Tsr6853 Mh2 Time Trap
Tsr6853 Mh2 Time Trap
Tsr6853 Mh2 Time Trap
Eros, adventurer/Eternal
CAPTAIN
AMERICATM
Steve Rogers, freelance artist
Fighting:
Agility:
Strength:
Endurance:
Reason:
Intuition:
Psyche:
AMAZING
INCREDIBLE
EXCELLENT
REMARKABLE
GOOD
INCREDIBLE
GOOD
Health:
Karma:
Resources:
Popularity:
140
60
POOR
95
Powers:
UNIQUE WEAPON: Captain America carries a
shield made of a special adamantium and vibranium alloy. Nothing but magical or psychic energies can penetrate or damage the shield. It
absorbs up to 90 points of damage per round,
but if Cap uses it as a shield, he cant attack that
round. Captain America can be stunned or
slammed when using the shield. He can use the
shield as a thrown weapon. He frequently tries
called shots and bounces the shield off several
surfaces so that it returns to him.
Talents: martial arts, wrestling.
Background:
Captain America volunteered
for the World War II Super-Soldier project and
was transformed into the ultimate human fighting machine. He was frozen in suspended animation from 1945 until a few years ago, when he
was rescued by the Avengers.
Fighting:
Agility:
Strength:
Endurance:
Reason:
Intuition:
Psyche:
GOOD
EXCELLENT
INCREDIBLE
INCREDIBLE
EXCELLENT
TYPICAL
REMARKABLE
Health:
Karma:
Resources:
Popularity:
110
56
GOOD
75
WASPTM
Janet Van Dyne, heiress
Fighting:
Agility:
Strength:
Endurance:
Reason:
Intuition:
Psyche:
GOOD
EXCELLENT
TYPICAL
GOOD
EXCELLENT
EXCELLENT
GOOD
Health:
Karma:
Resources:
Popularity:
46
50
EXCELLENT
65
Powers:
FLIGHT. Starfox can fly at Monstrous speed by
manipulating gravitons.
BODY ARMOR. Starfoxs body is very dense,
giving him Good Body Armor.
MENTAL TICKLE. Eros can mentally stimulate
the pleasure centers of the brain of any humanoid in the same area. Starfox must make a
green Psyche FEAT roll to affect someone with a
lower Psyche, a yellow FEAT roll to affect someone with an equal Psyche, and a red roll to affect
someone with a Psyche one rank higher than
Starfoxs. If the victims Psyche is two or more
ranks greater than Starfoxs, the victim is
immune to this power.
Anyone who is affected by Starfoxs power is
helpless, and agreeable to suggestions from
Starfox. Each round, the victim can try to make
a yellow Psyche FEAT roll to recover from the
mental tickle. Some aliens are immune to this
power, and beings that are filled with hate, like
the mindless Hulk, can only be controlled with a
red FEAT roll.
Talents: n o n e .
Background: Eros is a Titan-born Eternal. He
is over 1,000 years old, but this is young by Eternal standards. He joined the Avengers for fun
and adventure.
Powers:
SHRINKING. The wasp has Incredible shrinking power, letting her shrink down to a height of
one-half inch.
WINGS. When she reaches her smallest size, a
pair of wings unfolds from the Wasps back. She
uses these to fly with Good speed. The Wasp
can lift 200 Ibs, but her wings can only carry
about half an ounce.
DISTANCE WEAPON. Wrist weapons on the
Wasps arms can shoot beams of bio-electric
energy which cause Remarkable damage and
have Poor range.
ANIMAL COMMUNICATION AND CONTROL.
The Wasp has Typical communication and control power with insects, but she seldom uses it.
Talents: n o n e .
Background:
Janet
van
Dyne heiressis
the
daughter of astronomer Vernon Van Dyne. She
joined Henry Pym (Ant-man, Yellowjacket, Goliath, Giant Man) as a crimefighter, and eventually they were married. She is now divorced.
TIME TRAP!
INTRODUCTION
Face front, Rue Believers! Get ready for
pulse-pounding adventure as the mighty
AvengersTM face their most deadly challenge! Can even Earths mightiest heroes
survive the deadly Time Trap of Kang the
Conqueror?
This titanic adventure is designed to be
u s e d with the MARVEL SUPER
HEROESTM game. You need to know the
game in order to play. Its a good idea to
Credits:
Dandy design by Bruce Nesmith
Eager editing by Steve Winter and Michael Dobson
Lusty layout by Ray Silbersdorf
Carefree cover by John Byrne
Intense interiors by Jeff Butler
Magnificent maps by Dave Diesel LaForce
TSR, Inc.
TSR, Inc.
POE 7 5 6
Lake Geneva, WI 53147
0-88038-l 27-2
394-54167-7TSR0600
This book is protected under the copyright laws of the Umted States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the express
written consent of TSR, Inc. and Marvel Comics Group. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random Hcuse of Canada, Ltd
Distributed to the toy
and hobby trade by regional distributors.
The names of characters used herein are fictitious and do not refer to any person living or dead. Any descriptions including similarities to persons living or dead are merely coincidental.
All Marvel Characters and the distinctive likenesses thereof are trademarks of the Marvel Comics Group. MARVEL SUPER HEROES and MARVEL SUPER VILLAINS are trademarks of the Marvel Comics Group.
Copyright 1984 Marvel Comics Group, a division of Cadence Industries Corporatlon. All Rights Reserved. Printed in U.S.A. Game Design 1984 TSR, Inc All Rights Reserved.
Chapter 1:
CAMPAIGN
Kang the Conqueror broods on his failures. Always the Avengers have foiled
my plans to conquer the 20th Century.
Had they not existed, I would long since
have triumphed! And so, I will use my mastery of time and cause the Avengers to
eliminate themselves! He stands, his
cold iron mask a menacing presence, and
snaps out orders to his minions to ready
his time ship. Meanwhile, in the 20th Century, the Avengers meet... Read the following paragraph to your players.
