27 optional rules and expansions curated by the Classic Marvel Forever community over 25+ years. Most Advanced Set tables use at least some of these to refine the canonical TSR ruleset.
Each rule below is reproduced from classicmarvelforever.com for offline / authenticated reference. Original authors credited within each rule's text.
by Jason Cutcher**
The primary abilities can only be increased in increments of 5 points. The cost for each increase is 1000 karma points, and a post explaining what your character has been doing in their personal time to explain the jump. For characters that have ability scores not divisible by 5, 200 karma points must be spent for each point increase to get to a multiple of before further advancement continues. Explanations for increase can be as simple as an increased regimen of training as the She Hulk did when she joined the Fantastic Four (she used the Things old weights and was able to boost her strength to his level)or as complex as an alien abduction/experimentation unleashing untapped mutagenic factors.
Power Rank Increase: Again, Powers will be increased in increments of 5. The cost of each increase is 2000 karma points, plus a post explaining the increase in power potential. An increase above Unearthly is subject to my approval and a limitation.
Resource level can be raised in increments of 5, costing 500 karma points per increase. The Judge will set up a way to explain increased revenue with suggestions from the player. Keep in mind that a good idea in the Marvel Multiverse isn't always guaranteed to win big bucks, and any advance to a new resource level is subject to GM approval.
Many avenues exist for increasing Popularity of a character. The easiest is to write posts wherein the character is seen doing good deeds and charity. Karma may not be spent to increase Popularity, rather popularity can be used to increase karma by using hero status to help the misfortunate. Keep in mind that popularity can be lost easily as well. Being framed for a crime you did not commit is always a popular example. A different kind of Popularity is the kind one hold with their established contacts, this pop rank is often higher than actual popularity and can be further increased by spending 500 karma, and roleplaying with the GM (GM as the contact), or by writing a post in which relations are somehow improved. Actions performed by a character that are contrary to the interests of contacts can adversely effect the relation despite spent karma.
This is basically the same as the book. A talent learned from an NPC (non player character under the GM's control) will cost 1000 karma. A talent learned from a PC (player character) will cost 2000. The difference is that learning from a NPC gets the character interacting with the Marvel Universe around them and promotes greater gameplay and new possibilities for adventure. The Player is encouraged to announce they are attempting to learn the talent well in advance of spending karma and to roleplay time spent practicing the skill.
Additional Powers cost 4000 karma plus 1000 for every increment of 5. All powers are subject to GM approval and will require a post and roleplaying to develop and explain. Use of limitations can be used to waive some of the power cost, judged on a case by case basis.
New contacts can be added without spending karma by lengthy roleplay and posting of stories, however the process can be sped up by spending 500 karma and naming a contact.
Below is a list of additional, alternate ability ranks. Should you decide to utilise these ranking you will also need to download the following:
| Power Ranks | ||
|---|---|---|
| Rank | Abbreviation | Score |
| Shift-0 | Sh-0 | 0 |
| Feeble | Fb | 2 |
| Poor | Pr | 4 |
| Typical | Ty | 6 |
| Good | Gd | 10 |
| Excellent | Ex | 20 |
| Remarkable | Rm | 30 |
| Fantastic | Fn | 35 |
| Incredible | In | 40 |
| Spectacular | Sp | 45 |
| Amazing | Am | 50 |
| Sensational | Sn | 60 |
| Monstrous | Mn | 75 |
| Awesome | Aw | 90 |
| Unearthly | Un | 100 |
| Fighting: Combat abilty: trained and/or natural. | ||
|---|---|---|
| Rank | Description | Examples |
| Feeble | No training or ability | Children, elderly |
| Poor | Normal human ability | Professor X |
| Typical | Natural ability; minimal training | Doctor Octopus |
| Good | Some formal training | Police, Hawkeye |
| Excellent | Regular, formal training | Military, Cyclops |
| Remarkable | Superior talent | Spider-Man |
| Fantastic | Master of a form | Average Hand or Coda |
| Incredible | Extensive Training, Master of a form | Nick Fury |
| Spectacular | Master of several forms | Grifter |
| Amazing | Maximum human potential | Captain America |
| Sensational | Enhanced Human potential, Extensive Experience | Elders of the Kheran Coda |
| Monstrous | Superhuman potential | Asgardian Warriors |
| Awesome | Metahuman Potential, master of all racial and related forms | Xena |
| Unearthly | Superhuman with intensive training | Thor, Hercules |
| Agility: Flexability, balance, coordination; agility and reflexes. | ||
|---|---|---|
| Rank | Description | Examples |
| Feeble | No training or ability | Disabled |
| Poor | Normal human ability | Children, elderly |
| Typical | Natural ability; minimal training | Mr. Fantastic |
| Good | Some formal training | Invisible Woman, Colossus |
| Excellent | Regular, formal training | Cyclops, Mockingbird |
| Remarkable | Superior talent | Hawkeye |
| Fantastic | Extensive training, Olympic athlete | Cyblade |
| Incredible | Superior talent with training | Captain America |
| Spectacular | Superior talent with Intensive training | Zealot |
| Amazing | Maximum human potential | Spider-Man, Nightcrawler |
| Sensational | Enhanced Human potential | Celene (Young Zealot), Velocity |
| Monstrous | Superhuman potential | Silver Surfer, Mephisto |
| Awesome | Metahuman Potential, Extensive Training | Riptide (marauders) |
| Unearthly | Superhuman with intensive training | Celestials, Odin |
| Strength: Physical muscle power and brute force. | ||
|---|---|---|
| Rank | Description | Examples |
| Feeble | Press up to 50 lbs. | Children, elderly |
| Poor | Press up to 100 lbs. | Normal humans |
| Typical | Press up to 200 lbs. | Invisible Woman |
| Good | Press up to 400 lbs. | Daredevil |
| Excellent | Press up to 800 lbs. (maximum human capacity) | Wolverine |
| Remarkable | Press up to 2000 lbs | Dr. Doom, Darkhawk |
| Fantastic | Press up to 5 tons | Spartan |
| Incredible | Press up to 10 tons | Spider-Man |
| Spectacular | Press up to 25 tons | Ladytron |
| Amazing | Press up to 50 tons | Rogue, Vision |
| Sensational | Press up to 75 tons | Savant, Impact |
| Monstrous | Press up to 250 tons | Thing, She-Hulk |
| Awesome | Press up to 500 tons | Mr. Majestic |
| Unearthly | Press up to 1000 tons | Hulk, Thor |
| Endurance: Constitution, Aerobic, Physicla Toughness, Fitness | ||
|---|---|---|
| Rank | Description | Examples |
| Feeble | Reduced or impaired ability | Elderly, disabled |
| Poor | Minimal ability or exercise | Children |
| Typical | Occasional exercise | Normal humans |
| Good | Moderate exercise | Black Knight |
| Excellent | Regular exercise | Daredevil |
| Remarkable | Intensive exercise | Captain America |
| Fantastic | Extensive Exercise | Savant |
| Incredible | Enhanced abilities | Spider-Man |
| Spectacular | Enhanced abilities with training | Zealot |
| Amazing | Metahuman stamina | She-Hulk |
| Sensational | Metahuman stamina with training | |
| Monstrous | Superhuman fortitude, rarely tires | Thing, Wonderman |
| Awesome | Godlike | Mr. Majestic |
| Unearthly | Immeasurable, Never tires | Hulk, Thor |
| Reason: Ability to think logicly, intellect, learning. | ||
|---|---|---|
| Rank | Description | Examples |
| Feeble | Couch potato; uneducated | Ajax, Drax |
| Poor | Primary school education | Jubilee |
| Typical | Secondary school education | Cannonball, Firestar |
| Good | Bachelor’s degree equivalent | Daredevil |
| Excellent | Master’s degree equivalent | Spider-Man |
| Remarkable | Doctorate equivalent | Shadowcat |
| Fantastic | Multiple disciplinary, advanced degrees | White Queen |
| Incredible | Genius:- Level 1 (one focus); understand alien tech. | Tony Stark, Professor X |
| Spectacular | Genius, multifocus, can understand alien tech | Forge, Magneto |
| Amazing | Genius:- Level 2 (Multifocus); create leading tech. | Mr. Fantastic |
| Sensational | Alien genius | |
| Monstrous | Alien genius; improve and modify alien tech. | Mephisto |
| Awesome | Near Omnipetance | Roma, Merlyn |
| Unearthly | Knows all human and alien tech. | Watcher |
| Intuition: Intuitive, deductive reasoning, instinct, perception | ||
|---|---|---|
| Rank | Description | Examples |
| Feeble | Impaired or limited ability | Drax |
| Poor | “Slow on the uptake” | Ajax, Sunspot |
| Typical | Normal human levels | Quasar |
| Good | Above-average intuition | Shadowcat |
| Excellent | Fine attention to details | Nick Fury |
| Remarkable | Detective background/skills | Cyclops |
| Fantastic | Enhanced senses | Voodoo |
| Incredible | Strong empathic sense; “gut feeling” | Captain America, Dr. Doom |
| Spectacular | Deep intuition | Mona Lisa |
| Amazing | In tune with surroundings; strong hunches | Wolverine, Professor X |
| Sensational | Enhanced senses | Empath |
| Monstrous | Superhuman senses | Daredevil |
| Awesome | Senses beyond extraordinary | Celene (Young Zealot) |
| Unearthly | In touch with the universe | Watcher |
| Psyche: Resolve, willpower, strength of focus. | ||
|---|---|---|
| Rank | Description | Examples |
| Feeble | Easily dominated & programmed | Dreadnoughts |
| Poor | Young, untrained, will-impaired | Meggan |
| Typical | Normal human willpower | Hawkeye |
| Good | Resist ordinary mesmerism | Daredevil |
| Excellent | Some experience with mind control/mystic forces | Black Widow, Nightcrawler |
| Remarkable | Trained to resist will-control | Hulk, Mr. Fantastic |
| Fantastic | Focussed Will | |
| Incredible | Great strength of will; well-trained/focused | Spider-Man, Wolverine |
| Spectacular | Intensive training with mental powers | Grifter |
| Amazing | Indomitable Willpower | Dr. Doom, Thor |
| Sensational | Enhanced Willpower | |
| Monstrous | Intensive training and experience with mental powers | Loki, Professor X |
| Awesome | Among the most focused wills | Celene (Young Zealot) |
| Unearthly | A mind closed to external forces | Doctor Strange |
| Resources: Financial solvency, means and wealth | ||
|---|---|---|
| Rank | Description | Examples |
| Feeble | Unemployed, fixed income | Aunt May |
| Poor | Freelancers, students | Spider-Man |
| Typical | Salaried employment | Betty Banner |
| Good | Professional, middle class | Dr. Strange |
| Excellent | Small business, Avengers’ pay | Captain America |
| Remarkable | Large business, upper class | Professor X, TSR Inc. |
| Fantastic | Small corporation | Wizards of the Coast |
| Incredible | Small corporation, millionaire | Fantastic Four |
| Spectacular | Medium corporation, multimillionaire | Tony Stark |
| Amazing | Large corporation, small country | Doctor Doom |
| Sensational | Medium country, huge corporation | MicroSoft, IBM, Intel |
| Monstrous | Billionaire, multinational corps. | SHIELD |
| Awesome | Multibillionaire, Great Britain | Savant |
| Unearthly | Major country, MegaCorps, Mys-Tech | USA, China, Russia |
| Popularity | ||
|---|---|---|
| Rank | Description | Examples |
| Feeble | Reclusive, little known | Archangel |
| Poor | Known to law enforcement | Banshee |
| Typical | Known to local populace | Cyclops |
| Good | Liked by law enforcement | Daredevil |
| Excellent | Known to mass media | Beast |
| Remarkable | Liked by general public | Spider-Man |
| Fantastic | Liked by mass media | Union Jack |
| Incredible | Liked by mass media | Captain Britain |
| Spectacular | Household name | Celene (Young Zealot), Oprah |
| Amazing | Megastar | Hercules |
| Sensational | Worldwide fame/acclaim | Princess Diana, Mother Terresa |
| Monstrous | Living (or non living) legend | Thor |
| Awesome | Interstellar/dimensional fame | Lila Cheney, Dazzler, Mr. Majestic |
| Unearthly | Living Icon | Captain America |
| Appearance: Physical appeal, attractiveness and beauty. | ||
|---|---|---|
| Rank | Description | Examples |
| Feeble | Repulsive | Chamber, Deadpool |
| Poor | Homely | Reptile, Toad |
| Typical | Plain to Average | Iceman, Wolverine |
| Good | Attractive | Jubilee, Longshot, Tony Stark |
| Excellent | Pretty/Handsome | Captain Britain, Cyblade, Gambit |
| Remarkable | Statuesque | Captain America, She-Hulk, Thor |
| Fantastic | Captivating | Mystique, Scarlet Witch, Tigra |
| Incredible | Alluring | Elektra, Psylocke, Rogue |
| Spectacular | Bewitching | Black Widow, Mary Jane, Storm |
| Amazing | Stunning | Jean Grey, Susan Richards |
| Sensational | Enchanting | Black Cat, Dagger, Emma Frost |
| Monstrous | Radient | Roma, Meggan, Morgan Le Fay |
| Awesome | Enrapturing | Demigods, Circe, Enchantress |
| Unearthly | Divine | Aphrodite |
by Greg Kerner
The process of developing super-powered agents and soldiers has been a desire of many organizations since World War II, but most experiments of this type have ended in disaster. The Power Broker's augmentation process is the most recent and most successful of these processes.
Dr. Karl Malus was used to develop the process. Funded by grants from secret illegal operations within the U.S. Government and by outside aid by groups such as the UCWF, Malus made several prototypes of his equipment before arriving at his present design.
The augmentation process modifies the subjects Strength, Agility and Endurance, increasing each to various degrees according to their normal metabolism. Given normal human test subjects, the success rate is 50% - failure indicates disaster. Using the Augmentation Process Results Table, roll separately for each ability. Such enhancements will always have the minimum value listed, and never be greater than the maximum listed rank. If using the advanced set rules, the new rank will always be at the lowest possible number for that rank.
Health is adjusted to the new levels. Failure for normal humans is on a roll of 01-50. This usually results in a gross mutation of the body, and the reduction of abilities as follows:
Reduction of any ability down to Feeble leaves the subject a mindless brute. Player characters become NPC's controlled by the Judge.
Malus disposed of his failures by putting them in the sewars beneath Los Angeles. A large number of them still live there, though some were rescued by the Shroud and his criminal Night Shift. Typical stats for such creatures follow:
| Typical Statistics | |
|---|---|
| Fighting | Typical |
| Agility | Remarkable |
| Strength | Remarkable |
| Endurance | Remarkable |
| Reason | Feeble |
| Intuition | Feeble |
| Psyche | Feeble |
| Health | 96 |
| Karma | 6 |
| Resources | Not Applicable |
| Popularity | 0 |
Typical successful augments have the following stats:
| Typical Statistics | |
|---|---|
| Fighting | Good |
| Agility | Remarkable |
| Strength | Remarkable |
| Endurance | Remarkable |
| Reason | Typical |
| Intuition | Good |
| Psyche | Good |
| Health | 100 |
| Karma | 26 |
| Resources | Good |
| Popularity | 10 |
There may be literally hundreds of augmented individuals in the world at present, and as many failures in the sewars below Los Angeles.
Malus' augmentation was apparently a three-stage process. Captain America underwent the the first part briefly, and Ms. Marvel underwent the first and second stages.
The subject's cells and bombarded and enhanced. At this point, success is determined. Success grants the level rolled on the Augmentation Results Table for 1-100 hours. Failure results in the immediate effects listed above which are permanent.
For beneficial augmentations, this makes the change permanent.
Used in connection with the wrestler-augmentation program for the Unlimited Class Wrestling Federation, the target subject is injected with a highly addictive durg, which the Power Broker provides to keep a close rein on his workers. It is possible to break the hold of the drug. Demolition Man and the other wrestlers did so after the Power Broker's initial plans were exposed by Ms. Marvel and the Thing.
The above effects are noted only for normal humans, and the effects on mutants and mutated humans are as yet not fully investigated. Captain America was enhanced by the process temporarily, but did not choose to finish the process.
As a rule of thumb, use the following randomly determined rates for determining success or failure of the augmentation process on unusual subjects:
(including those already augmented by the process): 52-70% chance of failure (50 + 2D10)
10-60% chance of failure
1-100% chance of failure per species
Judges may use augmented thugs for their own adventures, but keep in mind that heroes will have a tendency to seek out those who create such individuals. The Power Broker, who is in reality a criminal named Curtiss Jackson, is currently free on bond and awaiting trial, but is still in the business of augmenting humans.
Roll for Agility, Strength, and Endurance
| Dice Roll | Effect | Minimum | Maximum |
|---|---|---|---|
| 01-50 | +1CS | Good | Remarkable |
| 51-70 | +2CS | Excellent | Incredible |
| 71-99 | +3CS | Remarkable | Amazing |
| 00 | +4CS | Incredible | Monstrous |
Below is a table outlining a human's maximum potential.
| Fighting | Agility | Strength | Endurance | Reason | Inituition | Psyche | |
|---|---|---|---|---|---|---|---|
| Feeble | 01-05 | 01-10 | 01-05 | 01-05 | 01-10 | 01-10 | 01-05 |
| Poor | 06-10 | 11-20 | 06-25 | 06-25 | 11-20 | 11-20 | 06-10 |
| Typical | 11-20 | 21-40 | 26-75 | 26-75 | 21-40 | 21-40 | 11-20 |
| Good | 21-40 | 41-60 | 76-95 | 76-95 | 41-60 | 41-60 | 21-40 |
| Excellent | 41-60 | 61-80 | 96-00 | 96-00 | 61-80 | 61-80 | 41-60 |
| Remarkable | 61-80 | 81-95 | 81-95 | 81-95 | 61-80 | ||
| Incredible | 81-95 | 96-00 | 96-00 | 96-00 | 81-95 | ||
| Amazing | 96-00 | 96-00 |
Just roll 1d100 to determine your normal human's FASERIP scores within maximum limits.
When this limitation is taken on a character's power(s), he may raise it by an amount of CS allowed by the game Judge, who must determine just how much more difficult the limitation makes the new hero's life, right?
At any rate, each time the power(s) that fall under this limitation are used, they subtract an amount of points equal to their power rank from their power pool.
