199200 Marvel Super Heroes - Machines of Doom [TSR].pdf

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Table of Contents
Preface and Introduction
3
Inhibitor Ray
36
Instant Hypnotism Impulser
37
Chapter 1: Inventing and Modifying Hardware
4
Insulato-Shield
37
Tech Rank
4
Intensified Molecule Projector
38
The Resource FEAT
5
Invincible Robot
38
Special Requirements
6
Ionic Blade
40
Construction Time
7
Latverian Guard Weaponry
40
The Reason FEAT
7
Memory Transference Machine
41
Kit-Bashing
7
Metabolic Transmuter
42
Modifying Hardware
8
Micro-Sentry
42
Damage
8
Mini-Missile Launcher
43
Damage to Robots
9
Molecular Cage
43
Long-Term Repairs
9
Molecule Displacer
43
Reprogramming
9
Multi-Dimensional Transference Center
44
Using Another Inventor's Creations
10
Nerve Impulse Scrambler
45
Mixing Science and Sorcery
10
Neuro-Space Field
45
Neutro-Chamber
45
Chapter 2: Doom's Technology Catalogue
11
Omni-Missile
46
Air Cannon
13
Pacifier Robot
46
Amphibious Skycraft
13
Particle Projector
47
Antimatter Extrapolator
14
Plasteel Sphere
48
Aquarium Cage
14
Plasti-Gun
48
Armor, Doom's Original
14
Power Dampener
49
Armor, Doom's Promethium
17
Power Sphere
49
Bio-Enhancer
17
Power Transference Machine
50
Body Transferral Ray
17
Psionic Refractor
50
Bubble Ship
18
Psycho-Prism
51
Concussion Ray
18
Rainbow Missile
52
Cosmic-Beam Gun
19
Reducing Ray
52
Doombot
19
Refrigeration Unit
53
Doom-Knight
21
Ring Imperial
53
Doomsman I
22
Robotron
53
Doomsman II
23
Saucer-Ship
54
Doom Squad
23
Seeker
54
Electro-Shock Pistol
24
Silent Stalker
55
Electronic Shackle
25
Sonic Drill
55
Energy Fist
25
Spider-Finder
56
Enlarger Ray
25
Spider-Wave Transmitter
56
Excavator
25
Stasis Gun
56
Fingertip Darts
26
Stun-Shocker
57
Floating Laboratory
26
Swarmbots
57
Force Cage
27
Thermo-Lance
58
Freeze Grenade
27
Time-Bot
58
Grabber
27
Time Displacer
59
Grappler Ray
28
Time Platform
59
Guardian Robot
28
Time-Shift Bomb
60
Gyroscopic Aircraft
29
Tractor Beam
61
Hawk Scanner
29
Vertigo Beam
61
Hologram Projector
30
Vibration Machine
62
Hyper-Sound Piano
30
Vibro-Bomb
62
Hypno-Persuader
30
Vortex Machine
63
Hypnopticon
35
Warrior Robot
63
Idento-Disc and Robot
36
XZ-12 Device
64
Image Projector
36
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Preface & Introduction
Preface
Introduction
Welcome, Mighty Marvelites!
The book you hold in your hands has been tremendous
fun for me to write. I've always enjoyed creating devices
for the MARVEL SUPER HEROES game. Imagine my
excitement when I was given the job of developing all of
Doctor Doom's inventions!
After the initial elation wore off, I realized what a
monumental undertaking this was going to be. After all,
Doctor Doom has been around longer than I have! He has
appeared in over 150 Marvel comics over the past thirty
years and is almost always accompanied by new and
devious inventions. How was I ever going to find all of
those back issues? HELP!
Help soon arrived in the forms of Scott Davis, Steven
Schend, and Tim Cummins. All three gentlemen supplied
me with the numerous issues I couldn't locate. Tim, bless
his soul, even trusted me with his entire FANTASTIC
FOUR comic collection! Thanks, guys.
