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PLAYERS BOOK PDF Version 1.1

Table of Contents

1: Heroes ...... 2 4: Hardware, Magic, and More ...... 41 Definition: What Is a Hero? ...... 2 Equipment: Weapons ...... 41 Abilities ...... 2 Vehicles ...... 46 Character Creation ...... 4 Setting Up House ...... 55 Character Modeling ...... 12 Magic In the Universe ...... 61 2: FEATs ...... 14 Hardware- Building, Modifying, Time Scale - the Turn ...... 14 and Allen Technology ...... 65 Initiative ...... 14 The Resource FEAT and Building ...... 68 The FEAT Roll Revisited ...... 14 Time and Building Things ...... 68 Types of FEATs ...... 15 Success! or — Eureka! I have found it! ...... 68 Making FEATs ...... 15 Kit-Bashing ...... 69 Types of FEATs II ...... 15 Modifying Items ...... 69 Movement ...... 19 Programming and Reprogramming ...... 69 Life, , and Health ...... 31 Appendix A: Powers ...... 71 3: The Campaign ...... 33 Appendix B: Talents ...... 89 ...... 33 Appendix C: Contacts ...... 92 Popularity and Contacts ...... 40 Character Shoot ...... 94 Resources ...... 40 Index ...... 95 Power Listing ...... inside back cover Universal Table ...... back cover

This book is protected under the copyright laws of the of America. Any reproduction or other unauthorized use of the material or artwork contained herein Is prohibited without the express written consent of TSR, Inc., and Group. Distributed to the book trade in the United States by House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors.

The names of characters herein are fictitious and do not refer to any persons living or dead. Any descriptions including similarities to persons living or dead are merely coincidental . All Marvel characters and the distinctive likenesses thereof are trademarks of the Marvel Comics Group, MARVEL SUPER HEROES and MARVEL SUPER VILLAINS are trademarks of the Marvel Comics Group, a division of Cadence Industries Corporation. All Rights Reserved. Game design copyright 01 1986 TSR, Inc. All Rights Reserved. Printed in U.S.A. PRODUCTS OF YOUR IMAGINATION and the TSR logo are trademarks owned by TSR Inc. 019N TSR Inc. All Rights Reserved. 1: HEROES

Rank Standard Rank Range Rank Number Shift 0 0 0 Feeble 1-2 2 Poor 3-4 4 Typical 5-7 6 Good 8-15 10 Excellent 16-25 20 Remarkable 26-35 30 Incredible 36-45 40 Amazing 46-62 50 Monstrous 63-67 75 Unearthly 88-125 100 Shift X 126-175 150 Shift Y 176-350 200 Shift Z 351-UP 500 Class 1000 1000 1000 Class 3000 3000 3000 Class 5000 5000 5000 Beyond Infinite

Ranks labeled "Shift" are normally used for actions that are moved by modifiers above Definition: What is a Hero? Secondary abilities are Health, Karma, or below the Feeble and Unearthly ranks Resources, and Popularity. These are on the Universal Table. Class 1000, 3000, A hero is an individual who uses his talents sometimes called variable abilities, as they 5000, and Beyond levels are not available and abilities for the good of others as may change within the course of a single to most heroes, but are used to define such opposed to his own good. In the MARVEL adventure. All normal individuals and most powerful universal forces as and SUPER HEROES Role-Playing Game the characters the players encounter have . players take on the roles of heroes in the secondary abilities. Secondary abilities may . A hero who is being be defined by ranks or separate numbers. The rank range includes all the rank controlled by a player is called a Player- numbers for that range. A character with a Character or PC. One that is being run by Special abilities are skills and abilities that Strength of 15 can be said to have Good the Judge, including most opponents and are not common to all characters, and Strength. The Hero rank numbers above supporting characters, is called a Non- indeed may be unique to a particular the rank range are for use with existing Player Character or NPC. character. These include all Powers, heroes in the Marvel Universe. Spider-Man, Talents, Equipment, and Contacts. Special for example, has Remarkable Fighting Abilities abilities use rank numbers or modify ability (his initial rank number is 30). A new existing rank numbers. hero entering the Marvel Universe with Characters in the MARVEL SUPER Remarkable Fighting ability would have a HEROES game are defined by their Ranks and Rank Numbers: Abilities are rank number of 26. This is because abilities. These abilities determine their often defined by a word (Amazing, established characters in the Marvel chances of performing certain actions in Incredible) known as the ability's rank. In Universe can be assumed to have been the game. There are three types of abilities: Original improving their skills over some time. primary, secondary, and special. Abilities Set, each rank had a rank number; which are usually given a rank and rank number was used to determine effects such as Let's look at those abilities in detail. to define their levels of power. Health, starting Karma, and inflicted. In the MARVEL SUPER HEROES Primary Abilities The primary abilities are the seven already Advanced Set each ability has a rank and familiar to players of the MARVEL SUPER rank number, but that number must be Fighting: HEROES Original Set: Fighting, Agility, within a range available for that rank. When • A measure of raw combat ability Strength, Endurance, Reason, Intuition, a rank number is not defined (a weapon • Used to determine if the character and Psyche. These primary abilities are inflicts Good damage), use the Standard lands a blow in hand-to-hand (called shared by almost all characters in the Rank Number. Check the table below: Slugfest) combat Marvel Universe -- they are a measuring • Used to determine if a character stick of how well a character can perform evades a blunt attack certain acts. Primary abilities are also • Used to determine if a multiple combat called fixed abilities because while they attack or other FEAT involving hand-to- may be improved over time, they do not hand combat is successful normally change from adventure to • Used to determine the secondary ability adventure. All primary abilities have a rank known as Health and rank number.

2 Agility: Intuition: • Gained through performing heroic and • A measure of dexterity and nimbleness • A measure of wisdom, wits, common basically "honorable" acts • Used to determine if the character hits sense, and battle reflexes • Lost through performing selfish, with a thrown or aimed weapon at a • Used to discover clues harmful, or "dishonorable" acts distance • Used to determine who may act first in • May be spent by the player-character to • Used to determine if the character combat (Initiative) perform actions otherwise impossible or a missile attack • Used to detect hidden or potentially unlikely. These include modifying die • Used to determine if the character dangerous items, as well as in situations rolls, staying alive, building things, using catches an object, holds onto a ledge, or where the character plays a hunch magical abilities, and raising the hero's successfully performs actions that • Used to resist effects of emotion control ability rank numbers and ranks through require quick action or co-ordination powers, spells, and abilities advancement • Used to determine how well a character • Used to determine the secondary ability handles a vehicle known as Karma Resources: • Used to determine the secondary ability • A measure of how wealthy a character known as Health Psyche: is, and how the character may use that • A measure of mental strength and wealth Strength: willpower • Generated when the character is • A measure of physical muscle power • Used to show resistance to mental and created • Used to determine damage inflicted in will-dominating attacks • Presented as a rank with a rank slugfest combat • Used to determine resistance to number (replacing the Resource Points • Used to determine success and magical attacks of the MARVEL SUPER HEROES damage in wrestling combat and • Used to determine initial Magical Original Set) success in Grabbing, Escaping, and abilities for those characters who wield • Used to determine if a character can Blocking maneuvers magic afford a particular item or service • Used to determine success in • Used to determine the secondary ability • See under Resource FEATs in the next destroying materials known as Karma chapter for full effects of Resources • Used to determine if a character can lift a heavy object or perform other acts that Secondary Abilities Popularity: require physical power • A measure of the character's reputation • Used to determine the secondary ability Health: in that character's normal environment known as Health • Used to determine the amount of • Generated when the character is created physical damage the character can • Represented as a rank and rank Endurance: absorb before losing consciousness and number. Heroes generally have positive • A measure of personal toughness and potentially dying Popularity. Villains generally have physical resistance • Does not have a rank or rank number, negative Popularity • Used to determine normal moving but rather is the sum of the rank • Used to determine reactions of large numbers of the character's Fighting, groups of people and neutral NPCs • Used to determine success in charging Agility, Strength, and Endurance attacks • Lost through combat, accidents, • Used to determine success in avoiding attacks, and other potentially dangerous the effects of disease, poison, and gas and life-threatening situations • Used to determine success in matters • Recovered after damage is taken, 10 that require the character to perform turns after damage is inflicted actions over a long period of time, such • Regained through normal healing by as holding one's breath the Endurance rank number of points • Used to determine the secondary ability per day (in crisis situations, Health may known as Health be figured as regained by the hour or • Used to resist the effects of Slams, turn. See the table under Healing) Stuns, and Kill results directed against • If reduced to 0, the character is the hero unconscious and may begin to lose • Used to determine the amount of Endurance ranks. (See Life, Death, and Health regained by a wounded individual Health)

Reason: Karma: • A measure of intelligence and the • Used by the hero as a measure of capacity for logical thought experience, allowing the hero to perform • Used to determine the character's actions that may otherwise be success in building things impossible • Used to determine the character's • Does not have a rank or rank number. success in understanding unknown Starting Karma is determined when the technology and languages character is created by the sum of the • Used to determine the secondary ability Initial rank numbers of the character's known as Karma Reason, Intuition, and Psyche

3 CHARACTER CREATION

Character Creation generated character may start. Rank numbers may be improved with time and In the MARVEL SUPER HEROES Original experience as normal. Set, there was an assumption that most characters the players would run would be In addition to having his starting rank from among those available in the original numbers set at the standard value as set and its accessories. The MARVEL opposed to the minimum, the pregenerated SUPER HEROES Advanced Set allows character's Health and initial Karma will be three types of characters: pregenerated higher as a result of the higher ability characters based on those in the Marvel ranks. The character's Resources and Universe and used specifically for the Popularity also reflect the hero's status in MARVEL SUPER HEROES Game; the books he or she appears in at the time generated characters created by the of this writing. players; and modeled characters which are from the Marvel Universe but do not have The pregenerated character's Powers, "official" stats generated by TSR. The Talents, and Contacts are described as labels "pregenerated:' "generated:' and specific to that hero. 's wall- "modeled" have no bearing once play crawling is different from Spider-Man's, and • Used to gain favors, information, and begins. the German X-Man's teleport is different equipment from Contacts from that of Cloak. The Powers, Talents, Pregenerated Characters and Contacts sections are for that hero Special Abilities alone. Descriptions that apply to generated The character cards provided with this set heroes (such as , robot, ) may Powers: are for the most popular individuals in the or may not apply to the hero in . • Super-human abilities possessed by Marvel Universe. These cards may be cut individual heroes and villains in the up and used by players and Judges with Included in this set are a number of sheets Marvel Universe the game. Their presentation is outlined as that may be cut out for use as reference • Used to perform actions above and above for primary, secondary, and special cards for pregenerated heroes. Abilities are beyond the limits of normal mortals abilities, and where space permits, some summarized along the left hand side, • Each Power is individual. Powers may background is given. Full backgrounds for including rank number and rank. In the have a rank number, or modify an these characters, as well as their upper right the Health, initial Karma, existing primary or secondary ability rank personalities and any restrictions on their Resources, and Popularity are listed, with • May be improved through expenditure Powers, are listed starting in Chapter 3 of space below for changes. The Powers, of Karma. New Powers may be added at the Judge’s Book. Talents, and Contacts are provided in very a risk to the player character brief form below. Note: These abilities are Pregenerated characters have the • Full list of powers found in Appendix A provided in limited form only, for easy use advantage of being "ready-to-play" as well in play. The full powers, etc. tailored to that as being a recognized part of the Marvel Talents: hero are explained under that hero’s entry Universe. When playing an official Marvel • Non-super-human abilities that may be in the Judge’s Book. character, however, the player is free from possessed by characters in the Marvel all effects of the ever-changing Marvel Universe While checking out the cards, note that four Universe except those that the Judge • Used to perform specialized actions at of them are blank, one side noting only the chooses to inflict upon the player (For a specific benefit abilities without numbers, the other a grey example, a player running the original • Are individual; modify an existing screen of several heroes. These are for Guardian will not be fated to die of a suit primary or secondary ability rank, or your own use as cards for generated or malfunction, but by the same token a provide special abilities modeled heroes. Permission to photo-copy player running She- would not benefit • May be learned as a hero gains from an improvement of abilities after the experience character becomes a player-character) • Full list of Talents found in Appendix B When running a character of the Marvel Universe, the player's decisions guide that Contacts: character's actions and reactions. • Represent social, political, and personal friends and allies through whom the Pregenerated characters always have the character may gain information and Standard Rank Number as their starting equipment rank number. This represents the fact that • Have no rank number. Contacts are the heroes noted have had some considered as Friendly to the character adventuring history before play in the for purposes of determining reactions MARVEL SUPER HEROES Campaign • May be increased through spending of begins. Therefore, when She-Hulk's Karma, or performing missions for that Strength is stated as Monstrous, it is set at Contact a rank number of 75 as opposed to 63, the • Standard Contacts are described in full maximum rank number at which a in Appendix C

4 these four cards is given for those players Random Ranks Table. who don’t want to mess up their existing • After the primary ability ranks are rolled. copies. Altered humans may raise any single primary ability rank by one rank. Pregenerated characters, once brought into the game, are treated as any other type of • Mutants: Mutants are members of the character. race of Home Superior, a new race of man from the race of Homo Sapiens (that's Generated Characters us). Mutant powers often (though not always) first manifest themselves in the The following system is for creating new teen-age years. Mutants are generally characters in the Marvel Universe. feared and disliked by the populace at Generated characters have an advantage large. Examples of mutants include the X- in that they are individuals created by the Men, X-Factor, and . When player and in that form they are unique. creating a mutant character: Their disadvantages are that they begin the • Random ranks are rolled on Column 1 campaign weaker than pregenerated of the Random Ranks Table. characters, they lack the background of the • Mutants gain one additional Power, up Marvel Universe, and their powers are to the total number of Powers available more standardized than those of to the Hero (maximum of 5). pregenerated characters. • Resources are reduced by one rank. • Starting Popularity is always 0. Character generation has five steps: • Mutants gain and lose Popularity at a • Generate an slower rate than other character types. • Generate primary abilities • Endurance is raised by one rank. • Generate secondary abilities • The majority of a mutant's Powers are under the Body Armor entry for these • Generate special abilities inborn as opposed to equipment-based. effects. Effects are rolled on Column 6 to • Fill in the blanks • They may be affected by mutant see how the armor affects the Fighting, detection and mutant nullification Agility, Strength, and Endurance of the Starting from the top... devices. player-character. Origins • High Technology: Also called Hi-Tech • Robots: Robots are artificially-created Wonders, these heroes derive their abilities sentient beings, including organic The MARVEL SUPER HEROES game has constructs, clones, life-model decoys, five types of origins. each with certain solely through equipment, whether that equipment is mystical or technological in mystically-powered golems, synthezoids, advantages and disadvantages. Origins are androids. and robots. Examples of such used only for generated characters as a nature, such as or . High technology heroes start with beings include , , base for those characters. Pregenerated , the evil , and the robotic characters have their own specific origins. lower primary ability scores and in addition may not use their powers without their form of (the original cyborg Deathlok is an altered human). The player desiring a generated character equipment; however. they receive many • Robots roll their primary abilities on must either choose an origin from those other benefits. column 4 of the Random Ranks Table. below or roll on the table below for an • High technology heroes roll on column • Popularity is reduced to 0 (like mutants, origin. Those that roll on the table must 3 of the Random Ranks Table. robots have a hard time being accepted take the specific type of hero rolled. (No • The initial Reason is raised by two by the populace at large). They suffer no second thoughts.) ranks (If Good is rolled, then initial reason is Remarkable). further penalty regarding earning Dice Roll Origin • Initial Resources are set at Good, or Popularity. 01-30 Altered Human optionally rolled. • All player-character robots may heal 31-60 Mutant • High technology heroes must have at normally, simulating internal repair 61-90 Hi-Tech least one Contact, and they must functions. 91-95 Robot declare what that Contact is before • There is no Karma loss for killing a robot 96-00 Alien starting play. This Contact represents the or allowing a robot to be deactivated. A organization that the player-character robot may potentially be reactivated after • Altered Humans: Altered Humans are works for (or, if Resources are high it has "died." A "dead" robot must be everyday people like you and me (well. me, enough, owns). reactivated by outside forces, and will anyway) who have been accidentally or • At least one Talent chosen by the return with Karma set at 0. purposefully exposed to weird radiation, player must be Scientific or professional secret formulas, or chose to be instructed in nature. • Aliens: "Alien" is a blanket term in strange and powerful talents. The • If, when generating Powers, the high representing those individuals from other , Hulk, Nick , and Doctor tech wonder chooses Body Armor as a civilizations. planets. dimensions or races of Strange are examples of altered humans. Power, the high technology hero may man. These may include Home Mermanus • Altered humans roll their random ranks choose to have all his Powers combined (but not Home Superior), Asgardians, for primary abilities on Column 1 of the into a battlesuit (a la Iron Man). Check Denizens of the Dark Dimension,

5 Atlanteans, Olympians, , , Mutant character. The dice are rolled on , and Shi'ar, as well as races that the Random Ranks Table: have yet to be discovered in the Marvel Fighting: (Roll a 85) INCREDIBLE Universe. Aliens have the potential of being Agility: (Roll a 22) GOOD incredibly powerful, but have limited Strength: (Roll a 12) TYPICAL secondary abilities. The following Endurance: (Roll a 87) INCREDIBLE generation system is for super-powered Reason: (Roll a 02) FEEBLE aliens whose races have not been Intuition: (Roll a 37) GOOD encountered before. Psyche: (Roll a 21) GOOD • Alien characters roll their primary Hmmmm. A more powerful character than abilities on column 5 of the Random the first, but ot-nay oo-tay ight-bray, if you Ranks Table. take my meaning. Raising the Endurance • Alien powers may be natural or the by one rank, as noted for all Mutant result of Equipment carried. The player characters, this character's stats are: must declare whether any Power is inborn to his race or external. F 36 IN • Aliens gain one less Power (minimum A 8 GD of two). S 5 TY E 46 AM • Starting Resources are set at Poor. Ability Modifier Table • An alien character starts with one R 1 FE I 8 GD Contact (maximum). This is usually the Dice Modification P 8 GD alien's home race, dimension, or people. 01-15 Reduce by one rank Those characters who do not choose the 16-50 Remain unchanged Example 3: Let's look at a high tech hero. race as one of their Contacts are 51-70 Increase by one rank The random rolls on the Primary ability considered outcasts of that race, planet, 71-85 increase by two ranks table give the following results: or dimension (note to Judges: Outcasts 86-95 Increase by three ranks Fighting: (Roll a 43) GOOD are usually hunted down by others of 96-00 Increase by four ranks Agility: (Roll a 04) FEEBLE their race). Unless noted otherwise, no ability may be Strength: (Roll a 00) REMARKABLE modified in any fashion below Feeble or Endurance: (Roll a 50) GOOD Generating Primary Abilities above Monstrous. Reason: (Roll a 96) REMARKABLE Intuition: (Roll a 09) POOR Each origin uses one of the following Psyche: (Roll a 38) TYPICAL columns on the Random Ranks Table. Roll Example 1: For a first hero. I'd like to for each of the seven primary abilities on create an Altered Human, and as such Under the High-tech description, the this table. bypass the Origins table. Going to the Reason (already this character's most Primary Abilities table, I roll once for each winning feature) is raised by two ranks, Rank Initial 1 2 ability, with the following results: from Remarkable to Amazing). The Name Rank Mutants, Normal Fighting: (Roll a 36) GOOD character's initial stats are: Number Altered Folks Agility: (Roll a 12) TYPICAL F 8 GD Humans Strength: (Roll a 07) POOR A 1 FE Feeble 1 01-05 01-05 Endurance: (Roll a 38) GOOD S 26 RN Poor 3 06-10 06-25 Reason: (Roll a 45) EXCELLENT E 8 GD Typical 5 11-20 26-75 Intuition: (Roll a 67) REMARKABLE R 46 AM Good 8 21-40 78-95 Psyche: (Roll a 72) REMARKABLE I 3 PR Excellent 16 41-60 96-00 Now, looking at the description of Altered P 5 TY Remarkable 26 61-80 —— Humans above. one primary ability may be Incredible 36 81-96 —— raised. I' more than a little concerned Amazing 46 97-00 —— Monstrous 63 —— —— about the low Strength, but I can get more bonus to my Health by raising Fighting from 3 4 5 Good to Excellent. initial Rank numbers are High Robots Aliens the minimum for that rank. The Altered Technology Human's initial stats are: Feeble 01-05 01-05 01-10 F 16 EX Poor 06-10 06-10 11-20 A 5 TY Typical 11-40 11-15 21-30 S 3 PR Good 41-80 16-40 31-40 E 8 GD Excellent 81-95 41-50 41-60 R 16 EX Remarkable 96-00 51-70 61-70 I 26 RM Incredible —— 71-90 71-80 P 26 RM Amazing —— 91-98 81-95 Monstrous —— 99-00 96-00 Example 2: This time, I'm going to roll an origin on the table. I roll a 33 and get a

6 with known mutants, but is not a mutant Health 32 • Lower Popularity by 5 if hero is Karma 68 generally unpopular (aliens have this Resources Typical (5) trouble, but a player may choose to have Popularity (20) his hero be ugly) Heroes may start with negative Popularity. Example 2: Our Mutant from the previous Using this negative Popularity may result in set of examples. Health and Karma are the loss of Karma. (Click here for more info on summation of the appropriate rank numbers. Popularity FEATs.) A secret ID may never Initial Resources are Typical, with a roll of 84 start with negative Popularity. on the Ability Modifier table raising it to Excellent. This is reduced to Good for being Secret IDs a mutant character. Popularity is 0, with a Generating Secondary Abilities When determining initial Popularity, the secret lD reducing that to -5. The mutant's player must decide whether or not his secondary abilities are: Generating Health: Total the initial rank character has a Secret ID. Secret IDs are Health 95 numbers of the Fighting, Agility, Strength, not a requisite of the super hero trade, and Karma 17 and Endurance abilities. This is the starting groups like the Fantastic Four have long Resources Good (8) Health of the character. survived without them. A Secret ID means Popularity (-5)/(0) that no one really knows who is behind that Generating Karma: Total the initial rank , and as such the hero can have a Example 3: Our High Technology Hero from numbers of the hero's Reason, Intuition, normal civilian life. the previous set of examples. Health and and Psyche abilities. This is the starting Karma are the summation of appropriate Karma of the character. A character with a secret ID has two entries rank numbers. initial Resources are Good. in the Popularity column. One applies to his A roll on the Ability Modifier table gives a Generating Resources: Initial Resources costumed identity, the other to his everyday 68, which raises those resources to are Typical (Poor for aliens), modified by a "secret" ID. Both start at the same set level, Excellent. Popularity is set at 10, reduced roll on the Ability Modifier Table. High but the actions of the hero in his uniform to 5 because the player wants the hero to technology heroes may choose to have result in popularity gains on his "hero" side have a secret ID. Initial Popularity for both initial Resources at Good, or take a chance of the column, and actions when not in secret and public ID is 5. with Typical plus the roll. Starting on his "secret" side. In other words, Resources may be further modified by Health 43 a hero may be regarded as a nebbish in the Karma 54 buying additional Powers, Contacts, or real world, but in reality is a respected hero. Talents. Resources Excellent (16) Conversely, the hero may be hunted by the Popularity (5)/(5) populace for a crime he did not commit, When a character is first generated, the while his secret 10 allows him to go to the The High-tech is heading for low stats. I'm hero may "purchase" additional Powers, grocery store without being attacked. Talents, and Contacts up to his maximum looking to snag Body Armor when powers allowance, by reducing his starting A character's Karma is not split between the come up, both because it would make a Resources. This "purchase" must be made secret and hero identities, nor are Health, good example and it will add to his survival. after the number of Powers, Talents, and inborn or natural Powers, or Talents. A Generating Special Abilities Contacts is determined, but before any character with a secret ID may split his specific choices are made. Such Resource Contacts between his secret ID and his Generating Powers: The number of Powers deductions are permanent. heroic identity. They should be noted as such initially available to the hero is determined (for example, Peter Parker has several by a dice roll on the Powers, Talents, and • For each additional Talent or Contact Contacts in the , but Spider-Man Contacts Table. Each category (Powers, "purchased" above the initial number, could not get advice, much less the time of Talents, and Contacts) is rolled separately. reduce initial Resources by one rank. day, from Jolly Jonah Jameson). • For each additional Power gained, Powers, Contacts, and Talents Table reduce the Resources by two ranks. Examples of determining secondary abilities: Dice • Remember that mutants are always Roll Powers Talents Contacts reduced by one rank in Resources. Example 1: Our Altered Human from the 01-20 2/4 1/6 0/4 Resource reductions lower than the Feeble previous set of examples. His Health is the 21-80 3/4 2/5 1/4 rank are not permitted. summation of his initial fighting, Agility, 61-90 4/4 3/4 2/4 Strength, and Endurance. His Karma is the 91-00 5/5 4/4 3/4 Generating Popularity: Initial Popularity is summation of his initial rank numbers for 10 for most heroes, 0 for Mutants and Reason, Intuition, and Psyche. His initial The number before the slash represents robots. The Judge may leave it at that, or resources am Typical, with a modification on the initial number of Powers (or Talents, or may raise or lower initial Popularity by the the Ability Modifier table. The roll is a 27, no Contacts), while the number after the slash following factors: change. Popularity is 10. Our Altered Human is the maximum number of Powers. Initial • Raise Popularity by 10 if identity is has no secret ID, so it starts at 20. Our number of Powers represents the number publicly known secondary abilities for our Altered Human of Powers the hero has. Maximum number • Lower Popularity by 5 if identity is secret are therefore: of Powers represents the absolute • Lower Popularity by 5 if hero hangs out maximum number of Powers with which the

7 Such Power ranks for all heroes are rolled Matter Control on column 4 of the Random Ranks Table. 1-2. Earth Control Some Powers will have a minimum or 3-4. Air Control maximum initial rank. These are noted in 5-6. Fire Control the Power Listings in Appendix A. 7-8. Water Control 9-10. Weather Control Power Categories Table Density Manipulation Others Body Transformation Others Dice Roll Power Category Animal Transformation -- Others 01-05 Resistances 08-10 Senses Energy Control 11-15 Movement 1-2. Magnetic Manipulation 18-25 Matter Control 3-4. Electrical Manipulation hero may start the game, including Powers 26-40 Energy Control 5-6. Light Manipulation gained through the sacrifice of Resource 41-55 Body Control 7-8. Sound Manipulation ranks. 56-70 Distance Attacks 9. Manipulation 71-75 Mental Powers 10. Manipulation Roll the percentile dice once for each 76-90 Body Alterations/Offensive Probability Manipulation* Power on the Power Categories Table 91-00 Body Alterations/Defensive Nullifying Power* below. The Power Categories Table Energy Reflection determines only the general type of Power Power Listings Time Control* the hero has, such as Mental Powers, or Powers that aid movement. The player then Resistances Body Controls goes to the list of those powers and 1. Resistance to Fire and Heat 1. Growth chooses the Power he or she will use with 2. Resistance to Cold 2. Shrinking the character. Notice that some of the 3. Resistance to Electricity Density Manipulation - Self entries have numbers to their left. If you 4. Resistance to Radiation Phasing are a fan of ultimate random roll, take a ten 5. Resistance to Toxins 3. Invisibility sided-die and roll once under that column, 6. Resistance to Corrosives 4. Plasticity then take that Power for your character. 7. Resistance to Emotion Attacks Elongation (No, you won't get some of the better 8. Resistance to Mental Attacks 5. Shape-Shifting powers, but that's what happens when you 9. Resistance to Magical Attacks Imitation let the dice think for you.) 10. Resistance to Disease 6. Body Transformation* Invulnerability * 7. Animal Transformation- Self Powers are only here in fist form. A full 8. Raise Lowest Ability summary of these Powers is found in Senses 9. Blending Appendix A. They are located there only 1. Protected Senses Power Absorption because it doesn't make sense to occupy 2. Enhanced Senses 10. the bulk of the early part of the book with 3. Infravision miles of power descriptions. Note that these Cosmic Awareness* Distance Attacks Power descriptions are generic in nature, Combat Sense* 1. Projectile Missile and that individual pre-generated characters 4. Computer Links 2. Ensnaring Missile may have their own "quirks" and specialties 5. Emotion Detection 3. Ice Generation with a Power (just having Teleport does not 6. Energy Detection 4. Fire Generation turn your hero into Nightcrawler). Magic Detection 5. Energy Generation 7. Magnetic Detection 6. Sound Generation Certain Powers are marked by a . Mutant Detection 7. Stunning Missile These Powers count as two Powers, as the 8. Psionic Detection 8. Corrosive Missile abilities therein are rare or powerful or 9. Astral Detection 9. Slashing Missile both. If the hero does not have the number 10. Tracking Ability Nullifier Missile of Powers available, the player cannot 10. Darkforce Generation choose this Power. Movement 1-2. Flight Mental Powers Certain other Powers list a second Power 3. Gliding in their description. These are Bonus 1. Telepathy 4. Leaping 2. Image Generation* Powers. If the player chooses one of these 5-6. Wall-Crawling Powers for his or her hero, the hero gains 3. Telekinesis 7. Lightning Speed Mind Control* the bonus Power as well. This Power takes * the place of the player's next die roll. The Emotion Control* 8. Levitation 4. Field Generation hero may drop other Powers in order to 9. Swimming make room for a Bonus Power, but should 5. Animal Communication and Control 10. Climbing Mechanical Intuition not have more Powers than originally Digging rolled. Most Powers require a Power rank. Animal Empathy Dimensional Travel* 6. Empathy

8 7. Psi-Screen trying to raise Monstrous abilities to 8. Mental Probe Unearthly. Powers that require a limitation Animate Drawings are not raised. though the limitation must Possession* be of the same rank as the power rank. Transferral* 9. Astral Projection Use the following guidelines for raising 10. Psionic Attack Power ranks through limits. Only one limit Precognition* may be possessed by any given character Postcognition and no more then three Powers should be Plant Control raised by that limit. In addition, there are Ultimate Skill maximum ranks to which a Power may be raised by limitations. Here are some Body Alterations/Offensive examples. 1-3. Extra Body Parts 4. Extra Attacks Maximum of Excellent 5. Energy Touch Power is limited to daytime use 6. Paralyzing Touch Power is limited to nighttime use 7-8. Claws Power may only be used three times/day 9. Rotting Touch Power does not work in temperatures 10. Corrosive Touch below 0 degrees Fahrenheit Health-Drain Touch* Blinding Touch that equipment they will do so at a Maximum of Remarkable disadvantage. (Example -- anyone can use Power does not affect one type of Body Alterations/Defensive Cap's to hide behind. but bouncing it material it would normally affect 1-3. Body Armor off three walls is another matter) Check Power does not work in presence of flame 4. Water Breathing under the Building Things section for others Power may only be used two times/day 5. Absorption using a hero's own equipment. A player Power does not affect a certain color 6. Regeneration may invest some common item (sword, 7. Solar Regeneration handgun. locket, etc.) with powers in this Maximum of Incredible 8-9. Recovery fashion. All other abilities of that item are Power does not affect organic material 10. Life Support the same, with the material strength raised Power does not affect inorganic matter Pheromones according to the Ability Modifier Table, Power requires a vocal component Damage Transfer adding 15 to any die roll (30 becomes 45). Power cannot inflict less than Healing High technology heroes gain all their Power rank damage Immortality* powers through equipment; mutants must Power requires two free hands have more natural Powers than equipment; Powers may be natural or be the result of and all other types may use a mixture of Maximum of Amazing hi-tech or mystical equipment. Equipment the two. (The definition of equipment is Power affects only one type of matter the hero starts with is considered things that may be removed from the hero. Power affects only one type of character specialized for that hero, and if others use 's bones and claws are artificial, (demons, robots. mutants, etc.) as is Deathlok's armament, but these are Power only works once/weak integral parts of these heroes and are not Power fails to operate half the time (roll considered equipment.) of 5 or less on in-sided die)

Limitations: Certain Powers described in Maximum of Monstrous Appendix A require the character to take a Power only works outside of atmosphere limitation. In addition, a player dissatisfied Power only works in below 0 temperature with his initial Power ranks may attempt to Power knocks hero unconscious for 1-10 raise them by limiting that Power. For rounds example, a Power that only operates at night, in sunlight, does a set amount of damage when a variable is permitted, runs out at odd moments, or has no effect on a common item may be considered to be limited. The Judge may then choose to allow that power to be raised in rank under its limitation. Note to the players: In his booklet, the Judge is instructed to place harsh limitations on those Powers that are raised in this fashion, according to the initial rank of the Power. Therefore this option is best used to raise the odd Feeble–ranked ability to Poor by a mild limitation instead of

9 Maximum of Unearthly 9-10. Trivia Power only functions in another Performer dimension Animal Training* Power only functions on Astral Plane Heir to Fortune* Power may be used once, period Student* Power negates use of all other powers Leadership* for one week Power only works at very high (200 +) Each hero gets a number of initial Contacts temperatures as rolled on the Maximum Initial Powers, Talents, and Contacts Table. Certain Players, being the crafty lot they are, will individuals get specific Contacts at start. undoubtedly find situations where these High technology heroes must use one limitations are advantages (Example -- A Contact slot for their "support." Aliens can flame weapon that only affects mutants hits have only one initial Contact, no matter while he is carrying , what skills are chosen. Heroes who have leaving her unharmed). The Judge will take more initial Contacts (as the result of this into account when allowing limitations. Talents) than slots must discard the excess. Generating Talents: Generate the number of Talents on the Powers, Talents. and Contacts A hero may have fewer chosen Contacts Table. The number before the slash is the than slots -- the others may appear as initial number, while the second number is need be. For each Contact. the hero must the maximum of initial Talents. For each provide a name (Example, early in his Talent gained, roll on the Talent category, career, Prof. X had a Contact in the FBI, and choose one Talent in that category. Fred Duncan). The hero's Contact is considered Friendly to the hero for NPC Talent Categories Professional Skills reactions, and may provide equipment and 1. Medicine* material according to that Contact's rank, Dice Talent 2. Law Contacts are defined in full in Appendix C Roll Category Law-Enforcement for the Marvel Universe, but the players 01-20 Weapon Skills 3. Pilot may choose from the following general 21-45 Fighting Skills 4. Military types. 46-65 Professional Skills 5. Business/Finance 66-85 Scientific Skills 6. Journalism A character with a secret 10 may assign his 86-90 Mystic and Mental Skills 7. Engineering Contacts either to his secret ID (noted by an 91-00 Other Skills 8. Crime S), his heroic identity (noted by an H), or both (no notation). The advantage of having Talents are listed in Appendix B. Skills that 9. Psychiatry 10. Detective/Espionage the secret lD making Contacts is that it require random rolls are determined on provides less risk to the hero. If your Contact Column 2 of the Random Ranks Table. does not know you are really a hero, then Most Talents will modify an existing ability. Scientific Skills 1-2. Chemistry you cannot be called upon to do heroic acts. 3-4. Biology Weapon Skills Types of Contacts 1-2. Guns 5-6. Geology 3-5. Thrown Weapons 7. Genetics Professional 6. Bows 8. Archeology Medicine 7-8. Blunt Weapons 9. Physics Law 9. Sharp Weapons Computers Law-Enforcement 10. Oriental Weapons 10. Electronics Military Marksman* Business World Weapons Master* Mystical and Mental Skills or Abilities Weapons Specialist* 1-2. Trance 3-5. Mesmerism and Hypnosis Fighting Skills 6-7. Sleight of Hand 1. Martial Arts A 8-9. Resist Domination 2. Martial Arts B Mystic Origin* 3. Martial Arts C 10. Occult Lore 4. Martial Arts D 5. Martial Arts E Other Skills 6. Wrestling 1-2. Artist 7. Thrown Objects 3-4. Languages 8. Tumbling 5-6. First Aid 9-10. Acrobatics 7-8. Repair/Tinkering

10 Journalism The Hero gets two Talents, and may have Contact. Never know when being able to Crime up to five by reducing Resources by one ring up the X-Men will be handy. Engineering rank for each Talent gained. He rolls a 27: Psychiatry Fighting skill and a 64: a Professional Skill. Example 3: Finally, our High-Technology Detective/Espionage Fighting Skill: Not being a very strong Hero. The hero rolls three Powers. Hero Group fighter, the hero opts to try to get the drop Determining their types, they are: Energy Artist/Performer on an opponent and takes Martial Arts E. Control, Body Alterations/Defensive, and Scientific Professional Skill: Medicine and Law- Body Control. Chemistry Enforcement require two slots and are as Energy Control: Energy Reflection looks Biology such unusable. He chooses Military as a like a good power for a High-Tech wonder. Geology skill, gaining a Contact in that field. According to the power description. the Genetics player must choose what type of energy he Archeology The hero rolls a 03 for Contacts No initial reflects, and of the types available chooses Physics Contacts. The hero does get a Contact lasers. The hero reflects energy from laser Computers from the Military skill and informs the Judge weapons at Unearthly rank. Electronics that he wants as a Contact the commander Body Alterations/Defensive: The benefits Political of a local army post (hopefully a ready of the High Tech hero taking Body Armor Local of flamethrowers for him to use his outweigh all other options available. The State powers with). hero gains (roll - 93!) Amazing Body Armor, National and in addition modifies his physical abilities Other National The bare bones -- the numbers -- of this as determined on the Ability Modification International hero are now complete, but already we are table. Planetary seeing the direction in which the hero may Fighting (02) -1CS, From Good to Mystic grow. Typical Religion Agility(77) +2CS, From Feeble to Typical Occult Lore Example 2: We rolled this mutant up Strength (37) Unchanged, Remains Mythology randomly and will continue it as such. Our Remarkable mutant gets two Powers, but because she Endurance(86) +3CS, from Good to Now we’ll assign some Special abilities. is a mutant that number is raised to three. Incredible Example 1: Our friend the Altered Human Working with the random rolls we get: from the previous examples rolls on the (67) Distance Attacks (9) Slashing Missile All new ranks are set at their lowest rank Powers, Talents, and Contacts Table, and (28) Energy Controls (1) Magnetic numbers. The Health of the hero when gets four initial Powers, which is also his Manipulation (93) Body Alterations wearing the suit is 72. The Energy maximum from reducing Resources. He rolls (Defensive) (2) Body Armor Reflection powers are built into the suit. four times on the Power Categories Table Body Control: OK. just to see how far we table and gets: Body Alterations/ Offensive, Slashing Missile has (roll on Column 4: 36) can bend the system, let's take Animal Resistances, Matter Control and (yuck) Good Power rank. The character controlling Transformation -- Self, something that a Resistances again. These are the current the hero suggests the limitation that the high-tech hero would not normally consider. occupants of the four slots available. If the slashing missile only operates in conjunction Hmmm.... OK, the body suit can transform player takes a Power that requires two slots, with the Magnetic Manipulation Power. The upon command into the form of a large or a Bonus Power made available by Judge agrees that is a reasonable limitation. leopard, but sacrifices Body Armor (as another Power, the list gets bumped down Power rank is Excellent (the initial rank protective plates move about) and Energy one (and the second resistance falls out -- number would be 16). Reflection (alteration in the suit's protective no great loss). Looking over the list, our Magnetic Manipulation has (97) Amazing pigments to fur) in doing so. The Altered Human takes the following: Power rank. stats for the robot-leopard would be as for a Body Alterations/Offensive: The hero takes Body Armor has (52) Remarkable Power normal leopard. Energy Touch at (roll on the Random Ranks rank, rolled on table 4. It will absorb 26 Table, column 4: 42) Excellent Power Rank. points of physical damage, and 6 points of The character rolls three Talents, one of Resistances: The hero takes Energy damage. which must be professional or scientific in Invulnerability, and chooses Fire as the item nature. The choice is Scientific - to which he has Class 1000 resistance. This The Mutant Hero rolls 3 Talents. Rolled Electronics. The other two are rolled counts as two slots. so the second randomly they are: randomly: resistance is bumped from the list. Further (91) Other Skills -- Trivia. The player (46) Professional Skill (02) Weapon Skill resistances could have been made creating leaves this blank until she thinks Invulnerabilities as well. something up. The player chooses Business/Finance as Matter Control: Going with his immunity to (00) Other Skills -- Sleight of Hand. Could the professional skill and Guns as the flame, our altered human chooses Fire the trivia be Stage Magic? weapon skill, to offset those times when the Control as his matter control Power. He (75) Scientific Skills -- Archeology. suit is not available. hopes to pump his Karma into Power Stunts to use as missile weapons, while being The Mutant hero has one Contact at start. The hero rolls 3 Contacts, one of which protected from damage by the flame by his Having the choice (this is the first choice must be stated initially, as required for own invulnerability. Note that the hero does for the character). the player chooses a high-tech heroes. With Excellent not have Fire Generation, and must supply Hero Group, as yet unnamed. as her Resources, the hero has a small electronics some source of flame to control. firm (business/finance) that he can rely on

11 for equipment. (Judge-set Resource level: Example 2: Her name is Lodestone, characters you have invented yourself, Remarkable.) The hero is an equal partner otherwise known as Jenny Hopkins, without having to rely on tables. Character with an NPC. of Moundsville, Ohio. Her magnetic powers modeling takes place as the result of the first appeared while on a dig in that city with player answering a series of questions, and Filling in the Blanks her father, archeologist Alvin Hopkins. The comparing the ranks of established heroes to first flaring of her powers occurred when set the ranks for the hero being modeled. At this stage you have a bunch of words she and her father were arguing on the dig and numbers, the bare bones of a hero. site, with the result that all metallic objects There is a tendency for all players to Now, as you created the hero, you noticed on the site were ripped from the ground and "overrate" their individuals, but keep this in certain leanings, such as an interest in hurled across the river. The two are not on mind: a super-powerful character requires science, or Powers that revolve around good terms. After leaving her father, she super-powerful foes, and the stakes go up as flame, etc. This points out where you fill in drifted, worked as a 's assistant, you progress in power. The Judge may review the blanks and flesh out the character. and made the acquaintance of Professor a character's abilities, and downgrade them at Charles Xavier, who left her a number to his option. Whether a modeled character is Run down this quick checklist, answering call if she had any trouble. Her body armor used or not is solely up to the Judge of the the following questions about your is a form of dense flesh hardened by her game in question (this also works for multiple- character. magnetic manipulation, and she carries a Judge Campaigns, by the way). • What is the character's fighting name? set of steel daggers that she throws and • What is the character's alter ego, if any? controls magnetically, allowing her to make The creation of the modeled character is • Is the character male, female, or what? trick shots and shooting curves. She similar to that of the generated character • How tall is the character? operates in the tri-state area, but considers save that instead of rolling randomly, the • What does the character look like? Is attempting to join the X-Men. precise abilities are chosen by the player. All the hero physically good-looking or references to minimum Powers, number of strange-looking (note Popularity shift in Example 3: Douglas Cook is bright, strong, Contacts, and types of Powers are ignored the latter case)? and not incredibly dexterous. To cure his when modeling. We are seeking to create a • Where does the character operate? fumble-fingered nature, the bearish bearded character most like the character in the book. Where does the hero live? man opened a electronics firm with a friend • Does the hero have any Contacts other from business school. The firm has been Modeling Primary Abilities than the ones provided by the generation mildly successful, but not the howling system? success that he hoped for. Working in his The MARVEL SUPER HEROES System has • Check the hero's Resources. Where is spare time to correct his problems, Cook the advantage in that the effects of abilities this guy getting money like that? invented the Linearly Enhanced Operative are not precise numbers, but rather gray • Does the hero wear a costume? What Power and Agility Research Device: boxes. In modeling, this prevents long does it look like? LEOPARD. This armor increased Cook's arguments over "who is stronger, Wonder • Last, and optionally, what is the hero's Agility and Endurance at a cost to his Man or ?" To model primary abilities, specific origin? If you, the player, make natural fighting abilities. The LEOPARD compare established heroes to the modeled up an origin, it saves the Judge the appears as a dull-metal suit of armor with a one for that ability and slot your hero trouble of creating one for you. Judges leopard's head, and has special circuitry accordingly. Compare what you visualize by and large create very nasty that allows Doug to manipulate its your hero's Fighting ability (ability to land a backgrounds for heroes without stated appearance to be that of a real leopard. As blow) as to others. When you hit the level of origins, so when super-powered LEOPARD, Douglas Cook operates in the "gee, that character is better than I am" drop organizations come hunting for you, at tri-state area, seeking to do good deeds back one rank. That's where your character least you know who they are. and provide enough cash to keep his starts. This initial rank number is the electronics shop in business. standard rank number for that ability. Ignore Example 1: Introducing our Altered Human: Talents and Powers when doing this -- a Commander Salamander, otherwise known The above examples have been created out character that does not require air to survive as Emihl Hickman, a former officer in the US of whole cloth, based upon nothing more could still have a low Endurance. Perform armed forces who was exposed to strange than the stats provided and a few this for Fighting, Agility, Strength, Endurance, chemicals in the course of an army training assumptions. Note that the backgrounds Reason, Intuition, and Psyche. course (Project 52334453A: Operation created do not provide for new skills (If Victor, Most Secret security rating). The Hickman was in the army, why not give him As an example, let's take one of the most lanky red-haired Hickman found himself able Gun skill?), but do provide for additional obscure individuals of the Marvel Universe - to control existing flame, while immune to growth in play. The Osprey (the who?). The Osprey the effects of fire himself. He kept these appeared in FF #177, answering an powers secret, but they were revealed to the Character Modeling advertisement placed by the , , world when he rescued the base and , looking for a new fourth for commander Roger Price, from a burning Given the length, breadth, and depth of the the . Applicants included Texas ammunition shed. Commander Salamander Marvel Universe, there will be heroes for Twister and Captain Ultra, who have both operates in the tri-city area as a freelance whom we haven't written official versions. For gone on to being heroes in their own right. operative, and is currently employed by a this reason, character modeling is the best The Osprey, just as a regular guy in flashy fireworks company. He relies on Roger to way of simulating these characters for your outfit with non-operative wings, applied. The "lose" the occasional flamethrower in the campaigns. This method of character Frightful Four (er... Three) took him as a paperwork so he can use it on big jobs. generation also works pretty well for those serious applicant until they discovered he had

12 absolutely no super-powers. A piqued Fighting: Well, he's no . otherwise, set them according to the roster Wizard attached one of his disks to the but he's not too shabby. So he's between values (Osprey has no such information so would-be applicant and sent him into the Typical () and Good (Invisible he has Typical Resources.) South Bronx, never to be seen again. Woman and ). Given that his powers are not such that work at a Popularity starts at 5, modified as in the Until now. of course. The Osprey managed distance, I'll give him Good. generated character. Since Osprey is to elude this certain deathtrap by neither a mutant nor particularly ugly, but discovering how to control the Wizard's Agility: Let's be honest -- any fool who would does maintain a secret ID, his Popularity is disk. After a long time, the Osprey managed not out of the way when Wizard is 0 (In other words. Osprey -- who?). to transform the disk into a workable flying trying to attach an anti-grav disk would have system, using the wings for thrust and the troubles. Opsrey is probably a normal Recapping for Osprey— disk for lift. Recognizing that other everyday guy at best -- Typical Agility. Health = 34 applicants have entered the popular and Karma = 29 profitable profession of heroics. the Osprey Strength: Again, we are talking about a Resources = Typical decided to fight for truth, , and all the normal human with no great powers. Popularity = 0 rest of that stuff. The above is woven of Typical to Good. and since I'm a player. not whole cloth, and is not official Marvel a Judge, I'll give him Good Strength. To define the special abilities, check History, but provides a base for our model. against the information provided in the Endurance: Any combat the Osprey would appendices as a base for your character's OK, moving into the primary abilities. be in would be a charging type, so a low Powers. The key words are "as a base." As Osprey is a fairly normal guy who has not Endurance would do him no good. By the your character is not the result of random been exposed to gamma rays. cosmic same token, he's not Spider-Man. Let's put rolls, it is an individual. Modify the abilities radiation, or radioactive spiders. If he were him at Excellent Endurance. to fit your character's individual Powers and generated (and he's not) he'd be a Hi-Tech abilities. Wonder. His powers derive from the suit Reason: He's modified the Wizard's anti- he wears. Let's review his primary abilities. grav disk, but isn't on the ball enough to Osprey has one Power: Flight derived from have created any real powers for himself -- Wizard's disks. Now, if the Wizard's stats he probably could not design a car engine are available, we can check out his but could perform a good tune-up. Osprey abilities, but let's assume that we have to has Good Reason. start from ground zero. Wizard can move up to 140 mph (OHOTMU #12) with his Intuition: No great shakes (look at Agility for disks; this is Excellent flying speed. Osprey why). Typical Intuition. has this speed, and may levitate in place. He steers and banks by means of his large Psyche: Anyone who walks into a meeting wings. So Osprey's Power is: of the Frightful Four has moxie and willpower, if not too much common sense. Flight: Osprey flies up to Excellent speed Psyche is Excellent at best. (10 areas/round) and may levitate in place. These Powers are in his costume. Judge's Input — I Show the primary abilities to a Judge. The Judge knocks Generating Talents: Compare the list in down the Strength but lets the Endurance Appendix B with that provided by the hero's stand. (Endurance helps survival most of appearance. If no Talents are available, the all.) The Primary abilities are: player may roll Talents randomly. Osprey Fighting: Good does not have any listed Talents (maybe Agility: Typical tailoring, even if he has bad taste). Rolling Strength: Typical an the table, Osprey gets the benefit of two Endurance: Excellent Talents, and chooses Electronics (to help Reason: Good him repair the disk) and Piloting (to fit in Intuition: Typical with his Flight abilities). Psyche: Excellent Generating Contacts: Give the hero any and Modeling Secondary Abilities all Contacts that he has in his previously published stories. In FF 1177, Osprey has Health is the summation of the initial rank no Contacts (the Frightful Four do not numbers of Fighting, Agility, Strength, and count!), so is assumed at start to have none. Endurance (For Osprey, Health = 42). A final note on character modeling: If you Karma is the sum of the initial rank find that your character has three or more numbers of Reason, Intuition, and Psyche. Unearthly-plus stats; you may have a (For Osprey, Karma = 36.) character that is too tough for most campaigns, and is geared towards a more Resources start at Typical, If no information cosmic campaign. Consider this a warning. is available, consider them Typical;

13 2: FEATS

gets to move first (similar to winning the toss before a football game). All of one side's actions take place before the other sides. At the start of the next round, roll for initiative again, provided there are still at least two combatants whose actions will interfere with each other.

