From The Depths!
From The Depths!
© 2025 MARVEL
Steven Roloff (Order #49736864)
WRITERS: Amir Osman & Brian Overton
LEAD RPG WRITER: Matt Forbeck
PRODUCER & PROJECT LEAD: Carlos “CJ” Cervantes Jr.
COVER ART: Matteo Lolli & Jesus Aburtov
LOGO DESIGN: Jonathan Silva
GRAPHIC DESIGN & LAYOUT: Simeon Cogswell
EDITOR IN CHIEF: C.B. Cebulski
BUSINESS DEVELOPMENT LEAD: Trent Bielen
DIRECTOR, MARKETING & INTEGRATED PLANNING: Tim Dillon
VP, PRODUCTION & SPECIAL PROJECTS: Jeff Youngquist
VP, PLANNING & SALES OPERATIONS: Mark Annunziato
FANTASTIC FOUR CREATED BY: Stan Lee & Jack Kirby
SPECIAL THANKS
David Althoff, Tom Brevoort, Jocquelle Caiby, Desiree Guillermo, Marika
Hashimoto, Jacque Porte, Zachary Schechter and Sarah Singer
The Marvel Multiverse Role-Playing Game uses the d616 game engine.
See [Link]/rpg for more details.
© 2025 MARVEL
Steven Roloff (Order #49736864)
FROM THE DEPTHS
Welcome to the first Fantastic Four adventure for The four teammates were imbued with superhuman powers
the Marvel Multiverse Role-Playing Game. This one-shot story thanks to their exposure to cosmic radiation.
pays tribute to the World’s Greatest Comic Magazine and Genius Reed Richards (Mister Fantastic) has the power to
gives fans a chance to play as the FF in a tale inspired by elongate his body like elastic. Sue Storm (Invisible Woman)
the team’s first adventure. can turn invisible and create powerful force-fields. Johnny
Storm (Human Torch) can envelop his body in flaming
WHAT IS A ROLE-PLAYING GAME? plasma and fly across the skies. Ben Grimm (the Thing)
A role-playing game (RPG for short) is a game in which the has orange, rocky skin and superhuman strength. They
players take on the roles of various characters to create fight evil, explore the Multiverse and stick together as the
stories together. In the Marvel Multiverse Role-Playing Game, Marvel Universe’s first family.
the stories tend to be action-packed epics featuring super- In this adventure, as written, players are intended to
powered heroes and villains clashing against each other choose members of the Fantastic Four as their characters.
in high-stakes conflicts. If necessary, they could also add in the Four’s helpful robot,
The game part of role-playing game comes from rolling H.E.R.B.I.E., as a fifth team member. However, it wouldn’t be
dice to figure out what happens when there’s a question hard to add other famed members of the team’s extended
about whether a character might succeed or fail at something family: She-Hulk, Ant-Man (Scott Lang), Medusa, Crystal,
their player wants them to do. Succeed or fail, the story Luke Cage and many others you can find in the Core Rulebook
keeps going either way. The results simply tell you which and other MMRPG books. Of course, players are always
direction the story heads in for the moment. welcome to play a quirky quartet of their own creation.
Unlike most kinds of games, there are no winners or However, some of these challenges are designed specifically
losers in a role-playing game. The objective isn’t to score for the original team, so the Narrator may have to make
more points than anyone else or to have the last hero some adjustments for other characters.
standing in a battle. The objective, instead, is to tell amazing This adventure is suited for four to five players and one
stories with your fellow players. Narrator. Character profiles are included for each of the
To get started, you need the Core Rulebook or the Quick- Fantastic Four and the menaces they can face along the way.
Start Rules you can find at [Link]/rpg. Remember, this adventure is meant to be fun first. Don’t
worry too much about getting all of the rules right. Just
WHO ARE THE FANTASTIC FOUR? play in the way that is the most fun for everyone involved.
Players can also use a new team maneuver created
The Fantastic Four are the first super-hero team revealed in
especially for this adventure:
the Marvel Universe, and they have been featured in Marvel
adventures since Fantastic Four #1 came out way back in 1961.
© 2025 MARVEL
Steven Roloff (Order #49736864)
FANTASTIC FOUR: FROM THE DEPTHS
New Team Maneuver
For this adventure, the team can choose to use a new team
maneuver. This must be chosen by the team at the beginning
of the adventure.
Fantastic Four
First Steps (Offensive, Level 2)
The next time each team member activates a power, they
pay no Focus for it.
SPOILERS AHEAD!
From this point forward, the text is intended for Narrators
only. Players reading past this point threaten to spoil some
of the fun and surprises in store.
© 2025 MARVEL
Steven Roloff (Order #49736864)
FANTASTIC FOUR: FROM THE DEPTHS
On a success, the team can quickly hop into the Fantasti- 5. A pipe has been severed and is spewing high-pressure
Car and track the unidentified object to Yancy Street. If they water everywhere, flooding the street. There are some
do, they arrive at a quiet and peaceful scene. People are going downed power lines that are close to touching the grow-
about their day. A hot dog stand (C.J.’s Dogs) and a food truck ing puddle, threatening to electrocute anyone in contact
(Bro’s Burritos) serve customers nearby, while a police officer with the water. A hero can attempt one of the following:
watches over work being done on a sewer by the stoplight.
◆ Seal the pipe shut with a Melee vs. TN 14
Shortly after the team arrives, the earth begins to rumble.
non-combat check.
Mister Fantastic has a device that can track seismological
disturbances. It starts frantically lighting up and beeping, ◆ Fuse the pipe shut with an Ego vs. TN 14 non-
letting the team know that the tremors are moving closer combat check.
to the surface. ◆ Use the tech in the Fantasti-Car to connect to
As the rumbling gets more violent, people on the street the water and electric grid with a Logic vs. TN 17
begin to panic. The team notices sewer workers climb out of non-combat check.
a nearby manhole and run from the site. Seconds later, the
pavement erupts. A giant scaly hand and then another rise On any failure, the call that the police officer made
up from the debris and grab onto the sidewalks and park to HQ helps the power company turn off the electricity
benches nearby. The creature lifts itself up, halfway out of in the area before anyone is hurt.
the hole. A humongous, scaly green head starts to bellow. After all the civilians in immediate danger are safe, local
At this point, show the players the cover to Fantastic Four police and paramedics arrive on the scene to take over
#1 to have a better sense of what they see. damage control and help the wounded.
This is Giganto, an enormous monster. You can find his A huge hole remains in Giganto’s wake. The hole is large
profile in the back of this adventure. enough to fit a vehicle through, and the Thing would feel
The creature begins to lash out all around, hitting comfortable piloting the Fantasti-Car into the warrens
lampposts, knocking over the hot dog stand and knocking beneath Manhattan. If there are any turns in the tunnel
portions of the buildings to the ground. People on the street below, Mister Fantastic knows that he can trace the monster
scatter, most leaving the area. The police officer immediately using the seismographic device that brought them to the site.
radios headquarters and pulls his weapon.
At the sign of any such hostility, Giganto quickly burrows
back into the ground, leaving destruction in his wake. While
INTO THE SUBTERRANEAN REALM
The tunnel that Giganto left behind is pitch-black and damp.
most of the civilians have gotten clear, there are several who
The Fantasti-Car can fit comfortably into it and has headlights
remain in danger and need rescuing. Each character can
to illuminate the way. The Thing has the Piloting trait, giving
save one of the civilians listed below. If they’re successful,
him an edge on Agility checks triggered while driving. Even
give the character 1 point of Karma.
with that, he has to go slowly to navigate the twists and turns
Here are the following civilians who need help:
of the underground maze. There’s no way to go fast enough
1. A mother and her baby are trapped on a section of the to catch up with Giganto.
street sinking into the ground. They can be grabbed As the team ventures farther into the depths of the
and carried to safety with a Melee vs. TN 13 non-combat tunnels, they encounter hazards blocking their way. Each
check. On a failure, the ground collapses, and the pair member should have an opportunity to help advance their
fall in. Fortunately, it is a short drop into an abandoned
subway tunnel, leaving them shaken but unscathed.
