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When Rob started his Civil War campaign last year, I had a hard time deciding on a character to play. I eventually decided that I wanted to “import” in a NPC from an Icons campaign that past summer and run an alternate version of that character who was native to the 616 universe.

The character’s defining power was what Icons called Possession. To quote from Icons’ Open Game Content:

Possession

You can take over someone else’s body, much like Mind Control, except your mind is “inside” the victim and controls their body, rather than issuing orders. Your own body is unconscious and immobile while you possess someone else. Otherwise, this power works just like Mind Control.

Since your mind is in control of the target’s body, you can spend your own Determination for tests you make using the possessed target (unlike Mind Control). If you place the target’s body in a life-threatening situation, you must make a Possession test against the target’s Willpower each round, with failure meaning the target shakes off your influence.

Mind Control notes that the target of must be within visual range.

There wasn’t a power in the Basic Game or the Civil War book that really emulated what Possession does. An evening was spent pulling apart other power sets to get something that functioned as closely to the Possession power as possible, which I have called Bodyswitching.

How Bodyswitching works is that the PC uses Mind Control to place a mind control complication on a target. Once the target’s complication goes above D12, the Player Character gains control of the Watcher Character  instead of the Watcher Character being taken out. While controlling the Watcher Character, the Player Character has access to the Watcher Character’s Powers and Specialties. The power deactivates once the Watcher Character is dealt trauma or when the Player Character deactivates the power set.

Bodysurfing Watcher Characters is a whole lot of fun. It gets especially goofy when dealing with Arthrosians – if your Watcher plays them like a hive mind, mind controlling one means suddenly gaining a whole unit.

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I didn’t intent to create back-to-back swordmen for Marvel, but it shook out that way. Here is Willard H. Wright from Umineko: When They Cry. Willard is a relatively minor character, not appearing until late in the series and, as such, not appearing in the anime adaptation of the first half.

This datafile is an experiment in building a custom datafile centered around D8s. Marvel doesn’t have a point-buy system and it’s easy to get carried away with custom files and create stat bloat. Willard is meant to be a starting level physical combatant with some specialties against mystical targets and some tricks to protect other heroes in combat.

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sabernpcheader

Like other fans of Marvel Heroic, I started writing up non-Marvel character datafiles to speculate on how various characters from other media could fit in the system. While that is all fine and good, it’s only producing media for players. With the game now out of print, the biggest content hole is really in NPC Datafiles and related plot hooks. We’ve all been that lazy GM who wants to just grab some stat blocks, figure out how to make it all fit and run with an idea. Right now, that pool is large but finite.

It’s not hard to swap a PC’s statblock into an NPC statblock, but finding a home for the character in a plot can be slightly more difficult. As such, along with the Player Datafiles, I felt that should stat up NPC versions along with some suggested plot hooks.

Type-Moon’s interpretation of King Arthur has always interested me and, given that I already posted my PC version of the datafile, it seemed like a good place to start.

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Languages in Dungeon WorldUsing languages that the player characters are not supposed to understand has always been tricky for me in games. I’ve always been of the opinion that if there is something important that the characters need to know, just tell them! However, in the back of the Planarch Codex, one of the Kickstarter supplements for Dungeon World, I noticed the following move that caught my imagination:

When you interact with someone and don’t share a common way of speaking or doing business, roll+Cha. On a 10+, choose 3. On a 7-9, choose 2. On a miss, choose 1 but they’re clearly not happy with you.
• you make yourself understood
• you grasp more-or-less what they want
• you don’t look like a fool, child, or asshole
• you catch something they didn’t intend you to understand
• you make progress in learning how to interact with these people; start a new countdown or fill in a box of an existing one

The GM should use the number of filled-in boxes in your countdowns as a measure of your fluency, helping determine when to roll this move.

Countdowns were introduced earlier in the Codex, essentially you draw three to six boxes on your sheet (depending on length or in this case difficulty of learning a given language) and the GM can give you incentives to progress down them, or make progressing down them part of a move, etc. When they are full, a thing happens. In this case it would be “Become fluent in language X”

This seems like a great way to have languages be part of a game, because no matter what you roll, the player will always have the option to understand what they want, and can choose a level of understanding that reflects how important they think the conversation is.

Inspired by this, I’ve come up with language related moves for the other mental traits:

When you study a written text in a language that you are not fluent in, roll+Int. On a 10+, choose 3. On a 7-9, choose 2. On a miss, you can choose only 1.
• You grasp the purpose of the text. (It’s a warning sign, It’s a treatise on herbology, It’s the name of this mine shaft, etc.)
• You understand more-or-less the literal meaning of what has been written.
• You glean a hidden meaning, metatextual element or cultural context.
• You don’t take a long time.
• You make progress in learning how to read this language; start a new countdown or fill in a box of an existing one.

When you actively listen to a language that you are not fluent in, roll+Wis. On a hit, you understand the conversation, more-or-less. On a 10+, choose 2. On a 7-9, choose 1.
• You gain additional information about the speakers. (Where they are from, level of education, etc.)
• You understand a reference not meant for the casual listener.
• It isn’t obvious that you understand what is being said.
• You make progress in learning how to understand this language; start a new countdown or fill in a box of an existing one.

I think these moves would be great in a game where you’ve already asked your players “What is your character’s home language?” and maybe “What language is your character trying to learn?”. They could even start with a Countdown partially filled out!

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NOTE: Due to the content of this character sheet, spoilers for the Fate franchise follow.

One of the charms of Marvel Heroic Roleplaying is its way of dealing with varying power levels. Its leveling of the playing field translates decently enough to other settings and character; not every story has evenly matched characters, making it otherwise hard to fit them into a RPG. A game can evolve into a massive crossover with various characters from all sorts of media and yet keep its balance.

