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absorbing more of these component crea-

by David Edward Martin tures into itself. A Red Psyche FEAT allows
this to occur. In such a case, the addition

The Ultimate
may have the effect of increasing the
Collective Masss primary abilities.
In an Earth-based Marvel Universe cam-
paign, the Collective Mass has the ability to
transform itself into a human likeness by

Addendas
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.

Addenda New superpowers


Each of these superpowers has a 2%
chance of appearing during the random
power-selection process.
P18/Hyper-Intake/Expulsion: This
power was in my original TUPB proposal,
yet not only did I forget to put this in the
Yet more superpowers for the TUPB, I also forgot to put in in the original
addenda article! This power is usually
MARVEL SUPER HEROES game referred to as Super Breath and, while it
is technically a Matter Control power,
As promised in the last Ultimate Adden- fested by the Collective Mass. Individual should be listed under the class of Physical
da (from DRAGON issue #122), here are entities can at best exhibit Feeble-rank Enhancement powers in the TUPB. The
more superpowers that were created by versions of the available powers; other- hero has the ability to ingest awesome
you, the role-playing public, for the wise, why bother to be a Collective Mass amounts of matter, retain them indefi-
MARVEL SUPER HEROES Advanced Set in the first place?. The Collective Masss nitely, then expel them with power rank
game. These powers are designed to fit abilities may be affected by the loss or force. When creating a hero with this
with the format of MA3 The Ultimate addition of more individual entities to its power, the player must decide what the
Powers Book (herein known as the TUPB). form. hero can handle. A random die roll deter-
Each new power is credited to the people A Collective Mass gains + 2CS Resistance mines his chance of having the power to
who suggested it. This column also deals to physical or directed energy attacks handle gas, liquid, solids, or some combi-
with a new class of rule powers, which (lasers, for example). Its unique physical nation of these.
are powers that alter the game mechanics. structure allows it to simply create holes
Die roll Category
Players and Judges should rewrite the in its body to avoid making contact with
01-16 Gases only
Power Generation tables on pages 14-16 of the attacking force. However, such beings
17-32 Liquids only
the TUPB in order to accomodate these have a peculiar weakness: A successful
33-48 Solids only
additions, if they are used. Grappling attack breaks the body into two
49-64 Gases and liquids
masses! The body can automatically rejoin
65-80 Liquids and solids
New Physical Form in 1-4 turns unless something prevents
81-00 Gases, solids, and liquids
S32/Collective Mass: Tom Lamphier this, like teleporting half the body into a
looked at the Marvel Super Villain Swarm parallel dimension. This power enables the hero to absorb
and came up with this variation of the S16/ The Collective Mass can be any size, quantities far exceeding the normal vol-
Physical Gestalt body type. The body of depending on the size and number of the ume of the human body. He can absorb a
the character is a collection of individual individuals entities that compose it. Most volume of gas equal to the power rank
bodies held tightly together and function- Collective Masses in Marvel Universe number times 100 cubic feet. Liquids and
ing as a single unit. Unlike Physical Gestalt, campaigns are human-size and composed solids are limited to the number of cubic
the individuals retain their distinct physi- of smaller creatures generally less than 3 feet equal to the power rank number. A
cal forms (though admittedly it may be long (between the size of a mouse and a side effect of this power is that the ingest-
hard to actually spot any given individual dragonfly). If the Judge allows, a Collective ed matter is somehow compressed, dimin-
if they are tiny). One helpful side effect of Mass may be a giant composed of human- ished in size, or displaced into a pocket
this power is that the individual bodies do size entities. In special cases, the Collective dimension; this enables the hero to retain
not physically suffer while they are joined Mass may even be a titan composed of his ordinary shape, although his weight
together; breathing is assumed to occur relatively large beings. does increase a token amount, It is up to
without difficulty. However, the Collective Ordinarily, the number of individuals the Judges discretion as to how much
Mass will probably have to break apart in composing the Collective Mass is less than weight is gained, with a 1% weight
