Judge
should be prepared to decide how
technologically produced superpowers are
affected if the deceased equipment still operates
after the death of its user or if such equipment is
damaged at the time of the user's death.

Post-mortem effects
Table 1 lists the various post-mortem effects
that might occur when a superbeing dies. Of
course, these effects may not apply if the
superbeing was merely a normal (if athletic)
human.

Let's think about the unthinkable, namely,


death and its effects on your hero's career in the
Marvel Super Heroes™ game. Death doesn't
usually change people physically. Oh, they don't
breathe, are no fun at parties, and have hygiene
problems, but on the whole, not much else
occurs to the recently departed. Superbeings are
a different case. Because of the powers that some
superbeings (or their superequipment) possess,
death may cause unforeseen events with the loss
of the deceased's conscious control.

You aren't likely to know what's going to


happen to your character if he dies. Even if you
do, you'll only have to deal with the aftereffects
once. NPCs are a different case; they can drop
like flies in tough campaigns. Judges should
determine postmortem effects beforehand,
especially if the current adventure has a high risk
of PC or NPC fatalities. The information should
be kept secret unless later events enable someone
to puzzle it out.

Since most PCs are unique individuals, post-


mortem effects can be specifically selected or
randomly determined for each superpowered
hero as appropriate. Simply roll 1d100 on Table
1 for random results.

295 The Ultimate Origins Book


Table 1 body. If those body parts are transplanted to
Post-Mortem Effects for Superbeings another being, the recipient gains the
superpowers inherent in those parts. For
1d100 Post-Mortem effect example, if the deceased had optical powers such
01-25 PM1/Total Loss as telescopic and microscopic vision, the
26-54 PM2/Reversion transplanting of those eyes to another might give
the recipient those powers. Such powers that
55-69 PM3/Partial Loss
remain decrease in rank as the body decays, but
70-84 PM4/Retention such decay halts if the parts are properly
85-91 PM5/Self-Direction transplanted or stored.
92-95 PM6/Self-Destruction
96-98 PM7Explosion PM5/Self-Direction: The body's powers turn
99-00 PM/New Power upon itself. Each power releases a final, full-
strength attack at the body. This flurry of activity
may destroy, transform, or otherwise alter the
PM1/Total Loss: The body retains none of the dead superbeing. If such self-directed attacks are
powers possessed by the deceased and remains of higher rank than the deceased's former Health,
physically unchanged. For example, when the body may be burned, disrupted, or even
Changeling died while impersonating Professor disintegrated outright. Afterward, the remains are
X, his body was locked into that form. inert and possess no remaining powers. For
example, if the deceased possessed a petrifying
power, the body may suddenly transform into a
rock statue.

PM6/Self-Destruction: The body's powers turn


upon itself. The deceased's power ranks are
totaled and converted into a self-destructive blast
of equal rank. If the blast is of higher rank than
the deceased's former Health, the body is burned,
disrupted, or disintegrated. For example, when
the android Hyperion died, his body dissolved
into protoplasm. However, no matter how
destructive the blast, its effects do not extend
beyond the body. The nature of the self-
destruction should be characteristic of the
deceased's body or powers if possible.

PM7/Explosion: The body's powers erupt in a


PM2/Reversion: The body retains none of its single explosion as the body spontaneously
superpowers. It also reverts in death back to the detonates. The deceased's power ranks are added
deceased's original form. Werewolves are an together and converted into a single explosion of
example of this. equal rank. For propriety's sake, let's assume that
organic beings completely disintegrate with little
PM3/Partial Loss: The body loses some mess. Robots, cyborgs, and inorganic parts
superpowers and retains others. Generally, those become shrapnel. If the deceased was
powers that required a conscious mind in order sufficiently powerful, his death could mean the
to operate are lost, while those powers that are a demolition of large parts of the countryside or
function of body structure remain. For example, even the planet. Again, the nature of the
a dead Armadillo would still have an armored destruction should be characteristic of the
hide and claws. deceased's body or powers.

PM4/Retention: The body retains its PM8/New Power: For reasons unknown, the
superpowers, though it is, of course, unable to death trauma causes the deceased's existing
use them unless converted into a zombie or powers to transform into a new power. The
animated by a possessing life force. Some power is selected at random and may have
powers are localized in particular parts of the nothing to do with the previously existing

The Ultimate Origins Book 296


powers. The body emits this new power Sometimes conditions transplant the
uncontrollably, much like a isotope emitting deceased's life force into a new body. These
radiation. The body is not immune to this power; body transplants. give the hybrid a combination
if the new power is destructive, the body soon of the life force's mental or magical powers and
disintegrates and the power ceases to function. the body's physical powers. For example, Walter
However, if the power is useful or even valuable, Langkowski (formerly the orange-furred, male
the deceased may become a valued commodity. Sasquatch) was restored to life in the whitefurred
In the rare event that this new power somehow Sasquatch form that was once Snowbird's body.
negates death, the character rises like Lazarus Langkowski thus retained the ability to transform
from the tomb. between the white Sasquatch form and a human
body, but that body was Narya's female form.
A Question of Resurrection (Fortunately, that little oversight has since been
corrected.)
In comic books and their role-playing
systems, death is reversible. Beside its obvious
effect on the character, what effects does revival
have on his powers? The answer is: any effect. It
depends on what killed the being the first time,
what happened to the body, and how revival
occurred. The Judge should decide which of the
following states applies.

Physical resurrection occurs when the body is


returned to at least minimal Health and a life
force is restored or developed. If the body is
restored to the same condition it had during its
superpowered phase, such powers most likely Resurrection as Remodeling
reappear. If the body is restored to a pre-super
state (for example, a dead Thing being revived as Resurrection is a handy way to alter or
a mid-20s Ben Grimm), such powers might not redefine a superbeing.s powers. Superpowers
reappear. Of course, the potential for later result from a complex interaction between a life
development of powers remains (the revived Ben force, a physical body, and (perhaps) external
would still have his potential for mutation). forces. Death, even as a temporary state, alters
Mental powers may reappear if they were a the equation. Players and Judges should agree on
function of the physical structure of the brain or the overall effect the resurrection will have on a
if the original life force returns. Superbeing's powers. Examples include:
• Retain the same powers but generate
If the deceased is cloned, you must consider new ranks for them;
whether the deceased's powers were genetic in • Trade randomly selected powers for
nature. If the powers were not genetic, the clone new powers;
is assumed to be the same as the deceased's pre- • Throw out all powers and generate new
super form. If they were a function of the ones;
deceased's genetic code, the clone may be • Alter the ranks of a randomly selected
physically the same as the superbeing's original number of Physical Abilities;
superbody. Powers that were based on later • Keep only mental and magical powers
mutation or modification are not necessarily (if this is a new body);
present in the clone, but the potential is there for • Keep only physical powers (if this is a
recreation of those missing powers. For example, new life force);
a clone of Ben Grimm would be human, but • Combine old powers into new hybrid
exposure to gamma radiation might make the forms; or
clone orange, rocky, and superstrong. • Add powers resulting from the means
If the clone is possessed by the original's life used to resurrect the deceased (for
force, mental or magical powers will probably example, bionic implants to maintain
reappear, although the clone may have initial the restored life force may possess
difficulty in using familiar powers in an additional abilities).
unfamiliar body.

297 The Ultimate Origins Book


Table 2 Table 3
Apparent Ages of Long-Lived or Immortal Actual Ages of Immortal or Long-Lived
Superbeings Superbeings

Die Roll Apparent Age (Years) Die Actual Age (in


Birth Era
01-07 Baby (under 2) Roll Years)
08-14 Child (2-11) Modern industrial
01-06 Under 100
15-29 Teen (12-19) era
30-58 Young adult (20-40) 07-39 100-500 Post-Renaissance
59-80 Middle age (41-60) 40-67 501-1,500 Dark Ages
81-94 Old (61-80) Ancient, post-Ice
68-88 4001-10,000
95-00 Very old (81+) Age
Cro-Magnon, Ice
89-94 10,001-100,000
Immortality and Longevity Age
100,001-
95-97 Primitive man
Now that you're depressed, let's deal with 10,000,000
powers that help your PC avoid that unknown 10million-5 Various prehistoric
98-99
country from which few explorers return. billion eras
Before Earth was
00 5 billion +
P21/Immortality: The Player's Book of the created
Marvel Super Heroes Advanced Set deals with
this power. However, you might want to know a When creating a character with this power,
few details, such as how old your pet immortal you need to determine both the actual age of the
appears (Table 2) and how old that being PC (Table 2) and his apparent age (Table 3). In
actually is (Table 3). Later, we'll also consider the case of the recently born (those under 100
what happens if an immortal becomes mortal. years old), the apparent age should be middle age
or younger; otherwise, how would you know the
P22/Longevity: Adam Sonfield, a Marvel Super hero was long-lived?
Heroes game player, reminded me that a greatly
increased lifespan is not necessarily the same as The total lifespan of someone with Longevity
Immortality. Longevity does not automatically is determined by his power rank. The power rank
include immunity to disease, aging, or bodily number is cubed, then multiplied by 70 years
destruction, and someone with Longevity merely (current average human life expectancy) to
has a greatly increased but finite lifespan. generate the probable lifespan of the being in
question (see Table 4). For beings with other
lifespans, multiply the modifier in Table 4 by the
lifespan common to that race. For example, a
field mouse with Typical Longevity could reach
an age of 216 years.

In such cases where the actual age of a hero is


greater than his expected lifespan, assume the
character was either affected by a process or
event that further increased his lifespan (for
example, being a time traveler) or that he is
aware that his remaining days are few in number.
In either case, this extension can lead to all sorts
of plot complications. Is the character trying to
complete a final task before dying? Is he trying
to do something to prevent death and renew his
as-yet unexplained extension?

Remember that a long life expectancy


includes no guarantee of actually living that
long. PCs are still prey to accidents For example,

The Ultimate Origins Book 298


consider the case of a mad scientist who, having depending on the circumstances and the Judge's
just completed a process that gives him a discretion.
potential lifespan of thousands of years,
promptly trips on a power cord and dies of a Aging and death: The character rapidly ages to
fractured skull. his true age. The shock tends to be fatal,
especially if the character's actual age is more
A character's Longevity rank can be added to than twice that of his normal life expectancy.
his Endurance rank when determining the effects Rapid decomposition occurs in 1-100 turns; the
of disease on a long-lived PC. remains attain a state similar to that of a normal
body the same age as the recently deceased's
Table 4 actual age. Bodies under 4,000 years old are
Life Expectancies of Long-Lived Superbeings mummified; those up to 10,000 years old
become skeletons, and those older than that
Life Expectancy collapse into dust. If the power is restored to an
Rank Modifier immortal's remains, the immortal can eventually
(Years)
FE (2) 8 560 return to life (traditional vampires are an
PR (4) 64 4,480 example of this). Longevity-powered characters
require aid from such powers as Resurrection or
TY (6) 216 12,120
Self-Revival before they can regain their
GD (10) 1,000 70,000 previous physical conditions.
EX (20) 8,000 560,000
RM (30) 27,000 1,890,000
IN (40) 64,000 4,480,000
AM (50) 125,000 8,750,000
MN (75) 421,875 23,531,250
UN (100) 1,000,000 70,000,000
Shift X
3,375,000 236,250,000
(150)
Shift Y 125
560 million
(250) million
Shift Z 125
8.75 billion
(500) million
The player should also determine the
C1000 1 billion 70 billion
Character's aging rate. Does he age in a steady
C3000 27 billion 1,890 trillion but incredibly slow rate? Does he suddenly gain
C5000 125 billion 8,750 trillion a year's worth of aging once each century?
Although this information might have little game
Normal life: Character is now a normal use, the information will help flesh out your PC's
individual of his apparent age with a normal life long life story or give motivation to long-lived
expectancy. If the power can be later restored NPCs machinations.
before a natural death occurs, he continues living
on as if little had happened. If death occurs Quick Exits
meanwhile, an immortal might still resurrect
himself if the power is restored to his remains. But what happens to an immortal or long-
lived character if that power is removed or
Sudden aging: The character rapidly ages to his negated? Roll 1d100 on Table 5 for the answer.
true age but doesn't necessarily die. A character
whose age exceeds his normal life expectancy Table 5
withers to a mummy like state. If his age exceeds Aftereffects For Loss of
four times his normal life expectancy, the Longevity/Immortality
mummy is apparently lifeless. Consciousness
remains, though, and "the mummy" is free to use
1d100 Effect
its other powers as best it can. If the Longevity
or Immortality power is later restored, the 01-40 Normal life
character might regain his previous appearance, 41-60 Sudden aging
61-00 Aging and death

299 The Ultimate Origins Book


Appendix Five: Origin of Power
MTS Note: I have always loved this snippet of the UPB. Not only is it a great tool for some players who do not have
the greatest imaginations, it is also useful for when you make up characters “on the fly”, and do not have as much
time to put a lot of thought into your character, their background, and how they got their superpowers. A book
about Origins would simply not be complete without this section.

This material was originally printed in "The Ultimate working out at all like the plans said it should; the
Powers Book" by David E. Martin. Powers Steve has manifested are entirely unexpected.

Example 2: Bruce rolls a 15 for Physical Form


Other Demihuman, and a 34 for Origin, Endowment.
Bruce has a fondness for beams, which leads him to
make his character a Ursinoid. He doesn't want to
have to come up with an entire racial background for
his character, tentatively called Ursus, and chooses
the second option for Origin. Ursus began life as a
normal teenager in Charlottesville, Virginia. While
wandering through the woods one night, the boy
encountered a crippled UFO piloted by small bear-
like beings. The boy tried to assist the bears, who
transformed him into a form more capable of
performing the repairs they needed done. The alien
Now that you've determined what your character bears completely forgot about returning their helper
looks like, the next question is how did he get that to his original form before they left.
way? More importantly, how did he get the Powers
that set him apart from mortal men (or cyborgs or
centaurs or kitty cats)? This is the stage where you
determine the Origin of Power. There are 11
possibilities here, each one a single event in your
character's life that transformed him/her/it into a
Super Hero.

The player can interpret the Origin two ways. The


first way assumes that the character has always had
approximately the same Physical Form that he now
possesses. In that case, the Origin is the event in
which his Powers first appeared. The second way of
interpreting the Origin is to assume that the character
began life as a perfectly Normal, Human, say a kid
from Euclid, Ohio. In that case, the Origin was an
event that not only gave him Power, it may have also
drastically altered his Physical form.

Example 1: Ken rolls a 78 for Physical Form, a


Mechanically Augmented Cyborg, and a 58 for
Origin, Technical Experiment. He interprets this to
create Steve Piano, a man who has volunteered to be
a test subject for a new weapons system his company
has developed. The system is surgically implanted
within Steve's body. Since the implantation is
experimental, the lab wants him to retain the implant
for a time while they study its effects on him. What
they aren't telling Steve is that the implant is not

The Ultimate Origins Book 300


To determine the Origin of Power, roll percentage whose possession gives the hero Power (Black
dice once and compare the results with the following Knight, Vindicator).
table.
Technical Mishap: The hero was caught in an
Die Roll Origin experiment or procedure gone awry, with the result
01-10 Natal that the hero gained Powers that were totally
11-20 Maturity unexpected. Such freak conditions cannot be
completely duplicated, although they can be
21-30 Self-Achievement
simulated. Simulations produce slightly different
31-35 Endowment results, though. Cloak and Dagger are examples of
36-50 Technical Mishap Mishap Origins. The late Sasquatch was an example
51-60 Technical Procedure of a Mishap Simulation, from trying to recreate the
61-65 Creation Gamma Blast that created the Hulk.
66-76 Biological Exposure
77-87 Chemical Exposure
88-98 Energy Exposure
99-00 Rebirth

Natal: The hero-was born in the Body Type he


has, and possessed all his Powers from birth onward
(although learning to control them took time). Note:
If a character is a Cyborg, he was severely deformed
at birth and required immediate emergency medical
and scientific aid.

Maturity: The hero gained his Powers sometime


after reaching adulthood. Powers may have begun
manifesting themselves sporadically during
adolescence, or even childhood, but full control
wasn't achieved until maturity. Most Random
Mutants are in this class.

Self-Achievement: The hero actively sought out a Technical Experiment: The hero was the subject
means of giving himself Power. He developed the of a controlled scientific or magical experiment.
methods, procedures, equipment, or whatever permits Assuming that all the factors are reproduced, such a
him to possess Power. This could be through Technical Experiment should be “able to produce a
scientific endeavors (Henry Pym/Ant Man), arcane steady supply of super powered heroes.
study (Dr. Strange), or physical training (iron Fist). Unfortunately, the geniuses behind such experiments
Anyone can gain Powers similar to the hero's by often leave inadequate notes; if something happens to
following this special training. the genius, the experiment is irreproducible. Dr.
Reinstein, for example, never really wrote down the
Super-Soldier Formula that transformed Steve Rogers
into Captain America. Attempts to recreate it
produced the Infinity Formula that has the simpler
effect of increasing the subject's Health, Endurance,
and lifespan.

Creation: The hero was born in the form he now


has, that of an adult who possesses Power and/or
whatever the Body Type is. Most of the Artificial
Endowment: The hero was given his Power by Body Types belong in this class. Examples include
another being. This includes such diverse situations the android Human Torch, all robots, angels, demons,
as being transformed (Tigra), being charged with and deities.
Power (the Power Pack kids), and acquiring an item
Biological Exposure: The hero gained Power after
exposure to a special lifeform or a substance secreted

301 The Ultimate Origins Book


by that lifeform. Werewolves and Bio-Vampires are Marc Spector/Moon Knight and Arthur Douglas/Drax
common examples of this. Normal Humans are the Destroyer.
transformed into those kinds of beings after being
bitten by another Werewolf or Bio-Vampire. The
hero can also gain Power from an experiment using
bio- chemicals. For example, the late Whizzer gained
his Power after consecutive injections of cobra
venom and mongoose blood.

Chemical Exposure: The hero was transformed by


exposure to an exotic element, compound, or
mixture. This substance can be inhaled, ingested,
injected, or just placed next to the hero for it to affect
him. The chemicals involved in these incidents react
in random ways with the hero's genetic structure and
produce unique results. If another person is exposed
to the same chemical, the results may be different or
fatal. Madcap is an example of this.

Energy Exposure: The hero was exposed to a


special form and Intensity of energy— anything out
of the ordinary will do—and turned into his present
self. Most of the Marvel Super Heroes from the early
1960s are examples of this. The Fantastic Four, the
Hulk, and Daredevil, for examples, all received
Powers after being subjected to hard radiation.

Rebirth: The hero was once a perfectly ordinary


person. Then he died. Something happened to him
that destroyed his old body and gave him a new one,
complete with Power. Examples of this class include

The Ultimate Origins Book 302


Appendix Six: Overcoming Obstacles
MTS Note: I am not suggesting to add Physically Limited as an origin, but this article works well to give
Players and Judges a chance for unique role-playing situations, as well as making combat a little more
interesting. When I Judge, I would be more then happy to work with a player wanting to make a physically
limited character to ensure the negatives are balanced with benefits.

This article originally appeared as part of the Overcoming Handicaps


ongoing Marvel-Phile series, issue #195, and
was written by Justin Mohareb. It is possible to run a hero who is not
functioning at 100% capacity. There are many
powers or gimmicks that can be used to help get
around physical handicaps. A simple hearing aid,
a robotic servitor, a suit of cybernetically
controlled armor, a telekinetic power, or magical
spells could be used to negate or counteract
handicaps. Cybernetic limbs could be used also.
Some heroes, like inventors and psychics, do nor
engage in physical combat often, so physical
handicaps would be less of a hindrance to them.
A psychic could be deaf, and "hear" by reading
thoughts directed at him, or he could be able to
communicate by true telepathy.

Many gamers think the only super-heroes


worth playing in a role-playing game (RPG) are
the huge invulnerable, muscle-bound types. They
find the idea of playing a handicapped hero
somewhat offensive.

Fortunately, the comics do not share this


attitude. There have been many heroes who were
in one way or another handicapped. Thor, in his
former guise of the mortal Dr. Donald Blake, had
a lame leg. Professor Charles Xavier has been
confined to a wheelchair for most of his years as
the X-Men's mentor. Psylocke was blinded, and A magic-using or mentalist character could be
later given cybernetic eyes. Daredevil is blind. unable to walk, or could be paralyzed, unable to
Hawkeye is, as a result of an earlier adventure, move at all. This hero still could adventure in her
almost deaf with out his hearing aids. Silhouette astral form, however. It would be downright
of the New Warriors uses crutches. Bushmaster, interesting to have a character whom the others
like Donald Pierce of the Reavers, was a would never see in a solid form, but only in an
quadriplegic who used cybernetic limbs to amorphous mist resembling a human body.
replace his own in Bushmaster's case, cybernetic Imagine the character assuming she is immune to
arms and a Snake's lower body. Artie from the physical attacks, but then having to fight a
Exterminators cannot speak, so he uses his gaseous vampire, or the astral form of an
telepathic projection power to communicate. The opposing mage or psychic. A wheelchair-bound
creator of the Box armor, Roger Bochs, had no villain can still be an excellent mastermind, and
legs, so he designed his armor to grant him from the chair he may control various death
mobility traps. Imagine an evil genius, trapped in an iron
lung, who controls robotic replicas of the heroes
to ruin their reputations by robbing banks, etc.
Perhaps he hires other villains to do his dirty
work for him. Remember Silvermane, the

303 The Ultimate Origins Book


Maggia leader who fought Spider-Man and have it soldered back on. Donald Pierce would
Cloak and Dagger? He ruled his criminal empire be missing an arm right now (if he wasn't
from a bed, and even when the heroes found him, already) due to the attack Wolverine made on his
he was still able to protect himself. Later, his extremity in the battle with the Hellfire Club
brain was placed in a cybernetic body that let several years ago. A cyborg might also be
him mix it up with them directly. immune to the stunning or extra damage effects
of certain martial arts due to the lack of nerve
centers in their cybernetic limbs

Role-Playing Handicapped Heroes


The Judge could use handicaps as a role-
playing tool. A character could find it imperative
to see the mayor, but she cannot enter City Hall
because she cannot get up the steps in her
wheelchair and there is no handicapped-access
ramp. Using public transportation, going
shopping, or even making a phone call can be
difficult for many handicapped persons due to
problems of accessibility Perhaps the hero is in
the vicinity of a criminal trying to escape from
the police. A deaf hero couldn't hear the police
sirens. A hero in a wheelchair probably couldn't
chase the criminal down a busy city street and
Benefits for Handicapped PCs catch him. Scenarios even can teach the players
about what it is like to be handicapped in
Why would a player want to play a character Today's society Don't get too preachy about this,
with a physical handicap? One reason is that the though, and don't do this too often so as not to
Judge might allow bonus Karma points for good completely frustrate the character. Maybe the
role-playing. Another reason is that they could handicapped hero can later work to improve
simply be forced to do it. A better reason is that accessibility for all handicapped people.
the Judge allows a +1CS to a certain ability or
superpower. (Bonus points could be awarded
during the character-creation process, if the game
system you use has that feature). For example, if
Charles Xavier was a starting character, then he
would have been given a +1CS to his mental
abilities to compensate for his handicap.
Daredevil may have, in response to his
blindness, been given a +1CS or +2CS bonus to
his Intuition ability, or perhaps was given sonar
as a bonus power. Penalties for blind characters
engaged in combat without some sort of
compensation could be the same as the penalties
for fighting in darkness, as given in the Marvel
Super Heroes™ Advanced Set Judge's Book.

