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Ms. Marvel (pre-persona integration)
This is for Ms. Marvel during the first 13 issues (1976-1977).
| Dex: 08 | Str: 12 | Bod: 11 | Motivation: Responsibility |
| Int: 06 | Wil: 06 | Min: 07 | Occupation: Warrior and protector |
| Inf: 06 | Aur: 05 | Spi: 07 | Resources {or Wealth}: 004 |
| Init: 022 | HP: 060 |
Powers: Damage capacity: 03, Danger sense: 17, Flight: 15, Microscopic vision: 02, Precognition: 09, Remote sensing: 20, Superspeed: 05, Telescopic vision: 02
Bonuses and Limitations:
- Damage Capacity does not help against Stun, and only appears after the COSTUME is wrecked
- For Danger Sense, Remote Sensing, Precognition - see the “Danger Bird” section below
- Danger Sense receives the same penalty as the worst penalty to Perception rolls Ms. Marvel is currently experiencing (from Flash, Sensory Block, Shockwave, etc. - mere lack of visibility such as Darkness or Fog doesn’t count)
- Micoscopic Vision and Telescopic Vision can be Combined to see very small details at a distance (+0)
- Superspeed only applies to Gadgetry rolls and is Minor Marginal
Skills: Acrobatics: 05, Gadgetry: 06, Scientist (Observation): 05
Bonuses and Limitations: Gadgetry and Scientist are both Minor Marginal
Advantages: Alter-Ego (See below), Genius, Insta-Change (along with the Alter-Ego), Language (Kree), Lightning Reflexes, Scholar (Kree military knowledge), Sharp Eye, Slowed Ageing
Bonuses and Limitations: Genius is Minor Marginal
Connections: None
Drawbacks: MIH of Skrulls, Secret ID
Equipment:
- COSTUME (see the “Diminished clothes” section below)
- SCARF [BODY 09. This SCARF gives a +1 to the final roll of opponents trying to Wrestle, Grapple or do a Planned Knockback Attack on Ms. Marvel]
Danger bird — Ms. Marvel’s seventh sense
Ms. Marvel has an exceptional version of Danger Sense, which performs well above the baseline power. Specifically:
- Danger Sense has a +5 Special Range Bonus - she can sense threats that arise within (APs of Danger Sense +5) APs of distance from her. Note that not all GMs have the same interpretation of the function of Range in Danger Sense - but in Ms. Marvel’s case it works this way.
- Danger Sense can sense danger to friends and acquaintances that are within her Range, though the OV and RV are heightened by one CS in this case.
- If she gets 12 or more RAPs on her Danger Sense roll, she does not merely learn “the exact source of the danger” (the result one gets for 8 or more RAPs) but can also pinpoint it and visualise its surroundings. This is the only condition under which she can use her Remote Sensing Power ; note that the observation can last for a number of APs equal to her Danger Sense RAPs beyond 12 (0 APs of time of observation for 12 RAPs, 1 AP of time for 13 RAPs, etc.) - the duration is not determined by her Remote Sensing APs. Remote Sensing includes sight, and may include other senses - this is unclear in the material.
- If she gets 14 or more RAPs on her Danger Sense roll, she can further engage her Precognition Power (this is the only condition under which she can use that Power). As with Remote Sensing-worthy rolls, the RAPs of Precognition are not governed by the Precognition Power but by the number of RAPs she gets beyond 14 on her Danger Sense roll. Thus 15 RAPs give her 1 AP of Precognition time, 19 RAPs warn her of danger 5 APs (two minutes) before it occurs, etc. This is capped by her APs of Precognition. Note that an exceptional roll (likely a double) may thus well mean that the GM has to ’roll back‘ the action, or have the danger occur later than originally planned, so Ms. Marvel gets her full forewarning. There are cases of Ms. Marvel gaining enough RAPs to visualise a crisis that was still minutes or even hours away.
