Marvelous Superheroes

Fudge mechanics based on the Fudge System Reference Document, copyright 2005, Grey Ghost Press, Inc. Additional mechanics based on the 4C System. Inspired by Steve Kenson’s article on the “Superlative System.” http://mysite.verizon.net/stevekenson/superlative.html. Full license information is in the Appendix. OGL Declarations: All chapters except the Introduction and Chapter 7 are released as Open Game Content, except for content previously declared under a Creative Commons license. Version 0.11 thanks: Special thanks to Ann Dupuis for the OGL advice, Mike Conway for the additional trait level adjectives, and to John Rudd for his initial ideas for the Mimic power. By Eddy Webb (Playtest Version 0.11)

Version Changes
• 0.11 – Updated OGL and license information, added a note on changing trait level adjectives, added the Mimic power.

Table of Contents

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Table of Contents Version Changes ............................................................................................................................... 1 Table of Contents .................................................................................................................................. 2 Introduction .......................................................................................................................................... 7 Chapter 1: Character Creation ............................................................................................................. 8 Creation Terms ................................................................................................................................. 8 Trait Levels ........................................................................................................................................ 8 Character Traits................................................................................................................................. 9 Origin ............................................................................................................................................ 9 Abilities ......................................................................................................................................... 9 Skills ............................................................................................................................................ 10 Powers .......................................................................................................................................... 11 Subplots ....................................................................................................................................... 12 Fortune ........................................................................................................................................ 13 Subjective Creation ......................................................................................................................... 14 Objective Creation .......................................................................................................................... 14 Abilities........................................................................................................................................ 14 Skills ............................................................................................................................................ 15 Powers .......................................................................................................................................... 15 Trading Traits.............................................................................................................................. 15 Chapter 2: Powers ............................................................................................................................... 16 Ability Boost .................................................................................................................................... 16 Absorption ....................................................................................................................................... 16 Alter-Ego .......................................................................................................................................... 16 Amphibian....................................................................................................................................... 16 Animal Command .......................................................................................................................... 17 Armor .............................................................................................................................................. 17 Burrowing ........................................................................................................................................ 17 Chameleon ...................................................................................................................................... 17 Claws................................................................................................................................................ 17 Combat Awareness .......................................................................................................................... 17 Contaminant Resistance ................................................................................................................. 18

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Marvelous Superheroes Detection ......................................................................................................................................... 18 Dimension Jump ............................................................................................................................. 18 Elasticity ........................................................................................................................................... 18 Elemental/Energy Control ............................................................................................................. 19 Elemental Control ...................................................................................................................... 19 Energy Control ............................................................................................................................ 19 Weather Control ......................................................................................................................... 19 Attacking ..................................................................................................................................... 19 Armor/Force Field ...................................................................................................................... 19 Lifting Objects ............................................................................................................................. 20 Elemental/Energy Generation........................................................................................................ 20 Extra Body Parts .............................................................................................................................. 20 Fast Attack ....................................................................................................................................... 20 Flight ................................................................................................................................................ 20 Force Field ....................................................................................................................................... 21 Growth/Shrinking .......................................................................................................................... 21 Headquarters ................................................................................................................................... 21 Invisibility ........................................................................................................................................ 22 Levitate ............................................................................................................................................ 22 Luck ................................................................................................................................................. 22 Magic (Default: Terrible)................................................................................................................. 23 Mimic ............................................................................................................................................... 23 Mind Control .................................................................................................................................. 23 Mind Shield ..................................................................................................................................... 23 Nullification .................................................................................................................................... 24 Paralyzing Touch ............................................................................................................................. 24 Phasing............................................................................................................................................. 24 Physical Metamorphosis .................................................................................................................. 24 Plant Control................................................................................................................................... 24 Protected Sense ............................................................................................................................... 25 Reflection ........................................................................................................................................ 25 Regeneration ................................................................................................................................... 25 Shapeshift ........................................................................................................................................ 25

Table of Contents Sidekick ........................................................................................................................................... 25 Superleap ......................................................................................................................................... 26 Supersense ....................................................................................................................................... 26 Superspeed....................................................................................................................................... 26 Superyell .......................................................................................................................................... 26 Telekinesis ....................................................................................................................................... 26 Ranged Attacks............................................................................................................................ 27 Telepathy ......................................................................................................................................... 27 Teleportation ................................................................................................................................... 27 Unique Weapon.............................................................................................................................. 27 Vehicle ............................................................................................................................................. 28 Wall-Crawling .................................................................................................................................. 28 Water-Walking ................................................................................................................................ 28 Chapter 3: Playing the Game .............................................................................................................. 29 Resolution Terms ............................................................................................................................ 29 Time ................................................................................................................................................. 30 Rolling the Dice .............................................................................................................................. 30 Action Modifiers ............................................................................................................................. 31 Unopposed Actions ........................................................................................................................ 32 Success Rates ............................................................................................................................... 32 Opposed Actions ............................................................................................................................. 32 Critical Results ................................................................................................................................ 33 Special circumstances ...................................................................................................................... 34 Lifting .......................................................................................................................................... 34 Material value .............................................................................................................................. 34 Repute ......................................................................................................................................... 34 Lifestyle ........................................................................................................................................ 35 Chapter 4: Combat ............................................................................................................................. 36 Combat Terms ................................................................................................................................ 36 Panels ............................................................................................................................................... 36 Movement........................................................................................................................................ 36 Climbing...................................................................................................................................... 37 Swimming .................................................................................................................................... 37

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Marvelous Superheroes Fighting ............................................................................................................................................ 37 Offensive/Defensive Tactics ....................................................................................................... 38 PCs vs. NPCs ............................................................................................................................... 38 Multiple Combatants in Melee .................................................................................................. 38 Rushing ....................................................................................................................................... 38 Ranged Combat .......................................................................................................................... 38 Wounds ........................................................................................................................................... 39 Stun and Lethal Damage ............................................................................................................ 39 Wound Factors............................................................................................................................ 40 Determining Wound Level ......................................................................................................... 40 Recording Wounds ..................................................................................................................... 41 Knockout and Pulling Punches .................................................................................................. 41 Healing ............................................................................................................................................ 41 Chapter 5: Vehicles and Equipment .................................................................................................. 43 Weapon Table ................................................................................................................................. 43 Armor .............................................................................................................................................. 43 Grenades .......................................................................................................................................... 43 Anti-Arcane ................................................................................................................................. 43 Frag .............................................................................................................................................. 44 Incendiary .................................................................................................................................... 44 Lightning ..................................................................................................................................... 44 Paralytic ....................................................................................................................................... 44 Scream ......................................................................................................................................... 44 Stench Gas................................................................................................................................... 44 Example Special Equipment ........................................................................................................... 44 Omphalos IX Precision-Fire Rifle ............................................................................................... 45 Shrouded Relay ........................................................................................................................... 45 Voltaic-Concussion Fist .............................................................................................................. 46 Vehicles............................................................................................................................................ 46 Structure ...................................................................................................................................... 46 Durability .................................................................................................................................... 46 Handling...................................................................................................................................... 47 Velocity ........................................................................................................................................ 47

......................................................................0a .................................................... 49 Subjective Development ............................................................................................................................... 50 Appendix: Open Game License Version 1........... 49 Objective Development ....................................................................................................................................................................................................................................................................................................... 47 Sample Vehicles ........................................................................... 47 Collisions ........................................................ 47 Chapter 6: Character Development ........................................................................................................... 51 6 ............................................................Table of Contents Vehicle Combat .............. 49 Chapter 7: Marvel Super Heroes Conversion ..............

Right now. but it isn’t intended as a challenge to anyone’s intellectual property. Meanwhile. It was a more streamlined version of my favorite superhero system. I considered converting 4C and Fudge into a new game close to Marvel Super Heroes. but it went in a different direction. A couple of years back. there are weird sub-rules and needlessly complex systems built into the game that are just too quirky for my tastes nowadays. but it also had some weirdly complex areas that seemed unnecessary and kept me from really trying out the system. focusing more on the numbers than the words which made Marvel Super Heroes so cool to me. so I would have more flexibility in terms of rules hacking down the road. Eddy Webb .7 Marvelous Superheroes Introduction I have always loved the Marvel Super Heroes game from TSR.” which was his start on a conversion attempt between Marvel and Fudge. I’ve been familiar with Fudge for a decade now and liked the idea of it. This document is rewritten from the Fudge and 4C SRD documents for use in my personal games. I found a great article by Steve Kenson on the “Superlative System. and over the years I have often considered it to be a good superhero game for my style of gaming. One day. and released under the OGL (see the Appendix for more information). in thinking over some house rules for a new superhero campaign I wanted to run. this is just a fun system that I hope will finally hit my sweet spot of superhero gaming. I do provide a simple conversion page to go from Marvel Super Heroes to Marvelous Superheroes. while many of the mechanics have held up as a decent RPG-light system. a public domain game called 4C was released. However. and that started me on the road to what eventually became Marvelous Superheroes.

Ability: Any trait that everyone in the game world has. The following are listed from worst to best. or otherwise complicates a character’s life. The average human will have an ability at Fair. skill. in some degree or other. Trait Levels Marvelous Superheroes uses words to describe how things work within the system. Fortune: A pool of points that allow heroes to pull off truly heroic deeds. Origin: How the character came to be a hero (or villain). Level: Most traits are described by one of several adjectives. earns him a bad reaction from other people.Chapter 1: Character Creation 8 Chapter 1: Character Creation Creation Terms Trait: Anything that describes a character. A trait can be an ability. or any other feature that describes a character. along with their numeric value. Levels in italics aren’t commonly available to player characters. Skill: Mundane talents that grant characters a benefit when performing a specific action or operating in a pre-determined field of expertise. and even defy reality in very small ways. Level Nonexistent Terrible Poor Mediocre Fair Good Great Superb Fantastic Legendary Monumental Astonishing Indescribable Inconceivable Value -3 -2 -1 0 1 2 3 4 5 6 7 8 10 20 Examples Minimum human Weak human Below-average human Average Above-average human Exceptional human Maximum human limit Low superhuman Superhuman High superhuman Maximum superhuman - . These descriptive words represent levels a trait may be at. and are paired with a numeric value. Power: The superhuman abilities of heroes and villains. Subplot: A trait that limits a character’s actions. power.

