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SUPER HERl~'i PLAYERS BOOK

Table of Contents
1: Heroes .... . . ...... . .. .................. . . ..... 2 4: Hardware, Magic, and More ............ ... .... . ... 41
Definition: What Is a Hero? . . . . . . . . . . . . . . . . . . . . . . . . . . .
2 Equipment: Weapons ........ . . ....... .. ... ....... .. 41
Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
2 Vehicles .......................................... 46
Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
4 Setting Up House .................................. 55
Character Modeling ............ ............ ........ 12 Magic in the Marvel Universe ...... ...... .. .. ......... 61
2: FEATS ......................................... 14 Hardware: Building, Modifying,
Time Scale - the Turn .............................. 14 and Alien Technology ............................. 65
Initiative .. . . . ...... ............. ... ... ...... .. .. .. 14 The Resource FEAT and Building .......... ...... ... . .. 68
The FEAT Roll Revisited ..... ........................ 14 Time and Building Things ... ...... ....... ........... . 68
Types of FEATS .......... .............. . ... .... . ... 15 Success! or - Eureka! I have found it! . .... .... . .... . . . 68
Making FEATS ............................... ... ... 15 Kit-Bashing ......... . . ............................ 69
Types of FEATS II .................................. 15 Modifying Items ........... .... ......... ......... . .. 69
Movement ............. ............. .............. 19 Programming and Reprogramming ... . . .... . . ....... .. 69
Life, Death, and Health .............................. 31 Appendix A: Powers ............... . .. . ...... ...... 71
3: The Campaign .................................. 33 Appendix B: Talents .......... ......... . ....... ... . 89
Karma .................. ... . ... .................. 33 Appendix C: Contacts . ... .. . .... ....... . ... ....... . 92
Popularity and Contacts ........... . ................. 40 Character Sheet ................................... 94
Resources ... ........ ............... ... .... ... . . .. 40 Index ........ . ................................... 95
Power Listing ........ .... ............ inside back cover
Universal Table . ... ....... ....... . ... .. ..... back cover
This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein Is prohibited without the express
written consent orTSR, Inc.. and Marvel Comics Group. Distributed to the book trade in the United States by Random House. Inc.. and in Canada by Random House of Canada, Ltd. Distributed to the toy and
hobby trade by regional distributors.

The names of characters herein are fictitious and do not refer to any persons living or dead. Any descriptions including similarties to persons living or dead are merely coincidental. All Marvel characters and
the distinctive likenesses thereof are trademarks of the Marvel Comics Group. MARVEL SUPER HEROES and MARVEL SUPER VILLAINS are trademarks of the Marvel Comics Group, a division of
Cadence lndus1ries Corporation. All Rights Reserved. Game design copyright 0 1986 TSR, Inc. All Rights Reserved. Printed in U.S.A. PRODUCTS OF YOUR IMAGINATION and the TSR logo are trade-
marks owned by TSR Inc. <>1986 TSR Inc. All Rights Reserved.
1: HEROES

Rank Standard
Rank Range Rank Number
Shift 0 0 0
Feeble 1-2 2
Poor 3-4 4
Typical 5-7 6
Good 8-15 10
Excellent 16-25 20
Remarkable 26-35 30
Incredible 36-45 40
Amazing 46-62 50
Monstrous 63-87 75
Unearthly 88-125 100
Shift X 126-175 150
Shift Y 176-350 200
Shift Z 351-UP 500
Class 1000 1000 1000
Class 3000 3000 3000
Class 5000 5000 5000
Beyond Infinite

Ranks labeled "Shift" are normally used for


actions that are moved by modifiers above
or below the Feeble and Unearthly ranks on
TM
the Universal Table. Class 1000, 3000,
Definition: What Is a Hero? 5000, and Beyond levels are not available
Secondary abilities are Health, Karma, to most heroes, but are used to define such
A hero is-an individual who uses his talents Resources, and Popularity. These are powerful universal forces as Eternity and
and abilities for the good of others as sometimes called variable abilities, as they Galactus.
opposed to his own good. In the MARVEL may change within the course of a single
SUPER HEROES Role-Playing Game the adventure. All normal individuals and most The rank range includes all the rank
players take on the roles of heroes in the characters the players encounter have numbers for that range. A character with a
Marvel Universe. A hero who is being secondary abilities. Secondary abilities may Strength of 15 can be said to have Good
controlled by a player is called a be defined by ranks or separate numbers. Strength. The Hero rank numbers above
Player-Character or PC. One that is being the rank range are for use with existing
run by the Judge, including most opponents Special abilities are skills and abilities that heroes in the Marvel Universe. Spider-Man,
and supporting characters, is called a are not common to all characters, and for example, has Remarkable Fighting
Non-Player Character or NPC. · indeed may be unique to a particular ability (his initial rank numb!'!r is 30). A new
character. These include all Powers, hero entering the Marvel Universe with
Abilities Talents, Equipment, and Contacts. Special Remarkable Fighting ability would have a
abilities use rank numbers or modify rank number of 26. This is because
Characters in the MARVEL SUPER established characters in the Marvel
existing rank numbers.
HEROES game are defined by their Universe can be assumed to have been
abilities. These abilities determine their improving their skills over some time.
chances of performing certain actions in the
Ranks and Rank Numbers: Abilities are
often defined by a word (Amazing,
game. There are three types of abilities: Let's look at those abilities in detail.
Incredible) known as the ability's rank. In
primary, secondary, and special. Abilities
are usually given a rank and rank number to the MARVEL SUPER HEROES Original
Set, each rank had a rank number, which · Primary Abilities
define their levels of power.
was used to determine effects such as Fighting:
Health, starting Karma, and damage • A measure of raw combat ability
The primary abilities are the seven already
inflicted. In the MARVEL SUPER HEROES • Used to determine if the character
familiar to players of the MARVEL SUPER
HEROES Original Set: Fighting, Agility, Advanced Set each ability has a rank and lands a blow in hand-to-hand (called
rank number, but that number must be Slugfest) combat
Strength, Endurance, Reason, Intuition,
within a range available for that rank. When • Used to determine if a character
and Psyche. These primary abilities are
shared by almost all characters in the a rank number is not defined (a weapon evades a blunt attack
Marvel Universe - they are a measuring inflicts Good damage), use the Standard • Used to determine if a multiple combat
Rank Number. Check the table below: attack or other FEAT involving
stick of how well a character can perform
certain acts. Primary abilities are also called hand-to-hand combat is successful
fixed abilities because while they may be • Used to determine the secondary
improved over time, they do not normally ability known as Health
change from adventure to adventure. All
primary abilities have a rank and rank
number.

2
Agility: Intuition: • Lost through performing selfish,
• A measure of dexterity and nimbleness • A measure of wisdom, wits, common harmful, or " dishonorable" acts
• Used to determine if the character hits sense, and battle reflexes • May be spent by the player-character
with a thrown or aimed weapon at a • Used to discover clues to perform actions otherwise impossible
distance • Used to determine who may act fi rst in or unlikely. These include modifying die
• Used to determine if the character combat (see Initiative) rolls, staying alive, building things, using
dodges a missile attack • Used to detect hidden or potentially magical abilities, and raising the hero's
• Used to determine if the character dangerous items, as well as in situations ability rank numbers and ranks through
catches an object, holds onto a ledge, or where the the character plays a hunch advancement
successfully performs actions that • Used to resist effects of emotion
require quick action or co-ordination control powers, spells, and abilities Resources:
• Used to determine how well a • Used to determine the secondary • A measure of how wealthy a character
character handles a vehicle ability known as Karma is, and how the character may use that
• Used to determine the secondary wealth
ability known as Health Psyche: • Generated when the character is
• A measure of mental strength and created
Strength: willpower • Presented as a rank with a rank
• A measure of physical muscle power • Used to show resistance to mental and number (replacing the Resource Points
• Used to determine damage inflicted in will-dominating attacks of the MARVEL SUPER HEROES
slugfest combat • Used to determine resistance to Original Set)
• Used to determine success and magical attacks • Used to determine if a character can
damage in wrestling combat and • Used to determine initial Magical afford a particular item or service
success in Grabbing, Escaping, and abilities for those characters who wield • See under Resource FEATs in the next
Blocking maneuvers magic chapter for full effects of Resources
• Used to determine success in • Used to determine the secondary
destroying materials ability known as Karma Popularity:
• Used to determine if a character can • A measure of the character's
lift a heavy object or perform other acts Secondary Abilities reputation in that character's normal
that require physical power environment
Health:
• Used to determine the secondary • Generated when the characte·r is
• Used to determine the amount of
ability known as Health created
physical damage the character can
• Represented as a rank and rank
absorb before losing consciousness and
Endurance: number. Heroes generally have positive
potentially dying
• A measure of personal toughness and Popularity. Villains generally have
• Does not have a rank or rank number,
physical resistance negative Popularity
but rather is the sum of the rank
• Used to determine normal moving • Used to determine reactions of large
numbers of the character's Fighting,
speed groups of people and neutral NPCs
Agility, Strength, and Endurance
• Used to determine success in charging
• Lost through combat, accidents,
attacks
attacks, and other potentially dangerous
• Used to determine success in avoiding
and life-threatening situations
the effects of disease, poison, and gas
• Recovered after damage is taken, 10
• Used to determine success in matters
turns after damage is inflicted
that require the character to perform
• Regained through normal healing by
actions over a long period of time, such
the Endurance rank number of points
as holding one's breath
per day (in crisis situations, Health may
• Used to determine the secondary
be figured as regained by the hour or
ability known as Health
turn. See the table under Healing)
• Used to resist the effects of Slams,
• If reduced to 0, the character is
Stuns, and Kill results directed against
unconscious and may begin to lose
the hero
Endurance ranks (see Life, Death, and
• Used to determine the amount of
Health).
Health regained by a wounded
individual
Karma:
• Used by the hero as a measure of
Reason:
experience, allowing the hero to perform
• A measure of intelligence and the
actions that may otherwise be
capacity for logical thought
impossible
• Used to determine the character's
• Does not have a rank or rank number.
success in building things
Starting Karma is determined when the
• Used to determine the character's
character is created by the sum of the
success in understanding unknown
Initial rank numbers of the character's
technology and languages
Reason, Intuition, and Psyche
• Used to determine the secondary
• Gained through performing heroic and
ability known as Karma
basically " honorable" acts
TM

3
CHARACTER CREATION

generated character may start. Rank


Character Creation numbers may be improved with time and
experience as normal.
In the MARVEL SUPER HEROES Original
Set, there was an assumption that most In addition to having his starting rank
characters the players would run would be . numbers set at the standard value as
from among those available in the original opposed to the minimum, the pregenerated
set and its accessories. The MARVEL character's Health and initial Karma will be
SUPER HEROES Advanced Set allows higher as a result of the higher ability ranks.
three types of characters: pregenerated The character's Resources and Popularity
characters based on those in the Marvel also reflect the hero's status in the books he
Universe and used specifically for the or she appears in at the time of this writing.
MARVEL SUPER HEROES Game;
generated characters created by the The pregenerated character's Powers,
players; and modeled characters which are Talents, and Contacts are described as
from the Marvel Universe but do not have specific to that hero. Nightcrawler's
"official" stats generated by TSR. The wall-crawling is different from Spider-Man's,
TM labels "pregenerated," "generated," and and the German X-Man's teleport is
• Used to gain favors, information, and "modeled" have no bearing once play different from that of Cloak. The Powers,
equipment from Contacts begins. Talents, and Contacts sections are for that
hero alone. Descriptions that apply to
Special Abilities Pregenerated Characters generated heroes (such as alien, robot,
mutant) may or may not apply to the hero in
Powers: The character cards provided with this set
question.
• Super-human abilities possessed by are for the most popular individuals in the
individual heroes and villains in the Marvel Universe. These cards may be cut
Included in this set are a number of sheets
Marvel Universe up and used by players and Judges with the
that may be cut out for use as reference
• Used to perform actions above and game. Their presentation is outlined as
cards for pregenerated heroes. Abilities are
beyond the limits of normal mortals above for primary, secondary, and special
summarized along the left hand side,
• Each Power is individual. Powers may abilities, and where space permits, some
including rank number and rank. In the
have a rank number, or modify an background is given. Full backgrounds for
upper right the Health, initial Karma,
existing primary or secondary ability these characters, as well as their
Resources, and Popularity are listed, with
rank personalities and any restrictions on their
space below for changes. The Powers,
• May be improved through expenditure Powers, are listed starting in Chapter 3 of
Talents, and Contacts are provided in very
of Karma. New Powers may be added at the Judge's Book.
brief form below. Note: These abilities are
a risk to the player character provided in limited form only, for easy use in
• Full list of powers found in Appendix A Pregenerated characters have the
play. The full powers, etc. tailored to that
advantage of being "ready-to-play" as well
hero are explained under that hero's entry
Talents: as being a recognized part of the Marvel
in the Judge's book.
• Non-super-human abilities that may be Universe. When playing an official Marvel
possessed by characters in the Marvel character, however, the player is free from
While checking out the cards, note that four
Universe all effects of the ever-changing Marvel
of them are blank, one side noting only the
• Used to perf1'rm specialized actions at Universe except those that the Judge
abilities without numbers, the other a grey
a spe,cific ben fit chooses to inflict upon the player. (For
screen of several heroes. These are for
• Are individu I; modify an existing example, a player running the original
your own use as cards for generated or
primary or secondary ability rank, or Guardian will not be fated to die of a suit
modeled heroes. Permission to photo-copy
provide special abilities malfunction, but by the same token a player
• May be learned as a hero gains running She-Hulk would not benefit from an
experience improvement of abilities after the character
• Full list of Talents found in Appendix B becomes a player-character.) When running
a character of the Marvel Universe, the
Contacts: player's decisions guide that character's
• Represent social, political, and actions and reactions.
personal friends and allies through
whom the character may gain Pregenerated characters always have the
information and equipment Standard Rank Number (listed on page 2)
• Have no rank number. Contacts are as their starting rank number. This
considered as Friendly to the character represents the fact that the heroes noted
for purposes of determining reactions have had some adventuring history before
• May be increased through spending of play in the MARVEL SUPER HEROES
Karma, or performing missions for that Campaign begins. Therefore, when
Contact She-Hulk's Strength is stated as Monstrous,
• Standard Contacts are described in full it is set at a rank number of 75 as opposed
in Appendix C of this book to 63, the maximum rank number at which a
TM

4
these four cards is given for those players Random Ranks Table.
who don't want to mess up their existing • After the primary ability ranks are
copies. rolled, altered humans may raise any
single primary ability rank by one rank.
Pregenerated characters, once brought into
the game, are treated as any other type of • Mutants: Mutants are members of the
character. race of Homo Superior, a new race of man
born from the race of Homo Sapiens (that's
Generated Characters us). Mutant powers often (though not
always) first manifest themselves in the
The following system is for creating new
teen-age years. Mutants are generally
characters in the Marvel Universe.
feared and disliked by the populace at
Generated characters have an advantage in
large. Examples of mutants include the
that they are individuals created by the
X-Men, X-Factor, and New Mutants. When
player and in that form they are unique.
creating a mutant character:
Their disadvantages are that they begin the
• Random ranks are rolled on Column 1
campaign weaker than pregenerated
of the Random Ranks Table.
characters, they lack the background of the
• Mutants gain one additional Power, up
Marvel Universe, and their powers are more
to the total number of Powers available
standardized than those of pregenerated
to the Hero (maximum of 5).
characters.
• Resources are reduced by one rank.
• Starting Popularity is always O.
Character generation has five steps.
• Mutants gain and lose Popularity at a
• Generate an origin
slower rate than other character types.
• Generate primary abilities
• Endurance is raised by one rank.
• Generate secondary abilities TM
• The majority of a mutant's Powers are
• Generate special abilities
inborn as opposed to equipment-based. effects. Effects are rolled on Column 6
• Fill in the blanks
• They may be affected by mutant to see how the armor affects the
detection and mutant nullification Fighting, Agility, Strength, and
Starting from the top...
devices. Endurance of the player-character.
Origins • High Technology: Also called Hi-Tech • Robots: Robots are artificially-created
The MARVEL SUPER HEROES game has Wonders, these heroes derive their abilities sentient beings, including organic
five types of origins, each with certain solely through equipment, whether that constructs, clones, life-module decoys,
advantages and disadvantages. Origins are equipment is mystical or technological in mystically-powered golems, synthezoids,
used only for generated characters as a nature, such as Iron Man or Captain Britain. androids, and robots. Examples of such
base for those characters. Pregenerated High technology heroes start with lower beings include Machine Man, Vision,
characters have their"own specific origins. primary ability scores and in addition may Jocasta, the evil Ultron, and the robotic
not use their powers without their form of Deathlok (the original cyborg
The player desiring a generated character equipment; however, they receive many Deathlok is an altered human).
must either choose an origin from those other benefits. • Robots roll their primary abilities on
below or roll on the table below for an • High technology heroes roll on column column 4 of the Random Ranks Table.
origin. Those that roll on the table must take 3 of the Random Ranks Table. • Popularity is reduced to O (like
the specific type of hero rolled. (No second • The initial Reason is raised by two mutants, robots have a hard time being
thoughts.) ranks (If Good is rolled, then initial accepted by the populace at large).
reason is Remarkable). They suffer no further penalty regarding
Dice Roll Origin • Initial Resources are set at Good, or earning Popularity.
01-30 Altered Human optionally rolled. • All player-character robots may heal
31-60 Metant • High technology heroes must have at normally, simulating internal repair
61-90 Hi-Tech least one Contact, and they must functions.
91-95 Robot declare what that Contact is before • There is no Karma loss for killing a
96-00 Alien starting play. This Contact represents robot or allowing a robot to be
the organization that the deactivated. A robot may potentially be
• Altered Humans: Altered Humans are player-character works for (or, if reactivated after it has " died." A "dead"
everyday people like you and me (well, me, Resources are high enough, owns). robot mus_ t be reactivated by outside
anyway) who have been accidentally or • At least one Talent chosen by the forces, and will return with Karma set at
purposefully exposed to weird radiation, player must be Scientific or professional 0.
secret formu las, or chose to be instructed in in nature.
strange and powerful talents. The Fantastic • If, when generating Powers, the high • Aliens: " Alien" is a blanket term
Four, Hulk, Nick Fury, and Doctor Strange tech wonder chooses Body Armor as a representing those individuals from other
are examples of altered humans. Power, the high technology hero may civilizations, planets, dimensions or races of
• Altered humans roll their random ranks choose to have all his Powers combined man. These may include Homo Mermanus
for primary abilities on Column 1 of the into a battlesuit (a la Iron Man). Check (but not Homo Superior), Asgardians,
under the Body Armor entry for these Denizens of the Dark Dimension,

5
Atlanteans, Olympians, Eternals, Kree, Random Ranks Table:
Skrulls, and Shi'ar, as well as races that Fighting: (Roll an 85) INCREDIBLE
have yet to be discovered in the Marvel Agility: (Roll a 22) GOOD
Universe. Aliens have the potential of being Strength: (Roll a 12) TYPICAL
incredibly powerful, but have limited Endurance: (Roll an 87) INCREDIBLE
secondary abilities. The following Reason: (Roll a 02) FEEBLE
generation system is for super-powered Intuition: (Roll a 37) GOOD
aliens whose races have not been Psyche: (Roll a 21) GOOD
encountered before.
• Alien characters roll on column 5 for Hmmmm. A more powerful character than
the first, but at-nay oo-tay ight-bray, if you
their primary abilities.
take my meaning. Raising the Endurance
• Alien powers may be natural or the
by one rank, as noted for all Mutant
result of Equipment carried. The player
characters, this character's stats are:
must declare whether any Power is
F 36 IN
inborn to his race or external.
• Aliens gain one less Power (minimum
A 8 GD
of two).
S 5 TY
E 46 AM
• Starting Resources are set at Poor.
R 1 FE
• An alien character starts with one
I 8 GD
Contact (maximum). This is usually the
alien's home race, dimension, or people. P 8 GD
Ability Modifier Table
Those characters who do not choose Example 3: Let's look at a high tech hero.
the race as one of their Contacts are Dice Modification The random rolls on the Primary ability
considered outcasts of that race, planet, 01-15 Reduce by one rank table give the following results:
or dimension (note to Judges: Outcasts 16-50 Remain unchanged Fighting: (Roll a 43) GOOD
are usually hunted down by others of 51-70 Increase by one rank Agility: (Roll a 04) FEEBLE
their race). 71-85 Increase by two ranks Strength: (Roll a 00) REMARKABLE
86-95 Increase by three ranks Endurance: (Roll a 50) GOOD
Generating Primary Abilities 96-00 . Increase by four ranks Reason: (Roll a 96) REMARKABLE
Unless noted otherwise, no ability may be Intuition: (Roll a 09) POOR
Each origin uses one of the following
modified in any fashion below Feeble or Psyche: (Roll a 38) TYPICAL
columns on the Random Ranks Table. Roll
for each of the seven primary abilities on above Monstrous. Under the High-tech description, the
this table. Example 1: For a first hero, I'd like to create Reason (already this character's most
an Altered Human, and as such bypass the winning feature) is raised by two ranks,
Rank Initial 1 2 Origins table. Going to the Primary Abilities from Remarkable to Amazing). The
Name Rank Mutants, Normal table, I roll once for each ability, with the character's initial stats are:
Number Altered Folks following results: F 8 GD
Humans Fighting: (Roll a 36) GOOD A 1 FE
Feeble 1 01-05 01-05 Agility: (Roll a 12) TYPICAL S 26 RM
Poor 3 06-10 06-25 Strength: (Roll a 07) POOR E 8 GD
Typical 5 11-20 26-75 Endurance: (Roll a 38) GOOD R 46 AM
Good 8 21-40 76-95 Reason: (Roll a 45) EXCELLENT I 3 PR
Excellent 16 41-60 96-00 Intuition: (Roll a 67) REMARKABLE P 5 TY
Remarkable 26 61-80 Psyche: (Roll a 72) REMARKABLE
Incredible 36 81-96
Amazing 46 97-00 Now, looking at the description of Altered
Monstrous 63 Humans above, one primary ability may be
raised. I'm more than a little concerned
3 4 5 about the low Strength, but I can get more
High Robots Aliens bonus to my Health by raising Fighting from
Technology Good fo Excellent. Initial Rank numbers are
Feeble 01-05 01 -05 01-10 the minimum for that rank. The Altered
Poor 06-10 06-10 11-20 Human's initial stats are:
Typical 11-40 11-15 21-30 F 16 EX
Good 41-80 16-40 31-40 A 5 TY
Excellent 81-95 41-50 41-60 S 3 PR
Remarkable 96-00 51-70 61-70 E 8 GD
Incredible 71-90 71-80 R 16 EX
Amazing 91-98 81-95 I 26 RM
Monstrous 99-00 96-00 P 26 RM
Example 2: This time, I'm going to roll an
origin on the table. I roll a 33 and get a
Mutant character. The dice are rolled on the

6
with known mutants, but is not a mutant Health 32
• Lower Popularity by 5 if hero is Karma 68
generally unpopular (aliens have this Resources Typical(5)
trouble, but a player may choose to Popularity (20)
have his hero be ugly)
Heroes may start with negative Popularity. Example 2: Our Mutant from the previous
Using this negative Popularity may result in· set of examples. Health and Karma are the
loss of Karma (see Popularity FEATs in the summation of the appropriate rank
next chapter). A secret ID may never start numbers. Initial Resources are Typical, with
with negative Popularity. a roll of 84 on the Abilities Modification
table raising it to Excellent. This is reduced
Secret IDs to Good for being a mutant character.
TM Popularity is 0, with a secret ID reducing
When determining initial Popularity, the
Generating Secondary Abilities that to -5. The muta.nt's secondary abilities
player must decide whether or not his
are:
Generating Health: Total the initial rank character has a Secret ID. Secret IDs are
Health 95
numbers of the Fighting, Agility, Strength, not a requisite of the super hero t rade, and
Karma 17
and Endurance abilities. This is the starting groups like the Fantastic Four have long
Resources Good (8)
Health of the character. survived without them. A Secret ID means
Popularity (-5)/(0)
that no one really knows who is behind that
Generating Karma: Total the initial rank mask, and as such the hero can have a Example 3: Our High Technology Hero from
numbers of the hero's Reason, Intuition, normal civilian life.
the previous set of examples. Health and
and Psyche abilities. This is the starting. Karma are the summation of appropriate
Karma of the character. A character with a secret ID has two entries
rank numbers. Initial Resources are Good.
in the Popularity column. One applies to his
A roll on the Ability Modifiers table gives a
Generating Resources: Initial Resources costumed identity, the other to his everyday
68, which raises those resources to
are Typical (Poor for aliens), modified by a "secret" ID. Both start at the same set
Excellent. Popularity is set at 1O, reduced to
roll on the Ability Modification Table. High level, but the actions of the hero in his
5 because the player wants the hero to
technology heroes may choose to have uniform result in popularity gains on his
have a secret ID. Initial Popularity for both
initial Resources at Good, or take a chance "hero" side of the column, and actions secret and public ID is 5.
with Typical plus the roll. Starting wl:len not in costume on his "secret" side.
Health 43
Resources may be further modified by In other words, a hero may be regarded as
Karma 54
buying additional Powers, Contacts, or a nebbish in the real world, but in reality is a
Resources Excellent (16)
Talents. respected hero. Conversely, the hero may
Popularity (5)/(5)
be hunted by the populace for a crime he
When a character is first generated, the did not commit, while his secret ID allows
The High-tech is heading for low stats. I'm
hero may "purchase" additional Powers, him to go to the grocery store without being
looking to snag Body Armor when powers
Talents, and Contacts up to his maximum attacked.
come up, both because it would make a
allowance, by reducing his starting good example and it will add to his survival.
Resources. This "purchase" must be made A character's Karma is not split between the
after the number of Powers, Talents, and secret and hero identities, nor are Health,
Generating Special Abilities
Contacts is determined, but before any inborn or natural Powers, or Talents. A
specific choices are made. Such Resource character with a secret ID may split his Generating Powers: The number of Powers
deductions are permanent. Contacts between his secret ID and his initially available to the hero is determined
heroic identity. They should be noted as by a dice roll on the Powers, Talents, and
• For each additional Talent or Contact such (for example, Peter Parker has several Contacts Table. Each category (Powers,
"purchased" above the inital number, Contacts in the Daily Bugle, but Spider-Man Talents, and Contacts) is rolled separately.
reduce initial Resources by one rank. could not get advice, much less the time of
• For each additional Power gained, day, from Jolly Jonah Jameson). Powers, Contacts, and Talents
reduce the Resources by two ranks. Dice
• Remember that mutants are always Examples of determining secondary
Roll Powers Talents Contacts
reduced by one rank in Resources. abilities:
01-20 214 1/6 014
Resource reductions lower than the Feeble 21-60 3/4 2/5 114
rank are not permitted. Example 1: Our Altered Human from the
61-90 414 3/4 214
previous set of examples. His Health is the
91-00 5/5 4/4 3/4
Generating Popularity: Initial Popularity is summation of his inital Fighting, Agility,
10 for most heroes, 0 for :n ·•tants and Strength, and Endurance. His Karma is the
The number before the slash represents the
robots. The Judge may leave it at that, or summation of his initial rank numbers for
initial number of Powers (or Talents, or
may raise or lower initial Popularity by the Reason, Intuition, and Psyche. His initial
Contacts), while the number after the slash
following factors: resources sre Typical, with a r,,odification
is the maximum number of Powers. Initial
• Raise Popularity by 1O if identity is on the Ability Modifier table. The roll is a 27,
number of Powers represents the number
publicly known no change. Popularity is 10. Our Altered
of Powers the hero has. Maximum number
• Lower Popularity by 5 if identity is Human has no secret ID, so it starts at 20.
of Powers represents the absolute
secret Our secondary abilities for our Altered
maximum number of Powers with which the
• Lower Popularity by 5 if hero hangs out Human are therefore:

7
Most Powers require a Power rank. Such Matter Control
Power ranks for all heroes are rolled on 1-2. Earth Control
column 4 of the Random Ranks Table. 3-4. Air Control
Some Powers will have a minimum or 5-6. Fire Control
' ~ maximum initial rank. These are noted in 7-8. Water Contr.ol
~~ the Power Listings in Appendix A. 9-10. Weather Control
Density Manipulation - Others
--- -~ Power Categories Table
Dice Roll Power Category
Body Transformation - Others
Animal Transformation - Others
01-05 Resistances
Energy Control
Pl1J 06-10 Senses
1-2. Magnetic Manipulation
TM 11-15 Movement
3-4. Electrical Manipulation
16-25 Matter Control
hero may start the game, including Powers 5-6. Light Manipulation
26-40 Energy Control
gained through the sacrifice of Resource 7-8. Sound Manipulation
41-55 Body Control
ranks. 9. Darkforce Manipulation
56-70 Distance Attacks
10. Gravity Manipulation
71-75 Mental Powers
Roll the percentile dice once for each Probability Manipulation •
76-90 Body Alterations/Offensive
Power on the Power Categories Table Nullifying Power *
91-00 Body Alterations/Defensive
below. The Power Categories Table Energy Reflection
determines only the general type of Power Time Control*
Power Listings
the hero has, such as Mental Powers, or
Powers that aid movement. The player then 1. Resistance to Fire and Heat Body Controls
goes to the list of those powers and 2. Resistance to Cold 1. Growth
chooses the Power he or she will use with 3. Resistance to Electricity 2. Shrinking
the character. Notice that some of the 4. Resistance to Radiation Density Manipulation - Self
entries have numbers to their left. If you are 5. Resistance to Toxins Phasing
a fan of ultimate random roll, take a ten 6. Resistance to Corrosives 3. Invisibility
sided-die and roll once under that column, 7. Resistance to Emotion Attacks 4. Plasticity
then take that Power for your character. 8. Resistance to Mental Attacks Elongation
(No, you won't get some of the better 9. Resistance to Magical Attacks 5. Shape-Shifting
powers, but that's what happens when you 10. Resistance to Disease Imitation
let the dice think for you.) Invulnerability • 6. Body Transformation•
7. Animal Transformat ion - Self
Powers are only here in list form. A full Senses 8. Raise Lowest Ability
summary of these Powers is found in 1. Protected Senses 9. Blending
Appendix A. They are located there only 2. Enhanced Senses Power Absorption
because it doesn't make sense to occupy 3. lnfravision 10. Alter Ego
the bulk of the early part of the book with Cosmic Awareness*
miles of power descriptions. Note that these Combat Sense* Distance Attacks
Power descriptions are generic in nature, 4. Computer Links 1. Projectile Missile
and that individual pre-generated 5. Emotion Detection 2. Ensnaring Missile
characters may have their.own "quirks" 6. Energy Detection 3. Ice Generation
and specialities with a Power Oust having Magic Detection 4. Fire Generation
Teleport does not turn your hero into 7. Magnetic Deteg.tion 5. Energy Generation
Nightcrawler). Mutant Detection 6. Sound Generation
8. Psionic Detection 7. Stunning Missile
Certain Powers are marked by a star. These 9. Astral Detection 8. Corrosive Missile
Powers count as two Powers, as the 10. Tracking Ability 9. Slashing Missile
abilities therein are rare or powerful or both. Nullifier Missile
If the hero does not have the number of Movement 10. Darkforce Generation
Powers available, the player cannot choose 1-2. Flight
this Power. 3. Gliding Mental Powers
4. Leaping 1. Telepathy
Certain other Powers list a second Power in 5-6. Wall-Crawling 2. Image Generation •
their description. These are Bonus Powers. 7. Lightning Speed 3. Telekinesis
If the player chooses one of these Powers Teleportation • Mind Control •
for his or her hero, the hero gains the bonus 8. Levitation Emotion Control*
Power as well. This Power takes the place 9. Swimming . 4. Force Field Generation
of the player's next die roll. The hero may 10. Climbing 5. Animal Communication and Control
drop other Powers in order to make room Digging Mechanical Intuition
for a Bonus Power, but should not have Dimensional Travel* Animal Empathy
more Powers than originally rolled. 6. Empathy

8
7. Psi-Screen trying to raise Monstrous abilities to
8. Mental Probe Unearthly. Powers that require a limitation
Animate Drawings are not raised, though the limitation must
Possession • be of the same rank as the power rank.
Transferral•
9 . Astral Projection - Use the following guidelines for raising
10. Psionic Attack Power ranks through limits. Only one limit
\
Precognition• may be possessed by any given character,
Postcognition and no more than three Powers should be
Plant Control raised by that limit. In addition, there are
Ultimate Skill

Body Alterations/Offensive
1-3. Extra Body Parts
4 . Extra Attacks
5. Energy Touch
6. Paralyzing Touch
7-8. Claws
Ml.
.
t. I s
"'::vV'
maximum ranks to which a Power may be
raised by limitations. Here are some
examples.

Maximum of Excellent"
Power is limited to daytime use
Power is limited to nighttime use
Power may only be used three times/day
9. Rotting·Touch Power does not work in temperatures
10. Corrosive Touch below O degree Fahre,.nheit
Health-Drain Touch •
Blinding Touch TM Maximum of Remarkable
that equipment they will do so at a Power does not affect one type of
Body Alterations/Defensive disadvantage. (Example - anyone can use material it would normally affect power
1-3. Body Armor Cap's Shield to hide behind, but bouncing it does not work in presence of flame
4. Water Breathing off three walls is another matter.) Check Power may only be used two times/day
5. Absorption under the Building Things section for others Power does not affect a certain color
6. Regeneration using a hero's own equipment. A player
7. Solar Regeneration may invest some common item (sword, Maximum of Incredible
8-9. Recovery handgun,-locket, etc.) with powers in this Power does not affect organic material
1o. Life Support fashion. All other abilities of that item are Power does not affect inorganic matter
Pheromones the same, with the material strength raised Power requires a vocal component
Damage Transfer according to th_ e Ability Modification Table, Power cannot inflict less than
Healing adding 15 to any die roll (30 becomes 45). Power rank damage
Immortality* High technology heroes gain all their Power requires two free hands
powers through equipment; mutants must
Powers may be natural or be the result of have more natural Powers than equipment; Maximum of Amazing
hi-tech or mystical equipment. Equipment and all other types may use a mixture of the Power affects only one typ_e of matter
the hero starts with is considered two. (The definition of equipment is things Power affects only one type of character
specialized for that hero, and if others use that may be removed from the hero. (demons, robots, mutants, etc.)
Wolverine's bones and claws are artificial, Power only works once/week
as is Deathlock's armament, but these are Power fails to operate half the time (roll
intergral parts of these heroes and are not of 5 or less on 10-sided die)
considered equipment.)
Maximum of Monstrous
Limitations: Certain Powers described in Power only works outside of atmosphere
Appendix A require the character to take a Power only works in below 0
limitation. In addition, a player dissatisfied temperature
with his initial Power ranks may attempt to Power knocks hero unconscious for 1-10
raise them by limiting that Power. For rounds
example, a Power that only operates at
night, in sunlight, does a set amount of
damage when a variable is permitted, runs
out at odd moments, or has no effect on a
common item may be considered to be
limited. The Judge may then choose to
allow that power to be raised in rank under
its limitation. Note to the players: In his
.booklet, the Judge is instructed to place
harsh limitations on those Powers that are
raised in this fashion, according to the initial
rank of the Power. Therefore this option is
best used to raise the odd Feeble-ranked
ability to Poor by a mild limitation instead of
TM

9
Maximum of Unearthly 9-10. Trivia
Power only functions in another Performer
dimension Animal Training•
Power only functions on Astral Plane Heir to For:fune*
Power may be used once, period Student*
Power negates use of all other powers Leadership•
for one week
Power only works at very high (200 +) Generating Contacts: Each hero gets a
temperatures number of initial Contacts as rolled on the
Maximum Initial Powers, Talents, and
Players, being the crafty lot they are, will Contacts Table. Certain individuals get
undoubtably find situations where these specific Contacts at start. High technology
limitations are advantages (example - A heroes must use one Contact slot for their
flame weapon that only affects mutants hits "support." Aliens can have oniy one initial
Juggernaut while he is carrying Aunt May, Contact, no matter what skills are chosen.
leaving her unharmed). The Judge will take Heroes who have more initial Contacts (as
this into account when allowing limitations. the result of Talents) than slots must discard
the excess.
Generating Talents: Generate the number
of Talents on the Powers, Talents, and A hero may have fewer chosen Contacts than
Contacts Table. The number before the slots -the others may appear as need be.
slash is the initial number, while the second For each Contact, the hero must provide a
number is the maximum of initial Talents. name (example, early in his career, Prof. X
For each Talent gained, roll on the Talent had a Contact in the FBI, Fred Duncan). The
category, and choose one Talent in that hero's Contact is considered Friendly to the
category. hero for NPC reactions, and may provide
equipment and material acqording to that
Talent Categories TM Contact's rank. Contacts are defined in full in
Professional Skills Appendix C for the Marvel Universe, but the
Dice Talent
Medicine• players may choose from the following
Roll Category
1. Law general types. ·
01-20 Weapon Skills
21-45 Fighting Skills Law-Enforcement
2. Pilot A character with a secret ID may assign his
46-65 Professional Skills
3. Military Contacts either to his secret ID (noted by an
66-85 Scientific Skills
4. Business/Finance S), his heroic identity (noted by an H), or both
86-90 Mystic aod Mental Skills
5. Journalism (no notation). The advantage of having the
91-00 Other Skills
6. Engineering secret ID making Contacts is that it provides
7. Crime less risk to the hero. If your Contact does not
Talents are listed in Appendix B. Skills that
8. Psychiatry know you are really a hero, then you cannot
require random rolls are determined on
10. Detective/Espionage be called upon to do heroic acts.
Column 2 of the Random Ranks Table,. Most
Talents will modify an existing ability.
Scientific Skills Types of Contacts
1-2. Chemistry Professional
Weapon Skills
3-4. Biology Medicine
1-2. Guns
5-6. Geology Law
3-5. Thrown Weapons
7. Genetics Law-Enforcement
6. Bows
8. Archeology Military
7-8. Blunt Weapons
9. Physics Business World
9. Sharp Weapons
10. Oriental Weapons Computers
Marksman• 10. Electronics
Weapons Master•
Weapons Specialist• Mystical and Mental Skills or Abilities
1-2. Trance
Fighting Skills 3-5. Mesmerism and Hypnosis
1. Martial Arts A 6-7. Sleight of Hand
2. Martial Arts B 8-9. Resist Domination
3. Martial Arts C Mystic Origin•
4. Martial Arts D 10. Occult Lore
5. Martial Arts E
6. Wrestling Other Skills
7. Thrown Obje.cts 1-2. Artist
8. Tumbling 3-4. Languages
10. Acrobatics 5-6. First Aid
7-8. Repair/Tinkering
TM

10
Journalism The Hero gets two Talents, and may have Example 3: Finally, our High-Technology
Crime up to five by reducing Resources by one Hero. The hero rolls three Powers.
Engineering rank for each Talent gained.' He rolls a 27: Determining their types, they are: Energy
Psychiatry Fighting skill and a 64: a Professional Skill. Control, Body Alterations/Defensive, and
Detective/Espionage Fighting Skill: Not being a very strong Body Control.
Hero Group fighter, the hero opts to try to get the drop Energy Control: Energy Reflection looks
Scientific on an opponent and takes Martial Arts E. like a good power for a High-Tech wonder.
Chemistry Professional Skill: Medicine and According to t he power description, the
Biology Law-Enforcement require two slots and are player must choose what type of energy he
Geology as such unusable. He chooses Military as a reflects, and of the types available chooses
Genetics skill, gaining a Contact in that field. lasers. The hero reflects energy from laser
Archeology weapons at Unearthly rank.
Physics The hero rolls a 03 for Contacts No initial Body Alterations/Defensive: The benefits
Computers Contacts. The hero does get a Contact from of the High Tech hero taking Body Armor
Electronics the Military skill and informs the Judge that he outweigh all ot her ~ptions available. The
Artist/Performer wants as a Contact the commander of a local hero gains (roll - 93!) Amazing Body Armor,
Political army post (hopefully a ready source of and in addition modifies his physical
Local · flamethrowers for him to use his powers with). abilities as determined on the Ability
State Modification table.
National The bare bones - the numbers - of this Fighting (02) - 1CS, From Good to
Other National hero are now complete, but already we are Typical
International seeing the direction in which the hero may Agility (77) + 2CS, From Feeble to
Planetary grow. Typical
Mystic Strength (37) Unchanged, Remains
Religion Example 2: We rolled this mutant up Remarkable
Occult Lore randomly and will continue it as such. Our Endurance (86) + 3CS, from Good to
Mythology mutant gets two Powers, but because she Incredible
is a mutant that number is raised to three.
Now we'll assign some Special abilities. Working with the random rolls we get: All new ranks are set at their lowest rank
(67) Distance Attacks (9) Slashing numbers. The Health of the hero when
Example 1: Our friend the Altered Human Missile (28) Energy Controls (1) wearing the suit is 72. The Energy
from the previous examples rolls, and gets Magnetic Manipulation (93) Body Reflection powers are built into the suit.
four initial Powers, which is also his Alterations (2) Body Armor
maximum from reducing Resources. He Body Control: OK, just to see how far
rolls four times on the table and gets: Body Slashing Missile has (roll on Column 4: 36) we can bend the system, let's take
Alterations/ Offensive, Resistances, Matter Good Power rank. The character controlling Animal Transformation - Self,
Control and (yuck) Resistances again. the hero suggests the limitation that the something that a high-tech hero would
These are the current occupants of the four slashing missile only operates in conjunction not normally consider. Hmmm .... OK, the
slots available. If the player takes a Power with the Magnetic Manipulation Power. The body suit can transform upon command
that requires two slots, or a Bonus Power Judge agrees that is a reasonable limitation. into the form of a large leopard, but
made available by another Power, the list Power rank is Excellent (the initial rank sacrifices Body Armor (as protective
gets bumped down one (and the second number would be 16). plates move about) and Energy
resistance falls out - no great loss). Magnetic Manipulation has (97) Amazing Reflection (alteration in the suit's
Looking over the list, our Altered Human Power rank. protective pigments to match fur) in
takes the following: Body Armor has (52) Remarkable Power doing so. The stats for the robot-leopard
Body Alterations/Offensive: The hero rank, rolled on table 4. It will absorb 26 would be as for a normal leopard (see
takes Energy Touch at (random roll on points of physical damge, and 6 points of the Judge's Book under Animals).
column 4: 42) Excellent Power Rank. Energy damage.
Resistances: The hero takes The character rolls three Talents, one of
Invulnerability, and c]')ooses Fire as the item The Mutant Hero rolls 3 Talents. Rolled which must be professional or scientific
to which he has Class 1000 resistance. This in nature. The choice is Scientific -
randomly they are:
Electronics. The other two are rolled
counts as two slots, so the second (91) Other Skills - Trivia. The player
resistance is bumped from the list. Further randomly:
creating leaves this blank until she thinks
resistances could have been made something up. (46) Professional Skill (02) Weapon Skill
Invulnerabilities as well. (00) Other Skills - Sleight of Hand. The player chooses Business/Finance as
Matter Control: Going with his immunity Could the trivia be Stage Magic? the professional skill and Guns as the
to flame, our altered human chooses Fire (75) Scientific Skills - Archeology. weapon skill, to offset those times when the
Control as his matter control Power. He suit is not available.
hopes to pump his Karma into Power Stunts The Mutant hero has one Contact at start.
to use as missile weapons, while being Having the choice (this is the first choice for The hero rolls 3 Contacts, one of which
protected from damage by the flame by his the character), the player chooses a Hero must be stated initially, as required for
own invulnerability. Note that the hero does Group, as yet unnamed, as her Contact. high-tech heroes. With Excellent
not have Fire Generation, and must supply Never know when being able to ring up the Resources, the hero has a small electronics
some source of flame to control. X-Men will be handy. firm (business/finance) that he can rely on

11
for equipment. (Judge-set Resource level: Example 2: Her name is Lodestone, Character modeling takes place as the
Remarkable.) The hero is an equal partner otherwise known as Jenny Hopkins, native result of the player answering a series of
with an NPC. of Moundsville, Ohio. Her magnetic powers questions, and using the Power Rosters
first appeared while on a dig in that city with found in the Judge's Book to set the ranks
FIiiing in the Blanks her father, archeologist Alvin Hopkins. The for the hero being modeled.
first flaring of her powers occurred when
At this stage you have a bunch of words
she and her father were arguing on the dig There is a tendency for all players to
and numbers, the bare bones of a hero. site, with the result that all metallic objects · "overrate" their individuals, but keep this in
Now, as you created the hero, you noticed
on the site were ripped from the ground and mind: a super-powerful character requires
certain leanings, such as an interest in
hurled across the river. The two are not on super-powerful foes, and the stakes go up
science, or Powers that revolve around
good terms. After leaving her father, she as you progress in power. The Judge may
flame, etc. This points out where you fill in
drifted, worked as a magician's assistant, review a character's abilities, and
the blanks and flesh out the character.
and made the acquaintance of Professor downgrade them at his option. Whether a
Charles Xavier, who left her a number to modeled character is used or not is solely
Run down this quick checklist, answering
call if she had any trouble. Her .body armor up to the Judge of the game in question
the following questions about your
is a form of dense flesh hardened by her (this also works for multiple-Judge
character.
magnetic manipulation, and she carries a Campaigns, by the way).
• What is the character's fighting name?
set of steel daggers that she throws and
• What is the character's alter ego, if
controls magnetically, allowing her to make The creation of the modeled character is
any?
trick shots and shooting curves. She similar to that of the generated character,
• Is the character male, female, or what?
operates in the tri-state area, but considers save that instead of rolling randomly, the
• How tall is the character?
attempting to join the X-Men. precise abilities are chosen by the player.
• What does the character look like? Is
All references to minimum Powers, number
the hero physically good-looking or
Example 3: Douglas Cook is bright, strong, of Contacts, and types of Powers are
strange-looking (note Popularity shift in the
and not incredibly dexterous. To cure his ignored when modeling. We are seeking to
latter case)?
fumble-fingered nature, the bearish create a character most like the character
• Where does the character operate?
bearded man opened a electronics firm with in the book.
Where does the hero live?
a friend from business school. The firm has
• Does the hero have any Contacts other
than the ones provided by the
been mildly successful, but not the howling Mode/Ing Primary Abllltles
success that he hoped for. Working in his
generation system? The MARVEL SUPER HEROES System
spare time to correct his problems, Cook
• Check the hero's Resources. Where is has the advantage in that the effects of
invented the Linearly Enhanced Operative
this guy getting money like that? abilities are not precise numbers, but rather
Power and Agility Research Device:
• Does the hero wear a costume? What gray boxes. In modeling, this prevents long
LEOPARD. This armor increased Cook's
does it look like? arguments over who is stronger, Wonder
Agility and Endurance at a cost to his
• Last, and optionally, what is the hero's Man or Thor. To model primary abilities,
natural fighting abilities. The LEOPARD
specific origin? If you, the player, make check the Power Roster for that ability and
appears as a dull-metal suit of armor with a
up an origin, it saves the Judge the slot your hero accordingly. Compare what
leopard's head, and has special circuitry
trouble of creating one for you. Judges you visualize your hero's Fighting ability
that allows Doug to manipulate its
by and large create very nasty (ability to land a blow) as to those listed on
appearance to be that of a real leopard. As
backgrounds for heroes without stated the chart. When you hit the level of "gee,
LEOPARD, Douglas Cook operates in the
origins, so when super-powered that character is better than I am" drop
tri-state area, seeking to do good deeds and
organizations come hunting for you, at back one rank. That's where your character
provide enough cash to keep his electronics
least you know who they are. starts. This initial rank number is the
shop in business.
standard rank number for that ability. Ignore
Example 1: Introducing our Altered Human: Talents and Powers when doing this - a
The above examples have been created out
Commander Salamander, otherwise known character that does not require air to
of whole cloth, based upon nothing more
as Emihl Hickman, a former officer in the survive could still have a low Endurance.
than the stats provided and a few
US armed forces who was exposed to Perform this for Fighting, Agility, Strength,
assumptions. Note that the backgrounds
strange chemicals in the course of an army Endurance, Reason, Intuition, and Psyche.
created do not provide for new skills (If
training course (Project 52334453A:
Hickman was in the army, why not give him As an example, let's take one of the most
Operation Victor, Most Secret security
Gun skill?), but do provide for additional obscure individuals of the Marvel Universe
rating). The lanky red-haired Hickman found
growth in play. -The Osprey (the who?). The Osprey
himself able to control existing flame, while
appeared in FF #177, answering an
immune to the effects of fire himself. He
kept these powers secret, but they were
Character Modeling advertisement placed by the Trapster,
Wizard, and Sandman, looking for a new
revealed to the world when he rescued the Given the length, breadth, and depth of the
fourth for the Frightful Four. Applicants
base commander, Roger Price, from a Marvel Universe, there will be heroes for
included Texas Twister and Captain Ultra,
burning ammunition shed. Commander whom we haven't written official versions.
Salamander operates in the tri-city area as who have both gone on to being heroes in
For this reason, character modeling ls the
their own right. The Osprey, just as a
a freelance operative, and is currently best way of simulating these characters for
regular guy in flashy outfit with
employed by a fireworks company. He relies your campaigns. This method of character
on Roger to "lose" the occasional generation also works pretty well for those non-operative wings, applied. The Frightful
Four (er...Three) took him as a serious
flamethrower in the paperwork so he can characters you have invented yourself,
applicant until they discovered he had
use it on big jobs. without having to rely on tables.

12
absolutely no super-powers. A piqued Wonder. His powers derive from the suit he otherwise, set them according to the roster
Wizard attached one of his disks to the wears. Let's review his primary abilities. values (Osprey has no such information so
would-be applicant and sent him into the he has Typical Resources.)
Fighting: Well, he's no Captain America, but
South Bronx, never to be seen again.
he's not too shabby. So he's between
Popularity starts at 5, modified as in the
Until now, of course. The Osprey managed Typical {Rick Jones) and Good (Invisible
generated character. Since Osprey is
to elude this certain deathtrap by Woman and Human Torch). Given that his
neither a mutant nor paricularly ugly, but
discovering how to control the Wizard's powers are not such that work at a
does maintain a secret ID, his Popularity is
disk. After a long time, the Osprey distance, I'll give him Good.
O (in other words, Osprey - who?).
managed to transform the disk into a
Agility: Let's be honest - any fool who
workable flying system, using the wings for
would not dodge out of the way when Recapping for Osprey -
thrust and the disk for lift. Recognizing that
Wizard is trying to attach an anti-grav disk Health = 34
other applicants have entered the popular
would have troubles. Opsrey is probably a Karma= 29
and profitable profession of heroics, the
normal everyday guy at best - Typical Resources = Typical
Osprey decided to fight for truth, justice,
Agility. Popularity = 0
and all the rest of that stuff. The above is
woven of whole cloth, and is not official Strength: Again, we are talking about a
To define the special abilities, check against
Marvel History, but provides a base for our normal human with no great powers.
the information provided in the appendices
model. Typical to Good, and since I'm a player, not
as a base for your character's Powers. The
a Judge, I'll give him Good Strength.
OK, moving into the primary abilities. key words are " as a base." As your .
Osprey is a fairly normal guy who ha~ not character is not the result of random rolls, 11
Endurance: Any combat the Osprey would
been exposed to gamma rays, cosmic is an individual. Modify the abilities to fit
be in would be a charging type, so a low
radiation, or radioactive spiders. If he were your character's individual Powers and
generated (and he's not) he' d be a Hi-Tech Endurance would do him no good. By the
abilities.
same token, he's not Spider-Man. Let's put
him at Excellent Endurance.
Osprey has one Power: Flight derived from
Wizard's disks. Now, if the Wizard's stats
Reason: He's modified the Wizard's
are available, we can check out his abilities,
anti-grav disk, but isn't on the ball enough
but let's assume that we have to start from
to have created any real powers for himself
ground zero. Wizard can move up to 140
- he probably could not design a car
mph (OHOTMU#12) with his disks; this is
engine but could perform a good tune-up.
Excellent flying speed. Osprey has this
Osprey has Good Reason.
speed, and may levitate in place. He steers
Intuition: No great shakes (see Agility for and banks by means of his large wings. So
why). Typical Intuition. Osprey's Power is:
Psyche: Anyone who walks into a meeting Flight: Osprey flies up to Excellent speed
of the Frightful Four has moxie and
(10 areas/round) and may levitate in place.
willpower, if not too much common sense. These Powers are in his costume.
Psyche is Excellent at best.
Judge's Input - I show the primary abilities Generating Talents: Compare the list in
to the Judge, who knocks down the
Appendix B with that provided by the hero's
Strength but lets the Endurance stand. appearance. If no Talents are available, the
(Endurance helps survival most of all.) The
player may roll Talents on the Generation
Primary abilities are: Table. Osprey does not have any listed
Fighting: Good Talents (maybe tailoring, even if he has bad
Agility: Typical
taste). Rolling on the table, Osprey gets the
Strength: Typical benefit of two Talents, and chooses
Endurance: Excellent Electronics (to help him repair the disk) and
Reason: Good
Piloting (to fit in with his Flight abilities).
Intuition: Typical
Psyche: Excellent Generating Contacts: Give the hero any
and all Contacts that he has in his
Modeling Secondary Abilities previously published stories. In FF #177,
Health is the summation of the initial rank Osprey has no Contacts (the Frightful Four
numbers of Fighting, Agility, Strength, and do not count!), so is assumed at start to
Endurance (For Osprey, Health = 42). have none.

Karma is the sum of the initial rank A final note on character modeling: If you
numbers of Reason, Intuition, and Psyche. find that your character has three or more
{For Osprey, Karma = 36.) Unearthly-plus stats, you may have a
character that is too tough for most
Resources start at Typical. If no information campaigns, and is geared towards a more
is available, consider them Typical; cosmic campaign. Consider this a warning.

13
2: FEATS

gets to move first (similar to winning the


toss before a football game). All of one
side's actions take place before the other
sides. At the start of the next round, roll for
initiative again, provided there are still at
least two combatants whose actions will
interfere with each other.

