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INTRODUCTION What 18a Roleplaying Game? Probabiity-Based Garres vs. Resource-Decision Games How Marvel Is Different from Other Roleplaying Games Style of Play Example of Play Important Terms You! Find in This Game ROLEPLAYING SECTION PLAYING MARVEL Setting Up Playing Cycle Ending the Play Sesston Character Action Display Abilities ‘Actions Combat Defense Stones and Resolving Actions Character Aeon Display Example Allocating Stones Example Difficulty and Resistance Teaming Up to Do Actions Damage Regereation of Red Stones Healing of White Stones Natural Healing ‘Medical or Mutant/tAagical Healing Healing Factors ROLEPLAYING A SUPER HERO CHARACTER PLAYING AN EXISTING MARVEL SUPER HERO CHARACTER SUPER HERO AND SUPER VILLAIN PROFILES CREATING YOUR OWN CHARACTER Saving Stones for Later Wil My Character Be as Powerful as Thor? Building Blue Lightning: A Sample Starting Horo Character Generation Costs ‘Aduantages and Disadvantages Challenges Abilities Actions Norma Actions and Resolving Actions with Abilities ‘Choosing Actions for Your Character Specialties Actions with Area Effects List of Elements Examples of Actions Magic Examples of Modifiers Changing Your Abilities, Super Pavers and Ntodiiers Backgcound and Origin Wiealth Rating Modifier Team Affiliation Origin: How You Got Your Super Power Other Aspects of Your Character Keeping Track of Supples (..0r nat) Equipment Special Equipment Weapons Vehicles, Powered Amor ACTION RESOLUTION SYSTEM (ARS) ‘ARS in Action Resistance Difficulty and Resisiance (D&R) Chart Escaping ‘Unoppased Attacks knoeking Out an Opponent ‘Multiple Actions in a Panel ‘Actions that Combine Stones Undefined Actions Time, Distance and Comic Books rT we 7 Flashback Panels a4 Vehicles in Game Flay 4 Land Vehicle Combat, 4 Air-to-Air Combat a5 |ARS Examples 35 * Non-Combat: How Would Black Cat Open a Safe? 35 + Combat: The X-Men vs the Brotherhood of Evli Mutants 86 HOW YOU LEARN AND GAIN EXPERIENCE: THE ADD-A.LINE SYSTEM™ 88 Telling Your Story Through Lines of Exerience 88 ‘THE MARVEL UNIVERSE BRIEFINGS 89 New York City and Surroundings 89 The Planet Earth 89 The Universe 90 Goodland Evil in tie Marvel Universe 92 The Science ofthe Marvel Universe 91 Politi and the Press in the Marvel Universe 92 Setiety, Famiy and Friends 9 Masi in the Marvel Universe 98 Gods and the Supematural in the Marvel Universe 9a GAMESMASTER SECTION % ‘THE ART OF GAMESMASTERING % Four Tools for Storytelling 96 Winning and Losing in GM Tire 97 Encouraue Roleplaying 37 Keep Things Moving o7 Player Conflicts 98 What to Do When Players Don't Show Up 98 \What to Make Up...And When %8, Keeping Your MPCs Alive 99 Consequences of Character Actions 99 ‘A Few Final Words of Advice 99 CONSIDERATIONS FOR GAMEPLAY 99 Getting Started: GamesMaster Set-Up 99 Where Do You Put All Your NPCs? 100 Stone Use In Startaling 100 How Do You Determine Difficulty Levels and Resistance? 100 Describing Diffcuity and Resistance 101 Tmerareting the Results 101 How to Use Specialties and Lines 101 Situational Modifiers 102 Situctional Modifiers List 104 Damage 105 Putting It All Together: How to GM the Catching ofa Falling Character 106 Vehicles: When Players Get Gehind the Wheel 1106 CHARACTERS 107 Character Creation 107 Challenges and Disadvantages 'n Play 08 Assisting Players with Character Orisins 109 Setting Character Goals 109 Balance Betwcen Plaveryharacters. 109 Awarding Lines of Experience no ADVENTURES a0 Using Pre-Made Adventures no eating and Planning ‘Adventures of Your Ovum uo. Setting Mission and Issue Difficulty Levels im Creating Nor-Player Characters nz ‘Examples of Basic Non-Player Characters a2 Creating Miaps and Locations 43 ‘THE PREMIER ISSUE: WeLive Her, Too! ‘A Manel Roleplaying Game Adventure 114 APPENDIX As WEAPONS 128 APPENDIX B: VEHICLES 124 APPENDIX €: EQUIPMENT 125 MARVEL ENTERTAINMENT CEO & GENERAL COUNSEL Allen Lipson CHIEF CREATIVE OFFICER ‘vi Arad PRESIDENT CEO, TOY BIZ Alan Fine EVP OPERATIONS AND CIO Gui Karyo CHIEF FINANCIAL OFFICER Ken West EVP SALES, TOY BIZ Ralph Lancelotti VP HUMAN RESOURCES Mary Sprowls PUBLISHING GROUP PRESIDENT & COO PUBLISHING, CONSUMER PRODUCTS & NEW MEDIA Bill Jemas EDITOR IN CHIEF Jee Quesada MANAGING EDITOR David Bogart DIRECTOR OF OPERATIONS Sangho Byun’ PRODUCTION DIRECTOR Dan Carr MARKETING COMMUNICATIONS, MANAGER: Michael Doran MANUFACTURING PRODUCT ‘SPECIALIST Fred Pagan MANUFACTURING MANAGER Christine Slusarz MANUFACTURING REPRESENTATIVE Stefano Perrone, Jr EDITOR Mark 0. Beazley ART DIRECTOR Matty Ryan FRONT COVER DESIGN Jeffery Suter BOOK COMPOSITOR & BACK COVER DESIGN Jeof Vita ADVERTISING—PROMOTION— RETAIL SALES EXECUTIVE VICE PRESIDENT/ CONSUMER PRODUCTS, PROMOTIONS, AND MEDIA SALE: Russell A. Brown TRADE BOOK SALES MANAGER Jennifer Beemish ADVERTISING SALES Sara Beth Schrager [FOR QUESTIONS AND COMMENTS ABOU MARVEL UNIVERSE ROLEPLAYING VISIT MARVEL.COM/MURPG MARVEL UNIVERSE ROLEPLAYING Game GUIDE pring 2003 ste 07851-10283 Pushed COMIS, a iviion ol MARVEL BUTERTAINWENT ING. OFFICE OF PUBLICATION. 10 Ext 401 Si York NY 10016. Cooyraht © 2078 Marvel Chance Altighs reserved $24.99 per eopy ne US. and i (canade (GST #R27052852)" Cadian Ay 240566537 Alehcactts etre in spe ‘sieve wes a Tenesss tet ara es ‘ea ate adomaris of Marvel Chace, Ie. Ns Between ey of th tres, character, peaons, and tutions in thie alesion wir those of ay tr 9 Detson or Inston is Itende and an sich fehich may exsts purl covet. Pit a ‘STAM LEE, Chakmen Eras. For inormaton 1 voy in Marvel Coes oon Marvelcom, la fact Russell Brow, Exacuive Vice Preside, Co Products, Promotons ard Mesa Sales a 212-576 Prowse com tooe7ssss21 INTROD Have youtever wanted to be Spider-Man? To put on, costume, Jeave your everyday hassles behind, go out web-slinging Found the city and do something really important for a e ‘make aciference in the world? We all have, That's why: Marvel ‘To be a hero instead of a regular person? To really OF course you have omniesare so popular. That's probably why you pieked up this we've all thought about 4 bo a Super Hero. To pound our magic beck Because, deep down inside, hat it would be like gaking stick into th Iike Thor, To pop razor-sharp claws out of our hands and do ine does, We ground and turn into a mighty Avenger baile against impossible odds the way Wolv Jate to the Hulk, a normal guy who loses control when he Js too angry and turns into a monster And we share Paredevil's feustration with the legal system, end applaud Inher he goes out andl fights for real justice in a way’ we wish re could FF} Now we can actually be those Super Heroes, just fora little MEQhile, when we play the Marvel Universe Roleplaying, Game, {te can be any Super Horo we want to be, and we can even E £ duke up our own. We created this game because we wanted to play a role- t let us really foe! like Super Heroes. No. ling dice, No complicated equations. Just saying what we jan todo, then going oul and doing it Just like our heroes doy | eoetynnsibiltes and go out ancl save tne