
Ms. Marvel
(Carol Danvers) (Ms. Marvel "Year One" 3/3)
Sequence
This profile is part of a large, marvellous series.
For orientation you definitely should first check our guide to Ms. Marvels.
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Quotes
Ms. Marvel (pre-integration) quotes
Scorpion: “Hey — wait — what’re you doing ?”
Ms. Marvel: “Doing ? What does it look like I’m doing ? I’m WINNING !” (WOOSH CRASH)
“My costume is like Captain Marvel’s — for a reason ! My powers come from the alien Kree race… the powers of a WARRIOR born !”
“Whoever you are — whatever you want — you’ve underestimated me — and for that you’re going to be sorry !” (WHAM !)
“By the Black Nebula, Ms. Marvel will be free !”
“Why can’t I remember anything ? Half images, instincts, vague feelings of déjà vu – but never anything concrete ! God, it’s like living my life in a peasoup fog ! […] I can’t go on like this. I don’t know who I am – what I am – why I am ! I have a name and a costume and that’s it ! I’m a human woman – yet my very being seems intimately bound with the eternal, alien Kree… and the harder I look for answers, the more mixed up everything gets !”
“Calot-spawn, when I’m through with you, you’ll be lucky to be alive !” (THOD , BROW !) (apparently “Calot-spawn” is Kree for “son of a bitch”, though it’s unisex. It’s also dated – nowadays most Krees say “son of a schlag”).
“Hala !” (her all-purpose exclamation, used so often it occasionally comes across as punctuation. Hala is the home world of the Kree).
“Astarte’s crown !”
“Whoever they are, they’re living beings — as are the innocent customers around them. And as I am Ms. Marvel — I will not see them hurt !” (THKOW !)
Ms. Marvel (post-integration)
“I can hear him clumping around. He’s probably expecting me to come up the stairs…” (Ms. Marvel immediately smashes through the floor to take her opponent by surprise.)
(Eating pizza in a 1970s New York City diner) “Part of me is comparing this with all the other pizzas I’ve eaten in my life, and part of me is enjoying the first taste of one I’ve ever had. Doesn’t quite compare with d’halian kirif. […But] that doesn’t matter anymore. I am who I am. I don’t think I’d have it any other way.”
“My name isn’t ‘babe’, Beast. It’s Ms. Marvel. I’ve got no time to waste, Avenger, I’ve tried to talk, but if you’re set on doing this the hard way — then by the great Pama, it’s going to be your funeral !” (KTHOW !)
Scarlet Witch (almost amused): “Just like that. You barge in off the street, smash open our portal, fight the Beast then — based on your word alone — ask us to trust you with our resources ?”
Ms. Marvel: “Yes.”
“No, I doubt it’s hostile. The angle of approach is all wrong. No one would attack silhouetted by the Moon.”
Carol Danvers (pre-restoration)
(Describing her metamorphosis under hypnosis) “Deep within me – I feel the change. My body’s glowing, becoming larger, stronger – different. Dear God, Carol Danvers is disappearing. Now there’s someone else, someone better than I am – the woman wonder called Ms. Marvel !”
“Wow, my migraines are getting worse. I’d — I’d — where am I ? Good Lord, I’m on the roof of the Daily Bugle building ! How did I get up here ? How long have I been gone ?”
“Dear God, she’s a part of me ! Why am I so afraid of her. Why !?!”
Carol Danvers (post-restoration)
“Well I’ll be back gentlemen, because I’ve a score to settle with you and your one-time leader, Modok. And I’m a woman who pays her debts in full.”
“I’m a grown woman, Gianelli. To coin a phrase — I can take care of myself ! Now get out of here before I lose my temper !”
DC Universe Adaptation
(This section proposes ways of using this character in DC Universe stories).
Paradoxically for a women’s lib heroine, Ms. Marvel was a female version of a better-established male hero.