• Changed Human: The character was human. Coordination. Melee: A character’s expertise in melee combat. • Simian: The character is an ape of some sort.9 Marvelous Superheroes Unthinkable Incomprehensible Improbable Unimaginable 50 100 300 500 Maximum earthly power (nuclear blast) Low cosmic Cosmic Beyond Comprehension Note that Gamemasters can replace these trait names with any others that make more sense – Indescribable through Unthinkable can be something like “Sigma 1 through Sigma 3. As long as everyone is working with the same ladder of adjectives. subplots. Coordination: A character’s physical proficiency. • Alien: The character is a being from another world or dimension.” or any other adjectives that makes sense. dodging. or devil. or otherwise fighting in close quarters. but can be useful to help inspire various aspects of character creation (such as subplots). a spirit. . skills. often an accident or experiment. or a non-human servant of a god. stabbing. the actual words themselves are secondary. or otherwise employing physical nimbleness.” and Incomprehensible through Unimaginable can be “Magnitude A through Magnitude C. “Fantastic” can be changed to “Bitchin’.” Conversely. • Mystic Human: The character controls magical energies to give himself or herself powers. • Mythic: The character is a member of a pantheon. such as a golem. punching. angel. Origin Marvelous Superheroes characters can be of various origins. Character Traits Traits are divided into origins. Willpower. such as a Martian. this ability is used when shooting. • Robot: The character is a robot or perhaps some other construct. Intellect. villain. Fortitude. abilities. and ordinary person in Marvelous Superheroes has nine abilities: Melee. • Mutant: The character was born with or destined to develop powers. throwing. powers. These don't have any direct impact on your traits. but became superhuman through some outside agency. and Fortune points. • Skilled Human: The character is a highly skilled human. and Repute. intelligent – perhaps even super intelligent. elemental. any “powers” are actually superior training or specialized devices. Lifestyle. • Technologically Enhanced: The character’s powers are the result of devices and gadgets. this ability is used when kicking. • Magically Enhanced: The character depends on magical paraphernalia – possibly of his or her own design – for powers. Brawn. Abilities Every hero. Awareness. balancing.

An advanced skill grants a +2 bonus. resisting torture. Fortitude: A character’s physical stamina and robustness. ignore fatigue. or otherwise engaged in activities relying on physical power. solve a problem. this ability is used when lifting heavy objects. Discuss the skills you would like a character to have with the Gamemaster for approval. this ability is used when trying to procure needed items and services. overcome toxins. this ability is used when attempting to sense danger. keep from dying. Repute: How well the character is known. With Gamemaster approval. Such things as Acrobatics. Some example skills: • • • • • • • • • • • • Acrobatics Archaeology Architecture Artist Biology Blunt Weapons Bows Business Chemistry Computers Demolitions Drive 10 . magic powers. and is marked with an asterisk (*). or otherwise engaged in physically strenuous tasks. this ability is used when dealing with psychic abilities. Intellect: A character’s intelligence. Awareness: A character’s intuition. this ability is used when trying to convince people to give you favors or assist you. determining damage with melee or thrown attacks.Chapter 1: Character Creation Brawn: A character’s physical power. or otherwise use smarts. A skill grants a +1 bonus when making any rolls for an action appropriate to the skill in question. spot something. Pilot. a character may take one advanced skill for the cost of two skills. recognize a hunch. and Martial Arts are considered skills. Investigation. learn information. this ability is used when attempting to invent something. Willpower: A character’s mental strength. throwing an object. or otherwise using powers of the mind. Drive. Lifestyle: A character’s wealth. this ability is used when attempting to resist sickness. They generally modify existing abilities or powers as opposed to creating new ones. Skills Skills differ from powers in that they may be possessed by everyday citizens. Skills cannot add together to provide multiple bonuses on the same roll – only one can be used at a time. or otherwise work on instinct rather than analyzing a situation.

Contacts In place of a skill. . however. is going to be a lot more difficult to have approved by the Gamemaster than a low-level police officer. See Chapter 2 for more information.S. though any reasonable contact should be allowed. Contacts must be cleared with the Gamemaster. as a contact. a character may possess a contact. Attempting to claim the President of the U.11 Marvelous Superheroes • • • • • • • • • • • • • • • • • • • • • • • • • • • • Electronics Engineering Escape Artist First Aid Genetics Geology Guns History Journalism Language Law Lockpicking Martial Arts Medicine Occult Oratory Performer Photography Physics Pilot Politics Robotics Sharp Weapons Streetwise Thrown Weapons Trivia Tumbling Wrestling The above is not a complete list. Powers Powers are what make the character a superhero or supervillain. but may serve as a basis for other skills that may be developed and proposed by players. A contact is a friend or acquaintance the character can call on for assistance.

things that make them less than super. Players can take as many subplots as they like for their heroes. The more subplots a character has. In Marvelous Superheroes. these are called subplots. such as romantic interests or job troubles. such as a vulnerability to a particular type of attacks (something sure to Take Out the hero) or a loss of powers when exposed to extraterrestrial material. When the Gamemaster invokes a subplot in the game.Chapter 1: Character Creation Subplots Characters can have various flaws and vulnerabilities. subject to the Gamemaster's approval. They can even be a part of the character’s personal life. They can be more personal. Subplots can be something related to their powers. like a phobia or other psychological problem. the more Fortune he might earn. the character gets a Fortune point in exchange for allowing the Gamemaster to use the drawback to help promote the story. Some sample subplots include: • • • • • • • • • • • • • • • • • • • • • • • • • • • Addiction Ambitious Blunt and tactless Curious Elderly aunt Enemy Fanatic patriot Getting old Goes berserk if wounded Loyal to companions Melancholy Mutant Need to keep a job Obsession Outlaw Overconfident Phobias Practical joker Quick-tempered Secret ID Socially awkward Soft-hearted Stubborn Suspicious girlfriend Unlucky Vain Vow 12 .

Overcoming such problems gives characters Fortune points. If a player does something that everyone at the table finds especially enjoyable. if a villain mesmerizes a hero and the player allows his character to have his mind controlled instead of trying to resist. One Fortune point may be enough to ignore a subplot for the rest of the scene. whichever is higher. Multiple characters can spend Fortune points to affect the same roll. The Gamemaster decides on the Fortune cost. The Gamemaster may choose to automatically capture or Take Out a hero through an ambush or inescapable trap – in such cases. from one point for minor changes to three points for significant alterations. If the hero is defeated in some way. The Gamemaster decides how long the Fortune point keeps the subplot at bay. After spending one or more Fortune points. the hero at least gets a point of Fortune out of the deal. For example. or it may only keep it at bay for a moment (about one panel). If the hero rushes across town after fighting a villain to make a lunch date or to visit a sick relative in the hospital. Edit the circumstances of a scene or situation in the character's favor. If the player spends a Fortune point to ignore the effects of a subplot (see below). or equal to the character's relevant ability. perhaps a needed item is now close at hand. then the hero gets a Fortune point. he gets a point of Fortune.13 Marvelous Superheroes Fortune Superheroes face serious challenges. As the story unfolds. • • • • Increase or decrease the result of a roll by +/-1 level per point spent. if a hero is vulnerable to radiation and a villain tricks the hero into walking into a nuclear reactor. from cosmic world-eaters to tenacious reporters. This includes being Taken Out. or allowing a villain to escape. For example. being captured. Temporarily ignore the effects of a subplot. • • • Using Fortune Players can spend their heroes' earned Fortune points in various ways during the game. Turn all damage the hero currently has into Bruises or Scratches (which fill up the character's damage boxes normally) for two Fortune points. which they can use to defeat further challenges or create small benefits for themselves. or the hero remembers someone who can help him out. If a player goes along with the Gamemaster to further the plot. Automatically succeed at any task with a difficulty level of Good. Gaining Fortune Heroes receive 1 Fortune point at the beginning of each issue. the hero may earn more Fortune points by the following means: • If the Gamemaster uses one of the hero's subplots to further the story. This roll can be one the player or the Gamemaster makes. he doesn't gain any Fortune – he loses a point instead of gaining a point. the hero gets a point of Fortune if the plan is successful. and unused Fortune points are saved up for the next issue (so a hero that had 2 Fortune points at the end of the last issue starts the next issue with 3). • .

The cost of raising or lowering an ability is one free level. Heroes can have abilities up to a maximum of Astonishing. Thus. and 60 or more for truly cosmic levels of power. Players are awarded twenty (20) free levels to raise selected traits to higher levels. for example. In this system. but that’s not hard to do if the description is well-written.Chapter 1: Character Creation 14 Subjective Creation An easy way to create a character in Marvelous Superheroes is simply to write down everything about the character that you feel is important. Objective Creation For those who don’t mind counting numbers a bit. the player may reject that and take two abilities at Great instead. Players may then lower certain traits in order to raise others even further. See the section “Trading Traits” below for more information. and Good in yet another group. Instead of the player writing up the character in terms of traits and levels. Abilities All abilities are considered to be Fair until the player raises or lowers them. This requires the Gamemaster to translate everything into traits and appropriate levels. From the previous example.” above). a player may opt to trade some levels of one trait type (such as abilities) for another (powers. she may ask the player to reduce the character’s power. the player and Gamemaster discuss the character. When the free ability levels have been exhausted. A simple “two lower for one higher” trait-conversion mechanic can also be used. he can simply write out a prose description of his character. Great in so many others. the following method creates interesting and well-balanced characters. If the Gamemaster allows one Superb ability. Any ability or power should be rated using one of the levels Terrible through Astonishing (see the section “Trait Levels. He could then spend another free level to raise Brawn again to Great. all traits start at a default level. a player may raise his Brawn ability (which is Fair by default) to Good by spending one free ability level. For more powerful levels of play. an ability can be raised further by lowering another ability an equal amount (to a minimum of Terrible). The converse may also be allowed: a player may swap two abilities at Good to get one at Great. for example). the Gamemaster can increase the number of free levels – 3040 for experienced heroes. When the character write-up is done. . The Gamemaster may also need to suggest areas that she sees as being too weak. Finally. If the Gamemaster feels the character is too potent for the series she has in mind. Brawn can be raised one more level (to Superb) if the player lowers the character’s Willpower to Mediocre to compensate for the increase in Brawn. The Gamemaster may also tell the player in advance that his character can be Superb in a certain number of abilities.

Available powers are listed in Chapter 2. an ability or another power must be dropped one level to raise another power one level. The character can spend a free level to purchase a power.15 Marvelous Superheroes Skills In the Objective Character Creation system. If the power has a trait level. but free levels can be traded in for skills or contacts on a one-for-one basis. Advanced skills require two free levels to purchase. Once the free levels are used up. Powers Characters don't start off with any powers. Trading Traits During character creation. players start with no skills or contacts. it usually has a default value of Fair unless the player raises or lowers it (powers with different default levels are noted in the power description). levels may be traded (in either direction) at the following rate: • • • • 1 ability level = 1 starting power at the default level 1 ability level = 1 power level 1 ability level = 1 skill or contact 2 ability levels = 1 advanced skill . All choices are subject to Gamemaster veto.