Initiative Modifier: Each side adds to its initiative mil a modifier based upon the highest Intuition on that side. This may allow a side with a low roll to gain initiative. A roll of "1" is always considered to be a "1." The initiative modifier is based on the character's rank number:

Intuition Rank Initative Modifier Number 0 to 10 0 11 to 20 1 21 to 30 2 At this point you have your Marvel Super writes them down (writing things down is 31 to 40 3 Hero, either from those provided or one of generally time-consuming, but helps in 41 to 50 4 your own creation. Now let's talk about how key situations). 51 to 75 5 the character is used in the game. 75 and up 6 2) The players in turn determine what their In the role-playing situation, you are cast as heroes are doing. Player's may perform Changing Actions: After making an your hero. You, the player, are a puppeteer, more than one action during a turn, but initiative roll, an action that sounded so good controlling the actions and reactions of your this may limit the success of other a moment ago sounds like not such a great character. Your character is limited in what actions. The players tell the judge what idea afterwards. Example: Both you and an he or she can do as a result of the their characters are doing. opponent dive for a gun kicked across the character's abilities. Any time you check floor. You roll a 1 for initiative. It may be time against these abilities to see if you complete 3) Roll Initiative. Initiative is only important to re-examine your options. Changing an an action, you are making a FEAT roll. when one action may change or override action requires a yellow Agility FEAT, and another action. The side with the highest any FEATs made after changing are at a Time Scale -- The Turn initiative has its actions take place first. penalty of one column shift to the left(-1CS). Initiative is usually used in combat and The roll for changing actions takes place in The MARVEL SUPER HEROES game is other damage-inducing situations. the pre-action phase of the turn. played in turns, also called rounds. Each turn is six seconds of "real" time (about the 4) Pre-Action rolls are made. In certain Negating Actions: Losing the initiative amount of time that takes place in a panel situations, such as defensive actions may negate certain actions. These are lost of a comic story). There are therefore ten (dodging, blocking, and evading), a FEAT and may not be performed during that turn. turns to a minute, and 600 turns to an hour. roll may be made before anyone on For example, if you are knocked out before either sides takes any actions. These are you can land a blow, you do not get a Turns are only important when time is a Pre-Action FEATS and are rolled at this chance to take your action. crucial factor, such as situations where the time. Certain moderator planned actions hero must find a bomb before it explodes, (such as explosions) may occur at this The FEAT Roll Revisited chase down a suspect, or battle with an time. See Changing Actions, below. opponent. Most of the time, the Judge will Long-time players of the MARVEL SUPER not have the players run through periods of 5) The actions of the side with initiative HEROES Original game should be very waiting. If the heroes decide to wait ten take place. Run either the Judge's or the familiar with the concept of FEAT rolls. The minutes for a bus, the Judge does not run Player's actions, depending on which success of any action is determined by a through all 100 6-second turns of that wait side got the high initiative. FEAT roll. Quickly summarizing, you make (unless, of course, a villain pounces upon a FEAT roll in the following fashion: the heroes as they wait, at which point time 6) The actions of the side that got the lower 1) Determine the Ability, Power, or Talent is suddenly crucial). roll take place. Run the remaining side's you are checking. actions. 2) Find out the rank of that Ability, Power, A turn proceeds in the following fashion: or Talent. Initiative 3) Roll percentile dice. 1) The Judge determines what is 4) Cross-reference the number you roll happening in the world around the After each side has decided its intended against the Ability's rank. This gives a heroes, involving those characters and actions for a turn, each side rolls for red, yellow, green, or white result. actions not controlled by the players. He initiative. The side with the higher roll is 5) Usually (but not always), a colored result notes these to himself, or, if he wishes, considered to have "won" initiative, and means the action was a success, with

14 FEAT ROLLS

the color determining the degree of characters, and the Beyond level will be the Intensify rank is greater than the Ability success. A white result is usually (but possessed only by the most powerful rank, only a red result will be successful. If not always) a failure in the attempt. beings, those capable of wiping out a the two are equal, a yellow result is needed universe with a mere thought. for success. If the Ability rank is greater All this is old news. We have a few more than the Intensity rank, then a green FEAT clarifications, expansions, and revisions for Despite these additions, the Universal Table is needed. Option: if unstated, the Judge the Advanced Set. functions the same way as previously. The may declare the Intensity to be Typical. Player rolls the dice, and cross-references The Updated Universal Table the number with his rank for a result. A summary of FEAT Intensities is provided in the Judge's Book. There are items with Check out the table. It looks similar to the Types of FEATs variable Intensity levels, such as poisons one provided in the Original MARVEL and gases. That information and the effects SUPER HEROES Set, and indeed it The following are the different types of of these items are covered under their own contains all the information of the original. FEATs called for in the course of the game. areas in the Judge's Book. plus a few other things. • Ability FEATs are those that rely on one Automatic FEATs: Certain actions can be First, instead of one number, each ability of the seven primary abilities (Fighting, assumed to be automatically successful. has a rank range as opposed to a single Agility. Strength. Endurance, Reason, Picking up a normal chair is a simple act. and would not require a FEAT roll to rank number. Previously, a Remarkable Intuition, and Psyche). These FEATs determine its success. (Picking up a chair Strength had a rank number of 30, rain or may be raised or lowered by Talents or the existing situation. while dodging bullets and defusing a bomb shine. Now, a Strength anywhere from 26 simultaneously will require a FEAT roll. to 35 is considered to be Remarkable, and • Power FEATs are those that rely on one the hero's individual Powers: a character More on multiple actions later.) In general, FEATs using Remarkable Strength use this if an item is more than three ranks lower in column. The Standard Rank Numbers with Water Control of Amazing checks on the Amazing column to determine Intensity than the requisite Ability. the FEAT (used with pregenerated characters) are can be considered automatic, with the success. listed above the Rank Range. Judge's permission. The sole purpose for • Talent FEATs are those that rely on the Automatic FEATs is to prevent the game Second, there are more columns in this hero's Talents, where the Talent modifies from being dominated by die rolls. The table than the previous one. There are now a specific ability for FEATs. Judge always has the power to ask for a Shift Y and Shift Z beyond Shift X, to • Popularity FEATs are those used in FEAT rolls. In some cases. items like allow the super-heavyweights (like an social interaction, and use the Popularity Poisons may require FEATs regardless of angry Hulk) to reach higher levels. Note the rank, and may be modified by Contacts. the Intensity, separation between Shift Z and Class • Resource FEATs are used in connection 1000. You cannot shift in normal with the character's Resource rank, and Impossible FEATs: (Optional Rule) As a circumstances above Shift Z. determine if the character can afford a guideline, any action more than one rank specific item or piece of equipment. above the ability may be considered There are three additional columns above Think of this as a "Credit Check," for impossible. The Resource FEAT is always Class 1000, to help better define the more now -- we'll explain it further below. limited in this fashion (check it out). powerful cosmic individuals of the Marvel Shifting the Rank: Certain situations may Universe. Class 3000 and Class 5000 will Making FEATs result in the shifting of a column to the right be beyond the reach of most Marvel player In the past, the standard procedure has or left. A shift to the right is considered a been to allow all FEAT rolls, limited only by positive shift (+1, +2, or +3CS, or column the Judge's discretion, Spider-Man cannot shift). A shift to the left, making the FEAT lift a 747, but can probably lift a private more difficult, is considered a negative shift plane. Can he lift a corporate jet? This has (-1, -2, or -3CS). Column Shifts are primarily been a Judge's prerogative. In any event, involved as per specific situations (trying to the player needed only make a green FEAT lift an object on a slippery incline may result to succeed. in a shift of -1 or -2CS). Those involved in combat are discussed in the combat section. In the Advanced Set, we add the idea of Intensity to determine whether certain Shifting of ranks may make certain FEATs FEATs are feasible or not, and the type of automatic (or impossible). No FEAT may be result needed for the FEAT to succeed. shifted to the left below Shift 0 or to the right above Shift Z. Anything in the Class If a FEAT does not have a given, stated 1000. Class 3000, Class 5000 or Beyond intensity, assume that any color result columns may not be shifted, except in means success. Combat FEATS have specific circumstances listed for that FEAT. varying degrees of success, and as such are discussed in full in the combat section. Types of FEATs II Now that we've looked at the mechanics of An Intensity is set as a rank (Unearthly, making FEATs, let's look at the specific Monstrous, etc.). Compare the requisite types we talked about briefly above: Ability ability against the intensity to determine the FEATs, Power FEATs, Talent FEATs, color of the FEAT required for success. If Popularity FEATs and Resource FEATs.

15 Ability FEATs material strength of an object. Since that and has a Power rank. The Wall-Crawling makes more sense than "damage Power rank is used to determine FEATs Ability FEATs are those that come directly resistance intensity:' we will use it here. when using that Power (sticking to a oil- from the seven basic abilities: Fighting, soaked steel wall, for example). Agility, Strength. Endurance, Reason, To break through, rip up, or generally Intuition, and Psyche. When making an damage a material, a character must make Most powers have a range. Some are Ability FEAT, the specific ability is normally a Strength FEAT against that material stated as "touch" or only operating over a noted in the text (such as a Psyche FEAT strength. Success indicates a two-foot-wide given distance. Those that are not in regards to Mind Control). Often a specific hole, maximum, carved in the side. The specifically stated as having a particular color FEAT is required, such as a yellow material strength of the material determines range use the Power Rank to determine Endurance FEAT. The particular FEATs that the result needed for a successful FEAT their range from the table below: apply to specific abilities are noted in the (green, yellow, or red). Abilities section in the last chapter. Two Power Rank Range Table types of Ability FEATs should be discussed The listed values are for materials between in detail at this time, both of which revolve two inches and 12 inches thick. If the Power Rank Range in Areas around the Strength ability. The first is the material is less than 2" thick, lower the Shift 0 Touch only problem of lifting things, the second material strength by one rank. If the Feeble Touch only breaking through other items. material is between 1 and 2 feet thick, raise Poor 1 area the material strength by one rank. If the Typical 2 areas Lifting Things: The Strength ability, material strength is over 2 feet thick, raise Good 4 areas combined with the Intensity of an object's the material strength by 2 ranks for Excellent 6 areas weight, determines how much the character purposes of determining damage. Remarkable 8 areas can lift. As noted above, lifting a weight Incredible 10 areas more than three ranks below the Example: Ice is listed as Typical material. Amazing 20 areas character's Strength can be considered One inch of ice is a Poor material. Two feet Monstrous 40 areas automatic, those one rank below the of ice is a Good material. Three feet or Unearthly 60 areas character's Strength require a green FEAT; more is an Excellent material. Shift X 80 areas those of equal Intensity to the character's Shift Y 160 areas Strength require a yellow FEAT; those on Note that this is an indication of resistance Shift Z 400 areas one rank higher require a red FEAT; and against damage from blows, not against Class 1000 100 miles those beyond one rank higher are other types of damage. (See Fire and Ice in Class 3000 10,000 miles impossible. the Judge's Book). Class 5000 1,000,000 miles Beyond Unlimited Weight Intensity: Power FEATs Feeble Up to 50 pounds Power FEATs are similar to Ability FEATs, Therefore, someone with Remarkable Poor Up to 100 pounds save that the player uses the Power instead magnetic manipulation could affect objects Typical Up to 200 pounds of the Ability to pull off the FEAT: Powers and 8 areas away, while a character (one would Good Up to 400 pounds their uses are listed in the back of the book. hope a non-player character) with Class Excellent Up to 800 pounds 5000 magnetic manipulation could Remarkable Up to 2000 pounds (1 ton) For example, Wall-Crawling is a Power, manipulate items on the Moon. Incredible Up to 10 tons whether by molecular charge suppression There are some cases when a hero may Amazing Up to 50 tons (Spider-Man), suction cups (the late ), or use a Power in a way it was not originally Monstrous Up to 80 tons microscopic molecular hooks (Nightcrawler), intended to carry out a certain task. These Unearthly Up to 100 tons are known as Power Stunts. Shift X Up to 250 tons Shift Y Up to 500 tons For example, a character with the Speed Shift Z Up to 1000 tons Power suddenly decides to run in a circle very fast, creating a . Or a Example: Spider-Man's Strength is set at character with Leaping Power decides to Incredible (40). (The Amazing Spider-Man use his powerful leg muscles to disrupt the refers to his Agility.) He could lift something of ground, knocking over an opponent. Or our up to 400 pounds without effort under example above, the wall-crawler decides to ordinary circumstances (them may be use his stick-to-it-ness to grapple a thief. circumstances which would require a FEAT These are Power Stunts. Certain Powers, roll). From 400 to about 1 ton is a green such as weather elemental controls, almost FEAT roll. From 1 ton up to 10 tons requires entirely consist of these stunts. a yellow FEAT roil. Over 10 tons (but no more than 50 tons) would require a red FEAT roll, The players will, without a doubt, come up and likely require spending of Karma. with an innumerable amount of stunts for their Powers (and the Judge will be told Breaking Things: Most inanimate objects how to decide if a Power Stunt is possible have a "damage-resistance'' intensity, in his Judge’s Book). The basic question to which we have called in the past the

16 Updated Material Strength Table

Material Strength Rank Materials Feeble Cloth, glass, brush, paper Poor Normal plastics, , wood Typical Rubber, soft metals (gold, brass, copper), ice, adobe, computer chips Good Brick, aluminum, light machinery pieces, asphalt, high strength plastics Excellent Concrete, Beta cloth, iron, bullet-proof glass Remarkable Reinforced concrete, steel Incredible Solid stone, , volcanic rock Amazing Osmium steel, granite, gemstones Monstrous Diamond, super-heavy alloys Unearthly steel, certain mystical and enchanted elements Class 1000-5000 Materials of these material strength ranks are virtually indestructible, such as Cap's shield or Thor's hammer be asked is: Has this hero done this sort of possible (this is similar to purchasing official part of the system. The idea of thing before? another Power in full, but allowing the player Contacts is also brought in. to use the Power as he is paying for it). If you are playing an established Marvel A Popularity FEAT is used whenever you Super Hero, the question of whether he has Failing the FEAT means the Power Stunt want to get something from someone else. done this stunt before or not is determined has failed. The manner of failure will This may be borrowing a car from a friend, from the Marvel Comics themselves. Each depend entirely on the situation. For the getting a hot tip from a police sergeant, time you can him using this particular wall-crawler trying to grapple, the Power finagling a favor from a newspaper stunt, that counts as one time. Example: In may fail to operate. For the speedster columnist, or prying information from a one issue of X-Men, Nightcrawler uses his running in circles, the whirlwind may be stoolie, as well as getting special equipment power to make three quick teleports, behind uncontrollable. For Nightcrawler trying a from the government or persuading a three separate opponents. He does it again triple 'port, he may get only one guy. The terrorist to surrender. Popularity is a several issues later. This means he has Judge is instructed that while the failure measure of personal charm, charisma, and pulled this Power Stunt twice. may be life-endangering, it should not be good looks, combined with the hero's initially or immediately deadly. reputation for honesty and fair play (Spider- If you are playing a hero of your own Man is a nice guy, but thanks to the Daily creation, or a hero that you have never Talent FEATs Bugle he usually can't get the time of day). seen perform this stunt, this means you have never performed it before. In either Talents are used in two fashions. In the first Using Popularity: When dealing one on case, the Judge may say "no" to a stunt, it case, they may modify the abilities of the one with a non-player character, that NPC he feels it unbalances the character. character in specific instances. usually has a predisposition to the hero of either Friendly, Neutral, Unfriendly, or The type of FEAT (made against the Power For example, take the Science and Hostile. Friendly characters and rank) needed to make a Power Stunt is Professional Talents. A Talent in Biology organizations include: determined by the number of times your gives you a +1CS on Reason FEATs which character has tried it. involve Biology. The players are • Close friends and relatives of the hero encouraged to use this whenever they can • Listed Contacts for the hero • Never tried it — red FEAT roll get away with it, within reason. While said Neutral characters and organizations • Tried it up to three times — yellow character with Biology cannot identify the include: FEAT roll presence of radiation any better than the • People who have never met the hero, • Tried it more than three times — green next guy, he can look at the plant life and but have heard about him FEAT roll from that deduce (with his +1CS) that there • Other heroes, unless they have is or was a radiation source in the area. worked together before In addition, a character making a Power (The moral of the story is, players should • Large groups of strangers Stunt must lay out 100 Karma points to get creative when using Talents.) make the roll (in addition to any other Karma Unfriendly characters and organizations he may spend -- see Karma). Spending the Certain Talents do not modify Talent FEATs. include: Karma does not guarantee success; it only They either provide for specific abilities • People who have never met or heard ensures that yes, the character can try the (such as First Aid) or special backgrounds of the hero stunt. If the stunt is ruled impossible by the (such as Mystic Origin or Heir to Fortune). • Total strangers Judge, no Karma is spent. • Individuals with opposite Popularity Popularity FEATS (negative if the hero is positive, and If a player character has tried a stunt more vice versa) then ten times, it is considered to be part of The Popularity FEAT is slightly modified and expanded in the Advanced Set. • Neutral characters whom the character his or her bag al tricks for that Power, and has offended, perhaps by not returning a FEAT roll is not necessary to say if it is Negative Popularity, which has appeared in several support products, is now made an something

17 Hostile characters and organizations breaks out in a theater. He changes into good riddance! include: costume and shouts for the panicky people • People who are actively opposing the to head in an orderly fashion for the fire Negative Popularity: There are hero and his goals doors. The crowd is Neutral, but benefits charismatic bad guys like , • Sworn enemies from the action (they survive). The roll is whose very evil bends others to their will. Unearthly + 2CS, or Shift Y. A yellow FEAT There are also those powerful characters Enemies and people the character has hurt is needed. failure would indicate that part of such as and Juggernaut, from whom are considered totally Hostile, and will not the crowd listened, but a few weren't people flee. Finally, there are heroes, who under normal circumstances even listen to paying attention, and would rush this way through bad press or prejudice (mutants) the hero, much less go along with his and that, looking for a quick way out. suffer from a negative Popularity. ideas. (There are exceptions to this. For example, if the character is getting Tony Stark as Iron Man (Popularity 20) is Negative Popularity operates as positive something out of the deal, he may be more fighting a mutant, and is aware the Federal Popularity, save that it ignores whether the willing to go along with it). Government has a neutralizer ray. (Actually, target is friendly, neutral, or unfriendly. all of 's power-neutralizer ray-guns Everything is a yellow FEAT. The only A Popularity FEAT is rolled against the have been destroyed.) He has associates in modifier that comes into play is if the character's Popularity rank number. This the U.S. Government, in the Department of request is in the target's best interests determines in which rank it will fall Defense. He must convince the Department ("Run, you dolts!" is in the target's interest). (example: a Popularity of 45 is rolled on the of Defense (Contact -- at that point Neutral) Characters with negative Popularity can Incredible column). to give him the ray gun. The column is never approach individuals other than shifted -3 CS because the item is unique, Contacts for items and favors (which is why Friendly targets require a green FEAT and another - 2CS because there is a theft is always a major pan of criminal Neutral targets require a yellow FEAT chance the DOD will never see it again (they behavior) . Unfriendly targets require a red FEAT never did). The roll for Stark to get the Hostile targets are impossible FEATs device is Neutral, or green on the Shift 0 A Negative Popularity is represented as a column. minus "-" before the word, such as "- The effects of success or failure depend on Typical" (-5 Popularity). A character with the group and the thing sought. A failure for Spider-Man wants some information from J. negative Popularity suffers penalties in a Friendly group is a polite refusal, usually Jonah Jameson. Jameson is Unfriendly, but receiving Karma. with a good reason ("I'm sorry, but the Spidey convinces Jonah that he might get S.H.I.E.L.D. is not available - killed, which is to Jonah's benefit. The Resource FEATs company policy.") A failure for a Neutral information does not cost, and Spider-man group is a curt refusal and potential for the rolls on the Incredible (40) column hoping Resources are modified in the Advanced group becoming Unfriendly. A failure for an for a red result. (Note: Secret IDs have a Set to cut down on the paperwork. As Unfriendly group means the individual or separate Popularity from public IDs. If things stood previously in the Original Set, group turns ugly, and the hero may be Peter Parker wanted the information, characters gained Resources like money. attacked. Jameson would be Neutral, and Parker They had a physical amount of Resource could get the info more easily.) points, and everything cost a certain Column Shifts in Popularity FEATs: The amount of RPs. This may work for Peter nature of the request will influence the Finally, notice in one of the above examples Parker, who has to make the rent every column being used. Here are some that Spider-Man convinces Jonah the month, but for millionaire Tony Stark who guidelines for the players: mission is dangerous. This is not done on can buy roadsters out of petty cash, this is any die roll, but rather in conversation a bit harder to handle. The target benefits +2CS between the player and the Judge. The play The target is placed in danger -3CS might go something like this: For this reason the Advanced Set creates The item in question is of up the Resource FEAT. All items have a to Good value -1CS Player (Spidey): Ah, come on, J.J., where Resource rank instead of a cost. This is The item in question is of up to is the hiding out? roughly equivalent to the previous set cost. Remarkable value -2CS The Resource ranks of most common Judge: (rolling die, getting a white result) There is a good chance the items are listed in Chapter 4: Hardware, Even if I knew, I wouldn't tell you, wall- Magic, and More. item will not be returned -2CS crawler! Now get out of my office before I The item is unique -3CS call the cops! To purchase anything, a character must make a Resource FEAT. This is the Popularity FEATs are used only when Player: Oooo-kay, it's fine by me. I mean, I equivalent of a credit check, or rattling the dealing with NPCs (whether by players or don't really want to fight him anyway. I piggy bank, or checking the bank account other NPCs). A Popularity FEAT is never might lose and get hurt. to see how much cash is available. This is used against the players to force them to over and above that amount necessary to perform actions against their wills (normally). Judge: Get hurt? (rolls again, gets a red get by on. result) Hummmmphff! Well, it's against my Let's take some examples. better judgment, but if one costumed clown A Resource FEAT may be made by a will take out another, it's all right with me. character once per week. If a Resource Captain America, with a Popularity of Lance Bannon spotted him in Central Park, FEAT has been made by a character in the Unearthly (100) is present when a fire near the sheep meadow. Goodbye and previous seven days, any Resource FEATs

18 MOVEMENT

and may try to make it up the next week perform more than one action in the same (providing he gives Mrs. Muggins a decent round may do so with the note that the excuse for not tossing him out). Success actions may require a larger FEAT than means that he keeps Mrs. Muggins off his previously. back for another month. A character may perform up to three Example: Tony Stark has an Excellent noncombat actions in a round, or one Resource rank. He wants to buy a car with combat action and one non-combat action a Good rank. He can do so with a green (for multiple combat operations, check in FEAT (failure indicates a cash flow problem the Combat section). The difficulty of the -- he doesn't have it at the moment). He FEATs is raised, however. can pay for a night on the town (Typical) without making a FEAT roll. If both actions are Automatic, they both may be performed in a single round without Example: Tony Stark used to run Stark either FEAT being increased. International, a Large Corporation with Incredible Resources. Incredible Resources If the tougher action requires a green allow them to buy their boss a car for off FEAT, then both actions will require yellow ice use, but they may have to borrow FEATs to succeed. money from the banks to rebuild the damage done by Iron Man's battle with If the tougher action requires a yellow following automatically fail ("Hello, Ms. Obadiah Stane. FEAT, then both actions will require red Arbogast? Put that Borneo deal on hold FEATs to succeed. until next week -- I just bought a new Combined and Multiple FEATs Triumph TR-7."). If the tougher action requires a red FEAT Combined Actions: Individuals may help then both actions may not be performed in A Resource FEAT is figured in almost the each other in performing FEATs (lifting a the same round (or rather, both will fail). same fashion as a normal FEAT, with one car, researching the function of an alien important exception. A lone character may device, etc.). Check the ability both Movement not try to purchase an item with a higher characters are using. If the lower of the two characters is within one rank of the higher, Previously, we have kept movement and rank than his Resource rank. Other rules distances relatively simple. The main apply -- if a Resource rank is three ranks the character with the higher ability receives a +1CS benefit to the FEAT. This playing area or map has been divided into lower, the purchase is automatic; if one or areas, which limit movement. These areas two less than the Resource rank, a green benefit may be used in cases of using complementary Powers for the same FEAT have varied in size according to the space FEAT is needed, and if equal, then a yellow available, and a hero would move through FEAT is needed. as well, provided that Power aids the situation . two large areas at the same rate as two small areas. Success indicates the hero may purchase Example One: Vision, with Amazing(50) the item in question. Failure indicates the In the MARVEL SUPER HEROES item is more expensive than he can afford. Strength, helps She-Hulk (Monstrous(75) Strength) pull up an overturned crane. The Advanced Set, we retain that idea of areas He cannot try for any other item of that for normal movement on the map. In rank or higher for the next week. Then he column checked for the FEAT is Unearthly (Monstrous shifted one to the right). addition, we provide the option of ranged can make another attempt for that item, or movement, for use with or without the another item (this represents the idea of maps provided. saving up for a purchase). Example Two: , with Remarkable(30) Strength, helps She-Hulk Bank Loans Option: Characters may lift up the crane. The column checked is Area Movement still Monstrous, since Sunspot's Strength is purchase something up to one rank higher Area movement is for use on the maps significantly lower than She-Hulk's than their Resource rank through a lending provided with this product and other MARVEL institution. The character then has to worry SUPER HEROES products, or maps created about making a Resource FEAT each month Example Three: Shaman summons a wind of Amazing (50) intensity to help She-Hulk by the Judge using areas. Areas are defined of two ranks less for as many months as the by dotted lines on the maps, and also by the rank number of the item. Failure to pay lift the crane. Should the Judge decide that the power complements the ability that is edges of buildings and changes in elevation. results in the bank taking back the item in An area of open space is about 44 yards. question. There are other institutions that being checked, the FEAT is rolled on the Unearthly column. Otherwise, it is rolled on Enclosed spaces, walls, trees, and shrubs lend money. They employ seven-foot tall may reduce the size of an area. gentlemen named Guido to collect. the Monstrous column. (If the Judge has good reason, such as the wind blowing up A character's Endurance normally a lot of stinging , he may make the Example: Peter Parker has a Poor determines the number of areas he can FEAT an Amazing FEAT owing to the Resource rank, and his apartment building move through in a turn. rent is Poor as well. He makes a yellow added difficulty). FEAT roll to see if he can pay his rent. • Those characters with a current More than one action in the same round: Failure indicates he cannot pay that week Endurance of Feeble may only move In noncombat situations, characters who

19 one area per turn. When using ranged movement, divide the up to 90 degrees from his direction of travel • Those characters with Endurances movement into "legs." Each "leg" of the without loss of speed. Making a turn between Poor and Excellent may move move represents a straight line from one greater than that (for example, using the two areas per turn. point to another, as well as moving through city map in this box, heading west on 8th • Those characters with Endurances of doors (or windows or walls, for that matter). Avenue and turning northeast on Lincoln) Remarkable or higher may move three Thinking of the "legs" of a movement as the reduces the character's speed by half. If areas per turn. shots taken on a golf course gives an idea the character does not have the speed to of how it works. make the turn, that character ends his turn In addition, Powers may allow a hero to where the turn was to take place. At the move faster than his Endurance limits. When the character moves from point to start of a turn, the characters may move in Also, vehicles will allow faster movement point along the leg, measure the distance any direction they see fit. Vehicles have than is normally possible. between the points. That is the number of different limitations according to their type. areas that the hero has spent getting from (see Vehicles, particularly under Crashes.) When using fold-up figures, the forward point A to point B. Round fractions up. If the corner of the hero is considered to be the distance A to B is greater than one area on Other actions while moving: If the character exact location of the hero. When using the marker but less than 1 1/2 areas, the is performing other actions while moving, counters, the tip of the arrow is the exact hero has "spent" 1 1/2 areas getting from his or her movement rate is reduced by point A to point B. location. When using miniatures, consider half. This does not apply to charging, but does apply to other actions taken at the the leading edge of the figure's base to be If one of the legs passes through a the exact location. end of a round (running up and engaging a doorway, an additional t12 area is added foe in slugfest). (this is assuming the door is closed but Ranged Movement unlocked — a locked door must be Eyeballing and the quarter-inch rule: When With the MARVEL SUPER HEROES unlocked or broken down). Therefore, if a using the range system, it may not be leg of f 1/2 areas passes through a Advanced Set, we introduce the idea of necessary to measure off every movement doorway, that leg is really two areas. Ranged Movement. One of the cut-out and motion of the hero. If a hero can run from to in six seconds, sheets is a range ruler, marked in half-area Likewise, an open window or other similar, it's a good bet he or she can move to the segments. One area is about half a city easily accessed opening can be entered at next room in a turn. Unless the Judge calls block, or 44 yards for our purposes. For a similar cost. those familiar with the idea of rulers, 1 area for it, measurement can quickly become equals about 2 " on our outdoor maps. If the window (or door) is closed, or there is optional among experienced players. Maps of smaller areas have a scale an obstruction (a tree, rock, statue, or wall), provided to indicate the range in areas. the hero (if she wants to keep moving) With the ranged movement system, however, must break through that material. Breaking the exact location is more important than Using ranged movement the hero can things is explained above in the FEAT with the area movement system. It is now ignore the defined areas on the map. The section. How far a hero may move after important if a hero is on the northeast, character may move in any direction, breaking through a wall or similar northwest, southeast or southwest corner of subject to intervening walls, type of ground, obstruction is determined by the strength of 8th and Grant. The arrows on the markers, and elevation. the material broken through. corners of the fold-up figures, etc., determine the exact location, and it is from these points Endurance also affects ranged movement. • If the material is of up to Poor material, that the ranged movement is measured. It is one area is lost. a simple fact of life that in any game with • A hero with a current Endurance of • If the material is up to Excellent counters, maps, markers, slices of pizza, Feeble may move only one area per material, two areas are lost. whatever, things get moved accidentally. For turn, a maximum of 44 yards. • If the material is up to Incredible this reason, the Quarter-inch rule can be • A hero with an Endurance of Poor to material, three areas are lost. used. If a hero is within a quarter-inch of the Excellent may move a maximum of • Materials of greater than Incredible location he is heading for, the Judge should two areas per turn, or 88 yards. material rank will cause the character consider the move complete. What this • A hero with an Endurance of Remarkable to stop after breaking through. prevents is reducing movement to an exact or better may move a maximum of science. It isn't, and a hero should not be three areas per turn or 132 yards. The above supposes we are dealing with prevented from reaching a runaway normal walls and similar material, applecart just because the measure may be As with area movement, ranged movement anywhere up to 6". Dealing with thicker a little off. may be further increased by devices or materials may be modified by the Judge. Powers. When a character has moved the amount Vertical Movement Ranged movement is more exact than area of areas allowed, that character's move There are two types of vertical movement: movement, but is more complex. In area ceases. If the character's "movement Up and Down (hold the applause, please). movement, how far the hero can move is allowance" expires by moving through a limited by the area borders on the map. in doorway, wall, or window, the move is Upward Movement: There are a number of Ranged movement, the character may finished with the character standing in that types of upward ground movement, including doorway, window, or opening in a wall. move more freely, but is further limited by climbing up buildings, walking up stairs, and the terrain passed through. riding in elevators. Raising your elevation by Turning: The character can make any turn use of wings and rockets is defined as

20 Flying, and is talked about later on. Intensity FEAT). Vertical distances are determined in floors, continuing the tradition set forth in the Catching people while falling: See original set. Each floor is 15 feet, or 5 “Catching” in the Combat section. yards, in height (let's have some high ceilings, here). Those people for whom falling from high distances is a common occurrence (fighter Climbing is the scaling of vertical surfaces pilots, for example) often wear parachutes. by abilities or by Powers that permit such It takes one round for a parachute to abilities (Spider-Man's wall-crawling for deploy. Parachutes slow the fall to three example). For a character without such floors per round, provided they are not powers to climb, enough projections or overloaded (most normal parachutes can footholds must be available. (Climbing a hold two normal people. More recent normal building would be impossible for inventions allow parachutes to glide. most mere mortals, but a drainpipe might Ordinary chutes will drift with the wind. make matters easier). A character might Chutes are made of Feeble strength climb one floor in altitude per round under material, and a shredded chute will be of favorable conditions (under unfavorable no good to the character using it. conditions, the Judge may require Agility FEATs to avoid falling). Certain super- Flight and Gliding powers such as wall crawling may modify this. Ordinary people do not fly (watch, I'll get an connects with the sidewalk that may inflict argument on this one). There are vehicles and Then there are things such as stairs, damage. Treat such a situation as a Powers that allow flight. Vehicles are covered ladders, and fire escapes. A character may Charging attack on an inanimate object, in their own section. The following deals with ascend these structures at one floor/round, with the ground's material strength acting as flight resulting from super-human Powers. with no chance of falling off or down (of the Body Armor of the target. If the damage course. the bad guys they are pursuing is taken by the material, the may be The ability of flight is determined by the may decide to push things down on them, absorbed; otherwise the hero takes damage controlled imbalance of the forces of thrust, but that's another barrel of monkeys from the fall equivalent to the distance. drag, weight, and lift. This is more complex entirely). than we need for our purposes. The main A character falling off the top of a 10-story thing to consider here is the idea that Lastly, there are elevators. Elevators move building will fall 3 stories the first round, 6 movement through the air, unlike at different speeds: old ones rattle along at floors the second, and the remaining 1 movement along the ground, is often at 5 floors per round (up or down); most story in the third round. higher speeds; it is often harder to turn normal ones move at 10 floors per round, while flying. For speeds of characters with and the fastest (attached to most ultra- Example: She-Hulk is flung out of the 33rd Flying Powers, see the Long Distance modern buildings. secret HQs, and the like) story of the by an Movement Table on page 23. move at 20 per round. The newer elevators opponent. Not having the ability to fly, She- operate off runners at the corners, so the Hulk falls 3 stories in that first round. She Acceleration: A flying character cannot reach old trick of cutting the elevator cables only starts the beginning of the second round at his ultimate speed in a single round, unless works in older buildings. the 30th story falling rapidly. As her action that character's Powers specifically permit it. she twists her body into a diving shape (so The first round of flight, the character can Downward Movement: Moving down in an as to minimize danger to passersby). That move up to his movement as limited by elevator has the same rate as moving up. second round she falls to the 24th story. Endurance (1,2 or 3 areas). The speed can Racing down stairs is the normal The third round she falls to the 14th story. be increased by that increment each round movement speed, with one floor equaling The fourth round she lands in front of the until maximum speed is reached. one area. Climbing down is one area per Baxter Building, acting as a ramming attack round, with the noted Agility FEATs and at 20 areas per round. Her Body Armor is Example: . when she had her determination of impossibility. Incredible. while the material strength of powers, could attain Incredible speed, the road is only Excellent. The road gives. reaching 20 areas a turn. She has Amazing The major type of downward movement is and She-Hulk walks away from the fall with Endurance, so she may accelerate up to 3 called Falling. Falling has the following only her damaged. areas a turn. On the first turn of flight Storm rates: moves 3 areas. on the second 6, on the Catching items as falling: third 9, the fourth 12, the fifth 15. and the • First round: 3 floors/round conveniently places light posts, flagpoles, sixth 18. on the seventh turn and every turn • Second Round: 6 floors/round and cornices in locations where falling afterwards Storm can move 20 areas. • Third Round: 10 floors/round heroes can usually find them while • Fourth and following rounds: 20 plummeting to their supposed deaths. Deceleration: Slowing down while in flight floors/round Catching a nearby lightpost, flagpole, etc. is a bit simpler. A character in flight may is an Agility FEAT of intensity equal to the always halve his current speed (how fast Falling in itself causes no damage. It is the speed of the fall (a character falling at 20 he moved the previous round), rounding sudden stopping when the character's body floors/round is up against an Excellent fractions up. (A character moving 15 areas could slow to B areas.) A character that

21 stows to 0 areas may fall, unless the nature flight and continues in the original direction. Long distance movement applies to both of that character's Powers is such that the This applies to vertical and horizontal turns, ranged and area movement, and provides character could hover in place. (Storm, for and includes pulling out of a dive at the last the maximum distance a character with a example, gains her flight Powers by control moment. turning alongside buildings. and given speed can move. Different speeds of winds, and as such may hover, while skimming close to surfaces. are provided for Air speeds and Land/Water Cannonball, who has his Powers by speeds. chemical reaction, may not hover in place.) Low Altitude Flight: If a hero is flying at relatively low altitudes (less than 2 stories The speed of sound (Mach l)is about 750 Landing: A character landing after moving up) or in close quarters (inside or mph, Mach 2 (twice the speed of sound) is at high speed may have difficulties. Those surrounded by tall buildings). the maximum 1500 mph. and Mach 5 is roughly 3750 moving at more than 3 areas per round speed in flight is equal to the speed the mph (actually slightly higher, but close must make an Agility FEAT, with failure hero can move on the ground with that enough for these numbers). Those indicating a Slam result. (Click here for Power rank (that is, ground speed). Storm. individuals that move at Interplanetary or more info about Charging.) Those heroes for example. moves 20 areas per turn by higher speeds are limited to Mach 5 in the who can hover in place, or reduce the air. If in a closed space (such as inside atmosphere. Interplanetary speeds are set themselves to 0 speed, do not have to an office) or close to the ground, her at 2500D mph or so ( can reach worry about landing. maximum speed would be 7 areas per these speeds). Those individuals with Near round. The hero may exceed that speed, Light capabilities include Captain Marvel Altitude: Each floor or height is considered up to his or her maximum air speed, but all and the Heralds of Galactus. The Heralds an area for purposes of movement. If a actions in that range (between 7 and 20 also may possess the ability to open paths character moves forward three areas and areas per turn for Storm) require Agility into for interspacial travel. up two floors, a total of five areas are FEATs to perform. Those with Class 5000 abilities have considered to be moved. Similarly, a physical transportation that verges on character that moves two areas forward Gliding: Gliding is a special form of flying intergalactic teleportation. Those craft that and four floors down has moved six areas. using Powers or equipment such as para- move through hyperspace are moving at glides, parachutes that permit some limited Class 5000 speeds. Diving Option: When gaining height you move control). A character that glides drops 1 more slowly, and when descending you pick floor for every round in the air, but moves Exhaustion and the Long-Distance up speed. The above rule for Altitude reflects the number of areas stated per round. (If Runner: The above table indicates that the the loss in speed, but at the Judge's option, no number of areas is stated, then the weakest human can move at 15 mph, the players may use the following for Diving. movement is Typical -- 6 areas per round). which if true in and of itself means that For each three floors in height reduced, the A character who is gliding may also travel Aunt May can make the four minute mile. hero's speed is increased by one area. as fast as the wind speed. This is, of course, not so, and though Example. Angel is moving at 6 areas per humans have been clocked at 27 mph in round. He charges (dives) for the full six Swimming and Water Movement the dash, normal speed over the long areas. Angel now can move an additional two distance is limited. These rules apply areas, either downward or horizontally. (A Unless otherwise stated. assume that most primarily to ground movement, but are character who dives 9 areas may use the heroes can swim. Swimming. however, is applicable to swimming characters and additional three areas to continue diving, slow, a maximum of one area per round, those who fly under their own Power (as gaining another area, for 13 total.) Diving may unless other Powers increase that rate. opposed to those aided by technological be used in Charging combat. Pulling out of a Those heroes who can fly at their Power dive requires an Agility FEAT. rank speeds use the Water column for that speed, with a maximum of 9 areas per Obstructions: With normal ground round (Monstrous). movement, it is assumed that the characters can open doors and the like. Surface movement is similar to land Such actions are not available to flying movement, except the heroes or vehicles characters. If a door or window is closed, involved must float (that is. must keep the the character has the choice of stopping to water from getting inside the boat). open it. or going through it. The same applies to walls. As an aside. here is a good place to mention drowning. Characters can hold their breath a Turns: Any turn of up to 90 degrees by a number of rounds equal to their Endurance flying character counts as moving into an rank number. At this point. they must make a area. For example, if a character moves green Endurance FEAT. The next round, from area A to adjacent area B, then turns they must make a yellow Endurance FEAT. to area C, he has moved 3 areas (move to In each following round, they must make a B, turn, and move to C). This applies to red Endurance FEAT or start drowning. both ranged and area movement. Drowning results in unconsciousness, and loss of one Endurance rank per round. When If a character attempts a turn of 90 degrees Endurance reaches 0 the character dies. or more. she must make an Agility FEAT roll. Failure indicates that the individual did Long Distance Movement not overcome the forward momentum of the

22 COMBAT

Land/Water Air before the 'port. Multiple 'ports require an Rank area/round MPH/MPM area/round MPH/MPM Endurance FEAT, with failure indicating Feeble 1 15/.25 2 30/.5 dizziness for 1-10 rounds (inability to 'port). Poor 2 30/.50 4 60/1 Most individuals with teleportation ability can Typical 3 45/.75 6 90/1.5 teleport their entire bodies and a small Good 4 60/1 8 120/2 amount they are carrying. Carrying others Excellent 5 75/1.25 10 150/2.5 when teleporting results in dangers for both Remarkable 6 90/1.5 15 225/3.75 the carrier and the carried. Carrying others is Incredible 7 10511.75 20 300/5.00 considered a Power Stunt, and may be Amazing 8 120/2.00 25 375/6.25 gained in that fashion. Until the Power Stunt Monstrous 9 135/2.25 30 450/7.50 is mastered, the character must make an Unearthly 10 150/2.50 40 600/10.0 Endurance FEAT or be unconscious for 1-l0 rounds. Similarly, those teleported must make Shift X 12 180/3.00 50 7501f2.5 a red Endurance FEAT or be unconscious for Shift Y 14 210/3.50 100 1500/25.0 1-10 rounds. Those heroes who are Shift Z 16 240/4.00 200 3750/62.5 frequently teleported reduce this to a yellow Class 1000 32 480/8.00 Interplanetary FEAT the second time, and a green FEAT the Class 3000 50 750/12.5 Near-Light third, such that an immunity is built up. Class 5000 100 1500/25.0 Teleportation Teleporting into an object poses dangers to items). Heroes may avoid this problem by moving at the teleporter. If a character teleports into an object, the character takes damage slower speeds. If moving at speed two ranks equal to the material strength of the object. In general, a hero can move without lower, no Endurance check is needed. Body Armor does not protect the user from stopping for a number of rounds equal to his Captain America need not make a check this damage. An Endurance FEAT must be Endurance rank. A hero with an Endurance more than once per hour if moving at 15 mph. of Excellent can move 2 areas per turn 130 made, with success indicating the mph) for 20 turns (2 minutes) without Exceptions to the above: All this applies to teleporter may move away from the checking for exhaustion. At that point, make those heroes who move by their own location (usually to his or her original spot) a green Endurance FEAT. Success indicates actions, such as running, swimming or and become unconscious for 1-10 rounds. continuing for another equal length of turns, flying. Those who fly by means of devices, Failure of this Endurance FEAT indicates failure means stopping for 1-in turns. After those in vehicles, and any and all robots unconsciousness and loss of Endurance levels, with potential death resulting from another Endurance rank number of turns, a are immune to this effect, as are those with dropping to the Shift 0 rank. yellow FEAT is made, with failure resulting in Unearthly or higher Endurances. resting for 2-20 turns. After a third Leaping: Leaping is a specialized form of Speed FEATs: There are occasionally Endurance rank number of turns is made, a movement that is tied to Strength as opposed times when a character must move faster red FEAT is made, with failure resulting in to Endurance. A character may jump as many than he or she has ever moved before, in resting for 3-30 turns. Rest must come after feet as her rank number without difficulty. Use order to save a life. A hero may move the the fourth set of turns, or the character will the table below for areas. fall down for 3-30 turns. equivalent of one additional area (by area or ranged movement) if the hero makes a Leaps of up to the stated distance are Summary: yellow Strength FEAT roll. A green result possible by a green Strength FEAT (those indicates the FEAT was unsuccessful, and a of half the listed values may be assumed After rank number of turns white result indicates the hero, ah, tripped automatic). Leaps across one additional green Endurance FEAT or rest and lost control, and will continue moving area may be made by a red Strength FEAT. 1-10 turns that direction as if a Slam result was Leaps down are effectively a controlled fall, After 2 x rank number of turns counted against the character. A hero may and represent the maximum distance the yellow Endurance FEAT or not increase his or her speed more than hero can fall and take no damage, provided rest 2-20 turns one area/round (15 mph) in any attempt. the hero lands on his feet. This simulates After 3 x rank number of turns the hero jumping off a building as opposed red Endurance FEAT or Teleporters: There are an increasing to being knocked off -- the fatter case is not rest 3-30 turns number of heroes and villains with a controlled fall and as such is not covered After 4 x rank number of turns teleportation Powers, including Cloak, under these rules. automatic rest 3-30 turns , Nightcrawler, and . For this reason, a few notes on teleporters are Combat Example: Captain America has an Endurance included here. of Remarkable. He can run long distances at In the MARVEL SUPER HEROES Original 45 mph or so (in the game system). His rank The Teleporter Power rank number indicates Set, physical combat was dependent on number is 30, so he can maintain this pace the maximum distance the hero or villain can one of four abilities, depending on the type for three minutes, before making a FEAT roll. 'port as if the character were flying. Unlike of attack made. If successful, he makes a second FEAT roll at flying, the distance between the two is • Those attacks involving hand-to-hand 6, then 9, and must rest after 12 minutes of covered instantaneously without the hero weapons refer to the Fighting ability. running top speed. That "rest" must take the passing between those points. No speed is • Those attacks involving thrown form of stopping for 3-30 turns. involved, unless that character was moving weapons or use of Powers over a

23 Strength Leap in Feet/Areas (of Floors) blunt weapon, its purpose is usually to reach Up Across Down a non-adjacent target, and he has a preference for lightpoles.) Feeble 2'/0 2'/0 3'/0 Poor 4'/0 4'/0 8'/0 An Edged Attack is an attack with claws. Typical 6'/0 6'/0 9'/0 teeth, or edged weapons such as knives, Good 10'/0 10'/0 15'/1 swords, or hatchets. This is the renamed Excellent 20'/1 20'/0 30'/2 version of the Hack 'N Stash column of the Remarkable 30'/2 30'/0 45'/3 Original Set. A character making an edged Incredible 40'/2 40'/0 60'/4 attack may score a Hit, Stun. or Kill result. Amazing 50'/3 50'/0 75'/5 An edged attack will always inflict a Monstrous 75'/5 75'/.5 105'/7 minimum of the damage listed for that Unearthly 100'/6 100'/1 150'/10 weapon. A character who can normally Shift X 150'/10 150'/1 225'/15 inflict higher damage may inflict damage Shift Y 200'/13 200'/2 300'/20 equal to his Strength or the material Shift Z 500'/33 500'/4 750'/50 strength of the weapon, whichever is less. CL 1000 1000'/60 1000'/8 1500'/100 Such damage may not be reduced in effect. CL 3000 3000'/180 3000'/25 4500'/300 • A character scoring a Hit result inflicts CL 5000 5000'/300 5000'/40 7500'/500 damage as set for that particular edged attack (click here to see info distance refer to the Agility ability. score a hit, darn, or stun result. A hero about Weapons). • Those attacks involving Grappling, using blunt attack may always choose to • A character scoring a Stun result may holding an opponent, or wrestling refer inflict less damage than maximum. A hero inflict damage as set for that weapon to the Strength ability. may choose to pull his punch, doing less or attack form, and may in addition • Those attacks involving charging and than full damage, or inflict a lesser color Stun his opponent. ramming refer to the Endurance ability. result (yellow instead of red). • A character scoring a Kill result inflicts • A character scoring a Miss result damage as set for that weapon, and The MARVEL SUPER HEROES Advanced inflicts no damage. He has missed the may in addition Kill his opponent. Set will elaborate on each type of attack target and normally will not have any form, and define some specialized tricks further effect (also see Luring). Body Armor, force fields. and other Powers that are often used in comic books. • A character scoring a Hit result inflicts may affect the ultimate success and her Strength rank number in damage damage in any form of Fighting combat. Slugfest (Fighting Ability Combat) to the opponent. • A character scoring a Stun result Ranged Attacks (Agility Combat) Slugfest combat is a general term referring inflicts her Strength rank number in Ranged Attacks is the common term referring to hand-to-hand combat. it is the most damage, and may in addition Slam the common form of battling, and includes both to attacks over a long distance, including opponent. projectile and energy weapons, and those attacks with the bare fists, and those with • A character scoring a Stun result blunt and edged weapons. Powers that allow the inflicting of damage inflicts his Strength rank number in over a distance. Captain Marvel's energy damage, and may in addition Stun his For Slugfest combat to occur, the attacks, the Hulk's rock-throwing, Storm's opponent. combatants must generally be adjacent. lightning bolts, and Captain America's shield (This may be defined by the counter arrows are all examples of ranged attacks. A character using bare hands (or gauntlets, touching, the points of the stand-up counters etc.) inflicts his Strength rank number in touching. or the miniatures touching at the Characters do not have to be adjacent in damage. A character using a blunt weapon base, or by any other method deemed order to make ranged attacks. In general, inflicts up to that item's material strength; if worthy by the Judge. Certain Powers. such ranged attacks start at the attacker. and the material strength of the item is greater as elongation, may allow a character to proceed in a direct line to the target (yes, than the Strength rank of the user, the user's engage non-adjacent targets (examples are Captain America has on many occasions Strength rank is increased to the lowest Mr. Fantastic and ). bounced his shield oft several targets to hit value of the next rank for damage. Aunt May someone from behind, but this is a Power Slugfest combat is resolved on the Universal (Feeble Strength) uses a lead pipe (Excellent Stunt using his abilities). Table using the attacker's Fighting ability. The material) in the drawing room on Col. result (white, green, yellow. or red) is then Mustard. Aunt May would inflict two points When using area movement, range is noted on the Effects Table directly above the damage normally, but inflicts three points determined by the number of areas the Results Table. There are two columns of (minimum damage of next higher rank) missile, energy blast. or whatever passes results depending on whether the individual instead. (Good Strength) using the through from start to finish in a straight line. If used a blunt attack or edged attack. same lead pipe would inflict 16 points the missile passes through a corner of damage (minimum damage of next higher another area, that area is counted. In addition, A Blunt Attack is an attack with bare hands, rank), and the Thing (Monstrous Strength) each floor of elevation is counted as an area. flat of a . or other blunt weapon. This would inflict Excellent damage (20 points). replaces the Slugfest column in the Original (That is why Ban Grimm does not normally When using ranged movement, treat the Set. A character making a blunt attack may use lead pipes in combat -- when he uses a missile, energy blast, etc., as a moving

24 a curtain at an unseen ). Shooting. • A character scoring a Hit result will Ranged attack is resolved on the Universal inflict damage as for the listed weapon. Table using the attacker's Agility ability. The • A character scoring a Stun result will result is then noted on the Effects Table. inflict damage, and in addition have a possibility of Stunning the opponent for There are five different types of ranged 1-10 rounds. attack listed on this table: Shooting • A character scoring a Kill result may (including most projectile weapons), Edged potentially kill his opponent. Throwing, Blunt Throwing, Energy Powers, and Concussive Powers (Force Attacks). A Blunt Throwing Attack involves throwing a dull, blunt weapon such as a rock, bus, or A Shooting Attack is the most "normal" form large, concave disk at the opponent. A of ranged attack, and consists of using a character may score a Miss, Hit, , projectile weapon like a handgun, rifle, or or Stun result. These are as described in other implement of destruction that is all the sections above. A blunt thrown weapon too common in the USA. A character inflicts damage equal to the Strength of the making a shooting attack may score a thrower, or the material strength of the Miss, Hit, Bullseye, or Kill result. A Shooting thrown item, whichever is less. A blunt Attack may never be reduced by the thrown weapon can be reduced in effect or attacker in effect or damage. damage. • A character scoring a Miss result misses the intended target. The missile An Energy Attack involves those Powers continues to fly, and the Judge may, if that use energy to shock or damage the he deems circumstances warrant it, target as well as weapons that simulate character for purposes of determining range. make a second roll to see if the attack those abilities, and include fire blast, Doorways would not cost extra (bullets do hits another target in the same general lightning bolts, and most forms of radiation. not stop, open doors, and pass through), but area and path of the weapon (this is Energy Powers have no physical may stop a missile attack. Count each floor why shooting into a crowd or a gasoline component. A character using an energy of difference as an area, but for firing from a storage shed is known as "a bad idea"). attack may score a Miss, Hit, Bullseye, or high place to a low place, range can be • A character scoring a Hit result will Kill result. These are described in the extended by using the diving option. inflict damage according to the sections above. All forms of energy attack weapon. Some specialized weapons Whether ranged or area movement is used have a maximum damage. A player may inflict no damage, but instead call for to determine the range of a power or reduce the damage inflicted by an energy an Endurance FEAT (Mercy Bullets). weapon, a direct line is taken from attacker attack, but not the effect (from red to • A character scoring a Bullseye result to target. That line may pass through yellow, for example). does damage as for a normal Hit result. intervening structures, such as walls, A Bullseye is used if the character is A Force Attack involves those Powers that windows, doors, and other obstacles. The shooting for a particular part of the use a physical manifestation of energy to question of whether a given substance will target (the opponent's shooting hand, inflict damage, and include the plasma- deflect a bullet or let it pass through is for example, in order to disarm him). jetting repulsors used by Iron Man, some fraught with peril, but use common sense The nature and result of a Bullseye is forms of radiation, the 's and the following general guidelines: left to the Judge, but it should be force fields, and 's battering ram. A • A higher material strength will pass required for targets of less than one character using a force attack may score a through a lower material strength( a foot square and should never be fatal. Miss, Hit, Bullseye, or Stun result, as lead bullet through a glass pane). • A character scoring a Kill result may explained above or in the sections • An energy beam will inflict damage on kill his or her opponent. Check on the following. A character may choose to inflict the intervening structure first, then on Kill result table. Note that there is a less damage with a force attack than those areas behind (an Unearthly (100 greater chance of killing with a maximum, but may not reduce the effects point) energy beam hits a brick wall -- shooting, edged weapon, or energy (from red to yellow, for example). Good Material -in points are lost, then attack than for any other type. the 90 point energy beam passes on). Body Armor, force fields, and use of • Physical weapons will lose momentum An Edged Throwing Attack involves Powers may affect the ultimate success as they pass through physical material. throwing a sharp, edged weapon such as a and damage of a ranged attack. Treat this as for movement through knife or shuriken at the target. A character that material for normal characters. making this attack may score a Miss, Hit, Range Modifiers: There are limits to the • Both physical and energy weapons Stun, or Kill result. An edged throwing distance a weapon can travel and still lose their accuracy as they pass attack may never be reduced in effect (from effectively hit its target and inflict damage. through intervening material. Any red to yellow, for example), but a player This is the missile's range (not to be weapon passing through an intervening may inflict less damage. confused with ranged movement). Weapons structure suffers a -2 CS (shooting an • A character scoring a Miss result have a range listed by areas. Powers have executive through a window will have misses the intended target. The missile a range determined by their Power rank. this effect, as will tossing rocks through may hit another target as noted for Thrown items are dependent on the

25 thrower's Strength. The range available attacker to reach the defender. Doctor • A character scoring an Escape result is according to the Power rank is set on the Octopus' arms, or a bit of web-ball flung out free of the hold. The character may table under Power FEATs. Throwing range to snatch the Maltese from the move at half speed, but may not is noted below. opponent's hand, would fall under this perform any other actions. category. • A character scoring a Reverse is free Strength Rank Range in of the hold and in a position to do one Areas Wrestling combat is resolved on the of the following: Move up to half Shift 0 0 Universal Table using the attacker's Strength distance. attempt to Grapple the Feeble 1 ability. The result is noted on the Effects former attacker, or perform any other Poor 1 Table, and is determined whether the attack action at a -2 CS. Typical 1 is Grappling, Grabbing, or Escaping. Good 2 A Grabbing Attack is an attack geared at Excellent 3 A Grappling Attack is an attack designed to taking a possession away from an Remarkable 4 limit the movement abilities of the opponent, like a gun, bomb, or Maltese Incredible 5 opponent. A Grappling attack may score a Falcon. A character making a Grabbing Amazing 6 Miss, Partial Hold, or Hold result. attack may score a Miss, Take, Grab, or Monstrous 7 • A Miss indicates the attacker has failed Break result. These results may have Unearthly 8 to hold onto the opponent. The attacker differing effects depending on the relative may not make other attacks this round. Strengths of the combatants. Grabbing Shift X 10 • A Partial Hold indicates the attacker combat normally does not inflict damage. Shift Y 15 has grabbed onto an arm, leg, or other • A Miss result indicates the item in Shift Z 20 part in such a way that will limit actions question is not in your character's but not reduce them in full. The possession. If the item was in another Class 1000 LOS attacker may choose exactly what she character's possession, it still is. If the Class 3000 LOS has grabbed onto. The target may item was in no one's possession, the Class 5000 LOS perform any normal actions, but at a -2 item is knocked loose and will be up to CS penalty, and may not move if the one area away in any direction. This represents the maximum throwing attacker's Strength is equal to or • A Take result indicates the attacker has range of an item. For Powers, the range greater than the target's. No damage is full possession of the item if his may exceed the listed amount, but for inflicted in a Partial Hold. Strength is equal to or greater than the every additional area, the chance to hit is • A Full Hold indicates the attacker has target's (use material strength for reduced by -1CS. A character with placed the target in a position where things that are glued or clamped Unearthly fire blasts may use that power, the target is fully restrained from down). If not, consider as a miss. along with his Excellent Agility, up to 6 action, and may damage the target. • A Grab result indicates the attacker areas away. At 7 areas away, the chance is The target is considered held until the has taken possession of the item, reduced to only Good, at 8 areas Typical, attacker releases the target or the whether or not the Strength of the and so on. A chance cannot be reduced target escapes. The attacker may opponent was higher. below Shift 0, but once the ability enters perform one action in addition to • A Break result indicates the attacker has succeeded, and may either depart that realm the character is at maximum maintaining the hold, and may inflict up with the item immediately or, potentially, distance, unless that ability is noted as to the Strength level of damage to the set off the item. A second roll is made being at LOS (Line of Sight -- if the target (subject to Body Armor). against the material strength of the item character can see it, he can try to hit it). Escaping is an action used by individuals involved. If a color (red, green or yellow) result is made, then the attacker For weapons, for each area traveled, placed in a hold to slip free of the opponent may either use the item or move up to reduce the effect by -1 CS to hit (a Rifle has and possibly reverse the damage. A half his or her speed away (round up). If a range of 15. For a target 4 areas away, character making an escape may Miss, a white result is made, the item is the chance to hit is reduced by 4 column Escape, or Reverse the Hold. damaged, broken, or goes off. This will shifts). In the Marvel Universe, weapons are • A character scoring a Miss result may vary from item to item -- a glass vase not nearly as effective at long distances. make no other action that turn, and is drops to the floor, a gun fires in a considered held. random direction, a bomb explodes or Wrestling Wrestling combat refers to a form of hand-to- hand combat in which the character attempts to restrain, hold or grapple with an opponent, or forcibly remove an item from that character's possession. It is less effective than Slugfest combat, but has the advantage of restraining the opponent's actions.

