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

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

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

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

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

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

as a contact. Powers Powers are what make the character a superhero or supervillain.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. Contacts In place of a skill. a character may possess a contact. See Chapter 2 for more information. . Attempting to claim the President of the U. is going to be a lot more difficult to have approved by the Gamemaster than a low-level police officer. though any reasonable contact should be allowed. but may serve as a basis for other skills that may be developed and proposed by players.S. however. A contact is a friend or acquaintance the character can call on for assistance. Contacts must be cleared with the Gamemaster.

Chapter 1: Character Creation Subplots Characters can have various flaws and vulnerabilities. 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. The more subplots a character has. these are called subplots. Subplots can be something related to their powers. Players can take as many subplots as they like for their heroes. They can be more personal. the more Fortune he might earn. such as romantic interests or job troubles. In Marvelous Superheroes. They can even be a part of the character’s personal life. things that make them less than super. 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 . the character gets a Fortune point in exchange for allowing the Gamemaster to use the drawback to help promote the story. like a phobia or other psychological problem. subject to the Gamemaster's approval.

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

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

an ability or another power must be dropped one level to raise another power one level. If the power has a trait level. 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 . The character can spend a free level to purchase a power. Trading Traits During character creation.15 Marvelous Superheroes Skills In the Objective Character Creation system. Powers Characters don't start off with any powers. All choices are subject to Gamemaster veto. players start with no skills or contacts. Available powers are listed in Chapter 2. 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. 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).

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

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

or similar environmental hazards. A character with this power can stretch from his sector into a number of sectors equal to this power’s level value (minimum 1). Any time the character must roll to resist the effects of poison. . the character may use the level of this power or the level of his Fortitude +1. and the like. 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). but visiting a new dimension requires the character to roll using the level of this power.Chapter 2: Powers 18 Contaminant Resistance The character possesses a strong resistance to toxins. allowing the character to attack someone in a different sector. 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). Dimension Jump The character can move at will between dimensions. Select one type from the following list: • • Magic: The character can detect magical energy – spells. 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). power. diseases. Elasticity The character’s body can stretch. or supernatural presence. The character may freely jump to another dimension he has previously visited. those with the ability to use magic. • • • The above is by no means a complete listing of available detection powers. 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). artifacts. disease. whichever is greater. 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). 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). Detection The character has the ability to detect a specific form of energy. Players that wish to possess a form of detection not listed here are encouraged to discuss the idea with their Gamemaster.

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

the character can move a number of sectors per panel equal to the level value of the power +3. the player selects a single extra body part. Extra Body Parts The character additional body parts beyond two arms and two legs. Each this time power is purchased. 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. All actions with that body part default to the level of this power or the level of the relevant ability +1.Chapter 2: Powers Lifting Objects The upper weight limit of an object the character may lift is based on the power’s level. The character can also control the chosen element or energy as per the Elemental/Energy Control power. If the character already possesses the Flight power. When flying. either a completely new part (such as a tail) or extras of an existing part (four arms instead of two). 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. increase movement by 1 sector each panel. Extra Arms: The character gains one bonus attack each panel. If the character already possesses the Claws power. Extra Legs: The character moves faster. as if it were Brawn. that power’s level is increased by +2. 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. 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. whichever is higher. Extra body parts function as follows: • • • • • Claws: The character gains the Claws power. Tail: The character gains one bonus attack each panel. 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.

the character is dazed for one panel. the character must make an unopposed roll using his Fortitude. The headquarters size and location must be approved by the Gamemaster. Growth/Shrinking The character can grow larger or smaller (select one). garage. and the character gains a +2 bonus to attacks. the device is shorted out for the rest of the fight (during which time it cannot be used). prison. The level of the headquarters should be used as a rough guide. Opponents attacking the bigger character gain a +1 bonus on their attacks. whichever is greater. whichever is greater. A failed roll leaves the character dazed. . 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 exact makeup of the headquarters – weapons locker. the level of the character’s Brawn is changed to the level of this power or the character’s Brawn level +1. and so on – must also be approved by the Gamemaster. Anyone attacking the character when using this power suffers a -1 penalty. If an attack has a level higher than this force field’s level. 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. If the Fortitude roll succeeds. Device: The force field acts as armor. communications center. either through mental powers or a device. the level of the character’s Brawn is unaffected.21 Marvelous Superheroes Force Field The character has the ability to generate a force field. with a level equal to the power’s level. Mental: The force field acts as armor with a level equal to the power’s level or the character’s Willpower +1. If an attack higher than the effective armor level of the force field. Headquarters The character possesses a secret headquarters. When using Shrinking.

