TSR6850.Basic.Battle.Book.Pdf

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TSR6850.Basic.Battle.Book.Pdf From the producers of the DUNGEONS & DRAGONS® Game SUPER HERQ�� , M.� 8t'I<l 1 1Ml d!sIII'lC1Ne 1Ie";n liel.l"",. All Characters likenesses ther ot are The naMft 0 1 CMracters used , a", and do . e �' . .... rIO! ",la,to .n� ----------ad o .0 " 'f".;!1!• A ••S ' ----------person lIVIng or dead. AnV aeSCllpll<)llS,n· !':n 'em, ,,,':."',A ....J !ow-.n���,�v �"u� f,o m" b,• � .....I t."� ',�9 ',,',' ".!1�.!:�_,,,,,,,,A O ' ,nc. Cl""">gsim ' \arni8$ operS(ltlSiivingordeaaareme<el 1M 1984 ........ Comics TSR I ! y M arvel Comics Group. Cl C Qv �t M ""Doven 01' .,OUII I ... coincidemal OUNGEONS. DRAGONS.rod PRODUCTS o rio;l OINATION'· Group . adiYitlon oICader.ce Irldull ,j$$ Corporalloo . ....1 RlghlS OF Y QUR IMAGI NATION ara t'aaem o'kso! lSA . Inc: Printed In .•. Reserved. U.S Judge: Spider-Man and Caplain Marvel, Spider-Man: An alarm, from the fur store. Judge: A trUCk, with its motor running, is you're patrolling over the city when Let's check il out. backed up to the loading dock. A couple Spider-Man hears an alarm ringing be­ of tough-looking men are throwing furs in­ hind a fur store. to the back 01 the truck. They don't look fike delivery boys. Mike: We'lI check it out. Unda: Captain Marvel will disable the truck if Spidey can take oul the thugs. Mike: No problem. Thug: There's only two of 'em! Let's get Judge: Captain Marvel's force beam Spider-Man: Nighty.night, boys. LuCky for 'em! slices through the hood of the truck. but you there were only two of us. two of the thugs are drawing weapons and moving toward Spider-Man. Mike: I give them both a sock in the jaw. T"" _ oJ PI_Mod;;;;',rn;"CCIP'I'ogm ,_ 01 u.. u_ S't_ 01 ......... <1 My ,�_ or .,.IIe! UNulhotlHOd01 ..... 11 .. """'.., Of .nWOf\� _"-'-0$ ", ,11100.. , ,'" ,. "'... ....�I ... _01 TSR,lnc 111(1 .... _Comoa Gtoup o.s._lOu..booI< u_ ... ,,,,UMectSI.," Dy R...-_, Inc _ il>C...- Dy Ra"""",""'" oIC... .."..lId OO$"� 10 ''''lOy ."" � 11'_by '�cI4111Ou1O<' T", l'1li""" 01 Cha,tc1en usee! _ ..... " lor;I�_,"" (10.ny _"Ie<10 INI<SOf>Of ""'"IiI _ Iv!ydIHc:","_ IIIduchnr;I_'�_1O � ""'"IiIOf _ .'."*"I< coone"", n"" ....ttWI .... c....-K'.. ' 111(11M doslO'lClf'HI ���... I_eo! "'11_""'''' oi l'" 101. ...... ComoaG,_ "' ... HVEL SUPER HEROES 111(1 IoIARVH SUPER VilLAINS "'11� 01 ,he""""" Con\oes G_ Co!>Y<IjjIII'98-' MINe! Com""0<_ d_oon .• 01 C_. Indusu_ COf1)OIaloon ....Rognl" � Pf_ ...US .... G."",o...ogn 1M"TSA. Inc ....Rogn,s R--..d TSR. Inc. poe 756 6850XXXI919 lake Geneva. WI 53147 Welcome to the MARVEL SUPER HEROESTM Game, true believers! The book you're holding in your hands is the Battle percentile dice, and are used to roll numbers from 1 to Book, the first part of the MARVEL SUPER HEROES'" 1 00. Roll both dice; the number showing on the dark Game. die is the tens digit, and the number on the light die is the ones digit. For example, if you roll 5 on the dark die and 3 on the The MARVEL SUPER HEROES'" Game is a role­ light die, you've rolled 53. If you roll 7 on the dark die playing game. As a player, you pretend to be your favor­ and a on the light, you've rolled 70. But if the dark die is ite Marvet® Comics super hero, using his super powers a and the light die 7, the number is 07, or 7. A roll of a on 10 fight deadly foes like the Hobgoblin, Viper, and Doctor both dice is 100. Octopus. You can be the Thing, Captain America, or even me, your friendly, neighborhood Spider-Man. Use the crayon to fill in the numbers on the dice, and wipe off any excess wax with a tissue or cloth. This The MARVEL SUPER HEROES " Game is divided into ' makes the dice easier to read. three books: the Battle Book (you're reading it now), the Campaign Book, and the Adventure Book. Yo u also get a sheet of dazzling counters, a swell map with central New Yo rk City on one side and some building interiors on the other, and two funny-looking dice. This rule book (the Battle Book, remember?) describes super heroes and their powers, how they fight bad guys, and how to play the first adventure. The Campaign Book describes sec(et identities, vehicles, super-societies, even more about heroes, and lots of other stuff a cos­ tumed crimefighter needs to know. Read this book first Okay, all that preliminarystuff is out of the way, so fet's and play the introductory chapter of "The Day of the get this show on the road. We can now turn the page and Octopus," before reading the Campaign Book. ask