As with Slugfest combat, the opponents in a wrestling attack must be adjacent, or have Powers, weapons, or abilities that allow the

26 loses its safety device, etc. This varies damage as for a hit, and in addition may the character may only dodge attacks of from case to case, but the Judge is Stun the opponent. The attacker may which he is aware. A character may not encouraged to be as creative and inflict up to his Endurance or Body dodge an unexpected attack, such as a upsetting as his players will let him get Armor in damage, but additional who suddenly appears, an ally who away with. damage from speed is fixed. The makes an attack, or someone behind the attacker may also choose a lesser effect character. (Blindsiding) Body Armor has no effect on the initial hit than that rolled. of a Grappling attack, as no damage is Body Armor may influence the damage of a Powers may modify this rule, the most done initially. charge attack. If the defender's Body Armor notable being the Spider-Sense possessed is greater than the damage inflicted by the by the Amazing Spider-Man. Charging (Endurance Attack) attacker, the damage is rebounded onto the attacker. If the attacker's Body Armor is In any event, a character who is making a Charging combat is a form of attack that greater than the rebounded damage, Dodging attack makes any FEAT rolls in combines movement and combat. Whereas neither side takes damage. (Stuns and that turn at a -2 CS penalty. making any other attack or action halves Slams still apply.) movement, a charging character may make Dodging is usually used against ranged his full movement and still strike. Charging Example: The character making the attack attacks and charging attacks. It has no effect is a favored method for heroes trying to above has Good Body Armor, and makes against Slugfest and wrestling attacks close the distance between themselves and the attack at 10 speed with Good Endurance (though the character may dodge to avoid an opponent with a range weapon, and on an opponent with Excellent Body Armor. ranged attacks in conjunction with adjacent certain individuals such as Rhino, The first 20 points of that are covered by the attacks -- this has no effect on those adjacent Juggernaut, and make this their target's Body Armor, and as such are other than to penalize the dodging character). preferred form of attack. returned to the user. The attacker takes 20 points, 10 of which are absorbed by his own Evading is a Fighting FEAT that is used by A character must move at least one area to body armor. The attacker therefore takes 10 characters who are playing for time, looking make a charging attack, but may move his points from his own attack. for a weak spot in the opponent's attack entire movement rate to reach the combat. and hoping to avoid getting their bodies For each area the character moves through Charging inanimate objects is handled in a splattered over the countryside. before reaching combat, the attacker gets a similar manner, with the item's material +1 CS, up to a maximum of +3 CS strength counted as Body Armor. Charging Evading is an effective defensive tactic only (Endurance for figuring this may not be through a Good strength wall will inflict 10 against adjacent attackers, such as those raised beyond Shift Z in any event). points of damage on the attacker, unless engaged in Slugfest or wrestling combat. that damage is absorbed by Body Armor. Only a single opponent may be Evaded. Charging attacks are resolved on the This applies to characters who are slammed Universal Table, checking under the through walls, charge past a target into a A character who chooses to Evade Charging column of the Effects Table. The wall, or fail to pull out of a dive. announces that intention during the character making a charging attack may declaration phase of the turn. If both sides score a Miss, Hit, Slam, or Stun. Defensive Actions are evading, no actual combat occurs — both • A character scoring a Miss result opponents are engaged in a flurry of feints inflicts no damage. In addition, the Previously in the MARVEL SUPER and parries and no real blows are landed. character continues his move for half HEROES Original Set there was one the character's speed (round up) after conscious action that a character could The Evading character makes no attacks the attack. Any change in direction take to avoid damage: the dodge. In the that round, but rolls on the Universal Table would require an additional Agility MARVEL SUPER HEROES Advanced Set and checks the Evasion column in the FEAT. If the straight line passes into there are three actions that may be used to Effects Table. The results are Auto-Hit, some material obstacle, the character avoid various attacks; these defenses are Evasion, Evasion +1, and Evasion +2. makes an attack on that obstacle tied to different abilities. • An Auto-hit indicates the character instead. The attacked character may zigged where he should have zagged, return the attack only if his action was Dodging is an Agility Ability, and reduces placing him in the direct line of fire of originally following the charge. the attacking column shift. A character who the opponent. The result of the • A character scoring a Hit result inflicts up is Dodging may move only half his speed in opponent's attack will be at least a to his maximum current Endurance or his any turn, may not engage in a charging green result, even if a white result was Body Armor rank in damage, whichever attack, and may perform only one other rolled (it is still possible to be missed is higher, plus two additional points of action that turn, maximum (including by a wrestling hold in this fashion, but damage for every area covered in the making an attack). Slugfest will always hit). attack. (A character moving 10 areas with • An Evasion result indicates the character an Endurance of Good (10) hits an A character who is Dodging makes an dodged the blow from that particular unarmored opponent at top speed, inflicts Agility FEAT at the start of the turn, as soon attacker. The attacker does no damage. 10 + 2x10 = 30 points of damage.) as Initiative is determined. That FEAT will • An Evasion +1CS or +2CS indicates the • A character scoring a Slam result determine the reduced effect of attacks on character dodged the blow as in the inflicts damage as for a hit, and in the character. The result may be no shift, a Evasion result, and also put himself in addition may Slam an opponent. -2, -4, or -6CS shift on any attacks stated in the position to deal a better-placed blow • A character scoring a Stun result inflicts the first part of the round. This means that against the foe. In the next round, an

27 attach made by the character against fall. In the cases of shooting or thrown on the Effects Table. The result may be No that attacker will receive a +1CS or +2CS weapons, the hero is automatically hit (a Slam, Stagger, 1 Area, or Great Slam. bonus to hit (but not damage). This white result to hit is treated as a green applies to only the first attack in that next result). • No Slam -- the target is not affected by round on that attacker, and may not be • A Miss result indicates the hero has the slam. The target still takes damage saved from round to round or increased. missed catching the object. If the as for a normal hit. object he was trying to catch was • Stagger -- The target is knocked back Block is a defensive ability that uses the directed against him as an attack, the a step or two, perhaps knocked to one Strength ability to lessen the damage of attack proceeds at a +1CS to hit. knee, but is fully capable of engaging physical attacks, which include Grappling, • A Damage result indicates the hero in combat next round. The Stagger Slugfest, Edged and Blunt Throwing caught the object, but might damage it result indicates the target takes the attacks, Force attacks (but not Shooting as a result. Treat the catch as a damage of a hit and is no longer and Energy attacks) and Wrestling (but not damage-inflicting attack on the object considered adjacent to his attacker. Charging). or character being caught. There is no further damage unless the • A Catch result indicates the object is situation demands it. (Say, the target is The Block move is an attempt to meet caught with no ill effects to the hero on the edge of a cliff and staggers over force with force, and use the individual's attempting the catch or the object or the precipice -- a great way for villains Strength as a form of Body Armor against a character being caught. to meet obscure deaths.) specific attack. The character using a block • 1 Area -- The target is knocked one may take no other action, but may shield A character suffers -3CS on all attempts to area away (ranged or area movement). others behind him. Normal Body Armor, but catch objects directed against the character If the attacker inflicted any damage on not Force Fields, still apply to defense. specifically. In addition, certain types of the target, the attacker chooses the catches require a minimum Agility. direction of the Slam (any compass The character using the block maneuver • Hero must have an Unearthly Agility to direction or straight up or down). If no does not attack but counts his Strength as catch small, fast-moving items (like damage was inflicted, the defender Body Armor, provided the force can be bullets). chooses the direction (most likely physically resisted (use common sense • Hero must have an Amazing Agility to avoiding fellow teammates, buildings, here -- a fire cannot be blocked, but a pillar catch large, thin, projectiles (like and other large, nasty items). of ice can). Roll on the Universal Table arrows) . • Grand Slam -- The target is knocked against Strength to determine the effects. • Hero must have at least Remarkable away with a speed equal to the The notation -6CS, -4 CS, -2 CS, and +1CS Agility to attempt to catch other thrown Strength of the attacker taken as indicates the level of Body Armor gained projectiles. ground speed. (A hit with Unearthly taken from the Strength of the character. • Hero may have any Agility to try to Strength sends the victim 10 areas.) catch a falling character or object. The direction is determined as for 1 Example: A character with an Amazing Area Slam. Strength wishes to block a punch thrown by Effects Results: Slam, Stun, and Kill an opponent with Monstrous Strength A character slammed into a building takes (Fighting ability is used to hit, but Block has Most effects of combat are covered in the damage as if he were making a charging no effect on this). The character gets a sections describing that form of attack. attack at that building. Buildings and other green FEAT, -4 CS, which provides him Several combat forms share the Slam, Stun, obstructions affect the speed of the with equivalent Body Armor of Good. The and Kill results. They are explained herein. character as for normal movement. character takes 65 points damage. If the hero had made a red FEAT roll, the For any one of these three results to be The Stun result has the potential of taking a character would have totally blocked the effective on a target, the attacker must hero out of the fight for a number of rounds. attack (Monstrous Body Armor against inflict some damage on the target. If the A character may be stunned as result of any Monstrous damage attack). character's Body Armor, , or Slugfest attack, Throwing attack, Force natural invulnerabilities prevent the form of attack, and Charging attack. The target rolls The Catching maneuver is a move attack from hurting the character, then the an Endurance FEAT on the Universal Table, designed to let the hero catch falling objects effects of the Slam, Stun, or Kill are and checks the result on the Effects Table and teammates, as well as catch objects negated. Important: In borderline cases (is this getting familiar, guys?). There are that are thrown and tired at them. It uses where the sum total of the attacker's three types of Stun results. the Agility ability to make this maneuver. damage is balanced by the target's • 1-10 rounds -- The character is defenses, such that one more point is knocked out for 1-10 rounds (roll a The catching maneuver can only be needed to affect the target, the target may die). During this time a character may directed against one item at a time. The be affected by Slams, Stuns, and Kills. take no actions. attempt to catch the item is made on the • 1 round -- The character is knocked Universal Table, with Auto-hit, Miss, The Slam result is possible as the result of down and may take no action next Damage, and Catch results. Blunt Attacks and Charging and refers to round. The character is still conscious, • An Auto-hit result means the object the the physical knocking down or away of an but as the apparent result is the same hero tried to catch hit the hero instead. opponent. There are three types of Slam as 1-10 rounds, a character can play In the case of a falling object, this is as if under the Advanced Set rules. The subject possum and keep his ears open. the object made a charging attack of a Slam result rolls on the Universal Table • No effect -- just what it means, the against the character at the speed of the for an Endurance FEAT, checking the result character is not affected by the Stun

28 result. The above applies to all attack forms except material claws only inflict Good damage The Kill result is potentially the most Energy Powers. The rank number of Body against materials without a material strength dangerous for the user (and definitely the Armor is reduced by 20 points when dealing rank. Against materials with a material target). A Kill result may be checked for as with this attack form. This means a Body strength rank, including the outer suit of the result of an Energy attack, an Edged Armor of Excellent (25) is reduced to Titanium Man, Wolverine shreds with attack in Slugfest, or a Shooting attack. It Typical (5), a Body Armor of Monstrous (87) Unearthly ability. As far as damage goes, he may also be called for by reducing a becomes Monstrous (67), and a Body inflicts 10 points and checks the Edged Attack character's total health to 0 -- see Life, Armor of Good (10) provides no protection Table when attacking. This same approach is Death, and Health, following. at all against attacks on the Energy column. taken for swords (, ) and other sharp pointy items, and The target receiving a Kill result makes an Force Fields are another common form of for the effects of Corrosive and Rotting Touch. Endurance FEAT on the Universal Table, defense encountered in combat, and range checking under the Kill column of the Battle from the personal (protects the user only) Claws and other sharp instruments do not Table. There are three results on this table. Force Fields used by Iron Man and affect Force Fields with their material • An Endurance Loss indicates that the to the projected (protects user, strength. They would inflict their normal character's Endurance is reduced by others, or large areas) Force Fields of the damage in overloading that Force Field. one rank. The character is dying (check Invisible Woman. Force Fields protect as under Life, Death, and Health), and will Body Armor, but are effective against Growth: Larger targets are easier to hit continue to lose Endurance at one rank Energy attacks at the listed level, and are - than normal ones. in Charging, Slugfest, per turn until the situation is cleared. 10 against all other attacks. A Force Field and Missile (Shooting and Throwing) • The E/S result indicates the character is takes the damage instead of the hero. combat, the following modifiers apply to hit: affected as an Endurance Loss only if the Up to 7 feet tall No Modifier method of attack was Edged attack in A Force Field can be overloaded by Up to 18 feet tall +1CS Slugfest or a Shooting attack. Any other damage exceeding that of the Power rank, Up to 22 feet tall +2CS attack form is considered No Effect. treating that Power rank as the material Over 22 feet tall +3CS • No Effect: The character takes damage strength of the wall. What happens if the as listed for the attack form, but is not Force Field is overloaded depends on the This modification only applies to the slain. type of Force Field. chance to hit, not to the damage done. • If the Force Field is personal in nature, A Kill result has detrimental effects on the the system switches off or overheats. The character with Growth Power also attacker as well as the target. A hero who The hero is affected by excess damage, gains a similar modifier to any Strength kills will lose all Karma (check under the and may be stunned or slammed. FEATs, including wrestling combat. Karma section in the next chapter). • If the Force Field is projected in Damage is raised by a similar amount. nature, the user must make a Psyche Powers in Combat FEAT roll against the intensity of the Shrinking: Smaller opponents are harder to attack or become unconscious. The hit, and strike more easily against a Usually a character's superhuman Powers Force Field hangs around long enough relatively larger foe. When attacking a can be wielded in combat, depending on the to protect those within. smaller foe, the attacker suffers the column circumstances. Those that depend on shift listed, while the smaller foe gains a shift concentration may be prevented, while those A character with Force Field and Body on his attacking. This applies to Slugfest and powers that derive from a weapon may be Armor may use one or the other against Missile combat only in both cases. foiled if the hero is kept from that weapon. any attack, but not benefit from both at the This section covers a few of the more same time. If a Force Field is projected by Attacks common Powers that turn up in combat. a third party in front of the character with Reduction Against Attacks By Body Armor, the Force Field takes damage Down to 6 inches No No Body Armor: The key to withstanding attacks, and, if it collapses, full damage is inflicted Down to 1 inch -1CS +1CS a character's Body Armor reduces potential on those within. In this case Body Armor is Down to 1/4 inch -2CS +2CS damage by the Power rank number of the applicable to reducing damage. Smaller than 1/4" -3CS +3CS armor. If a character has Monstrous(75) Body Armor, then any and all attacks reduce Resistances: A hero with a resistance Tactics the damage by 75. Damage reduced below 0 against a certain attack form is permitted is counted as no damage, and the target an additional defensive roll — when The above sections talk about most normal cannot be affected by a Stun, Slam, or Kill attacked, the hero may make a FEAT roll combat situations. Of course, anything that result from that attack. For example, if a against the attack, treating the damage as uses characters with superior Powers can dagger (10 points damage) is thrown at a the Intensity of the attack. If successful, the hardly be called normal. To covet a lot of hero with Amazing (50) Body Armor, there is attack inflicts no damage. if the FEAT fails, the "special cases:' this section will look at no effect from the attack even it the attacker the Resistance still provides Body Armor a few of the more interesting tactics that rolled a Kill result. Body Armor protects the against that attack form. have turned up over the years. character from each and every physical attack. If five goons inflict 10 points damage Claws: Claws are given a Power rank and a Non-Adjacent Weapon Combat: In most material strength. The first refers to the on the hero with Excellent Body Armor, then cases, two characters must be next to each damage inflicted with them, the second to the none of those attacks succeed. other in order to engage in Slugfest materials they can affect. The favorite combat, though an exception is noted if the example is Wolverine, whose Class 1000 character has a weapon that will reach.

29 Super-strong opponents are always make multiple attacks, provided that be unable to pierce an enemy's Force Field grabbing lampposts, columns. and buses to character makes a Fighting FEAT roll in the or Body Armor, but two or more individuals smash one another For this type of combat. Pre-Action roll. The intensity of the FEAT striking at the same spot may be able to the attacker and target do not have to be depends on the number of attacks desired: affect the foe. As with combined material adjacent. but should be within 1 area of Making 2 attacks in the same round - Strength FEATs, the two must inflict each other (unless the attacker is using Remarkable Intensity FEAT damage within in points of each other. The something massive like the Concorde to Making 3 attacks in the same round - higher total is raised to the next rank of strike his or her opponent). The attacker Amazing Intensity FEAT damage, at the lowest point (88 for must be able to lift the object he is using, Unearthly, etc.) providing the individual with and if the target's material strength or Body All multiple attacks are made at -1CS to hit. the lower damage ability makes an Agility Armor is higher, the weapon may be If the Fighting FEAT fails, only one attack is FEAT (the one with the higher FEAT must shattered and the item useless. made at -3CS. score a normal hit). This applies to Slugfest, Charging, and Energy and Force Powers. Holding One's Fire: If a player has initiative, The above applies to Slugfest attacks and his character may hold off his attack until Shooting only. Certain Powers may permit Double-Teaming: A form of combined attack an opponent is within the best possible multiple attacks as Power Stunts without where one attacker holds the target and the range. In other words, the opponent (loser invoking this rule. other hits him. The first attacker must get a of initiative) may move according to his Hold or Partial Hold on the target. The plans, but the attacker does not have to Entangling Weapons: There are a number second attacker then gets a +1CS on attack until the opponent is about to strike. of bolos, nets, and webbing designed as attacks (but a miss on the target may hit (A good example is a character defending weapons to entangle a foe. These hit with the Grappling attacker -- make a second against a Charging opponent. That an Agility FEAT, but if they hit, the target roll as if attacking that character). character chooses to hold his attack until must make an Agility FEAT against the the opponent is right on top of him. then material strength of the net, webbing, etc. Fastball Special: A special form of Charging lets loose.) Failure indicates the target is enmeshed attack developed by Messrs. Logan and and may escape by breaking bonds as a Rasputin of Westchester County. New York, Pulling Punches: This has been covered Strength FEAT, or slipping the bonds, if the which involves the more powerful of the two above but bears repeating: It is possible to character has applicable abilities. using the less powerful as a Missile weapon. inflict less damage than maximum for some The attack supposes the throwing character attacks, and it is possible to select a lower Groundstrike: The Groundstrike is a tactic can lift and throw the thrown character. The effect than the color rolled for other attacks. used by individuals with Energy Powers to attack uses the thrower's Agility to hit, or the Attack forms where reduced damage is inflict concussive damage to a target thrown's Fighting ability. whichever the available are Blunt Attacks, Throwing Blunt, without fear of instant death. The idea is to players involved choose. Damage is done Energy Powers, Force Powers, and use the Power to bowl over an opponent by the thrown character as determined by Grappling. and any farm of attack that uses and do damage with the rock and earth Endurance, or by a normal Slugfest attack, the magic code phrase "inflicts up to a brought up by the attack. If the material with the thrown character gaining benefits as certain level of damage." Attack forms strength is less than the damage inflicted, for a Charging attack. (Plusses for Speed.) where it is possible to have lesser effects the target will take damage equal to the than found on the Battle Effects Table (for material strength. In addition. if the material : A version of the Groundstrike example, lessening a Stun to a Slam) are is relatively thin, the strike may open a used by those with Edged or Blunt Slugfest Blunt Attacks. Force Powers, Energy hole, causing the target to fall through attacks. The attacker must have a Strength Powers, Grappling, and Charging. (Agility FEAT to avoid). The chief function at least two ranks higher than the material of the Groundstrike is that damage is he is standing on; he then strikes at the Multiple Targets: A character may affect inflicted on the Force Power Table. It's ground with fists, legs, etc.. setting up a multiple targets by making a single attack disadvantage is that it is hard on the shockwave that will travel up to 2 areas that will affect multiple targets, or by surrounding territory. away in any direction. Those in the path of making separate attacks against the the Shockwave are attacked by as if by a attackers. Shooting to Neutralize: It's often a good idea Charge of the attacker's Strength. No to try to shoot a weapon out of a miscreant's damage is done by a Shockwave attack Single Roll option: Under certain hand. This requires a Bullseye result, and (though incidental damage may be inflicted circumstances a character may affect a while it inflicts damage. a Kill result is by damaged buildings, bridges falling number of adjacent foes. All targets must be treated as a Bullseye as well. This is one of down, etc.) but targets may be stunned or adjacent to the character in question. Attack the few cases where a Kill result may be slammed if these results are rolled. forms that may use this type of attack are reduced. It may be used only to knock an Blunt Slugfest, Escaping, and Energy and opponent's weapon out of his hand. Blindsiding: A character who is taken by Force Powers. A single roll is made to affect surprise has a greater chance of being all the individuals in the area at a - 4CS. Shooting to Stun: A , involving affected by an attack than one who is Those results are applied to all in that area. grazing the target in such a way as to knock expecting it. A Blindsiding attack gains a him out. This is a Bullseye result for +2CS to hit. and the character hit by a Multiple Combat Actions: Occasionally Shooting combat. A Bullseye result is treated Blindsiding attack may not add Karma to heroes may make more than one attack in as a Stun, but a Kill is still a Kill result. any die rolls to determine if the attack the same round, attacking the same target Slams, Stuns, or Kilts. The Judge has final or different targets. Any character can Combined Attack: A single character may say on Blindsiding, but guidelines are: if the

30 LIFE, DEATH, AND HEALTH

character is taken unaware from behind, the Mayor when he sees the barrel of a character who is adjacent to a nonfighting the character is distracted, the attacker is sniper rifle sticking out of a window. Spidey opponent gains a + 3CS to hit that playing possum (the target does not acts to shield the Mayor, making himself opponent. If the opponent is fighting, or anticipate an attack), the attack comes from the target of the attack. Were Captain engaged in Slugfest or wrestling, there is a an unsuspected quarter (an ally or supposed America standing next to the Mayor in this - 3CS to hit with Missile weapons. Whether friend makes the attack). Characters with situation, then he could bring up his shield or not a target is fighting is determined extraordinary senses (like Daredevil) or (a common object used for this purpose) to when the attacker fires. If the attacker gets danger senses (like , Franklin protect the Mayor and himself (the attack is initiative in the round the opponent tries to Richards, and Spider-Man) cannot be considered to be against Captain America, escape, the attacker has a + 3CS - Blindsided in normal circumstances. Under but his shield may deflect it). otherwise, he has a -3CS. special circumstances, though, Blindsiding these characters can be possible. Spider- Flight and Fight: A few additional rules Luring: Luring is a tactic by which the Man was once Blindsided by Aunt May, as apply to characters engaged in combat character makes himself a target in order to his vaunted spider-sense did not recognize while in Flight: encourage his opponent into attacking him, the dear sweet lady with the lead pipe as a • A character in flight can be slammed whether to keep the opponent from attacking threat -- let this be a lesson to us all... regardless of the character's others, lead the character into an uninhabited comparative Endurance. This is because area, or to persuade the opponent to throw a Shielding: This tactic involves putting the character is not moored to anything. punch or make a charge, only to jump out of something between the target and the • A character in flight may Charge with the way at the last moment. A character attacker, usually an inanimate abject but normal limitations. If the flying trying to Lure states so. The opponent gets a sometimes, in the case of hero leaping into character is engaged in a Power dive +2CS on attacks, but at the moment of the fray to stop an attack on another (dropping straight down), the character attack, the defender can pull a defensive individual, a character himself. can gain a column shift of +4CS (with move of his or her choice. If the attack resulting possible damage for self as misses, the lured character will hit whatever In the first case, the hero may decide to use well). This applies only to flying was directly behind the luring character (the something as a shield as an initial action or characters intent on diving at the character's choice). as a changed action after initiative is rolled. target, not to characters leaping, if it is an initial action, the hero may perform jumping, or falling from high distances Using Karma in Combat: Karma is delved another action in addition to the action. If a (they receive the +3 CS maximum). into deeply in the next chapter, but since it changed action, the hero may perform no has an important effect on combat it should other action that round than shielding. In Firing at a Moving Target: A character who be mentioned here. Karma is used to either case, all other FEATs attempted in is moving is harder to hit. A - 1CS applies manipulate the die rolls on the Universal that round, including combat are -2CS to any target moving up to five areas that Table. When a character decides to spend unless the object used as a shield is a round; a -2CS applies to those against Karma, the player simply announces it. You device or object commonly used by the targets moving up to 10 areas that turn, automatically spend 10 Karma points by hero in that way (the hero is comfortable and -4CS to those moving faster. The saying that simple phrase. You can spend using the device defensively). The material exception to this is attack on a character more, but 10 points is the requirement for strength of the item is used as a form of who is Charging directly at the firer -- other making the statement. On the die roll you Body Armor against the attack (if a garbage than the target getting rapidly larger, there are modifying (always the one immediately can lid is used as a shield, it will provide is no difference in location. after the announcement), you add the Poor (4) protection). This applies only to number of points equal to the amount of physical attacks and similar attacks that Ambush: OK, how many times have you Karma you spend (at least 10, the amount may be deflected in this manner. This form seen this in the comics -- the bad guy is you spent to start with). Other uses of of defense may be used against Slugfest, right around the corner, pistol drawn, Karma are described in the Karma section. Throwing, Shooting, and Charging attacks, waiting for to come around but not Grappling and Grabbing attacks. the corner and... Blam! The Ambush is an Life, Death, and Health attack set up against a certain location. As The hero may also provide a form of soon as any character enters that location, This is one of the most important sections shielding to other targets within the same the attack occurs. Karma is spent when the yet covered. In combat, we noted that area (or within a half-area for ranged attack is set up, not made. An Ambush various attack forms inflicted various types of movement) by putting his own body in the gains a + 1CS to hit. damage -- a strike with the bare fists inflicts way of an attack directed against another. up to the attacker's maximum Strength. This The hero may make this decision only in Aiming (Optional): This form of attack is for may be modified by Body Armor, tactics, and the decision section of the turn, and then if use with Shooting, Throwing, and Powers, other stuff, but result is a number, the hero is closer to the target than the in situations where the attacker has the which is deducted from your Health score. attacker (therefore it is only useful against luxury of spending a turn aiming his What happens when Health reaches 0? Shooting, Throwing, and Charging attacks). weapon without firing. A character Aiming The hero (or an object the hero is carrying, for a turn gains a +1CS to hit. Well, your character just might perish. as in the first section) interposes himself in the line of fire and is considered the target Point Blank Range: There are sometimes A character that reaches 0 Health becomes instead of the intended target. cases where a firer would have to be really unconscious and stays that way for at least trying to miss -- you know, repulsor up 1-10 rounds. The player rolls an Endurance Example: Spider-Man is standing next to against the bad guy's head, etc. A Shooting FEAT for the character and consults the Kill

31 column of the Effects Table. If the result is pulling the character to safety, or even Robots and Reactivation: Robot PCs and no effect, the character is Stunned for 1-10 checking to see if the character is OK. NPCs that are knocked down to 0 Health rounds and may regain consciousness. If A character with First Aid and Medicine and lose all Endurance Ranks are not the result is Endurance Loss. the character Talents may be able to aid individuals "dead" in a conventional sense. but may be begins to lose Endurance ranks. who have reached Shift 0 Health. rebuilt by other characters, if they may retain most of the parts and personality. Repairing A character loses one Endurance rank per Regaining Consciousness: A character such a character would require a Reason turn. The loss is temporary, but for further unconscious from the result of a Stun FEAT of intensity equal to the highest Ability Endurance checks the rank number is regains consciousness in 1-10 turns, and or Power rank of that character (if the Vision considered to be the highest for that rank. may act normally from there on. A is deactivated. as he apparently was once in One rank is lost per turn until the character character with 0 Health is unconscious for crossing Annihilus' Force Field, repairing him reaches Shift 0. When the character slips 1-10 turns, then can make a Endurance is an Unearthly intensity FEAT). The below Shift 0, that character is dead. FEAT Failure indicates the character is still repaired character returns to play, but has Deceased. Pushing up daisies. Beyond the unconscious; check again in 1-10 turns. no Karma. Reactivating a robot takes a mortal ken. Extreme measures must be Success indicates the character has number of days equal to the highest Power taken to bring that character back into play. regained consciousness, and has Health rank of the character (the Vision would take Fold up the character's sheet and put him in equal to his Endurance rank. 10D days). Robots may suffer disabilities. the Hall of Fame. (However, see Immortality.) Recovery: Ten turns after a character takes Impaired Abilities: A character who has lost How do you avoid this situation if your damage, he regains Health equal to the Endurance ranks has a -2CS until the character is the one who may pass from Endurance rank number. provided the Endurance is returned to original levels. One this mortal coil? character is not knocked unconscious. This Endurance rank is healed per week in • Spend Karma. You can stabilize your Recovery only applies if the character is not normal action. One Endurance rank is Endurance for one round by spending further damaged within that time period. If a healed per day if the character is in a 50 points. This is a stopgap measure character is damaged, steps out, and then is hospital or under a doctor's care. Endurance at best. (This is a change from the damaged again before Recovery takes cannot be healed to a higher rank number Original set.) place, then only Healing is possible. than the character had before the damage. • Spend a lot of Karma. You can gain Recovery may take place only once per day. another Endurance FEAT when you Disabilities: A character who slips to Shift 0 slip a level by spending 200 Karma Healing: A character normally heals his in Endurance is in danger of having one or points. If you succeed, you are Endurance rank number in the hour (600 more of his abilities impaired. For such a unconscious. turns) following the last damage. If the character, roll for each physical ability • Help from your friends. If a friend, ally, character takes further damage during that above Good (Green FEAT). Failure enemy,- or passerby attempts to aid period, then the time is measured from that indicates that that ability is now reduced to you. the loss of Endurance is halted. point. Characters with special abilities may be the next lowest printed number (from an The character is still unconscious, and able to heal for greater amounts or at faster Monstrous (61) to an Amazing (50)). These will be for 1-10 more hours. Aid is rates. This rate is doubled by bedrest and abilities may be modified upwards defined as first aid, summoning help, medical supervision (doctors or hospitals). afterwards only by experience.

32 3: THE CAMPAIGN

Chapter One dealt with your character, whether pregenerated or created on the spot. Chapter Two ran through the basic FEATs, combat, and movement, and what a character can do in a turn. In this chapter we expand into the realms of the campaign itself, including Karma, Contacts, and advancement. Karma As a hero adventures in the Marvel Universe, he gains and loses Karma. Karma is the reward system of the game, and is a register of how well the character is doing compared to an "ideal" hero.

Karma is also a spendable experience point. In other words, it is gained by the player, and may be spent by the player to make sure certain actions happen when because Judges have terrible memories). criminal action from occurring, or stopping they are supposed to (example: Captain It while in the process of occurring. The America, with only one chance, bounces Karma may be awarded to individuals or to various criminal acts are listed in the his shield off three walls and hits the lever a group. Definition is determined by the Original Set, and summarized here. necessary to prevent the detonation of the number of characters required to perform • Violent crimes are crimes involving Z-bomb). Karma is also spent to complete the action, defeat the bad guy, or rescue damage to people, and include murder, technological items, accomplish Power the innocent. If more then one person is assault, and kidnapping. Attacking a Stunts, and to advance the character in responsible (such as one character holds super-powered hero is not in itself a abilities and power. the building steady while a second clears violent crime, for Karma purposes, but the streets and a third checks the attacking a hero in his secret ID is. Gaining (and Losing) Karma collapsing structure for people trapped • Destructive crimes are violent crimes Karma awards are made at specific times inside), the award should be split evenly, if directed against property as opposed during an adventure. one character is doing all the work, then to people. Arson, bombings, riots, • Karma is awarded at the end of a that character should get all the credit. vandalism, attacks on super-powered battle or conflict. When making group awards, the amount is heroes, and rampages fall under this • Karma is awarded at the completion of evenly divided between the active category. a task. participants (drop fractions). If three people • Theft is removal of property without • Karma is awarded at the conclusion of perform actions that earn 100 Karma threat or injury. Shoplifting, the game adventure or gaming session. points, each gets 33 Karma points. Awards pickpocketing, break-ins, and for good role-playing are always to embezzling are theft. In the first case, Karma is not awarded individuals. The decision of whether Karma • Robbery is theft with violence or while there is still combat going on, or is awarded to the individual or group, as implied violence. Mugging, bank when there is potential for immediate well as the amount, is the final province of robbery, and store stick-ups are combat. This prevents heroes from the Judge. Karma earned by groups may robbery. Whereas theft is usually done chewing through the lower-level flunkies, be placed in that group's Karma pool even without the target's knowledge, robbery then using the Karma gained to take on the if other members of the pool's group were involves a face-to-face confrontation. organization's mastermind. As long as one not present. • Misdemeanors include all minor of the player character heroes is in combat, crimes, including gambling, carrying Karma is gained and lost through three Karma will not be awarded for that battle. concealed weapons, possession of general types of actions: Heroic Actions, drugs, and driving offenses. Certain actions are rewarded immediately Personal Actions, and Gaming Actions. • National offenses are those crimes that after they occur. Stopping a crime, rescuing threaten the security of the nation, and Heroic Actions are those actions the someone, or preventing a disaster are include treason, hijacking, acts of character undertakes as 8 hero: catching rewarded as soon as they occur, as are terrorism, and drug and weapon criminals, rescuing innocents, battling the Karma losses from committing a crime, or smuggling. forces of evil, and general acts of heroic taking a life. •Alocal conspiracy is a plot or plan to derring-do. Similarly, Karma is lost break the law, affecting one company, At the conclusion of the game adventure, (reducing the player's Karma total) for city, or region. Meeting to plan a Karma awards should be made for the play unheroic acts. Heroic actions are listed in robbery is a local conspiracy. to date. Conclusion means either the end the summary at the close of this section, of a planned adventure or the end of the but the general types are as follows. evening's play. Karma awards for items Stopping or preventing crime: The hero such as good role-playing should not be receives an amount for preventing a delayed from session to session (if only

33 KARMA

•Anational conspiracy is a plot or plan Losses for Heroic (or Unheroic) Acts: to break the law on a national level, Heroes may also lose Karma as a result of usually concerning taking over that their actions. Such losses are always country. individual in nature, and Karma may not •Aglobal conspiracy is directed against drop below 0. These unheroic actions are the entire world, and usually is only summarized on the Karma Table as well, used by those individuals and groups and are detailed below. who dream of world power and alien races intent on conquering the world. Committing crimes: A player character • Other crimes are those crimes that do loses twice the listed Karma points for any not fit into any set category, and crime he commits. even if the hero has include selling drugs, forgery, good reason or there are extenuating counterfeiting, and fraud. circumstances concerning the crime. A hero is sometimes charged with a crime she did Arresting criminals: Often there are cases not commit. This has no effect on her when a hero is not on the scene when a Karma (as the hero knows she is innocent). crime occurs (best example is Spider-Man This only applies to crimes the hero not being around when his was commits, even if she was under the control shot by the ). If the hero brings of outside forces. those responsible for a crime to justice, this is known as Arresting the Criminal, In most Example: Puppet Master controls a hero's cases, a hero does not have official mind. forcing him to rob Fort Knox. While sanction from the governments to make the hero breaks Puppet Master's hold, arrests. The best the hero can do is bring returns the money, and convinces the authorities that he is a good guy. the fact the perpetrator to justice, along with owner says the robber wore the outfit of the enough evidence to make a case against remains that he robbed Fort Knox. and . The hero tracks Scorpion down. loses 20 Karma points as a result. the creep. If the villain is released as a discovers proof of the crime, arrests him, result of a court decision, the hero still gets and turns him over the authorities. The Note: Holding on to the devices of super- the award for the arrest. The classes of hero did not stop the crime, but did arrest crimes are as listed above. powered villains without the permission of the criminal (10), who has a Remarkable + the arresting body is considered to be theft. ability (Amazing damage with tail (50)), so Rescues: Saving another life is worth 20 (Bad guys got rights. too.) Make a the hero receives 60 points. Karma points flat, It doesn't matter if the Popularity FEAT to see if the hero may keep the devices after the trial. person is Aunt May falling off the Brooklyn Example 3: Three heroes tracking down a Bridge or Doctor Doom falling into the core of rash of thefts (four to a rash; three or less Permit crime to occur: There are times his cyclotron. To most heroic characters all is an itch of thefts) stumble across a group life has value, even that of evil characters. A when a hero may choose not to interfere of three villains plotting to hold the city of with a situation, or be unable to interfere maximum of 100 points may be awarded for San Francisco hostage. The heroes break any one action involving rescue (Iron Man with a criminal activity. This is generally not in and knock out the criminals. They have looked upon favorably in heroic circles, and saves a 747 filled with people from crashing arrested the criminals of four thefts (20 — he gets 100 points ). a Karma loss equal to that of arresting the points), stopped a local conspiracy (30) criminal is ascribed to the hero. and arrested the participants (15j, and the Award for Foes: In addition to all other villains all have high Strengths (Incredible, awards, the hero receives Karma for Example: The hero must rush a vial of anti- 40 each). The heroes get 185 points, split battling and defeating opponents. Such an across town to save a life (rescue - three ways for 55 points each. opponent is usually a criminal or villain. worth 20 points). En route he spots a cat This award may be made only if the burglar breaking into a penthouse Example 4: A rampaging monster with apartment (theft -- 10 for preventing, 5 opponent has an ability or Power of Monstrous (75) Endurance is trying to push Remarkable or higher (small fry do not more for arresting). He decides that a life is over an office building filled with people. A more important and gets to the hospital count). The award is equal to the highest team of five heroes tries to prevent it. rank number of the opponent. with seconds to spare. He gets 20 points. Three heroes attack the monster, which but loses 5 for not preventing the crime (he they drive off into the . The other Example 1: The lone hero comes upon a can regain those points by tracking down two heroes help evacuate the building. All liquor store hold-up. The two thugs are the cat burglar, now long gone). heroes would benefit from stopping a crime running for the getaway car. The hero of destruction (20), and from rescue (100 drops down on the thugs and knocks them Defeats: When a hero gets beaten up by a Karma points). No points are awarded for out, to the cheers of the bystanders. She bad guy or guys, he seems ineffective in defeating the monster, as it was just driven has stopped a robbery (20) and arrested his job, and this reflects on his Karma. If off, or for "arresting" the monster as it's still the criminals (10). She gets 30 points for the defeat occurs in a private area (no at large. 120 points are spread among five her actions. other witnesses). the hero loses 20 Karma heroes for 24 each. or added in total to points. If the defeat occurs with more than Example 2: The lone hero comes upon a their group Karma pool. three witnesses (in a park, an office, or on liquor store that has been held up. The national TV). the loss is 40 Karma points.

34 Noble deaths, mysterious deaths, and self- commitment to meet someone at a certain destruction: These are borderline cases time and place. This may be a personal where the circumstances of death are fuzzy appearance, making a date with a girlfriend, to say the least. A noble death is one going shopping with a relative, or making a where the character chooses to sacrifice poker game. For each instance of a hero herself for others (Marvel Girl taking the making commitments and seeing them controls of a crashing space shuttle in through, the hero receives 5 Karma points. order to save Scott Summers and his teammates). A mysterious death is one Weekly award: In addition to specific where no body is found, and is a favorite commitments, heroes in their everyday lives for villains who appear to be about to die. receive Karma points for making the normal Self-destruction involves those cases daily commitments. These will vary according where the death would result no matter to the heroes. Those with employment must what the hero does. For these cases, a set live up to the terms of that employment (like 50 point penalty per hero is ascribed. showing up for the job, as a long absence fighting in the Galaxy may result in a Example of noble death: The Space loss of Karma and a change in Resource Shuttle, carrying the X-Men, is plunging to status). Heroes with families should be its fiery doom. Marvel Girl volunteers to try expected to spend some time with those to pilot it down, though the cosmic radiation families. (The Richardses have been will fry her. She knocks out a protesting spending a lot of time fighting menaces and , and sacrifices her life to save her leaving their son Franklin alone -- this is bad friends. Her friends lose 50 Karma points Karma.) Heroes with wives or husbands are Property destruction: When titans clash, the only, as this was a noble death. They do similarly expected to spend some time insurance rates go through the roof. Super- not regain that amount when it turns out together to receive this reward, in domestic powered characters getting down to cases she really survived the crash. situations as opposed to everyday situations. can level whole city blocks. Villains A character who to the Judge's satisfaction generally don't care, but heroes like to Example of mysterious death: The heroes has completed his normal tasks as employee/ avoid excess destruction. For every area trap the dangerous in a burning employer/husband/wife/parent may receive that takes damage (broken walls, windows, warehouse as the rants about his this award of up to 10 Karma points. fallen roofs, damaged pavements, wrecked new genetic hierarchy. Suddenly the floor and sewage lines), each hero involved gives way, plunging him into the Example 1: Spider-Man, in his identity of loses 5 points. before the heroes can react. No one could Peter Parker, not only-manages to get survive the heat, and no body is found in freelance photos in on time to make an Example: Three heroes fight the rampaging the ashes. The heroes take a 50 point issue of NOW magazine, but makes a Hulk. in the process a city block of seven penalty each, though Apocalypse may have dinner date with Mary Jane and drops in on areas is leveled. The heroes each lose 35 survived the fire. his Aunt May. At week's end, the character points (and probably another 40 each for a gains 10 Karma for making his normal public defeat, as the Hulk is one tough Example of sell-destruction: Iron Man defeats commitments, as well as an additional 5 for customer). Obadiah Stane, who is wearing the Iron showing up for the date with Mary Jane. Monger armor. As a final act, Death: Almost all heroes have a code turns his repulsors on himself as opposed to Example 2: Iron Man, in his identity of Tony against killing, acid this is reflected by the admitting defeat to Iron Man. Iron Man's total Stark, is needed to sign various papers for fact that if a hero kills an opponent, or is reduced by 50 Karma points. the continued survival of his company. iron through his actions allows a person to die, Man spends the week fighting the Crimson all Karma for the character is reduced to 0. Personal Karma Awards: In addition to Dynamo in the Sahara Desert, and does Karma that has been spent for heroic actions in their caped and cowled not even check in. Iron Man receives no advancement, building things, or influencing alter egos, most player characters award for the week (and his control of the die rolls previous to the death is unaffected, have a home life of some form, as well as company may be jeopardized by his failure but with the death, all current Karma is non super-powered friends and allies. to pay attention to business), and loses reduced to 0. New Karma may be earned These friends, allies, and relationships are Karma for not showing up. from this point, but the Karma is lost, even if the source of additional Karma for the hero, the character slain is later returned to life. known as personal Karma. Personal Karma Karma loss for breaking commitments: One Accidental deaths and deaths resulting from is awarded to the individual hero (no group way of gaining personal Karma is to make the hero not being in control of his actions awards). Earning personal Karma consists and show up for commitments. Failure to do not mitigate this effect. of making commitments and following show up for these commitments results in a through on those commitments. A hero who Karma loss, as does leaving these Example: Iron Man's armor is controlled by exists in a vacuum, without friends, is commitments early (sorry, you can't just , and causes him to fire his cutting himself out of an interesting way of touch base and take off). Failure to show repulsor ray into the Carnellian earning Karma. up for a commitment will result in a loss of ambassador, killing him on national TV. Iron 10 Karma points, leaving early a loss of 5 Man's Karma is reduced to 0, despite the Personal commitments: The character, Karma points. Karma levels may never bet that it is not his fault. either as hero or secret ID, can make a drop below 0.

35 Example 1: has scheduled FEAT roll, so he receives 40 points for characters created by the players, these a meeting of the Baxter Building tenants for performing it successfully. awards are given in light of the player's noon on Friday. On Thursday he is stated motives and previous actions. kidnapped by Doctor Doom, and does not Example 2: Spider-Man uses his webbing (Captain Outrageous, "the hero who fears escape until Monday. Regardless of the to temporarily hold the scaffolding together no evil," running from a fight with Terminus situation, he loses 10 Karma points for outside an office building until it is welded. may be making an intelligent decision, but failing to show up (and probably has the This is an act of charity, but no FEAT is still is not acting in character.) The Judge tenants ticked off as well). required. 10 points are awarded. may award up to 10 points in this fashion.

Example 2: She-Hulk and Example 3: Tony Stark kicks in for a new Stump the Judge Award: The characters are out on the town when suddenly a news wing of a medical center, an Incredible rank controlled by the players have super- report comes in about a giant plate of donation made possible by Stark human Powers, and with the addition of succotash eating Yankee Stadium, She- International. Stark receives 40 points for Power Stunts, may be able to use them in Hulk calls it a night early in order to battle the donation, and an additional 20 points new and different ways. In other words, the evil mixed vegetable, but will suffer a 5 for showing up as Iron Man at the grand while the Judge may figure the players will Karma point loss for only partially honoring opening. get out of a deathtrap in a certain fashion, a commitment. they may surprise him by coming up with Example 4: Spider-Man is gathering money some new and different way. The Judge Charities: One easy way of earning for a program to give toys to small children at should make an award of no greater than personal Karma is through charity work. Christmas. The organization, wary of his rep, 15 points to those players who come up There are three types of charity that a hero turns down his offer to make public with new, imaginative ways of dealing with can be involved with: personal appearance, appearances, but Parker still manages to situations (once done, of course, it's now act of charity, and donation. donate a few bucks to the cause (Poor longer new, so once per stunt). FEAT) and in doing so gains 4 Karma points. Personal appearance involves the hero Humor Award: Let's face it: one of the key showing up for a function the proceeds of Negative Popularity FEAT rolls: Heroes reasons for role-playing is the gathering which will be donated to a worthy cause. A are supposed to be good guys, but if their together of diverse people with the intent of charity will request or accept this type of Popularity drops below 0 in the range, swapping bad jokes. Laughing in the face work on a red Popularity FEAT, mainly people may follow their orders out of fear of danger is a trademark of some heroes, because such charities are often used as as opposed to loyalty. Each time a player but even Wolverine and Captain America targets at which super-powered foes get character hero with a negative Popularity get in a wry chuckle from time to time. The even with and humiliate the hero. The hero score uses that Popularity to influence Judge should award 5 points to any player who makes a charity appearance will another character, the hero loses Karma who can come up with a joke, pun, or receive Karma points equal to his equal to his or her Popularity rank number. humorous situation so dastardly that play Popularity rank number (maximum of 20). For example, if a hero with -15 Popularity must cease while everyone takes a deep No more than one charity appearance per uses that Popularity to scare away a group breath and tries to recover a sense of week per hero or group can be counted in of panic-stricken passers-by, preventing direction. this fashion. them from being damaged by a falling wall, he receives Karma for the rescue (100 Act of charity: A hero may also use his points max), but loses 15 points of it due to Powers to benefit the common good, or a his negative Popularity score. worthy cause, in a non-combat or non- emergency situation. Heroes should be Gaming Awards: A player may gain rewarded according to the situation and the Karma for his character through good role- type of FEAT needed to complete the task. play and running his character in an Tasks which are automatic net 10 points, interesting and intelligent way, There are no those which would require a green FEAT 20, negative gaming awards in the Advanced a yellow FEAT 30, and a red FEAT 40 points. Set, as the assumption is made (at least by the designer) that you guys know what Donation: In the Original Set, a bonus of 1 you're doing. Three examples of gaming Karma point per 100 Resource points awards are: donated was set. With the removal of bookkeeping for Resources, this must be Role-Play Award: At the end of an modified. In order to make a donation, the adventure or gaming session, the Judge player must state what is being donated may award personal Karma to players who and make the appropriate Resource FEAT have shown a good knowledge of the if necessary. The Karma award is equal to character's personality. For characters the rank number of that FEAT (if no FEAT from the Marvel Universe, this means the is required, 10 Karma points are awarded). role-playing is in line with how the character is presented ( is loud Example 1: Box hauls a Canadian and boisterous; Wolverine, while not off the shoals of Newfoundland. continually going into murderous rages, is This is an act of charity requiring a red short-tempered and threatening). For

36 Karma Summary Listing Violent Crime -- Stop/Prevent 30 Other Crimes -- Stop/Prevent 15 Permit Robbery -10 Violent Crime -- Arrest 15 Other Crimes -- Arrest 5 Permit Misdemeanor -5 Destructive Crime -- Stop/Prevent 20 Rescue 20 Permit National Offense -10 Destructive Crime -- Arrest 10 Multiple Rescues(5 +) 100 Permit Other Crimes -5 Theft -- Stop/Prevent 10 Defeating Remarkable Foe 30 Property Destruction - 5/area Theft -- Arrest 5 Defeating Incredible Foe 40 Death -ALL Robbery -- Stop/Prevent 20 Defeating Amazing Foe 50 Noble Death -50 Robbery -- Arrest 10 Defeating Monstrous Foe 75 Mysterious Death -50 Misdemeanors -- Stop/Prevent 5 Defeating Unearthly Foe 100 Self-Destruction -50 Misdemeanors -- Arrest 5 Commit Violent Crime -60 Making Commitment +5 National Offense -- Stop/Prevent 20 Commit Destructive Crime -40 Failing Commitment -5 National Offense -- Arrest 10 Commit Theft -20 Weekly Award +10 Local Conspiracy -- Stop/Prevent 30 Commit Misdemeanor -10 Charities: Personal Appearance +Pop Local Conspiracy -- Arrest 15 Commit National Offense -40 (max.20) National Conspiracy — Commit Other Crimes -10 Charities: Act of Charity +10-40 Stop/Prevent 40 Public Defeat -40 Charities: Donation +Res National Conspiracy -- Arrest 20 Private Defeat -20 Negative Popularity - Pop Global Conspiracy — Permit Violent Crime -15 Gaming Award: Role-Playing +10 Stop/Prevent 50 Permit Destructive Crime -10 Gaming Award: Stump the Judge +15 Global Conspiracy -- Arrest 25 Permit Theft -5 Gaming Award: Humor +5

Karma Pools members are not present. Players may set defeated) may be taken out of the Karma their own restrictions as to how much people pool as one character, spreading the blame A Karma pool is formed by a group of may take out of the pool, who may join, and around a little and reducing the individual heroes as a common source of Karma. other by-laws, according to the situation. damage. Each hero may donate as much of his own Karma as he wishes. Any member of the Adding to the Karma Pool: Any group If a member of a Karma pool kills a group may then use the Karma in that pool awards may be added to the Karma pool character, or through his actions causes to manipulate die rolls and build things, directly, or split into equal shares for those the death of another, both his individual though Karma in a Karma pool may not be who belong to the pool. Individual awards Karma and that of the Karma pool to which used for advancement (sorry, no "let's chip are made to the player's character directly. he belongs is reduced to 0. (This is why the in and give Albedo Man another rank of They may contribute to the pool of their X-Men kept such an eye on Wolverine all Body Armor"). own ("Ah, guys, the Pool is a little these years.) Noble deaths, mysterious low, shall we all chip in 50 Karma points?"). deaths, and self-destruction are handled as Who may form a pool: Two or more for individual characters. consenting player character heroes may Karma pool losses: Individual losses are contribute up to their present Karma levels taken from the individual first, then from the Dissolving and Leaving a Karma Pool: A to form a Karma pool. Others may join in the Karma pool he belongs to. For example, if character may only belong to one Karma pool, adding Karma as they join. A character Wolverine is publicly defeated for -40 pool at a time, and to join another must may leave the pool, taking back a share Karma points, but has only 30 points on leave the one he previously belonged to. At equal to that of any other member with him him, he loses the 30 and the remaining 10 that time the hero takes his equal share of (a Karma pool of two is divided two ways, comes out of the X-Men Karma pool he the remaining Karma in the original pool. If one of four characters will give the leaving belongs to. A group loss (everyone all members choose to divide up the Karma character one-fourth of the total pool).

Temporary pools: Karma pools are generally considered to be formed at the start of an adventure and disbanded at the adventure's end (either end of the mission or end of the gaming session). For randomly gathered, heroes, such as those that appear in Marvel Two-in-One, this is normal.