In the DCU, a more obvious approach to have this kind of heroine is to make her a young pre-Crisis Amazon who, after an accident involving the Purple Ray, is accidentally hurled into the man’s world. With enhanced power but in a state of amnesia.
Vega system
If you want to use Carol Danvers with her full past… Perhaps she was kidnapped in Cape Canaveral by a scout sent by the warlords of Okaara. She was to serve as a genetic template in an attempt to recreate the pre-apocalyptic form of the Okaaran.
However, this experience was interrupted by the Citadel. Danvers was teleported back to Earth in an incomplete state.
Based on the early attitude of Koriand’r and Komand’r, Okaaran training seems to produce values close to that of Ms. Marvel’s Kree side.
Alternatives
Or perhaps the experiment was led by the denizens of Tyrraz attempting to create a super-soldier using a Terran as a template.
The Thanagarians are also another clear potential as Kree substitutes in a DCU Ms. Marvel background. They have the attitude, and they even have Absorbascon technology which might play the role of the Psyche-Magnitron.
Ms. Marvel is oddly reminiscent of the pre-Crisis Supergirl in her early adventures. She could easily be the Supergirl or Power Girl of a parallel world – something trivial to do in the 52 Earths context. Beside, it’s hard to escape the parallel between Carol Danvers and Linda Danvers.
The situation of Power Girl, with her retcons, false memories and losing boxing matches against continuity, is also loosely similar to the situation of Ms. Marvel.
Another angle – perhaps if Julius Schwartz had been behind a Silver AgeSuper-hero comics from the late 1950s to the early 1970s. revamp of Wonder Woman (much like the Flash, Green Lantern, etc. were re-invented in a more sci-fiesque way for the new generation from their Golden Age versions), it may have looked like Ms. Marvel.
Certain aspects of Ms. Marvel compete with Wonder Woman in the same way that Sergeant Fury (and his Howling Commandos) competed with Sergeant Rock.
Adνеrtisеmеnt
Chris’ Blonde Amalgam Strategy
(This section proposes ways of using this character in DC Universe stories).
An approach I used in my own campaign, back when I was trying very hard to match the Post-Crisis DCU’s “one and only one Earth” policy, was to amalgamate Ms. Marvel with both Power Girl and Supergirl.
This allowed me to wave away the problem of Captain Mar-Vell. Did he exist in the DCU? What was his relationship with Shazam and Billy Batson? What was Eon’s relationship with the Guardians of the Universe, and how did the Green Lantern Corps relate to his title as Protector of the Universe?
Since I could simply replace him with Superman.
The Kara play
One of my goals in this whole project is to maintain a DCU feel, that keeps both Supergirl’s Legion connection and Power Girl’s JSA connection, but that replaces the bland Linda Danvers and Karen Starr with the more colorful Carol Danvers.
Using this approach, I started with a Kryptonian survivor named Kara (no relation). Her origin was pretty much that of Superman: The Animated Series’ Supergirl, meaning she was a teenager at the time of Krypton’s destruction but had been in suspended animation.
She wasn’t necessarily Superman’s literal cousin. But when he found her, rescued her, and brought her to Earth, they “adopted” each other as the last survivors of their race.
She’s super
For a short time Kara lived with Martha and Jonathan Kent. Much against Clark’s overprotective impulses, she was active as a teenaged heroine, Supergirl.
Cheery, upbeat, and brave, Supergirl hadn’t been on Earth long enough to develop the full spectrum of Kryptonian powers. At the start of her career, her powers were at about the level of the MU Ms. Marvel.
She was also, initially, not careful enough about protecting her identity. She was seen too often in Smallville, and in an initial interview even shared her Kryptonian name.
This led to her being moved out of Smallville and adopted by the Danvers family outside Boston.
The Wayne Foundation discreetly stepped in to give Kara, now called Carol (an alternate name close enough to her own to resonate and be familiar), a false background and ensure she found a good family. She stayed in touch with the Kents, including Clark of course – but discreetly.