As chairman, the Vision calls the meeting to order as you take your seats. The
first item on the agenda is the upcoming years charity work. But before the
meeting can get under way, the room
grows dim and blurred. In the center of
the table smoke begins to form.
Each hero can perform one round of
actions. The smoke is illusory; the blurred
vision is a side effect of Kangs entrance.
Both last only one round. Kang has disguised himself as his later incarnation:
Immortus, the master of Limbo. Read the
following section aloud.
The smoke clears, and your sight
returns to normal. Standing before you
is Immortus, the benevolent ruler of
in time to show them the time node. (Actually, Kang has prepared a hologram of the
scene as he wants the Avengers to perceive it.) Read the following paragraph
aloud.
BATTLE
Use the map in the MARVEL SUPER
HEROES game box. The Avengers start
in any area of the park. There are three
men and one woman in the park; one of
the men (Calvin Rankin) is in the same
area as the Avengers. The others are posi-
tioned randomly.
Because of the stress of time travel, the
Avengers are helpless for the first full
round after they appear. All the people in
the park immediately head toward the
nearest edge of the park.
The Mimic tries to talk to the Avengers
before fighting them. This allows him to
absorb their powers. He will not voluntarily
put on the headset, nor will he reveal his
identity. He wants to prove himself the
most powerful man on Earth. Once the
fight begins, his goal is to capture the
Avengers and take them to the hill. He
believes that the machine under the hill
can make his mimicked powers permanent. He is wrong.
The Avengers recognize Calvin Rankin
as the man they were sent to stop, but
none of them recognize him as the Mimic.
After the time travel effect wears off (the
second round), make normal initiative
rolls. The Mimic absorbs the Avengers
powers if possible. If he succeeds, his abilities and powers become:
F
Am
A
In
S
In
E
In
R
Ex
I
In
P
Rm
AFTERMATH
Ronald Rankin, the Mimics father, built
the machine in the cave under the hill. It is
designed to remove Calvins Mimic abilities, but Calvin was told that it would make
those abilities permanent. Shortly after its
completion, Dr. Rankin sealed the cavern
with explosives. Calvin was not in the cavern at the time. The alien device shown in
Kangs hologram doesn't exist. It was only a
ruse to get the Avengers to believe his
story.
If the Mimic defeats the Avengers, he
takes them to the cavern. With his new
powers, he easily clears the rubble from
the cave entrance. Once inside, he steps
into the machine and turns it on. It
promptly removes his powers and he falls
unconscious. His ability to mimic the
powers of others is temporarily gone.
Without that power, he does not join the XMen, and Factor Three is not defeated.
Kangs plan is successful.
Once the Mimic is unconscious, either
because the Avengers defeated him or
because of the machine, Kang brings the
Avengers back to Limbo. The headset
goes with them.
Time has no meaning in Limbo. Therefore, the heroes instantly regain all of their
lost Health at the end of this chapter.
The MARVEL SUPER HEROES Campaign Book outlines most Karma awards
for side effects of this battle, such as
destroying property or wounding innocent
bystanders. Below are the other Karma
awards for this chapter.
Table 1: Double Time Karma
Heroes talk before fighting
Mimic is defeated
Avengers are defeated
Each football player injured
Each football player knocked out
+5
+75
-20
-2
-10
Chapter 2
DRAX-FOILED AGAIN!
CAMPAIGN
Read the following paragraph to your players.
Your vision blurs and everything seems
to grow dim. After a few moments, your
sight returns to normal. lmmortus
stands before you in the Avengers
Mansion main assembly hall. You feel
full of energy and all your battle
wounds seem to be healed!
Immortus/Kang has altered the flow of
time to allow immediate healing of the
Avengers wounds. If any hero asks,
lmmortus explains that he did this to help
the Avengers complete their mission.
Kang. Of course, wants the Avengers to
succeed in their missions so that his own
plan will eventually succeed.
If the Avengers succeeded in their mission, lmmortus congratulates them. If they
were defeated in their battle with the
Mimic, read the following paragraph
they meet.
Captain America and the Wasp know
Drax, but at the time of this encounter they
have not yet met. Starfox knows Drax well,
since he is the brother of Thanos, whom
Drax was sworn to kill.
While Drax was not a hero in the true
sense, he worked for the cause of good in
his own way. He was obsessed with killing
Thanos. the power-mad ruler of Titan who
worshiped death. When Thanos died,
Drax went insane.
The Avengers computer contains complete information on Drax and Thanos. A
few details of his history may be unknown,
but his powers are fully understood. The
aliens are not described in the computer.
Since the satellites dont exist, they
arent described in the computer either. If
the heroes ask lmmortus about this, he
replies, "I know what was, is, and will be. I
am not responsible for the information in
your computer.
Kangs plan is for the Avengers to delay
Drax long enough to allow one of Thanoss
schemes to proceed-one which would
result in the destruction of most of the
Avengers. Historically, Drax inadvertently
ruined this plan in one of his berserk
attacks upon Thanos.
BATTLE
Use the Outdoors section of the map
provided in this module. The Avengers
appear in any area next to the building.
Drax is in a clear area on the other side of
the map. Six aliens start in any area adjacent to Drax. The space ship is nowhere in
sight.
The aliens are emissaries from Thanos,
sent to lure Drax into one of Thanos traps.
The aliens tell Drax that they have fo;nd
the means to destroy Thanos forever. If
Drax will only follow them to their base on
Mars, they will reveal all.
