Venom Verse

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Based on Table of Contents

Venomverse 1-5
by Cullen Bunn
and Iban
Coello. Introductions Page 3
Structure of the Page 4
Event
Venomverse is
owned by
Milestones for the Page 5
Marvel Comics. Event
Unlockables Page 6
Act 1 {Page 7
All characters
What If Act one Page 20
present in this
event are the Act 2 Page 24
property of What if Act two Page 38
Marvel Act Three Page 41
entertainment. What if Act three Page 46
Appendix A Page 47
The Marvel Appendix B Page 48
Heroic Appendix C Page 60
Roleplaying
System was
developed by
margaret
Weiss
Productions
and is owned
by Marvel
Entertainment.

This is a
fan-event book
and not
intended for
monetary sale.

1
2
A Fan-Event for Marvel Heroic
Roleplaying

By Nicholas Arroyo

If Peter gets to be part of a “Spider-Verse”, then everyone’s


favorite alien parasite should get to star in his own
multiverse spanning adventure!
During the event Secret War, Peter Parker came in contact
with an alien parasite known as a “Klyntar.” Since then, the
little critters have been scurrying across Earth and causing
rampages.
Now, the perfect hosts of the symbiotes have come to collect
the harvest. From all across the multiverse, venoms are
vanishing and being converted into something much worse.
Doctor Strange has summoned all the Venoms he could to
protect the multiverse from the “Poisons”.

3
Structure of the Event
Venomverse is a bit shameless. Spider-Verse was the
big event they had a couple years back for the wall-crawler
and they figured Venom needed an event before his movie
came out. They didn’t dig too deep for the idea.
The premise, however, still makes for a fun campaign
idea, even if it wasn’t that great of a read. It gives you a
bunch of characters in familiar roles, little continuity to
worry about, an easy entry/exist, and the potential for future
campaigns (as Venomverse had two sequels: Poison X and
Venomized).
The event is a bit linear due to the nature of the, well,
event itself. To compensate, we gave a lot of areas to play
with the design and offer different (and likely more
entertaining) events to occur at your table.
 EDGE OF THE VENOMVERSE is great to get a
feel of how to handle the hooks for this event. Some of
them are even fun reads like the Gwenpool one.
 VENOMVERSE is the best place to start learning
about the event. After all, it is, well, the event itself.
The event is easy to just get into on its own. The
biggest hurdle is its “B-Movie” quality.
 POISON X is the middle child in this series of events
and is the lead-in to this trilogy’s conclusion. Not an
easy read to get into, however, if you haven’t been
keeping up with X-Men. It follows the Young X-Men
and involves Cyclops’ space pirate dad. Still, tells you
more about the Poison’s goals and abilities.
 VENOMIZED is the end of the trilogy and probably
the last appearance of the Poisons in Marvel comics.
Tells you a lot more about the Poisons and their goals.
4
Milestones for the event
Players may choose one of the following milestones instead of the milestones
from their hero datafile. More than one hero may use the same of the following
milestones, they are not “first-come-first-serve.”

Welcome to The What are these


War things?
You never thought getting What the hell are these Poisons
merged with an alien would get and what do they want?
you drafted, but here you are!
1 XP when you questions what
1 XP when you encourage the Poisons abilities are.
people to battle and sacrifice.
3 XP when you put yourself at
3 XP when you first make an risk to learn more about the
asset in a scene. enemy.
10 XP when you either sacrifice 10 XP when you either learn a
yourself for the cause or abandon great secret and the Poisons or
the team and hide. lose something in the hunt for
knowledge.
You’re What
Now? Can’t Beat Them
Venom usually keeps to New They can look like friends,
York. This multiverse stuff is relatives, lovers: anyone they
making my head hurt! want to lure you in. Our numbers
shrink as their numbers grow.
1 XP when you talk about how How much longer can we fight?
someone is different in your
world. 1 XP when you speak about the
hopelessness of the situation.
3 XP when you get in trouble for
assuming you know someone. 3 XP when you first take
emotional stress in a scene.
10 XP when you lose a friend or
sacrifice yourself for one of the 10 XP when you give up and
others. allow yourself to be eaten or you
flee at a critical moment.

5
Unlockables
Heroes in Venomverse can unlock the following during the course of
the game:
 [5 XP/10 XP] Poison X: You can give in and let
yourself become a spy for the Venoms. It will only
cost you your life. Your original personality can hold
on, but not forever. For 5 XP, you turn into a Watcher
character at the end of the Act. For 10 XP, you can
remain in control till the end of the Event. Replace
your symbiote powerset with the Poison X powerset
found on page 47
 [5 XP/10 XP] Rocket’s Bombs: Sometimes a big
bang is perfect for a big escape. For 5 XP, you can use
one of Rocket’s Bombs to escape a scene and
essentially narrate your escape like the Watcher can
narrate a 2d12 scene end. For 10 XP, you also inflict
d6 physical trauma on any enemies present in the
scene.
 [10 XP] Become Carnage: After Carnage appears,
you can spend 10 XP to swap to him. He is immune to
the Poison conversion. His Watcher file is found on
page 25.

6
Act One
Welcome To The War

7
8
Hooks
Edge of the Venomverse sets the perfect templates for
Hooks. The heroes should be off in their own universe doing
their own adventure. No action scenes should take place.
Fighting can occur, but the results should be handled with a
check against the Doom Pool. This is to save on time. At the
end of the scene, Captain America (bonded with a venom
symbiote) arrives and recruits them.

If one of the players is playing Captain America, then I’d


suggest using another hero. Consider Agent Venom, Spider-
Man, Black Panther, or Eddie Brock. All of them should be
in possession of the symbiote and none of them should be
from Earth-616.

9
Doom Pool

8 8 8

The Doom Pool Starts at 3d8.

Transition Scene: The First Poison


When the group is sent from their world, they arrive in a
desolate landscape. They are separated and alone. They are
in New York, but the city is in ruin and no one is about.
Then, someone appears.
Who appears depends on the player. T’Challa may see his
father T’Chaka or Shuri or someone else from his life.
Spider-Man could see Mary Jane or Aunt May or Uncle
Ben. If nothing else, it may appear as someone weak and in
need of help. The point is that the Poison is trying to feed on
our heroes by betraying their trust.
The heroes are not in danger, yet. Even if they are about to
touch the child, their recruiter (assumed to be Captain
America) destroys the visage with their shield and explains
to them that they would have died.
After everyone has a scene of this, they find each other and
are lead to the resistance base by their recruiter.

10
Transition Scene: Resistance HQ
After a short trip, the recruiter brings you to Resistance HQ.
Located in the underground metro system, the remaining
heroes are using this place as a bunker to prepare and plan
their counter-act against the Poisons.
Resistance HQ is sparse and only has one real location:
ROCKET’S WORKSHOP: Rocket has a workshop setup
to work on the bombs they plan on using against the
Poisons. It’s DANGEROUS AND EXPLOSIVE and is a
great place to STOCK UP ON EXPLOSIVES.
Around the heroes, they will see alternate, venom-possessed
versions of numerous Marvel characters. The only
guaranteed one is Doctor Strange. He is the one who
brought everyone together and this is his home universe.
Before too much can be explained, Poison Hulk bursts in
from the ceiling and attacks.

