Marvel Universe RPG Core Book PDF
Marvel Universe RPG Core Book PDF
Marvel Universe RPG Core Book PDF
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TABLE OF CONTENTS
INTRODUCTION 1 Flashback Panels 84 MARVEL ENTERTAINMENT
What Is a Roleplaying Game? 2 Vehicles in Game Play 84
Probability-Based Games vs. Land Vehicle Combat 84 CEO & GENERAL COUNSEL
Resource- Decision Games 2 Air-to-Air Combat 85 Allen Lipson
How Marvel Is Different from Other ARS Examples 85 CHIEF CREATIVE OFFICER
Roleplaying Games 2 Non-Combat: How Would Black Cat Avi Arad
Style of Play 3 Open a Safe? 85 PRESIDENT CEO, TOY BIZ
Example of Play 3 Combat: The X-Men vs. Alan Fine
Important Terms You'll Find in This Game 4 the Brotherhood of Evil Mutants 86 EVP OPERATIONS AND CIO
ROLEPLAYING SECTION 7 Gui Karyo
HOW YOU LEARN AND GAIN EXPERIENCE:
CHIEF FINANCIAL OFFICER
THE ADD-A-UNE SYSTEM 88
PLAYING MARVEL 7 Telling Your Story Through Ken West
Setting Up 7 Lines of Experience 88 EVP SALES, TOY BIZ
Playing Cycle 7 Ralph Lancelotti
Ending the Play Session 8 THE MARVEL UNIVERSE BRIEFINGS 89 VP HUMAN RESOURCES
Character Action Display 8 New York City and Surroundings 89 Mary Sprowls
Abilities 8 The Planet Earth 89
Actions 8 The Universe 90 PUBLISHING GROUP
Combat 9 Good and Evil in the Marvel Universe 91
Defense 9
PRESIDENT & COO PUBLISHING,
The Science of the Marvel Universe 91
Stones and Resolving Actions 9 CONSUMER PRODUCTS &
Politics and the Press
Character Action Display Example 10 in the Marvel Universe 92
NEW MEDIA
Allocating Stones Example 11 Society, Family and Friends 93 Bill Jemas
Difficulty and Resistance 12 Magic in the Marvel Universe 94 EDITOR IN CHIEF
Teaming Up to Do Actions 12 Gods and the Supernatural in Joe Quesada
Damage 12 the Marvel Universe 94 MANAGING EDITOR
Regeneration of Red Stones 13 David Bogart
Healing of White Stones 13 GAMESMASTER SECTION 96 DIRECTOR OF OPERATIONS
Natural Healing 13 Sangho Byun
Medical or Mutant/Magical Healing 14 THE ART OF GAMESMASTERING 96
Healing Factors
PRODUCTION DIRECTOR
14 Four Tools for Storytelling 96
Dan Carr
Winning and Losing in GM Time 97
ROLEPLAYING A SUPER HERO Encourage Roleplaying 97
MARKETING COMMUNICATIONS
CHARACTER 15 Keep Things Moving 97 MANAGER
Player Conflicts 98 Michael Doran
PLAYING AN EXISTING What to Do When Players Don't Show Up 98 MANUFACTURING PRODUCT
MARVEL SUPER HERO CHARACTER 15 What to Make Up...And When 98 SPECIALIST
Keeping Your NPCs Alive 99 Fred Pagan
SUPER HERO AND Consequences of Character Actions 99 MANUFACTURING MANAGER
SUPER VILLAIN PROFILES 16 A Few Final Words of Advice 99 Christine Slusarz
MANUFACTURING
CREATING YOUR OWN CHARACTER 37 CONSIDERATIONS FOR GAME PLAY 99
Saving Stones for Later 37 Getting Started: GamesMaster Set-Up
REPRESENTATIVE
99
Will My Character Be as Where Do You Put All Your NPCs? 100 Stefano Perrone, Jr.
Powerful as Thor? 37 Stone Use In Storytelling 100 EDITOR
Building Blue Lightning: A Sample How Do You Determine Mark D. Beazley
Starting Hero 38 Difficulty Levels and Resistance? 100 ART DIRECTOR
Character Generation Costs 38 Describing Difficulty and Resistance 101 Matty Ryan
Advantages and Disadvantages 39 Interpreting the Results 101 FRONT COVER DESIGN
Challenges 40 How to Use Specialties and Lines 101 Jeffery Suter
Abilities 41 Situational Modifiers 102 BOOK COMPOSITOR &
Actions 42 Situational Modifiers List 104 BACK COVER DESIGN
Normal Actions and Damage 105
Resolving Actions with Abilities 42 Jeof Vita
Putting It All Together: How to GM
Choosing Actions for Your Character 42 the Catching of a Falling Character 106
Specialties
ADVERTISING PROMOTION
43 Vehicles: When Players
Actions with Area Effects 43
RETAIL SALES
Get Behind the Wheel 106
List of Elements 43 EXECUTIVE VICE PRESIDENT/
Examples of Actions 68 CHARACTERS 107 CONSUMER PRODUCTS,
Magic 62 Character Creation 107 PROMOTIONS, AND MEDIA SALES
Examples of Modifiers 68 Challenges and Disadvantages Russell A. Brown
Changing Your Abilities, in Play 108 TRADE BOOK SALES MANAGER
Super Powers and Modifiers 72 Assisting Players with
Background and Origin 72
Jennifer Beemish
Character Origins 109
Wealth Rating Modifier 72 Setting Character Goals 109
ADVERTISING SALES
Team Affiliation 72 Balance Between Players/Characters 109 Sara Beth Schrager
Origin: How You Got Your Awarding Lines of Experience 110 FOR QUESTIONS AND COMMENTS ABOUTTHE
Super Power 73 MARVEL UNIVERSE ROLEPLAYING GAME,
Other Aspects of Your Character 73 ADVENTURES 110 VISIT MARVEL.COM/MURPG
Keeping Track of Supples (...or not) 73 Using Pre-Made Adventures 110
Equipment 73 Creating and Planning MARVEL UNIVERSE ROLEPLAYING GAME GUIDE Firs
Special Equipment 73 printing 2003. ISBN# 0-7851-1028-3. Published by MARVEL
Adventures of Your Own 110 COMICS, a division of MARVEL ENTERTAINMENT GROUP.
Weapons 74 Setting Mission and Issue INC. OFFICE OF PUBLICATION: 10 East 40th Street, New
Vehicles 74 Difficulty Levels 111 York, NY 10016. Copyright 2003 Marvel Characters, Inc
Powered Armor 74 Creating Non- Player Characters 112 All rights reserved. $24.99 per copy in the U.S. and $40.00 in
Examples of Basic Canada (GST #R1 27032852); Canadian Agreement
ACTION RESOLUTION SYSTEM (ARS) 79 Non-Player Characters 112 #40668537. AH characters featured in this publication and the
ARS in Action 79 Creating Maps and Locations 113 distinctive names and likenesses thereof, and all related indi
Resistance 79 cia are trademarks of Marvel Characters, Inc. No similarity
between any of the names, characters, persons, and/or insti
Difficulty and Resistance (D&R) Chart 80 THE PREMIER ISSUE: tutions in this publication with those of any living or dead
Escaping 82 We Live Here, Too! person or institution is intended, and any such similarity
Unopposed Attacks 82 A Marvel Roleplaying Game Adventure 114 which may exist is purely coincidental. Printed in the U.S. A
Knocking Out an Opponent 82 STAN LEE, Chairman Emeritus. For information regarding
Multiple Actions in a Panel 82 advertising in Marvel Comics or on Marvel.com, please con
APPENDIX A: WEAPONS 124 tact Russell Brown. Executive Vice President, Consumer
Actions that Combine Stones 82 APPENDIX B: VEHICLES 124 Products, Promotions and Media Sales at 212-576-8561 or
Undefined Actions 83 APPENDIX C: EQUIPMENT 125 [email protected]
Time, Distance and Comic Books 83
10 987654321
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INTRODUCTION
Have you ever wanted to be Spider-Man? To put on a costume, how to become a better Super Hero! You can play this game as
leave your everyday hassles behind, go out web-slinging any character in the Marvel Universe, or you can create your
around the city and do something really important for a owm new Super Heroes to roleplay. This guide also includes the
change? To be a hero instead of a regular person? To really introductory Adventure, We Live Here, Too! The adventure can
make a difference in the world? be played solo or with a group of players, using any
Of course you have. We all have. That's why Marvel combination of characters in the guide. Future adventures can
Comics are so popular. That's probably why you picked up this be created by you or your friendly neighborhood GamesMaster
book. Because, deep down inside, we've all thought about (or GM for short).
what it would be like to be a Super Hero. To pound our magic This book is designed to be read by both players and
walking stick into the ground and turn into a mighty Avenger GamesMasters, whether you have played a roleplaying game
like Thor. To pop razor-sharp claws out of our hands and do before or not. If you're planning on being a GM, you should
battle against impossible odds the way Wolverine does. We read the GamesMaster section, but if not you can skip it
relate to the Hulk, a normal guy who loses control when he (although the information it contains can help you become a
gets too angry and turns into a monster. And we share better player). Players should definitely not read the
Daredevil's frustration with the legal system, and applaud Adventure, We Live Here, Too!, which is in the GM section, as
when he goes out and fights for real justice in a way we wish that will lessen you r enjoyment of playing it.
we could. Finally, if you're new to roleplaying, you may be thinking
Now we can actually be those Super Heroes, just for a little to yourself, "Wow, there are a lot of rules here." You're right.
while, when we play the Marvel Universe Roleplaying Game. There are. After all, we're teaching you not only how to play a
We can be any Super Hero we want to be, and we can even game, but also how to recreate an entire comic book universe.
make up our own. How to engage in a virtually unlimited range of Actions. And,
We created this game because we wanted to play a role- if you're a Ga m es M a ster, how to create your own version of
playing game that let us really feel like Super Heroes. No this world, and then populate it with characters and villains,
rolling dice. No complicated equations. Just saying what wre sidekicks and friends, innocent bystanders and meddling
want to do, then going out and doing it. Just like our heroes do annoyances, buildings and laboratories and wondrous
in the comics. inventions that only exist inside the Marvel Universe or your
And you know what? It works. When we play Marvel, just own imagination.
for a little while, we get to forget school and jobs and However, Marvel is simpler than most other roleplaying
responsibilities and go out and save the world. games, and at only 128 pages our guide is shorter, too.
This book will explain everything you need to know to play 'Nuff said. Let's get on with it.
or GamesMaster this game how to roleplay, how to fight and
WHAT IS or fail. You roll the dice and if your number comes up, you win.
3 A ROLE PLAYING GAME? If it doesn't, you lose. This means that figuring out the
9 Long before there were computer games, there were percentages of success and failure are what the game is all
C
a roleplay'ing games. In that prehistoric time before computer about. Probability-based games get much of their excitement
a generated monsters and dungeons, before y'ou could tell a from the luck of the die roll. Since you never know how the
a
sophisticated program what you were doing and let it figure dice will land, you can never be certain whether you'll
2 out what happened, people used to have lots of fun sitting succeed or fail. Even an expert has a small chance of failure,
around a table and in groups and doing those things for and you'd be surprised how many times things can go wrong
themselves. And they still do. because of a bad die roll.
In a roleplaying game, each play'er pretends to be a Resource-decision games approach the problem of
character, describing what that character does, thinks and says. interaction differently. Instead of rolling tire dice, a resource-
Each play'er interacts with other play'ers, and all of them decision game has no luck in it at all. In this type of game, you
interact with the "world" around them. This world is run by' have a number of options to choose from, and you decide how
the GamesMaster according to the rules of the game. much effort to put into your choice. That effort is then
One of the biggest differences between roleplay'ing games compared to the effort of your opponents, or the effort required
(RPGs) and all other games is that in other games, there is a to succeed at whatever you're attempting.
distance between y'ou and the game, hi board games, you Here's a comparison using Spider-Man. Let's say Spidey
move a piece around the board. In games like chess and wanted to swing from one building to another using his webs.
backgammon, you move many pieces around a board. And in In a probability-based game, the player playing Spider-Man
games like poker or collectible card games, you gather cards would roll tire dice. If he rolled well, Spidey would succeed
and then compare them with other play'er's cards. But in and swing from one building to tire next. If he rolled badly,
roleplay'ing games, you create your own playing piece when Spidey would miss and fall to the ground. In a resource-
you create your own character. You are your character, and decision game, if the player playing Spider-Man spent enough
playing your character is what the game is all about. effort, Spider-Man would succeed. And if he didn't spend
The basic idea behind all roleplay'ing games is that a enough effort, Spider-Man would fail.
character can be represented by' a series of values or Many people like resource-decision games more than
numbers that reflect basic probability-based die-rolling games because they more closely
characteristics. ITow smart mirror real life. If you try' hard enough, y'ou succeed. And if you
Bfeia, / are you? How strong are don't try hard enough, you fail.
PgSfityy you? How fast can you run? In case you wondered, Marvel is a resource-decision game.
In RPGs, questions like these
Jmn are answered with a number. A HOW MARVEL
genius like Albert Einstein or IS DIFFERENT FROM OTHER
Leonardo da Vinci would have ROLEPLAYING GAMES
a high Intelligence number. There are many excellent roleplaying games on the market.
A heavyweight boxer or an They vary' in theme, system and complexity'. Most are
Olympic weightlifter would probability-based games w'ith lots of dice to roll. But if you like
have a very' high Strength Marvel Comics, we think you'll enjoy playing Marvel. We've
number. Taking this idea designed it to be as simple a sy'stem as possible so you can
one step further, every'thing spend more time playing your characters and less time getting
jplg that a character does could bogged down in the technicalities of the rules.
tSSjgrt also be described in these Compared to most other roleplay'ing games, Marvel is very
v numerical terms. A superstar straightforward. Many cither games require you to read
basketball player like Michael hundreds of pages of rules and consult dozens of charts and
Jordan would have a very high tables. Marvel has extracted what's fun about comic books and
number in basketball. Tiger Woods created an easy-to-leam, easy-to-play' system that lets you do
would have a very high number w'hat you want to do w'ithout a lot of complication. In fact, it is
in golf. A skilled brain surgeon so simple that you can even play' the game one-on-one, in a
UJ would have a high number in style we call "Braw'ling." (See "Style of Play" below'.)
Ip brain surgery'. This basic premise Like the comics that inspire it, tire factors Marvel takes into
is shared between nearly every' account are pretty' basic, too. This game is about comic book-
roleplaying game ever made, as style action, not phy'sics. We've simplified the' game mechanics
'L' well as most computer games. so the flavor is there without the headaches. After all, this is
comics, not The Lord of the Rings. Entire stories get told in 22
V
PROBABILITY GAMES pages, not thousands. We have tried to create a game where
rv-: . .
VS. RESOURCE-DECISION y'ou can play a scene involving energy' weapons without
v i GAMES spending hours debating the exact details of particle physics
How do all of these numbers interact with each and velocity'... one w'here Storm can create a mini-hurricane
other and the W'orld around them? Many' without players and GamesMaster debating the meteorological
games assign probabilities to these numbers, origin of each storm cloud.
and then use dice to see if the Actions succeed As we mentioned earlier, this is a resource-decision game.
There is no luck in Marvel. No dice to roll. Like in the comics, nothing more frustrating than a GamesMaster who runs a
your character makes choices. Sometimes they work out, and "Power and Responsibility" style game for a bunch of 2
sometimes they don't. But the results always follow from your "Clobberin' Time" players. At the same time, if players want 30
Actions. You'll never complain about a bad dice roll that kills "Power and Responsibility," then the GM has to give them
your character. If you die, it's usually your own fault for doing more than just an endless series of battles. C
n
something that got you killed. Of course, you're a Super Hero. We believe most players want to play a game that combines
Risk and danger come with the spandex. a little of both styles. The beauty of Marvel is that the system
o
2
In Marvel, everything you want to do is governed by the can handle both types of play, either separately or together.
ARS, or Action Resolution System. It's a very straightforward
system with very few variations or special rules. Any special Brawling
rules are written down right next to each Action on your Then, of course, there's "Brawling." It allows players to answer
Character Action Display (which we'll explain a few pages age-old questions: Who would win in a fight, the Thing or the
from now), so you don't have to remember lots of arcane Hulk? Spider-Man or Wolverine? Or any of the other hundreds
concepts or keep coming back to this guide. upon hundreds of similar, burning questions that have vexed
You can play any character you like from the whole Marvel Marvel fans throughout the years. While most other RPGs
Universe. (There are 42 in this guide, and rules to make any of require a GamesMaster to run the game, the unique nature of
the rest.) You can also create your own, all-new Super Hero Marvel means that two players can sit down with their
character, where you (with some help from the GamesMaster) characters and fight against each other without needing a
choose the character's super powers, determine how strong or GamesMaster. There are no special rules for brawling. It's just
smart he is, and decide what his Challenge will be. You write that wheri it comes to one-on-one fighting in this game, two
the storv of his life and play his character however you want. players can just go stone to stone without the need for a GM.
Open up the book to the list of Situational Modifiers on P. 104,
STYLE OF PLAY include any' that are relevant, and let your GamesMaster have
You can play Marvel in a variety of styles, based on what the night off. (One of our play testers even suggested
you're interested in. Most roleplaying games tend to fall gladiatorial "Build Your Own Brawler" Contests.)
somewhere between two styles of playT that we call "Clobberin'
Time" and "Power and Responsibility." And for one-on-one EXAMPLE OF PLAY
play, there's alway'S "Brawling," a style unique to this game. Before we start teaching you how to play' Marvel, let's peek in
on a game that's already in session. You might not understand
Power and Responsibility everything you're about to see, but that's to be expected. You'll
In tlie "Power and Responsibility" style of game, (named after get a taste of how the game works, and y'ou'll also gain a little
everybody's favorite angst-ridden teenager, Peter Parker, a.k.a. context for what y'ou're about to learn.
Spider-Man), players spend a great deal of time on things like Stephen is GamesMastering for Rich (Beast), Susan (Storm)
character development, morality, thoughts and goals. They and David (Wolverine). They' had been hurry'ing to the aid of
care what their characters do for a living. They care about the their fellow X-Men in Magneto's secret installation when the
other people in their lives, like girlfriends or boy'friends, aunts, floor below them slid away.
sidekicks and non-Super I lero friends. In "Power and GM: Oka i/, so here's where you stand. Storm, Wolverine and
Responsibility" sty'le games, the players may go entire sessions Beast, after the floor slid away, you fell about twenty feet and
without ever engaging in Combat. Not that there isn't plenty' of landed on the floor. Now that's 2 stones of falling damage
action and adventure. It's just that there's more to this sty'le of each, but Beast, your Acrobatics nullify that. And
play' than busting things up. Wolverine, your Agility saivs you 1 stone, so you only take
i stone, which youll heal back in 2 Pa)iels. Storm, you take
Clobberin Time 2 red stones, though, so you lose a white stone of health.
We call the other sty'le of play' "Clobberin' Time" in honor of Okay, so, you all seem to be in a room carved out of solid
that "smash-first-an d-ask-questions-1a ter" guy, Ben Grimm, granite. The ceiling, which is the bottom of the sliding floor,
a.k.a. the Thing. In "Clobberin' Time" games, players don't has slid back into place. It appears to be made of a shiny
spend much time on their characters' lifestyles. They' metal. At the bottom of the walls there are twenty tiny vents,
concentrate on action, and plenty of it. and a green gas is slowly beginning to stream out of them.
Together, the players and tire GamesMaster decide what What do you do?
style of game they want to play. There is Beast: 1 put 3 stones into General Knowledge combined with 3
stoties in Medical Healing. Whats the gas?
GM: You're pretty sure it's a potent neurotoxin. If you breathe
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enough of it, you'll start to twitch, then
become paralyzed, then die an
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amazingly painful death. Luckily for you, it's a very dense Beast: We got 5 Panels left before we start sucking gas. At 6 stones
2 gas, so it will take about 7 panels to rise to breathing level. per Panel, I can toss Wolverine and Storm on consecutive
9 Storm: We must reach the ceiling. 1 shall create a wind and fly to it. Pages and still have plenty of time to jump out, right, GM?
3 Beast: Uh, belter not, Storm. The wind zoill stir up the gas, and GM: It looks that way.
C we'll end up dying quicker. Beast: So, can we just do it, then, without playing it out?
a
Q: Storm: Then I shall blast a hole with my lightning bolt. GM: The rest of you okay with that? Good. Then let's get you
2 Beast: Urn, again, perhaps not. If there were to be a ricochet, it outta here, shall we? Your teammates are in big trouble. I
could be worse for all of us. Plus, CM, is the gas flammable? mean, your teammates might be in big trouble. Yeah, that's
CM: Highly. it. Might be in big trouble...
Wolv.: See that access panel up there? I'll bet if I could get there, I
could slice it open and expose what's inside. There'd be no IMPORTANT TERMS
chance of a ricochet. Beast, you feel up to a fastball special? YOULL FIND IN THIS GAME
Storm: And then I shall blast the hole with a lighting bolt. It should GamesMaster
either cause the floor to retract or open a hole through which The GamesMaster is the referee who represents the universe
we may escape. But if I cant fly, how do ice get out? with which the players interact. The GamesMaster
Beast: Well, 1 can jump that high. And I can throw Wolverine up (abbreviated as GM) applies the rules, determines the
there again. Storm, if I threw you high enough, could you outcomes of the Actions of both the players and the non-player
make a wind up there and then fly the rest of the way? characters, and interprets those outcomes to the players.
Wolv.: No need, I can catch her. In other words, the GM tells the story of what happens.
Storm: While I do not relish being tossed about like a piece of Often, the GamesMaster creates her own universe, using
baggage, I like the plan, materials and rules supplied in this guide and supplements.
CM: Okay, so you all ready? The GM also helps players create their own Super Hero
Beast: 1 put 5 stones of Strength into throwing Wolverine up to the characters, and awards Lines of Experience to players at the
ceiling. He only weighs 195, and the ceiling is, what, you Adventure's end.
said 20 feet? 5 stones should be plenty. Will Wolverine fall Player Character
this Page or next Page, because I want to catch him and keep A Super Hero character that is acted out by a player. When this
him from sucking in any gas when he lands? guide refers to a player doing something, we actually mean her
GM: Thai would be next Page. character. When we say, "You fly up into tire air," to the
Wolv.: And Ill put in 7 stones of Close Combat plus 4 from Agility person playing Rogue, we are obviously referring to her
and 1 from my adamantium claws. And don't forget theyre character, not to her.
armor penetratin', bub! Im gonna stick both hands straight l\lon-Player Character
into the ceiling and carve em around in a circle before I fall. Any character not played by a player but controlled by the
GM: I won't, Wolverine. So what about you. Storm? That gas is GamesMaster, including any enemies, friends, sidekicks,
still rising, and don't forget the rest of the team ions in bystanders or any other inhabitant of the Marvel Universe.
danger before you fell into the hole. Also referred to as NPCs.
Storm: I shall wait until just after Wolverine has fallen clear of the Panel
ceiling, and then I will hit the opening with a This is the standard unit of time that can pass in Marvel. As in
GM:
7-stone lightning bolt with double damage, of course.
Of course. Okay, so heres what happens. Beast, you pick
a comic book, a Panel can represent a varying length of time.
Usually, a player character will only do one or two Actions in
Wolverine up and throw him up towards the ceiling. You the course of a Panel. Each player's Panel is generally
lucre right, 5 stones was plenty to get the Camicklehead up considered to occur simultaneously with all of the other
there. Wolverine, that ceiling comes up pretty fast, and players' Panels. In some instances, a Panel may represent a
there's nowhere to hold on to, so you're gonna get one chance longer period of time for some players than others, meaning
at it. But with 12 stones of Armor Penetration, your claws those players may not have a Panel on every Page.
slice a deep circle into the ceiling panel. It separates from the Flashback Panel
roof and barely misses you as both fall. And finally, Storm, In a Flashback Panel a character recalls an important event that
your 7-stone lightning bolt flashes past Wolverine, you can relates to Iris current Actions. A Flashback Panel interrupts the
hear the sizzle of some of his hair, and it blasts into the floor normal playing cycle, and provides a character with I free
with a big explosion. It's hard to see, there's smoke up there, stone as a Situational Modifier. There is a limit of 1 Flashback
but it looks tike you blasted a hole through to the room above. Panel per Mission per character.
Beast: Remember, I'm gonna catch Wolverine, right? Page
GM: Like I said, next Page, which starts right about now. First of When each of the players has performed a single Panel of Action,
all, do your regeneration. Okay, so let's start with Beast. in order, then a Page has been completed and the players move
Beast: I'm putting the same 5 stones into catching Wolverine. Nah, on to the next Page, where they will again do their Panels in
better make it 6 stones, just in cast-. order. Not every player will have a Panel on every Page, because
Wall.: I'm falling. some Panels take longer (Iran others to resolve and one player
Storm: I'm watching him fall and saving my stones to regenerate as may still be resolving her Panel fr om the previous Page.
quickly as possible. Adventure
GM: Okay, Beast, yon catch Wolverine. You probably could have An Adventure is a general term for the story you are involved
saved a stone, but hey, xohat's a stone between friends? in when you play Marvel. Both Missions and Issues are types
Okay, Page is over. Do your regeneration. of Adventures; an Issue is made up of 3 Missions.
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PLAYING MARVEL sssV
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You are about to play a new form of roleplaying game. since the GM will be responsible for all of the NPCs, the rest of
the Universe and the rules. -
It has no dice. Comfort is important, since play sessions can run from a
It has no odds or percentages. couple of hours to a couple of days. (Aw, c'mon...you've never 'U
There are only two charts.
There is no board.
roleplayed all weekend long with only a few hours of sleep?
Don't worry'. ..you will!)
As for equipment, you'll need only the following:
1
When you play, you will be acting out the role of a Marvel A filled-in Character Action Display for each player.
Super Hero, hr order to do this, you will be given a Character A number of red and white stones, Or something similar,
Action Display, a formatted sheet on which you will record like pennies and nickels. Each player will need 3-5 white
your character's unique qualities. You will also need a number
of red and white stones. (Your stones can actually' be two sets
stones and 9-15 red stones, depending on Durability
Number. The GM will need around 25 white and 100 red
i
of markers of any kind, as long as they are different.) You will stones to play all of the Super Villains and other NPCs, as
place these stones on y'our CAD in your Energy Reserve. well as provide for the General Pool, so bring along any
During play, you will move some or all of these stones into extra stones you may have.
Action Boxes and/or your Defense Area on your CAD. After
your Actions are resolved, the stones y'ou used are removed PLAYING CYCLE
from your CAD, although they may be regenerated. Before the start of the game, the GamesMaster will ask all the
The rest of the world in which y'ou interact will be players what their current situation is. This is the time for
determined by your fellow players, and the GamesMaster. play'ers to tell the GM what their characters have been doing
Sometimes people will play this game with miniatures and between the last session and this one. Often, this is when
terrain, or by' using maps. Often play'ers will just picture the players will tell GMs how they allocated their Lines of
characters and surroundings in their heads. The GamesMaster Experience. (See Lines of Experience on P. 88 & 110 for details.)
will represent everyone else in the world, all things and all Once this is done, the GM will give the play'ers the Mission
events. The GamesMaster describes the world within: which Briefing. This may be an entirely' new' briefing or, if this is a
you play, based on materials in this guide. The GM determines continuation of an ongoing Issue or Adventure, a recap of the
the outcome of your Actions based on what you choose to do play'ers' situation.
and the number of stones involved in those Actions. Once play begins, each Page will follow the same cycle:
Whenever a player tells the GM what Action he or she is 1. The GamesMaster announces a new Page.
undertaking, that is called a Panel. Each turn of play, with 2. All players and NPCs regenerate the appropriate number
every player getting to go once, is called a Page. The entire of stones based upon their health, and place them into
game session is called a Mission, and three Missions usually' their Energy Reserve on the Character Action Display.
make up an Issue. Each Mission will come with a Mission 3. Players take turns describing the Actions they w'ant to do
Briefing that will outline some of the Objectives of the during their Panels, interspersed with die GM doing the
Adventure. There may' be other, hidden Objectives known only' same things for NPCs, as follows:
to the GamesMaster. 3A. The order in which players go is determined by the GM.
At the end of the Adventure, you will be rewarded for the This could be in order of the highest Agility, order of
objectives y'ou have achieved and tire quality of your play, and immediate danger or just the order in which people are
penalized for "bad roleplaying," that is, not staying within sitting. If there is a question as to who goes first, the
character. (For instance, if you play Wolverine like a cowardly character with the highest Agility Number does. Ties are
wimp, you probably won't be getting any' dessert!) considered to go at the same time, in that the results are
Depending on what you do or is done to you, your resolved simultaneously. Before any' play'ers go, however,
character may die. When this happens, y'ou are out of the game the GamesMaster first allocates (but doesn't reveal) all
and must get a new character before you can play again. stones to relevant (opposing) NPCs.
(Unless, in the due Marvel Comics tradition of characters like 3B. The first player describes her Action and puts the
Elektra, the GamesMaster can figure out a story that lets you appropriate number of stones onto the appropriate Action
come back from the dead.) Box. In some cases, a play'er may engage in more than one
Action in the same Panel.
SETTING UP 3C. That same player may' then take any or all of the stones out
Playing Marvel, like playing any' other RPG, is a very informal of her Actions and re-allocate them to her defense.
experience. Players will usually gather around a room, 3D. Then the next player describes his Actions until each
lounging on chairs or couches, ly'ing on the floor or sitting at a player has completed steps B and C.
table. The players will each need enough room in front of them 3E. Some character's Panels may' represent longer periods of
to set up their Character Action Displays on a flat surface. time than others, so it is possible that not every player will
The GM w'ill usually' set up facing the players with a small have a Panel on every Page. When this is the case, upon
screen separating them, so that the play'ers can't see behind the reaching the place in the order where that play'er would
screen. Tire GM usually needs more room than the players, normally do her Panel, the GM will simply' acknowledge
w
that she is still involved in the previous Panel, and move
2 on to the next player. V
4
3F. At any time during his Panel (but only once per Mission)
u a player can call for a Flashback Panel, which occurs
tf
u within Iris normal Panel. (See P. 84.)
>
4. The GM resolves each Action in turn by comparing the
number of stones of effort to tire number of stones of
m A
4
5 Resistance to the Action. Because Actions are resolved in /
LI order of Agility (where that matters), an earlier player's
c Actions may affect a later player's Actions. If you get
/
a knocked out or killed before you get a chance to do your
Numbers)
- Action Name
> Movement on sur-foces
- Sgjfitf or
r
regardless of (Fill in Action Name)
3 7 \ orientation Targets
1-
a
LL
STRENGTH
5
V
Energy Reserve
(Place red stones here)
I
7
1 per pcnej_
- Srones - Speed on
running row of D&R to JF
VA
if
- If defense overcome,
target is webbed!
-
r
Action Number
-For combat within a
few feet
|
i
G wrr
EMCFC-Y a maximum of 7S mph f
i
GC (Fill in Action Number -
# of 6 this number will change over time)
Health IZKZZ:
c
Stones
(Fill in
5 39V.
niTMfnjTY
Stones
(Fill in
12 J Byt* Scientific
aspects.
- Setup.shots - Add st ones for
weight carried
Numbers)
C DEFENSE
(Place
Defense Area
red defensive stones here) )
-3 Stones
(Free
r
space for MOOTERS
r<1ijOTgltftgLTg Action
Notes) Mutagenic _ Acrobatics: sc) Box Rules
Wea h DcgdBcgketl)
Prescience- May change stone allocation after enemy attack revealed.
S' (Fillin "Rules faj
Agility or Strength - Intelligence Sanws J
Heal-ng Factor: Heal 1 white stone / hour. Regenerate 3 red stones, 2 white StoneS/ponC t-
Bonus - cocs '<s. Cost to Invent Action Box" fron;
Ref I Tv- r;:r.-:g.- i- "J. >: Ac as 3 Red .\-1 -rn.'.s DC" a~tjck to yoor defense. - Movement Action - Maximum stones/day - description of ;
---
~ Subtract Action zr Intelligence * Acnan it Actions in Guide;
fxim M of - 03 t >nes DC"
dgmpje invention over time.
/
Web Shooters {*6]: fteouire fluid [ccntoir, ICO Stores reserve before rceina refdJ]. Fkad use - |
V
stones used in web shooting,'slinging If you get through defense, you succeed si vntbbmg your- oppeoerr. |.j
--
Extra Fluid: 26 canisters @ 100 sTcncsper ccmster.
Camera: (needs 3 panels to photograph self ir\ action.) __ _
- N
M odifiers
in "Rules for Modifier" from
(Fill
description of Modifiers in Guide) 5S J Character Profile Record
-
(shown much smaller than actual size)
-> CHARACTER PROFILE RECORD Character Profile
1
RETRIEVE PERSONAL DATA IKHGE LOADING... I Place a picture or sketch of your character here,
B or use this space for character notes J : I
\
Tbe_hiie_of_an irradiated__
spider gcanfed-hightsahooI
student.Peter Parker
incredibJe_acachnid-l ike
powers. When.aJjiingJar
kiiled Jhis belayed UncleBen.
\
a grief -stricken_Peter
jyaiedTo.use his amazing_
abilitiesjtCLprQT.ect his
feiJoiv man. HehadJeamed
an invaluable lesson:
With great _pcn!n_lhere .
I >" "N.
must also come great
responsibility!_
i
"
Character Lines of
Profile Experience
(Write character Bio (Record your Lines of Experience here.
and challenges here) We suggest grouping them by action)
iwft
An Example of Allocating Stones 33
into Actions and Defense During a Panel
O
-n
T3
5
<
CHARACTER NAME Cyclops Optic Blast CHARACTER NAME Cyclops Optic Blast
9 INTELLIGENCE
9
INTELLIGENCE tn
3 3 in
STRENGTH STRENGTH m
2 2 3
AGILITY ENERGY AGILITY ENERGY 5
2 2
SPEED SPEED
2
DURABILITY
ooo Close Combat
5
2
DURABILITY
ooo Close Combat
5
3 HEALTH 3 HEALTH
HEALTH HEALTH
3 3
ENERGY ENERGY
9 9
Step 1 DEFENSE Step 2 DEFENSE
1. Start of Panel. Cyclops has 9 red stones in his 2. Cyclops puts 4 red stones in his Optic Blast
Energy Reserve and 3 white stones of health. and 5 into his Close Combat.
CHARACTER NAME Cyclops Optic Blast CHARACTER NAME Cyclops Optic Blast
9 INTELLIGENCE
9
INTELLIGENCE
3 3
STRENGTH STRENGTH
2 2
AGILITY ENERGY AGILITY ENERGY
2 2
SPEED SPEED
2
DURABILITY
ooo Close Combat
5
2
DURABILITY
OOO Close Combat
5
3 HEALTH 3 HEALTH
HEALTH HEALTH
3 3
ENERGY ENERGY
9 9
Step 3 DEFENSE Step 4 DEFENSE
3. Cyclops shifts 2 red stones from his 4. Cyclops adds 1 red stone from the General
Close Combat into his Defense Area. Pool for his +1 Kevlar Defensive Modifier.
CHARACTER NAME Cyclops Optic Blast CHARACTER NAME Cyclops Optic Blast
9 INTELLIGENCE
9
INTELLIGENCE
3 3
STRENGTH STRENGTH
2 2
AGILITY ENERGY AGILITY ENERGY
2 2
SPEED SPEED
2 OOO Close Combat 2 OOO Close Combat
5
DURABILITY 5 DURABILITY
3 HEALTH 3 HEALTH
HEALTH HEALTH
3 3
ENERGY ENERGY
9 9
Step 5 DEFENSE Step 6 DEFENSE
I stones of energy.
Normally you can never have more red
mL stones in your Energy Reserve than would
be generated by your health (or Intelligence
V/ as per special rule) unless you have a specific power that
Y(, lets you do so. If for any reason you do have more
(for instance, if you touch a supernatural energy storage/
transfer device by accident), these extra stones will be lost at
a rate of 1 red stone per Panel until the extra stones are gone.
I lealers can also regenerate red stones for other characters.
Healing Factors
Some characters also have better than
normal healing factors, which means
. that they heal faster. A character with
I a Healing Factor (like Spider-Man)
can hea 1 1 of his white stones every
hour, while a character with an
-'SV
"tin \
:
/
VVA
f. : his white stones overt 2 Panels
0) BARON MORD
ACTIONS Vehicles: 5 ACTIONS Telepathy/Mesmerisrr
Close Combat: 3 Light Vehicles
Heavy Vehicles Mastery of Magic: 3 - Project Thoughts/lllusionE
Magical Travel: 9
(Strength Bonus or
Weapon Modifier)
Black Ops: 4
Hand-to-Hand
Smashing
-
Military Vehicles
Starship Ops
Technology: 5
(Intelligence Bonus]
Accumulate Energy
- Increase Action Modifier --
Teleportation
Astral Travel
Dimension Walking
(Intelligence Bonus) Sorcery: G
(Intelligence Bonus] Close Combat: 3
Interdimensional Navigatio
Social Skills: 3
Sabotage
Covert Operations
Infiltration
- Spy Culture
- US Defense
Pirate
Dept. Culture
Summoning: 4
(Intelligence Bonus]
Bands of Cyttorak: Binding
[Intelligence Bonus)
Martial Arts
- Fencing
- Lying
to a distant planet by a cosmic being known as the Stranger. by a visitor to the Ancient One's palace, Dr. Stephen Stran
Eventually he escaped and returned to Earth. He's aligned Even though Mordo used sorcery to prevent Strange from
himself with the Leader, Modok and Tyrannus. He has fought warning the Ancient One, he couldn't stop him from
the Hulk on many occasions, always resulting in defeat. becoming a fellow disciple. Mordo's rivalry with Strange
Blaming Banner for destroying his life and marriage, the escalated over the years, with Mordo defeated time after
Abomination poisoned Betty Ross, Banner's wife. The time. Dr. Strange eventually became Earth's Sorcerer
resulting fight with the Hulk ended with the Abomination's Supreme, a position that Mordo believes should be his.
capture by the military. Baron Mordo is one of the world's most powerful
Tire Abomination possesses strength, power and sorcerers. He can mesmerize and project his thoughts into
endurance comparable to the Incredible Hulk, though unlike any other mind on Earth. He can throw magical energy bo
Hulk he seems to have an upper limit to his power no He's able to create magical barriers effective against physic
matter how angry he gets. Also unlike the Hulk, he kept energy and magical attacks. He's mastered astral projectioi
his intelligence and can't revert to his human torm. And,
and can teleport himself to locations in this and other
while Blonsky was never as smart as Banner, he is vastly dimensions. He has also magically traveled through time.
smarter than the Hulk, which makes him a dangerous Mordo frequently uses dark magic. I le has often allied
opponent. Abomination's prime motivation is his hatred himself with powerful beings and demons like the Dread
for Banner, although he is also easily duped into working Dormammu in his bid for personal gain. Mordo's prime
for super villains. motivation is his lust for power, his egomania, and his hat
H 7
for his archenemy, Dr. Strange.
BLACK CAT
Hank McCoy Felicia Hardy
Height: 5'1T' Height: 5*10"
Weight: 400 lbs. Weight: 142 lbs. (ft*
Eye Color: Blue Eye Color: Green r
Hair Color: Black-Blue Hair Color: Platinum
Species: Mutant Species: Human
ABILITIES ABILITIES
Intelligence: 5 Intelligence: 3
Strength: 5 Strength: 3
Agility: 5 Agility: 3
Speed: 5 Speed: 3
Durability: 4 Durability: 3
BEAST @ <D
ACTIONS Technology: 6 ACTIONS Shadowing
(Intelligence Bonus) Safe Cracking
Close Combat: 6 Close Combat: 5 Acrobatics: 5
(intelligence Bonus or
General Knowledge: 6
(Intelligence Bonus) [Agility Bonus or (Agility Bonus)
Weapon Modifier) Weapon Modifier)
- Hand-to-Hand
- History Hunting/Tracking: 3
- X-Man Multi-Style
- Philosophy Martial Arts - Stalk
Ancient Cultures Ranged Combat: 2 - Spot/Set Traps
Ranged Combat: 4 - History of Art (Weapon Modifier) - Spot/Set Ambush
[Weapon Modifier] - Literature
Musicology
Thieving: 5 Social Skills: 3
Acrobatics: 6 (Agility Bonus) Streetwise
[Agility Bonus) Vehicle Operation: 5 - Hiding - Socialite
Healing, Medical: 7 - Light Vehicles Burglary Professional Criminal
Heavy vehicles - Lockpicking
Social Skills: 4 Military Equipment
- Academia
- Scientific Community
- Aircraft
Alien vessels
MODIFIERS Bad Luck: (3) -3 stones
from opponent's Action
- Language and Culture Wealth: (3) ' fails by 1 stone.
Etiquette Music/Keyboards: 5
Reflexive Dodge: (+5)
MODIFIERS Reflexive Dodge: [+2J
Mutant Mental Defense: (+1) EQUIPMENT
Team Affiliation: X-Men 2x natural healing rate Cable/grappling hook: (+1) free stone to Acrobatics
Wealth: (3)
DESCRIPTION
EQUIPMENT X-Man Communicator
Daughter of an infamous cat burglar, Felicia Hardy set out to
Reading glasses [farsighted)
continue the family business. Hardy's intense physical
Body Armor: Defense J+1]
training increased her strength, agility and durability to
Olympic levels. She studied martial arts, receiving black belts
DESCRIPTION in both karate and judo. And she mastered burglary skills like
Unlike most mutants, Henry McCoy's abilities have been with lockpicking and safecracking.
him from birth. His father was exposed to massive amounts of Black Cat fooled opponents into believing she caused
radiation during an accident, and Henry was born a mutant. them bad luck. In reality, she prepared the scenes of her
McCoy's superhuman agility, strength and speed helped him crimes so accidents would happen to those who came after
become a star football player, and he attracted the interest of her. She convinced Spider-Man of her ability, and they joined
Professor Charles Xavier, who invited Hank to become one of forces, fighting crime...and falling in love. He even revealed
the original X-Men. his secret identity to her. But when he found out that she had
McCoy is extremely intelligent. After completing his no super powers, he felt that fighting crime was too dangerous
doctoral studies at Prof. Xavier's school, he became a genetic for her. After a fight where she got hurt, he ended their
researcher at the Brand Corp. He developed a catalyzing partnership but not their relationship. Angry and hurt,
serum to activate latent mutations and tested it on himself. Felicia set out to gain super powers. She unknowingly went
Hank experienced radical physical changes: he grew blue fur, to work for the Kingpin, and in return his scientists activated
his ears became larger and pointed, and his canine teeth grew her latent genetic abilities, giving her the bad luck power she
into fangs. His already amazing physical abilities increased. previously pretended to have. After learning that her powers
He possesses superhuman strength, agility, speed and would bring bad luck to Spider-Man and kill him, she
durability. His recovery rate from an injury is about twice that planned to end their affair to save his life. But he broke up
of a normal human. He has the skills of a circus acrobat and with her first, because of her lack of morality and disdain for
gymnast, and can climb brick walls barehanded. To this day his life as Peter Parker.
Beast's mutation continues to alter his abilities. Black Cat is clever, independent and confident. She is
Beast is an X-Man and a renowned research scientist at the loyal to her friends and lovers, but also knows how to Lake
Xavier Institute. He's an expert in mutant genetics, biology care of herself. Even though she's been on the wrong side of
and biochemistry and a fervent believer in Xavier's dream. the law more than once, she knows the difference between
Although he has plenty of friends, he's also a lonely romantic right and wrong and does what's right when it really counts.
whose love life has been hampered by his beastly appearance.
BULLSEYE
* m
Fred J. Dukes
Height: 8'0"
Weight: 976 lbs.
Eye Color: Brown
Unrevealed
Height: BO"
Weight: 185 lbs.