When the Avengers arrive, they are paralyzed for the first round because of the
effects of time travel. The aliens, detecting
the arrival of the Avengers, tell Drax that
the heroes were sent by Thanos. Drax,
enraged, immediately moves to attack the
Avengers. The aliens also attack. The
heroes can try to reason with Drax. Every
round that the Avengers say something to
Drax that might placate him, make a Reason FEAT roll for Drax. The heroes cant
spend Karma to alter this roll. A yellow or
red FEAT result means that Drax is persuaded to side with the Avengers against
the aliens.
Drax is a berserk fighter, prompted by
rage more than anything else. He uses his
energy blasts 50% of the time; otherwise
he punches, charges, or throws something at his opponents, as appropriate.
Drax will grab a hero and throw him at a
A
Ex
S
Ty
E
Ex
R
Ty
I
Pr
P
Ex
Health: 56 Karma: 30
CAMPAIGN
The aliens confess their plot if captured
and questioned by the Avengers or Drax.
They promise to never return to earth or
aid Thanos if the heroes set them free.
If the Avengers bother to look, they cant
find the satellites that Drax supposedly
destroyed, since they exist only in Kangs
hologram.
If the Avengers defeat Drax and the aliens, Kang returns them to Limbo as soon
as the headset is activated. If the Avengers are beaten, Drax and the aliens leave,
returning to outer space. After two hours,
Kang checks to see what happened, finds
the Avengers unconscious, and brings
them back to Limbo.
AFTERMATH
Upon their return to Limbo, the Avengers immediately regain any lost Health, as
before.
The Karma rewards for this chapter are
given below. Keep in mind the other things
for which Karma is awarded or deducted,
such as good role-playing or destruction of
property.
.
_
+lOO
+20
+10
*lO
-20
Alien Sled
Body
Exce
Speed
Exce
Control
Rema
Chapter 3
CAMPAIGN
As the chronal energies dissipate you
find yourselves once again before
Immortus, ruler of Limbo. You no longer
ache from the battle in the past and
your wounds are healed.
If Drax the Destroyer defeated the
Avengers, read the following paragraph to
the players:
You failed in your mission. Fortunately
Drax the Destroyer was delayed
enough so that the satellite was not
damaged. Luckily, his memory of your
attack has not altered the future in any
important manner.
If the Avengers ask why they couldnt
find the endangered satellites, Kang tells
them that the satellites are simply too
small to find in such a large area as outer
space without special equipment. After
answering questions, lmmortus (Kang)
reveals the Avengers next mission. Once
again, this is just a hologram of what Kang
wants the Avengers to see.
A hole wreathed by mists appears in
the air. Through it you see several people working in a laboratory with test
Skrull before. The Wasp, Captain America, and the Vision are very familiar with
his history. Starfox and Captain Marvel are
not familiar with the Super-Skrull because
they are new to the Avengers. All of the
heroes know that the Super-Skrull has the
combined powers of all four members of
the Fantastic Four.
The Avengers computer can provide
complete information on the Super-Skrull
and Skrulls in general, including the
Super-Skrulls dependence upon cosmic
energy. The Avengers have no items that
are designed specifically for fighting
Skrulls.
In fact, Kang wants the Avengers to
defeat the Super-Skrull. If the Super-Skrull
is defeated by a group other than the Fantastic Four, he will report to the Skrull
emperor that Earth is better protected
than the Skrulls thought. The Skrulls will
tend to leave Earth alone after that, with
the end result that the Fantastic Four will
be able to handle the remaining super villains more easily. A second large group of
super heroes wont be needed, and the
Avengers wont become a permanent
group.
As soon as Kang has finished describing the mission to the players, he adjusts
his disguised time ship and sends them
back in time.
BATTLE
Use the city map that came with the
MARVEL SUPER HEROES game. Place
a small spaceship and the Fantastic Four
in any rooftop area. The Avengers appear
in any area on the same rooftop. Be sure
to note any differences in the relative
heights of the two areas before the action
starts.
The Avengers are stunned for the first
round, just as they were in the other chapters. This doesnt affect the course of
events in this chapter, however.
The figures on the roof are not the Fantastic Four. They are three Skrulls and the
Super-Skrull using their shape shifting
powers. The Super-Skrull is disguised as
the Thing.
It is early morning in New York City.
Across the roof you see Mr. Fantastic,
Johnny Storm, the Invisible Girl, and
the Thing, standing in front of what is
obviously a small spaceship. The hatch
is open, and the Fantastic Four seem to
be examining the ship. There is no one
else around.
If the Avengers make any loud noises,
the Skrulls turn around. Seeing a bunch of
costumed humans, the Skrulls assume
that they have been discovered and
charge in to fight. However, if the Avengers call out, saying something that indicates that they believe the Skrulls really
are the Fantastic Four, the Skrulls keep up
their masquerade. The false Mr. Fantastic
explains that he detected this spaceship
when it was landing, and came to investigate (a typical thing for the Fantastic Four
to do). When the Skrulls get close to the
Avengers, the Skrulls attack by surprise.
The ship is an important part of the
Super-Skrulls plan. It is a small, fourSkrull vehicle designed to land on a planet
from an orbiting spaceship. It is equipped
with a few gadgets that are vital to the
Skrulls mission, including a laser and a
directional antenna that beams cosmic
energy to the Super-Skrull, boosting his
powers and abilities.
The Super-Skrull does not use his ship
during combat. He prefers to beat his foes
in physical combat.
Each round of combat, secretly make
an Intuition FEAT roll for each hero who
can see the spacecraft. Any hero who gets
a red result notices that the dish antenna
tracks the Super-Skrull. If the Wasp, Captain America, the Vision, or the Scarlet
Witch notice this, they recall that the
Super-Skrull has received extra energy
from power beams in the past.
Twenty points of damage destroys the
antenna; it has Typical armor (6 points).
The round after the antenna is destroyed,
the Super-Skrull reverts to his normal ability ranks. This also immediately reduces
his Health by 70 points, and his Karma by
18 points.
