Captain Mar-VellEditGeheneris Hala´son Mahr Vehl
(Dr. Philip Lawson, secret)
SOLO D8 BUDDY D6 TEAM D10
Pluskommander of the Kree Void Navy, Surgically Altered Alien, Traitor to his People
Full-Spectrum Senses D6, Superhuman Strength D10, Subsonic Flight D8, Enhanced Reflexes D8, Superhuman Durability D10
SFX: Nanoenabled Healing. Move your Physical Stress die to the Doom Pool and step back your Physical Trauma by -1.
SFX: Warfocus. In a pool including a Kree Battlesuit die, replace two dice of equal steps with one die of +1 step.
Limit: Implanted Ultratechnology. Add Superhuman Durability die to the opposing roll when others try to recover your physical stress
Kree Combat Suite
Invisibility D10, Totalkannon D8
SFX: Multipower. Use two or more Kree Combat Suite powers in a single dice pool at -1 step for each additional power
SFX: Plustotalkannon. Step up or double Totalkannon on your next roll, or spend 1PP to do both, then shut down Totalkannon. Recover power by activating an opportunity or during a Transition Scene.
Limit: Power Surge. Shutdown highest-rated power and gain 1PP. Recover power by activating an opportunity or during a Transition Scene.
Combat Expert, Cosmic Master, Covert Expert, Tech Expert
1xp when you use your Cosmic Master to help humans understand the universe.
3xp when your Cosmic Master provides the answer to a problem caused by an alien threat.
10xp when you either ignore a fight to engage with alien technology, or pass up the ability to learn more to indulge your baser instincts.
Illegal Alien ("I'm an altered Kree in New York...")
1xp when you first use your Covert specialty in an action and succeed.
3xp when you engage in a confrontation with another hero regarding your allegiance to Earth's heroes or the Kree.
10xp when you abandon the Kree Empire to save humanity, or you abandon humanity to be with your people.