11
Action Scene: The Hulk Train

POISON HULK (LARGE SCALE THREAT)


Solo 3d10 Buddy 1d6 Team 1d8
Distinctions:
Strongest There Is!
Puny Venom!
Still The Hulk!
Gamma-Charged Genetics
Enhanced Reflexes d8 Godlike Durability d12 Godlike Stamina d12 Godlike Strength d12
Leaping d10
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep an
additional effect die.
SFX: Healing Factor. Spend a die from the Doom Pool to recover your physical stress and step back
physical trauma.
SFX: Hulk Smash! Against a single opponent, double a Gamma-Charged Genetics die. Remove the
highest-rolling die and add another die to your total.
SFX: Strongest There Is! In a reaction against an opponent with a Strength power trait, spend a die
from the Doom Pool or step up your emotional stress to add a die equal to the opponent’s Strength
to your dice pool.
Limit: Exhausted. Shutdown any Gamma-Charged Genetics power to add 1d6 to the Doom Pool or
step up the lowest Doom Pool dice by +1.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each
additional power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest
rolling die and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in
pool by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.

SPECIALTIES
12

Combat Master d10 Menace Expert d8


Poison Hulk is a large scale threat and can take on the entire
Resistance on his own. However, the original personality is
still strong in this one and lowers the intellect of the Poison
and increases its rage.
AN ARMY OF VENOMS are on the team’s side.
ROCKET’S WORSHOP is still DANGEROUS AND
EXPLOSIVE and it is still a great place to STOCK UP ON
EXPLOSIVES.
Handle the other Venom’s as background characters, only
mattering if their distinction is used. Be careful on narrating
specific members of the army dying since they are the stock
of back-up characters for the heroes.
Doctor Strange is assumed to escape immediately. He’s kind
of plot important.
Poison Hulk is kind of a big deal and an explosive way to
start. The intent, both in the comic itself and in this event, is
to get across how desperate things are for the hero. The bad
guys have the upper hand in strength. Be sure to make it
clear how much of a curb stomping this is for the
Resistance.
If Poison Hulk is not defeated, then the Recruiter sacrifices
himself to take out the Hulk and gets captured. If the heroes
manage to defeat Poison Hulk, the other Resistance
members will move to kill the Poison Hulk, which might be
a point of contention for the heroes. The reality is, though,
Hulk/Bruce Banner is dead in there and keeping him alive is
a risk.
Either way, they scatter to find a new base at the old church.

13
Transition Scene: Bridge To Ruin
However, the heroes have to escape, they are scattered into
small groups. The main players should remain together and
be led by a group of Rivals (one is assumed to be Spider-
Man). The Rivals are people personal to one the characters.
Someone they are, well, Rivals to.
In the original event, it was Spider-Man as the main
character was Eddie Brock. If Eddie Brock isn’t present, I’d
look into someone related to the characters and use them.
Captain America could have the Red Skull, for example. It
should be someone they know and have an antagonistic
relationship towards.
This will lead to arguments between the hero and their
Rival, as well as the general confusion and questions that the
heroes are going to have bouncing around after fighting
Poison Hulk. They are on the run so they don’t have a lot of
time to rest and have to stay on the move. This is to further
drill how desperate things are.
When it feels appropriate, Poison Octopus arrives and starts
the action scene.

14
Action Scene: eight ways to die

POISON OCTOPUS
Solo d8 Buddy d6 Team d10
Distinctions:
Deadly Genius
Eight Limbs
You Will Live On In Us
Poison Tentacles
Prehensile d8 Enhanced Strength d8 Stretching d8 Wallcrawling d8
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep an
additional effect die.
SFX: Energy Surge. Spend a doom dice to step up Enhanced Strength by +1. Step back to 2d6 for
further actions. Activate a player opportunity to recover.
SFX: Grapple. Add a d6 and step up your effect die by +1 when inflicting a grapple related
complication.
Limit: Poisioned Calamari. Shutdown a Poison Tentacles to step up a doom dice or add a d6 to doom
pool. Activate a player opportunity to recover.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each
additional power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest
rolling die and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in
pool by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.
SPECIALTIES
Psych Expert d8 Science Master d10 Tech Master d10

15
Solo 1d8 Buddy 1d6 Team 1d10
POISON
Team 3d8
Distinctions:
Lethal Touch
The One You Love
Poison X
Shapeshifting d8 Telepathy d6
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each
additional power.
SFX: Their Touch Is Poison. If they take out a character with emotional or mental stress or a
complication related to emotional or mental coercion, that character becomes a watcher character
with the Poison X powerset found on page 47.
Limit: Exhausted. Shutdown any Poison X power to add 1d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.
Limit: Only Psychic Shapeshifting. Shapeshifting only makes you look like someone in someone’s
head. You do not physically take their form. But you do know how they should act.
SPECIALTIES
Psych Master d10
Poison Octopus and the Poison’s will fight the heroes, but
that isn’t their main goal. Since Poison Octopus brought
some Poisons with him, he’s going to be just as interested in
fighting the heroes as he is to try and make them become
Poisons. They will focus on doing emotional or mental
stress, making assets through shape shifting, and generally
trying to get trigger the “Their Touch Is Poison” SFX.

16
From this point forward, the Watcher may spend a d10 from
the Doom Pool to add the Poison mob on Page 16 to any
action scene.
The bridge is FULL OF CARS AND BOULDERS and
FALLING APART.
When Poison Octopus is taken out, the Rivals are consumed
by one of the Poisons and becomes an additional enemies.
Add the Poison X powered from page 47 to their datafiles.
As the Rivals can be so many different characters, we have
not included a datafile for all of them here. But we did give
an example with Spider-Man
Once all the Poisons are dealt with, Poison Rivals will flee
citing a lack of interest. Poison Rivals will also successfully
flee if they are taken out in the fight while the heroes are
distracted. If any heroes were turned into Poisons during the
fight, they leave with the Poison Rivals. The player should
pick a new datafile and will rejoin the group at the next
transition scene.

17
SPIDER- POISON
Solo d8 Buddy d6 Team d10
Distinctions:
Cruel Taunting
Great Power, No Responsibility
You Can’t Take Down Spider-Man
Spider-Powers
Enhanced Senses d8 Enhanced Stamina d8 Superhuman Reflexes d10
Superhuman Strength d10 Wallcrawling d6
SFX: Spider-Sense. Spend 1 PP to add Enhanced Senses (or step up by +1 if already in your pool) and
reroll all dice on a reaction.
SFX: Second Wind. Before you make an action including a Spider-Powers power, you may move your
physical stress die to the doom pool and step up the Spider-Powers power by +1 for this action.
Limit: Exhausted. Shutdown any Spider-Powers power to gain 1 PP. Recover power by activating an
opportunity or during a Transition Scene.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each
additional power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest
rolling die and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in
pool by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.
SPECIALTIES
Acrobatics Master d10 Combat Expert d8 Psych Expert d8 Science Master d10
Tech Master d10

18
Transition Scene: Sunday Mass
With the bridge clear to move, the heroes reunite with the
rest of the Resistance and find their way to the Church. This
is the same church where Venom met his symbiote and may
have significance to some characters.
The characters have time to decompress and consider
everything that has happened. Doctor Strange will also
explain what they know of the Poisons.
 They don’t know much about where they are from or
where they come.
 They assimilate with touch.
 They can only assimilate once, so only the little ones
can still do so.
 They absorb the symbiote and become its host to
become the Perfect Host. But, they need fuel to do the
transformation. They use the current host as that fuel, thus
killing the original host.
 The little ones can take the psychic form of someone
you love.
 Every time they clash, the Resistance numbers shrink as
the Poison’s number grows.
 Doctor Strange has been summoning Venom’s from
across the multiverse to aid in the fight.
At the end of the scene, Doctor Strange mentions he has one
more plan to turn the tide. As he says this, a red tentacle
appears out of a portal.
End of Act 1.