Credit must also be given to Jeff Grubb, the original
designer of the MARVEL SUPER HEROES game. The
first chunk of this book contains rules for creating and
modifying inventions, rules which are much the same as
those written by Jeff in the Advanced Rules set. I simply
made some additions and clarifications which I think
improved the technology system. I hope you (and Jeff) all
agree.
After reading of Victor Von Doom's trials and tribulations,
and writing statistics and rules for nearly 100 of his
inventions, I've developed a kind of sympathy for him. He
is the anti-hero, a man blind to his own megalomania, and
a man who truly believes his twisted goals and thirst for
power are good for the world. His masked face haunts my
dreams.
What a great villain he is! Every super hero campaign
should have a recurring antagonist like him. Doc Doom is
a brilliant inventor, he dabbles in the mystic arts, and he
rules an entire country. Being the first super villain with
diplomatic immunity, Doctor Doom is a villain your player
character heroes cannot arrest! What more could you ask
for?
Within the dark mind of Victor Von Doom lie mysteries
unfathomable. Through the armored despot's inventions,
we watch the bright flames of true genius flickering behind
his cold eyes.
This book contains over 90 of Dr. Doom's nefarious
devices—from air cannons to the infamous (and long
forgotten) XZ-12 device, you get them all. A brief
description accompanies each item's entry, along with
relevant game statistics and rules.
Although most of the devices are associated solely with
Doctor Doom, Judges should feel free to use them
throughout their campaigns. By changing the appearance
and the name of an item, any of your high-tech villains can
have variations of the equipment presented here.
As the Judge, feel free to tinker with the gadgets' various
power ranks and abilities to suit the needs of your
campaign. Doc Doom is always adjusting his equipment to
neutralize specific super-powered foes. His antimatter
extrapolator may bounce off the rocky hide of the Thing
today, but just wait until next time, Mr. Grimm!
After being zapped, teleported, imprisoned, and flung into
other dimensions by some of Doom's inventions, the
players in virtually every campaign decide that it's time for
their heroes to do a little inventing of their own. The first
chapter of this book presents detailed rules for inventing
and modifying high-tech equipment. The rules that follow
should give you plenty of ideas on how to handle hardware
construction and modification.
As a reminder, remember that the rules of the game are
not written in stone. You, the Judge, have final say as to
how the game is played. If you don't like some of the rules,
change them. Just remember to be consistent, be fair, and
above all else—have fun!
Anthony Herring
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Chapter 1: Inventing and Modifying Hardware
A vast array of technological wonders are presented in the
pages of this book. Because most of these items lie within
the steely grip of their creator—Victor Von Doom—player
character heroes have a limited number of options if they
want one of these inventions for their very own: They can
try to "acquire" it from Doctor Doom—good luck!—or they
can try to reproduce it themselves. This chapter presents
rules for inventing high-tech gadgets and modifying
existing ones.
It is important to note that high-tech characters are not
affected by the following rules. These characters and their
special gear can and should still be created according to
the guidelines provided in the current MARVEL SUPER
HEROES Basic Set.
way up to the infinite Beyond. Tech rank is equal to the
highest applicable rank number of the device, taking into
account certain modifiers. Applicable ranks are those
ranks that define the performance of the object:
Vehicles: Applicable ranks are Control, Speed, and Body
(the overall material strength of the vehicle).
Weapons: Applicable ranks are damage, range, and
material strength.
Power Suits: This classification includes all items that
enhance a character's abilities. Applicable ranks are the
modified abilities (Example: Good (10) to Amazing (50)
Strength) and the material strength (or the equivalent
Body Armor) of the suit.
Robots: This includes androids, cyborgs, and all other
types of artificial beings but not clones. Applicable ranks
are the ranks of the being's listed abilities (Fighting,
Agility, etc.) and any powers.
Miscellaneous: With any other technological item that
doesn't apply to the above classifications, its applicable
ranks are its overall material strength and any power
ranks involved.
Tech Rank
The most important information required for building or
modifying an item is its Tech rank, which measures how
complex and powerful the invention is. Every device in this
book has a Tech rank listed in its description. Like powers
and abilities, Tech rank ranges from Shift 0 all the
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