The Super-Skrull uses several powers
at once in combat. He might squeeze with
the Things Strength while flamed on. He
could fight one hero at a time by sealing
his foe and himself inside a forcefield. He
might even become invisible and punch
opponents several areas away by stretching.
If the battle is going badly for the
Skrulls, they try to escape in the spaceship. If the Super-Skrull is beaten, then the
other Skrulls flee. The Super-Skrull stays
to the end, whether he is winning or losing.
Skrulls:
F
Gd
A
Gd
S
Ty
E
Ty
R
Gd
I
Pr
P
Ty
Health: 32 Karma: 20
Powers: shape shifting, laser pistols,
reflective armor.
SHAPE SHIFTING. These three Skrulls
have Excellent shape shifting ability. They
can take on the appearance of any specific individual. These Skrulls have taken
the shapes of Reed Richards, Susan
Storm Richards, and Johnny Storm.
LASER PISTOLS. Each of the three normal Skrulls is armed with a laser pistol.
Speed
Mons
Control
Amaz
AFTERMATH
If the Super-Skrull defeats the Avengers, then he puts them all in the spaceship
and locks the hatch. They will become
prisoners of the Skrull empire after he
defeats the Fantastic Four. Luckily, Kang
gets impatient waiting for their signal,
peeks into the past, and sees the Avengers lying in the ship. He brings them back
into Limbo. If any of the heroes smash
their way out of the ship and try to follow
the Super-Skrull into his fight with the Fantastic Four, Kang pulls the heroes from
that era and brings them back to Avengers
Mansion in Limbo.
If the Avengers defeat the Skrulls, Kang
whisks them back into Limbo as soon as
the headset is activated.
As before, all of the Avengers are
restored to full Health immediately when
they return to Limbo.
Karma rewards for this chapter are
listed on Table 3. Remember to adjust
these rewards for destruction of property,
good role-playing, and all the usual things.
Table 3: Skrull and Crossbones Karma
Heroes see through the Skrulls
disguises
Super-Skrull is defeated
Each normal Skrull defeated
Avengers are defeated
+5
+75
+20
-20
Chapter 4:
STONE WALLED!
CAMPAIGN
Your sight blurs and grows dim. Mists
swirl around you. When the world
clears you see lmmortus once again,
standing regally in the Avengers inner
sanctum.
If the Avengers were defeated by the
Super-Skrull, read this paragraph:
I had thought that the mighty Avengers could deal with a small problem like
the Super-Skrull. Fortunately, despite
your defeat, the aliens battle with the
Fantastic Four was delayed long
enough to prevent the tragedy in the
laboratory.
Kang answers questions about the last
adventure, but he is anxious to continue.
When any questions have subsided, read
the following to the players:
The next critical time node is the most
delicate. To deal with this crisis, you
must return into your own past. With a
wave of his hand, lmmortus opens the
now familiar time window...
A meteor streaks through the depths
of outer space. A small speck in the distance grows into a blue-green world. As
BATTLE
Use the wilderness section of side one
of the Avengers map. The Grey Gargoyle
starts in any clear area along one of the
maps short sides, and the Avengers start
in a clear area on the other side of the
map.
The Avengers are stunned for the first
round of the battle. However, the Grey
Gargoyle cant reach them in that round,
anyway.
The Grey Gargoyle starts off in a thick
coating of stone. Show the pictures at the
top of this page to the players if they are
confused about what the Grey Gargoyle
looks like. Cover the text with a piece of
paper when the players are looking at the
picture.
The Grey Gargoyle cant be hurt while
he is protected by this stony shell. The
shell can take 200 points of damage, and
then it crumbles. The shell itself has
Incredible body armor. Once the shell is
smashed, the Grey Gargoyle can be hurt,
but he is still protected by his Incredible
Body Armor.
While encumbered with the stone shell,
the Grey Gargoyles Agility and Endurance are Poor. Visions density attack can
damage the stone casing, but not the Grey
Gargoyle inside. The Grey Gargoyles biggest disadvantage while in the shell is that
he cant use his arms or hands.
The Grey Gargoyles rocket pack lets
him fly at Amazing speed in air and at
Monstrous speed in outer space. He cant
maneuver in it very well, so he doesnt fly
during the battle.
CAMPAIGN
When this battle is over the true Immortus appears before the startled Avengers.
If they defeated the Grey Gargoyle,
lmmortus appears before the headset is
activated. If the Grey Gargoyle won the
battle, lmmortus pops in as the Avengers
are waking up.
The heroes have one round to react
before lmmortus speaks. He is protected
by a Class 1000 force field, making him
invulnerable. If the heroes attack him,
lmmortus points at one character each
round, freezing time around that character
so the hero is paralyzed and completely
helpless. When all of the heroes are frozen, lmmortus scolds them for being such
fools, and then explains the situation to
them.
If the heroes dont attack, or they are all
frozen, read the following paragraph to the
players:
AFTERMATH
If the characters entered the Omega
dimension, they dont get to recover any of
their lost Health points until they return to
Limbo. If the heroes refused to travel to
the eternal fortress, Kang pulls them back
to Limbo and restores them to full Health.
Table 4: Stone Walled Karma
Grey Gargoyle defeated
+80
Avengers defeated
-20
Avengers believe lmmortus
+10
+lO
Avengers refuse to enter Omega
Dimension
-10
Chapter 5:
THE
BATTLE
Use side two of the Time Trap! map. The
numbered areas inside the fortress are
described in this chapter.
The entire fortress is made of adamantium and osmium steel. The outer walls
and the heavy, inner walls are pure adamantium augmented by a proton field
which cant be penetrated by any means.
Other walls are made of osmium steel
(Unearthly material). The doors in the fortress are hardened steel. A button along
the side opens each door.
Room 1
This room is a large rotunda. The walls
are covered with geometric patterns
and etchings. In the center of the room,
sitting on a throne that resembles a
demolished planet, is Galactus, the
Planet Eater!
