A World of Marvels and Magnets: A Magneto Quest

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This is the the threadmarks for the quest where you find yourself playing as the villain Magneto in the world of Marvel. Best of luck! Once again please be patient as I figure out how to navigate the website and all the functions that come with it
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Villain Selection

Cicero

Rome's Greatest Orator
Location
Ancient Rome
World of Marvels

A Marvel Supervillain Quest

So this is my first quest and I am pretty clueless when it comes to most of this stuff so please bare with me. I'd be grateful for any feedback so I can make sure the quest improves. Also I don't know how to threadmark anything so help in that regard and in general would be extremely grateful.


[] Magneto: The Master of Magnetism.
Goal: To make the world a mutant utopia.
You start off with 6 actions a turn and will have no nemesis at the start.
If chosen there will be votes on some key background decisions. You will start with nothing but your hero unit.


[] Thanos: The Mad Titan.
Goal: To prove your love to Mistress Death and have her return it. No matter the cost.
You will have 5 actions a turn and will have no nemesis at the start. You will start with nothing but your hero unit.


[] Johann Schmidt: der Rote Schädel.
Goal: To rule the world.
You have 6 actions a turn and will have SHIELD as your nemesis.
You will start with nothing but your hero unit.


[]Justin Hammer: The Financier
Goal: To be the best and biggest company in the world eliminating all who will stand in your way, whether they know it or not
You have 6 actions a turn and will start with Tony Stark as your nemesis. You will start with your hero unit and a billion dollar company at your disposal.


Rules

This is a 'Crusader Kings'-style quest. You play as a villain in the world of Marvel who gathers an organization behind them in order to accomplish their goals, generally starting in the first days of the age of superheroes (with varying start options).

Each turn, which is (tentatively) three months in-universe, you have access to a number of actions, as chosen from five categories: Martial, Diplomacy, Stewardship, Intrigue, and Learning. You have a set number of actions every turn and can freely pick where to spend each action with the exception of supervillain actions. Each action is associated with a DC; after voting, the basic system is that I will roll a d100 for each action, and if the roll at least equals the DC, the action succeeds to some extent; otherwise it fails. The higher the roll, the better. Following this, you may get one or more reactive arcs in response to some threat or other.

Heroes

Heroes (some of which might be better described as Villains, but whatever) are particularly prominent people in your organization. Recruiting Heroes is done by taking Diplomacy actions although your history and alliances may close off certain options for you and some heroes will become unable to work well with others.

Each Hero has a value in each of the five statistics, hard-capped at 50:

0-10 Human

10-20 Heroic

20-30 Planetary

30-40 Galactic

40-50 Cosmic


When rolling for an action, most bonuses decrease the DC. Hero bonuses are the only bonuses that actually improve the roll. Specifically, the hero's value for a certain stat is added onto the d60 roll. This may sometimes cause the roll to exceed 60; in this case only (a roll of 61+), you get a re-roll to add to your current total. The same hero bonuses also affect this roll, so that you can get a prolonged chain of hero bonuses. The chain of hero bonuses is capped at 5 minus the number of heroes assigned to the action or if the heroes have a bonus exceeding or equal to 60 are caped at one reroll.

Each hero can participate in one action a turn. If multiple heroes are participating in the same action than a primary hero is chosen either by having the highest stat in the area of the action or by being main hero chosen for quest. Multiple heroes on one action, is calculated as follows Hero A + (Hero B*AB cooperation score) + (Hero C*AC cooperation score) and so on. Hero A is hero assigned to be a leader.
A, B and C are the heroes stats while cooperation score AB is the cooperation between hero A and B and cooperation score AC is the cooperation between hero A and C. As many heroes as you want can be added to an action although there can only be one primary hero assigned to an action. The cooperation score between heroes is rated on a scale of -2 to 2 and will usually be available to the thread to see although sometimes things will be hidden (surprise betrayals are a thing).

Assets

Money is highly limited in its potential when interacting with a lot of entities, and this isn't the sort of quest where you have trouble staying afloat in Earth's economy. As such, I won't be tracking money numerically. Instead, plot-relevant assets are tracked individually. This takes one of two forms. Some things - artifacts and corporations, for instance - are owned by your organization as a whole (directly or indirectly), and are listed as such. Immobile assets, by contrast, are organized into Bases, each of which has a number of Slots that represent its capacity to contain (military, industrial, research, etc.) facilities. Bases themselves might be mobile and can always get expanded to house even more stuff. You can create and own multiple bases but there is an upkeep element to having more than one.

Supervillain actions

This is a supervillain quest and as such a nemesis can be gained. A nemesis is either given upon selecting a character or if you are defeated enough by a certain specfic super hero/heroine or team. Upon gaining a nemesis supervillain actions must be taken against them every so often in place of a regular action. Supervillain actions are a variety of schemes that will attempt to damage the nemesis in some way shape or form. Successful supervillain actions will hurt the nemesis and benefit you while failed actions will do the reverse. The amount of time till the next supervillain action is determined by the success of previous actions and that heroes current state. Upon defeating a nemesis a reward will be given. You can have multiple nemesis' at once but one of them will be designated as the primary nemesis. The primary nemesis gives the most rewards upon their defeat.

Voting

The procedure is as follows:

1. Action options for the turn are posted. (Write-ins are very welcome, but subject to QM approval.)

2. By-line approval voting among the actions, to determine which actions are undertaken this turn.

3. A second round of voting, by plan, to determine which bonuses, particularly heroes, go on which action.

4. Turn results

5. Possible reactive mini-arcs, with smaller votes within them

Wanted to do a Darkseid quest in a universe that had both the DC and Marvel worlds intertwined, but I feared that would be too ambitious for my first quest. I was also unsure if voters would act in character for someone like Darkseid so I got cold feet.

If you have any questions or concerns about the quest please feel free to ask.
 
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Hero Stats and Other Info


Magneto

Birth name: Max Eisenhardt

Species: Homo Superior

Innate powers: Magnetism

Born: 1928 in Nuremberg, Germany

Occupation: Leader of the Brotherhood of Mutants

Objective: To make the world a mutant utopia


Base stats -> Total stats:

Martial: 21-> 21
Diplomacy: 11-> 11
Stewardship: 9-> 9
Intrigue: 14-> 14
Learning: 12-> 12
 
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[X] Magneto: The Master of Magnetism

We gonna be young Magneto or Old Magneto?

If Magneto wins the vote their would be another vote on that which is why I mentioned underneath his name their will be some votes on background decisions.

[X] Magneto: The Master of Magnetism
-Gotta find our kids first

Yeah I never agreed with Marvel's decision to make the two non-mutants and be engineered from the High Evolutionary instead of being the kids of Magneto.
 
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Wait is this MCU of 616? Because I'm halfway sure that they took Magneto out of the MCU for how OP he would be.
 
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