world [And you know what? It works. When we play Marval, just litle while, we get to forget school and jobs and nt This book will explain everything you need to know to play 1 GamesMaster this game—how to roleplay, how to fight and Pipe UT UCTION how to become a better Super Hero! You can play this game as any character in the Marvel Universe, or you ean create your own new Super Heroes to roleplay. This guide also inciudes the introductory Adventure, We Lice Flere, Too! The adventure ean be played solo or with a group of players, using any combination of characters in the guide. Future adventures ean be (or GM for short). This book is designed to be read by both players and vated by you or your friendly neighborhood GamesMaster GamesMastess, whether you have pla od a roleplaying game before or not. If you're planning on being a GM, you should sead the GamesMaster section, but if not you cam ship it (akhough the information it contains ean help you become a better player), Adventure, We Li that will lessen you Players should definitely not read the ¢ Hore, snjoyment of playing, i Tho!, which is in the GM section, as Finally, if you're new to roleplaying, you may be think to yourself, “Wows, there are a Jot of rules here.” You're right There are. After all, we're leaching you not only how to play a game, but also how to wereate an entire comic book universe, How to engage in a virtually unlimited range of Actions. And, if you're a GamesMaster, how to create your own version of this world, and then populate it with characters and villains, sidekicks and friends, rf annoyances, buildings and laboratories and wondrous nocent bystanders and_-medd inventions that only exist inside the Marvel Universe or your ‘own imagination However, Marvel is simpler than most other roleplaying ‘our guide is shorter, too. it games and at only 128 pags “Nui said. Let's get on wi indo B 5 WHAT IS A ROLEPLAYING GAME? Long before there were computer games, there were roleplaying games, In that prehisto ic time before computer- generated monsters and dungeons, before you could tell a sophisticated program what you were doing and let it figure cout what happened, people used to have ots of fun sitting around a table and in groups and doing those things for themselves. And they still do, In a roleplaying game, each player pretends to be a ctor, describing what that character does, thinks and says. Each player internets with other players, and all of them interact with the “world” around them. This world is run by the GamesMaster according, to the rules of the game. One ees bet the biggest diffen in other games, there is a (RPGs) and all other games is th distance between you and the gam In board games, you und the board, In games like chess and move a piece backgammon, you move many pieces around a board. And in games like poker or collectible card games, you gather cards and then compare them with other player's cards. But in roleplaying games, you create your own playing, piece when ‘you create your own character, You are your character, and playing your character is what the game is all about, The basic idea behind all roleplaying, games is that 2 charactor can be represented by a series of values or numbers that reflect basic characteristics. How smart are you? How strong ate How fast can you run? questions like these are answered with a number A genius like Albert Einstein or Leonardo da Vinci would have a high Intelligence number, Abe ht boxer or an Olympic weightlifter would have a very high Strength number, Taking this idea one step further, everything that a character does could also be described in these ‘numerical terms, A sup basketball player ike Michael Jordan would have a very high number in basketball. Tiger Woods would have a very high number in golf. A skilled brain surgeon would have @ high number in brain surgery. This basic premise is shared between nearly every roleplaying yame ever made, as well as most computer games. =| PROBABILITY GAMES VS. RESOURCE-DECISION GAMES How do all of these numbers inter «with each other and the world around them? Many games assign probabilities to these: numbers, and then use dice to see if the Actions succeed or fail, You rall the dice and if your number comes up, you win If it doesn’t, you lose, This means that figuring out the re are what the game percentages of success and ‘about. Probability-based games get much of their excitement from the hick of the die roll, Since you never know how the dice will land, you can never be certain whether you'l succeed oF fail, Even an expert has a small chance of failure ond you'd be surprised how many times things can go wrong, be a bad die roll Resource-de sion games approach the problem o interaction differently. Instead of rolling the dice, a resource decision game has no luck in it at all, In this type of game, yoo have a number of options to choose from, and you decide how much effort to put into your choice. That effort isthe: compared to the effort of your opponents, or the sffort requires to succeed at whatever you're attempting. Here's a comparison using Spider-Man. Let’s say Spidey Wanted to swing, from one building to another using his webs -based game, the player playing Spider-May would roll the dice. If he rolled! well, Spidey would succea! In a probabil and swing from one building to the next. If he rolled bad Spidey would miss and fall to the ground, Ina resource ime, if the player playing Spider-Man spent enough And if he didn't spend decision effort pider-Man woukl st enough effort, Spider Man would fail, Many people like resource-decision games more thal probability-based die-rolling games because they more close mirror real life. It you try hard enough, you succeed. And ifyo: don't try hard enough, you fail wonclered, Marvel isa resource-decision gam HOW MARVEL IS DIFFERENT FROM OTHER ROLEPLAYING GAMES There ar many excellent roleplaying games on the marke Most a Incase yo They vary in theme, system and complexity nes with lots of dice to roll, But if youl Marvel. Wel a system as possible so you « probability-bas Marvel Comics, we think you'll enjoy play designed it 4 be as simp! spend more time playing: your characters and less time gett bogged down in the technicalities ofthe rules. ‘Compared to most other oleplaying games, Marvel ive straightforward, Many other games require you to 1 hundreds of pages of rules and consult dozens of cha ables, Marvel has extracted whats fun about comic books created an easy-to-learn, easy-to-play system that lets youd lot of complication. In fact i what you want to do withou co simple that you can even play the game one-on-one, if style we call “Brawling.” (See “Style of Play” below.) Like the comics that inspire i, the factors Marvel takes account are pretty basic, too, ‘This game is about comic bow style action, not physies, We've simplified the game mechay so the flavor is the " comics, not Te Lord of the Rings. Entire stories get told in without the headaches. Afte spending hours debating anc