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Future Force

Your heroes, villains, vehicles, and HQs
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fairytalejedi
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Future Force

Post by fairytalejedi »

This thread will be devoted to a Marvel MC2 team, the Future Force (which you can read more about at the Classic Marvel Forever forums).

First up will be some BASH builds for the player characters. Feel free to comment, critique, rip them, etc as you see fit. :)

Future Force members:
Kid Marvel
Wildstar
She-Hulk II
Varos the Invincible (previous member)
Katara (previous member)

All-New Future Force Adventure Summaries:
Issue #1, Issue #2, Issue #3, Issue #4, Issue #5, Issue #6, Issue #7

Miscellanea:
Hovercar
Headquarters

Villains:
Machismo
Zap Daddy
Last edited by fairytalejedi on Fri Mar 10, 2017 10:37 am, edited 18 times in total.
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Kid Marvel

Post by fairytalejedi »

First up, the resident techie of the team, described by his creator as a combination between Bouncing Boy and Tony Stark from "Iron Man: Armored Adventures". :)

KID MARVEL
Adam Austin

B1, A2, M4
Soak x2 (x4 vs blunt dmg), Defense x2, Mental Defense x4

Powers:

Rubbery Body: Armor 1 [extra effect vs blunt damage] 2 pts
Immunity (falling damage) 1 pt
Resistance (electricity, crushing damage) 1 pt
Super Running 2 (move 10 sq while bouncing; may use the Domino Effect to attack Minions up to 2 sq apart) 2 pts
Boost Brawn 1 (for bouncing effects) 1 pt
Super Jump (40 sq) 1 pt
Bouncing Attacks Multi-Power 4 pts
-Special Attack 3 (x3 hit, x4 dmg)
-Push 3 (x3 hit, x8 dmg, knock-back only)

Skills: Athletics x2 (Acrobatics), Computers x4 (Program), Pilot x2 (Control), Science x4 (Physics), Technology x5 (Invent)

Advantages: Gadgeteer, Headquarters, Super Vehicle

Disadvantages: Public ID, Susceptibility (cutting/piercing damage)

Mental Malfunction: Boy genius inventor and explorer

27 points (14 stats, 12 powers, 3 advantages, -2 disadvantages)

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Last edited by fairytalejedi on Mon Mar 06, 2017 8:18 am, edited 82 times in total.
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Varos

Post by fairytalejedi »

Next up: a modern day demigod with strength and attitude to match. He has a long-standing rivalry with a son of Ares, named Arax, who is the leader of a villain team known as the Warmongers.

VAROS the Invincible

Brawn 4, Agility 2, Mind 1
Soak x4, Defense x2, Mental Defense x3

Powers:

Olympian Fisticuffs: Weapon Technique 2 (unarmed x3 hit, x5 dmg) 2 pts
Champion Wrestler: Martial Arts Mastery 1 (grappling: +2x3 grab, +1 DM) 1 pt
Fortitude of the Gods: Resistance 2 (heat, cold, disease, radiation) 2 pts
Divine Vitality: Healing 2 2 pts
Herculean Stubbornness: Mind Shield 1 1 pt

Skills: Drive x2 (Motorcycles), Occultism x1 (Olympian Pantheon)

Advantages: Appeal, Fearless

Disadvantages: Public ID

Mental Malfunction: son of Zeus, wants to become a great hero and earn a place in Olympus like his half-brother Hercules

23 points (14 stats, 8 powers, 2 Advantages, -1 Disadvantage)

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Last edited by fairytalejedi on Mon Feb 08, 2016 7:15 am, edited 24 times in total.
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Wildstar

Post by fairytalejedi »

Last but not least: the resident mutant cheerleader of the Future Force, with Green Lantern-esque solid energy powers. When not busy saving the world, she does some modeling and handles the team's public relations.

WILDSTAR
Jordan Rose

B1, A2, M2
Soak x1, Defense x2, Mental Defense x2

Powers:
Flight 4 (20 sq) 4 pts
Force Power Focus: Boost Mind 2 (for hard light powers) 2 pts
Hard Light Multi-Power 8 pts
-Force Beams/Weapons: Special Attack 4 [variable]
-Force Shaping: Force Field 4 [variable]
-Tractor Beam: Telekinesis 4 [enhanced range increment: 10 sq; limitation: power beam can't penetrate physical obstructions or force fields]

Skills: Athletics x2 (Aerobatics), Domestic x2 (Manage), Humanities x2 (Fashion), Perform x4 (Modeling)

Advantages: Appeal, Celebrity, Versatile

Disadvantages: Public ID

Mental Malfunction: Wildstar likes being in the spotlight, but she takes her responsibilities as a super hero seriously.