2. Rubble from a damaged building falls toward an old
man below. The debris can be blasted or knocked away
with an Agility vs. 12 TN non-combat check. On a failure,
the debris lands on the man, but it turns out he’s made
of Styrofoam. The building hit was a prop store!
3. A propane tank on the hot dog stand has been punc-
tured and is leaking gas right next to an open flame.
The Human Torch or Invisible Woman can contain the
resulting explosion with an Elemental Sphere by mak-
ing an Ego vs. TN 13 non-combat check. Mister Fantastic,
Thing or H.E.R.B.I.E. could cover the tank with their
body, making a Resilience vs. TN 13 non-combat check.
On a failure, the explosion destroys the hot dog stand
and food truck. Neither were insured, but fortunately,
their owners already escaped, so no one is harmed.
4. In the chaos, two 6-year-old twin boys—Mike and
Ike—have been separated from their family. They’re
scared but can give a loose description of their parents.
Spotting the parents in all the destruction requires a
Vigilance vs. TN 12 non-combat check. If the heroes fail
the check, they can leave the children with the nearest
first responders who arrive at the scene.
5
Art by Aaron Kuder, Marte Gracia & Erick Arciniega
© 2025 MARVEL
Steven Roloff (Order #49736864)
FANTASTIC FOUR: FROM THE DEPTHS
pursuit, as described below. You can randomly choose the After each of the characters have helped the team get
order in which these hazards occur, or you can simply go through the challenges, they reach a massive cavern filled
around the table. with giant crystals, some emitting a phosphorescent glow.
Each character has trouble on the listed checks while That glow is enough to help them see a familiar figure
their flight continues. Keep in mind that players can spend gesturing at them with his staff: the Mole Man!
a point of Karma to cancel out the trouble.
THE MOLE MAN IN HIS LAIR
Thing The massive chamber the Fantastic Four have entered
The section of the tunnel the heroes are traveling through features a throne atop a pillar that rises from the floor. It is
begins to collapse. The Thing needs to do some risky piloting, surrounded by a large number of Moloids.
racing the Fantasti-Car along the ceiling at full throttle to As the Fantasti-Car enters, Moloids begin to drop from
make it out. This requires an Agility vs. TN 15 non-combat the ceiling in such numbers that they haul the vehicle to the
check with trouble to succeed. However, the Thing’s Piloting chamber’s floor. Once on the ground, the Moloids attack the
trait cancels this trouble out. On a failure, everyone takes heroes in large groups (use the Group of Moloid Henchmen
dM×2 points of Health Damage. profile at the back of this adventure). Each player should
face one group.
Invisible Woman For a quick way to run this battle, skip initiative and
A section of the tunnel is completely submerged underwater. let each player go in sequence, followed by the Moloid
The Invisible Woman can use an Elemental Sphere to cover group attacking them. For example, the Thing goes first,
the Fantasti-Car as they fly through the water. This requires followed by his group, the Invisible Woman goes next
an Ego vs. TN 15 non-combat check with trouble to succeed. followed by her group, etc.
On a failure, the water breaks through and rushes over the Once the initial wave of Moloids is defeated, the
Fantasti-Car. While the car’s dome protects everyone from Mole Man rides in on the dragon-like Tricephalous
the water, they suffer dM×2 points of Health Damage from and calls the remaining horde of Moloids to
being bounced around in the vehicle. halt their attack. The three-headed monster
gently puts him down atop his throne and
Mister Fantastic then stands before the Mole Man
The tunnel branches out into dozens of sub-tunnels. Mister to defend him from
Fantastic should be able to tune his scanner to follow the any attacks.
most recently created tunnel. This requires a Logic vs. TN 17
non-combat check with trouble to succeed. On a success, the
heroes stay on the right path. On a failure, the team heads
down the wrong tunnel, costing them time and energy. Each
character suffers dM×3 Focus Damage.
Human Torch
The Fantasti-Car’s scanners detect a pocket of methane
up ahead. It’s too dangerous to leave be, as it could ignite
by itself while the team is below it and collapse the entire
tunnel—or, worse, the explosion could reach the surface
and cause massive damage. Human Torch should be able to
safely detonate and contain the explosion, eliminating the
gas. This requires an Ego vs. TN 15 non-combat check with
trouble. On a failure, the explosion is too much to contain,
and each character suffers dM×4 Health Damage.
H.E.R.B.I.E.
The headlights on the Fantasti-Car are knocked out by debris.
(This might be a good challenge to follow a failure in one
of the challenges above.) While Mister Fantastic fixes the
problem, the Thing needs light. H.E.R.B.I.E. can jump onto
the hood of the Fantasti-Car and use his infrared sight to help
the Thing navigate. This requires a Vigilance vs. TN 12 non-
combat action check with trouble. On a success, H.E.R.B.I.E.
successfully guides the Thing. On a failure, the team bumps
into the walls of the tunnel, suffering dM×2 Health Damage.
While these challenges have been created to give each
member of the team a chance to use their unique abilities,
players can certainly find other ways to achieve these
goals. Particularly clever solutions could even earn a
point of Karma.
6
Art by Joshua Cassara & Dean White
© 2025 MARVEL
Steven Roloff (Order #49736864)
FANTASTIC FOUR: FROM THE DEPTHS
tov
Art by Steven Cummings & Jesus Abur
© 2025 MARVEL
Steven Roloff (Order #49736864)
FANTASTIC FOUR: FROM THE DEPTHS
The Mole Man has the advantage here. He is in his lair FINDING THE MONSTER
and has the following tools at his disposal: If the Mole Man agrees to join the heroes, he leads them
▶ Army of Moloids: There is one group of Moloids through a system of tunnels to Monster Island. If he has not
for each character. Any of them, when possible, use joined them, the party takes longer to navigate the tunnels.
Interpose as a reaction if Mole Man is attacked. The heroes finally emerge in a sunny clearing surrounded
by palm trees and junglelike vegetation. They are on Monster
▶ The Mole Man: He uses his Battle Plan power to give
Island, one of several islands scattered about the Pacific that
an edge to the groups of Moloids.
are home to the Mole Man’s monsters.
▶ Tricephalous: The Mole Man commands Tricephalous Giganto stands at the center of the open field. He seems
to attack. When possible, it uses Interpose as a reaction extremely agitated, screeching, thrashing about and clawing
if Mole Man is attacked. at his neck. If the Mole Man is with the group, it pains him
▶ Deviant Technology: The Mole Man can use his staff to see one of his monsters in such agony. Upon spotting the
to activate the defenses in his hideout. When he does, team, Giganto unleashes a terrifying howl and attacks.
the heroes are assaulted by a blinding light. They can Have the characters and Giganto roll for initiative. The
make a Vigilance vs. TN 17 action check to avoid being Mole Man refuses to participate in the fight, opting to instead
blinded for 1d6 rounds. secure the area and keep any other monsters from interfering.
Giganto is being manipulated by a device lodged under
If the heroes defeat the Moloids and Tricephalous, the the scales in his neck. After Giganto falls below 120 Health,
Mole Man surrenders. Similarly, if the Mole Man is knocked scales fall from his neck, exposing the device. If the Mole
unconscious, his allies surrender. When questioned, the Man is with the group, he senses the device much earlier
Mole Man tells the heroes where Giganto is located: Monster and can guide the heroes to target it once Giganto is at 150
Island. After that, he begs the heroes to leave him and his Health or lower.
monsters alone, though the heroes might be able to persuade The device has 300 Health. Hitting it requires an attack
him to join the team. against a TN of 14. Attacks on the device do no harm to
If the Mole Man and his army defeat the heroes, he has his Giganto, and attacks on Giganto do no harm to the device. The
Moloids carry their unconscious bodies back to the surface device does not have Giganto’s damage reduction. Destroying
and dump them on the street. If the defeated team returns the device is the key to freeing Giganto and potentially
to the Baxter Building, they will eventually be able to trace learning about who is behind all of this.
the monster’s movements to Monster Island.
