Here’s my Mighty Protectors write-up of the Bronze-Age Mantis. This version includes here stats and abilities as they were before she became the "Celestial Madonna."
Mantis is a trademark owned by Marvel Entertainment.
Saturday, March 31, 2018
Friday, March 30, 2018
Mockingbird
Here's my Bronze Age, Mighty Protectors version of Mockingbird.
Mockingbird (PDF)
Mockingbird is a trademark owned by Marvel Entertainment
Mockingbird (PDF)
Mockingbird is a trademark owned by Marvel Entertainment
Valkyrie
Here's my Bronze Age, Mighty Protectors write-up of the Valkyrie, a super-heroine who makes her debut in Defenders #4. Also in that issue, the Black Knight is turned to stone by the Enchantress. In order to save the knight's horse from starving to death, Valkyrie "breaks" him, making him her own steed.
Initially, Valkyrie also uses the Black Knight's Ebony Blade, but in the not-too-distant future, she acquires a new weapon -- the Dragonfang.
Valkyrie (PDF)
Valkyrie Companion -- Aragorn (PDF)
Valkyrie is a trademark owned by Marvel Entertainment
Initially, Valkyrie also uses the Black Knight's Ebony Blade, but in the not-too-distant future, she acquires a new weapon -- the Dragonfang.
Valkyrie (PDF)
Valkyrie Companion -- Aragorn (PDF)
Valkyrie is a trademark owned by Marvel Entertainment
Monday, March 26, 2018
Son of Satan
Here's my Mighty Protectors take on the bronze-age version of the Son of Satan! In creating his abilities, I made extensive use of the Multi-Ability modifier to simulate his large number of spells. Also, many of his abilities have the Gear: Augmentation modifier; this means that while using his staff his abilities are more powerful. Should he lose the staff, he can still use the ability, although at 5 less CPs.
Note that his trident can be taken away or disarmed but it cannot be broken, as it is made of an otherworldly material.
Also please note that he has a psychic bond with the mind of his horses (i.e., his chariot vehicle), who are usually somewhere in the depths of Hell, but when summoned will dimensionally travel to Earth at their master's call.
Son of Satan (PDF)
Son of Satan's Chariot (PDF)
Son of Satan is a trademark owned by Marvel Entertainment Group
Note that his trident can be taken away or disarmed but it cannot be broken, as it is made of an otherworldly material.
Also please note that he has a psychic bond with the mind of his horses (i.e., his chariot vehicle), who are usually somewhere in the depths of Hell, but when summoned will dimensionally travel to Earth at their master's call.
Son of Satan (PDF)
Son of Satan's Chariot (PDF)
Son of Satan is a trademark owned by Marvel Entertainment Group
Blade
Here's my Bronze Age, Mighty Protectors version of Blade, who is one of many anti-heroes with a supernatural origin that were created in the 70's after the Comics Code Authority was changed to allow elements of horror and more mature themes.
I've simulated Blade's immunity to being turned into a vampire, and to a vampire's hypnotism ability, via Adaptation. One could argue that this is too cheap. If you think so, then ditch the two Adaptation sub-types and add Invulnerability to Vampire Transformation (5), and Invulnerability to Vampire Hypnosis (5).
His Special Requirement can be considered optional, as it occurred only after he was bitten by Morbius, the Living Vampire, and although it says 'Asphyxiation' that's not really what happens but the effect of dying is the same (he would take 5 damage per Round, as if he were drowning).
Although I chose not to do so, it is not unreasonable to give Blade some CPs of Wealth and/or a base of operations via the Base ability.
Blade (PDF)
Blade Arsenal (Link)
Blade is a trademark of Marvel Entertainment Group
I've simulated Blade's immunity to being turned into a vampire, and to a vampire's hypnotism ability, via Adaptation. One could argue that this is too cheap. If you think so, then ditch the two Adaptation sub-types and add Invulnerability to Vampire Transformation (5), and Invulnerability to Vampire Hypnosis (5).