Initiative Modifier: Each side adds to its


initiative roll a modifier based upon the
highest Intuition on that side. This may
allow a side with a low roll to gain initiative.
A roll of "1" is always considered to be a
"1." The initiative modifier is based on the
character's rank number:
Intuition Rank
Number Initiative Modifer
o to 10 0
11 to 20 1
21 to 30 2
31 to 40 3
41 to 50 4
At this point you have your Marvel Super notes these to himself, or, if he wishes, 51 to 75 5
Hero, either from those provided or one of writes them down (writing things down is 75 and up 6
your own creation. Now let's talk about how generally time-consuming, but helps in
the character is useq in the game. key situations). Changing Actions: After making an
2) The players in turn determine what their initiative roll, an action that sounded so
In the role-playing situation, you are cast as good a moment ago sounds like not such a
your hero. You, the player, are a puppeteer, heroes are doing. Player's may perform
more than one action during a turn, but great idea afterwards. Example: Both you
controlling the actions and reactions of your and an opponent dive for a gun kicked
this may limit the success of other
character. Your character is limited in what across the floor. You roll a 1 for initiative. It
actions. The players tell the Judge what
he or she can do as a result of the may be time to re-examine your options.
their characters are doing.
character's abilities. Any time you check Changing an action requires a yellow Agility
against these abilities to see if you 3) Roll Initiative. Initiative is only important FEAT, and any FEATs made after changing
complete an action, you are making a FEAT when one action may change or override are at a penalty of one column shift to the
roll. another action. The side with the highest left ( - 1CS). The roll for changing actions
initiative has its actions take place first. takes place in the pre-action phase of the
Time Scale - The Turn Initiative is usually used in combat and turn.
The MARVEL SUPER HEROES game is other damage-inducing situations.
played in turns, also called rounds. Each 4) Pre-Action rolls are made. In certain Negating Actions: Losing the initiative may
turn is six seconds of "real" time (about the situations, such as defensive actions negate certain actions. These are lost and
amount of time that takes place in a panel (dodging, blocking, and evading), a may not be performed during that turn. For
of a comic story). There are therefore ten FEAT roll may be made before anyone example, if you are knocked out before you
turns to a minute, and 600 turns to an hour. on either sides takes any actions. These can land a blow, you do not get a chance to
are Pre-Action FEATs and are rolled at take your action.
Turns are only important when time is a this time. Certain moderator planned
crucial factor, such as situations where the actions (such as explosions) may occur The FEAT Roll Revisited
hero must find a bomb before it explodes, at this time. See Changing Ac.ions, Long-time players of the MARVEL SUPER
chase down a suspect, or battle with an below. HEROES Original game should be very
opponent. Most of the time, the Judge will familiar with the concept of FEAT rolls. The
not have the players run through periods of 5) The actions of the side with initiative
take place. Run either the Judge's or the success of any action is determined by a
waiting. If the heroes decide to wait ten FEAT roll. Quickly summarizing, you make
Player's actions, depending on which
minutes for a bus, the Judge does not run a FEAT roll in the following fashion:
through all 100 6-second turns of that wait side got the high initiative.
1) Determine the Ability, Power, or Talent
(unless, of course, a villain pounces upon 6) The actions of the side that got the lower you are checking.
the heroes as they wait, at which point time roll take place. Run the remaining side's 2) Find out the rank of that Ability, Power,
is suddenly crucial). actions. or Talent.
3) Roll percentile dice.
A turn proceeds in the following fashion: Initiative 4) Cross-reference the number you roll
1) The Judge determines what is against the Ability's rank. This gives a
happening in the world around the After each side has decided its intended
actions for a t urn, each side rolls for red, yellow, green, or white result.
heroes, involving those characters and 5) Usually (but not always), a colored re.s uit
actions not controlled by the players. He initiative. The side with the higher roll is
considered to have "won" initiative, and means the action was a success, with

14
JROLL

the color determining the degree of possessed only by the most powerful rank, only a red result will be successful. If
success. A white result is usually (but beings, those capable of wiping out a the two are equal, a yellow result is needed
not always) a failure in the attempt. universe with a mere thought. for success. If the Ability rank is greater
than the Intensity rank, then a green FEAT
All this is old news. We have a few more Despite these additions, the Universal Table is needed. Option: if unstated, the Judge
clarifications, expansions, and revisions for functions the same way as previously. The may declare the Intensity to be Typical.
the Advanced Set. Player rolls the dice, and cross-references
the number with his rank for a result. A summary of FEAT Intensities is provided
The Updated Universal Table in the Judge's Book. There are items with
Check out the table on the back cover. It
Types of FEATS variable Intensity levels, such as poisons
looks similar to the one provided in the and gases. That information and the effects
The following are the different types of
Original MARVEL SUPER HEROES Set, FEATs called for in the course of the game. of these items are covered under their own
and indeed it contains all the information of sections in the Judge's Book.
• Ability FEATs are those that rely on one
the original, plus a few other things.
of the seven primary abilities (Fighting, Automatic FEATs: Certain actions can be
First, instead of one number, each ability Agility, Strength, Endurance, Reason, assumed to be automatically successful.
Intuition, and Psyche). These FEATs Picking up a normal chair is a simple act, and
has a rank range as opposed to a single
rank number. Pfeviously, a Remarkable may be raised or lowered by Talents or would not require a FEAT roll to determine its
the existing situation. success. (Picking up a chair while dodging
Strength had a rank number of 30, rain or
• Power FEATs are those that rely on bullets and defusing a bomb simultaneously
shine. Now, a Strength anywhere from 26 to
one the hero's individual Powers: a will require a FEAT roll. More on multiple
35 is considered to be Remarkable, and
FEATs using Remarkable Strength use this character with Water Control of actions later.) In general, if an item is more
Amazing checks on the Amazing than three ranks lower in Intensity than the
column. The Standard Rank Numbers
column to determine success. requisite Ability, the FEAT can be considered
(used with pregenerated characters) are
listed above the Rank Range. • Talent FEATs are those that rely on the automatic, with the Judge's permission. The
hero's Talents, where the Talent sole purpose for Automatic FEATs is to
Second, there are more columns in this modifies a specific ability for FEATs. prevent the game from being dominated by
table than the previous one. There are now • Popularity FEATs are those used in die rolls. The Judge always has the power to
social interaction, and use the ask for FEAT rolls. In some cases, items like
a Shift Y and Shift Z beyond Shift X, to
allow the super-heavyweights (like an angry Popularity rank, and may be modified Poisons may require FEATs regardless of the
Hulk) to reach higher levels. Note the by Contacts. Intensity.
separation between Shift Z and Class 1000. • Resource FEATs are used in
connection with the character's Impossible FEATs: (Optional Rule) As a
You cannot shift in normal circumstances
above Shift Z. Resource rank, and determine if the guideline, any action more than one rank
character can afford a specific item or above the ability may be considered
piece of equipment. Think of this as a impossible. The Resource FEAT is always
There are three additional columns above
Class 1000, to help better define the more "Credit Check:' for now - we'll limited in this fashion (check it out).
explain it further below.
powerful cosmic individuals of the Marvel
Universe. Class 3000 and Class 5000 will Shifting the Rank: Certain situations may
be beyond the reach of most Marvel player
Making FEATs result in the shifting of a column to the right or
characters, arid the Beyond level will be left. A shift to the right is considered a positive
In the past, the standard procedure has
shift ( + 1, + 2, or +3 CS, or column shift). A
been to allow all FEAT rolls, limited only by
shift to the left, making the FEAT more
the Judge's discretion. Spider-Man cannot
difficult, is considered a negative shift ( - 1,
lift a 747, but can probably lift a private
-2, or -3CS). Column Shifts are primarily
plane. Can he lift a corporate jet? This has
involved as per specific situations (trying to lift
been a Judge's prerogative. In any event,
an object on a slippery incline may result in a
the player needed only make a green FEAT
shift of -1 or - 2CS). Those involved in
to succeed.
combat are discussed in the combat section.
In the Advanced Set, we add the idea of
Shifting of ranks may make certain FEATs
Intensity to determine whether certain
automatic (or impossible). No FEAT may be
FEATs are feasible or not, and the type of
shifted to the left below Shift O or to the
result needed for the FEAT to succeed.
right above Shift Z. Anything in the Class
If a FEAT does not have a given, stated 1000, Class 3000, Class 5000 or Beyond
intensity, assume that any color result columns may not be shifted, except in
means success. Combat FEATS have specific circumstances listed for that FEAT.
varying degrees of success, and as such
are discussed in full in the combat section. Types of FEATS 11
An Intensity is set as a rank (Unearthly, Now that we've looked at the mechanics of
Monstrous, etc.). Compare the requisite making FEATs, let's look at the specific
ability against the intensity to determine the types we talked about briefly above: Ability
color of the FEAT required for success. If FEATs, Power FEATS, Talent FEATs, ·
the Intensity rank is greater than the Ability Popularity FEATs and Resource FEATs.

15
Ability FEATs material strength of an object. Since that Wall-crawling Power rank is used to
makes more sense than " damage determine FEATs when using that Power .
Ability FEATs are those that come directly
resistance intensity," we will use it here. (sticking to a oil-soaked steel wall, for
from the seven basic abilities: Fighting,
example).
Agility, Strength, Endurance, Reason, To break through, rip up, or generally ·
Intuition, and Psyche. When making an damage a material, a character must make Most powers have a range. Some are
Ability FEAT, the specific ability is normally a Strength FEAT against that material stated as " touch" or only operating over a
noted in the text (such as a Psyche FEAT in strength. Success indicates a two-foot-wide given distance. Those that are not
regards to Mind Control). Often a specific hole, maximum, carved in the side. The specifically stated as having a particular
color FEAT is required, such as a yellow material strength of the material determines range use the Power Rank to determine
Endurance FEAT. The particular FEATs that the result needed for a successful FEAT their range from the table below:
apply to specific abilities are noted in the (green, yellow, or red).
Abilities section in the last chapter. Power Rank Range Table
The listed values are for materials between
Two types of Ability FEATs should be
two inches and 12 inches thick. If the Power Rank Range in Areas
discussed in detail at this time, both of
material is less than 2" thick, lower the Shift 0 Touch only
which revolve around the Strength ability.
material strength by one rank. If the Feeble Touch only
The first is the problem of lifting things, the
material is between 1 and 2 feet thick, raise Poor 1 area
second breaking through other items.
the material strength by one rank. If the Typical 2 areas
material strength is over 2 feet thick, raise Good 4 areas
Lifting Things: The Strength ability,
the material strength by 2 ranks for Excellent 6 areas
combined with the Intensity of an object's
purposes of determining damage. Remarkable 8 areas
weight, determines how much the character
Incredib le 11 areas
can lift. As noted above, lifting a weight Example: Ice is listed as Typical material.
Amazing 20 areas
more than three ranks below the One inch of ice is a Poor material. Two feet
Monstrous 40 areas
character's Strength can be considered of ice is a Good material. Three feet or
Unearthly 60 areas
automatic, those one rank below the more is an Excellent material.
Shift X 80 areas
character's Strength require a green FEAT;
Note that this is an indication of resistance Shift Y 160 areas
those of equal Intensity to the character's
against damage from blows, not against Shift Z 400 areas
Strength require a yellow FEAT; those on
other types o f damage (see Fire and Ice in Class 1000 100 m iles
one rank higher require a red FEAT; and
the Judge's Book). Class 3000 10000 miles
those beyond one rank higher are
Class 5000 1000000 miles
impossible.
PowerFEATs Beyond Unlimited
Weight Intensity: Power FEATs are similar to Ability FEATs, save
Therefore, someone with Remarkable
that the player uses the Power instead of the
Feeble Up to 50 pounds magnetic manipulation could affect objects
Ability to pull off the FEAT. Powers and their 8 areas away, while a character (one would
Poor Up to 100 pounds
uses are listed in the back of the book.
Typical Up to 200 pounds hope a non-player character) with Class
Good Up to 400 pounds For example, Wall-crawling is a Power, 5000 magnetic manipulation could
Excellent Up to 800 pounds whether by molecular charge suppression manipulate items on the Moon.
Remarkable Up to 2000 ' (Spider-Man), suction cups (the late Fly), or
pounds(1tn) microscopic molecular hooks There are some cases when a hero may
Incredible Up to 10 tons (Nightcrawler), and has a Power rank. The use a Power in a way it was not originally
Amazing Up to 50 tons intended to carry. out a certain task. These
Monstrous Up to 80 tons are known as Power Stunts.
Unearthly Up to 100 tons
Shift X Up to 250 tons For example, a character with the Speed
Shift Y Up to 500 tons Power suddenly decides to run in a circle
Shift Z Up to 1000 tons very fast, creating a whirlwind. Or a
character with Leaping Power decides to
Example: Spider-Man's Strength is set at use his powerful leg muscles to disrupt the
Incredible (40). (The Amazing Spider-Man ground, knocking over an opponent. Or our
refers to his Agility.) He could lift something of example above, the wall-crawler decides to
up to 400 pounds without effort under ordinary use his stick-to-it-ness to grapple a thief.
circumstances (there may be circumstances These are Power Stunts. Certain Powers,
which would require a FEAT roll). From 400 to such as weather elemental controls, almost
about 1 ton is a green FEAT roll. From 1 ton entirely consist of these stunts.
up to 10 tons requires a yellow FEAT roll.
Over 10 tons ( but no more than 50 tons) The players will, without a doubt, come up
would require a red FEAT roll, and likely with an innumerable amount of stunts for
require spending of Karma. their Powers (and the Judge will be told how
to decide if a Power Stunt is possible in his
Breaking Things: Most inanimate objects Judge's Book). The basic question to be
have a "damage-resistance" intensity,
which we have called in the past the
TM

16
Updated Material Strength Table
Material Strength Rank Materials
Feeble Cloth, glass, brush, paper
Poor Normal plastics, crystal, wood
Typical Rubber, soft metals(gold, brass, copper), ice, adobe, computer chips
Good Brick, aluminum, light machinery pieces, asphalt, high strength plastics
Excellent Concrete, Beta cloth, iron, bullet-proof glass
Remarkable Reinforced concrete, steel
Incredible Solid stone, Vibranium, volcanic rock
Amazing Steel, osmium steel, granite, gemstones
Monstrous Diamond, super-heavy alloys
Unearthly Adamantium steel, certain mystical and enchanted elements
Class 1000, 3000, and 5000 Materials of these material strength ranks are virtually indestructible, such as Cap's shield or Thor's
hammer.

asked is: Has this hero done this sort of another Power in full, but allowing the also brought in.
thing before? player to use the Power as he is paying for
it). A Popularity FEAT is used whenever you
If you are playing an established Marvel want to get something from someone else.
Super Hero, the question of whether he has Failing the FEAT means the the Power Thi~ may be borrowing a car from a friend,
done this stunt before or not is determined Stunt has failed. The manner of failure will getting a hot tip from a police sergeant,
from the Marvel Comics themselves. Each depend entirely on the situation. For the finagling a favor from a newspaper
time you can spot him using this particular wall-crawler trying to grapple, the Power columnist, or prying information from a
stunt, that counts as one time. Example: In may fail to operate. For the speedster stoolie, as well as getting special equipment
one issue of X-Men, Nightcrawler uses his running in circles, the whirlwind may be from the government or persuading a
power to make three quick teleports, behind uncontrollable. For Nightcrawler trying a terrorist to surrender. Popularity is a
three separate opponents. He does it again triple 'port, he may get only one guy. The measure of personal charm, charisma, and
several issues later. This means he has Judge is instructed that while the failure good looks, combined with the hero's
pulled this Power Stunt twice. may be life-endangering, it should not be reputation for honesty and fair play
initially or immediately deadly. (Spider-Man is a nice guy, but thanks to the
If you are playing a hero of your own Daily Bugle he usually can't get the time of
creation, or a hero that you have never Talent FEATS day).
seen perform t his stunt, this means you
Talents are used in two fashions. In the first
have never performed it before. In either Using Popularity: When dealing one on
case, they may modify the abilities of the one with a non-player character, that NPC
case, the Judge may say " no" to a stunt, it
character in specific instances.
he feels it unbalances the character. usually has a predisposition to the hero of
either Friendly, Neutral, Unfriendly, or
For example, take the Science and
The type of FEAT (made against the Power Hostile. Friendly characters and
Professional Talents. A Talent in Biology
rank) needed to make a Power Stunt is organizations include:
gives you a + 1CS on Reason FEATs which
determined by the number of times your
involve Biology. The players are • Close friends and relatives of the hero
character has tried it.
encouraged to use this whenever they can • Listed Contacts for the hero
• Never tried it - red FEAT roll get away with it, within reason. While said Neutral characters and organizations
• Tried it up to three times - yellow character with Biology cannot identify the include:
FEAT roll presence of radiation any better than the • People who have never met the hero,
• Tried it more than three times - green next guy, he can look at the plant life and but have heard about him
FEAT roll from that deduce (with his + 1CS) that there • Other heroes, unless they have worked
is or was a radiation source in the area. together before
In addition, a character making a Power (The moral of the story is, players should • Large groups of strangers
Stunt must lay out 1oo Karma points to get creative when using Talents.)
make the roll (in addition to any other Unfriendly characters and organizations
Karma he may spend - see Karma). Certain Talents do not modify Talent FEATs. include:
Spending the Karma does not guarantee They either provide for specific abilities
• People who have never met or heard of
success; it only ensures that yes, the (such as First Aid) or special backgrounds
the hero
character can try the stunt. If the stunt is (such as Mystic Origin or Heir to Fortune).
• Total strangers
ruled impossible by the Judge, no Karma is
• Individuals with opposite Popularity
spent. Popularity FEATs (negative if the hero is positive, and
The Popularity FEAT is slightly modified and vice versa)
If a player character has tried a stunt more
expanded in the Advanced Set. Negative • Neutral characters whom the character
than ten times, it is considered to be part of
Popularity, which has appeared in several has offended, perhaps by not returning
his or her bag of tricks for that Power, and a
support products, is now made an official something
FEAT roll is not necessary to say if it is
part of the system. The idea of Contacts is
possible (this is similar to purchasing

17
Hostile characters and organizations breaks out in a theatre. He changes into Negative Popularity: There are
include: costume and shouts for the panicky people charismatic bad guys like Doctor Doom,
to head in an orderly fashion for the fire whose very evil bends others to their will.
• People who are actively opposing the
doors. The crowd is Neutral, but benefits There are also those powerful characters
hero and his goals
from the action (they survive). The roll is such as Rhino and Juggernaut, from whom
• Sworn enemies
Unearthly + 2CS, or Shift Y. A yellow FEAT people flee. Finally, there are heroes, who
is needed. Failure would indicate that part · through bad press or prejudice (mutants)
Enemies and people the character has hurt
of the crowd listened, but a few weren't suffer from a negative Popularity.
are considered totally Hostile, and will not
paying attention, and would rush this way
under normal circumstances even listen to
and that, looking for a quick way out. Negative Popularity operates as positive
the hero, much less go along with his ideas.
Popularity, save that it ignores whether the
(There are exceptions to this. For example,
Tony Stark as Iron Man (Popularity 20) is target is friendly, neutral, or unfriendly.
if the character is getting something out of
fighting a mutant, and is aware the Federal Everything is a yellow FEAT. The only
the deal, he may be more willing to go
Government has a neutralizer ray. (Actually, modifier that comes into play is if the
along with it).
all of Forge's power-neutralizer ray-guns have request is in the target's best interests
been destroyed.) He has associates in the ("Run, you dolts!" is in the target's interest).
A Popularity FEAT is rolled against the
U.S. Government, in the Department of Characters with negative Popularity can
character's Popularity rank number. This
Defense. He must convince the Department never approach individuals other than
determines in which rank it will fall
of Defense (Contact - at that point Neutral) Contacts for items and favors (which is why
(example: a Popularity of 45 is rolled on the
to give him the ray gun. The column is shifted theft is always a major part of criminal
Incredible column).
- 3 CS because the item is unique, and behavior).
Friendly targets require a green FEAT another - 2CS because there is a chance the
Neutral targets require a yellow FEAT DOD will never see it again (they never did). A Negative Popularity is represented as a
Unfriendly targets require a red FEAT The roll for Stark to get the device is Neutral, minus " - " before the word, such as " -
Hostile targets are impossible FEATs or green on the Shift Ocolumn. Typical" (-5 Popularity). A character with
negative Popularity suffers penalties in
The effects of success or failure depend on Spider-Man wants some information from J. receiving Karma (see Karma).
the group and the thing sought. A failure for Jonah Jameson. Jameson is Unfriendly, but
a Friendly group is a polite refusal, usually Spidey convinces Jonah that he might get Resource FEATs
with a good reason (I'm sorry, but the killed, which is to Jonah's benefit. The
Resources are modified in the Advanced
S.H.I.E.L.D. Helicarrier is not available - information does not cost, and Spider-man
Set to cut down on the paperwork. As
company policy). A failure for a Neutral rolls on the Incredible (40) column hoping
things stood previously in the Original Set,
group is a curt refusal and potential for the for a red result. (Note: Secret IDs have a
characters gained Resources like money.
group becoming Unfriendly. A failure for an separate Popularity from public IDs. If Peter
They had a physical amount of Resource
Unfriendly group means the individual or Parker wanted the information, Jameson
points, and everything cost a certain
group turns ugly, and-the hero may be would be Neutral, and Parker could get the
amount of RPs. This may work for Peter
attacked. info more easily.)
Parker, who has to make the rent every
Finally, notice in one of the above examples month, but for millionaire Tony Stark who
Column Shifts in Popularity FEATs: The
that Spider-Man convinces Jonah the . can buy roadsters out of petty cash, this is a
nature of the request will influence the
bit harder to handle.
column being used. Here are some mission is dangerous. This is not done on
guidelines for the players: any die roll, but rather in conversation
For this reason the Advanced Set creates
between the player and the Judge. The play
the Resource FEAT. All items have a
The target benefits +2CS might go something like this:
Resource rank instead of a cost. This is
The target is placed in danger -3CS
Player (Spidey): Ah, come on, JJ, where is roughly equivalent to the previous set cost.
The item in question is of up
The Resource ranks of most common items
to Good value -1cs the Vulture hiding out?
are listed in Chapter 4: Hardware, Magic,
The item in question is of up
and More.
to Remarkable value -2cs Judge: (rolling die, getting a white result)
There is a good chance the Even if I knew, I wouldn't tell you,
To purchase anything, a character must
item will not be returned -2CS wall-crawler! Now get out of my office
make a Resource FEAT. This is the
The item is unique -3CS before I call the cops!
equivalent of a credit check, or rattling the
piggy bank, or checking the bank account
Popularity FEATs are used only when Player: Oooo-kay, it's fine by me, I mean, I
to see how much cash is available. This is
dealing with NPCs (whether by players or don't really want to fight him anyway. I
might lose and get hurt. over and above that amount necessary to
other NPCs). A Popularity FEAT is never
get by on.
used against the players to force them to
perform actions against their wills Judge: Get hurt? (rolls again, gets a red
A Resource FEAT may be made by a
(normally). result) Hummmmphffl Well, it's against my
better judgement, but if one costumed character once per week. If a Resource
FEAT has been made by a character in the
Let's take some examples. clown will take out another, it's all right with
me. Lance Bannon spotted him in Central previous seven days, any Resource FEATs
Park, near the sheep meadow. Goodbye following automatically fail ("Hello, Ms.
Captain America with a Popularity of
Unearthly (100) is present when a fire and good riddance!

18
Failure indicates he cannot pay that week round may do so with the note that the
and may try to make it up the next week actions may requ ire a larger FEAT than
(providing he gives Mrs. Muggins a decent previously.
excuse for not tossing him out). Success
means that he keeps Mrs. Muggins off his A character may perform up to three
back for another month. non-combat actions in a round, or one
combat action and one non-combat action
Example: Tony Stark has an Excellent (for multiple combat operations, check
Resource rank. He wants to buy a car with under the Combat section). The difficulty of
a Good rank. He can do so with a green the FEATs is raised, however.
FEAT (failure indicates a cash flow problem
- he doesn't have it at the moment). He If both actions are Automatic, they both
can pay for a night on the town (Typical) may be performed in a single round without
without making a FEAT roll. either FEAT being increased.

Example: Tony Stark used to run Stark If the tougher action requires a green FEAT,
International, a Large Corporation with then both actions will require yellow FEATS
Incredible Resources. Incredible Resources to succeed. ·
allow them to buy their boss a car for office
use, but they may have to borrow money If the tougher action requ ires a yellow FEAT,
from the banks to rebuild the damage done then both actions will require red FEATs to
by Iron Man's battle with Obadiah Slane. succeed.
TM
Arbogast? Put that Borneo deal on hold Combined and Multiple FEATs If the tougher action requires a red FEAT
until next week - I just bought a new then both actions may not be performed in
Combined Actions: Individuals may help
Triumph TR-7."). the same round (or rather, both will fail).
each other in performing FEATs (lifting a
car, researching the function of an alien
A Resource.FEAT is figured in almost the device, etc.). Check the ability both
Movement
same fashion as a normal FEAT, with one characters are using. If the lower of the two Previously, we have kept movement and
important exception. A lone character may characters is within one rank of the higher, distances relatively simple. The main
not try to purchase an item with a higher the character with the higher ability playing area or map has been divided into
rank than his Resource rank. Other rules receives a + 1CS benefit to the FEAT. This areas, which limit movement. These areas
apply - if a Resource rank is three ranks benefit may be used in cases of using have varied in size according to the space
lower, the purchase is automatic; if one or complementary Powers for the same FEAT available, and a hero would move through
two less than the Resource rank, a green as well, provided that Power aids the two large areas at the same rate as two
FEAT is needed, and if equal, then a yellow situation. small areas.
FEAT is needed.
Example One: Vision, with Amazing(50) In the MARVEL SUPER HEROES
Success indicates the hero may purchase Strength, helps She-Hulk (Monstrous(75) Advanced Set, we retain that idea of areas
the item in question. Failure indicates the Strength) pull up an overturned crane. The for normal movement on the map. In
item is more expensive than he can afford. column checked for the FEAT is Unearthly addition, we provide the option of ranged
He cannot try for any other item of that rank (Monstrous shifted one to the right). movement, for use with or without the maps
or higher for the next week. Then he can provided.
make another attempt for that item, or Example Two: Sunspot, with
another item (this represents the idea of Remarkable(30) Strength, helps She-Hulk Area Movement
saving up for a purchase). lift up the crane. The column checked is still
Monstrous, since Sunspot's Strength is Area movement is for use on the maps
Bank Loans Option: Characters may provided with this product and other
significantly lower than She-Hulk's.
purchase something up to one rank higher MARVEL SUPER HEROES products, or
than their Resource rank through a lending Example Three: Shaman summons a wind maps created by the Judge using areas.
institution. The character then has to worry Areas are defined by dotted lines on the
of Amazing(50) intensity to help She-Hulk
about making a Resource FEAT each maps, and also by the edges of buildings
lift the crane. Should the Judge decide that
month of two ranks less for as many and changes in elevation. An area of open
the power complements the ability that is
months as the rank number of the item. space is about 44 yards. Enclosed spaces,
being checked, the FEAT is rolled on the
Failure to pay results in the bank taking walls, trees, and shrubs may reduce the
Unearthly column. Otherwise, it is rolled on
back the item in question. There are other size of an area.
the Monstrous column. (If the Judge has
institutions that lend money. They employ good reason, such as the wind blowing up a
seven-foot tall gentlemen named Guido to lot of stinging dust, he may make the FEAT A character's Endurance normally
collect. an Amazing FEAT owing to the added determines the number of areas he can
move through in a turn.
difficulty).
Example: Peter Parker has a Poor
• Those characters with a current
Resource rank, and his apartment building More than one action In the same round: Endurance of Feeble may only move
rent is Poor as well. He makes a yellow In non-combat situations, characters who one area per turn.
FEAT roll to see if he can pay his rent. perform more than one action in the same

19
• Those characters with Endurances movement into " legs." Each "leg" of the without loss of speed. Making a turn greater
between Poor and Excellent may move move represents a straight line from one than that (for example, using the city map in
two areas per turn. point to another, as well as moving through this box, heading west on 8th Avenue and
• Those characters with Endurances of doors (or windows or walls, for that matter). turning northeast on Lincoln) reduces the
Remarkable or higher may move three Thinking of the "legs" of a movement as character's speed by half. If the character
areas per turn. the shots taken on a golf course gives an does not have the speed to make the turn,
idea of how it works. that character ends his turn where the turn
In addition, Powers may allow a hero to was to take place. At the start of a turn, the
move faster than his Endurance limits. Also, When the character moves from point to characters may move in any direction they
vehicles will allow faster movement than is point along the leg, measure the distance see fit. Vehicles have different limitations
normally possible. (See Vehicles} between the points. That is the number of according to their type (see Vehicles,
areas that the hero has spent getting from particularly under Crashes}.
When using fold-up figures, the forward point A to point B. Round fractions up. If the
corner of the hero is considered to be the distance A to B is greater than one area on Other actions while moving: If the character
exact location of the hero. When using the marker but less than 1 1/2 areas, the is performing other actions while moving,
counters, the tip of the arrow is the exact hero has "spent" 1 1/2 areas getting from his or her movement rate is reduced by
location. When using miniatures, consider point A to point 8. half. This does not apply to charging, ·but
the leading edge of the figure's base to be does apply to other actions taken at the end
the exact location. If one of the legs passes through a doorway, of a round (running up and engaging a foe
an additional 1/2 area is added (this is in slugfest).
Ranged Movement assuming the door is closed but unlocked
- a locked door must be unlocked or Eyeballing and the quarter-inch rule: When
With the MARVEL SUPER HEROES broken down}. Therefore, if a leg of 1 1/2 using the range system, it may not be
Advanced Set, we introduce the idea of areas passes through a doorway, that leg is necessary to measure off every movement
Ranged Movement. One of the cut-out
really two areas. and motion of the hero. If a hero can run
sheets is a range ruler, marked in half-area
from New York to Chicago in six seconds,
segments. One area is about half a city
Likewise, an open window or other similar, it's a good bet he or she can move to the
block, or 44 yards for our purposes. For next room in a turn. Unless the Judge calls
easily accessed opening can be entered at
those familiar with the idea of rulers, 1 area
a similar cost. for it, measurement can quickly become
equals about 2" on our outdoor maps. optional among experienced players.
Maps of smaller areas have a scale
If the window (or door) is closed, or there is
provided to indicate the range in areas.
an obstruction (a tree, rock, statue, or wall}, With the ranged movement system,
the hero (if she wants to keep moving) must however, the exact location is more
Using ranged movement the hero can
break through that material. Breaking important than with the area movement
ignore the defined areas on the map. The
things is explained above in the FEAT system. It is now important if a hero is on
character may move in any direction,
section. How far a hero may move after the northeast, northwest, southeast or
subject to intervening walls, type of ground,
breaking through a wall or similar southwest corner of 8th and Grant. The
and elevation.
obstruction is determined by the strength of arrows on the markers, corners of the
the material broken through. fold-up figures, etc., determine the exact
Endurance also affects ranged movement.
location, and it is from these points that the
• If the material is of up to Poor material,
• A hero with a current Endurance of ranged movement is measured. It is a
one area is lost.
Feeble may move only one area per simple fact of life that in any game with
• If the material is up to Excellent
turn, a maximum of 44 yards. counters, maps, markers, slices of pizza,
material, two areas are lost.
., A hero with an Endurance of Poorto whatever, things get moved accidentally.
• If the material is up to Incredible
Excellent may move a maximum of two For this reason, the Quarter-Inch rule can
material, three areas are lost.
areas per turn, or 88 yards. be used. If a hero is within a quarter-inch of
• Materials of greater than Incredible
• A hero with an Endurance of the location he is heading for, the Judge
material rank will cause the character
Remarkable or better may move a should consider the move complete. What
to stop after breaking through.
maximum of three areas per turn or this prevents is reducing movement to an
132 yards. exact science. It isn't, and a hero should
The above supposes we are dealing with
not be prevented from reaching a ru naway
normal walls and similar material, anywhere
As with area movement, ranged movement applecart just because the measure may be
up to 6". Dealing with thicker materials may
may be further increased by devices or a little off.
be modified by the Judge.
Powers.
Vertical Movement
When a character has moved the amount of
Ranged movement is more exact than area
areas allowed, that character's move There are two types of vertical movement:
movement, but is more complex. In area ceases. If the character's "movement Up and Down (hold the applause, please).
movement, how far the hero can move is
allowance" expires by moving through a
limited by the area borders on the map. In
doorway, wall, or window, the move is Upward Move ment: There are a number of
Ranged movement, the character may
finished with the character standing in that types of upward ground movement, including
move more freely, but is further limited by
doorway, window, or opening in a wall. climbing up buildings, walking up stairs, and
the terrain passed through.
riding in elevators. Raising your elevation by
Turning: The character can make any turn use of wings and rockets is defined as Flying,
When using ranged movement, divide the
up to 90 degrees from his direction of travel and is talked about later on.

20
Vertical distances are determined in floors, "Catching" in the Combat section.
continuing the tradition set forth in the
original set. Each floor is 15 feet, or 5 yards, Those people for whom falling from high
in height (let's have some high ceilings, distances is a common occurrence (fighter
here). pilots, for example) often wear parachutes.
It takes one round for a parachute to
Climbing is the scaling of vertical surfaces deploy. Parachutes slow the fall to three
by abilities or by Powers that permit such floors per round, provided they are not
abilities (Spider-Man's wall-crawling for I
overloaded (most normal parachutes can
example). For a character without such
powers to climb, enough projections or I•
,., I hold two normal people. More recent
inventions allow parachutes to glide (see
footholds must be available. (Climbing a I Gliding). Ordinary chutes will drift with the
11
normal building would be impossible for
most mere mortals, but a drainpipe might !I, ' ·, wind. Chutes are made of Feeble strength
material, and a shredded chute will be of no
make matters easier). A character might , I good to the character using it.
climb one floor in altitude per round under
favorable conditions (under unfavorable
"'I 11 I Flight and Gliding
conditions, the Judge may require Agility ,. ,I I Ordinary people do not fly (watch, I'll get an
FEATS to avoid falling). Certain '
super-powers such as wall crawling may argument on this one). There are vehicles
modify this. and Powers that allow flight. Vehicles are
covered in their own section. The following
Then there are things such as stairs, TM deals with flight resulting from super-human
ladders, and fire escapes. A character may Powers.
sudden stopping when the character's body
ascend these structures at one floor/round, connects with the sidewalk that may inflict
with no chance of falling off or down (of The ability of flight is determined by the
damage. Treat such a situation as a controlled imbalance of the forces of thrust,
course, the bad guys they are·pursuing may .Charging attack on an inanimate object,
decide to push things down on them, but drag, weight, and lift. This is more complex
with the ground's material strength acting than we need for our purposes. The main
that's another barrel of monkeys entirely). as the Body Armor of the target (see thing to consider here is the idea that
Charging). If the damage is taken by the movement through the air, unlike movement
Lastly, there are elevators. Elevators move material, the shock may be absorbed;
at different speeds: old ones rattle along at along the ground, is often at higher speeds;
otherwise the hero takes damage from the it is often harder to turn while flying. For
5 floors per round (up or down); most fall equivalent to the distance.
normal ones move at 10 floors per round, speeds of characters with Flying Powers,
and the fastest (attached to most see the Long Distance Movement Table on
Example: She-Hulk is flung out of the 33rd page 23.
ultra-modern buildings, secret HOs, and the story of the Baxter Building by an opponent.
like) move at 20 per round. The newer Not having the ability to fly, She-Hulk falls 3
elevators operate off runners at the corners, Acceleration: A flying character cannot
stories in that Iirst round. She starts the reach his ultimate speed in a single round,
so the old trick of cutting the elevator beginning of the second round at the 30th
cables only works in older buildings. unless that character's Powers specifically
story falling rapidly. As her action she twists permit it. The first round of flight, the
her body into a diving shape (so as to character can move up to his movement as
Downward Movement: Moving down in an minimize danger to passersby). That
elevator has the same rate as moving up. limited by Endurance (1, 2 or 3 areas). The
second round she falls to the 24th story. speed can be increased by that increment
Racing down stairs is the normal movement The third round she falls to the 14th story.
speed, with one floor equaling one area. each round until maximum speed is
The fourth round she lands in front of the reached.
Climbing down is one area per roun_d, "".'ith Baxter Building, acting as a ramming attack
the noted Agility FEATs and determ1nat1on at 20 areas per round. Her Body Armor is
of impossibility. Example: Storm, when she had her powers,
Incredible, while the material strength of the could attain Incredible speed, reaching 20
road is only Excellent. The road gives, and areas a turn. She has Amazing Endurance,
The major type of downward movement is She-Hulk walks away from the fall with only
called Falling. Falling has the following so she may accelerate up to 3 areas a turn.
her pride damaged. On the first turn of flight Storm moves 3
rates:
areas, on the second 6, on the third 9, the
• First round: 3 floors/round Catching items as falling: New York City fourth 12, the fifth 15, and the sixth 18. on
• Second Round: 6 floors/round conveniently places light posts, flagpoles, the seventh turn and every turn afterwards
• Third Round: 10 floors/round and cornices in locations where falling Storm can move 20 areas.
• Fourth and following rounds: 20 heroes can usually find them while
floors/round plummeting to their supposed deaths. Deceleration: Slowing down while in flight
Catching a nearby lightpost, flagpole, etc. is is a bit simpler. A character in flight may
A character falling off the top of a 10-story an Agility FEAT of intensity equal to the always halve his current speed (how fast he
building will fall 3 stories the first round, 6 speed of the fall (a character falling at 20 moved the previous round), rounding
floors the second, and the remaining 1 story floors/round is up against an Excellent fractions up. (A character moving 15 areas
in the third round. Intensity FEAT). could slow to 8 areas.) A character that
slows to O areas may fall , unless the nature
Falling in itself causes no damage. It is the Catching people while falling: See

21
of that character's Powers is such that the This applies to vertical and horizontal turns, ranged and area movement, and provides
character could hover in place. (Storm, for and includes pulling out of a dive at the last the maximum distance a character with a
example, gains her flight Powers by control moment, turning alongside buildings, and given speed can move. Different speeds
of winds, and as such may hover, while skimming close to surfaces. are provided for Air speeds and Land/Water
Cannonball, who has his Powers by speeds.
chemical reaction, may not hover in place.) Low Altitude Flight: If a hero is flying at
relatively low altitudes (less than 2 stories . The speed of sound (Mach 1) is about 750
Landing: A character landing after moving up) or in close quarters (inside or mph, Mach 2 (twice the speed of sound) is
at high speed may have difficulties. Those surrounded by tall buildings), the maximum 1500 mph, and Mach 5 is roughly 3750 mph
moving at more than 3 areas per round speed in flight is equal to the speed the (actually slightly higher, but close enough
must make an Agility FEAT, with failure hero can move on the ground with that for these numbers). Those individuals that
indicating a Slam result (see Charging). Power rank (that is, ground speed). Storm, move at Interplanetary or higher speeds are
Those heroes who can hover in place, or for example, moves 20 areas per turn by limited to Mach 5 in the atmosphere.
reduce themselves to 0 speed, do not have the air. If in a closed space (such as inside Interplanetary speeds are set at 25000 mph
to worry about landing. an office) or close to the ground, her or so (Blastaar can reach these speeds).
maximum speed would be 7 areas per Those individuals with Near Light
Altitude: Each floor or height is considered round. The hero may exceed that speed, up capabilities include Captain Marvel and the
an area for purposes of movement. If a to his or her maximum air speed, but all Heralds of Galactus. The Heralds also may
character moves forward three areas and actions in that range (between 7 and 20 possess the ability to open paths into
up two floors, a total of five areas are areas per turn for Storm) require Agility hyperspace for interspacial travel. Those
considered to be moved. Similarly, a FEATs to perform. with Class 5000 abilities have physical
character that moves two areas forward and transportation that verges on intergalactic
four floors down has moved six areas. Gliding: Gliding is a special form of flying teleportation. Those craft that move through
using Powers or equipment (such as hyperspace are moving at Class 5000
Diving Option: When gaining height you para-glides, parachutes that permit some speeds.
move more slowly, and when descending limited control). A character that glides
you pick up speed. The above rule for drops 1 floor for every round in the air, but Exhaustion and the Long-Distance
Altitude reflects the loss in speed, but at the moves the number of areas stated per · Runner: The above table indicates that the
Judge's option, the players may use the round. (If no number of areas is stated, then weakest human can move at 15 mph, which
following for Diving. For each three floors in the movement is Typical - 6 areas per if true in and of itself means that Aunt May
height reduced, the hero's speed is round). A character who is gliding may also can make the four minute mile. This is, of
increased by one area. Example: Angel is travel as fast as the wind speed. course, not so, and though .humans have
moving at 6 areas per round. He charges been clocked at 27 mph in the dash, normal
(dives) for the full six areas. Angel now can Swimming and Water Movement spe.ed over the long distance is limited.
move an additional two areas, either These rules apply primarily to ground
Unless otherwise stated, assume that most
downward or horizontally. (A character who movement, but are applicable to swimming
dives 9 areas may use the additional three heroes can swim. Swimming, however, is
characters and those who fly under their
areas to continue diving, gaining another slow, a maximum of one area per round,
own Power (as opposed to those aided by
area, for 13 total.) Diving may be used in unless other Powers increase that rate.
technological items).
Charging combat. Pulling out of a dive Those heroes who can fly at their Power
rank speeds use the Water column for that
requires an Agility FEAT.
speed, with a maximum of 9 areas per
Obstructions: With normal ground round (Monstrous).
movement, it is assumed that the
Surface movement is similar to land
characters can open doors and the like.
movement, except the heroes or vehicles
Such actions are not available to flying
involved must float (that is, must keep the
characters. If a door or window is closed,
water from getting inside the boat).
the character has the choice of stopping to
open it, or going through it. The same
As an aside, here is a good place to
applies to walls.
mention drowning. Characters can hold
Turns: Any turn of up to 90 degrees by a their breath a number of rounds equal to
their Endurance rank number. At this point,
flying character counts as moving into an
area. For example, if a character moves they must make a green Endurance FEAT.
from area A to adjacent area B, then turns The next round, they must make a yellow
Endurance FEAT. In each following round,
to area C, he has moved 3 areas (move to
B, turn, and move to C). This applies to they must make a red Endurance FEAT or
start drowning. Drowning results in ·'
both ranged and area movement.
unconsciousness, and loss of one
Endurance rank per round. When
If a character attempts a turn of 90 degrees
or more, she must make an Agility FEAT Endurance reaches 0 the character dies.
roll. Failure indicates that the individual did
.not overcome the forward momentum of the
Long Distance Movement
flight and continues in the original direction. Long distance movement applies to both
TM

22
Land/Water Air Multiple 'ports require an Endurance FEAT,
Rank area/round MPH/MPM Area/ round MPH/MPM with failure indicating dizziness for 1-10
rounds (inability to 'port). Most individuals
Feeble 1 15/.25 2 30/.5
with teleportation ability can teleport their
Poor 2 30/.50 4 60/1
entire bodies and a small amount they are
Typical 3 45/.75 6 90/1.5
carrying. Carrying others when teleporting
Good 4 60/1 8 120/2
results in dangers for both the carrier and
Excellent 5 75/1 .25 10 150/2.5
the carried. Carrying others is considered a
Remarkable 6 90/1 .5 15 225/3.75
Incredible Power Stunt, and may be gained in that
7 105/1.75 20 300/5.00
fashion. Until the Power Stunt is mastered,
Amazing 8 120/2.00 25 375/6.25
Monstrous the character must make an Endurance
9 135/2.25 30 450/7.50
Unearthly 10 150/2.50 FEAT or be unconscious for 1-10 rounds.
40 600/10.0
Similarly, those teleported must make a red
Shift X 12 180/3.00 50 750/12.5 Endurance FEAT or be unconscious for
Shift Y 14 210/3.50 100 1500/25.0 1-10 rounds. Those heroes who are
Shift Z 16 240/4.00 200 3750/62.5 frequently teleported reduce this to a yellow
FEAT the second time, and a green FEAT
Class 1000 32 480/8.00 Interplanetary
the third, such that an immunity is built up.
Class 3000 50 750/12.5 Near-Light
Class 5000 100 1500/25.0 Teleportation
Teleporting into an object poses dangers to
In general, a hero can move without at slower speeds. If moving at speed two the teleporter. If a character teleports into
stopping for a number of rounds equal to an object, the character takes damage
ranks lower, no Endurance check is
his Endurance rank. A hero with an needed. Captain America need not make a equal to the material strength of the object.
Endurance of Excellent can move 2 areas check more than once per hour if moving at Body Armor does not protect the user from
per turn (30 mph) for 20 turns (2 minutes) this damage. An Endurance FEAT must be
15 mph.
without checking for exhaustion. At that made, with success indicating the teleporter
point, make a green Endurance FEAT. · Exceptions to the above: All this applies to may move away from the location (usually
Success indicates continuing for another · those heroes who move by their own to his or her original spot) and become
equal length of turns, failure means actions, such as running, swimming or unconscious for 1-10 rounds. Failure of this
stopping for 1-10 turns. After another Endurance FEAT indicates
flying. Those who fly by means of devices,
Endurance rank number of turns, a yellow those in vehicles, and any and all robots are unconsciousness and loss of Endurance
FEAT is made, with failure resulting in levels, with potential death resulting from
immune to this effect, as are those with
resting for 2-20 turns. After a third Unearthly or higher Endurances. dropping to the Shift O rank.
Endurance rank number of turns is made, a
red FEAT is made, with failure resulting in Speed FEATs: There are occasionally Leaping: Leaping is a specialized form of
resting for 3-30 turns. Rest must come after times when a character must move faster movement that is tied to Strength as
the fourth set of turns, or the character will than he or she has ever moved before, in opposed to Endurance. A character may
fall down for 3-30 turns. jump as many feet as her rank number
order to save a life. A hero may move the
equivalent of one additional area (by area or without difficulty (see table for areas).
Summary: ranged movement) if the hero makes a
yellow Strength FEAT roll. A green result Leaps of up to the stated distance are
After rank number of turns indicates the FEAT was unsuccessful, and a possible by a green Strength FEAT (those of
green Endurance FEAT or rest white result indicates the hero, ah, tripped half the listed values may be assumed
HO turns and lost control, and will continue moving automatic). Leaps across one additional
After 2 x rank number of turns area may be made by a red Strength FEAT.
that direction as if a Slam result was
yellow Endurance FEAT or counted against the character. A hero may Leaps down are effectively a controlled fall,
rest 2-20 turns not increase his or her speed more than and represent the maximum distance the
After 3 x rank number of turns one area/round (15 mph) in any attempt. hero can fall and take no damage, provided
red Endurance FEAT or the hero lands on his feet. This simulates
rest 3-30 turns Teleporters: There are an increasing the hero jumping off a building as opposed
After 4 x rank number of turns number of heroes and villains with to being knocked off - the latter case is not
automatic rest 3-30 turns teleportation Powers, including Cloak, a controlled fall and as such is not covered
under these rules.
Vanisher, Nightcrawler, and Sidewinder. For
Example: Captain America has an this reason, a few notes on teleporters are
Endurance of Remarkable. He can run long included here. Combat
distances at 45 mph or so (in the game In the MARVEL SUPER HEROES Original
system). His rank number is 30, so he can The Teleporter Power rank number Set, physical combat was dependent on
maintain this pace for three minutes, before indicates the maximum distance the hero or one of four abilities, depending on the type
making a FEAT roll. If successful, he makes villain can 'port as if the character were of attack made.
a second FEAT roll at 6, then 9, and must flying. Unlike flying, the distance between • Those attacks involving hand-to-hand
rest after 12 minutes of running top speed. the two is covered instantaneously without weapons refer to the Fighting ability.
That "rest" must take the form of stopping the hero passing between those points. No • Those attacks involving thrown
for 3-30 turns. speed is involved, unless that character weapons or use of Powers over a
was moving before the 'port. distance refer to the Agility ability.
Heroes may avoid this problem by moving

23
Strength Leap in Feet/Areas(or Floors) non-adjacent target, and he has a
Up Across Down preference for lightpoles.)
Feeble 2 '/0 2 ' /0 3' /0
An Edged Attack is an attack with claws,
Poor 4'/0 4 ' /0 6 ' /0 teeth, or edged weapons such as knives,
Typical 6'/0 6 ' /0 9 ' /0
swords, or hatchets. This is the renamed
Good 10' /0 10' /0 15' /1
version of the Hack 'N Slash column of the
Excellent 20 '/1 20' /0 30'/2
· Original Set. A character making an edged
Remarkable 30' /2 30'/0 45' /3
attack may score a Hit, Stun, or Kill result.
Incredible 40' /2 40' /0 60 ' /4 An edged attack will always inflict a
Amazing 50 ' /3 50'/0 75'/5 miminum of the damage listed for that
Monstrous 75 ' /5 75'/.5 105' /7
weapon. A character who can normally
Unearthly 100' /6 100' /1 150' /10
inflict higher damage may inflict damage
Shift X 150 ' /10 150' /1 225 ' /15 equal to his Strength or the material
Shift Y 200'/13 200' /2 300' /20 strength of the weapon, whichever is less.
Shift Z 500'/33 500'/4 750'/50 Such damage may not be reduced in effect.
• A character scoring a Hit result inflicts
CL 1000 1000'/60 1000'/8 1500' /100
damage as set for that particular edged
CL 3000 3000'/180 3000' /25 4500 ' /300 attack (see Weapons in Chapter 4).
CL 5000 5000' /300 5000 ' /40 7500' /500 • A character scoring a Stun result may
• Those attacks involving Grappling, using blunt attack may always choose to inflict damage as set for that weapon or
holding an opponent, or wrestling refer inflict less damage than maximum. A hero attack form, and may in addition Stun
to the Strength ability. may choose to pull his punch, doing less his opponent (see Stuns).
• Those attacks involving charging and than full damage, or inflict a lesser color • A character scoring a Kill result inflicts
ramming refer to the Endurance ability. result (yellow instead of red). damage as set for that weapon, and
• A character scoring a Miss result may in addition Kill his opponent (see
The MARVEL SUPER HEROES Advanced inflicts no damage. He has missed the Kill result, below).
Set will elaborate on each type of attack target and normally will not have any
form, and define some specialized tricks further effect (See Luring under Body Armor, force fields, and other Powers
that are often used in comic books. Combat). may affect the ultimate success and
• A character scoring a Hit result inflicts damage in any form of Fighting combat.
Slugfest (Fighting Ablllty Combat) her Strength rank number in damage to
the opponent. Ranged Attacks (Agility Combat)
Slugfest combat is a general term referring
• A character scoring a Stun result Ranged Attacks is the common term
to hand-to-hand combat. It is the most
inflicts her Strength rank number in referring to attacks over a long distance,
common form of battling, and includes both
damage, and may in addition Slam the including projectile and energy weapons,
attacks with the bare fists, and those with
opponent (see Slams, below). and those Powers that allow the inflicting of
blunt and edged weapons.
• A character scoring a Stun result damage over a distance. Captain Marvel's
inflicts his Strength rank number in energy attacks, the Hulk's rock-throwing,
For Slugfest combat to occur, the
damage, and may in addition Stun his Storm's lightning bolts, and Captain
combatants must generally be adjacent.
opponent (see Stuns, below). America's shield are all examples of ranged
This may be defined by the counter arrows
touching, the points of the stand-up attacks.
A character using bare hands (or gauntlets,
counters touching, or the miniatures
etc.) inflicts his Strength rank number in Characters do not have to be adjacent in
touching at the base, or by any other
damage. A character using a blunt weapon order to make ranged attacks. In general,
method deemed worthy by the Judge.
inflicts up to that item's material strength; if ranged attacks start at the attacker, and
Certain Powers, such as elongation, may
the material strength of the item is greater proceed in a direct line to the target (yes,
allow a character to engage non-adjacent
than the Strength rank of the user, the Captain America has on many occasions .
targets (examples are Mr. Fantastic and
user's Strength rank is increased to the bounced his shield off several targets to hit
Doctor Octopus).
lowest value of the next rank for damage. someone from behind, but this is a Power
Aunt May (Feeble Strength) uses a lead Stunt using his abilities).
Slugfest combat is resolved on the
pipe (Excellent material) in the drawing
Universal Table using the attacker's
room on Col. Mustard. Aunt May would When using area movement, range is
Fighting ability. The result (white, green,
inflict two points damage normally, but determined by the number of areas the
yellow, or red) is then noted on the Effects
inflicts three points (minimum damage of missile, energy blast, or whatever passes
Table directly above the Results Table.
next higher rank) instead. Daredevil (Good through from start to finish in a straight line.
There are two columns of results depending
Strength) using the same lead pipe would If the missile passes through a corner of
on whether the individual used a blunt
inflict 16 points damage (minimum damage another area, that area is counted. In
attack or edged attack.
of next higher rank), and the Thing addition, each floor of elevation is counted
(Monstrous Strength) would inflict Excellent as an area.
A Blunt Attack is an attack with bare hands,
damage (20 points). (That is why Ben
flat of a blade, or other blunt weapon. This
Grimm does not normally use lead pipes in When using ranged movement, treat the
replaces the Slugfest column in the Original
combat - when he uses a blunt weapon, missile, energy blast, etc. as a moving
Set. A character making a blunt attack may
its purpose is usually to reach a character for purposes of determining
score a hit, slam, or stun result. A hero

24
as will tossing rocks through a curtain at Shooting.
an unseen adversary). • A character scoring a Hit result will
inflict damage as for the listed weapon.
Ranged attack is resolved on the Universal • A character scoring a Stun result will
Table using the attacker's Agility ability. The inflict damage, and in addition have a
result is then noted on the Effects Table. possibility of Stunning the opponent for
There are five different types of ranged 1-10 rounds.
attack listed on this table: Shooting • A character scoring a Kill result may
(including most projectile weapons), Edged potentially kill his opponent.
Throwing, Blunt Throwing, Energy Powers,
and Concussive Powers (Force Attacks). A Blunt Throwing Attack involves throwing a
dull, blunt weapon such as a rock, bus, or
A Shooting Attack is the most "normal" large, concave disk at the opponent. A
form of ranged attack, and consists of using character may score a Miss, Hit, Bullseye,
a projectile weapon like a handgun, rifle, or or Stun result. These are as described in
other implement of.destruction that is all too the sections above. A blunt thrown weapon
common in the USA. A character making a inflicts damage equal to the Strength of the
shooting attack may score a Miss, Hit, thrower, or the material strength of the
Bullseye, or Kill result. A Shooting Attack thrown item, whichever is less. A blunt
may never be reduced by the attacker in thrown weapon can be reduced in effect or
effect or damage. damage.
• A character scoring a Miss result
misses the intended target. The missile An Energy Attack involves those Powers
continues to fly, and the Judge may, if that use energy to shock or damage the
he deems circumstances warrant it, target as well as weapons that simulate
TM make a second roll to see if the attack those abilities, and include fire blast,
range. Doorways would not cost extra hits another target in the same general lightning bolts, and most forms of radiation.
(bullets do not wait, open doors, and pass area and path of the weapon (this is why Energy Powers have no physical
through), but may stop a missile attack. shooting into a crowd or a gasoline component. A character using an energy
Count each floor of difference as an area, storage shed is known as "a bad idea"). attack may score a Miss, Hit, Bullseye, or
but for firing from a high place to a low • A character scoring a Hit result will Kill result. These are described in the
place, range can be extended by using the inflict damage according to the weapon sections above. All forms of energy attack
diving option. used (see Weapons). Some specialized have a maximum damage. A player may
weapons inflict no damage, but instead reduce the damage inflicted by an energy
Whether ranged or area movement is used call for an Endurance FEAT (Mercy attack, but not the effect (from red to yellow,
to determine the range of a power or Bullets). for example).
weapon, a direct line is taken from attacker • A character scoring a Bullseye result
to target. That line may pass through does damage as for a normal Hit result. A Force Attack involves those Powers that
intervening structures, such as walls, A Bullseye is used if the character is use a physical manifestation of energy to
windows, doors, and other obstacles. The shooting for a particular part of the inflict damage, and include the
question of whether a given substance will target (the opponent's shooting hand, plasma-jetting repulsors used by Iron Man,
deflect a bullet or let it pass through is for example, in order to disarm him). some forms of radiation, the Invisible
fraught with peril, but use common sense The nature and result of a bullseye is Woman's force fields, and Iceman's
and the following general guidelines: left to the Judge, but it should be battering ram. A character using a force
• A higher material strength will pass required for targets of less than one foot attack may score a Miss, Hit, Bullseye, or
through a lower material strength ( a square and should never be fatal. Stun result, as explained above or in the
lead bullet through a glass pane). • A character scoring a Kill result may sections· following. A character may choose
• An energy beam will inflict damage on kill his or her opponent. Check on the to inflict less damage with a force attack
the intervening structure first, then on Kill result table. Note that there is a than maximum, but may not reduce the
those areas behind (an Unearthly (100 greater chance of killing with a shooting, effects (from red to yellow, for example).
point) energy beam hits a brick wall edged weapon, or energy attack than for
-Good Material -10 points are lost, any other type. Body Armor, force fields, and use of Powers
then the 90 point energy beam passes may affect the ultimate success and
on). . An Edged Throwing Attack involves damage of a ranged attack.
• Physical weapons will lose momentum throwing a sharp, edged weapon such as a
as they pass through physical material. knife or shuriken at the target. A character Range Modifiers: There are limits to the
Treat this as for movement through that 1
making this attack may score a Miss, Hit, distance a weapon can t}avel and still
material for normal characters. Stun, or Kill result. An edged throwing effectively hit its target and inflict damage.
• Both physical and energy weapons attack may never be reduced in effect (from This is the missile's range (not to be
lose their accuracy as they pass through red to yellow, for example), but a player confused with ranged movement). Weapons
intervening material. Any weapon may inflict less damage. have a range listed by areas. Powers have
passing through an intervening structure • A character scoring a Miss result a range determined by their Power rank.
suffers a -2 CS (s~ooting an executive misses the intended target. The missile Thrown items are dependent on the
through a window will have this effect, may hit another target as noted for thrower's Strength. The range available

25
according to the Power rank is set on the to snatch the Maltese Falcon from the free of the hold. The character may
table under Power FEATs. Throwing range opponent's hand, would fall under this move at half speed, but may not perform
is noted below. category. any other actions.
• A character scoring a Reverse is free
Strength Rank Range Wrestling combat is resolved on the of the hold and in a position to do one of
in Areas Universal Table using the attacker's the following: Move up to half distance,
Shift 0 0 Strength ability. The result is noted on the attempt to Grapple the former attacker,
Feeble 1 Effects Table, and is determined whether or perform any other action at a - 2 CS.
Poor 1 the attack is Grappling, Grabbing, or
Typical 1 Escaping. A Grabbing Attack is an attack geared at
Good 2 taking a possession away from an
Excellent 3 A Grappling Attack is an attack designed to opponent, like a gun, bomb, or Maltese
Remarkable 4 limit the movement abilities of the Falcon. A character making a Grabbing
Incredible 5 opponent. A Grappling attack may score a attack may score a Miss, Take, Grab, or
Amazing 6 Miss, Partial Hold, or Hold result. Break result. These results may have
Monstrous 7 • A Miss indicates the attacker has failed differing effects depending on the relative
Unearthly 8 to hold onto the opponent. The attacker Strengths of the combatants. Grabbing
may not make other attacks this round. combat normally does not inflict damage.
ShiftX 10 • A Partial Hold indicates the attacker • A Miss result indicates the item in
Shift Y 15 has grabbed onto an arm, leg, or other question is not in your character's
ShiftZ 20 part in such a way that will limit actions possession. If the item was in another
but not reduce them in full. The attacker character's possession, it still is. If the
Class 1000 LOS may choose exactly what she has item was in no one's possession, the
Class 3000 LOS grabbed onto. The target may perform item is knocked loose and will be up to
Class 5000 LOS any normal actions, but at a - 2 CS one area away in any direction.
penalty, and may not move if the • A Take result indicates the attacker has
This represents the maximum throwing attacker's Strength is equal to or greater full possession of the item if his Strength
range of an item. For Powers, the range than the target's. No damage is inflicted is equal to or greater than the target's
may exceed the listed amount, but for every in a Partial Hold. (use material strength for things that are
additional area, the chance to hit is reduced • A Full Hold indicates the attacker has glued or clamped down). If not, consider
by -1CS. A character with Unearthly fire placed the target in a position where the as a miss.
blasts may use that power, along with his target is fully restrained from action, and • A Grab result indicates- the attacker
Excellent Agility, up to 6 areas away. At 7 may damage the target. The target is has taken possession of the item,
areas away, the chance is reduced to only considered held until the attacker whether or not the Strength of the
Good, at 8 areas Typical, and so on. A releases the target or the target opponent was higher.
chance cannot be reduced below Shift 0, escapes. The attacker may perform one • A Break result indicates the attacker
but once the ability enters that realm the action in addition to maintaining the has succeeded, and may either depart
character is at maximum distance, unless hold, and may inflict up to the Strength with the item immediately or, potentially,
that ability is noted as being at LOS (Line of level of damage to the target (subject to set off the item. A second roll is made
Sight - if the character can see it, he can Body Armor). against the material strength of the item
try to hit it). involved. If a color (red, green or yellow)
Escaping is an action used by individuals result is made, then the attacker may
For weapons, for each area traveled, placed in a hold to slip free of the opponent either use the item or move up to half
reduce the effect by -1 CS to hit (a Rifle and possibly reverse the damage. A his or her speed away (round up). If a
has a range of 15. For a target 4 areas character making an escape may Miss, white result is made, the item is
away, the chance to hit is reduced by 4 Escape, or Reverse the Hold. damaged, broken, or goes off. This will
column shifts). In the Marvel Universe, • A character scoring a Miss result may vary from item to item - a glass vase
weapons are not nearly as effective at long make no other action that turn, and is drops to the floor, a gun fires in a
distances. considered held. random direction, a bomb explodes or
• A character scoring an Escape result is loses its safety device, etc. This varies
Wrestling
Wrestling combat refers to a form of
hand-to-hand combat in which the character
attempts to restrain, hold or grapple with an
opponent, or forcibly remove an item from
that character's possession. It is less effective
than Slugfest combat, but has the advantage
of restraining the opponent's actions.