© 2025 MARVEL
Steven Roloff (Order #49736864)
FANTASTIC FOUR: FROM THE DEPTHS
▶ If the Mole Man is with the group and the device ADVENTURE SOLVED (?)
is destroyed, Giganto immediately calms down and If you’re only looking to do a one-shot adventure with the
approaches the group peacefully. The Mole Man offers Fantastic Four, you can tie up the story here and move on to
the heroes his thanks. The device is intact enough to other adventures. However, there are many ways to continue
learn about its origin and purpose. The Mole Man is the story if you’d like to weave this Fantastic Four one-shot
interested in the source of the device and waits to see into an ongoing series.
what Mister Fantastic can find out. Mister Fantastic is likely to want to investigate this
▶ If the Mole Man is not with the group and the strange device that was attached to the monster. The Mole
device is destroyed, Giganto no longer attacks. He Man is also invested in learning about it. Here are some
is, however, afraid of the group and growls at them adventure seeds to keep the story going:
if they approach. If the team attacks Giganto again,
Mole Man appears from a tunnel, scowls at the team ▶ The device was a first move in a subterranean war.
Other underground despots are looking to attack the
and attempts to flee with Giganto. The device is intact
Mole Man’s territories. Suspects include Tyrannus, Kala
enough to learn about its origin and purpose.
and the Netherworlders or even rogue Moloids. Can the
▶ If the Mole Man is with the group and they knock heroes stop this war? And, if not, can they protect the
Giganto out after learning about the device, the surface world from its impact?
Mole Man is furious that they did unnecessary harm to
the monster. Angry, he destroys the device before the ▶ The alien monster hunter Lady Hellbender attached
the device to Giganto to stir up Subterranea. She knows
heroes can examine it. He then revives Giganto and
there are more monsters under there, and she wants to
escapes back into Subterranea, swearing he will have
add them to her sanctuary on Seknarf Nine.
his vengeance.
▶ If the Mole Man is not with the group and they ▶ The villainous corporation Roxxon has discovered
key resources in Subterranea and is looking to exploit
knock Giganto out, the device can be deactivated and
them. A small team attached the device to Giganto to
removed with a Logic vs. TN 19 non-combat check. This
drive the Mole Man to attack the surface world, giving
can be attempted once before it self-destructs leaving
Roxxon a reason to invade.
no evidence of its origin or purpose.
▶ If Giganto defeats the group, the Mole Man appears ▶ The rogue scientists of A.I.M. are experimenting with
ways to control monsters, and this is one of their
and recklessly jumps on Giganto’s back. After
earliest attempts. What does A.I.M. want with the
struggling for a while and getting battered, the Mole
monsters, and what can the heroes do to stop them?
Man manages to remove the device. He proclaims to
the heroes that they now owe him for saving their ▶ The device shows signs of being S.H.I.E.L.D. tech. Why
lives, and he then leaves with Giganto and the device. would S.H.I.E.L.D. be trying to control monsters? Or
has someone infiltrated the spy organization? Or has
someone outside the organization found a stash of
S.H.I.E.L.D. devices?
9
Art by Paolo Rivera, Joe Rivera & Javier RodrÍguez
© 2025 MARVEL
Steven Roloff (Order #49736864)
CHARACTERS
DAMAGE History
FOCUS As an ambitious young test pilot, Johnny Storm
REDUCTION
120 —
was invited aboard an experimental space
mission led by his older sister Sue’s boyfriend,
Reed Richards. Shortly after takeoff, Storm
and the crew were bombarded by cosmic
rays, granting them each fantastical abilities.
INITIATIVE Together, they formed the Fantastic Four and
SPEED
MODIFIER vowed to use their new powers for the good of
Run: 5
Climb: 3
Swim: 3
+4 all humanity.
As the Human Torch, Storm has control
ABILITIES Jump: 3
Flight: 20
over the forces of heat and flame. He can
spontaneously burst into flames, shoot fire
ABILITY DEFENSE NON-COMBAT from his hands, fly and even assume an ultra-
SCORE SCORE CHECKS hot nova form in times of great need.
TRAITS & TAGS
2 12 +2 Traits Tags
Personality
While good at heart, Johnny Storm has always
MELEE ◆ Beguiling ◆ Alternate Form been a natural hothead. It doesn’t help that as
◆ Connections: (Flame form) the youngest member of the Fantastic Four, he
4 14 +5 Super Heroes
◆ Famous
◆ Black Market
Access
has a hard time being taken seriously by his
fellow adventurers. Part of that might arise
AGILITY from the fact that he delights in teasing and
◆ Fearless ◆ Enemy: Doctor
playing pranks on his older and grumpier
3
Doom
◆ Piloting
13 +3
teammate, the Thing.
◆ Headquarters:
◆ Weird 4 Yancy Street
RESILIENCE
◆ Heroic
4 14 +4
◆ Immunity: Fire
◆ Lab Access
VIGILANCE
◆ Public Identity
4 14 +6 POWERS
EGO
Basic Elemental Control
3 13 +3
◆
◆
Accuracy 1
Combat Trickery
(Fire)
◆ Elemental Barrage
LOGIC ◆ Elemental Barrier
◆ Discipline 2
◆ Energy Absorbtion* ◆ Elemental Blast
DAMAGE ◆ Flight 2 ◆ Elemental Burst
◆ Elemental Form
4 2
MELEE
◆ Elemental Prison
*Note: Only work with fire. ◆ Elemental Protection 3
(30 points to shatter)
AGILITY
5 4
◆ Elemental Push
◆ Elemental Reinforcement
◆ Elemental Sphere
◆ Supernova
6 4
EGO
4 3
LOGIC
10
© 2025 MARVEL
Steven Roloff (Order #49736864)
HUMAN TORCH (JOHNNY STORM)
POWERS
Combat Trickery Elemental Blast (Fire) within the prison’s perimeter. On a
Action: Reaction Action: Standard Fantastic success, such imprisoned
Trigger: The character makes an attack. Duration: Instant people suffer full damage and the
Duration: Instant Range: 10 spaces element’s special effect too. Attacks
Cost: 5 Focus Cost: 5 or more Focus against the prison are against the
Effect: Once per battle, when the Effect: The character makes a ranged character’s Ego defense. Any attacks
character is attacking targets of attack with an edge at an enemy in line against the prison are absorbed
equal or higher rank, the character of sight. For this attack, add +1 to the as if made against the character’s
automatically rolls a 1 on their Marvel character’s Agility damage bonus for Elemental Protection power, and the
die, and that die cannot be affected by every 2 points of Focus they spend. On prison continues. If an attack does
trouble. If the character is attacking a success, an affected target takes that more damage than the character’s
multiple targets, all the targets must be total damage. On a Fantastic success, an Elemental Protection power can sustain,
of equal or higher rank. affected target takes double that total it destroys the prison, but no one inside
damage and suffers the elemental type’s is harmed.
Elemental Barrage (Fire) special effect.
Action: Standard Elemental Protection 3
Duration: Instant Elemental Burst (Fire) (Fire)
Cost: 15 Focus Action: Standard Action: Standard or reaction
Effect: The character designates a space Duration: Instant Trigger: The character is attacked or
within their line of sight. The attack can Range: 10 spaces otherwise in danger.
affect every enemy within 10 spaces Effect: The character makes a ranged Duration: Concentration
of that. The character makes a single attack against an enemy in line of Cost: 15 Focus
Ego check and compares it to each sight. If the attack is a success, it inflicts Effect: The character protects
target’s Resilience defense. Affected regular damage. On a Fantastic success, themselves with their element. Any
enemies take half regular damage. On a the enemy takes double damage instead attacks against them that do 30
Fantastic success, they take full regular and the elemental type’s special effect. points of damage or less are instantly
damage and the elemental type’s absorbed, and the protection continues.
special effect. Elemental Form (Fire) If an attack does more than 30 points
Duration: Permanent of damage, it destroys the protection.
Elemental Barrier (Fire) Effect: The character’s body is made Either way, the character remains
Action: Standard entirely of their element, which gives unharmed.
