Name: Kree Soldier
Rank: 2
Karma: 2
Health: 30 | Damage Reduction:- |
Focus: 90 | Damage Reduction:- |
Initiative: +2E
Speed: 5
Occupation: Military
Origin: Alien (Kree)
Traits: Battle Ready, Breath Different, Connections: Military, Determination, Enhanced Physique, Situational Awareness
Tags: Alien Heritage, Backup
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 2 | 12 | +4 | X2 |
Agility | 3 | 13 | +5 | X4 |
Resilience | 1 | 11 | +1 | X2 |
Vigilance | 2 | 12 | +2 | X2 |
Ego | 1 | 11 | +1 | X2 |
Logic | 1 | 11 | +1 | X2 |
Powers:
Basic: Sturdy 1, Accuracy 2, Inspiration
Ranged Weapons: Sniping, Suppressive fire, Covering fire
Tactics: Battle Plan
Biography:
The Kree Empire covers countless worlds in the Greater Magellanic Cloud. It is an expansionist, military power that is led by the Supreme Intelligence. From almost its very inception it has been locked in a bitter war with the Skrull Empire. The Kree have played a role in the development of life on Earth, occupying the Blue Area of the Moon and performing genetic experiments that created the Inhumans. Recently, an offspring of the Kree warrior Mar-Vell and the Skrull Princess Annelle was discovered on Earth. Hulkling, as heir to both empires, united both the Kree and the Skrulls into a single Alliance, ending years of bloodshed, at least for now.
Commentary:
Your average Kree soldier is a direct upgrade of the rank 1 Hydra or AIM goons, but doesn't have the kind of powers a Skrull does. They’re always ready for a fight, and can be dangerous in numbers. Each of them has a decent chance of dealing damage, but their real strength is as team players. The Covering Fire and a smattering of Tactics powers open up a lot of ways they can use group tactics to cause problems for stronger foes.
Name: Kree Accuser
Rank: 3
Karma: 3
Health: 60 | Damage Reduction:-2 |
Focus: 90 | Damage Reduction:- |
Initiative:+2E
Speed: 6
Occupation: Military
Origin: Alien (Kree)
Traits: Battle Ready, Big, Breathe Different, Combat Expert, Determination, Enhanced Physique, Connections: Military, Situational Awareness
Tags: Alien Heritage, Authority, Backup, Signature Weapon: Club
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 4 | 14 | +6 | X5 |
Agility | 4 | 14 | +5 | X4 |
Resilience | 2 | 12 | +2 | X3 |
Vigilance | 2 | 12 | +2 | X3 |
Ego | 2 | 12 | +2 | X3 |
Logic | 1 | 11 | +1 | X3 |
Powers:
Basic: Flight 1, Mighty 2, Sturdy 2, Accuracy 1
Elemental Control (Energy): Elemental Burst, Elemental Blast, Elemental Barrier, Elemental Infusion
Super-Strength: Clobber, Immovable, Smash
Biography:
The Accuser Corps are a military police unit tasked with defense of the Kree capital Hala and enforce the laws of the Empire. They are equipped with armor that enhances their strength and durability, that is adaptable to any combat situation or environment. They also wield a Universal Weapon, a powerful warhammer that can fire energy blasts, manipulate matter, create force fields, and allow the fielder to fly. They will shock any unauthorized wielder. The Accusers are fanatic devotees to the Empire and will never hesitate to punish those accused of violating its laws.
Commentary:
The Kree Accuser is a slightly weaker take on Ronan, but still brings everything dangerous about him to the table. They’ve got great melee and agility attack options, and with their Elemental Barrier and armor they can soak up a lot of damage. One of them leading a few Kree Soldiers makes for an extremely flexible battle squad that can threaten a party regardless of what kinds of characters are in it.