His Special Requirement can be considered optional, as it occurred only after he was bitten by Morbius, the Living Vampire, and although it says 'Asphyxiation' that's not really what happens but the effect of dying is the same (he would take 5 damage per Round, as if he were drowning).
Although I chose not to do so, it is not unreasonable to give Blade some CPs of Wealth and/or a base of operations via the Base ability.
Blade (PDF)
Blade Arsenal (Link)
Blade is a trademark of Marvel Entertainment Group
Sunday, March 25, 2018
Ghost Rider
Here's my MP take on the Bronze Age version of Ghost Rider. He's a tricky character to emulate...
I gave him Non-Corporealness to simulate his immunity to damage, and in most cases it works well. His body is solid, so he can't walk through walls like the Vision, and although he can't be harmed, he can be grabbed or otherwise physically affected.
I gave him Emotion Control to simulate his "cold hellfire" ability which is an area affect attack and causes its victims to writhe in pain, immobile, but after it ends they are seemingly unharmed.
I gave him Flame Blast to simulate his "hot hellfire" ability.
To simulate his motorcycle I used Speed with Water Running, Augmentation Gear, and Requires Activation modifiers. His bike can be physically affected, even destroyed, but he can also just re-create it using his hellfire.
Finally, note that Johnny's motorcycle, the "real" one, has armor that protects him with Light Coverage, as he rides on top of it.
Ghost Rider (PDF)
Johnny Blaze (PDF)
Johnny's Motorcycle (PDF)
I gave him Non-Corporealness to simulate his immunity to damage, and in most cases it works well. His body is solid, so he can't walk through walls like the Vision, and although he can't be harmed, he can be grabbed or otherwise physically affected.
I gave him Emotion Control to simulate his "cold hellfire" ability which is an area affect attack and causes its victims to writhe in pain, immobile, but after it ends they are seemingly unharmed.
I gave him Flame Blast to simulate his "hot hellfire" ability.
To simulate his motorcycle I used Speed with Water Running, Augmentation Gear, and Requires Activation modifiers. His bike can be physically affected, even destroyed, but he can also just re-create it using his hellfire.
Finally, note that Johnny's motorcycle, the "real" one, has armor that protects him with Light Coverage, as he rides on top of it.
Ghost Rider (PDF)
Johnny Blaze (PDF)
Johnny's Motorcycle (PDF)
Saturday, March 24, 2018
Morbius
Here's my Mighty Protectors take on Morbius, the Living Vampire! Morbius is the result of science gone awry and does not have all of the supernatural powers and/or weaknesses that a true vampire has. In a few instances he has created other pseudo-vampires, but it is definitely the exception rather than the rule. If you want him to be able to create pseudo-vampires, he must drink the blood of a human using his Sihpon ability. Once the victim is dead, he will transform into a pseudo-vampire using Transmutation: Human to Psuedo-Vampire, Extreme (40), EN save @-7 (0), Touch Range (-12.5), Permanent (+45), Target must be dead (-5), takes one month (-30), PR=8. Total Cost = 38 CPs.
Morbius PDF Character Sheet
Morbius is a trademark owned by Marvel Entertainment
Morbius PDF Character Sheet
Morbius is a trademark owned by Marvel Entertainment
Friday, March 23, 2018
Thursday, March 22, 2018
Deadpool
With Deadpool 2 hitting the silver screen soon, I figured that I would write-up the Merc with the Mouth into Mighty Protectors-ese. This version is based upon the comics more than the movie.
Deadpool (PDF)
Deadpool Arsenal (Google Sheet)
Deadpool is a trademark of Marvel Entertainment
Deadpool (PDF)
Deadpool Arsenal (Google Sheet)
Deadpool is a trademark of Marvel Entertainment
Wednesday, March 21, 2018
Force Field
According to the Mighty Protector Force Field rules, “The character must keep track of the number of damage points that have been deflected by their Force Field (including any points it added to saves which failed). Damage from attacks that are completely blocked doesn’t count toward that total. When the amount of damage that it has deflected exceeds the character’s remaining Power, the Force Field goes down and any damage in excess of the last few points of Force Field continues on to strike its target.”