It’s also tremendously fun to write up datafiles for non-Marvel characters.

Under the cut is a MHRP character datafile for Saber from the Fate franchise, part of Type-Moon‘s Nasuverse. I’ve based her on the version of the character that appears in the Fate storyline in Fate/Stay Night. Her stats should be compatible with normal MHRP parties if your Watcher allows fan-built characters from other media sources and her backstory makes her easy to dump into a party of heroes. I’ve always enjoyed the Matter of Britain from a storytelling perspective and while the idea of a female King Arthur is really silly, it also tickles me.

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The Infinity Gauntlet

The Infinity Gauntlet

The culmination of the Infinity Gems posts is finally here!  Behold the ultimate power of the Infinity Gauntlet!

The Infinity Gauntlet, when used to its full potential, makes its wielder a nigh unstoppable reality shaping god. There are only two known beings with powers greater than the Infinity Gauntlet, the Living Tribunal and the One Above All… and yet, for better or worse, I present to you a power set for the Marvel Heroic Roleplaying Game that you could provide to a savvy player who’s collected and controlled the ultimate power of the Infinity Gems.

Further Reading: Infinity Gems on Wikipedia, Infinity Gauntlet on Marvel Database

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The Infinity Gems are a set of near-infinitely powerful artifacts in the Marvel universe.  The red Power Gem gives access to all the power in the universe that ever has, or ever will exist. In addition to the increased toughness that comes with wielding the power gem, its user can also duplicate almost any physical superpower. The Power Gem can boost the effects of the other Infinity Gems, and provide unlimited power to any machine that uses it as a power source.

The Mad Titan Thanos was able to take the Power Gem from the the Champion of the Universe, but its power has since been used by Drax the Destroyer, Thor, She-Hulk and Namor.

The power set provided below will allow you to use the Soul Gem in your Marvel Heroic Roleplaying game.

The Six Infinity GemsFurther Reading: Infinity Gems on WikipediaInfinity Gems on Marvel DatabasePower Gem on Marvel Database
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The Infinity Gems are a set of near-infinitely powerful artifacts in the Marvel universe.  The orange Time Gem makes its master near total control of the past, present and future. Its user can travel through time, stop and start time on a whim, accelerate or stop aging, and trap others in infinite time loops. In conjunction with the other gems, it can allow a person to exist at all points in time simultaneously!

One of the earliest owners of the Time Gem was an Elder of the Universe known as the Gardiner, but it has since been in the hands of Gamora, Namor, Thor and Captain America.

The power set provided below will allow you to use the Time Gem in your Marvel Heroic Roleplaying game.

The Six Infinity GemsFurther Reading: Infinity Gems on WikipediaInfinity Gems on Marvel DatabaseTime Gem on Marvel Database
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This is another compendium class for the Dungeon World game I am running.

Bloodbound Magus

The Bloodbound Magus has researched Alien Beings of the Otherworld, and dabbled in the magics only whispered of in the dungeons beneath the great schools of magic. When you complete a magic ritual that binds you to an otherworldly being create a bond with the otherworldly entity. The next time you level up, take the following move:

DARK PAST: You have dabbled in the worst sorts of mystical arts and tied yourself to an otherworldly being or cosmic horror of immense scope and notable inability to relate to the morals of man. When you trawl through your memories or reach out on your connection to a greater being for something relevant to the situation at hand roll + Int or Wis. On a 10+ ask the DM two questions from the list below. On a 7-9 ask one question. On a miss, you can ask one question anyways, but that means you were personally complicit in creating the situation you are dealing with now. The questions are:

  • When I dealt with this creature (or one of its kind) what did I learn?
  • What black magic do I know that could help here?
  • Do I know anyone who might be behind this?
  • Who do I know who can help us right now?

If you took DARK PAST, count the following moves as class moves for you; you can choose them when you level up.

BLOOD MAGIC – When you cast a spell you can choose to fuel the magic with your own blood. You can spend Hit Points one for one to a maximum of a +3 bonus to the roll. You must make this decision before your roll.

DESTINY’S PLAYTHING – At the beginning of each session, roll + Bonds with your otherworldly entity to see what is revealed about your immediate future. On at 10+ the GM will reveal a useful detail about an upcoming adventure. On a 7-9 you get a vague hint about it. On a miss, something bad is going to happen to you.

SPEAK WITH BLOOD – When you have time to complete a short ritual, and a sample of someone’s blood, you can summon forth the secrets trapped within. Roll + Int or Wis, on a 10+ hold 3; on a 7-9 hold 1. While you are speaking with the blood, spend your hold one for one to ask the GM or relevant player the following questions:

  • What was your character’s lowest moment?
  • For what does your character crave forgiveness? and of whom?
  • What are your character’s secret pains?
  • In what ways are your character’s mind and soul vulnerable?

On a miss, you alert the owner of the blood sample of your location and the nature of the ritual you were attempting to perform.

The Infinity Gems are a set of near-infinitely powerful artifacts in the Marvel universe.  The yellow Reality Gem grants its user the power to alter cosmological constants and bend the laws of physics to their whim. The Reality Gem can grant wishes, and create new dimensions.

The Reality Gem was stolen from the Collector, an Elder of the Universe, by Thanos the Mad Titan.  Since then it has passed through the hands of both Black Bolt and Mr. Fantastic, among others.

The power set provided below will allow you to use the Reality Gem in your Marvel Heroic Roleplaying game.The Six Infinity Gems

Further Reading: Infinity Gems on WikipediaInfinity Gems on Marvel DatabaseReality Gem on Marvel Database
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