As with Slugfest combat, the opponents in a


wrestling attack must be adjacent, or have
Powers, weapons, or abilities that allow the
attacker to reach the defender. Doctor
Octopus' arms, or a bit of web-ball flung out
TM

26
from case to case, but the Judge is The attacker may inflict up to his as a sniper who suddenly appears, an ally
encouraged to be as creative and Endurance or Body Armor in damage, but who makes an attack, or someone behind
upsetting as his players will let him get additional damage from speed is fixed. The the character. (See under Blindsiding.)
away with. attacker may also choose a lesser effect
than that rolled. Powers may modify this rule, the most
Body Armor has no effect on the initial hit of Body Armor may influence the damage of a notable being the Spider-Sense possessed
a Grappling attack, as no damage is done charge attack. If the defender's Body Armor by the Amazing Spider-Man.
initially. is greater than the damage inflicted by the
attacker, the damage is rebounded onto the In any event, a character who is making a
Charging (Endurance Attack) attacker. If the attacker's Body Armor is Dodging attack makes any FEAT rolls in
greater than the rebounded damage, that turn at a -2 CS penalty.
Charging combat is a form of attack that
neither side takes damage. (Stuns and
combines movement and combat. Whereas
Slams still apply.) Dodging is usually used against ranged
making any other attack or action halves
attacks and charging attacks. It has no
movement, a charging character may make
Example: The character making the attack effect against Slugfest and wrestling
his full movement and still strike. Charging
above has Good Body Armor, and makes attacks (though the character may dodge to
is a favored method for heroes trying to
the attack at 1O speed with Good avoid ranged attacks in conjunction with
close the distance between themselves and
Endurance on an opponent with Excellent adjacent attacks - this has no effect on
an opponent with a range weapon, and
Body Armor. The first 20 points of that are those adjacent other than to penalize the
certain individuals such as Rhino,
covered by the target's Body Armor, and as dodging character).
Juggernaut, and Bulldozer make this their
such are returned to the user. The attacker
preferred form of attack.
takes 20 points, 10 of which are absorbed Evading is a Fighting FEAT that is used by
by his own body armor. The attacker characters who are playing for time, looking
A character must move at least one area to
therefore takes 10 points from his own for a weak spot in the opponent's attack
make a charging attack, but may move his
attack. and hoping to avoid getting their bodies
entire movement rate to reach the combat.
splattered over the countryside.
For each area the character moves through
Charging inanimate objects is handled in a
before reaching combat, the attacker gets a
similar manner, with the item's material Evading is an effective defensive tactic only
+ 1 CS, up to a maximum of +3 CS
strength counted as Body Armor. Charging against adjacent attackers, such as those
(Endurance for figuring this may not be
through a Good strength wall will inflict 10 engaged in Slugfest or wrestling combat.
raised beyond Shift Z in any event).
points of damage on the attacker, unless Only a single opponent may be Evaded.
that damage is absorbed by Body Armor.
Charging attacks are resolved on the
This applies to characters who are A character who chooses to Evade
Universal Table, checking under the
slammed through walls, charge past a announces that intention during the
Charging column of the Effects Table. The
target into a wall, or fail to pull out of a dive. declaration phase of the turn. If both sides
character making a charging attack may
are evading, no actual combat occurs -
score a Miss, Hit, Slam, or Stun.
• A character scoring a Miss result
Defensive Actions both opponents are engaged in a flurry of
inflicts no damage. In addition, the feints and parries and no real blows are
Previously in the MARVEL SUPER
landed.
character continues his move for half HEROES Original Set there was one
the character's speed (round up) after conscious action that a character could
the attack. Any change in direction The Evading character makes no attacks
take to avoid damage: the dodge. In the
would require an additional Agility FEAT. that round, but rolls on the Universal Table
MARVEL SUPER HEROES Advanced Set
and checks the Evasion column in the
If the straight line passes into some there are three actions that may be used to
material obstacle, the character makes Effects Table. The results are Auto-Hit,
avoid various attacks; these defenses are
Evasion, Evasion + 1, and Evasion + 2.
an attack on that obstacle instead. The tied to different abilities.
attacked character may return the • An Auto-hit indicates the character
attack only if his action was originally zigged where he should have zagged,
Dodging is an Agility ability, and reduces
following the charge. placing him in the direct line of fire of
the attacking column shift. A character who
• A character scoring a Hit result inflicts the opponent. The result of the
is Dodging may move only half his speed in
up to his maximum current Endurance · any turn, may not engage in a charging opponent's attack will be at least a
green result, even if a white result was
or his Body Armor rank in damage, attack, and may perform only one other
rolled (it is still possible to be missed by
whichever is higher, plus two additional action that turn, maximum (including
points of damage for every area covered making an attack). a wrestling hold in this fashion, but
in the attack. (A character moving 10 Slugfest will always hit).
areas wit h an Endurance of Good (10) • An Evasion result indicates the
A character who is Dodging makes an
hits an unarmored opponent at top character dodged the blow from that
Agility FEAT at the start of the turn, as soon
speed, inflicts 10 + 2x10 = 30 points of particular attacker. The attacker does no
as Initiative is determined. That FEAT will
damage.) damage.
determine the reduced effect of attacks on
• A character scoring a Slam result the character. The result may be no shift, a • An Evasion + 1CS or + 2CS indicates
inflicts damage as for a hit, and in the character dodged the blow as in the
- 2, - 4, or - 6CS shift on any attacks
addition may Slam an opponent. Evasion result, and also put himself in
stated in the first part of the round. This
• A character scoring a Stun result means that the character may only dodge the position to deal a better-placed blow
inflicts damage as for a hit, and in against the foe. In the next round, an
attacks of which he is aware. A character
addition may Stun the opponent. attack made by the character against
may not dodge an unexpected attack, such

27
that attacker will receive a + 1CS or + 2CS weapons, the hero is automatically hit (a Slam, Stagger, 1 Area, or Great Slam.
bonus to hit (but not damage). This applies. white result to hit is treated as a green
to only the first attack in that next round on result). • No Slam - the target is not affected
that attacker, and may not be saved from • A Miss result indicates the hero has by the slam. The target still takes
round to round or increased. missed catching the object. If the object damage as for a normal hit.
he was trying to catch was directed • Stagger - The target is knocked back
Block is a defensive ability that uses the against him as an attack, the attack a step or two, perhaps knocked to one
Strength ability to lessen the damage of proceeds at a + 1CS to hit. knee, but is fully capable of engaging in
physical attacks, which include Grappling, • A Damage result indicates the hero. combat next round. The Stagger result
Slugfest, Edged and Blunt Throwing caught the object, but might damage it indicates the target takes the damage of
attacks, Force attacks (but not Shooting as a result. Treat the catch as a a hit and is no longer considered
and Energy attacks) and Wrestling (but not damage-inflicting attack on the object or adjacent to his attacker. There is no
Charging). character being caught. further damage unless the situation
• A Catch result indicates the object is demands it. (Say, the target is on the
The Block move is an attempt to meet force caught with no ill effects to the hero edge of a cliff and staggers over the
with force, and use the individual's Strength attempting the catch or the object or precipice - a great way for villains to
as a form of Body Armor against a specific character being caught. meet obscure deaths.)
· attack. The ~haracter using a block may • 1 Area - The target is knocked one
take no other action, but may shield others A character suffers - 3CS on all attempts to area away (ranged or area movement).
behind him. Normal Body Armor, but not catch objects directed against the character If the attacker inflicted any damage on
Force Fields, still apply to defense. specifically. In addition, certain types of the target, the attacker chooses the
catches require a minimum Agility. direction of the Slam (any compass
The character using the block maneuver • Hero must have an Unearthly Agility to direction or straight up or down). If no
does not attack but counts his Strength as catch small, fast-moving items (like damage was inflicted, the defender
Body Armor, provided the force can be bullets). chooses the direction (most likely
physically resisted (use common sense • Hero must have an Amazing Agility to avoiding fellow teamates, buildings, and
here - a fire cannot be blocked, but a pillar catch large, thin, projectiles (like other large, nasty items).
of ice can). Roll on the Universal Table arrows). • Grand Slam - The target is knocked
against Strength to determine the effects. • Hero must have at least Remarkable away with a speed equal to the Strength
The notation -6CS, -4 CS, -2 CS, and Agility to attempt to catch other thrown of the attacker taken as ground speed.
+ 1CS indicates the level of Body Armor project iles. (A hit with Unearthly Strength sends the
gained taken from the Strength of the • Hero may have any Agility to try to victim 10 areas.) The direction is
character. catch a falling character or object. determined as for 1 Area Slam.

Example: A character with an Amazing Effects Results: Slam, Stun, and A character slammed into a building takes
Strength wishes to block a punch thrown by Kill damage as if he were making a charging
an opponent with Monstrous Strength attack at that building. Buildings and other
Most effects of combat are covered in the
(Fighting ability is used to hit, but Block has obstructions affect the speed of the
sections describing that form of attack.
no effect on this). The character gets a character as for normal movement.
green FEAT, - 4 CS, which provides him Several combat forms share the Slam,
Stun, and Kill results. They are explained
with equivalent Body Armor of Good. The The Stun result has the potential of taking a
herein.
character takes 65 points damage. If the hero out of the fight for a number of rounds.
hero had made a red FEAT roll, the A character may be stunned as result of
For any one of these three results to be
character would have totally blocked the any Slugfest attack, Throwing attack, Force
effective on a target, the attacker must
attack (Monstrous Body Armor against attack, and Charging attack. The target rolls
inflict some damage on the target. If the
Monstrous damage attack). an Endurance FEAT on the Universal Table,
character's Body Armor, force field, or
and checks the result on the Effects Table
natural invulnerabilities prevent the form of
The Catching maneuver is a move designed (is this getting familiar, guys?). There are
attack from hurting the character, then the
to let the hero catch falling objects and three types of Stun results.
effects of the Slam, Stun, or Kill are
teamates, as well as catch objects that are • 1-1O rounds - The character is
negated. Important: In borderline cases
thrown and fired at them. It uses the Agility knocked out for 1-10 rounds (roll a die).
where the sum total of the attacker's
ability to make this manuever. During this time a character may take
damage is balanced by the target's
no actions.
defenses, such that one more point is
The catching manuever can only be • 1 round - The character is knocked
needed to affect the target, the target may
directed against one item at a time. The down and may take no action next
be affected by Slams, Stuns, and Kills.
attempt to catch the item is made on the round. The character is still conscious,
Universal Table, with Auto-hit, Miss, but as the apparent result is the same
The Slam result is possible as the result of
Damage, and Catch results. as 1-1O rounds, a character can play
Blunt Attacks and Charging and refers to
• An Auto-hit result means the object the possum and keep his ears open.
the physical knocking down or away of an
hero tried to catch hit the hero instead. • No effect - just what it means, the
opponent. ThE!re are three types of Slam
In the case of a falling object, this is as if character is not affected by the Stun
the object made a charging attack under the Advanced Set rules. The subject
result.
of a Slam result rolls on the Universal Table
against the character at the speed of the
for an Endurance FEAT, checking the result
fall. In the cases of shooting or thrown
on the Effects Table. The result may be No

28
The Kill result is potentially the most Energy Powers. The rank number of Body against materials without a material
dangerous for the user (and definitely the Armor is reduced by 20 points when dealing strength rank. Against materials with a
target). A Kill result may be checked for as with this attack form. This means a Body material st rength rank, including the outer
the result of an Energy attack, an Edged Armor of Excellent (25) is reduced to suit of Titanium Man, Wolverine shreds with
attack in Slugfest, or a Shooting attack. It Typical(5), a Body Armor of Monstrous(87) Unearthly ability. As far as damage goes, he
may also be called for by reducing a becomes Monstrous(67), and a Body Armor inflicts 10 points and checks the Edged
character's total health to O - see Life, of Good(10) provides no protection at all Attack Table when attacking. This same
Death, and Health, followi ng. against attacks on the Energy column. approach is taken for swords (Black Knight,
Silver Samurai) and other sharp pointy
The target receiving a Kill result makes an Force Fields a re another common form of items, and for the effects of Corrosive and
Endurance FEAT on the Universal Table, defense encountered in combat, and range Rotting Touch.
checking under the Kill column of the Battle from the personal (protects the user only)
Table. There are three results on this table. Force Fields used by Iron Man and Claws and other sharp instruments do not
• A Endurance Loss indicates that the Vindicator to the projected (protects user, affect Force Fields with their material
character's Endurance is reduced by others, or large areas) Force Fields of the strength. They would inflict their normal
one rank. The character is dying (check Invisible Woman. Force Fields protect as damage in overloading that Force Field.
under Life, Death , and Health), and will Body Armor, but are effective against
continue to lose Endurance at one rank Energy attacks at the listed level, and are Growth: Larger targets are easier to hit than
per turn until the situation is cleared. - 10 against all other attacks. A Force Field normal ones. In Charging, Slugfest, and
• The E/S result indicates the character takes the damage instead of the hero. Missile (Shooting and Throwing) combat,
is affected as an Endurance Loss only if the following modifiers apply to hit:
the method of attack was Edged attack A Force Field can be overloaded by Up to 7 feet tall No Modifier
in Slugfest or a Shooting attack. Any damage exceeding that of the Power rank, Up to 16 feet tall + 1 CS
other attack form is considered No treating that Power rank as the material Up to 22 feet tall + 2 CS
Effect. strength of the wall. What happens if the Over 22 feet tall + 3 CS
• No Effect: The character takes damage Force Field is overloaded depends on the
as listed for the attack form , but is not type of Force Field. This modification only applies to the chance
slain. • If the Force Field is personal in nature, to hit, not to the damage done.
A Kill result has detrimental effects on the the system switches off or overheats.
attacker as well as the target. A hero who The hero is affected by excess damage, The character with Growth Power also
kills will lose all Karma (check under the and may be stunned or slammed. gains a similar modifier to any Strength
Karma section in the .next chapter). • If the Force Field is projected in nature, FEATs, including wrestling combflt.
the user must make a Psyche FEAT roll Damage is raised by a similar amount.
Po wers in Combat against the intensity of the attack or
become unconscious. T he Force Field Shrinking: Smaller opponents are harder to
Usually a character's superhuman Powers
hangs around long enough to protect hit, and strike more easily against a
can be w ielded in combat, depending on
those within. relatively larger foe. When attacking a
the circumstances. T hose that depend on
smaller foe, the attacker suffers the column
concentration may be prevented, while
A character with Force Field and Body shift listed, while the smaller foe gains a
those powers that derive from a weapon
Armor may use one or the other against any shift on his attacking. This applies to
may be foiled if the hero is kept from that
attack, but not benefit from both at the Slugfest and Missile combat o nly in both
weapon. This section covers a few of the
same time. If a Force Field is projected by a cases.
more common Powers that turn up in
third party in front of the character with Attacks
combat.
Body Armor, the Force Field takes damage Reduction Against Attacks By
and, if it collapses, full damage is inflicted Down to 6 inches' No No
Body Armor. The key to withstanding
attacks, a characters's Body Armor reduces
on those within. In this case Body Armor is Down to 1 inch · -,cs +1CS
applicable to reducing damage. Down to 1/4 inch - 2CS +2CS
potential damage by the Power rank
Smaller than 1/4 " -3CS + 3CS
number of the armor. If a character has
Resistances: A hero with a resistance
Monstrous(75) Body Armor, then any and all
attacks reduce the damage by 75. Damage
against a certain attack form is permitted an Tactics
additional defensive roll - when attacked,
reduced below o is counted as no damage, The above sections talk about most normal
the hero may make a FEAT roll against the
and the target cannot be affected by a Stun, combat situations. Of course, anything that
attack, treating the damage as the Intensity
Slam, o r Kill result from that attack. For uses characters with superior Powe rs can
of the attack. If successful, the attack
example, if a dagger (10 points damage) is hardly be called normal. To cover a lot of
inflicts no damage. If the FEAT fails, the
thrown at a hero with Amazing (50) Body the " special cases," this section will look at
Resistance still provides Body Armor
Armor, there is no effect from the attack a few of the more interesting tactics that
against that attack form.
even it the attacker rolled a Kill result. Body have turned up over the years.
Armor protects the character from each and
Claws: Claws are given a Power rank and a
every physical attack. If five goons inflict 10 Non-Adjacent Weapon Combat: In most
material strength. The first refers to the
points damage on the hero with Excellent cases, two characters must be next to each
damage inflicted with them, the second to
Body Armor, then none of those attacks other in order to engage in Slugfest combat,
the materials they can affect. The favorite
succeed. though an exception is noted if the
example is Wolverine, whose Class 1000
material claws only inflict Good damage character has a weapon that will reach.
The a bove applies to all attack forms except Super-strong opponents are always

29
grabbing lamposts, columns, and buses to character makes a Fighting FEAT roll in the or Body Armor, but two or more individuals
smash one another. For this type of combat, Pre-Action roll. The intensity of the FEAT striking at the same spot may be able to
the attacker and target do not have to be depends on the number of attacks desired: affect the foe. As with combined material
adjacent, but should be within 1 area of Making 2 attacks in the same round - Strength FEATs, the two must inflict
each other (unless the attacker is using Remarkable Intensity FEAT damage within 10 points of each other. The
something massive like the Concorde to Making 3 attacks in the same round - higher total is raised to the next rank of
strike his or her opponent). The attacker Amazing Intensity FEAT damage, at the lowest point (88 for
must be able to lift the object he is using, Unearthly, etc.) providing the individual with
and if the targEit!s material strength or Body" All multiple attacks are made at - 1 CS to the lower damage ability makes an Agility
Armor is higher, the weapon may be hit. If the Fighting FEAT fails, only one FEAT (the one with the higher FEAT must
shattered and the item useless. attack is made at - 3CS. score a normal hit). This applies to Slugfest,
Charging, and Energy and Force Powers.
Holding One's Fire: If a player has initiative, The above applies to Slugfest attacks and
his character may hold off his attack until Shooting only. Certain Powers may permit Double-Teaming: A form of combined attack
an opponent is within the best possible multiple attacks as Power Stunts without where one attacker holds the target and the
range. In other words, the opponent (loser invoking this rule. other hits him. The first attacker must get a
of initiative) may move according to his Hold or Partial Hold on the target. The
plans, but the attacker does not have to Entangling Weapons: There are a number second attacker then gets a + 1CS on
attack until the opponent is about to strike. of bolos, nets, and webbing designed as attacks (but a miss on the target may hit the
(A good example is a character defending weapons to entangle a foe. These hit with Grappling attacker - make a second roll as
against a Charging opponent. That an Agility FEAT, but if they hit, the target if attacking that character).
ctiaracter chooses to hold his attack until must make an Agility FEAT against the
the opponent is right on top of him, then material strength of the net, webbing, etc. Fastball Special: A special form of Charging
lets loose.) Failure indicates the target is enmeshed attack developed by Messrs. Logan and
and may escape by breaking bonds as a Rasputin of Westchester County, New York,
Pulling Punches: This has been covered Strength FEAT, or slipping the bonds, if the which involves the more powerful of the two
above but bears repeating: It is possible to character has applicable abilities. using the less powerful as a Missile
inflict less damage than maximum for some weapon. The attack supposes the throwing
attacks, and it is possible to select a lower Groundstrike: The Groundstrike is a tactic character can lift and throw the thrown
effect than the color rolled for other attacks. used by individuals with Energy Powers to character. The attack uses the thrower's
Attack forms where reduced damage is inflict concussive damage to a target Agility to hit, or the thrown's Fighting ability,
available are Blunt Attacks, Throwing Blunt, without fear of instant death. The idea is to whichever the players involved choose.
Energy Powers, Force Powers, and use the Power to bowl over an opponent Damage is done by the thrown character as
Grappling, and any form of attack that uses and do damage with the rock and earth determined by Endurance, or by a normal
the magic code phrase "inflicts up to a brought up by the attack. If the material Slugfest attack, with the thrown character
certain level of damage." Attack forms strength is less than the damage inflicted, gaining benefits as for a Charging attack.
where it is possible to have lesser effects the target will take damage equal to the (Plusses for Speed.)
than found on the Battle Effects Table (for material strength. In addition, if the material
example, lessening a Stun to a Slam) are is relatively thin, the strike may open a hole, Shockwave: A version of the Groundstrike .
Blunt Attacks, Force Powers, Energy causing the target to fall through (Agility used by those with Edged or Blunt Slugfest
Powers, Grappling, and Charging. FEAT to avoid). The chief function of the attacks. The attacker must have a Strength
Groundstrike is that damage is inflicted on at least two ranks higher than the material
Multiple Targets: A character may affect the Force Power Table. It's disadvantage is he is standing on; he then strikes at the
multiple targets by making a single attack that it is hard on the surrounding territory. ground with fists, legs, etc., setting up a
that will affect multiple targets, or by shockwave that will travel up to 2 areas
making separate attacks against the Shooting to Neutralize: It's often a good away in any direction. Those in the path of
attackers. idea to try to shoot a weapon out of a the Shockwave are attacked by as if by a
miscreant's hand. This requires a Bullseye Charge of the attacker's Strength. No
Single Roll option: Under certain result, and while it inflicts damage, a Kill damage is done by a Shockwave attack
circumstances a character may affect a result is treated as a Bullseye as well. This (though incidental damage may be inflicted
number of adjacent foes. All targets must is one of the few cases where a Kill result by damaged buildings, bridges falling down,
be adjacent to the character in question. may be reduced. It may be used only to etc.) but targets may be stunned or
Attack forms that may use this type of knock an opponent's weapon out of his slammed if these results are rolled.
attack are Blunt Slugfest, Escaping, and hand.
Energy and Force Powers. A single roll is Blindsiding: A character who is taken by
made to affect all the individuals in the area Shooting to Stun: A trick shot, involving surprise has a greater chance of being
at a - 4CS. Those results are applied to all grazing the target in such a way as to knock affected by an attack than one who is
in that area. him out. This is a Bullseye result for expecting it. A Blindsiding attack gains a
Shooting combat. A Bullseye result is + 2CS to hit, and the character hit by a
Multiple Combat Actions: Occasionally treated as a Stun, but a Kill is still a Kill Blindsiding attack may not add Karma to
heroes may make more than one attack in result. any die rolls to determine if the attack
the same round, attacking the same target Slams, Stuns, or Kills. The Judge has final
or different targets. Any character can Combined Attack: A single character may say on Blindsiding, but guidelines are: if the
make multiple attacks, provided that be unable to pierce an enemy's Force Field character is taken unaware from behind,

30
LIFE, DEATH, AND HEALTH

the character is distracted, the attacker is sniper rifle sticking out of a window. Spidey opponent gains a +3CS to hit that
playing possum (the target does not acts to shield the Mayor, making himself the opponent. If the opponent is fighting, or
anticipate an attack), the attack comes from target of the attack. Were Captain America engaged in Slugfest or wrestling, there is a
an unsuspected quarter (an ally or standing next to the Mayor in this situation, -3CS to hit with Missile weapons. Whether
supposed friend makes the attack). then he could bring up his shield (a or not a target is fighting is determined
Characters with extraordinary senses (like common object used for this purpose) to when the attacker fires. If the attacker gets
Daredevil) or danger senses (like Rogue, protect the Mayor and himself (the attack is . initiative in the round the opponent tries to
Franklin Richards, and Spider-Man) cannot considered to be against Captain America, escape, the attacker has a + 3CS -
be Blindsided in normal circumstances. but his shield may deflect it). otherwise, he has a -3CS.
Under special circumstances, though,
Blindsiding these characters can be Flight and Fight: A few additional rules Luring: Luring is a tactic by which the
possible. Spider-Man was once Blindsided apply to characters engaged in combat character makes himself a target in order to
by Aunt May, as his vaunted spider-sense while in flight: encourage his opponent into attacking him,
did not recognize the dear sweet lady with • A character in flight can be slammed whether to keep the opponent from
the lead pipe as a threat - let this be a regardless of the character's attacking others, lead the character into an
lesson to us all. .. comparative Endurance. This is uninhabited area, or to persuade the
because the character is not moored to opponent to throw a punch or make a
Shielding: This tactic involves putting anything. charge, only to jump out of the way at the
something between the target and the • A character in flight may Charge with last moment. A character trying to Lure
attacker, usually an inanimate object but normal limitations. If the flying character states so. The opponent gets a +2CS on
sometimes, in the case of hero leaping into is engaged in a Power dive (dropping attacks, but at the moment of attack, the
the fray to stop an attack on another straight down), the character can gain a defender can pull a defensive move of his
individual, a character himself. column shift of + 4CS (with resulting or her choice. If the attack misses, the lured
possible damage for self as well). This character will hit whatever was directly
In the first case, the hero may decide to use applies only to flying characters intent behind the luring character (the character's
something as a shield as an initial action or on diving at the target, not to characters choice).
as a changed action after initiative is rolled. leaping, jumping, or falling from high
If it is an initial action, the hero may perform distances (they receive the +3 CS Using Karma in Combat: Karma is delved
another action in addition to the action. If a maximum). into deeply in the next chapter, but since it
changed action, the hero may perform no has an important effect on combat it should
other action that round than shielding. In Firing at a Moving Target: A character who be mentioned here. Karma is used to
either case, all other FEATs attempted in is moving is harder to hit. A - 1CS applies manipulate the die rolls on the Universal
that round, including combat are - 2CS to any target moving up to five areas that Table. When a character decides to spend
unless the object used as a shield is a round; a -2CS applies to those against Karma, the player simply announces it. You
device or object commonly used by the targets moving up to 10 areas that turn, and automatically spend 10 Karma points by
hero in that way (the hero is comfortable -4CS to those moving faster. The saying that simple phrase. You can spend
using the device defensively). The material exception to this is attacks on a character more, but 10 points is the requirement for
strength of the item is used as a form of who is Charging directly at the firer - other making the statement. On the die roll you
Body Armor against the attack (if a garbage than the target getting rapidly larger, there are modifying (always the one immediately
can lid is used as a shield, it will provide is no difference in location. after the announcement), you add the
Poor (4) protection). This applies only to number of points equal to the amount of
physical attacks and similar attacks that Ambush: Ok, how many times have you Karma you spend (at least 10, the amount
may be deflected in this manner. This form seen this in the comics - the bad guy is you spent to start with). Other uses of
of defense may be used against Slugfest, right around the corner, pistol drawn, Karma are described in the Karma section.
Throwing, Shooting, and Charging attacks, waiting for Moon Knight to come around the
but not Grappling and Grabbing attacks. corner and... Blam! The Ambush is an Life, Death, and Health
attack set up against a certain location. As
The hero may also provide a form of soon as any character enters that location, This is one of the most important sections
shielding to other targets within the same the attack occurs. Karma is spent when the yet covered. In combat, we noted that
area (or within a half-area for ranged attack is set up, not made. An Ambush various attack forms inflicted various types
movement) by putting his own body in the gains a + 1CS to hit. of damage - a strike with the bare fists
way of an attack directed against another. inflicts up to the attacker's maximum
The hero may make this decision only in the Aiming (Optional): This form of attack is for Strength. This may be modified by Body
decision section of the turn, and then if the use with Shooting, Throwing, and Powers, Armor, tactics, and other stuff, but the end
hero is closer to the target than the attacker in situations where the attacker has the result is a number, which is deducted from
(therefore it is only useful against Shooting, luxury of spending a turn aiming his your Health score. What happens when
Throwing, and Charging attacks). The hero weapon without firing. A character Aiming Health reaches O?
(or an object the hero is carrying, as in the for a turn gains a + 1CS to hit.
first section) interposes himself in the line of Well, your character j ust might perish.
fire and is considered the target instead of Point Blank Range: There are sometimes
the intended target. cases where a firer would have to be really A character that reaches O Health becomes
trying to miss - you know, repulsor up unconscious and stays that way for at least
l=xample: Spider-Man is standing next to against the bad guy's head, etc. A Shooting 1-10 rounds. The player rolls an Endurance
the Mayor when he sees the barrel of a character who is adjacent to a nonfighting FEAT for the character and consults the Kill
column of the Effects Table. If the result is

31
no effect, the character is Stunned for 1-10 checking to see if the character is OK. A Robots and Reactivation: Robot PCs and
rounds and may regain consciousness (see character with First Aid and Medicine NPCs that are knocked down to O Health
Regaining Consciousness below). If the Talents may be able to aid individuals and lose all Endurance Ranks are not
result is Endurance Loss, the character who have reached Shift O Health. "dead" in a conventional sense, but may
begins to lose Endurance ranks. be rebuilt by other characters, if they may
Regaining Consciousness: A character retain most of the parts and personality.
A character loses one Endurance rank per unconscious from the result of a Stun Repairing such a character would require a
turn. The loss is temporary, but for further regains consciousness in 1-10 turns, and · Reason FEAT of intensity equal to the
Endurance checks the rank number is may act normally from there on. A character highest Ability or Power rank of that
considered to be the highest for that rank. with O Health is unconscious for 1-1 o turns, character (if the Vision is deactivated, as he
One rank is lost per turn until the character then can make a Endurance FEAT. Failure apparently was once in crossing Annihilus'
reaches Shift 0. When the character slips indicates the character is still unconscious; Force Field, repairing him is an Unearthly
below Shift 0, that character is dead. check again in 1-10 turns. Success intensity FEAT). The repaired character
Deceased. Pushing up daisies. Beyond the indicates the character has regained returns to play, but has no Karma.
mortal ken. Extreme measures must be consciousness, and has Health equal to his Reactivating a robot takes a number of
taken to bring that character back into play. Endurance rank. days equal to the highest Power rank of the
Fold up the character's sheet and put him in character (the Vision would take 100 days).
the Hall of Fame. (However, see Recovery: Ten turns after a character takes Robots may suffer disabilities.
· Immortality.) damage, he regains Health equal to the
Endurance rank number, provided the Impaired Abilities: A character who has lost
How do you avoid this situation if your character is not knocked unconscious. This Endurance ranks has a - 2CS until the
character is the one who may pass from Recovery only applies if the character is not Endurance is returned to original levels. One
this mortal coil? further damaged within that time period. If a Endurance rank is healed per week in normal
• Spend Karma. You can stabilize your character is damaged, steps out, and then action. One Endurance rank is healed per day
Endurance for one round by spending is damaged again before Recovery takes if the character is in a hospital or under a
50 points. This is a stopgap measure at place; then only Healing is possible. doctor's care. Endurance cannot be healed to
best. (This is a change from the Original Recovery may take place only once per day. a higher rank number than the character had
Set.) , before the damage.
• Spend a lot of Karma. You can gain Healing: A character normally heals his
another Endurance FEAT when you slip Endurance rank number in the hour (600 Disabilities: A character who slips to Shift O
a level by spending 200 Karma points. If turns) following the last damage. If the in Endurance is in danger of having one or
you succeed, you are unconscious. character takes further damage during that more of his abilities impaired. For such a
• Help from your friends. If a friend, ally, period, then the time is measured from that character, roll for each physical ability
enemy, or passerby attempts to aid you, point. Characters with special abilities may above Good (Green FEAT). Failure
the loss of Endurance is halted. The be able to heal for greater amounts or at indicates that that ability is now reduced to
character is still unconscious, and will faster rates. This rate is doubled by bedrest the next lowest printed number (from an
be for for 1-10 more hours. Aid is and medical supervision (doctors or Monstrous(61) to an Amazing(50)). These
defined as first aid, summoning help, hospitals). abilities may be modified upwards
pulling the character to safety, or even afterwards only by experience.

IT I~ NOT MY
6Yl!$THAT
SHOULP CON-
CERN VOU,
SPll'E~·MAN . .,

TM
32
3: THE CAMPAIGN

Chapter One dealt with your character,


whether pregenerated or created on the
spot. Chapter Two ran through the basic
FEATs, combat, and movement, and what a
character can do in a turn. In this chapter
we expand into the realms of the campaign
itself, including Karma, Contacts, and
advancement.

Karma
As a hero adventures in the Marvel
Universe, he gains and loses Karma. Karma
is the reward system of the game, and is a
register of how well the character is doing
compared to an "ideal" hero.

Karma is also a spendable experience


point. In other words, it is gained by the
player, and may be spent by the player to
make sure certain actions happen when
they are supposed to (example: Captain because Judges have terrible memories). criminal action from occurring, or stopping it
America, with only one chance, bounces his while in the process of occurring. The
shield off three walls and hits the lever Karma may be awarded to individuals or to various criminal acts are listed in the
necessary to prevent the detonation of the a group. Definition is determined by the Original Set, and summarized here.
Z-bomb). Karma is also spent to complete number of characters required to perform • Violent crimes are crimes involving
technological items, accomplish Power the action, defeat the bad guy, or rescue the damage to people, and include murder,
Stunts, and to advance the character in innocent. If more than one person is assault, and kidnaping. Attacking a
abilities and power. responsible (such as one character holds super-powered hero is not in itself a
the building steady while a second clears violent crime, for Karma purposes, but
Gaining (and Losing) Karma the streets and a third checks the collapsing attacking a hero in his secret ID is.
structure for people trapped inside}, the • Destructive crimes are violent crimes
Karma awards are made at specific times award should be split evenly. If one directed against property as opposed to
during an adventure. character is doing all the work, then that people. Arson, bombings, riots,
• Karma is awarded at the end of a battle character should get all the credit. When vandalism, attacks on super-powered
or conflict. making group awards, the amount is evenly heroes, and rampages fall under this
• Karma is awarded at the completion of divided between the active participants category.
a task. (drop fractions). If three people perform • Theft is removal of property without
• Karma is awarded at the conclusion of actions that earn 100 Karma points, each threat or injury. Shoplifting,
the game adventure or gaming session. gets 33 Karma points. Awards for good pickpocketing, break-ins, and
role-playing are always to individuals. The embezzling are theft.
In the first case, Karma is not awarded decision of whether Karma is awarded to • Robbery is theft with violence or
while there is still combat going on, or when the individual or group, as well as the implied violence. Mugging, bank
there is potential for immediate combat. amount, is the final province of the Judge. robbery, and store stick-ups are robbery.
This prevents heroes from chewing through Karma earned by groups may be placed in Whereas theft is usually done without
the lower-level flunkies, then using the that group's Karma pool even if other the target's knowledge, robbery involves
Karma gained to take on the organization's members of the pool's group were not a face-to-face confrontation. ,
mastermind. As long as one of the player present (See Karma Pools). • Misdemeanors include all minor
character heroes is in combat, Karma will crimes, including gambling, carrying
not be awarded for that battle. Karma is gained and lost through three concealed weapons, possession of
general types of actions: Heroic Actions, drugs, and driving offenses.
Certain actions are rewarded immediately Personal Actions, and Gaming Actions. • National offenses are those crimes that
after they occur. Stopping a crime, rescuing threaten the security of the nation, and
someone, or preventing a disaster are Heroic Actions are those actions the include treason, hijacking, acts of
rewarded as soon as they occur, as are character undertakes as a hero: catching terrorism, and drug and weapon
Karma losses from committing a crime, or criminals, rescuing innocents, battling the smuggling.
taking a life. forces of evil, and general acts of heroic • A local conspiracy is a plot or plan to
derring-do. Similarly, Karma is lost break the law, affecting one company,
At the conclusion of the game adventure, (reducing the player's Karma total) for city, or region. Meeting to plan a robbery
Karma awards should be made for the play unheroic acts. Heroic actions are listed in is a local conspiracy.
to date. Conclusion means either the end of the summary at the close of this section,
a planned adventure or the end of the but the general types are as follows.
evening's play. Karma awards for items
such as good role-playing should not be Stopping or preventing crime: The hero
delayed from session to session (if only receives an amount for preventing a

33
• A national conspiracy is a plot or plan Losses for Heroic (or Unheroic) Acts:
to break the law on a national level, Heroes may also lose Karma as a result of
usually concerning taking over that their actions. Such losses are always
country. individual in nature, and Karma may not
• A global conspiracy is directed against drop below 0. These unheroic actions are
the entire world, and usually is only summarized on the Karma Table as well,
used by those individuals and groups and are detailed below.
who dream of world power and alien
races intent on conquering the world. Committing crimes: A player character
• Other crimes are those crimes that do loses twice the listed Karma points for any
not fit into any set category, and include crime he commits, even if the hero has
selling drugs, forgery, counterfeiting, good reason or there are extenuating
and fraud. circumstances concerning the crime. A
hero is sometimes charged with a crime she
Arresting criminals: Often there are cases did not commit. This has no effect on her
where a hero is not on the scene when a Karma (as the hero knows she is innocent).
crime occurs (best example is Spider-Man This only applies to crimes the hero
not being around when his Uncle Ben was commits, even if she was under the control
shot by the burglar). If the hero brings those of outside forces.
responsible for a crime to justice, this is
known as Arresting the Criminal. In most Example: Puppet Master controls a hero's
cases, a hero does not have official mind, forcing him tomb Fort Knox. While
sanction from the governments to make the hero breaks Puppet Master's hold,
arrests. The best the hero can do is bring returns the money, and convinces the
the perpetrator to justice, along with authorities that he is a good guy, the fact
enough evidence to make a case against TM
remains that he robbed Fort Knox, and
the creep. If the villain is released as a owner says the robber wore the outfit of the loses 20 Karma points as a result.
result of a court decision, the hero still gets Scorpion. The hero tracks Scorpion down,
the award for the arrest. The classes of discovers proof of the crime, arrests him, Note: Holding on to the devices of
crimes are as listed above. and turns him over the authorities. The hero super-powered villains without the
did not stop the crime, but did arrest the permission of the arresting body is
Rescues: Saving another life is worth 20 criminal (10), who has a Remarkable+ considered to be theft. (Bad guys got rights,
Karma points flat. It doesn't matter if the ability (Amazing damage with tail (50)), so too.) Make a Popularity FEAT to see if the
person is Aunt May falling off the Brooklyn the hero receives 60 points. hero may keep the devices after the trial.
Bridge or Doctor Doom falling into the core
of his cyclotron. To most heroic characters Example 3: Three heroes tracking down a Permit crime to occur: There are times
all life has value, even that of evil rash of thefts (four to a rash; three or less is when a hero may choose not to interfere
characters. A maximum of 100 points may an itch of thefts) stumble across a group of with a situation, or be unable to interfere
be awarded for any one action involving three villains plotting to hold the city of San with a criminal activity. This is generally not
rescue (Iron Man saves a 747 filled with Francisco hostage. The heroes break in looked upon favorably in heroic circles, and
people from crashing - he gets 100 points and knock out the criminals. They have a Karma loss equal to that of arresting the
max). arrested the criminals of four thefts (20 criminal is ascribed to the hero.
points), stopped a local conspiracy (30) and
Award for Foes: In addition to all other arrested the participants (15), and the Example: The hero must rush a vial of
awards, the hero receives Karma for villains all have high Strengths (Incredible, anti-toxin across town to save a life (rescue
battling and defeating opponents. Such an 40 each). The heroes get 165 points, split - worth 20 points). En route he spots a cat
opponent is usually a criminal or villain. three ways for 55 points each. burglar breaking into a penthouse
This award may be made only if the apartment (theft - 10 for preventing, 5
opponent has an ability or Power of Example 4: A rampaging monster with more for arresting). He decides that a life is
Remarkable or higher (small fry do not Monstrous (75) Endurance is trying to push more important and gets to the hospital with
count). The award is equal to the highest over an office building filled with people. A seconds to spare. He gets 20 points, but
rank number of the opponent. team of five heroes tries to prevent it. Three loses 5 for not preventing the crime (he can
heroes attack the monster, which they drive regain those points by tracking down the
Example 1: The lone hero comes upon a off into the East River. The other two heroes cat burglar, now long gone).
liquor store hold-up. The two thugs are help evacuate the building. All heroes
running for the getaway car. The hero drops would benefit from stopping a crime of Defeats: When a hero gets beaten up by a
down on the thugs and knocks them out, to destruction (20), and from rescue (100 bad guy or guys, he seems ineffective in his
the cheers of the bystanders. She has Karma points). No points are awarded for job, and this reflects on his Karma. If the
stopped a robbery (20) and arrested the defeating the monster, as.it was just driven defeat occurs in a private area (no other
criminals (10). She gets 30 points for her off, or for " arresting" the monster as it's still witnesses), the hero loses 20 Karma points.
actions. at large. 120 points are spread among five If the defeat occurs with more than three
heroes for 24 each, or added in total to their witnesses (in a park, an office, or on
Example 2: The lone hero comes upon a group Karma pool. national TV), the loss is 40 Karma points.
liquor store that has been held up. The

34
commitment to meet someone at a certain
Noble deaths, mysterious deaths, and time and place. This may be a personal
self-destruction: These are borderline cases appearance, making a date with a girlfriend,
where the circumstances of death are fuzzy going shopping with a relative, or making a
to say the least. A noble death is one where poker game. For each instance of a hero
the character chooses to sacrifice herself making commitments and seeing them
for others (Marvel Girl taking the controls of through, the hero receives 5 Karma points.
a crashing space shuttle in order to save
Scott Summers and his teammates). A Weekly award: In addition to specific
mysterious death is one where no body is commitments, heroes in their everyday lives
found, and is a favorite for villains who receive Karma points for making the normal
appear to be about to die. Self-destruction daily commitments. These will vary
involves those cases where the death would according to the heroes. Those with
result no matter what the hero does. For employment must live up to the terms of
these cases, a set 50 point penalty per hero that employment (like showing up for the
is ascribed. job, as a long absence fighting in the Skrull
Galaxy may result in a loss of Karma and a
Example of noble death: The Space change in Resource status). Heroes with
Shuttle, carrying the X-Men, is plunging to families should be expected to spend some
its fiery doom. Marvel Girl volunteers to try time with those families. (The Richardses
to pilot it down, though the cosmic radiation have been spending a lot of time fighting
will fry her. She knocks out a protesting menaces and leaving their son Franklin
Cyclops, and sacrifices her life to save her alone - this is bad Karma.) Heroes with
TM friends. Her friends lose 50 Karma points wives or husbands are similarly expected to
only, as this was a noble death. They do not spend some time together to receive this
Property destruction: When titans clash, the regain that amount when it turns out she reward, in domestic situations as opposed
insurance rates go through the roof. really survived the crash. to everyday situations. A character who to
Super-powered characters getting down to the Judge's satisfaction has completed his
cases can level whole city blocks. Villains Example of mysterious death: The heroes normal tasks as employee/employer/
generally don't care, but heroes like to trap the dangerous Apocalypse in a burning husband/wife/parent may receive this
avoid excess destruction. For every area warehouse as the madman rants about his award of up to 10 Karma points.
that takes damage (broken walls, windows, new genetic hierarchy. Suddenly the floor
fallen roofs, damaged pavements, wrecked gives way, plunging him into the inferno Example 1: Spider-Man, in his identity of
cars and sewage lines), each hero involved before the heroes can react. No one could Peter Parker, not only manages to get
loses 5 points. survive the heat, and no body is found in freelance photos in on time to make an
the ashes. The heroes take a 50 point issue of NOW magazine, but makes a
Example: Three heroes fight the rampaging penalty each, though Apocalypse may have dinner date with Mary Jane and drops in on
Hulk. In the process a city block of seven survived the fire. his Aunt May. At week's end, the character
areas is leveled. The heroes each lose 35 gains 10 Karma for making his normal
points (and probably another 40 each for a Example of self-destruction: Iron Man defeats commitments, as well as an additional 5 for
public defeat, as the Hulk is one tough Obadiah Stane, who is wearing the Iron showing up for the date with Mary Jane.
customer). Monger armor. As a final act, Iron Monger
turns his repulsors on himself as opposed to Example 2: Iron Man, in his identity of Tony
Death: Almost all heroes have a code against admitting defeat to Iron Man. Iron Man's total Stark, is needed to sign various papers for
killing, and this is reflected by the fact that if a is reduced by 50 Karma points. the continued survival of his company. Iron
hero kills an opponent, or through his actions Man spends the week fighting the Crimson
allows a person to die, all Karma for the Personal Karma Awards: In addition to Dynamo in the Sahara Desert, and does not
character is reduced to 0. Karma that has heroic actions in their caped and cowled even check in. Iron Man receives no award
been spent for advancement, building things, crusader alter egos, most player characters for the week (and his control of the
or influencing die rolls previous to the death is have a home life of some form, as well as company may be jeopardized by his failure
unaffected, but with the death, all current non super-powered friends and allies. to pay attention to business), and loses
Karma is reduced to 0. New Karma may be These friends, allies, and relationships are Karma for not showing up.
earned from this point, but the Karma is lost, the source of additional Karma for the hero,
even if the character slain is later returned to known as personal Karma. Personal Karma Karma loss for breaking commitments: One
life. Accidental deaths and deaths resulting is awarded to the individual hero (no group way of gaining personal Karma is to make
from the hero not being in control of his awards). Earning personal Karma consists and show up for commitments. Failure to
actions do not mitigate this effect. of making commitments and following show up for these commitments results in a
through on those commitments. A hero who Karma loss, as does leaving these
Example: Iron Man's armor is controlled by exists in a vaccuum, without friends, is commitments early (sorry, you can't just
J ustin Hammer, and causes him to fire his cutting himself out of an interesting way of touch base and take off). Failure to show up
repulsor ray into the Carnellian earning Karma. for a commitment will result in a loss of 10
ambassador, killing him on national TV. Iron Karma points, leaving early a loss of 5
Man's Karma is reduced to 0, despite the Personal commitments: The character, Karma points. Karma levels may never drop
fact that it is not his fault. either as hero or secret ID, can make a below 0.

35
Example 1: Reed Richards has scheduled FEAT roll, so he receives 40 points for characters created by the players, these
a meeting of the Baxter Building tenants for performing it successfully. awards are given in light of the player's
noon on Friday. On Thursday he is stated motives and previous actions.
kidnaped by Doctor Doom, and does not Example 2: Spider-Man uses his webbing (Captain Outrageous, " the hero who fears
escape until Monday. Regardless of the to temporarily hold the scaffolding together no evil," running from a fight with Terminus
situation, he loses 10 Karma points for outside an office building until it is welded. may be making an intelligent decision, but
failing to show up (and probably has the This is an act of charity, but no FEAT is still is not acting in character.) The Judge
tenants ticked off as well). required. 10 points are awarded. may award up to 10 points in this fashion.

Example 2: She-Hulk and Wyatt Wingfoot Example 3: Tony Stark kicks in for a new Stump the Judge Award: The characters
are out on the town when suddenly a news wing of a medical center, an Incredible rank controlled by the players have super-human
report comes in about a giant plate of donation made possible by Stark Powers, and with the addition of Power
succotash eating Yankee Stadium. International. Stark receives 40 points for Stunts, may be able to use them in new and
She-Hulk calls it a night early in order to the donation, and an additional 20 points for different ways. In other words, while the
battle the evil mixed vegetable, but will showing up as Iron Man at the grand Judge may figure the players will get out of
suffer a 5 Karma point loss for only partially opening. a deathtrap in a certain fashion, they may
honoring a commitment. surprise him by coming up with some new
Example 4: Spider-Man is gathering money and different way. The Judge should make
Charities: One easy way of earning for a program to give toys to small children an award of no greater than 15 points to
personal Karma is through charity work. at Christmas. The organization, wary of his those players who come up with new,
There are three types of charity that a hero rep, turns down his offer to make public imaginative ways of dealing with situations
can be involved with: personal appearance, appearances, but Parker still manages to (once done, of course, it's now longer new,
act of charity, and donation. donate a few bucks to the cause (Poor so once per stunt).
FEAT) and in doing so gains 4 Karma
Personal appearance involves the hero points. Humor Award: Let's face it: one of the key
showing up for a function the proceeds of reasons for role-playing is the gathering
which will be donated to a worthy cause. A Negative Popularity FEAT rolls: Heroes together of diverse people with the intent of
charity will request or accept this type of are supposed to be good guys, but if their swapping bad jokes. Laughing in the face of
work on a red Popularity FEAT, mainly Popularity drops below O in the range, danger is a trademark of some heroes, but
because such charities are often used as people may follow their orders out of fear as even Wolverine and Captain America get in
targets at which super-powered foes get opposed to loyalty. Each time a player a wry chuckle from time to time. The Judge
even with and humiliate the hero. The hero character hero with a negative Popularity should award 5 points to any player who
who makes a charity appearance will score uses that Popularity to influence can come up with a joke, pun, or humorous
receive Karma points equal to his Popularity another character, the hero loses Karma situation so dastardly that play must cease
rank number (maximum of 20). No more equal to his or her Popularity rank number. while everyone takes a deep breath and
than one charity appearance per week per For example, if a hero with - 15 Popularity tries to recover a sense of direction.
hero or group can be counted in this uses that Popularity to scare away a group
fashion. of panic-stricken passers-by, preventing
them from being damaged by a falling wall, DID YOUR
Act of charity: A hero may also use his he receives Karma for the rescue (100 DOCTOR EVER
Powers to benefit the common good, or a points max), but loses 15 points of it due to TELL YOU
worthy cause, in a non-combat or his negative Popularity score. ABOUT
non-emergency situation. Heroes should be NYPE~TENSION,
rewarded according to the situation and the Gaming Awards: A player may gain Karma SCORP_;J
type of FEAT needed to complete the task. for his character through good role-play and
Tasks which are automatic net 10 points, running his character in an interesting and
those which would require a green FEAT intelligent way. There are no negative
20, a yellow FEAT 30, and a red FEAT 40 gaming awards in the Advanced Set, as the
points. assumption is made (at least by the
designer) that you guys know what you're
Donation: In the Original Set, a bonus of 1 doing. Three examples of gaming awards
Karma point per 100 Resource points are:
donated was set. With the removal of
bookkeeping for Resources, this must be Role-Play Award: At the end of an
modified. In order to make a donation, the adventure or gaming session, the Judge
player must state what is being donated may award personal Karma to players who
and make the appropriate Resource FEAT if have shown a good knowledge of the
necessary. The Karma award is equal to the character's personality. For characters from
rank number of that FEAT (if no FEAT is the Marvel Universe, this means the
required, 10 Karma points are awarded). role-playing is in line with how the character
is presented (Hercules is loud and
Example 1: Box hauls a Canadian boisterous; Wolverine, while not continually
destroyer off the shoals of Newfoundland. going into murderous rages, is
This is an act of charity requiring a red short-tempered and threatening). For
TM

36
Karma Summary Listing
Violent Crime - Stop/Prevent 30 Other Crimes - Stop/ Prevent 15 Permit Robbery -10
Violent Crime - Arrest 15 Other Crimes - Arrest 5 Permit Misdemeanor - 5
Destructive Crime - Stop/Prevent 20 Rescue 20 Permit National Offense - 10
Destructive Crime - Arrest 10 Multiple Rescues(5 +) 100 Permit Other Crimes - 5
Theft - Stop/Prevent 10 Defeating Remarkable Foe 30 Property Destruction -5/area
Theft - Arrest 5 Defeating Incredible Foe 40. Death - ALL
Robbery - Stop/Prevent 20 Defeating Amazing Foe 50 Noble Death -50
Robbery - Arrest 10 Defeating Monstrous Foe 75 Mysterious Death -50
Misdemeanors - Stop/Prevent 5 Defeating Unearthly Foe 100 Self-Destruction -50
Misdemeanors - Arrest 5 Commit Violent Crime -60 Making Commitment +5
National Offense - Stop/Prevent 20 Commit Destructive Crime -40 Failing Commitment - 5
National Offense - Arrest 10 Commit Theft -20 Weekly Award +10
Local Conspiracy - Stop/Prevent 30 Commit Misdemeanor -10 Charities: Personal Appearance +Pop(max.
Local Conspiracy - Arrest 15 Commit National Offense -40 20)
National Conspiracy - Commit Other Crimes - 10 Charities: Act of Charity +10 to 40
Stop/Prevent 40 Public Defeat -40 Charities: Donation +Res
National Conspiracy - Arrest 20 Private Defeat -20 Negative Popularity -Pop
Global Conspiracy - Permit Violent Crime -15 Gaming Award: Role-Playing +10
Stop/Prevent 50 Permit Destructive Crime -10 Gaming Award: Stump the Judge + 15
Global Conspiracy - Arrest 25 Permit Theft -5 Gaming Award: Humor +5

Karma Pools present. Players may set their own defeated) may be taken out of the Karma
restrictio ns as to how much people may pool as one character, spreading the blame
A Karma pool is formed by a group of
take out of the pool, who may join, and around a little and reducing the individual
heroes as a common source of Karma.
other by-laws, according to the situation. damage.
Each hero may donate as much of his own
Karma as he wishes. Any member of the
Adding to the Karma Pool: Any group If a member of a Karma pool kills a
group may then use the Karma in that pool
awards may be added to the Karma pool character, o r through his actions causes the
to manipulate die rolls and build things,
d irectly, or split into equal shares for those death of another, both his individual Karma
though Karma in a Karma pool may not be
who belong to the pool. Individual awards and that of the Karma pool to which he
used for advancement (sorry, no " let's chip
are made to the player's character directly. belongs is reduced to 0. (This is why the
in and give Albedo Man anothe r rank of
They may contribute to the pool of their own X-Men kept such an eye on Wolverine all
Body Armor").
volition ("ah, guys, the Pool is a little low, these years.) Noble deaths, mysterious
shall we all chip in 50 Karma points?" ). deaths, and self-destruction are handled as
Who may form a pool: Two or more
for individual characters.
· consenting player character heroes may
Karma pool losses: Individual losses are
contribute up to their present Karma levels
taken from the individual first, then from the Dissolving and Leaving a Karma Pool: A
to form a Karma pool. Others may join in
Karma pool he belongs to. For example, if character may only belong to one Karma
the pool, adding Karma as they join. A
Wolverine is publicly defeated for - 40 pool at a time, a nd to join another must
character may leave the pool, taking back a
Karma points, but has only 30 points on leave the one he previously belonged to. At
share equal to that of any other member
him, he loses the 30 and the remaining 10 that time the hero takes his equal share of
w ith him (a Karma pool of two is divided two
comes out of the X-Men Karma pool he the remaining Karma in the original pool. If
ways·, one of four characters will give the
belongs to. A group loss (everyone a ll members choose to d ivide up the Karma
leaving character one-fourth of the total
pool).