There may be unforeseen benefits to a


physical handicap if the Judge is imaginative.
How often has some villain tried to use a
hologram, illusion, or some blinding tactic on
Daredevil? Hawkeye was immune to Angar the An excellent adventure could be built around
Screamer's and Screaming Mimi's sound-induced a character who hears that there is an NPC
hallucinations because he couldn't hear the capable of removing or curing his handicap. This
sounds. Cyborg of the Teen Titans never has to can lead to the character being healed by magic,
worry about losing an arm because he can simply

The Ultimate Origins Book 304


enemy hears of the hero's potential cure and
kidnaps the NPC before the hero can be cured.
The hero will then have a very keen interest in
working to rescue the NPC.

Whatever you do, don't make it too easy. As


always, the characters should have to fight every
step of the way to achieve their goals. Say
Doctor Doom wanted a plastic surgeon to repair
his face. Suppose one of the characters wanted
this same surgeon to do a similar service, or that
one of the heroes is the surgeon and Victor Von
Doom appears in his waiting room one day.
Ideas are starting to simmer, aren't they?

Running a handicapped hero can lead to some


intense role-playing and a good deal of
imaginative power use. Don't hesitate to try such
a character in your campaign as a PC (or an NPC
if you're a GM). You may be more surprised at
regeneration, or some type of cloning. Or, the what you can do than what you can't.
hero could arrive to find his potential benefactor
dead in the snow, and have to avenge his death
and retrieve the magical scroll or medical notes
containing the potential cure. Perhaps an old

305 The Ultimate Origins Book


Appendix Seven: Weakness Generation
MTS Note: Weaknesses are as much a part of a character's origin/background as are their powers and 'race' in my
opinion.

This material was originally printed in "The Ultimate convert a Fatal Weakness to an Incapacitating
Powers Book" by David E. Martin. Weakness.

Rice Roll Stimulus


01-13 Elemental Allergy
14-18 Molecular Allergy
19-43 Energy Allergy
44-68 Energy Depletion
69-81 Energy Dampening
82-94 Finite Limit
95-00 Psychological

Dice Roll Stimulus


01-50 Power Negation
51-90 Incapacitation
Everybody has an Achilles' Heel, a weakness that 91-00 Fatal
can really mess up his day. The nature and severity of
the weakness varies with the individual, race, or Dice Roll Duration
class. Normal Humans have so many we don't even 01-40 Continuous with Contact
think about them, aside from heeding such warnings
41-60 Limited Duration with Contact
as "Poison" or skull-and-crossbones symbols.
61-90 Limited Duration after Contact
A Weakness is a cause-and-effect situation. A 91-00 Permanent
specific stimulus causes the Weakness to appear. Its
effect is what actually occurs to the hero as a result of
being exposed to the stimulus.

The final consideration is the duration of the


Weakness. This is the length of time the hero is
affected.

Okay, why should you, the player, even pay


attention to this section? As I said, everyone has a
weakness. For Normal Humans, the standard stimuli
are Elemental Allergy, Molecular Allergy, and
Energy Allergy with Fatal Effects. Superpowered
heroes possess an enhanced resistance to all of these
stimuli but retain a special Weakness to a specific
stimulus. Normally, the effect is limited to Negation
and Incapacitation, but if the hero possesses any
Power with a rank exceeding Remarkable, there is a
possibility that a Fatal Weakness exists.

To determine cause, effect, and duration, the


player must make three separate percentage-dice
rolls, one for each factor. If all of the hero's Powers
are of Remarkable rank or lower, the player can

The Ultimate Origins Book 306


this is done by using his Powers. If the hero is
Stimuli somehow prevented from using his Powers, the
energy begins to do internal damage. Finite Limit:
Psychological Weakness: A specific event, condition, All of the hero's Powers have a finite number of
or mental state has an adverse effect on the hero. This times they can be used. This is determined by a
Stimulus directly affects the hero's mind; any second, independent Power rank roll; this rank
resulting physical damage is psychosomatic in nature. number is the number of uses remaining for that
That is, any physical damage results are due to the Power. When a Power is depleted, the hero suffers
hero's instinctive belief in those results. the Effect. The Judge can determine how such
Powers can be recharged.
Examples include being physically bound, even if
the hero could normally snap the binding material;
facing a foe covered in a specific color; or feeling
extremely confused.

Psychological Weaknesses can be temporarily


overcome by an Unearthly Intensity Psyche FEAT.
They can be permanently overcome by a Shift Z
Intensity Psyche FEAT.

Elemental Allergy: The hero suffers adverse effects if


he is exposed to a specific one of the hundred-odd
elements. This Allergy only occurs if the element is
present in a pure state and in an accumulation of at
least one ounce. If the element is combined in a
molecular state or is in insufficient quantities, no
Effect occurs. The element must be within 20 feet of
the hero for it to have any Effect.

This allergy can be overcome by physically


insulating the hero from the element or by increasing
the distance between them.
Effects
Molecular Allergy: This is similar to Elemental
Allergy. A specific compound causes the Effect. Power Negation: The hero's Powers cease to function
Common examples include water, wood, and when the hero is within 20 feet of the stimulus. The
Adamantium. hero's Primary Abilities are also affected; these drop -
1CS per 10 turns until a minimum rank of Typical is
Energy Allergy: The hero suffers when he is exposed reached for all of them. If the. hero is beyond the 20
to a specific form of energy. This can be any foot limit but tries to use his Powers to affect the
wavelength or Intensity of energy found in the Stimulus, certain uses of Power automatically fail.
Energy Emission and Energy Control sections of this Any Power that directly acts on a target cannot affect
book. Sunlight is a common example of Energy a Stimulus. Only Powers that indirectly affect the
Allergy, particularly when dealing with supernatural Stimulus succeed, such as using brute force to lob
beings. missiles at the Stimulus.

Energy Depletion: The hero has a finite energy Incapacitation: The hero becomes physically ill after
supply that permits him to manifest Power. This exposure to the Stimulus. Beginning with the initial
energy must be periodically renewed by means of contact, the hero loses one point of Health per turn.
rest, food, Energy Absorption, Energy Vampirism, or This loss continues for the Duration of the Effect.
simply making contact with a source of that energy. However, the loss stops when Health reaches zero;
If the hero's energy level drops too low, dire Effects this Effect does not directly kill the hero. The hero
result. retains his Powers but finds it harder to use them as
his condition worsens.
Energy Dampening: The hero has the problem of
having to release the energy pent up within himself;

307 The Ultimate Origins Book


Fatal: As in the above, the hero gets ill after the Permanent: The Stimulus does its full damage to the
initial exposure to the Stimulus. However, the Health hero, even when exposure to the Stimulus has been
loss does not stop at zero. Death will eventually interrupted. In this case, the Stimulus sets off a bodily
occur if Health and (subsequently) Endurance drop to self-destruction sequence that must continue to its
zero during the Weakness Duration. The hero can be full extent. In the case of Power Negation, the hero's
revived if proper medical attention is given, but only Powers are permanently lost. Incapacitation results in
after his Health and Endurance have both reached the hero reaching zero Health points and lapsing into
zero. a coma lasting 1 -10 days. After that time, he may
regain his Health at the normal rate. Fatal results in
Duration the death of the hero as both Health and Endurance
drop to zero. The hero can be revived, however, and
Continuous with Contact: As long as the hero will eventually recover if revival occurs.
remains within the effective range of the Stimulus,
the Effect continues. When the hero is insulated or Heroes and villains should do their utmost to
moved away from the Stimulus, the Effect prevent anyone except their most trusted companions
immediately ceases. Lost Health points are returned from learning the nature of their Weakness. Barring
at a rate of 2 per turn. If death has occurred, the hero that, the hero should try to find ways to avoid the
now has the possibility of being revived. Stimulus or circumvent the Effect.

Limited Duration with Contact: The Effect begins Players and Judges should work together to
immediately upon contact with the Stimulus. develop a playable Weakness. The more Powerful the
However, the Effect only functions for a limited character, the more common the Stimulus should be.
amount of time. After that time elapses, the hero is For example, when I was testing the character
assumed to have either built up a temporary generation system set out in this book, I rolled up a
immunity to the Stimulus or the Stimulus has character I named "Godling." Godling was a Normal
discharged its Effect. In either case, the Stimulus Human who had been Reborn into an Entity of Great
cannot further affect the hero. Duration is 1 -100 Power. He possessed 30 different Powers, but had
turns after initial Contact. The Judge makes a random one tragic flaw. Magnetism completely negated his
die roll to determine this. Powers. (He spent all his days and nights trying to
escape Earth's gravitational Pull.)
Limited Duration After Contact: The Effect is
continuous with Contact and also lasts for a limited The Nemesis Power can be used to simulate
time after the hero is no longer exposed to the Stimuli, but this should be used as a last resort.
Stimulus. Duration is 1 -100 turns after the hero's Judges who do this should be penalized by the
contact, with the Stimulus is broken. The Judge may players. (I suggest withholding munchies for the next
either randomly determine this or develop his own month—KM)
criteria.

The Ultimate Origins Book 308


This section is comprised of various Fan-Written material that while it might not qualify
as an Origin, is definitely useful in shaping your character.

309 The Ultimate Origins Book


Appendix Eight: Advantages and Drawbacks
MTS Note: Originally it was luck this Appendix made it into the book. Red Jack’s website is gone, and
cannot be found by archive.org. Luckily I had a copy I printed out years ago. Then, while looking over
other material, I found a similar list on Phantom’s website. They had many of the same things on the list,
but each one had items the other did not. This Appendix is a compilation of both lists.

All credit for this section goes to Red Jack and any item through a successful Intuition Check.
Phantom. Any attempt to persuade another character
receives a +1CS if the character has had an
http://home.att.net/~Red-Jack.htm
opportunity to exercise his/her ability (wining
http://fortunecity.com/underworld/stunt/16/marvel.html and dining subject, engaging in clever
conversation).
System
Sadly, neither source defined how to use
these rules. I decided to create this foreword to
explain the system to those who might be
unfamiliar with rules of this type.

Advantages and Drawbacks exist in many


gaming systems. Shadowrun calls them Edges
and Flaws, White Wolf calls them Merits and
Flaws, etc… Basically they are typically used as
a tradeoff of weaknesses and advantages.

Though inference of some of the advantages


in this article, Advantages cost Karma to Genius (-30): A character with this advantage
purchase. Character can spend their initial Karma may build things that are not of this world/time
to buy Advantages, and or take Drawbacks to (teleporters, time machines, force fields).
gain enough points to buy the Advantages they Without this advantage these things cannot be
want. As always, check with your Judge to see if built.
they want to use this system in their game, how
they want to use this system in their game, what Gift of Gab (-20): A character with this
advantages and drawbacks are allowed, and what advantage is a master of verbal interplay.
the maximum points you are allowed to take in Whenever such a character successfully talks to a
advantages and drawbacks is. person he gets a +2CS.

Advantages Headquarters (-10 or -20): A character with


this advantage begins his/her career with a
Area knowledge (-20): A character with this serviceable headquarters. The character must
advantage has a thorough knowledge of the choose the extent of the headquarters at the time
terrain and landmarks of a specified area. This of purchase: Confined or Expansive.
Area must be specified when the advantage is
purchased, and may be no larger than city-sized. A Confined Headquarters is a small
This may be purchased more then once. (approximately 400 sq feet or less) building,
apartment, or rented space. A secret room in the
Attractive (-15): A character with this character's apartment is a confined HQ. This
advantage gains a +1CS to any Persuasion costs 10 Karma.
attempt made against the opposite sex.
An Expansive Headquarters is a well-hidden,
Connoisseur (-5): A character with this vast (1500+ sq feet) complex located in an
advantage has appreciation and knowledge of isolated, difficult to reach area. The Batcave
life's finer things. A connoisseur can appraise would be an expansive HQ. This costs 20
Karma.

The Ultimate Origins Book 310


Hideaway (-15): You are in sole possession of a Lighting Reflexes (-20): A character with this
safe house that nobody else nobody else knows advantage possesses lighting quick reflexes and
about. The house has poor facilities, but can reaction times. Possession of this advantage
support you for weeks at a time. This is the ideal allows a character to add +1 to any Initiative roll.
place to lie low or to keep someone safe.
Luck (-15): A character with this advantage is
Hyper-Tooling (-20): Whenever a character unusually lucky. Once per adventure, the
builds or repairs a piece of equipment, it is character may invoke this advantage to gain a
assumed that the character has sufficient +3CS to his roll, or to inflict a -3CS to their
facilities (i.e. a lab, garage, secret lair, etc…). A opponent's roll.
character with this advantage does not
necessarily need these facilities. The character is Mentor (-15/-25): you have another person or
good with his hands and may even build tools as entity coaching you. You can turn to your
he needs them. This lengthens work time and mentor for help and advice. The advantage is
lowers quality, but makes some things possible worth 15 points for a normal person and 25
that would otherwise not be. points for a retired superhero/powerful entity.

Example: Joe Fix-It with this advantage can Miscellaneous Advantage (Variable Cost):
build a jetpack in a junkyard with no tools, This is a catchall category for any advantage that
however he would need a lab or garage to build doesn't fit into any other heading. You will have
the jetpack without this advantage. to work out exact point values with your Judge
for things. Example include:
Insta-Change (-5): A character with this power
can switch into costume instantly as opposed to Advantage Point Cost
spending two rounds changing clothes. Being Jimmy Olsen's Pal -1 point
A minor, ineffective animal
Intensive Training (-20): A character with this -5 points
companion
advantage has spent a lot of time training, and as
Membership in Young Justice -5 points
such gains discounts when raising abilities and
powers. When raising abilities, instead of each A discreet butler/chauffeur -10 points
point costing 10 times the current rank and 400 Membership in Titans -10 points
for cresting into a new rank (TY to GD), a A mysterious guardian angel
-20 points
character with this advantage spends 6 times the helps you from time to time
current rank and 300 for cresting. When raising Membership in JLA -50 points
power ranks it costs 15 times the current rank
and an additional 400 for cresting. Perceived Weakness (Cost is the value of the
drawback used): For some reason the general
Iron Nerves (-20): A character with this public sees you as having a weakness you do not
advantage is unusually resilient to fear and fear have. This will result in villains using methods
based attacks as well as intimidation attempts that will be futile against you. Eventually villains
made against him. This character receives a will get wise to this, but this advantage gives you
+2CS in such situations. a break on the first encounter. For example:
Because the silver age Green Lantern (Hal
Jordan) could not affect yellow items with his
ring, sometimes people think that the current
Green Lantern (Kyle) has this weakness too.

Popularity (-20): A character with this


advantage is very respected among the citizens
and media. A character with popularity receives
a +2CS on any Persuasion roll within reason.
Aliens just landing don't know your character,
and neither Lex Luthor nor the Kingpin would be
impressed.

311 The Ultimate Origins Book


Power Boost (Variable Cost): Under certain figure will avoid any conflict that might
circumstances, your hero will be able to use a seriously hurt him.
power at higher ranks that he/she has listed. The
value depends on how easy the condition is met Burnout (+15): Your hero has a problem with
and how many column shifts you get. For one of his powers. Due to fatigue or other causes
Example: My electric blast doing +1CS damage your character can only use one of his powers for
(small gain), when near power lines (easy a certain time before it burns out. When a hero
condition to meet), might be worth 10 points. uses a power roll an Endurance FEAT. Failure
on the roll causes the power to lose -1CS. For
Scholar (-10): This character has devoted a great every 10 minutes spent resting the character may
deal of time to the academic study of a particular roll an Endurance FEAT roll to regain a lost CS.
subject. A character may possess more then one
scholarly skill, but no more than one per subject. Note: Any power lowered to Shift-0 or lower
though this drawback does not work at all.
Sharp Eye (-15): A character with this
advantage has a keen eye for detail and is Coward (+20): Although you care about the
exceptionally perceptive. A sharp-eyed character welfare of others and even want to help them,
gains a +1CS for Intuition checks. you just don't have the strong nerves for the job.
Whenever you are put into a situation where
Drawbacks your life is at stake, you must make a Psyche
FEAT or flee. If you cannot flee, you will just
Most characters will have to either take the freeze or hide behind other people or items. A
Secret Identity or Public Identity drawback, character that is fleeing, hiding, or frozen in fear
unless both somehow don't apply. may make another FEAT roll to regain
composure. Keep in mind that life threatening
Age (+15): A character with this drawback is an can mean different things to different people
unusual age for adventuring, being either very (like people with invulnerability).
young (under 18) or very old (over 50). Very old
characters must subtract 2 from their initiative Dark Secret (+25): A character with the Dark
scores. Young characters are limited through the Secret harbors some deep secret that must be
need to attend school, the concern of adults, and protected at all costs. The Character’s secret
being unable to enter some areas. must be specified when the drawback is adopted.
A Dark Secret is of such magnitude, that should
Attack Vulnerability (Variable Cost): Attack it be made known publicly, it would effectively
vulnerability causes a character to suffer extreme destroy the super hero’s career.
danger from a particular attack form (i.e. Iceman
against fire attacks). A character with attack
vulnerability suffers a -CS penalty. The Player
may choose the degree of the vulnerability.

Column
Bonus
Shifts
-1 +5
-2 +15
-3 +25
-4 +35

Authority Figure (+15): A character with this


drawback, often the ruler of a small country, is
responsible for the welfare of a large group of
people and usually adventures to advance or
defend his peoples’ economical/political status. Device Based (+5/35): One (or more) of the
This character feels (not always wrongly) that hero's powers is derived from device(s) as
should he be injured or killed, his people would opposed to the power being innate. Spiderman's
plummet into anarchy. As such, an authority webcasting is a good example of this. This

The Ultimate Origins Book 312


disadvantage is worth 35 points if all of your Guilt (+25): A character with this drawback is
hero's powers are derived from devices. Devices plagued by some past failure. Such a character
can be lost, stolen, broken, or even taken away must forfeit 5 Karma at the beginning of each
and used against you. week of game play. Failure to do this results in a
-1CS to all actions.
Exile (+10 or +15): A character in Exile has
been ostracized from his native civilization and
forced to remain in the locale where he acts as a
hero, engaging in NO social interaction with the
homeland. The native civilization can be
anything from a foreign country to another planet
or dimension. A character that voluntarily placed
himself into exile receives 10, while a character
exiled against his will receives 15.

Fatal Vulnerability (+ Variable): A fatal


vulnerability causes a character to lose one
Endurance rank per turn spent in the presence of
whatever it is he or she is vulnerable to. Innocent (+10): A character that is Innocent is
Characters heal normally. Furthermore, when the exceptionally naïve about society and the wiles
drawback is chosen you must label it Rare of mankind. An Innocent character believes in
(Kryptonite) for 75 Karma or common (iron, the inherent good of all creatures and assumes
water) for 150 Karma. Also add the range of the everyone else does too. An innocent character
vulnerability. receives a -1CS against character interaction and
manipulative mental powers.
Range in Areas Bonus
5 +20 Irrational Attraction (+5/25/50): This is the
4 +10 most complicated of the drawbacks, but also a
3 0 fun one. Characters with this drawback are
2 -10 unusually attracted to certain objects, materials,
1 -20 animals, or forms of expression. A character
must specify the subject of the attraction. The
Touch -50
character will go out of his way to find the
source of this attraction and satisfy his desires. If
Use the following table to adjust for the range the attraction is an object the character will not
of the vulnerability. be able to act in its presence.

Range in Areas Bonus Irrational attractions come in three severities:


5 +20 Minor, Serious, and Catastrophic. The Degree of
4 +10 the attraction must be specified at the time of
3 0 creation. Associated with Degree is a resistance
2 -10 number. Whenever exposed to the object of the
1 -20 attraction, the character must roll greater than or
equal to resistance number to overcome the
Touch -50
attraction.
Focus (+5/15): Your hero needs to channel one If the roll was successful, the character
of his powers though an item to use it properly, overcomes the attraction until exposed at a later
although the item itself has no powers. If your time. Otherwise the character succumbs to the
character has to use a power without the focus, it attraction and must allow the source to occupy
is at a -3CS. If you take the 15 point version your his undivided attention, although the hero may
character can't use that power at all without the attempt to overcome the attraction next turn.
focus.

Note: Any power lowered to Shift 0 or lower


though this drawback does not work at all.

313 The Ultimate Origins Book


Resistance difficult), if he can't do this, double the value of
Severity Bonus the disadvantage.
Number
Minor 15 +5
Serious 25 +25 Power Points Value
Catastrophic 50 +50 5000 +20
3000 +30
Irrational Fear (+5/15/30): A character with 1000 +50
this drawback has an unreasoning fear of
something (heights, confinement, guns, spiders, Loss Vulnerability (+ Variable): A Loss
etc…). If the character rolls below the resistance vulnerability causes a character to temporarily
number, they succumb to the fear and are forced lose ranks of a Power or Ability in the presence
to flee the area. If unable to flee, the character of whatever they are vulnerable too. All ranks
dives under a table, curls into a ball, puts his drop to Feeble. Furthermore, when the Drawback
thumb in his mouth, and makes no other action is chosen you must label it Rare (kryptonite) for
this turn. 75 Karma or common (iron, water) for 150
Karma.
Resistance Karma
Degree
Number Bonus Vulnerability Effect Bonus
Minor 15 +5 Physical & Mental Abilities (Per
+50
Serious 25 +15 Group)
Catastrophic 50 +30 All Powers 100
All Skills 100
All Powers, Skills, and Abilities 350

Use the table below to adjust for the range of


the vulnerability.

Range in Areas Bonus


5 +20
4 +10
3 0
2 -10
1 -20
Touch -50

Married (+25): Being married can be bad for


superheroes as their spouses are always being
used as hostages. Any time a villain finds the
hero's identity, their spouse becomes hostage
Limited Power Source (Variable Cost): The material. When a character adopts this drawback
character has a limited amount of power to draw they must provide name, stats, job, interests,
on. Unlike the recharge drawback, the hero loses etc… of the spouse.
their powers after they have used them a certain
Mistrust (+30): A character with this drawback
amount (vs. after a certain time). The character
is often mistaken for a bad guy by cops and other
has a certain amount of points. When a character
heroes. Law Enforcement officers and NPCs will
uses a power he subtracts that rank amount from
automatically be hostile to this character and
his total (At the Judge's option the player may
cops will always try to arrest this character.
use any powers at a lower rank to conserve
points). When the character loses all his points Physical Restriction (+5/25/50): A character
he can't use his powers anymore. Spawn has this with this drawback has some form of physical
drawback. It is up to the Judge if the character handicap. A blind character will treat everything
can recharge his powers (which should be as if it were invisible, and a wheelchair bound
character can only move one area or less.