Duration: Concentration them a steady supply of their element
Cost: 5 Focus to use and makes them essentially Elemental Push (Fire)
Effect: The character forms a wall of unkillable. When they lose all their Action: Standard
their element within their line of sight Health, their form loses its cohesion Duration: Instant
and up to 10 spaces away per rank. This and falls apart. When they have at Cost: 10 Focus
covers up to 2 spaces across (vertically/ least 1 Health—which they can gain Effect: The character makes an Ego
horizontally) per their rank. The back over time, normally—they can attack against the target’s Agility
character makes an Agility check and re-form. If the character wishes to use defense. If the attack succeeds, the
compares the results against the Agility their elemental body in unusual ways, character can move the target in
defense of any target in the affected they should pick Plasticity powers. If any direction, up to 1 space times the
spaces. On a success, the character they wish to be able to be fully human character’s rank. On a Fantastic success,
chooses which side of the barrier the at times, they should take the Shape- the target also takes regular damage, is
target winds up on. On a failure, the Shift power. knocked prone and suffers the element’s
target chooses. On a Fantastic success, special effect.
the target suffers the element’s special Elemental Prison (Fire)
effect too. Attacks against the barrier Action: Standard Elemental
are against the character’s Ego defense. Duration: Concentration Reinforcement (Fire)
Any attacks against it that do 10 Cost: Same as the character’s Elemental Action: Reaction
points of damage or less are instantly Protection power Trigger: Damage gets through an
absorbed, and the barrier continues. If Effect: The character picks a point elemental power
an attack does more than 10 points of within their line of sight and traps any Duration: Instant
damage, it destroys the barrier. Either chosen targets within up to 5 spaces Cost: Varies
way, the attack leaves those behind the times their rank—in a prison comprised Effect: The character can transfer any
barrier unharmed. of their element. When the Elemental Health damage that gets through an
Prison is formed, the character makes elemental power that grants damage
an Ego check and compares the results protection to their Focus instead,
against the Agility defense of targets leaving the protection intact.
inside the enclosed spaces. On each
success, the character traps the target
11
© 2025 MARVEL
Steven Roloff (Order #49736864)
HUMAN TORCH (JOHNNY STORM)
POWERS
Elemental Sphere (Fire) Energy Absorption Supernova
Action: Standard or reaction Action: Reaction Action: Standard
Duration: Concentration Trigger: The character takes Duration: Instant
Cost: Same as the character’s Elemental Health damage. Cost: 15 or more Focus
Protection power Duration: Instant Effect: The character makes an Ego
Effect: The character envelops Cost: 15 Focus check and compares that against the
themselves—and any chosen people Effect: The character can take any Resilience defense of every enemy
within up to 5 spaces times their Health damage done to them (after within 10 spaces. For these attacks, add
rank—in a protective sphere comprised applying any damage reduction), ignore +1 to the character’s Ego damage bonus
of their element. When the sphere is it and add that number to their Focus for every 2 points of Focus they spend.
formed, the character makes an Ego instead. In this way, they can increase On a success, an affected target takes
check and compares the results against their Focus up to double their regular half that total damage. On a Fantastic
the Agility defense of unwanted maximum Focus. Once the combat success, an affected target takes full
characters in the enclosed spaces. On is over, any extra Focus over the damage and suffers the elemental type’s
a success, the character can move any character’s regular maximum Focus special effect.
unwanted people within the sphere’s score fades away. This power cannot
perimeter to spaces outside of the be used again until any Focus the
sphere. On a Fantastic success, such character gained in this way is spent.
moved people suffer full damage and
the element’s special effect. Attacks
against the sphere are against the
character’s Ego defense. Any attacks
against the sphere are absorbed
as if made against the character’s
Elemental Protection power, and the
sphere continues. If an attack does
more damage than the character’s
Elemental Protection power can sustain,
it destroys the sphere, but no one inside
is harmed.
12
© 2025 MARVEL
Steven Roloff (Order #49736864)
CHARACTERS
2
4 Yancy Street
◆ Situational
RESILIENCE
12 +2 Awareness
◆ Sneaky
◆ Heroic
◆ Lab Access
◆ Weird ◆ Public Identity
4 14 +4
VIGILANCE POWERS
6 16 +9
Basic
◆ Accuracy 1
Elemental Control
(Force)
Illusion
◆ Extend Invisibility
EGO ◆ Discipline 3 ◆ Elemental Barrier ◆ Group Invisibility
◆ Elemental Blast ◆ Illumination
4 14 +4 ◆
◆
Elemental Burst
Elemental Grab
◆ Invisibility
LOGIC
◆ Elemental Protection 3
(30 points to shatter)
DAMAGE ◆ Elemental Push
◆ Elemental Reinforcement
4 2
MELEE
◆ Elemental Sphere
AGILITY
5 2
7 6
EGO
4 4
LOGIC
13
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Steven Roloff (Order #49736864)
INVISIBLE WOMAN
POWERS
Elemental Barrier (Force) Elemental Protection 3 character’s Elemental Protection power can
Action: Standard (Force) sustain, it destroys the sphere, but no one
inside is harmed.
Duration: Concentration Action: Standard or reaction
Cost: 5 Focus Trigger: The character is attacked or
Effect: The character forms a wall of their otherwise in danger. Extend Invisibility
element within their line of sight and up to Duration: Concentration Action: Standard
10 spaces away per rank. This covers up to 2 Cost: 15 Focus Duration: Concentration
spaces across (vertically/horizontally) per Effect: The character protects themselves Cost: 10 Focus
their rank. The character makes an Agility with their element. Any attacks against Effect: The character makes something—a
check and compares the results against the them that do 30 points of damage or less single person or object—within reach
Agility defense of any target in the affected are instantly absorbed, and the protection invisible. This can be one size bigger than
spaces. On a success, the character chooses continues. If an attack does more than 30 them for every rank they have.
which side of the barrier the target winds points of damage, it destroys the protection.
up on. On a failure, the target chooses. On Either way, the character remains Group Invisibility
a Fantastic success, the target suffers the unharmed. Action: Standard
element’s special effect too. Attacks against Duration: Concentration
the barrier are against the character’s Ego Elemental Push (Force) Cost: 15 Focus
defense. Any attacks against it that do Action: Standard Effect: For every point of Ego defense the
10 points of damage or less are instantly Duration: Instant character has, they can make one person or
absorbed, and the barrier continues. If an Cost: 10 Focus thing invisible, including themselves. Each
attack does more than 10 points of damage, it Effect: The character makes an Ego attack of these can be one size bigger than them for
destroys the barrier. Either way, the attack against the target’s Agility defense. If the every rank they have.
leaves those behind the barrier unharmed. attack succeeds, the character can move the
target in any direction, up to 1 space times Illumination
Elemental Blast (Force) the character’s rank. On a Fantastic success, Action: Standard
Action: Standard the target also takes regular damage, is Duration: Concentration
Duration: Instant knocked prone and suffers the element’s Effect: The character illuminates one
Range: 10 spaces special effect. object or point in line of sight, within 50
Cost: 5 or more Focus spaces, with bright light. The character can
Effect: The character makes a ranged attack Elemental Reinforcement maintain concentration on the effect even if
with an edge at an enemy in line of sight. For they move out of range or line of sight.
this attack, add +1 to the character’s Agility
(Force)
Action: Reaction
damage bonus for every 2 points of Focus
Trigger: Damage gets through an
Invisbility
they spend. On a success, an affected target Action: Standard
elemental power
takes that total damage. On a Fantastic Duration: Concentration
Duration: Instant
success, an affected target takes double that Cost: 5 Focus
Cost: Varies
total damage and suffers the elemental Effect: The character becomes invisible.
Effect: The character can transfer any
type’s special effect. They have an edge on Agility checks to
Health damage that gets through an
sneak past people, and enemies have trouble
elemental power that grants damage
Elemental Burst (Force) protection to their Focus instead, leaving the
on Vigilance checks to perceive them. It’s
Action: Standard even harder to spot things that are invisible
protection intact.
Duration: Instant but aren’t moving. Characters must be
Range: 10 spaces actively trying to do so to be able to make a
Effect: The character makes a ranged attack
Elemental Sphere (Force) Vigilance check.
Action: Standard or reaction
against an enemy in line of sight. If the
Duration: Concentration
attack is a success, it inflicts regular damage.
