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Accessory - Dragon Magazine #111.pdf - Index of

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and other organizations, and by Cyclops’s<br />

telepathic awareness that he gained from<br />

close contact with Jean Grey.<br />

Class 1000 adventures<br />

If her existence could be hidden from the<br />

interstellar empires and Earth’s heroes at<br />

large, Phoenix might find adventure interacting<br />

with other equally powerful beings<br />

— among them Molecule Man, Odin,<br />

Zeus, the Celestials, Death, Eternity,<br />

the In-Betweener, Korvac, Mephisto,<br />

the Elders <strong>of</strong> the Universe, Ego,<br />

Thanos, and Galactus. Note that several<br />

<strong>of</strong> these beings are supposed to be dead —<br />

but this, <strong>of</strong> course, could be altered.<br />

The MARVEL SUPER HEROES game<br />

begins to lose its balance as a character’s<br />

abilities enter the Class 1000 level, but<br />

with the proper restrictions even the<br />

mightiest characters can be played. In the<br />

case <strong>of</strong> Phoenix, most <strong>of</strong> her powers are<br />

balanced by the danger <strong>of</strong> turning into<br />

Dark Phoenix (and being turned into an<br />

NPC run by the Judge). The player who<br />

uses Phoenix should be finely aware <strong>of</strong> the<br />

responsibility that comes with endless<br />

power; indeed, Phoenix herself was in the<br />

habit <strong>of</strong> applying an upper limit to her<br />

power use (assumed here to be on the<br />

Unearthly level).<br />

It is conceivable that a group <strong>of</strong> players<br />

may wish to use several Class 1000 heroes<br />

on an adventure. Imagine trying to come<br />

up with a scenario to challenge Phoenix,<br />

Molecule Man, Galactus, and Zeus! It can<br />

be done, however (though it will take a<br />

little time). Note, for example, that several<br />

<strong>of</strong> the Class 1000 beings above are (or<br />

were) villains. Some, like the Celestials,<br />

seem to surpass all but the Beyonder in<br />

power. A Class 1000 being can be challenged<br />

by a fleet <strong>of</strong> starships, an invasion<br />

<strong>of</strong> Unearthly-class demons from Mephisto,<br />

a reanimated suit <strong>of</strong> Destroyer armor,<br />

and so forth. Masses <strong>of</strong> low-level sorts can<br />

be as effective as tougher ones (just as a<br />

swarm <strong>of</strong> wasps can be as bad as a single<br />

wolf).<br />

Then, too, one must consider the personality<br />

<strong>of</strong> the characters involved.<br />

Phoenix is an adventurer at heart, true<br />

enough — but Molecule Man wants to be<br />

left alone to live with his girlfriend<br />

Volcana, Zeus usually has governmental<br />

matters on his mind, and Galactus is basically<br />

interested in raiding the stellar icebox<br />

all day to feed his hunger. It might be<br />

better to arrange for adventures in which<br />

Phoenix is played with an assortment <strong>of</strong><br />

Unearthly-class heroes, such as Hercules,<br />

Thor, and the rest — but then you run into<br />

the old problem <strong>of</strong> convincing the good<br />

guys that Phoenix is a good guy, too. The<br />

chances <strong>of</strong> that happening might be very,<br />

very slim. Perhaps the easy-going Molecule<br />

Man (who tutored the Beyonder, after all)<br />

would help out, and the Silver Surfer<br />

would be a good bet to befriend her.<br />

Beyond that . . . ?<br />

When designing ultra-tough adventures<br />

for Unearthly-class characters (and above),<br />

the following points should be kept in<br />

mind:<br />

1. Avoid always threatening the existence<br />

<strong>of</strong> the Earth or the universe. Secret<br />

Wars II did a nice job <strong>of</strong> threatening everything<br />

there was, and saving the Earth<br />

becomes an old theme after a time. But<br />

outer space is full <strong>of</strong> places that could<br />

challenge the abilities <strong>of</strong> any hero or<br />

villain. Aliens could come to Earth and<br />

request aid to save their people from<br />

extinction or conquest. A mammoth starship<br />

could enter the solar system on an<br />

unknown mission. An alien life-force could<br />

have invaded Galactus’s world-ship and<br />

placed him in suspended animation, and<br />

his Herald Nova might need help in<br />

removing it. Then, there is always the<br />

Secret Wars I model (kidnapped heroes<br />

fight kidnapped villains in cosmic arena).<br />

This can be overdone, <strong>of</strong> course, though<br />

the Grandmaster, the Collector, and<br />

Kang seem to enjoy this.<br />

2. Use a wide assortment <strong>of</strong> foes. If highstrength<br />

heroes fight only other highstrength<br />

heroes, the Judge will see yawns<br />