A character's power pool can take many forms. Some are a bit more difficult to play around than others. The five forms of power pool are listed here:
As one can see, the power pool generation methods grow increasingly less deadly. That is where the column shifts for limitations come in:
by Firebomb
For those that like the simplistic resources in the advanced game, here is an additional chart that outlines exactly how much spare cash is available per resource rank.
| Rank | Cash |
|---|---|
| Feeble | $0 - $7,000 |
| Poor | $12,000 - $15,000 |
| Typical | $25,000 - $30,000 |
| Good | $40,000 - $60,000 |
| Excellent | $125,000 - $250,000 |
| Remarkable | $500,000 - 1 million |
| Incredible | 50 million - 100 million |
| Amazing | 500 million - 1 billion |
| Monstrous | 50 billion - 100 billion |
| Unearthly | 500 billion - 1 trillion |
If, however, you like the more detailed resource point system, which differs from the basic set, and adds a bit more depth to money in Marvel than the standard ranks, here are the Resource Points....
Resources is a fancy name for petty cash. It isn't just money, though. It is the ability to get money or valuable equipment through many channels. It measures personal wealth and the influence of the hero with wealthy organizations. For example, Captain America is not rich but the Living Legend of WWII has connections with S.H.I.E.L.D., the Avengers, and half of the U.S. Government. Captain America usually gets what he needs.
Like other abilities, Resources has a rank and a rank number. The resource table shows the number of resource points available per week based on Resource rank. This is after all the normal expenses have been taken care of (buying food, paying rent and electricity). The Maximum column shows the maximum number of resource points the hero can accumulate at one time from borrowing resources (getting a loan) etc.
| Rank | Weekly Rate | Maximum | Description |
|---|---|---|---|
| Feeble | 2 RP's | 10 RP's | Unemployed, fixed income |
| Poor | 4 RP's | 20 RP's | Freelancers, students |
| Typical | 6 RP's | 50 RP's | Salaried employment |
| Good | 10 RP's | 100 RP's | Professional, middle class |
| Excellent | 20 RP's | 500 RP's | Small business, Avengers' pay |
| Remarkable | 30 RP's | 1000 RP's | Large business, upper class |
| Incredible | 40 RP's | 10,000 RP's | Small corporation, millionaire |
| Amazing | 50 RP's | 50,000 RP's | Large corporation, small country |
| Monstrous | 75 RP's | Unlimited | Billionaire, multinational corps |
| Unearthly | 100 RP's | Unlimited | Major country, mega-corporation |
Heroes spend resources when they buy or borrow something. Borrowing costs one-half as much as buying, but if the hero fails to return an item in good shape, he must pay to repair or replace it.
| Vehicles & Travel | Cost |
|---|---|
| Bicycle | 4 RP |
| New Mini-Car | 60 RP |
| Used Mini-Car | 40 RP |
| New Mid-Size Car | 100 RP |
| Used Mid Sized Car | 80 RP |
| New Sports Car | 500 RP |
| Used Sports Car | 400 RP |
| New Luxury Car | 1000 RP |
| Used Luxury Car | 800 RP |
| Small Airplane | 400 RP |
| Small Jet | 2000 RP |
| Small Powerboat | 250 RP |
| Small Yacht | 500 RP |
| Small Jet | 2000 RP |
| Small Jet | 2000 RP |
| Bus Ticket | 2 RP |
| Train Ticket | 4 RP |
| Transcontinental Airplane Ticket | 10 RP |
| Intercontinental Airplane Ticket | 20 RP |
The Housing Costs Chart below gives guidelines for the resource points needed to rent or buy a dwelling in an average sized town. You can vary the costs for example it would be more expensive to live in New York city than a small town deep in Nebraska.
| Rent (Per Month) | Cost |
|---|---|
| Efficiency Apartment | 4 RP |
| 1 Bedroom Apartment | 8 RP |
| 2 Bedroom Apartment | 16 RP |
| Luxury Apartment | 24 RP |
| One-Story House* | 10 RP |
| Two-Story House* | 20 RP |
| Mansion* | 40 RP per floor |
| Office | 20 RP |
| Office Floor | 50 RP |
| Office Building | 1000 RP per floor |
| Buy | Cost |
|---|---|
| Efficiency Apartment** | 600 RP |
| 1 Bedroom Apartment** | 900 RP |
| 2 Bedroom Apartment** | 1,200 RP |
| Luxury Apartment** | 2,000 RP |
| One-Story House** | 1,300 RP |
| Two-Story House** | 1,800 RP |
| Mansion** | 3,000-10,000 RP |
| Empty Land | 500 RP/Acre |
| Construction*** | 50 RP |
* Not including the cost of utilities or maintenance for this size dwelling, which equals an additional 10% of the rent per month.
** Not including the cost of utilities, insurance, and upkeep for this type of dwelling, which equals an additional 1% of the total cost per month.
*** Time for construction equals 1 month per room. When constructed, the cost for utilities, insurance, and upkeep equals that of a normal dwelling of equal size and type.
| Other E xpenses | Cost |
|---|---|
| Handgun | 5 RP |
| Rifle | 8 RP |
| Knife | 1 RP |
| Clean Clothes | 2 RP |
| Formal Dress or Tuxedo | 6 RP |
| Expensive Night Out | 2 RP |
| Camera | 7 RP |
| Factory Equipment | 1,000 RP per area |
| Electronic Equipment | 100 RP per room |
| Electrical Generator | 500 RP |
| Fence | 20 RP per area |
Use these costs as a guide if players buy items that aren't listed. One resource point equals anywhere from 50 to 75 dollars. Heroes working in a super group, like the Avengers, can use their own resources (can you believe they're paid $1000 a week just to be Avengers? And I turned down their offer?!) or draw from the group's resources.
A hero can raise his Resource rank by saving pennies from week to week. If a hero manages to keep his Resources at the maximum for three weeks in a row, then spends Karma equal to his Resources rank number, his Resource rank goes to the next level. You'll notice he can't rise above Amazing, because Amazing has no maximum. On the other hand, if a hero spends everything he gets for three weeks in a row, his rating goes down to the next lower level. (He does have to spend Karma for that!)
According to Reed Richards, there are five kinds of inventions:
These categories can be combined to make just about anything. A tank, for example, is just a weapon mounted on a vehicle. Everything can be broken down into pieces that fall into these five areas.
Before a player invents something, the inventor must define the object in terms of what it can do and how it will do it. Vehicles, robots, weapons, and armored suits have abilities defined with ranks. Special devices are handled differently, so we'll deal with those later.
Vehicles are machines that roll, crawl, walk, swim, or fly around, usually for the purpose of carrying something else: people, weapons, or cargo. A vehicle needs three ability ranks: Body, Control and Speed.
Any machine that is in charge of itself is a robot. It may be a normal, walking humanoid robot, a smart vehicle, or even an intelligent weapon. Any machine with a Reason rank is a robot; its other abilities define what it can do.
Weapons are designed to damage, hurt or destroy people or objects. A weapon needs ranks for Range and Damage. Range doesn't correspond neatly to rank numbers (see table below). Range Ranks when assigning a Range to a weapon.
| Range in Areas | Rank |
|---|---|
| 0 areas | Feeble |
| 1 areas | Poor |
| 2 areas | Typical |
| 3 areas | Good |
| 5 areas | Excellent |
| 7 areas | Remarkable |
| 10 areas | Incredible |
| 25 areas | Amazing |
| 50 areas | Monstrous |
| 100 areas | Unearthly |
Armored suits range from simple outfits like flak jackets and biological warfare suits to powered battle armors like those worn by Iron Man, Scorpion, and Porcupine. An armored suit must have a body armor rank. It can have Fighting, Agility, Strength, Endurance, Reason, Intuition, or Psyche ranks, too, if needed. If a suit has one or more of those abilities, the hero wearing the suit uses the suit's ability instead of his own. That's why armored suits are popular: they let anybody stomp around with Incredible Fighting ability and Monstrous Strength.
Special Devices don't fit any of these categories because they don't have ranked abilities. Astral cameras, Negative Zone navigators, and mutant locators are three examples. These will be covered later after we get through the basics.
The first step in inventing anything is figuring out what it's supposed to do. Once that question is answered, the rest is easy.
First, decide what type of invention this is. Is it a vehicle, a weapon or an armored suit? Will it need a robot brain?
Next, list all of the invention's abilities and assign a rank to each. Consider these abilities, carefully, and think about everything this machine will do. If it's a vehicle, it needs Body, Speed, and Control ranks. If the vehicle has arms to pick up things, it also needs Strength.
Don't go overboard assigning high ranks to abilities, because ranks must be paid for. Anybody can design the best force field generator in the world, but it would take a lot of money to build. The cost of an item in resource points is the sum of all its ability rank numbers multiplied by 10, plus any modifiers for its size: (See table below):
| Size | Additional Cost |
|---|---|
| Microscopic | 100 |
| Fits in a pocket | 50 |
| Easily portable | 0 |
| Man-sized | 0 |
| Fits a room | 100 |
| Big as a house | 300 |
| 10 areas | Incredible |
| 25 areas | Amazing |
| 50 areas | Monstrous |
| 100 areas | Unearthly |
Its easy to see that inventions with lots of abilities, or a few really good abilities, are more expensive than smaller, simpler inventions.
Inventing and building an item takes as many hours as its cost in resources point: a gun that costs 200 resource points takes 200 hours to make. If more than one person works on the device, divide the number of hours by the number of people working to find the overall time. A gun that takes me 200 hours to make would take only 50 hours if three people helped me.
If any of the invention's abilities has a rank higher than the inventor's Reason rank, the Judge makes a Reason FEAT roll for the hero, shifting one column to the left for every rank of difference between the invention's highest rank and the hero's Reason. The Judge doesn't tell the player what the result was. If the FEAT succeeded, the invention was put together right and works fine. If the FEAT failed, something is wrong with the invention, but the fault won't show up until the first time the invention is really used (that means "used for real" as in combat).
An inventor worried about mistakes can double-check his work. Double-checking takes a number of hours equal to the highest rank number in the invention (40 hours for special devices). The Judge makes another secret Reason FEAT roll for the hero. If the FEAT succeeds, the hero knows whether anything is wrong. If nothing was wrong, he's sure the device is OK. If the FEAT fails, he's also sure the devices is OK, even if something actually is wrong.
If a double-check locates a problem, repairs take one-half as long as the original construction and cost one-half as much.
Kit Bashing: If the inventor doesn't have enough time or money to build something properly, he can make a one-shot, throw-away version out of spare parts very quickly and cheaply. Throw-away inventions can be used only once, in one fight or on one brief trip, and then are blown up, broken down, or burned out.
If a throw-away item costs more resource points than the inventor has on hand, he can make up the difference with Karma points on a one-for-one basis.
A throw-away item can be cobbled together in a number of rounds equal to the item's cost. Double-checking takes an additional four rounds. When any one-shot item is built, the Judge makes a secret Reason check for the hero, shifting one column to the left for each level the invention's highest rank is above the hero's Reason rank.
Before we look at some examples, there's one more very important note: a hero can't spend Karma to guarantee that those secret Reason FEAT rolls succeeded! The only way to guarantee success is to double-check, and double-check, and double-check, again. It takes time, but if your life depends on a piece of machinery, it's worth it. Now we get to do examples. This is the fun part!
First let's do a vehicle. Vehicles aren't my meat and potatoes, but some people couldn't live without them. Anyway, how about a big, spider shaped thing with a dome where the driver sits and four legs to move around on? Sounds pretty far out, eh? Here's how easily we can put it together:
This thing's got to be fairly tough, but I want lots of glass in the cockpit so I can see what's going on. I'll make the Body Excellent, like a heavy truck. It doesn't need to be very fast. I'll give it Poor Speed: it can keep up with a tank. It doesn't move very fast, this bug-machine doesn't need very good controls, either. I think Typical Controls will be adequate.
Here's what we've got:
| Component | Cost |
|---|---|
| Body: Excellent | 200 RP |
| Speed: Poor | 40 RP |
| Control: Typical | 60 RP |
| Room-sized | 100 RP |
| Total | 400 RP |
The number in the cost column equal the rank numbers x 10. The size modifier is added at the end. Building this crate will cost somebody 400 resource points and take 400 hours of work. If I could afford it, I could build it without having to pass the secret Reason FEAT roll because none of the vehicle's ranks are higher than my Excellent Reason.
Weapons are even simpler, because they have only two abilities: Range and Damage. Blasters are real common in Marvel comics, so let's build one. I'll give it Excellent Range (5 areas) and Remarkable Damage (30 points).
| Component | Cost |
|---|---|
| Range: Excellent | 200 RP |
| Damage: Remarkable | 300 RP |
| Fits in a pocket | 50 RP |
| Total | 550 RP |
This blaster is more expensive and takes longer to build than the vehicle. And I have to worry about that secret Reason FEAT, because the blaster's Remarkable Damage is higher than my Excellent Reason. I think I'll keep my trusty web-shooters.
If I wanted to mount this blaster on my nifty bug-machine, the whole arrangement would cost 950 resource points, take 950 hours to finish, and I'd have to pass one secret Reason FEAT to put the blaster together.
Now let's make a robot. Robots are a lot of fun, but they can be awfully expensive. This guy will be a sentry robot, put together like a person with arms, legs, a torso, and a head. I want him to do all the things a person could do, but he really doesn't need Intuition or Psyche. He needs Reason, though because that's what makes him a robot. And he needs Fighting, Agility, Strength, and Endurance, because he will move and fight like a person.
| Component | Cost |
|---|---|
| Fighting: Incredible | 400 RP |
| Agility: Good | 100 RP |
| Strength: Excellent | 200 RP |
| Endurance: Typical | 60 RP |
| Reason: Poor | 40 RP |
| Man-sized | 0 RP |
| Total | 800 RP |
This guy's a real good fighter, but he's not too bright. A robot needs Reason, but he doesn't need a lot. The trouble with a stupid robot is that it's easy to confuse. If something happens that the robot isn't programmed to handle, it makes a Reason FEAT roll. Success means the robot figures something out and keeps working. Failure means the robot doesn't know what to do. It might ignore the situation, shut itself off, or even go berserk and start attacking everything in sight. The Judge decides exactly what happens.
Robots can have Intuition and Psyche. The Vision, after all, is a robot android, actually, but there's no real difference. A robot with Intuition could be very useful as a watchdog. A robot with Psyche has a will of its own, and may be hard for its creator to control.
How about a different kind of robot? Remember, the only requirement for a robot is that it has Reason. If a machine has Reason, it's a robot. If it's a robot, it has Reason. So, you ask, can a vehicle be a robot? Of course it can! Here's how:
Let's say I want to make my bug-machine into a robot that stacks cars in a junkyard. I need to make two changes in my basic design: add arms so it can pick up cars, and add a robot brain (Reason rank) so it doesn't need a driver.
Cars weigh a few tons, so the arms need Incredible Strength. Stacking cars doesn't take much intelligence, so I'll just give it Feeble Reason. The redesigned bug machine/car stacker looks like this:
| Component | Cost |
|---|---|
| Body: Excellent | 200 RP |
| Speed: Poor | 40 RP |
| Controls: Typical | 60 RP |
| Strength: Incredible | 400 RP |
| Reason: Feeble | 20 RP |
| Room-sized | 100 RP |
| Total | 820 RP |
This is a significant change from the original design. It's important to remember that because this machine has Strength, it can pick things up and even grapple heroes. With its Feeble Reason it probably wouldn't think of attacking someone. On the other hand, if it somehow starts thinking that a hero is a car and has to be stacked, it isn't smart enough to realize it's making a mistake!
Nobody has said anything about super-powers yet, but yes, even super powers can be built into an invention. Powers like flying, growth, electrical control - in fact, any super power, with a little discretion from the Judge can be built into a device by assigning a rank to the power. Some of those powers are pretty weird for machines, which leads us directly to:
Special Devices!
Special devices are items that don't have ability ranks, or whose cost and complexity isn't accurately described by an ability rank. For example, an invisibility field generator that a hero can wear on his belt shouldn't be cheap or easy to build, but someone who builds an invisibility field generator might give it an invisibility rank of Feeble. This generator would be cheap and easy to build according to its rank; but that doesn't make sense, because it would take a lot of scientific know-how to make anything invisible.
The inventor must define exactly what the special device does. The player then assigns ranks to whatever abilities the invention has. (Remember, he'll have to pay for these ranks, just like any other invention).
Now the Judge takes over. Look at what the invention does, and look at the Reason power rank. Choose the Reason rank that most closely matches the complexity of the invention. If the item is an extension or a new application of current technology, it could be Remarkably or Incredibly complex. If it goes beyond current knowledge, developing new or alien technology, its complexity should be Amazing, Monstrous or even Unearthly. If it pushes into the CL1000 area it pretty much can't be done. The hero will have to pay the cost for this rank, too, just as if it were an ability rank he wanted the device to have. (That's 10 times the rank number, remember?).
Next, roll both dice, add the numbers together, and multiply the sum by 10. This is a random cost/time factor that comes from working on strange new devices. (You guess it! He has to pay this, too.) Finally, add the cost for the device's abilities (the rank numbers of all its abilities times 10), the complexity cost (complexity rank times 10), and the random cost/time factor. The hero must pay this amount in resource points to build the item.
Another of my handy-dandy examples will help clarify this. Everybody wants a teleporter. Teleportation's power rank number equals the number of areas an object can teleport across. I want my teleporter to have a Remarkable range so it needs a Remarkable teleporting rank.
Checking the Reason rank, I see that someone with Amazing Reason can develop ideas beyond the realm of normal science. That sounds like the level of smarts needed to design a teleporter. Rolling two dice for my random factor, I get a 4 and an 8. Here's what I end up with:
| Component | Cost |
|---|---|
| Teleport distance: Remarkable | 300 RP |
| Complexity: Amazing | 500 RP |
| Random Factor: 4+8=12(x10) | 120 RP |
| Man-Sized | 0 RP |
| Total | 920 RP |
There it is. I'd have to make a Reason FEAT roll, shifted three columns to the left (the Poor column). It's not easy but it can be done.
The average man lives in a secure little world, and by and large dismisses any notions about UFO's, aliens, and advanced technologies. I hate to shatter the illusion, but Earth lies at an interstellar crossroads, and many advanced races have visited this mudball we call home: the Skrull, the Kree, the Dire Wraiths, and the Shi'ar.
During their adventures, heroes may run into advanced human and alien technology. If the fate of the world hangs in the balance, someone will try to use a machine he doesn't understand.
Figuring out a piece of alien technology takes a Reason FEAT roll. If the result is a green, the hero understands the item well enough to use it, but can't fix or even reload it. Whenever he makes a FEAT roll depending on the device, he must shift one column to the left on the Universal Table.
If the result of the Reason FEAT is yellow or red, the hero understand the item well enough to use it without any column shifts. If the result is white, the hero has no idea what the device is. He can start punching buttons and hope nothing blows up.