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

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

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

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

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 player must roll using the level of this power or the character’s Coordination +1. a character may be blind but possess echolocation (“seeing” like a bat). allowing the character to see in darkness without penalty. whichever is greater. The character may leap up to a number of sectors each panel equal to the level value of the power. or infravision in addition to normal sight. . have an entirely new sense.Chapter 2: Powers 26 Superleap The character can jump across great distances. Rolls made to use the heightened sense use this power’s level or the character’s Awareness +1. 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. such as superhearing or supersight. Superyell The character can be heard from a great distance. When attempting an unusual maneuver. or only a single target. 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. The character decides whether the yell is heard by all. For example. A player may. Supersense The character possesses a single extraordinary sense. whichever is greater. Superspeed The character can run at superhuman speeds. whichever is greater. with Gamemaster approval. such as running across water or up walls.

Telepathy The character can read the minds of others and transmit mental messages. increasing the level of the incorporated power by +1 but losing the use of the incorporated power if the weapon is lost or stolen. 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). Teleporting requires the player to roll using the level of this power. see Chapter 5. one of the character’s other powers may be incorporated into the weapon. 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. when attacking. Unique Weapon The character owns a unique weapon of the player’s choice. For more information on weapons. A successful attack deals damage equal to the level of this power. For all actions involving this power. both characters roll using the level of this power or the character’s Willpower +1. Teleportation The character may teleport a number of sectors equal to ten times the level value of this power in a single panel. whichever is greater. Melee Weapon: The character makes melee attacks with the weapon using the weapon’s level or the character’s Melee +1. . Success immediately bounces the character back to the starting sector where the character is dazed for only one panel. which deals damage equal to its level value. the player must roll using the character’s Fortitude. If the character is unfamiliar with – or cannot see – the destination sector and teleports into a solid object (which can include the ground). 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). A character with this power is automatically aware when someone attempts to read the character’s mind. Incorporated Power: At the player’s discretion. 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 character may attempt to block the other telepath. whichever is greater. Ranged Weapon: The character uses the weapon’s level or the character’s Coordination +1. the character uses the greater of the power’s level or the character’s Willpower +1. whichever is greater.

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

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

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

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

Occasionally.3% 19.5% 38. a coercion attempt would be rolled against Repute for the active participant and . the Gamemaster will roll in secret for the PC. The player then rolls against the character’s trait level. the character doesn’t notice anything out of the ordinary.9% 1.9% 12. you need to roll +1 or better. and only mention it on a successful result.3% 4. is Hurt (–1 to all actions). the better the character did. It’s better for the Gamemaster to make the roll in secret. He is thus only Fair with his gun until he’s healed. the worse the roll. 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. Opposed Actions To resolve an opposed action between two characters. Other conditions may grant a +/–1 to any trait.3%. In Marvelous Superheroes. on the average.2% 4.8% 100.8% 12. the Gamemaster sets a difficulty level (Fair is the most common) and announces which trait should be rolled against.8% 23. There are times when even a failed roll would give the player knowledge he wouldn’t otherwise have. and tries to match or surpass the difficulty level set by the Gamemaster. the worse the character did. who is Good with a gun.2% Odds of rolling target or higher 1.5% 93.2% 18.3% 61.0% Thus. and the Gamemaster says you need a Good result or better to succeed. That means you’ll do this slightly less than two times out of five. These are usually information rolls. Unopposed Actions For each unopposed action. but a skill in Lockpicking (+1 to related rolls) gives him a Good Coordination when picking a lock. For example. if your trait is Fair. each side rolls dice against the appropriate trait and announces the result. Success Rates When setting difficulty levels.7% 81.8% 98. In cases where there are degrees of success.2% 6.5% 19. The Vapor has Fair Coordination. The traits rolled against are not necessarily the same: for example. the better the roll. +/–2 is a large modifier — +/–3 is the maximum that should ever be granted except under extreme conditions. which is 38.Chapter 3: Playing the Game 32 Example: The Avenger. But the player now knows that there is something out of the ordinary that his character didn’t notice. if the Gamemaster asks the player to make a roll against Awareness and the player fails.