The character may use the absorbed energy in one of two ways: • • Healing: The character immediately takes off a Scratch or Bruise. Ability Boost This power is a temporary boost to the character’s Melee. Treat as an appropriate elemental or energy control attack with a level equal to the number of damage points absorbed (so absorbing two points of damage unleashes a Good level attack). When swimming. Once each hour of game time. the second character cannot possess any ability with a level greater than Superb. Additionally. if different from Fair. Each power is listed with the default level it starts at when first purchased. a different persona he can willingly change into. the affected ability’s level is reduced to its normal value -2 for a number of panels equal to 10 minus the character’s Fortitude value. Fortitude. the affected ability operates at this new value. Intellect. The second character cannot have powers and is a skilled human (do not purchase powers or choose an origin). or Willpower abilities (chosen at the time this power is acquired). . Attack: The character. the character can automatically boost the chosen trait’s level by an amount equal to the level value of this power. Alter-Ego The character possesses another form. with a number of free levels equal to the level value of this power. may unleash the absorbed energy as an attack. the character moves a number of sectors per panel equal to the level value of this power (minimum of 1). Coordination. The Gamemaster sets the difficulty for specific actions attempted by characters with their powers. Brawn. At the end of this time. For a number of panels equal to the newly boosted level value. Create a second character to use as this character’s Alter-Ego. Amphibian The character is from a watery civilization and may breathe underwater or on land. Each description includes general ways in which the power can be used during an issue.Chapter 2: Powers 16 Chapter 2: Powers The following are descriptions of a variety of example powers. during his next action. Any attack over the level of this power is suffered normally – the level of Absorption does not subtract from the damage like armor. Absorption The character is immune to damage inflicted by a specific elemental or energy type (selected when the power is purchased) up to the level value of this power. Awareness.

Combat Awareness The character has a special sense that alerts the character to danger seconds before it strikes. moving at a rate equal to his normal running speed (see “Movement” in Chapter 4) through any subterranean terrain with a material value equal to or less than the level of this power. mammals. Claws The character has some form of claws. To successfully communicate with an animal. This is similar to Invisibility. either a natural part of the character’s body or a worn item. anyone searching for the character makes an opposed roll using their Awareness trait against the character’s level of this power. The character cannot burrow through other characters. The character uses the level of either the character’s Melee or this power to make lethal attacks. If the character rolls higher than the searcher. In all instances in which the Awareness trait is used. the character must achieve a degree of success of +2 or more. see “Defensive Factors” in Chapter 4. To control an animal. the character possesses another type of weapon of the player’s choosing which may be used for stun or lethal damage (choose one). the character must roll using the level of this power or the level of character’s Willpower +1. Burrowing The character possesses the ability to tunnel beneath the earth. sea creatures. whichever is greater. the character uses the level of this power or the character’s Awareness +1. perhaps thick hide or a protective bodysuit. Armor The character has armor of some kind. Optional: Instead of claws. whichever is greater. Chameleon The character’s body. can be changed at will. The character can communicate with one type of animal (such as birds. which reduces damage by an amount equal to the level value of this power. reptiles. as well as worn or carried items. which must be determined at the time of the power’s purchase. . allowing the character to blend into the surroundings. For more. the character remains hidden. except it is easier to detect the character. and so on). and uses that level value in place of Brawn as an offensive factor for calculating damage.17 Marvelous Superheroes Animal Command The character can communicate with and control animals.

Chapter 2: Powers 18 Contaminant Resistance The character possesses a strong resistance to toxins. Select one type from the following list: • • Magic: The character can detect magical energy – spells. or supernatural presence. Dimension Jump The character can move at will between dimensions. The character may freely jump to another dimension he has previously visited. Elasticity The character’s body can stretch. . those with the ability to use magic. Detection The character has the ability to detect a specific form of energy. the character may use the level of this power or the level of his Fortitude +1. power. Psionic: The character can detect psionic activity or ability – when a power is used or someone possesses a power – within a number of sectors equal to the level value of this power (0 or less means he can only detect psionic activity in the same sector that he’s in). but visiting a new dimension requires the character to roll using the level of this power. Spirit: The character can detect spiritual activity – such as ghosts – within a number of sectors equal to the level value of this power (0 or less means he can only detect spiritual activity in the same sector that he’s in). Any time the character must roll to resist the effects of poison. Radioactive: The character can detect radioactive energy within a number of sectors equal to the level value of this power (0 or less means he can only detect radiation in the same sector that he’s in). Magnetic: The character can detect magnetic fields – usually generated by characters possessing the magnetic control power – within a number of sectors equal to the level value of this power (0 or less means he can only detect magnetic fields in the same sector that he’s in). Players that wish to possess a form of detection not listed here are encouraged to discuss the idea with their Gamemaster. A character with this power can stretch from his sector into a number of sectors equal to this power’s level value (minimum 1). artifacts. or similar environmental hazards. disease. A failed result means that the character arrives dazed at the destination dimension and must spend the next panel recovering (the character may take no actions that panel). whichever is greater. diseases. and the like. • • • The above is by no means a complete listing of available detection powers. and so on – within a number of sectors equal to the level value of this power (0 or less means he can only detect magic in the same sector that he’s in). allowing the character to attack someone in a different sector.

create force fields. rain. Fire: The character can manipulate fire to attack. Energy Control • • • • Electrical: The character can manipulate electricity to attack. create force fields. Magnetic: The character can manipulate ferrous metals to attack. Light: The character can manipulate light to attack. and so on. and so on. the character does not possess the ability to spontaneously create the element or energy. and any other aspect associated with storms and weather. Note that the above are guidelines only. Damage inflicted in either case is based on the power’s level value. and so on. a character may choose to manipulate the weather. lift objects. Attacking A character using Elemental/Energy Control to attack may use either the power’s level or the character’s Melee level +1.19 Marvelous Superheroes Elemental/Energy Control The character has the ability to control a single element or type of energy chosen from the list below. This power can be especially powerful since it allows a character to manipulate air. increase or decrease the temperate of a flame. blind opponents. create force fields. for melee attacks. The exact extent of what these powers can do is up to the Gamemaster. and so on. lift objects. lift objects. lift objects. lightning. For ranged attacks. create walls of metal that act as armor. so the Gamemaster may choose to have the hero purchase Weather Control (and power levels) as a separate power. and so on. lift objects. create force fields. and so on. create walls of water that act as armor. Sound: The character can manipulate sound to attack. lift metallic objects. Weather Control A subset of Elemental/Energy Control. and so on. Earth: The character can manipulate the ground to attack. Water: The character can manipulate water to attack. Armor/Force Field See the respective powers. . create walls of earth that act as armor. whichever is greater. use the power’s level or the character’s Coordination level +1. Elemental Control • • • • Air: The character can manipulate winds to attack. and so on. The character can only manipulate an existing source of the element or energy. create a wall of fire like a force field.

Extra Legs: The character moves faster. Tail: The character gains one bonus attack each panel. the character can move a number of sectors per panel equal to the level value of the power +3. All actions with that body part default to the level of this power or the level of the relevant ability +1. Each this time power is purchased. If the character already possesses the Claws power. 20 Elemental/Energy Generation The character has the ability to spontaneously generate a single element or type of energy chosen from the Elemental/Energy Control power list. as if it were Brawn. that power’s level is increased by +2. A character that possesses matching Elemental/Energy Control and Elemental/Energy Generation gains a permanent +1 level bonus to both powers. either a completely new part (such as a tail) or extras of an existing part (four arms instead of two). When flying. Extra body parts function as follows: • • • • • Claws: The character gains the Claws power. If the character already possesses the Flight power. Extra Body Parts The character additional body parts beyond two arms and two legs. increase movement by 1 sector each panel.Chapter 2: Powers Lifting Objects The upper weight limit of an object the character may lift is based on the power’s level. the player selects a single extra body part. . Wings: The character gains the Flight power with the speed determined by the level of this power. but that control is at an effective level equal to -3 levels of this power. whichever is higher. and may use the tail as if it were an extra arm. Fast Attack A character with this power can attack a number of times each panel based on the power’s level. that power’s level is increased by +2. Level Terrible to Great Superb to Fantastic Legendary and higher Attacks/Panel 2 3 4 Flight The character can fly either through the use of an item or by innate means. Extra Arms: The character gains one bonus attack each panel. The character can also control the chosen element or energy as per the Elemental/Energy Control power.

with a level equal to the power’s level. Device: The force field acts as armor. either through mental powers or a device. Opponents attacking the bigger character gain a +1 bonus on their attacks. whichever is greater. the level of the character’s Brawn is changed to the level of this power or the character’s Brawn level +1. When using Shrinking. The headquarters size and location must be approved by the Gamemaster. the device is shorted out for the rest of the fight (during which time it cannot be used). A failed roll leaves the character dazed. and so on – must also be approved by the Gamemaster. the character must make an unopposed roll using his Fortitude. the level of the character’s Brawn is unaffected. If the Fortitude roll succeeds.21 Marvelous Superheroes Force Field The character has the ability to generate a force field. Mental: The force field acts as armor with a level equal to the power’s level or the character’s Willpower +1. . communications center. Anyone attacking the character when using this power suffers a -1 penalty. whichever is greater. The exact makeup of the headquarters – weapons locker. prison. and the character must spend a number of panels recovering equal to 10 minus the character’s Willpower value (the character may take no actions during that time). the character is dazed for one panel. and the character gains a +2 bonus to attacks. Growth/Shrinking The character can grow larger or smaller (select one). to a maximum/minimum height as shown on the table below: Level Terrible Poor Mediocre Fair Good Great Superb Fantastic Legendary Monumental Astonishing Every higher level Maximum Height 7 feet 9 feet 12 feet 15 feet 18 feet 21 feet 24 feet 27 feet 30 feet 60 feet 120 feet Twice as high Minimum Height 5 feet 4 feet 3 feet 2 feet 1 foot 6 inches 3 inches 2 inches 1 inch ½ inch ¼ inch Half as high When using Growth. garage. If an attack has a level higher than this force field’s level. The level of the headquarters should be used as a rough guide. Headquarters The character possesses a secret headquarters. If an attack higher than the effective armor level of the force field.