Permanent pools: Heroes who adventure together over a long period of time (several gaming sessions) may form a permanent Karma pool. This is the basis of the super- powered groups, such as the , , or X-Men. Such pools are kept track of by one player, and all members of the pool may draw from that pool, even if other

37 ADVANCEMENT

in a pool, then the Karma pool dissolves. Example 2: The same as above, with the Building Things: Karma is also spent in the The Karma returns in equal shares to each player rolling a 98. The FEAT succeeds, but process of building things, as outlined in member of the pool, who may use it as he the player still takes 10 points off his total, Chapter 4. Karma may be used to determine sees fit (including advancement). A Karma as he declared he was spending Karma. the success of an experiment or invention. In pool cannot be reformed then until after the The character has 20 Karma points left. this case and this case only, the player next gaming session. making the roll must determine how much Example 3: The same as above, with the Karma is being spent before rolling the dice (Optional Rule) Locking Karma Pools — As player rolling a 13. No amount of available (as opposed to the mere declaration of how stated above, heroes may set their own Karma will modify the roll to the point where much is to be spent, with an automatic bylaws regarding the spending of Karma. the FEAT succeeds, so the player lets the spending of 10 Karma points). If the player One such law may be the locking of a Karma roll stand. The 10 points for declaring the does not declare the amount for this success pool. A lock should be agreed to by all use of Karma are still subtracted, leaving roll, then 10 points are assumed to be spent. members of the group. Karma placed into the the character with 20 Karma points. locking Karma pool may not be withdrawn by Advancement: Characters may put Karma the members. It may only be used by the Optional Rule: In order to speed play, the aside for advancement. This Karma is put into individual to modify die rolls. Such a locking Judge may ask for Karma to be spent in a separate fund and is considered Karma pool may only be dissolved by a increments of 5 points. untouchable by the player for normal use (and unanimous vote of those who belong. is similarly unaffected by negative Karma Modifying Results in Combat: In most types modifiers). Any Karma put aside is placed Spending Karma of combat, the attacking character may there with a specific purpose, and may only choose to reduce the effect of his attack be spent for that purpose. Karma is placed in Karma may be spent from its reserve for a (from a red result to a yellow result). Certain Advancement funds usually at the end of number of purposes: manipulating die rolls, attacks may not be voluntarily reduced in adventures or gaming sessions, but never in changing results, advancement, building effect: Edged Attack, Shooting, and Energy the middle of combat or during an adventure things, and Power Stunts. Karma spent in (those attacks with a possible Kill result). The (in other words, "quiet time:' as opposed to the any of these fashions is lost and may not player may reduce these effects by spending heat of the chase). Advancement is described be recovered. A player may not spend Karma. An expenditure of 50 Karma points in full in the next section. more Karma than his character normally may reduce the result by one color (from red has. Karma may not drop, through to yellow, for example). This expenditure may Advancement spending or loss resulting from actions, only be made immediately after the roll below 0 under normal conditions. generating the effect, and before any other As characters develop in the MARVEL die rolls, such as the Endurance FEAT to see SUPER HEROES RPG, they may increase Spending Karma to manipulate die rolls: if the character survives. in levels, Powers, and abilities. This is Whenever making a FEAT roll, the player known as advancement. may change the die roll by declaring, before Power Stunts: Power Stunts are described combat begins, that she is spending Karma in full under Power FEATS in Chapter 2. A In order to advance, individual players must on the result. At this point, the player is Power Stunt permits the hero to use his or create a separate listing or fund of Karma. committed to spend at least 10 Karma her Power in a fashion that has hitherto not Karma placed in that column will be used points (or her remaining reserve, if less than been used. When a hero wishes to attempt for a specific type of Advancement: Ability 10). After rolling the dice, a number equal to the stunt, he describes the stunt to the Advancement, Resource Advancement, the amount of Karma spent is added to the Judge. The Judge then states if the stunt is Popularity Advancement, Power result (at least 10 points, or the amount possible, given the character's level of Advancement, Power Addition, Talent remaining). The player does not have to Power, and what FEAT would required. The Addition, or Contact Addition. declare how much Karma is spent on the player then spends 100 Karma points to try roll, only that she will be spending Karma. the stunt. Any additional Karma to • Ability Advancement is the increase of manipulate the die roll may be spent now, any of the seven primary abilities Certain FEATs may not be manipulated by according to the rules laid out above. (FASERIP). Karma. Resource FEATs may not be so • Resource Advancement is the increase manipulated, nor may Popularity FEATs. Example: A first time player is running the of the Resource ability, and reflects FEATs resulting from being Blindsided or Vision, and wishes to increase his normal that the character is spending time and suffering an unexpected attack may not be density inside an opponent, stunning the energy increasing his wealth. modified by Karma (if suddenly opponent without seriously damaging him. pumps your jet full of knock-out gas, you This is a common Power Stunt the Vision • Popularity Advancement is an attempt cannot spend Karma, unless you had some uses, so would be a green FEAT roll. The to increase the character's Popularity previous warning of the attack). Judge states the character would have to hit rank, via the old PR campaign. Given his target, and the defender would make an the fluid nature of Popularity, this is Example 1: A character with Typical Strength Endurance FEAT against the Intensity of the used in cases where the hero has must make a red Strength FEAT. He has 30 density control used. The player agrees and suffered from a smear campaign or Karma points listed on his sheet. He spends 100 Karma points. The player then other negative Popularity modifiers. announces he spends Karma and rolls the states he is spending Karma to hit, so another • Power Advancement is the increase in dice. He rolls a 68. He spends the full 30, 10 points are automatically spent. The hit is superhuman abilities the character bringing the roll up to a final result of 98 — a successful in any event, and the Vision has already possesses, and reflects a fine success. The character has no Karma left. spent 110 Karma points on this attack. honing of those abilities.

38 • Power Addition is the gaining of new Power Addition: Heroes may increase their Powers, either through experimentation, Powers by spending Karma. The cost of an latent abilities coming to the fore, or additional Power is 3000 plus 40 times the further modification of the character. starting rank number. New Powers (as • Talent Addition is the gaining of a new opposed to Power Stunts, which are Talent from those listed on the Talent relatively cheap) must have a rationale of Table, or the development of a new Talent. some type. Exception: Robotic characters may be modified at a cost of 3000 plus 10 • Contact Addition is the gaining of times the starting rank number, provided additional Contacts, and reflects a that someone is capable of modifying their previously unrevealed or newly gained form. The procedure is the same as for Contact. As campaign play itself often reactivating robots. A third party must have creates new Contacts, this sufficient Reason to include a Power of that advancement pool is not often used. rank. H.U.B.E.R.T. may be modified, but characters would have a great deal of Karma put aside must be put them for one of difficulty with the synthezoid known as the the seven purposes above. A character may Vision. not have an Advancement fund set up for more than one of the seven purposes, but, Talent Addition: Heroes may add to the after making a purchase in one area, may Talents they have by spending Karma into move the remaining Karma to another area. the advancement pool and seeking training. Additional Talents must always have a Ability Advancement: Raising an ability by rationale. If your character wants to learn one rank number costs 1D times the current change, but only when the character Martial Arts D, she must find someone to rank number of that ability. Raising an ability advances to the next rank is that change teach her. Characters may learn from other to the next highest rank (from Excellent(25) apparent. Cost is 10 times the rank player characters at a cost of 2000 points, to Remarkable(26), for example) is called number, plus 200 points for Cresting. or from NPCs at a cost of 1000 points per Cresting. When cresting into the next rank, Talent. (This is to get them out the house.) an additional 400 Karma points are spent. Popularity Advancement reflects a concentrated effort to increase the Contact Addition: Heroes may add to the Example: Potato Salad Man has been character's Popularity score, and is Contacts they have by spending into this putting Karma aside for ability advancement. reflected both by the addition of Karma as advancement pool and seeking out the He has a Reason of Good (14). It will cost well as in specific acts the character must Contacts. Such Contacts should fall into him 140 Karma points to advance to perform. Raising Popularity by one rank two categories: contacts the hero has met Good(l5). It will cost him 150 points plus 4M) number costs 10 times the current rank or dealt with, and contacts that existed in more for Cresting to reach the next rank number. There is no Cresting cost to raise the time previous to the start of play. (Thor, number (550 total) of Excellent (16). from one Popularity rank to the next. In for example, had several adventures before addition, the character must have his connections with were revealed Rationales: A character may raise any performed one publicized act of charity in -- in game terms, the player of Thor saved ability to Excellent without having to explain the past three weeks. (Such acts may up his Karma and picked up the Contact.) If himself. Raising an ability beyond increase Popularity in and of themselves -- the Contact is one the character has Excellent, or more than one rank above the this merely provides another avenue for encountered, that Contact should be original, may take some explaining by the Karma-rich but press-poor characters.) Friendly or Neutral (not Unfriendly or player. What the Judge is looking for is a Hostile). Contacts cost 500 points plus 10 reason why the character is getting Power Advancement: Abilities under the times the Resource rank number of the stronger, brighter, quicker, etc. character's Powers may be increased Contact. A brief list of Contacts for the through expenditure of Karma. Cost is 20 Marvel Universe are listed in Appendix C. Example: She-Hulk, when she first times the rank number gained, and the cost appeared, could lift about 50 tons. putting for cresting is 500 additional points. Any her in the Amazing Strength category. A additional increase of rank beyond the first couple years later, she's working out on the should require a rationale similar to that of Thing's weight machines, pressing 75 tons, the Ability advancement. putting her in the Monstrous category. The Rationale for her increase is merely that Example: Coldboy has Cold Resistance of she has been working out. Should her Amazing(60). It costs him 60 times 20, or Strength continue to increase to Unearthly, 1200 Karma points to raise it to this change may be due to further mutations Amazing(61), and an additional 61 times 20 from the gamma rays, or additional (1220) plus 500 (for 1720j to gain exposure or eating her cheery oats. Monstrous(63) resistance. Note that this method requires spending large amounts of Resource Advancement reflects an Karma to advance at high levels. This is increase in Resource rank. The individual intentional, as a world filled with may numbers of a Resource do not reflect any be a bit tedious.

39 POPULARITY/CONTACTS

Popularity and Contacts Being accused, found guilty, and cleared of the raise in Popularity, while the non-heroic crimes: The reporting of an accusation of ID would not. Similarly, if the hero was Popularity, like Karma, is a variable ability, criminal behavior by an organized and accused of a crime in his secret ID, only and may be increased or decreased respected agency of government (including the secret ID's Popularity would suffer. according to the situation. Popularity is a the FBI and police force, but not including measure of the hero's reputation and public other national governments or newspapers) If a hero with a secret ID has that ID Image, whereas Karma is the hero's will result in the loss of half the hero's revealed to the world it is no longer secret), success within the cosmic scheme of Popularity. If the charge is cleared (hero is then the Popularity becomes that of the things, in general. Popularity depends on not guilty), then the hero regains 10 points of lower of the two values. (Revealed to the what your hero does in public, and how the Popularity (which may exceed his earlier world means it is common knowledge. The press reacts to him. Popularity is awarded total). If the charge is round true (the hero fact that Bethany Cabe knows who Iron on a day-to-day basis, as it takes time for may still be innocent, in the case of a frame), Man is is very different from the Daily Bugle information to move through the media. all remaining Popularity is reduced to 0. knowing that the Hulk is Bruce Banner)

As a hero performs actions for the public Media attack: A media attack is an event Heroes with Negative Popularity: A hero good. and those actions are reported to the that the players have little control over, end who has been arrested, defeated, and/or public at large, the hero's Popularity is a Judge-generated event. In a media subjected to a smear campaign may find Increases. If the hero is accused of evil attack, a publishing entity (newspaper, himself in the negative Popularity category. acts, or failing to protect the populace, his magazine, or TV channel) makes the hero In this case, all contacts are considered Popularity may drop. Popularity may reach look dangerous. foolish, or ineffective. automatically Neutral as opposed to a negative value, unlike Karma. Capturing a costumed crook in such a way Friendly, and any use of Popularity FEATs that results in a media attack gives a result results in a loss of Karma. Popularity Awards and Penalties of + 2-5, or - 3 total. Gaining and Losing Contacts: Contacts are Action Award/Penalty Acts of charity: A publicly reported act of generally gained through the expenditure of Defeat normal villains +0 charity is defined as in the Karma section, Karma. In some cases. joining a group or Defeat costumed villain +2 Pop and results in one point added to the gaining official government sanction will Defeated in public -5 Pop Popularity score. grant certain automatic Contacts. These Accused of crime -1/2 total are separate exceptions that are dealt with Cleared of charges +10 Self-promotion: Endeavors of the hero to by the Judge and given to the players as Found guilty of charge -remaining promote her own image are known as PR specific opportunities. Media attack -5 campaigns, and are reflected by the Charity work +1 coupling of good deeds and spending of Contacts may be lost through the hero Rescues +2 Karma under the Advancement section. performing actions that are not in the Acts of charity tied into Self-promotion and Contact's best interest. This indiscretion All of the above are for public acts. Popularity advancement have no effect on must be known to be effective. Far Defeating Doctor Doom and preventing him Popularity other than to fulfill the example, hiding a criminal wanted by the from blowing up the world is good Karma, requirement for advancement. FBI may endanger the character's contact but unless someone reports it to the world, with the FBI. In such situations, the Judge it won't result in any additional Popularity. Mutant Penalty: Any award or penalty of will make a Popularity FEAT for the Certain actions will be withheld from the Popularity is reduced by one in value for character, modified by circumstance. If the public as they would have a disastrous characters who are recognized or declared FEAT fails, the hero will lose that Contact effect on the general population. mutants (do not really have to be mutants). (the organization becomes Neutral or, if the This applies even to longtime Avengers, crime was severe, Unfriendly or Hostile). Defeat normal villains: Normal villains are like The . In other words, Regaining the good graces of a lost defined as goons, thugs, young toughs. mutants do not gain any Popularity from Contact will cost half the cost of buying that and henchmen. Heroes are assumed to be charitable acts, only one point for catching Contact. and reflects that certain members above the normal range of human criminals, and lose only four points for of the organization may think the hero is capabilities, so defeating normal villains, as being publicly defeated. OK, or that the organization was wrong. well as those with no ability or Power that exceeds Excellent, grants no additional Popularity and Secret IDs: A character Resources Popularity. normally begins play with a single Popularity rank number -- this reflects his Popularity Resources may be increased through the Defeat costumed villain: Battling and both as a hero and a person. If the players spending of Karma, and under specific defeating another costumed character, wish, they may keep separate account of circumstances laid down by the Judge. particularly one with negative Popularity. is their gained Popularity to reflect the difference Resources may be similarly deducted by considered good for the image. Two points between the two. This option is only available the Judge in campaign situations. of Popularity are added. to those characters with secret IDs.

Defeated in public: When you're a winner, Any Popularity award or penalty is ascribed everyone loves you; when you lose, you're to the persona that performed it. If the a bum. A hero who is defeated in public heroic ID rescued a child from a burning loses 5 points of Popularity. building. the heroic ID would benefit from

40 4: HARDWARE, MAGIC, & MORE

Chapters One through Three have dealt with the material necessary for almost every character in the MARVEL SUPER HEROES Campaign: the character, standard actions, movement, and combat, and Karma. Now comes the fun part -- the specialized "" that makes the adventures of different from those of Iron Man. This chapter deals with specialized sections such as magic, available hardware, building and modifying items, and vehicles. Equipment: Weapons Most but not all heroes have "natural," inborn Powers, or weapons that exist as a part of their outfit. However, as most of the hero's opponents are armed with devices such as those found below, a more-than- passing knowledge of the common types of weapons and what they can do will aid the hero's survival.

The tables found on pages 42-43 list all the common, readily available weapons and related material used by criminals. Damage lists the reduction of Health using all, inexpensive. The hero breaking up a subversive societies, law enforcement standard damage. Stun weapons have liquor store robbery would most likely agencies, and the military. Specialized special effects for damage, as they project encounter this type of weapon. The cheap weapons may be created by invention or a listed Intensity of Stunning force. handgun takes only standard ammunition. modification. (see the sections listed Equipment: Inventions and Equipment: Type indicates the Results column used. The Handgun/Pistol is the next most Modifying.) Most of these weapons use the Shooting common weapon, and like the cheap column, but lasers use the Energy column handgun. is easily concealed. A number of Shooting Weapons is the general term for and Concussion weapons use the Force makes and models exist, noted by the all forms of handguns, rifles, bows, column. different number of shots available. When blasters, and missile or energy firing the number is not predetermined (the text weapons, and range from handguns to Rate is the number of shots that may be states a 9-shot pistol), assume the battleship armament. fired per round. Multiple shots require chambers hold 6 shots. separate die rolls, but are taken at the Price indicates the Resource rank of the same time in the combat phase. Certain The Target Pistol is the most finely weapons, from Poor to Unearthly. This weapons fire bursts, which affect up to balanced and accurate of the pistols. The Resource rank reflects the price if the item three adjacent targets, with one roll made user of a target pistol suffers no penalty for is available at all (lasers cannot be picked for all targets. Some weapons are noted to range when firing with two hands. Its up at the local pawnshop). Items that are scatter, which indicates all targets within drawback is that the target pistol fires one gained through criminal contacts (on the one area of the target will be hit for that shot, then must be reloaded. black market) are + 1CS in cost (a damage. Concussion Pistol, acquired through the The Variable Pistol has an advantage in black market, has an Amazing Resource Shot indicates the number of shots the that it may be set in the field to a specific rank rather than the listed value of weapon can fire before it must be reloaded. type of ammunition, and changed Incredible). That takes one round, though certain according to need. Most handguns fire talents. such as Sow skill, may negate this. standard ammunition, and must be Range is the maximum range of the modified to fire other types as well. The weapon in question. For each area beyond Material indicates the material strength of guns carried by the are of the first, the weapon receives a -1CS to hit. the item. Scientific weaponry such as Variable type. This is different from ranged Powers, in lasers tends to be more fragile and more which Range is set as effective number of expensive than the low-tech equivalents, A GyroJet Pistol fires a miniature rocket, areas. Example: a Thug with a rifle fires at a and as such is not used by the man on the which may affect one or more targets target five areas away with Excellent ability. street. according to ammunition type. Gyro-jets will The thug receives a - 4CS to hit as a result only fire one type of ammunition, and gyro- of the range. if the thug were striking with a The common weapons are listed below. jet ammunition will not fit any other type of Power (including such specialty items as a gun. Possession of gyro-jet equipment is The Cheap Handgun is the weapon of repulsor blast), then there would be no restricted. and its use is illegal (treat as choice of most low-level criminals. It is penalty to hit from range. Other Crime). easy to use, sufficiently deadly, and most of

41 EQUIPMENT: WEAPONS

The Laser Pistol, Concussion Pistol, and Table of Equipment Plasma Beam Handgun are weapons used by high-tech spies and subversive Shooting Weapons organizations, including S.H.I.E.L.D. and A.I.M. Their possession is illegal by Name Range Price Damage Type Rate Shots Material unauthorized persons (Other Crime). All Cheap Handgun Fe 2 6 S 1 6 Pr three types operate from power packs. One-handed, no special ammo The standard Stun Pistol fires a stunning Handgun/Pistol Ty 3 6 S 1 6,8,9 Ex beam of Typical Intensity, and the target One-handed must make an Endurance FEAT or pass Target Pistol Ty 5 6 S 1 1 Ex out for 1-10 turns. It operates from a power Variable Pistol Gd 3 6 S 1 6,8,9 Ex pack. One-handed, may change ammo The Machine Pistol is the most powerful type in field form of one-handed weapon and fires GyroJet Pistol Ex 5 10 S 1 per 2 3 Gd bursts (affects up to three adjacent targets). One-handed, fires It is used by the military as well as gyro-jet ammo, government and subversive organizations. illegal Possession by ordinary folk is illegal (Other Laser Pistol Rm 10 10 E 1 10 Pr Crime). One-handed, , illegal The Rifle and Hunting Rifle are standards Stun Pistol Rm 2 * * 1 10 Pr for their types: relatively long. two-handed One-handed, weapons (may be fired one-handed at - power pack, Typical 2CS). The hunting rifle is merely a higher Intensity stunning grade of rifle. Concussion Pistol In 4 10 F 1 5 Ty One-handed, The Sniper Rifle, like the target pistol, power pack suffers no penalty for firing up to maximum Plasma Beam Am 7 20 F 1 10 Ex range. It is used by criminals as well as the Handgun, One- military. handed, power The Assault Rifle is the version of the rifle pack used by the military. Machine Pistol Ex 3 20 S 1 6 Ex Bursts, one- The Laser, Stun and Concussion Rifles are handed, military larger versions of their handgun equivalents. Rifle Ty 10 10 S 1 4 Gd The stun rifle fires a beam of Remarkable Hunting Rifle Gd 10 10 S 1 6,7,8 Gd Intensity. All use power packs. All are illegal. Sniper Rifle Gd 10 15 S 1 4 Gd Assault Rifle Ex 7 10 S 2 20 Gd The Automatic Rifle is a military weapon Military that fires bursts. A Semi-Automatic version Laser Rifle Rm 4 20 S 1 20 Ty with similar stats may be altered to fire Power pack, normal shots. Possession outside of illegal government-recognized agencies is illegal Stun Rifle Rm 5 * * 1 20 Ty (Other Crime). Remarkable Intensity stunning, The Shotgun is a one- or two-barreled power pack, weapon that fires bursts. It is often loaded illegal with non-lethal cartridges (such as rock salt) that will not inflict Killing damage Heading Definitions (ignore Kill results). One or both barrels Name: Name of the weapon may be fired. Price: Price rank to meet or beat when making a Resource FEAT Range: Effective Range in areas The Riot Gun is a smaller version of the Damage: Amount of damage inflicted by standard weapon of the type listed. Weapons that shotgun, and fires grenade-like missiles and inflict special or variable damage are marked with a *. canister shot (treat as grenades). Riot guns Type: Effects Column on the Universal Table. The types are S = Shooting F - Force E may be fired one-handed at -1CS to hit. =Energy Rate: Number of shots that may be fired on one round. 1 = fire one shot/round 2 = fires 2 The Grenade Launcher is a military shots/round 1 per 2 = fires one shot every other round weapon that fires grenades a set distance Shot: Number of shots a weapon can fire before it must be reloaded. In effect. the number with no penalty for range. Private of consecutive rounds of firing. possession is illegal (Other Crime). Material: Material strength of the weapon.

42 Name Range Price Damage Type Rate Shots Material Notes: One-handed: The weapon can be fired Concussion Rifle Rm 7 10 F 1 12 Gd one-handed without penalty Power pack, Illegal: Possession of this weapon outside illegal of certain authorized groups is a Automatic Rifle Ex 5 15 S 1 20 Gd misdemeanor. Military, bursts Military: Possession of this weapon outside Shotgun Gd 3 20 S 1,2 2 Gd of the military and certain authorized Bursts groups is a crime (Other Crime). Riot Gun Gd 2 15 S 1 6 Ex Power pack: This weapon operates from a Fire one-handed power pack, as opposed to using at -1CS standard ammunition. Grenade Launcher Ex 4 * 1 per 2 1 1 Gd Bursts: This weapon may affect multiple Military adjacent targets. Sub-Machine Gun Rm 7 25 S 1 7 Gd Scatters: This weapon affects all within one Fire one-handed at area of the target. -2CS, bursts, Two men to fire: Two persons are required military to fire this weapon effectively. One may Machine Gun In 10 30 S 1 20 Gd fire, with the result of the firing rate being Bursts, military halved and a - 2CS to hit. Flamethrower In 2 30 E 1 5 Ty/Gd Stationary: This weapon does not move, Fire burns for 10 but it can turn in place. points/damage/ round, scatters, The Sub-Machine Gun is a military weapon military that fires bursts, and may be fired one- Bazooka In 4 40 S 1 per 2 1 Gd handed at - 2CS to hit. Two men to fire, military The Machine Gun is a military weapon that LAW Am 4 40 S 1 6 Gd fires bursts, but may not be fired one- Military handed. Light Artillery Am 10 40 S 1 20 Ex Two men to The Flamethrower is a military weapon that operate, military shoots a jet of flaming jelly, affecting all Stun Cannon Am 10 * * 1 10 Rm targets in the area. The fire burns for Two men to fire, Incredible (40) points damage the first round, one-man firing at and continues to burn for 10 points damage -1CS to hit, each round until put out For 1-10 rounds). Incredible Intensity stunning, bursts, The Bazooka is an old-style military power pack weapon, still used in small armies and by Concussion Cannon Am 15 40 F 1 10 Rm criminals as well as in old WWII movies. It Power pack has recently been replaced by the LAW. It Laser Cannon Am 20 30 E 1 10 Ex requires two men to fire. Power pack Heavy Artillery Mn 40 50 S 1 30 Rm LAW stands for Light Anti-tank Weapon, Two men to fire, and is the replacement for the Bazooka on scatters, military the battlefield. It requires one man to fire. Superheavy Artillery Un 80 50 S 1 30 In Stationary, two Light Artillery is a blanket term for projectile men to fire, weapons above the Bazooka/LAW class military but still moveable by a normal man, and Missile Launcher In * * * 1 10 Rm includes mortars. Fires missiles of various capabilities, Stun, Concussion, and Laser Cannons are military the largest version of the pistols and rifles Regular Bow Pr 5 6 S 1 1 Pr of the same name. They must be stationary Two-handed to fire, and all rely on power packs. Stun Long Bow Ty 6 10 S 1 1 Ty cannon fires bursts of Incredible Intensity. Two-handed Compound Bow Ex 7 15 S 1 1 Gd Heavy Artillery refers to large mobile Two-handed weapons that require horses or vehicles to Crossbow, Fire one- Gd 3 10 S 1 per 2 1 Ty lug around. They must be stationary to fire. handed at -2CS Fire affects all in target area.

43 Super-Heavy Artillery is reserved for large Ammunition Table immobile weapons, most often battleship and railroad guns. They require a crew of Name Weapon Cost Rounds at least two men to fire. Standard All Handguns Fe 50 All Rifles Fe 50 The Missile Launcher is a military weapon Standard Assault Rifle Fe 30 that fires missiles (see Missiles), and may Standard Automatic Rifle Fe 20 (1 clip) range from small launchers similar to the Standard Sub-Machine Gun Fe 7 (1 clip) LAW to missile equivalents of the Heavy Standard Machine Gun Pr 20 (1 clip) Artillery. Standard Standard Shotgun Fe 10 Finally, shifting back down to more Standard Bazooka Fe 1 personal weapons, Bows are two handed- Standard LAW Fe 1 weapons, though the Crossbow can be Standard Light Artillery Pr 1 fired one-handed at a -2CS to hit. Both Standard Heavy Artillery Ty 1 Bows and Crossbows have a -1CS to hit, Standard Superheavy Artillery Gd 1 unless the wielder has Bow Talent. Power Pack Pistol Ty 1 pack Ammunition: Damage listed for each Power Pack Rifle Gd 1 pack weapon is for standard ammunition. Stun, Power Pack Cannon Ex 1 pack concussion, and laser weapons operate from power packs, and may not use other Mercy Shot Handgun Fe 10 types of ammunition. Gyro-jets may only Mercy Shot Rifle Fe 10 use gyro-jet ammunition, though there are Mercy Shot Assault Rifle Fe 5 several warhead types. Mercy Shot Automatic Rifle Ty 20 (1 clip)

There are several types of specialized AP Shot Handgun Fe 10 rounds ammunition, the first of which is Mercy AP Shot Sniper Rifle Fe 10 rounds Shot. Mercy bullets inflict no damage, but AP Shot LAW, Bazooka Fe 1 round spread a Remarkable Intensity knock-out drug over the skin of the target. If the bullet Rubber Shot Handgun Fe 40 rounds inflicts damage to the target, the drug takes Rubber Shot Rifle Fe 40 rounds effect, knocking those affected out for 1-10 rounds. Explosive Shot Handgun Ty 10 rounds Explosive Shot Rifle Ty 10 rounds Of a more deadly nature is AP Shot. Armor- Explosive Shot Bazooka Gd 1 round piercing bullets reduce the target's Body Armor by 2 CS (from Good to Poor, for Canister Shot LAW, Bazooka, Gd 1 round example) for purposes of hitting and Riot gun damage. This type of ammunition has no Canister Shot Light Artillery Gd 1 round effect on force fields (including the force- Canister Shot Heavy Artillery Ex 1 round field stiffened armor of Iron Man). Canister Shot Superheavy Artillery Rm 1 round

Less lethal is Rubber Shot, a type of Standard Gyro-jet Pr 5 rounds ammunition that inflicts slugfest damage as Explosive Gyro-jet Pr 1 round opposed to shooting damage. Ignore Slam Heat-Seeker Gyro-jet Pr 1 round results in using rubber bullets. Explosive Explosive H-S Gyro-jet Gd 1 round Shot inflicts twice normal (listed) damage for the weapon. If the weapon fires bursts Name: Type of ammunition or scatters, all in the area are affected Weapon: Specific type of weapon used when using explosive shot. Price: Resource Rank Amount: Standard packaging of that type of ammunition. (You cannot purchase half a clip of Canister shot is a special type of Automatic Rifle standard.) ammunition, similar to the shot-gun shell in that it may be loaded with a number of cartridges for various effects, all for the same cost. The player should specify the Smoke Canisters: contain Excellent Heat-Seeker Ammunition seeks out the type of canister desired when purchasing. Intensity smoke. Cover one area. hottest source in line to the target. Will Gas Canisters: contain Incredible Intensity Explosive Canisters: inflict double damage track the hottest source up to maximum of Tear Gas. Cover one area. to all in target area, normal damage to all in the weapon's range, and suffers no penalty Knock-Out Canisters: contain adjacent areas. for range. If several targets are of the same Remarkable Intensity Knock-Out gas. Incendiary Canisters: inflict damage as heat, then it will determine a target Cover one area. listed for weapon in fire, which burns at that randomly. This ammunition type is only Intensity for 1-10 rounds. available for Gyro-Jet Pistols.

44 Melee Weapons Melee and Thrown Weapons The common melee weapons listed on the Name Price Damage Type Strength table on page 45 are listed according to Cost rank, normal (minimum) damage, type Knife Fe 10 EA,ET Ex of damage (Edged Attack (EA), Edged Sword Pr 10 EA Ex Throwing , Blunt Attack (BA), Blunt Great Sword Gd 15 EA Ex Throwing , Grappling (Gp) or Grabbing Two-Handed (Gb)), and normal material strength. Axe Gd 5 EA Gd Great Axe Ex 15 EA Gd When attacking with an object in a Blunt Two-Handed Attack, the hero inflicts damage equal to Spear Fe 10 EA,ET Gd his Strength or the material strength of the Club Fe 10 BA,BT Gd item, whichever is less. When attacking Shuriken Fe 10 ET Ex with a weapon designed for combat, the Pr 10 BT Gd character will always inflict damage of the Whip, leather Pr 0 Gp,Gb Ty effects type listed and always a minimum of Whip, metal Gd 10 Gp,Gb Gd the damage listed (a knife will always inflict at least 10 points). A powerful character A Spear is considered as any thrusting blade gases of various Intensities. Health is may inflict up to his Strength or the material with a handle over one foot long, and is unaffected by knock-out gas. strength of the object in damage, normally thrown or wielded with two hands. whichever is less. Example: Flash Grenades create a flash of up to with his bare hands can inflict up to 100 Clubs are standard blunt weapons, and Amazing intensity Those facing the flash points of damage in slugfest. With a normal include makeshift weapons such chairs and are affected. knife he can inflict a minimum of 10 points tables. Edged Attack, and a maximum of 20 points Concussive Grenades inflict 40 points of (Excellent material) damage. That is why Shuriken are also called throwing stars. damage as a Blunt Attack, to all in the area Wondy doesn't carry a knife. Maximum range of these stars is three areas. Sonic Grenades inflict 20 points of Energy Note: If a weapon hits a material of higher damage to all in area; in addition, all must material strength (knife against the Hulk's The Boomerang is a flat, curved throwing make an Endurance FEAT against skin), there is a chance of it breaking as if stick. Only a character with Throwing talent Excellent Intensity Stunning. purposely attempting to break the weapon. may cause a Boomerang to return to his Make a Breaking FEAT roll, comparing the hands. Missiles are expensive propositions. In material strength of the object and either addition to a missile launcher, the user the Strength of the wielder or the material Whips can make Grappling or Grabbing must purchase the missile itself, the strength or Body Armor of the target. attacks from a distance, as if the whip had specific payload to be used, and the control Example: Black Knight attacks Hulk with a a Strength equal to its material strength. system This restricts missiles to those who regular sword (his Ebony Blade is being Example: a villain using a leather whip tries can afford or invent them. polished). Sword is Excellent material, to entangle a charging hero. The villain Hulk's Body Armor is Monstrous, and Black rolls a Grappling attack on the Typical A missile without a control device will fly in a Knight's Strength is Good. The attack inflicts column. The result would then be a Miss, straight line to its target's location at the time of no damage, and a second check is made, Partial hold, or Full hold. the firing, and hit those in that area on the Shift Good Strength breaking an Excellent 0 column (individuals who are not choosy material sword, to see if the blade breaks. Other Weapons about their targets often do this while loading up on the explosives). Aircraft Bombs (like the A Knife is defined as any blade weapon Grenades on the price list refers to those type in old 8-52 movies) an missiles without with a blade up to 12 inches. May be standard types of grenades available. All control devices (the "launcher" is in the plane thrown as a thrown object. grenades are usable by military and itself -they are "launched" straight down). government organizations but their Swords are considered one-handed blade ownership and use by private citizens (and There are three readily available types of weapons with blades over 12 inches long. criminals) is illegal (Other Crime). missiles: Not normally thrown. Fragmentary Grenades inflict Remarkable The Standard Missile Great Swords are two-handed blade Edged Attack damage to all in the same area. Body Control Speed weapons. They may be wielded one- Ex Rm Ex handed at - 2CS to hit. Smoke Grenades release Excellent Intensity smoke. All FEATs within the The High-Tech Missile Axes are any chopping weapon, including smoke-filled area are made at -2CS. Body Control Speed fire axes, that may be wielded with one Ex In Ex hand. Tear Gas Grenades release Typical Intensity Tear Gas. The High-Speed Missile Great Axes are two-handed chopping Body Control Speed weapons, used by medieval-type folk. Knock-Out Grenades release knock-out Ex In Am

45 VEHICLES

These three types come in a variety of Other Weapons Cost forms, and a character cannot be able to Name Cost Special Damage identify an approaching missile's type unless he is familiar with the various Grenade, Fragment Ex RM damage, Scatter makes. Grenade, Smoke Gd -2 CS for FEATs Grenade, Tear Gas Ex Typical Intensity Example: Given his background in weapons Grenade, Knock-out In Good Intensity research, Tony Stark may be able to make Grenade, Knock-out Am Excellent Intensity a Reason FEAT to determine what a type of Grenade, Knock-out Mn Remarkable Intensity missile is, but Johnny Storm cannot. Grenade, Flash Ex Amazing Intensity Grenade, Concussive Rm 40 points BA Control Systems: Grenade, Sonic In 20 points Energy Wire-guided: The missile is controlled by wire leading from the tail of the missile Missile, Standard Am (Feeble material). The Wire-guided missile Missile, High-tech Mn has the Agility of the controller to hit. Missile, High-speed Mn Severing the wires causes the missile to Missile Control, Wire-guided Rm behave as if it has no control. Range of 10 Missile Control, Tele-guided In areas, maximum, but no penalties for range. Missile Control, Computer Am Missile Control, Radio In Tele-Guided: The missile is guided by a Missile Control, Heat Seeker Rm camera in the nose of the missile, and the Missile Payload, Standard Rm 40 points, Scatter operator may be up to 5 miles away. Use Missile Payload, Rm 40 points, one target the Control of the missile or the Agility of Concentrated Explosive the controller (whichever is lower) to Missile Payload, High Exp. Am 70 points Scatter determine Control FEATs for this type of 20 points, adjacent missile. Missile Payload, Incendiary In 40 points fire Missile Payload, Gas Am Amazing Intensity Computer-Guided: The missile is program- Smoke, fill one area Gd - 2CS on FEATs med internally for a specific target. its ability Tear Gas, fill one area Ex Typical intensity to determine the target is considered Poor if Knock-Out Gas, fill one area Ex Feeble Intensity multiple similar targets are available. (also explosives) Rm Poor Intensity Rm Typical intensity Radio-Linked: Also called a homing missile. In Good intensity The missile tracks on a specific In Excellent Intensity wavelength, either directed from its paint of Am Remarkable Intensity firing or issuing from the target. Destruction Am Incredible Intensity of a or cessation of the signal Mn Amazing Intensity causes the missile to go out of control. Mn Monstrous Intensity Un Unearthly Intensity Heat-Seeking: This form of guidance will 10 points BA "lock on" to the highest flame source in its path (usually a jet-engine or flaming hero). The missile will only be sidetracked by a Gases Vehicles higher source of heat. Smoke: Smoke, whether from fire or Not all characters have their own garage The Payloads missiles, is usually considered to be of filled with neat vehicles, but most come Standard Missile Payload inflicts 40 points Excellent Intensity to see through. All into contact with this necessary type of EA damage to all in the target area. FEATs performed while in a Smoke-filled equipment in some way (as weapons if area are at -2CS. nothing else). The table on pages 48-49 Concentrated Explosive inflicts 40 points lists the more common and well-known EA damage to target only. Tear Gas: Most tear gas is considered to craft in use. be Typical intensity. Those failing the High Explosive inflicts 70 points EA Endurance FEAT roll against this gas may Vehicles are defined by six statistics: Type, damage to all in target area, and 20 points take no actions other than movement until Cost, Control, Speed, Body, and Protection. to those in adjacent areas. they leave the area, nor for one round after leaving that area. The Type of a vehicle is a handy definition Incendiary inflicts 40 points Energy damage of the general purpose. A Blimp, the to all in area, and burns for Good Intensity Knock-Out Gas: Knock-Out gas is listed in Concorde, and the Avengers Quinjet are for each round afterward until put out. various Intensities, as it is a favorite device all basically airborne craft, and so are to knock out bad guys and good guys. classified as "air" types. Vehicles of the Gas Payload contains Amazing Intensity Those in the same area as knock-out gas same Type are normally bound by the tear or knock-out gas, which will affect all in must make an Endurance FEAT or be same general rules regarding control and the area. knocked out for 1-10 rounds. damage.

46 Road vehicles are those designed primarily Driving Lesson (Using Vehicles) Excellent Endurance. Their current Speed to be driven on relatively flat surfaces (like rank is considered to be that equal to the roads), and include most vehicles found in The Control attribute of a vehicle represents areas moved or the next highest on the modern cities. Road vehicles suffer how well the vehicle handles, makes turns, long-distance movement table. (see page penalties for Control and Speed when off- and generally performs. In certain xx).All vehicles use the Land/Water column, road (like cutting through the park in your situations. an operator of the vehicle must save for GEV, Space, and Air types, which luxury lime). make a Control FEAT to perform a certain use the Air column. action. This FEAT refers to the character's Off-Road vehicles are land vehicles Agility, or the vehicle's Control, whichever is Example of Acceleration: A hero with designed to handle broken ground better less. Situations where such FEATs are Amazing Endurance and no other than road vehicles. Some recreational required are determined by type: movement-related powers is chasing a vehicles and military equipment fall under • Road Vehicles make Control FEATs for . Both are moving from a standing this category. sudden stopping, traveling off-road, start. In the first round, the hero moves 3 turns of 90 degrees or more, or any areas, determined by his Endurance. The Railed vehicles follow a predetermined path sudden action at higher than listed Jeep moves 2 areas in the first turn, and or track; the most common example is Speed. accelerates to 4 areas in the second turn Trains. A Railed vehicle that runs off the • Off-Road Vehicles have the limitations (Good speed). The Jeep then moves 4 track has disastrous effects. of road vehicles except for traveling areas per turn each turn afterwards. off-road. Machines, of course, unlike heroes, never GEV means Ground Effect Vehicle, which • Railed Vehicles check for sudden stops, get tired. is basically the hovercraft. GEVs exhibit only. properties of both Air and Off-Road • GEVs check Control as Off-Road and Note on Air vehicles: Most aircraft must Vehicles, and as such deserve their own Air vehicles. have a section of open space (a runway) to entry • Air Vehicles check Control for sudden attain the speeds necessary to achieve turns (including dodging), turns of up flight. Air vehicles must be moving at a Air vehicles travel mainly through the to 45 degrees (one-eighth of a circle), ground speed of equal rank to their listed friendly skies, and include all forms of and Take-off and landing in non-normal air speed before they can take off. A aircraft from gliders to the Concorde. situations (landing on an airfield does Commercial jet must make Monstrous not require a Control FEAT. Landing on ground speed 19 areas/round) before it can Space vehicles are those which are a fog-enshrouded runway or with two take off. During this time the Air vehicle is capable of sustained space travel in orbit or engines dead does). considered a Ground vehicle for purposes between planets. • Space Vehicles check Control for take- of control. (Sub-note: Vehicles that launch off, landing, and sudden movements. from very short runways, such as aircraft Water vehicles are boats of every • Water Vehicles and Subs check Control carriers and the top of the Avengers' description. from sailboats to carriers. Their only for sudden changes in course. mansion, use catapults that fling the craft at main limitation is the danger of sinking. the necessary speeds over the water (or Submersible vehicles are those designed to Failure to make a Control FEAT is over Central Park, as the case may be).) travel underwater, and are represented by described in Out of Control. the submarine. Subs are similar to water Normal Deceleration is similar. A vehicle vehicles in the danger of sinking. Example: The , with her Agility of may drop its speed by two ranks each Excellent, is flying the Quinjet, with a Control round until Shift 0 is reached (a mini-car The Cost of a vehicle is represented in the of Remarkable. Coming out of a fog bank and moving at Good speed 14 areas/round) Cost column. It is often possible to buy a seeing the Empire State Building looming slows to Poor (2 areas/round), then to a full used (and therefore unreliable) version for straight ahead, Wasp must make a sudden stop). A vehicle may drop its speed by 3 one less than listed (a used sedan costs change of direction. She makes a FEAT roll ranks in a round by making a Sudden Stop Excellent rather than Remarkable, and using her Agility as opposed to the vehicle's (with the attendant Control FEAT). small countries can get their own used Control, because her Agility is the lesser of battleships for Monstrous cost). the two values. Were Captain America at the Example: A vehicle moving at Good speed controls, with his Incredible Agility, he would moves 4 areas in a round. In the next The other four "Statistics" of a vehicle have to make a FEAT roll against the round it may slow normally to 2 determine how well the vehicle performs Quinjet's Control, which is the lesser of the areas/round. and come to a complete stop under most situations. The Control stat is a two. The FEAT roll would be green in most in the third round. The vehicle can slow to measure of how well the vehicle responds normal cases, but if there were other one area/round in the second round by to moving in different directions and making circumstances (say, the ship was damaged), making a sudden stop. If the stop still sudden stops. Speed is a note of the it might be a yellow or red FEAT to avoid brings it into conflict with a solid object maximum safe speed of the vehicle. Body is smashing into the Empire State Building. (Crash), it will be moving at Feeble speed the amount of damage the vehicle can sustain before a chance exists of system Speed indicates the maximum safe speed Note for Air vehicles: An Air vehicle has to failure (the vehicle breaks down). Protection for the vehicle in question. Similar to flying be moving at the ground equivalent of its air is a new attribute for vehicles, and movement, all vehicles must obey certain rank speed (a plane with a speed of Shift X represents the amount of equivalent Body rules of acceleration and deceleration. must be moving at 12 areas/round to make Armor the vehicle provides for those within. Vehicles accelerate in 2 areas/round a safe landing (making a landing at higher stages, as if they were characters of than that speed requires a Control FEAT)).

47 Vehicles

Name Type Cost Control Speed Body Protection Sedan Road Rm Ty Gd Gd Pr Mini-Car Road Ex Gd Gd Pr Fe Sports Car Road In Ex Rm Pr Pr Luxury Car Road In Pr Gd Ex Gd Security Lime Road Am Ty Ex Re Re Van Road Rm Pr Gd Gd Gd Convertible Road Rm Ty Gd Gd Fe Taxi Road Ex Ty Gd Ty Pr Bus Road In Pr Gd Ty Ty Police Car Road Rm Gd Ex Ty Ty Police Van Road Rm Ty Gd Ty Ty SWAT Van Road In Ty Gd Rm Ex Semi Road Rm Ty Ex Ex Gd Road In Ty Ex Ex Ex Armored Car Road In Ty Ty Rm Rm Fire Truck Road In Ty Ex Gd Ty Includes Fire Hoses, Hook and Ladder) Ambulance Road Rm Gd Ex Gd Gd Rocket Car Road Am Fe ShZ Pr Pr Bicycle Off-Road Pr Gd Ty Fe 0 Motorcycle Off-Road Ex Ty Ex Pr 0 Motor Trike Oft-Road Rm Rm Gd Gd 0 Pickup Truck Off-Road Rm Ty Gd Gd Ty Jeep Oft-Road Rm Gd Ex Gd Pr ATV Off-Road Rm Rm Gd Gd Ty Snowmobile Off-Road Ex Gd Gd Ty Rm Heavy Truck Off-Road In Pr Ty Ex Gd Tractor Off-Road Rm Gd Ty Gd 0 Bulldozer Off-Road In Ty Ty Ex Ty Tank (Includes Light Artillery Off-Road Am Ex Ty In Rm mount and Machine Gun) SPG (Includes Heavy Artillery Off-Road Mn Ty Pr Rm Ex mount and Machine Gun) Armored Carrier Off-Road Am Gd Gd In Rm Includes Machine gun Walker Off-Road In Gd Gd Rm Rm Includes Stun Cannon Borer Off-Road In Pr Ty Rm Rm

Heading Definitions

Name: Name of the Vehicle Type: General "type" of the vehicle Road — Craft which travel on hard, flat surfaces Off-Road — Craft which travel on rough ground with no penalty Railed — Craft which travel on predetermined paths GEV — Ground Effects Vehicles — those that ride on a cushion of air Air — Craft which normally are airborne Space — Craft which are space-worthy — these craft are usually but not always airworthy as well Water — Craft which ride on the top of the water Sub — Craft which normally travel beneath the water's surface * — Indicates the craft is compartmented

Cost: the Resource Rank of the craft Control: Ability of the craft to respond to sudden changes in direction and speed Speed: the rank representing the maximum safe speed of the craft Body: amount of damage the craft may take before failing to operate; its personal body armor and material strength Protection: amount of Body Armor the craft provides to normal riders. Some craft provide no protection to the rider.

48 Vehicles

Name Type Cost Control Speed Body Protection Train Railed In Fe Ex Gd Gd Bullet Train Railed Am Pr In Gd Gd El Railed In Pr Ty Gd Gd Monorail Railed In Pr Ex Ex Gd Hovercraft GEV In Ex Rm Gd Gd Private Plane Air In Ty Am Fe Ty Corporate Jet Air Am Ty Am Pr Ty Military Jet, Includes 4 missiles Air Mn Ex ShX Ty Ty of various types, Machine Gun Commercial Jet Air Mn Gd Mn Ty Ty Blimp Air Am Fe Pr Fe 0 Traffic Copter Air In Gd Ex Fe Fe Battle Copter Air Am Ex Ex Ty Gd WWII Plane Air Am Gd Rm Ty Ty Includes machine gun, 2 bombs WWII Bomber Air In Ty Ex Gd Gd Machine Guns, 100 bombs WWI Fighter Air In Rm Gd Pr 0 Includes Machine Guns VTOL Jet Air Mn Rm Un Ty Ty Includes four Missiles Ultra-Light Air Ex Ex Ty Fe 0 Gliders Air Ex Ty Ty Fe 0 Autogyro Air Rm Ex Ex Pr Pr Air Car Air In Ex Pr Gd Gd Skymobile Air Rm Ex In Ex 0 Flying Car Air Am Rm Am Ex Gd Quinjet Air Am Rm ShY Ex Gd Concorde Air Mn Ty ShX Gd Gd Omnijet Air Am Ex ShY Ex Gd Pogo Plane Air Am Ex ShY Ex Gd Fantasticar Air In Ex In Gd Ty SRC Air In Gd Rm Ex Ty "" Air Am Rm ShY Ex Gd Space Shuttle Space Mn Ty ShZ Rm Rm Lunar Shuttle Space Am Gd Cl1000 Rm Rm Space Ship Space* Un Ex Cl3000 Ex Ex

Raft Water Fe Ty Fe Pr 0 Rowboat Water Ty Gd Fe Ty Fe Sailboat Water Gd Pr Pr Fe 0 Racing Sloop Water Rm Gd Gd Pr Pr Motorboat Water Gd Ex Ex Ty Pr Yacht Water In Ty Gd Ty Ty Speedboat Water Rm Gd In Ty Pr Patrol Boat, Includes Light Water Rm Gd Rm Gd Ty Artillery, Machine Guns Hydrofoil Water In Ty In Ty Ty Jetskis Water Rm Ex Ex Gd 0 Ocean Liner Water Am Gd Ty Rm Gd Destroyer, Includes Light Artillery, Water* Mn Ty Ty Ex Ex Heavy Artillery Battleship, Includes Super Heavy Water* Un Ty Pr Rm Ex Artillery Carrier, Does not include air craft, Water* Un Ty Pr Ex Ex includes Missiles Submarine Sub* Am Gd Pr Rm Ex Includes 8 Missiles Mini-Subs Sub In Ex Gd Gd Gd Missile or laser armed

49 Air Vehicle Ascent and Descent: Air vehicles 747 can survive a barrel roll is a matter of Air vehicles on the ground (taking off and may climb and descend as do flying debate, since no one has tried it (nor does landing) are treated as Road vehicles. Those characters. The only exception is that if the the author wish to try,. even in the spirit of that lose control in the air continue to move "floors" climbed or descended are greater investigation). in a straight line without reducing speed, and than the forward areas moved by the plane, a begin to lose altitude as if falling (3 floors (45 Control FEAT is required to maintain control A character with an applicable Talent or feet) in the first round. 6 floors (90 feet) the of the plane. Failure in either case indicates background, or using a Power to aid the second, 10 floors (150 feet) the third, and 20 the aircraft is going into a fall until control is work, should need a green or yellow floors (300 feet) every round thereafter). The regained (for downward movement, speed is chance to pull oft a FEAT. A relative novice "driving" character may try to regain control, considered to be speed of the aircraft). would require a red FEAT to succeed. but any such FEATs are yellow FEATs at least. The out-of- control status continues Example: A military Jet is standing on its No Karma needs to be spent to attempt a until the character regains control or the tail. climbing 50 floors in a single turn Vehicle Stunt, though should the FEAT fail. vehicle hits something (see Crashes). without any "forward" movement. A Control the craft is automatically out of control. FEAT is required for the pilot to maintain Crashes control, or else the ship goes into a falling Body is the protection of the vehicle itself. spin starting at the end of that round (let's Damage inflicted on the vehicle must pass A Crash is a situation where a vehicle hits hear it for the right stuff). through the Body to inflict damage. (see another object. usually at high speed. A Crashes and Vehicles in Combat) crash often but not always results in the Speeding: A character may exceed the listed vehicle coming to a sudden and often safe speed, at the danger of losing control of The Protection statistic is a new one to those damaging stop. the vehicle. The speed may be exceeded by familiar with the Original MARVEL SUPER one rank. with the following limitations: HEROES game. It reflects the amount of When a crash occurs. compare the protection the vehicle provides to the rider or material strength of the object and the • All actions with the vehicle. including all riders. This is the equivalent of Body Armor Body of the vehicle. Make a Strength FEAT turns, climbs, and descents, require a for all those within the vehicle, if they are the roll to determine if the object is damaged Control FEAT. subject of attack (as opposed to an attack on as if the vehicle had a "strength" equal to • Any FEATs required are at one color the vehicle itself). The passengers of certain its Speed or Body, whichever is lower. If the higher for success: a required cannot be attacked without the vehicle "makes" this FEAT roll. the vehicle FEAT now requires a yellow FEAT, a attacker getting past the body. (see Crashes continues on its path, its Speed reduced by yellow requires red, but a red remains and Vehicles in Combat) the rank of the material. red to succeed. Out of Control Example: A sedan (Good Body) moving at Turns: All vehicles may make turns of up to Excellent Speed hits a concrete pillar 90 degrees in a fashion similar to flying If a character fails the Control or Agility (Excellent material). Making a FEAT roll of characters: that is, the turn itself counts as FEAT required to maintain control, the craft Good versus Excellent material. a red result one area for movement to reflect the is considered out of control. Karma may not will break the pillar, reducing the sedan's necessary slowing to make the turn. Turns be spent to regain control of an out-of- speed to 0. Making a white, yellow. or green of more than 90 degrees are considered control craft. Out-of-control vehicles behave FEAT means the post does not break, but Vehicle Stunts. differently according to Type. the car does. Its speed is reduced to 0 and passengers may take damage. Vehicle Stunts: In these rules, we have Road, Off-Road, Railed, and GEV craft tried to make general statements regarding which go out of control continue to move Example: The Quinjet (Excellent material) the various types, but by no means do they forward at the speed they were traveling moving at Monstrous Speed slams into the take into account the various actions that before (though they may spin or wobble Empire State Building (concrete - Excellent any viewer of action-TV shows knows they according to their type and situation). The material). The Quinjet makes a "strength" may take. Examples include the "Boot-leg" character may try to regain control in the FEAT roll to break through the wall, turn for the hero's sports car, and the next round. If control is not regained, speed needing a yellow FEAT to succeed. Should Immelman turn (loop-the-loop for you is reduced by one rank (most vehicles of the Quinjet make the FEAT roll, its speed is groundlings). For this reason Vehicle Stunts these types require active participation by reduced by 5 ranks (from Monstrous to are included as an open-ended option. the driver to move them forward -- like the Typical). Passing through the building at a driver's foot on the gas pedal) and another reduced Typical Speed, the Quinjet hits a A Vehicle Stunt is proposed by the player FEAT is made. If that should fail. Speed is Typical Strength interior wall. Another FEAT whose character is proposing the stunt, reduced another rank and another attempt roll is made, with a yellow or red result and the Judge determines if a) the stunt is may be made the next round to regain indicating the wall has been broken down possible with the vehicle in question. b) the control. This continues until the vehicle and the ship's speed has been reduced to player is capable of pulling the stunt off. In comes to a complete stop, the driving 0. (Don't laugh. a bomber hit that famous the first case, common sense is required. A character regains control, or the vehicle structure, with similar results). Sports car is more amenable to flips and hits something (see Crashes.). Boot-legs (intentionally losing control of the If the vehicle "fails" that FEAT roll, the car. spinning 180 degrees, and heading Water and Sub types move forward in a vehicle comes to a complete stop, with back in the direction you came from), while straight line without reducing speed. until resultant damage to the occupants. the mini-car is severely less so. Whether a control is regained, or the vehicle hits Damage is figured as follows: something (see Crashes.).