The Ultimate Origins Book 314


Severity Example Bonus enraged character is restrained. A character may
No taste or smell, Trick attempt to regain composure by rolling doubles.
Minor +5
knee
Serious Hemophilia, Wheelchair +25 Rage
Degree Bonus
Blind, Mute, Missing a Number
Catastrophic +50 Minor 2 5
limb
Serious 3 25
Psychological Instability (+5/15/30): A Catastrophic 4 50
character with this drawback is mentally unstable
and subject to mood swings, violent outbreaks, Example: With a serious rage number of 3
or even schizophrenia, normally triggered by a anytime you roll in battle a 01, 02, 10, 11, or you
failure to deal with the real world. Whenever a go nuts.
psychologically unstable character fails two
Psyche rolls (not necessarily in a row), he will Recharge (Variable Cost): Your powers need
break down and suffer the consequences of the to be recharged on a regular basis. The original
instability. Most instances, especially Minor and Hourman (who needed to take a pill to get
Serious, result in partial or total inactivity. powers for one hour) is a good example, as is the
Catastrophic consequences may result in violent Green Lantern. The value depends on how often
outbreaks however, usually towards teammates the recharge is needed.
or innocents.
Frequency Bonus
Severity Effect Bonus Weekly +5
Minor Memory lapse +5 Daily +15
Serious Depression +15 Hourly +30
Catastrophic Catatonic/Schizophrenia +30
Miscellaneous Drawback (Variable Cost):
Public Identity (+5): A character with this This is a catchall for anything not covered. This
drawback has taken no steps to protect his alter drawback represents any number of special
ego. Possible effects might include large groups restrictions placed on the character. You must
of people gathering outside the hero's house, work out with your Judge exact point values.
villains using loved ones as hostages, or the Examples are:
government trying to get the hero to pay for
damage done during a battle. Restriction Bonus
Dichromatic eyes +1
Powers fail under rare situation (like on
+5
anything dairy)
Have to touch the ground with hand to
+5
use Earth based power
Electric based powers don't work when
+10
hero is grounded
Powers fail under uncommon situation
+15
(like on anything orange)
Power is tied to your biorhythm, lose
+15
your powers two days a month
Rage (+5/25/50): A character with this drawback Lengthy (2-3 rounds) time needed to
+20
occasionally breaks into an uncontrollable fury, use magic spell powers
often accidentally killing or seriously wounding Powers fail under common
+30
opponents. The player with this draw back must circumstance (like when wet)
decide the degree of the rage. Whenever a Earth's air is lethal! Wear breathing
+60
character with rage rolls a number equal or less apparatus or die!
than (when added together) than their rage
number, he breaks into a rage, and continues Secret Identity (+10): A character with this
attacking the opponent until he is dead or the drawback leads a dual life. Possession of this

315 The Ultimate Origins Book


drawback assumes a dramatic negative effect on tense or climatic point) the character
the hero's heroic and personal life if the identity automatically loses the initiative to all other
is discovered. If the identity is discovered the characters, and must go last that turn. Uncertain
hero automatically loses 50 Karma. You do not characters have often killed someone with their
get these back if you kill the guy who learned powers.
your identity (I know you were thinking it).
Unlucky (+25): A character with this drawback
Strange Appearance (+30): A character with is unusually misfortunate. At the beginning of
this drawback is so strange looking that people each game session the Judge must roll 1d10.
tend to fear them. All unimportant NPCs gain a When the unlucky character has made a number
-1CS against intimidation attacks. This character of action rolls equal to that number, the character
will tend to frighten normal people all the time, automatically receives a -2CS.
and often causes a riot.
Warm Up (+15): One of your hero's powers
Traumatic Flashback (+30): A character with takes a while to be used at full effect. The first
this drawback is periodically subjected to time your character tries to use a power, roll on
reliving a particularly distressing past event. The the Feeble 2 column. For every consecutive
character must specify what triggers the round add +1CS until the power is at the listed
flashback. Acceptable answers are the mention rank. Alternatively, a character may roll an
of a name, a word, a smell, a song, etc… Every Endurance FEAT (or Psyche for mental powers)
turn the character is subjected to this condition, in order to warm up a power (i.e. gain the +1CS)
they must roll a 25 or better. If this roll is without using it. For every 10 minutes of game
successful, the character may act normally. time a power is not used it loses a -1CS until it
Otherwise, he or she is too absorbed in their hits Feeble 2.
memories to do anything.
Revealed Weakness(es): (+3 + 1/5 value of the
Uncertainty (+15): A character with this revealed drawback): It is assumed that a hero's
drawback is often unsure of his abilities in drawbacks and weaknesses are not public. A
combat. When the fates of innocents or the hero with this flaw has one or more of his
defeat of the villain relies solely on the character, weaknesses publicly known. Example: A hero
he may choke. Once per adventure (usually at a with a known phobia of plaid can expect bank
robbers to wear plaid, put the money in plaid
bags, paint their getaway car plaid, etc…

The Ultimate Origins Book 316


Appendix Nine: Career Advancement via Occupations
MTS Note: I use this quite frequently in my games. I like how it can help develop the non-super part of the
character. In the words of the original author “This was why I built the website, and possibly it’s the only bit worth
your attention!”

This article was originally written by The Judge for A record of which career the character has held,
his website " The Unholy Contents of the Judge's and what they gained when there, should be kept.
Mind". It was a great website, but it has vanished
from the Internet. Normal Rule:
• Only current career exits are available (as
this helps the judge to plan storyline ahead
of time). Loss of a job may mean returning
to a starting career!

Optional, but Very Complicated Rule:


http://web.archive.org/web/20030204060237/members.aol. • Once a character has had experience in an
com/psyclops42/loadastuff.html occupation, the career exits from that career
are constantly available (the exits represent
Why Have a Career at All? jobs for which appropriate experience is
needed). Re-entering a career does not allow
Occupations represent the means by which characters statistics to be re-improved.
gain their finances, new talents and (in some cases)
new contacts.

They are divided into ability advancement,


requirements, available talents, and exit careers.

Those characters that do not have a secret identity


will have greater difficulty changing jobs (due to
absenteeism, associated dangers etc.) and this may
affect the cost of certain career changes at the judge's
discretion.

Where to Start

All characters start a new career path in their first


gaming Session (see starting career).

How it works

At the start of every session award one hundred


karma points that may be used for advancement or
kept for game play.
• Each talent costs 100 karma points,
• Each ability point costs 10 karma points,
• Each power point costs 30 karma points.
• Changing a career costs 100 karma.
• Starting a new career path costs 200.

317 The Ultimate Origins Book


Full List Of Careers

(In Alphabetical Order)

• Academic
• Aircrew
• Animal Handler
• Forensic Scientist
• Antiquarian
• Gang Leader
• Archaeologist
• Global Hero
• Armed Forces Cadet
• Government Sanctioned
• Artist
Hero
• Assassin
• High Priest
• Blackmailer • Reporter
• Inventor
• Bodyguard • Researcher
• Laborer
• Bio-Mechanic • Rescuer
• Lawyer
• Businessman • Scientist
• Mercenary
• Commando • Security Advisor
• Monk
• Community Activist • Security Chief
• National Hero
• Community Sanctioned • Security Guard
• National Reporter
Hero • Shop/Office Worker
• National Ruler
• Con-Artist • Spy
• Novice Priest
• Corporate Director • Student
• Paramilitary
• Corporate Sanctioned Hero • Stunt Performer
• Pathologist
• Corporate Spy • Surgeon
• Patron of the Arts
• Criminal Enforcer • Television
• Petty Criminal
• Criminal Godfather Personality
• Physician
• Criminal Heavy • Terrorist
• Pilot
• Criminal Overlord • Vehicle-Mechanic
• Police Cadet
• Criminal Psychologist, • Weapon Smith
• Police Officer
• Cult Apostle,
• Political Activist
• Cult Leader
• Political Leader
• Cult Sanctioned Hero
• Politician
• Detective
• Priest
• Dictator/Idol
• Psychologist
• Embezzler
• Engineer
• Explorer

The Ultimate Origins Book 318


Starting Careers Security Guard

Armed Forced Cadet Intuition +10


Psyche +5
Fighting +5 Resources +5
Agility +5 Popularity -5
Strength +5
Endurance +5 Talents: Criminology, Animal Training (guard/sniffer
dog), and Trivia.
Talents: Military, Guns, Martial Arts B, and
Engineering. Exits: Bodyguard, Student, Animal Handler, and
Antiquarian.
Exits: Aircrew, Commando, Engineer, and Rescuer.

Laborer

Strength +10
Endurance +20
Resources +5

Talents: Geology, Archaeology, Animal Training,


Martial Arts I, Perform (sport), and Engineering.

Exits: Archaeologist, Animal Handler, Artist,


Engineer, Rescuer, and Scientist.

Petty Criminal

Fighting +5
Strength +5 Shop/Office Worker
Resources +5
Popularity -5 Agility +5
Reason +5
Talents: Stunt Driver, Sleight of Hand, Intuition +5
Acrobatics, Martial Arts G, Thrown Objects, and Resources +5
Perform (acting).
Popularity +5
Exits: Criminal Heavy, Community Activist, and
Con Artist. Talents: Computers, Business/Finance, Languages,
and Perform (acting).
Police Cadet
Exits: Businessman, Businessman (shop owner),
Endurance +5 Businessman (chef), and Con Artist.
Reason +5
Student
Intuition +5 Follows academic study course.
Popularity +5
Reason +10
Talents: Criminology, Law Enforcement, Blunt Intuition +10
Weapons, and Martial Arts A.
Talents: Studentship (allows one talent to be gained
Exits: Police Officer, and Criminal Heavy.
at half price when starting a new career), and
medicine.

319 The Ultimate Origins Book


Exits: Scientist, Antiquarian, Engineer, and Exits: Artist, Novice Priest, Explorer, Archaeologist,
Physician. Cult Apostle, Forensic Scientist, and Inventor.

Novice Priest Aircrew

Reason +5 Agility +10


Intuition +10 Reason +5
Psyche +5 Intuition +10
Resources +5 Resources +5

Talents: Occult Lore, First Aid, Trance, Journalism, Requirements: Agility Good, and Intuition Good.
and Perform (singing).
Talents: Pilot, Repair/Tinkering, Engineering, and
Exits: Priest, Monk, Community Activist, and Artist. Tumbling.

Exits: Pilot, and Vehicle-Mechanic.


Advanced Careers
Animal Handler
A
Fighting +5
Agility +5
Endurance +5
Intuition +5
Psyche +5
Resources +5

Requirements: Animal Training.

Talents: Tumbling, Acrobatics, Martial Arts J,


Perform (dancing), Biology, Veterinary Medicine,
Animal Behavior, Ecology, and Genetics.

Exits: Artist, Scientist, Television Personality, Stunt


Performer, Criminal Heavy, and Petty Criminal.
Academic
Antiquarian
Professor, Curator, University Lecturer and that Involved in the study of art, literature, ancient texts,
sort of thing. and legislation.

Reason +15 Reason +20


Intuition +10 Intuition +5
Psyche +5 Psyche +5
Popularity +5 Resources +5

Requirements: Antiquarian experience, Reason Requirements: Reason Typical


Excellent, and Intuition Good.
Talents: Archaeology, Occult Lore, Journalism,
Talents: Trance, Languages, Archaeology, Languages, Resist Domination, Trivia (historical),
Astronomy, Art (drawing), Perform (music), Resist and Law.
Domination, Occult Lore, Archaeology, Trivia,
Psychology, and Criminology. Exits: Academic, Lawyer, Reporter, Cult Apostle,
Explorer, and Businessman (antiques).

Archaeologist

The Ultimate Origins Book 320


Assassin
Agility +5
Reason +10 Fighting +10
Intuition +5 Agility +15
Resources +5 Strength +5
Reason +5
Requirements: Archaeology, and Strength Poor. Intuition +5
Resources +15
Talents: Occult Lore, Biology, and Geology.
Requirements: Fighting Remarkable, Agility
Exits: Antiquarian, Scientist, Forensic Scientist, Excellent, and Popularity 0
Explorer, and Cult Apostle.
Talents: Marksman, Weapon Specialist (reduce
Popularity by 10), Stunt Driving, Motorcycle,
Criminology, Espionage, Martial Arts E and Martial
Arts F.

Exits: Spy, Blackmailer, Criminal Enforcer, and


Government Sanctioned Hero.

Blackmailer

Reason +5
Intuition +10
Resources +20

Requirements: Espionage, Reason Typical

Talents: Law, Accounting, Security/Encryption,


Politics, Criminology, and Journalism.
Artist
Exits: Spy, and National Reporter.
Agility +10
Reason +5 Bio-Mechanic
Intuition +10 (Including cybernetic components).
Psyche +10
Resources +30 Agility +10
Popularity +20 Reason +10
Intuition +5
Requirements: Perform or Art talent of any type. Psyche +5
Resources +10
Talents: Archaeology, Psychology, Chemistry,
Perform (acting), Perform (singing), Perform Requirements: Engineering, Biology, Reason
(music), Perform (sport), Perform (dancing), Art Excellent
(writer), Art (forgery), Art (painter/sculptor), and Art
(composer). Talents: Robotics, Software Programming, Organic
Chemistry, Electrochemistry, Anatomy,
Exits: Criminal Psychologist, Archaeologist, Biotechnology, Cybernetics, Medicine, First Aid, and
Television Personality, Reporter and Patron of the Martial Arts D.
Arts.

321 The Ultimate Origins Book


Exits: Physician, Scientist and Researcher. Community Activist

Bodyguard Fighting +5
Agility +5
Fighting +10 Intuition +5
Strength +10 Psyche +5
Endurance +5 Popularity +10
Intuition +5
Resources +5 Requirements: Popularity 0.
Popularity -5
Talents: Criminology, Perform (acting), Journalist,
Requirements: Fighting Remarkable, Strength Guns, Artist (drawing), Languages, and Blunt
Excellent, and Guns. Weapons.

Talents: Martial Arts A, Martial Arts B, Martial Arts Exits: Political Activist, Blackmailer, Terrorist, Cult
F, Criminology, and Wrestling. Apostle, Novice Priest, Businessman (illegal drug
dealer), and Community Sanctioned Hero.
Exits: Security Chief, Assassin, and Criminal
Enforcer.

Businessman
Unless specified this refers to banking.

Psyche +10
Resources +50

Requirements: Reason Good, Resources Excellent,


Business/Finance

Talents: Resist Domination, Performer (acting),


Leadership, and Trivia (rival companies, corporate
structure).

Exits: Embezzler, Corporate Director, and Corporate


Sanctioned Hero.

Commando Community Sanctioned Hero

Fighting +10 Fighting +10


Endurance +5 Agility +5
Intuition +5 Intuition +10
Psyche +5
Requirements: Fighting Excellent, and Guns. Resources +5
Popularity +10
Talents: Sharp Weapons, Bows, Thrown Weapons,
Martial Arts A, and Leadership. Requirements: Popularity Good, and a super human
ability/power.
Exits: Assassin, Bodyguard, Criminal Heavy, Talents: Martial Arts A, B, C, F, and Languages.
Explorer, Mercenary, Paramilitary, Rescuer and
Terrorist. Exits: Paramilitary, Terrorist, Criminal Heavy, and
Political Activist.

The Ultimate Origins Book 322


Con Artist Requirements: Will follow orders, Business/Finance,
and Law.
Agility +10
Reason +5 Talents: First Aid, Espionage, and Weapon Specialist
Intuition +5 (cost 200 karma).
Resources +5
Exits: Corporate Spy, Terrorist, Criminal Heavy,
Popularity +5 Government Sanctioned Hero.

Requirements: Intuition Good. Corporate Spy

Talents: Sleight of Hand, Art (forgery), and Perform Fighting +5


(acting).
Agility +5
Exits: Businessman, Businessman (illegal arms Intuition +5
supplier), Businessman (smuggling), and Artist. Resources +5

Requirements: Espionage, and Law.

Talents: Computers, and Perform (acting).

Exits: Spy, Criminal Heavy, and Embezzler.

Criminal Enforcer/Specialist

Cat burglar, protection racketeer, and gang-directed


killer.

Agility +5
Endurance +5
Intuition +10
Resources +10
Popularity -5
Corporate Director
Requirements: Fighting Excellent, Blunt Weapons,
Reason +5 and Intuition Good.
Intuition +5
Resources +10 Talents: Crime, Negotiations, Acrobatics,
Popularity +5 Accounting, Business/Finance, Martial Arts C,
Martial Arts E, Martial Arts H, and Weapon
Requirements: Business, Law, and Leadership. Specialist (cost 200 karma).

Talents: Espionage, Resist Domination, and Perform Exits: Embezzler and Gang Leader.
(acting).
Criminal Godfather
Exits: Embezzler, Corporate Spy, and Corporate
Sanctioned Hero. Psyche +10
Resources +30
Corporate Sanctioned Hero Popularity -20

Fighting +5 Requirements: Criminal overlord experience, and


Endurance +20 Popularity –50.
Resources +10
Popularity +10 Talents: Leadership, Business/Finance, and Law.

323 The Ultimate Origins Book


Exits: Dictator. Cult Apostle

Criminal Heavy Fighting +5


Psyche +30
Deliver gang directed beatings; armed robber,
arsonist, drug dealer, and pimp. Requirements: Psyche Typical.

Agility +5 Talents: Archaeology, Animal Training, Trance,


Endurance +5 Occult Lore, Perform (acting), and Perform (singing).
Resources +5
Popularity +5 Exits: Cult Sanctioned Hero, Novice Priest,
Archaeologist, Artist, Animal Handler, and
Requirements: Popularity 0, Guns, and Fighting Antiquarian.
Excellent.

Talents: Criminology, Blunt Weapons, and Stunt


Driving.

Exit: Community Activist, Criminal Enforcer, and


Terrorist.

Criminal Psychologist

Reason +10
Intuition +10
Psyche +5
Resources +5

Requirements: Criminology, Psychology

Talents: Parapsychology, Paranormal Phenomena,


Cult Leader
Street Smarts, Law Enforcement, Genetics, and
Occult Lore.
Psyche +10
Exits: Psychologist, Forensic Scientist, Antiquarian, Resources +30
and Cult Apostle.
Requirements: Popularity 75 (+ or -), Leadership, and
Criminal Overlord Psyche Incredible.
Talents: Occult Lore, Hypnosis, Resist Domination,
Reason +5 Resist Disease & Aging, and Sleight of Hand.
Intuition +5
Exits: Dictator/Idol.
Psyche +10
Resources +20 Cult Sanctioned Hero
Popularity -20
Fighting +20
Requirements: Gang leader experience, criminal Agility +10
overlord dies, Popularity –20.
Strength +10
Talents: Perform (acting), Business/Finance, Law, Endurance +20
and Leadership. Intuition +5
Psyche -10
Exits: Criminal Godfather. Resources +5
Popularity +5

The Ultimate Origins Book 324


Requirements: Will follow orders of cult leader, cult Requirements: Cult leader or criminal godfather
apostle experience, Occult Lore, and superhuman experience.
ability/power.
Talents: Military.
Talents: Oriental Weapons, Animal Training,
Hypnosis, Mystic Background and Weapon Exits: None.
Specialist (cost 200 karma).
E
Exits: National Hero, Cult Leader, Television
Personality, Gang Leader, Criminal Enforcer, and Embezzler
Political Activist.
Reason +5
D Psyche +5
Resources +10
Popularity -20

Requirements: Business/Finance, Law, and Reason


Good.

Talents: Criminology, Computers and Acquisition


(gain +5 Resources with each job change).

Exits: Blackmailer, Criminal Heavy, and


Paramilitary.

Engineer
Designs and builds software/hardware; buildings and
bridges; and vehicles and clothes.

Agility +10
Detective Reason +10
Intuition +5
Fighting +5 Resources +5
Agility +5
Reason +5 Requirements: Agility Typical, Reason Poor
Intuition +10
Resources +5 Talents: Electronics, Chemistry, Engineering,
Requirements: Intuition Remarkable, Criminology, Repair/Tinkering, and Computers.
and Espionage.
Exits: Weapon-Smith, Vehicle-Mechanic, Bio-
Talents: Occult Lore, and Psychology. Mechanic, Businessman (fashion or heavy industry),
and Inventor.
Exits: Criminal Psychologist, Antiquarian,
Blackmailer, Spy, and Corporate Spy. Explorer

Dictator/Idol Fighting +5
Agility +5
Endurance +10 Endurance +10
Reason +5 Reason +5
Psyche +80 Intuition +5
Resources +60 Resources +5
Popularity +60 Popularity +5

325 The Ultimate Origins Book


Requirements: Trivia (historical), or Occult Lore. Global Hero

Talents: Acrobatics, Animal Training, Archaeology, Fighting +5


Biology, Bows, First Aid, Geology, Languages, Endurance +5
Occult Lore, Pilot, Resist Domination, and Thrown Reason +5
Objects.
Resources +5
Exits: Animal Handler, Antiquarian, Archaeologist, Popularity +20
Community Activist, Cult Apostle, Mercenary,
Rescuer and Television Personality. Requirements: Popularity 50, Languages, and
superhuman ability/power.
F
Talents: Quick Attacks, Martial Arts F, Perform
Forensic Scientist (acting).

Exits: Cult Leader.


Reason +5
Intuition +30
Psyche +20
Resources +10

Requirements: Intuition Remarkable

Talents: Biology, Chemistry, Genetics, Archaeology,


Art (sculptor), Criminology, Law Enforcement, and
Martial Arts D.

Exits: Archaeologist, Artist, Detective, Scientist,


Researcher, and Pathologist

G
Gang Leader Government Sanctioned Hero

Reason +5 Fighting +5
Psyche +10 Strength +5
Resources +10 Psyche +5
Popularity +10 Resources +20
Popularity +20
Requirements: Criminal Enforcer experience, gang
leader dies/murdered, Reason Excellent, and Requirements: Must follow government orders,
Popularity –10. superhuman ability/power, and Fighting Remarkable.

Talents: Leadership, Resist Domination, and Talents: Leadership, First Aid, Law Enforcement,
Business/Finance. Politics, and Weapons Specialist.

Exits: Criminal Overlord. Exits: Criminal Heavy, National Hero, Paramilitary,


Politician, and Television Personality.

The Ultimate Origins Book 326


H
High Priest

Reason +5
Intuition +5
Psyche +5
Resources +10
Popularity +10

Requirements: Priest experience, and no kills.

Talents: Journalism, Psychology, Business/Finance,


and Perform (acting).

Exits: Politician, Television Personality, and Cult


Leader.

I M

Inventor Mercenary

Reason +20 Fighting +10


Resources +30 Agility +5
Resources +10
Requirements: Reason Incredible, Resources Popularity -20
Excellent
Requirements: Guns, Fighting Remarkable
Talents: Repair/Tinkering, Computers, Electronics,
Physics, and Business/Finance Talents: Languages, Thrown Weapons, Martial Arts
E, and Weapons Master (costs 200karma).
Exits: Engineer, and Businessman (sales of their
product). Exits: Bodyguard, Assassin, Criminal Heavy, and
Paramilitary.
L
Monk
Lawyer
(Courtroom) Reason +10
Intuition +5
Reason +5 Psyche +20
Intuition +5
Psyche +10 Requirements: Psyche Excellent, Occult Lore, and
Resources +10 vow of poverty (Resources Shift 0)

Talents: First Aid, Mystic Background, Trance,


Requirements: Law, Reason Typical
Martial Arts D, and Weapons Specialist (melee).
Talents: Law Enforcement, Criminology, Performer
Exits: Priest, Community Activist, Cult Apostle,
(acting), and Resist Domination.
Antiquarian, and Bodyguard.
Exits: Police Officer, Politician, and Blackmailer.