inter-dimensional residence. the character gains a number of temporary Fortune points equal to the level value of this power (minimum of one additional point). A home gym would be appropriate. Luck The character is exceptionally lucky. Some floors may be rented out as offices or apartments but most of the building is dedicated to the character’s pursuit against crime. and loaded with extras. Multiple buildings behind a sturdy fence or wall. heavy rain. An apartment. A house. The maximum height in sectors that the hero can levitate is equal to twice the number of sectors he can levitate per panel. and other methods can still give an invisible character away. A mansion. A compound. A Legendary headquarters. these creatures can use their own movement to move across or to descend. Invisibility The character can become invisible and remain so for as long as desired. The character may also attempt to turn objects or other characters invisible by touching them by rolling on the level of this power. scent. May include a garage. although they cannot ascend under their own power. Sprawling. A skyscraper. or other specialized duty. for example. May include a computer and basic lab. These points are tracked separately. and are not saved from issue to issue. could be a single well-outfitted mansion. 22 Fantastic Legendary A headquarters can be of a smaller size than suggested. An orbital complex. Nothing sophisticated. subterranean city. Success means the item or character touched is invisible and remains so as long as the character touches it. A few dedicated rooms serve as an armory. In addition to gaining 1 Fortune at the start of each issue. the hero can levitate any or all other creatures in his sector. spacious. Levitate The hero can fall safely to earth no matter how high he falls from. a brig. Maybe one piece of advanced technology. The level of Headquarters can be used as a Lifestyle ability to get a sense of what kind of equipment and amenities the headquarters can contain. He can rise or fall by a number of sectors each panel equal to the level value of the power +3. Sound. or other highly unusual or massive complex. . Once levitated. Instead of (or as well as) levitating himself.Chapter 2: Powers Level Terrible or Poor Mediocre or Fair Good Great Superb Possible Size and Contents A secret room in an apartment. A character with a headquarters of this size most likely does not have a secret identity.

A target of Mind Control must be within visual range of the character. To copy or steal a power. A character may use only one spell per panel. Magic is the sole power the character may have. whichever is lower. If the roll is successful. magic. Duplicated powers function as described in the individual power sections. at which point the target makes a Willpower roll. If the power is stolen instead of copied. Mind Control The character can take over the minds of others. Any additional successful use of Mimic replaces the previously Mimicked power immediately. the character’s Willpower level is increased by the level value of his Mind Shield power. and ability to use. As a result. A character who possesses a mental Force Field who also has this power gains a number of bonus levels equal to the level value of this power. Mind Shield A character with the Mind Shield power possesses a special resistance to Mind Control attempts. Mimic The character can borrow or copy the powers of others. and make an opposed roll against the target’s Willpower. the character must roll against the level of this power or the character’s Willpower +1. the character can use the targeted power for the rest of the scene at a level equal to the target character’s level in the power or the level of Mimic. the target is controlled until the character releases the targeted character or the target is ordered to do something out of the ordinary (such as injure a companion). On a success. Additionally.23 Marvelous Superheroes Magic (Default: Terrible) The character possesses knowledge of. whichever is greater. . To take control of another. and at a level equal to the character’s Magic level. Keeping a power permanently requires the use of normal character advancement rules – see Chapter Six for more information. The player must determine when Mimic is purchased if the target power is stolen or copied from the original character. whichever is greater. For purposes of resisting Mind Control. and the target must possess a Willpower level less than the level of this power or the character’s Willpower. the character gains a mental Force Field at a level equal to the level of this power -3. the Mimic must touch the target character. The Mimic can spend a Fortune point to keep the power for an entire issue. the replaced power immediately returns to the original character. Magic allows the character to cast “spells” that duplicate any other power in the game.

forcing them to twist and turn and using them to wrestle. using the level of this power or the character’s Melee +1. Physical Metamorphosis The character’s body can change into an unusual material. The character . Metal: The character transforms into a being of pure metal (player’s choice as to the kind of metal).Chapter 2: Powers 24 Nullification The character possesses the ability to completely negate the powers of others within a number of sectors equal to the level value of this power. Paralyzing Touch The character’s touch can render opponents unable to move. whichever is greater. radiation. Depending on the form (and with Gamemaster approval). Phasing The character‘s body can change into an insubstantial form. When in water form. The character performs all of these actions through a chosen plant. attack opponents. move at the speed of light (light). To use this power. When in fire form. whichever is greater. the character must first hit with a melee attack which deals no damage. allowing the character to “phase” through objects. the target is Taken Out for a number of panels equal to the level value of this power (minimum of 1). If the roll succeeds. the power is negated until the nullifying character’s next panel. The level of the character’s Brawn is changed to the level of this power or the Brawn level +1. • • • Plant Control The character can control plants. When in energy form. selected from the list below. light. and so on. against a difficulty level equal to the level of Paralyzing Touch. the character possesses the traits of the material and gains armor equal to the level of this power. the character is capable of setting things on fire. or block attacks. Water: The character transforms into a being of pure water. and cause radiation burns and sickness (radiation). running through cracks and other small spaces. at will. the character may use the level value of this power as an additional offensive factor when attacking – punching with fists of steel. the character suffers damage equal to the level value of the power the character attempted to nullify. To paralyze an opponent. If the roll fails. The power grants the character armor at the level of this power. the character must roll using the level of this power against a difficulty equal to the level of the power being nullified. Fire: The character transforms into a being of pure fire. the character may do such things as jump into power lines and travel through them (electricity). and so on). • Energy: The character transforms into a being of pure energy (choose electricity. When metamorphosed. The target must then roll their Fortitude level to resist. igniting things if made of fire. If the roll fails. the character may choose to flow like water.

unless the GM rules otherwise. The sidekick is under the Gamemaster’s control. cannot be protected. The change is automatically successful unless the character attempts to impersonate a specific thing (such as another character). instead of taking another action. the character must roll the level of this power against a difficulty level of the power being reflected. Shapeshift The character can turn into any shape desired (animals. using the level of this power instead of Intellect. This new character may possess no ability greater than the level of this power +2 (maximum of Astonishing). both the character and the originator of the affected power suffer the normal effects of the reflected power. Sidekick The character possesses a sidekick that assists him (and the sidekick can be a perfect subplot for the character as well). objects). instead of two. Regeneration The character heals quickly.25 Marvelous Superheroes can control a number of plants each panel equal to the number of times he can attack in a panel (controlling counts as an attack). though the character retains the character’s original size unless the character also has the Growth or Shrinking powers. If the roll has a relative degree of 1 or higher. To use this power. . Touch. having a Regeneration of Fair or higher allows the hero to spend only one Fortune point to turn all Wounds and Stun into Scratches and Bruises. If the rolled degree is the same as the difficulty level. hearing. Create a second character with a number of free levels equal to the value of the Sidekick power’s level plus 9. at which point the character makes a roll using the level of this power. though a sense. the power is reflected back. and so on) or a supersense – is completely immune to damage or attacks of a level equal to or less than the level of this power. and the originator suffers the power’s full effect. Protected Sense One of the character’s senses – either a normal sense (sight. and cannot possess more than half the number of powers (round up) of the main character. the character may make an immediate healing roll. Also. Once per panel. The character can only control plants within a number of sectors equal to the level value of this power. Reflection The character possesses the ability to reflect the effects of another character’s power back at the originating character. other characters.

have an entirely new sense. Superyell The character can be heard from a great distance. For example. The character decides whether the yell is heard by all. The character may leap up to a number of sectors each panel equal to the level value of the power. with Gamemaster approval. Superspeed The character can run at superhuman speeds. When attempting an unusual maneuver. Rolls made to use the heightened sense use this power’s level or the character’s Awareness +1. or only a single target. Supersense The character possesses a single extraordinary sense. such as running across water or up walls. whichever is greater. allowing the character to see in darkness without penalty. A player may. . or infravision in addition to normal sight. such as superhearing or supersight. the player must roll using the level of this power or the character’s Coordination +1. whichever is greater. a character may be blind but possess echolocation (“seeing” like a bat).Chapter 2: Powers 26 Superleap The character can jump across great distances. The upper limit of weight the character may lift with this power is the greater of the power’s level or the character’s Willpower level +1 (using the Lifting table as a basis). The character can move up to a number of sectors per panel equal to the level value of this power or the character’s Coordination +1. whichever is greater. Level Terrible Poor Mediocre Fair Good Great Superb Fantastic Legendary Monumental Astonishing Distance Heard 5 sectors 10 sectors 50 sectors 1 mile 10 miles Anywhere in the neighborhood Anywhere in the city Anywhere in the state Anywhere in the nation Anywhere on the planet Anywhere in the galaxy Telekinesis The character possesses the mental ability to move objects without touching them.

Telepathy The character can read the minds of others and transmit mental messages. Teleporting requires the player to roll using the level of this power. which deals damage equal to its level value. A character with this power may read the mind of any character with a Willpower level lower than the character’s level in this power or the character’s Willpower +1. Ranged Weapon: The character uses the weapon’s level or the character’s Coordination +1. when attacking. For more information on weapons. A successful attack deals damage equal to the level of this power. Success immediately bounces the character back to the starting sector where the character is dazed for only one panel. The character may attempt to block the other telepath. the character uses the greater of the power’s level or the character’s Willpower +1. increasing the level of the incorporated power by +1 but losing the use of the incorporated power if the weapon is lost or stolen. Incorporated Power: At the player’s discretion. Failure immediately bounces the character back to the starting sector where the character is dazed and must spend 10 minus the character’s Fortitude value in panels recovering (taking no actions during that time). For all actions involving this power. Melee Weapon: The character makes melee attacks with the weapon using the weapon’s level or the character’s Melee +1. . Failure means the character arrives dazed at the destination sector and must spend the next panel recovering (the character may take no actions that panel). If the character is unfamiliar with – or cannot see – the destination sector and teleports into a solid object (which can include the ground). Teleportation The character may teleport a number of sectors equal to ten times the level value of this power in a single panel. see Chapter 5. whichever is greater. whichever is greater. A character with this power is automatically aware when someone attempts to read the character’s mind. Unique Weapon The character owns a unique weapon of the player’s choice. one of the character’s other powers may be incorporated into the weapon. both characters roll using the level of this power or the character’s Willpower +1. whichever is greater. whichever is greater.27 Marvelous Superheroes Ranged Attacks The character may also use this power to perform ranged attacks – by throwing an object or simply using telekinetic “force” – using the character’s Willpower in place of Coordination. the player must roll using the character’s Fortitude.