Legionnaire
Meanwhile, she was recruited into the Legion of Super-Heroes, and for a few years spent more time in the 30th century than in the 20th.
She always returned to our time a few moments after she’d left, so that the gaps weren’t noticeable.
One key feature of this timeline. I always had both Clark and Kara as Legion members, but – this being during the Giffen/Bierbaum Legion era – I had more or less switched their roles. Clark was the mostly-honorary member who only showed up for a few adventures, his memories carefully edited to keep from upsetting his 20th century destiny.
Kara/Carol was the Legion mainstay who learned a lot from the LSH and also pulled their fat out of the fire almost all the time. Her powers continued to develop and soon reached full Kryptonian-classOn the same general power level as Superman. levels.
She also became a mainstay of the Espionage Squad — as there’s nothing better than an intelligence operative with super-senses (gathering info without seeming to) and super-speed (acting faster than the eye can see) with the strength and invulnerability to extricate herself if her cover’s blown.
She learned espionage tricks from Chameleon Boy, studied martial arts with Karate Kid, and became a great fighter, spy, and heroine.
But she eventually decided to rededicate herself to living in her own time…partly b/c of not really reciprocating feelings for Brainy.
Back to the 20th
So Carol returns full time to the 20th Century. In between her long Legion stints she’s continued to go to school, breezing through high school in short order and graduating in record time from the Air Force Academy.
Her experiences with the Espionage Squad make her a natural for Air Force Intelligence, and her experience with Legion Cruisers stands her in good stead as she becomes known as a crack pilot and agent.
Here she meets and falls for Colonel Michael Rossi and has adventures alongside him with Wolverine.
Lubyanka revisited
I’ll leave it to you to figure out details of the Lubyanka incident — obviously it takes place somewhat differently with a Kryptonian-powered Carol Danvers.
Perhaps she was faking her weakness, or perhaps some traumatic event causes a temporary power loss. Or perhaps the Lubyanka incident revolved around investigating foreign attempts to harness superhumans, and Carol runs afoul of some ultra-powered foreign agent.
I’ve also toyed with making Lubyanka fall after a modified “Crisis on Infinite Earths” scenario. What if Supergirl wasn’t killed by the Anti-Monitor, but her injuries caused a great reduction in her health and powers — much as Power Girl experienced in the Post-Crisis DCU during the Gray Man incident?
At some point — whether it corresponds to Lubyanka, the Anti-Monitor, the Gray Man, or something else, Carol will be badly injured, her powers at least temporarily reduced, and she will adopt a new identity.
In the process, spotty historical records mean that the Legion loses track of her, believing that Supergirl died heroically at a young age to save Superman.
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At any rate…
At any rate, Supergirl’s now a full-time resident of the 20th century, has lots of cosmic-level experience against the likes of Darkseid, the Time Trapper, and the Fatal Five, and is a bit older than she should be. She asks to join the JLA.
But Superman, over-protective as ever, blocks her. With most of his memories of the Legion consisting of a “super-hero club”, he’s not really aware that it’s a JLA+-level operation, and underrates her stories of what she’s accomplished.
So he thinks she’s too young and inexperienced — and perhaps she’s already experienced the event reducing her power level — and he recommends that she join the JSA instead.
The great Society
At this time, the JSA is only semi-active, getting together with the JLA once a year or so, and giving some training to young, newbie or out-of-place heroes like the Huntress (Helena Wayne) and the Star-Spangled Kid (Sylvester Pemberton).
Kara is furious with her cousin but his advice sways the JLA and JSA to go along with his plan.
Expressing her anger, she dumps her Supergirl costume and name. She’s an adult anyway, and her own person, not a sidekick to Superman. So she joins the JSA as Power Woman (or as Ms. Marvel, if you prefer), and has quite a chip on her shoulder for awhile.
The old-timers in the JSA are apt, at first, to treat her like a novice, and her anger at Superman overflows into her treatment of them. Over time, of course, she comes to see just how good and experienced these Golden Agers are…and she eventually decides she just might have come out ahead.