Eye Color: Blue
/
'
Hair Color: Brown Hair Color: Blond
Species: Mutant Species: Human
ABILITIES
Intelligence: 3
ABILITIES
Intelligence: 4
I
Strength: S Strength: 3
Agility: 1 Agility: 3
Speed: *1 Speed: 3
Durability: 6 Durability: 4
BLOB >
ACTIONS Black Ops: 4 ACTIONS Vehicle Operation: 3
- Propaganda - Light Vehicles
Close Combat: 1
(Strength & Durability Bonus or
-
Surveillance
Bodyguard
Ranged Combat: 8
(Weapon Modifier]
- All firearms
- Heavy Vehicles
Military Equipment
Weapon Modifier only)
- Hand-to-Hand
Intimidation
- All throwing weapons
- Non-weapons as weapons
Black Ops: 3
- Assassination
Ranged Combat: 2 Social Skills: 4 - Propaganda
Close Combat: 4 - Blackmail
(Weapon Modifier) - Circus Culture (Agility Bonus or Weapon Modifier)
- May attack 1 target only - Freak Culture
- Professional Criminal
- Hand-to-Hand
- Streetfighting
Social Skills: 3
- Military Protocol
Circus Performance: 5
(Strength Bonus)|
- Underworld US Military Multi-Style
- Dirty Tricks
- Professional Criminal
- Underworld
- Strong
MODIFIERS
Freak
man
Toughness: (+4)
MODIFIERS
Wealth: (3)
Adamantium Skeleton
Targeting: (+5)
Reflexive Dodge: (+2)
Mutant - Nullifies Armor Penetration. Indestructable
- No 2x Damage from Firearms
Team Affiliation: or Projectiles EQUIPMENT Throwing stars: (+1)
The Brotherhood of Evil Mutants Immovability: Can't be moved Handgun: (+2)
Wealth: () until knocked out
EQUIPMENT DESCRIPTION
Cell-Phone
We don't know the name Bullseye was born with, but we do
DESCRIPTION know' he was bom with perfect aim. He can kill an enemy as
easily with a pencil or paperclip as with a knife or gun. As an
Fred Dukes worked as a circus perfonner until he met the X-Men, adult he joined tire military, giving up a promising career in
who told him that he was actually a superhuman mutant and baseball. Later he began a career as a costumed criminal and
invited him to join them. The Blob refused and instead decided freelance assassin. It was only a matter of time before he
to put his mutant powers to work as a criminal. After clashing crossed paths with Daredevil, and the two have been
with the X-Men, he had his memory of the incident erased by arch-enemies ever since.
Prof. X, only to have it restored later by Magneto. He has often Always unstable, Bullseye was eventually driven insane
been allied with Magneto and the Brotherhood of Evil Mutants, by a brain tumor. His murderous rampage was ended by
as well as other criminal mutant organizations and Unus the Daredevil, who delivered him to a hospital to have the tumor
Untouchable- For a time. Blob even worked as a US government removed. He later escaped from Riker's Island intent on
operative in the anti-mutant Freedom Force. Working alongside revenge not only against Daredevil, but against Elektra, the
his frequent companion in crime, Mystique, Blob took evil ninja who had taken his place as Kingpin's top assassin. After
pleasure in the chance to act as violently and sadistically as he killing Elektra with her own sai, Bullseye was pleased to learn
I wanted and get paid for it by Uncle Sam. she was once the girlfriend of Matt Murdoch, whom he
The Blob's obese body is amazingly durable, giving him thought to be close friends with Daredevil. Tire Kingpin,
I both superhuman strength and near-total invulnerability. however, refused to rehire Bullseye until he killed Daredevil.
I Projectiles like bazookas and rockets bounce off him; bullets During a subsequent fight with Daredevil, Bullseye fell and
I become imbedded in his flab. But his greatest power is his shattered his spine. But Bullseye didn't die. I le disappeared,
I ability to become virtually immovable. Once his feet are only to eventually reappear healed and whole, with a skeleton
I planted, few forces on Earth can uproot Blob! He can create a laced with indestructible Adamantium.
I mono-directional gravity field that makes him impossible to Bullseye is sociopathic and ruthless. Even when he is
I move as long as he remains in contact with the ground. working as a paid assassin for a wide variety of super
The Blob is arrogant, angry, untrusting and violent. villains, his motivations arc unpredictable. He will betray
I l le is motivated by greed, hatred of humanity and of other his employers when it suits him. The only predictable thing
I mutants. His desire to be accepted makes him prone to join about Bullseye is his hatred of Daredevil. The psycopathic
I other villains, though his personality invariablv distances
marksman has already killed two of Daredevil's former
him from them, and he is usually betrayed by those
lovers Elektra and Karen Page and will stop at nothing to
H
he trusts.
cause Daredevil pain.
TAR
CAPTAIN AMERICA CYCLOPS
Steven Rogers Scott Summers
Height: B'S" Height: 61"
Weight: 240 lbs. Weight: 181 lbs.
Eye Color: Blue
Hair Color: Blond
Species: Human
ABILITIES
Eye Color: Red
Hair Color: Brown
Species: Mutant
ABILITIES
-
JW
,v#*
T > 7\
Intelligence: 2 Intelligence: 3
Strength: 4 Strength: 2
Agility: 4 Agility: 2
, \ Speed: 3 Speed: 2
Durability: 4 Durability: 3
(3) O Technology: 4
ACTIONS Leadership: 5 ACTIONS (Intelligence Bonus]
Close Combat: 7 Ranged Combat: 7 it Optic Blast: 9
-- 2x
Vehicle Operation: 5
(Strength Bonus
or Weapon Modifier)
- American-style Boxing
(Weapon Modifier)
Shield Throwing
Acrobatics: 4
Ruby Visor (required)
Damage
Can't be improved
- Light Vehicles
- Motorcycles
-- Shield
Judo
Fighting
Vehicles: 3
Power out of control
without Ruby Visor
- Heavy Vehicles
- Aircraft
- Hand-to-Hand - Military Vehicles Close Combat: 5
- Alien Vessels
- Disarm/take down Social Skills: 4 (Agility Bonus or Weapon Leadership: 7
- Trains others Hand-to-Hand - Military Protocol Modifier) Social Skills: 4
- Martial Arts - Avengers Protocol - X-Man Multi-Style - Aviation Culture
- Advertising Ranged Combat: 2
(Weapon Modifier)
Academic Protocol
- Authority
MODIFIERS Team Affiliation: Avengers
-
Handguns
- Streetwise
Toughness: [+1} Wealth: (1) Energy Weapons
Reflexive Dodge: (+3) Targeting: (+2)
With thrown shield, only
MODIFIERS Wealth: (2)
Mental Defense: [+4J Mutant, Human appearance Mental Defense: t+1)
2x Natural Healing Rate Team Affiliation: X-Men
EQUIPMENT Unique, virtually indestructible alloy EQUIPMENT Ruby Sunglasses
of unknown composition, resists (as above)
Scale Mail/Kevlar fabric radiation, temperature extremes, Ruby Visor: Adjustable. Kevlar Armor: Defense (+1)
costume: Defense 1+1) and penetration- Can only be Without visor, must keep
eyes closed or power goes X-Man Communicator
Shield: (+B) to Close or damaged by tampering with its out of control
Ranged Combat or Defense. molecular bonding. Concave disk.
Armor Piercing. Can hit multiple 2.5 ft. diameter, weight: 12 lbs.
targets and return to thrower. DESCRIPTION
Scott Summers was the original member of the X-Men, arid
DESCRIPTION has been Prof. X's second-in-command for years. But outside
Steven Rogers was a frail, sickly boy when WWII broke out. the X-Men, Scott's personal life has been filled with turmoil.
Too weak to serve in the army, Rogers was offered an opportunity After his parents apparently died in a plane crash, Scott was
to take part in an experiment called Operation: Rebirth. He was separated from his brother Alex and placed in an orphanage.
injected with die Super-Soldier Serum and bombarded by "vita-rays." After a mission in space, Scott thought the love of his life,
Rogers emerged from the experiment with the ultimate human Jean Grey, had died. Grief-stricken, he temporarily left the
body just before the inventor of the process was murdered by a X-Men, but his love for Jean endured. And he was forced to
Nazi spy. Rogers underwent an intensive program of physical and send his son. Cable, into the future to survive a technovirus.
tactical training in hand-to-hand combat and military strategy. Through it all, Scott has proven to be a stable, reliable
Three months later, he wras given the red, white and blue costume leader and loyal teammate. Xavier is more than a mentor to
and shield of Captain America. Scott, and the X-Men more a family than a team. And even
Cap and his sidekick Bucky Barnes fought Nazis, Baron Zemo when he's taken leaves of absence from tire X-Men, Scott has
and the Red Skull. While trying to stop Zemo's bomb-loaded stayed true to Professor Xavier's dream. His powerful,
drones, Bucky was killed and Cap was thrown into icy Arctic concussive optic blast, X-Men combat training, battle tactics
waters. The Super-Soldier formula kept him in suspended and strategic skill make him a dangerous enemy, both alone
animation for decades until he was found by the Avengers. and with his team by his side.
A nearly invincible fighter, Captain America has merged Behind the cool, collected facade of a leader, Scott is all
martial arts, boxing, gymnastics and the use of his Shield into his too human. He's plagued by self-doubt, self-recrimination
own unique style of hand-to-hand combat. The Super-Soldier and a belief that he isn't doing enough for Iris team, Iris family
Serum has enhanced Iris body to the peak of human efficiency and his cause. His relationship with Wolverine is stormy,
and durability. But it is his indomitable will, unflinching loyalty complicated by Wolverine's love for Jean Grey and resistance
and deeply personal sense of what's right that makes Cap so to being ordered around. But his close personal relationship
dangerous. Whether as an Avenger or as tire solitary sentinel of with Professor Xavier, the faith and love of his wife Jean Grey,
liberty, Cap will fight for his version of the American Dream in and the respect of team co-leader Storm are usually enough
whatever way he sees fit. to restore his faith in himself.
T
\ _
I !!
2% A
Matt Murdock Victor Von Doom
Height: 60 Height: 6'2"
Weight: 200 lbs. Weight: 225 lbs.
Eye Color: Blue Eye Color: Brown
ABILITIES ABILITIES/PA*
Intelligence: 4 Intelligence/S.I.: 8/5 h .-TV"
2/5 D
Strength:
Agility:
Speed:
3
4
3
Strength:
Agility:
Speed:
2/2 I
2/4 I
_ =
Durability: 3 3/4 I :
7 Durability:
EHlGg?- m
iPAREDE\JJL (D (D @
ACTIONS Concentration: 7 ACTIONS Leadership: 5
[Intelligence Bonus) Social Skills: 5
Close Combat: 5 Close Combat: 4 - Regal Protocol
[Agility Bonus or Weapon Legal Skill: 4 Strength Bonus or
Modifier) (Intelligence Bonus) Weapon Modifier) Ambassadorial Protocol
- Authority
- Hand-to-Hand Acrobatics: 4 Powered Armor Combat - Arrogance
- Boxing (Agility Bonus S. Billy Club Hand-to-Hand - Intimidation
- Fencing
- Wrestling Modifier) PA Force Field: 3
- Martial Arts Multi-Style Ranged Combat: G
Social Skills: 3 - Powered Armor Combat PA Flight: 4
- Billy Club
- Academia Mastery of Magic: 5 PA Doom Bolts: 5
Ranged Combat: 4 - Pro-Boxing Culture Technology/ Invention: 7 - Range 5
(Weapon Modifier) Law Enforcement (Intelligence Bonus) - 2x Damage
- Billy Club
r 1 V
X ;
Hair Color: Brown
Species: Human
with gray temples
Species: Human
_v ABILITIES ABILITIES
Intelligence: 7 Intelligence: 6
Strength: 1 Strength: 2
Agility: 1 Agility: 2
Speed: 1 Speed: 2
Durability: 2 Durability: 2
tie l (D (i) Close Combat: 6
ACTIONS Ranged Combat: 1 ACTIONS (Intelligence Bonus]
(Weapon Modifier) Mastery of Magic: 4 - Martial Arts [many]
Tentacle Whip: 5 [Intelligence Bonus)
Technology: 6 Telepathy/Mesmerism: 4
(Tentacle Strength Bonus.
(Intelligence Bonus) - Accumulate Energy
- Increase ActionModifier
(Intelligence Bonus)
see Equipment) - Mental Bolts
- Movement up to speed 3 Inventing: 3
(Intelligence Bonus)
Sorcery: 8
(Intelligence Bonus)
- Project
Illusions
Thoughts and
- Extend height up to 20'
off the ground
- Manipulate
-
objects at 20'
Create 50 mph wind blast
Social Skills: 2
- Scientific Community
- Criminal Mastermind
Summoning: 7
(Intelligence Bonus)
- Bands of Cyttorak. Binding
Magical Travel: 9
Teleportation
Astral Travel
v
"
'
Elektra IMatchios Remy LeBeau
'
/
Height: 59" Height: B'T'
Weight: 130 lbs. Weight: 175 lbs. '
LV
\ Eye Color: Red '
Eye Color: Blue-Black
Hair Color: Black Hair Color: Brown Wkk
s Species: Human Species: Mutant
ABILITIES ABILITIES
Intelligence: 4 Intelligence: 3
Strength: 3 Strength: 2
Agility: 3 Agility: 3
Speed: 3 Speed: 2
Durability: 3 Durability: 3
ELEKTRA (D (D GAMBIT
ACTIOIMS Black Ops: 4 ACTIOIMS Gambling: G
- Assassination (Intelligence Bonus)
Ninja: 7 - Covert Operations Charge Objects: G (Agility Bonus if cheating)
(Agility Bonus and Weapon - Escape (Agility Bonus and Weapon Poker
Modifier or 2 Weapon Modifiers) Pursuit Modifier of object) - Blackjack
- Ninjitsu - 2x Damage Bourre
- Assassination
Social Skills: 5
Cultural/Diplomatic Close Combat: 5 Hearts/Spades
- Hiding (Agility Bonus or Weapon Modifier) - Oice
- Moving Silently
- Far Eastern Cultures/
- X-Man Multi-Style - Spot Cheating
- Weaponry Languages
- Secret Societies - Thieves Guild Style Social Skills: 7
- Silent Killing - Quarterstaff
- Socialite - Streetwise
Acrobatics: 6 - Underworld - Streetfighting Thieves Guild Protocol
(Agility Bonus) - Dirty Tricks - Assassins Guild Protocol
Thieving: G - Persuasion. Charm
MODIFIERS Reflexive Dodge: (+3) (Agility Bonus) - Seduction
Wealth: (1) - Pickpocketing - Professional Criminal
- Lockpicking Cajun Culture
Con Artist
EQUIPMENT - Safecracking
VSl:
M
IMorman Osborn
Height: 51T'
Weight: 185 lbs.
Jean Grey
Height: 58"
Weight: 143 lbs.
I 6
1/ MM
Eye Color: Blue
Hair Color: Red-Brown
Species: Mutagenic
ABILITIES
Intelligence: 7
Eye Color: Green
Hair Color: Red
Species: Mutant
ABILITIES
Intelligence: 5
.M
<0
m r
Strength: 5 Strength: 2
1 Agility: 4 Agility: 3 m 5
; Speed:
Durability:
3
4
Speed:
Durability:
2
2
vM 1
@ (D <S>(i] L_M
threw her off a bridge. Even his own son Peter's best friend,
Harry was poisoned by the Goblin legacy. Years after
may be her biggest problem. While faithful to her devoted,
yet emotionally detached, husband Cyclops, she is also drawn
Spider-Man saw him die, Osborn has returned to cast a to the animal intensity and passion other friend and fellow
shadow of evil over his hated foe. X-Man, Wolverine.
\
Bruce Banner
Banner/Hulk
Height; 5 9"/7 0"
Johnny Storm
Height: 5'10"
gr -
s'
Weight; 128 lbs./1,040 lbs.
Weight: 170 lbs.
Eye Color: Brown/Green
Hair Color; Brown /Green
Species: Mutagenic
Eye Color: Blue
Hair Color: Blond
Species: Mutagenic
1 I It
*
&
ABILITIES
Intelligence:
Strength: 1/10*
Agility: 1/1
7/1
ABILITIES
Intelligence:
Strength:
3
2
2
JJAPI
J
A
L'
V
r'JF
l j'Sj
I
Speed: 1/4
Agility:
Speed: 2 r
f s
M'
Durability: 1/7 Durability: 3
# Huiyihni ajs- H
*.
Toughness (+8), Nuifies Armor more angry he gets. Strength flame Social Skills: 3
Fenetration, No 2x Damage increases 1 stone per three panels - Force Blast [2x Damage] - Youth Culture
Accelerated Healing Factor to a maxintirn of 18, decrease is all - Accumulate Energy (Nova - Car Culture
at once when he stops rampagng. Blast) - Celebrity
EQUIPMENT MODIFIERS Team Affiliation:
Fantastic Four
None Toughness: [+3}
when flame on Wealth: (1)
DESCRIPTION EQUIPMENT
Robert Bruce Banner, a genius in nuclear physics, was Flame-Resistant Unstable Molecule suit: Defense (+1)
Communicator
overseeing the test of an experimental gamma bomb at a
nuclear research facility in New Mexico. Moments before DESCRIPTION
the test was to go off. Banner noticed a foolish teenager on Johnny Storm went to California to visit his sister, Susan, and
tire test site. Banner saved Rick Jones but was caught by the her fiance, aeronautical engineer, Reed Richards. Richards had
full blast of gamma radiation. He wasn't killed, but was designed a starship that could travel to other solar systems
instead transformed into a green-skinned monster, the through hyperspace. When Richards decided to make a test
incredible Hulk. flight with his friend Benjamin Grimm acting as pilot. Sue
The release of adrenaline when Banner becomes intensely and Johnny insisted on going along as well. Tire starship
excited is all it takes to give rise to the Hulk. The Hulk encountered unexpectedly intense radiation, which
possesses superhuman strength, which increases the angrier overwhelmed the strips shielding and exposed the occupants
he becomes. He can leap great distances and can cover 3 miles to intense cosmic rays. They survived a crash landing, only to
in a single bound. The Hulk's body also possesses a high discover that cosmic rays had mutagenically altered each of
degree of resistance to disease, injury, and pain. However, their bodies.
he's not indestructible, nor could he survive a near-hit from a In Johnny's case, he now had the mental ability to control
nuclear warhead. He's usually subdued, not by physical force,
I but by powerful knockout gases. --- ambient heat energy. He could cover his entire body, or any
part of it, in flame without doing airy damage to himself. In
Banner's transformations into the Hulk have changed Iris flaming state, he can fly and expel bolts of fire in varying
I throughout the years. He's been both green-skinned and degrees of intensity, up to a supercharged nova blast. This
I gray-skinned. During various periods, he's even been able to flame is fed by oxygen, however, so he can't "Flame On"
I control his transformation or to retain some of Banner's
_
unless oxygen is present.
I intelligence while in Hulk form. During one of those periods, A former race car driver, designer and mechanic, Johnny
I he helped form the Avengers. But for most of the time since Storm is usually impetuous and often immature (although as
I the accident, the intelligent Banner has been at odds with the he's gotten older, Ire's shown signs of a more serious nature).
I brutish Hulk for control of their body. In Hulk form, Banner's He and fellow teammate Ben Grinrm, the Thing, often act
I consciousness is buried, and he has very little influence over more like quarrelsome brothers than teammates. Johnny is
I the Hulk's behavior. Usually the Hulk possesses little of also one of the most eligible celebrity Super Heroes, and he
I Banners memory and is easily enraged. The Hulk has the plays the role extremely well. He's had relationships with a
| relative intelligence of a child, but with a cunning that aids
_
variety of aliens, artists and other super heroes, though none
9_
him in battle. of them have lasted very long.
T
s- 5-flQ /A
. Sue Richards Tony Stark
, -"'V - Tl. '41 Height: 56" Stark /Iran Man
Weight: 120 lbs. Height: 61"
\ i
Eye Color: Blue Weight: 225 lbs. r
Hair Color: Blonde
Eye Color: Blue
Hair Color: Black
Species: Mutagenic Species: Human y
W* i2 V
j ABILITIES I! ABILITIES
r
'
j Intelligence: 3 its Intelligence/S. I.: 7 '7
Strength: 1 Strength: 1/9
*
* ,
Agility: 2
Speed: 2
Agility: 1/2
Speed: 1/2 <3
3 M
Durability: 3 Durability: 2/5 Sift f 4
(D dXEkii cf)|H
ACTIONS Invisibility: 6 ACTIOIMS Repulsor Ray: 5
Close Combat: 4 Force Field: G Close Combat: 2/3 (two of these]
[Agility Bonus or Weapon Flying: 3 (Strength Bonus or - Range 3
Modifier] Actress: 4 Weapon Modifier] Can stun rather than wound
-Self-Defense
- Pulse Beam/Bolts: 7
-
-
Trained by Thing. She-Hulk
Use of powers while fighting
Leadership: 4
Social Skills: 4
- Powered Armor Combat
Ranged Combat: 2 6Range
- 2x Damage
Ranged Combat: 1
(Weapon Modifier]
Celebrity
- Diplomacy
(Weapon Modifier]
- Powered Armor Combat PA Flight: 7
PA Energy Absorption/
- Etiquette - Beam Weapons
-Hand Guns
Parenting
Uni-Beam: Energy Beam: 7 Reflection: 4
-
2x
Damage. Range 5 Technology/Inventing: 7
Create Illusion (Intelligence Bonus]
MODIFIERS - Tractor Beam Business/Social Skills: 8
Team Affiliation: Fantastic Four Wealth: (3) [Telekinesis]
Communications/Sensors/
Searchlight [S.l. functions]
[Intelligence Bonus]
u
m m
K A2A,
p*m
>1 Unrevealed
Height: G'3"
Weight: 230 lbs.
Eye Color: Brown
Wilson Fisk
Height: 6'7-
Weight: 450 lbs
Eye Color: Blue
r k X
A
Hair Color: Brown Hair Color: Bald
Species: Human Species: Human A
F
ABILITIES/PA* ABILITIES 7.
Intelligence/S. I: 6/7 Intelligence: 7
ssvLl
71. c Strength:
Agility:
3/7
3/3
Strength:
Agility:
3
2
- 7' Speed: 2/4 Speed: 2
Durability: 3/4 Durability: 4
(D @ ,1
ACTIOIMS Social Skills: 3 ACTIONS Business Skills: 6
Close Combat: 6/2 - Politics (Intelligence Bonus)
Close Combat: 7
(Strength Bonus or Weapon - Regal Protocol
[Durability Bonus or Weapon Leadership: 6
Modifier) - Conqueror
Modifier) Social Skills: 7
- Powered Armor Combat PA Flight: 7 - Sumo - Socialite
Ranged Combat: 5/E PA Gravity Nullification: 5 - Hand-to-Hand - Professional Criminal
(like Telekinesis) - Wrestling - Politics
(Weapon Modifier)
- PoweredArmor Combat
Technology/Vehicle
PA Energy Blaster: 4
- Area Effect
- Martial Arts
Ranged Combat: 2
Underworld
- Gang Lifestyle
Operation: 9 PA Energy Beam: 6 (Weapon Modifier] - Etiquette
- 2x Damage - Handguns - Streetwise
(Intelligence Bonus)
General Knowledge: 4 - Custom Weaponry
(Intelligence Bonus)
Knowledge of the future MODIFIERS
Wealth: (8)
Toughness: (+1J
; II (i)
ACTIONS General Knowledge: 5
(Intelligence Bonus)
ACTIONS Flight: 8
(via magnetic forces]
Close Combat: G
(Strength Bonus or Weapon Knowledge of Black Magic
- Knowledge of Curses
Mastery of Magnetism: 9
- Immune to effects of Telepathy: 1
Modifier]
- Sword Fighting
- Hand-to-Hand
-
Arcane Lore
Ancient Artifacts
Telepathy/Mesmerism: 7
Magnetism.
Can Manipulate Magnetic
Forces and objects as if
using Telekinesis
Genetic Engineering: 7
(Intelligence Sonus)
Technology: 7
- Dirty
Tricks (Intelligence Bonus)
Ranged Combat: 6 - Telepathic Communication - Accumulate energies Leadership: 5
- Create Links with others over time.
(Weapon Modifier)
Force Blast: 7
- Any Element
Illusions
- Project Thoughts/
Control Others
- "Can substitute Mastery
for Strength
Close Combat: 5
Social Skills: 5
- Revolutionary
Royalty
&
i /
Speed: 2 Speed: 2
Durability: 3 Durability: 3
1'! V
(D CD (D
ACTIONS General Knowledge: 8 ACTIONS Black Ops: 6
(Intelligence Bonus] - Covert Operations
Close Combat: 3
(Agility Bonus or Weapon
Modifier)
Most Scientific Areas
- Alien Science
Shape Shifting: 8
Ranged Combat: 5
(Weapon Modifier)
- Surveillance
- Infiltration
- Terrorism
- Hand-to-Hand Inventing: 8 - Handguns - Identity Theft
Combat using Stretching (Intelligence Bonus]
Technology: 8
Rifles
- Assault Weapons
- Counterintelligence
Actress: 4
- Trained by Tinny - Machine Guns
Ranged Combat: 1 (Intelligence Bonus]
- Sniper's Rifle Technology: 3
Leadership: 4 (Intelligence Bonus]
(Weapon Modifier) Close Combat: 4
Social Skills: 3 Social Skills: B
-
(Agility Bonus or Weapon
Exotic Weapons and Rays
Stretching: 8 Academia Modifier) -- Professional Criminal
Scientific Community Multi-Style
- U.S. Military Training
Underworld
- Military Protocol
- Streetwise
MODIFIERS
Toughness: (+3)
Team Affiliation: Fantastic Four
Wealth: (3)
Mutagenic, human appearance
- Brotherhood Training
- CIA Training
Leadership: G
Hacker
Political Culture
Reflexive Dodge: (+3)
MODIFIERS Team Affiliation:
EQUIPMENT Pogo Plane Mutant, human appearance Brotherhood of Evil Mutants
Costume of Unstable Advanced Lab possible. Hair black as Raven. Wealth: (2)
Molecules: Defense (+1J Communicator Skin blue as Mystique.
Fantasticar
EQUIPMENT Automatic pistol: (+4)
(custom]
Communicator
DESCRIPTION
Reed Richards is perhaps the greatest scientific mind in
DESCRIPTION
history. While testing his experimental starship, Reed, his
fiancee Susan Storm, her brother Johnny and pilot and friend For most of her shadowy life, Mystique has waged a
Ben Grimm were bombarded with cosmic rays, resulting in one-woman war against humanity. As Raven Darkholme, she
mutagenic changes. Realizing that each of them now had infiltrated the U.S. government at its highest levels, operating
super powers, Reed convinced them to use their powers for undercover to further her terrorist agenda. She formed the
the good of humanity. Since that day, the world-famous second Brotherhood of Evil Mutants and attempted to
Fantastic Four have saved the Earth from numerous threats. assassinate anti-mutant Senator Kelly. When anti-mutant
They've fought Doctor Doom and saved the world from sentiment reached a fever pitch, she renamed her team
Galactus. They made Earth's first contact with the Skrulls and "Freedom Force" and went to work for the government,
tire Kree. They discovered the parallel dimension called the sealing the deal by bringing Magneto to justice. Recently, she
Negative Zone, and unearthed the hidden civilization of the tried to wipe out Homo sapiens by releasing a new strain of a
Inhumans on the Blue Area of the Moon. lethal mutant plague that targeted humans.
Reed took the name Mr. Fantastic because of his ability to Mystique can psionically shift the atoms and molecules of
stretch himself into any shape to any distance up to 1,600 feet. her body and clothing to mimic the appearance of any human
He can thin his body into a parachute. He can dodge most or humanoid of either sex. Her control is so precise that she
attacks or absorb the impact of any type of projectile and can exactly duplicate a person's retina, finger, palm and
bounce it back like a trampoline. He can make himself skin-pore patterns and even vocal cords to match voiceprints.
virtually impervious to laceration or punctures. However, she can't diminish or increase her mass, and she
Mr. Fantastic would rather adventure or bury himself in can't duplicate the powers of a person she imitates.
his lab than worry about mundane things such as paying bills Mystique is motivated entirely by her hatred for humanity.
or paying attention to his wife Sue and their children, Franklin Iri her pursuit of that goal, she will lie, kill, betray her
and Valeria. Reed spent most of his inheritance on his first teammates and make alliances with the enemy, whether it be
spacecraft and uses the money he gets from his patents to the X-Men or the government. The only loyalty she ever
finance his inventing and experimentation. But his intellectual exhibited was to her closest friend, the now-deceased, blind
arrogance has been tempered by an awareness of the mistakes mutant seer Destiny, and to Rogue, whom she took care of
K he's made, and he now tries hard to be a good husband, until Rogue joined the X-Men.
2 H father and team leader.
.G."
1
PUNISHER QUICKSILVER
Frank Castle Pietro Maximoff
Height: G'T Height: 60"
Weight: 200 lbs. Weight: 175 lbs.
Eye Color: Blue Eye Color: Blue
Hair Color: Black Hair Color: Silver
r Species: Human Species: Mutant
ABILITIES ABILITIES
Intelligence: 3 Intelligence: 4
Strength:
Agility:
3
3
Strength: 4
Agility: 5 ;;>
: Speed: 2 Speed: 10* o
. 3 Durability: 5
Durability: A
(5) A:\
ACTIONS Leadership: 4
ACTIONS
Close Combat: 7
(Agility Bonus or
Special Ops.: 6
LRP Recon
- SEAL
- UDT
Close Combat: 3
(Speed Bonus or
Social Skills: 4
Gypsy Culture
Group Cultures
Weapon Modifier) Weapon Modifier)
- Marine Training Vehicles: 6 - Criminal
- Light Vehicles - Avengers Training
- Government Ops Protocol
- Hand-to-Hand - Hand-to-Hand
- Knife Rghting
- Martial Arts
Heavy Vehicles
Military Vehicles - Using Speed in Combat
* Use Speed instead of Agility
Helicopters Ranged Combat: 1
-
Ranged Combat: 7 Military Aircraft to determine order of Actions.
(Weapon & Targeting (Weapon Modifier)
Watercraft Use Speed of 1 0 to create
Vehicles: 3
Modifiers)
-
-
-
Special Weapons
Knife-throwing
Small Arms
Social Skills: 4
- Police
-
Military Protocol
Procedures
Light Vehicles
- Avengers Quinjet
cyclone gusts up to 5 stones.
Run up walls or across
water at Speed 7 or more.
- Sniper Rifles - Underworld Culture
- AssaultWeapons
Weapons - Asian Languages/Culture MODIFIERS Team Affiliation: Avengers
- Heavy Mutant, Human appearance Wealth: (1)
Reflexive Dodge (+4)
MODIFIERS Team Affiliation: None
Reflexive Dodge: (+2) Wealth: [OJ gets what he EQUIPMENT
Targeting: (+2J needs from friends. ..and enemies
None
EQUIPMENT Fragmentation Grenades: (-<-2]
area effect DESCRIPTION
M16 .223 Auto Rifle: [+4]
[30 rds) Concussion Grenades: (+4) Raised by gypsies in Europe, Pietro Maximoff and his sister,
area effect vs. Durability, stun
Sterling Mk.G 9mm semi-auto Wanda, never knew their real parents. They lived on the run,
rifle: (+3) full auto conv. (34 rds)
Tear Gas Grenades: (+2) area
attack vs. Durability to disable alternately fleeing townspeople who hated gypsies or who
Browning Llama 9mm auto Kevlar Armor: Defense (+1)
pistol: (+3) [14 rds] hated mutants. The two were captured and about to be killed
Armored Combat Van
.45 caliber auto pistol: (+3)
com. to 9mm (14 rounds] Mines, bombs, and tools when they were rescued by Magneto. Pietro and his sister
(Note, he only uses 2 types of
.223 Derringer: (+2) [4 rds) ammo, 9mm and .223. He gets joined the Brotherhood of Evil Mutants out of a sense of
Gerber Mk II Combat Knife: (+2) 6 of each grenade per mission.) obligation...and fear. As members of tire Brotherhood, they
were renamed Quicksilver and the Scarlet Witch. They aided
DESCRIPTION Magneto in his battles against humanity and the X-Men. They
Captain Frank Castle (Castiglione) was a career U.S. Marine didn't yet know that he was their father, nor did he know that
who served five years in Vietnam. After mobsters killed his they were his children. When the Brotherhood broke up,
family during a picnic in Central Park, he went underground Quicksilver and the Scarlet Witch joined the Avengers.
to wage a one-man war on crime that continues to this day. Quicksilver has the power to think and move at
The Punisher is in peak physical condition and an expert superhuman speeds. His entire body is adapted for the
in all forms of firearms. Pie is a thoroughly seasoned combat rigors of high-speed running, including superhuman strength,
veteran with special combat training and exceptional skills. mostly in his lower body. I-Iis reaction time is about five times I
He's been awarded two Bronze Stars, two Silver Stars and faster than a normal human's and his brain processes
four Purple Hearts, and is well versed in tire arts of warfare information at an equally fast rate.
and hand-to-hand combat. Betrayed by his father into a life of crime, but equally
The Punisher is merciless, ruthless and thorough. He roots disturbed by humanity and their fear of mutants, Pietro has
out entire organizations and kills everyone involved, although never felt truly at home anywhere. The frustration of
he goes to extreme lengths to avoid hurting the innocent. The constantly waiting for the rest of the world to catch up is
Punisher has dedicated his entire existence to his war on overwhelming. He is elitist, arrogant and defensive. There is
crime, and he doesn't take any prisoners. He left fear behind often friction between him and his fellow teammates. His
long ago, and he's not afraid to take some damage. The marriage to the Avenger, Crystal, and live birth of their
Punisher is willing to make temporary alliances with other child, Luna, has caused him as much pain as it has joy. Other
super heroes when their goals are the same, but just because
than his relationship with Wanda which turned rocky when
they're on the same team, that doesn't mean he's willing to she married the Vision, an android there's been nothing in
play by their rules. Once tire Punisher has a target in his his life Quicksilver has been able to fully trust.
sights, it's unlikely they'll see the inside of a prison ceil.
V
I ROGUE
Unrevealed Victor Creed
SSHLiT
Height: 5'8" Height: BB"
Weight: 142 lbs. Weight: 275 lbs.
Eye Color: Green Eye Color: Amber
Hair Color: Brown
with white streaks Hair Color: Blond
Species: Mutant Species: Mutant
r it
ABILITIES ABILITIES
Intelligence:
Strength:
3
8
Intelligence: 3
Strength: 4
*
Agility: 5 Agility: 4
Speed: 5 Speed: 3
Durability: 4 Durability: 5
@ (D
ACTIONS Ranged Combat: 2 ACTIONS Vehicle Operation: 5
Steal Superpower
(Weapon Modifier] - Any type
Leadership: 4 Close Combat: 7 Black Ops: 5
Close Combat: 3 (Agility Bonus or
(Strength Bonus Dr
Social Skills: 4
- Streetwise
Weapon Modifier) - Covert Operations
- Assassination
Weapon Modifier) - Hand-to-Hand - Counterinsurgency
- X-Man Multi-Style
Flight: 5
- Blue Collar
- Professional Criminal
- Weapon X Training
- Military Training
Ranged Combat: 2
Infiltration
- Extraction
Social Skills: 5
(Weapon Modifier]
MODIFIERS Mutant, Human appearance
Hunting/Tracking: 6
- Military Protocol
Toughness: (+8) Nullifies Team Affiliation: X-Men - Stalking - Weapon
Professional Criminal
- X Protocol
Armor Penetration, No 2x
Damage from Firearms or
Wealth: (O)
Mental Defense: [+1)
- Outdoor Survival
- Spot/Set Ambush Underworld
- Streetwise
Projectiles - Spot/Set Traps
EQUIPMENT MODIFIERS Wealth: (3)
X-Man Communicator Mutant, can appear human Adamantium Skeleton,
Gloves, body covering to avoid accidental contact Team Affiliation: The Indestructible
Brotherhood of Evil Mutants Claws: (+2)
Accelerated Healing Reflexive Dodge: (+1)
DESCRIPTION Factor: Heal 1 white stone Animal Senses: (6)
When adolescent Rogue innocently kissed Cody Robbins, her per 2 Panels, Regenerate Enhanced Vision: (1),
head flooded with his stolen memories and she left him 3 red stones per 2 white Infrared
stones per Panel
unconscious. She knew she'd become a danger to her family
and friends, especially in a world that hated mutants. So she EQUIPMENT
ran away, eventually meeting Mystique, who adopted her as a None
daughter. But life with the Brotherhood of Evil Mutants didn't DESCRIPTION
bring her peace. After Rogue permanently absorbed Ms. Marvel's Sabretooth is the ultimate predator, driven by a psychotic
powers and psyche, her suffering became too much to bear. need to kill. What he didn't get from his father's brutal abuse,
She went to the one person who could help her: Charles Xavier. he learned as a special operative with the CIA and as a
To her surprise, Rogue found more than just help: she found a twisted pawn of the Weapon X project. His bloody career has
home, and a family, with the X-Men. included membership in the Brotherhood of Evil Mutants and
Rogue's mutant power causes her to absorb the memories Mr. Sinister's Marauders, with whom he helped slaughter the
and abilities of anyone she touches. If any part of Rogue's skin Morlocks. Through the years. Sabretooth has had plenty of
touches anyone else for one second, Rogue steals their powers opportunities to match claws with his mortal enemy (and
and memories for one minute. For as long as Rogue has their former CIA partner). Wolverine. As a professional assassin,
powers, her victims do not. Prolonged contact results in his talents are always needed somewhere in the world, and
permanent transfer. Rogue's strength, invulnerability and Victor Creed is a man who knows his own worth.
I flight came from such a contact with Carol Danvers, the With razor-sharp teeth and claws, and superhuman senses
I original Ms. Marvel. This is why Rogue always wears gloves. of sight, hearing, smell and taste, Sabretooth is designed for
From the outside, Rogue looks like she's got it all. the hunt...and the kill. Throw in an adamantium-laced
I Beautiful, powerful, invulnerable. On the inside, she's filled skeleton and an accelerated healing factor that lets him
I with pain and loneliness. She can never share the warmth of recover from wounds and fatigue at an astonishing rate and
I an embrace, never taste a lover's kiss. Merely to touch another you have an unstoppable killing machine.
I
I
I
is to steal that which they hold most dear. Despite this
handicap, Rogue has fallen in love with her fellow teammate
on the X-Men, Gambit a love they can never consummate.
Sabretooth is ruthless and vicious. When the bloodlust is
upon him, he is more animal than man. But there is another
side to Creed, l ie can be shrewd and calculating. Dressed in a
I Rogue is constantly under attack from the shredded psyches designer suit, you might mistake Victor Creed for a lawyer or
I of everyone she's ever touched which float around inside her a businessman. Until you looked into his eyes. He's impossible
I head, tormenting her. But somehow she keeps it all together, to intimidate. If he follows an order or accepts a job, it's
I so that when her teammates need her, there is no one- more because he chooses to. The only person who tells Sabretooth
M
loyal, nor more courageous, than Rogue. what to do is Sabretooth. You got a problem with that?
I
n w
Wanda Maximoff IMorrin Radd A -
'tim*
Species: Mutagenic
ABILITIES
Species: Mutant
ABILITIES
I l ] - Intelligence: 7 Intelligence: 4
Strength: 5 Strength: 2
iL Agility: 6 Agility: 2
-- -?;*- 5 2 '
m Speed: Speed:
I
Durability: 4 Durability: 3
rl
* @ (D Close Combat: 5
ACTIONS Technology: 6
(Intelligence Bonus)
ACTIONS (Agility Bonus or
Wall-Crawling: 5 Mastery of Weather: 7 Modifier]
Photography: 3
(Agility Bonus]
Ranged Combat: 4
(Intelligence or Agility Bonus]
Web-Slinging : 5
- Immunity to effects
Create/Manipulate Weather Ranged
X-Man Multi-Style
Combat: 5
(Web Shooter Modifier)
- Lightning 2x Damage (Weapon Modifier)
(Agility Bonus) - Accumulate Energy
- Knives
Close Combat: 2 Acrobatics: 6 Flight: 5
(Agility & Strength Bonus or (Agility Bonus) - Handguns
Weapon Modifier] Inventing: 1
Leadership: 6 - Rifles
- Hand-to-Hand Thieving: 4 Social Skills: 4
Martial Arts
(Intelligence Bonus)
Social Skills: 1
(Agility Bonus]
Lockpicking
Linguistics
African Cultures
-
- Scientific Community - Moving silently Streetsmart
MODIFIERS Healing Factor: Heal 1 white - Hiding Professional Criminal
stone per hour, Regenerate 3 red - Shadowing people Gardening: 3
Reflexive Dodge: (+3)
stones per 2 white per Panel. Team Affiliation: X-Men
Prescience: May change
Wealth: (-1)
MODIFIERS
stone allocation after enemy Wealth: (1)
Mutant, Human appearance
attack revealed Mental Defense: (+1)
Claustrophobia, extreme
EQUIPMENT Web Fluid: 26 canisters
@ 1 0O stones per canister EQUIPMENT X-Man Communicator
Web Shooters: (+6) Camera: (3 Panels to setup to
1 DO stones of fluid use. Kevlar Armor: Defense J+1)
photograph self in action.)
If you get through defense,
you web opponent. DESCRIPTION
DESCRIPTION Orphaned when she was five. Storm grew up as a homeless
Bitten by a radioactive spider, high-school student Peter thief on the streets of Cairo. Years later, when her mutant
Parker gained the proportionate strength and agility of a power to control the weather emerged, she journeyed south
spider. But instead of using his powers for good, Peter saw to her ancestral homeland in the Serengeti. Tine local tribes
them as a chance to earn fame and fortune. He failed to use worshipped her as a goddess, as they had tier ancestors. She
his new powers to stop a thief, and days later, that same joined the X-Men when Professor X recruited her to help
burglar killed his Uncle Ben. Peter learned that "with great rescue the original team. Proud and noble, yet tough and
power there must also come great responsibility," and street-smart, she shares leadership of the team with Cyclops.
Spider-Man was born. Even though he's slandered by the Storm has the mutant ability to manipulate the
press and wa n ted by the police, over the years "your friendly weather. She can summon lightning bolts and cause it to rain
neighborhood Spider-Man" has protected New York from or snow. By generating intense gusts of wind, she can create
villains like the Green Goblin, Venom and Doctor Octopus. powerful effects like hurling hail at her opponents or blinding I
Spider-Man has superhuman strength, agility and speed. them with stinging rain or fog. She can even fly by creating
He can cling to almost any surface and crawl on walls. His and controlling the wind itself. If she spends enough time and I
I "spider-senses" warn him of impending danger, and his energy, she can create massive effects like hurricanes or
I metabolism recovers from fatigue and heals from injuries at a tornadoes. On a more down-to-earth level, she's a skilled thief
I rapid rate. I lighlv intelligent, Peter Parker invented his wrist- arid extraordinary' lock-pick and an excellent hand-to-hand
I mounted Web Shooters and the web fluid they shoot. The combatant thanks to Wolverine's training. Storm is also a
I webbing hardens when it touches the air, forming an superb marksman although she's unlikely ever to use a gun.
1 extremely tough, flexible fiber with extraordinary' adhesive Ever since she left Africa, Storm has had to cope with
I qualities that dissolves over time. being hated and feared as a mutant, rather than worshipped
Peter learned the hard way that when his enemies can't get as a goddess. She's had to deal with wails of steel and glass
I at him, they get at those he cares most about. For their instead of the wide open plains of the Serengeti. And she still
I protection, Peter has to lie about who he is, juggling his life as suffers from severe claustrophobia, caused by being buried
I a superhero, his job and his love life...with disaster waiting if under rubble next to her mother's dead body. Yet through it
I he ever drops the ball. But no matter what life throws at him, all, she's managed to maintain her serenity'. The X-Men have
I Spider-Man keeps on swinging. I le faces every challenge with become the family she never knew, and she has become their
a wisecrack, and he condones to use his great powers to calm center in a storm y world.
make the world a safer place.