26 points (10 stats, 14 powers, 3 advantages, -1 disadvantage)

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Last edited by fairytalejedi on Sat Mar 11, 2017 6:27 am, edited 28 times in total.
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Hovercar

Post by fairytalejedi »

The Awesome Future Force Hovercar

22 points (10 stats, 12 powers)

Made of light weight composite materials, and recently upgraded to serve double duty as an underwater vehicle, the hovercar lets the Future Force cruise around SoCal in style. 8-)

B2, A2, M1 Powers: Size 1 (4 passengers, +5 Brawn & Soak, -1 dice penalty to Defense) 1 pt, Heightened Brawn 1 pt, Immunity (suffocation) 1 pt, Hovering (8 squares) 1 pt, Flight 4 [space enhancement] 5 pts, Super Swimming 1 (6 sq/panel, 60 mph top speed) 1 pt, Scan 2 2 pts
Last edited by fairytalejedi on Sat Mar 26, 2016 1:39 am, edited 22 times in total.
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The hi-tech HQ

Post by fairytalejedi »

Future Force Headquarters

A hi-tech home in the hills above Los Angeles...

Powers: Sensor Suite: Scan 3 (Mind x6 for scanning) 3 pts, Holographic Computer Interface: Illusion 2 (visual, tactile) 2 pts, Stun Rays: Daze (20 sq range) 4 pts

Advantages: Garage/Hangar Bay, Heavily Defended, Laboratory, Staff¹, Super Computer
¹Hovering robot assistant named Sammi (Self-Aware Mobile Mechanical Intelligence)

Disadvantages: Publicly Known

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Last edited by fairytalejedi on Wed Mar 09, 2016 5:22 pm, edited 20 times in total.
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Post by fairytalejedi »

Wildstar's personal headache, Zap Daddy is a renegade scientist whose electromagnetic inventions have adversely affected his synapses and arguably his sanity. Despite his irrational behavior & general cowardice, he has caused serious trouble for Wildstar on multiple occasions (must be all those setbacks ;) )

ZAP DADDY

Real Name: Albert Humberkrupp

Brawn 1, Agility 1, Mind 3
Soak x1 (x2 with power suit), Defense x1, Mental Defense -3x3

Powers:

Insulated Power Suit:
Armor 1 = 1 pt
Immunity (electricity) = 1 pt
Resistance (heat, cold) = 1 pt
Flight 2 (15 sq) = 2 pts
• Electromagnetic Multi-Power = 8 pts
— Lightning: Special Attack 4 [variable]
Force Field 3 (personal, 120 hits)
X Mastery 2 (electricity: drain existing power sources, control electrical devices, etc.)

Skills: Craftsmanship x1 (Metalwork), Technology x3 (Invent & Repair), Science x3 (Physics)

Advantages: Gadgeteer

Disadvantages: Normal, Susceptibility (-3 dice penalty to resist mental attacks and intimidation)

Mental Malfunction: believes he is a great scientist whose genius has been unjustly overlooked

22 points (10 stats, 13 powers, 1 advantage, -2 disadvantages)
Last edited by fairytalejedi on Wed Feb 11, 2015 4:19 am, edited 5 times in total.
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Post by MrJupiter »

These are a cool batch of supers! I love how you handled Wildstar's Hard Light powers. Also, that's a nice shot of the team's headquarters. It kind of reminds me of the mount-mansion owned by Angel's family (Marvel Comics) that was used by the Defenders (I think it was back in the mid-to-late eighties).

Excellent work!
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Post by fairytalejedi »

Thanks! It's still a work in progress. I've looked at a lot of your characters and others on the builds site, to get the hang of things. So I hope I'm on the right track. :)
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Post by fairytalejedi »

This dashing villain and his followers - a loyal harem of criminal beauties - have committed a string of robberies throughout the southwest. Usually keeping violence to a minimum, they are nevertheless a dangerous bunch!

