Event DaysofFuturePast PDF
Event DaysofFuturePast PDF
Event DaysofFuturePast PDF
The team discovers an event that changes the future for muntantkind, and
seeks to prevent it from happening.
ACKNOWLEDGEMENTS
This work is fan made. All publicly recognizable characters, settings, etc.
are the property of their respective owners. The author is in no way
associated with the owners, creators, or producers of any previously
copyrighted material. No copyright infringement is intended.
Marvel Heroic Roleplaying is © Margaret Weis Productions. You cannot use this
EVENT without a copy of MHR Operations Manual. You won’t be disappointed!
Go buy one!
All datafiles have been created by Kyle Sears, except for the following:
Mystique—http://forum.rpg.net/showthread.php?615591-Lost-Files-of-
Marvel!&p=15290320#post15290320
Blob—http://thedoompool.com/villains/brotherhood-of-mutant-supremacy-i/
EVENT MILESTONES
LAY IT DOWN
Heroes are often asked to make sacrifices for a cause, but are you willing to put
yourself in harm’s way?
1 XP when you enter a fight alone to keep friends out of harm’s way.
3 XP when you do battle against someone who has attacked a friend.
10 XP when you take trauma attempting to save a civilian’s life or when
you refuse to fight and walk away/talk it out.
ACT ONE:
FIGHT THE FUTURE
The first Act involves the heroes being pulled into the future by the actions of
the time-traveling mutant known as Bishop. A mutant team member is impli-
cated in the assassination of Senator Kelly, and Bishop has come to kill him.
PROMINENT LOCATIONS
THE GREAT LAWN
Sports Complex in the middle of Central Park. Frightened Civilians are found
everywhere. Additionally, Sports Equipment is located throughout the area.
Professor Xavier sends a call out to all mutants in New York City. The Danger
Room has gained sentience and is heading to the city. Senator Robert Kelly is
holding a campaign speech in Central Park, and should be protected at all costs.
DOOM POOL
6 6
Any hero with Tech Specialties can also pick up this interesting signature. Some
heroes may choose to handle crowd control or evacuation of the area. Others
may choose to deal with collateral damage. Still others may opt to take on
Danger, either through dialog or by force.
ACTION: DANGER!
Upon arriving in Central Park, the heroes witness Danger making a mess of the
place, along with four Brawler Sentinels she has taken over from Senator Kelly’s
detail.
DANGER
Team d8 Where Am I?
Buddy d6 Mutant Trainer
Solo d10 Daddy Issues
TRAINING AI
Weapons 8 Flight 6 Superhuman Reflexes 10
SFX: Area Attack. Target multiple opponents. For every additional target, add D6 and
keep +1 effect die.
SFX: Total Recall. On a successful reaction against physical stress, use effect die to cause
emotional stress. Spend doom pool to step up +1.
Limit: Gear. Shutdown Weapons and add d6 to doom pool. Activate opportunity to re-
cover.
SHI’AR TECHNOLOGY
Technology Control 8 Superhuman Durability 10
Superhuman Strength 10
SFX: Override. Shutdown highest Shi’ar Technology power to ignore physical damage
to self or other robot. Activate opportunity to recover power.
SFX: Testing Constructs. Add a d6 to dice pool then step up effect die by +1 when cre-
ating Shi’ar based assets.
SFX. Invulnerable. Invulnerable to mental attacks.
Limit: Prime Directive. Unable to kill mutants. When achieving extraordinary success,
step up Danger’s emotional stress by +1.
ACTION: DANGER!
BRAWLER SENTINEL
Team d10 Security Force
Buddy d8 Human Controlled
Solo d6 Mutant Hater
SFX: Unibeam. Step up or double Energy Beam power when targeting a single target,
then shutdown Energy Beam. Activate opportunity to recover.
SFX: Mutant Tracker. In a reaction pool against mutants, include Cybernetic Senses for
no cost.
SFX: Power Adaptation. After initial attack from enemy, step down all subsequent
attacks by –1.
SFX: Capture Net. Add d6 to dice pool and step up effect die when using Missiles to cre-
ate a complication.
Limit: Overload. Shutdown highest rated power and add d6 to doom pool. Activate op-
portunity to recover.
Once a mutant falls or all enemies are defeated, Bishop arrives from the future.
If Danger is not defeated, he blasts her with an high tech neutralizer and disa-
bles her. Bishop then captures the fallen mutant and disappears into a portal.
If no mutant has fallen, select any of them. The remainder of the team notice
that the portal is closing quickly and must decide whether to follow or not.
After the Transition Scene, the team finds a world smoldering. Sirens blare in
the distance, and scattered throughout are wanted posters featuring mutants.
Suddenly, Bishop says, “Looks like the traitor has friends! Welcome to the
world you made!”