Temporary pools: Karma pools are generally


considered to be formed at the start of an
adventure and disbanded at the adventure's
end (either end of the mission or end of the
gaming session). For randomly gathered
heroes, such as those that appear in Marvel
Two-In-One, this is normal.

Permanent pools: Heroes who adventure


together over a long period of time (several
gaming sessions) may form a permanent
Karma pool. T his is the basis of the
super-powered groups, such as the
Avengers, Defenders, or X-Men. Such pools
are kept track of by one player, and all
members of the pool may draw from that
pool, even if other members are not
TM
37
ADVANCEMENT

in a pool, then the Karma pool dissolves. Example 2: The same as above, with the Building Things: Karma is also spent in the
The Karma returns in equal shares to each player rolling a 98. The FEAT succeeds, but process of building things, as outlined in
member of the pool, who may use it as he the player still takes 10 points off his total, Chapter 4. Karma may be used to ,
sees fit (including advancement). A Karma as he declared he was spending Karma. determine the success of an experiment or
pool cannot be reformed then until after the The character has 20 Karma points left. invention. In this case and this case only,
next gaming session. the player making the roll must determine
Example 3: The same as above, with the how much Karma is being spent before
Optional Rule: Locking Karma Pools - As player rolling a 13. No amount of available · rolling the dice (as opposed to the mere
stated above, heroes may set their own Karma will modify the roll to the point where declaration of how much is to be spent, with
bylaws regarding the spending of Karma. the FEAT succeeds, so the player lets the an automatic spending of 1o Karma points).
One such law may be the locking of a roll stand. The 10 points for declaring the If the player does not declare the amount
Karma pool. A lock should be agreed to by use of Karma are still subtracted, leaving for this success roll, then 10 points are
all members of the group. Karma placed the character with 20 Karma points. assumed to be spent.
into the locking Karma pool may not be
withdrawn by the members. It may only be Optional Rule: In order to speed play, the Advancement: Characters may put Karma
used by the individual to modify die rolls. Judge may ask for Karma to be spent in aside for advancement. This Karma is put into
Such a locking Karma pool may only be increments of 5 points. a separate fund and is considered
dissolved by a unanimous vote of those untouchable by the player for normal use (and
who belong. Modifying Results in Combat: In most types of is similarly unaffected by negative Karma
combat, the attacking character may choose modifiers). Any Karma put aside is placed
Spending Karma to reduce the effect of his attack (from a red there with a specific purpose, and may only
result to a yellow result). Certain attacks may be spent for that purpose. Karma is placed in
Karma may be spent from its reserve for a
not be voluntarily reduced in effect: Edged Advancement funds usually at the end of
number of purposes: manipulating die rolls,
Attack, Shooting, and Energy (those attacks adventures or gaming sessions, but never in
changing results, advancement, building
with a possible Kill result). The player may the middle of combat or during an adventure
things, and Power Stunts. Karma spent in
reduce these effects by spending Karma. An (in other words, "quiet time," as opposed to
any of these fashions is lost and may not be
expenditure of 50 Karma points may reduce the heat of the chase). Advancement is
recovered. A player may not spend more
the result by one color (from red to yellow, for described in full in the next section.
Karma than his character normally has.
example). This expenditure may only be
Karma may not drop, through spending or
.loss resulting from actions, below O under
made immediately after the roll generating the Advancement
effect, and before any other die rolls, such as As characters develop in the MARVEL
normal conditions.
the Endurance FEAT to see if the character SUPER HEROES RPG, they may increase
survives. in levels, Powers, and abilities. This is
Spending Karma to manipulate die rolls:
Whenever making a FEAT roll, the player known as advancement.
Power Stunts: Power Stunts are described
may change the die roll by declaring, before
in full under Power FEATS in Chapter 2. A In order to advance, individual players must
combat begins, that she is spending Karma
Power Stunt permits the hero to use his or create a separate listing or fund of Karma.
on the result. At this point, the player is
her Power in a fashion that has hitherto not Karma placed in that column will be used
committed to spend at least 10 Karma
been used. When a hero wishes to attempt for a specific type of Advancement: Ability
points (or her remaining reserve, if less than
the stunt, he describes the stunt to the Advancement, Resource Advancement,
10). After rolling the dice, a number equal to
Judge. The Judge then states if the stunt is Popularity Advancement , Power
the amount of Karma spent is added to the
possible, given the character's level of Advancement, Power Addition, Talent
result (at least 10 points, or the amount
Power, and what FEAT would required. The Addition, or Contact Addition.
remaining). The player does not have to
player then spends 100 Karma points to try
declare how much Karma is spent on the
the stunt. Any additional Karma to • Ability Advancement is the increase of
roll, only that she will be spending Karma.
manipulate the die roll may be spent now, any of the seven primary abilities
according to the rules laid out above. (FASERIP).
Certain FEATs may not be manipulated by
Karma. Resource FEATs may not be so • Resource Advancement is the increase
Example: A first time player is running the
manipulated, nor may Popularity FEATs. of the Resource ability, and reflects that
FEATs resulting from being Blindsided or Vision, and wishes to increase his normal
the character is spending time and
density inside an opponent, stunning the
suffering an unexpected attack may not be energy increasing his wealth.
opponent without seriously damaging him.
modified by Karma (if Arcade suddenly
This is a common Power Stunt the Vision • Popularity Advancement is an attempt
pumps your jet full of knock-out gas, you
uses, so would be a green FEAT roll. The to increase the character's Popularity
cannot spend Karma, unless you had some
Judge states the character would have to hit rank, via the old PR campaign. Given
previous warning of the attack).
his target, and the defender would make an the fluid nature of Popularity, this is
Endurance FEAT against the Intensity of the used in cases where the hero has
Example 1: A character with Typical
density control used. The player agrees and suffered from a smear campaign or
Strength must make a red Strength FEAT.
spends 100 Karma points. The player then other negative Popularity modifiers.
He has 30 Karma points listed on his sheet.
states he is spending Karma to hit, so another
He announces he spends Karma and rolls • Power Advancement is the increase in
10 points are automatically spent. The hit is
the dice. He rolls a 68. He spends the full superhuman abilities the character
successful in any event, and the Vision has
30, bringing the roll up to a final result of 98 already possesses, and reflects a fine
spent 11 O Karma points on this attack.
- a success. The character has no Karma honing of those abilities.
left.

38
• Power Addition is the gaining of new Power Addition: Heroes may increase their
Powers, either through ~xperimentation, Powers by spending Karma. The cost of an
latent abilities coming to the fore, or additional Power is 3000 plus 40 times the
further modification of the character. starting rank number. New Powers (as
opposed to Power Stunts, which are relatively
• Talent Addition is the gaining of a new cheap) must have a rationale of some type.
Talent from those listed on the Talent Exception: Robotic characters may be
Table, or the development of a new Talent. modified at a cost of 3000 plus 10 times the
starting rank number, provided that someone
• Contact Addition is the gaining of is capable of modifying their form. The
additional Contacts, and reflects a procedure is the same as for reactivating
previously unrevealed or newly gained robots. A third party must have sufficient
Contact. As campaign play itself often Reason to include a Power of that rank.
creates new Contacts, this H.U.B.E.R.T. may be modified, but characters
advancement pool is not often used. would have a great deal of difficulty with the
synthezoid known as the Vision.
Karma put aside must be put there for one of
the seven purposes above. A character may Talent Addition: Heroes may add to the
not have an Advancement fund set up for Talents they have by spending Karma into
more than one of the seven purposes, but, the advancement pool and seeking training.
after making a purchase in one area, may Additional Talents must always have a
move the remaining Karma to another area. rationale. If your character wants to learn
Martial Arts D, she must find someone to
Ability Advancement: Raising an ability by one teach her. Characters may learn from other
rank number costs 10 times the current rank
TM player characters at a cost of 2000 points,
number of that ability. Raising an ability to the advances to the next rank is that change or from NPCs at a cost of 1000 points per
next highest rank (from Excellent(25) to apparent. Cost is 10 t imes the rank number, Talent. (This is to get them out the house.)
Remarkable(26), for example) is called plus 200 points for Cresting.
Cresting. When cresting into the next rank, an Contact Addition: Heroes may add to the
additional 400 Karma points are spent. Popularity Advancement reflects a Contacts they have by spending into this
concentrated effort to increase the character's advancement pool and seeking out the
Example: Potato Salad Man has been putting Popularity score, and is reflected both by the Contacts. Such Contacts should fall into two
Karma aside for ability advancement. He has addition of Karma as well as in specific acts categories: contacts the hero has met or
a Reason of Good (14). It will cost him 140 the character must perform. Raising dealt with, and contacts that existed in the
Karma points to advance to Good(15). It will Popularity by one rank number costs 10 times time previous to the start of play. (Thor, for
cost him 150 points plus 400 more for the current rank number. There is no Cresting example, had several adventures before his
Cresting to reach the next rank number (550 cost to raise from one Popularity rank to the connections with Asgard were revealed - in
total) of Excellent (16). next. In addition, the character must have game terms, the player of Thor saved up his
performed one publicized act of charity (see Karma and picked up the Contact.) If the
Rationales: A character may raise any Karma) in the past three weeks. (Such acts Contact is one the character has
ability to Excellent without having to explain may increase Popularity in and of themselves encountered, that Contact should be Friendly
himself. Raising an ability beyond - this merely provides another avenue for or Neutral (not Unfriendly or Hostile). Contacts
Excellent, or more than one rank above the Karma-rich but press-poor characters.) cost 500 points plus 10 times the Resource
original, may take some explaining by the rank number of the Contact.
player. What the Judge is looking for is a Power Advancement: Abilities under the A brief list of Contacts for the Marvel ·
reason why the character is getting character's Powers may be increased Universe are listed in Appendix C.
stronger, brighter, quicker, etc. through expenditure of Karma. Cost is 20
times the rank number gained, and the cost
Example: She-Hulk, when she first appeared, for cresting is 500 additional points. Any
could lift about 50 tons, putting her in the additional increase of rank beyond the first
Amazing Strength category. A couple years should require a rationale similar to that of
later, she's working out on the Thing's weight the Ability advancement.
machines, pressing 75 toris, putting her in the
Monstrous category. The Rationale for her Example: Coldboy has Cold Resistance of
increase is merely that she has been working Amazing(60). It costs him 60 times 20, or
out. Should her Strength continue to increase, 1200 Karma points to raise it to
to Unearthly, this change may be due to further Amazing(61), and an additional 61 times 20
mutations from the gamma rays, or additional (1220) plus 500 (for 1720) to gain
exJX)Sure, or eating her ct:,eery oats. Monstrous(63) resistance. Note that this
method requires spending large amounts of
Resource Advancement reflects an Karma to advance at high levels. This is
increase in Resource rank. The individual intentional, as a world filled with Thors may
numbers of a Resource do not reflect any be a bit tedious.
change, but only when the character

39
POPULARITY/CONTACTS

Popularity and Contacts Being accused, found guilty, and cleared of the raise in Popularity, while the non-heroic
crimes: The reporting of an accusation of ID would not. Similarly, if the hero was
Popularity, like Karma, is a variable ability, accused of a crime in his secret ID, only the
criminal behavior by an organized and
and may be increased or decreased respected agency of government (including secret ID's Popularity would suffer.
according to the situation. Popularity is a the FBI and police force, but not including
measure of the hero's reputation and public If a hero with a secret ID has that ID
other national governments or•newspapers)
image, whereas Karma is the hero's
will result in the loss of half the hero's revealed to the world (it is no longer secret),
success within the cosmic scheme of Popularity. If the charge is cleared (hero is not · then the Popularity becomes that of the
things. lower of the two values. (Revealed to the
guilty), then the hero regains 10 points of
Popularity (which may exceed his earlier world means it is common knowledge. The
As a hero performs actions for the public total). If the charge is found true (the hero may fact that Bethany Cabe knows who Iron
good, and those actions are reported to the Man is is very different from the Daily Bugle
still be innocent, in the case of a frame), all
public at large, the hero's Popularity
remaining Popularity is reduced to 0. knowing that the Hulk is Bruce Banner.)
increases. If the hero is accused of evil
acts, or failing to protect the populace, his Heroes with Negative Popularity: A hero
Media attack: A media attack is an event
Popularity may drop. Popularity may reach who has been arrested, defeated, and/or
that the players have little control over, and
a negative value, unlike Karma. subjected to a smear campaign may find
is a Judge-generated event. In a media
attack, a publishing entity (newspaper, himself in the negative Popularity category.
In general, Popularity depends on what magazine, or TV channel) makes the hero In this case, all contacts are considered
your hero does in public, and how the press look dangerous, foolish, or ineffective. automatically Neutral as opposed to
reacts to him. Popularity is awarded on a Capturing a costumed crook in such a way Friendly, and any use of Popularity FEATs
day-to-day basis, as it takes time for that results in a media attack gives a result results in a loss of Karma.
information to move through the media. of + 2-5, or - 3 total.
Gaining and Losing Contacts: Contacts are
Popularity Awards and Penalties generally gained through the expenditure of
Acts of charity: A publicly reported act of
Defeat normal villains +O charity is defined as in the Karma section, Karma. In some cases, joining a group or
Defeat costumed villain +2 Pop and results in one point added to the gaining official government sanction will
Defeated in public -5 Pop Popularity score. grant certain automatic Contacts. These are
Accused of crime -1/2 total separate exceptions that are dealt with by
Cleared of charges +10 Self-promotion: Endeavors of the hero to the Judge and given to the players as
Found guilty of charge -remaining promote her own image are known as a PR specific opportunities.
Media attack -5 campaign, and are reflected by the coupling
Charity work +1 of good deeds and spending of Karma Contacts may be lost through the hero
Rescues +2 under the Advancement section. Acts of performing actions that are not in the
charity tied into Self-promotion and Contact's best interest. This indiscretion
All of the above are for public acts. Popularity advancement have no effect on must be known to be effective. For
Defeating Doctor Doom and preventing him Popularity other than to fufill the example, hiding a criminal wanted by the
from blowing up the world is good Karma, requirement for advancement. FBI may endanger the character's contact
but unless someone reports it to the world, with the FBI. In such situations, the Judge
it won't result in any additional Popularity. Mutant Penalty: Any award or penalty of will make a Popularity FEAT for the
Certain actions will be withheld from the Popularity is reduced by one in value for character, modified by circumstance. If the
public as they would have a disastrous characters who are recognized or declared FEAT fails, the hero will lose that Contact
effect on the general population. mutants (do not really have to be mutants). (the organization becomes Neutral or, if the
This applies even to longtime Avengers, like crime was severe, Unfriendly or Hostile).
Defeat normal villains: Normal villains are The Scarlet Witch. In other words, mutants Regaining the good graces of a lost Contact
defined as goons, thugs, young toughs, and do not gain any Popularity from charitable will cost half the cost of buying that
henchmen. Heroes are assumed to be acts, only one point for catching criminals, Contact, and reflects that certain members
above the normal range of human and lose only four points for being publicly of the organization may think the hero is
capabilities, so defeating normal villains, as defeated. OK, or that the organization was wrong.
well as those with no ability or Power that
exceeds Excellent, grants no additional Popularity and Secret IDs: A character Resources
Popularity. normally begins play with a single
Resources may be increased through the
Popularity rank number - this reflects his
spending of Karma, and under specific
Defeat costumed villain: Battling and Popularity both as a hero and a person. If
circumstances laid down by the Judge.
defeating another costumed character, the players wish, they may keep separate
Resources may be similarly deducted by
particularly one with negative Popularity, is account of their gained Popularity to reflect
the Judge in campaign situations.
considered good for the image. Two points the difference between the two. This option
of Popularity are added. is only available to those characters with
secret IDs.
Defeated in public: When you're a winner,
everyone loves you; when you lose, you're Any Popularity award or penalty is ascribed
a burn. A hero who is defeated in public to the persona that performed it. If the
loses 5 points of Popularity. heroic ID rescued a child from a burning
building, the heroic ID would benefit from

40
4: HARDWARE, MAGIC, & MORE

Chapters One through Three have dealt


with the material necessary for almost every
character in the MARVEL SUPER HEROES
Campaign: the character, standard actions,
movement, and combat, and Karma. Now
comes the fun part - the specialized
"flash" that makes the adventures of
Doctor Strange different from those of Iron
Man. This chapter deals with specialized
sections such as magic, available
hardware, building and modifying items,
and vehicles.

Equipment: Weapons
Most but not all heroes have "natural,"
inborn Powers, or weapons that exist as a
part of their outfit. However, as most of the
hero's opponents are armed with devices
such as those found below, a
more-than-passing knowledge of the
common types of weapons and what they
can do will aid the hero's survival.

The tables found on pages 42-43 list all the


common, readily available weapons and
related material used by criminals, Damage lists the reduction of Health using inexpensive. The hero breaking up a liquor
subversive societies, law enforcement store robbery would most likely encounter
standard damage. Stun weapons have
agencies, and the military. Specialized special effects for damage, as they project this type of weapon. The cheap handgun
weapons may be created by invention or a listed Intensity of Stunning force. takes only standard ammunition.
modification (see the sections listed
Equipment: Inventions, and Equipment: The Handgun/Pistol is the next most
Type indicates the Results column used.
Modifying). Most of these weapons use the Shooting common weapon, and like the cheap
column, but lasers use the Energy column handgun, is easily concealed. A number of
Shooting Weapons is the general term for and Concussion weapons use the Force makes and models exist, noted by the
all forms of handguns, rifles, bows, blasters, column. · different number of shots available. When
and missile or energy firing weapons, and the number is not predetermined (the text
range from handguns to battleship Rate is the number of shots that may be states a 9-shot pistol), assume the
armament. fired per round. Multiple shots require chambers hold 6 shots.
separate die rolls, but are taken at the same
Price indicates the Resource rank of the time in the combat phase. Certain weapons The Target Pistol is the most finely balanced
weapons, from Poor to Unearthly. This fire bursts, which affect up to three adjacent and accurate of the pistols. The user of a
Resource rank reflects the price if the item targets, with one roll made for all targets. target pistol suffers no penalty for range
is available at all (lasers cannot be picked Some weapons are noted to scatter, which when firing with two hands. Its drawback is
up at the local pawnshop). Items that are indicates all targets within one area of the that the target pistol fires one shot, then
gained through criminal contacts (on the target will be hit for that damage. must be reloaded.
black market) are + 1CS in cost (a
Concussion Pistol, acquired through the Shot indicates the number of shots the The Variable Pistol has an advantage in that
black market, has an Amazing Resource weapon can fire before it must be reloaded. it may be set in the field to a specific type of
rank rather than the listed value of That takes one round, though certain ammunition, and changed according to
Incredible). talents, such as Bow skill, may negate this. need. Most handguns fire standard
ammunition, and must be modified to fire
Range is the maximum range of the Material indicates the material strength of other types as well. The guns carried by the
weapon in question. For each area beyond the item. Scientific weaponry such as lasers Punisher are of Variable type.
the first, the weapon receives a -1 CS to tends to be more fragile and more
hit. This is different from ranged Powers, in expensive than the low-tech equivalents, A Gyro-Jet Pistol fires a miniature rocket,
which Range is set as effective number of and as such is not used by the man on the which may affect one or more targets
areas. Example: a Thug with a rifle fires at street. according to ammunition type. Gyro-jets will
a target five areas away with Excellent only fire one type of ammunition, and
ability. The thug receives a - 4CS to hit as
The common weapons are listed below. gyro-jet ammunition will not fit any other
a result of the range. If the thug were type of gun. Possession of gyro-jet
striking with a Power (including such The Cheap Handgun is the weapon of equipment is restricted, and its use is illegal
specialty items as a repulsor blast), then choice of most low-level criminals. It is easy (treat as Other Crime).
there would be no penalty to hit from range. to use, sufficiently deadly, and most of all,

41
EQUIPMENT: WEAPONS

The Laser Pistol, Concussion Pistol, and Table of Equipment


Plasma Beam Handgun are weapons used
by high-tech spies and subversive
Shooting Weapons
. organizations, including S.H.I.E.L.D. and
Name Range Price Damage Type Rate Shots Material
A.I.M. Their possession is illegal by
unauthorized persons (Other Crime). All Cheap Handgun Fe 2 6 s 6 Pr
three types operate from power packs. One-handed,
no special ammo
The standard Stun Pistol fires a stunning Handgun/Pistol Ty 3 6 s 6 ,8,9 Ex
beam of Typical Intensity, and the target One-handed
must make an Endurance FEAT or pass out Target Pistol Ty 5 6 s 1 Ex
for 1-10 turns. It operates from a power Variable Pistol Gd 3 6 s 6,8,9 Ex
pack. One-handed, may
change ammo type
The Machine Pistol is the most powerful in field
form of one-handed weapon, and fires Gyro-Jet Pistol Ex 5 10 s 1 per 2 3 Gd
bursts (affects up to three adjacent targets). One-handed, fires
It is used by the military as well as gyro-jet ammo,
government and subversive organizations. illegal
Possession by ordinary folk is illegal (Other Laser Pistol Rm 10 10 E 10 Pr
Crime). One-handed, power
pack, illegal
The Rifle and Hunting Rifle are standards Stun Pistol Rm 2 10 Pr
for their types: relatively long, two-handed One-handed, power
weapons (may be fired one-handed at pack, Typical
- 2CS). The hunting rifle is merely a higher Intensity stunning
grade of rifle. Concussion Pistol In 4 10 F 5 Ty
One-handed, power
The Sniper Rifle, like the target pistol,
pack
suffers no penalty for firing up to maximum
range. It is used by criminals as well as the
Plasma Beam Am 7 20 F 10 Ex
Handgun
military.
One-handed, power
The Assault Rifle is the version of the rifle pack
used by the military. Machine Pistol Ex 3 20 s 6 Ex
Bursts, one-
The Laser, Stun and Concussion Rifles are handed, military
larger versions of their handgun equivalents Rifle Ty 10 10 s 1 4 Gd
(see above). The stun rifle fires a beam of Hunting Rifle Gd 10 10 s 1 6,7,8 Gd
Remarkable Intensity. All use power packs. Sniper Rifle Gd 10 15 s 1 4 Gd
All are illegal. Assault Rifle Ex 7 10 s 2 20 Gd
Military
The Automatic Rifle is a military weapon Laser Rifle Rm 4 20 s 20 Ty
that fires bursts. A Semi-Automatic version Power pack,
with similar stats may be altered to fire illegal
normal shots. Possession outside of Stun Rifle Rm 5 20 Ty
government-recognized agencies is illegal Remarkable
(Other Crime). Intensity stunning,
power pack,
The Shotgun is a one- or two-barreled illegal
weapon that fires bursts. It is often loaded Heading Definitions:
with non-lethal cartridges (such as rock salt) Name: Name of the weapon
that will not inflict Killing damage (ignore Kill Price: Price rank to meet or beat when making a Resource FEAT
results). One or both barrels may be fired. Range: Effective Range in areas
Damage: Amount of damage inflicted by standard weapon of the type listed. Weapons that
The Riot Gun is a smaller version of the inflict special or variable damage are marked with a •.
shotgun, and fires grenade-like missiles and Type: Effects Column on the Universal Table. The types are S = Shooting F = Force E =
canister shot (treat as grenades). Riot guns Energy
may be fired one-handed at - 1CS to hit.
Rate: Number of shots that may be fired on one round.
1 = fire one shot/round 2 = fires 2 shots/round 1 per 2 = fires one shot every other round
The Grenade Launcher is a military weapon
that fires grenades a set distance with no Shot: Number of shots a weapon can fire before it must be reloaded. In effect, the number of
consecutive rounds of firing.
penalty for range. Private possession is
Material: Material strength of the weapon.
illegal (Other Crime).

42
Name Range Price Damage Type Rate Shots Material Notes:
One-handed: The weapon can be fired
Concussion Rifle Rm 7 10 F 1 12 Gd
one-handed without penalty
Power pack,
Illegal: Possession of this weapon outside
illegal
of certain authorized groups is a
Automatic Rifle Ex 5 15 s 20 Gd
misdemeanor.
Military, bursts
Military: Possession of this weapon
Shotgun Bursts Gd 3 20 s 1,2 2 Gd
outside of the military and certain
Riot Gun Gd 2 15 s 1 6 Ex authorized groups is a crime (Other Crime).
Fire one-handed
Power pack: This weapon operates from
at -1CS
a power pack, as opposed to using
Grenade Launcher Ex 4 1 per 2 Gd
standard ammunition.
Military
Bursts: This weapon may affect multiple
Sub-Machine Gun Rm 7 25 s 7 Gd
adjacent targets.
Fire one-handed
at - 2CS, bursts, Scatters: This weapon affects all within
one area of the target.
military
Two men to fire: Two pers<ms are required
Machine Gun In 10 30 s 20 Gd
to fire this weapon effectively. One.may fire,
Bursts.military
with the result of the firing rate being halved
Flamethrower In 2 30 E 5 Ty/Gd
and a - 2CS to hit.
Fire burns for
10 points/damage/ Stationary: This weapon does not move,
but it can turn in place.
round, scatters,
military
The Sub-Machine Gun is a military weapon
Bazooka In 4 40 s 1 per 2 Gd
that fires bursts, and may be fired
Two men to fire,
one-handed at - 2CS to hit.
military
LAW Am 4 40 s 6 Gd
The Machine Gun is a military weapon that
Military
fires bursts, but may not be fired
Light Artillery Am 10 40 s 20 Ex one-handed.
Two men to
operate, military
The Flamethrower is a military weapon that
Stun Cannon Am 10 10 Rm
shoots a jet of flaming jelly, affecting all
Two men to fire,
one-man firing at targets in the area. The fire burns for
Incredible (40) points damage the first
-1CS to hit,
round, and continues to burn for 10 points
Incredible Intensity
stunning, bursts, damage each round until put out (or 1-10
rounds).
power pack
Concussion Cannon Am 15 40 F 10 Rm
Power pack The Bazooka is an old-style military
weapon, still used in small armies and by
Laser Cannon Am 20 30 E 10 Ex
criminals as well as in old WWII movies. It
Power pack
has recently been replaced by the LAW. It
Heavy Artillery Mn 40 50 s 30 Rm
requires two men to fire.
Two men to fire,
scatters,
military LAW stands for Light Anti-tank Weapon,
and is the replacement for the Bazooka on
Superheavy Artillery Un 80 50 s 30 In
the battlefield. It requires one man to fire.
Stationary, two
men to fire,
military Light Artillery is a blanket term for projectile
weapons above the Bazooka/LAW class bu1
Missile Launcher In 10 Rm
Fires missiles of still moveable by a normal man, and
various includes mortars.
capabilities,
Stun, Concussion, and Laser Cannons are
military
the largest version of the pistols and rifles
Regular Bow Pr 5 6 s Pr
of the same name. They must be stationary
Two-handed
to fire, and all rely on power packs. Stun
Long Bow Ty 6 10 s Ty
cannon fires bursts of Incredible Intensity.
Two-handed
Compound Bow Ex 7 15 s Gd
Heavy Artillery refers to large mobile
Two-handed
weapons that require horses or vehicles to
Crossbow Gd 3 10 s 1 per 2 Ty
lug around. They must be stationary to fire.
Fire one-handed
Fire affects all in target area. ·
at -2CS

43
Super-Heavy Artillery is reserved for large Ammunition Table
immobile weapons, most often battleship
Name Weapon Cost Rounds
and railroad guns. They require a crew of at
least two men to fire. Standard All Handguns Fe 50
Standard All Rifles Fe 50
Ttie Missile Launcher is a military weapon Standard Assault Rifle Fe 30
that fires missiles (see Missiles), and may Standard Automatic Rifle Fe 20(1 clip)
range from small launchers similar to the Standard Sub-Machine Gun Fe 7(1 clip)
LAW to missile equivalents of the Heavy Standard Machine Gun Pr 20(1 clip)
Artillery. Standard Shotgun Fe 10
Standard Bazooka Fe 1
Finally, shifting back down to more personal Standard LAW Fe 1
weapons, Bows are two handed-weapons, Standard Light Artillery Pr 1
t hough the Crossbow can be fired Standard Heavy Artillery Ty 1
one-handed at a - 2CS to hit. Both Bows Standard SrHvy Artillery Gd 1
and Crossbows have a -1CS to hit, unless
the wielder has Bow Talent. Power Pack Pistol Ty 1 pack
Power Pack Rifle Gd 1 pack
Ammunition: Damage listed for each Power Pack Cannon Ex 1 pack
weapon is for standard ammunition. Stun,
concussion, and laser weapons operate Mercy Shot Handgun Fe 10
from power packs, and may not use other Mercy Shot Rifle Fe 10
types of ammunition. Gyro-jets may only Mercy Shot Assault Rifle Fe 5
use gyro-jet ammunition, though there are Mercy Shot Automatic Rifle Ty 20(1 clip)
several warhead types.
AP Shot Handgun Fe 10 rounds
There are several types of specialized AP Shot Sniper Rifle Fe 10 rounds
ammunition, the first of which is Mercy AP Shot LAW, Bazooka Fe 1 round
Shot. Mercy bullets inflict no damage, but
spread a Remarkable Intensity knock-out Rubber Shot Handgun Fe 40rounds
. drug over the skin of the target. If the bullet Rubber Shot Rifle Fe 40 rounds
inflicts damage to the target, the drug takes
effect, knocking those affected out for 1-10 Explosive Shot Handgun Ty 10 rounds
rounds. Explosive Shot Rifle Ty 10 rounds
Explosive Shot Bazooka Gd 1 round
Of a more deadly nature is AP Shot.
Armor-piercing bullets reduce the target's Canister Shot LAW, Bazooka, Gd 1 round
Body Armor by 2 CS (from Good to Poor, for Riot gun
example) for purposes of hitting and Canister Shot Lght Artillery Gd 1 round
damage. This type of ammunition has no Canister Shot Hvy Artillery Ex 1 round
effect on force fields (including the Canister Shot SrHvy Artillery Rm 1 round
force-field stiffened armor of Iron Man}.
Standard Gyro-jet Pr 5 rounds
Less lethal is Rubber Shot, a type of Explosive Gyro-jet Pr 1 round
ammunition that inflicts slugfest damage as Heat-Seeker Gyro-jet Pr 1 round
opposed to shooting damage. Ignore Slam Explsive HS Gyro-jet Gd 1 round
results in using rubber bullets.
Explosive Shot inflicts twice normal (listed) Name: Type of ammunition
damage for the weapon. If the weapon fires Weapon: Specific type of weapon used
bursts or scatters, all in the area are Price: Resource Rank
affected when using explosive shot. Amount: Standard packaging of that type of ammunition (you cannot purchase half a clip of
Automatic Rifle standard)
Canister shot is a special type of
ammunition, similar to the shot-gun shell in Smoke Canisters: contain Excellent Heat-Seeker Ammunition seeks out the
that it may be loaded with a number of Intensity smoke. Cover one area. hottest source in line to the target. Will track
cartridges for various effects, all for the Explosive Canisters: inflict double the hottest source up to maximum of the
same cost. The player should specify the damage to all in target area, normal weapon's range, and suffers no penalty for
type of canister desired when purchasing. damage to all in adjacent areas. range. If several targets are of the same
Gas Canisters: contain Incredible Intensity Incendiary Canisters: inflict damage as heat, then it will determine a target
Tear Gas. Cover one area. listed for weapon in fire, which burns at that randomly. This ammunition type is only
Knock-Out Canisters: contain Intensity for HO rounds. available for Gryro-Jet Pistols.
Remarkable Intensity Knock-Out gas. Cover
one area.

44
Me/ee Weapons Melee and Thrown Weapons
The common melee weapons listed on the Name Price Damage Type Strength
table on page 45 are listed according to
Knife Fe 10 EA,ET Ex
Cost rank, normal (minimum) damage, type
Sword Pr 10 EA Ex
of damage (Edged Attack (EA), Edged
Great Sword Gd 15 EA Ex
Throwing , Blunt Attack (BA), Blunt
Two-Handed
Throwing , Grappling (Gp) or Grabbing
Axe Gd 5 EA Gd
(Gb)), and normal material strength.
Great Axe Ex 15 EA Gd
Two-Handed
When attacking with an object in a Blunt
Spear Fe 10 EA,ET Gd
Attack, the hero inflicts damage equal to his
Club Fe 10 BA,BT Gd
Strength or the material strength of the
Shuriken Fe 10 ET Ex
item, whichever is less. When attacking
Boomerang Pr 10 BT Gd
with a weapon designed for combat, the
Whip,leather Pr 0 Gp,Gb Ty
character will always inflict damag.e of the
Whip,metal Gd 10 Gp,Gb Gd
effects type listed and always a minimum of
the damage listed (a knife will always inflict A Spear is considered as any thrusting gases of various Intensities. Health is
at least 10 points). A powerful character blade with a handle over one foot long, and unaffected by knock-out gas.
may inflict up to his Strength or the material is normally thrown or wielded with two
strength of the object in damage, whichever hands. Flash Grenades create a flash of up to
is less. Example: Wonder Man with his bare Amazing Intensity. Those facing the flash
hands ·can inflict up to 100 points of Clubs are standard blunt weapons, and are affected.
damage in slugfest. With a normal knife he include makeshift weapons such chairs and
can inflict a minimum of 10 points Edged tables. Concussive Grenades inflict 40 points of
Attack, and a maximum of 20 points damage as a Blunt Attack, to all in the area.
(Excellent material) damage. That is why Shuriken are also called throwing stars.
Wondy doesn't carry a knife. Maximum range of these stars is three Sonic Grenades inflict 20 points of Energy
areas. damage to all in area; in addition, all must
Note: If a weapon hits a material of higher make an Endurance FEAT against Excellent
material strength (knife against the Hulk's The Boomerang is a flat, curved throwing Intensity Stunning.
skin), there is a chance of it breaking as if stick. Only a character with Throwing talent
purposely attempting to break the weapon. may cause a Boomerang to return to his Missiles are expensive propositions. In
Make a Breaking FEAT roll, comparing the hands. addition to a missile launcher, the user must
material strength of the object and either purchase the missile itself, the specific
the Strength of the wielder or the material Whips can make Grappling or Grabbing payload to be used, and the control system.
strength or Body Armor of the target. attacks from a distance, as if the whip had a This restricts missiles to those who can
Example: Black Knight attacks Hulk with a Strength equal to its material strength. afford or invent them.
regular sword (his Ebony Blade is being Example: a villain using a leather whip tries
polished). Sword is Excellent material, to entangle a charging hero. The villain rolls A missile without a control device will fly in
Hulk's Body Armor is Monstrous, and Black a Grappling attack on the Typical column. a straight line to its target's location at the
Knight's Strength is Good. The attack The result would then be a Miss, Partial time of the firing, and hit those in that area
inflicts no damage, and a second check is hold, or Full hold. on the Shift O column (individuals who are
made, Good Strength breaking an Excellent not choosy about their targets often do this,
material sword, to see if the blade breaks. Other Weapons while loading up on.the explosives). Aircraft
Bombs (like the type in old B-52 movies) are
A Knife is defined as any blade weapon with Grenades on the price list refers to those
missiles without control devices (the
a blade up to 12 inches. May be thrown as standard types of grenades available. All
"launcher" is in the plijne itself -they are
a thrown object. grenades are usable by military and
"launched" straight down).
government organizations but their
Swords are considered one-handed blade ownership and use by private citizens (and
There are three readily available types of
weapons with blades over 12 inches long. criminals) is illegal (Other Crime).
missiles:
Not normally thrown.
Fragmentary Grenades inflict Remarkable
The Standard Missile
Great Swords are two-handed blade Edged Attack damage to all in the same area.
Body Control Speed
weapons. They may be wielded one-handed Ex Arn Ex
at - 2CS to hit. Smoke Grenades release Excellent
Intensity smoke. All FEATs within the
The High-Tech Missile
Axes are any chopping weapon, including smoke-filled area are made at - 2CS. Body Control Speed
fireaxes, that may be wielded with one Ex In Ex
hand. Tear Gas Grenades release Typical
Intensity Tear Gas.
The High-Speed Missile
Great Axes are two-handed chopping Body Control Speed
weapons, used by medieval-type folk. Knock-Out Grenades release knock-out
Ex In Am

45
VEHICLES

These three types come in a variety of Other Weapons Cost


forms, and a character cannot be able to
Name Cost Special Damage
identify an approaching missile's type
unless he is familiar with the various makes.
Grenade, Fragment Ex Rem damage, Scatter
Grenade, Smoke Gd - 2 CS for FEATs
Example: Given his background in weapons
Grenade, Tear Gas Ex Typical Intensity
research, Tony Stark may be able to make a
Reason FEAT to determine what a type of Grenade, Knock-out In Good Intensity
Grenade, Knock-out Am Excellent Intensity
missile is, but Johnny Storm cannot.
Grenade, Knock-out Mn Remarkable Intensity
Grenade, Flash Ex Amazing Intensity
Control Systems:
Grenade, Concussive Rm 40 points BA
Wir9:9uided: The missile is controlled by wire
Grenade, Sonic In 20 points Energy
leading from the tail of the missile (Feeble
material). The Wir8iJuided missile has the
Missile, Standard Am
A~ility of the controller to hit. Severing the
Missile, High-tech Mn
wires causes the missile to behave as if it has
Missile, High-speed Mn
no control. Range of 10 areas, maximum, but
no penalties for range. Missile Control, Wire-guided Rm
Missile Control, Tele-guided In
Missile Control, Computer Am
Tele-Guided: The missile is guided by a
Missile Control, Radio In
camera in the nose of the missile, and the
Missile Control, Heat Seeker Rm
operator may be up to 5 miles away. Use
Missile Payload, Standard Rm 40 points, Scatter
the Control of the missile or the Agility of
the controller (whichever is lower) to Missile Payload,
Concentrated Explosive Rm 40 points, one target
d~te~mine Control FEATs for this type of
Missile Payload, High Exp. Am 70 points Scatter
m1ss1le.
20 points, adjacent
Missile Payload, Incendiary In 40 points fire
Computer-Guided: The missile is
Missile Payload, Gas Am Amazing Intensity
progr~~med internally for a specific target.
Smoke, fill one area Gd -2CS on FEATs
Its ability to determine the target is
Tear Gas, fill one area Ex Typical Intensity
considered Poor if multiple similar targets
Knock-Out Gas, fill one area Ex Feeble Intensity
are available.
(also explosives) Rm Poor Intensity
Rm Typical Intensity
Radio-Linked: Also called a homing missile.
In Good Intensity
T~e mi~sile tracks on a specific wavelength,
In Excellent Intensity
~Ith~r directed from its point of firing or
Am Remarkable Intensity
issuing from the target. Destruction of a
Am Incredible Intensity
tracer or cessation of the signal causes the
Mn Amazing Intensity
missile to go out of control.
Mn Monstrous Intensity
Un Unearthly Intensity
Heat-Seeking: This form of guidance will
" lock on" to the highest flame source in its 10 points BA
path (usually a jet-engine or flaming hero).
The missile will only be sidetracked by a
Gases Vehicles
higher source of heat. ~ot all ~haracters have their own garage
Smoke: Smoke, whether from fire or
missiles, is usually considered to be of filled with neat vehicles, but most come into
The Payloads contact with this necessary type of
Excellent Intensity to see through. All
Standard Missile Payload inflicts 40 points equipment in some way (as weapons if
FEATs performed while in a Smoke-filled
EA damage to all in the target area. nothing else). The table on pages 48-49 list
area are at - 2CS.
the more common and well-known craft in
Concentrated Explosive inflicts 40 points use.
Tear Gas: Most tear gas is considered to be
EA damage to target only.
Typical Intensity. Those tailing the FEAT roll
against this gas may take no actions other Vehicles are defined by six statistics: Type,
High Explosive inflicts 70 points EA Cost, Control, Speed, Body, and Protection.
than movement until they leave the area,
damage to all in target area, and 20 points
nor for one round after leaving that area.
to those in adjacent areas. The Type of a vehicle is a handy definition
of the general purpose. A Blimp, the
Knock-Out Gas: Knock-out gas is listed in
Incendiary inflicts 40 points Energy damage Concorde, and the Avengers Quinjet are all
various Intensities, as it is a favorite device
to all in area, and burns for Good Intensity basically airborne craft, and so are
to knock out bad guys and good guys.
for each round afterward until put out. classified as "air" types. Vehicles of the
Those in the same area as knock-out gas
must make an Endurance FEAT or be same Type are normally bound by the same
Gas Payload contains Amazing Intensity general rules regarding control and
knocked out for 1-10 rounds.
tear or knock-out gas, which will affect all in damage.
the area.

46
Road vehicles are those design ed prima rily Driving Lesson (Using Vehicles) Excel lent Endur ance. Their curren t Speed
to be driven on relativ ely flat surfac es (like rank is consid ered to be that equal to the
The Contro l attribu te of a vehicl e repres ents
roads), and includ e most vehicl es found in areas moved or the next highe st on the
how well the vehicl e handle s, makes turns,
mode rn cities. Road vehicl es suffer long-d istanc e movem ent table (see page
and gener ally perfor ms. In certai~
penalt ies for Contr ol and Speed when_ xx). All vehicl es use the Land/ Water
situati ons, an opera tor of the vehicl e mu_st
off-roa d (like cuttin g throug h the park in colum n, save for GEV, Space, and Air
make a Contro l FEAT to perfor m a certain
your luxury limo). types, which use the Air colum n.
action . This FEAT refers to the chara cter's
Agility, or the vehicl e's Contro l, which ever is
Off-Ro ad vehicles are land vehicles Exam ple of Acceleration: A hero with
less. Situat ions where such FEATs are
design ed to handl e broke n groun ~ better Amaz ing Endur ance and no other
required are determ ined by type:
than road vehicl es. Some recrea tional movem ent-re lated power s is chasin g a
• Road Vehicles make Contro l FEATs for
vehicl es and militar y equip ment fall under Jeep. Both are movin g from a standing
sudde n stopp ing, travell ing off-road,
this category. start. In the first round , the hero moves 3
turns of 90 degre es or more, or any
areas, determ ined by his Endurance. The
Railed vehicles follow a prede termin ed path sudde n action at highe r than listed
Jeep moves 2 areas in the first turn, and
or track; the most comm on examp le is Speed . . . . accele rates to 4 areas in the secon d turn
• Off-Ro ad Vehic les have the hmItat1ons
Trains. A Railed vehicl e that runs off the (Good speed). The Jeep then moves 4
of road vehicl es excep t for travel ing
track has disast rous effects . areas per turn each turn afterw ards.
off-roa d. Machi nes, of cours e, unlike heroe s, never
• Railed Vehicles check for sudde n
GEV mean s Groun d Effect Vehicle, which is get tired.
basica lly the hover craft. GEVs exhibi t stops, only.
• GEVs check Contro l as Off-Ro ad and
prope rties of both Air and Off-Ro a? Note on Air vehicles: Most aircra ft must
Vehicles, and as such deser ve their own Air vehicl es. have a sectio n of open space (a runway) to
• Air Vehicles check Contro l for sudde n
entry. attain the speed s neces sary to achiev e
turns (includ ing dodgin g), turns of up to
flight. Air vehicl es must be movin g at a
45 degre es (one-eighth of a circle) , and
Air vehicles travel mainly throug h the groun d speed of equal rank to their listed
Take-off and landin g in non-n ormal
friendly skies, and includ e all forms of air speed before they can take off. A
aircra ft from glider s to the Conco rde. situati ons (landin g on an airfield ~oes
Comm ercial jet must make Monst rous
not requir e a Contro l FEAT. Landin g on
groun d speed (9 areas /round ) ~for~ 1t c_an
a fog-en shrou ded runwa y or with two
Space vehicles are those ~hich_are capab le take off. During this time the Air vehicl e Is
of sustai ned space travel In orbit or engin es dead does).
consid ered a Groun d vehicl e for purpo ses
• Space Vehic les check Contr ol for
betwe en planet s. of contro l. (Sub-note: Vehicles that launch
take-o ff, landin g, and sudde n from very short runwa ys, such as aircra ft
Water vehicles are boats of every movem ents. carrie rs and the top of the Aveng ers'
• Water Vehicles and Subs check
descri ption, from sailbo ats to car~ie~s. Their mansi on, use catapu lts that fling the craft at
main limitat ion is the dange r of sinkin g. Contr ol only for sudde n chang es in
the neces sary speed s over the water (or
Subm ersible vehicles are those design ed to cours e. over Centra l Park, as the case may be).)
travel under water, and are repres ented by
Failur e to make a Contro l FEAT is descri bed
the subm arine. Subs are simila r to water Norma l Deceleratio n is similar. A vehicl e
vehicl es in the dange r of sinkin g. in Out of Control.
may drop its speed by two ranks e_a~h
round until Shift O is reach ed (a mini-c ar
Example: The Wasp, with_h_ e r A~ility of
The Cost of a vehicl e is repres ented in the movin g at Good speed (4 areas/ round )
Excellent, is flying the Quin1et, with a Control
Cost colum n. It is often possib le to buy a slows to Poor (2 areas/ round ), then to a full
of Remarkable. Coming out of a fog bank and
used (and therefore unrelia ble) versio n for stop). A vehicl e may drop its speed by 3
seeing the Empire State Building looming
one less than listed (a used sedan costs ranks in a round by makin g a Sudde n Stop
straight ahead, Wasp must make a sudden
Excel lent rather than Rema rkable , and (with the attend ant Contr ol FEAT).
chang e of direction. She makes a FEA: ro!I
small count ries can get their own used
using her Agility as opposed to the vehicle s
battle ships for Monst rous cost). exam ple: A vehicl e movin g at Good speed
Control, because her Agility is the l~sser of
moves 4 areas in a round. In the next round
the two values. Were Captain America at the
The other four "Stati stics" of a vehicl e it may slow norma lly to 2 areas /round , and
controls, with his Incredible Agility, he wo_u l_
d ,
determ ine how well the vehicl e perfor ms come to a compl ete stop in the third round .
have to make a FEAT roll against the Qu1n1et s
under most situati ons. The Contr ol stat is a The vehicl e can slow to one area/r ound in
Control, which is the lesser of the two. The
measu re of how well the vehicl e respo nds the secon d round by makin g a sudde n stop.
FEAT roll would be green in most normal
to movin g in different direct ions and makin g If the stop still brings it into conflic t with a
cases but if there were other circumstances
sudde n stops. Speed is a note o! the solid objec t (Crash), it will be moving at
. (say, the ship was damaged), it might ~ a
maxim um safe speed of the vehicl e. Body 1s Feebl e speed.
yellow or red FEAT to avoid smashing into the
the amou nt of dama ge the vehicl e can
sustai n before a chanc e exists of system . Empire State Buildin g. Note for Air vehicles: An Air vehicl e has to
failure (the vehicl e break s down). Protec tion be movin g at the groun d equiva lent of its air
Speed indica tes the maxim u~ ~afe spe~d
is a new attribu te for vehicl es, and rank speed (a plane with a speed of Shift X
for the vehicl e in quest ion. S1m1lar to flying
repres ents the amou nt of equiva lent B?dY must be movin g at 12 areas /round to make
movem ent all vehicl es must obey certai n
Armor the vehicl e provid es for those within . a safe landin g (maki ng a landin g at highe r
rules of ac~eleration and decele ration .
than that speed requir es a Contr ol FEAT)).
Vehic les accele rate in 2 areas /round
stages , as if they were chara cters of

47
Vehicles
Name Type Cost Control Speed Body Protection
Sedan Road Rm Ty Gd Gd Pr
Mini-Car Road Ex Gd Gd Pr Fe
Sports Car Road In Ex Rm Pr Pr
Luxury Car Road In Pr Gd Ex Gd
Security Limo Road Am Ty Ex Re Re
Van Road Rm Pr Gd Gd Gd
Convertible Road Rm Ty Gd Gd Fe
Taxi Road Ex Ty Gd Ty Pr
Bus Road In Pr Gd Ty Ty
Police Car Road Rm Gd Ex Ty Ty
Police Van Road Rm Ty Gd Ty Ty
SWAT Van Road In Ty Gd Rm Ex
Semi Road Rm Ty Ex Ex Gd
Sleeper Road In Ty Ex Ex Ex
Armored Car Road In Ty Ty Rm Rm
Fire Truck Road In Ty Ex Gd Ty
Includes Fire Hoses. Hook and Ladder
Ambulance Road Rm Gd Ex Gd Gd
Rocket Car Road Am Fe ShZ Pr Pr
Bicycle Off-Road Pr Gd Ty Fe 0
Motorcycle Off-Road Ex Ty Ex Pr 0
Motor Trike Off-Road Rm Rm Gd Gd 0
Pickup Truck Off-Road Rm Ty Gd Gd Ty
Jeep Off-Road Rm Gd Ex Gd Pr
ATV Off-Road Rm Rm Gd Gd Ty
Snowmobile Off-Road Ex Gd Gd Ty Rm
Heavy Truck Off-Road In Pr Ty Ex Gd
Tractor Off-Raod Rm Gd Ty Gd 0
Bulldozer Off-Road In Ty Ty Ex Ty
Tank Off-Road Am Ex Ty In Rm
Includes Light Artillery mount and Machine Gun
SPG Off-Road Mn Ty Pr Rm Ex
Includes Heavy Artillery mount and Machine Gun
Armored Carrier Off-Road Am Gd Gd In Rm
Includes Machine gun
Walker Off-Road In Gd Gd Rm Rm
Includes Stun Cannon
Borer Off-Road In Pr Ty Rm Rm
Heading Definitions:
Name: Name of the Vehicle
Type: General "type" of the vehicle
Road - Craft which travel on hard, flat surfaces
Off-Road - Craft which travel on rough ground with no penalty
Railed - Craft which travel on predetermined paths
GEY - Ground Effects Vehicles - those that ride on a cushion of air
Air - Craft which normally are airborne
Space - Craft which are space-worthy - these craft are usually but not always airworthy as well
Water - Craft which ride on the top of the water
Sub - Craft which normally travel beneath the water's surface
• - Indicates the craft is compartmented
Cost: the Resource Rank of the craft
Control: Ability of the craft to respond to sudden changes in direction and speed
Speed: the rank representing the maximum safe speed of the craft
Body: amount of damage the craft may- take before failing to operate; its personal body armor and material strength
Protection: amount of Body Armor the craft provides to normal riders. Some craft provide no protection to the rider.

48
Vehicles
Name Ty pe Cost Control Speed Body Protection

Train Railed In Fe Ex Gd Gd
Bullet Train Railed Am Pr In Gd Gd
El Railed In Pr Ty Gd Gd
Monorail Railed In Pr Ex Ex Gd
Hovercraft GEV In Ex Rm Gd Gd
Private Plane Air In Ty Am Fe Ty
Corporate Jet Air Am Ty Am Pr Ty
Military Jet Air Mn Ex ShX Ty Ty
Includes 4 Missiles of various types, Machine Gun
Commercial Jet Air Mn Gd Mn Ty Ty
Blimp Air Am Fe Pr Fe 0
Traffic Copter Air In Gd Ex Fe Fe
Battle Copter Air Am Ex Ex Ty Gd
WWII Piane Air In Gd Rm Ty Ty
Includes machine gun, 2 bombs
WWII Bomber Air In Ty Ex Gd Gd
Machine Guns, 100 bombs
WWI Fighter Air In Rm Gd Pr 0
Includes Machine Guns
VTOL Jet Air Mn Rm Un Ty Ty
Includes four Missiles
Ultra-Light Air Ex Ex Ty Fe 0
Gliders Air Ex Ty Ty Fe 0
Autogyro Air Rm Ex Ex Pr Pr
Air Car Air In Ex Pr Gd Gd
Skymobile Air Rm Ex In Ex 0
Flying Car Air Am Rm Am Ex Gd
Quinjet Air Am Rm ShY Ex Gd
Concorde Air Mn Ty ShX Gd Gd·
Omnijet Air Am Ex ShY Ex Gd
Pogo Plane Air Am Ex ShY Ex Gd
Fantasticar Air In Ex In Gd Ty
SAC Air In Gd Rm Ex Ty
"Blackbird" Air Am Rm ShY Ex Gd
Space Shuttle Space Mn Ty ShZ Rm Rm
Lunar Shuttle Space Am Gd Cl1000 Rm Rm
Space Ship Space· Un Ex Cl3000 Ex Ex
Raft Water Fe Ty Fe Pr 0
Rowboat Water Ty Gd Fe Ty Fe
Sailboat Water Gd Pr Pr Fe 0
Racing Sloop Water Rm Gd Gd Pr Pr
Motorboat Water Gd Ex Ex Ty Pr
Yacht Water in Ty Gd Ty Ty
Speedboat Water Rm Gd In Ty Pr
Patrol Boat Water Rm Gd Rm Gd Ty
Includes Light Artillery, Machine Guns
Hydrofoil Water In Ty In Ty Ty
Jetskis Water Rm Ex Ex Gd 0
Ocean Liner Water Am Gd Ty Rm Gd
Destroyer Water* Mn Ty Ty Ex Ex
Includes Light Artillery, Heavy Artillery
Battleship Water· Un Ty Pr Rm Ex
Includes Super Heavy Artillery
Carrier Water* Un Ty Pr Ex Ex
Does not include air craft, includes Missiles
Submarine Sub* Am Gd Pr Rm Ex
Includes 8 Missiles
Mini-Subs Sub In Ex Gd Gd Gd
Missile or laser armed

49
Air Vehicle Ascent and Descent: Air 747 can survive a barrel roll is a matter of Air vehicles on the ground (taking off and
vehicles may climb and descend as do debate, since no one has-tried it (nor does landing) are treated as Road vehicles.
flying characters. The only exception is that the author wish to try, even in the spirit of Those that lose control in the air continue to
if the "floors" climbed or descended are investigation). move in a straight line without reducing
greater than the forward areas moved by speed, and begin to lose altitude as if falling
the plane, a Control FEAT is required to A character with an applicable Talent or ( 3 floors (45 feet) in the first round, 6 floors
maintain control of the plane. Failure in background, or using a Power to aid the (90 feet) the second, 10 floors (150 feet) the
either case indicates the aircraft is going work, should need a green or yellow chance t hird, and 20 floors (300 feet) every round
into a fall until control is regained (for to pull off a FEAT. A relative novice would thereafter). The " driving" character may try
downward movement, speed is considered require a red FEAT to succeed. to regain control, but any such FEATs are
to be speed of the aircraft). yellow FEATs at least. The out-of- control
No Karma needs to be spent to attempt a status continues until the character regains
Example: A military Jet is standing on its Vehicle Stunt, though should the FEAT fail, control or the vehicle hits something (see
tail, climbing 50 floors in a single turn the craft is automatically out of control. Crashes).
without any " forward" movement. A Control
FEAT is required for the pilot to maintain Body is the protection of the vehicle itself. Crashes
control, or else the ship goes into a falling Damage inflicted on the vehicle must pass
A Crash is a situation where a vehicle hits
spin starting at the end of that round (let's through the Body to inflict damage. (See
another object , usually at high speed. A
hear it for the right stuff). Crashes and Vehicles In Combat) crash often but not always results in the
vehicle coming to a sudden and often
Speeding: A character may exceed the The Protection statistic is a new one to
damaging stop.
listed safe speed, at the danger of losing those familiar with the Original MARVEL
control of the vehicle. The speed may be SUPER HEROES game. It reflects the
When a crash occurs, compare the material
exceeded by one rank, with the following amount of protection the vehicle provides to
strength of the object and the Body of the
limitations: the rider or riders. This is the equivalent of
vehicle. Make a Strength FEAT roll to
• All actions with the vehicle, including Body Armor for all those within the vehicle,
determine if the object is damaged as if the
all turns, climbs, and descents, require a if they are the subject of attack (as opposed
vehicle had a " strength" equal to its Speed
Control FEAT. to an attack on the vehicle itself). The
or Body, whichever is lower. If the vehicle
• Any FEATs required are at one color passengers of certain vehicles cannot be
" makes" this FEAT roll, the vehicle
higher for success: a required green attacked without the attacker getting past
continues on its path, its Speed reduced by
FEAT now requires a yellow FEAT, a the body. (See Crashes and Vehicles in
the rank of the material.
yellow requires red, but a red remains Combat)
red to succeed.
Example: A sedan (Good Body) moving at
Out of Control
Excellent Speed hits a concrete pillar
Turns: All vehicles may make turns of up to
If a character fails the Control or Agility (Excellent material). Making a FEAT roll of
90 degrees in a fashion similar to flying
FEAT required to maintain control, the craft Good versus Excellent material, a red result
characters: that is, the turn itself counts as
is considered out of control. Karma may not will break the pillar, reducing the sedan's
one area for movement to reflect the
be spent to regain control of an out-of- speed to 0. Making a white, yellow, or green
necessary slowing to make the turn. Turns
control craft. Out-of-control vehicles behave FEAT means the post does not break, but
of more than 90 degrees are considered
differently according to Type. the car does. Its speed is reduced to O and
Vehicle Stunts.
passengers may take damage.
Road, Off-Road, Railed, and GEV craft
Vehicle Stunts: In these rules, we have tried
which go out of control continue to move Example: The Quinjet (Excellent material)
to make general statements regarding the
forward at the speed they were traveling moving at Monstrous Speed slams into the
various types, but by no means do they take
before (though they may spin or wobble Empire State Building (concrete -
into account the various actions that any
according to their type and situation). The Excellent material). The Quinjet makes a
viewer of action-TV shows knows they may
character may try to regain control in the " strength" FEAT roll to to break through the
take. Examples include the " Boot-leg" turn
next round. If control is not regained, speed wall, needing a yellow FEAT to succeed.
for the hero's sports car, and the lmmelman
is reduced by one rank (most vehicles of Should the Quinjet make the FEAT roll, its
turn (loop-the-loop for you groundlings). For
these types require active participation by speed is reduced by 5 ~anks (from
this reason Vehicle Stunts are included as
the driver to move them forward - like the Monstrous to Typical). Passing through the
an open-ended option.
driver's foot on the gas pedal) and another building at a reduced Typical Speed, the
FEAT is made. If that should fail , Speed is Quinjet hits a Typical Strength interior wall.
A Vehicle Stunt is proposed by the player
reduced another rank and another attempt Another FEAT roll is made, with a yellow or
whose character is proposing the stunt, and
may be made the next round to regain red result indicating the wall has been
the Judge determines if a) the stunt is
control. This continues until the vehicle broken down and the ship's speed has been
possible with the vehicle in question, b) the
comes to a complete stop, the driving reduced to 0. (Don't laugh, a bomber hit
player is capable of pulling the stunt off. In
character regains control, or the vehicle hits that famous structure, with similar results).
the first case, common sense is required. A
something (see Crashes).
Sports car is more amenable to flips and
If the vehicle "fails" that FEAT roll, the
Boot-legs (intentionally losing control of the
Water and Sub types move forward in a vehicle comes to a complete stop, with
car, spinning 180 degrees, and heading
straight line without reducing speed, until resultant damage to the occupants.
back in the direction you came from), while
control is regained, or the vehicle hits Damage is figured as follows:
the mini-car is severely less so. Whether a
something (see Crashes).