For more on vehicles. for example). . Each system operates at a level equal to this power’s level -3. sticky or uncomfortable liquids. across water and the surface of other liquids.Chapter 2: Powers 28 Vehicle The character possesses a unique and exceptional vehicle. Gamemasters should inflict a penalty when attempting to move across hot. The character selects an existing vehicle. either by using a specialized device or innate means. either by using a specialized device or innate means. or any other equipment the Gamemaster will approve. In addition to this increase. the vehicle possesses two special systems – weapons. Water-Walking The character can move normally. and Velocity of the vehicle by a number of levels equal to this power’s level value. Handling. see Chapter 5. unusual abilities that mimic a power. and then increases the Durability. Wall-Crawling The character can move normally. Gamemasters should inflict a penalty when attempting to move across a slippery surface. across surfaces from which most people would fall (walls and ceilings.

Rolled Degree: This refers to how well a character does at a particular task. Difficulty Level: The Gamemaster will set a difficulty level when a character tries an unopposed action. If someone is Good at Climbing in general. the Gamemaster may set the difficulty level at Great: the player must make a rolled degree of Great or higher to climb the cliff successfully. Opposed Action: Actions are opposed when other people may have an effect on the outcome of the action. and so on. This chapter explains how those levels affect a character’s chances of success at an action. . and so on. then the rolled degree is Great. the better your chances of getting these higher results. The better your trait. That is. if a PC gets a rolled degree result of Good in a fight. Unlike a rolled degree. Examples include jumping a wide chasm. relative degree (sometimes called a “degree of success”) is expressed as a number of levels. but some tasks are easier or harder. and so on. The player simply rolls the dice and reads the result. each contestant rolls a set of dice. Examples include combat. For example. climbing a cliff. For a very hard cliff. tug-of-war. Resolution Terms Unopposed Action: Some actions are unopposed. and rolls the dice. Example: climbing an average vertical cliff face.29 Marvelous Superheroes Chapter 3: Playing the Game This chapter covers how to determine whether or not a character succeeds at an attempted action. but the die roll shows a Great result on a particular attempt. Usually it will be Fair. This situational roll is simply a normal roll. In Chapter 1. –1 a Mediocre result. Great. Sometimes a Fair result is sufficient to complete a task. as when a character is trying to perform an action which isn’t influenced by anyone else. and so on. whether fighting a villain or tracking down a clue. performing a chemistry experiment. traits were defined in terms of levels: Superb. intimidation attempts. and the results are compared to determine the outcome. a result of 0 is a Fair result. –2 from hers. In this case. Relative Degree (of Success): This refers to how well a character did. and sometimes a Good or better result is needed. Situational Roll: The Gamemaster may occasionally want a die roll that is not based on a character’s trait. The Gamemaster decides there are none if a situational roll gives a Good or better result. Good. he beat her by two levels — the relative degree is +2 from his perspective. the players ask the Gamemaster if there are any passersby on the street at the moment — they’re worried about witnesses. is not an easy obstacle (Fair difficulty level). haggling. and his NPC foe gets a rolled degree result of Mediocre. For example. but on the overall situation or outside circumstances. but not based on any trait. even one with lots of handholds. +1 a Good result.

the Gamemaster must determine which trait is tested (this will usually be a power or an ability). specific to a comic book game. If there is no opposing pair of +1 and –1 dice. there should be a simple chart of the ability levels. such as the one below.Chapter 3: Playing the Game 30 Time Time in Marvelous Superheroes is broken down into various units. remove any blank dice. where the outcome of an action is uncertain. Don’t even make them roll to climb a cliff unless it’s a difficult cliff or the situation is stressful. For any action the player character wishes to perform. such as a chase. and two sides marked 0. The result of a die roll is a number between –4 and +4. Do not make the players roll the dice when their characters do mundane things. Marvelous Superheroes uses “Fudge dice” for all rolls. On the character sheet. and the remaining two dice are easy to read no matter what they are. There is no need to make a roll to see if someone can cook lunch properly. The Gamemaster is encouraged to keep die-rolling to a minimum. Arc: An arc is a complete adventure or story from beginning to end. and the remaining dice are again easy to read. Since a +1 and a –1 cancel each other. an action so difficult that it has no chance to succeed requires no roll. It might only take one issue. Series: A series is a collection of arcs using the same characters or players. and so on. simply roll four of them (sometimes called “4dF”) and total the amount. or pick an item from a shelf. Fudge dice are six-sided dice with two sides marked +1. If the action is unopposed. the Gamemaster also determines the difficulty level — usually Fair. Issue: An issue encompasses one game session of Marvelous Superheroes. Rolling the Dice There is no need to roll the dice when a character performs an action that is so easy as to be automatic. two sides marked –1. Dice are used solely in the middle ground. or climb a ladder. To use Fudge dice. • • • • • Panel: A panel is an abstract amount of time equal to the action depicted in a single comic book panel (hence the name). you can remove a +1 and –1 from the table. or it might take several. from the time everyone sits down to play to the time they wrap up. either — it simply can’t be done. Scene: A scene is a length of time set in one place or covering one aspect of the story. Most fights encompass a scene. Unimaginable Improbable Incomprehensible Unthinkable Inconceivable . Likewise.

The Gamemaster says this requires a Great difficulty level Coordination roll and asks the player to roll the dice. If you only need to know whether or not a character succeeded at something. This answer is sufficient — the Gamemaster knows that the PC not only succeeded at the task. is shooting in an archery contest. simply put your finger on your trait level. unlucky Deadeye has just made a Poor shot. If he rolls a –3. . and rolls a +2 result. for example. If he rolls a +1. in this case.31 Marvelous Superheroes Indescribable Astonishing Monumental Legendary Fantastic Superb Great Good Fair Mediocre Poor Terrible Nonexistent To determine the result of an action. Of course. who has a Good Coordination. The game goes much faster this way. which can affect the odds referred to in the preceding section. but he didn’t even damage his cape. you will want to figure out what “Fair +2” means: he just wrote a Great article! There are many other instances where degrees of success are more important than merely knowing success or failure. he gets a result equal to Deadeye’s Coordination: Good. Modifiers temporarily improve or reduce a character’s traits. The player looks up his character's Coordination ability. If he rolls a 0. he gets a Great result. Example: Captain Miraculous wants to fly between two cliffs that are fairly close together. even if it’s not a matter of being close. Action Modifiers There may be modifiers for any given action. since Great is one level higher than his Good Coordination. then move it up (for plus results) or down (for minus results). It is not always necessary to figure the exact rolled degree. Example: Deadeye. however. and his Awareness is Fair. If the character is writing an article for the local paper. it is usually sufficient for the player simply to announce the appropriate trait level and the die roll result. using the procedure described above. there are many times when you want to know exactly how well the character did. The player rolls 4dF. He simply announces “Great +2” as the result. which is Great.

you need to roll +1 or better. if your trait is Fair.3% 19.Chapter 3: Playing the Game 32 Example: The Avenger.3%. Other conditions may grant a +/–1 to any trait. which is 38. who is Good with a gun.7% 81. the Gamemaster sets a difficulty level (Fair is the most common) and announces which trait should be rolled against.5% 19.2% Odds of rolling target or higher 1.2% 4. The Vapor has Fair Coordination. and tries to match or surpass the difficulty level set by the Gamemaster. the worse the character did. the character doesn’t notice anything out of the ordinary.0% Thus. on the average. the better the character did. it may help to keep the statistical results of rolling four Fudge dice in mind: Target +4 +3 +2 +1 0 –1 –2 –3 –4 Odds of rolling exactly on 4dF 1.9% 12. These are usually information rolls. the better the roll. and only mention it on a successful result. if the Gamemaster asks the player to make a roll against Awareness and the player fails. the worse the roll.8% 23. But the player now knows that there is something out of the ordinary that his character didn’t notice. In Marvelous Superheroes. It’s better for the Gamemaster to make the roll in secret. +/–2 is a large modifier — +/–3 is the maximum that should ever be granted except under extreme conditions. The player then rolls against the character’s trait level.2% 18. is Hurt (–1 to all actions). the Gamemaster will roll in secret for the PC. He is thus only Fair with his gun until he’s healed. That means you’ll do this slightly less than two times out of five.8% 100. Opposed Actions To resolve an opposed action between two characters.5% 93.3% 61.8% 12. but a skill in Lockpicking (+1 to related rolls) gives him a Good Coordination when picking a lock. There are times when even a failed roll would give the player knowledge he wouldn’t otherwise have. Unopposed Actions For each unopposed action.3% 4.9% 1. Occasionally. For example. In cases where there are degrees of success. each side rolls dice against the appropriate trait and announces the result. The traits rolled against are not necessarily the same: for example.5% 38. Success Rates When setting difficulty levels. and the Gamemaster says you need a Good result or better to succeed. a coercion attempt would be rolled against Repute for the active participant and .8% 98.2% 6.

and the character has done as poorly as he possibly can in the given situation. have only the player roll. while someone with a Craven subplot might have a penalty — or not even try to resist. There may be modifiers: someone with a vow of loyalty might get a bonus of +2 to his Willpower.33 Marvelous Superheroes against Willpower for the resisting participant. This emphasizes the PCs’ performance. For example. then the relative degree is 0: the status quo is maintained. or drops the bomb he was carrying. This is not automatic success. and rolls a Great result. If Joe also rolls a Great result on his Awareness trait to avoid being flimflammed. and the attempt fails. Joe remains unconvinced that Miss Enigma is legitimate. And so on. Is one character trying to shove another one down? Roll Melee vs. or knocked out. If Joe rolled a Superb result. An opposed action can also be handled as an unopposed action. Are two people both grabbing the same item at the same time? This is an opposed action based on Coordination ability — the winner gets the item. an online fight through a video game might require at least a Fair result. though the character has done exceptionally well or poorly. or is dazed for a panel and can’t even defend himself. A critical result in combat can mean many things: a character falls down. Fortitude. Trying to out-drink a rival? Fortitude vs. Example: Miss Enigma is trying to flimflam Joe the Hood into thinking she’s from the government. When a PC is opposing an NPC. Note that achieving +/–4 with die modifiers does not count as a critical result. Coordination. however. The Gamemaster compares the rolled degrees to determine a relative degree. In this case. Likewise. and the Gamemaster may grant some special bonus to the action. This method assumes the NPC will always roll a 0. Some opposed actions have a minimum level needed for success. Brawn to see who goes down. and simply let the NPC’s trait level be the difficulty level. Most combat falls into this category — see Chapter 4. . This allows some variation in the NPC’s ability. it doesn’t matter if the intended opponent rolls a Poor resistance: the player couldn’t survive the various dangers of the video game level. a natural result of –4 is a critical failure. but still puts the emphasis on the PCs’ actions. or is temporarily blinded. but not kill a character outright. Critical Results A natural rolled result of +4 is a critical success — the character has done exceptionally well. The opposed action mechanism can be used to resolve almost any conflict between two characters. and so on. As a slight variation. and reduces the possibility of an NPC’s lucky roll deciding the game. The Gamemaster should be creative. Someone trying to hide from a search party? Awareness vs. Miss Enigma’s Great result would have actually earned her a relative degree of –1: Joe is not going to be fooled this encounter. If the player only gets a Mediocre result. and will probably even have a bad reaction to Miss Enigma. the Gamemaster rolls 1dF or 2dF when rolling for an NPC in an opposed action. or is hurt extra badly.