from the players before long. Use variety<br />

when choosing villains: magic-using foes,<br />

mentalist foes, multipowered enemies, etc.<br />

If a hero has a weak spot, hit it now and<br />

then (though this could prove fatal to<br />

everyone in Phoenix’s case; use good<br />

judgement here).<br />

3. Vary the damage done by attacks. The<br />

reason for this becomes obvious when an<br />

Unearthly-class attack is pitted against<br />

Unearthly armor, or any other such situation.<br />

It stands to reason that some damage<br />

must get through sometime. One solution<br />

to this is to vary damage done by attacks,<br />

while keeping armor values constant. One<br />

table that varies attack damage within a<br />

range <strong>of</strong> 20% higher or lower appears<br />

below. Damage values below Good are too<br />

low to bother with; those at Class 1000<br />

level are too high.<br />

Attack Base Variable<br />

power rating rating<br />

Good 10 2d4 + 5<br />

Excellent 20 2d4 + 15<br />

Remarkable 30 2d6 + 23<br />

Incredible 40 2d8 + 31<br />

Amazing 50 2d10 + 39<br />

Monstrous 75 3d10 + 59<br />

Unearthly 100 2d20 + 79<br />

Shift X 150 3d20 + 119<br />

4. Spell out a powerful character’s<br />

powers as completely as possible, and<br />

allow only one character per player. If the<br />

characters powers are specific (as well as<br />

its limitations), then the player will have a<br />

clearer idea <strong>of</strong> what sorts <strong>of</strong> things he or<br />

she can try, and the player will have his<br />

hands full anyway figuring out what to do<br />

next.<br />

5. Use mystery and problem-solving in<br />

addition to straightforward punch-‘em-out<br />

fights. If Phoenix cannot hit a foe with a<br />

force-bolt, maybe she could talk him out <strong>of</strong><br />

his crime — or even apply a gentle,<br />

friendly threat that harms no one. Problem-solving<br />

adventures, involving careful<br />

planning, strategy, and creative thought,<br />

are always good ways to keep even<br />

Phoenix and Molecule Man busy.<br />

6. Finally, apply limitations to Class 1000<br />

abilities that could threaten game balance.<br />

Phoenix, as given above, can reach Class<br />

1000 power in almost any area — but<br />

doing so is very risky for her, and she<br />

should set her limits lower than that.<br />

Applying fixed limits beyond which certain<br />

penalties come into play is a good<br />

method <strong>of</strong> controlling the character’s<br />

actions, and on-the-spot judgements on<br />

Karma losses and so forth are also helpful.<br />

Any Karma loss should be considerable for<br />

powerful characters, particularly since the<br />

PCs have a greater responsibility to check<br />

their powers. Acting out <strong>of</strong> character may<br />

also cause a substantial Karma loss (100<br />

points minimum). Another limitation for<br />

any Class 1000 character is to prohibit the<br />

use <strong>of</strong> Karma pools; otherwise, game<br />

balance takes a walk.<br />

The NPC Phoenix<br />

Much <strong>of</strong> the above information should be<br />

useful in figuring out adventures for an<br />

NPC Phoenix controlled by the Judge —<br />

which in the long run might be the best<br />

way to handle her in most campaigns.<br />

Phoenix (even at the somewhat scaleddown<br />

levels above) may prove too overwhelming<br />

to use, though it could prove to<br />

be interesting in the sorts <strong>of</strong> player-toplayer<br />

interaction it produces.<br />

Should Phoenix ever turn to Dark<br />

Phoenix, the Judge should play her to be<br />

as savage, vicious, vindictive, ruthless, and<br />

destructive as possible. If you don’t want<br />

to kill heroes, be sure to scare them!<br />

Undoubtedly, this might be a good time to<br />

trot out Molecule Man to clean up after<br />

her, and a contest <strong>of</strong> wills between the two<br />

would be an interesting problem. Perhaps<br />

the players could take the roles <strong>of</strong> several<br />

Class 1000 beings who are trying to hunt<br />

down Phoenix and destroy her, if the<br />

Judge feels up to it. Otherwise, the players<br />

will be concerned with staying out <strong>of</strong> the<br />

way as Phoenix mixes it up with the other<br />

Class 1000 types.<br />

Finally, a series <strong>of</strong> scenarios could be<br />

played out in which an NPC Phoenix<br />

returns and the heroes have to decide<br />

how to handle her. Since she might not<br />

initially be in Dark Phoenix form, it would<br />

be wise to handle her carefully (as with<br />

the Beyonder). In time, she might be convinced<br />

to leave for parts unknown, rejoin<br />

the phoenix-force, or turn fully human<br />

(and become completely normal). The<br />

possibilities are endless.<br />

D RAGON 81

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