the musicaf question... Before playing the game, one player has to read this rule book. Don't memorize the rules, just read them and get a general idea of what's going on. Then get a few friends, explain the basic ideas to them, K'7:'.. and start playing. You can learn the rules by playing. If somebody asks a question, look it up! If you're not sure how something works, just try it. It's easier to understand once you start playing and doing things. Some rules in this book are marked with my spider symbol. These rules are optional. Ignore the optional rules the first time you read the Battle Book, and play the in­ troductory chapter without them. Atter you're familiar with the game, read the op­ tional rules. You can play with some, all, or none of the optional rules; use the ones you like and ignore the others. Remember those funny­ looking dice? They have ten sides instead of six. /J(h" In the MARVEL SUPER HEROES" Game, they're called WHAT IS A HER A fot of people think of heroes as odd, powerful weirdos who hang Bround in funny costumes and throw punches at villains. Actually, we're just plain folks. Sure, OUf spe­ cial powers make us a little tougher than yOUf average Joe, but most of those powers are just normal abilities that have been tremendously improved. AGILITY is the ability to hit an opponent with a weapon Every hero, villain, and ordinary character in the Mar­ that is thrown or fired. It also measures the ability to vel!! Universe has seven abilities: Fighting, Agility, dodge a missile that somebody threw or fired at you. In Strength, Endurance, Reason, Intuition, and Psyche. fact, this ability covers everything that takes coordina­ Each ability describes how well that character can do tion: jumping from roof to roof, somersaulting over a something, like pick up heavy objects, dodge flying bul­ wall, catching a baseball. While I don't like to brag, lets and rocks, or beat up bad guys. These abilities are yours truly is a fine example of high Agility. I'm fast, nim­ described below. ble, and an ace shot with my trusty web-shooters. FIGHTING is the ability to punch, poke, jab, kick, trip, STRENGTH measures how much weight a hero can lift wallop, or whack someone, with bare hands or with a and how hard he can punch with bare hands. Someone weapon. Captain America is good at this sort of thing. with tremendous strength, like the Hulk or the Thing, Even though he doesn't have any super powers, he can toss around railroad cars and punch holes in battle­ fights so well that he holds his own against super­ ships. My own dear Aunt May, on the other hand, has powered foes. trouble opening the closet door. 2 ENDURANCE measures how far a hero can push him­ PSYCHE (si'-key) measures force of will. It also affects self, and how well he resists the effects of gas, poison, mental powers and magical spells. A few heroes have and stuff like that. Again, the Incredible Hulk is a good learned to harness their Psyche and use it to wield magi­ example of high Endurance; he can hold his breath for cal power. The most famous is Earth's Sorcerer hours, and he never gets tired. Supreme, Doctor Strange. Each of a hero's seven abilities has a rank, from Feeble (the lowest) to Unearthly (the highest). Ranks are described below. I'll explain the rank numbers later. Table 1: Rank Numbers and Descriptions Rank No. Description Feeble 2 Far below average human ability Poor 4 Below average human ability Typical 6 Average human ability Good 10 Above average human ability REASON equals brains, or raw smarts. It measures the Excellent 20 Olympic ability ability to think logically and use complicated equipment. Remarkable 30 Limit of natural human ability Reed Richards (Mr. Fantastic of the Fantastic Four) can Incredible 40 Enhanced human ability repair machines, invent new machines that warp grav­ Amazing 50 Highest rank possible for ity, open doors to other dimensions, and even figure out anything considered human alien technology. He gets a high score for his Reason Monstrous 75 Beyond the realm of ability. humanity Unearthly 100 The limit of human ability to describe and understand Class 1000 1000 Beyond human ability to comprehend Every hero in the game has an information card. The information card lists all seven of the hero's abilities and each ability's rank. You'll find my own handy-dandy information card on the character folder. Take a look and you'll see that each of my seven abilities has a rank.
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