Cost: Same as the character’s Elemental
On a Fantastic success, the enemy takes
Protection power
double damage instead and the elemental
Effect: The character envelops themselves—
type’s special effect.
and any chosen people within up to 5 spaces
times their rank—in a protective sphere
Elemental Grab (Force) comprised of their element. When the sphere
Action: Standard is formed, the character makes an Ego check
Duration: Concentration and compares the results against the Agility
Range: Varies defense of unwanted characters in the
Cost: 5 Focus enclosed spaces. On a success, the character
Effect: The character makes an Ego attack can move any unwanted people within the
against a target’s Melee defense within 5 sphere’s perimeter to spaces outside of the
spaces times the character’s rank. If the sphere. On a Fantastic success, such moved
attack is a success, the character grabs the people suff er full damage and the element’s
target with their element. On a Fantastic special effect. Attacks against the sphere
success, the target can also be pinned and are against the character’s Ego defense. Any
suffers the element’s special effect. Breaking attacks against the sphere are absorbed as
free requires a successful Melee check if made against the character’s Elemental
against target number 20. Protection power, and the sphere continues.
If an attack does more damage than the
14
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Steven Roloff (Order #49736864)
CHARACTERS
2 12 +2
Basic
◆ Brilliance 4
Plasticity
◆ Body Sheet
EGO ◆ Combat Trickery ◆ Body Sphere
◆ Bounce Back
7 17 +11 ◆
◆
Coiling Crush
Extended Reach 2
LOGIC
◆ Flexible Bones 2
DAMAGE ◆ Flexible Fingers
◆ Reverse Punch
4 3
MELEE
◆ Rubberneck
◆ Slip Free
◆ Stilt Steps
AGILITY
4 4
4 2
EGO
8 7
LOGIC
15
© 2025 MARVEL
Steven Roloff (Order #49736864)
MISTER FANTASTIC
POWERS
Body Sheet damage instead. During the paralyzed Slip Free
Action: Standard or reaction enemy’s turn, they can make a Melee Action: Reaction
Trigger: The character falls or is the check against the character’s Melee Trigger: The character is grabbed
target of an attack. defense to break free. or pinned.
Duration: Concentration Duration: Instant
Cost: 15 Focus Combat Trickery Effect: The character is not grabbed
Effect: The character gains Health Action: Reaction or pinned.
Damage Reduction 3, but they cannot Trigger: The character makes an attack.
make attacks. They gain a Glide Speed Duration: Instant Stilt Steps
equal to double their Run Speed. Cost: 5 Focus Action: Movement
Effect: Once per battle, when the Duration: Instant
Body Sphere character is attacking targets of Effect: The character’s Run Speed
Action: Standard or reaction equal or higher rank, the character doubles, as does their Climb Speed.
Trigger: The character or an ally is the automatically rolls a 1 on their Marvel
target of an attack. die, and that die cannot be affected by
Duration: Concentration trouble. If the character is attacking
Cost: 15 Focus multiple targets, all the targets must be
Effect: The character forms their body of equal or higher rank.
into a sphere, protecting up to one ally
per rank, squeezed into the same space. Extended Reach 2
Those inside the sphere gain Health Duration: Permanent
Damage Reduction 3 against outside Effect: The character’s reach is 10
attacks, but they cannot move on their times normal.
own until the character releases them.
Alternatively, if the attacker is within Flexible Bones 2
the character’s reach, the character Duration: Permanent
can make an Agility check against the Effect: The character gains Health
target’s Agility defense. On a success, Damage Reduction 2. They also have
the character envelops the attacker, a double edge on Agility checks for
grabbing them. On a Fantastic success, contortion and escape.
the character closes the sphere enough
to pin the attacker too. Flexible Fingers
Duration: Permanent
Bounce Back Effect: With a standard action, the
Action: Reaction character can automatically pick any
Trigger: The character takes damage lock that requires a physical key. They
from a fall or is knocked prone. can also shape their hands to form
Duration: Instant almost any other kind of simple tool.
Cost: 5 Focus
Effect: The fall doesn’t damage the Reverse Punch
character. If they are prone, they stand Action: Standard
up. If they’d like, they can also jump a Duration: Instant
number of spaces, up to their Run Speed. Cost: 5 Focus
Effect: The character makes a close
Coiling Crush attack with an edge on an enemy. If
Action: Reaction the attack is a success, the enemy takes
Trigger: The character grabs an enemy. regular damage. On a Fantastic success,
Duration: Concentration the enemy takes double damage and is
Cost: 10 Focus stunned for one round.
Effect: The character makes a Melee
attack. On a success, the enemy is Rubberneck
paralyzed. On a Fantastic success, the Duration: Permanent
enemy also takes regular damage. Effect: The character can move their
During the character’s subsequent head away from their body, up to their
turns, they can spend their movement reach, to establish a line of sight to
action to make a Melee check against a target.
the enemy’s Resilience. If this succeeds,
they inflict regular Health damage.
On a Fantastic success, they do double
16
© 2025 MARVEL
Steven Roloff (Order #49736864)
CHARACTERS
THING BIOGRAPHY
KARMA Real Name: Benjamin Jacob “Ben” Grimm
RANK
5
5
Height: 6' Weight: 500 lbs.
Eyes: Blue Hair: None
Gender: Male Size: Big
Distinguishing Features: Four digits on each
DAMAGE limb, rocky skin
HEALTH
REDUCTION
240
Occupation: Adventurer
DAMAGE History
FOCUS As an experienced test pilot, Ben Grimm
REDUCTION
120 —
jumped at the opportunity to join his
old college buddy Reed Richards on an
experimental space mission. Just after takeoff,
the ship was bombarded by cosmic rays,
forcing them to make an emergency landing.
INITIATIVE Back on Earth, the crew realized they each
SPEED
MODIFIER had been uniquely transformed. Ben’s skin
Run: 6
Climb: 3 +4 had turned rocky and hard, giving him a
monstrous appearance. Although horrified by
his new visage, Ben joined the rest of the crew
Swim: 3
ABILITIES Jump: 30
to form the Fantastic Four.
ABILITY DEFENSE NON-COMBAT Ben has since married the blind sculptor Alicia
SCORE SCORE CHECKS Grimm (née Masters) and adopted two kids: a
TRAITS & TAGS
8
Kree boy named Jo-Venn and a Skrull daughter
MELEE
17 +11 Traits Tags
named N’Kalla.
POWERS
4 14 +4
EGO Basic Super-Strength
◆ Brawling ◆ Banging Heads
1 14 +1
◆
◆
Combat Trickery
Mighty 3
◆
◆
Clobber
Crushing Grip
LOGIC
◆ Sturdy 4 ◆ Ground-Shaking Stomp
◆ Wisdom ◆ Immovable
DAMAGE ◆ Jump 3
◆ Quick Toss
8 8
MELEE
◆ Smash
◆ Unrelenting Smash
AGILITY
5 3
5 4
EGO
5 1
LOGIC
17
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Steven Roloff (Order #49736864)
THING
POWERS
Banging Heads Ground-Shaking Stomp Smash
Action: Standard Action: Standard Action: Standard
Duration: Instant Duration: Instant Duration: Instant
Effect: The character makes one Cost: 10 Focus Cost: 5 or more Focus
Melee check against the Melee defense Effect: The character makes a Melee Effect: The character makes a close
scores of two enemies within reach. If check and compares that against the attack with an edge. For this attack,
the attack fails against either foe, it Agility defense of every target within add +1 to the character’s Melee damage
fails entirely. If the attack is a success the character’s reach plus their rank in bonus for every 2 points of Focus they
against both foes, each enemy takes full spaces. Any targets the attack succeeds spend. On a success, an affected target
damage. On a Fantastic success, each against take half regular damage. On a takes that total damage. On a Fantastic
enemy is also knocked prone. Fantastic success, the targets take full success, an affected target takes double
damage and are knocked prone. that total damage and is stunned for
Clobber one round.