velocity,..one avhere Siorm can ere: without players and GamesMaster debating the meteorolog! origin of each storm cloud. ‘AS we mentioned earlier, this is a resource-decision ga ‘There is no luck in Marvel. No dice to roll. Like in the comics, your character makes choices. Sometimes they work out, and sometimes they don’t. But the results always follow from your Actions. You'll never complain about a bad dice roll that kills your character: I you die, it’s usually your own foull for doin something that got you killed. Of course Riskand da In Marvel, everything you want to do is governed by the urea Super E ger come with the spandex ARS, or Action Resolution Sysiem, It's a very straightlorward q ruks aw writlen down right next to each Action on your Character Action Display (whi fmm nov), 50 you don’t have to remember lots of arcane system with very few variations or special rules, Any spec h we'll explain a few pages oncepls cr keep coming back to this guide You can play any character you like from the whole Marvel Univers (Ther the rest) You ¢ cl rules to make any of are 42 in this 1 also create your own, all-new Super Hero, character, where you (with some help from the GamesMaster) choose the character's super powers, determine how strong or smart he is andl decide what his Challenge will bo. You write the stony of his life and play his character however you want STYLE OF PLAY You can play Marvel in a variety of styles, based on whot you're interested in, Most roleplaying games tend to fall somewhere between two styles of play that we eall “Clabberin’ Time’ and “Power and Responsibiliy.” And tor one-on-one play there's always “Brawling,” a style unique to this game. Power and Responsibility Inthe “Tower and Responsibility” slyle of game, (named after nee great deal of time on things like ceveryboxly’s favorite angst-riciden teenager, Peter Parke Spider-Man), players sper character development, morality, thoughts and goals. ‘They cote what their charactess do for a living, They eare about the ther pope ith sidekicks Responsbility” style games, the players may’ go entire sessions gaging in Combat. Not that there isn’t plenty of ur, W's just that there's more to this style of lives, like girliriends or boyfriends, aunts, nd_ non’ Power and per Hero friends, In without ev action and adv play than busting: things up, Clobberin’ Time style of play “Clobberin’ Time” in honor of guy, Ben Grim Timo” games, players don’t They We call the oth that rstand-ask-questionslater” aka, the Thing. In “Clobber ‘nash: spend much time on their characters’ tifestylos, concentrate on action, and plenty of it Together, the players and the GamesMaster decicle what style of game they want to play. There is nothing more frustrating than a GamesMaster who runs a “Power and Responsibility” style game for a bunch of “Clobberin’ Time” players. At the same time, if players want “Power and Responsibility.” then the GM has to give them ‘more than just an endless series of baltles. We believe most players want (o play o game that combines a litte of both styles. The beauty of Marvel is that the system can handle both types of play, either separately or together. Brawling Then, of course, there's “Brawling.” Ie allows pl fers lo answer age-old questions: Who would win in a fight, the Thing oF the Hulk? Spider-Man or Wolverine? Or any of the other hundreds upon hundreds of similar, burning questions that have vexed While most other RPCS Marvel fans throughout the ye royjtine a GamesMaster to run the game, the unique nature of Marvel means that two players cam sit down with their characters and fight against each other without needing a JamesMaster. There are that wher i comes to one nw special rules for braveling, Its just on-one fighting in this ¢ 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, include any that the night off gladiatorial “Build Your Own Brawler” Contests.) EXAMPLE OF PLAY eaching you how to play Marvel, let's peek in relevant, and let your GamesMaster have (One of our playtesters even suggested Before we start ‘ona game that's already in session. You might not understand you're about to see, bu that's to be expected. You'll gota taste of houy the game works, and you'll also goin alittle context for sshal you're about to learn mes Mastering for Rich (i and David (Wolverine), They had been hurrying, to the their fellow X-Men asb), Susan (Storm) Stophen is C id of Magnoto's secret installation when the floor below them slid away, GM: Ohuy, 50 hives cohere you stand, Storm, Wolevrine aud Beast, affer tbe floor shid wevay, you ell about tevemty feet ant landed ow te floor, Now that's 2 stones of falling danaage but Beast, your Acrobatics nullify that. And rine, your Agility saves you T stone, sa yor only take each, Wot 1 stone, wich yw lel ek in 2 Panels, Storm, wow take 2 ral sts, though. so you lose w avhite stone of health. hay, shinite, The evil 1, yon all soem 10 be iv a room crowd out of solid ret fs the bottom of te dias slid back into place, It appears to be rade sliding floor, metal AP the buttons of the walls there ase lawenty tiny and a green gas & slowly kegirming to strewn au of tiem. We I put 3 stones fato da yore do? sneral Knwiole 1g. What's th You're pretty sure it's a polent neurotoxin. If vou breathe enough off. you'll start to tite, thew i, then die ait ge combined with 3 lomes ir Medical Hes become paral Storm: Beast Storm: Beast: GM: Wile: Storm: Beast: Wolo: Storm: GM: Beast: GM. GM Storm: GoM: Beast: GM: Beast: Woks: Storm: amazingly painful death. Luckily for you, its a very dense gs, 20 if wll take abit 7 panels to rise to breathing Teo We mist rec the oviag shall ereate a wind aind fly to it Uls, fetter not, Storms Th elem up dying Ther 1 shall Blast tote with any ighining but, Un, agai, perhaps not. If there ‘onl be worse for all of us, Plus, GAM, és the gas flamonabte? Highly. Seu that aceuss panel up there? 1H bet if coukl get tere, auld slice it open and expose whats inside. There'd be na lume of a riencne. Beast, you fool up toa fastball spoil? And then V shu blast the lute aith a lighting bolt should ther cause the floor to retractor pwn a hole throngh which ‘we ray escapes But IF can’t fly hw do te get out? Well cnn jump tat high. And team dhroce Wolverine up there agein, Storm, #1 threw you hight enough, could you vind np there ana thn fly the rest of the way? No weed, Han cate her. White 1 fo. not reish being tossed atont ike a piece of wind will stir up the gas, and icker. ve to be a riot, it ake a baggage, 1 ike the plat. Okay, so yo al realy? put 5 stones of Strength into throwing Wolverine up tothe eviling, He only weighs 195, and the cviling is wat, wou std 20 fev1? 