Rom and Company Marvel Super Heroes Role-Playing Game Stats

The following infomation is summarized from "Dire Invasion" by Williams Tracy which appeared in Dragon #112 (1986). Quite frankly, I had forgotten about it until Nick Evanko asked for it for his Marvel Super Heroes RPG Page. Since I went to the trouble to type it up for him, I thought I'd HTMLize it for my page. If your browser doesn't support tables, I have also provided a plain text version.


Rom

Spaceknight of Galador (Inactive)

Fighting: INCREDIBLE(40)
Agility: EXCELLENT(20)
Strength: INCREDIBLE(40)
Endurance: MONSTROUS(75)
Reason: EXCELLENT(20)
Intuition: EXCELLENT(20)
Psyche: GOOD(10)
Health: 175
Karma: 50
Resources: AMAZING (goverment backed)
Popularity: 20

Talents: None

Known Powers:

Flight
Unearthly speed in space, Monstrous in atmosphere. Locate space warps with Monstrous ability and range, allowing shortcuts through space with Class 1000 range.
Body Armor
Incredible protection against physical, radiation, heat-based, and cold-based attacks. Indefinite survival in space.
Regeneration
Good.

Equipment/Weapons:

Kept in hyperspace fold and mentally summoned and used in one turn.

Energy Analyzer
Reveal Dire Wraiths, detect others' power potential, trace energy trails.
Translator
Translate any language in six turns, allowing Rom to speak it at will.
Neutralizer
Send Dire Wraiths to Limbo (alive). Rom loses all Karma for killing any being. Ranged from neutralizing radiation in beings up to killing beings. Anyone other than Rom who tries to use it suffers Monstrous damage, but touching is okay.

Starshine I and II

Landra(I) and Brandy Clark(II)
Spaceknights of Galador

I (Deceased)II (Inactive)
Fighting:
Agility:
Strength:
Endurance:
Reason:
Intuition:
Psyche:

Health:
Karma:
Resources:
Popularity:
REMARKABLE(30)
INCREDIBLE(40)
INCREDIBLE(40)
MONSTROUS(75)
EXCELLENT(20)
GOOD(10)
GOOD(10)

185
40
AMAZING
10
EXCELLENT(20)
INCREDIBLE(40)
INCREDIBLE(40)
MONSTROUS(75)
TYPICAL(6)
TYPICAL(6)
TYPICAL(6)

175
18
AMAZING
10

Talents: None

Known Powers:

Flight
Unearthly (see Rom)
Body Armor
Incredible (see Rom)
Regeneration
Good
Light Powers
Project light beams from eyes for Unearthly concussive damage or less. Also emit normal light.

Cindy Adams

Orphan

Fighting: POOR(4)
Agility: TYPICAL(6)
Strength: FEEBLE(2)
Endurance: POOR(4)
Reason: TYPICAL(6)
Intuition: GOOD(10)
Psyche: REMARKABLE(30)
Health: 16
Karma: 46

Known Powers:

Special Intuition
Yellow Psyche FEAT roll to guess what Dire Wraiths are up to given enough clues. Referee should decide how much she guesses.

Rocketeers

Real names unknown

Fighting: EXCELLENT(20)
Agility: GOOD(10)
Strength: GOOD(10)
Endurance: GOOD(10)
Reason: TYPICAL(6)
Intuition: TYPICAL(6)
Psyche: TYPICAL(6)
Health: 50
Karma: 18

Known Powers:

Battle-Suit
Fly at Good speed and provide Good protection against physical attacks.
Ranged Weapon
Portable rocket launchers with four area range doing Incredible damage. Maximum of five rockets carried.

Note: The original Rocketeers were human (these statistics), later ones were Dire Wraiths.