327 The Ultimate Origins Book


N National Ruler

National Hero Psyche +5


Resources +20
Fighting +10 Popularity +5
Agility +10
Strength +5 Requirements: Political leader experience, and
Intuition +5 Popularity Monstrous.
Psyche +20
Talents: Leadership.
Resources +30
Popularity +100 Exits: Cult Leader.
Requirements: Popularity 50, and superhuman
P
ability/power.
Paramilitary
Talents: Law Enforcement, Perform (acting) and
Leadership.
Fighting +5
Exits: Political Activist and Global Hero. Agility +5
Strength +5
National Reporter Endurance +5

National Newspaper. Requirements: Guns, Military, and Fighting Good.

Reason +5 Talents: Criminology, Martial Arts E, Chemistry, and


Intuition +10 Marksman (cost 200 karma).
Resources +5
Popularity +10 Exits: Mercenary, Criminal Enforcer, and Spy.

Pathologist
Requirements: Journalism, and Popularity 20.

Talents: Criminology, Artist (writer), and Perform Agility +5


(acting). Endurance +10
Reason +5
Exits: Blackmailer, Television Personality, and Intuition +5
Politician. Psyche +5

Requirements: Biology, Chemistry, and Criminology.

Talents: Genetics, Medicine, Psychology, Trivia


(ceremonies), and Occult Lore.

Exits: Criminal Psychologist, Blackmailer,


Businessman (funeral directors and taxidermy).

Patron of the Arts

Popularity +20

Requirements: Resources Incredible.

Talents: Business/Finance, and Occult Lore.

The Ultimate Origins Book 328


Exits: Political Leader, and Politician. Political Activist

Physician Fighting +5
Agility +10
Agility +10 Reason +5
Endurance +10 Psyche +5
Reason +20 Resources +5
Intuition +10 Popularity +10
Resources +5
Requirements: Journalism, and Guns.
Requirements: Medicine
Talents: Law, Perform (acting), Languages, and
Talents: Psychology, Anatomy, Immunology, Artist (drawing).
Cardiology, Emergency Medicine, Pediatrics,
Geriatrics, Obstetrics/Gynecology, General Surgery, Exits: Politician.
Neurosciences, Pharmacology, Physiology, Genetics,
Resist Domination, Biology, and Martial Arts D.

Exits: Psychiatrist, Forensic Scientist, Surgeon,


Researcher, and Rescuer.

Pilot

Agility +10
Intuition +10
Resources +5

Requirements: Pilot, Agility Excellent, and Intuition


Good.
Political Leader
Talents: Tumbling, Repair/Tinkering, and Stunt
Flying. Political party leader

Exits: Rescuer and Stunt Performer. Psyche +10


Resources +10
Police Officer Popularity +20
(Uniformed).
Requirements: Politician experience, and Popularity
Fighting +5 Amazing.
Agility +5
Endurance +5 Talents: Leadership, Law, and Business/Finance.
Intuition +5
Resources +5 Exits: National Ruler.
Popularity +5
Politician
Requirements: No criminal record, and Law
Psyche +10
Enforcement.
Resources +10
Talents: Guns, Criminology, Psychology, Espionage, Popularity +20
Stunt Driving, and Pilot.
Requirements: Popularity 40, and Perform (acting).
Exits: Criminal Psychologist, Detective and Rescuer.
Talents: Leadership, Law, Business/Finance, and
Journalism.

329 The Ultimate Origins Book


Exits: National Reporter, Political Leader, R
Blackmailer, and Patron of the Arts.
Reporter
Priest (Local Newspaper)

Reason +10 Intuition +10


Resources +5 Resources +5
Popularity +5 Popularity +5

Requirements: Novice priest experience, Occult Lore, Requirements: Journalism


and no kills.
Talents: Artist (writer), Criminology, Trivia,
Talents: Journalism, Law, Perform (singing), and Computers, and Business/Finance.
Leadership.
Exits: Artist (author), National Reporter, and
Exits: Blackmailer, Community Sanctioned Hero, Television Personality.
and High Priest.
Researcher

Reason +30
Intuition +10
Psyche +5
Resources +10

Requirements: Reason Ex 20

Talents: Genetics, Electrochemistry, Polymers,


Acoustics, Sonochemistry, Atomic Physics,
Mathematics, Particle Physics, Quantum Physics,
Astrophysics, Radio Astronomy, Astrophotography,
Stella Cartography, Spectroscopy, Artificial
Intelligence, Virtual Reality, Microbiology
Pharmacology and Parasitology.
Psychologist
Exits: Businessman (pharmaceuticals), Businessman
Reason +5 (illegal drugs dealer), Inventor, Antiquarian,
Intuition +20 Academic, Forensic Scientist, and Scientist.
Psyche +20
Rescuer
Resources +10
Fire Fighter, Anti-Terrorist Police, Lifeboat
Crewman, Mountaineer, and Front-Line Medic.
Requirements: Psychology, Reason Good, and
Resources Good.
Agility +5
Talents: Criminology, Animal Behavior, Strength +5
Parapsychology, Artificial Intelligence, Endurance +10
Psychobiology, Resist Domination, Hypnosis, and Intuition +20
Occult Lore. Popularity +5

Exits: Forensic Scientist, Criminal Psychologist, Requirements: Agility Typical 6, and Endurance Ex
Blackmailer, and Researcher. 20.

Talents: Animal training, Criminology, First Aid,


Geology, Law Enforcement, Leadership, Military,

The Ultimate Origins Book 330


Repair/Tinkering, Thrown Objects, Trivia (survival), Requirements: Security chief experience.
and Tumbling.
Talents: Business/Finance, Leadership, Perform
Exits: Community Sanctioned Hero, Explorer, (acting), Law Enforcement, and Military.
Paramilitary, Security Chief, and Stunt Performer.
Exits: Blackmailer, Corporate Spy, and Government
S Sanctioned Hero.

Scientist
Involved in research and development of
technological and industrial processes.

Reason +20
Intuition +10
Resources +5

Requirements: Reason Typical 6

Talents: Astronomy, Paranormal Phenomena,


Pharmacology, Biology, Microbiology, Marine Spy
Biology, Genetics, Botany, Biophysics, Parasitology,
Ecology, Zoology, Organic Chemistry, Chemistry, Fighting +5
Physics, Geology, Medicine, and Electronics Agility +5
Reason +5
Exits: Researcher, Forensic Scientist, Physician, and
Inventor. Intuition +10
Psyche +5
Security Chief Resources +10

Fighting +20 Requirements: Espionage, Intuition Excellent, and


Agility +10 Reason Good.
Strength +10
Talents: Guns, Security/Encryption, Pick Pocket,
Intuition +10
Martial Arts D, Martial Arts E, Martial Arts H,
Psyche +5 Crime, Tumbling, Escape Artist, and Weapons
Resources +5 Tinkering.

Requirements: Bodyguard experience, Criminology, Exits: Assassin, Blackmailer, and Corporate Spy.
and Intuition Remarkable.
Stunt Performer
Talents: Espionage, Business/Finance, Martial Arts
A, and Guns. Agility +10
Strength +5
Exits: Spy, and Security Advisor.
Endurance +10
Security Advisor Intuition +5
Resources +5
Fighting +5 Popularity +10
Reason +5
Intuition +20 Requirements: Pilot, Perform (acting), and Agility
Remarkable.
Psyche +5
Resources +20 Talents: Engineering, Repair/Tinkering, Perform
Popularity +5 (singing), Tumbling, Martial Arts G, Stunt Driving,
and Stunt Flying.

331 The Ultimate Origins Book


Exits: Television Personality, and Vehicle-Mechanic. V

Surgeon

Fighting +5
Agility +20
Reason +5
Intuition +10
Psyche +5
Resources +15

Requirements: General Surgery.

Talents: Dentistry, Plastic Surgery, Oncology,


Radiology, Biotechnology, Cybernetics, Chiropractic,
and Sewing/Tailoring.

Exits: Blackmailer, Politician, and Reporter, Vehicle Mechanic

T Fighting +5
Agility +5
Television Personality Reason +20
Resources +5
Resources +20
Popularity +20 Requirements: Engineering, Repair/Tinkering

Requirements: Journalism, and Popularity 30 (+ or -). Talents: Pilot, Stunt Driver, Military, Law
Enforcement, Computers, Electronics, and
Talents: Perform (acting), Perform (singing), and Art Chemistry.
(writer).
Exits: Police Officer, Criminal Enforcer,
Exits: Politician, Patron of the Arts, Artist, and Cult Businessman (smuggling), and Businessman
Apostle. (motor trade).

Terrorist W
Fighting +10 Weapon Smith
Agility +5 A maker of weaponry, employed by military or
Strength +5 criminal organizations.
Endurance +5
Popularity +25 Fighting +5
Reason +20
Requirements: Guns, Agility Excellent, and Psyche Resources +5
Excellent.
Requirements: Engineering, Repair/Tinkering
Talents: Criminology, Thrown Weapons, Chemistry,
and Repair/Tinkering. Talents: Guns, Bows, Sharp Weapons, Blunt
Weapons, Military, Chemistry, and Physics.
Exits: Political Activist, Paramilitary, Mercenary, and
Cult Apostle. Exits: Terrorist, Businessman (arms trade),
Businessman (illegal arms supplies), Inventor,
Commando, and Researcher.

The Ultimate Origins Book 332


Appendix Ten: Disadvantage System
MTS Note: As I have mentioned elsewhere, I consider weaknesses to be part of the character’s origin. I
like this system because it is different, and can create different role-playing opportunities.

This article is from Ty States' Marvel RPG 2) Low Self Control: The character is
website, one of the longest running and all unable to control some part of his
around best sites on the web. 'Greg Kerner ' is actions or powers. Examples:
credited for this entry. Wolverine (Berserk), Hulk
(Uncontrolled Change), Cyclops (Eye
beams always on), Havok (cannot
reduce damage below excellent)
3) Personal Problem: The character has
some problem that affects his daily life.
Common problems are Age,
Archenemy, Dependants, hunted,
http://gamingnerdsrus.co/forum/index.php?action=page;id=6 watched. Examples: New Mutants
(Age), Spiderman (Aunt May).
The following is a simple system borrowed 4) Phobia/Psychosis: The character has a
from Villains and Vigilantes by Jeff Dee and mental problem that manifests under
Jack Herman. After rolling up the powers, the certain conditions. Examples: Aurora
Player rolls (d10) twice on the following table to (multiple personalities), Storm
determine their disadvantages (the player may (Claustrophobia)
choose the disadvantages with Judge’s 5) Physical Handicap: The character has
permission). If characters are rolled randomly, a physical handicap such as missing
the player may drop one disadvantage by body part or reduced mobility.
dropping a power (drop one that does not fit your Examples: Nick Fury (missing eye),
character concept). If original characters are Prof X (paralyzed)
being modeled, look over the disadvantages 6) Prejudiced: The character is
below to get ideas (if necessary). Regardless of considered a villain by the public and
the generation method used, the Judge and the other heroes. Mutants already start with
Player should then work out how the a form of this. Example Spiderman
disadvantage works in the game. In many (early days).
instances I have listed examples of characters 7) Speech Impediment: The character is
with a form of the disadvantage and the either mute or stutters.
disadvantage in parenthesis. 8) Strange Appearance: The character
either has a disfigurement that makes
Note: A few disadvantages also cross over with him easy to recognize on the street or he
the power limitations and ideas that develop in has a nonhuman appearance that others
character development. If a player already has a may find frightening. Examples:
concept and limits their character on their own Caliban, Beast, Nightcrawler
(without taking an increase in power rank), the 9) Special Requirement: The character
Judge is encouraged to allow the player imposed needs a special pill, a special item, or
limitation to substitute as one or both rolls. whatever, to activate or use his powers.

Weakness
Roll (d10) twice or choose two (with the Judge’s
permission)

1) Diminished Sense: One of the


character's senses is diminished.
Examples include: Daredevil
(Blindness), Kitty Pryde (nearsighted),
Hawkeye (partially deaf)

333 The Ultimate Origins Book


10) Vulnerability: This comes in two
types: Achilles hill and weakness
(Choose One).
• Achilles Heel: The character is
more easily hit or takes more
damage from certain attack
forms.
• Weakness: The character loses
powers or takes damage from
being near some substance.
Examples Superman (okay this
is a DC character, but his
weakness to Kryptonite is the
classic example).

The Ultimate Origins Book 334


Appendix Eleven: Quirks
MTS Note: I have used these rules in every Marvel Game I have played in since I discovered them. They
might not be an "Origin" but they certainly shape who your character is and give them personality, life,
and help make them three-dimensional. This is the revised version of the system.

This article was originally written by Firebomb All of the Vampirism Powers, for instance,
for his website "Technohol 13". It is celebrating would cost a character eight quirk points to
year thirteen at the time of writing this, and it is purchase outright, since they each count as two
simply an amazing site. Powers.

A Player may take as many beneficial or


deleterious quirks as they like, within reason.
Furthermore, they must not have a negative
http://www.technohol.com/ balance by the time they are done building their
character. A character should 'break even', or at
the very least not 'owe' for any beneficial quirks
Quirks they have taken.
Quirks are special qualities a player may use
to customize his or her character. Quirks are
completely optional during character creation; a
player can use quirks or not, as they see fit. Mind
you, there's nothing stopping a character from
developing quirks at a later date, should events
during the course of game play call for their
sudden imposition upon a character (whether in
their favor or otherwise).

The quirks system is rather simple in nature.


Each beneficial quirk a player wants will cost
them one point, while a deleterious quirk they
take on will give them one point. Some quirks
may be taken in levels; a level two quirk costs Note that some quirks may not be remotely
(or grants) two points, while a level three quirk appropriate for a given setting. Cyber-neurosis,
gives (or takes) four points. Still more quirks for instance, wouldn't really be at home in a
lack a level, but count as two quirks for these medieval campaign - or any other game where
purposes (or two points). artificial implants aren't relatively common for
the super human populace. A game Judge may
With this system, a player may use quirks to override a quirk choice if it absolutely wouldn't
buy (or sell) Powers, Talents and Contacts for fit in their game, or otherwise wouldn't affect the
his character. One quirk point equals one contact, Player taking it at all.
two quirk points equals one talent, and four quirk
points equals one power - if said power only A description of every quirk follows. They
counts as one during character generation. If a are divided up into the beneficial and deleterious
power is listed as having a greater cost, multiply quirks of a physical, mental and role play nature.
the quirk point cost by that value to derive the Those quirks which cost (or grant) two quirk
cost of that tricky power. points are noted with a two in parenthesis (2),
while those that can be taken at multiple levels
Quirk Points Conversion Table are noted with an asterisk in parenthesis (*).
They may be chosen at will, but are presented on
Item Points Gained random rolling tables for the Judge's use.
Contacts One Quirk Point
Talents Two Quirk Points
Powers Four Quirk Points

335 The Ultimate Origins Book


Quirk Types Fast Healing: Not quite regeneration, fast
healing is representative of a character who can
Die Roll Quirk Type nonetheless recover from injuries far faster than
01-33 Physical Quirks is readily apparent. A fast healer may recover
34-66 Mental Quirks lost Health points as if their Endurance rank was
+4CS higher than is listed. While not (usually)
67-00 Role-Play Quirks
enough to make a difference in combat, fast
healing can drastically reduce one's medical
Physical Quirks (Beneficial) down time.

Die Roll Quirk


01-07 Acceleration Tolerance
08-14 Adrenal Surge
15-21 Ambidexterity
22-28 Fast Healing
29-35 Fighting Logistics
36-42 Gravity Tolerance (*)
43-50 Hardiness (2)
51-57 Heightened Sense
58-64 High Pain Threshold
65-71 Learned Resistance (*)
72-78 Omnidexterity (2)
79-85 Rank Boost (2) Fighting Logistics: Those characters who
86-92 Strong Bones (*) possess this quirk have a naturally tactical mind.
After either fighting or observing an opponent in
93-00 Sturdiness battle for ten full rounds (opponent's time, not
that of the wielder of this quirk), the logistic
Acceleration Tolerance: The characters who fighter gains a +1CS on all Fighting FEAT rolls
possess this quirk are able to accelerate much concerning said opponent. This quirk does stack
faster than is normal. Acceleration tolerance with similar powers, such as combat edge.
allows a character to add one area per turn to his
acceleration rate without harm to himself, though Gravity Tolerance: Characters with gravity
his gear may not be so lucky. This acceleration tolerance may move and function more easily
can come in any form, whether running or flying under the influence of abnormal gravity
or simply riding within a spacecraft. conditions. For every level in gravity tolerance a
character has, he can reduce the penalties of high
Adrenal Surge: An adrenal surge is just that, a (or low) gravity by -1CS, including any crushing
massive pulse of adrenaline that will give a body damage inflicted by such. Endurance FEATs
incredible strength for a short period of time. prompted by gravity variance are made with a
When triggered, the character with this quirk will similar bonus.
enjoy a +1CS boost to his Strength score for
1d10 turns. This boost can only be used once per Hardiness: A hardy character can take a lot more
day, and after it wears off this quirk will inflict a punishment than is readily apparent, as compared
-1CS penalty to one's Strength for 1d100 turns. to someone else of similar body type. The
character with hardiness may add a 20 percent
Ambidexterity: An ambidextrous character bonus to the sum of his Fighting, Agility,
enjoys the benefit of being equally adept in the Strength and Endurance scores when
use of both his left and right appendages. They determining his Health point total. This bonus
may use either their left or right hand without also applies to special powers that increase one's
penalty, whether writing, sculpting or firing a Health maximums (such as Kinetic Absorption).
gun. The advantage of ambidexterity can be a Hardiness counts as two quirks.
result of natural ability, or acquired through
intense training - whether voluntary or otherwise. Heightened Sense: Not quite super senses, a
heightened sense is nonetheless a sensory
apparatus the character possesses that functions

The Ultimate Origins Book 336


higher than his Intuition (alt) rank. Such Strong Bones: A normal human character is
heightened senses are so noted (heightened sense assumed to have bones with a Typical (6)
/ smell), and a character with one should make material strength. This quirk increases that
applicable Intuition FEAT rolls at a +1CS material strength by +1CS for each level taken,
whenever the sense is referenced in play. which has a potent benefit. A character with
strong bones enjoys -1CS of Damage Reduction
High Pain Threshold: This quirk, as one might against Blunt Attack damage that is of an
guess, makes a character highly resistant to pain. intensity less than the material strength of their
It grants its possessor a +2CS to any Endurance bone structure.
FEAT roll required to resist the effects of pain,
whether from injury or from pain-inducing Sturdiness: A character with this quirk is
effects, as well as a like bonus when checking allowed to calculate their Negative Health score
against Stun results. A high pain threshold as if their Endurance was +1CS higher in rank.
counts as two quirks. This generally results in a much higher Negative
Health score, allowing a character to withstand
Learned Resistance: Though intense training or more punishment while unconscious before
perhaps just unintentional, repeated exposure, the automatically dying - particularly if said
character with this quirk has developed a character's Endurance score is already high to
heightened resistance to a specific form of begin with.
harmful stimuli. For each level of learned
resistance a character has, they should receive a Physical Quirks (Deleterious)
+1CS to any Endurance (res) or Psyche (will)
FEAT roll to resist the chosen stimuli, whether it Die Roll Quirk
be drugs, poison, or even mind control. 01-06 Abnormal Attribute
07-11 Acceleration Intolerance
Omnidexterity: Similar in nature to
12-17 Albinism
ambidexterity, omnidexterity is the ability to use
all of one's limbs equally well, assuming the 18-22 Allergy (*)
physical ability to do so. This often assumes the 23-28 Color Blind
presence of additional arms, tentacles or 29-33 Dulled Sense (*)
whatever, but some entities (such as a sentient 34-39 Dwarfism
gorilla) might make equally good use of both 40-44 Epilepsy
hands and feet, for instance. Omnidexterity 45-50 Feebleness
counts as two quirks. 51-56 Gigantism
57-61 Gravity Intolerance (*)
Rank Boost: This quirk is a direct way to
enhance a character's ability or power score that 62-67 Lameness
the Player finds lacking. This may apply to any 68-72 Low Pain Threshold
physical or mental statistic, or applicable power 73-78 Missing Parts (2)
rank, but not to one's Resources or Popularity 79-83 Rank Loss (2)
score. Rank boost counts as two quirks. 84-89 Slow Healing
90-94 Weak Bones (2)
95-00 Weakness (2)

Abnormal Attribute: Individuals with an


abnormal attribute just 'aren't right'. Something
about them is clearly weird in an obvious fashion
- not so much as to grant them any sort of special
power, but such an attribute may be a side effect
of any powers the character has. This can range
from really big ears to extra fingers to a vestigial
tail to hair that grows, say, a quarter inch a day.

Acceleration Intolerance: A character with this


quirk is simply ill-equipped to accelerate very

337 The Ultimate Origins Book


quickly. They can move fast mind you, but it Epilepsy: An epileptic character is prone to
takes a good long time for them to get up to sudden fits of uncontrollable shaking. They can
speed. Subtract one area per turn from this be caused by anything from stress to head
character's listed acceleration rate, with a injuries. A character will feel a seizure coming
minimum acceleration rate of 1/2 an area per on 1d10 turns early, and they will last a like
turn. amount of time. Actions attempted while seizing
are made at a -4CS. Epileptic characters can
Albinism: The result of a congenital lack of resist the onset of a seizure each turn they can
certain pigments, albinism can express itself as pass a yellow Psyche FEAT.
either a lack of coloration in either the eyes, or
the eyes, hair and skin. Either way, an albino is Feebleness: Feebleness indicates a character who
sensitive to bright lights, resisting such at a is highly susceptible to the loss of Negative
-2CS. If one's skin is albinic, they are subject to a Health, for he must calculate such as if their
-2CS penalty to resist ultraviolet radiation, as Endurance score was -1CS in rank. Characters
well as being easily blinded. with a higher Endurance score have much more
Negative Health to lose thanks to this quirk,
Allergy: An allergy is a heightened vulnerability though admittedly they're in a better position to
to certain attacks or substances. Not quite a handle such a loss in the first place.
weakness per se, an allergy inflicts a -2CS
penalty towards resisting whatever the character
is allergic to, for each level taken. This can be
any direct form of damage (radiation, Karmic
attacks) a toxic substance, or even something
'normal' in the environment the character is
especially susceptible to.

Color Blind: Color blindness is the inability to


distinguish one or more colors. Usually this
involves a lack of one type of color receptor,
which causes one to see colors completely
different than others. Severe cases can cause one
to see in 'black and white' however, which is
mostly a disadvantage save for in certain
conditions (or when fighting someone with
Coloration).