I T :i!
mmmm
L~ /
1 WM
Ben Grimm God of Thunder
Human form hor
Height: B'O" 9 m
'
Height: 5'10"/S'S"
.i j Weight: 500 lbs. Weight: 127 lbs./640tbs. A
W' > Eye Color: Blue
, -Ggrik Eye Color: Blue
Hair Color: None
Species: Mutagenic
Hair Color: Blond
Species: Asgardian
.* %
t
i
7 ABILITIES ABILITIES
i Intelligence: 3 Intelligence: 4/4
CZJ
Strength: 9 Strength: 2/10 [,y.
Agility: 3 Agility: 2/5
ffsp
Speed: 3
Durability: 6
Speed: 2/5
Durability: 2/S FF 3j
ACTIONS
Technology: 4
IO
ACTIONS
L
Medical Skills: 5
Sill
Close Combat: 7 Vehicles: 8 Close Combat: 1/7 Ranged Combat: 1
- Ground Vehicles (Strength Bonus and (Weapon Modifier)
(Strength Bonus and Hammer Throwing
Prop Aircraft Weapon Modifier)
Weapon Modifier]
- Hand-to-Hand - Jet Aircraft Asgardian Arts of War Leadership: O '5
- Starships Hand-to-Hand Social Skills: 5
- Boxing
- Olympic Wrestling
Motorcycle Stunts War Hammer Medical Societies (Human)
- Professional Wrestling
- Sailing Ships Most Asgardian Weapons - Asgardian Politics (Thor)
- Test Pilot Most Human Weapons - Godlike Demeanor (Thor)
-Streetfighting - Mr. Fantastics devices
-Large Objects
Ranged Combat: 7 Social Skills: 3 MODIFIERS Toughness: (O)
- Streetwise Reflexive Dodge: (O)
(Weapon Modifier) Appearance: Human, or
-Thrown Objects
- Celebrity Godlike Beauty as Thor Team Affiliation: Avengers,
- Sports/Football Immortal Gods of Asgard
'1
_
I
Eye Color: Brown
Hair Color: Red-Brown
Species: Mutant
Eye Color: Red
Hair Color: None
Species: Robot
m *
[f-A. ,
ABILITIES ABILITIES
V AC
> I ti Intelligence: 3 Intelligence: 7
P kii
*
;
Strength: 4
Agility: 4
Speed: 4
Durability: 4
Strength:
Agility:
Speed:
Durability:
7
5
5
5
I
7*1 > @ (D I
ACTIONS Technology: 6
[Intelligence Bonus)
ACTIONS Flight: 6
Close Combat: 4 Close Combat: 2 Energy Absorption: 5
(Strength Bonus or Vehicles: 5 [Strength Bonus or Tractor Beam: 7
Weapon Modifier) Inventing: 2 Weapon Modifier) Encephalo-Beam: 3
Kickboxing
- Brotherhood Training
(Intelligence Bonus)
Ranged Combat: 2
Ranged Combat: 7
(Weapon Modifier)
(Intelligence Bonus)
- Telepathy. Project Thoughts.
Illusions, Reprogramming.
I
I
Tongue Whip: 3 [Weapon Modifier) Technology: G Subliminal comands,
[Weapon Modifier) Leadership: 1 (Intelligence Bonus) - Can affect Computer A.I.
Wall-Crawling: 5 Social Skills: 1 -Transference (vs. S.I./A.I.) Blast Rays: E
(Agility Bonus) - Professional Criminal Inventing: 6 - 2x Damage
(Intelligence Bonus) - Range 5
MODIFIERS Slime: Sticky substance causes
paralysis if damage done in close
Mutant MODIFIERS Reflexive Dodge: C+1)
Team Affiliation: combat/tongue whip Duration =
1 Panel/stone damage. Appearance: Robot Team Affiliation: None
The Brotherhood of Evil Mutants Toughness: 1+10), Self-Repair: Heal 1 white
Reflexive Dodge: (+2)
Wealth: (O]
Tongue: (+1]
Adamantium, nullifies A rmor stone per hour. Regenerate 3 red I
Animal Senses: (5) Penetration, No 2x Damage stones per 2 white per Panel.
from Bullets or Projectiles Wealth: (-1)
EQUIPMENT
Cell-Phone EQUIPMENT None
DESCRIPTION
DESCRIPTION Ultron was created by the Avenger, Dr. Henry Pym as an
Mortimer Toynbee grew up in an orphanage where he was experiment in artificial intelligence. But Ultron evolved
tormented constantly' for his freakish appearance. IDesperate for farther and faster than even Pym had hoped: he became
affection, Mortimer would unquestioningly follow anyone he self-aware and developed emotions. Unfortunately these
thought cared about him. He thought he'd found a home with included an intense, "Oedipal" hatred for his father (Pym), his
Magneto and his Brotherhood of Evil Mutants. But even there fellow Avengers, and humanity in general. Ultron attempted
he suffered derision and abuse. When Magneto abandoned to kill Pym but failed. He escaped and began a cycle of
Toad after they were captured by an alien, Toad came to hate self-modification and upgrades, followed by attacks on the
Magneto and in turn left him to die in an explosion. Toad's wild Avengers and humanity, followed by more upgrades, then
ride has taken him into outer space and to other dimensions.
more attacks. Over time Ultron's abilities and plans for the
He picked up a variety of skills along the way, and when he
finally returned to Earth, it was a more confident Toad who led
destruction of humanity have continued to expand. At one
point, he wiped out an entire Eastern European nation and
an incarnation of the Brotherhood of Evil Mutants. claimed it as his own.
Toad's mutant physique gives him superhuman lower Ultron's adamantium-armored body has the ability to
I
body strength and leaping ability. He is a vicious kickboxer.
He is able to manipulate his tongue the same way a real toad
m absorb energy. He learned how to transfer his consciousness
into computers. Ultron's telepathic powers are enhanced by
I can, most often using it like a whip. And he can secrete a his F.ncephalo Beam, which can also deliver a powerful
I sticky substance from his pores that paralyzes his victims. psionic blast. In addition, Ultron is armed with concussive
I Thanks to his experiences and adventures. Toad has blast rays and tractor beams in his hands.
I surprising skill with vehicles and advanced technology. Ultron is highly intelligent and capable of emotions. But for
When Toad first joined Magneto's Brotherhood of Evil -
all his intelligence, he's constantly being betrayed. He
I Mutants, he was a pathetic, sniveling toady who would do assembled the Masters of Evil, but they turned against him
I anything he was told. But over the years. Toad has grown into when they discovered he was a robot. He created his own
I his own man. He's learned exactly what he's capable of. His android, the Vision, but the Vision turned on his creator and
I physical changes have also increased his sense of confidence joined with the Avengers to defeat Ultron. He created a
I and self-esteem. While he's still willing to follow other super robotic mate, Jocasta. But Jocasta led the Avengers to Ultron
I villains, he now does so as a meaner, more dangerous and they defeated him again. While Ultron is driven by his
I individual, ready to fight back at mistreatment rather than hatred for humans, and Pym and the Avengers in particular,
| blindly accept it. he also sees himself as the first of a new species, one that
should replace humanity' as Earths dominant life form.
4 tefh '
r
\J0
VENOM
Eddie Brock Janet Van Dyne 1
, *Z* 0
s
J Brock /Venom
Height: 6'3"
Weight: 260 lbs.
Eye Color: Blue
Height: 5'2
Weight: 110 lbs.
Eye Color: Blue
**
* *
Vi
Hair Color: Red/Blond Hair Color: Auburn
Species: Symbiote Species: Mutagenic
(f ;
/v
ABILITIES ABILITIES
Intelligence: 2/2 Intelligence: 5
Strength: 2/7 Strength: 2
Agility: 2/5 Agility: 2
Speed: 2/5 Speed: 2
Durability: 2/3 Durability: 3
L
(DO (D ti)
-
Agility:4 Agility:2
2 2
r- ; M Speed:
Durability: 5
Speed:
Durability: 3 Vi
I,
- X-Man Multi-Style
- Weapon X Training Intimidation
- Swatting/fighting small - Cybernetics
- Samurai Assassination
things - Robotics
-Ranged - Extraction - Programming
- Pym/Subatomic
Hand-to-Hand Social Skills: 6 Growth: 5 Insects
Combat: A - Military Protocol Shrink: 8 particles
(Weapon Modifier)
- Eastern Language/Cultures Technology: 8 Social Skills: 3
Hunting/Tracking: 7
Stalking
-
-
Western Languages/Cultures
Blue Collar
(Intelligence Bonus]
Inventing: 7
Avengers Protocol
Scientific Community
-
Outdoor Survival
Spot/Set Ambush
- Spot/Set Traps
-
-
Streetwise
Underworld
[Intelligence Bonus]
EQUIPMENT
X-Man Communicator DESCRIPTION
Up and down, up and down, up and down: the story of
DESCRIPTION Dr. Henry Pym's life. His uneven mental and emotional
Wolverine is an important member of the X-Men, but the history fits well with a man who was first Ant-Man, then
X-Men are just one part of his long, adventure-filled life. Little Giant-Man, then Yellowjacket, then Goliath and finally
is known of his past, save that it was fraught with pain and Yellowjacket again (but now able to both grow and shrink).
loss. He was born James Howlett in Alberta, Canada during Although his revolutionary theories were first met with scorn,
the late 19th century. At some point he trained as a samurai in there's no denying Hank Pym's genius: the discovery of Pym
Japan; later, he became Weapon X, an operative for the Particles. . .the exploration of the microverse. . .the
Canadian government. He's been a special operative for the bioengineering of the Wasp.. .multiple advances in robotics
CIA and a member of Alpha Flight. and cybernetics.. .the creation of Ultron. For a man who
Between his mutant powers. Weapon X modifications, and preferred the labratory, Pym's done more than his share of
Iris years of experience, Wolverine is one of the deadliest
warriors the world has ever seen. On each hand Logan has a
m adventuring as one of the Avenger's founding members.
As Yellowjacket, Pym can now both grow and shrink. As he
set of three retractable Adamantium daws able to slice gets larger, his strength and durability increase. When he
through nearly anything. His skeleton has also been bonded shrinks, the artificial wings of his costume enable him to fly,
with Adamantium. His accelerated healing factor lets him and his electric gloves enable him to sting like his insect
survive damage that would kill most others, although it namesake. His cybernetic helmet allows him to communicate
doesn't prevent him from feeling pain. He is a master of many telepathically with and control insects. He can also shrink an
martial arts aird black ops, and speaks multiple languages. entire laboratory or collection of firearms to the size of a
Wolverine is a loner by instinct. But he ignores those microchip. Tire compartments on his costume straps contain a
instincts for teammates and friends. He'll go out of his way to wide variety of miniaturized equipment.
protect women like Shadowcat, Jubilee and Rogue, and he's Everything Pym's been through has taken its toll on him.
been in love with Jean Grey from the moment he met her. Mental stability has been one of his greatest challenges. His
When it comes to following orders, though, it's a different tumultuous marriage to Janet Van Dyne ended in divorce.
story. He'll follow them... when it suits him. He's willing to He was expelled from the Avengers, though he's back as a
disobey an order he feels is wrong. For Wolverine, reserve member. He's survived all the ups and downs, more
sometimes being an X-Men is less important than being or less, and is once again willing and able to use his genius
true to himself. and his energy for the good of all mankind.
.
r
SAVING STONES FOR LATER ,
V W.,
[
entirely' up to you.) (Cost = 25 white stones so far.) Cost in stones of Action/ Ability/Modifier Number:
You want to be able to fly far and fast just in case, which + Advantages (Actions/Modifiers Only)
means you want to buy Flight at around 4. (Cost: 4 white Disadvantages (Actions/Modifiers Only)
stones.) This allow's you to fly' at almost the speed of sound (see Final Cost to buy that Action or Ability
I
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The table below provides the Cost Levels in stones for buying pay 6 white stones for it. (If you want to use your Intelligence
an Ability, Action or Modifier. to generate your energy stones, then see the Special
Intelligence-Energy Rule on P. 41.)
If you're creating your own Action, the base cost is the
Ability/Action/Modifier Costs
Action Number on the chart above. If you're creating an Action
Ability/Action/Modifier # Cost Level in Stones without an Action Number, then the base cost would be
1 (or less): 1 Red
the same as if it were an Action with an Action Number of 5.
2 2 Red
And if you're creating your own Modifier, then the base cost is
3 1 White
4 2 White the Modifier Number + 3 1-eveIs on the chart above. Once you
5 3 White know your base costs, then you may add Advantages or
6 4 White Disadvantages to customize the Action.
7 6 White
8 9 White
9 12 White ADVANTAGES AND
10 15 White DISADVANTAGES
Each # above 10 costs 5 stones more You can customize your Actions and Modifiers by selecting
than the previous #. Advantages and Disadvantages. An Advantage adds extra
capabilities to an Action or a Modifier, and it also adds cost.
For instance, buying an Action with an Action Number of 5 A Disadvantage makes an Action or Modifier less effective in
would cost 3 white stones. Buying an Action that says "Cost some way, and it also decreases the cost of that Action by the
Level = Action Number +1" at an Action Number of 4 would number of levels indicated.
also cost 3 white stones. Actions and Modifiers can have more than one Advantage
You can't start out with an Ability, Action Number or and Disadvantage, and even some of each. For instance,
Modifier that is higher than 10. However, if it is an "expensive" Cyclops' Optic Beam is a Force Blast Action, to which he has
power or has Ability Bonuses or Advantages, your cost for the added one Advantage (2x Damage) and two Disadvantages
power may be more than the cost for level 10 (15 white stones). ("Can't be improved" and "Power out of control").
As you see from the chart, each Number above 10 will cost you You can add Disadvantages to lower the cost of something,
5 more white stones than the previous Number. but that cost can never be reduced by more them half or to less
Buying Durability for your character costs triple the basic than one red stone. You may alw'ays increase the cost without
rate because IXirability generates both w'hite stones of health limit by adding Advantages. Feel free to make up your own
and red stones of energy. So if you want a Durability Advantages and Disadvantages; you and the GamesMaster
of 4, which would normally cost 2 w'hite stones, you have to should discuss their cost increases or decreases.
J
ADVANTAGES CHALLENGES
For each Advantage you select, the cost of its Action In the Marvel Universe, being a Super Hero isn't all fame, fun
or Modifier increases by the number of levels designated. and fortune. The single most important aspect of Marvel
characters is that they are complex individuals with unique
Description Cost Increase motivations, fears, emotions, skeletons in their closets and
flaws. In the Marvel Universe Roleplaying Game, some of these
Each additional Element +1 level
(choose from Elements list) factors are represented by Challenges. A Challenge is a
character trait that your character must roleplay, and the
"Convertible" to human form +1 level GamesMaster will use it for storytelling wherever possible.
(retractableclaws, wings, etc.) But from a purely selfish game-playing point of view,
Works at increased range +1 level/extra range # Challenges can be things you want, too. Why? Because
Challenges increase your pool of Character Generation stones!
Others benefit from power +3 levels A Challenge adds the number of white stones indicated to
your pool of Character Generation stones. You may take as
Area Effect +3 levels
many Challenges as you want, but YOU MUST TAKE AT
Artificially Intelligent* +3 levels LEAST ONE. 'There is no limit. Feel free to make up your own
Challenges; you and the GamesMaster should discuss how
2x Damage +2 levels many stones she will give you. And remember, just like in the
(extra stones come from General Pool) comics, your Challenges will come back to haunt you.
In extreme cases (such as Spider-Man), the GamesMaster
3x Damage +4 levels
(extra stones come from General Pool) may at her discretion award more stones than the maximum
allowed for a Challenge listed below. But then the GM must
Extra Ability Bonus/Weapon Modifier +5 levels vigorously enforce the Challenge at all times. (Again, as with
(added to Action only)
Spider-Man!)
Disables if any damage occurs +5 levels Note: Refunds are in white Character Generation stones,
(knocked out, paralyzed, turned to stone, etc.) not cost levels.
J
.
13
,
m ii
I :
L-==:&
nin
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& %
swinging, etc., and all the *
%A
-
moves of a trained Acrobat
(Trapeze, etc.). Includes your
r * '4
. yv
choice of either Agility or
Strength Bonus. Subtract 1 . .
COMMENTS -
I. t :
or S.H.I.E.L.D., they will b< -feel free to increase wealth, understand economics,
EXAMPLE
keep your descriptions general. (After all, etc. Intelligence Bonus included. Gambit has a Charge Objects Action Number
your character is better at this than the of 6. He wants to blow a hole in a wall. The wall
CM, too.) Black Ops is a general Action, COMMENTS is an exterior brick wall and, according to the
but you may add one Specialty' per Action An ideal Action for characters who want D&R, has a Resistance of 5 to being broken.
Number or increase in Action Number to influence the world while operating Gambit charges an object (in this case a playing
during play' to indicate particular prowess. behind the scenes. It makes sense to buy' a card with a +1 Modifier) zoith 3 stones of
Specialties include higher Wealth Rating Modifier along with energy and throws it at the wall. The wall Ims
(feel free to make up your own): this Action. There will be unique no defense so the card hits it zoith all 4 stones,
Covert Ops Surveillance Pursuit opportunities that arise for those with a which double to 8 stones of effect, leaving
Intimidation Ambush Bodyguard sharp e\'e for business. An enterprising a gaping 3-stone hole in the zoall (after
Infiltration/Exfiltration Propaganda character should take the opportunity to subtracting the 5 stones of Resistance).
Assassination Survival Behind Lines practice this Action on the GM... (A 3, stone hole has a diameter of 25 feet,
Counterinsurgency Bribery/Blackmail Rules for Action Box: according to the Area/Leaping row on the D&R.)
Interrogation Escape Coercion Intelligence Bonus (SeeARS Examples: Combat: The X-Men vs. the
Brotherhood on P. 86 for Gambit in combat.)
COMMENTS EXAMPLE
For characters who want to be spies, this is Tom/ Stark/Iron Man is negotiating with an
an indispensable Action. Choose this NPC, Edgar Brown, whose company has
along with some powers of concealment developed a nezo kind of fiber-optic radar net.
and detection and y'Ou could set up a Stark wants to add it to his armor, and buying
sweet operation or three. How quickly Brawn's company is cheaper and quicker than
you can lose y'ourself in a crowd could be research and development. Stark's Business
the difference between life and death. Skill is a 6. To this he can add his Intelligence : .
Number of 5. He is outside a building he wants zvould zoin and Brozim zoould sell him the
to get into and asks the GM if the entrances are company. (This is a simplified example of a
being guarded. He puts 5 stones into Black business negotiation. The GM should also feel
Ops, and the GM checks: the guards on the free to add appropriate Situational Modifiers to y-gg r ,
_
j
building are human, with Black Ops skills of 3 reflect the difficulty of a "hostile takeover.)
I
(expressed as FBI Training) and have the
I
advantage of planning and preparation. CHARGE OBJECTS 9
Sabretooth has Covert Ops ns a Specialty, Cost Level = Action Number + 4 Levels XW $
which negates their advantage, leaving him
with 5 stones vs. the FBI's 3 stones. Sabretooth DESCRIPTION
ices them, and the GM tells him that the
building is being watched and who is doing it.
This power allows a character to charge
an object with energy', throw the object and _
\
Gambit prefers using cards, but you
This result would also reveal hidden cameras have the energy released on impact. charge any object with explosive energyS*
!
during play to indicate particular
COMBAT, CLOSE COMBAT, RANGED prowess. Some of the specialties are listed|
Cost Level = Action Number Cost Level = Action Number
below. Feel free to make up your own.
2x Damage: Damage from gunfire and)
DESCRIPTION DESCRIPTION some other weapons is doubled. That;
Close Combat is the Action of fighting, Ranged Combat is the Action of fighting means that any stones that get past the;
either hand-to-hand or with a weapon, with a Ranged Weapon (or even a thrown target's defensive stones (including amt
within a few feet. When you buy Close object) at any distance. The Action comes Defensive Modifier) do twice the normal|
Combat, it includes your choice of any one with a Weapon Modifier, which is added damage. So, if 4 stones of gunfire hit ?f
Ability Bonus and a Weapon Modifier, but to the Ranged Combat Action Number. defensive stones, then the one stone that V
you can only use one at a time unless you The stones for the Ranged Combat Action got through would do 2 stones of actual
pay for an extra Advantage. And you can Number come from your Energy Reserve, damage. The extra stones of damage come;
pay to add extra Ability Bonuses or but the stones for the Weapon Modifier from the General Pool. See Appendix A::
Weapon Modifiers, too. come from the General Pool, to represent Weapons on P. 124 for ranges and damage.!
Close Combat can occur in one of two the effect of the weapon. Ranged Combat Specialties include
ways. It may represent an unarmed Action also covers throwing objects at targets if (feel free to make up your own):
such as Martial Arts, Boxing or Sumo the character has Ranged Combat. (If not, Handgun (2x Damage) Energy Weapon
Wrestling. In that case, the appropriate the character would simply use Strength, Sniper Rifle (2x Damage) Throwing Star
Ability Bonus stones would be added as when the Hulk throws a bus.) The Crossbow Bow and Arrow Hammer
to the Close Combat Action Number. Weapon Modifier of the thrown object Spear Throwing Knife Thrown Object
All stones come from your Energy Reserve. would be its weight in stones as per the
Or Close Combat can occur with a D&R Chart. The Ranged Combat Action COMMENTS
weapon, in which case, the Weapon has some unique applications in Marvel. As with Close Combat, most players will
Modifier would be added to the Close Spider-Man's Web Shooters are Ranged buy this Action. You should invest at least a
Combat Action Number. In that case, Combat, and so is Daredevil's Billy Club little in it, because you never know what gun
the stones for the Close Combat Action when it's thrown. you may have to shoot next.
Number still come from your Energy For Ranged Combat with two Rules for Action Box:
Reserve, but the stones for the Weapon weapons, each weapon is considered a Weapon Modifier
Modifier come from the General Pool separate attack against defensive stones Combat using a weapon at a distance
to reflect the effect of the weapon. and can't be combined. Also, at least Split stones for multiple targets
Close Combat is a general Action, but 1 red stone of Ranged Combat must be (Insert Specialties)
you may add one Specialty per Action applied to each weapon /attack. This also
Number or increase in Action Number applies to Powered Armor Ranged
EXAMPLE
during play to indicate particular Combat with multiple Weapons Systems. (See ARS Examples: The X-Men vs. the :
prowess. Some of the Specialties are listed Ranged Combat is a general Action, Brotherhood of Mutants on P. 86-8S for
below. Feel free to make up your own. but you may add one Specialty per Action examples of Ranged Combat.)
Specialties include Number or increase in Action Number
(feel free to make up your own):
-
Martial Arts Sumo Wrestling Boxing
Kickboxing Pro Wrestling Sai
X-Man Multi-Style Sword Knife
U.S. Marine Multi-Style Billy Club
COMMENTS
Almost all players have Close Combat.
You should invest at least a little in it, just
to be on the safe side.
Rules for Action Box:
(Insert Ability) Bonus or Weapon f
Modifier
Combat using body or non-ranged
weapon
D m ip
For combat within a few feet "t R
l
Split stones for multiple targets 05? ;
* (Insert Specialties)
EXAMPLE V
JJ
(See ARS Examples: The X-Men vs. the
Brotherhood of Mutants on P. 86-88 for
examples of Close Combat.) m
If you're not actively looking for illusions, you'll usually get taken in by them.
Rules for Action Box: Rules for Action Box:
CONCENTRATION Create 1 illusionper Panel Drain red stones by touching victim
Cost Level = Action Number + 3 Levels Stones spent vs. detection * Drain red stones up to Action Number
* Duration: 1 stone per illusion per Panel * Recover stones invested i
DESCRIPTION EXAMPLE
(Improved Drain only)
Can focus concentration on any one Excess stones lost at 1 red/Panel
specific subject to the exclusion of all Mysterio has a Create Illusion Action Number (Improved Drain only)
others. Often useful for acquiring of 5, and can create an illusion with a
additional data from the CM, as Resistance of 5 to be detected as a false image.
EXAMPLE
appropriate. For instance, Daredevil uses He creates an illusion of two armored car Sauron has Drain Energy at Action Number 6
this Action as a lie detector. Includes security officers to allow him to walk into a and bought the options of using this power at
Intelligence Bonus. bank and steal the money. Anyone who sees range and Improved Drain. Sauron wants to
Ihis illusion who has less than 5 stones in an drain Cyclops of all his energy stones, so
COMMENTS awareness-style skill will believe it is real. Sauron puts in 6 stones, the maximum
This is not an expensive power, comes This does not mean that it can cause effects, just number he's allowed. He can use this Action at
with an Intelligence Bonus, and is a very that people will read to it as if it were realty a Range of 2. so he does not need to actually
good tool for acquiring general there. For instance, Mysterio could pick up the touch Cyclops. Sauron approaches Cyclops
information. It reflects Daredevil's ability bags, but not his illusionary partner in crime. and tells the CM he is draining him. Cyclops
to sift out extraneous data to hear a It would take a special activity on the part has no defense against this. He is drained of 6
heartbeat. Complements Radar or Animal of someone to try to see through the illusion stones of energy, which are added to Saitron's
Senses well. Included in Ninja package. (short of touching it) like using Animal Senses, Energy Reserve. Sauron spent 6 stones to do
Rules for Action Box ; Concentration or even Enhanced Vision. this, but the y arc reabsorbed, so now his
Intelligence Bonus (Infrared would notice that there was only one Energy Reserve is 6 stones higher than when
Ask questions about situation to GM person's body heat, for example.) Anyone he started. Cyclops lost 6, and will only
trying would have to overcome 5 stones of regenerate 3 stones. Sauron could eventually
EXAMPLE Resistance to see through it. suck Cyclops dry. When combined with
Daredevil has a Concentration Action Number another attack, this power can rip through
of 7. He can add his Intelligence for a total DRAIN ENERGY endless numbers of foes!
effect of 11, plus he can add his Radar Senses Cost Level = Action Number -i- 1 Level
i Modifier for 7 free stones. He is trying to listen ENERGY ABSORPTION/
to the heartbeat of a person to tell whether or DESCRIPTION REFLECTION I
not he is lying. The target will resist with This is the basic power of the energy Cost Level = Action Number + 5 Levels
either his Intelligence or Social Skills, and vampire. You must touch your opponent
compare this number to Daredevil's stones. (i.e., get past her defenses). If you do so, DESCRIPTION
If the target's Resistance is overcome, then you can then spend stones up to your Energy Absorption /Reflection is an Action
Daredevil knows whether he is lying to him or Action Number to drain an equal number that allows you to defensively absorb
not. Of course, the CM will also be adding of your opponent's stones. You then place (without damage) energy that hits you,
Situational Modifiers for crowd noise, the stones you drained in your own and later reflect back that energy in some
distance, etc., so even with 15 stones its not Energy Reserve. form as your own attack. You may absorb
ahmys a done deal. up to twice your Action Number of red
OPTIONS stones of energy and store it in your
CREATE ILLUSIONS Use at Range of 2 (+2 Levels to Cost): If Energy Reserve for later use or
Cost Level = Action Number used at range (you must be able to see immediately reflect it back. Any stones
your victim), replace Action Box rule of above your limits bleed off at a rate of I red
DESCRIPTION "Drain red stones by touching victim" stone per panel. Range: 4, but you may add
Creah usually by the manipulation of with the rule "Drain red stones from stones for longer range as per the Range
light waves illusions that all present will
see. You may create a different illusion
victim at range."
Improved Drain (+3 to Cost Level): You
row on the D&R. Energy Damage you
suffer can come from your reserve stones.
each Panel, and create new illusions while place both the stones you spent and any You don't need to place stones into your
maintaining old ones. Stones spent are vs. stones you drained from your victim Action Box to absorb incoming energy;
detection. Each illusion created costs 1 into your Energy Reserve. Excess stones it happens automatically. (For Absorption/
stone to maintain per Panel. This Action is above your normal capacity drain off at Transformation, see Transform Self by
also called Holographic Projection or 1 red stone/ Panel. Touch Modifier, P. 70.)
Image Inducer in Powered Armor. -4 from Cost Level if power is tied to a
location (coffin, temple, etc.). COMMENTS
COMMENTS Not too much use in a hand-to-hand
This power can accomplish some of the COMMENTS situation. But in an environment filled
same basic effects as much more For those who wish to unleash their with energy weapons, etc., this power can
expensive powers (such as Telepathy), darker side. In our opinion, both the prove devastating. Improving this Action
but at a much lower cost. Of course, Improved Drain and Use at Range options with double damage may also get you a
vou get what you pay for. are well worth the extra cost. lot of bang for the buck if carefully used.
Rl REFLECTION: Immediately redirect Rules for Action Box:
energy vs. target of choice.
FIREWORKS Variable-range energy attack, Range: 4
ABSORPTION; Save red stones for Cost Level = Action Number + 1 Level Player must describe desired effect
later use (up to double normal amount) Split stones for targets within area
store in Energy Reserve. To release later, DESCRIPTION Damage = all stones played
place in Action Box as an attack (and /or Fireworks is a variable-range energy attack (including stones for effect)
redirected to defense.) Excess stones lost at where you creates lines of light, bubbles of Reabsorb unexploded stones
1 red /Panel. power, or streamers of force in an effect
Rules for Action Box: that may also explode in art area from 1 ft.
EXAMPLE
Variable range energy attack, Range: 4 to 5 ft radius. If you choose to merely Jubilee has an Action Number of 6 in '
* Split stones for multiple targets create an effect but not explode the stones, Fireworks. She decides to use her Fireworks to
Absorb up to 2x Action Number then you may reabsorb those stones back scare off a gang of punks that are harassing e
it Redirect by placing stones into your Energy' Reserve. You may add mutant teenager. She uses 6 stones to creak
in Action Box as attack stones for more intricate effects (which you multicolored bubbles of energy floating in the
Energy damage suffered may come must describe), but these stones still count air between herself and the gang and tells them
from reserve stones towards damage. It has a Range of 4, which to get lost or they're toast. If they take off, then
Excess stones lost at 1 red/Panel can be increased by adding stones as per she can reabsorb the energy back into herselj
the Range Row on the D&R Chart. It gets with no loss of stones. If the gang doesn't bncl:
EXAMPLE no Ability Bonus or Weapon Modifier. off, she can attack them with her fireworks.
The X-Man from the future. Bishop, has Select one Element (fire, etc.) from the list splitting her attack into up to 6 separaU
Energy Absorption/Reflection at Action of Elements. attacks of 1 stone each.
Number 5. As he walks down the street,
someone shoots him with an energy beam of 6 OPTIONS FLIGHT
stones of effect. His power allows him to absorb +1 to Cost Level for each additional Cost Level = Action Number + 2 Levels
up to tzvice his Action Number in stones, so he element desired.
takes no damage. He absorbs all 6 stones of DESCRIPTION
energy and can either hold them (at a loss of COMMENTS This might come about because you have
one per Panel) or redirect them in a Not overpowering (if unimproved), but wings like Angel, you can manipulate
counterattack, sending a bolt of 5 stones versatile, self-sustaining, and fun. Skillful weather or magnetism, etc., like Storm or
(his Action Number) at his target. play will maximize this power. Magneto, or just as a power, like Rogue.
Sometimes the form in which you have
Flight has inherent restrictions (if you
i. , have bird wings, you can't go at Mach
,
speed, for example). To carry objects in
flight, stones must be applied against
r\
i weight and do not count towards
V 1
M
'
} mw
V
y>,
7
airspeed. Buying an Ability' Bonus like
Strength allows you to carry' more while
still attaining maximum flight speed.
W OPTIONS
.1 1 to Cost Level if it fits with your main
_-
'
3 I,
-A c power.
COMMENTS
i m . \.
The power to flyr is obviously useful for all
.yw- sorts of reasons. Many characters choose
I f|p
I
|fM J
'v. > A ... * to learn flight to a level of 3, although that
is not their primary' power.
U M: ] "
\\ v Rules for Action Box:
Flight speed up to Action Number
Add stones for weight carried
rC
y
j
m EXAMPLE
Rogue has an Action Number of 5 in Flight
She wants to get to the other side of the city
% t
fast, so she puts 2 stones into Flight. This give
"
her a speed of up to 750 mph, so she can train
f -V anywhere in the New York City area in less
f <4- a j JJPJjg than a Panel. If she is answering a call for help.
You don't need to put stones into Energy Absorption/Reflections for it to
work, which makes it a great defensive Action. this could make all the difference! Carrying
LJ
1
VA
x ?
mI
*/-v'
Rules for Action Box:
Variable range energy attack, Range: 4
Split stones for multiple targets
EXAMPLE
Cyclops' Optic Blast is a force blast with an
Action Number of 9 that does 2x Damage.
JS-
i
.
11
etc. Many characters have this power in Mastery of Elements. Defense: +1 free stone per stone spent
one form or another, but how powerful it Protect self or others
is depends entirety on what Advantages COMMENTS Pay stones for area greater than 2
are bought with it. A character can cause This is the same basic Action Cy'clops used Ignore Armor Penetration
I
flames to shoot out from his fingertips or to create his Optic Blast. He started with a
energy' beams to shoot out from his eyes. Concussive Blast from his eyes at an
EXAMPLE
The exact form is up to you: where it Action Number of 9. Then he added the The Tantastic Four are being shot at by robots.
comes from (ey'es, hands, mouth, chest, following Advantages and Disadvantages Sue Storm, the Invisible Woman, has Force
etc.), what it looks like (bolt, beam, wave, to the basic Action: Field with an Action Number of 6. She puts 4
blast, etc.), what element it consists of (fire, Can't be improved (-2 to Cost Level). stones into a Force Field, which gives her a
I
ice, magnetism, plasma see the Elements 2x Damage (+2 to Cost Level) defensive strength of 8 stones and extends it
Liston P. 43). T his is an energy' Action that Power out of control without device around her teammates. Any attacks against
I is
I
can be used in both Close Combat and (-2 to Cost Level) her or those within her Force Field must
Ranged Combat situations, but is not the So Cy'clops' Optic Blast ends up costing overcome these 8 stones of defense before they
same Action as either. It comes with a him 6 white stones. can do any damage.
GAMBLING boi/s and wants to win. He puts .3 stones into Rules for Action Box:
Gambling for the first several panels, then bets * Intelligence Bonus
Cost Level = Action Number big while putting all his stones into Gambling. Encyclopedic general knowledge
This number would be compared to the Ask relevant questions of GM
DESCRIPTION Resistance of his fellow players, who could use Action Number vs. scenario description
Gambling is used when playing games of their Intelligence and/or their own Gambling (Insert Specialties)
"skill" such as poker and applies less to Action to resist their being outplayed. At 9
straight games of chance such as roulette st ones, plus 3 more for his Agility Bonus if he
EXAMPLE
(though it might help you spot a dishonest decides to cheat, it's a rare poker game that Beast has a Genera! Knowledge Act:: j-
wheel). Includes Intelligence Bonus. You Gambit can't win...if he wants to. Number of 6. He can add his Intelligence.
can use your Agility as a free Bonus, but this number to bring him up to 11 stone .
that's cheating! (stones vs. Detection.) GENERAL KNOWLEDGE While exploring the Morlock tunnels uni 1
Gambling is a general Action, but you may Cost Level = Action Number + 1 Level New York City, Beast and the X-Men co.'rl
add one Specialty per Action Number or upon a puddle of a strange, glowing gre/M
increase in Action Number during play to DESCRIPTION liquid . Beast spends 4 stones and asks the (Til
indicate particular prowess. To cheat This indicates a general, encyclopedic if he knows what it is or if he's ever sir !
successfully, you must have more stones in knowledge (to level learned). Player can anything like this before. Unless Ha
your Action Box than any stones being ask GM relevant questions. (Tire scenario substance is unusually rare, 4 stones shcn.Z
used to try and detect your cheating. might say, "A General Knowledge of 5 or get Beast an answer. If not, Beast can ahm\ ,
more would know that this could only " think harder" by spending more stored
COMMENTS mean one tiring...") Includes Intelligence (The CM should know in advance what fit
For when winning that hand is important. Bonus. This is a general Action, but you liquid is and how hard it is to identiid
And knowing when not to sit down at the may add one Specialty per Action After all, the GM put it there in the first plan I
table at all. Number or increase in Action Number
Rules for Action Box: during play to indicate particular GROWTH
Intelligence Bonus prowess: "VVlrat do I know about this?" Cost Level = Action Number + 2 Levels
Agility Bonus (when cheating)
(Insert Specialties) COMMENTS DESCRIPTION
Why is this "power" useful? All we can The power to increase your size at will
EXAMPLE say is that all the players who leanr it wind Some characters do this via Pym Particle!
Gambit has a Gambling Action Number of 6. up being very glad they did! (Maybe the (a gas), a potion, a pill or by nature
He can add his Intelligence to this number to answer is that Knowledge is Power. And, power. Method does not affect the cost <t
bring him up to 9 stones of effect to overcome with an Intelligence Bonus for free, it's the power- ffects are the same. You cal
Resistance. Gambit is playing cards with the cheap, too.) increase your size to 20 feet times voirj
Action Number. It costs 1 red stone hr
every 20 feet you grow. Your larger size
results in your being stronger and mon
durable. Strength and Durability bolt!
increase by I for every 20 feet grown. Tit
first stone of growth can bring you up tc
20 feet tall, regardless of your origin:
height. Also, you get 1 extra stone i:
W/A Strength for your first stone of Growth
You can maintain Lhis size for free until
W' you wish to change it. You can revert t:
normal size at will at no cost. When yet
reduce to normal size, you revert to your
x 1 normal number of red and white stone:
However, you must still regenerate
<r~~
* j heal any missing stones below you:
,
TP5 In Marvel, General Knowledge is often more useful than a able to revert to normal size is very usehi
1
'SwT
with him. That's why Mutant/ Magical
Healing costs Action Number + 2, whereas
i
Medical Healing only costs Action
Number + 1.
1
1 i COMMENTS
Being a Super Hero can be dangerous, and
not everyone has an Accelerated Healing
Factor like Wolverine. Most groups would
do well to have access to someone who
can perform Medical Actions. Tire X-Men
have Dr. Henry McCoy (Beast), Jean Grey
and a few others floating around- In otlrer
words, it's a handy Action to have. And if
you can heal, you're always a valuable
asset to any group of players. (You don't
even need to be named McCoy, although it
seems to help.)
Rules for Action Box:
Heal/Regenerate Action Number
of red stones/Panel
Spend 1 red to heal/restore 1 red
Heal Action Number of white stones/day
j
Spend 3 red to heal 1 white
EXAMPLE
/\X \\t The X-Men have been pretty banged up in a
; recent fight with the Brotherhood, lean and
A Cyclops have each lost a white stone, Rogue
Make sure you have plenty of headroom when you grow,
or you may damage yourself. (And watch where you're stepping!) has lost 2 white stones, and Gambit is in a
A,
coma and down to 1 red stone of health. With a II
I and allows a character to Adventure with Using a Medical or Mutant/ Magical Medical Healing Action Number of 7, Beast
I a normal group. Think about using Healing Action, a healer can: can heal up to 7 white stones per day (at a cost
I Strength as your Bonus in Close Combat. 1. Heal or regenerate her Action Number to him of 3 red stones per white stone healed).
Rules for Action Box; of red stones per Panel. It costs the So once they get back to the Mansion where his
Grow to (Action Number x 20) healer 1 red stone to heal l red stone. medical equipment is, Beast spends 12 red
I Cost to grow: 1 stone/20' 2. Heal her Action Number of white stones stones and heals Rogue, Cyclops and Jean.
I +1 Strength/20 (+1 extra for first 20') per day. It costs the healer 3 red stones to Then he spends 1 red stone to heal 1 red stone
+1 Durability/20' heal 1 white stone. (She'll have to keep so Gambit is up to 2 red stones and comes out
I Duration at will track of how many white stones she's of his coma. Then Beast turns the 2 red stones
Can't be improved by lines healed each day.) into 1 white ( only 1 more red stone for Beast to
For a character who is down to his last spend, but it counts against his total of 7 white
EXAMPLE red stone of health, a healer could heal 2 per day). Finally, Beast heals 2 more of
red stones, bringing him up to 1 white Gambit's white stones, bringing Gambit up to
11
Dr. Flemy Pym has a Growth Action Number
of 5. He wants to become 60 feet tall, so he puts stone, and then heal as many white stones full strength. Beast would be unable to heal
in 3 stones. He grows to 60 feet. His strength as the healer had energy for, up to the any more white stones that day but could do it
increases to 6 (it increases by 1 per 20 feet, injured character's capacity. all over again the next day. Spending 3 red
darting at his strength of 2, plus 1 extra stone For a character who has used up all of stones per Panel, it woidd take Beast about 7
of Strength for the first 20 feet). He gains 3 his red stones of energy and couldn't do Panels to accomplish all this healing.
stones of Durability (and therefore 9 new stones any Actions until he regenerated red
of energy). He's nozv 60 feet tall with a Strength stones, a healer could regenerate red HEX-SPHERES
of 6 and Durability of 6 until he changes back! stones for that player, up to each of their Cost Level = Action Number + 3 Levels
respective capacities.
HEALING For playing purposes, the only DESCRIPTION
[MEDICAL OR MUTANT/MAGICAL) difference between Medical Healing and This mutant power (the same one used by
Cost Level = Action # + 1 Level (Med) Mutant/Magical Healing is that the Scarlet Witch) allows you to generate
Cost Level = Action # +2 Levels (Mut/Mag) sometimes a Medical Healer won't have finite pockets of reality-disrupting, Psionic
access to the equipment she needs to do force that cause random disturbances in
1,
DESCRIPTION anything other than first aid or energy the molecular-level probability fields
This Action allows the user to heal other stimulants, whereas a Mutant/ Magical surrounding their targets. As a result,
characters who have sustained injuries. Healer usually has whatever he needs unlikely phenomena occur. With greater
I
m
,
preparation time, one can cast the hex
power to garner specific results. (Whew!)
If you take this power, then getting Lines
for good roleplaying will depend upon
COMMENTS
A natural for the wilder types, especi,
How does it work? It's a Ranged how appropriately chaotic your hex results lone wolves with drips on their shoulder
Energy Attack, limited by line of sight, are. Above all, be creative and have fun. Rules for Action Box:
with a range of 4. One Hex-Sphere can Rules for Action Box: General wilderness (or urban)
affect one target. You allocate stones into a Variable-range chaotic energy attack, hunting skills
sphere based on target size. The bigger the Range: 4 Action Number vs. elapsed time
target, the bigger the sphere necessary to One Hex-Sphere per target (Duration on D&R)
affect it. (See the Area row on the D&R Must describe chaotic effect Action Number vs. Difficulty of
Chart for the number of stones required.) Add stones and Panels for control trap/ambush
However, in terms of roleplaying, this (Insert Specialties)
is Chaos Magic at its best...or weirdest.
EXAMPLE
Remember earlier in this guide when we The Scarlet Witch has this at an Action
EXAMPLE
_ J
He wants it to be self-powered, so he's going
to add 3 levels as if it were a Modifier. He
wants it to protect others, so he adds,
mm
wm. kv V
>- W;
W
18
" Others benefit from powers, +3 levels." This
conies to a Total Invention Factor of 16. His
Total Aspect stones are 14, multiplied bp the
Total Invention Factor of 16, for a Total
Invention stones of 224 stones. He can invest
-
17 stones per day into his Inventions, so it
IK & would take Reed 14 days of work in his lab to
invent this jet belt.
%
kmyL <
INVISIBILITY
7
V
I
Cost Level = Action Number + 2 Levels
"
-V *v:
.
f' DESCRIPTION
# You and whatever you are wearing or
BE?
HU 4
O
rJr
K,
rs k
<3*\ wm""
carrying become invisible (but not
insubstantial). If you are invisible, you
can still be heard, smelled, etc. Operates
on the premise of bending light waves so
i Inventing takes a little more effort than other Actions, as to avoid being seen or detected by the
but the results can change your world.
*. human eye or normal cameras. Defends
Advantages (C) you give your invention. to work on your invention every day, but against detection at Action Number. Costs
A. Base Invention Factor you may not save unspent stones or use 2 stones to become invisible. Invisibility
- Existing technology you know x4 them on a different day. can be maintained at will, and you can
- Existing tech you don't know x6 become visible without cost. Invisibility
- Never been done xlO COMMENTS costs 1 stone/Panel to maintain.