5 stones should be plenty. Will Wolverine fall this Page or next Page, because Heant t cate ive and Keep hr frou svacking ir any gas seen He lands? ‘That would be next Pag And I putin 7 stones of Clase Combat pls 4 froma Agility fad 1 frome my adansantinn cles. And don't forget they're ‘armor penetratin’ bib! Van gortae stick Bots lads sont into the ceiling and carve ‘mm aroun ina cine before Lal Freon’t, Wolverine: So wluat abou you, Storm? That gas is sand don’t forget the rst of the team ws in anger Fufone you fel into te hole 1 shail wit until just after Wolverine lias fallen clear ofthe ceiling, and then Twill hit the opening with a Pstowe lightning bolt —oith double danaage, of cm se Of course. Okey, so here’s what lnappens, Beast, you pick Wolverine up and throw hin: up towards the ceiling, You wvre right, 5 stones was plenty to get the Canniklehead up there. Wolverine, that cing comes. uy pretty fst, and ‘there's nowhere to hoi on to, so you're gonna get one chance bit. But with 12 stones of Armor Penetration, your claws cirele into the ceiling ral. Ht separates fro the rwof and barely misses you as both fall. An finally, Stor, som stil isin slice a your 7-stone ligitning bolt flashes past Wolcerine, yo can hear the sizzle of some of his hair, and it blasts into the floor swith a big explosion. It's tart to se, there’ smoke up there, ‘bt if Looks lke you Blasted a hote through to the roont abo, Rememtter, Unt gontaa catch Wolverine, right? Lite sod, ert Page, which stats right tout woe First of al, do your regeneration. Okay, so let's start with Beast. Vin puting the same 5 stones ita eateling Wolewrine. Nal, better make it 6 stones, justin case Fm falling. Vm walching him fall and saving my stowes to regenerate as quickly as possible Okay, Beast, vou catch Wolverine. You probably eonld fave saved a stone, but hey, what's a stone between friends? Okay, Page is over, Do your regeneration. Ma dati ht Uae Beast: We got 5 Panels lef before we start suckt per Pant, 1 can toss Wolverine aud Storm on conscc Pages anad still have plenty of tose to jump out, right, GMs Iooks that aay. Beast: So, can sve just i, then, avithout playing it out? GMs The rest of you obsny vith tat? Gand, Ther tes get outta he ean, your teamasates aight bu in big trouble, Yeu ft, Might be in big troubte. IMPORTANT TERMS YOU'LL FIND IN THIS GAME GamesMaster ‘The GamesMaster is the referee who represents the unis with which the players The Games (abbreviated as GM) applies the rules, determines outcomes of the Actions of both the players and the non-A characters, and interprets those outcomes to the pl In other words, the GM tells the story of what hap, ‘Often, the GamesMaster creates her own universe, materials and rules supplied in this guide and supple ‘The GM olso helps players create their own Super characters, and awards Lines of Experience to players at Adventure’s end. shall we? Your teammates are in big tow interact, Player Character ‘A Super Hero character that is acted out by a player. When! guide refers to a player doing something, we actually me character. When we say, “You fly up into the air,” to person play character, not to her. Non-Player Character Any character not played by a player but controlled by GamesMaster, including any enemies, friends, sidekif bystanders or any other inhabitant of the Marvel Univ Also rferved to.as NPCs ny Rogue, we are obviously referring to Panel ‘This is the stanciord unit of time that can pass in Marvel a comic book, a Panel can represent a varying length of Usually, a player character will only do one or two Acti the course of a Panel. Each player’s Panel is gi considered to occur simultaneously with all of the players’ Panels, in some instances, a Panel may rep longer period of time for some players thon others, m those players may not have a Panel on every Page. Flashback Panel In a Flashback Panel a character recalls an important event relates to his current Actions, A Flashback Panel interrup normal playing cyele, and provides a character with ‘stone as a Situational Modif Panel per Mission per char Page in order, then a Page has been completed and the pl fon to the next Page, where they will again do the! onder. Not every player will havea Panel on every Page, some Panels take longer than others to resolve and one gl may still be resolving her Panel from the previous Page. Adventure {An Adventure is. general term for the story you are inv in when you play Marvel. Both Missions and Issues are of Adventures: an Issue is made up of Missions. Mission AMasion isa collection of Pages that is unified by a common Mision Briefing, An average Mission takes 1-2 hours to play: Issue Anbve is aseries of Missions, usually rsolved over multiple plying sessions, Sometimes players will play an Issue in one §bkeur playing session on a weekend, Campaign A Campaign is an ongoing, storyline that consists of many «i could take years to complete. Some Adventures Campaigns can go on for many years, while others may end alter a few months. Character Action Display Your Character Action Display (CAD) is a formatted sheet that You have filled in with all of the i represent your character in the game. The reverse side of your formation you need to CAD has your Choracter Profile Record where you will be cording (general description), and a picture of your character if you x Health Stones & Energy Stones Thaw are two types of stones in this game. White stones represent a character's health. Red stones represent a churacer’s energy, which can be used! to power Actions. Character Generation Stones Whon creating character, playors get 40 white stones to spenc! inpuying for Abilities, Actions or Modifiers. These stones have rathing to do with white stones of health and are not used uring play. During this process, 3 red stones = 1 white sto for the purpose of paying for things that cost less than or ‘white stone, (Players and GamesMasters may agrce to use nd 40.) four Lines of Experience, your Character Pi . of han 40 stones, but we strongly recon Energy Reserve “The otal numberof red stones of energy that are available for a ‘harcer fo use at any given time. I reflects the character’ own fnierally generated energy, although external energy may “emimesbe added. The numbor may vary from Page to Page. General Pool -Agroupof tones representing energy that comes from sources futsde of the characte, such as cosmic energy, or energy gererate ro object like the energy of a rock falling on your head Abilities Abilities, each represented as a particular aun object, ike a gun, or enorgy inherent to an Boch character ha ‘umber of stones (your Ability Numbers). Abilities reflect ‘spectc aspects of the character's nature. They are Intel Strength, Agility, Speed and Durability: Abilities can be used as used asan Ability Bonus tions hen appropriate. An Ability wad its Ability Number's worth of stones to an Action Ability Bonus [An Ability Bonus allows you to add as many extra stones (if ail) to an Action as tho Ability has Some A\ niin bilty Bonuses; other Actions may have then cata cost Because the Bonus represents your character's own ws include Kded for ites, the stones must come from your Energy Reserve. No ction may have more than two Ability Bonuses Actions tons are anything that a charaeter can do, They inelude super ces like Flying or Telepathy, forms of combat, and