Name: Kree Sentry+
Rank: 3
Karma: 3
Health: 90 | Damage Reduction:-2 |
Focus: 60 | Damage Reduction: |
Initiative:+2
Speed: 6
Occupation: Investigator
Origin: High-Tech (Android)
Traits: Tech Reliance, Determination, Fresh Eyes, Fearless, Interrogation, Investigation, Unusual Size: Huge
Tags: Alien Heritage, A.I., Extreme Appearance
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 4 | 12 | +7 | X6 |
Agility | 4 | 12 | +5 | X4 |
Resilience | 3 | 13 | +3 | X3 |
Vigilance | 2 | 12 | +2 | X3 |
Ego | 1 | 11 | +1 | X3 |
Logic | 1 | 11 | +1 | X3 |
Powers:
Basic: Accuracy 1, Sturdy 2, Mighty 3
Super-Strength(TR): Clobber, Smash, Ground-shaking Stomp, Immovable
Elemental Control (Energy) (TR): Elemental Burst, Elemental Blast
Biography:
The Kree Empire created Sentry robots to guard over their colonies and survey other worlds. These robots are incredibly strong and durable, and capable of lightspeed communication. Two notable Sentries were sent to the Solar System. Sentry 213 was sent to Uranus, where it was discovered and destroyed by the Eternals. Sentry 459 made its way to Earth itself, and escorted a squadron of Kree Scientists who observed and experimented on the human population. They left Sentry 459 to monitor the results, and it remained for 25,000 years. An archeologist rediscovered and reactivated it, leading to a battle with the Fantastic Four. The heroes defeated the robot but it contacted the Empire, sending Ronan the Accuser to Earth.
Commentary:
Kree Sentries bring the same king of combat prowess a Kree Accuser has, with more of a focus on brute strength. They are capable of potent ranged attacks, but between their size and melee abilities close attacks are the best option. A Kree Accuser makes for a great single opponent for a lower-rank party, perhaps their first taste of extraterrestrial opponents. Or they can be the backup for a squad of Kree Soldiers and Accusers for epic space storylines.
Name: Korath the Pursuer
Rank: 4
Karma: 4
Health: 120 | Damage Reduction:-2 |
Focus: 120 | Damage Reduction:- |
Initiative:+3E
Speed: 5
Occupation: Military
Origin: Alien (Kree)
Traits: Battle Ready, Big, Breathe Different, Combat Expert, Determination, Enhanced Physique, Enduring Constitution Connections: Military, Situational Awareness
Tags: Alien Heritage, Authority, Signature Weapon (Beta-Batons- treat as club), Backup
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 6 | 15 | +8 | X6 |
Agility | 2 | 11 | +2 | X4 |
Resilience | 4 | 14 | +4 | X4 |
Vigilance | 3 | 13 | +3 | X4 |
Ego | 2 | 12 | +2 | X4 |
Logic | 3 | 13 | +3 | X4 |
Powers:
Basic: Mighty 2, Heightened Senses 1, Environmental Protection, Flight 1, Sturdy 2
Melee Weapons (Blunt): Fast Strikes, Whirling Frenzy, Furious Attacks, Hit and Run
Super-Speed: Blazing-Fast Fists, Lightning Actions
Spider-Powers: Venom Blast
Telepathy: Telepathic Link, Mind Reading
Biography:
Korath-Thak was a Kree cyber-geneticist who created the “Pursuer Program.” His goal was to create an army of cybernetically enhanced Kree warriors. His plan was rejected and he was reassigned to munitions manufacturing duty. He decided to test his procedure on himself as a demonstration of its worth. The result was a faster, stronger, and tougher Kree. He had the telepathic ability to track down individuals by sensing their unique brian patterns. Armed with a pair of Beta-Batons, he attacked the Avengers, and was fought by Captain America. He was defeated but continued to serve the Empire as a member of Starforce. During the attack by Ultron and the Phalanx on Hala, he was assimilated into the Phalanx and forced to do Ultron’s bidding.
Commentary:
Korath completes a trio of classic Kree warriors alongside Magnitron and Ronan the Accuser. He makes a great partner for either of them, as well as a good solo opponent or a member of a Kree attack squad. He can also be made to serve Ultron like in Annihilation: Conquest, or become a minion of Thanos like in the MCU. Whatever his affiliation, he’s a brutal fighter. He hits hard and fast, dealing out a lot of damage with the ability to either stun or paralyze with his Beta-Batons.
