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Marvel Multiverse Rules Fixes and Clarifications (Homebrew)

The intent of this document is to make as few changes to the system as possible, while fixing/reworking what appear to be problematic elements.
Feel free to use any, all or none of the suggestions you find below.

POWERS
● Elemental Form – Includes immunity to your energy type. Should use Alter Ego to gain the ability to revert to
human form (You still have access to your powers, you just look normal and no longer burn couches when
you sit on them).
● Jump 1 and 2 are combined into a single power. Jump 3 is now Jump 2
● Lightning Action – Gaining the extra action/reaction costs 10 focus. Initiative is untouched.
● Time-out - No hostile/harmful actions can be taken during these extra rounds. They can be used to move,
reposition people, save civilians, escape, etc. Narrators should liberally say no to attempts to circumvent this
limit (repositioning a person off a skyscraper).

RULES
● Damage – A damage reduction multiplier that is reduced to 0, still applies the attribute bonus damage. A
multiplier reduced to negative receives no damage. Reasoning: This is so two equally matched characters don’t end in a
complete stalemate.
● Initiative – There is no bonus round on a fantastic result. Instead any character that gets a fantastic result
goes first (ties determined by initiative modifier, and then roll off if needed).
○ Additionally, characters with a fantastic result, have reacted to, and/or anticipated the opening
of the fight so well, they get "The Drop". A character with The Drop gets an edge on all actions in
the first round.
● Knockback – The larger someone is, the harder it is to knock them back. Reduce the final distance multiplier by 1
for each size category larger the target is above the attacker. Ignore the size modifier for melee defense for
knockback purposes.
● Lifting – If weight becomes a concern rather than size, this table can be used as a rough estimate instead:

Size Weight (lbs./tons)

Average 200 (Person)

Big 2 tons (Car)

Huge 40 tons (Big Rig/Truck)

Gigantic 200 tons (Airliner)

Titanic 100,000 tons (Cruise Ship)

Gargantuan 500,000 tons (Skyscraper)


RANGED WEAPONS

Ranged Weapon Range Damage


(Spaces) Multiplier

Pistol 10 x2

Traditional Bow 15 x2

Composite Bow 20 x2

Semi-Automatic Rifle 20 1
x3

Sniper Rifle 40 2
x3

Shotgun (Slug) 5 x3

Shotgun (Buckshot) 5 3
x2

Submachine Gun 20 4
x2

Grenade 10 5
Special

Rocket Launcher 20 x4

Firearms replace a character's base rank multiplier. This prevents a pistol from doing more damage in the
hands of Professor X vs a street thug. This also means powers such as accuracy stack with them for experts such as the
Punisher, Bullseye, etc.
Explosives such as Grenades and rocket launchers ignore any other multiplier modifiers.

1
Attacks made with this weapon while engaged (within 5 feet of an opponent) have trouble.
2
If a character spends a turn aiming with this weapon, they gain an edge on the next action when shooting at the
target aimed at. Additionally this weapon is slow to fire and can only be fired every other action.
3
This round type for a shotgun operates as described in the book
4
As described in the rules, except it gains trouble when firing over 5 squares, not under.
5
Grenades have a variety of types, below are just a few of the most common:
○ Flashbang, as the book
○ Fragmentation, as the book except x3 multiplier
○ High Explosive, as the book, except x2 multiplier and affects all within 3 squares
○ Thermite, as the book except it additionally causes burning on a fantastic success. It effects all within 1
square
MELEE WEAPONS

Melee Weapons Range Damage Multiplier


Modifier

Club Reach +1

Maul/Staff/Polearm Reach +1 1
+2

Knife Reach +1

Knife, thrown 5 +1

Sword Reach +2

Nunchaku Reach 2
+1

Melee/Strength based weapons ADD to a character's base rank multiplier. As per the book,
this does not stack with other forms of modifiers such as Mighty. Use the higher of the two. These are meant to
provide a variety of weapons for your game. If you feel a weapon similar to a sword warrants +2 (Fighting baton for
example, go for it!)
1
Weapons with Reach +1 are two handed.
2
This weapon allows you to attack one additional target within reach. If you choose to strike an additional target,
each attack does ½ the rolled damage, or normal on a fantastic success. If you have a power that already allows this,
you can target one additional foe for ½ damage to (3 targets).
Marvel Multiverse Milestone
Advancement Rules
In the base rules for the Marvel Multiverse RPG, the assumption is that characters remain static over the
course of a campaign, or might occasionally jump full ranks of advancement. This can lead to jarring changes
in capability and character definition. In this document I propose an alternate, more gradual character growth
path that allows characters a method of advancement with a more gradual, organic growth path:

Advancement
At the end of each adventure (comic), a character gains a milestone advancement. With each milestone, you
gain a benefit from the chart below. There are 10 such opportunities between each rank.

Ability Increase: Gain +1 to an ability score


Power Increase: Gain a power (Cannot choose from more than one new set).
Trait: Gain a new trait

Notes: When choosing a new power or to raise an ability score, treat your rank as though it is one higher than
you currently are. (eg. Tarantula is rank 3 and has an ability score limit of 6. When he advances, he gains +1
ability and can raise their already impressive Melee to a 7).

Milestone 1 +1 to an ability score

Milestone 2 Gain a power

Milestone 3 +1 to an ability score

Milestone 4 Gain a power

Milestone 5 +1 to an ability score, Gain a trait

Milestone 6 Gain a power

Milestone 7 +1 to an ability score

Milestone 8 Gain a power

Milestone 9 +1 to an ability score

Milestone 10 Raise your rank to the next level (Gain a Karma, raise your multipliers, re-adjust your
health and focus, etc).

Additionally, if they have only picked powers from their current power sets, gain an
additional power.

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