50 Take the material strength of the object If Control is reduced below Feeble, the struck or the Speed of the vehicle, vehicle is out of control. If Speed is whichever is higher. This is the base reduced below Feeble, the vehicle stops amount of damage of the crash. moving (a way of stopping bank robbers, Reduce the amount of damage by the but results in a crash if used on a plane). If Protection of the vehicle. This is the Body is reduced to 0, the passengers amount of damage each passenger takes receive no protection. If Sea or Sub type, it in the crash. will begin to sink. If Air type, any action will Roll an "attack" on the material strength require a Control FEAT. or Speed (whichever is higher) to determine damage. A white result indicates no Vehicles in Combat damage. If the characters were safely strapped down (wearing seat belts, helmets, Vehicles may be used in combat, and may crash webbing, etc.) this is a Blunt Weapon be shot at, attacked, and used to attack in attack. If not, this is an Edged Attack. Again, a number of ways. no Karma may be added this roll, though characters may add Karma to negate the When shooting at a vehicle, the attacker effects of Stun, Slam, and Kill results. in the engine block or gas tank. The must decide whether to shoot at the vehicle Example: Let us say the sedan ramming the physical details of the crash are left to the itself or at the passengers. Shooting at the concrete post fails the roll to break through. Judge, given the situation and vehicle in vehicle may stop the vehicle, while it may The Speed was Excellent, as was the material question. be easier to stop the driver. Any passenger strength, so the base damage is 20 points. shot at would require a Bullseye shot to hit, When a vehicle suffers damage, check the The protection of a sedan is Poor, which and would in addition have equivalent Body table below, as to whether the vehicle reduces damage to (20-4=) 16 points base. Armor to the Protection of the vehicle suffers any long-term effects. Compare The sedan has two passengers, one of whom (unless the hero negates this -- converting whether the damage inflicted is greater, is buckled up. Two attacks are made, one on a sedan to a convertible by ripping open equal to, or less than the Body of the each passenger: a Blunt Attack on the secured the roof). vehicle. Make a FEAT roll against the Body passenger, an Edged Attack on the unbelted of the vehicle that has taken damage. Vehicles can be used as a Charging attack, passenger. (Safety lesson here, kids.) with the attack rank being either the Body Damage Greater than Body Example: "Crash positions, everyone!" shouts or Speed rank of the vehicle, whichever is Red -- Body -1CS, damage the Wasp at Black Knight and the Thing, as lower. This would be considered a crash Yellow -- Speed -1CS, Control FEAT the Quinjet slams into the building. Damage situation, and while the attacker would Green -- Control -1CS, Control FEAT is Monstrous (75), reduced by Excellent (20) have a +1CS advantage (the target is not White -- All -1CS, Out of Control to 55 points. Blunt attacks are made against fixed), there are cases where the vehicle all three passengers. Black Knight's armor would not survive the encounter but the Damage Equal to Body absorbs another 10 points of the damage, so target would. Red -- No damage to vehicle, he takes 45 points, and since he (rolls) gets a passengers red result, is Slammed (forward) into the Specific Vehicles Yellow -- Body -1CS, damage to building one area, into a wall (not his day). passengers Sedans is the term for most standard Thing has Incredible(40) Body Armor, Green -- Speed -1CS, Control FEAT automobiles, concentrating on the mid- reducing his damage to 15 points, and with White -- Control - 1CS, Control FEAT sized representatives of steel. a yellow result, there is a possible Stun Sedans seat about 5, according to the (makes the Endurance FEAT). Wasp would Damage Less than Body commercials (two sets of twins and a man take the full 55 points of damage, reducing Red, Yellow -- No damage named Murray). Health to 0. However, the attack on her Green -- Body -1CS, Control FEAT gets a white result, so her crash webbing White --Control -1CS, damage to Mini-Cars are those of a smaller size than holds and leaves her unharmed. (Dane passengers, Control FEAT the sedan, and include most compacts of Whitman may have a few choice words the American companies, as well as the still about women drivers when he comes to.) What the results mean: A -1 Body, Control, extant VW and newer imports such or Speed indicates that that stat is reduced as the Yugo and the Hyundai. These seat Damage to the Vehicle by one rank until repaired. A Control FEAT four in tight quarters. (or driving away from the crash) result indicates that a Control FEAT must Sports Cars include most of the jazzy little When a vehicle undergoes a crash, or be made or the craft goes out of control. An Out of Control result indicates the craft is numbers the detectives on TV zip around takes damage as a result of being hit by an in. They have a higher safe speed and attack, there is a chance that the vehicle automatically out of control. Damage to passengers indicates damage inflicted to better control than the family car, but are will be less maneuverable than it was made of lighter materials and more easily before, and may go out of control. For an passengers from the attack as in a crash. (This is for attack only. Damage in a Crash damaged. Sports cars carry two normally. aircraft, this may represent something from three or four with crowding (the Trans Am a hole in the wing to losing part of the to passengers has already been discussed.) back seat is not designed for the human fuselage, while for a road vehicle it may be form). a flat tire, shattered windshield, or a bullet

51 Luxury Cars are the gas-guzzling huge are portable armories of ten riot guns, ten The Motor Trike is a motorized tricycle, and cars, and range from a mid-sized sniper rifles, ten flak jackets. and a wide has the advantage over the motorcycle in to the huge vehicles with wet bars inside. supply of smoke, tear gas. and knock-out that it has greater stability. A motor trike Their big trouble is that they steer like gas grenades (sorry. weapons and that goes out of control can have control rocks. Luxury cars seat from 5 up to about batteries not included in purchase of the regained while still in motion. 10 for the largest . vehicle). Carries about ten people. The Pick-Up and Jeep are four-wheel drive off Security Limo is a variant of the luxury car. The Semi is the two-piece truck common road vehicles. Four wheel drive does not with stronger materials, thicker plating about on the nation's highways, carting the prevent you from getting stuck, it only gets the passenger compartment, bullet-proof nation's food from city to city at high you stuck in worse places (quote by Dirtbuggy glass. and a higher protection value to speeds. The forward Tractor can be Doug Niles). The Jeep has been a workhorse those within. Seating is as for Luxury Cars. detached from the Trailer, and has stats for the Army for years. and is only now being similar to the van. The rear trailer may be replaced by another vehicle with similar stats. Vans are large, box-like vehicles on a of a number of types, either to haul sedan wheelbase. They have the produce, mask secret operations. or carry ATV means All-Terrain Vehicle, and is a advantage of space (about 8 bodies), and equipment. The Tractor portion seats about catch-phrase for the wide variety of the back may be covered to prevent 3 comfortably. Sleeper tractors can hold a multiple-tired and treaded vehicles used unwanted eyes seeing in. Both Captain king-size bed in the compartment behind both by ordinary citizens and secret America and Punisher have modified vans. the driver, and thus can carry considerably subversive societies. more people. A Convertible is a sedan with a top that Snowmobiles are ATVs for the snow. They folds down. With the top up, it has similar Armored Cars are favorite targets of have a Control of Feeble when on ice or protection to a sedan. Include cars with T- criminals, and normally sport a team of two non-snow terrain. Snowmobiles range from top roofs as well in this category. guards in the front, and an optional man 2 person to ten person major vehicles. inside, Armored Cars are also used for The Taxi is that ever-present vehicle of transporting powerful criminals who are Heavy Trucks include dump trucks and New York and other major cities, and is under arrest. other heavy construction equipment. similar to a sedan (carries about three passengers in addition to the driver). Your Fire Trucks are large trucks used to carry A Bulldozer is another typical construction standard Yellow Cab fare is a Typical cost men and materials to fires. Each carries up vehicle. The blade on the front makes a for getting crosstown. (Note -- Taxi drivers to a dozen men, along with hose. hooks suitable battering ram, and is made of are normally a tough, friendly lot, but their and ladders, nets, and fireproof suits. Remarkable strength material. temperaments can be frayed when they carry super-powered individuals who may An Ambulance is a van equipped with a Tank is a nice generic term for most be attacked at any moment by their foes.) more powerful engine and gear to handle vehicles that carry light artillery, regardless most medical emergencies. Ambulances of their make and nationality. The typical Buses are another major form of mass operate both in conjunction with hospitals tank carries one piece of Light Artillery and transportation for the city, and is a Feeble and as separate Para-medic services. 1-2 machine guns as standard equipment. cost for a trip to the suburbs. City and Driving Note: Ambulances, Fire Trucks, and There are modified versions available, School buses rarely make their full speed Police Vehicles with their top-lights flashing including those mounted with Laser on their runs, while those of cross-country have right of way over other vehicles. Cannons, Stun Cannons, or Concussion companies run at top Speed between cities Cannons instead of Light Artillery, and (Cost between Poor and Typical, A Rocket Car is the fastest land vehicle in the carrying lasers instead of machine guns. depending on location of cities). Buses world, and is only used in large areas where carry up to 80 people. there is not much to hit, like the Bonneville SPG means Self Propelled Gun, a piece of Salt Flats. As a road vehicle, it is fairly Heavy Artillery on its own halftrack. SPGs Police Cars are the vehicles of the useless due to its lack of maneuverability. do not have the Protection of the tank, but constabulary, usually with a little more This does not stop certain young souls from have more range and . power under the and better-cared for modifying their cars with Rocket Packs to than the standard sedan. Police cars seat duplicate this one's Speed benefits. The Armored Carrier is an armored troop- 5, but often have a grill between the front carrying vehicle (about 20 people and back seats to prevent the passengers A Bicycle is the standard. man-driven two- maximum). The armored carrier operates from getting to the driver (and vice-versa). wheeled vehicle. It is faster than walking for an treads, and carries two machine guns most people. (lasers in some cases). The Police Van is to the van as the Police Car is to the sedan. This vehicle often The Motorcycle is the marriage of the car The Walker is a curious form of off-road carries additional armament for teams in and bicycle. Due to its precarious balance. vehicle in that it does not have wheels or trouble, including Riot Guns and gas a Motorcycle that goes out of control treads, but rather two or more legs that canisters. The back part of the van can cannot be brought under control until it simulate human or animal movement. Such carry up to 1D prisoners for short periods. comes to a stop. Cycle riders may reduce devices are generally experimental and as damage by one rank by wearing adequate such are used by organizations such as The SWAT in SWAT Van stands for Special headgear. Seats two. Hulkbusters. They are normally equipped Weapons And Tactics, and these babies with a stun cannon, as firing weapons with recoil (such as LAW or Light Artillery) would

52 require a Control FEAT to prevent tipping The EI includes the elevated trains of over. Any attack on a walker vehicle Chicago and New York, and the Light Rail requires a Control FEAT by the operator to Systems of cities such as and San determine whether it remains upright. Seats Francisco. Cost for these systems is Feeble, four to eight persons. and they are primarily used by commuters. Els have the restrictions of all Railed The Borer is not really a land vehicle, but a vehicles, and carry up to 80 people per car. subterranean vehicle. It allows speedy travel through the underground. If moving Monorail systems are popular in at Poor speed, its passage leaves a tunnel amusement parks, as well in major that others may follow; otherwise it leaves industrial parks such as the former SI churned earth behind it. Villains who live Industrial Park on . As the deep within the Earth, such as , system gains its power from the line it use the Borer as standard equipment. travels on, breaking that line results in the Because of its construction, with the vehicle coming to an immediate halt. crash. Finally, blimps include both balloons forward screw, the borer can make an and those airships with an internal frame - Edged Attack for Incredible damage. The Hovercraft is the only notable mention the latter are properly called dirigibles. of the Ground Effect Vehicle. This vehicle is The Train is the most common form of the neither fish nor fowl, as it rides on a Traffic Copters are fairly common in the Railed vehicles. All Railed vehicles cannot cushion of air, handles as does an Air type, airspace over American cities, and this type change their direction other than forward but goes out of control as an off-road also includes private vehicles and medivac and backward, and may only change vehicle. Hovercraft move at a maximum copters as well. Helicopters have VTOL Speed. Control FEATs only concern sudden Speed of Good off road, over broken ability (Vertical Take-off and Landing), and deceleration. If the track is removed or ground, or in stormy weather. as such may drop to 0 speed without losing destroyed, the vehicle will immediately go control. out of control without chance of regaining Private Planes generally represent small control. Trains may be bulk carriers, or propeller-driven aircraft used by individuals. Battle Copters are heavy duty versions of passenger lines, such as Amtrak. The train The private plane seats 5 with little problem. the Traffic Copter, can carry a squad of 15 maintains a "crew" of 5, and in the case of men plus crew, and are armed with passenger trains, 3 or more cars that may Corporate Jets represent the more modern Machine Guns (alternately lasers). All each carry 100 people or more. Train costs -prop jets that more powerful Copters have VTOL abilities, and may vary, but between cities with regular corporations use for their top executives. hover in place. service, a ticket is Typical Cost. Corporate Jets have a crew of two and may carry up to 20 people in comfort. WWI and WWII planes are still available in The Bullet Train includes all of the new, some countries, among collectors, and in high-speed versions of trains, and is used The Military Jet is the modern fighter of the the possession of nut-cases like Arcade. exclusively for passengers. Capacity and skies, laden with electronic detection gear WWII planes include (but do not do justice limitations are similar to the normal train. and weaponry. Military lets carry machine to) a variety of fighters, including the Such trains are in use in France and guns (alternately lasers), as well as up to 4 , the Spitfire, and the Zero. WWII Japan, where Cost for a trip is Poor. None missiles with launchers in the jet itself bombers include the large, punishment- have been built in the United States as yet. (missiles would be separate purchases). taking craft like the Flying Fortress and Junkers bombers. WWI planes consist of Commercial Jets include the large jet- light, fragile craft including the Spad, the driven aircraft, such as the DC-10, the Neuport, the Fokker triplane, and the Tristar, and the 707s and 747, as well as Sopwith Camel. cargo planes. A Commercial jet can carry upwards of 100 people. Cost varies VTOL Jets exist in several air forces, and between cities, but for flights in the same have been used with efficiency by the RAF country, cost is Good, Excellent for in the Falkland war. VTOL jets have the international travel. capabilities of jet fighters, with the added ability to hover and take off vertically. Blimps include everything from the Hindenberg to the modern airships that The Ultralight is a small glider powered by huckster for tire companies. Blimps may a gasoline engine. Its mylar wings make it remain in place (0 movement) without incredibly fragile, and it offers little danger of crashing, but unlike other aircraft, Protection to the rider. It is, however, are more susceptible to winds. Blimps may relatively inexpensive, portable, and makes take off vertically or horizontally. Early little noise. airships used explosive hydrogen for lifting (Amazing explosion), but helium is Gliders include hang gliders and universally used today. If the Body of the paragliders (parachutes designed to allow airship is reduced to 0, the craft does not the wearer to steer). Gliders will normally have enough lift to remain aloft, and will fall 3 floors per round, but can travel 6

53 areas in that time. Individuals skilled in craft, and was designed by Reed Richards. It The Rowboat includes all those oared gliders can rise by use of thermals differs from most other VTOLs in that it lands vehicles designed for that purpose (as (columns of warm air, usually found over and takes off in a vertical position (hence its opposed to rafts, which may be jury- desert and parking lots) at a rate of 1 floor nickname). The plane seats four. Unlike most rigged). Rowboats are moved by oarpower, per round, but this requires a Control FEAT. other VTOLs, it cannot hover in place. and include rowboats as well as canoes and life rafts. Rowboats hold upwards of 20 An Autogyro is a small, one-man plane The Fantasticar is another of Richards' people in the latter case, though 4-5 is the similar to the ultralight, but is a relative of the designs, and serves its purpose as a short more normal number. helicopter. The Autogyro has VTOL abilities. and medium range carrier. The Fantasticar seats six, and the two side seats are small The Sailboat includes all manner of small Air Car represents all one-man vehicles miniplanes that may break off from the sailing vehicles, including the sunfish and that float by means of -magnetic mother craft and move separately. The craft sailfish craft that dot the waterways. For all field, columns of air, or gravimetrics. These have the following stats: Control: In, Speed: sailing vehicles, the speed is increased one vehicles are generally better for moving Ex, and Body: Ty column shift to the right when moving in the vertical distances than linear ones, and as same direction as the wind, and may not such rise 10 floors in a single round. Air SRC stands for Short Range Carrier, and exceed the listed speed when moving cars have VTOL abilities. represents a general type of air cushion and against the wind. anti-grav vehicles used for short distances. The best example of a Skymobile craft was The most famous of these craft is the The Racing Sloop is the larger, ocean- originally designed for , and has original Flying Bathtub used by the Fantastic going sailboat that is used for long-distance become a standard piece of equipment for Four, but similar types of craft have been runs. The Sloop may have an engine as the West Coast Avengers, as that sunny developed by other organizations. well (motorboat stats). Seats up to 5 climate is more conducive to the exposed comfortably. nature of the craft. It is an airborne Blackbird is the name of the X-Men's RS- motorcycle with VTOL capabilities, and can 150 . A relative of the effective The Motorboat is the standard rowboat with lift upwards of half a ton. spyplane, the Blackbird has been modified a motor attached. It includes shuttles, by alien (Shi'ar) technology to its present dinghies and other small craft. Flying Car represents the model used by state. It will seat ten, and carries no S.H.I.E.L.D. as a standard vehicle. While on weapon. The Blackbird, as result of its The Yacht is the large pleasure craft version the ground, it has the capabilities of a Ground Shi'ar modifications, is capable of VTOL, of the motorboat. Most carry up to 10 in vehicle, and has the Control and Speed listed though others of that type are not. comfort, and have all the comforts of home. only when airborne. (Body remains same in both cases.) The S.H.I.E.L.D. flying vehicle is The Space Shuttle represents those near- The Speedboat is the more streamlined, armed with a forward Stun Cannon and a space reusable craft similar in design to powerful version of the motorboat. It is rear LAW, the latter of which occupies most those operated by NASA and some private used as a pleasure craft, and also for of the trunk space. industries. In the atmosphere, the Shuttle missions requiring quick entrance and exit. has the attributes of an aircraft. The Seats about 4 comfortably. Quinjet, designed by the Design shuttles are designed only to reach near Group and built by Stark International, space, the realm of most satellites. They The Patrol Boat includes those craft of the represents a durable long-distance vehicle cannot reach the moon. harbor patrol and Coast Guard, as well as used by the east and west coast teams of small military craft. Most are armed with the Avengers. It seats 7, including a crew of The Lunar Shuttle, of the type used by the one piece of light artillery, f-3 machine 2. The vehicle has VTOL abilities, but was , allow travel from Earth to the guns, and carry a crew of up to 10. until recently launched by a catapult that moon or a similar distance. In the flung the craft over Central Park. atmosphere, the vehicle depends on The Hydrofoil is among the fastest of water powerful retroengine to land safely. craft. It attains its high speed by rising Concorde represents all versions of above the water on skis, reducing the drag supersonic passenger craft, which includes The stats provided for the Space Ship are from the boat in the water. The a Soviet version and an American SST for a generic type, used by most interstellar disadvantage is that any successful attack which never got off the ground. Used for civilizations of one kind or another There on the hydrofoil results in a Control FEAT long-distance hauls of 200 + passengers. are a number of different types with to see if control is lost. If control is lost on a Travel from Paris to New York is a different armament, and when a specific Hydrofoil at greater than Excellent speed, Remarkable cost. kind of ship is used, its stats will be the craft will crash into the water. provided. Armament varies as well, and The Omni-Jet, built through Canadian usually but not always includes several Jetskis are small one-man sea equivalents contractors far use by , is that laser cannons. Space ships have 1-100 of the snowmobile. Some may be modified team's version of the Quinjet. It seats compartments, depending on size. to carry weapons, and others have been seven and has VTOL abilities, and is modified to give flight and underwater capable of hovering in place. The team The Raft represents the simplest of the abilities. currently has only a single OmniJet, though water vehicles, no more than the floating of more are being contracted for. bound logs or wreckage. It may be Ocean Liners include the modern cruise propelled by oars or by wind power, neither ships and the passenger liners of the days The Pogo Plane was one of the first VTOL with any great efficiency. of the Titanic. They are compartmented to prevent sinking in case of being holed (40

54 SETTING UP HOUSE

compartments). The Ocean Liner carries which all the headquarters equipment is upwards of 300 people. Cost of a typical placed. It should have enough space for all cruise is Remarkable Passage across the equipment, plus extra space for the ocean on a less-than-class line (read: inhabitants and living quarters. if required. tramp steamer) is Excellent. Let common sense decide if the territory is getting too crowded for the members, Destroyers include all military ships from rather than any set rules. Heroes tend to the patrol boat up to the battleship. These be pack rats, acquiring bits and pieces from craft have 20 compartments, and carry a previous adventures, interesting crew of about 150 trained seamen. Most technologies and half-finished experiments destroyers carry between 0-3 pieces of and mementos from old ex-foes. Were it heavy artillery and 1-4 pieces of light not for villains scheming to destroy the artillery, though some of the more modern HQs, heroes would have to hold garage ones have been equipped with missiles. sales in order to clear the equipment out.

Battleships are the floating platforms for the An easy way to determine if the building big guns, the super-heavy artillery. All the has sufficient room is to take an inventory dreadnoughts from WWI and battlewagons of what is inside. List the rooms and the from WWII fit into this category, but their use major equipments therein (no, don't bother is reduced in the modern navy, replaced by about hairbrushes and the like). This gives the carrier. There will be 2-4 super heavy your heroes the idea of where to find that artillery pieces, 4-6 heavy artillery on the ship. cosmic ray-blaster when the super-Skrull The ship is compartmented 1:40 compart- drops In unexpectedly. ments) and carries upwards of 1000 men. Heroes seeking an HQ may rent an existing Carriers are aircraft-bearing ships (aircraft structure, buy an existing structure, or build Cost is a reflection of location as well as available separately), and are armed with their own. The FF have done all three, sire of the structure. The listed prices are missiles as well. Similar to battleships, the starting out renting the top 5 floors of the for a building in most American cities and carriers have 40 compartments and carry Baxter Building, then buying the structure their suburban surroundings. If the heroes up to 100 men. outright, and most recently building a new are apartment hunting in Manhattan or the Baxter Building after the original was richer suburbs, raise prices by 1CS. If the Submarines run the gamut from WWII U- destroyed. Building your own HQ costs as heroes settle down in a relatively secluded Boats to modern craft armed with powerful must as buying. though the time must be spot. like Colorado, Tamarind Island, or missiles. The "standard" sub is armed with figured using the building rules. Lake Geneva, shift cost down by 1CS. Cost 8 missiles, and in addition carries a supply is presented in two values. The first is the of about 20 torpedoes (treat as undersea Buildings are defined by a number of cost if the character is renting. payable by missiles). Modern subs have 5 factors: original purpose, number of floors, the month. The second is if the character is compartments and carry about 50 men. running water and power, how close it is to buying or building (in the case of schools, etc. While all these are important, apartments, this is dealing in condos). Mini-subs are one- or two-man craft that the key is size, cost, and material strength of may be launched from specially designed the structure. These are noted on this table. Material strength is considered to be the ships. These subs are faster and more strength of the walls and floors. For the maneuverable than the sub itself, and are Size is a general statement. Small quarters sake of simplicity, wall and floor strength armed with missiles or laser-rifles. are suitable for one or two heroes with a are noted as one in the same, but there will small amount of equipment, and has two, be situations where they may be different: Setting Up House maybe three areas or rooms. Mid-sized in particular, dealing with large pieces of (Headquarters and equipment housing is suitable for two or three heroes, equipment. A floor can support a load equal that does not move or blow up — any support crowd (offices would fit into to its material strength + 2CS over time. usually) this area). and runs no more than 5 areas and a higher amount for temporary periods or rooms. Large is suitable for a number of (people walking on it). Material strength is This section is devoted to that chief most of heroes and equipment, and has 10 or more considered similar through-out, though heroic requirements: setting up a base of areas spread over two floors. Deluxe is the light-weight openings (windows, doors) will operations that may provide an adequate largest size, and is for heroes with several create weak spots that a hero (or villain) defense against foes and be a meeting vehicle types, trophy rooms, and living can crash through. place for other heroes. Many heroes, such quarters. It has 20 + areas spread through as Spider-Man and Daredevil. operate out 3 or more floors. Spider-Man's lodgings are Room Packages of their homes. while most groups, such as an example of Small dwelling. The Heroes the Avengers and Alpha Flight, have their for Hire offices were Mid-sized, the Angel's Once you have the building itself, you need own separate headquarters. Many things place used by the Defenders in Colorado to stock it with the various requirements for go into making a building a home, and this Large, and the Avengers' mansion, Baxter civilized life. Rather than sending would-be section should cover the bulk of them. Building, and Doctor Strange's sanctum super-hero teams to various furnishing sanctorum are Deluxe. (The last measures stares to price materials, we have Buildings: The building is the frame into interior size, not exterior.) organized the standard rooms found in

55 most HQs and reduced them to "packages:' Headquarterss The hero or team may pick up a standard Type Cost Size Material package, or modify what is available to suit 1 BR Apartment Fe/Ex Small Gd his needs. 2 BR Apartment Pr/Ex Small Gd Each package lists its cost, the amount of 3 BR Apartment Gd/Rm Small Gd space (either in rooms or areas) it would Cottage (2 rooms) Pr/Gd Small Pr take up, and what is found in that package. Small House (4 room) Ty/Ex Small Ty Packages are used to set up Medium House (8 room) Ty/Rm Mid-sized Ty housekeeping, and also for replacements in Large House (12 room) Ex/In Mid-sized Gd case of fire, flood, and Galactus dropping in Small Manor (18 room) Rm/Am Large Ex for dinner. Large Manor (24 room) In/Mn Deluxe Ex Mansion (30+ room) Am/Mn Deluxe Ex Costs are for a fairly nice selection of Office (3 room) Gd/Rm Mid-sized Ex material. The heroes may acquire something Storefront (4 room) Ty/Rm Small Gd less expensive and/or reliable (in the case of Office Suite (6 room) Ex/In Mid-sized Ex a living room, the furniture doesn't match -in Office Floor (12 room) Rm/Am Mid-sized Ex the case of a second-hand , it 2 Office Floors (24 room) In/Mn Large Ex goes berserk more often than usual), at - Brownstone Ex/Rm Mid-sized Gd 1CS of price. Very high quality packages (a Office Building, 4 floors Rm/Am Large Ex Library Package stocked with first editions) Office Building, 8 floors In/Mn Deluxe Rm may be + 1CS or + 2CS. Equipment may Office Building, 12 floors Am/Un Deluxe Rm also be picked up by pieces, and for certain Office Building, 20 floors Mn/ShX Deluxe Rm types of equipment this is the only way of Office Building, 30+ floors Un/ShZ Deluxe Rm acquiring it. Small Warehouse Ty/Rm Mid-sized Ty Medium Warehouse Gd/In Large Ty Rented, furnished places often have their Large Warehouse Ex/Am Deluxe Gd own packages installed. This is included in Small Factory Gd/In Mid-sized Rm the rent, though the hero is responsible for Medium Factory Ex/Am Large Rm their replacement in case of damage or theft. Large Factory Rm/Mn Deluxe In ("Let me get this straight, Mr. Grimm. You threw a what through the where to hit who?") Remarkable Cost adds globe, microfiche or by large groups to keep track of former microfilm reader, computer terminal (only villains and modi operandi. Performs its task Living Room Package Cost: Good useful if building has computer room or is with Remarkable ability. (Example: Buildings Occupies one room. Consists of sofa, two linked up to computer). Special or rare are disappearing, leaving large holes in the easy chairs, two end tables, coffee tables, volumes, such as the Book of the Vishanti, ground. A check with the crime files two lamps (ceiling table or floor). At the Necronomicon, or Amazing computer indicates this has been a previous Excellent Cost add television, stereo set-up, #15, would have to be obtained separately. tactic of the Mole Man.) Super hero groups or piano. At Remarkable Cost add all three. on good terms often share their crime files. Computer Room Cost Remarkable Room cost includes terminal, chairs, lights. Dining Room Package Cost: Good Occupies one room. Includes computer itself Occupies one room. Consists of table, four and a terminal for access, or terminal and Workshop Package Cost: Remarkable chairs, ceiling lamp. Excellent Cost add communication equipment for access to Occupies one or more rooms. Basic large table, bureau and four more chairs. computer outside the building. This computer equipment for metal and woodworking: lathes, Remarkable Cost add china cabinet, set of is capable of performing simple tasks drills, saws and fire extinguisher. Incredible good china and sterling tableware. (calculation, information retrieval, monitoring) Cost includes laser guided instruments. with Excellent ability. Incredible Cost buys a Amazing Cost includes all of the above and Kitchen Package Cost: Good computer with this at Remarkable ability. automatic processing materials (an automatic Occupies one room. Consists of sink, stove Computers with higher forecasting and factory, in effect, for simple goods). (gas or electric), four cabinets, dishware processing abilities, such as the one running and stainless tableware, counterspace. the old Baxter Building and artificial computer Laboratory Package Cost: Remarkable This version is standard equipment with intelligences, are unique designs. Occupies one or more rooms. Basic lab most residential housing. At Excellent Cost equipment: scales, sinks, common chemicals, add refrigerator, dishwasher, or microwave, Communications Room Cost: microscope. At Incredible Cost include plus a fire extinguisher. At Remarkable Remarkable Occupies one room. includes computer capable of analysis with incredible Cost add all three and freezer. chair, short-wave monitor, tap-in for ability, or clean room (prevent germs from computer net-works, police band. At escaping lab). At Amazing Cost include both, Library Package Cost: Excellent, Occupies Incredible Cost includes national security plus poison analysis and serum dispenser one room. Consists of two easy chairs, alert equipment and visual display screens. (Excellent effects against known poisons table, desk, straight chair, and up to five only). Certain pieces, such as electron micro- bookcases on general subjects (texts Crime Files Room Cost: Excellent probes and stellar mass detectors, may be readily available, and including Occupies one room. Basically a separate purchased separately (in general, such items encyclopedias, world histories, and atlases). computer with a specialized task at are Incredible Rank purchases). information processing and retrieval. Used

56 Office Package Cost: Good Medical Package Cost: Remarkable Occupies one or more rooms. Includes Occupies one room. Equivalent of desk, three chairs, two lamps. Excellent emergency room care, no heavy equipment, Cost doubles the material, adds file cabinet, standard antidotes and medication. typewriter. At Remarkable Cost, add Incredible Cost: X-ray, clean room, operating computer terminal, double previous room, pathology. (Additional rooms.) material, add hanging plants, decorative art. Amazing Cost: as above, plus cryogenics, Note: The Auto-doc and other life-saving Rec. Room Package Cost: Excellent devices are generally experimental on Earth. Occupies one or more rooms. Consists of The one in the X-Men's possession is of unmatched sofa and easy chairs, pool table Shi'ar technology, is one of the most or ping pong table or TV. Remarkable Cost powerful available, and is limited to Excellent contains all of above, video and/or pinball healing ability. machines (hot tub is optional, only in California). Amazing Cost has all of above Power Room Cost: Remarkable plus computer-assisted holographic Occupies one room. Buildings are generally entertainment projector. assumed to draw their power from outside sources, with the resulting danger of black- Gym Package Cost: Excellent outs and power overloads. Heroes who Occupies one or more rooms. Consists of wish a back-up source or alternate source typical weight-lifting equipment, universal (say, to power a Monstrous-strength ray- gym, lockers. Remarkable Cost includes gun) must install their own power supply. At rings, even and uneven parallel ban, short this level the generator purchased will horse. Incredible Cost includes separate provide a 12-hour supply of power. locker and steam rooms (two additional Incredible Cost brings a 24-hour supply of rooms), diagnostic displays. Amazing Cost power and an automatic cut-in 2 rounds computer-code or card identification includes boxing area, robotic opponents, after power fails. Amazing Cost brings system. Remarkable Cost: automatic and electronic-based weights capable of solar-powered cells, removing need of burglar alarms with palm-print scan, can reaching 100 tons, and must occupy at external power in normal situations. activate defense systems. Incredible Cost: least 3 areas. full body scan with benign identification Garage Package Cost: Good program as to hostility. Can activate Pool Package Cost: Remarkable outdoors, Occupies one room. Servicing for a single defense systems. Incredible indoors Occupies 2 or more ground vehicle, including repair facilities areas, and extends 1 floor downward. and fire extinguisher. Excellent Cost may Defense Package Cost: Excellent Consists of standard Olympic swimming service up to three ground vehicles, and Will protect one or more areas. Pre-set pool, diving boards, and sun room Remarkable up to 12 ground vehicles. defenses consisting of entangling tentacles (alternately, sun roof which is retractable). or nets or lasers or stun rifles, or Hangar Package Cost: Excellent concussive rifles or pit traps, with the Danger Room Cost: Incredible Occupies one area per vehicle using that maximum of Remarkable Strength or Duplicates Remarkable Cost Gym package hangar. Servicing for a single air vehicle, Intensity. Remarkable Cost: defenses with additional active dangers and security including repair facilities. Each different activated by Security package, consists of systems. "Threats" may be of any general vehicle requires its own hangar package. one type as above of Incredible Strength. type, but no "threat" may exceed Incredible Incredible Cost: as above, intensities are of in strength, Intensity, or damage. Amazing Dock Package Cost: Remarkable Amazing Strength. Multiple defense Cost: as Incredible, with threats increased Occupies three areas per sea or sub mechanisms may protect the same to Amazing strength, intensity or damage. vehicle. Servicing for a single sea or sub establishment (example, the WCA Some limited holographic illusion generation vehicle, including drydock facilities. Each compound consists of net-filled pits, stun at the Excellent rank. This represents the sea or sub vehicle requires its own dock rifles disguised as trees, and a passive danger room of the type originally package. alarm system in the Security Package). possessed by the X-Men and now used by Specialized defense packages may be the Hellions. The current X-'Men danger Porches, storage, bathrooms, and designed. room is a unique hybrid design using Shi'ar closets These are assumed in the cost of technology, and has holographic abilities the building, according to its design. These Trophy Room Package Cost: Excellent that outshine those listed here. rooms cost nothing, and no package exists Occupies one room. Contains showcase, other than what the heroes decide to stuff lighting, frames to display mementos, and Conference Room Package Cost: into the closets. may be used as a reception half or gallery. Remarkable Occupies one room. Contains At Remarkable Cost, contains capability to material for assembling of heroes, or Security Packages Cost: Good -- one handle potentially dangerous exhibits at the alternately for news conferences and Security package to a door or window. Incredible level. presentations. Contains large table and up Occupies no space. Consists of hand-set to 10 normal chairs, or platform, speaker, burglar alarms on windows and doors, Imprisonment Package Cost: Excellent and 30 ordinary chairs. Wood paneling coupled with mechanical locks. Excellent Occupies one room. Contains standard available at Incredible Cost. Cost: Automatic burglar alarms with restraining devices, including bars of

57 Remarkable material strength. At Other Stuff Remarkable Cost, restraining devices made of Incredible Strength. At Incredible Cost, Item Price Notes restraining devices at Amazing Strength and Fire Extinguishers Ty Excellent Intensity Excellent Strength inhibitor restraints. Fire Hoses Ex Incredible Intensity Gd Reduces range one area Fire Protection Package Cost: Excellent Sniper Sights Gd Removes penalty for range, fire last Occupies no space. Sprinkler system that Infra-red sights Gd Sees in dark may cover up to 10 rooms, provides Good Tripod Ty + 1CS to hit protection from fire. Remarkable Cost: foam- Flashlight, normal Fe Typical Intensity projectors that provide Excellent protection Flashlight, halogen Gd Remarkable Intensity from fire, covers up to 10 rooms. Fire Infra-red Goggles Ex Sees in Dark Protection Packages automatically activate Polarized Lenses Gd Good protection from light on heat or smoke, and must be modified to Mace Ty Remarkable Intensity avoid extinguishing flaming heroes. Gas Mask Ty Asbestos Suit Ex Remarkable Fire Prot. Multiple Rooms: Different rooms of the Radiation Suit In Incredible Radiation Prot. same type must be bought separately. Flak Jacket Ex Good Body Armor Players may construct a multiple number of Beta Cloth Rm Typical Body Armor bedrooms, according to what they can Flare Pistol Gd Good damage, incendiary afford. Heroes may have back-up systems Camera Gd of the same type to take over in case of Personal Computer Gd Poor Reason damage (example: a back-up crime file in Caltrops Ty Control FEAT the basement in case the one upstairs gets Handcuffs Ty Excellent material wiped out in a hurricane). Inhibitor bands Rm -7CS Nullifier bands In -7CS Salaries, Sundries, and Other Stasis Ray Mn Amazing Stunning Equipment Spear Gun Gd As crossbow underwater Scuba Gear Gd 2 hours breathing Found on this table are a number of other Roller Skates Ty Move as vehicle items that do not normally fit under the Rocket Pack Rm Flight, Ex speed classification of weapon, vehicle, or headquarters package. They include Salary, Butler or Housekeeper Ty common tools, modifications to weapons Salary, Secretary Ty and vehicles, entertainment items, salaries, Salary, Pilot Gd and items unique to the Marvel Universe. Salary, Lawyer Gd

Fire Extinguishers inflict no damage normally, shot and know its location. flashlight has a brighter bulb and more but against fire are of Good Intensity (eliminate concentrated beam, and blinds with a more fire of Typical Intensity or less in the same area Sniper Sights are built into the sniper rifle powerful Intensity. Normal flashlight has a on a green FEAT, of Good Intensity on a and the target pistol, and added to any range of two areas, the halogen three. yellow, and up to Excellent on a red). Against other weapon eliminate the penalty for characters with flaming powers, such as the range for weapons. The user of a weapon Infra-Red Goggles are similar to infra-red Human Torch, the extinguisher causes a FEAT with a sniper sight automatically has an sights; these permit normal vision up to 5 roll against that Intensity to retain flame. initiative roll of 10 (last in the round). Its areas away in dimly lit areas. use is considered illegal (Other Crime). Fire Hoses have been used as riot control Polarized Lenses are goggles that provide devices, and inflict 10 points Blunt Attack at Infra-Red Sights are a modification similar Good resistance to light attacks. If exposed a range of one area, and can be to the sniper sight, may be used for any to a bright light, they darken for 1 round, considered as fire bursts. Against fire and missile weapon. These sights permit the then lighten to allow normal sight. flaming characters, the water from a fire user to see up to 5 areas in the dark. hose is considered Remarkable Intensity. Mace is a small one-area weapon that A Tripod includes all devices used to steady shoots a mist of Typical Intensity tear gas The Silencer is a device that may be added a rifle, automatic rifle, assault rifle, or at a single target adjacent to the user. It to a pistol or rifle which inflicts damage on machine gun to aid in its firing, and may be does not require an Agility FEAT to hit, the Shooting table, excluding the gyro-jet and used by laser, stun, and concussion versions though the target must make an Endurance all lasers, stunning and concussion weapons. of those weapons. A weapon with a tripod FEAT to avoid the effects. The silencer operates by dispersing the receives a +1CS to hit, provided it is resting gases from the shot that creates the crack of on the ground or other steady surface. The Gas Mask allows the wearer to the pistol. Using a silencer reduces breathe and act normally in conditions of maximum range by one rank for the weapon, Flashlights are common to all readers. The smoke, tear gas, or knock-out gas. It does but the target (and those around him or her) normal flashlight is the type most common, not allow clear vision in these areas, must make an Intuition FEAT to hear the with a plastic or metal body. The Halogen however, only normal movement.

58 Item Price Notes road and off-road vehicles that use tires, Salary, Bodyguard Ty the caltrop acts as an Edged Attack of Salary, Mechanic Ty Excellent damage, and immediately forces Salary, computer specialist Ex a Control FEAT. Salary, scientist Ex Salary, cook Ty Handcuffs are a standard restraining device Salary, groundskeeper Ty used by the police forces of the world to Salary, 10 workers Ex prevent actions by criminals in custody. Salary, 50 workers Rm They are made of Excellent material. Salary, 100 workers In Salary, 150 workers Am Inhibitor Bands interfere with the use of natural abilities. including those of mutants Night on the Town Gd and altered humans. The hero suffers a - Broadway tickets Ex 5CS on all physical abilities (FASE), and a Dinner and Movie Ty - 7CS on the use of all Powers. Talents and Respectable Clothing Pr mental abilities (but not Powers) remain Rented Tux Ty untouched. No ability may drop below Purchased suit or Tux Gd Feeble. Technological and magical powers Halston original Rm are not affected. Fur coat In 20 comic books Ty Nullifier Bands interfere with the working of Original Art Gd high-tech power suits in much the same Unstable Molecules In way as Inhibitor bands affect mutants. If the Wankandan Vibranium, 6 . Am strength of a character wearing a suit of Antarctic Vibranium, 6 oz. Un powered armor (such as Vindicator, Iron True Adamantium, 1 Ib. ShX Man. or ) is reduced to Feeble. Secondary Adamantium, 1 Ib. Un the suit freezes up and the character is Translation Device In immobilized. Mystic Texts In The Stasis Ray is an expensive device that Underwater Breathing Pills In Last 4 hours often shows up in the defenses of Pym's Reduction Formula In mastermind villains. It projects a ray of Mutant analyzer Am Monstrous Intensity stunning, and those Mutant Neutralizer Un who are held by the ray are immobilized for Robot, standard In as long as the ray is in effect. It is rarely Robot, In portable, and requires a massive drain of Robot, Talent Am power to maintain. It has been used by futuristic geniuses such as Kang the Asbestos Suit is a flame-resistant suit used and inflicts Good damage. The charge is Conqueror. by firemen and others dealing in fiery and incendiary and will ignite flammable material. high temperature situations. It provides The Spear Gun is similar to the crossbow in Remarkable protection from heat and fire, Camera represents the standard statistics, but may fire its bolts underwater and is made of Good material. photographer's tool. More expensive for their full distance without penalty. versions are available with higher definition. Flak Jackets are worn by police in special Camera accessories would include film Scuba Gear allows the wearer to breathe situations and by SWAT teams. These (Feeble cost), flash (normal or halogen, as tanked air for 2 hours. and as such dive to jackets provide Good protection from flashlight), and special lens, such as moderate depths in the ocean. The hoses physical damage. telephoto lens (Good cost). and mask are made of Good material, and the tanks are made of Remarkable Beta-Cloth is a light-weight material worn The Personal Computer listed here is the material. If the tanks are punctured, they by agents of S.H.I.E.L.D. It provides Typical type commonly available to most Americans, will explode for Remarkable damage to all protection from physical attacks, Excellent and is a tool, not an artificial intelligence, in the same area. protection from heat and radiation. unlike some more powerful computers. The personal computer may be considered to Roller Skates are used by a variety of heroes Radiation Suits are used by technicians have Poor Reason for problem solving, from to Iron Man. Standard skates exposed to high radiation situations, and are analysis, etc. as it is only as smart as the allow the hero to move at listed speed as it of Good material, lined with lead. They information placed inside it. At Excellent Endurance was three ranks higher. provide Incredible protection against radiation. Cost, the user can get a modem that links his machine into a net with other machines. Rocket Pack, warn either as a belt-pack or Flare Pistols fire a burning charge that lights a back-pack, allows the wearer to fly at the sky, either to provide illumination (lighting Caltrops are small, dart-like jacks that are Excellent speeds. All limitations on flight all areas within three) or as a signal device scattered to avoid pursuit. They inflict Poor apply to the wearer, and Agility FEATs (fired 10 floors straight up). Used as a Edged Attack on those that step on them required are at one CS lower. weapon, the device has a range of two areas, (but are non-lethal -- no Kill results). For

59 Salaries represent the payment of the listed instantaneous, for unknown languages 10 services. Their abilities are generally self- plus 1-10 rounds. evident (a pilot will always have pilot ability, a computer specialist computer talent). The Underwater breathing pills are another listing for number of workers are for invention of Reed Richards, and allow air- general numbers of people, whether breathers to breathe water for up to 4 construction workers, office employees, or hours. The pills also permit those security guards. characters with inborn flame abilities to use those abilities under water. Sundries list various Costs the players may encounter in everyday life. They are Mystic Texts is a blanket term for those intended as guidelines. and the Judge may less-powerful magical books that mages set a cost for certain items based upon the acquire to aid them in their work. While situation. such a mystic book would not hold the secrets of the or the Book of the Robots represent the preprogrammed, Vishanti, they may possess some spell simplistic devices used as security guards occurs in two related isotopes. There are usable to the mage. Such books are found or in danger rooms. It does not include two types. Wakandan vibranium is found in old collections, in the effects of wizards, robot player characters such as the only in that isolated African kingdom. and its and as such are not for sale at your local synthezoid Vision, nor free-willed entities existence had been kept secret from the Waldenbooks . such as Ultron. outside world for years. Wakandan A Mutant Analyzer is a portable device that vibranium is a sound absorber. and a 6 oz The Standard Robot is only capable of may be used to identify mutants at a lump will absorb all the sound in a single simple tasks, and has no special abilities distance. Range is one area. A mutant area. Sonic attacks are reduced by 5 ranks other than to record what transpires before analyzer cannot detect a specific person as for effect. A gun with a vibranium silencer its recorders and perform simple tasks. The a mutant, but only that a mutant is present. would be totally silenced. Antarctic H.E.R.B.I.E. series was a modified form of The X-Men's is a large scale vibranium, the other form of the substance. the standard robot. All Standard robot version of this device, but the portable weakens the bonds of metal atoms, causing abilities are Typical. attachments function as listed. Similar them to melt. A 6 oz. lump will cause all devices have been developed by Forge metal in an area to become liquid (material The Sentry Robot has a bit more program- and installed in various versions of the strength FEAT to avoid). Wakandan ming and firepower. It is programmed to Sentinels. identify hostile threats (that is — anything vibranium is only rarely available due to the not in its bank) and open fire. Sentry robots substance being kept by the Wakandan A Mutant Neutralizer is a device that come equipped with Good Strength lasers, people and entrusted to the care of their removes inborn abilities temporarily or though some may be additionally armed. ruler, T'Challa, better known as Black permanently. The range of the device is 3 All sentry robot abilities are Good. Panther. Antarctic vibranium is only slightly areas, and the target gets an Endurance less available since the destruction of its The Talent Robot is a robot specifically source, the . Both forms have designed for a certain purpose, and its Incredible material strength. programming reflects that purpose. The Avengers' fire-fighting robots or the robotic Similar to vibranium, there are two forms of opponent the Black Knight uses are Adamantium. True adamantium is a mixture examples of talent robots. Such robots may of chemical resins whose exact nature is a have one ability at Remarkable level. All government secret; it has Class 1000 others are Excellent. material strength, sufficient to resist the attack of an bomb. Secondary Final note on robots: Certain robots may adamantium is less expensive, but while still be custom built. These are reflected in the very strong, is of Unearthly material Building Things section. strength and may be destroyed by the more powerful heroes of the Marvel Universe. It Unstable Molecules are a discovery of should be noted that Captain America's Reed Richards, and are used to provide shield is stronger than true adamantium, clothing and uniforms that will adapt to the and is made of an adamantium/vibranium abilities and size of the character. Unstable alloy of unknown creation and consistency. molecules provide no additional protection to the wearer, but allow the use of super- Translation devices are used by Reed powers without ill effect. The uniforms of Richards and others to converse with the Fantastic Four, the Wasp, and the strange creatures from other worlds. The original outfits worn by the New X-Men translation device handles most known were made of this material. international and galactic languages, but an advanced model (Cost +1CS) would be Vibranium is a metallic substance that needed to analyze an unknown tongue. Translation for known languages is

60 MAGIC

FEAT to avoid the effects. Standard time of A character with magical abilities chooses effect is 1-10 rounds without power (abilities which Powers (if any) are magical. Power drop to Excellent, no super-human powers ranks are generated normally, and these permitted, but Talents and Contacts are are considered the Power rank of the spell, unaffected). The mutant Forge, working for or the Spell rank. When casting the spell, the Department of Defense, has developed abilities such as Psyche are used to a neutralizer with potentially permanent determine success. The effects are then effects. The only model of this neutralizer determined by the Power rank of that ability. was destroyed by Jim Rhodes (Iron Man II). Example: a character with Excellent Psyche and Remarkable Mind Control as a Magic in the Marvel Universe spell attempts to control another's mind. In casting the spell (seeing if it is successful), Magic in the Marvel Universe is a can of use the Excellent rank. After the spell worms that, once opened, may prove succeeds, the Mind Control is considered Such characters must have a Psyche of difficult to contain. For the player running of Remarkable Intensity to break. Good in order to pursue their abilities in the the likes of Doctor Strange volumes may magical arena. The character must also be written on the various magic wielders, The concentration of this section is on the seek out a master who can train the hero in spells, and creatures, while for those that magic-wielder, the one who casts true mysticism. Doctor Strange sought out the are more interested in the abilities of spells. The human who has been altered , sought out Doctor Spider-Man and his foes, such information by magic, such as the or Strange, and so forth. A character who is of mild interest at best. the , is considered an wishes to enter magical training must have Altered Human. (It is magic, not gamma a master. The master will normally be an Rather than devote an inordinate amount of rays, cosmic rays, or the attentions of NPC created by the Judge, and the Judge space to the magic-wielding character, this powerful beings, that gave them their is under no obligation to make the master designer would highly recommend to those Power.) Those individuals who wield items immediately or easily available. A character interested in the full workings of magery to of great power, such as Black Knight, are who is not interested in developing his check out another product currently more related to the Hi-Tech hero, save that magical abilities may still use the mystical available: the Realms of Magic book the items are mystical in nature as opposed origin for Reason FEATs involving arcane (MHAC-9) by Kim Eastland. This excellent to the products of Stark International. The lore. For example, though early in her text deals with magic at its fullest, with all individual who throws spells is a unique career the Scarlet Witch used her mutant its specialized spells and incantations, as figure, and may be of any origin. There are abilities in a magical fashion, it was only well as providing the stats for those magic-wielding humans (Doctor Strange), later that she exploited her magical characters who wield magic. mutants (), high technology background and became a true spell- characters (Doctor Doom) and aliens caster. What follows here is a simplification of Mr. (). In theory, any human being has the Eastland's work, suitable for use with the potential to learn to use magic, but that A magic-wielding hero's Powers are divided Advanced Set in general. If the heroes are learning is a long and difficult road to travel. into three general categories, depending on non-magical in nature and/or rarely run up what energies they use. There are three against the likes of a powerful sorcerer, Mystical Origin is a Talent that a character types of energy available: Personal, these rules should suffice. Mr. Eastland's may gain, and indicates the character has Universal, and Dimensional. work delves deeper into the nature of magic, some potential to wield magical power. defines a number of spells that are not Personal Energies are those that derive simulations of super-human Powers, and from the character's spirit, mind, and body. talks at length of dimensions and the beings In general, these spells are those that that may be invoked in casting dimensional affect only the wielder or someone he is energy spells. As such it will disagree with mystically linked to (such as by hypnotism). what is noted here in places. in such cases, Powers that rely on personal energies the Judge should determine which system include thought projection, astral form, and he is operating by, and let that system mental probe. control the mages of his campaign. Universal Energies are those ambient to the Magic in the Advanced Set is a duplication character's home dimension, and are tapped of super-human Powers from a magical by the mage. Illusions, most forms of attack, base. Whereas a full mage may summon and teleportation use Universal Energies. the Images of Ikonn, a character using this system may duplicate the illusion Power. Dimensional Energies are those native to Thus the cards for Doctor Strange and other dimensions, either being a part of the Shaman list Powers as opposed to spells, dimension itself (such as the Rings of but all those Powers derive from the use of Raggador), or granted by powerful beings spells (much as all of Iron Man's Powers native to another dimension (such as derive from his armor -- both Tony Stark or Ikonn). These energies are without his armor and Stephen Strange invoked by spells and entreaties to these without his abilities are mere mortals). Powers.

61 Magical Powers Table The table lists all the available Powers, and is geared towards the magic-wielding character. it will help the character define what energies must be used for a particular spell: personal, universal, or dimensional.