Name: Supreme Intelligence
Rank: 6
Karma: 6
Health: 150 | Damage Reduction: |
Focus: 240 | Damage Reduction:-4 |
Initiative:+7E
Speed: 5
Occupation: Leader
Origin: High-Tech: Android
Traits: Battle Ready, Presence, Dealmaker, Font of Information, Gearhead, Glibness, Situational Awareness
Tags: Alien Heritage, A.I., Authority, Lab Access, Powerful, Villainous
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 0 | 10 | +0 | X6 |
Agility | 0 | 10 | +0 | X6 |
Resilience | 5 | 15 | +5 | X6 |
Vigilance | 7 | 17 | +7 | X6 |
Ego | 9 | 19 | +9 | X6 |
Logic | 9 | 19 | +13 | X10 |
Powers:
Basic: Brilliance 4, Uncanny 4
Omniversal Travel (Time) (TR): Instant Replay
Super-Speed (TR): Lightning Actions
Telepathy:Telepathic Link, Command, Orders, Domination, Telepathic Possession, Telepathic Network, Telepathic Blast
Telekinesis: Telekinetic Manipulation, Telekinetic Attack, Telekinetic Grab, Telekinetic Barrier, Telekinetic Protection 4, Telekinetic Sphere
Biography:
The Kree Empire created a supercomputer to counteract the Cosmic Cube-powered weapon of their Skrull rivals, the Shaper of Worlds. The minds of the greatest scientists, strategists, and thinkers were combined in a process called “Supremorization,” and over the millennia the greatest Kree minds continue to be assimilated into it. As the Intelligence became self-aware, it refused to create a Cosmic Cube, but did advise the Empire through its endeavors. Eventually it was able to take complete control of the Empire’s government. It was both the center of political power in the Empire and a focus of worship by Kree citizens.
The Supreme Intelligence possess incredible psionic abilities, able to perceive the entire cosmos and even time itself. It became convinced the Kree were doomed to evolutionary stagnation, and created a plan to correctify this. It secretly manipulated the forces of Earth and the SHi’Ar during Operation: Galactic Storm as part of a complex gambit to jump-start the Kree’s evolution with the detonation of a “Nega-Bomb'' which would result in the death of 90% of its own subjects. This plan even accounted for the Intelligence’s own defeat at the hands of the Avengers. It succeeded in its goals, at the cost of it’s own power and the lives of millions of Kree. After the devastation of Hala by Ultron and the Black Vortex, the Intelligence lost control of its empire to Hulkling’s Alliance. The Intelligence was brought to the Alliance Throneworld, where it served during Dormammu’s invasion. It attempted to save only the Kree and let the Skrulls fall to the Mindless Ones, but was foiled by the Guardians of the Galaxy.
Commentary:
The Supreme Intelligence has everything you need for a final boss in a Kree campaign. It is, predictably, based around massive logic stats, with plenty of telekinesis and telepathy powers. It’s not a particularly balanced opponent, but a great planner like the Intelligence is likely to bring reinforcements that cover its weaknesses. However, the main value of the Supreme Intelligence might not be as a straight villain, but a political character to be bargained with and pitted against other factions. The Supreme Intelligence will always act in its own best interest, so uniting with it against a common foe is a good option. Your party will have to make sure they aren’t too comfortable with it as an ally, as the Intelligence’s plans are likely more complex than they can imagine.
Name: Mindless One
Rank: 2
Karma: 2
Health: 60 | Damage Reduction:-2 |
Focus: 10 | Damage Reduction:- |
Initiative:+0
Speed: 5
Occupation: None
Origin: Magic
Traits: Determination, Enduring Constitution
Tags: Mute, Supernatural
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 4 | 14 | +6 | X4 |
Agility | 4 | 14 | +6 | X4 |
Resilience | 2 | 12 | +2 | X2 |
Vigilance | 0 | 10 | +0 | X2 |
Ego | 0 | 10 | +0 | X2 |
Logic | 0 | 10 | +0 | X2 |
Powers:
Basic: Mighty 2, Sturdy 2, Accuracy 2
Elemental Control (Energy): Elemental Burst
Super-Strength: Clobber
Biography:
The Mindless ones were created by the demon Plokta as a weapon to use against his foes. He would set them loose in a rival’s dimension and let them wreak havoc.Created without a soul or conscious mind, they simply laid waste to anything in their path. When the Dread Lord Dormammu acquired Plokta’s territory he gained the Mindless ones. At first he could only contain them in a secluded region of the Dark Dimension. Over time he developed an ability to control them, and deployed them in his various conquests of other realms.