B. Usage Factor If you w ant to be an inventor, you will have To see an invisible character, the
Usage Factor Cost I ncrease to accept the fact that you may not be able scanner's Action must exceed the
-Usage: time
1 No extra cost to complete your invention in the course of Invisibility Action Number.
- Usage: 2 times +3 levels a single playing session. It may take your
-Usage: Permanent +6 levels character a few months or even longer to COMMENTS
-GM Discretion +X levels invent something really big. That doesn't Invisibility' is most useful in infiltration,
C. Advantages mean your character can't also go on escape, information gathering not to
You may also give your invention any of Adventures, though. It just means you may mention sneaking up on enemies so you
the Advantages listed on P. 40. Just add have to wai t before your invention is ready. can hit them before they get a chance to
the increased Cost Levels to the Base Rules for Action Box: assign defensive stones.
Invention Factor and Usage Factors to get Intelligence Bonus Rules for Action Box:
tine Total Invention Factor. Stones vs. Cost to Invent Become invisible to eyes, cameras
Maximum stones/day = * Action Number =
How to Intelligence + Action # Resistance to detection
Invent Something May accrue stones per invention Cost 2 stones to disappear
In order to invent something, you use the over time * Duration: 1 stone per Panel
following formula:
Total Aspect Stones x Total Invention Factor
EXAMPLE EXAMPLE
= Invention Stones Reed Richards (Mr. Fantastic) has an Sue Storm, the Invisible Woman, has an
In any' given day', you may invest as Intelligence of 9 and an Inventing Action Invisibility Action Number of 6. She sees
many stones as the total of your Number of 8. He wants to invent a jet belt Mystique and Sabretooth coming at her and
Intelligence and y'our Invention Action with a Force Field. He wants the belt to be decides to hide by turning invisible. She pints 2
Number. So, if yrou had an Intelligence of 7 able to fly at up to the speed of sound, or 6 stones into her Invisibility Action and fades
and Inventing to 9, the most stones you stones. He also wants it to be able to carry from view. Since Mystique can't shoot at what
could invest in all of your inventions that one extra person, so he adds in 2 stones (for she can't see, she puts 3 stones into Black Ops
day would be 16 stones. These stones one 250 lb. guest, just like Flight). The Force to try to find her. Black Ops is not an Action
come out of your Energy Reserve, the Field zvill protect the wearer (and guests) at that can see something invisible so she fails.
same way other stones of energy do.
You may work on more than one
those speeds, and also from any attacks, up to
6 stones. So the Total Aspect Stones of the
Sabretooth tries to smell her using his Animal
Senses of 6. Since Invisibility doesn't mask
i
invention at a time. You may accrue stones item is 14 stones. His invention uses existing smell, Sabretooth can smell where she is, which
in your inventions over time, putting in a technology he has, so he has a Base Invention would be enough to track her down and tear
few stones each day' until you have Factor of x4. He wants the item to be her apiart if she hadn't also thrown on her Force
i
completed y'our invention. You don't have permanent, so the Usage Factor is +6 levels. Field and then flown away.
i
Aj'
I LEADERSHIP element may be used.
Note: Due to its extraordinary power,
mean shapes and forms, not working
devices. (May spend extra stones for
Cost Level = Action Number Master of Magnetism has an additional subtlety', effects, accuracy, etc.)
cost of +2 levels that the other Masteries do (+1 to Cost Level)
DESCRIPTION not have- It also comes with an additional Get a force blast with appropriate effect
Tire ability to give orders, offer option that allows substitution of Mastery (+1 to Cost Level)
suggestions, etc., in such a way to improve of Magnetism Action Number for Strength Accumulate energies over time for majc
the efforts of the entire team. You can at a +1 level to its cost. Use this a guide for effect. Stunned afterwards for a Pane!
assign up to 2 of your red stones per player creating your own Masteries: the really (+2 to Cost Level)
to other players' Actions, up to your powerful Masteries (i.e., they affect more All Masters may buy Flight (o:
Action Number per Panel. May not be things, like magnetism) should cost more. movement) related to Mastery at -1 to
used to improve Telepathy or Magic. Cost Level.
1
- COMMENTS
Examples of
Element Master
Separate Masteries can be learned, bus
each must be learned as a new Action
Indispensable for a cooperating team. A Effects (I.e., the "Each additional element
good team leader can fine-tune Iris entire Ice: Condense ice out of air. Can Advantage" does not apply to Masteries.!
team's Actions from certain defeat to dry tire air, chill the area, make Remember, if you can make it up, you
come-from-behind victory in a single things brittle. can add it to your Mastery, if the GM
Panel. Some GM discretion may be Fire: Can heat the air, create flame, agrees and it makes some level of sense.
necessary, but we suggest allowing the nrelt objects, make metals soft.
widest possible latitude to players. Magnetism: Control of magnetic force. Can Examples of
Rules for Action Box: affect anything if enough Object Creation
Improve efforts of teammates
Assign up to 2 red stones/player
power spent.
Vibration: Cause building collapses,
CPart of Creation/
Manipulation}
Total limit per Panel = earthquakes, avalanches. Ice: Objects tend to last 10+ Panels.
your Action Number Water: Condense water out of air, Fire: Objects only last as long as
control water, breathe in maintained.
EXAMPLE water, flying skills get no Magnetism: No Object Creation, but niav
In a battle. Captain America sees that his minus underwater. manipulate magnetic forces
teammate, Iron Man, is running low on energy Weather: Control of the weather, similarly to Telekinesis.
and can't penver both his Flight and his Uni- including storms, lightning, Vibration: No Object Creation, but can
Beam. He also sees that his other teammate, wind, hail and rain. deform terrain to stones ot
Wasp, is fighting a foe much stronger than she Sonic: Sound attacks, directional area effect. Does not affect living
is, and she's already put the maximum of 9 attacks, can be heard at great objects directly.
stones into her Bio-Electric Bolts. He tells the distances. Water: Objects only' last while
CM he is giving orders and strategy to help maintained.
them win their fights. He assigns 2 stones out of OPTIONS: Weather: No Object Creation.
his Leadership Action to Iron Man's Uni-Beam Immunity' to the effects Sonic: No Object Creation.
Action Box and 2 stones into Wasp's Bio- of their clement.
Electric Bolts Action Box. Iron Alan and Wasp (+1 to Cost Level)
must leave the new stones in whichever box Can transform >
Captain America placed them in. But the stones into element. A
can be added to exceed the limits of Action
Boxes that were otherwise filled up, as they did
in the case of Wasp's Bio-Electric Bolts attack.
(+1 to Cost Level)
Create/ Manipulate
their element to number
r w:
\
V
___
+ Options taken By object creation, we Ml i
DESCRIPTION
Mastery' of any element on the element list
means control of that element is an
* h
rl
inherent part of you. You will always be
looking for ways to have y'our element
a A
-2
A
help you out. Use Options to sculpt your r
Mastery to your tastes and style of play'.
You have lots of leeway in which element
you choose (GM should encourage fun
A
V.* rT {
f
t
and unique choices). We've listed a F
V |Ji
Like Iceman's "ice" power, your own mastery of an element
selection of elements here as examples; any'
Tf
is only limited by your imagination. Think big.
A AL \ iL\ ! .
Examples of A Selection of EXAMPLE
Element Barriers Masters of Elements
[Part of Creation/ Here is how some of the most famous The Human Torch has a Mastery of Fire of 7.
ii
Mantpulatton3 Masters of Elements in the Marvel He is flying along at a speed of 3 ivhen he sees
I Ice: Condense ice out of Universe bought their Masteries. a building on fire below him. He quickly
atmosphere. Blocks progress, swoops down and puts 5 stones into his Fire
reduces speed, eventually Ice Man: Cold Mast e ry Mastery to try to control the flames. He still I
melts. Duration 10+ Panels. Cost Level = Action Number +4 Levels has to use 1 stone in Flight to stay aloft, and
Fire: Stones of attack that may also Immune to effects of cold. can use all his others for this Action. A
set on fire objects that touch or Can turn into ice. building on fire has a Difficulty of 4 (front the
pass through. Duration 1 Create, Manipulate, reshape ice. D&R, environmental damage table). The GM
stone /Panel. * Force Blast (Attack vs. Durability to says it is a 4-ston/ building, and gives it a
Magnetism: Mobile Force Field of solid freeze, petrify). Resistance of 4 stones per floor, or 16 stones of
magnetic force. Blocks x2 Also bought Flight via ice slides Resistance. (The CM could have decided it was
stones for every stone used. at a discount. more or less then this, of course.) The Human
Duration 1 stonc/Panel. Torch can easily control the flames with his 5
Vibration: Wall of intense vibration that Human Torch: Fire Mastery s tones, but it will take him 4 Panels to
will disrupt anything non Cost Level = Action Number + 6 Levels completely put out the fire.
living that passes through it. Immune to the effects of fire, heat.
Duration 1 stone/ Panel. Can turn into flame. NINJA
Water: Can form water from Create Fire, manipulate flame, set things Cost Level = Action Number + 5 Levels
atmosphere into a barrier. on fire, move fires about.
Duration 1 stone/ Panel not in Force Blast (2x Damage). DESCRIPTION
water, 10+ Panels in water. Accumulate Energy (Nova Blast, +2 to Ninjas are highly trained assassins with a
Weather: Barriers made of Wind, hail, Cost Level). suite of specialties that include aspects of
intense storm. Duration 1 Also bought Flight via at a discount. Thieving, Assassination, and Black Ops.
stone /Panel. but are included in a single Action Box.
Sonic: Wall of solid sound that Magneto: Mastery of Magnetism Ninja can be used as either Close Combat
blocks 1 stone/stone used. Cost Level = Action Number +2 Levels or Ranged Combat. Not easy to learn "just
Duration 1 stone/Panel. more for Options)
(+6 anywhere." Includes an Ability' Bonus and
Immune to effects of Magnetism. 2 Weapon Modifiers. A Ninja may use 2
Examples of Element Force Blast (Magnetic) Weapon Modifiers in combat as a single
Blasts Can Manipulate magnetic forces, attack. A Ninja may use either an Ability
(Range: 4, but may add stones causing most things to come apart or Bonus and a Weapon Modifier or 2
for increased range per D&R.) reassemble; can pick up and throw Weapon Modifiers in the Ninja Action
Box. Ninja is a general Action, but you
If
Ice: Normal Damage, may attack magnetic objects. Can "take over"
vs. Durability' to petrify, machines using electrical or magnetic may add one Specialty per Action
freeze, encase in Ice, but not power. Number or increase in Action Number
kill. Succeeds if any damage Accumulate energy over time for major during play to indicate particular
I
occurs, duration = 1 panel/ effect. prowess.
stone of Damage. Can substitute Mastery for Strength (+1 Specialties include
Vi
m
only has 9 stones in her Energy Reserve, so her
effective maximum without a Weapon
Modifier is 9 stones of energy). She is sneaking
systems they pass through. They can't be
hit physically while in phase, but are still
vulnerable to Telepathy and Magic.
Cost Level
PSI-WEAPON
= Action Number + 3 Levels
into a building using this skill and puts 7
stones into it. The building is a long-time COMMENTS DESCRIPTION
Hand base, and so we look on the D&R to see Some players don't make the front page. Generate a weapon (sword, spear, bo*|
how hard il is to sneak in. Under "Opening But superior play can cause these powers and arrows, etc.) from your own mental
Locks" we see that "Supernatural" defenses to outperform the far more powerful. energy to be used as a combined action!
have a Resistance of 7. Elektra tells the CM she Obviously this is an ideal Action for with Close Combat, Ranged Combat or or
is moving slowly and carefully, and gains an getting into and out of secure" locations Ability. Stones remain in the Psi-Weaponj
extra stone of effort from the General Pool as a and for escape situations. Action Box and may be reused until
Situational Modifier for preparation. This Rules for Action Box: combat is over. You may use this weapon!
gives her S stones of effort, so she is able to * Pass through solid matter in the same Panel you create it. Yourl
overcome the defenses and sneak in. A few Stones = Panels of duration Psi-Weapon may be used to stun instead
Panels later, after her Energy Reserve has * Effect includes anyone/anything of kill, in which case stones of damage =|
regenerated back up to 9 stones, she sees a touched or carried duration of victim being stunned. I
guard and decides to take him out of the Ranged (i.e., bow and arrow', spear), the
equation. She sneaks over to him and attacks EXAMPLE Psi-Weapon has a Range of 3.
him. Since she is using Ninja for all these Shadcnocat has a Phase Shift Action Number of For an interesting variation on this
Actions, she attacks him silently with all 7 7. She wants to see what is on the other side of power, replace mental energy with ant
stones of Ninja and can add in her remaining a door. She puts 3 stones into this Action to other element from the Elements List. Foil
2 stones from Agility Bonus, to hit him xvith 9 phase for 3 Panels, and pihases, moving though example. Flame Dagger, Microwave!
stones all at once. the door and seeing what is on the other side Sword, Ice Scimitar, etc.
while staying out of phase. She could take
PERSONALIZED ACTIONS anyone site wanted with her, even objects as COMMENTS
Cost Level = Action Number (GM discretion) large a vehicles, if she is touching them. With Mental attack vs. physical foes by physical]
an Action Number of 7, she could stay out of means. A great action w'hen combined:
DESCRIPTION/COMMENTS phase for 7 panels, moving through solid matter with Close Combat, Ranged Combat oil
Players are not restricted from learning an all this time. She had better not still be inside a even Ninja.
Action just because it is not listed here. solid object on the eighth Panel, or she could be Ru les for Action B ox:
Such Actions can be an important part of killed by materializing inside solid matter. Create mental weapon
roleplaying and can individualize a Combine with Close/Ranged Combat
character. Beast, for example, is trained in
keyboards. Mystique has been a
professional actress. Some people make
their Personalized Actions into careers. .
DESCRIPTION A
The pow'er to slide through solid objects
and matter, moving through the spaces
between atoms or through an alternate
dimension. The effect extends to clothing
or anyone whom the character is touching.
While intangible, a character can walk on
air, moving upw'ard at stair-climbing
When Phase Shifting, the problem isn't the wall...
speed. Phase shifters disrupt electrical it's what's waiting on the other side.
EXAMPLE Senses Action Number of 7 he would fail to
M
Psylocke has a Psi-Weapon Action Number of
detect her unless he could somehow get a
Situational Modifier of +2. For example , if m ULMZJ
7. She puts 7 stones into Psi-Weapon and
produces a sword which she can use with Close
Combat as a 7-stone attack, adding to it her
Close Combat stones. She can now use her
Wolverine spent a couple of extra Panels
sniffing around , and had been around
Mystique earlier and recognized her scent, that
would earn him a +2 Modifier for preparation.
mSm
7-stone Psi-Sword for free, allowing her to put Or if he kneiv the real Senator and Senator
her remaining stones into Close Combat. She Kelly/Mystique did something suspicious or
am use this Psi-Sword by combining stones out of character.
:.
from her Psi-Weapon Action Box and Iter
V
Close Combat Action Box. Iter 7-slone SHRINK
Psi-Weapon will continue to exist without her Cost Level = Action Number + 1 Level
adding more stones to it until the combat is
i
done. She can also choose to either stun or DESCRIPTION
wotirtd her foes in Combat. The power to decrease your size at will.
Some characters do this via Pym Particles
SHAPE SHIFTING (a gas), a potion, pill or by natural power.
Cost Level = Action Number + 3 Levels The method doesn't affect the Action's
cost, and the effects are the same. It costs
DESCRIPTION you 1 red stone per size reduction. You can
This is the ability to alter your physical maintain this form for free and resume -I
presence, including fingerprints, retina, normal size at no cost, at will.
clothing, voice, etc., to appear to be
Reflexive Getting small can be a big advantage, ri*l
Stones New Size
someone else, so you will not be detectable Dodge Increase* especially if you also get stronger, like Wasp.JJH
by normal technology. You can copy 1 red 4 feet +1
someone after observing him for one 2 red 2 feet +1
3 red 1 foot +2
EXAMPLE
Panel. Action Number is Resistance to
4 red 6 inches +2
being detected. Costs 3 stones to shift, then 5 red 3 inches +3 Wasp has a Shrink Action Number of S and
1 stone/Panel to maintain (2 stones per 6 red 1 inch +3 bought the Itisect Strength option. She wants
Panel if the person you shift into is 7 red 1/2 inch +4 to shrink to 1/2-inch tall, so she puts 7 stones
8 red 1/8 inch +4
appreciably larger or smaller but still 9 red cellular +5 into Shrink. She is now 1/2-inch tall, her
within normal humanoid height range). 10 red molecular +5 Strength has increased to 5, and her Reflexive
Dodge has increased by 4 to 6.
COMMENTS *lf you don't have Reflexive Dodge, then
Some players look down on non-Combat you get it when you Shrink. If you do, then SOCIAL SKILLS
Actions. Others look upon them as an your Reflexive Dodge Modifier increases Cost Level = Action Number
unusual path towards the completion of as you shrink. Reflexive Dodge increase is
I
Mission Objectives. It's worth noting that only relative to things bigger than you. DESCRIPTION
Mystique is an accomplished actress! One This can't be improved by Lines, so buy Social Skills reflect a character's ability to
of the best powers for true roleplaying. the Action Number to the size you want. interact with other characters and n
E:
Ideal for "solo play." situations. They also reflect an ability' to
Rules for A c t i on Box: OPTIONS "speak the language" of a culture, from I
Psionically change appearance
(human form only)
Insect Strength: +1 to Cost Level-
Strength increases byr 1 for every' 2 levels
knowing gang signs to understanding
hacker jargon. Characters can use their
i
Action Number = of Shrinking, rounded down, to a Social Skills to find out information, deal
Resistance to detection maximum Strength of 6. with authority figures, convince an NPC
3 stones to shift to give or do something, and infiltrate
Duration: 1 stone/Panel at same size COMMENTS organizations, just to name a few. Usually
2 stones/Panel for larger/smaller A great way to go unnoticed without characters will use their Social Skills i
actually being invisible. A skillful play'er Action in interacting with NPCs play'ed by'
EXAMPLE will find ways to gain from this. Try to the GM, not for interactions with another
Mystique has a Shape Shifting Action Number take advantage of your size to set up player. When it comes to interacting with
of 8. She decides to replace Senator Kelly with situations where you strike against another player, the GM and players may'
herself. She spends 3 stones to copy him, and undefended enemies. decide that the Social Skills Action is
- .
now looks just like him. She can maintain this Rules for Action Box: overruled by the player's own, real
form for 1 stone per Panel forever, if she Shrink to (min. size) abilities to converse and function. Social
wanted, and would resist being detected with Shrinking increases Reflexive Dodge Skills is a general Action, but you may add
her full Action Number of 8. A character (Insect Strength Option; one Specialty per Action Number or
would need to overcome 8 stones to detect her. +1 Strength/2 Levels shrunk, up to 6) increase in Action Number during play to
So if Wolverine came along with his Animal Duration at will indicate particular prowess.
I J
COMMENTS gain them as well as chunks of your Rules for the Action Box
This is usually the second most important victim's psyche! Stretch 200 per red stone
Action you will use during the game. Important: This power can not be -1 Strength per 200' (min.l Strength)
Every single Marvel Character has it, to controlled and is always triggered through Can be as thin, thick or bent as needed
some degree. It allows you to interact direct contact (except for rare editorial
reasonably with the outside world and can exceptions!). All victims' psyches "live" in
be molded to suit your environment. You the mind of the user. Permanently stolen
EXAMPLE
don't have to start out with it big, but powers get their own new Action Boxes. Mr. Fantastic has this Action Number at 8. He
investing Lines in Social Skills can round xvants to reach out across the street to grab n
out your character. Feel free (under the COMMENTS falling baby. He puts 7 stones into this Action
GM's supervision) to make up your own. Dangerously powerful if played to the which allows him to stretch up to 1,400 feet;
Specialties include max. (You go around "collecting" powers, even though the GM tells him the child is only
(feel free to make up your own): etc.) Beware abuse of this. As the GM, you 200 feet away, he doesn't want to risk missing
Streetwise Underworld Socialite can allow such powers, but constant the child! He stretches the 200 feet and catches
Charm Persuasion Diplomatic Protocol restraint must be a element of this power. the child easily. Later, Mr. Fantastic is attacked
Professional Criminal Military Protocol Have fun roleplaying that victims' by a group of 3 thugs with machine guns, lie
Gang Lifestyle Political Culture Hacker psyches live in the mind of the user. uses his Stretching Action to become a shield
Law Enforcement Etiquette Academia Rules for Action Box: to protect people from the bullets (counting on
Blue Collar Language & Culture Clergy Steal superpowers by touching victim his Toughness to resist injury). If the area to be
R u I es for Action Box: Use stolen powers Action Number protected was 100 feet wide, he could become a
Interaction with NPCs =
1 second touch 1 minute use barrier 100 feet In/ 16 feet high. He could
(Insert Specialties) Renders victim unconscious instead stretch toward the villains, adding liis
Prolonged contact causes Stretching Action to his Close Combat (3) for
EXAMPLE permanent theft a maximum attack of 77 stones, which he could
Black Cat has a Social Skills Action Number of split as he wanted between the villains.
3. She is trying to get information about a new
EXAMPLE
gang moving into town. She puts 3 stones into Rogue wakes Wolverine up during a TECHNOLOGY
her Social Skills and asks around. She has the nightmare and Wolverine accidentally stabs Cost Level = Action Number + 1 Level
Specialty, "Streetwise," so she is able to use Rogue with his claws for 6 stones of damage.
these 3 stones to overcome other people's Rogue loses two white stones of health. Rogue DESCRIPTION
Resistance to revealing useful information. lakes off her gloves and touches Wolverine for This Action allows you to figure out and
This Resistance would be expressed by their 2 seconds. She gains the use of his Accelerated operate machines, computers and even
Social Skills or their Intelligence. She could Healing Factor for two full minutes and heals alien technology. Compare total of Action
also use this Action to try to talk people into both white stones she lost (1 white per 2 Number and Intelligence Bonus to
doing various things, or into spotting someone Panels). She also gains tioo minutes of Difficulty on the Technology' row of the
who seems out of place on the streets. Wolverine's memories, in this instance the D&R Chart. This is not an Invention
nightmarish recollections of his torture and Action, but it can still serve to get a
STEAL SUPERPOWER abuse in the Weapon X project. character out of many a narrow scrape.
Cost = 30 white stones Often a little knowledge can unlock more
STRETCHING than even the most talented safecracker.
DESCRIPTION Cost Level = Action Number + 5 Levels Intelligence Bonus included.
Steal powers with a touch and gain the use
of those powers. If you touch the victim for DESCRIPTION COMMENTS
1 second, you get to use his powers at his You are capable of becoming highly Highly recommended. It is commonly
Action Number for 1 minute (2 Panels). malleable at will. As such, you can stretch, matched with scenario description or item
Any restrictions the victim had still apply deform, expand or compress yourself. specs, and is a good general Action.
to you. You also get 1 minute of the Maximum distance stretched is 200 feet Unlike Invention, it is geared towards
victim's memories, during which time you per Action Number. Effective Strength is simplicity' rather than complexity. This
can ask the GM 1 question. Your victim is reduced by 1 stone for every 200 feet. You Action can open up the knowledge locked
knocked out for 1 minute. Prolonged can be as thin as a sheet of paper, become in computers and even, in the right
contact for a whole Panel allows you to use a human parachute, or balloon around a circumstances, stop armies.
tire victim's power for 30 minutes and get bomb nearly instantaneously. This power Rules for Action Box:
the answers to 3 questions. It also results in reduces the cost of Toughness by 1 Level, Intelligence Bonus
the transfer of some of the personality of reflecting the fact that you can deform as Action # + Intelligence vs.
the victim (in a sense, you have two minds the impact occurs. Difficulty of Technology
working in your mind at the same time.)
This can be a roleplaying challenge. 'I he COMMENTS EXAMPLE
victim is unconscious for 2 minutes. Touch We highly recommend that you buy' Doctor Doom has a Technology Action
him for more than 2 Panels, and your increased Toughness if you take this Number of 8 and an Intelligence of 8. He finds
victim falls into a coma and the transfer is Action, as you'll often find y'ourself using a strange object from a Kree Starship and tries
permanent: He loses his powers and you this power to become a human shield! to figure it out. Kree Tech has a Difficulty of 7
1
I the D&R Chart, and gets a Situational Rules for Action Box:
I
mi
Modifier of +2 to Resistance for having Use as Close Combat or
TELEPATHY ilil
| mknoien properties. So it has a Difficulty of 7 Ranged Combat CMESMERISMD
I and a Resistance of 9 to being figured out. Manipulate objects, levitate self/objects Cost Level = Action Number + Options
I Doctor Doom could spend 9 stones for a Panel Use Action Number as Strength
surf figure out how to use the device. Costs 1 stone/10 feet of distance DESCRIPTION
This is a powerful set of abilities that
TELEKINESIS EXAMPLE
Cost level = Action Number + 2 Levels Jean Grey has a Telekinesis Action Number of
6, and an Intelligence of 5 (she paid for the
involve overcoming the mental Resistance
of others and making them see or do as
you desire. If the target is aware and
:
DESCRIPTION Bonus). She sees a speeding car ( speed 5) about attempting to resist, you must overcome
ICan be used in lieu of Combat. May to run into a crowd, and puts all 10 stones their mental defense (Intelligence plus any
manipulate, grab, throw objects (stones vs. from her Energy Reseriv into Telekinesis to specified Mental Defenses). If target is
I Resistance similar to lifting). When lifting unaware, success is normally automatic.
11
I or throwing, or levitating self or others,
slop it. Looking on the D&R, zoe find a car
weighs 4 stones. Situational Modifiers that You can use Telepathy to communicate
f|
I treat Action Number as Strength. Add 1 apply/ are 1 stone for every/ stone of ground and create mental links with others.
1 stone Difficulty per 10 feet of distance. You speed at which the car is traveling, or 5 stones. Unassisted Telepathy is a medium-range
I can buy Force Field at -1 to Cost Level if So the total Resistance to this Action is 9 Action (4 on the D&R), except in the case
| you also buy Telekinesis. Telepaths can stones, and she is able to stop the car before it of extreme circumstances with intimate
l buy this for -1 to Cost Level. hits the people. She is exhausted, but the people characters, like Jean Grey and Scott
are safe. To continue holding the car in the air reaching across time and space.
OPTIONS: woidd cost her 5 stones the next Panel, and 6 Intelligence Bonus is not included, but you
-1 to Cost Level if bought with Telepathy. stones the Panel after that, so Jean is going to can buy it at a discount (+2 instead of +5 to
+2 to Cost Level for Intelligence Bonus. need to pul the car down the Panel after that. Cost Level). Includes a Defensive Modifier
!
+1 to Cost Level for a Weapon Modifier. (She regenerates 5 stones per Panel.) (vs. mental attacks only) equal to Action
-1 to Cost Level of Force Field if Number. The magical version of this
purchased with Telekinesis. Action is called Mesmerism.
Read minds, ESP: If mental defense
COMMENTS \
is overcome, 1 stone to read surface
\
More expensive than Close thoughts, +1 stone to be undetected, +1 for
Combat, but the ability to / deep thoughts, +1 for multiple targets, etc. I
manipulate objects at range 4J
makes it worth the price. OPTIONS
It can give high-lntelligence, Illusions: (+1 to Cost Level) Overcome
low-Strength characters mental defense and project images .
a good strong "grip" , directly into minds. +1 for broadcast.
on the real world. Jfw 1 stone/Panel to maintain.
Si Level) 1 stone/Panel. I
Telepathic Communications: (+1 to Cost :
Level) 1 stone/Panel, +1 for broadcast,
'x'1
-
+1 per other effect (security' of II
communication, etc.).
Mental
-
Bolts: (+1 to Cost Level) If
mental defense is overcome, stones
u
cause damage like any other attack or
V I
7 %
stun victim for as many Panels as red
stones of damage.
& . Repair Minds: (+1 to Cost Level) Can
I
4
repair Action Number of mental
/ damage per Panel. Acts like a Healing
s Action for mental damage.
% Intelligence Bonus: (+2 to Cost Level).
:
You may buy Telekinesis at a discount of
-1 to Cost Level.
Juggernaut may be invulnerable to Telepathy,
but Jean Grey's Telekinesis has him all wrapped up. <!
I
_ r
Blob could crush Jean Grey like an distances, must buy at Action Number 8. Agility Bonus
eggshell. But what of it? Jean Grey can +2 to Cost Level to teleport to other General thieving skills
render him helpless with a mere thought. dimensions, planes, etc. (Insert Specialties)
Rules for Action Box: -1 to Cost Level, if you must spend 1 red
Project your mind into other minds stone per "guest."
EXAMPLE
Use as Ranged Combat, Range: 4, may Gambit has a Thieving Action of 6 and an 1
add stones for distance as per D&R COMMENTS Agility of 3, far a total of 9 stones of possible
1 stone/Panel to maintain control, This is obviously useful for both effect. He wants to take a key out of a person's
continue effect infiltration and escape. This power is pocket without that person knowing it. He {
(Insert options) also highly suitable for scouts and puts 6 stones into this Action and tells the GA1 1
Rule for Modifier Box:
(Action Number) + mental defense +
thieves from Vanisher to Nightcrawler.
Rules for Action Box:
that he is taking the key. The GM checks the j|
target's Agility (human-normal, 2) and |
Intelligence vs. mental attacks Vanish, reappear up to Action Number whether he has any skills he could use to resist I
distance this Action, such as Thieving, Black Ops or ll
EXAMPLE Effect includes clothes, anyone touched even Ninja. This victim has no such skills and 1
jean Grey has a Telepathy Action Number of 7 for free gets his pocket picked.
and all of the Options. Her Intelligence is 5. May spend extra stones for precision
She sees a drug-crazed gunman about to shoot (You may want to write in stones TONGUE/TAIL/
an innocent hostage. She puts 7 stones into and distances.) TENDRIL WHIP
Mind Control to stop him, make him release Cost level = Action Number + 2 Levels
the hostage and drop the gun. The GM checks
EXAMPLE
the gunman's Intelligence ( human-normal , or Nightcrawler has a Teleportation Action DESCRIPTION
2 stones) and any Situational Modifiers that Number of 6, but must pay for "guests." He Is it Close Combat at a distance? Is i: i
apply (+1 Resistance because subject is on wants to teleport through a solid wall on the Ranged Combat within range? Or Ls it just
drugs) and comes up with a total Resistance of other side of the room outside into the street, that some characters have really long j
3 stones. Jean's 7 stones overcome that bringing Wolverine and Colossus with him. appendages that can get truly annoying? I
Resistance easily and the gunman drops the The wall is about 15 feet away. To play it safe he ( load, Omega Red, Doctor Octopus, etc ! I
gun, releases the hostage, and waits for her uses 5 stones and they safely teleport out of the The character is considered beyond Close j
next command. building and onto the street. Tor 6 stones they Combat range for return damage (unless, j
could have teleported a mile away. of course, they are actually within Close I
TELEPORTATION Combat range). The tongue, tail or tendril
Cost Level = Action Number + 2 Levels THIEVING is still vulnerable, up to 1 white stone's j
Cost Level = Action Number damage. This Action works like Combat, I
DESCRIPTION except that if it succeeds, it can either do 1
The ability to vanish from your current DESCRIPTION damage or it can be used to grab or 1
location and instantly appear somewhere Thieving seems to be one of tire common manipulate objects. If using a weapon, |
else (possibly traveling through another specialties of Super Heroes who often find then you may add a Weapon Modifier, for I
dimension). Distances are crossed without themselves in embarrassing circumstances. a price. The extra stone of damage as a j
traveling the intermediate space. No Many characters have this Action, and it weapon reflects its superior accuracy. May
Ability Bonus allowed. does prove useful, especially when all else be used after stones are revealed. It can j
fails. Thieving is a general Action, but you also be used for movement.
Stones Distance teleported
spent (approximate) may add one Specialty per increase in
1 stone 10 (other side of door)
Action number to indicate particular OPTIONS
2 stones 30' (up or down 1 floor, prowess. Includes Agility Bonus. This +1 to Cost Level for a Weapon Modifier I
into next room) Action could also be modified into Private
3 stones 1 mile Investigating, or even Spying by someone COMMENTS
4 stones 100 miles who doesn't want to be known as a thief. Like Telekinesis, can manipulate and
5 stones 1,000 miles In that case, add appropriate Specialties "acquire" at a distance. Its utility has a lot \
6 stones 3,000 miles
such as fingerprinting, profiling, etc. to do with what other powers go with it
7 stones 6,000 miles
8 stones Anywhere on Earth
Specialties include (Toad, for example, has Leaping and Wall |
(feel free to make up your own): Climbing to complement this power).
Lockpicking Robbery Electronic Theft Rules for Action Box:
Fraud Rackets Move Silently (Insert Weapon Modifier if purchased)
OPTIONS Shadowing Safecracking Pickpocket Use like Close Combat within range
-1 to Cost Level if travel through other Con Artist Blend In Evasion Fencing Does damage or manipulates/grabs
realm is required (e.g., brimstone); you Burglary Stolen Property Hiding If used as weapon, +1 stone damage
appear in a cloud of smelly smoke. May be used after stones are revealed
-1 to Cost Level if range limit 3 miles. COMMENTS Maximum damage to appendage is
-1 to Cost Level if you can only teleport A great set of survival skills that you can 1 white stone
to where you've already been. tailor to suit your particular needs.
EXAMPLE Rules for Action Box: you've never operated it before. You get
(Strength or Speed Bonus) one Specialty per Action Number, and you
mdhas a Tongue Whip Action Number of 3. Can burst through walls, etc. get to add a Specialty per Action Number '
In Combat with Cyclops, Toad waits until all * 2x Damage increase, so you can pick which vehicles
slnnes are revealed to find that Cyclops has 2 you can drive as you go and seize
jforefs in defense and 6 stones in his Optic
EXAMPLE opportunities as strange vehicles become
Bier. Toad puts 3 stones into his Tongue Whip Juggernaut is in a hurry to get to an dll-you- available during play. When you are in a
attack mid uses his tongue to grab Cyclops' can-eat buffet at Hungry Bob's House of vehicle, you can try to run people down,
visor away from him, causing Cyclops' Optic Bratwurst and runs into a building in his way. smash other vehicles and fight, as in a
Bfcf to go wild. Because lie's hungry, he's using his tank, helicopter or fighter plane, and your
Unstoppable Action for his movement and has Action Number acts as a Bonus for this.
UNSTOPPABLE 6 stones in it. The building has concrete walls Almost anyone can drive a normal car, but
Cost Level = Action Number + 3 Levels (a Resistance to being smashed of 6 on the a professional driver will obviously do
D&R), so with 6 stones in Unstoppable he better behind the wheel. For more
DESCRIPTION bursts through and keeps going. (If the wall information on vehicles, see P. 84 & 107.
The "Irresistible Force." This power gives was very thick, the GM could give it a higher Note: Some vehicles have Resistance
the character the ability to crash through Resistance, but even the CM knows better Numbers, like spacecraft, which reflect the
anything up to their Action Number on than to get between Juggernaut and lunch.) need for multiple operators. You can still
the D&R Hardness row and keep on operate these vehicles with less than the
moving. If in his way, it's best to stand VEHICLE OPERATION full Resistance, but you may not be able to
aside or suffer the consequences. Choose Cost Level = Action Number utilize all systems fully.
either Strength or Speed Bonus.
DESCRIPTION COMMENTS
COMMENTS Driving, steering or otherwise piloting Useful. Since there are interesting cars and
A limited-scope power, but one with a lot vehicles (as well as operating their vehicles all over the Marvel Universe,
of punch under the right circumstances. weapons, if any). You may operate any there should be ample opportunity' to
(And you should have enough left over vehicle with a Difficulty Number equal to exploit this Action during normal play'.
for, say, a little mental defense?) or below your Action Number, even if Rules for Action Box:
Operate vehicles
\
_ ,
t'-V
(Insert Specialties)
EXAMPLE
The Human Torch has Vehicle Operation at
Action Number 5. So, he can figure out how to
fly the Space Shuttle (Difficulty 5) but zvould
need help to overcome the Resistance (18) to
/
fully operate all of its systems. (He could
j
t V probably fly it, but landing might be a bit
% tough.) Nmo, if he were driving his hotrod,
which has a Resistance of 1 to operate, at a
i *
speed of 5 (725 mph, or + 2 stones' Resistance
Situational Modifier), he would have 2 extra
stones to apply to Situational Modifiers like
i
dealing with traffic or talking on a cell-phone.
VENTRILOQUISM
Cost Level = Action Number 111
rh DESCRIPTION !
You are able to throw your voice (5 per
. stone spent) and make it seem as if it
1'
II V /
comes from a different location /direction.
This can result in some rather amusing
side effects.
1 -
s Y
COMMENTS
A good, oddball (often villainous) wrayr
to confuse detection devices, other
characters, etc., especially' if unexpected.
I
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Y
'
Juggernaut's "unstoppable" power comes from a mystic ruby. f
if.t
I
Rules for Action Box: puts all 9 of Itts available stones into this He puls 2 stones into this Action, which gire
Range = 5'/stone Action. He needs to spend 1 to cling to the him the maximum speed allozved of 125 nipt
wall, and 1 more for Speed to moire up it and (double the rate for running on the D&R) mi
EXAMPLE into safety. This would mean he could divert 7 races through the city. Now, if he was carniit r;
A mutant named the Larynx has this Action at of these stones into defense as he climbed. If he something that weighed 3 stones, he wools
4. He's being chased by a gang of anti-mutant wanted to climb faster he would have to put have to prut 5 stones in this Action to movent
toughs who want to beat him up to make an fewer stones into defense and more into Speed. his maximum speed.
example of him. He ducks behind a newsstand, If it was raining heavily, he might have to
and then throws his Ioice down an alley behind
a dumpster to confuse the gang into thinking
overcome a +t stone to Resistance Situational
Modifier for the rain. The GM might even
MAGIC
he's there. The dumpster is 15 feet away. So throw in an extra Situational Modifier if the
Larry spends 3 stones to throw his voice behind building was especially slippen/ (aluminum or In Marvel, almost any Action (Master}' ct
the dumpster and taunts his attackers, and glass walls, for example). This would leave him Elements, Telepathy, Healing Factor, Fora
when they go down the alley to check it out he with only 2 stones to add to his defense (climb Blast, etc.) have a magical rather than
runs the other way into a subway. at 2, cling at 7, movement at 2, Situational mutagenic origin. If a mutant uses
Modifiers at 2). Telepathy, then it is a mutant power. If ;
WALL-CRAWLING/ Master of Magic uses it, it is a magic:
CLIMBING WEB-SLINGING
power and then it's called Mesmerism.
Cost Level = Action Number Cost Level = Action Number For the most part, both Actions wort.
the same way, and the same descriptions
DESCRIPTION DESCRIPTION used. Of course, there may be som
Same as normal movement, but along Spider-Man's favorite mode of travel. To different implications in dealing with
walls, ceilings, etc. This could be due to a find out how fast you're moving, use the magical and non-magical Actions: Magical
sticky secretion, barbed skin or even Running row of D&R Chart x2, up to a Defense would only defend against
specialized training. Can be used for maximum speed of 125 mph. So, 2 stones Mesmerism, but Mental Defense would
escape or pursuit if the circumstances are of Web-Slinging are all it takes to move defend against both mutant Telepathy and
appropriate. Includes your choice of at maximum speed. Many unusual magical Mesmerism.
Agility or Strength Bonus. movement Actions can use this as a Here is the most important thing tc
template (cybernetic appendages, psionic understand about magic in the Marvel
COMMENTS tentacles, etc.). Includes an Agility Bonus. Universe Roleplaying Game: No matter
Like a lot of related movement Actions, how you describe a magical Action, yor
potentially quite useful in an urban COMMENTS still spend red stones, and they are treated
environment. A prime method of travel, escape and just like any other red stones. If they an
Rules for Action Box: pursuit. Ideal for lone-heroes. Fun, too. used to attack someone, then they do
(Agility or Strength Bonus) Rules for Action Box: damage like any other stones. If the}' an
Movement on surfaces regardless of Agility Bonus used to create an effect or to accomplish a
orientation * Movement only task, then the stones are compared to the
1 stone/Panel to cling =
Stones 2x Running Speed on D&R to task's Resistance.
=
Stones speed on running row of a maximum of 125 mph If you want to use Magic, you car
D&R to a maximum of 75 mph Add stones for weight carried learn any Action and have it be
magical...as long as you first learn Master:
EXAMPLE EXAMPLE of Magic. Once you've learned Mastery oi
Toad has this Action Number at 5, and can add Spider-Man is in a hurry to get to the scene of Magic, then you can also learn Sorcery
in his Agility of 4. He wants to climb a wall a crime. He has Web-Slinging at 6 and can add Summoning and Witchcraft, which aretfu
while dodging bullets to make his escape. He his Agility Bonus of 6 to overcome Resistance. major branches of Magic. You may learr.
Web-Slinging may look complicated, but in game terms it's just moving
at 2x running speed on the D&R chart.
11
I
fI
more than one of these; for instance,
Doctor Strange knows both Sorcery and
Summoning. There is also an Action called ! .4 ;
Magical Travel, which combines Flying, ;j
Teleportation and other movement
Actions into one, and can only be learned
by a Master of Magic.
m m -
m tP4rfl
There are also some Actions which are
magical in nature, but anyone can use
them. For example, Hex-Spheres is an
Action which represents the use of Chaos
FfT
i
;
bk X
-- &
Magic but can be used by non-magical mr 3
characters like the Scarlet Witch (who,
regardless of her name, is a mutant, not a
IS
I?
witch). Another example is the Absorbing
&f/X a ~.
Man, whose powers. Transform Self by
Touch and Absorb Power, are magical
Actions. The Absorbing Man is not a 4 /
&
/v
then magical stones of damage are just the Restriction #1, below.) 3. No effect of Mastery of Magic may use
same as non-magical stones of damage. Enables you to learn the major branches more than 6 stones, including Bonuses
of Magic: Sorcery, Summoning and or Modifiers, unless otherwise specified.
Mastery of Magic Witchcraft. (Other branches to come in 4. You must spend 1 Panel in preparation
includes future supplements; Druidic Arts, for any' effect.
the following Necromancy, and more.)
Manipulation of Magic. These are all the Enables you to learn Magical Travel. OPTIONS
minor spells, effects, etc., that magicians Gives you the ability to do magical (+1 to Cost Level, each)
in books (including comic books) are research and work with items that are for Accumulate Energy Modifier: You can
able to achieve with little or no effort. It Masters of Magic only, such as spells, regenerate extra stones into your Energy'
is used to manipulate energy-' into incantations, magical books, artifacts, etc. Reserve, up to your Mastery of Magic
shapes, effects and other materials
create ice sculptures, make fire (or
The following Actions and Modifiers are
not included as parts of Mastery of
Action Number. (Not limited by'
Restriction #1.)
fireworks), blow smoke rings and the Magic, Sorcery, Summoning and Increase Action Number Modifier: For
like. Also includes Telekinesis. Witchcraft unless specified, but may' every' hour of preparation, you get 1 free
Magical Barrier. A specific example of be bought at a discount of 1 to the stone to use in any' Magical Action, up to
Manipulation of Magic that you may' Cost Level: Magical Healing, Telepathy', 2x Action Number. (Not limited by
use quite frequently. You may describe Energy' Absorption /Reflection, Hex- Restriction #1.)
your barrier however you wish. Stones Spheres, Transform Self, Transform Self
spent = effect. If you make a 3 stone by Touch, Transform Others.
mz3
COMMENTS You can make the table come to life and EXAMPLE
No matter what the magical effect dance around the room, or you can turn
described, a red stone of magical effort has the wheels of a fleeing car into blocks of Doctor Strange has a Sorcery Action Numlv
just the same impact as any other red concrete. But regardless of what you of 8, and an Intelligence of 6 (he bought th
stone. Just like any other Action, the dream up, in the end, you're still spending Intelligence Bonus), for a total of '14 stones r
player describes what they're doing, and red stones, and they work just like any effect. He needs to get In/ the two 6-armed giant
the CM describes how it works out. For other red stones. Sorcerers often use spells guards of an ancient temple, and decides to pul
instance, let's say a Master of Magic was and items, especially books of magical lore them to sleep. He Summons forth his mysfc
about to be attacked by a group and and incantations such as the Books of the energies and tells the CM he is putting 6 stone
wanted to stop them. He could simply Vishanti or the Eye of Agamotto. To learn into his Sorcery Action, 3 stones per guard. Ti.v
spend 3 stones in Manipulation of Magic Sorcery, you must have Mastery of Magic, CM compares this effect to their Intelligent ;
to turn the ground under them into a huge and your Sorcery Action Number can (they're bigger, but not smarter than humans:
hole into which they would fall. never be more than twice your Mastery of their Intelligence is human normal of 2) and In
According to the Area row on the D&R Magic Action Number. You may want to ndes that the guards fall asleep.