order to allow the individual units to eat. the rank number of the Collective Masss increase being a rule of thumb. Note that a
Primary and secondary abilities are Reason, multiplied by 100. The individual sudden failure of this power can be disas-
rolled on Column 1 of the Rank Table on entities can be of any nature, whether trous! Such catastrophes range from (at
page 11 of the TUPB. Because of its peculi- animal, plant, or machine; the individual best) the sudden expulsion of all ingested
ar dual nature, a Collective Mass has two components may be sentient or not. If the matter, retention of the ingested matter
sets of primary abilities. The first set rep- Collective Mass is composed of relatively with the hero suddenly bearing all of its
resents the average abilities possessed by ordinary creatures (as opposed to some- weight, or the rapid expansion of the
the individual component entities; the thing strange, like a colony of snakes ingested matter to its original size (this
second set is that of the Collective Mass. mutated by a nuclear test at Los Alamos), latter possibility being quite fatal).
The majority of powers can only be mani- the Collective Mass has the option of Normally, a hero can retain the ingested
Marvel, Marvel Universe, Marvel Super Heroes, and all Marvel character names and likenesses are trademarks matter indefinitely. A side effect of the
of Marvel Entertainment Group, Inc. 1988 Marvel Entertainment Group, Inc. All Rights Reserved. power gives the hero internal invulnerabil-
Illustration by Richard Bennett DRAGON 89
tions at a more limited range; the power ble, the players imagination, the heros
Table for Random Rule Powers takes effect the same turn it is used. The background and physical type, and the
original Marvel heroine with this power, campaign setting. The randomly rolled
Die Power Scarlet Witch, could only create entropic power rank becomes the material strength
01-12 Attribute Change Rl effects. Other superhumans such as Rou- of the item.
13-29 Attribute Pool R2 lette developed the ability to produce A Unique Weapon is just that; lose it and
30-41 Attribute Rearrangement R3 beneficial effects as well. youre out of luck. The hero can acquire
42-47 Award Change R4 There are three ways the hero can use his item in a number of ways. The most
48-59 Award Pool R5 the power to affect his immediate future. common are I Found It, I Received It,
60-65 Award Rearrangement R6 The first way pits his power against the and I Created It. The player should roll
66-71 Initiative Change R7 Psyche of the target. In this effect, the once on the Origin of Power Table (page
72-00 Power Combination R8 hero makes the target act in the way the 10, TUPB) to see what the background on
hero intends. The second method pits this his item is. If the device was attained by
powers power rank against the material accident or as a gift, the hero might not be
ity equal to his power rank, preventing strength of the target. In this case, the able to replace or repair it. Such condi-
major internal damage due to ingested hero can temporarily control the physical tions must be resolved by the Judge.
poisons or physically damaging materials. properties of the target. In the third case, M34/Omni-Knowledge: A reader
Solids and liquids can be retained for as the hero pits his power against the intensi- named Comalite J created this interest-
long as the hero can go without food; ty rank of a target phenomenon (energy ing variant on the learning process. A
digestion normally stops while this power fields, magic, powers, etc.). In all three character with this power has an innate,
is in effect. If the gases ingested are toxic, cases, the range is limited to the heros subconscious link to a sort of cosmic refer-
the hero can only retain them for the immediate area. ence library. When he is presented with a
amount of time he can hold his breath. If T24/Spinner: George ORavis looked to question concerning information of which
the mixture is not toxic and contains a the Whirlwind to come up with this pecu- he was previously ignorant, the PC must
sufficient quantity of oxygen, then the liar Travel power. The hero can attain make a FEAT Green FEATS give him access
hero can hold his breath indefinitely. power rank ground speed by rapidly to contemporary human knowledge. Yel-
The hero can expel the matter harm- pivoting. The visual effect is that he blurs low FEATS give him access to alien knowl-
lessly or direct it into a blast that has into a human top. The hero gains several edge. Red FEATS give him access to
power rank range and damage. He can useful side effects. This powers rank is Entity-level knowledge. Success means he
also do damage by ingesting. For example, added to the Fighting rank when a grap- is able to give a short, concise answer that