A Reason FEAT roll isn't needed to figure out simple alien devices. Even complex alien devices can be figured out with lots of time and a good lab. The FEAT roll is needed only when time is short and the device is complicated.
by Jonathan M. Perry & Mark Hughey
A sort of combination of Hyper-Speed and Hyper-Running, the Super speedster is a class of speedster above the normal class of parahuman that can merely run fast or have quickened reflexes. A speedster with Super speed lives in a sort of speeded up reality from the one everyone else does. Air provides almost no resistance. Fast objects to the normal eye are sluggish to them. Most often, these characters have touched what is known in the DC Universe as the Speed Force, the energy that provides the power for all known Super speedsters.
This power does not merely confer quick movement, but also allows a character to perform tasks at a greatly reduced time rate. The power rank number is treated as a multiplier to show how much more quickly a task can be accomplished (as per Hyper-Speed in the UPB; however, no +2CS cannot be applied as a limitation for having a body that is not prepared for the rigors of living a Super speed lifestyle, as having the Super speed power suggests that the character is, in fact, adapted. If the character is not adapted, the character is either dead or can only attain a Feeble rank without special equipment).
Super speed costs 3 slots to attain. In addition, a player can—during character creation—opt to spend any number of slots to buy power stunts for the power, provided that the power rank of Super speed meets the requirement for the power stunt. Power stunts are listed further down.
Characters with super speed move at a base movement equivalent to their power rank on the Space Movement table on the ground, as shown below. They can move up to nine areas per round in water. Even Super speedsters who have the power stunt of running across water can move only at a rate of 9 areas per round maximum when immersed in water, as opposed to running across it.
| Super Speedster Movement | ||
|---|---|---|
| Power Rank | Areas per Round | MPH/MPM |
| Feeble | 20 | 300/5 |
| Poor | 40 | 600/10 |
| Typical | 67 | 1000/17 |
| Good | 100 | 1500/25 |
| Excellent | 133 | 2000/33 |
| Remarkable | 267 | 4000/67 |
| Incredible | 400 | 6000/100 |
| Amazing | 667 | 10,000/167 |
| Monstrous | 1,333 | 20,000/333 |
| Unearthly | 2,667 | 40,000/666 |
| Shift-X | 5,333 | 80,000/1332 |
| Shift-Y | 10,000 | 150,000/2500 |
| Shift-Z | 20,000 | 300,000/5000 |
| Class 1000 | 66,667 | 1 million/16,667 |
| Class 3000 | Lightspeed | Lightspeed |
| Class 5000 | Time Travel | Time Travel |
Any Super speedsters with a power rank of Typical or above have an aura that surrounds them and protects them from excess heat and friction when they move; this aura seems to be a by-product of the Speed Force which empowers them, and can slightly blunt physical attacks, as well as the effects of windburn and friction-heat. In game terms, Super speedsters are afforded Excellent protection vs. Physical Attacks, and Incredible vs. Heat and Friction, due to the aura that the Speed Force provides them.
Super speedsters are also capable of a great many actions a combat round. This ranges from snatching weapons from the criminal element to performing machinegun type blows against various targets. The numbers of actions the character may take before receiving negatives for multiple actions are as follows:
| Power Rank | Number of Actions per Round |
|---|---|
| Feeble | 2 per every one |
| Poor | 2 per every one |
| Typical | 2 per every one |
| Good | 2 per every one |
| Excellent | 3 per every one |
| Remarkable | 3 per every one |
| Incredible | 4 per every one |
| Amazing | 4 per every one |
| Monstrous | 5 per every one |
| Unearthly | 5 per every one |
| Shift-X | 6 per every one |
| Shift-Y | 7 per every one |
| Shift-Z | 8 per every one |
| Class 1000 | 9 per every one |
| Class 3000+ | (Combat is no longer an option at this level and beyond, except between speedsters; in which case you treat it as normal combat) |
Super Speed rank can be used for extra attack attempts but is different in the following way. Feeble, Poor, Typical, Good and Excellent need to roll a red to get two attacks. Remarkable, Incredible, Amazing and Monstrous, need to roll a yellow for two, and a Red for three. Unearthly, Shift-X, Shift-Y, and Shift-Z need to roll a green for two, and a yellow for three. Class 1000+ needs only to roll a green for three.
A Super speedster is after all a living breathing being, and like any living breathing being becoming winded becomes a factor. Any Speedster can run at half speed and not worry about becoming winded, much like a marathon runner going for a pleasant two-mile jog. When running at full speed, energy reserves start becoming an issue. A speedster may run at above half their normal speeds up to full speed for as many combat rounds equal to their Endurance rank. To push beyond that limit requires Endurance feats.
Example: The Happy go-lucky and attentiveness challenged Impulse has an Endurance rank of Incredible and a Super Speed rank of Shift-X. He can run at 40,000 miles an hour for most of the day and just be mildly tired. When he pushes past that limit, say, 40,001 that's when he starts eating up time on his endurance. He can run at 40,001+ speeds for 40 turns, or 4 minutes of time. After reaching turn 41, he needs to make a green endurance FEAT to continue on for ten more rounds. To push beyond that, he needs a Yellow endurance FEAT for the next five rounds. To push beyond that, he needs to roll a Red endurance FEAT for every two rounds more he wants to push himself. Once a failure in the endurance FEAT occurs, the Speedster becomes to fatigued to continue on at any level of super speed. They need to bloody well rest up, for a minimum of twenty-four hours, despite any hyper healing. No Super Speed Power stunts may be attempted during this rest period.
Super Speedsters have one more remarkable trick that they can pull over regular parahuman runners. If they truly push themselves, they can run at +2CS higher than their rank. But such ability does have its drawbacks. The character must roll and Endurance FEAT every 3 rounds or pass out. Once they awaken, they must follow the penalties listed above for tiring themselves out. Of course this assuming, that in their passing out, they don't smash into anything at such high velocities, and become the longest skid mark that was once alive.
If for any reason a speedster reaches Class 3000 speeds, they feel the calling of the Speed Force. Big Deal you say? Guess again. The Speed force is the nirvana for any Speedster, where most past speedsters; once they shuffle on, join. Upon reaching Class 3000 speed, the character is faced with a perilous choice, enter nirvana or turn away from heaven. Joining the Speed Force effectively ends the character's play in the game, so we're assuming you'll resist. Here's a list of things you can do to accomplish this:
Make a Psyche Feat Roll of at least Incredible intensity. This basically means, that the character blinked in the face of God, got the willies, or for that matter, didn't think their time on Earth, or whatever planet your playing on, was over.
Speedsters can use their power rank -1CS to break grapples instead of their strength. Slippery little devils, ain't they?
Speedsters can use the Super Speed rank as well, with no penalty, though to catch bullets, you must have an Incredible rank or higher. Catching bullets is always a green FEAT no matter what the rank, catching multiple bullets may result in needing a Yellow or Red, and each bullet caught takes one action to perform. It is the GM's choices whether you need to roll a FEAT roll for each bullet, or for just bullets shot from different attackers.
A Speedster that has ranks of Amazing or above gain the power stunt of Invisibility by moving extremely fast. Those trying to spot the speeding speedsters must make a Red Intuition FEAT to notice them, unless they have a power that would ordinarily catch such things, such as Combat Sense, Chi Awareness, Life form detection, Omni directional vision, or Infravision due to the heat the speedster puts off.
• Create Cyclones:
These tornadoes will inflict power rank damage or Good blunt, whichever is lower, or Power Rank intensity Stun/Slam attacks. The Speedster must specify which effect they are going for when using this in combat.
• Water Running:
Once the speedster accomplishes this power stunt they will have the ability to move so fast over water, that they barely break the surface tension. They may run at regular speeds above the water. Remarkable ranked or lower may not attempt this stunt.
• Wall Running:
With every 100 feet of approach, the speedster may run vertically for 500 feet.
• Vibrate Through Solid Objects:
This allows the character to vibrate through materials less than their power rank. However, characters that run at Class 1000 speeds or faster cause such objects to explode, inflicting material strength edged damage to all in one area.
• Cushion of Air:
By spinning their arms or legs rapidly, Speedsters can create a cushion of air of power rank; this power is the equivalent to levitation.
• Extend Aura:
What kind of whimp stunt is this you ask? Well what good would it do for your character to run over Feeble speeds with a passenger, only to wind up giving them no chance to breathe and burn their skin off their bodies? This power stunt can only be used to protect one passenger.
• Lending Speed:
Through manipulation of kinetic energy, the speedster is capable of imparting momentum to the object or individual with a successful touch. The object or individual will suddenly accelerate in the direction already being traveled (or the attacking speedster's choice if the object or individual was stationary at the time of the touch), with an increase to their movement equal to the rank of momentum the speedster chooses to impart (up to the speedster's power rank). If the speedster is in motion at the time of this attack, he will decrease his speed by the rank he imparts to the object or individual touched. Common uses of this stunt are to send foes suddenly crashing into nearby obstacles or other victims at high speed (as Charging attacks), or to instantly accelerate small items to ballistic speeds like a railgun-style attack (possible armor-piercing or armor-ignoring effect vs. purely physical protection due to velocity).
• Stealing Speed:
(Must have a rank equal to or greater than Shift-Y): The speedster through manipulation kinetic energy may decrease any objects velocity by stealing speed from it. This means any moving object, from butterflies to supersonic jets. This power does work on other Speedsters. Characters with Shift Y-Z power rank can steal up to half the target's velocity per round. Characters with Class 1000 power rank can steal up to 3/4 of the target's velocity per round. Characters with Class 3000 power rank can stop a target cold. The speedster however, must be moving alongside the target in order to perform this stunt. Slowing them or even bringing them to a sudden stop (if draining their momentum to Shift-0). At the Judge's discretion, targets may resist with an Endurance feat or the effective rank of their current momentum. Sudden stops may require an Endurance feat to avoid possible Stun or Kill results due to whiplash.
• Spectrum Shifting:
Speedsters with ranks above Unearthly can run so quickly as to cause light to begin to slow, and experience Red Shift. Which will allow them to view the lower spectrum of light that is normally invisible to the unaided human eye.
• Invisibility:
For those with Incredible or less power rank, they can purchase this power stunt. However, those with Feeble to Good can be seen on a Green intuition, and those with Excellent to Incredible can be noticed with a yellow Intuition.
• Shockwave:
Speedsters, who have learned the Vibratory power stunt, can also learn the ability to rapidly create shockwaves through most materials with Power Rank damage intensity.
• Costume Storage:
(Amazing rank or higher only) Speedsters can actually gain the power stunt to hide their costume in a confined space, such as a ring, by whipping up a super speed whirlwind to compress the costume into the confined space. Or, you can just skip this power stunt and wear your uniform under normal clothes like Superman does.
Each turn is six seconds long. As such, there is a limited amount of time available in which a character can act. The Players' Book, p. 19, tries to give some guidance as to what a character can do in a single turn, but the rules there seem a bit cumbersome.
There are three types of actions: Automatic, movement, and dice. An automatic action is one that does not require a FEAT roll. It is the opposite of a dice action, which does require a FEAT roll. A movement action is obviously moving from point A to point B. A character is allowed one automatic action, one movement action, and one dice action per turn.
If the character is attempting multiple actions using the rules above (see Simultaneous Actions or Targets), all of the attempted actions constitute the character's one dice action for the turn (even if the actions do not require a FEAT roll).
The character's movement action can occur either before or after her dice action for the round. A character cannot normally, therefore, move into range, attack, and then duck back out of sight all in a single turn.
If the character forgoes her dice and/or her movement actions for the turn, she can perform additional automatic actions. This way, a character can perform up to three automatic actions in a single turn. Automatic actions include such things as such things as opening doors, activating a defensive power such as Force Field, standing up after being knocked down, picking up something off the floor, and so on. Some adjudication is necessary. For example, picking up a dropped weapon while villains are firing is not necessarily an automatic action.
The first green box on each column of the universal table is now counted as a graze. A graze is a successful hit, but it only does half of its normal damage. The second green box on each column of the universal table is now a light hit. It is a successful hit, but damage is only 75% of what is normally scored.
A Yellow result on the universal table has all of its regular effect. A Red result on the universal table has all of its regular effects and does an extra 3d6 points of damage. A roll of 100 does an extra 3d10 points of damage. You may spend Karma to get a 100, this is the same as spending Karma for a Green, Yellow, or Red result.
An attack can now be classified as a piercing attack. This kind of attack drops an opponents Body Armor or Force Field score is at -20 points versus this kind of attack. If a piercing attack can pierce both body armor and force field but this must be specified in the description of the power.
A character may dodge and attack in the same provided that he makes a FEAT roll of Incredible Intensity vs. Agility and a FEAT roll of Remarkable Intensity vs. Fighting. These rolls are made in the Pre-Action phase of combat. The character may only make one attack that round and is at -2CS to hit. If the Agility or Fighting roll fails the character can not dodge that round and can only make one attack at -3CS.
Characters with high agilities are harder to hit than other characters. Use the following column shifts for all attackers as long as the hero or villian with high agility is not suprised.
| Agility | Column Shift for attackers |
|---|---|
| Amazing | -1CS |
| Monstrous | -2CS |
| Unearthly Plus | -3CS |
This maneuver allows characters a last ditch defense against one attack directed against the character. Roll with Blow can be used against Force, Blunt, and Thrown Blunt attacks. It concentrates on moving with the force of the attack to lessen the damage caused. A successful FEAT roll (Fighting vs. Fighting or Agility vs. Agility, which ever is appropriate) is required and if successsful, the intensity of the attack and the color of the result are reduced by an amount determined by the color of the success.
| Effects | |
|---|---|
| White | No effect |
| Green | minus 10 points of damage |
| Yellow | minus 20 points of damage |
| Red | minus 40 points of damage |
This helps simulate the battles where Spiderman can survive a hit from the Hulk. Also a favorite tactic of Captain America
What happens if a character's best attack is Excellent and her foe's defenses are Remarkable or better? Ordinarily, the character would be incapable of hurting her foe. The character could go for a bulls-eye and hope for some special effect, but this isn't always clearly possible.
Anyone can use (just about) any attack power to go for a critical hit. For every -2CS the character voluntarily applies to the FEAT (before the dice are rolled), she gains a +1CS to damage. The maximum penalty is -6CS for a maximum bonus of +3CS to damage.
This is an attempt to direct an attack at a weak point in the target's defences. Critical Blows are more difficult to do successfully, but when they succeed, they do a lot more damage than the character's normal attack. In hand-to hand combat, a Critical Blow can be used to simulate kicks, elbow jabs, haymakers, or any other attack that has a significantly smaller chance for success but a higher damage potential. When a player decides that his character is attempting a Critical Blow, he recieves a -2CS on his Fighting or Agility. If the attack succeeds, he does +1CS damage. Critical Blows can be used in conjuction with any sort of attack.
This is an all-out attempt to overwhelm the target's defences. Essentially, The Devastating Blow is a more powerful version of the Critical Blow. Devastating Blows increase the attacker's damage by +2CS, but decreases his Fighting or Agility by -4CS. Devastating Blows can be used in conjunction with any attack.
A sweep attack, popular with bricks, uses a long implement, such as a telephone pole, to sweep through an area. Sweep attacks enjoy a +1CS bonus to FEAT rolls.
This is the opposite of a Critical Blow. It is a slow, deliberate attack that places a higher emphasis on landing a blow, than upon inflicting damage. The attacker's Fighting or Agility stat is increased by +1CS, while his damage is decreased by -2CS. In hand-to-hand combat, a Flailing Attack might represent a flurry of quick, less powerful blows. The Flailing Attack may be used with any sort of attack.
Grappling attacks seem impractical, since it requires a yellow FEAT to get any sort of result. This paragraph changes that. A green FEAT is a partial hold. A yellow FEAT is a full hold. A red FEAT is a full hold plus the option to immediately inflict damage or throw the opponent. To clarify, a normal full hold does not inflict damage or permit a throw the turn it is applied.
This is a special action usable each turn only by the character who wins initiative for the turn. While pressing the attack, the character concentrates more on offense than defense. She enjoys a +1CS to her FEAT rolls, but her foes also enjoy the same bonus against her.
This is a special action usable each turn only by the character who wins initiative for the turn. While laying back, the character concentrates more on defense than offense. She imposes a -1CS penalty against her foe's chance to attack, but suffers a -1CS penalty to her own attacks for that turn.
Okay, how many times have we seen Longshot or Nightcralwler dodge the Juggernaut's grappling attempts; Similiar examples include the Hulk attacking Daredevil or Captain America. The big brute is not going to succeed without getting very lucky. Unfortunately in the classic Marvel game, grappling is based on using Stregnth to succeed which gives the brute way too much of an advantage. I suggest requiring an intitial grappling attempt to be made using a Fighting Feat Roll. If the inital fighting feat succeeds, the hold is maintained using by using strength. On a successful grab a charcacter may attempt to:
This defensive maneuver can get a character out of the way of an explosion or other area of effect attack. Like most defensive maneuvers, the character must declare her intention to dive for cover before the incoming attack is resolved.
To dive for cover, the character picks a location no more than one half the distance away that she could normally move in a turn. For example, if the character can fly four areas per turn, she can dive for cover out to two areas away. The character then makes an Agility FEAT with a -1CS penalty for each additional area after the first she dives. If successful, the character arrives in the desired area before the explosion or area of effect attack occurs. If the FEAT fails, she is caught in mid-air at her starting point.
as per rules, but -1CS to hit since the character needs to be careful about not excerting their full stregnth.
Rolling with a punch is a defensive maneuver usable against most attacks that inflict physical damage. It is unique among defensive maneuvers because it can be performed after being hit, assuming the character has a dice action available. Characters capable of multiple Fighting or Agility FEATs can reserve one action for rolling with a punch, but the total CS penalty is calculated as if the full number of actions were being taken, even if this defensive move is never performed. Rolling with a punch is either a Fighting or Agility FEAT (player's choice) performed in the Blocking column. The CS result from that column is applied to the ability score used for rolling with a punch. The modified ability score counts as Body Armor against the attack.
by Stormangel
When a character takes a hit, he may make an Endurance Feat to try and soak up some or all of the damage. First, compare the attack's damage to the hero's Endurance to determine the color result neccessary to soak. If damage is less than Endurance by more than one Rank, our hero only needs a green feat. If the damage is one less, equal to, or one more than the hero's Endurance, go for yellow. And if the damage is more than one higher, our hero better pray for a red.