The Mindless Ones were pitted by Dormammu against his foes, mostly his nemesis Doctor Strange but also groups like the Avengers, Defenders, and Guardians of the Galaxy. Their destructive nature has also made them appealing to other sorcerers, and they have been summoned to battle by Loki, Doctor Doom, and the Midas Corporation. From time to time they have also battled heroes simply for arriving in the Dark Dimension. However, they have also been allies to more heroic forces. Doctor Strange has recruited several to work at Strange Academy, and a single Mindless One was trained by Isaac Newton to develop self-awareness, becoming the Mindful One. Deadpool also claimed to be able to create Mindful Ones by literally shoving brains into the heads of Mindless Ones.
Commentary:
With the Mindless Ones, what you see is what you get. Pretty much the perfect representation of brawn without brains. They can punch you hard and shoot you with optic blasts, but they can’t do much else. They can take a hit and won’t be knocked back. Their vulnerability is what their name implies. Any attack to their logic or will is guaranteed to hit. These guys are unlikely to terrify your players, but only a fool would ignore them. They can deal respectable damage and they can’t really be solved with narrative solutions, as there’s no way to reason with something that has no mind.
Name: Cotati Warrior
Rank: 2
Karma: 2
Health: 60 | Damage Reduction:-1 |
Focus: 30 | Damage Reduction: |
Initiative:+1E
Speed: 5
Occupation: Outsider
Origin: Alien
Traits: Situational Awareness, Battle Ready, Quick Learner, Fresh Eyes, Connections: Outsiders, Stranger
Tags: Alien Heritage, Backup, Extreme Appearance
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 3 | 13 | +3 | X2 |
Agility | 0 | 10 | +0 | X2 |
Resilience | 2 | 12 | +2 | X2 |
Vigilance | 1 | 11 | +1 | X2 |
Ego | 1 | 11 | +1 | X2 |
Logic | 3 | 13 | +3 | X2 |
Powers:
Plasticity: Flexible Bones 1, Extended Reach 1
Martial Arts: Fast Strikes, Chain Strikes
Telepathy: Telepathic Link, Telepathic Blast, Telepathic Network, Mind Reading
Biography:
The Cotati were one of the two sentient races to evolve on the planet Hala, alongside the Kree. The Cotati were pacifists, and rarely interacted with the warlike Kree. When the Skrulls discovered Hala, they pitted the Kree and Cotati against each other to decide which was more worthy of their attention. The Cotati won the contest, and the Kree began a war against the Skrulls in retaliation, and wiped out the Cotati on Hala.
The Cotati dropped seeds and reemerged years later, undetected by the Kree. They formed a relationship with a group of Kree pacifists and formed the Priesthood of Pama. They formed a prophecy of the Celestial Messiah, which would ultimately bring an end to their peaceful ways. The Avenger Mantis fulfilled the prophecy and gave birth to her son, Sequoia, who led the Priests of Pama. He came to believe animal life was the root of all suffering in the world, and led the Cotati on a conquest of space, their powers amplified by the Death Blossom. The Kree and Skrulls put aside their differences and united under the banner of Emperor Hulkling to stop the Cotati threat, leading to a massive battle centered around Earth.
Commentary:
For most of their history in Marvel Comics, the Cotati were a peaceful counterpart to the Kree, with one recent exception. The Empyre event showed how much of a threat they can be when they put their minds to it. The Cotati might be most valuable to a campaign as a peaceful faction, but in the event that they turn to violence they make for an interesting enemy. The warriors use martial arts powers, extended with plasticity, and Telepathy. It’s an unusual combination and should make them feel different from almost any other enemies your players could go up against.