- Some types of psionic protection seem able to slip past her Danger Sense - she could not sense danger when a robot built by Modok to perfectly pass for a human (and thus likely equipped with psychotronics to throw off detection) decided to shoot her. This Limitation is very hazy, though.
- If she rolls a 3 on the first d10, her Danger Sense inexplicably fails to provide a warning, no matter what the roll is.
Note that Range does not add to the difficulty of the rolls - in fact Ms. Marvel often gets her better rolls against distant dangers, which conveniently enough gives her time to fly to where the action is. Furthermore, the GM should set very low OVs/RVs for Danger Sense if he thinks this will advance the action and facilitate the narration - be melodramatic when determining how grave those threats are. If the Players agree and the GM is comfortable with it, the GM may even ditch the rolls and just include Ms. Marvel’s seventh sense in the way the story is told as dramatically appropriate. This works best in one-player one-GM games.
In some cases, seventh sense flashes might leave her stunned as the vision unfolds - for instance because she’s seeing her father who’s about to be shot dead. This is mostly dramatic licence, but such a stunning vision happening at a very bad time might be good Subplot material.
The APs of Danger Sense seemed to grow during the period covered by this writeup, as she consistently got higher RAPs. She presumably started at around 11-12 APs at the beginning of the era.
Diminished clothes
Ms. Marvel’s original costume includes a sophisticated, ultra-thin electronic webbing - but her powers grew so she could operate without these reinforcements. Originally, the COSTUME heightened her ability to sail the Earth’s electromagnetic field and made her able to survive in space.
The COSTUME evolves like this :
- The COSTUME’s original stats are [BODY 12, Damage capacity: 02, Sealed systems: 09, Insta-Change, Bonus: Sealed Systems can add to her RV when effectuating atmospheric re-entry (definitely not an usual and clear application for that Power, but her GM allows it), Limitation: Sealed System does not protect against gas and smoke ; using up the Damage Capacity in full results in a Burn Out of the COSTUME].
- Early on, Ms. Marvel has a Loss Vulnerability. If the COSTUME is stripped from her, damaged, Burnt Out, etc. she loses her Flight Power and one AP of STR and BODY. Furthermore she doesn’t have the Insta-Change Advantage - it comes from the COSTUME.
- In Ms. Marvel v1 #04, exposure to Psyche-Magnitron energies remove this Loss Vulnerability - but Ms. Marvel isn’t aware of this right away.
- In Ms. Marvel v1 #06, the COSTUME’s electronics are broken by Grotesk, and by issue 07 she discovers that she can fly and be as strong as ever without wearing it. She’s thus aware that the Vulnerability is gone and that she now has Insta-Change on her own.
- In issue #11, the COSTUME is shown to blunt some powerful attacks, allowing Ms. Marvel to survive (Damage Capacity). However, Ms. Marvel soon becomes as durable without an active costume as she used to be while wearing it, and the COSTUME’s Damage Capacity never appears again. Since the Sealed Systems is never seen in action again, the COSTUME has become a simple costume, without Powers.
Ms. Marvel (after merging with Carol)
Ms. Marvel is initially two distinct characters, Carol Danvers and Ms. Marvel. They cannot communicate and have a very imperfect awareness of each other. As time passes they gain a better awareness of each other and integrate as one person. Eventually the Alter-Ego fades away, and one person is left - Carol Danvers with all the Powers and qualities of Ms. Marvel.
The impact on characterisation of this process as the character finds herself is in the Personality section of this writeup. As to the stats, it is simply a merge of the two sets of stats. The merge is fully done by Ms. Marvel vol. 1 #13, cover-dated January of 1978.