Secondly, compare the result of the damage dealer to the hero's Endurance to find out how much damage can be soaked. A green feat means up to the entire Endurance rank can be used to soak damage. A yellow means up to half the Endurance rank can be soaked and red means only a fourth.
Thirdly, comes the price to pay for soaking. You see Endurance cannot replace Body Armor. If you soak more than 10 points, our hero needs to make a red Endurance Feat or temporarily lose an Endurance Rank. If you take more than 30 points, make a red endurance feat or lose 3 ranks, or a yellow feat and only lose two. If you take 50 or more, just lose three ranks temporarily (no roll). Loss of Endurance is 6 hours minus one hour for every 10 points in initial Endurance (half an hour min.) and doesn't affect Health. Recovery turns hours into minutes.
This system simulates tough heroes even without Body Armor taking hits. It tires them a lot sometimes, but they take hits that would cripple a normal man. Heroes include Cap America, Batman, Punisher, Wolvie, and Daredevil.
by Redman II
Following the logical progression of the Intensities for Combat Actions in the standard rules (i.e., 2 combat actions per round is a Remarkable intensity FEAT, 3 per round is Amazing intensity FEAT), here is an expanded table with a potential number of actions per round as follows:
The normal rules are followed regarding the CS penalty for multiple actions per round, as well as the penalty for failing the Multiple Actions FEAT.
by Redman II
A character able to make multiple attacks per round may also Evade or Block more than once. When the character declares his intent to make multiple attacks for the round, he may declare if he wants to use one or more of those attacks to Evade or Block. The normal CS penalty for multiple actions applies, and the success or failure of Evade/Block attempts is handled as per normal.
by Redman II
Mental attacks are resolved in the following manner. The attacker utilizes his Psyche rank to determine the success of the attack according to the following:
| FEAT | Result |
|---|---|
| White | Miss |
| Green | Hit. Attacker inflicts Mental Health damage, up to the Power Rank of the Power used. |
| Yellow | Stun. Attacker inflicts Mental Health damage, up to the Power Rank of the Power used. In addition, a possible Stun result occurs. The victim uses his Psyche rank to determine the outcome of the possible Stun. White/Green results also include a Stagger result. |
| Red | Kill. Up to Power Rank Mental Health damage is inflicted. In addition, a possible Kill result is achieved. The victim uses his Psyche rank to determine the outcome (treat as an edged attack). If he fails, he starts to lose Psyche ranks at -1CS per round. At Shift-0 Psyche, he becomes comatose, dying in 1d10 minutes without proper assistance. Such Psyche loss can only be halted by professional medics with good equipment, or by another telepath. |
by Redman II
Mental Health is used for resolving things suchas the ever-popular telepathic assault, etc. A character's Mental Health is determined according to the following formula: Add together the Standard Rank Numbers for all ranks up to and including the character's Psyche Rank. Example: An Excellent Psyche Rank provides a Mental Health total of 42 (2 + 4 + 6 + 10 + 20 = 42)
If Mental Health is reduced to 0, the character must make a Psyche FEAT as if the attack form were Edged (using the Endurance Loss column as a guideline), or else he begins losing Psyche ranks and subsequently dying. This can be halted, either by telepathic powers or by the use of an appropriate Talent for treating mental ailments (Judge's determination as to which Talents qualify)
by Redman II
When an edged weapon is used against an opponent with Body Armor/Body Resistance, compare the weapon's Material Strength against the foe's Body Armor/Body Resistance rank and make a FEAT roll (there are no Automatic FEATS with this rule, but Impossible FEATS do apply here). If the FEAT roll is successful, the weapon manages to cut through the opponent's Body Armor/Resistance, and inflicts full damage to the foe. Note: If using an edged weapon against a foe with Body Armor or Body Resistance of higher rank than the weapon's Material Strength, then the rules for potentially breaking weapons apply.
Example: Wolverine vs. Hulk. Wolverine's Adamantium claws (Class 1000 Material Strength) can easily cut through the Hulk's hide (Monstrous Body Resistance), requiring only a Green FEAT (a White result indicates that Wolvie didn't get a good enough strike to cut through) to allow him to inflict normal damage upon the Hulk.
by Redman II
Under normal rules, a successful Dodge maneuver can apply -2CS, -4CS, or -6CS to the opponent's attack roll. With this house rule, the -2CS, -4CS or -6CS modifiers from a successful Dodge can also be used to reduce the damage taken from the attack. This reflects various degrees of glancing strikes.
by Redman II
As an option, you can elect to inflict stunning/subdual damage. This is primarily applicable to Blunt and Force attacks, but the Judge may decide that certain other powers may qualify, if such powers can potentially generate a stunning type of attack (the first that immediately comes to mind would be Electrical Generation).
This stunning/subdual damage will not kill an opponent (not by itself anyway). When a character suffers stunning/subdual damage, he loses Health points as usual, but it's not all "real" damage.
The total amount of accumulated stunning/subdual damage is kept track of separately from regular damage, so players will know what damage is real and what isn't (unless the Judge prefers to keep track of this himself). The point to this is that, when a character drops to 0 Health as a result of stunning/subdual damage, he falls unconscious as per normal rules, but he doesn't have to worry about making Endurance FEATs to avoid losing Endurance ranks and dying. Health lost to stunning/subdual damage is recovered as per standard rules for Health recovery.
Note: If damage from a regular attack is what pushes the character to 0 Health, then he must follow the normal rules for Endurance FEATS to avoid dying.
by Redman II
In the event of a character using a weapon as part of their Charging maneuver, such as Captain America leaping headlong into an opponent with his shield held up before him, the attack roll is handled as per the usual rules regarding Charge attacks, but the damage is handled as if the character were making a normal melee attack, save that momentum bonuses to damage that normally apply to Charge attacks apply here as well.
The procedure for a charging attack is unchanged except for the information about the attacker possibly being damaged (Player's Book, p. 27). Instead, the attacker suffers damage equal to the target's physical defense rank or material strength, plus the variable damage from speed, divided by two. Her own defenses apply against this damage as normal (round up).
The charge by is an option best used by character's with low defenses. Instead of charging through a foe, a character can charge past a foe and stick out an arm, leg, tail, wing, et cetera. This inflicts damage equal to one-half the character's Endurance or Body Armor (whichever is higher), plus the standard bonus for speed. The character herself suffers damage equal to the target's physical defense rank or material strength, plus the variable damage from speed, divided by four (round up).
For example, Bullethead charges into Ironside. Bullethead went through 10 areas, and has an Endurance of Amazing. He inflicts 70 points of damage on Ironside. Ironside has Remarkable Body Armor. Bullethead in turn suffers 25 points of damage from the collision (30 for Body Armor + 20 for speed, divided by two). Fortunately, Bullethead also has Remarkable Body Armor, and is unharmed.
Bullethead's partner, Blindside, races toward Ironside and hits him with a charge by. Blindside ran through 6 areas and has an Incredible Endurance. He inflicts 32 points of damage (one-half his Endurance plus the speed bonus). In turn, he suffers 11 points of damage from hitting Ironside (30 for Body Armor + 12 for speed, divided by four). Unfortunately, Blindside has no defense against this damage and begins to rethink his battle plan.
by Redman II
In the event that a character has accumulated enough Column Shift penalties to an action that would effectively reduce the column used for success to below Shift-0, then further CS penalties are instead applied as Color Shift Penalties, reducing the Color Result that the character achieves (Red results are treated as Yellow, Yellow is treated as Green, etc.). This applies to a maximum of a -2 Color Shift, which would reduce a Red result to a Green.
Example: A character with Good Agility has managed to accumulate a total of -6CS in penalties to his ranged attack (due to distance, target speed, etc.). Since the Columns only go to Shift-0, and thus only take into account 4CS of his penalties, the additional 2CS in penalties are applied as -2 Color Shift Penalties. As such, if he rolls a Yellow FEAT (or less), the Color Shift Penalty reduces this to a White result (a Miss). If he achieves a Red Result, the Color Shift Penalty reduces this to a Green Result (a normal Hit).
Note: If using the Blue Results as Fumbles option, then Color Shift
Penalties do NOT increase the chance of a Fumble. Only a natural roll within the Blue
Result range is a Fumble.
by Redman II
The attack roll is modified based on the two opponent's comparative Fighting ability.
Compare the two foes' Fighting abilities in order to get a modifier to the attack roll. The character with the higher Fighting gets a bonus to his attack rolls equal to the difference between the two characters' Fighting ranks. Likewise, the lesser-ranked opponent suffers a penalty to his attack rolls equal to the difference.
Example: Captain America, with Amazing Fighting, is slugging it out with a random ninja with Excellent Fighting. When Cap attacks, he gets a +30 bonus to his rolls on the Amazing column. The ninja likewise suffers a -30 to his rolls on the Excellent column.
A target may not be entirely visible because it is partially hidden behind an object, such as a bush or a car. Soft objects, such as bushes, provide concealment. Hard objects, such as cars, provide cover. It is more difficult to hit a target that is behind concealment or cover.
| Target Is | Concealment | Cover |
|---|---|---|
| 25% visible | -3CS | -6CS |
| 50% visible | -2CS | -4CS |
| 75% visible | -1CS | -2CS |
The CS penalty applies to the attacker's FEAT roll. If the FEAT fails, but the die roll was not less than 15, the object providing the concealment or cover is hit instead. Depending on the attack, this may destroy the object. If applicable, the target behind the object is protected by the material rank of the object.
When my gaming group started playing the MARVEL SUPER HEROES game back in high school, we were all still gaming rookies. As my game mastering and the players’ skills improved over the next several months, I wanted to introduce a sense of strategy and tactics into the group's battles. I tried to have my villains use intelligent tactics whenever appropriate in an effort to show the heroes the benefits that having a sound battle plan can produce. And, after their heroes got their heads handed to them once or twice, the players caught on.
This article will help you develop an understanding of some basic tactics that you can use to help your heroes win more of their battles against the forces of evil and villainy everywhere. Heroes are sorted into various categories with titles borrowed mostly from the military, with each having certain offensive and defensive strengths. Although I'll be using MARVEL SUPER HEROES characters and game terms as examples, the categories describe heroes in general, and the tactics should apply equally well to any superhero RPG.
Infantry:
This category of heroes is made up of ground-based (no flying, gliding, etc.) heroes who have few or no true super powers and whose main tactic is to close with the enemy and engage in melee. In the MARVEL UNIVERSE, this category is represented by the likes of Captain America, Black Knight, Mockingbird, Black Panther, Wolverine, and Daredevil. Their styles and weapons are irrelevant, as all of these heroes do the majority of their fighting in close quarters with the enemy. Other powers or abilities that heroic infantry might possess are: martial arts, weapons, or acrobatic skills; injury-resistant or enhanced senses; or the ability to make multiple attacks per combat round.
Offensive Tactics:
Like its military namesake, heroic infantry is the best force around at taking and holding ground. When attacking foes, infantry's success or failure often determines the ultimate success or failure of the combat. To insure success, infantry needs support from other types of heroes and should develop some alternatives to the all-too-common frontal assault. Attacking your foes from their flanks or rear is a great way to confuse and distract them. Forcing your foes to react to two or more groups of heroes, coming from different directions, often causes those foes to split up their own forces in order to deal with the threats. Just be aware that dividing your forces for a flanking attempt will also weaken your group as a whole, especially if you are discovered before you are ready to attack. If you doubt that heroic infantry can do much damage in a flanking maneuver, consider what would happen if the Daredevil, Captain America, and Wolverineattacked your heroes from behind.
Defensive Tactics:
Since infantry seldom has true powers, it often cannot withstand an all-out attack by super-powered foes. It is often best, when under this kind of attack, for the infantry to find cover and wait for the other heroes to give it an opening to turn the tide. If no such help is available, the infantry should stay together and make the enemy come to it. Prepare an ambush or some confining trap. Play "cat and mouse" with the many times. The Dodging and Evading tactics from the MARVEL SUPER HEROES Advanced Set Player's Book can also be effective defensive tactics.
Speedsters:
In super-hero games, this term refers to characters with super speed or other heightened ground movement powers. In the MARVEL UNIVERSE, some notable speedsters are Quicksilver, Makkari, Super Sabre, and the Whizzer. Any hero qualifies who possesses a power that allows him to cover larger than normal ground distances in a round (such as lightning speed or leaping) or allows him to make multiple attacks per round. Note that not all GMs allow speedster characters to make multiple attacks merely because they possess super speed; they must also possess an "extra attacks" power. Characters like this may also have a high agility, endurance, or an injury resistance power (body armor, etc.). The most common tactic used by these heroes is to simply close with the enemy and enter melee.
Offensive Tactics:
A hero of this type often does have multiple attacks, and this can be used to even the odds if the heroes are outnumbered. This is achieved by distributing the hero's multiple attacks among several targets within the hero's movement range. This gets more enemies involved in melee, preventing the other heroes from being overwhelmed by sheer numbers. A tactic for these heroes who do not possess multiple attacks, but who do possess a high endurance or some form of body armor, is the charge. High speed means a lot of momentum and a lot of damage to anyone who absorbs that momentum with his body. You can also use these characters to foil enemies' plans by getting behind their lines, committing sabotage, etc. How can the evil scientist fire his atomic mutagen splurge-gun at your heroes if your speedster hero can race to the wall and unplug it before the scientist can start the firing sequence? Or imagine Maximus trying to escape from Quicksilver by running through an open doorway, only to have Quicksilver run to the door, close it, and lock it just as Maximus barrels headlong into it.
Defensive Tactics:
Many of the previous tactics work well in a defensive situation, too. The ability to attack multiple foes can be very important, slowing or even stopping an enemy advance. This tactic can also be used to help cover any retreat the heroes need to make. These heroes' high movement rates also allow them to harass foes, making them the ultimate hit-and-run artists. The ability to move so quickly also makes these heroes excellent choices for running diversions or feints. Foes have to pay attention to heroes who can literally run circles around them.
Airborne:
This type of hero possesses some means of flight that also represents his primary super-power, outside of possible super-strength. The Sub-Mariner, Wonder Man, Namorita and Nova of the New Warriors, and both the original Angel and Ms. Marvel fall into this category. The most common combat tactic of these heroes is to fly to the enemy and engage foe, and use teamwork to pick off enemies one at a time. These them in melee. Airborne heroes might have all are tactics that Wolverine has used quite successfully other powers or abilities that supplement their flight capabilities.
| FEAT | Combat | Grab | Grapple | Evasion - Dodge | Block - Parry | Catching |
|---|---|---|---|---|---|---|
| White | Graze | Miss | Take | No | No | Miss |
| Green | Hit | Take | Partial | Evade | Block | Damage |
| Yellow | Bullseye | Grab | Hold | Dodge | Parry | Catch |
| Red | Critical | Contingent | Contingent | Contingent | Contingent | Contingent |
Combat:
Combat is all armed, unarmed, ranged attacks.
| White | The attack grazed your target. -3CS to damage.* |
|---|---|
| Green | The attack has struck a non - vital part of the target. - 1CS to damage.* |
| Yellow | The attack has struck center mass, or main body. the full effect of the attack is felt by the target. Full damage.* |
| Red | The attack is critical, and/or has struck a vital area to the target. +1CS to damage.* |
* This column shift damage method is based on one of Firebomb's House Rules, modified slightly.
Grab:
Directed at a weapon, Object, Item, etc.
| White | Miss. It remains in the targets possession or it remains in it's original location. |
|---|---|
| Green | The character has a hold of the item, A strength check is done vs. the targets Strength as intensity. |
| Yellow | The character has successfully grabbed the item. |
| Red | The character has not only grabbed the item but has a free action. |
Grapple:
Directed at opponents, Living targets, Animated Targets, etc.
| White | Take: The character has successfully put his/her hands on the target. You better have more actions or win Initiative!! |
|---|---|
| Green | Partial: The character has a partial hold of the target. |
| Yellow | Hold: The character has a secure lock /hold on the target. Depending on the hold it may cause damage. |
| Red | The character has masterfully grappled with the target he now has a free action to deliver a finishing action. |
Evasion - Dodge:
This is the most important defensive action.
| White | The character has failed his attempt to get out of harms way! If the opponent hits, the character suffers +1CS to damage. |
|---|---|
| Green | The character was only able to side - step the attack, This is only effective against close combat attacks. Not against ranged combat attacks. |
| Yellow | The character has either side - stepped the attack (close combat) or leaped out of harms way (ranged combat) |
| Red | The character has tactically avoided the attack and has a free action. |
Block - Parry:
| White | The character has failed to either block or parry an attack. If the opponent hits, the character suffers +1 CS to damage. |
|---|---|
| Green | The character is able to block and incoming attack. The GM must consider if any Damage, Knock - Back, Slam, Stun, Kill, Death effects also occur. |
| Yellow | The character successfully deflects, swats away, parry's an incoming attack. |
| Red | The character has blocked or parried an incoming threat and now has a free action. |
Catching:
| White | The character completely misses his target. |
|---|---|
| Green | The character awkwardly catches the intended target and receives Damage. + GM must consider any additional effects such as: Knock Back, Slam, Stun, etc. |
| Yellow | The character gracefully catches the intended target without problems. |
| Red | The character achieves an awe inspiring catch and has a free action. |
Courtesy of The Judges Mind
The human body can be a fragile thing, whith some parts being sensitive than others. This dissection table can explain why that is important. While many aliens, mutants and the like are not really human you can use this chart to map various weak points in bi-pedal lifeforms.
These weaknesses can be incorporated into your game for characters to use as elective targets. On a successful BULLSEYE FEAT roll or better you can opt to include the "Points of Weakness" chart. The judge should refer to the possible outcomes of the injury, and choose the one that best suits the story. This chart can also be used to give additional detail to fumbles (BLUE FEAT results) in which one team member accidentally injures another.
When a player character sustains a serious injury, the judge can roll a d20 to see where they get hit! Then take a look at what the effect is. The player may have to roll an Endurance FEAT.
If your character has sustained a permanent injury, the judge must decide by simple choice or by rolling a d20 where the injury is and what the effect is. Undoubtedly it will reduce your character's abilities.
Click on the image or see below
20 areas have been identified. By rolling either d20 or d100 (divided by 5) you can consult the following body map. The victim is required to make an Endurance FEAT against the intensity of the impact to avoid the effects listed here. Damage to some target areas may have additional effects.

by Sean McGinity**
Orignally this article was presented at " Zan's Super Home ". Since the move to heroplay.com, it seems the article has been lost. Rather than lose such a nice article, we have reproduced it here for all.