other cons like Healing, Inventing and Social Skills, Chara perform Normal Actions, which are the things that any scters ean on Super Hero can do. Action Box Action Boxes are the areas en your CAD where you place the red stones of energy you are allocating to. your Actions, There are 9 Action Boxes on your CAD. In each box write the name of the Action, the Action Number, and any relevant information such as Ability Bonuses, Weapon Modifiers, and the abbreviated rules listed under the of the Actions in this guide. (Normal A, Action Boxes.) description jons don't get Action Numbers A character's Action Number represents his skill le particular Action, ond also the maximum number of red stones of energy he can apply to that Action (not counting Ability Bonuses oF Modifiers). This rumber is listed in the appropeiate Action Box on your Character Action Display. Specialties AA Specialty is a collection of Lines of Experience and reflects prowess ata paticular aspect of an Action. For example, Martial Ants could be a Specialty of Case Combat. Specialties are often important for overcoming Situational Modifiers Modifiers A Modifier adds slones to some aspect of play, including, Actions and defense, 1t may also aul! stones to the Difficulty Level of Resistance Level of an Action being attempted Modifiers include Weapons Modifiers, Healing, Factors, Defensive Moclfiers and Situational Modifiers. All Mod stones are “freo”—that is, they come from the General Poo}, not fa character's Energy Reserve. Defensive Modifiers Defensive Modifiers add a number of “Tee” stones to the Defensive Area on your CAD, Situational Modifiers Situational Modifiers are stones added into play by the GamesMaster to take into account specific factors that may arise, such os the idea that it’s harder to see in the dark. Situational Modifiers can help or hinder a character's Actions. Challenges @ character trait that your character must A Challenge roleplay Every character must have al least one Challenge. For every Challenge a character has, she gets an additional number ‘of Character Generation stones. Advantage ‘Advantages add oxtra capabilities to an Action or Modifier and raise its cost in white Charactor Generation stones. Disadvantage Disady, aps to an Action or Modifier which lowor its cost in white Character Generation stones Difficulty Level “The Difficulty Level represents how complicated a task is. I the sum tolal of your Action Number, Ability Bonus relevant Modifiers is equal to the Difficulty Number, then you ages are han nd any may altempt the task Resistance Level ‘The Resistance Level is the number of stones of effort needed to successfully complete an Action. D&R Chart ‘The Difficulty and Resistance chart is 2 comparative chart listing the Difficulties and Resistances of a wide variety of Actions and examples. It provides ral-world numbers like speed and vveight in terms of stones, It places the other charts and tables found in most fantasy roleplaying games. Lines of Experience event wha Or simply “Lines" for short. They rep a character has, done during game play, The average character earns between I+ 3 Lines of Experience per Mission, or 1-5 Lines of Experic ce per Issue. A player records her character's Lines on her Character Profile Record (CPR), ane when she has 10 Lines of Experience any Action, she may be able to inerease the Action Number for that Action by 1, (Not every Action lets you increase its Action Number by allocating fines to it, e4%. Shrink or Grow.) Psionic nind. Ifa power is caused by Psionies, it The power of the means that it is generated by the force of will of the character’ mind. Almost any power can be psionic in nature, from a Flam Blast 10 Telepathy, Area Effect An Action that has an Area Effect applic all of its ston in the affected area. You determine the Ai ‘equally to every yumber of stones in the Action’s effect to th Th by comparing t distances listed in the Area/ Leaping row on the D&I Ch distance listed is the diameter of the area affected. Stor Mastery of Weather can be an Area Eifect PLAYING aus ate about to phy at new forny of roleplaying game, Ie fas ne ovis ar pe Phen’ are way few char Tene sna foi When sou play, sum will be acting ont the role of a Marvel Super Here. ln ler to alo this, you vill be given a Character Aubin Display. a formatted sheet on avhich you will record yorchisicter’s unique qualities You sill also need a number ofced und white stones, (Your stones ean ly be bo sets of markers! any hind, as long ay they ore different.) You will love these stones on your CAD in your Bhergy: Reserve Dai ation Noves and/or your Defense Area on your CAD, Alter play, you will move some or all of these stones into, your Actions one resolved, the stones you used are removed fon your CAD, although they may be regenerates! The reat of the qworkl in which you interact willbe mined by your fellow: players, and the GamesMoster. Sometimes people sill play this game with miniatuses and Often players wll just picture the chiractrs onl sttrioundings in their heads. The GamesMaster tell present everyone else inthe yworkd, all tings aed al wsMasler deseribos the world within which idle, The GM determines Is this the outcome of your Actions based on what you choose to do and the number of stones involved fn thase Actions Whenever a player tells the GME what Aetion he or she is Panel. undertaking, that is called ich tum of play, with every player yelling (6 go once, is called a Page, ‘The entire game session is called a Mission, and three Missions usually make pan Fssue, Fach Mission will come with a Mission Brioing that will outline some of the Objectives of the Advonture, [hens may be other, hidden Objectives known only tothe GamesMaster, Atthe end of the Adventure, you will be rewarded for the bjetives you have ichieved and the quality of your play, and that is, not staying rater (For instance, if you play Wolverine like a cowardly, penalized for “bad roleplaying, ‘wimp, you probably won't be gelting any dessert!) Depending, on what you door iy done to you, your character may clie, When this happens, you are out at the and nwust yet a new character before you can play again. ame [Unless inthe true Marvel Comies tradition of characters like Elektra, the GamesMaster ean figure out a story that fets your come back from the dead.) SETTING UP Playing Marvel, like playing any other RPG, isa very informal experience. Players will usually gather around a room, wg on the floor or sitting at a ugh coon in front of them lounging on chaits or couches h tale. The players sill each nee! to setup their Character Action Displays on a flat surface. The GM will usually set up fa sera separating them, so that the players ean't se behind the serwa. The GM usually needs more room than the players, the players with a small MARVEL sinew the GM will be msponsible forall at the NPCs, the sest the Universe and the rules Comfort is impurtant, since play so uuple at hours toa couple of days. (Yes cman. you've never roleplayed all weekend