Damage that exceeds the Force Field's protection is taken by the character. Damage that does not exceed the Force Field’s protection value is not recorded.
Shown below is a round by round example of how Force Field works. The superhero in this example has 70 Power, 18 Hit Points, and Force Field with 6/6/6/6 protection. For purposes of this example, he is in a super hot environment where he will take 2d10 Energy damage per Round. He spends 16 Power to turn on his Force Field before entering the environment, leaving his Power at 54.
Round #1: The hero takes 11 Energy damage. His Force Field reduces the 11 damage to 5. The hero can roll with this damage or take it on his hit points. He decides to roll with it, reducing his Power from 54 to 49. His Force Field has now deflected a total of 6 damage, which is less that his current Power of 49, so it stays up.
Round #2: The hero takes 10 Energy damage. His Force Field reduces it to 4, which he rolls with. He is now at 45 Power. His Force Field has deflected a total of 12 damage, which is still less than his current Power, so it stays up.
Round #3: The hero takes 13 Energy damage. His Force Field reduces it to 7. The hero’s current Power is 45 so he can roll with 4 points, leaving him with 41 Power. He takes 3 HP of damage, reducing his Hits from 18 to 15, which is not more than half his current HP so he stays conscious. His Force Field has now deflected 18 damage, which is still less than his current Power of 41, so it stays up.
Round #4: The hero gets lucky and only takes 6 Energy damage. His Force Field completely deflects this damage. The hero takes no damage and the Force Field has still deflected a total of 18 damage, so it stays up.
Round #5: The hero takes 12 Energy damage. The Force Field reduces it to 6. The hero’s current Power is 41 Power, so he can roll with 4 points, leaving him with 37 Power. He takes 2 more HP of damage, reducing his Hits from 15 to 13, which is not more than half his current HP so he stays conscious. His Force Field has now deflected a total of 24 damage, which is less than his current Power of 37, so it stays up.
Round #6: The hero takes 14 Energy damage. The Force Field reduces it to 8. The hero’s current Power is 37, so he can roll with 3 points, leaving him with 34 Power. He takes 5 more HP of damage, reducing his Hits from 13 to 8, which is not more than half his current HP so he stays conscious. His Force Field has now deflected a total of 30 damage, which is still less than his current Power of 34, so it stays up.
The hero could take an Action and spend another 16 Power to renew his Force Field, but he decides not to do so.
Round #7: The hero takes 10 Energy damage. The Force Field reduces it to 4. The hero’s current Power is 34, so he can roll with 3 points, leaving him with 31 Power. He takes 1 more HP of damage, reducing his Hits from 8 to 7, which is not more than half his current HP so he stays conscious. His Force Field has now deflected a total of 36 damage, which is more than his current Power of 31, so it drops.
Damage that exceeds the Force Field's protection is taken by the character. Damage that does not exceed the Force Field’s protection value is not recorded.
Shown below is a round by round example of how Force Field works. The superhero in this example has 70 Power, 18 Hit Points, and Force Field with 6/6/6/6 protection. For purposes of this example, he is in a super hot environment where he will take 2d10 Energy damage per Round. He spends 16 Power to turn on his Force Field before entering the environment, leaving his Power at 54.
Round #1: The hero takes 11 Energy damage. His Force Field reduces the 11 damage to 5. The hero can roll with this damage or take it on his hit points. He decides to roll with it, reducing his Power from 54 to 49. His Force Field has now deflected a total of 6 damage, which is less that his current Power of 49, so it stays up.
Round #2: The hero takes 10 Energy damage. His Force Field reduces it to 4, which he rolls with. He is now at 45 Power. His Force Field has deflected a total of 12 damage, which is still less than his current Power, so it stays up.
