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this book. At the same time, it doubles as a handy You may spend Karma on any die roll you make
bookmark. to increase your chance of success. Rolling high
numbers on the die is the way to succeed, and the
SCORING Karma points you spend on a die roll increase the
Playing the game requires that you keep track number rolled on a one-for-one basis. Here’s how
of three thlngs-Health points. Karma points, it works:
and Ability points--on the Marvel Super Heroes You must make your decision to spend Karma
Stats Card located at the front of this book. An before you roll the die.
explanation of each of these follows. Once you commit yourself to spending Karma
on a die roll, you must spend at least 2 Karma
HEALTH POINTS points. (This will increase the number rolled by
Health points represent your general health or 2.) You may add as many more Karma points as
life strength. If you are injured or become ill. you you need to make your die roll successful, provid-
lose some of these points. If you lose all your ing you have enough Karma to spend. If you
Health points, you will fall unconscious and possi- decide to spend Karma on your roll. but fail the
bly eve” die. In other words, if your Health points roll because you didn’t have enough Karma
drop to zero or less, your adventure is over. If you points to spend, or because you chose not to
are hurt or sick, you may regain some or all of spend that much Karma. you still lose the original
your Health points by spending Karma. which is 2 Karma points.
explained in the following section. Always Karma may also be spent to regain lost Health
remember, however, that it’s impossible to points whenever you reach a choice point in the
increase your Health points beyond your begin- story. For every Karma point you decide to spend
ning total. in this manner. increase your total Health score
The Thing begins this adventure with a total of by 1 point. Be sure to subtract the same number
35 Health points. from your Karma total. The reverse is not true,
however-Health points may not be converted to
KARMA POINTS Karma points.
Karma points represent the effects your actions The Thing begins this adventure with 10 Kar-
will have on your future. You can earn Karma by ma points.
doing heroic deeds, by making the right deci-
sions, and in general by being a good person. Con- ABILITY POINTS
versely, if you do things you shouldn’t, you may Ability points determine how easy or difficult it
lose Karma. There is no limit to the “umber of is for you to perform certain actions, called
Karma points you can ear”, but you will do better FEATS. Whenever you are asked to attempt a
to “spend” your Karma rather than to hoard it. ! particular type of FEAT, consult the ability called
for on your Stats Card, roll one die, and add the
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result of the die roll to your Ability Score. The text INTUITION gauges how well you observe with
will indicate what you should do next, according your senses and are able to act on that knowledge.
to the total. You don’t rely much on intuition: you just plow
The abilities used in this gamebook are ahead.
described below.
PSYCHE is based on your willpower and inner
FIGHTING determines how good you are in strength. You live by brute determination. Once
armed and unarmed combat. Your size alone your mind is made up, you seldom change it.
makes you a formidable opponent, though your
tactics are sometimes less than subtle.
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