Personal Energies Universal Energies Movement Powers Climbing Matter Control Powers Resistances Digging Resistance to Gold Air Control Flight Resistance to Corrosives Earth Control Gliding Resistance to Disease Fire Control Leaping Resistance to Electricity Water Control Lightning Speed Resistance to Emotion Attacks Weather Control Teleportation Resistance to Fire and Heat Density Manipulation Swimming Resistance to Radiation Wail-Crawling Resistance to Toxins Senses Astral Detection Resistance Powers Senses Emotion Detection Resistance to Cold Combat Sense Energy Detection Resistance to Electricity Enhanced Senses Magic Detection Resistance to Energy Attacks Infravision Magnetic Detection Resistance to Fire and Heat Protected Senses Psionic Detection Resistance to Mental Attacks Astral Detection Combat Sense Resistance to Radiation Emotion Detection Cosmic Awareness Energy Detection Enhanced Senses Body Alterations — Offensive Infravision Magic Detection Blinding Touch Magnetic Detection Protected Senses Tracking Ability Corrosive Touch Psionic Detection Energy Touch Tracking Ability Energy Control Powers Health-Drain Touch Paralyzing Touch Body Alterations — Defensive Electrical Manipulation Rotting Touch Absorption Gravity Manipulation Claws Body Armor Light Manipulation Extra Attacks Healing Magnetic Manipulation Extra Body Parts Pheromones Sound Manipulation Recovery Energy Reflection Body Alterations — Defensive Mental Powers Absorption Mental Powers Damage Transfer Astral Projection Animal Control and Communication Healing Emotion Control Animal Empathy Recovery Empathy Animate Drawings Regeneration Mental Probe Emotion Control Water Breathing Mind Control Force Field Generation Postcognition Image Generation Body Control Powers Psi-Screen Mind Control Precognition Animal Transformation — Self Psionic Attack Animal Transformation — Others Telepathy Psi-Screen Telekinesis Blending Transferal Body Transformation — Self Body Control Powers Body Transformation — Others Blending Distance Attacks Density Manipulation — Self Imitation Elongation Corrosive Missiles Invisibility Growth Ensnaring Missiles Shape-Shifting Imitation Nullifier Missiles Invisibility Projectile Missiles Movement Powers Phasing Slashing Missiles Plasticity Flight Stunning Missiles Power Absorption Gliding Ice Generation Shape-Shitting Levitation Fire Generation Shrinking Lightning Speed Energy Generation Swimming Sound Generation

62 Dimensional Energies (And entities com- The table on pages 62-63 lists those monly entreated) Energy Control Powers general Powers available to generated Time Control (Various) characters, and which energies they rely Resistance Powers Nullifying Power (Amtor, Various) on. Certain Powers may rely on more than Resistance to Magical Attacks (Satannish, Darkforce Manipulation (Darkforce one energy type, and the player may Oshtur) Dimension) choose which his hero has. Certain Marvel Invulnerability (Various) Light Manipulation (Nirvalon, Seraphim) Super Heroes are listed as having Powers Probability Manipulation (Various) that may use more than one energy (noted Senses as P, D, or U on the cards). in that case, Distance Attacks the player may choose which type of Astral Detection (Various) energy the character draws upon. Cosmic Awareness (Aggamotto) Darkforce Generation (Darkforce Dimension) Enhanced Senses (Aggamotto, Nirvalon) Energy Generation (Seraphim, Faltine, Each type of energy has its own Magic Detection (Various) Oshtur, Balthakk) advantages and disadvantages. Psionic Detection (Various) Fire Generation (Faltine, Falroth, Elemental Tracking Ability (Various) Spirits) Personal Energies are automatically Ice Generation (Ikthalon, Various) available, but may only be used on the Movement Powers Sound Generation (Various) wielder or on a willing target. A green Psyche FEAT is required for success. Climbing (Various) Corrosive Missile (Bromagdon, Various) (There may be cases where the target is Digging (Various) Ensnaring Missile (Raggadorr, Cytorrak, restrained but less than willing. In those Dimensional Travel (Hoggoth, Seraphim, Dyzakk, Various) cases, a red FEAT would be required for Various) Nullifier Missile (Various) success.) Spells that use personal energy Flight (Seraphim, Various, Elemental Projectile Missile (Denak, Daveroth, Various) require no chanting or gestures to succeed. Spirits) Slashing Missile (Denak, Cyndriarr, Use of personal energies has some effect Leaping (Various) Hoggoth, Various) on the wielder. For each turn of Power use, Lightning Speed (Watoomb) Stunning Missile (Various) the caster loses one Health point. If Health Swimming (Various, Elemental Spirits) is reduced to 0 as the result of these Teleportation (Watoomb) Mental Powers actions, the mage becomes unconscious. Wall-Crawling (Various) Animal Communication and Control (Set, Do not allow an Endurance FEAT, unless for reptiles; various) other circumstances (say, the hero loses Matter Control Powers Animate Drawings (Ikonn, Various) consciousness above an active nuclear Emotion Control (D'Spayre, Nirvalon, Various) Air Control (Vaitorr, Wattomb, Elemental reactor) merit it. Spirits) Force Field Generation (Cytorrak, Earth Control (Elemental Spirits) Seraphim, Various) The success of spells using Universal Fire Control (Faltine, Elemental Spirits) Image Generation (Ikonn) Energies depends on the type of spell. All Water Control (Munnopor, Elemental Spirits) Mind Control (Nightmare, Munnopor, Various) spells that affect the Psyche or abilities of Weather Control (Munnopor, Satannish, Possession (Various) the target grant that target a Psyche FEAT Elemental Spirits) Postcognition (Various) to avoid the effect, treating the caster's Density Manipulation (Various) Precognition (Aggamotto, Various) Psyche as the Intensity of the attack. If the Telekinesis (Various) Psyche FEAT is successful, the attacking Body Control Powers Ultimate Skill (Various) magic-wielder's Psyche is reduced by one rank for 1-in turns. If Psyche is reduced Animal Transformation (Various) Body Alterations — Defensive below Good, the caster loses the ability to Body Transformation (Various) cast spells. Universal spells require a Blending (Ikonn, Various) Body Armor (Seraphim, Various) gesture or chant to cast, and the caster Growth (Various) Extra Body Parts (Various) must have his hands and mouth free. Phasing (Various) Immortality (Various, but always exacting a Shrinking (Various) high price) Life Support (Various) Spells that rely on Dimensional Energies Shape-Shifting (Various) may duplicate those of personal and universal effects, but draw their energy from an outside source. Those extra-dimensional entities that are listed as the magic-wielding character's Contacts are considered Friendly to the mage's actions, and may be called on to work the listed spells. Those that are not listed are considered Neutral or Unfriendly Contacts, and those that the mage has personally offended are considered Hostile. Dimensional energy spells automatically have an initiative roll of in and require both chanting and gestures to entreat the force to respond.

63 KARMA AWARDS/ADVANCEMENT

Example: The good Doctor Strange has Shifts for casting Spells Eldritch Shields as spells, each replacing listed on his card as Contacts the Vishanti, A number of conditions may affect the that which would be a random Power roll. , Hoggoth, Raggadorr, and casting of spells, resulting in column shifts. The initial Power ranks of these spells are Seraphim. He is considered Friendly to These shifts are made at the time of the always the Psyche rank and rank number these Powers. Ikonn is not listed, though casting, and may reduce a spell below of the character. Doe Strange does have Illusion Powers Feeble to Shift 0, At Shift 0, a spell is that draw on him. He is considered Neutral. impossible. All Shifts are cumulative. Eldritch Bolt Is a bolt of magical power, and Dormammu, whom Strange called on early includes all manner of spells such as In his career end later discovered to be an -1CS • if the target of the spell is from a Doctor Strange's Bolt of Bedevilment. The evil force (a real -bucket), is Hostile. different dimension than the caster range is as determined in the spell range • if the caster is in astral form table below, and damage is equal to the To cast a spell requiring dimensional -2CS • if the target is more than 30' in Power rank, with the following difference:: energies, make a Popularity FEAT treating size or occupies more than one the bolt may reduce Health or Karma the caster's Psyche as Popularity. If the area values (in the latter case, the target's FEAT is successful, the dimensional energy effectively out of luck). If the bolt attacks it, granted, and the spell goes off as noted. +1CS • if the area in which the spell is Health, treat it as a Force attack. If the FEAT is unsuccessful, there will still cast is familiar to the mage or to be a magical effect, but it will be of the Powers he invokes (home turf The Eldritch Shield is a shield of mystical significantly less power, and may have advantage) energy that provides the caster with other effects as well: +2CS • if the spell is cast in ceremony mystical Body Armor equal to the caster's • It the being is Friendly to the mage • if the form of the spell comes rank number. This is also proof against (listed as a Contact), the spell goes off from an ancient book or tome magical attacks or those attacks which at 3 column shifts less powerful than found during the campaign arise from magic. the listed power. Example: The character has a distance Entrapment +3CS • if the target of the spell is a If an attacker directs his attacks against the Power which he refers to as the willing subject for dimensional and shield Itself, treat the attack as an attempt Crimson Bands of Cyttorak, at universal energies to break the material, with the attacker's Amazing (47) rank. The entity is listed bolt supplying the strength end the as a Contact, but the Psyche FEAT A ceremony is an established ritual by defender's shield the object that may be fails. The spell goes off, but is only of which certain actions are taken to achieve broken. The mage whose shield Is broken Excellent(20) rank Strength. desired results. Ceremonies are only used that round takes no damage, but has no • If the being is Neutral to the mage, the for Universal and Dimensional energies. A shield until he raises it the next round. An call will go unanswered. The spell will ceremony takes a number of rounds equal Eldritch Shield will protect Its caster from all fail. Example: Doctor Doom attempts to the rank number of the spell being cast. forms of magic of up to the Psyche of the to summon the Flames of Falroth to caster. reintegrate his body Falroth does not Example: A magic-wielding hero casts a force give two hoofs about this Doom fellow, bolt, an Eldritch Bolt, at a Mindless One that Karma Awards, Popularity, and so that when the FEAT fails, nothing has stumbled into our dimension. The mage's Advancement happens. Psyche is Amazing, and the force is Good. • If the being is Unfriendly to the mage, The character rolls to hit on the Amazing -1CS Characters who have true magic abilities the Judge must make a decision. It or Incredible rank, and it hits inflicting Good (as opposed to those with mystic origins, may respond either as Neutral or damage. (The -1CS is because the Mindless the potential to gain magic, or using Hostile. Look at the hero's involvement One is a native of another dimension — the magical items) gain Karma at the standard with that being. Has he called on it dread dominion of Dormammu, to be exact.) rate. All Karma losses are at twice the before? Was it once a Contact? Is the standard rate. The reason for this is thus: situation dire? If all else fails, the Example: A mage seeks to ensorcel an A sorcerer, no matter what his background, Judge rolls a single die: on a result of unwilling victim and read her mind. Using a is more aware that all things are part of a 1-7 the entity or power is Neutral, if 8- mental probe (Incredible (41)) with his greater whole, that bread cast upon the 10 the entity is Hostile. Psyche of Excellent (12), the mage decides water comes back a hundredfold, and you • If the being is Hostile to the mage, to call on Hoggoth for aid (Personal energies reap only what you sow. In other words, retribution is swift and sure and totally will not work on an unwilling victim). He sets Karma counts twice as much against them up to the Judge. If the being is hateful up a ceremony for Hoggoth, giving him a because they are more aware of its of all life, a gate may be opened, +2CS to cast the spell. The ceremony is effects. allowing it to enter this dimension. If the cast with Incredible chance of success caster is in combat, the being called (Excellent +2CS), and Incredible Intensity if On the plus side, the cost for a mage to upon may aid the opponent. If the being it succeeds. The mage makes a Popularity perform Power Stunts using his spells is is rather a dimension that the mage has FEAT, treating the Psyche as Popularity, reduced. It costs an "ordinary" super hero gotten on the bad side of (such as and, if he gets a green result, ensorcels the (if there is such a thing) 100 points to Raggadorr), the caster may suddenly target with Incredible Intensity. attempt a Power Stunt. It costs a mage find himself sucked into that dimension, only 10 points of Karma if the stunt uses Special: Eldritch Bolts and Shields. Instead before that being, or tossed into another Personal or Universal energies, 50 points if of rolling random Powers, any starting dimension entirely. It is not a good idea using Dimensional energies. mage may choose Eldritch Bolts and to attempt to summon Hostile beings.

64 HARDWARE

A mage advances in ability ranks and gains may have agents operating in that area. talents as do non-magical characters. A Similarly, the casting of spells that will mage may gain new spells in two ways: affect all of the Earth will definitely come to through normal advancement, where costs the attention of Doctor Strange, who is that are halved in Karma, and through location Earth's sorcerer supreme (indeed, one of of new spells. his tasks in that roll is to protect Earth's dimension from invasion and New spells may be found in mystic texts, damage by other mystics), and magically unearthed in ancient , or taught by messing with a dimension will come to the individuals of higher ability than the mage attention of the great Powers of magery. in question. The first time a spell is cast 500 Karma points are spent, regardless of Hardware: Building, Modifying, the effects of that spell. After that, the mage and Alien Technology has added that spell to his repertoire of usable spells. The spell itself is usually Despite the wide variety of items that are vague about the level of its Power. i.e., If offered in the earlier sections, players will your mage finds a book promising control often want to have tailor-made items to fit over the waters of the world it may rank in their needs. These items may be more Power from Feeble to Unearthly, or may powerful, have better or different powers have some unknown requirement or deadly than the original, or be something totally curse. The written spell itself will not reveal outside the realm of normally available this information. There may exist legends, Spell Duration Area of Standard items. This section deals with building tales, and support material (like instruction Rank of Effect Effect Damage items and modifying existing items, both sheets) for the spell itself, but likely as not Shift 0 None None None over a long period and upon demand (the these material may be erroneous or FE 1 round Touch 2 latter is known as kit-bashing). fraudulent. PR 1 round Touch 4 Note: Hi-tech heroes rely on devices, TY 1 round Touch 6 whether magical or technological in nature, Contacts in other planes cost twice the GD 1 round Same 10 to provide their super-human abilities. normal Karma cost of Contacts to reflect Area These items possessed by the hi-tech hero the powerful nature of these Contacts. The EX 1 minute 1 Area 20 at the start of the campaign are not hero must have existing contact with these RM 1 hour 2 Areas 30 affected by the rules herein. Hi-tech planes in some form, whether by physically IN 1 day 5 Area 40 abilities are increased and modified as for encountering them (a hazardous endeavor) AM 1 month 12 Areas 50 any other heroic character. or by invoking their names in spells and MN 1 year 1 sq. mi. 75 calling upon their dimensional energies UN Perm. 10 sq. mi. 100 If another character is using the devices (another dangerous endeavor if dealing Shift X Perm. 1 planet 150 with powerful, Hostile beings). inherent to a high technology hero, the Shift Y Perm. 1 planet 200 character using those devices must make a Shift Z Perm. 1 planet 500 Note: Only some powerful extra- Reason FEAT to correctly use the device. Class dimensional beings grant magical Powers. The FEAT is always a green FEAT, with 1000 Perm. 1 dimen. 1000 For example, of Asgard was the ruler failure resulting in the character hitting the Class of a tribe of that controlled its mystic wrong button, activating the wrong system, 3000 Perm. 1 dimen. 3000 realm, similar to Dormammu. Yet as of this or pointing the weapon in the wrong Class writing, it has been hundreds of years since direction. Results of these actions vary 5000 Perm. 5 dimen. 5000 any have called upon the All-father for according to situation, and may range from Beyond Perm. ALL Infinite spell-like abilities, and whether they would a -1CS or -2CS to hit or effectiveness, or be granted those spells now is an unknown *Perm. — Permanent the damaging of the system itself. point. This effects table only applies where the Similar rules apply to characters encountering Magical Abilities and Limitations effects are needed — for example, the alien technology for the first time. In this case, range of a spell is in question, or how long a Reason FEAT is made against a standard n the original set of Marvel Super Heroes an enchantment can last before it must be Remarkable Intensity. Once that FEAT is was a table delineating magical abilities renewed or expire. A mage may always made, the player can use the alien device in and limits using these Powers. The table choose to inflict less damage with his normal situations, and another Reason FEAT below replaces that table, and refers to spells, or to have less duration or area is called for only in extenuating circumstances limits as set to the Power rank of the spell affected. (such as when the character tries a Power being cast as opposed to the Psyche of the Stunt or Vehicle Stunt with the device). caster. All mages have an "ear" for magical power, and as such are aware of its use within The key requirement of building an item is their general region. The casting of a spell its Effective Cost. Effective cost determines that will affect a ten mile area will alert any the Resources required to make an item, mage of that power level or higher in that the amount of time that must be spent to area, as well as those powerful entities that build an item, and whether or not that item

65 works. A hero may attempt to build an that is being built, and the additional having to touch the target). device that has a higher effective cost than modifiers to its effective cost. his Reason. Examples of weapons building: Building a Weapons are defined by Range, Material machine gun as listed on page 43: Effective cost is determined in the following Strength, and Damage. Range is set from Inflicts 30 points damage Remarkable fashion. Take the highest applicable rank the following table. If the weapon falls Range of 10 areas Incredible number for that item. For every applicable within that range, it has that rank. Made of Good strength Good rank that is equal to that rank, add a +2CS. material For every applicable rank that is one rank Range Ranks Effective cost is Incredible +1CS (for lower than that rank add a +1 CS. This gives Range in Areas Rank Remarkable damage) for cost of Amazing. the base cost for all types of items. Ranks of Touch * two or more CS below have no effect on 1 Poor Example: A Laser rifle from page 42: effective cost. Further modifiers may alter 2 Typical Inflicts 20 points damage Excellent the effective cost, according to the item. 34 Good Range of 4 areas Good 5-6 Excellent Made of Typical material Typical What is an applicable rank, anyway? It is 7-8 Remarkable Effective cost is Excellent +1CS (Good one of those ranks that define the 9-11 Incredible range) for Remarkable effective cost (as performance of the item. f2-20 Amazing expensive as the standard listed price, but • In the case of vehicles, applicable 21-40(1 mile) Monstrous remember, these things are illegal). ranks are Control, Speed, Body, and 41-60 Unearthly Protection 61-80 (2 miles) Shift X Example: A Knife from page 45: • In the case of weapons, applicable 81-160 (4 miles) Shift Y Inflicts 10 points damage Good ranks are generally Damage, Range, 161-400 (10 miles) Shift Z Can be thrown No Modifier and Material strength. 10-100 miles Class 1000 Material Strength Excellent • In the case of items that enhance Intercontinental Class 3000 Effective cost is Excellent +1CS (good abilities (such as power suits), Interplanetary Class 5000 damage) -1 CS (melee weapon) for applicable ranks are those abilities that Excellent Cost. Costs much less to buy one. are modified, and the material strength * Weapons that inflict damage only on or Body Armor. touch do not have a applicable cost rank, Vehicles: The applicable ranks for vehicles • In the case of robots and other artificial and in fact, reduce the total cost by - are: Speed, Control, Body, and Protection. beings, the applicable ranks are the 1CS. For example, a Monstrous Strength Vehicles are of a set type (Road, Off-Road, listed abilities and any additional sword would have a -1CS, for Amazing etc.) determined at the start of construction. Power ranks. Cost, in the final cost of the item. • In the case of all other things, the Other shifts: applicable ranks are material strength Figuring the damage rank is easy — find +1CS Occupies more than one area and Power ranks involved. The more the amount of damage the weapon inflicts (compartmented vehicles always an item does, the more applicable under normal circumstances, treat that as a occupy as many areas as there ranks it involves, and the more it will rank number, and the weapon has that rank are compartments) cost to build. damage. Weapons that do not inflict -1CS If craft offers no protection damage but require ability FEATs (such as +1CS If craft is GEV In addition, certain specific functions of the stun cannons) use Intensity rank as item may shift the effective cost upwards or opposed to damage rank. Example: a Example: Building your own Sedan downwards. Certain special items may be handgun inflicts 6 points of damage with Control Poor required to finish a device (such as an standard ammunition. This is Typical Speed Good Alludium Q-36 Space Modulator). These damage, so the damage rank of the Body Good requirements are described in full below. handgun is Typical. A stun pistol has no Protection Typical damage rank, but an Intensity rank of The price of building this sedan is Good Upon finding the effective cost, the player Good. Its damage rank for the purposes of +2CS (for the other good ability) +1CS (for whose character is building the item makes figuring effective cost is Good. Typical Protection) or an Incredible effective a Resource FEAT to determine if he can cost to build a car from scratch. Keep this in afford it (for more expensive items it may The material strength rank is the set mind when borrowing the car. it is cheaper be necessary to use his Contacts). If the material strength of the device, and reflects to buy them from a major company, which character can afford the item, work begins. the amount of damage the weapon can manufactures a lot of standardized types. take. It is possible to build handguns and The time for invention takes as long in days daggers of Feeble material, but they can be Example: Building your own Skymobile as the item's effective cost rank number easily damaged. Control Excellent (something that costs Typical takes 6 Speed Incredible days). Upon completion of the time and Other modifiers to Effective Cost: Body Excellent cost requirements, a Reason FEAT is made • If weapon must be touched to the target Protection 0 to determine if the invention really works. to inflict damage, modify by -1CS. The price of building is Incredible, -1CS • Items that are thrown such as (Excellent Control and Body neither add Breaking down this process into its steps, grenades or Shuriken ignore the range nor subtract, but there is no Protection) for the first concerns the general type of item modifier (but do not gain the -1 shift for a Remarkable cost.

66 Note on arming vehicles: The best modify the result by +1CS. Example: Arcade wishes to construct a approach is often to build the vehicle first, duplicate of Doug Ramsey in order to lure then add any armament, either from off the To determine maximum ranks, calculate the into a trap. The android has the shelf, or by building it separately. It is results if the inventor (choose one if a following stats: cheaper to build the tank, then add the light group effort) were wearing the suit. If an Fighting: Poor artillery and machine guns, than to build inventor with a Strength of Good built a suit Agility: Typical the entire operation all at once. that modified Strength by +1CS, the Strength: Typical maximum Strength would be Excellent. Endurance: Excellent Power Suits This category includes all Reason: Good items that modify the wearer's seven basic Example: A character is building a Power No Psyche or Intuition. The Reason ability abilities. The applicable ranks are the suit made of Excellent materials, providing reflects a programmed set of reactions and item's material strength or Body Armor Typical Body Armor, and duplicating the a library of languages to duplicate Doug's (whichever is higher), and the final stats of Flight power at Good rank. The suit abilities. The android is made of Good the modified abilities. modifies Strength by +2CS, and Endurance material. Effective cost is Excellent +1CS by +1CS. Effective cost is Excellent +1CS (Good material) +1CS(Good Reason) Other modifiers: (Good flight) +2CS (Strength) +1CS +1CS (duplicate of existing being) or +1 CS for every Power added (if Power (Endurance) for an Amazing effective cost. Amazing cost. is within one of, or higher than, the The inventor has Good Strength and highest stat, it becomes an applicable Typical Endurance, so the maximums of Other items are built in the same fashion rank, and this modifier is ignored) the suit are Excellent for both. Were the as listed above. Always consider the suit constructed to provide Excellent material strength of the item, and any ranks Example: You wish to build a super- Strength and Endurance, cost would be the item has as the result of its powered suit of Good material, providing prohibitive (Excellent + 2CS (one Excellent) performance. Excellent Body Armor, raising your Strength +2CS (second Excellent) +1CS (Good to Amazing and Endurance to Incredible. Flight), for Unearthly effective cost. For example, the Missile falls outside the Effective cost is Amazing +1CS (for the normal weapon requirements, its applicable Incredible) or Monstrous cost. The Good Robots and other mechanical constructs ranks are Body, Control, Speed, and material and Excellent Body Armor have no that duplicate or imitate the abilities of living Damage. Similarly, explosives have one effect on the effective cost. creatures are constructed along similar rank number, that being their effective cost lines. Applicable ranks to figure effective (over-the counter explosives are more Example: You wish to build a super- cost are those the robot possesses; if the expensive, but have less of a tendency to powered suit of Excellent material that robot has no Fighting ability, none is blow up before you want them to). provides Good Body Armor, raises Strength counted. Non-player robots (things built by to Remarkable, and duplicates the powers player characters) rarely have Intuition and Important: Items which duplicate powers of Flight at the Excellent rank, with Force Psyche abilities, and those that do are that are not readily reproducible by 1980's attack (Repulsors) at the Remarkable rank. considered free-willed individuals technology always have an applicable rank The effective cost is Remarkable (highest (examples: Ultron, Delphine Courtney, and of Monstrous added to everything else. If rank) + 2CS (other Remarkable) +1CS the original Human Torch). Non-Player you want to build a Teleporter, duplicating (one of the Excellent ranks) +1CS (the robots (those with limited programming) are the power at the Poor rank, there will be an other Excellent rank) for Unearthly cost. considered to have Typical Reason, those additional applicable rank of Monstrous who are able to talk Good Reason. For the because we currently do not have Compare the two examples. It costs more effects of this Reason, see Programming teleporters in our society. Likewise, a to build a power suit with more options than under the Modification section. device that flies by means of jet engines one that has certain specialized functions. would not suffer this penalty, but one which This is why such suits are normally Other modifiers: provided flight by anti-gravity devices restricted in their capabilities. (Remember -1CS if the being is humanoid would. — Hi-tech heroes such as Iron Man exist +1CS if the being is supposed to imitate outside this way of constructing items.) a specific individual Example: The players wish to develop a medical scanner which would monitor the Power Suit Option: An alternate method of Example: The X-Men build a humanoid patient and diagnose the patient's ailment. building a Power Suit revolves around robot to serve as a sparring partner for Early forms of this type of "diagnostic bed" those suits that modify the ability by column . The Robot has the following exist, so the Monstrous limitation does not shifts as opposed to setting higher levels. A stats: apply The bed and its components are harness that would increase the wearer's Fighting: Excellent made of Good material, and the device Strength by +1CS (Excellent max) would Agility: Excellent should be able to provide medical opinions be of this type. Strength: Monstrous Excellent with Excellent Reason. The Endurance: Incredible effective cost Excellent would be Excellent For building Power Suits of this type, figure Reason: Typical +1CS for the materials Monstrous or the effective cost using the material Has no Intuition, or Psyche. Made of Remarkable. If the device needed to be strength or Body Armor rank (whichever is Incredible Strength materials (has Incredible able to scan through the 3-inch higher), and the Power ranks of any Incredible Body Armor as a result). steel hide of Typical the team's resident powers that are given to the suit. For every Effective cost is Monstrous -1CS for bulldozer (Incredible armor), the cost would shift that the suit modifies a primary ability, Humanoid form, or Amazing cost. be Incredible.

67 Example: The hero team wishes to develop • A single character with Resources of the hero has hired or persuaded a device that would scan alternate Monstrous makes the FEAT roll. someone else to do the work. A hero dimensions. Such a device does not exist • Two characters with Amazing may only work on one project at a time, in the "real world," so the first applicable Resources, or one with Amazing aided though he may have several inventions rank is Monstrous. It is made of Excellent by one with Incredible Resources, being developed by others. materials, and must punch through into make a single FEAT. another dimension with Amazing ability. • A character with insufficient funds, but Success! or — Eureka! I have Effective cost is Monstrous +1CS or with Contacts in an organization with found it! (Now, where did I put Unearthly. Monstrous Resources, persuades them to fund the project. A hero with that plutonium...) Other modifiers to Effective Cost: Good funds but Contacts with the After making the Resource FEAT and +2CS if the device cannot normally be Department of Defense convinces spending the amount of time required for seen them that this is a good idea the invention, the inventor makes a Reason +1CS if the device is pocket-sized (Popularity FEAT — possibly more FEAT roll to determine if the invention is +1CS if the device is portable than one). Contacts providing the successful. Use the hero's Reason, or the +1CS if the device occupies more than funding may have their own restrictions highest Reason of those heroes involved, one area or requirements to any such with the following modifications: agreement. Special Requirements for +1CS for assistance, no less than one Inventions If the Resource FEAT fails, the hero may not rank lower (maximum of +1) make another attempt before the next week. +1CS for each applicable talent (examples Often a device may require a specific item Cost is not prohibitive, but the character — electronic for building a robot, to work properly. This is a Special does not have the money right now. piloting for building a plane; Requirement. The special requirement is maximum of +3CS from talents) set up for the Judge as a safety mechanism Time and Building Things -1CS if time was shortened by rushing to prevent too many wonders of technology -1CS for each special requirement in the from floating around, and to provide a base The effective cost determines the time it invention (Maximum of -3CS) for hero (and villain) actions. will take in days to complete the product, +1CS if the device existed previously assuming normal working conditions. The from a failed experiment or from Devices which have an effective cost under rank number of the effective cost rank is kit-bashing) Remarkable rarely need a special the number of days the project will take (an requirement. Those with an effective cost of item with an effective cost of Typical would Remarkable or higher may have one special take 6 days, one of Unearthly 100 days). requirement, while those of Monstrous or higher effective cost will always have at The time represented is for one man, working least one special requirement. alone, with regular stops for eating, sleeping, and other necessities. Conditions may reduce Special Requirements are set by the Judge the time according to the situation: as specific items for completion of the work, • If the inventing character (the one and the Judge's Book delineates her whose Reason will be used to make options. The special requirement may be a the FEAT) has aid (a lab assistant), the particular circuit, a secondary invention time is halved. required to make the item work, a new • If the inventing character's assistant has method of producing an item, a special alloy a Reason within one rank of the or substance with specific unique properties, inventor's then time is quartered (this is or an existing device to use as a model. why brilliant scientists always seem to have searched out equally brilliant, but The Resource FEAT and Building often morally corrupt, lab assistants). If (Or, how am I going to PAY for all the inventor works straight through, time is again halved. An inventor along with this?) his brilliant lab assistant of equal Once effective cost is calculated, the Reason, working around the clock on a player(s) involved make a Resource FEAT. project of Excellent effective cost (20 This FEAT may be out of one character's days normally) would complete the pocket, a combined FEAT if two characters project in 2-112 days. Working straight have Resources within one rank of each through indicates other short-cuts, as other, or as a result of using Contacts with well as a lack of attentiveness to sufficient Resources to create the device. details, and may result in a negative column shift upon completion (success). Example: An interstellar destabilization • Work performed by NPCs based on the detector is calculated as having a player character's requests or designs Monstrous cost. The Resource FEAT may will always take the maximum amount be made as follows: of time. This includes situations where

68 Monstrous (75) effective cost, then it would installation only). In cases where some take 75 days under normal circumstances. At modification of the device itself would need to an expenditure of 750 Karma points, this be made (flight for the off-road Vehicle), may be reduced to 75 turns. effective cost is equal to the new power added, but never less than Good effective Kit-bashing may be used to rush a project cost. Remember that modifying devices for to completion. If you are on day 5 of an powers not reproducible by modern anti-Skrull product requiring 10 days, and technology (a gun that only hits people the Skrulls invade, you can complete the thinking of crime) are Monstrous, at minimum. project in 5 turns by kit-bashing. If any part of the device is kit-bashed, the entire Time and success of a modification are device suffers the effects of kit-bashing. determined as for any invention. Failure may damage the original device as well. Kit-bashed devices will succeed on a Modifications may be kit-bashed. Reason FEAT of the inventor, but will only The inventor makes the Reason FEAT and operate for 1-l0 rounds before becoming Programming and Reprogramming reads the result from the list below, If the inoperative (depending on the device - effective cost is greater than the Reason of some may be inoperative in particularly Computers and the programming of robotic the inventor (after all shifts), then the result spectacular fashions). If the inventor can NPCs present special problems, and as is read as one color less than the one salvage the pieces, he will receive a bonus such are dealt with separately Such rolled. (Red becomes yellow, yellow green, on future FEAT rolls to duplicate the device. devices are assigned Reason abilities, but and green becomes white). possess no creative thought or personality Karma for kit-bashed devices may be of their own (player character robots are, White Result: You missed something, but a pulled from any sources available to the as always, an exception). The "Reason" double check shows what it is. Start again. inventor, including his own fund of Karma, ability reflects the amount of information No Resource FEAT is needed, but the Karma pools he belongs to, and Karma that the device has, and the ease with which it amount of time is he same, and a special has been set aside for Advancement. Allies may be accessed. A computer with vast requirement is added. of the inventor may contribute their Karma information with its data trapped behind as well, if they are assisting. codewords, split into various files, and Green Result: It flies, Wilbur, but not for unable to access important programs is as long. The device will fail in 1-in turns. Modifying Items "dumb" as a home computer. Failure may result in destruction or damage, depending on the situation. Often, a full design is not necessary, as an Computers are only as smart as the Repairs done as for White result. existing weapon, device, or vehicle may be information they get, and can only answer modified to perform the actions necessary. a direct inquiry. Gaining information from a Yellow Result. Working prototype. Operates This is known as modification, and is often computer is easy, if the proper passwords at -1CS for all abilities until fine tuned. Fine less expensive than full-fledged invention. are known. The fact that passwords are tuning takes 1-10 additional days. Modification is also used to smooth out the usually restricted to those with need to rough edges of inventions, and improve know is the restriction of the computer. Red Result: Success! The device does them slowly. Most computers have a restriction of exactly what it was designed for. Excellent. Those with sensitive information Only one modification may be made at a have restrictions of Remarkable or higher. Karma and Success: Karma may be added time. If you wish to improve the Speed and NPC robots have restrictions and before the die roll, but in this case, and this Control of your convertible, first you must inhibitions as listed for their Reasons. case only, the amount of Karma should be improve the Speed, then in a separate determined before the roll is made. modification improve the Control. If you Information may be taken from a computer wish to add weaponry or flight capabilities, with a Reason FEAT, green if passwords Kit-Bashing these would be separate modifications. are known, red if they are not. Robots and computers may be reprogrammed, again at All of the above is very good when you Modifications that alter abilities have an a Reason FEAT. Time is equal to the have the time to work on a device, or have effective cost of the new ability rank, but restriction rank number in turns. Example: others work on it for you. What happens may only be made one rank at a time. if you Nightcrawler reprograms a bunch of when Terminus pops up, and you need that wished to increase the Body Armor of a Arcade's androids to attack Arcade. This device to help you defeat him? power suit from Good to Remarkable, you takes 10 rounds each (Good Reason), and must modify it first to Excellent, then make requires a Reason FEAT for each robot. You start kit-bashing — taking what is a second modification to Remarkable. available and working with it to get Repairs something that will save the day. Modifications that give abilities that the device previously did not have (such as Flight for an Long-term repairs are made at repair Kit-bashing is conducted similarly to normal off-road vehicle, or adding machine guns to centers. Heroes intent on making repairs invention, but at a highly collapsed timescale, your jeep) are handled according to situation. may invest in a repair center. The cost of at the expense of Karma. Expenditure of ten In cases where the modification is easily the center is equal to the effectiveness of points of Karma will reduce one day of made (adding Light Artillery to a tank), the the repair center. A repair center of Good normal work to one round. If a device has effective cost is Typical (it is effectively cost may repair at the Good level; one of

69 Remarkable cost will repair at the Example: A Self Propelled Gun made a Repairs in the field may be made with a Remarkable level. wrong turn when fighting the Hulk and lost Reason FEAT of the repairing character. two ranks of Body, from Remarkable to The Intensity of damage is equal to the If a damaged device (usually a vehicle, Good. The repair center is of Incredible original stat that is trying to be repaired. sometimes a robot, and rarely a weapon) is ability, and the tech on duty has a Reason of Field repairs will last for 1-10 hours before brought in, it can be repaired. Damaged Remarkable. The center must restore the shaking loose again (damage reduced to devices are those that are reduced in Good Body to Excellent, and finally to original with an additional rank of damage). abilities because of beings hitting on them. Remarkable. This will take one man 20 hours A repair center can restore the device by for the first, 30 for the second. (Time may be Devices which have had abilities reduced one rank if a Reason FEAT is made, using reduced by assistance.) Repairs are to below Feeble are beyond hope — they the Reason of the repair person or the automatic as long as the rank of the center is cannot be repaired. Their materials may be value of the Repair center, whichever is higher than that of the device. Otherwise a salvaged for use in new inventions along lower. Karma may be added. Effective cost FEAT (Reason of repair person) is needed, similar lines, with the resulting bonus to the is as for modifications, but time is with failure resulting in the damage being roll for success. measured in hours as opposed to days. beyond the ability of the shop to repair.

70 APPENDIX A

The following is a description of the Powers Resistance to Toxins: This Power rank is Power is no less than one rank above the available to generated characters, which always a minimum of one rank greater than individual's Endurance. (Any roll of less are listed on pages 8-9 of this book. These the hero's Endurance rank (if the random roll than that rank should be raised to the summaries are general descriptions of the sets this Power as less than this stated Endurance Rank +1CS.) Powers. Specific heroes native to the minimum, it is raised to Endurance rank Marvel Universe may have their own +1CS). This rank is used instead of Invulnerability: The hero with this Power is specialized versions of these Powers. Endurance for all FEATs involving poison, and totally unaffected by one or more of the is not reduced by damage or effects of poison. attack forms listed above. The initial Resistances Resistances are powers that Failing a FEAT with this Power will mean choosing of Invulnerability counts as two protect the hero from specific forms of Endurance drops by one rank, but this Power choices, but every additional choice in attack, such as fire, cold, radiation, or toxin. rank does not drop. It will be used next turn at Resistances may be changed to an All damage caused by that type of attack is its normal level for determining further effects. Invulnerability. (Example -- A hero being reduced or negated, according to the type generated picks up Invulnerability to Fire, of Resistance. Resistance to Corrosives: This resistance counting it as two slots. She then gets reduces the amount of damage from acids another resistance, and chooses Resistance to Fire and Heat: All damage and other caustic agents, including but not Resistance to Cold. She may then choose from fire and heat-based attacks is reduced limited to rust, rot, acids. salt deterioration. to be Invulnerable to Cold instead at no by the Power rank number. Further. any fire and destructive microbes. The hero with additional cost.) of less than this Power rank has no effect this Power may ignore acids and corrosives on the hero. (Example -- the hero with a of less than this resistance's Power rank Invulnerability means that the hero in Resistance to Fire/Heat of Amazing (50) number in Intensity, and may reduce question has a Class 1000 resistance to rank could walk through super-heated damage from higher level acids by the that attack form. steam of Incredible (40) Intensity without ill Power rank number. effect.) Senses Powers in the Senses category are Resistance to Emotion Attacks: This Power those that permit the hero some exotic Resistance to Cold: All damage from cold- rank will be no less than one rank higher method of detection, either by protecting or based attacks is reduced by the Power than the character's initial Intuition, and expanding the existing senses, or providing rank number. Further, ice and cold of less should be raised to that rank +1CS if a senses that outstrip the limits of other than this Power rank may be ignored. lower rank is rolled. Any Emotion-related normal senses. Physical items made of ice may still affect attacks that affect the Intuition, including the hero. A hero with Resistance to Cold illusions, emotion-control, and dominance Protected Senses: One or more of the hero's would not be easily by Iceman, but must overcome this rank as opposed to the basic senses are protected from attack. The could still be hit with a club made of ice. Intuition of the individual. hero ignores potentially damaging attacks of less than the Power rank in intensity level. In Resistance to Electricity: All damage Resistance to Mental Attacks: This many cases, this considers the effects of resulting from electrical-based attacks is resistance is similar to that of resistance to specially polarized goggles that prevent reduced by the Power rank number. emotion attacks, but is used against attacks being suddenly blinded by high Intensity Further, electricity of less than this Power that affect the Psyche from psionic (but not light. or earplugs or headgear that reduce the rank is ignored by the hero. The hero must magical) sources. This Power rank will be effects of sonic attacks. decide if this Power is conductive or non- no less than one rank higher than the conductive in nature. Conductive resistance individual's Psyche, and should be raised to Enhanced Senses: One or more of the allows energy to pass through the hero into that rank +1CS if a lower rank is rolled. hero's five normal senses (hearing. sight, those the hero is touching (like a copper smell, touch, taste) is increased to the wire). Non-conductive resistance stops the Resistance to Magical Attacks: This Power rank level. Use this rank instead of energy at the contact point, allowing those resistance is similar to that of Resistance to Intuition to discover clues, spot items. and being touched or held to be unharmed like Emotion Attacks. but is used against determine initiative (in the case of Hearing). rubber insulation). attacks that affect the Psyche from magical These extra-ordinary senses are more and extra-dimensional sources. Further, all vulnerable to attack. such that attacks Resistance to Radiation: All damage magical damage-inflicting attacks are against them are at +1CS. Examples of resulting from radiation-based attacks, reduced by this Power rank number. Unlike such attacks include bright lights for sight, including but not limited to X-rays, alpha the Resistances to Mental Attacks and sonic attacks for hearing. traps activated by and beta particles, and gamma rays, is Emotion Attacks, this Power rank may be touch, or knock-out gases for smell. reduced by the Power rank number. Most lower than the Psyche initially, making the non-concussive energy rays used by super- individual more vulnerable to certain types Infravision: The individual with this ability powered individuals may be so reduced of magical attack (but less vulnerable to can see in the dark. In most normal (i.e.: this resistance would provide damage-inflicting magical attacks). darkness, this sight range is 5 areas. This protection from Captain Marvel in X-ray Power has a rank because there are form. but not from 's force- Resistance to Disease: The individual with potentially high-intensity darknesses that based attacks). Any radiation of a lower this resistance is less susceptible to disease may foil this Power (for example. the Intensity than the hero's Power rank has no than other heroes with the same Darkforce). If the Intensity of the darkness effect on the hero. Endurance. Included are common diseases, is higher than the rank of the infravision, as well as the effects of biological warfare sight is limited to only the immediate area and vampirism. The individual's rank in this (within 2 feet).

71 POWERS

Cosmic Awareness: The hero possessing red FEATs at the Judge's option. to catch the track, but once on the trail, this Power is in tune with the universe to FEAT rolls should only be required when some degree, allowing him to perceive Magic Detection: The hero with this Power there is a chance of losing the track. This other powerful entities and to detect can detect magic. When magic is in force will depend on the nature of the tracking weaknesses in opponents. Individuals with around the hero, make a Power rank FEAT ability. For example, a hero who tracks by Class 1000 primary abilities or better within roll. White means failure; check again next scent may have to make another FEAT 10 miles of the hero will always be noticed round. A green result indicates recognition (perhaps yellow or red) if the trail leads by the hero. In addition, making a Power that there is magic in the area, a yellow through a stockyard or perfume plant, while rank FEAT with this Power allows the user result the individual or individuals involved one who tracks by the heat left from his to gain a + 1CS on FEATs against an in the magic, and a red result the type of prey's footsteps must check when the opponent by finding the weak point in an spell or magic involved. Spells that mask or individual passes through a stream. opponent or structure. mislead the spell-casting may reduce these chances at the Judge's option. Movement Powers As the heading notes, Combat Sense: This Power rank may be all powers within this section influence the used instead of Intuition for determining Magnetic Detection: The hero with this character's ability to move, whether by surprise, instead of Fighting for blocking, Power can detect the magnetic field of expanding the existing abilities, or providing instead of Agility for dodging, and instead Earth (and likely other planets as well), as new capabilities It is up to the player, when of Strength for escaping. The minimum well as aberrations of that field (created by creating his character, to create the basis level of this Power is the Intuition rank of large iron deposits, huge electro-magnetic for how the hero has the given ability. Flight the character. doomsday devices, etc.) with Power rank can be accomplished by a number of ability. It is difficult for a hero with this methods. If a character flies by wings, what Computer Links: The character with this Power to become lost. happens when those wings are impeded? If Power may communicate with and retrieve a character has rocket-boots the information from computer systems with Mutant Detection: The hero with this Power boots are clogged by a foam-gushing Power rank ability. The hero must be able is attuned to the specific mental radiation arrow? to access the computer in some way; given out by mutants. The range is usually this is by means of an implant dependent on the Power rank of the Flight: The hero with this Power can move relayed to a predetermined computer. If individual. (See the Power Rank range through the air under his own power. The attempting to break into a new computer, table). This Power reflects the conscious method of flight (wings, rockets, compare this Power rank with the Reason will to detect mutants, unconscious manipulation, etc.) is of the computer or mechanical being. This left for the player to define, though it should Power also allows the reprogramming of Psionic Detection: The hero with this Power be defined before play begins. The simple robots (but not Player Character is attuned to exceptional mental radiation in character's speed is determined by the robots under normal circumstances). general, and as such can detect the use of Power rank of the individual. (see paranormal abilities including mindreading, Movement in Chapter 2). Agility is used to Emotion Detection: The hero can detect thought-casting, mental control and attacks, determine actions while flying, including emotion in others with Power rank ability. whether by technological or of mutant changing course and dodging. Winds This Power may be a limited form of origin (but not those of magical origin). The (including wind Powers) of greater Intensity Empathy, or merely the ability to catch the hero can detect these abilities only when than the hero's Power rank will cause the subtle physiological clues that indicate a they are in use, by making a Power rank hero to lose altitude. The hero may gain person is under stress, lying, or worried. FEAT roll. Make a check each round the one additional area (44 yards) for each 15 Success with this FEAT roll indicates the hero is in range of psionic activity until the feet(l story) dropped, and is slowed by one hero detects only the target's emotional hero makes the FEAT or psionic activity area of speed for each 30 feet (two stories) state, not the cause of it. (The target may be ceases. The FEAT is green if the hero is climbed. (A hero who can fly 10 areas may lying, but the hero with this Power is able to specifically checking for psionic activity, climb 30 stories in a single round.) detect only that the individual is worried, the yellow if not paying specific attention. heartbeat pattern is up, etc.) Targets trying to Gliding: The hero has the ability to glide, conceal their emotional state use their Astral Detection: The hero with this Power dropping 1 story (15 feet) for every turn in Intuition as an Intensity rank to determine the can see the forms of creatures operating in the air. The distance covered per turn is set type of FEAT required. Detecting non-human the astral plane, including ectoplasm of by the Power rank as for flying. The Gliding emotions -- those of robots and aliens, for those adepts who can astrally project. This hero cannot climb, but can maintain level instance -- should be done at a higher shift. is an automatic ability: the individual can flight by making an Agility FEAT (failure always recognize that an astral form is indicates loss of 2 stories (30 feet)). The Energy Detection: The hero with this Power nearby. Use the Power rank FEAT to method of gliding is set by the Judge and is able to identify specific types of energy determine if the individual can note the player. The gliding Power may be severely and track energy trails. The hero can features of the astral individual, such that affected by winds, and winds of greater identify the general "type" of energy the individual can be recognized or later Intensity than the glider's speed may halt, (particles, x-rays, light, exhaust of a nuclear identified. down, or move backward the hero who engine, etc.) with Power rank ability, and glides, and will at least reduce the hero's can track the energy trail of that specific Tracking Ability: Through use of heightened speed by as many ranks as the Intensity is type with Power rank ability per hour. Faint senses, learned abilities, or mutant Powers above Feeble. trails or common types of energy with the hero with this Power can track another confusing patterns may require yellow or individual's path. Make a Power rank FEAT

72 Leaping: The hero with this Power can leap someone the hero is touching up to his climbing is determined by the Power rank, great distances. Use the table on page 24, Strength limitations (this decision must be and the surface must have sufficient Chapter 2, replacing Strength with this Power made when the character is created). handholds or cracks (even those of rank. This Power rank will always be at least Those carried by a teleporter must make a mortared bricks will do). In addition, the hero the Strength of the character + 1CS. If a green Endurance FEAT or he disoriented can move through pipes, vines, and lower rank is rolled, raise it to this minimum. for 1-10 rounds. Those teleported from an other areas that require manual dexterity area must make a yellow Endurance FEAT using this Power instead of the hero's Agility. Wall-Crawling: The hero can move along or be disoriented for 1-10 rounds. vertical and upside-down surfaces as if they Digging: The hero can move below ground were normal surfaces. This Power rank If the Hero teleports into a solid object by digging a tunnel. The hero may choose indicates how strong the adhesion is (the (because he was unaware of its presence), Claws as A Bonus Power if he has this mechanism -- suction cups, atomic field make an Endurance FEAT. Failure results Power. Normal movement is as for normal suppressors, etc. -- is left to the player). The in damage equal to twice the material ground vehicle speed, half if the hero is hero will use the Power rank to determine the strength of the object teleported into digging a tunnel well-supported enough to ability to stick, according to the Intensity of the (Strength for living creatures). Success allow others to follow (otherwise the tunnel slipperiness of the surface. Some examples: indicates another, random (Judge- collapses behind the hero as she digs). Material Rank determined) 'port, with the hero being The hero may dig through materials of Ordinary Concrete Feeble unconscious for 1-10 rounds. lower material strength rank than his Power Ordinary Brickwork Feeble rank, but not those of equal or greater rank. Glass and Steel Typical A Power Stunt that is used by teleporters is Steel Alloys Good a version of multiple attacks, by which the Dimensional Travel: This Power allows the Surface Coated with Oil Remarkable hero teleports quickly from place to place, character to break through into other Non-stick Surfaces Incredible both dodging attacks and faints and dimensions. The hero does this Frictionless Surfaces Class 1000 parrying to do damage to one or more automatically, but must make a Power rank targets. Teleporters who attempt this trick FEAT if under pressing conditions (2000 Lightning Speed: The hero with this Power may make multiple teleports in the same rabid barbarian rabbits are bearing down can move as a vehicle with a speed equal area (note that "area-teleporters" may not on the hero). A Power rank FEAT is always to the Power rank, as opposed to his try this trick), and attack one or more required if the hero is heading for a distance per round being limited by targets. Such teleporters trying this trick are particular alternate dimension or universe. Endurance. This Power will always be at considered to be Dodging for purposes of the Endurance rank +1CS. If a lower rank is attacks upon them, and may deliver up to Dimensional destinations are created as for rolled, raise it to this minimum. Lightning twice their normal number of attacks. Power stunts. If a hero has developed the Speed is assumed to apply to ground ability to reach Limbo through a Power movement, but may be applied to any of the Levitation: This Power allows the hero to stunt, reaching the dread dominion of following Powers, if the hero has them in his move vertically unaided, and usually has a Dormammu is a separate stunt. At start, the possession : Flight, Gliding, Wall-crawling, magical or mental origin. It does not allow hero has one dimension or alternate or Digging. Characters with Lightning Speed true flight, but is immune to the effects of universe to where he can travel. can turn at maximum speed without penalty, wind or air control Powers, unless the hero and Agility FEATs may be made either with with the Power so chooses. The hem with the Ability to reach a specific location in a the Agility ability or with this Power rank. Power moves vertically a number of stories given dimension is a red Power rank FEAT. Characters with Lightning Speed can determined by the Power rank as speed. (A Returning to a familiar location of the native accelerate to full speed in a single round, hero with Incredible levitation can move 20 plane is a yellow Power rank FEAT. Karma and decelerate from full speed to full stop in areas vertically in a round.) Horizontal may be added to these FEAT rolls. the space of one area. movement is possible by pushing off from other surfaces, or levitating while moving. Matter Control Powers These powers Teleportation: The hero with Teleportation affect specific types of inanimate or Power can move instantaneously from Swimming: All heroes are assumed to be animate matter (substance as opposed to point to point without physically crossing capable of swimming (or at least remaining energy) outside the body of the hero. They the distance between. The exact method of afloat and treading water) if free of include the various elemental powers, as this crossing is left to the player and Judge, impediments (inability to swim would be a well as the ability to animate objects and but generally in the Marvel Universe minor limitation in the Talents section). The transform items and people. consists of the character entering another Swimming Power shows that the hero can Earth Control: The hero with this Power dimension, moving through that dimension, move through the water at high speeds, as can manipulate natural or semi-natural and returning to another location. in the Lightning Speed Power applied to mineral items. The range and ability of Nightcrawler, Magik, Sidewinder, and Cloak water. This Power does not negate the these modifications are determined by the all have different methods of teleportation, need to breathe, but the hero who gains it hero's Power rank. (see Range of Powers but all operate by this mechanism. Each may choose Water Breathing as a Bonus listed in Chapter 2). This Power is limited to time the hero teleports, make a Power rank Power without a roll. naturally occurring materials (dirt, rock, FEAT roll. Failure indicates the hero arrives stone), or semi-natural materials that are of at his or her location, but is disoriented by Climbing: The hero with this Power can consistent nature (concrete, asphalt, and the experience, and may take no action in scale vertical (but not upside-down) surfaces glass). Radically altered items such as the following round. The teleporting hero as if possessing the Wall-Crawling Power steel alloys and artificially constructed may carry either all individuals in his area or with Lightning Speed. The speed of the

73 mechanisms (including computers, guns. Fire Control: The hero with this Power can Power was Fire Generation of Power and vehicles), and living or once living control existing fire sources. He can intensify rank intensity things (rubber, wood. or flesh) are beyond the fire up to the levels of his Power rank, or the scope of this Power. may reduce the Intensity of the fire by the Weather Control: The hero with this Power same amount, reducing fire damage by the has the ability to manipulate the forces of The Earth Control Power allows the hero to rank number. The hero with this Power can weather Using this Power, the hero can manipulate an amount of material up to the manipulate flame, so as to form a fiery duplicate several Power stunts of other hero's Power rank taken as Strength in shield that will inflict the Power rank number control abilities, and in addition create new every round. The material may be used as of damage on those who cross it, but cannot stunts as well. Weather Control Power a weapon (inflicting material strength initially use the Fire Control to affect targets stunts cost only 50 Karma points, not the damage), or shield (of material strength). at a distance. (That requires the power normal 100 points. The hero does not Distance Attacks - Fire Generation.) begin with any Power stunts: all Power The player running a hero with this Power is stunts must be developed, and use the able to develop a number of Power stunts. The hero with Fire Control can develop hero's Power rank to determine if they are The hero starts with no stunts other than the Power stunts using this Power as time successful. mere manipulation of myriad materials. Power goes on: • Create Fog of Power rank Intensity. stunts that may be developed can include: • Using existing flame as a missile • Summon storms of Power rank • Digging (moving earth out of the way). weapon. Intensity. • Earthquake-type attack (All targets in a • Creating shapes from flame of Power • Generate winds of Power rank Intensity, given area. damage equal to hero's rank number Health and damage. including tornadoes capable of inflicting Power rank). • Writing words with flame in the sky. Power rank number damage. • Create "earth beings" of stone or rock, • Creating entrapment devices of Power • Summon Lightning. given stormy with physical abilities whose rank rank damage. conditions of Power rank damage, number sum does not exceed the • Controlling heat to a Power rank degree. hitting its target using the Power rank Power rank number, with Body Armor • Absorbing heat and flame within an as Agility. of material strength rank. area as if Fire Resistance of that • Lower Temperature, causing those in • Transportation (creating a wave of Power rank number. one area to be -1CS on FEATs, and earth that moves, carrying the hero materials to be reduced by one rank in along) of Power rank Speed. Water Control: The hero with Water Control material strength. • Levitation (building a pillar of earth Powers can use available liquid water for • Raise Temperature, causing those in beneath the hero). specific effects. The water can be used as one area to be -1CS on FEATs. If • Entrapment(opening the earth beneath a missile weapon, inflicting Power rank Power rank is higher than Endurance, an opponent's feet, or wrapping stone damage at 1 area range. The water can target must make an Endurance FEAT around them). also be used as a shield, having no effect to avoid heat prostration (unconscious on physical weapons, but reducing energy, 1-10 rounds). Air Control: The hero with this Power has force, and fire attacks by the rank number • Detect Weather at Power rank ability the ability to manipulate air, winds, and of the Power. The hero with Water Control (character may determine changes in the (potentially) weather. The hero can create may develop Power stunts. including: weather up to three days in advance). shields of wind up to Power rank damage • Creation of watery "servants" of Power • Reduce Weather Effects by Power that are effective against all physical missile rank Health and Abilities. rank ability. attacks of that rank or lower. The hero can • Using water to speed ships and water also use air as a distance weapon, inflicting vehicles, at Power rank Speed. Animate Objects: The hero with this Power up to the Power rank of damage, but • Creating bubbles of air to allow others may cause inanimate objects to move and repelled by any form of Force Field, to survive underwater. attack at mental command. Animated including shields made of air. The hero can • Limited Weather Control: create fog of objects retain their material strength as also generate winds of Power rank Intensity. Power rank Intensity. Strength and Endurance, but have the • Limited Weather Control: create storms Agility and Fighting abilities of the Power The hero with Air Control may also develop of Power rank Intensity. rank of the animator. Health is considered Power stunts for this Power. A character • Melting solid ice as if Water Control to be the material strength. The movement with Air Control begins with one Power and types of attack vary according to the stunt. which may be: object animated (a statue is able to walk, • Flight: at Power rank speed. but an animated boulder rolls). The hero is • Limited Weather Control: Tornadoes of unable to animate an object of greater Power rank Intensity and damage, material strength than his Power rank, or of controlled by Power rank FEAT. greater weight than he can lift (using • Limited Weather Control: Summon physical Strength or other Powers). Some Storm. examples of animated objects include: • Limited Weather Control: Summon Fog. • Stone Statue: May move as character • Lightning of Power rank range and of material strength Endurance. has damage. Body Armor equal to the material • Reducing existing Weather Conditions strength. with Power rank ability, as for each • Furniture: May move up to 2 areas per type of weather. round, made of Typical material, may

74 perform charging or slugfest attacks. character's own body. These include most • Swords and other weapons: May be known energy states. animated and fight as if the animator were wielding them. Such items have Magnetic Manipulation: The hero can a Health equal to their material manipulate magnetic lines of force. Initially, strength, and may be knocked out of this gives the hero the ability to move and the animator's control by a catching, control metallic objects of up to Power rank blocking, or grabbing attack. An item sire at Power rank range with Power rank that is in possession of another is not ability. As the hero progresses, Power normally able to animated. Stunts may be developed. These include, • A rope that is animated may make an but are not limited to: grappling attack of the animator's • Flight: at Power rank Speed -3CS. Power rank, but is made of Poor • Shocking Touch: At Power rank -1CS. material strength. • Affecting non-ferrous metals (like bullets), though manipulation of Earth's • Buttons, levers, and other devices may Body Transformation — Others: The hero magnetic field. be activated at a distance by this with this Power can convert living tissues to • Affecting non-metallic objects through Power. (Range determined by the other substances, for example, as manipulation of Earth's magnetic field. Power rank number). Those devices turns his opponents to crystal circuitry or (The hero must be able to manipulate which require keys, codes, or have Grey his to stone. The hero with non-ferrous metals first) special safety locks to prevent this Power chooses one material and the • Scrambling non-sentient machinery at unauthorized tampering may not be transformation duration (up to one hour). A Power rank level. activated by this Power. target of this Power must be touched, and • Affecting sentient robots as shocking may make a Psyche or Endurance FEAT touch, but at Power rank +1CS (no Density Manipulation — Others: The hero (target's choice) to avoid being converted benefit if robot is non-ferrous). can alter the density of other individuals on into that substance. While in that form the • Magnetic Field Detection at Power touch, either increasing the density (and target has no recollection of what has rank -1CS. thereby mass) or reducing the density (take occurred, and has the material strength of less damage, etc.). The hero must touch his that substance. Flesh-to-flesh contact must Electrical Manipulation: The hero can target, and an unwilling target may make a be made; a foe in a full body-suit would be manipulate and control electricity. Initially, this Psyche or Endurance FEAT (target's choice) immune to this Power. to avoid the effects (type of FEAT roll required gives the hero a resistance to electrical is determined by this Power rank. Effects are: Heroes who accept a -2CS shift in initial attacks equal to this Power rank (raise one of • Density Reduction: The target becomes Power may affect non-living tissue as well. the two Powers if Electrical Resistance is also vaguely transparent, and as such will In the case of touching a foe in a body suit, chosen). As the hero progresses, the hero become both less vulnerable to attacks the suit would be converted into the may develop the following Power Stunts: and less effective in attacking. All material in question. Materials of a higher • Healing damage through absorption of Physical attacks on the individual in this material strength than the Power rank are electricity, up to Power rank amount state are reduced by this Power rank, unaffected. per round. and similarly all physical attacks by the • Absorbing electrical damage as if affected character are reduced by this In any event, the target regains his normal possessing Resistance to Electricity Power rank. The affected individual form following the transformation, even if of -2CS. may not phase, but may be affected by pieces are broken off or dispersed. • Acting as a conductor between a Power winds of Good Intensity or greater. This source and a target, as if possessing effect lasts for 1-10 rounds, and the Animal Transformation Others: The hero Resistance to Electricity of -2CS. affected individual will be reinstated to with this Power can transform human • Moving at Power rank speed by riding his original state after this time. targets into animals and reverse the the lines of electrical potential, along • Density Increase: The affected individual process. The target must be touched, and power lines and through building wiring. increases in density (and therefore must fail a Psyche or Endurance FEAT • Storing energy within self and mass) without the increased strength in (target's choice, color of feat determined by delivering a shocking touch of Power the limbs and other structures required to the Intensity of the power). The target then rank damage. move that mass. Each round, make an has the physical attributes (FASE) of the Endurance FEAT (type determined by animal, but retains the mental attributes Light Manipulation: The hero can generate Power rank as Intensity) or the character (RIP) of the original form. The touch must light and manipulate existing light energy. becomes unconscious. Upon becoming be flesh-to-flesh. Heroes with inborn Such light is of Power rank Intensity and unconscious, make a second Endurance Powers retain those Powers in their new may either be cast in a burst, affecting all FEAT or the affected individual begins to form (transform Cyclops into a puppy and targets in the same area, or in a line, lose Endurance ranks at a rate of one you have a puppy with Excellent Strength affecting a single target. Light used in this rank per round, until another Endurance optic blasts). fashion inflicts no damage, but may blind FEAT halts the process. Performing any the targets with Power rank Intensity. Power physical action while under the effects of Energy Controls Energy Controls reflect Stunts that may be developed include: this Power requires an Endurance FEAT. those Powers which manipulate the various • Darken or intensify existing light The effects of this manipulation last for types of energy that exist -- effectively energies by +/-1CS per round, with 1-10 rounds after being applied. those non-material states outside the Power rank ability.