She loses her powers (but not her Kryptonian genetic potential) to Rogue.
Enters Rogue
The way I rationalize this stuff is that Rogue’s powers allow her to steal the power to absorb and convert yellow sunlight, but that her hybrid human/kryptonian cells are only partially successful at mimicking Kryptonian powers…
Thuis makes Rogue about as powerful as she is in the MU, with Ms. Marvel level powers. Though possibly increasing in power and abilities very gradually.
Meanwhile, Kara’s lost her powers, but joins up with the X-Men, and gets transformed into Binary.
Her power to absorb energy from the sun being gone, but the capacity of her cells to process enormous energy allowing the Brood to hook her up to a white hole. Thus she’s once again at Kryptonian power-levels.
That’s all folks
That’s about as far as that timeline went, I think. I’d probably have had her return to Earth and resume her Power Woman identity (or Ms. Marvel) identity as the white hole energies faded, finally joining the JLA — this corresponding to the Warbird/Busiek era and possibly the JLI era.
I hope it can go without saying that in this timeline Carol never experiences any super-weird alien pregnancies, because…ick.
Of course, if you keep the Ms. Marvel moniker (instead of the Supergirl to Power Woman progression), then you’ll have to address the Marvel Family…
DC Heroes RPG
Tell me more about the game stats
Ms. Marvel (pre-persona integration)
This is for Ms. Marvel during the first 13 issues (1976-1977).
Dex: 08 | Str: 12 | Bod: 11 |
Int: 06 | Wil: 06 | Min: 07 |
Inf: 06 | Aur: 05 | Spi: 07 |
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 it 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.
Motivation:
Responsibility.
Occupation:
Warrior and protector.
Wealth:
004
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. 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 also sense danger to friends and acquaintances that are within her Range. However, 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). She can also pinpoint it and visualise its surroundings. This is the only condition under which she can use her Remote Sensing Power.
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 might 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.
An exceptional roll (likely a double) might force the GM 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 psionicPsionics are sci-fi style psychic powers. 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 psychotronicsElectronic equipment that amplify or protect from psychic powers. to throw off detection) decided to shoot her. This Limitation is very hazy, but maybe be modelled using APs of Obscure for such psychotronic stealth system.
- If she rolls a 3 on the first d10, her Danger Sense inexplicably fails to provide a warning. No matter what the roll is.
Seventh sense of a seventh sense
Distance 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 they think 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. Just include Ms. Marvel’s seventh sense in the story 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. That heightened her ability to sail the Earth’s electromagnetic field and made her able to survive in space
However, her powers grew so she could operate without these reinforcements.
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 (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. Howbeit, Ms. Marvel isn’t aware of this right away.
- In Ms. Marvel v1 #06, the COSTUME’s electronics are broken by Grotesk. But 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 but an incomplete awareness of each other.
As time passes this awareness improves, and they 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 |
Int: 06 | Wil: 06 | Min: 07 |
Inf: 06 | Aur: 05 | Spi: 07 |
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, Artist (Guitarist): 03, 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.
Motivation:
Responsibility.
Occupation:
Warrior and protector.
Wealth:
004
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 |
Int: 05 | Wil: 04 | Min: 04 |
Inf: 04 | Aur: 04 | Spi: 04 |
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, Artist (Guitarist): 03, 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).
Motivation:
Rediscover herself.
Occupation:
Editor.
Wealth:
004
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 |
Int: 06 | Wil: 05 | Min: 05 |
Inf: 05 | Aur: 04 | Spi: 05 |
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, Artist (Guitarist): 03, 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).
Motivation:
Responsibility.
Occupation:
Editor.
Wealth:
004
Equipment:
None.
DC Adventures RPG
Tell me more about the game stats
Ms. Marvel (pre-integration) — Averaged PL 12.2
This is for Ms. Marvel during the first 13 issues (1976-1977).
