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SCARLET SPIDER AFFILIATION: Solo D8, Buddy D6, Team D10 DISTINCTIONS: Vengeful Son, Usurped Identity, Annoying

Legacy POWER SETS: Goblin Formula Enhanced Durability D8, Enhanced Reflexes D8, Superhuman Stamina D10, Superhuman Strength D10 SFX: Seething Rage. Step up or double any Goblin Formula power for one action. If the action fails, spend a doom die equal to or greater than the normal rating of the power die. Limit: Barely Restrained Madness. Step up the lowest die in the doom pool or add a d6 doom die to step up emotional stress from opponents that offend or mock Scarlet Spider. Iron Spider Armor Camouflage D6, Cybernetic Senses D6, Superhuman Durability D10, Swingline D8, Wall-Crawling D6, Weapon D8 SFX: Grapple. When inflicting a web-related complication on a target, add a D6 and step up your effect die. SFX: Immunity. Spend a doom die to ignore stress, trauma, or complications from toxins, radiation, or lack of breathable air. SFX: Pumpkin Grenades. Against a single target, step up or double a Weapons die. Remove the highest rolling die and use three dice for the total. SFX: Waldoes. If your pool includes Cybernetic Senses, add a D6 and step up your effect dice. Limit: Charged System. Shut down a Iron Spider Armor power to step up the lowest die in the doom pool or add a D6 doom die. Activate an opportunity to recover or during a transition scene. Limit: Stark Override. Change up to three Iron Spider Armor powers into complications to add a D6 to the doom pool for each. Take an action vs. the doom pool using a Tech Specialty to recover the power or shutdown Iron Spider Armor. Crime Master D10, Combat Expert D8, Menace Expert D8 Giant-Venom Affiliation: Solo d10, Team d8, Buddy d6 Distinctions: Rampaging Alien, Hungry Beast, Size-Changing Supervillain Power Sets: Pym Particles Growth d10, Shrinking d10, Super human strength d10; super human durability d10 Sfx: Area attack; When using super human strength, add d6 for each additional target and keep +1 effect die. Sfx: Versatile: Split Growth into 2 d8 or 3 d6 Limit: Huge. Change any Pym Particles power into a complication to add 1d6 to the Doom Pool or step up one Doom Die. Activate an opportunity to recover that power. Limit: Exhausted. Shutdown any Pym Particles powers to add 1d6 to the Doom Pool or step up one Doom Die. Recover power by activating an opportunity or during a Transition Scene.

Symbiote Enhanced Durability D8, Enhanced Senses D8, Shapeshifting D6, Superhuman Reflexes D10, Superhuman Stamina D10, Superhuman Strength D10, Wall-Crawling D6, Web-Slinging D6 SFX: Claws. Step back the highest die in an attack action pool to add a D6 and step up physical stress inflicted. SFX: Envelop. When inflicting a restraining or immobilizing complication on a target, add a D6 and step up the effect die. SFX: Multipower. Use two or more Symbiote powers in your dice pool, at 1 step for each additional power. SFX: Spider-Stealth. The Spider-Sense SFX cannot be used in a reaction against a dice pool including a Symbiote power. Limit: Emotionally Unstable. Step up emotional stress received to add a D6 doom die, or step up the lowest die in the doom pool. Limit: Sonic Vulnerability. After making a reaction against fire-based or sonic-based attacks, take emotional stress equal to the attacks effect die -1, regardless of physical stress taken. Menace Master d10 Wolverine Solo d10; Buddy d6; Team d8 Im The Best There Is; Corrupted Forever; Controlled Berserker Feral Mutant Enhanced Reflexes d8; Enhanced Strength d8; Godlike Stamina d12; Superhuman Senses d10 SFX: Berserk. Borrow a die from the Doom Pool for an attack action. Step down the Doom Die by -1 and return to the Pool. SFX: Focus. In a pool including a Feral Mutant die, replace two die of equal steps with one die of +1 step. SFX: Healing Factor. Spend 1 doom die to recover physical stress and step back your physical trauma by -1. Limit: Feral Rage. Inflict d6 emotional stress on Wolverine to add 1d6 to the doom pool or step up one doom die. Weapon X Program Adamantium Claws d10; Psychic Resistance d10 SFX: Adamantium Skeleton. On a successful reaction against an edged or blunt attack action, step back effect die by -1 and inflict as physical stress. Spend 1 doom die to use this stunt if opponents action succeeded. SFX: Fearsome. Add d6 and step up effect die by +1 when using Weapon X Powers to inflict emotional stress. SFX: Immunity. Step down one doom die to ignore telepathy or mind control. Limit: Heavy Metal. On a magnetic attack or while swimming, change any Weapon X Program power to a complication and gain 1d6 Doom Die or to Step Up 1 doom die. Activate an opportunity to remove the complication and recover the power