MACHISMO

Brawn 2, Agility 2, Mind 1
Soak x2, Defense x2, Mental Defense x1

Powers:

Boost Mind 3 (when using pheromone powers) = 3 pts
Pheromones: Mind Control [enhancement: second nature, limitation: only works on women] = 5 pts
Weapon Technique (bullwhip: +1 hit, +1 DM [x2+10 dmg]) = 2 pts
Disarm Expert = 2 pts
Skillful = 1 pt

Skills: Athletics/Acrobatics, Deception/Manipulation, Drive/Acceleration, Ride/Tricks, Streetwise/Crime

Advantages: Appeal, Devoted Henchwomen

Disadvantages: None

Mental Malfunction: oozes bravado and testosterone, primarily driven by a desire for self-gratification and showing off

25 points (10 stats, 13 powers, 2 Advantages)

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Rampage

Post by fairytalejedi »

A new character to replace Varos on the team, this one inspired by the pic on p.45 of BASH! UE. He's the son of Betty Ross, and our MC2 answer to the red Hulk phenomenon.

When Betty was pregnant, there was concern that the baby might be affected by the energy her cells had absorbed during the gamma test that created the Hulk. Reed Richards created a formula saturated by cosmic rays, which he hoped would inoculate the unborn child against gamma mutation, but it didn't work quite as expected. Young Nathan was born with the latent ability to Hulk up, and joined the Future Force as...

RAMPAGE

Real Name: Nathan Ross-Talbot

Brawn x4+3, Agility x2, Mind x3
Soak x6+3, Defense x2, Mental Defense x3

Powers:

Burning Rage: Special Attack 4 (+4 DM) LINKED with Damage Aura 4 [limitation: gradual] = 5 pts
Combat Training: Weapon Technique (unarmed +1 hit) = 1 pt
Sculpted Might: Heightened Brawn = 1 pt
Tough Skin: Armor 2 = 2 pts
Inhuman Fortitude: Resistance (heat, suffocation) = 1 pt
Rapid Regeneration: Healing 2 = 2 pts
Amazing Leaps: Teleportation 2 [limitation: must be somewhere he can jump to] = 1 pt

Skills: Athletics x3/Running, Investigation/Finding Clues, Medicine/Genetics, Science/Chemistry

Advantages: Alter Ego

Disadvantages: Freak, Normal (Brawn 2), Public ID

Mental Malfunction: serious and studious, determined to prove that the Hulk heritage can be used for good

29 points (18 stats, 13 powers, 1 Advantage, 3 Disadvantages)
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Post by MrJupiter »

Cool idea for simulating Hulk-movement, fairytalejedi. The picture you used as inspiration for Rampage is one of my favourites in the rulebook (great character name btw).

I really like the way that this character makes a direct link in his background to the Marvel Universe. It gives it an interesting flare.
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Post by fairytalejedi »

MrJupiter wrote:Cool idea for simulating Hulk-movement, fairytalejedi.
Thanks. That was the one thing I'd like to get opinions about. 8-)

Well, now I have to work on a character for someone who's never played rpg's before. :)
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Post by MrJupiter »

What? A new player? Outstanding work! We need more of these people...
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Post by fairytalejedi »

I can't take credit for recruiting the new player, but I did put together the PC build. The first request was for a black Elektra, but that doesn't really fit the Future Force style of adventures, so I suggested a female Cyborg. Ripped off an element of Cyborg's new 52 origin for good measure. :)

Monica Hammond was a rookie S.H.I.E.L.D. agent when she was mortally wounded on her first mission. The only way to save her life was to subject her to alien cybernetic tech that S.H.I.E.L.D. scientists were in possession of. The alien tech not only rebuilt her body, but helped turn her into a super heroine...

IRON VIXEN

Real Name: Monica Hammond

Brawn x3, Agility x2, Mind x2
Soak x5, Defense x2, Mental Defense x2

Damaging Weakness: x2 damage from electricity

Powers:

Exoskeleton: Armor 2 = 2 pts
Arm Blaster: Special Attack 4 [enhancement: variable] = 5 pts
Servomotor Slugfest: Weapon Technique (unarmed +2) [enhancement: variable] = 3 pts
Universal Translator: Omni-Linguist = 2 pts
Robotic Legs: Super Jump (90 sq) = 1 pt
Sensory Enhancements: Super Senses (infrared and telescopic vision) = 2 pts
Self-Defense Training: Martial Arts Mastery (judo) = 1 pt
S.H.I.E.L.D. Agent Training: Skillful (+2 skills) = 1 pt

Skills: Drive/Acceleration, Pilot/Control, Security x3/Surveillance, Social Science/Law, Stealth/Evading Security

Advantages: Contacts (S.H.I.E.L.D., Dr Anton Larin)

Disadvantages: Freak, Public ID

Mental Malfunction: Kicking butt and taking names

28 points (14 stats, 17 powers, 1 Weakness, 1 Advantage, 2 Disadvantages)
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