50
Take the material strength of the object If Control is reduced below Feeble, the
struck or the Speed of the vehicle, vehicle is out of control. If Speed is reduced
whichever is higher. This is the base below Feeble, the vehicle stops moving (a
amount of damage of the crash. way of stopping bankrobbers, but results in
Reduce the amount of damage by the a crash if used on a plane). If Body is
Protection of the vehicle. This is the amount reduced to 0, the passengers receive no
of damage each passenger takes in the protection. If Sea or Sub type, it will begin
crash. to sink. If Air type, any action will require a
Roll an "attack" on the material strength or Control FEAT.
Speed (whichever is higher) to determine
damage. A white result indicates no damage. Vehicles and Combat
If the characters were safely strapped down
Vehicles may be used in combat, and may
(wearing seat belts, helmets, crash webbing,
etc.) this is a Blunt Weapon attack. If not, this be shot at, attacked, and used to attack in a
is an Edged Attack. Again, no Karma may be number of ways.
added this roll, though characters may add
When shooting at a vehicle, the attacker
Karma to negate the effects of Stun, Slam,
and Kill results. must decide whether to shoot at the vehicle
Example: Let us say the sedan ramming the itself or at the passengers. Shooting at the
in the engine block or gas tank. The vehicle may stop the vehicle, while it may
concrete post fails the roll to break through. physical details of the crash are left to the
The Speed was Excellent, as was the be easier to stop the driver. Any passenger
Judge, given the situation and vehicle in shot at would require a bullseye shot to hit,
material strength, so the base damage is 20 question. and would in addition have equivalent Body
points. The protection of a sedan is Poor,
which reduces damage to (20-4 =) 16 points Armor to the Protection of the vehicle
When a vehicle suffers damage, check the (unless the hero negates this - converting
base. The sedan has two passengers, one table below, as to whether the vehicle a sedan to a convertible by ripping open the
of whom is buckled up. Two attacks are suffers any long-term effects. Compare
made, one on each passenger: a Blunt roof).
whether the damage inflicted is greater,
Attack on the secured passenger, an Edged equal to, or less than the Body of the Vehicles can be used as a Charging attack,
Attack on the unbelted passenger. (Safety vehicle. Make a FEAT roll against the Body
lesson here, kids.) with the attack rank being either the Body
of the vehicle that has taken damage. or Speed rank of the vehicle, whichever is
lower. This would be considered a crash
Example: "Crash positions, everyone!" Damage Greater than Body
shouts the Wasp at Black Knight and the situation, and while the attacker would have
Red- Body-1CS, damage a + 1CS advantage (the target is not fixed),
Thing, as the Quinjet slams into the Yellow - Speed -1 CS, Control FEAT there are cases where the vehicle would not
building. Damage is Monstrous (75), Green - Control -1 CS, Control FEAT
reduced by Excellent (20) to 55 points. survive the encounter but the target would.
White - All - 1CS, Out of Control
Blunt attacks are made against all three
passengers. Black Knight's armor absorbs
Specific Vehicles
Damage Equal to Body
another 10 points of the damage, so he Red - No damage to vehicle, Sedans is the term for most standard
takes 45 points, and since he (rolls) gets a passengers automobiles, concentrating on the
red result, is Slammed (forward) into the Yellow - Body -1 CS, damage to mid-sized representatives of Detroit steel.
building one area, into a wall (not his day). passengers Sedans seat about 5, according to the
Thing has lncredible(40) Body Armor, Green - Speed -1 CS, Control FEAT commercials (two sets of twins and a man
reducing his damage to 15 points, and with White - Control -1 CS, Control FEAT named Murray).
a yellow resu lt , there is a possible Stun
(makes the Endurance FEAT). Wasp would Damage Less than Body Mini-Cars are those of a smaller size than
take the full 55 points of damage, reducing Red, Yellow - No damage the sedan, and include most compacts of
Health to 0. However, the attack on her gets Green - Body -1 CS, Control FEAT the American companies, as well as the
a white result, so her crash webbing holds White -Control -1cs, damage to still-extant VW Beetle and newer imports
and leaves her unharmed. (Dane Whitman passengers, Control FEAT such as the Yugo and the Hyundai. These
may have a few choice words about women seat four in tight quarters.
drivers when he comes to.) What the results mean: A -1 Body,
Control, or Speed indicates that that stat is Sports Cars include most of the jazzy little
Damage to the Vehicle reduced by one rank until repaired. A numbers the detectives on TV zip around
(or driving away from the crash) Control FEAT result indicates that a Control in. They have a higher safe speed and
FEAT must be made or the craft goes out of better control than the family car, but are
When a vehicle undergoes a crash, or takes
damage as a result of being hit by an control. An Out of Control result indicates made of lighter materials and more easily
the craft is automatically out of control. damaged. Sports cars carry two normally,
attack, there is a chance that the vehicle
Damage to passengers indicates damage three or four with crowding (the Trans Am
will be less maneuverable than it was
inflicted to passengers from the attack as in back seat is not designed for the human
before, and may go out of control. For an
a crash. (This is for attack only. Damage in form).
aircraft, this may represent something from
a hole in the wing to losing part of the a Crash to passengers has already been
fuselage, while for a road vehicle it may be discussed.)
a flat tire, shattered windshield, or a bullet

51
Luxury Cars are the gas-guzzling huge portable armories of ten riot guns, ten has the advantage over the motorcycle in
cars, and range from a mid-sized Cadillac sniper rifles, ten flak jackets, and a wide that it has greater stability. A motor trike
to the huge vehicles with wet bars inside. supply of smoke, tear gas, and knock-out that goes out of control can have control
Their big trouble is that they steer like gas grenades (sorry, weapons and batteries regained while still in motion.
rocks. Luxury cars seat from 5 up to about not included in purchase of the vehicle).
10 for the largest monsters. Carries about ten people. The Pick-Up and Jeep are four-wheel drive
off-road vehicles. Four wheel drive does not
Security Limo is a variant of the luxury car, The Semi is the two-piece truck common on prevent you from getting stuck, it only gets
with stronger materials, thicker plating the nation's highways, carting the nation's you stuck in worse places (quote by
about the passenger compartment, food from city to city at high speeds. The Dirtbuggy Doug Niles). The Jeep has been
bullet-proof glass, and a higher protection forward Tractor can be detached from the a workhorse for the Army for years, and is
value to those within. Seating is as for Trailer, and has stats similar to the van. The only now being replaced by another vehicle
Luxury Cars. rear trailer may be of a number of types, with similar stats.
either to haul produce, mask secret
Vans are large, box-like vehicles on a sedan operations, or carry equipment. The Tractor ATV means All-Terrain Vehicle, and is a
wheelbase. They have the advantage of portion seats about 3 comfortably. Sleeper catch-phrase for the wide variety of
space (about 8 bodies), and the back may tractors can hold a king-size bed in the multiple-tired and treaded vehicles used
be covered to prevent unwanted eyes compartment behind the driver, and thus both by ordinary citizens and secret
seeing in. Both Captain America and can carry considerably more people. subversive societies.
Punisher have modified vans.
Armored Cars are favorite targets of Snowmobiles are ATVs for the snow. They
A Convertible is a sedan with a top that criminals, and normally sport a team of two have a Control of Feeble when on ice or
folds down. With the top up, it has similar guards in the front, and an optional man non-snow terrain. Snowmobiles range from
protection to a sedan. Include cars with inside. Armored Cars are also used for 2 person to ten person major vehicles.
T-top roofs as well in this category. transporting powerful criminals who are
· under arrest. Heavy Trucks include dump trucks and
The Taxi is that ever-present vehicle of New other heavy construction equipment.
York and other major cities, and is similar to Fire 7i"ucks are large trucks used to carry
a sedan (carries about three passengers in men and materials to fires. Each carries up A Bulldozer is another typical construction
addition to the driver). Your stari~ard Yellow to a dozen men, along with hose, hooks vehicle. The blade on the front makes a
Cab fare is a Typical cost for getting and ladders, nets, and fireproof suits. suitable battering ram, and is made of
crosstown. (Note - Taxi drivers are Remarkable strength material.
normally a tough, friendly lot, but their An Ambulance is a van equipped with a
temperaments can be frayed when they more powerful engine and gear to handle Tank is a nice generic term for most
carry super-powered individuals who may most medical emergencies. Ambulances vehicles that carry light artillery, regardless
be attacked at any moment by their foes.) operate both in conjunction with hospitals of their make and nationality. The typical
and as separate Para-medic services. tank carries one piece of Light Artillery and
Buses are another major form of mass Driving Note: Ambulances, Fire Trucks, and 1-2 machine guns as standard equipment.
transportation for the city, and is a Feeble Police Vehicles with their top-lights flashing There are modified versions available,
cost for a trip to the suburbs. City and have right of way over other vehicles. including those mounted with Laser
School buses rarely make their full speed Cannons, Stun Cannons, or Concussion
on their runs, while those of cross-country A Rocket Car is the fastest land vehicle in Cannons instead of Light Artillery, and
companies run at top Speed between cities the world, and is only used in large areas carrying lasers instead of machine guns.
(Cost between Poor and Typical, depending where there is not much to hit, like the
on location of cities). Buses carry up to 80 Bonneville Salt Flats. As a road vehicle, it is SPG means Self-Propelled Gun, a piece of
people. fairly useless due to its lack of Heavy Artillery on its own halftrack. SPGs
maneuverability. This does not stop certain do not have the Protection of the tank, but
Police Cars are the vehicles of the young souls from modifying their cars with have more range and firepower.
constabulary, usually with a little more Rocket Packs (see under Modifications) to
power under the hood and better-cared for duplicate this one's Speed benefits. The Armored Carrier is an armored troop-
than the standard sedan. Police cars seat 5, carrying vehicle (about 20 people
but often have a grill between the front and A Bicycle is the standard, man-driven maximum). The armored carrier operates
back seats to prevent the passengers from two-wheeled vehicle. It is faster than on treads, and carries two machine guns
getting to the driver (and vice-ve:rsa). walking for most people. (lasers in some cases).

The Police Van is to the van as the Police The Motorcycle is the marriage of the car The Walker is a curious form of off-road
Car is to the sedan. This vehicle often and bicycle. Due to its precarious balance, vehicle in that it does not have wheels or
carries additional armament for teams in a Motorcycle that goes out of control cannot treads, but rather two or more legs that
trouble, including Riot Guns and gas be brought under control until it comes to a simulate human or animal movement. Such
canisters. The back part of the van can stop. Cycle riders may reduce damage by devices are generally experimental and as
carry up to 10 prisoners for short periods. one rank by wearing adequate headgear. such are used by organizations such as
Seats two. Hulkbusters. They are normally equipped
The SWAT in SWAT Van stands for Special with a stun cannon, as firing weapons with
Weapons And Tactics, and these babies are The Motor 7i"ike is a motorized tricycle, and recoil (such as LAW or Light Artillery) wouid

52
require a Control FEAT to prevent tipping The El includes the elevated trains of
over. Any attack on a walker vehicle Chicago and New York, and the Light Rail
requires a Control FEAT by the operator to Systems of cities such as Pittsburgh and
determine whether it remains upright. Seats San Francisco. Cost for these systems is
four to eight persons. Feeble, and they are primarily used by
commuters. Els have the restrictions of all
The Borer is not really a land vehicle, but a Railed vehicles, and carry up to 80 people
subterranean vehicle. It allows speedy per car.
travel through the underground. If moving
at Poor speed, its passage leaves a tunnel Monorail systems are popular in
that others may follow; otherwise it leaves amusement parks, as well in major
churned earth behind it. Villains who live industrial parks such as the former SI
deep within the Earth, such as Mole Man, Industrial Park on Long Island. As the
use the Borer as standard equipment. system gains its power from the line it
Because of its construction, with the travels on, breaking that line results in the
forward screw, the borer can make an vehicle coming to an immediate halt. crash. Finally, blimps include both balloons
Edged Attack for Incredible damage. and those airships with an internal frame -
The Hovercraft is the only notable mention the latter are properly called dirigibles.
The Train is the most common form of the of the Ground Effect Vehicle. This vehicle is
Railed vehicles. All Railed vehicles cannot neither fish nor fowl, as it rides on a cushion Traffic Copters are fairly common in the
change thE!ir direction other than forward of air, handles as does an Air type, but goes airspace over American cities, and this type
and backward, and may only change out of control as an off-road vehicle. also includes private vehicles and medivac
Speed. Control FEATs only concern sudden Hovercraft move at a maximum Speed of copters as well. Helicopters have VTOL
deceleration. If the track is removed or Good off road, over broken ground, or in ability (Vertical Take-off and Landing), and
destroyed, the vehicle will immediately go stormy weather. as such may drop to Ospeed without losing
out of control without chance of regaining control.
control. Trains may be bulk carriers, or Private Planes generally represent small
passenger lines, such as Amtrak. The train propeller-driven aircraft used by individuals. Battle Copters are heavy duty versions of
maintains a "crew" of 5, and in the case of The private plane seats 5 with little the Traffic Copter, can carry a squad of 15
passenger trains, 3 or more cars that may problem. men plus crew, and are armed with
each carry 100 people or more. Train costs Machine Guns (alternately lasers). All
vary, but between cities with regular Corporate Jets represent the more modern Copters have VTOL abilities, and may hover
service, a ticket is Typical Cost. turbo-prop jets that more powerful in place.
corporations use for their top executives.
The Bullet Train includes all of the new, Corporate Jets have a crew of two and may WWI and WWII planes are still available in
high-speed versions of trains, and is used carry up to 20 people in comfort. some countries, among collectors, and in
exclusively for passengers. Capacity and the possession of nut-cases like Arcade.
limitations are similar to the normal train. The Military Jet is the modern fighter of the WWII planes include (but do not do justice
Such trains are in use in France and Japan, skies, laden with electronic detection gear to) a variety of fighters, including the
where Cost for a trip is Poor. None have and weaponry. Military jets carry machine Corsair, the Spitfire, and the Zero. WWII
been built in the United States as yet. guns (alternately lasers), as well as up to 4 bombers include the large,
missiles with launchers in the jet itself punishment-taking craft like the Flying
(missiles would be separate purchases). Fortress and Junkers bombers. WWI planes
consist of light, fragile craft including the
Commercial Jets inclu'de the large jet-driven Spad, the Neuport, the Fokker triplane, and
aircraft, such as the DC-10, the Tristar, and the Sopwith Camel.
the 707s and 747, as well as cargo planes.
A Commercial jet can carry upwards of 100 VTOL Jets exist in several air forces, and
people. Cost varies between cities, but for have been used with efficiency by the RAF
flights in the same country, cost is Good, in the Falkland war. VTOL jets have the
Excellent for international travel. capabilities of jet fighters, with the added
ability to hover and take off vertically.
Blimps include everything from the
Hindenberg to the modern airships that The Ultralight is a small glider powered by a
huckster for tire companies. Blimps may gasoline engine. Its mylar wings make it
remain in place (0 movement) without incredibly fragile, and it offers little
danger of crashing, but unlike other aircraft, Protection to the rider. It is, however,
are more susceptible to winds. Blimps may relatively inexpensive, portable, and makes
take off vertically or horizontally. Early little noise.
airships used explosive hydrogen for lifting
(Amazing explosion), but helium is Gliders include hang gliders and
universally used today. If the Body of the paragliders (parachutes designed to allow
airship is reduced to 0, the craft does not the wearer to steer). Gliders will normally
have enough lift to remain aloft, and will fall 3 floors per round, but can travel 6 ·
TM

53
areas in that time. Individuals skilled in craft, and was designed by Reed Richards. It The Rowboat includes all those oared
gliders can rise by use of thermals (columns differs from most other VlOLs in that it lands vehicles designed for that purpose (as
of warm air, usually found over desert and and takes off in a vertical position (hence its opposed to rafts, which may be jury-rigged).
parking lots) at a rate of 1 floor per round, nickname). The plane seats four. Unlike most Rowboats are moved by oarpower, and
but this requires a Control FEAT. other VlOLs, it cannot hover in place. include rowboats as well as canoes and life
rafts. Rowboats hold upwards of 20 people
An Autogyro is a small, one-man plane The Fantasticar is another of Richards' in the latter case, though 4-5 is the more
similar to the ultralight, but is a relative of designs, and serves its purpose as a short normal number.
the helicopter. The Autogyro has VTOL and medium range carrier. The Fantasticar
abilities. seats six, and the two side seats are small The Sailboat includes all manner of small
miniplanes that may break off from the sailing vehicles, including the sunfish and
Air Car represents all one-man vehicles that mother craft and move separately. The craft sailfish craft that dot the waterways. For all
float by means of electro-magnetic field, have the following stats: Control: In, sailing vehicles, the speed is increased one
columns of air, or gravimetrics. These Speed: Ex, and Body: Ty. column shift to the right when moving in the
vehicles are generally better for moving same direction as the wind, and may not
vertical distances than linear ones, and as SRC stands for Short Range Carrier, and exceed the listed speed when moving
such rise 10 floors in a single round. Air represents a general type of air cushion and against the wind.
cars have VTOL abilities. anti-grav vehicles used for short distances.
The most famous of these craft is the The Racing Sloop is the larger, ocean-going
The best example of a Skymobile craft was original Flying Bathtub used by the sailboat that is used for long-distance runs.
originally designed for Hawkeye, and has Fantastic Four, but similar types of craft The Sloop may have an engine as well
become a standard piece of equipment for have been developed by other (motorboat stats). Seats up to 5
the West Coast Avengers, as that sunny organizations. comfortably.
climate is more conducive to the exposed
nature of the craft. It is an airborne Blackbird is the name of the X-Men 's The Motorboat is the standard rowb~t with
motorcycle with VTOL capabilities, and can RS-150 Lockheed. A relative of the effective a motor attached. It includes shuttles,
lift upwards of half a ton. spyplane, the Blackbird has been modified dinghies and other small craft. ·
by alien (Shi'ar) technology to its present
Flying Car represents the model used by state. It will seat ten, and carries no The Yacht is the large pleasure craft version
S.H.I.E.L.D. as a standard vehicle. While on weapon. The Blackbird, as result of its of the motorboat. Most carry up to 10 in
the ground, it has the capabilities of a Shi'ar modifications, is capable of VTOL, comfort, and have all the comforts of home.
Ground vehicle, and has the Control and though others of that type are not.
Speed listed only when airborne. (Body The Speedboat is the more streamlined,
remains same in both cases.) The The Space Shuttle represents those powerful version of t he motorboat. It is used
S.H.I.E.L.D. flying vehicle is armed with a near-space reusable craft similar in design as a pleasure craft, and also for missions
forward Stun Cannon and a rear LAW, the to those operated by NASA and some requiring quick entrance and exit. Seats
latter of which occupies most of the trunk private industries. In the atmosphere, the about 4 comfortably.
space. Shuttle has the attributes of an aircraft. The
Quinjet, designed by the Wakanda Design shuttles are designed only to reach near The Patrol Boat includes those craft of the
Group and built by Stark International, space, the realm. of most satellites. They harbor patrol and Coast Guard, as well as
represents a durable long-distance vehicle cannot reach the moon. small military craft. Most are armed with
used by the east and west coast teams of one piece of light artillery, 1-3 machine
the Avengers. It seats 7, including a crew of The Lunar Shuttle, of the type used by the guns, and carry a crew of up to 10.
2. The vehicle has VTOL abilities, but was lnhumans, allow travel from Earth to the
until recently launched by a catapult that moon or a similar distance. In the The Hydrofoil is among the fastest of water
flung the craft over Central Park. atmosphere, the vehicle depends on craft. It attains its high speed by rising
powerful retro-engine to land safely. above the water on skis, reducing the drag
Concorde represents all versions of from the boat in the water. The
supersonic passenger craft, which includes The stats provided for the Space Ship are disadvantage is that any successful attack
a Soviet version and an American SST for a generic type, used by most interstellar on the hydrofoil results in a Control FEAT to
which never got off the ground. Used for civilizations of one kind or another. There see if control is lost. If control is lost on a
long-distance hauls of 200 + passengers. are a number of different types with Hydrofoil at greater than Excellent speed,
Travel from Paris to New York is a different armament, and when a specific the craft will crash into the water.
Remarkable cost. kind of ship is used, its stats will be
provided. Armament varies as well, and Jetskis are small one-man sea-equivalents
The Omni-Jet, built through Canadian usually but not always includes several of the snowmobile. Some may be modified
contractors for use by Alpha Flight, is that laser cannons. Space ships have 1-100 to carry weapons, and others have been
team's version of the Ouinjet. It seats seven compartments, depending on size. modified to give flight and underwater
and has VTOL abilities, and is capable of abilities.
hovering in place. The team currently has The Raft represents the simplest of the
only a single Omni-Jet, though more are water vehicles, no more than the floating of Ocean Liners include the modern cru·ise
being contracted for. bound logs or wreckage. It may be ships and the passenger liners of the days
propelled by oars or by wind power, neither of the Titanic. They are compartmented to
The Pogo Plane was one of the first VlOL with any great efficiency. prevent sinking In case of being holed (40

54
compartments). The Ocean Liner carries which all the headquarters equipment is
upwards of 300 people. Cost of a typical placed. It should have enough space for all
cruise is Remarkable. Passage across the equipment, plus extra space for the
ocean on a less-than-class line (read: tramp inhabitants and living quarters, if required.
steamer) is Excellent. Let common sense decide if the territory is
getting too crowded for the members, rather
Destroyers include all military ships from than any set rules. Heroes tend to be pack
the patrol boat up to the battleship. These rats, acquiring bits and pieces from
craft have 20 compartments, and carry a previous adventures, interesting .
crew of about 150 trained seamen. Most technologies and half-finished experiments
destroyers carry between 0-3 pieces of and mementos from old ex-foes. Were it not
heavy artillery and 1-4 pieces of light for villains scheming to destroy the HQs,
artillery, though some of the more modern heroes would have to hold garage sales in
ones have been equipped with missiles. order to clear the equipment out.

Battleships are the floating platforms for the An easy way to determine if the building
big guns, the super-heavy artillery. All the has sufficient room is to take an inventory
dreadnoughts from WWI and battlewagons of what is inside. List the rooms and the
from WWII fit into this category, but their major equipments therein (no, don't bother
use is reduced in the modern navy, about hairbrushes and the like). This gives
replaced by the carrier. There will be 2-4 your heroes the idea of where to find that
super heavy artillery pieces, 4-6 heavy cosmic ray-blaster when the super-Skrull
artillery on the ship. The ship is drops in unexpectedly.
compartmented (40 compartments) and
carries upwards of 1000 men. Heroes seeking an HQ may rent an existing
structure, buy an existing structure, or build TM
Carriers are aircraft-bearing ships (aircraft their own. The FF have done all three,
available separately), and are armed with starting out renting the top 5 floors of the Cost is a reflection of location as well as
missi_les as well. Similar to battleships, the Baxter Building, then buying the structure size of the structure. The listed prices are
carriers have 40 compartments and carry outright, and most recently building a new for a building in most American cities and
up to 100 men. · Baxter Building after the original was their suburban surroundings. If the heroes
destroyed. Building your own HQ costs as are apartment hunting in Manhattan or the
Submarines run the gamut from WWII must as buying, though the time must be richer suburbs, raise prices by 1CS. If the
u~Boats to modern craft armed with powerful figured using the building rules. heroes settle down in a relatively secluded
missiles. The "standard" sub is armed with 8 spot, like Colorado, Tamarind Island, or
missiles, and in addition carries a supply of Buildings are defined by a number of Lake Geneva, shift cost down by 1CS. Cost
about 20 torpedoes (treat as undersea factors: original purpose, number of floors, is presented in two values. The first is the
missiles). Modern subs have 5 compartments running water and power, how close it is to cost if the character is renting, payable by
and carry about 50 men. schools, etc. While all these are important, the month. The second is if the character is
the key is size, cost, and material strength buying or building (in the case of ·
Mini-subs are one- or two-man craft that of the structure. These are noted in the apartments, this is dealing in condos).
may be launched from specially designed table on page 56.
ships. These subs are faster and more Material strength is considered to be the
maneuverable than the sub itself, and are Size is a general statement. Small quarters strength of the walls and floors. For the
armed with missiles or laser-rifles. are suitable for one or two heroes with a sake of simplicity, wall and floor strength
small amount of equipment, and has two, are noted as one in the same, but there will
Setting Up House maybe three areas or rooms. Mid-sized be situations where they may be different:
_(Headquarters and equipment housing is suitable for two or three heroes, in particular, dealing with large pieces of
that does not move or blow up any support crowd (offices would fit into this equipment. A floor can support a load equal
area), and runs no more than 5 areas or to its material strength + 2CS over time,
- usually) rooms. Large is suitable for a number of and a higher amount for temporary periods
This section is devoted to that chiefmost of heroes and equipment, and has 10 or more (people walking on it). Material strength is
,.heroic requirements: setting up a base of areas spread over two floors. Deluxe is the considered similar through-out, though
· operations that may provide an adequate largest size, and is for heroes with several light-weight openings (windows, doors) will
defense against foes and be a meeting vehicle types, trophy rooms, and living create weak spots that a hero (or villain) can
A)ace for other heroes. Many heroes, such quarters. It has 20 + areas spread through crash through.
as Spider-Man and Daredevil, operate out 3 or more floors. Spider-Man's lodgings are
of their homes, while most groups, such as an example of Small dwelling, The Heroes Room Packages
the Avengers and Alpha Flight, have their for Hire offices were Mid-sized, the Angel's
Once you have the building itself, you need
own separate headquarters. Many things go place used by the Defenders in Colorado
to stock it with the various requirements for
into making a building a home, and this Large, and the Avengers' mansion, Baxter
civilized life. Rather than sending would-be
section should cover the bulk of them. Building, and Doctor Strange's sanctum
super-hero teams to various furnishing
sanctorum are Deluxe. (The last measures
stores to price materials, we have
Buildings: The building is the frame into interior size, not exterior.)
organized the standard rooms found in

55
most HQs and reduced them to Headquarters
"packages." The hero or team may pick up Material
Type Cost Size
a standard package, or modify what is Fe/Ex Small Gd
1 BR Apartment
available to suit his needs. Pr/Ex Small Gd
2 BR Apartment
3 BR Apartment Gd/Rm Small Gd
Each package lists its cost, the amount of Small Pr
Cottage(2 rooms) Pr/Gd
space (either in rooms or areas) it would Ty/Ex Small Ty
Small House(4 room)
take up, and what is found in that package. Ty/Rm Mid-sized Ty
Medium House(B room)
Packages are used to set up housekeeping, Mid-sized Gd
Large House(12 room) Ex/In
and also for replacements in case of fire, Rm/Am Large Ex
Small Manor(18 room)
flood, and Galactus dropping in for dinner. Deluxe Ex
Large Manor(24 room) In/Mn
Mansion(30 + room) Am/Mn Deluxe Ex
Costs are for a fairly nice selection of Gd/Rm Mid-szed Ex
Office(3 room)
material. The heroes may acquire Ty/Rm Small Gd
Storefront(4 room)
something less expensive and/or reliable (in Ex/In Mid-sized Ex
Office Suite(6 room)
the case of a living room, the furniture Rm/Am Mid-sized Ex
Office Floor(12 room)
doesn't match -in the case of a Ex
2 " " (24 room) In/Mn Large
second-hand danger room, it goes berserk Mid-sized Gd
Brownstone Ex/Rm
more often than usual), at -1 CS of price. Rm/Am Large Ex
Office Building, 4flr
Very high quality packages (a Library In/Mn De!uxe Rm
Office Building, Bflr
Package stocked with first editions) may be Rm
Office Building, 12flr Am/Un Deluxe
+ 1CS or + 2CS. Equipment may also be Office Building, 20flr Mn/ShX Deluxe Rm
picked up by pieces, and for certain types
Office Building, 30 + firs Un/ShZ Deluxe Rm
of equipment this is the only way of Mid-sized Ty
Small Warehouse Ty/Rm
acquiring it. Gd/In Large Ty
Medium Warehouse
Large Warehouse Ex/Am Deluxe Gd
Rented, furnished places often have their Gd/In Mid-sized Rm
Small Factory
own packages installed. This is included in Ex/Am Large Rm
Medium Factory
the rent, though the hero is responsible for Rm/Mn Deluxe In
Large Factory
their replacement in case of damage or
theft. ("Let me get this straight, Mr. Grimm. atlases). Remarkable Cost adds globe, by large groups to keep track of former
You threw a what through the where to hit microfiche or microfilm reader, computer villains and modi operandi. Performs its
who?") terminal (only useful if building has task with Remarkable ability. (Example: ·
computer room or is linked up to computer). Buildings are disappearing, leaving large
Living Room Package cost: Good Special or rare volumes, such as the Book holes in the ground. A check with the crime
Occupies one room. Consists of sofa, two of the Vishanti, the Necronomicon, or files computer indicates this has been a
easy chairs, two end tables, coffee tables, Amazing Fantasy #15, would have to be previous tactic of the Mole Man.) Super
two lamps (ceiling table or floor). At obtained separately. hero groups on good terms often share their
Excellent Cost add television, stereo set-up, crime files. Room cost includes terminal,
or piano. At Remarkable Cost add all three. Computer Room cost: Remarkable chairs, lights.
Occupies one room. Includes computer itself
Dining Room Package Cost: Good and a terminal for access, or terminal and Workshop Package Cost: Remarkable
Occupies one room. Consists of table, four communication equipment for access to Occupies one or more rooms. Basic
chairs, ceiling lamp. Excellent Cost add computer outside the building. This computer equipment for metal and woodworking:
large table, bureau and four more chairs. is capable of performing simple tasks lathes, drills, saws and fire extinguisher.
Remarkable Cost add china cabinet, set of (calculation, information retrieval, monitoring) Incredible Cost includes laser guided
good china and sterling tableware. with Excellent ability. Incredible Cost buys a instruments. Amazing Cost includes all of
computer with _!his at Remarkable ability. the above and automatic processing
Kitchen Package Cost: Good Occupies computers with higher forecasting and materials (an automatic factory, in effect, for
one room. Consists of sink, stove (gas or processing abilites, such as the one running simple goods).
electric), four cabinets, dishware and the old Baxter Building and artificial computer
stainless tableware, counterspace. This intelligences, are unique designs. Laboratory Package Cost: Remarkable
version is standard equipment with most Occupies one or more rooms. Basic lab
residential housing. Al Excellent Cost add Communications Room Cost: Remarkable equipment: scales, sinks, common
refrigerator, dishwasher, or microwave, plus Occupies one room. Includes chair, chemicals, microscope. At Incredible Cost
a fire extinguisher. At Remarkable Cost add short-wave monitor, tap-in for computer include computer capable of analysis with
all three and freezer. net-works, police band. At Incredible Cost Incredible ability, or clean room (prevent
includes national security alert equipment germs from escaping lab). At Amazing Cost
Library Package Cost: Excellent Occupies and visual display screens. include both, plus poison analysis and
one room. Consists of two easy chairs, serum dispenser (Excellent effects against
table, desk, straight chair, and up to five Crime Files Room Cost: Excellent known poisons only). Certain pieces, such
bookcases on general subjects (texts Occupies one room. Basically a separate as electron micro-probes and stellar mass
readily available, and including computer with a specialized task at detectors, may be purchased separately (in
encyclopedias, world histories, and information processing and retrieval. Used general, such items are Incredible Rank
.purchases).

56
Office Package Cost: Good Occupies one Medical Package Cost: Remarkable
or more rooms. Includes desk, three chairs, Occupies one room. Equivalent of
two lamps. Excellent Cost doubles the emergency room care, no heavy
material, adds file cabinet, typewriter. At equipment, standard antidotes and
Remarkable Cost, add computer terminal, medication. Incredible Cost: X-ray, clean
double previous material, add hanging room, operating room, pathology.
plants, decorative art. (Additional rooms.) Amazing Cost: as
above, plus cryogenics. Note: The Auto-doc
Rec Room Package Cost: Excellent and other life-saving devices are generally
Occupies one or more rooms. Consists of experimental on Earth. The one in the
unmatched sofa and easy chairs, pool table X-Men's possession is of Shi'ar hybrid
or ping pong table or TV. Remarkable Cost technology, is one of the most powerful
contains all of above, video and/or pinball available, and is limited to Excellent healing
machines (hot tub is optional, only in ability.
California). Amazing Cost has all of above
plus computer-assisted holographic Power Room Cost: Remarkable Occupies
entertainment projector. one room. Buildings are generally assumed
to draw their power from outside sources,
Gym Package Cost: Excellent Occupies with the resulting danger of black-outs and
one or more rooms. Consists of typical power overloads. Heroes who wish a
weight-lifting equipment, Universal gym, back-up source or alternate source (say, to
lockers. Remarkable Cost includes rings, power a Monstrous-strength ray-gun) must
even and uneven parallel bars, short horse. install their own power supply. At this level
Incredible Cost includes separate locker the generator purchased will provide a
and steam rooms (two additional rooms), 12-hour supply of power. Incredible Cost
diagnostic displays. Amazing Cost includes brings a 24-hovr supply of power and an
boxing area, robotic opponents, and automatic cut-in 2 rounds after power fails. system. Remarkable Cost: automatic
electronic-based weights capable of Amazing Cost brings solar-powered cells, burglar alarms with palm-print·scan, can
reaching 1oo tons, and must occupy at removing need of external power in normal activate defense systems. Incredible Cost:
least 3 areas. situations. full body scan with benign identification
program as to hostility. Can activate
Pool Package Cost: Remarkable outdoors, Garage Package Cost: Good Occupies one defense systems.
Incredible indoors Occupies 2 or more room. Servicing for a single ground vehicle,
areas, and extends 1 floor downward. including repair facilities and fire Defense Package Cast: Excellent Will
Consists of standard olympic swimming extinguisher. Excellent Cost may service up protect one or more areas. Pre-set
pool, diving boards, and sun room to three ground vehicles, and Remarkable defenses consisting of entangling tentacles
(alternately, sun roof which is retractable). up to 12 ground vehicles. or nets or lasers or stun rifles, or
concussive rifles or pit traps, with the
Danger Room Cost: Incredible Duplicates Hangar Package Cost: Excellent Occupies maximum of Remarkable Strength or
Remarkable Cost Gym package with one area per vehicle using that hangar. Intensity. Remarkable Cost: defenses
additional active dangers and security Servicing for a single air vehicle, including activated by Security package, consists of
systems. " Threats" may be of any general repair facilities. Each different vehicle one type as above of Incredible Strength.
type, but no " threat" may exceed Incredible requires its own hangar package. Incredible Cost: as above, intensities are of
in strength, Intensity, or damage. Amazing Amazing Strength. Multiple defense
Cost: as Incredible, with threats increased Dock Package Cost: Remarkable Occupies mechanisms may protect the same
to Amazing strength, Intensity, or damage. three areas per sea or sub vehicle. establishment (example, the WCA
Some limited holographic illusion Servicing for a single sea or sub vehicle, compound consists of net-filled pits, stun
generation at the Excellent rank. This including drydock facilities. Each sea or sub rifles disguised as trees, and a passive
represents the danger room of the type vehicle requires its own dock package. alarm system in the Security Package).
originally possessed by the X-Men and now Specialized defense packages may be
used by the Hellions. The current X-Men Porches, storage, bathrooms, and designed.
danger room is a unique hybrid design closets These are assumed in the cost of
using Shi'ar technology, and has the building, according to its design. These Trophy Room Package Cost: Excellent
holographic abilities that outshine those rooms cost nothing, and no package exists Occupies one room. Contains showcase,
listed here. other than what the heroes decide to stuff lighting, frames to display mementos, and
into the closets. may be used as a reception hall or gallery.
Conference Room Package Cost: At Remarkable Cost, contains capability to
Remarkable Occupies one room. Contains Security Packages Cost: Good - one handle potentially dangerous exhibits at the
material for assembling of heroes, or Security package to a door or window. Incredible level.
alternately for news conferences and Occupies no space. Consists of hand-set
presentations. Contains large table and up burglar alarms on windows and doors, Imprisonment Package Cost: Excellent
to 10 normal chairs, or platform, speaker, coupled with mechanical locks. Excellent Occupies one room. Contains standard
and 30 ordinary chairs. Wood paneling Cost: Automatic burglar alarms with restraining devices, including bars of
available at Incredible Cost. computer-code or card identification

57
Remarkable material strength. At Other Stuff
Remarkable Cost, restraining devices made
Item Price Notes
of Incredible Strength. At Incredible Cost,
Fire Extinguishers Ty Excellent Intensity
restraining devices at Amazing Strength
Fire Hoses Ex Incredible Intensity
and Excellent Strength inhibitor restraints.
Silencer Gd Reduces range one area
Sniper Sights Gd Removes penalty for
Fire Protection Package Cost: Excellent
range, fire last
Occupies no space. Sprinkler system that
Infra-red sights Gd Sees in dark
may cover up to 10 rooms, provides Good
Tripod Ty + 1CS to hit
protection from fire. Remarkable Cost:
Flashlight, normal Fe Typical Intensity
foam-projectors that provide Excellent
Flashlight, halogen Gd Remarkable Intensity
protection from fire, covers up to 10 rooms.
Infra-red Goggles Ex Sees in Dark
Fire Protection Packages automatically
Polarized Lenses Gd Good protection from light
activate on heat or smoke, and must be
Mace Ty Remarkable Intensity
modified to avoid extinguishing flaming
Gas Mask Ty
heroes.
Asbestos Suit Ex Remarkable Fire Prot.
Radiation Suit In lncred Radiation Prot.
Multiple Rooms: Different rooms of the
Flak Jacket Ex Good Body Armor
same type must be bought separately.
Beta Cloth Re Typical Body Armor
Players may construct a multiple number of
Flare Pistol Gd Good damage, incendiary
bedrooms, according to what they can
Camera Gd
afford. Heroes may have back-up systems
Personal Computer Gd Poor Reason
of the same type to take over in case of
Caltrops Ty Control FEAT
damage (example, a back-up crime file in
Handcuffs Ty Excellent material
the basement in case the one upstairs gets
Inhibitor bands Rm -?CS
wiped out in a hurricane).
Nullifier bands In -7 CS
Stasis Ray Mn Amazing Stunning
Salaries, Sundries, and Other Gd As crossbow underwater
Spear Gun
Equipment Scuba Gear Gd 2 hours breathing
Found on the table on pages 58-59 are a Roller Skates Ty Move as vehicle
number of other items that do not normally fit Rocket Pack Rm Flight, Ex speed
under the clasification of weapon, vehicle, or
headquarters package. They include common Salary, Butler or Housekeep Ty
tools, modifications to weapons and vehicles, Salary, Secretary Ty
entertainment items, salaries, and items Salary, Pilot Gd
unique to the Marvel Universe. Salary, Lawyer Gd

Fire Extinguishers inflict no damage Intuition FEAT to hear the shot and know its with a plastic or metal body. The Halogen
normally, but against fire are of Good location. flashlight has a brighter bulb and more
Intensity (eliminate fire of Typical Intensity concentrated beam, and blinds with a more
or less in the same area on a green FEAT, Sniper Sights are built into the sniper rifle powerful Intensity. Normal flashlight has a
of Good Intensity on a yellow, and up to and the target pistol, and added to any range of two areas, the halogen three.
Excellent on a red). Against characters with other weapon eliminate the penalty for
flaming powers, such as the Human Torch, range for weapons. The user of a weapon Infra-Red Goggles are similar to infra-red
the extinguisher causes a FEAT roll against with a sniper sight automatically has an sights; these permit normal vision up to 5
that Intensity to retain flame. initiative roll of 1O (last in the round). Its use areas away in dimly lit areas.
is considered illegal (Other Crime).
.Fire Hoses have been used as riot control Polarized Lenses are goggles that provide
devices, and inflict 1O points Blunt Attack at Infra-Red Sights are a modification similar Good resistance to light attacks. If exposed
a range of one area, and can be considered to the sniper sight, may be used for any to a bright light, they darken for 1 round,
as fire bursts. Against fire and flaming missile weapon. These sights permit the then lighten to allow normal sight.
characters, the water from a fire hose is user to see up to 5 areas in the dark.
considered Remarkable Intensity. Mace is a small one-area weapon that
A Tripod includes all devices used to steady shoots a mist of Typical Intensity tear gas at
The Silencer is a device that may be added a rifle, automatic rifle, assault rifle, or a single target adjacent to the user. It does
to a pistol or rifle which inflicts damage on machine gun to aid in its firing, and may be not require an Agility FEAT to hit, though
the Shooting table, excluding the gyro-jet used by laser, stun, and concussion the target must make an Endurance FEAT
-and all lasers, stunning and concussion versions of those weapons. A weapon with to avoid the effects.
weapons. The silencer operates by a tripod receives a + 1CS to hit, provided it
dispersing the gases from the shot that is resting on the ground or other steady The Gas Mask allows the wearer to breathe
creates the crack of the pistol. Using a surface. and act normally in conditions of smoke,
silencer reduces maximum range by one tear gas, or knock-out gas. It does not allow
rank for the weapon, but the target (and Flashlights are common to all readers. The clear vision in these areas, however, only
those around him or her) must make an normal flashlight is the type most common, normal movement.

58
Item Price Notes road and off-road vehicles that use tires, the
Salary, Bodyguard Ty caltrop acts as an Edged Attack of
Salary, Mechanic Ty Excellent damage, and immediately forces
Salary, computer specialist Ex a Control FEAT.
Salary, scientist Ex
Salary, cook Ty Handcuffs are a standard restraining device
Salary, groundskeeper Ty used by the police forces of the world to
Salary, 10 workers Ex prevent actions by criminals in custody.
Salary, 50 workers Rm They are made of Excellent material.
Salary, 100 workers In
Salary, 150 workers Am Inhibitor Bands interfere with the use of
natural abilities, including those of mutants
Night on the Town Gd and altered humans. The hero suffers a
Broadway tickets Ex -5CS on all physical abilities (FASE), and a
Dinner and Movie Ty - ?CS on the use of all Powers. Talents and
Respectable Clothing Pr mental abilities (but not Powers) remain
Rented Tux Ty untouched. No ability may drop below
Purchased suit or Tux Gd Feeble. Technological and magical powers
Halston original Rm are not affected.
Fur coat In
20 comic books Ty Nullifier Bands interfere with the working of
Original Art Gd high-tech power suits in much the same
Unstable Molecules In way as Inhibitor bands affect mutants. If the
Wankandan Vibranium, 6 oz. Am strength of a character wearing a suit of
Antartic Vibranium, 6 oz. Un powered armor (such as Vindicator, Iron
True Adamantium, 1 lb. ShX Man, or Guardsman) is reduced to Feeble,
Secondary Adamantium, 1 lb. Un the suit freezes up and the character is
Translation Device In immobilized.
Mystic Texts In
Underwater Breathing Pills In Last 4 hours The Stasis Ray is an expensive device that
Pym's Reduction Formula In often shows up in the defenses of
Mutant analyzer Am mastermind villains. It projects a ray of
Mutant Neutralizer Un Monstrous Intensity stunning, and those
Robot, standard In who are held by the ray are immobilized for
Robot, Sentry In as long as the ray is in effect. It is rarely
Robot, Talent Am portable, and requires a massive drain of
power to maintain. It has been used by
Asbestos Suit is a flame-resistant suit used areas, and inflicts Good damage. The futuristic geniuses such as Kang the
by firemen and others dealing in fiery and charge is incendiary and will ignite Conqueror.
high temperature situations. It provides flammable material.
Remarkable protection from heat and fire, The Spear Gun is similar to the crossbow in
and is made of Good material. Camera represents the standard statistics, but may fire its bolts underwater
photographer's tool. More expensive for their full distance without penalty.
Flak Jackets are worn by police in special versions are available with higher definition.
situations and by SWAT teams. These Camera accessories would include film Scuba Gear allows the wearer to breathe
jackets provide Good protection from (Feeble cost), flash (normal or halogen, as tanked air for 2 hours, and as such dive to
physical damage. flashlight), and special lens, such as moderate depths in the ocean. The hoses
telephoto lens (Good cost). and mask are made of Good material, and
Beta-Cloth is a light-weight material worn by the tanks are made of Remarkable material.
agents of S.H.I.E.L.D. It provides Typical The Personal Computer listed here is the If the tanks are punctured, they will explode
protection from physical attacks, Excellent type commonly available to most for Remarkable damage to all in the same
protection from heat and radiation. Americans, and is a tool, not an artificial area.
intelligence, unlike some more powerful
Radiation Suits are used by technicians computers. The personal computer may be Roller Skates are used by a variety of
exposed to high radiation situations, and considered to have Poor Reason for heroes from Dazzler to Iron Man. Standard
are of Good material, lined with lead. They problem solving, analysis, etc. as it is only skates allow the hero to move at listed
provide Incredible protection against as smart as the information placed inside it. speed as if Endurance was three ranks
radiation. At Excellent Cost, the user can get a higher.
modem that links his machine into a net
Flare Pistols fire a burning charge that with other machines. Rocket Pack, worn either as a belt-pack or
lights the sky, either to provide illumination a back-pack, allows the wearer to fly at
(lighting all areas within three) or as a signal Caltrops are small, dart-like jacks that are Excellent speeds. All limitations on flight
device (fired 1O floors straight up). Used as scattered to avoid pursuit. They inflict Poor apply to the wearer, and Agility FEATs
a weapon, the device has a range of two Edged Attack on those that step on them required are at one CS lower.
(but are non-lethal - no Kill results). For

59
Salaries represent the payment of the listed instantaneous, for unknown languages 10
services. Their abilities are generally plus 1-1 0 rounds.
self-evident (a pilot will always have pilot
ability, a computer specialist computer Underwater breathing pi/ls are another
talent). The listing for number of workers invention of Reed Richards, and allow
are for general numbers of people, whether air-breathers to breathe water for up to 4
construction workers, office employees, or hours. The pills also permit those
security guards. characters with inborn flame abilities to use
those abilities under water.
Sundries list various costs the players may
encounter in everyday life. They are Mystic Texts is a blanket term for those
intended as guidelines, and the Judge may less-powerful magical books that mages
set a cost for certain items based upon the acquire to aid them in their work. While
situation. such a mystic book would not hold the
TM secrets of the Darkhold or the Book of the
Robots represent the preprogrammed, Vishanti, they may possess some spell
simplistic devices used as security guards usable to the mage. Such books are found
or in danger rooms. It does not include occurs in two related isotopes. There are in old collections, in the effects of wizards,
robot player characters such as the two types. Wakandan vibranium is found and as such are not for sale at your local
synthezoid Vision, nor free-willed entities only in that isolated African kingdom, and Walden books.
such as Ultron. its existence had been kept secret from the
outside world for years. Wakandan A Mutant Analyzer is a portable device that
The Standard Robot is only capable of vibranium is a sound absorber, and a 6 oz may be used to identify mutants at a
simple tasks, and has no special abilities lump will absorb all the sound in a single distance. Range is one area. A mutant
other than to record what transpires before area. Sonic attacks are reduced by 5 ranks analyzer cannot detect a specific person as
its recorders and perform simple tasks. The for effect. A gun with a vibranium silencer a mutant, but only that a mutant is present.
H.E.R.B.I.E. series was a modified form of would be totally silenced. Antarctic The X-Men's Cerebro unit is a large scale
the standard robot. All Standard robot vibranium, the other form of the substance, version of this device, but the portable
abilities are Typical. weakens the bonds of metal atoms, causing attachments function as listed. Similar
them to melt. A 6 oz. lump will cause all devices have been developed by Forge and
The Sentry Robot has a bit more metal in an area to become liquid (material installed in various versions of the
programming and firepower. It is strength FEAT to avoid). Wakandan Sentinels.
programmed to identify hostile threats (that vibranium is only rarely available due to the
is - anything not in its bank) and open fire. substance being kept by the Wakandan A Mutant Neutralizer is a device that
Sentry robots come equipped with Good people and entrusted to the care of their removes inborn abilities temporarily or
Strength lasers, though some may be ruler, T'Challa, better known as Black permanently. The range of the device is 3
additionally armed. All sentry robot abilities Panther. Antarctic vibranium is only slightly areas, and the target gets an Endurance
are Good. less available since the destruction of its ·
source, the Savage Land. Both forms have
The Talent Robot is a robot specifically Incredible material strength.
designed for a certain purpose, and its
programming reflects that p urpose. The Similar to vibranium, there are two forms of
Avengers' fire-fighting robots or the robotic Adamantium. True adamantium is a mixture
opponent the Black Knight uses are of chemical resins whose exact nature is a
examples of talent robots. Such robots may government secret; it has Class 1000
have one ability at Remarkable level. All material strength, sufficient to resist the
others are Excellent. attack of an atom bomb. Secondary
adamantium is less expensive, but while
Final note on robots: Certain robots may still very strong, is of Unearthly material
be custom built. These are reflected in the strength and may be destroyed by the more
Building Things section. powerful heroes of the Marvel Universe. It
should be noted that Captain America's
Unstable Molecules are a discovery of Reed shield is stronger than true adamantium,
Richards, and are used to provide clothing and is made of an adamantium/vibranium
and uniforms that will adapt to the abilities alloy of unknown creation and consistency.
and size of the character. Unstable
molecules provide no additional protection Translation devices are used by Reed
to the wearer, but allow the use of Richards and others to converse with
super-powers without ill effect. The strange creatures from other worlds. The
uniforms of t he Fantastic Four, the Wasp, translation device handles most known
and the original outfits worn by the New international and galactic languages, but an
X-Men were made of this material. advanced model (Cost+ 1CS) would be
needed to analyze an unknown tongue.
Vibranium is a metallic substance that Translation for known languages is

60
FEAT to avoid the effects. Standard time of A character with magical abilities chooses
effect is 1-10 rounds without power (abilities which Powers (if any) are magical. Power
drop to Excellent, no super-human powers ranks are generated normally, and these
permitted, but Talents and Contacts are are considered the Power rank of the spell,
unaffected). The mutant Forge, working for or the Spell rank. When casting the spell,
the Department of Defense, has developed abilities such as Psyche are used to
a neutralizer with potentially permanent determine success. The effects are then
effects. The only model of this neutralizer determined by the Power rank of that ability.
was destroyed by Jim Rhodes (Iron Man II). Example: a character with Excellent
Psyche and Remarkable Mind Control as a
Magic in the Marvel Universe spell attempts to control another's mind. In
casting the spell (seeing if it is successful),
Magic in the Marvel Universe is a can of
use the Excellent rank. After the spell
worms that, once opened, may prove
succeeds, the Mind Control is considered of
difficult to contain. For the player running
Remarkable Intensity to break. Such characters must have a Psyche of
the likes of Doctor Strange volumes may be
written on the various magic wielders, Good in order to pursue their abilities in the
The concentration of this section is on the magical arena. The character must also
spells, and creatures, while for those that
magic-wielder, the one who casts true seek out a master who can train the hero in
are more interested in the abilities of
spells. The human who has been altered by mysticism. Doctor Strange sought out the
Spider-Man and his foes, such information
magic, such as the Absorbing Man or the Ancient One, Clea sought out Doctor
is of mild interest at best.
Wrecking Crew, is considered an Altered Strange, and so forth. A character who
Human. (It is magic, not gamma rays, wishes to enter magical training must have
Rather than devote an inordinate amount of
cosmic rays, or the attentions of powerful a master. The master will normally be an
space to the magic-wielding character, this
beings, that gave them their Power.) Those NPC created by the Judge, and the Judge
designer would highly recommend to those
individuals who wield items of great power, is under no obligation to make the master
interested in the full workings of magery to
such as Black Knight, are more related to immediately or easily available. A character
check out another product currently
the Hi-Tech hero, save that the items are who is not interested in developing his
available: the Realms of Magic book
mystical in nature as opposed to .t he magical abilities may still use the mystical
(MHAC-9) by Kim Eastland. This ex~ellent
products of Stark International. The origin for Reason FEATs involving arcane
text deals with magic at its fullest, with all
individual who throws spells is a unique lore. For example, though early in her
its specialized spells and incantations, as
figure, and may be of any origin. There are career the Scarlet Witch used her mutant
well as providing the stats for those
magic-wielding humans (Doctor Strange), abilities in a magical fashion, it was only
characters who wield magic.
mutants (Magik), high technology later that she exploited her magical
characters (Doctor Doom) and aliens (Loki). background and became a true spell-caster.
What follows here is a simplification of Mr.
In theory, any human being has the
Eastland's work, suitable for use with the
potential to learn to use magic, but that A magic-wielding hero's Powers are divided
Advanced Set in general. If the heroes are
learning is a long and difficult road to travel. into three general categories, depending on
non-magical in nature and/or rarely run up
against the likes of a powerful sorcerer, what energies they use. There are three
Mystical Origin is a Talent that a character types of energy available: Personal,
these rules should suffice. Mr. Eastland's
may gain, and indicates the character has Universal, and Dimensional.
work delves deeper into the nature of
some potential to wield magical power.
magic, defines a number of spells that are
not simulations of super-human Powers, Personal Energies are those that derive
and talks at length of dimensions and the from the character's spirit, mind, and body.
beings that may be invoked in casti~g . In general, these spells are those that affect
dimensional energy spells. As such it will only the wielder or someone he is mystically
disagree with what is noted here in places. linked to (such as by hypnotism). Powers
In such cases, the Judge should determine that rely on personal energies include
which system he is operating by, and let thought projection, astral form, and mental
that system control the mages of his probe.
campaign.
Universal Energies are those ambient to the
Magic in the Advanced Set is a duplication character's home dimension, and are
of super-human Powers from a magical tapped by the mage. Illusions, most forms
base. Whereas a full mage may summon of attack, and teleportation use Universal
the Images of lkonn, a character using this Energies.
system may duplicate the Illusion Power.
Thus the cards for Doctor Strange and Dimensional Energies are those native to
Shaman list Powers as opposed to spells, other dimensions, either being a part of the
but all those Powers derive from the use of dimension itself (such as the Rings of
spells (much as all of Iron Man's Powers Raggador), or granted by powerful beings
derive from his armor - both Tony Stark native to another dimension (such as
without his armor and Stephen Strange Dormammu or lkonn). These energies are
without his abilities are mere mortals). invoked by spells and entreaties to these
Powers.