Name: Cotati Mage
Rank: 3
Karma: 3
Health: 60 | Damage Reduction:-1 |
Focus: 90 | Damage Reduction:- |
Initiative:+2E
Speed: 5
Occupation: Outsider
Origin: Magic (Sorcery)
Traits: Situational Awareness, Battle Ready, Quick Learner, Fresh Eyes, Font of Information
Tags: Alien Heritage, Backup, Extreme Appearance, Sorcerous
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 3 | 13 | +3 | X3 |
Agility | 2 | 12 | +2 | X3 |
Resilience | 2 | 12 | +2 | X3 |
Vigilance | 2 | 12 | +2 | X3 |
Ego | 3 | 13 | +3 | X3 |
Logic | 3 | 13 | +3 | X3 |
Powers:
Plasticity: Flexible Bones 1, Extended Reach 1
Martial Arts: Fast Strikes, Chain Strikes
Telepathy:Telepathic Link, Telepathic Blast, Telepathic Network, Mind Reading, Command
Magic: Leech Life
Magic (Sorcery): Images of Ikonn, Shield of the Seraphim
Biography:
During their attempt to conquer Earth, the new Cotati Empyre employed mages to battle Earth’s heroes. One such mage, Ventri, was sent to the Savage Land. He took control of the minds of Shanna and Man-Thing, setting a trap for any heroes who interfered. Man-Thing was particularly vulnerable to Cotati Control due to his connection with nature. Though Ventri was defeated by Scarlet Witch, Ka-Zar, and Doctor Voodoo, the invasion of the Empyre continued, with more mages helping the effort.
Commentary:
This mage brings the same combination of plasticity, martial arts, and Telepathy that made the Cotati Warriors so unique and adds a handful of magic powers on top of that. The result is a wide array of abilities that should leave the Cotati prepared for anything your party can dish out, and will likely have your party unprepared for everything they can do.
Name: Flora Colossus
Rank: 3
Karma: 3
Health: 120 | Damage Reduction:-2 |
Focus: 60 | Damage Reduction: |
Initiative:+1E
Speed: 6
Occupation: Outsider
Origin: Alien
Traits: Battle Ready, Big, Situational Awareness, Fresh Eyes, Stranger, Connections: Outsiders
Tags: Alien Heritage, Extreme Appearance, Mute
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 5 | 14 | +7 | X5 |
Agility | 2 | 11 | +2 | X3 |
Resilience | 4 | 14 | +4 | x3 |
Vigilance | 1 | 11 | +1 | X3 |
Ego | 1 | 11 | +1 | X3 |
Logic | 2 | 12 | +2 | X3 |
Powers:
Basic: Environmental Protection, Healing Factor, Mighty 2
Plasticity: Extended Reach 2, Flexible Bones 2, Stilt Steps, Reverse Punch, Rubberneck
Super-Strength: Clobber, Crushing Grip
Biography:
The Flora Colossi are massive tree creatures that originate from Planet X. They are ruled by the Arbor Masters, who teach the species the “Photonic Knowledge” of the species through photosynthesis. The Colossi have a high average intellect, but can only communicate in a complex language that seems to an outside observer as if they are simply saying “I am Groot” over and over again.
Commentary:
These are basically a slightly downgraded version of Groot’s sheet. Like Groot, the combination of plasticity powers and super strength is formidable, perhaps even more so at lower ranks. However, these guys are not particularly violent, so your players might not be fighting them unless something goes wrong. Perhaps it’ll be some sort of villain controlling them, or perhaps it’ll just be a diplomatic misunderstanding (especially since all they can say is “I am Groot.”) Or you can just have them team up with the Cotati for maximum plant-alien shenanigans.