The Repute roll can be modified up or down by circumstances: bribes. observed PC behavior. 800 lbs.Chapter 3: Playing the Game 34 Special circumstances Lifting A character’s Brawl level (or the level in an appropriate power) determines how much weight he can lift. it might go smoothly or it might not go well at all. too. Negotiation with a stranger is always an unknown quantity to the players — it may be so for the Gamemaster. 200 lbs. Here are some sample weights that can be lifted at various levels of Brawn: Level Terrible Poor Mediocre Fair Good Great Superb Fantastic Legendary Monumental Astonishing Each level beyond Maximum Weight 25 lbs. 1 ton 10 tons 50 tons 80 tons 100 tons Double previous Material value Sometimes the strength of an object will come into play. Here are some guidelines: . When the PCs request information or aid. suspicious or friendly nature of the NPC. 100 lbs. 50 lbs. the Gamemaster should secretly make a Repute roll. In such instances. When in doubt. or perhaps the heroes have rescued her and earned her gratitude. proximity of the NPC’s boss. 400 lbs. But there will be many NPCs that don’t have a set reaction. Perhaps she’s automatically their enemy. use the following table as a point of reference for various material values: Material value Poor Mediocre Fair Good Great Superb Fantastic Legendary Monumental Astonishing Example Material Paper Plastic Aluminum Brick Concrete Stone Iron Steel Diamond Magical or alien substance Repute Sometimes a non-player character has a set reaction to the PCs. and so on.

hourly wage employment Professional employment Independently wealthy Small corporation Large international corporation Small nation Large nation Superpower All items have a cost level. Repute rolls are used only when dealing with NPCs (whether by players or other NPCs).35 Marvelous Superheroes • • • • • • The target benefits (+2). The target is placed in danger (-3). To purchase anything. a character must make a Lifestyle roll. The target is friendly to the hero – a close friend or relative. depending on value). for example. A Repute roll is never used against the players to force them to perform actions against their wills (normally). The item being asked for is valuable (-1 to -3. but will react well on a Good result or better. or a character the hero has offended (-1). The higher the Repute rolled degree. Lifestyle Lifestyle measures a character’s wealth and access to other resources as shown on the table below: Level Terrible Poor Mediocre Fair Good Great Superb Fantastic Legendary Monumental Astonishing Level of Wealth Completely destitute Unemployment or state benefits Student or part-time employment Full-time. She won’t be helpful at all on Mediocre or worse results. You can find more information on equipment in Chapter 5. the Gamemaster should allow characters to procure items and services appropriate to their Lifestyle level unless it would interfere with the game. but only if it’s not too much effort. . The target is unfriendly to the hero – a total stranger. the better the reaction. The target is hostile to the hero – actively opposing his goals or a sworn enemy (-2). In general. or a listed contact (+1). On a Fair result. the NPC will be mildly helpful.

Movement Marvelous Superheroes games are best played on a map divided into individual areas known as sectors (a sector is roughly the area that can be seen in a single comic panel during a fight. then the second combatant attacks while the first defends. A character that wins initiative may choose to wait before acting. For example. Initiative Gaining initiative is an opposed Coordination action. Offensive damage factors: Those factors which contribute to damaging an opponent. negotiate. Initiative can be rolled once for each battle or once each panel. You may only attack once in a panel (the exception is the Fast Attack power. . Defensive damage factors: Those factors which contribute to reducing the severity of a received blow.Chapter 4: Combat 36 Chapter 4: Combat Combat Terms Melee: Any combat that involves striking the opponent with a fist or hand-held weapon. With multiple characters involved in combat. or any other appropriate action. allowing opponent(s) to act first and then interrupting and taking an action at the best possible moment. Each panel consists of two actions: the character with the higher initiative attacks while the other defends. Ranged: Any attack further away than melee combat. even if characters from both sides are interspersed throughout the panel. Surprise may grant a bonus to the roll. A hero can move and attack in the same panel without penalty. or move. with the highest rolled degree acting first. the side with the initiative makes all their attacks. Panels A character can perform any action that would fit into a standard panel including attack. Or the Gamemaster may run the combat in initiative order. Characters are not limited to attacking each panel — they may attempt to flee. and can be rolled by each side of the conflict. The number of sectors a character may move in a panel is determined by their Fortitude level. try a fancy acrobatic stunt. which grants characters the ability to make multiple attacks in one panel). or by every participant individually. Total damage (or simply “damage”): The attacker’s offensive damage factors minus the defender’s defensive damage factors. but by default they can be assumed to be about 10 yards square). or give automatic initiative. a character planning a ranged attack against an opponent may wait for that opponent to move closer. then the other side makes all their attacks. dodge.

a character that has been drowning for one panel rolls against Good. and so on).37 Marvelous Superheroes Level Terrible to Poor Mediocre to Great Superb or higher Sectors Moved/Panel 1 sector 2 sectors 3 sectors Some powers grant characters special forms of movement.e. Some situations call for one side or the other’s trait level to be modified. If the character fails a roll. Weapon type also affects damage – see the section on “Stun and Lethal Damage. Examples include bad footing. Each attack is an opposed action: the attacker’s offense (Melee. a character moves only a single sector each panel when swimming. Here are some examples: • • • A fighter who is Hurt is at –1. A character that sinks may hold his breath for a number of panels equal to his Fortitude level value times five. or a power) against a defender’s defense (Melee. Coordination. the combat may become an unopposed action for the active fighter. or a power). while one who is Very Hurt is at –2. there may be a penalty (–1 or –2) to the fighter in the worse position.” If one combatant is unable to fight in a given panel (possibly because he’s unaware of the attacker. If a character can defend himself in some way. light in his eyes. See the individual power descriptions for details. if the character is moving vertically (i. and so on. or because of a critical result in the previous panel). which might simply be a fist. such as using a shield. usually with a Poor difficulty level. Coordination. but the defending character cannot hurt the other character even if he wins the panel. the character is drowning and must make a Fortitude roll each panel against a difficulty level equal to the number of panels the character has been drowning (so a character who starts drowning rolls against Fair. After that point. Aiming at a specific small body part (such as an eye or hand) will require a minimum result of Good or Great to hit. kneeling. If one fighter has a positional advantage over the other. Fighting The Gamemaster determines which traits the combatants should roll against. lower elevation. This depends largely on which weapon they are using. Swimming Without a special power or device. he is Taken Out. climbing a wall) use the following: Level Terrible to Great Superb or higher Sectors* Moved/Panel 1 sector 2 sectors * One sector is approximately one story. Climbing The above table assumes a character moving horizontally along the ground. it is still an opposed action. If a result of Great is needed . and also have a –1 to the trait level.

Multiple Combatants in Melee When more than one opponent attacks a single fighter. The lone fighter rolls once. There’s a limit to the number of foes that can simultaneously attack a single opponent. If the lone fighter is in a doorway. Each fighter then makes their opposed action rolls as normal. the PC will have to beat the NPC’s trait in order to inflict damage. an offensive posture or defensive posture. An offensive or defensive stance increases skill in one aspect of combat (offense or defense). and decreases the same skill by an equal amount for the other aspect of combat.Chapter 4: Combat and the hero only gets a Good result but still wins the opposed action. the Gamemaster can treat combat as an unopposed action by assuming the NPC will always get a result equal to her trait level. the lone fighter is at –1 to his rolls for each additional foe beyond the first. they have a positional advantage. the opponent cannot be in the same sector as the hero. the hero attacks with his Fortitude level. while only three or four can attack if using weapons or martial arts that require a lot of maneuvering space. If the target is unaware of the assault. In this case. To reflect this. There are five basic tactical options: • • • • • Fully Offensive: +2 to offense. –1 to defense Neutral: Normal offense and defense Somewhat Defensive: –1 to offense. Rushing To rush an opponent. +1 to defense Fully Defensive: –2 to offense. PCs vs. cover. The Gamemaster sets the difficulty level based on distance. and so . Ranged Combat Ranged combat may or may not be an opposed action. and he must be able to reach the opponent in one panel. +2 to defense 38 Each panel. lighting. NPCs If a PC is fighting an NPC. a player chooses a combat stance. If these two conditions are met. Six is about the maximum under ideal conditions. modifying them if they are rolling offense or defense accordingly. and the result is compared with each of the opponents’ rolled degrees. he hits the opponent — but not in the part aimed for. the attacker makes an unopposed action roll to see if he hits his target. Offensive/Defensive Tactics Before each panel. a hero may choose to be in a neutral posture. up to a maximum of -3. gaining a +1 for each sector he moves into. only one or two fighters can reach him. –2 to defense Somewhat Offensive: +1 to offense. This option stresses the player characters’ abilities by disallowing fluke rolls by NPCs. one after the other.

lighting. is much harder to avoid.39 Marvelous Superheroes on. Taken Out: The character is unconscious. or beam weapon. but a Hurt character has the penalty until he is healed up to a Scratch). However. Of course. The stages are: • • • • • Undamaged: No wounds at all. Stun and Lethal Damage There are two types of damage: stun and lethal. the action is unopposed — making the difficulty level is all that is needed to hit. But he doesn’t have a combat wound that’s recent enough to be bothering him. (A difficulty level for range. stunning. for example. A weapon that is fired or thrown beyond its range automatically misses. If the defender is aware of the attack. and in the case of lethal damage. and so on. In this case. Stun damage results from punches and other bashing attacks.) If the ranged weapon is thrown. Thrown weapons have a range of sectors equal to the character’s Brawn level value (0 or less can only throw within the same sector). except to create tension. Holding a knife to a helpless character’s throat is a good example — there’s no roll needed to kill such a character. but causes no real lasting harm. Wounds Combat damage to a character can be described as being at one of five stages of severity. though. gun. such as a bow. The character is not necessarily healthy — he may be sick. Range Weapons all have a range. reduce the defender’s Coordination by –2 or –3. or other circumstances — that’s included in the difficulty level. Stunned/Hurt: The character is wounded significantly. Firearms and other propelled weapons have a listed range of sectors – see Chapter 5. . a propelled weapon. possibly stumbling: –2 to all traits which would logically be affected (for 2 panels for a character who is Very Stunned. enough to slow him down: –1 to all traits which would logically be affected (for 1 panel for a character who is Stunned. Do not modify the attacker’s Coordination for range. but a Very Hurt character has the penalty until healed). Equipment such as a laser sighting scope can modify the attacker’s Coordination. may possibly be dying due to the massive amount of damage they've taken. Very Stunned/Very Hurt: The character is seriously hurt. it’s an opposed action: the attacker’s Coordination against the defender’s Coordination. Sometimes you don’t have to roll the dice. Powers have a range equal to its level value. In this case. This may eventually lead to being Stunned or Hurt if the character is hit enough times. a maximum number of sectors that they’re effective at. and knockouts. Bruised/Scratched: No real game effect. the defender may decline to dodge. and is the minimum rolled degree needed to hit. Weapons specifically designed to be thrown add +1 to the number of sectors it can be thrown. It causes bruising. but shoot back instead. there is no modifier to the defense roll. is still set by the Gamemaster. partial cover.