This place is not for creatures such
as yourselves. Leave now, or face my
wrath!
Galactus is an illusion. It is controlled by
a sophisticated computer. The illusion
moves very convincingly, but never leaves
its throne. A powerful (Remarkable rank)
telekinetic projector is housed in the
throne. This projector cant cause damage
directly, but it allows the illusion of Galactus to toss objects (or people) around the
room.
10
Spirits
F
Fb
A
Pr
S
Gd
E
Am
R
Rm
I
Ex
P
In
Health: 66 Karma: 0
Powers: ghostly touch, body armor.
GHOSTLY TOUCH. The spirits use normal fighting rules. The touch of a spirit
passes directly into the victims nervous
system. Their attacks are not affected by
Body Armor or force fields.
BODY ARMOR. These insubstantial
ghosts have Excellent Body Armor and
Incredible resistance to energy attacks.
The book-sized device on the pedestal
is labeled Forcefield Nullifier. If activated, this device opens the proton field
sealing the door to the chronatron room.
Room 3
Room 2
The long wall is covered with a mural
depicting many battles. Among the
combatants are strange aliens that look
like snakes with antennae, fighting
Kang! In the back of the room is a pedestal with a metal device on it. Between
you and the pedestal are four ghostly
figures that resemble the aliens in the
mural.
The translucent alien spirits guard the
device on the pedestal.
This empty room is paneled in gleaming metal. The surfaces are etched with
geometric patterns, mostly circles.
Each circle covers a hole in the wall. In
each hole is a robotic tentacle made of
Incredible material. One round after the
first hero enters the room, the door slams
shut and locks. Three tentacles for each
hero whip out of their slots and try to grapple the hero. They have Remarkable
Strength. If a hero destroys three tentacles, the room leaves him alone.
Room 4
As the door slides open, the hallway is
stitched by a murderous crossfire of lasers
and rockets from inside the room. The
hero who opened the door can close it
immediately with an Agility FEAT roll.
Three lasers and three rocket launchers
are mounted on the walls of the room.
Each has Excellent Agility (for targeting),
causes Excellent damage, and has Good
range. They are made of Remarkable
material, and can be destroyed by 20
points of damage.
Read the room description to the players after the weapons are disabled.
The room is long and narrow, and the
far end forms a semicircle. Near the far
wall is a glass case that contains a
book. A large door dominates the right
wall.
If the book is lifted or disturbed, the
three functioning robots from Room 5
enter through the large door in the right
wall. The book repeats the story told in the
mural in the entrance rotunda.
Room 5
Almost 100 cylindrical robots are
mounted on the walls of this otherwise
barren room.
Only three of these robots work. If they
didnt attack in Room 4, they drop from the
wall and attack as soon as the characters
move into this room. The Omegatron
robots have cylindrical bodies with multijointed arms, and sensors where the head
should be. They have no legs, but float 1
foot above the ground.
Centipedes (robots)
F
A
S
E
Gd
Ex
Ty
Ex
Health: 60 Karma: 80
R
Pr
I
Fb
P
Pr
Health: 56 Karma: 0
Powers: eye beams, body armor.
EYE BEAMS. The robots shoot Excellent (range and damage) electrical bolts
from their eyes.
BODY ARMOR. Each robot has Good
Body Armor.
P
Rm
Room 6
Room 8
Omegatrons (robots)
F
Mn
A
Ex
S
E
R
Rm Rm Ty
I
Gd
P
Pr
E
Gd
R
In
I
P
Rm Gd
Room 9
In the center of this otherwise barren
room is an open steel box.
Room 7
F
A
S
E
R
Rm Fb Ty Pr
TY
Health: 46 Karma: 0
Champion
F
A
S
Ex
Ex Gd
CAMPAIGN
When the Avengers get out of the
Omega fortress with the chronatron,
lmmortus brings them back to the site of
their battle with the Grey Gargoyle and
gives them the following instructions.
The device which accompanies Kang,
and generates his time visions, is his
timeship. Aim the chronatron at the
timeship and press the blue button.
The timeship will disappear, along with
all traces of Kangs manipulations in
the time stream. Kang must be kept
away from the timeship for the first few
moments after it is hit by this weapon,
or he can negate its effect. Kang is
about to summon you back to Limbo.
Remember my instructions and be of
stout heart, Avengers!
AFTERMATH
As usual, the Avengers wounds are
healed as they travel through Limbo on
their return trip.
Table 5: The Eternal Fortress Karma
Discover that Galactus is
an illusion
+5
Defeat ghost
+50 each
Read the book in Room 4 +30
+35 each
Defeat robot
Defeat centipede
+20 each
+40 each
Defeat spider
+50
Defeat champion
Bring back Forcefield Nullifier+20
-30
Grabbed by tentacles
Defeat berserk Avenger
-30 each
11
Chapter 6:
CAMPAIGN
The mists of time swirl about you. Your
vision clears and you see lmmortus
standing before you in the familiar halls
of Avengers Mansion. But now you
know that he is really the treacherous
Kang the Conqueror! You recall Immortus last warning before he left. Do not
let Kang send you back in time under
any circumstances. He means to
strand you there when your task is
complete!
12
BATTLE
Use the map of Avengers Mansion main
floor for this battle. Kang and his timeship
start in any area in the main dining hail.
The Avengers locations depend on what
the characters have done leading up to
this point. The Avengers probably are in or
adjacent to the main dining area.
Kang has lowered his guard. The null
probability field which prevented the Scarlet Witch from affecting him has been lowered; the energy necessary to maintain it
is enormous. Kang is not totally without
defenses, though. If he can reach his timeship, one lever brings the Dragon Man
from another time to attack the Avengers.
Just to make life interesting, three of
Kangs minions join the fray if a different
lever is thrown.
