Welcome to the next step. The Marvel Super Heroes Advanced Set (also called MSHAS — if you can pronounce that) is the next step in the evolution of one of the most popular heroic RPGs of all time. While the Marvel Super Heroes Original Set (MSHOS -the yellow box) was a down-anddirty, cola-and-pretzels, dirt-simple introduction to role-playing, this product is different. This product assumes you know what you’re doing. Unlike the Original Set, this set starts with the basic assumption that you have played RPGs before, most likely the Original Set. (For those who have wandered into this book despite the big letters declaring that this is an Advanced set, don’t worry — we summarize the major points from the previous set as we go along, both for your benefit and players of the Original who don’t want to be flipping between two books.) You know what role-playing is. You’ve had characters that could web-spin up a storm, could wall-crawl with the best of them, and those that were the best at what they did (snikkt!). Now you’re ready for more than your standard going toe-to-toe with the Hulk. This set of two books (a 96-page Players’ Book and a 64-page Judge’s Book), along with additional cards, maps, and stand-ups is for you. Don’t let the size of this product, the amount of text included, put you off. Some is familiar ground, further explanations of FEAT rolls and abilities that have developed in the two years since the creation of MSHOS. Ideas that have worked their way in by a variety of support products, by a number of different hands, are brought together here, clarified, and codified. Most are new expansions on the rules of the game, retaining the basic mechanics of the game but breaking them out into a fuller campaign sense, Resources. Popularity. The new Contacts section, All of these are brand new, designed to add depth to your characters and campaigns. The nature of your own heroes is changed, as we fill in the gaps in the Universal Table, allowing for more rapid advancement, and concentrating on the hero that YOU want to create. New combat strategies are dealt with, along with the use of Powers in combat. But before I spin off into comic-book hyperbole, let me state: this is an expansion, not a revision. Certain game mechanics have been modified, but the game is designed to retain the flavor and basic rules of the original, and any adventure written previously for the Original Set should be equally at home with the Advanced Set, The only difference is the players have a lot more options available to them, The Original Set is neither reduced nor outdated by this product, and will remain as an introduction to Role-Playing, the starting point from which this only offers new frontiers and options. This new book provides a lot of options. New combat tactics, including blindsiding, shockwaves, and the ever-loving fastball special. New equipment, new weapons, and new vehicles, New ways for the characters to spend their money, New things to build. A lot of new Powers, and more information on the old ones, All in all, there is enough in here to give you, the players, a new lease on your super-heroic lives, and enough ideas to keep you, the Judge, hopping. Of course, the Judge’s Book contains a similar amount of information on how to handle the players. Fair is fair. As noted above, this book comes from the thoughts, comments, and input of a number of sources. Kim Eastland developed the magic system in the form which you see here and beyond, Jerry Epperson provided the basis for the section on building and invention. David E. Martin provided the ideas for Plant Control. The Turning Page and Polaris Comics gave us help with support materials, Chris Mortika supplied us with one of our favorite sections — and least-known super-heroes, Kate Novak, Roger Moore, Joe Karpierz, Dave Collins, Ed Sollers, Steve Winter, and Harold Johnson provided feedback in an incredibly short time. Margie Neville and Peter Sanderson of Marvel Comics Group provided review, comment, and official approval. Most of the Mighty Marvel bullpen fielded questions ranging from the mundane to the bizarre. Karen, Jeff, Dennis, Diesel, Colleen and Betty slaved away through the long hours to convert the original manuscript into a readable, presentable form, And most important of all, thanks to those who have sent comments and questions, wrote long epistles, and button-holed me at conventions, who offered support and ideas and started me thinking on this project in the first place. A special thanks to you. This is the result of your effort and input as much as mine, The MARVEL SUPER HEROES Role-Playing Game is a growing entity, a game that should continue to grow as long as people are interested in telling the tales of their favorite heroes. This is the next step in that growth. Jeff Grubb 10 March, 1986 Game design by Jeff Grubb Editing by Karen Martin Graphic design by Dennis Kauth Typography by Betty Elmore Cartography by Dave LaForce Cover art by Jeff Butler Interior art by Jeff Butler and the Marvel Bullpen Layout by Colleen O’Malley JUDGE’S BOOK TSR, Inc. PDF Version 1.0 ISBN 0-88038-368-2 PRODUCTS OF YOUR IMAGINATION 6871XXX1902 Table of Contents 1: What is a Judge?. 3 Judging Situations . 4 FEATs and Intensities` . 4 Judging Combat . 7 Judging and Healing . 10 Judging Power Stunts . 11 Fire and Ice . 12 Contacts and Resources . 13 Judging and Building Things . 14 Special Requirements . 14 Judging and Other Dimensions . 15 2: Campaigns. 17 The Marvel Universe—An Overview. 17 Running a Marvel Universe Campaign . 17 A Marvel Universe of Your Very Own . 17 Running Adventures . 17 Night of the Dreadnoughts . 18 Running the Bad Guys. 19 Villains and Karma. 20 Villains, Popularity, and Resources . 21 Random Events. 21 Final Summary for Judges . 22 3: Characters . 23 Heroes . 23 Villains. 42 Entities of Great Power . 54 Animals, Aliens, and Supporting Cast. 58 Character Sheet . 64 Index . inside back cover This book is protected under the copyright laws of the United States 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 Marvel Comics Group. Distributed to the book trade in the United States by Random 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 ©1986 TSR, Inc. All Rights Reserved. Printed in U.S.A. TSR, INC. POB 756 Lake Geneva WI 53147 1: WHAT IS A JUDGE? game can see. In the above example, the player may ask "Do I see any other robbers in the bank?" The Judge would respond, "None that you can see." Such literal answers have the dual purpose of creating the illusion of reality (the players are not omnipotent) and driving the players crazy (the players are not omnipotent). As a rule of thumb, if a player looks for exact details, changes position to gather more information, or asks more than three general questions, the Judge can rule that that character's action for that round is observing and go to the next round. Role-Play the NPCs: A non-player- character is any character not controlled by the players. This includes all the bad guys, as well as the innocent bystanders, the forces of the law, animals, and other heroes as well. In role-playing the NPCs, the Judge gets a chance to do a little play- Any role-playing game, adventure, or • Answer the player's questions and acting, so have fun. Use different voices store-bought module or accessory is only as clarify statements. and accents, try to sound like the character good as the Judge that uses it. The Judge • Role-play the various non-player you are portraying (be it Doctor Doom or is the key to the entire operation; without characters (NPCs) the player-characters the Irish Chief o' Police). Voice can transmit him (or her, for there are excellent judges of encounter. clues as well as anything else. both genders), the best RPG in the world • Handle game mechanics. Often the decisions of the NPCs are becomes no more than interesting reading. • Make rulings when called upon in game determined by die rolls, particularly in the situations. So, what is a Judge? A Judge is the case of Popularity FEATs. Work these results into your character. If a character stage-setter, the tale-teller, the mediator, Describe situations: The Judge is the eyes, has been Friendly to the players throughout and the narrator. The Judge fills in the ears, and other senses of the players. The the adventure, and suddenly gets a bad die background, describes what the player Judge tells the players what they see from roll, that character does not suddenly characters see, and operates the the viewpoint of the characters. If a hero become Hostile (in most circumstances).
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