Chart, 3 stones would make a 25 ft. buy an Intelligence Bonus at the normal
diameter hole appear. (We don't know cost of +5 to Cost Levels. SUMMONING
where the dirt that was in the hole went, Cost Level = Action Number + 2 Levels
and we don't care.) Here are a few specific effects included
Rules for Action Box: in Sorcery: DESCRIPTION
(Insert Intelligence Bonus, if bought) * Location. Find direction or exact Summoning is the Action of bringing into
Manipulation of Magic location of specific objects. this plane of existence Demons and extra-
Magic Barrier Sleep. Stones vs. Intelligence. May not dimensional beings. Invoking is a major
Magic Blast be used in Combat. Duration: 5 part of Summoning, but rather than
* Energy attack, Range 4 minutes/stone of "damage" (stones bringing the being into this plane, you jus!
Split stones for multiple targets over Intelligence of target). bring its power. You will probably us.
(Insert Options) Stun. Stones vs. Durability. May be used Invoking far more than Summoning.
Rules for Modifier Area: in Combat. Duration: 1 Panel /stone of Once Summoned, a being must be
Magical Defense = + Action Number "damage" (any extra stones over the controlled or it will escape, either bad
Durability of the target). where it came from or to run loose OR
EXAMPLE Earth. Once a being has escaped, onh
Baron Mordo has a Mastery of Magic Action RESTRICTIONS Binding can bring it back under control
Number of 3 as well as an Intelligence of 6 (he l.For Duration of effects, except where While you control a Demon or other bein
bought the Bonus), for a total of 9 stones of specified, add stones according to the you can command its Actions. It can figh!
effect. After breaking into a museum to steal an Duration row on the D&R Chart. These for you, or answer your questions, or
ancient mystical book, he is chased by the stones don't count towards stones of transport you to other places, worlds and
museum guards into a corridor with a giant, damage of the effect. planes of existence. The Demon generate:
locked bronze door. He uses his Mastery of 2. For range or area of effects, except its own stones of energy, which it can use
Magic to first build a wall of fire between where specified, add stones according to on your behalf. Each Demon has differenl
himself and the guards. He spends 6 stones for the Range or Area row on the D&R Actions, so not every Demon is right for
a huge wall that seems to be made up of Chart. These stones do not count every purpose. While it is possible to
writhing, fiery snakes and will spend one towards effect. compel obedience, there is often more to
stone/Panel to keep it burning. (They zuould be gained by tact and diplomacy'. You are
burn anyone who came through at 6 stones of COMMENTS Summoning beings of independent
fire damage per Panel). The next Panel, still Sorcery' involves a lot of cooperation intelligence and will, so don't be surprised
using his Mastery of Magic, he prepares to cast between the player and the GM. Since, like if what you called to ignores or attacks
a 5 stone blast of mystic energy at the bronze Doctor Strange, you will be playing with you. You must have Mastery' of Magic, and
door, bursting it open. (Looking at the the very fabric of the world, much of what your Summoning Action Number can
Hardness row on D&R, doors are 3, walls are you do has no concrete definition. Be never be more than twice y'our Mastery rf
4, brass is 5. Mordo wants to be sure it opens creative, be resourceful and be aware that Magic Action Number. You may want to
so he uses 5 stones.)
1
sometimes the GM may have to say', buy' an Intelligence Bonus at the norma
"Sorry, you just can't do that," for the sake cost of +5 levels to cost.
SORCERY of game balance and continuity.
Cost Level = Action Number + 2 Levels Rules for Action Box: RESTRICTIONS
(Insert Intelligence Bonus, if bought) 1. For Duration of effects, except where
DESCRIPTION Variable range effects and attacks specified, add stones according to tb
Sorcery' is the most versatile branch of Split stones for multiple targets Duration row on the D&R Chart. The-t
Magic. As a Sorcerer, you can pretty much Sleep: Stones vs. Intelligence. stones don't count towards effect.
do anything you can imagine. The effects 5 minutes/stone damage 2. For range or area of effects, except -
arc as varied as making everyone around Stun: Stones vs. Durability. specified, add stones according to the
you weightless or opening up the side of a 1 Panel/stone damage Range or Area row on the D&R Chart
mountain so you can walk through it. These stones don't count towards effect
How to Summon
To Summon a being, you must put as
many red stones into your Summoning
may escape. To do this, you must spend as
many stones (or other values) as specified
by the being's Control Factor. The ways of
How to Bind
l m
Binding is the act of gaining control over a
Demon or being that is uncontrolled,
Action Box as the Durability of the Demons and otherworldly beings are whether because it broke free or was never
Demon. Since Durability determines how mysterious and often make little sense. controlled in the first place. To bind a
many red stones of energy a Demon can The Control Factor may be as simple as 1 being, you must spend red stones to
use, in essence what you're doing is red stone per Panel (or more, or less), as overcome the Binding Factor. Be aware
deciding how much energy you'll want costly as 1 of your white stones of health that Binding Factors can be very high.
vour Demon to be able to use in whatever for a stated period, or it may be as unusual Magical research will usually tell you how
task you will be giving it. as sacrificing a dove once per hour or much it will cost to bind a Demon.
Unless you are Summoning a specific singing a song backwards while standing
Demon whose name you know, when you on your head. It may expect heavy How to Invoke
Summon a Demon or being, you are really payment or obeisance in return for Invoking is when you ask a being to do
creating it to your specifications. extraordinary service. The Control Factor something for you without actually
Summoners are advised to generate a is made up by the GM or provided with an having to Summon and control that being.
shopping list of known Demons as part of existing Demon. The being you invoke may' ignore you, or
your Equipment List; once you know a Demons will attempt to depart when it may take some time for that being to
Demon by name, you don't need to specify they see fit or if you give them an notice y'ou and respond. Sometimes, it will
and pay for the extras, just Durability'. opportunity. They may be vengeful, .so respond just to tell y'ou no. However, if it
Names are power. If y'ou know the name of beware! Some beings are willing to be says yes, then you can use its power to
a Demon or being, magical research will reasonable, will respond to favorable accomplish what you wish. For all intents
almost always (except in rare cases) yield treatment and will fight for you, but very and purposes, invoking is the same as
how much it costs to Summon it, as well as few are willing to serve as cannon fodder. Summoning and controlling, except the
its Control Factor and Binding Factor.
You can also split stones and Summon
more than one being at a time. So you can %
put 3 stones into Summoning a 3
Durability' Demon, or 3 stones into
Summoning three 1 Durability' Demons.
So far in the process, while y'ou know
the Durability' of the Demon y'ou are
Summoning, you may not know what
mM
ft
other Abilities or Actions it has. (You may
want an Ice Demon and you may' get a
Flame Demon. And when it comes to
i f? 1'
Demons, GamesMasters can get as weird
y
and annoy'ing as they want.) Next y'ou
may add 1 stone for each other Ability,
Action or Modifier you wish to specify' for
m
the Demon you Summon. You may even
F
'
.
specify' the Ability', Action or Modifier
Number, again by adding a stone for each
number you specify.
For example, if you wanted to
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rr*
m
.
How to dihZm
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Maintain Control
Once you've Summoned the being, you
need to maintain your control over it or it
-- |i ip
We strongly recommend that you avoid losing control of whatever being
I
you are attempting to Summon.
I
11
Demon or being doesn't show up, just its wanted the invocation to last for 4 Panels, purpose. But if you didn't specify what
power. You must spend 1 stone of your you could put 4 more stones into your you were invoking the stones for, you may
&
J energy for every 2 stones of invoked Action Box, and then it would last for 5 then put them into your Energy Reserve.
power. For each Panel you want your Panels before you would have to spend
invocation to last, you must spend one red more stones. Remove one stone of COMMENTS
stone. You may pre-pay your red stones Duration from the Action Box each turn Summoning is a favorite "secondary
for duration. So, for example, if you until they are all gone. Keep the stones Action for many Masters, and an exclusive I
wanted to invoke 10 stones of a god's you have invoked separate from the field in and of itself. Inv oking is the most
powers, you would have to spend 5 stones stones you put in for Duration. Invoked commonly used aspect of this branch of I
in your Action Box to do it. Then, for every stones come from the General Pool. If the Magic. It's safer than Summoning, and it's
Panel you want the invocation to last, you stones have been invoked for a specific an easy way to increase your available
would need to spend 1 more stone. If you purpose, they may only be used for that energy...if you are on good terms with I
powerful beings. This is very much plot- I
Magical Travel, like other magical Actions, can take many more forms driven. If the GM entertains the notion I
than we've fisted in this guide. Be creative.
of alternate dimensions filled with I
interesting Demons, this Action can be a I
good and interesting choice. If not, then it
might be better to invest elsewhere. The
GM makes up the Demons, and can
i choose to limit their availability: (See NPC
,i \ y list for a few sample Demons. Future
yrr \ supplements, like the X-Men supplement, \
rJ V
K will include metre Demons.) Also a word I
r zt i; of advice: Demons are dangerous. Make I
/ *A sure you have what it takes to control a I
Demon before you Summon it, or you t
ypj could find yourself serving the Demon
instead of the other way around.
H Rules for Action Box:
(Insert Intelligence Bonus, if bought)
Call and control Demons and direct
1 their energy
y* |A
Summoning: stones vs. Durability, +1
*
stone/specification
1
Maintaining Control: stones (or other)
s 1 vs. Control Factor
(0
f
Binding: stones vs. Binding Factor
Invoking: 2 for 1 stones;
!
p
if Duration 1 red/Panel
1 ,
EXAMPLE
r ik*
-
move on to fight the evil villain who I
Summoned the Demon in the first place. Helm
a Summoning Action Number of 7 and an
)
Intelligence of 6 for a total of 13 stones in effect
f He puts 7 stones into this Action , which
i invokes the power of the being, producing a '
T
IVi
M
14 stone effect that causes mystical bands d
/
/ glowing energy to appear about the Demon, I
f enough to match the Demon's Binding facto.
V t J
i
of 13 stones, with a stone to spare. I ie also put- I
6 stones in advance into Duration, meaning
that the invoked power will hold the Demon for
S r> 6 more Panels before Doctor Strange must
W'r V /
worry about putting in any more stones ti
/ ! maintain the invoking (and therefore titt
binding). Now Strange is free to go fight tk
Evil One and save the world.
WITCHCRAFT
Cost Level = Action Number + 2 Levels
DESCRIPTION
Witchcraft is a branch of Magic based on
potions. She has a Witchcraft Action Number
of 6 and Intelligence of 5 (she bought the
option), for a maximum effort of 11 stones.
Quite upset that her beauty sleep has been so
rudely interrupted, she puts 11 stones into her
Witchcraft Action to change them all into
Rules for Action Box:
Magically powered movement
Requires 1 Panel preparation
Add 1 stone/person carried
(except Teleportation)
I
Curse. Like tire Action Bad Luck (except you know Mastery- of Magic. If you don't another stone for the passage. The Baron
you can also use Luck). have the specific Specialty, you can still spends one Panel to prepare, then opens a
Luck. Like the Action Good Luck engage in that form of travel, but you will portal to the Nightmare Dimension and steps I
(except you can also use Curse). be subject to a 2-stone Situational though. He is now in the Nightmare
Hex Spheres. Modifier. You may bring guests who are Dimension and can stay here as long as he
Turn others into beasts. Stones vs. touching you for 1 stone/ person, except in likes. It would take him 3 stones to return to
Durability and Intelligence; Duration = Teleportation, where guests are free. Earth zvhen he is ready (2 for the distance
5 minutes/stone of damage. Specialties i ncl u.de_ between Nightmare and Earth, and I to
Fear. Stones vs. Intelligence; subtract (feel free to make up your own): re-enter the prime plane).
damage from red stones currently Teleportation Flying Astral Travel
engaged in an Action.
Herbalist. 2x Natural Healing rate.
Dimension Walking Phase Shift
EXAMPLES OF
Poisons. Stones of damage/ Panel until COMMENTS MODIFIERS
antidote or result (kill, paralyze, etc.). All these Specialties can be taken as
Potions. Love, sleep, control and more. separate Actions. But Masters of Magic
Stones vs. appropriate Ability. can put it all under one hat, and it Modifiers allow you to add free stones
Zombies. generally pays to do so. Beware of Magical (from the General Pool, not your Energy
Familiars, fetishes, etc. Travel without the appropriate Specialty. Reserve) to some aspect of play, including
While you can do it, it becomes quite Action Boxes or directly to your Defense
RESTRICTIONS dangerous. Without the Specialty it is easy Area. Modifiers don't need stones in play
1. For Duration of effects, except where to get lost on the Astral Planes, and if you to be active; they are "always on."
specified, add stones according to the don't find your way back to your body it Important note: Modifiers can't be
Duration row on the D&R Chart. These will eventually die. Using this Action improved by assigning Lines. For the most
stones don't count towards effect. without a Specialty incurs a 2-stone part. Modifiers don't change over time
2. For range or area of effects, except Situational Modifier. You must also spend other than by something major
where specified, add stones according to
the Range or Area row on the D&R
stones to move about the Astral Plane (one
stone for "normal" speed), and if you run
happening. Characters can lose their
Modifiers in the course of play due to an 11
I
Chart. These stones do not count out of red stones you fall into a coma and accident or the Actions of another -
towards effect. die if you're not brought back somehow. character. Experimentation can impact on
I
Rules for Action Box: Without the Specialty, trying to Modifiers, for better or for worse. (See
(Insert Intelligence Bonus, if bought) Dimension Walk is usually a one-way Changing Your Abilities, Super Powers
Variable range effects and attacks ticket to nowhere. You have no way of and Modifiers section on P. 72.)
knowing where you are, or where you're Note: When Modifier Box Rule says
EXAMPLE going. If you only "go" one dimension, the "+x" it means "+ Modifier #'s worth of."
Emily Angel" Smith, a.k.a. the Black Witch, GM should allow you to return, but if you
I
pokes up one night to find three burglars go further than that, you had better find
breaking into her inner sanctum to steal her some way to navigate or you're lost.
a
\y,
characters)like butter: Adamantium,
ADAMANTIUM SKELETON Vibranium, mystical blades, alien alloys
DEFENSE, ENERGY
Cost = 3 white stones Cost Level = Modifier Number
and more. For characters, this Modifier
represents the power to pierce, cut through,
DESCRIPTION dissolve or otherwise ignore Toughness or DESCRIPTION
Wolverine isn't the only character with an Defensive Armor such as Kevlar. The exact Not a shield. Good vs. all forms of energy
Adamantium Skeleton. An aggressive method used should be described carefully, attacks for as many stones as your
Weapon X program and other powers that as it can make a big difference in play. Modifier Number.
be have given other characters (and Sometimes the description you choose can
villains) this Modifier. Prevents broken open up opportunities (or the opposite). COMMENTS
bones, crushed skulls, etc. If acquired Armor Penetration is treated as a Modifier A common power for those who come
during play, increase character's for Close Combat. (Some specialized from energy-filled environments.
Durability by 1 (you have to pay for the Ranged Weapons have this capability.) Rule for Mod if i er Box:
extra Durability by taking on additional Also, there are limitations: Wolverine's * Energy Defense, +X stones to defense
Challenges, see P. 70). If Adamantium is claws are only one foot long, so it would vs. energy attacks
removed, you lose a stone of Durability. take him a little while to dig his way into
the side of a battleship. DEFENSE, MAGICAL
COMMENTS Note: Although the description may Cost Level = Modifier Number
Not a bad investment if you're going to be say "Ignore enemy armor," ignore this
in the thick of tilings. At least you won't description if the armor is made of the DESCRIPTIONS
have to worry' about busting your ankle. same thing as whatever you're using to Good vs. all forms of magical attack for as
Rule for Modifier Box : penetrate it. And even with this Modifier, many stones as the Modifier Number.
Adamantium Skeleton you still can't penetrate Adamantium.
COMMENTS
ANIMAL SENSES COMMENTS A player with Magical Defense (especially
Cost Level = Modifier Number This is a counterbalance to Defensive if purchased with the Advantage that it
DESCRIPTION
Armor and Toughness no enemy
Toughness, no advantage. And it's not
benefits others) can be a lifesaver.
Rule for Modifie r Box:
Costs no stones to use, is active at all times, cheap. But it can be worth it (and you can * Magical Defense, +X stones
:
at level of Modifier Number. Choose your
Animal. This gives you the heightened bad thing to be able to do).
cut your way out of a burning tank not a vs. magical attacks
DEFENSE, MENTAL
I senses of that animal in the wild, such as
keen scent, hearing, night vision, etc. The
GM should normally inform the character
Rule for Modifier Box:
* Armor Penetration, Ignore enemy
armor/Toughness
Cost Level = Modifier Number
what he can sense without being asked by DESCRIPTION
the player. When relevant, in order to .sense CLAWS Want to stop those pesky telepaths from
\ things, compare the Modifier number Cost Level = Modifier Number +4 Levels reading your mind? Good vs. all forms of
against Resistance to detection. You may mental attack for as many stones as the
(or may not) wish to learn separate Actions DESCRIPTION Action Number. This costs no stones to use
associated with this power, such as This is treated as a Modifier for Close and is active all the time. Telepaths have
Hunting or even a variant of Force Blast Combat. The Modifier stones are free. this power naturally, but non-telepaths
that lets you emit various unpleasant If you want to appear human, you'll have may purchase it separately. 'ITiis Defensive
secretions, quills, etc., but you have to pay to pay extra for retractable claws. Modifier is added to your Intelligence for
for that separately. You may also buy defense against Telepathy and any other
Reflexive Dodge at 1 to Cost Level. OPTION relevant mental spells (hypnotism, etc.).
-ansformed self. This is not an easy task. transformed state as long as he xuants or is Magic, or Situational Modifiers like rain.
i- it the alternative is to give up control of conscious, and may Transform back at will.
our now "out-of-control" self to the OPTIONS
ksmesMaster, and what fun is that? TRANSFORM OTHERS See in Darkness.
Rule for Modifier Box: BY TOUCH Infrared (see body heat/heat in general).
Transform Self, write altered Abilities, Can see heroes using Invisibility if your
Cost = 15 white stones
Modifiers, Actions next to normal ones. Modifier can overcome it.
-ifL
7
V
I
Cl
CHANGING YOUR
ABILITIES, SUPER POWERS
AND MODIFIERS
At some point during play, you may find it necessary or
desirable (or unavoidable) that one of your Abilities, super
powers or Modifiers will change. You'll get zapped by gamma
stones listed below. Spending zero means you have bought a
Wealth Rating Modifier of zero. (There is a reason so mam
Super Heroes are broke.)
Wealth can take a character far, if that's your style. Kingpin
is one such example. So is Norman Osborn. Heroes like Reed
Richards also opt for wealth. You can get a lot of plot advantage
out of your wealth. Your Wealth Rating Modifier may go up
5 rays. Or you may decide that you want to be stronger and and down, depending on what else is going on in the world.
u perform a series of experiments on yourself. Or an evil Super Also, see the Equipment and Vehicles lists for what things
Villain like Magneto will rip out your Adamantium Skeleton. cost. Some groups have wealthy benefactors funding their
DC
When that happens, you and the GamesMaster will decide efforts, such as the X-Men (Professor X) and the Avengers
how much things increase or decrease. (Tony Stark), and they get whatever they need from the team
Here's how it works. For every stone of increase, you must (see below). Other Super Heroes use their wealth to fund their
pay for the new level as if you were buying it originally, minus own careers, such as Moon Knight. Still others inherited
the cost of the current level you have. You start the process with their wealth and status and their responsibility as a
no white stones to buy the increased level. You must pay for Super Hero, such as Black Panther.
your purchase by getting white stones from the original list of The following list shows Wealth Rating Modifiers costs:
Challenges or by adding Challenges from the list below.
You may choose to get stones from the same Challenge (up to Wealth Per Month/ Cost
tire printed limits) or in a combination of Challenges. You may Rating Description/ Per Issue in stones
Modifier Net Worth Income to get it
also add in any white stones you saved when you first created
your character. -1 Dead Broke ($0) $0 2 white refund
What happens if your Abilities, super powers or Modifiers 0 Broke ($5,000) $500 No cost
decrease during play? Do you get any stones back? 1 Okay ($25,000) $2,000 1 red
Unfortunately, if that happens, you're plain out of luck. Sorry. 2 Well-Off ($100,000) $7,500 2 red
Note: This process doesn't apply to acquiring new Actions 3 Wealthy ($250,000) $10,000 1 white
which you could learn normally, such as Close Combat 4 Millionaire $20,000 2 white
or Thieving. 5 $10 Million $100,000 3 white
Note: The Challenges below are not available at start. 6 $100 Million $1 million 4 white
7 Billionaire $10 million 6 white
Description Extra stones 8 $10 Billion $100 million 9 white
You owe someone(s) a favor(s) 1-5 stones 9 $100 Billion $1 Billion 12 white
Someone is out for revenge against you 1-5 stones 10 Trillionaire $10 Billion 15 white
Someone becomes envious of you 1-2 stones
New powers sabotage old relationships 1-2 stones At any point, you may reduce your Wealth Rating Modifier by
Give up a sample of DNA, blood, etc. 1-3 stones 1 Level, and receive the difference between the Levels in cash.
Reduce one Ability and add it to another Original cost
Cursed! (Your power, life, loved
Team Affiliation
ones, teammates, companions, etc.) 1-5 stones Team Affiliation is very important if you want access to the
Branded an outlaw benefits a team can provide: training, education, housing,
(criminal, murderer, etc.) 1-3 stones
transportation and even income. Plus, Super Hero teams
Your family rejects you (if it didn't already) 1-3 stones
usually have very cool toys and costumes.
You lose your job 1 stone
Any team affiliation is free, but you must live up to your
You are considered a traitor/disgrace 2-3 stones
obligations and adhere to the team's moral code (or lack
Joined the enemy/sold out
with various hideous consequences 1-2 stones thereof!). The Wealth Rating Modifiers for various teams are
You are now possessed by a Demon/ listed below. For most villainous teams other than A.I.M., the
unstable force, willful entity, etc. 1-5 stones acquisition of wealth is an ongoing issue.
The GM puts you on a dark path of his
choosing; you find out the hard way 1-5 stones
You have supernatural restrictions (like a TEAM Wealth Rating Modifier
vampire needs a coffin, must avoid sunlight) 1-5 stones
X-Men 2
-
Background and Origin Avengers 3
Defenders o
When you're creating a Super Hero, you also have to create S.H.I.E.L.D. 3
your background and your origin. In addition to the cause of A.I.M. 2
your super power, we're talking about two main subjects: N.Y.P.D. 1
Wealth Rating Modifier and Team Affiliation. F.B.I. 2
C.l.A. 2
Wealth Rating Modifier Homeland Security 2
For every level of Wealth Rating Modifier you want your
character to have, you must pay the appropriate number of
Origin: How You Got Your Super Power but using it is up to you.) Is it worth keeping track of
How did you get your abilities? Believe it or not, all of the how much fluid he uses just to have him run out on occasion?
thousands of characters that have appeared in the Marvel That's up to you. If you do, you'll spend a lot of time
L niverse since August 1961 have gotten their powers from one bookkeeping. If that's what you want, then the player and the
of the following causes: GM should agree upon some numbers that work for the
character and write them on the equipment list next to the item.
1 Mutant Check them off as used. But we suggest that less detail is more
2
3
Human Serum or Drug taken once
Human Serum or Drug taken each time
fun in cases like this. How much fun is it to have Spider-Man
4
5
Human Training
Fundamental Force of Nature
web-slinging around town, only to come up short in the
middle of an Adventure because the player forgot to bring
!
6 Gamma/Nuclear Radiation enough fluid? Sure it's real, but how often does it happen in the
7 Cosmic Radiation comics? A general list allows players to show they have the
8 Armor or Cyborg item, without having to get into quantities.
9 Asgardian/Spirit/God/Demigod
However, if the story warrants it, the GamesMaster
10 Enchantment/Magic/Sorcery
11 Alien shouldn't be afraid to warn the player, "Spider-Man, you've
12 Human or Mutant with Technological Enhancement used an awful lot of fluid so far webbing up the entire Giants
13 Human or Mutant with Magic/Mystic Enhancement football team. I think you may want to think about going home
14 Mutagenic Accident for a refill." Or, "The endless waves of zombie mobsters just
15 Possessed by/interfered with by Ancient/Demonic forces
keep coming, Punisher. You're starting to run low on ammo.
You may want to think about getting out of there." Just be fair
As you can see, some of these categories are big enough when sprinkling in the realism and it can add a little spice to
to drive a truck through. Mutagenic accident is any non- your play sessions.
repeatable occurrence that caused a mutation, from chemical Note: The above does not apply to Powered Armor. See the
spills to electrocution to bites from radioactive spiders. And Powered Armor rules for ammunition restrictions.
Mutant, well, that covers anyone born as Homo Superior, which
means you can have bolts of energy that shoot out from your Equipment
eyes or control the weather or anything in between. Think about it. How much equipment does your average Super
In other words, the real art to an origin story is in the Hero use in the comics? How often do you see Spider-Man
telling. And that's where you come in. This is your chance to be reaching into his backpack for a torch? Can you imagine
like writers and artists who create Marvel's characters. Nothing Wolverine lugging around a 60 lb. pack filled with food?
is too crazy. After all, we're talking comic books here. "Bitten There's a pretty good reason for this. Marvel Super Heroes
by a radioactive spider, Peter Parker..." usually hang out in a pretty civilized area, not some dank
dungeon out in the middle of nowhere. If Ben Grimm gets
Other Aspects of Your Character hungry, he stops at the corner pizza place for a slice and a soda.
There are plenty of other aspects you may want to create for Well, maybe three or four slices, but you get the picture.
your character. Do you have friends? Lovers? Pets? Are your Marvel Super Heroes travel light, and so should you.
parents alive? Do you know your background? What do you do That doesn't mean you shouldn't take what you need.
for a living? Where do you live? Usually, you and/or the Hawkeye, Punisher and Nick Fury make sure they've got all
GamesMaster should create this background as you both see fit, the special equipment they need. That's what your equipment
as long as it works within the overall nature of the Campaign. list is for. Don't worry about the food and stuff, and neither will
These elements could be important in play, depending upon the we. Of course, if you're planning a trip to the middle of
style of the game and the desires of those involved. nowhere, make sure you've stocked up your vehicles.
You should write down a brief description of your You don't want to crash-land in the Arctic without any food.
character on the Character Profile Record side of Here are a few examples of some normal equipment your
vour Character Action Display. character might carry:
Cash (the amount can vary a lot)
Keeping Track of Supplies ID Cards
(or not) Street Clothes
In other games, it is very important to know exactly how much Cell-phone or other communication device
ammunition a character carries; how many arrows you have;
how much web-fluid Spider-Man carries with him. Depending Special Equipment
upon the style of game you play, you may or may not get too Special equipment, however, is a little different than supplies.
specific about equipment. Even if you don't track web fluid, you still need to list
The real question is, how important is it to you? We've Spider-Man's Web Shooters. And where would Cyclops be
designed Marvel to be simple and fun. So we've left that without his Visor? Or Hawkeye without an assortment of nifty
decision up to you. What kind of game do you, as players and arrows? List your special equipment on your CAD. Special
GamesMaster, want to play? equipment often has impact on play; sometimes it adds
For instance, you can play that Spider-Man never runs out Modifiers into every Combat. Make sure you list those
>t web fluid for his Web Shooters, or you can play that each Modifiers so you can refer to them. Whenever we provide you
canister provides an exact number of uses or amount of web with an existing Super Hero's statistics, we'll also list any
discharged. (We provide this information in Spidey's profile, special equipment they have. When designing your own special
m
i
come up with your own inventions. Players and GamesMasters
y
e also the communications level (either to get a message Stones from your Close Combat stay in your Close Combat
* rough or jam the enemy's communications). S.l. is used for: Action Box. The Weapon Modifier stones for each weapon get
Radar. Distance = 2x S.l. on the Range row of the D&R Chart, added into that box. You may only use one weapon per limb
limited by the horizon. per panel, providing you have enough S.l. and enough Close
Monitoring communications. Combat stones.
amming other communications. Stones from your Ranged Combat are reallocated into your n
Sending communications (including false ones that seem to Weapon System Action Boxes, with a minimum of one red
ome from the enemy). stone per Weapon System being used. The Weapon Modifier
Electronic Interface/Controller. This allows you to link up stones go into their respective Action Boxes. You may only use
and communicate with other machines. as many Weapon Systems as you have enough S.l. and Ranged
-trength works exactly the same as for your character.
>ou must use your armor's Strength when wearing it.
Combat stones for.
Kgility works exactly the same as for your character. You
must use your armor's Agility when wearing it.
Defense and Vulnerabilities
Powered Armor can be attacked in the usual manner (i.e., good
peed the armor's ground speed. You may use your Speed
- -tead, and must use it if the armor has no propulsion systems.
old violence), or specifically targeted by an enemy's
Technology Action plus their Intelligence Bonus.
durability These are the stones that power your armor. To defend against a normal attack, you would put stones of
technology and not inborn powers, and that they are lost if the MODIFIERS
armor is lost. Actions without a discount are permitted as well,
\ ou like, but they cost the same as Normal Actions. Modifiers give your Powered Armor its oomph! The two most
important are weapons, those cool things that all Powered
Close and Ranged Combat Armor is covered with, and Toughness, which reflects the
Special Armor Rule Armor of the suit. Remember, whatever your Wealth Rating
ou can use your own Close/Ranged Combat Action Number Modifier is, you get that many free white stones to use towards
r vour suit's; it's your choice. Energy comes from the suit either building your At-Start Weapons and Modifiers. You may add
r way. However, if you have a Specialty in Powered Armor your own stones to these free ones.
Combat (Ranged or Close), you can add both numbers together.
The following Actions can be found in the list of Actions on
Weapons
I F 42-67. Actions listed below can be purchased at the stated Close Combat Weapon Modifiers are listed as equipment.
: -count. Any other Actions cost full price. (The name in But each separate Ranged Combat Weapons System will have
parenthesis is the Normal Action equivalent, if different.) its own box. This is because Close Combat weapons are carried
separately, but Ranged Combat Weapons Systems take up
Close Combat (Cost Level = Action Number 1)
Ranged Combat (Cost Level = Action Number - 1)
Action Boxes on your suit. List the Weapon System's Modifier
where the Action Number would go in the weapon's Action
Energy Absorption/Reflection*(Cost Level =
Action # -t- 3)
Flight (Cost Level =
Action Number 1) - Box on the CAD. You still add the Weapons Modifier Number
Force Field* (Cost Level = Action Number + 2) worth of stones to your Combat Action, however. But with
Image Inducer/Holographic Projection* (Create Illusions) (Cost
Level = Action Number 1)
=
Invention (Cost Level Action # + 4) (Hero's action, not armor's)
Powered Armor, the stones that power some Weapons
Modifiers come from your suit's Energy Reserve, as opposed to
Invisibility (Cost Level =
Action Number) the General Pool. See each Weapon System for details.
Phase Shift (Cost Level = Action Number + 1)
Surface Adhesion (Wall-Crawling) (Cost Level = Modifier # 1) - Modifiers
Tendril Whip (Cost Level = Action Number + 1)
Tractor Beam* (Telekinesis) (Cost Level = Action # + 2) These include sensors, communications and more. Some of
Voice/Sound Projection* (Ventriloquism) (Cost Lvl = Action # - 1) these also have discounts, which are listed below.
W) Weapons Modifiers reduces the System's Maximum Modifier Number by i
(If you add 3 Functions to an Energy Weapon with a
Close Combat Mega-Weapon Modifiers
i
LU
in
Cost Level = Modifier Number
Maximum Modifier Number of 10, then that Maximum
Modifier Number is reduced to +7 and can only add 7 stone-
c: These Weapons Modifiers are added to the Powered to a Ranged Combat attack. Each system may only perform
E Armor's Close Combat Action just the way they are for normal one function per Panel. List the function on the same box a-
Close Combat. You may use one Weapon Modifier per limb per the Weapons system, as you would a Specialty.
<
Panel. List them in the Equipment section of the Powered
a
LU Armor's CAD. They are usually huge, 4-5 stone versions of BEST USE: Energy Weapons are potentially the highes-
a
a normal weapons. The stones for Close Combat Weapons Modifier of the weapons. The stun option also allows a hero ti
Modifiers come from the General Pool. Note that most avoid the deadliness of bullets. With functions, they can tv
weapons carried by Powered Armor have a higher maximum very flexible, as with Iron Man's Uni-Beam.
allowable Modifier Number than normal hand-held weapons.
Types of Energy Beams
Examples of Mega-Weapon Modifiers: Iron Man's Uni-Beam (+7)
Giant Axe (+4) costs 2 white stones Cost = 25 white stones
Giant Sword (+5) costs 3 white stones Energy Beam with 3 extra functions:
Use limit: 1 Weapon Modifier per limb per Panel Range: 5
Maximum Modifier Number (+6) per weapon 2x Damage
Normal damage Extra Functions:
1. Image Inducer/Holographic Projector
Powered Armor Ranged Weapons 2. Tractor Beam
System Modifiers: 3. Communications Modifier/Sensors/Searchlight
All Weapon Systems have different strengths and limitations. (S.l. functions), no additional cost
Each comes with its own instructions. Use of any Weapon Iron Man's Unibeam costs 9 white stones for the Energy bearr
System counts against the S.L operating limit, as does the with 2x Damage (Cost Level 8), plus 4 for the Image Induce-
Combat Action employing it (1 for each weapon system, 1 for (Cost Level 6), plus 12 for the Tractor Beam (Cost Level 9), for
Combat Action). a total of 25 white stones.
Energy Weapons In Uni-Beam's Action Box it would say Uni-Beam" +7, with
Cost Level = Modifier Number - 1 Image Inducer (holograph projector), Tractor Beam, anc
There are many types of Energy Weapon systems. Uni- Communications Modifier written in as functions.
Beams, Pulse Beams, Repulsor Rays, Laser Beams, Particle Iron Man's Pulse Beam/Bolts: (+7)
Beams, Plasma Beams, etc. The stones for Energy Weapons Cost = 9 white stones
come from the suit's Energy Reserve, not the General Pool. Use Range: 5
the energy beams listed below or invent your own by picking 2x Damage
and choosing from the Options and Functions also listed below.
Iron Man's Repulsor Rays: (+5)
Maximum Modifier Number: +10 Cost = 1 white stone
Stones come from suit's Energy Reserve Range: 3
Normal damage Stun option
Can be used as cutting and welding tools, esp. lasers
Can be multi-use Plasma Beam: (+7)
Limit: 1 Function per Panel Cost = 20 white stones
Range: 8
OPTIONS: (with extra costs) Normal damage
(You may not apply any Advantages or Disadvantages to any Stun option
Powered Armor Weapons System that are not listed in this Extra Functions:
section.) 1. Force Field
2x Damage: +2 to Cost Level
Area Effect: +2 to Cost Level Proton Blast (+4)
Range: For each Range Number above 5 on the D&R Chart, Cost = 7 white stones
add 1 white stone to cost. For each Range Number below 5, Range: 6
subtract 1 white stone from cost. Area Damage
Can do Stun Damage at will: costs 1 white stone extra. 2x Damage
Damage is taken out of target's Energy Reserve.
Extra Functions: Each Energy Weapon System may have Sonic Beam: 1+7)
more than one function. Functions are merely Actions that Cost = 9 white stones
can be included as part of an Energy Weapon System and Range: 4
don't need their own Action Box. Any Action that you and 2x Damage
the GM agree upon can be a function. Each extra function Stun option
\
Energy Defense
(Cost Level = Modifier Number - 2)
Stability (Immovability)
(Cost Level = 2 white stones)
Targeting
(Cost Level = Modifier Number + 2)
X |
Toughness
(Cost Level = Modifier Number + 1)
,
.
Special Modifiers
w Iron Man's Stealth Armor Is invisible to detection.
m
:= =
Collapsible/Portable:
Cost = 1 white stone
11? 5?
==
hi
Getting into and out of Powered Armor can be a real pain. Tony
Stark gets around this by having his Iron Man suit collapse into
a portable suitcase. (You may use another form of carrying
,,G
im
B
3*
u case). The suit can be put on/taken off in less than 1 Panel.
8 If you don't pay for this option, then you must put on and
take off the suit manually. Number of Panels = Durability +
Toughness of suit.
Note: Doom and War Machine don't have the Collapsable/
Portable suit Option and must take several panels to "suit up." IB ll:? Wm
Stealth Technology
Cost Level = Modifier Number
Protection vs. Radar, Infrared and other technological
detection, and ability to detect other Stealth at the same level.
Electrification
R
1 iif
\\'i
w \0 mB
'I
m
Cost Level = Modifier Number +1
If you hit the enemy, or if the enemy hits you, this deals
back the Modifier # worth of attack. If the attack gets through,
the target is also stunned for a Panel. This counts as a free,
separate attack up to the Modifier Number if you are touched Robots
by an enemy. Maximum level = Durability of suit. Robots are built the same way Powered Armor is built (but
without the attached hero or the free stones from Wealth). They
Translator pay for Abilities, Actions and Modifiers at the same rate as
Cost = 1 white stone. Powered Armor. A Robot may choose to appear human, but
Translates most known languages into any other. (Exotic then it would not be eligible for the "Doesn't Appear Human'
exceptions at GM discretion.) challenge.
Note: If you like, you can use "A.I." instead of "S.I." when
Life Support referring to a robot player's full-blown Artificial Intelligence.
Cost = 1 red stone per 2 hours, 2 white for permanent
Bionic and Cybernetic Enhancements
Most suits only provide a sealed environment with life support
for a few hours, but if you pay for it your suit can become a Whether you're replacing a limb or organ that you've lost
permanent environment. during play, or you're starting off with one or more
NOTE: You must spend at least one red stone for your suit's cybernetically enhanced body parts, the impact is basically the
Life Support, unless it's open to the environment. same. The cost of the part is based on the increased Ability or
Modifier it gives your character.
Self-Repair
Cost Level = See below Enhanced Abilities:
See Healing Factor or Accelerated Healing Factor in the
Cost Level = Ability Number (See Character Creation costs)
Modifiers list. It costs the same and works exactly the same way, If you're starting out with a cybernetic body part, it doesn :
except that it is based on your suit's Durability and only affects cost you more. It's just part of your Ability and it costs the samt
your suit. Tine suit will also seek safety and power down to heal. as if it were a real part. (You pay for any Modifiers or Weapons
see below.) If you're replacing a missing part or increasing your
Exclusivity Abilities through modifications, you pay only for the difference
Cost = 1 white stone between what the relevant Ability was and what it is becoming
Recognizes its owner (or other authorized personnel) and will Even though you may only be replacing a single limb or other
not allow others to use it. (Maybe it just needs a key.) body part, your increased Ability is considered to cover the
whole Ability. For example, if you get a Cybernetic Arm thal
increases your Strength from 4 to 6, you pay for the differenc
Artificial Emotion (AE)
between the two, which is 2 white stones. Unless you lose th.
Cost Level = Modifier Number
enhanced body part, you may use that new Ability any time
Acts as a Mental Defense Modifier, for what it's worth. Strictly (Assuming that it makes sense, of course. A cybernetic arr
for those who want to go there. The practical implication of this can't increase Speed.)
is that your suit gets a personality, played by the GM.
Actions, Modifiers and Weapons Modifiers: an aspect of Powered Armor, including any discounts that may
Cost Level = Powered Armor Costs be available. It gets its stones from the same place the Powered
ou can include any Action, Modifier or Weapon Modifier that Armor version does. And keep in mind that if it is a Weapon
makes sense in your bionic or cybernetic part, from Energy System like a rocket launcher or a firearm, you may have
Weapons and Flamethrowers in your new arm to Advanced diminished storage capacity for ammunition. That's up to you
riectronic Countermeasures in your eye. You buy it as if it were and your GamesMaster to work out.
FLYING 10 to 30 MPH 31-150 MPH 151-160 MPH 161-200 MPH 250-750 MPH Mach 1-2 Supersonic Escape Velocity Sublight Speed Light Speed
Add Extra for R= R=0 R=0 R=0 R= R= Mach 2-4.6 To Mach 4.7-7 D=9 Flight 186,000 MPS
|carrying extra weight (Near-Hover) MLB Fastball/Hawk Peregrine Falcon Blackhawk WWII Fighter Concorde R= R= R=
(as lifting) Glider Apache Chopper (Natural limit) Helicopter 747 F-16 Falcon Bullet from gun
WWI Biplane Titan II ICBM
To 5' To 10' To 25' To 50' To 100' To 200' To 500' To 1500' To 1 mile 3+ miles
AREA/LEAPING
iUseStr,Agl, Spd or
Acrobatics. Also Use
for diameter of Area.
RANGES Close Combat Very Short Range Short Range Medium Range Long Range Bombardment Cruiser Range Battleship Range Missile Range Extreme Range
10 feet 30 Yards 100 yards 1/4 mile/500 yds. 1 mile/1,760 yds Range 10 miles 20 miles 100 Miles 5,000+ miles
3 miles
DURATION 1 Panel 10 Panels 120 Panels 500-1,000 Panels 3,000 Panels 10-15,000 Panels 20,000 Panels 100,000 Panels 1 million Panels 100 million Panels
1 hour A few hours 1 day Several days 1 week 5 weeks 1 year 1 century
ENVIRONMENTAL Low-Level Noxious Gas Intense Heat Burning Building Poisonous Gas High-Level Huge Storm Caught in Firestorm Totally hostile
DAMAGE Radiation or Cold Radiation containing large prolonged or (intensified heat) environment/
/person/Panel of chunks of debris repeating blast-like Ground Zero/
exposure situation Instant annihilation
HARDNESS TV, computer, small Car window, Kick in door, Tear door off car., Brass or bronze Uproot tree, punch Rip steel, punch Knock support from Bring down a Destroy/Devour
(Break or Smash) appliance Furniture, Rip light metal break handcuffs, work, break though concrete through vaults, pull under major bridge skyscraper, bust a Worlds
Use Strength. H=Leather, Wood H=Hard Plastic H=Bulletproof Glass, Smash Walls telephone poles wall, bend bars guns off tanks H=Super Hardened dam
ft H=Alien Alloys,
GM may also add Brick H=Lead, Copper, H=Iron H= Steel H=Diamond, Steel Alloy H=0mnium Steel, Secondary
Resistance as desired Aluminum Titanium Steel Advanced Military Adamantium
Alloys
OPENING LOCKS Latch Common Lock, Commercial Lock, Jail Door, FBI/UN- Bank Vault, Fort Knox, Supernatural Advanced Alien Legendary, Alien, Overcome a god's
Use thieving or similar R= Padlock, Handcuffs Standard Safe Level Security X-Men Mansion SHIELD Security Defense, Tombs R=7,000-15,000 Supernatural treasure defenses
R=0 R=@ R=100 R=l,200 R=3,000 R=7-5,000+ R=3,000+ R=10,000+
H
DIFFICULTY: 0
ACTIVITY & VCR, Common Simple Computer, Programming, Most Medical Tech, SHIELD/Interpol- AIM Devices Kree Technology Time Machine Highly Complex Alien Machine
RESISTANCE Appliances, Cars Communications Large Computer Normal Hi-tech Level Devices Alien Devices Shi'ar Technology Alien Machine (using unknown
Equipment Systems State-of-the-Art principles)
TECHNOLOGY
VEHICLE OPERATION Bikes, Simple Trucks R=0 !Basic Planes R=0 Fighter Jets R= Space Shuttle Fighter Spacecraft Complex Alien Alien Heavy Cruiser Space Battleship Space Station
R=D unless given Machines, Cars, Armored Personnel Blackbird R= Helicopters R=0 R=0 R= Spacecraft R=2,000 R=5,000 Operations
R is /panel to SUVs, Motorcycles Carriers R=0 Quinjet R= R=60-100 R=7,500 #
operate. May combine Tank R=
to overcome R
General Education Secondary School High School College Master's PhD Level Multi-PhD Level Recognized Leading World Authority Knows most facts, all Knows almost all
Level Degree-level Scholar in area of expertise known facts.