Round #3: The hero takes 13 Energy damage. His Force Field reduces it to 7. The hero’s current Power is 45 so he can roll with 4 points, leaving him with 41 Power. He takes 3 HP of damage, reducing his Hits from 18 to 15, which is not more than half his current HP so he stays conscious. His Force Field has now deflected 18 damage, which is still less than his current Power of 41, so it stays up.
Round #4: The hero gets lucky and only takes 6 Energy damage. His Force Field completely deflects this damage. The hero takes no damage and the Force Field has still deflected a total of 18 damage, so it stays up.
Round #5: The hero takes 12 Energy damage. The Force Field reduces it to 6. The hero’s current Power is 41 Power, so he can roll with 4 points, leaving him with 37 Power. He takes 2 more HP of damage, reducing his Hits from 15 to 13, which is not more than half his current HP so he stays conscious. His Force Field has now deflected a total of 24 damage, which is less than his current Power of 37, so it stays up.
Round #6: The hero takes 14 Energy damage. The Force Field reduces it to 8. The hero’s current Power is 37, so he can roll with 3 points, leaving him with 34 Power. He takes 5 more HP of damage, reducing his Hits from 13 to 8, which is not more than half his current HP so he stays conscious. His Force Field has now deflected a total of 30 damage, which is still less than his current Power of 34, so it stays up.
The hero could take an Action and spend another 16 Power to renew his Force Field, but he decides not to do so.
Round #7: The hero takes 10 Energy damage. The Force Field reduces it to 4. The hero’s current Power is 34, so he can roll with 3 points, leaving him with 31 Power. He takes 1 more HP of damage, reducing his Hits from 8 to 7, which is not more than half his current HP so he stays conscious. His Force Field has now deflected a total of 36 damage, which is more than his current Power of 31, so it drops.
Round | Raw Dmg Taken | Dmg after FF | Hero’s Power | Hero’s Hits | Force Field Dmg Deflected |
0 | 0 | 0 | 54 | 18 | 0 |
1 | 11 | 5 | 49 | 18 | 6 |
2 | 10 | 4 | 45 | 18 | 12 |
3 | 13 | 7 | 41 | 15 | 18 |
4 | 6 | 0 | 41 | 15 | 18 |
5 | 12 | 6 | 37 | 13 | 24 |
6 | 14 | 8 | 34 | 8 | 30 |
7 | 10 | 4 | 31 | 7 | 36 |
Tuesday, March 20, 2018
Armor
Mighty Protectors Armor ability is fairly straightforward: spends some CPs and get protection from damaging attacks. There are, however, some tips about this ability that I would like to point out.
Armor, like all MP Abilities are by default obvious. According to the Unobvious modifier (see p. 95): "By default, using an Ability generates bright lights, loud sounds, distinctive smells, gestures, etc. (pick two effects that can be detected by default senses -- see Heightened Senses) when used, automatically alerting everyone in the immediate vicinity unless they lack the necessary sense."
For Armor, this means that it is obvious to at least two default senses. The Thing's rocky exterior is visually and tactilely obvious; the same is true for Iron-Man's armor. But Superman's armor is not obvious, which is one reason he can pull off his Clark Kent secret ID.
Armor is also a Continual ability (see 2.2.2): it's 'always on' and can never be 'deactivated', but it can be 'held back' (see 4.14.6). The best example I can think of for 'holding back' Armor is Iron-Man's armor: he can raise his face-plate, or take off a gauntlet, exposing his skin.
Below are three superheroes with different versions of Armor.
Example #1: Iron-Man
Iron-Man has Armor with no modifiers. It's obvious: everyone can see he's wearing a suit of armor. If you touch his suit it feels like armor, not human skin. He can also 'hold back' some of his armor, should the need arise.
Example #2: The Thing
For the Thing, he has Armor with the Can't Hold Back modifier (see p. 87). Also, it's obvious to anyone looking at him or touching him that he has an orange, rocky hide.
Example #3: Superman
Superman's Armor has a couple of modifiers: Can't Hold Back and Unobvious. Anyone looking at Superman or Clark Kent cannot tell he has impervious skin. Nor can Superman 'hold back' his armor: needles won't work on his skin and he can't change that fact.