Action: Standard Immovable
Duration: Instant Action: Reaction Unrelenting Smash
Effect: The character makes a close Trigger: The character is knocked back Action: Standard
attack against an enemy. If the attack or knocked prone. Duration: Instant
is a success, the enemy takes regular Duration: Instant Cost: 15 Focus
damage. On a Fantastic success, the Effect: For every point of Melee defense Effect: The character makes a Melee
enemy takes double damage and is the character has, they can reduce check and compares it against the Melee
knocked prone. knockback by 1 space. defense of every enemy within their
reach. Any enemy the attack succeeds
Combat Trickery Quick Toss against takes half regular damage. On
Action: Reaction Action: Reaction a Fantastic success, those enemies take
Trigger: The character makes an attack. Trigger: A person the character can full regular damage and are knocked
Duration: Instant pick up is grabbed. prone instead. The character may then
Cost: 5 Focus Duration: Instant pay 15 more Focus to do the same thing
Effect: Once per battle, when the Cost: 10 Focus again—before which they can move up
character is attacking targets of Effect: The character throws the to half their speed with anything left
equal or higher rank, the character grabbed person at another target. The from their normal movement action.
automatically rolls a 1 on their Marvel range is determined by the level of They can keep doing this until they run
die, and that die cannot be affected by the character’s Mighty power and the out of speed or Focus. Each target can be
trouble. If the character is attacking grabbed person’s size. The character affected by this attack by this character
multiple targets, all the targets must be makes a ranged attack against the only once per round.
of equal or higher rank. target. A failure inflicts regular damage
on the thrown person, who falls prone
Crushing Grip within 1 space of the target. If the attack
Action: Reaction is a success, the target takes regular
Trigger: The target is grabbed. damage too. On a Fantastic success, the
Duration: Instant target is knocked prone as well.
Cost: 5 Focus
Effect: The character makes a Melee
attack against the grabbed target’s
Resilience defense. If it’s a success,
the target takes regular damage. On
a Fantastic success, the target takes
double damage instead and is pinned.
18
© 2025 MARVEL
Steven Roloff (Order #49736864)
CHARACTERS
1 11 +1
◆ Inventor
◆ Presence
◆ Public Identity
Personality
For the most part, H.E.R.B.I.E. units are
RESILIENCE ◆ Scientific
Expertise thoughtful and chipper. Built with a heroic
1 11 +1 ◆ Small
◆ Tech Reliance
spirit, they are quick to offer a hand in
assistance to any who need one.
VIGILANCE Some H.E.R.B.I.E.s, particularly those
assigned to menial and boring tasks, harbor
0 10 +0
some resentment for their creator, but
they rarely let it show. Only a select few
EGO H.E.R.B.I.E. units have ever chosen to leave the
Fantastic Four behind.
3 13 +3 POWERS
LOGIC
Basic Ranged Weapons
DAMAGE ◆ Accuracy 1 ◆ Double Tap
◆ Flight 1 ◆ Return Fire
2 0
MELEE
3 3 ◆ Sturdy 1
2 0 Note: Not all H.E.R.B.I.E. units are equipped with weapons. Such non-security units can
EGO
fly but are otherwise no more powerful than an average civilian (see that profile in the
Core Rulebook).
2 3
LOGIC
19
© 2025 MARVEL
Steven Roloff (Order #49736864)
H.E.R.B.I.E. (SECURITY UNIT)
POWERS
Double Tap Return Fire Sniping
Action: Standard Action: Reaction Action: Both standard and movement
Duration: Instant Trigger: An enemy declares an attack (character cannot move this turn)
Effect: The character makes a ranged against the character. Duration: Instant
attack against an enemy within 2 Duration: Instant Cost: 5 Focus
spaces. If the attack is a success, the Cost: 5 Focus Effect: The character makes a ranged
enemy takes regular damage. On a Effect: The character makes an Agility attack against an enemy at least 20
Fantastic success, the enemy takes attack against a target’s Vigilance spaces away. If the attack is a success,
double damage and is bleeding. defense. If the attack is a success, apply the enemy takes regular damage. On a
Health Damage Reduction normally. Fantastic success, the enemy takes triple
Iconic Item Any damage taken is then applied to the damage instead.
Duration: Permanent target’s Focus instead. If it’s a Fantastic
Effect: Opti-Blaster (works like a success, the damage is doubled and, if Suppressive Fire
regular pistol [range of 10 spaces, +1 the target takes any Focus damage, they Action: Standard
Damage multiplier bonus] but blinds are stunned for 1 round. Duration: Instant
the target on a Fantastic success.) Effect: The character makes an Agility
Snap Shooting attack against a target’s Vigilance
Action: Standard defense. If the attack is a success, apply
Duration: Instant Health Damage Reduction normally.
Effect: The character splits their attack Any damage taken is then applied to the
to make two ranged attacks against target’s Focus instead. If it’s a Fantastic
separate targets (or they can focus a success, the damage is doubled, and if
single attack on a single target). Make the target takes any Focus damage, they
a single Agility check and compare it are stunned for one round.
to the targets’ Agility defenses. On a
success, an affected target takes half
regular damage. On a Fantastic success,
an affected target takes full damage
and is bleeding.
20
© 2025 MARVEL
Steven Roloff (Order #49736864)
CHARACTERS
MELEE
12 +2 Traits
◆ Inventor
Tags
◆ Backup
attempts. Over the years, other Subterranean
leaders like Tyrannus have threatened Elder’s
dominance. The Mole Man now stands in an
◆ Loner ◆ Headquarters: uneasy truce with the surface world he resents,
0 10 +0 ◆ Out of Shape Subterranea
◆ Lab Access
but he is all too willing to attack any who
endanger his world.
AGILITY ◆ Scientific
Expertise ◆ Vision Issues Personality
2 12 +2
◆ Weird Harvey Elder is deeply insecure about his
looks and his stature and tries to make up for
RESILIENCE it with the power he now possesses. While this
makes him angry and even unhinged most
5 15 +5
of the time, he can be kind and even helpful
to those who others would deem monstrous—
VIGILANCE including the many giant beasts he lives with
underground.
-3 7 -3 POWERS
EGO
Basic Martial arts Tactics
4 14 +4 ◆ Heightened Senses 2
◆ Iconic Item: Staff (Mole
◆ Fast Strikes ◆ Battle Plan
◆ Keep Moving
LOGIC
Man’s staff acts as a remote
Melee Weapons
control for the many (Blunt)
DAMAGE Deviant technologies ◆ Vicious Attack
available to him in his
2 2
Subterranean lair, as
MELEE
2 0
2 -3
EGO
2 4
LOGIC
21
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Steven Roloff (Order #49736864)
MOLE MAN
POWERS
Battle Plan Heightened Senses 2 Inspiration
Action: Standard Duration: Permanent Action: Standard
Duration: 1 round Effect: The character can sense things Duration: 1 round
Cost: 10 Focus roughly four times as far away as Effect: The character inspires an ally
Effect: The character inspires one or normal. Their senses are so sharp in earshot. The ally gains an edge on
more allies of their choice in earshot, up that they can use some of them to all action checks until the start of the
to the character’s Vigilance. Inspired compensate for the loss of others (say, character’s next turn.
allies gain an edge on all action checks if blinded or deafened). They can even
until the start of the character’s listen to the heartbeat of a person Keep Moving
next turn. in the same room to see if they are Action: Reaction
lying—although this is as reliable as a Trigger: An ally in line of sight and
Fast Strikes traditional lie detector: far from 100% earshot is demoralized or stunned.
Action: Standard and not admissible in court. They also Duration: Instant
Duration: Instant have a double edge on Vigilance checks Effect: The demoralized or stunned
Effect: The character splits their attack to perceive things, and enemies have condition ends.
to make two close attacks against double trouble on checks they make to
separate targets within reach (or they sneak past the character. Vicious Attack
can focus a single attack on a single Action: Standard
target). Make a single Melee check Iconic Item Duration: Instant
and compare it to the targets’ Melee Duration: Permanent Effect: The character makes a close
defenses. On a success, the affected Effect: Staff (Mole Man’s staff acts as a attack. If the attack is a success, the
target takes half regular damage. On remote control for the many Deviant enemy takes regular damage. On a
a Fantastic success, the affected target technologies available to him in his Fantastic success, the enemy takes
takes full damage. Subterranean lair, as long as they have double damage and suffers the weapon’s
been prepared ahead of time.) special effect.