Games Checkers Poker, Monopoly, Bridge, Chess, Go, Chessmaster, Chess Grandmaster World Champion World Premier Master of any game Can beat anyone at Unbeatable at any
(Zero-level, Tic Tac Most Arcade Stratego, Risk, Clue, Settlers of Cataan, Go@ Q-Level, Go 1 Don Level Chess Player Go-master having played it his own game except game not
Toe, Odds/evens.) Games Computer Games Simple Wargames Complex Wargames once. the gods. involving luck.
Scientific Specialty Undergraduate Graduate Level PhD- Level Expert Researcher Expert Specialist Nobel Prize-Level Legendary Ability Mad Scientist Level World's Best Interplanetary
(not general knowledge) Level (Bachelors') (Masters') Expert
Wealth Okay Well-Off $250,00010,000 Millionaire $10 million/ $100 million/ Billionaire/ $10 billion/ $100 billion/ $1 trillion/
Net Worth/Monthly or $25,000/$2,000 $100,000/$7,500 Avengers, $1 million/ $100,000 $1 million $10 million $100 million $1 billion $10 billion
Issue Income N.Y.P.D. X-Men, AIM, FBI, SHIELD $20,000 Wasp Professor X Green Goblin Tony Stark, Kingpin, Small Nation Kang
-l=Dead Broke, $0 CIA, Homeland Henry Pym Doctor Doom
0=Broke, $5k/$50 Security
.
DIFFICULTY: o
Intelligence Below Normal Normal Above Normal Gifted Genius Exceptional Genius Exceptional Genius Supergenius
Ml Superhuman Immeasurable
Green Hulk Abomination Rogue, Gambit Daredevil, Elektra Beast, Jean Grey Forge, Apocalypse Bruce Banner/ Doctor Doom Reed Richards,
Spider-Man Henry Pym
Strength Normal Athlete Peak Human Enhanced Human Superhuman Enhanced Supetfiuman Metahuman Enhanced Maximum Incalculable
Bruce Banner Cyclops, Storm Kingpin, Elektra Wolverine Beast, Spider-Man Mister Sinister Venom, Ultron Metahuman Metahuman Green Hulk, Thor,
Blob, Rogue Thing, Iron Man Silver Surfer
Agility Normal Athlete Peak Human Enhanced Human Superhuman Metahuman
Enhanced Supetfiuman Super Enhanced Maximum Incalculable
Bruce Banner Storm, Cyclops Elektra, Gambit Wolverine, Sabretooth Beast, Quicksilver Spider-Man Skrull, Metahuman Hercules Metahuman
Apocalypse
Speed Normal Human Athlete Peak Human Enhanced Human Superhuman Subsonic Mach Speed Supersonic Quicksilver
Bruce Banner Gambit, Jean Grey Elektra, Bullseye Toad, Thing Spider-Man, Beast Silver Surfer Electro
Durability Normal Athlete Peak Human Enhanced Human Superhuman Enhanced Supetfiuman Metahuman Enhanced Maximum Immeasurable
(Tires after a few (Tires after 5 min./ (Tires after 1 hour/ (Tires after few hrs/ (Tires after 1 day/ (Tiresafter several 'Tires aer 1 Metahuman Metahuman (Tires after
20k/Panels) (Tires after 5 wks/ (Tires after 1 year/ 100 million Panels)
seconds/1 Panel) 10 Panels) 120 Panels) 500-1,000 Panels) 3k panels) days.-10k/15k
Bruce Banner Hawkeye, Jean Grey Cyclops, Elektra Spider-Man, Beast Wolverine, Sabretooth Panels) Blob, Thing Green Hulk 100k Panels) 1 million Panels)
Silver Surfer
How to use this chart: The Activity is described along the left side of this chart. The Difficulty of doing something at that range, weight, speed, technical level, etc., is represented by the
numbers in the red circles along the top of the chart. The information in each box then represents the resistance to doing that activity at that Difficulty. It also lists real-world equivalents.
Often, it also lists an illustrative example. If no Resistance is given, then use the Difficulty as the Resistance. To be able to attempt an Action, the total of your Action Number, Ability Bonus
and Modifier must be = to the Difficulty. To succeed at that Action, the stones of effort you put in must = the Resistance to that Action.
The Marvel Universe Roleplaying GameTM & 2003 Marvel Enterprises, Inc. All Rights Reserved.
3?
ESCAPING KNOCKING OUT AN OPPONENT
Just as in real life, there is more than one way to escape an Super Heroes know how to pull their punches and knock
attack, whether it be Close Combat or Ranged Combat, from a people out. Whenever the red stones of damage exceed the
rifle shot to an energy blast. number of white stones in a character's health (for example, if
In Close Combat, if you choose to run away while your 4 red stones of damage are done to a character with 3 white
attacker chooses to attack, and you go first in the Panel order, stones of health), the character can choose to be knocked out
then you should be able to get away. Simply put as many rather than actually lose those stones as damage. The period of
stones as you can into Speed, combine it with an Action that time the character is knocked out (unconscious) for is 2
aids your escape if possible, and you should be able to break Panels/stone of damage that would have been done. (So in this
contact. Unless your attacker read your mind and also put her example, the character would be knocked out for 2 Panels.)
stones into pursuing you, she'll be left fighting air. The player attempting to accomplish this must put in
If your attacker goes first, then the attack occurs first: enough red stones to knock the opponent out, and will succeed
If you survive, you can get away. in doing so unless the opponent chooses to take the damage
It's a little harder when running away from a ranged instead. (Since Super Heroes do this all the time, they are prettv
attacker. In that case, if you put as many stones into defense as good at it.) The GamesMaster will make this decision for NPCs
you can while looking for some cover, you'll have your best In true comic book fashion, NPCs will nearly always choose to
chance of getting away. How you allocate stones could matter to be knocked out rather than seriously injured.
the GamesMaster, who may apply Situational Modifiers to your
choices. You can put all your stones into Speed, in which case MULTIPLE ACTIONS IN A PANEL
you're limited to your top speed. Or you can add Speed stones
into your defense, along with stones from some other Action, You may do up to 2 Actions per Panel. Just distribute stones
which may slow you down a little but make you harder to hit. among them as desired. (Exception: Powered Armor can do its
Finally, as a last resort, at any point during play you may S.l. Number of Actions per Panel.) Each Action gets its relevant
also escape by spending a white stone of health and forfeiting Ability Bonuses or Modifiers. Diverting stones to defense does
any red stones you were planning to spend. not count as a separate Action.
Once you have escaped, what you do next is up to you. You For example, if Wolverine were struggling with Sabretooth
may run away, you may hide, you may jump into a vehicle and while driving a speeding car, he could keep one hand on the
drive away. Your attacker would need to catch you again to wheel (2 red stones) and put the rest into Close Combat.
attack you if it were a Close Combat. For Ranged Combat, she Characters can also use two separate Combat Actions in the
may attack you again if she can see you and you're within same Panel. For instance, Cyclops could be firing his Optic
range, so remember not to give her a clear shot. Beam while fighting Close Combat. These two Actions would
be considered separate attacks, even if they were against the
UNOPPOSED ATTACKS same target.
If you attack someone who is unaware of your attack, he will ACTIONS THAT COMBINE
not have time to have allocated any stones for Defense.
The GM may also decide that, depending upon the situation,
STONES
such as the type of attack and your Action Number, you may If two Actions work together, then they may add their total
also ignore his Defensive Armor or other Modifiers. There are number of stones into a single attack or effect. They still count
no special "Ambush" rules in Marvel. With all Actions being as two Actions for that Panel, however. (You may not combine
resolved as they occur, unless someone has actively put stones two Actions and then do a third in a single Panel.)
into his defense, the only defense he has will be Modifiers that However, not all Actions work together. For instance, you
are always on. But Modifiers like that can include Toughness, can combine Close Combat and Flying, with stones from both
or Reflexive Dodge, or even Spider Senses. In other words, adding into the same attack. But you cannot combine a Close
even if you have the drop on someone, it doesn't mean that Combat attack with a Ranged Combat attack, even if they're
victory is automatic. against the same person. They must be resolved as two
For characters that do not have Defensive Modifiers such as separate attacks, with each attack needing to overcome the
Toughness or Reflexive Dodge, we suggest keeping a minimal opponent's defensive stones.
number of stones in your Defense Area during times when you Tlie rule of thumb is that if the energy of each Action is
may be at risk. That way, if you are attacked, you will be on complementary, then they can be added. For instance, if Rogue
your guard and able to avoid being the victim in an flew into an opponent while also putting red stones into Close
Unopposed Attack. A good rule of thumb is only to use as Combat, then the red stones of energy used in Flying would
many stones as you automatically regenerate. Also, remember add their force to the red stones of Close Combat
that the stones that end up in your Defensive Area still need to This combined total would be compared against her
come from an Action, so for this purpose use an Action that opponent's defensive stones, which would only count once.
would help you defend yourself or avoid being ambushed, not twice, as they would have against two separate attacks.
such as Close Combat, Hunting and Tracking or Black Ops. Another example of a complementary Action i-
Concentration, which is often used to overcome Situations.
Modifiers such as noise, confusion, distractions, etc. A character
can add it to a relevant Action (such as Ranged Combat or
,1,
Mastery of Magic) when trying to overcome these Modifiers. like Super Heroes, not inhibit them. Sometimes, what you want
However, if the energy of the Action is not complementary, to do will be perfectly described by an already defined Action,
then the stones cannot be added. For instance, either Phase like using Vehicle Operation to fly a plane. But sometimes
rihift or Invisibility may work well when used along with Close you'll want to do something for which you don't have a
Combat, but they can't combine their energy. The energy of the pre-defined Action. In that case, you can use any relevant
Phase Shift or Invisibility is used to create those effects. Ability. For lifting, use Strength. For any problem-solving, use
Phey might make the Close Combat more deadly by turning it Intelligence. For athletics or athletic-oriented activity, use
into an unopposed attack, but they don't actually increase the Agility. You may put up to your character's Ability Number in
-tones of effort represented by the attack. Also, two Combat stones into the task. Additionally, if two or more Abilities are
Actions may never combine into a single attack. For instance, applicable, then you could add both, limited by the Multiple
none of the following may combine: Ninja, Ranged Combat or Action rules defined above. See P. 42 for a list of Normal
Close Combat. Actions and the relevant Abilities.
Examples of Actions
that can combine stones TIME, DISTANCE
AND COMIC BOOKS
Close Combat and:
Flying, or other stones representing speed If you've played any roleplaying games before, you know that
Transform into damage-causing element, most of them have pretty exact notions of time. They have lots
like fire of rules designed to help you figure out exactly how long
Telekinesis something takes, how fast something moves and how far it can
Unstoppable move in a panel.
Black Ops But because the Marvel Universe Roleplaying Game adapts
Force Field (Offensive stones only) comic books to a rolepiaying game, we decided to keep things
Concentration and many other Actions simple. The basic unit of time is a Panel. A Panel is defined as
Gambling and either Telepathy or Telekinesis anything a player could describe to a GM that a Marvel artist
Leadership and Social Skills could draw in a single Panel and a Marvel writer could write in
Technology and General Knowledge a single caption. In other words, most Panels will describe a
Acrobatics and Ninja single Action, but some could represent periods from the blink
Acrobatics and Shrink /Expand of an eye to hours or even days. We've all seen Panels in the
Black Ops and Thieving comics that showed Reed Richards buried in his lab with a
Business Skills and Telepathy caption that read "72 intense hours later..." only to emerge in
the next Panel with a new Demolecularizing Restabilizer.
Actions that cannot combine stones A Panel is a representative period of time, hr a comic book,
Ranged Combat and Close Combat, Ninja if Spidey needed to Web-Sling his way from lower Manhattan
Flight and Ranged Combat to upper Manhattan, a trip of many minutes, we might see a
Acrobatics and Astral Travel couple of Panels as he swung past some fun landmarks, but we
Invention and Close or Ranged Combat wouldn't see the whole trip. If Wolverine were fighting his way
Invention and Technology through a dozen ninjas, we wouldn't see him fight every single
Invisibility and Astral Travel one. We might see a starting Panel where he was facing them.
Leadership and Thieving We might see one or two Panels of Combat, and then we'd see
Unstoppable and Vehicle Operations a wrap-up Panel with Wolverine moving past a pile of
Steal Superpower and any other Action no longer functional ninjas. The Marvel Universe Roleplaying
Game Panels are just the same. A Panel isn't "I hit you and you
Example
hit me" it's a bunch of punches.
That means you don't have to describe every little thing
Daredevil is on the roof of a two-story building and perceives
a mugging in the alley below him. He asks the GM if in this that happens in the course of play. It's okay to spend more time
case he could combine his Acrobatics with his Close Combat, on the fun stuff and less time on the needless detail. You and a
and the GM agrees he can, as the energy of the Acrobatics GamesMaster can fight out an intense battle between
translates into force he can use in the Close Combat. Putting 3 Sabretooth and Wolverine Panel by Panel, until one of them is
-tones into Acrobatics and 3 stones into Close Combat, too beaten and bloody to continue. But you may want to
Daredevil leaps down and attacks the mugger. Daredevil lands condense a long intercontinental plane flight into a single Panel
on the mugger with 3 stones of Acrobatics plus 3 stones of to save time and energy. (Wouldn't you like to condense the
Close Combat, so he hits the mugger with 6 stones of effect. school day or your daily commute the same way?)
What about the falling damage? Falling from a two-story Even though the exact definition of a Panel is up to players
building would normally do 2 stones of falling damage, but that's and GamesMaster, there is a need for some average
automatically negated by his Acrobatics. benchmarks by which to determine certain consequences and
factors. We've decided that the average Panel is 30 seconds
UNDEFINED ACTIONS long, for the purposes of figuring out things like the average
distance you can move, or how much damage you might take
There are often many paths to the same result. The goal of the if you were in a room with a leaky nuclear reactor.
Marvel Universe Roleplaying Game is to enable players to act Note: Many people who play Marvel ignore the next few
KB-paragraphs. They feel they are too detailed for the kind of game And if you're really clever, your Flashback Panel could lea.:
S
they want to play. Many of them have simply decided that to additional Modifiers. Remembering the day you swon
1 stone = 10 ft/ Panel, and leave it at that. Some just say, throw vengeance on Doctor Doom or the day you swore you'd invent
LU in an extra stone (or two) and you'll get there in time. But for a cure for the Legacy Virus might get you some extra juice from
0-
those players and GMs who want some detail (but not too the GamesMaster. And remember, the better your story and the
c
2 much!), we present the following: better you roleplay, the more likely you'll also earn yourself a
>
< In the D&R Chart, you'll find columns for Land Speed and Line of Experience.
Air-to-Air Combat
As in normal character vs. character combat, both sides put
-tones into attack and/or defense, and either or both
V # -Vv
)
1
i
combatants may take damage in the same Panel.
Attack =
Vehicle's Weapon Modifier + Maneuver Modifier +
our Vehicle Operation Action
.
7
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don't need to wait. Just pick up a Marvel comic set in any of In addition to these major aliens, there are many other-' I
these exotic locales. Or feel free to make up new settings including: the Lumina, the Arcturans, the Celestials, the Brood. I
yourself. The writers at Marvel do, so why can't you? the Aakon, the Beyonders and the Cotati. Two of Spider-Man > I
worst enemies, Venom, and his psychotic offspring, Carnage. I
THE UNIVERSE are alien symbiotes from another dimension.
You can use any of these aliens, and as many others as you I
Residents of the Marvel Universe know of quite a few alien want to invent, when creating your Adventures. If you are I
races and worlds, though only a few people are aware of even playing, say, a Silver Surfer cosmic campaign, these races will I
a fraction of the extraterrestrial and other-worldly threats that probably play a more significant role than if you're focusing on I
Super Heroes have repelled over the years. Virtually every Daredevil. Future supplements will give you many more I
details about these races.
Human experience of space is much more extensive in the I
[3.2 \ Marvel Universe than in the real world. Super Heroes I
frequently end up in space, often in the pursuit of Super I
Villains. Bases of operation situated on space stations, satellites I
Ci
5G
Qi 3 and even on asteroids (like Magneto's former secret base. I
Avalon, on Asteroid M) are common. We've also met colorful I
n to groups like the Starjammers, who are intergalactic pirates.
There are also many, many different dimensions and plane- I
i
e- \ 1 of existence, some or which are fully populated. Each of these
places has its own gods, Demons and other powerful beings.
f Some of these realities operate under physical laws similar to I
our own, but others bear no resemblance to the reality we I
know. There are alternate-dimension Earths, as well as the anti
.V matter universe known as the Negative Zone, which Ret-J I
Richards discovered.
Speaking of gods, Thor and the other Norse gods live ir I
$ V
Asgard, where Thor's father Odin ruled until his recer- I
l
I
.iemise. Thor has taken a pledge to help the inhabitants of pursue mysterious agendas of their own. Closer to home,
Vtidgard (that's us here on Earth). The Greek gods, including organized crime on the east coast is divided up between the
Hercules, live on Olympus. These supernatural worlds can be Kingpin's organization and the Maggia. Facing them are
-cached only through magic, but they do exist, and can be a groups like S.H.I.E.L.D., a quasi-governmental spy agency
actor in your scenarios, if you want. Both Thor and Hercules
have been Avengers.
whose motives can sometimes be as questionable or even as
ruthless and immoral as those they oppose. Captain America,
on the other hand, always protects America, and in the most
GOOD AND EVIL upright and moral fashion.
IN THE MARVEL UNIVERSE Heroes may become, or be perceived as becoming, villains
for a time, and vice versa. Rogue started out as a villain
In the Marvel Universe, good and evil exist, but figuring out but become a force for good as a member of the X-Men.
s hich one is which can be confusing, and staying on this or And Magneto has been both the mortal enemy of the X-Men
hat side of the law can often prove easier than knowing right and their leader.
Tom wrong. Marvel stories always hold out the hope of redemption for
Many Super Heroes are criminals as far as society is their characters. You can be redeemed for your previous sins.
concerned. Ask The Daily Bugle and they'll tell you Daredevil You can be forgiven if you make amends. There are groups, like
md Spider-Man are just as bad as the Punisher. But they the Masters of Evil, who once were bad but tried to redeem
actually couldn't be more different. Spider-Man tries themselves as the Thunderbolts, led by Hawkeye, who
really hard to do what he thinks is right. Daredevil himself has been both a good-guy Avenger and a
- obsessed with justice, even if it is Iris
own particular version. And the
wanted criminal.
Elektra is an assassin-for-hire, but her love
Punisher? The Punisher kills the for Daredevil and her own sense of honor make
guilty, plain and simple. her a hero to many. This is because, in the
The X-Men and the end, she follows her own morality. Like
Brotherhood of Evil Mutants are the Punisher, if someone thinks he's
oth considered criminals by
r doing what's right, even though the
non-mutant society. Ironically, law might disagree, then he may still
even though the X-Men are be a hero. It is often the relationship
worn to protect the humans between a character and his own
that hate and fear them, the & c. morality that determines whether he is a
government has actually
hero or a villain.
-i red some members of This is what drives Spidey to keep at it
the Brotherhood of Evil W in spite of all the hardships he has had to
Mutants to hunt them endure. Because, according to his sense of
jown. Seen from their own morality, with great power there must also
noints of view, however, come great responsibility. You can't hide
both the Brotherhood and the from your responsibility and still be a hero in
v-Men each believe they are the Marvel Universe.
ghting for their people:
nutants. They're just following
THE SCIENCE
different paths.
Some Super Heroes have all
OF THE MARVEL
the luck. The Avengers often
UNIVERSE
ork for the U.S. Government or Marvel writers have always blended the cutting
me United Nations and edge of science and medicine with the
jre publicly recognized as champions and defenders of the imagination of comic books. This means that basically anything
-J orld. Tire Fantastic Four are A list celebrities. you can think of, any technology that you need to make your
Each individual or team will have their own rules of Adventures fun and exciting, you should feel free to invent.
rroralit, and may be treated differently by the law, the general Don't get hung up on whether it exists or not; the Marvel
p.iblic and, especially, other Super Heroes. Most battles writers never did. If you need it, put it into your campaign.
vtween Super Heroes (and almost every hero has fought some In the Marvel Universe, time travel and interdimensional
other hero before both realize that they are on the same side) travel both exist, and there are scientific methods to accomplish
-mult from differing views of what the right course of action is. them. You can create drugs or technology that can do anything
P i vers in the Marvel Universe may confront similar conflicts at all. Of course, some of these scientific advances can pose
at ideology, which can have an impact on the accomplishment extreme danger to civilians and heroes alike, but that's okay. As
their goals. long as there is a possible way for the heroes to save the day, let
There are a few really large and predictably evil groups for your creativity go wild. If you can think of a need for anything,
players to fight. Hydra and A.I.M. are two international you can fudge the "scientific" reason behind it. (And if that
rrorist organizations, often operating with the backing of rich seems unreasonable, you can always blame Magic, gods or the
md powerful benefactors behind the scenes. The Hand is a supernatural.)
-iminal cartel of mystical ninjas that work for hire and also There are super powers that arrive through normal genetic
mutation, while others are created through experimentation cause. The X-Men, for example, use a lot of the Shi'ar
and accidents that arose during those experiments. technology they have received. Many of Iron Man's and the
i= And radiation in all its forms X-ray, cosmic, gamma, Black Panther's inventions have ended up in the service of the
O
u.
tr
e
nuclear has often resulted in mutants and other super-
powered beings. Whether it's a radioactive spider biting
Avengers. And many Super Heroes wear costumes made from
unstable molecules, invented by Reed Richards.
2 Spider-Man or a radioactive isotope causing both Daredevil's There are two important substances that exist only in the
>
*3
blindness and his enhanced senses, the results of radiation Marvel Universe: Adamantium and Vibranium. Adamantium
Q
exposure are unpredictable, so you can use radiation however is the strongest metal in the world, a virtually indestructible
LL you want to enhance your story. man-made steel alloy. Vibranium comes in two forms:
8 Different races and cultures have their own science and
technology. Some have developed incredible weapons, while
Wakandan Vibranium absorbs vibratory energy, making it
useful for weapons, armor, aircraft, etc.; Antarctic Vibranium
others have focused on ways to heal their people. Alien races has properties that weaken other metals. There is very
have used advanced technology against us, forcing us Adamantium or Vibranium available, and both are very, very
to find a way to defeat it and fueling our own scientific expensive. In other words, you can build a pretty good story
advances. around acquiring some. Members of the Weapon X projects,
Most of these advances are kept secret from the general like Wolverine and Sabretooth, have indestructible
scientific community. Reed Richards (Mr. Fantastic), the most Adamantium-laced skeletons.
brilliant scientist on Earth, has become the primary keeper of When it comes to medical science in the Marvel Universe,
advanced technology that no one knows what to do with you can be cured of almost anything, but not everything. Many
(mostly because he's about the only person in the world who mutants died from the Legacy Virus before Beast found a cure.
has any chance of figuring out how it works). And the best medical minds in the world couldn't prevent the
Of course, many incredible advances in Marvel science original Captain Marvel from dying of cancer.
have also come from super-intelligent humans. Leading But death in the Marvel Universe, though it does occur,
scientists and inventors in the Marvel Universe include Reed doesn't have to be permanent. There are characters that have
Richards, Tony Stark (Iron Man), Bruce Banner (Tire Hulk), really died and really come back from the dead, like Elektra,
Doctor Doom, Doctor Octopus and Henry Pym (Vellowjacket). and there were many characters we thought were dead but
Even Peter Parker has been known to figure out some really weren't like Captain America (in suspended animation
complicated equations in his day, not to mention inventing his for decades), Jean Grey (held in stasis by the Phoenix entity),
amazing Web Shooters and webbing. and the Green Goblin (impaled by his own Goblin Glider, but
Tony Stark and many others have come up with powerful he got better). In other words, in the Marvel Universe, and
and useful technology, but some of it has gone awry. therefore the Marvel Universe Roleplaying Game, death is only
Bruce Banner got caught in his own gamma ray experiment as real as the players and GamesMaster want it to be.
and was turned into the Hulk. Reed Richards and his
companions took off in his own space ship without sufficient POLITICS AND THE PRESS
cosmic ray shielding and became the Fantastic Four.
IN THE MARVEL UNIVERSE
The android superhero, the Vision, was created with
Henry Pym's technology not by Pym but by one of Pym's
greatest creations, the evil robot, Ultron.
Tabloid newspapers are a traditional staple of New York life,
and The Daily Bugle is Marvel's example of how it's done. Tire
Although some discoveries are used for the selfish gains of Bugle is always looking for some way to pin the latest problem
one group or individual, others are made available for a good on poor old Spidey, who of course works there in his alter-ego
photographer Peter Parker. The Daily Bugle and other press
outlets are excellent sources for information, leads and clues
about the current Mission.
Most news personalities in the Marvel Universe are the
same as in our world, like Connie Chung or Larry King
/y/
although Marvel has some personalities of their own The
Daily Bugle's editor-in-chief, J. Jonah Jameson and Robbie
Robertson come to mind, as well as cable news reporter Trish
Tilby, who once had a relationship with Beast.
The world is aware of Super Heroes and they are news
A few reporters even work the Super Hero beat, like Ben Uriel
of the Bugle. But the news doesn't always get the story straight
Pa III
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the players on their moral and legal toes. This can be a real involvement results in the outrageous destruction of human
thorn in the side of a group of heroes. There the players are, lives. Cold War and real world politics are represented,
minding their own business, trying to fight some evil, and this sometimes by using a real country, other times by making up a
nosy civilian tries to catch them in a compromising situation. new county as a stand-in. During the Cold War, Wolverine and
Many New York-based Super Heroes have champions and Sabretooth were fellow operatives for the CIA; Natasha
individual contacts in the police and the government, as well as Romanov, the Black Widow, is a former Soviet spy.
in the press. When adventuring in your world, keep this in Tire beauty of Marvel is that it takes place in our Universe,
mind. Local people are easy to make up. Local politics often more or less, so you can take any scenario from our real world,
interfaces with crime, especially organized crime and corporate and just plug in the Super Heroes you want to use.
crime. The Green Goblin, Justin Hammer (who has been the
head of AIM) and the Kingpin all have extensive connections SOCIETY, FAMILY AND FRIENDS
with local politicians and bureaucrats.
All levels of government -local, national and The social lives of Marvel characters are just like those in the
international can impact on play. Government officials are real world. Some are complicated, and some are private. Some
often among the sleaziest characters in the Marvel Universe. characters are socially connected and rich, like Tony Stark (Iron
They are frequently planning or moving against the Hulk, Man) or Janet Van Dyne (the Wasp), while others have to work
Spider-Man, the X-Men, etc. There is always some bill being for a living in addition to saving the world, like Peter Parker.
proposed to curb the activities of Super Heroes, which would Some characters are rich. Reed Richards' inventions have
probably become law if it weren't necessary to ask Super made him very rich, though he always needs more money to
Heroes for help in fighting even more dangerous forces from finance his experiments. Others, like the Punisher, figure out
me to time. ways to get what they need. In our system, it's easy for your
Sometimes it's a matter of control. The government character to have whatever money she needs, unless the GM
-licly states their support for the Avengers. But because makes it clear that the scenario requires money to be an
V ider-Man stays independent, and thus is harder to monitor, important element of the Adventure.
!*t- ;s often branded a Super Villain. The government can be the Many heroes would not be who they are if not for their
: j guys, even though there are some good people in the civilian jobs. What would Daredevil be if he ever stopped being
: reaucracy and police. Anyone from the Punisher and Elektra Matt Murdock, the blind lawyer and champion of the poor and
*j Spider-Man and the Hulk can find themselves protecting downtrodden? Other people are defined by their jobs, like
gular people from uncaring government forces. Hlektra (Assassin) and Nick Fury (former Agent of S.H.I.E.L.D.
Mutants are a major concern for national and international and now its leader). Or Captain America, for that matter.
_ wemments. Anti-mutant laws and secret programs to keep Captain America is now a member of the Avengers and,
uutants in line have reared their ugly heads from time to time. like most heroes with a membership in a team, has his expenses
eter Gyrich is usually running some program that messes paid for. Team members even get medical insurance, and you
ith mutants, and the Sentinels keep coming back with can guess how much that would cost if your occupation were
unding from some government agency or other. Senator Kelly "Super Hero!" (Few people remember that Captain America,
- often involved, when he's not busy sponsoring anti-mutant Steve Rogers, once worked for his living as an Art Director!)
gislation. But most countries have also used mutants in their Even Super Heroes have to live somewhere, and their
covert operations. Many countries have their own mutant lodging often becomes a part of their character. Doctor Strange's
>rce, like Alpha Flight in Canada. Even the Soviet Union had Sanctum Sanctorum and the Avengers' mansion are places that
ne, of which Omega Red is a homicidally violent reminder. we have come to know intimately, as well as Peter Parker's
lembers of both the X-Men and the Brotherhood have ended series of apartments and his Aunt May's house in Queens.
-o working for the U.S. government in the past. Family can be very significant in a character's story, either
International politics is very important in dealings with the as a motivating force, as with Spidey and the Punisher, or as
countries of Genosha, Atlantis and Latveria, especially when important companions in their current lives, as with the
illains use their political status as cover for their evil plans. Fantastic Four. Some heroes have sidekicks who can be very
>ften the United Nations gets involved, and then S.H.I.E.L.D. important characters, but not every hero needs one.
- sent in to deal with super-powerful beings. Sometimes, this Many super-powerful beings are related to other super-
MB powerful beings, and quite a few heroes and villains have One of the most commonly called-upon beings invoked b
C spent some dangerous adventures searching for, or fending off, those spells is the Dread Dormammu, the ruler of his magic
E
LU
every kind of relation. Long-lost twins, unknown offspring,
and even clones can pop up to add complications to any super
dimension and a major foe of Doctor Strange.
Any and all of these kinds of Magic can come into play ir
tn
hero's life. Sometimes, the son of an old villain becomes a new any situation if you think if will make the game more
u
i villain (like the Green Goblin's son becoming Green Goblin II), interesting. Be careful how you employ Magic, though, and us-.
>
4
or a new hero (Quicksilver and Scarlet Witch, who are it consistently with the Magic Action rules we've provided
5
c *\
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\
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f
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u/
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The mystic arts come in as many strange forms as the people who practice it.
:>ru :
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holding back from
using his full power, as D
we've seen when he m
fought against the Ice
Giants in Asgard. e<
The damage done 2
by gods can often be v , n
reversed or made to h | .
-
disappear. Sometimes it
can be even be undone
hi!
by people like Doctor
Strange, but other times
I
2 'S" &
-
opened up into Manhattan at least a couple of times, and
contrary to what some detractors of New York City might say,
vou could definitely tell the difference. Luckily, like so many
supernatural events, all traces of these incidents were wiped
out by the time they were over.
!M
~
I
I
I
GAMESMASTER SECTION
SO YOU WANT TO BE A
of assigning stones of Resistance to what your players are
GAMESMASTER? doing, you'll find that you rarely need to refer to the rules at all.
If you're reading this, you've either volunteered to be the The D&R chart and your understanding of the world that
GamesMaster, or you drew the short straw. Maybe you're the you're in charge of will be all that you need to GamesMaster.
one person in the group whom everybody else gets to read the But until that time, feel free to refer to the book whenever
2
U,!
rules. Either way, you're in for one of the most challenging you need to. It's okay for you to have to look things up. It's even
forms of gaming there is. Not everyone is cut out to be a okay for you to discuss things with your players. They're
I GamesMaster. And some people wouldn't do anything else. learning too. You've taken on a big, exciting and rewarding role.
First of all, let's talk about who the GamesMaster is. In a You are the GamesMaster.
roleplaying game, the GM is the god of her own universe. In the Before you read this section, you should read the first
Marvel Universe Roleplaying Game, think of the GM as the half of this guide. That's where you'll find most of the rules for
j Marvel editorial staff, the artists and writers all rolled up into playing this game.
one. If you're the GM, you're the person telling the story. . .with Once you've finished the roleplaying section of the guide,
one important exception: Some of the characters in your story you'll be ready to tackle this one. We've divided it into four
can think and act for themselves. parts. The first is a basic discussion of how to GamesMaster,
We're talking about your players. They decide what they're called "The Art of GamesMastering." Tire second is a nuts-and-
going to do and how they're going to do it. It's your job to tell bolts discussion of "Considerations of Game Play." And the
them how it all turns out. third is about characters and experience, simply called
As the GamesMaster, you'll need to read all the rules in this "Characters." Tire fourth, "Adventures," is about creating and
guide. You'll help players through the process of developing running Adventures, whether yours or ours. It's followed by
their own characters or let them know which Marvel Super the premiere issue of the Marvel Universe Roleplaying Game
Heroes are available for them to play. You'11 decide which Issue We Live Here, Too!, which is a complete adventure in itself.
your players will play, whether it's one that we provide or one
that you create on your own. The Art of
But that's just part of your job as GM. You'll also have to
interpret the results of all the Actions that take place in the
GamesMastering
game. You'll actually be "playing" all of the non-player
characters, or NPCs. And that means you'll be constantly FOUR TOOLS FOR STORYTELLING
describing what goes on, what the universe does, and how it Here are four simple tools to remember when you are
responds to the players. Your job is to set the scene, to describe GamesMastering a comic book storyline.
where the players are. Tell them what they see. Be their eyes and
ears. If you don't describe it, they can't know it's there. It's your Synergy
story to tell, with the players making decisions which may or Synergy is the idea that all the elements of your story come
may not work in their favor. together to create something bigger than the sum of each.
How much fun your players have largely depends upon Things you've done months ago can show up again in such a
how well you tell that story. Part of what makes Marvel Comics way as to have your players sit back and say, "We never saw
so exciting is the way the writers and artists tell the stories: that coming, but we should have!" You have all of your NPCs
colorful descriptions filled with excitement and danger, brave and the whole world at your disposal to thrill, amuse and
Super Heroes and evil villains, monumental struggles, amazing challenge your players. Use everything.
inventions and exotic settings.
Stan Lee once said that one reason so much of the Marvel Plot Hooks
Universe took place in New York City is that Marvel's offices A plot hook is a bit of information that leads the players in a
were located there. If they needed a scene, they just looked out direction you want them to go. It can be a clue they discover, a
the window. But you don't have to live in NYC to do what they bit of advice from an NPC, an event they witness or a rumor
did. Just use what you know. Describe a city street you've seen. they hear. Almost everything that's going on in an Adventure
A shopping mall. A warehouse on the outskirts of town you've can be used as a plot hook.
passed a hundred times. If the players are at a school, describe The players may meet someone who needs help. As the
any school you know. If you need bystanders, use your friends, saying goes, "No good deed goes unpunished." What will the
your family. Use what you already know and you will never players do if someone says, "Help! They're after me!"?
run out of ideas. Because the Marvel Universe takes place in our Encounters can be used to steer the players back to the
universe (mostly). storyline or take the story somewhere else. As GM, you're like a
If you've GamesMastered other roleplaying games before, fisherman, so provide the players with baited hooks and let
you'll find this game easier than any other you've played. And them nibble.
if you've never GM'd before, you'll quickly come to appreciate
how intuitive Marvel is to run. Tire system is simple and Conservation of Storyline
straightforward, designed to support you in telling a fast-paced, There's nothing wasted in Marvel Comics. It all gets reused. It
exciting Marvel Comics story without bogging you down in lots saves you effort, but it does something much more. It helps give
I of charts, tables and die rolls. And once you've gotten the hang the players a sense of an interrelated universe. If you have
a -ady introduced a lawyer into the game, and the players If the players are interested in a certain subject, you should
n -d or meet a lawyer, it could be the same one as before. Any have it show up in your story. After all, the players are your
ain they let run away, any crook that escapes, any car they audience, and if you make the game about something they're
JI -Id have bought they all might come back to haunt them! not interested in, they may not enjoy themselves.
S -.member, the crook that Spider-Man let get away ended up Let's say the players are interested in traveling, and
t mg Uncle Ben and changing Peter Parker's life forever!) You no amount of prodding and poking will get them into the
.1 n't have to do this all the time, though, and throwing in some storyline. As GM, you can't ever force the players to do
4 d ends is also a useful storytelling tool. anything. But the Law of Synchronicity is there to help: It says
that if the players are doing something, so are others, like NPCs.
Synchronicity So wherever the players travel, sooner or later the villains will
idea of synchronicity in storytelling is that events seem to show up. If the players get wise and figure out that you'll let the
* alve around the players. For instance, if a character wants to adventure find them wherever they go, then you can always
.. iv the martial arts, her chances of finding a martial arts fool them. Have them fail to encounter the villains who, in the
tt her increase. Of course, the teacher she finds will have plot players' absence, wreak havoc that the players could have,
trcks of his own: enemies, debts, previous membership in and should have, prevented. Keep your players guessing.
-.ret societies, etc.
The most important application of synchronicity is that WINNING AND LOSING IN GM TIME
- en players are looking for adventure, it usually finds them. As the GamesMaster, it may seem that you are playing against
v trip to a shopping mall led Dazzler, Psylocke, Rogue and the players. After all, you're playing the people they're
'i -m to meet Jubilee. If Spider-Man hadn't tom his costume attacking, right? But try and remember that as a GM you're
awing the Secret Wars, he never would have needed the not in this game to win, you're in it to create the best, most
-biotic suit that became Venom, one of his biggest enemies. enjoyable story you can. If you run a great game, then the
S\Tichronicity also helps you determine overall style of play. players (and you) will have fun. They'll probably succeed at
the players act a certain way, then it's okay to have that style their objectives. But to do this, they'll have to defeat villains
w up in the game. So, for example, if your players kill all you've created. They'll have to solve your puzzles. In essence,
n r prisoners, then most villains will kill their prisoners, too. for them to win, your characters have to lose. So, how do you
keep your perspective? You have to develop a split
i
personality. You have to play all of your NPCs from
\ their own point of view, trying to beat the player
A
\
-
f i X
characters. But you should also try to identify with
your world as a whole. View the villains as a
disease, and the player characters as the cure. This
allows you to be happy and root for the players
while at the same time presenting believable NPCs.
It also helps you keep the players honest. As the
7 keeper of the whole world, you have the right to get
upset if your supposed Super Heroes act
improperly, or less than nobly. And it's okay if you
have your world respond accordingly.
ENCOURAGE ROLEPLAYING
HIf you pretend to be your NPCs, it makes it easier for
your players to pretend to be their characters. Refer
U
| to your players by their characters' names, not their
- I own. Encourage them to give detail when describing
their Actions. The more they do, the more exciting
ri
4 y
B and evocative the game will be. This is their chance to
I write their own comic book. Enjoy the process. Let
! loose! Give extra Lines of Experience for better
descriptions and let the players know you're doing
so. Then just sit back and listen. Some of the most fun
you can have as a GM is listening to players who are
really into the game.
a have been dealing with this dilemma forever. Now you will too. game. If the players need a certain type of character to complete
g Our only advice is that physical assault is illegal in all 50 states, their Mission, then it's a great time for one of these to show up.
Ui so don't do it. Chalk it up to Synchronicity!
Cfl
During play, a player may want to speak with you in Also, if the current campaign is centered around one
a private. Obviously, the player should be allowed to do this, character, you shouldn't cancel the session. The players who
ui since sometimes what he needs to discuss would give away showed up deserve to have fun just the same. If you don't have
Si information his character would rather keep secret. But as GM another Issue or Adventure ready, then you should just wing it.
2U. you also have to manage these interruptions so that the other Set up a random meeting with some villains and fight it out.
2 players don't get upset. It's good to try taking these breaks at a Have a rampaging Super Villain like Juggernaut or Sabretooth
4 point where the group needs to plan then next steps or during show up outside the diner where the players are hanging out
e
a meal, snack or bathroom break. and let them take him on. (It happens all the time in the comics!)
When you are ready for the players to do something and Or you can all decide to spend the time working on
they're all sitting around talking, just ask them, "What do you do character development. It's a rare player who turns down one-
next?" If necessary, remind them that as the GM it's your job to on-one time spent with the GM.
present a situation but it's up to them to do something about it. If a player shows up late, just work him into the story. You
If the players can't make up their minds about what to can be as creative or transparent as you like. "Sorry I was late, I
do next, you can always offer them options. "Do you check stopped to rescue the passengers on a bus that was tottering
out that abandoned warehouse over there?" "Does anyone use over a bridge..." In comic books, it's always legitimate for a
heightened senses to sweep the area?" Feel free to remind them missing companion to show up just in the nick of time! But
that time is passing. Ask them, "Do you all just stand around however you do it, it's vour job to manage it so the late player
talking?" And if they still can't figure out what to do, perhaps doesn't disrupt play for everyone else.
it's time for you to offer them some other options from later in
the storyline. WHAT TO MAKE UP...AIMD WHEN
As the GM, your job is to enforce and interpret the rules. So is it
PLAYER CONFLICTS ever okay to change the results? For every roleplaying game, the
Players will also sometimes come into conflict with each other. answer has always been, yes, but only a little, and don't admit
Whether this is character-based or personality-based, your to it. Remember, your characters are writing their own story, but
players are looking to you to keep things friendly- This can be so are you. And nobody likes it when his character dies.
very unpleasant, and it's certainly not what you signed on for In games with dice, every once in a while a bad luck die roll
when you agreed to GM. ends up with a character dying in a freak accident. So in grand
Sometimes you may need to speak to one or both of the old GamesMastering tradition, GMs decided that sometimes
players privately, either separately or together. You will have to they had to cheat. They even have a name for it: fudging.
remind them that their interpersonal problems risk ruining Now, in Marvel, there are no die rolls. So if a character dies.
everyone else's enjoyment. You may have to point out that if it's because he did something that got himself killed. Maybe
this continues, you will have to separate their characters and that time, he should have run away instead.
split the campaign. Sometimes you may need to discuss this For the game to be real and believable, a character should be
with the whole group. After all, it's their game, too. able to die. If a character can't die, where's the challenge? If we
This is why it is very important to consider the personalities didn't believe that a character was in danger when we read a
of your players when arranging your play sessions. Group comic book, where would the excitement come from? But at th-
dynamics can play an important role in determining how long same time, there haven't been too many Marvel Super Heroe-
your campaign will last. who have died over the years and stayed dead, now have there'
WHAT TO DO WHEN
PLAYERS DONT SHOW UP
7
Mi
m
, ,
,
This can be a problem for the new GM. But it's not the end of
the world. Keep in mind that even in comic books, events occur s
that keep characters away. In the comics, they turn it into a new
challenge, and so should you. "Yes, if Wolverine were here, he
could use his claws to slice his way through the steel doors. But V
he's not, so you'll have to figure out another solution." ll .1
or maybe someone with Animal Senses might get the clue from
a strange smell. If nothing else works, you can always have an
NPC like Nick Fury or Prof. X contact the players and deliver
The X-Man, Colossus, gave his life to end
v
the necessary information. the Legacy VTrus and save mutantkfnd.
Our advice to you is to make sure that nobody sees what's
going on behind the GamesMastering screen but you. Nobody
knows whether the Resistance is 6 stones or 7 stones, do they?