For convenience’s sake, here are the integrated stats:
| Dex: 08 | Str: 12 | Bod: 11 | Motivation: Responsibility |
| Int: 06 | Wil: 06 | Min: 07 | Occupation: Warrior and protector |
| Inf: 06 | Aur: 05 | Spi: 07 | Resources {or Wealth}: 004 |
| Init: 022 | HP: 065 |
Powers: Damage capacity: 03, Danger sense: 17, Flight: 15, Microscopic vision: 02, Precognition: 09, Remote sensing: 20, Superspeed: 05, Telescopic vision: 02
Bonuses and Limitations:
- Damage Capacity does not help against Stun
- For Danger Sense, Remote Sensing, Precognition - see the “Danger Bird” section above
- Danger Sense receives the same penalty as the worst penalty to Perception rolls Ms. Marvel is currently experiencing (from Flash, Sensory Block, Shockwave, etc. - mere lack of visibility such as Darkness or Fog doesn’t count)
- Micoscopic Vision and Telescopic Vision can be Combined to see very small details at a distance (+0)
- Superspeed only applies to Gadgetry rolls and is Minor Marginal
Skills: Acrobatics: 05, Artist (Actress): 04, Artist (Cooking): 02, Artist (Writer): 05, Gadgetry: 06, Martial Artist (incl. Techniques)*: 08, Scientist: 06, Thief (Stealth): 05, Vehicles: 05, Weaponry (Firearms, Heavy): 06
Bonuses and Limitations: Gadgetry is Minor Marginal
Advantages: Expertise (Poker, her personal Soup Recipe), Familiarity (SCUBA, Military equipment and protocols, Avionics and related systems, Press and publishing), Genius, Heaquarters (her penthouse flat in Manhattan), Insta-Change, Language (Kree, Russian), Lightning Reflexes, Scholar (Kree military knowledge), Sharp Eye, Slowed Ageing
Connections: Dr. Michael Barnett (Low), Daily Bugle press group (Low), former colleagues at Cape Canaveral (incl. astronaut Salia Petrie) (Low), S.H.I.E.L.D. (Low), Avengers (Low)
Drawbacks: Secret ID
Equipment: SCARF [BODY 09. This SCARF gives a +1 to the final roll of opponents trying to Wrestle, Grapple or do a Planned Knockback Attack on Ms. Marvel]
Carol Danvers (pre-restoration)
During the era covered by this entry, Carol’s stats in her human form increase rapidly so we’ll provide both her starting stats (“pre-restoration”) and her peak stats (“post-restoration”) before she stops having a human form. As in the previous writeup, these stats are a compromise between her performance in the period comics and her retconned-in past as a pilot and agent.
| Dex: 04 | Str: 02 | Bod: 03 | Motivation: Rediscover herself |
| Int: 05 | Wil: 04 | Min: 04 | Occupation: Editor |
| Inf: 04 | Aur: 04 | Spi: 04 | Resources {or Wealth}: 004 |
| Init: 015 | HP: 005 |
Powers: Danger sense: 12
Bonuses and Limitations: The Danger sense Power is actually that of the Ms. Marvel form, with all its Bonuses and Limitations and ancillary Powers. Carol has no conscious control over it (or genuine awareness of it) at this stage, and gaining RAPs will likely result in Carol blacking out after a few minutes of increasingly fierce migraines, triggering the Alter Ego and Insta-Change.
Skills: Artist (Actress): 04, Artist (Cooking): 02, Artist (Writer): 05, Martial Artist (incl. Techniques): 04, Thief (Stealth): 04, Vehicles (Land): 04, Vehicles (Air): 05, Vehicles (Space): 03, Weaponry (Firearms, Heavy): 04
Bonuses and Limitations: Vehicles (Space) is Contingent upon Vehicle (Air) — it represents Danvers using her experience as a pilot or test pilot as it transfers to space shuttles and the like, and is thus only usable with Earth space vehicles.