In order to accomplish this, the attacking character's calculated Damage must be equal to or greater than one half of the target's TOTAL Health. This is not cumulative, and cannot be combined between several characters under a combined attack. The target must make an Endurance FEAT. Failure indicates the break or cripple has occurred. Success means the character was lucky, and the worst case is soreness. Crippling or bone breaking damage means that a large amount of Damage was inflicted on one part of someone's body, and that part of the body was unable to handle that much stress, and broke.
Regardless of whether a bone was broken, or a muscle torn, or whatever, the result is the same. That part of the body is now temporarily crippled and of little or no use. Special casts may be constructed to allow the character movement, but that part of the body is still suffering a penalty regardless. And that part of the body is much more susceptible to damage again until totally healed.
Any body part broken or crippled must be tended to by someone that has an associated Talent, such as First Aid or Medicine, or be permanently incapacitated. Once the body part has been set (whether in a cast, a sling, or something of that nature) healing takes place. The length of time for recovery is a standard 50 days. This is modified for higher Endurances as follows.
Subtract the actual Endurance Rank number from the 50 to determine number of days with the broken limb.
Example: Spider-Man is struck by a Force Blast from Megaton, which causes, after calculation, 80 points exactly. This is just enough to potentially break a bone on Spider-Man. Spidey rolls an Endurance FEAT roll and fails. He has broken a bone. Thing comes in and lends a hand and defeats Megaton. Since Spidey has an Endurance of 40, it will take 10 days for his broken bone to mend (50 - 40 = 10).
High Level Endurances: Those with higher Endurances heal broken bones much faster, to the point of someone with an Endurance of 50 or better heals within a matter of minutes or hours. Apply this rule to only those characters with an Endurance of 50 or better. Whatever Damage was taken to break the bone (100 points, 200 points, etc...) is what is needed to heal the bone.
Example: Thor, with a Health of 320 must take 160 points of Damage on one attack in one round to potentially break the bone. A giant magic serpent strikes Thor for a calculated 200 points of Damage. Thor makes an Endurance Feat roll and fails the roll. He has suffered a broken bone. Thor has an Endurance of 100, which is far better than 50. He will mend his broken bone once this initial loss of 200 is healed. Thor heals 100 points as recovery 10 rounds after combat, and an additional 100 points 24 hours later. His bone is mended. It took 24 hours and 10 rounds later.
How do you determine which bone was broken? Well, if the character making the attack stated "I was working on his arm," or "I kicked him in the chest," it's fairly obvious, however the Judge may decide to randomly roll for the point of impact. Why? Certain injuries are worse than others.
| Roll | Body Part |
|---|---|
| 1 | Torso |
| 2 | Arm |
| 3 | Leg |
| 4 | Head |
Roll for Body part on the above table then roll below for the appropriate sub-body part.
| Torso | |
|---|---|
| Roll | Part |
| 01-50 | Ribs |
| 51-65 | Left Clavicle |
| 66-80 | Right Clavicle |
| 81-85 | Pelvis |
| 86-90 | Right Shoulder Blade |
| 91-95 | Left Shoulder Blade |
| 96-00 | Spin |
| Arm | |
|---|---|
| Roll | Part |
| 01-20 | Upper Left Arm |
| 21-40 | Upper Right Arm |
| 41-60 | Lower Left Arm |
| 61-80 | Lower Right Arm |
| 81-90 | Left Hand |
| 91-00 | Right Hand |
| Leg | |
|---|---|
| Roll | Part |
| 01-25 | Upper Left Leg |
| 26-50 | Upper Right Leg |
| 51-55 | Left Knee |
| 56-60 | Right Knee |
| 61-70 | Lower Left Leg |
| 71-80 | Lower Right Leg |
| 81-90 | Left Foot |
| 91-00 | Right Foot |
| Head | |
|---|---|
| Roll | Part |
| 01-50 | Jaw |
| 51-85 | Cheek |
| 86-90 | Cranium |
| 91-00 | Neck |
Courtesy of The Judges Mind
If your player suffers a BLUE result on a FEAT and suffers a serious injury, and you are feeling wicked, get them to roll on this table.
Then the judge either choses which part of the hero was injured (if it seems obvious) or rolls on the Targetting Table to see what part was affected. And remember, a permanent injury is not an excuse to make a new character... just ask one-eyed Nick Fury, blind Daredevil, or wheelchair bound Professor Xavier.
| Die Roll | Serious Injury Table |
|---|---|
| 01-06 | - Permanent disability and reduction of abilities (e.g. loss of a limb or body part). - Needs medical attention to stop continuing loss of 5 health points per round. - Roll on the Targetting Table to see which body part is affected. |
| 07-20 | - Temporary paralysis of a body part, resulting in reduced abilities and health until medically treated (this can be very serious if it restricts breathing or blood circulation). - Roll on the Targetting Table to see which body part is affected. |
| 21-60 | Critical Hit! - The damage has affected one part of the hero's body. - Roll on the Targetting Table to see which body part is affected. |
| 61-90 | - Take damage as normal. |
| 91-00 | Playing Possum - It looks worse than it is. Take half damage but let your attacker think you are badly injured. - You get an initiative bonus of +3 next round. |
While it is easy to get caught up in the thrill and chaos of melee combat, there is always the very real and very serious risk of harming innocents or destroying public and private property. A misplaced energy blast can have your hero paying of a huge debt, falling debris on the head of one person can land a hero in the very same jail as the arch nemesis they put there last week. That Ultra mega max energy beam that cuts through Adamantium like butter is probably the absolute worst thing he could use in a city.
Fighting in an urban setting requires skill and care, not brute firepower. When engaging in combat with super powered foes in a densely populated city, there are always going to be innocent bystanders; walls don't always stop bullets, energy blasts or even bodies, and when things fall off buildings, there is a good chance those things are going to hit someone down below.
Remember, negligent homicide is a serious crime, a smashed window on a high rise building can cause a shard of glass to kill someone down on the street below. Picking up a car and throwing it at your enemy... that's as good as Car Theft (larceny) and Assault with intent to maim or murder, plus destroying private property and then there's disturbing the peace and littering! So think twice before throwing that car at your enemy.. do you think they have insurance, or that it covers super hero damage?
Energy Expulsion Ricochet:
Character shoots and misses badly, the blast may bounce off an object and hit a bystander! In an Urban setting, a BLUE FEAT roll on the universal table may result in an unfortunate incident. The GM should consider the odds of the shot heading toward a bystander and rolling a percentile (taking into account the proximity, location and number of bystanders, the odds should always be less than 60%), if the result is yes, then the player must roll to hit again, no bonuses and -1CS to the roll, the object the shot ricochets off takes power rank -2CS damage, and the bystander takes power rank -3CS damage less damage than the full blast..
Flying Objects/Debris:
Same strike chances as the Ricochet blast, but multiple chunks of masonry or similar will have a much higher chance of hitting a bystander.
| Size | Weight | Damage |
|---|---|---|
| Tiny objects | under 1 pound (0.45 kg) | Feeble |
| Small objects | under 2 lbs (0.9 kg) | Poor |
| Moderate objects | under 4 lbs (1.9 kg) | Typical |
| Medium objects | under 10 lbs (4.5 kg) | Good |
| Large objects | under 25 lbs (11.3 kg) | Excellent |
| Big objects | under 40 lbs (18.1 kg) | Remarkable |
Hurled/falling Objects and People:
Chances of hitting bystanders with large, hurled objects and thrown people can happen, with some deadly results.
| Cause | Effect |
|---|---|
| Person thown into another person | Damage to the thrown individual is the hurling characters strength. The bystander will take double damage, plus they will be knocked down and stunned (and injured!). |
| Person tossed aside | Feeble if relatively gently, Poor to Good tossed a short distance, Excellent to Incredible if thrown up to 100 ft or more (very likely to kill an ordinary human being). |
| Super throw | hurling a person hard will inflict Strength damage plus material strength if they hit an object. Potential to kill an ordinary human being! |
| Getting hit by a small car | Remarkable damage |
| Getting hit by a typical car | Incredible damage |
| Getting hit by a Desk, table, couch, bed, etc | Good to Incredible damage |
| Getting hit by a mail box, metal trash can or telephone booth | Feeble to Good damage |
| Getting hit by a Lamp post or tree | Excellent to Incredible damage |
| Getting picked up and smacked into something else | Strength of impact plus 10. damage |
| Damage from Velocity | 6 points per 10 mph (Varies with circumstances) |
| Damage from Falling Objects | 6 points per 10 ft, this falling damage is ADDED to the damages listed above for objects 10 lbs (4.5 kg) or heavier, to reflect the added velocity and force of the blow from falling objects. |
by Dr. Archeville
In the Marvel Super Heroes game, a hard drug is defined as any addictive drug that is hazardous to the user's mental and physical health. Such drugs often block the awareness of pain, so that they have the short-term effect of raising Endurance one rank (to a maximum of Excellent) for 2d10 rounds. After that time, Endurance is lowered one rank from the original score for 24 hours. During this period, drugs also lower Reason and Intuition by -2CS ranks each (to a minimum of Feeble).
Regular, uncontrolled abuse of drugs can lead to addiction. The Judge may call for a Psyche FEAT roll at the end of any week in which a character has used drugs more than twice. Shift down -1CS for every week of continued use. A successful Psyche FEAT means that the character is still in control of his drug use. Failure means the character is hooked on the drug and craves more of it.
Drug addiction can be an ugly thing. The user needs daily doses of his drug, failure resulting in a -1CS rank loss of Endurance and Intuition per day without the drug, to a minimum of Feeble. In NPCs, the character will become violent if denied his fix. The only way to break the habit is going cold turkey (see below).
Alcohol is called 'courage in a bottle', and this is the effect in the game. Raise Fighting +1CS rank for a character who has been drinking. However, lower the Agility and Intuition of drinking characters (including super-heroes) -2CS ranks, to a minimum of Poor.
Alcohol also has a nasty aftereffect, the hangover. Make a Yellow Endurance FEAT (or Red, at the Judge's option) or suffer from a -1CS in all actions the next morning. Another drink will allow a second FEAT roll. This opens the door to...
Alcohol abuse, which is as deadly as drug abuse. NPCs can be determined by the judge to be alcoholic or not. Player characters use a similar method to that given for drugs. If a character is drinking alcohol more than three times a week, make a Psyche FEAT. Effects of success and failure are as for drugs, with the a -1CS rank loss of Endurance (and resulting Health) if kept from drinking. Endurance cannot drop below Feeble.
This is the popular name for deliberately going without something - in this case, drugs - in order to break a habit. The addicted character stops taking the drug to which he is addicted and 'guts it out'. He will suffer the effects of not using the drug (loss of Endurance by -1CS rank), but at the end of each day he makes a Psyche FEAT roll. Success indicates the loss of Endurance stops there; failure indicates that the Endurance loss continues into the next day with another Psyche FEAT roll at the end, combined with an overwhelming desire for the drug. If two Psyche rolls in a row fail, the character will become violent and will continue losing Endurance ranks. Roll for each day until a full week of not using the drug or alcohol has passed. The character can be considered 'clean' at the week's end.
Going cold turkey purges the body of its poisons, as does a hit from one of Dagger's light-missiles. Being hit by one of her missiles has the same effect as going cold turkey, but involves a great risk to the person affected (see the description of Dagger given above).
A character who has kicked the habit has a good chance of backsliding even after he has stopped using drugs or alcohol. Each week the 'clean' character makes a Psyche FEAT roll. One failure indicates some backsliding, while two in a row indicates a return to the addicted stage, with all the penalties of the original state. The Judge may modify the FEAT roll according to the immediate situation (business pressure, personal loss, or seeking help). Karma may be added to any of these rolls.
Drug use and drug abuse are illegal in most states. Heroes will lose -40 Karma points for dealing in hard drugs, -40 points for using hard drugs themselves, and all Karma if someone's death results from these actions. Alcohol is slightly more acceptable; heroes lose -5 Karma points for every alcoholic drink taken or -30 points for each night of drunkenness. Friends of an alcoholic or drug abuser lose 5-20 Karma points for not helping a friend in need. Villains suffer a similar loss as heroes, but receive a +10 Karma bonus for selling drugs, only if they follow up with another sale within a week. The super-criminal Kingpin (TM) will not traffic in drugs, because they are a deadly habit for villains as well as heroes.
The above rules are simplified for use in the game, and are optional. These rules were developed especially for this article, since drugs are a central part of Cloak and Dagger's background. To exclude reference to drug and alcohol abuse would be to exclude some of the realism of the Marvel Universe from which these two super heroes came.
“ We have nothing to fear but fear itself.” —Franklin D. Roosevelt
Fear is defined as "a justified fright of a known external cause for worry." It is a normal response to an external threat, and usually produces disturbances manifested in the sufferer's action, and bodily changes. These disturbances are felt by the person and visible to others. Humans three different reactions to fear: we may muster up courage and fight the source of danger; we may feel terrified and flee frantically to escape; or we may become immobilized, motionless and mute.
Some things to remember about fear:
Fear may be trigged by internal or external events, conditions, or situations that signal danger. The threat may be physical or psychological. Fear may also be triggered by the presence of something threatening or the absence of something that provides safety and security. Below is a random table to determine a fear response.
| Die Roll | Effects |
|---|---|
01-30 | Victim is wary and suffers a -2CS to strike for the remainder of the combat. |
31-50 | 50% chance that the victim flees the scene. If he stays he may only parry. |
51-65 | Victim flees as rapidly as possible away from the source of his or her terror. |
66-75 | Victim becomes totally catatonic (as if stunned). |
76-80 | Victim flies into a berserk rage and immediately attempts to attack the object of his rage. He will charge if possible and attempt to grapple. All strike chances against him are +1CS and all strike chances he makes are +1CS. |
81-85 | As before but will attack anything (including allies) that come within striking distance. |
86-90 | Victim becomes hysterical and will continue to stand in place and scream until snapped out of it (GM may determine how this occurs). |
91-94 | The victim becomes subject to terror and curl up into a gibbering ball, counting as prone target. |
95-97 | Victim faints dead away (collapsing to the ground). He remains unconscious for 1-10 minutes. |
98-99 | Victim suffers a heart attack. The target cannot move about under his own power for the remainder of the day and suffers -2CS in all physical attributes until he has spent one month resting in bed. |
| 00 | Victim suffers a heart attack and must have medical attention within one minute or die. If he does survive all subsequent rolls on the Fear Table are increased by 20% for the remainder of the day. |
| Victims fleeing the source of their fright will do so for 1 minute or until they can no longer see the source of their fear. | |
If the character is experiencing at least five of the following indicators, then he may be developing long term trauma:
Long term trauma is probably best used in a campaign where a particularly long and difficult battle has occurred, specifically one in which the character was severely beaten or people the character knew died gruesomely.
At the very least, this kind of trauma would make a character a little twitchy. At worst, it could make the character incredibly difficult to be around.
There is also a disorder that certain professions such as doctors, nurses and soldiers acquire after working in difficult environments (such as the emergency room or in wartime). This disorder makes the victim need that kind of stimulation again. People with this disorder are unable to find any excitement in anything that isn't as fast and furious as whatever they used to do (ER, wartime work, other kinds of adrenalin-rush occupations).
| Die Roll | Actual Age (in years) | Birth Era |
|---|---|---|
| 01-06 | Under 100 | Modern Industrial Era |
| 07-39 | 100-500 | Post-Renaissance |
| 40-67 | 501-1,500 | Dark Ages |
| 68-79 | 1501-4000 | Classical Period |
| 80-88 | 4001-10,000 | Ancient, Post-Ice Age |
| 89-94 | 10,001-100,000 | Cro-Magnon, Ice Age |
| 95-97 | 100,001-10,000,000 | Primitive Man |
| 98-99 | 10 million-5 billion | Various Prehistoric Eras |
| 00 | 5 billion+ | Before Earth Was Created |
| Die Roll | Apparent age (years) |
|---|---|
| 01-07 | Baby (under 2) |
| 08-14 | Child (2-11) |
| 15-29 | Teen (12-19) |
| 30-58 | Young Adult (20-40) |
| 59-80 | Middle Age (41-60) |
| 81-94 | Senior (61-80) |
| 95-00 | Elderly (81+) |
| Life Rank | Modify Age | Life Expectancy (years) |
|---|---|---|
| Feeble | 8 | 560 |
| Poor | 64 | 4,480 |
| Typica l | 216 | 15,120 |
| Good | 1,000 | 70,000 |
| Excellent | 8,000 | 560,000 |
| Remarkable | 27,000 | 1,890,000 |
| Incredible | 64,000 | 4,480,000 |
| Amazing | 125,000 | 8,750,000 |
| Monstrous | 421,875 | 29,531,250 |
| Unearthly | 1,000,000 | 70,000,000 |
| Shift-X | 3,375,000 | 236,250,000 |
| Shift-Y | 8 million | 560 million |
| Shift-Z | 125 million | 8.75 billion |
| CL1000 | 1 billion | 70 billion |
| CL3000 | 27 billion | 1.890 trillion |
| CL5000 | 125 billion | 8.750 trillion |
What happens to an immortal or long-lived character if that power is removed or negated? Roll 1d100 for the answer.
| Die Roll | Effect | Description |
|---|---|---|
| 01-40 | Normal life | Character is now a normal individual of his apparent age with a normal life expectancy. If the power can be later restored before a natural death occurs, he continues living on as if little had happened. If death occurs meanwhile, an immortal might still resurrect himself if the power is restored to his remains. |
| 41-60 | Sudden Aging | The character rapidly ages to his true age but doesn't necessarily die. A character whose age exceeds his mining the effects of disease on a long lived PC. If the Longevity rank is higher than the Endurance number, it can also be used to determine the character's rate of healing. The player should also determine the character's aging rate. Does he age in a steady but incredibly slow rate? Does he suddenly gain a year's worth of aging once each century? Although this information might have little game use, the information will help flesh out your PC's long life story or give motivation to long-lived NPCs' machinations. |
| 61-00 | Aging & Death | The character rapidly ages to his true age. The shock tends to be fatal, especially if the character's actual age is more than twice that of his normal life expectancy. Rapid decomposition occurs in 1-100 turns; the remains attain a state similar to that of a normal body the same age as the recently deceased's actual age. Bodies under 4,000 years old are mummified; those up to 10,000 years old become skeletons, and those older than that collapse into dust. If the power is restored to an immortal's remains, the immortal can eventually return to life (traditional vampires are an example of this). Longevity-powered characters require aid from such powers as Resurrection or Self-Revival before they can regain their previous physical conditions. |
The rule books are a little hypocritical regarding this. The "official" rules say that when your character dies, he is dead and you will need another one if you wish to play again. The rules also has a nice little introduction saying that you are playing in the Marvel Universe. Anyone else see the inconsistency there? If not, I'll make it easier: MARVEL UNIVERSE = DEAD? SINCE WHEN? This chart is to be used after your Endurance reaches Shift-0 rank.