Limit: Toxic Metal. If Godlike Stamina is shutdown, take d10 Physical Stress at the beginning and end of every Action Scene. Combat Master d10; Covert Master d10; Crime Expert d8; Menace Master d10; Vehicle Expert d8 US Agent Affiliation: Solo d8; Buddy d6; Team d10 Agent of Death, Sociopathic Super Soldier, Frightful Foe Super-Patriot Enhanced Durability d8; Enhanced Reflexes d8; Superhuman Stamina d10; Superhuman Strength d10 SFX: Charge! Step up or double any Super-Patriot power for an action, then step back that power. Activate an opportunity to recover. SFX: Second Wind. Before making an action including a Super-Patriot power, spend a doom die the same size or larger than the current physical stress to recover it and step up Super-Patriot power for this action. Limit: Conflicting Fluids. Step up emotional stress taken from being compared to Apocalypse or Captain America to step up the lowest die in the doom pool or add a d6 die. Vibranium Shield Superhuman Durability d10; Weapon d8 SFX: Shield Throw. Step up or double Weapon for one action. If the action fails, shut down Vibranium Shield. Activate an opportunity to recover. Limit: Gear. Shut down Vibranium Shield to step up the lowest die in the doom pool or add a d6 doom die. Spend a doom die to recover Vibranium Shield. Death Seed Energy Blasts d10; Energy Constructs d10; Essence Reading d10; Healing Factor d12 SFX: Energy Shield. If Vibranium Shield is shut down, recover Vibranium Shield for one turn and step down Energy Constructs. SFX: Deathbringer. If you would inflict trauma, step up trauma die. SFX: Deathmonger. If an opponent becomes stressed out, spend 1d12 doom die to inflict d12 stress to another opponent. Limit: Survival of the Fittest. If USAgent would become stressed out, spend a doom die to immediately step down physical stress -2 and shut down Death Seed. Ultimate Nullifier Cosmic Blast d12 SFX: Doomsday Weapon. Roll 10d12 and use three die for your attack total. Step up your effect die by one. You may not use any other powers/affiliation/specialty/anything die.

SFX: Ultimately Nullified. Step up trauma induced by any Ultimate Nullifier attack by three. Limit: Gear. Shut down Ultimate Nullifier to step up the lowest die in the doom pool or add a d6 doom die. Spend a doom die to recover Ultimate Nullifier. Limit: The Ultimate Nullifier may not be used in a reaction roll. Limit: Unfocused. If an attack with an Ultimate Nullifier power is not an extraordinary success, shut down Ultimate Nullifier. Limit: Nullified. If an attack with an Ultimate Nullifier power is a failure, the user of that power immediately incurs d12 trauma of all types stepped up by one. Combat Master d10; Acrobatic Master d10; Menace Expert d10 Loki Solo d10; Buddy d8; Team d6 God of Mischief, Resurrected Tyrant, Odins Bastard Frost Giant Blood d10 Superhuman Strength, d10 Superhuman Durability, d8 Enhanced Reflexes SFX: Regeneration. Spend d6 from the Doom Pool to recover your Physical Stress and step back physical trauma by -1. Limit: Exhausted. Shut down any Frost Giant Blood power to add 1d6 to the Doom Pool. Recover power by activating an opportunity. Master of Sorcery D12 Sorcery Mastery, d10 Shapeshifting, d8 Subsonic Flight SFX: Area Attack. Target multiple opponents. For every additional target, add d6 to your pool and keep +1 effect die. SFX: Sorcerous Power. When creating magic-related assets, add d6 and step up effect die +1. SFX: Dark Bindings. When creating a complication using Sorcery Mastery, step up the effect die +1. SFX: Beguiling Image. When another character makes an attack against you and you use Shapeshifting to react, remove the largest die from their pool. Limit: Arrogance. Add d6 to the Doom Pool to step up Emotional Stress by +1 from opponents proving whtheir superiority over you. Odinforce D12 Odinforce Power SFX: Allfather. Step up an effect die on any action or reaction. SFX: Ultimate Power. Double or step up any non-Odinforce power. SFX: Teach Humility. If you cannot reach a total of more than 20 on any roll using Odinforce Power, use three die for your total without spending a Doom Die. SFX: Odinsleep. Spend d6 from the Doom Pool to recover any one type of stress and step back that type of trauma by -1. Take another action. Limit: If He Be Worthy. If one would lay claim to the Odinforce, they may roll against the Doom Pool which may take four die as a total. If they succeed, shut down Odinforce.

D10 Mystic Master, d10 Cosmic Master, d8 Menace Expert

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