Armor, like all MP Abilities are by default obvious. According to the Unobvious modifier (see p. 95): "By default, using an Ability generates bright lights, loud sounds, distinctive smells, gestures, etc. (pick two effects that can be detected by default senses -- see Heightened Senses) when used, automatically alerting everyone in the immediate vicinity unless they lack the necessary sense."
For Armor, this means that it is obvious to at least two default senses. The Thing's rocky exterior is visually and tactilely obvious; the same is true for Iron-Man's armor. But Superman's armor is not obvious, which is one reason he can pull off his Clark Kent secret ID.
Armor is also a Continual ability (see 2.2.2): it's 'always on' and can never be 'deactivated', but it can be 'held back' (see 4.14.6). The best example I can think of for 'holding back' Armor is Iron-Man's armor: he can raise his face-plate, or take off a gauntlet, exposing his skin.
Below are three superheroes with different versions of Armor.
Example #1: Iron-Man
Iron-Man has Armor with no modifiers. It's obvious: everyone can see he's wearing a suit of armor. If you touch his suit it feels like armor, not human skin. He can also 'hold back' some of his armor, should the need arise.
Example #2: The Thing
For the Thing, he has Armor with the Can't Hold Back modifier (see p. 87). Also, it's obvious to anyone looking at him or touching him that he has an orange, rocky hide.
Example #3: Superman
Superman's Armor has a couple of modifiers: Can't Hold Back and Unobvious. Anyone looking at Superman or Clark Kent cannot tell he has impervious skin. Nor can Superman 'hold back' his armor: needles won't work on his skin and he can't change that fact.
Wonder Woman
Here's my Bronze Age, post Crisis on Infinite Earths, MP write-up of Wonder Woman.
Optional Abilities:
Amazonian Armor: 7/5/5/5 (45), Heavy Coverage (-5). Total CPs = 40.
Gauntlets of Atlas: +25 Strength (25), Gear (-5). Total CPs = 20.
Amazonian Sword: Special Weapon A) +2 to hit (5), +2d8 Sharp (+20). Total CPs = 25.
Tiara: Special Weapon A) +3 to hit (7.5), +d8+1 Sharp (+10), Throwable: STx2" range (0), can return as boomerang (+5). Total CPs = 22.5.
Invisible Plane/Jet: At least 30 CPs (25 base with +5 High Tech).
Wonder Woman is a trademark of DC Comics
Saturday, March 3, 2018
Star Wars NPCs/Vehicles
I'm currently playing in a friend's Mighty Protectors Star Wars campaign. I was asked to help build the groups' Light Freighter and, well, things got a bit out of hand... I ended up making the following vehicles (and later, the characters).
Note that these write-ups reflect the characters and vehicles as they appeared in the first trilogy of movies.
Also note I'm not claiming these write-ups to be 100% accurate to the source material.
The write-ups and layouts are by me, B.K. Adams. Mighty Protectors is a trademark of Monkey House Games. The Star Wars characters, images and vehicle names are copyright by Lucasfilm/Disney.
All Terrain Scout Transport (AT-ST)
C-3PO
Chewbacca
Corellian Light Freighter
Darth Vader
Freighter Escape Pod
Han Solo
Imperial Walker (AT-AT)
Luke Skywalker
Princess Leia
R2-D2
Speeder Bike
Star Destroyer
Stormtrooper
T-47 Airspeeder
Tie Fighter
X-Wing Fighter
AT-ST Notes:
Note that these write-ups reflect the characters and vehicles as they appeared in the first trilogy of movies.
Also note I'm not claiming these write-ups to be 100% accurate to the source material.
The write-ups and layouts are by me, B.K. Adams. Mighty Protectors is a trademark of Monkey House Games. The Star Wars characters, images and vehicle names are copyright by Lucasfilm/Disney.