The timeship is made of Monstrous
material and has Monstrous body armor.
Kang has several devices with him.
These are detailed below.
BODY ARMOR. While the Avengers
were away, Kang quickly made a change
in his armor. Each time a light-based
energy beam hits him there is a 75%
chance that it is reflected away harmlessly. After seeing the power wielded by
Captain Marvel, Kang decided this
change was necessary.
SAPPER GRENADES. Kang carries 10
of these grenades in his belt. Each can fill
an entire area with gas. The gas reacts
with enzymes in the body to reduce a persons Strength by four ranks for 1 to 10
rounds. Roll separately for each hero
affected. The Vision is immune to this
effect, but Starfox isnt. A heros Health is
not affected by this loss of Strength.
MOLECULAR ATTRACTOR. This beam
weapon is mounted in Kangs left gauntlet.
When fired at the floor beneath someones
feet, it makes the character stick to the
floor. To break free, the character must
make a Strength FEAT roll, as if he was trying to break an Amazing material.
ROCKET GUN. This large handgun is
hidden in Kangs timeship. It fires rockets
which cause Monstrous damage to whatever they hit and Remarkable damage to
everything else in the same area as the
target. It has Remarkable range.
A
Ty
S
Ty
E
Gd
R
Pr
I
Fb
P
Pr
Health: 32
Each minion carries a blaster rifle which
causes Good damage to whatever it hits,
and has Excellent range. These rifles work
directly on the nervous system and ignore
Body Armor. However, Captain Americas
shield, Captain Marvel transformed to
light, and the Vision out of phase are not
effected. The adamantium in Captain
Americas shield reflects the beam.
Kang calls in Dragon Man and his three
minions to soften up the Avengers as soon
as possible after the battle starts. With his
force field up Kang is almost invulnerable,
but he cant attack through it. He extends
this force field to enclose the time
machine. If Dragon Man and Kangs minions are close to defeat, Kang turns off the
force field and leaps into the fray.
If the Vision walks through Kangs force
field while out of phase, he suffers Amazing damage and his Body Armor gives him
no protection. When the Vision is inside,
Kang starts to use his special weapons
hidden in the time machine. From Kangs
point of view, the Vision is trapped inside
the force field with Kang, not vice versa!
If the Dragon Man is subjected to ultrasonic waves he must make a Reason
FEAT roll each round. If he fails this roll, he
turns and attacks Kang. Kang concentrates on putting away the berserk robot
rather than the Avengers, because he considers it more dangerous.
The chronatron beam cant penetrate
Kangs force field. A shot at the timeship
hits automatically, because the machine is
a big, stationary target. If the force field
nullifier is activated in the mansion, the
artifact shuts down Kangs force field at
the beginning of the next round.
When the chronatron beam hits Kangs
timeship, make a FEAT roll for the chrona-
CAMPAIGN
If the Avengers are losing the fight and
all hope is lost, lmmortus appears and
saves the day. He could do this many
ways. He might grab the chronatron and
blast the time machine with it. He might
snatch one of Kangs weapons and use it
against Kang. Let lmmortus do whatever
is necessary to resolve the situation.
When the action is over and Kang has
been sent back to his proper time, Immortus offers to answer any questions the
Avengers have about what just happened,
but he refuses to give them any more information about the eternal fortress.
Use Chapter 7 as an optional ending. It
sends the Avengers back to the Omega
dimension to return the artifacts that they
stole to defeat Kang. Since these artifacts
dont belong to the Avengers it could be
seen as stealing to keep them. As we all
know, heroes lose Karma for stealing.
If you dont use Chapter 7, then Immortus takes the items and returns them to the
Omega dimension himself. He returns
Avengers Mansion to New York and disappears in a wreath of mists to Limbo.
By the end of the fight, the mansion
probably is a mess. Remind the Vision that
that this whole thing started during a meeting to discuss the years charity work. If
the Avengers dont start cleaning up or
resume their meeting, they should lose
Karma. After all, they do have their everyday lives to attend to.
AFTERMATH
If the heroes return to the Omega
dimension, they regain all of their lost
Health, just as in all the other chapters. If
they dont go dimension-hopping again,
they recover Health at the normal rate.
Besides the Karma awards listed on
Table 6, remember to award bonuses and
penalties for good role playing and
destruction of property. Even though the
Avengers own Avengers Mansion, they
still lose Karma for tearing it apart.
Table 6: Truth and Consequences Karma
Kang defeated
Dragon Man defeated
Each Minion defeated
lmmortus has to help
+lOO
+75
+20
-30
13
SOMETHING BORROWED
CAMPAIGN
lmmortus tells you, You must return
what you removed from the eternal fortress. Such devices are far too dangerous to be kept anywhere else. Misuse
of the chronatron could result in a total
warping of time. In one hour I shall
send you back to the Omega dimension.
The Avengers can scrounge for items
that will help them get past the obstacles
in the fortress before returning to the
Omega dimension. Anything that can be
held in a heros hands can be taken there.
lmmortus warns the heroes that the
eternal fortress often changes itself randomly. What was in one place may now be
in another. This is one of its protective
schemes.
BATTLE
Use the map of the eternal fortress. The
Avengers start in the entrance area in front
of the fortress.
The room descriptions are in Chapter 5.
Feel free to switch descriptions or traps
between rooms, as the fortress periodically rearranges itself. It has restored itself
to full operation since the last time the
Avengers were there.
If the rooms are switched around, the
chronatrons resting place must be surrounded by pure adamantium and the
door must be guarded by the force field.
14
CAMPAIGN
When the heroes get out of the eternal
fortress, lmmortus returns them to their
mansion in Manhattan. They have
regained all of their Health through the
time-warping powers of Immortus.
Several things can be done when the
Avengers return. The mansion should
have been seriously damaged during the
fight with Kang. The planning meeting for
charity work has to be finished.