Dulled Sense: A dulled sense is one that


functions at a diminished capacity. For every
level a character takes in this quirk, they should
suffer a -2CS to any one sense of their choice -
this can sometimes be nullified by technology Gigantism: The flip side of dwarfism, gigantism
(such as glasses or hearing aids) but not always. indicates a character who is not just tall, but is
If this quirk reduces a sense to Shift 0 rank, the disproportionately so. Such an individual will
character is considered to be lacking it entirely. usually range between seven and eight and a half
feet tall, and must have all of his clothing and
Dwarfism: This quirk does not refer to the axe- gear custom made. A character suffering from
wielding dwarves of lore. It describes a condition this quirk may also suffer other related ailments,
wherein the character possessing this quirk is such as feebleness or even weak bones.
disproportionately short. For game purposes, a
dwarf will usually range between three and a half Gravity Intolerance: The gravity intolerant are
and five feet tall, not being small enough to those who are particularly attuned to gravitic
qualify for the shrinking power and yet being of conditions wherever they come from, and do not
a size where they must usually have all gear and adapt well to changes in it. These characters
clothing custom fitted. suffer a -2CS penalty to all Endurance FEAT
rolls required when operating under different

The Ultimate Origins Book 338


gravity, whether in the form of higher or lower G which may not be enough to make an immediate
forces, for each level taken. difference in combat, but will definitely increase
one's time in the hospital after serious injury.
Lameness: Not a state of being uncool, a lame
character has some vital part that functions at Weak Bones: A normal human character is
less than one hundred percent. This can be assumed to have bones with a Typical (6)
anything from a bum leg to a crippled hand to material strength. The character with weak bones
even serious organ damage. The effect of this is is not so lucky however, and suffers heightened
usually to apply a -1CS to FEATs related to the damage in the face of crushing attacks. Any
lame body part (movement penalty for a leg, Blunt Attack damage affecting the character
Agility (dex) for a bad hand), though this can inflicts +1CS damage, possibly leading to broken
depend on the nature of the lameness. bones regularly. Weak bones counts as two
quirks.
Low Pain Threshold: Characters with a low pain
threshold are much more likely to buckle under Weakness: The unfortunate character that is
physical duress. They suffer a -2CS to any FEAT inherently weak finds that they have much less
roll intended to resist the effects of pain (whether Health than would otherwise be indicated.
from physical damage, methodical torture or Though weakness counts as two quirks, it
induced pain via some other mechanism), and reduces the sum of his Fighting, Agility,
bear a like penalty to shrug off Stun results Strength and Endurance scores by twenty
scored against them in battle. percent, making them much more likely to face
unconsciousness and potential death in the midst
Missing Parts: Put bluntly, the character is of combat (super human or otherwise).
missing some body part or another. This can be a
sensory instrument, extremity, or (formerly) Mental Quirks (Beneficial)
internal organ. As is the case with lameness, the
specific detriment to a character with missing Die Roll Quirk
parts must be determined on a case-by-case 01-08 3-D Sense
basis, but the penalty is usually more severe. As 09-15 Alertness
a result, missing parts counts as two quirks.
16-23 Cybernetic Aptitude
24-31 Fortitude
32-38 High Stress Threshold
39-46 Karmic Shell (2)
47-54 Magical Aptitude
55-61 Natural Talent
62-69 Psionic Aptitude
70-77 Quick Learning
78-84 Sanity
85-92 Static
93-00 Technological Aptitude

3-D Sense: Possession of a 3-D sense indicates a


Rank Loss: A rank loss is a direct way for a character has the ability to think in more than
player to gain quirk points for other purposes, two dimensions. This comes in handy when
possibly to cover the cost of a beneficial quirk or handing situations such as aerial combat, or in
two. When taken, rank loss will reduce the rank any other condition where threats may come
of any one ability or power score by -1CS. Rank from any of the three standard axes. A 3-D sense
loss counts as two quirks. can also benefit characters who deal with even
higher dimensions as well (even if this doesn't
Slow Healing: A slow healer, as you may have apply very often).
guessed, recovers from damage at a much lower
rate than is normal for a person of their Alertness: Alertness is a heightened awareness of
Endurance rank. They heal as if their Endurance one's surroundings. Characters with this quirk
was -4CS in rank, to a minimum Feeble (2), are rarely surprised by the actions of others,

339 The Ultimate Origins Book


whether or not super human abilities are in play. Magical Aptitude: A magical aptitude is an
In game terms, a highly alert character should inherent 'knack' for the use of magic spells.
receive a +2CS to any FEAT roll to avoid Characters with such an aptitude need not begin
ambushes or surprise, and is such a light sleeper play as a spellcaster, but may be looked upon
that any disturbance in his area will wake them favorably by would-be mystic instructors. When
on a yellow Intuition FEAT. casting spells, a character with magical aptitude
may do so as if the spell was +1CS in rank in all
Cybernetic Aptitude: A cybernetically apt manners save for any damage it inflicts.
character is one whose body is highly accepting
of cybernetic implants of any variety. Such an Natural Talent: A natural talent is just that, a
individual should be treated as if their Psyche natural disposition towards some skill or another.
was +2CS higher in rank for the purposes of A character with a natural talent should gain a
FEAT rolls against their Implant Psychosis +1CS when attempting a FEAT with said skill,
Statistic, thus allowing them to handle a lot more above and beyond the normal bonus. Alternately,
artificial components in their body than is a natural talent can substitute for the use of a
normal. Talent itself, denoting someone who hasn't been
trained at all but nonetheless shows promise in
Fortitude: Fortitude is indicative of a character that area.
who has an abnormally high Mental Health
score. They may calculate that statistic as if their Psionic Aptitude: A psionic aptitude is a 'knack'
Psyche rank was +1CS higher than normal. of sorts for the use of psionic abilities, whether
Fortitude is especially handy for those characters natural or trained. Whether they begin play with
who regularly engage in psionic combat, such or develops them at a later date, a
particularly if said characters already have a psionically apt character can use any psi powers
rather high Psyche score to begin with. at his disposal more effectively than others. This
High Stress Threshold: No matter how weird or aptitude translates into a +1CS on any FEAT roll
dangerous or frustrating the situation is, a required during the use of psi powers, applying
character with the high stress threshold quirk to everything save for any damage inflicted.
manages to easily keep his cool. They should
receive a +2 CS bonus on any FEAT required of Quick Learning: As one can guess, the character
them to stay calm in the face of adversity, even if with the quick learning quirk, well, learns things
their life or someone they care about's life is on quickly. In game terms, they can master a new
the line. Talent in half the normal time, and may do so
with a twenty five percent Karma point discount.
This discount does not 'stack' with the Student
Talent cost reduction, but it may be applied to
Talent-equivalent powers such as magic spells or
psi abilities.

Sanity: More impressive than it may at first


sound, sanity is a quality that reflects one's
ability to stave off madness, even if the face of
mind-bending phenomena. Related to a high
stress threshold (and stacking with such), the
sanity quirk provides a +2CS to Psyche FEAT
rolls required when attempting to avoid going
Karmic Shell: Characters with a karmic shell are crazy, usually as a result of things from Beyond
blessed by fate (or destiny, etc.). This quirk but not always.
allows its possessor to begin play each game
session with twenty percent more Karma than the Static: Whether it's a subconscious form of
sum of their Reason, Intellect and Psyche would psionic ability or just something weird going on
indicate. This quirk counts as two quirks, but is with one's brain chemistry, static denotes a
not allowed if the Judge is using the 'no free character with a 'slippery' mind. Any mind-
lunch' optional Karma rules (see below). altering psionic effect (no matter its source)
suffers a -1CS to affect a character with the static

The Ultimate Origins Book 340


quirk, whether it's mere telepathy or something Action Addict: An action addict constantly
as extreme as a mind transfer! craves action, adventure and/or excitement. This
need not involve physical conflict, but can
Technological Aptitude: Related to a natural quickly escalate to such if the character with this
talent, technological aptitude is a 'knack' of sorts quirk is denied too long. If stuck waiting or
for devices of all types. It allows its possessor a otherwise doing something tedious, an action
+1CS to any FEAT roll required during the addict will usually fidget uncontrollably and
creation of a mechanical or electronic item, save complain incessantly, eventually wandering off
for the Resources check. This bonus can stack in a search for fun (as he sees it).
with those offered by any technical Talent(s), as
well as the with the natural talent quirk (if the In game terms, this translates into a required
character possesses both). Psyche FEAT if the character finds themself
bored, rolled at a -2CS. If this first FEAT roll
Mental Quirks (Deleterious) fails, the character will give off obvious signs of
his distress, and if this situation continues for
Die Roll Quirks more than 1d10 turns, he must make another
01-03 Action Addict Psyche FEAT - this time at a -4CS - to avoid the
04-06 Attitude (*) overwhelming compulsion to split - assuming
they try to resist said urge, that is.
07-09 Bluntness (*)
10-12 Bully (*) Attitude: Characters with an attitude problem are
13-15 Combat Paralysis (*) inherently confrontational. This facet of their
16-18 Compulsiveness (*) personality permeates everything they say and
19-20 Cowardice (*) do, and most importantly, it colors others'
21-23 Cyber-Neurosis perception of them. In order to 'play nice',
24-26 Fanaticism (*) characters with a bad attitude must pass a Psyche
27-29 Frenzied FEAT roll at a -2CS for every level this quirk is
taken at, assuming they ever bother to try.
30-32 Greed (*)
33-35 Gullibility (*)
36-38 Honesty (*)
39-40 Impulsiveness (*)
41-43 Inept (*)
44-46 Insanity (2)
47-49 Insomnia
50-52 Jealousy (*)
53-55 Karmic Dearth (2)
56-58 Laziness (*)
59-60 Learning Disorder
61-63 Low Stress Threshold (*)
64-66 Mania (*)
67-69 Multiple Personality (*)
70-72 Pacifism (*)
73-75 Paranoia (*)
76-78 Personal Code (*)
79-80 Phobia (*)
81-83 Pushover
84-86 Rudeness (*)
87-89 Short Attention Span
90-92 Shyness (*) Bluntness: Someone who is 'blessed' with this
93-95 Stubborn (*) quirk doesn't see the need to mince words, or is
96-98 Temper (*) completely oblivious to the effects of their words
99-00 Vow (*) on others. The blunt character speaks their mind,

341 The Ultimate Origins Book


and does so both freely and directly. In game hallucinate, perceiving events that aren't actually
play, a blunt individual must pass a Psyche occurring, and interact with the products of their
FEAT roll at -2CS for every level this quirk is delirious minds despite the fact that no one else
taken in order to 'edit' themselves at all. can sense them. To ignore the influence of one's
damaged mind, assuming the delusional
Bully: Everyone knows a bully. These individual should want to, they must pass a
individuals find great pleasure in putting others Psyche FEAT roll at a -2CS for every level this
'in their place', which is usually cowering in fear quirk is taken at.
of the bully. For each level this quirk is taken,
bullies must pass a Psyche FEAT roll at a -2CS Fanaticism: Not merely a proponent of some
to resist the urge to cow those weaker than philosophical, political or religious movement,
themselves, if they choose not to. Ironically, the fanatic takes their adopted beliefs to
bullies often manifest the cowardice quirk as ridiculous extremes. They do all they can to
well. support their pet movement, often going well
beyond the bounds of legality in order to do so;
Combat Paralysis: Combat paralysis is where a few tasks are so low that a fanatic will refuse to
person tends to freeze up in situations of conflict. engage in them in order to further the 'cause',
This can be a result of confusion, indecision or whatever it may be.
fear, depending on the character involved. When
forced into a contentious situation, particularly In game terms, fanatics overwhelmingly
where violence is concerned, characters with this believe that their cause is righteous above and
quirk cannot act unless they can pass a Psyche beyond all others. If presented with an
FEAT roll at a -2CS for each level taken, each opportunity to aid his pet belief structure, a
turn a fight continues. fanatic must pass a Psyche FEAT roll at a -2CS
for each level of fanaticism he takes, should they
Compulsiveness: Meshing well with unpleasant actually wish to forego action to further its aims
habits, this quirk is representative of a habit, (perhaps because mitigating circumstances
usually bad, that the character constantly would make things difficult for them either
indulges. This can be anything, such as chewing immediately or down the line).
nails, twiddling thumbs or even constantly
sighing or rolling one's eyes when annoyed.
Stopping oneself from indulging one's habit
requires a Psyche FEAT roll at -2CS for every
level this quirk is taken.

Cowardice: Danger is not, in fact, this


character's middle name. A coward finds himself
fleeing from danger at all times, real or
imagined. To persevere in the face of any
perceived threat, the coward must pass a Psyche
FEAT roll at a -2CS for every level of this quirk
he possesses. Many cowards often
overcompensate for their cowardice by engaging
in bullying behavior.

Cyber-Neurosis: A character cursed with this


quirk is especially susceptible to mental illnesses
brought on by the implantation of cybernetic
devices in their body. For the purposes of
resisting one's Implant Psychosis Statistic, a
Frenzied: Inherently dangerous, a character with
character with cyber-neurosis is considered to
the frenzied quirk lives to fight and hurt others,
have a Psyche rank -2CS lower than is listed,
often to the point of slaying them! In combat, a
making cybernetics a very bad idea for them.
character with the frenzied quirk must pass a
Psyche FEAT roll at -2CS to avoid succumbing
Delusions: Individuals susceptible to delusions
to it. If this FEAT fails, they'll gain a +1CS to
live in a world all their own. They often

The Ultimate Origins Book 342


their Fighting score, but an accompanying -1CS - or at least the latest of such - requires first
to their Reason rank, and won't stop fighting passing a Psyche FEAT roll at a -2CS for each
their foe(s) until no one is left standing. level of impulsiveness taken.

At this point, the frenzied character, if he


wishes to stop, must pass another Psyche FEAT,
this time at a -4CS. If this second FEAT roll
fails, the character cannot stop until he's slain
everyone present that he perceives as a threat.
This includes anyone attempting to 'break up' the
action or otherwise prevent him from terminating
his opponents, and lasts for the duration of
combat plus 1d10 turns.

While in a frenzy, the only way a character


with frenzied can stop himself (assuming he even
wants to) is to make a red Psyche FEAT roll -
and to spend all of his Karma. But then, if they
care enough to stop, they are probably about to
lose it all anyway.

Greed: Some people are misers, but the


possessor of this quirk makes such individuals
look like philanthropists. A greedy individual
hoards their wealth and property with an almost
manic fervor, and goes out of their way to
Inept: An inept person is the consummate
rapidly acquire as much as is possible. As such,
bumbler. This sort of individual has problems
avoiding 'easy money' or engaging in charity of
completing even the most simple of tasks, and
any variety requires first passing a Psyche FEAT
almost everything they do is marked by abject
at a -2CS for each level of greed taken.
failure - the more spectacular, the better. In order
to really do something right, the inept character
Gullibility: The gullible are those who are either
must pause to think things through (taking a full
naive or clueless, believing that other people are
turn to do such), and then pass a Reason FEAT
mostly honest, good folks. In order to avoid
at a -2CS for each level of inept taken.
getting sucked into the nefarious schemes of
others, or to otherwise disbelieve some sort of lie
Insanity: Worse than a merely delusional
or scam directed at their person, a gullible person
character, an insane person is stark, raving mad.
must first pass a Psyche FEAT roll at a -2CS for
This sort of person lives in a reality of their own
each level of gullibility they have accepted.
making, their mind actively reinterpreting
everything that occurs to them to fit their
Honesty: An honest person is usually hard to
damaged mental state. The actual form of
find, but a character with this quirk literally can't
insanity the character suffers from should be
lie - at least, not very convincingly. Whether
developed with the game Judge, and insanity
they refuse to be dishonest (sort of like a
itself counts as two quirks.
personal code) or are just really lousy liars, a
character with this quirk is unable to easily
Insomnia: The insomniac has severe difficulty
engage in subterfuge. Successfully doing so
sleeping, whether falling asleep in the first place
requires first passing a Psyche FEAT roll at a
or staying asleep once unconscious. In order to
-2CS for each level of honesty taken.
sleep well, an insomniac must pass a Psyche
FEAT roll at -2CS in order to calm himself
Impulsiveness: Impulsive individuals are those
enough to drift off. Failure of this FEAT gives
who seem to do just about anything at the drop
one a -2CS penalty on all actions attempted
of a hat. They consistently jump the gun, doing
during the next day, due to a lack of energy,
things that occur to them almost immediately,
focus and rest.
and usually do so in a half-cocked manner.
Resisting the urge to engage in their every whim

343 The Ultimate Origins Book


Jealousy: Jealous individuals tend to covet that to general monomania (obsessing over one idea
which belongs to others, and secretly maligns or action incessantly).
those who have what he wants. Similar to greed,
those who suffer from jealousy are consumed by This sort of mental disorder can get the
their desires for... whatever, and have a hard time character in all kinds of trouble, both legal and
shaking them off, even for a little while. Doing otherwise, but can be a lot more 'fun' when the
so requires a Psyche FEAT roll at a -2CS for other players don't know the character has it... at
each level of this quirk they've taken. first, anyway. In order to resist a manic urge in
the course of play, if only for a little while,
Karmic Dearth: A character with a dearth of characters with this quirk must pass a Psyche
Karma will begin play with an amount of FEAT roll at a -2CS penalty for each level of
spendable Karma equal to the sum of their mania they possess.
Reason, Intuition and Psyche scores minus
twenty percent. This quirk counts as two quirks,
but is not allowed if the Judge is using the 'no
free lunch' optional Karma rules, which basically
makes it useless (see below).

Laziness: Lazy individuals are incredibly


difficult to motivate. They have a hard time
getting up in the morning, doing work, finishing
extensive projects, or accomplishing anything
else in particular that they don't especially enjoy.
Motivating oneself requires a Psyche FEAT roll
at a -2CS for every level of laziness taken, the
failure of which means the person with this quirk
will blow off their current task to do anything
else.

Learning Disorder: A learning disorder is a


disability that prevents one from easily learning.
It can come in the form of dyslexia (difficulty
with reading), dyscalculia (difficulty with math),
dysgraphia (difficulty with typing) or even Multiple Personality: Individuals with multiple
cluttering (difficulty with speech). A character personalities are not alone inside their heads.
with any learning disorder suffers a twenty five Most often this is because of a splintering of
percent Karma penalty when learning new their mind due to some traumatic event in the
talents, taking twice as long to do so. past, but in rare instances this could actually
occur due to super human phenomena, such as
Low Stress Threshold: Individuals with a low some sort of spectral or otherworldly entity
stress threshold have a difficult time keeping a taking refuge inside their cranium.
cool head in the face of adversity. They may be
panicky, jittery, jumpy, or quick to declare that A level one multiple personality quirk
the end is nigh whenever something goes amiss. indicates the character has one other,
For each level of this quirk taken, a character approximately equal personality. An additional
should suffer a -2CS penalty to their Psyche on level makes for several such personalities, some
any effort to keep 'cool' should just about of which may have control over different powers
anything go seriously wrong for them. the character possesses. A level three multiple
personality quirk means there's any number of
Mania: Above and beyond mere compulsive different minds swimming around in the
behavior, a mania is in fact a mild form of character's head, all of which may act at cross
obsessive insanity. Most of these involve an purposes with some frequency.
unhealthy repetition and preoccupation with
some usually self-destructive behavior, ranging Each personality will have Reason, Intuition
from trichotillomania (obsessively pulling one's and Psyche scores all its own; they are ostensibly
hair out) to pyromania (obsessively setting fires) based upon the same 'hardware' but each

The Ultimate Origins Book 344


personality a character possesses will be at pass a Psyche FEAT at a -2 CS for every level of
different levels of development from the others. this quirk taken.
The one advantage to this quirk is that if one
personality is knocked out by a Karmic attack, Personal Code: An individual with this quirk
the character might have several others ready to lives by an internal set of ethics and refuses to
pick up the slack almost immediately...! violate them. Such a code may or may not
coincide with the laws of his society, which may
Pacifism: A pacifist does not believe in fighting, lead to problems with law enforcement -
for any reason. They can usually abide defending particularly if their code allows them to inflict
themselves but will not intentionally inflict harm violence upon others. Disregarding one's code
upon anyone, which is usually why such for a short time requires a Psyche FEAT roll at a
individuals will learn martial arts like Aikido - -2CS for each level this quirk is taken.
which have no offensive moves. Overcoming
this personal belief (say, when one is under Phobia: A phobia is an intense, irrational and
threat of imminent death) requires a Psyche persistent fear of some person, place, thing or
FEAT at a -2CS for every level the pacifist took occurrence. A phobia can be almost anything,
of this quirk. from ecclesiophobia (a fear of churches) to
hydrophobia (a fear of water) to xanthophobia (a
fear of yellow) to even phobophobia (a fear of
phobias). Resisting the urge to flee in the face of
one's phobia requires a Psyche FEAT at a -2CS
for every level this quirk is taken.

Pushover: A pushover is someone who is rather


easily flattened by mental attacks. He must
calculate his Mental Health score as if his Psyche
was -2CS in rank, which makes him especially
vulnerable to Karmic damage. The pushover
quirk is particularly dangerous to characters who
already have a rather low Psyche rank, as this
often leaves them subject to a Karmic 'one shot'
attack.

Rudeness: Similar to the effects of the bluntness


quirk, rudeness causes a character to be verbally
insulting to others. Unlike someone who is
merely blunt however, a rude person intends
Paranoia: The paranoid believe that everyone is insult when it is offered; like a bully, they enjoy
out to get them. Nominally this isn't the case, but inflicting self-confidence issues, possibly to
if such a character becomes embroiled in an cover up their own. In order to rein oneself in, a
actual conspiracy or another it just might character with this quirk must pass a Psyche
reinforce his irrational beliefs. Usually a FEAT at a -2CS for each level of rudeness taken.
paranoid individual won't inherently mistrust
their close compatriots, although they might pay Short Attention Span: Characters with a short
more attention to what they're doing, and read attention span are rather absent-minded. They
more into almost every situation. have a tendency to forget names, schedules,
appointments, events, and anything else that isn't
On the other hand, paranoid characters bright, shiny and immediate. Without some sort
absolutely distrust those that they do not know of mechanism to help remember such (a note
intimately. Changing this usually requires a pad, a Blackberry™, etc.), such a character must
Herculean feat of friendship, or consistent work make Reason FEATs at a -2CS to recall things
with the paranoid person over a long period of they need to accomplish.
time. In order to give others the benefit of the
doubt, or to avoid being suspicious of friends Shyness: For any number of reasons, a shy
seemingly acting 'weird', a paranoid person must individual has a hard time speaking up for
themselves. This can be fear of ridicule or

345 The Ultimate Origins Book


embarrassment, or perhaps a fear of crowds. In Ally: Somewhere in the character's past, he
order to strongly voice one's opinion or managed to cultivate an ally. More than a mere
otherwise speak in front of large groups of contact (though he counts as such), this ally is a
people, a shy individual must first pass a Psyche true friend of the character, and will help them in
FEAT roll at a -2CS for each level the shyness any way they can. This ally can be a trusted
quirk is taken. right-hand man, a sidekick, or whatever else fits
the character's origins. This ally must be built
Stubborn: Stubborn people are convinced that and role-played by the game Judge, however.
they're always right - and when proven wrong,
will often continue to argue a point even when Assistant: An assistant is related to an ally, in
they know better. It's all about 'winning' with that they are a trusted confidante of some sort or
stubborn folks, and they enjoy debating and another. This assistant could be a dedicated
grousing at anyone who doesn't immediately butler, secretary or technician, or perhaps works
capitulate to their point of view. Resisting this for the character in some other quasi-servile role.
urge requires a Psyche FEAT roll at a -2CS for This secondary character will aid their superior
each level this quirk is taken. in any way they can, and like an ally must be
created and role played by the game's Judge.
Temper: Individuals with a temper have a very
light fuse. Just about anything can set them off,
and once they're mad, they tend to stay angry. In
order to resist losing one's temper or to mellow
out once enraged, a character with this quirk
must pass a Psyche FEAT roll at a -2CS for each
level it is taken. Typically, anger management
classes do not help such an individual very
much.

Vow: Not just a simple promise, a vow is a


solemn oath a character lives by. Perhaps they
have dedicated themselves to completing some
task or another, or wishes to obtain justice (or
vengeance). If forced to forego their vow for any
length of time, a character will suffer per the
action addict quirk, in relation to pursuing it.
Staving off one's vow for a time requires a
Psyche FEAT at -2CS for each level of this quirk
taken.