Dire Wraiths

Fighting: GOOD(10)
Agility: POOR(4)
Strength: REMARKABLE(30)
Endurance: REMARKABLE(30)
Reason: REMARKABLE(30)
Intuition: TYPICAL(6)
Psyche: GOOD(10)
Health: 74
Karma: 46
Resources: AMAZING

Known Powers:

Shape-Shifting
Change form for combat, often a Deathwing:
     F   A   S   E   R   I   P
     Go  Ex  Ty  Re  Re  Ty  Go

     Health: 66
     Karma:  46

     Fly at Typical speed and breathe fire once per
     turn for Incredible damage with Typical range.
   
Special Attack
Barbed tongue with acid could instantly penetrate human skull. Excellent damage to armor each turn. Monstrous or better material could not be penetrated. Range of one area. Must completely surprise victim or grapple with hold result. Referee should allow dodge or escape roll since hit means instant death. Right after hit, victim turns to dust and Wraith can become perfect duplicate of victim, including memories and voice. Physical abilities become those of new form and lose all abilities except shape-shifting. If more damage taken than new form can take, revert to original form and retain damage.
Heat Resistance
Half damage from fire- and heat-based attacks. Double damage from cold-based.
Magic
Females have Monstrous Psyches and Good Reason and can cast spells.

Hellhounds

Fighting: EXCELLENT(20)
Agility: EXCELLENT(20)
Strength: GOOD(10)
Endurance: REMARKABLE(30)
Reason: FEEBLE(2)
Intuition: GOOD(10)
Psyche: POOR(4)
Health: 80
Karma: 16

Known Powers:

Phasing
Similar to Shadowcat. Machinery phased through must make Endurance FEAT roll or be scrambled or inoperative. Machinery without Endurance score scrambled automatically. Mechanical beings take Incredible damage, while battle suits and other machiner inoperative for 10 turns. Hellhounds attack with phase, using Fighting FEAT roll to determine success. Success indicates phase through person causing Remarkable damage. Victim must make yellow Endurance FEAT roll or fall unconcious 1-10 turns.

Hybrid

Fighting: GOOD(10)
Agility: EXCELLENT(20)
Strength: GOOD(10)
Endurance: MONSTROUS(75)
Reason: EXCELLENT(20)
Intuition: EXCELLENT(20)
Psyche: UNEARTHLY(100)
Health: 115
Karma: 140

Known Powers:

Flight
Typical speed with mental abilities.
Mental Attack
Unearthly damage.
Mental Powers
Telepathy, image generation, telekinesis, and mind control at Unearthly levels.
Body Armor
Skin provides Excellent protection against physical attacks.
Shape-Shifting
Monstrous
Magic
Uses Personal and Universal enegergies with Remarkable skill.

Spaceknight Character Generation

Die rollFighting score
01-60Excellent
61-80Remarkable
81-96Incredible
97-99Amazing
00Monstrous
Die rollAgility and Strength score
01-10Excellent
11-30Remarkable
31-70Incredible
71-90Amazing
91-00Monstrous
Die rollEndurance
01-30Amazing
31-90Monstrous
91-00Unearthly

Endurance refers only to need for rest as Spaceknights can survive deep space indefinitely.

Reason and Intuition
Roll as per Campaign Book, but shift two ranks to right to represent advanced civilization.

Psyche
Roll as normal.

All Spaceknights have Rom and Starshine's flight, body armor, and regeneration abilities. May also roll randomly for 1-2 extra powers with these variations:

Resistances and Sense
Protected Senses, Extraordinary Senses, and Infravision are possible.
Movement
Lightning Speed and Teleportation are possible.
Nature Control
Not possible.
Energy Control
All possible.
Body Control
All possible except Plasticity, Shape-shifting, and Body Transformation.
Distance Attacks
All possible.
Mental Powers
All possible.
Body Alteration (Offensive)
All possible.
Body Alteration (Defensive)
All possible.
Weapons
Only Unique Weapon possible.

Remember powers are produced by battle suit. Power rank should be shifted right one column for advanced technology and should not exceed Monstrous.