Planning the years charity work is a
good way to add some flavor to the campaign. These events can be settings for
new adventures or can conflict with an
emergency. This kind of charity work
makes a good background for a campaign.
Some samples of charity work:
Spend a day at the orphanage;
Dedicate a new building or facility;
Present a check to an organization;
Use super powers to aid a charity group;
AFTERMATH
Karma awards for actions in the eternal
fortress are listed in Chapter 5. Two Karma
penalties are listed here; awards for offduty actions are listed on page 23 of the
MARVEL SUPER HEROESTM Campaign
Book.
Table 7: Something Borrowed Karma
Neglect to clean up and repair
mansion
Neglect to finish charity
planning meeting
-20
-25
DRAX THE
DESTROYER
TM
KANG
86
90
MONSTROUS
5
Powers:
ARMOR. Kangs armor has a protective force
field which gives him Unearthly protection from
all types of energy. He can extend the force field
to protect an entire area for up to 12 hours. The
armor is made of an unknown metal which also
gives him Remarkable Body Armor. The armor
has a complete life support system.
GAUNTLETS. Kangs gauntlets contain antigravity projectors. These can lift objects as if
they had Remarkable Strength, or shoot beams
of energy that cause Remarkable damage.
TIME SHIP. This machine can send or retrieve
people, objects, or itself to or from anywhere in
time. The device weighs 11 tons. It is made of
Incredible Strength metal, but it stops working if
it takes 50 points of damage.
OTHER DEVICES. Kang usually carries a wide
variety of new and unique devices.
Talents: none.
Background: Kang is a conqueror and time
traveler from the 31st century. Actually, many
Kangs exist separately in divergent time
streams. One of these Kangs withdrew to Limbo
and became Immortus.
TM
MIMIC
TM
TYPICAL
TYPICAL
TYPICAL
TYPICAL
TYPICAL
TYPICAL
TYPICAL
Health:
Karma:
Resources:
Popularity:
24
18
POOR
15
Powers:
MIMICRY. The Mimic has the power to copy all
of the natural abilities, powers, and talents of
anybody who is in the same area with him. Artificial or mechanical abilities and powers cant be
mimicked. Rankin cant control this power; he
copies everything, even if he doesnt want to.
Once he mimics a hero, he keeps those powers
and abilities until he moves at least a mile away.
Then the powers and abilitiesvanish. The Mimic
always gets the highest ability or power rank
from all the people in the area.
Talents: none.
Background: Calvin Rankin got his power in a
laboratory accident. As the Mimic, Rankin first
fought the X-Men, but later joined them (he was
the only X-Man who was not a mutant). Eventually, Rankin lost control over his power, and it
threatened to drain energy from people all over
the world. Rankin was hunted down by the Hulk,
and absorbed a lethal dose of Gamma Radiation.
Fighting:
Agility:
Strength:
Endurance:
Reason:
Intuition:
Psyche:
GOOD
EXCELLENT
AMAZING
UNEARTHLY
GOOD
GOOD
REMARKABLE
Health:
Karma:
Resources:
Popularity:
180
50
FEEBLE
10
Powers:
BODY ARMOR. Draxs artificial body gives him
Amazing Body Armor. Regardless of how much
physical damage he takes, Drax can not die; he
only falls unconscious.
FLIGHT. Drax can fly at Monstrous speed, and
can make an interplanetary trip in weeks.
ENERGY BEAMS. Drax can project beams of
cosmic energy, channeled through his arms, to
cause Amazing damage.
Talents: none.
Background: Arthur Douglas and his family
were murdered by Thanos of Titan. Thanos
father and grandfather, Mentor and Chronos,
placed Douglas astral form into an artificial
body and charged it with fanatical hatred for
Thanos. Eventually, Thanos threat was eliminated, and Drax wandered without a purpose.
When Drax attacked Moondragon, his daughter, she forced his astral form out of the artificial
body, and the body was later destroyed by the
Avengers.
In battle, Drax was likely to fly into a berserk
rage. If provoked by insult or injury, he must
make a Reason FEAT roll; if the roll fails, he
attacks his persecutor with brute force alone.
15
TM
SUPER-SKRULL
Skrull Warrior
DRAGON MAN
TM
GOOD
GOOD
AMAZING
MONSTROUS
FEEBLE
FEEBLE
POOR
Health:
Karma:
Resources:
Popularity:
145
8
none
0
Powers:
BODY ARMOR. Dragon Mans hide gives him
Incredible Body Armor.
FLIGHT. Dragon Man can fly at Good speed by
using an internal anti-gravity device; his wings
serve as stabilizers.
BREATH DISTANCE WEAPON. H e c a n
breathe fire and cause Monstrous damage. The
maximum range for Dragon Mans breath is two
areas. He can breathe fire only 20 to 25 times
before needing more fuel, so he is somewhat
conservative with his flames.
SONIC WEAKNESS. Dragon Man is vulnerable
to sonic attacks. Each round that he is exposed
to ultrasonic frequencies he must make a
Psyche FEAT roil. If the roll fails, then Dragon
Man undergoes a psychological change:
becoming enraged, docile, confused, or determined, depending on the ultrasonic frequency
and the Judges discretion.
TAIL. Dragon Man can use his tail to attack
opponents behind him.
Talents: none
Background: Dragon Man was created at
Empire State University by Professor Gregson
Gilbert, with the help of Diablo. Having almost
no mind of his own, Dragon Man has been used
as a plug-ugly by numerous villains who managed to get control over him.