22
© 2025 MARVEL
Steven Roloff (Order #49736864)
CHARACTERS
GIGANTO BIOGRAPHY
KARMA Real Name: Giganto
RANK
—
5
Height: 45' Weight: 40 tons
Eyes: White Hair: None
Gender: Male Size: Gigantic
Distinguishing Features: Giant, scaly bipedal
DAMAGE monster
HEALTH
REDUCTION
210
Occupation: Outsider
Art by Chris Weston, Gary Erskine & Chris Chuckry
-3 Origin: Monstrous
Teams: None
Base: Subterranea
DAMAGE History
FOCUS Members of the Deviant race created huge
REDUCTION
210 —
mutates to aid them in their battles against the
Eternals. When their plot was discovered, the
mutates were abandoned on Monster Island
and the tunnels below. They were later found
and now serve the Mole Man. Giganto, one
INITIATIVE of the largest of these mutates, became Mole
SPEED
MODIFIER Man’s greatest defender and weapon.
Run: 120
Climb: 60 +6 A large, powerful, semi-reptilian creature
that can burrow through the earth with ease,
Swim: 60
ABILITIES Jump: 60
Giganto was used by Mole Man in one of his
first attacks on the surface world, undermining
ABILITY DEFENSE NON-COMBAT power plants and even cities. He and the Mole
SCORE SCORE CHECKS Man were defeated by the Fantastic Four in
TRAITS & TAGS
6
their first adventure.
MELEE
13 +10 Traits
◆ Battle Ready
Tags
◆ Extreme
Personality
Giganto is basically a wild animal that
◆ Clueless Appearance has a certain amount of affection for and
6 13 +6 ◆ Combat Reflexes ◆ Headquarters:
Subterranea
subservience to the Mole Man. He has a similar
looking female mate, and the two were present
AGILITY ◆ Connections: during a scheme to control the Inorganic
Outsiders ◆ Mute
Technotroid, though the artificial being was
7 17 +7
◆ Enduring
Constitution
◆ Mysterious “born” within the hands of Giganto’s mate,
thus imprinting her as its “mother.”
RESILIENCE ◆ Fresh Eyes
◆ Monster
6 16 +6 ◆
◆
Stranger
Unusual Size:
VIGILANCE
Gigantic
0 10 +0 POWERS
EGO
Basic Melee Weapons Super-Strength
0 10 +0 ◆ Heightened Senses 1
◆ Mighty 4
(Blunt)
◆ Exploit
◆
◆
Clobber
Crushing Grip
LOGIC
◆ Sturdy 3 ◆ Fast Attacks ◆ Ground-Shaking Stomp
◆ Focused Fury ◆ Immovable
DAMAGE ◆ Furious Attacks ◆ Quick Toss
◆ Hit & Run Smash
9 6
◆
MELEE
5 6
5 0
EGO
5 0
LOGIC
23
© 2025 MARVEL
Steven Roloff (Order #49736864)
GIGANTO
POWERS
Clobber single attack on a single target). Make a Smash
Action: Standard single Melee check and compare it to the Action: Standard
Duration: Instant targets’ Melee defenses. For these attacks, Duration: Instant
Effect: The character makes a close attack add +1 to the character’s Melee damage Cost: 5 or more Focus
against an enemy. If the attack is a success, bonus for every 2 points of Focus they spend. Effect: The character makes a close attack with
the enemy takes regular damage. On a On a success, an affected target takes half an edge. For this attack, add +1 to the charac-
Fantastic success, the enemy takes double that total damage. On a Fantastic success, an ter’s Melee damage bonus for every 2 points
damage and is knocked prone. affected target takes full damage and suffers of Focus they spend. On a success, an affected
the weapon’s special effect. target takes that total damage. On a Fantastic
Crushing Grip success, an affected target takes double that
Action: Reaction Ground-Shaking Stomp total damage and is stunned for one round.
Trigger: The target is grabbed. Action: Standard
Duration: Instant
Duration: Instant
Cost: 10 Focus
Unrelenting Smash
Cost: 5 Focus Action: Standard
Effect: The character makes a Melee attack Effect: The character makes a Melee check
Duration: Instant
against the grabbed target’s Resilience and compares that against the Agility
Cost: 15 Focus
defense. If it’s a success, the target takes regu- defense of every target within the character’s
Effect: The character makes a Melee check
lar damage. On a Fantastic success, the target reach plus their rank in spaces. Any targets
and compares it against the Melee defense of
takes double damage instead and is pinned. the attack succeeds against take half regular
every enemy within their reach. Any enemy
damage. On a Fantastic success, the targets
the attack succeeds against takes half regular
Exploit take full damage and are knocked prone.
damage. On a Fantastic success, those enemies
Action: Reaction take full regular damage and are knocked
Trigger: A Fantastic success on an attack Heightened Senses 1 prone instead. The character may then pay
using the character’s weapon that deals at Duration: Permanent 15 more Focus to do the same thing again—
least 1 point of damage Effect: The character can sense things before which they can move up to half their
Duration: Instant roughly twice as far away as normal. They speed with anything left from their normal
Cost: 5 Focus also have an edge on Vigilance checks to movement action. They can keep doing this
Effect: The character makes a Melee attack perceive things, and enemies have trouble on until they run out of speed or Focus. Each
against the target’s Resilience defense score. checks they make to sneak past the character. target can be affected by this attack by this
If the attack is a success, the damage it does character only once per round.
ignores Health Damage Reduction. On a Hit & Run
Fantastic success, the target suffers double Action: Standard Unstoppable Assault
damage and the weapon’s special effect. Duration: Instant Action: Standard
Effect: The character makes a close attack Duration: Instant
Fast Attacks with an edge on an enemy. If the attack is Cost: 15 Focus
Action: Standard a success, the enemy takes regular damage, Effect: The character makes a Melee check and
Duration: Instant and the character can make an additional compares that against the Melee defense of
Effect: The character splits their attack to movement up to half their Run Speed for every enemy within their reach. Any enemy
make two close attacks against separate free. On a Fantastic success, the enemy takes the attack succeeds against takes half regular
targets within reach (or they can focus a double damage and suffers the weapon’s damage. On a Fantastic success, those enemies
single attack on a single target). Make a special effect. take full regular damage instead and suffer
single Melee check and compare it to the the weapon’s special effect. The character
targets’ Melee defenses. On a success, the Immovable may then pay 15 more Focus to do the same
affected target takes half regular damage. Action: Reaction thing again—before which they can move up
On a Fantastic success, the affected target Trigger: The character is knocked back or to half their Speed with whatever is left from
takes full damage, and the character can knocked prone. their normal movement action. They can keep
make a bonus attack with this power against Duration: Instant doing this until they run out of Speed or Focus.
any target within reach, with the same effect. Effect: For every point of Melee defense the Each target can only be affected by this attack
character has, they can reduce knockback by this character once per round.
Focused Fury by 1 space.
Action: Standard Vicious Attack
Duration: Instant Quick Toss Action: Standard
Cost: 5 or more Focus Action: Reaction Duration: Instant
Effect: The character makes a close attack Trigger: A person the character can pick up Effect: The character makes a close attack.
with an edge. For this attack, add +1 to the is grabbed. If the attack is a success, the enemy takes
character’s Melee damage bonus for every 2 Duration: Instant regular damage. On a Fantastic success, the
points of Focus they spend. On a success, an Cost: 10 Focus enemy takes double damage and suffers the
affected target takes that total damage. On Effect: The character throws the grabbed per- weapon’s special effect.
a Fantastic success, an affected target takes son at another target. The range is determined
double that total damage and suffers the by the level of the character’s Mighty power Whirling Frenzy
weapon’s special effect. and the grabbed person’s size. The character Action: Standard
makes a ranged attack against the target. A Duration: Instant
Furious Attacks failure inflicts regular damage on the thrown Cost: 5 Focus
Action: Standard person, who falls prone within 1 space of the Effect: The character makes a Melee check and
Duration: Instant target. If the attack is a success, the target compares it against the Melee defense of every
Cost: 10 or more Focus takes regular damage too. On a Fantastic suc- enemy within their reach. If an attack is a
Effect: The character splits their attack to cess, the target is knocked prone as well. success, the enemy takes half regular damage.
make two close attacks against separate On a Fantastic success, the enemy takes full
targets within reach (or they can focus a damage and suffers the weapon’s special effect.