Advantages: Alter-Ego (See below), Expertise (Poker, her personal Soup Recipe), Familiarity (SCUBA, Military equipment and protocols, Avionics and related systems, Press and publishing), Heaquarters (her penthouse flat in Manhattan), Language (Russian), Slowed Ageing
Connections: Dr. Michael Barnett (Low), Daily Bugle press group (Low), Mary-Jane Watson (Low), former colleagues at Cape Canaveral (incl. astronaut Salia Petrie) (Low), S.H.I.E.L.D. (Low)
Drawbacks: MPR (fierce migraines and occasional blackouts)
Equipment: None.
Carol Danvers (post-restoration)
Starting in Ms. Marvel v1 #8, Carol Danvers is suddenly depicted as a competent adventurer - not only does she start thinking as she does in her Ms. Marvel aspect as the two personalities better integrate, but she demonstrates superior physical prowess and combat acumen as Carol. Use the stats below.
By Ms. Marvel v1 #14, Carol stops having an Alter-Ego - she just has Insta-Change.
| Dex: 07 | Str: 04 | Bod: 05 | Motivation: Responsibility |
| Int: 06 | Wil: 05 | Min: 05 | Occupation: Editor |
| Inf: 05 | Aur: 04 | Spi: 05 | Resources {or Wealth}: 004 |
| Init: 015 | HP: 015 |
Powers: Danger sense: 17
Bonuses and Limitations: The Danger sense Power is actually that of the Ms. Marvel form, with all its Bonuses and Limitations and ancillary Powers. Carol has no conscious control over it (or genuine awareness of it) at this stage, and gaining RAPs will likely result in Carol blacking out after a few minutes of increasingly fierce migraines, triggering the Alter Ego and Insta-Change. Her improved fitness makes it much easier to recover from the migraines, though, and the transition is generally less painful.
Skills: Artist (Actress): 04, Artist (Cooking): 02, Artist (Writer): 05, Martial Artist (incl. Techniques)*: 07, Thief (Stealth): 05, Vehicles (Land): 05, Vehicles (Air): 06, Vehicles (Space): 03, Weaponry (Firearms, Heavy): 06
Bonuses and Limitations: Vehicles (Space) is Contingent upon Vehicle (Air) — it represents Danvers using her experience as a pilot or test pilot as it transfers to space shuttles and the like, and is thus only usable with Earth space vehicles.
Advantages: Alter-Ego (See below), Expertise (Poker, her personal Soup Recipe), Familiarity (SCUBA, Military equipment and protocols, Avionics and related systems, Press and publishing), Heaquarters (her penthouse flat in Manhattan), Language (Russian), Slowed Ageing
Connections: Dr. Michael Barnett (Low), Daily Bugle press group (Low), former colleagues at Cape Canaveral (incl. astronaut Salia Petrie) (Low)
Drawbacks: MPR (fierce migraines and occasional blackouts)
Equipment: None.
Game Stats — DC Adventures
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Ms. Marvel (pre-integration) — Averaged PL 12.2
This is for Ms. Marvel during the first 13 issues (1976-1977).
| STR | STA | AGL | DEX | FGT | INT | AWE | PRE |
| 01 (12) | 02 (11) | 03 (04) | 04 | 07 | 02 (03) | 03 | 02 |
Unique hybrid physiology ● 79 points ● Descriptor: Genetic fusion
- Super-strong — Enhanced Strength 11, Enhanced Agility 1
- Super-tough — Luck 2 (Limited 1 to Toughness and Fortitude rolls), Enhanced Stamina 9, Impervious Toughness 6
- Acute vision — Senses 2 (Extended visual, Microscopic vision 1)
- Power of flight — Flight 14
Seventh Sense ● 8 points ● Descriptor: Mental
Senses 8 (Danger sense w/ Precognition, Extended 2, Acute 1)
Kree science ● 9 points ● Descriptor: Mental
- Technology 8 (+11), Enhanced Intellect 1, Inventor
- Quickness 5 (Limited 2 to Technology)
Defensive roll 1, Improved Initiative, Interpose, Move-by Action, Power Attack, Ranged Attack 4
Benefit 1 (Slowed ageing), Benefit 1 (Can turn into Carol Danvers as needed), Language 1 (Kree)
Athletics 1 (+13), Close combat (Unarmed) 5 (+12), Expertise (Kree military knowledge) 11 (+14), Insight 4 (+7), Perception 5 (+8), Persuasion 3 (+5)
| Initiative +8 |
| Unarmed +12, Close, Damage 12 |
| Dodge | 13 | Fortitude | 12 |
| Parry | 11 | Toughness | 12/11* |
| Will | 10 |
Temper Ms. Marvel is particularly brash and gung-ho (especially vs. Skrulls)
Disability Ms. Marvel is more or less amnesiac
Identity Ms. Marvel must protect Carol Danvers’ secret identity
Power Loss Early on part of her power is provided by her costume, but that quickly recedes then vanish
Trade-off areas Attack&Effect PL 12, Dodge/Toughness PL 13, Parry/Toughness PL 12, Fort&Will PL 11
Point total 192 Abilities 48, Defences 21, Skills 15, Powers 96, Devices 0, Advantages 12. Equiv. PL 13.