lang, with only a few hous of sleep? Don’t worry...you vill) As tor equipment, you'll need only the follosy ing: + A filled-in Charact +A number of red and white stomes, oF san Action Display for ike pennies and nickel stones and 915 red st Number. The GM will need aroun stones to play all uf the Super Villains a Lach player will need 3-5 white ing on Durability 25 white and 100 red NPCS, as ss, depel well a3 provide for the General Pool, so bring along any extta stones yo PLAYING CYCLE Before the start of the zante, the Gomes aster sill ash all the players what their caren! situation is. ‘this iy the time tor players to tell the GM what wir charactors have been doing betmeen the last session and this une. Otten, this be wvhen players will tell GMS bow they allocated their Lines of nce on PS G1 tor details) Experience, (Sew Lines of Fp ‘Once this is done, the GM will give the players the Mission Briefings, This may’ be continuatig ypoiing bute oF Aclventiars, 0 recap of the players’ situation. Once play eases each Page will fallow the sume evele 1 ‘The GamesMaster announces a new Voge. 2. All players and NPCs regenerate the appropriate number of stones based pon their health, and place them ito their Energy Reserve on the Character Action Display 3 ML during their Panels, interspersed with the GM doing th stake turns describing, the Actions they want t0 lo same things for NDC, 98 follows 3A. ‘The order in which players go is determined by the GM. “This could be i order of the highest Awility, ord immediate danger or just the order in which people are sitting, I there is a question as to who goes fist, the: character with the highest Agility Number dacs. Ties are considered to go at the same tine, in that the sesults are resolved simultancously. Belore any players go, however, the GamesMaster first allocates (but doesn’t reveal) all ) NPCS 3. ‘The first player deseribes her Action and. puts the tones to relevant (opposing; appropriate number of stones onto the appropriate Action Bios, In same eases, a player may engage in more than ene ‘Action in the same Panel 3C. That same player may then take any oral ot the stapes out of her Actions anal reallocate them to her de ense SD. Then the next player describes his Actions until each player has completed steps Band C 3E, Some character's Panels may represent longer periods of time than hers, sis possible that sot every player will ‘ave a Panel on every Page, When this is the c reaching the place in the order where that player would normally do her Panel, the GM will si ply acknowledge that she is still involved in the previous Panel, ancl move on to the next player. At any time during his Panel (but only once per Mission) player can call for a Flashback Panel, which occurs within his normal Panel. (See? $4) The GM resolves each Action in tum by comparing the number of stones of effort to the number of stones of Resistance to the Action, Because Actions ane resolved in: order of Agility (where that matters), an earlier player's ns If you get Actions may affect a later player's Acti knocked out or killed before you get a chance to do your Action by a player who was faster than you, then you don’t actually get the chance to go. “The GM then describes them the story of what just happ. esults to the players by telling, The Page ends and the playing eyele continues. ENDING THE PLAY SESSION Al the end of the play session, the GM records where the players have ended up. If the Mission or Issue has ended, the GM may award Lines of Experionce at this time, The GM may also do this af a later date. It és recommended that Lines be awarded only at the end of a Mission or an Issue Lines of Experience are achieving the Mission Objectives, the quality of involvement and the quality of her roleplaying. awarded based on the pl CHARACTER ACTION DISPLAY Your Character you need to represent your character in the g your CAD sheot will list your character's Abilities ction Display details all of the information e. On one side, Intelligence Strength, Agility, Speed and Durability, as well as your health and energy. It also lists any Modifiers and Special Equipment that yo On the other side of your character sheet (the CPR, oF Characte represent things you've done or things you'y are carrying. (See diagram on P. 10.) Profile Record) js a list of experiences which armed. These ‘experiences and lessons are represented by a concept we call Lines of Experience, In the course of on Adventure, you can expect to earn between 1 and 5 Lines of Experience to assign to your character. (See diagram on P. 10.) ABILITIES Your Abilities represent five basic aspects of your charseter: Intelligence, Strength, Agility, Speed and Durability. Or in other words, how smart you ary how strong you are, how agile you are, how fast you run and how sturdy you are. Abilities matter in two ways First ofall, if you are doing something that doesn’t have an Action Box, then you can use the appropriate Ability as if were an Action. So, if you were trying to figure out a trap, but didn't have a relevant Action like Thieving or Technology, you fe stones to think it through, (Without a relevant Action, however, you'll probably ineur a could try using your Intellige negative Situational Modifier.) Secondly, an Ability can also bea Bonus for an appropriate Action. So, if yo gets a Strength Bonus then you can add your Strength Bonus are performing an Action that your CAD says worth of stones to that Action, These stones come from your Energy Reserve and go into your Action Box. ‘They can the also be reallocated from your Action Box into your Defense Area. Some Actions include Ability Bonuses in their oo some recommend you buy them for an ext Ability Bonus, prohibit you from having, ACTIONS ach character has a unique combination of different Ad that represent what you can do during ploy, You begin Action by placing, a number of red stones in the approp Action fox on the CAD, then describing what your chara plans to do, The number of stones involved etermines ‘outcome of on Action, Simply put ifyou assign more the Action than it requires, you succeed. If you have less. fail, but you may be allowed to continue until you succeet Marvel follows that si The resolution of all Actions formula: If you have enough stones, you succeed, the A Box is determined by combining your Action Number Abilities or Modifiers. The total repre how much energy you are willing and able to p The number of red stones you may place any applicable accomplishing your Action Some characters will have more Actions than others. Actions will be more powerful than others. Each Action] will have the name of an Action on it, along, with a nu This Action name might be very general, such ay C Combat, Ranged! Combat or Operation of Vehicles. The Ai rhame might be very specific, such as Optic Beam or Telepal Some Actions represent super powers, some represent sp skills, while some represent other things. In each inst though, the Action only represents the rough category off Action. Itis