but not from lethal damage. Example weapon offensive factors can be found in Chapter 5. and muscle-powered ranged weapons like bows and slings. they're especially fragile and easily hurt. . fire. and Very Hurt results) and can potentially kill. Wound Factors When determining how wounded a character is when hit in combat. Example armor levels can be found in Chapter 5. while a blow of 5 or 6 points inflicts a Very Hurt wound. the material value adds to the damage – the harder the substance. This is reduced by -1 if the attack is unarmed and the attacker doesn’t have a Martial Art skill. • • Defensive factors • • Determining Wound Level To determine how much damage is done in a given panel. Characters subtract their Fortitude level value from any stun damage that they suffer. For example. no Wounds result. the following formula may be used: Damage = winner’s offensive damage factors – loser’s defensive damage factors The damage is compared to a chart to determine what kind of wound is received: Damage Stun Lethal 0 None None 1-2 Bruised Scratched 3-4 Stunned Hurt 5-6 Very Stunned Very Hurt 7+ Taken Out Taken Out The numbers above the wound levels represent the amount of damage needed in a single blow to inflict the wound listed under the number. it’s relative to the nature of the weapon: a sword does more damage than a knife. It causes wounds (Scratched. Armor. Scoring a hit with a +3 finds a chink in the armor. Otherwise. and other potentially lethal sources of damage. the strength of the attack is also a factor. melee weapons. the greater likelihood of damage. The weapon used is also a factor. and other defensive powers subtract their level value from lethal damage (and from stun damage as well. take into consideration all of the following factors. For improvised thrown objects. 40 Offensive factors • The relative degree the attack succeeded by is one factor — the better the hit. It’s determined by the attacker’s Brawn ability value: stronger folks tend to hit harder. and a . Force Fields.38 usually does more damage than a . For unarmed attacks. if their power level is greater than the character's Fortitude). Hurt. If it’s zero or less.Chapter 4: Combat Lethal damage results from bullets. Note that this means characters with negative Fortitude values actually take more stun damage than normal. a blow of 3 or 4 points Hurts the character. knives. the more it hurts when it hits. A relative degree of +1 means you probably hit where the opponent is most heavily armored.22.

Characters without a medical skill can only heal wounds one level on an Intellect roll. the worst he can do is rough up his foe a little. A Good result heals all wounds two levels. a player may choose to have his character do reduced damage in any given attack. and cross out the name for Taken Out. provided the characters have five or ten minutes to attend to them. All Wounds are healed between arcs.41 Marvelous Superheroes Recording Wounds Once the final damage is determined. A Scratched/Bruised result has no game effect. That is. If a character takes a level of damage that’s already checked off. a medical skill. and a Great result heals three levels. and Very Stunned) also heals after a battle in the same way. mark off the appropriate box. Scratches do not count as a level for healing purposes: a Hurt wound that is healed one level is fully healed. A character who is Taken Out is unconscious (and possibly dying in the case of lethal damage). even if he wins the opposed action by +8. A character who is Stunned is at -1 on all actions for 1 panel. A character who is Very Hurt is at -2 on all actions until healed. A simple three-stage system of Undamaged. In this case. one Hurt/Stunned. Likewise. the character took some minor damage. Hurt. This is known as “pulling your punch. simply announce the maximum wound level you will do if you are successful. Simply make a mark under an NPC’s name for Hurt. All stun damage (Bruised. wounds heal on their own at one wound level per week of rest. If natural healing during an arc is a concern. A Fair result on a healing power (or an Intellect roll with a skill like Medicine) heals all wounds one level – Hurt to healed. A character who is Very Stunned is at -2 on all actions for 2 panels. it is recorded on the wounded hero’s character sheet. Never add boxes for cannon-fodder NPCs (though you may wish to do so for major NPCs). Knockout and Pulling Punches The Gamemaster may decide that a successful Good blow (or better) to the head with stun damage knocks someone out instead of inflicting a wound. Very Hurt to Hurt. NPC minions don’t even need the system above. it becomes one level higher: a character that has already suffered three Stunned results who suffers another Stunned result is Very Stunned instead. A hero can say he is going for a Bruise in order to deliver a warning to a villain. and Taken Out is good enough for most of them.” To pull your punch. or a power. Healing Wounds are healed through time. A character who is Hurt is at -1 on all actions until healed. A character can suffer up to three Scratched or Bruised results. but isn't impaired in any way. Scratches are usually erased after a battle. and so on. Stunned. after a week of rest. A Scratch is too insignificant to require a roll. When a wound is received. In fact. and one Very Hurt/Very Stunned. In an opposed action. the Good blow would also have to win the combat. and so on. The Gamemaster may also require a successful roll against . for example. a Very Hurt character becomes Hurt.

Good difficulty level for Very Hurt. Failing this roll slows the healing process. and Great difficulty level for Taken Out.Chapter 4: Combat Fortitude: Fair difficulty level for Hurt. 42 .

Medium metal armor is considered to be Great (+3). Grenades The following is a small selection of sample grenades.43 Marvelous Superheroes Chapter 5: Vehicles and Equipment Weapon Table Here are some example weapons for Marvelous Superheroes. Anti-Arcane This grenade is specially designed to disrupt magical powers and abilities. each designed for a specialized purpose. and heavy metal armor is Superb (+4). rigid non-metal armor or light metal armor is considered Good (+2). Lifestyle Fair Good Superb Poor Fair Poor Good Good Fair Fair Terrible Good Great Fair Fair Good Good Poor Fair Terrible (B) means that Brawn level value adds as an additional offensive factor when using this weapon. Heavy. Weapon Axe Battleaxe Bazooka Blackjack Bow Brass knuckles Broadsword Crossbow Derringer Knife Large club Large pistol Large rifle Pistol Polearm Rifle Shotgun Sling Spear Thrown object Stun/Lethal Lethal Lethal Lethal Stun Lethal Stun Lethal Lethal Lethal Lethal Stun Lethal Lethal Lethal Lethal Lethal Lethal Stun Lethal Stun Range 0 0 20 0 4 0 0 4 1 0 0 5 10 4 0 8 2 Brawn value +1 0 Brawn value Offensive Factor +1 (B) +2 (B) +10 0 (B) +1 (B) 0 (B) +1 (B) +1 0 0 (B) +1 (B) +2 +5 +2 +2 (B) +4 +4 0 (B) +1 (B) Material value Min. Any character with the Magic power that is in the same or adjacent sector as the detonated grenade must roll their Willpower against a difficulty level of Fantastic. Armor Light. the grenade’s effective Nullification (Magic) Rank Value. his Magic power is disrupted and will not work this panel. . pliable non-metal armor is considered to be Fair (+1). If the hero fails the roll. Gamemasters and players should use the described grenades as guidelines and inspiration for grenades of their own design.

. targets in adjacent sectors suffer Good damage. If the roll succeeds with a degree of success of 2 or less. If the roll succeeds with a degree of success of 3 or more. If the roll succeeds with a degree of success of 3 or more. The Armor power and devices granting the power. If the roll succeeds with a degree of success of 2 or less. Reduce the level of affected targets’ Armor by -1 when calculating defensive factors. the target is knocked down and unconscious for 5 panels. Fair outside of it). the target is knocked down and unconscious for 5 panels. Scream All targets within 6 sectors of a detonated Scream grenade must roll against their Awareness. If the roll fails.Chapter 5: Vehicles and Equipment Frag Great damage to all targets in the affected sector. If the roll fails. do not work against this attack. Fair damage to all targets in adjacent sectors. Stench Gas All targets within 6 sectors of a detonated Scream grenade must roll against their Fortitude. All targets in the affected sector suffer Superb damage. the target avoids the effect of the grenade. Incendiary This grenade explodes in a burst of fire – this grenade mimics the Elemental Generation (Fire) power at Superb for purposes of control and absorption power use. unless designed to resist fire. targets in adjacent sectors suffer Good damage. All targets in the affected sector suffer Superb damage. Lightning This grenade explodes in a burst of electricity – this grenade mimics the Energy Generation (Electricity) power at Superb for purposes of control and absorption power use. the target is Stunned and suffers a -2 penalty until the end of their next panel. 44 Example Special Equipment The following are some examples of special equipment to inspire your own creations. the target avoids the effect of the grenade. the target is paralyzed – knocked down and unconscious – for 5 panels. unless designed to resist electrical attacks. do not work against this attack. If the roll fails. Paralytic All characters in the sector in which this grenade detonates must roll their Fortitude to resist (Good within the sector. The Armor power and devices granting the power. the target is Stunned and suffers a -2 penalty until the end of their next panel.