| Roll | Resurrection Chart |
|---|---|
| 01-03 | Abducted by Aliens (return next game with Lacunar amnesia. I cannot remember what happened, but I was abducted). |
| 04-06 | Transported to future (roll again). |
| 07-09 | Revived by a futuristic machine. |
| 10-12 | Revived by a bored god. |
| 13-15 | Clone was killed. |
| 16-18 | Clone is alive. |
| 19-21 | Not sure who was the clone but someone died. |
| 22-24 | Not sure who was the clone both survived because... (roll again) |
| 25-27 | Wound wasn't really fatal. |
| 28-30 | 'Got Better'. |
| 31-33 | Really a mutant with a healing factor (roll rank). |
| 34-36 | Really an Immortal (get a sword and a trenchcoat, there can be only one). |
| 37-39 | Leftover doppelganger from Infinity War was killed. |
| 40-42 | Went insane and replaced by a younger version (lower all stats by -1CS). |
| 43-45 | Alien shapeshifter was killed. |
| 46-48 | Dead until Anniversery issue, make new character (roll 1d10 to see how many games character is dead). |
| 49-51 | Aunt May Syndrome; feel faint, go lay down and rest awhile, then get back up and make cookies. |
| 52-54 | Comes back with four Wanna-be's. |
| 55-57 | Not really dead, but appoints an armored psyco as a replacement. |
| 58-60 | Not killed, but Identity is discovered. |
| 61-63 | Not dead, but your book was canceled. (Whatever world shattering disaster you were about to stop is no longer important. You will never be seen again except in some comic with the word Infinity in it). |
| 64-66 | Clone takes place (play with clone). |
| 67-69 | Character gets better and has an identity crisis and quits for 1d10 (1 to 10 games). |
| 70-72 | Character gets better and has an identity crisis, but doesn't quit. |
| 73-75 | Character has an identity crisis and runs around with nothing, but his boxer shorts on. Problem is, he is using them as a mask. Character is locked in an asylum forever (make new character). |
| 76-78 | Character becomes evil and tries to take over the world... or something. |
| 79-81 | Character becomes a vampire (see Vampire Table for stats & powers). |
| 82-85 | Character becomes trapped in an Astral Plane until a body is found. |
| 86-91 | Nuclear bomb annilhates body (roll again). |
| 92-94 | Magneto Syndrome; come back with all powers +1CS higher (and change name to Magnus). |
| 95-99 | Mind was fried, but who'll miss it (lose the laces and get slip on shoes or velcro). |
| 00 | STAY DEAD (Hey, it happened... I'm not kidding. It really did, honest!) |
by Lady Arakne and Matt Thompso *n*
Randomly-rolled characters begin the game with an Appearance of Typical, followed by a roll on the ability modifier table. Mutants reduce this by -1CS, because of that unsightly third eye (note that the randomness still allows for a good-looking mutant, there's just not as many). The Judge may allow players to set a specific stat if the player can come up with a good enough reason, and modelled characters can have their Appearance stat set by the player (subject to the Judge's approval, of course)
New characters should also be allowed to trade in powers, talents, and contacts for additional Appearance ranks (allow one rank per trade-in)
| Appearance Benchmark | ||
|---|---|---|
| Rank | Description | Example |
| Shift-0 | Hideous | Sauron and Daemonites |
| Feeble | Repulsive | Chamber and Deadpool |
| Poor | Homely | Reptile and Toad |
| Typical | Plain to Average | Iceman and Wolverine |
| Good | Attractive | Jubilee, Longshot and Tony Stark |
| Excellent | Pretty/Handsome | Captain Britain, Gambit and Moon Knight |
| Remarkable | Statuesque | Captain America, She-Hulk, and Thor |
| Incredible | Bewitching | Black Widow, Jean Grey and Storm |
| Amazing | Stunning | Black Cat, Dagger and Emma Frost |
| Monstrous | Radiant | Roma and Megan in her true form |
| Unearthly | Devine | Demigods and Deities in true form |
Appearance does figure in to Popularity, which is covered later in this supplement.
Characters can use their appearance to influence members of the opposite gender (this may work differently for some alien species'). If a character is talking to somebody who does not know them, they may use their appearance stat in the place of their popularity (The Judge may even state that they *have* to use their appearance stat instead, especially if their appearance is lower than their popularity stat)
Of course, if you are known to be a world-dominating villain, or a hero who has saved thousands of lives, it doesn't really matter what you look like, as people know you by reputation. Typically, anyone with a popularity of larger than 20 (or -20) can't use their appearance in place of popularity. However, they may be able to gain a +1CS to a popularity roll given a successful appearance FEAT first.
The Judge may also rule that the appearance stat can be used for other things. Getting a date for Tony Starks party could be considered an appearance FEAT. Of course, if plain old Jane Smith (app Typical, popularity 4/60) slips into her costumed identity of Avenger Girl first, she may be able to use a popularity FEAT for the same thing, and will probably make front page news in the local scandal sheet the next day, too.
Johnny Crandall, the Crimson Cartographer, stops dead in his tracks while trying to escape the villain's hideout. Ahead of him is the exit, but it's guarded by two Amazonian warriors. Realising he's hopelessly outclassed if things turn agressive, he slips into the shadows and changes into his secret ID. Putting on his best smile, he approaches the ladies "Hey, I'm really sorry about this, but I have absolutely no idea where I am - I thought this was some kind of bookstore.... Say, are you two girls doing anything tonight?" The Judge may even allow him a red FEAT roll to get past unhindered. If he doesn't turn up for dinner, though, he's likely to be the subject of a manhunt the next day. If he does turn up, he'd better have his escape route well planned after the two finish fighting over him....
The appearance stat represents how the character appears to members of their own race. The Judge should make relevant modifiers when a character tries to use their appearance stat to influence members of alien races. For similar races, there may be no modifier, but in the case of a Skrull talking to a human, anything from -2CS to -4CS could be applied.
If a character spends a good hour or so making themselves look presentable, they may be able to gain a +1CS to appearance for a short while. Any other measures taken to improve appearance may be allowed by the Judge (plastic surgery?)
Apart from the aforementioned plastic surgery, there is no easy way to improve one's appearance stat. It can't be done by spending Karma, however much you've managed to save. The Judge may decide under certain circumstances that appearance is actually reduced (having your face plunged into a bucket of acid is a good example of this).
I have used these to add instant morals to NPC's and even to help the novice hero game player. For those of use that have played Dungeons & Dragons (thats pretty much everybody), consider the following "Callings" like alignment.
| Calling | Description | Example |
|---|---|---|
| Adventurer | Your hero seeks to recapture a spirit of adventure that humanity has lost. He or she will go to often foolhardy to revitalize this hedonistic, adventuresome spirit. | Hawkeye, Hercules, Nightcrawler, Wasp |
| Animal Nature | Your hero has a savage side that must be kept in check. He or she must struggle to control these feelings, or give in and lose control | Morbius, Tigra, Werewolf, Wolverine |
| Demolisher | Your hero causes destruction for destruction's sake. Demonstration of raw power causes a sense of pride, no matter what the cost. | Absorbing Man, Juggernaut, Sabretooth, Super-Adaptoid |
| Exemplar | Your hero feels he or she symbolizes a race, class, historical legacy, or subgroup that needs greater visibility. He or she seeks a high profile, but not personal notoriety. | Black Knight, Captain Britain, Falcon, Thor |
| Explorer | Your hero devotes his or her life to the discovery of new ideas and environments. He or she believes the theoretical is often as powerful as the practical | Giant-Man, Mister Fantastic, Moondragon, Stingray |
| Gloryhound | Your hero seeks publicity for personal accomplishments. Only the adulation of the people will satisfy this individual's longings. | Human Torch, Luke Cage, She-Hulk, Wonder Man |
| Greed | Your hero is overwhelmed by desire for wealth. Even when great wealth is achieved, more must be gained. | Electro, Kingpin, Rhino, Taskmaster |
| Guardian | Your hero desires to protect beloved persons or places. Threats to those loved ones trigger the strongest responses in this individual. | Daredevil, Doctor Strange, Invisible Woman, Phoenix |
| Idealist | Your hero stands for a cause for which he or she would gladly die. Challenges to those beliefs provoke strong reactions from this individual | Captain America, Cyclops, Professor X, Sabra |
| Investigator | Your hero loves to unraveling human mysteries, whether of crime, science, psychiatry, or another field of inquiry. It is especially satisfying when that work helps others. | Beast, Black Widow, Doc Samson, Forge |
| Majesty | Your hero leads a people and acts as the preserver of their interests. Personal power is wielded for their benefit. | Black Bolt, Black Panther, Clea, Sub-Mariner |
| Mentor | Your hero acts to encourage responsibility and competence among his or her charges. Testing the students' abilities is high priority. | Agatha Harkness, Banshee, Stick, White Queen |
| Outcast | Your hero is hated or feared for some quality, possibly a mutant power or a past allegiance. He or she may want to be left alone, or will only ally with those who are free of the bias. | Hulk, Nate Grey, Polaris, Quicksilver |
| Peace of mind | Your hero seeks self-perfection or freedom from inner demons. He or she may suffer inner conflicts, or overcomes them and keeps spiritually balanced. | Iron Fist, Moon Knight, Shang-Chi, Wolfsbane |
| Protector | Your hero lives to protect innocents from harm, regardless of who or where they are. Seeing folks in danger brings out in your hero an overwhelming desire to lend a hand. | Angel, Colossus, Shadowcat, Storm |
| Repentant | Your hero acts to gain redemption for past sins. Only through the doing of good deeds can your hero feel at least partially cleansed. | Ant-Man, Elektra, Gambit, Silver Surfer |
| Responsibility of Power | Your hero is saddled with undesired powers, but feels he or she must act selflessly. He or she may grab normalcy if it comes along, but otherwise will persevere. | Iceman, Iron Man, Spider-Man, The Thing |
| Soldier | Your hero prizes following or giving orders unless it conflicts with his or her moral code. He or she may fight for money or duty, but ultimately fights for personal validation. | Bishop, Cable, Nick Fury, Silver Sable |
| Thrill Seeker | Your hero acts because of a hedonistic desire for danger and risk. Events that heighten his or her adrenaline are highly prized. | Black Cat, Nova, Psylocke, Sersi |
| Uncontrolled Power | Your hero cannot control his or her powers without monitoring. This may overcome your hero's reason and force actions that he or she would regret. | Franklin Richards, Havok, Rogue, Scarlet Witch |
| Vengeance | Your hero seeks revenge against someone for some real or imagined slight. Any sacrifice to gain that vengeance is acceptable. | Green Goblin, Loki, Super-Skrull, Venom |
| Vestige of Humanity | Your hero isn't fully human, but envies the full emotions of others. The closer your hero can get to human, the happier he or she is. | Adam Warlock, Warbird, Machine Man, Vision |
| World Domination | Your hero wants dominion over as many people as possible. Resistance to his or her will can trigger violent responses. | Annihilus, Doctor Doom, Leader, Magneto |
| Youthful Exuberance | Your hero recklessly pursues the life of a superbeing with the wide-eyed joy of youth. Such an individual is bored easily, and not good at listening to instructions. | Cannonball, Jubilee, Kymaera, Meltdown |
by Firebomb
Quirks are things that a player can use to customize a new character. It is a completely optional system; a player can use quirks to customize a character, but he doesn't have to.
The way the system works is quite simple: Each positive (good) quirk a player wants costs them one point. Each negative (bad) quirk a player takes gives him one point. The system is balanced, as the character must have a point balance of zero by the time he is done.
Instead of taking one positive and one negative quirk, the player has the option of taking only one, in exchange for some previously rolled perks already gained. In other words, he can sell contacts, talents, or even powers to gain more points, as follows:
| Table 1: Quirk Points Conversion Table | ||
|---|---|---|
Contacts | One Quirk Point | Talents | Two Quirk Points | Powers | Three Quirk Points |
Now, this chart works both ways. A character could take two positive quirks and pay them off by sacrificing one talent. Or, the character can burden himself with three negative quirks, in order to gain him/herself another power.
Players can take as many quirks as they desire, within reason.
Also, some quirks have more than one level; in other words, multiple levels of the quirk can be taken, which have a much greater effect in play. These quirks are marked with an asterisk (*).
Further, some quirks are quite powerful, in either a helpful or harmful way; these are usually worth two quirk points. These quirks are marked with an exclamation point (!).
| Table 2: Quirk Types | |||||
|---|---|---|---|---|---|
| 01-33 | Physical Quirks | 34-66 | Mental Quirks | 67-00 | Personal / Social Quirks |
| Table 3: Physical Quirks (positive) | |||||
|---|---|---|---|---|---|
01-07 | Acceleration Tolerance | 08-13 | Adrenal Surge | 14-20 | Ambidexterity |
21-27 | Fighting Logistics | 28-33 | Gravity Tolerance | 34-40 | Hardiness! |
41-47 | High Pain Threshold | 48-53 | Learned Resistance * | 54-60 | Natural Talent * |
61-67 | Omnidexterity | 68-73 | Rank Increase!* | 74-80 | Rapid Healing |
81-87 | Sensory Increase | 88-93 | Strong bones * | 94-00 | Sturdiness |
| Table 4: Mental Quirks (positive) | |||||
|---|---|---|---|---|---|
| 01-08 | 3-D Sense | 09-15 | Alertness | 16-23 | Cyber-immunity |
| 24-31 | Fortitude | 32-38 | High Stress Capacity | 39-46 | Karmic Shell! |
| 47-54 | Magical Potential | 55-61 | Mechanical Aptitude | 62-69 | Psionic Potential |
| 70-77 | Quick Learning | 78-84 | Rank Increase!* | 85-92 | Sanity |
| 93-00 | Static | ||||
| Table 5: Personal / Social Quirks (positive) | |||||
|---|---|---|---|---|---|
01-09 | Ally | 10-18 | Assistant | 19-27 | Attractiveness * |
28-36 | Benefactor | 37-45 | Cash Flow | 46-54 | Charmed |
55-63 | Fame * | 64-72 | Fan Club | 73-81 | Likeability * |
82-90 | Luckiness | 91-00 | Reputation * | ||
| Table 6: Physical Quirks (negative) | |||||
|---|---|---|---|---|---|
01-06 | Acceleration Intolerance | 07-12 | Albinoism | 13-18 | Allergy * |
19-24 | Colorblind | 25-30 | Dwarfism | 31-36 | Epilepsy |
37-42 | Feebleness | 43-48 | Gigantism | 49-54 | Gravity Intolerance |
55-60 | Lameness | 61-66 | Low Pain Threshold | 67-72 | Missing Parts |
73-78 | Rank Decrease!* | 79-84 | Reduced Healing | 85-90 | Sensory Decrease * |
91-95 | Weak bones | 96-00 | Weakness! | ||
| Table 7: Mental Quirks (negative) | |||||
|---|---|---|---|---|---|
01-03 | Absent-minded | 04-05 | Action Addict | 06-08 | Allergy * |
09-11 | Attitude * | 12-13 | Bloodlust | 14-16 | Bluntness * |
17-19 | Bully * | 20-21 | Combat Paralysis * | 22-24 | Compulsiveness * |
25-27 | Cowardice * | 28-29 | Cyber-neurosis | 30-32 | Delusions * |
33-35 | Dyslexia | 36-37 | Fanatic * | 38-40 | Greed * |
41-43 | Gullibility * | 44-45 | Honesty * | 46-48 | Impulsiveness * |
49-51 | Inept * | 52-53 | Insanity! | 54-56 | Insomnia |
57-59 | Jealousy * | 60-61 | Karma Deficiency! | 62-64 | Laziness * |
65-67 | Mania * | 68-69 | Multiple Personality * | 70-72 | Pacifism * |
73-75 | Paranoia * | 76-77 | Personal Code * | 78-80 | Phobia * |
81-83 | Pushover | 84-85 | Rank Decrease!* | 86-88 | Rudeness * |
89-91 | Shyness * | 92-93 | Stubbornness * | 94-96 | Temper * |
97-00 | Vow * | ||||
| Table 8: Personal / Social Quirks (negative) | |||||
|---|---|---|---|---|---|
01-07 | Alien Customs * | 08-13 | Bigotry * | 14-20 | Disgusting Personal Habits* |
21-27 | Dependent | 28-33 | Enemy * | 34-40 | Illiteracy |
41-47 | Jinxed | 48-53 | Loner * | 54-60 | Nerd |
61-67 | Repugnant Personality * | 68-73 | Snob | 74-80 | Social Dependent * |
81-87 | Unattractiveness * | 88-93 | Unluckiness | 94-00 | Weirdness Magnet |
Super heroes with secret identities are often extraordinarily careless. Flimsy covers that wouldn't last five minutes in the real world are expected to stand up to the scrutiny of hostile and friendly intelligence agencies, the media, police, friends, relatives, co-workers, employers, and other heroes-no matter what.
We all know that the world isn't like that. The technology of identification is highly developed and uses dozens of forensic and investigative techniques. It's virtually impossible to do anything without leaving evidence: fingerprints, photographs, saliva, skin particles, hair, blood, etc. And these aren't the only ways we affect our surroundings. Modern society runs on records, and anyone who seems to behave abnormally risks attracting the attention of tax agencies, the police, and a variety of other authorities. It's difficult enough for anyone to drop out of sight in our own world, but in a super-powered world, most agencies could call on the help of their own super-agents with a range of unusual talents that could easily track down almost any hero or villain. Add the scrutiny of the press to these factors, and it seems unlikely that a real-world super hero could stay hidden for long. Having said this, it should be remembered that comic-book heroes are usually able to survive such scrutiny even if their disguises are nothing more than changes in hair styles or the wearing (or removal) of glasses or tiny masks.
It's sometimes difficult to understand why super heroes bother with secret identities, which often seem more trouble than they're worth. But the main reason for their use is to give heroes (and villains) a private life that isn't continually interrupted by the press and assassination attempts. For the Advanced MARVEL SUPER HEROES game, activities in one's secret identity are important in restoring and maintaining Karma; this becomes almost impossible if the character can't maintain a normal private life.
This article presents a rating system for a new ability score, Secrecy, intended for use as a rough guide to the security of heroes and villains. Check if there is any major change at the end of each adventure; if the final rating falls below Typical, the hero may be due for some problems.
All aspects of the rating system are heavily biased toward heroes; only the most careless will suddenly learn that The Daily Bugle has published their secret identities, or find hit men waiting in their apartments after a hard day of crimefighting. This system has been tailored for compatibility with the Advanced MARVEL SUPER HEROES game, but it can easily be adapted to any other game.