Role Play Quirks (Beneficial)

Die Roll Quirk


01-09 Ally
10-18 Assistant
19-27 Attractive (*) Attractive: Whether it's something in one's
appearance or some other subtle quality, the
28-36 Benefactor (*)
character with this quirk is attractive. People
37-45 Cash Flow who would be remotely interested in their gender
46-54 Charmed and/or species find them particularly alluring, in
55-63 Fame (*) fact. For every level of attractive a character has,
64-72 Fan Club they should benefit from a +1CS to Popularity
73-81 Good Reputation FEAT rolls when dealing with those who think
82-90 Likeability (2) they are appealing.
91-00 Lucky (2)
Benefactor: When someone likes what a
character is doing but doesn't want to directly
participate in their actions, they will often serve

The Ultimate Origins Book 346


as a benefactor to him. This usually involves segments, and even has numerous web sites
financial assistance of some sort (+1CS devoted to his activities. Each level of fame
Resources for each level taken), but can take the improves one's Popularity score by +1CS (in
form of equipment or special favors, and lasts as either a positive or negative direction).
long as the character remains in the good graces
of his benefactor. Fan Club: Occasionally accompanying fame, the
fan club represents a gaggle of fan boys and fan
Cash Flow: Characters with a positive cash flow girls who follow the career of the character in
are those who, above and beyond their normal earnest. A member of a character's fan club will
moneymaking endeavors, have ready liquid cash usually treat them as if their Popularity score was
at hand. This can take the form of a minor +2CS in rank, raised to +4CS if he's ever
inheritance or perhaps rather wise investments. actually interacted with them - even if so briefly
This money requires little maintenance (making as to autograph something of theirs (or a part of
crime fighting easier), particularly if managed by them) in the past.
an assistant, and raises one's Resources +1CS for
each level taken. Good Reputation: A character with such a
reputation has a good standing in his community
Charmed: One who is charmed is a veritable font as a whole. While this may not involve people
of good luck for their allies. The charmed quirk building fan sites dedicated to them, they know
alters die rolls for the better for anyone affiliated they are trustworthy and someone to turn to in a
with its possessor. Once per hour, this quirk will pinch. This grants them a +1CS to his Popularity
switch the dice of someone allied with the score on their home turf; though this can backfire
charmed character in said ally's favor. The if the character acts counter to whatever
person benefiting from the charm is random, and reputation they have been building over time.
the charmed character can't control when it will
affect them. Likeability: The likable character has a pleasant
demeanor, or is otherwise charismatic somehow.
When interacting with others, the likable
character receives NPC reactions that are one
step higher, unless said NPC is already hostile
towards them. If the NPC is already friendly, the
likable character should be treated as if their
Popularity score is +2CS in rank. Likeability
counts as two quirks.

Lucky: Like the charmed character, one who is


lucky has the effect of altering die rolls
beneficially. However, instead of doing so for
one's allies, a lucky person may do this for
themselves. Every tenth roll a lucky character
makes, he may switch the dice such that the high
number comes first - unless, of course, it would
be in his best interests to roll low in that
instance. Lucky counts as two quirks.

Fame: A famous character is one who is rather


well known to the public, either for good reasons
or bad (the latter being better known as infamy).
This character regularly appears in newspaper
and magazine articles, entertainment television

347 The Ultimate Origins Book


Role Play Quirks (Deleterious) reputation grants one a -1CS to their Popularity
score on their home turf, though this can backfire
Die Roll Quirk if the character acts 'out of character' while trying
01-06 Alien Culture (*) to build a rep.
07-12 Bad Reputation
Bigotry: This unpleasant quirk represents the
13-18 Bigotry (*)
tendency of a character to look down upon a
19-24 Dependent group of people for some arbitrary reason or
25-29 Enemy (*) another. If the character wishes to hide his
30-35 Illiteracy negative bias, he must pass a Psyche FEAT roll
36-41 Jinxed at -2CS for each level of this quirk taken. If one
42-47 Loner (*) cares not to disguise their hatred of whatever
48-53 Nerd group of people he dislikes, others tend to react
54-59 Poverty to them as if their Popularity had a like modifier.
60-65 Repugnant Personality (*)
Unless they, too, share such detestable
66-71 Snob attitudes. Of course, then there's the target of the
72-77 Social Dependent (*) bigot's ire. Such an individual, upon realizing the
78-82 Unattractive (*) bigot's true feelings, will automatically shift one
83-88 Unlucky (2) step downward as far as NPC reactions go.
89-94 Unpleasant Habits (*) These individuals will never be 'friendly' to a
95-00 Weirdness Magnet bigot and may readily turn outright hostile,
depending on their personality and the situation
at hand.

Dependent: A dependent is someone in the


character's life who relies upon them in some
capacity. This can be a child, a ward, or even an
older, infirm relative of just about any sort. Such
an individual will usually wind up occupying
some of the character's time and/or resources
during each adventure, and has an uncanny
knack for getting themselves into trouble of
some sort on a regular basis.

Enemy: The character with this quirk has an


Alien Culture: This quirk doesn't necessarily
enemy. Not just someone the character has
represent extraterrestrial mores and such, it
opposed on a few occasions, this enemy is a
simply states that the character has a different
hard-boiled hater of the character and everything
culture than that which is active where they have
he stands for. Often, but not always, the source
decided to make their home. This can make
of this enmity is tied heavily into the character's
critical misunderstandings of even the most
origin. This quirk can be taken at multiple levels,
simple of social interactions, and generally
each of which steps up the threat of said enemy.
proves to give the 'alien' character a -2CS to their
Popularity score for each level taken.
A level one enemy is, in all respects, the
character's equal. A true nemesis, this foe can
This penalty is doubled in regards to people
match wits and power with the character in
who find the alien culture of the character
almost every way - and may in fact be an evil
particularly contemptuous.
twin or clone or variant earth duplicate. Higher
levels of enemy, however, are much more
Bad Reputation: A character with such a
dangerous foes, and have a far reach indeed.
reputation has a bad standing in his community
These can range from a super group to a secret
as a whole. While this most often doesn't involve
society to, at far extremes, an entire government!
torches and pitchforks, people where this
individual come from usually know him on
Illiteracy: An illiterate character can neither read
sight... and what he's capable of. A bad
nor write. This may not be so inconvenient in a

The Ultimate Origins Book 348


medieval setting, but nowadays this quirk can has taken everything the character values from
make one's life very difficult. Without being able them. Either way, those stricken with poverty
to read, one can only interact with computers and have a Resources rank of Poor (4) or less, and
signs of all kinds through readily recognizable can't seem to improve their lot no matter how
icons. If not caused by a disability, illiteracy can hard they try.
be reversed by purchasing 'reading' as a talent.
Repugnant Personality: This character grates on
Jinxed: Similar to the unlucky quirk, jinxed the nerves, no matter how hard you try to tolerate
alters die rolls for the worse. However, the die him. They are possibly gruff, boisterous,
rolls so affected are not those of the jinxed opinionated, arrogant, or some combination of
character, but those of their compatriots! Once the above. A character may have multiple levels
per hour, one die roll made by the allies of a of repugnant personality, giving them an
jinxed character will be altered for the worse, as effective -2CS to their Popularity score for each,
if the character rolling it was afflicted by the luck and bottling up their annoying characteristics
power's bad luck. The person so chosen is temporarily requires a Psyche FEAT at a like
random each time it happens. penalty.

Loner: Loners generally can't stand other people, Snob: Snobs tend to look down on everyone save
and positively hate being around large groups of for their special little clique. A snob receives a
them for any length of time. A loner must pass a +2CS Popularity adjustment from others within
Psyche FEAT roll at a -2CS for each level this their social group, but a -2CS adjustment to
quirk is taken whenever they are in a crowded those they look down upon. Snobs tend to be on
situation. If this FEAT roll fails, he must particularly bad terms with nerds and loners, the
immediately leave or suffer a like penalty to all former of which may not understand why they're
actions taken while surrounded by these people. the subject of scorn and the latter of which
remind them why they hate others so much.

Social Dependent: The opposite of the loner, a


social dependent is only comfortable around
large groups of people, for they rely upon others
to make up their minds for them. A social
dependent is paralyzed with indecision if all
alone, requiring a Psyche FEAT roll at a -2CS
for every level of this quirk taken in order to do
something other than waffling about
indecisively.

Unattractive: Whether we're talking about one's


physical appearance or some other ephemeral
quality, there's something about the character
that puts people off. Individuals who would
otherwise find the character attractive (or at least
Nerd: The nerd just doesn't get it. They don’t neutral in their eyes) find the unattractive
understand why they aren’t cool, or perhaps they character unpleasant, and react to them at a -2CS
just don't care. This type of person is usually for each level of this quirk taken.
concerned with things outside the cultural norm.
They can't dance, don't really know anything Unlucky: An unlucky character has a hard time
about music, and/or has a lousy fashion sense - getting things to go their way. This is because,
and it shows. Nerds usually receive a -2CS every tenth time they roll the dice, the unlucky
Popularity adjustment when interacting with the character's die result is altered such that the
so-called 'cool' people (or snobs). number rolled is arranged to produce the worst
possible result for the character, as if suffering
Poverty: Perhaps the character is saddled with from the negative effects of the Luck Power.
crushing debt they can't get ahead of, or maybe Unlucky counts as two quirks.
they are an ex-convict who can't get a decent job
to save their life. Maybe an economic downturn

349 The Ultimate Origins Book


Unpleasant Habits: A character with an
unpleasant habit does something that seems
relatively normal to them, but others usually find
it repugnant. Such a habit can include picking
one's nose, chewing his toenails, constantly
scratching in awkward locations, or even
wearing spandex when one really, really
shouldn't. Each level of this quirk reduces one's
effective Popularity score by -2CS.

Weirdness Magnet: Folks with this quirk - and


everyone around them - tend to live on the far
end of the probability curve. Strange and bizarre
things happen around such a character
constantly, and even stranger things happen to
them directly. Smart people who recognize a
weirdness magnet for what they are usually try to
keep a healthy distance from them whenever
possible.

Freak accidents, unexplained phenomena and


bizarre people cross paths with a weirdness
magnet with distressing frequency. The fallout of
such usually affects anyone within the weirdness
magnet's vicinity, which can be particularly
bothersome for one's teammates. Of course,
investigators of strange happenings may
appreciate a weirdness magnet for the staggering
opportunities with which he helps them do their
job...

Notes:
The 'Karmic Shell' and 'Karmic Dearth' quirks
assume the use of an optional rule that allows
players to begin each session with an amount of
spendable Karma equal to the sum of their
Reason, Intuition and Psyche scores - the Karma
total normally listed on all character descriptions.
The idea is this sum is an amount a player may
not use for advancement purposes, but may only
be spent during game play.

It can be supplemented with whatever other


Karma a character earns during play, at least that
which is not put away for advancement pools.

On the other hand, if the game Judge does not


believe in giving his players a free lunch, so to
speak, this rule naturally does not apply. Thus,
these two quirks are pointless save for how they
might affect a character at the very beginning of
game play (their initial Karma sum). If this is the
case, either omit these quirks from the lists
above or increase their alterations to 50 percent
and reduce their cost to one quirk point.

The Ultimate Origins Book 350


Appendix Twelve: Random Angel Appearance
MTS Note: Another bit stolen from AD&D. I have always liked these tables for Aasimars, and I thought
they would make quick and easy charts to use to create unique appearing angels.

The following was paraphrased from "Warriors 26-29 Perfect white teeth.
of Heaven" for 2nd Edition D&D and was 30-31 Long, distinguished nose.
written by Christopher Perkins. 32-33 Hooked nose.
34-36 Crystal blue eyes.
37-39 Bright green eyes.
40-42 Gleaming silver eyes.
43-45 Golden eyes.
Six fingers per hand (including
46-48
thumb).
49-50 Fingers one-inch longer then normal.
51-52 Animal horns on head.
53-54 Silver or gold fingernails.
55-57 Long, slender arms.
58-60 Long, slender legs.
61-65 Feathered wings (Gd 8 Flight).
The appearances of angels may vary 66-72 Vestigial wing bones on shoulders.
quite a bit. Because of this, the following 73-76 Opalescent skin.
two tables were created to add variety to 77-80 Naturally tanned skin.
angels. Roll to determine the number of 81-83 Body covered with speckled markings.
special features added to their 84-85 Bald, hairless.
Small feathers rather then hair on 10-
appearance. Multiple rolls within the 86-89
100% of body.
same body parts can be combined (i.e. Special side effect (roll on table
one red eye, one black eye), or re-rolled. 90-95
below).
96-98 Roll twice again, ignoring rolls above.
Number of Angelic Features
Roll three times again, ignoring rolls
99-00
above 89
Die Roll Number of Features
01-25 1
26-50 2
51-75 3
76-00 4

Angel Appearance

Die
Appearance
Roll
01-04 Silvery skin.
05-07 Green-tinted skin.
08-10 Blue-tinted skin.
11-14 Golden skin.
15-16 Pointed ears.
17-18 Ridged ears.
19-20 Dog-like ears.
21-25 Angular face with high cheekbones.

351 The Ultimate Origins Book


Angel Special Side Effects

Die
Side Effect
Roll
01-10 Sweet, fresh odor surrounds body.
Surrounded by aura of calm (good
11-15 creatures within 30' receive +2 on
Psyche FEATs against fear effects).
16-25 Regeneration at Fb 2 rank.
Susceptible to fire (suffers an
26-30
additional +1CS to damage).
Susceptible to cold (suffers +1CS to
31-35
damage).
Presence eases animals (+4CS to
36-45
popularity with animals).
Touch inflicts Gd 8 damage to evil
46-50
creatures.
Odd skin composition results in Body
51-55
Armor of Gd 8 rank.
56-60 Unholy water inflicts Gd 8 damage.
Susceptible to banishment type magic
61-70
and powers.
Speaks telepathically to any intelligent
71-75
creature within 1 mile.
76-80 Hyper Leaping at Gd 8 rank.
Endurance is considered to be +1CS
81-85 higher when determining movement
rate on ground.
Immune to powers and magic that
86-90
holds or ensnares them.
91-98 Speaks any language.
Eyes have the power to see though any
99-00
illusion.

The Ultimate Origins Book 352


Appendix Thirteen: Random Demon Appearance
MTS Note: Another bit stolen from AD&D. I have always liked these tables for Tieflings, and I thought
they would make quick and easy charts to use to create unique appearing demons.

The following was paraphrased from "The 17 Very small (almost unnoticeable) nose.
Planewalker's Handbook" for 2nd Edition D&D 18 Extremely long eyelashes.
and was written by Monte Cook. 19-21 Red eyes.
22-23 Black eyes.
24 Feline eyes.
25-26 Extremely deep-set eyes.
27-28 Green hair.
29-30 Blue hair.
31 Multi-colored hair.
32-33 Six fingers (including thumb).
34-35 Three fingers (including thumb).
36-37 Black fingernails.
38-39 Red fingernails.
40-41 Fingers one-inch longer then normal.
42 Arms six inches longer then normal.
Due to differences in their backgrounds, 43 Legs six inches longer then normal.
demon appearances can be quite varied. Because
44-46 Horse-like legs.
of this, the following two tables were created to
add variety to demons. Roll to determine the 47-49 Goat-like legs.
number of special features added to their 50-52 Goat-like hooves.
appearance. Multiple rolls within the same body 53-55 Long, thin tail.
parts can be combined (i.e. one red eye, one 56-57 Horse-like tail.
black eye), or re-rolled. 58-59 Lizard-like tail.
60-62 Spiny ridge on back.
Number of Features 63-65 Spiny ridges all over body.
66-68 Hairless body.
Die Roll Number of Features
69-71 Body covered in short fur or long hair.
01-25 1
72-73 Body covered in striped markings.
26-50 2
74-75 Extremely greasy skin.
51-75 3
76-80 Scaly skin.
76-00 4
81-82 Leathery skin.
Small feathers rather then hair on 10-
Demon Appearance 84
100% of body.
85 Green-tinted skin.
Die
Appearance 86 Blue-tined skin.
Roll
01-04 Small horns on forehead. 87 Red-tinted skin.
05-06 Small horns on temples. Special side effect (roll on table
88-89
below).
07 Single horn on forehead.
Roll twice again, ignoring rolls above
08-09 Long, thin face. 90-94
89.
10 Fangs in mouth.
Roll three times again, ignoring rolls
11 All teeth are pointed. 95-00
above 89
12 Forked tongue.
13-14 Pointed ears.
15 Fan-like ears.
16 Extremely long nose.

353 The Ultimate Origins Book


Demon Special Side Effects

Die
Side Effect
Roll
01-10 Ashy odor surrounds body.
11-15 Sulfurous odor surrounds body.
16-20 Rotting odor surrounds body.
21-25 Skin exudes ashy grit.
26-30 Body casts no shadow.
31-33 Body has no reflection in mirror.
Susceptible to banishment type magic
34-40
and powers.
41-45 Cannot be recorded on film/video.
Leaves a trace amount of sulfur in areas
46-50
where they spend too much time.
51-60 Presence causes unease in animals.
Presence causes unease in NPCs.
61-65
Popularity is at -4CS.
66-70 Prolonged touch withers normal plants.
Fingers treated as claws (Gd 8 edged
71-75
damage).
Touch inflicts Gd 8 damage due to high
76-80
body heat.
Touch inflicts Gd 8 damage due to cold
81-85
body temperature.
Odd skin composition results in Body
86-90
Armor of Gd 8 rank.
91 Cannot reproduce.
92 Holy water inflicts Gd 8 damage.
Exposure to direct sunlight inflicts Fb 1
93
damage per round.
94 Cannot enter "holy" areas.
Harmed only by magical or silver
95
weapons (as well as spells and powers).
Intuitively speaks the language of one
96-00
fiendish race.

The Ultimate Origins Book 354


Appendix Fourteen: Resisting Infections and
Transformations
MTS Note: I discovered this on the Forums for one of my favorite Classic Marvel websites, and I felt like I
had to include this. One PM asking permission later, and now it is here for others to use. I thought this
would be really useful for Parasites, Symbiotes, Vampires (Psionic, Magic, and “Normal”), Werewolves,
etc… Not only can this be used by the judge should a player get “infected”, but if a player is playing an
origin that can infect/transform others, it makes an excellent guide on how to handle them infecting another
character or NPC. You can view the original post on the link listed below (some additional information
was provided via PM): This section makes use of Blue FEATS. Rules for these can be found on page 376 of
this book.

The information below was written by


TankerAce and posted on the "Classic Marvel
Forever Phorum".

http://www.classicmarvelforever.com/phorum/read.ph
p?3,772

My table normally uses Vampires,


Werewolves, and other ‘Contaminating’ types of The following list details the effects after an
characters. Endurance or Psyche FEAT roll:

Once we encountered vampires, werewolves, • Blue: Failure: The Contamination or


symbiotes, etc.. ALL our Characters were Vampirism will take hold according to the
getting infected…. So we made a house rule to Powers of the Vampire, nearly instantly.
allow for a chance of postponing the infection.
• White: The Contamination or Vampirism will
Your Psyche (or Endurance) can postpone the take hold, but you may attempt a FEAT Roll in
‘Spell’ or Contamination for short periods of the next Round.
time.
• Green: Endurance or Psyche… Holds off
Contamination or Vampirism for ‘X’ amount of
Game Rounds

• Yellow: Endurance or Psyche… Holds off


Contamination or Vampirism for ‘X’ amount of
Hours

• Red: Endurance or Psyche… Holds off


Contamination or Vampirism for ‘X’ amount of
Days

Rolling a Yellow or RED (Endurance or


Psyche) FEAT roll pretty much means you will
not become a Vampire, since you gain so much
time to purge or remedy the contamination...

355 The Ultimate Origins Book


In addition, most players will probably use a Pr 04: About 1/2 a day to start Transforming
few Karma Points to boost their FEAT Roll into into a Vampire…. 10 to 12 hours.
Yellow or RED…
Ty 06: 1 Game Round, like Gd:10 to start
Vampirism usually has to be purged by some Transforming into a Vampire… Gotta attempt a
kind of ‘Magic’…. But Technology, Medical, FEAT Roll Again..
Cosmic or ‘Science’ can also purge Vampire
Contamination… Ty 06: About 6/10 of an Hour to start
Transforming into a Vampire... About 45 to 50
If you ‘Failed’ with a Blue FEAT you’re minutes… (450 to 500 Game Rounds)
gonna become a Vampire, or Werewolf, or
Whatever…. But you can still attempt a FEAT Ty 06: About 6/10 of a day to start Transforming
Roll your Psyche (RED) to maintain ‘Your into a Vampire…. About 18 to 20 hours…
Character’ with a New Power Set…. Which is
not that bad of a gig…. Most Vampires will have at least Gd:10
Vampirism Powers…. If no Rank is on the
‘Power’ go by the Vampire’s Psyche Rank….
That’s how potent the Vampire’s power is….

Vampirism usually will ‘Stun’ or Comatose


the infected Character….

Once you get out of an Adventure or


“Mission” you character can seek out medical
attention or a Shaman/Wizard who can nullify
and purge the contamination…

You could also ‘Burn’ ALL your ‘True’ RIP


Karma to purge the contamination on your own
steam…. But you had to have enough Karma
Points to cover the intensity of the
Contamination….

Examples follow below: I usually have the Character use ALL their
True Karma to maintain their ‘Soul’… but they
For Fb:02 / Pr:04 / Ty:06 just go by Fractions of will still become a Vampire…
Rounds / Hours / Days

Fb 02: About 2 or 3 Seconds to start


Transforming into a Vampire…. DOOMED to
be a Vampire.

Fb 02: About 2/10 of an Hour to start


Transforming into a Vampire.. About 7 minutes
(70 Game Rounds)

Fb 02: About 2/10 of a day to start Transforming


into a Vampire…. About 3 hours

Pr 04: About 1 Game Round to start


Transforming into a Vampire…. DOOMED to
be a Vampire.

PR 04: About 1/2 an Hour to start Transforming


into a Vampire.. 30 minutes (300 Game Rounds)

The Ultimate Origins Book 356


Note for the table below: 1 Hour = 600 Game Rounds. 1 Day = 15,000 Game Rounds (roughly).

------ Blue White Green Yellow Red


Sh0 Failure Hold N/A N/A N/A
Fb Failure Hold 2-3 Seconds 7 Minutes 3 Hours
Pr Failure Hold 1 Round 30 Minutes 12 Hours
Ty Failure Hold 1 Round 40 Minutes 14 Hours
Gd Failure Hold 1 Round 1 Hour 1 Day
Ex Failure Hold 2 Rounds 2 Hours 2 Days
Rm Failure Hold 3 Rounds 3 Hours 3 Days
In Failure Hold 4 Rounds 4 Hours 4 Days
Am Failure Hold 5 Rounds 5 Hours 5 Days
Mn Failure Hold 7 Rounds 7 Hours 7 Days
Un Failure Hold 10 Rounds 10 Hours 10 Days
ShX Failure Hold 15 Rounds 15 Hours 15 Days
ShY Failure Hold 20 Rounds 20 Hours 20 Days
ShZ Failure Hold 50 Rounds 50 Hours 50 Days
CL1000 Failure Hold 100 Rounds 100 Hours 100 Days
CL3000 Failure Hold 300 Rounds 300 Hours 300 Days
CL5000 Failure Hold 500 Rounds 500 Hours 500 Days
Beyond N/A Immune Immune Immune Immune

357 The Ultimate Origins Book


Appendix Fifteen: Resurrection Chart v1
MTS Note: The Phantom originally wrote this for his website "Marvel RPG Earth", and I find it a nifty
resource to use when a character dies. The original source page can be viewed at:
http://web.archive.org/web/20001208160400/http://www.delta.edu/~mrloree/ressurection.html

What happens if you die? The rulebooks are a little Hypocritical on this. The "OFFICIAL" rules say that
when your character dies then he is dead and you will need another one if you wish to play again. The rules
also have a nice little introduction saying that you are playing in the Marvel Universe. Anyone else see the
inconsistency there? If not I'll make it easier MARVEL UNIVERSE = DEAD? SINCE WHEN? So to
make it more MARVELous I designed this chart. This is to be used after your Endurance reaches Sh0.

