Monday, May 21, 2018

Puck & Marrina

Here's my Mighty Protectors take on Puck and Marrina, members of Alpha Flight who made their Marvel debut in Alpha Flight #1, published August 1983. The stats and abilities shown here reflect the characters as they are depicted from Alpha Flight #1 to #17. I've also updated Guardian and Snowbird (two other Alpha Flight members) which can be seen here.

Alpha Flight #1 Cover

Puck MP Character Sheet

Marrina MP Character Sheet
Edited: 5-22-18

Notes:
Marrina seemingly only has claws when she succumbs to a murderous rage. Thus, I gave her Natural Weaponry ability the Accidental Activation modifier.

Marrina's sonar-like ability is shown in this pic:

Marrina's incredible swimming speed is shown in this pic:

Marrina's "blindness secretion" ability is shown in this pic:

Here's Puck using his small stature to throw a guard to the ground:

Here's Puck dodging the berserk Marrina:

Here's Puck using his "cartwheel" ability to move fast:

I made-up Physical Ability X) Feign Death to model Puck's ability to stop his heart and appear dead, which I think he uses in issue #15 or #16. I didn't go into detail about how it works but it would likely require someone with an Analytical sense making an IN-based task check to know that he is indeed alive.

Alpha Flight, Puck, and Marrina are trademarks of Marvel Entertainment Group and are used here for commentary purposes under the Fair Use Act.

4 comments:

  1. OMG thats great! The cartwheel fighting style and added speed because of it, good idea.
    THX for characters BK.
    FYI I use this sight as reference a lot when making characters. If you wouldn't do this I probably wold still be scratching my head a few times. The rules lack extra examples and and better explanations of certain powers.
    I do have a question though, tonight one of my players and I we were making a hero. Had Disintegration, how would the blast affect a villain wearing powered armour like iron man. Does Disintegration actually make a hole in that armour?

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  2. Thanks, Mike!

    Gear in Mighty Protectors can be broken, disarmed, or taken away. A high-tech armored suit like Iron Man's would probably be built with the Multi-Function Gear modifier with each of its abilities getting a (-2.5) CP reduction.

    If it were hit with a disintegration ray that Broke the gear, then one of the sub-systems, randomly rolled, would cease to work.

    As far as the armor itself getting a hole in it... well, you can't do that per the normal MP rules, but you could "house rule" it and do something like the rules for damaging armor gear in the Living Legends RPG (another Jeff Dee superhero game). In LL, if an armored suit that is 'gear' is damaged it gets holes put in it so that an attacker can shoot through the hole at a penalty. In Mighty Protector terms, it would probably be a -3 to hit penalty.

    Hope that helps

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  3. Sort of haha, Disintegration says inanimate objects damaged by it destroys 1 hp(I know vs structural how it works)and makes a hole. An armor is inanimate, has no HP. So that is why the question came up. In VNV of old armor sort of had HPs so... but now?

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  4. Here's a hard one, Madison Jeffries! His power to manipulate(shape) mechanical but can also build complex machinery.

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