To calculate the Secrecy rating, the hero must be assessed for each of the following factors: Disguise, Precautions, Confidants, Profile (Secret), Profile (Super), Concealment, and Karma. When all factors are assessed, add the points for each factor and divide by seven to get the final Secrecy rating.
Some of the heroes and villains mentioned below do not currently maintain secret identities; Secrecy ratings instead reflect an earlier period of the character's career or a potential rating. A few examples have been left blank, where no character seemed to fit the circumstances described. For the purposes of this article, anything said about the secret identities of heroes also applies to villains.
Does the hero wear gloves, a mask, or any other disguise? Does the character change shape or size? These factors can make identification easy or almost impossible. The ratings suggested below are only guidelines and should be modified for unusual cases. Under most circumstance, a disguise should never be better than Monstrous in effect.
| Disguise Table | |
|---|---|
| Feeble | A total lack of care about secrecy is shown, apart from a clothing change. (Northstar) |
| Poor | Flimsy precautions are taken, such as wearing a domino mask. (Shadowcat) |
| Typical | A cowl mask and gloves, possibly with a costume that covers the arms, are worn. (Daredevil) |
| Good | The costume covers the hero's entire body. (Spider-Man) |
| Excellent | The hero's costume incorporates padding or armor that alters his body shape, or the hero has powers that cause minor changes in his physical form. (Iron Man, She-Hulk) |
| Remarkable | The hero's costume or powers cause substantial changes in his physical form. (Colossus) |
| Incredible | The hero's costume or powers substantially alter his size and form. (Hulk, Thing) |
| Amazing | The hero's costume or powers cause radical physical transformations. (Human Torch when "flamed on") |
| Monstrous | The hero has an unusual or extremely thorough disguise, involving a total physical change, different body, etc. (Thor/Donald Blake) |
Acting talents: If the character is skilled as an actor or similar performer, and he uses the skill to enhance his disguise, this may cause a shift of 1-3 columns on his rating, as follows:
Does the character try to avoid any connection between his secret and super identity, or are the two closely associated by common friends and interests? For example, Peter Parker has an uncanny knack of finding Spider-Man in action; how long will it be before someone puts two and two together? Under most circumstances, this rating should not exceed Incredible.
| Precautions Table | |
|---|---|
| Feeble | An obvious public relationship between a hero's secret and super identities exists; people know of the dual identity but lack evidence to prove it. (Kingpin) |
| Poor | Many obvious links exist between a hero's secret and super identities. (Spider-Man) |
| Typical | Evidence of a link between the two identities exists, such as a similarity of resources and skills. (Iron Man) |
| Good | No obvious links exist between the two identities, but some unusual associations could be found by investigation. (Daredevil) |
| Excellent | No links exist between the two identities, apart from living in same city or area. (Thor/Donald Blake) |
| Remarkable | The hero's super identity is mainly active in another city or country. (Nightcrawler) |
| Incredible | The hero's super identity is mainly active on other planets or in other dimensions. (Doctor Strange) |
Does anyone know the hero's secret identity? Even the most reliable friend might be unable to resist dropping a few hints, or might be tortured or brainwashed to reveal the information. This category also includes any enemies who might know an identity but have not yet broadcast it.
| Confidents Table | |
|---|---|
| Feeble | The hero's secret identity is known to at least one major enemy or many civilians. (Daredevil) |
| Poor | The secret identity is known to friends, relatives, or government agencies. (Shadowcat, Black Widow) |
| Typical | The secret identity is known to several civilians. (Iron Man) |
| Good | The secret identity is known to one trustworthy civilian or 2-5 heroes. (Scarlet Witch) |
| Excellent | The secret identity is known to one other hero. (Spider-Man) |
| Remarkable | The hero is a loner, and his secret identity is never revealed to anyone. (Punisher) |
| Incredible | Because of amnesia or multiple personality, the hero's secret identity does not know of his super identity. |
| Amazing | The hero's powers are manifested in a way that leaves no evidence of heroic involvement, or the hero is not aware of his use of his powers. |
Is the secret identity a newsworthy figure or a total nonentity? Newsworthy figures are more likely to be noticed if they make revealing slips, and they are often under the surveillance of police, intelligence agencies, criminals, news reporters, etc.
| Profile - Secret Table | |
|---|---|
| Feeble | The hero's secret identity is a global figure (the head of a major state, a member of royalty, a religious leader, a pop star, etc.). Everyone in the world knows of this person. (Victor Von Doom) |
| Poor | The secret identity is a national figure (American senator, head of a minor state, business tycoon, TV star, nobleman) known to many people in one country, but he is not globally famous. (Mariko Yashida, T'Challa) |
| Typical | The secret identity is regionally famous (a well-known journalist on a city paper, a prominent local industrialist, mayor, etc.) or is known to a few hundred thousand people by name (e.g., an author), but is not a major national or international figure. (Anthony Stark, Peter Parker) |
| Good | About 500-5000 people know of the secret identity by face, name, or reputation. He may be a lawyer, doctor, teacher, director, etc. (Dr. Donald Blake) |
| Excellent | About 50-500 people know of the secret identity, who may be a clerk, security guard, retired person, etc. |
| Remarkable | About 5-50 people know the name of the secret identity, who may be a technician who only meets a few clients, an unpublished author, a night watchman, etc. (Clint Barton) |
| Incredible | The secret identity is known to 1-5 others, such as a spouse or relatives. (Rachel Summers) |
| Amazing | No one knows the character's secret identity. The character could be unmasked on nationwide TV and wouldn't be recognized by anyone. (Red Skull, Scourge) |
Is the super-character well known or a total nonentity? Prominent heroes are more likely to be monitored by intelligence agencies, the police, and supervillains. This rating is often related to the hero's Popularity, but there should not be a direct relationship. A hero dropping from 50 to 0 in Popularity because of a particularly stupid mistake would become more famous, not less!
| Profile - Super Table | |
|---|---|
| Feeble | Everyone in the world knows of this character. If a hero, the character is followed by a fan club and besieged by groupies. Both heroes and villains are always under observation by the police and intelligence agencies. In the case of villains, any appearance is always the signal for major countermeasures by military and intelligence forces. (Captain America, Galactus, Doctor Doom). |
| Poor | Famous on an international or national level, this character is usually monitored by intelligence agencies and foreign spies; (Red Skull, Thor) |
| Typical | The character is famous, probably one of the top half-dozen heroes or villains in the country, and he is frequently pursued by the press, spies, etc. (Mr. Fantastic) |
| Good | The character is moderately well known, with a reputation that probably extends to several cities. He receives routine attention from police and intelligence agencies. (Black Knight) |
| Excellent | Though not the premier hero or villain of a city, the character tries hard. He is occasionally pursued by the press, but his activities are rarely the main concern of any national or international agency. (Mockingbird, Spider-Man) |
| Remarkable | One of the crowd, the character is probably only remembered as "one of those super guys". The average man in the street is unlikely to be able to list his powers. (Shaman) |
| Incredible | A second-string hero or villain, this character is someone well divorced from routine public attention. Typically, he seen in action only against other super-characters without much effect on the public. (Kraven) |
| Amazing | One or two people probably know of this character; most don't and wouldn't care if they did. The character is ignored by the press and other agencies. (Morlocks) |
| Monstrous | Who? No one has ever heard of this character, who may be brand new or have little effect on the general public. |
How many of this hero's last few missions have involved no slips or mistakes threatening his identity (e.g., ripped masks, fingerprints embedded in girders, etc.)? Since the status of characters changes constantly in the comics, there are no examples in this section.
| Concealment Table | |
|---|---|
| Feeble | There have been major mistakes in several recent missions, and friends (or enemies) suspect the hero's secret and have evidence to back up their ideas. |
| Poor | There has been one recent major slip, or a series of minor slips that could lead a reasonably competent investigator to suspect the truth. |
| Typical | There have been a few minor slips, but nothing would immediately lead an investigator to the truth. |
| Good | One or two very minor slips have been made. |
| Excellent | No slips have been made (applies to most brand-new characters). |
If a hero has Karma, he tends to be lucky. The fates are on his side, the Force is with him, and coincidences and accidents are resolved in his favor. If he lacks Karma, he won't be saved by lucky accidents, and someone with the CIA or KGB might decide to start looking at those old files on him and analyzing them for clues. If enemies know his secret identity, Karma may bring about a situation that prevents them revealing the information.
| Concealment Table | |
|---|---|
| Feeble | The police, intelligence agencies, and other organizations probably know of both of the hero's identities. This information can be learned by any competent researcher. Gossip columnists may be waiting for a slack day to reveal the information if it hasn't already been released, and the truth is definitely known to S.H.I.E.L.D., the CIA, the FBI, the KGB, and other major intelligence forces. |
| Poor | The connection between the identities could be learned if a major intelligence agency made a real effort, or if super-powers and detective techniques were used. The connection is definitely known to S.H.I.E.L.D. and is probably known to other major agencies. |
| Typical | The identity connection is well concealed unless a real slip is made. The truth is probably known to S.H.I.E.L.D. but not to other agencies. |
| Good | The identity connection is unlikely to be known to anyone, apart from any confidants that may exist. |
| Excellent | The separation of secret and super identities is totally secure, barring disaster. |
Judges are advised to avoid publicizing secret identities unnecessarily, even if the PCs are extremely careless. Any factor that might reduce the effect of mistakes should be taken into account. Remember that it is rare for a hero's alias to be revealed in the comics. Unless it is essential to the plot, most super hero RPGs should reflect this philosophy.
Here are a few house rules that have developed over the years by shad0hawke
The MSH has strict limit on Killing and Karma loss. Unavoidably, you inevitably get those characters who fit the role of the vigilante, and to whom killing the opponent is either unavoidable or part of this grim character. So, how does one avoid losing Karma?
You implement the Vigilante rule. If a character comes into the game, you discern that character's background and type. If he/she qualifies, and the game tone and setting permit, you let them play out. The mechanics break down like this:
These examples of Vigilantes in question are again focused more to the Punisher type of character. The trade-off is balanced, and usually, if the vigilante character is well-developed, then they will wish to seek to put aside their more violent methods. This is not easy, nor should the GM allow the player to "Get away from it". The cost to absolve the vigilante rule is 1000 karma. Once the character reforms, they cannot take up the role of judge, jury, and executioner again, unless storyline and plot permit, and always with the approval of the GM. If they do kill again, they suffer same penalties as regular four-color heroes.
A problem with long-time players has been the stockpile of Karma. In my case as an example, after playing with the same group for six years, we had a player who had been saving his karma like crazy. In every game, he would spend like a maniac, and therefore Monty Hall. I came up with this house rule after suggestions from another GM, and I found it to work rather well:
A problem I have run into for some time is the criticism of MSH to other hero games based on the fact Marvel is a simple game system to operate. So often, I have found that the game system itself seems to be a bit lopsided in definitions of ability. Furthermore, if you look at the mechanics, they state clearly what each of the primary stats are, and are capable of doing. In the specific case of Strength, I have found the need to address the situation with players.
Perhaps Strength is the most difficult to properly maintain. Once you reach Unearthly, you can press up to 100 tons, but then later it says that the next level, Shift-X, is about 150-200 tons. This seems wrong, and moreover, you tend to have the more powerful bricks look a bit weak if the weight amount was correct. Two cases in point: The Hulk during secret wars was pressing nearly 100,000 tons of rock, from the Mountain Molecule Man dropped on the heroes. In game terms, this is nearly impossible, for the Hulk would have to display CL1000 strength. Even if you take into account the adrenaline surge, it still would not be possible, for during that time, The hulk was still possessed by the mind of Dr Banner. So, how do you explain it? Another example is the Squadron Supreme hero Hyperion. Hyperion has Unearthly Strength, but if he is an exact copy of another comic Company's Super-Dude, then you are saying that the character in question could only lift with some difficulty 100 tons? That just doesn't fit.
Therefore, we set up this way of working it:
During character generation a player can decide to play a vigilante (like the Punisher) or some kind of special agent (like Wolverine was). Generally these characters considered are karma low characters. This has some effects on the character, most notably in the Karma awards and penalties.
The Following are example Vigilante Supplements:
Ninja
The ninja vigilante is always in disguise. It is assumed that a ninja would always maintain a zero presence. Ninjas are always apart of a Special Agency, Society or Clan. Furthermore ninjas always begins with 0 popularity. Ninjas however gain 1 weapon or fighting skill. Negative Popularity (anything below 0 popularity) can result in the PC being considered an evil ninja and wanted by the authorities. The Popularity is awarded three ways.
Ninja Assassin
The Ninja assassin vigilante is always in disguise. It is assumed that a ninja would always maintain a zero presence. These Ninjas can be independent, apart of a Special Agency, Society or Clan. Furthermore he always begins with 0 popularity. He does however gain 1 weapon or fighting skill. Negative Popularity is what they live for and ninja assassins are wanted by the authorities. Their Popularity has the unique ability to make people fearful of them. So they receive a natural emotion control of FEAR a -3CS of their Popularity automatically. The Popularity is awarded three ways.
Secret Agent/Underground
First the character must give up one of his power slots. Furthermore he always begins with 0 popularity. He does however gain 1 weapon or fighting skill. The character gains popularity only very slowly. He gains 1 point of popularity when beating costumed or organized criminals in public, but only if he doesn't kill them. The Karma table below shows the award and penalties. The number before the slash is for the vigilante and the number behind it for the S.A
Other Vigilante
This is generated as any other character in the UPB or Marvel Generator. Furthermore he always begins with 5 popularity. The character gains popularity only very slowly. He gains 1 point of popularity when beating costumed or organized criminals in public, but only if he doesn't kill them. The Karma table below shows the award and penalties.
| Karma Summary Listings | ||
|---|---|---|
| For Special Agent, Vigilante, Samurai, Ninja or Clan | ||
| Violent Crime | Stop/Prevent | 50/30 |
| Violent Crime | Arrest | 20/15 |
| Destructive Crime | Stop/Prevent | 35/20 |
| Destructive Crime | Arrest | 15/10 |
| Theft | Stop/Prevent | 10/5 |
| Theft | Arrest | 10/5 |
| Robbery | Stop/Prevent | 30/20 |
| Robbery | Arrest | 15/10 |
| Misdemeanors | Stop/Prevent | 3/2 |
| Misdemeanors | Arrest | -/- |
| National Offense | Stop/Prevent | 20/25* |
| National Offense | Arrest | 10/15* |
| Local Conspiracy | Stop/Prevent | 30/35* |
| Local Conspiracy | Arrest | 15/20* |
| National Conspiracy | Stop/Prevent | 40/55* |
| National Conspiracy | Arrest | 20/30* |
| Global Conspiracy | Stop/Prevent | 50/70* |
| Global Conspiracy | Arrest | 25/35* |
| Other Crimes | Stop/Prevent | 20/15 |
| Other Crimes | Arrest | 10/5 |
| Rescue | 25/20 | |
| Multiple Rescues | (5+) 125/100 | |
| Violent Crime | Commit | -40/-25 |
| Destructive Crime | Commit | -30/-20 |
| Theft | Commit | -20/-15 |
| Misdemeanor | Commit | -15/-10 |
| National Offense | Commit | -40/-55 |
| Other Crimes | Commit | -5/-10 |
| Violent Crime | Permit | -25/-10 |
| Destructive Crime | Permit | -10/-15 |
| Theft | Permit | -5/-10 |
| Robbery | Permit | -5/-10 |
| Misdemeanor | Permit | -5/-10 |
| National Offense | Permit | -5/-10* |
| Other Crimes | Permit | -5/-15 |
| Defeat | -15/-20 | |
| Innocent Death | Lose all Karma | |
| Making Commitment | +10/+5 | |
| Failing Commitment | -10/-5 | |
* This karma award depends on the agency the S.A. is working for. It is assumed to be a government, if it is another agency replace this by crimes against this agency.
In addition to defeating a character, additional karma points may be awarded for wasting a villain. Vigilante's believe in removing the element crime entirely and should rewarded for their belief and sincerity.
| Action | Award |
|---|---|
| Death** | -50%/-20% |
| Self-Destruction | -/- |
| Killing: Burglar* | -100 |
| Killing: Dictator *** | +30 + 5 pts of Popularity |
| Killing: Insane criminal** | +10 |
| Killing: Homicidal Maniac*** | +30 |
| Killing: Innocent bystander | Lose All Karma |
| Killing: Innocent people | Lose All Karma |
| Killing: Kidnapper** | +5 |
| Killing: Kidnapper** | +10 |
| Killing: Other Non violent criminals | Lose All Karma |
| Killing: Rapist** | 0 |
| Killing: White Collar Criminal** | -100 |
** This is for criminals that are guilty of small crimes. Or opposed agents. They are not worthy of death.
*** This is for criminals guilty of Murder, Drugs distributing and other such crimes. This is also in addition to the normal awards for defeating an opponent. Other awards stay mostly the same. When part of a karma pool with characters that are not also Vigilantes or S.A. the karma pool is still subject to the normal penalties.
Contrary to popular belief, vigilantes don't always believe in killing their enemy. They believe in lateral justice (eye for an eye theory)
For example, Pyromaniac dude is always setting fires. A vigilante might set Pyromaniac Dude's hand on fire as pay back retribution for his crimes and then string him up for the authorities. This is considered maiming a person. This is considered private justice but reflex badly in the public's eye and by the authorities. In addition to defeating a character, additional karma points may be awarded for maiming a villain. But no popularity can be gained. This gives the vigilante the person gratification that justice was administered but is considered uncool by the public. Note: anything more than two maiming is considered torture.
| Body Part | Award |
|---|---|
| Arm | +5 each |
| Ear | +5 each |
| Eye | +10 each |
| Foot | +10 each |
| Hand | +10 each |
| Leg | +10 each |
| Nose | +5 |
| Sex Organs | +10 |
| Tongue | +5 |
Note: This is not for criminals that are guilty of small crimes. Or opposed agents. They should not be maimed. That is considered Torture (see Torture)
Torture on the other is a different story entirely. This is excessive cutting off body part for pleasure or for Karma. Torture is not welcome by good guys or vigilantes. Judges please don't let your Player get away with this crap. Vigilante who try to play the stupid tough guy torture stuff should be punished immediately. People with no powers, Injured, or who surrender should not be torture. If the PC is playing in character, it will not make a difference in the case. He will be considered a Karma low character. (Wolverine and Punisher are karma low character.)
| Body Part | Award |
|---|---|
| Arm | -50 each |
| Ear | -100 each |
| Eye | -100 each |
| Foot | -100 each |
| Hand | -100 each |
| Leg | -50 each |
| Nose | -50 |
| Sex Organs | -100 |
| Tongue | -50 |
** This is for criminals that are guilty of small crimes. Or opposed agents.
*** This is for criminals guilty of Murder, Drugs distributing and other such crimes. This is also in addition to the normal awards for defeating an opponent. Other awards stay mostly the same. When part of a karma pool with characters that are not also Vigilantes or S.A. the karma pool is still subject to the normal penalties.