ENERGY ABSORPTION
Energy Blast 8 Superhuman Durability 10
SFX: Energy Burst. Step up or double Energy Blast power when targeting a single tar-
get, then shutdown Energy Beam. Activate opportunity to recover.
SFX: Absorption. On a successful reaction against an energy-based attack, convert your
opponent’s effect die into an Energy Absorption stunt or step up an Energy Absorption
power by +1 for your next action. Spend doom pool if opponent’s action succeeds.
SFX: Invulnerability. Spend doom pool to ignore energy-based attacks.
Limit: Overload. Shutdown highest rated power on opponent’s extraordinary victory
and add d6 to doom pool. Activate opportunity to recover.
CYBERNETIC ARM
Weapon 8 Superhuman Strength 10
SFX: Clawed Tendrils. Add d6 and step up effect die when creating complications.
SFX: Area Attack. Add d6 for each additional target, and keep extra effect die.
Limit: Gear. Shutdown Cybernetic Arm and add d6 to doom pool. Activate opportunity
to recover.
Superhuman Strength 10
SFX: Cannonball. Use two or more Energy Field Propulsion powers in a single dice pool
at –1 step for each additional power.
SFX: Blast Field. In a dice pool with Energy Control, add d6 for each additional target
and keep an additional effect die.
Limit: Room to Move. Step back all Energy Field Propulsion powers if movement is re-
stricted by complications.
MIND POSSESSION
Mind Control 10 Psychic Resistance 10 Psychic Blast 8
SFX: Altered Perception. Add d6 and step up effect die when creating perception based
complications.
SFX: Possessed. Add d6 and step up effect die when creating mind control based compli-
cations. Full control of subject at d12 complication (take over character sheet).
Limit: Emotionally Connected. Take emotional stress (step back effect die) when con-
trolled target takes physical stress.
LYCANTHROPY
Enhanced Strength 8 Enhanced Reflexes 8 Superhuman Senses 10
SFX: Claws and Fangs. Add d6 to dice pool and step back highest die by –1. Step up
stress inflicted by +1.
SFX: Healing Factor. Spend doom pool to recover physical stress.
SFX: Unleashed. Step up or double Lycanthropy power. If action fails, step up emotional
stress.
Limit: Conscious Activation. Shutdown Lycanthropy powerset if stressed out.
PLASMA BOMBS
Plasma Blast 8
SFX: Tick Tick Boom. Add d6 and step up effect die to create a Time Bomb asset.
SFX: Area Blast. Target multiple opponents. Add d6 for each additional opponent and
add effect die.
SFX: Meltdown. Double or step up Plasma Blast against a single target, then shutdown
power. Recover by activating an opportunity.
AUDIOKINESIS
Flight 8 Sonic Control 8 Sonic Scream 10 Sonic Shield 10
SFX: Sonic Lance. Replace two of the same die with one stepped up.
SFX: Sonic Shout. Add d6 for each additional opponent and add effect die.
SFX: Vocal Trance. Add d6 and step up effect die when creating complications.
Limit: Vocal Strain. Shutdown highest rated audiokinesis power and add to doom pool.
Once three or four mutants have become stressed out, Bishop begins to shout
that Sentinels are coming. He reveals that he traveled back to the past in order
to stop the assassination of Senator Robert Kelly at the hands of a mutant. At
this point, reveal that your selected mutant is behind the killing (in reality it will
be the shapeshifter Mystique). Suddenly, two Sentinels loom over the horizon
and say, “Halt mutants or you will be eliminated!”
UNLOCKABLES
In addition to the usual ways to spend XP, players pursuing the following mile-
stones can spend XP on the unlockables below:
[5 XP/10 XP] Lay It Down: For 5 XP, step up their durability to d12 for one time
when protecting someone from harm. For 10 XP, players can permanently step
up their durability/resistance by +1.
[5 XP/10 XP] Save the Future: For 5 XP, players can ask one question about the
next Event scheduled (who are the villains, etc.). For 10 XP, players can gain
three “reroll” opportunities on reaction rolls.
As always, players may spend 20 XP to create a new powerset (no more than
two) or 30 XP to unlock a new character (to be used next event).
ACT TWO:
SAVE THE FUTURE
The second Act involves the heroes traveling back in time to prevent the sena-
tor’s assassination at the hands of the Brotherhood of Evil Mutants. Before
they get there, they will have to take on Sentinels in the future.
PROMINENT LOCATIONS
Two Sentinels have appeared in the area, threatening our team and the X-Men
from the future.
DOOM POOL
6 6
Now is the chance for the team to get into place before the action begins. Al-
low players to spend PP in order to create assets.
Two Sentinels are in this scene, as well as four AI Controlled Brawlers (FP06).