Die
Method or Manner of Resurrection
Roll
01-03 Abducted by Aliens (return next game with a gift; books, chocolate, cure for cancer).
04-06 Transported to future (roll again).
07-09 Revived by a futuristic machine.
10-12 Revived by a bored god.
13-15 Clone was killed.
16-18 Clone is alive.
19-21 Not sure who was the clone but someone died.
22-24 Not sure who was the clone both survived because ... (roll again)
25-27 Wound wasn't really fatal.
28-30 "Got Better".
31-33 Really a mutant with a healing factor (roll rank).
34-36 Really an Immortal (get a sword and a trench coat and guest star on the series).
37-39 Leftover doppelganger from Infinity war was killed.
40-42 Went insane and replaced by a younger version (lower all stats by 1cs).
43-45 Alien shape-shifter was killed.
Dead until anniversary Issue, make new character (roll 1d10 to see how many games character is
46-48
dead).
49-51 Aunt May Syndrome; have 25 heart attacks & 23 strokes, then get up and make cookies.
52-54 Come back with four Wanna-be's.
55-57 Not really dead but appoint an armored psycho as a replacement.
58-60 Not killed but Identity is discovered.
Not dead but your book was canceled. (Whatever world shattering disaster you were about to stop is
61-63
no longer important. You will never be seen again, except in some comic with the word Infinity in it).
64-66 Clone takes place (play with clone).
67-69 Character gets better and has an identity crisis and quits for 1d4, 6, or 10 games.
70-72 Character gets better and has an identity crisis but doesn't quit.
Character has an identity crisis and runs around with nothing but his boxer shorts on. Problem is, he
73-75
is using them as a mask. Character is locked in an asylum forever (make new character).
76-78 Character becomes evil and tries to take over the world... or something.
79-81 Character becomes a vampire (see vampire stats for additional stats).
82-85 Character becomes trapped in an Astral plane until a body is found.
86-91 Nuclear Bomb annihilates body (roll again).
92-94 Magneto Syndrome; comeback with all powers 1cs higher (and change name to Joseph ).
95-99 Mind was fried, but who'll miss it (lose the laces and get slip on shoes or velcro)
STAY DEAD (hey its happened) (really it has) (I'm not lying) (really...) (Remember Bucky and.....
00
Okay just Bucky)

The Ultimate Origins Book 358


Appendix Sixteen: Resurrection Chart v2
MTS Note: The Judge re-did the original chart for his website, "The Unholy Contents of the Judge's
Mind". I decided to include this version as well to provide more options. The original source page for this
version can be viewed at:
http://web.archive.org/web/19990224190621/members.aol.com/psyclops42/dead.html

Who ever heard of a Marvel character dying? (Remember Guardian/Vindicator). So someone out there
came up with this funky little table. I've changed a few things but it was pretty good to start with. Thanks
Phantom. Hey! My character died! Now what?

Die
Method or Manner of Resurrection
Roll
01-03 Body abducted by aliens (return next game with a gift; chocolates, cure for cancer).
04-06 Transported to future (roll again).
07-09 Revived by a futuristic machine.
10-12 Revived by a bored god.
13-15 Clone/alien shapeshifter/android replica was killed, real hero found one week later.
16-18 Brought back to life as a cyborg by un unscrupulous criminal overlord (roll cyborg).
19-21 Not sure who was the clone but someone died.
22-24 Not sure who was clone/android replica but both survived because (roll again).
25-27 Wound wasn't really fatal.
28-30 "Got Better".
31-33 Really a mutant with a healing factor (roll rank).
34-36 Revived by government but is now under their control (cranial bomb implanted).
37-39 Abducted and revived by sorcerer/lesser god for a specific mission.
40-42 Younger version (lower all statistics by -1CS) cloned from dead body tissue.
43-45 Personality of hero transferred into an android character (roll new android character).
Dead until anniversary Issue, make new character (roll 1d10 to see how many games character is
46-48
dead).
49-51 Aunt May Syndrome; have 25 heart attacks & 23 strokes, then get up and make cookies.
52-54 Hospitalized, forgets identity, mysteriously disappears then turns up implicated in crime.
55-57 Character in a coma. Appoint an armored psycho as replacement (roll hi-tech character).
58-60 Not killed but Identity is discovered.
61-63 Revived by a criminal gang for specific mission.
64-66 Revived as a normal human, but some criminal process is offered to return powers.
67-69 Character gets better but has shell shock (psyche FEAT required each combat round).
70-72 Character gets better, has identity crisis, but continues (psyche -3CS).
Character has identity crisis, runs around naked waving a lemming, and is locked away in an
73-75
asylum (make new character).
76-78 Time traveling future self turns up from alternate timeline with a warning and decides to stay.
79-81 Character is reanimated as a vampire (this may alter stats).
82-85 Character trapped on astral plane until a new body can be found.
86-91 Deadly disease found during autopsy also afflicts another team member (roll new character).
Team believes the character died, but they come back with power +1CS (angry NPC wants to
92-94
take-over /destroy the world).
Mind was fried (time to throw away those lace up shoes in favor of Velcro). Roll a normal human
95-99
sidekick who keeps the hero tame.
00 Stay dead (for real) (really real) (its not a lie) (really...) (remember Bucky and ...er...)

359 The Ultimate Origins Book


Appendix Seventeen: The Capo Castillo School Of
Marvel Super Heroes
MTS Note: This was in three parts on the same Classic Marvel Forever Phorum post. In addition to
offering new options for magic users and martial artists, it includes a new character creation system. While
the first part may not quite be in-scope for this project, it is important to include for the part on magic and
martial arts, and it is a good system anyway.

Credit for this section goes to Capo Castillo and Merits/Flaws: Up to 50 CP points can be gained
it was originally posted in the "Classic Marvel by taking flaws, and up to 50 CP points can be
Forever Phorum". spent by taking merits. I generally use the
generic merits and flaws from the World of
Darkness games (blindness, addiction, etc/.) and
multiply their costs by 10. But as a general rule
of thumb, a 10 point flaw would be color
blindness, a 30 point flaw would be drug
addiction, and a 50 point flaw might be Cursed
by Dormammu. A 10 point merit could be
http://www.classicmarvelforever.com/phorum/read.ph Ambidextrous, a 30 point merit could be
p?9,2754 Honorary Team Member, and a 50 point merit
could be Significant Destiny.
Stage 1 - Character Creation
Negative popularity can be taken as a flaw on
I use a point based character creation system. a 1 CP point per negative point basis.
I usually let starting point allotments range
between 250-350 points, though this number
should be adjusted to reflect the scale of
chronicle you're trying to run.

FASERIP: 1 creation point per rank point

Resources: 1 CP per rank point

Popularity: 1 CP per rank point

Powers: 1 CP per rank point


• Power stunts cost 10 CP each
o Resistances are at half cost
o Powers with limitations (subject to
Judge's approval) are at half cost
o Powers utilized through a focus that can
be damaged or taken away (power Stage 2 - Advancement
armor/magic talisman, etc.) are at half
cost Advancement has been streamlined for ease
o Immortality = 100 CP of play. To advance in a stat or power rank, the
• A power can be subject to only 1 price cost is the next point x10 in Karma. Ex. Juke
reduction - ex. a power cannot be given a Box Hero wants to increase his endurance from
limitation and a focus for 1/4 of actual cost. 33 Rm to 34 Rm. He would have to spend 340
karma to advance.
Talents: 10 CP each
•Languages are at 5 CP Example: Mr. Marvel wants to increase his solar
•Weapons Specialist - 30 CP regeneration from 6 Ty to 7 Ty. He would pay
70 karma.
Contacts: 5 CP each

The Ultimate Origins Book 360


This system makes advancement at lower exchanging his or her bad karma for a flaw
ranks relatively fast, but as the ranks increase, (judge's discretion). Once a character reaches
advancement is more of an investment. but 500 bad karma, their BK is automatically
players can still spend karma for rolls, while still redeemed for a major flaw assigned by the judge.
having a reasonable ability to advance. There is Depending on the amount redeemed, the flaw's
no cost for 'cresting'. severity correlate accordingly.

New Talents: 100 karma plus in-game Example: An exchange of 100 Bad Karma
justification should be a minor flaw (nightmares, bad press).
A 500 BK exchange should represent a major
New Contacts: Earned in game flaw (severed limb, Dr. Doom now hates you
more than anyone).
New Stat - Bad Karma
New Combat Phase - the Soak Roll
When a character performs a particularly un-
heroic deed, the character earns bad karma (in One thing that never set well with me is the
place of receiving a karma penalty). The amount static damage levels of Marvel. Every attack
of bad karma earned is at the judge's discretion does the same amount of damage. To address the
but below is a guideline: 'toughness' of certain characters, I allow them to
roll their Endurance score to 'absorb' some of the
Deceiving a friend: 5 - 10 bad karma damage they take. This roll is made in addition
to any damage reductions they would receive
Committing a misdemeanor: 20 bad karma from body Armor, or Force Fields, and karma
can be added to this roll. This roll should be
Committing a felony: 30 - 40 bad karma made after endurance checks are made for
(depending on severity) special effects (kills/stuns/slams). Depending on
a character's 'soak' roll, they can take a reduced
Unnecessary brutality in combat: 40 bad karma damage cost:

Leaving someone to their doom: 50 bad karma White: Character takes full damage [after body
Murder: 100 bad karma. armor/forcefield reductions, if any]

Green: Character takes 85% damage [after body


armor/forcefield reductions, if any]

Yellow: Character takes 65% damage [after


body armor/forcefield reductions, if any]

Red: Character takes 25% damage [after body


armor/forcefield reductions, if any]

This allows character without any natural


protection, and yet are just 'tough' and take a
licking to keep on ticking sort of thing.
I hope this is helpful for anyone out there.
Bad Karma is distributed as soon as a
character earns it (as opposed to receiving their For Invulnerabilities, I allow the player to pay
award for karma at the end of session). Bad 75 CP for a CL1000 invulnerability. I meant to
Karma can be used to assist rolls where the include that but I knew i was missing something.
character is attempting to perform a negative
action (that would in and of itself potentially As for advancement, to advance an entire
earn bad karma). Bad Karma cannot be used for rank, yes, that is a significant investment, but it's
advancement. When Bad Karma is spent, the certainly doable, as I've had players that have
amount is added to the character's current BK advanced in more than one category an entire
score. Fore every increment of 100 (100, 200, rank. The thing is to take it one point at a time. in
300, 400, etc…) the player has the option of your example, going from 26 to 27 is only 270

361 The Ultimate Origins Book


Karma. If you're a bit economical, and save Advanced Players book or Realms of Magic to
Karma spends on rolls for when it really needs to figure out which powers-as-spells fall under
count, advancement is fairly quick. At least which lists. With the three-category break down,
much quicker than it would be under the old a player must invest creation points into three
guidelines. areas and stunt off three different branches,
forcing a more frugal point spread.
Also, I'm a bit freer with my Karma awards.
For instance I ran the World War Hulk storyline A Note on Dimensional Energy
(sort of) in my game. And even though my
players were much more concerned with crowd Dimensional spells are really negotiations
control than engaging The Hulk, for their between a Mage and an external power (like an
contribution to such a major event, the median entity, or another dimension itself). So in that
Karma award was about 200 points. It's not sense, casting is still done with Psyche, but may
gonna give you an automatic advancement, but get an intensity bonus from Popularity (if within
with a little thrift (and I really mean it only takes one column of the caster's Psyche), or a +1CS
a little bit), advancement is a much more bonus if the entity is a contact of the Mage. Also,
achievable goal. take note of 'home-dimension advantage'. When
in another dimension (including the astral plane)
Magic the mage is at a -1CS in their magical abilities,
due to the foreign nature of the different reality.
It's been requested that I codify the way I use On the other hand, beings from other dimensions
Magic in my games, as well as put down some of suffer similar penalties in our realm.
my philosophies in general. So without further
ado... Usually a Mage's Psyche and Magic score are
roughly equal, or the Psyche is higher than the
Before we can have a discussion about Magic, Magic score. However, there are concepts that
we must have a discussion about Psyche. Psyche could accommodate the inverse - a relatively
is the force of will a mage uses to enforce their lower Psyche to the Magic score. Should a mage
effects upon reality. I use Psyche as the 'targeting attempt to use Magic +1CS of their Psyche score
stat' for magic. Psyche is to Magic, what or more, they must make a Red FEAT in their
Fighting is to Melee combat, and Agility is to casting roll. Should they fail, it isn't to say they
Ranged combat. When checking to see if a do not cast any effect, but it's of such power, it's
magical attempt is successful ('to hit' so to slipped beyond the mage's control.
speak), the Psyche stat is rolled. Also when
determining multiple magical actions, Psyche is
used as the measure in place of the Fighting
score. So a Remarkable Psyche is capable of 2
magical actions on a Yellow feat, an Amazing
Psyche is capable of 3 magical actions on a
Yellow feat, and so on.

I treat Magic as a blanket power with an


assigned rank. This represents the level of power
that the magician's spells are capable of. The
beauty of magic is it's diversity - in that any
power can be learned as a spell. I treat learning
spells as power stunts off of the main magical
rank. This keeps magic elegant and simple
without getting too deeply into the weeds.
However some people feel that this makes mages
Magic in combat: Magic, regardless of the
too powerful (especially in the context of a point
shape it takes (fire, lightning, blades, bolts of
based creation system like mine, where power
energy, etc.) does damage on the spiritual level.
stunts come cheap). The answer to this is that
Thus ordinary Body Armor and resistances to
you can still sub-divide Magic into 3 categories,
like types of energy (fire, electricity, cold, etc.)
each with their own score - Personal, Universal,
do not affect the damage done by a magical
and Dimensional. Use the lists provided in the

The Ultimate Origins Book 362


attack regardless of analogues. This is an source from which a disciplined martial artist can
important trump for Mages, as they typically are draw his strength and enable him or her to
on the lower end of the health spectrum, but combat forces that are nothing less than
they're able to commit damage to even the titanic superhuman.
heavyweights with health scores in the
thousands. That said, forcefields /do/ affect I've written this power up before, when I was
magical attacks (magic is energy, thus subject to much younger. Now that I've played with the
unified energy theory), as do resistances to power more, and have some renewed
magic itself, mystical shields, etc. Note: If you perspectives, I would like to revise my previous
employ rules like my soak roll earlier in this views into something that's much more adequate
thread - the appropriate stat to try to resist for actual gaming.
mystical damage is Psyche, not Endurance
(again, an important balancer in Mage vs. Tank Power: Chi Manipulation
battles).
Chi is the essential thread of life
Important Talents: If a person wants to play a energy shared by all living things.
magic wielder, they must take the Mystic Origin
talent. This is per the talent description itself, but
Through intense training and dedication,
moreover, a small tax for a player creating a a disciplined martial artist can tap into
character with access to potentially limitless the chi that flows through his or her own
abilities and effects. Occult Lore is of course also body. Furthermore, even into that of
helpful in recognizing plot hooks, and Trance is their immediate surroundings. This helps
a cheap alternative for a mage who can't afford
to purchase astral projection right away.
them transcend human limitations. In
order to properly access Chi, A character
Contacts: Mages should consider gaining must meet at least two of the three
contacts with various Dimensional powers and following pre-requisite stats:
entities. By entreating an entity successfully, the • Combined Fighting Score of
Mage can gain one-time access to abilities out of Remarkable [Base stat + Talents]
their repertoire, or bonuses to abilities as their • Endurance Score of Excellent
patrons lend their significant strength. • Psyche Score of Excellent

Manipulators of Chi Energy are able to


harness the life energies in and around them in
order to fuel various and diverse power stunts.
Typically, Chi-based effects are used in
conjunction with a physical gesture, ki-ai, battle
cry, fighting technique, or combination thereof.
They also tend to have some sort of visible
energy signature, glow, or after effect. Power
stunts available include but aren't limited to:
• Heal self or others at power rank (must
be flesh-to-flesh contact) by
strengthening the chi in that person
• Increase a Physical Stat to power rank
level (but not exceeding it) for 1 -10
rounds
The Capo Castillo School of the Chi- • Leap with power rank ability
based Martial Artist • Generate a Chi-based energy or force
attack (ignoring Body Armor, but not
In gaming, comics, movies, and other kinds Force Fields)
of fiction, Martial Arts can transcend mere hand- • Perform a Chi-based physical attack
to-hand combat and become a gateway to doing blunt or edged damage at power
abilities far beyond those of mortal men. Chi - rank ability
the spiritual essence of all living things is the

363 The Ultimate Origins Book


• Attack can ignore Body Armor if This combat technique is invaluable to a
damage is reduced -1CS from Power Martial Artist (in general), and a Chi user in
Rank particular. Most Chi abilities (like enhanced
• Perform Multiple Attacks with power fighting techniques, energy attacks, etc.) still rely
rank ability on Fighting or Agility to successfully target.
• Use chi to move faster or enhance When in melee combat, Martial Artists should
fighting techniques - allowing character always save at least one action to evade an
to strike non-adjacent foes. oncoming attack. Any colored result means that
• Charge chi abilities (no other chi the Martial Artist not only avoided contact, but a
actions allowed) for 2 rounds to yellow or red result gives the player a bonus to
perform a chi attack at +2CS power strike on the next attack. This is a great strategy
rank damage (ignoring Body Armor, to employ when setting up a foe for a finishing
can only be performed once per day) technique that does additional damage above
• Absorb chi from surrounding area to power rank. Also - on any Chi ability that allows
raise all physical abilities for +1CS after the multiple attacks resolved on a single roll
a 3 round charge (this effect lasts for 1- (think Ryu's Hurricane Kick, or E. Honda's
10 rounds). Hundred Sumo Hands), evasions need only be
made on a single roll as well.
Note on Chi-based attacks: Chi can manifest as
raw energy, or a specific type (such as fire, or Chi as fire, electricity, cotton candy, etc.
electricity). Although the energy is still
Chi can be used to emulate the properties of a
essentially chi, if it takes the form of a specified
specific type of energy. So chi that forms as fire
energy, it will behave according to type.
will burn, feel hot, etc, just as chi that forms as
electricity will shock, not conduct through stone,
Chi in Combat
etc. However, the energy that is at work here is
still chi. Therefore, protections against the
With access to abilities unlocked by
analogues of the chi energy's form will not be
mastering Chi, a martial artist now has the ability
effective.
to compete with mid-tier superhumans. It's
important to note that Chi is utilizing life energy
in order to attack, so like Magic, it can ignore
Body Armor in instances where Chi is used to
manifest as energy. This doesn't apply to
forcefields as Chi is but another type of energy
being checked by the energy of the force field.
Even when Chi is used to simply augment
physical damage, it can either give value adds to
stats, or work in place of strength for damage -
so even if it doesn't bypass armor entirely, the
Martial Artist's damage output makes him or her
a threat.

Multiple Actions

A Chi based martial artist's bread and butter The Soak


should be multiple actions. With a fighting of at
least Remarkable, this should be part of the Unlike magic, Chi is soaked traditionally by
attack strategy every round. Not only does this Endurance. Although the attack is on a spiritual
give the player the opportunity to inflict chi level, the physical hardiness of one's body is
damage more than once (often bypassing body directly correlated to the strength of their life
armor), but this also allows the Martial Artist to force. Although Chi attacks many times can
act defensively with blocks, dodges, and most trump physical armor, it does not bypass one's
importantly, evasions all in the same round. God-Given ability to take a beating.

Flaw: Evil Intent/Dark Hadou - 50 points -


Evade, Evade, Evade!

The Ultimate Origins Book 364


The Dark Hadou is a reflection of when one's
Chi has been corrupted by one's persistent desire
to fight and win. This does not afflict all Chi
Manipulators, but is a flaw worth considering.
This flaw means one's own desire to fight can
take complete hold over the character, unlocking
tremendous abilities, but also placing them into a
sort of berserker state. The effects are as follows:

When their skills are used in an attempt to kill


an opponent (either intentionally or
unintentionally) the Chi Manipulator must make
a Psyche FEAT against yellow intensity to resist
being overcome by the Dark Hadou. When
possessed by the Dark Hadou, the character is
considered to have the benefits of the Berserker
power, and all of his/her chi abilities are +1CS.
However, their only passion at that point is
killing, and they will attack both friend and foe
alike with equal vigor. The character may
attempt to make a Yellow Psyche FEAT every
round to overcome this limitation.

365 The Ultimate Origins Book


This Appendix is dedicated to Height, Weight, and more. While these are not Origins,
they are integral to who the character is, and they have been included to help make this
book a complete source for creating your character's Origins, and a few extras to help
flesh them out.

The Ultimate Origins Book 366


Appendix Eighteen: Height and Weight
MTS Note: An interesting and useful optional rule. I am not the best at matching height and weight so they
make sense, so I use this quite often. Both systems created for determining weight by The Judge have been
included.

This article was originally written by The Judge Table B.


for his website "The Unholy Contents of the Weight presented here is in pounds...
Judge's Mind". It was a great website, but it has
vanished from the Internet. Die
Height Slender Average Muscular
Roll
01-03 5’0” 97-105 106-115 115-128
04-06 5’1” 101-110 111-121 122-132
07-12 5’2” 104-115 115-125 126-137
13-18 5’3” 107-120 121-132 133-141
http://web.archive.org/web/20030204060237/members
19-21 5’4” 114-124 125-139 139-150
.aol.com/psyclops42/loadastuff.html 22-24 5’5” 118-130 131-142 143-155
25-27 5’6” 121-134 135-146 147-160
After generating the character Stats, Powers, 28-30 5’7” 125-139 140-152 153-165
Talents and Contacts you need to find the 31-33 5’8” 129-142 143-156 157-169
character's height and weight. 34-36 5’9” 132-145 146-160 161-174
37-39 5’10” 136-155 156-180 180-210
Step 1: A random percentile roll using the Table
A. to find the characters physical body type. 40-45 5’11” 140-159 159-170 170-184
46-49 6’0” 144-166 167-176 176-189
Step 2: A random percentile roll using the Table 50-54 6’1” 148-170 170-180 181-195
B. to find out the character's height and weight 55-58 6’2” 152-174 175-188 189-200
according to body type. 59-62 6’3” 156-178 179-192 192-205
63-66 6’4” 160-182 183-196 197-209
Step 3: Multiply base weight by Strength 67-71 6’5” 164-188 189-199 200-126
modifier on
72-75 6’6” 168-194 195-204 205-220
Table C.
Table A. 76-79 6’7” 170-197 198-208 209-226
80-83 6’8” 172-202 203-214 215-232
Percentile Roll Build 84-88 6’9” 178-206 207-222 223-242
01-25 Slender 89-92 6’10” 187-211 212-230 231-250
26-75 Average 93-96 6’11” 192-220 221-238 239-264
76-00 Muscular 97-00 7’0” 201-229 230-246 247-275

Table C.