19
What if? Act One
Like we said earlier, we wanted to make more branching
points in the event. After all, the original event is very
linear. It also allows for a few screws to put to your players
if they already read the event.
What if…the Poisons worked with the
Symbiote Slayers?

The original plans for Venomverse involved delving into the


backstory of the Symbiote Slayers. They were a
technorganic parasite that slowly turned their hosts into
techno-zombies.

20
In the original Venomverse, the world is desolate and
empty. It is a non-entity. Whatever world they were in, at
least when it comes to New York, everything is dead. There
are no civilians, no army, no other heroes: it’s just the
Venoms and the Poisons. There is never an explanation
given to this desolation, outside the implication that the
Poisons ended the world.
The Symbiote Slayers add an extra layer of things. Poisons
are only interested in people bonded with Symbiotes.
Symbiote Slayers assimilate everything. This explains the
desolation.
The idea would be the Poisons unleased the Symbiote
Slayers to distract the heroes while they hunted their prey.
When their prey, Doctor Strange, called in help from other
worlds, they decided to stay and release more to cut off his
help and weaken the Venoms for conversion. This
eventually lead to the extinction of mankind to the Symbiote
Slayers.
The Symbiote Slayers would show up for an action scene in
between the Transition Scene: The First Poison and the
Transition Scene: Resistance HQ.
The action scene is shown below:
Action Scene: The Symbiote slayers
While on their way to resistance HQ, the heroes come across
a horde of Symbiote Slayers. The Recruiter explains that
this is what is left of this Earth’s residents. The Poisons
infected everyone without a Symbiote with a technorganic
parasite called “Symbiote Slayers.”

21
The Symbiote Slayers roam the streets looking for venoms
to fight. The Recruiter will warn never to take off your
symbiote or else the Symbiote Slayers will try to fuse with
them.
As the recruiter explains this, a scout for the Symbiote
Slayers surprises the group and the horde descends.

SYMBIOTE SLAYERS
Team 6d8
Distinctions:
Cyborg Freaks
Ravenous Horde
Symbiote slayer
Enhanced Durability d8 Superhuman Stamina d10 Weapon d10
SFX: Adaptable. Spend a dice from the Doom Pool or activate a player opportunity to add a new
attack power at d10 to the power set.
SFX: Multipower. Use two or more Symbiote Slayer powers in a single dice pool at -1 step for each
additional power.
Limit: Uncontrollable. Change any Symbiote Slayer power into a complication and gain 1 PP. Activate
an opportunity or remove the complication to recover the power.

SPECIALTIES
Combat Expert d8 Menace Expert d8

The battlefield is EMPTY AND BARREN but there is the


FEAR OF MORE ARRIVING.
After they are defeated, the Recruiter makes it clear that
they need to move quickly before more arrive.
22
Back to the What If...the Symbiote Slayers can
also be added to the Eight Ways To Die action scene to
increase the tension. They can also be added to any fight
scene going forward or the “Symbiote Slayers” action scene
can be inserted anywhere in the adventure to add a little
more. I do warn that it can feel like padding if not done
correctly. Try to use it sparingly.
The Watcher can spend a d10 from the Doom Pool to add
the Symbiote Slayers mob from page 22 to any action scene.
Also, be sure to have fun with them. They’re techno-
zombies who spontaneous grow new cybernetic weapons
whenever they are injured. There is some body horror stuff
you can do with them.

23
Act Two
Carnage Reigns

24
Doom Pool

8 8 8

Action Scene: You Done Called


Carnage!
The red tentacle that appeared at the end of Act One is
revealed to be coming from a portal Doctor Strange is
opening. Carnage, not from Earth-616, appears in a flurry of
confusion and bloodlust.

CARNAGE (CLETUS KASSIDY) (LARGE SCALE THREAT)


Solo 3d10 Buddy d8 Team d6
Distinctions:
Insane
Murderous
Sneaky

Carnage Symbiote
Enhanced Durability D8 Shapeshifting D8 Stretching D8
Superhuman Reflexes D10 Superhuman Stamina D10 Superhuman Strength D10
Tentacles D6 Wall-Crawling D6 Web-Slinging D6
SFX: Claws. Step back the highest die in an attack action pool to add a D6 and step up physical stress inflicted.
SFX: Feed. On any successful action that includes Tentacles, step up physical stress by +1.
SFX: Immune to Poison. A Poison’s “Their Touch Is Poison” SFX does not work on Toxin.
SFX: Multipower. Use two or more Symbiote powers in your dice pool, at –1 step for each additional power.
SFX: Spider-Stealth. The Spider-Sense SFX cannot be used in a reaction against a dice pool including a Symbiote
power.
Limit: Fire and Sonic Vulnerability. After making a reaction against fire-based or sonic-based attacks, take emotional
stress equal to the attack’s effect die -1, regardless of physical stress taken.
SPECIALTIES
25
Combat Expert D8 Covert Expert D8 Menace Master D10
Carnage doesn’t even let anyone talk before pouncing on
them and trying to rip the Resistance to shreds. Doctor
Strange was not expecting this at all.
If you are using the Toxin What If, then he will still fight
and will be a large scale threat with the same affiliations as
Carnage, but he will give in once his Solo affiliation is
lowered to 1d10, instead of it needing to be emptied.
The Church is FULL OF RESISTANCE SOLIDERS and
Captain Poison
has BENCHES AND PEWS. (Above)
Once the Large Scale Threat is taken out, the Poisons arrive
to start the next action scene. No rest for the wicked.
After this scene, Carnage is no longer a Large Scale Threat.
His affiliations are now Solo d10, Buddy d8, Team d6.
Action Scene: massacre in god’s
house
Right as Carnage is beginning to be worn down, a hole is
blasted in the wall. Out from it comes Captain Poison (or
your Recruiter), Poison Fist, Rhino Poison, Poison Eye and
The Green Poison. They didn’t know about Carnage and do
not know he’s stronger than Venom and immune to the
Poison. Carnage will fight alongside the characters as a
Watcher Character, unless a player unlocks him as a hero.
Carnage will work alongside the heroes as a Watcher
Character. The Watcher can spend a d12 from the Doom
Pool to have him turn on the heroes for an impromptu rerun
of the You Done Called Carnage Action Scene. This does
not happen if you did the What If Toxin.
The setting hasn’t changed but now there is a CONVIENT
HOLE IN THE WALL.