Tuned. A fairly uncommon device. When used to attack a target within 12 sectors. +4. The weapon’s magazine holds 30 rounds. the Omphalos IX is poorly suited to closein fighting. A character who possesses Trait Increase (Willpower) who uses this device gains a +1 bonus to his Willpower level. Before its destruction (at the hands of Wire himself. failure to do so prevents the user from communicating telepathically with others of his team. • • • • • Range. Engineering. Limited Ammo. The Omphalos IX requires ammunition. Engineering. This requires a toolkit. • Telepathy. The Shrouded Relay grants the wearer Superb Mind Shield for as long as the device is worn. The Omphalos IX’s armor piercing rounds reduce the effectiveness of Armor. Armor Piercing. As a precision ranged weapon. The wearer gains Trait Increase (Willpower) for as long as this device is worn. • • • . held in place with a micro-fiber that wraps around the wearers head and secures to a brace worn beneath the user’s armor or clothing. the Shrouded Relay enables its wearer to communicate telepathically with anyone else wearing a Shrouded Relay. though new ammunition can be created (in the proper weapons’ shop or laboratory) by someone with the proper skill (Weaponsmithing. Mind Shield. the Omphalos IX proved itself a capable. so that the weapon’s technology would not fall into enemy hands). hundreds of Shrouded Relays have been manufactured and sold to the world’s heroes. Science. the user’s Coordination is reduced by -2. the Shrouded Relay is especially valuable to those who find themselves going up against opponents known to possess Mind Control abilities. The device fits snuggly. and foreign militaries. Offensive Factor. • Shrouded Relay The Shrouded Relay is an external communicator worn on the head. Accurate. A superscience device that grants its wearer limited telepathic and psychic powers. The device must be tuned. A character who possesses Telepathy who uses this device gains a +1 bonus to his innate Telepathy. and so on). Extra magazines and ammunition are difficult to locate. 20 Sectors. reduce the level value of any target’s Armor by -2. An advanced science device. the proper skill (Science. The Omphalos IX is equipped with an advanced scope and laser targeting designator that grants the user a +2 bonus to Coordination when attacking. Communications. replacing a magazine requires 4 panels. villains. and so on). Each Shrouded Relay must be properly tuned to work with other Relays. and ten minutes for each Shrouded Relay in the set. dangerous weapon able to knock down even the toughest of armored opponents. Range Drawback. One hour of work yields 90 rounds. Trait Increase. the wearer gains Legendary Telepathy but does not gain the ability to read minds.45 Marvelous Superheroes Omphalos IX Precision-Fire Rifle A personal weapon of the vigilante Wire. the Omphalos IX was created in the dark future world of tomorrow.

Where these three Fists are today is unknown. The backpack carries enough power for 20 uses before it must be recharged. reducing the damage the vehicle and characters inside the vehicle suffer from an attack by its level value. Repairs are done the same way as healing (using Intellect). the Voltaic-Concussion Fist was originally conceived as an anti-powers weapon with enough strength to provide a talented normal with the ability to engage one-on-one with a powered villain. the Voltaic-Concussion Fist grants +1 level to the character’s innate power for as long as the device is worn. The structure is decreased as the vehicle takes damage and increased when the vehicle is repaired. the character must make a Willpower roll. Durability This vehicle trait acts as armor. A user may wear both the belt and backpack. Recharging the device requires an advanced energy supply (found in most special labs but not in your garage) and an entire scene. . Stun damage has no effect on a vehicle. the belt provides enough power for 10 uses and requires a scene to recharge. All vehicles are defined by three vehicle traits: Structure This vehicle trait is inherent to all vehicles. one Very Broken (like Very Hurt. Each time the wearer uses the Shrouded Relay’s Telepathy power. and one Taken Out wound. Voltaic-Concussion Fist Built in the last days of the twentieth century. the Fist was used in a few test missions but was deemed too expensive for regular service and. eventually. Built for the United States government’s antipowers agency. A power belt may be used in place of the backpack. -2 to all vehicle trait rolls). on a failure. The Voltaic-Concussion Fist grants the wearer Superb Energy Generation (Electrical). which can be wounded like a person – three Scratches. While most of the devices remain locked away in a secure government facility. switching between power sources requires a panel.Chapter 5: Vehicles and Equipment • 46 Psychic Scars. at least three are known to have found their way onto the blackmarket. The Voltaic-Concussion Fist is a powered device that must be attached to a specialized backpack. though the Fist can only be connected to one of the two power sources at a time. -1 to all vehicle trait rolls). the project was shelved. StopGAP. Less than a dozen Voltaic-Concussion Fist prototypes were manufactured before the project was closed down. the character becomes Very Stunned. Draining. and all vehicle damage is repaired between arcs. • Energy Generation. one Broken (like Hurt. If worn by a character that possesses Elemental/Energy Control of the matching elemental or energy type. • Vehicles Except for those with special movement powers. characters will need to rely on vehicles if they want to quickly cross long distances.

there is a chance for the vehicle to avoid the crash (see “Collisions”). not a level. A vehicle involved in a collision moves no further that panel. the vehicle crashes in an adjacent sector in which the maneuver was attempted. Crash When a vehicle crashes. If there is nothing but ground to hit in the sector. Object: The vehicle suffers an offensive factor equal to the material value of the hit object. a crash is treated like a collision. the vehicle crashes into an appropriate object. and roll against the selected target must roll Coordination if on foot or the vehicle’s vehicle Handling if operating a vehicle. Vehicle Combat Vehicles are attacked like characters. The Gamemaster should use these as a point of reference for vehicles of his own design.). wall. etc. If the vehicle crashes into a character or other vehicle. the vehicle crashes. On a failed roll. Vehicle: The vehicle suffers an offensive factor equal to the second vehicle’s Durability level value. or vehicle (as determined by the Gamemaster) in the same sector in which the maneuver was attempted. character. roll the attack and apply damage if the attack hits. Roll the operator’s Coordination. If the maneuver fails. the maneuver succeeded. and the striking vehicle receives an offensive factor depending on what was hit: • • • Character: If the character has armor (either worn or natural). The struck object receives an offensive factor equal to the vehicle’s Durability level value. Velocity This vehicle trait measures the number of sectors a vehicle may move in a single panel.47 Marvelous Superheroes Handling This vehicle trait measures the agility of a vehicle. This vehicle trait uses a numerical score. Sample Vehicles The following is a small selection of vehicles. For purposes of damage inflicted/suffered. Characters inside a vehicle that is involved in a collision suffer a +1 offensive factor for every sector the vehicle moved that panel prior to the collision. another vehicle. Performing sharp turns or other unusual maneuvers is handled with this trait. the offensive factor is equal to the armor’s level value. On a successful roll. the vehicle crashes into the ground (Superb material value). . A vehicle’s operator may choose to purposefully hit an object (ram). Collisions A vehicle hits something (a character. its operator must roll for the severity of the crash. if the Handling roll is a success.

Chapter 5: Vehicles and Equipment Vehicle Compact Car Sports Car Private Jet Durability Good Good Great Handling Fair Superb Good Velocity 6 12 20 48 .

Subjective Development When the player feels the character has accomplished enough to warrant improving in some trait. For those of you that like advancement. characters may improve their traits and powers in two ways – through subjective and objective development. As a guideline. Objective Development In the Objective Character Development system. Or the Gamemaster can simply award an improvement in a trait she feels deserves to be raised. though. he petitions the Gamemaster for permission to raise it. Buying a new skill or contact: 12 XP. A trait can only be raised one level at a time. . This is particular appropriate for increasing (or decreasing!) the Repute ability. character advancement is slightly out-of-genre and not completely appropriate. the Gamemaster can award experience points (XP). and so on. and how much people contributed to the latest issue. 1 to 5 XP should be rewarded per issue. depending on goals accomplished.49 Marvelous Superheroes Chapter 6: Character Development As a superhero game. Buying a new advanced skill: 24 XP. A trait must be used more to raise it from Good to Great than Fair to Good. A trait can only be raised one level at a time. good roleplaying. which the player can trade in any way he wants at the following rates: From Terrible Poor Mediocre Fair Good Great Superb Fantastic Legendary Monumental To Poor Mediocre Fair Good Great Superb Fantastic Legendary Monumental Astonishing Costs 3 XP 3 XP 3 XP 6 XP 12 XP 24 XP 48 XP 90 XP 150 XP 240 XP Buying a new power: 12 XP.

All column shifts (CS) can be used as direct modifiers to 4dF rolls (so a +2CS reference translates to +2 to a 4dF roll). Marvelous Superheroes Melee Coordination Brawn Fortitude Intellect Awareness Willpower Lifestyle Repute Fortune Marvelous Superheroes Nonexistent Terrible Poor Mediocre Fair Good Great Superb Fantastic Legendary Monumental Astonishing Indescribable Inconceivable Unthinkable Incomprehensible Improbable Unimaginable Marvel Super Heroes Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity Karma Marvel Super Heroes Shift 0 Terrible Feeble Poor Typical Good Excellent Remarkable Incredible Amazing Monstrous Unearthly Shift X Shift Y Shift Z Class 1000 Class 3000 Class 5000 . • • • Ignore Health. Various attributes are converted to appropriate Marvelous Superheroes traits.Chapter 7: Marvel Super Heroes Conversion 50 Chapter 7: Marvel Super Heroes Conversion Characters from Marvel Super Heroes can be used with very little conversion. and their levels are replaced with relevant adjective synonyms. Karma can be divided by 10 (rounded down) to determine Fortune points.

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Inc. 15 COPYRIGHT NOTICE Open Game License v 1. Dmitri Zagidulin Additional mechanics based on the 4C System and 4C System: Weapons and Gear. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. except as expressly licensed in another. or governmental regulation then You may not Use any Open Game Material so affected. Reimer Behrends. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute. independent Agreement with the owner of such Trademark or Registered Trademark. Authors Steffan O’Sullivan and Ann Dupuis. OGL Declarations: All chapters except the Introduction and Chapter 7 are released as Open Game Content. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 52 .0 Copyright 2000. 9. title and interest in and to that Product Identity. Stephan Szabo. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another. Grey Ghost Press. John Ughrin. Gordon McCormick. modify and distribute any Open Game Content originally distributed under any version of this License. mystic human.0 Unported license by Bill Browne: the simian. 11. Wizards of the Coast. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity.Appendix: Open Game License Version 1. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. including as an indication as to compatibility. judicial order. the levitate. independent Agreement with the owner of each element of that Product Identity. Ed Heil. Use of Product Identity: You agree not to Use any Product Identity. magically enhanced and mythic origins. All sublicenses shall survive the termination of this License. Sedge Lewis. Bernard Hsiung. 14 Reformation: If any provision of this License is held to be unenforceable. The following details are released by the Creative Commons Attribution 3. Anthony Roberson.. Andy Skinner. Steven Hammond.0a 7. You may use any authorized version of this License to copy. Peter Mikelsons. Fudge System Reference Document Copyright 2005. The owner of any Product Identity used in Open Game Content shall retain all rights. with additional material by Peter Bonney. Kent Matthewson. Updating the License: Wizards or its designated Agents may publish updated versions of this License. Inc. which are in public domain. 8. superyell and water-walking powers. except for content previously declared under a Creative Commons license. Deird’Re Brooks. Shawn Garbett. such provision shall be reformed only to the extent necessary to make it enforceable.

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