So just do what Marvel has done all these years tell a good
story and you'll do fine. The needless death of a Super Hero
serves no one, least of all vour players. But if they willingly
sacrifice their lives to save others, as Colossus did to end the
Legacy Virus, then you should let them die. Glorious, heroic
deaths are retold by players over and over again and become
the stuff of legend.
smash up some unfortunate soldiers who were just following
orders. It's a cold, cruel world out there.
If players want to call for help rather than handle something
themselves, you should rarely let that settle the problem. They
JO
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m
n
zi
a
KEEPING YOUR NPCS ALIVE A FEW FINAL z
Take advantage of the knockout rules for your NPCs. If you let WORDS OF ADVICE
the heroes kill them, you'll run out of NPC villains. And face it, Never forget that as a GM, you are in charge of the game, and
Marvel has been using the same villains for 40 years. It's not thus the world. Never let a group of your players control play.
easy to invent another Doctor Octopus. So pile a building on top This is not a democracy! On the other hand, you have to listen
of them. Drop 'em into the ocean. Let them disappear in an to your players and keep their concerns and requests in mind or
explosion or fire. But protect them. They are an endangered they may walk out on you, and that's no fun either.
species. The players are out to exterminate them. Remember, a The most important rule is to listen to your players. They
hero never kills an unconscious enemy. It's just not right. will tell you what you need to do. If they're interested in playing
out a conversation, they'll start talking to your NPCs. If they
CONSEQUENCES OF CHARACTER want to fight, they'll go looking for a fight. Listen to them.
ACTIONS Remember to encourage the weaker players. Try and give
The Marvel Universe is relatively moral. Good guys are only them easier problems to draw them out. If people split up and
good guys as long as they act morally. Players that belong to a go different ways, it's a great time for the weakest player to
group like the Avengers and hurt innocent bystanders or kill have an encounter. (But not one that he can't handle.) If a big
their enemies unnecessarily should face some consequences of fight is going on and a player feels that he cannot compete, then
their actions, from a stem reprimand or hearing to being add a lesser villain, like a henchman or lackey, for him to deal
drummed out of the group. That kind of behavior might be with. With proper guidance and nurturing, initially weak
okay for an agent of S.H.I.E.L.D., but not for an Avenger. players can grow into some of your best players.
And that's an important point. If your players are playing In any case, be careful not to let anyone be ignored or have
characters who are less shining moral beacons, such as the nothing to do. Keep everyone involved.
Punisher, Nick Fury, Elektra or Deadpool, then your world Make sure you ask all the players what they are doing on
shouldn't hold them to the same standards as those goody every Page. Even if they're in an extended Panel so that they're
two-shoes heroes like the Fantastic Four. If the Punisher kills not doing anything on this Page, simply acknowledge that
those that deserve death in his eyes, then that's good they're still doing whatever they're doing and then move on.
roleplaying. If Morbius has to kill to stay alive, well, that's his There is nothing more annoying for a player than thinking that
particular cross to bear. And sometimes, the Hulk is going to the GM is ignoring him.
Considerations
for Game Play
> In this section, we're going to discuss the more practical aspects
of the Marvel game system.
J GETTING STARTED:
-si X.
GAMESMASTER SET-UP
There are a few things you're going to need to GamesMaster.
You're holding the first in your hands right now: this guide.
Keep it with you at all times. Even once you
(r z I know the system cold and don't think
you'll need this book anymore, it's
still a good idea to keep it lying
tn
A around. Besides, the D&R Chart
vy
1 (Difficulty and Resistance Chart) is on P. 80-81 of this
book, and you're definitely going to need that. You should
bookmark the D&R Chart, and also the list of Situational
v/ Modifiers on P. 104. You'll be referring to those pages more
m
u SH frequently than any others.
Next, you'll need a table or flat surface to put your stuff on.
fh E
Location-wise, its usually a good idea if you can set your area
up so that you can see you r player's CADs.
You'll want a large screen that you can set up to hide your
NPCs took up the same space as one single CAD. Since it w
rare that he ever had more than 12 NPCs active at any giver
time, it was easy to keep things under control. And he pre-madc
area from your players' view. That's because you don't want these NPC CADs based on the Mission he was about to run, s<
m them to be able to see what you're doing with your NPCs. The
screen also creates a useful separation between you and them
they were ready and waiting for him when he needed them.
l.fgTT
that lets you focus on your NPCs while your players are STONE USE IN STORYTELLING
focusing on their own CADs. A player who puts stones in a task is telling you how important
You'll need to have a large pool of red and white stones (or she feels her goal is, and what she's willing and able to do about
rv'ffrr other markers you may be using instead of stones). Not only it. And as GamesMaster, the stones of Resistance you put into
-T: will you need this for the NPCs under your control, but you'll play are tools you can use for telling your side of the story.
fflE,
find that extra stones come in handy when your players forget If a player has given an excellent description of his actions.
9ir-vi
/ theirs. You'll need around 25 white stones and 100 red stones to and has put in all the stones he can but still doesn't have enough
cover yourself and the General Pool. And if you're providing
to succeed and the story would be better if he did accomplish
stones for all of your players, you'll need 3-5 white and 9-15 red
stones per player, too.
his task then you can reduce the Resistance by one or more so
that firings work out.
You'll need a small bag or box that will allow people to
Also, allow players to spend stones on description you'll
find it's usually worth it. If a player is in a place where people
reach in and pull out stones without seeing what they're
getting. It's for those few times when you do need to come up can watch the Action, then tempt the player with, Do you want
with a random outcome, like seeing who gets hit if a weapon or to spend a stone on looking good?" After all, players direct their
super power goes out of control. characters' Actions through the use of stones, and if they want
Finally, you'll need all of the information about the Mission their characters to be noticed, it's not a bad idea for them to put
and Issue you're running for your players: maps, lists of items some extra effort into it.
or things that may show up during the course of play like
weapons, equipment, vehicles, etc. And of course, you'll need HOW DO YOU DETERMINE
all of the Non-Player Characters that you're in charge of. DIFFICULTY LEVELS
AND RESISTANCES?
WHERE DO YOU PUT Scenario-based elements will describe their levels of Difficulty
ALL YOUR NPCS? and Resistance in the Issue. If there's a secret vault, the Mission
One of our designers said that he stopped playing roleplaying will tell you that vault's D&R. When you're making up your
games and started GamesMastering because playing one own Adventures, consult both the Equipment List on P. 125 and
character just wasn't enough. You sit around, waiting for the other the Difficulty and Resistance Chart on P. 80-81 of this guide.
players to go until it's your turn again. But as the GamesMaster, You'll find a wide range of activities and items and a set of
you get to be lots of players, and you're always going. benchmarks by which you can determine anything you or your
That's the good news and the bad news. You get to be lots players can dream up.
of players. That brings up the question, "Where do you put If you are uncertain of the D&R for a situation, look for
them all?" If you used a full CAD for each NPC, you would something similar on the D&R Chart and then add or subtract
never have enough room. stones of Resistance as you see fit. For instance, the D&R Chart
Most GamesMasters simply list their NPCs in a similar lists the Resistance of lifting a Garbage Truck at 8 stones, and a
fashion to the way we do in the "Examples of Basic Non-Player modem Main Battle Tank at 9 stones. So if the players have to
Characters" section on P. 112-113. Write down all of the lift a Tanker Truck filled with fuel, you can figure that it's either
important information about your NPCs on a few sheets of 8 or 9 stones.
paper, with more than one NPC to a sheet, and just refer to those The same goes for players describing Actions that don't
sheets when you need them. have Action Boxes. Look at your D&R chart for something close.
But even if you have all of the data listed on paper, how do then make something up. Don't get hung up on getting it
you handle the stones? exactly right. Keep the story moving. Stones are just a tool for
One of our playtest GamesMasters came up with a clever you to tell the story. Stones are your friends. They're not
solution that seems to work really well for handling NPCs and supposed to be big, ugly formulas or percentages. After all, this
their stones. is comics, not brain surgery
n He photocopied the right hand side of the CAD. Then, he As a GamesMaster, you're always asking two questions:
used the 9 empty Action Boxes to represent 3 NPCs per sheet. In What is the Difficulty Level? What is the Resistance?
each box along the top, he wrote the important information For example, if a player says, "I want to kick in that door,
about each NPC: Abilities, Actions and Action Numbers. He you ask yourself, "What is the Difficulty Level of that Action?
used those top boxes for holding the white stones of health for The D&R says the Difficulty of kicking in a normal door is 3,
each NPC. He used the middle row of boxes as their Energy and that you can add extra Resistance if you want to. If you
Reserve, and put all of their stones there. And he used the don't add extra Resistance, then the Difficulty is the Resistance.
bottom boxes as their Action Boxes, and put that Panel's stones and it takes 3 stones to kick in the door. But you could also add
into each one as he worked out what each NPC was doing. Resistance, for a door with a Difficulty of 3 and a Resistance o:
Finally, he put any defensive stones up in the top box with the 5. It's up to you. Keep in mind that it is possible that Resistance
white stones where they were easy to see. can be lower than Difficulty, too (e.g., Running, Flying).
With this method, that GM got 3 NPCs to a sheet, and 6 Another example: Rogue says, "I want to fly down, scoop
.
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.
.
7=
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, l
.
-
IH I 85
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Spider-Man in an example of Reflexive Dodge at its finest.
ZJH m /
DESCRIBING DIFFICULTY might say, "You do your best to keep bouncing around through
AND RESISTANCE the hail of gunfire, but one of the cops wings you and you take
While you may want to be vague about Resistance in your 1 white stone of damage."
description since players can eventually overcome Resistance
with more effort in subsequent Panels, you should describe an HOW TO USE
Action's Difficulty differently. A player with an Action Number SPECIALTIES AND LINES
of 5 will never be able to overcome a Difficulty of 7. For this How should you, the GamesMaster, be accounting for
reason, you should rely on descriptive language to provide the Specialties and Lines? They're the interaction between specific
player clues as to Difficulty. Comparisons work particularly experiences and your storytelling. You should feel free to reduce
well. "Those bars are definitely too tough for you to bend. the Resistance or Difficulty of a problem in favor of a character
Now Beast, on the other hand, would have no problem." who has an appropriate Specialty or an applicable Line.
Or, "You've never seen any equipment like it. You're pretty sure Wiry? Because somebody who has climbed a mountain
Teed Richards could figure it out, but you realize you'd better before (even if it was just once) should have an easier time than
-ind a different solution." Another way to give them a clue is to someone who hasn't. A Line represents a little bit of experience,
give them a reference to something they know, have done all the way up to 9 Lines. At 10 Lines, it becomes a Specialty, and
or failed to do in the past. "It's a lot harder than Doctor Doom's then it carries the full force of all of the experience that the
Anti-grav trap that you were barely able to figure out" or Action Number reflects.
Remember that time you tried to fly that Kree Spaceship Specialties provide more data to work with than lines. If a
and failed? Well, this is harder." If you provide clues like that Super Hero is facing Ninjas and has Martial Arts as a Specialty
to the players, and they still want to try, let them. Have fun with in his Close Combat, he can face them on better terms than if he
. our descriptions of their failed attempts. Sometimes failure to only has boxing, a one-on-one sport. In that instance, it would
figure out how to use something properly means using it still mostly be about the Action Number and directing stones
improperly, with unintended results an unfortunate, but against multiple targets, but you may decide to add or subtract
rrequent, outcome. a stone as a Situational Modifier to reflect Lines or Specialties.
Specialties exist to overcome Situational Modifiers. If it is important to the flow of play. But if you feel the players
2
a someone is picking up an unusual alien blaster, but she has the need the help, you can give it to them every Panel. Remember,
g Energy Weapons Specialty as part of her Ranged Combat, then Situational Modifiers are your tool for taking into account all
LL you could skip adding the "Using a strange weapon /device, +1 the factors you feel are important for telling a good story.
CT
If stone Resistance" Situational Modifier. The following sections will address some of the main areas
a If you decide that the "No previous experience, +1 stone of where Situational Modifiers may arise. After that, we'll provide
1=or Resistance" Situational Modifier should apply to an Action, a list of Situational Modifiers that 3?ou can use. This is not
c then if a character doesn't have any previous experience, you intended to be an exhaustive list. We want to teach you how to
1
LLJ
should add the stone of Resistance. Previous experience could think about Situational Modifiers so you can come up with your
2 be as little as a Line, or as much as a Specialty. own and apply them yourself.
s Make sure to use this information in your descriptions. Use
the aspects of different Specialties to add color to your Familiarity, Practicing
descriptions. "Kingpin keeps moving around to try and grab and Preparation
you in his big, strong arms, while Daredevil, you keep dodging If a character has done something before, especially if he's taken
and weaving, seeking an opening for a shot to his jaw." Or, one or more Lines or has a Specialty in it, then you may want to
"You've only got 3 stones for your Agility, but you did climb subtract a stone from the Resistance. If a character is evading
that mountain once, so you have a pretty good idea of how to hunters on his home turf, you might subtract 1 stone of
approach that slope." Or, if you're describing a combat where Resistance in his favor.
nobody did any damage to their opponents, you can explain it If a character tells you in advance that he is practicing
with, "That X-Man Multi-Style training sure is helping you out. something, and it comes up during play, feel free to award him
Every move he tries, you know a move to counter him." the Modifier stone. (Practice in the X-Men's Danger Room or the
rigorous training the Avengers undergo are two examples.) The
SITUATIONAL MODIFIERS Modifier applies to the practiced Action only, and should only
Situational Modifiers are another tool for you to tell the story be awarded once per Issue.
and have your world interact with your players. Some
Situational Modifiers add 1 or more stones from the General Flashback Panel
Pool to a player's Actions or Defense. And some Situational When a character calls for a Flashback Panel, she's basically
Modifiers add one or more stones of Resistance to an Action requesting a positive Situational Modifier. In other words, she's
being attempted. asking you to give her a break in return for adding to the
Remember how we said that as GamesMaster, you interpret storyline. It happens in comic books all the time, and it's okay
the world around the players? Well, Situational Modifiers are to let it happen here, too. However, it's important to keep
one of vour main tools for doing that. Is it dark, so the players Flashbacks at a minimum to avoid eating up the group's
have a harder time seeing what thev're doing? Then add a stone playing time with too many individual concerns. That's why we
of Resistance to reflect the reduced visibility. Is a character limit Flashbacks to one per player per Mission. You can vary
doing something that he's never done before, like trying to fly this, if you want.
an alien spacecraft? Then add a stone of Resistance for trying to To get the +1 stone Situational Modifier added to her
operate a new or strange device for the first time, and 1-3 stones Action's stones (or defensive stones), the player must first cite
for unintelligible controls. the Flashback. After asking for the Flashback Panel, the player
If you want, you can give hints to your players about the would say something like, "I think back to the time when my
type of Resistance they're encountering when you are applying master taught me how to...," or, "I blink back tears
Situational Modifiers. "You've never done this before, and remembering how my best friend died at the hands of. . . " The
you're not even sure you understand how the controls work, so incident she refers to must have some relevance to the situation
you may want to throw in a few extra stones just in case." at hand. It doesn't actually have to have happened, or to be
Remember, anything can affect the situation. The main uses written down on her Character Profile Record. It just has to be
for Situational Modifiers are: plausible. If the player is really clever, then her Flashback Panel
1) To account for the effects of actual situations. could even lead to additional Modifiers or plot hooks. If she is
2) To encourage and reward roleplaying. remembering the day she swore vengeance on the villain who
On P. 104, we've listed of a wide range of Situational Modifiers killed her family, or the day she pledged that someday she'd
you can use in play. Feel free to come up with your own to fit learn to fly, she might well deserve additional Situational
whatever situations you find your players in. Modifier stones in her favor.
Use them like spice for flavor. Sometimes you don't need
Style
to add them at all. Situational Modifiers should not dominate
the flow of play. It's a good general rule to apply only one or Often a character will want to spend an extra stone or two
two at a time, although you need to be fair in their use. The looking good or making his effect appear impressive (making
more experienced you get as a GamesMaster, the better you'll his fire blast look like a flaming dragon, flying a victory roll
understand when and how you want to use them. through the attacker's energy beams, etc.) There might even be
Some of the Situational Modifiers we provide should only storyline advantages to be gained by putting on a good show.
be applied to the first Panel of an encounter, and some should If so, then the amount of stones he spends on style are
be applied throughout the encounter. Some Modifiers should countered by adding stones to the Resistance. How many stones
only be applied once per Mission. For example, the Modifier for is a judgment call. (See the list of Situational Modifiers for some
"operating on home turf" should only be used once, and only if examples.) It is possible that he will only add 1 stone to a
stones into her Action towards that specific effect, then she
S)
should succeed in saving the world. The list of Situational S3
KL Modifiers will give you some examples of specific effects in S
m
the Style Modifiers, as well as a generic Specific Effect
Modifier under General Modifiers. >
if)
H
Weight Ti
& For most characters, carrying something lessens their Speed. See
the D&R chart for weight modification. Add the appropriate
30
cn
En
m
n
stones for extra weight and time carried. rl
Environment Z
Frequently, the conditions rmder which your characters are
LV
acting will affect their Actions. Fog and darkness make it
tougher to see someone at a distance. Ice makes surfaces
7 slippery. Fog may add 1 stone of Resistance to the Defensive
stones of someone being attacked by Ranged Combat. For really
thick fog, add 2 stones. Flying into a strong wind may add 1
stone of Resistance to a Super Hero's Action. Doing something
on ice adds 1 stone to the Resistance to that Action.
Environmental conditions can be helpful, too. It's easier for
Storm to create lightning during a thunderstorm.
HHB_
AWARDING having read the Issue, you'll know where you need to get ths
LINES OF EXPERIENCE players to go. You'll be equipped to steer them there and :
Between 1 and 5 Lines should be awarded at the end of every respond if they wander off track.
Mission or Issue. If you award them after every Mission, your The rules are here to help direct the flow of play, not restrict
players will advance more quickly than if you award them after it. Marvel is designed with the assumption that your player-
every Issue. This is not always desirable. Also, the more want to play a Marvel Super Hero doing Super Hero sorts > -
frequently you award Lines, the more time you must spend things in a Marvel sort of world.
with your players deciding where to put the Lines. We suggest Remember, this is a roleplaying game. If the player-
awarding a range of 1-3 Lines per Mission or 1-5 Lines per Issue. describe a plan that is outside the scenario, don't stifle them. G
Here are some basic guidelines for awarding Lines to with the flow. You'll have plenty of opportunity to redirect then
1 your players: back into the storyline, so you never have to appear to be
1 Line should be awarded for just showing up for the game. forcing them to go someplace they don't want to go.
1 Line or more should be awarded for roleplaying the The Adventure we provide, We Live Here, Too!, features
character very well. This can be determined by the GM by chase to find a mutagenic drug laboratory. This 3-Mission Isst.
asking just a few questions: is designed with the idea that the players will go the way we
Did the player play out any Challenges that she has? want them to go. But what if they don't? For instance, what i
Did she roleplay her character the way it's designed? the players decide that the way to find the lab is to gc
If the character has an alter-ego (like the Hulk) or is insane underground at the more trendy clubs in town and use then
(like Bullseye or the Green Goblin), did the player live up Social Skills to uncover the source? Then just skip to the club in
to the requirements of the role? Mission 2. (You can change the club's name and description o:
1 or more Lines relating to Mission Objectives. Mission the interior, and use it as more than one club. Of course, the .
Objectives are given with each Mission to provide a won't find what they're looking for until they get to Club Noir
framework for events, goals and direction for the players. but they can have fun clubbing until then.)
Completing the Mission Objectives is vitally important. If As the GM, you must roll with the punches and keep up
there's a winning or losing aspect to the game, then with the players. Remember, they have free will. If the players go
completing Mission Objectives is it. Whether you are using a off the storyline, give them a chance to create their own. If
pre-made Adventure or making up Adventures of your own, player comes up with a strange idea, your first thought as G.V
you should include at least a Primary Objective, and possibly should be to empower that player, not stop him. Whatever the
a Secondary Objective and a Bonus Objective as well. At least players come up with, as long as you keep directing them bac>
one Line should depend entirely on the successful completion into the storyline, you'll have plenty of material to help you te
of Mission Objectives, and any player who has a direct hand a great story. Which is what this is all about anyway.
in completing a Mission should get a Line. If a player has
directly contributed to more than one Objective in a Mission, CREATING AND
then that player should probably receive more than one Line. PLANNING ADVENTURES
1 Line for the best player or group of players, if any. If Creating Adventures can be a lot of fun. The first thing tc
someone did something really cool or very clever, then she consider is for whom you're designing the Adventure. What d
should get another Line. your players like? If they prefer combat, plan for fights. If thev
As the GM, you will see some games where the players like to talk, put in people to be questioned. If they like solving
spend all their time talking or digressing, and never get to tire problems, fill your Adventures with mysteries arid puzzles.
Mission. If the players fail the Mission, or if in the opinion of the Next, decide on a theme. This can be as simple as a robbers
GM they leave the world worse off than it was, then they should or as complex as a plan to take over the world. You should ha\>
get no Lines for Mission Objectives. (Of course, if they skipped a clear understanding of what's going on, even if it may be les-
the Mission for a good reason, like saving the world, then you clear to the players. In comics, this is called the backstory and is
may want to consider awarding them special Lines.) the first thing you need to create.
In summary, you award Lines based on what your players When looking for a theme to design an Adventure arounj
have done that Mission or that Issue. Players allocate their Lines look at previous Issues and see if there are any lost plot hook-
into Actions related to what they received the Line in. And it's to pick up: a villain who escaped or just got out of jail; .
your right to approve where they allocate those Lines. They bystander the players interacted with. Villains can return :
must allocate them to something connected to the Adventure in plague the players; bystanders can ask them for help.
which they experienced them. The Add-A-Line System is Another strategy is to make up a group of encounter -
supposed to empower players, not drive GMs crazy. If the choosing villains, henchman and tire like, then ask the players
Action to which a player wants to allocate a Line makes no what they are doing at the moment, and work an encount-
sense, then don't allow it! As GM, it's your call. with the villains into the situation. Many a Marvel story follov -
this pattern: "You're walking down the street when all of a
ADVENTURES sudden. . . " Keep a villain or tsvo on hand for quick encounter - .
A group of human robbers can make a big impact on the garr
and give the players an easy victory. Such encounters can a-
USING PRE-MADE ADVENTURES be used to keep the game moving when the players have n
First, read all the Missions that make up the Issue. As the GM, clue what to do next.
your role is to ease the flow of play, control pacing and resolve And remember, this is Marvel. One of the best opponerr
Actions. You need to be familiar with the entire Adventure. By for a Super Hero to fight is another Super Hero. Guest---.
T , '
Super Heroes show up in other character's comics all the time, players are breezing through them, that's a good signal that
usually leading to a misunderstanding and then a battle, until they're too easy. If the players are beating the villains too easily,
the two sides get a chance to talk and realize it was all one big then make the villains more powerful. But don't make them so
mistake. (Or not.) strong that the players get disheartened.
For other ideas, consider playing issues of your favorite Balance the villains' powers against that of the players.
comic books! These can be either current, ongoing storylines or Keep in mind that if the players can't fly, then villains who can
classics from your collection. Your players can act out the stories will just escape. If the players can fly, then make sure to throw
I 3S written, using the original Super Heroes, or they can put their in a flying villain every once in a while. If the players have
I i .\n characters in the story. Imagine playing your favorite issue powerful Ranged Combat attacks, then the villains may not
I of Amazing Spider-Man or Uncanny X-Men. Your players will
probably make different choices than the original participants,
have the chance to do anything before they are all beaten unless
they also have Ranged attacks. Throw in some telepathic
3O
2
resulting in a completely different ending. enemies, or goons with energy weapons.
Marvel will periodically produce new supplements, A general rule is an eye for an eye. But keep in mind that it
complete with new Issues for you to run for your players. doesn't always have to be a fair fight. Sometimes your players
Usually our Issues will have 3 Missions in them, and the should have to run away and regroup. And if they choose to
average Mission will include 2-3 Scenes in it. Each Mission has stand and fight against overwhelming odds, well, that's what
a distinct set of Mission Objectives. You and your players Super Heroes are supposed to do, isn't it?
should be able to easily complete a Mission in an evening. You Keep the number of villains in line with the number of
usually won't be able to play an entire Issue in a single session. players. If you find that you are running a game for fewer
All of the Missions in an Issue are unified by a common people than you had thought, reduce the number of foes to keep
theme and build to a common climax. You can choose to follow it in line with the players' powers.
this same pattern when making up your own adventures. When figuring out appropriate enemies for your players, it
The first Mission is the setup: The players learn of the can help to add up all the stones the players have, as well as the
problem and can gather information about it. There are many number of Ranged Combats and Close Combats attacks, and
ways to introduce the players to the Mission. They can read use these as benchmarks for designing villains with similar
about it in the papers or see it on the news. They can meet attributes. The villains should have enough power to force the
I someone who has a problem. They can get a panicked call from players into making real choices as to what to do.
I a friend needing help. An old enemy can confront them. There If the players are mopping up the opposition without a real
I are nearly as many reasons for an Adventure as there have been fight, then increase the opposition. Don't hesitate to add more
Marvel Comics, and that's saying a lot. goons, Super Villains and bystanders to an encounter in
Once you've got the players off and running, they should progress to make it more of a challenge. Give the opposition
have a series of encounters. These can be anything from finding some really neat energy weapons with unusual effects, like Area
I out critical information to battling villains. Make sure there is Stun or Freeze Rays.
enough going on so everyone has something to do.
In the second Mission, the players should begin to unravel
the foe's plan. There should be an even more difficult Combat
I situation or problem to solve. Remember, we're building up to .i
the big climax in the third and final Mission of the Issue.
The third Mission is the climax of the entire story. The
players attempt to resolve the Issue, frequently involving a
knock-down, drag-out battle.
Players should never be forced into an Adventure. Even if
vou have designed the greatest story in the world and the
players won't bite, don't sweat it. It's pretty easy to lead your
characters into the Adventure you want them to have. There are
wri
dozens of ways to get to the place you need them to be.
Be aware that if you want the players to do something, you
may have to give them a good reason to do it. For example, in
order to get the players to hunt down a villain, that villain may
A
first have to attack them or someone they care about.
If the players decide to follow up a strange clue or are
looking for trouble, they should probably find it. But not
always. A good dead end now and then really keeps the players
on their toes.
Eu. they are challenged, but at the same time they should also feel
that they have a fighting chance. Sometimes GamesMasters add STREET-LEVEL LEADER OR ELITE MINION
tr.
villains just to keep a fight going, or because they really want to
ABILITIES
os smash the players. But we believe the players have a right to Intelligence: 1 or 2, Strength: 2, Agility: 2, Speed: 2,
LLJ
Durability: 2
5 win if they haven't done anything too stupid.
Remember your players' Challenges and use them. If a STONES: 2 white, 6 red
player is blind, then have the villains wear gang colors. It's up EQUIPMENT: Custom Pistol (+2), Knife (+1), Cell-Phone,
UJ Some Cash
to you to help your players cherish their Challenges as parts of
ACTIONS: Close Combat: 2 (+ Weapon or Strength),
their characters, and roleplay them to the hilt. How much fun Ranged Combat: 2 (+ Weapon), Vehicle Operation: 1 ,
would it be to play Daredevil if he could see? Leadership: 2, Social Skills: 2 Professional Criminal, Gang
BEHAVIOR: May be a member of organized crime or may lea 2
Creating Non-Player Characters a cell or section for a major villain. Will tend to be smart
sensible, tough and determined. Will often intervene to hanc e
GMs play all the characters that the players encounter, things himself. He will not willingly reveal his boss or contact;;
including regular people and the occasional Super Hero. unless suffering at least 3 red stones of damage under
questioning or if a player with at least a 3 in any relevart
Usually this means playing all of the bad guys, from Super
Social Skill threatens him [Resistance 4 stones).
Villains to the lowest level goons. Even the strongest Super (This is also a beefed-up human. Add to Strength and malt
Hero often has to get past a gang or two of regular bad guys them football players, or to any other Ability or Action fo-
before finding out what's really going on and who is behind all special effects.)
the trouble. You'll want to have as many of these characters as
possible set up before the Adventure starts. It can really slow LOOKOUT, THUG (KID)
down play if your players have to sit around while you figure ABILITIES
out their next opponents. Intelligence: 1 or 2, Strength: 1, Agility: 2, Speed: 2,
We've provided you with some basic NPCs below. Feel free Durability: 1
STONES: 1 white, 3 red
to use as many of these as you need to match up with the team
EQUIPMENT: Pistol (+1), Knife (+1), Cell-Phone
of players you are running the game for. And remember, Marvel
ACTIONS: Close Combat: 1 (+ Agility or Weapon),
criminals are often armed with interesting weapons and Ranged Combat: 1 (+ Weapon), Vehicle Operation: 1
abilities. You can easily add some fun and vary the mix by BEHAVIOR: Will not confront, but will try to avoid contact ar :
giving the lead goon an enhanced Strength, or some kind of report back for further instructions (breaking contact
delaying for backup, etc.). Could be a kid in over his head.
weapon the players don't recognize.
(Add Thieving at 1 or 2 and you've got a perfect pickpocket.)
Also remember that you don't have to fully flesh out NPCs
who are just there to provide information. You can have
Professor X give the X-Men an assignment without having a ALL-PURPOSE MINION
(PUNKS, GOONS, HENCHMAN)
fully filled-out CAD on him. When Spider-Man asks a
ABILITIES
newspaper vendor a question, you don't need to know more Intelligence: 1, Strength: 1, Agility: 1, Speed: 2, Durability
about the vendor than the answer to the question, and maybe STONES: 1 white, 3 red
enough of a description of how he looks to give your players a EQUIPMENT: Knife or Brass Knuckles (+1), Pistol (+1),
sense of reality. Some Cash
ACTIONS: Close Combat: 1 (+ Strength or Weapon),
Examples of Basic Ranged Combat: 2 + (Weapon), Vehicle Operation: 1
BEHAVIOR: Not particularly bright: does not fight particular
Non-Player Characters fair. Usually found in the employ of villains. Will not willingly reve-
So you want to put together a gang of villains to go after any information unless suffering at least 3 red stones :
damage under questioning or if a player with at least a 3 in a'
your players? Maybe some police to get in the way? Here are relevant Social Skill threatens him (Resistance 4 stones).
some NPCs you can use to populate your game. Notice that (This can be a soldier, a guard, any minor person with son -
your standard human can be built for about 7 stones or less idea of how to fight.)
using the same character creation system players use to create
their characters. STANDARD COP
ABILITIES
Intelligence: 1, Strength: 1, Agility: 1, Speed: 2, Durability:
The following are basic NPCs: STONES: 1 white, 3 red
EQUIPMENT: Nightstick (+1), Pistol (+1), Kevlar Vest
(+1) Defense, Handcuffs, 2-way Radio
HUMAN (INNOCENT PASSERBY) ACTIONS: Close Combat: 2 [+ Agility or Weapon),
Ranged Combat: 2 (+ Weapon), Criminology: 1
ABILITIES
(+ Intelligence), Vehicle Operation: 1
Intelligence: 1 or 2, Strength: 1, Agility: 1, Speed: 2,
Durability: 1 BEHAVIOR: Usually non-hostile, but will respond to any obv c
illegal activity. May possibly be bribable (GM discretio-
STONES: 1 white, 3 red
Can and will call for backup, if necessary.
EQUIPMENT: Cell-Phone, Swiss Army Knife (+1), Cash
(Firemen are similar except instead of Ranged Combat the
ACTIONS: Office Job: 3, Social Skills: 2 Office Politics, Family get an Action Number of 2 in Firefighting and Axe (-;
and Friends, Vehicle Operation: 1 To make a supercop type, just increase an Ability. A Strer :
I
BEHAVIOR: Will run away from danger. May run the wrong way. of 3 would be one of the strongest cops in the world.)
V
ARMED SECURITY GUARD The following are sample Demons to be used for Summoning
or other magical purposes:
ABILITIES
telligence: 1, Strength: 1, Agility: 1, Speed: 2, Durability: 1 WARRIOR DEMON
STONES: 1 white, 3 red
This is a strong, powerful warrior Demon. For weaker
EQUIPMENT: Pistol (+1), Cell-Phone Demons, lower Abilities, Actions and Factors.
ACTIONS: Close Combat: 1 [+ Strength or Weapon),
-anged Combat: 1 (+ Weapon), Vehicle Operation: 1
ABILITIES
Intelligence: 1, Strength: 7, Agility: 3, Speed: 3, Durability: 5 m
BEHAVIOR: Will confront for official purposes. Will be less ACTIONS:
L
; jspicious if everything seems to be in order. Will call for
Close Combat: 7 (Strength)
: ackup if he suspects trouble.
Force Beam: 5
Fly: 3
GENERIC SUPER HEROES/ FACTORS:
SUPER VILLAINS/DEMONS
Control Factor: 5
Here are a few generic super-powered types to flavor your
ampaign. Remember that when you're choosing opponents for
Binding Factor: 21
KNOWLEDGE DEMON
__
our players, if you want to keep play exciting, then give the
This is a good template for other non-combatant Demons.
. illains powers similar to the heroes. If your heroes can fly, you
For a Transportation Demon, for example, substitute
-hould throw in villains that can fly too. If the players have Teleportation or Flight for General Knowledge, and switch
Intelligence and Speed.
-anged attacks, the villains will never get close enough to make
ABILITIES
it a fight unless you give the villains ranged attacks as well. Intelligence: 7, Strength: 3, Agility: 1, Speed:1, Durability: 3
We've also thrown in a few Demons that you can use as a basis ACTIONS:
for creating whole hordes of nastiness. General Knowledge: 7 (Intelligence)
The following are 30, 40 and 50-stone NPC Super Heroes or FACTORS:
Super Villain templates (no Challenges). Customize them by Control Factor: 1 red stone + 1 new fact/5 Panels
substituting Actions and adding Challenges. Binding Factor: 5
ENERGY-STEALING DEMON
30-STONE SUPER HERO/SUPER VILLAIN This is a dangerous Demon. Once called, it is unwilling to leave
without having drained at least 1 victim. Demon takes 1 white
ABILITIES stone upon successfully being Summoned. It doesn't have to
Intelligence: 2, Strength: 2, Agility: 3, Speed: 2, Durability: 3 be from you, but it must be from someone in the immediate
ACTIONS: vicinity.
Close Combat: 5 (Agility or Weapon] ABILITIES
Panged Combat: 3 [Weapon) Intelligence: 2, Strength: 2, Agility: 7, Speed: 5, Durability: 5
Social Skills: 3 ACTIONS:
.'ehicles: 3 Drain Energy: 7
Choose 2 of the following Close Combat: 3 (Agility)
Ice Blast Level: 8 FACTORS:
Perception: 7 Control Factor: 1 white stone in advance, 1 white
Flight: 7 stone/victim
Binding Factor: 15
Thieving: 8
and read no further. harmless, so the mutated teens are going back to school, in fa
becoming celebrities to some of their fellow students. This i
YES, THIS MEANS YOU! fueling more experimentation with the mutagenic drug. Aboi.!
Good. Now we're alone. And that's good, because we've got an out of 1,000 uses results in a mutation. Its origins are a mystr n
especially fun, 3-Mission Introductory Issue for you to throw at Stories and rumors are beginning to appear in the media. No orv i
your players. "claiming credit" for the drug, and the press is speculating thi
Unlike other roleplaying games, the Marvel Universe is set in criminal mutants may be behind the drug's existence. It's stii I
NYC and its environs. And while future supplements may take new story, but it is starting to cause real concern. Of course, her s
you to exotic places like Genosha and the Savage Land, we're are not the only ones who read tire papers. Villains, each wit
going to start right here at home in NYC, just like Marvel did all motives of their own, have also taken what turns out to be m n
those years ago. than a cursory interest in what has come to be known as ReNer
As the GamesMaster, part of your job is to create a world for the The weather is overcast and the wind is blowing from west :
players to play in. Even though you are playing a specific scenario east. The GamesMaster should make a note of the wind direction
and going on a relatively well-defined Mission, there is (in theory) on each map to provide clues for characters with acute senses Iiij
a whole world going on around you, one that may affect your Wolverine's sense of smell.
players and be affected by them. Here are a few sample headlines to reveal to your plavt- 1
This requires a conceptual background. For this game, think of Among the obvious red herrings and despite tire prejudicial s or
New York City: big, dark, full of promise and pain. This is where there will be useful info including where the players need to - 1
your players live and it is where this scenario is taking place. their investigations.
This first Issue has been written using examples for the X-Men,
Spider-Man and Daredevil. But it could just as easily accommodate NEWS ITEMS! DAILY BUGLE:
the Punisher, the Avengers, the Fantastic Four, or any other lineup Spider-Man Front-Man for Black Market? Is Spider-Man real!, s,
you wish to play. And it can most definitely be run for unique front-man for the million dollar black market in rare species tas
characters created by you and your players. from the Savage Land?
New Security Laws! Legislation is being considered for roe
MISSION i mutants and anti-mutant zealots alike.
ReNew Turns Teens into Mutant Freaks! New Drug C. se?
Mutations in NYC High School Students. (Inner City High S
GamesMaster Briefing is pictured).
(You may reveal this to players): Is Nobody Sale? Rumors that ReNew is the work of a devic
s
wider responsibility to society. Neither the GM nor the players ABILITIES: EQUIPMENT:
Intelligence: 2 Gun (+1)
should ever forget that! Strength: 2 Handcuffs
GM should clearly focus players on Inner City High School Agility: 2 Cell-Phone
Speed: 2
as the first place to start. The players will know of the high Durability: 2
school from the news headlines or television, and the GM can
make up more news stories to steer them in the right direction. ACTIONS:
Scene 1
(Refer to Area Map of High School/West Side Hwy.)
Close Combat: 2 (+ Weapon or Strength)
Ranged Combat: 2 (+ Weapon)
TEACHER
ABILITIES:
0 KIDS
(HANGING AROUND OUTSIDE SCHOOL) o
EQUIPMENT: ABILITIES: EQUIPMENT:
Intelligence: 3 Cell-Phone Intelligence: 2 Box Cutter
Strength: 1 Pens Strength: 2 Cell-Phone
Agility: 1 Papers Agility: 1
Speed: 1 Speed: 2
Durability: 1 Durability: 1
ACTIONS: ACTIONS:
Teaching: 3 Close Combat: 1 (+ Weapon or Strength)
Social Skills: 1 Teenager
BEHAVIOR: He is just outside the school on a smoking BEHAVIOR: These kids are hard cases; they will resist
break. He will be very reluctant to talk with anyone about talking to the players with 2 stones worth of attitude.
anything. If bothered will retreat into the school. See the write-up for details.
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I to know or face the reality. If the players persist intelligently Besides, you'll be continually amazed at how good your player
I (additional stones in Social Skills wouldn't hurt), give the players will become at figuring out logical ways around what you thougt
I the information they are after, but make them work for it (they will were insoluble problems.)
value it more). GM Note: If Jean Grey does put enough stones into Telepath
There are also mutated teens in the school. They will probably and the players are all willing to wait, then she can find out tlv
be the center of their own little cliques by now. Have fun making ReNew is being sold near the highway. This is common knowledg
I up what they look like. However, they are dead ends for for students around the school. Tire GM is encouraged, however, s
I information. As they'd put it, "No way man, you've got to earn give her a side plot like, "You sense a student is going to comm:-
your tail. I ain't makin' it easy for you to be cool like me!" They also robbery that evening," or the like.
have Mental Defenses of 10, thanks to the drug. Once the players have found out where ReNew is being soli
GM Note: This will serve as a simple tutorial on the use of that is all the players need to do at this point. They now kr >
Social Skills. Players will have to place stones in Social Skills to where to head next.
j overcome a Resistance of 2 stones (Difficulty 0, Resistance 2). Mystique is also at the high school, Shape Shifted to look lik_
I If a player puts 1 stone in, the person you're talking with is partly regular student. The Brotherhood, of course, is also deer h
I convinced. Playing another stone next Panel would be enough to interested in anything that causes mutations, especially if it's beirq
I overcome the Resistance and make him or her willing to talk with blamed on mutants, and they (Magneto, in particular) may e\ -.s
1 you. Persistence, good roleplaying, extra stones can result in extra assume it is a government or anti-mutant plot to defame mute" I
information. For example: "I don't remember seeing her around and turn the public against them, so she's there to investigate. S->
1 here. Transfer student?" (indicating Mystique). Or maybe, "I used will avoid all contact with the players and depart immediatel
I to like playing stickball at lunch in the lot until those muties took it discovered.
over." The idea is not to give it all away, but also not be afraid to If the GM is asked if Wolverine can smell anything emus, t
I drop a wee hint (or even a false clue) or two to "reward" extra the answer is no, unless the GM decides that Sabretooth is a roc
and he's upwind. Why? Wolverine would recognize Sabretoo: n
effort and keep your players (reasonably) on track.
If the players strike out at the high school (or insist on avoiding scent anywhere. When it comes to Mystique, however, e *
| it entirely), but at least don't cause a scene (or worse), all is not lost. though we know she's around, Wolverine doesn't, and h
wouldn't recognize her scent that day unless he'd smelled hi
I If they search the area around the high school area for the dealers
and any of the players puts 3 stones (Resistance) into either already. (Perfumes, deodorants, even shampoos all have scent- 1
Streetwise, Professional Criminal or Black Ops, they will them, and unless she wore the same one as the last time he smt r
eventually spot the operation. (Players don't always get a second her, he'd have nothing to go on.) Sabretooth, on the other ham
I chance, but we're being nice seeing as how we're just starting out. never wears perfume.
Scene 2
(Refer to Area Map of High School/West Side Hwy)
v
might well get themselves in serious trouble: with the law, a
disappointed Professor X, etc. Consequences for unnecessary
killing can be dire indeed, and the GM is justified in making life
Once the players approach the highway, here is what they see: difficult (or even impossible) for them if they wreak havoc.
-everal low-level drug dealers hanging around and two beat-
up vans parked nearby.
GM Note: The ReNew dealers are all mutants. The minds
>f the dealer and his goons have been affected by the drug and
nave Mental Defenses of 10. The feelings the drug creates
combined with the thick haziness it induces are so
Note: To analyze the sample of ReNew: Difficulty of 5
(Medical, Science, similar Action), and Resistance of 40.
Results of analysis: You need a purer sample.
MUTANT DEALER
(GANG LEADER)
I
ABILITIES: EQUIPMENT:
overwhelming that only a world-class telepath such as Prof. X
could reach the mind of someone on ReNew. A player who
2
Intelligence:
4
Strength:
Custom Pistol (+2)
Knife (+1)
attempts Telepathy using fewer than the required stones (see 2
Agility: Cell-Phone
VPC descriptions below) will be unable to read through the
-tatic and undergo an irresistible impulse to break contact.
A patrolling cop car causes a temporary cessation of
Speed:
Durability:
ACTIONS:
2
2
Packets of the drug ($20
activity by a quick blast from their siren. When the car has
passed, activity resumes. The two cops in the car are less
concerned with the dealers than they are with their next break.
Ranged Combat: 2 (+ Weapon)
Social Skills: 2 Professional Criminal, Gangs
Vehicle Operation:!
r
mm
Besides, the dealers have lookouts and warning systems.
It's the old game: the cops drive by, the dealers scatter, then DEF MODIF:
Toughness: (+2)
<
regroup once the car has turned the corner.
A Shape Shifted Mystique is trying to make a buy in order BEHAVIOR: He will have been affected by the drug, making
s
to find out where the drugs are coming from. She has a homing his Mental Defense = 10. Smart, sensible, tough and
determined. Will often intervene to handle things himself. He
device she wants to plant on the dealer. The device gives off an will not willingly reveal his source unless suffering at least 3
ultrasonic signal. Even if the players know this, they don't have red stones of damage under questioning or if a player with at
least a 3 in a relevant Social Skill threatens him (Resistance
the frequency and thus can't trace the signal. 4 stones).