by inhaling all the air in a room, he can pling attack is used against the Spinner. He only answers the initial question. As a limit
cause certain events to occur. One, every- gains power rank resistance to physical to this power, the question must be asked
one in the room must make an Endurance attacks. His Endurance rank increases by of the hero by another person. Also,
FEAT or pass out from the sudden absence this powers rank number; this enables despite his ability to know any given
of air. Two, the room can implode if the him to maintain his power for extended topic, the PC might not be able to under-
pressure difference exceeds the walls periods as well as avoid the obvious dizzi- stand it. His comprehension is still limited
material strength. ness and nausea. The heros visual acuity by his Reason. This power enables the
P19/Hyper-Endurance: A number of increases to give him the equivalent of Judge to create idiot savants who can
readers pointed out that I referred to this Circular Vision; despite his rapid rotation, decipher the workings of Galactuss World-
in the TUPB as a power rather than as a the hero perceives the world as a static, ship but are unable to tie their shoelaces,
primary ability. Sorry! Hyper-Endurance is 360-degree field of vision. However, unless For example: Ref-Book and his buddy
designed to increase your heros (hope- the player states otherwise, it is assumed Jaunt find themselves in the Watchers
fully) already formidable Endurance. The that he is only looking directly outward. recreation room, facing a piece of alien
randomly determined rank is added to Thus, he can be surprised by attacks from technology. Ref-Book has no idea of what
your PCs previously determined Endur- below or above. If the hero has such the thing is, but when Jaunt asks the mag-
ance rank whenever he uses a power that powers as increased Strength (Incredible ic question What is that? Ref-Books
drains his Endurance. In this way, heroes rank or better), Invulnerability, or Hyper- power goes to work. He makes a Red
can exceed their physical limitations. Digging, he can bore his way through any FEAT, gains the necessary knowledge, and
Hyper-Endurance is an optional power for target with a Material Strength less than says Its a television set. Well, how do we
such things as Hyper-Running, Hyper- this powers rank. As a power stunt, the turn it on? asks Jaunt. Ref-Book fails his
Swimming, and other powers requiring hero can develop his power to attain next FEAT and says, Beats me.
muscular effort. flight. This is treated as T23/Whirlwind
P20/Hyper-Strength: I kept referring flight of one rank lower than the Spinners Rule powers
to this as a power, too, so here it is. Hyper- power rank. Several powers in current RPGs exist
Strength is an addition to your heros F6/Unique Weapon: Edward and only for the sake of altering the mechanics
previously determined Strength rank. The Adam Nevraumont brought up this variant of that specific game. Such examples
player has two choices here: He can per- from the Fighting Powers class. The hero include Mystic Link (from Mayfaurs DC
manently combine the two ranks, or else possesses a specific tool or device that HEROES game) and Spending Karma (in
make the addition a temporary one. In the contains many of the powers assigned to the MARVEL SUPER HEROES game). I
latter case, the hero can Hulk out and the hero. When creating the hero, the hadnt touched on these because most of
manifest great strength during a limited player should assign only the Mental and these powers only function within the
time. The daily limit on this form of Physical Powers to the hero himself; all confines of their home games. They can-
Hyper-Strength is a number of game turns other powers should be assigned to the not be easily transformed into other set-
equal to the power rank number, Also, the Unique Weapon. Such assigned powers tings, such as actions in a comic book.
temporary form carries with it a bonus of then can only be manifested by the weap- However, that doesnt justify my further
+ 1CS rank. on itself or by the heros direct contact ignoring their existence; hence, the crea-
MG14/Probability Control: I had with the device. The player should work tion of a new class of powers. The rule
intended this to be a variation of MG10/ with the Judge to determine the shape and powers class is the rarest form of power.
Reality Alteration (Alter Future). However, nature of the item, as well as who gets During the Character Creation process,
enough people have this power to justify what power. this class of powers has only a base 3%
its status as an independent power. Unlike The nature and function of each Unique chance of occurring. All rule powers have
the Alter Future power, this power func- Weapon should reflect the powers availa- extremely short ranges; their initial effects