STR | STA | AGL | DEX |
---|---|---|---|
01 (12) | 02 (11) | 03 (04) | 04 |
FGT | INT | AWE | PRE |
07 | 02 (03) | 03 | 02 |
Powers:
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).
Combat Advantages:
Defensive roll 1, Improved Initiative, Interpose, Move-by Action, Power Attack, Ranged Attack 4.
Other Advantages:
Benefit 1 (Slowed ageing), Benefit 1 (Can turn into Carol Danvers as needed), Language 1 (Kree).
Skills:
Athletics 1 (+13), Close combat (Unarmed) 5 (+12), Expertise (Kree military knowledge) 11 (+14), Insight 4 (+7), Perception 5 (+8), Persuasion 3 (+5).
Offence:
Initiative +8 |
Unarmed +12, Close, Damage 12 |
Defense:
Dodge | 13 |
Fortitude | 12 |
Parry | 11 |
Toughness | 12/11* |
Will | 10 |
* Without Defensive Roll.
Complications:
- 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.
Powers Levels:
- 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 but partial 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 |
---|---|---|---|
01 (12) | 02 (11) | 03 (04) | 04 |
FGT | INT | AWE | PRE |
07 | 02 (03) | 03 | 03 |
Powers:
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).
Combat Advantages:
Defensive roll 1, Improved Initiative, Interpose, Move-by Action, Power Attack, Ranged Attack 4.
Other Advantages:
Benefit 1 (Slowed ageing), Benefit 1 (Can turn into Carol Danvers as needed), Language 1 (Kree).
Skills:
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).
Offence:
Initiative +8 |
Unarmed +12, Close, Damage 12 |
Defense:
Dodge | 13 |
Fortitude | 12 |
Parry | 11 |
Toughness | 12/11* |
Will | 10 |
* Without Defensive Roll.
Complications:
- Temper Ms. Marvel is brash and gung-ho.
- Identity Secret identity.
Powers Levels:
- 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 |
---|---|---|---|
00 | 01 | 00 | 03 |
FGT | INT | AWE | PRE |
04 | 02 | 01 | 01 |
Powers:
Seventh sense ● 8 points ● Descriptor: Mental
Senses 8 (Danger sense w/ Precognition, Extended 2, Acute 1).
Combat Advantages:
Defensive roll 1, Improved trip.
Other Advantages:
Benefit 1 (Slowed ageing), Language 1 (Russian).
Skills:
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).
Offence:
Initiative +0 |
Unarmed +6, Close, Damage 0 |
Defense:
Dodge | 6 |
Fortitude | 4 |
Parry | 5 |
Toughness | 2/1* |
Will | 4 |
* Without Defensive Roll
Complications:
- 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.
Powers Levels:
- 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 two sets of stats.
STR | STA | AGL | DEX |
---|---|---|---|
01 | 03 | 02 | 04 |
FGT | INT | AWE | PRE |
07 | 02 | 01 | 01 |
Powers:
Seventh sense ● 8 points ● Descriptor: Mental
Senses 8 (Danger sense w/ Precognition, Extended 2, Acute 1).
Combat Advantages:
Defensive attack, Defensive roll 2, Evasion, Grabbing Finesse, Improved trip, Precise attack (Close, Concealment).
Other Advantages:
Benefit 1 (Slowed ageing), Language 1 (Russian), Skill Mastery (Vehicles).
Skills:
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).
Offence:
Initiative +2 |
Unarmed +10, Close, Damage 1 |
Defense:
Dodge | 11 |
Fortitude | 7 |
Parry | 10 |
Toughness | 5/3* |
Will | 7 |
* Without Defensive Roll.
Complications:
- Prejudice Carol still regularly experiences gender discrimination as a liberated woman.
- Disability Carol still suffers from bad migraines, but this is quickly becoming milder.
Powers Levels:
- 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.

Source of Character: Marvel Universe.
Helper(s): Chris Cottingham (who also wrote the “Blonde Amalgam” section), Darci, Frank Murdock.