24
© 2025 MARVEL
Steven Roloff (Order #49736864)
CHARACTERS
TRICEPHALOUS BIOGRAPHY
KARMA Real Name: Tricephalous
RANK
—
5
Height: 24' Weight: 13 tons
Eyes: Orange Hair: None
Gender: Unknown Size: Huge
Distinguishing Features: Three-headed green
DAMAGE beast
HEALTH
REDUCTION
120
Occupation: Outsider
-2 Origin: Monstrous
Art by Joe Quesada, Jimmy Palmiotti & Liquid!
Teams: None
Base: Subterranea
DAMAGE History
FOCUS Members of the Deviant race created huge
REDUCTION
210 —
mutates to aid them in their battles against the
Eternals. When this plot was discovered, the
mutates were abandoned on Monster Island
and the tunnels below. They were later found
and now serve the Mole Man.
SPEED INITIATIVE Tricephalous is a three-headed winged
MODIFIER
Run: 30 reptilian Deviant mutate. One of Mole Man’s
Climb: 15 +6E leading defenders, Tricephalous has battled his
master’s foes numerous times, including the
Swim: 15
ABILITIES Flight: 36
Fantastic Four on their first adventure.
4 14 +4
◆ Monster
◆ Situational
RESILIENCE Awareness
◆ Stranger
6 16 +6 ◆ Unusual Size:
Huge
VIGILANCE
◆ Weird
4 14 +4 POWERS
EGO
Basic Elemental Control Melee Weapons
0 10 +0 ◆
◆
Accuracy 2
Additional Limbs
(Fire)
◆ Elemental Barrage
(Blunt)
◆ Fast Attacks
LOGIC
◆ Environmental Protection ◆ Elemental Blast ◆ Vicious Attack
◆ Flight 2 ◆ Elemental Burst
DAMAGE ◆ Group Flight ◆ Elemental Push
Super-Strength
◆ Clobber
◆ Heightened Senses 1
7 6
◆ Ground-Shaking Stomp
MELEE
◆ Mighty 2 ◆ Immovable
◆ Sturdy 2 ◆ Smash
AGILITY
7 5
5 4
EGO
5 0
LOGIC
25
© 2025 MARVEL
Steven Roloff (Order #49736864)
TRICEPHALOUS
POWERS
Additional Limbs Elemental Push (Fire) Group Flight
Duration: Permanent Action: Standard Action: Standard
Effect: The character has an additional Duration: Instant Duration: Concentration
prehensile appendage (like a tail) or a Cost: 10 Focus Cost: 5 Focus
symmetrical pair of them (like arms) Effect: The character makes an Ego Effect: For every point of Ego the
that can be used to lift objects, use tools attack against the target’s Agility character has, they can hoist one ally
or otherwise take actions that normally defense. If the attack succeeds, the into the air with them. The Flight Speed
require the use of a hand. This grants character can move the target in any of the group is half the character’s, and
them an edge in Melee and Agility checks. direction, up to 1 space times the char- all affected allies must remain within 5
acter’s rank. On a Fantastic success, the spaces times the character’s rank. The
Clobber target also takes regular damage, is character controls each ally’s speed and
Action: Standard knocked prone and suffers the element’s position during the character’s turn,
Duration: Instant special effect. but they can release any or all allies at
Effect: The character makes a close any time.
attack against an enemy. If the attack is a Environmental Protection
success, the enemy takes regular damage. Duration: Permanent Heightened Senses 1
On a Fantastic success, the enemy takes Effect: The character is not harmed by Duration: Permanent
double damage and is knocked prone. intense cold or heat, the pressure of the Effect: The character can sense things
deep seas or the intense radiation and roughly twice as far away as normal.
Elemental Barrage (Fire) vacuum of space. The player can choose They also have an edge on Vigilance
Action: Standard any or all of these protections, as best checks to perceive things, and enemies
Duration: Instant fits with the character concept. have trouble on checks they make to
Cost: 15 Focus sneak past the character.
Effect: The character designates a space Fast Attacks
within their line of sight. The attack can Action: Standard Immovable
affect every enemy within 10 spaces of Duration: Instant Action: Reaction
that. The character makes a single Ego Effect: The character splits their attack Trigger: The character is knocked back
check and compares it to each target’s to make two close attacks against or knocked prone.
Resilience defense. Affected enemies separate targets within reach (or they Duration: Instant
take half regular damage. On a Fantastic can focus a single attack on a single Effect: For every point of Melee defense
success, they take full regular damage target). Make a single Melee check and the character has, they can reduce
and the elemental type’s special effect. compare it to the targets’ Melee defenses. knockback by 1 space.
On a success, the affected target takes
Elemental Blast (Fire) half regular damage. On a Fantastic Smash
Action: Standard success, the affected target takes full Action: Standard
Duration: Instant damage, and the character can make a Duration: Instant
Range: 10 spaces bonus attack with this power against any Cost: 5 or more Focus
Cost: 5 or more Focus target within reach, with the same effect. Effect: The character makes a close
Effect: The character makes a ranged attack with an edge. For this attack,
attack with an edge at an enemy in line of Ground-Shaking Stomp add +1 to the character’s Melee damage
sight. For this attack, add +1 to the char- Action: Standard bonus for every 2 points of Focus they
acter’s Agility damage bonus for every 2 Duration: Instant spend. On a success, an affected target
points of Focus they spend. On a success, Cost: 10 Focus takes that total damage. On a Fantastic
an affected target takes that total damage. Effect: The character makes a Melee success, an affected target takes double
On a Fantastic success, an affected target check and compares that against the that total damage and is stunned for
takes double that total damage and suf- Agility defense of every target within one round.
fers the elemental type’s special effect. the character’s reach plus their rank in
spaces. Any targets the attack succeeds Vicious Attack
Elemental Burst (Fire) against take half regular damage. On a Action: Standard
Power Set: Elemental Control Fantastic success, the targets take full Duration: Instant
Prerequisites: None damage and are knocked prone. Effect: The character makes a close
Action: Standard attack. If the attack is a success, the
Duration: Instant enemy takes regular damage. On a
Range: 10 spaces Fantastic success, the enemy takes
Effect: The character makes a ranged double damage and suffers the weapon’s
attack against an enemy in line of special effect.
sight. If the attack is a success, it inflicts
regular damage. On a Fantastic success,
the enemy takes double damage instead
and the elemental type’s special effect.
26
© 2025 MARVEL
Steven Roloff (Order #49736864)
CHARACTERS
MOLOIDS (GROUP)
ABILITIES DAMAGE
ABILITY DEFENSE
MELEE
2 2 2 0
EGO
SCORE SCORE
2 12
AGILITY
MELEE
2 2 2 -1
LOGIC
2 12
AGILITY POWERS TAGS
◆ Heightened Senses 2 ◆ Headquarters: Subterranea
5
Art by Mike Deodato Jr. & Frank Martin
RESILIENCE
15 TRAITS
◆ Vision Issues
◆ Clueless
2 12 ◆ Connections:
VIGILANCE Outsiders
◆ Fresh Eyes
0 10 ◆ Sneaky
EGO
◆ Stranger
RANK HEALTH FOCUS -1 9
◆ Weird
2 150 DR:— 60 DR:— LOGIC
Henchmen
POWERS
Heightened Senses 2
Duration: Permanent
Effect: The character can sense things roughly four times as far away as normal. Their senses are so sharp that they can
use some of them to compensate for the loss of others (say, if blinded or deafened). They can even listen to the heartbeat of
a person in the same room to see if they are lying—although this is as reliable as a traditional lie detector: far from 100%
and not admissible in court. They also have a double edge on Vigilance checks to perceive things, and enemies have double
trouble on checks they make to sneak past the character.
27
© 2025 MARVEL
Steven Roloff (Order #49736864)
© 2025 MARVEL
Steven Roloff (Order #49736864)