Name: Dire Wraith
Rank: 3
Karma: 3
Health: 90 | Damage Reduction:-2 |
Focus: 60 | Damage Reduction: |
Initiative: +2E
Speed: 5
Occupation: Outsider
Origin: Magic (Sorcery)
Traits: Combat Reflexes, Connections: Outsider, Fresh Eyes, Sneaky, Situational Awareness, Stranger
Tags: Extreme Appearance, Hunted, Sorcerous, Villainous
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 3 | 13 | +3 | X3 |
Agility | 2 | 12 | +2 | X3 |
Resilience | 3 | 13 | +3 | X3 |
Vigilance | 2 | 12 | +2 | X3 |
Ego | 3 | 13 | +3 | X3 |
Logic | 2 | 12 | +2 | X3 |
Powers:
Basic: Disguise, Shape-Shifting
Plasticity: Extended Reach 2, Flexible Bones 2, Reverse Punch, Coiling Crush
Magic: Brain Drain, Leech Life
Magic (Sorcery): Flames of the Faltine, Images of Ikonn
Biography:
The Dire Wraiths are the result of experimentation on the Skrull species by the Celestials, the Skrull equivalents of Deviants. The Dire Wraiths began experimenting with dark magic, which caused the other Skrulls to fear them. The Skrulls drove the Dire Wraiths off of the homeworld, forcing them to take refuge in the Dark Nebula. From their new base of “Wraithworld,” the Dire Wraiths entered into a long-lasting conflict with the planet Galador. A counterattack by the Spaceknights of Galador caused the Dire Wraiths to abandon Wraithworld and try to form a new stronghold on the planet Earth. The Spaceknight Rom followed them, and earth’s superheroes were drawn into the conflict as well.
Commentary:
The Dire Wraiths have most of the disguise and plasticity abilities of a rank 3 Skrull, but trade the ranged weapons for a focus on magic. These abilities make the Dire Wraiths a very tricky opponent. Their plasticity powers give them melee options, and can drain foes they grab with Leech Life or Brain Drain. In situations where that doesn’t work they can summon the Flames of the Faltine for some ranged magic offensive. But it is the combination of shapeshifting and Images of Ikonn that make them truly hard to deal with, as your party will not be able to rely on what they see in front of them.
Name: Rigellian Colonizer
Rank: 2
Karma: 2
Health: 60 | Damage Reduction:- |
Focus: 30 | Damage Reduction:-2 |
Initiative:+1E
Speed: 5
Occupation: Investigator
Origin: Alien
Traits: Fresh Eyes, Situational Awareness, Interrogation, Investigation
Tags: Alien Heritage, Authority, Backup, Extreme Appearance
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 1 | 11 | +1 | X2 |
Agility | 1 | 11 | +1 | X2 |
Resilience | 2 | 12 | +2 | X2 |
Vigilance | 1 | 11 | +1 | X2 |
Ego | 1 | 11 | +1 | X2 |
Logic | 4 | 14 | +6 | X4 |
Powers:
Basic: Brilliance 2, Uncanny 2
Telepathy: Telepathic Link, Telepathic Network, Telepathic Blast, Command, Cloak
Biography:
The inhabitants of Rigel-3 sought to expand their empire in response to the threats of Galactus and the Black Galaxy. Imperial Rigel created a “Department of Claims” that sent Colonizers to inspect habited worlds. If their claim was accepted, the world would be put under the control of the Colonizer who found it. If the inhabitants of the world resists, a “space lock”: would be put on the planet. This subjected the planet to extreme weather conditions. They got a taste of their own medicine when Rigel-3 was destroyed by a cluster of mobile planets known as the Black Stars. The Rigellians abandoned their planet and their own mutant population, who would have perished if not for Thor. The remaining Rigellians have since come into conflict with the Intergalactic Empire of Wakanda.
Commentary:
The Rigellians are focused on Telepathic attacks, and make for a good way to introduce these mechanics to your players, or make for a change of pace after a lot of Ego, Melee, and Agility focused combat. They don’t have a ton else going for them, embodying the “squishy psychic” archetype. In a narrative sense the Rigellians can serve as a fringe faction, not someone who has a lot of time in the spotlight, but also doesn’t have loyalty to the more powerful space empires. They’re also a great group to strike a bargain with. They are motivated solely by self-interest, but have a rational way of approaching it. They’re true to their word and will take the most logical course of action.