Toad is also present (Blob, as well, if the GM feels it
warranted), assigned to act as cover for Mystique and retreat
when she makes her buy. The players may notice Toad and
4 MUTANT GOONS H
Blob, even if they don't recognize Mystique in disguise.
Sabretooth could be added, if the player group is powerful.
If the players have hurried through Scene 1, they could get here
ABILITIES:
Intelligence: 1
Strength: 1
Agility: 2
EQUIPMENT:
Pistol (+1)
Knife (+1)
Cell-Phone
eefore the Brotherhood. Speed: 5
Durability: 1
-
Tli is fight can take place under the highway, in a city-
tree t / wa reh o u se environment just east of the highway, or on
the parkland to the west of the highway that runs along the
ACTIONS:
Close Combat: 1 (+ Weapon or Agility)
Hudson River. (Or the players can even dodge traffic on the Ranged Combat: 1 (+ Weapon)
nighway!) Or any of the above it all depends where the Vehicle Operation:!
players decide to go, and at what point they decide to take BEHAVIOR: They've been affected by the drug; Mental
\ction. If the dealers flee, some will head for the warehouse. It Defense = 10. All-purpose minions. Not particularly bright;
don't fight fair. If they suffer at least 3 red stones of damage
is even possible that one or more of the dealers will take to the under questioning, or if a player with at least 3 in a relevant
river. (Swimming will require 1 or 2 stones per Panel of Social Skill threatens them (Resistance 4 stones), they will
reveal that their boss (the Mutant Dealer) knows where the
continual effort, if it comes to that.) drug comes from and will point him out.
If your players have decided to chase the dealers into
Traffic, they do so with cars whizzing past. Treat each one as a
c or 5 stone attack per car "coming through."
To complete the Primary Objective, the players need to find
MUTANT LOOKOUT
CD
ABILITIES: EQUIPMENT:
;he Mutant Dealer Gang Leader in order to find out where he's Intelligence: 1 or 2 Pistol (+1)
cetting his ReNew. The Mutant Goons can tell them which of
Strength: 1 Knife (+1)
Agility: 2 Cell-Phone
:he unsavory lot under the West Side Highway is actually Speed: 5
-he dealer. If coerced (see his description for how to do that) the Durability: 1
Dealer will tell the players his source: The Duke, who hangs
ut at the Club Noir and is mentioned in Mission 2, Scene 1 and ACTIONS:
Close Combat: 1 (+ Weapon or Agility)
appears in Scene 2. Ranged Combat: 1 (+ Weapon)
if the players want to complete the Secondary Objective, Vehicle Operation: 1
they need to put the dealers out of commission. There are a
BEHAVIOR: He will have been affected by the drug, making
-umber of ways to accomplish this. Spidey might web up the his Mental Defense = 10. Will try to avoid any kind of
.dealers and leave them for the legal authorities. The players confrontation and report back for further instructions
(breaking contact, delaying for backup, etc.). Could be a
might knock them out and call 911. If they killed the dealers, young kid in over his head.
they would accomplish their secondary objective but they
[I,
HI AITS Scene 1
FOR BEGINNING GAMESMASTERS
(Refer to Area Map of Warehouse District in the
I We realize that people might be playing a roleplaying game for West 50s, and the Interior Map of Warehouse)
1 the first time, so we want to keep these early encounters short and When the players follow their information, they will end up in
isimple. Mission 1 is the first part of a 3-Mission Issue. an area filled with warehouses. The action in this scene will occur
IYou should make it as obvious as necessary (through hints via news in the parking lot across the street from Club Noir, and possib:.
Ireleases and the like) that the players need to show up at inside the warehouse, eventually moving into the club itself.
I the high school. If players are coming from different "directions" In the parking lot are 1 Mid-Level Dealer and 5 Goons. They art
|(such as Spider-Man and Wolverine), they can actually meet at the near an SUV with smoked-glass windows. As in Mission I
I high school and team up there. the dealers involved are themselves affected by ReNew, making
In Mission 1, Scene 1, all the players have to do is find out from Telepathy extremely difficult.
I someone near the school where the dealers hang out. This can be The Duke has recently received a call from his boss at the drur
I
tricky they need to approach a potentially cooperative student,
i teacher, etc. and play at least 2 (preferably more) in Social Skills in
lab, which is in a toxic waste plant on the East River. They net-.
volunteers" to test a new version of ReNew, R2, and The Duke ha-
I order to get the answers they need. The players should be made to been asked to provide them. Interestingly, anyone who tries to join
p suffer serious negative consequences if they resort to physical the gang, who wants to make a large buy, or who asks to see the bsa
violence or intimidation: cops called, kids injured, student press boss will also be taken by The Duke to the toxic waste plant. In othe -
taking pictures, etc. Mystique's hanging around in disguise, words, the next stop is the toxic waste plant, one way or
but the players probably won't (and don't need to) spot her. another. The Duke is the only one who deals with "The Boss."
Scene 2 is a little more involved. In any order, you want your If you want, you can make one or more of the dealers mutatec
players to: too. Again, have fun with their mutations. Dogface, Ratmar.
j 1.) Confront a couple of members of the Brotherhood (unless they Monkeybutt are all perfectly appropriate mutations.
have been very speedy in all decisions). The Brotherhood (Mystique, Toad, Blob, Sabretooth) is hen
2.) Coerce the dealer(s) to reveal where to get ReNew. (Primary also, and will forcefully intervene. They are after the same info tha
Objective) the players are after. GM should wait until players are engage.:
When the players find the dealers they will have their first fight. before the Brotherhood jumps in. Let the players play for a bit.
Unknown to your players, the Brotherhood is after the formula, too. Unbeknownst to the players, Bullseye, under orders from the
Mystique, in disguise, is just completing her buy when the players Kingpin, is hanging out (using 2 stones in Black Ops to go
B arrive. Have Toad and Blob appear and attack the players to cover unnoticed) in the background. His Primary Objective is to
K for Mystique, who slips away. As soon as Mystique has broken "negotiate" (coerce) the dealers into Kingpin's employ (10% for
E contact, Toad and Blob will leave, too. The players will have fought them, 90% for Kingpin). His Secondary Objective is to end tl
a round or two, familiarized themselves with Combat, and the encroachment on Kingpin's territory, should he fail at his firs:
I villains will escape (for now). There will be dealers there who have He is here to provide the GamesMaster with a direct hand in tht
I the info that the players need. The players have to defeat or threaten game to keep things moving. He may hang back and simply let th-
them, so Combat is possible (an easy battle to familiarize your dealers get trashed by the players (which completes his Secondar.
J players with fighting). You may want to remind the players that Objective), but will take an opportunity' to get to The Duke so as t.
I they can usually get away with knocking out the bad guys but complete his Primary Objective (with a Bonus Objective fi -
I killing is another matter! The players need to watch their steps. obtaining a sample for Iris boss.). Keep in mind that he is a deader -
They never know when there's a security camera around. They can shot and will exploit this ability, keeping Iris distance. He can slro-
I also get their sample now for a Bonus Objective. up to provide some action at any point during this mission, at GY
Note: If players do get a sample, it will turn out that they need discretion. He may just try to go unnoticed and report to Kingp;
the actual essence of the pure drug. The samples are cut down so that Heroes and the Brotherhood are involved. Maybe he'll decic
| much that they only create mutants in about 1 out of 1,000 users, to pick off the guy your players were about to get their informatii -
and therefore the odds of the players getting a mutation-causing from! Remember, the purpose of Bullseye is to give you, the GM, a
drug are so unlikely as not to happen. Also, if a "natural" mutant added element of control over what happens. You don't need to u-
were to take ReNew, he would eventually become impaired with hinr at all or play out his objectives, if you don't want to. Ar
flu-like loss-of-energy symptoms that would remain until cured, remember, Bullseye is insane, so you can have him act any way yc
|
J but he wouldn't be vulnerable to additional mutation. He would
I lose the use of 2 red stones/dose taken for the next 6 hours.
want him to act.
The GM should have some fun with this scene. All the player
m really need to do is to collar The Duke, who is inside the Club No -
MISSION 2 The other dealers are in the parking lot, handling the street sale?
Have them scatter like mice and lead your players on a merr
chase, ending up in a free-for-all inside the Club Noir.
If the players spook the dealers, they'll make a break for
PRIMARY OBJECTIVE: 2 goons jump in the SUV. They try to run down Blob, who lauc-
Find the next link in the supply chain of ReNew. at them as the SUV smashes into him, to little effect. Another gcx
ducks into the nearby warehouse.
SECONDARY OBJECTIVE:
If the players handle it well and don't scare off the dealers t
Find out who is the ultimate source of ReNew. scare them but still catch them), they'll find out that The Duke
the man to see and he's inside the club. The Duke is holding co
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A PASSERBY
ABILITIES: EQUIPMENT:
O Difficulty to Operate: 1
Resistance to Operate: 1
SUV
Description: Large Ground Vehicle, can carry 6 to 8 people.
Speed: 5
Weight: 4
g
Intelligence: 2 Cell-Phone
Strength: 2 Defense Modifier: 1 Vehicle Damage: 8
Agility: 1 Maneuver Modifier: 2 Weapons: Noney/
Speed: 1
Durability: 1
in the club with a couple of the goons and some very attractive,
only slightly mutated women. As long as they end up inside
ACTIONS:
Close Combat: 1 (+ Weapon or Strength) the club, 2 stones of Social Skills will let them figure out that the
guy with the horns, dripping with gold chains and mutant
: EHAVIOR: Just wants to buy some ReNew as quickly as babes, is probably the dealer they're after.
ole and get out of there.
Toad and Mystique will have gone into the Club after
The Duke as well.
5 MUTANT GOONS (DO It is possible that the play will involve a passerby or even
a local street person. We have provided one of each for use by
ABILITIES: EQUIPMENT:
Intelligence: 1 Pistol (+1) the GM as he or she sees fit. If you don't use the drunk now,
Strength: 1 Knife or Brass Knuckle (+1) you may want to recycle him at the toxic waste plant later.
Agility: 1 Packets of the drug ($20 each)
Speed: 2
Durability: 3 Scene 2: Club IXIoir
(A Techno Goth Club)
ACTIONS:
Close Combat: 1 (+ Weapon or Strength) Across the street from a Warehouse.
Ranged Combat: 2 (+ Weapon) (Refer to Interior Map of Club Noir)
Vehicle Operation: 1
In this scene, it's time for a big fight in the club. There are 5
r EHAVIOR: Are not particularly bright; do not fight armed bouncers plus The Duke and his 2 goons to deal with, as
-.icularly fair. They will have been affected by the drug, well as Mystique and Toad, to be joined shortly by Blob and
. :ng their Mental Defense = 10. They know where The Sabretooth. Add in a shot of goth and techno club kids,
T e picks up the drugs, but they don't know any further
:?.ils. They will not willingly reveal this information unless all revved up with punches to throw. Shake well.
x -ering at least 3 red stones of damage under questioning
f a player with at least a 3 in a relevant Social Skill The Heroes' moral code should prevent them from killing
-atens him (Resistance 4 stones).
_
any of the Brotherhood. But even so, as GM, you want to make
sure that you have the Brotherhood around for the next Mission,
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ACTIONS:
ACTIONS: Close Combat: 1 (+ Weapon or Strength)
Close Combat: 2 (+ Weapon or Strength) Ranged Combat: 2 (+ Weapon)
Ranged Combat: 2 (+ Weapon) Vehicle Operation: 1
Leadership: 2
Social Skills: 2 Professional Criminal , Gangs
Vehicle Operation: 1 BEHAVIOR: They're not particularly bright and they don't figh:
particularly fair.
BEHAVIOR: His mutation is horns. Refers to himselfDuke as
"The Duke" and always answers in the third person: "The drug
is pleased to meet you." He will have been affected by the
making his Mental Defense = 10. He is not someone to be
underestimated. He knows where and when the drug will
be delivered, and also knows Green Goblin is somehow involved.
A LOCAL DRUNK CD
He will, however, refuse to answer until 1 white stone's actual ABILITIES: EQUIPMENT:
damage is done to him or he is persuaded by someone with an Intelligence: 1 One bottle of cheap wine
appropriate Social Skill; Resistance = 4. Strength: 1
Agility: 1
Speed: 1
so have them choose to be knocked out rather than hurt really bad. Durability: 1
You can also have them pull an escape if they've lost more than 1
white stone (except Sabretooth). ACTIONS:
Close Combat: 1 (+ Weapon or Strength)
Although not an Objective, it might be nice if the players made
sure that The Duke and his fellow dealers fell into the hands of any questior
the law. Even if it isn't a Mission Objective, it might be worth a Line!
BEHAVIOR: Will claim to know the answer tomoney;
Knows nothing of interest. Will beg and plead for give- if
GM Note: Remember to ask the players how they plan on any, he will want more. He feels oppressed by society and that the
getting into the club. Are they in costume or street clothes? Some of universe is plotting against him.
the characters may be underage and might have trouble getting
the bouncers. This is a goth club some of the patrons
nay be carrying concealed weapons. If you want to really
Scene 1
ake things up, have some of them join the fray if trouble (Refer to Interior Map of Toxic Waste Plant)
aks out. It is dark. The predominant color of clothing is The action in this scene will take place inside the Toxic Waste E
M ack. Some goth patrons wear white face makeup with red or Plant. The plant is heavily defended by Armed Guards, E
Muck lipstick (women and men). Dress code is techno or goth, Mutated Minions and a few really nasty Elite Mutated Minions, |
w rich means lots of leather, studs, spikes, daggers-as-jewelry. all working together, more or less. Harris is the man in charge I
me people may be wearing finger collars with claws on the and the person The Duke calls Boss. (Additional Guards can be 1
-
T plant once or twice, probably to buy drugs from the Boss).
neither comprehend nor control and has become a complete i
pawn in the entire affair. He is not on ReNew, and if forced to '
MISSION 3 take the pure form, will mutate into a rodent.
Remember that drunk from outside the Club Noir earlier?
PRIMARY OBJECTIVE: If you didn't use him then, you may want to use him now.
Shut down the production of ReNew and keep the Make him a former Osborn industries employee who knows
Brotherhood from obtaining the secret. nothing that the players can not find out themselves, namely, C
SECONDARY OBJECTIVE: this is the right spot to look for the lab, and where the side doors
s
Obtain a sample of the pure drug essence (unavailable in are. However, if they don't give him some money for booze or
previous Missions) so a cure can be fabricated to undo
otherwise shut him up, he may make so much noise that he tips
the mutations. (Dr. Felix's laptop can provide this info,
off security.
but a pure sample makes it quicker and less uncertain,
You should let the players get here first, then have the
so grab that as well, if you can!)
BONUS OBJECTIVE: Brotherhood show up 3 Panels after Action has begun,
That way the Brotherhood comes in at the worst moment.
Get hold of Dr. Felix
into custody.
(or his laptop), and take him
Sabretooth, Mystique, Blob and Toad should all be present. H
They were planning to attack the guards and grab Dr. Felix
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6 ARMED GUARDS
I pickup from Magneto, so they are planning to neutralize the
plant's defenses and remain in place until their pickup (scheduled
for a half hour after the players arrive). This time they're not ABILITIES: EQUIPMENT:
Intelligence: 1 Pistol (+2)
planning on running away. Strength: 1 Cell-Phone
Upon arrival, the Brotherhood will attack the players, resulting Agility: 1
in a wild free-for-all between the players, the Brotherhood and the Speed: 2
Durability: 1
guards (who will regard both the players and the Brotherhood as
their enemies).
ACTIONS:
If the players get here first and have already secured Dr. Felix Close Combat: 1 (+ Weapon or Strength)
in such a way that the Brotherhood can't free him, the Brotherhood Ranged Combat: 1 (+ Weapon)
Vehicle Operation: 1
will try to get the players to admit where they are hiding the
Doctor, then try to get him back. BEHAVIOR: Unofficially on the Osborn Industries Payroll . I
Bullseye is lurking around as well. He will be happy to wait they don't know that). Will confront for official purposes. Wi *
until an opportunity arises to grab Dr. Felix (icing guards
less suspicious if everything seems to be in order. Will call
backup if they suspect trouble.
as necessary) and/or Iris laptop during the resulting chaos.
(He gets a Bonus for getting both Kingpin wants the formula for
THE BOSS HARRIS
the drug and the brain who thought it up.) If the laptop is
destroyed, Felix also has his notes backed up in his PDA.
(DO
When one side captures Dr. Felix and attempts to leave the area ABILITIES: EQUIPMENT:
! Intelligence: 3 Custom Pistol (+2)
(or at GM discretion), Green Goblin shows up. His overriding Strength: 1 Special Dart Gun (+3)
concern is to keep the others from discovering the involvement of Agility: 1 Cell-Phone
Speed: 2
Osborn Industries with ReNew. His Objectives are to kill Dr. Felix Durability: 2
and either to recover or destroy his notes. He'll probably attempt a
hit-and-run ambush using his glider, blast out Felix and his laptop ACTIONS:
with a pumpkin bomb and depart, cackling with glee. (Goblin's Close Combat: 1 (+ Weapon or Strength)
Ranged Combat: 2 (+ Weapon)
plan had been to develop a mutagenic drug to sell to the military
or create an army of mutants. Depends on his mood that day.) BEHAVIOR: Unofficially on the Osborn Industries Pay:
Until he shows up, the Green Goblin will spend most of the knows he works for the Green Goblin. Needs to test the Is:- :
version of ReNew ("R2"), which is loaded into his dart gun. V.
time lurking nearby, unobtrusively watching the action, and shoot anyone who gives him an excuse, but would prefer a play-
awaiting his opportunity to swoop in and strike if necessary.
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3 ELITE MUTATED MINIONS
(LIZARD-LIKE APPENDAGES)
SHARKFACE, SLASHER AND WHIPLASH
ABILITIES:
Intelligence: 3
Strength: 3
ACTIONS:
Agility: 3
Speed: 3
Durability: 4
EQUIPMENT:
Custom Pistol (+2)
MODIFIERS:
Sharkface has Bite (+2)
Slasher has Claws (+2)
Whiplash has Tail (+2)
And of course, players would love to be awarded their
Lines as soon as the Issue is over. (Players want what they want
when they want it. Don't worry...you'll get used to it!)
5
DEFENSIVE MODIFIER:
Toughness: (+3) (Lizard-hide skin)
CREDITS
Game Design: r
mmm
BEHAVIOR: Fanatically loyal and highly addicted to
ReNew. Will fight to the death.
Dan Gelber, Jeffrey Simons, Evan Jones
<
m
Additional Design Assistance:
Bill Jemas, Mark D. Beazley
X
(DO
s
6 MUTATED MINIONS
(THE GM CAN MAKE IT MORE IF HE SEES FIT.) Playtesting and Development:
Q.E.D. Games, Inc.
ABILITIES: EQUIPMENT:
Intelligence: 2 Custom Pistol (+2)
Strength: 2 Knife (+1) Creative Director:
Agility: 2 Cell-Phone Kathryn Bolinger-Un
Speed: 2
Durability: 3
Game Guide Graphic Design: H
ACTIONS:
Close Combat: 1 (+ Weapon or Strength)
Ranged Combat: 2 (+ Weapon)
Christophe Bardot, Kathryn Bolinger-Un, Tom Griffiths
F?
even more potent, although the effects wear off faster. Of course, Frias, Jason Gavin, Chris Geisner, Dan Gelber, Andy
f toxic waste is burned along with ReNew, the mutation rate Gister, David Glatz Fournier, Joseph Fredricks, Michelle
rises to 1 out of 100, and may be irreversible in many instances. Glick,T.R. de Heredia, Raymond Heuer, Kate Hofer,
ReNew 2, or R2 for short, can cause mutations in existing Evan Jones, Pawel Kowalczyk, Kheldoun Khelil, David
Levine, Rocco Lorito, Matt Lunetta, Rob Marsteller,
mutants as well. If a player is shot with one of the new ReNew
Alex Possenreide, Emily Possenreide, Laura J Rayl,
iarts, then he will begin to change in the near future, longer
Rich Reis, Marcel Roberts, Mike Rocamora, John
noses, more fingers; have fun. This is a ready-made plot hook
Roston, Edward Sabatine, Rachel Silverman, Chris
nto the next story. Simon, Jeff Simons, Scott Souza, Erik Tanen, Phil
If the players dump the drugs into the river, consider the Taylor, Stephen Tihor, MikeToedman, Daniel Un,
clot hook of Hudson River mutant monsters for some future Kathryn Bolinger-Un, Luisa M. Walker, Lori Walls.
clay session. And a special thanks to Jenny Lee and our first
With all of the Super Villains out to get or kill Dr. Felix and "victims": Bill Jemas, Joe Quesada, David Bogart,
cet hold of his drug, your players may not achieve all of their Chet Krayewski, James R. Finan, and Bob "Glow Boy"
objectives. If they do, reward them accordingly with Lines. Greenberger.
APPENDIX A: WEAPONS rifle or a pistol like a club, or throwing it) counts as 1 stone, with no
Damage Modifier. If the weapon has a bayonet or is somehow modifir :
The world of weapons is one of unlimited customization. The number of
S
c.
stones listed below represents the normal maximum, but feel free to
then it counts as 2 stones.
Small arms and other short-range firearms can be used in Close Cor :*
customize any weapon in pretty much any way you want. Weapons can
be made more powerful through magic, divine blessing or technology.
with the same Weapons Modifier as they would have in Ranged Com: x.
a For game balance, however, we suggest putting a maximum limit of 10 Energy Weapons: Lasers, Blasters
a stones on any weapon. And no hand-carried, non-energy, non-magical Remember, everything in a laser's path reduces its effect, even just pi a
a weapon may go above 4 stones, no matter what the modifications. The air. Lasers work great in outer space, but in an atmosphere they have
number in parentheses is the Damage Modifier. For details, see Damage short ranges (which is why the army only uses them for targeting). I*.
Modifiers below. AP = Armor Penetrating. For an explanation of a good idea for the G M to note what kind of energy weapon it is and
Collateral Damage, See P. 105 in the GamesMasters Section. what its Technology Level is in case a player wants to take one apart zr
recharge it. These should be treated like any other weapon otherwise.
WEAPON WEAPON MODIFIER RANGE Grenades
Knife 1 Stone* 1-2 While a grenade is an Area Attack, if someone throws his body on it
Small Gun 1 Stone (2x Dmg.) 2 it should count as a Direct Attack only against him, but with a 2x or :
Zip Gun 1 Stone (2x Dmg.) 2 Damage Modifier. If someone is right next to it when it goes off, you ca
also give him the same Modifier, but keep it as an area effect.
Saturday Night
Special 1 Stone (2x Dmg.) 2 DAMAGE MODIFIERS
Derringer 1 Stone (2x Dmg.) 2 Once a weapon is determined to have hit its target and done damage
then you multiply the damage stones done by the Damage Modifier
Sling 1 Stone 2 (if there is one) to get the actual damage. Most firearms have a 2x
Throwing Star 1 Stone* 2 Damage Modifier.
Darts 1 Stone* 2 When it comes to energy weapons, you can make the Modifier
Small Quill 1 Stone* 2 whatever you'd like. By changing the multiplier to 2x or 3x, you can
Standard Gun 1 Stone (2x Dmg.) 3 model increased damage from high-tech weapons. By adding an effect,
Automatic Pistol 2 Stones (2x Dmg.) 3 you can model special attacks that are unique to energy weapons, such as
Small Bow 1 Stone* 2 Stun damage only for X Panels.
Dart Thrower 1 Stone* 3 Any damage done has a unique effect.
(Such as turned to stone, or coated in Ice and immobilized, etc.).
Cheap Rifle 1 Stone (2x Dmg.) 3
Standard Bow 1 Stone* 2 - Anyone facing the weapon when fired is blinded temporarily.
Crossbow 2 Stones* 3 Double Damage (2x) from firearms or projectile weapons below 4
stones is nullified by Toughness. However, if an energy weapon has bee
Sword 2 Stones* 1 modified to deliver 2x Damage or greater, then Toughness or Armor dc
Katana 2 Stones* 1 not nullify it, unless the Toughness specifically says it nullifies 2x
Sai 2 Stones* 1-2 Damage (Such as Hulk).
Submachine Gun 3 Stones 3
(2x Dmg., Collateral) APPENDIX B: VEHICLES
Spear 2 Stones 1-2 Note: Any vehicle may be armored or have its performance increased
Lance 3 Stones 1 For armored vehicles, increase Defense Modifier and Vehicle Damage
Standard Rifle 2 Stones (2x Dmg.) 3 and lower Speed and Maneuver Modifier. For increased performance,
increase Speed and Maneuver Modifier.
Hunting Rifle 2 Stones (2x Dmg.) 5
Assault Rifle 3 Stones 4 Motorcycle Resistance to Operate: 1
(2x Dmg., Collateral) Description: 2 people, max. Defense Modifier: 0
Long Bow 3 Stones* 4 Difficulty to Operate: 1 Vehicle Damage: 12
Heavy Crossbow 3 Stones* 3 Resistance to Operate: 1 Maneuver Modifier: 2
Catapult 3 Stones (Area) 4 Defense Modifier: 0 Speed: 5
Grenade 4 Stones (Area) 2-3 Vehicle Damage: 2 Weight: 5
.50 cal. Machine Gun 4 Stones 4 Maneuver Modifier: 4 Truck or Bus
(2x Dmg., Collateral) Speed: 5 Description: City buses can carr,
Recoilless Rifle 4 Stones (2x Dmg.) 5 Weight: 2 up to 65 people when crowdec
Small Artillery 4 Stones (Area) 5 Car Trucks can carry 3 to 6 tons of
Small Missile 4 Stones (2x Dmg.) 8 cargo.
Description: Carries 4-6 people.
Main Battle Tank 5 Stones (2x Dmg., AP) 6 Difficulty to Operate: 2
Difficulty to Operate: 1
Sidewinder Missile 5 Stones (2x Dmg.) 9 Resistance to Operate: 1
Defense Modifier: 1
Hellfire Missile 5 Stones(2x Dmg., AP) 8 Defense Modifier: 1
Resistance to Operate: 1
Large Artillery 5 Stones (Area) 7 Vehicle Damage: 15
Vehicle Damage: 4
Energy Weapons: 6 Stones 5t Maneuver Modifier: 1
Maneuver Modifier: 3
(Laser, Blaster, etc.) Speed: 3 to 5
Speed: 4-5
6 and 8-Inch Cannon 6 Stones 7 Weight: 6 (Truck), 7 (Bus)
Weight: 4
(2x Dmg., Collateral) Armored Personnel Carrier
Limo Description: All-armored vehic e
Space Cannon** 6 Stones lOt
(2x Dmg., Collateral) Description: Can carry up to designed to bring soldiers up clc.-
8 people, plus driver. to the enemy without getting
Ship-type Cannon 7 Stones 6 Difficulty to Operate: 1
(2x Dmg., Collateral) them shot to pieces.
Resistance to Operate: 1 Difficulty to Operate: 2
10 & 12-Inch Cannon 7 Stones 7
(2x Dmg., Collateral) Defense Modifier: 1 Resistance to Operate: 1
Heavy Energy Blaster 7 Stones 6t Vehicle Damage: 5 Defense Modifier: 3
Cruise Missile 7 Stones (Area) 10 Maneuver Modifier: 3 Vehicle Damage: 20
Battleship/18-Inch Gun 8 Stones 8 Speed: 5 or 6 Maneuver Modifier: 2
(2x Dmg., Collateral) Weight: 4 Speed: 4
Starship Main Gun** 8 Stones lOt SUV Weight: 6
(2x Dmg., Collateral) Description: Large Ground Weapons: Machine Gun (+3),
Starship Blaster & Laser 10 Stones up to lOt Vehicle, up to 8 people. Range 4. 8 Missiles (+4), Range 5
*Note: Quills, darts, arrows, bladed weapons, etc., can be more Difficulty to Operate: 1 Armor Penetration. Smoke-ma- et
easily poisoned, drugged, etc., than bullets. Resistance to Operate: 1 Tank (M-l Abrams)
**For use in outer space only. Defense Modifier: 1 Description: Average crew of 4.
t Range increases to extreme range (anything in line of site) Vehicle Damage: 8 Difficulty to Operate: 3
if in outer space. Maneuver Modifier: 2 Resistance to Operate: 3
Difficulty To Operate Speed: 5 Defense Modifier: 5
Difficulty of a weapon = stones' damage of the weapon minus 2. If you Weight: 4 Vehicle Damage: 30
do not have Ranged Combat to that level, then the GM will add a Small Truck/Van Maneuver Modifier: 2
Modifier to the Resistance equal to 1 stone for each level below the Description: Usually room for 2 Speed: 4
Difficulty you are. people up front and space for Weight: 9
NOTES ABOUT WEAPONS either 2 tons of junk or 10 people Weapons: Main Cannon (+5) v.
Firearms in Close Combat crowded together in back. Armor Penetrating, 2x Damage
Any firearm used in Close Combat to hit someone physically (using a Difficulty to Operate: 1 or Anti-Personnel Shells, Area
125
Weapons: 16 (+5) Missiles, Range 2 You want a magic ring that gives you a +3 Magical Defense
Effect, Range 6. Machine Guns: 1 Modifier which costs 1 white stone. A magic ring that added 2 to
(+4) and 2 (+3), Range 5. 12 5-7. Machine Guns or Cannon
(+4), 12 panels of ammunition, your Reflexive Dodge would cost 3 white stones. A magic ring that
Anti-Tank Missiles (+5), Armor did both at once would cost 4 white stones.
Penetration each. If vehicle has Range 4-5. Radar: Range 8.
laser range-finder, (+2) Targeting Blackbird
Modifier. Smoke-maker. Description: Powered by 2 Shi'ar BASIC EQUIPMENT
ram jets, this vehicle can perform WEAPONS WEAPON MODIFIER COST
Small Private Plane
Description: 1 Pilot and 1-4 vertical take-offs and landings. Box cutter (+1) $5
passengers. Can carry 7 comfortably. Carries Baseball Bat (+1) $15
Difficulty to Operate: 3 3 months' survival gear, all-band (+1) $5
communications, can operate in a Low-Quality Knife
Resistance to Operate: 1 vacuum, carries a Shi'ar cloaking Brass Knuckles (+1) $50
Defense Modifier: 1 device which makes the Blackbird Cheap Gun (+1) $50
Vehicle Damage: 3 invisible to most detection Good-Quality Knife (+2) $100
Maneuver Modifier: 3 systems (Radar, Enhanced Vision, (+4) Stun damage $20
etc.) as well as the human eye.
Mace/Pepper Spray
Speed: 4 to 5 (+1)
Difficulty to Operate: 3
Throwing Stars $20
Weight: 6-7
Resistance to Operate: 3
Good-Quality Gun (+2) $500-1,000
Weapons: None.
Defense Modifier: 4
Stun Gun (+2) Stun damage $200
Helicopter Grenade (+2, Area Effect) $200
Description: Small, light and Vehicle Damage: 50
Kevlar Armor (+1) Defense $1,200
quick, usually room for 2-4 Maneuver Modifier: 8
people. Some helicopters are Speed: 7
Custom Pistol (+3) $5,000
bigger; some carry weapons. Weight: 9 Custom Rifle (+4) $10,000
Difficulty to Operate: 4 Weapons: None.
Resistance to Operate: 1 Quinjet Antidotes (various). Specific use for poisons, etc. $20-?
Defense Modifier: 1 Description: Vertical takeoff and First-Aid Kit (Heals 1red stone of health) $50
Vehicle Damage: 5 landing capability. Seats 7. These Handcuffs (Difficulty 4, Resistance 6) $50
Maneuver Modifier: 4 vehicles are available to Avengers Gas Mask (protection vs. gas attacks) $50
Speed: 4 at all times and are used regularly
by them. Metal Detector (Range 1) $250
Weight: 5-6
Difficulty to Operate: 3 Tracing Device ("Bug")
Weapons: None. (Range 7, Duration 1 week, +4 vs. detection) $400
Large Plane Resistance to Operate: 2
Defense Modifier: 4 Communicator (Specialized, scrambled) $500
Description: Crew: 1-2.
Commercial transport. Payloads Vehicle Damage: 30 Thieving Equipment (+1-3) $100-1,000
and passenger capacity varies. Maneuver Modifier: 6 Scuba Gear (1 hr. air supply, 1 stone to disable) $1,000
Difficulty to Operate: 3 Speed: 7 Underwater Metal Detector (Range 2) $1200
Resistance to Operate: 2 Weight: 8 Laptop Computer (Tech, to operate: 1, to break: 1) $1,500
Defense Modifier: 1 Weapons: None. Fireproof Gear (+4 vs. fire) $2,500
Vehicle Damage: 20 Shiar Starship Telescope (Enhanced Vision 2, telescopic) $500-$3,000
Maneuver Modifier: 2 Description: Crew 60. Microscope (Enhanced Vision 2, microscopic) $500-$3,000
Speed: 5 Difficulty to Operate: 7 Parachute (Nullify falling damage, min. 100' altitude)
Weight: 9
$5,000
Resistance to Operate: 60 Voice Detector (3 stones to overcome)
Weapons: None.
$25,000+
Defense Modifier: 7 Retinal Scanner (+4 for verifying ID)
Jet Fighter Vehicle Damage: 200
$25,000+
Speedboat (D:l, R:l, DM:0, VD:3, MM:3, S:3, W:3) $40,000
Description: Crew: 1-2. Maneuver Modifier: 7
Difficulty to Operate: 4 Speed: 10
20' Sailboat (D:2, R:3, DM:0, VD:3, MM:2, S:2, W:3) $80,000
Resistance to Operate: 2-3 Weight: 10+ Electron Microscope (Enhanced Vision 10, Tech 4) $125,000
Defense Modifier: 2 Weapons: Many, mostly Energy Summer Home or Hideout (3-6 rooms.) $200,000+
Vehicle Damage: 15 Weapons (+8-10). H.Q. (small, well-defended base)
Maneuver Modifier: 6
(3-6 rooms. Walls +2 Toughness.) $500,000
Speed: 7 Henchman/Goon (avg. 1-stone Abilities) $10-20,000/yr.
Weight: 7 Space or Environmental suit (2 hrs. life support) $500,000
Luxury Yacht (D:2, R:4, DM:1, VD:6, MM:2, S:3, W:6) $1.5 million
APPENDIX C: EQUIPMENT LIST Mansion (20+ rooms) $2-10 million
The way to think about items and equipment is to consider whether Factory (c. 100 workers) $10 million
they are integral to a character's power or just extra equipment. For
Advanced Lab (Allows invention without penalties) $10 million
instance, Captain America's Shield, Thor's Hammer and the Silver
Surfer's Surfboard are integral to the character and could be thought Lear Jet (See Vehicles, Appendix B) $10 million
of as one of the character's super powers. So they should be treated Tank (See Vehicles, Appendix B) $5-10 million
the same way as Cyclops' Optic Blast or Wolverine's Healing Factor. Magnificent Palace (100+ staff. 100-500 rooms) $15 million
In other words, you have to pay for them to have them, but they're
worth it. Private Island (Have fun describing) $20 million
Other items are more like ordinary equipment, even if they are Fighter Aircraft (See Vehicles, Appendix B) $50 million
unique. The Punisher's weapons are certainly unique, but no single Personal 747 (See Vehicles, Appendix B) $200 million
weapon is integral to the character. Black Cat's grappling hook or Aircraft Carrier (D:4, R:1500, DM:8, VD:100,
Daredevil's Billy Club are important to them, in fact they're even MM:1, S:3, W:10+) $5-10 billion
necessary, but they shouldn't be thought of as a power. If Daredevil
ost his Billy Club he could get another one made. But where could Robotics Plant (Design/Manufacture of Robots) $10 billion
Captain America get another shield? So, for items like these, if a Major Governmental Program (U.S. Defense Budget) $300 billion
character wants them at the start, they shouldn't be prevented from U.S. Budget
having them even if they can't afford them. If a player wants their
$3 trillion
U.S. Gross National Product $10 trillion+
character to have a cool motorcycle, a great secret hideout or a trained
-awk as a sidekick, the GamesMaster should let them have it. These
may also be gained during play, or requisitioned from their team. CUSTOM-DESIGNED ITEMS
Remember, the goal is to enable players to play the Super Heroes You must buy these items at the start or acquire them through play.
they want, but not to let them take advantage of the situation. In other Enchanted Items only available to Masters of Magic (any branch).
words, the GM must impose reasonable limits. One-of-a-kind items are Certain items are only available to team members (or teams get them
just that. for free). In instances where the Modifier Number is not specified, then
To build your own items at start: you get to determine it. Players and GMs should feel free to change
Decide what the item does and simply add up those separate costs. If the descriptions, values and costs of the items to reflect their own
the item uses stones from your Energy Reserve, then pay for it as if it campaign style.
were an Action. If the item gets its stones from the General Pool, pay
for it as if it were a Modifier. If you make an Action into a Modifier, GENERAL RULES FOR ITEMS
add +3 to the normal Cost Level. Costs are cumulative. Items take 1 stone of Damage unless otherwise noted.
Examples: Items act as Modifiers, i.e., stones come from General Pool,
1. You want a cape that gives you Flight at 3. It costs 4 white stones unless otherwise noted.
if the cape supplies the stones and 1 white stone if you supply them.
7
*3
Amulet of Agamotto [Doctor Strange]
High-Tech Armor/Costume
+2 [Green Goblin, Daredevil, Yellowjacket]
+3 [Magneto]
Masking Grenades
Cloak of Levitation
[Green Goblin]
(Doctor Strange]
Cost 2 white stones
3 white stones
Cost 4 white stones
4 white stones
Anti-Gravity Device: Shoebox-size device with control panel, handle,
smooth surface which can attach to any object. Reduces weight to 0, up to
Modifier # (Strength Row on D&R). Takes 1 Panel to attach or detach.
Tech Level: 4 to operate, 7 to repair, modify
Damage: 2 stones
Cost Level = Modifier #
Jet Boots: While wearing you can fly at Speed 3. They can carry up to 3
stones of weight. Solar-powered, recharge for 5 minutes for 2 hours use.
Tech Level: 2 to operate, 5 to repair, modify
Damage: 2 stones
Pumpkin Bombs [Green Goblin] 6 white stones for 6/mission.
Cost: 3 white stones.
High-Voltage Gauntlets (+3) [Green Goblin] 6 white stones
Grappling Hook (+1): 30-yard, retractable micro-cord with sure-grip.
Can raise up to 3 stones of weight.
Diamond Stickpin w/ Paralyzing Gas (+5)[Kingpin] 4 white stones Modifier: Combat (+1), Acrobatics (+1)
Cost: 1 white stone
Walking Stick with Laser Beam [Kingpin] 9 white stones
The following items are the kind of items you'll find protecting
Eye of Agamotto [Doctor Strange] 12 white stones the secret bases of evil villains, organizations or corporations:
Silver Surfer's Surfboard 25 white stones Floating Eye: Guided, remote-sensing device. Form can be an eye,
featureless metal ball, flying ball with wings, etc. Can be mechanical,
Captain America's Shield (+6) 26 white stones magical or biotech. Remote control device with a screen to see what the
eye sees. If magic, controlled by thought (Telepathy not required). Feel
free to increase any of the numbers to make it more effective.
Armored Van: (Like the Punisher's) $100,000
Agility: 1, Speed: 2, Durability: 3, Range: 4, Vehicle Damage: 1
Modifiers: Reflexive Dodge: 2, Toughness: 1, Enhanced Vision: 2,
Smoke Bombs: +2 Modifier to most escapes all options.
(Cost: 2 red stones for access to 6/Mission.)
EMP burst/Self-Destruct: Area = 3
Goblin Glider: (See his sheet for specs.) Goblin stole his! Tech Level: 2 to operate, 5 to reprogram, disable
(Cost: 6 white stones, hardly used.)
Infrared Security System: A beam of light or a series of overlapping
infrared or laser beams designed to be tripped by anyone walking into
Micro-Cerebro: Locates mutants. Disguised as a watch. Only available the room. It can be an alarm/sensor system which silently notifies
to X-Men. May be programmed with a particular mutant's pattern.
security, or it could close doors, sound alarms and activate security
Beeps when target located.
and weapons systems.
Proximity scans, Range: 1
Defense: A fine mist spray (or vision extending into the infrared) will
reveal such beams. Actions such as Tech, Thieving and Black Ops could
Communicator: Allows secure voice communications within a 5-mile also be used to detect or deactivate. Use Actions such as Acrobatics,
radius (but this is variable). Most have cell-phone capability as well. Wall-Crawling, Tech, Thieving, and Black Ops to evade.
Most teams provide one. Modifier # = Resistance to Detection, avoidance, deactivation
Duration: indefinite.
Life-Form Detector: Sensors that detect life forms within a given area
Image Inducer: A small device that allows one to change his and display them on a screen like a radar screen.
appearance. It only holds one or two "images." Often used by mutants Area = Modifier # (See D&R chart)
with extreme appearances to pass for human; standard equipment for Tech Level: 3 to operate, 7 to reprogram
X-Men if requested.
Modifier # = Resistance to detection (1 image/Modifier #) Mutant Detector: Sensors that detect mutants, mutagenic beings, etc.
Tech Level: 0 to operate, 7 to repair, modify Tricky, far from foolproof many Situational Modifiers may apply,
Duration: 24 hours. Recharge: 1 hour depending on the circumstances. They can be supplemented by (or used
Cost Level = Modifier # + 3, or 2 white stones for #1 to supplement) inherent abilities within characters to detect mutants,
such as Professor X's.
Kree Army Knife: A high-tech, all-purpose pocket tool of Kree Modifier Number = potential range, D&R chart to operate
design. Features: 3 miniature molecular-edged blades (+1), armor Tech, Telepathy and ability to detect mutants can be used to
penetration/mini-blowtorch (+l)/lockpick (+2 to opening locks)/ overcome D&R; extra stones can then be added to modifier
electromagnetic probe (+l)/mini-laser beam (+l)/sonic corkscrew (+1), number for increased range
armor penetration/power scissors (+l)/tweezers/toothpick Tech Level: 7 to repair, modify (and operate if no Telepathy or
Tech Level: 1 to operate, 7 to repair, modify Detect Mutant)
Cost: 2 white stones
Tangle Nets: These shoot out at high speed and engulf victims within
Computer Bug: Scans hard drives on computers on which it is planted target area, often giving a powerful electric shock to knock out people.
and downloads all data (10 GB per Panel) and sends it to the user via (+8) per net vs. Agility or defense to capture, extra stones of
radio. The bug is self-powered and is destroyed if it takes any damage. "Damage" do stun damage per turn vs. red stones of energy.
Modifier # = Resistance to being discovered, Resistance to * Area Effect within Area of 1
detection or scanning Damage: 2, Hardness: 1
Modifier # vs. target computer's AI or Resistance
Modifier # =Tech Level to reprogram, follow data back to source Mechanical Tentacles: Grab and hold people. Tentacles have a hardness
to break and take damage of twice their own Strength.
Online Encyclopedia Hearing Aid: When it hears a word followed by a Range: 2
key phrase, it looks up the word or phrase and whispers any entries into Strength: 2+
your ear. People with enhanced hearing may hear the whispering. Works Damage/Hardness: 2x Strength
like General Knowledge Action.
Cost Level = Modifier #
Weapons Emplacements: Machine guns, lasers, flamethrowers, etc.
Turrets, inset into sliding panels in walls, etc. They can be radio-
Memory Remover/Restorer: Looks just like a pocket penlight. Hides controlled or have their own Al. See Powered Armor for examples
biological memories. Target may attempt to resisted with Intelligence if of weapons systems you -can adapt.
aware. At Modifier Number 7 it can also be used to restore memories. Range: 1-2
Memories can be recovered through Telepathy, extended therapy, etc.
(+2-4), 2x Damage (depending upon type of weapon)
Tech Level: 2 to operate, 9 to repair, modify
Cost Level = Modifier # +2
Knockout Gas: Vents or nozzles fill area with gas. Knockout, paralyze,
induce sleep, etc. Can deploy quickly or slowly, be stronger or weaker,
visible or invisible at your choice.
Modifier # = Area Attack vs. Durability to render unconscious
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