75 • Create illusions at -3CS. These • Levitation of others (other targets roll ask for any critical die roll to be Good illusions have no aural or tactile an Agility FEAT to avoid the effects) at or Bad to balance things up (no more components. -1CS speed than once per hour). The Judge • Hypnosis at -2CS against a single • Reduction of weight (not mass) by chooses which die rolls to modify. target or group. Power rank (will offset gain in mass • Create a concentrated, modulated from Density manipulation, and target Good Luck may only affect the hero with blast of light (laser) at - 2CS Power may be slammed on any hit) the Power. Bad Luck affects those that are rank range and damage. • Increase of weight, acting as an added attacking the hero or performing actions load of Power rank weight on the that would result in damage to the hero. Sound Manipulation: The hero can target (Strength FEAT rolls to move) Note that the allies. friends, and relatives of manipulate existing sonic energies. the hero with this Power do not benefit dampening existing noise by the Power This Power lasts as long as the hero from this Power, and in fact may be rank number in Intensity, or increasing that concentrates (if the Power is inborn) or 5 damaged by its limitations. noise by one level of Intensity if a rounds (if Power is result of technology or successful Power rank FEAT is made. The spell). Any break in concentration results in Nullifying Power: The hero with this individual with this Power may reduce all immediate negation of the effect. extremely potent Power can negate the sonic-based attacks an his form by the inborn super-human Powers of other Power rank number. A character with this Probability Manipulation: This is a very individuals with Power rank ability. Power may gain Sound Generation as a potent Power. and has strict limits. The Technological or Magical abilities are bonus Power, which would occupy the next hero has the ability to alter the chance unaffected. Those affected must make an Power slot instead of a randomly rolled element effected by the die. Individuals with Endurance FEAT against the Power rank Power. this Power include the luck-manipulators Intensity or lose those inborn abilities as Black Cat, Shamrock, Roulette, and long as the hero is in range, or for 1-10 Darkforce Manipulation: The hero with this . but not the hex-manipulator rounds. Note that this Power will affect all Power can manipulate the extra- Scarlet Witch (though her Power is within the range of the Power, and the dimensional energy known as the related). A hero with manipulation Powers individual may use no other inborn super- Darkforce to perform specific actions. The must roll a second time: human Powers while using this Power. hero may have one Power Stunt when the Roll Result character is created; all other Power Stunts 01-50 Bad Luck Energy Reflection: This Power grants the must be developed in the campaign. 52-90 Good Luck hero a limited form of Invulnerability (as the • Flight at Power rank -1CS Speed. 91-100 May manipulate both types Power) to a specific form of energy. Any • Darkforce Distance Weapon at -1CS range and damage. An individual with Bad Luck Power may call • Creation of specific shapes of it into play for any roll. On that roll, the Darkforce Ions Power Stunt per shape order of the dice is changed — the low die created) of Power rank material is always considered the “tens” the high die strength. "ones" (a nine and a one are not 91, but • Teleportation, by moving through the rather 19). Similarly, one with Good Luck Darkforce dimension, at - 2CS Power Powers will read the high number first. rank. • Create Darkness of Power rank Given the potential Power of heroes using Intensity in three areas. The hero must the manipulative Powers to further alter the concentrate to manipulate the roll, a limitation to this Power must be Darkforce in this fashion, and breaking taken by the character. This limitation may that concentration results in the be any one of the following, or may be one immediate dissipation of the effects. devised by the Judge. • Affects all targets in same area (Good Darkforce as used by Cloak is an unknown or Bad). extra-dimensional energy, and may either • Only operates on FEAT rolls involving have a sentience of its own, be home to a non-living things hostile sentience, or both. The Judge may • No Karma may be gained in any choose to use this potentially hostile nature encounter using this Power of the Darkforce against those who wield • All associates of the individual (team- the Power by applying limitations. mates, etc.) suffer the effects of Bad Luck. Check this with a Psyche FEAT Gravity Manipulation: The hero with this rolled every week or so. secretly. This Power can alter the attractive forces of effect will disappear if the individuals gravity. This grants the hero one of the stay away from the teammate for Power Stunts, and gives him the potential about a week. to develop others as the campaign • The Judge keeps track of every Good continues. and Bad affected roil (bad for • Flight at Power rank -2CS speed opponents is good for the hero). The • Levitation at Power rank -1CS speed Judge, if he finds an imbalance, may

76 attack of that energy up to Unearthly • Initial use of this Power creates up to 2 Shrinking: The hero with this Power can damage or Intensity inflicts no damage on duplicates. After the Power Stunt is make himself smaller, while retaining the the character. The attack may be reflected automatic, a new Power Stunt may original strength and abilities. The hero's in the round it occurs against the attacker increase that number by one (you Strength is unaffected by the shrinking. In or another target within Power rank range. have to have three duplicates down addition, the hero may have a column shift The damage of the attack is as for the before you can summon four). Death modifier that reflects the increase in attacks original attacker. The hero reflecting the of a duplicate is considered to be against larger (normal-sized) foes and the attack makes an Agility FEAT to determine death of a character, and though the reduction suffered by such foes attacking if the reflection hits its target. A hero does original may be unharmed, Karma is the hero. not lose Karma from the results of a lost. Whether such death will result in reflected attack. If the hero is attacked with the eventual death of the "original" Column more than Unearthly damage, the hero will character is up to the Judge. Rank Height Shift reflect 100 points of that damage Feeble 48 inches (1/2 0 elsewhere, and take the remainder. Body Controls Powers This category of original size) Powers includes those which allow the Poor 24 inches (1/4) 0 Time Control: Time control is a powerful hero to significantly modify his own form, Typical 12 inches (1/8) 0 Power. Should the hero choose it, it will becoming larger, smaller, lighter, or Good 6 inches (1/16) 1 count as two Powers, and the hero will different in appearance. While these Excellent 3 inches (1/32) 1 receive an automatic limitation from the modifications may have combat Remarkable 1 inch (1/100) 2 Judge (who is encouraged to be fiendish in applications, they are not primarily Incredible .5 inch (1/200) 2 this matter). Time Control allows the offensive or defensive in nature. Amazing .25 inch (1/400) 2 character to perform Power Stunts Monstrous .1(1/1000) 3 involving time, as limited by the laws of the Growth: The hero with this Power can grow Unearthly .01 (1/10000) 3 Marvel Universe. Each Power Stunt must taller at will. The limit of growth is determined Shift X+ Special be gained separately, and the hero starts by the Power rank, as noted on the table with no Power Stunts initially. Such stunts below. The hero may use his Power rank Shrinking Power in Shift X capability, or include: instead of Strength when performing Feats of multiple shifts that reduce the individual's • Speeding up time surrounding the Strength, including wrestling combat. size below one ten-thousandth of original hero, permitting him Lightning Speed Charging, slugfest, and missile attacks on an size, cross the Pym barrier and throw the of this Power rank. enlarged character all receive positive individual into a subatomic "Microverse" • Slowing down time for all within one column shifts to hit. Characters that (see Microverses in the Judge’s Book). area, allowing the hero Multiple Attacks experience growth usually but not always Further reductions are apparently not of this Power rank. draw their additional mass from an unknown possible once in the Microverse. • Slowing down the time for an injured, source. Characters with growth are not dying, or poisoned character. One turn slowed or impaired by their added mass. Density Manipulation Self: The hero with passes for the character so affected as Rank Height Plus to be Hit this Power can alter his mass at will. the Power rank number of turns pass Feeble 8 feet +1CS Density may range from Shift 0 (almost for the others (if used in combat, treat Poor 10 feet +1CS intangible) to the Power rank of the Ability. as Multiple Attacks as noted above). Typical 12 feet +1CS The hero who has altered mass weighs as • Traveling in Time: According to present Good 14 feet +1CS much as a character with that strength theories on time in the Marvel Excellent 16 feet +1CS could lift. (A hero with Feeble Density Universe, the past is immutable. When Remarkable 18 feet +2CS would weigh 50 Ibs, while one with Shift 0 a character travels back in time, that Incredible 20 feet +2CS would be effectively weightless). character is actually shunted to an Amazing 22 feet +2CS alternate dimension where the desired Monstrous 25 feet +3CS An individual gains Body Armor equal to his actions are occurring. By going back in Unearthly 30 feet +3CS current Power rank. In addition, the time and "changing the past" one Shift X 40 feet +3CS character may inflict charging damage creates a divergent reality but does not Shift Y 50 feet +3CS using the Power rank instead of the change the "original" past of his time Shift Z 100 feet +3CS Strength ability, and may affect materials of line. Similarly, travel into the future will lesser material strength than the current put the character into an alternate For Unearthly+ individuals with this Power, Power rank. in the Shift 0 state the hero future dimension, which may not be a strength of at least Monstrous is required may not initially pass through solid items the actual future of his character. to support the body or else 30 feet is the (Phasing), but is immune to physical • Summoning Duplicates: These maximum the hero may assume on Earth. attacks (though not energy or force duplicates may be summoned from the attacks). past, future, or alternate dimensions Finally, the hero with this Power may (information on which of the three is not choose (as a limitation) to have the Power A high density may slow the character available to the player at start). The always in effect. This means the Power is down. If the density of the character is dopplegangers have identical stats and raised one rank initially, but the hero is higher than the individual's Endurance, abilities to the character (hat summoned fixed at that size, permanently (an Alter both Fighting and Agility suffer a -1CS them, despite the chance for advance- Ego may still be normal sire). A hero with a penalty. ment. These duplicates may not use permanent sire of 12 feet may find trouble Time Control abilities of their own. maintaining a secret ID.

77 One Power Stunt developed by density • Phasing in, striking, and phasing back alter appearance, but not skin color or manipulators is to solidify inside a target. out in a single round (only attacks voice (Mr. Fantastic would make a very Those heroes with Density Manipulation may made at the instant of the phaser's pale Skrull). not do so initially, but may develop the ability attack will affect the hero). • Bouncing: similar to the Leaping Power, as time goes by. Solidifying inside a non-living • Phasing in part of the body, allowing the with the hero able to fall a number of object will result in possible damage to the remainder to remain out of phase or floors equal to his Power rank number object. Treat the character's Power rank as vice versa (always a red Power FEAT). without damage, and to leap as if Strength to determine the FEAT needed (if possessing that Power at -1CS. any) against the material strength. Disrupting Finally unless the hero does not require air, the material will result in damage to the hero the duration of any given phase is that of Elongation: Elongation is similar to the equal to the material strength of the target. the hero's ability to hold his breath. While Power of Plasticity, but differs primarily in the hero could phase into a vacuum, that that it allows the character to extend his This Power Stunt may also be applied hero would have to leave before having to body and limbs over a number of areas against living targets. In this case, make a breathe again. (Doctor Octopus and Machine Man both FEAT against the Endurance of the target. have Elongation without Plasticity, while Mr. If the target makes a successful FEAT, no Invisibility: The hero with this Power can Fantastic has both these Powers and can damage is inflicted. If the target fails, the make his body invisible to normal sight. elongate any part of himself.) The character target takes damage equal to the Power This Power does not negate location by with this Power may attack non-adjacent rank and must make a second Endurance other senses, or nor does it initially negate foes in close combat types of attacks FEAT to avoid losing consciousness. location by heat or ultraviolet sources. The (slugfest, grappling, etc.). The target of hero still has mass and substance (coating these attacks may only make close attacks Phasing: This is similar to Density the hero with dust or paint reveals the true against the part of the opponent that is Manipulation, save that it pulls the form, as does fog or rain). The hero may attacking, and as such may not benefit from molecules of a body out of phase with remain invisible as long as desired, and the Kill, Stun, and Slam results. A character with those of the surrounding area, allowing the Power rank has no effect on whether the this Power may extend a number of yards hero to "phase" through solid items. While hero becomes invisible under normal equal to his Power rank number. For the phased, the hero is immune to physical and circumstances. The Power rank is used in sake of consistency, use the following table: most energy attacks, but is still subject to connection with various Power Stunts that the effects of mental attacks and magic. may be developed: Rank Number The hero may pass through other objects if • Making others invisible on touch Number of Yards Areas the Power rank exceeds the material • Making others invisible over Power Up to 22 Up to 22 1/2 strength of the object, and may pass rank range (you must first master Up to 44 Up to 44 1 through force fields of lower material invisibility on touch) Up to 66 Up to 66 1 1/2 strength by making a green FEAT roll. The • Making invisible objects visible (FEAT Up to 88 Up to 88 2 phasing individual may not pass through roll determined by the Intensity of the Up to 100 Up to 100 3 materials of greater material strength, or opponent's invisibility; if there is no Over 100 Over 100 5 force fields of equal or greater material stated rank, consider it to be Good strength than the hero's Power rank. rank invisibility) Shape-Shifting: This Power allows the hero • Making part of a specific part of the to radically modify his shape to resemble While the hero cannot be affected by body invisible (clothing, a mask, a other objects or beings, to the point of physical attacks during a round, the hero hand, etc.) being that object to all appearances (touch, may similarly not make physical attacks, • Extending that invisibility to more than taste, etc.). The degree of success of the with one major exception, which is treated the physical body, thereby effectively shape change is determined by a Power as a Power Stunt. Phasing has a becoming undetectable by heat vision, rank FEAT against the investigating detrimental effect on electronic devices. ultraviolet, and so forth creature's Reason, Intuition, or Psyche, Phasing through such a device (like a whichever is higher (compare with computer) will cause a malfunction. In Plasticity: The body of the hero with this Imitation). A character may not gain more affecting robotic beings or hi-tech heroes, Power is slightly elastic and malleable, and than half his height or shrink to half his use the hero's Endurance (for robots) or the hero manipulates his body as he sees original size. Only obvious, visible physical Reason (for equipment) to determine the fit. The hero with this Power may also Powers may be gained by shifting shape effects. Failure of an Endurance or Reason choose Elongation as a bonus Power, (claws, gliding membranes, etc.). True FEAT results in the loss of an amount of placing that Power in the next slot without a super powers may not be gained in this Health equal to the Power rank. To random roll. The plasticity of the body fashion. A character who shape-shifts may otherwise attack, the hero may phase in. serves as Power rank Body Armor. In be able to develop other Power Stunts: strike, and then phase back out (depending addition, the hero with this Power may • Develop claws and/or teeth, allowing on initiative, this may take three turns). develop Power Stunts: the shape-shifting character to inflict • Using the Power rank instead of Agility Edged Attack damage. The effect on electrical items is considered for catching tailing items and • Develop Gliding Power (but not true a Power Stunt. Other Power Stunts include: individuals. The character with this flight) at -2 Power rank ability. • Affecting another being in contact. Power takes no damage from a falling • Duplicate material strength to the point • Walking on air, at normal speed. character landing on him. of providing Body Armor of the material • Phasing inside an ally, granting that • Limited imitation and abilities strength of the object imitated - 1CS or ally the phasing abilities. at -2CS for detection. Plasticity will the Power rank -2CS, whichever is less.

78 Imitation: Not the sincerest form of flattery, state: solid, liquid, gas, or energy, The hero standard +1CS. but a specialized form of Shape-shifting that gains an additional +1 (for a +2CS shift at allows the hero to duplicate the appearance start) if he limits himself to a particular type Power Absorption: This is not the absorption of other humanoid forms, up to the limits of of matter or energy (granite, water, knock- of energy. but the acquiring of other Shape-shifting (half-again or half of original out gas, or heat energy). individuals' super-human Powers and sire). The character with Imitation may abilities. Only those naturally occurring duplicate the appearance, voice, and A hero who is damaged while in powers and abilities may be absorbed, mannerisms (but not Powers, Talents. or transformed state takes damage as normal. though Robot PCs with this Power may abilities) of a specific individual. The hero but if destroyed in this form may reintegrate duplicate items of technology as well. The must have seen the individual previously for if any Health remains. (Conversely. if character must touch the target in order to a sufficient period to duplicate him. The dropped to 0 Health, the character could gain those abilities, and the target may success of the imitation is determined by a not reintegrate until some of the damage make a Psyche or Endurance FEAT to avoid Power rank FEAT, against the Reason, healed naturally or from outside influence.) the effect. The type of FEAT is determined Intuition, or Psyche of the person being The pieces may integrate only if within one by the player when the character is created tooled. whichever is lower. area. (The Absorbing Man once (that is, not on a case by case basis). The transformed into glass and was shattered, maximum of any ability so acquired is limited A hero with imitative Powers may attempt to then waited until most of his body arrived at to the Power rank of the Power Absorption duplicate a character with high Popularity a dump to reintegrate. , who (got that?). If a Power or ability is of a higher and/or powerful Contacts. If successful, the maintained a gas state. was neutralized by rank (a character with Good Power rank character may be treated as if he has that being split into two parts.) tries to grab Thor's Unearthly Strength). then Popularity, and his actions would be the hero making the attempt must make a ascribed to the character he is imitating. (Of Animal Transformation — Self: This Power successful Psyche FEAT or be knocked out course, the imitated character will eventually allows the hero to assume the form of a by the backlash for 1-10 rounds. and would find out and likely come looking for you...) normal animal with all applicable Powers of only gain Good Strength in the process. that animal. Weight and height are that of a Body Transformation — Self: Body normal version of that particular animal. A character starting with this Power may Transformation — Self is similar to Body The animal's Reason, Intuition, and Psyche only acquire one Power or ability, stated Transformation — Other, with the added may be that of either the character or the before the attack is made. If a limitation on advantage of normal mobility and cognizance animal, but if any are of the animal. then a the Power absorption is taken. a second while in the transformed state. The character Power rank FEAT must be made. It Power may be drained. Further Powers and that is in this state gains Body Armor equal to requires a Power rank FEAT to make the abilities may be added as Power Stunts. the material strength of the material, or the transformation from hero to animal, but it (Draining three powers or abilities at a time Power rank, whichever is lower. In addition. may be made without such a roll if a single would have to be gained permanently the character gains any special functions of animal type is chosen (Wolfsbane only before four Powers may be drained.) that material. Examples include: becomes a wolf, and as such makes no • Becoming water of another liquid such check). Any other super-human While the Power-absorbing hero has the allows that character to move as a Powers are lost while in animal form. Power or ability of another, the character liquid through tight spaces, pipes, etc. from whom he took it cannot use it (if the • Lodestone makes the character Raise Lowest Ability: Not really a Power by character it was stolen from had a higher magnetically attractive at a Strength any means, but a method of immediate rank than the Power rank of the Power equal to his Power rank. self-improvement for a character that may thief, that ability is reduced by that • Becoming Vibranium bestows the be suffering from terminally low stats in a amount). Characters with basic abilities Powers of that substance. Becoming critical area (say, a Feeble Strength in a reduced to below Feeble are unconscious Adamantium only grants the Power character with Body Armor, who carries a for 1-10 rounds. rank Body Armor. unless the Power mystic sword). Only one of the seven rank was above Class 1000. abilities may be modified in this fashion, There are a number of Limitations that may • Becoming a vapor or gas allows the and then only the lowest one (if two are be assumed with this Power. including: character to fly at Power rank speed, lowest, the hero gets to choose which one • Only functions on Powers but makes him particularly vulnerable- is modified). The ability is raised 20 points. • Only functions on Talents to wind and air control attacks( + 2CS The hero may then choose his next Power • Only functions on Abilities for effect). The character retains from the complete list. • Takes memories as well, but if target's control over his consciousness. The Psyche is higher than the hero's, the Intensity of concealment or. if Blending: The hero has the ability to hero must make a Psyche FEAT to necessary, knockout or poison abilities change his shade to blend in with his determine who controls the hero's mind. of the gas is equal to the Power rank. surroundings, and has in effect a • Transfer may be permanent. • Becoming an energy state grants the specialized form of Invisibility. The hero Permanent transfer results in Karma Powers of that energy state at Power (and his uniform, if made of unstable reduced to 0, and effects of memories rank -2CS. Energy states include fire, molecules) are hidden with Power rank as noted in the above example, cold, X-rays, radio waves, or other ability, and will not be detected until the regardless of level of the target's radiation. character moves or acts. Should a hero Psyche (this occurred to Rogue, with choose a limitation (such as the Power only the result that in periods of stress, The hero gains an additional +1CS if he works on night, or only in forests). the ' personality comes to confines his body transformation to one Power is raised +2CS, as opposed to the the fore).

79 Alter Ego: This was listed in the Original Set entangling is the equivalent of a grappling • Create ramps of ice that allow the hero as a limitation, but the advantages of attack of Power rank Strength, and the to "skate" at Power rank -1CS speed. transforming into a "normal" individual often ensnarement is considered to have Power This does not give the hero the effects allow a hero to escape a trap that would rank material strength. This Power may be of Lightning Speed (he cannot make confound his super-human self. An alter ego increased in Power rank by accepting any quick turns and stops), but it properly is not the same thing as a secret 1D(such one of a number of limitations: supported, a ramp can rise two floors as possessed by Spider-Man). It is a • Ensnarement only affects one target per round. These ice ramps are not separate persona, also controlled by the • Ensnarement wears off after 1-10 permanent, and their melting may player. Abilities for this character are rolled rounds result in damage of the surrounding as for Normal Folks (column 2 on page 6). • Ensnarement weakens by one material area (with appropriate Karma toss). strength rank each turn • Create slick spots of Power rank -1CS An alter ego has no super Powers, and the • Ensnarement has a limited number of slipperiness. hero who creates him must decide if the charges • Project waves of cold as opposed to Contacts are enjoyed by the hero, the alter ice. The cold has Power rank range ego, or both (being unknown is often an Ice Generation: The hero in question may and intensity, and reduces the advantage). Talents remain the same for draw water from the ambient atmosphere opponent's FEATs by - 2CS if the hero and alter ego. Popularity is split as for (nearby area) and convert it to ice, which intensity is higher than Endurance, - a secret 10. Karma is gained and lost the hero may then use initially as a missile 1CS otherwise. This cold may also be separately by the hero and the alter ego; weapon. He may later develop other uses used to offset heat damage. they cannot spend Karma from each through Power Stunts. The ice missiles • Absorb cold and ice (effectively melting other's Karma pools. have Power rank range, inflict up to Power the latter) with Power rank ability and rank damage (the hero may throw less- capacity. Were a hero to absorb Transformation from alter ego to hero is lethal snowballs), and use Agility to hit Monstrous (75) cold in her area with a immediate. if the hero chooses a limitation, either on the Blunt Throwing or Edged Amazing (47) Power rank, then 28 such as the transformation takes 1-10 Throwing battle effect column. The hero points (or Remarkable Intensity cold) rounds, requires a specific item, or Talents may gain one additional Power Stunt at would get through. are not shared by the two personas, then start, and develop others as play one of the hero's Abilities may be raised one progresses. These include: Fire Generation: The hero with this Power rank (Unearthly maximum). This is an • Entrap others in ice of Power rank may project flame with Power rank range exception to the standard rules for alter egos. material strength, up to 2 areas away. and damage, using Agility to hit. Damage is • Give the hero Body Armor of Power taken on the Energy table. Like ice Distance Attacks are just what they sound rank -1CS Strength. The armor is a generation, creation of large amounts of like: missile weapons that allow the hero to thin casing of ice, and as such is flame may damage the surrounding area in strike from a distance with less danger of vulnerable to fire (fire attacks are a fashion that leads to loss of Karma. The being hit in return. Ranges of these Powers +1CS to hit and damage). hero may choose to inflict less damage are set as on the Power Range table in • Create columns, walls, and other with his flame, or have a lesser effect than Chapter 2. shapes of Power rank -1CS material rolled on the Universal table. The hero strength. begins play with the ability to use flame as Projectile Missile: A projectile missile a missile weapon (fire balls or a jet of fire), represents a specially designed one Power Stunt. Other stunts may be that inflicts damage according to the developed. Shooting column. This is usually some form • Create a flaming shield. This wall of of technological device, but not always. fire surrounds up to one area. Anyone This weapon is specialty designed for the passing through it takes Power rank character, and the hero suffers no penalty damage from fire. This may be used for range when firing it (other individuals defensively or to restrain criminals who that may get their hands on it would suffer are not wild about getting singed. such a penalty). The hero uses his Agility to • Body transformation into fire at - 2CS. determine if the attack hits. The weapon or This body transformation grants Body device has Power rank range and damage, Armor at the lower rank, as well as and any increase in its abilities through Flight at that rank. advancement is considered to be from • Create flaming images at Power rank - tinkering and improvement (the device is 1CS. These images include duplicates not affected by the rules for building and of the flaming form, as well as fire- inventing items). Examples of this type of writing in the sky. weapon are specialized handguns, • Control other forms of fire at - 2CS. guns, wrist-rockets, and portable artillery. • Absorb fire and heat at Power rank level and range (example for absorbing Ensnaring Missile: An ensnaring missile is a cold). device that makes a form of grappling • Project heat at Power rank -1CS. The attack. The hero making the attack rolls an heat projected causes discomfort and Agility FEAT to hit, and any hit is considered a -1CS on all FEATs in the area of to have entangled the opponent. This effect.

80 Energy Generation: The hero with this also affect materials and Body Armor. Make that widespread and indiscriminate use Power can fire bolts of force that inflict a FEAT roll as if the Power rank of the results in a loss of Karma. Energy-type damage, Force-type damage, corrosive was a an attempt to break the or either (determined before attack). One material. Success indicates the attack has Ultimate Skill: Ultimate Skill is a special type is gained initially, and the other may be burned through or weakened the material Power possessed by the hero, making him developed as a Power Stunt at full effect. such that it is no longer useful or provides literally the "best at what he does." The The bolts hit for Power rank range and no further protection. This FEAT may be hero picks any one Talent on the following damage, and use Agility to determine if they made only on materials of lesser material list. His ability in that Talent is considered hit the target. The hero with Energy strength than this Power rank. Corrosive Unearthly, as opposed to modifying the Generation may choose to inflict less attacks must hit the target, and as such existing ability by a +1 or +2CS. Those damage than determined, whether in have no effect on Force Fields and the like. Talents that may have Ultimate Skills ate: amount of Health test, or effects of the • Weapon Skills: All skills attack. (The character may "pull his punch.") Slashing Missile: The hero with this form of • Fighting Skills: All skills weapon makes attacks on the Throwing, • Professional Skills: None Sound Generation: The hero with this Edged column, and may not reduce the • Scientific skills: All skills Power can make sonic attacks of up to effect of the attack. The slashing missile • Mystic and Mental Skills: None Power rank range and damage. Sonic has damage and range equal to this Power • Other Skills: All except student, heir to attacks are made on the force column, and rank. The hero with this Power may fortune and leadership can initially affect only one target at a time. develop an attack with a result on the Blunt Other Power Stunts may be developed Throwing Column as a Power Stunt. The Judge has final ruling on whether a using this Power: Talent is available for ultimate skill. As • A wide-band attack that affects all in a Nullifier Missile: The hero with this type of Powers are generated before Talents, there given area at - 1CS Power rank attack inflicts no damage, but may nullify is a chance that no applicable Talent will damage. inborn or technological Powers (one or the appear if the character chooses this Power. • A Stunning attack that affects a single other) with Power rank Intensity. The effects If this is the case, the hero may choose target (or, if possessed, multiple of this nullification last for only as long as another mental Power. targets), of -1CS intensity The target the hero concentrates. He can concentrate must make an Endurance FEAT or on only a single target within Power rank Telepathy: The hero with Telepathic Power become unconscious for 1-10 rounds. range at a time. Each round, the target may may establish mind-to-mind communication • Flight at -2CS (-1CS if some form of make a Psyche FEAT (for inborn) or between himself and other individuals. The control such as glider wings or a caps Reason FEAT (for hi-tech) against the telepath only reads surface thoughts, but is used to control the glide). intensity of this Power to evade its effects. does so without visible or audible signs. • Creation of sonic walls of Power rank - 1CS material strength. Darkforce Generation: The character with The hero attempting to make telepathic • Absorbing sound of -1CS Power rank, this Power may summon the effects of the contact must make a Power rank FEAT. reducing other sonic attacks by that Darkforce for use as a weapon and for Contact is automatic with willing targets amount. developing Power Stunts. The Darkforce and unwilling targets who have a lower • Creating holographic illusions at -2CS inflicts either up to Power rank damage or Psyche than the hero's. Targets of equal Power rank. These creations are semi- has the effect of a Power rank Intensity Psyche require a yellow FEAT, and those real, and can inflict up to Power rank - Stunning attack, affecting the targets for 1- with mental Powers or some form of 3CS damage. 10 rounds. In addition, the character with psionic screening a red FEAT. Individuals this Power can develop all the Power with a higher Psyche who are unwilling to Stunning Missile: The hero possesses a Stunts listed for Darkforce Manipulation, be contacted telepathically are impossible weapon, energy bolt, or Power that either except teleportation. The character with FEATs. inflicts damage on the Force column, or Darkforce Generation may develop the inflicts a Stunning attack of Power rank following additional Power Stunt: Characters with telepathy may develop Intensity. One of the two types must be • Create Darkness: By allowing the Power Stunts, including: chosen at start, though the other may be Darkforce into this dimension, the hero • Using the telepathic "push" as a bolt of developed as a Power Stunt. Range and can block out up to 3 areas mental force of Power rank range and damage are determined by the Power rank, simultaneously with Power rank damage, using the Energy attack though damage and effects may be darkness. Normal vision is reduced to column. voluntarily reduced. less than a foot, and those with • Linking the minds of a team sharing a infravision, special senses that permit Karma pool, so that all team members Corrosive Missile: The hero has some form seeing in the dark, or light-Powers must are aware of each other's actions. of corrosive, acidic, or matter-hostile attack make a FEAT against the Intensity of Range for this is half that listed for that inflicts damage over a long period of the darkness to use those Powers. Powers. Non-verbal orders may be time. A corrosive attack inflicts Power rank passed, and all characters are damage the first round, Power rank - 2CS Mental Powers The list here explores the considered to have the Intuition of the damage the second, and Power rank -4CS choice available to heroes with extreme telepath. damage the third. Damage may be halted by Powers of the mind. Mental Powers are • Performing a mental probe at -2CS washing the exposed material or area. The very valuable in that they have little visible Power rank ability. character with this attack may never choose effect, and the hero who is the source is to inflict less damage. Corrosive attacks may often undetectable. Their disadvantage is

81 Image Generation: The hero with this table, and use Agility to hit. Power may create vivid mental images. These images do not register on cameras, Items that are wielded telekinetically attack film, or in the minds of non-sentient robots. as if wielded or thrown by someone with (Player Characters are considered to Strength equivalent to that Power rank. duplicate human eye and brain patterns, and as such are subject to the effects of Mind Control: Mind Control is the total these Powers, though they gain a +1CS to overriding of the conscious mind. The disbelieve them.) character's personality remains, but his actions are controlled by the character with Heroes with Image Generation may cast this power The target may make a Psyche their illusions within the Power rank range, FEAT to avoid this effect against the but must be in line of sight of these Intensity of the Mind Control Power rank. If illusions. Targets must make an Intuition that FEAT fails, the conscious actions of the the subconscious fears and attractions to FEAT against the intensity of the illusion character are controlled. The target has no produce the required results. Targets of an (the Power rank of the caster). Targets only memory of the period he is under control. Emotion Control attack must be in the gain a FEAT roll if the players running same area as the character with this those characters decide that the images The attacker and target must be within 1 Power, and may make an Intuition FEAT to are false. (If they think that yes, that's a area initially to effect Mind Control, though avoid the effects, which have a duration of brontosaurus walking up Park Avenue, then the target and attacker may be separated 10-100 turns after the initial attack. The as far as they are concerned, that's a by miles afterwards. The target will only effects must diminish before another "dose" brontosaurus walking up Park Avenue.) obey the orders of the controller, though of Emotion Control may be applied. Robots those orders may be verbal or telepathic (if and non-human alien beings are immune to Illusions will last as long as the hero the controlling character has that Power) in the effects of Emotion Control. concentrates on them. Illusions inflict no nature. intrinsic damage, but if they are believed, Only one type of emotion may be instilled the characters that believe them will take The victim of a successful Mind Control in a target at a time. The character with this imaginary damage, with apparent "death" gains an additional Psyche FEAT roll each Power may modify any emotions, but gains resulting in unconsciousness for 1-10 time he is placed in a Karma-losing a +2CS if he chooses to modify one rounds. Since a character who has time to situation. No Karma may be added to any emotion exclusively Such a character is examine his wounds will find he is not hurt, FEATS while under the control of another, extremely powerful, but may not develop and the damage is illusionary, most illusion including this one. An additional Psyche other types of Emotion Control as Power casters do not make direct attacks but use FEAT is gained if the victim is placed in a Stunts. Those heroes that do not limit their illusions for subterfuge and deception life-threatening situation (that is, the themselves to one particular emotion begin (perhaps covering a true threat). situation threatens the victim). Karma may play with two emotions they can modify, be added to this roll. with others that may be developed as Illusions fool characters but do not fool Power Stunts. nature. If a hero creates a brick wall, which Controlling another mind is the the opponent believes is real, the opponent equivalent of breaking and entering. The hem Emotions may be influenced to reflect on will not move through the brick wall loses 10 Karma points whenever this Power the user of the Power, or on another target. because he believes it to be real. If the is used. (Heroes may choose to lose more The types of emotions that may be instilled hero creates the illusion of a bridge over a Karma as a limitation by which they can raise and manipulated include: chasm, and the character believes in it, the this Power.) If Karma is gained or lost as a • Respect -- The target treats an character will still fall into the chasm. In the result of the actions of a mind-controlled individual as a Friendly Contact. former case, it is the limitations of the mind character, that gain or loss is ascribed to the • Love -- The target is devoted to the that dominate. In the latter the laws of hero, as if the mind-controlling hero had individual, to the point of endangering gravity override. performed the action himself. (You mind- his own life in the other's behalf. control the Vulture to bump off Electro. You • Fear -- The target is filled with fear, of Telekinesis: This Power allows the hero to lose all Karma for slaying Electro, even an object, a person, or a situation. The lift objects and perform other FEATs of though Vulture, being a villain, would not target will flee as quickly as possible, Strength as if the character had a Strength normally lose Karma for doing so.) and only attack if backed into a corner. of the Power rank. The Power rank • Hatred -- The target is instilled with a determines the maximum range of this A character who has been Mind Controlled great hatred, particularly for former Power as well. A character with telekinesis is unaware of his actions, knowing only that friends and allies. The target will attack may develop various Power Stunts: he has blanked out for a while. If a Player his former friends. • Flight for self and others within one Character is under the effects of a Mind • Loyalty -- The target will follow the area at -1CS Power rank, providing the Control, run him normally, but all actions individual's orders without question, character can lift that amount of weight. must be OK'd by the controlling character. cheerfully providing all necessary • A Telekinetic Force Field (really a stif- Naturally, the controlled PC cannot pass on information and aid as if to a long-time fening of the air) of -2CS Power rank. the information of his state to others. friend and ally. • Telekinetic Force Bolts at -1CS Power • Doubt -- The target is unsure of his rank and range. These bolts attack on Emotion Control: Emotion Control is a actions. Intuition is considered to be a the Force column of the battle effects related form of Mind Control that acts upon 10(Good) for purposes of actions.

82 • Pleasure -- The target feels incredibly coming down, but those inside are Animal Communication and Control: A hero good and non-hostile. The feeling is so unharmed by that attack. The wielder of the with this Power can talk to animals and overwhelming that the character force field must make a Psyche FEAT roll influence their actions. The hero gains a + cannot do anything but sit contentedly against the Intensity of the attack or 1CS if she chooses to influence only a for 1-10 round, and for the remainder become unconscious for 1-10 rounds. particular type (or class), such as sea life or of the duration of the Emotion Control birds. This is increased to +2CS if she is Friendly to the hero with this Power. A force field is most effective against narrows it further. to a particular class or energy attacks. less effective against all family such as bony-skeletoned fishes or A character under Emotion Control may others. Treat the amount of protection falcons. Choosing to influence a specific gain additional chances to break the control against other terms of attack at ten points animal (Chucky the Falcon, or Leo the if placed in a Karma-losing situation, similar less than the listed rank number. If the rank Lionfish) gives the hero a +3CS. in the latter to breaking the Mind Control Power. For number is Excellent (21), the force field can case. the animal is a companion of the hero PCs under the effects of Emotion Control, absorb 21 points of energy-type damage, at the start of the campaign. A character see the section in Chapter 4. including heat, force, and similar non- who selects one of these limitations may physical attacks. Against all other types it also converse with animals that are one Force Field Generation: The hero with this can absorb up to 11 points. step more general, but no further, with a Power can create force fields that will loss of - 1CS. The character with Chucky protect himself and possibly other allies. It Force Field Generation may be used for the Falcon can also converse with falcons is not necessarily a Power of the mind, but Power Stunts only if the force field is in general, at +2CS (the Power rank raised since its most powerful practitioner, the projected. Personal force fields cannot be to +3CS minus one for generality), but not Invisible Woman. has it as a mental ability, used for Power Stunts. Power Stunts using with birds that are not falcons. it is included here. a projected force field include: • Force missiles of -1CS range and Communication with animals is considered The hero with this Power can generate a damage, attacking on the Force automatic with these Powers, and the types force field that covers an area equal to the column. Forming a "cushion" of which benefit from a +2CS modifier are "tens" place of the rank number. A invisible force. resilient enough to considered Contacts (always Friendly). character with a rank number of 70 may absorb up to Power rank damage from Otherwise animal reactions are Neutral to cover 7 areas. For every area covered a fall or crash for all those involved. Hostile. Communication with Hostile beyond the first. the strength of the force • Enhanced movement. by means of animals is chancy at best. field is reduced by one rank, so that a force forming a column of force and allowing field encompassing 7 areas would reduce it to topple and elongate in a given The Power rank reflects the ability of the the effects by - 6CS. direction. The ability may rise a hero to control the actions of the animal in number of floors per round equal to the question, Make a Popularity FEAT for any A hero may choose to have a personal force Power rank - 2CS as Levitation, or Fly requests the hero makes of the animals, field at +1CS instead of being able to project at a maximum of Typical speed. using Power rank instead of Popularity. force fields. This choice is made at the start • Entrap others in the force field, as if Therefore, if a hero controls crocodiles with of play, and as such cannot be changed. protecting one's self, up to the Amazing(50) ability the result is rolled on Characters with individual force fields cannot limitations of the Power. the Amazing column. Failure indicates the engage in Power Stunts using this option. • Make a Grabbing attack up to Power animal may turn on the controller. Animals rank range away (use Power rank as which are Contacts (always friendly) never A force field operates as a form of Body Strength for determining success.). turn on the controller. Armor. If the amount of damage incurred in Create a bubble of force inside a small a round from all forms of attack is less than opening and expand it to inflict up to Note on communications: Animals have no the rank number, then that damage is Power rank damage, avoiding the language, per se, but do communicate by a absorbed without harm to those within the effects of Body Armor resulting from number of verbal and non-verbal signals. area. If the amount is greater, the force battle suits. The suit must have some Communication is considered to be a field is breached. If there is a Monstrous opening, and this would not be super-human ability to recognize those (75) force field, then up to 75 points in a recommended against living targets. signals and make one's own desires and turn may be absorbed. At 76 points the wishes clear, as limited by the animals force field fails. A personal force field is intelligence level. considered to replace Body Armor, such that damage that gets around a personal Mechanical intuition: This is a specific form force field is not absorbed by Body Armor. of Ultimate Skill that affects repairs. (You cannot layer Body Armor with a force inventing, and building things. The field to become a tank, though the two character with this Power has a strong together give you options.) intuitive knowledge of machinery. Regardless of Reason, any rolls for What occurs with a failing force field determining whether an invention works or depends on its type. A personal force field not are at Unearthly Rank. No modifiers shuts off, and the excess damage is taken may be added to this roll. The character by the user, including any effects from the with this Power must still provide battle effects table. The failure of a Resources for these inventions in the projected force field results in the force field standard fashion.

83 Empathy: Empathy is similar to Telepathy, A successful Mental Probe will reveal the possessed character) to influence actions. but registers the surface emotions as information known by the individual being opposed to the surface thoughts of the probed. strictly limited to that character's Transferral: Transferral is the ultimate form opponent, and no emotions may be knowledge. Probing a guard of a scientific of Possession, in that it allows the transmitted back to the target. The installation may not reveal what the complete transferral of consciousness with character with this Power must make the installation is working on, only that it is a target within one area. The target's FEAT roll to determine its success (indeed, "-hush," they have a number of consciousness is not put away in the back the target may never know). Success is scientists, and they have been shipping a of the character's mind, but rather moved determined in a similar matter to Telepathy, large number of crocodiles into the plant. into the body of the character with the but Empathy and Emotion Control Powers Transferral Power. Transferral always will block its success. Animate Drawings: The hero with this needs a red Power rank FEAT to succeed. Power may animate flat drawings and other and may be performed against creatures Animal Empathy: This specialized form of representations, causing them to become with higher Psyches, those with Mental Empathy extends to all animals in a fully operational items. A character may Powers, and alien beings or robots. If the primitive form of Animal Communication. attempt to animate any drawing, even one transfer fails. the attacker is unconscious The hero with this Power may detect and of his own creation. or animate a specific for 1-10 rounds. and may not attempt again influence the surf ace emotions of the type or class of object. In the latter case, a for one day. animal involved, and instill in it fear, , +1CS to Power rank is initially given. affection, exhaustion, or other emotions on though the character loses the ability to When characters transfer consciousness, a successful Power rank FEAT. animate other drawings (an example of this they also trade the mental abilities, Powers, would be Tarot of the Hellions, who draws and Talents. They do not trade physical Psi-Screen: This form of Psi-Screen is an her animated figures from a Tarot deck). abilities or Powers, nor do they trade inborn Power that resists mental scans and Popularity, Contacts, or Resources. The domination. All characters with any of the The animated drawings will have abilities and character performing the transferral also mental Powers have this Power at an equal Powers according to their nature, but no trades Karma amounts with the target. level to their Psyche (hence the difficulties Power or ability can exceed the Power rank in reading their thoughts). A character with number of the hero. No additional Powers For example, if Doctor Doom conducts a this Power will have a Psi-Screen at +1CS can be given to the , unless the transferral with Reed Richards, Doom enters higher than his Psyche at start, and may card shows those Powers in operation. In Reed's body and vice versa. Doom/Richards increase it through experience to higher other words. animating a picture of the gains Richards' appearance, Contacts, levels. A character with Psi-Screen may Invisible Woman would not give the animation Popularity, Resources, Karma, physical use this value instead of the Psyche to force fields or invisibility Powers, unless those abilities (Fighting, Agility, Strength, and resist the effects of any Mental Power that Powers were shown in the picture. (And how Endurance), and Powers (stretching). Doom requires a Psyche FEAT roil. can you show invisibility in a picture?) retains his own Talents, knowledge, and mental abilities (Reason, Intuition, and This Power differs from the Talent of the Animated figures last for 1-10 rounds, the Psyche) and Mental Powers (including this same name in that it may be extended over actual amount of time determined secretly Transferral Power). Richards/Doom is a number of targets to attempt to protect by the Judge. They dissipate at that time, similarly switched. others from attacks. Each target protected return to their original location, and may not requires a Power rank FEAT. with failure be animated again for 24 hours. The Astral Projection: The hero with this Power indicating all such Powers are lost for 1-10 figures also dissipate if they are destroyed may cause his or her astral form to leave turns (usually enough time for the opponent or reduced to 0 Health. the body and travel elsewhere, either in this to gain advantage). Also, the attacker will dimension, or entering other dimensions. be aware of the protector's mental Possession: This Power is a specific form The range of astral travel is determined by presence. of Mind Control in which all actions of the the Power rank of the ability. If the ability is character are assumed by the controller. magical in origin, use the magical range Mental Probe: This Power is a specific form The controller is in effect "inside" the mind chart on page 65. If not. use the Power of Telepathy. A Mental Probe is a search for of the character and as such controls all rank range as determined on page 16. a specific image in the mind of the target. actions without having to give commands. The hero with this Power must state what Possession is only possible against targets The character in astral form may observe she is looking for before beginning the scan. with no greater Psyche than the hero's actions in the "normal" world, but may not Power rank. The target may make a be detected by normal means (Astral The target makes a Psyche FEAT to resist Psyche FEAT to avoid the Possession. detection and Telepathy will reveal the the effects of a Mental Probe. If successful, presence of the astral intruder). The the mind may not be probed again for 24 A character who is possessed neither gains character may not use his other abilities in hours. In either case, the target must make nor lose Karma when being possessed. the Astral form against non-astral targets. a second Psyche FEAT. This FEAT though she may suffer from losses of An astral character is not affected by non- determines if the Psyche is at - 1CS for the Popularity while her body performs actions telepathic objects or forms of attack, but next 24 hours as well. (Psychic that are not heroic in nature. The character may be affected by Mental Powers (those interrogators may try again just at the 24 may make a Psyche FEAT to escape if listed under the Mental Powers table, hour mark, when the mind is capable of placed in a life-threatening situation. The including Force Fields). The astral character being probed but before the Psyche returns character possessing another may spend may phase through solid objects without to normal.) her own Karma (but not the Karma of the damaging either character or object.