up o you, the player, to describe fully what yoo doing, You may even attempt Actions for which you dof have an area. In that case, you will use your Abi Strength, ete) as if they were the Action, with and your Action Number, play would be best. {i you were playing Cyclops, you might put stones on your I shoot at Blob with my Optic or’l iy to burn a hole through the wall with my Optic "oT shoot at all three enemy helicopters with my Optic "Ifyou were playing Wolverine, you might say, “Ijump_ ‘ito the middle of that group of soldiers and tear them apart ih my Adamantium claws,” after placing stones in your {Combat Action Box. [though the number of stones you place into the Action Box must be exact, your description can be as vague or as otic as you wish. Please note that the GamesMaster will act ingly, so that the more specific and appropriate your description, the more detail the GamesMaster hos to work with indescribing what happens and the mow likely you are to syccerd at what you're doing. (You wouldn't want to forget an “important detail, like for instance, “Iam especially careful to oid the poisonous spines”) But it is quite enough to say, “1 lack him using Close Combat,” or “Tatack both of them und in reserve in Sleeping Mongoose Position.” You may, of “gnu, get as descriptive as you wish; we believe that the more dsciptive the play, the more enjoyable. But for Action riolution purposes, the basic description is fine, Ifyou try and do something using an Action that is not “appropraie, the GamesMaster will take that into account. For Instn, if you say, “I fly up in the oir using my Close Gombat” the Games Masters likely to point out that no matter ‘hows much effort you put into the attempt, you fail, Remember “that these are Actions that the character you are playing can do ‘and has done, do, check fut the section of this guide that explains the various {types of Actions. ( you are unsure about what you COMBAT a Super Hero game, one of the most Since this i, alter all recuent types of Actions your character will be engaged in iy feambat. Combat i when one character attacks another racer using an Action, Combat is broken into two categories: Close Combat and Ranged Combat, Close Combat is any kind of combat where the characers involved are within a few fect of each other, regardless of whether they are using their hands, a Knife or a “gun, Ranged Combat is any kind of combat that happens when the participants are moze than a few feet away from each other, ‘cevwhen esing a Ranged Weapon like a gun at any range (even ‘yithin a ewe feet). Ranged Combat can only be done with a pon that can travel the distance between the participants Bath Cle Combat and Ranged Combat get their own Action ‘ows and can receive Ability Bonuses and Weapons Modifiers Many players have super powers that function as Ranged Energy Attacks. These attacks can occuras either Clase Combat or Ranged Combat, using the particular power’s Action Box (You do not use your Close Combat or Ran Boxes when using your super power) Attacks can either be Diwct Attacks or Atea Attacks, na Direct Attack, the attack stones are directed at one or more specific tangets anc! allocated precisely at cach tanget. IFit were 4 Close Combat attack with 6 stones, you could direct all 6 stones al one opponent, oF 2 stones at each of 3 opponents, or 3 stones at or ‘opponent and 3 stones at a different opponent, ete. Ditvct Attacks tend to be less po than Area Attacks, An Area Attock means that every pers erful but more precise in the target area is hit by all of the stones of the Action, So an S-stone hurricane (an Area Attock that the X-Man Storm ean do as part of her Mastery of Weather} would hit everyone stones, Area Attacks tend to be mon powerful but Tess precise than Di the area with § oct Attacks. They alko cost more to buy wher creating, your character, Finally, combat may ako involve vehieles like ears tanks or airplanes. These attacks stil) break down into the same taiegories as. mentioned above: Close Combat or Ranged Combat, Direct Attacks or Area Attacks DEFENSE pon your situation, you m decide that itis wise (On every Character Action Display is a Defense Area. A player may put into her Dependdi to place some of your stones into def out of the stones she has (the Defense as many stones as she choose: allotted into her Action Box or directly from an Ab source of the stones provides Mavoring to the defense, but all stones count the same.) There may also be one or more Defensive Modifi stones for five (from the General Pool) to your Defense Area Modifiers include Kevlar Body Armor, Toughness and Reflexive Dodge. The total of these stones is referred to as a player's rs. Defensive Modifiers acid additional defensive stones. STONES AND RESOLVING ACTIONS Stones come in two colors: white for health and red for energy. You receive the same number of white stones of health as your Durability Number, For every I white stone of health you have, you also get 3 red stones of energy (unless you are using the Special Intelligence Energy Rule on P. 41, in which cave you got 2 red slones for every stone of Intelligence you have). You place your red stones into your Energy Reserve, the area on your CAD marked “Energy.” Red stones power Actions. You may putas many red stones jon an Action as the Aetion number printed in the area, ‘Additionally, you may add red stones imio your Action for all relevant Ability Bonuses and Modifiers. So, if your Action says you get you have in your Intelligence. Or if you are using a dlevice or a weapon, then you may add the Weapon Modifier or Actions and Ability Bonuses come from your Energy Reserve, Stones for Modifiers alwyays come out of the General Poot ‘Tosummarize, white stones of health generate red stones of Intelligence Bonus, you may acd ay many stones as Stones: «nergy, anc! red stones awe used to determine the outcome of an Action, Simply put, if you have as many oF more stones as the Action requires, you succad. If you have fewer, you may need Character Action Display (shown much smaller than actual size) Abilities Numbers) J ‘Action Number FN in Action tur of Health Stones ————— (Cass) C= Numbers) === Defense Area {Place red defensive stones here) Modifiers Fi in Rules for Mes fesrigtion of Masters Character Profile Record (shown much smaller than-actual size) au Lines of Experience Characte Profile 99. CHARACTER NAME Cyclops [Ont Bast g CHARACTER NAME Cyclops INTELLIGENCE] = 3 |_| STRENGTH 4 ENERGY || aciuty | ENERGY 2: =| | ao Close Combat Close Combat 909 5 |_| ouragtuiry 000 5 HEALTH 3 HEALTH ————] HEALTH 3 ENERGY 9: DEFENSE (tep2 7] verense 1. Start of Panel. Cyclops has 9 red stones in his 2. Cyclops puts 4 red Eneray Reserve and 3 white stones of health. and 5 into his Clo: CHARACTER NAME Cyclops — [Ontc Bist 5 CHARACTER NAME Cyclops | Optic Blast iIMELENCE ees 9 ENGTH sree 1 ENERGY © aciuy | ENERGY eee SPEED SPEED 2 000 Close Combat 2 O00 Clase Combat, 5 DURABILITY 5 HEALTH 3 | HEALTH Am | HEALTH eee aay e@ ese e 9 DEFENSE [Step] verense Shifts 2 red stones from his 4, Cyclops adds 1 red stone from the General Close Combat into his Defense Area. Poo! for his +1 Kevlar Defensive Modifier. CHARACTER NAME Cyclops | Ontic Blast CHARACTER NAME Cyclops Opti Bast IVTELLIGENCE 3 STRENGTH Py eee ENERGY aciuity | ENERGY 2 SPEED 000 Close Combat 2 000 Close Combat a3} DURABILITY 5 HEALTH 3 HEALTH HEALTH 3 ENERGY 2: DEFENSE [Sten60] verense Allallocated stones are used up 6. Next Panel, Cyclops regenerates inattacks & defense. 