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RULES CHEAT SHEET

CORE MECHANIC EDGE COMMON TN’S

ROLL D616 6 1 6 After the roll, reroll any one die Adjective Character’s Rank
Three six-sided dice: two white, and use the higher. Edges might
one red (the Marvel die). 1 on the Marvel die (or M) stack (Double Edge) or may not. Trivial +4
equals 6 and is a Fantastic Roll. Add each roll result Edge and Trouble cancel each other out. Easy +6
to your Ability Score and compare to the Target
Number (TN). Meets or beats is a success. Routine +8
TROUBLE
FANTASTIC SUCCESS Challenging +10
3 M 5 Can be added anytime there’s
1 on the Marvel die that meets
bad circumstances. After the roll, Difficult +12
or beats the Target Number (TN) is a Fantastic
Success: success with an extra-special bonus (the reroll the highest die (even if it’s
Ridiculous +14
“Yes, and” result). Attacks usually do double the M) and take the lower.
damage. Character might get an edge on their next Absurd +16
action, Narrator picks a situational bonus, or just
suggest something to the Narrator. ABILITY SCORES

FANTASTIC FAILURE Standard human-level abilities ranges from -3 to +3 (the limit of human ability).
1 M 1
Failure but there’s a bonus or MELEE VIGILANCE
opportunity (the “No, but” result). Character might Melee damage. Determines physical Awareness, senses, defense against
fail forward or realize a surprising twist. Was their traits like strength, punching, grabs. sudden ambush. Vigilance is your
info wrong all along? Initiative mod. Vigilance x 30 is max
AGILITY
Focus (minimum 10 Focus).
Acrobatics, speed, dodging, shooting
ULTIMATE FANTASTIC 6 M 6 at a distance. Run speed starts at 5, EGO
The greatest roll in the game is
+1 for every 5 Agility. +1 for Big trait. Magic and elemental power checks.
6 M 6 (18 + Ability score) and yields an automatic
-1 for Small trait. Climb, Jump, and Also checks for persuading,
success, no matter the TN. They also ignore trouble.
Swim speeds equal ½ Run Speed. intimidating, charisma, mental defense.
And don’t forget the Fantastic added bonus.
RESILIENCE LOGIC
Durability, pain tolerance, and facing Telepathy. Inventing, puzzles, complex
KARMA extreme conditions. Resilience x 30 is machines, defending against being
max Health (minimum 10 Health). confused, or befuddled, or tricked.
You can spend 1 Karma anytime to:
● Gain an edge on an action check (and
storytell a hidden advantage). TAKING DAMAGE CALCULATING DAMAGE
● Give an enemy trouble on a check that
involves your character (and explain why). PHYSICAL dMarvel x (Rank + Powers) + Score
● Make a Resilience check (vs. TN 10). On Attacks the character’s Health. The Marvel die roll of a character’s
success, multiply the Marvel die by your MENTAL check is multiplied by: their rank plus
Rank. Recover that much Health to your max. Attacks the character’s Focus. any damage-raising powers. Then the
ability score itself is added at the very
● Make a Vigilance check (vs. TN 10). On UNCONSCIOUS end. The powers which raise damage
success, multiply the Marvel die by your If Health reaches zero: All multiplier are: Accuracy 1-4, Brilliance
Rank. Recover that much Focus to your max. concentrations end. Defense for 1-4, Discipline 1-4, and Mighty 1-4.
● Make either recovery action, but for an ranged attacks is 10. Close
unconscious or demoralized ally. Use your attacks automatically hit. If
own ability scores but they take the heal. Health reaches negative value of DAMAGE REDUCTION
(max Health): the character dies.
Only spend 1 Karma per check.
DEMORALIZED If someone has Damage Reduction,
Heroes start with their Rank in Karma and can be don’t calculate the total damage yet.
If Focus reaches reaches zero: All
awarded more Karma for: role-playing exceptionally Reduce the damage multiplier by the
concentrations end. Trouble on all
well, giving a great speech, using their catch-phrase number of damage reduction. If the
actions. If Focus reaches the
perfectly, helping/rescuing someone, or having a multiplier reaches zero, the attack
negative value equal to (max
weakness/challenging trait come into play. does no damage at all. Do this before
Focus), they are shattered: frozen
Each night’s sleep: recover to your Rank in Karma. by fear or stress. adding Fantastic damage increases.
ON YOUR CHARACTER’S TURN….. HEALING
Regain Health/Focus equal to your rank
for every hour of calm (2x during sleep).
YOU GET…..