90 JUNE 1988
are limited to the hero and those beings hero can reassign the basic value of his means of a Green FEAT. He can transfer a
and objects within the immediate vicinity various abilities to enhance other abilities. number of Karma Points equal to his
(i.e., the same area). Rule powers include In effect, the player has the ability to power rank between either allies or oppo-
the following: rewrite his heros abilities and powers at nents. Unscrupulous PCs can use this
R1/Attribute Change: The hero has will. The rule powers rank is used to power to siphon Karma from civilian NPCs
the ability to temporarily increase the make this FEAT. The effect initially lasts 1- (onlookers, passers-by, etc.); this is consid-
rank of a specific ability or power by the 10 game turns; beyond that, he must make ered a villainous act since it is akin to
rule powers rank. He can automatically a successful Psyche FEAT each turn to Vampirism.
retain the enhanced rank for 1-10 game maintain the rearrangement. R7/Initiative Change: The player can
turns, but he must make a Psyche FEAT R4/Award Change: The player can temporarily alter the order of play, decid-
each turn beyond that to retain the temporarily increase the size of the Karma ing who plays in what order if he makes a
enhancement. For example, Cosmic Dash- game award previously given his or successful Green FEAT. A Red FEAT can be
er possesses Incredible Attribute Change. anothers character. The player can used to either take away another charac-
He uses it to increases his normally increase his heros Karma by this powers ters turn or to instate a turn at a time
Amazing Hyperspeed with an additional rank by means of a Green FEAT. The play- when the affected player would otherwise
burst of energy, thus attaining Unearthly er can increase the size of an allys Karma be unable to roll.
speed. with a Yellow FEAT. A Red FEAT can either R8/Power Combination: This power
R2/Attribute Pool: The hero is able to increase or decrease an opponents Karma. normally occurs only during the Character
directly combine his powers or abilities Such changes occur in the same turn the Creation process. Rolling this rule power
ranks with those of other heroes. The power is used and last for 1-10 turns; after requires the player to combine two of his
combined energy can then be channeled that, the hero must make a Psyche FEAT heros already existing powers into a new
into a specific power or attribute shared to maintain the effects. hybrid form. The new hybrid power per-
by the affected characters and then used R5/Award Pool: In the MARVEL manently replaces the affected powers.
to perform a specific action. A Green FEAT SUPER HEROES game, this is called Karma Power Combination enables the player to
is needed to perform this. In game terms, Pooling. The player can temporarily pool create some really peculiar, unique charac-
the players add their characters ranks of his award value with that of other player ters. High-ranked NPCs may possess a
the chosen ability; the sum is then tempo- characters, then use that increased special form of this power with which
rarily reassigned as a new rank for each reward to perform a group function. The they can alter another characters powers
member of the group. For example, pooling lasts for 10 turns plus a number of at any time. However, the powers use is
Cyber1, Cyber2, and Cyber3 pool their turns equal to the number of PCs partici- limited to once per day and only in non-
Excellent, Remarkable, and Amazing pating in the pool. combative situations. In this way, the
Strengths together; they each then achieve R6/Award Rearrangement: The Judge can create character-transforming
an effective rank of Unearthly Strength. player can temporarily reassign the Karma incidents to enliven, confuse, or rearrange
R3/Attribute Rearrangement: The values of other players characters by the existing campaign.

DRAGON 91

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