3 red stones, one for each white stone. to repeat the Action. The amount of stones you need to succeed is determined by the concept of Dilficulty andl Resistanc DIFFICULTY AND RESISTANCE ‘The concept of Difficulty and Resistance is at the heart of the Marvel Universe Roleplaying Game. In essen have to have the skill to do something, and also have the energy to do it, (You will find the Difficulty and Resistance Chart on P. 80-81 of this Guide) Difficulty represents how complicated an Action is. Flying . it says you a jet fighter has a higher Difficulty than riding a bicycle, Your Action Number is equivalent to the highest Ditticulty Level lish, You may also add your te Modifiers o your Action 1 the total of your you can successfully ‘Ability Bonus and any appropr Number to oveecome the Difficulty Ley Action Number and your Ability Bonus is less than the Difficulty Lovel of what you are trying; to do, then you cannot seom| do it, It means you're no! skilled enough, or smart enough, etc Resistance represents how much effort it takes to do something, When you are putting stones into an Ac! are actually using your stones of effort to overcome the Resistance of that Action, If there iy no specific Resistance ‘mentioned, the R Level. Sometimes resistance is higher than Difficulty, and sometimes the reverse is true {stance of an Action is equal to the Difficulty Some Actions, such as smashing down a door, require you to overcome the Resistance once, For those kinds of Actions, ome the you may spend more than one Panel to ove Resistance, Other Actions, such as flying the Space Shuttle, require you to overcome the Resistance during each and every, Panel that you are engaged in that Action. “To summacize, Difficulty Levels are compared with Action le Resisances can id, maybe over Numbers and Ability Bonuses, w’ cases) be slowly overcome by stones pla several Panels and /or by several characte For instance, say you are trying t0 open a safe Thieving Action. A normal sate may have a Ditficulty of 4 to open, as well as a Resistance of 8, Thieving also includes an Agility Bonus. So, if the total of your Thieving Action Number and your Agility Bonus was only 3, you wouldn’t have enough Skill, as represented by the Difficulty Level, to open it, no matter how many times you tried, But if the total of your ‘Thieving Action Number and Agility Bonus was 4, then you would have the skill to open the safe, but you would not succeed in actually opening it until you hod directed 8 stones ‘against it So, if your Thieving Action had a4 on it, and you put that many stones into the Action, it would take you 2 Panels ing your before the safe was open. Also remember that you ean add in Modifiers to help you overcome Ditficulty and Resistance, A Rood set of safecracking tools would make opening that safe a litle easier: GamosMasters will find Difficulty and Resistance mumbers in the scenario description if playing a pre-made Adventure (his safe would be described as “Safe: Difficulty: 4, Resistance: 8°), or they can make up their own numbers by looking at the List of Equipment on P. 125 or at the D&R chart But players won't always know what the Difficulty and Resistance of a problem is, This is just like life, You the D&R chart and take a guess, based on what you find on the chart. But things are not always what they seem in the Marvel D&K chart says it takes san look at Universe, Just because the stones 10 kick in a door, that doesn’t mean that the door you're about kick in will take 3 stones. That’s up to the GamesMaster. ‘The D&R chart on P. 80-81 lists a wide variety of Actvit and Abilities. The Difficulty Nurnber of the Activity runs re the top of the chart, while the type of Activ runs down & left side. By cross-indexing the Difficulty with the Activity, y will find the resulting Resistance or appropriate value, as we ‘5 examples and benchmarks. TEAMING UP TO DO ACTIONS — Sometimes putting two heads or strong backs togethor « solve a problem that ceither could solve alone. The rule thumb is that it takes two characters of the same Ab Number or Action Number to solve a problem that is Difficulty Level higher than either could solve on their own For example, if you want to lift something, that weigl stones (one ton on the D&R chart), two characters who cach lift stones (1,000 Ibs.) could da the job together. Like two characters with Technology levels of 6 could operate machine with a Difficulty level of 7. ‘And the effects are cumulative Strengths of 5 could lif as much as a character with a Steen of 7 can lift The GM has to use common sense he’ Four characters w Sometimes y obviously can't combine efforts. Two players with a Speed can’t combine efforts to run al a Speed of 5. Let's Look at the example of trying to fly a Shi'ar spa (ilficulty: 7, Resistance: 60 per Panel), This would requin total output of 60 stones per P. Number of 7 in Technology or Vehicle Operation to fel and a minimum A successful. So, in ordes to operate that spaceship, you ¥ er, with a probably need many characters working toge one of them having the required Action Number to ove the Difficulty, and all of them putting in stones to overcome Resistanc: each panel. DAMAGE re in Combat, the Resistance you ane usally ty hen yo is your opponent’s defensive stones. If the nu of attacking stones is greater than the number of defent stones the surplus is then considered to have hit, and may damage to the opponent. Each and every attack is compared to the target's defen stones. Ifa character is attacked three then his defensive stones count against each attack. Only number of stones greater than the defensive stones get th imes ina single Ia todo damage. In other words, damage isthe number of that remain after defenses are subtracted from the attack, ‘All damage is then added up (and doubled or triplel appropriate) and the total is subtracted from the ch health at the end of the Combat. For every 1-3 red ston damage from all attacks that Panel, remove 1 white stone example, if your character takes Tred stone of damage, re L white stone of health from her health area on the CAD. Ih Ike two or three red stones of damage, white sione of health, But if you took four red stones, ‘ou still only remot would remove two white stones. Any time thatthe red stones of damage exceed the nu fof white stones ina character’s health, that character choose to be knocked unconscious rather than actually those stones as damage. Players make this decision fort

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