6853XXX1 501
16
GREY GARGOYLE
TM
TYPICAL [GOOD]
TYPICAL [EXCELLENT]
TYPICAL [INCREDIBLE]
TYPICAL [INCREDIBLE]
EXCELLENT
GOOD
TYPICAL
Health:
Karma:
Resources:
Popularity:
24 [110]
36
GOOD
50 [10]
Powers:
PARALYZING TOUCH. Anything touched by
the palm of the Grey Gargoyles right hand is
turned to stone for one hour. The touch penetrates thin materials like cloth or costumes, but
not thicker materials like Iron Mans armor. The
Grey Gargoyle can transform up to 10 cubic feet
of material to stone with a single touch. This
affects only one type of material at a time; if he
touches a table, the entire table turns to stone,
but the things on it are unchanged. Touching a
moving object requires a Fighting FEAT roll.
Stationary objects can be touched automatically. A person turned to stone has Incredible
Body Armor, but cant move; he still takes damage normally.
ALTER EGO. By touching himself with his right
palm, Duval becomes living stone. In this state
he has Incredible Body Armor, and his abilities
are raised to the ranks and numbers listed in
brackets. Duvall can still move when turned to
stone.
LEAPING. The Grey Gargoyles Incredible
Strength is enough to give him Typical leaping
power.
Talents: Chemistry.
Background: Duval was a pharmaceutical
chemist in Paris before a laboratory accident
gave him the power to change any material to
stone with a touch. Since then, Duval has followed a life of crime, in Europe and the United
States.
Fighting:
Agility:
Strength:
Endurance:
Reason:
Intuition:
Psyche:
REMARKABLE
EXCELLENT
AMAZING
AMAZING
TYPlCAL
TYPICAL
GOOD
Health:
Karma:
Resources:
Popularity:
150
22
FEEBLE
0
Powers:
SHAPE-SHIFTING. Like all Skrulls, SuperSkrull can alter his shape and appearance to
resemble anything of about the same size and
weight.
BODY ARMOR. Super-Skrull has Remarkable
Body Armor.
FLIGHT. By creating a blast of fire from his feet
and legs the Super-Skrull can fly at Incredible
speed.
GENERATE AND CONTROL FIRE. Like the
Human Torch, the Super Skrull can create
flames from his own body or control external
flames, doing so with Monstrous power. SuperSkrull also can use fire as a distance weapon,
causing Monstrous damage with Good range (3
areas). He has Monstrous resistance to fire.
INVISIBILITY. Super-Skrull can make himself
invisible to normal, ultra-violet and infra-red light
with Excellent power.
FORCE FIELDS. Super-Skrulls force field is
Amazing.
STRETCHING. Like Mr. Fantastic, Super-Skrull
can stretch his body and reach as far as three
areas away. He can attack or grapple several
non-adjacent opponents at one time.
COSMIC POWER. The Super-Skrulls powers
are stronger when he is absorbing more cosmic
energy. The ability and power ranks listed here
are what he can do under Earths normal dose
of cosmic rays. If the Super-Skrull is getting
additional cosmic rays, from a natural or artificial source, the following abilities and powers
increase by one rank: Strength, Endurance,
Flight, Generate and Control Fire, Force Field,
and Stretching. His Health also increases by 50
points.
VISION
TM
Vision, Adventurer
Fighting:
Agility:
Strength:
Endurance:
Reason:
Intuition:
Psyche:
REMARKABLE
EXCELLENT
AMAZING
INCREDIBLE
EXCELLENT
TYPICAL
REMARKABLE
Health:
Karma:
Resources:
Popularity:
140
56
FEEBLE
30
Powers:
DENSITY CONTROL. T h e V i s i o n h a s
Unearthly control of his density. For each rank
that he increases his density above his Endurance rank (Remarkable), his Agility and Fighting
abilities are reduced b y one rank each.
CAPTAIN MARVEL
TM
GOOD
GOOD
GOOD
REMARKABLE
TYPICAL
GOOD
TYPICAL
Health:
Karma:
Resources:
Popularity:
60
22
EXCELLENT
20
Powers:
BODY TRANSFORMATION: Captain Marvel
can convert her body into any form of electromagnetic energy: radio waves, visible light,
gamma rays, X-rays, and everything in
between. While in this energy state, she can
only be harmed by other energy of the same
wavelength, or by energy-muting fields or
devices, such as force fields, power converters,
or the Darkforce. She can move at the speed of
light, and can travel along circuitry and dodge
with Unearthly speed and Agility. Captain Marvel also can pass through any material that
allows transmission of electromagnetic waves.
ENERGY BOLTS: Captain Marvel can project
energy bolts from her hands which cause Monstrous damage and have Unearthly range.
FLIGHT: She can fly at Unearthly speed.
Talents: law enforcement.
Background: Monica Rambeau received her
powers after she was subjected to an intense
radiation field in a portal to another dimension.
Shortly afterward, she resigned her job with the
New Orleans harbor patrol and moved to New
York City, where she learned to control her
power and joined the Avengers.
SCARLET WITCH
TM
46
60
POOR
30
Powers:
PROBABILITY
FIELD
ALTERATION. The
Scarlet Witchs power seems magical, but in
fact she is a mutant. She can disrupt probability
fields so that very unlikely events occur. For
example, she could cause a table to collapse or
a machine to tip over. She cant cause something to happen if that event is impossible;
tables cant be created from nothing, and
machines cant just cease to exist. When the
Scarlet Witch uses her power, the player
describes precisely what effect is wanted, and
the Judge decides whether that effect is within
the Scarlet Witchs power. To use the power, the
player must make a successful Psyche FEAT
roll. If the Scarlet Witch is trying to alter probabilities around unnatural materials or energies,
such as plastic, complex alloys, or force fields,
her Psyche shifts two columns to the left when
making the FEAT roll.
Talents: Wanda has some knowledge of occult
sciences.
Background. Wanda and her mutant brother
Pietro (Quicksilver) once belonged to the Brotherhood of Evil Mutants. Both later renounced
evil, and she has been an active or reserve
Avenger ever since. Wanda is married to the
Vision, and is the daughter of Magneto.