26
CAPTAIN POISON
Solo d6 Buddy d8 Team d10
Distinctions:
Brilliant Strategist
I Know Them
Super Soldier Serum Ready To Serve My Country
Enhanced Durability d8 Enhanced Reflexes d8 Enhanced Stamina d8 Enhanced Strength d8
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from poison, disease, or
fatigue.
SFX: Last-Ditch Effort. Step up or double any Super-Soldier Program die on your next roll, or spend 1
PP to do both, then shutdown that power. Recover power by activating an opportunity or during a
Transition Scene.
SFX: Second Wind. Before you make an action including a Super-Soldier Program power, you may
move your physical stress die to the doom pool and step up the Super-Soldier Program power by +1
for this action.
Limit: Patriot. Earn 1 PP if you step up emotional stress inflicted by government forces or popular
opinion by +1.

Vibranium-Alloy Shield
Godlike Durability d12 Weapon d8
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 to your pool and
keep +1 effect die.
SFX: Ricochet. Step up or double Weapon die against a single target. Remove highest rolling die and
add an additional die to your total.
Limit: Gear. Shutdown Vibranium-Alloy Shield and gain 1 PP. Take an action vs. the doom pool to
recover gear.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each
additional power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest
rolling die and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in
pool by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.
SPECIALTIES
27
Acrobatics Expert d8 Combat Master d10 Covert Expert d8 Pysch Expert d8
Vehicle Expert d8
POISON FIST
Solo d6 Buddy d8 Team d10
Distinctions:
Indifferent Monster
Undead Weapon of K’un Lun
Poison Dragon
Hearts of Shou-Lao
Enhanced Reflexes d8 Enhanced Speed d8 Enhanced Stamina d8 Enhanced Strength d8
SFX: Iron Fist. Double or step up Enhanced Strength for one action. If that action fails, shutdown
Enhanced Strength. Recover power by activating an opportunity or during a Transition Scene.
SFX: Chi Focus. In a pool including a Heart of Shou-Lao die, replace two dice of equal steps with one
die of +1 step.
SFX: Chi Healing. Add Enhanced Stamina to your dice pool when helping others to recover stress.
Spend 1 PP to recover your own or another’s physical stress or step back your own or another’s
physical trauma by –1.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Heart of Shou-
Lao. Recover Heart of Shou-Lao when you recover that stress or wake up. If you take mental trauma,
shutdown Heart of Shou-Lao until you recover that trauma.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each
additional power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest
rolling die and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in
pool by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.
SPECIALTIES
Acrobatics Master d10 Business Expert d8 Combat Master d10 Covert Expert d8
28
Mystic Expert d8 Psych Expert d8
RHINO POISON
Solo d10 Buddy d6 Team d8
Distinctions:
Aggressive Attacker
Stupid Stupid Stupid
Rhinoceros Engineering What Did You Say?
Horn d10 Enhanced Speed d8 Superhuman Durability d10 Superhuman Stamina d10
Superhuman Strength d8
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 to your pool and
keep +1 effect die.
SFX: Berserk. Add a die from the Doom Pool to one or more attack actions. Step down the Doom Die
by -1 for each action; return it to the Doom Pool when you’re done.
SFX: Gore. Step back the highest die in an attack action pool to add a D6 and step up physical stress
inflicted.
SFX: Invulnerable. Spend a doom die to ignore physical stress or trauma.
SFX: Unleashed. Step up or double any Rhinoceros Engineering power for one action. If the action
fails, add a die to doom pool equal to the normal rating of your power die.
Limit: Uncontrollable. Change any Rhinoceros Engineering power into a complication and gain 1 PP.
Activate an opportunity or remove the complication to recover the power.
Limit: Dim Wit. Step up the lowest die in the Doom Pool or add d6 to the Doom Pool and step-up
Rhino Poison’s mental or emotional stress.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each
additional power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest
rolling die and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in
pool by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.
SPECIALTIES
Combat Expert
cc d8 Menace Master d10 29
c
POISON EYE
Solo d10 Buddy d6 Team d8
Distinctions:
Cold-Blooded Assassin
Deadly Accuracy
Killer Grudges
Everything Is A Weapon
Enhanced Durability d8 Weapon d8
SFX: Focus. If a pool includes an Everything is a Weapon power, replace two dice of equal size with
one stepped-up die.
SFX: I Never Miss. If a pool includes an Everything is a Weapon power, spend a doom die to reroll.
SFX: Trick Shot. Against a single target, step up or double Weapon. Remove the highest rolling die
and use three dice for the total.
SFX: Whatever’s on Hand. When using an asset, step up or double the asset die. If the asset is
persistent, step it back for the rest of the Scene.
Limit: Psychotic. Step up mental stress taken to add a doom die to the stepped-up die.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each
additional power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest
rolling die and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in
pool by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.
SPECIALTIES
Acrobatic Expert d8 Combat Master d10 Covert Expert d8 Crime Expert d8
Menace Expert d8 Psych Expert d8

30
THE GREEN POISON
Solo d10 Buddy d6 Team d8
Distinctions:
Cackling Monster
Narcissist
Sadist
Goblin Augmentations
Enhanced Durability D8 Enhanced Reflexes D8 Superhuman Stamina D10
Superhuman Strength D10
SFX: Fast Healing. Spend a doom die to recover equal-sized physical stress during an action scene once. During a
transition scene step back physical stress an additional time.
SFX: Planner. Spend a doom die to step up a Tech Master or Crime Master stunt or resource and recover mental or
emotional stress.
SFX: Seething Rage. Step up or double any Goblin Augmentations power for one action. If the action fails, spend a
doom die equal to or greater than the normal rating of the power die.
Limit: Barely Restrained Madness. Step up the lowest die in the doom pool or add a D6 doom die to step up
emotional stress from opponents that offend or mock Osborn.

Wicked Goblin Arsenal


Electrical Blast D8 Subsonic Flight D8 Superhuman Durability D10 Weapon D8
SFX: Pumpkin Bombs. Against a single target, step up or double a Weapons die. Remove the highest rolling die and
use three dice for the total.
SFX: Ghost Grenades. When using Weapons to inflict an Obscuring complication on a target, add a D6 and step up
your effect die.
SFX: Goblin Glider. On a successful reaction roll that includes Subsonic Flight, convert opponent’s effect die into a
Goblin Glider stunt.
SFX: Razor-Rangs. Step back the highest die in an attack action pool to add a D6 and step up physical stress inflicted.
Limit: Gear. Shutdown a Wicked Goblin Arsenal power to step up the lowest die in the doom pool or add a D6 doom
die. Spend a doom die to recover power.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each additional power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest rolling die and add 3
dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in pool by –1. Step
up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest Doom Pool dice
by +1.
SPECIALTIES
Acrobatic Expert d8 Combat Master d10 Covert Expert d8 Crime Expert d8 31
Menace Expert d8 Psych Expert d8
Once the last Poison falls, Doctor Strange is almost
converted by a Poison. One of the Resistance sacrifices
themselves to the Poison (assumed Robbie Reyes), only to
be killed instantly by Carnage (or another Resistance
member is Carnage is being used by a hero or the What If
Toxin rules are being used).
Afterwards, the Resistance notices that Doctor Strange is
now missing and is presumed captured by one of the
surviving Poisons.
If the heroes are all taken out in this fight, the Resistance
fighters will be able to protect some of them and evacuate
them, but not all of them. The player with the lowest Plot
Points is converted into a Poison and lost to the group. If this
player would be Carnage, then it moves to the player with
the second lowest Plot Points. If there is a tie, all of the tying
players are converted.