61
Magical Powers Table
This table lists all the available Powers, and is geared towards the magic-wielding character. It will help the character define what energies must
be used for a particular spell: personal, universal, or dimensional.

Personal Energies Universal Energies Movement Powers


Resistances Matter Control Powers Climbing
Digging
Air Control
Resistance to Cold Flight
Earth Control
Resistance to Corrosives Gliding
Fire Control
Resistance to Disease Leaping
Water Control
Resistance to Electricity Lightning Speed
Weather Control Teleportation
Resistance to Emotion Attacks
Density Manipulation
Resistance to Fire and Heat Swimming
Resistance to Radiation Wall-Crawling
Senses
Resistance to Toxins
Astral Detection Resistance Powers
Senses Emotion Detection
Resistance to Cold
Energy Detection
Combat Sense Resistance to Electricity
Magic Detection
Enhanced Senses Resistance to Energy Attacks
Magnetic Detection
lnfravision Resistance to Fire and Heat
Psionic Detection
Protected Senses Resistance to Mental Attacks
Combat Sense
Astral Detection Resistance to Radiation
Cosmic Awareness
Emotion Detection
Enhanced Senses
Energy Detection Body Alterations - Offensive
lnfravision
Magic Detection
Protected Senses Blinding Touch
Magnetic Detection
Tracking Ability Corrosive Touch
Psionic Detection
Energy Touch
Tracking Ability
Energy Control Powers Health-Drain Touch
Paralyzing Touch
Body Alterations - Defensive Electrical Manipulation
Rotting Touch
Gravity Manipulation
Absorption Claws
Light Manipulation
Body Armor Extra Attacks
Magnetic Manipulation
Healing Extra Body Parts
Sound Manipulation
Pheromones
Energy Reflection
Recovery Body Alterations - Defensive
Mental Powers Absorption
Mental Powers
Damage Transfer
Animal Control and Communication
Astral Projection Healing
Animal Empathy
Emotion Control Recovery
Animate Drawings
Empathy Regeneration
Emotion Control
Mental Probe Water Breathing
Force Field Generation
Mind Control
Image Generation
Postcognition Body Control Powers
Mind Control
Psi-Screen
Precognition Animal Transformation - Self
Psionic Attack
Psi-Screen Animal Transformation - Others
Telepathy
Telekinesis Blending
Transferral Body Transformation - Self
Body Control Powers
Body Transformation - Others
Blending Distance Attacks Density Manipulation - Self
Imitation Elongation
Corrosive Missiles
Invisibility Growth
Ensnaring Missiles
Shape-Shifting Imitation
Nullifier Missiles Invisibility
Projectile Missiles
Movement Powers Phasing
Slashing Missiles
Plasticity
Flight Stunning Missiles Power Absorption
Gliding Ice Generation
Shape-Shifting
Levitation Fire Generation
Shrinking
Lightning Speed Energy Generation
Swimming Sound Generation

62
Dimensional Energies (And entities com- Energy Control Powers The table on pages 62-63 lists those
monly entreatied) general Powers available to generated
Time Control (Various)
characters, and which energies they rely
Resistance Powers Nullifying Power (Amtor, Various)
on. Certain Powers may rely on more than
Resistance to Magical Attacks (Satannish, Darkforce Manipulation (Darkforce Dimension) one energy type, and the player may
Oshtur) Light Manipulation (Nirvalon, Seraphim)
choose which his hero has. Certain Marvel
Probability Manipulation (Various)
Super Heroes are listed as having Powers
Invulnerability (Various)
that may use more than one energy (noted
Distance Attacks
Senses as P, D, or U on the cards). In that case, the
Darkforce Generation (Darkforce Dimension) player may choose which type of energy the
Astral Detection (Various) Energy Generation (Seraphim, Faltine, character draws upon.
Cosmic Awareness (Aggamotto) Oshtur, Balthakk)
Enhanced Senses (Aggamotto, Nirvalon) Fire Generation (Faltine, Falroth, Elemental Each type of energy has its own
Magic Detection (Various) Spirits) advantages and disadvantages.
Psionic Detection (Various) Ice Generation (lkthalon, Various)
Tracking Ability (Various) Sound Generation (Various) Personal Energies are automatically
Corrosive Missile (Bromagdon, Various) available, but may only be used on the
Movement Powers Ensnaring Missile (Raggadorr, Cytorrak, wielder or on a willing target. A green
Dyzakk, Various) Psyche FEAT is required for success.
Climbing (Various)
Nullifier Missile (Various) (There may be cases where the target is
Digging (Various)
Projectile Missile (Denak, Daveroth, Various) restrained but less than willing. In those
Dimensional Travel (Hoggoth, Seraphim,
Slashing Missile (Denak, Cyndriarr, Hoggoth, cases, a red FEAT would be required for
Various)
Various) success.) Spells that use personal energy
Flight (Seraphim, Various, Elemental Spirits)
Stunning Missile (Various) require no chanting or gestures to succeed.
Leaping (Various)
Use of personal energies has some effect
Lightning Speed (Watoomb)
Mental Powers on the wielder. For each turn of Power use,
Swimming (Various, Elemental Spirits)
the caster loses one Health point. If Health
Teleportation (Watoomb) · Animal Communication and Control (Set, for is reduced to O as the result of these
Wall-Crawling (Various) reptiles; various)
actions, the mage becomes unconscious.
Animate Drawings (lkonn, Various) Do not allow an Endurance FEAT, unless
Matter Control Powers Emotion Control (D'Spayre, Nirvalon, Vari- other circumstances (say, the hero loses
Air Control (Valtorr, Wattomb, Elemental Spirits) ous)
consciousness above an active nuclear
Earth Control (Elemental Spirits) Force Field Generation (Cytorrak, Seraphim, reactor) merit it.
Fire Control (Faltine, Elemental Spirits) Various)
Water Control (Munnopor, Elemental Spirits) Image Generation (lkonn)
The success of spells using Universal
Weather Control (Munnopor, Satannish, Ele- Mind Control (Nightmare, Munnopor, Various) Energies depends on the type of spell. All
mental Spirits) Possession (Various) spells that affect the Psyche or abilities of
Density Manipulation (Various) Postcognition (Various) the target grant that target a Psyche FEAT
Precognition (Aggamotto, Various) to avoid the effect, treating the caster's
Body Control Powers Telekinesis (Various)
Psyche as the Intensity of the attack. If the
Ultimate Skill (Various) Psyche FEAT is successful, the attacking
Animal Transformation (Various)
magic-wielder's Psyche is reduced by one
Body Transformation (Various) Body Alterations - Defensive rank for 1-10 turns. If Psyche is reduced
Blending (lkonn, Various)
Body Armor (Seraphim, Various) below Good, the caster loses the ability to
Growth (Various)
Extra Body Parts (Various) cast spells. Universal spells require a
Phasing (Various)
Immortality (Various, but always exacting a gesture or chant to cast, and the caster
Shrinking (Various)
high price) must have his hands and mouth free.
Shape-Shifting (Various)
Life Support (Various)
Spells that rely on Dimensional Energies
may duplicate those of personal and
universal effects, but draw their energy from
an outside source. Those extra-dimensional
entities that are listed as the magic-wielding
character's Contacts are considered
Friendly to t he mage's actions, and may be
called on to work the listed spells. Those
that are not listed are considered Neutral or
Unfriendly Contacts, and those that the
mage has personally offended are
considered Hostile. Dimensional energy
spells automatically have an initiative roll of
10 and require both chanting and gestures
to entreat the force to respond.

63
KARMA AWARDS/ADVANCEMENT

Example: The good Doctor Strange has Shifts for casting spells Eldritch Shields as spells, each replacing
listed on his card as Contacts the Vishanti, A number of conditions may affect the that which would be a random Power roll.
Cyttorak, Hoggoth, Raggadorr, and casting of spells, resulting in column shifts. The initial Power ranks of these spells are
Seraphim. He is considered Friendly to These shifts are made at the time of the always the Psyche rank and rank number of
these Powers. lkonn is not listed, though casting, and may reduce a spell below the character.
Doc Strange does have illusion Powers that Feeble to Shift 0. At Shift O, a spell is
draw on him. He is considered Neutral. impossible. All Shifts are cumulative. Eldritch Bolt is a bolt of magical power, and
Dormammu, whom Strange called on early includes all manner of spells such as Doctor
in his career and later discovered to be an - 1CS • if the target of the spell is from Strange's Bolt of Bedevilment. The range is
evil force (a real sludge-bucket), is Hostile. a different dimension than the as determined in the spell range table
caster below, and damage is equal to the Power
To cast a spell requiring dimensional • if the caster is in astral form rank, with the following difference: the bolt
energies, make a Popularity FEAT, treating -2CS • if the target is more than 30' in may reduce Health or Karma values (in the
the caster's Psyche as Popularity. If the size or occupies more than one latter case, the target's effectively out of
FEAT is successful, the dimensional energy area luck). If the bolt attacks Health, treat it as a
is granted, and the spell goes off as noted. + 1CS • if the area in which the spell is Force attack.
If the FEAT is unsuccessful, there will still cast is familiar to the mage or to
be a magical effect, but it will be of the Powers he invokes (home turf The Eldritch Shield is a shield of mystical
significantly less power, and may have other advantage) energy that provides the caster with
effects as well: . +2CS • if the spell is cast in ceremony mystical Body Armor equal to the caster's
• If the being is Friendly to the mage • if the form of the spell comes rank number. This is also proof against
(listed as a Contact), the spell goes off from an ancient book or tome magical attacks or those attacks which
at 3 column shifts less powerful than found during the campaign arise from magic.
the listed power. Example: The + 3CS • if the target of the spell is a
character has a distance Entrapment willing subject for dimensional If an attacker directs his attacks against the
Power which he refers to as the and universal energies shield itself, treat the attack as an attempt
Crimson Bands of Cyttorak, at Amazing to break the material, with the attacker's
(47) rank. The entity is listed as a A ceremony is an established ritual by bolt supplying the strength and the
Contact, but the Psyche FEAT fails. The which certain actions are taken to achieve defender's shield the object that may be
spell goes off, but is only of desired results. Ceremonies are only used broken. The mage whose shield is broken
Excellent(20) rank Strength. for Universal and Dimensional energies. A that round takes no damage, but has no
• If the being is Neutral to the mage, the ceremony takes a number of rounds equal shield until he raises it the next round. An
call will go unanswered. The spell will to the rank number of the spell being cast. Eldritch Shield will protect its caster from all
fail. Example: Doctor Doom attempts to forms of magic of up to the Psyche of the
summon the Flames of Falroth to Example: A magic-wielding hero casts a caster.
reintegrate his body. Falroth does not force bolt, an Eldritch Bolt, at a Mindless
give two hoots about this Doom fellow, One that has stumbled into our dimension. Karma Awards, Popularity, and
so that when the FEAT fails, nothing The mage's Psyche is Amazing, and the Advancement
happens. force is Good. The character rolls to hit on
Characters who have true magic abilities
• If the being is Unfriendly to the mage, the Amazing -1 CS or Incredible rank, and
(as opposed to those with mystic origins,
the Judge must make a decision. It may it hits inflicting Good damage. (The -1 CS
is because the Mindless One is a native of the potential to gain magic, or using
respond either as Neutral or Hostile.
magical items) gain Karma at the standard
Look at the hero's involvement with that another dimension - the dread dominion of
rate. All Karma losses are at twice the
being. Has he called on it before? Was Dormammu, to be exact.)
standard rate. The reason for this is thus: A
it once a Contact? Is the situation dire?
Example: A mage seeks to ensorcel an sorceror, no matter what his background, is
If all else fails, the Judge rolls a single
more aware that all things are part of a
die: on a result of 1-7 the entity or unwilling victim and read her mind. Using a
mental probe (lncredible(41)) with his greater whole, that bread cast upon the
power is Neutral, if 8-10 the entity is
water comes back a hundredfold, and you
Hostile. Psyche of Excellent(12), the mage decides
to call on Hoggoth for aid (Personal reap only what you sow. In other words,
• If the being is Hostile to the mage,
energies will not work on an unwilling Karma counts twice as much against them
retribution is swift and sure and totally
victim). He sets up a ceremony for Hoggoth, because they are more aware of its effects.
up to the Judge. If the being is hateful
of all life, a gate may be opened, giving him a + 2CS to cast the spell. The
On the plus side, the cost for a mage to
allowing it to enter this dimension. If the ceremony is cast with Incredible chance of
perform Power Stunts using his spells is
caster is in combat, the being called success (Excellent .+ 2CS), and Incredible
reduced. It costs an "ordinary" super hero
upon may aid the opponent. If the being Intensity if it succeeds. The mage makes a
(if there is such a thing) 100 points to
is rather a dimension that the mage has Popularity FEAT, treating the Psyche as
Popularity, and, if he gets a green result, attempt a Power Stunt. It costs a mage only
gotten on the bad side of (such as
ensorcels the target with Incredible 10 points of Karma if the stunt uses
Raggadorr), the caster may suddenly
Personal or Universal energies, 50 points if
find himself sucked into that dimension, Intensity.
using Dimensional energies.
before that being, or tossed into
another dimension entirely. It is not a Special: Eldritch Bolts and Shields. Instead
good idea to attempt to summon t-1ostile of rolling random Powers, any starting
beings. mage may choose Eldritch Sol.t s and

64
HARDWARE

A mage advances in ability ranks and gains may have agents operating in that area.
talents as do non-magical characters. A Similarly, the casting of spells that will affect
mage may gain new spells in two ways: all of the Earth will definitely come to the
through normal advancement, where costs attention of Doctor Strange, who is that
are halved in Karma, and through location Earth's sorcerer supreme (indeed, one of
of new spells. his prime tasks in that roll is to protect
Earth's dimension from invasion and
New spells may be found in mystic texts, damage by other mystics), and magically
unearthed in ancient ruins, or taught by messing with a dimension will come to the
individuals of higher ability than the mage in attention of the great Powers of magery.
question. The first time a spell is cast 500
Karma points are spent, regardless of the Hardware: Building, Modifying,
effects of that spell. After that , the mage and Alien Technology
has added t hat spell to his repertoire of
usable spells. The spell itself is usually Despite the wide variety of items that are
vague about the level of its Power. i.e., If offered in the earlier sections, players will
your mage finds a book promising control often want to have tailor-made items to fit
over the waters of the world, it may rank in their needs. These items may be more
Power from Feeble to Unearthly, or may powerful, have better or different powers
have some unknown requirement or deadly than the original, or be something totally
curse. The written spell itself will not reveal outside the realm of normally available
this information. There may exist legends, TM items. This section deals with building items
tales, and support material (like instruction and modifying existing items, both over a
Spell Duration Area Standard long period and upon demand (the latter is
sheets) for the spell itself, but likely as not Rank of Effect of Effect Damage
these materials may be erroneous or known as kit-bashing).
fraudulent. Shift 0 None None None
FE 1 round Touch 2 Note: Hi-tech heroes rely on devices,
Contacts in other planes cost twice the PR 1 round Touch 4 whether magical or technological in nature,
normal Karma cost of Contacts to reflect TY 1 round Touch 6 to provide their super-human abilities.
the powerful nature of these Contacts. The GD 1 round Same These items possessed by the hi-tech hero
hero must have existing contact with these Area 10 at the start of the campaign are not affected
planes in some form, whether by physically EX 1 minute 1 Area 20 by the rules herein. Hi-tech abilites are
encountering them (a hazardous endeavor) RM 1 hour 2 Areas 30 increased and modified as for any other
or by invoking their names in spells and IN 1 day 5 Area 30 heroic character.
calling upon their dimensional energies AM 1 month 12 areas 50
(another dangerous endeavor if dealing with MN 1 year 1 sq.mi 75 If another character is using the devices
powerful, Hostile beings). UN Perm. 10 sq.mi 100 inherent to a high technology hero, the
Shift X Perm. 1 planet 150 character using those devices must make a
Note: Only some powerful Shift Y Perm. 1 planet 200 Reason FEATto correctly use the device.
extra-dimensional beings grant magical Shift Z Perm. 1 planet 500 The FEAT is always a green FEAT, with
Powers. For example, Odin of Asgard was Class failure resulting in the character hitting the
the ruler of a tribe of gods that controlled its 1000 Perm. 1 dimen 1000 wrong button, activating the wrong system,
mystic realm, similar to Dormammu. Yet as Class or pointing the weapon in the wrong
of this writing, it has been hundreds of 3000 Perm. 1 dimen 3000 direction. Results of these actions vary
years since any have called upon the Class according to situation, and may range from
All-father for spell-like abilities, and whether 5000 Perm. 5 dimen 5000 a -1 CS or - 2Cs to hit or effectiveness, or
they would be granted those spells now is Beyond Perm. ALL lnfin. the damaging of the system itself.
an unknown point. *Perm. - Permanent
Similar rules apply to characters
Magical Abilities and Limitations This effects table only applies where the encountering alien technology for the first
effects are needed - for example, the time. In this case, a Reason FEAT is made
In the original set of Marvel Super Heroes range of a spell is in question, or how long against a standard Remarkable Intensity.
was a table delineating magical abilities and an enchantment can last before it must be Once that FEAT is made, the player can use
limits using these Powers. The table below renewed or expire. A mage may always the alien device in normal situations, and
replaces that table, and refers to limits as choose to inflict less damage with his another Reason FEAT is called for only in
set to the Power rank of the spell being cast spells, or to have less duration or area extenuating circumstances (such as when
as opposed to the Psyche of the caster. affected. the character tries a Power Stunt or Vehicle
Stunt with the device).
All mages have an "ear" for magical power,
and as such are aware of its use within their The key requirement of building an item is
general region. The casting of a spell that its Effective Cost. Effective cost determines
will affect a ten mile area will alert any the Resources required to make an item,
mage of that power level or higher in that the amount of time that must be spent to
area, as well as those powerful entities that build an item, and whether or not that item

65
works. A hero may attempt to build an item that is being built, and the additional modifier (but do not gain the -1 shift for
device that has a higher effective cost than modifiers to its effective cost. having to touch the target).
his Reason.
Weapons are defined by Range, Material Examples of weapons building: Building a
Effective cost is determined in the following Strength, and Damage. Range is set from machine gun as listed on page 43:
fash ion: Take the highest applicable rank the following table. If the weapon falls within Inflict 30 points damage Remarkable
number for that item. For every applicable that range, it has that rank. Range of 10 areas Incredible
rank that is equal to that rank, add a + 2CS. Made of Good strength
For every applicable rank that is one rank Range Ranks material Good
lower than that rank add a + 1 CS. This Range in Areas Rank Effective cost is Incredible + 1CS (for
gives the base cost for all types of items. Touch Remarkable damage) for cost of Amazing.
Ranks of two or more CS below have no 1 Poor
effect on effective cost. Further modifiers 2 Typical Example: A Laser rifle from page 42:
may alter the effective cost, according to 3-4 Good Inflicts 20 points damage Excellent
the item. 5-6 Excellent Range of 4 areas Good
7-8 Remarkable Made of Typical material Typical
What is an applicable rank, anyway? It is 9-11 Incredible Effective cost is Excellent + 1CS (Good
one of those ranks that define the 12-20 Amazing Range) for a Remarkable effective cost (as
performance of the item. 21-40 (1 mile) Monstrous expensive as the standard listed price, but
• In the case of vehicles, applicable 41-60 Unearthly remember, these things are illegal).
ranks are Control, Speed, Body, and 61-80 (2 miles) Shift X
Protection. 81-160 (4 miles) Shift Y Example: a Knife from page 45:
• In the case of weapons, applicable 161-400 (1 O miles) Shift Z Inflicts 10 points damage Good
ranks are generally Damage, Range, 10-100 miles Class 1000 Can be thrown No Modifier
and Material strength. Intercontinental Class 3000 Material Strength Excellent
• In the case of items that enhance Interplanetary Class 5000 Effective cost is Excellent + 1CS(good
abilities (such as power suits), damage) -1 CS (melee weapon) for
applicable ranks are those abilities that • Weapons that inflict damage only on Excellent Cost. Costs much less to buy one.
are modified, and the material strength touch do not have a applicable cost
or Body Armor. rank, and in fact, reduce the total cost Vehicles: The applicable ranks for vehicles
• In the case of robots and other artifical by - 1CS. For example, an Monstrous are: Speed, Control, Body, and Protection.
beings, the applicable ranks are the Strength sword would have a - 1CS, for Vehicles are of a set type (Road, Off-Road,
listed abilities and any additional Power Amazing Cost, in the final cost of the etc.) determined at the start of construction.
ranks. item.
• In the case of all other things, the Other shifts:
applicable ranks are material strength Figuring the damage rank is as easy - find + 1CS Occupies more than one area
and Power ranks involved. The more an the amount of damage the weapon inflicts (compartmented vehicles always
item does, the more applicable ranks it under normal circumstances, treat that as a occupy as many-areas as there are
involves, and the more it will cost to rank number, and the weapon has that rank compartments)
build. damage. Weapons that do not inflict -1 CS If craft offers no protection
damage but require ability FEATs (such as + 1CS If craft is GEV
In addition, certain specific functions of the stun cannons) use Intensity rank as
item may shift the effective cost upwards or opposed to damage rank. Example: a Example: Building your own Sedan
downwards. Certain special items may be handgun inflicts 6 points of damage with Control Poor
required to finish a device (such as an standard ammunition. This is Typical Speed Good
Alludium 0-36 Space Modulator). These damage, so the damage rank of the Body Good
requirements are described in full below. handgun is Typical. A stun pistol has no Protection Typical
damage rank, but an Intensity rank of The price of building this sedan is Good
Upon finding the effective cost, the player Good. Its damage rank for the purposes of + 2CS (for the other good ability) + 1CS (for
whose character is building the item makes figuring effective cost is Good. Typical Protection) or an Incredible effective
a Resource FEAT to determine if he can cost to build a car from scratch. Keep this in
afford it (for more expensive items it may be The material strength rank is the set mind when borrowing the car. It is cheaper
necessary to use his Contacts). If the material strength of the device, and reflects to buy them from a major company, which
character can afford the item, work begins. the amount of damage the weapon can manufactures a lot of standardized types.
take. It is possible to build handguns and
The time for invention takes as long in days daggers of Feeble material, but they can be Example: Building your own Skymobile
as the item's effective cost rank number easily damaged. Control Excellent
(something that costs Typical takes 6 days). Speed Incredible
Upon completion of the time and cost Other modifiers to Effective Cost: Body Excellent
requirements, a Reason FEAT is made to • If weapon must be touched to the Protection O
determine if the invention really works. target to inflict damage, modify by -1 The price of building is Incredible, -1 CS
cs. (Excellent Control and Body neither add nor
Breaking down this process into its steps, • Items that are thrown such as subtract, but there is no Protection) for a
the first concerns the the general type of grenades or shuriken ignore the range Remarkable cost.

66
Note on arming vehicles: The best modify the result by + 1CS. Example: Arcade wishes to construct a
approach is often to build the vehicle first, duplicate of Doug Ramsey in order to lure
then add any armament, either from off the To determine maximum ranks, calculate the Kitty Pryde into a trap. The android has the
shelf, or by building it separately. It is results if the inventor (choose one if a group following stats:
cheaper to build the tank, then add the light effort) were wearing the suit. If an inventor Fighting: Poor
artillery and machine guns, than to build the with a Strength of Good built a suit that Agility: Typical
entire operation all at once. modified Strength by +1CS, the maximum Strength: . Typical
Strength would be Excellent. Endurance: Excellent
Power Suits This category includes all Reason: Good
items that modify the wearer's seven basic Example: A character is building a Power No Psyche or Intuition.. The Reason ability
abilities. The applicable ranks are the item's suit made of Excellent materials, providing reflects a programmed set of reactions and
material strength or Body Armor (whichever Typical Body Armor, and duplicating the a library of languages to duplicate Doug's
is higher), and the final stats of the modified Flight power at Good rank. The suit abilities. The android is made of Good
abilities. modifies Strength by + 2 CS, and material. Effective cost is Excellent + 1CS
Endurance by + 1CS. Effective cost is (Good material) + 1CS (Good Reason)
Other modifiers: Excellent + 1CS (Good flight) + 2CS + 1CS (duplicate of existing being) or
+ 1 CS for every Power added (if Power (Strength) + 1CS (Endurance) for an Amazing cost.
is within one of, or higher than, the Amazing effective cost. The inventor has
highest stat, it becomes an applicable Good Strength and Typical Endurance, so Other items are built in the same fashion as
rank, and this modifier is ignored) the maximums of the suit are Excellent for listed above. Always consider the material
both. Were the suit constructed to provide strength of the item, and any ranks the item
Example: You wish to build a Excellent Strength and Endurance, cost has as the result of its performance.
super-powered suit of Good material, would be prohibitive (Excellent +2CS (one
providing Excellent Body Armor, raising Excellent) + 2CS (second Excellent) + 1CS For example, the Missile falls outside the
your Strength to Amazing and Endurance to (Good Flight), for Unearthly effective cost. normal weapon requirements. Its applicable
Incredible. Effective cost is Amazing + 1CS ranks are Body, Control, Speed, and
(for the Incredible) or Monstrous cost. The Robots and other mechanical constructs Damage. Similarly, explosives have one
Good material and Excellent Body Armor that duplicate or imitate the abilities of living rank number, that being their effective cost
have no effect on the effective cost. creatures are constructed along similar (over-the counter explosives are more
lines. Applicable ranks to figure effective expensive, but have less of a tendency to
Example: You wish to build a cost are those the robot possesses; if the blow up before you want them to).
super-powered suit of Excellent material robot has no Fighting ability, none is
that provides Good Body Armor, raises counted. Non-player robots (things built by Important: Items which duplicate powers
Strength to Remarkable, and duplicates the player characters) rarely have Intuition and that are not readily reproducible by 1980's
powers of Flight at the Excellent rank, with Psyche abilities, and those that do are technology always have an applicable rank
Force attack (Repulsors) at the Remarkable considered free-willed individuals of Monstrous added to everything else. If
rank. The effective cost is Remarkable (examples: Ultron, Delphine Courtney, and you want to build a Teleporter, duplicating
(highest rank) +2CS (other Remarkable) the original Human Torch). Non-Player the power at the Poor rank, there will be an
+ 1CS (one of the Excellent ranks) + 1CS robots (those with limited programming) are additional applicable rank of Monstrous
(the other Excellent rank) for Unearthly considered to have Typical Reason, those because we currently do not have
cost. who are able to talk Good Reason. For the teleporters in our society. Likewise, a device
effects of this Reason, see Programming that flies by means of jet engines would not
Compare the two examples. It costs more under the Modification section. suffer this penalty, but one which provided
to build a power suit with more options than flight by anti-gravity devices would.
one that has certain speci!:llized functions. Other modifiers:
This is why such suits are normally - 1CS if the being is humanoid Example: The players wish to develop a
restricted in their capabilities. (Remember + 1CS if the being is supposed to imitate medical scanner which would monitor the
- Hi-tech heroes such as Iron Man exist a specific individual patient and diagnose the patient's ailment.
outside this way of constructing items.) Early forms of this type of "diagnostic bed" ·
Example: The X-Men build a humanoid exist, so the Monstrous limitation does not
Power Suit Option An alternate method of robot to serve as a sparring partner for apply. The bed and its components are
building a Power Suit revolves around those Colossus. The Robot has the following made of Good material, and the device
suits that modify the ability by column shifts stats: should be able to provide medical opinions
as opposed to setting higher levels. A Fighting: Excellent with Excellent Reason. The effective cost
harness that would increase the wearer's Agility: Excellent would be Excellent + 1CS for the materials
Strength by + 1CS (Excellent max) would Strength: Monstrous or Remarkable. If the device needed to be
be of this type. Endurance: Incredible able to scan through the 3-inch steel hide of
Reason: Typical the team's resident bulldozer (Incredible
For building Power Suits of this type, figure Has no Intuition, or Psyche. Made of armor}, the cost would be Incredible.
the effective cost using the material Incredible Strength materials (has
strength or Body Armor rank (whichever is Incredible Body Armor as a result). Effective
higher), and the Power ranks of any powers cost is Monstrous -1 CS for Humanoid
that are given to the suit. For every shift form, or Amazing cost.
that the suit modifies a primary ability,

67
Example: The hero team wishes to develop • A single character with Resources of A hero may only work on one project at
a device that would scan alternate Monstrous makes the FEAT roll. a t ime, though he may have several
dimensions. Such a device does not exist in • Two characters with Amazing inventions being developed by others.
the " real world," so the first applicable rank Resources, or one with Amazing aided
is Monstrous. It is made of Excellent by one with Incredible Resources, make Success! or - Eureka! I have
materials, and must punch through into a single FEAT. found it! (Now, where did I put that
another dimension with Amazing ability. • A character with insufficient funds, but plutonium ...)
Effective cost is Monstrous + 1CS or with Contacts in an organization with
Unearthly. Monstrous Resources, persuades them After making the Resource FEAT and
to fund the project. A hero with Good spending the amount of time required for
Other modifiers to Effective Cost: funds but Contacts with the Department the invention, the inventor makes a Reason
+ 2CS if the device cannot normally be of Defense convinces them that this is a FEAT roll to determine if the invention is
seen good idea (Popularity FEAT - possibly successful. Use the hero's Reason, or the
+ 1CS if the device is pocket-sized more than one). Contacts providing the highest Reason of those heroes involved,
+ 1CS if the device is portable funding may have their own restrictions with the following modifications:
+ 1CS if the device occupies more than m requirements to any such agreement.
one area + 1CS for assistance, no less than one
If the Resource FEAT fails, the hero may rank lower (maximum of + 1)
Special Requirements for not make another attempt before the next + 1CS for each applicable talent
Inventions week. Cost is not prohibitive, but the (examples - electronic for building
character does not have the money right a robot, piloting for building a
Often a device may require a specific item plane; maximum of +3CS from
now.
to work properly. This is a Special talents)
Requirement. The special requirement is Time and Building Things - 1CS if time was shortened by rushing
set up for the Judge as a safety mechanism - 1CS for each special requirement in
to prevent too many wonders of technology The effective cost determines the time it will the invention (Maximum of - 3CS)
from floating around, and to provide a base take in days to complete the product, + 1CS if the device existed previously
for hero (and villain) actions. assuming normal working conditions. The (from a failed experiment or from
rank number of the effective cost rank is the kit-bashing)
Devices which have an effective cost under number of days the project will take (an
Remarkable rarely need a special item with an effective cost of Typical would
requirement. Those with an effective cost of take 6 days, one of Unearthly 100 days).
Remarkable or higher may have one
special requirement, while those of The time represented is for one man,
Monstrous or higher effective cost will working alone, with regular stops for eating,
always have at least one special sleeping, and other necessities. Conditions
requirement. may reduce the time according to the
situation:
Special Requirements are set by the Judge • If the inventing character (the one
as specific items for completion of the work, whose Reason will be used to make the
and the Building Things section in the FEAT) has aid (a lab assistant), the time
Judge's Book delineates his options. The is halved.
special requirement may be a particular • If the inventing character's assistant
circuit, a secondary invention required to has a Reason within one rank of the
make the item work, a new method of inventor's, then time is quartered (this is
producing an item, a special alloy or why brilliant scientists always seem to
substance with specific unique properties, have searched out equally brilliant, but
or an existing device to use as a model. often morally corrupt, lab assistants).
• If the inventor works straight through,
The Resource FEAT and Building time is again halved. An inventor along
(Or, how am I going to PAY for all with his brilliant lab assistant of equal
this?) Reason, working around the clock on a
project of Excellent effective cost (20
Once effective cost is calculated, the days normally) would complete the
player(s) involved make a Resource FEAT. project in 2-112 days. Working straight
This FEAT may be out of one character's through indicates other short-cuts, as
pocket, a combined FEAT if two characters well as a lack of attentiveness to details,
have Resources within one rank of each and may result in a negative column
other, or as a result of using Contacts with shift upon completion (see Success).
sufficient Resources to create the device. • Work performed by NPCs based on the
player character's requests or designs
Example: An interstellar destabilization will always take the maximum amount of
detector is calculated as having a time. This includes situations where the
Monstrous cost. The Resource FEAT may hero has hired or persuaded someone
be made as follows: else to do the work.
TM

68
round. If a device has Monstrous (75) Typical (it is effectively installation only). In
effective cost, then it would take 75 days cases where some modification of the
under normal circumstances. At an device itself would need to be made (flight
expenditure of 750 Karma points, this may for the off-road Vehicle), effective cost is
be reduced to 75 turns. equal to the new power added, but never
less than Good effective cost. Remember
Kit-bashing may be used to rush a project that modifying devices for powers not
to completion. If you are on day 5 of an · reproducible by modern technology (a gun
anit-Skrull product requiring 10 days, and that only hits people thinking of crime) are
the Skrulls invade, you can complete the Monstrous, at minimum.
project in 5 turns by kit-bashing. If any part
of the device is kit-bashed, the entire device Time and success of a modification are
suffers the effects of kit-bashing. determined as for any invention. Failure
may damage the original device as well.
TM Kit-bashed devices will succeed on a Modifications may be kit-bashed.
The inventor makes the Reason FEAT and Reason FEAT of the inventor, but will only
reads the result from the list below. If the operate for 1-10 rounds before becoming Programming and Reprogramming
effective cost is greater than the Reason of inoperative (depending on the device -
Computers and the programming of robotic
the inventor (after all shifts), then the result some may be inoperative in particularly
NPCs present special problems, and as
is read as one color less than the one spectacular fashions). If the inventor can
salvage the pieces, he will receive a bonus such are dealt with separately. Such
rolled. (Red becomes yellow, yellow green, devices are assigned Reason abilities, but
and green becomes white). on future FEAT rolls to duplicate the device.
possess no creative thought or personality
of their own (player character robots are, as
White Result: You missed something, but a Karma for kit-bashed devices may be pulled
always, an exception). The "Reason" ability
double check shows what it is. Start again. from any sources available to the inventor,
reflects the amount of information the
No Resource FEAT is needed, but the including his own fund of Karma, Karma
device has, and the ease with which it may
amount of time is he same, and a special pools he belongs to, and Karma that has
be accessed. A computer with vast
requirement is added. been set aside for Advancement. Allies of
information with its data trapped behind
the inventor may contribute their Karma as
codewords, split into various files, and
Green Result: It flies, Wilbur, but not for well, if they are assisting.
unable to access important programs is as
long. The device will fail in 1-10 turns. "dumb" as a home computer.
Failure may result in destruction or Modifying Items
damage, depending on the situation. Often, a full design is not necessary, as an Computers are only as smart as the
Repairs done as for White result. existing weapon, device, or vehicle may be information they get, and can only answer a
modified to perform the actions necessary. direct inquiry. Gaining information from a
Yellow Result: Working prototype. Operates This is known as modification, and is often computer is easy, if the proper passwords
at -1 CS for all abilities until fine tuned. less expensive than full-fledged invention. are known. The fact that passwords are
Fine tuning takes 1-10 additional days. Modification is also used to smooth out the usually restricted to those with need to
rough edges of inventions, and improve know is the restriction of the computer. Most
Red Result: Success! The device does them slowly. computers have a restriction of Excellent.
exactly what it was designed for. Those with sensitive information have
Only one modification may be made at a restrictions of Remarkable or higher. NPC
Karma and Success: Karma may be added time. If you wish to improve the Speed .and robots have restrictions and inhibitions as
before the die roll, but in this case, and this Control of your convertible, first you must listed for their Reasons.
case only, the amount of Karma should be improve the Speed, then in a separate
determined before the roll is made. modification improve the Control. If you Information may be taken from a computer
wish to add weaponry or flight capabilities, with a Reason FEAT, green if passwords are
Kit-Bashing . these would be separate modifications. known, red if they are not. Robots and
All of the above is very good when you have computers may be reprogrammed, again at
the time to work on a device, or have others Modifications that alter abilities have an a Reason FEAT. Time is equal to the
work on it for you. What happens when effective cost of the new ability rank, but restriction rank number in turns. Example:
Terminus pops up, and you need that may only be made one rank at a time. If you Nightcrawler reprograms a bunch of
device to help you defeat him? wished to increase the Body Armor of a Arcade's androids to attack Arcade. This
power suit from Good to Remarkable, you takes 10 rounds each (Good Reason), and
You start kit-bashing - taking what is must modify it first to Excellent, then make requires a Reason FEAT for each robot.
available and working with it to get a second modification to Remarkable.
something that will save the day. Repairs
Modifications that give abilities that the
Long-term repairs are made at repair
Kit-bashing is conducted similarly to normal device previously did not have (such as
centers. Heroes intent on making repairs
invention, but at a highly collapsed Flight for an off-road vehicle, or adding
may invest in a repair center. The cost of
timescale, at the expense of Karma. machine guns to your jeep) are handled
the center is equal to the effectiveness of
Expenditure of ten points of Karma will according to situation. In cases where the
the repair center. A repair center of Good
reduce one day of normal work to one modification is easily made (adding Light
cost may repair at the Good level; one of ·
Artillery to a tank), the effective cost is

69
Remarkable cost will repair at the Example: A Self-Propelled Gun made a shop to repair.
Remarkable level. wrong turn when lighting the Hulk and lost
two ran ks of Body, from Remarkable to Repairs in the field may be made with a
If a damaged device (usually a vehicle, Good. The repair center is of Incredible Reason FEAT of the repairing character.
sometimes a robot, and rarely a weapon) is ability, and the tech on duty has a Reason The Intensity of damage is equal to the
brought in, it can be repaired. Damaged of Remarkable. The center must restore the original stat that is trying to be repaired.
devices are those that are reduced in Good Body to Excellent, and finally to Field repairs will last for 1-10 hours before
abilities because of beings hitting on them. Remarkable. This will take one man 20 shaking loose again (damage reduced to
A repair center can restore the device by hours for the first, 30 for the second. (Time original with an additional rank of damage).
one rank if a Reason FEAT is made, using may be reduced by assistance.) Repairs
the Reason of the repair person or the value are automatic as long as the rank of the Devices which have had abilities reduced to
of the Repair center, whichever is lower. center is higher than that of the device. below Feeble are beyond hope - they
Karma may be added. Effective cost is as Otherwise a FEAT (Reason of repair person) cannot be repaired. Their materials may be
for modifications, but time is measured in is needed, with failure resulting in the salvaged for use in new inventions along
hours as opposed to days. damage being beyond the ability of the similar lines, wit h the resulting bonus to the
roll for success.

70
APPENDIX A

The following is a description of the Powers Resistance to Toxins: This Power rank is rank in this Power is no less than one rank
available to generated characters, which always a minimum of one rank greater than above the individual's Endurance. (Any roll
are listed on pages 8-9 of this book. These the hero's Endurance rank (if the random of less than that rank should be raised to
summaries are general descriptions of the roll sets this Power as less than this stated the Endurance Rank + 1CS.)
Powers. Specific heroes native to the minimum, it is raised to Endurance rank
Marvel Universe may have their own + 1CS). This rank is used instead of Invulnerability: The hero with this Power is
specialized ver~ic>ns of these Powers. En9urance for all FEATs involving poison, totally unaffected by one or more of the
and is not red uced by damage or effects of attack forms listed above. The initial
Resistances Resistances are Powers that poison. Failing a FEAT with this Power will choosing of Invulnerability counts as two
protect the hero from specific forms of mean Endurance drops by one rank, but choices, but every additional choice in
attack, such as fire, cold, radiation, or toxin. this Power rank does not drop. It will be Resistances may be changed to an
All damage caused by that type of attack is used next turn at its normal level for Invulnerability. (Example - A hero being
reduced or negated, according to the type determining further effects. generated picks up Invulnerability to Fire,
of Resistance. counting it as two slots. She then gets
Resistance to Corrosives: This resistance another resistance, and chooses
Resistance to Fire and Heat: All damage reduces the amount of damage from acids Resistance to Cold. She may then choose
from fire and heat-based attacks is reduced and other. caustic agents, including but not to be Invulnerable to Cold instead at no
by the Power rank number. Further, any fire limited to rust, rot, acids, salt deterioration, additional cost.)
of less than this Power rank has no effect and destructive microbes. The hero with
on the hero. (Example - the hero with a this Power may ignore acids and corrosives Invulnerability means that the hero in
Resistance to Fire/Heat of Amazing(50) of less than this resistance's Power rank question has a Class 1000 resistance to
rank could walk through super-heated number in Intensity, and may reduce that attack form.
steam of lncredible(40) Intensity without ill damage from higher level· acids by the
effect.) Power rank number. Senses Powers in the Senses category are
those that permit the hero some exotic
Resistance to Cold: All damage from Resistance to Emotion Attacks: This Power method of detection, either by protecting or
cold-based attacks is reduced by the Power rank will be no less than one rank higher expanding the existing senses, or providing
rank number. Further, ice and cold of less than the character's initial Intuition, and senses that outstrip the limits of other
than this Power rank may be ignored. should be raised to that rank + 1CS if a normal senses.
Physical items made of ice may still affect lower rank is rolled. Any Emotion-related
the hero. A hero with Resistance to Cold attacks that affect the Intuition, including Protected Senses: One or more of the
would not be easily frozen by Iceman, but illusions, emotion-control, and dominance hero's basic senses are protected from
could still be hit with a club made of ice. must overcome this rank as opposed to the attack. The hero ignores potentially
Intuition of the individual. damaging attacks of less than the Power
Resistance to Electricity: All damage rank in Intensity level. In many cases, this
resulting from electrical-based attacks is Resistance to Mental Attacks: This considers the effects of specially polarized
reduced by the Power rank number. Further, resistance is similar to that of resistance to goggles that prevent being suddenly
electricity of less than this Power rank is emotion attacks, but is used against attacks blinded by high Intensity light, or earplugs
ignored by the hero. The hero must decide that affect the Psyche from psionic (but not or headgear that reduce the effects of sonic
if this Power is conductive or magical) sources. This Power rank will be attacks.
non-conductive in nature. Conductive no less than one rank higher than the
resistance allows energy to pass through individual's Psyche, and should be raised to Enhanced Senses: One or more of the
the hero into those the hero is touching (like that rank + 1CS if a lower rank is rolled. hero's five normal senses (hearing, sight,
a copper wire). Non-conductive resistance. smell, touch, taste) is increased to the
stops the energy at the contact point, Resistance to Magical Attacks: This Power rank level. Use this rank instead of
allowing those being touched or held to be resistance is similar to that of Resistance to Intuition to discover clues, spot items, and
unharmed (like rubber insulation). Emotion Attacks, but is used against determine initiative (in the case of Hearing).
attacks that affect the Psyche from magical These extra-ordinary senses are more
Resistance to Radiation: All damage and extra-dimensional sources. Further, all vulnerable to attack, such that attacks
resulting from radiation-based attacks, magical damage-inflicting attacks are against them are at + tCS. Examples of
including but not limited to X-rays, alpha reduced by this Power rank number. Unlike such attacks include bright lights for sight,
and beta particles, and gamma rays, is the Resistances to Mental Attacks and sonic attacks for hearing, traps activated by
reduced by the Power rank number. Most Emotion Attacks, this Power rank may be touch, or knock-out gases for smell.
non-concussive energy rays used by lowerthan the Psyche initially, making the
super-powered individuals may be so individual more vulnerable to certain types lnfravision: The individual with this ability
reduced (i.e.: this resistance would provide of magical attack (but less vulnerable to can see in the dark. In most normal
protection from Captain Marvel in X-ray damage-inflicting magical attacks). darkness, this sight range is 5 areas. This
form, but not from Radioactive Man's Power has a rank because there are
force-based attacks). Any radiation of a Resistance to Disease: The individual with potentially high-Intensity darknesses that
lower Intensity than the hero's Power rank this resistance is less susceptible to may foil this Power (for example, the
has no effect on the hero. disease than other heroes with the same Darkforce). If the Intensity of the darkness
Endurance. Included are common is higher than the rank of the infravision,
diseases, as well as the effects of biological sight is limited to only the immediate area
warfare and vampirism. The individual's (within 2 feet). ·

71
Cosmic Awareness: The hero possessing red FEATs at the Judge's option. to catch the track, but once on the trail,
this Power is in tune with the universe to FEAT rolls should only be required when
some degree, allowing him to perceive Magic Detection: The hero with this Power there is a chance of losing the track. This
other powerful entities and to detect can detect magjc. When magic is in force will depend on the nature of the tracking
weaknesses in opponents. Individuals with around the hero, make a Power rank FEAT ability. For example, a hero who tracks by
Class 1000 primary abilities or better within roll. White means failure; check again next scent may have to make another FEAT
10 miles of the hero will always be noticed round. A green result indicates recognition (perhaps yellow or red) if the trail leads
by the hero. In addition, making a Power that there is magic in the area, a yellow through a stockyard or perfume plant, while
rank FEAT with this Power allows the user result the individual or individuals involved one who tracks by the heat left from his
to gain a + 1CS on FEATs against an in the magic, and a red result the type of prey's footsteps must check when the
opponent by finding the weak point in an spell or magic involved. Spells that mask or individual passes through a stream.
opponent or structure. mislead the spell-casting may reduce these
chances at the Judge's option. Movement Powers As the heading notes,
Combat Sense: This Power rank may be all Powers within this section influence the
used instead of Intuition for determining Magnetic Detection: The hero with this character's ability to move, whether by
surprise, instead of Fighting for blocking, Power can detect the magnetic field of expanding the existing abilities, or providing
instead of Agility for dodging, and instead of Earth (and likely other planets as well), as new capabilities. It is up to the player, when
Strength for escaping. The minimum level well as aberrations of that field (created by creating his character, to create the basis
of this Power is the Intuition rank of the large iron deposits, huge electro-magnetic for how the hero has the given ability. Flight
character. doomsday devices, etc.) with Power rank can be accomplished by a number of
ability. It is difficult for a hero with this methods. If a character flies by wings, what
Computer Links: The character with this Power to become lost. happens when those wings are impeded? If
Power may communicate with and retrieve a character has rocket-boots, what if the
information from computer systems with Mutant Detection: The hero with this Power boots are clogged by a foam-gushing
Power rank ability. The hero must be able to is attuned to the specific mental radiation arrow?
access the computer in some way; usually given out by mutants. The range is
this is by means of an implant relayed to a dependent on the Power rank of the Flight: The hero with this Power can move
predetermined computer. If attempting to individual. (See the Power Rank Range through the air under his own power. The
break into a new computer, compare this Table). This Power reflects the conscious method of flight (wings, rockets,
Power rank with the Reason of the will to detect mutants. unconscious graviton manipulation, etc'.) is
computer or mechanical being. This Power left for the player to define, though it should
also allows the reprogramming of simple Psionic Detection: The hero with this be defined before play begins. The
robots (but not Player Character robots Power is attuned to exceptional mental character's speed is determined by the
under normal circumstances). · radiation in general, and as such can detect Power rank of the individual (see Movement
the use of paranormal abilities including in Chapter 2). Agility is used to determine
Emotion Detection: The hero can detect mindreading, thought-casting, mental actions while flying, including changing
emotion in others with Power rank ability. control and attacks, whether by course and dodging. Winds (including wind
This Power may be a limited form of technological or of mutant orgin (but not Powers) of greater Intensity than the hero's
Empathy, or merely the ability to catch the those of magical origin). The hero can Power rank will cause the hero to lose
subtle physiological clues that indicate a detect these abilities only when they are in altitude. The hero may gain one additional
person is under stress, lying, or worried. use, by making a Power rank FEAT roll. area (44 yards) for each 15 feet (1 story)
Success with this FEAT roll indicates the Make a check each round the hero is in dropped, and is slowed by one area of
hero detects only the target's emotional range of psionic activity until the hero speed for each 30 feet (two stories)
state, not the cause of it. (The target may makes the FEAT or psionic activity ceases. climbed. (A hero who can fly 10 areas may
be lying, but the hero with this Power is The FEAT is green if the hero is specifically climb 30 stories in a single round.)
able to detect only that the individual is checking for psionic activity, yellow if not
worried, the heartbeat pattern is up, etc.) paying specific attention. Gliding: The hero has the ability to glide,
Targets trying to conceal their emotional dropping 1 story (15 feet) for every turn in
state use their Intuition as an Intensity rank Astral Detection: The hero with this Power the air. The distance covered per turn is set
to determine the type of FEAT required. can see the forms of creatures operating in by the Power rank as for flying. The Gliding
Detecting non-human emotions - those of the astral plane, including ectoplasm of hero cannot climb, but can maintain level
robots and aliens, for instance - should be those adepts who can astrally project. This flight by making an Agility FEAT (failure
done at a higher shift. is an automatic ability: the individual can indicates loss of 2 stories (30 feet)). The
always recognize that an astral form is method of gliding is set by the· Judge and
Energy Detection: The hero with this Power nearby. Use the Power rank FEAT to player. The gliding Power may be severely
is able to identify specific types of energy determine if the individual can note the affected by winds, and winds of greater
and track energy trails. The hero can features of the astral individual, such that Intensity than the glider's speed may halt,
identify the general "type" of energy the individual can be recognized or later down, or move backward the hero who
(particles, x-rays, light, exhaust of a nuclear identified. glides, and will at least reduce the hero's
engine, etc.) with Power rank ability, and speed by as many ranks as the Intensity is
can track the energy trail of that specific 1i'acking Ability: Through use of heightened above Feeble.
type with Power rank ability per hour. Faint senses, learned abilities, or mutant Powers
trails or common types of energy with the hero with this Power can track another
confusing patterns may require yellow or individual's path. Make a Power rank FEAT

72
Leaping: The hero with this Power can leap someone the hero is touching up to his the climbing is determined by the Power
great distances. Use the table on page 24, Strength limitations (this decision must be rank, and the surface must have sufficient
Chapter 2, replacing Strength with this made when·the character is created). Those handholds or cracks (even those of
Power rank. This Power rank will always be carried by a teleporter must '!lake a green mortared bricks will do). In addition, the
at least the Strength of the character Endurance FEAT or be disoriented for 1-10 hero can move through tangled pipes,
+ 1CS. If a lower rank is rolled, raise it to rounds. Those teleported from an area must vines, and other areas that require manual
this minimum. make a yellow Endurance FEAT or be dexterity using this Power instead of the
disoriented for 1-10 rounds. hero's Agility.
Wall-Crawling: The hero can move along
vertical and upside-down surfaces as if they If the Hero teleports into a solid object Digging: The hero can move below ground
were normal surfaces. This Power rank (because he was unaware of its presence), by digging a tunnel. The hero may choose
indicates how strong the adhesion is (the make an Endurance FEAT. Failure results in Claws as A Bonus Power if he has this
mechanism - suction cups, atomic field damage equal to twice the material strength Power. Normal movement is as for normal
suppressors, etc. - is left to the player). of the object teleported into (Strength for ground vehicle speed, half if the hero is
The hero will use the Power rank to living creatures). Success indicates another, digging a tunnel well-supported enough to
determine the ability to stick, according to random (Judge-determined) 'port, with the allow others to follow (otherwise the tunnel
the Intensity of the slipperiness of the hero being unconscious for 1-10 rounds. collapses behind the hero as she digs). The
surface. Some examples: hero may dig through materials of lower
Ordinary Concrete Feeble A Power stunt that is used by teleporters is material strength rank than his Power rank,
Ordinary Brickwork Feeble a version of multiple attacks (see Power but not those of equal or greater rank.
Glass and Steel Typical Stunts), by which the hero teleports quickly
Steel Alloys Good from place to place, both dodging attacks Dimensional Travel: This Power allows the
Surface Coated with Oil Remarkable and feints and parrying to do damage to character to break through into other
Non-stick Surfaces Incredible one or more targets. Teleporters who dimensions. The hero does this
. Frictionless Surfaces Class 1000 attempt this trick may make multiple automatically, but must make a Power rank
teleports in the same area (note that FEAT if under pressing conditions (2000
Lightning Speed: The hero with this Power "area-teleporters" may not try this trick), rabid barbarian rabbits are bearing down on
can move as a vehicle with a speed equal and attack one or more targets. Such the hero). A Power rank FEAT is always
to the Power rank, as opposed to his teleporters trying this trick are considered to required if the hero is heading for a
distance per round being limited by be Dodging for purposes of attacks upon particular alternate dimension or universe.
Endurance. This Power will always be at the them, and may deliver up to twice their
Endurance rank + 1CS. If a lower rank is normal number of attacks. Dimensional destinations are created as for
rolled, raise it to this minimum. Lightning Power stunts. If a hero has developed the
Speed is assumed to apply to ground Levitation: This Power allows the hero to ability to reach Limbo through a Power
movement, but may be applied to any of the move vertically unaided, and usually has a stunt, reaching the dread dominion of
following Powers, if the hero has them in his magical or mental origin. It does not allow Dormammu is a separate stunt. At start, the
possession : Flight, Gliding, Wall-crawling, true flight, but is immune to the effects of hero has one dimension or alternate
. or Digging. Characters with Lightning wind or air control Powers, unless the hero universe to where he can travel.
9peed can turn at maximum speed without with the Power so chooses. The hero with
penalty, and Agility FEATs may be made the Power moves vertically a nµmber of Ability to reach a specific location in a given
either with the Agility ability or with this stories determined by the Power rank as dimension is a red Power rank FEAT.
Power rank. Characters with Lightning speed. (A hero with Incredible levitation can Returning to a familiar location of the native
Speed can accelerate to full speed in a move 20 areas vertically in a round.) plane is a yellow Power rank FEAT. Karma
· single round, and decelerate from full speed Horizontal movement is possible by pushing may be added to these FEAT rolls.
to full stop in the space of one area. off from other surfaces, or levitating while
moving. Matter Control Powers These Powers
Teleportation: The hero with Teleportation affect specific types of inanimate or
Power can move instantaneously from point Swimming: All heroes are assumed to be animate matter (substance as opposed to
to point without physically crossing the capable of swimming (or at least remaining energy) outside the body of the hero. They
distance between. The exact method of this afloat and treading water) if free of include the various elemental Powers, as
crossing is left to the player and Judge, but impediments (inability to swim would be a well as the ability to animate objects and
generally in the Marvel Universe consists of minor limitation in the Talents section). The transform items and people.
the character entering another dimension, Swimming Power shows that the hero can
moving-through that dimension, and move through the water at high speeds, as Earth Control: The hero with this Power
returning to another location. Nightcrawler, in the Lightning Speed Power applied to can manipulate natural or semi-natural
Magik, Sidewinder, and Cloak all have water. This Power does not negate the need mineral items. The range and ability of
different methods· of teleportation, but all to breathe, but the hero who gains it may these modifications are determined by the
operate by this mechanism. Each time the choose Water Breathing as a Bonus Power hero's Power rank (see Range of Powers
hero teleports, make a Power rank FEAT without a roll. listed in Chapter 2). This Power is limited to
roll. Failure indicates the hero arrives at his naturally occurring material~ (dirt, rock,
or her location, but is disoriented by the Climbing: The hero with this Power can stone), or semi-natural materials that are of
experience, and may take no action in the scale vertical (but not upside-down) consistent nature (concrete, asphalt, and
following round. The teleporting hero may· surfaces as if possessing the Wall-Crawling glass). Radically altered items such as steel
carry either all individuals in his area or Power with Lightning Speed. The speed of alloys and artifically constructed