84 While the astral form is separate, the body Precognition must choose a limitation to knock over a bank. Bruno takes the gun. is immobile, in a trance. Damage to the that Power. Suggestions include: He drives a 57 Chevy. You see colorful body will be known to the astral traveler if it • Power is intermittent -- the Judge at the door of the ban k...etc.) is in this dimension, and it is possible for chooses when the images appear and the body to perish while the astral form is what they say. (OK this with the Judge; The Judge will never lay out the entire plan away. Characters whose bodies have it's a lot of work for him.) to the precog character, no matter what the perished are trapped in astral form. • Power only works on people, and the results of the die roll. person must be in contact with the Astral characters may travel across precog. Precog Option: The above is fairly involved, dimensions with Power rank ability. • Power only works on objects, and the requires work on the judge's part, and Locating a specific dimension is a Psyche hero must be holding or using the works best in a planned campaign where FEAT. In this dimension, the astral object to read its future. the Judge has a clear idea what will be character moves up to the limit of his or her • Power is extremely realistic in its happening. The following is a short version, range in a single round. Further separation, manifestation. The Judge presents the useful only in combat, that Judges may use or the removal of the astral form from the reading in such a fashion that the instead of the above power. Precogs may body for more rounds than the Power rank player can act and interact, but it has use this Power as a Power Stunt. of this ability, results in Endurance FEATs no effect on the outside world (the for the body as if it were suffering a lethal hero's friends will see the character At the start of the turn the precog makes a (kill result) attack. shudder, shiver, talk, and use his Power rank FEAT. On a yellow or better Powers as he reacts to the threat). result, the Judge must tell the precog what Characters with Astral Projection may also • Power only manifests itself in dreams. he plans for his (the Judge's) characters to detect the astral as a Power Stunt, and two Judge will pass on information only do. The two sides then roll Initiative. If the characters in astral form will be able to see when character is asleep. side that gains initiative has the precog with each other. Astral combat and other • Power only operates once per image. it, the player running that character may dimensions are covered in the Judge's Until that image comes true, or the share the information with the others, and Book. time that image passes, no other they may make their decisions accordingly. precognition may be used. Psionic Attack: This Power gives the hero WARNING: Characters with precog Powers the ability to project psionic force blasts at When the Precog uses his Powers (or often have unwanted images implanted by Power rank range and Intensity. The target those Powers activate), the Judge secretly the Judge, whether to foreshadow of this attack must make a successful rolls a die, comparing the result against the upcoming adventures, or to throw the Psyche FEAT or be knocked unconscious character's Power rank. No Karma may be character's off balance ("You don't for 1-10 rounds. Characters with Mental added to this roll. understand!" the hero shouts, "the Red Powers may use their Power ranks instead Skull is not Dead!"). of Psyche, and those with Psi-Screen should If the result is white, the Judge should give use that Power rank before any other. Force the character an image, setting, or phrase Postcognition: The reverse of Precognition, Field's operate against psionic attack. out of thin air. The Judge is encouraged to but easier to handle, in that the past is lie like 's Realm when necessary. fairly immutable. Postcognition only works Precognition: An accurate divining of the on items the character handles. The future is impossible due to the nature of the Example: The character is trying to precog Postcog makes a Power rank FEAT, the Marvel Universe. There are a large variety a gun the Judge intends to use at a bank color required determined by the length of of possible alternate futures diverging at robbery. The Judge rolls the die and gets a time scanned. any one point, all reading to different white result (failure). He may say that there • Within one day -- green conclusions. The future is also mutable, is an image of the gun shooting one of the • Within one week -- yellow such that the actions of today may bypass heroes (this may or may not happen, but it • Within one year -- red the future of the timeline that is viewed in is guaranteed to make you players verrrrry • Further back -- no accurate scan pos- this manner. If a character with Precognition cautious). sible, but a red FEAT will give a "feeling" (also called a precog) sees a Quinjet crash as to the general past of the item. in the near future, and no one takes the If the result is green, the Judge should be Quinjets, thereby avoiding the crashes, that partially truthful in his description. (You see If the FEAT is successful, a second FEAT is "future" is not totally negated; it occurs in a dark-haired man with a hat. If you see made to determine what is picked up, as another divergent future. him again, you will know him.) for Precognition above. The same example can be used, only changing the robbery In game terms, Precognition allows the If the result is yellow, the Judge should be from a possible future happening to a character to scan these alternative futures fairly honest about the future, as far as he definite past occurrence (the characters up to a week in advance and choose from knows it. (You see the gun in the hands of a find the gun at the robbery). them an image that may or not come true, bank robber. The robbery is on 9th Avenue.) and use that information to form his own Plant Control: The hero with this Power can decisions. No farther than a week in the If the result is red, the Judge should give command the actions of plants, granting future may be scanned in this fashion. the player something honestly useful - them temporary Powers of their own, information that would not normally be including movement, growth, and a Precognition may not be used more than available. (You see two men talking. One rudimentary intelligence. These abilities once a day. In addition, the character with calls the other Bruno. They are planning to only exist as long as the hero concentrates.

85 The hero cannot control plants with a +1CS to their material strength. to the attack. This applies to Body Armor higher material strength than his Power * Spines — Similar to those on a that is not natural(inborn) as well as doors, rank. Plant-like creatures with intelligence porcupine, these quill-like spines may walls, computer terminals, freelancers, and receive a Reason FEAT against the hero's be shot. Bonus Power of Projectile other inanimate objects. This does not Power rank as Intensity to avoid being Missile at +1CS. apply to Body Armor that is a natural part of controlled. the character, or to energy constructs such Extra Attacks: This Power is always +1CS as force fields. By mere control, the hero cannot have the better than the starting Fighting ability. Use plants perform any actions that would not this Power instead of Fighting to make Example: Everyone's favorite maniac from be normally possible by the plants (this multiple attacks. There is no penalty for Canada, Wolverine, goes up against a severely limits their usefulness). The hero failing with this roll, but the individual may with his Unearthly material may develop Power Stunts using the plants make only one effective attack in that round. strength claws which inflict Good damage. in abnormal fashion, including these If he attacks the Sentinel directly he won't examples: Energy Touch: The hero with this Power get too far; the robot's Body Armor is too • Forcing vines to animate with Power may inflict damage and effects from the thick. If he concentrates on the armor, rank Agility, and act as entangling Energy column of the Battle Effects table, however, he can shred it with a Red FEAT ropes with Power rank material with a Bullseye regarded as a possible roll. This trick would not operate on Iron strength. Stun. The hero may always choose to inflict Man (personal Force Field) or the Thing • Creating plant-images that duplicate less damage than is rolled, or to reduce the (natural Body Armor). living humans with Power rank ability. effects of the damage. The touch can be • Commanding trees to move and attack carried through conductive material, and Rotting Touch: This touch causes organic as creatures of Power rank number may affect multiple targets in this fashion. If material to decay. The character inflicts Health and Power rank material the hero is standing on a steel girder facing Power rank damage on those he touches. strength Body Armor. off three goons from , and uses the In addition, this touch acts on organic • Command the actions of mushrooms Energy Touch on the girder (a conductive material (wood, rope, cloth) as if an attempt and fungi, which are not proper plants. material), all three get shocked. The hero to break the item with Power rank Strength. • Gather information from plants as to with this Power gains Resistance to Resistance to Corrosives will offset the recent passers-by, within 1 day, in a Electricity as a Bonus Power. effects. This Power can be directed against primitive form of communication. organic (natural) Body Armor in order to Paralyzing Touch: Those touched by an weaken it, similar to the effect claws have Body Alterations — Offensive: These individual with this Power must make an on inorganic Body Armor. powers are severe changes to the body's Endurance FEAT against this Power rank, or structure and/or chemistry that allow the he knocked out for 1-10 rounds. This Power Corrosive Touch: Similar to Rotting Touch, hero to perform actions that are of greatest is always in operation, and the user may be but affects inorganic materials instead. The benefit in offensive combat. For hi-tech knocked out himself by such a touch. character inflicts Power rank -3CS damage heroes, or those who have weapons with to living targets, affects organic materials these powers, these listings reflect devices Claws: Claws are... well, claws. Sharp with greatly reduced damage (as for living that grant these powers in close combat. pointy items that inflict damage on the targets), and acts on inorganic material as Edged Attack column of the battle effects if breaking it with Power rank Strength. Extra Body Parts: The hero who gains this table. As with most sharp things, they inflict Resistance to Corrosives will offset these Power when the character is generated the listed amount and effect, and cannot be effects. Similar to Claws, this may chew may choose the type and number of body reduced in damage or effect. through inorganic Body Armor to affect the parts. Some of these parts may provide individual beneath. Bonus Powers. These Powers are then The Power rank lists both the damage inflicted placed in the next available slot in Power by the claws and the material strength. The Health-Drain Touch: The touch of a character generation, if there is one. damage cannot be increased from its initial with this Power transfers a Power rank * Additional Arms — Extra attacks as a roll except by raising the experience, but the amount of Health from the target to the hero. bonus initial material strength can be increased by Previous damage is healed in an equal * Additional Legs, including centaur-like accepting limitations. Grant a + 2CS to the amount, up to the maximum Health of the form — Lightning Speed as a bonus material strength of the claws when the hero character. Drained Health above that point is * Prehensile Tail — Climbing as a Bonus accepts any limitations, including limitations lost. Characters drained to 0 Health must Power, and hero may use the tail as a required by other Powers. make an Endurance FEAT to avoid dying. if limb with normal (for the hero) Agility. they do so, the attack has no further effect. * Wings — Flight as a Bonus Power at The effects of claws depend on whether Reversing this process, directing one's own +1CS. they are being wielded against living Health into others, is a Power Stunt. * Combat Tail — Not usable for climbing, creatures (people) or non-living materials but may attack in slugfest for Strength (things). Against living creatures, claw Blinding Touch: The touch of this character +1CS damage. attacks are resolved on the Edged Attack can blind the unprotected target for 1-10 * Additional Eyes or Sensory Organs - column for Power rank damage. Against rounds. The hero with this Power must Enhanced Senses or any detection non-living materials, compare the material make a Stun or Slam result to blind. The Power as a Bonus Power. strength of the claws against the material target receives no attempt to avoid this * Claws — on either hands or feet, these strength of the object. Make a Strength touch, unless the target possesses give Claws as a Bonus Power, with FEAT roll to determine if the object holds up Protected Senses or something similar to

86 prevent the touch (such as a helmet with normal life. Body Armor may be increased 100 points of Health. covered eyeslits). by one rank by accepting a -1CS to Agility. Agility may never be dropped below Feeble Regeneration: The hero with this Power Body Alterations — Defensive These are heals faster than the normal rate of modifications (or devices that simulate High technology heroes who choose Body Endurance Rank per day. A hero with modifications) that have a primarily Armor may choose to have a battle-suit. All Regeneration recovers the Endurance Rank defensive nature, either by helping the of the hero's other Powers are included in every 10 turns (one minute), providing the character survive under trying the suit, and the suit is considered artificial hero does not take additional damage in circumstances, or regain Health that is lost. Body Armor. In addition, the high that time and is able to rest. A hero resting technology hero receives potential bonuses cannot engage in any other actions while Body Armor: A hero with Body Armor has a to his physical abilities (Fighting, Agility, healing himself, if that rest is interrupted (14 natural resistance to physical damage and, Strength, and Endurance) when wearing ninja of rush in on turn 9 of his to a lesser extent, energy attacks. Body the suit. The nature of these modifications rest), the hero must start again to recover. Armor does not affect attacks which have is explained under the character generation an intensity that must be checked against a for high technology heroes. When a high Solar Regeneration: The hero with this FEAT roll, unless to require that FEAT the tech character advances in abilities, he Power heals as per Regeneration, but only attack passes through the Body Armor. may choose whether his natural abilities or heals the Power rank in Health every ten Example: A Sonic attack ignores Body those of his suit are advanced. minutes he is in the sunshine. In darkness, Armor, as it does not need to pass through inside buildings, and in other similar the Body Armor. A poison-tipped dagger Water Breathing: This is a wimp Power. situations, the character heals normally. must get through the Body Armor in order Face it. When the great hero parties take This Power has a minimum Power rank of to affect the hero with the poison. place, and Ulterior-Motive Man asks you the Endurance of the character + 1CS. what you do, if you say, "I breathe water" Body Armor absorbs an amount of damage you end up wearing a full fishbowl. This Recovery: The hero with this Power from any physical attack equal to the Power Power allows you to breathe water (fresh or recovers from losses of Endurance ranks at rank number of the Body Armor. Body salt) as if air. No Power rank is needed for a rate of 1 rank per day, and makes a Armor of Amazing(49) protects the hero this Power. In addition, this Power allows Power rank FEAT to regain the lost rank. from 49 points of each physical attack. If an the hero to see underwater as if on land The hero with this Power may choose any attack does not equal or better the amount (vision is reduced in the underwater realm), Resistance as a Bonus Power. of Body Armor, then none of the effects of and survive at great depths. The hero's next the attack take place. (A dagger hurled at Power may be either Swimming or Animal Life Support: The hero with this Power has the Thing will not hurt him, even if a "Kill" Communication and Control (Sea life). The the potential to survive under hostile result is called for, if the damage from the hero may choose both, but then only conditions for longer than normal amounts dagger does not get through his hide.) breathes water, and will "drown" on dry land of time. The Power rank number is the (reverse of characters drowning in water). amount of time in turns the hem may Body Armor is proof against physical survive in a hostile environment (deep attacks, including Blunt and Edged attacks, Absorption Power: The hero with this Power space, deep underwater, in lava) before Shooting, Throwing attacks, Force, may absorb a certain specific type of damage any Endurance FEATS must be made. At Grappling, and Charging attacks. It is less (for example, fire-based damage, energy Shift Z or higher, the individual may survive effective against Energy attacks, and its damage, or kinetic (physical) damage). Any in hostile environments indefinitely without Power rank number is 20 points less than attacks made in the specified mode inflict no requiring food, water, or air. listed for any Energy attack. The damage; rather the damage is absorbed, Amazing(49) Body Armor would provide 29 healing existing damage and even temp- Pheromones: Pheromones are a points damage (in the Remarkable range) orarily raising the individual's Health by the specialized form of Emotion Control that protection from Energy attacks. Power rank involved. A hero with Health of affect the pleasure centers of 100 and Amazing (48) Electrical Absorption the...ah...opposite sex. When this Power is Body Armor may be natural (also referred may be hit with a lightning bolt and have his in operation, female individuals (If the hero to organic or inborn in this text) or artificial Health raised to 148. is male) or male individuals (if the hero is material. Natural Body Armor is protection female) must make a Psyche FEAT against that is part of the creature itself, such as Damage above the rank number of the the Power rank number of this Power as the thick hides of the Thing, Hercules, or Power does inflict damage, but the points Intensity or be considered Friendly to the the Hulk, the elastic body of Mr. Fantastic, of such damage may be redirected towards character. Robots, aliens, and those unable or the soft form of the Man-Thing. Artificial opponents in the next round. Any such to smell or be affected by the pheromones Body Armor is made of other materials, absorbed energy dissipates 10 rounds after (behind a force field, for example) are not which may be bolstered by force fields, and it has been absorbed, and must be affected. Characters that are Hostile will still is reflected in the body suits of such heroes discharged before then or it is lost. Health be attracted to the character, but that as Iron Man, and foes like the Sentinels loss is taken from the absorbed Power first, attraction will not stop them from putting the and . Certain types of then from the actual Health of the hero. For hero in a deathtrap, from which the only attack are more effective against one type example, the character with the Health of release is for the hero to profess his love for of Body Armor than the other (examples: 100 raised to 148 takes 30 points of the Hostile character and join her in crime. Claws, Rotting Touch). Artificial Body Armor damage. These points are removed from has the advantage that it can be removed, the 48 extra points initially. If the effects of Damage Transfer: This Power is a relative allowing the hero to have a relatively the energy wear off, the character still has of the Health-Drain Touch, except Health

87 may be transferred between two separate Feeble, the healer will perish. group. This is done each time the immortal targets on touch, in effect healing one while character becomes "dead. reducing the Health of the other. The hero Immortality: The character with this Power may not regain any Health in this Damage does not age or die in a normal fashion. This Power does not have a Power rank. It Transfer. Now, before you all run out and grab this counts as two Powers for any hero who Power for your young hero, note the fine takes it, unless the character is alien in Healing: This Power allows the hero to print. The hero can still suffer loss of origin, in which case the cost is normal restore lost Health and Endurance ranks to Endurance ranks as the result of wounds, (this reflects that a large number of extra- others (but not the hero himself). The Power poisons, and damages, but if the results call dimensional aliens are effectively immortal). rank indicates the maximum amount of for perishing. then the character is left at Health that may be restored to one hero Shift 0 Endurance but does not die. The An immortal character's body will slowly maximum, on any one day. For each attempt character cannot move or act until regenerate lost parts and heal. so that at healing, the hero must make an Endurance Endurance reaches Feeble, however. so short of atomizing the remains and FEAT -- failure indicates the loss of Karma throwing an Immortal character into an active spreading that collection of atoms through equal to the amount of Health being healed. volcano will keep him out of the way for a a large portion of space, the immortal A character without Karma may not Heal. while. (He cannot heal while taking damage.) character will return at some point in the future. Endurance ranks may be similarly restored If Endurance reaches Shift 0, or the at a rate of one rank per day per hero. An character otherwise dies, the immortal Immortality is applicable to the Earth Endurance FEAT is required for the healing character loses all Karma, including that Dimension only (including all planets of this hero, with the result of a failure being the set aside for advancement. The character dimension). An immortal character in loss of one Endurance Rank for the hero may be out of luck, but at least he has his another dimension -- such as Asgard or (the Endurance for the other is healed). Health. If an immortal character is part of a Olympus, but excluding variant or divergent This Endurance may only be healed Karma pool, then an amount of Karma is earths --does not age, but may be killed naturally. If the Endurance drops below subtracted as if the character had left the normally while in that dimension.

88 APPENDIX B

Talents differ from powers in that they may Marksman: The character with this Talent brought into play. The character with this be posessed by everyday citizens of the gains a + 1CS to hit with any distance Talent does not have to attack the Marvel Universe, they are generally easily weapon that requires line of sight to hit (the character, only watch him in battle for two gained, and they generally modify existing character could benefit when firing heavy rounds previous to attacking. abilities or powers as opposed to creating artillery, but not when controlling a tele- new ones. Talents are broken down by guided missile). Such a weapon in the Martial Arts E: This form of martial arts general type. hands of a marksman does not suffer encourages quick striking to catch the penalties to hit from range. opponent off-guard. Heroes with this form Weapon Skills: The hero with these of Martial Arts are at a + t to initiative rolls Talents is devoted to the ins and outs of Weapons Master: The character with this in unarmed combat. handling certain types of weapons, and as Talent gains a +1CS to hit with any weapon such is more proficient with these weapons that requires a Fighting FEAT to hit. Wrestling: The hero with this Talent is than persons with similar abilities who have proficient in applying holds. It includes not studied them. Weapon Talents may not Weapons Specialist: The character with familiar types of wrestling as well as the be combined. A character who has a +1CS this Talent gains a + 2CS with a single sumo forms of the art. The hero with this with Shuriken as a result of Thrown weapon of choice. This may be any type of Talent gains a + 2CS when making Weapons Talent gains Oriental Weapons weapon, missile or melee. The character Grappling attacks, but gains no benefit in Talent. The additional +1CS with Shuriken who is a weapon specialist will also damage. (A hero with Martial Arts B and this attendant to Oriental Weapons Talent does increase his initiative when using this Talent gains a +3CS to hit in a Grappling not apply. The character still has a +1 CS. weapon by 1. attack, and a + 1CS for damage.) Weapons Talents may be combined with Fighting Talents, if applicable. Fighting Skills: These Talents are Thrown Objects: The hero with this Talent primarily used in close combat, and used gains a +1CS with all Throwing attacks (both Guns: Individuals without this Talent fire without weapons. Bonuses from these Edged and Blunt), and +1CS on Catching. guns (all handguns, rifles, and submachine Talents are cumulative and may be This applies to both thrown weapons and guns, including laser, stun. and concussion combined with those from other Talents. normal items. If the hero has the Thrown varieties) at their Agility rank. Those with Weapons Talent as well, the modification is this Talent fire such weapons at +1CS. Martial Arts A: This form of martial arts +2CS when using thrown weapons. concentrates on using an opponent's Thrown Weapons: Characters with this strength against him, and is typical of Acrobatics: The hero with this Talent is very Talent toss weapons designed to be thrown oriental- American forms such as judo and limber and as such gains advantages when (including spears, daggers, Shuriken, disks, karate. The practitioner of this type of under attack. The hero has a +1CS when and snowballs) at +1CS to their Agility. martial arts can Stun or Slam an opponent dodging, evading, and escaping. regardless of their comparative Strengths Bows: Bows are tricky items to operate, and Endurances. Tumbling: The hero with this Talent knows such that those who have not been trained how to fall and land without undue injury. fire them at - 1CS to their Agility. Those Martial Arts B: This form of martial arts is Individuals with this Talent may make an with this Talent gain a +1CS to hit with all keyed on offense and inflicting damage in Agility FEAT to land feet-first after any fall bows, including crossbows, and may fire short, quick bursts, and includes such that does not inflict damage. and reload in a single round. They may fire disciplines as boxing. The practitioner of this multiple arrows on a successful Agility form of martial arts gains a +1CS to Fighting Professional Skills: Professional skills FEAT. ability when engaged in unarmed combat. reflect general professions. In addition to providing bonus Column Shifts in their field Blunt Weapons: Characters with this Talent Martial Arts C: This form of martial arts of specialty, the Talents can be used to gain a +1CS to hit when attacking with a concentrates on holds and escapes. The increase initial Resource levels through weapon that resolves attacks on the Blunt practitioner of this form gains a + 1CS to gainful employment. Attacks column of the Battle Effects Table. his Strength for Grappling attacks (including damage), a + 1CS to Strength Medicine: The hero with this Talent has Sharp Weapons: Characters with this for Escaping and a +1CS to Agility for extensive knowledge of medicine, and as Talent gain a +1CS to hit when attacking purposes of Dodging. such limited Talents in healing. In general. a with a weapon that resolves attacks on the character losing Endurance Ranks as the Edged Attack column of the Battle Effects Martial Arts D: This meditative form of result of a lethal situation can have those Table. This includes swords, daggers martial arts searches out the weak spots of losses stopped by any character checking on (unless thrown), and spears, but excludes the opponent's defenses and strikes against him. The individual with Medicine Talent may claws and other natural extensions that them. The practitioner of this form of attack bring back characters that have reached the inflict this type of damage. may ignore the effects of Body Armor Shift 0 level up to 20 turns after they have (though not force fields) for determining reached that level. A character with this Oriental Weapons: This a special category Stun and Slam results. The attack by the Talent may restore one rank of Endurance to that grants the character a +1CS to character with this Talent does not have to a wounded character per week, in addition to Fighting or Agility when using the following inflict damage to force a check for possible natural healing. Finally, the character with weapons: Shuriken, crossbows, sais (treat Stun and Slam. The disadvantage is that Medicine as a Talent is +1CS on Reason as swords), and oriental swords and the target of this attack must be studied for FEATs that involve medical problems, daggers (including the katana and the kris). two rounds before the effects may be medications, poisons, and surgery.

89 TALENTS

Law: The character with this Talent has an Criminology: The hero with this Talent has physics and astrophysics, including motion, extensive background in law (the assumption an understanding of the criminal mind and flight, and the planets and stars. being US Law, but this may vary according behavior, either from studies or first-hand to the Judge's campaign). The hero may be observation. The character with this Talent Computers: A +1CS on matters involving a lawyer or capable of applying to pass the gains a +1CS on all Reason and Intuition computers, computer-controlled equipment, bar (Reason FEAT of Good Intensity). A FEATs involving criminal practices ("If I and artificial intelligences. character with Law as a Talent gains a +1CS were a crook, where would I hide?"). The to all FEAT rolls involving the law, including hero also gains a Contact in either the Electronics: A +1CS on matters involving correct legal procedure. A character without police or crime areas. electronic devices, including their creation Law gains no benefit to Reason FEATs, and and repair. in addition, will have to make Reason FEATs Psychiatry: The hero with this Talent has a more often than a character with Law Talent. background in studies of the mind, and as Mystic and Mental Skills: These Talents such gains a + 1CS on all FEATs involving are quasi-Powers, simulating some of the Law Enforcement: The character with this the mind. This is a popular Talent with effects of Powers themselves, while being Talent has a background with law- those heroes and villains with Mental available in the Marvel Universe to those enforcement authorities. This Talent Powers, and the character with these characters without those abilities. includes both Gun and Law Talents, and Talents gains a +1CS on FEATs involving the character, if still a member of a law- Mental Control, Domination, Hypnosis, Trance: The character may place himself enforcement agency, may legally carry a Emotion Control, and Mental Probe into a trance. While in a trance the gun and make arrests. Powers. character slows his body functions to such a level that he may be assumed to be Pilot: The character with this Talent has a Detective/Espionage: The hero with this deceased (Intuition FEAT for the character working knowledge of most aircraft, and Talent has been trained to notice small checking). A character in a trance reduces receives a +1CS for all FEAT rolls involving clues in solving crimes. The character with needs for food and water to a minimal an aircraft that character is controlling this Talent gains a + 1CS to discover clues level, and may regain Endurance ranks at (including Control FEATs, Agility FEATs, to a crime, and in addition gains a Contact one rank per day. and Reason FEATs involving aircraft in either crime, law enforcement, law, or handling and design). A character with a espionage. Mesmerism and Hypnosis: This Talent is a background that would permit it (a hero primitive form of Mind Control at the Power who is an alien) may extend this Talent to Scientific Skills: Scientific Skills almost rank number equal to the Reason of the spacecraft as well. exclusively affect the Reason ability, character with this Talent. Information can be granting the character with them a +1CS to gained as per a Mental Probe, and post- Military: The hero has had some dealings all Reason FEATs involving that strong hypnotic suggestions may be implanted with one of the armed services. In military paint. A character can only bring one such within the victim's mind. Any attempt to force matters, the hero gets a +1CS to all FEAT scientific Talent to bear at a time, and as an individual to do something that he would rolls, and in addition may take a member of such the Talents are not cumulative with not normally do, or divulge information that the armed services as a Contact. each other. he would not normally reveal, will cause the hypnotism to break. A hypnotic command Business/Finance: The hero is familiar with Chemistry: A +1CS on matters of chemistry, fades in 1-10 hours after it is given. the world of business, corporate finance, including developing new formulas, finding and how money works. Initial resources are cures for inorganic poisons, and identifying Sleight of Hand: This is a Talent developed a minimum of Good, and the hero gains a chemicals by smell, touch, or taste. by stage magicians which causes items to +1CS for FEAT rolls dealing with money. appear and disappear by a combination of The hero gains a Contact in the Biology: A + 1CS on matters of biology, misdirection and swift, fluid gestures. The Professional category. including animal and plant identification, character with this Talent may palm small finding cures for organic poisons, and items, making them appear or disappear Journalism: The hero with this Talent gains researching diseases and their cures. with Agility +1CS ability. an additional 2 Contacts to those already generated. The Contacts should be Geology: A +1CS on matters involving the Resist Domination: This is a Psi-Screen connected with the media in some fashion, Earth, including volcanic activity, the that may be developed by the individuals such as at local newspapers, radio or TV geology of the surrounding land, types of without that Power. This permits the stations, or has sources in law rocks and their powers, and mineral character to resist mental attacks as if the enforcement, political circles, or snitches of identification. character had a mental power of Psyche the criminal underworld. +1CS. The Talent is passive in nature, and Genetics: A +1CS on matters involving the does not grant any other particular benefit. Engineering: Engineering includes all the genes, including creating new life forms, A character with Mental Probe may be able varied types of that profession dedicated to understanding mutants, and researching to discern where the character gained this the design of functional items: civil, diseases. Talent, but nothing else. chemical, mechanical, etc. A character with Engineering Talent gains a +1CS to all Archaeology: A +1CS on matters involving Occult Lore: The character with this Talent FEATs involving building things, including the past, including paleontology, historical has a knowledge of magical societies, the Resource FEAT to determine if an records, and ancient myths and legends. antiquities, runes, and a general object can be built. understanding of forgotten lore. The Physics: A +1CS on matters involving

90 character gains a +1CS to Reason FEATs items. This +1CS may be added to any group, such that he is a benefit to the team. involving items of a magical nature. other bonuses gained from other Talents, Any Karma Pool to which the character so that an Engineer with Tinkering Talent belongs receives a 50-point bonus, Mystic Background: In the Marvel Universe, would gain a +2CS on repair. provided the character with this Talent is all humankind has the potential for recognized as the "team ." A Karma developing magical Powers. This "Talent" Trivia: This is a general category that Pool may only have one recognized leader. shows that the character has some covers any one subject desired by the though more than one character with background with magical forces. Heroes character. On that subject, the character Leadership may belong to one group. may have derived their powers from these gains + 1CS to all Reason FEATS. (Say, When the "Leader" of a group leaves, the forces if they choose this Talent. A the character is into collecting Spores and 50 points are deducted from the Karma character with this Talent may have Magical Fungus. A Trivia Talent would be: Trivia/ Pool, but the leader does not receive them Powers, with the approval of the Judge. If Spores and Fungus). Trivia categories for personal use (the bonus points only the Judge allows magical player should be specific (old movies, military exist as a part of the pool). characters, then any of the initial Powers history, sports, rock music, comic books) as created may be spells, and should be opposed to general (all knowledge) or Other Skills: The above is not a noted as deriving from Personal, Universal, covered by other Talents. complete list, but may serve as a basis for or Dimensional energies. other Talents that may be developed and Performer: The character is someone who proposed by players (for example: Botany Other Talents: This is a catchall acts, sings, dances, mimes, or otherwise as a scientific Talent). Any new Talents that category for all the other types of Talents uses his Talents to entertain (this is related may be added should be no more powerful the character may gain. These often have to the Artist, the key difference being that than a +1CS to an ability, and not be some form of background of special nature. the Artist may leave the scene of creation; cumulative with other Talents (Juggling may the Performer is identified with that creation grant a +1CS on catching items, but may Artist: The character with an artist directly). A Performer receives 10 karma not be added to the bonuses gained from background creates works of art, either for points for a week's worth of performance, the Thrown Objects Talent). himself or for sale to others. This includes whether in a play, doing a nightclub routine, painting, sculpting, and writing. A single or working for a movie. work takes 1-10 weeks, and upon completion grants the artist Karma points Animal Training: The character with this equal to 10 times the number of weeks. Talent has the ability to train animals to The character must allocate some time perform certain stunts. The individual does daily at his work. not have Animal Empathy or Communications and Control, but may teach an animal a trick Languages: The character with this Talent based on the Reason FEAT roll. If the hero has a natural understanding of languages. with this Talent does have Animal Empathy or The character gains 1 additional language Animal Communications and Control as at start, and made add other languages at Powers, these Powers are raised by +1CS. half the cost of a Talent (500 paints regardless of who teaches it). Characters Heir to Fortune: This is not a Talent, but a without languages Talent must gain this situation which brings the character into a Talent first to learn other languages. The lot of money. The minimum Resources of a gaining of additional languages assumes character with this Talent is Remarkable (If someone is available to teach these your character is making Excellent languages. A Player character with this Resources or less, do not take this Talent). Talent does not have to assign a language This "Talent" may not be gained by a at start, but may fill one in later as need be. character after the generation process is finished, and may only be chosen by First Aid: The medicine Talent notes that the characters being generated. loss of Endurance ranks may be halted by someone checking on the dying character Student: Similar to Heir to Fortune, this and administering some form of aid. The Talent may only be chosen at the start of First Aid Talent grants the character this play, and may not be gained through immediate halt to Endurance rank loss, the experience. The Student character has no recovery of one rank immediately (one use other initial Talents, but may gain other only per situation). and in addition, the hero Talents at a discounted price. New Talents with this Talent can stabilize a dying cost 1000 Karma points if learned from character at Shift 0 Health up to 5 rounds another player character, 800 if learned after that character reaches that level. from outside. Students may maintain Advancement Totals for a Talent along with Repair/Tinkering: The character with this other forms of Advancement funds. Talent gains a + 1CS to any Reason FEATs involving the repair and modification of Leadership: The hero with this Talent has existing items, but not the building of new the brains and understanding of a cohesive

91 APPENDIX C

Included below is a partial list of possible Note that the higher the Contact. the more H.Y.D.R.A. Such Contacts provide Contacts for characters operating in the likely the Contact will get in touch with the information up to Remarkable level, though Marvel Universe or in one of its close hero when he needs help. top-secret information will be harder to variants. Many of these Contacts are obtain. Equipment may be provided for up usable in any type of campaign, but here Military: The character has a Contact in the to Incredible rank. Amazing for S.H.I.E.L.D. are noted for their role in the Marvel armed forces, either of the United States or and H.Y.D.R.A. All these agencies have no Universe. another nation. This may range from a low- concern about using Contact heroes as level sergeant to the Joint Chiefs of Staff. agents to their own ends, and any hero that Each entry for a Contact delineates the Military Contacts may provide Amazing uses a Contact in this area will be type of aid that may be granted. either in Resources, maximum. guaranteed to receive a request for a return information, skills, heroic help, and/or favor some time in the near future. equipment. The more powerful a Contact, Business World: The character has a the more likely that Contact may interfere Contact in the world of business or finance. Hero Group: The character has some with the hero's life. requesting favors, This may rank from the accountant for their connection with, or was or is a member of providing missions, and the like. A low level hero's group to a captain of industry who is or an ally of some existing group of super- Contact like a snitch in the criminal element trying to build fusion plants across the powered heroes, and as such may enjoy provides fewer ties to the character than country. Resources available are at the the privileges thereof. This includes using knowing the President on a first name Incredible level. their equipment. calling them in on an basis ("Cap? Hi. This is Ronny. 1 have this emergency, using their HQ, and benefiting problem in Central America...:'). Journalism: Journalist Contacts are Poor in from their training. As an example, the Resources (unless you want to borrow the Mutant Dazzler, while not a member of the Professional Contacts Professional Mobile-Three Action-Camera van) but have X-Men, maintains a good relationship with Contacts are individuals and groups that may Remarkable knowledge about their field of them and has benefited from training with provide distinct services, information. or expertise. (If your Contact is a city desk them. The player running this hero may equipment according to their description. reporter, she may be aware of something choose the group, subject to the approval Equipment may be provided as if the Contact going down on the streets. If the Contact is of the Judge. Excessive liberties taken with had Resources of the rank listed. Equipment in entertainment, maybe he has free the privileges (cracking up three Quinjets in of higher rank may be acquired on higher passes to the ballet.) a row) may result in the contract's approval and in special circumstances. revocation. The other disadvantage (in Crime: The character with this Contact has addition to being at the group's beck and Medicine: The hero with this Contact has a some connection with the criminal call) is that enemies of the hero group are friend, ally or acquaintance with Medicine underworld. This ranges from having a considered enemies of this hero as well. A Talent, who will provide medical advice and snitch that pass on information about street hero who belongs to a group is always services either for free or charge an action, such as Turk Barrett is for Daredevil. considered to have that group as a Contact affordable tee. The Contact may be a doctor up to a Contact high in the hierarchy of the lance an Avenger, always an Avenger). at a local hospital or clinic, or a researcher or independent gangs. WARNING: familiar with the character's background. Having criminal Contacts may place the Scientific Contacts All scientific skills hero in Karma-losing or Contact-losing put the character in touch with someone Law: The hero with this Contact has a situations, with the hero having to choose with that scientific ability. The Contact may friend, ally, or acquaintance with Law between losing a criminal Contact or losing have Resources varying from Good to Talent, who will provide legal assistance for Karma by aiding the Contact. High-level Remarkable, determined by the Judge. The a reduced fee and legal advice to the hero criminal Contacts (Remarkable Resources Contact has the Talent listed as in for free. The Contact may be a lawyer or higher) may seek to manipulate the hero Appendix B, and a Reason of no less than whose firm has been an retainer with the to their own ends (the best example of Excellent. The scientific skills include: family for years, is a personal friend, or which is the of Crime). Chemistry, Biology. Geology, Genetics, who owes the hero for providing his big Archeology, Physics. Computers, and break into the profession. Engineering: The character with this Electronics. Acting and Performing, while Contact has some connection with not "scientific" skills, are Contacts that Law Enforcement: The hero with this someone who builds, either independently perform in a similar fashion (the character Contact has a friend, ally, or acquaintance or for a larger corporation. The character knows someone with that skill). with Law-enforcement Talent, who is in may aid in the construction of devices. addition a member of the law-enforcement Political Contacts The heroes with profession. This may include forces of local Psychiatry: The character with this Contact these Contacts have friends in high places. and state police and the national guard, and has some connection with a character in may vary in rank from knowing a patrolman the fields of psychiatry or psyche-analysis, Local: The hero has an ally in the local (Excellent rank knowledge of the world at including doctors devoted to the curing of political scene: alderman, mayor, or large. Remarkable of his beat), being on the criminal mind. councilman. The Contact may provide good terms with a Detective (Remarkable information on what is going on in the knowledge of criminal investigation. plus Espionage: The character with this Contact neighborhood. detective skills), or being well-known to a has connections with the world of station captain or commissioner espionage. This includes agencies such as State: The hero has an ally in state (Remarkable Resources, limited to that the FBI, CIA, NSA, KGB, Interpol, M15, government -- connected with the office of material which police forces normally have). S.H.I.E.L.D., and the criminal organization governor, a state representative. or

92 someone in one of the state agencies. The Resources available are as for National dimensional powers greater than our own. Contact may provide Good services and government, but the character must be information, as well as equipment of up to able to communicate with the Contact to Occult Lore: The hero knows someone who Remarkable Resource cost. gain any materials. "dabbles" in the darker arts, and as such has at least a Remarkable Reason National: The hero has a Contact in International: The hero has Contacts in the involving these matters. The Contact may national government -- a congressional UN or in a similar multi-national organization, provide advice on mystic writings, spells aide, a congressman, representative, such as the Common Market of Europe. This and their castings, and curses. The Contact member of the Executive Branch or one of type of Contact can provide equipment of up is not necessarily someone of Doctor the myriad number of agencies that infest to Monstrous Resource rank. Strange's category (a true magic-wielder), the capital. Resources of up to Monstrous but most likely a college professor who has in their field may be gained, but the more Planetary: This Contact is available to Alien done copious reading on the subject. powerful the Contact, the more likely the characters only. The hem is well-known to favor will be called in. the inhabitants and/or rulers of another Mythology: Similar to Occult Lore, with the planet. and may call on those Resources direction towards recognized mythology: Other National: The hero has a Contact in (up to Unearthly or higher) provided they actions of the extra-dimensional beings national government -- someone else's. can get in contact with those sources. known as gods (Olympians, Asgardians, The hero may be friendly with the etc.). The Contact will specialize in one leadership or government apparatus of any Mystic Contacts "" of deities. other nation, friend or foe. This Contact, if known to others, may create difficulties in Mystic Arts: The hero has a Contact with dealing with other political Contacts. someone who is aware of extra-

93 Character Information Sheet

Player Name

Hero’s Name Group Affiliation Base of Operations

Hero’s Identity Secret Public Age Origin

Primary Abilities Secondary Abilities Initial Initial Current Current Roll Rank Rank Rank Number Health Karma Resources Popularity F + A + S + E R + I + P F A S E R I P Special Abilities Powers:

Limitation:

Talents: Contacts: Advancement Fund Karma

Karma Pool INDEX regaining, 32 Healing, 32 Contacts Health A definition, 4 definition, 4 Ability FEATs, 15,16 generating, 10 loss of, 32 (see also Fighting, Agility, Strength, use with Popularity, 40 High-technology heroes, 5 Endurance, Intuition, and Psyche) see also Appendix C Holding fire, 30 Ability Modifier Table, 6 Control FEATs — see Vehicles, driving Acceleration Crashes, 50-51 I in flight, 21 Initiative, 14 in vehicle, 47 D Modifier Table, 14 Actions while moving — see Movement Deceleration Intuition Addition, 39 in flight, 21 definition, 3 Contact, 39 Power, 39 Talent, 39 in vehicle, 50 FEATs, 58 Advancement, 38-39 Defensive Actions Impaired abilities, 32 Ability, 38-39 Popularity, 38-39 Power, Block, 27-28 38-39 Resource, 38-39 Catching, 28 K Agility Claws, 29 Karma definition, 3 FEATs, 14, 21, 22, 27, 28, Combined Attacks, 30 Awards, 33-36 30,50,58,60 Dodging, 27 gaming, 36 Aiming, 31 Double-Teaming, 30 magic-use, 65 Aliens, 5 Evading, 27 personal, 35 Altered Humans, 5 Disabilities, 32 definition, 3 Ambush, 31 Distance Attacks — see Appendix A, 80 in combat, 31 Ammunition Table, 44 Diving, 21 losses, 34-35 Awards — see Karma Drowning, 22 Pools, 37 adding to, 37 B E dissolving/leaving, 37-38 Bank loans,19 Effective Cost, 66 Locking, 38 Blindsiding, 30 Effects Results, 28 losses, 37 Block — see Defensive Actions Endurance spending, 38 Body Alterations definition, 3 Advancement, 38-39 Defensive — see Appendix A, 87 FEATs, 22, 23, 24, 28, 41, 45, 46, 50, building things, 38 Offensive — see Appendix A, 86 58, 63 die rolls, 38 Body Armor, 29 Energies, 63-64 modifying combat results, 38 see also Appendix A Energy Attacks — see Ranged Attacks Power stunts, 38 Breaking things, 16 Energy Control Powers — Summary Listing, 37 Building see Appendix A, 74 power suits, 67 Entangling weapons, 30 L robots, 67 Eyeballing, 20 Leaping, 23 special requirements for, 68 Exhaustion, 22 Table, 24 success at, 69 Lifting things (Strength FEAT), 16 time requirements for, 68 F Limitations, 9 vehicles, 66-67 Failing, 21 Long-distance movement — weapons, 66 Fastball Special, 30 see Movement FEAT rolls Table, 23 C Ability — see specific ability Luring, 31 Catching — see Defensive Actions automatic, 16 while falling — see Failing impossible, 16 M Characters making, 15-16 Magic, 61-66 creation/generation, 4-13 types, 15 limitations on spells (Table), 65 generated, 5-12 Fighting Material Strength Table, 17 modelled, 12-13 definition, 2 Matter Control Powers — origins, 5 FEATs, 27, 30 see Appendix A, 73 pre-generated, 4-5 Flight Mental Powers — see Appendix A, 81 Charging (Endurance), 26-27 and Gliding, 21-22 Modeling characters, 12-13 Charity awards, 36 and Fight, 31 Contacts, 13 Claws — see Defensive Actions, Force Attacks — see Ranged Attacks Primary abilities, 12 see also Appendix A Force Field, 29 Powers, 13 Column Shifts (CS) Secondary abilities, 13 positive, 16 G Special abilities, 13 negative, 16 Gaming awards — see Karma Talents, 13 for magicians, 64 Grabbing — see Wrestling Movement Combat Grappling — see Wrestling actions while moving, 20 Fighting — see Slugfest Groundstrike, 30 area, 19 Agility — see Ranged Attacks Growth, 29 downward, 21 Combined/Multiple FEATs, 18-19 eyeballing and the quarter-inch rule, 20 Consciousness H long-distance, 22 losing, 31 Headquarters, 55-58 ranged, 19 Range modifiers, 25 Sundries, 58-61 turning while moving, 20 Range ranks, 66 Swimming, 22 upward, 20 Ranks and rank numbers, 2 Movement Powers — see Appendix A, Rationales, 39 T 72 Reason Tactics, 29-30 Multiple combat actions, 30 definition, 3 Talent Categories Table, 10 Multiple targets, 30 FEATS, 17, 32, 45, 61, 67, 66, 68, 69, 70 Talents Mutants, 5 Recovery, 32 definition, 4 Repairs, 70 FEATS, 15, 17 N Resistances — see Appendix A, 71 generating, 10 Negative Popularity, 18 Resources see also Appendix B effects on heroes, 41 definition, 4 Teleporting, 23 FEATS, 15, 16, 18, 38, 66, 68 Throwing — see also Ranged Attacks P for building, 68 Range table, 25 Point blank range, 31 Robots, 5 Turning Popularity reactivation, 5, 32 in flight, 22 awards and penalties table, 40 Room packages, 56-58 on ground, 20 definition, 3 Round — see Turn in vehicle, 50 FEATS, 15, 17, 34, 36, 38, 40, 63, 64 Turns (game time), 14 negative, 7, 18 S using, 17 Salaries, 60 U Power Categories Table, 8 Secondary abilities, 3-4, 7, 13 Universal Table, back cover Powers, Contacts and Talents Table, 7 Secret IDS, 7 Power listings, 8, inside back cover Senses — see Appendix A, 71 V Power Rank Range Table, 16 Shielding, 31 Vehicles, 47-55 Powers Shifts — see Column shifts and combat, 61 definition, 4 Shockwave, 30 crashes — see Crashes FEATS, 15, 16, 17, 29, 38 Shooting — see also Ranged Attacks damage to, 51 stunts, 17, 38, 64 at moving target, 31 driving, 47, 50 Primary abilities, 2-3, 12 to neutralize, 30 listing of specific, 52-55 Psyche to stun, 30 out of control, 50 definition, 3 Shrinking, 29 FEATS, 29, 63 Slugfest, 23-24 W Pulling punches, 30 Special abilities, 4, 13 Weapons Speed FEATS, 23 Shooting, 41-44 Q Stairs, 21 Melee, 45 Quarter-inch rule, 20 Standard rank number, 2 Other, 45-46 Strength Weight Intensity Table, 16 R definition, 3 Wrestling (Strength) Random Ranks Table, 6 FEATS, 16, 23, 24, 28, 29, 30, 38, 50 Grabbing, 26 Ranged Attacks, 24-25 Grappling, 26

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The names of characters used herein are fictitious and do not refer to any persons living or dead. Any descriptions including similarities to persons living or dead are merely coincidental. All Marvel Characters and the distinctive likenesses thereof are trademarks of the Marvel Comics Group. MARVEL SUPER HEROES, MARVEL SUPER VILLAINS, MARVEL UNIVERSE, POWER PACK, ETERNITY, GALACTUS, SPIDER-MAN, GUARDIAN, SHE-HULK, NIGHTCRAWLER, X-MEN, CLOAK, FANTASTIC FOUR, HULK, , DOCTOR STRANGE, HOMO SUPERIOR, X-FACTOR, NEW MUTANTS, MACHINE MAN, VISION, JOCASTA, ULTRON, IRON MAN, CAPTAIN BRITAIN, DEATHLOK, HOMO MERMANUS, ASGARD, DARK DIMENSION, , OLYMPUS, ETERNALS, KREE, SKRULL, SHI’AR, JUGGERNAUT, AUNT MAY, PROFESSOR CHARLES XAVIER, FRED DUNCAN, COMMANDER SALAMANDER, EMIHL HICKMAN, ROGER PRICE, LODESTONE, JENNY HOPKTNS, ALVIN HOPKINS, DOUGLAS COOK, LEOPARD, INHUMANS, WONDER MAN, THOR, OSPREY, TRAPSTER, WIZARD, SANDMAN, RIGHTFUL FOUR, , CAPTAIN ULTRA, CAPTAIN AMERICA, RICK JONES, INVISIBLE WOMAN, HUMAN TORCH, FLY, VIBRANIUM, ADAMANTIUM, DAILY BUGLE, S.H.l.E.L.D., HELICARRIER, TONY STARK, J. JONAH JAMESON, PETER PARKER, VULTURE, LANCE BANNON, RHINO, MS. ARBOGAST, MRS. MUGGINS, STARK INTERNATIONAL, OBADIAH STANE, VISION, SUNSPOT, SHAMAN, BAXTER BUILDING, ANGEL, STORM, VANISHER, SIDEWINDER, CAPTAIN MARVEL, BLASTAAR, HERALDS OF GALACTUS, MISTER FANTASTIC, DOCTOR OCTOPUS, DAREDEVIL, , ICEMAN, BULLDOZER, BLACK KNIGHT, SLLVER SAMURAI, ROGUE, FRANKLIN RICHARDS, MOON KNIGHT, DOCTOR DOOM, SCORPION, PUPPET MASTER, JUSTIN HAMMER, CARNELLIA, MARVEL GIRL, CYCLOPS, APOCALYPSE, IRON MONGER, NOW MAGAZINE, CRIMSON DYNAMO, BOX, WYATT WINGFOOT, HERCULES, CAPTAIN OUTRAGEOUS, TERMINUS, ALBEDO MAN, MARVEL TWO-IN-ONE, AVENGERS, DEFENDERS, POTATO SALAD MAN, H.U.B.E.R.T., BETHANY CABE, BRUCE BANNER, JOHNNY STORM, WASP, QUINJET, PUNISHER, HULKBUSTERS, MOLE MAN, SKYMOBILE, HAWKEYE, WEST COAST AVENGERS, WAKANDA, OMNI-JET, ALPHA FLIGHT, POGO PLANE, FANTASTICAR, FLYING BATHTUB, , , SUPER SKRULL, T’CHALLA, BLACK PANTHER, SAVAGE LAND, DARKHOLD, VISHANTI, CEREBRO, FORGE, SENTINELS, JIM RHODES, ABSORBING MAN, WRECKING CREW, MAGIK, LOKI, ANCIENT ONE, CLEA, ULTERIOR MOTIVE MAN, DORMAMMU, IKONN, CYTTORAK, HOGGOTH, RAGGADORR, SERAPHIM, FALROTH, MINDLESS ONE, SORCERER SUPREME, WATOOMB, FALTINE, MUNNOPOR, SATANNISH, AMTOR, NIRVALON, OSHTUR, BALTHAKK, IKTHALON, DYZAKK, DENAK, DAVEROTH, CYNDRIARR, SET, D’SPAYRE, NIGHTMARE, AGGAMOTTO, COLOSSUS, ARCADE, DOUG RAMSEY, KITTY PRYDE, RADIOACTIVE MAN, DARKFORCE, HENRY PYM, MACHINE MAN, ELECTRO, , HERCULES, MAN-THING, LIMBO, and the distinctive likenesses thereof are trademarks of the Marvel Comics Group, Copyright ©1986 Marvel Comics Group, a division of Cadence lndustries Corporation, All Rights Reserved. Printed In the USA. Game design copyright ©1986 TSR Inc. All Rights Reserved.

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ISBN 0-88038-368-2 TSR, Inc. PRODUCTS OF YOUR IMAGINATION™ 6871XXXI901 Power Listing Summary Weather Control (Reduced cost for Power Mental Powers — p.81 Stunts) Resistances — p. 71 Body Manipulation — Others (specify Animal Communication and Control material, duration) Animal Empathy Resistance to Cold Density Manipulation — Others Animate Drawings Resistance to Corrosives Animal Transformation — Others Astral Projection Resistance to Disease Animate Objects Emotion Control (counts as two Powers) Resistance to Electricity (specify Conductive Empathy or Non-conductive) Energy Control Powers — p. 75 Force Field Generation (Projected or Resistance to Energy Attacks Personal) Resistance to Emotion Attacks Darkforce Manipulation lmage Generation (counts as two Powers) Resistance to Fire and Heat Electrical Manipulation Mechanical Intuition Resistance to Magical Attacks Gravity Manipulation Mental Probe Resistance to Mental Attacks Light Manipulation Mind Control Resistance to Radiation Magnetic Manipulation Plant Control Resistance to Toxins Probability Manipulation (counts as two Possession (counts as two Powers) Invulnerability (counts as two Powers, spec- Powers, hero must take a limitation) Postcognition ify type of Invulnerability) Sound Manipulation (Sound Generation as Precognition (counts as two Powers, hero a Bonus Power) must take a limitation) Senses — p. 71 Nullifying Power (counts as two Powers) Psionic Attack Energy Reflection Psi-Screen Astral Detection Time Control (counts as two Powers; hero Telekinesis Emotion Detection must take a limitation) Telepathy Energy Detection Transferral (counts as two Powers) Magic Detection Body Control Powers — p. 77 Ultimate Skill Magnetic Detection Mutant Detection Alter Ego Body Alterations/Offensive — p. 86 Psionic Detection Animal Transformation — Self Combat Sense (counts as two Powers) Body Transformation — Self (counts as two Claws Computer Links Powers) Extra Attacks Cosmic Awareness (counts as two Powers) Blending Extra Body Parts (potential Bonus Powers) Enhanced Senses Density Manipulation — Self Blinding Touch Infravision Elongation Corrosive Touch Protected Senses Growth Energy Touch (Energy Resistance as a Tracking Ability Imitation Bonus Power) Invisibility Health-Drain Touch Movement Powers — p. 72 Phasing Paralyzing Touch Plasticity Rotting Touch Climbing Power Absorption Digging (Claws as Bonus Power) Raise Lowest Ability Body Alterations/ Defensive — p. 87 Dimensional Travel (counts as two Powers) Shape-Shifting Flight Shrinking Absorption Gliding Body Armor (Natural or Artificial, Leaping Distance Attacks — p.80 modification for Hi-Techs) Levitation Damage Transfer Lightning Speed Darkforce Generation Healing Swimming Fire Generation Immortality (counts as two Powers, unless Teleportation (counts as two Powers) Energy Generation alien) Wall-Crawling Ice Generation Life Support Sound Generation Pheromones Matter Control Powers — p. 73 Corrosive Missile Recovery (any Resistance as a Bonus Ensnaring Missile Power) Air Control Projectile Missile Regeneration Earth Control Nullifier Missile Solar Regeneration Fire Control Slashing Missile Water Breathing (Swimming and/or Animal Water Control Stunning Missile Control as Bonus Powers) Blunt Edged Shooting Throwing Throwing Energy Force Grap- Grab- Escap- Charg- Dodging Evad- Blocking Catching Stun? Slam? Kill? Attacks Attacks Attacks Edged Blunt pling bing ing ing ing BA EA Sh TE TB En Fo Gp Gb Es Ch Do Ev Bl Ca St Sl Ki Endur- Endur- Endur- Endur- Fighting Fighting Agility Agility Agility Agility Agility Strength Strength Strength anceAgility Fighting Strength Agility ance ance ance

White Miss Miss Miss Miss Miss Miss Miss Miss Miss Miss Miss None Autohit -6 CS Autohit 1-10 Gr. Slam En. Loss Green Hit Hit Hit Hit Hit Hit Hit Miss Take Miss Hit -2 CS Evasion -4 CS Miss 1 1 area E/S Yellow Slam Stun Bullseye Stun Hit Bullseye Bullseye Partial Grab Escape Slam -4 CS +1 CS -2 CS Damage No Stagger No Red Stun Kill Kill Kill Stun Kill Stun Hold Break Reverse Stun -6 CS +2 CS +1 CS Catch No No No

0FePrTyGdExRmInAmMnUnXY Z 1000 3000 5000 B

Exce- Remark- Incre- Amaz- Monst- Unear- Shift Feeble Poor Typical Good llent able dible ing rous thly Shift Shift Shift Class Class Class Beyond

02461020304050751001502005001000 3000 5000 0 1-2 3-4 5-7 8-15 16-25 26-36 37-45 46-62 63-87 88-125 126-175 176-350 351+ 01 02-03 04-06 07-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-94 95-97 98-99 100