Transition Scene: So What Do We


Do now?
The heroes, for the first time in the arc, have some time to
lick their wounds and decompress. Their base has been
compromised so they have to move again, but, for now, the
Poisons have left and it will be a while before they learn
their attack force failed.
They have a few options and need to hold up in one of the
abandoned buildings nearby, as all other tactical locations
would be known by Captain Poison (or whoever your
recruiter was) and possibly compromised already.

32
As they wait, they have time to discuss recent events.
Players need to go on watch duty. This should serve as a
means to pair off players and give them some time to
roleplay off each other. Personally, at this time, things will
have been pretty action packed. It’s important to take some
time and have some slower scenes here. Bring home the
bleakness of the situations.
 Doctor Strange, capable of opening portals to other
universes, has been captured. The Poisons can now travel
across the multiverse and conqueror all worlds.
 Numerous Venoms have been lost in this Event alone:
The Recruiter, the Rivals, the one in the last scene, and any
player heroes who were lost. There have been a lot of deaths
and now there is no way to replenish their numbers.
 They have no way home.
 And they’re stuck with Carnage, their arch-nemesis.
After every hero has had a time to have a scene to
themselves, one of the Venoms announces their plan:
capture a Poison and interrogate them on their base.
Action Scene: Surprise Attack
As night falls, the heroes find a small patrol of Poisons
searching the area. The entire group starts with the
SURPRISE ATTACK D10 asset. Each hero gets one use of
it before it vanishes.
The point is to let the heroes feel strong and have the
Poisons on their back foot, to contrast the tough start to the
Act. Roleplaying games are power fantasies, after all.
This should be an easy fight and the Poisons should be too
confused to fight effectively.

33
POISON SABRE
Solo d10 Buddy d8 Team d6
Distinctions:
Can’t Run From Me
Mercenary
Savage
Feral Mutant
Enhanced Reflexes d8 Enhanced Strength d8 Godlike Stamina d12 Superhuman Senses d10
SFX: Berserk. Borrow a die from the doom pool for an attack action. Step down the doom
die by -1 and return to the doom pool.
SFX: Focus. In a pool including a Feral Mutant die, replace two dice of equal steps
with one die of +1 step.
SFX: Healing Factor. Spend a die from the Doom Pool to recover your physical stress and step back
your physical trauma by –1.
Limit: Mutant. Step up the lowest die in the Doom Pool or add d6 to the Doom Pool when affected by
mutant-specific tech.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each additional
power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest rolling
die and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in
pool by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.

SPECIALTIES
34

Combat Master d10 Covert Expert d8 Crime Expert d8 Menace Master d10
Vehicle Expert d8
GWEN POE SON
Solo d6 Buddy d10 Team d8
Distinctions:
Can’t Be Serious For A Moment
Knock-Off Of A Knock-Off
From Our World
From Real Earth
Comic References d8 Taunts and Bad Jokes d10 Weapon d8
SFX: I Read Your Book. Step back the highest die in an attack action pool to add a D6 and step up
emotional stress inflicted.
SFX: Focus. In a pool including a From Real Earth die, replace two dice of equal steps with one die of
+1 step.
Limit: Just A Human. Double physical stress take from an action to step up the lowest die in the Doom
Pool or add d6 to the Doom Pool

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each additional
power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest rolling
die and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in
pool by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.

SPECIALTIES
Acrobatics Expert d8 Cosmic Expert d8 Mystic Expert d8 Psych Expert d8
35
At the end of the fight, the heroes can chose either Poison to
interrogate in the next scene. If they choose Poison Sabre, it
will be an intense interrogation. If they choose Gwen Poe
Son, it will be a joke fest.
Action Scene: Interrogate The
Poison
This is a very different kind of action scene. There is no
fight, just a very tough cookie to crack. Either they’re the ice
cold Poison Sabre, who is too touch to talk, or they are the
bubbly Gwen Poe Son, who is too crazy to talk.
Getting the info out of them won’t be easy and it’s very
possible for the heroes to fail at this task.
It’s possible for he heroes to try to use physical force to get
the answers. I discourage this as torture is kind of messed up
and out of tone, but, when Carnage is part of the group, it’s
going to come up. If it does, then taking out the hostage with
physical stress will only get them part of the information
before the hostage expires.
If the scene drags on or the heroes are taken out, the hostage
is killed by an unseen poison. The unseen poison shows no
hostility and reveals that they are on the Resistance’s side.
Transition Scene: Back From The
Other Side
The Spy Poison defaults to Deadpoison (Deadpool), but, if
any heroes were taken out and converted or willingly
became a spy, they should be one who arrives.
The Spy Poison fills in the missing details on where the
Poisons are hiding out and gives the details on how best to
launch a final, decisive attack on the Poisons.

36
The Spy Poison will also reveal that Doctor Strange has yet
to be converted due to his magical protections. This suggests
the heroes may still be able of getting home and that the
Poisons can’t leave their universe yet. Essentially, they have
a chance if they strike now.
The plan would be giving Carnage away as a sacrifice to the
Spy Poison and, once he is inside and is unable to be
converted, to breakout and cause a distraction while the Spy
Poison opens the gates. Then, blow it up with a big bomb.
That’s the Spy Poison’s plan, at least. The heroes are free to
disagree (“you want to take our trump card as a prisoner?
And we should trust you?”) and make their own plan. But
the core should remain the same: the next battle needs to be
at Poison HQ and it’s for all the marbles.
End of Act Two

37
What if? Act Two
Like we said earlier, we wanted to make more branching
points in the event. After all, the original event is very
linear. It also allows for a few screws to put to your players
if they already read the event.

What if Toxin Appeared Instead of


Carnage?

38
You know, Toxin. THE Toxin. Carnage’s son?
Yeah, I won’t lie: this is arguably a step-down, but certainly
would surprise the players and change how things happen
going forward.
Quick backstory: Carnage got pregnant back in
Venom/Carnage #1 in 2004. Carnage wanted to kill his
offspring the second he found out he was pregnant, but
couldn’t. After giving birth, he was too weak to kill it and it
managed to bond with Patrick Mulligan, New York’s finest
police officer.
Patrick Mulligan struggled to control Toxin, but tried to
keep a balance with it. He tried to use his new powers for
good while teaching the symbiote right from wrong. As
Toxin was the offspring of a corrupted Klyntar, it was
violent, angry, and was not easy to control. If you want to
know how successful his series was, the fact is Toxin was
killed off-panel to justify Eddie Brock having powers
(Toxin’s symbiote) when Flash Thompson was Venom.
Still, Toxin would just be as immune as Carnage is to the
Poisons, as it is implied they cannot assimilate corrupted
Klyntars.
He also would be much easier to deal with. Patrick Mulligan
actually cares about people and is isn’t, you know, a serial
killer. It arguably makes a lot more sense to summon him
than Carnage. But, honestly, who the hell knows who Toxin
is?