73
mechanisms (including computers, guns, Fire Control: The hero with this Power can Power was Fire Generation of Power
and vehicles), and living or once living control existing fire sources. He can rank Intensity.
things (rubber; wood, or flesh) are beyond intensify the fire up to the levels of his
the scope of this Power. Power rank, or may reduce the Intensity of Weather Control: The hero with this Power
the fire by the same amount, reducing fire has the ability to manipulate the forces of
The Earth Control Power allows the hero to damage by the rank number. The hero with weather. Using this Power, the hero can
manipulate an amount of material up to the this Power can manipulate flame, so as to duplicate several Power stunts of other
hero's Power rank taken as Strength in form a fiery shield that will inflict the Power control abilities, and in addition create new
every round. The material may be used as a rank number of damage on those who cross stunts as well. Weather Control Power
weapon (inflicting material strength it, but cannot initially use the Fire Control to stunts cost only 50 Karma points, not the
damage), or shield (of material strength). affect targets at a distance. (See Distance normal 100 points. The hero does not begin
Attacks - Fire Generation, for this Power.) with any Power stunts: all Power stunts
The player running a hero with this Power is must be developed, and use the hero's
able to develop a number of Power stunts. The hero with Fire Control can develop Power rank to determine if they are
The hero starts with no stunts other than the Power stunts using this Power as time goes successful.
mere manipulation of myriad materials. Power on: • Create.Fog of Power rank Intensity.
stunts that may be developed can include: • Using existing flame as a missile • Summon storms of Power rank
• Digging (moving earth out of the way). weapon. Intensity.
• Earthquake-type attack (All targets in a • Creating shapes from flame of Power • Generate winds of Power rank
given area, damage equal to hero's rank number Health and damage. Intensity, including tornados capable of
Power rank). • Writing words with flame in the sky. inflicting Power rank number damage.
• Create "earth beings" of stone or rock, • Creating entrapment devices of Power • Summon lightning, given stormy
with physical abilities whose rank rank damage. conditions of Power rank damage,
number sum does not exceed the Power • Controlling heat to a Power rank hitting its target using the Power rank as
rank number, with Body Armor of degree. Agility.
material strength rank. • Absorbing heat and flame within an • Lower Temperature, causing those in
• Transportation (creating a wave of area as if Fire Resistance of that Power one area to be -1 CS on FEATs, and
earth that moves, carrying the hero rank number. materials to be reduced by one rank in
along) of Power rank Speed. material strength.
• Levitation (building a pillar of earth Water Control: The hero with Water Control • Raise Temperature, causing those in
beneath the hero). Powers can use available liquid water for one area to be -1CS on FEATs. If
• Entrapment (opening the earth specific effects. The water can be used as a Power rank is higher than Endurance,
beneath an opponent's feet, or wrapping missile weapon, inflicting Power rank target must make an Endurance FEAT
stone around them). damage at 1 area range. The water can to avoid heat prostation (unconscious
also be used as a shield, having no effect 1-10 rounds).
Air Control: The hero with this Power has on physical weapons, but reducing energy, • Detect Weather at Power rank ability
the ability to manipulate air, winds, and force, and fire attacks by the rank number (character may determine changes in
(potentially) weather. The hero can create of the Power. The hero with Water Control the weather up to three days in
shields of wind up to Power rank damage may develop Power stunts, including: advance).
that are effective against all physical missile • Creation of watery "servants" of Power • Reduce Weather Effects by Power rank
attacks of that rank or lower. The hero can rank Health and Abilities. ability.
also use air as a distance weapon, inflicting • Using water to speed ships and water
up to the Power rank of damage, but vehicles, at Power rank Speed. Animate Objects: The hero with this Power
repelled by any form of Force Field, • Creating bubbles of air to allow others may cause inanimate objects to move and
including shields made of air. The hero can to survive underwater. attack at mental command. Animated
also generate winds of Power rank Intensity. • limited Weather Control: create fog of objects retain their material strength as
Power rank Intensity. Strength and Endurance, but have the
The hero with Air Control may also develop • limited Weather Control: create storms Agility and Fighting abilities of the Power
Power stunts for this Power. A character of Power rank Intensity. rank of the animator. Health is considered
with Air Control begins with one Power • Melting solid ice as if Water Control to be the material strength. The movement
stunt, which may be: and types of attack vary according to the
• Flight: at Power rank speed. object animated (a statue is able to walk,
• limited Weather Control: Tornados of but an animated boulder rolls). The hero is
Power rank Intensity and damage, unable to animate an object of greater
controlled by Power rank FEAT. material strength than his Power rank, or of
• limited Weather Control: Summon greater weight than he can lift (using
Storm. physical Strength or other Powers). Some
• limited Weather Control: Summon examples of animated objects include:
Fog. • Stone Statue: May move as character
• lightning of Power rank range and of material strength Endurance, has
damage. Body Armor equal to the material
• Reducing existing Weather Conditions strength.
with Power rank ability, as for each type • Furniture: May move up to 2 areas per
of weather. round, made of Typical material, may
TM

74
perform charging or slugfest attacks. character's own body. These include most
• Swords and other weapons: May be known energy states.
animated and fight as if the animator
were wielding them. Such items have a Magnetic Manipulation: The hero can
Health equal to their material strength, manipulate magnetic lines of force. Initially,
and may be knocked out of the this gives the hero the ability to move and
animator's control by a catching, ; control metallic objects of up to Power rank
blocking, or grabbing attack. An item size at Power rank range with Power rank
that is in possession of another is not ability. As the hero progresses, Power
normally able to animated. Stunts may be developed. These include,
• A rope that is animated may make an but are not limited to:
grappling attack of the animator's Power • Flight: at Power rank Speed - 3CS.
rank, but is made of Poor material • Shocking Touch: At Power rank -1 CS.
strength. • Affecting non-ferrous metals (like
• Buttons, levers, and other devices may TM bullets), though manipulation of Earth's
be activated at a distance by this Power. Body Transformation - Others: The hero magnetic field.
(Range determined by the Power rank with this Power can convert living tissues to • Affecting non-metallic objects through
number). Those devices which require other substances, for example, as Warlock manipulation of Earth's magnetic field.
keys, codes, or have special safety turns his opponents to crystal circuitry or (The hero must be able to manipulate
locks to prevent unauthorized tampering Grey Gargoyle his to stone. The hero with non-ferrous metals first.)
may not be activated by this Power. this Power chooses one material and the • Scrambling non-sentient machinery at
transformation duration (up to one hour). A Power rank level.
Density Manipulation - Others: The hero target of this Power must be touched, and • Affecting sentient robots as shocking
can alter the density of other individuals on may make a Psyche or Endurance FEAT touch, but at Power rank + 1CS (no
touch, either increasing the density (and (target's choice) to avoid being converted benefit if robot is non-ferrous).
thereby mass) or reducing the density (take into that substance. While in that form the • Magnetic Field Detection at Power
less damage, etc.). The hero must touch his target has no recollection of what has rank -1CS.
target, and an unwilling target may make a occurred, and has the material strength of
Psyche or Endurance FEAT (target's choice) that substance. Flesh-to-flesh contact must Electrical Manipulation: The hero can
to avoid the effects (type of FEAT roll be made; a foe in a full body-suit would be manipulate and control electricity. Initially, this
required is determined by this Power rank. immune to this Power. gives the hero a resistance to electrical
Effects are: attacks equal to this Power rank (raise one of
Heroes who accept a - 2CS shift in initial the two Powers if Electrical Resistance is also
Density Reduction: The target becomes Power may affect non-living tissue as well. chosen). As the hero progresses, the hero
vaguely transparent, and as such will In the case of touching a foe in a body suit, may develop the following Power Stunts.
become both less vulnerable to attacks ahd the suit would be converted into the • Healing damage through absorption of
less effective in attacking. All Physical material in question. Materials of a higher electricity, up to Power rank amount per
attacks on the individual in this state are· material strength than the Power rank are round.
reduced by this Power rank, and similarly unaffected. • Absorbing electrical damage as if
all physical attacks by the affected possessing Resistance to Electricity of
character are reduced by this Power rank. In any event, the target regains his normal - 2CS.
The affected individual may not phase, but form following the transformation, even if • Acting as a conductor between a
may be affected by winds of Good Intensity pieces are broken off or dispersed. Power source and a target, as if
or greater. This effect lasts for 1-10 rounds, possessing Resistance to Electricity of
and the affected individual will be reinstated Animal Transformation - Others: The hero -2CS.
to his original state after this time. with this Power can transform human • Moving at Power rank speed by riding
targets into animals and reverse the the lines of electrical potential, along
Density In·c rease: The affected individual process. The target must be touched, and power lines and through building wiring.
increases in density (and therefore mass) must fail a Psyche or Endurance FEAT • Storing energy within self and
without the increased strength in the limbs (target's choice, color of feat determined by delievering a shocking touch of Power
and other structures required to move that the Intensity of the power). The target then rank damage.
mass. Each round, make an Endurance has the physical attributes {FASE) of the
FEAT (type determined by Power rank as animal, but retains the mental attributes Light Manipulation: The hero can generate
Intensity) or the character becomes (RIP) of the original form. The touch must light and manipulate existing light energy.
unconscious. Upon becoming unconscious, be flesh-to-flesh. Heroes with inborn Such light is of Power rank Intensity and
make a second Endurance FEAT or the Powers retain those Powers in their new may either be cast in a burst, affecting all
affected individual begins to lose form (transform Cyclops into a puppy and targets in the same area, or in a line,
Endurance ranks at a rate of one rank per you have a puppy with Excellent Strength affecting a single target. Light used in this
round, until another Endurance FEAT halts optic blasts). fashion inflicts no damage, but may blind
the process. Performing any physical action · the targets with Power rank Intensity. Power
while under the effects of this Power Energy Controls Energy.controls reflect Stunts that may be developed include:
requires an Endurance FEAT. The effects of those Powers which manipulate the various • Darken or intensify existing light
this manipulation last for 1-1 O rounds after types of energy that exist - effectively energies by + / -1 CS per round, with
being applied. those non-material states outside the Power rank ability. ·

75
• Create illusions at - 3CS. These • Levitation of others (other targets roll per hour). The Judge chooses which die
illusions have no aural or tactile an Agility FEAT to avoid the effects) at rolls to modify.
components. -1cs speed
• Hypnosis at -2CS against a single • Reduction of weight (not mass) by Good Luck may only affect the hero with
target or group. Power rank (will offset gain in mass from the Power. Bad Luck affects those that are
• Create a concentrated, modulated Density manipulation, and target may be attacking the hero or performing actions
blast of light (laser) at - 2CS Power rank slammed on any hit) that would result in damage to the hero. ·
range and damage. • Increase of weight, acting as an added Note that the allies, friends, and relatives of
load of Power rank weight on the target the hero with this Power do not benefit from
Sound Manipulation: The hero can (Strength FEAT rolls to move) this Power, and in fact may be damaged by
manipulate existing sonic energies, its limitations.
dampening existing noise by the Power This Power lasts as long as the hero
rank number in Intensity, or increasing that concentrates (if the Power is inborn) or 5 Nullifying Power: The hero with this
noise by one level of Intensity if a rounds (if Power is result of technology or extremely potent Power can negate the
successful Power rank FEAT is made. The spell). Any break in concentration results in inborn super-human Powers of other
individual with this Power may reduce all immediate negation of the effect. individuals with Power rank ability.
sonic-based attacks on his form by the Technological or Magical abilities are
Power rank number. A character with this Probability Manipulation: This is a very unaffected. Those affected must make an
Power may gain Sound Generation as a potent Power, and has strict limits. The hero Endurance FEAT against the Power rank
bonus Power, which would occupy the next has the ability to alter the chance element Intensity or lose those inborn abilities as
Power slot instead of a randomly rolled effected by the die. Individuals with this long as the hero is in range, or for 1-10
Power. Power include the luck-manipulators Black rounds. Note that this Power will affect all
Cat, Shamrock, Roulette, and Longshot, within the range of the Power, and the
Darkforce Manipulation: The hero with this but not the hex-manipulator Scarlet Witch individual may use no other inborn
Power can manipulate the (though her Power is related). A hero with super-human Powers while using this
extra-dimensional energy known as the manipulation Powers must roll a second Power.
Darkforce to perform specific actions. The time:
hero may have one Power Stunt when the 01-50 Bad Luck Energy Reflection: This Power grants the
character is created; all other Power Stunts 52-90 Good Luck hero a limited form of Invulnerability (as the
must be developed in the campaign. 91-100 May manipulate both types Power) to a specific form of energy. Any
• Flight at Power rank -1 CS Speed.
• Darkforce Distance Weapon at -1 CS An individual with Bad Luck Power may call
range and damage. it into play for any roll. On that roll, the
• Creation of specific shapes of order of the dice is changed - the low die
Darkforce (one Power Stunt per shape is always considered the " tens," the high
created) of Power rank material die "ones" (a nine and a one are not 91 ,
strength. but rather 19). Similarly, one with Good
• Teleportation, by moving through the Luck Powers will read the high number first.
Darkforce dimension, at -2CS Power
rank. Given the potential Power of heroes using
• Create Darkness of Power rank the manipulative Powers to further alter the
Intensity in three areas. roll, a limitation to this Power must be taken
by the character. This limitation may be any
The hero must concentrate to manipulate one of the following, or may be one devised
the Darkforce in this fashion, and breaking by the Judge.
that concentration results in the immediate • Affects all targets in same area (Good
dissipation of the effects. or Bad).
• Only operates on FEAT rolls involving
Darkforce as used by Cloak is an unknown non-living things
extradimensional energy, and may either • No Karma may be gained in any
have a sentience of its own, be home to a encounter using this Power
hostile sentience, or both. The Judge may • All associates of the individual
choose to use this potentially hostile nature (teamates, etc.) suffer the effects of Bad
of the Darkforce against those who wield Luck. Check this with a Psyche FEAT
the Power by applying limitations. rolled every week or so, secretly. This
effect will disappear ii the individuals
Gravity Manipulation: The hero with this stay away from the teamate for about a
Power can alter the attractive forces of week.
gravity. This grants the hero one of the • The Judge keeps track of every Good
Power Stunts, and gives him the potential and Bad affected roll (bad for opponents
to develop others as the campaign is good for the hero). The Judge, if he
continues. finds an imbalance, may ask for any
• Flight at Power rank - 2CS speed critical die roll to be Good or Bad to
• Levitation at Power rank - 1CS speed balance things up (no more than once TM

76
attack of that energy up to Unearthly Initial use of this Power creates up to 2 Shrinking: The hero with this Power can
damage or Intensity inflicts no damage on duplicates. After the Power Stunt is make himself smaller, while retaining the
the character. The attack may be reflected automatic, a new Power Stunt may original strength and abilities. The hero's
in the round it occurs against the attacker increase that number by one (you have .Strength is unaffected by the shrinking. In
or another target within Power rank range. to have three duplicates down before addition, the hero may have a column shift
The damage of the attack is as for the you can summon four). Death of a modifier that reflects the increase in attacks
original attacker. The hero reflecting the duplicate is considered to be death of a against larger (normal-sized) foes and the
attack makes an Agility FEAT to determine character, and though the original may reduction suffered by such foes atacking
if the reflection hits its target. A hero does be unharmed, Karma is lost. Whether the hero.
not lose Karma from the results of a such death will result in the eventual
reflected attack. If the hero is attacked with death of the "original" character is up to Column
more than Unearthly damage, the hero will the Judge. Rank Height Shift
reflect 100 points of that damage Feeble 48 inches (½
elsewh ere, and take the remainder. Body Controls This category of Powers original size) 0
includes those which allow the hero to Poor 24 inches (¼ " ") 0
Time Control: Time control is a powerful significantly modify his own form, becoming Typical 12 inches (1/s" ") 0
Power. Should the hero choose it, it will larger, smaller, lighter, or different in Good 6 inches ('/;s" ") 1
cou nt as two Powers, and the hero will appearance. While these modifications may Excellent 3 inches (1/32" ") 1
recieve an automatic limitation from the have combat applications, they are not Remarkable 1 inch (1/; oo" ") 2
Judge (who is encouraged to be fiendish in primarily offensive or defensive in nature. Incredible .5 inch (½oo" ') 2
this matter). Time Control allows the Amazing .25inch (¼oo" ') 2
character to perform Power Stunts involving Growth: The hero with this Power can grow Monstrous .1 (1/; ooo"") '3
time, as limited by the laws of the Marvel taller at will. The limit of growth is Unearthly .01 (1/;oooo" ") 3
Universe. Each Power Stunt must be determined by the Power rank, as noted on Shift X + Special
gained separately, and the hero starts with the table below. The hero may use his
no Power Stunts initially. Such stunts Power rank instead of Strength when Shrinking Power in Shift X capability, or
include: performing Feats of Strength, including multiple shifts that reduce the individual's
• Speeding up time surrounding the wrestling combat. Charging, slugfest, and size below one ten-thousandth of original
hero, permitting him Lightning Speed of missile attacks on an enlarged character all size, cross the Pym barrier and throw the
this Power rank. receive positive column shifts to hit. individual into a subatomic "Microverse"
• Slowing down time for all within one Characters that experience growth usually (see Microverses in the Judge's Book).
area, allowing the hero Multiple Attacks but not always draw their additional mass Further reductions are apparently not
of this Power rank. from an unknown source. Characters with possible once in the Microverse.
• Slowing down the time for an injured, growth are not slowed or impaired by their
dying, or poisoned character. One turn added mass. Density Manipulation - Self: The hero with
passes for the character so affected as this Power can alter his mass at will.
the Power rank number of turns pass for Rank Height Plus to be Hit Density may range from Shift O (almost
the others (if used in combat, treat as Feeble 8 feet +1 cs intangible) to the Power rank of the Ability.
Multiple Attacks as noted above). Poor 10 feet +1 cs The hero who has altered mass weighs as
• " Travelling in Time" According to Typical 12 feet +1 cs much as a character with that strength
present theories on time in the Marvel Good 14 feet +1 cs could lift. (A hero with Feeble Density would
Universe, the past is immutable. When a Excellent 16 feet +1CS weigh 50 lbs, while one with Shift O would
character travels back in time, that Remarkable 18 feet + 2CS be effectively weightless).
character is actually shunted to an Incredible 20 feet + 2CS
alternate dimension where the desired Amazing 22 feet + 2CS An individual gains Body Armor equal to his
actions are occuring. By going back in Monstrous 25 feet +3CS current Power rank. In addition, the
time and " changing the past" one Unearthly 30 feet +3CS character may inflict charging damage
creates a divergent reality but does not Shift X 40 feet +3CS using the Power rank instead of the
change the " original" past of his time Shift Y 50 feet +3CS St ren_gth ability, and may affect materials of
line. Similarly, travel into the future will Shift Z 100 feet +3CS lesser material strength than the current
put the character into an alternate future Power rank. In the Shift O state the hero
dimension, which may not be the actual For Unearthly+ individuals with this Power, may not initially pass through solid items
futu re of his character (see Time Travel a strength of at least Monstrous is required (see Phasing), but is immune to physical
in the Judges Book). to support the body, or else 30 feet is the attacks (though not energy or force
• Summoning Duplicates: These maximum the hero may assume on Earth. attacks).
duplicates may be summoned from the
past, future, or alternate dimensions Finally, the hero with this Power may A high density may slow the character
(information on which of the three is not choose (as a limitation) to have the Power down. If the density of the character is
available to the player at start). The always in effect. This means the Power is higher than the individual's Endurance,
dopplegangers have identical stats and raised one rank initially, but the hero is f ixed both Fighting and Agility suffer a -1 CS
abilities to the character that summoned at that size, permanently (an Alter Ego may penalty.
them, despite the chance for still be normal size). A hero with a
advancement. These duplicates may not permanent size of 12 feet may find trouble
use Time Control abilities of their own. maintaining a secret ID.

77
One Power Stunt developed by density • Phasing in, striking, and phasing back voice (Mr. Fantastic would make a very
manipulators is to solidify inside a target. out in a single round (only attacks made pale Skrull).
Those heroes with Density Manipulation at the instant of the phaser's attack will • Bouncing: similar to the Leaping
may not do so initially, but may develop the affect the hero). Power, with the hero able to fall a
ability as time goes by. Solidifying inside a • Phasing in part of the body, allowing number of floors equal to his Power rank
non-living object will result in possible the remainder to remain out of phase or number without damage, and to leap as
damage to t he object. Treat the character's vice versa (always a red Power FEAT). if possessing that Power at - 1CS.
Power rank as Strength to determine the
FEAT needed (if any) against the material Finally, unless the hero does not require air, £/ongation: Elongation is similar to the
strength. Disrupting the material will result the duration of any given phase is that of Power of Plasticity, but differs primarily in
in damage to the hero equal to the material the hero's ability to hold his breath. While that it allows the character to extend his
strength of the target. the hero could phase into a vaccuum, that body and limbs over a number of areas
hero would have to leave before having to (Doctor Ocotpus and Machine Man both
This Power Stunt may also be applied breathe again. have Elongation without Plasticity, while Mr.
against living targets. In this case, make a Fantastic has both these Powers and can
FEAT against the Endurance of the target. If Invisibility: The hero with this Power can elongate any part of himself.) The character
the target makes a successful FEAT, no make his body invisible to normal sight. with this Power may attack non-adjacent
damage is inflicted. If the target fails, the This Power does not negate location by foes in close combat types of attacks
target takes damage equal to the Power other senses, or nor does it initially negate (slugfest, grappling, etc.). The target of
rank and must make a second Endurance location by heat or ultraviolet sources. The these attacks may only make close attacks
FEAT to avoid losing consciousness. hero still has mass and substance (coating against the part of the opponent that is
the hero with dust or paint reveals the true attacking, and as such may not benefit from
Phasing: This is similar to Density form, as does fog or rain). The hero may Kill, Stun, and Slam results. A character
Manipulation, save that it pulls the remain invisible as long as desired, and the with this Power may extend a number of
molecules of a body out of phase with those Power rank has no effect on whether the yards equal to his Power rank number. For
of the surrounding area, allowing the hero hero becomes invisible under normal the sake of consistency, use the following
to "phase" through solid items. While circumstances. The Power rank is used in table:
phased, the hero is immune to physical and connection with various Power Stunts that
most energy attacks, but is still subject to may be developed: Rank Number
the effects of mental attacks and magic. • Making others invisible on touch Number of Yards Areas
The hero may pass through other objects if • Making others invisible over Power Up to 22 Up to 22 ½
the Power rank exceeds the material rank range (you must first master Up to 44 Up to 44 1
strength of the object, and may pass invisibility on touch) Up to 66 Up to 66 1½
through force fields of lower material • Making invisible objects visible (FEAT Up to 88 Up to 88 2
strength by making a green FEAT roll. The roll determined by the Intensity of the Up to 100 Up to 100 3
phasing individual may not pass through opponent's invisibility; if there is no Over 100 Over 100 5
materials of greater material strength, or stated rank, consider it to be Good rank
force fields of equal or greater material invisibility) Shape-Shifting: This Power allows the hero
strength than the hero's Power rank. • Making part of a specific part of the to radically modify his shape to resemble
body invisible (clothing, a mask, a hand, other objects or beings, to the point of being
While the hero cannot be affected by etc.) that object to all appearances (touch, taste,
physical attacks during a round, the hero • Extending that invisibility to more than etc.). The degree of success of the shape
may similarly not make physical attacks, the physical body, thereby effectively change is determined by a Power rank
with one major exception, which is treated becoming undetectable by heat vision, FEAT against the investigating creature's
as a Power Stunt. Phasing has a ultraviolet, and so forth Reason, Intuition, or Psyche, whichever is
detrimental effect on electronic devices. higher (compare with Imitation). A character
Phasing through such a device (like a Plasticity: The body of the hero with this may not gain more than half his height or
computer) will cause a malfunction. In Power is slightly elastic and malleable, and shrink to half his original size. Only obvious,
affecting robotic beings or hi-tech heroes, the hero manipulates his body as he sees visible physical Powers may be gained by
use the hero's Endurance (for robots) or fit. The hero with this Power may also shifting shape (claws, gliding membranes,
Reason (for equipment) to determine the choose Elongation as a bonus Power, etc.). True super powers may not be gained
effects. Failure of an Endurance.or Reason placing that Power in the next slot without a in this fashion. A character who
FEAT results in the loss of an amount of random roll. The plasticity of the body shape-shifts may be able to develop other
Health equal to the Power rank. To serves as Power rank Body Armor. In Power Stunts:
otherwise attack, the hero may phase in, addition, the<hero with this Power may • Develop claws and/or teeth, allowing
strike, and then phase back out (depending develop Power Stunts: the shape-shifting character to inflict
on initiative, this may take three turns). • Using the Power rank instead of Agility Edged Attack damage.
for catching falling items and • Develop Gliding Power (but not true
The effect on electrical items is considered individuals. The character with this flight) at - 2 Power rank ability.
a Power Stunt. Other Power Stunts include: Power takes no damage from a falling • Duplicate material strength to the point
• Affecting another being in contact. character landing on him. of providing Body Armor of the material
• Walking on air, at normal speed. • Limited imitation and disguise abilities strength of the object imitated - 1CS or
• Phasing inside an ally, granting that at - 2CS for detection. Plasticity will the Power rank - 2CS, whichever is
ally the phasing abilities. alter appearance, but not skin color or less. ·

78
Imitation: Not the sincerest form of flattery, state: solid, liquid, gas, or energy. The hero standard + 1CS.
but a specialized form of Shape-shifting that gains an additional + 1 (for a + 2CS shift at
allows the hero to duplicate the appearance start) if he limits himself to a particular type Power Absorption: This is not the
of other humanoid forms, up to the limits of of matter or energy (granite, water, absorption of energy, but the acquiring of
Shape-shifting (half-again or half of original knock-out gas, or heat energy). other individuals' super-human Powers and
size). The character with Imitation may abilities. Only those naturally occurring
duplicate the appearance, voice, and A hero who is damaged while in powers and abilities may be absorbed,
mannerisms (but not Powers, Talents, or transformed state takes damage as normal, though Robot PCs with this Power may
abilities) of a specific individual. The hero but if destroyed in this form may reintegrate duplicate items of technology as well. The
must have seen the individual previously for if any Health remains. (Conversely, if character must touch the target in order to
a sufficient period to duplicate him. The dropped to O Health, the character could gain those abilities, and the target may
success of the imitation is determined by a not reintegrate until some of the damage make a Psyche or Endurance FEAT to avoid
Power rank FEAT, against the Reason, healed naturally or from outside influence.) the effect. The type of FEAT is determined
Intuition, or Psyche of the person being The pieces may integrate only if within one by the player when the character is created
fooled, whichever is lower. area. (The Absorbing Man once (that is, not oh a case by case basis). The
transformed into glass and was shattered, maximum of any ability so acquired is
A hero with imitative Powers may attempt to then waited until most of his body arrived at limited to the Power rank of the Power
duplicate a character with high Popularity a dump to reintegrate. Nitro, who Absorption (got that?). If a Power or ability
and/or powerful Contacts. If successful, the maintained a gas state, was neutralized by is of a higher rank (a character with Good
character may be treated as if he has that being split into two parts.) Power rank tries to grab Thor's Unearthly
Popularity, and his actions would be Strength), then the hero making the attempt
ascribed to the character he is imitating. (Of Animal Transformation - Self: This Power must make a successful Psyche FEAT or be
course, the imitated character will allows the hero to assume the form of a knocked out by the backlash for 1-10
eventually find out and likely come looking normal animal (check the list in the Judge's rounds, and would only gain Good Strength
for you...) Book), with all applicable Powers of that in the process.
animal. Weight and height are that of a
Body Transformation - Self is similar to normal version of that particular animal. A character starting with this Power may
Body Transformation - Other, with the The animal's Reason, Intuition, and Psyche only acquire one Power or ability, stated
added advantage of normal mobility and may be that of either the character or the before the attack is made. If a limitation on
cognizance while in the transformed state. animal, but if any are of the animal, then a the Power absorption is taken, a second
The character that is in this state gains Power rank FEAT must be made. It requires Power may be drained. Further Powers and
Body Armor equal to the material strength a Power rank FEAT to make the abilities may be added as Power Stunts.
of the material, or the Power rank, transformation from hero to animal, but it (Draining three powers or abilities at a time
whichever is lower. In addition, the may be made without such a roll if a single would have to be gained permanently
character gains any special functions of animal type is chosen (Wolfbane only before four Powers may be drained.)
that material. Examples include: becomes a wolf, and as such makes no
• Becoming water of another liquid such check). Any other super-human While the Power-absorbing hero has the
allows that character to move as a liquid Powers are lost while in animal form. Power or ability of another, the character
through tight spaces, pipes, etc. from whom he took it cannot use it (if the
• Lodestone makes the character Raise Lowest Ability: Not really a Power by character it was stolen from had a higher
magnetically attractive at a Strength any means, but a method of immediate rank than the Power rank of the Power
equal to his Power rank. self-improvement for a character that may thief, that ability is reduced by that amount).
• Becoming Vibranium bestows the be suffering from terminally low stats in a Characters with basic abilities reduced to
Powers of that substance. Becoming critical area (say, a Feeble Strength in a below Feeble are unconscious for 1-10
Adamantium only grants the Power rank character with Body Armor, who carries a rounds.
Body Armor, unless the Power rank was mystic sword). Only one of the seven
above Class 1ooo. abilities may be modified in this fashion, There are a number of limitations that may
• Becoming a vapor or gas allows the and then only the lowest one (if two are be assumed with this Power, including:
character to fly at Power rank speed, but lowest, the hero gets to choose which one • Only functions on Powers
makes him particularly vulnerable to is modified). The ability is raised 20 points. • Only functions on Talents
wind and air control attacks(+ 2CS for The hero may then choose his next Power • Only functions on Abilities
effect). The character retains control from this complete list. • Takes memories as well, but if target's
over his consciousness. The Intensity of Psyche is higher than the hero's, the
concealment or, if necessary, knock-out Blending: The hero has the ability to hero must make a Psyche FEAT to
or poison abilities of the gas is equal to change his shade to blend in with his determine who controls the hero's mind.
the Power rank. surroundings, and has in effect a • Transfer may be permanent.
• Becoming an energy state grants the specialized form of Invisibility. The hero Permanent transfer results in Karma
Powers of that energy state at Power (and his uniform, if made of unstable reduced to 0, and effects of memories
rank -2CS. Energy states include fire, molecules) are hidden with Power rank as noted in the above example,
cold, X-rays, radio waves, or other ability, and will not be detected until the regardless of level of the target's Psyche
radiation. character moves or acts. Should a hero (this occurred to Rogue, with the result
choose a limitation (such as the Power only that in periods of stress, Carol Danvers'
The hero gains an additional + 1CS if he works on night, or only in forests), the personality comes to the fore).
confines his body transformation to one Power is raised + 2CS, as opposed to the

79
Alter Ego: This was listed in the Original entangling is the equivalent of a grappling • Create ramps of ice that allow the hero
Set as a limitation, but the advantages of attack of Power rank Strength, and the to " skate" at Power rank -1CS speed.
transforming into a "normal" individual ensnarement is considered to have Power This does not give the hero the effects
often allow a hero to escape a trap that rank material strength. This Power may be of Lightning Speed (he cannot make
would confound his super-human self. An increased in Power rank by accepting any quick turns and stops), but if properly
alter ego is not the same thing as a secret one of a number of limitations: supported, a ramp can rise two floors
ID (such as possessed by Spider-Man). It is • Ensnarement only affects one target per round. These ice ramps are not
a separate persona, also controlled by the • Ensnarement wears off after 1-10 permanent, and their melting may result
player. Abilities for this character are rolled rounds in damage of the surrounding area (with
as for Normal Folks (column 2 on page 6). • Ensnarement weakens by one material appropriate Karma loss).
strength rank each turn • Create slick spots of Power rank -1 CS
An alter ego has no super Powers, and the • Ensnarement has a limited number of slipperiness.
hero who creates him must decide if the charges • Project waves of cold as opposed to
Contacts are enjoyed by the hero, the alter ice. The cold has Power rank range and
ego, or both (being unknown is often an Ice Generation: The hero in question may intensity, and reduces the opponent's
advantage). Talents remain the same for draw water from the ambient atmosphere FEATs by - 2CS if the intensity is higher
hero and alter ego. Popularity is split as for (nearby area) and convert it to ice, which than Endurance, -1CS otherwise. This
a secret ID. Karma is gained and lost the hero may then use initially as a missile cold may also be used to offset heat
separately by the hero and the alter ego; weapon. He may later develop other uses damage.
they cannot spend Karma from each other's through Power Stunts. The ice missiles • Absorb cold and ice (effectively melting
Karma pools. have Power rank range, inflict up to Power the latter) with Power rank ability and
rank damage {the hero may throw capacity. Were a hero to absorb
Transformation from alter ego to hero is less-lethal snowballs), and use Agility to hit Monstrous (75) cold in her area with a
immediate. If the hero chooses a limitation, either on the Blunt Throwing or Edged Amazing (47) Power rank, then 28
such as the transformation takes 1-10 Throwing battle effect column. The hero points (or Remarkable Intensity cold)
rounds, requires a specific item, or Talents may gain one additional Power Stunt at would get through.
are not shared by the two personas, then start, and develop others as play
one of the hero's Abilities may be raised progresses. These include: Fire Generation: The hero with this Power
one rank (Unearthly maximum). This is an • Entrap others in ice of Power rank may project flame with Power rank range
exception to the standard rules for alter material strength, up to 2 areas away. and damage, using Agility to hit. Damage is
egos. • Give the hero Body Armor of Power taken on the Energy table. Like ice ·
rank - 1CS Strength. The armor is a generation, creation of large amounts of
Distance Attacks are just what they sound thin casing of ice, and as such is flame may damage the surrounding area in
like: missile weapons that allow the hero to vulnerable to fire (fire attacks are + 1CS · a fashion that leads to loss of Karma. The
strike from a distance with less danger of to hit and damage). hero may choose to inflict less damage with
being hit in return. Ranges of these Powers • Create columns, walls, and other his flame, or have a lesser effect than rolled
are set as on the Power Range table in shapes of Power rank -1 CS material on the Universal table. The hero begins
Chapter 2. strength. play with the ability to use flame as a
missile weapon {fire balls or a jet of fire),
Projectile Missile: A projectile missile plus one Power Stunt. Other stunts may be
represents a specially designed weapon developed.
that inflicts damage according to the
Shooting column. This is usually some form
of technological device, but not always.
-~ • Create a flaming shield. This wall of
fir.e surrounds up to one area. Anyone
passing through it takes Power rank
, - - - - - 1,~·
This weapon is specially designed for the . -~ damage from fire. This may be used
. character, and the hero suffers no penalty -e defensively or to restrain criminals who
for range when firing it (other individuals are not wild about getting singed.
p ,. 4 .
that may get their hands on it would suffer • Body transformation into fire at - 2CS.
such a penalty). The hero uses his Agility to A_ ---j .//J' j' This body transformation grants Body
determine if the attack hits. The weapon or Armor at the lower rank, as well as
device has Power rank range and damage, Flight at that rank.
and any increase in its abilities through • Create flaming images at Power rank
advancement is considered to be from -1 CS. These images include duplicates
tinkering and improvement (the device is of the flaming form, as well as
not affected by the rules for building and fire-writing in the sky.
inventing items). Examples of this type of • Control other forms of fire at - 2CS.
weapon are specialized handguns, needle • Absorb fire and heat at Power rank
guns, wrist-rockets, and portable artillery. level and range (see example for
absorbing cold).
Ensnaring Missile: An ensnaring missile is • Project heat at Power rank - 1CS. The
a device that makes a form of grappling heat projected causes discomfort and a
attack. The hero making the attack rolls an -1 CS on all FEATs in the area of effect.
Agility FEAT to hit, and any hit is considered
to have entangled the opponent. This
TM

80
Energy Generation: The hero with this attacks may also affect materials and Body that widespread and indiscriminate use
Power can fire bolts of force that inflict Armor. Make a FEAT roll as if the Power results in a loss of Karma.
Energy-type damage, Force-type damage, rank of the corrosive was a an attempt to
or either (determined before attack). One break the material. Success indicates the Ultimate Skill is a special Power possessed
type is gained initially, and the other may be attack has burned through or weakened the by the hero, making him literally the "best
developed as a Power Stunt at full effect. material such that it is no longer useful or at what he does." The hero picks any one
The bolts hit for Power rank range and provides no further protection. This FEAT Talent on the following list. His ability in that
damage, and use Agility to determine if they may be made only on materials of lesser Talent is considered Unearthly, as opposed
hit the target. The hero with Energy material strength than this Power rank. to modifying the existing ability by a + 1 or
Generation may choose to inflict less Corrosive attacks must hit the target, and + 2CS. Those Talents that may have
damage than determined, whether in as such have no effect on Force Fields and Ultimate Skills are:
amount of Health lost, or effects of the the like. • Weapon Skills: All skills
attack. (The character may "pull his • Fighting Skills: All skills
punch.") Slashing Missile: The hero with this form of • Professional Skills: None
weapon makes attacks on the Throwing, • Scientific skills: All skills
Sound Generation: The hero with this Edged column, and may not reduce the • Mystic and Mental Skills: None
Power can make sonic attacks of up to effect of the attack. The slashing missile • Other Skills: All except student, heir to
Power rank range and damage. Sonic has damage and range equal to this Power fortune, and leadership
attacks are made on the force column, and rank. The hero with this Power may develop
can initially affect only one target at a time. an attack with a result on the Blunt The Judge has final ruling on whether a
Other Power Stunts may be developed Throwing Column as a Power Stunt. Talent is available for ultimate skill. As
using this Power: Powers are generated before Talents, there
• A wide-band attack that affects all in a Nullifier Missile: The hero with this type of is a chance that no applicable Talent will
given area at -1 CS Power rank attack inflicts no damage, but may nullify appear if the character chooses this Power.
damage. inborn or technological Powers (one or the If this is the case, the hero may choose
• A Stunning attack that affects a single other) with Power rank Intensity. The effects another mental Power.
target (or, if possessed, multiple targets), of this nullification last for only as long as
of -1CS Intensity. The target must the hero concentrates. He can concentrate Telepathy: The hero with Telepathic Power
make an Endurance FEAT or become on only a single target within Power rank may establish mind-to-mind communication
unconscious for 1-10 rounds. range at a time. Each round, the target may between himself and other individuals. The
• Flight at - 2CS ( -1 CS if some form of make a Psyche FEAT (for inborn) or Reason telepath only reads surface thoughts, but
control such as glider wings or a cape is FEAT (for hi-tech) against the intensity of does so without visible or audible signs.
used to control the glide). this Power to evade its effects.
• Creation of sonic walls of Power rank The hero attempting to make telepathic
-1 CS material strength. Darkforce Generation: The character with contact must make a Power rank FEAT.
• Absorbing sound of - 1CS Power rank, this Power may summon the effects of the Contact is automatic with willing targets and
reducing other sonic attacks by that Darkforce for use as a weapon and for unwilling targets who have a lower Psyche
amount. developing Power Stunts. The Darkforce than the hero's. Targets of equal Psyche
• Creating holographic illusions at - 2CS inflicts either up to Power rank damage or require a yellow FEAT, and those with
Power rank. These creations are has the effect of a Power rank Intensity mental Powers or some form of psionic
semi-real, and can inflict up to Power Stunning attack, affecting the targets for screening a red FEAT. Individuals with a
rank -3CS damage. 1-10 rounds. In addition, the character with higher Psyche who are unwilling to be
this Power can develop all the Power Stunts contacted telepathically are impossible
Stunning Missile: The hero possesses a listed for Darkforce Manipulation, except FEATs.
weapon, energy bolt, or Power that either teleportation. The character with Darkforce
inflicts damage on the Force column, or Generation may develop the following Characters with telepathy may develop
inflicts a Stunning attack of Power rank additional Power Stunt: Power Stunts, including:
Intensity. One of the two types must be • Create Darkness: By allowing the • Using the telepathic " push" as a bolt
chosen at start, though the other may be Darkforce into this dimension, the hero of mental force of Power rank range and
developed as a Power Stunt. Range and can block out up to 3 areas damage, using the Energy attack
damage are determined by the Power rank, simultaneously with Power rank column.
though damage and effects may be darkness. Normal vision is reduced to • Linking the minds of a team sharing a
voluntarily reduced. less than a foot, and those with Karma pool, so that all team members
infravision, special senses that permit are aware of each other's actions.
Corrosive Missile: The hero has some form seeing in the dark, or light-Powers must Range for this is half that listed for
of corrosive, acidic, or matter-hostile attack make a FEAT against the Intensity of the Powers. Non-verbal orders may be
that inflicts damage over a long period of darkness to use those Powers. passed, and all characters are
time. A corrosive attack inflicts Power rank considered to have the Intuition of the
damage the first round, Power rank -2CS Mental Powers The list here explores the telepath.
damage the second, and Power rank -4CS choice available to heroes with extreme • Performing a mental probe at - 2CS
damage the third. Damage may be halted Powers of the mind. Mental Powers are Power rank ability.
by washing the exposed material or area. very valuable in that they have little visible
The character with this attack may never effect, and the hero who is the source is
choose to inflict less damage. Corrosive often undetectable. Their disadvantage is

81
Image Generation: The hero with this table, and use Agility to hit.
Power may create vivid mental images.
These images do not register on cameras, Items that are wielded telekinetically attack
film , or in the minds of non-sentient robots. as if wielded or thrown by someone with
(Player Characters are considered to Strength equivalent to that P~wer rank.
duplicate human eye and brain patterns,
and as such are subject to the effects of Mind Control: Mind Control is the total
these Powers, though they gain a + 1CS to overriding of the conscious mind. The
disbelieve them.) character's personality remains, but his
actions are controlled by the character with
Heroes with Image Generation may cast this power. The target may make a Psyche
their illusions within the Power rank range, FEAT to avoid this effect against the
but must be in line of sight of these Intensity of the Mind Control Power rank. If TM
illusions. Targets must make an Intuition that FEAT fails, the conscious actions of the the subconscious fears and attractions to
FEAT agains_t the intensity of the illusion character are controlled. The target has no produce the required results. Targets of an
(the Power rank of the caster). Targets only memory of the period he is under control. Emotion Control attack must be in the same
gain a FEAT roll if the players running those area as the character with this Power, and
characters decide that the images are false. The attacker and target must be within 1 may make an Intuition FEAT to avoid the
(If they think that yes, that's a brontosaurus area initially to effect Mind Control, though effects, which have a duration of 10-100
walking up Park Avenue, then as far as they the target and attacker may be separated turns after the initial attack. The effects
are concerned, that's a brontosaurus by miles afterwards. The target will only must diminish before another " dose" of
walking up Park Avenue.) obey the orders of the controller, though Emotion Control may be applied. Robots
those orders may be verbal or telepathic (if and non-human alien beings are immune to
Illusions will last as long as the hero the controlling character has that Power) in the effects of Emotion Control.
concentrates on them. Illusions inflict no nature.
intrinsic damage, but if they are believed, Only one type of emotion may be instilled in
the characters that believe them will take The victim of a successful Mind Control a target at a time. The character with this
imaginary damage, with apparent "death" gains an additonal Psyche FEAT roll each Power may modify any emotions, but gains
resulting in unconsciousness for 1-10 time he is placed in a Karma-losing a + 2CS if he chooses to modify one
rounds. Since a character who has time to situation. No Karma may be added to any emotion exclusively. Such a character is
examine his wounds will find he is not hurt, FEATS while under the control of another, extremely powerful, but may not develop
and the damage is illusionary, most including this one. An additional Psyche other types of Emotion Control as Power
illusion-casters do not make direct attacks FEAT is gained if the victim is placed in a Stunts. Those heroes that do not limit
but use their illusions for subterfuge and life-threatening situation (that is, the themselves to one particular emotion begin
deception (perhaps covering a true threat). situation threatens the victim). Karma may play with two emotions they can modify,
be added to this roll. with others that may be developed as
Illusions fool characters but do not fool Power Stunts.
nature. If a hero creates a brick wall, which Controlling another mind is the psychic
the opponent believes is real, the opponent equivalent of breaking and entering. The Emotions may be influenced to reflect on
will not move through the brick wall hero loses 10 Karma points whenever this the user of the Power, or on another target. .
because he believes it to be real. If the hero Power is used. (Heroes may choose to lose The types of emotions that may be instilled
creates the illusion of a bridge over a more Karma as a limitation by which they and manipulated include:
chasm, and the character believes in it, the can raise this Power.) If Karma is gained or • Respect - The target treats an
character will still fall into the chasm. In the lost as a result of the actions of a individual as a Friendly Contact.
former case, it is the limitations of the mind mind-controlled character, that gain or loss • Love - The target is devoted to the
that dominate. In the latter the laws of is ascribed to the hero, as if the individual, to the point of endangering
gravity override. mind-controlling hero had performed the his own life in the other's behalf .
action himself. (You mind-control the • Fear - The target is filled with fear, of
Telekinesis: This Power allows the hero to Vulture to bump off Electro. You lose all an object, a person, or a situation. The
lift objects and perform other FEATs of Karma for slaying Electro, even though target will flee as quickly as possible,
Strength as if the character had a Strength Vulture, being a villain, would not normally and only attack if backed into a corner.
of the Power rank. The Power rank lose Karma for doing so.) • Hatred - The target is instilled with a
determines the maximum range of this great hatred, particularly for former
Power as well. A character with telekinesis A character who has been Mind Controlled friends and allies. The target will attack
may develop various Power Stunts: is unaware of his actions, knowing only that his former friends.
• Flight for self and others within one he has blanked out for a while. If a Player • Loyalty - The target will follow the
area at -1 CS Power rank, providing the Character is under the effects of a Mind individual's orders without question,
character can lift that amount of weight. Control, run him normally, but all actions cheerfully providing all necessary
• A Telekinetic Force Field (really a must be OKed by the controlling character. information and aid as if to a long-time
stiffening of the air) of - 2CS Power Naturally, the controlled PC cannot pass on friend and ally.
rank. the information of his state to others. • Doubt - The target is unsure of his
• Telekinetic Force Bolts at - 1CS Power actions. Intuition is considered to be a
rank and range. These bolts attack on Emotion Control: Emotion Control is a 10 (Good) for purposes of actions.
the Force column of the battle effects related form of Mind Control that acts upon

82
• Pleasure - The target feels incredibly coming down, but those inside are recommended against living targets.
good and non-hostile. The feeling is so unharmed by that attack. The wielder of the
overwhelming that the character cannot force field must make a Psyche FEAT roll Animal Communication and Control: A hero
do anything but sit contentedly for 1-10 against the Intensity of the attack or with this Power can talk to animals and
round, and for the remainder of the become unconscious for 1-10 rounds. influence their actions. The hero gains a
duration of the Emotion Control is + 1CS if she chooses to influence only a
Friendly to the hero with this Power. A force field is most effective against particular type (or class), such as sea life or
energy attacks, less effective against all birds. This is increased to + 2CS if she
A character under Emotion Control may others. Treat the amount of protection narrows it further, to a particular class or
gain additional chances to break the control against other forms of attack at ten points family such as bony-skeletoned fishes or
if placed in a Karma-losing situation, similar less than the listed rank number. If the rank falcons. Choosing to influence a specific
to breaking the Mind Control Power. For number is Excellent (21), the force field can animal (Chucky the Falcon, or Leo the
PCs under the effects of Emotion Control, absorb 21 points of energy-type damage, Lionfish) gives the hero a +3CS. In the latter
see the section in Chapter 4. including heat, force, and similar case, the animal is a companion of the hero
non-physical attacks. Against all other types at the start of the campaign. A character who
Force Field Generation: The hero with this it can absorb up to 11 points. selects one of these limitations may also
Power can create force fields that will converse with animals that are one step more
protect himself and possibly other allies. It Force Field Generation may be used for general, but no further, with a loss of -1 CS.
is not necessarily a Power of the mind, but Power Stunts only if the force field is The character with Chucky the Falcon can
since its most powerful practitioner, the projected. Personal force fields cannot be also converse with falcons in general, at
Invisible Woman, has it as a mental ability, it used for Power Stunts. Power Stunts using +2CS (the Power rank raised to +3CS minus
is included here. a projected force field include: one for generality), but not with birds that are
• Force missiles of - 1CS range and not falcons.
The hero with this Power can generate a damage, attacking on the Force column.
force field that covers an area equal to the • Forming a "cushion" of invisible force, Communication with animals is considered
"tens" place of the rank number. A resilient enough to absorb up to Power automatic with these Powers, and the types
character with a rank number of 70 may rank damage from a fall or crash for all which benefit from a + 2CS modifier are
cover 7 areas. For every area covered those involved. considered Contacts (always Friendly).
beyond the first, the strength of the force • Enhanced movement, by means of Otherwise animal reactions are Neutral to
field is reduced by one rank, so that a force forming a column of force and allowing it Hostile. Communication with Hostile
field encompassing 7 areas would reduce to topple and elongate in a given animals is chancy at best.
the effects by - 6CS. direction. The ability may rise a number
of floors per round equal to the Power The Power rank reflects the ability of the
A hero may choose to have a personal rank - 2CS as Levitation, or Fly at a hero to control the actions of the animal in
force field at + 1CS instead of being able to maximum of Typical speed. question. Make a Popularity FEAT for any
project force fields. This choice is made at • Entrap others in the force field, as if requests the hero makes of the animals,
the start of play, and as such cannot be protecting one's self, up to the using Power rank instead of Popularity.
changed. Characters with individual force limitations of the Power. Therefore, if a hero controls crocodiles with
fields cannot engage in Power Stunts using • · Make a Grabbing attack up to Power Amazing(S0) ability the result is rolled on
this option. rank range .away (use Power rank as the Amazing column. Failure indicates the
Strength for determining success.). animal may turn on the controller. Animals
A force field operates as a form of Body • Create a bubble of force inside a small which are Contacts (always friendly) never
Armor. If the amount of damage incurred in opening and expand it to inflict up to turn on the controller.
a round from all forms of attack is less than Power rank damage, avoiding the
the rank number, then that damage is effects of Body Armor resulting from Note on communications: Animals have no
absorbed without harm to those within the battle suits. The suit must have some language, per se, but do communicate by a
area. If the amount is greater, the force field opening, and this would not be number of verbal and non-verbal signals.
is breached. If there is a Monstrous (75) Communication is considered to be a
force field, then up to 75 points in a turn super-human ability to recognize those
may be absorbed. At 76 points the force signals and make one's own desires and
field fails. A personal force field is
considered to replace Body Armor, such
that damage that gets around a personal
force field is not absorbed by Body Armor. I
~~?'1111
\•
wishes clear, as limited by the animals
intelligence level.

Mechanical Intuition: This is a specific form


(You cannot layer Body Armor with a force II '
- of Ultimate Skill that affects repairs,
field to become a tank, though the two / 'I~ inventing, and building things. The
I
together give you options.) I
character with this Power has a strong
I intuitive knowledge of machinery.
What occurs with a failing force field I · Regardless of Reason, any rolls for
I
depends on its type. A personal force field ~I determining whether an invention works or
shuts off, and the excess damage is taken I not are at Unearthly Rank. No modifiers
I
by the user, including any effects from the may be added to this roll. The character
'<·-
battle effects table. The failure of a
projected force field results in the force field
--- with this Power must still provide Resources
for these inventions in the standard fashion.
TM

83
Empathy: Empathy is similar to Telepathy, A successful Mental Probe will reveal the possessed character) to influence actions.
but registers the surface emotions as information known by the individual being
opposed to the surface thoughts of the probed, strictly limited to that character's Transferral is the ultimate form of
opponent, and no emotions may be knowledge. Probing a guard of a scientific Possession, in that it allows the complete
transmitted back to the target. The installation may not reveal what the transferral of consciousness with a target
character with this Power must make the installation is working on, only that it is within one area. The target's consciousness
FEAT roll to determine its success (indeed, "hush-hush," they have a number of is not put away in the back of the
the target may never know). Success is scientists, and they have been shipping a character's mind, but rather moved into the
determined in a similar matter to Telepathy, large number of crocodiles into the plant. body of the character with the Transferral
but Empathy and Emotion Control Powers Power. Transferral always needs a red
will block its success. Animate Drawings: The hero with this Power rank FEAT to succeed, and may be
Power may animate flat drawings and other performed against creatures with higher
Animal Empathy: This specialized form of repesentations, causing them to become Psyches, those with Mental Powers, and
Empathy extends to all animals in a fully operational items. A character may alien beings or robots. If the transfer fails,
primitive form of Animal Communication. attempt to animate any drawing, even one the attacker is unconscious for 1-10 rounds,
The hero with this Power may detect and of his own creation, or animate a specific and may not attempt again for one day.
influence the surface emotions of the type or class of object. In the latter case, a
animal involved, and instill in it fear, hunger, + 1CS to Power rank is initially given, When characters transfer consciousness,
affection, exhaustion, or other emotions on though the character loses the ability to they also trade the mental abilities, Powers,
a successful Power rank FEAT. animate other drawings (an example of this and Talents. They do not trade physical
would be Tarot of the Hellions, who draws abilities or Powers, nor do they trade
Psi-Screen: This form of Psi-Screen is an her animated figures from a Tarot deck). Popularity, Contacts, or Resources. The
inborn Power that resists mental scans and character performing the transferral also
domination. All characters with any of the The animated drawings will have abilities trades Karma amounts with the target.
mental Powers have this Power at an equal and Powers according to their nature, but
level to their Psyche (hence the difficulties no Power or ability can exceed the Power For example, if Doctor Doom conducts a
in reading their thoughts). A character with rank number of the hero. No additional transferral with Reed Richards, Doom
this Power will have a Psi-Screen at + 1CS Powers can be given to the animation, enters Reed's body and vice versa.
higher than his Psyche at start, and may unless the card shows those Powers in Doom/Richards gains Richards'
increase It through experience to higher operation. In other words, animating a appearance, Contacts, Popularity,
levels. A character with Psi-Screen may use picture of the Invisible Woman would not Resources, Karma, physical abilities
this value instead of the Psyche to resist the give the animation force fields or invisibility (Fighting, Agility, Strength, and Endurance),
effects of any Mental Power that requires a Powers, unless those Powers were shown and Powers (stretching). Doom retains his
Psyche FEAT roll. in the picture. (And how can you show own Talents, knowledge, and mental
invisibility in a picture?) abilities (Reason, Intuition, and Psyche) and
This Power differs from the Talent of the Mental Powers (including this Transferral
same name in that it may be extended over Animated figures last for 1-10 rounds, the Power). Richards/Doom is similarly
a number of targets to attempt to protect actual amount of time determined secretly switched.
others from attacks. Each target protected by the Judge. They dissipate at that time,
requires a Power rank FEAT, with failure return to their original location, and may not Astral Projection: The hero with this Power
indicating all such Powers are lost for 1-10 be animated again for 24 hours. The figures may cause his or her astral form to leave
turns (usually enough time for the opponent also dissipate if they are destroyed or the body and travel elsewhere, either in this
to gain advantage). Also, the attacker will reduced to 0 Health. dimension, or entering other dimensions.
be aware of the protector's mental The range of astral travel is determined by
presence. Possession: This Power is a specific form the Power rank of the ability. If the ability is
of Mind Control in which all actions of the magical in origin, use the magical range
Mental Probe: This Power is a specific form character are assumed by the controller. chart on page 65. If not, use the Power rank
of Telepathy. A Mental Probe is a search for The controller is in effect " inside" the mind range as determined on page 16.
a specific image in the mind of the target. of the character, and as such controls all
The hero with this Power must state what actions without having to give commands. The character in astral form may observe
she is looking for before beginning the Possession is only possible against targets actions in the "normal" world, but may not
scan. with no greater Psyche than the hero's be detected by normal means (Astral
Power rank. The target may make a Psyche detection and Telepathy will reveal the
The target makes a Psyche FEAT to resist FEAT to avoid the Possession. presence of the astral intruder). The
the effects of a Mental Probe. If character may not use his other abilities in
succcessful, the mind may not be probed A character who is possessed neither gains the Astral form against non-astral targets.
again for 24 hours. In either case, the target nor lose Karma when being possessed, An astral character is not affected by
must make a second Psyche FEAT. This though she may suffer frcm losses of non-telepathic objects or forms of attack,
FEAT determines if the Psyche is at -1 CS Popularity while her body performs actions but may be affected by Mental Powers
for the next 24 hours as well. (Psychic that are not heroic in nature. The character (those listed under the Mental Powers table,
interrogators may try again just at the 24 may make a Psyche FEAT to escape if including Force Fields). The astral
hour mark, when the mind is capable of placed in a life-threatening situation. The character may phase through solid objects
being probed but before the Psyche returns character possessing another may spend without damaging either character or
to normal.) her own Karma (but not the Karma of the object.