SENTINEL MARK II
Mutant Hunter
10 10 10 Giant Robot
Artificial Intelligence
ROBOTIC SYSTEMS
Robotic Senses 8 Energy Blast 10 Subsonic Flight 8
MARK II UPGRADES
Superhuman Durability 10 Adaptation 10 Superhuman Strength 10
SFX: Self Repair. Spend doom to ignore physical damage.
SFX: Counter-power. On reaction against physical attacks, include Adaptation. Use
effect die to shutdown or step back attacking power. Spend doom if not successful.
SFX: Grappling Cable. Add d6 to dice pool and step up effect die by +1 when creating
complication.
Limit: System Failure. Shutdown highest rated power and add d6 to doom pool. Acti-
vate opportunity to recover.
Once you have dispatched the Sentinel force, Bishop and the rest of the crew
escort your heroes to the secret base. There, they tell you that Senator Kelly
will be killed by a mutant assassin as he tours the Metropolitan Museum of Art
following his speech.
Along with Forge, he can build you a time portal to send you back, but he asks
that you kill or subdue the mutant responsible for their timeline. Forge offers
to provide a power dampener that will step back all powers of the mutant to
keep them from causing harm (add as a d10 complication).
PROMINENT LOCATIONS
ROOFTOP
Senator Kelly is on the roof, as well as Postmodern Sculpture.
Guards will report that a group of X-Men, including our assumed assassin, have
taken Senator Kelly to the roof for evacuation. Meanwhile, a fire appears to
have broken out on the ground floor in the Armory.
Mystique has taken on the form of our fall guy, and is accompanied by Destiny,
Sabretooth, and Blob. Pyro and Avalanche serve as a distraction, threatening
to bring the building down and killing Senator Kelly.
Senator Kelly begins with a d8 complication “Peril”, that must be included in all
villain dice pools. Heroes must first remove the complication, then create an
asset called “Rescue” - d12 accomplishes the rescue. Heroes may also elimi-
nate all
threats. MYSTIQUE (Raven Darkholme)
Team d8 Perfect Infiltrator
Buddy d6 Mercenary
Solo d10 Hide in Plain Sight
MUTANT METAMORPH
Enhanced Reflexes 8 Psychic Restistance 10 Shapeshifting 10
Superhuman Stamina 10 Enhanced Strength 8
SFX: Adaptive Form. Shutdown Shapeshifting to step up another power by +1. Recover
by activating opportunity.
SFX: Insidious Taunt. Add d6 to attack and step back highest die –1. Step up +1 emo-
tional stress.
SFX: Elusive. Spend a die to reroll when using power on a reaction.
Limit: Mutant. Add d6 to doom when effected by mutant-specific tech or milestones.
10
Acrobatic Expert 8 Combat Master 10 Covert Master
Crime Expert 8 Psych Master 10
SAVAGE MUTANT
Superhuman Strength 10 Enhanced Reflexes 8 Enhances Senses 8
Enhanced Durability 8
PRECOGNITION
Superhuman Senses 10
Psych Expert 8
ENORMOUS GIRTH
Enhanced Stamina 8 Godlike Durability 12 Superhuman Strength 10
SFX: Body of Blubber. On a successful reaction roll against melee attack, either convert
opponents effect die into stunt or step back –1 and inflict physical stress. Use doom die
if attack succeeded.
SFX: Immunity. Spend doom to ignore physical stress, unless from sonic force.
SFX: Personal Gravity Field. Step up any die added to dice pool from doom on reaction.
Limit: Big Target. Step up movement complications and add d6 to doom.
FIRE MANIPULATION
Fire Mastery 10
10 8 Flame Blast
SFX: Immunity. Spend doom dice to ignore flame damage.
SFX: Torch the Place. Add d6 for each additional target, keep extra effect dice.
SFX: Watch It Burn. Add extra power from powerset, stepping back next die by –1.
SFX: Living Flame. Add d6 and step up effect die to create a Living Flame asset.
Limit: Non-Starter. Shut down Fire Manipulation and add d6 to doom pool.
Menace Expert 8
CONCLUSION: MASTERMIND
Use the conclusion to set up your next arc. Or use the following:
Magneto arrives, as does Scarlet Witch. Our heroes find themselves unable to
move. Magneto tells them that they do not understand what their interference
has done. A war is coming, and soon humanity will pay for its failure to evolve.
Wanda looks nervously at her former allies. Magneto warns that unless hu-
manity learns their lesson, there will be a day when there will be no more mu-
tants.
Turns out, Magneto combined his powers with Wanda to create life in Danger,
who was meant to take down Senator Kelly’s bodyguards so that Mystique can
do her work. He removes the Brotherhood from the premises and vanishes.