39
TOXIN (PATRICK MULLIGAN)
Solo d10 Buddy d8 Team d6
Distinctions:
Child of Carnage
Most Powerful Symbiote on Earth
Toxin Symbiote NYPD Officer
Enhanced Durability D8 Enhanced Senses D8 Invisibility D8 Shapeshifting D8
Stretching D8 Superhuman Reflexes D10 Superhuman Stamina D10
Superhuman Strength D10 Tentacles D6 Wall-Crawling D6 Web-Slinging D6
SFX: Claws. Step back the highest die in an attack action pool to add a D6 and step up physical stress
inflicted.
SFX: Envelop. When inflicting a restraining or immobilizing complication on a target, add a D6 and
step up the effect die.
SFX: Feed. On any successful action that includes Tentacles, step up physical stress by +1.
SFX: Immune to Poison. A Poison’s “Their Touch Is Poison” SFX does not work on Toxin.
SFX: Multipower. Use two or more Symbiote powers in your dice pool, at –1 step for each additional
power.
SFX: Spider-Stealth. The Spider-Sense SFX cannot be used in a reaction against a dice pool including
a Symbiote power.
SFX: Unerring Tracker. Use an effect die to create a Blood Scent complication on a target during a
Scene. You may track that target anywhere until the complication is removed or Enhanced Senses is
shutdown.
Limit: Fire and Sonic Vulnerability. After making a reaction against fire-based or sonic-based attacks,
take emotional stress equal to the attack’s effect die -1, regardless of physical stress taken.
SPECIALTIES
Acrobatic Expert D8 Combat Expert D8 Crime Expert D8 Menace Expert D8

40
Act Three
Venom and Poison

41
Doom Pool

10 10

The Doom Pool starts at 2d10.


Transition Scene: All According To
Plan
However the heroes planned it to go, they start at the big
crux of the plan. The default would be Carnage being lead in
to Poison HQ by Deadpoison. The other Poisons will believe
the spy’s story of conquest and let him in. The Venoms
should take this time to get into position and discuss the
plan.
Once Carnage is in (or whatever is the key part of the plan),
the transition scene pops out (defaulted by Deadpoison and
Carnage attacking their captors) and the battle for Poison
HQ begins.
Now, the reality is that the final battle of the event took
place over one issue and was more than a little rushed due to
the length. As such, while liberties will be taken, this act
will similarly be short.
Action Scene: Final Stand
There are three core concerns for the heroes to divide their
attention.
 Plant and detonate the bomb.
 Free Doctor Strange
 Stay alive
42
That third one is extra complicated due to the return of their
Rivals, who were converted on the bridge. They should
reunite for a final battle. As before, we do not provide
datafiles for them as they can be so many different
characters. The default is assumed to be Spider-Man if
Eddie Brock is a hero.
While Appendix B provides a lot of datafiles, I suggest
using Marvel Heroic Roleplaying books, google, Marvel
Plot Points, MHR’s Google Plus, and other venues to find
good datafiles for the hero’s rivals and simply adding the
Poison X powerset found on page 47.
It’s possible that some of the heroes who were at the bridge
have been lost or replaced. If so, I’d suggest replacing them
with Rivals appropriate for the current heroes. If Carnage is
being played by a hero, have Eddie Brock as Venom be one
of the Rivals. Remember, infinite universe.
While the rivals are represented with their datafiles, the
other two goals are represented with the BIG BOMB and
TRAPPED STRANGE assets. The assets start at d4.
During the scene, the heroes can try to raise the assets by
rolling against the Doom Pool. If their effect die is higher
than the Assets current value, they replace it with their effect
die. And, if their effect die is lower, they increase the
Asset’s value by +1 step.
The heroes do not need to stop the rivals to end the scene.
When both the BIG BOMB and TRAPPED STRANGE
assets are at d12, they are both “spent” by the players to end
the event in the heroes favor. The incentive to stop the
Rivals is to even odds and lower the pressure on the heroes.

43
Even if the Rivals are defeated, however, the battle is not
over. The Rivals are aided by a horde of poisons that
constantly replenishes in size until the heroes are either
taken out or “spend” the assets to end the scene.

POISONED HORDE
Team 5d8
Distinctions:
Never-ending
Poison X Horde
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Always More. Every round, the mob recovers one Team die to their affiliations. This cannot set
it above its starting value (5d8). This occurs even if they are reduced to 0d8 Team.
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each
additional power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest
rolling die and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in
pool by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.

SPECIALTIES
Combat Expert d8 Menace Expert d8

Once the heroes spend the assets or are taken out, the scene
ends.

44
end of venomverse
Right before the bomb goes off and ends it all for the heroes
and poisons alike, Doctor Strange uses the last of his powers
to send everyone back to their home dimensions.
Unsure of their ultimate success, the heroes find themselves
back to where their hooks left off, if any of the original
heroes are left. Dazed, confused, and tired, they find it best
to just continue on with their lives from where they left off.
Unbeknownst to them, Doctor Poison (Doctor Doom) has
survived and returns to his master to report his failure and
loss of Doctor Strange. In the end, his master, Poison
Thanos, simply waves it off as there are other means to
travel the multiverse.
If the Watcher has plans to continue to a sequel event in the
future, it may be best to end on a scene as described above.
If not, best just to end it with the heroes returned home.

45
What if? Act Three
What if The Venom Resistance Lost At
Poison HQ?
With the pressure on, it’s entirely possible all the heroes can
be taken out during the final battle at Poison HQ. If that
happens, then it really comes down to how the Watcher
wants to play it. We suggest one of the following:
 The Venoms know of their ultimate defeat as Strange
is converted and their bomb is stopped. However,
Strange’s personality survives long enough to send the
survivor’s home. Their escape is short-lived for they
know, in the back of their minds, that the Poisons can
now travel universes and will one day find them again.
 The Venoms are defeated and consumed by the
Poisons. As their personalities fade, they see their utter
failure and know that many other universes will soon
fall to the utter might of the Poison menace.
 The Venoms were able to plant the bomb but not free
Doctor Strange. As such, they go out like heroes. In
their last act of defiance, they all sacrifice themselves
with the bomb’s detonation. They will never know if
their actions here mattered or not, but they know they
gave it their all.
 The Venoms free Strange, but couldn’t detonate the
bomb. With a heavy heart, Strange sends everyone
home. His home universe is lost to ruin and the
Poisons will spread past Earth to consume all of space,
but they cannot spread any further than their own
universe. At least not to the hero’s knowledge.

46
Appendix A: Poison x powerset
Throughout the Event, characters can be turned into Poisons
and this can lead to the Watcher needing to make a new
datafile. We tried to make it as easy as possible. Whenever
you need to turn someone into a Poison, simply add the
Poison X powerset (shown below) to their datafile.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each
additional power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest
rolling die and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in
pool by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.

47
Appendix B: Additional Villain
Datafiles
Here are some additional Watcher datafiles to use in your
event.

Poison Cat
Solo d10 Buddy d8 Team d6
Distinctions:
Formerly Alluring
I’m No Hero
Cat Suit World Class Thief
Enhanced Reflexes d8 Enhanced Senses d8 Enhanced Speed d8 Enhanced Strength d8
Leaping d6 Swingline d6 Wall-Crawling d6
SFX: Cat Claws. Step back the highest die in your attack action pool to add a d6 to your and step up
physical stress inflicted.
SFX: Focus. If your pool includes a Cat Suit power, you may replace two dice of equal
size with one stepped-up die.
SFX: Multipower. Add more than one Cat Suit power to your pool. Step back each Cat Suit power die
in your pool once for each die beyond the first.
Limit: Gear. Shutdown Cat Suit to gain 1 PP. Take an action vs. the doom pool to recover.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each additional
power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest rolling
die and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in
pool by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.