Ms. Marvel (post-integration) — Averaged PL 12.4
Ms. Marvel is initially two distinct characters, Carol Danvers and Ms. Marvel. They cannot communicate and have a very imperfect awareness of each other. As time passes they gain a better awareness of each other and integrate as one person. Eventually the Alter-Ego fades away, and one person is left - Carol Danvers with all the Powers and qualities of Ms. Marvel.
The impact on characterisation of this process as the character finds herself is in the Personality section of this writeup. As to the stats, it is simply a merge of the two sets of stats. The merge is fully done by Ms. Marvel vol. 1 #13, cover-dated January of 1978.
For convenience’s sake, here are the integrated stats:
| STR | STA | AGL | DEX | FGT | INT | AWE | PRE |
| 01 (12) | 02 (11) | 03 (04) | 04 | 07 | 02 (03) | 03 | 03 |
Unique hybrid physiology ● 79 points ● Descriptor: Genetic fusion
- Super-strong — Enhanced Strength 11, Enhanced Agility 1
- Super-tough — Luck 2 (Limited 1 to Toughness and Fortitude rolls), Enhanced Stamina 9, Impervious Toughness 6
- Acute vision — Senses 2 (Extended visual, Microscopic vision 1)
- Power of flight — Flight 14
Seventh Sense ● 8 points ● Descriptor: Mental
Senses 8 (Danger sense w/ Precognition, Extended 2, Acute 1)
Kree science ● 9 points ● Descriptor: Mental
- Technology 8 (+11), Enhanced Intellect 1, Inventor
- Quickness 5 (Limited 2 to Technology)
Defensive roll 1, Improved Initiative, Interpose, Move-by Action, Power Attack, Ranged Attack 4
Benefit 1 (Slowed ageing), Benefit 1 (Can turn into Carol Danvers as needed), Language 1 (Kree)
Athletics 1 (+13), Close combat (Unarmed) 5 (+12), Deception 5 (+8), Expertise (Kree military knowledge) 11 (+14), Expertise (Non-fiction writer) 7 (+10), Expertise (Fighter pilot) 6 (+9), Expertise (Espionage) 5 (+8), Insight 4 (+7), Perception 5 (+8), Persuasion 3 (+6), Ranged combat (Firearms) 3 (+11), Stealth 4 (+8), Vehicles 5 (+9)
| Initiative +8 |
| Unarmed +12, Close, Damage 12 |
| Dodge | 13 | Fortitude | 12 |
| Parry | 11 | Toughness | 12/11* |
| Will | 10 |
Temper Ms. Marvel is brash and gung-ho
Identity Secret identity
Trade-off areas Attack&Effect PL 12, Dodge/Toughness PL 13, Parry/Toughness PL 12, Fort&Will PL 11
Point total 210 Abilities 50, Defences 21, Skills 31, Powers 96, Devices 0, Advantages 12. Equiv. PL 14.