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

1 ton 10 tons 50 tons 80 tons 100 tons Double previous Material value Sometimes the strength of an object will come into play. 200 lbs. and so on. The Repute roll can be modified up or down by circumstances: bribes. Perhaps she’s automatically their enemy. proximity of the NPC’s boss. 400 lbs. suspicious or friendly nature of the NPC.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. But there will be many NPCs that don’t have a set reaction. In such instances. too. 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. When the PCs request information or aid. Negotiation with a stranger is always an unknown quantity to the players — it may be so for the Gamemaster. or perhaps the heroes have rescued her and earned her gratitude. it might go smoothly or it might not go well at all. 50 lbs. Here are some guidelines: . 100 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. 800 lbs. the Gamemaster should secretly make a Repute roll. When in doubt. observed PC behavior.

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

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

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

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

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

Characters subtract their Fortitude level value from any stun damage that they suffer. the material value adds to the damage – the harder the substance. a blow of 3 or 4 points Hurts the character. It’s determined by the attacker’s Brawn ability value: stronger folks tend to hit harder. 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. For improvised thrown objects. and other defensive powers subtract their level value from lethal damage (and from stun damage as well. the greater likelihood of damage. For unarmed attacks. A relative degree of +1 means you probably hit where the opponent is most heavily armored. it’s relative to the nature of the weapon: a sword does more damage than a knife. while a blow of 5 or 6 points inflicts a Very Hurt wound. Hurt. • • Defensive factors • • Determining Wound Level To determine how much damage is done in a given panel. the strength of the attack is also a factor. . and a . If it’s zero or less.Chapter 4: Combat Lethal damage results from bullets. It causes wounds (Scratched.38 usually does more damage than a . take into consideration all of the following factors. Wound Factors When determining how wounded a character is when hit in combat. Scoring a hit with a +3 finds a chink in the armor. Otherwise. if their power level is greater than the character's Fortitude). Example weapon offensive factors can be found in Chapter 5. fire. The weapon used is also a factor. and other potentially lethal sources of damage.22. the more it hurts when it hits. and Very Hurt results) and can potentially kill. Force Fields. they're especially fragile and easily hurt. melee weapons. knives. no Wounds result. but not from lethal damage. This is reduced by -1 if the attack is unarmed and the attacker doesn’t have a Martial Art skill. 40 Offensive factors • The relative degree the attack succeeded by is one factor — the better the hit. For example. and muscle-powered ranged weapons like bows and slings. Example armor levels can be found in Chapter 5. Armor. Note that this means characters with negative Fortitude values actually take more stun damage than normal.

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

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

43 Marvelous Superheroes Chapter 5: Vehicles and Equipment Weapon Table Here are some example weapons for Marvelous Superheroes. pliable non-metal armor is considered to be Fair (+1). 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. Heavy. the grenade’s effective Nullification (Magic) Rank Value. Medium metal armor is considered to be Great (+3). and heavy metal armor is Superb (+4). Grenades The following is a small selection of sample grenades. 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. Anti-Arcane This grenade is specially designed to disrupt magical powers and abilities. his Magic power is disrupted and will not work this panel. each designed for a specialized purpose. . If the hero fails the roll. Gamemasters and players should use the described grenades as guidelines and inspiration for grenades of their own design. 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. Armor Light. rigid non-metal armor or light metal armor is considered Good (+2).

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

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

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

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

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 .

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

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. Karma can be divided by 10 (rounded down) to determine Fortune points. 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. All column shifts (CS) can be used as direct modifiers to 4dF rolls (so a +2CS reference translates to +2 to a 4dF roll). and their levels are replaced with relevant adjective synonyms.

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