Name: Tana Nile
Rank: 3
Karma: 3
Health: 60 | Damage Reduction:-1 |
Focus: 90 | Damage Reduction:-2 |
Initiative:+3E
Speed: 5
Occupation: Investigator
Origin: Alien
Traits: Fresh Eyes, Presence, Situational Awareness, Interrogation, Investigation
Tags: Alien Heritage, Authority, Backup, Extreme Appearance, Powerful
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 1 | 11 | +1 | X3 |
Agility | 3 | 13 | +3 | X3 |
Resilience | 2 | 12 | +2 | X3 |
Vigilance | 3 | 13 | +3 | X3 |
Ego | 1 | 11 | +1 | X3 |
Logic | 5 | 15 | +7 | X5 |
Powers:
Basic: Brilliance 2, Uncanny 2, Sturdy 1, Inspiration
Telepathy: Telepathic Link, Telepathic Network, Telepathic Blast, Command, Cloak
Ranged Weapons: Suppressive Fire
Biography:
Tana Nile was a Rigellian Colonizer who discovered Earth and claimed it for Imperial Rigel. She summoned a fleet of Colonizers who put Earth in a space lock, and went to battle with Thor. As Thor demonstrated his power, the Colonizers offered to spare Earth if Thor battled the Black Galaxy for them. Thor accepted the offer and ventured into the Black Galaxy and fought Ego, the Living Planet. As Thor emerged victorious, the Rigellians honored their agreement and removed the space lock. After the incident Tana Nile became a political opponent of Imperial Rigel, opposing rapid colonization. She was declared a traitor and fled to Earth. She worked with Generation X and joined Gamora’s Graces to battle the Annihilation Wave.
Commentary:
Tana Nile can work as a straight villain, leading her fellow colonizers to claim Earth. Her moral ambiguity can also make her an interesting neutral NPC as well. In either case she’s an upgrade of the logic focused Colonizers, and can serve as the capstone of a psychic battle or a part of a more diverse group. Unlike her fellow Colonizers she has more options than just Telepathy, wielding a stun pistol for encounters where her brain can’t solve everything.
Name: Atlantean Warrior
Rank: 2
Karma: 2
Health: 60 | Damage Reduction:-1 |
Focus: 60 | Damage Reduction: |
Initiative:+1E
Speed: 5
Occupation: Military
Origin: Atlantean
Traits: Battle Ready, Situational Awareness, Breathe Different, Enhanced Physique Combat Reflexes, Combat Expert
Tags: Amphibious, Backup, Extreme Appearance, Signature Weapon: Knife
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 3 | 13 | +4 | X3 |
Agility | 2 | 12 | +2 | X2 |
Resilience | 2 | 12 | +2 | X2 |
Vigilance | 1 | 11 | +1 | X2 |
Ego | 1 | 11 | +1 | X2 |
Logic | 1 | 11 | +1 | X2 |
Powers:
Basic: Heightened Senses 1, Mighty 1, Sturdy 1
Melee Weapons (Sharp): Fast Attacks, Whirling Frenzy, Hit and Run, Riposte
Super-Speed: Speed Swim
Biography:
The exact origins of Homo Mermanus are not fully known, though it is believed their ancestors may have immigrated to earth from the planet Vodan, or that they may be related to the Inhumans or Deviants. Regardless, their city of Atlantis was the first advanced society to emerge on Earth. In the modern age they have often come into conflict with their land-dwelling neighbors, especially as pollution of the oceans increases. In the Second World War, Namor led Atlantis against the Axis Powers. When Namor was revived by the Fantastic Four, he led his people as both allies and enemies of the surface dwellers and their heroes. Namor has been a stable ruler, but threats from within Atlantis from the likes of Warlord Krang and Attuma have put that in jeopardy
Commentary:
Your run of the mill Atlantean is not the fanciest fighter in the world, but uses super speed and physical strength to create a close combat focused fighting style. It goes without saying that they’ll be most effective while underwater, and can be a great way to introduce underwater elements to a campaign. They are a complex political faction, just as likely to be allies as enemies to surface dwellers. Their role can also depend on who’s leading them. Under Attuma or Krang they’re more likely to be villainous, while under Namor they could go either way.