Originally printed in Polyhedron #72by Dale A. Donovan (unless otherwise noted) (Marvel Super Heroes).
Now it's time to address building a super hero campaign from scratch Starting with this column, we'll cover the elements needed for a successful campaign.
The most important aspect of any role playing campaign is the player character in the MARVEL SUPER HEROES game, you can play either pregenerated Marvel Heroes or you can create your own using the character generation systems in the rules.
Detailed below is a "purchasing" system inspired by the other two major super hero role-playing games on the market, DC Heroes by Mayfair Games and Champions by Hero Games.
Using my system, the Character Point (CP) System, players can built their ideal heroes within limits set by the Game Master. This system is flexible, so GMs should be wary of canny players who seek to take advantage of that flexibility.
The MARVEL SUPER HEROES Advanced Set Players' Book, page 5, details the steps players should follow to create their own heroes. It is reproduced with minor modifications below:
The Players' Book suggests you start with an origin for your hero. However, I recommend you decide which type of hero your PC will be (altered human, mutant, etc.), then create the origin. Be sure to note all the special aspects of each type of character except which column of the "Generating Primary Abilities" table the hero's abilities will be rolled on. You will not be using dice to determine your hero's abilities.
Do not feel compelled to fully detail your hero at this point. Save that for the "Fill in the Blanks" stage.
Each player will now be given a number of Character Points (CPs). This number is determined by the Game Master and can range from 200 to 600 CPs or more. Let's say your GM gives you 300 CPs to build your hero. You would now "buy" your primary abilities (FASERIP) by spending CPs.
Purchase primary ability scores on a point-for-point basis. So if you want your character to possess Amazing (50) Strength, subtract 50 CPs from your point total. Do this for all seven primary abilities.
You can purchase ability scores other than the normal rank number in each rank (For example, you could buy Amazing (46) Strength instead of Amazing (50) and save four CPs to use later.) Just remember any skimping like this will be reflected in your final Health and Karma scores.
Don't be too extravagant with your spending here, as your CPs will also be used to purchase your Resources level, powers, talents, and contacts. I don't recommend spending more than about half of your CPs at this stage.
Total up your Health and Karma points. Add those two figures together and they should equal the number of CPs you've spent so far. This is a good way to check your math.
Now buy your hero's Resources rank by spending two CPs for every point of Resources. (If you want Excellent (20) Resources, it would cost you 40 CPs.)
A player does not buy and cannot modify his hero's Popularity score, as it is a function of the hero's origin and the public's perception of the hero.
Since each special ability (powers, talents, and contacts) is purchased slightly differently, each is discussed separately.
Each hero now buys powers and their ranks. All powers, except those with stars, cost 10 CPs each, and starred powers cost 20 CPs. Purchasing powers gives the hero the ability to buy ranks in those powers. Ranks for powers without stars are purchased on a point-for-point basis, as with the primary abilities. (If you wanted to buy the Flight power, it would cost 10 CPs. You can now buy a power rank for that power. Let's say you wanted to fly at Excellent (20) speed, it would cost you 20 more CPs. So buying the Flight power and an Excellent (20) rank cost you a total of 30 CPs.) Starred powers, because they are more powerful or more rare, each cost 20 CPs, as noted above, and their ranks are bought at a rate of two CPs for each rank number.
You purchase both powers and ranks so that five powers, each at Good (10) ranks will be more expensive than one power at Amazing rank. The hero with five powers is much more versatile, and he should pay for that.
Page 9 of the Players' Book gives a list of possible limitations for powers. Players can buy one limitation per hero to gain more CPs. Use the maximums listed at the top of each list of limitations on page 9. This determines the number of CPs gained from taking a limitation. For example, taking the limitation "Power can only be used three times/day" from the list "Maximum of Excellent" for your Flight power would gain you an additional 20 CPs, as it is an Excellent rank limitation.
Points gained through limitations are the normal rank numbers for that rank only. All normal rules regarding limitations apply. Subtract all CPs spent on powers and ranks, and add any CPs from limitations to figure your hero's new point total.
All skills listed under the Weapon, Fighting, and Mystical or Mental Skills tables, and all starred talents cost 10 CPs each. All other skills cost 5 CPs each (buying Chemist costs 5 CPs, while the Medicine or the Guns skill would cost 10 CPs each). Subtract all CPs spent here to get your hero's new CP total.
Unless the GM specifies otherwise, each contact costs 5 CPs. Don't detail each contact now, as contacts often work best when chosen during an adventure with the GM's O.K.
Fill in the blanks and there, you're done. If you have any CPs left over, it's up to the GM what you can do with them. I suggest simply adding them to your hero's Karma points. Beginning heroes often don't have much Karma to spend on their first adventures. Don't forget to modify your hero as per the origin you picked for him earlier, and round out your hero with his heroic and character names, background, job, costume, how he gained his powers, why he risks his life as a hero, etc.
All normal game rules on character advancement apply. Character Points are used only during a hero's creation and do not apply to the character's future advancement. For example, you cannot pay 10 CPs for a power and not buy a rank for it during the hero's creation.
Test this system by creating several characters. You'll realize then, if you haven't already, that the system is flexible and can be abused unless the GM lays down some guidelines. The GM could impose spending limits on primary abilities (no FASERIP scores above Amazing, for example), powers (such as no more than four total), power ranks (no power ranks above Incredible, power limitations (one limitation only, no limitation ranks above Incredible), and even the number of talents and contacts.
Breaking down Marvel characters by using this system can give GMs a good idea on what limits to place on character generation for their campaigns. Using the characters listed in the Advanced Set Judge's Book, for example, Invisible Woman, Marvel Gir l, and Wasp each add up to about 300 CPs. Spider-Man, Thing, and Vindicator (Heather Hudson) each add up to between 450 and 500 CPs. Magneto adds up to almost 700 CPs.
Discuss with your players the kind of campaign you want to have and then experiment with different point totals before deciding how many CPs to give your players. For Avengers style campaigns, I'd suggest 300-350 CPs per hero. For low-powered, gritty, "realistic," or pulp campaigns, I'd give out about 200 CPs. If you want to play a high-powered or cosmic campaign, I recommend handing out at least 500 CPs.
This system also allows GMs to built customized villains. By tailoring the number of CPs each villain is built with, a GM can gain a good handle on how well the villain should perform against the heroes. (For example, three 500 - CP miscreants, 1500 CPs total, should do pretty well against five 300 CP heroes, despite being outnumbered.)
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Pages 65 to 70 of the Player's Book lay out the basic rules for building things. To be honest, they're not very good rules. The following system should work much better.
In order for a character to be able to design or modify gadgets, she must have the Gadgetry talent. Other talents, such Engineering, various scientific skills, and Repair/Tinkering are also helpful, but not necessary. All column shifts granted by relevant skills are cumulative.
All gadgets have at least one ability score: Material Strength. Depending on the nature of the gadget, it may have other ability scores as well. For example, a crane would have Strength. A computer would have Reason. The gadgeteer determines what ability scores the gadget has and sets the rank of each according to her own specifications.
A gadget can also have powers and talents appropriate to its function. A car, for example, would have a power rank for land speed. A gun would have a power rank to determine its damage and range. A computer could be programmed with information about biology. In all of these cases, the gadgeteer determines at what rank the power or talent functions. This is the one instance for a talent actually has a rank instead of granting a column shift bonus.
The gadget can also either be taken away in combat with a Grabbing attempt, or it cannot be taken away in combat. This affects the total cost of the gadget. Gadgets that can be taken away in combat have their basic cost doubled. Those that cannot be taken away in combat have their basic cost quadrupled.
Gizmotron is working on two new gadgets. The first is a jet pack. Gizmotron decides to make it out of steel, granting a Material Strength of Remarkable (30). Furthermore, he want to fly at about 150 miles per round, which would be Excellent (20) power rank Flight. Finally, the jet pack cannot be taken away in combat.
Gizmotron is also designing a new pistol. He is making it out of high strength plastics, for a Material Strength of Good (10). Not wanting an ordinary pistol, he decides this new firearm will have Incredible (40) Sonic Control powers. Finally, the pistol can be taken away in combat.
The gadgeteer pays for the ability scores and power ranks of the gadget with Karma. The basic cost is determined as explained under Character Creation above. Bonuses and limitations affect the basic cost as normal. In no case, however, can limitations reduce a gadget’s basic cost below the value of its highest ranked ability score, power, or talent.
Gadgets that can be taken away in combat have their basic cost doubled. Those that cannot be taken away in combat have their basic cost quadrupled.
The total cost represents the amount of Karma that must be spent in order to begin construction. It is not necessary that the gadgeteer herself spend this Karma. Other characters can contribute Karma towards gadget construction.
Gizmotron’s jet pack has a Material Strength of 30 and Flight of 20. The basic cost is 60 Karma points (30 for Material Strength and 30 for Flight). The total cost is 240 Karma points.
The pistol has a Material Strength of 10 and Sonic Control of 40. The basic cost is 60 points (10 for Material Strength and 50 for Sonic Control). Since the gun can be taken in combat, it’s total cost is 120 Karma points.
Finally, Gizmotron has Engineering talent. He has spent two weeks and 10 Karma points on detailed schematics for his gadgets. This will pay off later, giving him a +1CS on all FEATs involving purchasing parts and building the gadget.
Next, before actual work can begin, the character must buy the parts needed. This requires a Resource FEAT versus gadget cost intensity. The gadget cost intensity is equal to the gadget’s highest ranked ability score, power, or talent, plus 5 for each additional ability score, power, or talent.
If the gadget cost is higher than the character’s Resource rank, she cannot afford the gadget. Fortunately, the character has some options. She can get a business partner, whose Resource rank must be within column shift of her own. The purchase can then be attempted at the higher resource rank +1CS. If this is not good enough, she can try to get a bank loan (p. 19, Player’s Book). Finally, if the character has good enough contacts or a Rich Family/Friend, someone else might foot the bill entirely, assuming the contact’s own Resource rank is sufficient. In any case, Karma can be spent to improve chances of success, as normal.
If the Resource FEAT fails, all is not lost. The character can try again in one week (p. 18, Player’s Book).
The highest rank of Gizmotron’s jet pack is Remarkable. It has one other rank (for Flight), which adjusts cost to Remarkable (35).
The highest rank of the pistol is Incredible. It too has one other rank (for Material Strength), which raises cost to Incredible (45).
Gizmotron’s Resource rank is Excellent, modified by +1CS for taking time to draw up plans using his Engineering talent. He can afford the jet pack, but will have to make a yellow FEAT to swing the purchase. He cannot, however, afford the pistol. Fortunately, Gizmotron has high level contacts in the Army. He approaches his contacts and convinces them to use their Monstrous Resources to fund the development of the pistol.
Financing resolved, Gizmotron goes shopping. He makes his own FEAT roll by spending Karma, costing him an additional 15 Karma over and above what has already been spent. The Army comes through with their end of the deal as well.
So far, the character has designed the gadget, paid the total cost in Karma, and made the relevant Resource FEAT. Now it is time to actually get started building the gadget. Material Strength is always the first facet built of any gadget. Installation requires a Reason FEAT against an intensity equal to the rank of the facet currently being installed. This Reason FEAT occurs at the end of the time needed for that facet (see below). If the FEAT fails, the character can start over again, but there is a special 10 Karma point failure fee that must be paid before work can continue. There are also three areas to pay attention to here.
Each separate power, talent, and ability score takes on hour per point of rank to install. This time can be divided up in whatever way is desired.
A gadgeteer needs a lab in which to work. All labs have a Research rank (see Laboratory advantage above). The maximum rank for any gadget ability score, power, or talent is equal to the Research rank of the laboratory in which the work is being performed.
If there is more than one gadgeteer working on a project, there are two options available. First, the gadgeteers may split up the different tasks, thus cutting down on the time involved in construction. Second, the gadgeteers may work together on installing the same ability. This is only effective if the gadgeteer’s Reason ranks are within one column shift of each other. If this is the case, the construction FEAT is resolved using the higher Reason rank +1CS.
Gizmotron has an Incredible lab, so he doesn’t have to worry about facilities. His Reason is Remarkable, modified by +1CS for using Engineering to draw up plans ahead of time. He decides to work on the jet pack first. He starts working on the main body, which has a Material Strength of Remarkable. After 30 hours of labor spread out over four days, Gizmotron makes a Reason FEAT against Remarkable intensity and succeeds. Next, he must install the Flight power. Another 20 hours go by, and Gizmotron makes a second Reason FEAT against Excellent intensity. He succeeds at this as well. After one week (for the plans), 50 hours of work, and 260 Karma points (240 for jet pack, 5 for plans, and 15 for Resource FEAT), the jet pack is complete.
Now Gizmotron is ready to build his pistol. Again, he starts with the main body, working for 10 hours. He easily makes the Reason FEAT afterward. The Sonic Control of Incredible will be hard part. Even with his Reason at +1CS, he still needs a yellow FEAT. Rather than risk wasting 40 hours, Gizmotron spends Karma (25 points) and succeeds after working an entire week. The Sonic Control pistol cost Gizmotron one week (for the plans), 50 hours of work, and 150 Karma points (120 for pistol, 5 plans, and 25 for Reason FEAT).
A gadgeteer can add or raise an ability of an existing gadget. Steps one through three above are handled as normal. Reason FEATs during the building phase suffer a -2CS penalty because the character is attempting to modify the gadget to do something it wasn’t originally designed to do.
A damaged gadget can be repaired either in the field or in a laboratory. If done in the field, all Reason FEAT rolls are made with a -2CS. If done in a lab, the lab’s Research rank limits its usefulness. Repairs on gadgets ranked higher than the lab are done as if in the field.
Each facet of the gadget that must be repaired requires a Reason roll against an intensity equal to that facet’s rank. It takes only one turn for each attempt. Karma may be spent as normal.
If a character wishes (or is forced) to rebuild a gadget, steps 1, 3, and 4 above all occur as normal, except for time, which is halved. Step 2 is different if the character still has the plans made using Engineering for the original gadget. In this case, Karma costs are one-half the original total cost. In plans do not exist or are not available, the total cost for step two is unchanged.
An omni-gadget is a gizmo whose exact function is not defined until the gizmo is actually used. A character with omni-gadgets on hand always seems to have just the right piece of equipment for the current situation. Engineering can be used to draw up plans for an omni-gadget.
All omni-gadgets have two ranks: Material Strength and Power. Both are purchased as normal for a gadget. Power has a base cost of 10 to get Shift-0, just as a standard super power. The basic cost of an omni-gadget is determined just like step 2 above, but the basic cost is always doubled to calculate total cost.
The Reason FEAT to install the omni-gadget’s Power rank is modified according to how versatile the omni-gadget is. Column shift penalties are cumulative.
| Omni-Gadget Mimics | Column Shift |
|---|---|
| FASE Ability Score | -1CS |
| RIP Ability Score | -1CS |
| Any Power | -2CS |
| Any Talent | -1CS |
An omni-gadget only works for a number of turns equal to its Power rank. After this, the omni-gadget’s Power rank breaks and must be repaired. When activated, the character divides the omni-gadget’s Power rank between whatever abilities it can mimic that are desired.
Gizmotron also wants an omni-gadget. He decides it will have a Material Strength of Excellent and a Power rank of Remarkable. This yields a base cost of 60 (20 for Material Strength and 40 for Power), multiplied by two, for a total cost of 120 Karma.
Gizmotron succeeds in the Remarkable (35) intensity Resource FEAT to buy the parts needed. He then gets to work. Since he wants the omni-gadget to be able to mimic only powers, his Reason is reduced -2CS, but he gains a +1CS by following his plans (which also cost another 5 Karma). He succeeds in both Reason FEAT rolls and his new omni-gadget is complete.
Later, the evil Snow Queen encases Gizmotron in a block of solid ice. Fortunately for our hero, he had the foresight to build a defrost unit into his belt. Gizmotron activates the omni-gadget, deciding that it will have Remarkable heat blast powers. The ice melts and Gizmotron is free! The omni-gadget will function for a total of 30 turns as an Energy (Heat) Blast projector before its circuits overheat and the device burns out.
In general, everything described above applies to that character with the Magic power who has Gadgetry defined as the ability to make magical items. There are only two differences. First, instead of Reason FEATs, the mage needs to make Psyche FEATs. Second, normal Engineering talent is useless. The same bonuses can be acquired using the Occult Design talent instead.
Using the power Lifeform Creation or its equivalent power or spell:
| Rank | Time |
|---|---|
| Feeble | 9 years |
| Poor | 4 years 128 days 12 hours |
| Typical | 3 years |
| Good | 1 year 292 days 10 hours 48 minutes |
| Excellent | 328 days 17 hours 17 minutes 6 seconds |
| Remarkable | 219 days 3 hours 10 minutes |
| Incredible | 184 days 17 hours 6 minutes |
| Amazing | 131 days 11 hours 45 minutes 36 seconds |
| Monstrous | 87 days 15 hours 50 minutes 24 seconds |
| Unearthly | 65 days 17 hours 52 minutes 48 seconds |
| Shift-X | 43 days 19 hours 55 minutes 12 seconds |
| Shift-Y | 32 days 21 hours 24 minutes |
| Shift-Z | 13 days 3 hours 34 minutes 34 seconds |
| Class 1000 | 6 days 13 hours 46 minutes 41 seconds |
| Class 3000 | 2 days 4 hours 35 minutes 3 seconds |
| Class 5000 | 1 day 7 hours 33 minutes 28 seconds |
| Beyond | 12 hours |
For the creation roll itself:
| FEAT | Description |
|---|---|
| White | Failure, Creation died in tank, creator loses 100 Karma |
| Green | Success, Creation is hideous (Popularity = -20) |
| Yellow | Success |
| Red | Success, Creation is attractive (Popularity = 10) |
| Modifed over 100 | Success, Creation is attractive (Popularity = 20); one ability or power at random, is increased one rank (No Maximum). |
There is no minimum time that the child (the creation) will stay with its creator (or parent). This is the same as with any other child. although creations usually stay with their creators for at least one year after maturation unless the creator has the leadership talent (indefinitely) or mind control.