Strength Modifier
Feeble to Poor x0.8
Typical No Change
Good to Excellent x1.25
Remarkable to Incredible x1.5
Amazing to Monstrous x2.0
Unearthly x3.0
Shift-X to Shift-Z x4.0

367 The Ultimate Origins Book


As mentioned above, this article was also written motorbike gang armed with machine guns), and
by The Judge for his website "The Unholy dodging and evading should be +1CS in my
Contents of the Judge's Mind" book.
http://web.archive.org/web/19990223183955/members.aol.co
m/squid42/weight.html Also, if your character is small but strong this
may have some effects on their agility (in effect
Weight throwing yourself around) so its probably worth
This is very rarely of any significance, but arguing it out with the judge!
can help to give more detail to player characters 80-120: Smaller or thinner than most. Possibly a
and NPCs. teenager (hmm... I feel a "Mutant hits puberty"
storyline developing).

120-160: Normal sized person. Not very


exciting. Unless you have a great affinity for
normality!

160-250: Heavier than average. Maybe very


muscular or chubby (in a friendly sort of way).
Or maybe their bionic arm is a smidgen heavy.

250-400: Professional power lifter type weight.


Or is that bazooka you're carrying not as light as
you thought?

400-1,000: (1/4-1/2 tons) Above human. You


need a good reason to be this heavy.
Now, you can try to work out weight very
technically by combining endurance and strength Organic steel body? Big clunky battle suit?
and then dividing by the age of your maiden Extra dense? Really a hippo in a spandex
aunt's favorite hermit crab, or you can simply: costume?
Roll a d10.
1,000-10,000: (1/2-5 tons) Way above human.
Hi-tech and robot characters increase their Let's face it; you are going to be big!
roll by +1, mutants decrease their roll by 1.
(Why? Well, this is to represent the amount of Think of an excuse quickly. Giant ape body?
equipment carried - or in the latter case not Giant robotic body? Actually driving a small
carried by these types of characters). tank?

Then look at the table below: Keep in mind that being this big may create
some problems if you have less than Remarkable
Die Roll Weight strength.
1 50 - 80lbs
10,000-40,000: (5-20 tons) Seriously above
2 80 - 120lbs human. Big... in a big way!
3-5 120 - 160lbs
6 160 - 250 lbs This may put a real strain on that secret
7 250 - 400 lbs identity unless you have some kind of limitation
8 400 - 1000lbs (e.g. only grows this massive in water "Sponge-
Man", or at night "Large-Bed-Man", or when
9 1,000 - 10,000
facing power-rangers "50's B-Movie Reject-
10 10,000 - 40,000 Man")
50 - 80: Probably a very small or very young Hopefully you have the strength (Incredible or
character, or maybe they've just got hollow more) to be able to move yourself around! A big
bones! character is easier to hit than a small one, but to
compensate somewhat they should also be harder
Being small should make you harder to hit
to kill (go on, give yourself +1CS Endurance)!
(remind the judge when you stumble across that

The Ultimate Origins Book 368


Appendix Nineteen: Weight Modification Tables
MTS Note: Detailed charts for height and weight. This article contains lots of options, and a rather large
array of possibilities for your character's height and weight.

The information below was written by Fangs


(AKA: Andrew McFayden email:
traolcoladis@yahoo.com.au) and was posted on
the old "Classic Marvel Forever Phorum".

http://www.classicmarvelforever.com/phorum_archive
/read.php?3,226

After generating the character Stats, Powers,


Talents and Contacts you need to find the
character's height and weight.

Step 1: A random percentile roll using the Table


A. to find the characters physical body type.

Step 2: Find Strength modifier on Table B for


your character.

Step 3: A random percentile roll using the Table


C for men to find out the character's height and
weight according to body type. For Women
Refer to table D.

Step 4: Choose a weight range in your Height


and build (Table C for Men or D for Women.) Table B. Character Strength Modifier Chart.
• Note: You may chose your height and Find the character's Strength in this Table.
body weight
Strength Modifier
Step 5: Multiply the characters Base Weight by Fb X 0.5
the Strength Modifier. Pr X 0.8
Gd X 1.25
Table A. Build Types Ex X 1.50
Rm X 1.75
Die Roll Build In X 2.0
01-15 Slender Am X 2.25
16-60 Average Mn X 2.50
61-85 Muscular Un X 2.75
86-00 Muscle Bound Shift-X X 3.0
Shift-Y X 4.0
Shift-Z X 5.0
CL-1000 X 10
CL-3000 X 30
CL-5000 X 50

369 The Ultimate Origins Book


Table C. (For Men) Weight presented here is in pounds.

Die Roll Height Slender Average Muscular Muscle-Bound


01-03 5'0" 124-130 127-136 133-144 145-192
04-06 5'1" 126-132 129-139 136-147 148-195
07-12 5'2" 128-134 131-141 138-150 151-208
13-18 5'3" 130-136 133-143 140-153 154-201
19-21 5'4" 132-138 135-145 142-156 157-204
22-24 5'5" 134-140 137-148 144-160 161-208
25-27 5'6" 136-142 139-151 146-164 165-212
28-30 5'7" 138-145 142-154 149-168 169-216
31-33 5'8" 140-148 145-157 152-172 173-220
34-36 5'9" 142-151 156-160 155-176 177-226
37-39 5'10" 144-154 151-163 158-180 181-230
40-45 5'11" 146-157 154-166 161-184 185-234
46-49 6'0" 149-160 157-170 164-188 188-237
50-54 6'1" 152-164 160-174 168-192 192-241
55-58 6'2" 155-168 165-178 172-197 197-246
59-62 6'3" 158-172 167-182 176-202 203-252
63-66 6'4" 162-176 171-187 181-207 208-257
67-71 6'5" 164-180 174-190 185-212 213-262
72-75 6'6" 168-184 178-193 189-217 218-267
76-79 6'7" 172-188 182-197 194-222 223-271
80-83 6'8" 176-192 186-201 200-228 228-277
84-88 6'9" 180-196 190-205 206-234 234-283
89-92 6'10" 184-200 194-209 212-240 241-290
93-96 6'11" 188-204 198-213 218-246 247-296
97-00 7'0" 192-208 202-217 224-252 253-312

The Ultimate Origins Book 370


Table D. (For Women) Weight presented here is in pounds.

Die Roll Height Slender Average Muscular Muscle-Bound


01-03 4'10" 102-111 107-121 118-131 132-182
04-06 4'11" 103-113 111-123 120-134 135-175
07-12 5'0" 104-115 113-126 122-137 138-178
13-18 5'1" 106-118 115-129 125-140 141-181
19-21 5'2" 108-121 118-132 128-143 144-184
22-24 5'3" 111-124 121-135 131-147 148-188
25-27 5'4" 114-127 124-138 134-151 152-192
28-30 5'5" 117-130 127-141 137-155 156-196
31-33 5'6" 120-133 130-144 140-159 160-200
34-36 5'7" 123-136 133-144 143-163 164-204
37-39 5'8" 126-139 136-150 146-167 168-208
40-43 5'9" 129-142 139-153 149-170 171-211
44-46 5'10" 132-145 142-156 152-173 172-214
47-50 5'11" 135-148 145-159 155-176 177-217
51-52 6'0" 138-151 148-162 158-179 180-220
53-54 6'1" 141-154 151-165 161-182 183-223
55-58 6'2" 144-157 154-168 164-184 185-225
59-62 6'3" 147-160 157-171 167-188 189-229
63-66 6'4" 150-163 160-1741 170-192 193-233
67-71 6'5" 153-166 163-177 173-196 167-237
72-75 6'6" 156-169 166-180 176-200 201-241
76-79 6'7" 159-172 169-183 179-204 205-245
80-83 6'8" 162-175 172-186 182-208 209-249
84-88 6'9" 165-178 175-189 185-212 213-253
89-92 6'10" 168-181 178-192 188-216 217-257
93-96 6'11" 171-184 171-195 191-220 221-261
97-00 7'0" 173-187 184-198 194-224 225-265

371 The Ultimate Origins Book


Appendix Twenty: The Not-So-Perfect Superhero
MTS Note: I included this in the book because while this is not an Origin, it is an excellent tool for helping
shape a character, or making up a quick one on the fly.

Credit for this section goes to Nick, and it was Table 2: Gender
posted on the Marvel Mailing List at "Topica".
Die Roll Gender
01-45 Male
46-00 Female

http://lists.topica.com/

Every single superhero is built on superheroic


proportions. The men are mostly constructed of
muscle and teeth and the women are muscle and
breasts. What if the superheroic world were like
the real one?

When mutations occur or scientific


experiments go awry, they nearly always seem to
affect the good-looking people. Ugly scientist
Newton P. Winkerton never gets zapped by the
power-inducing ray. It's always the Henry Pyms
and the Wally Wests. When someone discovers
they are a mutant, it's not the Rosie O' Donnells,
but the Ororo Monroes and the Wanda
Maximoffs. Strange beings from another planet
or realm that charm Earthlings with the good
looks are always the Mon-els and the Thors, not
Squid-man from Guthar-8 or Mudgirl from the
planet Blendorr. Superheroes should be just as
diverse as the human population. We all are
different in many ways. From our gender to our
race to our shapes and sizes, we are not the
makings of comic book tales, BUT... what if
superheroes were just like us? The following
tables give our heroes the possibilities of "being
human".

Tables for GamePlay Table 3: Marital Status


Table 1: Race
Die Roll Martial Status
Die Roll Race 01-20 Divorced
01-02 American-Indian 21-35 Married/Partnered with No children
03-06 Asian 36-65 Single
07-27 African-American 66-76 Married/Partnered with children
28-62 Caucasian 77-85 Single with children
63-78 African-American 86-92 Separated
79-00 Hispanic 93-00 Widowed

The Ultimate Origins Book 372


Table 4: Sexual Preference Table 6: Family

Die Roll Sexual Preference Die Roll Family


01-04 Homosexual 01-05 Four or more siblings
05-10 Bisexual 06-15 Three siblings
11-90 Heterosexual 16-30 Two siblings
91-94 Bisexual 31-65 One sibling
95-00 Homosexual 66-80 Only child
81-85 Deceased sibling
Table 5: Social Class 86-90 Mother or Father is deceased
Note: This table should directly affect a 91-95 Orphan
character's occupation and Talents. 96-00 Foster child

Die Table 7: Criminal Record


Social Class
Roll Note: Remember, if your character has a
01-03 Homeless criminal record, certain occupations are beyond
Lower/Lower Class (Extended Welfare, him/her.
04-08
Substandard Housing)
Lower Class (Welfare, Govt. Die Roll Criminal Record
09-16
Subsidized Housing) 01-02 Felony
Lower/Middle Class (Lives Paycheck 03-08 Misdemeanor
17-30
to Paycheck, Little Savings) 09-92 No Criminal Record
31-80 Middle Class 93-98 Misdemeanor
Upper/Middle Class (Substantial 99-00 Felony
81-89
Savings, College Educated)
90-97 Upper Class Table 8: Body Type
Wealthy (Millionaires, Popular
98-00
Celebrities) Die Roll Body Type
01-05 Underweight
06-20 Overweight
21-25 Muscular
26-40 Normal
41-60 Toned
61-75 Normal
76-80 Muscular
81-95 Overweight
96-00 Underweight

Table 9: Height

Die
Height
Roll
01-02 Dwarf
03-12 Petite
Heroic (an inch or two taller than
13-20
average)
21-80 Normal
Heroic (an inch or two taller than
81-87
average)
88-97 Tall (6'2" for women, 6'6" for men)
98-00 Giant (6'6" for women, 7' for men)

373 The Ultimate Origins Book


Table 10: Age Table 12: Attractiveness

Die Roll Age Die Roll Attractiveness


01-08 Very young (13-16 years old) 01-05 Ugly
09-16 Young (16-18 years old) 06-12 Unattractive
17-24 Youthful (19-25 years old) 13-23 Plain
25-75 Normal (26-35 years old) 24-76 Average
76-84 Older (36-45 years old) 77-87 Good-looking (Cute)
85-92 Middle-aged (46-60 years old) 88-95 Pretty/Handsome
93-00 Senior (60 years old +) 96-00 Extremely Attractive

Table 11: Capabilities Table 13: Extras

Die Die
Capability Extra
Roll Roll
Mentally Handicapped (Autism, 01 Acne
01-03
Attention Deficit Disorder, Obsessive) 02 Alopecia (Bald/Balding)
Socially Handicapped (Withdrawn, 03 Clumsy
04-06
Megalomania, Manic/Depressive) 04 Flat-chested/Bird-chested
Physically Handicapped (Impaired Habit (Nail-biting, Tapping
07-10 05
Limb, Paraplegic, Vision Problems) fingernails)
11-90 No Handicaps Other Large Facial Feature (Usually
Heroic (Note: give a hero a bonus on a 06-08
91-00 nose or ears)
Physical, Social or Mental ability) 09-92 None
93-96 No Muscle Tone
97 Pale-Skinned/Albino
98 Smoker
Thick Eyebrows/Excessive Lip Hair
99
(women)
Odd Voice (High-pitched/Deep-
00
voiced)

The Ultimate Origins Book 374


MTS Note: I have always been a fan of Fumbles in games. This section was included at the suggestion of
Sparks, since Appendix Fourteen (page 348) references a fan created FEAT table. The Table makes use of
Blue FEATs, or fumbles, so this section has been included to explain them better.

This section was originally posted by Wouter Combat: Fumbles II


Vlemmings of "Marvel RPG and More", which (Criticals and Fumbles)
is slowly disappearing from the Internet.
These rules were designed by M.J. Lush
http://web.archive.org/web/20021203003948/http://w
ww.strw.leidenuniv.nl/~vlemming/mshouse.html - db On a roll of 01, 10, 20, 30, 40, 50, 60, 70, 80,
90 and 00, I reserve the right to get in my GM's
Combat: Fumbles Fiat and go for a little drive adding a little good
or bad luck to the situation as whim takes me.
Fumble rules were send to me by Denis My players have concluded that 99 is the
Conruyt along with a new FEAT table to replace ultimate roll. ;-)
the other ones at the back of the book.

MTS Note: The table can be found inside the


back cover of the book

New General Effects:

In The Space: Means that your character


certainly didn't miss a building or other sort of
object that knocked him down!

Disoriented: means that your character can take


no action that round other than being nauseous
and at -3CS this round and next (ex: "I see
twenty pink Galactus's around my head")

The other effects are self-explicated. Feel free


to variate the effects in the game.

The Ultimate Origins Book


376
Over two years of work, finally complete but most of the time I do try to see it though till
feels rather nice, but a little hollow. I feel the end.
inclined to paraphrase a quote by Hellen Keller: - MTS
"(Writing) is a daring adventure or nothing at
all." - Although in my case it would have What to say, what to say… It's finally over.
probably been more accurate to say compiling. Hope everybody finds it useful, and now for
some more cigarettes and soda.
It is always amusing when a project nears the - Tammra
end. Tammra has been putting off the write-up
on Vampires for a while (which I decided in the About The New Version
end to rip-off from the Marvel Database), and as
we finally get close to a requested deadline, now I purchased some ink cartridges and started
we both have either the flu or colds. It is funny printing out a copy of this book for personal use
how life works sometimes. She needed to sleep, – it is what I like to do. I noticed a few errors,
so I started doing the last bits of layout in hopes and some bits from the layout I was not happy
she would be up for finishing her parts after with at all. So I decided to update the book.
some sleep. I looked around to make sure I had
not missed any origins, and sure enough, I I have been working on the first supplement
missed the Mephitisoids write-up by Nightmask. for what seems to have become a series, and
He wound up becoming an unofficial editor out discovered two more Marvel Origins on another
of the deal. I got his permission via PM to add website. This seemed like the perfect opportunity
them to the book, and then I had to edit the to add them.
"Humanoid Race Sub-Table (Unofficial)" to
include them. I was looking over it, trying to I want to give a couple of special thanks to
decide how to readjust the weights to add them Firebomb again. He knocked out the required
in and discovered I had skipped a few numbers proofreading on the two of them quickly, and
on the table. made them not only much more readable, but
helped me get this new version out much
I would like to thank those again who have quicker.
posted nice comments about the project since I
first announced it. I get emo at times, but Tammra suggested the Notes section so other
encouragement always feels good. people could add their own bits that print and
bind like us. Additionally, she helped pick some
I hope that those of you who have waited of the new art.
patiently on this project find it to be worth the - MTS
wait. I might not always be consistent on my
"work ethic" when it comes to projects like this,

377 The Ultimate Origins Book


MTS Note: This is not a complete index of every entry in the book; instead it is simply an index of the
various Origins and Templates.

A B
(Continued)
Abnormal Biochemistry – 17
Aerians – 53 Bird, Individual – 279
Agents of the People's Defense Force – 51 Bird, Flock of Ten – 279
Aliens – 2, 4, 6 Body Shoppe, The – 268
Alligator – 277 Breed Mutants – 9
Alpha Primitives – 43 Brethren, The – 56
Altered Humans – 2, 3, 5 Brood, The – 75, 85
Androids – 9 Burners – 46
Angels – 15
Animals – 16, 277
Ape – 277
Armadillo – 277
Armored Battlesuit – 78
Asgardian Dwarves – 105
Asgardian Elves – 105
Asgardian Giants – 104
Asgardian Gods – 99, 103
Asgardian Fire Demons – 108
Asgardian Races – 100
Asgardian Trolls – 105
Asgardians – 35, 100
Atlanteans – 36
Augmentation Process, The – 252
Autocron – 84

B C
Ba-Bani – 85 Cat – 279
Bat, Individual – 278 Cattle (Herd Animals) – 279
Bats, Flock of Ten – 278 Changeling – 21
Bear – 278 Chosen, The – 43
Beasts of Berlin, The – 51 Clobbers – 46
Behemoth – 278 Collective Mass – 59

379 The Ultimate Origins Book


C F
(Continued) (Continued)

Compound Form– 21 Fish – 281


Cosmic Characters – 251 Flying Fighter – 161
Cyborg: Custom – 122 Froma – 89
Cyborg: Exoskeletons – 12, 79 Frost Giant – 104
Cyborg: Limb and Organ – 12
Cyborg: Mechanical Augmentation – 13 G
Cyborg: Mechanical Body – 12
Cyborg: Nanites – 110 Gaseous Life – 19
Cyborg: Vampires – 131 Genetic Engineering Rules – 256
Ghouls – 259
D Gypsies of the Balkans – 61

Dakkamite – 86 H
Deity – 15
Demihuman: Avians – 11 Head-Brothers – 46
Demihuman: Centaurs – 11 High Technology – 5
Demihuman: Chiropterans – 11 High-Techs – 3
Demihuman: Equimen – 11 Hi-Tech Wonders – 2
Demihuman: Felinoids – 11 Homo Arcanus – 141
Demihuman: Fauns – 11 Homo Disneius – 142
Demihuman: Lamians – 11 Homo Sublimis – 145
Demihuman: Lupinoids – 11 Horses – 282
Demihuman: Merhumans – 12 Horusian – 90
Demihumans – 10 Humanoid Race – 9
Demons – 15 Hybrids – 147
Denizen of the Dark Dimension – 36
Deviants – 37
Dinosaur, Giant Armored – 280 I
Dinosaur, Giant Flesh-Eating – 280
Dinosaur, Giant Plant-Eating – 280 Induced Mutant – 9
Dinosaur, Giant Radioactive – 280 Insect, Swarm – 282
Dire Wraiths – 73 Inhumans – 38
Dog – 280
Dolphin – 281

E
Eagle – 281
Elan – 87
Elders of the Universe – 138
Elephant – 281
Energy Body – 19
Enhanced Combat Operatives – 140
Ergon – 88
Eternals – 37
Ethereal – 19

F
Fall People – 53
Fast Zombie – 178

The Ultimate Origins Book 380


K O
Kawa – 90 Octopus – 283
Killer Whale – 282 Olympian Demigods – 155
Kree – 39 Olympian Gods – 41, 156
Olympians – 41, 156
L Otherworlders – 152

Lava Men – 49 P
Lions – 282
Lemurians – 40 Path of the Winding Way, The – 269
Liquid Life – 18 People, The (Saurians) – 158
Procyonite – 93
M Pseudo-Skrulls – 47
Psion Body Type – 157
M'Ndavians – 148 Psion Template – 262
Magic Users – 181 Pterons – 54
Mekkan – 91 Pure Robot: Computer – 14
Mephitisoids – 150 Pure Robot: Humanshape – 13
Mineral Life – 18 Pure Robot: Metamorphic Robot – 14
Mobian – 92 Pure Robot: Usuform Robot – 13
Modified Human – 10
Modified Human: Extra Parts – 10 Q
Modified Human: Musculars – 10
Modified Human: Organics – 10 Quon – 44
Modified Human: Skeletals – 10
Moloids – 50 R
Monkeys – 283
Morlocks – 68 Rajak – 94
Mutants – 2, 3, 5 Random Mutation – 9
Muspelheim Demon – 108 Rat, Individual – 284
Rat, Pack of Ten – 284
Robots – 2, 4, 6

S
Saurid – 95
Savage Land Mutates – 70
Savage Land Races – 52
Scarlet Beetles – 52
Sharks – 285
Shi’ar – 41
Skrull – 42
Slow Zombie – 179
Snake, Constrictor – 285
Spaceknights – 71
Squid – 283
Sssth – 95
Stenth – 96
N Subterraneans – 48
Sun People – 54
Surgical Composites – 10
New Men – 40
Symbiotes – 263
Normal Humans – 7, 9, 63

381 The Ultimate Origins Book


T
Tekton – 97
Terrigen Mist – 265
Tyrannoids – 50

U
Ultimate Martial Artist, The – 163
Undead – 20

V
Vampire Hunters – 271
Vampires – 76
Vegan – 98
Vegetable – 17

W
Warrior Prime – 161
Werewolves – 173
Winged Flyers – 46
Wolves – 285

X
X-Babies – 273
Xartan – 99

Z
Zn’rx (Snarks) – 176
Zombies – 177

The Ultimate Origins Book 382


As you have probably already read on our this page to congratulate Firebomb and Sparks as
forum, Gaming Nerds Я Us started off as an the newest member of the Gaming Nerds Я Us
adult MSN community roughly about 2001. staff!
Tammra Goodman, and I started it with Alex and
his wife Heather. Eventually we had a falling out Without their diligent work, the book you are
with the two of them, and we kept the site going reading now would have taken even longer to
though several incarnations before finally getting finish, and it would be full of an embarrassing
our own dot com – which has now became a dot amount of errors. Firebomb and Sparks are now
co. co-heads of the Gaming Nerds Я Us Proofreader
team, so if any of you want to join up, drop
Rather then spend a ton of time repeating the either of them (or me) a line on our forums!
full history of the website and team (since you
can read it on the forum), I thought I would use - MTS
http://gamingnerdsrus.co/

383 The Ultimate Origins Book


The Ultimate Origins Book 384
385 The Ultimate Origins Book
The Ultimate Origins Book 386
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