● One Standard Action


At right. Can be taken before,
during, or after movement. STANDARD ACTIONS
● One Reaction (per round)
ATTACK REACTIONS
At far right. Can be triggered by
Close: Melee check vs. Melee def
lots of factors. Interrupts turn
Ranged: Agility check vs. Agility def ESCAPE
order only temporarily.
Trigger: Grabbed, pinned or paralyzed.
● One Movement Action DODGE
Effect: Attempt to Escape as left.
Travel up to their listed speed for Any attacks against character have
that movement type (run, swim, trouble until characters next turn. FASTBALL SPECIAL
climb, jump horizontally, fly, etc). ESCAPE Trigger: An ally throws character at an
Melee check vs. grabber’s Melee enemy and succeeds at Agility check.
● Things that take no action
def to break open pins/grabs. Effect: Make a close attack at that
include: speaking, reloading,
enemy. On Success, double damage.
reading, senses, opening a door, GRAB On Fantastic Success, triple damage.
picking something up, or using As close attack: but on Success,
other simple items. It becomes target is grabbed; on Fantastic HELP TEAMMATE
an action if it requires a check. Success, target is also pinned Trigger: Nearby ally fails a check.
● You can concentrate on (your (trouble on Melee/Agility checks). Effect: Give them an edge on check.
rank) number of powers at once. HELP INTERPOSE
Describe how you help an target Trigger: Someone in character’s reach
character. Target character gets an is targeted by an attack (that doesn’t
YOU CAN ALSO edge on their next action. also target this character).
● Hold your Turn when it would MOVE Effect: Jump to between target and
usually come. If so, pick a new Move double your speed this turn. attacker; and become the new target
of the attack. Attack’s TN is the lower
initiative number or specify when USE A POWER
to act later. This becomes your of your two defenses.
Standard action powers will tell you
new place in the initiative order what to do in their description. RAM
for this battle. Trigger: Character moves full speed at
● Reserve your Action (standard target, then uses standard action to
or movement) and use your Move (at left) and reaches the target.
SPECIAL MOVEMENT
reaction to take it later. State Effect: Make a close attack at enemy.
what the action is (at right) and CARRYING/LIFTING On Success, character takes full
what conditions will trigger it. May take successful Challenging damage and enemy takes double. On
Once triggered, it happens. Melee check. Carrying something Fantastic Success, character takes full
their own size cuts speed in half. and enemy takes triple and prone.

DIFFICULT TERRAIN RELEASE


TEAM MANEUVERS
Each space costs 2 spaces each. If Trigger: Something/someone they’re
Team chooses at the start of the flying above or similar, ignore it. holding moves or attacks.
adventure (can be switched once per Effect: Let go.
GLIDING
day). It can be done once per battle: Move Glide Speed. At end of turn, SKULK
announce the maneuver and pay 10 you lose altitude of ½ Glide speed. Trigger: Character is target of an
Focus. The Rank 3-4 maneuvers are: attack and someone in reach isn’t.
SNEAKING
OFFENSIVE: Team members reroll all Cuts speed in half. Observers must Effect: Hide behind nearby character
dice on any attacks this round. make a Vigilance check vs. Agility and they become target of the attack.
Attack’s TN is the lower of your two
DEFENSIVE: Team members all have defense. Success means spotted.
defenses.
Damage Reduction 4 this round. WHILE PRONE
RALLY: Each team members can You are on the ground. While USE A POWER
make a recovery move (Health or crawling, each space costs 2 Reaction powers will tell you what
Focus) as if they spent 1 Karma. spaces. Standing up costs 1 space. to do in their description.

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