84
While the astral form is separate, the body Precognition must choose a limitation to drives a 57 Chevy. You see colorful
is immobile, in a trance. Damage to the that Power. Suggestions include: costumes at the door of the bank...etc.)
body will be known to the astral traveler if it • Power is intermittent - the Judge
is in this dimension, and it is possible for chooses when the images appear and The Judge will never lay out the entire plan
the body to perish while the astral form is what they say. (OK this with the Judge; to the precog character, no matter what the
away. Characters whose bodies have it's a lot of work for him.) results of the die roll.
perished are trapped in astral form. • Power only works on people, and the
person must be in contact with the Precog Option: The above is fairly
Astral characters may travel across precog. involved, requires work on the Judge's part,
dimensions with Power rank ability. • Power only works on objects, and the and works best in a planned campaign
Locating a specific dimension is a Psyche hero must be holding or using the object where the Judge has a clear idea what will
FEAT. In this dimension, the astral character to read its future. be happening. The following is a short
moves up to the limit of his or her range in a • Power is extremely realistic in its version, useful only in combat, that Judges
single round. Further separation, or the manifestation. The Judge presents the may use instead of the above power.
removal of the astral form from the body for reading in such a fashion that the player Precogs may use this Power as a Power
more rounds than the Power rank of this can act and interact, but it has no effect Stunt.
ability, results in Endurance FEATs for the on the outside world (the hero's friends
body as if it were suffering a lethal (kill will see the character shudder, shiver, At the start of the turn the precog makes a
result) attack. talk, and use his Powers as he reacts to Power rank FEAT. On a yellow or better
the threat). result, the Judge must tell the precog what
Characters with Astral Projection may also, • Power only manifests itself in dreams. he plans for his (the Judge's) characters to
detect the astral as a Power Stunt, and two Judge will pass on information only do. The two sides then roll Initiative. If the
characters in astral form will be able to see when character is asleep. side that gains initiative has the precog with
each other. Astral combat and other • Power only operates once per image. it, the player running that character may
dimensions are covered in the Judge's Until that image comes true, or the time share the information with the others, and
Book. that image passes, no other they may make their decisions accordingly.
precognition may be used.
Psionic Attack: This Power gives the hero WARNING: Characters with precog Powers
the ability to project psionic force blasts at When the Precog uses his ~owers (or those often have unwanted images implanted by
Power rank range and Intensity. The target Powers activate), the Judge secretly rolls a the Judge, whether to foreshadow
of this attack must make a successful die, comparing the result against the upcoming adventures, or to throw the
Psyche FEAT or be knocked unconscious character's Power rank. No Karma may be character's off balance ("You don't
for 1-10 rounds. Characters with Mental added to this roll. understand!" the hero shouts, "the Red
Powers may use their Power ranks instead Skull is not Dead!").
of Psyche, and those with Psi-Screen If the result is white, the Judge shoula give
should use that Power rank before any the character an image, setting, or phrase Postcognition: The reverse of Precognition,
other. Force Field's operate against psionic out of thin air. The Judge is encouraged to but easier to handle, in that the past is fairly
attack. lie like Mephisto's Realm when necessary. immutable. Postcognition only works on
items the character handles. The Postcog
Precognition: An accurate divining of the Example: The character is trying to precog makes a Power rank FEAT, the color
future is impossible due to the nature of the a gun the Judge intends to use at a bank required determined by the length of time
Marvel Universe. There are a large variety robbery. The Judge rolls the die and gets a scanned.
of possible alternate futures diverging at white result (failure). He may say that there • Within one day - green
any one point, all leading to different is an image of the gun shooting one of the • Within one week - yellow
conclusions. The future is also mutable, heroes (this may or may not happen, but it • Within one year - red
such that the actions of today may bypass is guaranteed to make you players verrrrry • Further back - no accurate scan
the future of the timeline that is viewed in cautious). possible, but a red FEAT will give a
this manner. If a character with Precognition "feeling" as to the general past of the
(also called a precog) sees a Quinjet crash If the result is green, the Judge should be item.
in the near future, and no one takes the partially truthful in his description. (You see
Quinjets, thereby avoiding the crashes, that a dark-haired man with a hat. If you see him If the FEAT is successful, a second FEAT is
"future" is not totally negated; it occurs in again, you will know him.) made to determine what is picked up, as for
another divergent future. Precognition above. The same example can
If the result is yellow, the Judge should be be used, only changing the robbery from a
In game terms, Precognition allows the fairly honest about the future, as far as he possible future happening to a definite past
character to scan these alternative futures knows it. (You see the gun in the hands of a occurrence (the characters find the gun at
up to a week in advance and choose from bank robber. The robbery is on 9th Avenue.) the robbery).
them an image that may or not come true,
and use that information to form his own If the result is red, the Judge should give Plant Control: The hero with this Power can
decisions. No farther than a week in the the player something honestly useful - command the actions of plants, granting
future may be scanned in this fashion. information that would not normally be them temporary Powers of their own,
available. (You see two men talking. One including movement, growth, and a
Precognition may not be used more than calls the other Bruno. They are planning to rudimentary intelligence. These abilities
once a day. In addition, the character with knock over a bank. Bruno takes the gun. He only exist as long as the hero concentrates.

85
The hero cannot control plants with a higher porcupine, these quill-like spines may to the attack. This applies to Body Armor
material strength than his Power rank. be shot. Bonus Power of Projectile that is not natural (inborn) as well as doors,
Plant-like creatures with intelligence receive Missile at + 1CS. walls, computer terminals, freelancers, and
a Reason FEAT against the hero's Power other inanimate objects. This does not
rank as Intensity to avoid being controlled. Extra Attacks: This Power is always + 1CS apply to Body Armor that is a natural part of
better than the starting Fighting ability. Use the character, or to energy constructs such
By mere control, the hero cannot have the this Power instead of Fighting to make as force fields.
plants perform any actions that would not multiple attacks. There is no penalty for
be normally possible by the plants (this failing with this roll, but the individual may Example: Everyone's favorite maniac from
severely limits their usefulness). The hero make only one effective attack in that Canada Wolverine goes up against a
may develop Power Stunts using the plants round. Sentinel with his Unearthly material
in abnormal fashion, including these strength claws which inflict Good damage.
examples: Energy Touch: The hero with this Power If he attacks the Sentinel directly he won't
• Forcing vines to animate with Power may inflict damage and effects from the get too far; the robot's Body Armor is too
rank Agility, and act as entangling ropes Energy column of the Battle Effects table, thick. If he concentrates on the armor,
with Power rank material strength. with a Bullseye regarded as a possible however, he can shred it with a Red FEAT
• Creating plant-images that duplicate Stun. The hero may always choose to inflict roll. This trick would not operate on Iron
living humans with Power rank ability. less damage than is rolled, or to reduce the Man (personal Force Field) or the Thing
• Commanding trees to move and attack effects of the damage. The touch can be (natural Body Armor).
as creatures of Power rank number carried through conductive material, and
Health and Power rank material strength may affect multiple targets in this fashion. If Rotting Touch: This touch -causes organic
Body Armor. the hero is standing on a steel girder facing material to decay. The character inflicts
• Command the actions of mushrooms off three goons from HYDRA, and uses the Power rank damage on those he touches.
and fungi, which are not proper plants. Energy Touch on the girder (a conductive In addition, this touch acts on organic
• Gather information from plants as to material), all three get shocked. The hero material (wood, rope, cloth) as if an attempt
recent passers-by, within 1 day, in a with this Power gains Resistance to to break the item with Power rank Strength.
primitive form of communication. Electricity as a Bonus Power. Resistance to Corrosives will offset the
effects. This Power can be directed against
Body Alterations - Offensive: These Paralyzing Touch: Those touched by an organic (natural) Body Armor in order to
Powers are severe changes to the body's individual with this Power must make an weaken it, similar to the effect claws have
structure and/or chemistry that allow the Endurance FEAT against this Power rank, on inorganic Body Armor.
hero to perform actions that are of greatest or be knocked out for 1-10 rounds. This
benefit in offensive combat. For hi-tech Power is always in operation, and the user Corrosive Touch: Similar to Rolling Touch,
heroes, or those who have weapons with may be knocked out himself by such a but affects inorganic materials instead. The
these Powers, these listings reflect devices touch. character inflicts Power rank - 3CS
that grant these Powers in close combat. damage to living targets, affects organic
Claws: Claws are... well, claws. Sharp materials with greatly reduced damage (as
Extra Body Parts: The hero who gains this pointy items that inflict damage on the for living targets), and acts on inorganic
Power when the character is generated Edged Attack column of the battle effects material as if breaking it with Power rank
may choose the type and number of body table. As with most sharp things, they inflict Strength. Resistance to Corrosives will
parts. Some of these parts may provide the listed amount and effect, and cannot be offset these effects. Similar to Claws, this
Bonus Powers. These Powers are then red·uced in damage or effect. may chew through inorganic Body Armor to
placed in the next available slot in Power affect the individual beneath.
generation, if there is one. The Power rank lists both the damage
• Additional Arms - Extra attacks as a inflicted by the claws and the material Health-Drain Touch: The touch of a
bonus strength. The damage cannot be increased character with this Power transfers a Power
• Additional Legs, including centaur-like from its initial roll except by raising the rank amount of Health from the target to the
form - Lightning Speed as a bonus experience, but the initial material strength hero. Previous damage is healed in an
• Prehensile Tail - Climbing as a Bonus can be increased by accepting limitations. equal amount, up to the maximum Health of
Power, and hero may use the tail as a Grant a + 2CS to the material strength of the character. Drained Health above that
limb with normal (for the hero) Agility. the claws when the hero accepts any point is lost. Characters drained to O Health
• Wings - Flight as a Bonus Power at limitations, including limitations required by must make an Endurance FEAT to avoid
+1CS. other Powers. dying. If they do so, the attack has no
• Combat Tail - Not usable for climbing, further effect. Reversing this process,
but may attack in slugfest for Strength The effects of claws depend on whether directing one's own Health into others, is a
+ 1CS damage. they are being wielded against living Power Stunt.
• Additional Eyes or Sensory Organs - creatures (people) or non-living materials
Enhanced Senses or any detection (things). Against living creatures, claw Blinding Touch: The touch of this character
Power as a Bonus Power. attacks are resolved on the Edged Attack can blind the unprotected target for 1-10
• Claws - on either hands or feet, these column for Power rank damage. Against rounds. The hero with this Power must
give Claws as a Bonus Power, with non-living materials, compare the material make a Stun or Slam result to blind. The
+ 1CS to their material strength (see strength of the claws against the material target receives no attempt to avoid this
Claws). strength of the object. Make a Strength touch, unless the target possesses
• Spines - Similar to those on a FEAT roll to determine if the object holds up Protected Senses or something similar to

86
prevent the touch (such as a helmet with Body Armor may be increased by one rank the energy wear off, the character still has
covered eyeslits). by accepting a -1 CS to Agility. Agility may 100 points of Health.
never be dropped below Feeble.
Body Alterations - Defensive These are Regeneration: The hero with this Power
modifications (or devices that simulate High technology heroes who choose Body heals faster than the normal rate of
modifications) that have a primarily Armor may choose to have a battle-suit. All Endurance Rank per day. A hero with
defensive nature, either by helping the of the hero's other Powers are included in Regeneration recovers the Endurance Rank
character survive under trying the suit, and the suit is considered artificial every 10 turns (one minute), providing the
circumstances, or regain Health that is lost. Body Armor. In addition, the high hero does not take additional damage in
technology hero receives potential bonuses that time and is able to rest. A hero resting
Body Armor: A hero with Body Armor has a to his physical abilities (Fighting, Agility, cannot engage in any other actions while
natural resistance to physical damage and, Strength, and Endurance) when wearing healing himself. If that rest is interrupted (14
to a lesser extent, energy attacks. Body the suit. The nature of these modifications ninja of the Hand rush in on turn 9 of his
Armor does not affect attacks which have is explained under the character generation rest), the hero must start again to recover.
an intensity that must be checked against a for h igh technology heroes. W hen a high
FEAT roll, unless to require that FEAT the tech character advances in abilities, he may Solar Regeneration: The hero with this
attack passes through the Body Armor. choose whether his natural abilities or those Power heals as per Regeneration, but only
Example: A Sonic attack ignores Body of his suit are advanced. heals the Power rank in Health every ten
Armor, as it does not need to pass through minutes he is in the sunshine. In darkness,
the Body Armor. A poison-tipped dagger Water Breathing: This is a wimp Power. inside buildings, and in other similar
must get through the Body Armor in order Face it. When the great hero parties take situations, the character heals normally.
to affect the hero with the poison. place, and Ulterior-Motive Man asks you This Power has a minimum Power rank of
what you do, if you say, "I breathe water" the Endurance of the character + 1CS.
Body Armor absorbs an amount of damage you end up wearing a full fishbowl. This
from any physical attack equal to the Power Power allows you to breathe water (fresh or Recovery: The hero with this Power
rank number of the Body Armor. Body salt) as if air. No Power rank is needed for recovers from losses of Endurance ranks at
Armor of Amazing (49) protects the hero this Power. In addition, this Power allows a rate of 1 rank per day, and makes a
from 49 points of each physical attack. If an the hero to see underwater as if on land Power rank FEAT to regain the lost rank.
attack does not equal or better the amount (vision is reduced in the underwater realm), The hero with this Power may choose any
of Body Armor, then none of the effects of and survive at great depths. The hero's next Resistance as a Bonus Power.
the attack take place. (A dagger hurled at Power may be either Swimming or Animal
the Thing will not hurt him, even if a "Kill" Communication and Control (Sea life). The Life Support: The hero with this Power has
result is called for, if the damage from the hero may choose both, but then only the potential to survive under hostile
dagger does not get through his hide.) breathes water, and will " drown" on dry conditions for longer than normal amounts
land (reverse of characters drowning in of t ime. The Power rank number is the
Body Armor is proof against physical water). amount of time in turns the hero may
attacks, including Blunt and Edged attacks, survive in a hostile environment (deep
Shooting, Throwing attacks, Force, Absorption Power: The hero with this Power space, deep underwater, in lava) before any
Grappling, and Charging attacks. It is less may absorb a certain specific type of Endurance FEATS must be made. At Shift Z
effective against Energy attacks, and its damage (for example, fire-based damage, or higher, the individual may survive in
Power rank number is 20 points less than energy damage, or kinetic (physical) hostile environments indefinitely without
listed for any Energy attack. The damage). Any attacks made in the specified requiring food , water, or air.
Amazing(49) Body Armor would provide 29 mode inflict no damage; rather the damage
points damage (in the Remarkable range) is absorbed, healing existing damage and Pheromones: Pheromones are a
protection from Energy attacks. even temporarily raising the individual's specialized form of Emotion Control that
Health by the Power rank involved. A hero affect the pleasure centers of
Body Armor may be natural (also referred to with Health of 100 aAd Amazing (48) the ... ah...opposite sex. When this Power is
organic or inborn in this text) or artificial Electrical Absorption may be hit with a in operation, female individuals (if the hero
material. Natural Body Armor is protection lightning bolt and have his Health raised to is male) or male individuals (if the hero is
that is part of the creature itself, such as the 148. female) must make a Psyche FEAT against
thick hides of the Thing, Hercules, or the the Power rank number of this Power as
Hulk, the elastic body of Mr. Fantastic, or Damage above the rank number of the Intensity or be considered Friendly to the
the soft form of the Man-Thing. Artificial Power does inflict damage, but the points of character. Robots, aliens, and those unable
Body Armor is made of other materials, such damage may be redirected towards to smell or be affected by the pheromones
which may be bolstered by force fields, and opponents in the next round. Any such (behind a force field, for example) are not
is reflected in the body suits of such heroes absorbed energy dissipates 1O rounds after affected. Characters that are Hostile will still
as Iron Man, and foes like the Sentinels and it has been absorbed, and must be be attracted to the character, but that
Crimson Dynamo. Certain types of attack discharged before then or it is lost. Health attraction will not stop them from putting the
are more effective against one type of Body loss is taken from the absorbed Power first, hero in a deathtrap, from which the only
Armor than the other (examples: Claws, then from the actual Health of the hero. For release is for the hero to profess his love for
Rotting Touch). Artifical Body Armor has the example, the character with the Health of t he Hostile character and join her in crime.
advantage that it can be removed, allowing 100 raised to 148 takes 30 points of
the hero to have a relatively normal life. damage. These points are removed from Damage Transfer: This Power is a relative
the 48 extra points initially. If the effects of of the Health-Drain Touch, except Health

87
may be transferred between two separate the Endurance drops below Feeble, the group. This is done each time the immortal
targets on touch, in effect healing one while healer will perish. character becomes "dead.'
reducing the Health of the other. The hero
may not regain any Health in this Damage Immortality: The character with this Power This Power does not have a Power rank. It
Transfer. does not age or die in a normal fashion. Now, counts as two Powers for any hero who
before you all run out arid grab this Power for takes it, unless the character is alien in
Healing: This Power allows the hero to your young hero, note the fine print. The hero origin, in which case the cost is normal (this
restore lost Health and Endurance ranks to can still suffer loss of Endurance ranks as the reflects that a large number of
others (but not the hero himself). The Power result of wounds, poisons, and damages, but extra-dimensional aliens are effectively
rank indicates the maximum amount of if the results call for perishing, then the immortal).
Health that may be restored to one hero character is left at Shift O Endurance but does
maximum, on any one day. For each not die. The character cannot move or act An immortal character's body will slowly
attempt at healing, the hero must make an until Endurance reaches Feeble, however, so regenerate lost parts and heal, so that short
Endurance FEAT - failure indicates the throwing an Immortal character into an active of atomizing the remains and spreading that
loss of Karma equal to the amount of Health volcano will keep him out of the way for a collection of atoms through a large portion
being healed. A character without Karma while. (He cannot heal while taking damage.) of space, the immortal character will return
may not Heal. at some point in the future.
If Endurance reaches Shift 0, or the
Endurance ranks may be similarly restored character otherwise dies, the Immortal Immortality is applicable to the Earth
at a rate of one rank per day per hero. An character loses all Karma, inlcuding thai set Dimension only (including all planets of this
Endurance FEAT is required for the healing aside for advancement. The character may dimension). An immortal character in
hero, with the result of a failure being the be out of luck, but at least he has his another dimension - such as Asgard or
loss of one Endurance Rank for the hero Health. If an immortal character is part of a Olympus, but excluding variant or divergent
(the Endurance for the other is healed). This Karma pool,Jhen an amount of Karma is earths -does not age, but may be killed
Endurance may only be healed naturally. If subtracted as if the character had left the normally while in that dimension.

TM
88
APPENDIX B

Talents differ from Powers in that they may Marksman: The character with this Talent brought into play. The character with this
be possessed by everyday citizens of the gains a + 1CS to hit with any distance Talent does not have to attack the
Marvel Universe, they are generally easily weapon that requires line of sight to hit (the character, only watch him in battle for two
gained, and they generally modify existing character could benefit when firing heavy rounds previous to attacking.
abilities or Powers as opposed to creating artillery, but not when controlling a
new ones. Talents are broken down by tele-guided missile). Such a weapon in the Martial Arts £: This form of martial arts
general type. hands of a.marksman does not suffer encourages quick striking to catch the
penalties to hit from range. opponent off-guard. Heroes with this form
Weapon Skills The hero with th'ese of Martial Arts are at a + 1 to initiative rolls
Talents is devoted to the ins and outs of Weapons Master: The character with this in unarmed combat.
handling certain types of weapons, and as Talent gains a + 1CS to hit with any weapon
such is more proficient with these weapons that requires a Fighting FEAT to hit. Wrestling: The hero with this Talent is
than persons with similar abilities who have proficient in applying holds. It includes
not studied them. Weapon Talents may not Weapons Specialist: The character wit h familiar types of wrestling as well as the
be combined. A character who has a + 1CS this Talent gains a + 2CS with a single sumo forms of the art. The hero with this
with shuriken as a result of Thrown weapon of choice. This may be any type of Talent gains a + 2CS when making
Weapons Talent gains Oriental Weapons weapon, missile or melee. The character Grappling attacks, but gains no benefit in
Talent. The additiona! + 1CS with shuriken who is a weapon specialist will also damage. (A hero with Martial Arts B and
attendant to Oriental Weapons Talent does increase his initiative when using this this Talent gains a +3CS to hit in a
not apply. The character still has a + 1 CS. weapon by 1. Grappling attack, and a + 1CS for damage.)
Weapons Talents may be combined with
Fighting Talents, if applicable. Fighting Skills: These Talents are primarily Thrown Objects: The hero with this Talent
used in close combat, and used without gains a + 1CS with all Throwing attacks (both
Guns: Individuals without this Talent fire weapons. Bonuses from these Talents are Edged and Blunt), and + 1CS on Catching.
guns (all handguns, rifles, and submachine cumulative and may be combined with This applies to both thrown weapons and
guns, including laser, stun, and concussion those from other Talents. normal items. If the hero has the Thrown
varieties) at their Agility rank. Those with Weapons Talent as well, the modification is
this Talent fire such weapons at + 1CS. Martial Arts A: This form of martial arts +2CS when using thrown weapons.
concentrates on using an opponent's
Thrown Weapons: Characters with this strength against him, and is typical of Acrobatics: The hero with this Talent is
Talent toss weapons designed to be thrown oriental- American forms such as judo and very limber and as such gains advantages
(including spears, daggers, shuriken, disks, karate. The practioner of this type of martial when under attack. The hero has a + 1CS
and snowballs) at + 1CS to their Agility. arts can Stun or Slam an opponent when dodging, evading, and escaping.
regardless of their comparative Strengths
Bows: Bows are tricky items to operate, and Endurances. Tumbling: The hero with this Talent knows
such that those who have not been t rained how to fall and land without undue injury.
fire them at -1CS to their Agility. Those Martial Arts B: This form of martial arts is Individuals with this Talent may make an
with this Talent gain a + 1CS to hit with all keyed on offense and inflicting damage in Agility FEAT to land feet-first after any fall
bows, including crossbows, and may fire short, quick bursts, and includes such that does not inflict damage.
and reload in a single round. They may fire disciplines as boxing. The practioner of this
multiple arrows on a successful Agility form of martial arts gains a + 1CS to Professional Skills Skills in this category
FEAT. Fighting ability when engaged in unarmed reflect general professions. In addition to
combat. providing bonus Column Shifts in their field
Blunt Weapons: Characters with this of specialty, the Talents can be used to
Talent gain a + 1CS to hit when attacking Martial Arts C: This form of martial arts increase initial Resource levels through
with a weapon that resolves attacks on the concentrates on holds and escapes. The gainful employment.
Blunt Attacks column of the Battle Effects practitioner of this form gains a + 1CS to
Table. his Strength for Grappling attacks (including Medicine: The hero with this Talent has
damage), a + 1CS to Strength for Escaping extensive knowledge of medicine, and as
Sharp Weapons: Characters with this and a + 1CS to Agility for purposes of such limited Talents in healing. In general, a
Talent gain a + 1CS to hit when attacking Dodging. character losing Endurance Ranks as the
with a weapon that resolves attacks on the result of a lethal situation can have those
Edged Attack column of the Battle Effects Martial Arts D: This meditative form of losses stopped by any character checking
Table. This includes swords, daggers martial arts searches out the weak spots of on him. The individual with Medicine Talent
(unless thrown), and spears, but excludes the opponent's defenses and strikes against may bring back characters that have
claws and other natural extensions that them. The practioner of this form of attack reached the S:iift O level up to 20 turns after
inflict this type of damage. may ignore the effects of Body Armor they have reached that level. A character
(though not force fields) for determining with this Talent may restore one rank of
Oriental Weapons: This a special category Stun and Slam results. The attack by the Endurance to a wounded character per
that grants the character a + 1CS to character with this Talent does not have to week, in addition to natural healing. Finally,
Fighting or Agility when using the following inflict damage to force a check for possible the character with Medicine as a Talent is
weapons: shuriken, crossbows, sais (treat Stun and Slam. The disadvantage is that + 1CS on Reason FEATs that involve
as swords), and oriental swords and the target of this attack must be studied for medical problems, medications, poisons,
daggers (including the katana and the kris). two rounds before the effects may be and surgery.

89
TALENTS

Law: The character with this Talent has an Criminology: The hero with this Talent has physics and astrophysics, including motion,
extensive background in law (the assumption an understanding of the criminal mind and flight, and the planets and stars.
being US Law, but this may vary according to behavior, either from studies or first-hand
the Judge's campaign). The hero may be a observation. The character with this Talent Computers: A + 1CS on matters involving
lawyer or capable of applying to pass the bar gains a + 1CS on all Reason and Intuition computers, computer-controled equipment,
(Reason FEAT of Good Intensity). A character FEATs involving criminal practices ("If I and artificial intelligences.
with Law as a Talent gains a + 1CS to all were a crook, where would I hide?"). The
FEAT rolls involving the law, including correct hero also gains a Contact in either the Electronics: A + 1CS on matters involving
legal procedure. A character without Law police or crime areas. electronic devices, including their creation
gains no benefit to Reason FEATS, and in and repair.
addition, will have to make Reason FEATs Psychiatry: The hero with this Talent has a
more often than a character with Law Talent. background in studies of the mind, and as Mystic and Mental Skills: These Talents
such gains a + 1CS on all FEATs involving are quasi-Powers, simulating some of the
Law Enforcement: The character with this the mind. This is a popular Talent with those effects of Powers themselves, while being
Talent has a background with heroes and villains with Mental Powers, and available in the Marvel Universe to those
law-enforcement authorities. This Talent the character with these Talents gains a characters with those abilities.
includes both Gun and Law Talents, and the + 1CS on FEATs involving Mental Control,
character, if still a member of a Domination, Hypnosis, Emotion Control, Trance: The character may place himself
law-enforcement agency, may legally carry and Mental Probe Powers. into a trance. While in a trance the
a gun and make arrests. character slows his body functions to such
Detective/Espionage: The hero with this a level that he may be assumed to be
Pilot: The character with this Talent has a Talent has been trained to notice small deceased (Intuition FEAT for the character
working knowledge of most aircraft, and clues in solving crimes. The character with checking). A character in a trance reduces
receives a + 1CS for all FEAT rolls involving this Talent gains a + 1CS to discover clues needs for food and water to a minimal level,
an aircraft that character is controlling to a crime, and in addition gains a Contact and may regain Endurance ranks at one
(including Control FEATs, Agility FEATs, in either crime, law enforcement, law, or rank per day.
and Reason FEATs involving aircraft espionage.
handling and design). A character with a Mesmerism and Hypnosis: This Talent is a
background that would permit it (a hero who Scientific Skills almost exclusively affect primitive form of Mind Control at the Power
is an alien) may extend this Talent to the Reason ability, granting the character rank number equal to the Reason of the
spacecraft as well. with them a +1CS to all Reason FEATs character with this Talent. Information can
involving that strong point. A character can be gained as per a Mental Probe, and
Military: The hero has had some dealings only bring one such scientific Talent to bear post-hypnotic suggestions may be
with one of the armed services. In military at a time, and as such the Talents are not implanted within the victim's mind. Any
matters, the hero gets a + 1CS to all FEAT cumulative with each other. attempt to force an individual to do
rolls, and in addition may take a member of something that he would not normally do, or
the armed services as a Contact. Chemistry: A + 1CS on matters of divulge information that he would not
chemistry, including developing new normally reveal, will cause the hypnotism to
Business/Finance: The hero is familiar formulas, finding cures for inorganic break. A hypnotic command fades in 1-10
with the world of business, corporate poisons, and identifying chemicals by smell, hours after it is given.
finance, and how money works. Initial touch, or taste.
resources are a minimum of Good, and the Sleight of Hand: This is a Talent
hero gains a + 1CS for FEAT rolls dealing Biology: A + 1CS on matters of biology, developed by stage magicians which
with money. The hero gains a Contact in the including animal and plant identification, causes items to appear and disappear by a
Professional category. finding cures for organic poisons, and combination of misdirection and swift, fluid
researching diseases and their cures. gestures. The character with this Talent
Journalism: The hero with this Talent may palm small items, making them appear
gains an additional 2 Contacts to those Geology: A + 1CS on matters involving or disappear with Agility + 1CS ability.
already generated. The Contacts should be the Earth, including volcanic activity, the
connected with the media in some fashion, geology of the surrounding land, types of Resist Domination: This is a Psi-Screen
such as at local newspapers, radio or TV rocks and their powers, and mineral that may be developed by the individuals
stations, or as sources in law enforcement, identification. without that Power. This permits the
political circles, or snitches of the criminal character to resist mental attacks as if the
underworld. Genetics: A + 1CS on matters involving character had a mental power of Psyche
the genes, including creating new life + 1CS. The Talent is passive in nature, and
Engineering: Engineering includes all the forms, understanding mutants, and does not grant any other particular benefit.
varied types of that profession dedicated to researching diseases. A character with Mental Probe may be able
the design of functional items: civil, to discern where the character gained this
chemical, mechanical, etc. A character with Archaeology: A + 1CS on matters Talent, but nothing else.
Engineering Talent gains a + 1CS to all involving the past, including paeleontology,
FEATs involving building things, including historical records, and ancient myths and Occult Lore: The character with this Talent
the Resource FEAT to determine if an legends. has a knowledge of magical societies,
object can be built. antiquities, runes, and a general
Physics: A + 1CS on matters involving understanding of forgotten lore. The

90
character gains a + 1CS to Reason FEATs items. This + 1CS may be added to any group, such that he is a benefit to the team.
involving items of a magical nature. other bonuses gained from other Talents, so Any Karma Pool to which the character
that an Engineer with Tinkering Talent belongs receives a 50-point bonus,
Mystic Background: In the Marvel would gain a + 2CS on repair. provided the character with this Talent is
Universe, all humankind has the potential recognized as the " team leader." A Karma
for developing magical Powers. This Trivia: This is a general category that Pool may only have one recognized leader,
"Talent" shows that the character has some covers any one subject desired by the though more than one character with
background with magical forces. Heroes character. On that subject, the character Leadership may belong to one group. When
may have derived their powers from these gains + 1CS to all Reason FEATS. (Say, the the "Leader" of a group leaves, the 50
forces if they choose this Talent. A character is into collecting Spores and points are deducted from the Karma Pool,
character with this Talent may have Magical Fungus. A Trivia Talent would be: Trivia/ but the leader does not receive them for
Powers (see Magic), with the approval of Spores and Fungus). Trivia categories personal use (the bonus points only exist as
the Judge. If the Judge allows magical should be specific (old movies, military a part of the pool).
player characters, then any of the initial history, sports, rock music, comic books) as
Powers created may be spells, and should opposed to general (all knowledge) or Other Skills: The above is not a complete
be noted as deriving from Personal, covered by other Talents. list, but may serve as a basis for other
Universal, or Dimensional energies. Talents that may be developed and
Performer: The character is someone who proposed by players (for example: Botany
Other Talents This is a catchall category acts, sings, dances, mimes, or otherwise as a scientific Talent). Any new Talents that
for all the other types of Talents the uses his Talents to entertain (this is related may be added should be no more powerful
character may gain. These often have some to the Artist, the key difference being that than a + 1CS to an ability, and not be
form of background of special nature. the Artist may leave the scene of creation; cumulative with other Talents (Juggling may
the Performer is identified with that creation grant a + 1CS on catching items, but may
Artist: The character with an artist directly). A Performer receives 10 karma not be added to the bonuses gained from
background creates works of art, either for points for a week's worth of performance, the Thrown Objects Talent).
himself or for sale to others. This includes whether in a play, doing a nightclub routine,
painting, sculpting, and writing. A single or working for a movie.
work takes 1-10 weeks, and upon
completion grants the artist Karma points Animal Training: The character with this
equal to 10 times the number of weeks. The Talent has the ability to train animals to
character must allocate some time daily at perform certain stunts. The individual does
his work. not have Animal Empathy or
Communications and Control, but may
Languages: The character with this Talent teach an animal a trick based on the
has a natural understanding of languages. Reason FEAT roll. If the hero with this
The character gains 1 additional language Talent does have Animal Empathy or
at start, and made add other languages at Animal Communications and Control as
half the cost of a Talent (500 points Powers, these Powers are raised by + 1CS.
regardless of who teaches it). Characters
without languages Talent must gain this Heir to Fortune: This is not a Talent, but a
Talent first to learn other languages. The situation which brings the character into a
gaining of additional languages assumes lot of money. The minimum Resources of a
someone is available to teach these character with this Talent is Remarkable (if
languages. A Player character with this your character is making Excellent
Talent does not have to assign a language Resources or less, do not take this Talent).
at start, but may fill one in later as need be. This " Talent" may not be gained by a
character after the generation process is
First Aid: The medicine Talent notes that finished, and may only be ch<,:>sen by
the loss of Endurance ranks may be halted characters being generated.
by someone checking on the dying
character and administering some form of Student: Similar to Heir to Fortune, this
aid. The First Aid Talent grants the Talent may only be chosen at the start of
character this immediate halt to Endurance play, and may not be gained through
rank loss, the recovery of one rank experience. The Student character has no
immediately (one use only per situation), other initial Talents, but may gain other
and in addition, the hero with this Talent can Talents at a discounted price. New Talents
stabilize a dying character at Shift O Health cost 1000 Karma points if learned from
up to 5 rounds after that character reaches another player character, 800 if learned
that level. from outside. Students may maintain
Advancement Totals for a Talent along with
Repair/Tinkering: The character with this other forms of Advancement funds.
Talent gains a + 1CS to any Reason FEATs
involving the repair and modfication of Leadership: The hero with this Talent has
existing items, but not the building of new the brains and understanding of a cohesive
TM

91
APPENDIX C

Included below is a partial list of possible Note that the higher the Contact, the more infomation up to Remarkable level, though
Contacts for characters operating in the likely the Contact will get in touch with the top-secret information will be harder to
Marvel Universe or in one of its close hero when he needs help. obtain. Equipment may be provided for up
variants. Many of these Contacts are usable to Incredible rank, Amazing for S.H.I.E.L.D.
in any type of campaign, but here are noted Military: The character has a Contact in and H.Y.D.R.A. All these agencies have no
for their role in the Marvel Universe. the armed forces, either of the United concern about using Contact heroes as
States or another nation. This may range agents to their own ends, and any hero that
Each entry for a Contact delineates the type from a low-level sergeant to the Joint Chiefs uses a Contact in this area will be
of aid that may be granted, either in of Staff. Military Contacts may provide guaranteed to receive a request for a return
information, skills, heroic help, and/or Amazing Resources, maximum. favor some time in the near future.
equipment. The more powerful a Contact,
the more likely that Contact may interfere Business World: The character has a Hero Group: The character has some
with the hero's life, requesting favors, Contact in the world of business or finance. connection with, or was or is a member of
providing missions, and the like. A low level This may rank from the accountant for their or an ally of some existing group of
Contact like a snitch in the criminal element hero's group to a captain of industry who is super-powered heroes, and as such may
provides fewer ties to the character than trying to build fusion plants across the enjoy the privileges thereof. This includes
knowing the President on a first name basis country. Resources available are at the using their equipment, calling them in on an
("Cap? Hi. This is Ronny. I have this Incredible level. emergency, using their HQ, and benefitting
problem in Central America ...."). from their training. As an example, the
Journalism:. Journalist Contacts are Poor Mutant Dazzler, while not a member of the
Professional Contacts Professional in Resources (unless you want to borrow X-Men, maintains a good relationship with
Contacts are individuals and groups that the Mobile-Three Action-Camera van) but them and has benefitted from training with
may provide distinct services, information, have Remarkable knowledge about their them. The player running this hero may
or equipment according to their description. field of expertise. (If your Contact is a city choose the group, subject to the approval of
Equipment may be provided as if the desk reporter, she may be aware of the Judge. Excessive liberties taken with
Contact had Resources of the rank listed. something going down on the streets. If the the privileges (cracking up three Quinjets in
Equipment of higher rank may be acquired Contact is in entertainment, maybe he has a row) may result in the contract's
on higher approval and in special free passes to the ballet.) revocation. The other disadvantage (in
circumstances. addition to being at the group's beck and
Crime: The character with this Contact call) is that enemies of the hero group are
Medicine: The hero with this Contact has has some connection with the criminal considered enemies of this hero as well. A
a friend , ally or acquaintance with Medicine underworld. This ranges from having a hero who belongs to a group is always
Talent, who will provide medical advice and snitch ihat pass on information about street considered to have that group as a Contact
services either for free or charge an action, such as Turk Barret is for Daredevil, (once an Avenger, always an Avenger).
affordable fee. The Contact may be a up to a Contact high in the hierarchy of the
doctor at a local hospital or clinic, or a Maggia or independent gangs. WARNING: Scientific Contacts: All scientific skills
researcher familiar with the character's Having criminal Contacts may place the put the character in touch with someone
background. hero in Karma-losing or Contact-losing with that scientific ability. The Contact may
situations, with the hero having to choose have Resources varying from Good to
Law: The hero with this Contact has a between losing a criminal Contact or losing Remarkable, determined by the Judge. The
friend, ally, or acquaintance with Law Karma by aiding the Contact. High-level Contact has the Talent listed as in Appendix
Talent, who will provide legal assistance for criminal Contacts (Remarkable Resources B, and a Reason of no less than Excellent.
a reduced fee and legal advice to the hero or higher) may seek to manipulate the hero The scientific skills include: Chemistry,
for free. The Contact may be a lawyer to their own ends (the best example of Biology, Geology, Genetics, Archeology,
whose firm has been on retainer with the which is the Kingpin of Crime). Physics, Computers, and Electronics.
family for years, is a personal friend, or who Acting and Performing, while not
owes the hero for providing his big break Engineering: The character with this "scientific" skills, are Contacts that perform
into the profession. Contact has some connection with in a similar fashion (the character knows
someone who builds, either independently someone with that skill).
Law Enforcement: The hero with this or for a larger corporation. The character
Contact has a friend, ally, or acquaintance may aid in the construction of devices. Political Contacts: The heroes with these
with Law-enforcement Talent, who is in Contacts have friends in high places.
addition a member of the law-enforcement Psychiatry: The character with this
profession. This may include forces of local Contact has some connection with a Local: The hero has an ally in the local
and state police and the national guard, and character in the fields of psychiatry or political scene: alderman, mayor, or
may vary in rank from knowing a patrolman psycho-analysis, including doctors devoted councilman. The Contact may provide
(Excellent rank knowledge of the world at to the curing of the criminal mind. information on what is going on in the
large, Remarkable of his beat), being on neighborhood.
good terms with a Detective (Remarkable Espionage: The character with this
knowledge of criminal investigation, plus Contact has connections with the world of State: The hero has an ally in state
detective skills), or being well-known to a espionage. This includes agencies such as government - connected with the office of
station captain or commissioner the FBI, CIA, NSA, KGB, Interpol, Ml5, governor, a state representative, or
(Remarkable Resources, limited to that S.H.I.E.L.D., and the criminal organization someone in one of the state agencies. The
material which police forces normally have). H.Y.D.R.A. Such Contacts provide Contact may provide Good services and

92
information, as well as equipment of up to government, but the character must be able powers greater than our own.
Remarkable Resource cost. to communicate with the Contact to gain
any materials. Occult Lore: The hero knows someone
National: The hero has a Contact in who "dabbles" in the darker arts, and as
national government - a congressional International: The hero has Contacts in the such has at least a Remarkable Reason
aide, a congressman, representative, UN or in a similar multi-national organization, involving these matters. The Contact may
member of the Executive Branch or one of such as the Common Market of Europe. This provide advice on mystic writings, spells
the myriad number of agencies that infest type of Contact can provide equipment of up and their castings, and curses. The Contact
the capital. Resources of up to Monstrous to Monstrous Resource rank. is not neccessarily someone of Doctor
in their field may be gained, but the more Strange's category (a true magic-wielder),
powerful the Contact, the more likely the Planetary: This Contact is available to Alien but most likely a college professor who has
favor will be called in. characters only. The hero is well-known to the done copious reading on the subject.
inhabitants and/or rulers of another planet,
Other National: The hero has a Contact in and may call on those Resources (up to Mythology: Similar to Occult Lore, with the
national government - someone else's. Unearthly or higher) provided they can get in direction towards recognized mythology:
The hero may be friendly with the contact with those sources. actions of the extra-dimensional beings
leadership or government apparatus of any known as gods (Olympians, Asgardians,
other nation, friend or foe. This Contact, if Mystic Contacts etc.). The Contact will specialize in one
known to others, may create difficulties in "pantheon" of ~eities.
dealing with other political Contacts. Mystic Arts: The hero has a Contact with
Resources available are as for National someone who is aware of extra-dimensional

93
Character Information Sheet

Player Name

Hero's Name Group Affiliation Base of Operations

Hero's Identity □ Secret □ Public Age Origin


Primary Abilities Secondary Abilities
Initial Initial Current Current Health Karma Resources Popularity
Roll Rank Rank Rank Number
F+A+S+E R + I +P
F
A
s
E
R
I
p
Special Abilities
Powers:

Limitation:
Talents: Contacts:
Advancement Fund
Karma

Karma Pool
INDEX regaining, 32 Healing, 32
Contacts Health
A definition, 4 definition, 4
Ability FEATs, 15, 16 generating, 1O loss of, 32
(see also Fighting, Agility, Strength, use with Popularity, 40 High-technology heroes, 5
Endurance, Intuition, and Psyche) see also Appendix C Holding fire, 30
Ability Modifier Table, 6 Control FEATs - see Vehicles, driving
Acceleration Crashes, 50-51
in flight, 21 Initiative, 14
in vehicle, 47 D Modifier Table, 14
Actions while moving - see Movement Deceleration Intuition
Addition, 39 in flight, 21 definition, 3
Contact, 39 Power, 39 Talent, 39 in vehicle, 50 FEATs, 58
Advancement, 38-39 Defensive Actions Impaired abilities, 32
Ability, 38-39 Popularity, 38-39 Power, Block, 27-28
38-39 Resource, 38-39 Catching, 28 K
Agility Claws, 29 Karma
definition, 3 FEATS, 14, 21, 22, 27, 28, Combined Attacks, 30 Awards, 33-36
30,50,58,60 Dodging, 27 gaming, 36
Aiming, 31 Double-Teaming, 30 magic-use, 65
Aliens, 5 Evading, 27 personal, 35
Altered Humans, 5 Disabilities, 32 definition, 3
Ambush, 31 Distance Attacks - see Appendix A, 80 in combat, 31
Ammunition Table, 44 Diving, 21 tosses, 34-35
Awards - see Karma Drowning, 22 Pools, 37
adding to, 37
B E dissolving/leaving, 37-38
Bank loans, 19 Effective Cost, 66 Locking, 38
Blindsiding, 30 Effects Results, 28 losses, 37
Block - see Defensive Actions Endurance spending, 38
Body Alterations definition, 3 Advancement, 38-39
Defensive - see Appendix A, 87 FEATs,22,23, 24,28, 41,45, 46,50, building things, 38
Offensive - see Appendix A, 86 58,63 die rolls, 38
Body Armor, 29 Energies, 63-64 modifying combat results, 38
see also Appendix A Energy Attacks - see Ranged Attacks Power stunts, 38
Breaking things, 16 Energy Control Powers - see Appendix Summary Listing, 37
Building A, 74
power suits, 67 Entangling weapons, 30 L
robots, 67 Eyeballing, 20 Leaping, 23
special requirements for, 68 Exhaustion, 22 Table, 24
success at, 69 Lifting things (Strength FEAT), 16
time requirements for, 68 F Limitations, 9
vehicles, 66-67 Falling, 21 Long-distance movement - see
weapons, 66 Fastball Special, 30 Movement
FEAT rolls Table, 23
C Ability - see specific ability Luring, 31
Catching - see Defensive Actions automatic, 16
while falling - see Falling impossible, 16 M
Characters making, 15-16 Magic, 61-65
creation/generation, 4-13 types, 15 limitations on spells (Table), 65
generated, 5-12 Fighting Material Strength Table, 17
modelled, 12-13 definition, 2 Matter Control Powers - see Appendix
origins, 5 FEATS, 27, 30 A, 73
pre-generated, 4-5 Flight Mental Powers - see Appendix A, 81
Charging (Endurance), 26-27 and Gliding, 21-22 Modeling characters, 12-13
Charity awards, 36 and Fight, 31 Contacts, 13
Claws - see Defensive Actions, see also Force Attacks - see Ranged Attacks Primary abilities, 12
Appendix A Force Field, 29 Powers, 13
Column Shifts (CS) Secondary abilities, 13
positive, 16 G Special abilities, 13
negative, 16 Gaming awards - see Karma Talents, 13
for magicians, 64 Grabbing - see Wrestling Movement
Combat Grappling - see Wrestling actions while moving, 20
Fighting - see Slugfest Groundstrike, 30 area, 19
Agility - see Ranged Attacks Growth, 29 downward, 21
Combined/Multiple FEATs, 18-19 eyeballing and the quarter-inch rule,
Consciousness H 20
losing, 31 Headquarters, 55-58 long-distance, 22

95
ranged, 19 Range modifiers, 25 Sundries, 58-61
turning while moving, 20 Range ranks, 66 Swimming, 22
upward, 20 Ranks and rank numbers, 2
Movement Powers - see 'Appendix A, ; Rationales, 39 T
72 Reason Tactics, 29-30
Multiple combat actions, 30 definition, 3 Talent Categories Table, 10
Multiple targets, 30 .FEATS, 17,32,45, 61,67,66,68,69, Talents
Mutants, 5 70 definition, 4
Recovery, 32 FEATs, 15, 17
N Repairs, 70 generating, 10
Negative Popularity, 18 Resistances - see Appendix A, 71 see also Appendix B
effects on heroes, 41 Resources Teleporting, 23
definition, 4 Throwing - see also Ranged Attacks
p FEATS, 15, 16, 18,38,66,68 Range table, 25
Point blank range, 31 for building, 68 Turning
Popularity Robots, 5 in flight, 22
awards and penalties table, 40 reactivation, 5, 32 on ground, 20
definition, 3 Room packages, 56-58 in vehicle, 50
FEATs, 15, 17,34,36,38,40,63,64 Round - see Turn Turns (game time), 14
negative, 7, 18
using, 17 s u
Power Categories Table, 8 Salaries, 60 Universal Table, back cover
Powers, Contacts and Talents Table, 7 Secondary abilities, 3-4, 7, 13
Power listings, 8, inside back cover Secret IDs, 7 V
Power Rank Range Table, 16 Senses - see Appendix A, 71 Vehicles, 47-55
Powers Shielding, 31 and combat, 51
definition, 4 Shifts - see Column shifts crashes - see Crashes
FEATS, 15, 16, 17,29,38 Shockwave, 30 damage to, 51
stunts, 17, 38, 64 Shooting - see also Ranged Attacks driving, 47, 50
Primary abilities, 2-3, 12 at moving target, 31 listing of specific, 52-55
Psyche to neutralize, 30 out of control, 50
definition, 3 to stun, 30
FEATs, 29, 63 Shrinking, 29 w
Pulling punches, 30 Slugfest, 23-24 Weapons
Special abilities, 4, 13 Shooting, 41-44
Q Speed FEATS, 23 Melee, 45
Quarter-inch rule, 20 Stairs, 21 Other, 45-46
Standard rank number, 2 Weight Intensity Table, 16
R Strength Wrestling (Strength)
Random Ranks Table, 6 definition, 3 Grabbing, 26
Ranged Attacks, 24-25 FEATs, 16,23,24,28,29,30,38,50 Grappling, 26

This book is protected under the copyright laws of the United States of America. Any reproduction of other unauthorized use of the material or artwork contained herein Is prohibited
without the express written consent of TSR, Inc, and Marvel Comics Group. Distributed to the book trade In the United States by Random House Inc, and In Canada by Random House of
Canada, Ltd. Distributed to the toy and hobby trade by regional distributors.

The names of characters used herein are fictitious and do not refer to any persons living or dead. Any descriptions Including similarities to persons living or dead are merely coincidental.
All Marvel Characters and the distinctive likenesses thereof are trademarks of the Marvel Comics Group. MARVEL SUPER HEROES, MARVEL SUPER VILLAINS, MARVEL UNIVERSE,
POWER PACK, ETERNITY, GALACTUS, SPIDER-MAN, GUARDIAN, SHE-HULK, NIGHTCRAWLER, X-MEN, CLOAK, FANTASTIC FOUR, HULK, NICK FURY, DOCTOR STRANGE, HOMO
SUPERIOR, X-FACTOR, NEW MUTANTS, MACHINE MAN, VISION, JOCASTA, ULTRON, IRON MAN, CAPTAIN BRITAIN, DEATHLOK, HOMO MERMANUS, ASGARD, DARK DIMENSION,
ATLANTIS, OLYMPUS, ETERNALS, KREE, SKRULL, SHl'AR, JUGGERNAUT, AUNT MAY, PROFESSOR CHARLES XAVIER, FRED DUNCAN, COMMANDER SALAMANDER, EMIHL HICKMAN,
ROGER PRICE, LODESTONE, JENNY HOPKINS, ALVIN HOPKINS, DOUGLAS COOK, LEOPARD, INHUMANS, WONDER MAN, THOR, OSPREY, TRAPSTER, WIZARD, SANDMAN, FRIGHTFUL
FOUR, TEXAS TWISTER, CAPTAIN ULTRA, CAPTAIN AMERICA, RICK JONES, INVISIBLE WOMAN, HUMAN TORCH, FLY, VIBRANIUM, ADAMANTIUM, DAILY BUGLE, S.H,I.E.L.D.,
HELICARRIER, TONY STARK, J, JONAH JAMESON, PETER PARKER, VULTURE, LANCE BANNON, RHINO, MS. ARBOGAST, MRS. MUGGINS, STARK INTERNATIONAL, OBADIAH STANE·,
VISION, SUNSPOT, SHAMAN, BAXTER BUILDING, ANGEL, STORM, VANISHER, SIDEWINDER, CAPTAIN MARVEL, BLASTAAR, HERALDS OF GALACTUS, MISTER FANTASTIC, DOCTOR
OCTOPUS, DAREDEVILi BEN GRIMM, ICEMAN, BULLDOZER, BLACK KNIGHT, SILVER SAMURAI, ROGUE, FRANKLIN RICHARDS, MOON KNIGHT, DOCTOR DOOM, SCORPION, PUPPET
MASTER, JUSTIN HAMMER, CARNELLIA, MARVEL GIRL, CYCLOPS, APOCALYPSE, IRON MONGER, NOW MAGAZINE, CRIMSON DYNAMO, BOX, WYATT WINGFOOT, HERCULES, CAPTAIN
OUTRAGEOUS, TERMINUS, ALBEDO MAN, MARVEL TWO-IN-ONE, AVENGERS, DEFENDERS, POTATO SALAD MAN, H.U.B.E.R.T. , BETHANY CABE, BRUCE BANNER, JOHNNY STORM,
WASP, QUINJET, PUNISHER, HULKBUSTERS, MOLE MAN, SKYMOBILE, HAWKEYE, WEST COAST AVENGERS, WAKANDA, OMNI-JET, ALPHA FLIGHT, POGO PLANE, FANTASTICAR,
FLYING BATHTUB, HEROES FOR HIRE, SANCTUM SANCTORUM, SUPER SKRULL, T 'CHALLA, BLACK PANTHER, SAVAGE LAND, DARKHOLD, VISHANTI, CEREBRO, FORG~, SENTINELS,
JIM RHODES, ABSORBING MAN, WRECKING CREW, MAGIK, LOKI, ANCIENT ONE, CLEA, ULTERIOR MOTIVE MAN, DORMAMMU, IKONN, CYTTORAK, HOGGOTH, RAGGADORR,
SERAPHIM, FALROTH, MINDLESS ONE, SORCERER SUPREME, WATOOMB, FALTINE, MUNNOPOR, SATANNISH, AMTOR, NIRVALON, OSHTUR, BALTHAKK, IKTHALON, DYZAKK, DENAK,
DAVEROTH, CYNDRIARR, SET, D'SPAYRE, NIGHTMARE, AGGAMOTTO, COLOSSUS, ARCADE, DOUG RAMSEY, KITTY PRYDE, RADIOACTIVE MAN, DARKFORCE, HENRY PYM, MACHINE
MAN, ELECTRO, RED SKULL, HERCULES, MAN-THING, LIMBO, and the distinctive likenesses thereof are trademarks of the Marvel Comics Group. Copyri ght 8 1986 Marvel Comics Group, a
division of Cadence Industries Corporation. All Rights Resarved. Printed In the USA. Game design copyright e19ss TSR Inc. All Rights Reserved.

TSR, Inc.
POB 756
Lake Geneva, WI 53147
ISBN 0-88038-368·2
TSR, Inc. 6871XXX1901
PRODUCT$ OF YOUR IMAGINATION'"

96
Power Listing Summary Body Manipulation - Others (specify mate- Mental Powers - p.81
rial, duration)
Resistances - p. 71 Animal Communication and Control
Density Manipulation - Others
Resistance to Cold Animal Empathy
Animal Transformation - Others
Resistance to Corrosives Animate Drawings
Animate Objects
Resistance to Disease Astral Projection
Resistance to Electricity (specify Conductive Emotion Control (counts as two Powers)
Energy Control Powers - p. 75
or Non-conductive) Empathy
Resistance to Energy Attacks Darkforce Manipulation Force Field Generation (Projected or Per-
Resistance to Emotion Attacks Electrical Manipulation sonal)
Resistance to Fire and Heat Gravity Manipulation Image Generation (counts as two Powers)
Resistance to Magical Attacks Light Manipulation Mechanical Intuition
Resistance to Mental Attacks Magnetic Manipulation Mental Probe
Resistance to Radiation Probability Manipulation (counts as two Mind Control
Resistance to Toxins Powers, hero must take a limitation) Plant Control
Invulnerability (counts as two Powers, spec- Sound Manipulation (Sound Generation as a Possession (counts as two Powers)
ify type of Invulnerability) Bonus Power) Postcognition
Nullifying Power (counts as two Powers) Precognition (counts as two Powers, hero
Senses - p. 71 Energy Reflection must take a limitation)
Time Control (counts as two Powers; hero Psionic Attack
Astral Detection
must take a limitation) Psi-Screen
Emotion Detection
Telekinesis
Energy Detection
Body Control Powers - p. 77 Telepathy
Magic Detection
Transferral (counts as two Powers)
Magnetic Detection Alter Ego
Mutant Detection Ultimate Skill
Animal Transformation - Self
Psionic Detection Body Transformation - Self (counts as two Body Alterations/Offensive - p.86
Combat Sense (counts as two Powers) Powers)
Computer Links Blending Claws
Cosmic Awareness (counts as two Powers) Density Manipulation - Self Extra Attacks
Enhanced Senses Elongation Extra Body Parts (potential Bonus Powers)
lnfravision Growth Blinding Touch
Protected Senses Imitation Corrosive Touch
Tracking Ability Invisibility Energy Touch (Energy Resistance as a
Phasing Bonus Power)
Movement Powers - p. 72 Plasticity Health-Drain Touch
Climbing Power Absorption Paralyzing Touch
Raise Lowest Ability Rotting Touch
Digging (Claws as Bonus Power)
Dimensional Travel (counts as two Powers) Shape-Shifting
Flight Shrinking Body Alterations/ Defensive - p.87
Gliding Absorption
Leaping Distance Attacks - p.80
Body Armor (Natural or Artificial, modifica-
Levitation Darkforce Generation tion for Hi-Techs)
Lightning Speed Fire Generation Damage Transfer
Swimming Energy Generation Healing
Teleportation (counts as two Powers) Ice Generation Immortality (counts as two Powers, unless
Wall-Crawling Sound Generation alien)
Corrosive Missile Life Support
Matter Control Powers - p. 73 Ensnaring Missile Pheromones
Air Control Projectile Missile Recovery (any Resistance as a Bonus
Earth Control Nullifier Missile Power)
Fire Control Slashing Missile Regeneration
Water Control Stunning Missile Solar Regeneration
Weather Control (Reduced cost for Power Water -Breathing (Swimming and/or Animal
Stunts) Control as Bonus Powers)
Blunt
Attacks
I Edged
Attacks
I I
Shooting Throwing Throwing
Edged Blunt
I I Energy I Force Grap-
ling
Grab-
bing
Escap-
Ing
Charg-
Ing
Dodging Evad-
ing
Blocking Catching I Stun? I Slam? I Kill?

BA EA Sh TE TB En Fo I Gp Gb Es Ch
Endur-
Do Ev Bl Ca St
Endur-
SI
Endur-
Ki
Endur-
Fighting I Fighting I Agility I Agility I Agility I Agility I Agility I Strength Strength Strength ance Agility Fighting Strength Agility ance ance ance

White

Green
Yellow
Miss

Hit
Slam
Miss

Hit
Stun
Miss

Hit
Bullseye Stun
Miss

Hit
Miss
Hit
Hit
Miss
Hit
Bullseye
Miss
Hit
Bullseye - -
Miss

Partial
Miss

'111b
Grab
Miss

Escape
Miss

Hit
Slam
None

-2 cs
-4CS
Autohil

EvMlon
+ 1 cs
-6CS
-4CS
- 2cs
Aut ohit

MIU
Damage
1-10

1
No
Gr. Slam
,.,..
Stagger
En. Loss

EIS
No

0 I Fe I Pr I Ty Gd Ex Rm In Am Mn Un X y z 1000130001sooo B
Shilt Feeble Poor Typical Good
Exce-
llent
Remark-
able
lncre-
dlble
Amaz-
Ing
Monst-
rous
Unear-
thly Shift Shilt Shilt Class Class Class I Beyond

0 2 4 6 10 20 30 40 50 75 100 150 200 500 1000 3000 5000 00

0 1-2 3-4 5-7 8-15 18-25 28-38 38-45 48-82 13-87 88-125 12s-11s 111wso I 351 +
01
02-03
04-06
07-10

11-15
16-20

21-25
26-30
31-35
36-40
41-45
46-50

51-55
56-60
61-65
66-70
71-75

.· I

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