Carol Danvers (pre-restoration) — Averaged PL 4
During the era covered by this entry, Carol’s stats in her human form increase rapidly so we’ll provide both her starting stats (“pre-restoration”) and her peak stats (“post-restoration”) before she stops having a human form. As in the previous writeup, these stats are a compromise between her performance in the period comics and her retconned-in past as a pilot and agent.
| STR | STA | AGL | DEX | FGT | INT | AWE | PRE |
| 00 | 01 | 00 | 03 | 04 | 02 | 01 | 01 |
Seventh sense ● 8 points ● Descriptor: Mental
Senses 8 (Danger sense w/ Precognition, Extended 2, Acute 1)
Defensive roll 1, Improved trip
Benefit 1 (Slowed ageing), Language 1 (Russian)
Athletics 1 (+1), Close combat (Unarmed) 2 (+5), Deception 5 (+6), Expertise (Non-fiction writer) 7 (+9), Expertise (Fighter pilot) 6 (+9), Expertise (Espionage) 4 (+6), Insight 4 (+5), Perception 4 (+5), Ranged combat (Firearms) 3 (+6), Stealth 5 (+5), Vehicles 4 (+8)
| Initiative +0 |
| Unarmed +6, Close, Damage 0 |
| Dodge | 6 | Fortitude | 4 |
| Parry | 5 | Toughness | 2/1* |
| Will | 4 |
Prejudice Carol still regularly experiences gender discrimination as a liberated woman
Disability Carol experiences migraines so severe that they can lead to loss of consciousness
Trade-off areas Attack&Effect PL 3, Dodge/Toughness PL 4, Parry/Toughness PL 4, Fort&Will PL 4
Point total 72 Abilities 24, Defences 13, Skills 23, Powers 8, Devices 0, Advantages 4. Equiv. PL 5.
Carol Danvers (post-restoration) — Averaged PL 7.4
Starting in Ms. Marvel v1 #8, Carol Danvers is suddenly depicted as a competent adventurer - not only does she start thinking as she does in her Ms. Marvel aspect as the two personalities better integrate, but she demonstrates superior physical prowess and combat acumen as Carol. Use the stats below.
By Ms. Marvel v1 #14, Carol stops having an Alter-Ego - she just has Insta-Change.
| STR | STA | AGL | DEX | FGT | INT | AWE | PRE |
| 01 | 03 | 02 | 04 | 07 | 02 | 01 | 01 |
Seventh sense ● 8 points ● Descriptor: Mental
Senses 8 (Danger sense w/ Precognition, Extended 2, Acute 1)
Defensive attack, Defensive roll 2, Evasion, Grabbing Finesse, Improved trip, Precise attack (Close, Concealment)
Benefit 1 (Slowed ageing), Language 1 (Russian), Skill Mastery (Vehicles)
Athletics 4 (+5), Close combat (Unarmed) 3 (+10), Deception 5 (+6), Expertise (Non-fiction writer) 7 (+9), Expertise (Fighter pilot) 6 (+8), Expertise (Espionage) 4 (+6), Insight 4 (+5), Perception 6 (+7), Persuasion 3 (+4), Ranged combat (Firearms) 5 (+9), Stealth 5 (+7), Vehicles 5 (+9)
| Initiative +2 |
| Unarmed +10, Close, Damage 1 |
| Dodge | 11 | Fortitude | 7 |
| Parry | 10 | Toughness | 5/3* |
| Will | 7 |
Prejudice Carol still regularly experiences gender discrimination as a liberated woman
Disability Carol still suffers from bad migraines, but this is quickly becoming milder
Trade-off areas Attack&Effect PL 6, Dodge/Toughness PL 8, Parry/Toughness PL 8, Fort&Will PL 7
Point total 111 Abilities 42, Defences 22, Skills 29, Powers 8, Devices 0, Advantages 10. Equiv. PL 8.