SPECIALTIES
48

Acrobatics Expert d8 Covert Expert d8 Crime Expert d8 Menace Expert d8 Psych Expert d8
Vehicle Expert d8
Poison Blade
Solo d10 Buddy d8 Team d6
Distinctions:
Day Walker
Mr. Personality
Human Vampire Vampirc Blood
Enhanced Reflexes d8 Enhanced Senses d8 Enhanced Stamina d8 Enhanced Strength d8
Resistance (Vampire Powers) d10 Weapon d8
SFX: Bloodlust. Borrow a die from the doom pool for an attack action. Step down the doom
die by -1 and return to the doom pool.
SFX: Healing Factor. Spend a die from the Doom Pool to recover your physical stress and step back
your physical trauma by –1.
Limit: Blood Thirst. Whenver you have emotional or mental stress, turn any Human Vampire power
into a complication to add a d6 to the Doom Pool or step up the lowest die in the Doom Pool by +1
step.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each additional
power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest rolling
die and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in
pool by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.

SPECIALTIES
Acrobatics Master d10 Combat Master d10 Covert Expert d8 Crime Expert d8
Menace Expert d8 Mystic Expert d8

49
Poison Marvel
Solo d8 Buddy d6 Team d10
Distinctions:
Battle Tested Hero
Poison Corps Assemble
Kree Genetics Take-Charge Leader
Energy Blast d8 Subsonic Flight d8 Superhuman Durability d8 Superhuman Stamina d10
Superhuman Strength d10
SFX: Energy Absorption. On a successful reaction against an energy-based attack action, convert your
opponent’s effect die into a Kree Genetics stunt or step up a Kree Genetics power until used in an
action. If the opponent actions succeeds, spend a Doom Die to use this SFX.
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each additional
power.
SFX: Second Wind. Before you make an action including a Kree Genetics power, you may move your
physical stress die to the doom pool and step up the Kree Genetics power by +1 for this action.
Limit: Overload. Shutdown a Kree Genetics power to add a d6 to the Doom Pool or step up the lowest
die in the Doom Pool by +1 step. Spend a die from the doom pool to recover.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each additional
power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest rolling
die and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in
pool by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.

SPECIALTIES
Combat Expert d8 Covert Expert d8 Cosmic Expert d8 Pysch Expert d8
50
Vehicles Expert d8
Poison Devil
Solo d10 Buddy d8 Team d6
Distinctions:
Blind Rage
Poison Without Fear
Hypersenses Devil From Hell’s Kitchen
Enhanced Reflexes d8 Enhanced Stamina d8 Superhuman Senses d10
SFX: Focus. In a pool including a Hypersenses die, replace two dice of equal steps with one die of +1
step.
SFX: Immunity. Remove a die from the Doom Pool to ignore stress, trauma, or complications from
attacks targeting sight or vision.
SFX: Radar Sense. Remove a die from the Doom Pool to add Superhuman Senses (or step up by +1 if
already in your pool) and reroll all dice when taking an action.
Limit: Overstim. Shutdown a Hypersenses power and add a d6 to the Doom Pool or step up the lowest
die in the Doom Pool by +1 step. Spend a die from the doom pool to recover.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each additional
power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest rolling
die and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in
pool by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.

SPECIALTIES
Acrobatic Master d10 Combat Expert d8 Covert Expert d8
Crime Master d10 Menace Expert d8 Psych Expert d8

51
Dead Poison
Solo d8 Buddy d6 Team d10

Distinctions:
Completely Unpredictable
Still in Control
Totally Insane
Weapon X
Enhanced Reflexes d8 Enhanced Strength d8 Godlike Stamina d12 Psychic Resistance d12
SFX: Healing Factor. Remove a die from the doom pool to recover your physical stress and step back
physical trauma.
SFX: Immunity. Remove a die from the Doom Pool to ignore telepathy or mind control.
Limit: Unstable. Step up mental stress to gain 1 PP.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each additional
power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest rolling die
and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in pool
by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.

SPECIALTIES
Acrobatic Expert d8 Combat Master d10 Covert Master d10
Menace Expert d8 Psych Expert d8

52
Doctor Poison
Solo d10 Buddy d8 Team d6
Distinctions:
Doom’s Genius Knows No Equals!
Failure Is for Lesser Beings
Behold The Genius of Doom! Thinks Himself The Ruler of Poisons
Cybernetic Senses d6 Energy Blast d10 Superhuman Durability d10 Superhuman Strength d10
SFX: Always Prepared. Spend a doom die to step up a Tech Master stunt or resource and recover mental
or emotional stress.
SFX: Impervious Force Field. Spend a doom die to ignore physical stress or trauma.
SFX: Multipower. Add more than one Behold the Genius of Doom! power die to a pool. Step back each
Behold the Genius of Doom! power die in that pool once for each die beyond the first.
SFX: Plans within Plans. When using a Behold the Genius of Doom! power to create assets, add a d6 and
step up the effect die.
SFX: Versatile. Split Energy Blast into 2d8 or 3d6.
SFX: You Are Not Worthy of Doom! Spend 2d8 from the doom pool and reveal that the heroes have
been fighting a Doombot instead of the real Dr. Doom.
Limit: Epic Arrogance. Step up the lowest die in the doom pool or add a d6 doom die to step up
emotional stress from opponents that offend or otherwise anger Dr. Doom.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each additional
power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest rolling die
and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in pool
by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.

SPECIALTIES
Business Expert d8 Combat Expert d8 Cosmic Expert d8 Crime Expert d8
Medical Master d10 Menace Master d10 Mystic Master d10 Psych Master d10
53

Science Master d10 Tech Master d10


Gamoison
Solo d10 Buddy d6 Team d8

Distinctions:
Deadliest Woman in the Universe
CYBERNETICALLY ENHANCED ASSASSIN Forced To Belong To The Hive
Enhanced Senses d8 Enhanced Speed d8 Leaping d8 Superhuman Durability d10
Superhuman Reflexes d10 Superhuman Stamina d10 Superhuman Strength d10
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep an additional
effect die.
SFX: Claws. Step back the highest die in your attack action pool to add a d6 and step up physical stress
inflicted.
SFX: Focus. If your pool includes a Cybernetically Enhanced Assassin power, you may replace two dice of
equal size with one stepped-up die.
SFX: Precog Tracking. Spend a die from the Doom Pool or use an effect die to create a tracking-type
complication for a target. You may track that target anywhere until the complication is removed or
Enhanced Senses is shutdown.
SFX: She Just Won’t Quit. Step up emotional stress to recover your physical stress. Spend a die from the
Doom Pool to convert physical trauma to emotional trauma.
Limit: Twisted Upbringing. Step up emotional stress to add a d6 to Doom Pool or step up the lowest die
in the Doom Pool by +1 step.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each additional
power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest rolling die
and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in pool
by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.