Name: Warlord Krang
Rank: 4
Karma: 4
Health: 90 | Damage Reduction:-1 |
Focus: 180 | Damage Reduction: |
Initiative:+5E
Speed: 5
Occupation: Leader
Origin: Atlantean
Traits: Battle Ready, Breathe Different, Combat Reflexes, Determination, Enhanced Physique, Presence, Situational Awareness
Tags: Amphibious, Authority, Extreme Appearance, Powerful, Villainous
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 5 | 15 | +7 | X6 |
Agility | 4 | 14 | +4 | X4 |
Resilience | 3 | 13 | +3 | X4 |
Vigilance | 5 | 15 | +3 | X4 |
Ego | 2 | 12 | +2 | X4 |
Logic | 2 | 12 | +2 | X4 |
Powers:
Basic: Heightened Senses 1, Mighty 2, Sturdy 1, Inspiration
Melee Weapons (Sharp): Fast Attacks, Whirling Frenzy, Furious Attacks, Hit and Run, Riposte
Spider-Powers: Venom Blast
Super-Speed: Speed Swim, Blazing Fast-Fists
Tactics: Battle Plan, Focus Fire, Change of Plans, Combat Support
Biography:
Krang was born to Atleantean nobility and joined the military at a young age, where he excelled. He became Namor’s second in command and took control of Atlantis in Namor’s absence. When Namor returned, Krang’s fiance left him for Namor, sparking a violent rage. Nonetheless, Krang fought by Namor’s side against the Fantastic Four, and became even more infuriated when Namor called off the invasion out of sympathy for Susan Storm. Krang saw Namor as unfit to rule and deposed him, ruling Atlantis with an iron fist. Namor took back the throne with the aid of the Fantastic Four and exiled Krang, who began a new life as an underwater criminal outlaw.
Commentary:
Krang is my pick for the Atlantean’s battle commander. I had to pick between him and Attuma, and thought the latter would be less interesting. The electric-sword based fighting style employed by Warlord Krang seemed like a more unique fighter. I do think you could probably make a decent Attuma sheet by reskinning the one for Namor. Krang is also a more interesting character for diplomatic and narrative options, as he’s not as much of a straight villain as Attuma and your players might be able to find a nonviolent way to deal with him.
Name: Flerken
Rank: 2
Karma: 2
Health: 30 | Damage Reduction:- |
Focus: 30 | Damage Reduction:- |
Initiative:+1
Speed: 4
Occupation: None
Origin: Alien
Traits: Surprising Power: Dimensional Travel, Small
Tags: Alien Heritage, Weird
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 4 | 15 | +4 | X2 |
Agility | 2 | 13 | +2 | X2 |
Resilience | 1 | 11 | +1 | X2 |
Vigilance | 1 | 11 | +1 | X2 |
Ego | 1 | 11 | +1 | X2 |
Logic | 1 | 11 | +1 | X2 |
Powers:
Basic: Combat Trickery, Heightened Senses 1
Plasticity: Extended Reach 1, Slip Free, Flexible Fingers
Melee Weapons (Blunt): Vicious Attack, Exploit
Omniversal Travel (Dimensional): Dimensional Travel
Biography:
Flerken are strange alien creatures that happen to look and behave almost identically to Earth cats. Among the primary differences between cats and Flerken are the fact that Flerken lay eggs, and contain a pocket dimension inside their mouth from which they can summon enormous tentacles. One Flerken, Chewie, was kept as a pet by Captain Marvel, though she was unaware of its true nature at first. Chewie has recently been recruited by Lockjaw into a new iteration of the Pet Avengers.
Commentary:
The Flerken is a weird, weird idea, and should make a fun addition to your campaign. They’re more likely to work as a friendly NPC companion than an enemy, but if they do, their small size and large reach should make for a memorable one. If your players haven’t read the comics or seen Captain Marvel, I highly recommend playing these guys off as regular cats, the surprise when they discover it’s true nature should be hilarious.