All Terrain Scout Transport (AT-ST)
C-3PO
Chewbacca
Corellian Light Freighter
Darth Vader
Freighter Escape Pod
Han Solo
Imperial Walker (AT-AT)
Luke Skywalker
Princess Leia
R2-D2
Speeder Bike
Star Destroyer
Stormtrooper
T-47 Airspeeder
Tie Fighter
X-Wing Fighter
AT-ST Notes:
- I made the legs into Systems that can be targeted. In game mechanic terms, they don't actually do anything, but it only makes sense that they could be targeted and disabled.
- The layout shows the vehicle system spaces as though they were stacked on top of each other, which in the movies is exactly how they thing is built.
- One could argue that the weapon systems should have a 360 degree arc, but I didn't do that as it would make the damage much less, which I felt was inappropriate.
- I would have made the "feet" larger, at one system space each, but I couldn't make the system spaces work for the legs. So, they end up being skinny.
- In The Empire Strikes Back, the AT-AT seems to be impervious to laser/blaster fire, so I've given it Invulnerability to those attacks for (7.5) CPs along with the Heavy Coverage modifier to simulate that a heroic character like Luke Skywalker is accurate enough to hit the weak spots.
- Properly fitting each "speeder bike" garage into the vehicle's layout makes the vehicle much more expensive due to doubling the size of each sub-vehicle twice, for a total cost of +10 per garage slot!
- The Illusions ability displays incoming messages (from the Communicators ability) and represents the AT-AT's Holographic communication system.
- The legs have joints, designated as 'J' and each leg has a "foot", represented with the 'F'. The heavy blaster lies underneath the Walker's "head".
- The 'backpack chargers' can replenish a Stormtrooper's blaster rifle or oxygen converter (see Stormtrooper write-up below) at 2 charges per Round.
- I used Disintegration with a bunch of modifiers to simulate his Lightsaber.
- I simulate the way he can deflect blaster fire or parry lightsaber attacks (as he does against both Obi-Wan and Luke) with a modified version of Heightened Defense, rather than Reflection, because it seems to work better.
- I simulate his "Force Choke" with a heavily modified Power Blast.
- I simulate his "Force Push" ability with a slightly modified Telekinesis: Kinetic Manipulation ability.
- I simulate his seeming ability to know with certainty unknowable things, e.g., the rebel base on Hoth, as Precognitive Sight.
- I simulate his ability to target individuals while looking at them via a communication screen with Telepathy, as we see in Empire when he Force Chokes the admiral for coming out of Light Speed too early.
- This write-up of R2-D2 concerns his abilities as shown in the first three movies. So, I didn't give him abilities like rocket propulsion, that are depicted in the later movies. If you want to do that, you should give him an Arsenal and include all of those additional features.
- I gave both droids photographic memory because they are robots and also because it works well for things like Artoo storing the Death Star schematics in his memory, but there really isn't anything in the movies, that I can recall, to indicate that Threepio has this ability... So, in the future I might remove it from him.
- Armor with Requires an AG save @+6 is a "meta" mechanic to simulate how he is rarely, if ever, hurt by blaster fire.
- The Heightened Attack with Blasters helps to simulate how he almost always "one-shots" a stormtrooper.
- The 45 CPs spent on his vehicle, the Millennium Falcon is technically over his ability cap, but who cares? He's Han Solo!
- The first Adaptation (temp., radiation, pressure) and the Armor abilities represent the torso portion of the armored suit.
- The second Adaptation (doesn't breathe) and the Communicator abilities represent the helmet.
- I'm totally guessing about how long a trooper could last in space (couldn't find any info on it), but figured 10 hours should be long enough.
- I gave the armor a modifier called Brittle, which I borrowed from Living Legends. I used it to simulate the fact that in the movies, Stormtrooper armor seems to be pretty worthless. With Brittle, if a trooper takes more than 12 points of damage of any type, then he gets no armor protection at all.
- Lastly, the policing ability is just something that I made up and figured was worth (2.5) CPs (rounded to 3).
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