SPECIALTIES
54
Acrobatic Master d10 Combat Grandmaster d12 Cosmic Expert d8
Covert Master d10 Menace Expert d8
Poison Rider
Solo d10 Buddy d6 Team d8
Distinctions:
Consume the Innocent
Cooked Symbiote
Visage of Vengeance
Deal with the Devil
Superhuman Strength d10 Superhuman Durability d10 Hellfire Blast d10
Mystic Resistance d8
SFX: Devourer of Flame. On a successful reaction to a Flame based action convert your opponent’s effect
die into a Visage of Vengeance stunt or step up a Visage of Vengeance power trait +1 for your next
action. Spend a die from the Doom Pool to use this SFX if your opponent’s action succeeds.
SFX: The Fury of Hell. Step up or double a Visage of Vengeance power trait for a single action. If the
action fails add a die equal to the power traits normal rating to the Doom Pool.
SFX: Relentless. As part of an action, spend a die from the Doom Pool and move Physical Stress to the
Doom Pool and step up a trait +1 for this action.
SFX: Unliving Form. Spend a die from the Doom Pool to ignore stress, trauma, and complications from
poison, disease, aging, lack of air, etc.
Limit: Mephesto’s Price. Both 1’s and 2’s count as opportunities when using a Visage of Vengeance
power trait. Only 1’s are excluded from use.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each additional
power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest rolling die
and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in pool
by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.

SPECIALTIES
Combat Expert d8 Menace Master d10 Mystic Expert d8 Vehicle Master d10

cx 55
Poisonator
Solo d10 Buddy d6 Team d8
Distinctions:
By The Hive’s Will Alone
Former Praetor of the Shi’ar Imperial Guard
Psionic Augmentation Strontian Exemplar
Godlike Durability d12 Godlike Reflexes d12 Godlike Speed d12 Godlike Stamina d12
Godlike Strength d12 Heat Vision d10 Psychic Resistance d10 Space Flight d12
SFX: Freeze Breath. When inflicting a Binding, Entangling, or Freezing complication on a target, add a d6
and step up the effect die.
SFX: Invulnerability. Spend a die from the Doom Pool to ignore stress, trauma, or complications caused
by aging, disease, poison, radiation, or vacuum.
SFX: Multipower. Add more than one Psionic Augmentation to your pool. Step back each Psionic
Augmentation power die in that pool once for each die beyond the first.
SFX: Onslaught. Against a single target, double Godlike Speed, Godlike Reflexes, or Space Flight. Remove
the highest rolling die and use three dice for the total.
SFX: Supreme Will. Double any Psionic Augmentation power for one action, then add the second-highest
rolling die from that action to the doom pool.
Limit: Shaken Confidence. Step back all Psionic Augmentation powers by one step to add a d6 to the
Doom Pool or step up the lowest die in the Doom Pool by +1 step. Activate an opportunity to recover.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each additional
power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest rolling die
and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in pool
by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.

SPECIALTIES
56
Combat Master d10 Cosmic Expert d8 Covert Expert d8 Menace Master d10
Psych Expert d8 Science Expert d8 Tech Expert d8 Vehicle d8
Poison Woman
Solo d6 Buddy d8 Team d10
Distinctions:
Formerly Alluring
Private Investigator
Triple Agent
Spider-Powers
Superhuman Strength d10 Superhuman Reflexes d10 Wall-Crawling d6 Venom Blast d8
SFX: Immunity. Spend a die from Doom Pool to ignore stress, trauma, or complications from toxins,
radiation, or disease.
SFX: Pheromones. When using any powers to inflict mental stress, add a d8 and step up your effect die.
SFX: Second Chance. If your pool includes a Spider-Powers power, spend a die from the Doom Pool to
reroll.
Limit: Exhausted. Shutdown any Spider-Powers power to add a d6 to the Doom Pool or step up the
lowest Doom Pool dice by +1. Spend a die from the Doom Pool to recover the power.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each additional
power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest rolling die
and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in pool
by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.

SPECIALTIES
Acrobatics Expert d8 Combat Expert d8 Covert Master d10 Menace Expert d8
Mystic Expert d8 Psych Expert d8

57
Poison Storm
Solo d8 Buddy d6 Team d10
Distinctions:
Claustrophobic
Mercurial
Goddess of the Storm
Strong-Willed Thrall
Electrical Blast d10 Subsonic Flight d8 Weather Supremacy d12
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 to your pool and keep
+1 effect die.
SFX: Emotional Link. Add a die to the doom pool equal to your current emotional stress to add that
emotional stress die to a pool including a Goddess of the Storm power.
SFX: Immunity. Spend a die from the Doom Pool to ignore stress or trauma from extremes of
temperature or electricity.
SFX: Multipower. Use two or more Goddess of the Storm powers in your dice pool, at –1 step for each
additional power.
Limit: Emotional Tempest. Change any Goddess of the Storm power into a complication and recover
emotional stress equal to that power’s die size. Spend a die from the Doom Pool to recover.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each additional
power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest rolling die
and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in pool
by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.

SPECIALTIES
Combat Expert d8 Cosmic Expert d8 Covert Expert d8 Crime Expert d8
58
Mystic Expert d8 Psych Expert d8
Poisonrine
Solo d10 Buddy d6 Team d8
Distinctions:
Enslaved Samurai
I’m the Best There Is at What I Do
Weapon X
Adamantium Claws d10 Enhanced Reflexes d8 Enhanced Strength d8 Godlike Stamina d12
SFX: Berserk. Borrow a die from the doom pool for an attack action. Step up the doom die by +1 and
return to the doom pool.
SFX: Fearsome. Add d6 and step up effect die by +1 when using Weapon X Program powers to inflict
emotional stress.
SFX: Focus. In a pool including a Feral Mutant die, replace two dice of equal steps with one die of +1
step.
SFX: Healing Factor. Spend a die from the Doom Pool to recover your physical stress and step back your
physical trauma by –1.
Limit: Exhausted. Shutdown any Weapon X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.

Poison X
Superhuman Durability d10 Superhuman Strength d10 Superhuman Stamina d10
SFX: Multipower. Use two or more Poison X powers in a single dice pool at -1 step for each additional
power.
SFX: Perfect Host. Step up or double a Poison X die against a single target. Remove the highest rolling die
and add 3 dice for your total.
SFX: Symbiotic Strength. Add a d6 to your dice pool for an attack action and step back highest die in pool
by –1. Step up Physical Stress inflicted by +1.
Limit: Exhausted. Shutdown any Poison X power to add a d6 to the Doom Pool or step up the lowest
Doom Pool dice by +1.

SPECIALTIES
Combat Master d10 Covert Master d10 Crime Expert d8 Menace Master59d10
Appendix C: Hero Datafiles
I’m not going to lie. There isn’t much to work with in this
comic. Even Venom, the main character, is pretty much a
background character.
Making milestones would be a nightmare to a degree where
I’m not even going to bother.
Instead, I suggest taking your favorite hero and adding the
following powerset:

Symbiote
Enhanced Reflexes d8 Enhanced Strength d8 Shapeshifting d8
Superhuman Durability d10 Wall-Crawling d8 Webslinging d8
SFX: Feed Me. Add a d6 to your dice pool for an attack action and step back
highest die in pool by –1. Step up Physical Stress inflicted by +1.
SFX: Grapple. Add d6 and step up the effect die by +1 when inflicting a
complication.
SFX: Multipower. Use two or more Symbiote powers in a single dice pool at -1
step for each additional power.
Limit: Fire and Sonic Weakness. On a fire or sonic based attack, turn any
Symbiote power into a complication and gain 1 PP.

60

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